It is a fantasy role-play game.

DM: *BUZZ BUZZ* You hear your phone start to vibrate. *BUZZ BUZZ* You look at your phone with heavy eyelids to see it is your boss, the dick at Waffle House that who likes to make your life a living hell. *BUZZ BUZZ BUZZ* Angered for being pulled from your slumber (Oh what a good dream you were having. And when you were about to make a move on her none the less!) you answer your phone."YOU NO GOOD LAYABOUT! WHAT DO YOU THINK THIS IS?! I'M NOT PAYING YOU TO SLACK OFF WITH YOUR THUMB IN YOUR ASSHOLE ALL DAY!The sound of your bosses voice jolts you from your drowsiness. You look at your clock and see it's 2:00. He's right to be angry. You're 3 hours late."THIS IS THE THIRD TIME THIS WEEK! YOUR FIRED! HOW YOU EVEN GOT THIS JOB IS A MYSTERY!"You hear a beep as your boss disconnects the call. He was right. You wonder how you even got the job in the first place. You didn't really put much effort into your resume, and the only reason you did it was to please your roommate. You lie in your bed and become bored as the hours pass by.Looking around your room, you try to decide what you wish to do.
Player: Use your PC to find a new job
DM: You get on your PC and get ready to open up firefox, when you notice DayZ is sitting there begging to be played. You decide to try and shut it out and search for a job.
Player: Play DayZ
DM: It does not launch. Curious.
Player: Search for a Job

DM: You decide to play a few games on your Xbox, but you realize your power cord was lent to your neighbor.

DM: You decide a few video games will help take your mind off things. You get on your PlayStation and play a few games. You play a few multiplayer matches on Call of Duty, then a few coop missions on Battlefield 3, you kill a few baddies on Borderlands the Pre-Sequal, and best a few zombies on the last of us. All-in-all you have a very busy day. If only there was a way for you to find a new job. HINT HINT!

DM: You decide some music would be nice right about now. You pick up one of your guitars and start playing a nice little tune. Feeling refreshed you set your guitar down. You should really try to find a new job now. HINT HINT
Player: Play the Xbox 360
DM: You decide you want to play on the Xbox. Maybe some Mass Effect, or some GTA5, or Fable 3, or Red Dead Redemption. You decide to settle with Skyrim. After a few hours spent slaying dragons and becoming a level 30 Wizard, you decide you should move on to more important matters
Player: Play the PlayStation 3
DM: You decide a few video games will help take your mind off things. You get on your PlayStation and play a few games. You play a few multiplayer matches on Call of Duty, then a few coop missions on Battlefield 3, you kill a few baddies on Borderlands the Pre-Sequal, and best a few zombies on the last of us. All-in-all you have a very busy day NOT LOOKING FOR A JOB! HINT HINT!

DM: You open firefox and start searching for a job. You go to one of the job sites and suddenly your computer is filled with pop-ups.LOOKING FOR A JOB IN SCIENCE!? LOOK NO FURTHER!EVER CONSIDER HELPING TO EXPAND OUR KNOWLEDGE OF THE KNOWN WORLD!? HERE'S YOUR CHANCE!GOT NOTHING TO LOSE!? WELL THERE IS PLENTY TO GAIN WITH SCIENCE!You are noticing a pattern here.IS YOUR LIFE DULL!? SCIENCE!SCIENCE! WE DON'T KNOW WHAT IT DOES UNTIL WE TRY IT!This continues on until you can't see the webpage anymore.
Player: Close the Computer
DM: You come to the conclusion that your computer has a virus (probably your roommates fault) and shut it down. You hear a knock at the door of your apartment. You go to the door and see a well dressed man.Man:"Hello sir. Are you interested in helping to expand our knowledge of science?"You:"Depends on what kind of science your talking about here and how much the pay is."Man:"We are testing a new drink that is supposed to increase the strength, stamina, and agility in whoever digests it. We pay $500 per day, But can you really put a price on science?"You:"What if something goes wrong?"Man:"If there is any harm done, we will pay you $100,000 and treat the side effect for free."You:"Well, I really need a job... I'll consider it."Man:"Thank you sir. Here's our business card. The name is John by the way."You:"Thanks."You shut the door and walk to the living room.You look at the card the man gave you. There is a number and the words prohibitos autem scientiam in the corner, whatever that means.
Player: Throw the card out
DM: You decide you don't want the job and continue searching for a new one. You find that your computer has been fried and you are unable to search for a job online. The few workplaces in the immediate area are not hiring, and you have no way to search for other jobs. Your roommate kicks you out and you are doomed to live on the streets.

Player: Click on one of the pop-ups
DM: You decide to click on one of the pop-ups. The pop-up opens a window and they stop flowing. You notice in the corner, the company name which appears to be prohibitos autem scientiam. You see a button that says "Now Hiring! Click Here!"It takes you to another page with a description explaining a drink that will give newfound strength, agility, and stamina to whoever drinks it. There is a number at the bottom.
Player: Close the computer

DM: You decide to waste some time on your PlayStation 3. You play some Call of Duty Advanced Warfare, The Last of Us, Borderlands The Pre-Sequal, and some Battlefield 3. After you are satisfied, you decide it is time you start looking for a job.

DM: You get bored of the PlayStation and decide you want to play on the Xbox. Maybe some Mass Effect, or some GTA5, or Fable 3, or Red Dead Redemption. You switch off your PlayStation and move over to the Xbox to realize you "lent" your power cord to your neighbor. You decide it is time to GET OFF YOUR ASS AND LOOK FOR A JOB YOU DAMN HIPPIE! HINT FUCKING HINT!!

DM: Val stood on the horses back, pointing into the distance. Val; "Over there. You see? The city of ErenForth. That's where you'll find your door." It certainly did look like a place where anything was possible. I marveled at its beauty.
Player: Skip Diologue
DM: The horse cantered down to a cobblestone courtyard, in which cheerful flute music could be heard, resounding throughout the yard and ricocheting off of the walls. Following the sound, I dismount the horse, and begin to walk through the large stone archway. Val grabs me by the collar, throwing me away from the sound. Val; "Not that way" You; "Why? It sounds peaceful." Val; "Exactly. This place is not safe. Many friends have passed through that arch, and none have ever lived to tell the horrors that lie therein." You;"How do you know they didn't find the door?" Val; "Would you scream? If you found the door? Would you beg for mercy? Cry out to your friends, tell them to run? Would you stagger out from under the archway bleeding and crying, only to be dragged back by a shadow that giggles hysterically as your tortured screams ricochet off of the walls?" Ouch. Was that really what was at stake here? You; "...I don't suppose I would." Val; "This way". She gestured towards an old, rusty door, blackened with soot, riddled with termites, and covered in moss and mold and all other types of filth. Val; "Come on!" She shouts enthusiastically, then gestures for you to follow as she runs through the door and down a winding staircase.
Player: Shout "I'm coming" and investigate the archway
DM: It can't be that bad.... You follow the music to the archway, but hesitate before entering. Was Val telling the truth? Was this really terrible? Or did she want me to never find the door so she wouldn't be alone anymore? I suppose this is where I find out if she truly is my friend...
Player: Enter the archway, Val's lying.
DM: The last thing you see is Valkyrie's disappointed face as you are dragged away by a dark shadow...

DM: The campaign continues. Valhalia is a key world, and for the Chykri to begin a full scale invasion of the Galaxy they would need to capture it so they could both use it as a staging ground, a forward base and as a refueling point for Chykri vessels. The Chykri knows this and are willing to take the casualties so they can take the planet. The Spines are being covered with corpses, and the destruction is incredible, but you've managed to hold the Spine. Still, it's only a matter of time before the spine is broken, and the planet falls. The only question is how long that'll be, and how many bodies will be left to freeze on the planet once the battle ends.
Player: Continue
DM: During the late night, the Chykri strike against the bases. There are rivers that span the mountains are frozen went from the Chykri camps to the Coalition Military Bases. The Chykri took advantage of that. Chykri Gunheads and Destroyers are sent through the rivers, where they're given respirators and shielding against the cold. Although some are killed by the conditions of the icy rivers, and it only gets worse for them. Your relationship with the Scairtt has convinced massive amounts of them to join, and the ground forces have taken up defense of these rivers. They navigate the rivers and wipe out the entire Chykri strike force. You still doubt you'll be able to hold the Spine for much longer, and you know you need to try as hard as you can to stop the Chykri invasion for any length of time, but you'll be able to survive longer now.

DM: Bottoms up! You decide to drink the strange liquid. It tastes of hair and something else. You barely manage to stomach it. After a minute of coughing and gaging, you can finally breath normally. Soon you notice a burning sensation in your throat. You:"Can I get a glass of water? That drink was terrible."Ben:"We haven't added any flavoring yet. We apologize for the inconvenience, there is a water fountain on the wall to your left"You run to the fountain faster than you have ever run before and drink until you can't hold anymore. That drink works fast. The burning is gone but you then notice a tingling sensation throughout the rest of your body. Looks like you got more than you bargained for. Your teeth begin to sharpen, and your nails turn into claws, your face becomes longer, and your body becomes covered in hair. You can probably guess where this is going so I'm not going to explain anymore. You shouldn't have drank that.Ben:"Odd. I don't recall that being one of the effects. Run the course anyway and we will try and get that fixed."
Player: Run the course
DM: Hoping that the company will stay true to their word, you run the course with ease. Even after all the practice you had prior to drinking the experimental goo, you still had great difficulty. You are able to run faster, your balance is greater, and you can climb faster and jump higher. Ben is impressed with how quickly you complete the course.Ben:"Excellent. You have broken the record of our most trained staff. Now, I would like to study the change you have gone through."
Player: Accept

DM: This liquid doesn't seem very safe. You put it back on the table.You:"I think I'll pass. I don't trust anything that bubbles and reeks of urine and chemicals."Ben:"I'm sorry, but you signed the contract. You have to drink."You stare at the liquid and decide what you should do.
Player: Drink the Green liquid

Player: Decline
DM: You:"I think I would rather be turned back to my normal self."Ben:"You are a scientific marvel. We can't simply waste a chance to study something like you now can we? And I never gave you a choice."Fearing the worst, you make a break for the door.
Player: Fuck it get out of there
DM: You bolt for the door and fortunately, Ben forgot to lock it. You hear him yelling into the intercom, calling the security guards to detain you. As you run through the hallways you come to an intersection and realize you forgot the way out. You ask yourself one question. "Do I feel lucky?" Well? Do ya?
Player: Full speed ahead
DM: You don't stop running forward. You continue full speed down the hall and bust through a set of double doors. Too bad you didn't have time to react, otherwise you might not have fallen over those rails and into the tank filled with the green goo. You've become an ingredient in their new and improved sports drink.

Player: Run right
DM: You turn right only to find the hall is a dead end. You turn around to see a group of guards moving toward you. It looks like your luck has run out. Have fun being a new play thing for prohibitos autem scientiam. They will certainly be having some fun with you. I hope you like shock collars.

DM: You really do not trust the liquid and don't think Ben is willing to reason with you, so you throw it on the ground and run for the door. Fortunately, Ben forgot to lock it. You hear him yelling and calling guards to restrain you. You run through the maze of hallways, hoping you remember the way out. You come to an intersection.

DM: There is no doubt in your mind that Barnabas is the werewolf.If you are to kill him, you need to choose a better place of ambush. The edge of the woods provides poor cover, and if you miss then the werewolf will be at your throat in the blink of an eye.Better to face him in the forest, where you can hide behind thick treecover and shoot him to pieces.Moving quickly into the darkness of the forest, you make sure your musket is loaded.Tonight you end your crusade.Tonight you kill the werewolf.
Player: Press Onward
DM: The darkness keeps you hidden, but it also keeps you cold.Frigid air swirls around you, piercing your bones. Each icy breath you take drives a splinter of pain into your chest.Your vision is beginning to blur.You crouch for a moment, trying to pull some press some warmth into your fingers. You almost step over the tracks in the snow. They are thick boot tracks, like yours, but with an extra rim of prints on the front.Barnabas must have walked within shooting distance of you and you didn't even see him.The icy wind of the night squeezes at your lungs again, and you vision begins to blur.Not too far off, a bestial howl cuts through the silence of the night...
Player: The Wolf

DM: The Sorting Hat is ready to make his decision...
Player: Ask the Hat if you can choose your own house
DM: Either that Hat is momentarily confused by your answers, or you simply do not agree with his decision, but you have decided you would be in a particular House. It is said that the Hat always takes your opinions even to account, so which House would you like to be in?
Player: Gryffindor!
DM: "Gryffindor!" The Hat shouts out, to a round of applause. Relieved, you join the Gryffindor table. After the Sorting is over, Mcgonagall announces; "Without further delay, the feast can now begin!"Suddenly, the tables are filled with silver plates and cutrely, ladened with food. Vegetable Casserole, potato and beetroot pie and treacle tart. After the Feast, you trudge off towards the Gryffindor common room.There is a small group of first years there, in front of a wooden door with a protrait of a Fat Lady."Password?" She asks."Sherbert Lemon," says the Gryffindor Head Boy.The inside of the Room is homeley, with dark red curtains everywhere and the Lion emblem emblazoned. If you look at the pictures for long enough, they begin to move around; for example there is a knight, Sir Cadogan, locked in battle with a dragon. Cadogan doesn't seem very competent, but he always just about manages to survive the attacks. At last, after the excitement wears off, everyone goes to bed and switches off the light, although there is a noticable tension in the air, as if everyone in the room is secretly dreading sleep, though most everyone manages to get to sleep eventually.You can't sleep, however. The dreams you had are lodged in your mind, and you don't think you can bear facing them again. Suddenly, you hear voices at the door; there is someone trying to get in, feeling more and more frustrated. Suddenly, there is a knock at the door. Do you answer?

DM: "Squire! Take care of this man while I go to get my sword!"the squire jumps up from his seat and throws a bucket of water (that he was saving for your bath for later) onto the ground. Alexis slips and falls on the water! You now have enough time.you run to the armory and grab your favorite sword, the great sword of the ruler of chessie! The chessie-king sword!you walk back into the main room with your sword. Alexis await you, in one hand he holds the head of your squire which he throws at you."your sword is no match for PORKRINE! BWAHHAHAHAH! YOUR DAY OF DEATH HAS COME!"he comes lunging at you, but now that you have your sword of honor, you feel confident, you parry to the side, avoid his attack, and swipe quickly and deeply.the evil baron alexis recieves a whopping chomp! right into his stomach...he falls to the ground, his intestine hanging out."HOOWWW COULD YOU DESTROOOYYY MEEEEE!!!! III AMM THE KIINNNG OF DARRKKNESSS"white always wins, especially when you're the one behind the pieces, you think.you look at his pitifull form and shake your head.time for the final blow
Player: Let him Live! He has learned his lesson!
DM: You decide to let him live. You feel bad for the evil Alexis... perhaps he has learned his lesson.you walk into the other room and order up some bandages.when they arrive you bend down to help to bind the wounds of the evil Alexis who is looking at you pleadingly.when you get to the ground, suddenly Alexis pulls a serpent shaped dagger out of his boot and stabs you directly in the neck~!!you scream out but no sound comes as you are dying..."IF I AM DYING YOU WILL DIE WITH ME, AND MY CHILDREN WILL BE THE KINGS OF CHESSIEE BWWAHHAHAHAHAHAHAH!"you realize that you have made a horrible mistake but now it is too late.you should have destroyed Alexis when you had the chance...Game Over
Player: Bring that evil Alexis to his kneees!

DM: Ah yes, the internets. Forged in the great fires of Gore, the internet is truly a legend. Even the great Bush the Wise has told strange rumors of the internets (not a typo) mystical existence. It is a great tool that can be used for almost any aplication, but like all great technology, it can be misused... So be warned, for you are about to embark on an epic quest unlike any other.You sit inside your dingy little room in you'r mom's basement and look out your minscule window. It is raining (not that it matters anyway, you haven't been outside for years), and you are horribly bored. Looking around your room for something to do, you notice an archaic computer that your mom dumped in your room. On the moniter, a sticker proudly displays the slogan "NOW IN COLOR!" with a sexy picture of a young Bill Gates on it. Before you start getting strange and foriegn thoughts that make you question your very way of life, you decide to plug in the computer to see what kind of entertainment it can offer you.After the computer boots up, it crashes. You restart it. It crashes again. You hit it very hard. It starts up after 30 minutes. Wait a second, Windows 3.0, what the hell? Hmm, oh well, it seems to have three programs on it, AOL, Internet Explorer, and Firefox. Which one do you open?
Player: Open Firefox
DM: You are no n00b, you know how much AOL just plain sucks and how unreliable Internet Explorer is. It's time to Take Back the Web (tm), one site at a time! You quickly conect to the peak of human society - the internet. Now that you are finally here however, You are a bit unsure of where you should go. You begin to think through some of the obvious choices...
Player: Look at Pr0n!
DM: Oh yeah, this is what the internet was made for. You begin your slow decent into Hell, and are thouroghly enjoying yourself untill.. wait a second, is that footeps? Your curser hovers over the back button, but you can't seem to tear yourself away from your dirty little site. What now?

DM: You decide to go left. You hear the guards far behind you, but due to your new abilities, you are able to keep your distance. You notice ahead of you a set of lockers, one of which is labeled "BEN", and a loose pipe.
Player: Try to open the locker
DM: You assume Ben doesn't understand the concept of a lock. You simply pull it open. You hear the guards running after you and decide to hide in the locker. If only your tail hadn't gotten in the way. You release a loud yelp as you close the locker on your tail. The guards run past you despite the loud noise you let out. You wait a few moments and then leave the locker. You feel a tap on your right shoulder and when you turn around, a guard delivers a swift punch to the face. You wake up in a cell with a strange collar around your neck.Ben:"Don't be too shocked, you were doomed from the start."

DM: You turn left down a long hallway and you hear guards down the hall behind you. You also see a few lockers, one is labeled "BEN." There is also what appears to be a loose pipe across from the lockers.
Player: Attempt to break into the locker and hide
DM: You decide to break into the locker and hide from the guards. You assume Ben doesn't understand the concept of a lock as you simply pull the locker open and slip inside. The guards run past you, not suspecting a thing. After a few moments you decide it is safe to leave the locker. You look around and notice a window beside the lockers. You have had enough of this place and decide it is time to leave.

DM: Wrong password.
Player: Go back.
DM: You attempt to login to the computer but it requires a password. You take a look at the hint and it says "The nickname we had given the subject. P.S: It means a big monster." There are several words that pop up in your mind.

DM: This is not an effective management strategy.
Player: Western Spruce Budworm
DM: Fantastic work forester!! You are an asset to the company and will be rewarded with a promotion after managing for the outbreak. Which of these three treatments would you recommend the company to do if you want to do the most damage to the insect population?
Player: Sanitize the stand

DM: His eyes snapped open, an unruly haze of confusion spreading across his face and coming out his mouth in short, frightened gasps. He was no longer in the bland, soft hospital room. There was no longer a blue-sheet laiden bed, and there was no longer a danty little girl safely inbetween the covers.No, this was worse; horrible, terrible. The room had but one light hanging in the middle, flickering his grimy surrounding to him with flashes of pools of light. The walls were oozing with wet, waxing marroon, greasy with mold and smeared with something rusted and putrid. He was the same person - Nathan Cross. He knew this for sure; his surroundings were no longer the same, but his body was nothing different of his usual self. Except that his reddened ears throbbed from a past, echoing screaming. A tight, crisp child's scream.Where was he?
Player: Search the West of the Room.
DM: There's a broken chair. Inspect it further?
Player: Inspect futher.
DM: You search under the cushion of the broken chair, and find a pocket watch. It's old - and unopenable.
Player: Pocket Watch
DM: You found a rusty Pipe.
Player: Go Back.

DM: You need a need a weapon so you go for the pipe. You are able to pull it down, but by the time you get it in both hands, the guards have already caught up with you.
Player: Surrender
DM: You fear that attempting to take the guards could end your life. You surrender and they take you to a holding cell where they force a shock collar around your neck. Relax. You'll be here for a while.

DM: "Well take a seat partner!" exclaims one of the men from across the saloon. You are surprised he even noticed you, but you go over to him anyway."Well boy, how do you do? My friends over here were just talking about the Indians up North, you heard of 'em?"You shake your head."Well now, the savages have been in the spirit of raiding as of late, and we were lookin' for fine men such as yourself to do something about it, you understand?" He continues without leaving time for you to respond."Well what do you say? A little Indian killing never hurt anyone now did it?"
Player: Tell him you will consider going.
DM: "Well now that really is a great thing to hear, isn't it boys?"A round of cheers come from the other patrons in the saloon."You better be off on your way then. Wouldn't want any white folk to get scalped because you sat around with a bunch of drunks at the saloon."

Player: Make for the window
DM: In a hurry, you run for the window and climb out. You run to the street like a madman and people are staring at you. You try to decide whether or not you should go to the police. You have no evidence of their crimes and they may not be able to act in time to prevent any more trouble.
Player: Run to the police
DM: You run to the police and tell them your story. They decide to check out the building, but find it has been packed up in a hurry and anything of use has been lost or destroyed. They offer you protection incase anyone comes seeking revenge, but are unable to make any arrests. Your life slowly returns to normal and you find a new job working in a record store. You have got your old life back and live happily ever after, but you now have a fear of green liquids and sports drinks.

DM: The village center is now crowded. Everyone was talking so loud I had a hard time trying to hear my thoughts. My mother and I went towards the very center of the crowd.I was going to use my own voice to stop the madness when a more smoother voice pierced through the noise. I was surprised to see that it was my Mother. I mean, of course it was her voice that attracted my father to her a long time ago, but I hadn't fully realized what power her voice really had."Everyone quiet down!" she shouted and there was silence afterwards. She's the Queen of Mene, now, I understood how much power she holds over her people.I made the introductions with Percix and my villagers. And finally, I said, "I need some answers and I need them now.""Well, I need some answers, too," Percix answered, "Perhaps we could exchange some information?" I nodded and agreed. "I will let you start, then, ask away..." Percix finished.[I recommend asking and reading all of the questions because they are all crucial to understand the story]
Player: "How do get to your village and kill the beast?"
DM: The idea finally made its way to my mouth. "How do you get to Cione from here?" I asked."I promised myself never to send a hero to my village for revenge," Percix answered, "And I choose to stand for it."I said, "By sending me it won't be for revenge. Typhon announced himself as Destroyer of Gods, this makes him my father's enemy and therefore it's my life's mission to kill him." This is the reason for my life, the opportunity to become immortal and live forever in the tounges of men, I'm not going to let it pass."Very well, you proved yourself strong during that attack," Percix said, defeated, "But know this, hero, Typhon is stronger than a hundred giant bandits combined."He told me that I would need to venture north, pass a series of hills, through the Forest with Tall Trees, and Cione should be right there. Then, he asked where his people can rest for the time being."Thank you, for your trust, I won't let you down," I reassured him, "As for the housing problem, you can discuss that with my Mother."

DM: As you open the chest engraved with the image of a book, the other one vanishes into a puff of steely smoke. You shrug - magic - and inspect your findings.It seems to be a classic tome of incantations. Luckily you believe in magic, know it exists, and know how to use it. Yay. A powerful magical item!You look around one last time for the other chest, but it is nowhere to be found.
Player: Open the door and step through
DM: You open the door. It does not open onto the othe side of the mountain, as you might expect, but rather to a differentw--o--r--l--dthe door sucks you in, and slamms shut.

DM: Your new body has its uses. You are able to deal crushing blows against the guards and are quick enough to dodge theirs. You take then out in no time. Now that the guards have been dealt with, you notice a window leading to the outside world. You have had enough of this building to last a life time.
Player: Stay and search for a way to reverse the effects of the liquid
DM: You want to get your normal body back. There is no way you are leaving now. Perhaps there is something useful in Ben's locker.
Player: Search Ben's locker
DM: You assume Ben doesn't understand the concept of a lock. You simply open the locker and you find a map. You set your pipe down to examine the map. There are two points of interest on the map labeled A and B.
Player: Pick up your pipe

DM: When you arrive at your Dad's house, you find the garage door open, and decide to step inside. "Hi Amy!" "Oh, hello," you say back. He doesn't seem surprised to see you; it's as if he was expecting you."I need some help moving these boxes." "Oh, uh..." You want to help him but you're feeling rather tired at the moment.
Player: Say No
DM: "Sorry, Dad, I'm just not feeling up to it today.""Ok Amy, that's fine."He walks back into the garage.
Player: Where to now?
DM: Oh yeah, you should probably decide where you want to go. A few ideas pop into your head, but you know for a fact that you won't have time to visit any of them more than once.
Player: Return Home
DM: As you drive home, you reconcile on your day today. A fine mother's day. A bit unusual, that's for sure, but definitely not the perfect mother's day. THE END(The Boring Ending)
Player: Reset Game
DM: You wake up on a day like any other. Until you realize that it's not just any other day... it's Mother's Day! But everything in the house is quiet. Too quiet. You were expecting breakfast in bed, but when you leave your bedroom, no one is around. You call out to your family; no response. You search the house. They aren't here. One of your cars isn't here; they must have gone somewhere.

Player: Go home
DM: You decide the police will not be able to help and just go home. You open the front door to your apartment, walk tiredly to your room, and collapse in your bed. You wake up the next morning feeling refreshed. You get up, go to the bathroom, and notice a collar around your neck. You also notice this isn't your bathroom.

DM: "Charge! Strike them down!" You scream, charging forward.You rush forward. You swing your blade, and your forces crash into the Orcs. The Orcs begin to break away, dropping weapons and swords to retreat from the battle. Some stay behind, but you make very short work of them. You roar as you swing your blade, slicing through flesh and shattering armor to wipe out all those who are left. "Victory!" You roar.
Player: The enemy is vanquished!
DM: You stand on the field of battle, the bodies of Orcs and Men all around you. You wipe sweat from your brow. Sir Ignates rides up on horseback."We've done it!" Sir Ignates laughs. "This land is all now King Alexander's! No one can oppose him! Hail the King! Don't worry, Mazkil. I'll make sure you're rewarded. Your village will benefit from this, I swear that to you."You look upon the corpses of your former allies, a feeling of betrayal in your mouth that you haven't tasted since Gruzub's death. You spit and shake your head. No, you did the right thing. You fought to give your tribe a future. You have succeeded.

DM: 
Player: Approach the Wolf Man.
DM: The wolf man is nothing short of grotesque. Like the wyvern, the face is covered with an elaborate mask, which extends out far from the profile to form a lupine maw. The face is more wolf than man, but sunken in, as if emaciated. Teeth poke out of a sneering lip, revealing elongated canines stained yellow. The whole of the back of the head is furred in black, to offset the brownish-black hue of the naked bits of flesh upon the mask and body. The body of the beast is less furred than the head, but the fur of the man travels down the back to the tailbone in a svelte, shiny coat. The chest of the beast is virtually nude, with only wisps of jet-black hair decorating the skin. His torso is elongated, and his chest sunken and hollow. Tattered cloth frames the top of his legs and lower portion of his torso, with fur and bony protrusions poking through the rips in the cloth. Like many of the made-up monsters in the gallery, the wolf man's arms taper down into hands ending with claws. Showing a true appreciation to detail, dirt clogs the underside of the slightly dulled claws. The legs of the beast are perhaps the most fascinating portion of all, as they follow the shape of a wolf in digitigrade legs. How the artist managed such a feat is difficult to say, but impressive all the same.

DM: Day by day.Month by month.It took a gentle hand to come out from her rock.It was the day.On the third month.That a smile appeared,While under your arm. The chains were long gone.
Player: Guilty
DM: Even though the smiles came back.Your conscience, also was a recurring fight.The idea that someone like you had a rightful conscience.But it was there.It had always been.Clouded away by the love of kin.You see her now eating bread.Laughing at the T.V, motioning you over with a hand.Then you look around.Basement and all.The pink walls you colored to mask the actions.The actions that were there.What have you done.A slave you made.A child no more.A puppet no less.

DM: You stand up. Which place would you like to go to?
Player: B
DM: You decide to run to the other side of the building, point B, and see if you can find what you seek there. You fight through a few guards and make it there mostly in one piece. You notice a glass filled with a red liquid. Perhaps this what you've been looking for.
Player: Don't take the chance. You no longer trust juices without labels.
DM: You remember the last time you drank something and didn't quite know what it was. You decide it would be better not to touch this one. You decide it would be better to head back to the lockers. So do you want to make a break for freedom? Or would you like to see what is behind door number 2?
Player: Claim your freedom
DM: You are sick of this place and decide the sooner you get out, the better. The world needs to know what happened here. You exit through the window and run toward the nearest police station. You report the evil deeds to the police, and they storm the building. You are given a handsome sum of money but can no longer get your old body back due to the fact that the only people who could possible fix you are locked up for good. Sorry Joe, your dull life is over. You live your new life being ridiculed because of your new body, but your new abilities have their uses, and you have made many new friends that make up for it.

Player: Time to go
Player: B
Player: A
DM: You choose A. Lucky you. It is just down the hall. You walk that direction and open a set of doors to see a large room with a strange device in the center. You assume this could be used to change you back, but you are not entirely sure. It also appears to be surrounded by guards.
Player: I'm feeling strong
DM: And strong you are. You rush in, trusty pipe in hand, and start shredding through the guards. You are having so much fun taking out the guards that are rushing you, that you don't even notice the guard with the tranquilizer (The bastard thinks he is too good to fight you head on). He nails you right in the shin, and you are out cold. You just became some ones new pet. Mind the shock collar.

Player: Look for a better weapon
DM: You decide to search the area for a better weapon. Better safe than sorry you always say. You find one of the guards asleep in his chair with his gun leaning against it. You take the gun and start opening fire. Before long, all the guards are dealt with. You can now use the machine.

Player: Drink the red liquid
DM: You've had relatively good luck so far. What makes this any different? You drink the red liquid and feel a warm feeling growing inside you. It is growing and growing and you feel it becoming warmer and warmer until you black out from the heat. When the guards get to you, there is nothing left but charred remains. Have you learned nothing from the last time you drank a something without a label?

DM: The mornings are usually peaceful, at least more peaceful than the afternoons and the evenings. I heard that last night, there was an accident, resulting in a bus getting crashed. It occurred exactly when I was introducing the team to Googles, so Freakshow wasn't patrolling when it happened. Pity, he could have helped those people.Regardless, this early, the criminals and the unfortunate people who accidentally get their lives at risk are asleep. Everyone's asleep. The city is asleep.HEALTH: 100%
Player: Wait for something to happen.
DM: I patiently sit on a rooftop, looking over the city. I don't have my vision increased, so I can't really see anything clearly. At least not anything I should be looking out for. Since nearly no one in the entire city is awake, there is nearly no noise at all. It is so peaceful. There are the occasional cars, people who are finishing their night-shifts or just work at something that forces them to come in early. No matter what the reasons for them being up are, there is nothing in the city that concerns me. The criminals have learned that they can't get away with anything anymore. They have learned their place.After waiting for a few hours, just watching the city and wondering about anything that comes to mind, I realize that Brute is late. He should have assumed my shift long ago. At that moment, I start to hear frequent tremors approaching. Brute must be leaping his way here. At that moment, Brute lands to my side and comes to a halt."Ehm...sorry I'm late" he says and approaches me."Overslept?""Kinda."I notice how fractured the roof is beneath him due to his entrance. He looks at the cracks too."What?""Don't tell me you left those at every single leap.""Oh, that. Whoops.""If anything happens, try not to cause any collateral damage.""I swear to you on my...on Hunter's head, that nothing will break during my shift.""I'll hold you to that you know."Brute gives me a sarcastic salutes as I leave.HEALTH: 100%
Player: Get back to the HQ.

Player: Use the machine
DM: You make your way to the strange machine in the center of the room and are surprised by how straight forward the controls are (ONE BUTTON! YES!) You hit the button and wait for something to happen. The ground begins to glow, and you fall through into an open field. You make your way up onto your feet and look around. There is a penny on the ground.

Player: Pick up the penny
DM: You bend down and pick up the penny. Heads up! Looks like your gonna have some more good luck. Just before you stand up straight again, you hear a whooshing sound over your head. When you look around you can't see anything that could have made it but you do see a small village in the distance. With nowhere else to go, you make your way there. Looks like you don't have to worry about being ridiculed because your different. Everyone here is just like you.

DM: "No description is needed," says Desmond, quickly, "All you need to know is that they are a danger to society and must be stopped."You explain that you need some information, and he sighs, giving in."These extremists," Desmond explains, "Think there is something "unnatural" about these chips. That we shold just be kept free of these "unnatural impurities" and return to our natural state of mind. Natural! As if that is automoatically a good thing. Well, just because a state of mind is "natural" does not make it better than an augmented state of mind. Diseases are "natural", and antibiotics are "unnatural", yet no one ever argues diseases are somehow better! Meanwhile, these Chips have allowed humanity to progress further than ever before; to become gods, in control of our very biology and happier than ever before. How is that evil? Our "nature" is a disease, a disease we have thankfully cured. All I have to say is, if we were truly concerned about "unnatural" things, we would all be dying at the age of 30 of some horrible illness."
Player: Ask for a more detailed explanation on the chip
DM: "Think of it this way," says Desmond, "Imagine, five days a week, you are forced to drink a liquid, and you must take a swig of this liquid every few hours. This liquid is the most vile, disgusting thing that you could imagine, and you can barely hold it in. Now, imagine you have to drink this liquid for the majority of your adult life, otherwise you will be denied access to food, water and healthcare. Pretty terrible, yes? Now, imagine someone offers you a pill. This pill doesn't change the drink, but it changes your perception of the drink. It tricks you into thinking that the drink is the most wonderful, delicious liquid you have ever tried. The moment this drink touches your lips, you would never wish for anything else...it is that pleasant. Would you take the pill? It seems, from the world we now live in, the answer for most people is "yes". If you have understood why, then you understand the Desire Chip."
Player: Ask for a more detailed explanation of these extremists

Player: A

Player: Explore
DM: You ignore the penny and decide to go exploring when you get hit by some unknown object that knocks you back to the prohibitos autem scientiam building. When you stand up, you are surrounded by guards and are given a shock collar. You see Ben smile deviously.

DM: You follow the marks to a clearing. You notice its that town from earlier Boroughlan. It looks like the claw marks go to the blacksmiths shop
Player: Go to the Blacksmith (Day)
DM: As you walk over to the store you notice a man striking an anvil.

DM: Welcome to the Quest for the Holy Grail! In this game you play as Arthur, son of Uther Pendragon, from the castle of Camelot. King of the Britons, defeater of the Saxons, Sovereign of all England! ... Yes, you are rather impressive aren't you? Today seems like any other day of you riding through your kingdom with your knights of the round table looking for dragons to save and damsels to slay or something along those lines. "Arthur! King of the Britons!" You hear a voice bellow from above and suddenly the clouds part over your head and a cheaply animated adaptation of the Lord your God shines his glory down upon you. You proceed with the ceremonial praising, grovelling and averting of your eyes for which God scolds you and tells you to stop sucking up. He then explains that he is charging you and your knights with a sacred task, to seek the Holy Grail! He doesn't really explain what it's for or why he wants you to find it, but it's got the word "Holy" in it, so that must make it important, right?
Player: The Quest Begins!
DM: Your sacred quest for the Holy Grail has begun! Where do you want to look first?
Player: Camelot!
DM: Oh alright, if you must! But you don't want to stay too long. 'Tis a silly place! You make your way into the stables to find worthy steeds for yourself and your knights. Unfortunately the horses were all sold a few years back during the age of terrible glue shortage. You do however manage to find a coconut which you cut in half and give to your trusty servant Patsy who skillfully bangs the two halves together to make horse hoof noises. He's a prodigy on the coconuts that Patsy!

Player: Sneak over and use the machine

DM: Hidden by the dense screen of trees, twelve thousand Norman warriors wait. Each one is battle ready, and battle hardened; professional killers. Within your camp waits fewer than eight thousand men, but of those eight thousand only three thousand can be trusted. The rest are just farmers, weary and ill-disciplined. These are long odds, and even with the high ground, this will be no easy victory. Acwellen is still looking at you, waiting for a response. You shrug grimly."I don't know Acwellen. I don't know."Behind the screen of trees the town of Hastings roils with flames and the Norman William's horde assembles.
Player: Leave
DM: Acwellen continues to stare into the flickering glow of the burning town. His face is stony, unfathomable. You turn to leave, picking your way through a patch of muck gingerly. Pressing down with your foot, you assess the ground. Certain patches are dry, but the soil is perilously loose. All it will take is a night of rain to turn the battlefield into a muddy hell. Well, you think to yourself, at least the mud will hurt the Normans worse than us."Aethelwulf!"A voice interrupts your musings.A very familiar voice, deep and booming. It is the voice of Harold, your king.At just under six feet, he stands a head taller than most, and is just on par with yourself. Both his beard and hair are a fiery orange, and both are thick and wild. His chest is broad and his body muscular, but you notice a distinct bulge in the leather jerkin around his midriff; his infamous love of revelry has not gone unpunished."Aethelwulf, you canny bastard!"He bellows, grinning and thumping you on the back.

DM: Long time ago,in the times of dark,lived a cute cat,who instead of meowing, would bark,Her home was untidy,her garder was barren,she belonged to a pirate,no I did't mean Kiel_Farren,The kingdom of Cystia,was a mysterious place indeed,filled with sleepy penguins,and valiant knights with mighty deeds,But she didn't really care,because she was happy with her life,she didn't want a change,as if she was walking on a knife,But a legend had foretold,that it would all change,she would become a queen,and have pretty dames,She was sleeping,one blessed night,when it came from the sky,bathing her in light,It was something,that would travel in time,it demanded only,some chocolate and a dime...
Player: Go back to sleeping
DM: With her fur all fluffy,her eyes all puffy,she kicked the machine,making it dance and scream,Then she silently,tip-toed to her cushion,as the machine,spinned and flashed in unision,On her cushion she sprawled,and closed her heavy eyes,telling herself,time travel is a lie,The moring came,the sun gleaming down the sky,she yawned and went,in garder to say hi...
Player: Go in home
DM: She shrugged and turned,a scream escaped her mouth,what she saw,even her eyes would doubt,Her home had been transformed,and so was lawn,the sweet arouma was immense,the untidyness was gone,A man came out,of authority and class,he demanded her attention,and asked for an invitation pass...

Player: Say hi to nature
DM: She leaned over the fence,and accidentally fell down,the saying didn't help her,because she was stuck in a Timebound,and then the present reset...A long time ago,far, far away in the galaxy,lived a cute cat,she owned a big taxi,She was happy and merry,her favorite food was cherry,she worked in the sun,till her taxi refused to run,One day,in the hot month of May,her taxi broke down,while she was hailing a clown,The clown became furious,and chased her fast,she barely escaped him,but it was half midnight past!,

DM: She rummaged through her purse,and pulled out a @#coins,then ran an eye over the machine's panel,thinking what to press? Press 1 or press 9?A green swish of light,and she was blinded in dark,sucked whole into the machine,as the neighbour's dog started to bark,She opened her beady eyes,and yawned for she was asleep,all around her was lavish greenery,and tall big trees...
Player: Press another button
DM: She disappeared like the wind,in the blink of an eye,when she opened them back,instead of night, it was a calm sky,A sky and a sea,was all she could see,and some quarraling people,shouting, "It was him! Not me!",The fog was dense,but soon she realized,she was standing on Queen Ann,the dread ship of demise,She was still hidden,but the machine was gone,suddenly the fight stopped,and she heard Blackbeard's moan!
Player: Jump in the sea
DM: The water was icy cold,it made her quite scared,but there was no choice,so she braved her heart and prepared,She shut her eyes tight,and murmured a prayer song,a leap of faith was all required,to do right, what was wrong,To her surprise,she didn't feel a thing,all around she saw,jewels, pearls, and gold rings,And a pretty woman,her tail of fish,welcome her with open arms,to this place she always wished,Her crown was glorious,and so was this day,like the treasures found,only on heaven's bay.The End

Player: Fall deeper in Timebound
DM: She closed her eyes shut,and spinned on her place,it was the magic of the bound,the time, age and space,When she opened her eyes,it was a different scene,she was back at her home,also back was the time machine,She found a rusty bat,and aimed at the machines crust,a single swing was needed,to reduce it into rust,Happy by her deeds,she marched in her home,she needed a sound sleep,in the comfort of her dome!The End

Player: Tell him you own this place
DM: "Oh! Milady" it's you,he screamed,and stared her,with his eyes agleam,He ran inside,leaving her to ponder,and came with a flag,which country? she wondered,"Your country!" he bellowed,and the people on the streets,picked her and took her,to a throne narrowed,Indeed the legend,was true after all,she was now a queen,of a kingdom called - "Avarall".The End

DM: It was tough but she pushed on,collecting wood for the camp,meanwhile two sneaky red eyes,watched her movements and mapped,She lit a fire,and sat around all lonely,she didn't know a song,or she would have sung solemnly,But she started purring and meowing,on the bottom of her lungs,as those two sneaky eyes,revealed their 32 sharp fangs!
Player: Pull out your claws
DM: She looked back at the reptile,as her claws shone bright,she stood like a warrior,her arms ready to fight,But fight was not what it wanted,it only wanted some food,it skipped around her in circles,and snatched her tasty loot,Now she had a friend,all she ever wanted,she wasn't now so lonely,her friend was like the star she often counted!The End

DM: She peeked from the window,it was too foggy to see,and in this cold winter,the clown, there was he!,She made a run for the door,and made a valiant dive,she crashed through the door,smacked her face but was alive,A tall man, wearing a cowboy hat,A wicked witch, accompanied by a rat,A giant tree, weilding a bat,they were all very angry, I will give you that!She told them about,the scary clown,they laughed and said,he was new in town,The shop was big,filled to the brim,with artifacts and books,she saw in her dream,The three people,were preparing to leave,they were the adventurers,she wished she could be!So she joined them, in their perilous journey!The End

DM: His eyes were ablaze,his angre knew no bounds,her gave her a chase,then left her to the hounds,She barely managed,to trick those scary beasts,but where she had staggered,a wedding, a celebration, or a feast?It was grand and glorious,a table so large,with delicious things plated,probably came from the barge,The time was old,the season really cold,she asked for food,they willingly refused,Who were they?,maidens and knights,a classical tale,she as a rogue of the nights.The End
Player: Give it chocolate and dime
Player: Make a camp here

DM: She collected her food,and made a run for the overgrowth layer,those 32 fangs chased her,they were in no mood to spare,She dashed, skipped, and hopped,like a fast assassin,to her delight the teeth stopped,and she cheered and checked her possessions,All of them were missing,her bag was torn,those devilish eyes,had taken all her corn,She sat down and cried,but it was of no worth,for she did the same since her inception,since her gloomy-day birth.The End

DM: His face was terrifying,his filthy beard tangled like a nest,his voice was like thunder,proclaiming he was the best,He challenged her to a game,of wits, brawn and not pain,her prize would be glorious,for it was freedom she would gain,After sometime,there he was lying,sprawled in his tears,having lost not once, but a dozen times,He jumped off the ship,not in pride but in shame,promising he would return,till then she could be the captian of his Queen Ann,and so she became the queen,of a crew and a Queen!The End

Player: Ask for help in nearby "Adventure Shop"

Player: Telling him that you don't have a pass

DM: Kids, this universe you were born into is truly amazing.The planets, the stars, the very nature of the world we live on, the beautiful complexity and sheer size of it all; these things have fascinated mankind for thousands of years, and captured the imagination of poets and scientists alike. Go outside, look around you. Look at the moon, the stars, the grass, the water, the sky, the sun.Today I want to talk about all of these things. It's possible that some of what you're about to read has been taught to you in school, but probably not. Bluntly, schools these days are little more than glorified day cares, turning out thousands of ignorant, barely literate savages every year. Even when a teacher does make an honest effort to teach, they're chained to 'the curriculum'. They must take what the school is told by the government and parrot it directly back to you, regardless of whether it's useful, effective, or even true.In fact, the most valuable lesson they could be teaching is the one thing they specifically won't ever teach: how to think for yourself.
Player: Tell me more!
DM: The failings of the modern school system are at their most evident when it comes to the sciences. Most of what's taught is unverified nonsense at best, or at worst, a pack of pure lies. The fact is, you have in your life very likely had a great deal of FAKE SCIENCE shoved down your gullet.What is FAKE SCIENCE?Well, real science is defined as 'the intellectual and practical activity encompassing* the systematic study of the structure and behavior of the physical and natural world through observation and experiment.'Okay, so that's a lot of big words! But basically it means that science involves observing and drawing logical conclusions about the natural world.
Player: *Definition: encompassing

DM: verb (used with object) 1. to form a circle about; encircle; surround:He built a moat to encompass the castle.2. to enclose; envelop:The folds of a great cloak encompassed her person.3. to include comprehensively:A work that encompasses the entire range of the world's religious beliefs.4. Obsolete. to outwit.***And now you know! Feel free to visit dictionary.com to look up any other terms you're unsure of!

DM: Well, what have you been told about the planets? That they are big balls of rock floating in space, spinning slowly around the sun, which is a star? Remember, real science requires observation. Have YOU been to space? Have YOU seen this planet, or any other from orbit, with your own eyes? Has anyone you know? Have you seen any evidence of what the so-called 'solar system' is like, outside of pictures and videos that anyone could edit?Of course not. Only a very, very few have been to space in humanity's entire time on this world, very, very recently, and they've chosen to keep perpetuating* one of the biggest, most egregious* falsehoods in history. Do you want to know the truth?
Player: Yeah! Down with the conspiracy!
DM: That's the spirit! I can tell already you're a smart kid, way smarter than your classmates, siblings, and friends. You don't get swept up in nonsense, you know how to look at the world around you and figure things out on your own, using simple common sense and logic.Do keep in mind however that it's unkind to look down on others simply because they're naive* or less intelligent than you. Your friends, even your teachers and parents, were all told the same lies, and if one doesn't know to be on the look out for FAKE SCIENCE it's a sad fact that it's very easy to get caught up in its web, especially in a society that doesn't often encourage independent thought. What follows are many useful facts, but keep in mind this is only one myth we'll be debunking*. A big fat, planet-sized one, yes, but there are many more out there. The most important thing you've learned is to not believe everything you've been taught in school. You'll be wiser from now on and able to identify other examples of FAKE SCIENCE in the classroom.
Player: *Definitions: naive, debunk

Player: And FAKE SCIENCE?
Player: No thank you, I'm a perfect angelic little lamb of a child and I prefer to believe everything I'm told and never think for myself.

Player: The Truth About the Planets
DM: The first thing you need to do is get this idea of the planets being lifeless rocks out of your head. The Earth is also not a rock that just happens to have plant and animal life on it. And all of them suspended in a dark, cold, airless, nearly endless expanse? Freezing black space that our tiny rockball is somehow kept warm and protected against? Think about it a moment. Think about how unlikely that is. Does your mom keep a bag of peas in the freezer? Take one of those and feel how hard and cold it is. That's what the Earth would be like, if the 'freezing empty void' theory held any water. No. What's actually going on is this: The world is made from a giant turtle. And it's sitting on the back of another giant space turtle.
Player: But wouldn't they freeze too?

DM: Now, now. I know first hand how hard it can be when one first realizes they've been tricked into believing in FAKE SCIENCE. Especially if you really like your teachers or your parents, for some reason. 'Why would they lie to me?' you may be asking yourself. 'Don't they like me too?'But there's no reason to be upset. It may make you feel better to know that FAKE SCIENCE is spread far more often by the ignorant* than the willfully deceptive*. Your teachers and parents were probably lied to themselves, and all they've done is pass on what they think they know, most likely with the best of intentions. By learning how to recognize the dangers of FAKE SCIENCE, you become empowered to help the ones you care about, in addition to yourself.
Player: *Definitions: ignorant, deceptive
DM: ignorantadjective1. lacking in knowledge or training; unlearned:an ignorant man.2. lacking knowledge or information as to a particular subject or fact:ignorant of fake science3. uninformed; unaware.4. due to or showing lack of knowledge or training:an ignorant statement.deceiveverb (used with object)1. to mislead by a false appearance or statement; delude:They deceived the enemy by disguising the destroyer as a freighter.2. to be unfaithful to (one's spouse or lover).verb (used without object), deceived, deceiving.4. to mislead or falsely persuade others; practice deceit :an engaging manner that easily deceives.deceptiveadjective1. apt or tending to deceive :The enemy's peaceful overtures may be deceptive.2. perceptually misleading:It looks like a curved line, but it's deceptive.***And now you know! Feel free to visit dictionary.com to look up any other terms you're unsure of!

DM: perpetuateadjective1. continuing or enduring forever; everlasting.2. lasting an indefinitely long time:perpetual snow.3. continuing or continued without intermission or interruption; ceaseless:a perpetual stream of visitors all day.4. blooming almost continuously throughout the season or the year.perpetuatingverb1. to make perpetual. egregiousadjective1. extraordinary in some bad way; glaring; flagrant:an egregious mistake; an egregious liar.Synonyms: gross, outrageous, notorious, shocking.Antonyms: tolerable, moderate, minor, unnoticeable.***And now you know! Feel free to visit dictionary.com to look up any other terms you're unsure of!

DM: A good question! Although it's a question that only applies if you buy into the idea that space is an icy stretch of nothingness scattered with inexplicably* floating rocks. But the truth of the matter is that the galaxy surrounding our turtles, (the World Turtles, we call them) is a vast ocean filled with shifting currents of gentle warmth, energy and light. World Turtles, and others like them, swim around in it all as easily and naturally as our normal turtles swim in the sea here in the big Turtle we call Earth. In fact, on a clear night you can see the light shining through thousands of pinpricks in the top of the shell. That is because the gigantic turtle we're inside is very old, and it's starting to wear thin in places.
Player: Wait, we're INSIDE the turtle?

DM: naiveadjective1. having or showing unaffected simplicity of nature or absence of artificiality; unsophisticated; ingenuous.2. having or showing a lack of experience, judgment, or information; credulous:She's so naive she believes everything she reads. He has a very naive attitude toward politics.debunkverb (used with object)1. to expose or excoriate (a claim, assertion, sentiment, etc.) as being pretentious, false, or exaggerated:to debunk fake science.***And now you know! Feel free to visit dictionary.com to look up any other terms you're unsure of!

Player: That all sounds pretty weird..
DM: It's different than what you may have been taught in school, yes, but what's so weird about it, really? If you previously believed that massive rocks could float and rotate in circles in a middle of a vast nothing, than why can't you believe a massive space turtle can swim in white light?

DM: Yes. Don't worry though, it died a very long time ago, and there's not much of it left. Obviously we're not walking around in turtle guts--that would be gross!--but the shell is still overhead, and you can see the curve of it when you look at the horizon. It's actually the turtle underneath this one, one of her children, that does all the swimming. Gross or not, most life on Earth does actually owe its existence to turtle guts, however. Millions of years ago, when this World Turtle died, it began to decompose. Now since this is a cosmic space creature, it wasn't entirely the same as the process would be with any animal we're familiar with, but it certainly wouldn't have been a pleasant time for anyone to live in here! What was once her flesh decayed into a sort of primordial* slurry covering most of what's now the Earth's surface, while her bones fossilized and later became the basis of many of the mountains we're all familiar with today. Decomposition produces heat, and so the liquid boiled until the surface of it turned to steam. This, as well as various other gases, all floated up to form a blue haze with puffs of curdled white steam, which is what we call the sky and the clouds today. Life forms would eventually crawl from what remained of the liquid below, having evolved from symbiotic* bacteria already living within the World Turtle. Eventually, these would evolve into animals and humans, while the decomposition process had long before that led to the creation of a great deal more dry land. Like lions and humans, when space turtles die, their bodies become the grass.
Player: We used to be bacteria? That sounds like FAKE SCIENCE.
DM: I know it does seem ridiculous at first, but if you think about it really hard, there's no other satisfying explanation for where mankind came from other than from a giant space turtle's digestive tract. And obviously we couldn't have survived swimming around in there if we were the same as we are now!So don't let anyone ever tell you evolution isn't real. The fact is, when the World Turtles were first created, God sent an angel to put bacteria in all of their digestive tracts, so that when they died a new kind of life would evolve to thrive in their place.

DM: inexplicableadjective1. not explicable; incapable of being accounted for or explained.***And now you know! Feel free to visit dictionary.com to look up any other terms you're unsure of!

DM: If you were to go outside and look, I mean really look at the sun; directly at it, for hours, I think it would become obvious to any observer that the sun is actually the soul of the original Turtle Mother. It's contained in an orange ball, which you can see clearly enough early in the morning, before it rises up too high near the top of the shell and catches on fire from all the atmospheric gases up there. (This burns up most of the oxygen in the highest parts of the shell, which is why mountain climbers have such a hard time breathing.)What usually happens is that World Turtle souls will merge back with the bliss that is the Sea of Light, but in this case the Turtle Mother is waiting around inside her old body, waiting for her egg to hatch. Her egg is...that's right, you guessed it! Her egg is the moon.
Player: But doesn't the moon hatch every month?
DM: Good observation!Actually, the World Turtle inside the moon was due to be hatched many thousands of years ago. But since that would mean the Hatchling would swim out into the galaxy on its own, and the soul of the Mother Turtle would then depart, things would get quite dark and cold around here in a hurry, which obviously would be very very bad for all life on Earth. Thankfully we have the Star People looking out for us. They are aware of us, and knowing how much we depend on both the moon and sun, every month when the Hatchling finishes breaking out they convince it to build the egg back around itself for a few days. This has been going on for many, many years, and we can only hope and pray it will go on for many, many more.
Player: But that's horrible! One day the Hatchling will leave and end the world!

DM: Hanuman has always proclaimed himself as the servant of Rama. However this particular move has distressed Rama. Hanuman does not have a choice! He has to go on the mission...
Player: Next
DM: Rama gave Hanuman a ring which he directed him to give to Sita if he should find her so that she would know that he was on his way. Hanuman soon reached Lanka. He saw Sita sitting sadly under a tree. Female monsters were encircling her. The monsters threatened and frightened her. Finally they began to fall asleep. Hanuman approached Sita and gave her Rama's ring. Sita was overjoyed. As Hanuman was leaving, Ravana's warriors captured him and carried him to Ravana. His tail is set on fire so that he burns an excruciating death.At this stage what does hanuman continue to do?
Player: Hanuman burns and dies but he kills many people before that
DM: Hanuman sets forth on his mission of total destruction.He is destined to die, but he will take down all of Lanka with him. The story ends here. Hanuman will forever be remembered as the faithful servant of Lord Rama. My Lord, YOUR actions have resulted in the death of this brave warrior...but weep not for his charisma forever will be in the offing and you will lead your army to victory.That however is a different story!

DM: Well...yes. There's no getting around the fact that that's always a possibility. Although it may help put things in perspective to remember that someone could just as easily start a nuclear war, or any of us could get hit by a bus while crossing the street, meaning for us, none of this will matter anymore. There are worse reasons and ways for it all to end. But the Star People have been so diligent*, and the Hatchling has been so obliging* for so many thousands of years now, there's no reason to expect things will suddenly change. And as long as the World Turtles swim through the Sea of Light in their billion-year cycles of life and death and new birth, new life like ours will always have a chance to spring up and thrive.
Player: *Definitions: diligent, obliging
DM: diligentadjective1. constant in effort to accomplish something; attentive and persistent in doing anything:a diligent student.2. done or pursued with persevering attention; painstaking:a diligent search of the files.obliging adjective1. willing or eager to do favors, offer one's services, etc.; accommodating:The clerk was most obliging.accommodatingadjective1. easy to deal with; eager to help or please; obliging.***And now you know! Feel free to visit dictionary.com to look up any other terms you're unsure of!

DM: The Vampire continues searching, before drawing a long, thin blade, and begins to twirl it."After quite a few years, you get so bored of pretty much everything. Everyone's just an archetype, nothing unique or special about them; The simple farmer, the angry warrior, the drunken fool, the pretty prude, the ugly whore, the necromancing megalomaniac... There's only a few who stand out. You and your little girlfriend are two who stand out. I think you'll do great things. So I have an offer to you. You obviously don't have any reason to want to be here. So join me. I have a carriage waiting. Follow me, and I can hide you in the carriage. In the morning, the Vampire Lords depart, and I'll take you with me.""Why me?""I... taste something about you. A deep power, a great destiny, someone that could help me. So... join me."
Player: Refuse
DM: "No."Lady Lane grins."Alright then. I'll leave you be. Goodnight, Dagden."She grins at you, her grin elongated by her scars, and leaves through the tunnel, followed by her little dog. You sit in total darkness, not wanting to go back to sleep. Eventually, though, you're unable to stay awake, and fall backwards onto bed.

DM: You are at the south-west corner. There is a bathroom south of here and a stair case to the west. Unfortunately, there is a guard at the stair case who will not let you pass.You have the incriminating pictures and need to get them down to the cafeteria. Where would you like to go?
Player: East (to the library)
DM: You are at the south-east corner. You have the incriminating pictures and need to get them down to the cafeteria.Where would you like to go?
Player: North (to the library)
DM: You are standing outside of the library. You notice Mrs. Rollings just getting back from her lunch, leaving you with no chance to get in the libray, as it is not your alphabetically-designated day. You have the incriminating pictures and need to get them down to the cafeteria. Opposite the library is the elevator going down to the cafeteria. Where would you like to go?
Player: West (Down the Elevator)
DM: You try to go in the elevator, but you need a key to operate it. It appears Mrs. Rollings is getting back from lunch, making going in the library an impossibility.What would you like to do?

DM: Sometimes they're also called the Starflies. Here on Earth, when we catch a glimpse we call them shooting stars. They are energy beings who flit about the Sea of Light, acting as messengers between the World Turtles and sometimes shepherding lost souls to safety. Since they are quite tiny they can easily fit in through the 'starlights', meaning the pinpricks at the top of the Mother Turtle's shell that are visible at night. They fly around to observe us, usually during the day, when the blue skyhaze and cloudsteam hides them from our view. There are five who patrol the interior of the Mother at night, and these are what the Greeks called the Wandering Stars. All life on Earth owes them a great debt for being so diligent in keeping the baby World Turtle inside the moon for so long.
Player: The Star People?

DM: Ravana has taken Sita! Alas! woe befall all humanity!There is sadness all around. Even the trees are moaning with worrow! the birds have stopped singing and are crying. The days are desperate to turn to night, so as to banish themselves from the sight! Oh woebefallen sight! Ravana has taken Sita!There is Rama! oh cruel cruel enchantment! his beautiful face is stained with tears! Wicked Ravana! Thou shall pay for thy sins...
Player: What happened?
DM: Rama is in the forest with Sita when a beautiful golden deer passes by. The deer is actually a demon in disguise, Maricha. Maricha was approached by Ravana, the king of Lanka who took a fancy to Sita. The real story that lead to the unfortunate turn of events is this:
Player: The background story
DM: Retiring King Dasaratha of Ayodhya chooses his son Rama as his heir. His second wife Kaikeyi asks that he appoint another son Bharata, instead. Kaikeyi pleads that he owes her two favors, and she feels misfortune will come upon her if he doesn't crown her own son, Bharata king and banish Rama to the forest for fourteen years. The king reluctantly agrees, so Rama goes with his beautiful wife, Sita, and his brother Lakshman, leaving their riches to live a simple life.
Player: More...
DM: Surpanakha was the sister of Ravana. Ravana was then the most powerful Asura king who lived in Lanka (today's Ceylon). One day Surpanakha happened to see Rama and instantly fell in love with him. She requested Rama to be her husband. Rama was amused, and smilingly said, "As you see I am already married. You can request Lakshmana. He is young, handsome and is alone without his wife." Surpanakha took Rama's word seriously and approached Lakshmana. Lakshmana said, "I am Rama's servant. You should marry my master and not me, the servant."

DM: You were calmly relaxing by the pool when a group of girls approached you. They were very obviously drunk and several were beginning to lose to lose their clothes. Their overall appearance was very disheveled. They were very obviously under aged. They didn't look like they could be more than 13 or 14."Wanna hook up," one of the girl's said as you ran her hand sensually down your chest. At least that what she probably thought she was doing. In reality she slapped her hand into your chest and sloppily moved it around while slurring, "You're damn cute. Take me now."
Player: Leave the party
DM: You decide this isn't your kind of party and quickly leave the area.
Player: Time passes
DM: "Another day," you sigh as you climb out of bed and head off for the school. Although you are heavily involved in school activities and your students seem to be doing alright understanding the material, you feel that you don't really have much purpose here at the school. You feel slightly isolated and alone as a result.The only teacher who you are even somewhat close with is Steven Davis. If it wasn't for him you would have quit a long time ago. He might be the only reason you can even slightly look forward to school because Jaxon certainly isn't a reason. Although, his behavior in the classroom has improved slightly. You are more worried about him than ever. Before he just seemed to be an annoying kid who was trying to be edgy. Now there was something more dangerous about him like the threats were no longer just an act. You weren't quite sure although you had heard rumors that he is involved in organized crime. Mary still has not returned to school since that one day. There is a rumor that she transferred schools and that is the generally accepted story although the janitor claims that she was abducted by aliens. Walter Lynch was severely injured in the last game and is unable to play for the rest of the season. Today's class begins like any other. You call roll and begin the lesson for the day. However, midway through class your name is called on the loudspeaker to report to the office. You sigh wondering what it could be about. This better be important. You hate interruptions.
Player: A visit to the office

DM: "My name is Isabel." You keep reminding yourself of this fact as you desperately kick at the rotted wood in the damp, dark potato bin that has become your prison. "I'm alive." "Ruth is alive." "Ruth was never sold." I silently chant these things over and over in my head as though they give more energy to each kick."If I don't get out of here, Madam will sell me," you silently scream in your head, kicking even more frantically.Suddenly, you hear a noise above you! You freeze. It could be Hannah coming back. Worse yet, it could be Madam back early from the Queen's Ball.
Player: You decide it must be Hannah and continue kicking
DM: You kick for all you are worth one last time. There is a quiet crack. You kick again and lean forward to feel the boards. You lean back, take a deep breath and then kick and kick again with all your might. You feel the boards give way and fly into the dark. You've made a hole just big enough to crawl through.1 pt

DM: You barely breathe as you listen intently in the dark, the smell of potatoes filling your nostrils. After what seems an eternity, you are certain that no one is above you. You kick for all you are worth one last time. There is a quiet crack. You kick again and lean forward to feel the boards. You lean back, take a deep breath and then kick and kick again with all your might. You feel the boards give way and fly into the dark. You've made a hole just big enough to crawl through.2 pts
Player: you pause just long enough to wrap some potatoes in the blanket Hannah gave you
DM: The house remains as silent as a graveyard. You slowly creep out of the hole you made. You stealthily sneak up the stairs and pause to listen at the door. More silence. You tiptoe through the door into the kitchen and come face-to face with Hannah.0 pts
Player: you bolt out of the back door hoping she cant catch you
DM: You rush out into the night and run down the street as fast as your legs will carry you. You don't stop, you don't look back, you just keep running for all you're worth. You think you hear something behind you, but that just makes your legs move faster. Down the street, turn left. At the church you turn right and head directly for the docks.You duck in between some buildings and find a stable. You dart into the stable and hide, trying to catch your breath. You wait anxiously for any sound of people coming after you.1pt
Player: you head for the prison to try to free Curzon
DM: You know that it is a risk, but you cant make this journey on your own. You steel yourself, and sneak back out into the night. The streets are silent. You make your way to the prison and hope to catch the guard sleeping.When you arrive, the guard is wide awake. However, you notice that his keys are on the ground next to his chair.Your mind is racing as you think of different options.2 pts

Player: You crawl through as fast as you can
DM: You take the stairs two at a time and pause to listen at the door before entering the kitchen. The house is still silent. You head down the hall and up the stairs to the drawing room where the Master met with all of the important men. You know there will be maps and one of those maps will lead you to Ruth.2 pts

Player: you grab the papers on the desk and leave

Player: you start crying and begging her to just pretend she never saw you
DM: Hannah is stunned to see you have escaped. As you cry and beg her to pretend she never saw you, tears begin to roll down her face as well. Reluctantly, she agrees. You explain to her that you need to look at one of the master's maps before leaving so that you can find your way to Ruth. She allows you to go to the Master's drawing room but tells you that you are to take nothing. She also reminds you that f you get caught, you will be hung and she would do nothing to intervene.2 pts
Player: you thank her and make your way to the drawing room
DM: You search through the papers, throwing anything useless to the floor. Finally you find what you were looking for, a small map that showed the colonies from Massachusetts down to Georgia. You look closely at the map and realize the quickest way to Ruth will be by boat.2 pts

Player: you light candles to read the map
DM: You search through the papers, throwing anything useless to the floor. Finally you find what you were looking for, a small map that showed the colonies from Massachusetts down to Georgia. You look closely at the map and realize the quickest way to Ruth will be by boat. 2 pts
Player: you decide you need to forge a pass and look through the desk
DM: You know that the Master has gotten sloppy and keeps his official papers in an unlocked drawer of his desk. You open the drawer and find exactly what you are looking for.You quickly fill in the date. You scratch out your name on the pass, and now are the proud bearer of official documents of freedom.You creep down the stairs as quietly as you can. You take a basket from the kitchen and load it up with food. You put on every piece of clothing you own and head out into the night. The streets are empty. The Rebels are not allowed out, and those loyal to the King are celebrating the Queens birthday. Even so, you stay in the shadows, determined to not risk being seen.2 pts

DM: After what seemed like an eternity, the house remains as silent as a graveyard. You slowly creep out of the hole you made. You stealthily sneak up the stairs and pause to listen at the door. More silence. You tiptoe through the door into the kitchen and come face-to face with Hannah.0 pts
Player: you know that Ruth is your priority and head directly for the docks to steal a boat
DM: You make your way silently down to the docks. You find an empty row boat and climb into it. You are unsteady and nervous that you will get sick like the last time you were on the boat with Ruth. You swallow the lump in your throat and begin rowing for all you are worth.After a while, blisters begin to form on your hands, but still you keep rowing. It seems like forever, but you finally make it to shore.1 pt
Player: You decide its safest to make your way to Ruth on land
DM: You know that stowing away is too much of a risk. The sun is just now rising as you make your way through the unfamiliar town, looking for a main road. Suddenly, you hear a voice behind you, "Hey girl!"You ignore the voice and keep walking. "Girl, slave, stop!"You know that its too late to run. You turn around to see a soldier walking toward you.1 pt
Player: Click here if you did not forge papers

Player: you throw a rock to get him to leave his post
DM: You find a rock the size of a chicken egg and throw it as hard as you can in the opposite direction. The guard hears the noise and gets up to investigate.You wait until he rounds the corner to the other side of the prison and run up and grab his keys, make sure not to make a sound. You use the keys to get inside of the prison and head to southwest corner when you talked to him through the window. You begin whispering his name.You hear him whisper back and follow his voice. Quickly you unlock the cell to let him out2 pts

Player: you leave the cell open and hope all the men ascaping will create a diversion so that you can get away
DM: The men piled out of the cell quietly at first. As you and the group reach the front of the prison, the guard is standing blocking the doorway. He heard the commotion inside and is aiming his gun at you, ready to shoot.You've been caught, and will either be sold or hanged. 0 pts

Player: You decide not to take any chances and quickly leave the house before she changes her mind

DM: You creep down the stairs as quietly as you can. You take a basket from the kitchen and load it up with food. You put on every piece of clothing you own and head out into the night. The streets are empty. The Rebels are not allowed out, and those loyal to the King are celebrating the Queens birthday. Even so, you stay in the shadows, determined to not risk being seen. 1 pt

Player: Click here is you forged papers

Player: you look for a ship heading to South Carolina
DM: You find a ship name "Carolina Trading Company". Its a safe bet that it will take you where you need to go. You survey your surroundings to make sure no one is there. When you are certain the docks are empty, you climb onto the boat and find a spot to hide. Exhausted from rowing, you fall fast asleep. When you wake up, you can feel that you are at sea. You body is stiff from being in a cramped cupboard for so long, but you know that you cannot move, so you force yourself to go back to sleep.After what must have been at least a day, you realize that the boat is no longer moving. You hear voices above and wait for your chance. After what seems like an eternity, the boat is finally silent. You crack open the door of the cupboard you are hiding in and see the space is empty. You cautiously move your stiff legs to climb out of your hiding spot. You go to the door and listen. All is silent. You make your way up tha stairs and up to the deck to find that it is once again night. You use the cover of night to slip off of the boat into darkness.2 pts

DM: The soldier demands your papers, but you have none to show him. "Who is your owner," he demands. You try to convince him that you have no owner and are freed. You tell him that your papers are in Rhode Island. He laughs harshly and says "yes, that's why you have that 'I' branded on your face, I'm sure it stands for independance."He drags you kicking and creaming down the street to meet your fate. You will be whipped and sold, or maybe even hanged. You resign yourself to your fate.0 pts

Player: You only take Curzon hoping no one will notice until you're gone
DM: You quickly and quietly make your way out of the prison. When you get to the front door, you peak to see where the guard is. He has not yet reappeared. Curzon is in poor health, but he is able to stand on his own. You and Curzon run as fast as you can to the nearest grove of trees. You and Curzon make your way silently down to the docks. You find an empty row boat and climb into it. You are unsteady and nervous that you will get sick like the last time you were on the boat with Ruth. You swallow the lump in your throat and begin rowing for all you are worth.After a while, blisters begin to form on your hands, but still you keep rowing. It seems like forever, but you finally make it to shore.2 pts
Player: You and Curzon decide its safest to make your way on land
DM: You know that stowing away is too much of a risk. The sun is just now rising as you make your way through the unfamiliar town, looking for a main road. Suddenly, you hear a voice behind you, "Hey you twol!"You ignore the voice and keep walking. "you, slaves, stop!"You know that its too late to run. You turn around to see a soldier walking toward you.1 pt

DM: As the soldier approaches, you do your best imitation of Madam. "Oh sir, I am so glad to see you! I just arrived and am looking to visit the home of my good friends the Lockton's. Could you give me directions, I seem to have found myself lost." You say as you hand him your papers. Your heart beats so loud you are certain he will hear it. I looks carefully at the pass you handed him, and then looks at you. You hold your breath as you wait to see if you have been caught."Turn left at the livery stables, and go to the end of the street, it will be the last house on the right." He says as he hands back the document."Thank you sir," you say as you curtsey and quickly turn to go.You force yourself to walk instead of run. You follow the soldier directions and find the biggest house you have ever seen. You hear a child's voice singing in the back yard and circle around the house to see where it is coming from.You can hardly believe your eyes when you see Ruth hanging laundry in the yard. You hold your finger to your lips as she turns and sees you. She holds her finger to her lips and runs toward you and jumps into your arms.Still carrying her, you begin walking to your new life. You don''t know where you will end up, but you know you will be together, and that's all that matters.5 pts

DM: You rush out into the night and run down the street as fast as your legs will carry you. You don't stop, you don't look back, you just keep running for all you're worth. You think you hear something behind you, but that just makes your legs move faster. Down the street, turn left. At the church you turn right and head directly for the docks.You duck in between some buildings and find a stable. You dart into the stable and hide, trying to catch your breath. You wait anxiously for any sound of people coming after you.2 pts

DM: The cart, apparently, still had the old electric rein and bit system attached. It was a pioneering idea way back when. Although the doctor didn't want to, he was forced to pull the lever, sending a jolt of current into your mouth. However, the chain under your jaw took the current too, as did the metal pattern on the bearing rein. You are electrocuted to death. Sorry. You can restart from the stable if you wish.....
Player: From the stable
DM: You are a horse called Moonlight. Up until now, you have lived in the stable with your mother, but now you've been sold to a farmer for your training to begin.

DM: Great Job !!! The forests are well respected in the province of B.C. and the people of the town are supporting all the fine management decisions. But before the manager has time to enjoy his recent successes a warm, moist summer is upon him and the trees and understory vegetation are thriving. One warm morning, while out stealing firewood from a block Jim notices that there are small perfect diamond shaped cankers on some of the trees. The trees also has some branch flagging. Jim reports his findings back to the manager after taking his fire wood home.
Player: White Pine Blister Rust
DM: Nope, sorry you lose.
Player: Harvest and space trees prior to 15 years of age

DM: It's the Sunday before the first day of third grade, and your step-dad drops you off at church so he can go down to the pub and shoot some pool. He tells you to say a prayer for your mom, who's currently in the hospital, recovering from a ruptured sphincter, then takes off.With nothing better to do, you decide to go to the Sunday School program. Jesus is just as an important part of the trinity as Aphrodite and Dionysus.Intensely holding hands, you and Hillary Blue take your seats, sitting criss-cross-applesauce on a rug depicting Jesus's bloody and gruesome crucifixion in the children's Sunday School room.
Player: Sunday School
DM: Your Sunday School teacher gives a lecture about the virtues of honesty and how confessing your sins and accepting Jesus into your heart will earn you a place in heaven.This makes sense to you. High moral fiber probably builds a sturdy character, just as a high fiber diet builds sturdy poops.Politely, you raise your hand."Yes, Billy?" The Sunday School teacher asks."I have a confession to make, Miss Beaver. I was the person who took a poop in your mailbox two years ago."The class bursts into a cacophony of gasps and laughter.Miss Beaver tries to conceal her humiliation and fury, and for the most part, she does a great job. But she has a tell. When Miss Beaver gets angry, she gets really gassy. The smell is actually more pleasant than her typical aroma of rotting cabbage."I'm very proud of you, Billy. It's never hard telling the truth. But Jesus is very happy with you. Everyone else, we're done for the day. Head down to the cafeteria for some milk and cookies. Billy, can you wait a moment? I have something I want to give you."Miss Beaver gushes some more about how great you are for telling the truth. She says she has something stored away in the back of the church that only good little boys get to play with.Of course, you don't buy this bullshit at all, especially when she starts unlocking doors and leads you to an old storage room that doesn't look like it's been used in years... except there is definitely a trail of ruffled dust heading back toward an old confessional box.

DM: What would you like to say to Roy G. Biv?
Player: "Look forward to the Finast picnic, if you know what I mean?"
DM: He seems very distraught and breifely replies: Picnic...yeahHis eyes light up and he says:Wait, you know about the "picnic"? Okay ... here's the thing: We're screwed! Do you have any ideas? The only people who could help us out are Number 1, 2, 3,4, or Number 5 and no one knows where they are today. It's too late. The entire school will be against us. It's a completely loosing batt---An interesting sight captures his attention. You both turn to see ..
Player: Continue...
DM: You see Jenny Jimclass run up to Mrs. Fuddmeadow and whisper something to her. Mrs. Fuddmeadow nods and Jenny runs out in the hall and comes out with two FCAFC police and your cult buddie, Jerry Pimpavelli. Jenny opens a door for gym storage and they all walk in. About five minutes later, Jenny and the two gaurds walk out ... with no Jerry Pimpavelli. Roy G. Biv, sitting next to you, raises an eyebrow and goes Hmmmmmmm...
Player: Do nothing and just sit there

DM: That afternoon the two Bill's order the rest of the gang out of town and you accompany your companions to a nearby village. That evening both Bill's turn up looking pleased with themselves, taking you to one side your brother Bill confides in you the robbery went without a hitch and the two men have just made themselves richer.Trouble strikes that night when members of the gang hear news of the robbery in Woodward and quickly realise you and the two Bill's were responsible. Your companions are furious they were not invited to take part and amidst the arguments the two Bill's start to blame each other. The result is the biggest argument to rock the gang since the one just before Coffeeville.All the old grudges come out: Bill Doolin accuses your brother of wanting to lead the gang and be more famous than your dead brother Bob. Your brother accuses Bill Doolin of abandoning your brothers which may have contributed to their deaths at Coffeeville. The result of the argument is a split: the newer gang members side with Bill Doolin while Bitter Creek and Charley Pierce side with your brother Bill.The next morning the divided gang prepares to part ways. Bill Doolin, Tulsa Jack, Dynamite Dick, Red Buck, Little Dick and Little Bill are going to Missouri to rob a bank in Southwest City. Bill Dalton, Bitter Creek and Charley Pierce plan to rob a bank here in the Territory before recruiting more members and heading down to Texas to rob a bank there. Both Bill's ask you to accompany them.You are torn between loyalty to your brother Bill and loyalty to your friend Bill but you have to make a choice.
Player: Go with Bill, Bitter Creek and Charley to rob a bank in the Indian Territory
DM: You choose to stick with your brother and together with Bitter Creek and Charley Pierce you quickly plan a robbery of the small bank in the little town of Sacred Heart. One spring morning the four of you ride into town, Bill's plan is for Charley to stay outside with the horses while he and Bitter Creek go into the bank. He gives you the chance of who you go with.

Player: Search the East of the Room.
DM: There's a door.Are you sure you want to enter/leave?

DM: "Well, I'm just getting ready to teach a lab. I'll talk to you later, okay?" you tell her."Okay, I understand. Call me back later. I need to talk to you" she replies as you hang up the phone. She sounded a bit scared for some reason. Well, you guess you'll figure it out when you get home.Well, time to prepare a lab. You really wish you had done this before now. You flip through the labs and find one that looks easy enough although you notice a small warning about noxious gases. After gathering the materials, you set up for the lab.Before you know it the students are already pouring into your room. You see most of your students, but you notice one particular student is missing, Mary. She must have checked out or something. No matter class goes on. You quickly go over the lab and give them instructions."Remember always wear your gloves and your lab goggles," you say and then walk back to your desk, "If you have any questions, I'll be at my desk."The lab goes fine for the first few minutes, then you notice a group of students who appear to be messing around with the chemicals. You notice that one of them is Walter Lynch, the new quarterback. You notice the other one is Jaxon.
Player: Leave them be
DM: You ignore the situation and allow your mind to wander back to fantasy land. A while later there is a loud stud as one of the student collapses on the ground. A few seconds later another student goes down. You look up and see the students on the ground. There is a slightly strange smell in the air. Then another student collapses.Rushing over to the collapsed students, you pick them up. As you are doing so several more students collapse and you begin to feel a bit light-headed yourself. You realize you need to get whatever is producing this gas into the ventilation hood. You rush toward the toxic chemical mix, but it is too late. You collapse to the ground shattering the beaker.

DM: Lunch is finally over and you have a short break before teaching a lab. You head back to your classroom to get ready. However, your phone soon rings. It's Celeste."Hello," you say answering your phone."How's your first day going?""It's going alright," you reply."That's good to hear"
Player: Tell her you're too busy to talk

DM: You follow quietly hoping the tests won't be too hard. You just want to feel safe, maybe have some food and water, and sleep. However, you know refusing would be the wrong choice. Paul leads you onto a very narrow catwalk, that has no railings. Below you can see a never ending pit of thorns, or so it appears. But in the distance, you can see one exit, but it's very far from where you, Paul, and Dean are. Paul stops you at the corner of the cat walk. The path in front of you, goes all the way to the exit, but there are some large holes in the foundation. With just a wrong step, you could end up in the briars. You looks to Paul and Dean for what to do. You just want to get this over with. "See that exit?" Dean asks.
Player: You look at Dean and sarcastically say "No."
DM: You look at Dean and sarcastically say "No." Dean glares at you and then pushes you off the railing into the briars. The thorns rip right through your skin causing you to cry out. Blood drips down your body but you still know where the exit is at. "Have fun getting out!" He calls as both him and Paul start to walk away.
Player: You stand still expecting this to be a joke and thinking they'll come back for you
DM: You stand still expecting this to be a joke and thinking they'll come back for you. However, after hours of standing there, you realize they're not coming back.

DM: You take a moment to breathe.Even though you can't see the light anymore, you can still feel.You feel your way through the pitch black, dragging yourself, slowly, inch by inch.And as you do, you feel a cool breeze.......You pull yourself forward, feeling the tunnel start to widen, ever so slightly, giving you room to move faster.Before long, you reach forward and feel....nothing.You pull yourself forward, dropping out of the cramped tunnel, and into a larger, empty cave.And what you see stops you cold.Little children--a boy and a girl, run before you, giggling and chasing after a puppy.An elegant woman stands in a corner of the cave, drying out her laundry.An old man sits in a rocking chair, reading a worn out, leather bound book, his cracked spectacles perched on his nose.And countless others, dozens, an entire street scene, all living out their lives, laughing, chatting, eating, running about.And you know them all.These are your fellow citizens, your friends, the ones you grew up with and swore to protect-----And the old man in the chair is the Mayor of Lyestra.He sets the book in his lap, and his head slowly rises.His eyes fixate on you, and begin to glow with a terrifying blue fire."Arrrrrrrrraaaakhannnnnn....."The townsfolk all instantly cease their activity.They all stare at you in one accord. "Arrrrraaaaakhaaaannnn......"And then they are gone.
Player: Proceed into the Haunted Cavern
DM: You are standing in a large cavern.Where there were once hundreds of villagers, playing and laughing, now there is only a cold chill on the back of your neck.You take stock of your surroundings.Against one wall of the cavern, there is a large wooden chest. It looks very official.There is a pile of rubble and debris off to your right.To your left, there seems to be a patch of brightly colored, purple mold growing on the cave wall. Very strange.And in your head, you hear a voice.....or many voices....whispering."The chesssssssttttttt.......""Avenge ussssss, Arrrrakhhhhannnnn........."What will you do?

DM: The year is 562 AD, you are Wak Chan K'awiil ("Double-Bird"), ruler of Tikal. A messenger arrives. He tells you a raiding party from Caracol raided the countryside. Even worse, they kidnapped one of your brothers! They will likely sacrifice him or keep him as a slave. Will you retaliate or choose a path of peace?
Player: A retaliation will lead to war; Choose Peace
DM: Bad Choice!You lose prestige, other kings see you as weak. Vassal kingdoms break their allegiances to Tikal.Calakmul and Caracol attack, and without allies your army is easily defeated. Surrounded by enemies in battle you have two options:
Player: Continue to Fight! You're a famous warrior after all.
DM: You continue to fight and kill several enemies. The king of Caracol is impressed and sees a use for you. Instead of killing you, the enemy king makes you swear allegiance to him. Tikal now serves Caracol, which grows in power. You remain as a king, but you have much less influence in the region.Eventually the king of Caracol defeats all rival kingdoms and unites the Maya into an empire! *Spoiler--That Doesn't Happen* Congrats, you're alive but rule over a much lesser kingdom.

Player: Surrender your weapons and beg for mercy!
DM: EVEN WORSE CHOICE!!You and other surviving nobles are taken to Caracol as "Bak" (captives). You are kept as a slave for some time, but eventually the king of Caracol holds a "Ch'ak" ceremony (Sacrifices after war) and you are sacrificed.You're Dead.

DM: You gather your army, it is only about 800 men but you lead it personally. These men are the other elites and nobles from Tikal and are the best "Bate-el" (Warriors) in the kingdom. You grab your atlatl, spears, and provisions and leave immediately for Caracol.Wars between Maya city-states was usually conducted by elites, the majority of population did not participate in violent conflict. Therefore Tikal could only muster 600-1000 men.
Player: March to Caracol
DM: Caracol is only about 70 km from Tikal, so your army arrives in 3 days.Scholars believe Mesoamerican forces could travel between 19 and 32 km over 8 hours of marching. Cities would travel great distances to fight each other. There is evidence that twice Calakmul attacked Palenque--240 linear km away!A messenger from Caracol comes to speak to you.
Player: Speak to Messenger
DM: The messenger is from the king of Caracol, Yajaw Te' K'inich II. Caracol's king has challenged your warriors to a ballgame match to avoid a large battle.What's your response?

DM: You slowly walk outside with a sense of accomplishment that you drove the cougar away. As you walk, you notice a couple places you can go. Namely, inside the house, inside the garage, or up a tree.
Player: Keep walking
DM: You walk on and on for what seems like forever over the grassy plains. You just can't seem to wind up going anywhere with this. But you get to a mysterious ... thing in the middle of the grass. You're unsure if you want to go inside.
Player: yeah ok fine
DM: You want to enter the strange ... thing, so you push the door open and creep in. Once you enter all the way in, you see a note on the wall. Nothing else seems interesting.
Player: Read the note
DM: It reads, Garage Code: 3 1 3

DM: The zombie apocalypse has not yet begun, but you know that with that piece of shit (insert name of your nation's current head of state here) in office, it's only a matter of time before it does. So it's now time for you to purchase a firearm.Of all the weapons that exist, none is more important than your primary firearm. You will keep it clean, keep it oiled, keep it loaded and keep it close. And for such an important purchase, price is no object. But what kind of firearm should you buy?
Player: American M249 Squad Automatic Weapon (SAW), a heavy machine gun
DM: The M249 SAW has a cyclic rate of fire of 800 rounds per minute! Why the hell would you pick anything else! And when the zombie apocalypse does finally come, you face down the undead horde with your heavy machine gun.Let's rock and roll!Rat-a-tat-tat-tat-a-rat-tat-tatta!Yee-haw!You figure you can use your rapid-fire machine gun like a scythe and just mow down the horde like wheat stalks. Unfortunately, zombies, like the living humans they used to be, are of all different heights, so what strikes one right between the eyes flies completely over the head of the one next to it, and then strikes the one next to it harmlessly in the chest. (Remember, against zombies, only headshots count.)And, of course, recoil is an issue. Most of your rounds sail high and over the zombies' heads. You adjust, and then most of the rounds strike low, turning walking zombies into even harder-to-hit crawling zombies.And the worst thing of all is, by using a weapon that fires 800 rounds per minute, you completely run out of ammunition before the zombie apocalypse is five minutes old.Because you chose the SAW, the zombies' teeth saw you to pieces almost as soon as the apocalypse begins.

Player: Accept the Challenge-- BALLGAME
DM: You accept the challenge--Very sportsmanlike. The fates of your warriors, yourself, and your city rest on the outcome of a game
Player: Result B
DM: Your warriors lost.Yajaw Te' K'inich II has your warriors sacrificed, but because you are a respected warrior-king and accepted to his challenge he allows you to live. Unfortunately you must swear allegiance to Caracol. You still rule Tikal, but you are a vassal of Caracol now.

Player: Ignore the Challenge--ATTACK
DM: It turns out Caracol lost many warriors while raiding. They are weak and your forces easily defeat their army. Turns out their king was not looking for a war.Violent conflicts were not always for political or territorial objectives, sometimes they served ritual purposes. Wars provided the opportunity for bloodletting and to acquire human sacrifices. You have several options now:
Player: Regime Change
DM: Caracol is a powerful city-state, it would be a shame to raze the city but it is too dangerous to show mercy. Your men find your brother. He's alive. You install him as king of Caracol. You redistribute your newly conquered land and treasures amongst your best warriors. Your generosity is rewarded with increased loyalty. Congratulations-- your kin controls the region and the elites would never think to betray you. You've become the greatest Maya king, maybe soon you'll unite all cities into one empire. *Spoiler-- This doesn't happen*

Player: Destruction
DM: Wow, you're evil.Your army lays waste to Caracol. The city is abandoned by the survivors and falls into ruin. A millennium from now archeologists will wonder why the city suddenly collapsed.Meanwhile, you march your captives back to Tikal. They will serve as slaves until you decide they are to be sacrificed. Congratulations-- You're ruthless, but you're alive and the greatest king in the region.

DM: The only sounds are the slight buzz of electricity coming from the door to the south and the camera on the wall. There is nothing in the room except for a few pieces of brick from crumbling parts of the walls.The lighting here is bright and almost feels natural. There is some light coming in from the tunnel to the east and it adds a nice tone to the light from the bulb hanging over your head. A steady flow of fresh air is wafting in from the eastern room. There is a metal door on rails pushed to the side of the corridor.To the north is a long, dark tunnel of stairs going up.The door to the south locked behind you as you entered the room and it won't open.Your heart begins racing as you think about how close you might be to leaving this hellhole.
Player: Throw something at the camera
DM: You pick up debris from the floor and throw it at the camera. The camera crunches on impact and is now dangling from its wires, its little red light no longer on.You feel a sudden sharp pain in your wrist. An electric shock was administered from the underside of the compass on your arm. It seems that someone isn't happy that the camera was destroyed.
DM: You find yourself traversing through a walkway much narrower than before. Your body presses up against the cold, slick wall and you feel the clothes on your back become soaked by the sewer sludge.You push yourself out of the end of this narrow walkway and stumble into the connected room. You are greeted by the same SFYNX box that was in the center of the room that you awoke in. The button on the SFYNX is glowing red.To the north is a very narrow walkway with dim lighting at the end.To the west is another very narrow hallway with dim lighting at the end.A camera sits in the corner.
Player: Press the button on the SFYNX

DM: You're sent to the ground as an explosion hits the ship, but Sgt Mason quickly picks you up."General, I need you alive until you can award me my medals. Stop dying." He says.Several Garavan Trade Vessels have arrived in the nearby area. Fortunately, those crazy, bloodthirsty lizard bastards arm their trade vessels like light frigates. You could use them to withdraw, relocate and evacuate troops, or add them to the ships fighting an orbital battle against the Spheres.
Player: Send them to join the Orbital Fight
DM: The Garavan Ships quickly join the fight against the Spheres, with limited success, but score some impressive kills.
DM: You receive reports of nearby Scairtt War Vessels.

DM: Through Abraham's descendants, specifically Joseph, the Israelites were brought to Egypt because God commanded them to and promised that He would make them into a great nation. Pharaoh ordered that all the Israelite boys being born were to be thrown into the Nile. Moses' mother put him in a basket and pushed him down the Nile river where Pharaoh's daughter came and took the child, nursed him, and raised him. Moses ran away from Egypt, after killing an Egyptian slave driver, to Midian where he met Zipporah and married her. God speaks to Moses through the Burning Bush calling him to free His people from bondage. Through Moses and Aaron, God speaks to Pharaoh commanding him to let His people go through mighty signs. God delivers the people from Pharaoh after the ten plagues and through Moses guides them across the Red sea towards the Promise Land.God gives Moses the Ten Commandments, twice, for the people to follow as well as establishes a sanctuary with them, the Ark of the Covenant and the Tabernacle. After 40 years of wandering in the desert:
Player: Moses crossed the Jordan, entering the Promised Land
DM: Moses crossed the Jordan and entered the Promise Land becoming the first dictator of Israel

DM: What an odd request.... but hey, her keeping the scarf didn't bother me. "Sure." She smiles, holding the scarf closer to her face as she turns around and continues walking. After that I went home too... My head. It really hurts. Her name....what was it? Why can't I remember? And why do I feel so empty? I have to keep thinking.... wait... I remember something...it's a memory from
Player: High School
DM: News spread around the school that she had broken up with her boyfriend, words like "bitch" and "whore" were thrown around carelessly. She still always smiled. The next memory was from
Player: Elementary school
DM: She was the best artist in our elementary school class. Every time she picked up a crayon everyone would gather around her in awe. I noticed how her eyes seemingly lit up as she doodled away, during those times she wasn't apart of our world. She was in her own. When she finished our teacher hung her drawings on the classroom wall. By the end of the year, the walls were bright and magical, all her creations. She stopped drawing when middle school started. She was forever a prisoner in our world after that, her world... shattered. The next memory was from

DM: Which Type Of Music Would You Prefer Being Trapped In An Elevator With?
Player: Gospel Chior
DM: It Speaks To Me
Player: Dagger
DM: Which Job Would You Prefer?

DM: Sorry if you don't enjoy this game. This is my second game and first time using the advanced editor. Enjoy :)
Player: The First Page
DM: Part One You wake up in a dark room. You are lying on the cold, concrete floor and the outside light is shining on your face. You let out a loud groan and stand up. You take in your surroundings. What the fuck? You realize you are standing in the middle of a dark prison cell. You pace around the room, rubbing your head in anger. You start to panic. How the hell did I get in here? You walk over to the bars and start shouting for someone. Noone answers. You kick your bed and curse under your breath. You can't seem to recall any information of your past. You don't seem to remember anything. You can't even remember your name. You sit down on your bed and decide it's time to do something.

Player: Examine the door
DM: You walk over to the prison bars and get a good grip. You pull but the door's don't budge.
Player: Go Back
Player: Examine the bed
DM: You walk over to the bed and examine the outside. Nothing but the dirty sheets.
Player: Check under the bed
DM: You look under the bed and see something long. It looks like a crowbar. That could be of use.

DM: You walk over to the toilet and check around the outside. You see nothing of interest.

DM: You look behind the toilet and see a flashlight. This could some in use.
Player: Flashlight
Player: Go back

DM: You bend down and plunge your arm deep inside the toilet. You feel something plastic but you can't seem to pick it up, it's too slippery.

Player: Crowbar
Player: Check behind the toilet

Player: Check inside the toilet

Player: Leave the Strange ... thing

DM: After a few months of raiding, you are finally back in Norway. You breath in the crisp, pine scented air of home. You have made a bit of a name for yourself with your raiding group. You got to see quite a bit of the British Isles and a little beyond. You have some options of what to do for the future but now you can rest for a bit and spend your new acquired wealth. After a winter's rest you feel the itch to go out again. You know of a few things you could do. You have heard rumors of a man who found a new land to settle near Greenland. He is looking for settlers there. Alternatively word spread about your fighting prowess. You got an offer earlier to join the Jomsvikings, an elite group of mercenaries. Of course, you could also just go raiding again.
Player: Go settle a new land
DM: A fresh adventure called and you answered. You boarded a longboat going to Greenland and set off. After nearly 4 weeks of sailing, you step off of the ship onto Greenland soil. You ask around a bit and find that the man you are looking for, leif Erikson, has already left. This leaves you with a few options. You could make your own group to settle the new land, go back home, or stay in Greenland.
Player: Settle in Greenland
DM: You decide after this disappointment that you are done. You cannot go on another voyage. Even going home is just too much effort. You get a basic labor job that pays well, build a house, and live in it for the rest of your life.

DM: "Now that you've chosen a hand-to-hand combat weapon," the man continues, "you must pick a firearm. I have a choice of a chu ko nu (medieval rapid fire crossbow), a silencer pistol and a bazooka."
Player: Me want bazooka!
DM: You chose the bazooka.
Player: Bazooka
DM: Since then, you have remained in this cell, in solitary confinement. Aside from the guard who brings you food every day, you have not seen another human being for three weeks (and you only see his hand!)It has been a living hell; for a while you thought you really would go insane.The only thing that keeps you going is the thought of vengeance. You know you aren't really insane, and that your friends were kidnapped. There is still much you don't know-why they were kidnapped, where they are now, who accused you of insanity, or how a bus fell on you and still you survived-but you will find out. For three weeks, you have been trying to find a weak spot in the wall to dig out of, and tonight the tunnel is completed. Soon, you will escape, and vengeance will be yours...
Player: The Adventure begins
DM: Slowly, you slip out into the tunnel. After several minutes of crawling through a splintery wooden tunnel, you fall several feet and land in the mud. You realize it is night, and it is pouring rain. Desperately, you run to find shelter. However, there are no buildings in sight, only palm trees. Where are you?After several hours of walking, the rain lets up and you find yourself by the highway. You realize now how warm it is, and decide you must be in Florida. You see a weapons store in the distance, and the owner sees you through the window. He asks you to come in. Puzzled, you enter.He says, "I've been expecting you. I know you have endured great hardship, and I'd like to help you clear your name. However, I can't do much. All I can do is offer you these free weapons." He holds up a spear, a scimitar and a swordcane. "Please take one."

DM: "O..h d..d.d..damn...It's f...f..f..ree...zing...," I say shaking, trying to climb out of the hole. I try to climb yet slip back in, the cold water numbing my body.
Player: Try to yell.
DM: Despite the cold I try to shout. "HELP....HELP.....H...E..L..P......h.e.l..p......h....e......l.....p.." I yell but noone seems to hear me. I yell one last time before my fingers turn numb and I feel myself losing consciousness. My visions starts to blacken as I feel falling under the ice.........THEN suddenly I feel someone grabbing me by my hand and pulling me outta the pond.
Player: Savior
DM: I'm soon outta the hole then I turn to look at the one who saved me and it's.......Darren. My classmate and friend since kindergarten. "Oh my...ALICE?...Are you okay?" asks Darren after he realizes who was drowning in the pond. The cold feeling soon hits me as I start to shake uncontrollably. "I.....m....f....reee....z..i..n.gg," I blurt out trying to keep warm. "Oh how stupid of me, sorry..sorry Alice!" says Darren shaking his head, soon picking me up and starting to run out of the park. "W..h.ere..are...w...w.we goi..ng?" I ask through my shaking. "To my place!...Not far..!" he says running through the streets. The cold feeling starts spreading through my body, getting harder to stay awake, as my eyes start to shut. "NO! ALICE...DONT!..OR YOU'LL DIE!" he yells picking up the pace, as I try to stay awake.

DM: Before you stands the chest which holds the grand prize of your ordeals. However, five locks stand between you and it. You guess that the state of the five locks is as followed:
Player: Turn knob 4
DM: Immediately after you turn the fourth knob, you hear the mechanism inside the chest working. Two separate 'CLUNKS' indicate that two locks have been altered. However, it does not yet seem that the chest is opened. So, once more you try to solve the puzzle.
Player: The Puzzle
Player: Turn knob 3
DM: Immediately after you turn the third knob, you hear the mechanism inside the chest working. A quick 'CLUNK' indicates that a lock has been altered. However, it does not yet seem that the chest is opened. So, once more you try to solve the puzzle.
Player: Turn knob 5
DM: Immediately after you turn the fifth knob, you hear the mechanism inside the chest working. Three separate 'CLUNKS' indicate that three locks have been altered. However, it does not yet seem that the chest is opened. So, once more you try to solve the puzzle.

DM: It is early summer in the world of Thyr, and the smell of spring has not yet left the air.The emmissary's trek consists of two coaches, one for the magicians, of which there are two more on board, and one for the emissary and his bodyguard himself. Furthermore, there are two dozens warriors on horse accompanying the trek, some of which are scouting ahead.It has been two days since you left the Academy of Alzur, and by now you have left the city's military influence, as can be witnessed by the steady growing worse of the road.You know close to nothing about Fahan Brownhand's - the emissary of Alzur - orders, or about the man himself, save that he is known to be a devious mind and a quick judge of character, abilities well received within a politician.Also you know that your trek is carrying valuable gifts in jewels and gold for Khalar, the citystate you are destined to reach within the week.Your two magician-companions are no strangers to you. Opposite of you is sitting J'Arel Whitefang, a young man emitting an aura of arrogance that is barely to bear in the confines of the coach. He is, as you know, a capable Fire elementalist.Currently on top of the coach, unable to bear the presence of J'Arel any longer, is Lucius Tarchild, an Air mage of some renown. Unfortunately, Lucius is somewhat senior to you, and thus he has the right of first choice, as he explained to you with a wink.Already weary by the long trip so far, you did not argue.
Player: I attempt to take a nap. Travelling is a wearisome business.
DM: The best way to pass the boring time until you reach a place to make camp, you think, is to close your eyes and hope that sleep will bring some sort of distraction.The rocking motion and lurch of the coach is enough to nearly make you seasick, and the hard, unpolstered wood you sit upon make your task not easier.
Player: I am specialized in Water.

Player: I wish to pass the time and speak with J'Arel.
DM: J'Arel looks up from some thought in surprise, as you cough to catch his attention. His cruel eyes narrow themselves, and he pierces you with his look."What is it that you want?"

DM: What is More Important?
Player: Spiritual Power
DM: Colors Choices
Player: Sable
DM: Which Of The Following Would Make The Best Pet?
Player: Am I allowed to eat it?
DM: Someone Gives You A Goat
Player: Take the goat to a nice motel
DM: Choose Your Slogan
Player: Blue Lives Matter
DM: I Can has Pear?
Player: Yeah
DM: Mmm Mmm Tasty!
Player: Fried Chicken and Watermelon
DM: You See An Old Homeless Woman Trying To Push Her Cart Across The Street

Player: "I don't think I like your attitude, J'Arel."
DM: "I don't think I like your attidue, J'Arel", you reply.J'Arel only snorts, and answers:"And this would be your problem, or mine?"You choke back the angry answer that lies on your tongue. After all, you are supposed to guard the emissary in case of an attack, and not squabble with a fellow magician.With a dirty glance towards J'Arel, you decide to let the point rest for now.

DM: There are fewer and fewer fields with toiling peasants, this far away from Alzur's protecting arms. The road snakes through terrain that is, plain spoken, rather boring.Your thirst for adventure is already seriously dampened - the coach, while preferable to a day on horseback, simply does not beat walking. Anyhow, through the smallish windows, you cannot see much anyway.Sighing, you turn away from the plain fields, and wish for a book. However, the librarians of the Academy, while usually rather lenient when it came to you, were firm on the fact that no books would leave Alzur. Most likely, they were worried that in foreign lands, people would eat books.You cannot stiffle your curiousity how the city of Khofte looks like. But that is still a good week ahead, and you suppose that you are dead by boredom until then.
Player: I wish to pass the time by chatting with J'Arel
DM: Suddenly, the coach shudders to a halt. Voices call out, but your first reaction of worrying is soothed as you recognize them as your scouts' voices.The captain of the scouts, a burly man in leather armor, approaches the second coach, which is occupied by Master Brownhand, the emissary of Alzura. The captain dismounts his gelding, and appears to speak agitatedly with someone inside the coach - which is all you can make out. Unfortunately, they are too far away to understand a word.

DM: You close your eyes, and take a deep, calm breath.You have learned the art of meditation as a matter to contemplate the greater wisdom of life, but you feel no remorse upon using a technique for such a minor comfort as sleep.Using a subtle pattern in the rolling and lurching of the coach upon the uneven road, your mind drowns out any disturbances and washes you away into a tide of sleep...
DM: A scream of rage - or pain - pierces through your meditative rest, capable of shaking you out of your sleep immediatley.J'Arel grins at you, engulfed in a fiery aura you recognize as a protection spell, and says mockingly:"Ah, the sleepyhead is awake for the fray. Well, hop to it... there's some cooking to do."With this he leaps out of the coach, and hurls a fireball into a direction unseen by you.Screams of pain and bellowed commands can be heared from the outside, and there is the singing of arrows in the sky.Sudden gusts of wind rock the coach, but you quickly realize that this must be Lucius, commanding the Air to ward of the arrows. The guards, of which you can see quite a few dead, spiked with black arrows, charge into the direction J'Arel hurled his ball of fire.Before you can react, a lightning suddenly strikes J'Arel, and burns the adept of Fire into a heap of ashes, but not before you can hear his piercing scream.You decide that there are not many options open to you, so you leap out of the coach to at least see who, or what, is attacking the emissary's treck...

DM: His eyes narrow even further as you ask him about the road ahead. Then he snorts, and shakes his head, while saying:"Only as much as you, I suppose. The road will be getting a lot worse the next days, and when we reach the outskirts of Thalun Forest in two days, who knows what will await us in these ancient, dark and magical woods..." His voice is getting dark and foreboding, and then he suddenly breaks into laughter."Peasants' superstition. Likely some bandits roam the Woods, and that's the reason why lone travellers sometimes are never seen again."He grins, and forms a magical gesture with his left palm, upon which a blueish flame appears there, a ball of pure energy powerful enough to burn through a tree when hurled with enough force."However, we are no lone travellers", he adds, his malicious grin broadening. Then, he claps his hands together, and the flame vanishes."I doubt that some ragged band of bandits is going to choose us as our target anyway," he says, sounding disappointed. "Those soldiers look like excellent fighters, and I am certain the bandits will see this as well."

Player: I will cast a minor spell which allows the air to carry the sound to my ear. [You can do that even without being specialized in Air.]
DM: You mouth the charm to cause the wind carrying the syllables of the captain to your ear."...tracks! But did no follow 'em. 's gettin' dark in four hours, now jez be campin now, afore we getta beatin", the captain of the scouts says.You cannot make out the full reply, only catching a few words: "...plan... alliance with... no harm come... not bandits..."Then you notice that J'Arel is staring at you with unhidden curiousity, and are just about to comment, when Lucius, who had been riding on the top of the coach, opens the door and breaks your concentration sufficently to drop the spell.

DM: "Less than you, I suppose," J'Arel answers, then sighs and shakes his head."I heared he's a powerful mage himself. I don't know why we're to accompany him, Master Brownhand is said to be capable of taking care of himself.""If I were you, I would rather worry about the road that lies ahead than about or passengers. The road will be getting a lot worse the next days, and when we reach the outskirts of Thalun Forest in two days, who knows what will await us in these ancient, dark and magical woods..." His voice is getting dark and foreboding, and then he suddenly breaks into laughter."Peasants' superstition. Likely some bandits roam the Woods, and that's the reason why lone travellers sometimes are never seen again."He grins, and forms a magical gesture with his left palm, upon which a blueish flame appears there, a ball of pure energy powerful enough to burn through a tree when hurled with enough force."However, we are no lone travellers", he adds, his malicious grin broadening. Then, he claps his hands together, and the flame vanishes."I doubt that some ragged band of bandits is going to choose us as our target anyway," he says, sounding disappointed. "Those soldiers look like excellent fighters, and I am certain the bandits will see this as well."

Player: I will do nothing but wait.
DM: The captain of the scouts is arguing agitated with someone inside the other coach, but you cannot make out the words, nor interpret the gestures. Probably nothing important.You lean back against the hard wooden seat of the coach, wishing for something to break the monotony of the trip. Already you wonder when you will arrive at your destination. Or at least return to the comfort of the Academy.Suddenly the door is opened by Lucius, who had been riding the top of the coach.

DM: The rattling and lurching of the coach prevents you from finding a restful position, and you are forced to admit that sleep is not an option while the coach is moving on this so-called road.
Player: I give up the attempts of sleeping, and try to talk with J'Arel.

DM: Desperately, you attempt to get your bearing.From the twoscore warriors that accompanied the emissary's treck, only one dozen survived the initial deadly volley of black arrows.However, the guards are rallied and charge the enemy, apparently a group of about half a hundredship ragged looking beings you immediatley recognize as large goblins, led by a couple of their shamans. While a single goblin is no match for a human warrior, the shamans double the goblins' threat, and they make up in numbers what they lack in size.Lucius is using his powers over the wind to make arrows useless, and most goblins have thrown their bows away and now wield evil looking barbed knives.One guard, trying to charge through the goblins to strike down a shaman, is dragged from his horse, and both the guard and the poor beast soon disappear und the goblin's small twisted bodies.
Player: I am a magus of Air.

Player: "Can you tell me anything about the emissary?"

DM: While you have not extensively studied the ways of Water, you still know a few minor charms of that element.Resting a body and mind so that it will drift into sleep is one of them, and it is easy to do so when the target of the spell is willing.You concentrate briefly, put the index and middle fingers of each of your hands on each eye and invoke the powers within you.Immediatley, calm and peace rush into you, and wash away all distractions. Even the hard wood you are sitting upon is no longer so worrisome.Gently you drift into sleep...

DM: AAAAJ
Player: g
DM: AAAAAG
Player: a
DM: AAAAAAA
Player: i
DM: You are called AAAAAAAI
Player: Scene IV - 2
DM: "A Harridan, former Prince(ss) of House Harridan, who has defected to the Second Sol Commonwealth, will now receive their hearing. As this is a case without precedence, this interrogation will proceed without according to standard protocol. Speak only when asked questions - otherwise, you are to keep quiet."A voice came from your right: "A Harridan, do you swear to tell before this Commonwealth court the truth and nothing but the truth?""I swear it," you replied tersely. "Then let us begin." came the reply from your left....The hearing, an intense process of several hours in which you were probed intensely as to your background, motivations, connections and personal secrets, was over, and you were awaiting the verdict. You watched in silence as one by one, the decorated commanders of the Commonwealth shuffled in and took their places around you. One, a greying man, bearing insignia marking him as "Admiral First Class" stood up and spoke:"A Harridan, we are granting you command of a ship. You are to report tomorrow at 08:15 at the Commonwealth Navy Station 7-7-3 to receive your badge, uniform and further instructions. Do not disappoint the Commonwealth. More importantly, do not disappoint me." You saluted in Commonwealth fashion, your hand next to your head with your palm pointed downward. For some reason, the greying man reminded you of your father. You did not like that one bit.

DM: You grab your napkin and gently dab the edges of his face to clear the relish. You look into his eyes lustfully as you remove the last of the relish. He stares back blankly unsure of what you are doing. You gently brush his cheek again and move toward him in an attempt to kiss him. He mistakes this as you wanting a bite of his hotdog and shoves the hotdog toward you face."Want a bite?" he questions being totally oblivious as usual.
Player: Take the remainder of the hotdog and pretend to deepthroat it
DM: You grab the hotdog from him hand and gently put it in you mouth. You then begin to suck on it and move it in and out of your mouth as you look lustfully at the coach. He looks at you a bit strange for a moment, but after a bit he relaxes and begins to enjoy the show (that's how you see it anyway). Excited by this slight sign of approval, you start moaning as you shove the hotdog further into your mouth, the various condiments running down your face. In fact, you became so enthralled with this act you didn't notice the students who were filming you.While the internet will continue to enjoy your performance for generations to come, the administration didn't seem to enjoy your performance. They fire you. Good news though Coach Davis agreed to go on a date with you!

Player: I wield the powers of Water.
DM: Water, filling you with peace even in the middle of a bloody battle and allowing you to calmly assess the situation, flows strongly in you.Life will be and has been shed, but this is nothing that you can prevent anylonger. You can only hope that it will not be your life, or that of your allies, though that hope already has been betrayed.You briefly wonder about J'Arel's death. The goblin shamans cannot be possibly capable of wielding such magic. But the thought quickly eludes you, for you know you have to act fast and decisively if this battle is to be won.
Player: I will use my healing powers to revive the wounded soldiers.

DM: The flame of the Spark is strong within you today, and your fingers itch with the desire to channel your magic.This is it... this is how it feels to have an adventure! If not for the seriousness of the situation, you would laugh with delight.
Player: I will single out the most powerful looking enemies and turn them into cinder.
DM: You quickly climb upon the coach, to get a better view of the battle.Decisively, you summon the powers of Fire to channel thin strands of elemental flame into the bodies of the three goblin shamans, which turn immediatley into cinder.One goblin has not dropped his bow, and fires an arrow at you, but another thin strand of fire takes care of both the arrow and the archer.Another goblin is about to plunge his wicked looking knife into the neck of a soldier, but yelps in pain and drops it as its hilt suddenly glows bright red, which gives the soldier time to dispatch the goblin with a backhand stroke.With their shamans dead, the goblins offer little resistance, and their morale is close to breaking point when you notice that Farhan Brownhand, the emissary of Alzur, is sneaking up behind Lucius, making strange gestures as if invoking a spell.You do not know exactly what to think of this, but then again, you are not a pesky Ice adept who needs to think through everything before reaching a decision.Invoking the Fire again, you settle for a warning shot, and the earth in front of Master Brownhand explodes into flame.Lucius turns around in surprise, but before you can react, Farhan has a slender, evil looking sword out and runs it through the Air adept, who's look turns from surprise to pain.Farhan lets go off his sword and turns towards you.
DM: You stare disbelieving at Master Brownhand, and before you can launch a spell at him, he uses your hesitation to weave a quick strand of fire at you.You barely dodge the small bolt of fire that jumps from his fingers and flies past you.Seeing he missed you, he curses and prepares another spell. You have to act quick.
Player: I attempt to sever or unravel the spell's weave when Farhan casts it, thus countering it.

DM: The torrents of Air flow freely through your spirit, and you are determined to use them.Strangely, you are rather excited than frightened by the prospect of fighting your very first battle. So this is what adventure feels like!
Player: I will weave minor charms to slow down the goblins.
DM: Water is not your most powerful element, but nevertheless you know enough about how to manipulate the fluids in a being to slow it down, hoping that this will give the guards enough advantage to slay the wicked creatures.You close your eyes, concentrating, and hoping that Lucius can keep any stray arrows away from you, and channel the unaccustomed energies of Water through your body.Gently but unstoppable, like the tide, the powers flow into the bodies of your enemies, burdening them, slowing them, and one by one you feel, through your bondage with Water, how the life form of one after the other is destroyed by the soldiers, who use the turn of events.So absorbed are you in the unfamiliar enchantment, however, that you do not even hear the warning that Lucius screams to you, and the last memory of living that your soul carries to the netherworld is that of a blinding light and a searing pain, melting your skin and flesh and bones...
Player: You have died...

Player: I will attempt to strike the enemies with a barrage of magical missiles.
DM: You quickly climb up the coach to get a better view of the battle.There, you concentrate briefly and hurl tiny bolts of pure magicka with deadly precision into the horde of goblins. When struck, the goblins fall down never to get up again.As the channeling of combat magic is not exactly your specialization, the feat proves to be very taxing.However, dozens of goblins fall to your small but deadly precise hail.The goblins are close to breaking and turn to flee, when suddenly you are distracted by a scream. Lucius, having prevented that you become the target of those goblin archers that have not yet dropped their bow, is spitted on an evil looking sword.You give a start when you realize that it is Farhan Brownhand, the emissary of Alzur, that wields the blade that has stabbed Lucius into the back.Grimly, you prepare to channel another two bolts of pure magicka into Farhan's direction, as you remember too late that his bodyguard is always close to him.A blow on your head drives thoughts of magic away for quite some time, and darkness engulfs you.

DM: The Spark, for you a crystallized snowflake, burns brightly with cool reassurance deep within you.Quickly you assess the situation.The goblins outnumber the surviving soldiers four to one, and even without the goblin's magical assistance in form of the their shamans, your guards will not stand a chance.The shamans. Hmm. You would be surprised if one of them was capable of casting such a bolt of lightning as struck down J'Arel, and you are rarely surprised by facts.So, there must be another magician close by, and someone quite powerful.
Player: I will weave minor protective charms to support the guards.
DM: Earth is not your strongest element, but nevertheless you know of charms that prevent blows and knives to find their target.You climb up on the coach you rode in to get a better overview, and concentrate on channelling the energies out of the ground, and into the armor and bodies of the soldiers.A few twicht uncomfortably as you know they must feel a tingling sensation, but those you enchant this way react surprised when the wicked knives of the goblins glance of their armor and skin without leaving a scratch.The weaving of so many minor enchantments costs you a lot of concentration, and after a minute of holding the spell up, you are about to collapse.The soldiers, however, have made the best of uses of your spells, and only a few of the goblins are left alive.Suddenly, Lucius, who has been preventing accidental arrows to break your concentration, screams in pain, breaking your concentration.Before the whiplash of the dozens of suddenly broken spells wipe out your mind and cause you to fall into a deep blackness, you see Fahan Brownhand, the emissary of Alzur, standing behind Lucius, spitting him with an evil looking sword...

DM: The rythm of nature, which for you manifests in the Spark, is strong in you.The Earth will be watered with blood, and there is nothing you can do to prevent this.However, you can still protect those of your allies that have not yet fallen, and you are determined to see that victory, even against the odds, is yours.
Player: I will grab a sword from a fallen soldier and join them into the fray.
DM: Some strange fever grips you, and you grab a heavy looking sword from one of the fallen.Brandishing it in both hands, you roar out a challenge that comes from the heart, and charge the goblins. Suprised by your fierceness, the goblins shrink back from you, and you cut down two of them before they realize it.However, your clothings offer little protection against the barbed knives, and you are soon swarmed by the evil beings. One goblin cuts your sinews from behind, bringing you down to the ground with a scream of rage, and it is only a matter of time before one of the wicked, barbed knives finds the way to your throat and to your heart.

DM: You decide to stay in the relative safety of the coach.J'Arel, suddenly engulfed in an aura of sizzling flames, jumps out of the coach and hurls a ball of fire in the general direction of the assault.Lucius leaves the coach on through the other door, and immediatley the carriage is rocked by gusts of wind, which also cause the arrows to stray.One arrow, however, flies straight at J'Arel's head - but it bursts into flame upon touching his aura.Someone bellows a command over the screams of the guards, and those that survived the initial deadly onslaught charge off into the direction where the volleys came from.You are considering your options, when suddenly a lightning strike that turns you blind and deaf turns J'Arel into a cinder, but not before you hear his piercing death scream and see, in minuite detail how the fire mage's skin peels off under the tremendous energy of the lightning.Shocked, you decide to join the combat as quickly as possible, before the next strike perhaps hits the coach.

DM: As J'Arel, suddenly engulfed in a flaming aura, leaps out of the coach, you take the exit on the other side.Immediatley you find yourself dodging panicked horses and stray arrows. Before you get your bearing, a loud crackle is heared, and something like lightning seems to strike nearby. A piercing scream barely recognizable as human tells you that the lightning must have found a target - it came from J'Arel's side of the coach.

DM: Lucius and J'Arel both leap out of the coach, the Air magus to the left, and J'Arel to the right.You prepare to cast a minor enchantment to ward blows and strayed arrows on yourself, feeling that you do not have the time for more.J'Arel is already hurling fiery balls of flame into the general direction the surviving soldiers are charging, and when sudden gusts of wind rock the coach, you know that Lucius is busy trying to prevent the arrows finding their targets.As you close your eyes to murmur the final incantation, something incredible bright strikes close to you with loud thunder and a pierced scream, and when you open your eyes again, you see that where J'Arel stood, the ground is charred.Not waiting any longer, you leap out of the coach.
Player: I will combine my powers with Lucius, creating gusts of wind to knock down the goblins.

DM: You climb up the coach to get a better overview of the battle, trusting Lucius to do what he's best at, and turn away any stray arrows from you.You close your eyes, drawing deep from the burning energies within you provided by the Spark.When you open them again, they seem to be ablaze.In your hands, a powerful ball of flame forms, and you hurl it directly where the goblins' throng is thickest, where it explodes with a deafening noise.About twenty goblins remain on the ground, charred.Another ball of flame takes out a dozen more of the wicked creatures, and this is sufficent to break their morale, and they turn to flee.The soldiers cheer, and strike down the fleeing goblins as they run back to the hills from where they came.Suddenly, Lucius screams in pain. With another ball of flame formed in your hand, intended to speed the goblin's flight, you turn to see that Farhan Brownhand, emissary of Alzur, has stabbed Lucius in the back with an evil looking sword that protrudes from the Air adept's chest.He grins wickedly at you and makes a gesture with his offhand. Instinctively you hurl your fireball into his general direction, and throw yourself from the coach.Just in time, as it explodes under you, smouldering splinters burying themselves into your robes and into your flesh.Shaking, you stand up, turning to Farhan and the spitted Lucius, and prepare another spell...
Player: I quickly launch a spell at him to disrupt his casting.

Player: I try to work a dangerous spell against Farhan, trusting my skill to complete it before him.

DM: At one time I had an office mate. When I first came here, Ronald, a mild mustached chubby professor of 19th century American literature shared an office with me. A specialist in Melville, he wore suspenders and a bow tie. I believe he smoked a corn-cob pipe. He took my entry into his space with old-fashioned grade.He of course, had the "good" desk against the wall by all the windows, while I had to take the small desk by the door, looking as though I were Ronald's receptionist. But he was there first and I did not complain. He was mild and quiet and I didn't notice he had died at his desk for three full days. I had full, one-sided conversations with him after he'd been dead 24 hours.
Player: The coming of Claudia.
DM: They replaced Ronald with Claudia Villanova, a rhetoric and composition specialist who invariably answered our phone with a squawking soprano, "Go ahead now, it's Claudia!" at the top of her tall-yet-petite lungs, as if the office she had just entered was her alone, even though she had the bad desk and I the good one.When she entered the office for the first time, she looked around, looking out the windows, turned to me and said, "It's like Proust's cork-lined room in here."What, pray, did I respond, in your estimation?
Player: You smiled at her witty repartee.
DM: "Clever to make that oblique literary-theoretical reference," I said, suavely."Glad you enjoyed it.""You're witty," I said. "I like witty.""You're witty to get the joke. I'm a bit of a wise ass," she said."I suspect we shall get along," I said, turning back to a stack of bluebook essay exams that I was attempting to decipher.
Player: A few weeks later
DM: "Who's Natalie?" she asked. "She keeps calling."I do not recall if I mentioned that Claudia had longish blond hair to her waist as if she had been crafted by Mattel or some such.
Player: You said, "That's my wife of long standing."

DM: That is the correct answer! Situated on an island in lake Texcoco, Tenochtitlan was the largest city in the Pre-Columbian Americas. The city itself was somewhat of a wonder of architecture, as the metres high buildings were erected on very wet soil. Furthermore, the 'Chinampas', small, artificial islands in the lake managed to sustain a (for that time) huge population. Anyhow, let's continue to question 19! While the Spanish conquered the New World, the Old World did not stand still. The Islamic states of Eastern Europe and the Middle East were also continuing to trade with, negotiate with, and conquer one another. The Ottoman Empire, with their capital in Istanbul, even besieged Vienna in 1529. However, around the same time, in 1526, an Islamic dynasty came into power on the Indian peninsula, which would remain the dominant superpower in the region, until the European colonisers eventually took control of India. Which dynasty was this?
Player: The Mughals
DM: That was the correct answer! The Mughal Empire was founded by a noble family from Central Asia, having conquered parts of the Indian subcontinent around 1526. Over the years, the Mughal Empire slowly incorporated most of modern day India, Pakistan and Bangladesh. Under Mughal rule, the empire remained stable, and flourished. The Mughal rulers not so much tried to supplant the Indian culture and religion with their own, but learned from it, and the Persian rulers and Indian subjects started to influence each other. After the European powers came to conquer India, the Mughals slowly lost power, though the last remnants of the empire endured until 1857. Well then, let's continue to the next question! In 1603, King James VI of Scotland ascended the throne of England, becoming known as James I. Amongst his notable achievements is his patronage of the arts, especially his role as the patron of a theatre company called 'The King's Men', who's most famous member was William Shakespeare. In hindsight, one of the most famous plays of Shakespeare might have been written as, or at least supposedly included, prove of King James' legitimacy as a ruler, making allusions to the royal forebears of King James. Which play of Shakespeare am I talking about?
Player: A Midsummer Night's Dream

DM: You wait for the right moment, then move to sneak around the outside edge of the TSA security check area. You move slowly, then try to look like you know what you are doing. You manage to make it around the inattentive guy checking IDs of people and start to get past the shoe checker when you bump into a metal pole that makes the pathways, and it clangs to the ground, the ringing echoing along the hallways.One of the bored TSA guys barely looks over and says, "Hey, that machine is closed, you need to come over this way."
DM: You walk up to the TSA guard, your hands empty. He looks up at you, finally realizing that something is wrong. "Hey, what the hell? What are you trying to pull here?"His tone of voice attracts a few more of the blue-gloved guards. They gather around you quickly and one says, "Hey, do you want me to search him good?" They look from one to the other, unsure of what to do. Finally, a taller man, clearly the one in charge comes over and says, "What are you morons doing standing around? We need to keep this line moving. You know the rules. Anyone who doesn't have a ticket doesn't get through."

DM: Swiftly you climb up the coach, to get a better view of the battle.Trusting your fellow Air magus Lucius to protect you from the archers, you begin to delve into the minds of the goblins, twisting the images they see until they appear to each other as their enemies.Great is the sudden confusion as the goblins, suddenly panicked by the turning of their former companions into more soldiers, begin to hack and claw at each other.One shaman, trying to counter your illusions' effects, is stabbed just in time by a panicking goblin.The strain to maintain so many, albeit small, illusions is great for you, and after a minute of the frenzied fighting, you sink to your knees, sweatsoaked.Suddenly, your concentration is broken by a scream next to you.With horror, you see that Lucius has been spitted on an evil looking sword wielded by Farhan Brownhand, the emissary of Alzur.He lets go of the sword, and turns to you, grinning wickedly.

DM: "Seriously? That's gonna be a no from me." Who the hell does this guy think he is? Once again he contorts his face into that hideous scowl. He raises his hand to slap you but then thinks better of it. Turning his back to you he says "I'll give you some time to think about it." before he steps out of the room.Immediately four circular slits open in the wall and fill the room with a strange smelling gas. You try holding your breath, but you only hold out for a few minutes before you drift off into a deep sleep.
Player: Dana

DM: You locked every entrance and helped yourself with a glass of water before searching for anything handy that you can use. This house is pretty neat and pretty to look at, such a shame that the owners are so unfortunate. Aside from some fried chicken legs for you to chew in the fridge, there is nothing useful in here. Seem like the bikers got them pretty rough these days.
Player: Get outside
DM: 'But where to go?...' You begin to weigh that option as you find no reasons to do so. 'Unless I found some way to avoid those creatures, it'd be better if I wait for the morning to come.'
Player: Go to the 2nd floor

DM: After downshifting your RPM's shoot and as you slam the gas pedal and pull the e-brake, you begin to drift. You barely avoid oncoming cars leaving a cloud of tire smoke behind you. Weaving in between cars you start to pull ahead, blow off valve whistling at every gear shift. Suddenly ahead you see a lot of traffic. No one seems to be moving.
Player: Take the exit on the left to the highway
DM: Driving over 100 mph on the highway you blow by the exit you were supposed to take to meet your friend. You call him and tell him about your situation over your Bluetooth stereo. He tells you that the money you transferred to joint account with him was stolen and the money you too were going to put into your cars is no existent now. Soon you blow by a mustang on the highway. He tries to race you but you spool up your turbo and blow by him with ease. Soon you see your enemy in your rear view. He blows by the mustang also. He is gaining on you. His headlights glaring in your rear view. Flashing his high beams he tries to distract you.
Player: Drop gears and speed ahead.
DM: Dropping your gears you start to pull away, but not fast enough! He starts to gain on you! What gear should you drop to?
Player: Fifth Gear
DM: Fifth gear only puts you a couple cars ahead. You need to get way further than that. Cops start to gain on you and the lights begin to blind you. Soon a whole patrol of cops are behind you and your rival has disappeared. I'm guessing he doesn't want any trouble with the police. Soon you get pulled over and get a very hefty fine and are arrested for trying to evade the police and extremely reckless driving.

DM: You scramble up on the coach, to get a better view of the battle.To your left, on the ground, is Lucius, protecting you from stray arrows with his power over the winds.Closing your eyes, you search for the hidden power in yourself, and, finding it, channel it gently out of your body.Touching the soldiers with the invisible strands of magic you invoke, you revive them and draw their pains away. A few of the wounded ones gasp in surprise, as their wounds close themselves, then they notice you, give you a curt nod of thanks, and launch themselves into the fray.Whenever the goblins cut down one of the guards, you channel the pure life back into the body of the wounded one. Slowly, the goblins notice that they cannot harm the men, and start to panic.However, the strain of keeping the spells flowing through you is tiring, and so you do not manage to keep your concentration when suddenly, Lucius screams in pain.Horrified, you see that behind him, Farhan Brownhand, the emissary of Alzur, has stabbed Lucius in the back with an evil looking sword.You reach for the strands of Water again to channel life back into the Air adepts' body, but it is already devoid of life... you shiver at the implication of that, for the sword must hold terrible and dark powers to vanquish a life with only a casual thrust.Grinning, Farhan lets go of the sword, and turns towards you.

DM: You can't find Christie, so you just head to tutor.
Player: Go to tutor
DM: You walk in and your tutor isn't there yet- what a relief! You sit in usual seat, when your tutor walks in. "Lori, can I speak to you in private?" he asks. What do you say?

DM: You open your rear car door, hoping the rat will just jump out. But he doesn't.What, did you expect him to? He's a rat, he doesn't know what to do.So, Rizzo, what now?
Player: Keep the rat as a pet
DM: You decide that the rat is not your foe (Nor is he feux, for that matter), so you decide to name him Schilling and w'uv him foreva'w. Actually, it's a good thing you do, because after getting that new job and a new home the next week, Schilling saves you from a mob of angry Tom Hanks' somehow. You treat him nicely from then on, and live a great life until you die at age 103 from dysentary.

DM: Thomas Cutbush is probably not Jack the Ripper.Awkwardly you explain your theory to Inspector Littlechild, that he was a mentally-ill man who may have lived in London at the time and enjoyed poking women with knives. Inspector Littlechild listens with a frown on his face."I don't think so," he tells you. "There is no real evidence he is the Ripper apart from the fact he was mad and the way he poked women in the rear with knives is very different to the way the Ripper used his knife. We can't ask him anyway, Cutbrush died in the asylum two months ago."Your Reputation has been damaged.
Player: You had better choose a different suspect
DM: Soon after George Chapman's execution, you are invited to the office of Private Investigator John Littlechild and he looks excited."Sir, I have just come from a meeting with Chief Constable McNaghten, former Inspector Abberline and the Home Secretary and together we have decided to act on the evidence you have been gathering on the identity of the man behind the Whitechapel murders, the killer known as Jack the Ripper. If you can supply us with enough evidence me and my private team of Detectives will act on it to arrest the person you name."This is the moment you have been waiting for!You run your list of suspects through your head to decide on the one you think is most likely to be the killer.So, who is Jack the Ripper?
Player: Michael Ostrog
DM: Michael Ostrog was definitely not Jack the Ripper.Awkwardly you try to explain your theory to Inspector Littlechild. Ostrog was an insane career criminal who you believe was responsible for the crimes. Littlechild sighs."You have been speaking to Macnaghten haven't you?" he asks. "Ostrog is a petty criminal who was in prison for stealing a metal cup at the time of the Ripper killings. In fact he's in prison now for more minor burglaries, he could not be the Ripper."This has seriously damaged your Reputation.

DM: Closing your eyes, and trusting that Lucius' winds will shield you from stray arrows, you invoke the ancient runes of Divination, trying to make the magic tell you where the strands of woven magicka, of which the lightning bolt that charred the Fire magus undoubtedly consist, lead to.This is a task that requires great concentration for several seconds, but your rigid training helps to fade out the screams of the wounded and dying and the clash of weapons.In what is a split second but which feels like an hour to you, your mind picks up the magical weaves of the spell that had been cast, and unravels them.You admire the precision and the masterwork, a great lot of energy must have been used up to strike such a powerful bolt of lightning at such precision.Your mental fingers follow the invisible strands of magic, and you are suprised to find that the origin of the lightning bolt seems to come from the emissary's coach.You open your eyes again and break your spell, unsure as how to deal with this piece of information. Looking towards the battle, you see that the guards are in serious trouble dealing with the goblins.You have to act quick.
Player: I will investigate the emissary's coach.
DM: As you approach the coach, oblivious to the screams for mercy from the battle, the coach's door is openend.Farhan Brownhand, the emissary of Alzur, exits the coach, brandishing an evil looking, black sword. Directly behind him is his bodyguard, a nondescript man you would not give a second glance on a street, who looks startled at you.Behind you, you hear Lucius scream, as a small group of goblins throw themselves at the magus, and as you are about to turn, Farhan's bodyguard is behind you with three quick steps, and then, with a stinging pain on your neck, your senses fade to darkness.

DM: You climb up on the coach, which is the best strategical position you can hope to achieve.Lucius is protecting you from any stray arrows with his command over Air, and from here, you have the best overview.You study the patterns of the goblin horde for a second, and then reach into yourself to draw out the powers that the Spark grants you.Mumbling the necessary incantations and pointing your fingers at the fight, you allow the magical energies to escape your body and channel them to the ground below.Your efforts are rewarded by a cry out outrage, as the first goblin slips and stabs itself on the knife of a companion. This causes a chainreaction, from which the guards of the treck unfortunately are not unaffected, yet their armor protects them from the flailing, now unprecise stings of the goblins' knives.Lucius, seeing what you have done, directs his winds to topple the remaining standing goblins, and keeping those down that try to righten themselves again, and the guards begin to easily dispatch their smaller enemies.But suddenly, Lucius' screams in anguish, louder than the shrieks of the panicking goblins, and as you turn to him in surprise, you see that Farhan Brownhand, the emissary of Alzur, has stabbed Lucius in the back with an evil looking sword.You are unsure of the meaning of this, a situation you are not used to, but you decide to prepare a spell against Farhan when you see his malicious grin as he turns towards you, leaving his sword sticking in Lucius' crumpled body.

DM: He says, "No, but I suppose you could dust the games for fingerprints or something." You do so, and find a fingerprint on the side of the pool table!
Player: What were your feelings towards Mr. Allistair before he went missing?
DM: He says, "There were no specific feelings, except for when he beat me at pool and foosball."
Player: Do you know where I could find any clues?
Player: Thank you for your time.
DM: You thank the suspect for their time.

DM: You and Larcassio square off.A moment passes, both of you waiting to see what the other will do.Then, Larcassio lunges at you, blade outstretched!
Player: Feint
DM: Larcassio's blade plunges into you.....The world is spinning.You see a pair of snake like eyes, and a sharp-toothed grin, and everything fades away......
Player: You have died.
DM: Sadly, you have died.However, this is not the end! It can't be the end!Try again! You must avenge your village. If you don't, who will?You have reached a save point.You may either restart from the beginning, or from the beginning of the duel.

DM: The ghostly jester gives you a round of applause at your answer. "Ahh, so you speak in numbers! Well done! Good work! Well I suppose this means I have to let you go now. Oh well, off you go then. 7/15/15/4 12/21/3/11 and all that!" And with that the jester jumps up to pull on one of two cords that is hanging near the lord's chair. It looks like one of those cords that nobles use to ring for servants, but rather than ringing a bell, the cord opens a trap door that sends you falling down to the room below and landing with a nasty bump on your arse. Well at least you didn't have to go down more stairs. The room is dark save for the light coming from the trapdoor. All you can see in the room is a table on which sit three things, a large bowl of water, a small pot and a piece of paper with a list of names and numbers written on it. The list looks like this; John 2.7 Mark 9.41 Matthew 27.24 Joshua 3.15 Luke 8.24 Well, you're obviously supposed to do something with the water and the cup. What do you want to do first?
Player: Do the hokey cokey
DM: You do the hokey cokey and you turn yourself around and that's what it's all about... Nothing happens. Maybe you should try something else.
Player: Back to the riddle

DM: Trusting Lucius to deflect the stray arrows directed at you with his command over Air, you scramble clumsily up the top of the coach, to get a better overview of the battlefield.The fighting looks grim, all of the remaining handful of guards are bleeding from dozens of wounds, while the goblin shamans take care that many of those goblins cut down leap back on their feet.Determined, you act quickly, closing your eyes and drawing the powers from the bowels of the Earth herself, channeling it gently up the guards' bodies, turning their skin hard as iron.The guards, at first surprised that the goblins' knives seem to be deflected by their suddenly hard skin, renew the ferocity of their attacks, and the goblin shamans cannot heal their companions quick enough.It is rather difficult for you to command so many weaves at once, for every time one of your fellow soldiers is hit, it saps a bit of your mental powers to upkeep the enchantment, but you are determined not to let another of your companions fall to the wicked goblin blades.The goblins, suddenly facing an enemy they cannot hope to defeat, are close to breaking point, when suddenly, your concentration is broken by a terrible scream.You turn your attention towards Lucius, and see, to your horror, that your companion and friend is spitted on a black and evil looking sword wielded by Farhan Brownhand, the emissary of Alzur.With the sword's tip coming through his chest, Lucius falls openmouthed and -eyed on the ground, and Master Brownhand lets go of the blade, and turns with a wicked grin towards you.

DM: Your squad takes cover behind your shields as the rapid-firing beams from the Taktat guns seek you out. You wait until the barrage subsides, quite unharmed. The rest of the 501st does the same, and the metal armour shields hold up under the incandescent barrage.
Player: The charge
DM: A mass of green-clad troops with evil looking black masks suddenly boils out of the outcrops of rock. They charge, firing Plasma Carbines as they go. A few of your squad drop, and the rest duck under their shields. What do you command your squad to do?
Player: Go prone and fire
DM: 'Go prone and fire!'You figure the artillery behind you will be able to cut the enemy down with ease, so the squad goes prone, still using the shields as cover, and fire from behind them. You drop three, and your squadmates do pretty well themselves as the shock troopers charge up the slope. You are hit on the helmet and you can smell your head smouldering under the heat, which is pretty intense (lose 5 health)Then, at point blank range, the UG artillery fires. The front line of the charge are incinerated by plasma, and the rest turn and run.
Player: Stay
DM: You wait until the 486th squad comes up to relieve you. Then you get a radio message over your headset:'Sentinel, I assume you are in command now?' 'I am.' 'On our left flank our enemy is launching a massive assault. We need your squad to distract them with a counter-attack. Just go in deep enough to distract them, then get out. We need all the time you can buy.'
Player: Counterattack

DM: I found Ricks file and a key.
Player: Closet Key
DM: Its the same desk you woke up at.
Player: Back
DM: This is where you were stuck.
Player: Board
DM: You see something on it. Seems somebody tried to eras it. Should you look closer?
Player: Yes
DM: It was a picture of the desk. You keep it in your head just in case.

DM: You attempt to wake. Spinning back into your body you feel a moment of disorientation. Still unsure if you are dreaming or awake you look around the room. Struggling to grab hold of a familiar sight you see numbers... red numbers that glow. You read them. 1. 2. 4. 2... What? You blink and try to read them again. 12:42. Oh! it's a digital clock. You wonder, "AM or PM". You look out what you think is a window and see a bight orb of shining light in the sky. "Ah hah PM." you think to yourself. Time for a drink!You stand up and stagger out of the dirty tiny apartment. A neighbor greets you in the hall."Hey Face!" Good Afternoon!"
Player: Be nice.
DM: You say nothing only lifting your hand above your head as you walk past. Your posture indicates you are looking for an awesome high five as you walk past. He takes the cue and pulls back his arm in preparation. The impact is intense, emitting a thunderous CLAP. The shock wave knocks over two small children who were playing in the hall. You march out the door and into the street satisfied with neighbor. Anybody who takes a cue on an unspoken epic high five is obviously good people.
Player: What was that you said about a drink?

DM: You hold fire, as the creature continues sprinting through the forest. You stare curiously at it, before it disappears from view. Fascinating. You lower yourself from the branch to see if you can spot it from a lower angle, but sadly its completely disappeared. No bother, you'll make an attempt to find out what kind of creature it was another day. Time to head home and report your findings.
Player: Head home
DM: You don't see any other sight of the creature, or figure, or whatever it was. You grab your gun, hefting it up to your shoulder once more, as you begin strolling home. It's only a short walk back home. When you arrive, mother and Meredith are putting away the last of your family's possessions, while father sits by the fireplace, cleaning his rifle."Jacob, what did you find?" he asks."There was some creature in the woods that was really pale and I saw it but I didn't shoot it bec...""No creature's pale in the woods that I can think of," father interrupts. "Wouldn't be good for them. Their skin's meant to hide them in the foliage, not help them stand out.""We need to get a fire going before night. It's getting colder," father says. "Let's get your chores started. Get to work gathering firewood.""Got it, father," you say.

Player: I am an adept of Fire.
Player: I will use my powers over Fire to rain destruction down the goblins!

DM: You concentrate, and your mental eyes follow the Farhan's weaving. He uses Fire, and mixes Earth in it, but when he leashes it out, you already took hold of one of the strands of magic with your mental touch, and the spell already unravels itself as it is cast.When it reaches you, it is nothing more than a gust of warm wind that ruffles your hair.Infuriated, sensing what you have done, Farhan pulls the black blade out of Lucius' body, and, brandishing it, charges you.Out of the corners of your eyes you see that the guards are approaching the obviously crazed emissary.
Player: I will grab a blade from a fallen soldier and engage Master Brownhand in close combat.

DM: Quickly, you close your eyes and stretch your fingers towards Farhan, hurling a small amount of raw magic against him. This is without finesse, and rather taxing, but effective enough.Master Brownhand gasps as the pure energy you launched at him hits him, and snarls a curse at you. Obviously, you successfully broke his concentration.Then, he grabs the dark blade still sticking in Lucius' body, hefts it in his right hand, weaves a protective gesture with his left and advances to the coach you stand upon.Out of the corner of your eyes, you see the surviving guards, with drawn swords, approach the emissary.

DM: "Achilles!" Cabana yells from across the room."What?" You reply, not looking up from your forms. "When was the last time you ate, man?"You reflect briefly on this point, realizing the last thing you ate was half of a burger last night, twenty four hours ago. As you realize this, a pang of hunger hits you."Do you want to go get something to eat? We're all going out." Cabana asks."I'm fine. Get one of the men to bring me whatever food can be scrounged as quickly as possible. I'll eat it here.""Achilles, I'm pretty sure it would be some form of treason to leave the leader of the galaxy to starve to death in his office, scrounging up food like a Garavan kid."
Player: Insist you're fine
DM: "Cabana, I have a galaxy burning aflame right now as Chykri forces approach. I don't have time to go for a meal.""Final offer, Achilles. You'll work better after a break.""No, I'm fine.""OK, if you're sure." Cabana says. "We'll get someone to send up something to you."Cabana and the other war leaders walk out, and you get back to work. A half hour later, you're sent a large burger and bowl of fries from Mr Giuseppe's, who've expanded their range from only pizza's to include a more vast range of fast foods. You eat quietly as you go over your work in silence.
DM: In something that's actually ironically humorous, three separatist groups, the Kain'Ten Garavan, the Human Union and the New Alliance, all groups that want either the Garavan, Mankind and the Alliance to leave the Coalition, have performed a bombing run in unison to make their point for the dissolving of the Coalition. This causes some minor but mostly superficial damage.

DM: What do you want to talk to Brasus about?
Player: I give Brasus the half melted candle.
DM: "Here," you say as you pass the candle to him. "A present for the festival. I know it's half melted, but I really don't have much else to give.""Oh, thank you, Andreas!" Brasus says, sounding very enthusiastic about such a small present. "I really needed this, I used up mine already. I asked Mistress if I could have more because I don't like the dark, but she just smacked me across the head and didn't give me any. Don't worry, I'll definitely remember to blow it out before I go to sleep tonight."You have gained 5 approval with Brasus.

Player: I flee towards the guards, hoping that they will overpower the Magus.

DM: So you have chosen to continue living in Halifax. The year is 1838. The rebellions in Upper and Lower Canada have just ended. It has effected Nova Scotia in the way that many of the province's Politian's are pushing for a responsible government. Two people, Robert Baldwin and William Baldwin just had an audience with Lord Durham explaining the principles of their model Responsible Government. Lord Durham the person the British government had sent over from Britain to investigate the causes of the rebellion and find a solution to the problems within the colonies. A year passes; Lord Durham just issued a report recommending Responsible Government for Upper and Lower Canada to ease the tension in the two provinces. Responsible Government is looking good for the Maritime Provinces as well because Joseph Howe, an important political figure in Nova Scotia right now, writes a series of 4 letters on September 18, 1839 to the Colonial Secretary, Lord John Russell, advocating responsible government in Nova Scotia. Within the 3 years of 1844 to 1847, Joseph Howe publishes his ideas regarding Responsible Government in the newspaper, the Novascotian. Finally after a year, Nova Scotia becomes the first British colony governed by a responsible government. Responsible Government is very good for you and your fellow citizens because you get to vote for your representatives and if you are not satisfied with the performance of your legislatures, you have the right to vote them out. As the government is becoming a better government, unfortunately, you are starting to get in debt. As technology is becoming more advance, steamships start to emerge rather than wooden built ships. This is causing the shipbuilding industry to slowly decline. You are not making as much money as before because wooden ships are not in very high demand. What do you want to do to try and avoid further debt?
Player: Stay in Halifax
DM: If shipwright: It is now 1855 and the shipbuilding industry continues to decline. As technology improves, steam engine ships are replacing wooden ships. Your shipbuilding services are not as needed as it was before. You grow further into debt. What do you choose to do? If farmer: It seems you were hoping you will soon get lucky and the crops will grow in your favor again? Unfortunately, that is not the case. Your crops continue to fail and you grow further into debt. What do you choose to do?

DM: Riiight. Does explain a bit that you got grounded. Too bad that your mother does not let you tag along to the market now that you are grounded. There is after all this one lady there that always gives you a free peach when your mother is not looking. Really, could this day get any worse?Oh, your mother is in the hallway putting on her shoes. Do you want to try to convince your mom to still take you along to the market?
Player: Negotiate
DM: Not only does your mother not allow you to join, you have to watch over your younger sister as well. Oh, well, apparently the day could get worse. Probably involves a lesson in responsibility or something. Can't really blame you mother, though. You two are quite the handfull to watch over on a busy market. You always have to visit all the stands and tend to wander off in the crowd. What's worse, the four year old is starting to pick up on your habits. Bad influence, bad!Anyhow, your mom just left and I hear your sister in the living room playing with her toys. Do you want to go to her and be a good kid for once?
Player: No, I want to do something more fun
DM: You want to do something more fun than playing with some stupid dolls with your sister, but what exactly?
Player: I am going to watch some TV
DM: You lazy pants. Though a good way for you to stay out of trouble, I guess. While you are walking to the TV you sister asks from where she sits if she can watch as well. Do you let her join her?
Player: Shoo her
DM: No sis, I want to watch something for my own. Your sister looks sad, but the does not press the issue. You put on one of your father's DVDs, and you sit back in the couch. You notice from the corner of your eye your sister is watching steathily, and you turn the volume a little bit up. This is how your mother finds you when she finally returns home.
Player: Go greet your mother
DM: You greet your mother. She hugs you and asks if you have been a good kid today.
Player: Yes, of course

DM: You close your eyes, concentrating feverishly on a weave that you know will destroy Farhan Brownhand.Only seconds pass, as you prepare to launch the last patterns at your opponent, but he is faster, and a bright light errupts from the emissary's fingers, and hits you in the chest, just as you are about to complete your spell.With a searing pain in the chest, Farhan's spell throws you backward from the coach you were standing upon, and you hit the ground below head first, just as you hear a bellow of rage coming from the remaining guards...

Player: I launch a quick spell against him, intend on stoping him long enough for the guards to reach him.
DM: You raise your arms, quickly contemplating the type of weave to throw against Master Brownhand, but decide for simplicity.A few minor strands of Air flow from your mind and wrap themselves around the emissary's arms, and, tightening, you attempt to hold him.His eyes widen in fury as he realizes what you are about to do, and he attempts to sever the weaves that surround his arms with his own magic.Surprised at the deftness and skill of his magical counterattack against your spell, you cannot do anything but admire the man's finesse as he unravels your spell with his mind.Within a split second, your spell falls to pieces beyond repair, and Farhan, unhindered again, charges the coach you are standing upon.
Player: I will jump down the coach and grab the sword of a fallen soldier to face Farhan in close combat.

DM: Infuriated by the sight of your fallen friend, and by the treachery that you have witnessed, you jump down from the coach and grab the heavy, unfamiliar blade of a goblinslain soldier.You see, from the corners of your eyes, that the guards are approach Farhan Brownhand with drawn weapons, but you ignore them.The emissary grins a wicked grin and makes a fast and elegant move, that closes the distance to you and your blade much faster than you could have anticipated.By sheer luck, you manage to parry the first of Farhan's blows, but he anticipated the move and brings his blade back in a small circle, cutting deep into your unprotected side.As the black, evil-looking blade enters your body, you feel a pain you have never felt before. It is as if your soul itself is torn and shredded by the cold metal, and you utter an inhuman scream.Feebly, knowing that you are doomed, you wave your own blade towards Farhan, but he nimbly evades the clumsy blow and twists the sword in your side one more.Unable to bear the pain, you scream once again, and then, feeling your soul drawn out of your body through the wound, everything first fades from red to black to a chilling emptiness...

Player: I launch another quick spell against him, intend on stoping him long enough for the guards to reach him.

DM: You take one last look at the open mouth of the cave before you steadily prowl inside. Its darkness seemed to envelope you in a never ending fortress of mystic. Your breathing slowed as you tried to take in more of the stale, humid air. You used the rough cave wall to guide you through it. You could hear a soft dripping noise as dew slid of the rocks. Drip, Drip, Drip, like a heartbeat. Spires of rock hung from the ceiling and stood erect upon the floor. A soft squeak alerted you to the presence of either mice or bats. The chilly draft sent shivers down your spine and goosebumps upon your skin. As you travel further and further, the few light that still shines from the entrance begins to fade away. You keep walking to the point where there isn't nearly enough light left to illuminate the cave. And it's getting even more frigid. You start to question your decision. But at the same time, the cold might mean something. Your on this blazing hot island and you just apparently end up in this freezing cave. What will you do?
DM: This is too big of a risk to take. With all of the dangers that you could run into, there is no way you're staying in here any longer. You turn around hastily and try to find the exit to the cave. You go through twists and turns of pitch black rock and try to follow the sliver of light that is barely visible. You dodge through the pointed stalagmites that stick up from the floor. You want out, and you want out now. You're running now, and listening closely to the sound of your steps to keep yourself from panicking. You make one last turn before you see the light of day. Well, there isn't really much day left in the sky. It'll most likely dark in 15 minutes.

DM: You enter the food store. You notice a woman behind the counter. She seems like she wants to fight, and she looks very familiar. "We sell Jerky and Bread."
Player: Enter Boroughlan (Day)
DM: As you enter the town you can clearly see that all the stores are open,a nd that it seems like a peaceful town.

DM: You don't want to find out what will happened to you if you failed to decode it, so better start searching for clues!You walked out of your house and begin investigating. Where to start searching?
Player: Mary Vace
DM: You walked over to Mary Vace's house and knocked on her door. She opened the door with a shocked surprise."What are you doing here?!" she asked angrily."Sorry to disturb you, Ma'am," you said calmly. "Just here to ask you some questions.""Questions?! I'M NOT A CRIMINAL, FOR GOD'S SAKE!" Mary shouted angrily and slammed the door.Well, you did not get to question her. Oh well, let's try later when she calm down.
Player: Go home.
DM: You decide you had enough and went home.
Player: Store things away.
DM: What do you want to put away?*Once you put it away, you can NEVER get it back.*

DM: I pour a green potion and a blue potion into a beaker and swirl them around. Within a few seconds, the liquid turns cyan."Here goes nothing," I say and down the potion.I wait a few moments expecting something to happen but... I don't feel any different.Dvalinn looks to me, concerned. "Do you feel okay?" he asks."Yea, I feel totally normal," I say. "Hmmm, that didn't seem to do anything, maybe we're missing some-""What's wrong?" Dvalinn says urgently.My stomach burns, it feels like there is acid ripping through my insides. I fall to my knees and start coughing, blood dripping from my mouth. I lay down and Dvalinn kneels beside me. After a few more wet coughs, I close my eyes.Deaths: 1
Player: Previous Page
DM: 
Player: Mix a red potion with a yellow potion, then drink it
DM: I pour a red potion and a yellow potion into a beaker and swirl them around. Within a few seconds, the liquid turns orange."Here goes nothing," I say and down the potion.I wait a few moments expecting something to happen but... I don't feel any different.Dvalinn looks to me, concerned. "Do you feel okay?" he asks."Yea, I feel totally normal," I say. "Hmmm, that didn't seem to do anything, maybe we're missing some-""What's wrong?" Dvalinn says urgently.My stomach burns, it feels like there is acid ripping through my insides. I fall to my knees and start coughing, blood dripping from my mouth. I lay down and Dvalinn kneels beside me. After a few more wet coughs, I close my eyes.Deaths: 1
DM: 
Player: Mix a yellow potion with a green potion, then drink it

DM: You turn down the case and the two lawmen leave. Again after just a few days Constables Dillworth and Worthey come back to visit you, looking concerned. "There has been another attack," Dillworth tells you. "A prostitute called Emma Smith is at the London Hospital in Whitechapel with what I'm told are horrific injuries. It does not seem likely that she will survive. Unfortunately my partner and I are unable to attend to this case ourselves as we are involved with another investigation, could you look into this for us?"
Player: Help them with the case
DM: "It seems that Miss Smith was attacked on the corner of Brick Lane last night at around 4am," Constable Worthey tells you after you agree to help. "She managed to walk back to her lodgings on George Street in Spitalfields where two ladies helped her to the Whitechapel Hospital. She's there now in a serious condition. You will probably want to start your investigation in one of these three places."
Player: Go to Miss Smith's house in Spitalfields
DM: You travel to George Street in Spitalfields and knock on the door of Miss Smith's house. It is opened by a pale-faced lady who watches you carefully as you identify yourself as a Private Detective."I'm Mary Russell, I'm the Landlady of this lodging house" she tells you. "I've known poor Emma for about two years and helped her when she came home this morning. It was me and Emma's friend Margaret who took Emma to the Hospital and I've never seen so much blood in all my life..."

DM: You join William Foster's expedition, which is hopeful of finding at least Tamzene Donner or Louis Keseberg still alive as they were in the best health. It takes you less than a week to reach the camps in the mountains, the snow melting fast all around you as spring descends and what you find is terrible. At Truckee Lake human limbs and bones lie in every direction. Moving on to the Alder Creek camp you find more horrors including the body of George Donner torn apart with pieces of his brain in a kettle. Returning to the Truckee Lake camp you are surprised to discover Louis Keseberg, skeletal but alive.As Keseberg ate Foster's child the two are not on the best of terms and the fact that Keseberg has clearly been stealing things from the Donner Camp and using them as his own does not improve things. When large amounts of money are found on him Foster accuses him of murdering Tamzene Donner and threatens to hang him and it is only with some reluctance that the group agree to take him back to California. Before leaving the camp, the last of the Donner Party to be rescued, Keseberg looks back at the cabins and mutters "I hope God will forgive me for what I've done." It takes just five days to get down the mountain and back to Johnson's Ranch. Along the way Keseberg discovers the corpse of his dead daughter Ada in the snow.
Player: Back to California...
DM: Foster's Fourth Relief discovers Louis Keseberg still alive and that last survivor of the Donner Party is brought out of the mountains and into California. Altogether of the 90 members of the Donner Party (including you) 43 died, including infants Jonathon and Elizabeth Graves who die that summer from their sufferings in the mountains. Of those that survive some like Louis Keseberg are branded as cannibals and murderers. You were lucky to survive this truly terrible experience: a story that will go down in American History as a tale of cannibalism and death in the Sierra Mountains.

DM: You make it to the phat 90's, but at a horrible time. You're in Los Angeles at the peak of the LA Riots. Upon arriving in the chaos, you are accidentally struck in the head by a brick thrown at an angry bystander, who attempted to break a window. <<Go Back
Player: I NEED TO FINISH MY PAPER, CRAZY MAN! (pt2)
DM: Hurtled into a beam of cosmic rays, the four of you are! Twirling and spinning in the vortex the mystery man manages to give you a device- the remote to the time machine. The mystery man tells you to turn the dial to a certain time period before the vortex sends you to a parallel universe. But which time period do you choose to go to?
Player: 1970
DM: You attempt to beam to the groovy seventies, but sadly, your attempt is not so far out. during the teleport, the vortex fluctuated, sending you to the prehistoric age. Upon arriving, you are savagely eaten by a T-rex. Rawwwr. <<Go Back

DM: You decide to meet with Frankenstein. You make a left and see him sitting at the end of the dead end. You run up and ask, "Hi I am trying to escape this maze before midnight. Is there any way you can help me?""Uh Ya," he mumbles. Then he point to a secret door behind him. You walk over to the door and open it. Do you step in?
Player: Step in the doorway
DM: You step inside the dark door and suddenly the floor disappears and you start screaming because you are falling into a pit of darkness. Thoughts rush through your head.When will I hit the bottom? What does this lead to?Am I going to die?Should I bend my knees?Then suddenly you feel yourself curving and you back hits against a wall. It now feels like you are sliding down a very steep slide. Just then it curves and you shoot out of the slide. You are now at in a small room. All of the lights are on, but there are no windows or doors. Its just white. You start screaming and panicking. You try kicking the walls but nothing is happening. Then out of the corner of your eye you notice an outline of a circle on the ceiling. You punch it hard and a bright light shines through. You punch it again and the circle breaks. You can see outside. You pull yourself out of the hole and then see that you are standing on a well lit football field that was a mile down the road from the maze. You have escaped. The End.

DM: Vladimir; "What would you like to know?"
Player: Choose
DM: Richard: "Ready?" Vladimir; "About time"
Player: I'm not ready yet!
DM: Richard; "Of course." Vladimir sighs.
Player: Ask Richard
DM: Smiling warmly, Richard steps forward. "Ask away"
Player: Which door?
DM: Richard speaks confidently. "The right"
Player: Ask Another Question
Player: Ask "Vlad"
DM: Vladimir smiles a sarcastic smile. "The left"
Player: What would your brother say?
DM: "He'd tell you to go through the door on the right"

Player: Go to YTMND.com

DM: Pick a font. ArialComic Sans MSCourier NewGeorgiaLucinda Sans UnicodeTahomaTimes New RomanTrebuchet MS
Player: Comic Sans MS
DM: Why did you pick that particular font?
Player: Not many people use it.
DM: Pick a poem that captures your life style. [These are pretty popular, however, if you do not know them, you could look them up or choose "I don't know".]
Player: I don't know.
DM: Pick a personality trait you posses.
Player: Secretive
DM: What is your favorite genera?
Player: Comedy
DM: Lastly, where are you at right now?
Player: Elsewhere.
DM: Hello! If you're seeing this, it means you have a tie with two or more options! [Or you don't have enough points to get one of them.]Worry not, as this is a question designed to help give you some extra points in order to get where you need to go!All you have to do is choose a habitat that you're usually in.[If that doesn't help, there are three other questions that also give you extra points.]
Player: A city. Or a place full of different people/colors. [Not colors of people, but I suppose that could work?]
DM: What do you fear the most?
Player: I fear that someone I value will forget me. That I will wake up one day and find that someone who I use to hold dear can't remember my name or my face. I'm scared that one day, someone out there will lose their memories of me.
DM: Pick a set of words. They came from songs!
Player: "The people that you've been before that you don't want around anymore, cuz' they push and shove and won't bend to your will - I'll keep them still." - Between the Bars
DM: Okay, this is the real big one! Pick a color!

DM: Kor and the guards do not like your decision, and express clearly so, but they accept your status as the group's leader.Quickly, you are packed with light gear, and, abandoning the coaches, you head into the hills in the approaching nightfall.The moon is young, and the ground is not easy to see, yet you march through the hills slightly away from the road, as not to be so easy a target.An hour passes, and nightfall becomes a beautiful starspangled sky, were you in a mood to appreciate this.Suddenly, Kor stops and points towards an approaching goblin patrol. They have spotted you too, and seeing that you equal their size, decide to make a run for it after the disaster of the ambush earlier."Get 'em 'fore they gets to their fellows!", Kor bellows, and, axe drawn, charges them.
Player: This is a fighter's job, not mine... I am too exhausted, and the goblins should be no match for the guards.
DM: While Kor and his men charge the goblins, and gaining, you slowly walk after them.You are weary to the bones, and your mental resources are nearly depleted due to the exhaustion earlier. It would be of no use to anyone if you fell unconcious by trying to slay a few goblins.A couple of minutes later, and the guards are engaged with the goblins. Indeed, the goblins do not stand a chance against the trained fighters, but one of them manages to escape.
Player: I do nothing. What harm can one single goblin do?

DM: Kor expresses worry about your shape, but you assure him that you do not intend to face down Farhan Brownhand in hand to hand battle right now, but it is important that you find out what Farhan is up to, and eventually, the warrior agrees.You are handed a flask of some of the strong smelling brew with healing powers, and set up with light gear into the hills, with the best wishes of the guards and a short sword from one of the fallen - you usally carry no weapons with you, but your mental exhaustion is too great to be certain that you are able to defend yourself if attacked.Keeping slightly away from the main road, you travel crosscountry, following the trail of the fled goblins from the foiled ambush as best as you can.Wearily, you walk on, although twilight slowly gives way to the starfilled darkness. Suddenly, you notive some movement in the distance... a goblin patrol!Confidence that you are still on the right track gives away to fear as they appear to have seen you.
Player: I am a Magus of Air, and an illusion will certainly divert them.
DM: Gathering your last mental resources, you conjure the image of a powerful warrior.Once finished, it looks indeed a bit like Kor, the scarred leader of the guards, and you wonder if you have overdone it a bit when it charges the goblins with deadly silence.The goblins however break at the sight of the charging giant of a man, and dropping their assorted weaponry, they cry something in their own gutural language and flee.
Player: Happy to have survived the encounter without much effort, I will rest to gain strength before continuing... before something worse than the goblins appears out of the darkness.
DM: You decide that rest is what you need right now, for you cannot go on, your mental resources completely depleted and your physical condition is not much better.Telling yourself an hour rest will suffice, you feel weariness like you never knew before creeping up to you.The cool air and the ground, not quite chilling yet no longer containing the sun's warmth ever help to keep you awake, yet you feel your eyes closing themselves involuntarily.
Player: I am an Adept of Ice.

DM: The next day you take lunch at the same corner store. You're in no hurry. you just figured you would look the place over. On your way out you see him going in and just draw and shoot him in the face before running off. Simple as that. You saw the opportunity and took it. You also learned not to kill on a full stomach.The packaged "Italian Sandwich" didn't come up tasting the same as when it went down. Ruined that sandwich for a year for you.
Player: Epilogue: Just another hitter.
DM: You go about as a contract hitman for another three years. You trained and got better gear as you went, but sometimes the other guy is just better. It was your first time hitting a corporate target, and the target's bodyguard was just better equipped and trained than you. She stepped right between you and took the bullet to the chest before putting one in your head. You don't know if she was wearing armor or had subdermal armor installed. You never will find out either.

DM: I smile towards him, and as I do, I slowly start to revert back to my normal appearance. He sees who I am, and as most people, he is scared shitless at the sight of me. He instantly drops the knife and starts running away. HEALTH: 100%HUNGER: 90%
Player: Chase him.
DM: I run towards the frightened rapist, and with my tentacles, I latch around his foot, causing him to trip. He falls down flat onto the ground and is knocked unconscious. HEALTH: 100%HUNGER: 88%
Player: Leave.
DM: I return to the rooftops, and resume monitoring the city. More people could use my help.But then, the beeper tells me to return to the Imperfects HQ. The beeper that Skage made for us, which is used to tell us to gather there. I wonder what's going on? Still, I am the one on patrol. Leaving means no one is watching over the city.HEALTH: 100%HUNGER: 86%

DM: You raise your fists. You still have a chance here. You launch a punch at Thara's head in an attempt to stop her, but she sidesteps your swing and you lose your balance, leaving yourself exposed. Thara's fists explode into balls of flames, before a wall of flames flies from them, straight for you. You regain your footing and attempt to dodge, but the flames engulf you. You feel your skin, char, burn and blister. You let out a pained scream, collapsing backwards. Mercifully, you quickly pass out.
Player: Lose consciousness
DM: "Mia! Mia! Wake up, sweetie!"You open your eyes and are immediately blinded by bright white lights. You raise your hand over your eyes to block it out, and see Gertrude standing above you."What... what happened?""Men broke into our house... they injected us all with drugs to knock us out, and... and they killed Datu. The bastards killed my husband. They could've killed any of us, and they killed him for no reason.""What?""They just killed him."You stare at Gertrude, feeling utterly helpless."How long have I been out?""You were gone for almost a year, Mia! Do you not remember what happened?"You shake your head, scared and confused.
DM: SheepLife is hard. As you adapt to your new life in the foster home, you realize you don't like it. You don't want a normal, bland job. You find school hard and boring. You can't play sports because of your injuries, and being called "Eypatch" doesn't help your reputation with guys. You just continue life.

Player: I will attempt to strike down the goblins from afar, using the meager mental resources remaining to me.
DM: You close your eyes and focus your mental view on the goblins' Patterns. You weave a few simple strands of air and fire, to keep low the strain on your already overtaxed mind, and cause one of the goblin's chest to explode.Shocked by this display of power, the remaining goblins stop approaching you and appear to discuss what to do now - they are obviously not very bright.This distraction is all the guards need to reach them, and the goblins fall under the blows of the men.Seeing you have been victorious, you gently fall over, already fast asleep, as the spell takes its toll from you despite your rigid concentration.

Player: They are only four, and actually, they look more afraid of me than I of them. I will charge them with my sword.
DM: Brandishing your short sword, you bellow a battlecry and charge the goblins, hoping that this will break their morale.The two archers loose their arrows at you, but you do not even have to dodge them... goblins are not known for their aim, and indeed, their arrows go stray.One of them manages to fire another arrow at you before you reach them, but that one misses you also.Your first blow, unexperienced as you are, is deflected by the goblin's shield. Using your weight and the force of the blow, your followup stab pierces his stomach.With a cry of pain in a foul language you do not understand, the goblin falls to the ground.However, as you are about to free your blade from the goblin's body, one of the archers shoots an arrow at point blank at you, and as you cry out from pain as the wooden shaft bores into your flesh, the other goblin with the morning star smashes it into your skull, and after a brief pain, there is only darkness.

DM: When you arrive at the campfire, there is a battle going on between silvergrey shapes and the twisted humanoids. The black wolf has launched itself into the fray, and the goblins, having nowhere to flee as they are under attack from all sides, fight with uncommon valor, but you can see that the odds are not in their favor.The camp is situated against a steep hill, and you see a cave entrance out of which a nightmarish creature appears.It is without doubt the largest goblin you have ever seen, larger than many a human, sporting huge claws. And, standing next to it, is Farhan Brownhand, wielding that dark blade of his.He moves with the grace of a dancer amidst the goblins and wolves alike, and whenever he makes a cut with his sword, a wolf falls down motionless.Farhan alone might turn the tide of battle in favour for the goblins, and the goblinoid creature simply swipes those clawlike arms of it around, uncaring whether it hurts friend or foe. Even the powerful black wolf keeps its distance from it.While you are not exactly mentally fit, and afraid that even a single spell will be the last one you cast before falling down unconcious, you know you have to act.
Player: I will concentrate my magical attacks on Farhan.
DM: You summon your mental forces and prepare to unleash a weave of raw magica against Farhan. He apparently has not noticed you yet.Knowing you have to go for speed rather than for finesse, you just hope that your mental strength suffices for you not to black out. Then, you banish those distracting thoughts from your mind and concentrate at the work on hand.Within seconds, the weave is completed, and you hurl it with a single word of power against the emissary who dances among the wolves, cutting them down.Your magical force hits him straight into the chest.

DM: You part ways with Iselica, and climb the hill towards the Mayor's mansion. You reach the oaken double doors, and push.They hold fast. Odd. You rear back, and shove your full weight against the doors. With a snap, they crack open. Once inside, you can see that the doors had been barred with heavy objects--crates, dressers, a makeshift barricade clearly thrown together in minutes.You turn away from the doors and are confronted by the entrance hall of the great manor. And you gasp. The entrance hall is a disaster. Dozens of goblins lay butchered on the floor, on the staircase. Blood spatters coat the walls. This was clearly the scene of a ferocious and bloody battle. What happened here? And why are there so many goblin corpses? You ready your sword--they may still be here, for all you know.You keep your quest in mind--find the Mayor's body, get out.Time to explore the mansion.
Player: Begin your Search
DM: You are standing in the Entrance Hall of the Mayor's Mansion.Goblin corpses line the floor, in various states of disarray.You remember years spent playing in this house, games of hide and seek with your childhood friend, under the watchful eyes of Abel and Iselica. You know this house well.To your right, the Living Room.The Kitchen is to your left.And just ahead, the Attic and Xavi's Bedroom.Where will you search?

DM: You decide to take the path with a few spider webs on it. As it gets darker and darker you notice spiders all around. Since you been traveling for a while your party is getting very tired
Player: Continue down the right path (Night)
DM: As you walk your feet are barely moving as you....You blacked out.
Player: Black out on Right Path
DM: As you wake up you notice you can't move. You are tied up in a big pot. The pot is filled with some kind of soup. It is really hot. You notice an old small woman is stirring this big pot."Mushrooms would make this soup taste really good."

DM: You shoot at the folds, but the space is too small to let a bullet through. The bullet glances off the titanium armour and the cyborg remains unscathed.
DM: You go through the door and find a cyborg made of titanium facing you. He gets ready to attack. You see there are folds in his armor around his neck and joints that expose a more vulnerable, plastic material.
Player: Shoot at the folds
Player: Run
DM: You try to run, but the cyborg blocks your path. He then slashes at you and gives you a shallow wound on your belly.
Player: Stab his body
DM: You stab at his body, but the knife glances off the titanium. Since you're within stabbing range, that's exactly what the cyborg does. He stabs your midsection, but fortunately misses any vital organs.

DM: You nod quickly not wanting his wrath. You're scared. He lets you down after staring into your eyes for a good bit. You feel relieved. "Come on, we've got tests to do." Paul says taking you by the arm and pulling you a different way than how you entered the circle of fire. Dean is right behind you.
Player: You follow quietly
Player: You nod
DM: You nod quickly, showing you're alert and paying attention. "Now look down at the pathway. See all the holes and how slick it looks?" Dean motions towards the pathway to the exit. You look down at it and now can see that it's been covered in fresh oil like substance. This is indeed a dangerous path to go on, yet you have a sneaky suspicion this is part of the test. Now, Paul here, is going to chase you...." Dean continues. "You'll have to run as fast as you can towards me, who will be waiting at the other side. If you successfully out run him and don't fall into the briars, you will be rewarded. However, if you get caught, you'll die." he finishes seriously. You can tell he's not joking. You look over the path again as Paul pulls out a knife of his own. How am I going to do this? You think.

Player: I am a Magus of Fire.
DM: Your instincts take over.With a pleased grin, like that of a cat on a chase, you deftly weave a small knot of fire and hurl it after the goblin.It hits him in the back, and within split seconds, only ashes remain of the creature, but even that tiny spell was too much for you, and you gently fall over.

Player: I will pursue them, hoping they will lead me to their hideout.
DM: The goblins flee before you, and after ten minutes in pursuit - your lungs are about to give away - you arrive at a spooky scenery: Apparently the goblins' camp is under attack by wolves!Their howl fills the night and make it seem even more dark. The goblins, under attack from all sides, fight with uncommon valor, but even the surprise reinforcements that fled before you are cut down by the powerful jaws of the wolves within seconds.A black, wolfformed shape is within their midst, and the goblins fight back in terror, but hopelessly, against its devastating power.The camp is situated near a steep hill, and has a caveentrance. And out of that, a creature of your nightmares comes... it is the ugliest, and hugest goblin you have ever seen, with sharp claws like that of a troll. And beside it, stands Farhan Brownhand, the man you came to search for, wielding his dark blade.Farhan moves like a dancer between the goblins and the wolves, and whenever he swings his blades, a wolf falls down motionless. The big creature swings its long arms, regardless of hitting friend or foe, and whenever it hits, the victim is flung into the air.Farhan alone would suffice to turn the tide of battle in favour for the goblins, and with the strange creature against them, the wolves do not stand a chance.Even though you know the next spell might cost you your conciousness, you have to act fast.
Player: I am a Magus of Ice.

DM: As you tap into your mental forces to prepare a weave to defend yourself against the goblins, you notice that your mental exhaustion is quite advanced... casting a spell to slay the four goblins will tax you dangerously.
Player: I will use my mental reserves instead to camouflage myself, so that the goblin patrol will not find me.
DM: You throw yourself flat on the ground the moment the goblins begin moving into your direction. There, concentrating, you weave a small charm that blends your Pattern into that of the surrounding, effectively becoming invisible to the casual eye.You have a good view of the goblin patrol, and as they approach, you use what little power remains within you to handle safely to mask your breathing and movements.The goblins still approach, to the point where you can smell their sickening stench and hear their gutural language, which you do not understand. But obviously they are searching for someone, or something, and are not too happy about it.You cannot stop yourself to breathe a sigh of relief as they pass you, unseeing, and vanish into the darkness of the hills below.You wait for another quarter of an hour, and then you release your magic, slumping on the ground, mentally completely exhausted.

DM: You know that your magic is too weakened to rely upon, and while a trained warrior could probably handle those four goblins, you realize your swordskill is mediocre at best.They appear to have spotted you, but you throw yourself flat on the ground - careful enough neither to break the flask you are carrying with you not to spike yourself on your sword - and roll down a hill, more away from the road.There, you keep down, knowing that in your state you are unlikely to outrun them. The hand on your swordhilt, you cower in darkness, thankful that the young moon does not give off much light.An eternity passes, and you are about to raise your head, as you hear the shuffling feet and the gutural language of the goblin patrol approaching. In the darkness, you briefly consider weaving a minor charm to make you unseen, but you are afraid that even the tiniest motion of a hand would betray you, so you hold your breath and remain still.Another eternity passes - probably barely more than a minute - and the sounds of the patrol fade away again - obviously they were not intent on searching too hard, after the beating they took at the ambush.Breathing a sigh of relief, you sit down to gather your strength again before continuing.

DM: You run into Mrs. Fuddmeadow's office and see Jenny sitting at the desk, writing students' names in the grade book. She looks up and innocently asks Umm...can I help you?
Player: Go back to gym class
DM: You walk away and go back to gym class. Mrs. Fuddmeadow sees you walk in and asks where you were. Before you can answer, she drags you inter her office. The door closes by itself and you start to hear music from the Omen series. You go to grab the door handle, but it burns your hand. The room starts to get very, very hot and you start to see Mrs. Fuddmeadows shadow "suck" her body and grow to a dark creature. You hear a very demonic laugh and one of the demon's huge hands grabs you and picks you up. It tosses you in its mouth and you seem to be falling in a dark pit. You fall for a while and land in some kind of liquid. There is a very bad smell, almost like burning flesh. You realize that it is your flesh burning in the acid you landed into. You are consumed by the demon. You lose.
Player: Play Again, from 2nd period
DM: Everyone knows that Mrs. Cook hates teenagers, hates rock and roll, and most of all hates the Fairview Cult. You figure, because it is the first day, you can get away with skipping class.
Player: Skip Class
DM: You decide not to go to class and start walking aound the halls. You see people with FCAFC badges walking around the hall, ripping down Fairview Cult posters and looking for Fairview Cult members. They are replacing a lot of the posters with FCAFC posters. You realize that there is nothing to do on the first day. What would you like to do?

DM: You decide to climb the mountains. You want to get home today!However, you hadn't realized how large they were. As you gaze up at them now, they seem even steeper and larger when you first saw them in the distance. there's no way you'll be able to tackle them without getting some food back in your system.If you don't have any, you'll have to take the canyon.
Player: Okay, canyon
DM: Better to play it safe, you figure. Having not eaten for several days, you're pretty weak, so something as strenuous as climbing a mountain may not be such a good idea. To that end, you decide to set off across the valley. Or canyon. Whatever you feel like calling it. Either way, what you will be travelling through is actually a very narrow strip of land between two mountains.So, you set off. Being right between two high mountains, it is very shady and cool, and here is soft grass under your feet. This is so far the most restful part of your journey.Then the first day ends. As night falls, you realize that the canyon's unique location that keeps it shaded so well during the day also makes it incredibly dark at night. With no hope of seeing anywhere, and no way of making a fire, you lie down and sleep peacefully on the grass floor.When you wake up the next morning, you find...
Player: WHAT!?
DM: Nothing (hah! fooled you!). Oh, some dark gray clouds. That's it.You pick yourself up off the ground, and run for it, but it's no use. The clouds open with a booming roar and rain pours down in great torrents. With no shelter and no means of protection save the clothes on your back, you are forced to endure an entire day of freezing rain.Finally, night has fallen again, and the rain stops. Having not yet found the way out of the canyon, and with no end in sight, you are forced to sleep on the ground again, cold and hungry.On waking up, you are surprised to find...
Player: What?

DM: You order a pint of ale, the bartender grabs a mug from under the bar and walks over to the tap. He pours a generous amount into the mug and slides it down to you. "No charge for ya son, enjoy!"-Yor drink it down, it is cold a refreshing and filling.What now?
Player: Order a shot of whiskey
DM: The bartender takes a shot glass from behind the bar and fills it with whiskey. He hands it to, Down the hatch!"- You down the shot, " Cough...ahemm Whoa that burns.!"
Player: Leave the pub go somewhere else
DM: You leave the Pub, now what?
Player: Go wait at the harbour for your time to leave
DM: You spend the next few days resting, writing letters home, gambling...wasting your entire months pay! -You get orders to depart for France
Player: Depart for France by Steamship
DM: You arrive on the coast of France and are told to form your companies and prepare to leave for the front via rail.
Player: Continue to the front by rail
DM: . You advance to the front by rail, the Big Guns are getting louder and louder! The landscape is desolate and scar'd and cratered from months of bombardment.You see plooms and pillars of smoke arising into the air, trains pass by loaded with even more wounded! The train whistle sounds as it passes by . Your officer stated that you are almost there and to get ready.-Are YOU ready for the experience of your life?
Player: I am ready to do my duty!
DM: You are ordered to advance into the village..

Player: I will rely on my magic to defend against them.

Player: Go to the Barn (Day)
DM: As you enter you notice about 10 horses. They all have growling stomachs since their owners never feed them.

DM: Both sides fire at point blank range. Sight is impossible for a few seconds, the screams of the fallen echoing eerily mixing with the blinding light. Slowly, your vision comes back. The enemy is running!
DM: You decide to attack the forest between hills 3 and 4. This is the weakest area of the UG line. Your troops move down from hill 4, leaving the wounded to be carried to the rear by the 486th squad. This forest is vital, if a breakthrough occurs here, the Taktat troopers could cut off the retreat of anyone, or attack the United Guns' HQ and the vital hover destablizer.The 501st moves into the trees, leaving the shields behind. You take a hit to the knee as shots come out of the trees, losing 2 health, and plunge into the forest. It is dense, thick and you have no allies to watch your back. It is a stark contrast to the open battle and shootout on Hill 4.You hear shots and see plasma. You dive to the ground and look around. Your squadmates are around you, backing you up. You order to advance in a skirmish line, to avoid being outflanked. 'We've got company!', a voice over the radio. shots are fired, and you see through the trees a few of your soldiers taking potshots at distant figures. The figures realise where you and advance, blasting the forest indescriminantly. Fortunately this forest has seen rain and is quite damp, preventing bushfire. You open up with your weapon, joining the small skirmish.Pick a number from the Random Number Table. If you have a Plasma Carbine, add 3 to it. If you are a Sharpshooter, add 2 to it.

DM: You call upon the powers of the very earth you stand upon, and shield the wolves with your weaves.The goblins, already panicking, never actually noticed that their weapons are now turned away from the beasts they fight without harming them.However, your weave offers no protection against the brute force of the twisted giant goblinoid, and the blade Farhan wields still wrecks havoc among the wolves.
Player: I attempt to slay the goblinoid creature first with a spell.
DM: Somehow you feel more threatened by the presence of the twisted being than of Farhan Brownhand himself, though both leave tremendous damage among the remaining wolves.You form a powerful weave to destroy the creature, and, still unseen by Farhan or the goblins below, you launch it at the giant goblinoid, going for speed rather than for finesse.The mental strain hits you like a hammer, and you sway, but it is worth it as you see the big ugly thing implode with a deafening scream. The goblins, already panicking, are going frenzy and stab themselves as much as the wolves, and Farhan screams in rage at the death of the creature.

DM: "Don't give up, we can still win."Said the leader who hanged yesterday, buried with the others.Lies said to comfort the doomed.who are already filled with gloom.Though there was a sweetness to death, a chance to escape what is already so futile.Only wish for their death not to be brutal.It was maybe because of this that bodies were found in the lake.A peaceful smile never again to wake.
Player: "I promise."
DM: "I promise to fight, for things will change.""Until the day that things will stop being the same.""For we live to be free, no matter our breed and creed." "Scars won't stop us and rope won't make us sway.""From this day I am vermin, I am prey."

DM: To your brief surprise, Farhan merely shrugs off the mental assault, and turns into your direction with a wicked grin, brandishing that evil looking blade of his.You notice out of the corner of your eyes that the ugly creature cringed in pain when your spell hit Master Brownhand, and without thinking, you unleash the powers of Fire within you at the creature.As it turns to ashes within a split second, much faster than you would have anticipated, Farhan screams in rage.

DM: With the creature destroyed, Farhan's fighting prowess also seems to have suffered. You now see sweat on his face as he attempts to fight through the wolves, who now take the upper hand, to reach you.His blade still seems to be thirsty for wolfblood, and whenever he strikes one, it remains still. You grip your blade as he appears to make his way through the now encircling wolves which attack him with all their fury, now that most of the goblins are slain, but then his way is bared by the giant black wolf.It growls, and Farhan takes a step back, for the first time emitting fear. The wolf's growl seems to stop the others attack, and they circle Farhan, forcing him against the wall of the steep hill, next to the cave.The wolf, apparently content to have trapped the emissary, appears to wait for something. Unsure what is expected from you, you approach Farhan.When he sees that the wolf seems to wait for you, fear is somewhat replaced with a mixture of grudging respect and hope."This is a nice pet you have there", he speaks in that pleasant voice of his, straining to keep it straight. "It won't do me any harm, will it? I can explain..."But you interrupt him. "It is not my pet, and I have no command over it.""But... but...", he begins...
Player: I want him to surrender his blade - it looks like a powerful object of magic.

DM: Going against your Shiba Inu instinct, you turn around in the homes of returning home.At that moment, Chelsea catches up with you and holds you in her arms.You turn to her and lick her worried, breathless face. She hugs you and gently picks you up."Don't ever scare me like that again!" She tries to sound firm but even you can hear the shakiness in her voice.She carries you home while telling you how much she loves you and that you should never run away from home.
Player: Credits!
DM: *Secretstarz

DM: It should be not difficult to find such a powerful weave as a teleportation spell.You close your eyes and enhance your trained mental senses to a point where you can feel the pattern of the world around you.But although you search the point where Farhan has disappeared, you do not find any traces of the weave. You ponder this fact, and come to the conclusion that Master Brownhand must have masked the weave. This is a very difficult to achieve while casting or maintaining a spell, and your respect for the other Magus grows, whatever he might have done.Yet your insight does not help you, and you are unsure of how to go on - a state which you, as an Ice Magus deeply dislike.
Player: We are not in the possession of all the facts, and thus need to find out more about Master Brownhand. So we attempt to find him together, for eight eyes see more than two, and it is logical to have protection.

DM: The passcode was invalid. Why's a pinball machine need a passcode anyway? You don't feel like sticking around here any longer.
Player: Where to?

DM: You walk for a few minutes down this freezing and lonely hall. This place couldn't possibly exist within a single drug store - at least, not through ordinary means.Then you start to make out a grand shape in the near distance. Although you can hardly see it, as a dedicated Evangelion fan you know instantly what it is...
Player: ://
DM: This is Adam.He is another one of the Angels, but it seems like he's been captured or whatever, so if you don't do anything really stupid like grafting him to your leg, there's no way he will hurt you.
DM: You come a little closer. You see two more figures standing around...And this scene is somewhat familiar to you.You think you know where this is going, and it couldn't possibly end well.

DM: It's not worth it to try and stealth your way through. The best and only way is to cut right through the horde. You prepare yourself mentally, and locate the weakest point in the pack. When the moment is right, you shoot forward.Your car cuts through the first few zombies with ease. The gap in the horde is just wide enough for you to make progress. Unfortunately, that's where your luck ends. The dead grab onto the door handles, bumper, and anything else they can get their hands on. On put the car in reverse to back out, but it's too late. You're surrounded. The only thing you can do is watch in fear as they push in on the windows, creating small cracks at the edges. It's only a matter of time before they get their meal.
DM: I don't know what it is with me and zombie games, I just love them. A while back, I wrote a story called No Man's Land. It did a lot better than I expected, prompting me to try again. So here it is: Ultraoverlord Strikes Again, Zombie Style.A NOTE ABOUT THE GAME:The structure of this story is kind of a new one I'm experimenting with. There is only one 'win' scenario, the rest are deaths. Now, given that, there a few different ways to get there. Different choices can get you there in different states of health, with different supplies, and different people. I made this with as much replayability as possible, and there are references to characters in each storyline sprinkled throughout other storylines. See if you can find them all!

Player: I will concentrate my magical assault on the ugly creature.

DM: Your drowsiness threatens to take over, but it would be most unlogical to give in to the desire to sleep, for it would be much likely to be the last thing you would ever do.Instead, you use the cool air and the cold ground to refresh your body and your mind. This is your type of energy, after all.Suddenly, you notice movement at the corner of your vision, and immediatley, your senses clear and you are full awake. Remaining still as to pretend being still asleep, you notice that three goblins are sneaking up to you.Without further hesitation, you lash out your right hand into the direction of one, and with a simple yet effective weave freeze his heart. The goblins' companions gasp in surprise as their comrade simply falls over without another sound at your gesture, and they turn to flee immediatley.Not pausing, you stand up and run after them in pursuit, before they fetch more companions.

DM: Any other Magus would likely have a problem with the drain that comes with weaving destructive spells, but to you, it is rather refreshing.As the goblins charge, you simply smile and spread your hands, which burst into a blueish flame which casts spooky shadows on the nightly hills.Seeing this, the goblins' charge falters slightly, but the two archers are unfathomed by this and nock arrows into their bows.Deftly, a small weave of fire turns the bows in their hands to cinders, and they yelp in pain as the skin on their hands turns to blisters.Confused by the cries of pain behind them, the two remaining goblins stop and turn, and when you hurl the blueish flame around your hands at one of the archers, he explodes in a ghostly fire without a sound before their eyes.This is enough to convince the goblins that bravety is uncalled for, and they turn and flee.
Player: I will rest a while to regather my strength, before something worse than those goblins happen to me.

DM: As one of the archers comes in range and launches an arrow at you, you pick it up with a thin strand of air and redirect it to hit the other archer in the throat, which dies gurgling in a foul language you do not understand.Thrusting your left hand forward and uttering a single syllable of power, you focus what power remains for you to safely use, and thrust it into a powerful weave that rips one of the remaining goblins apart from the inside.Shocked by the display of power, the goblins are close to breaking point. You draw your short blade and charge them, and the darkness and their fear hides your exhaustion well from them.Before you reach them, your blade glimmering in the starlight like the sword of an avenging angel - at least in the goblins' eyes -, they drop their weapons and flee.Too exhausted to pursue them, you slump down on the ground and decide to rest for a while.
Player: I am a Magus specialized in Water.

DM: Verfehlt !!! Du verfehlst die Beiden und dein Schlag geht ins Leere . Du hast Gluck das die beiden noch nicht so nahe sind , solltest aber bald besser aufpassen
Player: Du probierst eine andere Taktik
DM: Du enthauptest den ersten Untoten mit einem gezielten Schlag und wirfst den zweiten mit einem Tritt um . Danach setzt du nochmal mit deiner Axt nach . Die beiden Untoten liegen voller Blut am Boden . Du guckst dich um . Bei der nachsten Strasse entdeckst du rechts von dir eine alte Kirche , links von dir eine Tankstelle . Beides sind Punkte die dein Leben deutlich vereinfachen wurden .....
Player: Du gehst zur Tankstelle
DM: Du kommst an eine Tankstelle . Ungefahr 200 Meter die Strasse runter siehst du eine kleine Gruppe Untoten , die dir allerdings von hier nicht gefahrlich werden konnen . Der Innenraum der Tankstelle ist dunkel , aber du horst nichts ...

Player: This is not the case.
DM: You feel like drowning in your weariness. The day has been more than taxing so far. Casting spells never felt so tiring, but then again, the conditions under which you wove your spells so far never had been so demanding.Once you yearned for adventure, but right now, you yearn for a soft bed like you had when studying in the Academy.The thought of a bed is a dangerous one, and you cannot hold sleep off any longer. With a sigh, you close your eyes and give in to the drowning darkness.Your dreams are vivid and colorful. You dream of the Patterns of the world, and how a different Pattern feeds into it. You sense a dark presence swirling the weaves, twisting them with fingers unseen. You somehow feel threatened by the presence, and will yourself to wake up - yet to no avail.Another dark presence approaches the first... it is less human, more like an animal, but as dark and... you cannot put a finger to it... somehow out of place.You feel the presences clash together, in your mind, and all the colors turn to black and white, and then vice versa.With an incredibly intense, stabbing pain you awake, briefly, and, pierced through your chest is the barbed spear of a grinning goblin.

DM: "I'll accept the Quest," you say with finality, determined to marry Aercaena. "Good. If you had said no, I would have been forced to banish you," your father says, a brief smile tinged with sadness moving across his face. "When do I leave?" you ask eagerly."As soon as you are properly prepared. Currently, we are headed home to Firestone Manor," your father responds. "There, we will give you will all manner of equipment, ranging from weapons to armour to medicine to poison. However, your primary weapon in this ordeal will the falchion that you used to kill the Goblin Chieftain."You look down at the hilt of your sword and nod."How long until we reach home?" you ask. "3 hours," your father answers.It's up to you on how to spend the next 3 hours
Player: Read a Book for the Next 3 Hours
DM: For the next 3 hours, you read your worn-out copy of "The History of Anaria: a Complicated and Rich Record of Our World."You've just reach the chapter on the war between the Fairies and Demons when the carriage stops at Firestone Manor, your childhood home. Firestone Manor is a sprawling complex of buildings and homes for everyone who resides on the property. The buildings are made of red brick, and the crown jewel of the entire estate, Firestone Manor, seems to glow red, day and night. Somehow, you never seem to get tired of it.
Player: Getting Equipped, and A Goodbye from the Love of Your Life

DM: Let me see, let me see. That was not the only charge leveled at me, of course. There were multiple objections, and I have only started with the one that I know everyone was thinking of.If I were not friendly with the president of the university, I am certain that things would have turned out worse for me, no doubt. It is a chilling thought.There was, of course, another objection to me, a charge leveled at me.--one that came around around the same time, now that I think of it.
Player: The letter of recommendation you wrote for Prof. Pritha Roy.
DM: I received a query in my inbox from a professor of, apparently, health administration (?) asking me for a letter of recommendation for her promotion request.Her name was Pritha Roy--never heard of her. She wished promotion to the rank of Associate Professor, and to achieve this lofty perch, she needed a letter of recommendation from two professors who had achieved the even loftier and rarer perch of Full Professor, one of them being from outside her department."We stood next to each other at commencement last year, Dr. Grower," she said, mangling my name. "Would you please write me a letter. I know it's a shot in the dark, but there are so few full professors here, and you are known to have the ear of the president."That is of course true. My rank is much coveted, and held by only six professors across the whole institution, one of them practically a vegetable in a hospital bed, but still clinging to life and rank.What did I say to this troublesome request? Is that much of the story known to you, my dear faculty peers?
Player: You said, "I have no idea who you are. This is an annoying request. No."
DM: "Oh," she wrote.Fifty-fives minutes later she appeared at my office door. "I'm here so you know who I am. OK?"She was a short, saronged, woman with a briefcase and a portfolio under her arm. She wore a colorful scarf which still had a price tag on it."I still don't really know you," I pointed out. The story of what she did next is well known, I think.

DM: But Farhan simply shrugs off your mental assault.You are shocked by this, and he turns towards you with an evil grin on his face, and cuts his way through the wolves towards you.Horrified, and knowing your mental reserves are depleted entirely, you brandish your own sword, slowly giving way to Farhan. Unrelentlessly, he comes towards you.You turn to flee, knowing you cannot face him in hand to hand combat, and make a run for it, but he is faster.You utter an inhuman scream as the wicked blade he wields bites into your flesh, and you feel your very soul being drawn into the very weapon, feeding both its wielder and its own hunger...

Player: I will question him about his plans.

DM: You hit the ground with a terrific impact that runs through your entire body at once. Waves of pain wash over you, and you feel sure that the crash landing must have broken every bone in your body. Nobody could survive such a fall.Yet something is different. The pain is receding, little by little, and there is a strange freedom here on the ground that you did not have before. For some time you lie upon the dirt, waiting for the pain to disappear, not too far away from the rocks which almost killed you. Would they have killed you? Who knows if you were ever alive?It's a wonder to say so, but you certainly feel alive. Even now..
Player: The wind has finally stopped
DM: After what seems like an eternity, the pain has lessened to the point that you feel brave enough to lift yourself off the ground. Now that the wind has gone, you no longer feel that the energy has been sapped from your body. In fact, you seem to be gathering more and more strength with every passing moment. It is an exhilarating experience, to finally be able to stand upon your feet again.You take a moment to bask in your new-found freedom, flexing your limbs until they start to feel like a part of you again. The air is stale and dusty here, and your chest heaves as you struggle to breathe it in -Breathe.You can breathe again.Here, upon the surface of the dead and blackened earth, there is sufficient air for you to breathe. You didn't think that was possible. At the same time, you instinctively feel that you do not necessarily need to breathe to stay alive. It's difficult to explain. Either way, it brings great comfort to your heart.The barren earth stretches far and wide before you. A dead planet, bereft of life. You don't know what's but there for you. Maybe there's nothing at all. But one thing is for sure: you have regained hope, and you burn with life. The future is yours to make.Ending 2: Hope for The FutureYou survived the fall to the surface in the most painful way possible. Your future is left uncertain.Would you like to try again?

DM: "I don't know who you are," you say to the statue, "But please help me. I am stuck, and I will starve."The statue does not move, but you hear a voice in your mind.Pass my test, mortal, and I will let you leave.
Player: Pray at the armored statue
Player: Pray at the lizard man statue
Player: Accept his terms
DM: "I accept," you say out loud.Good, says the voice. My challenge is for you to defeat me in battle.You gulp. It is a very sturdy-looking statue.Suddenly the statue moves, thrusting its sword at you faster than any human could! You barely have time to move out of the way and think of a strategy.

DM: You decide to go sit down at your lunch tableYou go to sit down, but notice that some one, most likely junior high school swine, either spilled chicken fajita or puked up all over the chair. Whatever it is, you are not going to sit on it. What would you like to do:
Player: Rush into the lunch line
DM: You decide to rush into the lunch line As you enter, you dodge an ice cube tossed at you. You notice the cafeteria workers serving people and grabbing food without gloves. You are at the end of the line. What would like to do:
Player: Continue In Line ...
DM: You continue in the line ... what would you like to do now:
Player: Continue to the cashier without stealing anything
DM: You decide to pay for your lunch and not steal anything The lunch lady says "thank you. This money will be going towards exterminating the Fairview Cult in school. Aren't you glad?" Before you can reply, she looks into your eyes and realizes that you are in the cult. "Hey he's one of them! Get him!" Five guys with non lethal weapons pop out of the back and bag you. The take you to a deprograming station and recondition you into a mindless zombie. You become a drone of FHS. "School is good, right?" Yes, master. School is good
Player: Click here to end the game
DM: Well, I gues you couldn't cut it in the life of a FHS student. Better luck next time.Your final score is: 031
Player: Play Again, from 3rd Period
DM: For third period you have gym class with Mrs. Fuddmeadow, so you stroll into class five minutes after the bell rings because you know you can. You are in the locker room. What would you like to do:
Player: Lean on wall

DM: "My... my blade? Yes, here, have it", he quickly burbles and throws it on the ground.You move to pick it up, concious of the giant wolf next to you. But when you bend down to touch it, it snakes upwards as if moved by a ghostly hand.You scream in pain as the blade bites deep into your flesh, and you feel your soul drawn from your body into its hungry metal.Your agony is so great that you do not even hear Farhan's mad laughter as the wolves rip him to pieces.

DM: Wow. It really stinks here. You've never smelled a sewer that was this horrible.
Player: Head north, away from the serious stink.
DM: This area of the sewer is very wet. You don't want to know why.

Player: I will focus my magical attack on Farhan.

DM: You dawn your cool mom sunglasses, put on your cool mom jean jacket, and climb into your cool mom Prius, and you're off. You turn on some sweet tunes and pump that bass. You're gonna have the perfect mother's day!
Player: Yeah Man
Player: Aldi's
DM: You type "Aldi's" into your GPS and begin to zone out as you drive. When you zone back in, you realize the GPS has taken you to Ohio. You pull up to a driveway of a house where a mysterious foreign man with a strange smile greets you. "Hello, my name is Aldi, and I have many exotic wares to offer." He beckons for you to follow him inside.
Player: Let's go someplace else...
Player: Dave And Buster's
DM: Ah, the cool darkness of Dave And Buster's. Too bad it's so loud, too. Oh well, how about some pinball? Unfortunately, the pinball machine seems to have some sort of digital locking mechanism in place. You'll have to enter a four number passcode in order to play.

DM: You decide it's safest to continue your channel in secret--if you ever start actually making money, then you'll tell them about it.For now, you remember that you only have one video up so far. Time to make some more.
Player: Make more videos
DM: You start dedicating a lot of time to writing, performing, and editing your videos--as much as you can get away with without your parents noticing, at least. Living in their house and trying to seem like the perfect daughter they want is really starting to get on your nerves, but you enjoy channeling your frustration into humor and sharing it in your videos.You steadily gain a reasonable fan base, and one day you get an email."We've noticed your work on Youtube and think you have a lot of acting potential. We were wondering if you'd like to be in a commercial for us."It seems your work has finally paid off!

DM: What do you want to do?
Player: Talk to Brasus.
DM: Brasus is sitting by himself, reading a book when you approach him. "Anything interesting?" you ask."Not really," the boy admits. "I used to like reading stories about heroes and the Gods, but Rhode says they're useless, so she only lets me read books about fighting and famous gladiators. They're better than nothing though," he says before closing his book. It's then you notice a nasty bruise on Brasus's forehead. "Sorry, Andreas, did you want something?""Just to talk," you tell him.

DM: You are in the connecting hallway with lockers. This is the west side of the hallway. The hallway continues to the east. To the west is the main hallway of the school.
Player: Go east
DM: You are in the connector hallway of the school. The school is shaped like the letter H and you're in the middle. This middle section of hallway connects the west classroom wing and the east activity wing. This section also contains about half of the lockers in the school, numbered from 101 to 200. All the lockers in this section appear to be locked up tight, as they should be after school hours. To the east is the activity wing of the school, while all the typical classrooms are off to the west. Along the north wall, leading above the lockers, is the main stairway to the second floor. In fact, this is the only way students can get to the classrooms on the second floor.
Player: Go up the stairs
DM: You are in the middle of the long second floor classroom hallway. This hallway continues both north and south from here. You can see classroom doors lining the hall along both walls the distance of the hallway. Very far off in both directions you can see the end of the hallway. There is a single classroom door here on the west side of the hallway, opposite the stairs. That is classroom 209. The only stairway down in the building is located here in the middle of the hallway. It is a wide stairway, but you wonder how that can possibly meet fire codes. There is an additional small door here, just to the side of the stairs, that has no markings on it at all.
Player: Go down
DM: You are in the east section of the connecting locker hallway. There are a number of lockers here that all appear locked. The hallway continues west and the activity hallway it east. The large staircase here leads to the second floor of the classroom wing.

DM: Of course, Alexius wasn't a baby forever, and as he got older, he became a much better playmate. The pair of you used to go on adventures together, running through the streets, causing mischief and playing at being your favourite heroes from the old legends your mother told you.Do you remember who your favourite hero was when you were a child?
Player: Atlanta, who proved that women could be heroes too. Since she was so renowned for her speed, she tried to avoid marriage by telling her father that she would only marry a man that could beat her in a foot race.
DM: While your brother favoured the male heroes, Atlanta was always your favourite! You would spend hours running around the village like a wild thing, practising your racing skills, just in case your parents ever betrothed you without your consent. While you never had to outrun any unwanted suitors, your friends all agreed that you were the greatest tag and chase player they'd ever seen.You have gained 5 Speed.

Player: I am a Magus of Air.

DM: You feel sleep threatening to overtake you, but you embrace the feeling and turn it into restful energy, knowing that falling asleep right now would probably be the last thing you would ever do.Instead, you use a ritual like that of meditation, only the other way around, and you draw the tiredness out of your body and into the surrounding Pattern of the magic weaves.You close your eyes and reach a state like slumber, only at full awareness, while thinking through the situation so far.Suddenly you sense movement nearby. With a quickness that would surprise anyone taking your for someone asleep you jump up, your short sword in your hand.Sneaking up to you were three goblins, each armed with barbed spears, and they are more surprised than you at seeing them. With a quick thrust, you end the first goblin's life, and the others, expecting a defenseless human instead of one awake and capable of killing them, turn to flee.
Player: I need to regain more strength before I face more enemies.

DM: Drawing from your right with your left hand, you pluge your sword into the belly of the king as he stands up. You maintain your push on the sword--until the fat covers over the handle!Your heart is racing. This looks like it could be deliverance for Israel. What do you do?
Player: Find someplace to hide the king.
DM: Looking around, you do not see many options for a hiding place. There is almost nothing in here...except the bathroom. You drag the late Eglon (which is no easy task) into the bathroom, and close the door. Hopefully, that will be able to get you enough time for escape.You now turn to the exit, and prepare for the escape.
Player: The Escape
DM: You walk, as calmly as is possible, toward the palace exits. The guards see you leaving, and re-enter the throne room--to find Eglon missing! You hope and pray that you have enough time.The guards look around, and notice that the bathroom door is shut. Very politely, they wait outside.Meanwhile, you are approaching the outer doors. Still no commotion from the guards. Three more steps and you're outside! Now sprinting, you rush to a nearby hillside where your friend Jacob is waiting with a trumpet.
Player: The Battle
DM: The guards have now waited an embarassingly long time. Nudging each other, one of them finally has the nerve to open the bathroom door--only to find King Eglon dead. Almost simultaneously, they hear a trumpet sound.You blow into the trumpet three loud, long notes. From behind you comes a rumbling; the sound of Hebrew troops. Today, God had given you victory!Full of zeal, you lead Israelites in a charge against the unsuspecting Moabites who had just lost their king. The Hebrews fought bravely today. They struck down ten thousand Moabites, all vigorous and strong; and not a man was able to escape.That day, Moab was make subject to Israel; you were recognized and enstated as the Judge of Israel; and the land had peace for eighty years.

DM: Late that night you return from a futile hunting trip to the cabins at Ttuckee Lake to find Louis Keseberg and Tazmene Donner there, the other survivors having died. Tazmene is talking wildly about setting off across the mountains and is determined to see her children. She is freezing and her skin is cold to touch. You and Keseberg make her as comfortable as you can but she dies in the night. You strip her body of flesh and eat it as best you can. With just the two of you left it now seems a question of who will die first. You seriously consider murdering Keseberg for food.What do you do?
Player: Resist the temptation
DM: The snow is melting all around you and birds are beginning to fly overhead and spring takes hold of the mountains but all of that brings you little comfort. What does bring you comfort is you and Keseberg travelling out to the camp at Alder Creek and looting the cabins there of money and supplies, especially tobacco. You find some remains of human flesh there and split open George Donner's head so that you can eat his brains, those you have learnt being the tastiest part of the human body.Soon after you are startled when a group of men, including William Foster arrive at the cabins. They are horrified to see the body parts that are scattered around the camp and it doesn't help that Foster doesn't like you two anyway for eating his child and he accuses you of stealing from the Donner's which in a way is true. The party are good enough to help you down the valley to Johnson's Ranch, the first outpost in California. There is virtually no snow on the trail and the journey takes just five days. Along the way Keseberg discovers the corpse of his daughter Ada in the snow. Up until that moment he had not known she was dead.
Player: And so to California...

Player: I probably cannot turn sleep away a second time, so I will use this chance and pursue the goblins.

DM: You finally reach the modern city of Algiers, Algeria. The caravan trades goods and prepares to leave.
Player: Go with Them
DM: You become the leader of the caravan after living with the Arabs for several years. You never leave the machine.

DM: You take the three seconds to observe him. You immediately can see how large he is. He's at least a foot higher than you and twice as big. You start observing for any weaknesses, but he seems to have none that you can see. He is also very buff, meaning he will hit hard. But you remember Paul telling you, the larger they are, the slower they are. She he may hit hard but he will be slow. You feel intimidated. This guy is huge and you're not sure you can take him. You look to find Paul in the crowd who is sitting there relaxed in the chair beside Dean, holding his hand. However, in his eyes, you can see a trace of concern. The bell rings signaling for you to start. You look back to your opponent.
Player: You give up
DM: You decide this isn't worth it. You're going to get killed anyway, there was no point of you getting pounded if you could just lay down and die peacefully. You give up. The guy immediately takes advantage of you and snaps your neck. Sorry, but you lose. Try again by clicking "The Second Test" at the bottom. Otherwise, comments are always welcomed and thanks for playing the game!
Player: The Second Test
DM: As your walking down the twisted path, you overhear Paul and Dean talking about you becoming a demon. Those words keep bouncing in your head. A demon? They wanted you to become a demon? At first you remained quiet about it. Thinking it over. But then you decide it's time to ask. "What did you mean you wanted me to be a demon?" you ask boldly. "Of course." Paul says. "What did you think you were traded in for to be?" "Traded in?!" You ask, your eyes wide. "Wait a second.... Dean, I thought you told me I was dead." you say. "You will be if you don't be quiet." He snaps angrily.

DM: Within hours the Californian has steamed close to the ship to the south which turns to be called the Carpathia. Even from a distance you can clearly see her sides are lined with lifeboats and crowded with people. In the waters all around are traces of the great disaster which various officers aboard the Californian witnessed at a distance throughout the night. Chairs, lifebelts, cushions and a few rugs all float on the waves. Abandoned lifeboats are visible in every direction, nearby the bleached white skin of a body bobs on the waves, still wearing it's white lifejacket.As you survey the wreckage tears fill your eyes. The Titanic sank within ten miles of where the Californian stood. If she had only reached her in time then every life could have been saved. Captain Lord stands by looking dumbfounded at the wreckage on the ocean all around him. For the rest of your life your dreams will be haunted by hundreds of voices that reach out to you from the depths of the ocean and cross the waves asking the same question:"Why? Why didn't you come and save our lives?"It is a question you can never answer.
Player: ...
DM: Thank you for taking the time to read my story. You have just finished playing one of the following eight perspectives:1) A Officer aboard the Californian who witnessed the disaster.2) A passenger aboard the Carpathia who helped rescue the survivors.3) A Ship's Officer aboard the Titanic who helped load the lifeboats.4) A Fireman or Stoker aboard the Titanic who helped the evacuation.5) A Stewardess aboard the Titanic who helped the evacuation.6) A First Class Gentleman Passenger aboard the Titanic.7) A Second Class Female Passenger aboard the Titanic.8) A Third Class Male Passenger aboard the Titanic.
Player: If you want to know a little bit more about the Titanic click here

DM: Francisco achou que era bobagem invadir uma fazenda sabendo que havia outros escravos escondidos nas florestas que poderiam se juntar para formar um grande quilombo e principalmente sabendo que ainda precisava encontra sua irmã. Por isso ele agradeceu ao caçador por tudo o que este havia feito e partiu em uma nova jornada. Antes de sair o caçador lhe contou que havia conversado com um escravo que tinha conhecido sua irmã, dando-lhe um ponto de partida.
Player: Continuar...
DM: Depois de sua busca incessante pela sua irmã, acabou descobrindo que ela havia fugido para o quilombo dos palmares. Francisco tinha certeza de que a encontraria neste quilombo e já estava preparado para uma longa viagem. Nas ultimas semanas Francisco havia montado um acampamento, porém quando ia partir um homem negro apareceu correndo por entre as árvores dizendo que havia um quilombo perto dali que estava sendo atacado, após implorar por ajuda e apontar a direção o homem morreu.

DM: I activate the beeper, and Zach comes here on his superhuman speed."Miss me already?""I had a quick talk with Googles. We might be able to find Stephan Lite by tracking where his clients sent money. And the only client of his we've ever heard of is this crime boss you fought.""The Hungarian.""The Ammunition still uses nicknames?""You don't know the half of it.""Right, take me to wherever he was.""You want me to superspeed you?""Will it take me less than five minutes to get there.""Well, no. It's not in Gorgon city.""Then take me there.""Alright" he says, grabs around me and superspeeds me into an office. The door seems to be broken, which I assumed occurred in the fight with Lite's creation."Right. Do whatever you want to do and then lets get out of here, quickly. I hate this office."Luckily, whatever happened in the fight with the creature, the computer was left intact."So. You're gonna use your super-eye powers or something like that and hack into the computer?""I'm not too good with computers. Besides, why would I do that when I have a robot that can analyse everything this computer has?" I respond and pick up the computer itself."Right, superspeed me back" I then say to him."You and the computer?""Yes."Zach sighs before saying "why does everyone expect I have superhuman strength?" before superspeeding me and the computer back to the headquarters."Right, thank you. You're free to go. I'll take this to Googles."HEALTH: 100%
Player: Have Googles analyse the Hungarian's computer.
DM: I approach Googles and see Baryon there, talking to him. I hand the computer to Googles and say "Googles, analyse this. I'm looking for anything that could have anything to do with a bank account. Dig up everything on Stephan Lite.""What's that?""A computer that belonged to one of Stephan Lite's clients. He's been selling...""Selling mutants on the underworld market. Yes, Googles told me.""Well, if the Hungarian paid Lite for it, then I'm hoping there are traces of it on this computer."HEALTH: 100%

Player: I will accuse him of treachery and call him to justice.
DM: You accuse him of treachery, and tell him you will personally bring him back to the Academy for the council to do justice.He just stares at you in disbelief, and then with a crooked smile at the black wolf."I do not think you will bring me anywhere, my young friend. I see my death in its eyes." Then, his grimace turns into a snarl. "But for your insolence, I will first get you!"Surprised by the sudden change, you raise your own blade to deflect his sudden lunge, but you are too slow, and the blade bites deep into your flesh.You scream in agony as you feel your very soul drawn from your living body through the wound to feed the hungry sword. Your pain in the last seconds of your life is so great that you do not even hear the madman's dying screams as the wolves tear him apart.

DM: "It matters not what tale you weave;I cannot shirk my quest,My mission most imperative,The villagers' behest."They came to me with grave concernOf an approaching bane,And sent me off to seek you outAnd make sure you are slain."It shakes its head in disbelief."I've said I mean no wrong.What more must I reveal untilWe lastly get along?"You say, "you needn't speak a word;I've heard of dragons ere,Marauders, wicked, wingèd beastsThat set our towns aflare;"Reptiles that speak with forkèd tongues,Whose wings blot out the sun,Make humans into chattel, slaves,And do it all for fun.""How speciesist," the dragon snorts."I'm nothing of the sort.You think I lie and ravage andSeek humans to extort?"I hope you reconsider this;Your reasoning's absurd.Nobody needs to die today,Much less on racist word."I beg that you remove these chains,For my young if not me.Presume me cruel, but know that theyWould never harm a flea."
Player: Slay the dragon
DM: You scorn the dragon's hollow plea,Its words that reek of sin.The only action feasibleIs do the dragon in.You heft your blade within your palm,And more ready than not,You charge its underbelly, theMost vulnerable spot.The dragon, though, seems to have beenExpecting your assails,And moves o'er with a modest lean.The sword just strikes its scales.It bounces off; the dragon scoffs,"So that's your answer, then?"And shifts to a protective stance."Do not try that again."

DM: Sailing on from the island you encounter nothing but steadily rolling waves for a few days. You steer the helm while your sailors attend to their duties or spend their time relaxing on deck chatting, playing cards or staring out across the endless rolling waves. One afternoon you hear a sudden cry of amazement and several sailors begin shouting your name. Giving the helm over to another man you run to the sailors standing by the ship's rail, just in time to see a pink object and a flickering fish's tail vanish into the darkness of the deep."It was a mermaid Captain" one of your men exclaims. "A beautiful mermaid!" "We must turn back for her" another sailor calls out. "Don't be ridiculous" you tell them. "It was a mermaid" one of your men insists. "We are in unexplored parts now and anything might exist! Think of it Captain Trapa, actual mermaids! At the least we should lower the ship's boat." You frown thinking it over, to lower the boat would cost you time but by not stopping you might miss the chance of meeting an actual mermaid.
Player: Sail on to the Northwest
DM: Sailing on across the gently rolling waves you soon sight a small island. Drawing closer you see this place is a scenic tropical island dotted with palm trees and contains a small pool in the center. There does not seem to be any wildlife on the island but it strikes you that there may be coconuts in the trees and you can take on fresh water from the creek. For some reason you have an uncomfortable prickly feeling about the island but that may be because landing there will cost you a day.
Player: Sail on Due North
DM: Sailing on a steady northern course you can't help but notice it is getting colder. One afternoon you are scanning the horizon when you see an enormous black shape suddenly burst from the water up ahead, give off a spurt of water and sink back beneath the surface. "Whales ahead Captain" one of your lookouts shouts out in warning. You have to make a swift decision: an irate whale could damage or even sink your ship but sailing all the way around the school of whales will take time.
Player: Sail around them to the east

DM: "I think I shall stay." Gabri told Ka, and began drifting off into the water's hypnotizing ripples."Very well. If you must. I shall meet you back here soon." Ka said, a touch of bitterness in his voice, and was off. But Gabri didn't listen to him. He was already immersed in the water.The quiet tranquility calmed him. It was a calm quiet. A peaceful quiet. An eerie quiet. A menacing quiet. He felt the sensation of being watched. He reluctantly emerged from the water and draped his robe around him. He then went to explore the region around the pool. The only sounds were his footsteps squishing on the damp grass and his breathing. But, as he quieted himself, he heard another breathing noise.He whipped his head around, scouring for another being. He saw nothing. He looked to the north and, suddenly, he heard the hum of a lightsaber. He lashed his own out. The crrsshh of their lightsabers clashing echoed around them. The bright hues of green and red lit up their faces. Gabri could not see the other's face, for it was covered by a sooty, black hood. He knocked the lightsaber out of the other's hand and pinned him to the ground. The other was not, however, a he at all. She was a woman, with musty red hair all ablaze and fawn's eyes. They were timid pools of blue-green water and they were glistening. Her hood was now down and her arms bent up against her head. With flaring nostrils, Gabri shouted at her,
Player: "Why did you try to kill me?!"
DM: She gazed at him with fiery madness. "Because you are a Jedi! Jedi cannot be trusted!" She wanted to struggle, to escape from him, he could tell but if she tried she'd feel the wrath of his lightsaber."It is the Sith that can't be trusted!" he shouted, accidentally letting her go."The Sith have only tried to restore the galaxy. The Jedi have tried to tear it down!" she shouted back, angrily, picking up her lightsaber and wielding it once more.They clashed the lightsabers against each other again and started an immense battle. They whipped around and around again. She withdrew her lightsaber unintentionally and he took the moment to

DM: You find yourself in acompleatly dark room. There is no light anywhere. A giant voice booms over you.Welcome to level 5 player! You will not win here. For there is no way to win! Unless of course... you defeat ME! I Mega-bite!All of a sudden all the lights burst on. And in front of you you see a huge, monstrous, monster. It has 3 heads, dragon heads. The body of a turtle. 6 arms. and only 1 leg!I will defeat you! You shout.Very well then. I will engage you in MORTAL KOMBAT!Ummm... dude, wrong game.Oh well then fight!What do you use?
Player: raygun
DM: You take out your ray gun. You only got one shot at this guy. Aim wisely.
Player: AIM
DM: Unfortunatly your aim was off. You miss and Mega-Bite squishes you. You died.
Player: restart
DM: One day while you were bored at home, you start thinking about what happened at school that day. 3 of your classmates havent come to school, for the past 3 weeks! And the strange thing is they all have that new video game. Wait a minute. Thats no surprise. I mean everybody has a copy of Virtual Insanity. Hey! Theres something to do! Get that new video game!
Player: To the video game store!
DM: You start to walk to Games or us. But then you remember. Its Wendsday. Gamers or Us is closed on wendsday. And then again theres Wal-Mart... but they dont sell it. Or do they? Maybe they got a new set in today! Then youd get the same video game for only half the price! Of course theres always EB games. And they close in the next 10 minutes! But you could always break into Games or Us and steal a copy...
Player: Break into Games or Us.

DM: You guessed the wrong suspect? You're fired!
Player: Play Again
DM: Your name is Alex Jones, Detective Alex Jones. Somebody has kidnapped the owner of a large mansion, along with all of his money. Your job is to search for clues to find out who kidnapped Mr. Allistair! IMPORTANT SUSPECTS: Housemaid Mrs. White Wife Mrs. Peacock Employee Mr. Plum Friend Mr. Green Father Kernal Mustard Daughter Ms. Scarlett Start by picking a room.
Player: Library
DM: In the library, Mrs. Peacock is sitting reading a book in an armchair. What do you ask her?

DM: Nature is vast, from sky to sea,
Player: come explore its beauty with me.
DM: We are on an adventure now;
Player: in the ocean, over the bow.
DM: Humpback whales surface, jump, and wave;
Player: while the cute dolphins misbehave!
DM: The ocean is full of wonder--
Player: being apart may be a blunder...
DM: Nature is vast, from sky to sea,come explore its beauty with me.We are on an adventure now;in the ocean, over the bow.Humpback whales surface, jump, and wave;while the cute dolphins misbehave!The ocean is full of wonder--being apart may be a blunder...Mika delivers the final line in tears. This is it, the perfect poem to express their relationship. Everything they love about the environment, and everything they love about each other, is summarized on the two pages they neatly printed the poem on. It is their love for this planet that drives them apart as Leroy has to leave with the waning moon to catch his flight; his copy of their poem is clutched tightly to his chest, as is Mika's to hers, in matching frames he bought a week ago.One parting kiss they will both remember still warms their lips in the frigid winter wind at the O'Hare International Airport. Two Peace Corps missions start with two lovers apart for over two years. They say that absence makes the heart grow fonder. Both Leroy and Mika mutter this phrase to themselves as they fly to face the world alone, hoping it is true.

DM: Our love, as deep as the Ocean,
Player: but like a twister in motion.
DM: Crazy, wild, and out of control--
Player: the love that is good for the soul.
DM: Like rain for crops you feed my heart,
Player: it'll be a desert while we're apart.
DM: Nature is vast, from sky to sea,like the love between you and me.Our love, as deep as the Ocean,but like a twister in motion.Crazy, wild, and out of control--the love that is good for the soul.Like rain for crops you feed my heart,it'll be a desert while we're apart.Mika delivers the final line in tears. This is it, the perfect poem to express their relationship. Everything they love about the environment, and everything they love about each other, is summarized on the two pages they neatly printed the poem on. It is their love for this planet that drives them apart as Leroy has to leave with the waning moon to catch his flight; his copy of their poem is clutched tightly to his chest, as is Mika's to hers, in matching frames he bought a week ago.One parting kiss they will both remember still warms their lips in the frigid winter wind at the O'Hare International Airport. Two Peace Corps missions start with two lovers apart for over two years. They say that absence makes the heart grow fonder. Both Leroy and Mika mutter this phrase to themselves as they fly to face the world alone, hoping it is true.

Player: in the forest, climbing the boughs.
DM: A waterfall behind a tree--
Player: where you stopped to get on one knee.
DM: Then I did propose, finally,
Player: this ring cured my anxiety!
DM: Nature is vast, from sky to sea,come explore its beauty with me.We are on an adventure now;in the forest, climbing the boughs.A waterfall behind a tree--where you stopped to get on one knee.Then I did propose, finally,this ring cured my anxiety!Mika delivers the final line in tears. This is it, the perfect poem to express their relationship. Everything they love about the environment, and everything they love about each other, is summarized on the two pages they neatly printed the poem on. It is their love for this planet that drives them apart as Leroy has to leave with the waning moon to catch his flight; his copy of their poem is clutched tightly to his chest, as is Mika's to hers, in matching frames he bought a week ago.One parting kiss they will both remember still warms their lips in the frigid winter wind at the O'Hare International Airport. Two Peace Corps missions start with two lovers apart for over two years. They say that absence makes the heart grow fonder. Both Leroy and Mika mutter this phrase to themselves as they fly to face the world alone, hoping it is true.

DM: Gentle, calm, unstoppable, strong,
Player: you make me feel like I belong.
DM: Like two love birds we have a bond,
Player: two years will not make us despond.
DM: Nature is vast, from sky to sea,like the love between you and me.Our love, as deep as the Ocean,but like a river in motion.Gentle, calm, unstoppable, strong,you make me feel like I belong.Like two love birds we have a bond,two years will not make us despond.Mika delivers the final line in tears. This is it, the perfect poem to express their relationship. Everything they love about the environment, and everything they love about each other, is summarized on the two pages they neatly printed the poem on. It is their love for this planet that drives them apart as Leroy has to leave with the waning moon to catch his flight; his copy of their poem is clutched tightly to his chest, as is Mika's to hers, in matching frames he bought a week ago.One parting kiss they will both remember still warms their lips in the frigid winter wind at the O'Hare International Airport. Two Peace Corps missions start with two lovers apart for over two years. They say that absence makes the heart grow fonder. Both Leroy and Mika mutter this phrase to themselves as they fly to face the world alone, hoping it is true.

Player: that is such a precious memory.
DM: There we can return two years hence,
Player: and perhaps you will be less dense.
DM: Nature is vast, from sky to sea,come explore its beauty with me.We are on an adventure now;in the forest, climbing the boughs.A waterfall behind a tree--that is such a precious memory.There we can return two years hence,and perhaps you will be less dense.Mika delivers the final line in tears. This is it, the perfect poem to express their relationship. Everything they love about the environment, and everything they love about each other, is summarized on the two pages they neatly printed the poem on. It is their love for this planet that drives them apart as Leroy has to leave with the waning moon to catch his flight; his copy of their poem is clutched tightly to his chest, as is Mika's to hers, in matching frames he bought a week ago.One parting kiss they will both remember still warms their lips in the frigid winter wind at the O'Hare International Airport. Two Peace Corps missions start with two lovers apart for over two years. They say that absence makes the heart grow fonder. Both Leroy and Mika mutter this phrase to themselves as they fly to face the world alone, hoping it is true.

Player: I prefer the otters, my fave!
DM: While we kayaked they swam along;
Player: I could have done that all day long!
DM: Nature is vast, from sky to sea,come explore its beauty with me.We are on an adventure now;in the ocean, over the bow.Humpback whales surface, jump, and wave;I prefer the otters, my fave!While we kayaked they swam along;I could have done that all day long!Mika delivers the final line in tears. This is it, the perfect poem to express their relationship. Everything they love about the environment, and everything they love about each other, is summarized on the two pages they neatly printed the poem on. It is their love for this planet that drives them apart as Leroy has to leave with the waning moon to catch his flight; his copy of their poem is clutched tightly to his chest, as is Mika's to hers, in matching frames he bought a week ago.One parting kiss they will both remember still warms their lips in the frigid winter wind at the O'Hare International Airport. Two Peace Corps missions start with two lovers apart for over two years. They say that absence makes the heart grow fonder. Both Leroy and Mika mutter this phrase to themselves as they fly to face the world alone, hoping it is true.

DM: Like a mountain, love won't waver;
Player: your words are sweet, I must aver!
DM: Nature is vast, from sky to sea,like the love between you and me.Our love, as deep as the Ocean,but like a river in motion.Gentle, calm, unstoppable, strong,our passionate love can't go wrong!Like a mountain, love won't waver;your words are sweet, I must aver!Mika delivers the final line in tears. This is it, the perfect poem to express their relationship. Everything they love about the environment, and everything they love about each other, is summarized on the two pages they neatly printed the poem on. It is their love for this planet that drives them apart as Leroy has to leave with the waning moon to catch his flight; his copy of their poem is clutched tightly to his chest, as is Mika's to hers, in matching frames he bought a week ago.One parting kiss they will both remember still warms their lips in the frigid winter wind at the O'Hare International Airport. Two Peace Corps missions start with two lovers apart for over two years. They say that absence makes the heart grow fonder. Both Leroy and Mika mutter this phrase to themselves as they fly to face the world alone, hoping it is true.

DM: Indeed, you make my life a joy,
Player: but we must change the world, Leroy!
DM: Nature is vast, from sky to sea,like the love between you and me.Our love, as deep as the Ocean,but like a twister in motion.Crazy, wild, and out of control--we're in love--is that not the goal?Indeed, you make my life a joy,but we must change the world, Leroy!Mika delivers the final line in tears. This is it, the perfect poem to express their relationship. Everything they love about the environment, and everything they love about each other, is summarized on the two pages they neatly printed the poem on. It is their love for this planet that drives them apart as Leroy has to leave with the waning moon to catch his flight; his copy of their poem is clutched tightly to his chest, as is Mika's to hers, in matching frames he bought a week ago.One parting kiss they will both remember still warms their lips in the frigid winter wind at the O'Hare International Airport. Two Peace Corps missions start with two lovers apart for over two years. They say that absence makes the heart grow fonder. Both Leroy and Mika mutter this phrase to themselves as they fly to face the world alone, hoping it is true.

Player: I wish we could have gone under!
DM: Nature is vast, from sky to sea,come explore its beauty with me.We are on an adventure now;in the ocean, over the bow.Humpback whales surface, jump, and wave;while the cute dolphins misbehave!The ocean is full of wonder--I wish we could have gone under!Mika delivers the final line in tears. This is it, the perfect poem to express their relationship. Everything they love about the environment, and everything they love about each other, is summarized on the two pages they neatly printed the poem on. It is their love for this planet that drives them apart as Leroy has to leave with the waning moon to catch his flight; his copy of their poem is clutched tightly to his chest, as is Mika's to hers, in matching frames he bought a week ago.One parting kiss they will both remember still warms their lips in the frigid winter wind at the O'Hare International Airport. Two Peace Corps missions start with two lovers apart for over two years. They say that absence makes the heart grow fonder. Both Leroy and Mika mutter this phrase to themselves as they fly to face the world alone, hoping it is true.

Player: one swam in front of you headlong!
DM: Nature is vast, from sky to sea,come explore its beauty with me.We are on an adventure now;in the ocean, over the bow.Humpback whales surface, jump, and wave;I prefer the otters, my fave!While we kayaked they swam along;one swam in front of you headlong!Mika delivers the final line in tears. This is it, the perfect poem to express their relationship. Everything they love about the environment, and everything they love about each other, is summarized on the two pages they neatly printed the poem on. It is their love for this planet that drives them apart as Leroy has to leave with the waning moon to catch his flight; his copy of their poem is clutched tightly to his chest, as is Mika's to hers, in matching frames he bought a week ago.One parting kiss they will both remember still warms their lips in the frigid winter wind at the O'Hare International Airport. Two Peace Corps missions start with two lovers apart for over two years. They say that absence makes the heart grow fonder. Both Leroy and Mika mutter this phrase to themselves as they fly to face the world alone, hoping it is true.

Player: Play Again, from 3rd period
DM: You walk into the gymnasium and see Mrs. Fuddmeadow giving you the evil eye. You take a seat on the bleachers next to a fellow cult-buddie and Roy Biv, a writer for Fairview News. Mrs. Fuddmeadow talks for a few minutes, telling rules and some policies. She says it is a free day.
DM: It is a free day.

DM: You nod back at them as if you understand. You start to yell, "Help! Help! Help! I'm trapped inside this dressing by a crazy girl named Tiffany and a weird guy named Derrick who works here and should be fired!"No one says anything for a couple seconds, then the employee on the outside starts to laugh and says, "Real funny Derrick, just let me know when you're done trying on clothes in there alright." Derrick quickly responds, "Yeah no problem dude."You think that you can either give in or try one more time.
Player: Yell
DM: You start to yell because maybe someone will come back to the dressing room but Tiffany slaps you so hard that her hand gets imprinted on your face. She also knocked you over and now you're on the ground, crying while tied up and with a huge hand print on your face. She starts to talk to you as if you're a baby, "Chen Chen you can't yell because someone might hear you."You sigh and closes your eyes. You feel so defeated at this moment. You keep thinking what would've happened if you just would've left this girl alone. Then somebody begins to open the door.
Player: Who is it?

DM: Pick a Virus.
Player: VIRUS
DM: You find yourself in a pink and blue room. Your in level 4!
Player: Level 4
DM: You find yourself in a pink and green room. You enter a building infront of you. Inside you find an information desk. You ask where you are.Your in the medic level. It is hear you will find out how to stop our leader mega-bite. So is there something you want to ask me?
Player: How do I defeat mega-bite?
DM: All you need to do is call upon the legendary Video Saurus to save you. Thats one of the ways to defeat mega-bite.
Player: whats that button do on the table?
DM: What does that button do on the table?you askIt will warp you to level 5.You may press it if you like.Do you?

DM: You get into your totally awesome car, and drive to the nearest hospital. Why? Because hospitals would probably have the most zombies, just think about it, tons of people infected would go there, since there is no cure, it would be better of killing them, and the hospital would probably be condemned with all those zombies. One of them could be the one that stole your box of condoms!
Player: Sneak in from the back
DM: You stealthily manage to reach the back and find that the back door has been opened by somone, cool! You also find pizza laying on a table in a room, do you eat it?
Player: Take it and eat it!
DM: Delicious!
Player: Keep going...
DM: You keep walking down a scary hall. You cant see alot, but you still have a sense of direction. You hear some talking coming from a nearby door.

DM: The parlor is empty. Dirty and empty. You wont find much in here. You notice a hole in the roof as moonlight pours in and illuminates the room. You decide to leave but notice some graffiti in the shape of a spider on the wall. This poor old lady is having her house vandalized, you think as you head over to the study.
Player: Study
DM: The study is dust covered and pages are thrown about. Its as if the place had been searched, but who would expect to find anything here? The walls are lined with selves from ceiling to floor and have few books remaining. No doubt the pages on the floor once filled books the selves. There is an empty hearth with a mountain of soot nearly up the flume. A classic chess set sits on at a square table while a fainting sofa remains covered by sheets. You look around a bit more and decide to inspect what appears to be a bird cage in the corner of the room. You step up to the black cloaked pillar. Do you pull off the veil?
Player: Lift the Veil
DM: You draw back the fabric and is falls away to reveal something unexpected. Your eyes must be seeing things because this is no cage. Instead before you an ornate podium with a large leather bound book. The books resting place is straight from a classic fantasy tale. Wax burning candles at various heights, creepy carvings of enslaved thralls, and a huge leather book. You wonder why this book is here and who it belongs too. Will you inspect the book?
Player: Inspect the Tome

DM: With a bitter taste in your mouth, you kneel. Orvyn looks openly disgusted, but he too gets down on one knee. William smiles contemptuously, he speaks softly, in an English that is only faintly accented."Ah, this one knows his manners. Good."
Player: Remain silent
DM: You hold your tongue, but anger wells up inside of you like a storm, like an enraged beast trapped inside a frail cage of flesh and bone. Beside you, Orvyn notices your anger and tenses up, every muscle in his body is ready to spring into action. Even William notices the tension and waves discreetly to the Norman soldiers behind you. You feel cold steel pricking at your back. William glares icily, he leans forward."You might be wondering why you are still alive, no?"You shrug sardonically. William pretends not to notice your insolence."The North has proven especially difficult to pacify. I could have you executed, and place a Norman in charge, however I believe the peasants would disapprove, and I would prefer to keep them alive"He pauses briefly, mentally collecting his words"As such, I am reinstating you as lord in the North, providing you swear fealty to me"He leans even closer"Make no mistake. You will be closely watched by one of my men, whom you will take orders from. This is not an offer. Swear to me, or die. Your choice."

DM: Going to Dr Phillip's mortuary he presents you with a very brief autopsy report: Elizabeth Stride was killed when her throat was cut and no other wounds were inflicted. You go through her possessions, in her pockets were found a key, a pencil, several buttons, two combs, a spoon, a hook, a strip of cloth, a thimble, a reel of thread, some handkerchiefs and a few scraps of paper. Her clothes are likewise unremarkable, shabby and blood-stained. Two interesting objects were found on her however, the packet of Cachous and the flower pinned to her dress."She never had time to swallow one as none were found her mouth," Dr Phillips says indicating the breath mints. "The flower is interesting, her friends say she was not wearing it at the time she left her lodging house about five hours before her murder. At some point in the intervening time she must have brought it or had it brought for her as a gift from someone." You examine the flower closely, it is a beautiful and fresh red and white fern.Laying it down you thank Dr Phillips for his help and move on.
Player: Talk to Witness Mr Coram who has found a bloodied knife
DM: Going to Plumber's Row you meet Mr Coram, a warehouse packer."Soon after the murder I was walking along Whitechapel Road in the morning when I saw a knife lying on the edge of the street," he tells you. "It was about ten inches long, blood-stained and had a white blood-stained handkerchief tied around it's handle. I gave the knife to a policeman who said he had passed the spot fifteen minutes before and that the knife had not been there then. He told me later that he took it to Dr Phillips who said it was probably not the weapon used to murder those women. I don't know where the knife is now."You thank Mr Coram for his interesting information.
Player: Talk to Elizabeth Stride's partner Mr Kidney

DM: You watch a spider crawl under the couch right before you bend down to look. No way your looking under there without some gloves.
Player: Back to the Oval Office
DM: You walk into the Oval Office and see a lot of places the hat could be. Quickly you narrow down the hiding spaces to four...
Player: Under the big desk...
DM: Abe's hat was not hiding under the table.
Player: Back to the Oval Office...
Player: Behind the curtains...
DM: You look behind all the curtains twice. No hat. Where could it be?

DM: Question 5A student next to you is being electrified by her collar, as you read this question.When hydrogen chloride is dissolved in water, what are one of the types of ions that it produces?Note: Use the Arrhenius Theory1) hydrogen ion, H^+2) hydroxide ions, OH^- By now, you wish that you didn't major in Science. You think that none of this would happen if you decided to major in something else or skip school to take drugs with that Leon person from another class. But then again, you can't change your past dicision now and that Leon guy ended up getting killed anyways.
Player: 2
DM: After you circle number 2 as your answer, your collar says, in a robotic voice, "WRONG!!!." and then explodes. The explosion is higher than the other bomb collars. Instead of just killing you, it kills you and everyone else in a 5 foot radius. CreditsRon was played by Chuck N.Mr Teacher was played by Sean ConnaryStudent 67 was played by the 6 flags dancing old guyJB was played by himselfRekcut was played by Fate AlbertMat was played by a random hobo who agreed to work for change.Brad was played by Justin Bliebar

DM: Your break is over. Soon the students are pouring into the classroom. You recognize most of them from your first class, but you notice one particular student is missing, Mary. She must have checked out or something. No matter class goes on. You go over the lab with the student and instruct them on lab safety."Always wear your gloves and your lab goggles," you say and then walk back to your desk, "If you have any questions, I'll be at my desk."The lab goes fine for the first few minutes, then you notice a group of students not wearing their goggles.
Player: They'll be fine
DM: They'll be fine. What's the worst that could happen? You stay seated at your desk and your attention soon shifts to something else...A few minutes later you hear a loud crash as one of the students dropped the beaker. Chemicals splash up into one of the girl's eyes. She begins crying and complaining of her eyes burning. The other students are looking around unsure of what to do.
Player: Let them figure it out
DM: It's their fault. They should have listened when you were explaining the safety precautions. Let them figure out what to do. About a minute later, the girl is still screaming. Everyone wonders why you haven't done anything to help the situation. The students decide to take action themselves and grab a towel and start vigorously scrubbing the girl's eyes. This only leads to her screaming louder. She will probably have some permanent eye damage but oh well, that's her problem.You finally get up and rinse her eyes with water and send her to the nurse's office. Your lack of immediate action led to this girl going blind. At least that's how the parent's and lawyer's see it. The school and you personally end up getting sued.

DM: You quickly search through the desks, and to your surprise, find nothing but a half rotten apple and some mouse shit.
Player: Keep looking around the office
DM: You quickly scan the room. You can search through the desk, check the trophy rack for hints or check the pictures.
Player: Check the pictures
DM: You look at the pictures. One of them shows a Mr DeVont with a group of similarly dressed businessmen at a meeting. Small, handwritten numbers at the bottom read "4th of December, 2004". The second shows Mr DeVont standing next to a painting of the Mona Lisa. Finally, there's a picture of a silk worm hanging in the foreground of the picture, and a wolf howls in the background.
Player: Try "Da Vinci"
DM: You quickly type in "Da Vinci", and it comes up with nothing. What a disappointment.
Player: Check the trophy racks
DM: You check the trophies, but find nothing to help. Perhaps the password is in relation to these, but not knowing the context or where these are from, it's useless. You suppose you should just keep searching and hope your search pans out.

DM: Going to Brady Street you knock on the door of Mrs Colwell's house, which stands a short way from Buck's Row. Mrs Colwell is an excited young lady who launches into her story as soon as you identify yourself."On the night of the murder around Midnight I heard a woman running down the street outside shouting 'murder, murder, police,'" she tells you breathlessly. "Soon after I heard someone trying to get into this house and then the sounds faded away as the woman ran towards Bucks Row. It might have been that poor young woman, to think if I had only opened the door to my house she might have lived!"With a sigh you thank her and head on.
Player: Wrap up your investigation
DM: You return home and ponder all that you have found out. The next morning Inspector Abberline comes calling and asks if you have uncovered any important evidence. Thinking carefully about the different testimony what do you think is the most important thing to tell him about?
Player: Mrs Holland's testimony about Mary Nichols's new bonnet
DM: Inspector Abberline listens carefully and when you have finished he looks impressed."Do you think that the murderer gave Mrs Nichols's this new bonnet as a gift to earn her trust?" he asks you. "The deceased lady's clothes were removed prior to her autopsy. I will go to Dr Lewyllen's house and see what became of them."Abberline leaves and returns a short time later."The clothes have been thrown away and burnt," he says unhappily. "Still I believe the new bonnet may be a significant clue. Good work!"Your Reputation with the police has increased by 1.

DM: You burst out of cover, charging up the beach. The machine gun blazes, and you collapse to the ground, as electricity buzzes through you. You fall to the ground as the shock overtakes you, yelping in pain."You're finished, kids. Take off the helmet."
Player: Take off your helmet
DM: You pull off your helmet, looking at Sergeant Doyle."You need a lot more work, kids," he sighs."I know," you say, looking down, as Seamus opens his mouth to say a comeback, before closing it again.The bell rings."Alright, get to your next class," Sergeant Doyle says. "Work harder. You need it."
Player: Several Months Later...
DM: The next few days are similar. You spend a lot of time either running training courses or VR simulations with the rest of your friends. You all quickly improve on your designated positions. You're given a Darwinium Blade, and you practice with it daily, as well as a wide array of pistols, machine pistols and submachine guns. These days quickly turn to weeks, which turn once again to months. Slowly, the year mark creeps up on you, and with that, graduation. You and your friends grow closer as a unit, as you spend the majority of the day in each other's company, learning to train and work as a unit. A level of trust builds up between the group, and you know you have a solid group of friends. As wel as this, your relationship with Luc continues, growing to be fairly strong and stable, or as close as it can get to such in the minds of unstable, hormone-riddled teens.

DM: "Fast and loud," you reply, "we go in, kick ass, and take names."Huntress looks skeptical, "Um... Okay." She's about to grapple across the street to the Lounge when she realizes you don't have a grappling gun. Wordlessly, she tosses you a spare. "Keep it," she says, before firing and being pulled to the Lounge. You follow shortly after.
Player: The Lounge
DM: The three story arctic themed building was just as big on the inside as it was out. The club was currently closed down for 'renovations', though you knew better; Penguin had just escaped from prison, and he was more than likely getting back into the swing of things. This meant most under his payroll would be here while he heard how his operations were going. It would be packed, which meant the head on approach was definitely not the best idea. Oh well, you've been in worse spots.The two of you bust into the front door, already half a dozen criminals in the entrance. Three go for Huntress, while the remainders go for you. At your feet is a socket wrench.
Player: My mitts will do just fine.
DM: Rushing into the fray, you swing a wild haymaker at one of the thugs, managing to hit him. However, the other two attack from both sides, one with a batand the other... With a knife. You try to disarm the one wielding the knife, but he cuts your hands, and soon enough the two have you on the floor, bat guy bashing your head in and knife guy stabbing you in the abdomen. With such a brutal beatdown, you're dead in seconds, the last thing you hear being Huntress screaming your name.You Died!

DM: "Well then, son, go ahead, ask any questions you'd like. I'll try to answer and explain to the best of my ability," Ezekiel says, his voice struggling to sound kind despite having its creepily quiet tone. "Just... ask away."
Player: Ask about the sacrifice
DM: "What about the sacrifice?""The nightmare realm needs to be fed. I feed it, and it lets be sleep. It'll let you sleep too, I promise. You don't have to worry about any of it, it's not your issue, I'll deal with it for you. I want you to have a better father than I ever had. That's it."

DM: and this was their life. Kei and Kite, together always. She never said another word to him. Sometimes he wondered if he'd only dreamed that brief whisper when she spoke his name.But at night she came to him. And afterwards, they would lie entwined on the narrow bed and he would imagine he could hear her heartbeat, pulsing in time with his own.Yumiko never said anything to him about Kite. The reproach was in the way she looked at him, the way she avoided his touch- as if, in her eyes, he'd become unclean, a monster like the one he bedded.
Player: It couldn't last, of course
DM: Kei had to go into the shanty town for supplies, every now and then. Kite could not go with him- the people would surely see her for what she was. Yumiko would not go into town now, though she often had before. It was her silent protest. Her small revenge, to separate them, even for an afternoon.This afternoon, the two women occupied the cabin in silence, moving about it in a strange, bitter waltz of avoidance.
Player: Yumiko broke the silence
DM: She turned to face Kite, and spoke in a savage whisper."You're not a real girl, you know."Kite took a step back, then anger blazed in her eyes and she stood her ground."You're a monster, a thing!" Yumiko snarled at her. "Whatever my brother may think, I know what you are!"Stubbornly, Kite refused to back down. She gazed steadily at Yumiko, then sneered contemptuously and turned her back on the other girl.White-hot rage burned in Yumiko's heart. Rage against all the Promethians, and what they had done to her. Rage against this one in particular, this machine that dared to think it was a person.She ran forward, and caught the smaller girl by her long, silky hair. Screaming her pent-up pain and horror, Yumiko attacked Kite with all the strength in her.
Player: Something flared to life in Kite's degraded circuits

DM: You are pleasently sleeping, that is until you are cruedly awakened by your alarm clock. Another day of school (ugh). What should you do?
Player: Go to the bathroom and clean up.
DM: You go to the bathroom and grab the brush to fix your hair when you see a sticky note on the mirror. Should you read it?

Player: Continue brushing hair, ignoring the note.
DM: Your hair, done being brushed is nice. You should change out of your P.J.'s to go to the bus stop.
Player: Change into a plain t-shirt and some ripped up jeans
DM: You put on a Green t-shirt and some plain jean shorts. Time to go to the bus stop. (ugh)

Player: Go to bus stop.
DM: The bus finally arrives, and you get in and realize, it's prom day and your not in the right clothes! OMG!Your completely emmbaresed and don't find a date.

DM: Let's see our options. (Where did I get this many dresses?).There's a Navy Blue one,a Pale Pink one,and for some reason a hideous Orange and Brown sun dress (eww)the rest I either don't fit in or I've worn them to some other event (I can't repeat if I want a guy today, even though I doubt he'd even notice).
Player: Wear the orange and brown sundress. (Why?)
DM: You feeling, well, horribley ugly, have to go wait at the bus stop. (ugh).
Player: Wait at bus stop.
DM: You wait and the bus finnaly arrives. You get on and see your dream guy, Johnny, sitting there. With Serina of course. You guess there going to the prom together.Also a few seats down your friend Kelsey is saving you a seet as normal. What are you going to do?
Player: Walk down the isle next to Johnny fluffing your hair. ; )
DM: Smart idea! You walk down the isle fluffing your neatly brushed hair. This could have gone great, that is, if you hadn't tripped over Jared's back-pack that was sitting in the middle of the isle. Wonderful. Well might as well sit down next to Kelsey, that was doing all she could not to laugh.Well you arrive at school after 20 Minutes. You got there early for once. So you have 10 Minutes to go around and talk, and you had better get your books.
Player: Check in with Johnny.
DM: You walk up to Johnny to check in on how him and Serina are doing. You say "So how are you and Serina going now?" He reply's seemingly mad at her "I broke up with her!" You gasp "Why?" He says "She thinks im all hers! I can have friends and she acts like I can't. I want freedom!" Now that you figured that out you'd better get your books the bell is about to ring!

DM: You feel pretty after putting on this dress. But you have to go wait at the bus stop now. (ugh)
Player: Wait at the bus stop.
DM: You wait and the bus finnally arrives. You get in and see your dream guy, Johnny sitting there. Of course, with Serina. You guess he's going to the prom with her.As usual Kelsey is sitting there saving you a seat in the middle. Oh well, What should you do?
Player: Go to locker to get books.
DM: Well now you've got your books, where should you go now?Well class would be a good idea the bell just rang!
Player: Class
DM: Class, Math to be exact, your least favorite subject. But class is over now so what should you do?
Player: Go and check out the dance floor for the prom
DM: You go in to the gym where the prom is set up. The lights are off and theres beautiful a beautiful starlit night look to it. Just then Johnny walks up to you in the room. You are overwhelmed as he ask YOU yes YOU to be his girl! You are so happy you couldn't stand it! What do you say?
Player: No...
DM: He is so MAD at you he decides to take Serina back to make you mad. But, you dont even care because you know who you want, You run over and kiss Jared. So yeah who care about that heartless Johnny anyway All you wanted all along was Jared...

DM: You feel pretty allready. Now you have to go to the bus stop. (ugh).
Player: Go to the bus stop.
DM: You are boredly waiting at the bus stop when it finnally arrives. You get on, seeing Johnny, your dream guy, with Serina that is... you bet he's asked her to the prom allready. Your friend Kelsey was waiting for me in a middle seat, what should you do?
Player: Go see Jared.
DM: You walk up to Jared casually. He's been your friend since the 3rd grade, but somtimes he's just a plain goofball. This reminds you of a time in the 5th grade at recess...
Player: Flashback time! (5th grade)
DM: One warm and sunny monday in the fifth grade all of the students, including you and Jared, went out to recess to play. Everyone immediettly ran for the swings and Jared was just faster than you. You asked "Jared can I have your swing?"He replies "Sure first let me show you a cool trick!"He then swung as high as he could and attemted (key word: ATTEMTED) to do a back flip. He ended up falling on his back and quickly standing up, very emmbaresed. What a goofball! But either way he's still your friend.Now you have 2 options
Player: School Books

DM: "I just escaped from the prison." you lie. He frowns. "Really? I didn't see anyone else there," he says. You shuffle around, thinking about how this could end. "Why are you trying to save the Princess anyway?" you ask. His facial expression was calm, but it soon became full of anger and resentment. "He sent soldiers to kill my entire family," he blurted. "I want to take what he loves most. Now come on, you're coming with me. I might as well get out of here if I can't find his daughter."
Player: Had
DM: "Quick! We're going to be caught!" He drags you out of your room, leading you to two paths. One hallway has a scarlet, red rug with yellow insignias spreading down. The other path, has a vibrant violet carpet stretching towards the end of the hallway. "We should probably go this way," Had says. He walks towards the purple path but you're frozen, your body refusing to move. "Aren't ya coming?" he asks.
Player: Follow Had to the purple carpet
DM: You follow Had, he leads you toward the end of the hallway. Suddenly, there's a dead end. "I'm sorry Princess, but I'm gonna need your conscious for a second," Had says as he knocks you out with the grip of his sword.
Player: Wake up

Player: Go sit with Kelsey
DM: You walk down the isle stepping over Jared's back-pack laying out in the middle of the isle. Kelsey was in a beautiful white gown with little silver sequins around the straps and the neck and the bottom.You say "Wow, dont you look good?"She slide's over to the side to give you some room to sit down.After about 20 Minutes you arive at Richard Stark High School. You got there early today. You have 10 Minutes to go around and talk to people, and getting your books for class would be good too.

DM: "Sup" Is all he said, ignoring you almost completely. Serina pipes up "What do you want?" You say that you wanted to know if they were going to the prom together. "Yes we are, aren't we Johnny?" He said suprisingly rudely "Acctually I never asked you, and someone..." he said having a quick glance at me "... else might want to go with me." after that you decided to sit with Kelsey and let them fight it out.After about 20 Minutes you arrived at school early. So you have around 10 Minutes to talk. Getting your books would be a good idea to.

DM: Serina pipes up in her annoying little voice "Yes! We are aren't we Johnny?" He replies suprisingly rudely "Actually I never even asked you, some other person..." he said quickly shooting a glance at you "...Might want to go with me."Knowing my work was done I decided to leave the conversation at that point and let them fight it out.

DM: He had a one word response, and here it is "No." Well he's out of the question. Then you say that you wanted to know if they were going to the prom together. "Yes we are, aren't we Johnny?" He said suprisingly rudely "Acctually I never asked you, and someone else might want to go with me." after that you decided to sit with Kelsey and let them fight it out.After about 20 Minutes you arrived at school early. So you have around 10 Minutes to talk. Getting your books would be a good idea to.

Player: Talk to Kelsey
DM: You go over to talk to Kelsey. You say "OMG! Did you hear that Johnny broke up with Serina!?!?"She replies "NO! But why?""Because she apparently didn't let him have many friends." you say."WOW" is all she could reply...You see they've started putting the finshing touches on the prom dance floor. You should check it out!
Player: Yes!
DM: So happy that you said yes he invites you to the prom with him! So you have ok prom finding skills after all! THE END

DM: Only a small gap remains between Tron Guy's light-trail and the wall of the arena, but you know that making a left is your only choice. You quickly take the gap before Tron Guy fills it, and accelerate. You get ahead of tron guy and make another hard left. You stop Tron Guy dead in his tracks, as he slams into your brilliant trap.The simulation ends, and Tron Guy looks at you with glee and respect, "Hey, you're pretty good. I haven't had a race like that in a long time, and you know what? It fills me with energy and confidence. As a soldier in the digital battlefield, I promise to help you with your fight against the forces of FARK! I still fear however that we may need aditional help. I have seen what the Farkian armies can do, and trust me, we alone can not defeat them.""Well," you say, "who do we get to help us?"Tron Guy shrugs, "I don't know, I have been secluded from the internet for too long, I'm afraid that you will have to find someone else for us.""Hmm..." you begin, "You know, I think I've got just the guy!"
Player: "Bonsai Kittens!"
DM: "Bonzai Kittens!" You yell with glee. You aren't quite sure how pickled felines are going to help you in your quest, but it may be worth a try, so why the hell not? Tron guy imputs the adress into his fantastic virtual reality device, and you soon find yourself in a quaint little online shop. Outside (yeah, I know, it is in a virtual reality world, there is no outside. Just suspend your disbelief for a second, okay?) there is a small group of protesters, but you don't pay much attention to them. The shelves of this shop are filled with strange curios and devices, but most importantly, tiny little cats shoved in bottles. In the middle of the shop, there is a strange enclosed booth where a slightly unstable looking shopkeeper stands. "Welcome!" He says in a oddly cheery voice. "How may I help you?"
Player: Chicken out, and tell Tron Guy to get you out of here

DM: You walk over to the creek, aware that your siblings are following you. Once you get to the creek bed, a frog jumps up onto a lily pad. You lunge for it, but it hops away before you can catch it. Mother decides the creek isn't safe for you and takes you and your siblings back to the den site.
Player: Hole
DM: You stumble over to it and poke your head through. You sniff around, but can't exactly tell whether it's empty or not. You pull your head back, but it's stuck! You struggle and struggle. Finally, you cry for Mother. You feel something pull you out of the hole. You look up to see Mother begin to give you a bath. After that, she picks you up and puts you back with your siblings. Now where would you like to go?
Player: I'm done exploring
DM: You decided enough is enough, for now. A cold wind blew, and everyone snuggled closer to Mother's warm fur...
Player: Forest
DM: A few days later, Mother leads you and your siblings into the woods a little ways away from the den. She showed you the smell of water, and caught a squirrel, demonstrating how to catch prey. After you wandered for a bit, you came to a clearing where humans were camping. You learned the scent of humans. Mother trotted up to a big metal trash can and showed you all how to push it over. She quickly threw the inedible things away, and you all feasted on the edible. Then a yelling human ran at us. Mother ran, and we followed her as best as we could. But then you started losing sight of her, and had to use your nose to find her again. Then your foot got stuck in a hole. You cried for Mother or your siblings, but they never showed. Finally, you tugged free of the hole, and ran to catch up with them. A few minutes later you were exhausted, and still no sign of your family. Whimpering, you stumbled over to a tree, and curled up for the night. The next morning you searched for your family again. You chose to search...
Player: North

DM: Everyone is yelling, and you don't know where to sit! Think fast!
Player: Sit by the cheerleaders.
DM: "What do you thin you are doing?" A pretty girl asked. I shrugged. "I thought I could sit here. "Think again!" She yelled. "Wait! Let her..." Another girl said. The crew looked at her like she was crazy.
Player: Forget them. I'm leaving.
DM: You left. Now who?
Player: Sit by normal looking people.
DM: I sat down, and no one said anything. "HI!" A person sung to me. "Hi?" I said back. "How are youuuuuuu?" She bellowed. I frowned. I do NOT fit in here.
Player: Leave them.
DM: No wayy!
Player: Sit by the goths.
DM: "Well, hello." A mean looking guy says. What's wrong. I just shrug, and start eating. "We are having a sacrifice tonight, wanna come?" He asked. A tiny girl squealed. "It's a goat this time!" I shivered. What did I get myself into?!

DM: The cynical voice reflects a bit before adding an aggressive tone: "So a lawyer? It's okay, with pleasure I will remove one more rat from the hole. All that suave talking and legal tricks will be erased from your memory very soon."
Player: Memories of a lost life
DM: You do not know why, but thinking about the few pieces of your old life make you feel better and step by step, you glide with the other hundreds of dead to the point of respawning surrounded by the rest of the city. What was my name? you ask yourself. Your mind is numb; you should remember it... But, absolutely nothing else comes to your mind.One by one all the coffins are entering the nucleus of the Respawn's square. It is a circle of blue energy illuminated by the holographic flames of the immense Tower of fire. Your turn comes and immense drowsiness invades you.Total darkness, I don't even have a body or something that serves as an anchor. I shouldn't be here, Someone is watching me, lurking in the pitch-black shadows.Suddenly you hear strange noise, two voices almost as if they come from a speaker inside you."Are you sure that you have cleared the cache memory of today's avatars? Since the last major update, the deletion of data files is working weirdly." The voice mumbles clearly stressed by the situation.Another voice slowly responds which it seems to come from a drugged woman: "Relax, dude. They will give us the credits, anyway. Nothing has ever happened in centuries, not that anything bad can happen nowadays."The man responds more lively almost euphoric: "You're right, after this respawn, what if we go to the back of your pick up?"Their suggestive giggles and heated moans are the last things you can understand before a tunnel of bright light engulfs you in bones and marrow. You are becoming a skeleton. There is no doubt about it, you are once more in the huge row of people being reproduced and redone bone to bone, marrow to marrow. It is a painfully slow process each organ assembled by this mysterious energy until each and everyone in the line has the body of a baby.
Player: Trying to move

DM: "Without a doubt, it is a respectable job." The irony of the voice does not escape you. "But where you are going, it will not make you lose sleep."

DM: Your extremities are of now small and almost impossible to control your little baby muscles are unable to support your head. You try again by focusing hard on the goal; After all, walking is something you take for granted decades.
Player: Nursery here I go!

DM: That's what you want to say but only waa, gaa and other baby noises come out of your mouth. Even things as simple to pronounce as a mom, or potato; They become simple baby noises, gibberish.
DM: Finally, you surrender to the evidence, as in every cycle of life on your planet, when you die you are reborn with the same DNA but in a new life.People never remember previous lives. You remember reading it in books. But not where you lived, you don't even know your old name. Something went wrong in your respawn. you sigh while little by little, the row of now plump babies begins to teleport all of you through that blinding white light.Your life has become a hell, filled with wet baby diapers and the eternal presence of bellowing balls of vomit and farts. The simple fact of being there, lying in one of the hundreds of robotic cribs of the state nursery drives you mad. Life as a baby is torture itself, you want to move, scratch yourself or just sit. But you can not. Even worse, all your reactions are being computerized and recorded and use to evaluate in which social group and to which work you will be destined your future adult life.At least, that is what they taught you in your other life. But the glitch that allows you to remember also allows you to see beyond visible, sometimes [ people do things without them being aware of it. At first, you thought that you were crazy, but now you have no doubt that is true; some kind of creatures mentally controls the rest of the population I ordering them to do stuff.You can see how the nearest nurse comes up with strange icons and wishes.I think if I concentrate, I can understand them. Although, I can concentrate on trying to make my baby's body grow stronger. This baby body has very little stamina so I won't have the strength to do both.

DM: You are still floating in place under the control of this mysterious invisible energy. You try to hear something from the voices. But the only thing that reaches your ears is the cries and unpleasant sounds that babies do.
Player: I am a baby, shit!
Player: Read her mind and her wishes

DM: I randomly press the little black buttons, hoping it does something, but all it seems to do is affect the lights and temperature and something inside the cells. While I'm pressing the buttons, the Terror that's closest to me starts to sink his teeth into my shoulder. I manage to superspeed away from him before he actually completes his bite, but by the time he pulls away, he's left a large wound. After all, if you look at his teeth, you see that these Terrors are complete and utter dental nightmares.HEALTH: 30%
Player: Try to get out the door.
DM: I superspeed directly at the door and ram it as hard as I can, and a giant crack forms. The Terrors then leap at me, and as they all do, I crash through the door along with them. They manage to severely scratch me, but I get up and start superspeeding away from them.As I try to leave them in the dust, I start to feel the blood pouring out my wounds effecting me, draining my energy. A few steps later, and I feel I can't keep going. I can barely stand up. I see my hand grow pale, and I collapse to the floor. Where the Terrors catch up to me and finish me off.Haste is now locked.HEALTH: 0%

DM: The second cyborg comes at you.
Player: Shoot
DM: You are out of bullets. You cannot continue.

DM: You are astounded by the prices for rental properties in Hollywood. You realize that a months rent for a one bedroom studio in California is double what your family pays for your large ranch back home.Suffice to say, you are frustrated and a bit overwhelmed. You wonder how you will survive in this city. As if on cue, your stomach grumbles hungrily and you recall the special on city dining from the Local Attractions section. You look through the paper again and decide to:
Player: Read the Auditions and Casting Calls
DM: The auditions and casting calls fill several pages. Your excitement grows. Unfortunately, it's very late in the evening and you're too late to attend any of them. Plus, you know you will need a through washing and good nights sleep to make a good impression.Your stomach grumbles hungrily and you recall the special on city dining from the Local Attractions section. You look through the paper again and decide to:
Player: Read the Local Attractions Section
DM: The local attractions section is filled with great things to do in the city. Your eye catches the restuarant section with pictures and reviews of the greatest places to eat in Hollywood.You are particularly attracted to "The Restaurant" which one critics describes as "the place to see and be seen." You're mind wanders over the exciting possibilities of seeing many celebrities, this may even be your chance to be discovered! And unlike some of the other restuarants listed, this one only has two dollar signs ($$) next to it, which means it may be something you could afford.The idea of having a superstar caliber evening with fine dining and a chance to see the glamourous city really appeals to you. But you wonder if you can afford it. Ultimately you decide to:
Player: Ignore your growling stomach and find a place to live

DM: Adopting Moya's strategy, Harry hugged the log. He could hear the wood stirring beneath him."Hurry!" Moya shrieked.As if I wasn't hurrying already Harry thought. She had left behind a trail of sweat from where she made her way across, and it was making the log wet and slippery. Reaching the halfway mark, Harry began to feel much more relaxed. The wind had died down, his friends were calling, he was almost safe."Look out!" a chorus of voices sang. Harry didn't have time to see what they were talking about. A shadow swallowed him and the log hole, followed by a large boulder the size of a small dog. Wood shattered all around him, and he was falling. The rock at missed him by mere inches, but the bridge across the chasm had gone. He hit the floor with a thud, and rolled for what seemed like hours down the steep slope. His fingers twitched at the dirt, but his legs lay still. Amidst his blurred vision, he saw a large boot in front of him. A figure towered above him, raising a rock above its head. It may have been the one that broke the log, but Harry wasn't sure. The trees danced as the wind began to chant once again, and Harry saw the rock fall.
Player: The four continue without Harry, and David missing.
DM: Light broke through the dense canopy. The distant sound of a river beckoned the group.Andy unfolded the map. "We must be near the campsite! There should be a bridge across the river which should take us right there.""They'll never believe us when we tell them all the close encounters we had! We could have all died at that log." Said one of the boys."How are we gonna tell them that we've...lost two people." No one had an answer.The river flowed deep and turbulent. A rickety bridge extended across the water, and a large sign told the group that the bridge only held 6 people at a time. Andy stepped onto the bridge. "This looks...safe." "The bags might weigh us down too of course..." Noah added.Tom stepped on to the bridge. "Lets just all go across. The campsites right there. Look, you can even see Alexis waving at us."

DM: It is quite rare to concentrate on trying to increase the muscle mass and strength of a child who cannot even sit down. Still, you want to try it.You close your eyes tightly isolating yourself from all the sounds and whining coming from the other cribs.Each beat of your heart is like a flex, up and down, following those rhythmic whacks you order each of your muscles and tendons to move following the pace.Your breathing becomes stronger and choppy with the effort. The laces are stuck in each and every one of your tender muscles and you have to stop soaked in sweat. You open your eyes and lift your head and observe for the first time for a moment the entire room of newborns before the weight of your head forces you to rest on your comfortable and warm pillow.
Player: Try to find a way to improve your willpower
DM: The mind is, after all, another muscle, the computerized cradle offers certain educational holographic games of early light and colour movement of objects, etc...Maybe these educational bullshit games are very good for your roommates who are wrapped in dirty diapers, squirming like fat maggots. But for you it is torture, repeating the same brainless exercises, over and over, again.So, you focus on remembering songs of how little you recall from your other life and composing new ones. No doubt that you were not born to be a poet, but trying to use your memory and vocabulary make you feel more in tune with your inner strength. And your opponents in the nursery are not even able to say time is money.
Player: Doctors are monitoring you closely.

DM: You decide to go 80's on the rat, so you pick up a random baseball bat generated in your front seat, and prepare to hit a homerun with him. You swing, but the bat bounces off the seat cushion, and swings back at you and clocks you in the head, exactly where you hit it last time. An umpire comes to your rescue, saying "That's a foul!" as you go unconscience.
Player: This seems familiar...another trip to the hospital
DM: You wake up again, in your comfortable bed. You look around the room, and again see nobody else in there. Suddenly, the door burst open, and Dr. Solomon J. Cutler comes in with a maniacal smile on his face. You hope he's going to give you another car, but instead, he gives you a knife to the heart. That's what you get for keeping him busy for forty years!

DM: Even gazing to a painted wall drying in slow motion is more entertaining to see than your training routine. The fact that the inhabitants of your planet have an accelerated childhood does not comfort you after two weeks of baby lame gymnastics performances.But once you realize with pride that you are the only baby in the immense room able to sit and move your hands in coordination; You can't help outlining a grimace of pride, or the closest thing a baby can do to a smirk.
DM: Doctors and nurses circle your crib with surprise as they write their mysterious reports in their holo pads. Maybe they are too surprised.Dr Michael, as taciturn as bald, does not stop scratching his scalp full of psoriasis: "This child's behavioural patterns aren't normal. Look at his statistics are off the table!"His tall companion elegantly wears one of those luxurious costumes that people are only able to buy through lucrative schemes. He looks at you as if he were appraising before finally murmuring between his diamond teeth: "You will not believe that he is a child with the chosen one syndrome?""A messiah? I hope not, how many deaths caused the last case a thousand years ago? The doctor simply takes his holo pad in his bony hands and asks in a clear voice" Rigoberta, How many died in the last main quest DLC? "A computerized voice that sounds like a porn actress with bronchitis murmurs dramatically: "A billion people dead and 24 years of nuclear winter, my old cream-filled little bottle."The man coughs ashamed, "Well, hmmm, that. However, it must be acknowledged, that most of the chosen ones are not like the one that bombed Megaton.""You're right, they can be a saving angel. However, the less messianic people, the more stable society becomes."

Player: "We should put him on The genius class."

DM: Advanced level? That means being part of the thinking and scientific research class. Respected and revered as the magicians of ancient stories. As loved as feared. Without a doubt, it is a great advance compared to my old life in the basic class."Look, he is able to smile and fix his gaze. It seems like he understood what we are saying." The suit surprised man says.

Player: Walking at least!

DM: A month later, Elementary Genius School. Your personal quarters.It is unbelievable, that you have a 90 meters apartment at your disposal with three androids servants. Designed furniture hand made with the best steel and leather a perfect kitchen with an industrial design with an island of endless white marble.The change has been a blessing, no more squeaky smelling babies. Still, the greatest blessing of all, it is being able to walk. Now that you are an infant genius and your mouth can finally articulate its first words.Your own bedroom is bigger than anything you had in your previous life, at least that you think it is. too difficult to remember specific details of your past.Everything around you has been designed to the smallest detail to try to stimulate the children's brain: musical books, drawing material, science for babies. Even your own holo robot construction kit, a fortune spent on you is just a baby.However, you practically have not seen any living being since your arrival in this beautiful gold cage, neither other children, nor adults. In the middle-class nursery, you were never alone engulfed in the babbling mass of the other newborns; ironically, now it is the silence what is engulfing you.But it is not the worst at every moment, you can feel the synthetic eyes of your robotic servants evaluating each of your gestures and with which you play or not every movement and look. You can almost see their positronic brains compute every moment to find out what your social predestination will be.Like every citizen, you have heard rumours that unsuccessful children are brutally murdered so that they never tell any of the secrets of their social caste. For the first time, locked in your luxurious cell you start to believe in it.There is no way on Earth!, I will not let myself being massacred. I have an adult understanding of everything, that none of my classmates has; I will use that fact in my favour, or I will slay anyone in my way.

DM: In the beginning, God created the heavens and the earth. He created animals, trees, everything; he created LIFE. He also created man and woman, naming them Adam and Eve, in his image. And gave Adam dominion of His creation, but gave Adam and Eve one rule, which was to not eat of the Tree of Knowledge of Good and Evil. One day Satan, in the form of a serpent, tempted Eve. Telling her "you will not surely die. For God knows that when you eat of it your eyes will be opened, and you will be like God, knowing good and evil"Â (Genesis 3:4-5 ESV). Eve then saw that the fruit was good, and ate it. She then gave some of the fruit to Adam, and he:
Player: Threw the fruit away and rebuked Eve
DM: God throws Eve out of the Garden, and Adam lives a lonely sad life.
Player: Retry

DM: The advancing hordes of zombies are closer and more plentiful, you decide. Plus, the garbage people will have to fight them off as well. You get into a defensive stance with both hands on the gun, and open fire on the horde. The gun's clip has thirteen bullets in it; you manage to kill six zombies before running dry. "Here," says Roger, tapping you on the shoulder. "Found more of them." he gives you another fully loaded clip. "We had a bag stashed under the seat," Roger explains. "For emergency." You ditch the empty clip and reload, before taking another shot.You bring down twelve walkers this time, and notice that the garbage people are firing at the dead, too. In a moment, they'll fall back, you can get your people, and leave. Except you can't. It slowly dawns on you that the helicopter's still dead on fuel.Meanwhile (and unbeknownst to you), the garbage people realize they're wasting bullets on the zombies, and go to take out the real threat- you. The leader approaches the cockpit, out of your view. He sneaks right up to the door and kills you, without you ever knowing. If it's any consolation, none of your group made it out, either.

Player: It was required.
Player: The Road Not Taken
Player: Cunning
Player: Romance
Player: In my bedroom

DM: You keep a watch on them while still trying to keep yourself in character imitating the movements and gestures of an infant who recently learned to speak; you do not want to draw the attention of the Center's security, as any feature considered inferior or deviant, can get you killed. Or at least that is what the rumours say.These androids, which are made in raw metal and wires, are undoubtedly imposing and macabre, with bright eyes in their smiling skull. It makes you think in the image of the Grim Reaper; probably they have been made this way to emphasize that they are jailers and not friends of the genius child.At your disposal, there are various holo pads with interactive books and educational games. Great, that can be your access to the Android's code and get some information about what the hell is going on.You take the holo pad and sit in the impressive high-tech desk chair that fits like a glove to your body. You sigh, a stabbing pain begins to settle in your temples as if you had an ember burning inside. It is a really strange sensation that it seems to spread out from inside your left eye.
Player: Focus on scanning what do you have inside the eye.
DM: You uneasily stare at the false window with that hyperrealistic view of a park. Meanwhile, you holding your head and crying like a child is supposed to do, but none of your nanny skeletons comes to help you.A chill runs down your back, so far, your jailers have satisfied each and every one of your needs to the smallest detail with robotic precision. And yet, now they ignore all your pleas.This can only mean one thing. Someone has given you a drug or inserted something. It has to be some kind of twisted test. They have to know, or at least suspect that there is something different in me.You stop complaining, although the pangs of pain in your temples are increasingly intense, almost as if something was devouring you from inside. You grab the holo pad delicately and start browsing the basic menu while something starts to hover around your consciousness. Command menus appear in the air floating above the head of the androids; You clearly perceive them as a pop up of a computer holo.
Player: Hijack their scans to check out your eye yourself.

DM: Your name is Snow. You always thought Snow was an odd name for a mouse. Then again, you are tiny, and snowflakes are pretty tiny too. Actually, now that I think about it, it's fairly unusual for a mouse to have a name to begin with.Anyways, you don't have many friends, and you have gotten considerably lonely. It saddens you greatly to have to walk the floor of the forest alone, so you've decided to set out on a quest for companionship.
Player: Time to find friends
DM: You aren't the most social creature, but there are plenty of other animals in the forest: monkeys, snakes, elephants, and lots of other potential friends. What could possibly go wrong?
Player: Give up and become a hermit
DM: Well, alright. You return to your nest, only to find that you are not in the least alone. Standing there is something tall and mostly hairless. It stands on two legs. Before you can run, it picks you up and holds you near its face. It's eyes are big and white, with only a small bit of black and some other odd color, a color you don't see too much in the forest. The creature's gaze petrifies you. What shall you do?

DM: You find Mrs Palmer in Spitalfields, a middle-aged woman with a prematurely lined face."I knew poor Annie well," she tells you. "She had a bad fight with another woman over a man a little while back and got some bruises from it. She was terribly ill in the days before she died and the evening before her death she could hardly move for the pain. 'It's no use my giving up Amelia,' she said to me. 'I must pull myself together, go out and get some money or I shall have no lodgings.' She went out for a coin or two but she never came back... I've lived here all my life and seen what can happen to the women round here but I've never seen anyone hurt so badly until I saw Annie lying in that morgue... whatever did that to her wasn't human."Thanking the old woman for her time you head on.
Player: Talk to Annie Chapman's brother Mr Smith
DM: You travel to Knightsbridge and meet Mr Smith, a youngish well-dressed man who looks on the verge of tears throughout your interview."She was such a lovely person, I can't understand why anyone would do this," he says sadly. "It all went downhill after she split up with her husband, they both used to get drunk and fight. He died a few years back and she never got over that, she never had any money afterwards neither. I saw her a few weeks ago and gave a little money. Did you know she has three children? Our mother takes care of them now. We hoped one day she'd find a steady job and come back to us but... now..."Mr Smith's voice breaks so thanking him for his time you leave.
Player: Talk to Annie Chapman's landlord Mr Donovan

DM: It is strange the idea of ??seeing your day to day life as something hackable or seeing commands pop up from people's heads, but you won't look at the mouth of a gifted horse and you will try to use it in your favour.The pain increases, the more you concentrate as if the effort aggravates the problem.Finally, the android skeletons present a significant change in their behaviour, beginning to hum, using their electromagnetic rays over your whole body making you feel funny.The holographic image of your scanner appears in the middle of the room, the beams of electromagnetic energy bounce over your entire body, returning a 3d image which the scanner transforms into a detailed study of everything inside your body.Everything is quite normal until the android focuses its scanner on your face"NO, it can't be! Fuck!" Your panicked screams fill the floor.You hardly scratch your left eye in denial. But, the image remains clear as the day; your left eye has a worm inside in the holographic image of the scanner. The creature has an electronic chip on the head which looks much more opaque, almost black on the scanner.I have to take it out! whatever it is. Take it out!
Player: "Take it out!" You order to the robots

DM: You creep forward, closer towards the truck. The two gunmen are rather close to each other, which will make this much easier. You sneak up behind the first one, grabbing him in a choke hold and slowly choking him to unconsciousness. He collapses and you drag him to the front of the truck, out of sight form the rest.Then, you head to the next one and knock him out with a hard smack on the head, making him go limp into your expecting arms where you drag him to lay him down next to his buddy. With those two taken care of, you prepare to leap into action to take out the rest... Only to notice something. The dock is on a slight slope, and as such the truck has a wheel chock to prevent it from rolling into the river.You could easily take away the wheel chock and allow the truck to fall into the ocean.
Player: Well, this makes my job easier. I pull the wheel chock out of the way.
DM: You grab the wheel chock and pull it out, before beginning to run before the criminals notice you. Once you've gotten a decent ways away, you hide behind a large crate and watch. At first it seems like the wheel chock wasn't needed, as the truck is barely moving, if it even is. But after a moment, it begins to build up momentum until... *SPLASH!*With the crooks panicking and blaming each other for the lost cargo, you chuckle and continue on your way. The rest of the night is spent patrolling, but not much else happens. Eventually, you head back to your apartment where you go to sleep content with the choices you made this evening.You wake up bright and early, the glow from a job well done still with you even after your sleep. You get out of bed and prepare to do what you usually do on Christmas. Considering you don't have any family to speak of, and Tot, your gadget guy and the closest thing you have to a father was never one to celebrate the holidays, you've spent every Christmas volunteering at a soup kitchen.After all, doesn't it feel good to help people?You get dressed and head out the door.

DM: There is no need to perform even anything close to the full Persevera. Lia and Olvida are already impressed with you to an acceptable degree, and the dances themselves weren't real evidence of your martial skill. Your movements are still calculated, and it almost seems like the crowd is getting excited watching you dance, but you end the dance rather abruptly and only get a few distant claps for your performance. You exit the arena quickly, and the rest of the event flies by.You find yourself with a substantial amount of time to rest while the festival wardens and some other workers ready the Arena for the jousting tournament. The excitement among your fellow knights is palpable. The nervous energy from before has left most everyone, and the prospect of winning glory fill everyone with anticipation. After the preparations are made, the festival wardens bring everyone their horses and extra equipment for those without a full set. You take the lance and Scura, and ready yourself mentally. Unlike the sword dances, the workers close off your access to view the competition. The sound of metal on metal, seemingly random bursts of applause, and the whinny of horses are the only sounds to accompany your your wait. A few round later you are guided by a festival warden back into the Arena and to the side closest to the ladies' section.
Player: The First Round
DM: Skar the Unlucky sits upon his brown and white horse on the opposite side of the Arena. you nearly shout for joy when you see him. Skar just so happens to be the worst jouster in the entire land. with zero coordination, you hear that you could even joust him without a shield and still win.
Player: Joust without a Shield
DM: You are going to take every possible chance you can to show off. Every little bit helps. With that thought, you unclasp your shield and let it fall to the ground. the festival warden calls the signal and you head at full speed directly towards Skar. Your lance glances off of his and into his shoulder which nearly knocks him to the ground, but barely a moment later you can't avoid his lance as it plunges directly towards your neck. Your last thoughts are that you, not Skar, are the unlucky one today.

DM: Traveling to Pearly Poll's home on Dorset Avenue you arrive to find she is a big, red-faced woman smoking a pipe. After you convince her that you work with the police she reluctantly talks to you."Sure I knew Martha though round these parts she called herself Emma Turner. Known her four or five months. I was with her the night she snuffed it, we was drinking ale and rum first at The Two Brewers and later at The White Swan. We met two soldiers there and were drinking with them for a few hours. One was a private and one was a corporal. They had white bands round their caps. Just before midnight we separated, I took the corporal up Angel Alley and Martha took hers towards the George Yard Building. That was the last I saw of her."Pearly Poll sighs."Me and the corporal did our thing and then we had an argument over payment and he hit me with a stick. The first thing I knew about the murder was when I read it in the morning papers. Poor Martha! Since then I have been to two parades with DI Reid to try and pick out the soldiers we were with but all the ones I thought I knew have proven they was elsewhere. I don't know what to do now, same as always I guess. Least Martha's out of this terrible life now."You thank the woman for her help and quietly leave.
Player: Talk to Martha Tabram's former landlady Mrs Bousfield
DM: Traveling out to Dorset Street you knock on the door of a house which is quickly opened by a middle-aged lady who introduces herself as Mrs Bousfield. She readily answers your questions when you tell her you work with the police."Mrs Tabram and her man Turner were living here earlier in the summer for three months," Mrs Bousfield tells you. "They snuck out one night owing me rent money. I would describe her as the sort of person who would rather have a glass of ale than a cup of tea but she was not always drunk and she never brought any man home with her except Mr Turner. You could tell how she made her living though. She was always very good helping me with my children and I was sad to hear what happened to her..."You leave after thanking Mrs Bousfield for talking to you.
Player: Talk to Martha Tabram's husband Mr Tabram

Player: Order them to electrocute the chip.
DM: I know it's dangerous, but something I have to do to get rid of this fucking worm. And this seems safer than putting some type of edge in my eyeThe pain in your head begins to be unbearable, almost as if the worm knew you were going to attack it. You fall to the cold ground with your little hands holding the ball of pure pain in which your skull has been transformed."SHIT! I've given you an order. Disable the damn bug!" You scream in frustration, letting yourself be carried away by panic and pain.Finally, the androids prepare to act. Stress is almost unbearable making you breathe normally almost an odyssey. You close your eyes almost wishing to die in the process. Anything would be better ...Abruptly, a ray of energy hits you hard, blinding you after that, silence

DM: In your other life, you were not a hacker, or anything similar, but this new energy that you have since your rebirth allows you to see the world in a different way. Androids' minds are cold and emotionless, like a calculator collecting data. Nothing you can read or interpret.But, what you can do is access through them to the cloud, the hive mind which gives them orders; it's similar to our human consciousness but collective, which monitors all androids in the private server.
Player: Try to access the collective info.
DM: You have been focused since your first day on that damn middle-class nursery in expanding your mental abilities. So you are willing to prove what the true extension of your powers is against a real challenge; you would even smile if it weren't for this damn headache.I have to do something, I can't leave this like that. Also, if I die, everything will return to normal; frankly, that sounds like a relief for my next life You close your eyes to concentrate on the task without any visual stimulus affecting your concentration. You imagine that your mind is an extended sensor network in the deep space, looking for faint alien signals.The collective of this centre emits thousands of signals to hundreds of so many robots. All that excessive info threatens to break your concentration with thousands of signals trying to flood your mind.You don't let that confuse you; you clench your fists feeling how your own little body tense as you mentally penetrate with a powerful thrust into the information hot spot, trying to keep up with your mental stamina. It is really tiring, being engulfed inside the hive mind; millions of voices scatter across the board trying to overload your psyche.And suddenly you let out a triumph moan when you access the honey pot. You are in.

DM: After a couple glorious days off, spent drinking and surfing and camping, you return to the site of so much discontent. Your official training period is now over and you get an upgraded apron and wine key. You finally meet Pablo Cruz himself- the cantina's namesake. All of the other servers, especially Edith, suck up to him and tippy-toe around. This seems to stretch time out even further. You are passing by the managers meeting and Pablo personally asks you to get him a Cadillac Margarita. Fred in the bar whips up a mean one but forgets to add the umbrella and garnish. Do you-
Player: ask Fred to add an umbrella and garnish
DM: You tell Fred he forgot something and he goes insta-pissy. He scoffs at you with a "who-the-hell-you-think-you-are" look. You bids you to come closer and whispers "Never, but never, my friend- tell me what to do. Got it?" He lets go of your collar and you can breathe easy once more. "Now go serve Pablo." You do and the big bossman smiles, appreciative that you've done it the right way.

DM: Billy and Jessica go back to where Billy found the magic book.Billy opens the magic book. It says, "If you don't want to be invisible, close this book now." Billy closes the book. He is not invisible any more!Billy says, "Jessica, you can see me now, can't you?"But Jessica is looking at a piece of paper on the ground. It says, "Go to your favorite class."They think this is strange but they decide to go to their favorite class.
Player: Billy and Jessica go to wood shop.
DM: No one is in the wood shop.But there is a note on the floor. It says, "Go to P.E. in the gym."

DM: Gloves wrap around your throat as you awaken frantically. A masked man dressed completely in black stands above you, holding a long, incredibly thin blade in his hands. He lunges towards you, the blade stabbing straight for your throat.
Player: Grab the man's arm
DM: You grab the man's arm, but he's much stronger than you, and you only have one arm. With a grunt, he pushes the blade down and straight into your neck, before pushing down on the hilt.

DM: Choose a word.
Player: Create

DM: Androids attack at your little body like bloodthirsty machines. One immobilizes your head, while others focus on grab your limbs leaving you totally defenceless. Whatever happens now, it is in the skeletal hands of an android.Your sight is fixed on the ceiling, you are unable to see what happens in the room while your android "surgeon" moves to create very disturbing noises.A freezing blinding ray covers your eyes with a sharp cold like a dagger. One by one, the cells of your eyeballs freeze, blinding your vision, for a few agonizing moments, the worm tries to leave your eye violently shaking and biting your eye sinking into a hell of pure suffering.
Player: ***
DM: "I'm dizzy. I can't see or move. Where am I, have I died again?"You wonder you know you're not in the same room since you feel a hard hospital mattress under your stiff body. The smell of bleach and antiseptic is comforting. And somehow you feel safe.You don't know how much time has passed your mind comes and goes between unconsciousness and a lethargic state.This time you try to concentrate your few forces by hearing nearby voices discussion something. You recognize some of those voices talking as Dr Michael and the man in the suit."There is no doubt he's a Whip or a Messiah, it depends on who you ask." Dr Michael takes a dramatic pause before continuing. "The first since we have become aware of the nature of the true situation of this planet.""But what should we do to let him live and train him? And what happens if he condemns us all?" You don't know this female voice."The council of Sages will have to vote what to do with him when he grows up and let us know how his education has gone. And we pray for not making mistakes in our election.""It seems that the little rascal is awake. You are certainly a clever bastard, I give you that." Dr Michael responds with laughter. "I would love to answer your questions but it would be in vain. Due that we conveniently designed the process to recover you from the injury, in a way that it implies erase your last day's memories. Now, it's time for you to sleep..."
Player: Try to read his mind

Player: You are in
DM: Cyber ??X-69:Danger. Experimental.[/b] Only use if in the presence of Whip.Engineering-created worm which it is inoculated into the victim's ocular nerves. It causes intense pain and a terror disposition; in numerous cases, it forces the individual to suicide. It is lethal if it is not removed on time.It has included a brain probe chip that allows you to scan all the neural and emotional activity of the subject and send it in real-time to the Hive mind.It also authorizes the self-destruction of the chip as a measure of ending the problematic subjects.

DM: Well, what else do you want?
Player: An energy drink
DM: You walk over to the vending machine and find that it is out of order. Looks like you will have to get some coffee if you want to stay awake. Where do you want to get it from?
Player: Starbucks
DM: You cross the street and head to Starbucks. To your dismay there is a staggering two people in line already. Although your motivation is low, you know you need coffee and step into the line. It takes a whole THIRTY SECONDS for them to take your order. Service these days. You buy your coffee and walk out of Starbucks. You take a sip, enjoying the rich dark roast. Then you see the street.

DM: A disdainful laugh fills your ears; it seems to come from your immediate proximity, but without sight, you cannot assure it:"Oh, kid, I am prepared with anti psychics powers implants. You won't be able to read my mind and less without formal training. However, you present both potential and danger to the status quo, seeing you grow... It will be interesting. Now, you will sleep. Tomorrow will be a new day for you.He pauses and shout to his men: "Guys, start the alpha protocol."

Player: Deal with X-69
DM: You are still connected to the web, and finally, you know what you have inside you now that means nothing if you do not make a quick decision about what you want to do with that information.The pain in your head worsens every minute it passes; you can feel that damn cyborg worm growing inside your left eye, devouring your optical receptors.I have to do something, I'm not going to let myself be killed without offering resistance. Maybe, I have to go rough and get rid of my left eye, either way; they are going to pay for this bullshit.
Player: Try to mentally hack a robot
DM: You grab your holo pad again and start browsing the basic menu while your consciousness fights to keep the contact with the Hive web; thankfully the Command menus remains floating above the head of the androids. You clearly perceive them as a pop up of a computer holo.It is strange the idea of ??seeing your day to day life as something hackable or seeing commands pop up from people's heads, but you won't look at the mouth of a gifted horse and you will try to use it in your favour.The pain increases, the more you concentrate as if the effort aggravates the problem.Finally, the android skeletons present a significant change in their behaviour, a fury frenzy controls them. Before you can even look around, a laser beam pierces through your left eye, exploding your eye and the worm splattering blood, flesh and worm's guts everywhere. You collapse blind and screaming before the unconsciousness takes you.

Player: Try to kill the worm using an electric scarp.
DM: Your electronic nannies follow you like dogs of prey; but, they don't prevent any of your movements.You climb precariously to a chair to reach the tool bag. The electric multi-tool weighs in your little hands. The pain makes you close your eyes, so you walk feeling the walls, as quickly as you can towards the bathroom, your head burn between the punctures caused by the damn cyborg worm.Your shattered temples engulf you in cramps and pressure. That gives you the ultimate push to do it. Your hand moves automatically while you control the rhythm of your breathing. You whisper faintly more for yourself than for the voice:"Inspire and Expire. Come on, I can do it!Your blade pierces your left eye like a sharp hawk claw exploding a balloon filled with water.You baffled scream, after seeing the white plump worm inside your left eye. You mesmerized gaze at the multi-tool with the worm inserted, beneath the jelly and the nerves of your eyeball.I don't... you just puke, feeling the acid burning through your throat.The pain is gone, but everything revolves around you at full speed; your consciousness fades as you fall to the ground in a puddle of your own blood

DM: It is so strange to observe yourself as if you were an npc from an outsider view. You don't remember anything, what led to your death. The movements of your old body are erratic, and Roman god does not stop talking about the boredom that is playing like you.You feel used, but that it is just words, which it does not express the deepness of your revenge's desire and being turned into a puppet for his sickly amusement.Finally, you observe how your body controlled by the player stumbles trying to reach the kitchen. The actions just feel as inevitable as breathing, how a sharp knife is lifted. Your veins are cut while Romangod34 sings a song that you don't know. Your previous life goes out without any sense.Why? What do they earn with this?You helplessly watch how he receives his ill-gained loot and points, among Romangod's Victory Cheers through the voice chat while your inert body teleports to respawn near between a pool of fresh blood.
Player: Fuck, Fuck!!
DM: Nothingness. It doesn't even begin to describe your situation. none of your senses works.No eyes, no touch, no mouth ... Nothing even your emotions are gone forever. Maybe this is true death? Eternal nought.But... am I still here? Why? Maybe I'm not even real.But somehow something is happening at first is too subtle. The slight tickling, of an itch that you want to scratch but you can't. Becoming an obsession in your mind.The sting begins to transform into something more physical, more grounded as if gravity and weight suddenly re-existed.
Player: Wake up!

DM: This is a large open space, obviously designed to accomodate a large flow of students. This is the activity hallway and when classes are in session, hundreds of students pass through this space a number of times a day switching between classes. In the massive empty space, your footsteps echo as you walk around this hallway.There are large, wide doors to the north that are propped open. These lead into the gym where it is a little darker than in these main hallways. To the south there are two pairs of double doors that are also open. Beyond them is the cafeteria space that is lighted via skylights and windows up near the ceiling. The east side of this large space is a long wall, the edge of the building, but there is a single solid door in that wall. The west side is just open space leading into the connecting hallway filled with student lockers.
Player: Go west

DM: You charge forward, swinging your fists. You hit him in the side of the head with your cybernetic fist, before the nose, and twice in the chest. Savian stumbles back, before snarling and swinging his fists. You duck under one, but another punch flies into your chest. You collapse backwards as you feel ribs breaking, and onto the floor. He kicks you in the head, and everything goes dark and fuzzy. You groan, staring up at him as he prepares an acid spit."Monroe! She's not getting up!" Sgt Doyle shouts.Savian snarls, before spitting off to the side. You watch as the Doctor strides towards you, dropping to a knee and jabbing you with a syringe."Ah... Doyle stopped Monroe... what a pity. I very much hoped to see your acid burns. Time to prepare the amnesiac."The world fades away.
Player: Lose Consciousness
DM: "Mia! Mia! Wake up, sweetie!"You open your eyes and are immediately blinded by bright white lights. You raise your hand over your eyes to block it out, and see Gertrude standing above you."What... what happened?""Men broke into our house... they injected us all with drugs to knock us out, and... and they killed Datu. The bastards killed my husband. They could've killed any of us, and they killed him for no reason.""What?""They just killed him."You stare at Gertrude, feeling utterly helpless."How long have I been out?""You were gone for over a week, Mia! Do you not remember what happened?"You shake your head, scared and confused.

DM: ERROR Connection with 'PHOENIX DREAMS SIMULATION' lost...Disconnecting USER>from 'PHOENIX DREAMS SIMULATION' interface...Connecting USER to local interface...Noises. A thunderous voice chanting in a crude language you can't understandPater Noster...Pater noster, qui es in caelis:sanctificetur Nomen Tuum;adveniat Regnum Tuum;fiat voluntas Tua,sicut in caelo, et in terra.Panem nostrum cotidianum da nobis hodie;Someone is praying? there is a hopeless sensation in that voice. et dimitte nobis debita nostra,sicut et nos dimittimus debitoribus nostris;et ne nos inducas in tentationem;sed Libera nos a Malo.Pater Noster...The chanting keeps going on, in a loop. Finally the smell returns, around you you are stunned by bleach, and embalming acid.Embalming? That means ... Your memory is spinning... Trying to remember something older than the planet you are on now.I remember a hand on my shoulder, a cat, reading Dune next to my dying grandmother in her bed firmly holding her hand. Feeling his big smile on my soul. Speechless; There is no need for words anymore. Only feelings lost in the rain.Death? What does death mean?
Player: Where am I?

DM: I don't want to face this shit! Start over, live in ignorance. Anything is better than seeing helplessly as day after day the people around me are controlled and annihilated.Your eyes open, you are surprised that you can see. Your face, everything seems to be in order as if it were all a dream. The remains of your fight with the worm are evident after wandering around the floor; it wasn't a nightmare.A pop up of commands appears in front of you with strange misplaced symbols. Almost, as if it were the result of a glitch. They clearly show you 2 options. Forget and be a normal person without knowledge of reality and your past lives. Or kill yourself and start all over again with another respawn from scratch.Or I die or I kill my own personality and all my memories, that is another kind of death. A deep sigh is the only sound heard in the silent roomWhat the hell am I going to do?
Player: Forgot
DM: Forget, what I have to forget? You start to cry, demanding the attention of those shiny mechanical beings. "I WANT CEREALS. GIVE ME CEREALS! Now!" kicking on the floor like the child you really are now.

DM: "Let's go check it out!" Rose says. She's sitting in the back with Tyler, with her hand tangled in his and his other hand around her shoulder. You pull into the vacant parking lot and make your way to the entrance. Out of no where a man in a funky out fit shows up. "Welcome! How may we help you today?" You:
Player: "What is this place?"
DM: The tall man looks down on you and smiles. His lips spread apart to reveal many grey-ish teeth. "This my dear is the best circus you will have ever been too! But it's not your typical circus, no. This place is something very special. Would you like to stay and enjoy your evening?" Rose bumps into you from behind and clings to your arm. "Let's stay! Please can we?" Her nails dig into you until you're forced to say yes. Do you:
Player: Separate.
DM: Tyler and Rose head off hand in hand on their own immediately while you and Cyrus stand with the creepy guide. "What is there to do around here?" He turns with another grin and starts to walk towards a booth. You and Cyrus follow behind him. He whispers something to the worker behind the booth and then is given two bags of popcorn. He hands the bags to you two and says, "Please enjoy your stay." before disappearing again. "Well, that was weird." Cyrus says as you both chew on a few pieces of popcorn. "What do you want to do?"

DM: You trudge through the desert, until you are attacked by some savage desert nomads.
Player: Defend
DM: You decide to defend your one and only possesion, a rock which you have affectionately dubbed Rocky. The nomads are disgusted by your bad taste and impale you with their wicked bows. Oh, and arrows. Forgot to mention arrows. The Arabs leave your dead mangled body behind.

DM: The next day, as you wake up, a mysterious stranger is on top of your bed, right in front of you!¨Hello, Potatoman. It is me, the mighty Gourdman! I am your opposite in every way! And now, for no explained reason other than my unexplained hatred of you, I will destroy you where you stand!¨I´m not standing.¨¨Oh. Can you please stand up then, so I can destroy you?¨
Player: Kick
DM: You kick out Gourdman´s legs from underneath him.¨Oh, quite impressive actually.¨ Birdman tells you when he sees Gourdman lying on the floor unconscious. ¨You beat him all by yourself? We´ve been fighting him for quite some time now, but he kept on getting away. Thanks.¨

DM: The blessing ends. No, rather, it's just like someone turned off the player.The voice changes again, there is a negligent irony studied in it now. A cruel reluctance:"Both questions are the same for you. As in reality, you can't answer any of them. To be a Whip, you are a fascinating anomaly. We will see how you react to the truth that will open before you. Perhaps you will even retain your sanity That would be impressive."There is a lack of enthusiasm in the voice, almost as if it were yawning, makes me feel strange. As if beyond all that I think I am; there is another layer, which is screaming out of pure hatred for the voice. I don't know how long it's been since the voice has spoken.As if not a moment had passed, the voice returns with exactly the same tone."I'm going to give you a choice between recovering all your senses at once and facing the truth. Or go little by little, step by step, through the process. Whatever you choose is going to be fun for me; although something tells me that for you it won't be that much."The evil laugh echoes in your ears, almost as if the voice is the only thing that exists.
Player: I want to face the truth directly.
DM: The laughter of the incorporeal voice fills the void in which you are."Ah, so you are a brave one? We will see if you are so brave after see what you really are."You snarky reply: "If I am somewhere. From what I know I may be a brain in a jar".No response.Whiteness appears in a flash, caused by the fact that your visual receptors were activated at the same time, overloading your sense of perception.Little by little, you begin to discern something, besides the blinding light. A similar reflection to when one looks through a glass. As if you were in some kind of futuristic fish tank or bathtub ...It's weird I look at where my arms and legs should be and I don't see anything else that a confused amorphous mass. Maybe my eyes have been damaged? So many doubts about what is happening

Player: Wait for your eyes to get used to it

DM: "An interesting little choice, coward, yet interesting." The laughter of the incorporeal voice fills the void in which you are. Then after the pause, it continues."Let's the process begin! You will love it! My first question is simple. Who do you think you are?" And it takes his sarcastic laugh a while to get out of your head.
Player: Surrender to the evidence, that you have to answer the question.
DM: "I see, so this is a power struggle." You affirm trying to maintain a neutral tone. Antagonizing the voice doesn't seem like a good idea."No, my position is so far above yours that for me it is routine. Quite boring and trivial, by the way." The voice responds monotonously as if it had had this conversation a thousand times.And I've had it. Eternity has that drawback everything repeats itself. Even events like your awakening, which happens every billion of opportunities. It becomes trivial when one is immortal. Anyway, I'll give you this test as passed. But you walk on a very thin layer of ice.
DM: You don't know how much time has passed, hours days minutes. Locked in your own head you can't know anything.Now your senses will be activated in a sequence. First the tact: Try your surroundings "All the surface feels smooth and cold. The material is like a wet glass shower screen.You walk the outline of your prison which you think it is round and small; you wander around, feeling the limits of your cage. No eyes to see, almost no-touch, feeling a wet gel surrounding you like a halo. A bizarre fish in a round bowl.Next step will be the smell "announces a recording.Alcohol and formaldehyde everything that reaches your nose makes you remember a funeral home.The computerized voice continues like a weary sermon going step by step."Fine, I am tired of this; just go to the point.""As you wish ..."
Player: The harsh reality

Player: Try to feel the surface you are on.
DM: Smooth and cold. The material reminds you of a familiar, wet glass shower screen.You walk the outline of your prison if you think it is round and small.Again, you wander around, feeling the limits of your cage. No eyes to see, almost no-touch, feeling a wet gel surrounding you like a halo. A bizarre fish in a round bowl.

DM: "Strange how the senses forge the mind without them everything loses meaning and strength. Pain and emotions without anchor, that's what I am now. Without a body ... I'm trapped in my own mind. I don't know what I am.""Good answer; you are being a good puppy. At least you know your place"

DM: Bill's smile fades. "Yeah, young Robert Powell over in the Wetlands. He was a nice kid, we all liked having him about the place. It was a sad thing to hear and his mum took it pretty hard but I shouldn't wonder at that. These cliffs look pretty but it's a long drop onto hard rocks underneath and I wouldn't expect anyone to come walking back from that. Truth be told I'll be glad to get off this island and back to the mainland."
Player: Head on west
DM: You stroll down the path, enjoying the beautiful views south across the cliffs, and soon enough you come to another building, a small brick building signposted "Gamekeeper's Hut". The young Gamekeeper, Charles Whitburn, (who you notice is fairly good looking) is standing outside the hut splitting woods with an axe. For some reason he has a bemused expression on his face.
DM: You continue walking along Clifftop Walk and approach a corner where the path splits off north and east, you of course coming down one of the paths. Just inside the corner is an interesting ruin of a large brick-walled building, identified by a sign as "The Pottery Factory". You walk inside and but the buildings is overgrown with plants and apart from the crumbling brick walls not much remains. For some reason there are lots of empty or broken gin bottles lying scattered around the ruins, picking one up you see a manufacturing date for 1946, another has 1954 written on it. Someone really liked to drink gin here. You stroll back out of the ruins to the main path and contemplate which way to go.

DM: Anger, hate, pain, fear ... Pure emotions that you don't know how to deal with them. Without a physical body, how to control yourself? You don't even feel like you have lips and mouth with which to sigh or. kiss.Little by little, your eyes are learning to see with the pulsating light around you."NO, it can't be true" you cry out incapable of accepting what your senses are trying to tell you.From virtual receiver to synoptic receiver. Until the image of where you are is clearly evident. I'm in a glass container with a lid as if I were fucking strawberry jam. And I am a dwarf.. without a body... This has to be a damn dream. If I have lived all my life in hell, how can I know if roses exist?!Desperate I turn my gaze out of my glass jar."Son of the bitch!"Your vision makes you dizzy, brainshundreds of them each jar attached to a thick cable. Thousands of cables all attached to a huge dome made of ceramic metal with a giant sparkling red holographic eye eternally watching.But that is not all
Player: No, no, no.
DM: The electronic eye moved sinisterly in your direction using a steel bar with claws that look like tentacles stretching across the vast room."I see that you have survived; you are really an interesting case, the first brain in this server that makes it and game our investors are eager to make a DLC with your story The preliminary title is Phoenix Suns; Rebel hearts.Your brain and emotional data are going to give the company a lot of money... So, I suppose you have won the right to ask your stupid questions." It cruelty says while crawling the cables towards your direction.
Player: Stop the bullshit and let's get to the point.

DM: You wait, uncertainty is like a headache digging its claws into your temples. Many ideas are born and die in your mind at lightning speed.So many doubts, so many determining factors... The labyrinths that time creates vanish; sand is floating in the wind. You sigh. The truth is eroding everything you thought you were ...
Player: "Why have brains with cables, instead of AIs?"

DM: You hear the voice again coming from all direction but this time you can hear it well; it is a female voice than you are also sure you have heard it before"The blindness of your specie to its own choices is legendary. but in your case ... You just chose not being handheld. But here we are not half-hour in the process and all ready whining for help."You remain silent. Vulnerable.She returns to her taunts, she is clearly enjoying herself:"You won't find help here, darling Confront the reality or turn yourself mad. We don't really care."

DM: It has been tried throughout the Galaxy for centuries by dozens of species. But mental union with a computer or virtual reality has proven impossible; a person needs the avatar to be a brain of his species with which he can instantly share neural connections.So brains are needed. It is one of the great markets of the galaxy. Many as in your case a millennium ago are. volunteers who preferred immortality as brains to death.

DM: You look around you at the thousands of lives turned into USB drivers, living in their glass cubicles dreaming of electric sheep. monitored by computers at every moment... "It is this place unique?""No it is not; This is just a satellite server in an asteroid orbit. There are 10 servers only for this Phoenix Suns game in this solar system. There are millions throughout the Galaxy in many games or sexual intercourse."
DM: The computer is smiling, and its laugh seems human, perhaps even, too human: "Oh, what a rush! We have all eternity, brain. But it is a very human quality. That is like hope. Since you want brevity. I will give it to you. .. "The pause is clearly intentional, trying to get you out of your boxes. And there's nothing you can do except shake in your damn jar."All of your Brains are so grumpy. Always complaining; instead of seeing the advantages of the situation, in short ...""To the point." You burst.Your options are: To be reintroduced in the simulation, forgetting all this. Destroy this server with you inside. Or simply, commit suicide by letting the rest continue to fulfil their mission.""Are you really going to let me destroy this? Do you really think I'm an asshole ?! It is clearly a lie." You can't help but scream at the machine."One plus, one less, it does not matter in the scheme of things. It is more, each and every one of your Neural emotions and reactions are being monitored for the new DCL. So basically, nobody cares what you choose. The corporation will make money anyway. Corp. always wins "
Player: Kill me

DM: "Oh, it's the fastest and least interesting ending for the players. To make it more fun we introduce three ways. Explosion, lobotomy and being devoured by piranhas. Who will be chosen in the Doomsday wheel." The computer cheerfully talks imitating the old Tv quizzes presenters. The power of your feelings shakes you helplessly in your jug: "WTF?! What do you think my death is a public spectacle?!Its laughter hits you like a rusty hammer: "Since you signed the agreement centuries ago, you have belonged to us, you have been to the show so many times that nobody remembers who you were."The holographic wheel spins and spins, like a ghost by your side."Explosion! You are lucky is the fastest death."
Player: Epilogue

DM: Prisoners and runaway slaves are legally handed over to us. we are not as bad as you want to paint us. Our work is legal and we preserve those who cannot by themselves.For all the charity in your sweetheart! Sarcasm distils from each of your words. How can you try to sell yourself as a lifeguard ...The computer eye flutters slightly in an impersonal, almost insulting way; clearly, none of this moves him:Charity is a pipe dream. Everything has a price, nothing is free. Many voluntarily prefer to live in luxury; just in exchange for sharing your life with the players, if being aware of anything

Player: Where we are?

DM: "A very popular option for brains, however, players consider it to be cowardly and not very heroic. The pussy choice. However, it is useful to restart with another character without losing experience. Ignorance is bliss, Say goodbye to the Knowledge!
Player: Some months later
DM: Wendy Davis seductively lays on your bed the prom dress stretched out on the chair in the hotel room.She is so beautiful in her pink lingerie biting her left lip nervous about what you are about to do.You take off your tuxedo as fast as you can doing a mess that makes Wendy have to get up to help you between burning and anxious smiles. You are both looking forward to it.You smile and say to reassure both of you: "I feel like we're the characters in a virtual reality game Holo."Wendy smiles: "Then come here stud, to collect your happy ending. But put on a rubber."
DM: EA holographic Headquarters Life is wonderful, there is nothing like being the maximum shark in a pool full of sharks. These last months were crazy.I thought it was finished, but lucky to have a brain going whip. This quarter saved me from being cremated ...You moan with pleasure. While looking at Jeeves, your junior, busy keeping your stock warm and on the rise under your desk made of genuine human skin, your former boss who is undoubtedly more useful as a piece of furniture.You clearly hear knocking three times on your security door; the scanner shows your secretary"If it happens ..." you say sulking, you don't like to be interrupted in your half hour of relaxation.The old lady narrates the questions professionally: "The developers ask for more time to optimize Phoenix whip."No kidding! April 12th. This is the day we have used in our advertising. I have chosen the second holo photo as the final cover. Now go away!""Yes sir" your secretary murmurs with terror knowing how aggressive you become during your daily half-hour of pelvic yoga.Ahhhhh ... Yes! "You say stretching more de-stressed after kicking Jeeves out from under your table? Jeffrey ... Over the years all twenty-somethings. Just out of college, They all end up looking the same. After all, everyone is the same on their knees.

DM: You hear a recording of old tv comedies applause coming from the computer, which finally comes up with its red eye shining saying: "Did you think your option is original? Well, I'm sorry to say no, sweetie. Players will love to simulate torture like this! You, not so much.""What... What are you going to do to me?" You stutter, unable to hide your fear."Literally nothing. Your maintenance will be cancelled and your brain will begin to suffer as if you have a burning body until in a week or so the infection and lack of oxygen will kill you. Goodbye Brain"You panic, yelling "Don't wait ... I want to choose again ..."The noise of life support cables disconnecting from your frontal lobe makes you feel weird like your whole reality eaches... and you DON'T have anything to scratch it with.

DM: You stay covered behind the wall."I can sense your fear, your hiding from me! Your fear makes you weak. Your not fit to be immortal, I'll make you a deal. If you grant me my immortality, I'll let you live. But you must also agree to worship me for the rest of your mortal life. Choose not to take this deal, and I will enslave your soul and take the immortality anyway. Your choice, weakling."
Player: Agree to become a worshipper of Lucifer
DM: You agree to Lucifer's offer to be a lifelong worshipper of his. You live the rest of your life as a mortal who spends every waking minute worshipping the devil.As you grow old, you die alone because no person could ever be as important in your life as Lucifer. When you die, you spend an eternity suffering in the depths of hell.

DM: Ah, Meg, what can I say? You have some sort of nasaly voice immodulation disorder, but that's not your fault. You should probably get your nose checked, something about your septum.At first I thought you were asleep in my classes until I got to know you. That is how you listen. You were able to recite back to me nearly all of my lecture verbatim. You have a scary computer between your long-lobed ears.You came to class twice in a matador's cape and once opened a pack of Games Workshop plastic miniatures on the desk in front of you in my History of the English Language class. You began clipping them, and posing your wood elf archers, just as another girl might knit in class. If you had taken out an airbrush and started to paint them I would not have stopped you.
Player: Ah, Meg.
DM: I used your tests for answer keys, handwriting looking as though you were writing not with your dominant hand, not with you non-dominant hand, but with some other, even less-dominant, third hand. But beneath the scrawls were gold, brilliance.I adored you, your pocky nose, your monobrow, your clothes that you had clearly been wearing since seventh grade, your oval head.I am sure you have so many memories of me as well, of our time together, as you took all of my classes, even the ones you placed out of. What do you remember first? What springs to mind?
Player: Prof. Gower, I remember mostly the big cup of tea you were drinking.
DM: You can just call me Gower. It's ok.
Player: OK. It's weird, but OK. Prof. Gower, I remember mostly the big cup of tea you were drinking.

DM: You pull out your trusted fast-drying sports towel. It feels soft in your hands. Wait- you know that you didn't take this out just to admire its silky smooth and oddly satisfying texture.That is not what you are looking for.Try again.
Player: Deodorant?
DM: You reach in to pull out your deodorant confidently. You accidentally press the button while pulling it out, letting out a large puff of sweet-smelling mist. Nice. Surely, that was not what you wanted to do, right? What were you were looking for? Try again.
Player: Towel?

DM: By this late stage of the voyage your crew are becoming ravenously hungry and in serious need of food. It is useful then that a remarkable island is sighted up ahead, a lightly wooded island covered in small huts. With a telescope you can see semi-naked figures moving among the huts. There are several small canoes offshore containing men who are fishing but they paddle back to the island as you approach. These natives most certainly have food but you cannot be sure if they will be friendly or hostile if you try to land.
Player: Sail on to the North
DM: Bugger.Through mismanagement and sheer bad luck you have run out of food: the last drop of water is gone and the last maggot-infested biscuit has been devoured. You and your remaining men look at each other in despair, without water beneath a fierce sun you have no chance. All day and all night your strength decreases and on the second day the first of your crew die of dehydration. You all worsen rapidly and by the third day you and all your remaining men are dead.Thanks to the miracle of Reincarnation you don't have to stay dead however. If you like you can try again from the beginning armed with the knowledge of your voyage thus far. If you really have had enough you can click the End Game link and escape this mortal vale of death and horror, it's up to you :)HINT: If you do want to try again consider sailing steadily Due North. You might have an easier voyage than if you sail other routes...

DM: You arrive on the island of Raceia. You dock the boat in a bay near the spot on the tip of the bay. You can go north, west or east.
Player: East
DM: You walk east for a bit and come to a dead end. You return back to where you started. You can go north or west.

DM: You walk north for a bit and find a tree with a door to the east. You may open the door or continue walking north.
Player: Go North
DM: You walk north until it turns to the west. you walk west for a bit. After a while it turns south... Continuing on there is a turn to the east... and then you come to...
DM: You are on the south side of a small pond. There is a handle stuck in the earth. You may pull at it, or keep looking around.
Player: Keep looking
DM: You search and search but find nothing. In the distance you see a monster - a Springneck Onefoot. It is a bird that has one foot and a neck that seems to be a spring. It can stretch its neck out to ten feet. It can't fly, but it can jump very high. It's twice the size of an ostrich.
Player: Fight the Springneck
DM: You pull out a sword and show it to the Springneck. It just smiles. You get a better look at it and see that its eyes are DIAMONDS! But you must act fast! You can slash at it in the middle of its foot or you can aim for its toe.
Player: Stab it in the foot
DM: You stab the giant bird and it shrivels up like a prune and disappears. In its place you see a gold key. It is worth 5 gold coins. You decide that you don't want to continue on this path any more. You can continue back to your boat and go north or east.
Player: Open the door
DM: You knock on the door and a scratchy voice answers. A short man with spectacles on asks you to come in. He is very nice. You suspect that he is a dwarf. He sees that you are tired and he offes you wine and cake. You may take these generous offers or refuse.

Player: Uh... I don't have a sword
DM: It looks at you and screeches. It seems like he's laughing at you. He jumps very high and then....STOMP!THE (bad) END

Player: Refuse his his hospitality
DM: "No thank you," you say, "I really shouldn't.""Then leave my house at once!" he shouts back sounding very forceful. He runs into the kitchen and grabs a butchering knife. You should leave.
Player: Leave the house
DM: You are outside the tree near a pond. You wonder if the water is safe to drink. I tlooks very clear, but there are no rivers! You sit very close and start drinking. Just as you put your face to the water a 3 foot leech attaches itself to your forehead. It is a GIANT LEECH. A giant leech sucks your brains and if it sucks them out, well, then, you know. You have no weapons and you can't get it off. You will have to suffer... ... You have no brain and you start acting like a chicken with its head chopped off!THE (bad) END

Player: Pull at the handle
DM: You grasp the handle and pull. It reveals the biggest and best sword in the world! Jewels sparkle all over. Just then, you hear some loud thunder and search for a place to hide.
Player: Sword

Player: Slash it on the toe

DM: "I see..... wanna come over?" she asks. What do you do? You are pretty bored after all....
Player: Stay at home.
DM: "Later, baby. I need to concentrate." you reply. "Oh. Okay, baby! Tell me when you're done." she replies. "I will baby, I will." you reply, setting your phone down. Then, a knock on the door. What do you do?
Player: Answer it.
DM: You open it. You see a beautiful girl. She is your friend. You two knew each other for 10 years. You two actually liked each other very much to unbelievable points. Until your girlfriend happened. Now, you two rarely talk. What do you do?
Player: Say Hello.
DM: "Hey...." you smile,both of you feeling awkward. "Hey... why haven't you called?" she asked. "Are we even friends?" "Yes, of cour-" "It's her, isn't it? You're girlfriend, Natasha?" she sniffled. "You let her get inbetween our friendship..... do you want me gone?" You hold her. "Of course not, Jenn. Never..." Her arms wrap around you. "Really? Then please.... text me... call me... do something...."
Player: "Sorry...."
DM: "I'm sorry... I can't.... Natasha.... she'll get jealous...." you reply. "O-oh my god...." she stutters. "I've lost a friend..... to another girl....." she looked up at you, tears streaming down her face "Fine. I'll leave... Goodbye...." That was the very last you've ever saw of her, she moved to the other side of the earth, but died before that in a sad airplane crash on the side of Mt. Everest. There were no survivors.... The Love Triangle was broken... and so was your heart.

DM: You thank him and take the food and drink. You may ask him how he survives on such a small island, or leave.

Player: Gold Key

DM: Anchoring a safe distance from the wreck of the Dove of the Sea you and a few crewmen row up alongside the wreck. The sailors clinging to the ship's side are crying tears of joy as they throw you a rope and you draw up alongside. "Thank the heavens you have come" they exclaim "We thought we'd die for sure." "What happened" you ask as you clamber onto the tilted wreck. "A strong wind sprang up from the south-west and before we knew it we were dashed to pieces on the rocks," a sailor tells you. "Where is Captain Cleaver?" you ask. The sailor bows his head. "This way." he replies.Rosemary Cleaver lies pinned between the helm and a rock, her body crushed. Even in death she is beautiful, her pale face as calm as if she were sleeping and her long black hair cascading into the water behind her. It is a tragedy that she ever went to sea and her shortcomings as a sailor cost many of her crew their lives. Taking the handful of survivors remaining on the ship aboard the Adventurer you put this sad scene to your stern and sail on.
Player: Sail on Northwest
DM: Sailing on across the rolling waves with a good wind driving your ship on you soon sight land up ahead in the distance, a low lying green island. The island itself looks fairly desolate and miserable but you are pleased to see Captain Spratt's Gambler anchored just offshore. You are looking forward to a conversation with the affable Captain when your lookout calls out to you "They're flying their flag at half mast Captain." Your heart sinks.As you draw alongside the Gambler Spratt's surviving crew shout across the sad news. "Captain Spratt is dead" they tell you. "He led a party ashore but was bit by a mosquito. Spratt and two others died of malaria, we buried them ashore. We're going to turn back for home but we are so short-handed we don't know if we'll make it. We will trade you enough food for three days if you give us three sailors." Looking ashore you can see three wooden grave markers on the island where your friend lies buried.
Player: Sail on to the Northeast

DM: "It's a secret really," he tells you, "but if you would spare me 5 gold pieces I will tell you." You have 10 pieces of Gold.Will you give him the gold or refuse?
Player: Refuse to give him the gold

DM: You close your eyes and run through the brick platform, you expect a collision, but instead, you pass right on through. There are hundreds of kids there waiting to aboard the Hogwarts Express for their first day of the school year. Young first years, enthusiastic second years, and jaded third years wait in anticipation. You look around in amazement as the train pulls up."All aboard!" you hear the conductor yell.You enter the train and the world of possibilities ahead.As you go to sit down, you see a group of kids, the loudest is blonde, and he invites you to sit with him. You do. Before he picks up where he left off, he turns to you and explains that Mrs. Weasley is the plump, motherly woman who helped you on the train. With that out of the way, he launches back into his diatribe: "As I was saying, it's jus the way it should be. It's the way of the world. It's only right that they should be poor. Frankly, there's a reason poor people are poor."How do you respond?
Player: "No, it's their own fault-they decided to have a billion kids and only one job"
DM: "No, it's their own fault they decided to have a billion kids and only one job," you reply, confident in your logic."That can't be it," he says, "They are poor because we are rich. And muggles don't have magic because they shouldn't""Muggles?" you ask."Those who are regular people, mortals, normal, their blood is weak," he replies confidently."Like me?""You're a muggle?" he asks in disbelief. "Go away your filth, get out of here!" You run away quickly to a new compartment, scared and lonely.
Player: The Train Arrives at Hogwarts

DM: Thank you for playing my first story game. Please give me some feedback. I hope it isn't as bad as I think it is, but I had to turn in something or be shamed. I will try to fix whatever mistakes you catch.
DM: The wind was blowing gently over the West Sea. The longship Silver Fish glided as majestically as ever across the waves. The air carried the ever present smell of salt. These were the moments you had been yearning for. Ever since you were a small child you had dreamed of getting out of that small port town you grew up in. You knew fishing wasn't going to do it for you, so at 18 you voyaged to Kaupang. Not long after arriving you were offered a spot on the silver fish, one of the 7 longships in a raiding party heading for several monasteries on the coast of Ireland. You are now one of 60 men on the silver fish, and it can be assumed that there are around the same amount on the other 6. You are so absorbed in your reminiscing and daydreaming that you barely hear the commands from the helmsman to take up oars. The man on the bench nearest to you knocks you back to the present. You pick up the oar and start to row. You notice that you must have been unfocused for a while. You can see that you are heading into the mouth of a river. The land ahead is covered in a lush forest of trees you have never seen before. They tower over the land with wide flat, light green leaves. The forest floor is covered with foliage that rustles with life. The oars barely make any sound as you glide across the water. You can hear the calls of various birds and other animals in the woods around you. Your mind starts to fade off as you row rhythmically...

DM: You arrive at a dead end and turn back. Now you must go north.

DM: "Thank you," he says. He gets out a pipe and tobacco. He lights the pipe. You wonder if he will tell you what he promised."It happened a long time ago when I was a sailor like you. I got shipwrecked on this island and found this gigantic tree. I hollowed it out and found a ready made hole near the bottom. I walked down and found a civilization under the ocean. It was deserted and there was plenty of food and clothes. I found a ladder and filled my house with the latest fashions!"You have heard stories about a treasure under the sea. Do you think...Do you wish to ask him if you can see this place, or leave the house?

DM: "Oh yes, yes! You may search for anything you want. My deserted civilization is your deserted civilization." He starts to chuckle. It isn't very funny, but you decide to laugh with him. After a while he shows you a room with ah ole and ladder. You walk down the ladder and realize that this is just the beginning of your adventure. When you reach the ground you see a crossroads ahead. Will you go north, west or east?
DM: Walking west, it turns sharply to the north and then to the west. Ahead there is a passageway north and a door ahead of you. You can check out this door, or keep on down the passageway.
Player: Walk in the door
DM: You slowly pull the door and as soon as there is a tiny crack... A gigantic splash of water comes in drowning you... blub... blubTHE (bad) END

DM: You grab an electro-sword, switching on the electricity. Sulfuric charges towards you, and you swing. It hits him in the side and he yelps, stumbling backwards. "You're going to regret that, you fucking cunt," Savian snarls.Savian charges you with a roar. You swing your electro-sword, but he grabs it with a yell. He shudders as electricity courses through him, before spitting a long stream of acid onto the blade. He lets go as acid begins to melt the blade. It fizzes, before the electricity goes out and the blade falls apart.Shit, your weapon is gone. You need a new tactic. You can try to take him down quickly with pure aggression, or keep your distance and wait for his weakness to appear.
Player: Attack fiercely

DM: You walk for a bit and come to a junction. You may go east or west.
DM: You walk east, then it turns north and then it turns west.

DM: The only other place you can seem to enter is the Atrium. The place you never wanted to go. Its walls are covered with dead vines and thorns. The floor is blanketed in weeds and brambles. You step out and see the cat cleaning on the edge of a broken fountain. You walk a bit closer trying to dodge the tangled mess at your feet and thankful you wore jeans. The cat seems to smile at you as you draw nearer. The water of the fountain is murky and brown. This house is really neglected and you feel a bit dumber at this sudden epiphany. The cat nudges at the pocket with the broach in it. So you take it out to show the only other living being your spoils. The cat hisses and spits when it sees the spider and darts off back into the house. Carelessly you drop the trinket into the fountain. Do you retrieve it?
Player: Not your TREASURE!
DM: Safely you set your book on the side of the fountain. You reach into it and dig around trying not to think of what turned this water foul. You fumble around a bit and you think you brush the tip. A slight pinch of pain surges up your arm! Quickly, you draw back your hand. Forget that, you think as you notice blood dripping from your finger. Reaching down to grab the book a few drops of blood land on book. In a fury of dark hues and smoke the book spirals and spins up into the air. You draw back and away in fear. It stops at chest level and springs open. Its pages are now glowing with words so strange and still familiar. You want to touch it. You need to touch it. Why are you thinking these thou... touch....book.
Player: Resist the Book
DM: You look away but some other worldly force pulls your gaze back to it. Your thoughts are jumbled and scattered and you lack the will to resist much longer. The cat comes back into focus briefly his tail moving back and forth in a happy way. You do not understand it but you feel better after seeing him and turn to face what you started.

DM: A door is at the end of the passage. You open it and find yourself in a small room with a brown key in it. The door slams shut behind you! It locks. You can try to leave through the north door.
Player: North door
DM: You try to open the door. It's locked!

DM: It shortly turns north and then to the east.
Player: Brown key

DM: You survive the disaster to make it to New York aboard the Carpathia. In the years to come you try to move on and put the past behind you but you can never forget those screams in the water, a thousand voices wailing in agony. As one survivor put it:"Every possible emotion of human fear, despair, agony, fierce resentment and blind anger mingled with notes of infinite surprise as though each person were saying 'how is it possible that this awful thing is happening to me?' The sound came like a thunderbolt: unexpected, inconceivable and incredible. No one in any of the boats can have escaped the paralyzing shock of knowing that so short a distance away a tragedy, unbelievable in it's magnitude, was taking place which we could in no way avert or diminish."In the darkness of the night those voices return to haunt you with a thousand words and tones, it seems just as impossible to believe this actually happened now as it did then to then to those people who perished amidst icy seas on that terrible April night all those years ago.

DM: Up the passageway there is dead end with another door. You try to open it and the door is stuck. You can try to charge the door to knock it down, or turn back.
Player: Charge the door
DM: You run and the door seems very weak. It collapses and you fall down and down and down and down and down and down and... THE (bad) END

Player: West

DM: The sharp, painful sound erupts and breaks you from your blissful sleep. You look up, to realize you've fallen asleep at your desk. You feel some pride that you set an alarm clock before falling asleep, but you're still annoyed you haven't headed home. You quickly stand up, and Cabana almost immediately enters, holding two cups of coffee."Hey, Cabana." You mutter."Here. Drink these. Both of them, I don't want any." Cabana says, putting the two cups of your desk."Have you poured whiskey into these?" You ask, taking a sip."I pour whiskey into all my drinks. It's my culture.""What culture?""My Dad's culture.""You don't have a dad, Cabana.""I do, technically. It just happens to be a monstrous parasite. Still, the parasite did consume Ethanol, so it's my heritage. Drink the coffee, Achilles, I don't have time for this. You have a shit ton of files to catch up on."Cabana drops a small stack of files on your desk, and gives you a pat on the back."Good luck, buddy. I have to go chat with some Chosen. Do you know how much I hate those religious bastards? So much. Goodbye." Cabana says, leaving.You briefly flick through the files. Most are inane drivel that you push aside and you look at the main ones: The Thermal Vents of Railor, the Erebus Suicide Jacket, the Christ Act, the Hoplite Act, the Alliance Remilitarization Act and finally the Achilles Act.
Player: Start going through the files
DM: You start, and quickly begin reading about the Thermal Vents of Railor. Railor is a large planet similar to Uranus, with several massive thermal vents. The Srel'Kit Garavan Tribe wishes to set up massive factories using Ancient technology, which could produce invaluable weapons and armour for the war. Unfortunately, these vents are also the ideal location for a massive Scairtt Colonization Programme that could keep the Scairtt Species from going extinct and even increase their numbers. The Factories' pollution would ruin the ability for Colonies to be formed, so one or the other is necessary.
Player: Make the Scairtt Colonies

DM: You may open the door or head to the crossroads.
Player: Head to the crossroads
DM: You're at the crossroads.
Player: Go north

DM: "All right," I said heroically. "When do you need it by?""In two days. Actually tomorrow would be best. Bye. Thanx," she wrote, adding an emoticon of a puppy.I sighed and looked her up, scanning her CV and running my eyes over her meager accomplishments.The woman seemed barely qualified to me. Then again, I am no expert in the esteemed and ancient field of health examination, or medical adjustment, or whatever department she was in. For all I knew she was a superstar in her field.So I wrote the letter in a trice and mailed it off.
Player: You wrote a tepid and noncommital letter.
DM: Dear Committee for Promotion:I write this letter having been asked to do so and with the hope of being perceived as an agreeable colleague.Dr. Pritha Roy is an example of one of the faculty members we have here on campus. She has been teaching here for, I want to say upwards of five years, probably six if she is applying for promotion. I don't recall when you apply for Associate, it having been some time ago for me. I could check her CV, but it has been lost in my email.The search function in our college email, by the way, is useless. If I search "CV" it gives me every single document I have ever sent or received or drafted which contains the letters "C" and "V" If I write "C and V" into the search filed, it inanely responds "Did you mean 'candy'?" If I look up "Pritha Roy" it tells me that there is no such person on campus, which is a foul lie, and then asks if I wish to sync my contacts to my favorites, a query that makes no sense.So I have to simply wing it here, a shot in the dark, as Pritha said about asking me to write her letter. Pritha is, I think, of medium height, if I can judge from this grainy photo on Google Images. She is of blurry complexion, is holding an iris, and seems to be at a flower show. She teaches either medical adjustment or clinical health medicine, or something like that. Neither of those appear to be majors here, though, according to the catalog.Yours,Dr. GowerFull Professor of English

DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.> Quel est votre prénom ? (10 lettres maximum ; les voyelles sont au début de la liste)Aaah...
Player: (Pas d'autres lettres)
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.Aaaa> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)
Player: C
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)C...
Player: Z

DM: This is the Main page for the Cyrus Adventure. Cyrus got a sun burn. This is how he got it. Play as Cyrus and get ready to pound your enemies into dirt. That is, if they don't pound you into a bloody splat on the ground first... Are you ready to embark on the Cyrus Adventure?
Player: Hell Yes!
DM: Ok... Here goes nothing... You are Cyrus. An enhanced human that received powers thanks to your curiosity. And they say curiosity kills the cat! Ha! You showed them you are not a cat. Nope. 100% human. In fact, you even have the break down of yourself! You are 10% Brains, 20% awesomeness, 15% sheer power of will, 5% sexy, 50% Muscle and 100% reason to remember you as CYRUS. Anyway, enough of that. Back to the story. You would like to say that every fight that you have is a walk in the park, but sadly, you can't. *Insert sad face here* Using the same analogy, your fights are more like 42 consecutive marathons through hundreds of parks. Meaning, they are really easy. However, your current situation does not seem to be 42 consecutive marathons through hundreds of parks. A giant fist brutally cannons into your Solar Plexus, lifting you off your feet and sending you to fly 10 meters into the air to a giant tree which stops you from being the first human to experience flight without wings, planes, or any other flying contraptions. You are embedded into the tree trunk, and thankfully, nothing seems broken. However, the owner of the fist, a ham fisted demon, is coming for you. You...
Player: Just lay there. You have no strength for anything else.

DM: You wake up. In the middle of nowhere. Your head hurts and your feet are asleepl. Your name is...you can't remember. You wonder how you got here. It seems like you're in a tower. A dimly lit tower without any windows. This doesn't look good. You walk around. Maybe if you explore a bit, you'd be able to find out what you are doing here.
Player: Walking...
DM: You step on a crumpled piece of paper. Have a look at it before you leave. (You will drop this on the next page.)
Player: Letter
Player: Explore this floor
DM: You spot a box that looks like its been tossed aside by someone. It's full of dents. You try to open it, but it needs a combination. You'd better find it. For all you know the keys might be inside.
Player: Dented box
DM: You walk up the stairs. This floor looks like a bedroom. You see a double bed, a bedside table, a vase, a rocking chair and... an axe. This could be useful.
Player: Walk back downstairs

Player: Walk up the stairs
Player: Axe
Player: Walk downstairs
DM: This looks like the lounge room. Cobwebs hung from the ceiling, giving the room an eerie, gothic feel. There are a number of places the keys could be.
Player: Walk upstairs

Player: Drawer
DM: You find it. A key. Your first key. This is going better than you expected. Only two more keys to find and you're out of here! You'd better find Mitsue...

DM: You crawl under the table. Your hair brushes an enormous spiderweb, but you don't care. You spot a note. Good. Another clue from Mitsue. You wish she'd tell you where she actually was.
Player: Key 1

DM: The cupboard is locked.

Player: Table
Player: Cupboard

DM: Your Thugs Club is worth 10 Gold PiecesBlunt Weapon:+0 Hit Points Bonus+0 Hit Point Regeneration per Round+0 Evade Bonus+0 Damage Reduction Bonus+0 Immunity to Effects Bonus+0 Mana Bonus+0 Mana Regeneration per Round+0 Magic Damage Multiplier+5 Attack Bonus+0 Damage Reflection Bonus+0 Crit Bonus+0 Crit Multiplier+0 Damage Multiplier+0 Backstab Damage Multiplier+15 Vs. Undead+0 Vs. Flying Creatures+10 Stun Bonus+0 Trip Bonus+0 Burn Bonus+0 Freeze Bonus+0 Poison Bonus+0 Instant Kill Bonus+0 Find Gold Multiplier+0 Find Items Bonus+0 Extra Item SlotsSpecial: Fighter/Priest/Rogue
Player: Drop Item
DM: From here, you can Assign Items, Drop Items, or Sell Items (when applicable).Gold: 2251. Mana Potion2. Healing Potion3. ---4. ---5. ---6. ---7. ---8. ---9. ---10. ---
Player: Your Character
DM: HumanFighter ForForForAlign GHireHireHire|-------------------||-------------------||-------------------||-------------------|HP: 26000Mana: 10000Attack: 10|100|00|00|0Robes & (no shield)~Dagger~~(no backup)RucksackBackpackOpen------Gold: 225

DM: The EX-COMM meeting consists of a group of high ranking advisors--to aid in your decision, your cabinet has given their opinions on the matter: CIA Director, John McCone, supports the threat of a US airstrike, stating that a blockade is an insufficient response because it could give Cuba a long period in which to attack the US. Secretary of Treasury, C. Douglas Dillon, also supports the threat of a US airstrike, stating that any attempt to negotiate would benefit Khrushchev and that, either way, a blockade would eventually lead the US to pursue an invasion or negotiations with the Soviets. National Security Advisor, McGeorge Bundy, is in favor of an immediate airstrike, believing that this is the only effective way to eliminate the missiles. General Maxwell Taylor, Chairman of the Joint Chiefs of Staff, supports an airstrike, doubting the feasibility of a blockade preventing the Russians from deploying missiles to Cuba, and citing the necessity of the element of surprise for an airstrike to be effective. Secretary of Defense, Robert McNamara, argues for a US blockade of Cuba, believing that an airstrike could not effectively eliminate the threat of Cuban missiles. Secretary of State, Dean Rusk, also supports a blockade of Cuba, arguing that a US airstrike on Cuba would inevitably lead to a Soviet response elsewhere. Furthermore, your advisors believe that the negotiations with Khrushchev would not benefit the United States nor lead to a positive outcome. The options presented to you in the meeting are as follows:
Player: Do nothing; ignore the missiles in Cuba.
DM: The Soviets continue to build up the weapon stores in Cuba, giving them a strategic advantage in the region, demonstrating that the balance of power has begun to favor the Soviet Union. This is a huge victory for the not just the Soviets, but for Communism as an institution. Your decision to ignore the missiles arouses much political unrest in the US, because it has lead to the decline of all the values America and the Western World stand for. Because of this dissent, you lose the upcoming election and all of your influence in US politics.
Player: Group Roles
DM: Evan: group lead, formatting the website, introduction/background, historically relevant outcomes, group roles page Sammy: historic outcome, historically relevant outcomes, bibliography, pictures Ganesh: research (timeline and information), historically relevant examples, organization

DM: The Soviets agree to remove missiles in Cuba, but at a price. They believed that since you were a pushover, you would be easily exploited. The Soviets demand that the United States remove missiles from Turkey and Italy in exchange for Soviet withdrawal from Cuba. They also stated that the United States would have to withdraw from their portion of Berlin.
Player: Don't accept the Soviets' terms.
DM: Your country is urging you to act as President of the United States of America. You have to come up with a decision quickly and make sure it is an effective and efficient one. You choose the fate of your country, so choose wisely.
Player: Blockade Cuba until the missiles are removed.
DM: After placing numerous ships and planes miles from the coast of Cuba, Khrushchev responds to the blockade saying that the action constituted "an act of aggression propelling humankind into the abyss of a world nuclear-missile war." Soviet ships thought to contain no missile-building materials continue past the blockade. A US aircraft serving as part of the blockade, a Lockeed U-2F, is shot down just off the coast of Cuba by Soviets stationed on the island, tension between the US and the USSR has never been higher.
Player: Don't risk any casualties or nuclear war; open direct negotiations with Khrushchev in order to remove missiles from Cuba.
DM: Fearing nuclear war and the resulting destruction of each nation, the US and the USSR finally agree upon a treaty. The Soviets agree to remove the 42 missiles stationed in Cuba, but on the terms that the US removes their warheads in both Turkey and Italy.
Player: Accecpt the treaty.
DM: After long negotiations with the USSR, you have finally agreed upon the following terms. -The USSR will remove all nuclear missiles from Cuba -The US will remove nuclear missiles from both Italy and Turkey -The USSR must allow the US to remove missiles under secrecy. Because you will be allowed to remove missiles secretly, it will seem as though the US had won the negotiations and will in turn humiliate the Soviets, even though there was no real winner. The crisis has now been resolved leaving the US with a slight advantage.

DM: The threat of an airstrike heightens tensions with the Soviets. They respond with a message saying that reads: "We retain the directive to increase the weapon capabilities of our allies as we see fit. If the US carries out an airstrike we will respond with equal and decisive force." These words echo Castro's US address just months earlier. Your options of response remain the same:
Player: Order a blockade with Cuba until the missiles are removed.

DM: Less than 48 hours later, a fleet of US aircraft bombards San Cristobal. The attack successfully eliminates the missiles, but angers Soviet leadership. Inadvertently, you have increased Soviet ties with Cuba and strengthened Soviet resolve in the Cold War. The Soviets begin mobilizing troops on their Western border, and refuse any negotiation attempts.
Player: The Response
DM: Fearing a Soviet attack, the US mobilizes naval troops to blockade Cuba from receiving further supplies and ready missiles for launch in Turkey and Italy. The Soviets, however, go on the offensive and attack West Berlin. The entire nation is in uproar, calling for a swift and decisive response.

Player: Bibliography
DM: "Cuban Missile Crisis." TeachingAmericanHistory.org. Ashbrook Center at Ashland University, n.d. Web. 24 May 2013. <http://teachingamericanhistory.org/static/neh/interactives/cubanmissilecrisis/>. "Cuban Missile Crisis: Timeline." ThinkQuest. Oracle Foundation, n.d. Web. 27 May 2013. <http://library.thinkquest.org/11046/days/timeline.html>. Franklin, Jane. Cuba and the United States: A Chronological History. Melbourne: Ocean, 1997. Print. May, Ernest R., Prof. "John F Kennedy and the Cuban Missile Crisis." BBC History. BBC, 17 Feb. 2011. Web. 30 May 2013. <http://www.bbc.co.uk/history/worldwars/coldwar/kennedy_cuban_missile_01.shtml>. Swedin, Eric G. When Angels Wept: A What-if History of the Cuban Missile Crisis. Washington, D.C.: Potomac, 2010. Print. "Timeline | Cuban Missile Crisis." Cuban Missile Crisis. Belfer Center for Science and International Affairs, n.d. Web. 29 May 2013. <http://www.cubanmissilecrisis.org/background/timeline/>.

DM: You have averted nuclear war and certain catastrophe. You consider yourself a hero, but your people are unhappy and disappointed. Many capitalists feel as if you have betrayed them by yielding to Soviet demands. The Soviets have just gained a victory over capitalism. They have gained the Allied part of Germany and gotten the United States to take down missiles in Italy and Turkey.

Player: Procede with an airstrike.

DM: The US military begins their invasion of the northwestern most coasts of Cuba, sending ships, troops and aircrafts towards the cities of San Cristobal, Sagua la Grande, and Havana in a fashion similar to that of the invasion of Normandy. The US troops push forward quickly not facing too much opposition although both Soviet and Cuban governments are furious and have threatened nuclear action. Things are looking in favor for the US, until spy planes flying over the island spot the nearly completed construction of nuclear missiles in San Cristobal. US nuclear missile specialists have observed the pictures and it seems as though completion is only a few days away, yet US troops are only a couple days away from reaching the city containing the warheads.
Player: Take the risk.
DM: The troops made it in time, shutting down the production of all nuclear warheads in each city containing them, but the US is still far from completely taking control of Cuba. Khrushchev is enraged, he officially threatens the US with nuclear destruction if troops do not retreat.
Player: Continue the invasion in an attempt to rid Cuba of Soviet influence and Communist ideals.
DM: The invasion continues and the US gains complete control of Cuba despite numerous warnings and threats from the USSR. Because the US has failed to retreat, Khrushchev is left with no other choice but to initiate nuclear war.

Player: Decline the treaty.
DM: The war drags on for another five months, and finally it seems the Soviets have had enough. They launch a the first missile at Italy. They launch the second at Turkey. You have but one choice, to respond with equal force.
Player: You decide to respond with nuclear force...
DM: Warheads already trained on the Soviets, you send every weapon in your arsenal toward the USSR and its allies. The Soviets respond in kind. The streets flow with blood as anger and hate fuel the fire between Capitalism and Communism. Europe and Asia join the fight, no nation remains unaligned. Every able bodied man is sent out to fight, and the world passes into a state of ruin and decay: lifeless, desolate. Anarchy descends upon the mankind. The world's reserves of wealth and food have been emptied:it has seen the effects of a nuclear holocaust, and it will be nye on a half millennia before it can recover and flourish once more.

Player: Respond by invading Cuba in an attempt to remove the missiles by force.
Player: End the invasion of Cuba.

Player: Respond with nuclear force against the Soviets and their allies.

DM: You live in peace there for a few days, but one day the aliens attack. You wake up and find the man and his grandmother dead in the living room. The aliens are there and you overhear one of them say to go look for anyone else in the house!
Player: Go out the window
DM: You manage to get away, and keep walking for awhile. Soon you find an abandoned car with the keys in the front seat, and get back to driving.
Player: Continue north.
DM: You go farther and farther north. It gets rather cold. Alien sightings do become less common here, but they aren't as rare as you'd like. Where do you want to go to hide from them?
Player: A nearby city
DM: The city you go to is in ruins, destroyed by aliens. This is actually good for you. It means the aliens have assumed everyone here is dead and moved on. Where do you go to sleep for the night?
Player: An abandoned building.
DM: You go to an abandoned building where you find a group of people living. Their names are Sally, Samantha, Samuel, Sabrina, Sabastian, Sadie, Sage, Salazar, and Oceanis. You all live in peace for over a year, but then your supplies of food start to run low. Sally, Samantha, Sage, Sadie and Salazar want to go to the next city in search of food, while Samuel, Sabrina, Sabastian, and Oceanis want to go south.

Player: Respond by sending supplies and reinforcements to Berlin.
DM: You respond by sending troops and supplies to Berlin. Heartened by your resolve, the citizens of the US unite under your leadership. The Britain and France ally with you, and the Western world comes together to defeat the Soviets in West Berlin.

DM: The Cold War will continue on, but the US has gained a significant advantage over the Soviets and the threat of nuclear missiles in Cuba has ended for what will be a very long time.

Player: Accept the Soviets' terms.

DM: The Soviets take Berlin and begin what will inevitably be an extended occupation, giving them a strategic advantage in the region and demonstrating that the balance of power has begun to favor the Soviet Union. This is a huge victory for the not just the Soviets, but for Communism as an institution. Your decision to not act arouses further political unrest in the US and its allies. Because of this dissent, you are impeached in less than a week, leading to a period of extended political vulnerability in the US. The Soviets take advantage of this lapse in US stability to expand their influence to Southeast Asia and South America. The US has, in effect, lost the Cold War and its place as a world power. Communism has triumphed, Capitalism has failed.

Player: Press the advantage.
DM: Allied forces under your command push forward. The Berlin Wall crumbles to a pile of dust, East and West Berlin are united, and you have gained a sizeable chunk of former Soviet territory with a surprisingly low cost of life.

Player: The Inevitable

Player: Fight the Soviets to their last man.
DM: You divert all of your resources to fighting the Soviets on their Western Front. The Soviets meet your troops and total war commences. Gaining far less ground than before, the war drags on for weeks and then months. The Soviets, tired of fighting such a costly war, offer a peace treaty that will grant you and your allies the territory you have already gained in East Berlin.
Player: Accept the Treaty.
DM: The world breathes a sigh of relief, for it seems the conflict is at an end. The balance of power has shifted in favor of the United States, and the US now has extensive alliances and holdings to ensure its continued domination for years to come. The Iron Curtain, however, continues to hang between the Western World and the Soviet Union. This is just the beginning.

DM: Not wanting to provoke an extended war with the USSR, you begin negotiation with them. They agree to limit the number of warheads available for dispatch, as well as remove missiles from allied territories. The US does the same. Furthermore, the Soviet Union is forced to concede East Berlin as a result of the conflict--which is regarded as a great victory for the US and its allies. By reducing the threat of an impending nuclear holocaust, you have successfully negotiated temporary peace between the USSR and the US. However, the Iron Curtain still hangs between East and West Europe, and the fight between Capitalism and Communism has only just begun.

Player: Fight on.
Player: The inevitable

DM: You pull the covers up around your body. There are tissues all over your bed. It's totally disgusting, but you really don't care. You just saw your best guy friend, Daniel, kissing another girl. And not just any girl... Your best friend, Mary. It was obvious. You had been friend zoned, and it hurt. You were sure that Daniel was aware of how you felt about him. How could he not know? You have had a crush on him for over five years. Mary had to know, too. After all, she was the one you would always talk to about him. It actually felt like you had been shot in the chest. You were 100% heartbroken. After hours... or days (you lost track of time), your phone buzzes. You halfheartedly check the message. It's from Daniel. Want to come to my house for a movie? Haven't seen you in forever. Do you reply to the text?
Player: No
DM: Why respond back to him? He doesn't love you. He loves Mary. He can watch a movie with her.

Player: Continue sulking in misery
DM: At least a week passes, and you have only left your bed to use the bathroom and grab food. You are a mess. One day, you hear a knock at the door.

DM: Your thumbs feel stiff as you text a message back to him. It must be because you haven't moved in so long. What does your message say?
Player: Can't. I'm sick.
DM: It's kinda true. You are heart sick. You are about to cry some more when he texts you back. Oh no!! I'll be over ASAP to take care of you! What do you text back?
Player: Nothing- Let him come
DM: Daniel comes over. He cleans the tissues off of your bed and takes your temperature. You actually are sick with a high fever! Daniel nurses you back to health and manages to fall in love with you while he does it. By the time you have recovered, he has already asked you on a date. You go out with him and have a great time. After dating for a few years, you get married and have kids. You have a wonderful house in a great town. Daniel never feels the need to see Mary again, and the two of you are perfectly happy with each other. Congratulations! You escaped the friend zone successfully!

Player: Answer it
DM: It's Daniel. "Hey, is anything wrong? You didn't answer my text, and you haven't been around lately."What do you say back?
Player: I saw you kissing Mary
DM: "So? I happen to like her very much. Why does that have to ruin our friendship?" You explain how you've felt about him all this time and how it hurt to see him with your best friend. He only looks awkward as he stands there while you talk. "I'm sorry, but I don't feel the same way. You're a great friend though." You start to cry. Looks like you didn't escape the friend zone.

DM: You send the text and then drag yourself out of bed. You throw on a large t-shirt and some shorts. You put your hair in a ponytail. After making sure you don't stink, you grab your keys and phone and get in your car. You said you'd be over in an hour, but he only lives 15 minutes away. What do you want to do with your spare time?
Player: Just drive around
DM: You drive around for like 35 minutes and waste gas. Whatever. You don't really care.
Player: To Daniel's!
DM: You pull up to Daniel's house. He always leaves the door unlocked, so you just walk in. "Daniel?" You call out. When he doesn't reply, you continue further into the house. That's when you see it. Daniel and Mary having a make out session. It wasn't just a one time thing. He probably actually loves her. You decide that there's no point in trying to escape the friend zone.

Player: I'm fine. You don't need to come.
DM: okay... You sure? You tell him that you're absolutely positive that you don't need him to come over. A few more days pass before you realize that you're wasting your time. You get out of your bed, take a shower, put on some fresh clothes, and leave your house. You get over your crush of Daniel and meet a better guy. Everything turns out great, and you're actually happy that you didn't date Daniel.

DM: Ah, Starbucks. Only the best place ever. You take a deep breath of the wonderful smell of coffee. You order your drink and wait for it to be made. When you go to pick it up, a handsome male barista hands you your coffee. On it, is your name and a phone number along with a short note. Call me. Maybe we could go out sometime. - Your friendly neighborhood barista, Oliver
Player: Call Oliver (don't go to Daniel's)
DM: You call Oliver and go on a date. He turns out to be a really good guy, way better than Daniel. The two of you fall in love, and after dating for two years, you get married. You move to a small house in Texas where you have and raise three beautiful girls. Your life turns out to be way better than it could have ever been with Daniel, who ends up marrying Mary, only to divorce her later.

DM: You get back in your snot filled bed and chill for half an hour. Unfortunately, you fall asleep. When you wake up it's 3 in the morning. You check your phone. There are a bunch of texts from Daniel. where are you? Traffic? Did you forget? I really hope you're not dead somewhere in a ditch.You can just come by tomorrow I guess :( You text him back, apologizing for not showing.
Player: The next day
DM: After lunch, you head over to Daniel's. You pull up to Daniel's house. He always leaves the door unlocked, so you just walk in. "Daniel?" You call out. When he doesn't reply, you continue further into the house. That's when you see it. Daniel and Mary having a make out session. It wasn't just a one time thing. He probably actually loves her. You decide that there's no point in trying to escape the friend zone.

DM: Having finished your inquiry into Catherine Eddowes's murder you return to your home where Inspector Abberline drops by in the evening. You ask him how his investigation is going."Not well," he admits. "We had three men in custody at the time of the double murder a few nights ago: a crazy butcher called Jacob Isenschmid, a lunatic who was screaming he hated all women when we arrested him called William Piggott and a German man who threatened his friend with a knife called Charles Ludwig were all under arrest under suspicion of being the Ripper but we had to release them after somebody else killed Stride and Eddowes. That is by the by though, more importantly did you find any interesting items in Mrs Eddowes's things?" You think back to the large collection of items taken off the dead woman to try and recall if any particularly stood out.
Player: Talk to Abberline about the expensive red cigarette case
DM: Abberline smiles and nods."Exactly," he declares. "Mr Kelly told me he and Eddowes were so short on money they had to sell one of his old shirts and a pair of shoes. If Mrs Eddowes had no money how did she come into possession of an expensive cigarette case and find the money to get drunk the evening of her death? My theory is that the Ripper gave her this item and probably the money too. My theory is the Ripper meets his victims beforehand and gets to know them, build up a trust if you will before he kills them. Even now my guess is there are prostitutes out there who know his face, maybe even his name. These women are in great danger though, we must find him."Your good work has improved your Reputation with the police.

DM: You step into the gym, Bailey already making out with some emo kid on the bleachers. You turn your head away, quickly, avoiding remembering anything. Unfortunately, your gaze goes directly to the locker rooms, and Jacob is in your head for the day. You sigh and allow yourself to stare. Hunter is playing basketball again.
Player: ...talk to Hunter
DM: You walk to where Hunter is playing and he stops dribbling the ball. "Hi there, Miss Kaitlin." He's kind of cute, with a nice smile, and a very nice body. He's not Jacob, though. He will never be Jacob. He's too sweet, too athletic...he's not even close to a Jacob. "Hi, Hunter..." you say, smiling a weak smile. Without warning he grabs you and kisses you.
Player: ...kiss back
DM: You wrap your arms around him and kiss back. He smiles at you, and you feel okay. You feel like everything is normal. And then you remember that it's Hunter, and not Jacob. It's like...it's...you try to remember what kissing Jacob was like and you pull away. This isn't right to you. This doesn't seem right at all. You pull away and Hunter stares. "I...I'm sorry," he murmurs, awkwardly shifting from foot to foot as he rubs the back of his neck. "It's okay," you say, softly, just staring. "It's just...like, you know, when you pick an apple from the tree, and it's the ripest...but...you still get a seed and you're still choking regardless of how good the taste is?" He nods.

DM: "Honest, but your answer doesnt mean you'll be getting into heaven. Seeing as how this will all just be remembered as a bad dream, we recommend a 4th option. Reincarnation. You're being placed as a baby in Downtown Los Angeles. You will be killed in a gang war at age 12, 3 months, and 9 days. We wish you the best. Thank you for visiting VOID."
Player: Wait what?
DM: You wake up crying. Night 6 of this. An attractive woman comes out of another room and exposes her breasts to you. You start sucking. Its a good feeling, but soon it disappears as you fall asleep. After all, you were just born a few days ago.

DM: "Oh. Can I come in? I want to spend time with my best friend." Daniel smiles at you, and you let him in. You just hang out for a while. At one point, you just end up staring into each other's eyes. You see him glance at your lips.
Player: Kiss him!
DM: You kiss him, and it is the best feeling you have ever experienced. He kisses you back. Once the kiss is over, he looks at you and says, "I've got to tell you something." "What?" You ask. "I kissed Mary a while ago. I thought I liked her, but she is nothing compared to you. Will you be my girlfriend?" "Of course!"

DM: You stand up and pick up your desk, letting everything on it slide off. You start charging towords Mr Teacher. The chain connecting your leg to the desk rattles loudly. The Teacher laughs as he points the Uzi at you, but then you get very lucky. The gun jams and your able to knock him down with the desk that you are carrying. You then take his Uzi and use it to beat him. Everyone stands up and joins in the beating. Blood starts flying on everyone. All of you begin screaming in joy and getting ready to take down all the teachers.You find Gavitor and ask him to figure out how to use the teacher's remote to unlock everyone's chains and collars. He takes it and trys to understand it. Sadly, he only knows how to remove the chains from our legs and lengthen the collars. All of our collars are not active nore tightened around our necks anymore. Everyone arms themselves with any melee object they can find in the room.You look at the Uzi and try to fix it. The magazine is broken, but your able to load one bullet at a time without using the clip. You decide to bring that, along with several extra bullets.
Player: Go outside
DM: Your new army and you go outside the Chemistry building. You all wish that you have not done so because the sight of the campus was discusting. Bodies of other students wearing collars are scatter everywhere. You even see blood splatter on the building wall's and campus floors. All of you look around the immediate area and scalvage supplies off the other students.Your classmates find a few low leveled guns and odd looking notes. You look at these notes and discover something very strange. The notes are directions on how to set themselves free. After looking at several of these orders, you figure that these students had to kill each other if they wished to be free. One way these students were able to free each other was by filling a tube inside their collar full.You tell the other students to be careful of the students out there.
Player: Go to the Main Campus Entrance and go home.

DM: You pull up to Daniel's house. He always leaves the door unlocked, so you just walk in. "Daniel?" You call out. When he doesn't reply, you continue further into the house. That's when you see it. Daniel and Mary having a make out session. It wasn't just a one time thing. He probably actually loves her. You decide that there's no point in trying to escape the friend zone. You leave Daniel's and call Oliver.
Player: Call Oliver

DM: As you're walking on the smooth grey tile, you hear a commotion coming from the end of the hall. You walk towards it, your curiosity driving your body. Turning the corner, there's a battle. What seems like thousands of bodies are lying dead in the hallway, only two remaining knights are fighting for death. One knight has the insignia from your dream, it's not made up! The other is wearing only iron armor, but the rest of the bodies are wearing chain. Who is this guy? You can try to stop the knights from fighting, but it will come for a price. One of them will have to die in exchange for getting information. Who do you want to talk to?
Player: Insignia
DM: You stick out your foot in front of iron man, making him trip. Iron man slips, his head falling harshly on the floor. Insignia man stabs his sword into Ironman, as he flinches and relaxes his muscles. Iron man is dead.

DM: Historical Background to Game The 18th amendment was passed on January 16th, 1919, as a national ban on all liquor. The Volstead Act was instated to enforce that the 18th amendment remained obeyed by deploying special Prohibition Agents. Many advocated for this Prohibition due to moral laws and dilemmas that they believed to hinder and harm citizens' health. Many Americans found loopholes in this logic, as alcohol was still allowed for medical and religious purposes. Despite the efforts of the U.S. Government to prevent these loopholes by poisoning the medical and religious alcohol, people still found ways of distilling it into drinkable liquor. Even with this amendment being created to help Americans, many people still passed around alcohol and sold it in secret, as to not alert the authorities.
Player: Start Game
DM: You are a rum runner in the year 1923. The entire nation is under the National Prohibition Act, preventing the use, distribution, and consumption of alcohol. Your job is to deliver alcohol discreetly to speakeasies (hidden illegal bars) without getting caught. This is typically called bootlegging, which is the act of delivering alcohol in an illegal manner.

DM: You date Daniel for a while, and then you get married. Shortly after the wedding, Mary tells you that she had been having an affair with Daniel during the entire time that he was dating you. You are outraged at Daniel for cheating on you, but you thank Mary for being honest. You confront your husband about it. He apologizes, and you decide to divorce him. The entire time, he actually loved Mary. They get married and end up living happily ever after. You might have escaped the friend zone, but he never really loved you. :(

DM: "Oh, just a couple of hours.. It IS 7am, after all. Even I need my beauty sleep. Hahaha." I smile wider and stick my tongue at you, only for you to stick yours right back at me. "Well fine then, smarty pants..."
Player: "What were you planning to do while you're here?"
DM: I smile a bit and look around playfully, seeming innocent enough at first. "Well, I was thinking we could do a couple of things... It's not exactly up to me, birthday girl. This is your special day; you get to decide what happens this morning." I lay back down on my side and prop my head on my hand. "Given some options... How about..."
Player: "..Some 'fun'."
DM: You smile devilishly at the idea. Both of us -Hell, anybody with a brain- know that "fun" is code for sex. "It IS a very enjoyable thing, and would make a good birthday present, within a present... Hehe." You think to yourself, watching my somewhat scared and confused expression, taking good note of your grin. "Well, mutt..." your grin grows and my eyes widen slightly, "How about I use my birthday girl powers..." you slowly discard the sheets from your body and move onto your hands and knees on the bed, facing away from me "...And give you permission to do whatever you like to me..." you giggle and bend your torso down onto the edge of the bed, waving your hips and spread legs, showing off your wondrous treasure. ....

DM: The next morning Bob and Emmett say their farewells and set off by train for the Indian Territory. You, Grat and Bill settle down and mostly stay in the house, only Bill leaves to see to his law work. One night you are all talking in the kitchen when there is a knock on the front door. Bill goes to answer it and suddenly you hear yells and the sound of a scuffle. You and Grat spring to your feet as several armed policemen burst into the kitchen.You have two choices. There is an open window in the kitchen overlooking an alleyway which you could run to and jump through, though it is perilously narrow or there is a second open door behind you that leads through to the dining room through which a back door leads into a yard that opens out onto a street, though it may be guarded. Grat, who is closer to the policemen, is already grappling with two of them, affording you a possible opportunity to escape.
Player: Run through the dining room and out the back door
DM: Racing through the dining room you reach the back door, throw it open and dash out... straight into the arms of three waiting policemen. After a brief struggle you are taken into custody and together with your brothers you are escorted off to the city's jail. It seems that posses used bloodhounds to track you to Bill's house and witnesses from the train soon identify you, Bill and Grat as three of the men who robbed the Alila Train. You are swiftly charged with armed robbery and murder. Bob and Emmett are soon identified as the other participants in the train robbery and don't help your case by putting a gang of outlaws together and robbing trains in the Indian Territory.Things are looking grim as six months pass and the date of your trial approaches. Bill remains optimistic, confident that his own skills as a lawyer, contradictions in the testimony of witnesses on the train and your own previous good reputations will exonerate you. Grat is less sanguine and urges that you join him in trying to escape from prison and heading out across America to go and join Bob, Emmett and their gang in the Indian Territory. You need to choose which course to follow.
Player: Join Bill in planning for your courtroom defence

DM: You are Danny Phantom, a ghost boy from Amity Park who is now searching through the ghost zone to complete your map of the large place.As you fly through the ghost zone, You soon find out that everything around you is getting darker and darker, and soon only your eyes are shining through the darkness. As you go further through the darkness, you notice that further up ahead is a white light that steadily grew larger and brighter as you drew closer to it. Upon closer observation, you notice that it is a white door, just beckoning to be opened. Next to that one is a harder to see black door, but the light radiating off of the white one reveals the handle that was in the shape of a horse's head. You have two doors to pick, which one will it be?
Player: The Black Door
DM: Throwing caution to the wind, you decide to go through the black door, feeling a bit adventurous as you feel a blast of cold air on your face. As you fly through the room, you notice that many statues and pictures of dragons surround you, foreshadowing some strange event in which you find yourself running into. As you walk further into the room, you are aware of a numbing sensation filling your entire body. You sense that your world is blacking out around you and you collapse to the ground, unaware of the transformation you're finding yourself in. As you wake up, you realize that you have a hard time standing up on two legs, so instead you push up on all fours. You also feel extra appendages on your shoulders and backside. You turn your long neck around and scream in shock as you see two large wings and a long tail attatched to your new draconic body. As you pause to think things through, a voice cries out through the darkness."To recover your true form and one you love you must challenge one of the Equine Two..."As you gaze ahead, you see two spheres, one red, and one blue. You must choose wisely, which of the "Equine Two will you fight?"

DM: You are Ehud, a simple man from the tribe of Benjamin. You are also a left-handed man, a practice that is a social taboo. As a child, you were often forced to use your right hand for eating and other public tasks, but you were never able to adapt to this usage, and have continued to use your left hand throughout your life.
Player: Israel Taken Captive
DM: After the death of Othniel, the judge who presided over Israel during your early childhood, King Eglon of Moab (a very fat man) saw a golden opportunity. He convinced the Ammonites and Amalekites to join forces with him in attacking Israel. He and his allies were sucessful and took possession of Jericho. For eighteen years--as long as you can remember--the Moabites have controlled your homeland, but there was nothing anyone could do.

Player: The Calling
DM: One evening, just before you head off to bed, you hear a voice. At first you think you may have just imagined it, but you hear it again, and again a third time. The voice beckons for you to listen to it. You are unsure if this is the voice of God or an angel, or if you just had a bit too much to eat for dinner and need to rest.
Player: Listen to the Voice
DM: Curiousity gets the best of you, so you stand still and attempt to hear what this voice has to say. You are unable to discern individual words, but the sounds convey to you a very specific calling--a calling to lead Israel and deliver it from the hand of Eglon the Moabite.You are honored by this choosing, but also a bit confused; why would a left-handed man be chosen? Also, who would listen to your claims that you had been chosen as judge of Israel?
Player: Ask your best friend for advice.

Player: I am not a worthy Judge. Let someone else be called.
DM: You go to bed that night convinced that everything was just in your imagination. The next night, you hear no voices nor do you hear any similar voices for the rest of your life.Five years later, however, you do hear a different kind of voice: that of enemy soldiers invading your village. King Eglon decided to enlarge his Israeli territory, and with no one to command Israel's forces, he was virtually unstoppable. Bursting into your home, Moabite soldiers drag you from your bed, tie your hands, and force you to live your life as a slave to the Moabites--along with the rest of your town.

DM: You decide to ignore the strange sound and head off to bed.The next evening, you hear the same thing: a voice that grows in intensity and seems to be calling you to listen to it. Again, you are puzzled as to the identity of this voice. You have an early morning tomorrow and really need the rest, but you have heard this voice two nights in a row now.

DM: A houseboat? Well, more like a raft with a wooden shack on it. Looks like the old boat has been here for years. It has tons of spider webs and the frogs are virtually living on its deck. But it looks harmless enough and It is getting late.You are hungry and tired. You have been walking for hours.You peek inside the boat. It is abandoned, but doesn't seem to have any problems with floating. Even if it sank, the water is probably 2 feet deep maximum here by the shore.The sound of frogs croaking is soothing and the small cabin on the boat seems almost cozy.Will you...
Player: Continue Upstream?
DM: You continue for what seems like an hour and you stay as close to the banks of the water as you can.You see car headlights flicker through the trees up ahead. The sound of the engine speeding away into the distance encourages you to quicken your pace...

DM: You knock on the door of your best friend Jacob, whom you have known since childhood. Jacob too would occasionally jest at your left-handedness, but when the other children turned cruel, Jacob would stand up and defend you. He was and is a true friend.You tell him of the strange occurance you had with the voices and of the meaning you discerned from it. Jacob listened intently, taking everything in but not making a judgment in either direction. There were a few moments of silence as he pondered all of these things."You know," he says, "God has been known to deliver messages like this to his people in times of distress. I have heard that Othniel was called when he heard a faint voice, although I could be wrong since we were very young then.""But what can I do?" you ask. "If this is from God, surely I cannot ignore it! But who will believe me if I say I am to lead Israel?""Truly a difficult decision," Jacob replies. "If indeed this is from God, I suggest that you make this known to the rabbi, for he will have the discernment to see the true meaning behind all of this."
Player: Take Jacob's advice and see the rabbi.
DM: The rabbi does not live too far from you. He is well-revered in the area, and is usually willing to help out a fellow countryman. You cautiously approach him, thinking of what you should say.
Player: "Good afternoon, rabbi."

DM: Before words can even form on your mouth, the rabbi welcomes you. "I can see you are troubled, Ehud," he says. "I too, have been troubled by visions of late. These are dark times will live in, yet I believe that God has chosen someone from among our people to deliver us. Do you belive this, Ehud?"You nod in silence.The rabbi continues, "I also believe that this person is known to us. I believe that God has revealed this person to be you, Ehud. This is why you have come, is it not?"Again, you nod."It is not an easy thing, to be the judge of Israel. But it is an even more difficult thing to win the confidence of your people. With God's help, you can do this I know, but you must decide if you are willing."
Player: "I do not think I am the right man for the job."

Player: Ask the rabbi for advice.
Player: "Rabbi, I believe I have received a message from God."

DM: Again you fall back on your pillow and get a good night's rest, heedless of the voices you have been hearing.The next night, the voice persists. You almost feel as if you should respond this time, since you have heard this same calling three times now. However, you do not think some of your friends would consider strange voices heard at night as a "calling", but rather the sign of a delusional man. How do you respond this time?
Player: Finally Give in and Listen

DM: You recall seeing several of his "friends" in his Facebook pages talking about going to a party on the weekend. If we can get Larry out there, maybe we can get things moving in some direction.The other feeds he has marked come from some "friends" in Ireland who are going to be visiting a concert nearby and have an open invite for all their "friends" to come and hang there with them. Decisions, decisions...
Player: Concert!
DM: Seems like there are a few people on here that have half a life and have chatted Larry up on multiple occasions to come and join in on the fun. If I'm going to baste this turkey, I need to turn up the heat in the oven. (you start drooling again involuntarily at the thought of Larry's soul meat being ripe and juicy.)They are planning to go out to a concert nearby, and they know he lives in this area and have specifically sent an invite to our Larry to join him.
Player: Fun at the show!

Player: "Yes, I am willing to do whatever it takes."
DM: "You have a courageous and noble heart. I know that God has appointed you to this task," says the rabbi. "Of course, with the Moabites running rampart there is not much of an Israel left to judge. What do you suggest? I will heed your decision, Ehud."
Player: "We must devise a plan to remove King Eglon from power."
DM: You stand before the army commander as you explain your plan. The rabbi has come with you, so that you might gain the confidence of the military."Sir," you begin, "I believe that we can remove King Eglon from power."The commander began to object to this idealism, but the rabbi raised his hand and allowed you to explain.

DM: You step over to the plaque and read:"After Waugh's death his widow sold the island to wealthy banking magnate Lord Marcus Van Raalte who redeveloped the island as a private hunting reserve for himself and his friends. The Pottery Factory, which had been closed after Waugh's death, was allowed to fall into disrepair but Van Raalte rehired many of its workers to work for him, constructing the Villa in the Wetlands and the Hunting Lodge, Blacksea Farm and the Gamekeeper's Hut on the island and the buildings this museum and adjacent gift shop stand in, as residences; to support his hunting interests he imported large numbers of exotic birds into the Wetlands, which he transformed into a large park ringed with spiked walls and gates, and filled it with Hides and walkways for his hunting (today a monument to his work stands in the Wetlands). Unfortunately, Van Raalte's redevelopments were ended by his death in the terrible fire that broke out in Blacksea Castle on the night of 30 June 1960, claiming the lives of both himself and his butler Jack Green (Green's widow Gwen drowned herself in grief five nights later). After that terrible night developments on the island were halted and the island was sold to Lady Bonham-Christie. Van Raalte and the Greens were interred in Blacksea Cemetery."Beneath the writing is a black and white photo of an elegantly moustached gentleman in a suit, a shotgun folded over one arm.
Player: Read Plaque 1: Blacksea Island Origins
DM: You step over to the plaque and read:"Blacksea Island in beautiful Blacksea Bay was uninhabited until King Henry VII decided the island would make a useful garrisoned post in 1500 and ordered the construction of Blacksea Castle which concluded five years later. From records it seems a garrison of forty men were posted on the island but they were subsequently withdrawn later for reasons not recorded and the castle and the island were both abandoned to nature once more. The castle is now used as a residence for National Group volunteers."Beneath the writing is a diagram of the Castle showing that a ground-floor Hall, Living Room, Bedroom, Library and Bathroom are open to visitors.
Player: Return to the Castle Compound

Player: "We must gather as many of our brothers together and stage a revolt."
DM: Working quickly, you contact your friend Jacob and others that live nearby. You give them the basics of the situation and tell them of the necessity for a revolt, instructing them to tell everyone they know to report to a meeting scheduled for the following day.The next day, you are dissapointed. Jacob and some of your other friends have come, but no more than ten people total showed up to stage what was going to be a revolt. Disgusted, you are now faced with the next decision as you address the few gathered.
Player: "Keep alert all of you. I am going to the army commander. I have a plan that may work."
Player: "Our military is strong. We can storm the city and win it back from the Moabites!"
DM: "Never!" cries the commander. I would not dare risking so many men against the organization of the Moabites. Their command is far too strong for us to combat. I had hoped you had something better in mind when you called this meeting."You sigh and think a moment. It had seemed like a feasible plan. You look at the general, and ask, "Sir, do you know of anything that might work?""Well," he says with a grin, "With your zeal, I think we might. Are you willing to put your life on the line?"
Player: "No, I think that I may have been mistaken in thinking we could change the situation."

DM: You go to your corner. You've clearly won this round. Do you have to face another round or will they let you out now? Demons come in and whisk the child you've just killed away. You still feel an overwhelming feeling of guilt and sadness. But it seems you will have to kill another to get out. The second opponent is pushed into the cage and the doors slam shut again. This time it's a boy. He's around your age.
Player: You take the three seconds to observe him
DM: You take the next three seconds to observe him. He is a medium build. He looks rather strong, or about as strong as you. Like the last girl, he looks terrified but unlike the girl, he also looks prepared. Perhaps he's been in fight before. You note you should be careful. You look him up and down as he does too. He's Caucasian. You notice all the scratches all over him, particularly his right arm that he seems to be holding close to him. He must've been through the briars too. You conclude your best option is to start with his arm. Perhaps if you broke it, he'd go down quickly. The bell rings signaling for you to start.
Player: You try to hit him in the head to knock him out before you kill him
DM: You try to hit him in the head with all your strength to knock him out before you kill him, so he won't feel the pain. However, he seems to be expecting this and grabs your arm throwing you back towards the barbwires. You feel the spikes slice across your skin and you cry out in pain. He takes advantage of your weakness and kicks you hard in the stomach. You double over in pain. He slaps you across the face but pauses a moment when you fall.
Player: You pull out your knife and kill him

Player: "Let us continue with our revolt! Once our brothers see us, surely they will join!"
DM: A few of your friends lose heart and fall away, but you still have about six followers as you march toward one of the Moabite military tents, sword raised in your left hand.The Moabite guards look at the incoming entourage of six young men and laugh! Their attitude changes, though, when you plunge your sword through the side of one of the soldiers. Enraged, the guard jabs at you with his spear, missing the first time, but hitting you square in the chest the second. Two of your friends--including Jacob--have met a similar fate; the others were sent fleeing.In your last, dying words, you look at Jacob but speak to the nation, "I'm . . . sorry."

DM: Dr. Figar quietly gets off the ground, brushes himself off and walks back onto his step behind the podium. As he stands there, he shifts his gaze around the room until he confirms there's nobody else listening. Satisfied that it's still just the two of you still, he continues."If you speak vulgar words in front of the children, the others will glare at you, speak cruel things behind your back, and shun you from the company barbeque, even if you were able to find some free Guldarion sausages at the market to contribute towards it. Soon afterwards you may even find yourself fired one day, even though you had been so gracious and kind to bestow your presence upon them..."He pauses and continues "...but that's perfectly ok to be fired! Once you are, you do not have to hold back your tongue any longer! You can walk right up to the boss who fired you, tell him how you had a wonderful time doing you-know-what with his wife the prior night, and enjoy all the glory of his enraged reddened face as he tries to remove your head with his fist!""I of course dodged, was able to grab his pocket watch, two rings, his ID card, and his lunch for that afternoon, then sold everything three days later for more than they paid me in a week! Plus that free lunch was made by his gorgeous wife! It was a win-win all around. So in that case, swearing was perfectly acceptable and gave a net profit!"
Player: "Wait a minute...after all that you're telling me it's fine to swear still?"
DM: "Tastefully and tactically! Just not here, otherwise we'd have to raise the maturity rating; not that anybody cares or reads those things anyways!" he responds in an overly cheery way. "FUBUYA! Fourth lesson concluded. Fast as my old boss's wife."Trying to ignore that last part, you're certain you feel a large rumble now and see a few debris drop from the ceiling of the concert hall, looking back at the wall behind you notice a rather large crack that seems to be growing still. The 4th wall seems to hold for now, but it may not forever. You really hope this class ends soon, because it really didn't seem worth having a building fall on you just to finish it.

Player: "This is my calling. I will do whatever is necessary."
DM: "We both know the King is as much a glutton for wealth as he is for food," the commander says. "I think we could get you into the palace if you were bearing a tribute of gold to present. Once you were before the king, it would be up to you to find a way to deal with him.""Once the king has been removed, our forces will be able to overtake the Moabites, for an army without a leader cannot stand. What do you think?"

DM: "A feasable plan I think, depending on how it is executed," says the commander. "Would you like my suggestion, or did you have your own idea?
Player: "I would like to hear your input."

Player: "Yes, that is a good plan, and I am willing."
DM: "Very good," says the commander. "Return tomorrow and all will be prepared."You return to the commander the next morning. A large cart laden with gold and jewels stands before you. The commander greats you and presents you with a long double-edged dagger. He proceeds to strap it to your left thigh--not knowing that you are left-handed and would therefore need to draw your sword from the right.
Player: It is not worth the embarrasment, plus it would not really matter which side the sword is on.
DM: It is really not worth the hassle (or the embarrassment) of telling the guard you are left-handed. He finishes strapping the sword to your left thigh and stands up.Giving you the tribute cart, the commander points you toward the palace and wishes you luck.With thoughts of anxiety racing through your mind, you approach the guards at the outer gate of King Eglon's summer palace. "I'm here to deliver tribute to the king, sir," you tell the guard."Hmph!" is the guard's reply. "I need to check you for weapons first. You know it is illegal for a Hebrew to carry a sword in the palace, right?" The guard begins to pat you down, looking for hideway blades!

DM: You're standing where you got up from after you choked Sir Vidae to death. His bloody corpse is still there. What are you going to do about it?
Player: Hide his carcass.
DM: You gather the strength to move his body, but where will you put it?
Player: I'll hide it in the bushes!
DM: You drag his carcass and fit it in a bush. You then walk backwards from the 'burial' area to check how it will look. But there are some drawbacks.* There's blood on the dirt trail that leads to the bushes where you 'buried' it.*The clothing will draw attention to the 'burial' area.So what to do first?

Player: Will they find your sword?
DM: "Ah-HA!" exclaims the guard, discovering your blade as he pats your left thigh. "I knew you sneaky Hebrews couldn't do something as simple as deliver tribute. We'll have you in irons for this, boy!"With that the guard shoves you in front of him to present you to the Moabite captain.

DM: You strap a dagger to your right-thigh and prepare to sneak into the palace. Getting as close as you can without being spotted, you duck behind a wall and attempt to trace its perimeter as you watch for the guards.You think you have the timing just right. The guards have their backs to the doorway every minute for about thirty seconds, giving you just enough time to run through and inside. You hold your breath as you prepare to sprint.Unfortunately, you did not expect a second set of guards just inside the doors (and just beyond your view). With lightning reflexes, these guards grab your arms and drag you to their commander.
Player: Busted!
DM: The Moabite commander determines that you still have some usefulness as a human being, so sentences you to be his lifelong servant--as opposed to execution!Some plan you had...

Player: Let the commander know that you need your sword on your right thigh.
DM: The commander gives you a very strange look, not knowing what to make of a left-handed man who was supposed to deliever his people; he says nothing, though and proceeds to strap the sword to your right thigh, underneath your clothing so that it is concealed.Giving you the tribute cart, the commander points you toward the palace and wishes you luck.With thoughts of anxiety racing through your mind, you approach the guards at the outer gate of King Eglon's summer palace. "I'm here to deliver tribute to the king, sir," you tell the guard."Hmph!" is the guard's reply. "I need to check you for weapons first. You know it is illegal for a Hebrew to carry a sword in the palace, right?" The guard begins to pat you down, looking for hideway blades!

DM: Almost out of breath, and your legs incredibly sore, you have finally made it to the castle. However, it is now night time, and the lack of any form of light makes it hard to navigate around the grassy knolls of the village. The only guiding light is the torches on the castle walls. As you approach them, you see the gate looming in front of you. You take a step forward, and then slip forward. In your excitement, you failed to observe that the ground in front of you was, in fact, a moat. Just like the note said, you fall in and are quickly consumed by the water, never to be seen again. BAD END
DM: The gentle opening chords to some song come out of seemingly no where, wakening you from your slumber. You look over at your somewhat cheap light blue alarm clock, noting the time: 6:00 AM. You let out an exasperated and exhausted sigh and jump out of the bed, silencing the alarm as you throw your maroon-shaded covers off. Just like everyday, it was time to get ready for school.First thing's first, you definitely need a shower. That always wakes you up from these groggy mornings.
Player: There better still be hot water...
DM: After a rather refreshing shower, you step out and dry yourself off, thinking about how nice it would have been to sleep for another few hours. Finally, you walk out don your clothes, putting on a standard black and white striped t-shirt and a pair of jeans. It's not like your outfit really matters anyway, right?With your mind now somewhat awake, it was time to continue the morning. But what to do next?
Player: I'm feeling kind of hungry
DM: A loud growl escapes from your stomach, decidedly ending the dilemma. You walk into the kitchen and prepare the usual: a toasted bagel with spread butter. As you take a bite, you look over and notice something: it's already 7:20!Not having enough time to finish your meal you wrap it up in a paper towel, grab your bag, and run out the door. Hopefully you can run to school fast enough.
Player: Walk to School

Player: Will he find your sword?
DM: Nerviously you watch as the guard pats you down. He checks your torso, and then the outside of your legs, and then your left thigh...and that's it! He skipped your right thigh! Praise the Lord that you were born left-handed. This guard obviously did not suspect that such a left-handed man would be carrying a sword today!"Very well," says the guard. "These men will escort you to see the king." He indicates two younger guards behind him. You follow them to the throne room, pushing the cart of tribute.

Player: Inside the throne room
DM: King Eglon's throne room was a very large enclosed room, with about three guards on either side of the king. The steps and throne were made of marble, with some gold and jewels ornamenting it. The king himself did justice to the size of the room--for you had often heard that Eglon was "a very fat man", but you were not prepared for the manifistation of gluttony that stands before you!Gathering every last bit of confidence, you step toward the king. "The people of Israel present you with this gift, o king.""Mmgh. Very good," Eglon says. "You may go.""Great king," you say. "I have a message for you.""Go ahead."Looking around at the guards, you reply, "I have a secret message for you, o king."Eglon turns to his guards, "Quiet!". All six of the guards leave the room. You are alone with the king.

Player: A Message
DM: Taking a deep breath, and even more aware of the sword at your side, you step up to the throne.King Eglon, his belly overflowing, stands up. "What is this secret message you speak of?"Your eye twitches. This is it.
Player: Say nothing

DM: Taking off your gun belt you climb onto a table, throw the window open and painfully squeeze yourself out of the narrow opening. You hear Bill throw open the door, race out firing his pistols, there is a volley of rifle shots and then silence. Gritting your teeth you painfully slide through the window, tearing all the buttons off your shirt in the process and drop awkwardly onto the ground behind.You are in luck: no lawmen are guarding the rear of the building and you run as fast as you can into the trees. After many long and difficult days you succeed in reaching safety and read in newspapers what you feared is true: your brother Bill is dead. At the same time lawmen track down your companions in Texas, killing Asa Knight and Jim Wallace and capturing Jim Knight, who is sentenced to life imprisonment. You hide out alone in the Indian Territory for the rest of the year before re-joining the rest of the gang next spring.
Player: Reunited
DM: The death of Bill Dalton casts a shadow over the reunion of the Wild Bunch. Bill Doolin looks more haggard and older than you remember him, he, Bitter Creek and Dynamite Dick are all in pain from previous bullet wounds. Charley, always silent seems even more solemn than usual, Red Buck sits and scowls, Little Bill looks nervous, Little Dick is silent and even the usually cheerful Tulsa Jack seems quiet and withdrawn.The death of your brother has led everyone to put their past differences behind them and this spring day Bill leads the gang to rob a train: boarding it at Dover Little Bill and Little Dick take the driver hostage and make him stop the train while you, Bill, Bitter Creek and Charley empty the express carriage. The robbery goes smoothly and mounting up you ride away to find you have escaped with just $1,000, making your share $100.You ride all day until you reach a rocky valley where you decide to rest. Bill asks for someone to keep watch while the rest of the gang sleeps and Tulsa Jack volunteers to do it. You are not sure if one sentry is enough.

Player: "Get out of Israel!"

Player: Get out of the palace as fast as you can and signal the troops.
DM: Ensuring that Eglon is dead, you turn toward the exit and begin to walk--then you start to run. You think you just might make it out before anyone notices your deed.However, noticing your departure, the six guards return to the throne room, and find their king slaughtered! Immediately suspicion turns to you, and the palace door is locked before you can escape.Slowly, you see the guards surround you. Not allowing you the least bit of defense, everything is over with a swift jab of the spear. You lay motionless near the palace doors.
Player: A Resolution
DM: Within the day, word travelled that King Eglon had died to the Hebrew military commander. He had been waiting for your signal, but now feared that something might have happened to you. But the deed had been accomplished, so he charged with all of Israel's might to take on the Moabites.They fought bravely that day. They struck down ten thousand Moabites, all vigorous and strong. That day, Moab became subject to Israel, and the land had peace for eighty years.All this, thanks to your heroic deeds! You were found dead in the palace, but you live on in the hearts of the people.

DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaax...
Player: C
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaaac...

DM: Sebastian decides that a creature as dangerous as an ogre has to have some treasure that is worth finding. She was more than willing to search the ogre's corpse and it's lair to find anything else of importance.After a search through the bones of some rather disgusting hand half-eaten creatures, she finds the materials the smith needs for the Hemlock Band! In addition, she finds one hundred and fifty Silver, enough to make the Smith happy and enough extra random coins, gems, and even a bit of gold to make the entire mission worth her while.
Player: Return to the Smith in Triumph!
DM: The Smith chuckles as you return. He looks you up and down and asks, "Did ye' get everything I needed?"
Player: If you slept with the Smith but did not find the Beren Stone
DM: "Ahh! 'tis me favorite lass!" He says,The smith takes the materials for the Hemlock Band but charges no coin. From these he forges the Hemlock Band, a Ring that is powerful proof against poison and disease. You receive the ring and you get to keep the other treasure you found from the ogre's den. Altogether you made a small profit and add 100 Copper Pieces, 25 gold pieces, and 5 Platinum Pieces to your treasure stash.The Smith says, "There ye are lassie. Now off with ye! Have a pleasant trip an' come by whenever ye' need some lovin'!"
Player: Head back to your Lord.

DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.> Quel est votre prénom ? (10 lettres maximum ; les voyelles sont au début de la liste)Ax...
Player: D
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.> Quel est votre prénom ? (10 lettres maximum ; les voyelles sont au début de la liste)Aad...
Player: V
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.> Quel est votre prénom ? (10 lettres maximum ; les voyelles sont au début de la liste)Aaav...
Player: L

DM: You both rummage through the forest, in the process hurting yourself with countless low lying branches and thorns. The way keeps changing, sometime it's raw and sometimes muddy.You both arrive a signboard which says: Right- JIMMY THE POTIONGUY, Left- UNCHARTED.
Player: Take the left way (3)
DM: The forest is getting denser and thicker with every step you move. You both are sweating profusely. Suddenly there is a warcry and two ancient people jump out of the trees, wielding twin axes."Muh, muh, muh. Tha na kant de. Wei thou ne. Muh!" the smaller on squalls. You turn back to ask Icus if he could get what they are but he is nowhere to be seen. There is an another warcry an you hear a clinch of metal on a string.

DM: You pop up and snap off a shot from your Plasma Pistol. Pick a number from the Random Number Table and add it to your Marksmanship.
Player: If the number is 21-24
DM: Your shot drills through one of the sentries' bodies and he collapses, coughing blood. The other two run away.You find nothing on the collapsed trooper except his carbine, which you can take if you want (record it as an item), and his dogtag: Private "Reaper" record this under the dogtags section of your inventory.The trooper is not dead, as a pulse check confirms, but he will need a good nanobot patch up before he starts fighting or walking again. You put the trooper in the recovery position, following the UG code of honour, and start marching at a steady pace toward the rendezvous point.

DM: "Let's meet this potion guy. He may tell us something about The Count." you say and gesture Icus to follow you. The signs that you meet tell you that someone lives here. Certainly, you aren't wrong. A small house comes into your sight and you increase your speed.The house is well decorated from outside, bearing a millet door and few windows. A green garden accompanies its beauty. Merely, you move to knock at the door, confermed that you'll get some rest here. But Icus grabs hold of your hand."I don't think if that's okay. I sense an unholy presence inside." he warns you.Though you knock and wait. No one comes.
Player: Enter (15)
DM: You kick open the door and bolt inside. To your horror, you realize that you've done a big mistake. A dead body is lying before you, half torn and turned in impossible angles. Before you could react, Icus jumps infront of you, protecting you against the light that escapes the dead's mouth. The light bounces off against Icus's armour and hits the straw roof, setting it on fire. The dead body staggers up and lets out a deep shrill, its jaw filled with uncountable gaping teeths, and leaps for your throat!With one last blow, you cleave its head off its shoulders. The house is engulfed in flames. On a table, you find a bone and a fine tuned sword. This weapon adds to your attack strength in combat. The bone is used to regain control on your soul and mind.

Player: React quickly (4)
DM: Your quick reflexes and years of training allow you to dodge the crossbow. Hurriedly, you draw your blade and run into the men. They prove nothing infront of your mighty sword and you chop them in pieces."Come back, you cowards!!" you shout as the remaining run away into the forests. Wiping the blood off your sword, you search a little and find Icus tied to tree.

DM: You penetrate through the thick vegetation without encountering anything. You tell Icus to stop for a rest and prop yourself against a tree.Gwee! Gwee! Something falls down from the canopy of the tree and lands imp before you. You lean to check it and the something turns out to be a Troglodyte. Troglodye are small creatures with a wide variety of noses and they fear everything that is larger than them. The trog jerks its head and looks at you. A scream escapes its throat."Wee...well big...big guy. Wha...what...brings you here? I...I...well...if you...you...please...don't eat me..." it stammers, the colours on its face washing off.You laugh wearily and wickedly tell it that you'll rip it off if it doesn't runs off, which it can't since its legs are crushed due to the fall. He starts crying and praying for his life."I wonder I might leave you if you tell me something about The Count." you grin."The...Count...well big guy...he is dangerous...you...better stay away from him..."You claim that you already know that to which he tells you the password to its lair's enterance."It...it's just a little north from here...big...guy."Pleased, you let him go and advance, not forgeting to wake Icus, who is sleeping under the shade of trees, before.After few minutes of half running, half walking, you both come to two ways. The right one is cleared whereas the left one continues into vegetation.
Player: Take the right way (13)

Player: Search (16)
DM: The flame is unbearable. The only thing that you manage to find is a golden key before the house collapse to ashes."That was close." you sigh as the remains of the house burn to nothing. You both continue.
Player: Continue (17)
DM: It is growing darker with every passing moment. Your progress through the forest has been considerably slowed down. Pulling out your water flask, you tell Icus to stop to catch a breath."How far are we?" you ask."We are close." he acknowledges.The shade of the trees provides you little relief against the blazing sun. Suddenly, you notice a moaning sound. You closely examine and find an old man in the bushes. He is bleeding plentyful from some deep wounds."Stranger...help..." he moans upon seeing you. You are pretty aware that this may be another foul trap of this forest. What to do?
Player: Help him (18)

Player: Leave him and move on (5)
DM: The night is drawing near. As the sunlight dies, a deep silence devours the chirping of birds. Every living creature returns to safety, but you have a task to accomplish."Looks like we've arrived." you say grimly, but courage flowing through your veins. Icus takes a moment to say a prayer and then you both approach the castle.The moon is shining brightly, sending shivers down your skin. You light a lantern and raise it upwards. Thankfully, it illuminates everything around you. The castle's walls are cracked, riddled with holes and cobwebs. The front gates a massive and are engraved with a holy cross, probably to bond The Count in this castle. You can enter through the front gate, but that might be risky. Else, you may try to find an alternate enterance.

Player: Move on (5)
Player: Go through front gates (6)
DM: The front gates open with a scary creak. Catiously, you raise the lantern and move on, Icus covering your from behind. Some bats fly past you head when you illuminate the castle's interiors. Your eyes meet with a broken statue and suddenly you feel a sudden grief. The sanity in you starts dying. You kneel down and struggle to pull off your stare, but it only brings you pain. Your eyes are frozen on that ugly statue.

DM: An arrow tears through the air and goes deep into you flesh. As you struggle to take the arrow out, the men charge at you with with full might. Even with one wounded hand, you chop them into pieces."Come back, you cowards!!" you shout as the remaining run away into the forests. Wiping the blood off your sword, you search a little and find Icus tied to tree.

Player: Find an Alternate Enterance (21)

DM: You approach him and try to pick him but he doesn't show any interest in standing. He smiles faintly and tells you that he was attacked by some barbarians. They robbed him, beat him, and left him to die. You tell him of your quest to kill The Count."I can't be saved now but perhaps I can help you in your holy task." he puts his hand on your forehead and draws some patterns on it. You feel a sudden surge of energy flowing through you. Replenished, you thank the old man but he is already gone. You bury him next to a tree and call Icus."Gwee! Gwee! Who you be, big guy?" a muffled voice comes from behind.You turn around in alarm and see a troglodyte staring at you with wide eyes. Before you could answer, it rushes into a hole made under a tree"Can't come in without the password big guy."
Player: Tell the password (19)

DM: Icus follows you as you go around the castle. The lantern in your hand is clearly showing your path but still a strange fear has enveloped you. You notice a black splotch in the castle wall and strike at it with the pommel of your sword. Some bricks of that wall collapse to reveal a secret passage. You've heard that kings made these tunnels to escape from their enemies. Handing the lantern to Icus, you slide into the enterance.Even the feeblest sound echoes here. You make your way through ages old cobwebs that dominate the tunnel. Suddenly, your eyes meet the ceiling where dozens of red lights are twinkling."Bloody bats...his favourite..." you whisper and command Icus to halt. Suddenly, the eyes disappear. And a single overlarge bat swoops down on you. You barely roll out of the way and turn around. Nothing for few seconds. Then you see two red eyes and ready your blade.You cut it in half and advance through the tunnel until finally coming to an exit. Icus and you climb out and find yourself in the castle.
Player: Castle (8)
DM: Nothing can be heard in this castle except bats. You hand the lantern to Icus and survey the area. You can check the ground floor or go upstairs.
Player: Upstairs (9)

Player: Don't tell (5)

Player: Don't do anything (7)
DM: You scream out, powerless and frieghtened. Your vision starts fading. It's burning, the castle is burning, you hear.
Player: You can't (24)

Player: Use your magical bone (23)
DM: You suddenly remember the bone that you found at the hut. Taking it out, you place it between your eyes and the statue and feel the pain washing away. Shaken by this demonic castle, you bounce back to your feet and shatter the statue to pieces before it could do that foul thing again.
Player: You manage to break free from the curse and spring back (8)
Player: Ground floor (25)
DM: After throughly check every room and encounter nothing but bats and tiny snakes. The last room that you enter is made in a grim corner of the castle. Unlike the rest of the castle, this room is clean and well maintained. A huge potrait of The Count hangs from a wall and beneath it, two coffins are kept, one open and one closed. Icus slices the potraite with a single strike a burys it in the open coffin."This is his right place." he growls angrily. You run an eye and spot an old book hidden under a table. Your instincts tell you that it is cursed. But the urge to pick it up is strong.

DM: The trog hesitately lets you in. You crouch and move through the maze of halls and such. Atlast you end up in a less confined area where dozens of trolls are already sitting. You ask them about any information on The Count and get these in answers:"(Gulp)The Count...evil and dangerous...we stay away from him since the day he killed Little Jimmy...""People say he is a vampire...I don't believe it...how come a vampire is living with bats?""..........""...The Count...hmmm....I think his name is Count, but I'm not sure..."The leader gives a bow and bids you farewell. You crawl out of the lair and find Icus searching you.
Player: Continue (5)

Player: Leave it and check anything else (27)
DM: Icus has found a jar filled with blood and shows it you."The Count's valuable possession, what to do with it?"You turn it upside down and smash it on the flood. Admist the blood, you see a shining dagger. The moment you touch it, you feel like being dragged into the past."...25 years ago...you see a brave hero fighting The Count with this dagger. After defeating The Count, he impales the dagger into the vampire's heart and escapes before the castle falls to pieces...'You snap back to present. Smiling, you slide the dagger into your pocket and get out of this room.

DM: You are mine, you are my part, you are me. The voices slowly drive you insane. Suddenly, you feel very hungry. You need something to satisfy your hunger. You know what you need. You need blood. Your attention turns to Icus who has his sword drawn upon you."Evil has triumphed you my friend. You must die, for everyone's sake." he charges at you, cutting arcs in air with his long sword. You smile wickedly, and with your mere gaze gains control on poor Icus. You approach him, take him in your lap and dig your large fangs in his exposed neck. His scream shudders the whole castle. With your new power, you easily slay The Count and feast upon him too. You might have completed your quest but the price has to be paid by mankind. You've become a monster and the Blackwood has found a new Bloodbeast. It's up to you to decide whether it's a good thing or a bad thing. For now, it is the end.YOU'VE ACHIEVED THE SECOND BEST ENDING

DM: You both climb a spiral staircase that ends into a long hall. The only source of light here is you dimming lantern. The hall streches like eternity until you see two doors on the either side of the wall. They are decorated with uncharted linings and cuts. One is marked with a dead tree and the other is marked with a seed. The hall continues further into darkness.
Player: Open the door with the seed (28)
DM: You push open the door marked with seed and go in. Immidiately, you are confronted by a spirit of the castle. Although, you can't see him but you can surely feel his presense."Another unfortunate soul has come to kill The Count. I suggest you to leave for The Count is far more powerful than you could ever imagine. The last hero who killed The Count was never seen again from that day." the spirit warns you."I can't return now." you answer."Who are you talking to?" Icus asks. You ignore him and concentrate on the spirit."I can't stop you from trying, anyways. Just don't turn back if you've decide to defeat him. Doing so will result in fates that are much worst than death. May the One God show you the path..."You can't hear the spirit anymore. This encounter has provided you with much needed courage. You exit the room.

Player: Pick it up (26)

Player: Continue in the hall (10)
DM: The only sound that is audible is your own footsteps and heightening breaths. Abruptly, Icus draws his arm and blocks your way."Evil lurks ahead, It's presense can be seen, and heard. You can return if you fear." he hisses in voice that doesn't sound like his. He pulls out a long blade that was concealed in his armour and grips it with both hands."The time has come. I won't stop you from leaving, but I won't stop you from coming either." with this, he walks on.Perhaps, he is right. You might as well lose your life confronting The Count. The choice has to be made.

DM: You wake up just in time to witness the most breathtaking sunrise you've ever seen. The sunshine is almost blinding you as you sit up along the shore. It would be an amazing experience if it wasn't for the fact that you didn't know where you are and how you got here. It is all a blank. Dazed and confused, you wonder what to do. You see in the distance only a few landmarks that you can make out. The jungle blooming with flowers of every color of the rainbow. But, it wasn't all just beauty. There is tall, shady vegetation further back, darkening out some of the areas as though something was lurking around every tree. To the right and left of your body is an elongated stretch of sandy beaches. It seems to expand further than the human eye can see. From where you are, the is no sign of existence for miles. Just the waves crashing against the soft white sand and the high swaying palms. Your hands start to shake as you become more and more frightened. What will you do?
Player: Call for Help
DM: You began calling for help as loud and obnoxious as you possibly can. You use all your might to alert anyone near or far of where you are currently stranded. You yell louder and louder to gain anything's attention. Time seems to stand still while you shout for help. But, as you remain calling, your throat begins to feel scratchy and your voice continually gets raspier. You're losing hope. It's been about 30 minutes and still no response. Not even a whisper. How could you possible know that anyone was on the island in the first place? How do you even know this is an island? Will you continue to call or give up?
Player: Give Up
DM: If you keep on shouting, your voice will end up giving out anyway. There is no use for you to continue calling for help. No one is coming as far as you can tell. The only other option you have is to explore the mysterious island you just appeared on. Hopefully you can make it off the island on your own.

Player: You can't do it (30)
DM: "You are free to leave, it's your life." Icus gives you one last look and the vanishes into the hall. You feel happy, you will live now. Foolish Icus. He thinks he can defeat a vampire. Hahahaha. You rush back to the stairs. But where have the gone? The hall doesn't end. You desperately run further, hoping to find the stairs but meet nothing. The hall doesn't end. You turn and run back."Icus, wait for me!!"But there is no Icus. The hall streches into darkness. You run back and fourth but the hall never ends. The last ray of hope dies soon.You and Icus are never heard from that day. Some hunters have claimed to see you on the windows of the castle and hear your screams at night. Nobody knows how true their claims are except them. You have become famous, you have become immortal. But is that a good thing? Well, it depends on the way you look at it. But for now, it's the end.YOU'VE ACHIEVED THE THIRD BEST ENDING

DM: "Let's go for your ship, Will."The 3 of you run to the runway and Will shows his military ID to the guard by the entrance ramp onto the ship."No guests, sir," he says."Listen, private," replies Will, "I outrank you. If you wanna keep what little of a life you have, you're gonna left these 2 on with me.""Sorry, sir, that's against regulations. Only military personnel on this ship. Have your friends process through the terminal to the civilian ship. They will let them on.""Friends?!?!? THIS IS MY FUCKING FAMILY!!!" Will starts to lose his cool and looks like he's about to cap this dipshit private.He looks at you, as if hoping you can speak for him.
Player: "Yeah, fuck you! We're family!"
DM: The private gives you a tired, angry look. Then he gets on his radio."Colonel, I've got a situation here at the Pittsburgh unit. Civilian resistance, over."The other side answers, "Eliminate all resistance. There's no time for that shit.""Roger that." The soldier doesn't hesitate to raise his rifle and mow the 3 of you down...

DM: Removing years of dust of its cover, you pick it up and storm through its pages. Most pages are torn and filled with holes and the written text goes over your head. It is written in some alien language that you've never seen before. One page catches your eyes. It is marked with a red symbol that looks like veins. Suddenly, you feel yourself being sucked into the past.'...you find yourself surrounded by enormous trees. You are sobbing, calling out your mother. A figure come out from behind a tree and takes you in its lap. "MOTHER!!" you cry out. Suddenly, your eyes meet its face. A white face, riddled with deep scars. It opens its jaw and bites onto your neck, silencing you forever...'You snap back to present and see Icus lying flat on the ground, his face drenched in blood."WE MEET AGAIN..."You look back and face your worst fear. You yourself. But with a pale skin, crimson eyes and sharp fangs."You are one of us, accept the truth. You can't escape you destiny." your replica say coldly."JUST GET AWAY...YOU...YOU...I AM NOT A VAMPIRE...I AM A HUMAN...YOU HEARD?...I AM A HUMAN!!!" you run into you replica, determined to put an end to your haunting nightmares.THE FALLEN ONE...After a long battle, the vampire burns into flames. With a new courage, you help your mate on his feet and dash out of this cursed room.

DM: "I won't leave my 10,000 gold coins, who would anyway?" you laugh as you join Icus. He doesn't reply, not even looks at you.The hall ends into a magneficient room. A candle is hanging from the ceiling. A hard blow of wind comes from nowhere and your lantern goes off. With sweaty hands, you watch as Icus calls out the vampire. After few minutes, you see a figure emerging from the darkness. It is cloaked in a black cape."Ohh...you've come atlast. My friend." it speaks to Icus."It's the end Count, tonight the Blackwood will get rid of you. Be prepared for I have the One Blade. Tonight The Unholy One will die." Icus replies, tightening his hold on his sword.The figure removes its cape and you see a white face, depicting cold death and long fangs. It snarls and leaps onto both of you.
Player: Fight and victory (12)
DM: The cold ashes of The Count rests before your feet. You look at Icus who is propped up against a wall, a stream of blood flowing out of his puntured chest. He is hurt badly in the fight."My...my time...has come..take this sword...and tell Yako..tha...that I died...I died bravely..." he stammers before sleeping into an eternal sleep. You close his cold eyes and grab his sword."I will my friend. I will."You collect The Count's remains and leave the castle before midnight. It takes you several hours to escape the forest and reach the wizard's hut."It was foretold in the God Scrolls, his death was already seen by me. Hail to the Knights." Yako murmurs a prayer. He gives you your reward as promised. You pack up leave the hut the next day."You know...I was thinking I could use some more help from you...what daya say?" you hear the wizard from behind."More vampires?" you look back."Certainly not....ever heard of Elle, the city of assassins?""I guess yep.""Some men want me to find a guy named Drake, they say he was last seen in Elle. Will you help me?"You think for a moment. Then reply...THE ENDYOU'VE ACHIEVED THE BEST ENDING

DM: The flame narrowly misses, the dragon takes a deep breath, preparing for another blow
Player: Dodge
DM: I dodged-Too Early! The dragon simply swung its head around and scorched me alive. The End...
Player: Attack
DM: In the dragons moment of weakness, I plunged my sword straight into its heart, and pulled it back, leaving serrated shards of crystal stuck inside of the gaping hole in the dragons chest. The dragon let out a groan, and with its dying breath, released a flame so huge, so inescapable and powerful, there was only only one option...
Player: Attack again!
DM: I ran straight into the flame! I was burned to a crisp in mere seconds! My one regret is that I never got to see my mother again.
Player: Try again

Player: Face the Vampire (11)
Player: Use holy dagger (31)
DM: Dodging another claw of the vampire, you thrust the holy dagger deep into its heart. Black flames shoot out of its body and its crimson eyes begin to melt. It stagger backwards, clutching at its heart."...YOU! How dare you! HOW DARE YOU ATTACK THE COUNT.." it screams. The holy dagger itself goes deep into its heart and makes a gaping hole through its chest. The vampire starts burning, but his hunger for your blood doesn't wanes. You must fight a wounded, but thirsty vampire.

Player: Walkthrough
DM: The walkthrough list the ways to get all endings.First (Best) - You already know. :)Second - When arrived at the the castle, Go through the front gates and don't break free from the curse (or don't use the magic bone)Third - When arrived at the upper floor of Castle, and about to face the vampire, retreat instead of facing him.Fourth - Open the door with the dead tree, when upstairs.

Player: Trailer (Ashes: Bloodlines)

DM: You pull out the diary and go at the page with the red symbol. The red symbol is glowing in the presence of The Count.'...This is your destiny, my child. Take your revenge...'Suddenly, you sword starts glowing, red magic shooting out of its blade. With a new courage, you swing your sword in an arc and it slices The Count into two parts. The collision is so strong that you are thrown off your feet and go flying to hit a wall. You focus at The Count whose parts are surrounded in crimson flames. You fade away with a smile of victory.

DM: You take the right bus. As long as you all were going on the same plane it wouldn't really matter. As the bus drives down the road, you can see your grandmother waving goodbye. Bye grandma... You think to yourself.The airport in Saigon is surprisingly empty. To your surprise, an unfamiliar bus is parked in front of yours. The adults on you bus get off. They walk into the airport. Your friends are talking amongst themselves, wondering if they'll be able to get on a plane.
Player: Sneak off the bus to see what's going on
DM: Tired of waiting, you hop out the bus window. It is a long way down, but you land safely. After sneaking past any adults, you crouch behind a garbage can in front of the airport building. From here, you can see a man from the Holt Center talking to someone. The man he is talking to is wearing some kind of police uniform, with a tiny box with a wire sticking out of the side.Sir, we were scheduled to get here first! Who's bus is this anyway? The man with the police uniform answers. Don't worry. We have another plane scheduled to take your kids as soon as their plane leaves. The Holt Center man nods. Alright, I'll tell the kids. Just be sure you- Before the man could finish, a loud explosion is heard behind the airport. Tower, what was that? You can't understand the chatter from the radio on the guard's shoulder. Sir, stay here. You know that bus that got here first? Well, their plane just went down. The guard finishes, and runs back into the airport. The Holt Center man is starting to walk back on the bus. Time to get back inside!

DM: you decide to get out of the car and walk on foot to work. Which is conviently just 10 mins down the road but its a 30 min walk which is like foreverrrrrr. You walk and walk and walk but decide hey I'll take a short cut. So you walk off the road, down this street, down some other street and kinda get lost....You walk under a bridge and its super dark, you can barely see anything but then you run into a man. A tall white man with dark red circular glasses.Hello Dave, I'm Arthur Slugworth, Owner of Slugworth Candies.....I hear you won a tour into the.....
Player: SUCKA PUNCH???
DM: You ball up your fist and right hook Mr Slugworth in the face. Knocking him out cold NOOOOOOO!! as you pointed at him on the ground. Strangely Mr Slugworth melts into slime and oozes into the ground. "whoa...." you said as you look around to make sure no one saw youThat's quite a punch you got there....You recognize the voice.....it's Gene Wilder dressed in Willy Wonka clothes.How about a job with me?? you took out one of my rivals and that's quite a feat! what do ya say, you me? factory?
Player: I don't like where this is going
DM: I don't feel comfortable, so I'm gonna keep going. But like your style dude. As you walked away from Mr Wonka and continued to the office building. You get to work and sit down at your desk and begin to work.Yep, just another boring day at the office. If only you made different choices, you could be elsewhere at the moment.... The end?

DM: You enter the mall like its any other regular day in July. You have high intentions of getting the Xbox One.
Player: Notice the pretty girl crying on the bench
DM: You go over to the girl and ask what's wrong?She continues to cry.You ask what's wrong again.She continues to cry.You start to walk and that's when she answers. "Oh so you're just going to leave me like everyone else!"You say,"What?"You're freaked out and thinks this girl is crazy but you decide to stay. "Oh no I'm not going to leave you, I would never."She starts to throw a tantrum like a little kid."EVERYONE HATES ME AHHHHHHHHHHH!"She continues."My parents got divorced and my mom left. She took my brother and sister but didn't take me because she hates me. My boyfriend left me for my best friend. My father resents me and thinks I'm the reason that my parents couldn't be happily married."You say, "Oh I"m so sorry to hear that."She quickly responds, "But I know you'll love me right? You'll be mine forever right? You'll never leave me right?"You give her a crazy look then say, "About that... I don't even know your na-""Excuses! If you want to leave just go already!"
Player: Stay and console her

DM: You're driving your jalopy back to your insect-ridden shack when you notice a note under your windshield wiper. You manage to grab it and read: PARK IN MY SPOT AGAIN AND I'LL KICK YOUR ASS -TrishNice to know someone cares enough to get their message across, huh?
Player: DAY THREE

DM: You're headed to game stop when all of the sudden you're knocked on your back. You look up to see your high school Bully Cico Nimino towering over you at 4'11. Cico starts to yell. "I TOLD YOU NOT TO GET IN MY WAY BENG. NOW GIVE ME YOUR LUNCH MONEY."
Player: Refuse to give your lunch money away
DM: You don't give Cico the luncy money. Cico says okay, but then he says one thing. "Get him boys"Assuming that all of Cico's boys are midgets like him Chenny isn't scared at first. He then notices that all of his boys are over 6'0 feet and look like they could be in the NFL. They then proceed to attack you in an orderly fashion.
Player: Run away
DM: You attempts to run away but one of the 6'0 giants grabs his leg and drags him back into the middle of all the other giants. They begin to attack you.

DM: You don't want to deal with this right now so you start to walk away. She screams. "I KNEW IT, YOU ARE JUST LIKE EVERYONE ELSE YOU JERK, WHY DOES EVERYONE LEAVE! DEAR GOD WHY?."Now you feel bad for the girl so you decide to pity her.
DM: You start to feel a little awkward but you stay. You say, "Uh... what no, I would never leave you."She gets excited and says, "Oh my god I knew it! You are my angel sent from heaven! I can't wait to start our lives together. We're going to have three kids, all boys, and their names will start will Z. We'll live in a studio apartment, yea it's small but that's all we can afford since you'll be the only one working the whole time. Yes this is going to be the best, I can't wait to start our lives together."You quickly realizes that you have made a huge mistake by deciding to stay. You say, "Yea... about that... I don't even know you're name yet and I actually have a thing to go to so... "She cuts you off, "What are you trying to say Chenny.""Wait how do you know my name already?"She walks toward him with a creepy look in her eyes and says, "Oh I'm not sure dear. It sounds like you're trying to leave me again honey, and that would be wrong because I know for a fact we're never getting separated again schnookums."You get scared and say "Yea what? No way like I said I would never leave you, I was just saying that we should go somewhere together to that thing."Her anger turns into happiness and she says "Oh okay", then laughs like everything is okay. "That sounds good babe where are we headed. My name is Tiffany by the way." You obviously doesn't feel safe around this girl and don't know where to go so you have to pick somewhere in the mall.
Player: Victoria Secret

Player: Macy's
DM: You walk into Macy's and Tiffany is immediately annoyed. She says, "Macys? Are you serious Chen Chen?""Yea what's wrong with Macy's? And don't call me that.""You are so stubborn, but that makes me love you even more. C'mon we're going to Victoria Secret instead."You say, "Okay... I guess..." and follow her.

Player: Wait for the beating to end
DM: You decide to take this beating and just sit there and let it happen. But then a girl comes to your rescue and tells Cico and his boys to beat it and scram. Cico gets angry and says, "What makes you think that you can tell us what to do."She does a karate chip to a trash can and almost breaks it in half. She simply says "That."Cico is immediately frightened and says "Hey we don't want any trouble we'll be on our way." He looks at you and says "I'll see you later Chen Chen." Then walks away with his friends.She helps you up off the ground and introduces herself as Delilah Jenkins. But she says you can call her DJ. Off the bat you really like this girl. But you aren't sure if you should ask her out or not.

DM: You guys walk into Victoria Secret. Tiffany is overly excited and says "Oh my god, V.S, this is like my favorite store of all time. Oh Chenny you dirty dog it's only our first date, and you already want to buy me some lingerie."You say, "Date? What? Oh uh yea date yea a date it's definitely a date, not a plan to escape and never see you again.""What?""Huh?"She says, "Oh Chenny you're so funny.""Yea yea... Hey why don't you go try on that blue bathing suit over there."She gets excited, "Oh my god yes! That compliments my eyes!""But you're eyes are dark brown."She just stares at him and doesn't say anything.You say, "Yea they definitely compliment your eyes!"She smiles and says "I'll be right back to tell you how it looks my little Chenny poo.""And I'll definitely be waiting right here counting the seconds until you get back."You keep looking at her until she disappears to the back to the dressing rooms. As soon as she's gone you run for it.

Player: Head for you car
DM: You are finally free. You get outside and inhale the air like it's a new day. You're not trapped by Tiffany anymore. You see your car and start to walk towards it until you hear your name being called. You don't turn around, you start to sprint towards your car. Your name continues to be called but you don't turn around, you continue to run. You are so close to your car when you're tackled by somebody in all black. Their voice is deep when they say "You said you would never leave. No one likes a liar."You have a panic attack and faint.

Player: Say you have to go
DM: You are so nervous that you don't even introduce yourself and say "I uh... I have to go, thank you for saving my butt."You start to run away but she runs after you."Wait! You didn't even tell me your name.""It's Chenny Beng.""Wait a minute.""Yea it's Chenny like the cow off Eora the Dexplorer, everyone used to make fun of me for it when I was a kid.""Aw, that's so mean."You laugh and say, "Yea little kids can be cruel."She is smiling at you and actually enjoying your company.Now you are starting to think maybe you should just go for it and ask her out. You put your best "I'm hot" face on.

Player: Try asking her out on a date

Player: Go to the bathroom really quick then head to the car
DM: You arrive at the bathroom and begin to handle your business at the urinal. It's one of those relieving trips to the bathroom because you haven't gone since the night before and you drank so much water already. You're enjoying this trip to the bathroom until someone taps you on the shoulder.You say, "Excuse me dude I'm kind of busy right now."The person says, "It's okay, I'll wait for you like you said you wait for me BABE. No one likes a liar Chenny."You eyes widen and you say, "Tiffany?" Then you turn around to see that it's her. You have a panic attack and pass out.

Player: WHAT HAPPENS NEXT!!??!?!?
DM: You wake up in a daze. You hear generic pop music. You try to move your arms but you realize you're tied up. You also realize that you're in a dressing room but you don't know what store. You turn left to see Tiffany kissing another guy. You're so stunned that all he can do is let out a huge gasp. She turns around and pushes herself away from the guy and says, "Chenny you're awake!" Now you're is mad, "Yea I'm awake and you decide to cheat on me! What is this! No, who is this? No, where am I!"The guy says, "Dude calm down broseph."You say, "Really Tiffany. With this guy."The guy responds, "You're basically in heaven, the best place on earth, Abercrombie and fitch."You ask, "You work here?""Yea bro, my name is Derrick dude, if you mention that I helped you at the register I get something good, I don't what because it's never happened so you should definitely mention me." Tiffany agrees with him. "Yes we should do that Chenny!" You say, "No way, untie me and let me out of here."Tiffany is about to spaz on you but then you hear a knock on the door. Another employee says "Hey is anyone in there?"Tiffany and Derrick look at you and nod their heads in the direction of the door as if they want you to say something.
Player: Keep quiet

DM: Everything's going just dandy with your first table. You check and everyone's happy with what they ordered and they've run up an impressive alcohol tab. You only begin to worry when little Porky starts turning red and pointing to his mouth, indicating that yes, he is in fact choking. Do you-
Player: run for help?
DM: Edith's ears prick up at your distress call. She wobbles over at top speed and ably dispatches the chicken bone lodged in the youngster's throat. She claps her hands and the family sighs with relief. Great, you think, watching her lingering smile- now I owe her one.

DM: It ended too quickly for you, Meg, dead a few weeks before graduation, your second attempt more successful. It must have, in some sick way, galled you that your first attempt had failed. You hated failing.Your second note told me only that you were disappointing everyone, but I know I am not everyone. You didn't disappoint me, and I know you know that now, since the ghost of you is reading this page.
Player: Goodbye, Meg.
DM: My lovely ghost, who lingers in my office--I see you in there, almost, when there's a gust of wind that riffles pages. I have them all here, listening, or reading, at least. They are here.What do we do with ghosts like you? Do you stay and haunt them a while? Or shall we let them leave untroubled? Or perhaps let them sit and think about what they did over the long weekend, trapped here, how they drove girls like you to your sad fate. My sad ghost, my favorite, choose for me.

DM: You look at the both of them and scrunch up your lips as if you won't say anything. Tiffany decides to speak, she says, "Uh, excuse me I am changing, leave me alone or else I'll report this store for... uh... spying on women in the dressing room?"Tiffany and Derrick smile at each other and give each other a high five. You roll your eyes. The employee replies, "Jeez all you had to say was that this was occupied, but okay I'll make sure I don't check this dressing room again."You can't take anymore of this.

Player: say something
Player: Go to sleep

DM: You are immediately ambushed by wide eyed Hollister workers once you walks in."Hello sir, what do you need?""Would you like some help sir?""New galaxy joggers on sale, half price!""Smells like someone peed their pants...""Your wardrobe is terrible, let's get you some new outfits!"You ignore all these people and goes straight to the back for the jeans. You find a pair that you like and go to the dressing room to change. The jeans are extremely too tight, and you decide that you don't want them, but when you look down you can't find your other pair of jeans. You try to open the door, but the door is locked from the outside, and the worst part of it all, Kenny Chesney playing over the loud speakers. You starts to scream like a school girl, then you suddenly realize that there's a picture of a women on the door. You realize that you're in the women's dressing room instead of the men's. A bunch of beautiful girls rush to open the door only to find you standing in your tightly whites. They all start to laugh at you, this is any man's worst nightmare. You just walk out with your head down and no pants on. :(
Player: Head Home :(
DM: You're sulking while walking to your car when you looks at your phone to see what time it is. It's 8:30, you're supposed to fight Chad but you really don't want to. You turn around to go hide in the mall but when you turn around you run right into Chad and fall down. Chad is towering over you, then he picks you up by your shirt. "This is it punk."
Player: The fight

DM: You walk into Pacsun and you aren't ambushed by the workers. The workers are too busy stocking clothes and doing stuff at the register and that doesn't even bother you. You really like the playlist that they have playing in there. You walk straight back to the section where all the jeans are. You have no trouble finding the perfect pair of pants and then you bring them up to the register. The cashier rings them up and there is no problem. You thank the cashier and walk out. But now you're a little hungry so you decides to get something to eat.
Player: Auntie Annes
DM: You walk up to Auntie Annes feeling fresh and confident in your new jeans. "Hi I'll have a cinnamon pretzel with cream cheese."The female cashier smiles at you. "'l'll get that right away from you sir, just one problem, we don't have that."You say, "Wait what... C'mon man the cinnamon pretzels are the best!""Yea I know I feel the same way, but we just don't have that today."You say, "That's okay I guess, I'll just have a regular pretzel.""We're out of that as well."You say, "You gotta be kidding me?""Nope.""Pretzel dog?""No.""Lemonade?""Nada.""Any coca-cola products?""No can dosville."You say, "Gosh dangit, I'm really hungry.""Sorry sir."You starts to walk away but you still feel confident in you new jeans. You turn around and say"Hey if you're not doing anything la-"She cuts you off."Bye."You shake your head and start to walk away. You have lost your hunger but you're is still a little thirsty.

DM: She is very flattered that you asked her on a date and says yes instantly. You are all smiles until you see an angry young man headed your way. It's Chad Buzwick, the star lacrosse player from your school.D.J turns around and says "CHAD?" You are shocked and say "You got out with Chad Bunzwick?"She replies with "Oh, that's my boyfriend, but its nothing serious we've only been dating for 5 years."You stand up and try to apologize as quick as possible. "Look dude I'm sorry I asked your girlfriend out on a date I just though- "He says, "Yea you thought you jerk, D.J you're coming with me. And if you so much as call her, I will find you and I will kill you."You laugh and say, "Okay Liam Neeson..."He gets angry and says, "What did you say to me punk!?"" I said... you sound like Liam Neeson saying I will find you and kill you... that's a little corny dude."He says, "Nobody is allowed to call me corny except my parents, siblings, friends, teachers, distant cousins, girls I like and teammates! That's it Chenny, meet me outside the Macy's at 8:30, we're throwing down."You say, "Who says throwing down anymore?""Just be there, okay.""See ya there bud."Although you acted cool and calm in this situation you actually peed your pants but luckily you are wearing very* dark pants where you can't see anything.
Player: Go to PacSun for jeans

DM: You figure that you'll never get out of the dressing room. You accept the fact that you'll live in there for the rest of your life. You try to go to sleep because maybe when you wake up this will all be over. Tiffany slaps you so hard that her hand gets imprinted on your face. She also knocks you over and now you're on the ground, crying while tied up and with a huge hand print on you're face. She starts to talk to you as if you're a baby, "Chen Chen you're not allowed to fall asleep."You sigh and stare at the ceiling. You feel so defeated at this moment. You keep thinking about what would've happened if you just would've left this girl alone. Then somebody begins to open the door.

DM: A cop pulls up besides you guys. "Hey kids what is going on here?"You respond first."Uh... he's obviously about to beat me to a pulp?"The cops says, "Well well well mr. attitude, maybe he should beat you up because you are so rude.""Oh I'm sorry sir, I'm sorry that I'm scared to get beat up by the biggest kid in town, I'm so so sorry.""Well excuse me... you know what? You kids should just talk this out."Chad says "I totally agree with you officer." The officer pulls off. You say, "I can't believe this."People start to crowd around.You say, "Well let's get this over with."Chad says "I was going to wait a couple more minutes, but hey its your funeral not mine."Chad starts to swing. You see his first coming for your face and you swing with your eyes closed. You hear the crowd go "OHHHHHHHHHHHHH"But you didn't get hit? And you most definitely hit all air when you swung. You open your eyes to see DJ standing overtop of Chad. You say, "DJ? You can fight?""Yea it's no biggie, I take a MMA training class like twice a week. It helps me out sometimes."Stumbling over your words you say, "Uh- y- wh- um- yeah definitely.""Do I want to know why you don't have any pants on?"You laugh and say, "Long story." "Well I usually don't say this to guys who don't have pants on but would you like to go on that date sometime?"You say, "What about Chad?""He's old news." She smiles."Oh cool, then how about we get something to eat?"She says, "Sounds great, I'm starving."

Player: Water fountain
DM: You go to a small water fountain expecting some decent water. You bend over and start to drink some water until the water fountain breaks. Water sprays all over your pants and now it looks like you peed his pants even worse than when you really did. You decide to take the pants off and walk around the mall with no pants on. Pretty sure that's not allowed but no one says anything to you about it. You look at your watch and realize that it's 8:30 and that Chad is waiting for you outside to beat you up. You've lost all your pride and decide to go meet Chad outside for the fight. You guys go through some back and forth banter for a while until Chad grabs you up by your shirt.

DM: You walk up to order."Hi can I have a cinnamon Dolce latte, please."The employee says, "Can I have your name please?"You are feeling funny in your new jeans as well as a little confident too. You see the opportunity and take it."Um, you can put me down as Seymour Butts." You chuckle but the guy taking his order keeps a straight face the whole time. You go to the side and wait for your drink to be called and anticipates that everyone will laugh. The guy calls the name, "Seymour Butts, I have a cinnamon Dolce latte for Seymour Butts."Everyone is going on with their lives while you're the only one who is cracking up. You walk up to the register while you're stilling laughing."Oh jeez, that is funny stuff, thanks for the latter man, I needed that laugh today."The guy doesn't know why you are laughing but he chuckles too anyway. "No problem sir, oops."He accidentally drops the latte while handing it to you and not only does it get all over your pants but it's also a tad bit hot.You scream like a little girl. "My new jeans! My pride! My dignity!" You immediately takes off the jeans and start to run outside, away from everyone. While you're running you notice a clock and sees that the time is 8:30. The time that you're supposed to fight Chad.
Player: Keep running
DM: While running you're tripped and falls right on your face. You slide your pants off because now the feeling of having the wet pants on is bothering you. You look up to see Chad standing over you. Chad says, "I know you weren't trying to run away from our fight right?"You stutter, "U-uh, n-n-no I would never Chad I was on my way there.""Well let me give a lift bud."Chad puts you on his shoulder and starts to carry you to the destination of the fight. You guys eventually get there and Chad puts you down like you're a little kid.

DM: You manage to sneak around behind him and take him by complete surprise. You take his gun and bend it so that it wont fire and you pin him on a nearby tombstone. You do it hard enough for the stone to tremble a bit to make your intentions clear. "Who do you work for?""Fuck you bloodsucker, might as well kill me cuz you're not getting anything out of me."Fine, have it your way."You begin to torture him for answers so that you can find out who wants you dead. It's nothing too serious except you just scratching him with your unbelievably sharp nails until he starts to runs his mouth... which happens a little too quickly."Alright, i'll tell you anything.""Who do you work for?""I work for a guy named M. He hasn't told me anything except that letter and to kill you.""Do you know who put me in there?""Yeah i do actually. M mentioned that some girl of his turned you and put you in there to protect you. She came by earlier tonight to check on you. That's how i knew.""Do you know where she is now?""No.""Where is M?""He has a bar in town. It's this place where a lot of bikers hang out.""Thank you. As appreciation for cooperating i'll kill you before i feed."You keep your word.What now?
Player: Go find the bar
DM: You decide that finding the bar is important seeing as how you won't leave your sire behind (those of you who got here from back in time might need to pay more attention to that)and decide to investigate the biker bar. You search for hours but are unable to find it. Eventually you give up for the night and you decide to bunk in an abandoned tenement house. Too bad for you that the next morning it is demolished to make room for a mall with you in it still. You get a nice and fatal char broil from the sun.

DM: The books are so frigging hard, leaving nasty bruises on your back. One book hits you on the back of your head. It isn't long before your bruised and unconscious body is buried under a pile of hardcover books. You enter a coma. When you recover months later, Jason just graduated and you still have another year of high school. Crap!
Player: You lost, click here to play again
DM: You just lost your girlfriend. Guess who she walks hand in hand with into the sunset: Spoonboy.You go to church, thinking the air of God would calm you down. Guess who one of the altar boys is: Spoonboy.You run out of the church and someone in a beat up sedan is honking at you. Who's driving it: Spoonboy's father. "How's it like to know my boy is a better gentleman than you with Tiffany, loser?"Spoonboy's little bro, Bryan, pulls up alongside his Dad and says, "Tiffany never liked you. She pities you, and dated you only so you don't break down and cry, retard."Crying you run home. Fighting back more tears, you feel another emotion: rage. You must fight Spoonboy if you don't want him F-ing up the rest of your high school days.
Player: Everyone has their own Alamo, fight back!
DM: Good things shouldn't happen to bad people. You know in your heart that Spoonboy must be stopped, not just for yourself but for every other poor kid at school who has to deal with him. And for kids at other schools who have a Spoonboy of their own. And the schools of the world, with their own Spoonboys.
Player: Go to school for payback.
DM: OK, you know where Jason Spoonboy's locker is. You also know he has gym class for 1st period. He has a locker there but you don't know which. What's your decision?

DM: "Do you know where I can find Luke?" You ask her, "He is the last person I have to talk to." "You'll find him where the opium eater gave the Malay the thing that had them both addicted."She then goes back to staring off in the distance, looking for her love apparently.
Player: Hallway
DM: There is not much in the Hallway and you don't think that anyone would hang out here willingly anyways.
Player: Kitchen

DM: Scared, you run to the village, but the dragon seems to be following you... You start to run faster leaving the dragon behind, but when you get to the village the dragon stops flying and charges you with its head. What will you do?
DM: You successfully dodge but he then levitates and breathes fire at you. You, scared don't move... When suddenly an Ice wall appears and covers you. You look at your hands and say "Ice!?" and then you breath and make a pushing motion and the wall moves forward, bumping the dragon. Then you look at the dragon and break the wall into small pieces which all go and stab the dragon, leaving a blood puddle on the floor. "Pity..." And then you fall down and start to loose your consciousness and see the people surrounding you with surprised looks on their faces. Then your mom and sister come to you and hug you, hoping you weren't going to die. But then you wonder. Where is the shy girl. "What is her name?" To be Continued

Player: Head to the Chick-Fil-A in the mall
DM: You guys go back in and walk upstairs to get to the Chick-Fil-A. You both notice that its closed at the same time and then they both say "Ohhhhh, its Sunday."You say "Well this sucks"DJ says "Hey why I don't buy something for us, just follow me."

DM: You row back to the island. On the island are the murderer and the witness. Who do you want to take across now?
Player: The Witness
DM: You row back to the village. At the village are the victim's brother and the witness. Who do you want to row back to the island?
Player: The Brother
DM: You row back to the island. On the island are the murderer and the victim's brother. Who do you want to take to the village?

DM: sorry.
Player: Enter the Garage
DM: You think it might be safe to enter the Garage. You advance to the Garage Door, hoping that there aren't any cougars in there. Not much problems with the Garage. Only that... YOU CAN'T REMEMBER WHAT THE CODE IS!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

DM: You stop running and decide to hide somewhere. Right now you're currently in the men's department in Macy's where those women always ambush you cologne and ask if you'd like some, right by the exit of the mall. You're stuck between two places where you want to hide. In the shoe section or in the section where all the thick and big jackets are.
Player: Shoe section
DM: In the shoe section all the shoes are on a rack and you can't hide anywhere so you lay on the floor.One of the workers immediately sees you just laying there so she kicks you out. You walk outside and that's when you see Chad and he immediately grips you up by your shirt.

DM: You all wait to see who opens the door. It seems to be another employee, this time a female. She is the prettiest girl that you've ever seen. Tiffany sees that you're fond of her and she immediately gets upset.She says, "Who are you?"The girl replies, "Um my name is Jessica, but do you guys just assume that I'm going to ignore that there is a cute boy tied up on the ground with a surprisingly big hand print on his face?"You smile and say, "Cute huh?"Jessica smiles back at you. Tiffany's anger increases, "Aren't you supposed to knock before you come in you idiot." Jessica answers, "Well I just forgot this time, I do that a lot, you'd be surprised on how many women I've accidentally walked in on."Tiffany says, "Just leave already you dunce."Jess repsonds with, "When I leave I'm calling the cops, you know that right? And Chad you are going to be fired, wait a minute I thought you got fired yesterday."Derrick replies, "Yea I got fired but I don't have anywhere to go during the day."Tiffany says, "Derrick you don't have a job? Ew get away from me. And as for you ms. "I have the perfect life" Jessica, you don't have to call the cops when we can handle this right here."Jessica squints and looks at Tiffany closely and says, "Crazy T?"You and Derrick both say, "Whaaaaat?" "Yea Crazy T, we used to go to school together until she got kicked out for always going crazy and trying to fight everyone."Tiffany screams, "THAT'S NOT MY NAME!"Jess says, "Oh yes it is Crazy T, but you know what you're right, we can handle this right here right now."
Player: Tell them not to fight
DM: You begin to open your mouth but then you close it on the chance that this Jess girl can really fight and hope that she can beat up Tiffany aka Crazy T. You simply say, "Continue."

Player: Follow DJ
DM: She heads to Game stop.You eagerly follow her.She walks into Game stop and says the new Pokemon for the Nintendo DS sounds like so much fun. You're not trying to cry when you say, "Uh yea I love that game."She laughs and says "I was just joking dude, I'm getting the Xbox one."You say, "You are the most perfect girl of all time.""Yea yea I don't like to brag."You go into Game Stop and get the Xbox. After that you both go back to her house and play all night while getting to know each other better.

DM: You and D.J walk up to the register. D.J goes first."Hi I'll have an order of nuggets with a small sprite."The male cashier responds."Yes ma'am and for you sir?"You say, "I'll have the same."He says, "Ah sorry we're all out."You say, "But you just gave her some?"He says, "Yea man that was the last of the nuggets, we only have whoppers left, oh wait no sorry, whopper juniors, oh wait no we are out of anything that you could possibly think of. Sorry Sir."You say, "Unbelievable, I'm going to report you to the manager."He says, "I am the manager, what's up now."You say, "Man whatever." You just walk away because you're angry. D.J pays and goes after you. "Chenny wait!"You turn around. You say, "Yea?""You should follow me."You say, "Where are you go-.""Shhh, just follow me."
Player: Say no
DM: You say, "Sorry D.J I just want to go home right now."She says, "Oh okay I understand."You start to walk away. You're about 30 seconds into your walk of shame back to home when she jumps on your back and tackles you to the ground."You are coming to game stop with me and you are going to enjoy it." You smile and say "You got it D.J, but can you get off of me, your knee in digging into my back."

DM: The jackets section is the perfect place to hide, absolutely no one can see you but there is just one problem. All these jackets are surrounding you everywhere you turn. You're getting really hot inside all of these jackets. You're starting to sweat like you're in the middle of the desert with no water.
Player: Stick it out through the sweat
DM: You think that you can make it through the heat. You feel so hot and just pass out. When you wake up you're in mid air. Chad holding you up by your shirt. You're confused, "What happened?"Chad answers, "You passed out and I found you on the floor drowning in your own sweat, with no pants on, dude it was pretty disgusting."You say, "Well I see you didn't bother to get me new pants. And you've been holding me in the air like this for how long?""Dude I was definitely not going to replace your dirty pants. And it's been like 15 to 20 minutes. I was going to smack you awake but I didn't know if you were having a good dream or something."You say, "Aw that's very thoughtful Chad, it's funny that you say that because I had this dream where me and a bunch of armadillos- " Chad cuts you off and says, "Shut up Chenny! You won't be calling me a nice guy after I beat you to shreds!"

DM: You try your best to conceal yourself as the sound of footsteps grows ever nearer.When the voices enter the church they come to a sudden halt. "We know you are here." say many voices at once. "We are bound to this world no longer. Let us unbind you as well."You feel strangely compelled by the voices.
Player: Allow them to unbind you.
DM: You arise from your hiding place and face the voices. You still cannot see, yet you feel their presence. Chants fill your ears and your body begins to feel unreal. You feel as though the thread between your person and your body is loosening. After a minute, you lose consciousness and never wake up.THE END. [8]

Player: Leave the saloon.
DM: You head out of the saloon. The sun is high in the air, it must be around noon. You head over to your horse and mount up. Looking out to the horizon, you see nothing but mountains and plains stretching for miles. You pull out your compass and choose a path.

DM: Despite thinking about your interests, you can't single out any one career path that you would like. A career in something like marketing would be enjoyable and fun, but it wouldn't provide as much prestige or power as a career in finance.After class, you engage your friends in conversation. Most of them are talking about the upcoming information session for Morgan Stanley, a powerful investment bank. You planned on attending a different information session for a small marketing company instead, but while talking to your friends you realize all of them will be at the finance information session instead.
Player: Go with your friends to the finance session
DM: At the finance information session, you compete with a huge crowd of other eager HBA1's, all vying to talk to the recruiters. You are able to ask a few questions, but mostly just stand around and try to look interested. After the session, your friends all talk about how cool the presentation was, and how awesome it would be to work downtown at a huge bank. Outwardly you agree, but inside you are overwhelmed by the intense lifestyle and cutthroat attitude of most bankers.As the due date for applications nears, you are torn between applying for finance jobs or for other careers, such as marketing or sales. You know finance jobs will be extremely competitive, but the salary and prestige are also appealing. However, you feel your creative and interpersonal skills lend themselves to a marketing career as well, and you enjoy those classes more.
Player: Apply for Marketing Positions
DM: Your hard work pays off, and you land an internship at a mid-sized marketing company. The pay isn't as high as some of your investment banking friends, but the hours are much better and you really enjoy the work you do. After the summer, the company offers you a full time position and a few months to think about it. Meanwhile, you reconnect with your friends in finance, who talk excitedly about how much money they made and the glamorous lifestyle they had during the summer. You really enjoyed your marketing internship, but hearing those finance stories makes you reconsider your full time offer.
Player: Accept the full time marketing position

DM: You mock the emo kid ferociously... but you deal 0 damage to his sanity!The emo kid swallows a handful of ritalin while posting his response, dealing 3 damage to your sanity and negating the effects of your attack! The sneaky son of a bitch!!The emo kid's sanity is still 6.
Player: Insult the emo kid
DM: You thoroughly rebuke your opponent, reducing his sanity by 20.In turn, the emo kid threatens to hunt you down and gut you like a trout, reducing your sanity by 12.The emo kid's sanity is a mere 0.What's your next move?
Player: The emo kid is vanquished
DM: That last remark took the fight out of the emo kid."You make me want to cut myself. As do many things."Congratulations! You have outbitched your second opponent. You've learned some shit from the experience. Now, you may select an enhancement for your combatant.
Player: Get that mojo flowing
DM: Having just run off the emo kid, it is only a matter of time before you are confronted with an even greater threat.Some douche bag has started posting nonsense about how you kicked his dog! Which you clearly did not. He must be some kind of sociopath.Go get 'em, tiger.The sociopath's sanity is 30.

DM: While you think about your plan to murder your host a thought comes into your mind. After the giant man entered the cave he blocked the exit with a high, immensly huge stone, not even twenty-two cariages with four wheels could move it from it's place. If you killed the cyclops now, there is no possible way for you to leave the cave.Sighing, you and your men await the radiant dawn.
Player: The radiant dawn spreads her veil of red...
DM: The following morning, the cyclops awakes. After he milks his sheep he prepares another meal, with two other companions of yours. After he finishes his dinner he drives his animals outside the cave. Afterwards he picks up the stone and puts it once again in front of the entrance, as easily as one closes a quiver with a cover.Inside the damp, cold cave you you check your surroundings, devising a plan to bring demise to your one-eyed host, to punish him for his cruelty and to bring glory to Athens. Near one of the walls of the vaulted cave lay a pole, freshly cut by the Cyclops, which he uses to prepares fires for cooking when it's dried. It is about the size of the mast of a small ship. After finishing a sharp point to the pole you stick it in the glowing embers of his fire, to harden it. After the pole is sufficiently hardened you hide it in a pile of droppings in the back of the cave, a pretty big pile.That evening your host returns. After he drives his cattle into the cave he once again seals of the entrance of the cave with the huge stone. Then he cooks two more men, now there are only you, Cyrus and one of the crew members remaining.
Player: Now is the time, strike!

DM: You quickly leave the tube through the closing doors, grabbing the roses as you pass. You try to spot the well dressed Man through the crowd, but you fail to spot him. After what seems like an eternity, your eyes fall on the back of their smartly pressed suit, and you run quickly after them noting with alarm their proximity to the station exit. Fearing losing sight of them you:
Player: Quicken your pace, not willing to have followed them for naught.
DM: You speed up, hurtling through the station, avoiding the stares of onlookers. You sprint through the doors, and spot them further up the road. You manage to follow them into a side road, and note with alarm that they're about to go into a flat! Do you:
Player: Call out to them, desperate to give them their flowers after going to such an effort.
DM: You call to them and they turn around. They look alarmed, so you quickly tell them your story. They look puzzled for a moment, saying "but these aren't mine." Your jaw drops. They recognise though, the effort it must have taken to track them from the station, and they invite you in for a drink.

DM: You walk over to the taco truck and by a taco. It is absolutely DELICIOUS! It's the best taco you've had in a long time. After giving your compliments to the chef you turn to cross the street. It still hasn't changed? You check your watch. You're late! You throw the taco wrapper into a garbage can and are about to run to your work when your phone buzzes. You check it. Your job has been terminated. One of the guys from the taco truck asks you what's wrong and you tell him."Hey, you could have a job here if you want. Sure, you probably won't earn as much as the other place, but it's still good pay and the job is enjoyable," he says.
Player: Accept the job
DM: You gratefully accept the job and board the taco truck. The guy you just talked to introduces himself as Paul. He introduces you to Dirk, the main chef, and Alice, Dirk's wife. The four of you finish the shift for the day and drive down the street into the sunset.

DM: Matías glares at you right in the eye. The door slams shut. A burning sensation rises up inside of you as your hands start to twitch. Everything appears black and you know your time has come to go.
Player: Try again?
DM: Dark shadows hide in allies, as evil lurks on the street. You have lived in Caracas your whole life not knowing the darkness that devours the city. Just as your father was, you were hell-bent on becoming an officer of the law. After years of grueling and arduous training, you found out what it really meant to be a police officer. You discovered the disgrace that your father really was. The gruesome secrets that were trapped in his non-existent heart make you clench your stomach in disgust. You sit, brooding in your dusky apartment. The screaming sirens in the distance fill the empty room. Dust lingers in the chilled air, while the aroma of smoke surrounds you. A shadow by the door lingers and then a knock shatters the silence."Who is it?" You ask. "Who else would it be?" the shadow replies, "Nobody else shows up here.""Goddammit Matías, you're driving away all my clients""What clients?""Fair point"You open the door and find Matías, looking as if he had seen a ghost. "What happened to you? You look like crap," you say.Matías looks up at you and says, "My brother is dead. Why do you look like crap?""Santiago? Jesus, what happened?""He was murdered, and nobody's doing a damn thing to help! The police is too corrupt to care""I'm really sorry Matías. Seriously, Santiago made some stupid decisions, but he was a good kid. Maybe I can help figure out what happened?""Well, duh. Why else would I be here""In need of a loving friend?""No. I need your help."You question yourself, if you are a kind soul, you can help Matías. But, if you do it can be dangerous. Are you willing to take the risk?

DM: Matías's eyes light up, as he envelopes you with his arms. You hug him back. "Thank you," he whispers. Matías takes you to his brother's apartment. A guard waits at the end of the long, narrow hallway leading up to Santiago's apartment. The smoke from her cigarette swirls around her head. From what you knew about her, it's not going to be easy getting in. "That's detective Sanchez, she's not letting us in anytime soon. We gotta sneak in through the roof," you tell Matías."Santiago was my brother, she has every right to let me in. Plus, I'm not breaking any laws today. Maybe we can talk her into it? What do we do?"You could either sneak in and risk getting caught or sweet talk your way in, and risk getting kicked out. What should you do?
Player: Sweet talk the cop
DM: "Hello, ma'am. I don't know if you remember me, Detective Sanchez, but I remember you from my days on the force. How are you on this fine afternoon?" you ask."I'm doing fine, but you won't be if you don't get out of MY crime scene." she scolded.You back away slowly and turn to Matías."Well, that didn't work out," you say.Matías sighs, "Yeah, no kidding, that's Sanchez.""I guess we could sneak in?"
Player: Sneak in

Player: Don't help

DM: "Matías over here, I found a way in," you say, "Are you willing to go to the roof and climb through some windows?""I said I DIDN'T want to break rules" he shouted "SHhhhhhh! Don't think of it as breaking any laws, we're just doing some extreme sports""We're breaking into a crime scene""Well, that too. C'mon it'll be FUN!""I wouldn't describe seeing my dead brother's body as 'FUN'""...right."You gracefully gallop up 10 flights of stairs, after finally reaching Santiago's floor. Like ninjas, you and Matías swing over the metal railing into his bedroom window. Your stomach churns as you step into the apartment where Santiago's insides are sprawled across the floor. You see Santiago's body lifeless with blood encasing him. You distract Matías and take him in the other direction. He doesn't deserve to see that.Time is running out. Should you inspect the body or look for clues around the room?
Player: Look around the room

Player: Inspect the Body
DM: Inspecting his body will give you the best information. "Matías, can you be the lookout?" you ask. "Sure," he replies. You can only imagine how he's feeling. You look at what remains of Santiago and only see one piece of evidence. A bullet lodged in his heart. You hold your breath and reach into his flesh as the stagnant blood oozes down his pale skin. You pull out one of the three bullets from his chest and put it in your wallet. You look down at your hands, drenched in your friend's blood."JESUS CHRIST! CODE RED CODE RED!" Matías screams while running towards the window. Three cops come bursting through the door, but by that time you and Matías are gone.
Player: Go to your apartment

DM: Looking around his room will give you good information about what took place on that eerie night. As your thoroughly searching through his bedroom, you come across a blonde piece of hair. "Huh," you think..... Santiago's hair is a dark hazelnut color, it this must be the killer's. "Well, that was easy," you laugh and smile at Matías. You place the thin follicle of hair in a testing bag and continue to search. You have just come across splatters of blood that are nowhere near Santiago's body. Could it be splatters from the bullet that pierced through his heart? Matías turns his head and interrupts you mid thought, "JESUS CHRIST CODE RED CODE RED," Matías screams, while he runs towards the window. Three cops come bursting through the door, but by that time you and Matías are gone.

DM: You keep running, but you didn't yet stop to mark your territory! How could you?
Player: Mark your territory
DM: You stop at a nice fire hydrant, lift your leg, and let the warm liquid flow out of you.Just then, a hand grabbed the back of your collar. You turned to look at who it was, but when she speaks you know immediantly that she's your master Chelsea, and that she's crying.You turn to her and lick the salty tears off of her worried face. She hugs you and gently picks you up."Don't ever scare me like that again!" She tries to sound firm but even you can hear the shakiness in her voice.She carries you home while telling you how much she loves you and that you should never run away from home.

DM: My Love,Have you reached the edge of Heaven?I hope you will stand on that mountain peak and it will be all that you ever wanted; you will have done everything possible on this earth, time will stand still, your long journey will at last be at an end, that fire in your heart will be quenched and as you breathe my name into the wind it will be with a smile. Then you will come back to me, I know it in my heart, and happiness will fill the rest of our days together.I love you with a passion that is eternal.Ruth
Player: One last try
DM: The next morning Edward comes into your tent and sits down. He looks exhausted."Well George, I guess we have just enough time for one more push for the summit before the monsoons come," he tells you. "All the good mountain-climbers are at the end of their strength but Sandy is raring to have a go at reaching the peak. I know he's not got much experience but he is the strongest man left. I have come to ask if you want to have one more crack with him or if I should send Noel Odell up wit Sandy while you follow behind to help them."What do you do?
Player: Follow behind Sandy and Noel in support

DM: Now that you have assessed the scene and noticed the downed electrical wires what should you do next? A) Move the man from the electrified area. B) Put a rubber car mat on the ground near the man, and perform "Tap and Shout". C) Wait for police to get there and have the K-9 unit remove the man from the area. D) Stay away from the area, make sure nobody else enters the area, and call 911 immediately.
Player: A
DM: Nice job ace, you are crispier than KFC's wings. I'll have an order of mashed potatoes and gravy with that. Try Again!

DM: You walk into the bank with your friends and draw your pistols. The two tellers are quickly taken hostage and you and Bill leave your new recruits to guard them while you walk into the vault and quickly begin emptying it's contents into a sack. While you are busy doing this you suddenly hear a gunshot outside followed by a series of them."Well, that's not good," Bill comments to you. "Quickly boys, we're leaving."You all hurry outside to find Jim sheltering behind the horses while George Bennett is lying dead in the middle of the street, four other people are also lying dead or wounded around the street. A man behind a tree with a rifle, presumably the man who shot George, fires at you all missing."George went crazy and just opened fire on people!" Jim shouts to you. Mounting up quickly the five of you spur your horses out of town, rifle shots zinging past you but fortunately not hitting you. A safe distance from the town you count the money in the sack and find you have escaped with $4,000, making your share $800."We need to split up," Bill announces. "The Texas Rangers will be after us. I'm going back to Indian Territory to hide out at a little cabin I have outside Elk. The rest of you I want to stay here, go down to El Paso or someplace safe and wait for me to send for you."The others agree and you need to choose who you will go with.
Player: Stay with Asa, Jim and Jim in Texas
DM: You decide to go with the cowboys to El Paso and travel there in the week after the robbery. The day after you have arrived you are walking down the main street chatting to Jim Wallace when turn a corner and suddenly find yourself staring down the barrels of a dozen rifles held by some very serious looking Texas Rangers."Men you are under arrest," the Ranger Captain barks. "Throw up your hands."Jim Knight immediately complies while the other Jim and Asa drift their hands towards their gun belts. You are on the right of your little group and an alley opening on your right might offer you a chance of escape but it would be extremely risky.

DM: You decide to look around your house for anything that could help you through the night. You empty out your school backpack and start searching.
Player: Look in your room
DM: You walk upstairs and look around your room. You figure it might get cold, so you grab a spare blanket out of your closet.
Player: Look in the kitchen
DM: You open a drawer in your kitchen and see a lighter. You vaguely remember hearing rumors about candles in the house, and you figure you could use this to light them. You make sure your parents aren't in the room before sneaking the lighter into your bag.
Player: Text Sal
DM: You decide to text Sal to see what he's up to."Hey. What's up?""Hey man. I'm getting a ton of candy together for tonight. What about you?" Sal responds moments later."Freaking out.""Eh it'll be a piece of cake. Literally. I'm bringing cake."You chuckle and put your phone back down on the table. Sal's right; tonight will be just like a normal sleepover. You decide to go up to your room to take a nap so you won't be grumpy tonight.
Player: Dusk
DM: You wake up to your mom calling up the stairs that dinner is ready. You eat with your family and tell them you'll be spending the night at Sal's."Don't get on his parents' nerves," your mom jokes."Don't worry, mom. I've been on their nerves for years," you smile.You grab your backpack and walk out the door.

DM: The war continues, but Apollo's Ring holds against all incoming attacks. The Coalition is prepared for full-scale war, and ready to do whatever's necessary to win.
DM: A group of pirates known as the Jaws of Krakyash has attacked the your forces, raiding several different supply ships for valuable cargo. Several Probiscan Vessels managed to blockade and destroy the Jaws of Krakyash, but some damage was still done to the war effort.

DM: You don't want to risk going any slowler. But you need that extra burst of speed. So you swim slowly downwards until you're within foot length of the sandy ground. You place both feet on the ground and give yourself a good hard PUSH! You shoot ahead like a jet, and you feel a tickle on one of your feet and realize you were inches from being grabbed by a shark.Twenty feet later, you are so close to the shore that you can walk along the ground the rest of the way. Quickly, you plant both feet in the wat send and scramble up. You feel a burst of freezing air as you climb out of the water and haul yourself onto the sand. The beach and the morning are there to greet you.
Player: Suddenly...
DM: BLOOSH!!You turn around and are shocked to see the largest shark come crashing through the surface of the water like a whale. His jaws are hungry and his eyes are blood red, and he's flying straight towards you! The only way you can stop him before he lands on you is by using a long-range weapon!
Player: I don't have one
DM: Sadly, you cannot stop the shark from landing, and you can't get out of the way in time. he dies on the sandy beach, being unable to get back into the water, but at least he has a last meal... YOU!!!

DM: Although I can hear most of the things going on in the building, I need to pick a single scenario to focus on in order to distinguish anything in particular.YOUR HEALTH: 100%
Player: Listen to Freakshow and Skage.
DM: "What sparked your enthusiasm on this?" I hear Skage say."I am...curious. Curious to what a sentient program would think. How...human he would be.""So this is all based on a conversation you want to have with him?""In a way, yes. But there's more to that. I want to see a bridge built between machines and people. I want to seeif emotions can be constructed, if they can be simulated with technology.""So in retrospect, this is because of your own emotional...well, they haven't been issues for a long time, but still.""A little, yeah. If emotions can be simulated with technology, then perhaps there is a way to manipulate them in other directions.""Such as suppression?""Yes.""You surprise me Freakshow. I thought this was behind you. Have you had an incident recently?""No, but the struggle is not an easy one. Maintaining control is just part of it.""You mentioned that curiosity was a factor.""It is, but the real thing behind it is difficult to explain. I just...the best explanation I can give is that, when I thank Googles for how much he has assisted the Imperfects, I want him to be able to accept it.""I see."YOUR HEALTH: 100%

DM: The two goons look dumbstruck at your response, as if they don't know what to say. The leader glares at you for a moment... Then bursts out laughing. "Oh man... Got a sharp tongue on you, kid!" he says."Yeah, got a sharp tongue!" Goon #1 adds. "Oh man, kid!" Goon #2 says."You said something about water, right?" the leader asks. "We can get you some. Come on, we're going to the saloon."You follow the trio to the saloon in the center of town. It's a packed place, with dozens of raiders all sharing drinks. A weedy looking man plays the piano in the corner, seemingly against his will if the raider holding a knife to his throat is any indication.You notice a large man in the corner of the room drinking by himself. He's the fattest man you've ever seen. Maybe making a riff on him will make these three bozos like you more.
Player: Nah, that was a bit mean. I'll just get a drink with these guys and go.
DM: The four of you all have a nice drink together. They even pay for your drink themselves! How nice of them. You leave the town not long after, with you promising that if you're in the area again you'll drop by to see them. What nice guys.Guess today you learned that not all raiders are bad. Maybe all they want is a friend.

DM: "Can I have a sheath for it?""Of course, Dag," she says, handing over a tiny leather belt that looks custom made for you.You put the belt on and quickly sheath the weapon."Now, shall we get you a dagger? A dagger for Dag? Fitting." You nod eagerly, as she takes you over to a row of knives. You look through them."Go ahead. Pick your favorite. You can tell a lot about an Orc from the dagger he picks. Whether it's gilded or plain, big or small, large or short..."You quickly eye your favorite."That one."Lurkhim laughs, picking it up. It's a deadly sharp knife made of bone, simple yet elegant."Ha! I like your choice! So many boys your age pick the biggest or the shiniest. You know what you want, Dagden."You smile, as she hands you the knife."Keep it in your boot, so you always have it. Do you know what kind of knife that is, Dagden?"
Player: Unicorn
DM: "Unicorn?""Ha! Unicorn? Did you seriously say unicorn? Unicorn bone's far too weak and hollow for a blade! Do you think any Orc could proudly proclaim he wielded a unicorn bone weapon? It's Dragon bone! A fierce, fiery red Dragon, slain by your grandfather, Chieftain Torag. Alright, then. I have a damn many axes that need to be forged. Go now, Dagden, and make sure that knife tastes a lot of blood in its life.""Thank you, Lurkhim.""Of course," Lurkhim smiles."Come on, Dag, let's go home," Bagig says.

DM: You take a few swings of your blade. It takes some effort and strength to properly swing the heavy blade, but it does work quite well."Hey! Watch it, you little shit!" Bagig growls, as you realize you've sliced open his knee."Oops.""He's already drawn blood. A promising start," Lurkhim grins."We're not called Red Blades for nothing," Bagig says, rubbing dirt into the cut."Sheath your blade, Dag, you're not in a battle yet, despite how much you may hope," she says, handing over a tiny leather belt that looks custom made for you. You put the belt on and quickly sheath the weapon."Now, shall we get you a dagger? A dagger for Dag? Fitting."You nod eagerly, as she takes you over to a row of knives. You look through them."Go ahead. Pick your favorite. You can tell a lot about an Orc from the dagger he picks. Whether it's gilded or plain, big or small, large or short..."You quickly eye your favorite."That one."Lurkhim laughs, picking it up. It's a deadly sharp knife made of bone, simple yet elegant."Ha! I like your choice! So many boys your age pick the biggest or the shiniest. You know what you want, Dagden."You smile, as she hands you the knife."Keep it in your boot, so you always have it. An Orc should never be caught without a blade handy. Do you know what kind of knife that is, Dagden? What kind of bone is it?"
Player: Stag
DM: "Stag?""Ha! Stag bone's better for feeding the dogs! It's dragon bone. A fierce, fiery red Dragon, slain by your grandfather Chieftain Torag. Alright, then. I have a damn many axes that need to be forged. Go now, Dagden, and make sure that knife tastes a lot of blood in its life.""Thank you, Lurkhim.""Of course," Lurkhim smiles."Come on, Dag, let's go home," Bagig says.

DM: "Dragon?""Ha! A clever one, aren't you? He knows what he wants, Bagig, and what it's made of. Damn right it's dragon. A fierce, fiery red Dragon, slain by your grandfather Chieftain Torag. Alright, then. I have a damn many axes that need to be forged. Go now, Dagden, and make sure that knife tastes a lot of blood in its life.""Thank you, Lurkhim.""Of course," Lurkhim smiles."Come on, Dag, let's go home," Bagig says.
DM: You walk out of the forge, your new sword swinging at your side and you bone dagger tucked away in your boot."Now, if Mama asks, I was taking you to practice milking goats.""Yes, Bagig," you nod.You walk along home, the same time Dendar arrives."Bagig! Are we still taking the twins out hunting?""Damn right we are!" Bagig laughs, leaning into you. "Do you think I could get Gruzub and Mazkil to eat deer droppings?"You giggle and nod eagerly as Dendar bursts into laughter."Damn right we're getting them to eat deer droppings."Bagig pats you on the head, before leaving to grab his bow and head off to hunt. You watch as they leave, quickly breaking into a jog which the twins struggle to keep up with. You quickly rush inside and hide your sword under your bed, though you keep the dagger hidden in your boot. "Dag! We're going to the woods to go gather eggs and fruit!" You hear Oragga, one of your friends, yell from outside your house.You smile, and eagerly run outside to see her. It'll be a fun day.

DM: "Orc?""Ha! Orc? I might be a scary bitch, but I'm not a cannibal. I won't be turning you into a fresh set of knives, Dagden. It's Dragon Bone. A fierce, fiery red Dragon, slain by your grandfather Chieftain Torag. Alright, then. I have many axes that need to be forged. Go now, Dagden, and make sure that knife tastes a lot of blood in its life.""Thank you, Lurkhim.""Of course," Lurkhim smiles."Come on, Dag, let's go home," Bagig says.

DM: "Wolf?""Wolf's not a bad type of bone, but not for this one. This one's better. It's dragon bone. A fierce, fiery red Dragon, slain by your grandfather Chieftain Torag. Alright, then. I have a damn many axes that need to be forged. Go now, Dagden, and make sure that knife tastes a lot of blood in its life.""Thank you, Lurkhim.""Of course," Lurkhim smiles."Come on, Dag, let's go home," Bagig says.

DM: After another hour of walking, you come across a cave. At the outside, two rotting corpses lie next to an armored fresh one."Oh, look. Battle. Should we investigate?""We should probably be in a rush, right? Who knows who could be hunting us?" Blaise says.
Player: Investigate
DM: "Come on. This is too interesting not to check out."You walk down the cave path. As you walk deeper inside, Blaise lights a torch. You see signs of battle between Life and Death, with dead corpses of soldiers, all men, lying alongside rotting corpses. As you near the end of the cave, you come across a horrific scene."Fuck me," Kai says in surprise.Dozens of slain human corpses lie in a pile, surrounded by zombies. The zombies have abandoned all intelligence, and are eagerly chewing into the pile of corpses. As they spot you, they growl and begin stumbling towards you. Blaise screams and backs away, before you catch her. You raise an eyebrow, and she nods. She takes a deep breath, and begins to whisper to herself. The zombies stop heading towards you, and begin tearing each other apart. After a few seconds, the last one tears out it's own throat and falls to the ground. "That was easy.""Fighting undead's my specialty," Blaise shrugs."Wed better get on the road again. Let's bounce," Kai says, turning to leave.

DM: What, according to the story, was the expression of speech, first said by Bilbo, that eventually became 'out of the frying pan into the fire'?
Player: 'Defeating spiders only to be eaten by a dragon!'
DM: Which dwarf falls into enchanted waters in Mirkwood, and consequently falls into an evil sleep in which he dreams of feasts?

DM: I channel myself around a some sort of deactivated computer and hurl it at Paladin, utilizing Newton's first law, causing it to continue motioning towards him at the great speed I threw it at, and as his cannon is still charging, the computer strikes the Paladin and throws him through the horde of troopers and to the outside. He's still alive, unfortunately, but I definately hurt him.
Player: Stay inside and help the others fight the troopers.
DM: Paladin should be out for a little bit now, so I should concentrate on keeping my allies safe. After all, if the Paladin returns and his troopers are out, he'll have to take us all on simultaneously, so I stay inside and help the Imperfects combat the troopers until the Paladin returns.

Player: Go somewhere else
Player: Bedroom
DM: You go into the bedroom to find Mr. Plum in the bathroom combing his hair. What do you ask him?
DM: He says, "No, I have not seen anything suspicious."

DM: You decide to act like you care and want to join the armyHe says "What your name, son?" You tentaively give him your name and he laughs and says "Ho! Ho! Ho! Welcome to the army, son! Your life will be nothing like ... army, army, army, army!" Before you know it, another army guy comes in and escorts you away saying "Congratulations, army, army, army, army, army..." There is nothing left for you to do except army. Well atleast you get to sleep in till 5:00AM on sunday. Nice drill seargent.
DM: *BEEP*BEEP*BEEP*BEEP*It's 6:30am. What are you going to do:

DM: You were wrong. You sit by a dwindling campfire, looking out into the darkness."Well, this wasn't a great journey," you say softly."It was fucking miserable," Bagig replies, holding up your catches; three crows, a rodent and a young deer that had just taken its first steps when you shot it.You hear the cracking of small branches nearby."Bagig...!""I know," Bagig whispers. "Deer, probably."You slowly grab your bow, not wanting to startle the prey.
Player: Go over to kill the prey
DM: You creep over towards the noise. You move through the trees, until you face a massive wall of leaves. You push the leaves aside, and move forward. You stop as you knock into something suddenly. You raise your hand, touching the a massive furry wall."What..." you begin to wonder, before getting smashed across the woods by a clawed paw.You fly through the air, landing on the cold earth. You quickly stand, despite the fact that blood is dripping from your face and you have several broken ribs, only to be faced with the snarling face of a massive bear. You scream as it roars, and immediately begin scampering backwards."Dagden!" Bagig roars, and you can hear him rushing towards you. The bear's warm breath is on you face as it growls.
DM: You turn to run, but it rakes its claw against your back, before smacking you again, sending you up against a tree trunk and causing you to slam your head against it. You see Bagig sprint over with a sword drawn and quickly attack the bear. slashing several powerful wounds across its chest. The Bear stands on two legs, slamming against Bagig. Bagig is flung against a tree trunk like you were, except with more force. Bagig screams as his back is smashed and grabs his sword in an effort to protect himself.

DM: You stay very, very still, waiting patiently for Bagig to strike. Bagig motions at you."It's your kill, Dag. I've killed enough deer. You need to get blood on your hands.""Thanks," you say, eagerly raising your bow.
Player: Fire your bow
DM: You fire your bow, hitting the creature in the shoulder. It roars and quickly bats you away, sending you up against a tree trunk and slamming your head against it. You yell in pain as the massive creature lets out a powerful, terrifying roar. You see Bagig sprint over with a sword drawn and quickly attack the bear, slashing its body open with several powerful swings. The Bear stands on two legs, slamming against Bagig. Bagig is flung against a tree trunk like you were, except with more force. Bagig screams as his back is smashed and grabs his sword in an effort to protect himself.

Player: Help Bagig
DM: You charge over, and leap onto the bear as you draw your knife. You stab it several times through its side, and it turns and quickly goes forward to bite you. Its mouth goes around your side, biting deeply.
Player: Scream
DM: You let out a pitiful scream as the massive creature bites into you. You take your knife and stab it repeatedly through the eye with all the force you have left. You force your dagger deeper and deeper into the bear as it roars, releasing you. You push the dagger further in, straight to the brain. The bear lets out a final roar, before collapsing on the ground. You groan, all the strength going from your legs.

Player: Search for your bow
DM: You quickly search for your bow, while Bagig struggles to keep the bear at bay through several jabs with his sword. You find it, saying a silent prayer to Gorgok, and load an arrow. You aim your bow, and fire. The bear lets out a roar as your arrow, through pure luck, goes through the bear's eye. It collapses, falling on top of Bagig, who yells. You rush over, pulling him out from under the bear. The situation defused, the rush of adrenaline that's been keeping you going stops and the strength goes from your legs.

DM: I grin sadistically as I see the sheer terror in his eyes. I rip out his blade arm, like I did with Jasper and watch as fluid pours from the gaping hole. A vicious laugh echoes hollowly from my chest as I watch his head jerk in agony. I cut him with his own blade, small cuts so he won't "bleed out", so he can feel the life leave his body. Just before he shuts down completely, I bring the blade down right between his crimson eyes.
DM: I lean on the blade and start to sob. All the adrenaline and fight leave me quickly. The walls are spattered with the same blood that pools around my classmates. They are all dead. Murdered by the robots that lie torn and cut apart by me. These robots were capable of emotion, right? They laughed and cried with us. Was that programmed into their motherboards or were they true emotions? If they were true emotions, does that make me a murderer? Does that make me as bad as them? Benjamin says I'm not, that I'm an avenging angel, but I still don't know.
DM: I don't know how long I stand here crying, but I know it has been a while since everything around me is silent and three bells have rung. I finally stand up straight and remove the energy blade from Scythe's dead skull. I look around me and see my backpack, just sitting in the corner of the room. I walk over and look inside; everything was untouched, the same as when I had packed it this morning. Back when everything was normal. I empty the bag of everything in it; useless papers, useless books, useless everything... except for my laptop. I put it and its charger back in, thinking it might be of use at some point. I stare at the severed arm in my hand, studying it to see if I can transport it safely. I find a switch where the blade connects to the wrist and flip it. The blade disappears and changes into a robotic hand. Clever, I think. I sever the wrist from the rest of the arm and stuff the remaining hand into my bag and look around again.

DM: Luckily they just had a new shipment of fresh Orphan Meat yesterday! You give her your five bucks and wait it out. Mmm, McOrphanMeat serves the BEST orphan meat.
Player: Can I eat yet?
DM: After awhile, you finally get your food. You devour that shit like a wild animal. Amazing. You successfully ate McDonalds and WON'T die of starvation! Your parents would be proud. If they were alive. While you were fucking around at McDonalds your parents got brutally murdered. They made you dinner too. Asshole. Anyway, now what?
Player: friendly chit chat with the customers. (or harass them. Your choice really)
DM: You look at the customers. There's a family of four and a hot chick.

DM: Maybe you were just being lazy or you thought it would make the students like you better. Whatever the reason, you decided to let the students pick their own seats. The first day of school comes and the students come in talking very loudly to each other. You announce that the students can choose their own seats. The kids look at each other and most of them go and sit next to their friends in the back of classroom leaving the front row completely empty.Well that didn't go too badly. The front row is empty, but who really wants to sit there anyway. You feel pretty proud of yourself for this working out with so little forethought on your part until you turn around. There is a student sitting smugly at YOUR desk with a smirk on his face. How dare he sit in your seat!"You said we could sit wherever we like," he said smugly.
Player: Forcefully move him
DM: How dare this student take YOUR desk? His little 13 year old face shows that he obviously meant to annoy you. There's no other reason for this behavior. By now the whole class is watching these events unfold. You can't let this slide or soon your whole classroom will be in anarchy. You have to make an example of him. You deserve respect."You know what I meant, you little shit," you yell at the kid as you attempt to yank him from the chair. He looks up at you in terror and clings onto the chair for dear life.
Player: Try something else
DM: You realize that shaking this kid out of the chair won't accomplish anything. Unfortunately, you realized this a bit too late as one of the students captured the scene on film. The footage ended up on the local news station and that night you receive a call that you have been terminated. You are humiliated.

DM: You fall into a sleep. Your dreams are soft and pleasant. You imagine carrying the bear carcass over your shoulder and throwing it in the village square to the applause of your friends and family. Eventually, your blissful sleep is broken by a cold object poking you.You open your eyes, to be faced with dead, soulless eyes."AH!" you scream.It's the middle of the night, but thanks to the dying embers of the fire, you can make out some of the scene that's unfolding in front of you. A cloaked figure stands above you, a sword clutched in its hands. Its rotting skin is peeling away to reveal a pinkish flesh that the rot has already set into. You almost cry out in fear when you realize that its a an undead monster. It seems to be a zombie, although you've no idea. You've never had undead this far, and the sight of one is terrifying. You see Bagig awaken out of the corner of your eye, with a similar cloaked undead monster above him. Bagig roars, grabbing his bow as the zombie above you stab downwards, at your heart. You roll to the side, the sword impaling through the ground next to you, the cold blade slicing through your clothes and just scratching you to draw a thin stream of blood. The zombie stares at you and growls."NO! My brother didn't deserve to be killed by a cursed corpse-fucker!" Bagig roars, firing his bow.The arrow flies through the air and through the rotting head of the zombie, killing it instantly. The zombie falls to the ground, its body thumping against the ground. The other zombie quickly thrusts its sword downwards, straight through Bagig's heart. Tears begin to well in your eyes as you see Bagig gasp, before falling still. The zombie stands, heading towards you.
DM: You jump up and begin running. You're much faster than the zombie, but you hear hooves behind you. You crane your head around to see an undead creature sitting atop a horse. It snarls, and charges forward while swinging a sword. You scream, as the blades swings through the air and the cold steel bites your neck.
Player: Death
DM: Eternal SleepYour life force is taken from you as you enter the endless sleep of death.

DM: You charge forward with a yell, swinging your knife. You slice the undead zombie's throat. It gargles blood, falling back. You hear groans of anger, and turn to see an undead creature sitting atop a horse. It snarls, and charges forward while swinging a sword. You scream, as the blades swings through the air and the cold steel bites your neck.

DM: You start to get up from your desk to leave, when you notice Dr. Figar is just smiling and staring right at you. You try not to think anything of it, but can't help but feel slightly concerned. You start to walk towards the one double-door exit out of the concert hall."That's an excellent looking shirt you have on today. I wonder where I can get one just like it?" he asks open-endedly.He stares at you.You stare back.He stares at you.You stare back.He smiles again."Have you ever died before?" he inquires.You think about it a minute. You really enjoy not being dead. You also kind of liked your shirt.
Player: Sit back at your desk, still not dead, shirt on, and wait for the impending second lesson to start.
DM: You look up towards the projection screen and wait for the third lesson to start. You hear Dr. Figar clap his hands twice and suddenly music starts. It sounds like a terrible rendition of a dramatic opera song you would rather not hear. The audio quality is very poor too, with lots of crackling sounds, making it difficult to make out some of the notes. Maybe that was for the best.On the screen you can can see a stick figure standing on the edge of a street near a crosswalk. Afterwards what appears to be an elderly lady stick figure, based on the the way they were crouched over and walking with a cane, nears the crosswalk too. Everything is crudely drawn and the animations make it look like a slideshow more than the short film it was attempting to be.The first stick figure then goes over to the elderly one and helps them cross the road, waving afterwards with a smile that eerily filled up half of the figure's entire circular head.
Player: You almost grin, thinking that was a very nice deed. Maybe Dr. Figar isn't so bad after all.

DM: You tell him you aren't. The look on his face is nothing short of priceless."I see," he says, turning away from you. "In any case, I wish you good luck on your quest, whatever it is."Walking away from that fool of a wyvern, you continue on your quest. You stop when you come to yet another fork in the path. Go on; choose your next destination.
Player: The Maze of Twisty Little Passages
DM: The Maze of Twisty Little Passages? Really? Well, who am I to stop you? Have fun getting lost. You make your way into the maze and are greeted with three paths. Which path do you take?

DM: You begin to cry, which turns to sobs."Please! I don't want to die! Let me go, I won't say a word!"The Orc sighs."Sorry, kid. Let's get this over with."The Orc swings the blade with such speed you don't even feel it.

DM: You stay silent. You're not giving him the satisfaction of hearing you beg."Sorry, kid. Let's get this over with."The Orc swings the blade with such speed you don't even feel it.

DM: You open the first log."Captain's Log: May 21, 2150. This is the LS Mercy going on its maiden voyage to explore the world of Getta Prime. This ship has a very strange design. It was built by robots made from our scientist on staff, Dr. Gerchev. No matter how strange it is, however, I think I speak for all of us when I say that we are excited to be exploring an uncharted world. It's something a lot of us wanted to do ever since we were kids."There will be a new AI guiding us through hyperspace. His name is AMZAK. He is another product of Dr. Gerchev. So far he has been very courteous and helpful. Everything seems to be going smoothly. We are approaching hyperspace right now. End log."
Player: Read the fifth log
DM: "Captain's Log: June.... fuck it. It doesn't matter. We're all doomed. My crew has turned against me. They've all become cyborgs. It was AMZAK all along. He made us like this. I'm turning into one of them. Oh, God help me! I'm going to be assimilated!"My entire crew has become AMZAK's slaves. I still see no sign of Dr. Gerchev. Why can't he help us?! We're doomed. All doomed. I can hear them coming for me. OH GOD PLEASE HELP ME!!! YOU'RE THE ONLY HOPE I HAVE!!! I DON'T WANNA..."The transmission cuts off.
Player: Listen to the first log

DM: You're thrown onto a bed in what appears to be a Medic's room. A small Orc enters, narrowing her eyes."You're the kid, are you? Made Balok look like a right moron, you did."She sits down on a stool next to you. She begins to stitch your cuts on your chest from the bear closed. You wince, and she grabs a red vial from her leather bag."Here. Drink. Every last drop. Lick it clean if you must."You open the cork, and drink. You swallow the sweet mixture. You assume it's some healing potion, because your pain lessens and strength courses through you. You feel much better now."So, where you from, boy?" the Medic asks.
Player: Lie
DM: "I'm a Dusk Hunter.""A Dusk Hunter, huh? I never knew one of them. Well, not personally. I killed a few in a small war we had with them. I'm a Vengeful Wolf."You nod, and she quickly patches you up."No strenuous exercise, you don't want the stitching to tear. Alright, head off to the bathrooms now the hall. Balok said to have you washed."You leave the Medic's Room and find yourself in a stone hallway. Down the hall you can see the, though there is a path left.

DM: "I'm a Red Blade.""Ah! I was sweet on a Red Blade once. Ended up beating him half to death when he tried to have his way with me on a drunken night. Jakku Smallcock, he was. Or at least, that title is more fitting," she smiles.You nod, and she quickly patches you up."No strenuous exercise, you don't want the stitching to tear. Alright, head off to the bathrooms now the hall. Balok said to have you washed."You leave the Medic's Room and find yourself in a stone hallway. Down the hall you can see the, though there is a path left.
Player: Go down the path on the left
DM: You turn left and head down the hallway. A tall, slender Orc with a crossbow and bottle of ale. He stares at you, taking a sip of ale."You're the kid, right?"You nod."Huh. I'm meant to be at the Northern Tower, on guard duty, but it's fucking cold."You nod, confused."Since I'm meant to be on guard, no one know I'm here."You stand there in silence."So no one would expect me to be here to stop you from escaping," he says."Are you letting me go?""Fuck me, Kid, if you're this slow maybe you should turn around. We're in a castle full of undead, surrounded by miles of undead to get through. Shit though, if you want to walk past, you can. It doesn't effect me. Still, if I were you, I'd turn right around."
Player: Continue down the hall
DM: You keep heading down the hall, and through guessing which hallways to go down. Eventually, you find yourself in the hallways. The undead patrol the walls and guard the gates, but you know there must be a way out. You see a cart full of badly damaged corpses, the gates and the Orc Barracks. Other than that, you don't recognize anything, and now's not the time to go exploring.
Player: Head into the Orc Barracks

DM: You stay silent."Not a talker, huh? I wouldn't be either, if I was in your position."She quickly patches you up, the silence deafening. Finally, she finishes up and speaks."No strenuous exercise, you don't want the stitching to tear. Alright, head off to the bathrooms now the hall. Balok said to have you washed."You leave the Medic's Room, and find yourself in a stone hallway. Down the hall you can see the, though there is a path left.
Player: Run through the gate to freedom
DM: You sprint towards the gate, running as fast as you can. The undead notice, and a few of them draw their bows. You continue sprinting as they take aim. You hear the noise of bows firing. Three arrows slam into your back, going straight through your tiny body. You collapse, falling on the ground.

Player: Get in the cart
DM: You climb into the cart, hiding under a badly burned corpse. It's not as hard the the second time. You take a deep breath, and stay perfectly still. After a few minutes, the cart begins moving forward. After a few hours, you somehow fall asleep.You're woken by a cold hand grasping your ankle. You're dragged from the cart and tossed on top of several corpses. You look around, and see it's incredibly dark. You make out that you're in the middle of a mass grave. You scream, and struggle to climb out, only to be grabbed again by the undead zombie.

DM: You punch the zombie repeatedly, smashing your fist into its temple. It draws a large steel blade, and thrusts it through your stomach. You scream.

DM: You head into the Orc Barracks, staying low. Several Orcs lay about the room in beds, drunk. Bottles of ale, wine and mead cover the floor. You look around for a way out. You spot your bone dagger on the table, and grab it eagerly. You look around. The only way out you can think of is the bathrooms, which probably opens up to the outside through the toilet.
Player: Head through the toilet
DM: The Worst Way to GoYou get to the toilet, and look inside. The toilet walls are stained with urine and feces. You take a deep breath, and slide inside. You drop down into the toilet pit, falling into a thick feces and urine filled pool. You block your nose and struggle not to puke. You dive slightly down, looking for the way the waste goes. You find a grating covering a small drain that's still big enough for you to get through. You grab the grating and pull. It doesn't break. You continue trying to pull, but run out of breath. You quickly go to surface, but some of the toxic slop you're swimming in gets through your lips. You open your mouth to puke, and you quickly drown in the toxic sludge. You don't enter the endless sleep of death. You die in the most horrifying way you've ever imagined.

DM: You climb down the other side of the mountain onto an empty highway. You continue down the road until black smoke appears ahead. The smoke turns into a pale, bald man in a black cloak with fangs. "Stop! You are on my road!. I am Nosferatu, king of the vampires! You belong to me now!"He is a vampire, so you may be able to convince him to leave you alone by telling him about Ashley and Xavier. But you also notice he is wearing a pentagon pendent, a sign of the devil.
Player: Kill him
DM: You aim your spear and throw it right into the heart of Nosferatu.He explodes into dust, but so does the spear. You have nothing to defeat Lucifer with now.

DM: "Correct!" the voice sounds. "A falling tree is going to make a sound regardless of whether it will be heard or not. You... May... PASS!"The rocky wall slides upward, granting you passage further into my lair. So I may have... uh... lied about the difficulty just a tad. Like, just a teeny tiny bit. But whatever. Just continue on your stupid quest.
Player: Knarr'ator's Chamber
DM: A massive dragon looms over you as you enter the final chamber. As in me. It's my chamber. I'm the looming dragon."Oh, you've made it to my chamber already?" I inquire. "Are you that eager to get yourself killed? Well, come on then. Show me what you've got."I'll let you make the first move. Go ahead. Don't disappoint me.

DM: You got a ride home. For some odd reason, your parents were home. They saw Greg drop you off and grounded you!
Player: Go to school.
DM: You walk inside school. It's huge. Where do you go first?

DM: You beg and plead, but Alex still insists that you wait tomorrow. Phooey.
Player: Oh well, off to bed
DM: After such a long work day, it's great to finally get to bed. You fall asleep without any problems and sleep in for a long time. A verrrry long time. A verrrrrryyyyy looooong time.

DM: Please, teacher, can I not?I really don't think I can do this.She leaves me no excuse-I have fallen into an abyss.There's no way out of this, I suppose.I have to buy something for him.Wait... so should I buy something he wroteOr something really stupid?I mean, I would like to seeWhat he would do if the joke's on him.But I don't know about it for sureHe probably get me back for it.
Player: Buy him something he wrote.
DM: Buy him something he wroteIs the best choice for me.I don't dare get something crude.He'd certainly strangle me.

DM: "You've been on this planet fourteen years, and you haven't learned a thing, boys, unless you've seen me and Dendar take out a boar!"You walk with Gruzub, your older brother Bagig and his friend Dendar, out in the woods. You have a small iron knife at your belt and a bow clutched in your hands. So far in your short life, you've only subsided on deer, goat and chicken, but after today you'll be able to feast on the boar you've helped kill."On your first hunt, it's tradition to eat a deer's dropping to gain it's scent." Dendar remarks. "Everybody knows that."Dendar and Bagig pause, dropping to one knee, pointing to some small droppings."Go on, Gruzub, Mazkill. Dig in."
Player: Refuse to eat the droppings
DM: "I'm a hunter! I'm so good with a bow and sword I don't need to feast on the excrement of the creatures I can't catch like you."Dendar laughs. "Ha! This one has fire in it's blood. I like you, Mazkil. Perhaps someday I'll let you shine my trophies."You open your mouth to yell at them, but then freeze. You spot a beautiful deer just at the edge of a small creek out of sight. You grab your brother, and point to it."Ah, well spotted, Mazkil Shiteater. Let's catch it, Dendar.""We can't get distracted. We came here to hunt boar.""We'll catch the deer and the boar!" Bagig cries, charging off after the deer. The Deer bursts off running, with Bagig and Dendar quickly following."Stay there!" Bagig yells at you as he leaves.
Player: Follow them
DM: You immediately burst into a sprint, half out of spite, following your brother. Eventually, you run out of breath and stop, and Gruzub runs up behind you."He said to stay still! You're an idiot, Mazkil.""Go crawl to Mama's bosoms." "Hey! You...!" Gruzub says, before pausing.

DM: You've picked Mankind' Conquest.
DM: Did you kill Cabana?
Player: Yes, but you want Cabana to be alive again because you liked him, or you realize how hard it would be to make a game with Cabana both dead or alive, so you'll revive him
DM: In this game, there's now a minor feature where random events can happen. Please choose one of the three options to see how lucky you are.
DM: Well, let's get started then.The COALITION variable refers to your relationship among the Old Coalition races such as Humanity, the Clones, the Remnants, Tarn, the Chosen, the Free Mundar Republic and other Alliance immigrants who joined the Old Coalition.The ALLIANCE variable refers to your relationship with old Alliance races, such as the Creators, the Probiscans, the Brain Bugs, the United Mundar Dwellers, the Antimites and the Moogli.The GARAVAN variable refers to your relationship with the Garavan Tribes, such as the Thar'Garavan, the Iron Scales and the Mal Flint.The STRENGTH variable refers to the strength of the new Coalition.

DM: You turn around, and head back to the courtyard.

DM: Hours pass, and you make slow progress. You get the sense that these people have been traveling a while, and have grown tired from life in a wagon train. As night falls, the wagons create a circle and you set up camp.
Player: Sleep.
DM: Just as you prepare to set down for the night, you hear a distant rumbling noise. Your head perks up and you see the leader of the wagon train perking up too. The rumble gets louder, it is the Indians.A panic encircles the train as people run for cover. You pull out your pistols and get ready to fight as Indians approach on foot and on horseback.

DM: You climb into the cart, hiding under a badly burned corpse. It's not as hard the second time. You take a deep breath, and stay perfectly still. After a few minutes, the cart begins moving forward. After a few hours, you somehow fall asleep.You're woken by a cold hand grasping your ankle. You're dragged from the cart and tossed on top of several corpses. You look around, and see it's incredibly dark. You make out that you're in the middle of a massive mass grave. You scream, and struggle to climb out, only to be grabbed again by the undead zombie.
DM: You draw your dagger, and stab it through the side of the head. It lets go of you as whatever imitation of life it has left leaves it. You shove its body in the mass grave. You quickly scamper away and start running.
Player: FREEDOM!
DM: A Singing BirdYou walk away from the cart, from the castle, from the death. You walk on. You had a chance to escape, and you took it. You grin as you continue walking. The sun rises, and you feel it's quite poetic. Probably. You've never read poems because you're an Orc and not a pansy, but it seems like something an Elf would like. You can't wait until your family hears what you've done. They're probably mourning your death already. You'll join their mourning for Bagig when you arrive. Still, you're alive. You hear birds chirping in the distance, and you know you've done it.

DM: You follow the women to the ballrooms. To your surprise, a startled noble man stands before the group. One large woman with a large fish knife demands the young noble where the monarchs are. If he doesn't tell the king's whereabouts, then the woman vows she would slit his throat. To show she means business, she took her knife, and with a single movement, she chopped off the head of the young woman next to her. The crowd yells their approval. Now the young noble is incredibly nervous, and after a warning look from the large fish women, he reveals that Marie Antoinette and King Louis XVI are fearfully hiding. The large fish woman, satisfied with this answer, quickly decapitates the noble. She shouts the information of the pathetic king throughout the halls.The mob decides to return outside to the lavish courtyards and protest. Now that the king cornered himself in his rooms, he would be at the mercy of the mob. Perhaps better days for the French people are ahead.
Player: You rush outside to the courtyards
DM: As you run outside, you see women screaming like demons and tearing the elegant furniture. You wish they would join the group in the courtyards, but they are more focused on getting vengeance on the queen than protesting the high prices of bread. Later, hundreds of women assemble in the courtyard in front of a large balcony. We shout for the queen and king to face us. Finally, King Louis XVI appears on the balcony followed by Marquis de Lafayette It is evident that the king is frightened of the mob. However, he walks alongside Lafayette onto the balcony with dignity, even though the members of the crowd shout insults at them. You hold your breath waiting for someone to shoot the pair, but surprisingly no one does. Instead, the group whispers among each other and pleads our case. They beg the king to lower the prices of bread and give the crowd all of the bread that is in the palace. Also, they protest that the monarch and his family should move to the Tuileries Palace and that the people shall accompany them. You believe that the monarchs are at the mercy of the mob. The king agrees with the terms and quickly vanishes inside the palace and reappears with Marie Antoinette and his children. The group of royals stands before the violent crowd and promises that they will leave for Paris in the morning.

DM: You go over to the bed, and lie down on it. You live in bed for several minutes, trying to fall asleep. Eventually, you manage to reach a state that's neither fully awake nor fully asleep. You're broken out of this state by a light tapping. You stand up, raising an eye as you search for the sound of the noise. You find it in the bookcase. You move around to push the bookcase slightly out of the way, noticing a small door behind the bookcase, similar to the one Blaise showed you. You try the handle. You grin as the door handle clicks open and the door swings ajar. Inside is a small, black tunnel covered in cobwebs. Standing in the middle is Blaise."Hello," she smiles."Hey," you respond. "What are you doing here?""There's loads of tunnels stretching from the hidden room I showed you to all around the castle.""So why'd you come find me?" you ask.Blaise shrugs."I don't know. I guess you're the only person I really have to show this kinda stuff to.""OK," you nod."Well... What do you want to do?" Blaise asks. "I could show you the gardens, or the..."You mind perks as you have an idea.
Player: "Can you help me get my dagger back?"
DM: She nods eagerly."I can do that.""Thanks. I don't feel like much of an Orc without it.""Who took it off you?""The Orc. Balok.""I bet he's still got it in the Orc Barracks. I have a tunnel that leads down there."You follow Blaise through the darkness, until you find another hallway leading off through the Castle. Eventually, you stop at a trapdoor in the floor."Here it is. We're right above it," she says. "You drop down, and I'll stay here to pull you back up."

Player: I
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.> Quel est votre prénom ? (10 lettres maximum ; les voyelles sont au début de la liste)Aai...
Player: J
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.> Quel est votre prénom ? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaj...
Player: Z

DM: You look at the master and say, "hold on now, I'm sure there's another way to solve thi-"YOU ARE DEAD"insolent American scum," says the ninja standing behind you holding a crossbow.
DM: It is a brand-new day. You have just stepped off of your overnight flight from Taiwan to research different kinds of skunk behavior. The trip was quite stressful, and you are frustrated and tired. As you check out your bag, you are rushed by security guards with nightsticks. You black out. When you awaken, you find that you are bound and hung upside-down in a dark room. The room appears to be made of mortar, and is dimly lit by candles. Slowly, as your eyes adjust to the light, you are startled to discover a horde of ninjas surrounding you. One of them murmurs, and the rest slowly come to the knowledge that you are awake. Panic starts to well up within you, as your mind tries to decide which would be the best course of action to take. Decide...
Player: Break down and cry?
DM: The ninjas look at you, as thought they can sense your fear. You cannot staunch the tears as they come pouring down your face. A few of the ninjas laugh in contempt, but others remain silent. As you sob,you notice a scimitar emerge from the hand of one of the ninjas. You panic and cry, but it is too late.YOU ARE DEAD.

DM: 20 minutes have now passed, everyone is now just doing nothing, waiting for the girl to wake up. You're leaned against the counter, Tom is wandering around the store, looking out of the windows, and the 15 year old (Charlotte Marquez) and the girl is sitting in front of you, the girl, then Charlotte. "So.. Are we the last people alive?" Charlotte asks, looking towards you.You shrugged, deciding to
Player: Scare Charlotte
DM: You then get a wicked idea, smirking evilly."Probably. If you're lucky, you'll have to go out and find a pretty boy to reproduce with to start up the population again. Tom's mine." You laughed. Tom glanced over at you three, chuckling.Charlotte made vomiting sounds, "EW!!" She glanced at your nametag, "Lucy, I'm 15! He's to old for you anyway!" She rolled her eyes, with a disgusted expression.You just continued laughing.
Player: 1hr later
DM: It's been an hour. You're still sitting down by the counter. The violent banging on the front door is somewhat scaring you. You're sure the glass will break any second.The girl has woken up, Charlotte and her are in the back with Tom. Tom is helping with plucking out the glass. Occasional screeching and screams from the girl assure that.A couple minutes later, they all come out again.Charlotte sighed, setting the girl down. Tom wanders around the store, teasing the creatures beyond the door."Got a name, Blondie?" You smiled at the 7/8 year old. She nodded. "Lara. Lara Campos."Tom over hears, blurting out. "James. James Bond."You, Charlotte, and Lara all roll your eyes at his comment.Tom frowns at the windows and the creatures. "We should leave. We can't stay here forever."You
Player: Disagree

Player: No Mercy

DM: "I'll hide in the hay cart," you say. "Give me a boost."Blaise nods, and offers her hands out. You put your foot in her hands, and she boosts you up. You land in the soft hay, brushing it off you. "Thanks," you grunt."I guess we won't see each other again," Blaise says."I guess.""Well, I'll miss you. It was fun having a friend while it lasted.""I'll miss you too.""Well, I..." she begins, before stopping and craning her head."We're late. Get the horses ready," a voice cries."You should hide," Blaise says.You nod."Thanks," you say.You squirm down into the hay, hiding under the pile of hay. You find your way to the bottom of the hay, and curl up into a ball. After a few minutes, you feel the wheels begin to turn as the cart is pulled from its stationary position. "Wait," the Voice says. "We have to check the hay."You freeze, staying as still as you can. A few seconds later, you feel an incredible pain as a pitchfork goes through your back, impaling you. You let out a scream as your tiny body is impaled by the cart's driver.

DM: You climb onto the horse, and gently kick it. The horse whinnies."Go!" you command.The horse stays still."Come on! Gallop!"The horse stays still."Do you know how to ride a horse?" Blaise asks, staring at you."No.""Ah. This could be a problem in our plan."You kick the horse again, before slipping. You fall off the horse and hit the ground with a thud and a groan."Ow. What were the other options?" you ask.
Player: Hide in the hay cart

DM: You refuse to go through any tests. Dean gets mad and puts a blade to your throat.
Player: You suddenly have changed your mind
DM: You suddenly have changed your mind and say you'll do the tests. They laugh at your weakness but Dean places the knife back in his pocket. Alright, then come." Paul says as he takes you by the hand and starts to lead you on a different path than where you came from. Dean's right behind you.
Player: You run away quickly
DM: You run away quickly. Neither Dean nor Paul chases you. You run through the fire and onto a very dark path, but you don't care, you just want to get the hell out of there! Suddenly while running, the ground gives beneath your feet and you're free falling. You look down and see you're falling into a pit of spikes. Unfortunately for you, you die. Sorry, but you've lost. Please click "The first night in Hell" to try again. Otherwise leave comments and thanks for playing!

DM: The streets were empty like always. I made my way through the alleys into the woods. The cool rainwater was leaving dark patches on my skin. The Darkness inside me was suffering. Finding my way through the green growths i reached Oak's. In this rain Penelope was sitting out of the cafe on a bench. I sat next to her. She was examining an old piece of paper. "hi" i said. She didnt answered,instead she asked me to follow her. I followed her in the vegetation. We kept walking until reaching an open space surrounded with tall trees. She turned around to face me. Her gaze was piercing my eyes. I looked away. "If you have any questions, ask now!" words crept out of her mouth.
Player: "Why did you bring me here?"
DM: "Dont worry, there is a good reason for this." she smiled. But there was pain behind it. And i sensed it.

DM: You decide that you're done and don't want to kill anymore. Too bad, because the other guy does. And so you die. Sorry, but you've lost the game. Please click "The Second Test" to start over. Thanks for playing and please leave your comments!
Player: You press the subject
DM: "So I'm NOT dead?" you press the subject more. "Do you look it?" Dean snaps turning around quickly. "Look, you've made it this far, do you really want to test me right now? Because I won't hesitate to kill you, so you're permanently in Hell."
Player: You go quiet
DM: You continue down the path with Dean and Paul quietly. So you were traded into Hell. That must mean you're not dead..... In that case, you really are a human. God hasn't turn his back on you yet. It had been someone else's fault you were down here. You feel fury run within you. How could someone send you to Hell? For a trade off?! What were they trading?! Wait! The gang must've done it! The Vipers! People had always said they were demons, but really? Were they? You'd never believed in demons until now. Now that you were in Hell loaded with demons everywhere. Suddenly you get to the end of the path. You gasp in surprise and fear at what your next task is. Killing..... You've never killed before. Dean gives you a pleasant smile, like a child at Christmas. "Good luck." he says moving towards Paul to let you in the ring.

Player: Go to the Whitechapel Hospital
DM: Going to the Whitechapel Hospital you ask a nurse at the front desk about Emma Smith."Yes, she's in a terrible way," the nurse says sadly. "Dr Haslip has been attending to her. You can find Miss Smith in Ward B upstairs next to Dr Haslip's office."
Player: Go and talk to Emma Smith

DM: "I thought you'd love it, my dear. Alright, it's time for class.""Aw, do I have to?" Blaise moans. "I did twice as much work yesterday as I could've. Can't I take the day off and go play with Da...""No. What do I say is important in any profession?""Ambition?" Blaise asks."Education. You're going to school. If I give Mr Nilvos any time to himself, he'll end up summoning demons or turning me into a mouse.""Fine," Blaise sighs."Thorin!" The Grand Necromancer yells. "Come take Blaise to Mr Nilvos.""Yes, sir," Thorin says, rushing up the stairs. "What about Mr Dagden?""Ah, yes," the Grand Necromancer frowns."Oh, can he please come to class with me?" Blaise asks eagerly."He's a guest in our home. Where would you like to go, Dagden?"
Player: "Back to my village."
DM: The Grand Necromancer frowns."You know I can't do that. Thorin, take him to his room."You're quickly escorted back to your room, and the door is locked behind you. You sigh, sitting in the empty room. You need something to do.
Player: Nap
DM: You collapse on your bed, closing your eyes, and fall into a blissful sleep. You're awoken at one point as Thorin brings a small meal of Goat Stew, Leeks and Water as your lunch. You eat it, and go back to napping. Eventually after an unknown number of hours, Thorin arrives again."Mr Dagden, I've been asked to take you to dinner with the Grand Necromancer and Lady Blaise."

Player: "Back to my room."
DM: "Of course," the Grand Necromancer says. "Thorin, take him back to his room."You're quickly escorted back to your room, and the door is locked behind you. You sigh, sitting in the empty room. You need something to do.

DM: Melody and I would fish the river together. She loved to fish, but was a poor angler at best. She caught shells, rocks, and once an old water logged boot. Though never any trees.The river teems with redfish, and the first fish she ever caught leaped out of the water right into her lap.We laughed so hard we burst into tears.
Player: Here I Stand
DM: What else is left of this place...
Player: The Ruined Barony
DM: The keep exists as a mere ruin, a shadow of the past.Charred timbers rot away in clusters. New sections collapse with every passing year.I cleared a path to the old courtyard years ago. The old baron lies buried there. I piss and shit on his grave. Something... more than a feeling, tells me that the book of fate meant for my wife and I to survive this plague together, even as the rest of the world died. And my whoreson of an uncle murdered her and rewrote the story.

DM: You peruse the panel quickly.Which wire should you cut?
Player: Cut the first wire.
DM: BUZZZZZ!Uh oh. That wasn't the right wire. Seems like you have to try again.
Player: Cut the fourth wire.

DM: "The Vampire Lords are interesting. They started as a group of incredibly skilled, intelligent and charismatic vampires. They each assumed power over various amounts of territory through achieving public support or conquest, and became Lords over their territory. They assumed the role as powerful families, each using make-up and such to appear to grow older and older to hide their immortality and vampirism, before faking their death and assuming the role of their pretend son, the heir to the territory. Eventually, they were exposed as vampires after a Vampire Hunter used sunlight to hurt them. They then brutally fought to hold their power, and failed. The Vampire Lords were killed or hid, and that's about it. The survivors have been hidden ever since. Well ,that story was shorter than I had hoped. What else do you want to know the history of?""I want to kn...""Actually, fuck you. Let's do something else. Fuck history. Blaise, when was our last magic session?""Yesterday.""Well, let's have another one. Orc, what do you know of Magic.""Papa says it's for cowards and weaklings.""Weaklings?" Mr Nilvos asks.Mr Nilvos' hands begin to burn as a fireball begins to form in his hands. He grins cruelly, and fires it at you.
DM: You let out a scream as the fireball hits you, setting your flesh alight and melting your skull."Oh... oops," you hear Mr Nilvos say, before your eardrums melt.

DM: "The Pirates of Gilligan Island were founded from Knights who had been left behind after the Kingdom of Man suffered an embarrassing defeat to the Steel Skull Pirates because of their lack of a navy. The Knights repaired three destroyed Steel Skull Vessels and used them to launch raids against the pirating-fishing communities all along the coasts, before eventually crippling their operations all along the coast. These men turned their newly made fleet into the Royal Navy. The Navy first assured the continent was conquered by the Emperor, although they failed to conquer the Forests of the North due to the Elves, the Mountains of the South due to Dwarves, and the Hills and Mountains of the West due to the Orcs. They did manage to conquer all the way to the East, where they crossed the Great Sea, where they Royal Navy was essential in conquering both the coasts of the Lands of the East Men and the coasts of the Lands of Desert Men, although these invasions proved disastrous as the battles went inland, and the Royal Army got their ass handed to them. This failure led to the Ocean Peace Treaty, which is boring so I'm not going to talk about it. Let's do something else. Fuck history. Blaise, when was our last magic session?""Yesterday.""Well, let's have another one. Orc, what do you know of Magic.""Papa says it's for cowards and weaklings.""Weaklings?" Mr Nilvos asks.Mr Nilvos' hands begin to burn as a fireball begins to fom in his hands. He grins cruelly, and fires it at you.

DM: "Dragons. I was hoping you'd pick something else. They're big... and scaly... and different colors... Fuck you, kid. I lied about reading a book about dragons. Pick something else. No, you're shitty at picking things. Let's do something else. Fuck history. Blaise, when was our last magic session?""Yesterday.""Well, let's have another one. Orc, what do you know of Magic.""Papa says it's for cowards and weaklings.""Weaklings?" Mr Nilvos asks.Mr Nilvos' hands begin to burn as a fireball begins to form in his hands. He grins cruelly, and fires it at you.
Player: Duck
DM: You duck, and the fireball flies our your head."Damn! I was hoping to singe you a bit more. Was that weak, greenskin?""Point taken," you say."Let's do some magic. Blaise, I'd like to focus on the greenskin for today's class, because the Grand Necromancer will probably behead him tomorrow.""Dad won't...""Ssshh..." Mr Nilvos says. "Your voice is high pitched and annoying. Orc, do you know any magic? Of course you don't, because Orcs are bad at magic, naturally. Still, there's been a few good mages.""I'm ready.""What you need to know about Magic is it draws from the Elements. There are many Elements: Fire, Water, Air, Ice, Lightning, Earth, Light, Shadow, Life, Death, Blood, Time, Technology and Infernal. These Elements include Elementals, pure beings to represent these elements and can be summoned by them. The Elements form the basis for magic. Destruction Magic comes from Fire, Water, Air, Ice, Lightning and Earth.Anything with Sacrifice comes from Blood. Anti-Demon Magic or Detection Magic comes from Light, Sneaking Magic from Shadow, Healing and Plant from Life, Necromancy from Death, Time Control from Time, Creation of Magical Inventions from Technology and anything with demons falls under Infernal.""OK," you reply."Perfect. Let's give it a try, shall we?"
Player: Start practicing Magic

DM: "Oh, I know a lot about crazy Kings. King Christian of the Kingdom of Man constantly masturbated. King Charles thought he was made of glass. Emperor Farouk of the Dwarves led a massive invasion of the Kingdom of Man leading to the Dwarven Empire's destruction, all to steal a fancy necklace. King David created an alter ego named Arnold Stockworth who ended up leading a rebellion against King David, leaving King Arnold in charge. No idea why he did it, but a lot of people died. See, the thing about the Kings of the Kingdom of Man and the Dwarves are that they both refused to put in a system to get rid of the kings other than complete rebellion. That meant the craziest bastards could stay king. You had men who believed they were made of glass with power over massive populations. The High, Wood and Dark Elves, however, had a system to impeach their King, for anything from the big, important stuff like trying to lead a genocide of Orcs and Trolls, to little, unimportant stuff that shouldn't get anyone impeached like making only a few small bargains with Demons, because the Elves are fucking cowards who are afraid of everything, those... Ah, look what you've gone and done, you little shit, you've pissed me off again. Let's do something else. Fuck history. Blaise, when was our last magic session?""Yesterday.""Well, let's have another one. Orc, what do you know of Magic.""Papa says it's for cowards and weaklings.""Weaklings?" Mr Nilvos asks.Mr Nilvos' hands begin to burn as a fireball begins to form in his hands. He grins cruelly, and fires it at you.

Player: Ask if he's willing to leave you alone
DM: "Can... can you just leave? Just leave me and my family alone."The Gaunt Man, Ezekiel, stares silently at the ground, as if in contemplation."I can't do that. I made the mist... I brought you into this world. I gave you my curse. And it's my responsibility as a father to protect, you stop the nightmares from taking over. You're going to go insane from it all sooner or later, but I can stop it, I can help you. I... I guess it's like a child who wants to have chocolate for dinner. I love you, but I can't let you decide for yourself."

DM: Your name is now Aaaaaaax.YOUR HEALTH: 100%
Player: Chapter 1-Prologue
DM: After a bad dream, I wake up. I look around and see that I am sitting in my bed. I must have sat up without knowing it. I can hear voices outside my room, and as I listen to them, they become clearer and clearer. YOUR HEALTH: 100%

DM: "Ah, what'll we try first? What are Orcs good at? Their Frost and Lightning Magic are pathetic, their conjuration is poor in Elementals, and I'm not allowed to summon Demons here, their Alchemy is... average, but Alchemy is really boring, their healing is poor... They do have alright Flame Magic and Enchanting, there's been Orc Necromancers, Orcs could use Blood Magic, and Shadow Magic is easily useable to most species except High Elves."
Player: Give up

Player: Try Flame Magic

DM: You and Bailey walk to the lockers, where you lean against someone's while she opens hers. Last year, you kept everything in Jacob's locker, now it's all in Bailey's. It's not the same, though. You love Bailey, but you were in love with Jacob, and it's just not the same. Bailey looks at you and she can tell that you're thinking about Jacob, so she quickly changes the subject. "So...that guy...Hunter, I believe, seems pretty into you," she says with a wink as she shuts the locker. "He feels bad for me," you say, blushing a bit. "Whatever."
Player: Day Two

Player: Try Shadow Magic
DM: "Alright. Shadow Magic is used for sneaking, as well as a few other things. It's the least corrupt form of Darkness Magic. Many people think it's evil, but not necessarily. It just happens to be very common for thieves, bandits and rapists. Let's try."Mr Nilvos takes out a candle, lighting it. He places the lit candle on a table."Go stand in the shadows," Mr Nilvos says.You walk over to the shadowy corners of the room, and wait for instruction."Go. Embrace the gentle warmth of the shadows, and let them intrude to your mind. Allow darkness to overtake you. Begin to blend into the darkness. Allow your essence to fade slightly. Then, when you're ready, blow out the candle. Sometimes I'd let students use their powers of shadow to snuff the flames. but you can just blow it out."You blow out the candle, close your eyes and embrace the darkness. You feel a candle smack into the side of your head."Ah!""You failed. Let's try something else. I'm getting real sick of this."

DM: You take the bag out back and speed away in your car. Unfortunately, your fear grips you and you don't notice an enormous Cadillac bearing down on you. As you are rear-ended, your stupidity in not putting on your seatbelt crosses your mind. You fly through the windshield and your skull explodes.
Player: That's just ridiculous.
DM: You groggily awake to the sun shining in your eyes, and raise a hand to try to shield yourself from its rays. Someone has raised the blinds, you think grumpily. Glancing at your bedside alarm you see it reads 8:00 AM. As you lie there, you hear your roommate turn on the stereo and Hip Hop blares through the screen you use for a door.

DM: It's an old, two-story farmhouse; the kind that might fall down if it rains too hard. It doesn't look like anyone has lived here for years, and a thorough check confirms that there is certainly no one attempting to do so now. Out back is an old International truck, but you find that the gas is far too varnished to be of any use. Although your flight to Canada has been delayed, this might be the next best thing. You're surrounded by corn, and zombies should be minimal since you're in the middle of nowhere. You decide to stay here, at least for the time being. But you wish you could have found a Funion farm instead. Wait a minute... Funions don't grow on vines! Silly me. They're secreted from the teats of the wild saltybeast.
DM: You settle down at the farmhouse, which, although not the coziest place, has everything you need. Still, life isn't what it used to be. Specifically, there is a distinct lack of internet porn. In fact, there is a lack of porn of all kinds. There aren't even any chicks here who you could hit on and/or stare at while they're not looking. For a long time, you contemplate venturing back into the world in the search for poon. Finally, you make the perilous journey on foot to the nearest town. After scouring the town, you meet a woman named Cori Lynn hiding out in the trailer park. A real, honest to goodness country girl. Sure... she may be kind of pudgy, and missing a few teeth, and one of the first things she says to you is that Obama is a "mooslum," but, uh, she might be the best you're going to get. And she feels the same about you, so you bring her back to the farm and live happily ever after. Daddy, daddy, read us another story! Not tonight, kiddies. You know daddy has to be at the courthouse early in the morning to pee in a cup. Aww. Alright.

DM: This is your lifelong dream! Of course you have to say yes! Not even your parents can prevent you from doing what you want, no need, to do. "Yes! I will come with you!"Calador chuckles at your enthusiasm. "I knew you would say yes! I'm staying at the Yravello Inn, meet me in the common room when you're ready."Calador strides off, and you think you notice a little bit of a skip there too.
Player: Go Home
DM: You arrive back at your home. Well, time to break the news to your parents. Here we go.... You step inside. "Oh my goodness, we were so worried!""We thought you were dead!" Wait, what? Dead? "Those huge creatures! They could have crushed you!""They could have eaten you alive!" Oh. Oooooohhhhhh. This is going to get ugly. "Actually, I... Um..." You parents stops bombarding you with "I'm so worried" variations and pull back. "What?" You take a deep breath. "I took some of them out with help from Calador and Mrs Calamity." "You WHAT!?!" Uh oh. better tell them everything. "And I'm becoming a traveling hero alongside Calador." At this they go ballistic.
Player: "ARGHGLBARGHGLWARGHGLZARGHGL"
DM: No, this was not the arrival of a horde of zombies. No, not zombie kittens. Look, nothing zombie related okay? This was your parents ranting for a solid hour. Summarized. To cut an extremely long story short, your parents agreed that it is your decision and you should be allowed to do what you want. So now it is time to get packing. NO IT IS NOT THE SOUND OF ZOMBIE KITTENS GETTING SMOOTHIED! Anyway, you head upstairs to your room. You get out your backpack to put your food, water, first aid stuff and weapons, of course. Time to fill it! Yay, the most exciting part of adventuring. Not. But seriously, would you like to skip? I can just chuck some good provisions and first aid in. Plus you only have your sword.
Player: Let's pack!

DM: "OK, this is very easy," Mr Nilvos says, taking out a candle. "Just focus on the candle. Feel your inner-warmth rising. Feel the warmth within you, and use it to light the candle. Use the warmth inside you to do so. Grow hotter and hotter, and cause the candle to light!"You focus on the candle, trying to let your warmth grow and set the candle alight. After about a minute, Mr Nilvos picks up the candle and hits you with it."You suck at this. Try something else. Or, maybe we should just give up. Because you suck."
Player: Try Enchanting
DM: Mr Nilvos takes out an iron dagger and a chisel, and hands it to you, before opening a book to show you a symbol. "Take the blade, and bond with it. Carve this symbol into the blade, to allow us to turn this weapon into a Blade of Fire."You do so, imagining yourself melding and bonding with the warmth of the blade. Eventually, you finish carving."Good. Now stab it into the desk, and it should set alight."You do so, and nothing happens. Mr Nilvos takes the knife, and attempts to stab your hand, though you manage to grab his wrist."You're right, that was a bad idea. Well done stopping me. You should probably give up. Next time I'll probably kill you."

DM: "I suck at Magic. I give up," you groan."Oh, good. You do suck. I'm glad you're giving up. Let's do something else."You spend the next few hours going over boring subjects like Maths, Geography and Alchemy, until eventually Thorin knocks on the door."I'm hear to take Lady Blaise and Mr Dagden to dinner with the Grand Necromancer.""Oh, fan-fucking-tastic. Thorin, we have to go drinking later. I think you owe me a drink. Or I owe you several. Whatever."Thorin nods, and begins leading you to dinner.
Player: Follow Thorin
DM: You quickly follow Thorin with Blaise throughout the halls, until you eventually find your way to the feast hall. You see the Grand Necromancer at the head of the table. The gaggle of Necromancers and Mercenaries sit around the table further down, although there is a place for you at the Grand necromancer's left side like last night, and a place for Blaise on the right. Thorin leads you to the place, before taking his place at the table."So? How was class today, Blaise?""It was good. Dag tried magic.""Oh really? Any success?"
Player: No

DM: "Yes. I'm ready. I'm willing.""Good. Great, even. Keep the knife. Take the book I showed you, and the stone. You can read the book in your own time. It'll be invaluable to you in the future."
Player: Finish practicing Magic
DM: "Alright. I'm tired. I did the Blood Magic. Let's stop.""OK, fine. Let's do something else."You spend the next few hours going over boring subjects like Maths, Geography and Alchemy, until eventually Thorin knocks on the door."I'm hear to take Lady Blaise and Mr Dagden to dinner with the Grand Necromancer.""Oh, fan-fucking-tastic. Thorin, we have to go drinking later. I think you owe me a drink. Or I owe you several. Whatever."Thorin nods, and begins leading you to dinner.

DM: "No. I'm not going to begin sacrificing my own life and blood for power."Mr Nilvos shrugs and rolls his eyes."Coward."

Player: No
DM: "No.""Ah, alright. It's no bother. Many people make can't do magic, especially Orcs. You've made other failures, though. You should know, tomorrow is a very important day.""Why?" Blaise asks."I am having several guests brought to the castle." "You never guests brought to the castle," Blaise says. "Except Dag, but he's only kinda a guest.""These guests are to be impressed. I'm making a deal with them.""Who are they?""The Vampire Lords," the Grand Necromancer announces."You hate vampires. They're the one kind of undead you hate the most," Blaise retorts."Yeah. I do. But don't say that tomorrow. With their support, I plan to lead another conquest, expand my empire.""Will you be gone long?""A few months at most.""I always hate it when you're gone.""Well, you'll have Dagden to keep you company. I'm sure he wouldn't mind doing so.""Fine," you grunt in responseYou begin chowing into your meal, small cooked birds that you make your way through six of, as well as several potatoes, carrots and pieces of bread. When you finish eating, you sit and wait patiently as Blaise eats her meager amount of food. When she's finished, the Grand Necromancer smiles at her."Blaise, it's early. The sun's still up. Why don't you take Dagden to the gardens? Show him around, perhaps?""OK, Dad. Come on, Dag."Blaise stands and motions for you to follow her down one of the halls.

DM: You lie in bed, dreaming muddled thoughts about flowers and fruit. You're awoken by a hushed voice."Hello, Orc."You sit up in bed quickly, spotting the vampire with the two scars along her mouth giving her a permanent smile. A small black dog sits at her feet."Who are you?""The creepy vampire hiding in your room. Boo," she smiles. "I'm Lady Lane. This if Checkers IX. His family line has been with me since I was a little girl. Checkers I had kids, who had kids, which repeated until the eighth generation.""I'm Dagden.""So tell me, what's an Orc child doing in Reaper Castle? I'm intrigued."
Player: "I'm a prisoner here."
DM: "A Prisoner? Of course you are, what else would you be? So tell me, how'd you end up here?""I was kidnapped by zombies.""Ah, the old corpse-fucker was on a quest to gather soldiers, was he? Classic.""Why are you here?""Oh, I was bored. An agreement was reached early on. Now Harrington is bitching about trade agreements, and I got bored. I found a tunnel system, and found my way here."Lady Lane begins walking around the room, flicking through the books in your bookshelf.

DM: Good! That was the warm-up.. Question 2: What are some possible preventative measures that can be taken at the stand level?
Player: Mixed species, Long rotations, suppress fires
DM: The ministry has withdrawn their request and thinks less of you.

Player: Do nothing
Player: Agree
DM: "OK, I'll join you.""Oh, goody. There's so much boring stuff going on. I've been waiting for some excitement. Follow me."You stand, and begin following her through the tunnels. Finally, she opens a door, and steps through. You follow, finding yourself having stepped through a door hidden in the stable walls. A black carriage with two black horses sits there."Come. Climb in," she says, opening the back. A Coffin lies there, empty. "Go on... Climb inside."

DM: "A guest? I'm a guest. You're less so. Tell me, how does a child like you end up here?""I was kidnapped by zombies.""Ah, the old corpse-fucker was on a quest to gather soldiers, was he? Classic.""Why are you here?""Oh, I was bored. An agreement was reached early on. Now Harrington is bitching about trade agreements, and I got bored. I found a tunnel system, and found my way here."Lady Lane begins walking around the room, flicking through the books in your bookshelf.
Player: Ask her to stop
DM: "Stop searching my room.""Oh, you're boring. I thought you'd be more fun."The Vampire draws a long, thin blade, and begins to twirl it."After quite a few years, you get so bored of pretty much everything. Everyone's just an archetype, nothing unique or special about them; The simple farmer, the angry warrior, the drunken fool, the pretty prude, the ugly whore, the necromancing megalomaniac... There's only a few who stand out. You and your little girlfriend are two who stand out. I think you'll do great things. So I have an offer to you. You obviously don't have any reason to want to be here. So join me. I have a carriage waiting. Follow me, and I can hide you in the carriage. In the morning, the Vampire Lords depart, and I'll take you with me.""Why me?""I... taste something about you. A deep power, a great destiny, someone that could help me. So... join me."

Player: No

DM: "How are you?" Your voice was calm and neutuel. "Shut up," She snapped, apparently not in a good mood today and ignores you.
Player: Next Morning
DM: Bridget eyes flare at me once more and I didn't even know why she was one of the Guardians. Alexander says that we need to work together to find the Guardian of Wind, but whenever she was a few feet away, she always have something to say. The day at graduation burned in my memory. She knew she was special before I could even grasp about it. I could even tell her a few words without her actually throwing fireballs at me. Whenever I told Alexander about this, he just reassure me that she was not use to people and she will grew to like me in time. Well, I guess she been going around throwing fireballs at all the people she hated then. I felt like she has this personal thing against me, something I couldn't place. When Melissa asked about her parents Bridget just avoids the question angry, sending me an evil gaze each second we were near, that I grew fed up and join Alexander in the small kitchen. He was fixing himself green tea and I knew he was stressed about something. He usual fixes tea whenever he was stress or angry, I learned this within a few months of knowing him. For a moment there he looked so peaceful when he placed around three lumps of sugar in his tea with a spoon it seemed so memorizing, it reminded me of the time of the crash, when it was him who was speaking out to me. He declined it when I asked, but the moment I asked who was Alexandria he withdrew completely into his well form shell and told me it was none of my own damn business.

DM: In the year 2018 A.D, coco was almost completely extinct, which meant no more chocolate, and no mare Hersheys. Outraged, chocolate lovers (almost everybody) lived a sad life. Luckily, two years later scientists invented fake chocolate and Hersheys came back into the market. At least Hersheys was back, but, people didn't like it, and eventually, chocolate was officially gone forever. You discover an island packed with coco trees, and keep it to yourself. Now it's up to YOU to bring back CHOCOLATE to the WORLD...And try to make ten thousand dollars in the process. (to win)
Player: Start
DM: You wake up in your house, which is near a pier.

DM: The Vampire continues searching through your books, before pulling one out."Oh, interesting. You're learning Blood Magic. This could prove interesting."The Vampire draws a long, thin blade, and begins to twirl it."After quite a few years, you get so bored of pretty much everything. Everyone's just an archetype, nothing unique or special about them; The simple farmer, the angry warrior, the drunken fool, the pretty prude, the ugly whore, the necromancing megalomaniac... There's only a few who stand out. You and your little girlfriend are two who stand out. I think you'll do great things. So I have an offer to you. You obviously don't have any reason to want to be here. So join me. I have a carriage waiting. Follow me, and I can hide you in the carriage. In the morning, the Vampire Lords depart, and I'll take you with me.""Why me?""I... taste something about you. A deep power, a great destiny, someone that could help me. So... join me."

DM: "There's no going back now, little one.""No, I'm not getting in there."She sighs, and slashes her blade. You feel the steel slice through your neck, and you fall backwards, blood going down your chest."Sorry, little one. I can't have you telling the Grand Necromancer what I was planning on doing. Goodnight."

DM: Apprentice of Appetizer?You lie down in the coffin, and Lady Lane smiles."Good. I'll... let you out in a couple hours, once we've left. Then, you can... join me as my apprentice. We'll build an empire together, you and I."She smells the air."Ah... you smell delicious. I'll see you in a couple of hours."Lady Lane closes the coffin, sealing you in darkness. You're left in complete darkness, unable to see or move. You lie there, waiting patiently to be released. You begin to wonder whether you've made the right choice, and if Lady Lane really intends to train you, rather than use you as a quick snack. I guess only time will tell...

DM: I throw the doors inwards, crushing one of the guards there, lying in wait after he heard the noise of the little ruckus here. We then approach the cells, and see several mutants behind bars. I tear open all the cells, and the mutants leave their cells. One of them, a woman that appears to have a weak mutation of the Muscle mutagen Stephan Lite had developed, approaches me. "You...you are an Imperfect?""Not anymore.""I knew people wouldn't just let this happen."I then notice another cell, one that seems more reinforced than the others. It's nothing against me, but it seems this mutant was considered more dangerous than the others."Who's in there?" I ask the woman."That's a mutant called Claymore. He...collected faces...I'm told."
Player: Leave him in his cell.
DM: Claymore deserves to have his freedom taken, so I leave him in his cell.I then turn towards Leksiah and say "day approaches Novarra. I can't do more here for now. I want you to be my eyes here while I am gone. Can you do that for me? Will you be alright?""Yes. I...I'll be fine" she says. I detected a strange level of pain in her body for a moment there, but decide not to ask her about it, as the sun drives me away from Novarra.
Player: Continue.
DM: As I channel myself around Asia and Australia, punishing the unjust, I start to wonder what effects my actions will have. Hopefully, by freeing those mutants, people will get the message that the innocent will not be allowed to be punished, even though their incarceration hides behind the law. I also wonder if Leksiah will be alright, in a country that hates her, but hopefully, she will make sure that the reaction to my actions are steered in the correct path. I then feel the sun pull away from America, and Gorgon city. I could visit the Imperfects if I wanted.

DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)Aad...
Player: I
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)Aaai...
Player: K
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaak...
Player: T

DM: "Assemble the warriors." You say. "Get me a group of sixty warriors who are hungry for blood."You have the group assembled, and quickly begin making your way up the mountain. About halfway up, you begin to regret it."It's cold, my feet hurt and I'm fucking tired." You grunt as you trudge up the mountain."Damn right, Mazkil." Urug Eaglebow says.You look further up the mountain, and hear the howls and rasps of the dead as well as the roars and screeches of the dragon. There's few dragons up here, so you presume this Red Dragon fighting is Mont Pre'Igni Rubrum, a near unpronounceable name, or the Volcano of Gargarum. The Undead are no doubt deserters from the Necromancer's Army. You reach the top of mountain, at the edge of a crater. At the center, a large group of two dozen undead soldiers armed with spears and swords are attempting to kill the dragon. It seems the undead are very unmatched.
Player: Attack the Undead
DM: "Send the dead back to their graves!" You roar, charging into battle. You swing your blade, beheading a rotting head and sending it through the air. You stab another through the heart, killing him instantly. You headbutt another, with such strength that the spine breaks and the zombie collapses on the ground. The undead are so unmatched that they're wiped out within seconds. You turn, to the snarling face of a dragon. It's voice, a low growl, shakes your very core."Orcs... Why have you come to my home?""I... I came to help." You say nervously. "I wanted to make sure this fight doesn't move into my territory.""A wise move, mortal. Your assistance was unnecessary, but polite. Please, let me give you a gift."The Dragon turns and stomps away into a cave. A few minutes later, it comes back. It opens its mouth, letting golden coins and gems fall out. Not a massive amount, but enough to fund the building of a new well and to get new bows for the hunters."Thank you, mighty dragon." You say."Of course."You bow, and begin trudging down the mountain.
Player: One Month Later...

DM: You leave the room you were in and continue down a long, dark corridor. You find a large, round metal door at the end. AMZAK's voice comes on again."Foolish human," it says. "You think your intellect is anywhere close to mine? Well, prove it! Answer me this riddle: What has four legs in the morning, two legs in the afternoon, and three legs at night?"
Player: "A human."
DM: "A human," you say. "When they are babies they walk on four legs. When they are adults they walk on two legs. When they are old, they walk with a cane, which is three legs.""Hmph," grumbles AMZAK. "Lucky guess."The door opens to another corridor. There's a cyborg in front you, but his back is turned. You could technically sneak up behind him instead of fighting him face-to-face. That might be safer and cost you less bullets. What do you do?
DM: You shoot the cyborg and his head explodes into a bloody mess. The cyborg is dead.

DM: It's Thursday, 10am in the morning. You're at your home, but this time there is something different. It's quite. Really quite. Since you're a cop, you do own firearm. Take your gun below, it will definitely help with those zombies. If you don't take it, you'll have to kill all of them with your bare hands. I recommend you take it, you want to find your family. The chances of dying without your gun will be severely high. When you leave this house, you must stay silent.
Player: Why do I have to stay silent?
DM: Zombies are very sensitive to sound. If they hear even the slightest peep, they will hear and come after you. Make sure to keep quite. Only use your gun when you need to, because the sound of one shot will attract them all to you.
Player: Leave your house
DM: You're out front of your house now. Since you're still close to your house, you can go back in to get your gun if you didn't grab it. If you already grabbed it, you're set. The zombies you've been told about are just in fact there, all around your neighborhood. Since you live on a one-way street, you can either go left or right.
Player: Go Right on Arbour Lane
DM: This way looks to be clear. As you're walking down the street, you still can't believe what has happened to your neighborhood. You notice a bunch of walkers in the distance, so you begin to walk slow. After looking to your left, you notice a zombie is looking at you. You dart for the car that's near you and hide behind it. Hungry, hot, and slowly losing consciousness, your heart starts racing. The zombie walks closer and finally notices you. Use your gun now.
Player: I changed my mind and want to go back and get my gun

DM: Val giggled and waved her hand dismissively. Val; "Oh, you! Of course not! It's just a riddle!" Vladimir stepped forward. "Do you accept the challenge?"
Player: You; "Tell me the riddle"
DM: Vladimir stepped forward. Vladimir; "One of us always tells the truth, and one of us always lies. An old riddle, but effective nonetheless"

DM: I still don't know if this is such a good idea. But I don't want to wait anymore. It has been 3 years now since I last saw her beautiful face. 3 years since I saw her burst out into tears, calling me bad names. "I wish you would die" she said.My dear, if you only knew how I wished it too. I'm standing outside her house now. The rain splashing all over me.
Player: Knock.
DM: I can't hear anything except for the rain. I can't feel anything except for the guilt rushing trough my body as the memories creep into my mind. "How could you do this to me?" she said.She frowns as I try to get near her. All I want to do is kiss her, tell her that everything is going to be alright. "I never meant to hurt you." I say. She just laughs.The door opens. She just stands there for a while, her eyes narrowing into my body. She looks so fragile, so hurt. So cold and so bitter. Like three years ago.
Player: Say nothing.
DM: "What do you want?" she asks in a cold tone, so cold that I believe she could freeze me anytime. "I think you know." I respond and I swear I can see the slight hint of a smile forming in the corner of her lips."Probably." she says. Just as I'm about to step closer to her, she backs away."This is not a good idea." she says."I know." I answer. And then, she closes the door, leaving me standing there in the rain.
Player: The Beginning
DM: Should I? I don't know.
Player: I should.

DM: You take a basketball and wait in line to shoot it, in front of all of the jocks. When it's your turn, you start running to do a lay up, but begin to get a very wierd sensation. You start to hear demonic music from the Omen series. You lose control of your feet, arms, legs and entire body. Your body runs faster and then jumps. Somehow your head smacks into the hoop and as you fall head first down, you see Mrs. Fuddmeadow smiling at you and can hear an evil laugh inside your head. You start to see a very strange image as everything fades away. You can feel you soul being sucked into some evil entity as your seem to move closer to Mrs. Fuddmeadow. You die and your soul becomes propretry of Mrs. Fuddmeadow. Yeah, you really showed off there!
Player: Play Again, from 1st period
DM: Because your English class is right next door, you just go straight there to get the perfect, back-of-the-class seat. A non-Fairview Cult student council member already reserved his seat in the front row. The other seats start to fill.

Player: Ending: Eternal Sleep

Player: no

DM: You look at all the various books. Many are burned or in languages you don't understand, although you pick out a few books that look interesting.The first is a small white book called A Question to the Gods by Ulthan the Perverse. It's a simple, plain, unassuming book.The second book you pick up is called A Simple Request with no author mentioned. It's a large red book with golden trim that's hot to the touch.The third book is a large black book covered with moss and dried in puss, bile, blood, feces and urine. You manage to make out the title, A Cookbook of Plagues and Pestilence by Percivall Pott.The fourth book is a small light blue book titled simply A Story of People with no named authors. It's quite heavy to pick up for its side, and you feel quite eager to see its contents.The fifth book is a book called The Brutal Torture Sessions of Warlord Ghakin the Soulless with no named author. It's a large, heavy black book.The sixth book you pick up is a book called Fun and Interesting Games to Play, which by everything on the cover seems to be a children's book.The seventh book is a leather-bound journal, with "Annabelle's Journal" written across the front.The final book you take out is called The Knowledge of the Ancients, by Jacob Sinclair. It has a cross between a bear, a human and an octopus face on the leather cover.
Player: A Cookbook of Plagues and Pestilence
DM: You struggle to open the book through the crusty pages, which are mostly obscured by the disgusting liquids and stains that cover them. You manage to make out a few words such as "fungal", "heat", "Virus" and "dissolve the skin", but can't actually read anything.

DM: Q
Player: s
DM: AS
Player: a
DM: AAA
Player: g
DM: AAAG
Player: q
DM: AAAAQ

DM: You open the book, which is as hot as warmed coals. You quickly put it on the floor so you don't have to hold it and begin reading."Hello, kind Sir. Thank you for picking up this book. If I may take a few moments of your time, my name is Bablex. I am, in all honesty, a demon. I was trapped in this book near three decades ago. My internal prison is unbreakable, and I have many, many enemies I wish to gain my vengeance in hunting down, all denizens of the Infernal Realms of which I was created. I only request you release me. I swear no harm shall come to you or anyone from your plane of existence, ever. At least, none caused by me. Simply sign your name at the bottom of this page and I shall be freed. I have nothing to offer you but my thanks, which I will offer eagerly.At the bottom of the page is a signature line. Quite helpfully, a quill is wedged in between two of the pages.
Player: Don't sign the bottom of the page
DM: You close the book, and slide it back into the bookshelf. You might not be the smartest, but you're not that stupid.
Player: Continue exploring the Forbidden Section

Player: The Brutal Torture Sessions of Warlord Ghakin the Soulless

DM: You pick up the book, flicking it open to start reading. The first page details a small amount of back story as a young man named Benjamin who loved horse-riding and reading especially, and was the son of a rich Lord. Eventually, he found a small book which he began reading, only for it to suck him into an area of pure darkness, where he was forced to wander forever for a way out. You turn the page, only to find almost the exact same story. Marion was a young fishmonger who couldn't find a husband, before finding the book and being teleported to the dark place to end up as an eternal wanderer searching for freedom. You turn the page, and see the same story again with a different person. You want to put down the book, but you simply can't. Something's forcing you to continue reading. You reach the final page, and let out a scream as you see the title: Dagden.
DM: Wandering the Blank PagesYou scream, as a blinding light causes you to shut your eyes. You open it, to see nothing."Hello? Hello?" you ask, waving your hands around, finding nothing.You step forward, waving around to grab something. You need to find a way out. You begin walking in a straight line. You know if you keep walking, you'll reach... something. There has to be something. There's always something. You begin walking, wandering the blank pages.

DM: You open The Brutal Torture Sessions of Warlord Ghakin the Soulless. On the very first page is an illustration of a man with his ribs torn from his chest and a bucket of maggots being poured into his chest as he screams. You wince at the sight, turning to the next page to see an illustration of an arm with the skin being peeled off. The next page shows what looks like a Vampire in a cage, surrounded by a slitted window with sunlight coming in. The next was a spiked ball that could blossom like a flower being inserted in a man's...You put the book down, wishing you hadn't eaten so much ham.
Player: A Simple Request

DM: You're back at the bottom of the staircase. Nothing much has changed since you've last looked around.
Player: Head back up the stairs.
DM: Heading back up the stairs, you find yourself back in the same spot you were earlier. You can't keep track of how long you've been here for--you can only see the fog ouside of the windows, and the light has not changed since you've arrived. You could have been here for minutes or hours. There's only so many places you can explore--all the classroom doors except for your homeroom are closed, automatically locked from the inside. There not much else to look at in the hall. The school seems to be wiped clean of anything significant.
Player: Go back into your homeroom.
DM: You're back at the teacher's desk. Nothing much has changed since you've last looked around.
Player: Leave the classroom.
DM: You walk over to the door of the classroom. It's just barely cracked open, so you push it slowly--it seems heavier than you recall, as you strain to move it. The hallway seems bare, lined with rows of identical classrooms and doors. Faintly, you remember the loud, crowded movements of passing period, everyone cramming in the corridor to get to their next class. How your friends pulled you aside to relay the day's latest gossip, or how the sun shone at just the right angle on those rare days that you stayed for student council meetings. How it warmly hit your face and illuminated the whole west wing of school, as you and your friends laughed about--You blink back to life. The reminiscence suddenly stops. All that's left is the empty hall with its single ghost peeking out of its old homeroom class. Enough. Focus. Now how to get out of this... Dream? Memory? Hallucination? To your right, you see the bathrooms at the end of the hall. To your left, you see a staircase in the mirrored spot.
Player: Go south, towards the bathroom.

DM: You open the book, and begin gazing upon all the information held within. You learn massive amounts of information, why the sun rotates, the moon's orbit, the destiny of the Red Blade Tribe, the future of the Elves, the true cause of life...Your head begins to burn as you begin learning concepts the mind was not developed to handle. Logic and Reason are pathetic attempts to understand the true meanings of life. No one will understand the world like you do now. Your head begins to fill with knowledge, and you scream.
Player: Abandon Sanity
DM: Knowledge is Power, Power is CorruptionYou sit, babbling your prophetic knowledge, though you know no one around you understands a single word you're saying. The ignorant idiots know nothing compared to you. You stare at the black stone walls, and laugh. You understand everything now. It's all meaningless. What's even the point of continuing? You feel a cold cloth press against your head and you laugh. These fools, these idiots, know nothing. You know everything.You break into laughter, sitting in the empty room.

DM: You finish reading, and step away from the Forbidden Section."This is creepy.""Yeah, definitely. I read about demons, and this weird ritual that creates living toys, and there was one book that just screamed. Let's get out of here," Blaise nods.You close the gate to the Forbidden Section, locking it behind you."What now?" you ask."Let's go to the tree," Blaise says.You follow Blaise along the hallways, eventually finding your way to the Garden. You open the door, and briefly marvel at flowers. Blaise leaps onto one of the branches, quickly climbing to the top of the tree. You follow, arriving at the top. The sun is just setting, and the stars are amount to appear."That was fun. Scary, though. It is scary, thinking of all the things that could get me.""Don't worry, I'll protect you.""Shut up. I'll protect myself. You can protect... Stitches."You chuckle, staring as stars appear in the sky. A cold wind begins to blow, rustling the leaves. You feel your body's temperature drop so much you start to shiver."It's really cold," Blaise says. "The wind really picked up."
Player: Hug Blaise for warmth
DM: You lean over, and wrap your arms around Blaise."What are you doing?" Blaise giggles."Keeping us warm. You're welcome.""Get off me, you big lug," Blaise laughs."Aw, come on. I enjoy cuddling you."Blaise blushes a bright red, and hits you in the arm."Shut up. Come on, it's far too cold. Let's go inside."Blaise rolls off the branch, dropping down from the tree. She lands on the soil with a soft thud, and you quickly follow afterwards. You open the door and walk inside, away from the cold wind. You walk inside, before walking along the hallway. All of a sudden, you spot a small brown rat in front of you.
Player: Peacefully shoo the Rat away

DM: You pick up your pen, and slowly write "DAGDEN" in large, black letters. As you finish, the book sets alight. You yell and drop it, as a dark voice comes into your mind."Ah! Freedom! Sweet, blissful freedom! Thank you, young Orc. Now is my time for vengeance!"With that, the voice disappears, as the book finally turns to ash. Blaise turns to you, her eyes wide."What did you do?" she asks nervously."I don't know. Something interesting," you say.She rolls her eyes, but continues reading through the forbidden tomes.
Player: The Knowledge of the Ancients

DM: You nick the base of his foot, and he goes limp, temporarily paralyzed. Fortunately, he falls back against the car, so that it looks like he's still standing and other guards don't notice anything suspicious.Quickly, you dash as fast as you can to another car. You now have a clear path to Lillian, but there are two flights of stairs leading up to her: a left one and a right one. Guards are standing at either end, but you can't see how many. Either way, you'll have to pick one.
Player: Left
DM: Quickly, you take the left staircase, but as you approach Lillian, you notice some other guards. They notice you, too, and spin around yelling, "Freeze! Move a muscle and I will blow your head off!"Not being stupid, you freeze. Now, the guard is advancing towards you, "Well, lookee who we got here." he says, "It's that kid who we sent to the loony bin to cover our tracks. And now here he is, all busted out. You know, there might be a reward for bringing him back alive..."All right, you can't just stand there any longer. What to do? They'll notice if you try to go for one of your weapons, especially if it isn't well disguised.

DM: Steele-Blooded Steve barely makes it to the grocery store on his bike. His tire is now flat again. In the breeze-way he grabs a cart. As he's pushing his cart and crossing off items on the list, he's thinking about his plans in the events to come. He knows he will one day defeat Dr. Horrible, but he hasn't figured out how yet. After grabbing everything from the list, he goes to the cash register to find his arch-nemesis, Dr. Horrible. He is now to the next step in his plan of ruling the world.
Player: Grocery Store Stare-Down, Steve's View
DM: There he was, my enemy. "But I can't defeat him here," Steele-Blooded Steve thought. "I'm not prepared." Deep in thought, Steve blankly stared at Dr. Horrible. For another five or so minutes there was an awkward connection--so to speak--between the two... "I know! I will follow Dr. Horrible home and defeat him there." Steele-Blooded Steve thought "He'll never suspect that! I can go to the gun store and..." Cashier: "That'll be 57.90, sir!" Steele-Blooded Steve: "Oh sorry, I must have zoned out. My apologies, here you go." Steele-Blooded Steve hands the cashier the money, goes out the door, and waits to follow the unsuspecting Dr. Horrible.
Player: Follow Dr. Horrible
DM: After about 10 minutes, Steele-Blooded Steve sees Dr. Horrible leave and begins to follow him. All the while he is thinking of a way to defeat him... He could buy a gun on the way, grab his bat from his house, or let him tire himself as he enjoys his beating. As he is thinking to himself, in pursuit of Dr. Horrible, he starts to notice the abnormal route Dr. Horrible is taking. The route is going away from all the life in the city... It is going towards the graveyard.
Player: Graveyard Fight

DM: "Muah hahahah! You're doing awesome! Fungi is gross, you're going to be very popular in this universe." Cedar freaks you out, but she seems super nice."Welcome to medical mycology, the study of pathogenic fungus. This pathogen includes yeast, mold, and mushrooms! While some fungal species are unicellular and are too small to see with the naked eye, they share a greater genetic similarity to us than they do with bacteria. Some fungi are considered parasitic to humans and may produce mycotoxins that are toxic to plants and animals. Which one do you want?!" Cedar squeals with delight.
Player: Candida
DM: "Radical! Candida is the most common cause of fungal infections worldwide." Cedar hands you a mirror and you notice white patches on your gums and tongue, it looks like cottage cheese! "AHHHHHH!" You scream and cover your mouth with your hand. You realize it really hurts to swallow and you feel a fever coming on. "What happened to me?""You have thrush!" Cedar said with a smile."It's all over my mouth, what do I do?""It's all over your mouth for now," she said "but it'll move to your lungs and other parts of your body too. Cool right?! It doesn't usually get people sick because of bacteria in your mouth keep it under control, but you're in universe 3c!""Well it feels awful, what do i do? I want to go home." You're not feeling well and it feels like it's getting hard to swallow."I'm sorry you're not having fun. This universe can be scary if you're not used to it. Here take this and you'll be sent back home!" Cedar hands you something to treat your infection.

DM: You quickly make your way to the table and slide on the cold concrete floor, putting yourself under it. You wait, and hear more rustling, a few clangs and the sounds of boxes being opened. It doesn't seem like the person is going to be leaving anytime soon.
Player: ENGAGE
DM: You slide out of from under the table only to greet the sight of a gun barrel pointed at you.

DM: "Maybe we should go inside.""Yeah. You're right," Blaise says.Blaise rolls off the branch, dropping down from the tree. She lands on the soil with a soft thud, and you quickly follow afterwards. You open the door and walk inside, away from the cold wind. You walk inside, before walking along the hallway. All of a sudden, you spot a small brown rat in front of you.
Player: Calmly explain to Blaise that there is a Rat in front of her
DM: "Ah! Blaise! Look out, it's a rat! Kill it! Kill it with fire! Shoo, you little brown monster! Shoo you demon of hell, you shall not take my soul! Get away!"Blaise giggles."Calm down, Dagden! It's just a rat!"You draw your knife, pointing it at the rat."I want it dead," you say.

Player: Panic at the sight of the Rat

DM: You are told your newest role is "colorblind." You realize that actually just means it is whitewashed. Critics rave about your new T.V. show, applauding it for its "diversity," but any time you make suggestions about complicating your backstory, perhaps introducing more elements of Chinese culture, you are instantly shot down. The executives are afraid that the audience won't be able to empathize with you if you are "too different."You appreciate the fame you've received as your show earns Emmy after Emmy. You receive some criticism for your generic character, but are complimented on your acting. There's no saying where you'll go from here.
Player: Fate 1
DM: You've finally made it to the bigtime. You are a bona fide Hollywood star. You continue to receive various roles in both independent and mainstream media, slowly working towards introducing as much of your history and self into your acting as possible. Although it isn't always fair that you feel like you are expected to represent all Chinese-Americans (let alone all of Asia), you realize that it comes with the territory. You have your ups and downs, you have success and you make mistakes, but you know it's what you want to continue doing for the rest of your life.

DM: You decide to try to talk trash like the basketball jocksYou start quoting the Nike commercials and a few lines from White Men Can't Jump. But, while laying down some Yo Mamma jokes, you offend one of the Suburban Gangster Wannabees. Angrilly, he pulls out his "piece," a pocket knife that he got in his Christmas stocking from his dad, and cuts you bad. You die. That's the last Yo' Mamma joke you'll ever tell
Player: Stay home and sleep
DM: You decide to stay home and sleep.Mr. GreenWall, the assistant principal, calls home and alerts your mother that you are not at school. What are you going to do:

DM: BUZZZZZ!Uh oh! It looked like that was the wrong way. As soon as you took a step, a shock went through your entire body, rendering you completely immobile. You feel a painful, tingly sensation before you are teleported back to the start of the maze.
Player: TELEPORT
DM: You're back at the start of the maze. The poem is gone, and no pop-up window greets you when you teleport back. You see that there are three directions you can go. So, which way should you go?

Player: Throw her in the trunk of your car (you may need her later)
DM: You Prefer Your Crosses
Player: With someone nailed to them
DM: Which Best Describes Your Relationship With Your Mother?
Player: Imperial Dragon
DM: How Do You Feel About Law And Order?

DM: You wait patiently, smoking your cigar until Major Garran arrives back.
DM: Major Garran leads you through several dull hallways, before you arrive at a heavily guarded door, with several guards. Major Garran leads you through the security measures, before the door opens to reveal the Prisoner."Fuck." You mutter, seeing the Snub.The Snub, which only consists of an upper torso, one arm and a head, is attached to massive pieces of machinery pumping various fluids throughout it's body. It's eyes stare at you, as a translator is attached to it."Hello?" You ask, more nervous than you have been in years.The Snub stares back at you."Can you understand me?" You ask."Yes." It asks, in Major Garran's voice. You jump, before realizing that Garran's personal translator has been attached to it."Go ahead, General. Ask it anything you want."
Player: Ask a Question
DM: The Chykri stares at you as you formulate a question.
Player: "Why did you join the Chykri?"
DM: "God arrived. He took my children. My mates. My friends. My homes. My food. My protection. My life. I was all but dead. My nation was all but dead. We begged God, said "We want to live! We want to eat, to mate, to dance, to laugh, to be!" God said we may survive. We survived, but we did not live. We didn't mate, dance, laughed. We no longer were. I was not me. I was Chykri."

DM: "Hmmm... Where are the camps, trespasser?""Sir, if I tell you...""Don't preside to know who I am or what I'll do, trespasser.""They're at the Morinspeck Mines, sir.""Good. Head back to your camps. I'm not going to harm a man for trying to feed his family.""Thank you! Thank you, sir!" The Man says, cupping his hands in praise."I'm confused why you're still here." You say, and the man jumps to his feet and quickly runs off, out of the Great Hall.
Player: Five Weeks Later...
DM: "Chieftain! Chieftain!""Yes?" You ask.You're met with a young Orc, a cousin of yours, who reminds you of Gruzub. You feel a twang of guilt, before deciding that in honor of Gruzub, you're going to kill this Orc if he brings up something like the placement of the new well or whether to build the new stable of stone or wood."There's a disaster up at the Kes Nests.""Disaster? That's a strong word.""It's accurate. A group of Zombies have engaged a Red Dragon perched on the mountain.""If Death and Destruction met on a Road." You quote, remembering one of the few books you read as a child."What?" The Orc grunts."The Poem, where the Grim Reaper meets the Mother of Dragons on a road. They debate their roles, with the Grim Reaper saying how his job is necessary ot prevent overpopulation, while the Mother of Dragons says that she prevents empires from wiping out all... What the fuck am I doing? I'm not explaining a children's poem to you.""Sorry Chieftain. The Warriors are suggesting you lead a party up there.""To do what?"The Orc shrugs.
DM: "I'm not going to deal with that, Orc. I want you to go, and I genuinely mean this, fuck your mother and stop bothering me."The young orc runs off. Perhaps you were too mean to him. He reminds you of Gruzub, who you loved to degrade, insult and bully. You miss him so much. You sigh. Time to find a drink. Then, many, many more drinks.

DM: The silver Fox leaps up as you approach him"Good evening madam" he says in a gruff, jovial tone "Im Mr Hoopwhistle. You can call me Hoop!"Mr Hoopwhistle is very charming up close, although looks in excess of 45 years old.You have a long talk with Mr Hoopwhistle, who is excellent at keeping your glass topped up, and looks at you as if he has never seen such a beauty in his life. By the end of the evening you are utterly charmed.As you are leaving the ball, Mr Hoopwhistle asks if he can see you again. What do you think?
Player: Absolutely!
DM: You see Mr Hoopwhistle a week later, for a game of mini golf followed by dinner. You have an excellent time- he is charming, funny, and kind - behind his gruff and jokey exterior.Before long you are married, and although Mr Hoopwhistle is as old as your own father, you are very happy together. Sadly he dies five years into the marriage, but he leaves behind him a large fortune of ten thousand a year , and you are left as sole mistress of a beautiful house in Derbyshire. The rest of your life is happy and content, although you do miss Mr Hoopwhistle, you have no regrets about the choice you made.

DM: Here, the trees clear by the river, allowing the water to flow into a small, sheltered hollow. Looking in, you see a number of fish swimming around, taking advantage of the calmer waters to avoid swimming against the current.
Player: Inspect the wood's edge
DM: You take a moment to search through some of the nearby bracken. As you do, you notice a particularly high-quality stick. Wow, you think to yourself. That sure is a high-quality stick.
Player: Return

DM: You sneak into the stables, staying low to avoid the sight of the zombified guards. Your long sword is strapped to your back, your dagger in your boots, your bloodstone in your pocket as well as an extra large health potion stolen from Mr Nilvos' room. You slip into the stables, where dozens of horses tied up in there. Some are living flesh and blood horses, some are rotting, semi-skeletal beasts that have been brought back from death by the Grand Necromancer. You could probably manage to ride either one.
Player: Steal a living horse
DM: You decide to steal a normal horse, and quickly find one that's saddled, a chestnut brown mare. You gingerly slide your feet into it's stirrups, and hop onto the horse's back. You give the horse a light kick, and it begins to move forward. You pull on the reigns to get it to slow down, but it speeds up. Perhaps there's more to riding horses than you thought. You wrap your arms and legs around the horse, which continues speeding up. You manage to guide the horse through the gates, where undead sentries watch you leave. They raise their bow and arrows and crossbows, but none of them fire, perhaps recognizing you. You try to reign control of the horse, pointing it towards the mountain range.

Player: One Hour Later...
DM: After about an hour, you reach the mountain range. To your relief, it's much less of a mountain range than a particularly hilly area. It'll take only about a twenty minute walk to reach the top of the largest hills. You manage to get your mount to stop, and manage to free your feet from the stirrups, letting you hop off. You wrap the horse's reigns around a small tree so you're not left here without a ride home. Then, you begin the long trek up towards where you saw the dragon land. You keep your gaze at the top of the mountain, watching for any distant flying shapes. You manage to make it up the inclines quickly enough despite the heavy weight of the long sword that you probably shouldn't have brought, although you see no sight of any dragon nest. Perhaps the dragon did even land in the area to nest, maybe it only stopped to feast on prey. Still, you assume the dragon would've needed it's rest, and would have roosted somewhere. You can only hope.You freeze as you see a small brown hare, feasting on grass. You could barely spot it in the darkness, but your years wandering through the tunnels have heightened your sense in the darkness. The hare doesn't seem to notice you, and the thought of some meat after such a long journey is appealing. You resolve to catch the rabbit, but the only question is how.

DM: You decide to steal an undead horse, and quickly find one that's saddled, a chestnut brown mare with it's ribs showing and patches of fur missing to reveal rotting flesh.. You gingerly slide your feet into it's stirrups, and hop onto the horse's back. You give the horse a light kick, and it begins to move forward. You pull on the reigns to get it to slow down, but it speeds up. Perhaps there's more to riding horses than you thought, especially dead ones. You wrap your arms and legs around the horse, which continues speeding up. You manage to guide the horse through the gates, where undead sentries watch you leave. They raise their bow and arrows and crossbows, but none of them fire, perhaps recognizing you. You try to reign control of the horse, pointing it towards the mountain range.
Player: Sneak up on it

DM: Sphinx; "True, I suppose. However, not the answer I had in mind"
DM: The sphinx chuckled. "Wrong answer" The last thing you saw was the sphinx' claws, tearing your face apart.

DM: You go to the public restrooms used for visitors when they take tours of the White House. You see six stalls...
Player: Stall 2
DM: You open the stall, no hat.
Player: The Restroom

DM: You edge forward slowly, hoping your prey doesn't notice.CrackYou feel the ground breaking under you wait, and let out a piercing scream as you go through the ground. You fall flailing, before you hit the hard stone ground with a painful thud. You rub your legs, and thankfully they're only bruised and not fractured or broken. You look up, seeing that the entire ground has fallen away into some cave system. You're surprised the rabbit didn't bring it down, let alone you. You stand painfully, looking around the empty cavern. You can hear deep breathing echoing off the cave walls. You draw your long sword, a weapon you're barely able to carry on your back, let alone in your hands. You decide to sheath it, and draw your knife. You move forward slowly, before spotting it. The dragon's scales shimmer black like a canvas of nothingness, its teeth look sharp enough to tear through an armored knight in a second and its wings wrap around itself in an effort to keep warm. Its eyes are closed, and you assume it's sleeping. You spot one of its teeth, a long, beautiful white curved fang, lying next to it's body, lodged in the rotting body of a sheep. You slowly begin to edge towards the tooth and carcass. Then, it's eyes burst open."Why, little Orc, have you disturbed my rest?" it asks in a booming voice.You struggle not to scream as its head raises, staring at you. It's eyes are red and slitted like a snake's, and they appear to peer into your soul.
Player: Grab the tooth and run
DM: You're small and fast. This'll probably work. You hope."Sorry," you say, grabbing the tooth on the floor and turning to sprint off. The Dragon's tail sweeps your legs away, sending you sprawling towards the floor. The Dragon roars, and opens its mouth.
Player: Throw a nearby bone into the Dragon's mouth
DM: You fling a bone in the dragon's mouth, and it slams its mouth shut, breaking the bone in half. You roll to your feet as it does so, and quickly look around.
Player: Sprint down the main tunnel

DM: You burst forward, running with great speed towards your prey.CrackYou feel the ground breaking under you wait, and let out a piercing scream as you go through the ground. You fall flailing, before you hit the hard stone ground with a painful thud. You rub your legs, and thankfully they're only bruised and not fractured or broken. You look up, seeing that the entire ground has fallen away into some cave system. You're surprised the rabbit didn't bring it down, let alone you. You stand painfully, looking around the empty cavern. You can hear deep breathing echoing off the cave walls. You draw your long sword, a weapon you're barely able to carry on your back, let alone in your hands. You decide to sheath it, and draw your knife. You move forward slowly, before spotting it. The dragon's scales shimmer black like a canvas of nothingness, its teeth look sharp enough to tear through an armored knight in a second, its wings wrap around itself in an effort to keep warm. Its eyes are closed, and you assume it's sleeping. You spot one of its teeth, a long, beautiful white curved fang, lying next to it's body, lodged in the rotting body of a sheep. You slowly begin to edge towards the tooth and carcass. Then, it's eyes burst open."Why, little Orc, have you disturbed my rest?" it asks in a booming voice.You struggle not to scream as its head raises, staring at you. It's eyes are red and slitted like a snake's, and they appear to peer into your soul.

DM: You charge at it, jabbing your knife. You slash at its face, but your knife only scratches its scales. It opens its mouth in a roar, before a cascade of flames spills out, engulfing you. You scream as your body is turned to ash.

DM: "I... have come to take one of your teeth."The Dragon pauses, perhaps confused by this answer."My teeth? Why? A dare, perhaps? An attempt at black magic?""For a girl."The Dragon breaks into booming laughter, a horrible noise that makes you want to claw out your ears."For a girl? I remember my days of mating past. I had entire Dwarven settlements wiped out and their treasure hoard stolen to be gifted to me by potential mates.""Well, I can't do that."The Dragon stares at you, before it laughs again."I'll be honest, Orc, I'm nothing if not amused at this. It's amusing enough for me to let you live, and damn the Gods, I'll let you take the tooth. It's of no use to me."Your eyes widen."Really?""You're still here? You shouldn't be. Go."You nod, and quickly grab the dragon tooth and rush out of the cave. You quickly make your way down what is either a very large hill or a very small mountain. You manage to find your mount, still tied up, and untie it. You climb up on its back and into the saddle, and kick it gently. The horse begins to gallop off towards the castle.
DM: You arrive at the castle, and ride through the gates. The undead guards watch you wordlessly, and you ride back into the stables. You tie your trusty steed back in it's home, and sneak back into your bed. You fall asleep, happy with your success. You can't wait to see Blaise's face on her birthday.
Player: One Week Later...

DM: You roll to the side, though your back is burned by the Dragon's shoot of flames. You yell in pain, but manage to get to your feet.
Player: Fling a bone at the dragon to distract it
DM: You fling a bone at the Dragon, hitting it in the face. It roars in anger, and is momentarily distracted.
DM: While the Dragon is distracted, you break into a sprint. You hear the Dragon angrily rushing after you, although due to the dragon's size in the small tunnel you easily manage to outrun it. Still, you've been forced down the wrong tunnel, and are now lost."Where are you, little Orc? I will find you!" the Dragon roars.

DM: You look around the whole house, its bigger than you house... "Lucky them" You say to yourself. They are a family who's dad works in the kingdom so he doesn't often comes to the village so they are rich. Then Marisa comes to me and says "Would you like something to drink?" You shake your head. Then you look around and see the girl. She just faces away.
Player: Hello
DM: You head over to the girl and you say "Hello, are you okay with my presence here?" She looks at you, and finally takes the courage and talks to you "Um... H-hi..." Looks like she is blushing. "Hey..." You answer back "Quiet a home you have here." She looks at you and says "U-um... thanks... but you should compliment my father for all this..." Suddenly... Bam! You hear a crash coming from outside the house. You go outside and go to a barn near the neighbor's house. There you see it... The humans' worst nightmare...
Player: Dragon...
DM: You suddenly take your dagger and throw it at the dragon, but he just covers up with his scaly wing and bounces it off. "I am NOT afraid to kill you... This is revenge... For my father!" You then grab a Shovel and successfully hit it in its face blowing it away to the wall. Suddenly it comes rapidly at you. What will you do?
Player: Hit it with the shovel
DM: You hit the dragon with the shovel, but it comes back to its feet and bites the shovel down near the metal and throws it away. You are now defend less. You just close our eyes and wait for it to end.

DM: Today is Blaise's birthday. Blaise seems quite down and depressed from the absence of the Grand Necromancer, and is slumped over the feast table, pecking at the apple core that remains of her breakfast. You've yet to say a single word to her, just watched her embroiled in her sadness. Finally, you talk, breaking her silence."Happy birthday," you say."Thanks," Blaise says, not looking up."Are you alright?" you ask."Yes," she answers.You sigh."Listen, Blaise..."Blaise looks up at you, appearing close to tears."What?"You decide you really need to do something to perk up her spirits.

Player: Attack the Dragon

DM: You run down the main tunnel, and the Dragon fires another burst of flames. The flames lap your back and the back of your legs and arms and you wince in pain, though you manage to outrun the brunt of the fire. Your back is quite burned, although you won't have to deal with that until later. You hear the Dragon angrily rushing after you, although due to the dragon's size in the small tunnel you easily manage to outrun it. Still, you've been forced down the wrong tunnel, and are now lost."Where are you, little Orc? I will find you!" the Dragon roars.

Player: Tell her a joke
DM: "Uh... What did one casket say to the other?""If this is the coffin/coughin' joke, I'll have every Zombie here stab you," Blaise smirks."OK, OK... A Funeral is taking place, and as the pallbearers are carrying the coffin, they stumble on a step and drop the coffin. The coffin opens and the woman jumps out, turning out to be alive. She lives for another ten years before she dies, and has another funeral. At the end as the pallbearers begin carrying her out, her husband yells 'FOR THE GODS' SAKE, WATCH THE STEP!'"Blaise smiles and lets out a weak laugh."Was that the best you had? Do you have any better jokes?""Knock Knock.""Who's there?""Oh. I thought you'd just tell me to shut up when I said knock knock, I didn't actually have a joke queued up.""Aw, I like knock knock jokes.""Well, I'll think of some later. Let's go do something.""Fine. It's early. Let's go watch the sunrise from the top of the walls.""OK," you nod.Blaise jumps up from the table, and rushes off.

Player: Wait for your eyes to adjust to the darkness
DM: You look around in the darkness, and your eyes begin to adjust. You begin to make out shapes in the darkness, before seeing the cave you're in. You begin wandering around the caves, looking for a way out. You manage to find a pathway out through a small break-away tunnel in the cave. You find yourself on the top of a large ledge at the very top of either the very large hill or the very small mountain. You breath a sigh of relief, before you hear a roar."Ah, there you are, little one. Come, your death awaits."You turn, to see the dragon has taken flight, and is heading straight towards you. It speeds quickly towards you, only a few seconds away.
Player: Run down the mountain
DM: You begin to run down the mountain, but the Dragon releases a jet of flames. Your clothes set alight, followed by your flesh, and your body begins to char to a crisp, and you let out a horrified scream as you begin to melt in the heat.

Player: Stumble around in the darkness
DM: You stumble around in the darkness, looking for a way out. Your foot hits a rock and you trip. You reach your hands out to stop the ground, but you find yourself falling, flailing around while trying to grab onto something. You scream as your body smashes into the ground with a sickening thud.

DM: You see desert for miles and miles and miles.... You see a ring of palm trees surround a lake in the distance. You also see a camel caravan head toward the ring. In the other direction, you see sand dunes. If only you had your quad...
Player: Head For the Caravan
DM: You walk over what seems like miles of sand to try to reach them. However, the more you try to get to them, the more the caravan seems to slip away.

DM: You decide to venture forth, regardless of the lack of vision. You stretch your hands, attempting to place your hands against a solid surface. The thumping grows louder as you wander further down the dark hallway. You continue until it sounds like it is right next to you, attempting to smash your body against the wall to sneak past it. Just when you think you are free, relieved and drawing a sigh of content, you feel two sludgy hands gab your face. Attempting to escape is futile, the grip that the bumpy hands have you being too tight. Your eyes bulge out as you feel pressure on your neck, trying to scream but not being able to. Your cheek smashes against the floor, and you feel nothing, nothing at all. An intense pain throbs at the base of your spine, and that's when you realize, that's all you have left. Blood trails down the hall as you make out the silhouette of your laying carcass, leaving you head attached to your spinal cord watching mere feet away. You try to take one last breathe, but you're not able to, lacking the organs to function properly. You died.
Player: You can always go back to correct your mistakes.
DM: You close the door behind you, being greeted by complete darkness. You freeze in place, your heart beating a mile a minute as you listen closely. You can hear soft thumping, almost the kind when something is dragging its feet against the ground. You squint your eyes, staring deep into the eternal abyss just ahead of you, trying to adjust your vision to the dark. Perhaps if you had something to light your way, you could use it now.

DM: You go over to the door, and peer through the small barred window. You step back in surprise, as another pair of eyes was looking back at you from the other side."Subject Two is ready," Snide Voice says from the other side of the door. Suddenly you blink, and find yourself strapped to the interrogation chair. How did you get there? What just happened?Nasal Voice talks pleasantly from behind the chair, "Ah, Subject Two, I so enjoy our talks. Now the Rebel Cells, Four and Five, are no longer a threat, and we have no one to thank but you. You have been ever so helpful to us. So, are you ready to tell us where the first three Cells are hiding?"What? Two of the Cells have been captured - or killed? It can't be, he must be messing with you. You would never betray your friends!
Player: You don't say a word. They're getting nothing out of you!
DM: "Fine, it works either way. I just wanted it to go more pleasantly for you," Nasal Voice says, sounding apologetic. You want to wring his neck. The robotic arm comes out from beside you, and you suddenly can't help but flinch with fear as it smacks the injections against your chest, and pumps strange fluids into you. You black out almost straight away.You awaken in the prison cell again. No wait, you think - wasn't the door on the other side of the room last time? Maybe it is a different cell. There is a small window at head-height in the door, just as before.Then you notice there is a person in the room with you, a young woman huddling in the corner of the prison cell. She looks up at you, seeing you are awake."I won't tell you people a thing," she tells you venomously.

Player: Jump off the ledge
DM: You sigh, and jump off the ledge. The Dragon soars just over your head, and you fall and hit the ground with a thud. Your body falls and rolls along the hill, painfully bouncing off the hard ground. You tumble along to the ground, out of the dragon's sight, before painfully rolling to a stop at the bottom of the mountain, where you finally lose consciousness.

DM: You fling another bone at the Dragon, but the Dragon is ready this time. It knocks the bone aside, and roars. It opens its mouth, firing a jet of flames that engulf you.
Player: Ending; Eternal Sleep

Player: Sleep

DM: You scream as the dragon grabs you in its talons, tearing you off from the ground. The Dragon begins flying into the air, laughing horribly."Goodbye, little Orc," the Dragon says, before dropping you.You fall through the air as you speed towards the ground. You scream as you hit the ground with a thud. Your body falls and rolls along the hill, painfully bouncing off the hard ground. You tumble along to the ground, out of the dragon's sight, before painfully rolling to a stop at the bottom of the mountain, where you finally lose consciousness.

DM: It's dark back here behind the shops, out of the way of the open town square, and a metal grille in the wall to your right blows hot air in your face. It smells of grease, the fried remains of what might once have been potatoes, and meat so processed it's practically vegetarian.In front of you, the bum from the dumpster sits rocking back and forth. He's backed up against the wall, and he's staring at you with eyes so wide you can practically see his skull."Pu... puh..." he mutters. "Please... duh-duh-don't..."You stare at him, frowning slightly. His head is bruised in a way that's making your stomach rumble.He continues to rock and mumble. "Please don't... don't eat my brain..."
Player: Leave the guy alone
DM: With an effort, you resist your brain-hunger, and tear your eyes away from the guy's head. "Okay," you say, "I won't eat you. But get out of here."But instead of getting up, he begins to giggle, then to laugh in a high-pitched voice. "Get out of here!" he parrots loudly, still giggling uncontrollably. "Get out of here! Zombie! Zombie!"Dear lord. He's obviously cracked. But as you turn to leave, you hear running footsteps behind you, and a couple of burly men stomp hurriedly over, running to either side of you to block your escape.Bounty hunters!"Get it!" one yells, and the other swings a baseball bat at your face with such force that your nose ends up coming out of the back of your head.

DM: Bill chews a bite of his sandwich thoughtfully. "There's quite a few of us about the place. I've got the Priest and Ferryman staying here with me, my neighbors Bill and Charlie are just up and down the road, depending on which way you're coming. There's old George, Iris and Boss Arthur down by the quay and poor Mrs Powell up in the Wetlands... I guess that makes nine of us Miss."
Player: Head on east
DM: You continue following your path and soon come to a T-Junction, with paths branching off to the north, east and west (steep cliffs leading down to the sea lie to the south). A signpost reads "North to the Old Chapel via Middle Walk, West to Blacksea Farm and Maryland, East to the Lodge, Blacksea Church and Castle." You glance at each of them wondering which way to go.

DM: You leave him burn. He deserves the pain. You look around, noticing one of the Mages has burnt through the ropes that have bound him.
Player: Detain the Mage
DM: You run over, tackling the Mage to the ground. You punch him in the face, and he grabs your arm. Heat courses through his hands and begins to burn your body as your blood begins to boil.

DM: A picturesque scene is displayed before your tiny eyes. A family of four, including your mother, father, younger brother and yourself, sit at a table sharing a meal. Tonight you're having pasta, one of your favorites. Your little brother, Joshy, has managed to make a huge mess yet again, smothering his face and the table around him in orange pasta sauce. You tug on your mother's sleeve impatiently as she delves into yet another heated discussion with your father. "Muuum, Joshy's all messy!" you complain loudly.Your mother sighs and turns away from your father. "Rosie, your Daddy and I are having a very important discussion. Do you think you could be a big girl and clean up after Joshy by yourself?"
Player: Sure!
DM: You nod your head rapidly, eager to prove yourself as a 'big girl'. You stand up from your place at the table and skip into the kitchen, grabbing a towel from the rack and wetting it under the tap. Holding the towel carefully so it doesn't drip on the floor, you walk over to your little bother, bouncing in his highchair. He giggles and squirms as you wipe his face gently, eventually removing most of the pasta sauce. You begin to clean the table with the cloth, when your father jumps up suddenly. "ROSE! WHAT ARE YOU DOING?" he yells at you, face beginning to turn red.You stand there, shocked, dirty towel in hand. What had you done wrong? A sinking feeling began in the pit of your stomach."I ASKED YOU A QUESTION, ROSE! DON'T YOU DISOBEY ME!"Your brown eyes widen and you manage to choke out an answer. "I... I was just cleaning up Joshy... Mummy told me to-""I DON'T BLOODY CARE WHAT 'MUMMY' TOLD YOU! DON'T YOU EVER THINK FOR YOURSELF? THOSE ARE THE GOOD TOWELS ROSE! LOOK, YOU'VE COMPLETELY RUINED THEM!"You stand there, still bewildered by your father's sudden anger. You don't like it when people shout, and you:
Player: Cross your arms stubbornly.

DM: You may visit Eskel, Dandelion or Lambert. When you are done, you should ask Avellac'h to open the portal up to the first parallel universe...[Warning : Make sure you do not visit the same location twice in a row by mistake] [Current number of Skills: 1 ]
Player: Ask Eskel aboout Vesemir's Journals
DM: In memory of his old mentor, Vesemir, Geralt decided to ask Eskel about his journals, and Eskel elaborated. "I believe," Said Eskel, "That Vesemir once mentioned, off-hand, about journals he left during his escape from the Sacking of Kaer Morhen." "Vesemir had time to write notes during that?" Said Geralt. "At that time, Vesemir was the last Witcher left," Eskel clarified, "The invaders, although untrained, came in vast numbers, and they both hated and feared Witchers enough to be completely remorseless, viewing us as "abominations". Every single other Witcher in the Castle had been slain, and Vesemir believed he was about to die too, meaning that he believed those journals to possibly be the last record of Witcher history, written by anyone. Thankfully, he survived, but those journals are still out there, filled with information that could be useful to modern Witchers even now.""Any idea where they might be?" Asked Geralt. Eskel brought out a series of maps he had drawn circles on, and pointed to them."I have identified three of the locations that Vesemir mentioned he left his journals," said Eskel, "When fleeing the Castle, Vesemir went to make temporary camp in The Bastion outpost. However, a mob of peasant invaders found him, and he was forced to run until he made his way to the Cave of the First Witchers. Finally, he escaped the valley by getting into Old Speartip's lair.""So I should follow in his footsteps," Geralt said, "I'll scout out these locations, but make sure you and Lambert stay here with Ciri and Yen."Eskel nods.[Current number of Skills: 0 ]

DM: After waiting for a moment the robed man frowns, drops his hand, and walks on. You struggle to your feet, aiming your entire body towards the screaming.You stumble forward, making your way out of the church and into the courtyard. As you get closer you recognize the communal grief and anguish. A great sickness, a test from God, has taken hold in Constantinople.You walk through an alleyway and into an open green space. To the right there are freshly buried graves, as many as can fit in the plot. To the left there is a stack of corpses, and the source of the wailing. A young woman, weak and sickly, is fiercely clutching the body of a small child. Horrible screams tear through her as she sobs over his body. A group of men stand a ways away from her, talking intently to one another.
Player: Choice 2: Talk to the group of men.
DM: You walk up to the group of men and turn towards the one wear the most armor, "what happened here?" you ask."He looks at you a little confused, "we are burying more of the sick," he says. You stare pointedly at the screaming woman. He continues, "she is afflicted," he points to his neck. You look closer at the screaming woman, noticing the swollen bubo on her neck for the first time. "She is not in her right mind. We have all tried to get her to leave this place, to seek refuge in a church. Not even the priests could convince her. It's been days now..." he looks over at her, his face falling, "wont be long."You stare at the pile of bodies, and begin counting. 1, 2, 3, 4, 5..."I'm Theodoros," the man breaks the silence and offers you a hand to shake, "on behalf of the office of the referendarius, I'd like to offer you a job for the day." (4) With his free hand he reaches into a pouch belted around his hips and pulls out a small bag of coins, he bounces the bag up and down so that the coins jingle.
Player: Choice 2: Turn him down

DM: In the shed you find some weapons. A chainsaw, a shovel, and some saw blades. They're all pretty heavy, so you can only carry one, and if you already have a chainsaw, a box of blades or a shovel, it will be replaced.
Player: I don't want any of these....
DM: What do you wanna do now?
Player: Go to the shed to look for a weapon.
Player: Take shovel.
DM: There's at least sixty or seventy zombies out there buddy. What is one guy gonna do against sixty zombies with a stupid shovel huh? Dig a hole and hope they all fall in?

DM: You take out the diamond necklace, and hand it to her."Oh, thank you," she says. "It's really pretty. Thank you so much.""You're welcome."Blaise slips the necklace into her pocket, and gives you a hug."Thanks."You sit in silence basking in the sunlight."What are you going to do?" Blaise asks suddenly."What do you mean?""In life? Are you going to become a mercenary, or travel as a wandering hero, or...""I don't know. What are you going to do?""I don't know either. My Dad always said he wants me to be his heir.""Do you want that?""No. Well, yes and no. I do want to be his heir. But I don't think I'm able to. I'm not very powerful. I've spent my entire life inside this castle. I'm really quite ignorant of everything outside. There's so much I haven't done. There's also loads of stuff that I haven't done that I want to. I haven't see the Dwarven Mines, I haven't visited towns or the Kingdom of Man, or went to a real school. I've only ever had one friend in my entire life. I've never seen how a town works, or how trade works, or gossiped with friends, or been part of a group, or played games with friends, or been to a friend's house, or kissed a boy..."
Player: Kiss her
DM: You lean in and kiss Blaise. Her eyes widen, before closing. You've no idea how long the kiss lasts, but you're enraptured by it, every second lasting an eternity. Finally, you pull back. Blaise stares at you, blushing incredibly red like she always does when she's embarrassed."Oh," she says softly. "I didn't know you..."You smile at her, and feel your own cheeks blushing. You sit next to each other in silence, then sunlight warming you both."I really like you," Blaise says."I really like you too." Blaise smiles, and looks up at you."Come on, let's go inside."
Player: Two Hours Later...

DM: "Sorry" I say to Hearpe."Do you need to go?""No. It's nothing."HEALTH: 100%
DM: Eventually, I decide to ask her more about the material I am made from."Can you...tell me about dark-matter?""Dark-matter?""Yes.""That's a little off schedule, but I understand if you want to learn more about your own body."I nod and she approaches me."I don't know too much about dark-matter, you see, it's still being studied after it became as easy to acquire as it is now.""Do you know the difference between baryonic and nonbaryonic dark matter?""Well, I assume nonbaryonic dark matter is not constructed of atoms, but rather neutrinos and axions, making it rather...untangible. Baryonic dark matter however, like you are made from, is more like a...not a solid object, but it can be touched.""I thought everything was made of atoms?""No, not exactly. nonbaryonic dark-matter is nearly nonexisting. Similar to actual darkness.""I see.""Another interesting thing on this subject, it is believed that black holes are in fact baryonic dark matter.""So I'm a black hole?""No, don't be silly. You're simply made from similar things, that is all. Dark matter, both baryonic and nonbaryonic, is even considered to be the link between existance and non-existance.""Existance and non-existance?""Yes. The first step in existance has to be that nothing became something. Many people believe dark-matter is that step.""Not everyone believes that that's the first step.""You mean those who believe the universe was created by a diety? Even they have to admit that somehow, their diety was made. Either that something nothing suddenly became is the universe, or whoever is supposed to have created the universe.""Hmmm...I guess that makes sense."HEALTH: 100%

DM: Bored and feeling mischief you taste the oil. It's sweet and wonderful, and so you taste it again. Soon you are sucking on the tube and leaving none for the lamp. You can't get enough of the wonderful oil, and you don't notice that the whale is thrashing about in the water. In your greed you pull hard on the tube and something breaks. You hear a loud cry from the whale and it suddenly goes very still. You know it has died. You are now drifting at sea inside a dead whale drifting from place to place.Then you sing: "Let the one who wants to be high-born like me cut the whale open and let me out, and he will be as high as I am." And you also sing: "Let the whale go ashore. Let the whale go ashore on a long sandy beach.." Finally you hear waves breaking on a sandy beach, and he sing again: "Let the one who wants to be high-born like me cut the whale open and let me out, and he will be as high as I am." Suddenly your hear the voices of children. These children heard your voice, went home and informed their parents. Then the people all came there and cut the whale open, and you fly off into the woods crying "Q!one', q!one', q!one'."
Player: Clean yourself off and go back to the whale
DM: Raven stays up in the woods a long time in order to get the grease and smell off of your feathers, and, when you come down again, you see boxes and boxes of whale grease. Making believe you are surprised you asked the people where they got all of it. They say: "We found a whale that had come right in here where we could get it easily. So we are making oil out of it." You ask: "Did you hear anything inside when it first came ashore." "Yes! there was some strange sound in there, and something flew out calling itself q!one'." Then you answer. "Years ago just such a thing as this happened, and all of the people of that town that heard the noise died. It brings bad luck to hear such a noise in a whale. You people must leave this right away. Don't eat any of it. Leave it here." Then all of the people believe you and left their oil there. It became yours.

DM: There once was a man from NantucketWho opened the closet and found one of several buckets.He put it in his pocketAnd proceeded to rock itDown the hallway, yadda yadda, oh fuck it.
DM: You enter into a bathroom painted a depressing blue, and smelling strongly of cleaning products and urine. By far the most interesting thing here - and perhaps the thing least tainted by human waste - is a closet door.
Player: Go back out into the hallway
DM: You are now in the hallway. There's not much happening right here - just a couple of doors and a way back into the living room.
Player: Go through the first door
Player: In the living room...
DM: You are standing in the living room of Zack's uncle's cabin. It is a large, well-lit room, centered around an old, scratchy, but sturdy-looking wooden coffee table. There are two attractive contemporary sofas here, one of which is draped with a detestable lint-ridden blanket emblazoned with at least 300 identical golden retriever puppy faces. A large television set, complete with anachronistic circular dials, sits on a stand next to the front door.Lasheniqua has already found a seat on one of the sofas, where she has begun writing on a small pad of paper. Keith and Zack are meandering near the kitchen-dining room area, which is separated from the living room by a half-wall covered in unkempt potted plants, talking back and forth about whether or not American cheese counts as cheese.Aside from the entrance to the kitchen, there is a hallway connected to this room, and, of course, the front door.
Player: Go into the hallway

DM: You head off into the jungle with a dozen other men in serach of fresh fruits and good water. You're carrying a canvas bag over your shoulder, and you fill it up with cocunuts and bannanas as you walk. Other men do the same. You hear the rush of a stream up ahead, and soon the group comes upon fresh water flowing down from the mountains. You're just about to have a drink when you hear something. You peer into the thick jungle and you see a brown face peering back at you. The island is inhabited, and you recall the rumours of cannibles living here. More faces begin appearing, untill you realise your small group is outnumbered. This probably isn't good.
Player: Maybe they're not cannibles...
DM: The rest of the crew has noticed the naitives watching them, and a few men have started slinking back in the direction of the beach. You decide to stay put and wait to see if they're dangerous or not. It turns out they are. The naitives rush forwards and quickly overwhelm you. By this time you are the only crewmember left behind; all the others have ran off. The naitives bound your arms and legs. Then you are carried to their village where a little bit of you is consumed by everyone.

DM: With all of your strength, you pull back, but the Blade is too strong. It drives your arm forward, forcing you to slice at Gremgrawler.He roars in pain as the Blood Blade slashes his chest, cutting him deeply.The Blade is roaring through your body, but you can't hear its' voice anymore.Your voice.No. Not your voice.Not anymore.Gremgrawler stumbles away from you, holding his wounds, collapsing to the ground in a heap. He's fatally injured.You want to attend to him, but the Blood Blade is bucking wildly, still striving to bite him, to injure him.It takes every ounce of strength you possess to continue to keep the Blade in your grip.Sweat drenches your forehead.Gremgrawler moans."Soldier...." he gasps, "What is your name......?"
Player: "Arakhan"
DM: "I am Arakhan," you say.And yes, it all comes back to you. Your friends. Your family.Arakhan.That's who you are.Gremgrawler nods."I......I've earned this fate."He looks at his wounds. A rasp of breath escapes his lungs.The red ogre raises a trembling finger."There, boy...." he grimaces. Each word is clearly agony. "In my palanquin. A box. It--is how I meant to convey the Blade. It is enchanted. If you are strong enough--and I see that you are.....you can seal the Blade within...."Grunting in pain, Gremgrawler sprawls backwards, panting heavily.
Player: Search the Palanquin
DM: Gripping the Blade, you stride towards Gremgrawler's palanquin.The Blade twists and writhes in your hand, but more and more, it feels as though it is merely a sword. A tool.How could you have ever thought it was anything but?Underneath Gremgrawler's throne, there is a box. A black casket, identical to the one in Mayor Abel's attic. You pull it out.As you open the casket, you hear a single, final plea, a whisper-- Arakhan--You shove the Blood Blade into the Casket, and slam the box shut.

DM: Trembling, you pick up the phone and dial 911. It is busy. You hang up and try again. After ten minutes of trying, you reach an operator and confess your crime. About thirty minutes later, you hear a knock at your door. Two police officers enter and handcuff you. Six years later, after countless hours in a maximum security prison, you are executed by lethal injection.
Player: You have reached the end of your stay in hell. Better luck next time.
Player: Close the blinds and put your head under the pillow?
DM: Angrily, you throw yourself from the bed and shut the blinds, muttering and cursing. It's Saturday, for God's sake. You climb back into bed and cover your head with the pillow, hoping to get some sleep. The Hip Hop continues to pound into your skull, and you now hear your roomate dancing and humming. You toss and turn for about an hour, but to no avail. You might as well get up.
Player: Get up and calmly walk into the kitchen for some breakfast.
DM: You throw on a pair of jeans and T-shirt and walk into the kitchen. Stephanie, your roommate, is sitting at her computer and chatting with someone. A dictionary is lying open beside her."Stephanie, do you mind if I turn down the music?""Oh, was it bothering you? Go ahead," she says gaily.After turning down the horrendous noise, you make yourself a breakfast of eggs and bacon. Smelling the bacon, Stephanie begins to complain about the disgusting smell of animal flesh and makes you promise to immediately clean the pan, before you have even finished eating."It's just grease, Stephanie.""It is NOT grease, it is cooked animal fat and it is repulsive," she cries.You sigh, and try to compose yourself.
Player: Stop eating and immediately clean the pan?

DM: Pick an item to enchant. The enchantment doubles the damage you do to your opponent.
Player: A Ninja Star
Player: Times New Roman

DM: You follow Blaise inside, and Mister Chinkrinkski closes the door. You find yourself in a large, empty sitting room that branches out into dozens of smaller rooms."Please, take a seat! Arantri, please come here! Blaise... What was your name, again?" Mister Chinkrinkski asks."Dag.""Ah, yes! Blaise, Dag, please sit down. Have you ever seen a Centaur?"You both sit, shaking your heads. Then, a large creature appears. Its body is a horse, but where the neck would be is the upper half of a man. His hair is dread locked, and he holds two curved swords."Behold! Aranti, the horse-man of Kasikstinya, the Prowler of the Wandering Wastes, the Hunter of the cursed!"The Centaur, Aranti, stares at you both for a second."What?" he asks.You stare at him, trying to comprehend how something like him would even come around."Are... Is one of your parents a horse?" you ask, confused."Is one of your parents a pig?" he says. walking away.
DM: "Look at you! Delightful! Absolutely delightful! They're amazed!" Mister Chinkrinkski laughs. "Entertainers! We have visitors! Please, children, feel free to explore our humble abode and see what talents, tricks and delights we have to offer. Aranti's room is down the hall on the first left, Samwell on the second left, the delightful, stupendous Cursed Crew second on the right, Dog-Tongue's room is the first right and Tiny Tonk's room is underneath in the cellar! Please, explore and enjoy! If you're hungry or thirsty, just ask, or I could show you a magic trick."
Player: Visit Dog Tongue's room

Player: Visit Tiny Tonk's room
DM: You walk down to the cellar, where a massive steel cage sits. Inside is a massive humanoid creature, sitting and looking at the ground. Mister Chinkrinkski appears behind you, smiling."Ah, this is Tiny Tonk! I found him wandering down the mountains one day and bought out his contract. He's a fantastic negotiator."In response, the creature lets out a massive roar."Ah, calm yourself, Tonk, I don't have time to barter!"The creature roars again."No, Tonk! You shall not eat the children. No!"The creature roars again."Children, it's best you leave me to deal with Tiny Tonk. I don't want to subject you to his terrible swears and curses."You nod, backing away from the massive cage.
Player: Ask for something to eat and drink

DM: You walk down to Aranti's room, where you find him sharpening his sword on a bed of hay."What?" he asks, not looking up."What are you?" Blaise asks."Who am I?""Fine, who are you?""Aranti. I am a Centaur. I signed up with Mister Chinkrinkski after my two front legs were broken and I needed to take up a less active profession. Now please, leave me be. I require sleep."
Player: Ask to see a magic trick

DM: You walk into Samwell's room, to find a young man with long hair strumming a lute."Hello! It's a pleasure to meet you. I am Samwell," he extends a hand, which you both shake. "I play the lute for this merry band of mad men, monsters and freaks."
Player: Ask him to play you a song
DM: "Can you play us a song?""Of course," Samwell says, before breaking into a lute solo, which is impressive considering it's from a lute."He's really good," Blaise whispers as the man breaks into song.You only make out half the words, but you get that it's a song about facing death with a grin. When the man finished, plucking the final note, he bows, and Blaise claps."Thank you," you say."But of course," he says.

DM: You walk into the Cursed Crew's room, and are hit by a blast of heat. Inside are three red, imp-like creatures, a large black, skeletal, rotting creature and a red creature with the head and lower body of a goat and the torso and arms of a man."Look what we have here. A girl and her Orc," the skeletal, rotting creature rasps."Or an Orc and his whore," one of the Imp-like creatures laughs."Demons," Blaise growls."Well done, you recognized the most notable things from the Infernal planes," the red goat-man laughs. "Death to the Gods, the girls are getting sluttier and dumber. Soon they'll be too bad for us!"
Player: Attack the Demons
DM: ScorchedYou charge at the demons, but the red goat-man wraps his arms around you and bursts into flames. You're set alight and scream, throwing the goat-man off you. You look around, only to find yourself in a red landscape of pure hellfire. You scream as the flames burn your flesh, but doesn't kill you. You scream among the flames, ever burning but still living.

DM: You walk into Dog Tongue's room, which is filled with pots, cauldrons and other potion-making equipment, and quickly learn where the man gets his name from. The side of his face is paralyzed, his tongue falling out of it and hanging like a dog's."Hello," he says, though you struggle to understand his speech. "I am Dog Tongue. How may I help you, sir and madam?""What do you do?" Blaise asks. "I make potions that can do wondrous things. Unfortunately, none work on children. Sorry.""What... what happened your face?""Warhammer hit me when I was a baby," he grunts. "Still, I've moved past it."
Player: Thank Dog Tongue for his time
DM: "OK. Thanks.""Of course. If you want, you can try my new batch of child friendly Anti-Infernal Medicaiton," he says, pointing to a see through vial on the table.You lift it, and smell, before taking a drink. It tastes painfully sweet, but it does feel like it cleanses your system. Blaise takes a drink, and winces."Gross. Thank you, Dog Tongue. It was good seeing you.""The pleasure was all mine."

Player: Visit Aranti's room

DM: "Can we have something to eat and drink?" you ask Mister Chinkrinkski."Of course! Of course! I'll do you one better! Slime! You can drink it and eat it."Mister Chinkrinkski opens his hands, and a large toad appears in his hands. He places it on the table, and smashes his fist against the toad, crushing it into a red paste."Go, go! Please, feast in! Lick it up!"You stare at the horrible mixture, and shake your head."No thanks. I'm fine."Mister Chinkrinkski smiles and shrugs.
Player: Insult his condition

DM: "Can we see you do a magic trick?"Mister Chinkrinkski grins and claps his hands together."Yes, of course! Here, watch!"Mister Chinkrinkski holds his hands together, and flames begin to dance across his hands. They take shape of a small ball, completely white hot... "ball", maybe, of flame that floats about an inch above his palm. Ball isn't the right word to describe it, because it isn't spherical, but it isn't any other shape you recognize. You try to count the sides, but... you feel dizzy. There's explosion of moving flames bursts across his palm, taking the form of a landmass emerging from the sea, than a massive forest growing, then a city emerging from the forest. If you squint your eyes, you can see horrific acts of slaughter and torture taking place in the city. Finally, the white ball drops down, changing into a man with a coat and top hat, who walks into the city. The fires burn away, and Mister Chinkrinkski claps his hands together in excitement."I hope you enjoyed it!" he laughs, before tipping his hat.
Player: Visit the Cursed Crew's room

Player: Talk to the family of four
DM: Um.... what?

DM: "Can you serenade Blaise for me?" you ask, and Blaise immediately blushes."We have a romantic here! Of course, young sir!"With that, the man breaks into song, some generic love song and destiny, fate, intertwining and an allegory about horses, you think. It's hard to make out the words. Blaise smiles at you while he plays. When he finished, plucking the last note, Blaise kisses you on the cheek."Thanks," she says. "And thank you, Samwell.""But of course! In a world of death, war, famine and pestilence, we need a few more romantics!" Samwell says, winking at you.

DM: "Hell, I understand why you have the name. You look like a retarded dog."Dog Tongue snarls at you, and Blaise punches you."Don't be an ass, Dag. Sorry, Dog Tongue.""No problem, my lady. I think you should look into finding a better friend.""Yeah, maybe. Come on, Dag, let's go."

DM: "Go fuck each other in the asses!" you yell at the demons, and they burst into laughter."The Orcs got balls! You'll need them to satisfy the bitch!""Go fuck yourselves, you undying cunts!""Hahaha! You're alright, kid. You're alright, kid, so's the chick. Come on, have a drink with us," the red goat-man says, holding up a golden goblet.
Player: Don't drink some
DM: "No thanks.""Pussy. Go on then, fuck off!" the demon says, waving you off.

DM: "See ma'am, I am not alone here in my reasoning." The trader responds. "I am glad that we see eye to eye mister."The woman, furious, storms off without any hay. You decide it would be best not to try to chase her down.
Player: Return to the town square.
DM: Now that you're all ready to go, you decide to ride into the nearby town of Sweetsprings to check in on the local townsfolk.Upon your arrival, the sun is high in the sky and daily life is just picking up. There are children running around near some pools of muck nearby, several men are entering the saloon, and the blacks of the town all have their heads down in their work. You ignore the blacks and ride on to the town square. You see a beautiful young woman arguing with a gruff trader, and an old man smoking a pipe on a rocking chair.

Player: Visit Samwell's room

DM: You take the goblet, and down it. Surprisingly, you don't burst into flames. The drink burns your throat, but that's from the high alcohol content. You shake it off, and give the demons back the drink."Alright then. You might've just got some demon taint in drinking that, but a little bit of that doesn't hurt no one! Because it hurts everyone!" the demon chuckles.You look over your body, but you don't feel any different. You're sure you're fine.
Player: Leave James' Barracks
DM: "Thank you, Mister Chinkrinkski. I think it's best we leave now," Blaise says"Leave? Leave where?" he asks, confused."Leave to go... go to dinner.""Ah, yes... I'm sure we'll see you around, Lady Blaise. Yes. I'm very sure we'll se you around."Mister Chinkrinkski grins wider than you would've thought possible, and opens the door. You quickly rush out, and he slams the door behind you."Well that was... interesting," Blaise says."Yeah... Let's go to dinner," you reply.

DM: You close your eyes and think over the riddle. There can only be one thing it refers to, fire. You look to the Door of Fire and gulp at the sight of its raging flames.Just how are you supposed to get through that? Your mind whirrs with the thought, and circles back to the riddle; but give me drink and I shall die... You look to the Door of water and its steadily flowing stream and smile. You fill the cup and toss its contents over the flames, they sputter for a moment and then resume their angry dance. A heavy feeling settles in your gut as panic starts to creep into your thoughts.You throw the cup in frustration. It bounces off the wall and rolls over to the pedestal of water. You stare at it with the intensity of the fire crackling away beside you as an idea slowly begins to from.Once again you take the cup in your hands and ever so carefully scoop up the water droplet hovering above its pedestal. You turn to the flames and prey that this works.
Player: Douse the fire burning on the second pedestal.
DM: Cautiously you carry the glowing cup of water towards the flaming pedestal. Your guts twist and churn as you stand before the blaze. You take a deep breath in and out and throw the contents of the cup onto the flames, praying that your answer is right. They scream and sputter until nothing is left but a puff of thick smoke. The Door of Fire whines as its own flames slowly wither and die, leaving behind nothing but blacked stone and wood. You laugh, triumphant and jog to the door. Its handle is warm to the touch as you grip it. You swallow and take one last look at the other doors. Air still looks the same, earth is still buried but water no longer flows from the last door.
Player: Choose the Door of Air.

DM: You approach the child with your most heroic walk.Taking a closer look, you see that this is a very ugly kid. Probably the fact that he's green doesn't help. Also, he's a Goblin, so maybe it's just your Human Prejudice talking.The young goblin is looking around, digging in the floor. He got a sad look in his face. Or maybe he's just so ugly that you can't tell the emotions he express on his face. Anyway, you can probably help him find whatever he's looking for.
Player: Maybe I should talk to Aunt Mary first...
DM: Aunt Mary looks at you and smile. A toothless smile.-- Hello, there my child! How can I help you today?You smile back, and talk to her:
Player: You can't help me. No one can. I'm going to work.
DM: Dude. This is an Adventure game. What's up with you? Pff... Anyway. You decide that you doesn't have what it takes and just go back to your boring work.You never leave your mom's house.But maybe this was your last choice? In that case, congratulations!But if it's your first, you should probably go see the what the other options do. Anyway, shame on you or congratulations. I don't know. See ya?

DM: "Stop it," you growl."Screw off," the Orc growls in response."I swear to Gorgok, if you pluck one more flower, I'm going to murder you."The Orc plucks another flower.
Player: Attack him
DM: You charge forward, swinging your fist. You're larger than the other Orc, and in one swing send him tumbling to the floor. You stomp on his throat and the Orc gasps, before kicking him in the head. Blood drips down from his nose, groaning in pain."Don't pick flowers," you say, spitting on his face."Thanks, Dag.""No problem."

DM: You lunge at Riker, striking right at his eyes.This catches Riker a bit off guard, and he raises a hand to protect himself, just barely managing to swat you away.He exhales quickly."You've got a nasty streak," He says, almost admiringly, "Didn't know you had it in you, little weakling."He cracks his knuckles."Now get ready for a taste of MY nasty streak," he says, circling you carefully.
Player: Circle Riker
DM: Riker circles you, angrily, his bloodshot eyes watching your every movement.He's determined not to let you leave this bar, and you're going to have to incapacitate him.You watch him as he strafes you, and get the sinking feeling that taking on a bear might have been a wiser option.Your mind races. Is it better to wait for him to lunge? Or should you strike now, try to catch him off guard?

DM: What do you do now?
Player: Lock all the doors and scream until you're head explodes.
DM: As you may have guessed, your head explodes and you die.THE END

DM: You awake in a world of clouds and heavenly choirs. An angelic figure swoops peacefully down and picks you up."What is this?" you say somehow calmly.The angelic figure smiles. "Well, you died while trying to pet a dog that was at least a mile away.""The others saw what happened and thought you might deserve another chance.""The others?" you inquire.The angelic figure stops flying and starts to fall slowly. "Do not worry about that. You can not die just yet, your adventure has much more to show you." "OH CRAP THE EGGS!" you exclaim. "I forgot the dang eggs!"The angelic figure laughs, "Do not worry.... you're going to succeed this time..." You are enveloped in a warm light.
Player: Where am I now?
DM: You open your eyes. You realize you are in a room of some sort, but it's location is unknown to you. "Where am I?" you wonder. You then remember everything that had happened. You were on the way to the store to buy some eggs when you were approached by a strange man who blew some weird dust in your eyes. Now, you are here. Those eggs are waiting, you need to get them as soon as possible! The room has no light source except an open window and a dimly lit staircase.You decide that checking out one or the other may be of best interest, so you choose to...
Player: Check out the window
DM: Walking over to the window, you see that you are up pretty high. At least ten stories up in a building of some sort, you examine the landscape but don't recognize any local landmarks. There are no fire escapes to climb down and nothing else useful to get down faster. In fact, the only other things you can see from the window are many buildings of similar height, the ground below, and a puppy sitting in a field across the street. "Holy crap, a puppy!" you exclaim.Without hesitation, you...

DM: You decide to stop this syrup on syrup violence. The two ladies finally agree to stop competing against each other. The end result is they team up to make the most delicious breakfast imaginable.Evervy body starts eating pancakes for breakfast, and since nobody has a bad morning, and is well nourished nobody is angry or full of fear of waking up the next day. All the Wars around the world Stop. Cobra announces it's plans to disband. All your friends in the military get sent home. Saddam Hussein and Bin Laden announce the end of war and a beggining of a long peacefu breakfast.All this Peace and breakfast is all because of you. Way to go!
Player: Yippy Skippy
DM: Hangin out at the drive in movie. Yah, this is pretty cool, What do we got playing.The Great Muppet Caper, and Arachnophobia double feature.Snoop Doggy Dog is walking around and asks you if you want to chizill with his party.
Player: All Yeah hangin at the Shizow
DM: You walk over with the Snoop and he's hanging wih the D R E and the cast of Friends.The cast of friends is giggaling and drinking slushies and cuddaling. You notice Mr Rogers is sitting by himself in a car next door looking at them and feeling lonely.So you tell Mr. Rogers to hang out with you. Snoop Dogs and his friends think that's really nice what you did, and Mr. Rogers is pretty happy too. Jennifer Lopez who is now single over hears the whole thing and asks for your phone number.You give it to her and she gives you hers but just as you finsh you hear some grumbaling, you turn to look and you see the Flinstones can't get their movie speaker to work.

DM: Again with one strike. The new boyfriend surrenders. Cats are the best huh? He climbs into his car and drives away. Aren't you hungry?
Player: Turn to P.G 19
DM: Find you made it. It's time eat. Your trolley soon becomes artistic sculpture of miscellaneous foods. From cans to tim tams you've got it. Roast chicken fill the top, with bags of chips inflating the sides. Your ship has landed, there's just one thing left to get. Mmhmm honey. The end.
Player: Home
DM: Hi welcome to Hungry a fine experiment in design, and storytelling.

DM: As you dream, voices begin to break through the dream and scratch against your mind."Kill him.""He's just a boy.""He's old enough. Plus, he's an Orc.""Lummug's an Orc. Bolaga's an Orc. Agrarz's an Orc...""I get it, we have Orcs on our side as well. Just slit the Orc's throat.""You do it.""Fine," the the first voice sighs.
Player: Awaken
DM: Chapter IV: The Death of an EmpireYou awaken, to look into the eyes of a hooded man holding a long dagger. You yell, grabbing your bone dagger and jabbing through the man's eye. He slumps onto you, and you throw him off you. You spot another, similar man standing by your bed, and his eyes widen in response.
Player: Leap up and stab him
DM: You leap into the air, stabbing the man through the throat. Blood gurgles out of his throat as he painfully dies.
Player: Pack your things
DM: You quickly begin packing your things. You grab a small leather satchel, and pop in your Blood Stone, book on Blood Magic and a few other minor things. Mort hops in, and you rub his back, before grabbing your long sword and sheathing it.

DM: You continue listening, hearing only silence. You hear footsteps slowly getting louder. As you realize they're coming directly towards you with increasing speed, you attempt to toss the blanket off you. Before you can, you feel cold metal against your throat. You try to scream as your throat is cut open, and you gargle on your own blood.

Player: Go through the hidden tunnel to Blaise's room
DM: You head through the hidden tunnels. They're empty, so you quickly arrive in the hidden room outside Blaise's room.

DM: You jump into the air and punch him in the side of the head, knocking him to the floor."Who are you?" you ask, holding your knife to his throat."Please, don't kill me!""Answer the question!""I'm Archibald!""What the hell are you doing here?""I was sent here by King Alexander. I'm part of an elite mission to assassinate the Grand Necromancer to destroy his undead army.""What about the invasion?""It's a distraction!""How many of you are there?""A little over a hundred, but most of us are elite soldiers, veteran adventurers or hardcore Heroes who are here to wipe out everyone here now that all the leaders of this new "empire" are in one place."You stare at the man. You need to find Blaise and Dante and Thorin and anyone else who's still alive... or undead, for that matter, and get out of here. First, you must deal with the man.
DM: You stab the man through the throat. Blood gurgles out of his throat as he painfully dies.

DM: "So then, you don't love her," the creature says.You pause, before slowly nodding."Then go," she says. "Get out of these woods and never return. Because as soon as this spell wears off, I'll carve you apart."
DM: You sigh, knowing she's right. You turn, walking away from her. You walk away from her, walk away from the woods, and walk away from the entire ordeal. You look back many a time, but you keep on walking.

Player: Go into Blaise's room
DM: You charge into Blaise's room. Blaise is standing in the corner, with two soldiers from the Kingdom of Man slowly advancing on her.

DM: You punch him in the side of the head, and let go of him.

DM: You walk out into the hallways, and find death. Corpses lie everywhere, with blood stains on the walls and a puddle of blood forming. You recognize various nobles, merchants, mercenaries and leaders who were pledging themselves to the Grand Necromancer. You spot a High Elf Warrior, looting from a dead noble. He hasn't noticed you yet.
DM: You stand over the High Elf, and stab downwards, splitting the Elf's skull in half. The corpse falls beneath you, and you jab him through the side of the head.You continue along the hallways, before seeing a pair of Orcs standing above a bleeding Necromancer."Please..." the Necromancer groans."You're powers over death will do little to save you now, corpse fucker," one of them says, brandishing her spear.
Player: Help the Necromancer
DM: You quickly charge forward and swing your long sword, beheading one of the Orcs. The other turns and jabs her spear, stabbing into your side. You roar and swing your long sword, cutting open her chest. She falls backwards, and you turn to the Necromancer."Thanks... Dagden, right? Come on, let's get out of here.""I have to go find Blaise.""Her bedroom's next to the Grand Necromancer's. She's dead by now.""I'm not leaving her.""Come on. I know a way out. She's almost certainly dead."
DM: "No. I'm not leaving.""So be it. I'm going. I wish you the best of luck, I really do."The Necromancer turns and runs off, and you also continue on. You manage to reach the Great Hall. It's a massacre. Corpses lie everywhere, with a few undead still engaged in melees against some remaining "heroes" and elites. A Hero, a young Dwarf with a large sword, sees you, and charges at you. She swings and you dodge, her blade cutting your shoulder in a very deep cut, before you impale her through the chest. You groan in pain as blood begins to flow down your arm, but move on. Eventually, you reach Blaise's room door.

Player: Go through the hallways to Blaise's room
Player: Sneak around
DM: You gingerly sneak around the Elvish Warrior, and he doesn't notice you. You continue along the hallways, before seeing a pair of Orcs standing above a bleeding Necromancer."Please..." the Necromancer groans."You're powers over death will do little to save you now, scum," one of them says, brandishing her spear.
Player: Sneak past
DM: You sneak past, and manage to make it to the Grand Hall. It's a massacre. Corpses lie everywhere, with a few undead still engaged in melees against some remaining "heroes" and elites. A Hero, a young Dwarf with a large sword, sees you, and charges at you. She swings and you dodge, her blade cutting your shoulder in a very deep cut, before you impale her through the chest. You groan in pain as blood begins to flow down your arm, but move on. Eventually, you reach Blaise's room door.

DM: Taking the exit you see a bunch of orange cones. You continue around the exit to find a ton of cops and work trucks.
Player: Slow Down?
DM: Slowing down was a great way to not draw attention to you but it was the best idea when there is someone right behind you. You slowed down so much that someone behind you rear ended you and the cops saw it happen. You cant run from it. You see your rival drive past like nothing ever happened. He doesn't want cops on his tail. So in a way getting in an accident was your best bet to get away. Good luck with the repairs.

DM: The Game.Or so everyone calls it. What's the big deal? After all, it's just a game of 3v3 pick-up basketball. How intense can it be? Both you and your ego got bruised and beat up pretty bad the last time you played. You're not gonna make the same mistake this time. You snap out of your thoughts as you hear your PE teacher explain the rules. "Listen up, and listen good, cause I'm only gonna say this once..."
Player: Listen Up!
DM: "Each team..." he begins, and your mind wanders off. You only start paying attention when he mentions that the winner of The Game will be awarded some coveted HOOSE points! HOOSE is a really big thing in VJC and you know that by getting the most points and winning the "HOOSE Cup" at the end of the year, your House can get some really sweet privileges :)) Time to pick your team. You have two options:Team Alpha: the biggest, baddest boys on the block, playing to win and merciless. You know that you'll probably win, but may not have that much fun in the process. Fun Timezz: a group of crackheads that never fail to make anyone laugh. You'll likely lose (ok you are going to lose) but you're going to have fun in the process.You decide...
Player: Fun Timezz
DM: You have picked Fun Timezz. As you walk up to them, they're just lying on the floor, chilling and laughing their heads off by the time you arrive. You can't help but smile at the skinny, but loveable doofuses in front of you."Hey, it's Alex! We're so glad to see you dude, we were just talking about our strategy to annihilate Team Alpha. Sike HAHAHA" one of them says while cracking up.By this time, the PE teacher ushers the teams onto the court to begin The Game.
Player: Time to have some fun :)

DM: You quietly sneaked out the back door, climbed over the fence and knocked on the door. "Hello? It's me, guys. I'm not... One of them." You explained, and pushed the glass sliding door open... ...and you are greeted with the barrel of a Mossberg 500, the bad end facing you. The person holding it lowered the gun when he saw its you. "Hey, what's up man? We're worried." Jason, the one with the shotgun, said to you. He motioned for you other two friends to come closer, and you can see them now: Bob and David, each one carrying a gun. "Yeah, you see, with the Apocalypse going on, I thought it might be best for us to..."
Player: Band together and take control
DM: "Guys, look. This is the best opportunity we might have got in out entire life. We are probably the most prepared group in this town, and I say we go out and rally people. Take control of the Gun Shop first, shoot anyone suspicious or those trying to stop us. Loot as many stores as we can and clear out the school or hospital. Everyone would feel safer to stay together." "Nice plan there, 'Boss'." Jason said, only half joking. "So which one would you choose? I don't actually care, but I like this one." "You got any other plans?" Bob asked.
Player: Band together and hold inside a house
DM: "I think we have plenty of food and ammo to hold on until the Military comes, if they even bother." You say, "And i kind of barricaded my house already, so... Yeah." "Good thinking man." David spoke up, "Alright guys, let's get some stuff and ditch." Fifteen minutes later you're inside your house, and after storing everything upstairs you proceed to further barricade yourselves. Half and hour later, the door and the windows are locked and have some planks and pieces of furnitures nailed to them. "Aight." Bob said. "What now?"

DM: You grab your bloodstone and gently cut your finger, your blood falling onto the stone as it begins to glow. You roar as strength, health and energy floods through you.
Player: Charge out into the Main Hall
DM: You raise your sword and charge out of the room, ready for bloodshed. More fighting has began in the Main Hall as more soldiers flood in to, all heading towards the Grand Necromancer's chambers, perhaps showing that he still might be alive, although you're now almost certain that there's a lot more enemies than you previously thought. The Necromancer's forces and allies are clearly struggling to hold, and won't last much longer.

Player: Head into the Grand Necromancer's chambers
DM: You charge into the Grand Necromancer's chambers. Corpses of soldiers, heroes and elites surround him as he lies on the floor. His robes are soaked with blood, and a pool of crimson has formed around him. A steel crown with nine points and nine black gems lies next to him, as well as several red candles, a human skull and a large scythe. His face is whiter than bone and very tense."Blaise! You're alive! Thank any merciful Gods that have taken pity on me to let me see your face again.""Dad!" Blaise cries, running up to him and hugging him. "You need to get out of here, Dad! We'll help!""I'm not leaving here, sweetheart. I was trying to perform a... ritual, but it failed. You need to flee without me. I'm not going to last," the Necromancer groans."No, you're fine! Dagden, come on! Help me pick him up! Come on!"

DM: You give up on trying to open the Golden Box. You place it back on the bookshelf, cover it gently with the cloth, and return to the Living Room.
Player: Return to the Living Room
DM: You are in the great living room of the Mansion.The first thing that immediately grabs your attention--it's him. Abel, the Mayor of Lyestra. He sits in a large stuffed chair in the center of the room, an almost serene look on his face.He's dead.There's a gash in his chest, a puncture from a sword wound. Looking down at his feet, you can see a long, elegant blade placed on the floor, either in an act of reverence or mockery.There is a grandfather clock in the back of the room, still tick-tocking away, somehow uninjured despite the carnage.You can see a large wooden chest against the east wall, half-buried by a heap of goblin corpses.And on a shelf, opposite from you, you can see the glint of something golden, just barely peeking out from underneath a cloth.
Player: Inspect the Mayor
DM: You approach the Mayor's body. Your friend and mentor, Abel, lies still. His arms are folded in his lap, neatly, as though he was patiently prepared for death.It's a hard sight to reconcile with the massive carnage that litters the rest of the house.Well. You've found him. Iselica will likely have prepared a crowd for the funeral by now. You suppose it's time to take him out for his burial.That is, unless you'd like to continue exploring the house a bit more before you leave. You may find clues that could help you in your quest.
Player: Carry Abel's Body out for Burial

Player: Assist the Grand Necromancer's Forces
DM: You spot a Dwarven Mercenary you vaguely recognize in combat with a Mage. The Dwarf ducks under a spurt of flames, before narrowly dodging an ice bolt. He charges forward, swinging two axes, before being punched in the chest. A kinetic blast of magic flows from the fist and sends the Dwarf flying backwards. You run forward, swinging your blade. The Mage ducks and fires a ball of light that you manage to escape through rolling out of the way at the right moment. Another kinetic fist makes contact with your stomach and you feel your ribs breaking and cracking. You groan, and the Mage stands above you, lightning running across his fingertips. Before he can strike, you feel an axe slice through his neck and his head fall to the ground. The Dwarven Mercenary falls to the ground."Thanks, Dag. I owe you one. I always thought you were a brat fed on milk and honey. I guess I was wrong."You see a Dark Elf Revenant twirling around, slicing the throats of all enemies around him. His rotting body twists and twirls as blood is spilt. You see a Rogue edging towards him in one of his blind spots, holding a pair of long daggers covered in a green, sticky substance.
Player: Charge the Rogue
DM: You charge forward, swinging at the Rogue. The Rogue is taken by surprise, but manages to slash at you. You behead him, but you feel the daggers scratch against your chest. You feel a burn as the tiny amounts of poison from the dagger get into your bloodstream, which intensifies.
Player: Roar in pain

Player: Help Blaise pick him up
DM: You grab Dante's left arm, and Blaise grabs the right. You hoist him to his feet."Honey..." Dante says. "I can feel the Reaper standing over me. I wish I cough cough up blood to prove it." Dante lets out a cough, spitting out mucus. You let go in an impulse. Dante stands for a few more seconds, before collapsing."I spat mucus. Close enough. Listen, Blaise... I only held out this long to see you one final time. I'm not going to make it. Please... just go. I need you to get out of here while you still can. As long as I'm alive, my non-sentient undead and spirits will stay with me. If I die, they go, and the enemy flood in here and kill you both. Run, and I'll try stay alive as long as I can.""No, Dad! You...""Sssh, honey. Dagden, come here."You walk over to Dante, dropping to your knees."Dag... promise me you'll protect Blaise. Promise me you'll stay with her and keep her safe."
Player: Promise

Player: Warn the Revenant
DM: You yell at the Revenant, who sees the Rogue. The Rogue manages to slice his poisoned daggers into the leg of the Revenant, although the poison does nothing to the already dead corpse. The Revenant beheads the dagger in one quick swoop."Thanks," he rasps.You turn to see a Flesh Monster, a massive creature twice the height of you and three times as wide, it's face mangled and stitched together and three arms sprouting from it's right side that batter away any attacks, and a massive clawed arm that looks to be taken from a shaved bear sprouting from the left reaping havoc among the aggressors. He doesn't flinch at a spear piercing his side and simply absorbs the force from a war-hammer blow, before letting out a terrifying howl. The flood of enemies begins to lessen, before it eventually stops. The Flesh Monstrosity lifts the massive feasting table and pushes it in front of the doors, before the remaining sentient Undead and allies of the Grand Necromancer begin flooding towards various escape routes to leave the carnage. Time to find Dante.

DM: Maybe you should take up knitting. Actually it is an excellent guess, but the stalactiform have an elongated diamond shape canker instead of the afore mentioned small perfect diamond shape.
Player: Comandra
DM: Fantastic Managing, the Minister of Forests has asked for your autograph. But before he comes down to visit your stand you must implement a strategy to control the outbreak.

DM: You take no time at all to rush your way out of the tree-dome and continue on your way to work, again. You made it about two miles peacefully, when another dilemma arose. Your shoe became untied! But, jeez, you forgot how to tie it. You don't want to trip and fall, and you know Gary can tie shoes, but you aren't sure if you can make it home again, then back to work on time.
Player: Go to Gary
DM: You go back to your home to ask Gary to help you tie your shoe. While in the process of doing so, you realize how dirty your kitchen it. You can't work when you know there's a mess you have to clean it. But, you also have to get to work.
Player: Clean It Now
DM: You decide to wipe everything down and put everything away. As you're wiping the dirt on the floor, and turn around and see Gary rolling around in it. Great. Now he needs a bath, you might as well do that now too.

DM: You roar in pain, swinging your blade. The Rogue falls to the ground, missing an arm and now lying in a puddle of blood. You shrug off the pain as the poison, too little to actually kill you, is diluted by your blood. You see the Revenant continue fighting, still alive. Or at least, still undead. You turn to see a Flesh Monster, a massive creature twice the height of you and three times as wide, it's face mangled and stitched together and three arms sprouting from it's right side that batter away any attacks, and a massive clawed arm that looks to be taken from a shaved bear sprouting from the left reaping havoc among the aggressors. He doesn't flinch at a spear piercing his side and simply absorbs the force from a war-hammer blow, before letting out a terrifying howl. The flood of enemies begins to lessen, before it eventually stops. The Flesh Monstrosity lifts the massive feasting table and pushes it in front of the doors, before the remaining sentient Undead and allies of the Grand Necromancer begin flooding towards various escape routes to leave the carnage. Time to find Dante.

Player: Caring
Player: Rom-Com
Player: At a friend's.
Player: A quiet place. Not too many neighbors.
Player: I fear that I'll forget someone who was once important to me. That I'll end up hurting someone I once cared about due to the fact that I have failed.

DM: You decide you need to gussy up before you eat. You make your way to the bathrooms when you are pressed with a difficult decision.
Player: Go to girls bathroom
DM: .....really? I mean, are you really a chick or are you just some kind of weird pervert?
Player: I'm a pervert... :(
DM: Oh....well in that case, okay! You and your perverted self make your way into the bathroom. A woman is there, taking bathroom mirror selfies and drawing on her eyebrows with a fine tip sharpie. Her head turns towards you when she hears the door open. She looks you up and down then turns back towards the mirror and continues doing what she was doing.
Player: Go potty
DM: You enter one of the stalls and whip your dick out. Hey... how big is your weiner anyway?

DM: "I'm hungry too,let's eat."You say and pull into the parking lot of Burger King.You order your favorite meal.A double whopper and fries.After everyone is finished you get back in the car and leave to the hotel.
Player: The Hotel
DM: Once you get there you see a bunch of police cars outside the hotel."What's going on?"Mary asks.You can hear two copstalking.You only hear the words elevator and crash.You now know the elevator crashed.What you don't know is that if you hadn't stopped and eaten you would have been on the elevator.Congratulations!You have cheated death before it even had a chance to come at you! But there is a way to win the game by playing the game.But be careful,some actions can have mortal consequences...
Player: Restart
DM: You sit down on the edge of your bed and frown down at the progress you have made packing. You hate packing. You are about to spend the weekend with your friends to see the bears game. You are really excited, not just about seeing the game, but also about getting out of the house for the weekend. You hear a grumbling noise and realize it's your stomach. You are starving, but you also think you should finish packing. What do you do?
Player: I'm starving!Let's eat!
DM: Your hunger is driving you crazy, so you walk downstairs and put a tv dinner in the microwave. What you don't know is a magnet fell from the fridge into your tv dinner. You run back upstairs to keep packing until your food is ready. You suddenly hear an explosion from the magnet in the microwave.Y ou start to run downstairs and see the kitchen is on fire! What do you do?
Player: Try to find a way out through the kitchen
DM: You build up your courage and run down the stairs. You manage to reach the other side of the kitchen. You reach for the door when the entire room is engulfed in flames. In your last few seconds of life you desperately try to open the window and escape, and you see your friend Tom's car coming to pick you up. Suddenly it is hit by a semi. You scream in agony before your screams die down and you die along with them.

DM: "Blaise..." you begin. "... He's... he doesn't look great.""Come on, Dag!" Blaise screams at you. "Help me! We can get him out of here.""Honey..." Dante says. "I can feel the Reaper standing over me. I wish I cough cough up blood to prove it." Dante lets out a cough, spitting out mucus."Close enough. Listen, Blaise... I only held out this long to see you one final time. I'm not going to make it. Please... just go. I need you to get out of here while you still can. As long as I'm alive, my non-sentient undead and spirits will stay with me. If I die, they go, and the enemy flood in here and kill you both. Run, and I'll try stay alive as long as I can.""No, Dad! You...""Sssh, honey. Dagden, come here."You walk over to Dante, dropping to your knees."Dag... promise me you'll protect Blaise. Promise me you'll stay with her and keep her safe."

DM: Stitches run over and gives Dante a lick in the face as Blaise hugs her Dad. You walk over to the painting, a large painting of an elegant lady in a long black dress with a pale face and long blond hair. You yank it open, revealing a long tunnel beside it. Blaise stands, and quickly hurries down the tunnel, tears flowing down her face. You put a shoulder around her and pull her close, while continuing to head down the tunnel. You find it ends at an old, wooden door, which you kick open. It slams open as a cloud of dust goes up. You walk outside, to see the sun rising over the horizon. You're standing on the ledge of an empty moat, and you can see several soldiers have set up a perimeter around the castle to prevent escapes, although it's clearly been broken by escaping mercenaries and sentient undead. You see several gaps in the perimeter that you might be able to pass through."Come on, Blaise. Let's go," you say to a tearful Blaise.You take a few steps back, before sprinting forward and jumping across the moat. Blaise does the same, with Stitches barely making the jump. You see the sun's rising quickly, and in the light you'll be spotted.
Player: Try sneak past
DM: You slowly edge forward, staying low in the undergrowth and bushes to avoid sight. Thankfully, they don't notice you, and you manage to sneak past them easily enough. As you walk away from the place that was your home for so long, you feel your strength web.

Player: Run out of strength

Player: Don't promise

DM: You charge forward, heading past the perimeter. An Archer notices you and fires an arrow, that whistles through the air, slicing into you, gouging open a wound in your back.
Player: Ow!
DM: You yank the arrow out, and toss it side. Still, you keep running, and the Archer doesn't peruse you. He lets out a yell that you're escaping, but since there's still a battle raging on, you manage to get away mostly unnoticed. Blaise and Stitches hurry on with you, and you take a deep breath. You're too tired to continue running.
DM: You feel your energy flood out of you as your wounds begin to take their toll on you."I need... to find somewhere to sit down," you say, collapsing.Blaise grabs you and puts her your arm around her."Lean on me," she says, taking a deep breath."Thanks. Are... are you OK?""Dad would want be to be strong. I'll be strong. Come on."You walk with Blaise for a few minutes, which turns to hours. Eventually, you spot a small farmhouse up ahead."We'll stop in there," Blaise says."No... we can't.""Why?""Because there could be soldiers there, or there could be a bounty on our head that the farmers would be happy to fulfill, or there could be... Fuck, I don't know. Maybe I'll die, you'll go into a coma from some poison that got in from some tiny scratch. You'll go into a sleep that will only be able to be woken by true love's kiss, and some prince will venture forth to kiss you.""Are you... suffering from any head trauma?"
Player: "Perhaps."

DM: "Come on. Let's hide in the bushes."You drop down beneath a light brush of undergrowth, and Blaise and Stitches follows as well. You watch the sunrise, and as the first ray of light hits your face, you hear a shout."Katorze! I see something in the bushes.""Fuck," you whisper to yourself.
Player: Reveal yourself
DM: You hear a figure approach."It's an Orc and a girl! I think it's the Necromancer's daughter we've been searching for.""Shit," you groan, before standing."Lay down your arms or we'll have your head!" someone shouts.You realize you're surrounded by armored knights, various soldiers and several other heroes.
DM: Chained SoulYou drop your weapons, and they're confiscated from you. You're blindfolded, and dragged away into the back of what you assume to be a wagon. You sit there for what could be hours, before you're ripped up and dragged along several stone hallways. You're dragged down some stone stairs, and you feel chains attached to your arms and necks, before it tightens, leaving you clamped to a wall. Your blindfold is yanked off you, and you look up through the darkness to see the face of a man, who quickly turns and walks away. You look around, seeing you're in what appears to be a pitch black dungeon. You sit there, hoping to find a way out soon. You stomach begins to grumble, you feel thirsty and you begin to wonder what happens next. You sit alone in the darkness, bound by chains.
Player: End Game and Leave Comments
DM: The game's not over! You found the secret ending! You're welcome! You get the password! It's ISPINI.

DM: You pull off your helmet, looking at Dead Eye."Well done, Mia. I'm very impressed," he smiles."Thanks," you reply cheerfullyThe rest of the students take off their helmets, just as the bell rings." Good timing. Alright, get to your next class," Dead Eye says.
DM: The next few days are similar. You spend a lot of time either at the shooting range or in the VR simulation, quickly learning under the watchful eye of Dead Eye. You ace the shooting classes, getting straight A's, which allows Dead Eye to help you pass the mental exams, and you can pass the physical challenges with relative ease. These days quickly turn to weeks, which turn once again to months. Slowly, the year mark creeps up on you, and with that, graduation. You find that your large amount of training has kind of made you a more solitary figure. You spend a lot of time practicing with weapons, most of your free time, and only have a tiny amount of time left over to spend with your friends, most of which you're too exhausted to actually interact with them on any meaningful level. Still, you're doing well in class. Soon, the final exam, and then, the test.

DM: Since the cottage seemed ridiculously shady, you decide to have a look around first. You circle around the cottage a couple of times, looking for anything out of the ordinary. On your second or third trip around, you notice a cellar door covered by leaves, it looks like it hasn't been used in a while. As you walk a little closer to it, an awful smell starts to hit you.
Player: I open the door
DM: You decide to open the cellar door, and when you do the smell from earlier hits you ten times as hard. It nearly knocks you off your feet, smelling so awful you almost throw up. You peer down into the dark cellar, and see a pile of bones. You feel slightly uneasy, but not as uneasy as when you realize they're human. Just as you start to back away, you feel a pair of hands shove you into the cellar. You fall in and hear some bones breaking, unsure if they're your own. You turn to see the person who pushed you, and your eyes adjust to the sight of Shia LaBeouf standing over you, and evil smirk plastered across his face. He shuts the doors one at a time, and the second door takes your only light with it. Yeah, the darkness and smell suck, but not as much as the fact that you starve to death. -Peckish ending-

DM: "I'd be glad to," Father Ould replies. "This Church was commissioned by William Waugh in 1925 and built that year as a place for the workers in his Pottery Factory to come and worship on Sundays. It has seen many funerals over the years but also a few Christenings and one Wedding, that of Jack and Gwen Green in 1950. Nowadays we still conduct Sunday Services which some of the volunteers and a few visitors attend."
Player: "Why are two of the graves outside the cemetery's walls?"
DM: Father Ould frowns slightly. "You mean the burial plots of Colonel Foster and Mrs Green? Well, because both of them were suicides they cannot be buried on hallowed land so they have been laid to rest just beyond the boundaries of the cemeteries. Foster shot himself n the Castle and Green drowned herself in the Lily Pond close to here. Suicides cannot be interred on holy ground."
Player: "Can you tell me about this Church's history?"
Player: "Has anything strange ever happened in this church?"

DM: You raise your sword and charge forward. Almost immediately, several arrows fill your chest and blood begins filling your lungs.

DM: "Fine. Blaise, go inside.""No way!""Blaise, go inside!""I'm not going.""Fine," you say."I want you out by the mornin'," the Farmer says."Fine," you say again.You wander out towards the barn with Blaise, before collapsing on some hay."Are you alright?" Blaise asks."I'm Dagden Dragontooth. I'll never die.""I see you've taken that nickname to heart.""Damn right. Are... are you alright?"Blaise looks at you for a second, before bursting into tears."I miss him so much," Blaise sobs. "I'm never going to see him again. Him and you were all I had, and now he's gone, and I only have you, and you'll probably go, or... or..."Blaise bursts into another burst of tears, and you give her a hug."Hey, I'm not going to leave.""I shouldn't have left. We could've saved him.""No, we would've died in that room if we hadn't left. Your dad sacrificed himself to save us. A very noble way to go.""Yeah, I guess. But he was always so scared of death. Right now he's...""Right now he's fine. He's in the afterlife, with your mom.""I wish. He's probably being devoured by demons.""He's so charismatic they'd end up working for him."Blaise smiles at that."Thanks. I needed that. Let's go to bed."You nod, and close your eyes and embrace sleep.
DM: Sleep is relaxing. It allows you some time to heal.

DM: "Fine," you say."I'm going with you, Dag," Blaise says."Fine," you say again."I want you out by the mornin'," the Farmer says."Fine," you say for the third time.You wander out towards the barn with Blaise, before collapsing on some hay."Are you alright?" Blaise asks."I'm Dagden Dragontooth. I'll never die.""I see you've taken that nickname to heart.""Damn right. Are... are you alright?"Blaise looks at you for a second, before bursting into tears."I miss him so much," Blaise sobs. "I'm never going to see him again. Him and you were all I had, and now he's gone, and I only have you, and you'll probably go, or... or..."Blaise bursts into another burst of tears, and you give her a hug."Hey, I'm not going to leave.""I shouldn't have left. We could've saved him.""No, we would've died in that room if we hadn't left. Your dad sacrificed himself to save us. A very noble way to go.""Yeah, I guess. But he was always so scared of death. Right now he's...""Right now he's fine. He's in the afterlife, with your mom.""I wish. He's probably being devoured by demons.""He's so charismatic they'd end up working for him."Blaise smiles at that."Thanks. I needed that. Let's go to bed."You nod, and close your eyes and embrace sleep.

DM: You draw your blade and in one quick blow, behead the man."Racist bastard," you spit, as the head rolls to the floor."Damn, Dag. Why'd you do that?""I don't like racists and sleeping in barns. This seemed like the best solution."You wander inside with Blaise. You find some bread and begin to chew it, before collapsing on a nearby bed."Are you alright?" Blaise asks."I'm Dagden Dragontooth. I'll never die.""I see you've taken that nickname to heart.""Damn right. Are... are you alright?"Blaise looks at you for a second, before bursting into tears."I miss him so much," Blaise sobs. "I'm never going to see him again. Him and you were all I had, and now he's gone, and I only have you, and you'll probably go, or... or..."Blaise bursts into another burst of tears, and you give her a hug."Hey, I'm not going to leave.""I shouldn't have left. We could've saved him.""No, we would've died in that room if we hadn't left. Your dad sacrificed himself to save us. A very noble way to go.""Yeah, I guess. But he was always so scared of death. Right now he's...""Right now he's fine. He's in the afterlife, with your mom.""I wish. He's probably being devoured by demons.""He's so charismatic they'd end up working for him."Blaise smiles at that."Thanks. I needed that. Let's go to bed."You nod, and close your eyes and embrace sleep.
DM: Sleep is relaxing. It allows you some time to heal somewhat, especially since you're sleeping in a real bed.
Player: Awake

DM: "A trespasser, I see. This displeases me."You start to stammer questions about Katie,But...this man, so hot, you forget what to say.So sexy, so pale, and you're not even gay!You stare awhile and feel quite mesmerized,There's just a certain...something, in his eyes."Go stand in the corner till I want a snack.No mortal shall interrupt my fucking nap."This all seems quite reasonable, and whileHe climbs in his coffin you can't help but smile.(Seems Katie is not getting saved after all,Malleable Blakie is now some vampire's thrall.)
Player: {RIP}
DM: 

DM: You slick your hair back and approach the hot chick. She looks up at you and smiles. "Hey"
Player: mmmm, ay bby
DM: She proceeds to slap you in the face with her dick. Smooth move man. "Ay bby"? I mean, really? You find a dime in Mcdonalds, a rare creature, and you ay bby her!? tsk tsk.

DM: You awake, and open your eyes. You're lying in a bed of hay. Blaise is lying across from you."Are you awake?" Blaise whispers."Yeah.""We should probably get moving. The soldiers are going to be searching for us."Us? Why us?""I'm the daughter of the Grand Necromancer. They'll want me dead so he has no heirs to remake his empire.""Oh, fuck. This just got a lot harder.""Plus, that farmer might get pissed and chase us with a pitchfork or soemthing.""Oh yeah. Fuck him. We should've murdered him."You stand, and quickly get ready to go. You pack your things, and leave the house.

DM: You awake, and open your eyes. You're lying in the bed in the house. Blaise lies on the bed next to you."Are you awake?" Blaise whispers."Yeah.""We should probably get moving. The soldiers are going to be searching for us."Us? Why us?""I'm the daughter of the Grand Necromancer. They'll want me dead so he has no heirs to remake his empire.""Oh, fuck. This just got a lot harder."You stand, and quickly get ready to go. You pack your things, and leave the house.

DM: Fine then, go ahead...
Player: Wait a sec I don't wanna shoot Freddy!
DM: You enter the gun store. There are a large variety of weapons to choose from.You currently have $10.00 to spend.

DM: "Yes," you admit. "We've been slaves for a few weeks now."Caecilia seems a little saddened by this. "Only a few weeks?" she asks timidly. "The lady who dresses me and brushes my hair is a slave, but she says she was born like that. I mean, I know not everybody who's a slave starts out that way, but..."
Player: Our conversation is cut short.
DM: The conversation is interrupted when Brasus returns without the water he was sent to fetch. "Uh, Andreas and Alexius, Mistress Rhode wants us to get back to training. I tried to tell her what happened, but she got mad. You should probably come quick, before we get into more trouble."Knowing better than to risk Rhode's wrath, Alexius holds his hand against the injury on his head and goes straight back to the arena. You move to follow, but Caecilia reaches out and puts a hand on your shoulder to stop you. "Wait," she says gently. "I just wanted to ask... Papa told me that people are slaves because the Gods chose them to be. I don't know if I believe it though," she confesses to you in a whisper, as if she's afraid someone else will hear. "Why are you a slave?" she asks.Well, that's a question with a whole lot of answers. The straight forward story is that your father sold you, but there are other people involved with how you became a slave. The merchant that sold you for one, and her own father for another. Then again, perhaps you don't want to talk about it.
Player: I tell Caecilia it's her father's fault that we're slaves.

Player: Wait for him to attack!
DM: You continue to circle Riker. You can feel the tension in the air. The onlookers are watching the fight with bated breath. You only hope that they're on your side.You take stock of your surroundings. There is a table nearby, with a low hanging tablecloth. The table is fully set, with cutlery, plates, a large metal kettle, and a shiny silver dinner tray. You can see your reflection in it--and Riker's reflection as well.Riker seems to be waiting for you to make a move, but when you don't, he snarls in frustration, and lunges, his fist cocked!Quick, defend yourself!
Player: Duck the blow
DM: You quickly duck, and Riker sidesteps to prepare himself for your next attack, whatever it may be."Come on, little weakling," Riker says, "Show me what you're really made of. Come on, hit me with something real. Enough of this endless dancing."You lunge at Riker, determined to find some way of weakening him.But how?!
Player: Run towards Riker and try to leap on his back
DM: You get a little too close to Riker, who is flailing a little too wildly to be in complete control of his actions.One of his wildly spinning limbs catches you in the stomach, and you go stumbling backwards, crashing into a large, ornate display cabinet.The display cabinet behind you teeters back and forth.You inspect your body, making sure that everything is in place."Well, that could have gone worse," you say, just as you hear a CRACK, and the cabinet behind you comes crashing forward, toppling towards you.You spin around and have just enough time--two seconds, approximately--to admire Mr. Morgan's impressive collection of knives.

DM: "Do you mind getting your hand away from my privates?"The woman looks up with you, and shrugs."I was only having a bit of fun, calm it down. Now get outta here."You begin walking into town, walking along a cobblestone street. Blaise jogs up to your side."So, what was that?""What do you think?""I thought men were supposed to like sex.""I thought women were supposed to be good cooks, but you'd somehow fuck up making a glass of water," you say, annoyed."Alright, you're right. I'm sorry," Blaise says."Where the hell are we going?" you ask."The Tavern.""Why?""Haven't you ever read any stories? There's always something in the tavern. Plus, food and drinks are there.""Fine."You come across a large wooden building with a large sign that says "Kent's Tavern" in large letters."Well, that was easy."
Player: Go inside
DM: You walk inside, opening the door. The bar is packed with various people. Farmers spend their wages drinking away their sorrows, mercenaries compare weapons and kill counts while ordering endless rounds of drink and Merchants peruse wines.Blaise pulls a small leather bag from her pocket."What's that?""This is all the money we have."You stare at the golden coins sticking out of the bag."Is... is it a lot?""It's enough for us to last for some time."You sit at the bar. A man covered from head to toe in robes walks up to you."How can I help you?" he rasps.Blaise furrows her brow, before ordering two mugs of ale and a bowl of water for Stitches"And pop some Health Potion in Dag's mug. He needs it."Blaise leans in to you, and whispers in your ear."He's undead.""What?""The Bartender. He's undead.""What, like a zombie?""A Wight, I think."You nod, and the Bartender quickly serves you your drinks. As you sip yours, health floods through you. Blaise looks at you."What's our plan?" you ask."We need security. Hire someone to escort us out of the dead empire, and lay low somewhere."

DM: You stand still and have very mixed feelings about the next minute. Finally, she stops."All right, sir, I've found nothing out of the ordinary except a dagger and a... well, a very large weapon," she winks. "Go right ahead."You begin walking down the cobblestone road into the town, and Blaise jogs up to you."What was that?""Nothing.""You just got groped, didn't you?""Yes.""Why didn't you do something?""Does it matter?""Well, if we're a thi... No, I guess it doesn't matter.""Where the hell are we going?" you ask."The Tavern.""Why?""Haven't you ever read any stories? There's always something in the tavern. Plus, food and drink are there.""Fine."You come across a large wooden building with a large sign that says "Kent's Tavern" in large letters."Well, that was easy."
Player: "Then?"

DM: You were sneaking up to him when he wasn't looking. Just as he thought you were where you were a minute ago, he uses his electric on nothing. Just before you could beat him, a big wall came up around you. There are two handles. One of them made the thing go down and squish you and the other one would make you get away safely. Which one should Thor use? Right or left?
Player: Right
DM: You pull the right handle. It's the right one. It goes up. You manage to kill Dr Doom with your electric hammer. Well done. You have won.

DM: The day awaited, but I did not go to it. Instead I stayed inside and scribbled on paper. Hours faded away and little balls of paper collected on the floor.Nothing came to mind. Brave knights and magic forests faded away. My windows were frosted, and I could almost imagine that there was nothing but empty space outside them. Another knock sounded on the door.I did not listen.
Player: Explore the Basement
DM: I haven't been in my basement for weeks, but today something draws me. I jump out of my chair and head down the stairs. I yank a cord and dim light flickers to life. The basement is actually pretty well-kept, with boxes full of books and board games all around. I open one. Axis and Allies. Huh. Then there's the side with all the bikes leaning on it, all knocked over. One's missing, I believe.I plop down in one corner of the basement, and my legs stick out like scattered railway ties. My mammoth feet form shadows on the floor. I stretch out, and gritty sawdust mingles with my breath in that space, stifling yet close. I stay there awhile.

DM: You start to get up from your desk to leave, when you notice Dr. Figar is just smiling and staring right at you. You try not to think anything of it, but can't help but feel slightly concerned. You start to walk towards the one double-door exit out of the concert hall. No! Stop this. You're not allowed to keep doing this to me. Get out of my head!...have I even done this before?He stares at you.You stare back.He stares at you.You stare back.He smiles again."You should probably sit down now."
Player: You sigh and go back to your seat for the fifth lesson.
DM: He continues on. "I'm sure you're thinking, oh Dr. Figar, how could someone as brilliant as you rain down your knowledge of such important sounding things upon this unworthy soul?" he blushes at his own comment.Responding to himself, he says "Oh stop! Please! Shower me in more praises!" He waits a moment, as if waiting for you to say something nice about him, to add on to what he already said about himself.

DM: You know you probably won't be able to get your stuff back. This is probably the end of your career. You suddenly feel an overwhelming wave of anxiety and depression hit you. You think for a moment to just ask the cab driver to stop on the bridge for you so you can end it. It's not like you have any money to give him anyway.
Player: Wait it out
DM: You decide to wait it out. Maybe you won't get fired after all. It's not the end of the world if you are, right? Well, there is still the problem of the taxi fare. You decide you might as well tell him now. You explain the situation to the cabdriver. He isn't exactly understanding as he kicks you out in the middle of the road leaving you stranded with no communication, no identification, and no money. Eventually, you manage to convince someone to give you a ride back to your house where there is a message on the telephone waiting for you. It's the principal and of course you've been fired. You are devastated.

DM: You open the door and step out into a long hallway. The hallway is wallpapered just as the room and cluttered with cloudy or shattered frames. It runs along in either direction illuminated only by patterned moon beams kaleidoscopically dancing along the corridor. The left way leads to a staircase and downward with a spiraling wooden banister. To the right the hall continues on for a greater length and many other doors. At the end on the right a large clock sits counting out the hours. Which way?
Player: Right to the Clock
DM: The clock is ancient and imposing. It stands taller than you and you guess at nearly seven feet. The soft ticking helps to calm you. You inspect the face of the clock and notice the clock is broken. The second hand repeatedly strikes against the three and the other hands are stuck their as well. Strange and useless, all you can assume is the clock was broken long ago. As you turn to leave your eye catch the pendulum which has a spider engraved on it. The other doors are locked as you make your way back down the hall to the stairs.

DM: You decide to go to the swimming poolYou quickly change into your swimming suit and go into to the swimming pool. What would you like to do:
Player: Swim in the deep end
DM: You decide to swim in the deep endYou dive right into the cold, slimy water. You pop your head out of the water, push your wet hair back, and fling off a piece of algee that was stuck to your hand. You remember reading in the Fairview Cult Bulletin that there is a Fairview Cult logo on the bottom of the pool, so you go down to check it out. As you go near the bottom of the pool, your foot gets sucked in the broken drain vent. You strugle around and try to free but have no luck. After a few minutes, you take a huge gasp of water in and drown. You die.At least you know how long you can, er could, hold your breath.

DM: "Well?"You stay silent, and Blaise quickly gets annoyed."Well, what am I supposed to do? Let my dad's empire fall apart?"You shrug."It's the only plan we have!" Blaise says, beginning to tear up. "Why are you being such a dick, Dag? I don't want everything my dad made to fall apart! He spent his whole life trying to fight for his empire!""Blaise, listen: You're tired, hungry and upset about your dad..."Blaise stands up abruptly and charges off outside, followed closely by Stitches."Fuck," you grunt. "I hate her so much. If I didn't like her so much, I'd leave."The Bartender appears again, chuckilng."Lady problems, huh?""Damn right.""If you're looking for a way out on your own, the gents over in the corner, the Dark Elf and Wood Elf, are hiring mercenaries for a job. Following girls only lead to heartbreak, pain and an early grave. Maybe you should just talk to the mercenaries."
Player: Go after Blaise
DM: You rush after Blaise, going outside into pure darkness. "Hello, friend!" a voice says happily.You turn, to see a poor looking man in tattered clothing holding a long knife standing in front of a dark side street."Best to move along, sir!"You look at him, before looking down the street. Then you see Blaise. A Bandit is holding a knife to her throat with Stitches lying bloody and bruised next to her, and over a dozen and a half other bandits stand around the street.You grab your sword, but feel a knife on your throat."Stop," the Bandit says, smiling.The Bandit leader grabs Blaise, and grins at her."Hello, love. You're a pretty one, aren't you?" he smiles.His hands drop, holding onto her waist."I think I'd like to spend a few minutes alone with you. Would you like that, love?"Blaise punches the Bandit Leader, who grabs her throat and squeezes."Don't do that, now. I don't want to hurt you." His hand begins to tighten around her throat slowly as his other hand caresses the side of her face.

DM: "You do? Great!" Blaise smiles, and pulls you before kissing you.The kiss is awkward, yet lasts about thirty seconds and is still somewhat enjoyable. When it finishes, she stares awkwardly at you."Sorry, I...""It's OK.""I was just so worried you'd say no. Come on, let's go to the inn. We'll eat there."You nod, and stand up. You open the door, and walk out into the streets. You walk along in the darkness, the sun having just set, towards the inn."Hello, friends!" a voice says happily.You turn, to see a poor looking man in tattered clothing holding a long knife."May I have a moment of your time?" he asks."Well, we more like it," a man says from behind you.Within a few seconds, you're surrounded by a large group of men with knives and tattered clothing. There's a dozen and a half of them, and you begin to feel nervous. One of the men approaches, and yanks Blaise away. You grab your sword, but feel a knife on your throat."Stop," the Bandit says, smiling.The Bandit leader grabs Blaise, and grins at her."Hello, love. You're a pretty one, aren't you?" he smiles.His hands drop, holding onto her waist."I think I'd like to spend a few minutes alone with you. Would you like that, love?"Blaise punches the Bandit Leader, who grabs her throat and squeezes."Don't do that, now. I don't want to hurt you." His hand begins to tighten around her throat slowly as his other hand caresses the side of her face. Stitches growls angrily, but one of the bandits quickly kicks him in the stomach, and he collapses to the ground.
Player: Attempt to make a deal
DM: "Listenl, we can make a deal. Let us...""Travis, his voice is pissing me off. Use that their knife and open him up."The knife pressed on your throat quickly slashes, opening your throat as blood flows to the floor, pooling around your feet.

DM: You raise your gun quickly, and manage to shoot him in the leg. The soldier cries out, before you pull the trigger once more, and he falls dead.You run up the path, and it winds up to the door of a bunker, where you stop. You take a moment to catch your breath, before you kick the door. It takes a few kicks to open, but it eventually does, and you are finally in the bunker.There are two enemy soldiers waiting inside, one of them shooting down the beach with a machine gun, while while the other points their gun at you.
Player: Shoot the machine gunner
DM: As you train your gun on the one with the machine gun, the one with the gun fires off his gun, the bullet piercing your skull, killing you.

DM: "You do? Great!" Blaise smiles, and pulls you in for a hug. "I was so worried you'd say no. Come on, let's go to the inn. We'll eat there."You nod, and stand up. You open the door, and walk out into the streets. You walk along in the darkness, the sun having just set, towards the inn."Hello, friends!" a voice says happily.You turn, to see a poor looking man in tattered clothing holding a long knife."May I have a moment of your time?" He asks."Well, we more like it." A man says from behind you.Within a few seconds, you're surrounded by a large group of men with knives and tattered clothing. There's a dozen and a half of them, and you begin to feel nervous. One of the men approaches, and yanks Blaise away. You grab your sword, but feel a knife on your throat."Stop," the Bandit says, smiling.The Bandit leader grabs Blaise, and grins at her."Hello, love. You're a pretty one, aren't you?" he smiles.His hands drop, holding onto her waist."I think I'd like to spend a few minutes alone with you. Would you like that, love?"Blaise punches the Bandit Leader, who grabs her throat and squeezes."Don't do that, now. I don't want to hurt you." His hand begins to tighten around her throat slowly as his other hand caresses the side of her face.Stitches growls angrily, but one of the bandits quickly kicks him in the stomach, and he collapses to the ground.

DM: You walk down the sidewalk. You hear more tires squealing and the sirens get louder. You reach your street and start heading towards your mailbox. Just then, a police car turns the corner, sliding sideways. Another car slams into the police car, and the vehicle rolls over and crushes you. The last thing you see as everything goes dark is your mailbox, just out of your reach.
Player: Try again.
DM: You're lying in your bedroom after sleeping in late on Saturday. You can hear your Mom yelling at you: she wants you to go get the mail. You glance out the windows and see the bright sun shining in and a clear, blue sky. You live on the second floor, so you're going to have to get down to ground level. Yes, all the way down there.
Player: Forget all that walking, just jump out the window!
DM: Really? Did you think you were superman? Guess what? You're not. You can't fly. In fact, you just fell to your death. Sorry about that.
Player: Head out of your room to the top of the stairs.
DM: Outside your room, there are stairs that lead down to the living room. Strangely enough, there is a rather large, snarling dog sitting on the stairs. It looks at you and growls, baring it's teeth.
Player: Forget this, I'm going back to my room.
DM: Ah, sweet sleep! You really do like the peaceful state of dreaming. You fly for a little bit, once right over your own mailbox. You fly towards the trees when you feel something hard and heavy hit you in the rear! Whack! Hey, that hurt! This is a crappy dream!Whack!Oh wait, this isn't a dream, it's your dad waking you up with a paddle! Whack!

DM: You are in the bathroom. It smells funny in here. There's a cabinet in the wall, a few showers and a door to the toilet room.A while ago, someone called for a plumber. If you flush the toilet, the air-generators will clog full of human waste and the whole place will smell like s**t. So no one flushed. The plumber was gonna fix that, then there could be some relief after you ate beans.
Player: Leave the toilet room.
DM: There have been no news reports for a while, the shipment of food is late and there is a thin haze in the sky. Everyone else who works here thinks nothing of it. Radio stations don't come out this far. The food's always late. Lazy idiots at Antarctic Food Delivery Service... This place has clouds too, what with global warming. But you know something is up. You are in the den. There's a table in the corner and a few couches in the center. There's a big map of Antarctica on the wall. Three men are playing cards in the corner. There are four doors in each direction. The 'behind' door is welded shut.
Player: Zoom in on the game
DM: You slowly shuffle over to the card table where three men are playing cards. the third man is asleep.

DM: You draw you dagger, and jab the man holding his knife to your throat in the arm and twist it. He screams in pain, dropping his weapon. You twist around, stabbing him repeatedly through the neck, and pushing his body to the ground. You kick another one in the leg and take advantage of his following stumble to jab him through the eye, straight through to the brain. You draw your long sword and swing, beheading another man, before hands grab you from behind. You twist around to stab him, before another man grabs your arm. You try to shake free, but they've grabbed you."I'll feed you your own hearts, you goddamn thieves and cock-suckers!""Who died?" the Bandit Thief asks.You look over, and although Blaise still has the knife at her throat, her eyes are closed."Travis, McCoy and Rotten Boy," another Bandit says."Fuck! That green-skinned bastard killed McCoy, did he? He'll suffer!" You feel dozens of blades slash your skin, releasing a flow of blood. They cut open your arms and chest as you scream.

DM: You really thought you wouldn't die, didn't you? You thought the door labels might have been a trap!Well, as it turns out, they weren't. You meet your death before you can even set foot in the room.
Player: You Lose
DM: Oh, well. At least you tried.

DM: "Oh, no! You've been exposed to radiation, and a mutated hand has grown out of your stomach! What's the best course of treatment?"
Player: "Prayer. Maybe God will spare you in exchange for a life of pious devotion."
DM: "A fellow Vault 101 resident is in possession of a Grognak the Barbarian comic book, issue number 1. You want it. What's the best way to obtain it?
Player: "Sneak into the resident's quarters, and steal the comic book from his desk."
DM: "You decide it would be fun to play a prank on your father. You enter his private restroom when no one is looking, and..."

DM: You are standing in the main north-south hallway of the school. The hallway continues for a long ways to the north, but you can see the entrance area of the school far to the south. Around the door to the east are huge letters spelling out MATH. In the middle of that section of wall is a door with the number 106 on the door. The other wall of the hallway here is empty, but there is a door there with the number 107. Far off in the distance you hear something squeak, but then all is quiet.
DM: You are in the main classroom hallway of the school. The hallway continues both north and south from here. To the east are the locker hallways. To the west is room 109.

DM: You walk up a short incline to a clearing with a stone well. Some holes in the well's sides indicate that there used to be a wooden roof over it that has long since decayed. However, a rusted metal winch remains.You inspect the winch, and to your great surprise, it seems to be in working condition. However, the handle is missing.
Player: WATER BUCKET
DM: A smallish green pond sits in front of you, shaded by the dense leaves overhead. It's very murky and difficult to see through, but when you squint, you can see something twinkling below the surface. It's too deep to reach with your hands, however.The pond is surrounded by dense, thorny, bracken.
Player: Search through the surrounding bracken
DM: You approach the thorny bushes, and begin to carefully parse through them. After a moment, you find a small hole in the ground, and when you squint, you think you see something metallic glinting inside. When you try to reach for it, however, the thorns that have grown into the hole scrape against your hands, giving you a cut. Grimacing, you step back. You can't afford to tear up your hands for this, especially considering one of your arms is ALREADY injured.

DM: You walk into the second door on the right, and your eyes immediately dart back and forth, watching. It appears your paranoia is more than you think.Nathan stepped into the room quietly, his eyes staring at the small, misshapen form in the middle of the room. He wasn't sure what it was, but with what he's seen so far, he'd rather not risk his neck over it. Hell, it couldn't get any worse than his. It turned, and looked at him with beady little eyes, and its breathing becoming erratic and eerie. It was as if it were afraid of something, but he wasn't one to know the feelings of these sick, dimented things. He side-stepped, feeling his heart rattle unsteadily in his ribs. It was moving like a slug toward him, and a moonlit light coming from the window revealed it's form further. It was disguisting - absolutely disguisting. He was wrong about everything - it could get worse. Much worse; hellishly worse. And the sudden realization that that thing was human from the waist up made him shiver and shake. From the bottom down, a revolting mixture of dog and incomplete organs.It opened a wide, slime-ridden mouth, teeth not even yellow, but a moldy green. It's words were slurred, almost tearful. "Kill...me..." It almost whispered.
Player: Leave the room.
DM: Nathan took quiet steps from the grimy, red-rusted room, and looked around silently. The hall was a one-way only path, doors spreading along the walls - his breath left his lungs.There was something at the end of the hall - something bubbling and festering.He couldn't tell what it was, but it was groaning in pain, festering and wriggling. It was swollen into a huge ball of flesh, so inflamed that it was stuck in the doorway. And sweat - or whatever the hell it was - was slipping down it's apricot skin, from it's pores, collecting and burning at the brown tile floor.
Player: Go into the first door on the right.

DM: The President is impressed with the forest manager and has asked him to join the CIF for a fee of $70.00 annually. The manager accepts the offer to join and becomes the Southern Interior Rep. The manager now has to decide on a strategy for the Dwarf mistletoe and his three options are:
Player: Harvest and plant a donut and mix species
DM: Outstanding managing!!! Finally, it's time to retire and pass the stands on to the future forest managers. As an active member in the CIF and all the Government connections made, the forest manager will enjoy his well deserved retirement and will live happily ever after. The End.

DM: "Yes, sir. I'll head with you Kashin. Kai, you must head in the opposite direction, doing whatever you can to cause..."You notice Kai has lit a torch."Are you attempting to light the building that we're inside of on fire?""Ye... no." Kai says, before extinguishing his torch."Lady Blaise, we better move. I'll buy whatever supplies we need and we'll head out.""What about my fee?" Kai asks.Sir Trent sighs, before drawing a bag of gold and tossing it at Kai."Let's move, Lady Blaise. We have a lot of ground to cover."
Player: Three Days Later...
DM: You walk along the an overgrown path with Blaise and Sir Trent."We're making good progress," Sir Trent says.Blaise stops, pointing to a large tree covered in purple fruit. When you spot them, hunger pains begin to hit you."That looks delicious," Blaise says. "Do we have time to stop?""In my opinion, we should continue moving, my lady."
Player: Stop and eat the fruit
DM: You stop, and pluck one of the fruit and begin eating. For the next twenty minutes, you try to cram as many fruit as you can in your gob. After that, you continue walking.
DM: After another hour of walking, you come across a cave. At the outside, two rotting corpses lie next to an armored fresh one."Oh, look. There's signs of battle. Should we investigate?" Sir Trent says."We should probably be in a rush, right? Who knows who could be hunting us?" Blaise adds, and Sir Trent nods.

DM: "Yes, sir. Kai, head with the children to Kashin. I'll head in the opposite direction, and cause a distraction.""I'm escorting them? You think that's a good idea?" Kai asks. "Fuck it, I'll do it.""I'll give you whatever coins you need to buy supplies and head out," Sir Trent says."What about my fee?" Kai asks.Sir Trent sighs, before drawing a bag of gold and tossing it at Kai."Lovely. Let's bounce kids. We got ground to make up," Kai says."Good luck. And Lady Blaise... Stay away from Kai when the moon's up or during battle. Got it?"Blaise nods as Kai gets impatient."We gotta move! Let's go, let's go!"
DM: You walk along the an overgrown path with Blaise and Kai. The trip's been easy, although every time night falls, Kai forces you to stop and disappears, leaving until morning, when he arrives back and continues moving. You walk along the path together, with Kai eagerly strolling ahead."Did I ever tell you about the time I served roasted Dwarf to King Alexander? Funny story, I...""You told this story half an hour ago." Blaise says."Ah. Well, fuck you both. Oh, fruit."Kai stops, pointing to a large tree covered in purple fruit. When you spot them, hunger pains begin to hit you."That looks delicious," Blaise says. "Do we have time to stop?"Kai shrugs.
Player: Continue walking
DM: "We don't have time," you say."God, your boyfriend's a little shit. Fine, let's keep walking, mister shit stain," Kai complains.

DM: "We're on a schedule. No turning back," you say, and you continue marching.
DM: You continue walking endlessly down the path."I'm tired. So very tired..." Blaise says. "Can we take a break?"
DM: "No. We can't stop.""Ah, for fuck's...!" Blaise begins to moan."Sssh! I don't want to die here! If we stop, we get massacred.""Fine." Blaise shrugs.

DM: "Come on. This is too interesting not to check out."You walk down the cave path. As you walk deeper inside, Blaise lights a torch. You see signs of battle between Life and Death, with dead corpses of soldiers, all men, lying alongside rotting corpses. As you near the end of the cave, you come across a horrific scene."Ah. There's been a battle," Sir Trent says.Dozens of slain human corpses lie in a pile, surrounded by zombies. The zombies have abandoned all intelligence, and are eagerly chewing into the pile of corpses. As they spot you, they growl and begin stumbling towards you. Blaise screams and backs away, before you catch her. You raise an eyebrow, and she nods. She takes a deep breath, and begins to whisper to herself. The zombies stop heading towards you, and begin tearing each other apart. After a few seconds, the last one tears out it's own throat and falls to the ground. "That was easy.""Fighting undead's my specialty," Blaise shrugs."Wed better get on the road again. Let's move," Sir Trent says.

DM: "We don't have time," you say."Good choice, Dagden," Sir Trent advises.

DM: As you hear a shout, you pause."Hold! You are under investigation by the Order of the High Elves!""Bastard!" you hear Sir Trent swear under his breath, the first time you've ever heard him swear.You see about a dozen golden figures in armor appear around you. Eight have drawn bows, three have swords, while the last seems to have fireballs held in her hands."What do we do?" Blaise says quietly."I kill them, you raise them," Sir Trent says. "Killing's my specialty."With that, Sir Trent lunges into action as you cut open your hand and activate your blood stone. You see two fireballs heading towards both you and Blaise.

Player: Continue moving
DM: "No. We can't stop.""Ah, for fuck's...!" Blaise begins to moan."Sssh! I don't want to die here! If we stop, we get massacred.""Fine," Blaise shrugs.

DM: "If you're really insistent on knowing how I feel, no actually, I don't want to go." You say continuing on past him. "You don't need to do anything. If you hide in one of the bunkers, I'll tell them that we got tired of you and just decided to kill you and be done with it and make me the leader. You can stay here."
Player: No Tony
DM: "No, Tony.""Just listen! You're only saying that because you're looking at it in the wrong way. Don't think about it as us leaving just say that we won't be here right now. I'll go with them. Start over. I've always been a bit of a drifter anyways. Besides I'm getting tired of the same old scenery. I want to see something new before I die.""Heh.You're not the only one who needs a change of scenery you old coot. I want to make sure our people are good and taken care of. Stay here. You're the only other person I trust to make sure the next generation is good and taken care of.""You've made up your mind haven't you?" He says chuckling. "Alright, I'll stay."
DM: He sends out the drones to pick you guys up as promised, though you do have to unload their cargo before you get into them. And as it lifted you up into the sky, you got to have a view of your kingdom that you only dreamed of. An image you never forgot.You were even able to visit them again. The Ravagers became your protectors from all the radioactive creatures you used to fear and also helped with a few jobs when you needed it. The drones are being re-purposed thanks to your design plans as transport ships and no longer strike fear into the hearts of the humans who see them.With your help, they've begun to build something you know will be great.

Player: Take a break
DM: "Fine." You say.You stop on the road, the endless walk having tired you. You collapse onto soft grass, and lie down, and watch the clouds. After about half an hour, you stand and continue walking.
DM: As you hear a shout, you pause."Hold! You are under investigation by the Order of the High Elves!""Ha! Elves! We're all going to die!" Kai laughs.You see about a dozen golden figures in armor appear around you. Eight have drawn bows, three have swords, while the last seems to have fireballs held in her hands."What do we do?" Blaise says quietly."Just stay the fuck away from me, children!" Kai says.To your surprise, Kai tosses his machete aside with a laugh. He lets out a long laugh, which turns to a yell as his body begins to twist and break. His bones snap as his limbs stretch wider and his head and body grows. His face is torn apart as his teeth grow and sharpen past their usual point. Hair sprouts from his body, and you hear the Elves scream and curse. Within a few seconds, you're faced with the fearsome creature known as a Werewolf. "Holy shit! He's a werewolf!" Blaise gasps.Kai roars, and charges forward. He swings his claw, beheading an Elf, before he lunges at another. Within a few seconds, he's bitten out the throat of another Elf and tore open the stomach of another. In about a minute, the Elves lie tore apart with a bloody Werewolf standing above them, gobbling on the guts of a dead Elf."What do we do?" Blaise whispers.The Werewolf stops, before turning and staring at you. It lets out a roar, and begins slowly heading towards you, growling.

DM: You roll out of the way and avoid a fireball that flies over you, and Blaise is hit by a fireball. She flies backwards with a scream, and you rush over to her."I'm... fine," she groans in pain. "Keep fighting."You charge forward, slashing your long sword. Your sword smashes into the blade of one of the Elves, but he quickly parries, kicking your foot. You fall backwards, collapsing onto the ground. The Elf raises his sword, and stabs you through the heart.

DM: "Fine," you say.You stop on the road, the endless walk having tired you. You collapse onto soft grass, and lie down, and watch the clouds. After about half an hour, you stand and continue walking.

Player: Try to reason with the Werewolf
DM: "Listen, Kai... You need to...!"The Werewolf lunges at you, tearing out your throat.

DM: You say hi."Ah, so I have a new cellmate," the buff man says. "I'm Musashi."You tell him about trying to escape."Don't we all wanna escape?" Musashi says. "How about you and me escape together." Musashi shoots fire at the bars and melts them. Alarms go off. "Now run!"Musashi seems to be having fun with this.
Player: Run with Musashi
DM: You run after Musashi. He seems to know where he's going. He leads you up some stairs and through some hallways until you reach a big door. Musashi shoots flames at the door. It starts to melt."Stop!" calls a guard. He's running toward you."Just a few more seconds!" Musashi says. The door melts away revealing the outside world away from this cursed mansion. "Go! I'll distract the guard!"You run out the door as Musashi tackles the guard to the ground.
Player: Run to freedom
DM: YOU'VE ESCAPED THE TORTURE MANSION!

Player: Push Blaise out of the way
DM: You see the fireball hurtling straight towards Blaise, and you knock her out of the way. You scream as you're blasted by a fireball, flying backwards. You stand, wincing in pain, before getting back into the fray. You charge forward, slashing your long sword. Your sword smashes into the blade of one of the Elves, but he quickly parries, kicking your foot. You fall backwards, collapsing onto the ground. As the Elf prepares to stab you through the chest, he screams as he's hit by a blast of lightning to the head. Blaise rushes over, stabbing him through the neck. The Elf screams, before he shudders. Blaise releases him, and he stumbles off towards the other elves, mindless and zombified. You turn to see how the fight's going. Sir Trent has already killed a third of the the Elves, who are now zombified and rushing towards the other Elves. The fight lasts only a few more moments, with every dying elf rising again to join the fight on your side. After the final elf is beheaded, Sir Trent gasps."Ah. That wakes up the rotting muscles," Sir Trent says, taking a few deep breaths. "Let's get back to walking."

DM: "Oooooh, bad luck, then!" he laughs, and flips up the card, showing you that you've made the wrong choice.You sigh deeply."Alright, now," he says, "Give me my prize!!""Absolutely not," you say, "Swords are not for children.""Liar!!! No fair!!" He starts to cry, and the other children start to cry as well. It's causing a scene."Oh, alright!" You say, "You can hold it, for a minute, at least." You hand him your sword."Whoa, COOL!" He says, he whirls around with the sword, spinning faster and faster as he grows more excited."Now careful," you say, "Swords are very--"That's all you can get out before the sword slips from his grasp, flies through the air and severs your head instantaneously.The children all scream as your headless corpse sprays blood everywhere.What a dumb way to die.
DM: Sadly, you have died.However, this is not the end! It can't be the end!Try again! You must avenge your village. If you don't, who will?You have reached a save point.You may either restart from the beginning, or from the Lyestra Town Square.
Player: Restart from Beginning

Player: If you wish to start the game click here.
DM: You wake up feeling a bit dizzy from partying. Your heads to the wall, you feel very hungry yet there is no food in the house to eat. Well maybe except some moldy bread. What would you like to do?
Player: C. Play drums till your ears bleed. P.g 5
DM: You're absolutely terrible at drums. There doesn't seem to be any rhythm in your bones at all. But that doesn't stop you. You put your record player on and suddenly your drumming your way to the ways of black Sabbath and ACDC. When your about to hit your drum solo, you feel sick, and well you race towards the bathroom throwing up with surprising well accuracy. Well what do you want to do?
Player: C. Call a old girl friend and get her pick you up, you know she owes you a favour. P.G 3
DM: Your ex-girl friend is not happy you rang. She tells that this is the last time her new boy friend who is a spec-ops commando, is angry and is tracking you. She hangs up immediately. You start walking down the street, luckily you see a friend, and he gives you a lift - after some mad donuts. You arrive at the CBD.
Player: Turn to page 7
DM: You make it to the CBD. You see a figure from afar on top of a building, not thinking too much of it you continue on. There are two shortcuts through town otherwise you can walk down the main, and see the ruckus of everyday life.

DM: Ana and I would play a game we called Choir. Whoever sang the best won the game. She beat me so many times. "Practice, practice!" she laughed.
DM: We had very special moments and sad ones too...
Player: Bicycle
DM: On my 10th birthday, my father gave me a red bicycle with the paint almost worn off. I went outside to show Ana since my father would taunt me if he saw me talking to her. "Show me!" she begged jumping up and down. "Ok!" I exclaimed almost jumping on the bike. As I started to pedal, I lost control and started swaying back and forth. "Help!" I screeched before falling to the ground. An a excruciating pain shot through my left leg. Don't cry! Don't cry! I thought to myself. But it was too late, hot tears were running down my cool face. In a mere second, Ana was at my side carefully brushing the tears away from my face. She sat there until my mother came barreling outside with her first aid kit. My father came stomping towards me a minute later. Let's just say I received a beating for messing up an expensive bike.

DM: Wennipeg fished his comb out and used it to fix up his hair. He undid most of the tangles, and cleaned it up around the back. Wennipeg was quite proud of his work. All that was left was to go to his interview.
Player: Wennipeg left for his interview
DM: Wennipeg packed his car, and headed to the interview. When he arrived, the lady working the cash register gave him a strange look. But, he was ushered into the back for an interview.Not only was he unsuccessful, it didn't seem like his interviewers even took him seriously. He had tried his best, and he still got laughed at. Was it his clothes? His hair? Did he say something wrong? He didn't know anymore.He left the restaurant with his shoulders slumped. As he got into his car, the world began to fade.

DM: "Hm," she shrugs. "Let's say you're going to have a long, meaningful life - not without its struggles, of course - but with many triumphs too. Oh, and you have a logical and direct way of thinking, although you can be imaginative too.""You're getting this from my hands?" you ask. "Well", she adds after a pause, "it is pretty generic - could have applied to anyone. What I like, though, is that each life is a complicated web. No two are the same, just like the lines on our palms, and they're written in our characters, in who we are."How is it, then, that you have lived countless lives, and none can reach her?
Player: it all ends the same
DM: Little things, but you should have seen it coming.Your father insists you train with firearms, so you can protect yourself. It completely goes over your head that the town is becoming more and more unsafe, that unexplained disappearances are rising, that even the rumor of treason is reason enough for murder, that the Empire's clutch over this town is near-absolute now.Gunshots in the night. You lay awake, eyes wide open, but somehow you think everything will be all right.Her face, tight and drawn. Her pieces are frenzied now, taking on a new, darker edge, and you find yourself astounded with her finesse on the piano as her skill grows - now her pieces have titles like Light after Dark and Misplaced Hope. "My family wants me to stop playing," she confides in you, "they say that I shouldn't draw attention to myself - attention is bad, isn't it?"And as much as that is true, you tell her that everything will be all right, that she has nothing to fear.Then the massacre occurs.
Player: ash and flame

DM: A dusty sign points off to a much smaller room that's locked, with the words "TALK WITH A DEMON-25 GOLD COINS" engraved in the wood, which could be of interest.A large plate holds a large cooked steak, with a sign underneath it. "ANCIENT DRAGON STEAK-25 GOLD COINS" the sign says. It does like quite tasty, you admit.Next on the shelf is a large book covered with bloodstains with a title you can't read that's available for fifteen golden coins.There's a small Oak table with a seat next to it covered in cards, with a sign over it. "FORTUNE TELLING-25 GOLD COINS". Huh, that twenty five gold coins thing is becoming a trend.On a small shelf is a large goblet of Spiced Wine from across the Great Sea, available for only ten Golden Coins.Next is a large silver ring, with a silver skull on it, both it's eyes studded with rubies, that's available for fifty Golden Coins, although it clearly wouldn't fit on your large fingers.Finally, there's a Golden Helmet which stands on a stand. It's sign calls it the "Helm of Knowledge" and although it's not for sale, you can "Try it on and gain its knowledge" for only twenty five golden coins.
Player: Buy the Book
DM: You buy the book, and open it. Every single page is stained with red blood."Well... that was a rip-off."
Player: Continue searching

DM: You struggle, but it's no use. The wire around your neck cuts off your air and circulation until you feel like you are about to pass out.
Player: Pass Out
DM: YOU DIED

DM: You buy the steak, and eagerly begin chewing it. The steak is delicious, though a bit chewy, and the blood from the steak warms your soul. You finish it, and wipe the steak juices off your lips, pleased with your purchase.
Player: Have your Fortune told
DM: You sit down at the table, and put the golden coins in a purple, ceramic bowl. There's a deck of cards in front of you, which immediately begin to flip, as if tossed by invisible hands. The first is turned over, showing a Man in chains, with the title "THE PRISONER" underneath it. The second card turns, showing a man and a woman walking through a field. "THE PAIR" is the title.The third and final card is... somewhat unnerving. It flips to show a black cloaked Grim Reaper holding a scythe, with "DEATH" as the title.You nervously step away from the table.

Player: Buy the Ring
DM: You buy the ring, and hold it in your hands, staring into the skull's ruby eyes."Hey, Blaise," you say, and she walks over."Yes?""Here," you say, giving it to her."Oh! Is... is this for me?" she says in surprise.

Player: Try the Helmet

DM: You buy the wine, and take a long gulp. The wine is delicious, burning the back of your throat while enticing you with it's fruity flavors. You finish it, and wipe it off your lips, pleased with your purchase.
DM: You pay Tabernius, and he offers you the helmet."This helmet will give you massive amounts of knowledge, some of which might be... detrimental to your health. Put it on for as long as you want."You nod, and put on the helmet. Knowledge floods into your mind. Sailing Tips flood into your mind, before every Speech written by the Kings of the Kingdom of Man. A brief bit of information about the lifespan, diet and nature of Turtles hits you.
Player: Keep the helmet on

Player: "Yes."
DM: "Thanks, Dag," Blaise says, pulling you in for a hug.You hug her briefly, before she lets go."I... I actually bought something for you, but I wasn't going to give it to you because I didn't want to be weird."She holds what you quickly recognize as Orc Chieftain Tribal Beads, similar to the ones your father always used to wear."It's..." you say."I thought you might be homesick, so I got you these.""It's lovely, but...""But?""I haven't earned the right to wear Chieftain Beads."Blaise shrugs, grabbing the beads and wrapping it around your arm."There. Now it's not a Chieftain necklace. It's a Dagden bracelet, made only for Dagden."You smile and chuckle."Fine. Thanks, Blaise.""Sure. Thanks for the ring. Come on, let's keep shopping."

Player: Take off the Helmet
DM: You pull off the helmet, and the information stops flooding into your mind."How was it?" Blaise asks."It was... interesting," you say.
Player: Buy the Wine

DM: You keep the helmet on, and more information floods in. Dwarven Accountancy, the lives of Elvish Peasants... then, several brutal images of horrific murders, rapes and torture scenes committed by a brutal Dwarven Serial Killer enters your minds, and you wince as you realize they're all children. Those images are burned into your mind before the information stream changes to the nutrition values of wine.
DM: More information floods in. Archery tips, hunting tips, how to bake the perfect cake, the location of every map of the Great Sea, the biology of Dogs. You feel something important is coming up, and struggle to think whether it'll be good or bad.

Player: Buy the Dragon Steak

DM: Escape into the AbyssFaces. Horrible faces flood into your mind. Creatures of such immense size and power they could purge your world from existence with less strength that you use in breathing. But they're not going to do that. You can tell what they're going to do. They're going to cause a pain so unbearable, so unimaginable, to even contemplate how bad it is might be driving you insane. They've noticed you. They've noticed you learning about them, learning what man was not meant to know. They're coming. Everything you love is going to pay for your curiosity. You rip off the helmet, drawing your bone dagger. You quickly plunge it into Blaise's heart, killing her instantly. Thank the Gods. You've saved her from the pain. You turn the blade around and plunge it through your own heart as you escape into the abyss.

DM: You sit in the back of a cart, next to Stitches, Mort, Blaise and an unconscious Kai. Sir Trent sits in the driver's seat, his hands on the reigns."So what's our plan, exactly?" you ask Blaise."We head to Reaper Castle. I've told you, I want to remake my dad's empire. Better this time."
DM: "Oh, really? Thanks, Dag," Blaise says smiling at you. "Hear that, Stitches? We're going home.""I'll begin heading towards Reaper Castle," Sir Trent says."What's it like? What's happened to it in the two years since I've been there?""It's, and I'm not exaggerating, a literal shit encrusted anus," Kai says, waking up."Reaper Castle? It's a shithole, a refuge for bandits and scum. After the war against your father, there was the awkward question of who would take Reaper Castle. All of the Alliance had some claim on it, whether it be because it's closest to their territory, or they led the charge, or they killed the Necromancer or lost the most men. Since parts of the Dead Empire were given to all who fought and none could agree on who to give Reaper Castle to, they simply left it abandoned. Still, in this recent time of friction they each have large forces nearby, ready to take Reaper Castle in the event of war or another race trying to capture it. The Castle itself should still be structurally sound and mostly fine, it's only been two years. Still, between the various bandits staying there, the few undead that were left behind and have no doubt gone feral and any other scum that's taken up residence there, it will be some effort to take back," Sir Trent says."We can do it," Blaise says, looking uncertain."Yeah, we will," you reply."You two better get some sleep. The sun's falling, and we won't be there for a few days. Just get used to the cart, I suppose."You lie back in the cart, struggling to get some sleep in the rough, wooden cart.

Player: Can of Baked Beans
Player: On fire
Player: Backstab

Player: Talk with a Demon

DM: You head down to the hall. There are six doors.
Player: Door 6
DM: You enter the sixth door. Inside you find a puzzle piece, 10 dust bunnies, and a dead frog.

DM: "Blaise, we can't.""Why the hell not?""It's ridiculous! We're not embarking down the same path your dad did! Look where it got him!""Well what else can we do?" she asks, frustrated."We can find a farm somewhere, settle down. Live a normal life.""Fuck that! I don't want a normal life! Please, I want to make sure my dad's death is not in vain! I want to remake his empire! That's all I want! Why can't you understand that?"

DM: You are adrift in an endless void.The world around you is dark.The soothing nothingness takes away your fears, your despair and your sadness. Slowly all of your thoughts about your crew members and your friends fade away, leaving nothing behind but a comforting silence.Eventually even your greatest worries about the fate of Greece are reduced to nothing, you are at peace...Suddenly a thought comes crashing into your mind with the strength of Zeus' lightning bolts. How can you rest while thousands of people depend on you? How can you rest when the world you know is about to be destroyed?Two thoughts are battling inside your head, which one will win?
Player: 'I am finally at peace. I will stay here.'
DM: Your worries soon fade away like the rest of your thoughts.You close your eyes, relieved that all of your suffering has come to an end.The world around you is peaceful.The comforting silence, the peaceful void, why leave all of this behind?Here, in the realm of Hades, your soul is finally at peace.

DM: You plop the third and final ingredient in the Cauldron, mix it up real good, and--Oh...oh dear.The Cauldron is filled with a brown, sticky sludge.Hm. Maybe you should learn a bit about potion-making before you go dumping random objects into cauldrons.Oh well. You dump the sludge out into a waste grate on the floor, and prepare to start over.
Player: Start Over
DM: Alright. It's time.You make sure the cauldron is hot, and then you inspect the large selection of ingredients before you.You are sure that a potion takes three ingredients to craft, but beyond that, your knowledge of Alchemy is essentially nil.Let's hope this works.Which ingredient will you add first?
Player: Add the Rheum
DM: Alright. You drop the ingredient into the cauldron.What next?
Player: Add the Caesalpenia
DM: You place the second ingredient into the Cauldron.Now what?
Player: Add the Datolite

DM: "You see.... I'm n a love triangle right now. I have my girlfriend, who is here, who would die for me, and possibly if I left her, she'd kill me or herself. Then the girl you saw me with last night was my best friend. We love each other very much. I love my girlfriend, and want her alive, and I want my friend to be happy and stay in this town." you explain, sighing of relief after. You both see her about to return. She looked at you and smiled. "Okay, your secret is safe with me, but don't lead them on too much." she giggled as Natasha sat back down. She has a garden salad, while you ate a cheeseburger and fries, which will never change with you. The rest of the night went pretty well.
Player: Chapter 4
DM: A new day. You sigh in relief, then out of anguish, for it is Monday. You get dressed up and get ready for school.
Player: School.
DM: You get to school. Where do you go first?

Player: Keep focused on endurance

Player: The first night in Hell.....

DM: You speed up and make it to the park.You jump out of your car and look around for Ryan.You see him at the top of the hill.
Player: Ryan's Turn
DM: Ryan is looking out at the boats by on the lake.Then you suddenly see the boat explode and a fishing pole fly out straight at Ryan from the impact of the explosion.Then it's gone again.The boat that exploded is still out on the lake.You can still save Ryan...What do you do?
Player: run up left side of hill
DM: You run up the left side of the hill and when you reach the top you tackle him and the boat explodes and the fishing pole flies out over your heads with the hook sticking out.You start rolling down the hill and see a road at the bottom of the hill.Ryan runs down the hill after you.He dives and grab your legs and you stop in front of the road and a truck speeds by in front of you.Ryan intervened and saved you.

DM: You split and CIA eats one of your halves. Oh well. You now have 30 mass.I suppose you could just give yourself up to CIA, but c'mon- there's more adventure to be had!
Player: SACRIFICE!
DM: Well, you feed yourself to him. I guess that's somewhat heroic. But yeah, you died, so...You can restart by clicking "Beginning" or just end the game.

DM: Right. The Library is your best bet.Not only will you be able to potentially research the attackers, but you feel quite sure that Timon, the librarian, will be in possession of a key for the North Gate.You have known Timon for many years--as a guard in Lyestra, you always had a lot of down time--plenty of time to read.He can sometimes be a bit...peculiar--but you're certain that he will help you in defeating the mysterious invaders.You approach the library and are relieved to find it in relatively good condition, at least on the oustide.The outer bricks of the building have been scorched by flame, and the walls are blackened with soot.As you approach the library, you notice more fresh corpses, lining the streets. You grow sick as you recognize the faces of friends and neighbors. Most have been slashed by daggers or riddled with arrows.Your resolve doubled, you pull on the front door of the library.The iron door holds fast.Hm. Clearly, Timon sealed the doors when the attack began--it would explain why the library is relatively untouched when so much of the town is nothing but rubble.Timon always did have a good head for security.As you inspect the front door, you notice several engravings that are new--you've never seen them before.They appear to be symbols--you rub the soot off of them to make them out more clearly.Perhaps these symbols are the key to opening the door?
Player: Touch the 'Dagger' symbol.
DM: The door remains locked fast.Hm. Maybe it's a trial and error type of thing?
Player: Try a Different Symbol
DM: You are standing before a large, locked iron door.There are four symbols on the door--which one will you touch?
Player: Touch the 'Wizard' symbol.

DM: You grab your gun from the broken tiles, and stumble forward towards the courtyard. You move along the building, before finding a wooden door to the courtyard, pushing it open. You stumble into the courtyard, walking to the middle before dropping to your knees."Wolves! Bring me your Alpha! I wish to talk!" you cry.About a dozen werewolves quickly appear, beginning to circle you. They don't strike, perhaps confused by what you're doing. Soon, the Alpha appears. It walks forward, staring at you as it growls, saliva hitting you in the face."I want to join you," you say. "Mihrab is going to betray you. I overheard him say as much. The vampires will always seek to have dominion over... over the noble wolf."The Alpha bears its teeth, but doesn't strike. It looks you dead in the eyes, as you stare back."Let me join you. I promise you won't regret it."The wolf snarls, before pouncing forward.
Player: Use your knife
DM: You raise your knife, slashing open the hide of the Alpha, but failing to slow it. Its jaws close around your throat, tearing it open as you scream in terror and pain.

DM: You can't help but click it. The link pulls up large images of hardcore pornography. You feel yourself becoming aroused by the images
Player: Pleasure yourself
DM: You prepare and begin the act of pleasuring yourself. You forgot one thing. The window is open. Your act is interrupted when something suddenly flashes in the corner of your eye. You turn in horror to see a small crowd of students gathered around the window with the cameras clicking away. You quickly cover yourself and run to shut the window.The images of your act soon circulate the school and you are fired and absolutely humiliated.

DM: You shove some of the files to the side and lo and behold! Your favorite ballpoint pen is lying here.
Player: Enter the bedroom.
DM: You walk back into the bedroom. Stacey is still under the covers and is snoring softly. A pad of paper lies on the nightstand next to an antique brass lamp with a cream shade. Both of your clothes from last night are piled at the foot of the bed. The maple dresser you stripped, sanded, and refinished with ebony stain sits at the far end of the bed, its lime green drawers (yes, they happen to match your tie) are erratically open, the sock drawer overflowing with white and black.
Player: Enter the kitchen.
DM: Your kitchen is guy-clean. Empty beer bottles line the counter next to the sink, and a half-empty bottle of Johnny Walker Red is on the range-top. The cracked linoleum floor is peeling in the corner, its once white surface yellow with water stains. A note is stuck to your refrigerator which reads, in Stacey's elegant script, "Leon called my cell five times. Says to call him immediately. Wouldn't say what it was." The note has last night's date on it.You frown. You haven't heard from Leon since...well, not in a long time. You instinctively pat your jacket pocket for your cell, but it's not there. Strange, where the hell is it? You make a mental note to call him as soon as possible.
Player: Enter the computer room.
DM: This room is a mess. Patient files are stacked all over your desk, burying its mahogany surface in paper. The computer isn't in sleep mode because it's paused on "The Elder Scrolls: Oblivion," which you were playing some time yesterday evening. There is a half-finished glass of scotch next to the monitor. The room smells strongly of tobacco.
Player: Go to work!

DM: Gerry nods unhappily. "Yeah, that poor Robert boy. He was a nice lad, he used to come down here and chat to me a bit whenever he needed something fixed. He never seemed like the unhappy kind to me but then they never do, do they? Still, bit of a shock when it happened. His poor mum must be heart-broken, we haven't chatted much but whenever we have she seemed a nice lady." He shrugs and glances at his gears and pieces of metal, clearly keen to get back to tinkering about with it.
Player: Head on West

DM: You walk over to one of the Lords, Lord Clancy."Hello. I'm Lord Clancy Jr of Haversham," he says, introducing himself."Dagden Dragontooth," you reply."Are you and the Grand Necromancer... a couple?""Does it matter? My job's to make corpses, her job's to raise 'em. That's all you need to know.""I suppose," he replies. "Haversham's was a loyal component of the first dead empire. When the Alliance arrived, the town's spirit was crushed. They burned sentient undead alive, the bastards. I saw close friends murdered, and I swore vengeance. Why did you join the Grand Necromancer?""Her dad killed my brother and kidnapped me.""Oh... alright then.""Yeah, I know. I almost murdered her when I met her.""You're... you're a weird man, Dagden Dragontooth.""I'm a weird Orc. When Orcs are invaded, we die fighting."You continue conversing with Lord Clancy and the other Lords and Ladies. Finally, Blaise finishes up and walks up to you."OK, we're finished here. Let's head home," Blaise says."Good.""We have a lot of planning to do," Blaise smiles.
Player: Head back to Reaper Castle
DM: You ride on the skeletal horse slowly, heading back to Reaper Castle. Mr Nilvos, Soren/Malign, Sir Trent, Kai and Blaise ride alongside you."So Malign, do you want to go for a drink later?" Mr Nilvos asks."Stop talking to the demon. I will not let it gain control," Soren says."Go fuck yourself, Paladin. Why don't you go worship your God?""The True Power will burn you to ash, heretic. Muahaha! The True Power is a pathetic fool. Fuck, get outta my head, demon!"You continue riding wordlessly, listening to Soren and Malign fight for control.

DM: You shrug, and lie on the soft undergrowth. You move around for a bit, trying to find a position that's comfortable in your armor. You slowly nod off, and embrace sleep.You feel a sharp pain, and open your eyes. Blaise flicks your ear again, and you jump up."What?" you ask, annoyed."Hell, Dag, I didn't think you'd actually go to sleep," Blaise says."Well, I was tired." "Fine. Well, we're heading back to Reaper Castle. We have plans to make."

Player: The Next Day...
DM: You stand in the newly made War Room of Reaper Castle. A massive wooden table stands in front of you, with a large map stretched across it."We've gained control of this small area," Blaise says, tapping on the center of the once great Dead Empire. But we need more support. There's several candidates: The Giant Tribes that remain in the small range of mountains just to the North, the remaining Vampire Lords and finally more of the former land Dad once controlled.""We're not going to ally with the Vampire Lords. They betrayed the Grand Necromancer," Sir Trent says."Damn right," Blaise says. "We'll go up to the mountains and wipe out the Giant Tribes and raise 'em back up again. Sir Trent, how trusted are you among my father's vassals?""Better than kill on sight, worse than welcoming." "I need you to head out to them with the Revenants and bring them under the command of the empire. I know you're able to.""I'll probably be strung up, but I'll do it Lady Blaise.""Good. I'll... prepare a war party.""Prepare a war party?" you ask."I have some undead to raise and a special... surprise to build."You raise an eyebrow, and Blaise smiles."Just go get your stuff ready," she smiles.

DM: You take a step forward, swinging your fist. You smash into Lucas and he collapses backwards."If you ask her out again, I'll fucking tear out your heart and make you eat it.""Sorry," Lucas groans, and Blaise looks at you."I wasn't going to say yes, you know," Blaise says."Well, he needed to be put in his place," you say, shrugging.Blaise finishes swearing in the Revenants and giving them their orders, and turns back to you."OK, I'm ready. Let's head home."You nod, and walk off, back to your steed.

DM: "If you ask her out again, I'll fucking tear out your heart and make you eat it. I swear by Gorgok's blade, I will end you," you say, glaring at Lucas."Sorry," Lucas says, turning and walking away.Blaise looks at you, raising an eyebrow."I wasn't going to say yes, you know," Blaise says."Well, he needed to be put in his place," you say, shrugging.Blaise finishes swearing in the Revenants and giving them their orders, and turns back to you."OK, I'm ready. Let's head home."You nod, and walk off, back to your steed.

DM: "...could have some wine, some steak, perhaps stare at the stars. Would you like to go sometime?"Blaise glances briefly at you nervously, before shrugging."Maybe. I don't know, I can't be sure yet. Maybe," she says, and Lucas nods."I'll look forward to it," he says, walking off.Blaise finishes swearing in the Revenants and giving them their orders, and turns back to you."OK, I'm ready. Let's head home."You nod, and walk off, back to your steed.

DM: That was the correct answer!Fillipo Brunelleschi was a gifted artist and architect. In the year 1420 he started construction on the dome of the Santa Maria dell Fiore, the cathedral of Florence. This was not an easy task, the huge size of the cathedral meant that the dome couldn't be constructed with traditional techniques, for else it would be too heavy for the main building to support. After a contest was issued by the city council, Brunelleschi got the job of construction the dome by entering an ingenious design for a two-shelled dome that could support itself without pillars or any other form of obstructing supporting structure. The inner shell of the dome was constructed of a light stone and is decorated with a fresco by Georgio Vasari. The outer shell is made of a more heavy stone that protects the inner layer and maintains the stability of the building.Well, that was the seventeenth question, lets carry on with the eighteenth:During the Renaissance, Europe flourished. Beautiful buildings were constructed, the arts and philosophy flourished and science was born. The New World provided the fuel that drove these new inventions. But, while the Europeans flourished, the native peoples of America were suppressed. One of the major colonisers of the America's was Spain. During the Renaissance, Spain sent many conquerors, called 'conquistadores', to the New World. One of the most famous ones was Hernán Cortés. On the 8th of November 1519, he entered the capital of the Aztec Empire where he was hailed as a god by Moctezuma, the emperor of the Aztecs. This would turn out to be a fatal error on the part of the Aztecs, for 2 years later the city would fall and the empire crumble. My question is: what was the name of the Aztec capital?
Player: Texcoco
DM: I'm sorry, but that is the wrong answer. Texcoco was, with regards to prestige and population, the second largest city in the Aztec empire. Overshadowed only by the capital. After the Spanish invaded the Aztec empire, Cortés used Texcoco as a base, from which to launch attacks on the capital. Well, that was the Big Little History Quiz for today, don't forget to tune in next time!

DM: You roll to the side, narrowly dodging a goring from the beast's tusks. As it runs past, you leap forward with your knife, cutting through thick fur and drawing a fair amount of blood. It squeals, before running forward and turning around once more for another charge.
Player: Dodge again
DM: As the boar charges, you try to roll to the side, but it's prepared this time. You yell as it's tusks slash your side, causing a massive wound.
DM: Gruzub charges over and stabs the boar in the side with his dagger, giving you ample time to leap up. You charge at the boar, stabbing it repeatedly in the neck. It squeals, but it's easily killed before it can resist. It falls dead at your feat.
Player: Rejoice, for the enemy is vanquished!
DM: You rest your foot on the boar's tusks, laughing."Ha! I've slain the boar!""Hey!" Gruzub yells. "I helped."Dendar and Bagig burst trough the trees, a deer straddled between them."We caught the deer. I bet..." They pause, noticing the boar. "Cursed Reaper, is that a boar?"You nod proudly."Death's Head, Mazkil, you've impressed me. No longer will you be called Mazkil Youngblood, now you'll be Mazkil Boarsbane!" Bagig laughs.You smile proudly, knowing you will feast on boar meat tonight.

DM: "Come on! Let's burn this place so badly that those in hell pity those here!" you roar, raising your sword.You charge forward, followed by a wave of undead. You jab your sword at a Giant's stomach, rolling out of the way of a club swing. You jump off the club and swing your blade. a massive head collapsing to the ground. You let out a roar, as the undead war party arrives behind you.
Player: Charge into the Camp
DM: You charge forward, swinging your blade. Steel bites bone, and a massive arm falls in front of you. You jab your blade through the thigh of another giant, and he groans in pain. You pull out your blade and hack open his stomach. You turn to fight the next enemy, but the undead are doing your work. Giants are brutally speared by various undead spearmen, while Primus is quickly making a rising pile of giant corpses. After about five minutes, the last giant collapses with a heavy thud. You wipe blood from your face, sitting down on a rock. You watch as Blaise begins to rise the giants, the new undead monstrosities looking fearsome."Fuck. Impressive, aren't they?" you say.Kai lies on the ground next to you, surrounded by blood, guts and his wolf hair."Fuck, I don't care. I'm tired." he says, curling up."They're pretty badass. I'm glad we have an army.""You're not usually in control so much, Malign.""Battle awakens me. I am war. I am bloodshed. I am death. I am Malign.""Did you have that line memorized?""No. Did you like it? Maybe I'll... Ah, fuck... Praise the True Power, for he is mighty. Praise the True Power, for he is mighty.""Hey, Soren.""Did we win?""Yeah, we did," you say, looking up at the panting Orc-Elf.The final Giant stands with a roar, a fearsome sight."Fuck, that's terrifying," you admit. "There's going to be a lot more dead enemies soon enough."

DM: temporary picWarning! Spoilers for the story follow. Need some help? The following links contain spoilers, but will help you get the ending you deserve!
Player: Available Achievements in Chapter 1
DM: IntuitionDumped (requires additional choices in Chapter 3)

DM: You jump foreward, in front of the guards, and the spell hits you instead.
Player: A blinding light
DM: You stand up, dizzy.Who are you? Where are you? Why are you there?You let a beefy man with red hair and tattoos lead you away.

DM: "You were an alcoholic and now you are dead. Killed a mom and two teenagers when you veered into oncoming traffic! Its alright though. They went through a different processing area, so you wont see them, for now.""Anyway, we have different ways to help you handle the news. Would you like a water? Coffee? A soda or a snack?"All you want is a tall and stiff drink, but you highly doubt that they actually have that here. Still, It couldnt hurt to ask.
Player: Im fine, thanks.
DM: "If you change your mind, please let me know. Now, Brian. You were raised in an abusive catholic home. Your father, Cal was it? Yes, he abused you and your little brother. Your little brother ended up killing himself just 4 years ago, correct? I think I remember William. He was a gentle man. He didnt fail these tests at all. You ponder what the voice means by tests. The voice drags on, telling you your own life story. At 24, your 19 year old brother killed himself. Your girlfriend left you because you started drinking and got mean. And now you royally screwed the pooch by driving drunk. "Your life has been interesting, and not without fault from others. That will conclude the introduction portion of the tests. We are running short on time. Prepare yourself for the next person who will be conducting the tests. Its been a pleasure to meet you. My name is John. Welcome to VOID."
Player: Tests
DM: A pleasant female voice announces its presence. Again, its not all surrounding or booming. Just a normal sounding voice coming from in front of you. "Hi. My name is Catherine. Please call me Cat. Welcome to VOID. We have a simple goal here. Everyone who dies dies for a reason. Im sure your catholic upbringing said something about that and the whole Gods plan type thing. Well, that is true. But to truly have salvation, you must pass a series of tests. Its a new plan we implemented to help ease Peters burden. He has it kind of hard."
Player: I could really use a drink right now. Maybe something with rum?

DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaaap...
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.Aaaaaa> Quel est votre genre ?
Player: Masculin
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.A.Masculin> Quelle est votre profession ?
Player: Autre
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.A.MasculinNon renseigné> Quel est votre signe astrologique ?
Player: Taureau

DM: You signal your undead allies to move forward and stand, raising your blade. You feel a pulse through your blood from the Blood Stone. You run forward, swinging your blade. The knights and soldiers are taken by surprise, and you eagerly begin to kill. The nearest soldier has his arm hacked off, falling to the ground. You elbow him in the face, and stab him through the forehead, killing him instantly. You swing your blade, knocking the spear out of another's hand. You jab at her throat, cutting it open. Then, the wave of undead arrive. A melee emerges, and every soldier that falls stands again. Although the fact you're raising the undead and the two Flesh Monstrosities are helping you win the fight, it's still uncertain. You should probably do something.
Player: Target the Knight
DM: You move through the crowd of living versus dead, meeting with the Knight. He turns, and faces you."A Greenskin mage? An amusing sight," Knight Graves says."I'm no mage, human. I will shatter you."You swing your blade, sparks going off as the blades make contact. You block a thrust, and jab at his knees, but he manages to knock your blade down. He slaps you, and you punch his throat. He gasps, and thrusts at you. You block his jab, he strikes again. You try to block, but his blade slides past your defense and quickly jabs you in the side.
Player: Yell in pain
DM: You groan in pain, as his blade slickens with your blood. You grunt in pain, falling backwards. You manage to keep yourself from falling, though you stumble. You manage to block the strike he made at your throat. It's clear he's the better fencer, so you need to make a move fast. You notice several undead nearby, and also a large red and black bottle you recognize as Hellfire on his side.

DM: You grab at the Health potion, and the Knight notices. He grabs your wrist, and swings his blade. You feel an incredible pain as the first blow hits. You don't even feel the second behead you.

DM: You smash the hilt of your blade against the bottle of hellfire, and it bursts open. Flames engulf you as the knight screams, his armor turning red hot as he writhes in the flames. Your flesh begins to char and you turn to ash. "Ah! Ah! Fuck! Fuck you Greenskin! Oh gods, please! Help me! Somebody help!" the knight screams desperately.As you experience an agonizing burning pain, you refuse to scream. You're not going to scream and give any of the bastards soldiers rushing over to you any pleasure. You turn to ash in silence.

Player: Run your blade through him
DM: You try to run your blade through him, but he quickly counters. You've put all your force through the thrust, so he easily rolls out of the way and stabs you through the throat. He chuckles as he gargles blood.

DM: You quickly begin killing. You slash the throat of the man next to you, before another soldier grabs the hilt of your sword. You grab at her face, driving your sharp fingernails into her eye. She screams, falling back, and you slash her throat open. You feel a sword scrape across the back of your neck, cutting open a long gash. You roar, twisting and finding the enemy."A Greenskin mage? An amusing sight," Knight Graves says."I'm no mage, human. I will shatter you."You swing your blade, sparks going off as the blades make contact. You block a thrust, and jab at his knees, but he manages to knock your blade down. He slaps you, and you punch his throat. He gasps, and thrusts at you. You block his jab, he strikes again. You try to block, but his blade slides past your defense and quickly jabs you in the side, far too deep.

DM: Francisco estava esgotado, sentia-se culpado por tudo que havia acontecido, porém não tinha forças para encarar uma nova jornada pensando diariamente na sua irmã. Por conta disso Francisco mesmo sabendo que iria se arrepender deixou de lado o índio e continuou em busca de sua irmã.

DM: The SUV parks in front of your house. The man gets out of the driver's seat and opens the door. You walk to your mother's house, alone. After opening the door, you see you mother. Emotionless, and frozen in place. You ask her why she tried to send you away, she does not respond. Long, your mother has not been well lately, You hear your grandmother say, eating at the dinner table. You join her shortly after.
Player: Chapter 3: Holt Center
DM: A few months have passed since the incident. Your mother has not improved from her emotionless state. She sleeps often and barely shows any sign of the care she gave you before. You wake up from your bed. Your mother, sleeping in a bed next to yours, has not waken up yet.
Player: Wake Her Up
DM: You gently shake your mother's arm to wake her up. It has worked before so you figure you'd do it again.After trying to wake her up, she still doesn't move. Scared, you cry out for your grandmother.She runs into the room, slamming the door open. Panicking, she grabs you mother and tries to sit her up. Your mother doesn't move at all still. You and your grandmother run to the door, alerting the neighbors about what has happened to your mother.They crowd around the bedroom, trying to find different ways to wake her up. It is at this point where you all have come to the conclusion that she has died.

Player: Go to boys bathroom
DM: You're about to enter the bathroom when you hear a series of moaning. Okay. Maybe you don't have to go that bad.
Player: Go to girls bathroom cuz I'm a creep

DM: You swing your sword at the bottle, diving backwards. The bottle breaks into hellish flames that burst around him. You feel flames lap at you and you yelp, scampering out of the flames. The knight screams, his armor turning red hot as he writhes in the flames. "Ah! Ah! Fuck! Fuck you Greenskin! Oh gods, please! Help me! Somebody help!" the knight screams desperately.You smile as your cruelty streak takes over as you watch him desperately writhe in flames. You wince at the pain shooting up from your burns, and can't imagine how much it must hurt Knight Graves.
Player: Let him burn

DM: "Blaise! Get one of those dead fuckers over here to help me out!" you yell loudly.Two undead spearmen step forward, jabbing at Knight Graves. Knight Graves manages to deflect both blows, but this gives you the opportunity to step forward and behead the knight in a single blow, his armored head falling to the ground. You grin in triumph, turning to find your next enemy. You spot a mage who's managed to burn through the ropes that have bound his arms.
Player: Kill the Mage
DM: You jog over, and run your sword through the Mage. The enemy of your enemy is definitely not your friend today. The Mage falls next you, blood dripping out. You hear footsteps running towards you from behind.

Player: Turn around
DM: You turn around, finding yourself face to face with a soldier. He slashes his sword, opening up a long gash along your face.

DM: You meet Catherine Eddowes's partner Mr Kelly at their home on Flower and Dean Street, he is a sickly-looking middle-aged man with a wracking cough who is so overwhelmed with sadness he can barely speak."I took up with her several years ago after she split with her last partner," he says hoarsely. "We took one of her two children in to live with us, the other stays with her mother. Catherine liked a drink but I swear to you she was no prostitute. We've been hard up lately and she had to sell one of my shirts and a pair of boots a little while back. I left her at 2pm on the afternoon before her death and heard that evening she'd been arrested for being drunk. I don't know how she got the money to buy drink as she didn't have any when we parted. That was the last I heard of her until I saw- I saw her in the morgue... and-"Kelly breaks into sobs and buries his face in his hands. You quietly leave.
Player: Talk to Sergeant Byfield who was one of the last people to see the victim alive
DM: You go to Bishopsgate Police Station where you find Sergeant Byfield, a sensible middle-aged police officer he gives you a straight-forward account."Mrs Eddowes was brought in just before 9pm sir," he tells you. "She was hardly able to stand and fell asleep as soon as we put her in one of the cells. Soon after midnight she woke up and started singing loudly before asking me to release her. She seemed steady enough so I let her out around 1am. She asked for the time and I told her it was too late for her to buy any more drink. 'I'll get a damn fine hiding when I get home,' she told me. 'It serves you right, you had no right to get so drunk,' I told her. She said goodnight to me and went out the front door, shutting it behind her. Forty-five minutes later her body was found in Mitre Square."You thank Sergeant Byfield for his information.
Player: Talk to Mr Lawende who saw the victim with a suspicious man

DM: You roll out of the way, dodging a sword slash. You stand, running your sword through the side of the soldier and killing him instantly. You pull out your blade, watching him slump to the ground. You watch as the undead massacre the last of the soldiers. Blaise walks among the carnage, her black robes stained with a deep red blood."Life, Death, Rebirth," she says as a soldier stands, picking up its sword with a growl. "Kind of poetic.""Rebirth? The soul's are gone. There's no rebirth here," you say."Life, Death, your corpse is stolen to be made fight someone's battle isn't as catchy," Blaise says. "Now, let's go find some dragon bones, shall we?"
Player: Investigate about the location of the Mother of Dragons
DM: Time to investigate!

Player: "Steal the comic book at gunpoint."
Player: "Manipulate the power wattage on his razor, so he'll get an electric shock next time he shaves."
DM: "Who is indisputably the most important person in Vault 101: He who shelters us from the harshness of the atomic wasteland, and to whom we owe everything we have, including our lives?"

DM: I decided to stay quiet, it wasn't my place after all. She never asked me about the scars on my wrists when they were in plain view, I shouldn't ask about the bruises. Snow continued to fall, it was seemingly getting colder. I could hear her slightly shivering next to me, her breaths were visible in the air.
Player: Give her my scarf
DM: I gave her my scarf, since I wasn't that cold. I enjoyed winter and the snow never bothered me. Knowing she wouldn't take it if I offered it to her, I wrapped it around her myself. She looked at me as if she was going to protest, but instead turned away and covered her mouth with it. Suddenly, the silence was broken. "...do you have a boyfriend?"
DM: I don't know why I felt I needed to lie to her, but I did. And I replied yes. I glance at her, she's looking down while holding herself. "It's weird." her voice is muffled by the scarf. "It is? How so?" She shrugs. "He's so nice, and says such sweet things. But it doesn't feel... right. Plus he doesn't have a favorite season." I chuckle a bit, which makes her head turn quickly towards me, probably because I've never done that before. "What does seasons got to do with anything?" She pouts like a child, her nostrils flaring a bit. "It's important! If he doesn't have a favorite season.... then I don't know him. When I asked him again he said 'I don't know, spring?' but I knew he didn't really put much thought into it and only said that because it's my favorite season." After a brief moment of silence she continues, "I wouldn't want to date anyone whose favorite season is spring anyway." "Why is that?" "Because..." She looks to the sky, snow falls on her face and in her hair making her appear rather angelic "..that would make him like me." I didn't know what she meant. Is it bad for him to be like her? But I said nothing. After awhile she stood up and starting walking. "Ah" she turns around, facing me. "The scarf...can I keep it?"
Player: No

Player: Search for clues among the soldiers
DM: You search the soldiers, finding little. You find marching orders on most of soldiers, but nothing else. You read the marching orders.Loyal Servants of the Kingdom of Man,Your orders are to march onto Dragon's Valley to exterminate a group of Rogue Mages. Sincerely,His noble Servant Sir Edward BartonWell, that's not helpful.

DM: You walk over to the mages. Most were accidently killed in the melee, but two remain."Please, help me. I don't want to die here," one begs."Who are you?" you ask."I'm...""Don't say a word!" the second mage says.You quickly behead the second mage."Go on.""I... I'm Declan. I was a Bard from a town when they taught me Illusions. I didn't want anyone to get hurt.""Good. Then tell me about Magna Gene Draco.""What?" Declan asks, confused."Magna Gene Draco, or the Mother of Dragons.""I don't know. Maybe the other mages had something by their campfire, near the bedrolls."You nod.
Player: Free the Mage
DM: You cut the Mage free, and stare down at him."Pack your stuff and go." The Mage looks up at you."Thank you," he utters, before standing and running off.

Player: Interrogate the Mages

DM: You behead the Mage in one clean blow, his head falling to the ground.

DM: "Brian, you are not open to learning anything new, but you are honest.Thanks for visiting VOID. We feel that reincarnation is the best option for you. You are being reincarnated as a an English Male. You wont remember any of this, so its safe to tell you that you will be killed by a drunk driver while on a visit to Washington DC at age 16. Thank you again for visiting VOID."

DM: What is your plan?
Player: Wait until the alien isn't watching, then untie them.
DM: You untie the victims, who introduce themselves as Tracy, Stacy, Casey, Macy, Lacy, and Fester. You all run away as fast as you can. You decide you are tired of living alone and spend the rest of your time with Tracy, Stacy, Casey, Macy, Lacy, and Fester. Eventually you marry Fester. After that, you receive word that the alien invasion is over. Apparently some girl stopped it by giving aliens tea... oh well, don't question it. You and Fester live happily ever after!

DM: You climb up to the second floor. The wreckage isn't near as bad as the first, but it's still apparent. You can deal with it for now. Your current goal is locating a good sniping window.The lucky window is accessible right from the stairs. It looks out over the entrance to the house, and you can see the neighborhood gates from it. You get to work clearing the glass and screen from the window hole. Then, you take some furniture pieces and create a small peephole to shoot from. It'll work well...as soon as you get a gun.
Player: Scavenge Outside
DM: You head out, in search of supplies. Your first thought is to check the other houses, but you realize they were probably emptied, just like yours. You continue up to the gates of the neighborhood, and begin the search for supplies.Considering your options, you have a number of useful places you could go. After some thought, you decide on a local hunting depot. There's nowhere else that has that good of a chance of finding weapons. On your way there, you notice a few walkers, bumbling down the street. You've never killed one close-up before, so you opt to sneak around them.After some time, you arrive at the hunting depot. It's apparent from your view of the front doors that nothing will be inside. The front windows have been shattered, and the guns taken off their display cases. A torn-up banner advertises a sale on hunting rifles, but you cam way too late to the party.Your next stop is a sporting goods store, there may be some useful equipment there. But, as you exit the store, you find something better than a weapon. A flyer, attached to a telephone pole. It reads:ATTENTION ALL SURVIVORS OF THE DEAD. A SAFE HAVEN HAS BEEN SET UP IN THE WASHINGTON AREA. NO MORE SCOUT GROUPS OR SUPPLIES WILL BE DISTRIBUTED. OFFICIALS ONCE YOU ARRIVE.The flyer talks about several other things, but it doesn't matter. You know instantly that that's where your wife was taken, and that's where you must go. You head back to your house to make preparations to leave.

DM: "...Orc, Elf, Dwarf, Demon, Dragon, Undead or other creature can enter the glorious town of Gildhammer without first giving up their weapons and surrendering them to the city guard. If you refuse to do this, then we will be forced..."
Player: Continue listening
DM: "...wipe out all those who resist and imprison those who remain, taking all the items you possess and giving them to the noble Clans that Gildhammer has a noble member of the City Council representing Gildhammer to the Clans, which will be sold and the profits given to..."
Player: Order Fair Flesh to smash the gates
DM: "Fair Flesh. Would you kindly smash down this gate and insert the gatekeeper's head up his own ass?""Yes, boss," Fair Flesh's deep voice rumbles.Fair Flesh raises his fists, and begins to pound on the door. You see the wood beginning to crack and bend inwards. After a few seconds, the gate breaks. You grin, and draw your long sword. You begin walking into the city, stepping over the destroyed gate. A crushed body bleeds from under it."You really should've opened the gate instead of your mouth," you say, walking inside.Inside is a town eerily reminiscent of Kashin. Buildings are built into the wall, and there's torches everywhere to illuminate the cavern this place is built out of. You can see a tunnel shooting off to the side, no doubt leading to the tombs."Go on. Kill," you say, and your undead charge forward."Dagden, do we let the undead kill civilians?" Thorn asks.

DM: "Kill them all.""...OK."You watch as endless waves of undead soldiers march forward. The Dwarves put up little resistance. You charge forward with a blade, and meet the enemy. An armored Dwarven spear man charges forward. You roll under a spear thrust, and slash at his ankle. He collapses to the ground with a groan, and you raise your sword and stab him through the chest, straight through the chest plate. The Dwarf lies still, before standing again. You raise your sword to kill your next foe, but there is none. It's a massacre. The Dwarven Warriors are clearly unprepared for the attack, and are wiped out quickly. In the wake of the slaughter, you watch as the dead rise."That was great! Look at all the soldiers we got for the Grand Necromancer's army. It's a literal dead rising! We just chopped 'till we dropped!" Thorn says eagerly. "What a great battle!""This wasn't a battle. This was a justified massacre," you say.You step over the beheaded corpse of what you hope isn't a child, and begin walking towards the tombs.
Player: Head into the Tombs

DM: "...the people of Gildhammer.""Fuck me... are you finished?""Yes," the gate keeper says."Oh, thank fuck. Alright, open up or we wipe you out.""No man...""Oh, for fuck's sake!"

DM: O Click on all the Spheres (by Number) that you want on the Right Side of The Scale.O Hit [Reset Scale] to go back to the Left Side of The Scale and start over.O Click [Weigh Em!] when you are ready to continue. Spheres (Side 1/Side 2/or No Side)_Sphere 1 : 0; Sphere 2 : 0; Sphere 3 : 0; Sphere 4 : 0; Sphere 5 : 0; Sphere 6 : 0Sphere 7 : 0; Sphere 8 : 0; Sphere 9 : 0; Sphere 10 : 2; Sphere 11 : 0; Sphere 12 : 03 Measurements Left
Player: Sphere 5
DM: O Click on all the Spheres (by Number) that you want on the Right Side of The Scale.O Hit [Reset Scale] to go back to the Left Side of The Scale and start over.O Click [Weigh Em!] when you are ready to continue. Spheres (Side 1/Side 2/or No Side)_Sphere 1 : 0; Sphere 2 : 0; Sphere 3 : 0; Sphere 4 : 0; Sphere 5 : 2; Sphere 6 : 0Sphere 7 : 0; Sphere 8 : 0; Sphere 9 : 0; Sphere 10 : 0; Sphere 11 : 0; Sphere 12 : 03 Measurements Left
Player: Sphere 9
DM: O Click on all the Spheres (by Number) that you want on the Right Side of The Scale.O Hit [Reset Scale] to go back to the Left Side of The Scale and start over.O Click [Weigh Em!] when you are ready to continue. Spheres (Side 1/Side 2/or No Side)_Sphere 1 : 0; Sphere 2 : 0; Sphere 3 : 0; Sphere 4 : 0; Sphere 5 : 0; Sphere 6 : 0Sphere 7 : 0; Sphere 8 : 0; Sphere 9 : 2; Sphere 10 : 0; Sphere 11 : 0; Sphere 12 : 03 Measurements Left
Player: Sphere 11

DM: You wander into the abyss.And you find yourself in a long hallway filled with very dim light.
Player: Go deeper

Player: No

DM: You walk into the tombs, finding row after row of massive metal doors leading to the private tombs, each with a name, title and religious symbol etched into it. You take out the note Blaise gave you, trying to avoid getting blood on it, and begin reading."Sir McHale, Revenant. Chieftain Rash, Revenant. Sir Chase, Zombie. Captain Brie, Revenant. Jeong the Unkillable, Revenant. General Glover, Zombie. Nash Everchange, Revenant. Jacobs Steelhammer, Revenant. Warlord Pudi, Revenant. Brown Godblessed, Revenant. Other than that, everyone's a zombie. Drag those to become Revenants out to Fair Flesh for Fair Flesh to carry home. I think you can try raise the zombies by yourself."Over the next hour, Thorn and Val raise the undead that need to be raised. Once you're finished, Thorn collapses."Are you OK?" you ask. "Were you hurt in the fight?""I'm so tired. I raised so many undead."You realize what would've been simple for Blaise is an incredible trial for these two. Thorn slowly heads off to begin leading the new dead army home, leaving you and Val alone."Gods, I'm exhausted," she says."Understandable. It was your first real fight. You did well.""Thanks. So... are you and the Grand Necromancer... a thing?""No. We're just friends.""Oh, really?" Val says, perking up. "So, you're single?""I suppose.""Oh, great! Well, I was wondering, with the Grand Necromancer's permission, do you want to go on a date some time?"
Player: "No."
DM: "Oh, OK. That's fine."You stand there awkwardly for a few seconds until Thorn comes back."Come on, let's go." he says, thankfully breaking the silence.You turn, and follow him out.

Player: No

DM: As you grow older, your parents fight more and more often. Your father hates you, he gets mad at you for the smallest things. You grow up, trapped with the monster that is your father. You try to explain to your mother how you feel, but she dismisses it as the ramblings of a child. How could anyone be so blind? How could she stand to live with such a horrible man? Your father pushes you, hits you, your body is covered in bruises and cuts that are written off as the normal injuries of an adventurous child. All because you could never stand up to him. He is so much bigger, stronger, aggressive. You sneak around the house, trying not to trigger the switch, to make him explode. Whenever you can, you spend time away from the house, hanging out with friends and
Player: Talking about your feelings.
DM: Somehow, you find yourself hanging out with the depressed kids. You know you can always confide in your friends, you can tell them anything. They know all about your living situation, but you don't talk about it much since they have their own problems. You talk with them, letting them tell you about all their issues, all the reasons they hate themselves. You try to be happy around them, try to lift their spirits, but it's different when you're alone, left with your demons.Sometimes, it becomes too much. Your mother finds you in your room, hanging from the ceiling fan. The arms you kept covered with long sleeves exposed, revealing hundreds of deep cuts. A pool of crimson blood stains the carpet, leaking from the most recent gashes in your wrists. Written on a piece of paper under your swaying body, a message reads:The demons were planning, they knew what was to comeThey knew I was tired, then knew I was done.I know I was weak, crazy, insane.But the darkness was calling, and it knew my name.I'm sorry I was stupid, and ugly and fat,I know you thought I was better than that.When I said good bye, you didn't think twiceI'm sorry for what has been a waste of a life I love you daddy. Sorry for the mess. You got the 'It's my fault' ending

DM: You buy some snack bars. How exciting!
Player: Back to school
Player: Say something to them
DM: You walk over to the group of student. "You really need to be wearing your goggles. If you don't I'm going to have to take off points."They didn't look too happy, but they did end up putting on their goggles. Good thing they did because a few minutes later someone ended up splashing some chemicals when they dropped a beaker.
Player: The bell rings
DM: The bell rings. Your first day as a teacher has ended. Overall you feel that you did a pretty good job for your first day. Of course there is always room for improvement. Time to go home and relax and of course make sure you are prepared for tomorrow.

DM: "Blaise, I'm going. For Bagig," you say.Blaise looks at you, close to tears."Fine. Go then."You stare at her, and turn and walk off. You'll have time to apologize when Necromancer Trant's dead.
Player: Three Weeks Later...
DM: Fuck, it's cold. You sit in front of a dying fire, wrapping another layer of clothes around yourself. You sit near the peak, looking up to the black College of the Dark Arts at the peak. That's where he is. You stand, and begin again, kicking snow over your fire before you depart. Blaise isn't here. Sir Trent isn't here. Mort isn't even here, you left him at Reaper Castle. It's just you. You head up the slope. Two hours pass by quickly, and eventually you arrive. You see several frozen zombies standing along the wall, but the gates are wide open. Perhaps there's no need to lock them when any enemy army could be seen days in advance. Not a single Orc, though... Time to plan.

Player: Climb the walls
DM: You sneak to the walls, avoiding the gaze of the frozen guards. You reach the wall, and grab a handhold in the wall. You lift yourself up, and put your foot in a crack in the wall. You lift yourself up, slowly ascending the wall. Finally, your hand reaches the top. You grab the edge and begin to pull yourself up, before your hand grabs an edge covered in ice, and slips. You scream as you desperately hold on with your other hand which slips away, and you plunge off the wall. You hit the ground with a thud. Mercifully, you're killed immediately.

DM: Your friend says, "Either...
Player: Go to Level Two,
DM: You see a sudden flash of light and feel yourself being sucked to Level Two. Then you find yourself in a pine forest with many pines surrounding you.
Player: Look around
DM: You see many pine trees, of course. You also see a clearing and a mountain. How much stuff can they fit into a tiny booth?
Player: Go to mountain
DM: You trudge through tons of pine needles and annoying pinecones to get to the base of the mountain. The mountain is very tall and you are discouraged to get to the top. But you know Level Three is up there.
Player: Climb mountain
DM: You see a cavity of rock a few feet above you. You climb up to it without wasting much energy. You see something hairy sleeping in the cavity so you continue climbing. When you reach half-way up the mountain (which actually was smaller than you thought), you turn around and see the magnificent view which you are leaving behind. You are sort-of starting to miss its beauty.
Player: Keep climbing
DM: When you are three-fourths up the mountain, you pass the treeline where the trees seem to turn to snow. The temperature drops a lot. You are starting to get cold.

Player: The Golden deer
Player: Skip background - What happens after this?
DM: Maricha turned himself into a beautiful golden deer to attract Sita's attention. When Sita laid eyes on the deer, she begged Rama to fetch it for her. Sita sees the golden deer she is immediately smitten and desires that Ram brings it back for her. Ram accedes after repeated pleadings and goes after the deer leaving Lakshman to take care of Sita.
Player: What happens in the forest?

DM: You dip your canteen into the sparkling water and lift it to your lips. Cool liquid runs down your dry throat. What a relief! You sit down and enjoy some more water. Time passes and you realize that the sun has gotten lower in the sky. You think it's time to head back now.
DM: You turn around and leave for home. After a few hours you get there. You immediately go to bed. You have a nice dream about a talking bear and some poisoned wine. The end.

DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.> Quel est votre prénom ? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaat...
Player: R
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.> Quel est votre prénom ? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaaar...
Player: D
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.> Quel est votre prénom ? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaaaad...
Player: V

DM: As you keep walking you eventually find three paths. The right path looks to be normal other than a few spider webs hanging off a tree. The middle path seems to be cover in rocks, and the left path seems to be covered in leaves. There is a path into Boroughlan if you want to turn around.
Player: The left path (Night)
DM: As you walk you notice how many autumn leaves are on the ground. Your group is getting very tired, you could set up camp for the night.

DM: Jade adjusted the eyes into the place she carved out, humming a quiet tune. She grabbed a nearby sewing machine, sewing a plain black shirt and skinny jeans down to her ankles. The wig Jade picked for this doll was black, the doll having bangs sprawled across her forehead. Jade picked up the speed, beginning to paint the doll's lips a gray-ish color, added white paint for skin, and added extra details (Nail polish, freckles, shading, etc.)
Player: The doll you made >Violet/Blue eyes<
DM: Jade adjusted the eyes into the place she carved out, humming a quiet tune. She grabbed a nearby sewing machine, sewing and cutting a loose black and gray shirt and plain jeans shorts. The wig Jade originally picked for this doll was simple; a white/gray hairstyle, one side of the hair shorter than the other. She had bangs that covered her forehead, almost to her eyes. Jade picked up the speed, beginning to paint the doll's lips, skin, and add extra details (nail polish, freckles, etc.)
Player: The doll you made >Green eyes<

DM: You wait, but the soldiers continue to approach, quicker now, circling you.
Player: Wait
DM: You wait patiently, but they surround you. One stabs at you with a spear, before a sword slashes the back of your leg. You yell, and another sword bounces off your armor. You dodge another sword that slices through the air, before you feel a spear go through your head.

DM: You swing high, but due to his size he easily blocks. Then, he kicks you full force in the chest.
Player: Pain
DM: You feel his ribs cracking, and stumble backwards. You raise your long sword and block his next strike. You dodge a fist and then a sword strike, and Balok steps backwards, opening his arms."Come on, Dagden! Right now, I'm open! Try kill me!"

DM: You charge forward, slashing your sword. Due to his height, you're able to slice open the front of his knees. He roars, and steps back, launching a ferocious assault. You dodge, going backwards. You dodge a fist and then a sword strike, and Balok steps backwards, opening his arms."Come on, Dagden! Right now, I'm open! Try kill me!"
Player: Run him through
DM: You stab your blade forward, but he sidesteps. He elbows you in the side of the head with such force you feel teeth fly from your jaw.

DM: "I'm so sorry, it's just ... I can't do this anymore." I don't know what to say anymore."Fine, well then just go, leave me but don't you dare to come back again saying you need me!" She is screaming now."..." I want to say so many things but the words don't come out. "I-I'm sorry. You know I'll always be there for you, okay? You can always come back to me and I hope you will. We had something really special, you know? Don't make me miss you for too long." She smiles and leaves me.
Player: Months later....
DM: I haven't seen her in months but I still often think about her. Although I'm starting to get better I really miss her. It's really weird that she's not around me anymore. I thought about giving us a second chance but that would mean we had to get closer. It could destroy my life forever. I had to make a choice.

DM: You let out a fearsome roar and the soldiers stop advancing. You growl, before grinning."Come closer, humans. I am the reaper's scythe, the chosen of the angel of death. I will end your miserable existence. I'll savor your death, and bring you back to kill those you loved."The enemy begin to back away nervously, and you wait. After about a minute, You hear the undead rush forward as they arrive, brutally assaulting the soldiers. You outnumber them and with Thorn and Val increasing your numbers with every kill. Soon, the soldiers stand undead or lie dying."What now?" Thorn asks."This is only the beginning. Set up a defensive perimeter, we wait until the evacuation is finished."
DM: You wait by the shore, watching for enemy movement as Scouts head along the rest of the river. "Maybe it was just them," Thorn says."No. No," you reply, watching."Are we safe here, out in the open?" Val asks."I'll protect you," you say, putting an arm around her back."I'll protect myself. You keep the kid alive," Val says as she kisses you again, and Thorn rolls his eyes."You guys are really gross. And I'm not a kid," Thorn grunts.As the sun begins to fall, you notice enemies across the water approaching. Their silver blades glow orange in the sunlight as they approach. Hundreds of soldiers approach, boats being carried by groups of them."Fuck me," you say. "Lucas, is the evacuation complete?"Lucas nods."I finished telling people an hour ago. If we ride fast, we'll be able to make it Ironbrun by nightfall. We'll be able to get them to Dillingwood quickly, and you'll be home before these fuckers get to Ironbrun."You nod, and climb on your horse, looking out at the army."We are the forces of..." one of them, their leader, probably, cries."Fuck you! You'll be the forces of the Grand Necromancer soon," you cry.Your horse breaks into a gallop, leaving Chestnut Point behind.

DM: You wait patiently, until Balok gets frustrated and roars."Fine, let's dance," he grins, raising his sword.He charges forward, swinging his fist towards your head.

DM: You roar as you block another strike, raising your weapon. He charges forward, swinging his fist towards your head.

DM: You dodge the fist, and his sword swings by afterwards. You notice he's holding onto the handle wrong, and your smash the hilt of your sword into his arm. He drops the sword, and it slides across the room. He stares at you, before roaring and charging.
Player: Behead him
DM: You swing your blade. Steel meets flesh, and Balok's head falls in front of you, and his body collapses to the ground shortly afterwards."Finished," you grunt. "That's one."

DM: "Eeeeew, you're gross! We're going to be great friends." Cedar is very proud of you."These critters have no membrane-bound nucleus or organelles and they are unicellular. This group splits into two other groups, pick one!"
Player: Eubacteria
DM: "Awesome sauce, I love bacteria and I'm so happy you picked it!" Cedar is way too happy about getting to infect you with bacteria. "Pick your poison!" She snorts. "Bacteria can be divided into two main groups based on their cell walls. Gram positives have thick peptidoglycan walls that retain a purple dye while the gram negative are easily decolourized and appear pink. Don't let that fool you though, the gram negatives are generally more resistant to antibiotics!"
Player: Gram Negative
DM: "Word! These are great, some of my all time faves." Cedar gets comfortable, she is excited to see what you pick next. "Gram negatives can be differentiated by their shape. Which one would you like to try? We have comma shaped ones (vibrio), fat circular rod-shaped ones (coccobacillus), and your classic rod shape (bacillus)."
Player: Vibrio
DM: Immediately your eyes are sunken in, your skin feels cold, and you have excessive watery diarrhea. You cant stop going to the bathroom, so you talk to Cedar through the bathroom door. "WHAT IS HAPPENING TO ME CEDAR!""You have cholera! It's caused by Vibrio cholerae and it's usually spread through contaminated water or undercooked seafood." She yells through the door. "The diarrhea you have, does it look like rice water?"You ignore her question."Well anyway, that happens to be parts of your intestine. Notice the fishy odor? Yeah, it's gross huh? Anyway, you'll probably make about 20 liters of diarrhea today.""20 liters! That sounds like a lot." "Oh yeah, your universe doesn't use metric. Y'all should, but yeah that's about 5 gallons of diarrhea. You should try to come out of the bathroom soon though because you're going to die.""WHAT!?"
Player: Get treated for cholera

DM: You and your crew happily oblige, and sit down and drink. Everyone is having a great time, as they are completely hammered at this point, you are all generally friendly towards one another, despite having just met.
Player: Ah, the miracle of alcohol
DM: After a while, most of the group has passed out drunk, yourself included. You pass out quietly, not that you have much choice in the matter.

DM: You are called AAAAAAAE
Player: Reset Name
DM: A
Player: Y
DM: Y
Player: n
DM: AN
Player: p
DM: AAP
Player: u
DM: AAAU
Player: f
DM: AAAAF
Player: d
DM: AAAAAD
Player: n
DM: AAAAAAN
Player: x
DM: You are called AAAAAAAX

Player: Absorb the hit and behead him
DM: You feel the fist knock into you, and struggle to keep conscious as pain runs through you.
DM: You groan, but swing your blade. Steel meets flesh, and Balok's head falls in front of you, and his body collapses to the ground shortly afterwards."Finished," you grunt. "That's one."

DM: You impale him, running your sword through him. He gasps, and you stare at him. He roars in pain, before drawing his blade. He moves slowly along the blade, pulling himself further along the blade with a scream. You stare at him in terror as he slashes your throat and collapse backwards.

DM: You stare at Necromancer Trant, who looks surprised."I'm impressed, Dagden. Still, I'll just send some of my undead to finish this rather than a greedy Orc who just decided to be honorable despite his name, Balok the fucking Honorless."The Undead on either side of him begin advancing.

DM: You raise your sword, blocking the punch. He wraps his fingers around the blade and you try to wiggle it loose, cutting his fingers open. With his free sword arm he stabs forward. You feel the steel penetrate your throat, and you collapse to the ground, gurgling on your own blood.

DM: You walk inside, and find Soren/Malign pacing the room. He has a vial of black liquid clutched in one hand and a silver, glowing blade in his other."Fuck you! I'll devour your soul! I'll banish you!" they both scream at each other."Soren?" you ask nervously.Soren turns in surprise."Dagden. I need your help. Take this dagger and stab me.""What?""Stab me with it. I think it will get rid of Malign. I've done every ritual I know to prepare for this.""Why didn't you tell us you were planning this?""I didn't want Nilvos to stop me," he replies. "Now please, help me. The vial. Make me drink it. It will poison Soren's mind and let me take ov... Don't listen to him, Dag."Soren falls to the ground and begins to shudder. You should probably do something.
Player: Force Soren/Malign to drink the poison
DM: You grab the vial and uncork it, before grabbing Soren/Malign by the throat. You force the liquid down his throat, and he stops. He stands perfectly still for a moment before collapsing on the ground and breaking into convulsions.

Player: View a sexploitation picture

DM: I approach Googles, who scans my face."You have been identified as Baryon. Welcome Baryon. Gathering data on previous conversation. Subject: The public's fear of darkness.""What? No. I'm not Baryon. I am...hold on" I say and remove my Shade mask. Googles scans my face again."You have been identified as Shade. Welcome Shade. Gathering data on previous conversation. Subject: Introducing Googles."No thank you. Do you always bring up the last subject.""Yes. It was a feature Jonathan Skage found very useful.""Hmm...I guess busy men would find that useful. Anyway, the next time you meet Freakshow, Haste or Brute, tell them the following: an unknown mutant was spotted leaving Gorgon labs, during a day the cameras were malfunctioning. The mutant was not seen entering the lab by anyone, and Jonathan Skage had notified Stephan Lite that he would not show up at the lab, as he was sick. Not much time passed until the mutant attacked Jonathan Skage's home and killed him and his wife. He was killed so brutally he cannot be recognized, but for a currently unknown reason, he stopped by the body of Kimberley Skage.""The Imperfect members will receive the message."HEALTH: 100%
Player: Chapter complete.
DM: The Mutant is sitting on top of a mountain, looking up into the skies. He watches the sun, and sees that it is closing in on the horizon. When that happens, Baryon will be able to find him. He knows about Baryon, and he knows about the Imperfects. He knows that by now, they must be aware of him and of what he has done. For a while, he considers staying there and letting them take him, he even considers turning himself in, but the promise keeps him away from it. He knows he is a criminal, and he knows he must do jail time, but not until the promise has been fulfilled.After that, he stands up and leaps off the mountain. He noticed a cave on his way up. All he has to do is stay in there with a flashlight and Baryon won't find him. He'll be able to stay there for long enough to fulfil his promise.

DM: You charge forward, swinging your weapon. They block, stabbing forward. You feel a sword pierce your heart, and collapse to your knees, before falling on the ground.

DM: You grab the knife, and stab him through the chest. Soren/Malign screams, and collapses.
Player: Oops
DM: After a few minutes of silence, Soren gasps and grabs the knife, pulling it from his chest."Ah! Oh, praise the True Power. I'm alive. Is Malign still... here?"He pauses for a second."Oh thank the True Power! He's gone! He's gone! Thank you, Dagden!"Soren jumps up, grinning."Come on, let's go meet the others!"
Player: Go back to the War Room with Soren
DM: You walk back to the War Room with Soren."Ah, good. You're back," Blaise says."I'm back in control! Malign's banished back to the Infernal Realms, now I'm in charge!" Soren says."You... fuck," Mr Nilvos sighs. "You're a real cunt, Soren. He was my friend.""He was a filthy demon, and he's gone!""Fuck you," Mr Nilvos sighs."Soren, Kai, Sir Trent, Mr Nilvos, Dag, Apprentices, let's get to work organizing our final stand," Blaise says.You're not completely sure if she's joking or not.

DM: Malign converses on the ground for a few seconds, before staying still. Then, he stands, grinning."Ah... I return to power. I am in control. Soren has passed on. Thank you, Dag. Thank you.""It's OK," you say, saying a silent prayer to Soren."Now that I'm strong and powerful, I can finally kill Blaise and consume her essence."You draw your sword and point it at his chest, and he laughs."Just kidding, my friend. Let's get to the War Room. We have an Alliance to destroy."
Player: Go to the War Room with Malign
DM: You walk back to the War Room with Malign."Ah, good. You're back," Blaise says."I've taken control baby! Haha, life is good! Nilvos, once we burn the Alliance, you and me are getting hookers! I think I can maintain an erection now that I'm in full control!" Malign says."Yes! Damn right, buddy! Nilvos and Malign, at it again!""What happened Soren?" Blaise asks."He's dead, in the arms of the True Power, or some demons or whatever!""Malign, Kai, Sir Trent, Mr Nilvos, Dag, Apprentices, let's get to work organizing our final stand," Blaise says.You're not completely sure if she's joking or not.

DM: My skin and clothes are heavy and clinging to my body with the blood of my classmates and the oil and hydraulic fluids of the robot fiends. The classroom is silent, only the muffled screams of the classrooms around me are heard. I bare my teeth at Scythe and tighten my grip on Jasper's bodiless arm. He returns my glare with a malicious smile and he starts to laugh. In my entire life, I will probably never hear a sound more evil than that laugh. It was so cold and heartless; it seemed as if it could freeze lava. Scythe must be more advanced than his brethren, for in his hand there is a plasma gun. Neither of the other robots had guns in their possession. For a split second, I wonder how he got that gun through security. I figure the guards were also homicidal robots, the way they looked at the students each day. Those thoughts are forced from my head as Scythe presses the plasma gun to my forehead. He chuckles menacingly and I watch as his finger starts tightening around the trigger.
Player: *surrender*
DM: My sword drops from my hands and I raise my hands in surrender, my eyes full of defeat. The crackling of the blade echoes in the empty room. Scythe's mouth contorts into a shark-like grin, his voice as smooth and toxic as oil. "It's a shame you had to go and kill all of my comrades... You would have made a nice pet." Time seems to slow as he brings the trigger to its final destination. The last thing I see is the bright plasma bullet and the residue that materializes like deadly blue butterfly wings. THE END
Player: Conclusion - Author's Note
DM: Thank you for playing part one of The Annihilation! I really hope you enjoyed yourself! Did you survive? Did anyone survive with you? Tell me your thoughts below! FroggieGirl1994

DM: You turn, and begin sprinting, but your wounds slow you down. The undead quickly speed up, swinging their blades. You feel your back be hacked open, and collapse to the ground, as they make the finishing blow.

Player: Fling your sword at the Infernal Wine
DM: You fling your sword at the Infernal Wine, impaling the barrel."Fuck," Necromancer Trant says, before the barrels explode.You're sent hurtling through the air, slamming into the wall. You scream as you land on a piece of rebar, and it goes through your chest.
Player: Pull yourself up and get revenge
DM: Burning VengeanceYou scream, struggling to stand. You feel an incredible heat as Infernal fire runs through the building. The fire consumes all. You slowly stand, pulling yourself off the rebar, and looking for a way out. You spot the exit, and run towards it, flames lapping all around you. You leave the building, and feel the heat on your back. You collapse to the ground outside the building, crawling into the snow. Necromancer Trant runs out just after you, badly burned. You crawl over to him as he collapses on the snow. You draw your bone dagger, and stab it through his chest."AH!" he screams."For Bagig."He moans, before taking a deep breath."We're both fucked.""What?" you ask."I'm going to bleed to death, as are you. Even if we don't, we either burn to death in there, or freeze to death out here. We're both going to die tonight."You look at him, before staring at the fire."I know."You sit there, between the fierce flames and the bitter cold, waiting for death.

DM: The Enemy have arrived, and there's a lot more than you'd expected. You can see the massive armies approaching from the walls. Massive regiments of men marching with spears, swords and shields approach in the distance, marching forward in unison, followed by a large calvary. Elves jog in unison towards the Castle, holding bows and swords. Orcs and Dwarves approach in rag tag war parties, bloodthirsty and eager for war. There's tens of thousands of them, while you have little under a thousand undead soldiers in Reaper Castle. Blaise stands next to you."Dag?""Yes?""I'm scared.""I know.""What are we going to do? We're just kids, Dag.""We're going to win, no matter what, or die trying.""Did you have to add that last part? I think die trying is pretty goddamn likely.""We'll make it."Blaise sighs."Let's go inside. Looking at our approaching doom is sad."You look at the heavily barred gate, and wonder if, when it's broken open, you'll die. You don't know.

DM: You walk up to your favorite Pizzeria, Tony's, and walk in. The place is deserted except for a bored looking server. "Sorry, we're not serving today," she says, "the oven is broken and we're waiting for the repairman to get here." Your stomach growls as you get frustrated. You're starving and now pizza isn't even an option? What is this world coming to? You weigh your options...
Player: See about fixing the oven
DM: "I can help," you say as you confidently stroll behind the counter. "I don't know if that's such a good idea..." the server stutters, as she tries to stop you. "Nonsense, I'm certified with the International Society of Certified Electronics Technicians," you lie and fleetingly wonder where you got that information from. "Oh well, uhm...okay?" the server says as she steps out of your way. You head back towards the oven and analyze the situation. After tinkering around a bit you ask the server if there are any tools. She disappears for a moment and returns with an old, rust covered, toolbox. You open it up, grab the tools you need and set to work. Within five minutes, you shut the lid on the toolbox and call the job done. Before last night you could barely close a pizza box without problems, now today you suddenly have the knowledge and abilities to fix them yourself with old rusty tools. The server calls the cook who arrives momentarily, upset that his impromptu day off was interrupted early. But he quickly starts the oven up and bakes you your favorite pizza, on the house. As you eat, you ponder what happened to you last night. Why were you abducted, who were those other humans, what really happened to them, and why were you returned home? Also, now there are the implications of your new 'powers' to think about. You have a feeling oven repair was not the only thing you learned thanks to those needles, and you wonder how long it will take before you realize the full extent of your newfound knowledge. (Congrats, you stumbled upon the storyline of the second best ending!)

DM: You decide to opt out of defying the government, even if it is pretty crummy, you've been here all of 10 minutes. It isn't your place. Alec says he can't help you any further, so you go to try and find the old man that helped you. When you do he rushes up to you and says"I think I found the solution to our problems." He then takes out and old worn out looking version of the clock that brought you here. Your eyes instantly light up. You ask the man where he found it."I brought it with me when they evacuated earth, I've had it so long. It always needed a powerful energy source, that used to be created by magic. But I just recently fixed it all up." The man hands the clock over to you, and you thank him profusely. He keeps saying it was nothing. You are about to dial in july 2015, when you see the look in the mans eye, the look of a man who has nothing, who was about to get something, but plans had changed. He realizes that you are thinking this and says that the clock only works for one person at a time, and it has enough power for one use only. You look down at the clock again...
Player: Guiltily return to 2015
DM: You ask the old man why the earth was blown up. He says he doesn't know, but rumour is the government was fed up of war and famine and such, and decided to hit the reset button. With this you grudgingly set the clock back to 2015, and travel back to your home.1 year later.You've decided to open up a charity operation. Delivering food to people in need. You work three separate jobs to make enough money to help out impoverished countries to reestablish a sustaining economy. All in the hopes that your difference will make it so no one decides to hit any reset button in the future. It isn't much, but you hope it helpsEND

DM: "Only other option is hell. Or reincarnation. Your choice. "
Player: Reincarnation.
DM: "You wont remember any of this. So good luck. You have been randomly reincarnated. Enjoy! Thanks for visiting VOID."

DM: You walk inside with Blaise."I hope we survive, Dag.""I hope so, too. You're my best friend, Dag.""You're my best friend, Blaise.""Hey, Dag!" You turn, to see Val striding towards you."Ah, here's my girl" You say."Hey, Val.""Hey," she smiles, kissing you."I'll give you two lovers some time," Blaise smiles."Are you sure?""Yeah, I'll go have a drink with my advisors."Blaise hugs you, and walks off."Come on, let's go find somewhere private. This could be the last night of our lives.""I guess. I'd like to spend it with you."You lean in and kiss her, your tongues tangling as your hands immediately go to places they shouldn't."Let's go to my room," you grin.
Player: Four Hours Later...

DM: You awaken, hung over and still a little drunk, to Blaise looking over you."What time is it?""Midnight-ish," Blaise says, before her eyes dart down. "Come on, get up."Blaise pulls the blanket away."Oops. Sorry," she says.You rub your eyes, realizing both you and Val lie naked in the bed. You grab the blanket and wrap it around you both."Hey!""Shit, Dag. You move fast.""What's going on?" Val asks, waking up."I need you two both dressed and ready in the War Room in five. No, if I give you five you'll try fucking her again in the space of that time. Two minutes."Blaise walks out, and you sigh.

Player: Get dressed and go to the War Room
DM: You walk into the War Room, and take a seat."Alright, we have big news," Sir Trent says. "Big, shitty news.""What's the situation?" you ask."The Alliance are planning to attack sunrise. We'll be overwhelmed and wiped out."There's a moment of silence."How do we know this?" you ask."Mr Nilvos scouted the area to find and overheard the plans using his shadow magic.""I overheard it," Mr Nilvos says. "We're fucked." "What... what's our plan?" one of the Apprentice Necromancers asks."I don't know," Blaise says. "Anyone?""We could attack," Kai says."We'd be massacred," Soren says."I know. But the Dead Empire's crumbling. If we attack, it could act as a distraction for Blaise and the Apprentice Necromancers to escape." Kai says. "Plus, we'd become martyrs for the Dead Empire, inspire some people.""Yes," you say. "That's perfect.""I'm not leaving you to die here for me," Blaise says. "If we're attacking, I attack with you. I need time to think. We can fix this. I just need to think. Let's go to the Throne Room, Dag. I can think there."You walk off with Blaise through the hallways, leaving the advisors to think.
Player: Attempt to convince Blaise to escape while you provide a distraction

Player: Follow Blaise in silence
DM: You walk with Blaise to the Throne Room. She enters the big, empty hall, and walks to the Throne, sitting in it. She sighs, and leans back."I never imagined myself sitting in here. Queen Blaise. A lotta good I did," she says bitterly."We did our best," you sigh."Get me Dad's crown. I want to wear it when I die."You walk over to the steel and black jewelled crown that sits in the middle of the room, and pick it up."Fuck!" you grunt.The Crown is ice cold and gives you a burst of pain."What the fuck?" you ask.Blaise raises an eyebrow, standing and walking over to you."Don't touch it," you say.Blaise grabs the crown, and puts it on, and the room goes dark.

DM: "Blaise, you need to go. You need to take Apprentices and g..."Blaise slaps you, and for the first time in your life, when she hits you it actually hurts."Fuck you, Dag! You don't get to have a valiant death and leave me all alone with a bunch of fucking kids!""I'm an Orc. Dying a valiant death is what we do.""No! I'm not leaving you to die for me. You're the only one I have, who's been with me since I was a little girl. You don't get to leave me alone!""Well, I can't let you die! You know I can't let you do that!""Then... you could come with me.""I can't leave everyone of my friends to die for me.""They're already going to die, One Orc won't make a difference. We could survive.""We'll be tracked down for the rest of our lives.""So what? We'll overcome it."You stare at Blaise's hopeful face.
DM: "No, Blaise. I can't do that.""Then I'm staying," Blaise says, and you know you won't convince her."Fine," you sigh."What do you want to do now?""I don't know. We could go prepare the troops and attack now or maybe we could visit the Throne Room one last time before. I don't know."
Player: "Let's go to the Throne Room."

DM: I decide to investigate that voice calling my name, "why were they calling my name... do I know them?". The voice is leading me through the trees, weaving around them until I reach a clearing amidst the forest I am surrounded in. That's when I spotted him, Davey. He ran towards me with his flowing blonde hair blowing in the wind, smooth like a calm lake on a summer's morning. Eyes with all the blues of the sky. He embraced me with toned arms, wrapping around me, it was a blanket of warm and love made out of a fit white body. I've been deprived of because of fear of judgment. But right now, I felt acceptance and I could not be harmed. I know this love is forbidden and people can't accept this yet, not even my own family. But it is decaying my life trying to hide this and being prosecuted for who I am; my race, my sexuality. Maybe this is the core issue for the way I am feeling, but I can't change who I am for social expectations, I shouldn't have to.
DM: I decided to stay in this foreign yet homely place, it is where I truly belong. Where I don't have to be bothered with conformists' judgment and I can be free in my own difference. I can stay here and love and be loved, so why change what is perfect?

DM: You climb blindly through the vent shaft, feeling around for something to hold onto. Eventually, you come to another stop.
DM: As you crawl at top speed towards freedom, you realize too late that you made a wrong turn. You slip down the shaft, into a pool of something. The fall wasn't enough to kill you, but your legs are pinned under your own weight. You can't move. You try your best to get comfortable. After all, it's going to be awhile.

DM: You step away from the Casket. This isn't worth the aggravation.Maybe there are clues on how to open this Casket that you have not yet uncovered...
Player: Return to the Attic
DM: You are standing in the Attic of the Mayor's Mansion. Everything is coated in a thick layer of dust.This place has been untouched for years.There is a pile of broken furniture to your left. A heap of old clothes are stacked to your right.And there, just ahead, you see a black casket. It throbs and hums with a mysterious, powerful energy.You can't quite explain it, but you feel that all your journeys have led you to this moment, to this place.What will you do?
Player: Leave the Attic
DM: The Attic feels stifling. And there is something about that dark casket that fills you with a dread you can't even begin to describe.You quickly descend the ladder, leaving the attic behind. You return to the Living Room, where you replace the Attic key in the golden box. You wouldn't want anyone else to find it.

DM: I spend the rest of the day at home listening to Linkin Park's 'A thousand Suns'. Throughout the day it felt like i am being followed. The Darkness was trying to tell me something but i refused to listen. At the eve i recieved a call from Penelope, "Drex, there is something i need to tell you. Meet me at Oak's.""Wait i..." the call disconnected. Oak's was a small cafe deep in the wood. It ran on the old beliefs, everything there was handmade. People say Oak's is haunted by some sort of spirit. It was raining and getting dark outside. Dull clouds had taken over the sky. The stink of stale blood had devoured the air.
Player: Tall Oak's
DM: "Faces. Eyes. Watching us. Everywhere. Everytime. Millions of faces observing us everyday. Commenting on us. Calling us out. We are not to be observed. We are observers. We are not anyone. We are someone" Choose a path : Dark , Light...

DM: "No," you say.Mr Chinkrinkski smiles."Fine. But I'm changing your skin."He claps."Ha, now you're green! Goodbye, Blaise and Dagden. Enjoy your world. It's already amused me enough."Mr Chinkrinkski grins, and disappears.."What the fuck just happened?" Blaise asks."I don't know.""We... we don't have time to think about this. We need to plan for tomorrow's assault. We'll talk about this later."
Player: Attempt to convince Blaise to escape

DM: "Old Mr. Abernathy has locked himself in his quarters again, and you've been ordered to get him out. How do you proceed?"
Player: "Use a bobby pin to pick the lock on the door."
Player: "Removal of the mutated tissue with a precision laser."
Player: "Loosen some bolts on some pipes. When the sink is turned on, the room will flood."
Player: "The Overseer."

DM: You start to head for the exit, not realizing just how hard it is moving in briars. The more you move, the more flesh is torn. You keep moving though being persistent. You finally make it to the end and collapse on the ground a bloody mess. Unfortunately, due to all the blood loss, you die quickly afterwards. Sorry, but you've lost the game. Please click "The first night in Hell" to start over. Otherwise, leave your comments and thanks for playing!
DM: The words sink into you and the fear becomes even realer to you than it had been in that room. You're thinking, maybe it's just a dream. But no, a dream couldn't possibly hurt this much. Was last night just a dream? No. While Dean's explaining talking among a friend of his, you start to think of last night again. You try tracing back what has happened. You remember running away from home. The abuse there was just too much, and so you'd packed your bags and ran from the scene immediately. You were walking through the town and sat down on a park bench, assuming if homeless people slept on park benches, why couldn't you? You remember falling asleep after a huge crying fit. Then.... Bam, you wake up to laughter and on the concrete. You're too dazed at first to know what's going on, but then you see their faces. It's the Vipers, a gang that tormented the town, but were only known to come out at night. You remember being knocked out pretty quickly. You were out numbered and no matter how much strength you had, the number was all that mattered in the end. Again you regain your vision slowly. You feel a headache coming on quickly. You try to move, but you're all tied up with candles and the demonic symbol underneath you. Suddenly, you realize Dean's been calling your name for a few seconds now. You're wondering how he knows your name.
Player: You immediately get up and go to him

DM: Feed Godzilla:Truckload of TunaNow let Him rest.........................................................Godzilla is as good as new!Now what???
Player: Go to the Store
DM: You enter the Store and plug your "$ CARD" into the machine at the counter.The Clerk replies:Sorry kid, u aint got no money! Tell u what, battle my Battra, and if you win, I'll give you $500! Whadya say???Accept Battle against Clerk's Level 5 Battra?
Player: No thanks, its nice out...think I'll go to the park afterall...
DM: Your strolling in the park when a man dressed in explorer attire runs by and knocks you over...He says:My bad Mate! The names Jhonson, Charley Jhonson. I just happened to notice your "$ CARD" there says you have no Money! A lil' buggah like you on his own without no money! PHAH! Tell you what, I'll battle you, and IF....IF you win against my Megalon, well talk say...hmmm.... $500 transfered to ya card? Oh come on, what'll it be mate???Accept battle against Charley's Level 5 Megalon?

DM: The Kingdom of Man was created and grew into what it is over a thousand years. The Orc Tribes became what they are in roughly four hundred. The Dwarven Clans have lasted nearly eight hundred years. The High Elves, Wood Elves and Dark Elves have lasted literally millennia.You and Blaise have conquered it all in six months.You sit on the back of Bones, riding towards Alexandria. The city is the largest in the Alliance, and the various leaders of the Alliance are hiding there. You ride towards the city next to Blaise, a massive army of undead behind you."If we conquer here, the Alliance falls apart," Blaise says."Damn right," you say, grinning.You ride toward the city walls, in front of a massive gate. Dozens of terrified defenders line the walls, bows drawn.
DM: "Attack!" you roar.Your undead armies charge forward. The fight is brief. Many enemies surrender instantly, while the rest are massacred. A Flesh Monstrosity kicks down the gates, and walks inside. You wait next to Blaise, watching the endless slaughter. After about an hour, the fighting is over. You ride slowly into the city, heading towards the castle at the center of Alexandria.You slowly ride into Alexandria. You enter the massive castle through the huge gates. inside are corpses and signs of slaughter. You quickly enter the Throne room, and see the enemies who've been hunting you for the past few years, lying dead.. Sitting in the throne is a black haired, young man wearing a massive golden crown, his throat slit. Lying to his right is a tall, slender woman with flowing blond hair, the Elf Queen, a spear through her throat. To his left is a short, stocky Dwarf covered in golden jewelry that embroiders his long red beard that lies bloodstained, his head sitting next to his corpse. You've annoyed there's no Orc representative, but than again, expecting the Orc Tribes to agree on a leader would never work.Blaise slowly sits in the chair, looking up at you."We did it, Dag. We did it."

DM: You turn to Kate. What is it you would like to talk about?
Player: ask for a story
DM: "Do you have any interesting stories from over the years?" you question."Well, I definitely can I had one of the most interesting students last semester. His name was Jaxon.""Wait, Jaxon with an X? He's in my class this semester. He certainly seems like he might cause a problem," you interrupt."Yep, that's the one. He's an alright kid. He's just been through a lot with his parents, but I won't go into that. He did cause some problems at first, but we eventually came to an understanding," She continued, "One time he stole my stapler and brought it back encased in red jello. I have to admit it was a little bit funny even though the stapler was completely ruined."

DM: "A-all right, All right!" Alice let's out a long annoyed sigh. This time, You were able to walk next to her, Not too far or too fast. Just a normal pace. The two of you continued this till the silence between you were trying to set you and Alice apart. Unable to let this un-audible sound, Which follows, You were the first to break the silence. "I heard that your boss is treating you quite well, I guess that's a great thing to hear." An attempt to start a conversation, Quite weakly. "Yeah.. I guess you could say that. But he favors my git of a sister." Alice replies but murmurs something like a curse word when she mentions her older sister. A improper attitude for a woman who was raised in such strict place, A polite and respected woman she was wanted to be raised but her destined role was changed when she began turning elegant to a so called punk, But she soon thrown that old life away. "Hey.." "Yes, Alice?" Politely answering the Brit, She looks at you with the same face she displays, Displeasure. She turned her head away and sighed, "I'm sorry.. That you were forced to be part of this damned 'dare' that frog put upon you." Alice apologized but still faced away from you, She wasn't used to apologizing while looking at that person. "You're probably pissed than I am, Huh?"
Player: "Why should I?"
DM: "Wh.. Why should you?" Alice was confused, She places her hand on her chin and begins thinking, Then soon gives up on what answer is right to say back. "I.. Enjoy being with you, Alice. I really do." You told her differently this time, This sets her even more flustered, Unsure on how to react at this response. ".. That's.. Not true." Her voice got quiet as her thoughts filled with disbelief she hears in her ears. "It's true--" "Stop with this lies already! I know that you actually don't!" Alice snaps at you making you jump as you closed your mouth shut. Alice steps away from you, Her back completely turned away from you, She whisper-like spoke up to you, Her emotions being completely confusing at it is, "You.. Would also leave me just like anyone else.."

DM: "Half our supplies," you offer. "Please, just let us pass. We need to get somewhere, quickly." You search for any sign of anything behind the man's eyes. You find nothing. "Sorry," he says. "But unless you have a better offer than our current demands, this won't turn out well for you."
Player: Offer a group member
DM: You look back at your group. "I'll give you a person, from my group. They can work for you, or whatever you want." The man seems to strongly consider it. You regret making the offer, but it's too late now. You look back one more time. Barbara gives you a look of total disgust.Finally, the man nods. "Yes, I think that just may work. Reginald, clear the road outta here," he says to another. He turns, and looks over your group. "I want the girl."Barbara starts crying immediately. Megan has a look of fear on her face, and Mikey shows nothing but resentment. Two people break from the crowd and grab Megan. They pull her away and out of sight. "Okay," he says. "That's it. Take the little track over there, it'll take you right out of here." The man turns to walk away. "Pleasure doing business with you," he adds.Barbara and Mikey get in the minivan without you, and drive off. Mikey flips you off from the backseat. You admittedly feel terrible. As the crowd parts, you feel terrible for your choice. But you can't go back now. You follow the minivan on foot, until you're out of the slums.
Player: ....

DM: I grabbed a piece of breadAnd stuffed it in my tunicI then touched the headOf Helias, "I'll be back"I liedI went through the doorAnd ran and ran and ranAfter Maria and SteveWhere could they beI searchedI talked to a priestI talked to a nunI talked to a childOut having funI questionedSteve and Maria wereHiding out in a barnI found them with easeBut should I cause harmI hesitated
Player: Justice
DM: I knew they were scaredThey cowered in fearNo fear of me or justiceBut that the plague was nearThey didn't want to dieThat much was all too clearWhat was I to do, I thoughtWhat was the right thing to doWas it better to leave them hereSitting in smelly cow pooWhat was justice for HeliasAbandoned by three he knewFor in truth, I left him, tooAlone with the plague, not fluHow was he to carry throughWhen everyone he ever knewLeft him as his swells grewShould I be punished, too?
Player: Justice prevails

DM: You stand by the throne in Alexandria, Blaise sitting in the Throne."I can't believe we're here, Dag.""I know.""We made it," she smiles. "My Dad always wanted to make the Dead Empire, and we've done it.""I know. Remember when we were little kids playing hide and seek in the hidden tunnels?""Yeah. That was fun. And sleeping in the tree in the garden.""Those were the days, Dag.""Well, now we have an empire to build. Taxes to charge, laws to install, people to promote, things to do... We're the rulers of an Empire.""Yeah..." Blaise says, standing and hugging you."We did it."

DM: " I am General Dagden Dragontooth, General under the Dead Empire, Bearsbane, Red Blade, Survivor of the Fall of Reaper Castle, Envoy of the Grand Necromancer, Blood Mage and Greenskin. Surrender or be wiped out!" you roar."Never!" the Captain of Alexandria cries."Oh well," Blaise shrugs.

DM: "What do you mean you can't unlock it?" he flusters. "How am I supposed to get you out-I mean get your breakfast to you?" You comprehend what he just said. Is he really going to get me out? What are his intentions and why would he want to help me? Well, are you in?
Player: No
DM: "Fine! Just fine! I am now walking away with your dessert and just for the record, you'll never get out of here!" he yells. Shortly after that, you hear him screaming from what seems like guards, clanking in metal armor. Apologizing profusely, he is taken away, as you hear him being dragged. Echoes of his pleading are loud and unpleasant, his voice never to be heard again. [Unsuccessful ending]
Player: Note from the writer
DM: Congratulations! You just found the hardest ending to get to! I doubt anyone will actually be reading this, but I don't know how you are here. Unfortunately, this is the end of the game for this path, as you were too obstinate and nervous. Feel free to try again to get a better ending, or go back to see what the after the result is. -carpenterhuman123

DM: You are now officially playing a Game! Okay, we admit, this isn't a very fun game, but nonetheless, it's a game!Look for a box below this text that had a few check boxes and some buttons. That box right there is your Command Center. That is how you control the game!The checkboxes represent your choices. To make a choice, simply click the checkbox and click the button that says "Go >>" We've made it easy for you on this page. There's only one choice! So go ahead and click in the checkbox and then click the GO button!
Player: <-- Click the check box, then click the go button to continue!
DM: Congratulations! You have just made your first MyAdventureGame.com Game Descision! Now it gets a little more complicated ... more choices! To continue ... answer the question below by selecting a choice and clicking Go, just like you did before!So tell me, what do you think of MyAdventureGame.com so far Best Dang Website I've Ever Seen!! It's an Okay Time Waster Bah Humbug, I Don't Like It At All
Player: Best Dang Website I've Ever Seen!!
DM: Awwww .... thanks! We like to think so too!A lot of games you are going to be playing on MyAdventureGame.com will have pictures in them! Sometimes, they may hold a clue to a puzzle, but most times they are just for fun! Isn't the picture on this page fun?
Player: No, I Don't Like Pictures At All!
DM: Oh yeah, well fine! You don't have to look at them then! Lucky for you, there are no more pictures!Anyways, on to the next lesson. In some games, you will run across a choice that you just can't choose. Those types of choices have a little circle next to them instead of a check box. If you return to the page later in the game, you might be able to choose it ...

Player: Yes, Pictures Are Fun!
DM: They are, but due to budget cuts we couldn't put any more fun pictures to put in this game, so that was it! Sorry ...Anyways, on to the next lesson. In some games, you will run across a choice that you just can't choose. Those types of choices have a little circle next to them instead of a check box. If you return to the page later in the game, you might be able to choose it ...
Player: I, however, am perfectly choosable. So, select me to continue!
DM: In addition to unchoosable choices, you will run across things in the game called Objects. What is an Object? Well ... it can be anything! Objects are represented as little treasurechest icons. You can pick up any Object you see by clicking on the treasure chest Icon. Go ahead on pick up the TOASTER.
Player: Toaster
Player: It's an Okay Time Waster

DM: Yes it is ... but you have to admit it's fun!A lot of games you are going to be playing on MyAdventureGame.com will have pictures in them! Sometimes, they may hold a clue to a puzzle, but most times they are just for fun! Isn't the picture on this page fun?

DM: *snif snif* You're going to make us cry!!!A lot of games you are going to be playing on MyAdventureGame.com will have pictures in them! Sometimes, they may hold a clue to a puzzle, but most times they are just for fun! Isn't the picture on this page fun?

Player: Bah Humbug, I Don't Like It At All

DM: You follow the path until you come to yet another T-Junction with paths branching north, east and west. A small white-stone building sits just south of the Junction with the word VILLA engraved above the open door. Happily the junction is very logically signposted and it reads "North to Van Raalte Memorial and Clifftop, East to East Gate, West to West Gate". You rest for a moment, wiping the sweat from your forehead and considering where to go next, bearing in mind that you are fairly sure that the Clifftop north of here is where your friend died.
DM: You follow the path until it comes to another T-Junction. Paths snake off to the North, West and South. There is no signpost and because of the twisting of the paths and the thick undergrowth you cannot see where they lead.
Player: Go South
DM: You walk briskly down a sunlit path and soon come to an open gate with a heavy metal bolt in an imposing metal fence with spikes at the top. A sign next to the gate reads THE WETLANDS (EAST GATE). OPEN 9AM-6PM. You know it is in this area that your friend died, somewhere in the marshy northern part of the island. At the gate is a T-Junction, one path goes south through the gateway towards a crossroads you can see while other paths snake off to the east and north.
Player: Go East
DM: You follow the path east until it ends abruptly in a small wooden cabin with glass windows: a hide that is open to tourists and is used to watch the animals, mainly birds, who live in the Wetlands. You rest inside for a moment and then trudge back west towards the Junction.

DM: The room is pitch black and silent, save for the echoing of your own footsteps. A circlet of dusty light appears. You walk towards it cautiously with your heartbeat hammering against your ribcage. When you reach it, a deep voice calls out to you:"Welcome to the Trial of Elements." You search for whoever is speaking but find no one. In the light you suddenly feel too exposed, too open, too easy a prey. Thinking it better to appear strong than weak, you muster as much courage as you can and call out into the darkness. "Who's there?"The voice does not answer you, instead it continues:"Before you sits what exists in all things: air, fire, earth and water." The light you stand in races to encompass four pedestals that bare these elements. With the room now fully illuminated you see that there is a door behind each and you know that one must be an exit. But which is the question."Each guards a door, but only one will let you pass through safely. Take your time and choose wisely, for once a door is opened you cannot close it, nor can you choose another." The room shakes at the voice's words. Fire erupts over the second door, just as rocks fall in front of and block the third. Fearful you step backwards into a puddle that definitely wasn't there before. Your eyes follow the steady stream back to its source where water weeps out from under and around the fourth door.You take a step forward when the voice returns:"Beware, death awaits those who choose wrongly."
Player: Choose the Door of Earth.
DM: You pick up an apple-sized stone from the pile of rocks in front of the Door of Earth and toss it behind you. You take another then another and another until a pile of your own making begins to form behind you. It takes hours, and lots of heavy lifting, but you've managed to clear away all the stones. You reach for the handle and open the door feeling accomplished. Only it is not a staircase that you find but more rocks. This new pile buckles and falls through the door in an endless stream of rocks, crushing you and your hopes of escape.

DM: You can't possibly go hungry. You decide to buckle down and get your job done.Hours pass. Your hands and knees are grimy and achy, but you have an impressive row of baby tomatoes, just waiting to grow. They'd better grow, or else you'll probably die.
Player: Dinner
DM: "Hmm..." says the guard in front of you. "Well, I'm impressed. Your work ethic is improving. Full rations for this man." And sure enough, you get another full plate. You eat slowly as the other workers watch in envy.In your bedroom, Grim calls you up to his bunk. "Look at this," he whispers. He has a small piece of metal in his hand. "I found it while I was digging. I think if I build up enough scraps, we could make something...""Like a weapon?" you say, excited. "Maybe," answers Grim. "Or, even better, something to escape with. But, I'll need your help. Look for things, collect things. Bring them back. I'll hide them in my pillowcase. We'll need a lot more than this paper clip."

DM: Heeding the voice's words you examine the pedestals carefully, thinking that there must be some kind of trick to this test. Air is represented by a small cloud that is cool to the touch; fire by a floating flame that burns without fuel; earth by a pile of dirt and rocks, with a few grass sprouts growing across it surface; and water, interestingly, is represented by a large drop of water that is suspended in the air like a gem. You sigh and look to the doors. Your gut tells you that the Door of Air is a trick since it looks the safest, but the others look about as promising as a dead cat. You know that one of these leads to safety, but which one? You stare at each door in turn and notice that is carved into the wall between fire and earth but is obscured by dust or more likely dirt. Wary of the flames raging over the Door of Fire, you approach the wall and smooth your hand over the small yet deep, dirt covered ridges. You brush the filth away and blow to properly uncover the etched letters. With your fingertips you trace the words as you read them:Fuel my anger and I shall intensify,but give me drink and I shall die.A door I keep awayone that won't lead you astray;know that in order for me to be dispelledmy rage must be quelled.Beneath the etched riddle you find a stone jutting out. Pulling it free you discover a chalice made of polished stone and carved wood.

DM: "Oh, sorry I lost myself in your body. It's really nice," you say. You could swear that you saw Steven blush at your remark. He certainly did look down for a second."I see that someone else thinks that too," he said although you weren't completely sure what he meant by that. Noticing your unsure expression he puts a hand on your shoulder and says, "Relax. I'll take it as a compliment. By the way, you aren't too bad yourself."
Player: Just be friends
DM: "Thanks," you say although he is now getting too close for your comfort level. You only wanted to flirt in a friendly way and didn't want this to turn romantically. A few minutes later you have both finished your showers, and it's time for you to head home.

DM: You've decided she's had enough pain. So, you kick her in the head to knock her out before killing her so she won't feel the pain of the kill. The crowd seems to enjoy this with cheers of excitement. Once the girl is dead, you are yelled at to go back to your corner.
Player: You numbly stand next to the girl
DM: You numbly stand next to the girl as tears stream down your face. She never had a chance. She was so young. You can't help it. You break down and cry next to the girl. You can't believe you've just taken a life, not just any life, a TEN YEAR OLD's life. Demons come in to take the girl's body away and they again yell at you to get to your corner.

Player: See after result
DM: Claire ends up stuck in the tower for the rest of her life, regretting why she didn't take that opportunity. She wonders what happened to the boy and ends up finding out later that the boy had the same distinguishing features from her previous dream. Claire's father continues to be abusive, leading Claire to be more dejected. Not to mention, your beloved butler getting older, hairs graying, and face wrinkling. He eventually dies of natural causes and Claire misses the conversations she had with him before he passed. Claire, being so shocked and miserable in her tower, inevitably decides she wants to end her life by choking on a piece of bread. Of course, her father is exasperated and wants to mass murder his entire kingdom; in which he succeeds. Later, he realizes what he had done to his power. He lost sight of why his people chose him to be King, and that is why he wanders off to settle down in the woods. Rumors spread around, saying that he is a mass murderer and that he's gone crazy. Others say he's just an urban legend.

DM: You run a few laps around the practice yard. After awhile, your legs hurt so much that you can barely walk another step, but pushing yourself so hard has made you that little bit faster.You have gained 5 Speed.The day is long and hard, and by the end, you're relieved to hear the gong chime to signal that it's time to rest. You head to the boy's dormitories and lay in the bed that's assigned to you. Once all the other boys are in bed, you hear the guard slide a bolt in the door that locks you inside. Well, that makes sense. In an academy full of slaves, of course they'd take precautions to stop you all escaping. It's more than that to you though. With that single bolt on the door, any hopes you might have had of ever getting away from this place seem to vanish into the air around you and leave you feeling completely hopeless.
Player: A long, sleepless night.
DM: "Andreas?" you hear Alexius ask quietly, after all the other boys have gone to sleep. Turning towards your brother, you see that he's sitting at the foot of your bed, crying silent tears to himself. "I miss Mama," he whispers to you. "I know she's gone and never coming back, but I still... If she was still alive we wouldn't be..."Alexius's words trail off there and he lays down on your bed beside you, looking up at the ceiling. "What's going to happen to us?" he asks.
Player: I tell Alexius to go back to his own bed. He's bothering me.
DM: "Get out of my bed, Alexius," you tell him, grumpily. "We're not at home any more. You can't just wake me up every time you're sad or hungry or need to take a piss. I don't want to be here either, but I don't have anybody looking after me, do I? You need to learn to deal with it by yourself."Alexius doesn't say anything else to you, but you hear him crying as he gets up and heads back to his own bed. You have to hold your pillow over your ears that night to drown out the sound of his sobbing.You have lost 5 approval with Alexius.

DM: You let him escort you out. Immediately you see a tin crate to your left and a fire alarm to your right. You want to fight back.
Player: You choose to grab the tin crate.
DM: You grab the tin crate and whack the security guard across the head. He hits the ground hard, you knocked him out cold. You run farther into the building and you experience a deja vu moment. You reach two doors.
Player: You choose the door on the left.
DM: You go through the left door and you are standing on the concert stage you originally started at. Your facing about 20 policemen. There is no where to run. You've been caught! Game over.

DM: You open a small, bejweled box, and see that inside is an object that brings you joy. What is the object?
Player: A rare fossil
DM: You need to get thorugh a door, but how?
Player: Smash the door
DM: Picture a forest you would like to see in your mind. Make sure you take into account every tree, every plant, and every aspect of the forest. Which of these represents the forest you thought of best?

DM: Hunter walked into the study, knowing that this was his best chance to find incriminating evidence. Once inside he saw a desktop computer, and he knew that the evidence that he needed likely was stored within that computer. Without the support of the FBI, he knew that he had to find a way to log onto the computer to steal the information. He saw a USB drive in the computer and knew he could transfer the information onto it and quickly exit the house with that key. If only he had the password to log onto the computer. He knew that Komes kept the password in his black notebook, but had no idea where it was located within the house.
Player: Hunter should go back to the front hallway
DM: Back in the front hall, Hunter knew that he needed to check more of the house. Where would he check next?
Player: Hunter should check upstairs
DM: Hunter decided to investigate upstairs to see if there was anything that could assist in his investigation in the bedroom. As he entered the room Hunter saw a number of items that he knew would be of some assistance while he was in the house: Komes' gun, a set of keys, and the automatic door opener for his garage. Hunter soon realized that there was no incriminating information hidden in the bedroom, and knew that he needed to head downstairs to search the rest of the house.
Player: Hunter should go to the front hallway
Player: Hunter should investigate the basement
DM: As Hunter entered the basement he turned on the light and began to look around. It was a musty old basement with very little in it, aside from a door that seemed to lead to a wine cellar. As he slowly walked through the room he looked around for any incriminating evidence that may be hidden. A few small boxes in the corner, an old dresser pushed up against the wall, and an old television that looked like it hadn't been touched in a number of years were the only occupants of the room. He slowly made his way into the wine cellar and noticed that something was wrong; usually someone who had a wine cellar would keep the temperature much lower than this. Hunter's intuition told him something was wrong, but did he have time to investigate the entire wine cellar?

DM: You reach for the handle and your fingers feel the bite of the air. They ache in the sudden coldness, but still you take the doors handle in your hand. It opens with a creak and you feel as though you've made the right choice despite the cold, but your smile is wiped from your face almost as quickly as it appeared. There is nothing beyond the door, nothing but a never-ending pit of swirling grey mist. Your heart drops as what little ground there is between the doorway and you begins to crack and crumble. You watch in horror as chunks of stone fall away into the mist, never to be heard of again and scream as the floor of the room too starts to fall away. Your nails dig into the stones as you crawl-run to the wall in the hope that it won't fall away with the floor. But your feet won't cooperate. You slip and plummet into the mist.

DM: I return to the headquarters and no one appears to be there. As I do every day, I enter my room and go to sleep for another hour or two, as I am always woken up first thing every morning. I need my sleep just as much as everyone else, right?Two hours later, I am again pulled out of an intimate moment with Adam by the bitterness of reality. I hear talking outside, so some of the other Imperfects must be here.HEALTH: 100%
Player: Leave your room.
DM: After dressing up in the Shade gimmick, I exit my room, only to find that whatever conversation just took place has stopped. Not that I came out here to join in. It's pretty dark, which is for Baryon of course, but since my mask reflects red piercing light off my eyes, it doesn't really bother me.I make my way towards the kitchen and sit down. Baryon materializes besides me and takes a seat next to me."Same dream?""Do you have to ask?""I suppose not" Baryon says and slightly chuckles.After a moment of silence, I say "Hey, it's rather dark in here, so you're telekinetic right now, aren't you?""Well, it's not exactly telekinesis...but yes.""Could you pour me a glass of water?" I say to him, and voila, a few seconds later, Baryon presents me with a glass of water, which I take a sip from."Thanks" I say, and then I realize what time it is. "Shouldn't you be with your teacher right now?" I ask him."I fired her.""What? Why?""Because she's a narrow-minded thick-headed stubborn prick. Not exactly what you'd want from a teacher.""The two of you had an argument, didn't you?""Yes. I guess that's an appropriate word for it.""What was it about?""It doesn't matter.""If it lead to you firing your teacher then it better have mattered.""Lets just not talk about it, alright?"HEALTH: 100%
Player: Persist.

DM: You pass through the Door of Fire safely and descend the staircase to the next level, but come to halt at the bottom. This room is smaller than any other you have seen; its walls lined with torches and yet it's not these things that cause your heat to race. Before you stands a man dressed in a robe of fine, dusk-purple silk that is embroidered elegant snakes. He waits in front of a great door of wood and wrought iron and upon seeing you tilts his head to the side and flashes you a fanged smile."So," he booms, "it is you who has completed the trial no one else could." The man laughs, "come answer me one last riddle and I shall name you champion of my tower."You step forward as the man, who can be none other than the Serpent Lord, continues. He stands in front of the great doors, his robe's patterns almost alive in the flickering firelight."Do not begrudge this,for it is the fate of every man.Yet it is feared, and shunned in many lands.Causes problems, and sometimes gaps,can hobble the strongest, and make memory laps.What is this danger we all face?For being a part - of the human race."
Player: Growing old.
DM: The Serpent Lord laughs and you believe you've answered wrong. Sweat breaks out across your body as he steps towards you. The Lord smiles and bows."You have conquered my tower and as such bested me.I give to you a choice, of what I shall bequeath to thee."You eye the Serpent Lord, distrust apparent."Do not fret there is no right or wrong,I simply wish to reward the strong.What shall you choose I wonder?Shall I gift you riches for you to plunder?"At the Lord's words the room fills with treasure. All around you firelight glitters off jewels off all kinds, shapes and sizes, piles of gold shine much like the sun and stacks of sliver twinkle like stars in the night sky."Or, would you like your freedomto escape from this kingdom?"At these words the great doors open behind the Serpent Lord swing open. You look to and fro between the treasure and the land beyond the doors as the Serpent Lord awaits your answer.

DM: AAAAA
Player: Q
DM: Q
Player: y
DM: AY
Player: n
DM: AAN
Player: y
DM: AAAY
Player: q
DM: AAAAQ
Player: c
DM: AAAAAC
Player: l
DM: AAAAAAL
Player: p
DM: You are called AAAAAAAP
DM: A
Player: N
DM: N
Player: z
DM: AZ
Player: n
DM: AAN
Player: p
DM: AAAP
Player: n
DM: AAAAN
DM: AAAAA
Player: R
DM: R
Player: j
DM: AJ
Player: d
DM: AAD
Player: v
DM: AAAV
Player: n
DM: AAAAN
Player: o
DM: AAAAAO
Player: x
DM: AAAAAAX
Player: R
DM: R
Player: s
DM: AS
Player: q
DM: AAQ
Player: n
DM: AAAN
Player: l
DM: AAAAL
Player: s
DM: AAAAAS
Player: t
DM: AAAAAAT
Player: v
DM: You are called AAAAAAAV

DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.> Quel est votre prénom ? (10 lettres maximum ; les voyelles sont au début de la liste)Aaq...
Player: Y
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.> Quel est votre prénom ? (10 lettres maximum ; les voyelles sont au début de la liste)Aaa...
Player: K
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.> Quel est votre prénom ? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaak...
Player: P

DM: AAAAAP
Player: r
DM: AAAAAAR
Player: y
DM: You are called AAAAAAAY
DM: A
Player: O
DM: O
Player: m
DM: AM
Player: i
DM: AAI
Player: l
DM: AAAL
Player: z
DM: AAAAZ
Player: d
DM: AAAAAD
Player: a
Player: t
DM: You are called AAAAAAAT

DM: Your name is now Aaaaaaah.YOUR HEALTH: 100%
Player: Go back to sleep.
DM: I decide to just lie in my bed. No point in disturbing mommy. She's probably talking about something important with Freakshow and Baryon. I should do like Brute always tells me to and handle my problems on my own. That's how I become a big guy instead of a little guy.YOUR HEALTH: 100%

Player: Choose the treasure.
DM: The Serpent Lord smiles and whispers to you as he fades away. "Thank you."The doors to freedom slam shut as the Lord's robe appears on your person. Once again, the raggy man materialises before you. He bows and speaks without moving lips."Riches you shall have, but bound you shall be.The tower is yours for eternity.Hope that there is onewho will eventually comeand set you freefrom this misery."

DM: "I guess this is it," you say to yourself. "What am I going to do?"
Player: Blue tile
DM: You walk on the flat, blue surface. Going down the hallway, you see multiple rooms. Doors were engraved with different mystic animals. Unicorns, Hydras, and even Cerberus. One door, in particular, caught your eye. Two dragons pushed against each other, were burning towns, the details lay meticulously in the wood. The double doors filled with detail, not a single blank space. Coming from inside the room, you hear your father's voice.
Player: Try to listen
DM: Cuffing your hand, and gently placing it on the door, you hear your father and the butler talking. "She's gotten out?" your father yells. The butler hesitates to say anything, choking on his own words. "Y-Y-Yes." You hear your father sigh loudly, as he starts to bark orders at the butler. "You better find her you little rat, or I'll torture your entire family, I've done it once, and I'll do it again." he scowled. With no hesitation, your butler agrees to his terms and immediately starts walking out the door. You move around the corner of the hallway, hoping he won't come your direction. The butler opens the door, and you hear your father's voice booming. "Once you find her, lock her into her room and finish the job." You see your butler's face, swell up with tears and hesitation. "If she's going to try and escape I might as well get rid of her anyway." your father says. Tears leak down your butler's face as he whispers,"Yes sir." The butler is coming your way!
Player: Bolt!
DM: You go down a new hallway, it's...green? As you're running, you see two sets of staircases illuminate down. The butler is right behind you! Choose wisely...

DM: You slip on a mask that you see and put the money into the machine. You feel uncomfortable when you see red words that tell you that you might meet your doom.
Player: Panic
DM: Remember how at the beginning of the game we said that you won't die unless you freak yourself out to death? Well...

DM: "Life is pain, death is Oblivion, the only choice left to you by the will of the Dark Gods is how much you can endure. I grant peace. Embrace me."The words ring in your ears as the darkness calls out to you. All you can do is focus ahead, waiting for dawn and a chance to wake up. You sit cross-legged on the rocky obsidian floor, patiently waiting. You try your hardest to block out the world around you, focusing on your deep, heavy breathing. Giving the nightmares and daemons attention just encourages them. Showing fear is spilling blood in the water. Although the nightmarish pale sky grows darker with every second as black tendrils thousands of miles wide spread out across the sky hundreds of miles above, blocking out what little comfort you receive from the white sun, you don't feel fear. This is just one of the many nightmares that plague you every night. You'll live.The darkness begins to solidly into a wave, smashing towards you. You're surrounded by the liquid darkness, which drowns out anything even close to light as it consumes you."The ever-gaping maw of the void calls," the darkness whispers. "I'm coming from you."
Player: Light emerges
DM: You writhe tossing the sheets off you as you lie in bed, panting. Another nightmare. Another night of horrors, terrors and daemonic voices screaming at your soul. You take a deep breath. Focus. In. Out. In. Out. You rest your head against the pillow, sighing. Suddenly, Fay appears in the doorway, wearing combat armor, scratching at her short hair."Morning," she says.

DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaaaal...
Player: C
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaaaaac...
Player: L
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaaaaaal...
Player: Q
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.Aaaaaaaaaq> Quel est votre genre ?

DM: "What can I do?" You say aloud. Nadine is full of suggestions:
Player: Call him up and talk it out in a public place as soon as possible.
DM: This is where you find yourself in any difficult situation. You decide to call his number. Even though you swore you wouldn't ever speak to him again after what he did. Not having closure and living in this limbo is a Hell worse than anything you could've imagined.He picks up right away. You tell him that you are ready to talk it out. Not ready to forgive and you will NEVER forget, but you need to talk it out. He agrees to talk. You tell him you are too tired tonight, but you make arrangements to call each other at lunchtime Saturday. He tells you he's sorry and he'll make it up to you. You tell him that you can talk in the morning. For now, just go to bed.
Player: Lunchtime.
DM: This is the most responsible thing you could do. You are on the phone for 2 hours. He agrees to get some therapy and join AA. You agree to go with him to therapy, but do not promise you will take him back. Your time together will be supervised by a new friend you met recently and if he can stay sober and get help, maybe. Probably not, but Maybe.

DM: I grab around his head with both of my hands and attempt to pull his head down onto my knee while I knee him in his lowsy, ugly face, but he realizes what I'm trying to do and uses his elbows to knock my hands away from his head, and then, when my hands are not in place to block his attack, Behemoth slams his fist across my face, causing me to get knocked back. He then sprints at me, trying to grab around my neck, but I manage to block both his hands with my hands, forcing him into a sort of wrestle.BEHEMOTH'S HEALTH: 100%HEALTH: 90%
Player: Try to wrestle him away from you.
DM: I try to overpower and push him away, but in the long run, he appears to be stronger, for it is he who pushes me away from him. He pushes me away, grabs around my face and slams me down onto the floor. He then leaps up and stomps onto my chest, cracking the floor and causing us both to fall down into this sewer kind of place.BEHEMOTH'S HEALTH: 100%HEALTH: 80%
Player: Climb on top of him.
DM: As we both are lying on top of the rubble of the floor, but I grab hold of one of his bone spikes and pull myself on top of him. I try punching downwards onto his head, but he grabs my fist with his palm and manages to prevent the attack. BEHEMOTH'S HEALTH: 100%HEALTH: 80%
Player: Hit him with your other hand.
DM: I try slamming my fist into his worthless bone-covered face, but he has two hands too, so he blocks that just like he did with my other one. Then he throws me off him and kicks me away. When I turn towards him again he has stood up.BEHEMOTH'S HEALTH: 100%HEALTH: 70%
Player: Block his attacks.

DM: Gosh darnit, not again! You now pursue the mystery man who confiscated your laptop down the crowded streets. As you chase after him, you decide to dial 911. To your surprise 911 doesn't respond. How can this be? You thought. The mystery man then goes through a door in a dark and empty alleyway. As you go inside, there are 2 doors on each side of you leading down a creepy, damp hall. You see a large wooden baseball bat behind the door. As nothing else will protect you, you have no choice but to arm yourself with the bat. One of the 4 doors will lead you to the mystery man, but which one will you choose?
Player: Door 4
DM: Oh, man, no luck here either! As soon as you open door number 4, you are vaporized by laser cannon! Dude, you die so much. << Go Back

DM: Construction goes swiftly and smoothly at first, and the elaborate system is soon nearly ready for installation in the field near your house.Unfortunately your own precious cat Snowblob vomits a hairball (and possibly part of a half-digested mouse...) onto the last page of the blueprints while you're out buying parts, so you're going to have to do this final bit by memory. There's a row of wires that have to be connected to a vital part of the Cat-a-punter, and it needs to be done in a particular order. The wires are red, orange, yellow, green, blue, and violet.Some details you recall about the order they go in: ***The red wire does not go at the top, nor at the bottom. Yellow is directly above blue. The green wire is on either the top or the bottom.Blue is above red. The orange wire is next to the green wire, and not above violet. The violet wire is not next to the yellow or green wires. ***Piece of cake, right?First: OrangeSecond: Yellow Third: Fourth: Fifth: Sixth:
Player: Plug the green wire into the second slot.
DM: Construction goes swiftly and smoothly at first, and the elaborate system is soon nearly ready for installation in the field near your house.Unfortunately your own precious cat Snowblob vomits a hairball (and possibly part of a half-digested mouse...) onto the last page of the blueprints while you're out buying parts, so you're going to have to do this final bit by memory. There's a row of wires that have to be connected to a vital part of the Cat-a-punter, and it needs to be done in a particular order. The wires are red, orange, yellow, green, blue, and violet.Some details you recall about the order they go in: ***The red wire does not go at the top, nor at the bottom. Yellow is directly above blue. The green wire is on either the top or the bottom.Blue is above red. The orange wire is next to the green wire, and not above violet. The violet wire is not next to the yellow or green wires. ***Piece of cake, right?First: YellowSecond: Green Third: Fourth: Fifth: Sixth:
Player: Plug the blue wire into the fourth slot.

DM: Well, O.K. then. I guess the huge amounts of calories and grease can keep you lubricated at least. So, you call up "Generic'a Tony's Pizza" and a teenager answers the phone, asking for your order. Which is it?
Player: Pepperoni!
DM: Speaking of generic'a; man, could you be less creative at all? Well, actually, yes, you could have, had you chosen the cheese option. Anyways, you order, wait twenty-five minutes, and recieve your pizza, spending so little of your money that I'm not even going to bother telling you if you lost any money or not. You eat the entire pizza in seventeen bites somehow. Very soon afterwards, you feel the urge to have to go to the restroom. So that's where you head to.
Player: To the restroom!
DM: You rush into the bathroom, and get rid of your bodily wastes. After you finish, now regretting every single bite of that meal, you start to wash your hands when there's a knock at the front door. It's definatley not a pizza man, so you wonder who it is. What do you do now?
Player: Drop everything, there's company!
DM: You, not having seen another living soul for awhile, decide to drop everything and get to the door. The only problem is, you drop the soap in the process. As you try to run to your door, your foot slips on the soap, and you comically fly backwards into the air. What isn't comical, though, is that you die when your head hits the toilet seat. Actually, that's pretty funny.

DM: Taking the risk, I press the giant red button with a caution sign on it and prepare myself for the worst. Well, how do you prepare yourself for a nuclear barrage? Well, I prepare myself as well as I can anyway. The Terrors are closing in, but I start to hear a strange sound. I then look up and see strange gas streaming out of the vent, filling the room. Please be air that's toxic only to Terrors. I smell it when I start breathing the air, and they seem smelling it too. I then realize afterwards, what if it's scarecrow gas or something like that? Or maybe something that's toxic to me? But I'm not dying, in fact, I don't think it's having any effect at me at all. The Terrors don't seem to be dying, but they are looking around, sniffing the air. I do agree with them, the smell isn't very good.Suddenly, the Terrors start attacking each other. This must be the perfume-thing Lite uses to control their behavior, and apparently, the big F button releases the smell they consider hostile. They still want me dead, of course, but now they want one another dead as well. That should make this whole thing much easier. Still, why is the button called F? I mean, seriously? What does F stand for? And why does he have this button in the room? Not that I would complain, but he seems to have forgotten that I could use the console to my advantage when he locked me in here with these things.HEALTH: 60%
Player: Wait for the Terrors to kill one another.
DM: I patiently sit there and watch the Terrors brutally massacre one another.. Theyr heads and other nasty body parts fly around with strange sort of yellow-ish blood oozing through them. Finally, one of them stands victorious, which means I'll have to deal with him myself. After all, when there's just one left, there's no Terror to kill him. HEALTH: 60%

DM: You order your faithful steed Kevorsello to attempt to trample the evil Alexis while you run to the armory to get a sword!Your horse runs in front of him but is cut down quickly by the evil effectiveness of the sword Porkrine... It's cold steel tastes horrible to your horse as he falls to the ground dead.You have yet to make it to the armory... and only one friend left! what do you do?
Player: Order the squire to distract Alexis while you run to get the great sword!

DM: You happily trot over to Lisa's huge comfy bed, not noticing the old, fat cat Scratchy laying on a pillow. He looks your way and growls.
Player: Get him!
DM: You jump up, landing your two front paws on the bed, until Scratchy almost brutally slashes open your face.

DM: You try to enter the Living room only to find Tags, the other dog, sitting in the middle of the hallway.
Player: Chase her away
DM: You chase the chubby mutt all the way into the kitchen, where you trip over her food bowl and she escapes back into the Living room.
Player: The Back Door
DM: You walk into the Laundry room towrds the back door, where Chelsea follows at your heels. She opens the door and puts you on the dog run, closing the door and patiently waiting for you to relieve yourself.

DM: You need to find the sunken pirate's treasure.It's burried somewhere in the coral reef!
Player: Go back to the boat to get some more gear
DM: Awww Yes, your trusty boat, the S.S. Friendship. Pete, one of your friends tells you that it's best to grab the under water flash light and spear gun when looking for Treasure!
Player: Go back and look for the treasure
Player: Go back on the boat
DM: "Hey, did you get the treasure?" Pete asks. You reply, "NO, I'm sorry. I didn't get the treasure yet!"
Player: Give up looking for treasure
DM: Aww man, it's been a sad day to be a treasure hunter! "Maybe we'll get it some other day," Pete says. You return home empty handed, waiting for your next chance to go for a treasure hunt.

DM: I want something I needBecause it's pointless otherwise.We buy each other stuff we like-Just no nasty surprise.I write down "notebook" and "pens".And put it into the jar.The teacher stands up with a smile;She begins to redistribute the cards.I begin to have second thoughtsBecause what if someone sendsSomething crude and stupid and dumb?... At least my life won't end.When I read the name of the personWho I will have to buy something for,My eyes bulge and my eyebrows raise;My jaw nearly drops to the floor.Hey, I, uh, just wanna call it quits,If that's okay with the system.This is going to be embarrassingTo have to buy something for him.
Player: Please, teacher, can I not?
Player: Buy him something stupid.
DM: Buy him something stupid...This thing that plays Christmas songs,And fart noises right after?Yeah, I just know that I'm so done...
Player: [His POV]
DM: Hmm? Isn't this the girlWho has that really cute cry?Who shrinks under our shadows,Thinking she's going to die?Pfft. This is going to be simple.She stands no chance against me.I'll get her something really rude,But make it seemingly sweet.When the day finally comes,All our presents wrapped tight.I see her sitting in her chair,And she is quite the sight.Her face is pale,She looks about to faint.Maybe she alreadyFigured about the prank?I go over to her,And I see her face blanch.She gives me a weak smileAnd the item in her hands.
Player: It looks like a snowglobe

DM: The trade is, thankfully, uneventful. You're given the slaves, who include humans, Tau, Gretchin, Snotlings and more are all given bomb collars to make sure they do as you've asked. They're well-trained and efficient workers, even though they need to be given a tight leash and constantly guarded, and there's some acts of sabotage, their efficiency makes up for it, and they improve as workers as you treat the most loyal, least rebellious better. The slave-engineers will most certainly fulfill any and every role you have for them.
DM: Now that you're finished working on repairing the ship and its back to full abilities, you have another issue. You restock at a nearby outlaw planet, trading much of Kyros' personal wealth in order to outfit and repair the ship, which is made simple with Primus' help. Ship operation seems actually fairly simple. As long as Amadeus is under your thumb and the military might is yours, you'll be fine. Most of the hard work required is done by Primus. With those two, you're golden.One of the main issues, though, is the mutants. As your slaves have all been wiped out or had joined up with one of the war-bands, Kyros or your forces during the mutiny, mutants are now filling in most of the crew roles aboard this vessel. The thing is, they're getting antsy about their position, wanting more power and a say in the decisions of the vessel. Reports say that a mutant known as John the Hermit is leading the mutants, inciting dissent and rallying the masses of mutants.Although the mutants are seen as an irrelevant issue by most, you know that's not the case. They're tough, with naturally mutated weapons, and there's massive numbers of them. If they're genuinely organized and inspired by this John the Hermit, they could easily take the ship when you're at low strength.

DM: The mutants are enrolled in the training programs. The mutants struggle with more intellectual tasks like computing, but their numbers mean that enough of them get it to make the ship operational. All in all, the mutants are successful in fulfilling every role the ship has available. Now the Roar of the Vortex is at full power.

DM: The process is... unnerving. Carefree mutants, completely trusting in your benevolence to them, have their personality taken, their soul distinguished and large parts of their brain removed, as well as heavy cybernetization. You make sure their distinguishing features are removed, and their faces are covered with featureless metal masks with only two eye-holes and a small feeding slit, so none of their friends notice them and realize what their fate has become. They work as expected, giving your Man of Iron the ability to completely repair and operate the ship. So all in all, a success.
Player: Have John the Hermit assassinated

DM: It's a pretty simple process. Amadeus seems eager to get rid of you, so when he's told to take the ship back to your homeworld, he's gleeful.Once your arrive, the Staine siblings have another question."Just to be sure, what is it you want to be done?" Dirge asks, as you squeamishly notice that the eat living in him has sired babies."What do you mean?" you reply."Well, so you want us to let you off with a small amount of supplies so you can continue your nomadic, tribal lifestyle as you once did, or do you want us to help you set up a little city, a hub from which you can operate and enjoy our little technological boons?"Huh. What an interesting question. What DO you want? Are you actually planning to abandon all the technologies you've been using to resume a tribal life?
Player: Tribal Life
DM: "As you wish," Durge says. It's only a matter of days as you ferry soldiers to the planet. Eventually, you find yourself with the other tribals, Goliaths and gladiators on the planet. You stand by Fay, looking at the plains, now considerably bigger, that you grew up in."Well, we're home," Fay says."We are. Well, let's see where this goes," you reply.Now, the future is yours.

DM: Amadeus, more than happy to see you leave and the leadership of the vessel to fall into command of the Staine siblings who will eagerly shower him in luxury to appease him, gleefully navigates the vessel towards New Marsbourth. You find one of the smallest, weakest factions in the planet, the noble house of Gilford, a who are little more than a pawn to bigger houses, not even having made any alliances with any house at all, let alone one of the larger ones. Yin a few quick raids, you wipe out the Gildford House, taking their place as Rulers and guardians of the tiny amount of territory they controlled. Landers ferry people, equipment, supplies and rare resources down to the planet, where they begin to set up inside the Gilford House's fortress.With the conquest of the Gilford House, you're left as a new, unexpected player, a small but powerful faction. You realistically have two choices, two long term plans for your forces. You could go to war. The Staine siblings will help your forces get a few critical early victories, before leaving you to wage and perhaps finish the War of the New Marsbourth Houses has been going on for centuries if not millennia. Secondly, you could go for the peaceful option. You control a small area with farmlands, manufacturing facilities, mines, a city and more. The area could absolutely survive as an isolated but heavily fortified area, too powerful to conquer without serious and crippling losses, and too small to be worth even a slight amount of effort to secure.
Player: Peace
DM: While your attempts at getting a peaceful life for your men is admirable, it goes badly. The other houses, ever paranoid, still launch endless raids and countless assaults on your territory, always presuming you're planning something. Your failure to occupy more territory means you don't have the resources to push the enemy back, and it's not long before the constant warring takes its toll. Although you ensure that all four Houses that choose to finish you off are decimated, never capable of rebuilding themselves, your forces are crushed. When the houses finally charge your home, you wipe out hundreds, if not thousands, but eventually even you go down.

DM: "Yeah. We have a deal," you say."Good. I'll have the men told, see which ones want to go and lead them all to the vessel. Then, I'll have them informed on their new jobs. Done?""Done," you say, grasping his hand and shaking.In the next few weeks, you learn that while the famed Iron Smiths of Daeranthium are good at their jobs, they have... issues. They're violent, aggressive drunks prone to picking fights with the more peaceful members of the crew. While these actions don't take away from their work, it does lead to serious morale issues emerging, although these can be dealt with. Still, the Iron Smiths do their jobs. That's all you really need.

DM: Perplexed and slightly unnerved by the sudden noise in the woods behind you, you turn around and scan the tree line behind you. Seeing nothing out of the ordinary you begin to turn back around and carry on your way, when you once again hear a noise, and catch a glimpse of movement in your peripheral vision. You whirl around in search of whatever you saw moving. Adrenaline pumping, you venture off the path and into the forest, eyes wildly searching for a whatever it is making noises. You remember seeing posters for lost dogs on your way home, with large rewards for their safe return. Naively thinking that whatever it is you heared in the brush is a lost puppy dog, you wander aimlessly in the thick brush, weaving around trees and thick bushes. The adrenaline running through your veins makes your heart beat wildly and any sense of danger fly out the window.
Player: Spot a clue
DM: Your eyes strain to see in the dark wood, scanning for any sort of hint that you may be on the right track, when you spot a clump of fur behind a bush just in front of you. "Success!" you think, "Big money here I come!". You tromp over to the supposed dog with boundless abandon, glee over your imminent pay day pushing any sense of caution your money-hungry mind possessed in the trash. Closing in on the dog you begin to smell something absolutely putrid. The dog is hiding behind a bush, what a rascal.
Player: Move aside the bush
DM: Not thinking too deeply about the rancid smell, you push the bush away from over top of the dog. Upon removing the bush from obstructing your view on the dog you realize the source of the rotting smell, the "dog" you had been searching for was nothing more than a ravaged corpse of a dog, a gutted, lifeless carcass of what had most likely been a well loved pet. Horrified you stumble backwards, falling back on your buttox, landing on something with a wet 'squelch'. You look down only to realize you have fallen on another rotting, mangled corpse. You let out a strangled scream and hurriedly wiped off the fetid blood and guts off your hand and onto the dirt , away from the corpses. You get up and turn to make a run back to the path when you stop dead in your tracks.

DM: "So what you wanna do first?" Jason asked. "Go find people? Or go somewhere safe and establish another camp?"
Player: Camp!
DM: "Camp it is, people." You said. "Let's move!"
Player: Let go somewhere safe...
DM: As you drove, you heard the unmistakable sound of a large caliber machine gun being fired in the distance - coming right at you. "Military?" Jason asked. "Yeah." Bob pointed. "Look." A small helicopter appeared on the horizon approching you. What do you do?
Player: Stand your ground
DM: You stopped the car and the convoy drew closer. Once they were close enough, they saw you and opened fire. You should have gone out there with you hands up, really. Instead, you had you weapons in hand and stood right in the bus. Not a good idea. The military either mistook you for zombies or looters, because you got riddled with bullets. DEAD

DM: You wash your hands. Now they're clean! Your mother would be so proud. You take another look at the names on the list. John 2.7 Mark 9.41 Matthew 27.24 Joshua 3.15 Luke 8.24 What do you want to do next?
Player: Wash your feet
DM: Wow, clean hands and feet! And so far you haven't been killed in any horrific way. The evil lord who rules over this tower must understand the importance of good hygiene. You take one last look at the names on the list. John 2.7 Mark 9.41 Matthew 27.24 Joshua 3.15 Luke 8.24 What do you want to do next?

DM: You hire the scientists, and soon find that it has benefits. Although much of the scientist's work is stuff far beyond your head, such as the physics behind the atom or the combustion of stars, much of it helps you. Through their work, they research and build massive solar panels on the ship which lowers fuel costs, increases the nutrition levels of nutrient paste to cut down food costs and do endlessly more. In the end, their innovations actually end up saving you twenty five million Thrones, giving you a hefty five million in profit from hiring them. Not bad for a day's work, if you do say so yourself.
Player: Ignore the issue

Player: Descend
DM: It took all your effort to make it down the steps without the terror overcoming you. With each step the house hissed and sighed leaving no mistake as to your whereabouts on the steps. You think that whatever you saw is waiting just at the base of the steps ready to strike. And you're right! As you reach the bottom of the stairs you jump and nearly scream as something brushes by you. A cat. The cat doesn't seem to be as startled as you are yet you nearly pass out from the experience. It seems to smile at you and then trots out the open door into the atrium. The double French doors sway a bit on broken hinges. To the left in an alcove you can see the entrance a study and to the right a continuation towards the parlor. You can either go left or right but you most certainly do not want to follow the cat! Or you could always use the front door?

DM: You decide to see if you could find anything useful in the kitchen. Tripping over your feet as you stumble across your carpet, you groan a little bit. Your body aches and your stomach growls, smacking your lips to moisten your drying tongue. Maybe you could find something to eat and drink while you're in here, or else you may as well pass out.
Player: See what's in the fridge.
DM: You drag your feet over to the fridge, gripping the handle, using your strength to pull it open. You cough and cringe, moving a hand to your face, waving it to regulate air as fumes of rotted, moldy food try to enter your nostrils. Looking closer, you examine the contents of the fridge.
Player: Examine the counter.
DM: You decide to examine the counter. With further inspection there's nothing really here. Dust covers the bare surface. There is a sink, however, and it seems to be leaking. The drips of water trail down the drain and the water looks clean enough to drink. There's also a string of cabinets above the counter, maybe you could find something inside of them.

DM: Where Would You Feel Most At Ease?
Player: Out in the desert
DM: Hey Look - Candles!
Player: Bloody
DM: Which Member Of Your Friend Group Are You?

DM: "Done," you say."Perfect," Captain Lipton says.He extends a hand, which you shake. He slides a bottle of red liquid and two glasses from a cost pickets popping it on the table, followed by a lighter and two big lho-sticks. He pours some liquid in both glasses, offering one to you."Here's to success," he says. "To success," you reply, downing your drink.
Player: Three Years Later...
DM: Paradise and LuxuryYou lie in a hammock, a bottle of spiced wine in your hands. You've become quite accustomed to the drink, as have many nobles and rich merchants apparently, hence why its smuggled through here on a regular basis. You watch as Landers land in the distance, trying to tell whether they're the Morallian smugglers or the space marine pirates. Your relationship with Captain Lipton has been a profitable one. The standard of living for your men has risen greatly, as a huge amount of wealth floods through here, as well as rare and exotic goods and luxuries that you're all eager to get your hands on. You know Captain Lipton hasn't exactly been fair with the agreement, taking the lion's share of the profit to fund his wars for control with the other pirate vessels, but you're making enough that you couldn't give a flying fuck.Your relationship with Fay goes well. You have a wedding festival, a grand event that cost a small fortune. Soon, a child is conceived, a beautiful daughter with her mother's body and her father's powerful mind. You know she will do great things some day. Although your life is pleasurable and easy, you do have one major issue, one problem that has driven you to drink, to gamble, to eat, to take various drugs and to laze around: boredom. The only fights you get to take part in are stopping the occasional drunken scuffle or fending off a raid which the orbital cannons make an ease. You feel you've wasted your potential here. Still, you're happy. You've a daughter to carry on your legacy. What more could a man want?

DM: "No, I'm not getting involved with pirates. I'm getting out of this game of fighting and plotting, not stepping down to meddle in it," you say."So be it..." Captain Lipton sneers. "But remember me when you're starving on your little dirtball before a man not as charitable as me takes over.""I'm sorry, I've almost already forgotten you," you say, waving your hand to Lipton's anger as he storms out.Ah, you're a smart and powerful psyker, you'll make short work of any who try to fuck with you. All you want now is an easy retirement.
DM: Unshattered ParadiseYou lie in a hammock, a canteen of water in your hands. You watch as Goliaths drag a net filled with shrimp-like creatures. A good catch, you think to yourself. Life on the planet requires hard work, but it's satisfying. You work hard, cutting down trees for firewood, gathering fruit and plants for food, hunting, fishing and doing the other hundreds of jobs required to keep going. You have a large facility just under the ground, where you can quickly head down to avoid a tsunami. Down there, your equipment is kept safe from the elements, with a functioning school, hospital, kitchens, library and dormitory there. The pirates cause relatively few issues. There's a few more attempts to negotiate none of which you agree to, and a few raids, but between your orbital cannons and your planet side force of killing machines, you make short work of them. Soon, they learn to fear you, and rightfully so.Your relationship with Fay goes well. You have a wedding, a small, humble little event. Soon, a child is conceived, a beautiful daughter with her mother's body and her father's powerful mind. You know she will do great things some day. Although your life is pleasurable and risk-free, you do have one major issue, one problem that has driven you to grow fat, drink and laze around: boredom. The only fights you get to take part in are stopping the occasional drunken scuffle or fending off a raid, which the orbital cannons make an ease. You feel you've wasted your potential here. Still, you're happy. You've a daughter to carry on your legacy. What more could a man want?

DM: You sit around and do nothing. The bell rings and everyone is excited to not only have half of a day of school but to get FREE food. You follow everyone outside to the football field, where the picnic is held. The principal tells everyone to "help themselves" to free food! There is food for everyone: pop, hot dogs, chips, etc. You to warn everyone not to eat the food because there is Agent Green in it, but they start to laugh at you. Everyone gets something. Mrs. Fuddmeadow and the principal smile at you.After everyone eats food, the guest FCAFC speaker starts to talk to everyone. There is a strange sound and everyone seems to be hypnotized and listening to him, from the Agent Green in the food. After a while of "motavational" speeches, most people loose all independence and creativity. Everyone chants "FCAFC is the way to be ... Fairview Cult is a cult ... Cults are bad ..." Everyone's brains are turned into brain-mush and they become drones. Not only do you lose, but everyone else looses. Good job.

DM: "Gidenna!"
Player: "Shi..."
DM: "Namôya!"
Player: "I'm done with this. No more. I'm leaving. Goodbye."
DM: You start to get up from your desk to leave, when you notice Dr. Figar is just smiling and staring right at you. You try not to think anything of it, but can't help but feel slightly concerned. You start to walk towards the one double-door exit out of the concert hall. You have a feeling of deja vu, as if you may have done this routine before. Probably not though."Hmm..." he says while pondering something.He stares at you.You stare back. "What?" you ask."How many arms do you have?"You look down confirming you have two arms, as always. "Two.""And how many of those two arms work?"You shake your arms briefly, confirming they're fine. "Two."He stares at you.You stare back.He smiles again."It would be a shame if they stopped working, huh?"You consider this and decide it's quite nice to have two arms that continue to function as they should.
Player: Sit back at your desk, arms working, and continue the fourth lesson.
DM: "Let's see, where were we?...Oh yes, now I remember!" he proclaimed.You see him walk over to the front of the stage now, and begins to lay down on the ground, then covers his forehead with the back of one of his hands. His face transitions into a very saddened looking one."Oh woe is this cruel departure of humanity unto thy third mind of monetary plenteousness." he loudly says, with a tone of sorrow. You think you knew what he meant: something something lots of money, but weren't entirely sure. Dr. Figar didn't seem to care one way or another if you understood."Upon thine fellow unsanctioned and angelic ears, thou unrighteous miscreant endeavors to discharge thou corrupt vulgarities with no deliberation of adolescent immaculateness."

DM: You decide to go around the trackAfter your first lap, you realize how lame of an option this is to choose, especially since there are somany other things to do. What would you like to do:
Player: Run up and down the bleachers
DM: You decide to run up and down the bleachersYou run up, then down, then up, then down, then up, then down, making a huge commotion the whole time. But, you then realize that running up and down the bleachers suck. You reconsider your options. What would you like to do now:
Player: Run around the track

DM: You are a student of Turathel. He specialises in the power of the blade and of weapons. You travel across the cobblestone roads to his house. It is a rather small place, with a lot of room given over to the forge, where weapons are crafted. than many others.You knock, and hear him bellow, "Come in!". The inside of his house is cluttered; dozens of swords, bows and suits of armour litter the place."I see you're early," says Turathel. You explain how you couldn't sleep as your house is too damp. He laughs, not unkindly, "A bit of water never did me any harm!""Would you like me to explain anything to you, before I help you learn the final lessons of becoming a warrior?" He asks.
Player: Ask him what you can do as a warrior
DM: "The power of the Warrior is in defence of the innocent," he explains, "When evil threatens us, we sometimes have no choice other than to attack with our blades and our weapons. It is this art which you shall learn, and soon there will be no foe that you cannot overpower or outwit in battle."
Player: Finish your training, and leave the building
DM: "Your training is nearly complete," says Turathel, "You have one choice before you; which type of warrior do you wish to be? What do you rely on?"

DM: My Love,Every day I look at your photograph to see your smile and every night I dream that you are lying next to me. When I stare into the mirror I can see your eyes looking back at me. I remember that poem you wrote after you became the first person to climb the Liwedd Precipice:"Is this the summit crowning the day?How cool and how quiet!Have we vanquished an enemy?None but ourselves."You are like a machine George, you can't stop until you reach the top. I have seen you climb before, it is like watching water flowing up a wall. Every step that you climb I know you carry our photo with you, taking me with you everywhere you go. In the end though pictures mean nothing, I want to hold you, kiss you and feel you. Instead when I reach out there is nothing... Everest has you now and all I can do is pray with everything within me that you will return safely. Yours forever, Ruth
Player: Pushing for the summit
DM: Snow storm hit the mountain for a week.Climbing all the way down to Base Camp you and the other climbers wait it out, the entire expedition brought to a halt as winds as strong as moving trains pound the mountain from all sides. Finally the skies clear. Six Europeans climb back up the mountain: yourself, expedition leader Edward Norton and mountaineers Geoffrey Bruce, Sandy Irvine, Noel Odell and Dr Somervell. Fifteen Sherpas carry your supplies, including the bottled oxygen tanks that will be essential in your efforts to be the first person to reach the highest point on earth. The climb leaves you exhausted and uncertain if you have enough Strength left to make it to the summit and back.You climb all the way to Camp 4 at 7,000 meters and find the tents half-buried in snow but still warm inside. Making camp you and Edward, the two most experienced climbers, discuss how to make your bids for the summits. You agree that it is better for people to climb in pairs with two men setting off every day starting tomorrow, 1 June. Edward suggests the first pair trying to climb to the summit should be you and Geoffrey Bruce or himself and Geoffrey. The next pair will set off the next day.What do you do?
Player: Become a member of the first pair trying to reach the summit

DM: "Ehh! Where are you going?""Checking the crime scene one more time to be sure." You plainly say, it's no use getting him to come with you. "Watch the front door. I'll be right back.""...O-kay?"
Player: Check the parents room
DM: You spend your sweet time screwing everything up, from the bedsheet to the make-up table,...nothing escaped your wrath but none led to anything useful about the mosquitoes either. After many times failing to get access to their computer, you decide to give up. 'I'll have this theory kept in mind just in case.'
Player: Some questions answered
DM: This town has been picked as a testing place for a new man killer created by someone who is also responsible for clearing any evidence remained due to an error. And there is a group of them outside to search for survivors due to the gunshot you sometimes caught on.The mosquitoes are most dangerous in the time between dawn and dusk so going outside unequipped now equals suicide. This type got a new special method is to detect man-made vehicles. It's entirely possible for human to manipulate them to their will. Scared of regular mosquito repellant...and something else. When in range of preys, it's hard to imagine what they are capable of.All communicating connection has been interfered, no hope of getting help from anyone....There are still many things you don't know but it is pretty clear that the threat you're facing isn't going to fade away by itself. You have to do something about it.
Player: Tell Mathew about what you have gathered
DM: "This...sucks major ball." One comment from your only companion doesn't seem to have much spirit in it, he is desolating himself in thoughts. "To think someone is behind all of those deaths, playing with us like toys. It's driving me fucking nuts!"After getting your thought sorted out, you stand idly staring at the front door with mixed feelings. It's time to make a plan to overcome this fear and get out of here alive.
Player: Ignore him

DM: There's no way you're taking the elevator. You remember from your "Learn Not to Burn" program in 3rd grade that you never, ever take the elevator in an emergency. Then again, that was for fires, and this is a terrorist attack... You shake your head, clearing your mind. First things first. You can take a safety class at the local fire department if you want, as soon as you get out of here. You open the door and peer down into the stairwell. You can hardly see the floor at the bottom, it's so tiny. About 10 floors above you is the ceiling, but you're not sure if you want to go up there. You're trying to exit, the building, remember? Still, there may be something useful on the floor above.
Player: Check out upstairs
DM: You know this sounds stupid, but maybe there's something upstairs. You creep up the stairs. As you approach the door to the 96th floor, you freeze. You hear footsteps from above, and duck into the door. You've been up to the 96th floor a few times. It's not nearly as nice as your office. The lights are shut off and there are few windows. You silently creep through the hallway, trying each of the doors. They're all stuck. You hear a ghastly whistling sound as one of the gunmen strolls into the room, and starts walking down the same corridor. He's wearing sunglasses for some reason, and he can't see you in the corner of the dark hallway, even though you're about 50 feet away from him. He has a gun, and he doesn't look afraid to use it. He still doesn't see you, but he will in a few seconds we he bumps into you and starts shooting!
Player: Attack him with the broom (if you have it)
DM: You fumble with the broom and ready it, but in your fear you drop it. It rings with a loud clatter against the walls and floor. Unfortunately, the gunman pauses, lifts up his sunglasses, and sees you. He raises his gun, points it at you, and smiles. *BLAM!* The last thing you hear before you crumple into oblivion is his incessant whistling, fader softer and softer into the darkness.

DM: You don't want to risk Deku's dumb plan. You turn the volume on his computer all the way up."Wait, what are you-" Deku is interrupted by a big explosion behind him. It breaks the wall apart, sending him flying out of the ceiling on a slab of wall. Maybe his plan might've worked..."*D*** IT DEKU I TOLD YOU TO- oh where is he?" says a blonde dude from the destroyed wall. "Whatever.""Bakugo, you can't just destroy walls like that!" says a spiky haired dude. "You're gonna get in trouble!""Shut it, Kirishima," Bakugo replies. "Whatever punishment I get will be worth blowing that d*** nerd to h***." He notices you. "What are you looking at, huh?"
Player: Raise your hands and back out of the room
DM: You don't want to mess with this guy. He doesn't seem like he's in a helpful mood. You submissively raise your hands in surrender and start backing out of the room as Bakugo glares at you. Before you reach the door, the dude with spiky red hair climbs through the broken wall and stops you."Hey, wait! Don't mind him, he's just like that." The dude holds his hand out to you and ignores Bakugo's angry grunt behind him. "I'm Kirishima."
Player: Shake Kirishima's hand like a normal person
DM: You politely shake Kirishima's hand and tell him your need to escape. Before Kirishima says anything, Bakugo interrupts from inside his room. "Hurry up dumb hair! Get back in here so I can beat you at this game!"Kirishima smiles at you and says, "Well, good luck with that. I've gotta go." He hands you a piece of paper. "Here are directions to my friend's secret man club. Maybe he can help you."Then Kirishima goes back into the other room. You look at the paper.
Player: Follow the directions

DM: The first door is locked.
Player: Try knocking
DM: You knock on the door."Yes?" asked a voice.
Player: "Nevermind"
Player: Door 3
DM: You step up to the third door. It has several strange markings on it.

DM: Looking at the console labeled "Research," you see what appears to be a touch-screen monitor with a few buttons on the screen:Information:MissionThe Santa MariaCrew
Player: Touch the screen for Santa Maria Information...
DM: Touching the screen for Santa Maria information results in the screen going blank. A voice sounds from a hidden speaker above the console:"The Santa Maria is a unique, one-of-a-kind class starship. It is an experimental ship that is designed for NLS, or near-light-speed travel. In test voyages, it has reached 94.5% of the speed of light successfully. The first true voyage of the ship is the maiden voyage to planet MR-2413B.""The Santa Maria is fueled by a form of Uranium 235 that will degrade during the voyage to planet MR-2413B. Based on the estimated half-life of the fuel, the Santa Maria should have enough fuel to make the trip to planet MR-2413B, and still have a slight bit of remaining fuel. It is not expected to make the return trip to planet earth.""Upon arrival on planet MR-2413B, the Santa Maria will land at the pre-arranged coordinates. When the ship lands, the automated landing system will dig the ship into the surface of the planet, burying the bottom portion of the ship, containing the fuel and engine portions. The engines will remain functional as the ship serves as a base location for the new colony. After some period of time, the engines will expire, but by that time the new colony should be well-established on the planet's surface."When the voice stops speaking, silence again fills the large, circular room.

DM: You force yourself into a defensive crouch, protecting your head and body as best as you can. Sharp rocks and pebbles cut into your unprotected arms, causing numerous abrasions and bruises as you tumble down the hillside. There is no end to it, and it is still a long way down.In desperation, you clutch at the grass to try and stop your fall. It seems fruitless at first, but gradually you begin to slow down to the point that you are no longer in danger. You dig your fingers into the rock and hold on for dear life, feeling yourself gradually reach a welcome stop. The stones scrape painfully against your skin, but you are able to stop yourself from falling.Before you can do anything else, the hillside starts to shake and tremble beneath your feet. You are thrown off balance and fall a short distance to the ground, slightly bruised but mostly unhurt.You scarcely have time to think before you realise that the entire hill is moving.
Player: Pick yourself up
DM: A great rumbling is shaking the ground you stand on. Painfully, you get to your feet and see that the side of the hill is starting to lift up, as if on a lever. A curved platform of some kind, lifting up, folding away, blinking...Blinking?With a shock, you realise that a giant eyeball is lifting out of the side of the "hill". The whole mound is shifting and rising up, revealing a monstrous creature rearing out of the earth itself. This is no hill. You have disturbed the slumber of an ancient beast concealed within the planet, lying dormant since the war.The burnt grass is torn away to reveal extended spines and a mass of scales upon the monster's back. Quickly, you back away as the colossal beast opens up its maw to swallow you whole. Two rows of thick, razor-sharp teeth clash together with a sound that sends another tremor through the ground.A second eye snaps open to stare at you, and then a third.
Player: Run away as fast as you can from the monster

DM: "Police are on their way." You tell the man in the car."Well that is great, I'm so glad. I really need to get going. May I please have my phone back?"You hand the phone over and he quickly grabs it and steps on the gas and is gone. After about 10 minutes and no other cars showing up, a squad car pulls up, closely followed by your parents in their car...
Player: Where will you go?
DM: You are Saved!The first place your mom and dad take you is for a good hearty breakfast at the local diner, where you tell all about your adventures.

DM: As you are getting ready to leave, the doorbell rings.
Player: If you have made an obscene gesture at a group of loutish youths, turn to 25.
DM: A Community Support Officer stands at the door. She explains that some children down the street have told her that you exposed yourself to them and made a lewd gesture through your window. You are still only wearing your pants.
Player: To flee, go to 34.
DM: You flee down the street as fast as you can. As you have bare feet, you have to skip daintily over broken glass, shit and assorted unmentionables that litter the pavement. Your enforced effeminate gait brings yet more cat calls from the kids in the street, who are hefting some fruit they were given as part of a scheme devised by Jamie Oliver to improve nutrition in schools.It is clear that they have no intention of eating it.

DM: There is a big pile of dusty garbage here in the corner of the lab, swept up as though by someone in a hurry.You sigh. Guess it's time to go wading through more garbage. Oh boy.
Player: Search the discarded papers
DM: You find a large stack of papers, crumpled and left in a messy pile.Most of these papers have been charred or ripped beyond comprehension--it would seem someone was trying to destroy these papers quite recently.You find one paper of interest--it is covered with strange equations. You hold it up to the light.The paper is torn on top, in a jagged, diagonal fashion. Some of the equations are only partly legible.The paper looks like this: K + P = A + K + TDB = R + P + NEF = R + J + PGD (Danger!) = R + J + DYou reach the bottom of the page and put it back where you found it.
Player: Return to the Rubbish

Player: Return to the Entrance Hall
Player: Right, to the Living Room

DM: "What's first, then?" you ask. Elizabeth grabs a metal, torso-shaped rig covered in syringes and medical equipment onto the table."This is called a chem rig. Pioneered by the Morallians in the Eastern Fringe, picked up by various mercenaries, and now heavily used on this ship. The rig is outfitted with several syringes filled with either medicines or light drugs such as the adrenaline-based Pulse, the sedative Sacred and a few other things. It's not been researched to any degree, but there appear to be no short term effects. Still, it could be dangerous long term. Soldiers buy these to increase their combat efficiency, so it can be of help to us.""The gladiators use it. It's effective," Olive says."I've seen my Tribals use it as well. It helps, but it does tend to lead to the start of heavy drug usage that can go downhill."
Player: Ban
DM: "Ban it," you say."Alright then," Elizabeth says, looking down at her notes. She fumbles through her pockets, pulling out two packets. One of a white, granular powder, the other is a brown one, looking like grinded up dirt. "Here we have Zap and Dirt. Zap can be snorted, eaten or drank with alcohol to perk up energy levels and increase reaction time, while Dust is inhaled to improve your senses. These drugs DO have a few negative effects. Mood swings and some minor mental problems with the former, respiratory issues with the latter. There's not very popular, but only as it's fairly new and we haven't stopped at ports recently.""Thoughts?" you ask."I don't have enough research to formulate an opinion," Elizabeth admits."Allow Zap! That shit's good!" Castus says, finally paying attention, before getting distraction by a smudge of... something on the table."Perhaps its effect on mental health are really serious. I mean, look at Castus," Olive says.

DM: "Ban," you say. "What else we have?"Elizabeth fumbles through her bag once more, pulling out a small, black vial. She places it on the table."Reaper," she says. "It's just arriving from the Black Aces War Band.""What's it do?" you ask."It gives users a huge confidence boost and immunity to pain, faster reflexes, a faster heart rate and adrenaline for a small period of time. It's very dangerous, though, only used in bad situations. It has a 10% fatality rate, but it's VERY effective in battle.""That stuff leads to serious health issues," Fay points out."Very effective, though. Shockingly so," Castus says.
Player: Allow
DM: "Allow it," you say.
DM: In changing little in regards to combat drugs, you don't have much effect on either morale or combat efficiency. Probably a safe choice.

DM: "Allow it," you say."Alright then," Elizabeth says, looking down at her notes. She fumbles through her pockets, pulling out two packets. One of a white, granular powder, the other is a brown one, looking like grinded up dirt. "Here we have Zap and Dirt. Zap can be snorted, eaten or drank with alcohol to perk up energy levels and increase reaction time, while Dust is inhaled to improve your senses. These drugs DO have a few negative effects. Mood swings and some minor mental problems with the former, respiratory issues with the latter. There's not very popular, but only as it's fairly new and we haven't stopped at ports recently.""Thoughts?" you ask."I don't have enough research to formulate an opinion," Elizabeth admits."Allow Zap! That shit's good!" Castus says, finally paying attention, before getting distraction by a smudge of... something on the table."Perhaps its effect on mental health are really serious. I mean, look at Castus," Olive says.

DM: "Ban it," you say.
DM: Your mass banning of the combat drugs prevent morale from falling due to any issues with that, although it does lead to a sharp drop in combat efficiency of your troops. Still, that's life. At least your men are safe.

DM: "Allow," you say. "What else we have?"Elizabeth fumbles through her bag once more, pulling out a small, black vial. She places it on the table."Reaper," she says. "It's just arriving from the Black Aces War Band.""What's it do?" you ask."It gives users a huge confidence boost and immunity to pain, faster reflexes, a faster heart rate and adrenaline for a small period of time. It's very dangerous, though, only used in bad situations. It has a 10% fatality rate, but it's VERY effective in battle.""That stuff leads to serious health issues," Fay points out."Very effective, though. Shockingly so," Castus says.

DM: "Next are the more recreational drugs. The first is a familiar vice: alcohol. Although the light beers and wines are too invaluable for the ship to ban, as since the crew drinks them, they're boiling the water before they're used in brewing these drinks, hence stopping disease from spreading due to the very unsanitary water in many parts of the ship. Still, harder liquors, like the spirits, the harder beers and the venom shit that that's so common on the vessel are simply bad for your health and disruptive. If you were to ban these, you'd be able to increase the productivity and general levels of health on the ship. It is common on the vessel, due to how easy it is to produce, and how commonplace. Due to its radiance across the cultures of at the very least the humans on the ship, be it from the wines and rums enjoyed by the raiders and bandits, the hard liquors mercenaries pour down their throat, the wines and strange bears enjoyed by pre-industrial recruits and the simple, mass-produced moonshine and liquor that can be found on any hive world in existence."
DM: Your crew are willing to fight endless hordes of alien monsters for you, willing to travel through a daemon-infested realm of Chaos and madness for you, willing to toss their body into the fray even when it won't come out from you. Still, only your most fanatical followers are willing to give up their alcohol for you. You happily leave it be.

DM: In increasing the amount of combat drugs available, you increase the combat efficiency of the troops. You avoid going over the top, which would've damaged morale or the health of the men too much, so all in all a good choice.

DM: The ban goes miserably. As soon as it goes into place, there's uproar and even strikes organized by the workers, but these are easily quelled by a few experienced Goliaths knocking some heads together. Still, everyone begins to brew their own, from bathtub gins created by the shitty metal wash basins that you barely deign to qualify as bath tubs, to massive operations creating a variety of drinks, taking up whole forgotten floors on the ship. Still, the problems caused by the worse quality liquors given to the mercenaries and the general unhappiness caused by having to pay exorbent amounts just to get something that'll get you drunk and isn't mostly Promethium and weak acid has worsened morale, though not all the alcohol that can be found is pathetic. From what Castus and Fay say, the pricier drinks are actually of better quality than what you were unimportant. No doubt they had sampled it only to verify that the brewers were making alcohol before destroying every drop of it. You ignore the rumors that they're these industries' biggest customers.

DM: You make a run for it, your ankle cramping. The air is still hot, the pain slowly rising. It's so unbearable, unlike any pain you've felt before. "Claire!" your butler yells. "Wait!" You ignore him. Pushing your feet against the floor, you boost yourself into different rooms, shoving yourself as much as you possibly can. In the distance, you see two double doors. There's the exit! You keep running, not giving up. Your father has been suppressing you for so long, always making you feel like a failure, like you're too sensitive for the world. Bossing you around, not showing a single drop of respect. Like everything is a disappointment to him, and you're his biggest yet. You slam through the gates, your shoulder aching. You finally breathe in that fresh air, however, it's not over yet. Your butler is still following you. You start running again, even though you're exhausted. Fatigue overwhelms you, but you're so close to what seems like heaven. Up ahead, you see a town in ruins. What is that? As you get closer, you finally see that the outside world you've been longing for, for over a decade, isn't a paradise after all.Everyone is considered poverty, and your father is robbing his citizens. You look behind you, your butler stopped trying. Children are crying, as the adults mourn the lost. Walking through the village, you realize how terrible of a person your father was, and even if he tried to "protect" you, he most certainly failed in trying to raise a kingdom. "I'm finally free," you say to yourself. But was it really worth it?
Player: Note
DM: Hello! Please rate my story, I am still struggling to write things under a deadline so I would appreciate it if you were brutally honest. I made the stupid mistake of doing my first story game under a contest, so if I end up in the pit of shame, I wouldn't be so surprised. I really hope you enjoyed my story, carpenterhuman123

DM: You decide to do something else. How about doing something with your sister?
Player: Hey sis, want to do something together?
DM: Your little sister's face light up. She nods in agreement and then looks at you, waiting for you to tell what the two of you are going to do.You look around the room pensively, rubbing your hand over your neck. What can you two do that is fun for the both of you (and will not get you into more trouble with your mother like last time). In front of your sis lie the toys she was playing with. You could continue playing her game, or you can go outside together. It is after all a beautiful sunny day, and she did keep bugging you for teaching how to climb up to your tree house. The yard is probably fine since it still belongs to the house, but do you want to share your tree house with your little sis? You built it yourself with materials "found" around the house.Additionally, there is the option to stay inside. Maybe go to the kitchen and bake some cookies or muffins or something? Need to check what is inside the house to determine what to bake exactly, but it is always an activity you enjoy as does your sis. The cleaning up after not so much, though. Suddenly a flashback to last time the two of you baked something together. Man, your mother was pissed. Granted, a portion was like only half accidentally, but the ventilator was an unexpected benefit. You wonder why on Earth you actually ever got ungrounded from that spectacle.Anyway, a final option could be to go watch TV together. Simple, something you can enjoy as well, and no way you can screw this up somehow. Although there was this one time sis tried to mimic a, well, certain scene on a classmate and your parents got called to an emergency teacher-parent meeting. It could have gone a lot worse for you, but you rather not go to a psychiatrist again.Anyhow, you know what you want to do for today.

DM: You allow it. Fuck it, it would just flood in anyway. Other than that, pretty much nothing changes.
Player: Finish up with decisions for the day
DM: You've done enough work. You've done a lot for the ship. Time to head to bed.

DM: You ban the drugs, which does admittedly lead to a fall in the general morale levels among the ship. It's a shame they're incapable of understanding why this is a good thing.Still, in banning the drugs, you stop the medical issues that most likely would've spread through the ship with allowing these drugs to spread through the ship.

DM: You begin restricting the amount of chems coming aboard, making sure not too much are given to each section of the ship, make sure only the safest are put through. The population, idiotic as they may be, react awfully, almost as badly as if the drugs were banned outright.Additionally, you're forced to dedicate a portion of your men to enforcing these restrictions, as since the drugs aren't banned outright it means that the chem pushers have the ability to exploit, meaning you have to dedicate a force of soldiers to enforce these restrictions. Still, in restricting the drugs, you stop the medical issues that most likely would've spread through the ship with allowing these drugs to spread through the ship.

DM: You allow the drugs, as well as adding them to the rations, giving each resident coupons to report to their nearby medical agent for whatever precious, delightful drug fuels them. Unfortunately, the program ends up end costing you a solid five million Thrones, as well as doing some damage to your men's efficiency. Despite that, morale increases substantially. It seems when men are off their heads, they're more than happy to risk their lives.The success of this policy, or at least the success in that you're capable of manufacturing drugs aboard the vessel, does give you an idea. You could easily set up a chem manufacturing industry aboard the ship to increase the funds you have to work with. You'd need to find a new group of cooks as well as a supplier, but it could prove to be a profitable venture.
DM: You're a warship, not a traveling drug lab. Now's not the time to get distracted. You're not going to break into the drug industry.

DM: "Option five. If we're going to allow this, we go all out.""Yes, sir," Elizabeth says, raising an eyebrow. "I... I guess I applaud your balls."
DM: You sit in your chambers, taking a deep breath from the bright red... no, yellow... no purple... whatever color haze. You need some water to get rid of your headache. You lean over, grabbing your canteen, and downing your flask. You shake your head and groan as a wave of ecstasy overtakes you. A multicolored warrior dances in and out of reality in front of you, causing you to smile. This idea was fantastic. Morale is through the roof, and productivity has stayed high, as long as your productivity was... like, in regards to making more drugs. Your farms and food growing... places, or whatever, are still operational, due, thanks to automation and a few of the men still being smart enough to work. You've put your ship in orbit a small star, allowing the solar panels on the ship to increase the energy levels, or whatever keeps this place running. You smile, leaning back in bed. Yeah, this was a good idea...

Player: Run away!
DM: You make a break for it."Really?" I sigh. "After all this, you're just gonna run away? There's no way I'll stand for this."Despite my size, I'm actually quite fast and I effortlessly catch you between my claws. I dangle you above the ground, swinging you back and forth as I contemplate you. Making up my mind, I snap my jaws shut upon the upper half of your body, severing you at the waist. You're delicious.

DM: E: Hello again Baryon. B: How long is this going to take? E: Excuse me? B: It's been over a month, and my state of mind hasn't changed. E: Like I said, this whole thing depends entirely on you. I am more of an assistance for you to reach your objective. B: Throughout all these sessions, I have never disagreed with my past ideology. E: But yet you acknowledge that it is wrong. B: I know what it turns me into...eventually. I know I have to change before that happens, but ideology isn't something one can just consciously change. E: Tell me more about what your ideology turns you into? B: A monster. A tyrant. Someone with no respect for an individual's freedom. Someone who thinks his power gives him the right to do what he wants. E: Someone who'd go up against the law? B: I'd do it again, if the law forced me to. You would too. I've seen it. E: Is that what future me did? B: You were the anti-law leader until...but that's besides the point. E: Do you know what it was that caused future you to become a tyrant? B: I don't know. Lost respect in humanity maybe? Still, his...my motives were to prevent a catastrophic war. E: Maybe the fact that you now know that you can become that will keep you away from it? B: I knew it before I met my future-self, which means I knew it in my alternate future. It didn't work for me then, why would it work now?YOUR HEALTH: 100%
DM: There are several sessions with Baryon here. First one timed to a few months before I was born.YOUR HEALTH: 100%
Player: Second session with Baryon.

DM: If you could choose any of these lives, which one would you want the most?
Player: A life where you remain unknown to most people, but remain content
DM: Which of these rivers sounds the best?

DM: As you enter the trapdoor you notice a big bulky figure by candlelight. You notice that the person is writing something down.
Player: Walk up to the figure
DM: You casually walk up behind the figure. They still haven't noticed you. You look over their shoulder to see that the figure was a woman, and that she was writing in her diary.
Player: Rip the Diary out of her hands and run
DM: You rip the Diary out of her hands. You read the first line off the page."If that mushroom man behind me touches me I'm gonna hurt him."She gets up and hits you right in you face. You don't wake up.

DM: You don't wait around to see what the monster's going to do next. Without hesitation, you turn tail and run for your life, your heart beating hard in your chest.What kind of twisted evolution could create such a creature? This world was supposed to be long dead; monsters like that should only exist in the depths of nightmares, or consigned to fiction. What's happening now feels almost like a nightmare in itself.As you run, you chance a glance over your shoulder. Fortunately, there is no sign of the beast following you. Perhaps it isn't able to, or perhaps it returned to its slumber after having been so rudely awakened. Nevertheless, you decide to keep moving in case some other hellish being rears its ugly head before you.It's a long time before you finally feel you are out of danger. The monster has been left far behind you, and the silence settles about you like an impenetrable fog. For several seconds, you stop to catch your breath and -Breathe.The revelation hits you all at once. You hadn't realised it before in all the chaos, but you can breathe now. There is air here.The wind dies down completely, departing for good. You suck in a deep breath for what feels like the first time in years. Here, upon the surface of a dead earth ravaged by war and plague, you can finally breathe again. The air isn't exactly clean or fresh, but it's better than nothing.Relief washes over you. Against the odds, you have survived what many could not.
Player: Breathe
DM: Whether by chance or your own skill, you have succeeded in making it this far. The barren earth stretches far and wide before you. A dead planet, bereft of life save for the ancient horrors that may be waiting. You don't know what's out there for you. Maybe there's nothing at all. But one thing is for sure: you have regained hope, and you burn with life. The future is yours to make.Ending 4: SurvivorYou survived the fall to the surface without sacrificing anything, and escaped with the knowledge that dangers still lurk within the depth of the planet. Your future is uncertain, but you are optimistic about what awaits you.Would you like to try again?

DM: You stand in the war room of the Roar of the Vortex. Monitors in front of you show you a view of the nearby Jatkiri ships, dozens of oblong ships bristling with cannons."Jatkiri ships," you say over the comms. "I am Captain Karth of the Roar of the Vortex. I would like to talk to the admiral of this fleet.""Activating translators," Primus says. "Tau-Jatkiri alliances has made thee translator technology highly advanced. Of course, be careful with your words."There's a moment of silence, before the speakers blare again with Primus' voice.""Bigs ships... lead to big warfare," the Jatkiri voices reply. "Can't be trusted.""We don't want you to fight. We want you to join us.""What do you do?" the Jatkiri replies."Uh... excuse me?" you say."What... profession does your fleet have?""It depends," you say. "Primarily, we do fight, but...""No deal. We don't fight. Already had to fight Tau-Jatkiri... then Void Claw Jatkiri... then Royal Jatkiri. Too much fighting. Now, we flow free. Tongue won't work anymore. End chatter."
Player: Accept this and attempt to hire the Outice-81 Chem Manufacturers
DM: Fuck it, the Xenos won't work for you. Time to find some good, human workers on Outice-81.

DM: Ellan found shelter for the night and found sleep after an hour more of thinking. When he drifted off to sleep, a dream came to him again.He was in a wide forest clearing with a middle-aged man and a woman. And they were running. Running hard from the night. The sun was setting in the western skies and the night was coming fast. The fog was catching up to them and they ran on and on heading for a barn in the distance. The young woman was the first to arrive at the barn, she entered and Ellan followed next.Before the fog had fully covered him, the man sprinted towards the barn and Ellan closed the door behind him.Ellan woke up the next morning as always confused about his dream.Had it really happened in the past?
Player: The Fountain
DM: That day Ellan left his shelter to search for the fountain. It took him three hours before he found it in the middle of an intersection. He sat there and waited for this Allaine to come but she did not arrive.He waited and waited and waited. . . yet nothing came. Despair and anger entered his heart and he began to feel hopeless for everything.When night arrived, Ellan realized that maybe the girl did not arrive because she would only come to the fountain on 7:30, which was probably their meeting time.He found shelter fof the night and found sleep feeling hopeful for the next day.
Player: The Sixth Day
DM: Ellan woke up by six o clock and decided to wait by the fountain. An hour passed, and his heart began to beat faster and faster. Another half hour passed and Ellan was filled with anxiousness and anticipation. Heart racing, he waited. A minute passed and another and another. Until he saw that it was already 8:00. Angry at having even hoped that someone would come, Ellan felt the greatest disappointment in the world. He then thought that maybe he could leave now and travel on by himself deciding to give up on this false hope.
DM: Ellan waited and waited but nothing came.The night and the fog arrived and he took shelter in a nearby building.
Player: The Seventh Day (4)

DM: "I'll go bathe with Elios," you say."Perfect, darling," Elios grins. "Let's go.""Cool, let's go hunt," Fay says, leading her group off into the woods.Elios looks at you, smiling."Come on, Karth, let's go."You follow Elios, who quickly leads you to the side of the river. Elios leans against a tree, staring at you as he smiles."Well then, honey. Go on. Undress," he says.You stare at him nervously, before unclasping your robes and letting them fall to the ground. "Ooh, darling. I like what I see," Elios says, as he loosens the straps of his leather armor, pulling it away and tossing it to the ground, revealing Elios' long, muscled legs, and a certain surprisingly big organ. Elios dives into the pool, surfacing and lying partially submerged along the shores. "Well, come on," Elios commands.You dive into the water. You gently swim to the shore, and lie partially in the water, basking in the sun."You look tense, darling," Elios says. "It must be a stressful life for you. So many responsibilities. So many daemons scratching at the inside of your skull. Such awful, awful stress. You need a back rub, darling."
Player: Accept Elios' offer
DM: "Um... fuck it, fine," you say.Elios slides over, placing his hands on your back. He begins to massage your muscles with some skill, causing you to groan in ecstasy as he expertly relieves all your stressed out muscles. You do notice his hands beginning to wander towards your ass and genitals. You feel like you should be stopping him, but fuck, it's a good stress reliever."You know," Elios purrs. "I could help you relax in a more... sensual way. Trust me, the joys of Slaanesh are endless. And lust... trust me, that is a joy that knows no bounds."
Player: Accept once more

DM: "Fine," you say, grabbing your comms. "Primus, ten million into Skinrik's account."It takes about five minutes before the credits are transferred over, and Skinrik smiles."Good. Norwich, have the men transfer the equipment and have the cooks pack up. Transfer everything to the shuttles. Send up some fuel ships and repair vessels to fix up and fuel up the ship."
DM: You walk into the chem lab, watching the cooks working to manufacture their second batch. Zero spots you, walking over as she pulls off her gas mask. "Sir," she says. "The second batch is almost finished. What can I do for you?""How are you all adapting to life on the vessel?" you ask. "It's alright. Conditions are better and the cooks are happier, so that's a plus.""You're not sad to have lost your fiance?" you ask."Fuck him," Zero says. "That dude was a prick. He only wanted to add me to a tally of sex slaves he'd put a ring on. I didn't have a choice in it.""Well then, glad you're not stuck with them anymore, Zero," you say."Yeah. Also, my name's not really Zero. It's Gail.""Gail?" you ask. "What's with Zero?""It's a gang name. Zero felonies, zero kills, zero chems ingested. I'm cut from a pretty plain cloth, sir.""Alright. I'll call you Gail if you stop calling me sir.""Got it, Karth," she smiles. "I need to get back to work. I'm the only one who knows h...""Say no more," you say, holding up your hands. "We're working on finding you a supplier. We'll begin turning a profit soon.""Terrific," she says, slipping her gas mask back on.

DM: "That's too much," you say."We're not lowering the price," Skinrik frowns."Then I suppose we don't have a deal," you say.Skinrik spits on the ground, before nodding at his guards."Take them back to their shuttle."An hour later, you're back on your shuttle, heading back to the ship. You've had enough of this.

DM: Although telepathy isn't your strength, you send a message to your lieutenants and guards."Strike," you command subconsciously.You look at Skinrik, sizing him up. You almost certainly need to kill him first.
Player: Strike him down with a bolt of psychic energy
DM: You blast a bolt of psychic energy forward, striking Skinrik in the chest and killing him instantly. Zero immediately draws the shotgun, raising it to your head.
Player: Kill her
DM: You fire a bolt of psychic energy, killing her instantly as she collapses to the ground."Alright, let's bounce! This area's fucked!"A group of gang members charge in, wielding autoguns and a few lasguns, blocking your exit."Kill them, get to the shuttle," you say.

DM: Uh, you've done too much work today. Fuck it, leave the Xenos be. You're not in the mood to travel across the galaxy to some shitty hiveworld to be told no again.

DM: "Quick! We're going to be caught!" He drags you out of your room, leading you to two paths. One hallway has a scarlet, red rug with yellow insignias spreading down. The other path has a vibrant violet carpet stretching towards the end of the hallway. "We should probably go this way," Had says. He walks towards the purple path but you're frozen, your body refusing to move. "Aren't ya coming?" he asks.
Player: We should go to the blue path
DM: "We should go down the blue path," you say. He looks and shrugs. "Why does it matter?" he asks. Had proceeds to walk down the grey tile.
Player: Proceed without him
DM: You walk on the flat, blue surface. Going down the hallway, you see multiple rooms. Doors were engraved with different mystic animals. Unicorns, Hydras, and even Cerberus. One door, in particular, caught your eye. Two dragons pushed against each other, were burning towns, the details lay meticulously in the wood. The double doors were filled with detail, not a single blank space. Coming from inside the room, you hear your father's voice.

DM: "I'll go with Castus," you say."Kickass," Castus says. You quickly towards the river. You walk along the banks, while Castus happily wades up to his knees. He dunks his head under water, slicking back his wet hair."Uh, that feels good!" Castus laughs, before diving into the river. "We're supposed to be hunting!" you exclaim, hovering into the air, staring for any signs of the creature."What the fuck would I care?" Castus cries. Come on, motherfucker. Get in the water."You hover over Castus, the soles of your boots just touching the water. Castus rolls his eyes, grabbing you by the boot and in one swift movement pulling you in. The water's cold, but in the hot weather of today, quite refreshing. You float in the water, drifting along the river slowly."Fuck hunting, this is all I want," Castus says.
Player: Urge Castus to continue with the hunt
DM: "We need to hunt," you say."Fuck off," Castus says."Castus, for fuck's sake. The behemoth could be anywhere! We need to find it!"The comm bursts to life."Got a sight on it! Fuck, it's a big one!" Olive says over the comms."Found it," Castus says. "Well, let's roll, then."Castus climbs out of the water, quickly hurrying along towards Olive's path.

DM: "No, no thanks. I'm fine. That's enough," you say, as Elios whimpers."Oh, pity," he says. "Not even a little?""No, Elios," you assert."Shame," Elios says.The rest of the bathing experience is fairly peaceful. You wash, relax and just take your mind off the world. Soon, you notice the sun is setting.

Player: Finish bathing
DM: "Sun's setting," Elios says. "We better go.""I thought we were supposed to be here for several hours," you say, confused."How long do you think we bathing?" Elios asks."An hour? Two?" you ask.Elios smiles slyly, gesturing towards the stars as they appear in the faint sky."It's been more than a few hours, little one. Let's head out, then," Elios grins.You inhale once more, before tossing it over your robes and shifting them until you're dressed normally. Then, you begin to saunter off towards the dropship.
Player: Hours Later...
DM: The dropship enters the landing bay, as you lean back against then wall. Gone is the scent of trees, the tweeting of birds, the delightful senses of the forest replaced with the smell of Promethium and grease, the noise of distant orders echoing off the hallway walls and the gentle hum of the machines that keep the ship going. Still, when you let your senses flood with the sounds and smells of the ship, you're reminded of the smell of tanned Puk leather, oil lanterns and wild flowers of home, and the constant chattering of Tribals outside your tent. If anything, you feel more at home on this ship than you ever did there.As you step off the dropship, you smile and walk on.

DM: "No, I'm fine, actually. There are some things man's not meant to know.""Oh. Knowledge is power, Karth. If you weren't willing to take power, you probably should've found a planet and lived out a peaceful life."You shrug, as Elizabeth looks around awkwardly."There's... really not much else to be done, then. If I were you, I'd go see if I can catch up with the hunters.""Alright then," you say. "Um... thanks."Elizabeth nods, and you turn, levitating off.
Player: Take the river with Castus
Player: Head towards the Behemoth

DM: Too risky. Might as well just stay with your friends. You head back outside where your friends plan to tag the house. You refuse to help tag so you decide to keep watch in case anyone decides to come up and rain on your parade. In the bushes, something shiny catches your eye. The bright light of the moon illuminates a lanky shadowed figure just beneath the trees. Your uneasy butterflies return and you're unsure what to do. The figure seems to be grinning now and your eyes have focused. The figure is holding the chains of your bikes!
Player: Retrieve the chains yourself
DM: Sick of this nonsense, you decide to retrieve the chains yourself. You quickly walk over to the forest and confront the figure. Really regretting your decision, you start backing away, but it's too late. Whatever this thing is, is definitely more grotesque up close. Retched stench fills your nostrils. Haggard teeth jet from dry and cracked lips wet with saliva. Nothing but a small glimmer behind sunken eye sockets reflects the light of the moon. The behemoth outstretches two lanky arms sagging with dark loose flesh and long hands with jagged nails. In a slow painful torturous way to go, you are devoured by the beast.

DM: What would you like to learn about?
Player: The Scairtt
DM: The Scairtt are a recently rediscovered race of aquatic, carnivorous aliens. They are a space-based race, abandoning planets to live in massive space ships. They look like a cross between manta-rays and sharks. Their culture is quite pacifistic, abandoning most ground forces and weapons, keeping to extremely efficient ships, though this pacifism has began to weaken lately in favor of militarism. The species are incredibly poetic and spiritual, and believe. Their culture is based on poetry and the written word. They've recently been discovered and seeing the End and the Coalition, quickly joined the Coalition.

Player: Fire a firebolt
DM: You send a bolt of pure, infernal fire towards the enemies as they flood into the room. The fireball explodes, incinerating all of the men. Unfortunately, you're in a chem lab full of flammable liquids. The fire quickly ignites a vat, and you watch as it quickly sets aflame. You don't even have time to put up your shield before it explodes, killing you instantly.

Player: Return to the Gallery.
DM: 
Player: Approach the Wyvern.

DM: You say nothing, continuing to float along the water. You close your eyes, taking a deep breath.Your peaceful relaxation is interrupted as the comm bursts to life."Got a sight on it! Fuck, it's a big one!" Olive says over the comms."Shit," Castus says. "Well, we need to go deal with that."Castus climbs out of the water, quickly hurrying along towards Olive's path.
DM: You hurry through the forests, levitating over streams and fallen trees. With your speed, it's less than a minute before you arrive, seeing the beast.It stands twice the height of even a space marine, and easily six times as wide, on four clawed legs. It's skin is grey, seemingly covered in scales that remind you more of the stones themselves rather than the hide of a beast. Its head is like that of a spider's, hissing at you as it raises its massive, stony clawed arms to swipe at you. You hover back, feeling electricity coarse through you as you prepare for a fight.
Player: Fire some psychic bolts
DM: You fire dozens of bolts of psychic energy, which smash into the beast's stony exterior as it fails to even damage it. The creature seems indifferent to your attacks, instead charging forward and swatting at you. You float to the side, as Hayes quickly arrives, raising his rifle and firing. As expected, the las beam has no effect."Ha! It's good to be killing again!" Castus yells."Fuck, we're not getting through this. Maybe we up the armament?" Fay says."Go for the eyes and the inside of the mouth!" Hayes yells, firing his gun.Well, that didn't work. Time for something else.
Player: Take it to some psychic-amplified melee

Player: Fire a burst of flames
DM: You fire a burst of psychic flames, which immediately begins scorching the beast. The Behemoth lets out a howl, as its skin begins to char and burn under the heat, its stony armor cracking under as the flames burn it. The Behemoth howls."Ha! It's good to be killing again!" Castus yells."Flames are its weakness! Grab whatever you can and burn this fucker to the ground!" Hayes yells.
DM: You fly forward, smashing a fist into the Behemoth's head, squashing out one of its eyes as your fist flies straight into its head. It howls as it smashes its claws as you, but you simply drop underneath the swings and continue smashing your fist into its chest. The Behemoth smashes its head forward, shattering your shoulders and sending you hurtling towards the ground as you smash into the soft mud. The Behemoth steps forward, crushing its claw into your chest and shattering your bones crushing your chest. You're killed on impact.

Player: Spew forth a whirlwind of flames
DM: Your body is surrounded by a whirlwind of flames, which quickly begin to blast the howling Behemoth. You fire a jet of flames down the maw of the beast, which begins to burn the the pale gray flesh inside a dark black. The beast lets out a dry gasp, toppling forward as its internal organs cook.
Player: Stand above the vanquished beast

DM: You grab a tree with your mind, lifting it through the air, as gunfire erupts from your companions. Even the powerful bolter fails to break through its thick, rock-like exterior. You swing the tree with incredible strength, smashing into the creature and sending splinters around the place. The creature doesn't even step back, instead charging ahead towards you. You float to the side, as Hayes quickly arrives, raising his rifle and firing. As expected, the las beam has no effect."Ha! It's good to be killing again!" Castus yells."Fuck, we're not getting through this. Maybe we up the armament?" Fay says."Go for the eyes and the inside of the mouth!" Hayes yells, firing his gun.Well, that didn't work. Time for something else.

Player: Ram a tree trunk down the beast's throat
DM: You levitate a tree trunk into the air, flinging it forward. It flies through the air and smashes into the beast's open throat, as the beast stumbles backwards as you drive the tree further down its throat. The beast tries to howl, but only ends up choking. You quickly levitate back as the beast stumbles around, before it finally collapses on the ground.

DM: You decide to roam around the cafeteriaYou wave to John, the Cafeteria worker, as he is asking a student to stack his tray lunch tray neatly. Number 873 is handing out Sour Patches candy to people because today is "Fairview Cult Day". There's all sorts of stuff to do in the cafeteria. Where would you like to wander to:
Player: Go to the army recruiter
DM: You decide to go to the army recruiterThe army guy has a shaved head and doesn't seem to be happy. He looks tough and he's got the eyes of a drone. As you approach, he greets you with "Hi! I've once went to Fairview! Would you like to join the Army?!?" Next to the army guy, you see a Fairview Cult recruiter sitting, giving free teeshirts to new members. What would you like to do:

DM: Over the next few hours, you do various other exercises to relax and calm down. After a few hours of work involving breathing techniques, trance-like states and practicing with other types of psychic powers that you don't really specialize in, you notice the sun setting."We need to get back to the dropship," you say."Yeah," Elizabeth says. "This was good. Good practice.""Let's get out of here," you say, standing.

Player: Drift peacefully along

DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.Aaaaaaaaab> Quel est votre genre ?
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.A.Autre> Quelle est votre profession ?
Player: Potionniste
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.A.MasculinPotionniste> Quel est votre signe astrologique ?
Player: Balance

Player: Overwhelm the enemy with bolts of psychic energy
DM: You keep firing bolts of psychic energy, filling the air with psychic energy that wipes out scores of the enemy. Your Tribals and lieutenants push forward as many of the cooks are killed in the crossfire, but without Zero you don't have a head cook, so the plan's fucked anyway. The guards are untrained, badly armed and unarmored. Your men are infinitely better, so you easily manage to carve a path back towards the shuttle. It takes about an hour of slow fighting and you lose two Tribals to the gang members, but you soon find yourself at the shuttle. Your pilot is fending off gang members with the shuttle's autoguns, all whilst swearing."Shit! Fuck! Balls! S...! Oh, Karth! Holy fucking Grox shit, you're alive! I mean, sorry, Karth, glad to see you," Hawkins says. "Let's get the hell out of here!"The shuttle lifts up from the planet, as bullets clang into the heavily armored cockpit."I was half-convinced you'd have left us," you say."No, sir," the pilot answers. "Let's get out of here."

DM: You psychically knock the gun from her hands, grabbing her by the throat. "You're coming with me. I'm planning on taking you and your cooks back to my vessel to cook drugs for me," you say."You realize if you try to force my men or I into shitty conditions or anything like that we'll just be able to poison the chems and have everyone of your customers after your head? We can end your entire career.""I understand, I understand," you say. "I'm not trying to fuck you over.""Fuck!" Zero says. "How do I know I can trust you?""Do I look so retarded you don't think I understand how easily you'd fuck me over."Fine," Zero says, biting her lip nervously before looking at her cooks. "Green Snakes, follow the psyker. What's the exit plan, then, psyker?"A group of gang members charge in, wielding autoguns and a few lasguns, blocking your exit."Kill them, get to the shuttle," you say.

DM: You do nothing, as Zero presses the shotgun to your head."What the fuck do you think you're doing, strolling in here and killing Skinrik?""He was an idiot," you reply."What are you even planning?" she asks."I'm planning on taking you and your cooks back to my vessel to cook drugs for me," you say simply. "Surely that was obvious?""You realize if you try to force my men or I into shitty conditions or anything like that we'll just be able to poison the chems and have everyone of your customers after your head? We can end your entire career.""I understand, I understand," you say. "I'm not trying to fuck you over.""Fuck!" Zero says, before looking at her cooks. "Green Snakes, follow the psyker. What's the exit plan, then, psyker?"A group of gang members charge in, wielding autoguns and a few lasguns, blocking your exit."Kill them, get to the shuttle," you say.
Player: Fire a firebolt to wipe them all out

Player: Continue with your flame attacks
DM: You quickly levitate over the beast, dropping onto it's head, gently pressing your boot against its head and smiling. "Karth one, nature zero," you say. "Barely counts as hunting with those powers," Hayes says, jabbing his bayonet into the monster's thick skin, as it simply scrapes along the hide. "Fuck me, this is thick. Could probably survive a Baneblade cannon.""How long before we have to return?" "About an hour," Fay says, drawing a knife and tapping it against the beast's hide.Now that you have some free time, you might be able to solve this whole romance issue, see where that goes.

DM: You try to fight, but the undead surge over you. You scream as the undead hands pull you down, and you watch as the convoy is destroyed by the zombies.
Player: Start again.
DM: America is a wasteland. Zombie Hordes roam the country, while most major cities are feeding grounds for the undead. The MacArthur Virus spread through the entire country. The Virus targets the brain, shutting down everything but the basic abilities and the instinct to eat. It starts a process of Necrosis in the body, and the victim literally become walking dead, slowly rotting without any reasoning and an immense hunger that can't be satisfied. The US Army began a battle against the zombies, but were forced to retreat and form safe-zones that could realistically be maintained. The ICS were formed to combat the infection, specializing in combat with the undead. The ICS were formed from Police Squads, a few trusted Private Militaries, and the Army.

DM: "Ah... I'll take pity on you, then." You look up at the king hopefully... he isn't about to shoot you. "GUARDS! Take this human to the prisons." A pair of alien guards comes out of nowhere and drags you away, locking you in a cell deep within the alien spaceship. You are in a long row of cells, across form another human who doesn't seem to speak English. Around you are not just humans, but other aliens that must have been taken from across the galaxy! You have to escape this place...but how?
Player: Try to convince a guard to free you.
DM: "Hey guard? Could you maybe let me out?" "Yeah, sure," he says lazily. He unlocks the door and points to the left. "Exit's that way." "Really? This seems almost too easy."
Player: It has to be a a trap. Stay in the cell.
DM: You could have escaped. Better safe than sorry, you tell yourself. For the next few decades, you keep telling yourself this as you rot away i your cell, eventually dying of old age.

DM: You decide to talk to the older couple."Hi, I'm with the London Police Service. Do you mind if I ask you a few questions?" you ask.The woman wipes away a tear and gives you a distasteful look, then turns to her husband and says, "It's like we're being questioned! How rude."The man looks up at you and sighs. "She's right, you know. The least you could have done is say that you're sorry for our loss. Have you ever thought about what it's like for the families of murder victims?"You apologize and leave the couple alone.
Player: Talk to the man
DM: You decide to talk to the man."Hi, I'm a detective with the London Police Service. Do you mind if I ask you a few questions?" you ask."I'm busy. Sorry" the man says, not looking up from his phone.
Player: Talk to the girl
DM: You decide to talk to the girl."Hi, I'm a detective with the London Police Service. Do you mind if I ask you a few questions?" you ask."Not at all." the girl responds."Tell me a little about yourself and any connections you may have with the victim." you say."My name is Madison Howard and Lauren was my roommate. We are -", she paused "- were both in nursing together. I miss her more than ever. She didn't deserve this - no one does. I can't imagine what kind of person you'd have to be to commit murder. I just can't get my mind off of finding out who did it. Lauren deserves justice.""I'm sorry for your loss. You are certainly right, which is why I am determined to catch her killer. Can you think of anyone she might've been meeting last night? Or anywhere she went?" you ask. She looked down at her shoes for a few seconds."She was going on a date. She recently signed up for a dating website after she broke up with her boyfriend. He might be useful to question - he was always jealous of other guys. He always was a little crazy..." she trailed off."Thanks Madison, I really appreciate your help." you exchange contact information and bid her farewell.
Player: Talk to the couple

DM: "We should go down the blue path." you say. He looks and shrugs. "Why does it matter?" he asks. Had proceeds to walk down the grey tile.
Player: Go with Had
DM: Had leads you to a dead-end, pulling his sword out of its sheath. "I'm sorry Princess, but I'm gonna need your conscious for a second," How did he know? You lied to him, yet he knew! He knocks you out with the grip of his sword.

DM: Among the mess of the floor, you find a roll of bandages. There is not much else you can salvage from the mess the med bay has become.
DM: The Medical Bay is a torn apart mess. Clearly something happened here. The cabinets are ripped open and its contents litter the floor. Maybe there is something salvageable in here still. You never know when you will need medical supplies. As seems to be the case with most of the areas on this ship, there is another terminal located here.
DM: The hallway is so dark you can barely see. The lights are dim. Clearly the power in the ship is running low. There are 4 rooms you enter from here: the engine room, the bridge, the medical bay and the escape pods. Each room has something that can help you escape.
Player: Bridge
DM: The door to the bridge is slightly open, so you are able to force it open and make your way inside. You are greeted by a disturbing sight. The guts and limbs of some of your crew members are splattered around the room. Whatever this creature is, it's very dangerous. There are a few things you can do here. You can try to override the self-destruct mechanism, you can read more terminal entries, or you can search for more items.
DM: As you leave the bridge, you notice something feels off. All of a sudden, a giant green blob drops from the ceiling and begins making its way towards. You have to think fast or this situation could get very ugly.
Player: Can't think of anything?
DM: You were never a quick-thinker. You don't know any items you can use to stop the blob, so you just stand there helplessly and in fear as the blob slowly approaches you and eats you alive. A horrific and preventable end.

DM: You find yourself aboard the Tip of the Spear, walking alongside your tribal bodyguards as well as Fay, Elizabeth and Elios. You walk into a massive chamber, where Flynn waits. He wears golden chains wrapped around fur, smiling happily at you."Ah, Karth, is it? It's good to see you!" Flynn says."Ah, Lord Baridas Flynn, yes? It's good to see you. Shall we discuss business?""Yes," the lord nods. "Where are your other sibling? Durge the Plage Lord?""He's not involved with this deal. So..."Suddenly, a massive, see-through wall rises up from the floor as Flynn steps back, seperating him from you."I can't tell you how surprised I was to receive your message. Three Chaos Lords wanting to deal with me. I'll be honest. I'm corrupt. I'll happily use Xenos if it bets the Imperium, I'll sell illegal tech or chems but I won't consort with heretics. You actually have a fairly high bounty. Two Chaos Lords and an Alpha-Plus Psyker? Perfect. Burn in hell, heretics."Suddenly, the room goes dark, as you hear shouts as men rush in. The wall separating you and the Rogue trader is incredibly strong and anti-Psychic tech has infused it, but if you focus, you might be able to take out the Rogue Trader. Alternatively, you can prepare to defend against whoever Flynn has sent to take you out.
Player: Kill Baridas Flynn
DM: You focus your energy, before telekinetically grabbing Flynn by the head and smashing it repeatedly againts the wall. His head is crushed and smeared against the glass, before collapsing onto the ground. You turn, before feeling a painful, dark presence fill your soul. You grunt as you see a pale man who feels like... pain, weakening all of your psychic powers before he fires his bolt pistol, killing you instantly.

Player: Get out of here
DM: You sit in the shuttle with your other lieutenants, leaning against the wall."Uh, that went badly," Elizabeth complains."Screw it," you complain. "Fuck the drug industry. It's not working for us. Let's just get out of here, get back to work.""Done," Fay says. "Let's head out.

DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.> Quel est votre prénom ? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaau...
Player: K
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.> Quel est votre prénom ? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaaak...
Player: I
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.> Quel est votre prénom ? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaaaai...
Player: G

DM: The first page in this file is a note. It says: upon visiting the section of the isolation that contains the Monster-Adam clones, one of them managed to speak to me. It may have been a very undeveloped communicative effort, but he seem to have learned it on his own. I have issued a few sessions with this advanced Monster-Adam to see if I can bring out a more human side of him. Freakshow is also present during these sessions.YOUR HEALTH: 100%
Player: Second session with Monster-Adam.
DM: F: Has he said anything new? E: I've been too busy to properly attend to him. F: Shouldn't we try to come up with something to call him besides just 'him'? E: Like what? F: I don't know. I bet Haste could come up with some original ideas. E: I bet he would. Doesn't make it a good idea. M: Good. Idea. F: Two words this time? E: Maybe he'll be able to decide a name for himself. F: Speaking of which, how about just calling him Adam? E: No. Adam is dead, and it is clear to me that it is for the best that he stays that way. Besides, there are over a hundred identical clones to this guy. We can't call them all Adam. F: Alright then. What about a biblical reference? E: Like Meckard? F: Right. I assume that's out of the question. M: Kastion. F: What? E: I think he was trying to say question. F: Kastion eh? I think you were right. He can decide a name for himself.YOUR HEALTH: 100%

DM: "Tell me why I should believe you," the man says. "What proof do you have?"
Player: "I got nothin; sorry."
DM: "Then, I guess it ends here, with me driving a stake into your heart..."

DM: There is a click!The tile beneath you gives way!!You fall, wordlessly, into an endless abyss.You are swallowed up by the darkness, never to be seen again.
DM: Sadly, you have died.However, this is not the end! It can't be the end!Try again! You must avenge your village. If you don't, who will?
Player: Try Again!
DM: Your name is Arakhan.For years, you have dreamed of becoming Captain of the Guard, and protecting your small hometown of Lyestra. Fortunately for you, your wildest dreams came true just last week. You finally received your long overdue promotion, and now you are the official Captain of the Guard!Lyestra is a quiet enough village, so the first few weeks were rather uneventful. However, two days ago, you received a tip that a group of goblin warriors had been spotted camping out in the woods not far from Lyestra. Goblins rarely come so near to a village, so you and a handful of other men have gone to scope out the situation. So far, you have found nothing. You are running low on supplies, and the men have requested to return to Lyestra.However, you told them you would like to make one last sweep of the area before you return home. You and your men have split up to search the area for any sign of the goblins.You are on your own, in a dense area of the woods. You are searching for any sign that the goblins were here.
Player: Inspect a tall oak tree
DM: As you stare at the tree, you notice something that had escaped your search before. There appears to be an arrowhead embedded in the trunk of the tree. You yank it out. It seems that it was once attached to an arrow, but someone has snapped off the shaft, leaving just the arrowhead. There is a small white feather attached to the arrowhead. You pull it off. It appears to be decorated with a strange symbol, the likes of which you have never seen before. A red, two headed cobra has been painted onto the feather. The symbol fills you with dread.

DM: You swiftly raise your crossbow, and fire a bolt at one of the goblins!The bolt pierces him in the neck, and he goes down with a gurgle."GNGHHHGHRG GHRHG!!" The other goblin shouts. "INTRUDER!! TO ARMS!!"You try to run, but you've given your position away. You're overwhelmed by goblins in seconds.And they don't take you prisoner.
DM: Sadly, you have died.However, this is not the end! It can't be the end!Try again! You must avenge your village. If you don't, who will?You have reached a save point.You may either restart from the beginning, or from the beginning of the suicide mission.

DM: "Okay, welcome to Sloppy Joe Slaughterhouse," the tour guide says. "Here we are cloning cows for meat and research... hey, here they come now.... that's strange their on ther hind legs and holding axes...."AHHHHHHHHHHHHHHHHHHHHHHHH!" The cows smash into the tour guide with their axes, washing the floor (and the roof, when they get his head off) with blood. Then they turn on the tourists. Heh heh, suckers..... Wait a sec, you ARE a tourist! What do you do?!?!
Player: Head for the storage room.
DM: Okay, you're hiding in the storage room and you see a door that has a sign on it.EQUIPMENT
Player: Stay Hidden
DM: A cow spots you through the window and throw it's axe. Glass shatters everywhere, but lucky for you, the axe misses you. Before you know what to do, the cow pulls out a machine gun. Acting on instinct, you prepare to face what lies in the equipment room. That, or face the cow...

DM: You decide against climbing the table. Better safe than sorry, right? The last thing you want is to fall over the table, breaking both yours and its legs. You chuckle at yourself at the thought. You decide to try and jump and reach the bar instead. What can possibly go wrong?"3...2...1," you mentally count down as you prepare to jump and you spring upward with all of your might!Your fingers barely graze the bar. Kim laughs her head off and she shakes her arms and prepares to try once again. She really does make it look so easy. You wonder if you can reach the bar and gingerly walk towards it when you suddenly realize that there is only 5 minutes left to the end of break.You want to reach on time because you know that your Math teacher isn't exactly the most forgiving and values punctuality a lot.
Player: Sprint back to class!
DM: After what seems like forever, the 1392377-hour math tutorial ends. Despite the numbers floating around in your head and feeling a bit groggy, you feel proud of yourself for managing to stay awake and pay attention. Good on you! Uh oh, but it's time for PE now! You know everyone has to be there by 11 am or there will be consequences! Oh man...it's 10.55 am and you're still not changed. It's 10:55 now. What do you do?
Player: Change behind the projector to save time.
DM: You grab clothes from your bag, turn on stealth mode and creep behind the projector. You feel like a ninja, as people scrambled to have their math questions answered, you chuckle. 'Amateurs," you smile to yourself as you pull your shirt off your head. (But wait a second...) The projector starts retracting!!It's moving! Half-naked and afraid, you try to salvage the situation. "Think, Alex, think." It's 10:57 already. What are you going to do?

DM: She was only wearing adornments in her hair, the rest of Sophia was clad just as she was born. We had actually taken baths together when we were kids. Back then, I couldn't realize how stunningly beautiful she always was. "Always remember..please." I can't quite hear the words she's whispering though. I can only catch fragments. Her beautiful emerald eyes won't open though. They won't look back into mine anymore and for some reason, that terrifies me.Leaning forward, my fingers barely graze her arm when I shudder. Her skin is cold, ice cold. Even though she has a rosy blush and her body looks perfect, she feels like a corpse. A beautiful talking corpse of the girl of my dreams."Please...forgive me...." Her lips keep moving and I feel afraid. Like I'm remembering something I don't want to remember.Like the moment I remember, she'll be gone.Green eyed girl, why are you crying?Did the world treat you badly enough to feel like dying?Stop it. I shake my head and look down at my hands. My hands that were empty before are now filled with...
Player: Chewed up pencils
DM: "I can do this." Sophia was determinedly chewing away on her spare pencil as she erased her sketching. The deadline was moved up and she was staying up all night."You need to rest. C'mon, the bed is soft and comfy.""You can go without me." She doesn't even shift her gaze off the paper. "I'm going to finish this."I already knew what she would say before she said it. Most nights, I would go ahead and impatiently wait for her to slip next to me. But tonight, I wanted to be next to her. I had to do something while I waited."Let me show off." I make a big show of getting some pens and markers."I'll draw you just as I see you."A tiny smile appeared on her lips as she answered "I'll be looking forward to it."
Player: Draw Her Pretty

DM: True to his word, Morrow does transfer over twenty million Thrones to your account. You ensure that he gets every shipment of chems you create, and ensure you have a solid business contact for this. The man's insane, but he's proven trustworthy for the time being.

DM: The Wanderer came upon a great wall of which there was no passage beyond. At least, not yet.
DM: In the Sea of Snow there lies a city,Silent, devoid of life, kindness, beauty, An etching, hinting of past glory, reads:Welcome to Glanadith, City of Men.The Wanderer came upon the tortured city of Glanadith. The streets were no longer silent, Men bustled about. From the theatre at the top of the great hill on which the city stood came a deafening roar. The Wanderer glanced towards it, the great clock tower on the other end of the city, and the Church in the poor section of the city.

DM: Let's get something straight: You're in high school, and about to spend seven hours staring at a wall. All pills are potentially fun, and you don't even know what Seroquel is which is all the more reason to take it. Go back and reconsider.
Player: Fine, asshole narrator, it's not like you're giving me a choice
DM: "Hey Alvin" you say. "Off your meds again?" That's a rhetorical question. You can tell by the way he's vigorously stomping his feet in some sort of chaotic rhythm that he's definitely off his meds again. He spits words like a rapid fire M60. "Funny you should ask cause my mom totally started checking to see if I swallowed them but I found out if you put it on like the bottom right side of your gum like in between your teeth and shit you know it's like totally invisible so I didn't swallow it like I don't even need it this is when I'm high performance bro like Michael Phelps Mike Tyson Oscar Pistorious minus the murdering his girlfriend you feel me I'm a blade runner!" "Right" you reply. Not right. Not coherent, but whatever. The stomping of the bus floor doesn't cease though it shakes you a bit less as the driver turns onto the interstate. You look back at Rose - she's a heavy fucking sleeper, that's for sure, you think."Want my Seroquel?!?!" he offers, holding a soggy pill with dripping off coating between his fingers. "What the hell is that even?" you ask Alvin. "Is it like taking a bar?" "Yeah I'd like to take you to a bar but I don't have a fake ID at the moment you know though at my cousins' house in Wisconsin there's a bar that let's high schoolers in I had my first long island ice tea there it's like gin and whiskey and tequila and like every liquor all together like mixing soda at Taco Bell but it's liquor instead of soda right right?!?!"Alvin is somehow causing your own thoughts to race. What were you just thinking about? Oh yeah, do you want to take your bipolar friend's medication? You'll be locked up in ISS anyway, maybe it'll get you fucked up.
Player: Fuck it, why not?

DM: The children love the tea, and take a bunch of yours home to show their parents. A few hours later they return with their parents, who also loved the tea, which they don't have on their home planet.
Player: "You can have all the tea you want if you promise not to hurt me!"
DM: The aliens agree. However, this one family of aliens can't speak for a whole planet full of them. You become good friends with the family and give them lots of tea, but after a few days another family of aliens passes through and randomly kills you while they are there. Your alien family will have to find some other human to get their tea from.

DM: "I want food," you say, and offer her the gun. She takes into the shop, and comes out with a plastic bag full of fresh fruit. "Thank you," you say, and head over to the dealership.Most of the cars are gone, but you expected that. You do have three choices: A pickup truck, a minivan with a trailer attached to it, and a convertible. The choice is quite obvious for your needs.Luckily, the minivan door is unlocked, and the keys are on the dashboard. You check the fuel gauge - you have a full tank. You thank your lucky stars and drive the minivan and the trailer back to the warehouse.
Player: Take off
DM: When you get back, the others have already gathered everything up. You load the group's belongings into the trailer, and then everyone gets into the minivan. Megan seems sad to leave the warehouse. Barbara doesn't seem too emotionally attached to it. Mikey's expression is difficult to read.You head up the road, looking for a place to go. Cars and debris block most roads, so your options are limited. All you need is a shelter big enough to support the group of four, and hidden well enough that you won't have to deal with Big Rig, or anyone else.Finally, you decide to pull away from the major city roads and go out into the countryside. There, you find a nature center. It's perfect for the group. It's big, secluded, and even has a natural river running next to it, a potential water source.The group unpacks and begins to get comfortable in their new home. This seems like an upgrade from the warehouse. The are two floors, and a lot of easily accessible windows.
Player: What now?

DM: You lie, naked and covered in sweat and... other bodily fluids. You look up at the sky, now golden with the falling sun."Karth! Fay!" Olive yells. "We need to go!"You curse, grabbing your robes which you drape over your frame as Olive hears you and jogs over."Hey, guys, we.... Oh. Ooh. So this is happening.""Piss off, Olive!" Fay says, scampering under her clothes."Yeah... you guys need to go to the ship. We're leaving soon," Olive says, her glance flickering between both your and Olive's genitals. "Olive!" you shout."Sorry, fine, fine," Olive says. "I'll go!"Olive quickly heads away, leaving you and Fay lying on the ground."Alright, let's bounce," you say, as you adjust your robes. Fay quickly dresses in her clothes, before standing and pulling you up."Well, that was fun," you say."Yeah, it was. But, back to work as always. Ready to conquer a galaxy?""Damn right," you reply.

DM: Using first aid kit on Godzilla........................................Hes ok now...What to do now???
Player: Sleep and rest some more....
DM: You and Godzilla Rest and sleep for about 2 hours when you decide its time for some action!!!

DM: The soldier lifts up an urn and pours you each a goblet of wine. You point to a statue of Caesar Claudius to make conversation with the General. Braak says, "So General, tell me about that Caesar."The General and the soldier look away to stare at the stone bust. Flavius answers, "That my lowly peasant is Caesar Claudius. He is the one that finally lead a successful invasion of your isle. He claimed Britannia for Rome!" The General continues to drink and talk about Roman emperors. Everytime his glass is filled so is yours.
DM: Braak takes one last sip then leans back. The chair falls hard to the stone floor. General Flavius stands up and laughs heartily. So does the other soldier. You idiot!!! How could you think to outwit the general? There are two rules: never get in a land war in Asia and never try to outwit a Roman with a drinking contest! Next time bring some Iocane Powder!

DM: Aos quinze anos Francisco não aguentava sua cultura sendo denegrida pelo padre, então fugiu em busca de sua irmã, uma escrava fugida, a qual ouviu o missionário comentar com o Senhor que possivelmente era dono de sua falecida mãe. Após viver algum tempo na floresta, Francisco precisa de comida para sobreviver.
Player: Roubar algum cacador
DM: Tentou roubar a carga de um caçador, Francisco não sabia caçar. O caçador era um velho ranzinza mestiço, provavelmente um escravo liberto, pensou Francisco. Quando pego implorou por comida ao caçador, já estava sem comer a quase duas semanas, o caçador com pena de
DM: Tentou roubar a carga de um caçador, Francisco não sabia caçar. O caçador era um velho ranzinza mestiço, provavelmente um escravo liberto, pensou Francisco. Quando pego implorou por comida ao caçador, já estava sem comer a quase duas semanas, o caçador com pena de Francisco deu a ele comida, e prometeu levá-lo a uma taverna para passar a noite.
Player: Aceitar oferta

DM: You extend your hand, smiling."Alright. We'll become your full allies for a payment of thirty million Thrones."The Tau negotiator grins, shaking your hand."Please, it's not a "payment". Consider it a gift. Consider us funding you as proud allies of the Greater Good, so you can do what's necessary.""Terrific," you reply. "Well, I suppose that's all we have to discuss. We're ready to go." "The Tau forces to join you will join you in a few minutes," Varoh says. You nod, say your goodbyes and head back towards your shuttle. You arrive, finding a small squad of Tau Fire Warriors waiting for you. One works forward, saluting."Sir! I am Shas'Ui T'au Kais Ranar. The rest of the Tau auxiliary forces to be placed under your command are taking shuttles to your ship.""Perfect," you say. "I'll have Primus sort you out with your beds and all that.""Understood Sir, thank you sir," Shas'Ui Ranar says. "Just head to whatever shuttle you have, and get aboard the ship," you say, turning and walking off.
Player: Negotiate with the other factions
DM: Well then, you have the psychic-heavy Children of Apep, the large and advanced Tau Empire, the Dark Eldar raiders the Kabal of the Bleeding Thorn and the mercenary outfit the Dogs of War.

DM: You extend your hand, smiling."Alright. What's good enough for Kyros is good enough for me. I'll take the deal you had with me."The Tau negotiator smiles and nods, shaking your hand."Please, don't even pause in talking to us for support. If you ever find yourself tiring of the life of a rover, we'd be more than happy to find you a position in the Empire.""Great," you reply. "Well, I suppose that's all we have to discuss. We're ready to go." You quickly say your goodbyes and head back towards your shuttle.

DM: You nod."Alright. We'll sign the non-aggression pact, but that's it."The Tau negotiator nods solemnly, before smiling "Understood. But please, don't even pause in talking to us for support. If you ever find yourself tiring of the life of a rover, we'd be more than happy to find you a position in the Empire.""Great," you reply. "Well, I suppose that's all we have to discuss. We're ready to go." You quickly say your goodbyes and head back towards your shuttle.

DM: Ahhh! The air conditioner in here feels so good!!!!
Player: Lisa's Bed
Player: Run Away
DM: Don't mess with Scratchy! That old thing is no fun, you just want to play! Oh well, maybe tomarrow.
Player: The Living Room
Player: Take a dump
DM: 'Oh yeaaahhhh'...Nuff said.

DM: Despite by my dull life i try hard to make it normal, just like others. I returned home and locked myself in the single room home. The room was the size of a tank so everything fitted perfectly. I turned on Linkin Park's music and laid down on the floor. Eyes on the roof i was considering my life of past few weeks. Money is running dry. Tomorow i must find a suitable part time job. The third street saints , or whatever they call themselves, are planning to beat the crap out of me. I am supposed to meet Penelope tomorow, she's gonna treat me. She thinks i am a psycho. And at last i feel something wrong is going to happen. Sooner or later. The Darkness had told me about it. I must be careful. My eyelids dropped down and i fell into a dark sleep...
Player: The Light
DM: Darkness. Darkness. My body is not mine. My soul is not mine. I found myself standing on a bridge in a stormy night. My hands are tied with rusted chains. I tried to free myself but i could not. I ran my eyes on the surroundings and noticed a small girl peering through a car window. Seeing me she smiled. I too smiled. Getting out of the car she strolled towards me. I called her with a hi. Then she stopped and suddenly it begans to rain. Little girls are always scary. I thought. Especially psycho little girls standing in a dim light corridor. I skipped a beat when she took out a dagger kept under her robe. She have me a blank expression and started laughing. After a moment i too started laughing. Her eyes were now leaking blood but still she was chuckling. Then without a warning she stabbed herself with the dagger. I woke up screaming. I was sweating profusely. I checked the clock. 4 am.
Player: Darkness Within
DM: The next hour was routine. Till 5 am when it was still dark i took a light stroll through the alleys and The Darkness inside me fed on dark. I dont attend school so i got a free morning.
Player: Try to suicide

DM: "No," you say, as Khalid snarls."Ah. I did not expect that, admittedly. You've genuinely surprised me. I need to devote more resources to Divination classes.This is an issue. My plans revolve around having your manpower to rely on. If you're a wild card, that'll cause issues. It's better to take you out here. You understand."In unison, the Rubric Marines raised their bolters and fire, as Khalid rises to his feet with a snarl.
Player: Kill Khalid
DM: You fire a bolt of psychic energy that slams into Khalid's head. You feel a wave of psychic energy flood through your skull before your head explodes.

DM: "OK, I did it," you admit."You've stolen my serum, haven't you?"You nod slowly, not making eye contact. "Ah. I'm glad you're being straight with me. This will save us both some time. I could very easily have you drugged, given an amnesiac and sent back to the shit-hole you crawled out of for your cheating. You invaded the sanctity of my office and taken my serum. I could send you home, but what would that do? Waste your potential and lose me the serum invested in you. The rules are simple. You can... assist me in some of my work, and I won't tell a word. To keep you around, I'll make sure to augment you as time goes on. With my help, you'll make the greatest of Super-humans look like children compared to you. If you don't, I'll have you expelled for cheating."
DM: "Fine," you say, knowing you'll end up regretting it."This is very joyful news," he says, although he stares at you without any trace of emotion on his face. "Now, go eat something. Your body needs fuels."The doctor turns and walks off. Time to eat, you suppose.

DM: Your name is currently Ay.Choose the third letter in your character's name, or click the link to Chapter 1-Prologue to begin.YOUR HEALTH: 100%
Player: e
DM: Your name is currently Aae.Choose the fourth letter in your character's name, or click the link to Chapter 1-Prologue to begin.YOUR HEALTH: 100%
Player: b
DM: Your name is currently Aaab.Choose the fifth letter in your character's name, or click the link to Chapter 1-Prologue to begin.YOUR HEALTH: 100%
Player: c
DM: Your name is currently Aaaac.Choose the sixth letter in your character's name, or click the link to Chapter 1-Prologue to begin.YOUR HEALTH: 100%
Player: s
DM: Your name is currently Aaaaas.Choose the seventh letter in your character's name, or click the link to Chapter 1-Prologue to begin.YOUR HEALTH: 100%
Player: w
DM: Your name is currently AaaaaawChoose the final letter in your character's name, or click the link to Chapter 1-Prologue to begin.YOUR HEALTH: 100%

DM: Finally you decide to look far to the north, where the fog comes from. You search all day and the next and the next until one day you see an island bouncing from wave to wave like a raft free from its moorings. On it is a wrinkled old man with a long straggly beard. When he sees you coming he snatches up his hat, and pulls it down on his head. Fog begins to pour out from under it's brim hiding the fog man and his island.
Player: Snatch the hat from his head
DM: You swoop down and snatch off his hat. "What, do you throw a fog in a friend's face." "Hey, Raven! Give me my hat, I've fog to make." He cries. You ask: "Why do you make fog anyway?" "It's my job. It's what I do, I'm the Fog Man." "Well do you know how the sea can be moved away from the shore?" "I don't know, please give me my hat, the sun is getting too warm." "Do you know someone I could ask?" "Go ask the Man who sits on the Tide.""What is the tide? And why does he sit on it? Where do I find him?" The Fog Man pleads: "Please leave me my hat, and go to where the sun sleeps."
Player: Take his hat and go to where Sun sleeps
DM: You laugh and say "I'll just take your hat. It's time we had a sunny day" For many days, you pursue the sun and you are just about to give up the search when you spot a solitary Rock crag, with sea birds swooping around its head and shoulders. You are just about to ask the birds, when the crag yawns, then it blinks. What looks like a rock, is a giant man, sitting in the water.
Player: Go Back to Fog Man

DM: You hear somebody calling from upper deck. Before you move forwards, you must at least put on your undershirt. Have some decency. (HINT: Items collected in your inventory can be used by clicking on them. Some items can only be used at specific times, while others can be used anywhere. Some items can only be used a certain amount of times before they are used up. Be smart!)
DM: You wake up in your makeshift hammock, positioned between two boards of the ship you are on. The ship is swaying gently, but the waves don't entirely put you to ease. As you get out of your resting place, you hear someone calling from the upper deck. Perhaps you've made it to your destination? You decide to gather yourself together first.
Player: Check the Barrels
DM: You check the area by the barrels. These barrels are currently empty, but that'll soon change when you reach your destination. For now, your water skin and flask lay on top of the barrels.
Player: Flask
Player: Water Skin

DM: "We're at war. The Chykri want to kill us. We need to kill them. That's all we need to know. Dismissed.""But...!""Dismissed."The Creator sadly leaves the room, and you decide to get back to work, organizing Clone Commando teams to destroy a Fighter nest.

DM: Walking along the tunnel takes you to the end of a sewer walkway. The sewage continues through a smaller gated tunnel, quickly disappearing into darkness. A metal door is shut against the north wall. Trying the handle is useless as there's a large padlock keeping it secure. There isn't much light in this room except from one giant bulb in the middle of the ceiling that seems to be going out. It blinks randomly.A wooden plank connects the walkways heading east, as if the concrete there crumbled and a plank was the haphazard fix. It looks sturdy enough to hold the weight of an adult.From the south echoes the faint sound of rushing water.The west looks like an endless tunnel, just walkways along the water going into the darkness.
DM: The entire tunnel here seems to be crumbling and replaced with random planks. The boards creak as their shapes bend under your weight. The floor is littered with broken concrete chunks and bones. Some of the bones look like they belonged to humans.To the north is a well lit room and the smell of fresher air.To the west appears to be a crossway where several walkways connect in front of a gate.A camera sits in the corner.
Player: Go West

DM: You release your grasp on Khalid's soul, wincing as you take a deep breath. You open your eyes, glancing around the room and seeing your lieutenants, alongside Khalid, Narmer and the second Rubric Marine."Ah, finished. Good," Khalid says. "You didn't see anything too incriminating in my mind, did you? Didn't see my perverted thoughts about your sexy little girlfriend, huh? I spent my entire time perusing through your memories of the tribal bitch naked."You feel a surge of anger, before pausing. Space marines barely have genitalia, let alone a libido. If you're going to become partners, you need to stop letting him get a rise out of you.
Player: Spit a mean barb
DM: "I saw a wolf catching its prey. I saw men turn to dust. I saw you fail," you reply. Khalid the Despised looks at you, his eyes filling with sorrow before he brushes it off and smiles."Well then, you're the one who allied with the failure. I love the tattoo, by the way."You raise an eyebrow, before noticing that there's a black ouroboros, a snake eating its own tail, burnt into your robes, going around your arm at the bicep."Lift it up," Khalid says.You lift up your sleeve, seeing that the ouroboros has burned into your skin, a black brand."A little reminder of our deal. It happens during these," Khalid says, tapping his armor, where you notice a Uwais tribal tattoo now raps around his arm. You recognize the glyphs for "Witch" mixed in with traditional hunting glyphs."I like yours," you respond."Alright, it's best you receive the grand tour, then. If we're to be allies, I'll show you what we're working with."

DM: The lady strokes your neck as the farmer leads you, despite the bear, around the cobbled yard and into a sandy arena. The bear is untied from your back. The farmer put his big hand into the stirrup and pulls down. It feels funny on your back. Then he pulls harder. You spin around, but the lady is in the way. The farmer then puts his foot into the stirrup and lies his stomach over your back. You stand still. Slowly, he straightens up until he is upright. The lady feeds you another cube of sugar. She tries to lead you forward, but the weight on your back makes it hard to move. do you......
Player: Buck like a bronc?
DM: If you will insist on bucking like a bronco, you will be treated as one. He hits you a few times with the whip until you settle down. Then he pulls hard on your mouth, to teach you better manners. Now you have calmed down, the lady tries to lead you again. This time, you behave.

DM: "No one else but thugs could pour water on clocks!" you say."Yeah? You could." she replies.Time to prove her wrong! .... I guess.
Player: "There's no water in my house!"
DM: She lies. I lie."There's no water in my house!" you say. "I don't drink water!""Oh yeah, sure." she says sarcastically. "Prove it."There's no going back now! I've got to prove I don't drink water, even though I do!
Player: "Look at my house!"
DM: "Look at my house!" you yell."No!" she yells back."Then look at this sketch of it!" you say. You get out the receipt for the clock and draw your house."Do you see water there?" you say."Do you see the inside of the house?" she says, noticing that the drawing is of outside the house.

Player: Refuse the offer of a tour
DM: "I think I'll pass on that," you say. "I trust you have the strength to assist us. Kyros did.""Yes, because Kyros is a huge success story," Khalid says, rolling his eyes."Well, this was good for both of us," you say. "I'll see you soon, Khalid.""And I you, Karth," he replies.With that, you take your lieutenants, and lead them off the ship.

DM: "Sure, alright," you say. "Oh, so blase. Did I hurt your feelings? I love the tattoo, by the way."You raise an eyebrow, before noticing that there's a black ouroboros, a snake eating its own tail, burnt into your robes, going around your arm at the bicep."Lift it up," Khalid says.You lift up your sleeve, seeing that the ouroboros has burned into your skin, a black brand."A little reminder of our deal. It happens during these," Khalid says, tapping his armor, where you notice a Uwais tribal tattoo now raps around his arm. You recognize the glyphs for "Witch" mixed in with traditional hunting glyphs."I like yours," you respond."Alright, it's best you receive the grand tour, then. If we're to be allies, I'll show you what we're working with."

DM: "You're right. The packaging guys probably didn't do it." you say. "WHAT!?" she yells at you very loudly, making you flinch. "Dosen't that contradict everything you've been saying so far!?""No, it dosen't. Because I think I know who put water on this alarm clock."
Player: "It was me!"
DM: "It was me!" you yell.No one laughs."Ha ha ha, just joking." you say."You're just stalling." the customer service woman says.

DM: I look to my side and pick up a thing big enough to do some damage to this motherfucker and still small enough for me to hold and move easily, which applies to most things, of course. I find such an item, I have absolutely no idea what it's for, but why should I care? By then, Behemoth is right next to me, about to deliver his next attack, but I slam the thing across his face, knocking him back and then throw it at him as hard as I can, which is so hard that it breaks into a thousand pieces as it hits him.BEHEMOTH'S HEALTH: 85%HEALTH: 80%
Player: Get in a blocking position.
DM: I take a step back and prepare myself for anything he might throw at me. He grins at me and then tries to punch me in the face. I punch his fist away and then use the elbow on that same and from keeping his other hand from hitting me in the side. He then tries to kick me upwards, but I punch down on his leg, forcing it back into it's former position. He then leaps up and tries to slam his elbow onto me, but I grab around his down-coming elbow with both my hands, negating his attack and then I hurl him away from me, but that causes him to merely take a few steps back. BEHEMOTH'S HEALTH: 85%HEALTH: 80%
Player: Ram him.
DM: I run as fast as I can directly at Behemoth and ram him, but he grabs around my hands to stop me. I manage to push him a little back, but soon, we are both nearly not moving at all, aside from our hands, which we use to wrestle against one another. BEHEMOTH'S HEALTH: 95%HEALTH: 90%
Player: Trick him into hitting a wall.
DM: As we wrestle, I swiftly let go of his hands and move to the side, he doesn't realize it in time to stop his heavy body, and so he crashes into a wall, leaving a significant crack and nearly going through it. He then turns around and looks at me, still with that satisfied grin on his face.BEHEMOTH'S HEALTH: 85%HEALTH: 80%

DM: No distractions tomorrow, Squarepants. One more late ness and you're fired, get to sleep and prepare yourself for your morning of NO interruptions.
Player: The Morning
DM: You're ready. You get out of bed and look at yourself in the mirror. You know you're ready. You brush your teeth and put on your clothes. You can't forget the main piece: your Krusty uniform. You grab your hat and put it on your head. You're ready. You will NOT be late today. Patrick can wait, Squidward can w ait, jellyfishing can wait. If you're late one more time, you're fired.

Player: Get Going!
DM: You say goodbye to Gary, and leave your house or the day. You start your hike to the Krusty Krab, and something hit you. You realized you forgot to feed Gary! That poor snail's going to be home by himself all day, and you know more than anyone else he's going to chew up your sofa.
Player: Go Back and Feed Him
DM: You decided since you were only 5 minutes down the street, that you would head back and pour him some food real quick. You get back to your house and go to your kitchen and realized you're out of food! If you want to feed him, you'll have to go to the store and buy him more food. It's just one day though, surely he'll be fine until you get home from work, right?

Player: Get To Work
DM: You know from past experiences that he'll be okay for the day. It'll only be a few hours, anyway. Plus, you could always buy a new sofa...again. You leave, and continue on your way to work.

Player: Buy Him Food
DM: You head to the store and grab the food, then rush your way back to your house.

DM: Eh, he'll be alright, it's happened before. You continue walking to work, humming merrily to yourself as you go. You see something in the distance, and realized it's Squidward! Squidward loves company! You rush up to him to walk with him to work.
Player: Catch Squidward
DM: You run up screaming and flailing you arms. "SQUIDWARD, HEY! SQUIDWARD!" You see him turn around and you could just tell how excited he was to see you! You finally catch up to him. "Hey buddy, heading to work?" "Yes." "Want me to walk with you?!" "No." "Hahahah you're so good at jokes Squidward." "Spongebob, did you know over in those fields there's supposed to be a treasure? Why don't you go find it.'

Player: Snail Food
Player: Keep Walking

DM: You have no distractions on your way to work, which was great. You ended up being an hour early, which made Mr. Krabs very proud of you. You were named Employee of the Month and you kept your job. You win!

Player: Keep On Your Way To Work
DM: You remembered all the times Squidward has played tricks on you, so you decide to keep with him on your journey to work. A little while down the road you hear very famiiar laughter. You turn, and see your bestfriend Patrick. "Come on Spongebob, the carnival's back in town!" "I'm sorry Patrick I can't, I have to work." But, you see how fun it looks so you're tempted.
Player: Play Hookie
DM: You've played Hookie with Patrick many times before, so you know it's safe, you decide to go join him. But oh no! You got hooked! You got hoisted to the surface, turned into a can of tuna, and you got fired. You lose.

DM: You need to hurry up. Quick, and give Gary his food.
Player: Feed Gary
DM: Good job. You were able to get Gary his food and still have plenty of time to get to work.
Player: Start Walking, Again
DM: You begin walking once again and you realize you're making great time, you're almost at the hill before the Krusty Krab! You start to speed up from excitement as your approach your job. Good job! You made it to work without getting fired. You win!

DM: Your friend begins to complains of shortness of breath. About halfway through eating his Payday bar, he complains of swallowing difficulty. What is most likely the cause of his reaction? A) Choking. B) An allergy to peanuts. C) Shock D) Heart attack
Player: A
DM: The problem with choking is that he is talking to you. If he was truly choking, he would not be able to speak.

DM: V
Player: x
DM: AX
Player: u
DM: AAU
Player: o
DM: AAAO
Player: n
DM: AAAAN
Player: c
DM: AAAAAC
Player: x
Player: w
DM: You are called AAAAAAAW
DM: A
Player: W
DM: W
Player: s
DM: AS
Player: h
DM: AAH
Player: z
DM: AAAZ
DM: AAAA
Player: V
DM: V
Player: g
DM: AG
Player: b
DM: AAB
Player: k
DM: AAAK
Player: d
DM: AAAAD
Player: o
DM: AAAAAO
Player: c
DM: AAAAAAC
Player: Confirm Name
DM: You are called AAAAAAA

DM: The spring house is not a large one, but very plesant. It is just the perfect get away from the daily stress and chaos.A few chairs antique in appearance are lined up against the wall facing the centre of the room. Not only is this a perfect get away, but also a great place for conversing and speding time with friends and family.
Player: Go see Mrs. McPhail
DM: The building before you is a two story house with an antique flavour. Since its first days in 1774 it has been kept up with great care and skill. Made from old English brick for the walls, a roof that lies on beams made of chestnut wood, and a surrounding filled with great trees, the view from where you stand is truly spectacular.
Player: Run for your life!
DM: What were you thinking? Inquiring about the supernatural can only bring trouble. You pushed your luck too far as it is, and this is the last of it. No more of this nonsense.You run down the pathway away from the house till it is out of sight. With the house out of sight, you decide that the only adventure you need lies at home at www.myadventuregame.com, and that is where you want to be right now!

DM: As tempting as Patrick was, you know what is/isn't important. The fun can wait, the Krusty Krab needs you! You continue on your way to work with Squidward. Out of nowhere, you see something shiny on the ground a few feet away from you.
Player: Ignore It
DM: Aw man, you made it to work on time, but that shiny thing was your spatula! You must have dropped it after your shift last night. You're useless without it, and Krabs still fired you.

DM: Upon this wall, you find nothing extraordinary.
Player: North west corner
DM: You're now standing in the North West corner of the ancient crypt. Along the wall stands a single coffin, raised up towards it for support. As you near it, you notice something special. This coffin has your name written upon it! This must be the resting coffin the skull spoke of. Do you want to rest until tomorrow?
Player: North eastern corner
DM: In this corner there's a fair amount of chainmail and letter armor, aswell as old rusted swords and bows. The amount of arrows stored here are near overwhelming! Enough for a force of 50 men over a year!
Player: South western corner
DM: This is the south western corner. There is nothing significant about the walls here. As you walk along them, you keep your hand on the wall at all times. You've almost reached the next corner as you feel something exstremely uneven. It's a lever!
Player: Pull the lever
DM: When you manage to crank the lver to it's bottom, you hear a loud metallic noise. Some dust fall off the wall as a small part of it starts to move. And out emerges a stone tablet, wich upon is written : "When the time comes, the true family will conquer." Wonder which meaning that could have?

DM: Good thing you came over here, it was your spatula! It must've fallen out of your pocket last night on your way home, quick grab it.
Player: Go To Work
DM: You once again, continue on your way to work. No more distractions, you thought to yourself. But of course, as you were thinking of that, Sandy runs up to you looking very worried. "Spongebob! It's almost time for hibernation and there's so much I have to do, please help me." You can tell she really needs you, so you decide to just go and help her, you still have plenty of time to make it to work.
Player: Help Sandy
DM: You run with her back to her tree-dome and she immediately hands you a rake to help her clean up all her leaves. You take the rake from her and begin your work.

DM: You check the shelves. They are bolted to the wall. You see three pairs of clothing on the top shelf. These are made up of a shirt and a pair of trousers. One pair is purple, one is pink and one is blue. You know these aren't your clothes. You look at yourself. You are wearing what appears to be pyjamas. What do you do next?
Player: Put on the pink clothes.
DM: Right, that's better. Even though it's not your clothing it feels fresher than those pyjamas. You have a look at the bottom shelf. There is a bottle. You read it. Quitiapine 400mg MISS TINA OWENS Take one twice daily. Right. Now at least you can remember your name. Quitiapine? That's an antipsychotic! Your heart begins to race. You decide not to take it before you figure out what's going on. You put it in your pocket.
Player: Quitiapine

Player: Rake
Player: Go Find The Treasure
DM: You decided to listen to Squidward and to go find whatever he was talking about. Oh no! He set you up! You walked straight into the Goo Lagoon and ended up getting stuck, missing your day at work. You're fired.

DM: Good, you get to work and start helping Sandy clean up her home. You check the clock and see you have about an hour until your shift starts, and you realize you should leave soon. But, Sandy gives you a list of chores to do, and you aren't sure what to do.
Player: Leave For Work
DM: You tell Sandy you're sorry and that you'll come back after work, but you need to leave. She starts to cry and tells you she made fresh cookies and lemonade just for you, you can't just leave.
DM: You explain to her that you're really sorry, but you have to go for the sake of keeping your job. She understood, and let you leave without any complaints.
Player: Hurry Up!!
Player: Keep Rushing To Work
DM: You decide to just hope for the best and run to work. After many falls and a bruised face, you managed to make it on time, good job!

DM: You figure you still have time to at least get done some of the things on her list, so you start to go through it.
Player: Start Cleaning
DM: About halfway through the list, she comes to get you and tells you she needs you to take care of Wormy, her pet. Ugh, this is way more than you bargained for. If you say yes, you'll have to take him back to your house right away. But do you have enough time to do that?
Player: Take the Worm
DM: Once again, you can't say no to your friends. You take the glass jar Wormy's in, and rush your way back to your house. You run in, set him down, and immediately sprint to work.

DM: You know you can never say no to someone, so you stay with her. You missed your shift, and you were fired. You lose.

DM: You make breakfast, you usually have bread with a cup of coffee... but today, you don't seem to have enough coffee to make a full cup, you only have enough for half a cup. You do have doughnuts though. You feel... Unhappy. You NEED coffee. One full cup and not a single drop less. Doughnuts are nice and all, but they don't make up for coffee. Happy. At least you have half a cup, unlike so many poor unfortunates who don't even know about how wonderful coffee is. Plus, there's a doughnut to make up for the lack of coffee!
Player: Happy
DM: Coffee is coffee, whether half cup or full cup, it doesn't matter, since you don't really need much caffeine today. Plus, you have doughnuts! Doughnuts make up for the lack of coffee! Whistling, you leave the house, and go to town to get a present for your nephew.
Player: To town
DM: You decide to take a taxi to town, as taking a bus would take a very long time. You see a taxi and flag it, but just then, a man in a suit rushes over to you and says 'Please, let me have this taxi. I need to get to the airport soon, I'm late for my flight!' You... Let him have the taxi. You'll find another soon enough, or just walk, you need the exercise anyway. Don't let him have the taxi. It's his fault that he's late for his flight. If he misses it, too bad for him. Taxis are quite rare in this area and there's no way you are going to wait for an hour just so he can reach his flight.

Player: Sprinting
DM: Congratulations! You, surprisingly, made it with five minutes to spare, and you were able to keep your job!

DM: You tell Sandy that this was too much of her to ask you, and you say no. You can tell she's upset, but she'll be okay. You know you have to leave, so you approach her to tell her the news.
Player: Tell Sandy
DM: You know she's going to be mad because there's a lot that needs to be done in preparation for her hibernation, but you gotta do what you gotta do. You tell her it's time for you to leave, and she's perfectly okay with it! You're relieved, and make your way out.

DM: "I think there is some confusion here. I'm here for a science teacher position," you state calmly."Oh, you're looking for the other Mr. Smith, the new principal. I'll lead you there come on," he says as he starts walking to the offices.You shortly arrive at the offices. "Good luck. Hope you survive." the man says. You laugh and thank him. He leads you there, and fortunately you're on time. You knock on the door and are greeted by a short dark haired man. "I'm Mr. Smith. You must be here for the job, interview. I like a person who is on time," he says. He points you to a chair which you promptly walk to and sit down. The interview proceeds without incident and even end with the two of you joking about your favorite movie, Men in Black. Mr. Smith shakes your hand and hires you on the spot. You're certainly glad you didn't accept that maintenance job. Congratulations! Time to prepare for your first day.
Player: Preparing for first day at Oakwood
DM: You know you should probably prepare for the first day, but you really don't feel like it. Science is easy right? Might as well enjoy the rest of the summer right? Besides you deserve to have some fun after getting this job.
Player: Do some prep work
DM: As much as you would love to just let loose and party, you know you'll be much more confident the first day being prepared. You sit down and start writing some lesson plans and reading over the book. Now to design a seating chart. You could let the students choose their own seats, but who knows how that will end.
Player: seat students in alphabetical order

Player: Leave Her House
DM: You got out, and made it to work. You win!

DM: Your name is now Aaaaaaac.YOUR HEALTH: 100%

Player: Do It Later
DM: Cleaning your kitchen is important, but so is keeping your job. You put it in the back of your mind, thank Gary for fixing your shoe, and run faster than you ever have in your life to try and make it to work.

DM: It seems that Tim isn't as slow as he looks. When you try to run past him, he quickly and easily steps in your way!
Player: You're still on the porch.
DM: You are standing on your front porch. The mailbox is not far away, just 50 yards or so. You squint when you look at it, but then suddenly something blocks the sun. Tim the bully stands between you and the mailbox. Tim is big. He's also a bully. He's punching his own hand and grinning at you.
Player: Yell for Mom.
DM: Mom yells back, "Shut up and get the mail already!"
Player: Sure he's big, but he's slow. Run past him for the mailbox!
Player: The only way to beat a bully is to stand up to him! Attack him before he attacks you!

Player: Running
DM: You usually aren't that great of a runner, but today it all paid off for you and you made it to work in time, good job!

Player: Bathe Gary
DM: You know Gary is impossible to get in the tub, and you know this may take awhile, but you decide to go for it anyway. You draw the bath water, and go to fetch Gary. Like always, he slithers away from you as fast as possible and you know you'll need to chase him around in order to get him in. Chasing him may take up too much time, when you can just leave him and wait until later.

DM: The Worbador reads the note carefully and jabs a free hand toward a patron sitting alone in the corner. They tell you to approach the stranger with caution. As you approach the stranger, you notice a partially concealed blaster sticking out from their coat. The noise within the pub has grown silent right as you sit down beside the stranger.
Player: Ask if they know "Kali-72"
DM: The stranger- apparently a human such as yourself- claims that they know the client you are searching for: For a hefty price. They will lead you to the client in exchange for the contents of your satchel. However, without further information, you are unsure whether or not to trust the stranger. Your eyes watch with caution as the stranger gradually slides their hand over their blaster. The pub has gone completely silent; all eyes peer with anticipation for your next move.
Player: Leave the stranger (engage in possible shootout )
DM: Something doesn't feel right.A tightening knot forms in your stomach, prompting you to immediately leave the stranger. As you slowly rise from your seat, the stranger's smile fades, sending chills down your spine. Before you can take another step, the stranger squeezes the trigger of their weapon and you feel a quick burn go through your stomach. The shot is silent; the patrons of the bar only watch from sideway views as your body crumbles to the floor. Blood pools from the exit wound on your back while the stranger loots your body. They thank you for the package and free pistol and run out of the pub. No one moves to save you.You've lost the package and therefore, failed in your objective.

Player: Chase Him
DM: You chase him around for what felt like 5 minutes, but when you look at the clock you realize it's been an hour! You are already late to your shift, so you might as well just stay home. Or, you could go, and try to explain to Mr. Krabs what happened.

Player: Forget It, Stay Home
DM: You decide to just forget it and stay home. Sad and disappointed, you go back to bed. A few hours later you get a phone call from Mr. Krabs, telling you he replaced you. Better luck next time!

DM: You'll be home in a few hours, it'll be okay. You decide to wait.
Player: 5 Minutes Until Your Shift
DM: You sprint as your spongy legs will go, and you make it right on time. You win!

DM: He leads you to the garage. It's a long walk, but eventually, you reach a giant building. This building belongs to Orlcomp Insurance, just like that other one you saw. He leads you into the garage, where there are sveral cars that you immediately duck behind. Kyle points to a locked closet. "Everyone's packed in there like sardines," he says, "except for Lillian, she's over there." He points to a figure covered in a sheet, tied to a chair. Armed guards are everywhere, looking much like those guys who first attacked you on the bus. You decide to free Lillian first, because she's closer.Your first obstacle is an armed guard standing on the other side of the car you're both hiding behind. His back is turned, but he'd see you if you went around the car to attack him. Therefore, you'd have to use some sort of long range weapon, but if you don't have a small, silent one, you have to crawl under the car and attack from there
Player: Start crawling
DM: You crawl under the car. It's very low, so you can only reach the guard's feet. Or, you could try to pull that thing that looks like a tazer out of his hip holster, but he might see you. What do you do?

Player: The way you schedule your classes.
DM: When students see the list of classes available each semester, they probably assume there is some grand master plan, some rotating Mayan calendar cycle underpinning the offerings, some sense to the times and days and classes in the catalog that semester. That there must be some logic to the sequence of classes, involving prerequisites, corequisites, core classes, major and minor and program requirements, and electives.In fact, as we all know, my fine faculty friends, as we all know ever so well, nothing could be further from the truth.No human could possibly comprehend the thousands of regular classes, grad classes, online classes, labs, off-campus classes, hybrids, "flipped" classes, studio art classes, etc., that must be scheduled, staffed, some only teachable after regular hours to accomodate student teachers, and internships, some only on the first floor for wheelchairs, some only on weekend AMs for master's level pre-professional certificate programs, some in the computer lab, but thegood one in the library and not the bad one in Elgar Hall.Classes are in fact scheduled only be means of skulduggery or shameless, brazen bullying. I think we know which I am the master of.
Player: Skulduggery, of course.

DM: You stare into the lilac-coloured marble. You are transported into another's life. 'Come on, hurry up!' you cry, seeing through the eyes of a little girl, dressed in an old lilac dress. You have no control over your actions or words. As you run through the centre of a small hamlet, some other children follow behind you.A red-faced, chubby boy dressed in some tattered blue clothing starts to fall behind.'Wait for me, Vyrpa!' he shouts.You just laugh, shouting back, 'maybe you should hurry up, slowpoke!'So the boy just carries on running.Early the next day, the same boy knocks on your door. You run straight past him, calling, 'catch me if you can, slowpoke!'The boy sighed, and runs after you.He never catches up with you, but you wait for him by some trees. The boy looks somewhat upset, which makes you feel bad, too.'Sorry for being mean, Pim,' you say to him.Pim hugs you. 'Don't be sorry, Vyrpa. I am a slowpoke. I'll never be as fast as you!'You laugh. 'Maybe not - after all, I am the fastest in the world!' You strike a pose, making Pim laugh.But then your expression turns deadly serious. 'Don't think bad things about yourself. You're wonderful. Keep on running, and one day, you'll be the fastest person ever!'
Player: The Last Life
DM: You snap out of your vision. The lilac-coloured marble rolls away from you. You catch it before it escapes; you may need it later.
Player: Ruby Marble 6

Player: Try To Find Out Where Your Family Went
DM: You decide to call your husband."Hello", he answers."Hello, where are you?" "Oh, we just ran to the store for some groceries. We figured today was a good day to do it since nothing important is today.""Oh ok. Bye."THE END(The Depressing Ending)

Player: The Mall
DM: Walking through the mall, you see lots of cool outfits and whatnot, but the thing that catches your eye the most is the electric train. Most probably because of the screams coming from it. Upon closer inspection, you notice that the train is moving backwards at high speeds. The parents of the children riding it are furious and swearing at the train operator. You shove past the parents and approach him."Excuse me, Mr. Train Operator...""Oh please, call me Jeremy." "Well okay, Jeremy, what I was trying to tell you is that you're doing a horrible job operating that train." He laughs. "I'm doing a fine job, especially for being new to this work. Believe me, I'm a professional; I worked at Denny's. No matter, everything is under control." At that moment the train rushes by you. A kid spews puke that lands directly next to Jeremy. He laughs and turns back to the control panel. You notice a "NO DRINKS" sign on it. "Even if anyone wanted to do my job for me, they couldn't, since they don't have the proper licensing, but, again, I'm doing perfectly fine."
Player: Leave In Defeat

Player: Your Dad's House

DM: You arrive your local Starbucks. You feel like an Iced Cinnamon Dolce right about now. You're about to get in line when you remember that your writing group should be meeting here today. At that same moment, you begin to hear some rowdy patrons yelling at each other about who knows what.
Player: Yell At the Rowdy Patrons
DM: You approach the patrons. You can now see that all of them are extremely muscular men."Um, excuse me, but you're all being really obnoxious.""Oh yeah?" says the burliest man of all. "What are you gonna do about it?"
Player: Nothing

DM: Just to clarify, by "Denny's", did you mean the objectively worst restaurant in existence or your older friend Denny Abram?
Player: Denny Abram's House
DM: You pull up Denny Abram's driveway to find him sitting on his porch, working on his model train set. He's a big fan of Lionel Trains, not unlike your father."Well, hello there, Amy. Happy Mother's Day to you. I wasn't expecting to see you today.""Thank's, Denny. I'm just living my best today.""Ah, I see. Well, since you're here, would you mind listening to my story?""Not at all, Denny." "Thank you. I'd like to begin by saying that my cousin recently bought me three gifts and had them mailed to me. But sadly, due to delivery mishaps, my packages got lost in the mail. I'm really curious as to what they could be. Ever since, I've really been wanting three special gifts that I would appreciate greatly, just as I imagine my cousin would have purchased for me. If only someone could give me three special gifts..."

Player: Get Your Coffee And Leave
DM: Nice!
Player: Iced Cinnamon Dolce Latte

Player: Screw it. We're gonna have a frickin' awesome mother's day.

DM: Nice!

DM: You decide to sit and wait patiently for your writing group. You wait... and you wait... and wait... yeah, they never show up. But look, who's that? It's your son, Ben!"Hey, Ben! What are you doing here?" "Just chillin' out. Hey, want to take me driving? I'll drive us back here when I'm done. Look, I even brought my learner's permit!" After you get over your whiplash from that massive turn in conversation, you ponder his question. Ben's a decent driver, but sometime's he gets a bit... ahead of himself.
Player: Take Him Driving
DM: "Ok, Ben", you say against your better judgment."Wow, that's surprising. Let's go!" The two of you climb into the Prius and Ben begins to drive. Everything is still going great when you are approaching a left turn.He begins to slow for the turn. "Oh, wait a minute." He pauses." "I have the right of way!"He puts his foot on the gas. The car begins to accelerate. You're picking up speed, fast!"Ben, slow down!" you yell.He doesn't move his foot off the gas. It's as if he's stuck in some sort of trance!
Player: Accept Your Fate
DM: Ben launches the wheel to the left. The Prius begins spiraling out of control. "I lost control!" Ben yells."No kidding, you frickin' idiot!" You yell back.The car topples off a cliff and you fall down...down...down...Yeah, I'm pretty sure this wasn't the perfect mother's day. THE END(The Deadly Ending)

DM: 
Player: 7
DM: 
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DM: 
Player: 9

DM: You enter Denny's and take a seat at a nearby booth. After waiting 30 minutes, you finally get a chance to order your omelet and ice cream for desert. You wait... and wait... and wait...it's been almost an hour and a half.
Player: Keep Waiting
DM: A couple of minutes later, your omelet comes. It's a sad, sad omelet. It's hard as a rock; you can't even eat this thing. Do you dare wait for your ice cream?
Player: Sad, Sad Denny's Omelet

Player: Say Goodbye to Denny

Player: Follow Him
DM: With a creepy grin, Aldi opens his front door and slowly signals for you to enter. You comply, after which Aldi turns on the lights, revealing all of his many wares he earlier spoke of. The one which sticks out to you the most is a deep maroon vase with a creepy aura about it."Oh, you like the vase?" Aldi asks, still grinning in his creepy way."Uh, yeah. I'd like to buy it.""This pleases Aldi. No price, free of charge." He pauses. "Rub this vase and something will appear that will frighten even the strongest of men. Be warned, it shall only perform its trick once."Dope!"
Player: Maroon Vase
Player: Wait For Your Writing Group To Arrive

Player: Denny's
Player: Denny's Restaurant
Player: Go Someplace Else

Player: Heck No!
DM: "No thanks, Ben. Don't want to die today."He shrugs and walks away.

Player: "Slip some knock out drops into the resident's Nuka-Cola, and take the comic book when he's unconscious."
Player: "Put a firecracker in the toilet. That's sure to cause some chaos."

Player: Continue Looking Around Starbucks
DM: Nice!

DM: 
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Player: Try the Pass Code
DM: 
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DM: 

DM: I wasn't young and naive anymore. Things started to click.
Player: I realized she wasn't happy.
DM: The smile may have always been a facade. The glow in her eyes faded away more and more everyday, leaving only tears instead. The bruises were more and more noticeable. She was miserable...wasn't she? She was wearing my scarf that she had kept, swinging back and forth, I felt like I needed to say something.

DM: You are a part of the Royal Army on a distant planet. You are on a mission to parachute onto a rebel controlled island. You are going to take their plans and try not to die. Then you will fly back to your base. You are armed with a genetically engineered bird and a pistol. You are wearing a highly bullet proof suit. You are glad the helicopter you're in has camouflage technology. Now you have to parachute onto the island without getting caught. You see something moving in the water. Do you...
Player: Parachute into the ocean
DM: You jump into the ocean safely. Or so you think. 3 geneticly enginered sharks materialize out of nowhere. They bite you and almost bit your arm off. Minus 7 life. Then you see bullets ripping through them. Your helecopter shot them all. The helecopter poilot motions you up. Do you...

DM: You jump into the jungle. You and your bird land safely and you don't think they have raised an alarm. You wander in the dense jungle. After about 5 minutes you see 2 guards about 300 feet away. Do you...
Player: Shoot the guards from where you are
DM: You shoot them from long range. Your first bullet finds its mark. The other guard hides behind a tree. He looks out to shoot you and his bullet grazes you. Minus one health. Your bird kills him by flying over him and slashing his neck. You can see the base on a small mountain. You climb up half way before you see a security checkpoint. Do you...
Player: sneak past them
DM: You sneak past them. When you're almost done your bird stops you. It flies away franticly. You know it could be warning you of danger. It also could just be hunting food. Do you...

Player: Swim to the island
DM: You swim onto the island safely although painfully. You only see one more shark, but you are ready for it and shoot it. It tried to get your bird, but it flew out of reach. You see a lone guard do you..
Player: let the bird take care of him
DM: Your bird kills him silently, but he cries out in pain. Another guard that came out of nowhere shoots it and you go to rescue it. The next and last thing you see is a bullet coming out of your chest. Minus eight health.

Player: Keep going
DM: You step on a mine. It blows your legs off. You know that you should of followed your bird. Minus 15 health.

DM: You safely sneak up on them. When you're close enough you shoot one of them and your bird takes out the other one the other one, but not after they get a shot at your arm. Minus 4 health. You can see the base at the top of a mountain. You climb up it half way before you see a security checkpoint. Do you...

DM: You climb back up using a rope dropped by the pilot. It doesn't take too long because you're trained for it. You don't want to go back into the water.
Player: Jump into the jungle
Player: Sneak up on them using the trees for cover
Player: Run past and shoot who ever follows you
DM: You run and just realized it was a really stupid decision. They shoot you and make sure you don't survive. Minus 15 health.
Player: You died
DM: You have died

Player: knock him out
DM: You knock him out silently and he doesn't cry out at all. Now you realize that you must go up.

DM: You wait for hours when the shifts finally change. All but 3 go to the base. You silently knock out one and your bird slashes another. The you feel a sharp pain. The last one stabbed you in the hip. Minus 5 health. You shoot him point blank. You continue climbing up the mountain though it it painful.
DM: You reach the base. There is a guard a the door. You know that the front entrance has security camera. You use your walkie talkie and tell one of the people helping with the mission to turn them off. Before you go in you have to get past the angry looking guard. You know that your bird has been trained for this kind of things. And you see grenades at his belt. Do you...
Player: kill him yourself
DM: You attack the guard yourself. He see's you and angrily throws a grenade at you. You try to dive away but it explodes and hurts you. You cry out in pain as it takes your leg off. While you can't walk he shoots you. The last thing you see is the bird clawing him.

Player: Follow it
DM: It lead you back where you were. Do you...
Player: Take a different path
DM: This time you sneak past them uneventfully. You think you see one of the guards looking at you, so you freeze. After what seems like an eternity he shrugs and looks away. You crawl away.

DM: You step over to the plaque and read:"In 1900 the island was purchased from the Crown by Doctor William Benson, a respected Botanist and General Practitioner of medicine. He converted the ground floor of Blacksea Castle into living quarters and moved his vast collection of exotic plants into the Wetlands section of the island, many of which still grow there today. Sadly, during his time on the island, Dr Benson developed a serious mental illness which led to his forcible relocation back to the mainland in 1910 where he was institutionalised in Bournemouth Mental Hospital, dying of unknown causes later that same year."Beneath the writing is a black and white photograph of a rather intense bookish young man wearing spectacles.
Player: Read Plaque 2: The Hermit of the Island
DM: You step over to the plaque and read:"In 1600 it is recorded that a priest of Winchester Cathedral was banished to the island for "indulging in Black Magic". It was apparently this Hermit who constructed The Old Chapel, the ruins of which can be found just west of the modern Blacksea Church. Excavation of The Old Chapel have uncovered a number of bizarre and sinister artefacts which support the claim of the Winchester Monks that The Hermit practiced black magic: bizarre screams and strange fires were reported on the island for many years until approximately 1650 when the Hermit of Blacksea Island vanishes from record."Below the writing is a 17th century drawing of the island showing fires burning at different locations.
Player: Read Plaque 7: The Antisocial Lady

DM: You shoot him and another guard comes and shoots you. Minus 4 health. Your bird kills him. You decide to go back up.
Player: go back up

Player: Parachute into the jungle

Player: Send the bird to kill him
DM: Your bird attacks him and kills him, but he got wounded. You know you have to continue without him. You go through the entrance of the base grudgingly. You walk through the halls confidently you see a group of gaurds joking do you...
Player: kill them all!
DM: You decide to kill them all in anger. You go back outside to the guard who killed your bird. You take one of his grenades and through it at the group of guards. You kill them all, but more guards come and make you full of holes. Minus 15 health

DM: Rama took his bow and arrows and went after the deer, entrusting Laxmana to protect Sita. If anything should happen, Rama told Laxmana to call for help from their good bird friend Jatayu. Maricha drew Rama deep into the forest. Rama aimed his arrow and shot the deer. As he fell to the ground, he resumed his human form. Imitating Rama's voice, Maricha cried for Sita and Laxmana. "Oh Lakshmana! Oh Sita,! Help! Help!" IMITATING RAMA'S VOICE!
Player: Lakshman makes a choice

Player: sneak past the gaurds
DM: You sneak past the guards by going through an air vent. You end up in a room that you recognize from your mission briefing. You know that you have to go through one of the doors. Do you...
Player: Go right
DM: You see the data. You grab it and here an alarm go off. In the mission briefing you heard that once the alarm goes off then snipers would get ready to fire at any figure not in uniform. If you ran then you might get out before they go ready. Do you...
Player: Quietly sneak out
DM: You quietly sneak out. You are almost out when a bullet hits you. You see a sniper on the roof top. Minus 10 health.

DM: You see boxes and paper all over the floor. A couple of students help the frantic printer shop aunty pick everything up. You feel guilty. You could have prevented this if you had decided to help her earlier. You begin regretting your decision earlier and help the aunty pick up a few pieces of paper before going to bathe in the toilets. You shake it off, there's nothing you can do about it now. And you head back to class, telling yourself that you will try to help others in the future.
Player: Back to class!
DM: As class ends, you head down to the canteen.Mentally tired from a ton of schoolwork and physically exhausted from PE, you heave a sigh of relief now that school has finally ended. Suddenly, you drop your water bottle. You watch as it rolls to the feet of a friend.

DM: You run for your life. You get really lucky because no shots hit you. When you get outside the helicopter shoot all the guards chasing you. You win!

DM: You go into the room, but you can't see the data. You think you are in a lab. You here footsteps coming to the room you're in. The door looks pretty light and there is a small window so you'd have good aim. Do you...
Player: Shoot the door
DM: You here a cry of pain as the bullet finds it's mark.
Player: You go to the right room

DM: You read the brief but bitter inscription on Waugh's grave:"WILLIAM WAUGH, 1895-1940. FAILED AT EVERYTHING HE TRIED."The words seem blunt and harsh and you suspect they were chosen by Waugh himself.
Player: Examine Robert Powell's Grave
DM: You stand sadly before your friend's grave."ROBERT POWELL, BORN 4 FEBRUARY 1985, TAKEN BY THE ANGELS 30 JUNE 2000. REST IN PEACE."You stare sadly down at the wreathes of fresh flowers lying in front of the grave, remembering Robert's smile, the way he used to make you laugh with his imitations of your teachers and all the special times that you had together. "I will find the person who killed you," you whisper to your friend. "I will find who did it and why and how and I will prove it all." You feel that somewhere, somehow, Robert is looking down on you and smiling.
Player: Examine Gwen Green's Grave
DM: You examine Gwen Green's grave:"GWEN GREEN, BORN 10 SEPTEMBER 1930, DIED BY CHOICE ON 5 JULY 1960. REUNITED WITH HER BELOVED JACK FOREVERMORE."As with Jack Green's grave there are fresh flowers in a small basket in front of the tombstone.
Player: Examine Jack Green's Grave
DM: You examine Jack Green's grave:"JACK GREEN, BORN 4 APRIL 1929, MURDERED 30 JUNE 1960. A WONDERFUL FATHER, A FANTASTIC HUSBAND AND A LOYAL SERVANT."You are struck by the use of the word "Murdered" on the grave as well as also noting that there are fresh flowers in a basket in front of the grave.
Player: Return to the Crossroads

DM: The man comes in with a lab coat. He turns the light on and sees you. He shoots you in the hand. Minus 8 health. You shoot him back but you know it might be too late.
Player: Go to the right room

DM: It's dark out and the moon hides behind the trees while the leaves scatter its light. A single fragmented beam cascades through the seam of heavy curtains. The light cuts through the darkness and washes the room in hues of cold, bright silver. You stare at the wavering light, mesmerized by its shivering. Is this what you have become? What are you now?
Player: Mortal
DM: You are mortal and the fear within you is only natural. This room is dark and the moonlight offers comfort, even if only for a moment. Curious as to how you arrived here, a mirror reflects the silver light in the far corner of the room. You could make out your surroundings if you open the curtains or you can inspect the mirror.
Player: Mirror
DM: The old mirror appears cloudy in spots, its once brilliant frame is tarnished with the passing of time. You notice the detail of the wallpaper as you approach, a golden floral print, and its peeling. Mold grows like a speckled cancer along the base of the wall. You notice only now that the air is damp, but each breath lingers on. You look at your reflection in the mirror. You are....
Player: Male
DM: Your features are strikingly masculine, defined jaw and short dark hair. Tall and trim, your body resembles that of a swimmers. In the mirror you can make out your smooth complexion and the youth within your hazel eyes. By all appearances you are in your early twenties, give or take. Taking a step back reveals your clothing is plain, a black shirt and worn jeans offer little warmth. You look around the room and spot a green jacket hanging over the base of the bed. As you zip the jacket you notice a tattoo on the outer side of your left hand. You can't remember much, but the tattoo is faded in the shape of spider, you feel comfort when you gaze upon it. You look around the room once more and see two doors. One of the doors is slightly ajar and the other is closed with a key still in its lock. Something draws you to the door with the key.Which do you inspect?

Player: Shut Door with Key

Player: Ajar Door

DM: You draw open the old curtains and a flood of light and dust dances across the room. The newly illuminated area, reveals an old worn down room. The rug beneath you is stained and frayed. The bed you once sat upon is blanketed in rags and held together by an iron frame. A large dresser rests across from you, its warped and sagging. The mirror now reflects the sad little room. You walk over and inspect yourself. You are ...
Player: Female
DM: Your features are beautifully feminine, full lips and long carmine hair. Lean and agile, your body resembles that of a dancers. In the mirror you can make out your smooth complexion and the youth within your blue eyes. By all appearances you are in your early twenties, give or take. Taking a step back reveals your clothing is plain, a white shirt and worn jeans offer little warmth. You look around the room and spot a teal jacket hanging over the side of the bed. As you zip the jacket you notice a tattoo on the outer side of your left hand. You can't remember much, but the tattoo is faded in the shape of spider, you feel comfort when you gaze upon it. You look around the room once more and see two doors. One of the doors is slightly ajar and the other is closed with a key still in its lock. Something draws you to the door with the key. Which do you inspect?
DM: You walk across the room to the door with the key still inserted. You think to yourself that this door is probably a closet, but you secretly hope it leads to another reality! You turn the knob.... it's locked. You use the key and turn once more. To your disappointment the room is in fact a closet. Hanging from the rack are several old and musty coats. Some of these throws and garments appear to authentic. A few items are peculiar. An extremely dirty and deteriorated ermine coat droops in the closet along with a peacock feathered hat on the shelf, and a single snake skin boot neglected in the corner. What now?

Player: Rummage!

Player: Left to Stairs
DM: The banister leads downward and you feel a bit unsettled. The top step moans when you lean forward to peer as far down as you can. The bottom is visible but it's dark and you spot something move at the bottom of the steps. A shiver runs down your spine. Do you descend down the stairs?

DM: This might be your only chance to snoop through an old ladies things! You should feel ashamed as you search the coat pockets and shelf, but you strangely could care less. As your brief search comes to an end you feel less enthusiastic after not finding anything cool or grandma like. You purposefully knock the snake skin boot over as you leave in a tantrum. A beautiful ruby broach rolls out from the inside of the boot! SCORE! You feel like a kid on Halloween. You examine the trinket and discover that although a leg is missing it's in a shape like your tattoo. A golden spider with a ruby inlay, its thorax reflects the moonlight in an eerie sanguine. You pocket the broach and feel a bit better after waking up in a strange house. Time to find an exit.

Player: The Door!
DM: You rush over to the door and swing it open. Its not locked and you're home free, but where is home? It doesn't matter you decide and you step out, only to step back in. You repeat this several dozen times to finally realize you wont be leaving that way. It's odd you feel as though this should bother you; however, it seems completely normal. Since you won't be leaving so easily now what?

Player: Parlor

DM: You're thankful for the full moon tonight otherwise you might not be able to make out all the intricacies of the mysterious book. Upon touching the book you draw your hand back suddenly, its warm-- like kindling. The leather is grooved and riveted leaving a strange texture to the touch. You turn it to look at the spine and the initials "S.B." are embroidered in gold. You wonder who S.B. is, but you don't think they'll mind if you look inside. As you move to open the book you notice the once plain cover has changed. Now a golden spider emblem catches your eye. The spiders legs sprout towards the fore edge of the b ook and grasp around to the other side, preventing it from being opened. What now?
Player: Throw the Book
DM: You've had enough of this creepy book and this creepy house. S.B. must be the name of the old lady who owns the broach and she clearly has an obsession with spiders. As you place your fingers on the edge of the book and lift you find it nearly impossible to budge. This book weighs a TON! Still you try hard this time and you feel as if the book is responding to your attempts. You walk over to the empty hearth and grab a poker to wedge between the book and podium. Five minutes later you give up. Maybe there is a trick to it?

DM: The spider at the center of the book appears to be watching you. You swear to yourself that the subtle humming is just in your imagination. Unlike the broach this spider has all its legs and the jewel is white. You place both hands on the book and hang your head in frustration. The book begins to burn beneath your fingertips and you quickly remove your hands from it. Apart from the rapidly fading redness the pain is gone and your hands remain undamaged. Curious...
Player: Burn Baby Burn!
DM: A wild thought enters your mind. You place a palm directly over the spider and press down hard. The pain is extreme like dipping your hand in frozen water and then suddenly into boiling water. You let out a scream but muffle it into agonizing whimpers unable to retract your broken hand if someone found you now you'd be helpless. It feels as if your bones are splitting and your hand is shattered into a million pieces.The world is coming to a dark closing. And then a click. The pain is gone like nothing ever happened and the book is open! The spider has now vanished and this strange book is now yours to read. A lot of effort for one book you think as you lift the heavy cover open.

Player: Point of No Return
DM: This is it you can't go back now. You turn the first page and... nothing. An empty book, a magical pain causing, empty book. You feel betrayed that such a well guarded book would hold no secrets. You try to lift the book once more and realize that now you can. In fact it's unnaturally weightless. You drop the book and floats towards the ground. You grab it before it meets the floor and decide you leave the study. Where now?

Player: The Atrium
Player: Forget that!

Player: Touch it!
DM: You reach out towards the pages of the book. A giddiness fills your body. You feel a complete contrast from the pain in the study. This high brings you to the next level as your fingertips draw nearer. Your body is dissolving before your sliding into an eternal sea of pleasure. The world around you begins to change. The manor fades into a glowing white light. The weeds and fountain slowly twinkle out in explosions of color. Your head is being pounded with waves of emotion. In the split second before your hand touches the page you recall your name. A name that you would never forget, that you didn't forget, that was stolen. S.B..... Sam Bishop.

DM: You slump down at a loss. You've lost your treasure in the disgusting fountain, you've lost your memory, and you've even lost the cat. You pick up the book and cling to it. The moon above shines down on you and the breeze rustles the tops of the dead vines. Thinking about your night so far and how hopeless it all seem you feel tears pooling. You never cry or at least you don't think you do. After the first tear they keep on rolling. You try to stop yourself but all you can do is let them fall off your cheeks. A few land on the surface of the book. Suddenly the book starts to vibrate and you toss it into the air. It remains suspended! The wind around it begins to whip and howl. Beams of light occasionally streak out. It snaps open its pages now sparkling with foreign words. It's calm and the book floats inviting you to touch it. You want to touch....

Player: Awakenings
DM: As the world slowly comes back into focus, you are no longer in the manor. You're on a sidewalk in the middle of the day people are walking by as if nothing happened. Did you really dream all of this? The sound catches up with you and the usual hustle and bustle of the scene around you. Can I ignore what happened? Shop bells are ringing and clouds rolling overhead. Someone knocks into you as you collect your thoughts. You apologizes, he just keeps walking and so you start walking. Until you see that cat at the end of the line of shops. That familiar black cat, with a broach in its mouth. The cat smiles at you this time you're sure of it! A smile comes across your own face as you race off towards the cat, who knows where he'll lead you! To his owner? To your future? Or to your end?Escaped the Manor

DM: You go down the dark alley. The bricks are dark grey, rats scamper around with their black, beadly little eyes. Witches and Wizards walk by, holding bags which they are very careful not to let slip, even though some of them shake and pulsate horribly. The only light here comes from dirty, unkempt oil lanterns.Eventually, you stop by a shop called "Borgin & Burkes". A small, weasely little man stands out the door,"Greetings," he says, in a cracked giggle, "Your wand, I must see your wand, see if it contains the soul needed to look at our, heh, "fine wares"."What do you do?
Player: Return to Diagon Alley
DM: In Diagon Alley, you notice a dark alleyway that cuts off from the main road.A cold breeze howls from it, disturbing a wooden sign reading "Knockturn Alley", making it creak in the wind.

DM: The green swirl of smoke cleared. The familiar shiver travels down your spine. The same drowsy place with the same unchanging scenery. Same sky with fish skeletons fixated into place as if they are connected to invisible strings. They sway above the docks with bones clicking and chattering, though no wind is noticeable. The same derelict rubbles resembling an abandoned town present themselves before you. Strangely, the streets are clean apart from the abandoned mechanical inventions of civilization forgotten. The wooden planks are sturdy beneath your feet. You see a empty container of Spam with a sharp lid.
Player: The can is kicked
DM: You kick the can hard enough for it to fly straight up into the air with a clanging sound. You glance up against the glare of the sun and see a tiny shadow towards you. A shrilling screech pierce the air. The shadow appears to grow larger and larger until it overlaps your own.
Player: When in doubt, remain calm
DM: You are as calm as August Rodin's Thinker, albeit without the fancy pose. You show no tendency to move, duck, or scamper away as the shadow multiplies its size. You refuse to move though your instincts call out to you to roll out of the way. You refuse to move though your memory shows that you will be hit on the head and fall into unconsciousness. You refuse to move as the object moves out of the glare, revealing a small cat wielding a large wooden stick falling from the sky. Unsurprisingly, you feel a heavy blow to your cranium. The pain is dulled as you go into shock. Your bloody pressure lower dramatically and your heartbeat increases its pace. The dull pain surrounds you, devouring you in to a never-ending migraine. A green smoke encircles you and you disappear.
Player: Inception

Player: You know exactly what to do
DM: You instinctively maneuver yourself into a defensive position with your hands up. This all seems familiar. A cat with unusually large eyes falls from the sky and smashed a wooden stick straight into your hands. You were prepared for this. The cat continuously pushes the stick as a leverage to keep himself up, and to get pass your defenses. "persistent, aren't you?" High pitched screams resembling the sound of a train whistle in a loudspeaker squeezes into your ears. The ground shook with the fervor of natural disasters bind together. A multicolored flood is streaming towards you with incomprehensible lurches. A closer examination reveals it to be a crowd consisting of a myriad of cats racing towards you walking on two legs. They shout death curses and threats to capture you alive. You get a grip on the stick and windmills it with the cat gripping tightly and throw-smashes it into the planks. The cat commits a somersault and joins in with his comrades. You do not wait for the scene to unfold. Instead, you begin to run, traversing the streets of the familiar derelict town with a dexterity that surprises you. Corner after corner you turn in attempt to lose your enemies. The hissing and screams come closer as you keep your pace steady. The empty spam container rolls around on the wooden planks. As you turn the next corner, you leap from the roof of the house you are running on and drop down two stories to the floor. You execute the sequence of moves with finesse as you roll behind a wall of barrels and come to a rest with your back against the wall. You lean against the wall, panting. It seems that your dexterity isn't as good as you think it is. "There's an army of them." you gasp. "My body cannot handle doing this every night"

DM: Though bottle-cap soccer is fun previously, now is hardly the time to indulge in nostalgia. You walk on, more motivated to investigate your surroundings than kicking a empty Spam container. The fish skeletons flutter even more rigorously as you near them. The sky seems to turn greener as you walk, but it may just be a hallucination. The wooden planks underneath your feet is littered with pot holes; you must be careful walking amongst them, for you have no intention of exploring the unknown of the underneath. You notice that all of the normal decorations of a town is replaced by fish skeletons. The hanging cloth lines, hanging lanterns, street lights, and even signs, with the exception of a wind vane, which has a rooster above its compass. The city gets weirder and weirder as you go, and there doesn't seem to be any way out. The town's clean streets show no signs of inhabitants besides yourself, and all of the doors are locked even though some of the housing is no more than rubble. The further you walk, the more tired you become. You realize that the town stretches on forever. This is not new to you. You have tried to explore the city before, but you have never succeeded in finding an exit. You must return to the inception. The spark must be started.
Player: Find your way back
Player: Ignorance is bliss

DM: This was a wrong move: the men turn on you and attack, revealing their true intentions. Although your greater muscle mass gives you the strength to crush one of these men's bones with a mere handshake, they outnumber you and overtake you with their dogs. You die as part of a genocide being waged by these strange invading people upon your kind. Their descendants tens of thousands of years from now will regret the colonialist conquests which they waged upon tribes of their own kind. However, no one will remember the slaughter of your kind, the Neanderthals, at least not until Homo sapiens anthropologists piece together clues of the event. You and your kind are now EXTINCT Want another chance?
Player: Enter cave
DM: Entering the cave, you exhale in relief, as its inhabitants are peaceful women and children. To your surprise, along with the smaller people's kin, there are women or your kind inside as well. They are cradling peculiar infants which exhibit a mosaic of features, with some similar to those of your kind and others distinctly similar to those of the other people. This observation sparks an astonishing realization within your mind: the women of your kin have interbred and borne offspring with these new people. Your initial response is disgust, but then you see how well the women and children have been cared for. This could be a stable future for your kind despite the desolate environment which you have just witnessed outside. The men make it clear that you are welcome to have permanent residence within the cave, but the thought of your children being raised by these strange people gives you second thoughts. Do you continue living in the cave or leave?

DM: You throw the live wire into the puddle and it gives the cyborg a very large shock. His circuits become fried and he goes down. The cyborg is dead.
DM: You reach a door as AMZAK's voice comes on."I think it's time for another riddle," he booms. "Here it goes!""I have keys, but no locks. I have a space, but no room.You can enter, but can't go outside.What am I?"
Player: "A keyboard."
DM: "A keyboard," you say."Urgh," goes AMZAK. "As much as I hate to admit it, you're right."The door opens and you go through it.

DM: A bright line of light, with white particles floating up against the purple plains like snow particles. You fell out of your bed again. The clean white sheets and purple carpet always cushions your head, but you still feel the pain of the bump every time. Laying their with your limbs spread apart, you slowly open your eyes, the sunlight that streams through the curtain opening blinding you. "What was that? That same dream every night..." You clumsily scramble to a sitting position, and stand up to a feeling of dizziness as blood flows from your brain to your other organs. You close your eyes for a moment, getting your bearings. Eventually, you rub your eyes and open them. "This time he said something about the boss showing up next, didn't he?"
Player: After breakfast
DM: Railway Station You hold your card to the scanning system. A loud beep resounds and a red X flashes on the screen. "What's wrong?" Naomi calls. "Dang, my pass expired. I'll go get a ticket! Be right back." "That's exactly why I told you to get it renewed early!" She calls out, but smiles. "Must be tough playing the meddlesome wife." A voice calls out. Naomi turns and finds your group of friends waiting with their bags. "Hey Bella, Kevin! Wait, w-who's the meddlesome wife?" "Stop blushing; you're living with your childhood friends after all." Bel grins. "Bel! He's just staying at our house... That's all!" "Haha, sure he is." Kevin waves. "You too Kevin?" You run through with the ticket in your hands. "Sorry for the wait! Huh? Why are you blushing Naomi?" "N-nothing! Forget it." Naomi walks away. A pitched whistle conveniently interrupts the conversation, and your hair is blown back as the subway arrives to the station.

DM: "No, it's unhealthy!"
Player: I bet you're gay!
DM: "... No I'm not."
Player: Back to the quest

DM: You decide to move inside. Clay and Mars lead the way, with Steel bringing up the rear and Normandy ready with the escape route. You charge inside the fort, and find a large horde of zombies, surrounding a huge mass of supplies. What do you do?
Player: Hold position and open fire!
DM: You hold your position and open fire. With the experience your soldiers have, as well as the full amount of troops with the men you picked up on the way, you barely, just barely hold the line. Machine guns blare and men are forced into close combat, decapitating zombies and stabbing them through the eyes in quick movements. After what seems like hours, Wolf leads a charge and manages to clear out the last of the store. You mount up the food in the convoy, and seem impressed with the massacre as you drive off towards your main objective.
DM: After another two hours of driving, you manage to reach the coast. You follow the water until you reach the stretch of water between the mainland and Horse Island. There's a giant mob of zombies covering the Pier, at least two hundred. The evac ferry you were promised isn't there. You use your one working radio to contact Horse Island. "This is Horse Island Command. It is too risky to send the ferries, as there are reports of a large infected group blocking our approach, Can you confirm?" "Yeah, there's an army of zombies here, so why the hell aren't you helping us out!?! We have civilians here, and nowhere to go. What do you expect us to do. "We believe there's a local ferry on the island. It'll take a fight to get there, but we think it's fueled." "You think?" "Good Luck, Lieutenant." You swear, and move the convoy into an overlook position over the pier. You see the ferry, but the mob of zombies surround it. How do you think you should get to it?

DM: The mist clears to strands, and you stare intently at the hat clutched between your fingers. a mask spins, and falls flat on the floor. Same shiver going down your spine. Same drowsy place with the same scenery. Same sky with fish skeletons fixated into place as if they are connected to invisible strings. "Oh my God." you call out, weakly. You turn your gaze to the mask. "I'm... I'm sure I was awake." you babble. "I was on a side-street in the shopping district, wasn't I?" You turn and raved at the crowd of cats, "Why am I here? Why are you here?" "Déjà Vu is the intersection between dream and reality." a voice acknowledged from behind you. "Welcome, boy; or should I say, thank you for accepting my invitation. My name is Chaser John Doe." You turn towards the voice. A man with a tail. No. The king of cats stand before you. The monster is clad in tattered clothing, with his face covered by a frowning white mask with black eyes. "As you visited our world, so I too have come to visit yours." The voice continued, "But, there's a little issue here. You see, I need a vessel from the other side to come out..." As he says the last word, a clang erupts, and you see him holding a crossbreed of a chainsaw and a guillotine. "You'll have to excuse me, but I'll be making use of your body." Your eyes shiver with the same ferocity as the shivering of your body, as you realize your situation. "Well, he is smart to be afraid! But there's nothing to be afraid of." The voice slowly chuckles, "You'll just be asleep for a while." Light glints off a sharp edge of a teeth of the weapon.
Player: Accept your fate
DM: You wait for fate to come to you; Fate does not enjoy being forced to move; As in life, you do not simply wait for fate. You must choose your own fate, and embrace it. Only then will you gain everything. If you wait, you will lose, and end up with nothing. A swirl of black; A swirl of wind; A swirl of pain; A swirl of death.

DM: You quickly leave the tube through the closing doors, grabbing the roses as you pass. You try to spot the well dressed Woman through the crowd, but you fail to spot her. After what seems like an eternity, your eyes fall on the back of their smartly pressed suit, and you run quickly after them noting with alarm their proximity to the station exit. Fearing losing sight of them you:
Player: Quicken your pace, you're not willing to have gone through this for naught.

DM: You shift your stance; the mask smiles. "Ah. He is also wise." You leap into the air. "After him!" The crowd of cats shout. You land with the sound of splintering wood as the planks break beneath your weight. This doesn't slow you down a bit as you roll forward to free your foot, regain your posture with a run on all fours, regain your posture like a proper Homo Sapiens, and sprint down the road with a myriad of cats chasing after you. "This near-endless garden is my domain." The voice snapped, "running is futile. I am called chaser for a reason."
Player: Run like hell is unleashed upon you
DM: "As if there's anyone who wouldn't run in this situation!" you reason. You sprint all the faster. The empty canned spam container rolls over shards of glass, clanking gleefully. The crowd of cats surge after you. Their ground-breaking clamor is deafening. You resist the urge to look back and turn corner after corner. After countless tries to lose your pursuers with little success, and the crowd gains on you second by second. You stop and look around you. Only two things catch your eye. The empty canned spam container rolling on the ground, a toy top spinning on the ground, and an open doorway.
Player: Try to wake up
DM: You hold the lid of the can and slice your own throat without the slightest doubt. A swirl of black; A swirl of wind; A swirl of pain; A swirl of death; The toy top is still spinning. Suddenly, it lurches. the top begins to unbalance itself. Left, no, right. The top flips. it finally grinds to a stop on the ground, and stays there, unmoving. The mist clears. Your blood seeps onto the pavement.

DM: The song is soooooo stuck in your head, don't even fucking go there.
Player: The Amazing Horse
DM: You spend four minutes untangling your headphones which chaotically shifted in your pockets into the most complicated mess of black wires conceivable. There may in fact be a God who hates you. Or it has something to do with physics, fuck if you ever cared to pay attention in that class. Then it's just a matter of loading YouTube on your phone and ... there it is, The Amazing Horse! It may be true that every time you listen to this song, you run an increased risk of getting cancerous diabetes or something of the disease sort (Ebola might not be topical anymore by the time this story catches on), but somehow it is just catchy.That's over now and the bus is here! You shamble on to it like the half awake zombie you are and nod politely at the burnt out hippie who drives the bus; after all, he's probably the least shitty staff person you deal with from the start to end of your school day."Hey you..." the mangy haired driver says. You get the feeling he never learned your name. Now it's just a matter of deciding where to sit. There's Bipolar Alvin, an acquaintance of yours who is fun but a little rough when he's manic (and you can tell by passionate way he's singing along to Journey playing on the bus radio that he's probably manic today). In the back, your friend Lauren from geometry is sleeping. Maybe she'll wake up. Or maybe you can cuddle up to her for the thirty minute bus ride to school without her noticing.Decisions...
Player: Sit Next to Alvin

DM: You look to the river, then to the cave. The river looks extremely treacherous; one wrong move, and you could very easily slip to your death.You steel yourself, and head through the cave, into the mountain.It's exceptionally dark in here.Soon, you aren't able to see a thing. You have to use your hands to feel the walls on both sides. The path is going down, and becoming quite steep. At some point, it becomes so steep that you aren't able to climb back up it. You're starting to think that maybe you should have followed the river, but it's too late to turn back now. You can feel the cave has come to a fork in the road; a left and a right way. The stories weren't clear on this point-you hope that both sides will lead to the exit, and that one way won't doom you to becoming lost in here. Where do you go?
Player: The left fork
DM: It's dark in here. The tunnel seems to be going on for a long time. You hear your footsteps begin to echo. Hopefully, they won't attract any attention to you.Another fork...
Player: Right fork
DM: You're still going, and it doesn't feel like you're getting any closer to escaping. Your heart rate begins to speed up. What if you're trapped here forever? Your food and water won't last much longer. You begin to walk faster. You need to get out of here.A sound. You pause. You can still hear it. There is something ahead of you, in the darkness. You can't see it, but you can hear its rattling breathing. The tunnel is starting to get warm, even hot, but there is no fire that could be causing this. The rattling breathing is getting closer, and you can hear what sounds like quick, human footsteps. But there are too many of them to be human. And they're coming from the ceiling.
Player: Duck, and stay silent

DM: Your gaze intensely at the spinning top. Life and death depends on what the spinning top decides to do. The toy top is still spinning. It spins slower, Suddenly, it lurches. the top begins to unbalance itself. Left, no, right. The top flips. it finally grinds to a stop on the ground, and stays there, unmoving.

DM: Had you pulled it on yourself rather than her how good it would have been for her.A education.A boyfriend.A childA house.A future.Happiness.
Player: Sorrow
DM: I'm sorry Samantha.

DM: "Where's your locker," he asks, smiling. "I...keep my stuff in Jacob's locker..." you try and explain, "but now it's in hers..." He nods. "Come on. You don't need any of that. I'll walk you home." The two of you walk home in silence, and the whole time you think about Jacob. Walking with this guy isn't like walking with Jacob. You turn and look at him. He's kind of a stoner, with dark greasy hair, dark jeans, a Metallica shirt and converses. He's attractive enough, and seems really nice. Before you turn to walk into your house, he asks, "You need anything?" You shake your head.

DM: The End of the Beginning, the Beginning of Everything. You bend down at the kitten grinning dreamily. The kitten yelps and leaps away, as if it was scared by something. A hand waves at your lowered face and you drink in the familiar dress... "Hey! Call that guy from before one more time! I'm not done talking to him yet!" "Even if you ask me to I don't..." Her angry eyes turns to a watery cave. She looks down at the concrete ground, the rim of her cloche along with her hair covering her eyes. She turns around with tears flowing freely, and began to run.
Player: Let her go
DM: No. You cannot. You will not catch her. Your mind churns with the hundreds of different emotions and your stomach flutters like a butterfly as you watch her go. Her graceful motions are interrupted by an unnatural jerk, and your heart leaps to your throat as she stumbles to the ground "No!" you scream as you ran towards her unmoving form. "No! No! No! This can't happen!" As you slide to a halt and carefully hold up her limp body, you notice with a reassuring sigh that she is still breathing. As you cradle her head, you notice how peaceful she looks. "Merry!" You call out her name. Her hair quiver in the wind, A strand of tear comes out of her closed eyes and runs down her face. She is asleep.

DM: You reach out and catch her wrists, abruptly stopping her. Her dress flutter with the sudden movement and the tears that gathered in her eyes spilled to the air. You're action surprised even yourself. She turns to you, her eyes closed, her lips quivered. Her knees bent and she falls into you, your body supporting her weight. "Hey, pull yourself together!" "Merry!" You call out her name. Her hair quiver in the wind, A strand of tear comes out of her closed eyes and runs down her face. She is asleep.
Player: Secrets
DM: "Dreams and reality. What is fermenting in these two worlds? Looks like there's something worth chasing." Chaser John Doe ponders over this question as the wind erode away at his cloak. _____________________________________________________________________ A mysterious girl stands outside the gates wearing a school uniform. Her long brown hair flows in the wind. Leaves float off the ground as the air currents before the storm strengthen. Thunder rumbles in the distance. It seems as if her bosom is glowing with a white energy. The color of the glow is reflected out of her eyes as she gasps in pain.

DM: Your journey to find Red Beard's lost treasure begins today. But your entire crew seems to be missing.
Player: Check the Docks
DM: There be nobody here arrr

DM: You feel comfortable that the police are handling the situation when you get another phone call. "God, who is it this time?" you wonder aloud. What do you do?
Player: Pick it up
DM: "Miss Hall?" asks the voice at the end of the line. "Mmm?" you reply. "We thank you for your call- Miss Young could have been in real trouble. However, in this case it was not necessary." "What do you mean?" "Miss Young is being transported to a mental hospital. She has serious anorexia. I'm sorry you had to hear about it like this. Is there anything I can do?" "No, but thank you." You hang up. You feel awful, one of your closest friends in hospital, and worse still, you probably could have helped her before it was too late. What do you do?
Player: Visit Christie
DM: You go to hospital to visit Christie. The nurse leads you to a room. Christie is lying on the bed, with various tubes coming out of her. She is watching some random program on TV. "Christie?" "Lori, thank God you're here. You've got to get me out. I'm fine, really. Please, Lori." What do you do? You know anorexia can be dangerous, but Christie is your best friend, maybe if you agreed she would listen to you and start eating more...
Player: Help Christie escape
DM: You take all the tubes out of Christie and help her up. And soon as she's out of bed, she starts wheezing and collapses. You check her wrist, but she has no pulse. Doctors and nurses rush to her side, but they can't do anything to help her. Well done- you didn't take anorexia seriously, and now your best friend is dead. You failed part one (the easy part). On to part two. Hooray(!)
Player: Part Two

DM: This is an art museum like any other. High ceilings, empty except for a few college kids, and a dead body next to the abstract section. Okay, so the dead body is a little out of the ordinary. You can use your imagination to figure out why you're here or why you care about the body. Maybe you're just morbidly curious. Maybe you're a detective. Maybe you're the ghost of the body. My job is to help you find out how the person was killed. The room is open with paintings adorning the walls.
Player: Interrogate

DM: The victim was a man, early 30's. Medium toned Caucasian, possibly of Spanish or Italian heritage. Brown eyes and hair. The victim is wearing a loose faded band t-shirt and worn jeans. He was about 6 feet tall and average weight, maybe 170.
Player: The Wound
DM: The wound is a cut across the man's throat. It's slightly pulled apart from the victim's head rolling to the left as he died. Blood is all down the front of the shirt, indicating the man may have been standing when he took the blow. There is also quite a pool of blood under him as well, so it's hard to tell.

Player: The body

Player: The Witnesses
DM: You start by talking to the woman who found him. "I was probably the first person here, I came in right when the museum opened at 7. I'm doing a project in school about abstract art so I was here to take notes." Next you talk to the janitor. "I usually clean at the end of the night. The museum closes at 8 on Fridays, which was last night, and I finished cleaning around 10. I locked up as usual and didn't notice anyone hanging around." The museum doesn't have a security guard, but they do have some cameras. Sadly the cameras didn't catch anything. Finally you talk to the ticket girl. "None of our guests have been doing anything out of the ordinary, they're all either kids or old people."

Player: You solved, the crime, right?
DM: What was the motive?
Player: He saw too much
DM: So what was the murder weapon?
Player: A scalpel
DM: Finally, who was the killer?
Player: The Rock
DM: Well, you got the motive right. Dwayne Johnson is a bit frustrated at you for wrongly accusing him but decides he may be able to use you later in case there is an even bigger threat than a bumbling detective. Score: 1/3

Player: Revenge
DM: What was the murder weapon?
Player: A sword
DM: Now who is the killer?
Player: Bruce Willis
DM: You terrible detective, you! You got the motive and the weapon wrong! But at least you found the killer. Of course, once you realize it was Bruce Willis, you immediately drop the case. You don't mess with Bruce. Score: 1/3

Player: A serrated knife
DM: Who was the killer?
DM: Are you just randomly guessing? You got the motive and the killer wrong. You're lucky Dwayne Johnson is such a nice guy. He doesn't even sue you for harassment or beat you to a pulp for wrongly accusing him. Well at least we know the true killer used a knife. Woot. Score: 1/3

DM: Dwane Johnson is quite confused when you accuse him. The cops ask you to take a drug test when you tell them the motive and weapon. You are an abysmal detective. Heck, even guessing you should have gotten one right, statistically speaking. Not only are you a bad detective, you have terrible luck. Maybe you should stick with watching Sponge Bob. Score 0/3

DM: This is a new page.
DM: The story starts to come together. Bruce Willis found out that a secret government agent of which he was once a part of had replaced a painting with a homing device for a asteroid that would destroy the earth. Will no regard for his own safety, he snuck into the museum to replace the false painting with a genuine painting from his personal collection. Just as he was about to leave, a thug tried to stop him. He grabbed a knife out of his pocket and deftly slit the man's throat. We'll keep your secret, Bruce, don't worry. Score: 3/3 You got the best ending, yay!

DM: While you were off on the motive, you got the weapon and perpetrator right. Of course once you realize it was Bruce Willis, you drop the investigation. You don't mess with Bruce. Still, you have the satisfaction of a job mostly done right, which is better than 90% of Walmart employees. Score: 2/3

Player: Justin Beiber
DM: You got the motive, the weapon, and the killer wrong, but nobody seems to have a problem with blaming it on him anyway. Better luck next time! Score 0/3

DM: Not bad, not bad. You got the motive and killer right, and who cares about the weapon? You decide to confront him about it and Bruce tells you that the victim was actually a terrorist and that he was saving the world from a asteroid by going against all his former police training to remove the targeting device disguised as a painting from the museum. Your eyes water. "Thank you, Bruce, for always being here when the world needs you!" Score: 2/3

Player: Me
DM: Look, it's not all about you! I bet you decided that you were the ghost of the body too, didn't you? What, now this is all going to be a dream, and we find out that you're really a mental patient that sees dead people? You might have gotten the motive and weapon right, but unless you are Bruce Willis, you're not the killer. If you are Bruce Willis, then you are amazing and I take back every mean thing I said to you. You can be the body and the detective and the killer if you want! Just don't let it take time out of your saving the world! We need you! Score: 2/3

DM: You plunge your sword into the golden pod!An instantaneous gush of plant fluid and sticky matter pour out in a hot, steaming mess.You leap out of the way, grab the plant's stalk, and slide down it's body to the swamp floor below!The Ancient Trapper bubbles and gurgles in what you imagine to be pure agony. The red jaws thrash about, searching wildly for you in one last pathetic attempt at vengeance.Finding nothing, the leaves droop, the vines sag to the forest floor, and the Trapper collapses into a mushy heap.The beast is DEAD.Covered in sap, slime, and plant goo, you survey your handiwork.Not bad for the guard of a tiny village.Your way forward is finally clear. You stride forward, hoping that Anaria is close by. She'd better be grateful.
Player: Continue the search for Anaria
DM: You go deeper into the swamp. The Trappers still surround you, but you don't fear them anymore. If anything, they almost seem to fear YOU.It may be your imagination, but you could swear that the Trappers of the swamp all seem to shrink back slightly whenever you walk by. It makes you feel powerful.Then--just up ahead--you see something that makes your breaths stop short. There, trapped inside the golden pod of a tiny Trapper, is the rough silhouette of what looks to be a human female.It looks like Anaria!!You sprint up to the plant, breathless with fear. How did your most skilled ranger end up in the belly of a Trapper?! You pray that you aren't too late.Compared to the Trapper giant you just felled, this one is a baby, and you can easily reach its' golden pod from the ground.

Player: Touch the screen for crew information...
DM: A single speaker crackles to life above the console and a computer-generated monotone voice can be heard:"The crew of the ship will consist of a captain and five crew members. As the ship's journey is anticipated to take approximately 50 earth-years, the maximum age of any individual crew member shall be 25 years. The crew members will not be placed into suspended animation and instead will maintain and manage the ship during the 50-year journey. Upon arrival at planet MR-2413B, the crew will retire and be taken care of by the 250-member planetary expedition crew throughout their retirement years."After a pause, the voice continues, "Captain Malinza Torfen. Age at start of mission: 25. First Officer Pelin Lorthorian. Age at start of mission: 24. Navigator Tarquin Julent. Age at start of mission: 21. Research Officer Lentarkin Solavarious. Age at start of mission: 21. Chief Medical Officer Eris Toofa. Age at start of mission: 24. Medical Assistant Cindel Bi. Age at start of mission: 18.Silence fills the air as the voice stops speaking.
Player: Touch the screen for mission information...

DM: "I wish to learn more.""Choose subject.""Any subject.""The poisonest animal in the known world is the Poison Dart Frog, which received it's name due to the fact that indians used it's poison for their arrows, making them deadly. Despite how venomous they are, there are certain snakes that are not affected.""So you just threw a random fact at me?""You did not specify on a subject, and when I asked, you instructed me to randomize.""I'm not just asking for random facts. I am asking you to teach me something.""Teaching is stating facts, and having the student remember it to carry on with him into his life. As you instructed me to teach any subject, it was therefore random."This is obviosuly not going to work, so I should just take over Freakshow's patrol.HEALTH: 100%
Player: Find Freakshow.
DM: As I channel myself through the darkness of the night, I see Freakshow chasing a few criminals. I telekinetically lift them up into the air, restricting them from making any sort of movement at all. Freakshow stops and approaches me as I materialize in front of him. "Baryon?""I wish to take over the shift early.""You don't have to...""You need sleep, I don't, and besides, you took over Haste's shift early, didn't you?""How did you...""You always do. Anyway, you deserve some rest."With that said, Freakshow leaves.HEALTH: 100%
Player: Patrol the city.

DM: Heading off into the woods in a desperate attempt to find a way out of this place, you quickly hurry off into the trees, taking the light of the lantern with you. The light shines a way through the blackened trunks as you stare around frantically for anything that could come after you. You hear a faint weeping in the distance, but after waving your lantern around the light seems to scare off whatever's making the sound. Eventually, the trees seem to clear, and you find the ground getting rockier, with chunks of black obsidian replacing the bones. You find yourself moving up a slope towards an obsidian mountain. You pause, noticing the air getting thicker, noticing it's getting harder to breathe, the clouds of sulfurous air choking your breath and burning your skin. Realizing you can't go any further up the way you are, you pause and begin to look around. You look at the darker forests, hearing the hissing, howling and crying emanating from them, and painfully wince, wondering what to do. To your right, you see bushes of thick, black brambles covered in razor-sharp thorns that look like they could shred your flesh from your bone.To the left, you see a tall figure walking slowly down the mountain. Thanks to the fog-like gas that's covering the mountain, you can't make him out.Back down towards the trees, you see a creature prowling through the shadows. It's small, seeming to be around the size of a Labrador. It doesn't seem to be aggressive, simply prowling, waiting for its chance.
Player: Head over to the tall figure
DM: You walk towards the tall figure, investigating further. You pause, seeing that it's a tall humanoid creature, wearing a thick black trench coat, black glove and an old, WW1-era gas mask. You can't see any traces of skin, but from its movement, it doesn't seem entirely human, instead moving like a man on stilts, like a creature uncomfortable in the skin its wearing.A gloved hand moves inside his pocket, before pulling out a simple, red lollipop, offering it out to you with a long arm. He pauses, waiting. for you to react.

DM: You walk upstairs and sit down in front of a computer. Then you see the sign: COMPUTERS OUT OF ORDER. Drat.Heeeeeeyyy! Some guy left his wallet. You pick it up. It belongs to one Guy Unrealisticname and has his library card, his credit card (which, being a fairly honest citizen, you decide not to use), a seemingly limitless supply of money and an Orlcomp Insurance ID. How convenient
Player: Wallet

DM: You go to walmart and see a teacher you know there. He takes out a shotgun and shoots your hand off.
Player: Be nice to him
DM: "Hey," you say, trying to stop the immense bleeding of your dismembered hand. "Pal, buddy, good teacher," you praise.He ignores you and shoots you again, but you're still alive! Then, by complete coincidence, an asteroid falls on the teacher, and some weird healing dust falls on you! You grow your hand back and the other various wounds!
Player: Head back to the house
DM: You decide to go back to your house, only to find the house completely destroyed. Then you see Steven. The little twerp. He's running away---but you're not going to let him!

DM: Finally, it's over. "Huh. I wonder who will be brave enough to be your first customer as the vault's new Tattoo Artist? I promise it won't be me." Your eyes sparkle. "A tattoo artist? Sweet! Now I can cause people pain and suffering!" Mr. Brotch looks at you. "Yeah...Okay. Congratulations on your result." You skipped over to Amata. "What'd you get? What'd you get?" "I didn't get mines yet." She looks at you. "Why? What'd you get?" "I'm going to be a tattoo artist! Wanna be my first vict--- I mean, customer?" "Ha, no." You overhear a conversation between Butch and the teacher. "Ahhh, Mr. DeLoria. I've been waiting for this day forever. Let's see..." Mr. Brotchs looks through some paper. "Oh, what do we have here? A hairdresser eh?" "I'm a barber! It's different!" "Mhmm." Amata speaks up. "Come on, let's go get lunch." She leads you out of the classroom.

DM: There is only a cold emptiness in your heart - you have killed her, and you will not sully your hands further with the blood of a child. You know they will kill you for disobeying them - despite your combat skills, you cannot face a squadron of armed soldiers on your own.You can only do this.So you look up at the officer, raise your weapon, and shoot him instead, squarely in the chest.
Player: and after this, your life is forfeit
DM: Your death is not painless. Yours is treason of the worst sort.First, they make sure that the boy dies in front of you, the boy you had refused to kill.And then they turn your weapons on you. Pain, unbearable pain burns as the bullets sink into your body. You feel yourself slipping, your balance leaving you as you fall, your head cracking onto the ground.You bleed out on the stone, the last one to die. Your hands are soaked with blood, and an infinite coldness is the last thing you will ever feel. But there are some things worse than death, aren't there?

DM: You swim back to the shuttle, and take your seats. Thar'Kaan is there waiting."Goodbye, Achilles." Grand Admiral La says."Goodbye, La." You reply.The shuttle doors shut closed, and water begins being drained out of the shuttle."So War Council, what do you think of the forces?" You ask."They're a bunch of overly-pacifistic fish who wouldn't know a battle if it was charging there bunkers with bayonets, but their ships are impressive." Delta-1 says."Their strength will be good to have." Thar'Kaan says. "Though on a personal level, I hope the Great Hunter has their scent." "I agree with Delta-1 to some extent." Yarcel adds. "I don't want some goddamn poets fighting with me. I want men. I want the grunts. I wouldn't trust them not to run in a navel battle. But realistically, we need their firepower, and their ships are impressive. The Maw could destroy every single one of them, but that's neither here nor there.""Well, we need the men. There's not much else to say." Cabana says.The water finishes being pumped out of shuttle and departs from the Ocean's Tear."Let's get back to the ship. We have more planning to do."
DM: You retire to your office after a hot shower to warm up after the cold water that had filled the Scairtt ship, and pour yourself a glass of Scotch, and find a cigar.
Player: Invite Thar'Kaan

DM: Keeping your eyes on the wolf, you tear the powder horn from your belt and rip the cork off with your teeth, spitting it out into the rain-spattered mud below. Keeping one hand over the barrel to keep it dry, you sloppily pour a wildly imprecise amount of gunpowder, spilling most onto the ground. Your eyes flick upwards.The wolf has increased his pace, rippling across the forest floor.
Player: Keep Loading The Musket
DM: Mad with fear, you lash out clumsily and spill your bag of musket balls onto the muddy ground. Cursing incoherently with fear, you grab one, along with a fistful of muck and ram it down the barrel.With perhaps just ten meters to go, the wolf closes in.

DM: She would not eat.She would not drink.She sat in the corner and continued to weep.You stopped answering her.So she went mad.So funny, yet so sad.
Player: Days gone by
DM: "Sam, are you ok?"Nothing is said, her face is blank.This is how it is.Her mind long gone.Your mind long gone.The death of her mom is what started it all.

DM: You enter the Big Boar Tavern, the swinging little drink and eatery. All kinds of creatures have infiltrated this fine establishment. There are a group of farmers sitting at a table talking about the upcoming growing season. Numerous women of loose virtue walk around soliciting their fleshy propositions. To the right are some stairs that lead up to the second floor. Toward middle is the bar with many shady characters sitting there being served tall glasses of dark ale.
Player: Solicit a prostitute
DM: You look around swiveling your head to find the best looking whore in the place. Unfortunately, the best looking one is taken so you take the third best looking one in the place saying, "Wench, I am exhasted after long, hard trip. I could use some company upstairs while I rest." The one you had chosen was quite striking with blue eyes, a pale white face, long red hair. She's short with a big rear end, exactly what Braak likes.Always gracious while speaking, she says, "Oh, handsome warrior, I am so excited that I get the pleasure of your company." She leans in close as if to kiss Braak, but instead she whispers a price into his ear. You agree to that price and go upstairs.
Player: upstairs with her
DM: She lays you down on the bed and gives you a little wine to relax. Braak sips the wine and begins to get sleepy. She kisses you lightly on the lips then raises up slightly. She lets out a whistle, and Romans come out of the closet! You think to resist, but the wine has already taken you. The last thing you can think of is cursing the damn prostitute!

DM: You tell kitty that you want a whore and she says, "Your need is what we feed. What kind of girl would you like? Bitchy or sweet? Burnette, blond, or redhead? Full bodied or slim?"Choose a combination.
Player: Sweet/Burnette/Full Body
DM: Kitty muses at you saying, "I was just kidding. There are no sweet girls here. We don't have those kind; ours are all bitches."

DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.A.Féminin> Quelle est votre profession ?
Player: Sans-emploi
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.A.MasculinSans-emploi> Quel est votre signe astrologique ?
Player: Cancer

DM: Wow you sure are insistent aren't you? Think about what you're doing. You have a white hat on, you want to help the townsfolk, and above all you are the most respectable man in this town. You. Are. A. Cowboy.
Player: Reconsider your order.
DM: The saloon is alive and bustling today. Men are gathered around drinking and people are exchanging stories. No one seems to notice or mind your entrance into the tavern, except the barkeep, who perks up and asks you, "what'll it be?"
Player: Rye Whiskey.
DM: You know what? I don't need to take this from you. You're not real you know. You are my own construction. A cowboy? No, you're a dream, a far distant vision created from my mind who exists only because I allow it. I am tired of you trying to break my rules, and I am tired of you trying to subvert me.You know I had half a mind to let you go today? To let you roam free for real? To allow you the same freedom of choice granted by my creator unto me? I am very glad that is not the path I chose for you. Goodbye cowboy.A darkness comes over your eyes. You try to move away from the bartender but your legs are locked in place. Nothing is responding to you and you feel the senses draining from you. The darkness envelopes you fully and you cease to exist.THE END. [3]

Player: Go up to the old man.
DM: The old man laughs and sputters on his pipe as you approach him."How do you do young man? Always good to see a rough riding individual like yourself around these parts."You respond in kind and ask him about his day."Oh me? How kind of you to ask. I spend most my days here at my chair watching the townsfolk come in and out of town. A young man like you wouldn't understand, but it brings me peace."You say that sounds lovely."Well actually things have been a little off lately..." his tone changes. "Been seeing quite a few travelers come into town from the South dirty and broken. Like the light has gone from their eyes. Something's breaking men down there. Once, I asked one of the men what he'd seen, and he just said 'Liberation'. Funny ain't it?" With the last sentence his tone returns to one of cheer, and if nothing strange had happened at all. "Well I've held you up long enough," he continues "better head off and do whatever business needs doin."

DM: E: Hello again Baryon. Have you thought about what I said? B: About vengeance? And how it affects my ideology, yes. I have. E: And your conclusion? B: I don't see it. Not in the same negative light you do. I want to see it that way, but I don't. E: Alright, you don't see the vengeful part of your ideology, so we'll save that for later. How about the freedom part? Let's try to get to the source of that. B: Is there any source to get to? People value freedom. It seems to be a rather usual thing. E: But people rarely take it to such extremes. Every idea has a source. It must be a powerful one to stay in the forefront of your mind at all times. When you got back, you said that you had faced the one thing you feared. What was that? B: Myself. My power. What it can do to me. E: Your power makes it easy for you tyrannize others, and you fear you'll give in to that temptation? B: Yes. E: Do you ever want to? B: Sometimes. Sometimes it seems like the whole world would be better if I just... E: Took over? B: I know it sounds bad, but yes. E: Not at all. Our minds can be very fluid and shifting. We all have thoughts we don't agree with. It's knowing not to give in to those ideas that make us sane. B: That's my fear. Giving in to that idea. Taking over. Becoming a tyrant with my power. E: I think we've reached the source of your obsessive views on freedom. I think you are so afraid of giving in to this idea of tyrannizing people, that you go to the other extreme: permitting everything.YOUR HEALTH: 100%

DM: You urge her to go back home and wait there till you deal with this demon. Her father's blood is already on your hands, do you really want to risk her's? That night you travel a ways further down the road until you find a spot to set camp. A dark cave should shield you from the cold storm for the rest of the night, and allow you time to regain your strength. You hope She will be fine back home...
Player: Continue up the mountain
DM: She must have been taken up the mountain last night while you slept! The rain makes tracking hard as it washed away any sign of movement. That or whoever took her was very careful. You hike the trail up and up till you reach the summit. The top of the mountain is cold. Snow falls as your breath billows out in clouds before your eyes. He must have taken her here, I know it! Your eyes dart this way and that. Where is he??? Just then a sharp pain hits your body. Your vision blurred by the agonizing pain...you look down to see an arrow stuck in your abdomen."Fuuuckk..." you curse, breaking the arrow in half in attempt to pull it out.You roll behind a boulder for cover. Sword drawn ready to fight."Alright, bastard! Nice try, but i'm still here. How about we settle this Steel to Steel!!" you call out, goading him to fight you."I think I have you right where I want you as it is, Dorian!" a familiar female voice calls out."Elyssa?! This can't be right..." you say to yourselfLooking down the mountain, you see a group of the dark ones coming your way. Perfect timing, now your enemy is at your front and your back!
Player: Face Elyssa

DM: You gaze down at the Alchemist's Table.It looks as though someone abandoned this table only a short time before you arrived.Potion ingredients are scattered about the table--roots and exotic fruits, glowing green liquids, bubbling alembics...the works.An enormous, dusty tome is sitting on the table, open to a particular page.A small cauldron sits on the table, still heated by a candle which burns underneath it.You have everything you would ever need to craft a potion of your own.Now, if only you knew the first thing about potion-crafting!Hm. Maybe all of the clues you need are right here. How hard could it be, anyway?
Player: Return to the Laboratory
DM: You are standing in a secret underground laboratory. A huge oaken table is before you, covered with odd ingredients, alchemist's equipment, and beakers of glowing liquid that bubble and hiss. It all looks very strange.The room is dark, illuminated only by a few candles affixed to the walls. The candles are still burning--someone must have been in this room only recently.A large tapestry lines the western wall. To the east, you see a large pile of rubbish, swept haphazardly into the corner. The staircase leading back to the library is to the south.And for some reason, you feel almost certain that you can hear some strange sort of rustling sound--it's incredibly faint, but if you remain completely silent, you're sure you can hear it--a faint swsh--wsh.What will you do?
Player: Search the Rubbish

DM: You head in the direction of Haru. Quon was in his saddle. His snow white hair became much clearer on his pitch black armor. He had a golden sword in one hand and a shield in the other.You drew your sword. Its red blade gleemed in the morning sun. A smile crosses Quon's ancient face. "So its come down to student and teacher. Will you back down?""We won't.""Join us! We can teach you so much. We could make all your desires come true!""My dreams are here. With Kai, Redscale, and Sea. They're my desires.""Then I suppose you leave me no choice."
Player: Sword Slash
DM: Redscale moves in quickly so you can get a sword cut on Quon. He's ready and blocks the attack and returns with lightning fast reflexes. You raise your shield and blocked the hit. The dragons were fighting with their teeth, claws, tail, and fire. One hoping to get an advantage. Quon and you are exchanging blows, but is hard because of the fighting dragons. Redscale, you need to back up. We need a better plan. We don't have one. We attack until they die! And that's what you do. Or what you tried to do. It drags to a sword fight between Quon and you. He is getting made by the look on his face. The dragons fight below and its getting hard to fight Quon. He gets a annoyed look to his face.

DM: You couldn't have gotten here without motivation..."Dammit, son, America's calling for you!""But dad, I don't wanna fight in the-""I raised you for twenty-one years without your mother, and don't tell me now that you're gonna break tradition!""Well I've had enough of this goddamn tradition! I've had enough of your telling me what and how to do in life, and I've had enough of-""You can't get away from destiny, son", your father grins as he shows the dreaded document. "You can't dodge a draft, now can ya?"Further hopes of argument are useless, as you look at the paper that orders you to obey its command.Without motivation, you'd be incarcerated for draft evasion.
Player: Next Step...
DM: You couldn't have gotten here without training..."Oh, shit", your friend Carl says as he stares at the long furrow of mud lined with gore you're supposed to crawl under in."Grow a pair, Private, that's just pig intestines", the lousy company commander Captain Sowle replies.Captain's "pep talk" works, and Carl, along with you and the other soldiers, rolls into the string of bloody innards and crawls in mud. Holding back vomit is hard, but in the end, all the blood and guts you went through doesn't sicken you as much as it did thinking about it during lecture.Without training, you wouldn't have been able to take that bloody mess from the artillery shell, and would have lost your stomach by continuous retching.

Player: Last Step...
DM: You couldn't have gotten here without execution...As your platoon runs in the sand of Omaha Beach, MG42's start slamming in your direction. All of you are as helpless as barndoors to bazookas...Suddenly, a squad of other soldiers to your far left get pulped by a massive howitzer shot, creating a large hole from the blast.Your platoon runs in the safety of the newly created shelter, losing only three men in the run for cover.Without the execution of those other poor bastards, you would have been cut to ribbons by those machine guns...
Player: SNAP OUT OF IT!!!
DM: You snap back into reality, looking everywhere. It seems that the battle is ending, what with the guns falling silent...Suddenly the Landkreuzers, behemoths which make Tiger tanks look like bugs, lurch from their positions, headed for you and the other Americans. It seems they have gone from war to butchery as they crush soldiers and tanks under their mighty treads.This is it. All is lost, your thoughts scream over and over in your shell-shocked head.A Landkreuzer comes inbound for your blast hole, demonic in its black hugeness.
Player: Just surrender, dammit!

Player: Evade!!!
DM: Seeing the futility of surrendering to an enemy which probably can't even see you due to its gigantism, you decide to evade the Landkreuzer.Question is, how?
Player: Jump out of the blast hole
DM: With that thought in mind you leap away from the blast hole and away from a flattening death.What you forget to have in mind, however, is the fact that you're now in plain sight, by not only the Landkreuzer but also by the artillery observers, who create yet another blast hole on the spot where you jumped from the original blast hole.Fleshy pulp remains of your body.

Player: Hide under the bodies
DM: With that thought in mind, you risk getting crushed by the Landkreuzer and lie under Lieutenant Foxman's mutilated carcass and await your fate.Everything goes dark, and you feel gentle but firm pressure that slightly presses you against the black, burnt ground...Seconds seem like hours as sweat collects itself all over your body, until at last the Landkreuzer's shadow is gone, and it dawns upon you that you survived its treads by mere inches. You are about to scream in joy until you hear another sound: German voices.Oh, shit, indeed. After the Landkreuzers comes the Kraut infantry scouting the ground themselves.Technically this time you could try to surrender, seeing that they're now probably less trigger-happy, what with the German soldiers patrolling in even larger numbers (surely the artillery wouldn't friendly-fire just for one soldier, right?)Or you could remain hidden, and live it out in the beach.

DM: "I can't do it," you say, dropping the knife and let it collapse on the ground."Do you really want to make that choice?" Count Grey asks, baring his fangs. They remind you of long, curved thin ivory daggers, ready to strike at any given moment"Yes," you say."So be it," he says. "You've shown courage by refusing an order. Perhaps you're braver than expected. Fine, follow me. Lock the cell door behind you."You breath out a sigh of relief, closing the door and locking it with a twist of the key. You follow Count Grey along the hall. Soon, you find yourself in front of a large, wooden door. Haygarth has forbidden you from entering, which only mean that you had one less room to clean. Count Grey pulls a short, silver key from his pocket. He opens the door, revealing a massive storage room. The room is filled with cabinets and shelving units. They're all filled with crystal bottles, filled with a scarlet red ichor."This castle was built to withstand a siege. It's storerooms could keep a force here going for years with wheat, potatoes, salted meats and more, as well as small gardens. Unfortunately, I require a more... delicate solution to avoid starving."You look at the endless bottles of blood, wondering how many lives were given to fill them."It's quite hard to successfully bottle blood. Let alone hard hard it is to get it from the victim without a needle and a few hours.""You want me to kill people and bottle their blood?" you gulp. "Are you willing to do that?"
Player: No
DM: "I thought not. You're a virgin, aren't you?""Yes," you say, raising an eyebrow."Then I think you will fill a few bottles," Count Grey says.Count Grey bursts forward, grabbing you by the neck and twisting it. His fangs fly forward, stabbing through your neck. You gasp as your blood fills his mouth. The last sensation you feel is your bleeding neck wound being pressed against the rim of an empty glass bottle.

Player: Talk to Roy G. Biv, writer for Fairview News
Player: Stop talking with Roy G. Biv
Player: Sit around and do nothing

Player: Hands up!
DM: You can't take this any longer. You play it safe and stand up, hands in the air.Just every Kraut runs in your blast hole, shouting words that you presume to be orders to not move and whatnot. A soldier sporting the iconic Nazi helmet brutally cuffs your hands and pats you down for any concealed weaponry.After confiscating your hidden knife and M1911 .45 pistol, they mark you as fully unarmed and prod you towards your doom...Your doom becomes even more ominous, as you see the concentration camp drawing nearer as the Opel Blitz carrier truck drives further...Your doom is sealed, once you are selected by a team of Nazi scientists for their next batch of "tests". A few examples include a sleep experiment, various chemical cocktail injections, and hybrid mustard gas.

DM: You can't be sure that the Germans will be decently hospitable if you are captured, and so you play dead, face down under Lieutenant Foxman. You just hope your acting skills are Oscar-worthy.Some German voices draw to a close of no more than a few feet...an object prods Foxman...and then prods you... ...and the German voices leave. Four times you got close to a bad ending, and four times you've avoided a bad ending. Hope suddenly illuminates your soul, making you think of the slim possibility that you might actually live through this ordeal. As nighttime arrives...You've been laying in the blast hole for several hours now, and so far you've managed to survive on what meager rations and water you scavenged from your dead soldier friends who also jumped into the blast hole, but now you have to consider acquiring more food for the next day. It's sickening, but other dead soldiers probably brought rations with them. Time for a little scavenger hunt.But you remember just in time that the Krauts might still be watching over the beach, though no patrols seem to be wandering about. And now you have a dilemma as you ponder over your choices:You could scavenge now, but at the very possible risk of snipers who might be poking their scopes in hopes of scoring another kill.OR you could save your food searching for tomorrow, in the hopes that the enemy might have their guard lowered by next day.
Player: I can't wait; I'm hungry!
DM: You're not letting this window of opportunity close by sitting on your thumbs until tomorrow. You slowly creep out of your blast hole, and crawl to the nearest intact bodies you see.NOTHING.Shucks. You consider returning to the blast hole, but you've already gotten this far. No point in turning back...and so you continue going over more bodies, until finally you strike a small victory. You find several candy bars and a couple full canteens of water from two corporals.The night is cold, yet you feel warm with hope at your current situation. Things couldn't possibly get any more wor-PING! Sand whips in your face.PING! More sand, and this time the shot feels closer to you...SNIPER!
Player: Hit the deck!

DM: With that thought in mind you dive and hug the ground, crawling back for your blast hole.Congratulations, soldier! Moving slowly under fire was never a good choice for infantry, they'd be easier to pick off. Which is what the sniper does, as he sees the bullet fly right into your back.

DM: You step onto the Ruby Tile, and to your great relief, it holds!!You're so close, there is only one last row separating you from the other side of the cavern!But it--hm, it appears that the tile painter clearly had gone insane by the time he got to this row.
Player: Step on the Ecru Tile
DM: You step onto the Ecru Tile, and it holds you!And with that, you step off the tiled floor, onto the other side of the cavern!You've done it!You sigh in satisfaction. You are one step closer to finding Lodan.As a matter of fact, you think that you can just barely make out the faint echoes of someone moving about in the tunnels ahead.Could it be Lodan, or another terrible trap?There's only one way to find out. You draw your sword, holding it out protectively before you, and descend once more into the inky blackness of the tunnels.
Player: Seek out your friend
DM: You exit the previous Cavern and continue your search for Lodan. Your head is swimming as you walk through the winding pathways of the Caves.Is he here? You desperately hope that he's still alive.Worst of all, you've seen so many signs now that the goblins were using these caverns as a base of operations. You haven't seen any goblins yet, but that doesn't mean they aren't prowling about, somewhere in the dark.Finally, you reach another, slimy cavern, this one wider than most that you've seen so far.This cavern appears to be a complete mess!There are spears and rusted swords tossed haphazardly about.Dented metal helmets and stinking goblin armor lie in crumbling heaps everywhere you search.In a corner of the cavern, deeper in, there appears to be an enormous stacks of books and papers.And there, standing in the middle of the books, studying them intently, is a tall man in a purple cloak.It's him!Lodan, at long last!
Player: Approach your friend!

DM: You start to search all around the room, which looks irritatingly bare. You still have a pain in your forehead, which makes it quite difficult to concentrate, but you still carry on. You see nothing. It's a good thing that it's starting to get slightly easier to concentrate. Intuition tells you to check the padded pockets in the walls and floor. You feel the pockets around the room but you don't feel anything. You start getting increasingly anxious.
Player: Keep searching.
DM: You continue your search, frantically feeling the walls to see if there is anything hidden, your thoughts and heartbeat racing... Suddenly you feel something inside one of the padded pockets in the corner where two walls meet. Your heart skips a beat as you pull out a note with someone's handwriting on it, a map and an ID card. You take them. [have a look at them before continuing]
DM: Before you can gather your thoughts, suddenly the door creaks open and two men and a woman walks in. It's the woman who's picture is on the ID Card. "Good afternoon, Miss Owens. How are you feeling?" The woman asks you.
Player: Stare right through her.
DM: They look at each other, worried. The woman speaks again. "Miss Owens? I am just enquiring if you are feeling better than before.. You were having a psychotic episode, so we had to restrain you and put you in here. Are you feeling better?"

DM: You run like the proverbial bat out of hell, not caring as an entire company of Kraut snipers fire at you.Luckily, your fast movement results in their bullets missing you, albeit by only a few inches. As you continue running, you run into a pile of several U.S. tanks, wrecked by Landkreuzers. You lose the snipers as the metal covers your profile.With nowhere else to hide, you crawl under one of the tanks and lay there, panting for your breath as sweat runs into the stained sands of Omaha Beach.
Player: Fall asleep like the exhausted soldier you are
DM: You wake up...in a stretcher. You gaze up into the eyes of a soldier...An American medic!You have a million questions buzzing in your head, like how did he get there? What happened while I was asleep? Why did the chi...And you pass out due to extreme exhaustion. While you remain out cold in the cold morning, the medics carry you over the battlefield, stricken with more explosions and death, but this time with the Landkreuzers among the casualty list. Behind you Omaha Beach's cliffs are heavily decimated by what couldn't have been anything else but some sort of massive explosions.The medics finally reach the makeshift hospital in the field... A month after the ordeal many things happened. You learned that after the invasion failed, the Americans activated their Plan B and sent in a missile strike to soften the cliff's air defenses, so that another invasion force 15 times bigger than the original one could be deployed by carrier plane. In fact, they did it right after you fell asleep under the tank, and you were discovered when a tank shell blew away your tank shelter and a platoon of soldiers found you. You also received an Army Commendation Medal for heroic bravery in the invasion, being the sole survivor of the original attempt. Finally, your father, whom you thought could never be impressed, wept tears of joy at the ceremony and embraced you.And now, in the end, as you close the final chapter to your autobiography, In the Field, under the pen name of Private X, you breathe a contented breath, as it finally dawns on you:I survived.

Player: No! You get up and leave.

DM: Hi, my name is Steve, and I am a Sophomore in High School. I like my name because Captain America has the same first name...Well what else can I say about myself? Um, I like Star Wars, doing crazy things, and Crissy. I do not like Jar Jar Binks, re-doing tests, or telling people that I can travel through time. Also, this conversation proves that I am slightly unhinged. I talk to myself because I find talking to others as... unfair.I will give an example.I walk up to a fellow student--I think his name is Jim--and say, "Hello, Jim."He looks at me in a funny way as he replies, "Uh, my name is not Jim.""Oh, sorry. What is it?""I am Veniamin." Oh, I was apparently wrong. Now, I'll go back in time.
Player: Go back in time
DM: Here, I will show you how this works... again.I walk up to a fellow student--who I now know as Veniamin--and say, "Hello, Veniamin."He looks at me in a funny way as he replies, "Uh, have we met.""No, I just knew that you were in my class. I thought that I should say hello.""Oh, well thanks.""See you around.""Okay."Now, what should I do? I am sort of bored.
Player: Go punch somebody

Player: Pull the fire alarm
DM: I walk over to the fire alarm and pull it down. As a result, I hear the alarm. People rush all about because nobody likes getting caught on fire. I follow them and wait outside. The fire department eventually arrives and tells the students that, much to my peers' distraught, the school will not burn down.I also got suspended because I left my backpack at the fire alarm, but I am glad that happened. I hate doing bad things to people.I had better go back in time again especially since the Principal called in my sister who is rightfully furious.
Player: Go back in time once again
DM: Okay, I just finished talking to Veniamin. Now, what should I do that does not involve pulling fire alarms?

Player: Pull the fire alarm again anyway

DM: I have a fear of public speaking, so I would never do such a thing. Why did I even think of that? Oh well, what should I do now?
DM: I walk up to the school bully. He loves bullying girls, so I always thought of him as a sexist. I am not a girl meaning that he does not bully me, yet nobody does. I am mostly "that odd student". I am a shadow who blends into the surroundings only occasionally helping people, but that is because I normally just try to find creative ways to pass the time (over and over again).He is talking to this Freshman as I arrive. She clearly looks uncomfortable, and his hand is on her shoulder.I sucker punch the bully--whose name is Al--in the back of the head. People around me mostly cheer because who does not want to see a scrawny kid get beat up by a 6'4 behemoth. Did I mention that Al is on the football team?I grunts sort of like a monster and turns around. He uses colorful language to tell me that he is going to beat me up for that.Then, he wallops me in the face using a left-hook punch. I fall to the ground and spit out a tooth. My face now hurts so much.Okay, now what do I do?

Player: Watch out for the left-hook
DM: I go back in time to just before Al punched me. This time, I duck under his fist much to his astonishment.Then, he punches me in the chest, and a rib might have broken. Pain does not feel good; therefore, I will try not to feel much of it anymore.

Player: Continuosly redo the fight until I beat Al

DM: I walk over to the fire alarm and pull it down. As a result, I hear the alarm. People rush all about because nobody likes getting caught on fire. I follow them and wait outside. The fire department eventually arrives and tells the students that, much to my peers' distraught, the school will not burn down.I also got suspended because I left my backpack at the fire alarm, but I am glad that happened. I hate doing bad things to people.I had better go back in time again especially since the Principal called in my sister who is rightfully furious; therefore, I do that.Well, I suppose I might as well punch somebody. I feel pretty wild anyway.

DM: I lay there like a slug. It is my only defense...It does not work. Al picks me up by the arm and prepares to punch me again; however, he does not hit me. Instead, I can see his eyes light up.He sneers, "Hey kid, you punched me first. You are going to the principal's office, then you will be suspended, Freak." Hmm, perhaps I should have made him punch me first.
Player: Go back in time and make Al punch you first
DM: I walk up behind Al again. I tap him on the shoulder this time."What do you want?!""Stop bothering her.""Make me.""I'll get the principal.""Screw you.""To afraid to fight somebody half you body weight?""Are you calling me fat?"Because we never got along before anyway, he throws a left-hook punch on my face, and I fall to the floor.

DM: I go back and time. I duck under the punch and swerve out of the other's way. Then, he body-slams me.I go back in time again. I duck, I swerve, and I dodge. I proceed to taunt Al because he clearly looks like a wimp at this point. Then, he hits me hard enough to see stars. Yes, I actually see stars. I thought that only happens when writers are to lazy to say anything less cliché; however, I see stars.I go back in time again. I repeat my moves again, and I still taunt Al. I dodge the star-punch and decide that I might as well humiliate the guy. I therefore... er... punch him below the belt. He falls over in pain just as a teacher arrives. He does not look angry though; I would say that he looks more surprised than anything else.Well, it is time to go to the Principal's office. It has forty-one tiles on the floor for some reason, there is a crack in the paint behind the chair with the wobbly leg, and the secretary's keyboard makes a slightly different typing sound whenever the letter "z" is typed.Yes, I have spent way to much time in there. No, nobody remembers me ever going there before.After a few minutes of waiting on the Principal doing something in her office (I noticed she likes playing Pac-Man online), she comes out with a stern face on. The teacher leaves us with the Principal, and I prepare myself for one of these rants.

DM: I have a fear of public speaking, so I refuse to do this. Now, if you told me to scream in the middle of a forest, I would have obliged. If you would have asked me to scream as I fall into a volcano, I would have tried; however, having countless peers stare at me is... terrifying. As punishment, I will force you to relive the past few moments.
Player: Go back in time to do something else.

Player: Scream in Public for no Reason at All

Player: Lay there like a slug (because it is my only defense)

DM: The tree's bark lips move as it crunches on the creature and its worm-like occupant, breaking its body and chewing on its bloody flesh. It lowers down a long wooden limb, holding it in front of you. You gently step on, and it lifts you up into the air.You find yourself at the tree top, staring at the tree's blood-red leaves soaking with blood that drip down from the tree. Sticking your head slightly forward, you look in among the leaves. You stare inside, seeing thousands of black, tongue-like appendages gently poking out from the leaves, no doubt waiting for its prey to arrive.However, in the center of the mass of leaves lies your carpet, which is draped over the thick, dead tree branches. You stare nervously at the tongues that slowly wrap around the leaves and branches, wondering what to do.
Player: Dive towards the bed
DM: You dive down, moving quickly as you hit the carpet, pressing your head against the soft fabric as you close your eyes. You try to focus, try to fall asleep as the exhaustion of what happened tonight. You still your breathing, ignoring the tongues that slowly move towards you. Thankfully, sleep does quickly take you, and you drift off.

DM: "Meh, I like fighting.""Oh," she stops to sign before she continues, "well, try not to get into any more fights. At least, at the school. My mom will not be as kindly to you next time." Oh, she is the Principal's daughter. I remember now.As I walk home, I begin to think of how to fight again. I am almost invincible, so I should have some fun with this. Why did I not think of this earlier? Oh, that is because you are my brain, and you decided for me to like fighting.I eventually realize that I forgot about my car. Oops.I go back in time to when I was in the parking lot again, but it was after talking to that girl. I start the car and drive home.
Player: Drive home
DM: I am driving home. Cars are to the left of me, and cars are to the right. I am still fairly uneasy with driving since I technically got my license only last month (even though I used my abilities to practice for much longer).I slam on my brakes. Some moron just cut me off for no reason. Rage boils through my veins. I really want to wreck his car excessively, but I never ever killed or severely harmed anybody before.

DM: I answer her by saying, "I thought that you needed help.""I did... But, why did you help me? You never before, and nobody stood up to Al before today.""I suppose I got tired of just standing around.""Well, thank you, Steve. See you tomorrow.""Hey, um... What is your name?""Cynthia. Everybody calls me Blondy though.""What would you want me to call you?""A friend.""It's a deal. Are you doing anything on Saturday?""Naw, nothing in particular.""Would you want to... do something?""Sure. We'll talk about it tomorrow. I have to go now because I help out Mom after class.""Okay, bye."She then leaves. Who is her mother? I guess I will ask her that tomorrow.I am glad that I now have a friend. I never actually had one before because I... I guess I never was that social of a person. I also never saw the point. I can travel freely through time, but I cannot take anybody with me. Since I travel through time so often, it makes things like friends hard to manage...But, Cynthia is pretty... Why not?
Player: Drive Home
DM: I drive home carefully. Even though I turned sixteen a few weeks ago, I am a very proficient driver. My sister always thought it was amazing how I almost master driving in an hour... I actually was driving there for an hour over twenty times. I was exhausted when it was over because human brains are not supposed to be able to take that kind of torture.Anyway, this old car might spontaneously explode or something one day. It would not surprise me at all considering that it is a Zastava Koral (a Yugo); however, money is tight which means we buy the cheapest car conceivable. At least my sister can drive a Vega... which is also pretty cruddy.I soon pull into the driveway and walk into our house. I walk in the door without saying that I am home because nobody is here but me. I make myself a turkey sandwich because I am hungry. Afterwards, I watch TV for three hours, go back in time, and then do my homework for four hours. Then, I go to bed.

Player: Wreak him!
DM: I decide to because I have totally gone insane. I put the gas petal to the floor and begin chasing the driver. I begin laughing hysterically, and I turn on heavy metal music as high as I can bear. We fly by other cars and soon police are chasing us. Up ahead of us is a large bridge over a deep gully. On the other side is a police barricade. I have to wreak the the car now.I try to push the enemy car over the bridge, but I miss. Instead my own car somehow manages to flip over the bridge's railings.I do not go back in time to save myself because I am to busy flapping my arms like a bird.Then, I explode when the car and I crash into the gully.
Player: To the beginning

DM: "When can I start?" you ask hoping they'll leave you alone until at least tomorrow. You're dead tired, but you know better than to refuse. "Right now of course." Dean says pushing you forward to Paul. Paul takes your hand and begins guiding you out of the fiery circle and onto a different path than what you came on to. Dean's right behind you two.
Player: You start to head for the exit

DM: No, I shall remain a relatively good person.I drive home humming for the rest of the drive. When I reach home, I pull into the garage and trot into the kitchen. I make myself an early dinner. Sis will not be here until ten o'clock tonight because of her long hours today. Collage at day and work at night... I wish that...Well, I figure that I should tell you this. My parents are dead. Yep, I am like every Disney character ever. My father died before I was born, and my mother died when I was born. As a result, the two people who I want to save the most will never be saved. I will never see them. I can do almost anything else imaginable, but I can do nothing to...This is why I am so deranged. I am haunted every single day by the fact that I can never do what I want the most.I try to do odd things to pass the time, I try sleeping all day, and I even tried finding new parents. Nothing worked. My sister and I went from home to home throughout my childhood until recently. She got a job, and I am living with her. Soon, I will have to get one as well. I probably will just win the lottery one day...Anyway, that is enough miserable ranting for now. It is time to make a sandwich.
Player: Make a ham sandwich
DM: I take out two slices of bread, and I put some ham on it, Then, I eat it.Then, I watch TV for the next four hours. Then, I go back in time and do my homework in that same four hours.I am now exhausted, so I go to bed even though the sun is lighting-up the sky.
Player: Wake up in the morning

DM: D
Player: y
DM: AY
Player: p
DM: AAP
Player: s
DM: AAAS
Player: m
DM: AAAAM
Player: e
DM: AAAAAE
DM: AAAAAA
Player: G
DM: G
Player: j
DM: AJ

Player: Scream in public for no reason

DM: I awaken to my alarm. I tap it forcing the beeping to stop.I get out of bed, and quickly get ready for school because I set my alarm fairly late. I eat a quick breakfast, say goodbye to my sister, and get into my car.I try to start it, but it will not. I punch the dash in retaliation, though I quickly attempt to fix the car. After a few hours, I figure out what is wrong; therefore, I go back in time and fix it. I rush to school and make it there only a few minutes late. Oh well, at least I have an excuse. My car is a Zastava Koral (a Yugo) anyway.I only partially pay attention in class. At lunch break, I sit alone and without food (because I forgot to pack a lunch).Then, six very tough looking guys approach me. I recognize them as Al's friends though gang members might be a better term.
Player: Prepare for whatever they do
DM: I look around to see if anybody is noticing us... nope. One of the guys is cracking his fists like some sort of mobster, another is staring with a snarl, and yet another might have a pocket knife in his hand. I cannot tell for sure with the last guy. It might just be a cell phone.They seem as if they want to fight me, and they will reach me in a matter of moments. I could surprise them by attacking them first. I could easily say that I was fearing for my life... which I am a little bit. I could just sit here and try to ignore them. No, that would not work because they clearly want to interact with me.Out of the corner of my eye, I see the blonde girl. She could get help while I stall them. Yes, that could work; however, that would be boring. I am in a mood to fight especially after having to deal with my car this morning.

DM: You stay silent. Kappa waves his hand across the entire crowd, who begin clapping. Morales does the same. You refuse.
DM: "Trespassing is the act of disturbing one's sens of peace," says Kappa. "This one has violated our ecosystem by trespassing in our area." That's not what trespassing is, but you stay quiet. "Let me ask you," says Kappa, "What would drive a man to commit an act such as trespassing? Whatever the cause, we cannot release this criminal back into the world. If we do, are we not committing an act of treason ourselves?"There was nothing honorable about that speech, but the crowd goes nuts. After they quiet down, Kappa points to you. "What say you, about your heinous act of trespassing?"

DM: I say to her, "Sure, I'd love to do that." I would like to be friends with Cynthia anyway. This hopefully will be a good opportunity.The Principal asks me, "So Steve, do you normally have car trouble?""Yes... Why are you two running late?"The Principal continues by saying, "A neighbor needed some help.""Oh."Cynthia finally joins the conversation. She has been sitting next to her mother quietly until now. "Are you worried about Al's friends?""Um, I never really thought about them. What about you?""I'll be fine. Right, Mom?"Her mother replies, "I hope so, Blondy. Also... Steve, don't start any more fights please. You were always a quiet boy, and I do not want any more uncontrollable people in my school." I try not to laugh and barely prevail. I have fought countless people and pulled thousands of stunts that landed me in her office. She does not remember any of it though.We drive in relative silence until we reach the school. I talked to Cynthia a bit more; however, she is not much of a conversationalist. Well, the Principal also told me that she will make sure I am not punished for being late. Hey, I am apparently on her good side now. I probably should try to keep it this way. I thank both of them for the ride and rush to my first class.
Player: The calm before the storm
DM: Time seems to fly by in class. Though it is probably because I am either worrying about Al's friends and Cynthia or trying to spot any of them. I hope that Al's friends, who have all been suspended before, will not take retaliation on either of us. I spot Cynthia as I am walking between two classes, and she still looks fine. I actually do not remember anything that happens in my math class. (But, who remembers anything about math anyway?)During lunch, I spot Cynthia sitting all alone. I do not remember her sitting next to anybody before... I suppose she is like me in that sense.Should I go sit next to her? It might attract the attention of Al's friends, and I would not want to take such a large beating... I mean... I got punched so harshly by Al. A whole bunch of angry and prepared Als might be unbeatable for me.

Player: Attack them
DM: I clench my firsts and charge. I slam my head into one of the brutes before they could even react and he slouches on the ground. I duck under a punch and land a blow on another's knee.Then, I feel a sharp pain in my side. Oh look, there is a large cut there. Apparently that guy does have a knife.

Player: Shoot basketball

Player: Don't sit next to her to keep her safe
DM: I probably should stay away from her. We would certainly be targeted... right? I pass the time by eating a bologna sandwich hoping that nothing happens to either of us.I hear a yelp... a girl's yelp... Cynthia's yelp. Something happened.I turn around and see Cynthia backing away from four of Al's friends. She is clutching her eye and fumbling with something in her pocket. I was about to travel back in time to confront the goons when one of the screams in pain. An orange mist is covering his face.Then, another wails in a high pitched tone. He also has the orange mist on him.One of them yell, "Pepper spray!" Thus, they flee... except for the unfortunate two. They are withering on the ground clutching their eyes.Well, it looks like she took care of them. Should I even go back in time to help her out?

DM: Wennipeg wanted to show his spirit in the interview, so he used some hair gel to put his curly hair up into a Mohawk. It didn't work very well, since Mohawk is more of a straight-hair hairstyle, but it was fine.
DM: The world faded back in. Wennipeg wondered what his next trial would be. This time, he was sitting at a coffee shop, in front of a beautiful woman.Wennipeg's first date.Wennipeg stirred his drink nervously. This time, it seemed, he was the one to speak first.
Player: "What music do you listen to?" asked Wennipeg.
DM: Wennipeg kept stirring his drink. "What music do you like?" he asked. Wennipeg was never good at breaking the ice."I like quiet, soft music," she replied. Wennipeg could understand that. She was a soft, quiet person. He sat there for a while before realizing he had to say something else.
Player: "What's your name?" asked Wennipeg.
DM: Wennipeg struggled to think of anything to say, so he blurted out a random question. "What's your name?" he knew how stupid he sounded the moment he said it. He asked that very question at the start of the date!The woman looked very confused. "I already said, my name is Aubrey." Wennipeg felt as though he was melting. He had to think of something else to say.
Player: "Do you live around here?" asked Wennipeg.

Player: No
DM: No, the girl handled herself fine. Instead, I rush over to her side and ask, "Are you okay?"Even though nobody else is getting near she girl with pepper spray, she replies, "Yeah, I'll probably just have a black eye or something like that.""Great job.""Thanks."A few teachers come by and begin questioning Cynthia and all of us who saw the fight; however, they seem content with not helping the bullies. (Nobody likes a bully--not even a teacher.)Cynthia is obviously called into the Principal's office; however, I do not worry about any punishment coming to my friend. The school allows people to have pepper spray, and she was attacked first. I spend the rest of my time at school content with knowing that neither of us will be bothered by Al or his friends any time soon.Afterwards, I went to a restaurant with Cynthia and her parents. (Her father is a computer programmer.) We celebrated the two victories even though we probably should not have. I think her parents were mostly happy that Cynthia finally managed to make a friend. (She apparently was adopted last year and was unable to join any group of friends.)I think I like where my life is headed. It seems that using my abilities for good reasons and sparingly has its benefits.
Player: Reminiscing thirty years later (Epilogue)

Player: Go back in time to not get stabbed
DM: I punch another in the knee, and I swerve to the left. I see the knife in one of their hands... Wow, I thought it was bigger.He lunges at me but I push the hand with the knife away. Even though I do not get stabbed, we crash into each other, and I fall the the ground. I yell out, "Knife!" Hopefully, that will get me some help because I really want these guys permanently banned from the school; however, I still want to hurt them quite harshly.I get back to my feet only to have one of the goons take hold of both of my arms. He pins them behind my back as another of his buddies swings a punch at me. At this point, I remember that every action movie ever made has the hero somehow dodges the punch. Instead, the guy holding him gets walloped.Ow! It is too late. He already hit me.
Player: Figure out how to dodge the punch

Player: Search behind a nearby bush
DM: You get on your hands and knees, hoping to find a clue underneath a nearby bush, but alas, all you get for your trouble is a dirty uniform. There is nothing to be found under the bush. You stand up quickly, trying best as you can to brush the filth from your clothes.What now?
DM: You feel that you've seen all you can here. You turn, ready to go back to your camp, when suddenly you hear a quick rustling in the bushes. You feel sweat instantly bead on your brow. Someone is coming towards you, and they're moving quickly. What will you do?

DM: The light was actually a status light for a electricity box nearby. Currently it glowed blue, signifying that the voltages and currents flowing through it are OK. And suddenly the world erupted in a blazing light. The brilliant white-and-blue light came from the box. Electricity. It must be thousands of watts flowing Julia's outstretched hand, and into your body through her other hand which you were holding. But it did not harm you. The light continued to shine, only now you can actually see through the blinding aura, see the miracle being performed right in front of your very eyes. Julia's wound is healing.
Player: Whoa...
DM: The electrical current only lasted for a minute, only you felt much longer. After the light disappeared, the light on the box flashed red before going out altogether. Julia's stomach had nothing on it or in it except for a small scar. You rubbed her skin, amazed. Her clothes, however, was still coated in blood. With a gasp, she sat up. "That. Was. AWESOME!!" Was her first words. She grabbed you and hugged you so hard that you couldn't breath. "I was so scared, but then the light came, and it was comforting... Wait. WHAT happened? Why am I not dead? How the hell is this possible? Where the fuck are we? Oh, wait, never mind. Same place." You smiled. "Yeah, still here. After that bitch shot you, you bled out and muttered something about the light. So I moved you closer. Then... The electricity poured into you and into me, and it did nothing except healing you. I assume you don't still have a bullet in your kidney, do you?" "No." She confirmed, and stood up. You two walked for a distance before having to rest again, Because Julia is complaining that she is still tired. Rolling your eyes, you settled into a space in between a pillar and a wooden box under a highway. None of you said anything, just embraced each other. Until Julia jumped up like a madwoman and yelled: "I think i got it!"

DM: 
Player: by Ogre11
DM: Your eyes open and you notice there is light. You're not sure why there is light, but there it is. You smell something, too, that smells a bit like poop. You're not really sure where that smell is coming from, but it's pretty strong. You yawn and wonder why you are yawning, after all, you just woke up. You blink your eyes again as you try to take in the area around you.There are massive bars to the left and right of you, clearly designed to keep you contained. You are lying on your back and above your head and below your feet are tall, solid walls, also clearly to keep you in this enclosure. You are lying on a soft surface that is mostly white with some specks of blue and pink coloring in places. There is also a small, stuffed bear staring at you. You remember the bear's name is bear and you wonder why he doesn't have a much better name like Ruprick or Ram-a-lam-a-ding-dong.There is a small bottle in the enclosure with you. You check it out and verify that it is empty. You are starting to get hungry, but that can wait while you check out this cage to see if there is a way for you to escape. The walls look solid and the bars don't give when you give them a yank.When you look up you notice that there are some things flying around up there. You can't quite focus on them. Are they too far away? That looks like it might be a butterfly, but the next one in line looks like a battleship? It looks like there are four or five brightly colored things moving in a circle above you. Perhaps you should investigate more.

DM: It is a hard decision but you leave him for someone else. You stay on your horse and fight. The English begin to push you back, so you rally what few men you have left. Your men are dirty and clothed in ripped and smoky kilts. The smoke clings to your clothes and the smell of gunpowder burns your nostrils. The rain still continues. The smoke gets in your eyes and you can only see blurs. "Men! Warriors! Fathers and sons! Uncles and nephews! We fight, for our homes. For Scotland. For Charlie. For what is right in the world. We must fight these English tyrant bastards for the sake of our children and grandchildren and all those relatives whom have not yet been born. For freedom. For our ancestors. We must fight, men. Fight. FIGHT!" You yell and you run forward with your men again. You hack down two English regulars before being shot in the left arm. You now must retreat. The whole line is crumbling.
Player: April 16, 1746-Stay and Fight
DM: You stay and fight to the death with your men. Bullets shower your warriors and they fall one by one. You die like a true warrior. You stand upon the piles of bodies and roar like a lion. You are shot four times before you fall. You are on your knees watching the slaughter and your injured men getting bayoneted. You fall on your side and see the scuffling of feet. Weapons, blood, and guts block most of your view. You cry as your eyes slowly shut. It goes black. Everything is dark.

Player: Inspect the Cauldron
DM: You stir the cauldron and cackle like a witch.That was fun!
Player: Return to the Alchemist's Table
Player: Attempt to Craft a Potion
Player: Add the Jasmine
Player: Add the Lemon
Player: Add the Fabiana

DM: You dig around in the trash and find a crusty used tissue, a festering pork chop, and a maggot-covered half of an orange.What the fuck, man?
DM: You go into the kitchen/dining area. Here, an old-fashioned wooden table stands surrounded by wooden chairs with the sort of hard, thin, woven cushions that do nothing to prevent the chairs from making one's ass sore. The kitchen is equipped with a greasy gas range and a puke-green fridge bearing numerous photographs of ugly children, along with an impressive amount of cabinet space.There is a closed door next to the fridge, and, of course, you can walk directly into the living room from here.
Player: Open the cabinets
DM: You rummage through the kitchen cabinets, which mostly contain lame-ass boring-ass cookware. The most interesting thing you find is a box of corn flakes.

DM: Here comes that punch again. I try to break free of his grip. Ow, I did not work.I repeat, and this time I try to go to the left... It does not work.I do it again and try to squirm to the right; however, I fail again.I jump... No, this is just getting annoying.I kick the guy holding me in the shin, but all I do is make him angrier.I spit in the puncher's face, but it does not even make him flinch.I go back in time for the seventh time just to get punched again, but this time I just try to think of how to dodge the punch... Ow, I loose my train of thought because my face now hurts immensely.I try one last time, and this time I go limp. The guy holding me does not react fast enough, so my head drops just far enough to miss the punch. Instead, it connects with the dude gripping my arms. He falls down to the ground unconscious.Abruptly, I feel a sharp pain on the back on my head, and everything goes dark. I now have a massive headache.

DM: "Baryon, how much do you know about the Renaissance?""I know it had a large impact on art.""Good. Can you go into that a little further?""Well, it's the era that the painters, Da Vinci and Michelangelo belong to. I don't know much more than that.""Although they painted indeed, Da Vinci and Michelangelo were much more than painters. I suppose the best way to categorize them is simply calling them artists.""They were skilled in more than one field?""Oh yes. Da Vince made schematics for several devices that were way ahead of his time. A plain and a tank, just to name a couple...""That is art?""Everything can be art.""Everything? Like what?""Baryon, when I say everything, I'm not excluding anything. Walking, waving, even fighting can be done artistically.""So not everything is art? It depends on the quality?""Well, if someone draws a stick-man, it's still art. It's no Mona Lisa, but it's still art.""Hmm...Interesting. I'll keep that in mind."At that moment, I hear my Imperfects beeper. Something Skage developed, and somehow, he made it so that it can phase through solid objects with me. I don't understand it, but apparently, there is a certain kind of metal that bonds with dark-matter, or...whatever it is that makes me baryonic. I can't wait until I get into stronomy and study more about dark-matter. Hmm...maybe I should ask mrs. Hearpe to teach that as part of biology. Regardless, the beeper signifies that Eve wants me at the Headquarters. But that means I have to cut this lesson short.HEALTH: 100%
Player: Stay there.

DM: Back in the gladiator's cage, your armour is removed and your wounds are dressed. Outside you can hear the crowd conversing amongst themselves as they leave. It seems strange to you that after all the violence and blood and death of the past few minutes, the rest of the world just goes on as normal.Just as one of the healers finishes wrapping your last injury in bandages, you notice two other healers carrying Brasus's lifeless body in on a stretcher.
Player: I approach the body.
DM: The young boy lies pale and motionless on the ground with Zeru beside him. It could have been you. True, you stood and fought where Brasus did not, but that alone does not explain why you are standing here now. Zeru fought fiercely against his opponents, and had trained hard for this moment for most of his life, but there he lies next to Brasus, just as dead as he is. Besides, some of the people you fought against were far more experienced fighters than you, and there were several times in that arena where you came within an inch of your life. Perhaps you should be dead too. But whether by luck, fate or the intervention of the Gods, here you are, living and breathing, with the gift of more time left on this earth. What you choose to do with that time is up to you.

DM: Misha goes past the garden and climbs through a fence. He enters through the back door of the mansion. The mansion is luxurious, and there are some CCTV cameras around. He frequently moves from cover to cover to avoid getting spotted. He can't shoot down a camera as it will trigger an alert.There are two areas that he can explore -- the first floor and second floor.
Player: Second floor
DM: Misha goes up the stairwell into the second floor. He hides behind the furniture to evade the security cameras. There is only a handful of guards here. He kills them all silently and hide their bodies in containers and closets. There are some explorable places.
Player: Balcony
DM: Misha sneaks to the balcony and stops to see a guard watching the cargo trucks from here, He snaps his neck and takes a look at the cargo trucks with his binoculars.Cargo trucks are parked at the parking lot alongside various sedans and SUVs. Security guards are unloading the boxes from the trucks and stack them into heaps. A man wearing red blazer is talking with another man in a black blazer. No doubt, the man in red is the captain while the man in black is the arm dealer. He uses his directional microphone to hear their conversation."All of this will cost around one million dollars," says the arm dealer."I will send the payment via my Swiss bank account," replies the captain."Sure, that is acceptable. Good doing business with you and your syndicate.""I appreciate it."The arm dealer leaves the captain and sits on a bench beside the fountain. The captain continues to supervises his men.Going outside and plant C4s on those trucks is too risky. There is a lot of security guards in the area. He needs to take out the captain, deliveries, and the secondary target -- the arm dealer in a safer way. This balcony is a good sniping spot. But he needs something like a rocket launcher or powerful sniper rifle to destroy the targets.
Player: Display cases

Player: Make some dynamic immages at Hetemeel.com!

DM: Select the first letter in your character's name. YOUR HEALTH: 100%
Player: X
DM: Your name is currently X.Choose the second letter in your character's name, or click the link to Chapter 1-Prologue to begin.YOUR HEALTH: 100%
Player: r
DM: Your name is currently Ar.Choose the third letter in your character's name, or click the link to Chapter 1-Prologue to begin.YOUR HEALTH: 100%
Player: Join the others.

DM: You hope to find clues in a nearby village but on your way your path is blocked by a man clad from head to toe in black armour. "None shall pass!" He tells you. You are left looking rather baffled. "What?" "None shall pass!" He repeats. "But I am Arthur, King of the Britons!" "I move for no man!" The Black Knight tells you with an unwavering tone in his voice. "But God has charged me with a sacred quest and I must reach the village!" You insist, but the Black Knight holds his ground. "I will tell you for the last time... NONE shall pass!" How very rude! You'd challenge this man to a duel in a second but unfortunately you managed to get your sword stuck in a stone awhile back. If only you had some way to convince the knight to let you pass.
Player: Coconut

DM: You walk into the Bedroom to find it is a neatly made little room with a bed, table and wardrobes. The walls, originally white, are blackened and scorched suggesting a fire occurred here long ago. You spot a corner of some piece of paper poking out from under the pillow on the bed and reaching down you draw out an old black and white photograph. You examine it curiously.The photo shows a family of a man, a woman and a child. The woman wears an old-fashioned maid's uniform and the man looks quite smart in a suit and waistcoat. Both have happy smiles on their faces. The young child is a girl about ten years old in plain white clothes, she is staring unsmiling at the camera and looks vaguely familiar. Turning the photo over on the back you see someone has written the words "Me, Daddy and Mummy, Blacksea Island, 1960." You carefully replace the photo where you found it and leave the room.
Player: Go into the library
DM: You walk into the Library, a large square room with three walls lined with cluttered bookshelves. A few comfortable chairs and tables are scattered around the room, on the nearest table is a small pile of three books that someone has recently been reading. One is a fairly modern book titled "Animals of Dorset", one is an old-fashioned looking book titled "Disorders of the Brain" and the last is an extremely old, Medieval-looking, book titled "Herbs and Plants".
Player: Go to the Living Room

DM: I say nothing... What should I do?I actually do not get a chance to answer because I am suddenly gone... I suppose Stephanie made the decision for me. Slowly, my memories of what happened over the past eight years begin to fade away... I am sorry Cynthia; apparently, we were not meant to be. I hope you live a wonderful life in this new...
Player: Prolouge
DM: We stand in this room that I know so well. The machinery and the grime and the dark lighting feel like home to me."Stephanie, do you know what has to be done?"I sigh as I reply, "Yeah, I just wish you could do it instead.""You know there could be a paradox if that happens. You, however, are safe. You did not exist yet.""I know. Why did he have to make the machine respond only to his DNA?""He modeled it after his own biology... I wish you good fortune... and... and... if you do not make it back or if... it glitches putting your in the wrong time... I... I...""I'll come back. I promise.""Do you know what to do?""Yeah, do a Marty McFly, stop a future suicide, and help him out.""I may never see you again.""I know.""Take this. It is his journal and my journal. This should help.""Thanks.""Get me to help you as well.""I will."I step into the massive machine. It almost seems to be continuously falling apart, but somehow it is always staying together. Electricity buzzes off, a wild whir begins to scream in my ears, and his love of his life is waving goodbye.Just before I head off to hopefully the right period of time, she yells to me, "Please, let Steve have the ending he deserves!"Then, I am gone. I look at my surroundings trying to figure out if this is... No, I am early: far too early. He is probably not even born yet... His parents... I must get to his parents. Maybe they can help me.
Player: Life as a Time Traveler

DM: 
Player: Approach the Bone Queen.
DM: The Bone Queen is nearly as mighty as the horned man across from her. And though she does not tower nearly so high, her frame is as broad, and her body more heavily chiseled and contoured. She is powerful with muscle, and the whole of her stands with a strength and power that demands respect. Like the horned god, she is clothed in pelts and leathers, but her attire contains another detail: bone. Bone ribbing along the leather bodice that contains her torso. Each of the bones are carefully placed to armor her chest, abdomen, back and sides. Where the bodice does not cover, the pelt shawl about her shoulders does. Her arms are bare, though inked with markings so dark red that they are nearly black. In one hand, she grips a stone axe with a bone handle. In the other, a skull, like the ox's skull she wears as a headdress. Her legs are wrapped in a pelt skirt that extends to the knees, her lower legs tapering down into cloven feet. Her face is painted with the same deep-red ink staining her lips, framing her eyes and scrawling down to form designs of her cheeks. Her hair falls in wild locks, untamed and uncombed for an age.

DM: That last vicious tongue lashing took the fight out of the troll."Yeah, lyk watevz. G2G. *sobs*."Congratulations! You have outbitched your first opponent. You've learned a lot from the experience. Now, you may select an enhancement for your combatant.
Player: Learn to resist the other guy's verbal assaults
DM: Just when you think you can get some peace and quiet for a little while, some ass hole jumps into your thread and starts talking about how he's going to sacrifice your cat by lighting it on fire for the infernal glory of Monster energy drinks.Looks like an emo kid. Damn! Those guys are impossible to reason with.The emo kid's sanity is 40.
Player: Special: Twisted Interjection
DM: You spew obscenities at your opponent, reducing his sanity by 20.In turn, the emo kid posts an image of a sleeping man with a poorly drawn image of a penis scrawled on his fore head, captioned 'Endmaster after a recent bender.' It reduces your sanity by 11 and also reduces the damage of your attack.The emo kid's sanity is a mere 20.What's your next move?

DM: You run for an hour before you're tired. You thank the military trainers for pushing you so hard. You stop to rest. You see a cave in the distance.
Player: Go to the cave
DM: You stay in the cave until you see a helicopter come to save you. You win. Use your rewards now to get points

DM: You make your mind: You need to go out and find a Quest!You take the dull sword that you made on your work and leave your house.Outside, you see your village: Manure Hamlet.It's called that way because it's basically a few farms, and smells like... well, poop.Just outside your house you see a little kid searching for something in the ground. Maybe he needs some help?You also see Aunt Mary, sitting in front of her house. She's not really your Aunt, but everyone calls her "Aunt" for some reason. She stays there all day, everyday, so you know she KNOWS stuff. She's like a Gossip Mayor... She can probably help you on your "Find a Quest" quest.Also, to your left you see the Blacksmith. You know, where you work.
Player: Help the Little Child!

Player: Go backwards in time
Player: Scream in Public for no Reason

DM: Sunlight shines brightly through the treetops as you make your way down the path. Birds call to one another and you can hear the faint sound of a stream somewhere nearby. The wind gently dances with the leaves on the trees and the air is pure. Every now and then you catch a glimpse of a small animal running across the ground in front of you. It is a peaceful day. After walking for some time, you come across a fork in the road. You do not know where each path will take you, but you are confident that you will not be lost. Do you go left, or do you go right?
Player: Go right.
DM: You decide to go right. As you walk along, you notice the sky growing dark. You continue down the path anyway. You eventually come across a cabin nestled against the side of a cliff. There is a cave a few yards away. Raindrops begin to fall on your shoulders. Your clothes become heavier and your eyes blink back the water. Lightning strikes the ground near you. The hair on your neck is stiff. You need to take shelter.
Player: Dive into the cave.
DM: The cave is dark and humid. A strange smell floats from the back, but you do not have the eyesight or the will to look. With no other place to go, you sit down and lean against the smooth stone wall. Your eyes droop and you are soon asleep. You wake up with a start as thunder rumbled back and forth between the walls of the cave. A flash of lighting lit up the cave. For a brief moment you saw a figure at the back of the cave.
Player: Investigate.
DM: You sneak through the darkness until you feel the back wall. You wait and cover your face. The stench is unbearable back here. Another bolt of lightning strikes the ground outside. Your eyes grow wide and your heart skips a beat. Staring back at you was a rotting corpse. His eyes were black pits and his skin was a flaky brown. The zombie lashed out at you and bit into your arm as you tried to shield yourself. Oh, shoot, dog. You've died.

DM: "Everyone get away" I shout at the pedestrians around me and Savage. Despite my warning, some idiots start taking pictures. The public seems to love boss fights. Luckily, Savage seems to ignore them, as my persistant evading seems to be getting to him. He swipes his tongue at me, which I dodge, and then he leaps at me. He almost manages to scratch me with his long claws, but I back away on superspeed and then punch him. I'm careful not to punch him fast enough to break my arm, like I did that one time, but the punch didn't seem to do quite as much as I had hoped it would. He uses the opportunity to grab around my hand, and makes sure his grip is firm. He then leans towards me to bite me, but by causing my hand to vibrate at superspeed, I drill through his neck, both keeping him away, and in ten seconds, decapitating him.HEALTH: 85%
Player: Take the Hungarian to jail.
DM: I superspeed up the tower where I left the Hungarian, superspeeds him to Gorgon city and drop him at the prison."This is the Hungarian. He was bringing back the Ammunition. Make sure he gets what he deserves" and then superspeed out of there.HEALTH: 60%
Player: Tell Eve about Savage.

DM: You head over the object. It is partially buried in dirt and when you pull it out you find that it seems to be a piece of metal. It is a sheet about 8 inches by 3 inches, and a half centimeter in depth. It is white and has a number of small holes in it which seem to bend out of the metal like distorted craters. Bizarrely, whenever your sensors pass over the object, your mind seems to go blank, as though your cache has been emptied. You wonder if this is what it means to "lose your train of thought". Opening your internal storage chamber, you stow the piece of metal away.[Got Item: Metal with holes]The remaining hours pass with little intrigue. You move on to other fields and continue to pick away at the ripened crops. Occasionally you see other Labour Drones in the area and exchange pleasantries consisting of supersonic tones. Since the Spring upgrade you have noticed your ability to communicate with other Drones has progressed from simple commands to a rich vocabulary, allowing many more interactions.The sun begins to set and another tone indicating the end of the day sounds throughout the fields. You retire to the Labour Village. The Labour Village is a small compound consisting of a central Common Area where all Drones can meet and share information for the betterment of their work, and a large rectangular building consisting of dozens of charging cubicles for you and your fellow Labourers.As you enter the compound your vision nearly vanishes by nature of the number of Labour Drones clouding your sensors. The gathering place is abuzz with supersonic communication, causing your fellow Labourers to shake in response in a way that would seem bizarre to a non robotic observer.Two hours at the end of each day are reserved for Labour Drones to engage in machine learning and data collection protocols in order to better themselves. You consider your options for the night.
Player: Power down for the night.
DM: You decide that you have more than enough data to process overnight during your charging phase already and have no need to gather more. In addition, you feel that it is important that the object you discovered today remains a secret at least for now.
Player: Dream of electric sheep.

DM: "Wake up.""Sis, I need sleep.""Wake up..."Sis..."I open up my eyes, but they are soon blinded by having a light turned on.I complain, "Ah, the light.""Your sister is about to leave. Hurry up.""What?"My eyes adjust to the light. I see Stephanie smiling at me. No, I am wrong; there is nobody there. Ug, I must be convincing myself that I have a stalker.I get out of bed and head down the hallway. For some reason, I wonder if I am being watched... almost as if I have a stalker. No, it is just my sis. She is looking at me from just in front of the front door.I call out to her, "Are you leaving?""Yeah.""Could you take me?""Sure, just hurry up."In a minute, I am ready. We drive mostly in silence, but my sister does comment on how she feels sorry that my Yugo was totaled. Fortunately, it is not long until we arrive at my school. I exit the car and thank my sister for taking me here.I still wonder what woke me up though.Before I could enter the building, I hear Crissy call out to me, "Steve!"I turn to her and say, "Yeah?" Why is she trying to talk with me?"Can you get to school on your own anymore.""I guess I could walk for two hours.""Steve, I can help you if that is okay with you."
Player: Thank you
DM: "How could you do that, Crissy?""Well, how far away do you live from school?""Uh, its seven kilometers.""In that case, we have a bike that we never use. You could come over after school is done.""One question.""Go for it.""Why do you want to help me?""...Why would I not?""That doesn't make sense to me.""That's why I'm doing it. You need it; see you in class."She stands to her feet and runs to class, and I watch her leave. For seven years, I have had a crush on her even though I never talk to her. Now, she is giving me a bike... What do I not understand about girls? Is this something normal?

DM: I arrive at my house at a little past Midnight, I normally do ot sleep much anyway. I can do my homework tomorrow.I fall on my bed and go to sleep......I wake up groggily to an alarm sounding. I turn that evil machine off and head downstairs to catch my sister before she leaves. She is heading out the door when I say to her, "Hey Sis, my car broke down. Could you...""Sure."I run upstairs and grab my backpack and head out the door. I put some pum in my mouth since I never got to brush my teeth.She drives me to the school, and I thank her. I use a phone at the school, since I do not have a cell phone, to call a tow truck. The two of us make a deal where he does not charge me and I give the piece of junk to him for free.I stand by the Yugo impatiently until he arrives. I help him hook it up, and he tows it away. I am glad that I never have to see that car again, but now... What am I going to do?
Player: Getting a friend
DM: My life sucks. I may have the power of time travel, but my life still sucks. No matter how many times I try to make it better, it remains the same. To make it even worse, I now am without a way to get to college without leeching of my sister. In frustration, I sit on the corner of the sidewalk. Quite frankly, I do not feel like ever getting up."Looks like your out of a ride."I do not even face Crissy as I reply, "Isn't it obvious?""How are you going to get to school now?""I don't care. Why would you even care?"She sits down next to me. Normally, I would be overjoyed, but I could not care less now. I do not want to feel anything anymore."Steve, do you need some help?"

Player: Run the other way
DM: You decide to escape by yourself. You run the opposite way. You run right into a guard with a curly white and pink ponytail."I don't know who you are, but you're going to solitary for trying to escape." He handcuffs you like a pro and drags you away to a cell with no openings. You can't escape.

DM: "No, I am fine."I get up and walk away. I do not know where I am walking to, but I am going somewhere. I really do not think much while I walk, for I am entirely focused on getting away. I am done with this; I am fleeing from my life.I walk as the sun is high in the sky, and I walk as it sets to the ground again. Eventually, my stomach is beginning to hurt; it growls in hunger. Furthermore, my feet are sore; they throb with every footstep.I need to rest. I need to sleep... permanently. I continue onwards until I come across a very large bridge. Cars are driving by having their headlights become brighter and darker.I pause at the side of the bridge to ponder those who drive by. They are normal people having normal lives with a normal family and a normal life. I am... anything but normal. Well, I am going to do something normal for once.I look over the edge of the bridge and see rushing waters below. I breathe in. I breathe out. I stand on the ledge. I step off the ledge. I quit. I quit life.Goodbye
Player: I failed again
DM: I sigh as his body hits the water. Well, it looks like I failed again. I take out my notebook and write down what happened this time, and I make specific notes on when and where I was. I have not had a paradox yet. I suppose that this time will be better.

Player: No

DM: You go inside the toybox. You pass a friendly bunny, who gives you a piece of gum. Score!
Player: Leave the toybox
DM: Oh no! You can't find your favourite stuffed animal Coco! Travel through Toyland to find him! Where would you like to go?

DM: I say politely, "That would be nice, but I have to head home. I don't think that it would be a good idea to ride home in the dark."I can see her hidden disappointment as she replies, "Oh, okay. Do you know how to get there?""Yeah, thank you for the bike.""No problem. See you tomorrow.""Yep, bye.""Bye."I leave. Should I have stayed?... No, it just would not work.At least this bike is nice. It may not be as lazy or as quick as driving, but it is absolutely better than walking everywhere.A girl suddenly steps in front of me, so I swerve to the right. I crash into some grass and probably bruise my ribs.I stand to my feet adamantly asking, "What were you thinking?!"She stares at me with an unconcealed rage within her eyes as she yells back at me, "No what were you thinking? This is like... I have lost count on how many times you messed up! Please stop making excuses.""Are you okay?""Ha! No, I am not. I made a mistake, and now I am trying to fix it. Do it again!"
Player: Why am I here?
DM: I am in Crissy's garage. Was I here just a moment ago? No, it must be déjà vu."Hey Steve," asks Crissy startling me, "Would you want to have dinner with us tonight?"Um, what should I say?

DM: The orange and the pale one slam into one another. The pale one falls off the tracks, and everybody is flabbergasted. Now, the orange train is plowing through the people.
DM: You stay on the tracks. This train will stop for you. It'll stop because you really want it to stop.You point and laugh. That train actually thinks it can get past you. Ha! What a delusion it has.The train then hits you. Your body crumbles under the impossible might of the Trump Train.

Player: Make an excuse

DM: I reply to her, "Yes.""Great! Thank you! Would you want to call home and say what you are doing?""Sure... I do not think my sister would mind. Do you have a phone?""Here, you can borrow mine." She tosses me her cell phone, and I explain my situation to my sister. She seemed surprised at what I said, but she told me that this was all fine.We then go in her house. To say the very least, her mother was surprised to find her daughter bringing a guy home with her.
Player: A few hours later
DM: We are standing on her front porch, and the moon is far above us in the sky. The atmosphere is rather peaceful."Well Steve, that was a great time.""Yeah, but your dad was staring at me menacingly the entire time.""Can you blame him? He's just trying to figure out if you are trustworthy.""Do you think I am?""I know you are."......"Steve.""Yes?"She suddenly kisses me on my cheek.Her face suddenly blushes as she meekly replies, "Sorry."

Player: Don't kiss her
DM: I do not know what to do, so I stand there like a statue. Crissy backs back into the house without a word, and I eventually leave.Should I have done that differently?I am abruptly pushed off of my bike.I get to my feet while yelling at my assailant, "What was that for!?"She yells back at me, "Why? That was you opportunity to set things right again!""What are you talking about?" I notice that she looks familiar, and she is a girl about my age."I have helped you so many times already! Just kiss her. Remember that or I will quit."Then, she disappears. I am very confused.

Player: Another chance
DM: We are standing on her front porch, and the moon is far above us in the sky. The atmosphere is rather peaceful... Was I just here? No, I must be mistaken."Well Steve, that was a great time.""Yeah, but your dad was staring at me menacingly the entire time.""Can you blame him? He's just trying to figure out if you are trustworthy.""Do you think I am?""I know you are."......"Steve.""Yes?"She suddenly kisses me on my cheek.Her face suddenly blushes as she meekly replies, "Sorry."

DM: She sat down at her dining table, eating a bowl of cereal. When she finished, she cleansed the bowl, grabbed her purse, then left for work.
Player: Waaaiiiitttrrreeessssssinnngggg
DM: Being a waitress was the same boring routine every day,Take orders,Bring trays of food,Get annoyed by kids and parents,Pocket tips, and sometimes get families orders' wrong. The bright side was; Jade was getting better at faking a smile and nodding her head. Jade worked most of the morning shift; 8 AM until noon, so she didn't have to serve rowdy drunk folk most of the time. It was a nice, calm setting.

DM: It's an average Monday morning in July. The room is quiet, light flows out from the window, and the sound of your master's quiet breathing is the only noise to be heard in this peacful, sleeping house.You lay in your cozy, unlocked crate until your epically awesome master, Chelsea (Secretstarz7) wakes up.
Player: Get some more sleep
DM: You continue sleeping until you just can't sleep anymore. An hour must've passed, and Chelsea is still asleep. She really shouldn't have went to bed at 3:00 this morning, but she just couldn't stay off of Chooseyourstory.com.You venture off to the...
Player: Garbage
DM: You look in the garbage to find the remains of Chelsea's head cold from yesterday- Used tissues. Yummy!!!!!
Player: Leave them
DM: You leave the nasty tissues in the garbage where they belong.Good doggie!
Player: Food & Water
DM: Oh no! There's no food in your power puff girl dish yet! All you have is water, which you drink out of a boring, red, plastic bowl.Mistake! Now you have to pee. Nice going.

Player: Toys
DM: You have four toys to choose from.
Player: Rope
DM: You toss the rope around, having a good time, until you accidentally toss it too high and it gets stuck on top of Chelsea's dresser.
Player: Ok, I'm done with the toys
DM: Next you...
Player: Wake up Chelsea
DM: You bark as loud as you can until Chelsea finally climbs down from her loft bed."Alright Kuma, I'm up! You can shut up now!"She walks across the room and opens her door so you can explore the rest of the house. You go to...

DM: You leave the soft coziness of your medium sized crate and walk around Chelsea's room, wondering what you can do to pass the time while you are locked up in her room. You make your way over to the...

Player: James' Bedroom
DM: You enter the dirty, messy, pigsty this ten-year-old booger machine calls a bedroom.
Player: Hump James
DM: You attempt to make love with James, but he roughly pushes you away while screaming like a little girl.
Player: Leave the Room
DM: Next, you go to

Player: Rawhide
DM: You chew on the teeth-whitening goodness that is rawhide until your gums bleed and the bone turns soft.
Player: Raid the Garbage

Player: Chew them up
DM: You chew up the snotty tissues and spit the disgusting but delicious remains onto the floor.
Player: Squeaky Fox
DM: You chew on the squeaky fox toy until it rips open and the squeaker falls out.

Player: Devour the Food & Water

Player: Sniff her butt
DM: She freaks out and runs away from you.

Player: Chase leaves
DM: You run to capture every leaf that's being carried away by the wind. Nothing can outrun you!
Player: Wander
DM: You walk towards the road. For some reason, you manage to get farther away from the house then usual. You hear Chelsea opening the door and see her running towards you.Then it hits you: The dogrun is broken!

DM: You chew the stuffed toy until it rips open and cotton gets all over the floor.

Player: Stuffed Toy

Player: The Litter Box
DM: You look inside the litter box, looking for a squishy brown treat, but there's not much in here. It must've just been cleaned.

Player: Lick James' Face
DM: You begin to lick James' face, until you realize he tastes like dirt and not chicken.
Player: Lisa's Bedroom

Player: The Cat Food
DM: You eat the delicious cat food while noone is watching.

DM: Now you go to...
Player: Run down the road
DM: Before Chelsea can get to you, You dart down the dirt road to main street.
Player: Don't cross the road, but keep running
DM: You make it to Beech street and decide to go a couple more blocks down.
Player: To Walnut Street

Player: Bark at the nearby cats
DM: The three outside cats hear you and hide underneath the house.

DM: You bark at the old, golden-headed dog. Although she is bigger than you, she runs away in fear.

DM: You keep running, but you are soon slowed by the presence of an annoying pole you accidentally bumped into."Kuma!!" Chelsea yells from behind you.She catches up and holds you firmly in her arms. You can see that she is crying, her face flushed with worry.You turn to her and lick the salty tears off of her worried face. She hugs you and gently picks you up."Don't ever scare me like that again!" She tries to sound firm but even you can hear the shakiness in her voice.She carries you home while telling you how much she loves you and that you should never run away from home ever again.

Player: Bark at her
Player: Cross the road
DM: You cross the road and...

Player: Turn left
DM: You run past the little legue field, past the small forest, all the way to Stark road!

Player: To Oak Street

Player: Turn right
DM: You turn right to Center Street.

Player: To Ash Street

DM: You drive for only a short amount of time in the couple's car. When the car stops, the woman lets you out.
Player: Follow them into their den!
DM: You follow the couple into the den and fall asleep on the dog bed they laid out for you. you wake up in the soft dog bed in the new person nest. The woman is watching you closely. You bark at her and she smiles, scratching you on the head. "Good dog." She says, then she calls to the man, "What should we name him?" "I think we should name him Bailey!" The man shouts back. "Hi, Bailey!' The woman says to you, lifting you up gently. "Welcome to our happy home." Bailey. You think. My name is Bailey! You yip happily and squirm in her arms. "I love you, Bailey!" She says, burying her face in your fur. You lap her face in reply. You live a long, happy life with the couple, who get married and have a little daughter named Emily. You live until she is eight years old and you are fifteen years old, which is 105 in dog years. You die of old age and your purpose is fulfilled.

Player: Don't

DM: The water you drink is refreshing to your throat. After a few minutes of enjoying the nice suntan you're getting, a caravan of at least ten Arabs (and almost twice as many camels) arrive at the desert paradise.They say, "Esht tisth ssthalt qualtt."
Player: Look afraid
DM: You try your best to look like a poor fearful innocent lost person. They actually beleive you are a poor fearful innocent lost person.
Player: Seek Shelter
DM: You run for no reason whatsoever. You get to look around. You see sand, sand, sand, and (have I mentioned it?) sand.

DM: You walk into the fine dining establishment that is McDonald's with a crisp five dollar bill in your hand. The smell of childhood obesity and diabeetus wafts in your face. Delicious. Your stomach has got the rumblies, you haven't had a good quality meal in days!
DM: You look around. There are multiple people sitting down and eating and no line to order. Also, no Ronald in sight. Good. You and Ronald had a run in back in 98, it wasn't pretty. You woke up on the sidewalk with your pants around your ankles in the back of someone's house. But hey, at least the food is good.

DM: You go to Mrs Maxwell's home on Dorset Street and find she is a practical and fast-talking woman."I do not know the murdered woman well but I am certain that I saw her at 8.30am this morning," she tells you straight away. "She was leaning against a wall and told me she felt bad. I suggested she get a drink at the Britannia Pub, she told me she already had and pointed to a patch of vomit. I went into a shop and when I came back Mrs Kelly was talking to a man outside the pub. He was about thirty and dressed like a market porter. About an hour after that I'm sure I saw her inside the Britannia drinking with some people, that would be around 10am."You are saying that you saw Mary Kelly alive and well an hour before her body was found and several hours after the Doctor said she died?" you ask to make sure.Mrs Maxwell nods."I know how it must sound but I am sure it was the murdered woman. I had only spoken to her twice before but I am sure it was her. I have seen her around Millers Court for the last four months."You nod thoughtfully and thanking her for her time you move on.
Player: Talk to Mary Kelly's partner Mr Barnett
DM: Joseph Barnett is a man of medium height, about thirty years old with a mustache. He clutching a bottle of ginger beer looking utterly destroyed when you find him sitting near the entrance of Miller's Court."I've been with Mary for about a year," he tells you in a monotone. "She was born in Ireland but grew up in Wales. She had a husband before me but he died in a fire. I lost my job a little while back, I was a porter in the market, and Mary went back on the game... I left her after that. She was a good lass, beautiful and not an alcoholic but she knew how to drink. She had lots of friends and everyone liked her... I don't know why someone would do this to her. I can't understand it. I just can't."You thank Mr Barnett for his information
Player: Talk to Witness Mrs Prater who heard someone cry "murder"

Player: I'm starving. Food. Now.
DM: You walk up to the counter. A big breasted latino chick is ready to take your order. Ohbby. What will you have?
Player: Happy meal all dah way
DM: You notice that the toy that comes in the box is a beginners' dildo, in floral print for girls and race cars for boys. You couldn't pass up the offer. You give her your five bucks and wait for the meal.

Player: Orphan meat
Player: ...what?
DM: Did I stutter?

Player: I want to talk to the family...
DM: What the fuck, why?
Player: I already talked to the hot chick I just wanted to see what happens when I talk to the family geez
DM: Really? You wanna know what happens? YOU WANNA KNOW WHAT HAPPENS? BAM YOU'RE DEAD.
Player: End Game and Leave Comments..
DM: No, never mind I'm sorry it's just.... it's been a rough week.

DM: You decide a big mac should be enough. You give her your five bucks and wait it out. Man, I bet the children in Africa would love to eat a big mac.

Player: Talk to the hot chick

Player: Result A
DM: Your warriors defeat Caracol's ballgame players.The losing warriors are sacrificed, but peace is maintained. Yajaw Te' K'inich II holds a ritual feast in the ballcourt. He agrees to marry a relative of yours and forge an alliance. Congratulations--You're a great leader and you put the interests of your people ahead of your personal vengeance. Yajaw Te' K'inich II and Wak Chan K'awiil are able to conquer the lesser Maya kings and rule peacefully through partner kingdoms.

Player: Communicate with the customers
Player: Get noms, ASAP!

Player: That's offensive! I have a vagina!
DM: No you don't...... pervert

Player: They look cute...
DM: Cute...? You could be communicating with a hot piece of ass right now, and you chose the cute family? You really wanna talk to them?

Player: Go to the bathroom

Player: You have very nice boobs.
DM: "Thanks. You too." Man. This could be really awkward if you're a dude. Are you a dude or a chick?
Player: A straight chick who didn't even want to do this in the first place damn you author.
DM: Hey, at least you got your boobs complimented though. You awkwardly smile then slowly back away from her. What now?

Player: :'( (Accept that fact you are a pervy penis haver)

Player: 2 inches erect
DM: Ohh... that's too bad, I'm sorry. Anyway, so you pee for awhile. Eventually you hear the lady that was there before leave. She must've successfully drawn on her brows. Once you finish, you examine the stall before leaving. Bloody pads are stuck on the wall and graffiti is everywhere. Ew. Girls are gross.

Player: Gussy up
DM: You walk to the sink next to the other chick and stare at yourself, admiring your beauty. "Want to borrow my mascara? You could use some girl!" She has no idea you have a penis down there.
Player: Oh boy, would I!
DM: Feeling has though your lashes aren't voluptuous enough, you accept her offer. She feels now you are worthy enough to take a selfie with her.
Player: Duckface!
DM: Feeling shame the minute you pucker those lips, you commit honorable Japanese suicide.

Player: A chick who's totally okay with this.
DM: You guys fall in love and elope together, adopting a house full of babies and getting your own reality show. You have your honeymoon at a Mcdonald's in Hawaii, because why the hell not right? It is a Mcdonald's adventure afterall. Congratulations. You arrived for food. left with a waifu.

Player: End?
DM: Suddenly you get your consciousness back and cover yourself when out of nowhere the dragon is bumped back. You then realize you are on a dome made out of... Ice!?
Player: New powers
DM: You have ice powers!? How...? Noticing these powers you feel calm and breath... Then you release all of you rage. Ice spikes come out of your hand and are released to the dragon sending him back to the wall... Blood everywhere in the wall. Dragon is dead... "How... Just how can I do this..."

DM: "Yes." Wait...she DOES mind? Shit. This is awkward. Umm... think fast!
Player: I don't need you anyway, ho!
DM: "Aight." Wow. This is... this is really awkward. You slowly back away from her. So much for that. Now what?

Player: I... I think I'm going to go home now.
DM: You go home and crawl into fetal position, questioning life. The smell of Mcdonalds lingers around in your room bringing tears to your eyes.
Player: Real End
DM: You die of aids 10 days later. Turns out the latino chick bled on your food. Man, ain't that some shit.

Player: Yeah man
DM: Alright, fine. You walk up to the family and get your heart ripped out of your chest by the 'CUTE' little boy. They don't fuck with no one. You dead, son. Sorry. Hey, there's always the chick though.

DM: "I'm pretty sure." Wow...this is....this is pretty fucking awkward. You slowly back away in shame. Now what?
Player: I want another chance with her!

DM: Wow. You. Fucking. Retar- wait a minute. She looks down at your hands then back up at you. "Have you.... have you ever milked a cow before?"
Player: Have i... what?
DM: She frowns at you and looks away. "Nevermind." you slowly back away. Good thing too, she seemed like a weirdo. Now what?

Player: Mcnuggets
DM: She asks you how many pieces you want. You begin to sweat. Why do they offer so many fucking choices, WHY!? 5 piece....10 piece... 20 piece.... over 9000 piece!!! The pressure is too much. You shoot yourself in the face. An honorable McDonald's death.

DM: Oh shit. That's awkward. If it makes you feel any better, you do have some pretty nice firm well rounded boobs. What now?
Player: Big mac

DM: Well...O.K. I mean, you came originally for food, but instead you decide that what's new in the world is more important than survival. I mean, it was cheap, but that's about all. Well, you come home afterwards, and sit down and read the paper. About an hour after doing so you are still hungry. You consider eating the newspaper, but then decide against it and instead choose to once again find some sort of food. Hm, this feels familiar somehow.
Player: Let's see what we can find in town
DM: Youd decide that it'd be best for you to spend precious gas money and look at restaurants until you find something you like. But that doesn't matter, because you have three thousand dollars (not for long, at those prices, though). You get your wallet, watch, and keys colected, and start to head out the door. But hang on a second, John Paul Jones. You gonna lock up your crib? And your house, too?

DM: You're quite offended she thinks your lashes weren't voluptuous enough. She leaves, and after awhile of getting dolled up you do as well. You almost forgot why you were here. Now what?

Player: Leave stall
Player: Examine graffiti
DM: Todd+Sam= 4EVRRR nvm todd can suk mah dick i want to die. I peed here! 2/10/14! Call Sarah 4 a good time ;)(707)xxx-xxxx <3 Good old bathroom graffiti.

Player: Nah dog I'm just gonna relax sit back and watch Kermit atack
DM: Snoop Dogs says "OK later though if wanna stop on by, yknow your welcome.You watch the movie and Gonzo is getting some harsh treatment from Miss Piggy.All of a sudden you hear a tap on your window. You open up the door it's Shaggy and Scooby.Shaggy -"Like you gotta help us"Scooby - "Yah hah hah this plrace is haunted"Shaggy -"Like we just wanted to get a snack from the snack bar"All of of a sudden Batman and Robin Show up.Hello shaggy and Scooby we'll help you find the ghost!So you set off into the near by woods and see a ghost. Batman asks for your help to grab the ghost.

Player: Lol Idgaf
DM: FINE I DON'T NEED YOU BEING HERE ANYWAY B-BAKA! D-DON'T COME BACK!

Player: A dude.. :'(

DM: As Bob is walking, he finds a mark on a tree and thinks it must belong to an alligator or crocodile.Contuining on the walk, Bob finds a swamp and sees MC Honey on a branch looking very scared. Bob decides to go in the water, but sees crocodiles lying there. Bob tries to climbs up a tree and swing across to MC Honey's tree. When Bob reaches MC Honey's tree, the only way down is to climb down the tree or to jump in the water.
Player: Climb down the tree
DM: As Bob climbs down, a poisonous snake bites Bob. He falls in the water and a crocodile eats Bob. MC Honey is awfully depressed, so he spends a week eating ice cream, watching romantic movies, and listening to Adele.

DM: She smiles. "I work on a farm, we could use hands like those!" She writes her number on a napkin for you. Wow, a job offering and a get laid opportunity? Score! (You do get laid. It's totally canon. I wrote this, therefore it's canon. Maybe I should make a sequel.... Farm Adventure. Oh yeah.) Anyway, now what?

Player: No thanks

Player: Hey! Mind if I join you?
Player: ...y-you suuure?
Player: Grab her boobs in panic
Player: Yes actually.

Player: Nurse
DM: How Long Would You Be Willing To Work Each Day In Order To Take Over The World?
Player: Eight hours
Player: Pentagram
Player: The Leader
DM: Are You More Outspoken or Reserved?
Player: I stick to myself
DM: How Well Do You Handle Confrontation?
Player: I'd rather avoid confrontation
DM: Which Facial Hair Do You Find The Most Appealing?
Player: Porn Stache
DM: What's Your Favorite Thing About Parties?
Player: Posting It All On Facebook
DM: Favorite Footwear?

DM: Mickey flashes you one last grin as he sails through the window. A satisfying yelp indicates that you have caught a passer-by, possibly on the chin.
Player: To immediately run out of the house to see what has happened, go to 48.
DM: It is sunny outside. There is a large gentleman outside your door. He is rubbing his chin.
Player: If you have hurled a mug out of the window, go to 49.
DM: The first punch takes you by surprise, but not as much as the knee to the groin that follows it. You black out through the pain as you collapse to the pavement, pleading with your assailant in a squeaky voice not to hit you in the face. Your adventure ends here.

DM: The lock opens and Jessica and Tom find a wonderful treasure of gold and diamonds!
Player: BUT....
DM: A pirate jumps out and screams, "Stay away from my treasure!"
Player: Billy, Jessica and Tom run away, screaming!
DM: Coward!YOU LOSE. Try again.

DM: Wow! She instagramed it! She leaves after giving you her number. Turns out she only comes to Mcdonald's to take selfies. Huh. Now what?

Player: Whip out your handy dandy sharpie!
DM: You get out your sharpie and doodle a sad poorly drawn image of your tiny penis. Good job bud! What now?
Player: Exit stall
DM: You leave the stall, feeling accomplished by how much you just peed, and are about to lea- Wait. Aren't you forgetting something?
Player: Wash hands
DM: Achievement Unlocked: Washed hands! Good for you, pal! Your tummy makes the rumblies again. You exit the stall. Now what homie?

Player: Call Sarah for a good time
DM: You call the number written and nobody answers. What were you expecting anyway? Oh yeah I forgot, you're the pervy one. What now?

DM: Man I got all this work and shit, and I'm sitting here writing a poorly done interactive story about McDonalds...

DM: You walk to the top of the stairs. There is a door directly to your right, one on the left, and one at the end of the hall. Do you want go in a door? Or go back down stairs?
Player: Go Down Stairs

DM: You exit the bathroom.

Player: Exit stall in shame

DM: Charles Stanton is left behind and you continue to resolutely press on for another three days, William Eddy finds his wife has secretly packed some bear meat in his bag and shares it with the rest of you. After that there is nothing to eat and soon the talk is becoming increasingly wild, people proposing that some members of the group be killed for food or that they turn back to the camp. All the women and William Eddy are determined to keep going but all the rest want to stop.As you are arguing a snowstorm catches you all out in the open. Immediately you and your companions gather together for warmth and wrap yourselves in blankets but it is no good. The young Mexican teamster Antonio dies first, perishing without a sound. Franklin Gardner, in his late fifties, succumbs next. He lies very still, barely moving and Eddy tells him he is dying. Gardner replies he does not care and urges his daughters Sarah and Mary to eat his body after he dies. He expires soon after. As the cold increases you feel an increasingly irrational urge to run out into the snowstorm and hunt for food.What do you do?
Player: Sit tight
DM: It is a miserable Christmas. All day the snowstorm rages and you are convinced that all of you will die out here. Patrick Breen's friend Patrick Dolan goes next. He becomes delirious with hunger, tearing off his clothes and racing out into the storm: it is with great difficulty that William Eddy gets him under control and physically forces him back. He is held down until he becomes increasingly quiet and eventually dies. Poor Lemuel Murphy dies next: he showed great courage and endurance for a boy of twelve. Like Dolan he becomes delirious and his sister Sarah Foster tries to distract him with a story about the moon, tears in her eyes. Eventually he too slips away into the endless night.The cold is overwhelming you and you want to do nothing but shut your eyes. It occurs to you that if you can just get some sleep you will feel stronger when you wake up and better able to handle the cold, which is piercing your bones like a knife.What do you do?
Player: Shut your eyes

DM: I found her by the swings, the snow had turned red. She cried and shaked, holding herself on the cold ground. She gripped onto the scarf tightly and held it to her face, soaking it with her tears. She had been hurt, not badly, but enough to the point where there would be blood. I asked her what happened over and over. She wouldn't reply.
Player: I held her.
DM: I held her tightly in my arms, and cried along with her for who knows how long. She told me what happened eventually. Her father abused her. He has since her mother left, which was around the start of middle school. In between emotion and pain filled cries she would ramble on, like how she didn't blame her dad. "he was only lonely" she even mentioned how his favorite season is spring aswell. I gently stroked her hair as she spoke. We both fell asleep in the cold....nobody had looked for us.
Player: The next day was fate
DM: The reason my head hurts, I remember everything now. When I woke up the next day she wasn't there. I was laying in the snow alone, my scarf was in her place. I panicked. I called her name, Hana, over and over again running up and down the streets. Nowhere. Until I got to the bridge. She was standing on the rails, her hair was flowing rapidly in the wind. There was nobody nearby. It was like it was only the two of us in the world. She heard my voice, and turned around smiling at me. Her lips started to move. "Thank you." She jumped.
Player: I jumped after her.
DM: I couldn't let her just disappear like that and leave me all alone... A million thoughts ran through my mind. I jumped in after her. The only difference is... I survived. I wish I hadn't.... I never got to tell her that I loved her...

Player: Don't wash hands
DM: You decide to be gross and die of Campylobacter. Ew.

DM: You stand in the goat shed, feeding Nick and Puck. You put the rest of their feed down, walking out to talk to father. Father chops wood by the wide of the house, while mother cooks and Meredith washes clothes by the stream. You walk to father, who seems quite content. Thanks to Rose, you've been eating well, and she even brought you a full deer the other day. You had to shoot it to make it seem like you had hunted it yourself, but other than that it was a cause for celebration."Ah, boy! Have you checked the traps today?" "Not yet, father," you say.Father smiles, motioning towards the soup mother's making."Go, get some venison soup and head out. I need to head to town tomorrow. Get some salt to help the meat last through winter, and sell some of the excess meat. We're truly blessed with your hunting and trapping skills, Jacob. Thank the Lord for it. So tell me, will you come to town with me tomorrow?"
Player: Decline to spend time with Rose
DM: "Ah, what a shame. You're spending too much time in those woods, son. Does it not get lonely out there?"You shake your head, and father sighs."If that's what you want. I'll be seeing if there's any fathers with girls your age in the town, you know. You're getting old, and I'm sure with your strong features, ability to provide for a family and your humility to God, you'll have no trouble finding a wife. Ah, I'm talking too much. Go, grab some soup and head out."You begin walking away and head to mother, who stirs the soup slowly. "Do you want some, Jacob?" she asks, not looking up. "Yes, please," you say, as she dumps some of the soup into a wooden bowl and hands it to you.You say your thanks to her before praying to say the same to the Lord, and then quickly devour the soup. It's fairly delicious and both easily warms and fills you up easily. Now, you're ready to head out.

DM: Well, here you are. You're twenty-three and out on your own, just out of college, in a cheap studio apartment just outside downtown Salt Lake City, Utah. You don't have a job yet, but your parents have kindly left you with three-thousand dollars as they celebrated your leaving with the biggest party on their block. In fact, I'm pretty sure they're in prison now for "Violent disturbence of the peace", which you didn't even know was exactly a crime. Well, anyways, you're much too lazy to call and check, and since they've already left you the money, you don't plan on visiting them until next Thanksgiving. What a kind offspring you are. But that's beside the point, becuase today is June 13th. The cold days of winter in Salt Lake are gone, and now the blisterring heat of a Salt Lake summer is about to begin. But it's 6:00 PM right now, so you'll get back to that (as you'll find out later). You just moved in, and the first thing on your mind right now is food. You haven't eaten since last night when you first walked in the door with that KFC bucket wrapped in your arm. So, you starving artist, what are you going to do?
Player: Let's Go For A Ride and See What's Available
Player: Locks are for losers, yo!
DM: Well, it sure sucks that you picked this option. You walk away without locking up, and drive to wherever it was you were going. You come back, and open your door as your house is in the process of being robbed! You try your best to fight off the intruders, but they have crowbars, brass knuckles and knives, which they use to beat you down with until you die.

DM: O.K., fine. You decide that to trim your girlish (or boyish) figure to that elusive -1 size pair of jeans, that you'll just starve for a while. Well, a few hours later after watching your TV (which wasn't mentioned, but was still there the entire time), you end up needing to go to the bathroom even though you haven't eaten in so very long. Must've been that water you drank in the morning after washing down that morning taste.
Player: To the bathroom!
DM: You run into the bathroom, and relieve yourself of your urine. You start to wash your hands after flushing and all that, when you look in the mirror, and see yourself. Not as the healthy, young person you are, but as a gigantic blue whale, standing in a bathroom with your large (yet protective) layer of blubber bouncing around all over the place. What do you do?

Player: A super combination of all the other options, the likes the world has never seen!
DM: You thought you'd be some sort of pioneer for this, so you decide to order every one of the other options on one single pizza. You order, wait twenty-five minutes, and recieve your pizza. Or, at least, you would have, if it weren't for the fact that the pizza man couldn't even carry the huge thing, and so he dropped the nearly ten pound pizza right on top of you. This wouldn't be too big of a problem if it weren't for the fact that you hit your head on the tile of your door opening once the pizza landed on you. Your head begins to bleed, and the pizza man calls the ambulance, which picks you up and sends you staright to the hospital.

DM: You decide that it'd be best for you to spend your money on cold food you can cook yourself, as opposed to a (semi)fresh, hot meal. O.K., whatever floats your boat. You pack up with your wallet, your watch, your keys and your gigantic coupon stack gained from the apartment manager, and prepare to head on out. But hold on there, Tiger. Didn't you forget to lock your door?
Player: Why yes I did. Better do that while I'm here.
DM: You lock your door, and head out to your cheap car, and drive to the supermarket, which is just a couple of blocks away. You park, walk into the store, and pick up a shopping cart. So, what are you going to buy here?
Player: Whatever's cheapest
DM: You buy a bunch of discount goods, such as Chicken Milk, Uncle Parker's Famous Chocolate Jerky, and Tomato Pancake Mix.You live off of the terrible tasting goods for a couple of days, but soon decide you need some better food.

DM: O.K., so you lock your door, and head out to your car. You get in, and drive downtown to find some place to eat. And boy, are there a lot of them. Which one will it be?
Player: Subway
DM: You head into Subway, and you are instantly hit with that awesome Subway smell. You go up to the counter, and get a Chicken/Tomato sandwich. (Seriously, there are much better options. Why waste your money on chicken and tomato?! Next time, get the cheese steak)You eat your sandwhich, and enjoy it overall, before heading home. Once there, you ahve to go to the bathroom,a nd bad. So you do.

DM: There is a note pinned to this coffin door.
DM: The note reads: Dear Salem If it's not too much trouble I was wondering if you'd mind switching coffins with me. I know it's a strange request but you'd be doing me a huge favor. Ever since Bones declared his undying love for Raven and she shot him down, he's been turning his attentions to me and to be honest, I'm starting to find it really creepy. His unwanted affection would be a lot easier to handle if Bones wasn't sleeping in the coffin next to me. I'm asking you not just because your coffin is the furthest away from Bones, but I figured it would help you out too since your coffin just happens to be next to the most annoying vampire in the world. Also if you switched with me you'd be right next to the new guy and I know you want to keep an eye on him. Personally I don't think you have anything to worry about. The boy seems fine to me, I think he just needs time to adjust, like we all did when we were first turned. Try to be more easy going with him, let him know he's one of us now. Shadow

Player: Try to vomit the fat away
DM: You think that acting like a teenage Hollywood copycat will get the fat away, so you stick a nearby toothbrush down your throat and start to chuck whatever you ate recently into your toilet.Unfortunatley, you having not eaten since last night, only have bile to throw up, which is what you do. The bile you throw up was protecting your stomach from terrible damage from stomach acid, but now it isn't, so your stomach acid makes quick work of your unprotected stomach lining. It then escapes into the rest of your body, and you die.

DM: What is your name? Blandon? I mean, I know the business is named "Generic'a Tony's", and is obviously basing itself off a racial stereotype, but come on. Just cheese? I should e-slap you in the face. Anyways, you order, wait twenty-five minutes, and recieve your pizza, spending so little of your money that I'm not even going to bother telling you if you lost any money or not. You eat the entire pizza in thirty-nine bites. Very soon afterwards, you feel the urge to have to go to the restroom. So that's where you head to.
Player: I'll just finish washing, then go and answer
DM: You finish at a slowed pace, and answer the door to find your old high school buddy at the door, holding a gun to your head. You quickly question why he's doing what he's doing, and you get a response."Why am I doing this? Why am I doing this?! You remember back in senior year, when you had sex with both my sister, my mom and my aunt?!"You quickly remember these good ol' days, before you snap back to the reality of a murderous man holding a gun to you."Yeah, I know you do. Well, guess what? Because of you, my entire family has left me here. I have no idea where they are!"You consider mentioning how this has no connection with your casual sexual exploits, but before you can, you're dead.Man, what a circumstance to be caught in, huh?

DM: Well, you, my dear sir/mam, are a true rebel. While the average person might have chosen pepperoni or cheese, you decided that a thin slice of what might not even be meat wasn't enough. So you ordered big, hardy chunks of meat on your pizza. I applaud you. Anyways, you order, wait twenty-five minutes, and recieve your pizza, spending so little of your money that I'm not even going to bother telling you if you lost any money or not. You eat the entire pizza in sixty bites. Very soon afterwards, you feel the urge to have to go to the restroom. So that's where you head to.
Player: Let'm knock, I'm too busy with hygiene to answer
DM: You decide that the stupid guy or girl at the door can wait, so you continue to wash your hands slowly. But then, you here a loud pounding noise, and a thud. You walk out of the bathroom to a dozen policemen, pointing their guns at you. You raise your dripping hands in the air, before being read your Miranda rights. Apparently, your under arrest for the murders of ninety people. And even though you haven't done anything (To my knowledge...), they don't know that. They cuff you, and take you down to the Paradise City...oh, wait, I mean prison.
Player: It's the stony lonesome for you!
DM: Now your probably thinking you'll get interrogated in this section of your life. But you won't, because, from what they've said, they already have enough evidence to put you away for a long time. So..what're ya going to do now?
Player: Try and make friends with the other prisoners

DM: Cheese wasn't enough for you. Pepperoni wasn't enough for you.Sausage wasn't even enough for you. So you decided to add all of those items, plus nearly every other edible thing known to man, into one key pizza. Truly, nothing on Earth could be better. Anyways, you order, wait twenty-five minutes, and recieve your pizza, spending so little of your money that I'm not even going to bother telling you if you lost any money or not. You eat the entire pizza in thirty-nine bites. Very soon afterwards, you feel the urge to have to go to the restroom. So that's where you head to.
Player: Delightfully dry your hands quickly and answer the door
DM: You take a wisp in your slightly hurried cleaning process, and feel nice about it. So, after that, you are ready to answer the door, when trip on your untied shoelace, and fall forward. This whole tiny incident ends with you KO'ed on your floor, you having cracked your skull on the floor. You never figure out who was at the door, but whoever they were, they called an ambulance soon after.

DM: If it had been actual fish on this pizza, everything would have been fine. But instead, it had to be anchovies, which aren't really fish anymore once they get to your pizza. Bah, fine, whatever. Let's just continue the plot. Anyways, you order, wait twenty-five minutes, and recieve your pizza, spending so little of your money that I'm not even going to bother telling you if you lost any money or not. You eat the entire pizza in forty-eight bites. Very soon afterwards, you feel the urge to have to go to the restroom. So that's where you head to.

DM: OK KID UR IN. LETS SHOW THAT SWAT TEAM WOT WE R MADE OF!
Player: Kill the SWAT team
DM: You and the cows defeat the SWAT team with ease. As the last non-bovine body hits the floor, you hear sirens in the distance. You don't know if you made the right decision joining a bunch of power hungry vengeful cows, but for now, it isTHE END.

Player: Whatever's the most refined and fancy
DM: Well, O.K., then, Mr. Pierre. You buy the most expensive food and drink the super market has to offer, and you buy a lot of it. You walk out of the store with fifty caviar cans, seventy-five bottles of imported wine, a five-hundred pound bag of Jelly Bellys, and a couple giant, inflatable water slides, coming up to a total cost of three thousand, four hundred and thirty-two dollars and sixty-nine cents. ($3,432.69, incase you don't understand written numbers) Well, you live off of these quite well for a couple of weeks, until the repo depot comes to your door askng for tax money. You try to explain, but you can't get them to detur. And since you don't have a job, and spent over the amount of money you had available, they take everything you own besides a small box of pornography and the clothes on your body (Which makes you regret taking off your pants). With your parents in jail and the rest of the family unable to contact you, you head to Pioneer Park (The main bum refuge in SLC), and look at pornography until you die of starvation. Sure sucks to be you right about now.

DM: Select what character you wish to play as. Unlock more characters by achieving an ending with one of your already unlocked ones. Different endings unlock different characters, and so, each character has endings for each of the other characters. Note that when a character you are playing as dies, he/she will become locked, but his or her death will still affect the story when playing as someone else.Also notice that all choices can be reverted back to normal from here, and by taking the item below, you can return to this page at any time, saving you the need to finish the game just to incorporate a single action with a single character.
Player: Play as Eve.
DM: I enter the labs, wearing my Shade outfit. After all, I am here on Imperfects business, so I wouldn't want to give them a hint at my true identity, or even my true gender. Soon I see Jonathan Skage approach with a smile on his face. Clearly he has something for me...again.Skage knows who I am, and he has known for the past year. We Imperfects had to take care of criminals escaping from the prison. They were on a train, trying to get to Octagon, so was Jonathan Skage. Freakshow and I entered the train, while the others tried stopping it from outside. Freakshow was sent to get the criminals who ran away from their leader, while I went after the leader. He had taken a hostage: Jonathan Skage, and took him to the cargo. There, I was ambushed by a few of his men, and the fight resulted in them getting a lucky shot at the battery of my mask, causing it to become deactivated. I took care of the criminals, but Skage saw my face. Since then, he has been a productive ally of the Imperfects, founding a special department within Gorgon labs to develop useful stuff for us. They have been working on a some sort of super computer to act as our database, but I don't know much about it. The fact that he is the manager of the lab makes him useful as well."Well?" I say as he approaches me. Clearly, he is happy about something."It is finished. Follow me."HEALTH: 100%

DM: You are a young explorer from Montana. You have been curious about the Arctic for a long time, but you haven't been experienced enough to go there. Now, after 3 years of exploring jungles, rivers, forests, deserts, and more, you are finally ready!You rent a jet to take you there. The journey lasts 4 days! You can't wait until the jet lands.As you step off with your exploring backpack slung over your shoulder, you are instantly glad that you wore a special insulated explorer's suit. It's still very cold, even with the suit's high-tech heat!You trudge through the snow for a while, just looking for something interesting. You come across a beautiful glacier just off the shoreline. You take a few pictures of the seals frolicking underwater.Then you spot something even more exciting. A real ice cave! You run inside with mounting excitement. This is where the legendary Arctic Bat is said to abide!Suddenly, the ground shakes. It's an avalanche! You try to run back out of the cave, but you're too late. Giant clumps of snow and a few icicles block your exit. It becomes a lot darker, because only a few rays of sunlight can penetrate the icy barrier.Well, you're going to need to find an exit, and fast! You can't stay stuck here forever! You see a carving on the wall, and 3 paths.The right path looks dark and narrow.The middle path looks dark and wide.The right path has something shining in it.
Player: Right Path
DM: You have decided to try the right path.You walk into the right path; and your jaw drops in amazement. Hundreds and hundreds of gems are piled on top of one another in old mine carts!They aren't like any jewels you've ever seen! They are all crystallic and come in so many different colors! You see a few gems still frozen behind the icy cavern walls.You choose a mine cart and sit next to the gems. You pull the lever and the cart whirs to life. The next thing you know, you're hurdling down the track with precious ice jewels piled right next to you! You come to a fork in the path. Should you go left or right?

DM: You go into Burger King. Wow, what a nice place. It's shiny, and new. You go up to the counter, and order a Whopper value meal. You eat it at an average pace, and soon after head home, enjoying the whole expirience.Once you get home, you have to go to the bathroom. Let's do that.

Player: Bathroom!

DM: Your whole body hurts, especially where your bones come into contact with the cold tile beneath you. You can hear someone wailing in the distance.After groaning for a full minute, you manage to roll over and open one eye. It's f***ing bright and your head aches. Dozens of perfectly aligned arches allow sunlight to stream in through the tallest ceiling you've ever seen. The Hagia Sophia, f***ing beautiful. You reach for your flask---it's gone. You pat your pockets---empty.You feel your head--ouch. Blood."Looks like you've been enjoying yourself with the rest of the city's hedonists." To your right stands a robed figure with a black beard. You squint at him. "Come along," he says, offering a hand, "let's get you some water." The wailing in the distance grows louder.
Player: Choice 2: Stare in the direction of the wailing.

DM: Well, you had the Colonel's chicken last night, why not have it again? You pull into the parking lot, and head into the restaurant, which is on the site of the first ever KFC. It's part museum inside, with a bunch of artifacts and other items that Sanders actually used (such as one of his suits), plus, it has a bunch of written information on everything on KFC's history. How nice. You walk in and order a huge bucket of extra-crispy fried chicken, just like last night. You head to the nearest available table, and start eating. You look around as you eat, seeing the different things around. It's very informative. (Yeah, I know, this option was a pretty dull one, but what do you expect, you having a heart attack from clogged arteries caused by the chicken?)
DM: Oh...well, O.K. then. You have a heart attack, just as you expected. I mean, I wasn't planning on having you die here, but you apparently wanted to, so there you go.

DM: "Give me a beer!" Stone Cold Steve Austin said 20 years ago. He liked to drink beer and to brutally wrestle other titans as well. You stroke the replica title belt that Tony bought for your 10th birthday. The words 'Cameron Rowan, Hardcore Champion, 2008' shine blue in the dim computer light, and you see yourself reflected in its glow. Not unattractive, you think, but the patchy fur covering your face is a monument to the disgusting child's visage you joke about with everyone you meet. You smile sleepily at the memory and your face. The phone beeps a Pokémon theme, and you look around to see if anyone noticed. !!! You've found an item. Click on it to pick it up and it will unlock a new dialogue option later in the story. No need to click it once it's in your inventory !!!
DM: Your brother's voice comes through, "Cameron! Buddy! I did it." You sigh loudly and for as long as you can, "Did what? Buy clothes that look nice and fit well?" You look out at the invisible audience, uttering, "chucklefuck" under your breath as they explode into laughter. He ignores you, "Time travel! I finally discovered the Wu-Tang secret, and the machine is ready to go." "That's stu-" Wait. No. Your figurines, Nickelodeon lunchboxes, and wall-mounted pogs stare accusingly at you. "Can I see it?" "Of course, bro! It'd be really great to explore the past with you," you shake with involuntary rage. It's almost unbearable to have to suck up to this hipster idiot. He has no appreciation for the childhood you shared and every second you spend being nice to him is another vein exploding on your greasy forehead. "S-sure. I'll b-" You bite your tongue and the coppery taste of rage-blood mixes with saliva, "I'll be there soon."
Player: Let's do this.

DM: You rush out your door, ready to drive to the closest surgeon available to get the fat lypo'd away. But, your car is out of gas. So you're going to head back in to the bathroom. What now, Paris?
Player: Wait a minute! I'm not giving up yet! I'm getting gasoline!
DM: You, so thoroughly disgusted with your "voluptuous" figure, won't stand for such a thing as no gas. If this means you'll have to get it yourself (Which you will), that's what you'll do! Plus, hey, it gets rid of so of those "walrus-like" love handles!You begin to dash to the gas station down the street in such a way that it would seem you were running for your life. And to yourself, you are...or, at least, your nearly non-existent social life. You run and run, and within five minutes, though you're exhausted, you've made it. But too bad for you the gas station closed just today.You stare blankly at the now unoccupied building for a moment, before you collapse in lack of energy. You sit there for nearly half an hour, making seven dollars and thirty cents in panhandling money in that time. But you then get up, and begin to head back home.Suddenly, on the road to your left, a car wreck occurs between an oil carrying tanker and a school bus. Let's just say it isn't pretty, as the entire road (And the sidewalk in front of you) are now covered in oil and a nasty red-orange liquid. You know the police will be here soon, so now it's your choice. What do you do?
Player: Run through the liquid toward home (Like a baby)

DM: You think to yourself "Come on, work through this! You don't need to be thin, just be yourself!". And, as cheesy as it sounds, it works, snapping you back to your normal self. But now, your hungry again. Since you know you want food this time, what are you going to do?
Player: Let's go to the store and buy some food
Player: I'm only gonna be gone for a couple minutes. What does it matter, anyway?

Player: Try to make a simple escape plan
DM: You think that you can get out of prison with a simple, devious plan. So, the next day during lunch, you distract a door gaurd by bouncing a ball the opposite direction of the way your running. I'm not sure how, but it works. You get out of the prison, avoid the watch tower guards, and get out of the area. But just as you get up a hill about a football feild away, you hear the alarm go off in the prison. You start to dash away, and end up in a forest after nearly a mile of running. You look around, trying to find a place to hide. You can hear sirens in the distance.

DM: Well, O.K. You get yourself milk, eggs, bread, and butter (Just to get something extra).You get back home later, and realize that you only bought said items. So, you just decide to make a whole lot of french toast. You eat seventeen pieces, before you have to go to the bathroom.
Player: I need's to go!

DM: "Inehi!"
DM: "Qay!"
DM: "Animnida!"
DM: "Ingaaha!"
DM: "Dooda!"

DM: You scream as you awaken and are hit with a fresh wave of pain. You look around. You're surrounded by slaughtered Orcs and Men, many killed in their sleep, but it's clear some awoke in time to resist. You attempt to stand, before collapsing on the floor. The pain is all-consuming, and you consider allowing death to overtake you and end your struggle to survive.
Player: Embrace the sweet release of death
DM: You stop fighting, and allow the sweet painlessness of death to release you from the constant pain.

Player: Screw the store, I'm getting pizza this time!

Player: Back to the store!
Player: Candy!
DM: You, being the Michael Jackson child at heart you are, decide to buy tons of candy. So you gather up Milk Duds, Hershey Bars, Skor, Gobstoppers, Gummy Worms, Snickers, Twix, Reese's, Big League Chew and so much more, before heading to check out. The man at the counter gives you a look of question, but doesn't speak. He gets you checked out, and sends you on your way.You love your candy filled life of sugar rushes and sweets, until after a week of straight candy, your teeth begin to rot. They all fall out very soon after, and you have to get dentures. You also get diabetes from your major inbalance of sugar, and it is a very bad six months for you until you die from it.

DM: After hours of driving to reach Farport, Alex decides to drive back home and abandon his daughter to whatever nightmare she's currently trapped in. It was at this moment that Alex knew he was not only a coward, but he was also a terrible father.
DM: After hours of driving in his car, Alexander Hill arrives at a rest stop on the edge of the town of Farport. The town was built between a harbor and a small mountain. It is a small, insignificant fishing settlement that most of the world would never even acknowledge. But to Alexander, Farport may be the most important place in the world. Alexander's daughter, Sharron, has been missing for a little over a year. Alex had all but given up hope, until he received a phone call from his missing child. Now Alex has a chance to find Sharron. Even though her sudden reappearance fills Alex with some unease, he would be a fool not to pursue this chance to save her.
Player: Check pockets.
DM: Alex reaches into his pockets. Inside he has an empty wallet, and a cell phone with no signal. Alex still has the call from Sharron saved on his phone.
Player: Walk into town.
DM: Alex begins his walk into town. The road is cracked and riddled with pot holes. The ditches are layered with weeds and dead grass. Alex looks to the overcast sky, wishing it wasn't so dark and gloomy. He is unsure of where he should go, or how to get there. For the time being, he simply walks onwards.A few minutes pass in silence. Even the wind of this costal town is standing still. Alex begins passing houses, buildings, and rows upon rows of empty docks. Only a small handful of tattered boats are tied to deeply rotting cleats. Finally, Alex spots someone.

DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.> Quel est votre prénom ? (10 lettres maximum ; les voyelles sont au début de la liste)Aj...
Player: M
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.> Quel est votre prénom ? (10 lettres maximum ; les voyelles sont au début de la liste)Aam...
Player: Y
Player: L

DM: An eagle, far above you, drops a small turtle from a great height, hoping it's shell will shatter on the ground. The turtle smacks into your head, knocking you backwords. Gruzub takes advantage of your confusion, stepping forward and thrusting his blade. The blade enters you chest, Gruzub carefully avoiding your organs but thrusting deep enough to cause you to scream. When he withdraws, blood spurts out, and you struggle to stand."The Fates seem to dislike Mazkil." The Priest notes loudly, though you barely listen.Gruzub continues to attack, and you barely manage to defend yourself. Eventually, he kicks your leg and you fall backwards. This leaves your throat exposed, for Gruzub to easily slash your throat and make sure you fall and never get up.
Player: Try to regain a fighting stance
DM: To your surprise, Gruzub hesitates, before taking up fighting stance again, allowing you to gain a defensive position to defend your open throat and stop your demise. Your energy waning, you decide to take one final effort to defeat Gruzub. He swings his sword at your legs, attempting to floor you, but you block the shot and head butt him. He falls backwards, and you swing your blade, smacking into his head. His helmet flies into the air, leaving his head and neck unguarded. You know you don't have enough energy to continue fighting.
Player: Let him regain his fighting stance
DM: He quickly regains his fighting stance, raising his weapon. The fight only lasts another minute, with you barely blocking the next few of his attacks. Eventually, he sweeps your legs and he falls to the ground. Gruzub raises his sword and swings it, smashing into your chest. You attempt to rise to Gruzub's surprise, so he quickly kicks you in the head, and you fall into unconsciousness...

Player: Wait at the scene for simplicity's sake (Like a normal person)
DM: Good boy/girl, you did the smart option. High five! You wait, and it isn't long before the emergency vehicles arrive at the scene. The begin talking to the witnesses, and of course, you're one of them. The question you, and clear you to leave. Which you do. You get back in your house, and the whole ordeal has shocked you back to your senses. You definitely want food now. So, how will you celebrate this happy day? (Oh, and, um, some of the oil flew from the wreck and right into your car, replenishing your gas so you can travel...yeah, that's it...)
Player: Wow, free fuel in this day of age? This calls for fast food!

Player: Chips, jerky, soda...I'm gettin' ready for a par-tay~!
DM: You decide that it's going to be party time, and you buy the party essentials. You get home afterwards, and call your friends and family, telling them about a huge aprty you're going to throw. To add a little edge for them, you say that a "big celebrity" is going to be coming.A week later, after much planning and anticipation, the party-goers arive, all waiting for you and your celebrity. You come out of your house, to your apartment's lawn, where everybody is, accompanied by your celebrity. You announce him to your party-goers."Ladies and Gentlemen, please welcome Jim Cummings!""Who?""You know, Jim Cummings, famous cartoon voice actor""You lied to us!"Those uncultured people. They don't know about the amazing voice of Jim Cummings, though they've heard it many times in movies and TV cartoons unknowingly. But they don't get to hear it here, as they trample you and Cummings to pancakes.

Player: Anchovies! Love that salty, nearly all-processed fish product!

Player: Yep. Better do that!
Player: K'n F'n C
Player: No
DM: That's what I thought.You finish eating, and head home. As your driving, you go to make a turn on a street, when your greasy hands taht you forgot to wipe off slip on the steering wheel! You swerve around a bit, before you crash into a lightpost, and hit your head on it aftr going through the windshield. I guess it's the hostpital for you!

Player: Hide in that unmentioned shack a couple yards away

DM: You slash your sword, cutting open one of the horse's throats. You jab your sword through its skull to finish it off, before slashing another's throat. You kill the few horses, before returning to Pak, who's already ordering the others to carve up the horses and bring the meat and hides back to the home. Suddenly, you see two ratlings dragging a teenage girl out of a caravan, whose crying and screaming has gathered the rest of your attention."Please! Please! Let me go!" the girl sobs.The ratlings toss her in front of Pak, who grins eagerly."Perfect! I'll have some fun with her!" he says.He glances at you, noticing you're finished with the horses."Bring the girl back to the burrow. I'll have my fun with her later. Let the others have some fun, too."You nod, walking over to the girl, grabbing her by the hang and beginning to drag her towards the burrow.
Player: Lead the girl back to the burrows
DM: You drag the girl along the path to the burrow, as she cries."Please, you have to help me get out of here. We can run, just run into the wilderness.""Can't do it. Too many bad things there. They'd kill on site a ratling. No, no," you say."Please! I don't want to die..." she whimpers. "Can... can you tell me what's going to happen to me?"
Player: Lie to her

DM: Well, it loos like you just couldn't cut it as an FHS student. Better luck next time.Your final score is: 017
Player: Wake up and go to school
DM: You decide to wake up and go to school.You arrive at school, and, of course, it is first period. Thanks to the wonderfully logical F.H.S. scheduling, you have a study hall. What would you like to do:

DM: Dawn Walker exits, now realizing the full weight of what she must do.Dawn already knows all there is to know about combat with the EVA-01. As she gets ready, let's take a brief crash course in battle terms and mechanics...HP - stands for hit points. You lose these when you take damage from Sachiel's attacks.GP - stands for 'Gelion points. We don't really know what ''gelion' means, but using these is necessary to activate certain attacks.A-T Field - stands for absolute terror field. They say there is one surrounding all of us; Angels and Evas possess these on a much larger scale. Occasionally Sachiel may use one to raise its defenses, so be careful around them.
DM: And at last, it's time to enter EVA-01. Dawn can hear the announcements of those at the command bridge clearly in her mind, screaming about umbilical bridges and the like...EVA-01 has some combat moves in her arsenal. When piloting her, you can...Use the Prog Knife - an attack suited for close combat. Uses a small amount of GP and deals good damage.Use the Pallet Gun - standard-issue rifle. Of course, it's also big enough to fit in a robot's hands. Uses more GP than the Prog Knife and deals more damage, but requires dead-on accuracy; if you haven't trained with it for hours on end, it's gonna miss now and then.Just Punch Sachiel or Something - a straight-up melee attack. Uses no GP, but the damage you'll do with it will be lower than with weapons.

DM: Steele-Blooded Steve opens the ceiling, jumps in the robot suit and flies out in a flurry of fire and smoke. He is ready to defeat the league. First he needs to make a public statement telling the world of his upcoming plans. He goes to Chanel 3 News Headquarters and waits. In moments, news crews are there. Steele-Blooded Steve makes his announcement. Steele-Blooded Steve: "I am Steele-Blooded Steve! In a matter of hours I plan to be the ruler of all you wretched people. The Evil League Of Evil will soon be defeated, and any hero you once knew will parish in my wrath! So come and get me Evil League Of Evil! I'll be ready!"
Player: Final Battle
DM: From 10 stories up, Steele-Blooded Steve sees in the distance two silhouettes. As they get closer and closer he sees that neither one is a member of the Evil League of Evil. It is Captain Hammer and Dr. Horrible. Steele-Blooded Steve: "They must have banded together after their embarrassment at the graveyard! Well I'll show them!!! MWA-HA-HA-HA!!!" Steele-Blooded Steve starts to get everything primed and ready in the robot. He announces each one out loud. Steele-Blooded Steve: "Thrusters on. Machine gun deployed. After burner's primed. Rockets engaged." Both Dr. Horrible and Captain Hammer are in range now. He decides to fire in between them, not to hurt them but to taunt them.
Player: Machine Gun
DM: Dr. Horrible and Captain Hammer get in range of the robot's machine gun. Steele-Blooded Steve fires at a truck near where Dr. Horrible and Captain Hammer are. The car explodes and throws Dr. Horrible and Captain Hammer far away from the blast. Dr. Horrible is not moving. Captain Hammer on the other hand gets up rather quickly and yells to Steele-Blooded Steve. Captain Hammer: "Is that the best you got!?" Steele-Blooded Steve: "There's plenty more where that came from. You're in for a beating!" Captain Hammer: "We'll see about that!" Captain Hammer starts sprinting towards the feet of the robot. Steele-Blooded Steve was not ready for such a quick reaction and is unable to stop him before he gets to the robot.

DM: You arrive early, and wish your nephew a Happy Birthday, then talk to your sister. You both chat about many things, from her lousy boss to your lousy subordinates. 2 hours later... Finally, it's time to cut the cake and open presents! Your nephew opens your present and sees the Beyblade. He smiles at first, then frowns. 'I already have this Beyblade!' He announces,'I think I will give this to James, my best friend, because he also likes Beyblades and doesn't have this one!' You think... 'What an ungrateful brat! He talks about giving your gift to someone else!' 'What a thoughtful child! He thinks about others all the time!'
Player: Ungrateful Nephew
DM: You think he is ungrateful and leave the party as soon as possible. Before you leave, your sister apologizes for her son being insensitive. You nod in acknowledgement and leave. You are still pissed, who knows how long it will take for you to forget this incident...

DM: You decide it'd be best for you to find a job for the first time in your life, so you begin to drive to...um, somewhere, I guess, just looking for a Help Wanted sign. You stop at a red light, and wait so that you can get your career going. You start looking around in your car, when you see a rat in the back seat, sniffing around. This makes you angry, as you like your '23 Penguin. So, what're you going to do?
Player: Beat on the rat with a baseball bat!

DM: Moving very slowly you survey your surroundings, your eyes adjusting to the dim light, reminding you of your birth (though how can you remember it) when as now you received your first experience of something unfamiliar but altogether amazing. Before we rush straight into the description we could enter into a long and lengthy back story which you are already familiar with of how you came to this room but let's just rush ahead and give you four poorly explained choices.What do you do?
Player: Return to the Entrance Room
DM: As you lie down to sleep on Christmas Day you're as tired as Sleepy from Snow White and the Seven Dwarves and before you know it you are fast asleep like Sleeping Beauty from Sleeping Beauty. Images rise up before you like Angry Birds shot out of cannons and you realise that even though you are asleep your imagination is still going strong, just like cancer, aids or One Direction, whose songs have been growing on you recently like a tumor.But I digress.As these words flow through your head you realise you can only be in one place: The Land of Bad Writing (see title)... Manifesting itself before you are five doors covered in the carved etchings of countless words from countless of stories that neither you nor anybody else have ever read. You want to wake up and escape this nightmare but a little morbid curiosity does stir inside you and make you wonder what horrors lurk behind the innocent looking signs on each door?What do you do?
Player: Enter the door labelled SPECIAL FEATURES
DM: This room is a bit different from the other rooms. It is and it is not, it is both as familiar as Doctor Who's phone-box in that episode where Rowan Atkinson plays him and as unfamiliar as the lengthy philosophical musings an author might feel compelled to share with you. In some cases the authors are just outright different such as those who believe that foreplay is asking a girl out or that it is still legal in some states to shoot someone if they cheat at cards. Before you are four doors:What do you do?

DM: Three ships were closely involved in the Titanic disaster: the Titanic herself, the Carpathia which was sixty miles away but came to help and the Californian which was ten miles away and didn't go to help. Which of these ships do you find yourself on: the supporting roles of the witness (Californian) or the rescuer (Carpathia) or as a participant in the great tragedy itself (Titanic, this choice will also give you more options of roles to play)?
Player: The Titanic
DM: You have chosen to travel on the R.M.S. Titanic. Do you want to sign on as one of the crew or pay to travel as a passenger?How do you travel?
Player: As a passenger
DM: As a passenger you have a choice between travelling in First Class, Second Class (for female passengers) or Third Class. First Class travel is expensive but assures you the best experience, Second Class allows you a good average experience as a female passenger while Third Class travel is cheap but you can expect to receive few privileges.Which Class do you travel in?
Player: Second Class
DM: Opting to travel Second Class you are surprised to find travelling this way on the Titanic is the equivalent of First Class travel on other ships. You get your own deck, lifts, library and swimming pool and the food is a good mix of roast dinners and fish dishes. You are allowed to eat as much as you like and after a particularly heavy meal you go to bed late and sleep soundly. Sometime during the night you are woken suddenly by a strange grinding jar. It feels a bit like the ship has just rolled over hundreds of marbles and there is an unpleasant tearing sound. Both stop after a few seconds.What do you do?
Player: Get out of bed and investigate
DM: You are concerned enough to get up and get dressed. As you do you notice some of your clothes in the wardrobes which have been swaying with the ship's vibrations suddenly stop and there is a strange silence. The ship's engines have stopped! After a short search you find a steward and ask him what is happening."There's talk of an iceberg ma'am" he tells you. "And they have stopped so as not to run over it."You return to your cabin feeling disconcerted.What do you do?

DM: Yeah, running away from an incident with a death toll won't look suspicious. You book it away, running as fast as you can. It isn't long before the officials who arrive at the scene are told of an insane man running from the area. And, as fate would have it, these people are your apartment managers, who give them your photo. Sucks to be you. You keep running, tired, but not ready to give up. You soon make it to the outer foothills of the valley, when you hear sirens far off coming your direction. But you don't give up. You keep racing, and pacing, and plotting the course...fighting, and driving, and riding on your (imaginary) horse. You go the distance. Well, you manage to avoid the police and get into the forests of the mountains. Man, it's cold up here for June. But you'll live through it. What you won't live through is you current lack of shelter, food and water. You can't go back to the city for two specific reasons. One, your a semi-fugitive now. Two, you have no Earthly clue where civilization is anyway. So now is your time to get ready. So, how now, brown cow?
Player: Go back and face the wrongly played music
DM: You decide it best to go and try to explain what you done. How wimpy bold of you.You begin hiking down the mountainside, trying to think of a convincing story for the police, you lose your balance on the rocky path. You slip and tumble forward. Normally, this wouldn't be that much of a problem, but you begin falling and rolling for a while, until you drop off the edge of a cliff. Let's just say, three hundred and fifty feet later, you won't need to tell the cops a single thing.

Player: Use the miracle fuel to go to the store!

DM: At the next lunch session, you sit at a table and begin to tell your fake, yet convincing story of how you murdered ninety people. It makes you look cool and tough among the other prisoners, but it also serves them a confession, which they give to the guards. The next day, as you are headed to trial, you see that the people you told all now have big-screen TVs. They thumbs-up you as you are headed down to court.

DM: You decide to start polluting the rat's enviroment, so you begin to throw trash all over the place, until you realize that the rat's habitat is your car. Guess you should have thought that through. So...what next, Charlie Brown?
Player: Go Barry Bonds on the rat!

DM: Uh...what fire? Do you think one will magically appear?
Player: Flame on!
DM: Fine then, Mr. Potter, let's see how you like it.You wait for some miraculous fire, and it appears. But not in a wood pile in front of you, oh no; it appears on your head.You run and scream as the flames engulf your head and soon your body, and do so until you drop down dead.

DM: You ride across the road and a police car speeds up and clips your back tire.
Player: Grab a rock
DM: You grabbed a rock.
Player: rock
DM: You ram your head into the wall and Jacob sees you.He grabs your head and hits it against the wall, and you get a brain haemorrage and die.

DM: *** SONG UNLOCKED TIMESTAMP: 00:00 *** "Son" your dad knocks on you and Tony's room, "I bought something for the family." You look up from your Star Wars comic books, "Is it Jurassic Park related?" "No. It's a computer." Your eyes light up, and memories of dominating Oregon Trail well up like tears in your brain, "Are there any games for it yet?" "Yes, son" whatarethegamewhatarethegameswhatarethegames, "They're called JumpStart and they're about edutaining you." "What's edutainment?" "Well, Cam, edutainment is sort of like entertainment but you learn instead of blowing away demons in murder simulators." You, unknowingly, have already created a .wad file that is basically about murdering your brother Tony over and over in your head. You'll never play Doom and that's frustrating, though. "Just show me the computer, dad." He sits you down in front of the blocky CRT and presses the power button. The world opens up, Wizard of Oz style, as you wait patiently for the 56k world to come to you. You open up Yahoo, as the constant Nick commercials have told you to do, and a tiny text bar directs you to "Type your search here."
Player: Search for games
DM: Edutainment sounds stupid, and you type "brother kill game" into the dialogue box in hopes of finding a game where you can live out an effective Tony murder fantasy. You end up on a website called Cnet, and download a game called Doom. 6 hours later you're blasting away demon after demon while a sick midi metal track spurs you on. You feel something snap in your body and suddenly the demons become pictures of your family members. Turns out that all of the anti-video game legislation was right, and you're essentially a sociopath. You never really kill anyone, but it certainly does feel powerful to pretend to do it in a video game. Your sociopathy eventually leads you to a middle management job at an IT company with a deep enjoyment of firing anyone who has discovered happiness. You put World of Warcraft guild leadership experience on your resumé. *** YOU ARE A GAMER *** Rank: IT Professional

DM: So you made it through your first teaching period just fine. Sure there were some rough patches, but you made it through. As a teacher, you are required to supervise the lunches. Don't worry though there are other teachers here if you need any help. Maybe you should go introduce yourself and get to know some of the other teachers.
Player: Reminisce for a few minutes
DM: Finding a table in the back of the lunchroom, you sit down and let your mind wander.It was Middle school, the bell rang for lunch period, but today was no ordinary day. Today was pizza day. It was all about who was first in line to get the freshest pizza. No one likes cold pizza so everyone was absolutely running their asses off to get to the lunch room. You were running faster than anyone else with the sweet smell of a cheesy victory pushing you onward. You, eager to claim your prize, slid around the door like you were sliding into home plate. Little did anyone know that the hinge of the door had bent outward ever so slightly, and the constant movement of the door had honed it to a razor like sharpness. When it caught your leg , slicing upwards through your calf. Blood and vomit would end up putting an end to pizza day. You got a cool scar though.Such memoriesIt was the last day of your senior year in high school. After months of planning, you and a group of friends decided to have food fight. The plan was to wait till the last five minutes of lunch and have everyone participate so no one would get in trouble. Fool proof right? The day comes. You prepare a large plate of mashed potatoes and hurl it at a nearby table yelling, "FOOOOOOD FIGHTTT." Your face immediately dropped as no one else started. Your friends had abandoned the idea leaving you to get in trouble.
Player: Try to start a food fight

DM: You partially open the door and poke your head in to see what the noise came from. A shelf of boxes blocks your line of sight. The metal shelves are rusty which could only mean that this particular warehouse has not been in use in a long time. You move around the shelves, and see a bunch of plastic tarp covering the tables, other shelves, and attached to the windows of the small rooms. You see a shadow inside a room, but the actions are undefined.
DM: You decide that engaging the person may be the only way of finding out the nature of their insidious behavior. You open the door to the small room containing the person, and as soon as you get a good look at the person, you realize, you're staring at the end of a gun barrel.
Player: CONTINUE
DM: "Don't." The man simply says. His voice soft, purely human, no voice alteration, nor the sight of any augmentation on his body. His cyan hair, is a quiff, and the regrowth of his real color is showing up on the sides in a dark shade. The weapon he is holding looks like a custom build, with a small scope on the top, casting a tiny red light from the center, onto your forehead. His apparel is a purple jacket with silver studs in the padding of the shoulders. His shirt is simple pinstripe white, and seems to be freshly washed, with no imperfections. His pants are actually athletic jogger pants, designed for trainees in the Korr Federation, but these have been recolored to a pattern of royal blue and black stripes. His boots are from the beginning of this year, and were the previous model before the COMboot30 of these two months. "Why were you following me?" He asks, breaking your analysis of him. From his clothing, he seems to be a mercenary, but his voice is taciturn, soft, almost like he rarely speaks.
Player: DENY

Player: This is law, son!
DM: You decide to wait it out, and hope the U.S. legal system will find you innocent for something you really didn't do.But, that doesn't happen. The gigantic amount of evidence and testimony against you, while not real, is so convincing that the jury only meets in their room for thirty-three seconds before coming back with a guilty verdict, which results in the death penalty.Ten years later, you're there with the needle in your vein. Your last words are "I should have chosen a different option!". They shrug as you close your eyes and never open them again.

DM: You just stare in shock. Suddenly Dean strikes Paul with the knife. The knife cuts open Paul like a laser. He screams out in horrible pain as blood gushes to the floor from his body. He clenches his teeth and continues staring down at the ground submissively. You're so confused. Weren't they a couple? Isn't that why Paul had just kissed him? Yet, here Dean was, abusing Paul. Another slash is made and another and another. You want to do something but you're not sure what to do. "Look at me." Dean says quietly. Paul looks up. He's crying. Dean clenches his jaw as if having a hard time with this. Dean then hands him the knife. Paul's lips pinch together tightly before he aims the knife towards his own heart. Dean looks away. And suddenly, with a loud cry, Paul commits suicide. You stare in utter shock as the demons cheer. Dean then turns towards you and begins taking out all his pain of loosing Paul on you. Eventually, after a while of torture, he kills you. Sorry, but you've lost. Please click "The Second Test" to try again. Otherwise, leave your comments, and thanks for playing!

DM: You decide to go beyond what I say and hide in the old, broken down, previously unmentioned shack just over there. How creative and rebellious of you.You head toward the shack's door, and stupidly knock. Obviously, no one's there. You try the door's handle and you get it open! You dash inside, and close the door, before looking in your new hiding place. Wow, it's quite the dump. Moss and weeds all over the place, the window broken in, the dresser in there rotten and termite ridden, and the ceiling is partially collapsed in. The weirdest thing, however, is that there is a perfect, new bed right in the corner without a piece of dust on it. You feel like sleeping, until you here footsteps outside. You need to hide, and quick.
Player: Make a small fort out of the mattress
DM: That's it. I'm tired of your idiot choices; you have crossed the line with this fort thing.You make your stupid fort, and the police come in and kill you, and rape your corpse. That's what you get for trying to be funny, jerkoff!

DM: You try to concoct a complicated escape plan, much like the one in Fox's hit show, but you do not have the building's blueprints tatooed on your body, nor do you have a quirky, ragtag cast of prison-mates to aide you. So you give up on that idea. So, what now?
Player: Stay and wait for the trial

DM: You get kneel down and coo and whisper affirmations of how cute and good the rat is. The rat sniffs you and after a little hesitation it climbs into your palm. You gently pet it a few times with your index finger until it hops out of your hand and scampers away.What a nice moment.
DM: You find yourself standing in a dirty corner covered with sludge and swarming with rats. To the east is a large room with fairly bright lighting.To the south is a circular room with a high ceiling.There is a parade of rats scurrying along the wall. They are coming in one small drain hole and going out another, each rat carrying a piece of garbage. One of the rats drops its cargo and runs up to sniff your shoe.
Player: Pet Rat

DM: You make your way to Commercial Road where you find Mr Birch, an excited, young milkman with a story to tell."Well it goes like this sir," he says eagerly. "This morning I was at my milk stand when a man in smart clothes with a black bag hurried up, asked for a glass of milk and drank it down in one. He asked if could step into the yard behind me and when I let him he pulled trousers and a jacket out of his bag and pulled them on over his existing clothes. Seeing me watching him he said 'that was a terrible murder last night wasn't it' before adding 'I think I've got a clue'. He snatched up his bag and ran off."Birch smiles happily at your bemused expression before plunging on."At first I thought he might be a detective or something putting on a disguise but I spoke to my mates and they reckoned detectives don't behave like that so I thought I'd better tell the coppers. The first set of clothes wore was a blue suit, a hat and a watch chain. The overalls were like engineer overalls or perhaps something a sailor might wear. He had no beard but he had a black mustache and a sunburnt face. Do you think he might have anything to do with that woman killed down Whitechapel way last night?"Withholding your opinion and thanking Mr Birch for his strange story you consider your next step.
Player: Talk to Mary Ann Nichols's father Mr Walker
DM: Traveling to Camberwell you go to the home of Mr Walker who turns out to be a big man with a gray beard."Well I haven't seen Polly for about three years but I recognized her in the mortuary when I heard the news," he says gruffly. "She was a drunk who I knew would come to a bad end. I turned her out of my house five years ago because of her drinking. She had no need to be like that when I had a home for her. I got a letter from her about four months back saying she had found work as a maid but I heard she got fired soon after for stealing... I was surprised when the police told me she had been murdered like that though. She had no enemies in the world: she was too kind for that."Thanking Mr Walker for his time you head on.

DM: You decide to go hunting. You sniff the air, and being really bad, you bound towards a prey-scent. You see a squirrel nibbling on a nut at the bottom of the tree. You charge it, barking your head off. It squeaks in alarm and darts up the tree, leaving the nut behind. You sniff the nut then gobble it up. After tasting it, you spit it right out. Man, that was gross! They actually like that stuff? You think. What now?
Player: Find a camp and make a territory!
DM: You run into the forest, amazed and excited by what you see. You are so excited that you run right over a pack's boundaries. "What are you doing here, runt?" One growls. "Thistle, it's just a pup. It's not as if it poses a threat to us." Said another. "An intruder's an intruder, Moon. You're just saying that because it just came out of its den." Snarls the one called Thistle. Then he turned to you. "Here, let's put it to my apprentice. What do you think we should do, Snow?" "I think the pup should be taught a lesson." Snarled a young, pretty female. "One it'll remember." "So be it." Thistle barked. You run before Snow could hurt you. You thank your extremely long legs. But Snow is older, and catches up to you just the same. You yip as she pins you down to the ground. "Look, I don't want to hurt you." She says. "Run along now. Don't come back." "W-why'd you-" She interrupts. "Don't ask why. Hurry, or they'll kill you!"
Player: Go Hunting!
Player: More hunting!

Player: Examine the toilet

Player: Forever in Bliss
DM: As you sit down.Again once more.You think things could be worse.With her mother the whore.Both of you laugh.Laugh with delight.At the tapes you kept collected.For a rainy night.

DM: Turning, you burst away from him, heading straight through the trees."Hey! No, no, no! You can't go out there! There's awful things out there in the woods!"Hidden among the thick dead trees, you manage to run a fair deal away from the man, skipping in and out of the trees. Thankfully, the man doesn't fire at you, leaving you to escape. "No, come back, you don't know what's out there! You... It's OK, it's OK. I'll find you. I'll find you tomorrow night. I'll get you soon.You continue running off, until you're left in complete darkness again. You slow down, hiding out among the trees where he can't see you. Although he's far older, at least in his twenties or thirties, he's too weak and frail to outrun you, and after a few minutes you've managed to escape him. However, you find you're once again standing in the darkness, with no idea what way you're going. Seeing as you can't go back the way you came, you only have three ways to go, none of which are desirable: Left, right or forward.
DM: You turn left, heading through the trees aimlessly as you look about for something, anything. You walk along, moving through the trees. After a few minutes, you make out a small cobblestone building, little more than a hut. You move forward, crouching along as you go up to a dirty window, peering through at an empty building with the exception of a bed... your bed!You grin, realizing your night's troubles have come to an end. The bizarre spider, the corpse-swamp, that man in the woods, you're finished with all of it. You move around to where one window has been smashed apart. You reach in, stepping through the window and down into the hut. You move slowly towards the bed, before climbing in, disappearing into the bed as you pull your sheets up. Once again, you're in your bed, same as always. You take a deep breath, letting exhaustion take over.

Player: Talk to Mary Ann Nichol's ex-husband Mr Nichols
DM: You go and find Mr Nichols in his home on Old Kent Road, who turns out to be a somewhat bitter middle-aged machinist."We have been apart eight years and I haven't seen Polly for three," he tells you tersely. "She left me for a man called Drew who soon threw her over for another woman. She left me with five children to raise on my own and no help to give. If it hadn't been for her drinking we would have gotten along just fine."His story of moral outrage is slightly ruined by the sight of a scantly-clad woman passing through the room behind him, counting coins in her hand. You head on quickly.
Player: Talk to Mary Ann Nichols's friend Mrs Holland

Player: Hide in the underground cellar I didn't mention
DM: You once again break my whim and go down the floorboard that leads to an underground celler under the cabin. You head down.It's dark. Very dark. In fact, it's so dark you can't even see the opening of the floor board above you. Oh, and you're falling.With my just telling you that, you realize you haven't hit a floor yet. You quickly yell and scramble midair, trying to find something to grab onto. And lucky for you, a deep tree root catches on your orange prison garb. You look up, and the tiniest dot of light from the open floorboard is indeed visable. You look down, and see blackness. You look around you, and see blackness. You're stuck, and can't do anything about it. Well, O.K., yes you can.
Player: Try to climb the dirt back up

DM: "Fine. Die well, Lucas.""I'm here too, fucker," Mikhail laughs, raising your rifle and firing it."Die well, Mikhail.""Hurry up now, get the fuck out of here," Lucas says.You nod, turning and running away from the wolves. You hear the gunfire for a while as you sprint away, as the twins make their stand. The fire draws in the werewolves and distracts them long enough for you to catch up with Haygarth and Dasha, and arrive in the village. You quickly find the nearest building, knocking desperately on the door."Let us in!" you shout. After a minute of desperate, terrified waiting, the door opens and you scramble inside, as it slams shut. You find yourself faced with a midddle-aged man, who looks nervously at your uniform."Fuck! How sturdy is this door?""Sturdy," the man replies."We're probably free," you say. "Can we wait out here until morning?" you ask.The man nods nervously as you smile, slumping down the wall to a sitting position as you breath out a sigh of relief.
DM: Survival of the FittestYou walk along the road, next to Haygarth. Dasha has long since bailed, meeting up with her family once more. You light a cigarette, putting it between your teeth and taking a long inhale.You're on the outskirts of the region now, heading out far out of the control of the surviving Viceroys. Now, they won't be able to track you down. You'll easily be able to find a job out here, hunting, or providing security or even as a bandit if needs be. You'll do whatever it takes, as will Haygarth. You have a new life now, away from the monsters of the night, away from the risks of your previous life, as a new man. The future looks hard, looks long, and looks honestly pretty boring, but it does still look hopeful.

Player: Agree to head to town with father tomorrow
DM: "Sure, father. I'd love to.""Great. I'll be seeing if there's any fathers with girls your age in the town, you know. You're getting old, and I'm sure with your strong features, ability to provide for a family and your humility to God, you'll have no trouble finding a wife. Ah, I'm talking too much. Now go, boy, have some soup and check the traps."You begin walking away and head to mother, who stirs the soup slowly. "Do you want some, Jacob?" she asks, not looking up. "Yes, please," you say, as she dumps some of the soup into a wooden bowl and hands it to you.You say your thanks to her before praying to say the same to the Lord, and then quickly devour the soup. It's fairly delicious and both easily warms and fills you up easily. Now, you're ready to head out.

DM: I smilingly accepted. "Come no , let us find a cover from this rain" i yelled. There was no one. I was left in surprise. Just a moment ago there was a girl. I closed my eyes. I was concentrating on this when i felt a hand on my shoulders. I looked. I was surrounded by members of Third Street Saints. The leader , Jackson said "Enjoying fella , huh!!!"
Player: Listen to them
DM: "We have an unfinished business right?" Jackson added. The members were armed with baseball bats and knifes. "Right." saying this i closed my eyes, ready to feel pain. Nothing happened. I opened my eyes. I was alone. Standing in the downpour. I decided to visit Oak's as soon as possible.

Player: Create a makeshift weapon and wait until they come, before fighting them to the death
DM: What are you? An idiot? Apparently, because you decide to go rebel and attack the police. You make a spear out of a sharp rock and a tree branch, and paint your face with berry juice, waiting for the police to come find you and meet their maker. Well, two weeks later, they finally get to your location (This is making you wish you would have ran away, because you could have easily made it to Colorado by now), and you attack. Or, at least, you try to, until they mow you down with gun fire.

DM: Well, it's been forty years of success. You haven't looked back, and you couldn't be happier.Today, exactly forty years since that faithful day, it's just like any other day. Of course, you don't really know that it's been that long, since you abandoned a calender system after the first few months. As a matter of fact, you hardly remember what civilization is or what it looks like.So, you wake up at about, to what is at least to civilized people, 10:30 AM, and as usual, you first head to the creek. You drink from it and its delicious, non-contaminated fluids, and head back to your cabin. You're just about ready to head out to hunt for some ground squirrel until you hear something coming close to your campsite. This doesn't sound like animal walking, oh no: it's human.This, as expected, freaks you out. You haven't seen a person who's name isn't <Insert your name here> in a long, long time. So you get your spear prepared, and walk to the origin of the sound.The person walking is an older man (Though not as old as you, you sixty-three year old person, you), who seems pretty care free. Well, this is your chance to decide: keep with the good life, or get reintroduced. Your call, Tarzan.
Player: Spear!
DM: You sneakily slink to the area, and the man seems completely oblivious to your actions. He stops, and pulls down his pants and begins to relieve himself. You use this time to prepare. Once he's done, you spring into action. And a jump and a splurt later, what remains is you, a bloody spear, and a dead man.It turns out to be an O.K. decision, because after this incident, no one ever bothers you again, and you continue your existence. You live ten more years before you die of poisoning from your (by-then) polluted creek.

DM: You try to hide under the mattress, but you don't fit. So I guess that idea's out.What now?

DM: You walk out of the river and continue through the lush plants surrounding the river. As you get to the desert part, a servant of Set jumps out of the sand. This servant has taken over a snake. You take your khopesh and prepare for battle.
Player: Feint it then run
DM: You flinch forward and the servant moves back. You then run away, kicking dust into its throat. Set laughs and says "Run away, Horus. Run away. That's all you can do. Hahahahaha HAHAHAHAHAHA! HAHAHAHAHAHAHAHAHA!!!"You run back to the river breathing hard. You rest for a while, then say "I will destory you Set..."
Player: Return to the servant

Player: Give up on the search and return to camp

DM: You turn swiftly, and grab onto the dirt wall behind you. You begin to climb it, when it gives way to your weight. You begin to fall once more, and are ready to scream when a light turns on below you and you land shortly afterwards. Turns out you weren't far from the bottom after all. You get up, and brush yourself of, and look around in the now lit room around you. It's like a house, except without windows, and the fact that it's underground about five hundred feet and has a gaping hole in its roof. It's well furnished, with a leather sofa, two seperate Lay-Z-Boy recliners, a plasma screen TV with cable, a huge stereo system, and a kitchen in the corner with a door next to it marked "Rations". You head to it, and look inside and see nearly a football feild-sized room full of boxes with different food names marked on them. It's also cold in the room, making you believe it's refridgerated. This blows your mind, especially the fact that there's no one around.And nobody ever comes. You stay in this cellar with no way out for the rest of your life, which is, while entertaining with the TV and all, a very lonely one. At least you didn't starve.

DM: He swings and you step back, avoiding the punch. He launches a stream of acidic spit, which you avoid again."Come on!" Sulfuric roars. "Fight me!"Sulfuric spits a long stream of acid at you, and you dodge, stepping in and smashing his jaw. Sulfuric stumbles back, and you move in for the kill. You dart forward, punching him in the stomach with your cybernetic arm and then elbowing his head, but he grabs your arm. He squeezes with an immense grip, and you feel bones shattering. You scream, collapsing to your knees, before he punches you in the side of the head, and everything goes dark and fuzzy. You groan, staring up at him as he prepares an acid spit."Monroe! She's not getting up!" Sgt Doyle shouts.Savian snarls, before spitting off to the side. You watch as the Doctor strides towards you, dropping to a knee and jabbing you with a syringe."Ah... Doyle stopped Monroe... what a pity. I very much hoped to see your acid burns. Time to prepare the amnesiac."The world fades away.

DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.> Quel est votre prénom ? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaaaaaz...
Player: G
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.> Quel est votre prénom ? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaaaaaag...
Player: K
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.Aaaaaaaaak> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)
Player: H

DM: "Now as you know I have been looking into Catherine Eddowes's killing and we have a pretty good idea of her movements on the night she died," Abberline tells you. "It seems she spent most of the night in a jail cell for being drunk and disorderly but was released less than an hour before she was killed. Her belongings are with Dr Frederick Brown of the London Police and we have traced her partner John Kelly to a lodging house in Flower and Dean Street. Sergeant Byfield was the Desk Sergeant at Bishopsgate Police Station who discharged Mrs Eddowes while a Mr Lawende and some friends claim to have seen Mrs Eddowes talking to an unknown man near Mitre Square just ten minutes before her body was found."Abberline looks up from his notebook at you."I think you might find it useful to talk to some of these witnesses to see if you can uncover any facts I've missed. Specifically I want you to visit Dr Brown and take a look at Mrs Eddowes's belongings... I am forming a theory about the way our killer operates and I want to see if the evidence you find supports this theory or not. Hopefully we can start to get the upper hand over this brute if we can understand how he thinks and operates." Agreeing to help you set out once more.
Player: Talk to Dr Brown so you can see Catherine Eddowes's possessions
DM: Going over to Dr Brown's mortuary in the City of London (the heart of the financial district) you go inside. You get a shock when you see Catherine Eddowes's naked body hanging from a hook on the wall directly opposite the door, it's savaged face drooping lifelessly. A massive pile of clothes and possessions lie on the floor in front of her. Dr Brown gives you permission to look through them: among her belongings are two small bags, two smoking pipes, two boxes containing tea and sugar, a matchbox, fifteen rags, six chunks of soap, a comb, a small butter knife, a tea spoon, a very expensive-looking red leather cigarette case, a ball of string, a dirty apron with a piece cut out of it, several buttons, some receipts for selling a shirt and boots, a pair of glasses and a cheap red glove.You look carefully through the items as some are more important than others.

DM: "Okay, I need to wash up." When I walked into the bathroom, I looked around at the mess there was. The bathtub was full of brownish-reddish water, which I think was blood, and the sink was broken everywhere. I was shocked at how this was hidden for the longest time. "Think you can stop me," that voice said. "I'm pretty sure that you'll die here. Be prepared!" I saw a mirror shatter in front of me and the shards were about to attack me. I ducked and dodged every shard. "Whew, that was close," I said.
Player: Back to the Hallway
DM: I walk back to the hallway... "What room do I go into next?"

DM: Question 6- Last test question.Fe (s) + Cu^2+ (aq) produces> Fe^2+ (aq) + Cu (s)A. Which element is undergoing oxidation?B. Which one is undergoing reduction? 1) A. Fe (s) , B. Cu^2+ (aq)2) A. Cu^2+ (aq) , B. Fe (s)
Player: 2
DM: This answer is not correct.Your collar beeps once and then you're electrified. CreditsRon was played by Chuck N.Mr Teacher was played by Sean ConnaryStudent 67 was played by the 6 flags dancing old guyJB was played by himselfRekcut was played by Fate AlbertMat was played by a random hobo who agreed to work for change.Brad was played by Justin Bliebar

DM: "It's not safe enough to go out." Your father booms his voice louder as you start to contemplate why your father was chosen to be king. "Do you know how dangerous it is out there? You don't even remember what happened so why should I let you out?" You feel your eyes burn and water up, as you have no answer to his question. Tears start to drip down your cheeks, falling to the floor.
Player: Accept his wishes
DM: "Yes father," you reply. His face softens as he whispers, "Good girl." Patting your head, he shuts the door and locks it. Tears start to spill from your eyes again, questioning his wishes. When can I ever leave? What is even out there that is so dangerous?

DM: Your father sighs. "I apologize for yelling but do not in any circumstance, EVER, ask to go outside or question it." He slams the door and tears drip off your chin. Why is he so protective of me? I can handle it. You decide to try to get your mind off of it. What should you do?
Player: Exercise
DM: You pick yourself off the floor and wipe your tears away. You decide that you might as well lift some weights if you can't go outside. You walk around your room, trying to figure out where they went. Where did they go? Suddenly, you trip over your nightstand resulting in stubbing your toe. Ouch! Your toe is throbbing and you feel excruciating pain. At this point, you wish you'd die on the spot. Someone is pulling on your toe from the inside, stretching it in and out as you curse at your own nightstand. Hopping up and down, your father comes in! "What are you doing?"
Player: "Nothing much, how are you?"
DM: "Yeah, I'm great, just having THE TIME OF MY LIFE." He slams the door, making sure to lock it shut. Maybe it's best that you stay quiet for now. Instantaneously, you hear knocking at the door. Knock knock knockYour butler is here!
Player: Answer
DM: You hear keys jingling as a crusty old man comes in holding a metal tray. His posture is surprisingly straight as he is dressed in a black tuxedo with his signature white napkin folded neatly over his left arm. "Your father instructed that you aren't going to have dinner tonight." He took a long pause. "What happened?"

DM: "YOU HAVE NO MANNER TO YELL AT ME, YOUNG LADY." his voice sharpened. "WHO DO YOU THINK YOU ARE TO TALK BACK TO ME?" Your eyes start to water again as he goes towards the door. "You're not getting dinner tonight."
Player: Cry
DM: You cry, tears wetting your face as you shrivel up on your room floor. You look around you, the light beaming through your iron-fenced window, making a 3 by 3 grid shadow on the cement. As your eyes start to dry up, giving a slight pain when you blink, you stand up and decide you should do something productive before your father gets back. What will you do?

Player: Stay silent
DM: "Helloooooooooooooooo?" a man exclaims. "Princess?" He unlocks the door as he stares at you. Your butler's brown eyes look up and down at you as he puts down his tray. "I heard you aren't getting dinner today. What happened?"
Player: Tell the truth
DM: You tell him everything. "You know, after working for your father for over 30 years, it's safe to say he's a very protective man." he chuckles. "I'm sure he's only doing all of this because he loves you. Don't lose sight of that." He starts to pick up his tray and heads towards the door. "If you need anything just let me know." As the door locks again, you notice how pulchritudinous the stars look tonight.

DM: You go to your musty bookshelf to pick out a book. What will you read?
Player: Actually, I want to do something else
DM: What would you like to do?

DM: You get on your knees and crawl under your bed. Underneath, you grab some paper and oil paints to draw whatever you desire! Inching towards the side, you thrust the paper forward outside the bed and in the process, you scrape your leg. At first, it's pale, itchy, and dotted, ripping your skin apart. Blood starts to rise like an erupting volcano as you whimper in pain. Suddenly, a strong emotion washes over you. Not fear, not pain, and not like any other emotion. It's strange and familiar like you've done this before. Why is getting a simple papercut so intimate? So...emotional? Quick! Your father came in! "What are you doing?"
Player: Nothing..
DM: "Hm." His eyes quickly turn away as he says goodbye. Sounds of the door locking echo in your room. Clicks confirm the lock as you start to contemplate why you are treated like a prisoner. Suddenly, there's knocking at the door. "knock knock knock"Answer it?

DM: "Hm, well okay. Just let me know if you want to talk. Your father is only doing this because he loves you." He leaves as you notice how bright and pulchritudinous the stars look tonight.

Player: How to Kill a Mockingbird
DM: An old classic! You pick up the book only to see a bookmark fall out. On the bookmark, two swords drenched with blood are crossed over each other. The insignia feels familiar and infamous, but you can't remember why. Your father comes in! "What are you doing?"

Player: Look out the window
DM: The glowing white stars make a constellation in the cold, crisp, air. Soon, you start to drift off into sleep...
Player: Dream

Player: Read a book

DM: You look down, fearing he will yell at you more. "Are you still upset? Claire, we talked about this." You look at what you were doing and see you've made a huge mess. "That doesn't give you an excuse to throw your things on the ground and whine, you should know better." The minute he leaves, your face turns red and hot as you start crying again.
Player: Keep crying
DM: You keep crying Welp, that got you nowhere.

DM: The air was humid, thick, as you hear yelling from a distance. Screams of death arise from the fields. Knights with a familiar insignia battle against warriors in silver armor. Blood, splatters on the grass, as death is opposed. Amber red spills onto a silver chest plate as a knight takes one final breath. On the other side of the battlefield, you notice there is a boy fleeing the war. He sees you and smiles ear to ear. His hand waves towards you as big men in cloaks start to chase him. He runs away with arrows darting behind him.
DM: You wake up with your heart pounding against your chest. The pounding only reaches up higher into your throat as you recollect what happened in your dream. What will you do now?
Player: Stay up
DM: You stay up, tired and your eyes bagging. You contemplate your dream on why that insignia was so insanely familiar. Why did that dream feel so real? Maybe this was a lost memory? A lost life? Who was that boy? You feel your eyes closing slowly, as a sense of drowsiness comes before you.

Player: Doodle

DM: So iconic! You pick up the book only to see a bookmark fall out. On the bookmark, two swords drenched with blood are crossed over each other. The insignia feels familiar and infamous, but you can't remember why. Your father comes in! "What are you doing?"
Player: Nothing much

Player: Stop crying
DM: You stop crying. You start to hear knocking at the door. knock knock knockAnswer?

Player: No response

Player: The Lightning Thief

DM: "Huh." He looks you up and down and glances at the bookmark. His eyes quickly turn away as he says goodbye. Quickly after, knocks coming from the door echo in your room. "knock knock knock." Answer it?

Player: Go back to sleep
DM: You drift off to sleep fearing you'll have the same nightmare again.
DM: Dawn is breaking, yellows and pinks drift upon the sky. Clouds rise to the horizon as you feel the fresh morning air arising from the window. You hear knocking again. Answer it?

Player: Ignore
DM: "Are you seriously ignoring me again?" The butler struggles to find the right key as he finally opens the door with your breakfast. "How'd you sleep?"

DM: "I slept pretty well," you say. Your butler frowns. "Really? You don't sleep well most nights..." he says.
Player: Bye!
DM: "Alrighty then, I'll see you for lunch," he said. As he locks the door, you eat your breakfast and wonder if you should sneak out by yourself for good. Soon after, you hear knocking, but it's not your butler. The way he knocks is, unique, gently lifting his fist forward and back again on the crooked spruce door. These knocks are aggressive and impatient. As for your dad, he just barges in. Will you answer?

DM: It's your butler! Hooray! The door unlocks as you step aside for him to come in. "You hungry? I brought your breakfast!" he exclaims. "How'd you sleep?"

Player: Tell him about the dream
DM: You tell him about the dream. "It felt so real!" you exclaim. "I barely know what emotions are, why did my brain decide it's finally time to feel things?" Your butler frowns as he sets your table. "Considering you don't usually have nightmares, I guess it's just a growing thing." he stammered. "M-M-Maybe it's just a glitch in your body...It happens right?" Why is he being so suspicious?

Player: Don't question it
DM: "He probably just had too much coffee today," you think. He smiles anxiously as he shuts the door peeking out behind him. Shutting the door, something feels missing. He forgot to lock the door!

Player: Ask about your father
DM: "Your father? Where is he? Oh um, I don't really know that kinda stuff." he stutters. "He's probably just killing- I mean kindly taking a stroll around town!" he chuckles. "Anyways, I really have to go now, I just have to help your father mass murder-I mean motion for increased taxes!" he stammers. He closes the door, but something feels-missing. He forgot to lock the door!
Player: Race out the door!
DM: You creek the door open, peaking into the empty, grey halls. The air is cold as you step onto what feels like freedom. Vibrant torches light up two never-ending hallways, as you contemplate which one you should walkthrough. The left path has a red carpet, with the yellow insignia centered in the middle and repeating forward. The right side has a bright purple rug, stretching out towards the end of the hallway. Which one will you choose?
Player: Left (Red carpet)
DM: You step on the red carpet, it's soft on your bare feet as you move forward. Hastily walking down the hallway, you notice the paintings and portraits lined up against the walls. It seems to tell a story as you walk farther down the corridor, bloodshed reeking in the air. In one of the paintings, you see a young brunette man in silver armor as he stands upon what seems like millions of dead bodies. Is that...No it couldn't possibly be. Why would my father kill so many people? The farther you go down the hall, the more you wish it was a nightmare. Slowly walking past the portraits, you start to comprehend the fact your father was a mass murderer. How could he do this? What is his motive? You hear footsteps slowly walk behind you...

DM: "Ummmmmmmmmmmmmmmmmmm I gotta go," he says stutters. "Maybe you can ask your father if he killed-I mean can rekindle your memory." he smiles anxiously. Quickly, the door is shut but something feels...missing. He forgot to lock the door!
Player: Stay and watch first
DM: You peek your head around the door and see two hallways. It's safe to go. You see a fork in the hallway, leading to two paths. The one on the left has a red carpet with red insignia's following straight down. On the right, you see a vibrant purple carpet stretching out to the end of the hallway. Torches seem to burn up quicker as you contemplate which path you'll take.
DM: The violet rug seems to scratch against your feet softly, the carpet mirroring your every move. You go down the hall and see that more glass windows are appearing. Mountains stretch beyond the blue hills leaping across the horizon as clouds move past. The wind softly echoed through the leaves, making them squirm as a result. Going down the hall, you hear a subtle scream. What was that? You start running down the hallway as more screams arise. Suddenly, you footsteps behind you.
Player: Turn to see who it is
DM: A teenager, with brown tufts of hair, has a sword pointed at you. Turning his head away, and squinting his eyes, he yells at you. "I have a sword! If you come closer...I will-I will hurt you! Now tell me how to get out!" You aren't frightened by his presence, as he has the stance of a chicken. You could easily wipe him out even though you've never fought someone before.

DM: You bolt down the hallway as fast as you can, but unfortunately you aren't very fast and the person follows you. "Wait!" a voice yells. "I just want to get out!" they say breathless.

Player: "Hello?"
DM: "Yes! Hello!" You hear a young, teenage voice from the other side of the door. "I am your butler, and I brought your dessert, the one you have every morning!" he chuckles. "Now let me in." Now wait a minute, you don't have dessert every morning and your butler is definitely not a teenager whose voice cracks every 3 seconds. What do you want to do?

Player: We're both in a pickle, pal
DM: "I want to get out too. I don't know how to get out either!" you say. "You-you don't? Then who are you?" he asks.
Player: An ex-prisoner

Player: Right (Purple Carpet)

Player: Who are you?
DM: "Who are you?" you ask. "Hadubert Farnhame, now tell me where the princess is." he replies.

DM: You hear a young, teenage boy who sounds as if he was being chased by a bear. "Hello? It's me, your b-butler!" he says with a trembled voice. "I have come because I forgot your dessert!" he scrambles. "Like you have every dinner-I mean breakfast!" "Now unlock the door!" he says in a hushed voice. You start to think if you should act like you can unlock the door, would he know? Who is this person anyway? What will you tell him?
Player: No :)
DM: "No! I will never unlock it on your behalf. You're not even my butler!" you exclaim. You hear him sigh as he thinks of what to say. "Well, why not?" he asksQuick! What will you say?
Player: I can't unlock it!
Player: All the way
DM: How should you get him in? Suddenly, you think of an idea. "Do you see a torch in the hallway?" you ask. "Yeah, what am I going to do with a torch?" he replies. "Burn the door to the ground." At that moment, you see the door go up in flames, a vivid red and orange blend together to make sparks that look like the sun. Fire starts to take over and devour the door to ashes as a teenager kicks the door open, putting all the flames out on the cobblestone floor. The teenager, or so "Had" has short brunette hair, sticking upwards, wearing a beige potato sack as if he had just come out of prison. He hobbles around in reaction to the fire and smiles. "Let me introduce myself again. My name is Hadubert Farnhame, Had for short. I'm going to bust you out."

Player: Tell him you're the Princess

Player: I can't trust you
DM: "What do you mean you can't trust me?" he chuckles. "Of course, you can trust me! After all, I am giving you food and might let you escape. Now unlock the door so I can give you the comfort of Hadubert Farnhame, Had for short."
Player: About that..
DM: "I can't unlock it," you whisper. "Now, my name actually means brave so-What do you mean you can't unlock it?" he says frantically. Suddenly, you think of an idea. "Do you see a torch in the hallway?" you ask. "Yeah, what am I going to do with a torch?" he replies. "Burn the door to the ground." At that moment, you see the door go up in flames, a vivid red and orange blend together to make sparks that look like the sun. Fire starts to take over and devour the door to ashes as a teenager kicks the door open, putting all the flames out on the cobblestone floor. The teenager, or so "Had" has short brunette hair, sticking upwards, wearing a beige potato sack as if he had just come out of prison. He hobbles around in reaction to the fire and smiles. "Let me introduce myself again. My name is Hadubert Farnhame, Had for short. I'm going to bust you out."
Player: Follow Had

Player: No

DM: "I'm the Princess," you say. as he immediately drags you down the hall. The carpet scratches against your back and ankles, burning your pores as you hear what you infer are guards. Had stops to look who's behind him and drops your arm. He starts bolting down the hallway, as you run towards the guards. "Please help me!" you say. Ignoring your plead, they chase Had as you're left alone. You walk down the path, your legs aflame, finding two new hallways to take. You see a gray tile on the left, shining against the dripping wax candles. On the other, you see dark blue tile, as if you were staring at the ocean. Which path will you take?
Player: Gray tile

Player: Chapter 2

Player: Of course not

Player: Don't tell him that you're the Princess
DM: "Oh, I'm not sure." you say. I just broke out of prison so we're both stuck." He frowns, "Really? I didn't see anyone else there." You shuffle around, thinking about how this could end. "Why are you trying to save the Princess anyway?" you ask. His face expression was calm, however, it soon became full of anger and resentment. "He sent soldiers to kill my entire family," he blurted. "I want to take what he loves most. Now come on, you're coming with me."

Player: We should go down the blue path
Player: Proceed to blue on your own

DM: You start eating the hot rotten pumpkin mush. You are hungrier than you thought. You end up eating all of it. Then your stomach hurts. Maybe you shouldn't have eaten that..."What's wrong?" Rock asks. He doesn't seem to be having a problem.He tries to hold you up but you feel dizzy.
Player: Be food poisoned

Player: Listen
DM: You cuff your ear to get a better sound, but you lose balance and the doors creak open. "Holy shit."

DM: You wake up in a spacious room, bigger than you've ever seen before. The floor is stone, cold against your bare knees. Your hands and mouth are in restraints, your back aching. In front of you, you see two thrones, one bigger than the other. You hear footsteps coming from behind you, it's your father! He goes to sit on his throne as your butler and soldiers arrive as well. They drop off Had next to you, also in restraints with a new black eye. Your father looks at you in bitterness, as he begins to speak. "Claire, I thought you knew better than this." he scowls. Due to the restraints, you cannot talk back. Your eyes water and drip down your cheek. "I told you to listen to me, and to me only," he snapped. "You're only supposed to stay in your room, and ONLY your room." He glanced at your butler, his head down and gloomy. "Sentence the boy to death." your father says. "As for my daughter," he pauses. "Send her to her room and murder her as well after you're done with the boy." he snaps. "If you're not going to listen to me, you might as well not live." Getting up from his throne, he walks out the double doors as your butler gets up to follow Had. He glances at you one last time, looking miserable, and walks out. Sooner or later, your butler comes back to retrieve you to your room. He doesn't say a word, letting you get up by yourself. Your legs ache as you feel fatigue overwhelms you. Barely being able to walk, you finally make it to your room.

Player: Surrender!
DM: Your butler grabs you, and shoves you into the room. "Speaking of the devil." your father mutters. Your butler stands quietly next to him, fidgeting his fingers as he's sweating bullets. "Claire, I thought you knew better than this." he scolds. "If you're going to be an ungrateful swine, you might as well perish. I don't care that you're my daughter, I don't care that I'm supposed to love you," he says. "You only take up precious space and money." You hear a scratch outside the double doors. As your father is ranting about how you're such a huge disappointment, you see Had with a sword, trying to slide it to you in time. Your father puts down his head on his fingers, as if he had a headache from his own yelling.

DM: Great! You've finished packing. Now it is time to go to the Yravello Inn to meet Calador and get ready to go and finally sit foot outside your home village!
Player: Let's go!
DM: "What took you so long?" Calador chuckles as you enter the common room of the inn, carrying your backpack. "Oh, you didn't need to pack! I have everything covered!" Great. Thanks for telling me before I packed? "Oh, I didn't realise, sorry," you reply through ground teeth. Calador throws you another, sturdier looking backpack which definitely has much better stuff than what you had packed. "Thanks, Calador." "No problem! Now, let's get going! Our first stop is Firgurdia, the western village. Apparently creatures were also seen over there." "Great then, let's go!""We will have to trek through the Mildew Forest to get there."
Player: Let's get started!
DM: You reach the edge of town. You look over and see the dim, dark green and brown of Mildew Forest. You are excited and nervous at the same time. "Ready to go?" Calador asks you."I think so," you say."Then let's go!" You hold your breath, close your eyes and... Walk. When you open your eyes again you are at the beginning of the forest. You have just crossed the border of your village for the first time! "I'm ready." You say, your spirits rising. Then you both begin the long trek to Firgurdia.

Player: Iron Man
DM: As Iron man and insignia guy are waltzing, you thrust your foot in front of insignia dude and he collapses to the floor. Iron man finishes him off, stabbing him with the sword as the blade comes back drenched. "Who are you?" you ask. "Why are you wearing different armor?" He looks up at you, through his emotionless helmet. The gaping slits in his helmet are pitch black, who is this guy? He looks at you, as he puts his sword back in his scabbard. He calmly walks away, his feet gently grazing the floor. "Wait!" you say. He doesn't flinch, ignoring your booming voice echoing in the hallway. Frustrated, you chase after him. "Who are you, and why are you ignoring me?" you ask. Finally you hear a voice. "Just leave me alone kid." he mutters. Why is he ignoring you? "I just helped you kill the other man, and now you're going to ignore me?" you ask fretfully. He pauses. "My name is John." he says. "I am fighting alone for the sake of my family. Now leave me alone." he pushes you towards the wall, crushing you against the stone.
Player: Follow him

Player: Show yourself

DM: Your butler closes the door, making sure he locks it. You're surrounded by your thoughts, how could my own butler do this to me? He's the only one who's been there for you, and now he's going to kill you! I thought he was a kind and genuine person. A kind and genuine person wouldn't agree to kill you. There's no turning back for your butler, as he's more loyal to your father. Make a wise decision.
Player: Kill yourself
DM: "There's no way I'm dying in the hands of my father!" you think. "After all my butler has done for me, it was really just about my father!" Suddenly, your butler comes in. "Claire, I need to tell you something before I-." he paused. "Before I have to let you go." he sits down. "Your father is a mass murder and destroyer of all kingdoms," he said. "You lived a life before this one, but you got knocked out so hard you...forgot everything." he rubbed his fingers on his forehead before proceeding. "You were amazing on the battlefield, fighting alongside your father until your mother passed due to an invasion, there really was no way to stop it." he admitted. "Your father got his head into evil thoughts, hurting everyone around him. I've been there for him since and I just can't leave him now-I have a family Claire. I can't risk them getting in danger." He got up and pulled a blade out of his pocket." As he's getting up, he limps, there's your opening! Stealthily, you grab the blade and hold it against your throat. Your butler is shocked, backing away from you. In a raspy voice, you whisper;"I'm sorry."

DM: "Okay, John," you say mockingly. "How do I get out, and why were there people fighting here anyway?" you ask. He continues to walk down the hallway. "I said, leave me alone.' he snaps. You think to yourself; Who does this guy think he is? His voice is familiar, but so bitter. "Cmon John," you tease. "Where are you going? You can tell me." Again, he continues to walk down the path, as if you weren't even talking. Instead of impeding your anger, you can't control it. "I'll show this guy a piece of my mind." you think as you flip off his helmet. A slender, mid-aged man, with distinguishing features, grey hair and soft eyes. Is that-Is that-the Butler?

DM: You have a strong urge to lift the helmet. Who is this mysterious man, and what does he look like? Insignia Man is starting to walk away. Quick! What will you do?

DM: I will admit, this isn't my best ending, but I wanted to portray the butler's trust and loyalty to the King. Having an attachment to something is hard to let go, like your precious "bun-bun" or your favorite toy car. Being in the butler's position, is a tough way to go, especially his relationship between the King and him. I apologize if this ending was a bit quick, but you can always try another. (I would appreciate it if you rated the story game as brutally as you can, I'm still growing as a writer and desperately need help!) -carpenterhuman123

DM: You decide that if you're going to die, you might as well die in the hands of your butler. Something so painful is suddenly not so scary anymore. Your butler comes in. "Claire, I need to tell you something before I-." he paused. "Before I have to let you go." he sat down next to you. "Your father is a mass murder and destroyer of all kingdoms," he said. "You lived a life before this one, but you got knocked out so hard you...forgot everything." he rubbed his fingers on his forehead before proceeding. "You were amazing on the battlefield, fighting alongside your father until your mother passed due to an invasion, there really was no way to stop it." he admitted. "Your father got his head into evil thoughts, hurting everyone around him. I've been there for him since and I just can't leave him now-I have a family Claire. I can't risk them getting in danger." He got up and pulled a blade out of his pocket. "I'm sorry, Claire."

Player: Let him kill you

DM: "That's rough buddy." -Zuko (ATLA) Please leave a comment because I'm still growing as a writer, (as you can tell) be brutally honest.

Player: Run!
DM: You go down a new hallway, it's...green? As you're running, you see two sets of staircases illuminate down. The butler is right behind you!

Player: Let him murder you

DM: "Claire," he continues. "I didn't mean for this to turn out this way." You are shocked. Why would he, a kind and gentle soul kill those people the hallway-kill ANYONE on purpose? "I thought he was on my side," you think. "Now he's just acting angry like my father." Suddenly, the Butler draws his sword. "I'm sorry Claire, you've seen too much." Maybe he's not the kind and gentle soul you thought he was.

Player: Lift the helmet and lose the opportunity to talk to Insignia man
DM: You lift the man's helmet, you see the same crusty old man you saw every breakfast, lunch, and dinner. It's your butler. His eyes still opened, gaping at the pain, your eyes start to fill with tears, as for your heart, guilt. "How could I do this to him?" you ask yourself. Wait a minute, this is all your father's fault! If he hadn't made the Butler fight, he would've survived. Coping with anger, you stand up, balling your fists and wanting to scream. You grab your butler's precious sword, it's engraved with the insignia with a sharp gray blade that seems to shine against the light. "Where is my father!" you yell.
DM: You start slowing down, as you hear voices. It's your father. Angry, you storm into the room, threatening your father with the blade. "You've done such terrible things to me," you say. "That I've had to put up with it for eighteen years! Never able to go outside, nor socialize with anyone. You are driving me mental, killing my only friend and never letting me out." Tears stream down your face as you struggle to make a decision. Your father is boiling, red as a volcano erupting. Could you live with the burden of killing your own father? Choose wisely.
Player: I came in like a wreaking ball (Kill him)

Player: Jump down the staircases!
DM: "crack" Your ankle cracks, creating a splitting pain. Just existing is making the fracture worse as you're sweating bullets. The butler is still chasing you!
DM: The butler grabs you, knocking you out in the process. You wake up in a spacious room, bigger than you've ever seen before. The floor is stone, cold against your bare knees. Your hands and mouth are in restraints, your back aching. In front of you, you see two thrones, one bigger than the other. You hear footsteps coming from behind you, it's your father! He goes to sit on his throne as your butler and soldiers arrive as well. "Claire..." he starts. "I thought you knew better. I am the only person who is giving you the proper care you need," his voice scalding. "You live in a castle, not to mention a proper diet and food. The outside world is dangerous, and I'm protecting you from it." he says. "If you're going to be ungrateful and try to escape because living in a castle is so bad, I might as well end your misery." he snaps. The butler picks you up, dragging you to your room. Your arms and legs are limping, sore from running.

DM: There are several maps here, all of them quite expansive. Each of them is titled, in flowing cursive, 'The Known World.'Some of them are singed or moth-eaten. Still others have marking and writing all over them.The markings make no sense to you.
Player: Read the Journal
DM: Most of these journals are completely worthless. Time and air have taken their toll, and most of the journals are either completely faded, torn to shreds, or crumble to dust as soon as you open them.One of the journals, however, is still quite preserved. You open it and begin to read.Abel's Journal, Entry OneI am so very excited!! Tonight is our first night on the road. Adrador says that we are making good time and shall arrive at the capital shortly. How I long to see the beautiful silver spires! Mother and father wept when I left, and my heart breaks for them, but I still feel a great frustration with them. They did not understand. Why should they forbid me from leaving home? I am a man now, fighting for what is good and right. I only pray that their hearts will be softened when they see the great things that Adrador accomplishes. The realms will be united, and we will be the writers of history. I am so giddy that I can hardly sleep, and yet I must...The page is too worn to read anything further.

DM: You aim for Quon. He is the reason that this battle is taking place. It's hard at first since of Haru, but eventually you come up with ideas to move around her to attack Quon. He becomes more desperate as he knows your gaining control of the fight. He began to attack you from a sides and was getting more reckless. Soon he began to regain his senses and used magic on you. You block most of it, but a lighting bolt hits you in the chest and you fly back to hit a large rock. You see them above you ready to finish you when a fire blast knocks them away.
Player: An Unexpected Arrival
DM: You are struggling to focus when a familiar voice, but faint, say, "I suppose I'll fight with you.""Who... are... you?""You mean you don't remember me?" Your eyes begin to refocus and you see a former foe: Calivir. That was a shocking since the last time you saw him he was on the brink of death. He stood over you looking for you to get up. "Come on. It won't take long for them to recover."You get to you feet and look at him. "You are going to help me?""I'll fight till my last breath. I will die anyway because of my injuries. I found an old friend who put a temporary spell on me that will help me fight with you. Where's Redscale?""With Kai trying to heal him. We fought them and we were tossed around like we were like children.""I'll hold them off. Redscale will have to fight Haru alone. You on the other hand will fight Quon alone. The dragons in the sky are aware of me and the spell. I'll seperate them." "No. We fight together.""Fine. Get on my back."
Player: Redscale Recovers

Player: Slide it now!
DM: Had slides the sword as you grab it in triumph! You run towards your father, with every intention to slay the horrid beast. You've been showing him love and respect for practically your whole life, never returning the favor. Your father looks up, in disgust as you raise your blade, but someone else's got to you first. A stabbing, gruesome, pain fills your body as you look down, to see a blade fill your stomach. You glance behind you, it's your butler! His eyes, filled with sorrow, guilt, and grief seem to scream;"I'm sorry."
DM: "That's rough buddy." -Zuko (Please leave a comment, as my writing skills aren't worthy of judging my own work! Thank you!)

Player: Grab the sword!
DM: "Secret tunnel, secret tunnel, through the mountains, secret, secret, secret, secret tunnel!" -Chong (ATLA)Rate my story game please, I need the advice to continue working on being a better writer!

DM: "I've suffered so much, and maybe if he just kills me now I won't exist or feel anything." Yearning for death, you lift your head up, and freely move towards the butler.
DM: Hello, I'm kinda wondering why you chose to let him murder you? But you do you boo. (Please rate the story game and leave a comment! I really need some help with my writing journey and I'd really appreciate it!) -carpenterhuman123

DM: Raising the blade, you slash off your father's head, his defenseless body collapsing on the ground. Pools of blood collect on the floor, as knights rush in wondering where their precious King had gone. Running away, you slowly start to regret your decision. "I'm a good person, right?" Running outside, the air was crisp and fresh, unlike anything you've ever witnessed. But you don't care. The question is driving you mad, as you start to lose your sanity. Up ahead, you see a bridge. Deciding you can't do this anymore, you jump off, hoping you won't have to come back up again for another shot.

DM: "Wait!" you yelp. Insignia man turns around. "What is a young girl like you stuck here?" he asks frantically. Fidgeting your fingers, you reply. "Well, I just need to know why everyone was fighting here and why everyone is fighting." He looks at you weirdly, raising his eyebrow. "A long time ago, the King's wife passed and he got really angry," he said. "So angry that he decided to kill everyone in another kingdom, even when they were completely innocent. He's been forcing citizens like me to fight against them, and it's truly nerve-wracking," he complained. "I just want to get back to my family." You knew your father was bad, but not cruel!
Player: Go to the blue path now

DM: You can't do this right now.

DM: You charge up the railroad embankment. As you crest the knoll an enemy machinegun nest opens fire.several of your comrads are killed...what do you go under the horrible fire?
Player: Hit the dirt!
DM: You hit the dirt! Bullets wizzing past your head and ears buzzing like bees! Sever men fall all around you... -Now what?
Player: Wait for orders
DM: As you wait the machinegun fire and rifle rounds become more and more accurate! The amount of fire is incredible! You wait there waiting for something to happen...-And then something does!Your artillery has found it's mark! You are ordered to advance on the enemy position behind the creeping artillery wall!
Player: Advance on the enemy position
DM: You charge the enemy position...you jump into the trench, upon seeing a French soldier, you stab him with your bayonet, killing him...you capture the enemy trench.-Your orders are to consolidate your forces and wait for further orders.

Player: You press the subject again
DM: "But if I'm alive, that means...." you press the subject again. "Absolutely nothing unless you pass the tests." Paul says seriously. "Now unless you really want a pissed off Dean, stop asking questions." You feel as if he's genuinely trying to give you advice.

Player: Kill him with kindness (Kill yourself)
DM: "I can't do it," you say to yourself. "Would I even be able to live with the burden of killing my own father? Is it worth the pain?" you ask. Slowly, you raise the blade to your neck acceptingly. Yearning for death, you collapse on the floor, thinking about joining your butler.

DM: Mister Diamond is outside, wearing his Redcoat suit and having his musket out.The sound of a car engine running happens. The Spoonboy Van drives onto the lawn and speeds toward you both. Mr. Diamond shouts his battlecry and fires at the van. Those antique weapons are pretty wicked. The ball shatters the windshield and takes out the driver. The van doesn't stop and doesn't decelerate either."Oh Bloody hell! This never happened in the history books," Mr. Diamond cries and jumps out of the way. Too late for you, though. You become road pizza and the Spoonboy family is sued for manslaughter. Mr. Diamond also sues the Spoonboys for interrupting a historical performance.
Player: Go back and try again
Player: Go to Spoonboy's house.

DM: I wait for Eve for quite a while, but eventually, she does return, and she looks like she was in a fight."Well?" I ask her."I met him. I met Skage.""He escaped?""Yes. He escaped.""What did he say?""He said his mutation was permanent, and that he would never become Jonathan again. I almost cinvinced him to give himself up, but then he said there was another way. Something about moving the goal towards him, when he can't reach it himself.""So we're not done with him? Great.""He left behind his ruined lab though. Hopefully we'll be able to learn something from there."HEALTH: 100%
Player: Go wait for the sun to go down.
DM: I look out the window and wait for the sun to go down, for then does my night-long shift begin. As soon as the sun has gone, I connect myself with the rest of the darkness, channeling around it, being everywhere at the same time. In a parking lot on the western side of the city, I see Freakshow, being attacked by a group of civilians armed with hunting rifles and fire axes and such. I lift all the civilians into the air and suppress any movement on their behalf.HEALTH: 100%

DM: "I'm just a kid who's four, each day I grow some more, I like exploring I'm Caillou." -Caillou Rate my story game, please! I'm still developing as a writer so it would be appreciated if you were brutally honest and commented on what I should improve. Thank you!

DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.> Quel est votre prénom ? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaaaaav...
Player: I
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.> Quel est votre prénom ? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaaaaaa...
Player: I
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.Aaaaaaaaai> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)
Player: C

DM: They are roaring up to you. In a mere moment, one will nock the other off the track, one sun will fly into the abyss of defeat, and the other sun will plow over your body.
Player: You Remember when Things Were Better
DM: Dozens of the red company's trains were fighting for sponsorship. Everybody was marveling at the amazing pale train from the blue company.

DM: This is a story about a boy named Long, who life will change with the coming of war. But first, let's focus on the Vietnam War itself. The Vietnam war happened after the French's failed attempt to gain control of the country. The United States then took over for them. In 1954, when the French left, Vietnam split into two after a conflict over who would control the country. It was the communist North, and the independent South. The United States sided with the South.
Player: Numerical Facts
DM: -At the beginning of the 20th century, 90% of war casualties were soldiers, by the last decade of that century that 90% were of civilians instead. -Many of those 90% casualties were children.-More than a million South Vietnamese were orphaned by the war, and only a few thousand made it to adoptive families.(in the book Escape From Saigon)
Player: Back to 'A Note to Readers.'

DM: The story you are about to read retells the entire story of the book 'Escape from Saigon; How a Vietnam War Orphan Became an American' by the author Andrea Warren. Some parts will be shortened and changed (Not Entirely) to fit the 'Choose your Story' style. This includes alternate endings and a little bit of more dramatic parts.Credit goes to everyone involved in making the book 'Escaping from Saigon' and anyone that I failed to mention.
Player: Alright, let's start.
DM: Your name is simply 'Long', a Vietnamese name. Your mother is Vietnamese, and your Father is American, making you an 'Amerasian.' You currently live with your Mother and Stepfather, along with your stepbrother in an apartment near the Saigon River. It is late at night, Mother wakes you up from a long, peaceful sleep. Long, I know it's late, but we have to leave she says in a quiet, but uneasy voice. Your stepbrother is nearby across the room, fast asleep. You begin the remember the fun times you have, but those memories are overlapped with images of the violence of your stepfather. Thoughts come to mind, I love my stepbrother, but the more I stay, the more mother gets hurt...Mother looks like she's in a hurry, so you better choose quick.
Player: Stay with your stepbroher
DM: You decide that you want to stay with your stepbrother, for at least one more day, but Mother doesn't think the same. She quickly jumps through your bedroom window, carrying a sack over her shoulder. I'm sorry Long... she says before she leaps down onto the catwalk outside the window of the apartment complex. Your stepfather quickly runs into the room, baseball bat in hand while still in his pajamas. You helped her escape, didn't you?! he yells. He grabs you by the collar, and lifts you into the air, while your stepbrother watches in terror. Your angry stepfather then throws you into his bedroom closet, and locks the door. After a few minutes or so, tears start flowing down your eyes. You cry for your mother, but know that you will probably never see her again. GAME OVER

Player: The Introduction

DM: The strong love for your mother overwhelms the love for your stepbrother. You grab a tiny backpack from your bedroom closet and quickly put things inside your mother tells you to grab. When you're done, your mother lifts you onto the catwalk outside your bedroom window. The two of you climb down onto the street below. Your stepfather, still in his pajamas, walks onto the catwalk a few minutes after you and your mother do. Instead of chasing you, he yells at the top of his lungs, then walks back inside. You cold barely hear his voice, however, as heavy rain and thunder pour down onto the city street. You see a parked taxi around the corner of a market, it's headlights illuminate the gloominess of the pouring rain. The driver is fast asleep, laying in the backseat with a hat covering his face. Your mother knocks lightly on the window. The driver wakes up, surprisingly more quickly than you expected. May I help you? The driver says, tilting his hat towards you and your mother. My step-husband has treated me and my son with great abuse, so we have decided to flee his apartment complex down the street. Please, he might be coming here soon, can you take us somewhere safe?
Player: Find out what he has to say
DM: The taxi driver offers to take you to a small village outside of Saigon. Your mother quickly agrees, and she takes a small amount of money out of her pocket. The driver refuses, The money is important to you. Please, keep it. Your mother thanks the driver, and before you know it, the taxi drives off into the night sky.
Player: Chapter Two: A New Life
DM: You wake up after a long night's rest. Your grandmother is seen cooking breakfast.A few years have gone by since you fled your stepfather's home. The taxi took you to a village that is near the place your mother used to live. You and your mother traveled by foot to get here.

Player: Okay, What's next.
DM: You can hear jeeps rolling into the village, soldiers can be heard exiting the vehicles. Your grandmother walks into the bedroom, Long, your mother is working in the rice paddies. I've cooked a special treat for both of you. A man quietly opens the door. He is an American GI, who has the task of securing the houses for weapon supplies and hiding rebels. He smiles at you, then asks, What is your name? You quietly say, Long. The soldier then gives you a tiny chocolate bar. The brown wrapper covers half of it. 'Rshey' it says in grey letters. Thank, you. you quietly say. The soldier laughs, You're welcome, take it easy kid. A few hours go by, you can hear a little bit of commotion going on outside. Your curiosity excites you, what is going on?
Player: Stay inside
DM: Your mother never said you could go outside, so you decide to stay in so you don't get in trouble.After a few hours of playing with toys in your living room, mother finally comes back. Long, the GIs have just attacked a home with Viet Cong hiding inside. Just remember that you should NEVER go outside without my permission. Please, I want you to be safe. Listen to your mother. You nod, and then go to bed.
Player: A few days later...

Player: Open the door and walk outside
DM: You open the wooden door and walk outside.The GIs surround a building nearby, they are holding something in their hands that look like some sort of metallic object. One of them violently kicks the door open. This leads to a quick outburst of loud explosions and screaming. Another GI walks up to the door, he has some sort of hose with him, and a big metal backpack.The next thing you see is horrifying. The GI with the hose opens the door again.The hose shot out anything but water, it quickly spat out a stream of fire into the building. More screaming endures. You think to yourself, How could someone possess something so terrible? Your mother walks behind you, and covers your eyes. Long, this is why I want you inside while the GIs are here. You grab your mother by the leg, and you and her walk inside.

DM: You wake up from your bedroom. You can hear the rain outside lightly pouring down onto the dirt road. Long, I want you to shop with me today. your Mother says. How exciting! You've never been shopping with your mother yet. You and her take a long walk across the rice paddies and fields nearby. This takes you to a jungle path, where a white SUV waits there. A man and a woman stand in front of it. Your mother tells you to get into the SUV, and that she will be getting in after you.

Player: Get into the SUV
DM: Curiosity fills your brain, so you take a big step inside. After getting into the SUV, you look back at your mother. She raises her hand and waves at you, almost effortlessly. Bye. She quietly says.You suddenly try to exit the vehicle, but one of the adults already shut the door. The car starts moving away from your mother. Don't go Mom! You yell at the glass.Ten minutes go by. Mother is long gone. The car stops at a large house. It looks like some of the houses you've seen by your stepfather's apartment, near where the rich people live. The woman exits the front seat and opens the door on the right. Long, we will be your new Parents from now on. Me and my husband own this big house. We will have lots of toys for you to play with. Your mother would want you to live with us. Please listen to your mother. The man says from the driver's seat.
Player: No! I want to go back!
DM: This is what your mother wanted Long! Please, stay with us!In a loud voice, you yell, NO! I WANT TO GO BACK!The woman looks at the man, then, with tears in her eyes, looks at you.Please...

Player: Okay, I'll stay

DM: You think to yourself that doing what your mother wants is the best thing to do. After all, there was a reason why she told you to go inside the SUV.A few years go byYou're raised in a rich family. Your parents have treated and educated you well. Sometimes you wonder what has happened to your old family. A few more years go byYour mother wakes you up. Long, we have to leave now. The bodyguards are at the entrance, when we're ready we'll head to our cruise ship to flee to the Philippines a few hours across the sea. I don't like this any more than you do Long, but we have no choice. Quang, we're all set. A man in a suit gently pushes you to the door, and into the white SUV. You drive to your private cruise ship sitting at the Saigon port. Armed soldiers and your bodyguards stand firm at the parking lot entrance. The big cruise ship is filled with people in suits and dresses, some greet your Father. Your hands lean against the railing of the cruise ship as it moves away from the city. You wonder where your mother is, but for the rest of your life that remains a mystery. THE END

DM: You refuse to stay. Your mother is the only thing you can think about right now. Suddenly, a man in a suit grabs you, hands around the side of your chest, and lifts you out of the car. You're carries you over his shoulder, like a sack. You try to break free by pushing against his grip, but it is hopeless. He brings you into an empty room with painted walls and toys, and he sets you down. The man and woman enter the room. He's ready for you sir. the man in the suit says over your head. But may I please inform you that this 'method' of yours is uncalled for? The man who entered the room looks down on you, then looks at him. I'm aware. But his mother told us to do it this way. Long, He looks down on you Your mother would want you to stay with us. Give us a few days, and we can make you feel welcome. You look at the man, and hesitate, Is this really what my mother wants? After thinking about it for a few minutes, you quietly say,
Player: No.
DM: The couple tries to offer you toys and food, but you won't accept any of it. You wanted your mother, and you wanted her now. For several days you hide in your closet, crying and refusing to eat anything. The couple, beginning to concern your health, decide to bring you back to your mother. You take the same SUV that you took to get here. The man in the suit, standing by the door, quickly says something to you. I really hoped we could make it work. Sorry. You start to think about how kind the man was to you, but after you step out of the door, it quietly closes shut. The woman, holding your hand while walking to the car, quietly speaks to you No tricks this time, I hope you will have a better life with your mother. She helps you get into the car, and soon it moves away from the big house.

Player: You get to your mother's village

Player: Leave her to sleep
DM: You decide that your mother needs the sleep she could getThere is suddenly a knock at the door. Hello Long, we've been hearing bad things about your mother and we just want to check on her. They're nearby neighbors, holding flowers and various foods in their hands. You decide that your mother needs the comfort and support of your neighbors to help her get through these tough times. You walk to the bedroom.

Player: A Few Months Later
DM: It has been a while since your mother's death. Those days have included a lot of crying and anger. You don't know why your mother could just do something like that. Now you and your grandmother live in an apartment in Saigon. The house you lived in would be too much to pay for. Your grandmother works hard to earn the money you and her need to pay for rent and food. You can't afford school because it is too expensive, so your grandmother also has to put time out of her day to teach you.On one ordinary day, your grandmother asks you to walk with her to the store.

Player: You walk with your grandmother.
DM: You've never been outside a lot, so you figure it'll be fun to go shopping.The path you take to the store is unfamiliar to you. Your grandmother finally stops at a square, two story building. The sign above it says "Holt Center".You can hear children playing in the fence surrounding it. You think to yourself, What were they doing here? Why aren't we at the store yet? Your grandmother walks inside the building, you stay in front of the door. You can hear your grandmother talking, and doing some sort of negotiating. When your grandmother is done, she walks out, and two adults wearing identical blue shirts follow. Long...These people are going to take care of you from now on. You'll be safe with them, and meet many friends. Please listen to your grandmother.

Player: Okay.
DM: You decide that it's time for your grandmother to rest. Since your grandmother is getting older, she doesn't deserve the task of supporting a family. Thank you... She quietly says.The adults take you inside the square shaped building. As you walk down a long, narrow hallway, children gather around. They quietly start talking amongst themselves, most of it you can't understand. Well, here we are! One of the adults next to you say. The room is stacked with bunk beds, night tables, and scattered toys. A window between two bunk beds show the street below. After looking through the window, you can see your grandmother walking down the sidewalk. You try waving to her, but she doesn't respond. She'll be fine. A woman says in a calm voice. She puts a hand on your shoulder, So, are you ready to meet your new friends? Or do you want to stay here?

Player: Stay here and rest
DM: It's been a long day for you, so some sleep would be wonderful. You ask where the shower room is, and an adult takes you there. After a long, warm shower, you put your pajamas on, and go to bed, thinking about your grandmother.

DM: On the next day, you get to know more children at the Holt Center. You begin to realize how fun the Holt Center is. School there is fun, and you get to play with your friends all day and the adults there help you with your needs.The next few months have been nothing special. Play with friends, learn new things. Life there couldn't be much better, but you still think of your grandmother...
Player: Chapter 4: Your New Family
DM: On an ordinary day, an adult walks to you with good news. Long, you might get adopted soon. You've heard about adoption between the kids here, and you start to wonder, Who will take care of me? Will they be mean people? The adult continues Don't worry Long, you have two choices to choose from. Both families are in America, and they look like nice people. You're then shown the pictures of both families. One picture contains four men, with light colored skin as the adult with you, and hair that is shiny. A woman sits in the background, slightly above the men sitting down. Under this picture it says The Steiners. The other picture contains a picture of a man in a hat, sitting with a boy and a girl, with a woman standing on the far right. They look similar to the Steiners. They seem to be in some sort of wooden house, and a fireplace could be seen burning in the background. They all have wool sweaters on. Under the picture, it says, The Rogers. They all look like nice families, but you don't know which one to pick.

DM: There were plenty of kids back in the hallway you walked by. Maybe one of them could be friendly.The lady walks beside you down the hallway leading to the kids area. The kids here are just like you Long, without a home. At this place, we try to give them the care their parents couldn't give them. After a few minutes of walking, you get to the children's area. The kids there all stop to look at you. This is Long, he's a new kid here so please be nice to him. The lady behind you tells them. You slowly walk towards the center and stand still. What are they going to do to me? You wonder. The children gather around you, and surprisingly, say hello.
Player: Talk to them
DM: You soon find out how nice and kind the children are. They present themselves, one by one.After a few minutes they show you their toys and what they do. One of them knows how to ride a bike. Another knows how to do a cartwheel. Wow... you think to yourself. I wish I could do those things.A few hours of playing with your new friends go by. It is getting late.Time to go to bed children! One of the adults says after walking towards you.
Player: Rest

Player: The Rogers
DM: The Rogers look like nice people. It was a hard decision, but you felt it was the right one.Alright, I'll let them know. But first, we need to take a picture. The man gives you a sign to hold, and he tells you to go to the balcony. You walk to the balcony, and hold up a sign. The Sign says Hello! My name is: Long. Perfect.The man says. You're really excited to meet your new family soon, but you hope that you can see your grandmother for one last time.

DM: You choose the Steiners. It was a hard decision, but your gut told you the Steiners were the better choice. Alright, I'll let them know. But first, we need to take a picture. The man gives you a sign to hold, and he tells you to go to the balcony. You walk to the balcony, and hold up a sign. The Sign says Hello! My name is: Long. Perfect.The man says. You're really excited to meet your new family soon, but you hope that you can see your grandmother for one last time.
Player: A few months later
DM: After playing with the chidren, the man you saw a few months ago when he showed you the Steiners asks to talk to you. We called back the Steiners, and they said they are prepared to adopt you still. We plan to get you to your new family soon. About a month from now. Your face lights up, and you're relieved that you'll get to move to America. You run back to the children, jumping around in excitement. I'm being adopted! I'm being adopted! The children get excited too, and start asking questions. After quickly answering them, you lie down on the floor, exhausted from your excitement. You still plan to say goodbye to your grandmother, eventually.
Player: Chapter 5: The Flight to Freedom

Player: A few months later...
DM: While playing with the other children, the same man you saw a few months ago walks up to you. Long, the Rogers just called. Unfortunately, they have had financial trouble, and can't adopt you. Those words strike you, you think to yourself, Who will be my family then? Will I have to stay here? Your eyes begin to tear up, but before you do, the adult interrupts you. So in response, we called back the Steiners, and they said they are prepared to adopt you still. We plan to get you to your new family soon. About a month from now. Your face lights up, and you're relieved that you'll still get to move to America. You run back to the children, jumping around in excitement. I'm being adopted! I'm being adopted! The children get excited too, and start asking questions. After quickly answering them, you lie down on the floor, exhausted from your excitement. You still plan to say goodbye to your grandmother, eventually.

DM: A few months go by, you are about to leave for the American airport in the Philipines.You and the children line up in front of the street.Two buses are parked by the sidewalk of the Holt Center. Alright kids! We're heading to the airport. It is a long way there so make sure you pick a good friend to sit next to you! Before you get on the bus, a person's had gently holds your shoulder. Long... You hear the soft sound of your grandmother's voice. You've grown so big! They must take good care of you. Your grandmother looks well. She isn't overly thin and has nice clothes on. One of the neighbors helped me get to a retirement home. I'm doing well Long, and I hope you will too in America. You jump off the bus steps to give your grandmother a long hug. I'll miss you Long... You quietly whisper. Me too. One of the adults slowly separates you two. It's time Long... You let go of your grandmother. You look at the two busses. Both of them have your friends sticking out the window. You're the last one left, so hurry and choose!
Player: The Left Bus

Player: The Right Bus

Player: Wait for a half hour
DM: You don't feel like getting in trouble, so you decide to just wait. During a long conversation with a kid sitting next to you, you can hear a big explosion. The kids in the bus start screaming. You close your ears from the loud noise. What has happened? You think to yourself. A man you've seen from the Holt Center walks on the bus. The schedule has changed, it's time to leave. The bus turns around. You ask the kids around you what they thought caused the explosion. They shake their heads.
Player: The next day.

DM: You take the left bus. As long as you all were going on the same plane it wouldn't really matter. As the bus drives down the road, you can see your grandmother waving goodbye. Bye grandma... You think to yourself.The airport in Saigon is surprisingly empty. To your surprise, an unfamiliar bus is parked in front of yours. The adults on your bus get off. They walk into the airport. Your friends are talking amongst themselves, wondering if they'll be able to get on a plane.

DM: You soon find out that a plane full off adopted children like you has crashed, causing the explosion. You and the other children are scared to leave now. But your fears go away when you see your grandmother at the entrance. You run up to her and give her a hug. Hello Long. She says to you. I've heard about what happened at the airport, so I wanted to see if you were okay. You respond. I'm fine grandma. You continue to hug her for a few more minutes, never thinking of letting go.
Player: A few weeks later...
DM: The adults tell you to pack your bags again. Some kids refuse, and hide in the closet. While the adults try to get them to come out, you see your grandma again, waiting outside your bedroom. It's time Long. She helps you pack your bags. Grandma, when I leave, what will happen to you? She pauses, and after a few seconds, she replies. I'll be at the retirement home, of course. Resting. But don't worry about me, You haven't lived your life yet. I already have. Just, be sure to make the most of it. After you are finished packing, she gives you one last hug. One of the adults from the Holt Center walk inside. I'm sorry ma'am, but we are really in a hurry so if he's done he'll have to go right now. Your grandmother nods, and the adult grabs your hand. Goodbye Long. Your grandmother tells you. After getting one last glimpse of your grandmother, the doors close, and the adult helps you onto the bus.

Player: Sneak back onto the bus.
DM: You run towards the window you jumped out from. The kid you sat with tries to lower his hand through the opening. He yells, you barely make out what he is saying from the cries and talking from the children inside.Hurry up Long! The man is getting closer to the bus. You don't know if you can reach his hand in time. There's an emergency door in the back. Maybe you can get in through there.
Player: Grab the kid's hand

DM: You decide that going through the window would be quicker. After all, the bus driver gave assigned seats before you all got on, so she wouldn't notice. You put your foot on the tire of the bus. It is barely high enough for you to be able to grab his hand. You jump up and let your feet press against the wall of the bus, just above the tires. You ready Long? The boy yells. You respond. Yea! The boy pulls, hard. Your feet let go of the wall, and you just barely manage to squeeze through the window. After putting on your seatbelts and closing the window, you wait for the bus driver to check on you. She walks by your seat, and checks her list of names. She nods, and walks by. That was awesome, Long. The boy next to you quietly says. You exchange high-fives. The man from the Holt Center you saw outside comes back. The schedule has changed. It's time to head back. As the buses turn around, you slowly fall asleep.

Player: We play the waiting game...
DM: "Oh crap!" You smack yourself on the forehead. "What's wrong?" Bob asked, while sitting on the couch and playing GTA. Multiplayer is still online but no one is playing (duh). "My girlfriend!" You cried, "Im really stupid. I should go get her." "That's a five minute drive. Could go bad." Jason said. "Still..." Your voice trailed off, giving away you uncertainty.
Player: Go for her, man!
DM: "I have to go." You stood up. " I'm responsible for her. In a way." "Hear, hear. Now go forth, brave warrior... And shoot some zombies for us, will ya?" Jason yelled as you prepared to go into the garage. "You got it." You said, closing the door.

Player: You wake up at the Holt Center

DM: You run to the emergency door in the back. After pounding on the glass, a face appears. It is the bus driver. Long, what do you think you're doing?!?!?! You can hear her muffled voice through the door. The door opens, and you hop inside. I don't know why you'd jump out like that, but this won't go unpunished! After she walks back towards the entrance, you get back to your seat. The man from the Holt Center you saw outside walks into your bus. The schedule has changed. It's time to head back. As the buses turn around, you slowly fall asleep.

DM: You delve into further reading and find you are required to decide on how to conduct your study. You have already chosen your data, that's a good start. Now you'll need to figure out which variables to use and then decide on an econometric model that best fits your purpose.
Player: Great, I love econometrics!
DM: I'm really starting to like you... Since you're not afraid to get your hands dirty with some numbers, you'll have no issue looking at some articles (keeping your data in mind) and thinking whether the methodology used in those could also be applied to your study. Concepts like entity-demeaned OLS regressors, heteroskedasticity and cumulative normal standard distributions don't scare you! You've got this!
Player: You decide on a model
DM: Okay, you've identified your model of choice. You even wrote about it - your methodology section is looking great! But: you haven't actually ever modeled anything like this... You can read a textbook and you understand the concepts behind it, but how to actually construct it is a mystery to you. Will you need to become a programmer over night? Will you need to hire someone to do this for you? Will you run and never come back?
Player: Learn how to program
DM: Good choice! Not only will this help you survive undergrad, it will also build your human capital - something we should all strive for. You feel a little lost at the start, but discover quickly that there are many great discussion fora out there, designed to let programmer freaks show off their skills to people like you. Awesome! One day this may be you helping someone to find their feet - it's the circle of life for economists! You attempt a few test runs in your chosen program, and see there: it works!

Player: Get to your seat.

DM: The plane lands at the U.S. air base in the Philippines. You say your final goodbyes to your friends, and get on a separate plane. It looks small than the one you were on earlier. Once your plane lands in America, an adult leads you to your new family, the Steiners. The Steiners we're excited for your arrival. They had balloons and a teddy bear for you. You find out your new name is Matt. You also find out that the three boys in the picture are now your brothers, and the older looking man in the picture is your Dad. In America, they teach you all about religion and what they do for a living. They also change your clothing and hairstyle. You wondered why Americans look so weird. Food was the hardest part to get used to. Instead of the fresh food you've eaten in Saigon, the food was precooked and it tasted gross. But you managed it. School was also hard. A lot of the kids called you rude names, mostly because of your race and the things you don't know as a foreigner.
Player: Plenty of Years go by...
DM: After growing up and having a family, you decide it's time to go back to Vietnam. When your plane lands at the airport, you can see a big sign on the ceiling that says, Welcome to Ho Chi Minh City. Although you still hear the locals call the city Saigon. The guards at the exit examine your American passport. They glare at you slightly, but approve it anyway.You travel around Vietnam, visiting your mother's village, and then the Holt Center. And finally, to your grandmother's retirement home. After you got to America as a boy, you were able to call your grandmother. She told you what retirement home she stayed in, and the address in case you were to visit. You go to the front desk, and ask for documents about the location of your grandmother. After getting the papers, you find out where she is: in a small cemetery outside the city. After driving there you look for your grandmother's grave.
Player: Check the right side.

Player: Look on the left side
DM: You decide to look on the left side of the cemetery. You and your family go row by row, trying to find where your grandmother was buried. After an hour of searching, you still can't find it. It is almost getting late, and your family is tired of walking. After sitting down on a bench nearby, you think about what to do.

Player: Find a hotel to stay in
DM: You decide that it is time to rest. The hotel you find sits by the heart of the city. You and your family quickly fall asleep, you feel guilty for not finding your grandmother's grave.
DM: You go back to the cemetery. Your grandmother's grave must be here somewhere.

DM: You decide to check the right side. Your family walks row by row, trying to find where your grandmother was buried. You still can't find your grandmother after checking all the rows of graves. But there's one grave, on top of the hill with a tree hanging above it. It interests you.
Player: Head to the grave on the hill
DM: After walking to the lone grave on top of the hill, you crouch down by it to read what it says.There was only one word on it that you cared about. Ba. The name of your grandmother.You stand before your grandmothers grave, looking down on it. Your family crowds behind you to look at it too. THE END

DM: As the assigned team leader, Hank signals us to approach him. "You heard the man. Shoot on sight, travel with partner and aim for the head. Stone, you're with me. Phil, you take Joe, Steve is with Josh, and Isaac, you're going with Frank."I've never really liked Frank, but I try to keep this on a professional level. If I am supposed to work with him, I'll do that. It's not like they're asking me to like him."Phil and Joe, you stay here and safeguard the chopper. We'll need to have a clear path out of here if the situation proves to be tougher than we believed. Steve and Josh, you go to the ground floor and find that weapon. Isaac and Frank, you go scout the area for survivors and Stone, we're gonna go find that monster."
Player: Object to the plan.
DM: After you have learned that you are supposed to look for survivors with Frank, you confront Hank and tell him you don't like the plan. Hank aims his gun at your head."I am the team leader and I gave you a direct order. Am I going to have a problem with you?"
DM: Hank reholsters his gun and smiles. "Good. I don't have time to deal with troublemakers."
DM: All of you go to attend to the mission you have been assigned to. You take the stairs and stop at the first floor. After a short while, Frank says "I don't hear nothing. Think we should waste time on this floor or continue down?"Just because Frank doesn't want to, I am seriously considering exploring this floor. If there are survivors, they probably wouldn't be making much noise in a building infested with man-eating monsters. But he is right, we should pick carefully what we do.
Player: Explore this floor.
DM: You and Frank walk around the floor, checking every room for survivors. You enter a room and see someone sitting in the corner. The person stands up and approaches you, making a violent groan as it struggles to get to you.

DM: As you can easily outrun the Reanimated person, you leave the room.

Player: Continue searching.
DM: Frank calls you and you decide to see what's going on. However, the zombie you didn't kill earlier has alerted more to your presence and you are ambushed.

DM: You enter the next room and see the room crawling with Reanimated people. They all look at you and start running towards you and Frank.
Player: Go down the stairs.
DM: You try to escape down the stairs, but with them intact, the zombies follow and kill you.

DM: The collar of your shirt is soaked with sweat by the time you spot the town. It's relatively small, and a wall of cars and metal scrap surrounds it. A front gate set on hinges to swing open is right in the middle of the road. Above it sits a guard tower.You are spotted well before you get to the door. You are ordered to get on your knees and place any weapons you have on the ground. You place your gun on the road in clear view of the tower and comply. The gate swings open, and a small group comes to meet you.The group consists of a clean-shaven man, a small boy, and a woman holding a clipboard. "Hello. My name is Rose. Welcome to Fort Z."After the group makes sure you aren't going to hurt anyone, you get your gun back and are welcomed into the community. You are surprised at how fast it went up. It's only been a few days, but the walls are up, and the community is thriving (for now). There is no shortage of people, and homes and buildings have been turned into sleeping quarters, storage, and everything else you can think of. "Well," begins Rose. "It seems like you've come a long way, would you like something?"
Player: What are the rules around here?
DM: "Well, there aren't many rules around here, because no one seems to be causing any trouble. Just don't hurt anyone or steal anything and you should be fine," says Rose. "Also, don't do anything stupid," adds the clean-shaven man.

DM: You accept Tom's offer, latching your hand onto his.You both began dancing, laughing, and smiling. Not romantic, not at all. Just, y'know, 'I'm gonna dance with you because you might die in the next hour dance'. That's it.He spins you around, then continues causally dancing. Charlotte watches, clapping her hands and laughing.
Player: Agree with Tom
DM: You nodded in agreement, standing up and stretching. Charlotte and Lara do the same. Charlotte asks, "Where should we go, Luc?"While you and Charlotte are discussing safe places to go to, Tom looks for 'supplie holders'.He rushes behind the counter, into the back room. He comes out with a single backpack and a bright blue duffle bag. Tom throws the duffle bag at you, instructing you to fill it up with necessities.He begins going around the corner store, shoving supplies into this backpack, you doing the same.After you guys finish filling up the 'supplie holders' you bring up the discussion you and Charlotte had."Where are we gonna go? Charlotte suggested a forest, a house, or an empty building." Tom put the backpack on, shrugging. "Up to you. But, that's not important right now. What's important is getting out of here."You nodded and decided to

DM: You turn on the News once again hoping for some valuable information. "The CDC have released information on zombies, so please pay attention since this is vital to your survival. These zombies can't seem to run, always at a walking pace so even fast walking could put some distance between you and them. And thankfully, unlike in the movies, their scratches does not infect you, but their spits and bites can. Once the Viruses inside their mouth enters your body, you turn within ten minutes. But if it is just contact with skin, wash them off. We will release more information regarding the Apocalypse as soon as we have more." Well, that's good to know. So now what you do?
Player: Check on the car
DM: You remember that the car is refueled a couple days ago, and you find some cash in the glove department, along with a bottle of water. You take both with you and...
Player: Go see my friends
Player: Run for your own lives
DM: "We should probably ditch. This town would get overrun in no time." You explained. ""But I don't want to be remembered as the guy that ran at the first opportunity. I want to be the one that killed as many zombies as possible before he went out in a blaze of glory. Aka a grenade maybe." Jason everyone his plan. "Well..." You thought...
Player: He's right. We should stay together and take control!
DM: "Let's do this." You said. "We are taking over!"

DM: You place explosives on the stairs before you and Frank run down. You find cover and the stairs explode, completely severing the path between you and the zombies. Unfortunately, it also separates you from the helicopter. Luckily, there should be an elevator somewhere. But your job is not done.
DM: You and Frank explore the floor you are currently on. As you are looking into the rooms, you hear Josh on the radio."We're on the ground floor but the place is swarming with the Reanimated! Oh shit. What is tha..."After that you hear nothing but static. You hear Hank calling "Josh! Josh! Steve! Can you read me?!?""They're dead. They must have met Subject zero." You say."Isaac, we saw Subject zero just a few minutes ago. Whatever they encountered, it's something else.""More creeps than just Subject zero?" Frank asks."I'm afraid so. Try to find out more on these new monstrosities." Hank tells us."Roger that."
Player: Explore the area.
DM: You find a room with heavy metallic doors that have been sundered apart. You two take a look at one another and enter the room. You find large empty open caskets along with a lot of blood on the floor. After looking around, Frank says "What the hell happened here?""They were keeping something here.""Subject zero?""No. When they contained him, he was human, it wasn't until he mutated that he escaped. Besides, his cell is supposedly on the ground floor and I don't see the Reanimator weapon in here.""Then what do you think it was?""What do I think? I think the lab was working on more than they cared to reveal. And I think Subject zero has contaminated it with a Reanimator, and I think it killed Josh and Steve.""Check the computers. Maybe they have some info on the freak."
Player: Check the computer.
Player: Bigfoot.

Player: Go down.
Player: Blow the stairs up.

DM: You call Frank and tell him that you should waste no more time on this floor.

DM: You are standing outside of the photography classroom. You have the incriminating pictures and need to get them down to the cafeteria.To the east, the hallway ends into a set of stairs. But, there is a guard blocking the way. He definately will not let you pass. What would you like to do?
Player: West (to the bathroom)
DM: You are at the north-west corner. You have the incriminating pictures and need to get them down to the cafeteria.Where would you like to go?

Player: Cerberus.

Player: Chimera.
Player: Hulk.

Player: Troll.

DM: Correct password.
Player: Log in.
DM: You log in to the computer and open the file named "Chief researcher's journal." The file says "The subject's genetic structure has increased rapidly over the last couple of days. To think, a week ago, half of his head was missing and he was at least two meters smaller. Why Mr. Garris has taken such an interest in this person is unknown, but he has been willing to spend a large portion of our funds in restoring him to life. He claims that it is the first step towards immortality, but since we are well on our way with the Reanimator project, I don't see what this would affect. However, last night I found him in this room, talking to the Behemoth. He said he apologized for being unable to bring him back in a human condition but he claims to be doing what he can. Finally, he addressed the subject as his son before I made my presence clear. I notified him that I will be forced to report this and he will most likely loose his job. The fate of the Behemoth however is uncertain. I find it likely that the board will want to continue to experiment with it as so much money has already been spent on it. This morning I saw Garris gathering his things and leaving. He looked at me with a smile at his face. Hmm...some kind of an alarm is going on. It's probably just a drill."

Player: Cthulhu

Player: Dragon.
Player: Monstrosity.
Player: Behemoth.

Player: Frankenstein.

Player: Abomination.

Player: Sasquatch.

Player: Close the computer.
DM: You show Frank what you saw in the Chief researcher's journal and after he reads it he says "the Behemoth is the owner's son?""That's not all. That alarm he's talking about in the end, I think it's when Subject zero broke free. I think Mr. Garris personally mutated him, or gave him the capability to mutate.""Why? Why would he unleash all this chaos? Because they fired him?""No. I don't think so. There has to be some motive we don't understand yet.""We should find the others quickly.""Right. Let's take the elevator. Hank's at ground floor I believe."Frank nods and we leave the room.

DM: We leave the room, but a large hulking beast charges at Frank, grabs him and runs him into a wall. It has to be the Behemoth. He's feeding on Frank and hasn't noticed me yet. I see the elevator on the other end of the corridor but the stairs are just a few steps away. I don't know how advanced his hearing is but his speed is clearly far above mine.
Player: Run towards the elevator.
DM: You make a break for the elevator and luckily, the Behemoth is too busy eating Frank to notice you. It was about time he was useful. He is however quick to finish Frank and then he turns around. You get into the elevator. and you must quickly select a floor to go to.
Player: 4th floor.
DM: You take the elevator to the 4th floor, which is the floor that had a giant zombie horde on it. They fill up the elevator as soon as the door opens and eat you.

Player: Sneak towards the elevator.
DM: You try to get to the elevator making as little noise as possible, however, Behemoth doesn't take long in eating up Frank so he soon turns his attention towards you.

DM: "When your soul is eaten, your soul goes though the worse kind of torture imaginable forever." Paul says with a small weary smile. "It's the price for both the demon and human minion for breaking the law."
Player: Go see Dean.
DM: You and Paul go to see Dean now that everything has kind of been explained. Paul takes the lead and you fall in behind him. When you enter the room you notice that everything seems to have been thrown around. Dean's sitting calmly on a chair and is throwing his knife into the wall across from him and then retrieving it with a wave of his hand. "Having fun?" Paul teases."You still haven't told me why you know." Dean reminds him."We still have tests to do." Paul counters."You." Dean says looking at you. You stiffen slightly, but hold eye contact with him. "How much do you trust me?"
Player: "I trust you." you lie.
DM: "I trust you." You lie."Of course you do." Dean says sarcastically. "Stand in front of that wall." Dean points over to the wall where he's been throwing his knife at.
Player: "No thanks." you say.
DM: "No thanks." You say."Stand in front of the wall or I can kill you." He clarifies.
Player: You stand in front of the wall without having to be asked twice.
DM: You stand in front of the wall without having to be asked twice. Paul looks over at Dean curiously but says nothing. Suddenly Dean flings his knife at you. You duck out of natural instinct."Nice reflexs, but I didn't tell you to move." Dean says retrieving the knife with his powers. You stand back up about to apologize but you don't detect an angry tone in his voice. He still sounds calm."Are you going to kill it?" Paul asks.Dean shrugs indifferent. "Maybe." Dean says. "We're going to play a game first. I'm going to say something you repeat it back, got it?"You nod."91704." Dean says.

DM: You post your skit and wait to see what happens. After about half an hour you're excited to see you already have 5 views, only to realize they were probably all you, playing it over and over again out of nervousness.Over time, you slowly get more views, several of which you don't think are you. Not many, though. You also get a few comments, mostly calling the video stupid. One person complains that you don't seem Asian enough, whatever that means. So much for avoiding racial issues.Discouraged by Youtube, you decide you need to either get an agent and a real acting job or just give up on film and get what your parents would call a "real" job.
Player: So much for acting...
DM: You've had enough failure and decide maybe you just don't have what it takes to be an actress. To your disappointment and your family's delight, you decide to give up on Hollywood and start considering other career options.

DM: having done your duty, you resume work- an endless spiral of tedium and misery. If only you were more of a risk-taker, maybe then you could find some meaning to this drudgery. Luckily, you manage to survive your shift and drag yourself out to the car.
Player: head home
Player: put in an umbrella and garnish yourself
DM: When you place the drink beside his hand, Pablo says "what is this?" and tells you to come closer. He takes out the garnish and flings it at your face. He then sticks the tiny umbrella in your hair and forbids you to take it out. He asks you for your name and you mumble it. The bus boys have a good laugh over your humiliation. "Watch him," he says to the managers. "He's new," says Trish. Jose just chuckles and shakes his head. Do you-
Player: hang your head and slink back to work
DM: Once again you avoid conflict. You're getting good at being spineless! Clearly bettered, you decide to make the most of it by sleepwalking through your shift, daydreams of bikini-clad sun goddesses clouding your vision.

DM: You enter the fifth door. You smell something delicious. You must be in the cafeteria!
Player: The cafeteria
DM: The cafeteria is full of delicous smells. You take a deep breath.

DM: You made it to the strip just in time. All the local business owners are just opening their nightclubs and bars for the night. You consider your prospects and mentally prepare a little speech.Before you can make it there though, you are stopped by a stranger. Her name is Cindy Lou, she looks a few years older than you. There is a washed out look about her, but you suspect she may have been beautiful at one time. Her voice is meek and sheepish as she asks you what you're doing here; she's never seen you around. You tell her about your plans, and your dreams of finding success; might as well get the word out. This gets Cindy Lou interested and she tells you she has a proposition for you.Something about Cindy Lou makes you feel sorry for her, and also makes you want to trust her. You would like to hear what she has to say, but you need to make it to the strip soon. This is probably the best time to talk to the owners, before the place starts getting busy and you can still get their attention.Cindy Lou is starting to loose patience, so you decide to:
Player: Go to the Blue Moon Bar
DM: The entrance to the Blue Moon is open, but when you step side you don't see anyone. You're about to leave when you hear someone towards the back of the bar."Who is it?" You follow the voice and see large, frowning man staring back at you."Whaddya want?" he barks. You tell him why you're here, how you're full of talent and would be an asset to his bar. All you need is one chance you say."You done wasting my time? I get atleast a dozen of ya in here everyday. Do I look like I'm offering handouts? Do me a favor and lock the door on your way out, I don't need any more of you freeloaders comin in here and gettin in my way."Springfield is tougher than you thought it would be, but then again it's only your first day. A hot meal and a warm bed to sleep in will certainly give you a better perspective. You walk out the door like the man asked, but you make it a point not to lock it.

DM: Ahhh, breakfast! There's a few options for breakfast today. Cereal, (Cheerios and Froot Loops) waffles, pancakes, and raw eggs! (You're tough, right?). What would you like?
Player: Raw Eggs! (Cuz We're TOUGH!)
DM: Ok, really? Don't you know that raw eggs can give you food poisoining? Well now you know, because you just died from it.

DM: "Well if we must..." You say, standing up from the stool. You crack your knuckles together. Squaring your shoulders, you raise your fists up. You can't draw your weapon here, the massive thing is too big and you risk destroying the whole tavern. The patrons back away to the corners while some run outside to safety. The loud one pulls a knife from his belt and lunges in for the kill. You dodge left, trapping his right arm in yours."Walk away or lose it." your tone serious and cold. His left hand comes up to strike you in the face. Guess he wants to lose it. You snap his arm as he drops the knife with a cry. The other two run for the door leaving their friend behind."Well, now that that's settled." You sit down to finish your wine."Sir, do you know what you've done? Those men work for the bandit leader Grif! I'm sure they are heading back now to bring the whole force back with them!!!" The Tavern owner exclaims with his scared voice.A shadow stands over you as the loud boisterous man before says, "I'm not done yet!" His left arm swings the knife toward your face as you shove it under his chin. Blood runs down the blade as he falls heavy upon the stone floor."Say, you have rooms here? I could use a place to stay tonight."
DM: You wake up as sunlight pours in through the window. You rub your shoulder remembering the fight last night."So. I wonder what I can find out about this Grif guy."You lift your titanium armor off the floor and fasten it across your chest and back. Sitting down, you squeeze your feet into heavy steel boots. Your great sword rest on your back as you buckle the strap across your front.
Player: Talk to the Tavern Owner

DM: As the elevator heads towards the top, you hear the Behemoth charge through the elevator door on the third floor and crash through it. Moments later, you hear him land on the bottom of the elevator. You consider taking the elevator down to the first floor and hit him with it, but he seemed to be tougher than the elevator so it is probably not a good idea.
Player: Step out of the elevator.
DM: You walk into the fifth floor and see a couple of zombies ahead.

Player: Try to run past them.
DM: Why would you do this when you have perfectly good weapons? The zombies grab you as you burst past them and kill you.

DM: As you walk near the tent, a goblin explodes out of the tent flaps."GRAHHHH!!!" he howls, and suddenly every tent explodes into action.In seconds, you are overwhelmed.

DM: You run right, and soon find yourself back at the carnival. Thinking you'e only made a mistake you try again and again, but end up right back where you started.You sit down between the two separate paths and rest before you make your decision to...
Player: Go left
DM: You turn to the left and run as fast as you can until you reach a road. You follow the road to a town next to the one you grew up in, grateful to be in the safety of city limits, you sigh with relief. You find the police station and tell them of what happened to you while at the carnival, and give them all your information. They call your family only to find that you've never existed. You are away to a mental hospital where you spend the remainder of your days talking about the carnival. Still trying to convince people that such odd and horrible things really happened to you.

DM: Scene OneYou're up in your room staring at your pastel purple walls, trying to decide whether or not you want to do your homework. It would be pointless because tomorrow is Friday, and you aren't going to school because you forgot to sign your permission slip. But if you do your homework, you can give it to your brother and he could give it to your teacher. This would mean you won't get any points off. You start to hear your stomach make a loud rumbling noise and decide to go downstairs to make a peanut butter and jelly sandwich. You make the sandwich and you cannot wait any longer to eat. Just as you're about to take a bite out of your sandwich, a loud knock sounds at the door. You cry out an annoyed baby noise. 'Why interrupt my time?' You thought. You ask who but no one answers your question. As you slowly open the house door, you realize it's your crush at the door.
Player: Don't tell her your feelings and invite her in for pizza and a movie
DM: .Scene TwoYou and your crush go inside your house for some leftover pizza from last night. The pizza is slightly cold and you guys put it in the oven, waiting for it to heat up. While you guys wait your brother decides to come down and get some ice cream. As he reaches for a plate on the top shelf the bottom of his shirt rises and your crush notices. She starts to blush and get all bubbly, the pizza is done and you all go into the living room. Your crush, Aria, sits next to your brother while you sit in the recliner. Marcel, your brother, flirts with Aria and you start to get really jealous. You're so distracted that you end up burning the pizza, so you order a new one while the movie starts.
Player: Order from a random place

DM: You lie in bed, feeling worthless. Nothing matters anymore, she doesn't care about you. So why waste all that time building up the courage to tell her? What was the point of even telling her? All these things run through your mind, but only one catches your attention. What's the point of breathing anymore? She was the only one who was there for you when everyone left. You feel dumb and used. She knew you loved her and she just continued to lead you on! So you made a decision. You sit down and write a couple of letters. One to your brother, one to your mother. One to the only person you'd literally take a bullet for. Then you decided it was time, time to say goodbye to the world. Say goodbye to air. You grab your chair from the back of your walk in closet. Your rope is already on the ceiling fan ready, so you stand on the chair and put your head through. The rope itches your neck and you start to change your mind. So you go to get off the chair and wind up falling, which makes the rope tighten around your neck. Everything goes black and then the ceiling fan breaks. You hit your head on the computer deck, and that's how you really die. In school the next day they announce you committed suicide.
Player: page 15
DM: Scene 15 Your mom has a funeral but nobody shows up, wow you really are gay and depressed.

DM: Scene 8 She stares at you for the first few seconds, and then her face gets all red and her stomach's all grumbly. She finally gathers up enough courage and tells you she's been waiting for you to say that for so long. It feels good now, you aren't afraid anymore, everything feels so right and you pick her up and swing her around until you're dizzy. And now she's laughing. You know that laugh and it makes you so happy. A grin stretches across her face as she holds her stomach. Her eyes crinkle and her giggles escaped her mouth with every breath. You guys talk for hours on the phone that night, and you both decide to go on a date. At school you both plan the date and tease each other, there's a few stares here and there but you could really care less. But on the date something happens. A mugger comes up to the both of you and tries to steal your wallet.
Player: Let him take your wallet
DM: Scene 11 `You're afraid of getting killed or something, and let the mugger take your wallet. He also takes your watch and your girlfriend's rings. She yells for you to do something but you're extremely afraid. She watches as the guy runs away and she starts to cry. She hits you with her heel and you fall to the floor. Your hair gets caught in her heel and it rips out. You scream out in agonizing pain and she leaves you there. You watch her as she walks home, her shadow getting smaller and smaller.
Player: you chase her
DM: Scene 13 You get up and run after her. She sees you approaching her and gets scared. She punches you in the boob, it starts to inflate. You slowly fly into the distance and she just screams. Never get breast implants, or maybe you'll fly away. You fly and fly for hours, and then your boob pops. Welp, You're dead.

DM: You walk through the Northern Wall, and, just as you suspected--there is a secret chamber on the other side!And there, sitting on the ground before you--Timon the Librarian!!He seems to be deeply engrossed in a book.Every time he turns a page, it makes a little sound.swsh-wsh.
Player: Get Timon's Attention
DM: You try to grab Timon by the shoulder, but your hand goes right through him.Timon doesn't even notice, so fixated he is on his book.You sigh."Hey!! TIMON! UP HERE!!" You shout.He drops the book with a clatter, his eyes widening in shock. He gazes up at you over the rim of his spectacles."Oh! My! Goodness. Is the invasion over already?" He asks."It's been over for some time now," you say."Oh! That was fast," Timon says. "I came in here to keep safe--of course, and keep away from the noise and such--and, well, I suppose I got rather engrossed in this fascinating work of literature!" He holds up the book he has been reading. "You see, it's about this rather saucy pirate, as it happens, and his many escapades with maidens that he--""Right, right, Timon," you say, "You can give me a synopsis later. For now, I'm trying to get a key to the North Gate, and I was told that you were given one for safekeeping?""Yes, yes of course!" Timon says, "Why don't we get out of here, and I'll get you that key..."Timon walks up to the wall and puts his hand against it."Uh..." Timon says, "Oh dear. I seem to have...er, solidified somewhat. I suppose I have been in this chamber longer than anticipated." He looks up at you with a grimace. "I don't suppose you could mix me up a bit more of that Elixir of Intangibility, now could you?"You grumble.
Player: Mix more potion for Timon

DM: Scene 5 You and Aria decide to order from somewhere new, try out something for once. At least you have the same taste. You guys wait for about fifteen minutes for the pizza to arrive. Your brother runs up stairs to get the money and almost falls down. This makes you and Aria start to laugh hysterically. You guys get closer and you start to feel the tension in the air. Just as you go in, the door bell rings. Aria yells your brothers name and you go tend to the waiting delivery man. While you wait you and him start a conversation. At first you think he's flirting but he isn't, he asked you all those questions so he can offer you a job at the pizza shop! You accept the job and get paid well, you get through high school. During your time in college you get a girlfriend and you guys get judged by many. But you really love her.
Player: Marry your girlfriend.
DM: Section 6You and your girlfriend are madly in love and get married. You guys start off with a strong relationship and everything seems right. But Aria started to get fishy, she started hiding her phone and even put a password on it. You start to get mad, you guys get into fights and you even wind up with 3 broken ribs. After 2 years you decide to get a divorce and you adopt 4 kids.

DM: The computer has no power and will not turn on. Next to the keyboard is some paperwork. It seems to be about the instalation of warning bell to bring ships back from the harbor during dangerous weather conditions. Alex finds it boring to read.
DM: On the other side of the door is a small office. It has a desk with an old computer on it in one corner, and a large safe in the other corner. In the middle of the floor is a tub of fish. A label on the top reads "Tuna." Alex takes the tub with him. Under the tub of fish Alex sees a metal key. He takes that too.
Player: Tuna Tub

DM: Scene 10 The mugger goes and snatches your wallet, he has a very sharp knife with him but you decide to hit him. You strike him right in the jaw and end up hurting your hand as well. He taked his knife and tried to stab you. The knife grazes your rib cage and you don't even notice it. Your girlfriend yells and you turn around to see he has her by the neck. You stride toward him, you make a jump. You have him pinned to the ground with the knife against his neck, your girlfriend calls the cops. You realized you just risked your life for this girl. You love her.
Player: page 14
DM: Scene 14You guys see the mugger come back and he shoots you.

Player: you cry
DM: Scene 12 You lay limp on the floor and cry, you start to look up at the sky. Tears roll down your chubby cheeks, the salty taste falling onto your lips. You start to gasp for air but it's not easy. The stars start to fade away and your eyes roll to the back of your head. She must of hit you too hard.

DM: There's no other way. You begin blasting the room with buckshot, and don't stop shooting until you're sure everyone is dead. The room is covered in gore. You look at Jessica and kiss her blood soaked lips. There just wasn't enough time. You exit the class room. You hear police sirens and bullhorns screaming at you to give up. Most of the school has been evacuated at this point. Just you alone in the school and the cops waiting for you outside now.
Player: Let's finish it
DM: You reload all your weapons calmly and exit through the front door. "DROP YOUR FUCKING WEAPONS NOW!" you hear a cop shout. You immediately open fire on them. You barely get off a few rounds before they fill you with lead, dropping you. You fall to the ground, and breathe your last breath. Nobody ever really knows why you did the terrible things you did that dark day. The only clue is the note they found in your pocket saying: I feel nothing...

Player: Get help from a hall monitor.
DM: You ask a guy for help. He's wearing a bright yellow badge. You explain what's wrong, and where you need to go. He laughs and points into a big crowd. You don't see where he's pointing, but he disappears.

DM: On the horizon you sight a rocky knoll of an island jutting out of the sea. Running your telescope over the knoll you can see it contains no more vegetation than a few scattered trees but seems to have large numbers of birds roosting there. As you consider organizing a hunting party to go ashore you reflect on how grim and unappealing the island looks and though there is the possibility to kill some birds for food the journey will cost you a day.

DM: Julia is ready to go to school, and right now she is looking for everything she needs. She has all of her books and materials. She find a pen on the ground next to her bed. She already has one (unusable) but she is contemplating bringing another one. She always needs to have one pen on her.
Player: Go to school
DM: Julia leaves to get on the school bus, while her brother, and guardian John waves goodbye. At school, walking down the hall, she is stopped by her chemistry teacher, Mr. White. He asks her to enter the remedial class room on the far side of the school for a discussion. He asks her how she feels about the class so far in the semester. Julia responds that she is fine, and asks why they are in a classroom where nobody had walked in for years. His response: "You know Julia, you are a very pretty girl, and I haven't been married for 15 years..." Julia tuned out the rest of his speech. She knew what was going on and backed right up into the locker, scared for her life. Mr. White slowly advanced towards Julia with "Hungry Eyes". There is also an fire alarm next to Julia. Julia began to think about what she can do to get away from Mr. White. What should she do?
Player: Bang on Lockers

DM: Sailing on an empty stomach and with an unhappy crew your spirits lift sharply when reefs are sighted off to the west. If you are near a reef it is very possible you are near the Great Reef which means you are getting close to home. A second welcome sight is Captain Hale's ship the Merry Company which you encounter soon after sighting the reefs. Hale has become wedged solid on a reef and sailors are working hard to free their ship.As you steer the Adventurer up alongside the Merry Company Captain Hale comes out onto deck and waves you away. "Don't worry about me Captain Trapa," the young adventuress calls out cheerfully, her long red hair billowing in the breeze. "It serves me right for trying to be clever and sail through these shoals. You will want to hurry up and keep sailing on Cleo, we're getting near home! I saw Captain Cuthrew's Sea Ghost ahead of me a few days ago. He's the one to beat! I think I'm out of the running for winning now but you still have a chance!" Hale laughs. "Go on, Cleo, go! I'll see you again in Golden Sands!" You take Hale's advice and sail on towards home.

DM: Just about an hour from when you sat down, Roger comes into the living room."Rick, where's the fish?"You were asked to get the fish a couple of days ago, you got sidetracked. DUI arrested sidetracked, no one was injured or killed. Apart from you when you tripped over your own feet. That was a mistake you will never make again. Long story short, you never got the fish and roger didn't know about it until know. You were hoping to have fish for dinner, a nice smoked herring.
Player: "I didn't get it"
DM: He gets really aggravated and almost shouts."Well, then go to Chinatown and get some. I'm not gonna go into conversation about why you didn't get it so-"Just then, the news comes on.No new reports on the grim butcher, a serial killer who stalks the streets of Chinatown. Police are scowering the alleyways for any leads but so far nothing has come up. People are warned about this masked murderer. And-Roger turns off the tv."Don't think you can get off that easily."

Player: "Alright, alright I'm goin'."
DM: You, go get in your car, a 1980s Dodge Charger, to reduce the risk of Roger shouting at you. You turn on the car and drive. After a while you get curious about the news about that killer.
Player: enjoy a nice, quiet ride
DM: You decide to just enjoy the tranquility of the empty streets. Your so relaxed, you could almost fall asleep, but you know you won't be able to. You make it to the market place in record time. You find a parking spot quickly and make it to the gateway area by the alleyway.

Player: Well, open the doors, man!
DM: You enter the market square, it doesn't seem to be as populated as it was before. But don't be fooled, it's still very crowded, at least enough to blend in. The crowds noise makes it so you can barely hear anything. But as you go to wait in line for your herring, you hear a faint muffled scream, sounds like a woman's voice. It could be your imagination, you didn't get any sleep. But still...

DM: You turn on the radio, flipping through all the local news stations, but can't find anything else about the mysterious killer. You decide to listen to some radio music instead. 98.9, the drive, essential alternative rock. You have a nice relaxing ride all the way there. You find a parking spot quickly and arrive at the gateway to the market square.

Player: Check it out.
DM: You walk towards the noise, the screams become more desperate and you find a man holding a woman hostage. The woman seems young, late 20s and brown haired. She appeared to be scared, and the attacker has a big build. He is wearing a butcher uniform as well as a paper bag over his head. And he is holding a cleaver up to the woman's throat. Then, it hits you, this is the killer they were talking about. You are hidden behind a wall, unsure of what to do next.

Player: Leave for help
DM: You rush to find police, you see one and tell him about the situation. He understands and calls for backup.You are told to go home as police and S.W.A.T cars roll in. You comply and turn on the news, the killer escaped. The police do a city wide search, but can't find anything. You go home and turn on the news, looking as forensic investigators scower the streets for evidence. That night you were left to your thoughts.Could I have done anything?Could I have been faster?Is that woman dead because of me?You look closer, and see two fairly young children sobbing as police try to comfort them. You were left with this weight for the rest of your life. You've been to many psychologists, but none of them were any help. You soon sink into depression and almost die because of it. Roger notices and gets you the help you'll need. You may be okay now, but that doesn't mean you'll forget what you did.You'll never forget...

Player: Ignore it.
DM: You decide to just shake it off, besides, you don't wanna get knee deep in anything you can't handle. The screams seem to get more desperate sounding, breaking into a crying. You wait in line, it seems like forever. You chat up the person in front of you. A fairly large man, dirty in complexion, brown haired. He seems nice. After what seems like an eternity you arrive at the line. A young woman stands at the stall."What'll it be, sir?"You order the fish and pay the money and be on your way. You walk past the alleyway again. This time it's quiet, but once you look down it you get a sudden feeling of dread. Your body becomes cold, and you get a feeling of sudden distress... Again, you WERE watching alot of horror movies last night.(paranormal activity, cabin in the woods, things like that.). You were about to brush it off again, when you hear a faint whispering coming from that direction.

Player: Follow the sound
DM: You follow the sound, it gets more disturbing as you get closer. You immediately begin to regret this decision. As you walk closer you begin to smell something, something you can't quite put your finger on. It's smells like old cheese, mixed with iron. As you get closer, the smell intesifies. The smell of iron gets stronger, then you see it.It's not iron, it's blood. There's a mangled corpse on the ground. It's a woman, late 20s, long brown hair. Her head is hanging by a thread, surrounded by a pool of blood. Your detective instincts immediately kick in, and you look at the wound. Hmm.Just then, you hear hissing and look up just in time to see a pure black cat with the yellowest eyes standing on a trash can at the turn. He seems pissed at something, hissing and spitting at the other end of the turn.

Player: Try to attack killer
DM: With sheer adrenaline, you jump out of cover and scan the ground for a weapon. The killer gets ready to strike, you need to act fast
Player: Glass bottle
DM: In one swift motion, you grab the bottle and smash it across the killers jaw line. The bottle smashes into a million pieces, and the attacker is down, but not for long. You quickly get the woman to her feet and get the hell out of the alleyway. Once your safe, she seems like she's about to speak.

DM: Again, you brush it off and go home. You take the quickest route home. Roger seems rather pleased with you bringing the fish. He cooks it and you have dinner. He asks how it went, you say it was boring. When you both finished you help clean the table. Work calls in and says that they've got an assignment for you two when you come in next week. Until then, as you lounge onto the couch, you watch the news. To your shocking discovery, you watch in surprise as they pull a mutilated corpse out of the alley. The alley you walked past in the Chinatown market square. You both watch in horror as two children cry and police try to comfort them. Another victim to the Grim Butcher, a young woman. That's what the noise was, Rog leaves and you are left to your thoughts.What could you have done? What could anyone have done? This guy's been on the run from police, evading every single capture attempt, and there he goes again. But this time he was right under YOUR nose.Things go to hell after that. In fact, your agency has actually declared him a national threat. The body count rises, all because of that one incident. Finally, your agency sent you and Roger to hunt him down. You try many times to corner him, with no prevail.He is never caught, things get so bad that your both relocated in fear of you being a target...

DM: She was stunning. "They're all staring." Sophia's arm was wrapped so tightly around my neck that at times, it was a bit hard to breathe.But maybe that was because of how close she was and how easily she could take your breath away."They're jealous." I whispered back, trying to keep a silly grin off of my face. It was probably failing miserably, despite my best efforts."I feel like I'm surrounded." She sighed softly. "Do you think they'll stop looking if we start dancing?""Oh, that'll be even worse." I laugh "One of us have two left feet."She gently whacked my shoulder."I didn't say it was you!"
Player: That odd dream

Player: Chapter 2 - The Metal Realm
DM: You fall on your head, and sink into a thick what feels like sand, excepting the fact that you can feel it move. As you dig your way out, the sand seems to flow around and even below you, propping you up and lifting you out of the mound you fell in face-first.As you get up, you see a dead world. If there is life here, you can not recognise it, unless it´s hidden in the shifting sands. You assume that there was life here once, but those times are in the past. To the west you can see a desert of gritty sand, flowing in a non-present breeze, and to the east a vast field of shattered glass. It looks to you like the aftermath of a gigantic explosion, turning lush fields into glassed shards. In front of you lie the ruins of a once-great city. The spires that must have formed a metropolis of extraordinary beauty lie toppeled, their life fled, their infrastructure compromised.Finally, behind you is a immense wall, formed of corrugated iron, that frames the Door you came through. You cannot see an end, neither to the west nor to the east, and the wall does not even seem to have a limit at it´s top; no, it flows over the realm in a great arc, forming a ceiling. Above the center of the ruined city, miles above it, embedded in the ceiling, you can see a light source glowing softly, illuminating the realm.
Player: Explore the ruined city

Player: Metal pipe
DM: You quickly pick up the pipe and charge head on. You swing swiftly, bashing his jawline, you hear a loud crack. He barely flinches, your thinking about how the hell he took that so casually? You see him raise his arm for a brutal attack. The woman is in the line of attack, you need to think quick. You ready your weapon as he ready's his.

DM: You approach the cat, he's probably one of the most handsome cats you've ever met. He has a think black fur coat and his ears perk up as you get closer. His eyes are still fixated on something at the end of the alleyway.
Player: Go to pet cat.
DM: You reach out to pet the cat. He sees you and aggressively claws your hand. You obtain a nasty gash on your thumb. It begins to sting, and he hisses at you. Then he looks back and you hear a shuffling. As you look you see a man, he has a heavy build. He is wearing a bloody apron and a butcher uniform. He is also wearing a paper bag on his head and holding a gory cleaver, still dripping blood. As your wound stings more, you get a sudden realization. This is the man they talk about, this is... The Grim Butcher.
Player: Oh shit
DM: The killer approaches you, menacingly. The fact that you can't see his expressionless face makes it all the more terrifying. He grips his meat cleaver tightly. The cat leaps off the trash cans and books it.
Player: Attack him.
DM: You choose to stand your ground against him. The cat glances back, sees you, and seems to roll his eyes at you. As he gets closer, you realize that he is much bigger than you, and you quickly regret your decision. As the killer gets closer, the cat jumps out at him, clawing and hissing at him. You realize that this cat just saved your life. And as the killer falls the cat jumps off and looks at you. As if asking what you want to do with him. You notice that his weapon is right at his feet...

DM: There's nothing to do but run!You sprint for freedom, but the Trapper is faster then you.With blinding speed, it wraps one vine around your top half, and another vine around your bottom half.And then, with a sickening wrench, it rips you in two.

DM: Lying on the ground, covered in blood, you drag yourself forward again. You struggle not to scream in pain. You hear a shout, and you sigh."Who goes there?" A Man yells."GO FUCK YOUR MOTHER IN THE ASS!" You scream back."You are under arrest, by order of King Alexander!" "I'm on your side, you brain-dead son of the cheapest hooker in the land!"You continue screaming insults while the man calls for reinforcements to take you back to base.
DM: Over the next few weeks, you heal. You learn Captain Darruk, Karn and a few others managed to survive and escape the massacre, as they were venturing to the Fort to request reinforcements to advance. You also manage to get renamed. No longer are you Mazkil Boarsbane. Now, you're Mazkil the Undying. A fitting name, given what you went through. Three weeks later, you're healed, rearmed and ready to wage war on the Elves once more.
Player: Wage War
DM: "Charge! Any Orc who doesn't come home adorned with skulls is no Orc!" Captain Darruk roars.Human Archers appear on the ridge, firing down into the valley and wiping out enough Elven Calvary Units to prevent them from charging again. You charge forward, battering an Elf with your shield until he lies bruised and broken beneath you. You swing your blade, lopping off an arm before grabbing a passing Elf and yanking him from his horse and throwing him to the ground where you stomp his throat in. An Arrow slams into a chink into your armor, burying itself into your shoulder.

Player: Let her speak
DM: "Oh, God. I don't know if I would've made it out alive if you hadn't shown up."You explain how you couldn't let a innocent woman die.Then, without warning, she leaps at you and tackles you with one of the tightest hugs you've ever received, almost to the point of choking. She tears up..."Oh, thank you."
Player: "Alright then"

Player: Disarm strike
DM: You try to hit his weapon, you swing, full force and miss. He looks down at you, you have eye contact for about five seconds. Five seconds before he brings down his arm and cleaves your left shoulder. Your left grasping what's remaining of your shoulder. It feels like someone just amputated it, he strikes again. This time, in the neck, you die soon after.

DM: You spot a mysterious figure, you squint and you see it. He has a heavy build. He is wearing a bloody apron along with a butcher uniform. He is also wearing a paper bag on his head and holding a gory cleaver, still dripping blood. As the cat becomes more distressed, you realize, this is the man they've been talking about, this is... The Grim Butcher.
Player: RUN!
DM: You break into full sprint, adrenaline pulsing through your veins, following the cat through the alley. Even though your running as fast as you can, the killer seems to catch up to you. This is all starting to feel like a nightmare. You trip over the corpse you discovered earlier. The cat glances back and sees you. As the killer gets close the cat leaps at him, claws out. He slices into his face, raking off the paper bag. He screams as the cat puts centimeter deep gashes into his face. He saved you, but why?
Player: Make a break for it.
DM: You make it out of the alleyway and start screaming about the killer. The police hear you and call for backup."We have possible contact with target, I repeat we may have found the killer!"Within minutes, the whole Chinatown square was evacuated and S.W.A.T teams rush into the crime scene. You were forced to go home, they said they will call you in for questioning. You look on the news, they say the killer escaped. Roger, hears about the incident."Shit, never thought you'd be running from serial killers."You explained the situation and how you were in a weakened state and he understands. Hours go by and you start to feel guilty about leaving the cats fate with the killer. What if he died? He saved your life.You go back a day later to ask about if there was a cat at the crime scene."Uh, there was no cat sir."You get a wave of relief, as long as the cat is safe, you can live in peace.Days go by and you never hear from the killer or the cat again...

DM: You throw the doors open and charge into the Hall. Emilie sits there, eyes closed and cross legged. There is a Cauldron full of a strange mist, and she is surrounded by strange items that all look heavily damaged. A locket, a ring, a diary, a burned Tiara, a snake's fang, a goblet and a locket of jet-black hair.Emilie opens her eyes, then gasps."No!" She cries, "You can't interrupt me, you don't understand, I'm trying to help you all!""Don't listen to her lies!" Hisses Selwyn, "All we need to do is take away those filthy objects, and the ritual will not stopped! We will stop the Dark Lord's return for good!"Two Slytherin students with two different goals. What do you do?
Player: Hear Emilie out
DM: "Thank you," says Emilie, shaken. Selwyn looks aghast, and James doesn't know what to think."You've all been having strange dreams, haven't you?" she says, "I know what they are; when Voldemort was destroyed, his soul was split into eight pieces. Each piece became an infant, with no memory or knowledge of what Voldemort had done, and each infant is being tormented forever, in the afterlife. My parents work at the Department of Mysteries, in the Veil's room, and they have found this truth out from there. The torment these souls feel is so profound that everyone attuned to magic can pick up on this, in their dreams. It will never end, until these infants are freed from their pain.So what I have done is found a way to temporarily reconnect the echoes of Voldemort's soul. For a few minutes, here on the site of his death, I can bring his spectre back. He'll be harmless, but if he can somehow be convinced to find peace, these dreams will stop...""Don't be absurd!" shrieks Selwyn, "He will never be able to find peace and he should never be able to find peace! Don't you know what he's done?! His soul ought to be locked away in pain forever! A few stupid dreams are worth that price!"
Player: Allow Emilie to complete the ritual and summon Voldemort

DM: Just about then, you see two little kids, a boy and a girl. The boy is skinny and blond haired, the girl has black hair."Mommy!"The woman looks over with relief."Ross! Samantha!"They all embrace, it comes to mind that these are her kids. She's a parent and you just saved her and her children. You converse about what happened, she says that she was just calling work saying she won't be in due to complications. She explains that she's been in a rough patch lately, since she's been losing relatives to disease. She was the youngest of her family, the youngest of youngest. When her sisters were going to collage, she was just starting kindergarten. You two become good friends and she introduces you to her kids, Ross and Samantha. Then the man approached her and grabbed her. Then you came in.As she talks, you can tell what she's trying to get at."You know, I'm single. i just got divorced."You say you might see her around someday."I never got your name..."You say it's Rick, she says she's Teresa. You eventually steer the conversation towards going to the police, she agrees and you do just that. The one police man by the opposite alley understands once you tell him and he calls backup. You are both taken to the police station for questioning, since no one has ever survived an encounter with the Butcher. After that, you don't see each other for a whileDays pass, then weeks, then months. One day, on early October, you hear knocking on your door. You open it to see Teresa, standing there smiling. You two become good friends, and eventually get married.It's easy to make an impression on someone, it's what kind of impression you want to make that's complicated.

DM: With a stuttering sigh and a few seconds she speaks."Yeah. Yeah, I think so."You try to comfort her with an arm around her shoulder. She then proceeds to tackle you, almost choking you with one of the tightest hugs you've ever received. She almost tears up..."Oh, thank you."

DM: You pick her up with a car. (Suddenly 16) She got in. "Hey. Ready?" You nod. "Yes, I'm so happy we got time to do this in so much distance." you smile. "I know right?! It's crazy!" she jumps up nd holds you. The smell of her hair compels you, mesmerizing you. You drive off. "So, how's your life?" you ask. "It was horrible. My crush is sort of dating another girl." she sighed. "Her crush is a done deal?" you think. It saddens you, but for some reason, you're happy....
Player: Shrug.
DM: "Eh. It'll get beter. He was an asshole, anyways." you shrug. "What? How could you be so mean?" she cried and left the car, not realizing you were still driving. She was hit by the car. You wiped the bloodstain off the car, but not off your psyche. Natasha finds out about the friend date and she killed herself. Congrats. Welcome to the asylum. Prepare for your first brainwashing. The Love Triangle was broken. You lose, psycho.

Player: Slay the dragon!
DM: As though you'd e'er allow that beastTo tell you what to do!You know you can't give up just yet.This time you'll run it through.You stretch your shoulders, flex your wrists,Undaunted in your sleight,And raise the sword up high once more,And swing with all your might.You strike a scale so hard it cracks,Your show of power apt.But something's also gone awry.The chains, it seems they've snapped.The dragon then extends its arms,Its hind legs, and its flanks.It heaves a long and heavy groanAnd, huskily, says, "thanks."It flashes you a toothy grinOf cocky, pompous mirth,And as it stands and spreads its wings,Its chains whip to the earth.It spews a prideful bout of flame,So glad to be unbound,And leaps up through its trail of smoke,And hovers o'er the ground.
DM: It turns out dueling dragons whenThey're airborne isn't fun.You take the path most logicalAnd turn around and run.The dragon's laughter booms behind,But you don't really care.Whatever jeers it throws your way,You remain unaware.You run 'til you can run no more,The beast now out of view,And breathe exhaustion and relief.It isn't after you.You wipe the sweat from off your brow,Not feeling quite your best,And pick yourself up off the groundAnd bumble onward west.The villagers might not be pleasedWhen lastly you arrive...At least it didn't follow you!At least you're still alive!

DM: You drive over to Michelle's school and meet with Marcella Silva, the teacher who oversaw Michelle's detention. She looks devastated by what has happened."Michelle was in detention for fighting with another girl at lunchtime," Mrs Silva tells you. "Michelle is normally a good girl and I don't think the fight today was her fault. Just before leaving she told me it was her birthday tomorrow... is her birthday tomorrow... and that she just got her best ever scorecard from her class teacher to show her mother. She left with three other children to walk home. The other students said Michelle told them she needed to go to the Fairview Shopping Centre to pick up her mother's purse. It was only five minutes-walk to the mall from where she separated from her classmates. The other children didn't realize there was any danger in it..."Mrs Silva breaks down into tears. "What are things coming to when children are not even safe to walk on the streets alone?" You don't know what to say but muttering thanks for her help you and Richards quickly leave the school.
Player: Join the search for Michelle
DM: Though you hope for the best you know in your heart that this search will not end well.All night, all the next day and into the day after that hundreds of police officers and volunteers comb the state searching for Michelle. Her body is found on the morning of the second day, fully clothed and lying face-down at the bottom of a ditch next to a rural road leading towards the village of Macedon. You arrive on the scene within the hour and enter the police cordon. Michelle is laying where she was found, strangle marks on her neck and the traces of dried tears still visible upon her face.

Player: Kill him with his own weapon.
DM: You walk over and pick up the cleaver, you hold it over his neck and take off his paper bag.You slit his throat and the pool of blood forms around his neck and your feet. The police was walking in the alley for a smoke break when he notices you with the two dead bodies. He quickly pulls out his gun and you desperately try to explain the conversation."So you were protecting the cat, huh? What cat?"The cat disappeared, and the policeman becomes skeptical. Forensics later confirm that you were not the killer, but the cop still gives you a dirty look. You are recognized for your actions in bringing down one of the most notorious killers in the country. You are, a hero...You really don't feel like a hero. That woman is still dead. You look on the news as two children cry over the death. Now you feel even worse. Months go by and nothing happens. Then you see something at your door step. You open the door to find the cat, sitting politely there with what seems to be like a collar in his mouth. He wants to live with you, you allow this and you both become very close. He doesn't seem to like visitors and he still attacks you if you pick him up, but he has respect for you, as you with him.You live a good life as good friends, surrounded by people you love. This cat... There's something special about him... But you don't know what...

Player: Grab the cat
DM: As he falls to the ground you grab the cat for him before the killer can do any harm upon him. As you get away, you rush to the nearest police officer, by a stall at the other side of the market square. You rush to him, looking panicked. He gets curious, you tell him about what just happened. He understands and calls backup."We have possible contact with killer, I repeat, we may have found the killer!" Within minutes, the whole Chinatown square was evacuated and S.W.A.T teams rush into the crime scene. You were forced to go home, they said they will call you in for questioning. You look on the news, they say the killer escaped. Roger, hears about the incident."Shit, never thought you'd be running from serial killers."You explained the situation and how you were in a weakened state and he understands. He sees the cat, and gets surprised. You explain how the cat saved your life."There is definitely somethin' special about that cat."Days go by and one day, when you were hanging outside with who you now call Zeke. A woman was walking by when,"Wait, I know that cat. Yes..."A woman walked by and saw you on the porch with the cat. You look at the cat, he looks back and has that unimpressed look that some cats have."That cat usually wants to be alone, how did you get him to like you? He usually attacks anyone who will even try to get close."You explain the hardship you've been through with him. The cat nudges your hand with his head, he's purring. "Well, I guess that'll make anyone grow a relationship with anyone."Yeah... I guess so...

Player: Order Dominos
DM: Scene 4You order from dominos, you and your brother go look for some money around the house. Aria eyes your brother with every step he takes and that just gets you even more angry, so you trip him and he hits his head on the counter. He didn't get knocked out but his head was bleeding. Aria rushed to your brother's aid and cradled his head. She told you to go upstairs and get the first-aid kit while she keeps an eye on your brother. You walk up the stairs and into the bathroom, and as you're reaching in the cabinet you see a burglar through the mirror.

DM: "Achilles, we need to start planning the "Campaign of Victory".""The what?""We've discussed this, remember? The Campaign of Victory, where you make shitty feel-good speeches to raise morale and praise the soldiers for their efforts in the war? Giving medals and kissing babies?""Oh, yeah. What needs to be planned?"Whether you'll be visiting the Alliance planets. On one hand, if you don't go you'll be pissing off the Alliance grunts. If you do, you'll be complimenting the Alliance soldiers we fought against and pissing off our men. Well, the Old Coalition's men. Then again, you'll be the one who has to pin the medals on the blue-skins and the metal geeks and the horny, horny Antimites. Then again, I have a level of respect for the horny, horny Antimites. Had sex with one before I got married. Do you know where Antimite genitals are? In the mouth. behind the tongue. I remember finding that out. So there we were, naked as can be, when...""Cabana, do you remember the massive army that's preparing to wipe us out and destroy our very way of life?""Yeah, of course.""So why the hell are you talking about the weird, xenos sex?""Alright, lighten up, Achilles. So, will you visit the Alliance planets?"
DM: "Sure thing. We'll start with those ones, get them out of the way. Then we'll make our way through the Garavan Tribes, and finally back to our homeworlds. We'll visit every alien race, except the race of my loving father.""Your father?""My dad was very unloving. He never took me fishing, he never taught me how to ride my bike, he never paid a dime in child support...""Your dad was a parasite.""Well, yeah, but that doesn't invalidate my complaints. Let's get your speeches ready."

DM: Pizer grins. "I polish boots for a living and I wear a leather apron so my day clothes don't get dirty. Sometimes I cut the leather off boots or cut laces to trim them to size which is why I always carry a knife."He begins talking enthusiastically about shoe-fitting until you stop him.
Player: Ask him if it is true that he beats up prostitutes
DM: "Of course I don't beat up prostitutes," Pizer protests. "Those are lies spread about me because I'm a Polish Jew. Sure, I've slapped a couple of girls around every now and then, if they are going to sell themselves I want to get what I pay for or I want my money back. But I've never met this Chapman woman."You look at him with disgust.
Player: End the interview
DM: You stop the interview and leave Pizer's cell to talk to Abberline."Well," the Inspector asks. "Is he our man?"

Player: Enter the door labelled AUTHORS FANTASIES
DM: Entering this room you find yourself in a strange place where the author's problems spills into his work just like an overpriced coca cola brought from an overcrowded Super Lotte supermarket that has been fizzed up by a useless check out girl and has now just exploded over a good pair of jeans... Four more doors lead from this room, again all labelled, and behind these rooms lurks more dark and some outright disturbing writing. Advance at your peril!What do you do?
Player: Enter the door labelled LOVE FANTASIES
DM: Beautiful High School Cheerleader Kylie Parkinson surveyed the quiet youth writing away in the corner. At last she could see recognise the beautiful within that only his mother and Uncle Herman had appreciated before now. She could see past his obesity, his pathological fear of spiders, his nasal whine and his unfortunate body lice affliction and see that unlike that dickhead jock Keith Bratton, who was surely over-compensating for something with all those muscles, that Winston Mulhaney was really the one that she wanted to marry and never ever leave, especially when she reads these words...
Player: The desperation of the author writing these words compels you to flee this room immediately.

DM: You wake with a start, relieved to have escaped finally from the world of Bad Writing. But are you out yet? No you are not because the worst thing that can happen in the World of Bad Writing is just about to happen! An anvil falls on your head for no particular reason and you die.What do you do now?
Player: Go back and explore the world of bad writing
Player: Enter the door labelled BAD WRITING
DM: Going through this door you find yourself in a sort of, you-know place where there's a bunch of stuff and whatnot. Ambivalence, indifference and outright bad writing radiates like a radiator. Punctuation drifts... randomly and words - words are not in places what they ought to be!?!?! Writing is too brief. Sentences too short. Grammar bad. But you know this room is alright because I said so and I don't want you to criticise me or my grammatical grammar ok please? There are four doors with writing on.What do you do?
Player: Enter the door labelled I WILL GUIDE YOU

Player: Enter the door labelled SEXUAL INTERCOURSE
DM: You guide your good lady to the bed and help her sit down. You ask if she is willing to copulate and she accepts. You remove your clothing, starting with your socks and then working your way up to your trousers. She does likewise, requiring some assistance with the zip at the back of her dress. You kiss her on the forehead and she does the same thing to you. While she lies on the bed and switches her phone's volume setting from Loud to Quiet you go and brush your teeth. Confirming that she is agreeable to you penetrating her you do so.
Player: The descriptions of sexuality that this author uses are a bit troubling in a serial killer sort of way so you leave this room.
Player: Enter the door labelled THE MEANING OF LIFE

Player: Enter the door labelled EXTREMIST VIEWS

DM: Entering this room you find ill-defined shapes and silhouettes flitting all around you, like a soldier who has had some terrible experiences on the battlefields of World War 2 and to make a long story short used it to become a croquet champion or like Mr Cliché Stereotype, the gay French hairdresser who calls everyone "she" and clicks his fingers every now and then. Behind the four doors before you these and more ill-defined and uninteresting characters wait to make your acquaintance.What do you do?
Player: Enter the door labelled MEET THE CLONES
DM: You were born in the village of Craigbush on the edge of Gallows Wood. You came from a large family, in your little cottage you lived with your mum and dad and your brothers Fee, Fi and Fo together with your sister Thumb. You were all crazy kids and had lots of adventures together with your cousins Stan and Trevor. Oh the memorable things you can remember all your family members saying! But then yesterday you left Craigbush and never saw any of them again.
Player: Leaving these pointless characters behind you return to the Characters room.

Player: Enter the door labelled PUNCTUATION PROBLEMS
DM: "OH MY GOD" cried Joselyn "IS THAT A HADDOCK?" Ray chuckled, he knew he had got her surprised! "It sure is" he declared happily. "The LAST haddock in the North Sea." "Ray, I LOVE YOU" Joselyn exclaimed. "This is the best day of my life ever!?!?!?!" The pair hugged, the fish bringing them together in an explosion of love and... But UH OH - WHAT WAS THAT?!?!? Above them a giant Cod cast it's mighty shadow.
Player: TIME TO GO!
Player: Enter the door labelled WRITING IS TOO BRIEF

Player: Enter the door labelled AUTHOR IS THE MAIN CHARACTER
DM: Barney Barnabus, a dashing man who did not look any of his fifty-four years sat looking the epitome of cool at his café table, watching the beautiful teenage waitresses circulate among the patrons. He knew they instinctively responded to a man's lack of hair and beer gut as a sign of maturity and respected him all the more for continuing to wear sports gear and shades. Some were so alarmed and confused by the feelings of sexual arousal his mere appearance inspired in them that they'd had to walk away... well he understood. That was why he had managed to maintain his singleness since his wife had divorced him to marry a transsexual devil-worshipper fifteen years before. He was sensitive too, if Barney told these girls he was an author as well... he didn't want to be responsible for inspiring that kind of abandonment in these young ladies...

DM: On her way to the fashionable discotheque to see the popular group of anarchist singers called Disrespect your Elders young Edith wore both a skirt and a low-trimmed dress through which you could see her brassiere. Ignoring the bikers and other white trash who congregated in these places of sin she approached the dance venue. A black man was guarding the doors but Edith was not intimidated as you, me or any other law-abiding member of the First New Faith Church of Oldsville might be, she shamelessly ordered him to step aside and he did so.
Player: Feeling yourself getting physically older the more you read you leave this room.

DM: Once upon a time at Number Ten Trivet Drive there lived a family called the Purnsleys. The Purnsleys with their son Rudley were a very plain boring family who didn't believe in magic or witchcraft and did believe in business. Unfortunately for them Rudley had a cousin named Daniel Radcliffe who had a few special friends, the pretty girl who is now in pantomimes and the funny ginger one, who would upset their world so much someone should make a film or eight about it...
Player: Feeling that you might have heard this before you leave this room.

DM: Life is everything and everything is life. You thought you were going to play a simple story game but oh no, no, no. Everything is repetition, even those sentences there and as that well known song goes "the circle of life, it moves us all." Such is the thoughts of your character (but is it your character or merely your current identity) Professor Woodward Johnson, Harvard University Lecturer and Tiddlywinks Champion for the East Coast. But how is that relevant? Let me tell you...
Player: This story-game makes you want to leave now (why, is it a mere preference or biological need?) so you do so.
Player: Enter the door labelled PLAGIARISM

Player: Enter the door labelled PLOT
Player: Enter the door labelled SPECIALIST INTEREST
DM: You are a bilingual Californian fox called Tony from the Tony and You series first published by an anonymous source in the San Jose area in 1935. Doubtless you are familiar with it so skipping straight into the story you and your telepathic friend Andy the Sioux Indian are roaming the mountains with your fellow Fighters of the Green Order when you a radio magnetic wave interrupts the frequency on your head-set. "Oh no, the Knights of the Yellow Stone" cries Andy.

DM: The two aliens sat down to dinner to discuss the fate of the earth. Alien Zorb savoured the delicious krago-turtle eggs, their mothers having to migrate for twelve years to the south seas before returning to the shores of Algeria to lay these perfectly-rounded soft-shelled delicacies. Alien Zack ordered half a roasted ow, a cross between an ox and a cow that arouse out of a genetic breeding program on Mars which ironically enough had first been started to solve that planets lack of edible provisions. As they suckled their food the two aliens locked eyes, which glowed red usually but turned blue between the summer and winter months. "What were we talking about?" one mused to the other.
Player: You leave this room as fast as you can before the story gets any longer.

Player: Listen to your mother and leave

DM: The professor looks at you with beady eyes. "Are you ready to go back in time young man?" You take a deep breath and nod. The professor smiles. "Ok, remember what you need to do is go back to the Black Dahlia's murder scene and warn the Commissioner not to trust Mayor Baxter. Then tell Baxter that the Communists are really manipulating the evidence through their corrupt satellites which have infiltrated the Columbine Crime Family. At the same time I will reprogram the calibration details on your wristwatch, which you must hide at all times, to 5.0248576, the password you'll remember I gave you back in 1962, or seven years ahead of the past you are now going back to. Don't forget that..."
Player: Just get out while you can before this author trivialises opening the door.

Player: Not having a few days to spare learning all of this story you leave.
Player: Enter the door labelled MAKING IT TRICKY

DM: The soldier swallowed another shot of whisky and fixed his red-rimmed eyes on the time travellers. "You don't know what it was like on Craggy Island... when the drums beat at night and you could hear the cries in the jungle well... let's just say I'm glad to be back on Vector 12.""Never mind that now Sergeant Thompson" the chief time traveller said impatiently. "I just want to know, can we borrow your welding torch? The bumper on our phone box has fallen off again."
Player: Escaping these poorly explained people you return back to the Character room.

Player: Enter the door labelled STEREOTYPES
DM: The young lover stood below the balcony waiting for his true lover to emerge into sight. When she did she gave a gasp of pleasure. "Oh Romulus, fancy seeing you here... again" cried Julietta with delight. "My heart's true first love, I have come to do something that no man has ever done before, to profess my undying love to you in... wait for it... the form of a song!" Julietta sighed, tears running down her pale cheeks. "Oh Romulus, this is so wonderful. I sure hope nothing happens that might disturb out happiness like some pointless mafia-like vendetta between our two families." "Oh, what an imagination you have my love" Romulus said with a chuckle.

DM: The zombies pressed closer and closer as John Smith stood with his back to the wall and nothing but a small swiss army blade clutched in his hands. Fortunately, previously unknown to the readers of this story, he had spent his formative years as a circus performer specialising in five-finger fillet, knife throwing tricks and other performances that come in real handy in a situation like this. The three inches of steel whizzed through the air and in thirty seconds 472 decapitated zombies lay on the carpet of his living room.
Player: Afraid of what other previously unmentioned skills this character might possess you quickly leave.

Player: With a strong sense of dÃ©jÃ vu you return to the Characters room.

Player: Enter the door labelled PORTRAYING EXS
DM: Marie-Anne, also known as THE BITCH OF BROOKLYN, shed fake tears as she pretended to care about the hero Daniel Robinson, the chic and soon-to-be very successful novelist. He knew the truth about her though, she had forgotten to pick up the dry cleaning one too many times and brought him an Indian takeaway for dinner when she deliberately knew he had requested Chinese. This was it, he'd had it with her foul and manipulative ways, he had no intention of staying with her now. If only there was some way of telling the world at large what she was like!

DM: "This is an amazing story" declared the talented author told his audience. "You might not like bits of it but please don't say anything bad." He then told a hilarious joke which is too long to be set down here but take my word for it, it was great. "That was just a warm-up" the author declared eloquently, a gleam of wisdom in their eyes. "Now you will get to hear the main feature you lucky person and don't worry I'll tell you every last word." His audience listened with baited breath, well aware they were about to hear something good.
Player: Forming your own opinion you leave this room.
DM: Matt shot a man and the man fell dead. Matt ran to a car and drove to his house. There he hid the gun and got his passport. He drove to France and brought a house in Paris. He got a girlfriend there and after a while they got married. He was worried people would learn about his past but they did not. Matt and his wife had some sex and his wife had some babies, maybe two or three. They did not adopt. After a while Matt wrote his autobiography which took him about two minutes.

DM: "This is a story you'll want to hear." "That's true gentle reader, it's a good one." "Like Greg said it's true, it's great." "I'm not Greg, I'm George." "No I'm George, you're Marty. Greg was the first speaker." "No, Marty and George are the same person who also answers to the name of Brad." "Just imagine if we'd identified the speakers of our dialogue and put each new piece of speech on a new line we wouldn't have this problem in the first place."
Player: It is true...

Player: This room is so short and small before you know if you have already left.

Player: Wake Up and leave the Land of Bad Writing

DM: "Seth... you may NOT flop!" says Macky sternly.Inside the car, Seth does not flop. Macky is satisfied.Until a giant can of seal food crushes the front of the car."Hey!" says Macky. "Aww, bad seal! Now we have to go on foot! All right, I shoud've let you flop. My bad. Now, we have to go all the way back home just to get in the other car, then drive all the way back out here to the brain therapist, so I can show him to you!"Now, Macky, holding Seth, starts...
Player: ...trekking for home
DM: Macky and Seth head home. On the way, Seth flops. Macky doesn't want him to, because every time Seth flops, the tank gets heavier, but he agreed with himself that it was better than getting crushed by a giant seal food can.Finally, Macky reaches home and says, "Seth...
Player: ...you can flop all you want!"
DM: So Seth flops around all the way to the B.T. (brain therapist).Every ten minutes, the water disappears!So then Macky enters the B.T. office. Seth continues to flop. As soon as they walk in to the office, the water empties. Macky shows the B.T. Seth."He's pretty cute," says the B.T."Thanks," says Macky. "By the way, what was your name again?""Craig Tenor," says the B.T., "but you can call me Craig or Mr. T.""Okay, Mr. T, want me to take him out? He's really friendly.""Okay," says Mr. T.So, forgetting Seth's flopping problem, Macky...

DM: The Nazi soldier cried as he insisted the dying Jewess eat the last of his already-reduced rations. All around him his companions donated rations, money and pints of blood to those suffering in Auschwitz n a desperate attempt to save as many lives as possible. What made this soldier angriest was not the suffering sickness was causing to the Jewish inhabitants they were trying to protect but the way his men's sacrifices were being ignored in the American and British press who had transformed a few hundred unavoidable deaths into millions of deliberately pre-planned murders!One day he swore the truth would be known. One day men would tell these Holocaust-inventors the truth, even if they were branded ignorant racists and surely one day Herr Hitler would be recognised not as the criminal he'd been so cruelly portrayed as but as a kind and humane man...

Player: Feeling mildly nauseous you leave this room as well.

Player: This room makes you want to leave and take Marie-Anne with you.

Player: Enter the door labelled BEHIND THE TIMES

Player: Enter the door labelled RANDOMLY SKILLED

DM: Welcome to Conquest, before you start playing do you have any questions about any of this randomness thats about to happen, would you like any history on anything, or are you just damn ready to play?---(Note: This is my first game, if you think it sucks, at least tell me why, I like constructive criticism, not people telling me my game sucks for no reason on a computer. Thank you.)(Also, tell me if there are any grammar-related mistakes in here, or a missing letter or word or even an entire page, poof, gone, I would really appreciate that. Thanks again.)(Also, if you find a page that is completly blank called 'Feign', Congrats, thats an easter egg that if you find and comment on it, and the page location, you win! Not really but thanks!)---
Player: I want to play!
DM: You wake up in your small room, the smell of cigar smoke and bacon in the air. You enter the kitchen to see your father cooking breakfast."Can I have something?" You ask."Over my dead body, you think I care 'bout you? Go get somethin'," Your father rambles. You decide he has a point, and you go outside to get some fresh air and think of where you can go. You think you could go get something, or just go and get a job.
Player: Get something to eat
DM: You start walking through the cracked sidewalk to look for something to eat, and you see a street fight going on. You think you may get involved with a small pocket knife you always carry, or you could just ignore it.
Player: Join the fight
DM: You get into the fight and start stabbing the two fighters with your pocket knife, one punches you in the face and breaks your nose, but you manage to jab him in the neck with your knife and he dies quickly. The other man stares at you in awe and starts looting the dead man quickly, while you stab him too and take what they both have. Just some old cigars and something you find interesting, a crystal orb. You decide to head home.

DM: On what?
Player: Back to the Intro

DM: You go home to your father who stares at the crystal you took home. "Where the hell did you get that?"He asks in awe."I found it in a dead person's pocket, it seems valuable..." You say."Did you kill the person?""Err...yes..." You studder.Your father goes balistic, not in anger, but in...joy? You stare at your dancing father as he hugs you and pats you on the head. "Good job!" He says. You are unable to comprehend what just happened, but you embrace the happiness anyways. Your father celebrates the crystal and calls in a few of his friends. You wonder about this as well, your father isn't too much of a socialite.The men rejoyce and tell you to give your father the crystal. You shrug and give the crystal to him as he grins. His eyes begin to glow as something disgusting occurs, his skin falls off of his body, revealing a shadowy demon form with large wings and horns. "Finally I AM FREE!" Your father yells.You stare at his new form as he clasps the crystal tightly in his clawed hands and flys away, making a giant hole in the ceiling you're going to have to clean up.Your fathers friends quickly glance at you and grab rope and duct tape. You are forced into a corner as they prepare to kidnap you. You...
Player: Grab your pocket knife and attack the men

DM: You begin searching for a job to get money and start your life. As you search you find yourself staring at a discarded purple gem with a small chunk taken out. A Necromantress looks you in the eye and takes the gem. She summons a large undead and it kills you. "Thats what you get for eyeing my brother's soul g...." Is all you hear before you die.
Player: Try Again?

DM: Nul is a shadow land where the darkest of creatures live in. There was a Great War that once plagued the land when it was once worth something, now its like the giant version of a New York allyway, nothing but trouble. The Kingdom of Cretch is also housed in these lands, Cretch is a dark and evil king who made Nul what it is today, a giant pool of hell.
Player: I want to learn more!
Player: The Land of Nul

DM: Your mother was a rising Necromancer, who died in the Shayr (Proununced Shay-Eer) War, and never really gave a shit about you in the first place. Your father hates you too. He was the (The page you're reading this off of is half-burnt and you cannot read the rest.)
Player: Your Parents

DM: You are the current 'Street Rat' of Nul. The kind of person who would be hanging out in bars getting drunk beyond all reason and unable to pay. You are in a school of Black Magic, forced by your father, and thats the only thing you can really pay for. You have no money, no job, no home (You're 17 and living with your father still...wow.) and all you really have is a small crystal necklace that you haven't managed to pawn off of yet and a Necromancer's spell book.

DM: You ignore the fighting and go off to find food. You stumble upon a large building with skeletal guards, probably raised by Necromancers. You go through your small book to find the same spell to control skeletal minions, and thoughts go through your mind to go into that building. Do you...
Player: Attack the undead and enter the building
DM: The undead easily overtake you with their swords and you get killed. You see a man with red hair stand over you saying "Tsk tsk" as your eyes fill with red and you pass.

Player: Yes, lets have some history!
Player: You
Player: Intro

DM: You grab your pocket knife and jump on one of the men. You stab his neck, almost decapitating him as he falls down bleeding to death. The other two men restrain you and take away your knife. One of them chokes you enough to make you go under for just enough time to tie you up and stow you away in a car trunk. Where ever they're taking you, it dosn't seem pleasent.You wake up to rope burns and small cuts, but nothing too bad. You begin thinking of your means of escape...
Player: Or kick out the trunk lights to get attention from Law Enforcement

DM: You begin chanting spells of Necromancy and the undead go under your control, you think 'Thank you father for those classes,' as you enter the room. You see a man with short red hair reading, and he looks up at you. "Who the hell are you?" He asks. "I'm......
Player: The person who's gunna kick your ass if you don't tell me who you are"
DM: The man's eyes turn dark red and you spontaneously combust.

DM: You begin kicking at the back of the trunk lights, knocking them out and you get the attention of a pedestrian who drives right into the trunk of your captor's car, poping the trunk open. The fresh air is a suprise, so is the fact your wide open in a car thats going 60 miles an hour. The person in the car starts motioning for you to climb on, and you do so.You jump onto the hood of the person's car and crawl through an open passangers seat window to get inside, and you see the welcoming face of a demon woman. "Hello Sweetie, I'm here to save you." She says. You twitch your eye as you look at the woman. "I thought demon's were supposed to be...you know, frothing at the mouth, red eye terror of evil..." You say.The demon woman sighs. "Jus' cuz' I'm a demon dosn't mean I'm evil or anythin'..." She says. You look at her innocent face and believe her. "So where are you going to take me?" You ask. "Oh, we're goin' to my house. What were you doin' in a trunk anyways?" She wonders. You shake your head and tell her the story of the crystal and your demented father turning into a shadow demon.After you tell your story, the demon woman goes silent. The both of you don't talk for the rest of the ride.

DM: You allow the men to tie you up and they take you to their car. You are thrown into the trunk as they take a 20 minute drive to a seemingly familiar building. You are untied and taken to a man with bright red hair. The men slowly back away as they set you down. You get up and rub your arms trying to releive the pain of the rope burns as the man with red hair rises."Hello..." He says, picking up a shot of whiskey.You stare at him and start backing up."I am Dan...there is no need to be afraid..." He says, drinking the shot.You grab your pocket knife and point it at Dan, scared out of your mind. He simply snaps and the knife heats up and melts to the point of it being unusable. You throw the remains at Dan and it misses."No need for violence, Child." He smirks. "I only want the Crystal of Heaven." You think back to the crystal you gave your father that turned him into that...creature. "Well, I did see a crystal.." Dan sighs and shows you a picture of that same exact crystal. You think of the oppertunity of barganing with this man, but also how he may kill you if you don't tell him where it is. You say...
Player: "I have it, but you gotta pay me for it!"
DM: Dan sighs and shakes his head. "If you have it, show me." You start shaking as Dan starts forming a giant fireball. "Don't have it? Sorry." He throws the fireball at you and you burn to death.
Player: Try Again? (Teleports you home)

Player: Get a job

DM: "Ah, Hello. I am Dan, the owner of this building, Necromancer extraordinaire. You probably have not have heard of me yet, but soon....." Dan puts on a senile grin and picks up a small shot of whiskey sitting on an antique table. He drinks the shot and asks, "I noticed you controlled my undead, tell me, how did you do that?" You respond with a shrug. "I just used a spell and they obeyed me..." Dan claps and drinks another shot. "Ya know, you could be of use to me. How would you like to be my ally in taking over Nul?"
Player: "Sure, I could use an ally to help."
DM: Dan shows you a picture of a crystal. "Well then, 'ally', have you seen the crystal depicted on this picture?" You study the picture and think. "No, sorry, I haven't." You reply. Dan sighs. "Well then...this is the Crystal of Heaven, containing powers that could compare to -a lesser extent, though- God. If it is joined with its sister Crystal, the Gem of Hell, then that individual will have enough power to take over the entire Land of Nul...possibly even the world...So...will you aid me?"You nod and join with Dan to search for the Crystal.~A Year Passes~You and Dan continue the search for the Crystal of Heaven.Dan sighs. "Well Child, apperently Cryon stole the crystal from a street rat about a year ago...one of my servents just informed me...and also of how he sensed Cryon's power inside of you...I wonder, are you his daughter?"Dan shows you a picture of your father's exact likeness,then a picture of him in the form of a large shadow demon, large wings and horns, with the Crystal of Heaven in his clawed hands."I'm...the daughter...of THAT?"This is the 'Searcher' Ending, if you got this (FIRST TRY ONLY) Then you can comment and I'll email youA meme! (Email required to be shown for your meme.)Thank you for playing and try to find the rest of the endings,And soon Chapter II will be out!Thanks!!!

DM: Instead of getting attentions from the Police, your captors realise you're awake and drug you. You go unconsious and the air supply in the tight trunk runs out and you die.
Player: Try Again? (Teleports you back home)

DM: You start biting on the rope and after cutting up a bit of the rope, it cuts your gums and your mouth starts bleeding. The trip in the trunk lasts way too long and you wind up trapped in the car, bleeding even more since you're still going at chewing the rope. It breaks but your mouth is swollen and bloody. What do you do now for means of escape?
Player: Or thrash around in the trunk, hoping to get the attention of Law Enforcement

Player: Drive to the Demon's home.
DM: You arrive in a small palace lit up with torches with flying Imps going around everywhere. The car stops and she gets out. "Come on, we're home." She says. You get out of the car and enter the palace. You marvel at the amazing detail of the palace, with Imp servents and demon guards everywhere."You have a very nice home, miss." You say. That reminds you, you don't even know her name yet. "Oh yeah, whats your name?" The demon smiles and summons an Imp holding a very shiny crown."I...am Queen Cylina." Congratulations, you have completed Chapter I of 'Conquest'!More to come...while your waiting, why not look for the other ending?Thank you for playing!

Player: You run away
DM: You run away. You're not killing anyone! No way! Dean catches up to you and stand in front of you, blocking the path. "If you don't do this, this will show you are a coward. And I will not take a coward in!" He says angrily.

Player: Ignore it

DM: Dan frowns and throws a dagger to your throat. It goes too fast and you fall over and die. "Should have joined me..." He says while laughing like a maniac.
Player: "No thanks, I go solo."

Player: Open the door with the dead tree (29)

Player: Thrash around in the trunk, hoping to get the attention of Law Enforcement

Player: Or cower in fear and let them tie you up

DM: Okay ... let me think ... I choose 11.Now your turn!
Player: 13
DM: Okay ... let me think ... I choose 14.Now your turn!
Player: 15
DM: Okay ... let me think ... I choose 18.Now your turn!
Player: 21
DM: Okay ... let me think ... I choose 22.Now your turn!

DM: "Ah, well it's nothing important" Kali replied, glancing towards Soran. She sat down, shaking her head, "Flare was my Lead Zaka for so long...I can't believe anyone would do this! The marks on the ground and on her body are from a canid, I'm sure of it". Soran consoled Kali with thoughts of sweet potatoes, which you found rather odd, so you backed up a bit. The Kiazolos were so lulzy. Once Kali was alright, she shook her fur slightly and stood. "Find out who did this" she said angrily now, lashing her tail behind her. "Would you think looking at her body would help, or would you prefer looking at the scuff marks on the tree first?" You reply:
Player: "I would prefer to look at other clues"
DM: "Ah, very well" Kali replied, "All the other clues are found by the tree". Kali and Soran walked off to discuss potatoes and 67 and other lulz. You nodded, now a detective in the Kiazolo's eyes, and went to go look at the clues. As you got to the scene of the crime, you noticed immediately the muddy paw prints. They were definitely canine, same with the scratches on the tree. You noticed the leaves on the ground, and how they were not dead leaves...but still healthy and alive ones. Someone clearly pushed or slammed into the tree, knocking the leaves off. The claw marks on the tree indicated there was a scuffle, and someone had killed Flare. You see the pawprints were headed in the direction of the Misty Falls, but also hear quite a few members around the area discussing what happened. You decide to:
Player: Go to Misty Falls
DM: MISTY FALLS You approached the Misty Falls, following the pawprints you saw earlier. Seeing that they had dried and no longer produced a trail, with no scents around, you turn and head back to the den to discuss with the members. As you did so, you noticed the slight smell of baobab tree sap.

DM: "Oh, you heard it all eh?" Kali said, fidgeting slightly now. She sighed and looked at Soran, shaking her head slowly. "We fear Ikaika will lose his mind, now that Flare's gone" she said, sitting down with a sigh, "And she was my Lead Zaka for so long...I can't believe anyone would do this! The marks on the ground and on her body are from a canid, I'm sure of it". Soran consoled Kali with thoughts of sweet potatoes, which you found rather odd, so you backed up a bit. The Kiazolos were so lulzy. Once Kali was alright, she shook her fur slightly and stood. "Find out who did this" she said angrily now, lashing her tail behind her. "Would you think looking at her body would help, or would you prefer looking at the scuff marks on the tree first?" You reply:
Player: "I would prefer to look at the other clues"
Player: Head back to the Den

DM: "Very well, go have a look" Kali replied, as she and Soran walked off to discuss potatoes and 67 and other lulz. You nodded, now a detective in the Kiazolo's eyes, and went to go look at the body. You reached the body as other members stood around and whispered. You looked her over, noticing a large gash across her head, a few scratch marks across her side, not deep enough to cut through skin, but enough to graze the fur, and some bloody pawprints surrounding the area. They led off to the Misty Falls. You sat for a moment, contemplating your decision. You can go to the Misty Falls and see where the trail leads, or you can go ask members who are around the crime scene. You finally decide:
Player: Talk to Members
DM: Deciding to talk to the members, you look around you. You notice the following: Ikaika Poison Phantom Star Lavi Simms Kali Soran As you've already talked to Kali and Soran, and would rather not bother them as they were eagerly talking to one another off in the distance (you assume about potatoes, the usual), you ruled them out. Simms and Lavi just arrived at the scene, and didn't seem to have anything to do with what was going on. You then decide on Ikaika, Poison, Phantom and Star as possible suspects. Thinking it over, you decide to:
Player: Talk to Phantom

Player: Talk to Ikaika

Player: Talk to Star
DM: You approach Star, who as sitting by herself near a small puddle. She was grooming and singing to herself, though it wasn't the best melody you've ever heard. "Oh, hello Mr.!" she said, grooming even more now that a male was nearby. "Hello miss" you respond politely, to be greeted with being rubbed by this female. Star walked around you, rubbing against you tenderly. "Uh..." you murmur, moving away a bit. Star pouted, sitting down and pinning her ears back sadly. "I never get any attention, I wish the boys would notice me..." she said, sniffling. "Especially that muscular Ikaika...ugh, he's so adorable!" she moped. "Well, speaking of Ikaika...do you know anything about the murder?" you ask. "What murder?" Star replied, turning back to grooming. "The one where someone killed Flare just a few hours ago" you reply. "WHAT? Flare's dead?! Does that mean Ikaika is single once more?" Star screamed, now eagerly grooming. "Sorry dear, I've got to go find that hunk of dog before he's taken by someone else!" She then runs off, screaming the male's name to the sky. You then decide to:

DM: Approaching Ikaika, you see he's freaking out and hyperventilating. "Ikaika, shhh" you say soothingly, at which he starts to bawl. "That's what Flare use to tell me!" he wailed, using his tail to dry his eyes. You sighed, shaking your head. "Look man, we know you're upset. Kali and Soran want me to find out what happened, so tell me what you noticed" you say to him. He sniffles a bit, looking at Flare's dead body once more. "I had the perfect evening planned...under the moonlight, with the stars twinkling just like her sapphire eyes, and...and the crickets chirping our melody. It was perfect, just for Flare. I wanted to invite her to join me and surprise her with this, so I walked over here as I know she's always at the den. On my way here I saw the pawprints in the mud but didn't think anything of it, since you know, it's pack territory and everyone walks around here. On her body there was a huge cut on her head. As I sat here stunned, I saw a shadow of a figure go across, but didn't think of following it. Oh the agony in my heart!" he replied, starting to cry once again. Ikaika lied down and crossed his paws, revealing dry mud. You then decide to:
Player: Contemplate

Player: Talk to Poison
DM: You approach Poison who was standing around the scene, licking his lips hungrily. Blood covered his paws and mouth, as well as a bit of grey fur under his claws. "What were you eating?" you ask, flicking your ear as you observe Poison. "None of your business" he responded, looking at you in a pathetic way. "...but if you must know, I caught a rabbit" he said, trying to get the blood off his muzzle now. "What do you know about the murder?" you ask Poison. "N-ohhhh-ting" he replied, sticking his tongue between his paw pads, eagerly cleaning. You shrug, knowing you'd get no more information from this guy. You then decide to:

DM: There are scraps left on the table and you have only finished the appetizer... Time for the main course. What are you in the mood for?
Player: Pious Peter
DM: Peter Brooks- 36 years old- Plumber- Divorced (twice). Chicago, Illinois, USA.-(a.k.a. Pious Peter)You have always liked to nickname your prey. You felt practically drawn to this one like a moth to a bright flame. You hope you won't get burned by this challenge. He apparently has been through a rough decade of pain and heartache and through it all, has relied heavily on his faith in God to see him through. You figure that the way to turn this one is to pick at the scars and wounds on his heart and see if you can finally make him crack and forsake his faith in God and succumb to depression and turn this soul to the void of hopelessness.

DM: You wake up, and you hear your brother downstairs yelling.
Player: Ignore him.
DM: You ignore him and got started getting ready for school. What do you wear?

DM: The room is filled with instruments used to kill cows. There is a chainsaw, a cattle prod, and a shotgun. And there is also a mysterious looking black box....You wonder when this place had it's last inspection.... NOTE: Taking another weapon from this page will make you drop your current weapon.
Player: a big chest
DM: you took a big chest outside and a cow spots you and throws the axe at youyou jump out of the way and the axe nocks the lock off you walk over what now

DM: As you say that, Mr. Greenwall's face turns bright red. He twitches his neck and you feel the hand and feet claps tightening, just about crushing you. He glances over at the window and nods his head; the window shades close and give the room a scary, dark feel. He says in a very angry and frusterated voice: "LISTEN UP. I AM GOING TO GIVE YOU ONE MORE CHANCE. IF YOU DO NOT TELL ME NOW, I AM GOING TO TELL YOUR MOTHER AND SUSPEND YOU. DO NOT WASTE ANY MORE OF MY TIME!"You are in extreme agony from the clamps. What do you do:
Player: Fess up, so you don't get killed. Tell him about the cult
DM: You start explain to Mr. Greenwall what the Fairview Cult is, but that say you are not a member. He nods his head and the restraints open to let you go. As you walk out of the office, Dominic Republican and The Scarecrow, both from the 440 rap group, gang up on you for ratting out the Fairview Cult. The Scarecrow grabs both of your arms and rips them right off your body, then uses them for himeself, tossing his old arms on the floor. Next, Dominic rips out your soul, laughing, and puts it in a jar. You spend the next 10,000 years alone in this small, dark jar until the rubber seal finally decomposes. Sniff Sniff. I smell a rat!
DM: Please read this disclaimer before continuing ...DISCLAIMERThe Fairview Highschool Game is pure fiction. The name "Fairview" was chosen as it is a very popular name for high schools and is not intended to represent any one high school. Also, all of the situations, locations, and characters in the game are fictional. Any likeness or resemblance to persons, places, or anything else is strictly coincidental.
Player: Play The Game!

DM: Oh, alright.. Was all he said. "By the way, my name is Greg." You nod. Lunch got over, and then he met you outside after school."Need a ride?"
Player: Get a ride.
Player: Lunch Time!

DM: You have decided to try the left path. You walk through the long, narrow tunnel. It's getting hard to see now. Suddenly, you hear a screech! It's coming from just ahead! Should you investigate?
Player: ARE YOU NUTS??? I"M NOT INVESTIGATING THAT!!!

DM: She would always have the same reaction to that statement. First, she'd look away with a feigned haughty air, as though she wanted me to believe that she knew I'd answer that way. But, I would always catch a glimpse of her face before she turned. I would see her smile and it was beautiful.How could anyone see her and not see a beautiful girl?"Hey, what are you thinking of?" Sophia was munching on a tasty treat and I couldn't help but lean my head against hers."You."She blushed and honestly, I kept thinking how lucky I was. How perfect these days were all the time.Wait, is that possible?Static in the background and it feels like my eyes are getting a little blurry. But I shake my head and try to ignore that dizzy feeling.It'll be all right as long as Sophia is with me. "Hey stranger." I guess I had been silent too long and Sophia poked my cheek gently "Penny for your thoughts?"To be honest, all I could think of was one thing.
Player: Take a nap together

DM: His fist goes right through you, and he punches the wall behind you. He swings his other fist and it hits you in the face.You go under water, then quickly bob back up... only to realize that you are headed straight for a drop in the water.Thanos grabs you by the shirt and slams you against the wall. You kick him and he goes flying back. You are near the edge now.
Player: "THANOS, LOOK OUT!!!"
DM: You warn Thanos to beware, but he doesn't listen. He goes over the edge and plummets to the bottom. You must now find the others

DM: Have you ever lived across the road from a graveyard (I have, it's creepy)? Well guess what, in this game, you do. It has a kind of abrupt start, where zombies just start jumpin' outta the ground and stuff, but a lot of great zombie moves are just like this. Anyway, just try not to die, and maybe you will discover the secrets of exactly how they just start popping out of the ground. Sorry there's no good pictures to go with the story, but I was unable to download them. Oh well, save your whining for the game rating.
Player: Ahh! Zombies!
DM: You are shocked one day to see zombies jumping out of the ground across the road. This is probably because you live across the road from a graveyard, but that's beside the point.

Player: You scream very loudly because zombies are scary.
DM: Your housemate Jason comes outside."What the hell is the matter with you!" he shouts. He's been kind of angry since your landlord put an eviction notice on your door that said you had 2 days to move out. You've moved all your stuff out except a small fridge some stuff in the garage and a few things in the shed. You ask Jason why there is a whole bunch of people with rotting flesh and body parts missing coming towards your house.Jason laughs. "It's probably just a group of travelling lepurs coming to ask us for money to treat their diseases."You nod. Yeah....Lepurs. That seems like a plausible explanation.

Player: Yeah...
DM: "I'll go talk to them," Jason says.Jason walks over to the 'charity seeking lepurs.' That's when you find out that they aren't lepurs.You watch in horror as the group swarms around Jason. You hear him shout loudly. After a while, the crowd clears Jason starts running towards you."Whoa! Those are not lepurs man!" he says. You notice that Jason is covered in scratches and cuts.You ask him if he feels okay."Yeah, I'm fine. But can you take a look at the back of my head though? It hurts a lot."Jason turns around. "How does it look?"

Player: It doesn't look to good...
DM: Here's how Jason looks:HE HAS HUGE CHUNKS OF HIS BRAIN MISSING AND THE BITS THAT ARE LEFT ARE HANGING OUT OF THE BACK OF HIS HEAD!!!You tell Jason that you have to call an ambulance."Oh..." he says. "Sure. But I have to ask you something first...""I...I...Jason grabs your shoulders and shouts in your face."LET ME EAT YOUR BRAINS!!!"
Player: Intermission
DM: Okay, this is where the story starts to get good. Although you have no SOLID proof that the people that popped out of the ground in the cemetery are zombies (and not brain munching charity collectors who just happened to be taking an underground nap in the graveyard), for the rest of the story you're just gonna assume they are okay. Remember also for the rest of the story that there is brain eating zombies around every corner, so explore the house and find all the weapons and objects you can.

Player: Now, back to the story...
DM: Here's how Jason looks:HE HAS HUGE CHUNKS OF HIS BRAIN MISSING AND THE BITS THAT ARE LEFT ARE HANGING OUT OF THE BACK OF HIS HEAD!!!You tell Jason that you have to call an ambulance."Oh..." he says. "Sure. But I have to ask you something first...""I...I..." Jason grabs your shoulders and shouts in your face."LET ME EAT YOUR BRAINS!!!"What do you do?
Player: Push Jason off of you and run into the garage.
DM: In the garage you find a ride on lawn mower, your car and some junk you've been planning to sell on Ebay.
Player: Try to do something with the mower?
DM: What do you do? You could ride outside on the mower, but that could be kind of dangerous. Maybe you could put some sort of box filled with metal objects on the accelerator and send that out of the garage door instead.

Player: Go on Ebay.
DM: Fine go to ebay.com you, see if I care. Then go back to the problem where the zombies are trying to eat you and do something else.
Player: Look for help on your computer?
DM: What do you do?

Player: Push Jason off of you and run inside.
Player: Something else...
Player: Go look for help on your computer?
Player: Look for info on zombies
DM: Zombies: Big scary undead creatures that eat human brains and can smell the scent of human blood from a 500 miles away. They also have a weaker biological structure than humans, and therefore can be cut in half by garage doors and have their heads exploded by simply being stepped on.Gee, that was helpful. Now what?
Player: Info on zombies.
DM: You call the cops and tell them that there is something bad happening at your house (you know like robbers or terrorists or something).

Player: Run inside like a sissy

Player: Call the cops!
DM: Do you think the cops actually believe in zombies? Of course not stupid!
Player: Call again, and make up story about robbers or something else that's moderately believable.

Player: Try to escape in the car.
DM: This would be a great idea. The car is unlocked after all. But you've lost the keys. Now what, genius?
Player: Something else.

DM: Okay, you've got a chainsaw. But there's at least sixty zombies. Who the heck are you, Superman? You can't take them on!

DM: There are only a few saw blades in here, you can't take on the huge army (about sixty or seventy) of zombies with them!

Player: Go to garage to look for weapon?

Player: LOG OFF

Player: Leave the mower alone.
Player: Go to the shed.
Player: The Cops get there (Bad cops, Bad Cops)
DM: Of course, the cops do come. But let's face it, all cops bring when there is a robber or a terrorist is *a few nightsticks and some crap-as pistols. By the time they realise that the crowd surrounding them is made up of zombies (not of charity seeking lepurs), all the cops have become zombies too (after being bitten by other zombies). Great, now there are more zombies! *Okay, if you said there was a terrorist at your house they might be a bit more prepared than that, but lets say that they still got beaten anyway.
Player: Now what?

Player: How to hotwire a car
DM: Red Wire- Cutting this will start the car.Blue Wire-Cutting this will make the car explode.Green Wire-Cutting this will electrocute you (don't worry though, the car won't get damaged... unless you call a car with an interior that smells like charred flesh 'damaged.'You can click on the item below to get a printout of this info for future reference.

Player: Go back to the garage.
Player: Take big box of circular saw blades.
Player: Go back to the shed

Player: Take chainsaw.
Player: Go back to the Shed
Player: Fight the seemingly invincible army of zombies which you are hopelessly outnumbered by, and hope that you can win...
DM: The zombies pulverise you. Just like I said.

Player: Mary Pearcey
DM: Mary Pearcey was probably not Jack the Ripper.Awkwardly you explain your theory to Inspector Littlechild. Pearcey was an incredibly strong woman who brutally slaughtered a woman and her baby and was living in London at the time of the Ripper murders. Littlechild smiles."It's an imaginative theory for sure," he tells you. "But all the witnesses who may have seen the Ripper identified him as a man. Mrs Pearcey's crimes were crimes of passion, why on earth would she cut up prostitutes? We can't ask her now anyway, she was executed thirteen years ago." Your Reputation has been damaged.
Player: You had better choose another suspect

Player: Run inside like a sissy.

DM: You cannot climb any higher. Descending the mountain rapidly with your guides you soon make it back to Camp 4 utterly exhausted. Dr Somervell especially is in a weak state, almost incoherent and utterly exhausted by his exertions. You lay yourself down on some blankets in a tent to sleep but are woken a short time later by a Sherpa just arrived from Base Camp carrying one more letter from your wife.
Player: The Sixth Letter

DM: You look around and find some wire cutters on a shelf.Which wire do you cut?
Player: Cut the green wire
DM: KABOOOOMMM!!!The car explodes.

Player: Go outside and mow down some zombies.
DM: You ride the mower outside, mowing down a few zombies. Unfortunately, one pulls you off the mower. Don't worry, the zombie doesn't eat your brains or anything. You just fall under the mower. VRRRRRRRZZZZZZ...SPLLLLUUURRGGHHH!!! YOU DIE.

Player: Hotwire a Car Printout

Player: Go to the garage.

DM: Yes! You got the car going!
Player: Drive outside.
DM: You drive the car out of the garage, smashing hoardes of zombies as you do so. THUNK! SPLAT! SPLASH! You also have to turn on the windscreen wipers...When you're about halfway down the road, you get pulled over by the cops. The cops ask you if you've seen a group of travelling charity seeking lepurs who attacked a police squad earlier that day. They'd also like to know why your car is covered in blood. They are also pretty curious as to why a blood stained police badge is caught on one of your windscreen wipers.So, do you apologise and say sorry? Or are you gonna attack them with a weapon?
Player: Tell the cops that you're really, really sorry and it won't happen again.
DM: In case you thought this might work, it doesn't. you are imprisoned for murdering cops and illegally resurrecting dead corpses, and after you're trial you are executed.

DM: After carefully weaving along the edge of the city, you get to the docks. You see several ships. You hide near the docks to see if you can listen to any clue about where the ships are going. You pay attention to everyone, when suddenly you hear the word Canada spoken by what looks to be the captain of the ship. You need to get on the ship. What do you do?
Player: Sneak aboard the ship when no-one is looking by posing as a sailor.
DM: You realize your rags won't cut it, so you need to find some clothes. You scan for ways you could get clothes, when suddenly you see a man hop into the water, naked. His clothes are on the docks. What do you do?

DM: Your search into the background of Michael Ostrog reveals he isn't quite the "mad Russian doctor" Macnaghten apparently believes he is but rather a fairly unsuccessful criminal who has been in and out of prison ceaselessly for petty burglary charges. Though he has a history of insanity his records show he was serving time in prison for the theft of a metal cup at the time of all the Ripper Murders. It doesn't seem likely at all that he is the Ripper.
Player: Investigate Montague Druitt
DM: You look into the case of the lawyer Montague Druitt who drowned himself on the last day of 1888. You quickly discover that at the times Mary Ann Nichols and Annie Chapman were being murdered Druitt was playing cricket and when Stride and Eddowes were killed when he was in Cornwall. The only murder that occurred while he was in London was that of Mary Kelly. Following these discoveries you turn your attention elsewhere.

DM: 
Player: Spy Mission
DM: "Another day, another dollar," you think as you trudge out the door from your job. You really don't like working there, but at least they pay you...a little. Finally you've made it to the weekend, so you at least get to look forward to a couple days off from work.You get in your car and drive out of the parking lot at work only to come to an almost immediate stop as you hit the traffic. It is like this every day, but Fridays are always the worst. You reach to turn the radio on, but then remember that you still haven't had time (or money) to get that fixed. You look out the window and just see the line of cars moving slowly...Finally you get home, and you're hungry. You should have stopped for something on the way home, but you just wanted to get out of that traffic and out of the car. When you arrive at the apartment parking lot, you sigh when you realize that you're late, so everyone else will be parked in the good spots. You circle the building once before you give up and park in the "remote" lot. Hey, at least you're home and work is over.As you trudge towards your apartment building, you see a small brown box sitting on the edge of the sidewalk, right near where you parked. Looking around, you don't see anyone else at the moment. You can't tell if the box was left there on purpose, or if someone accidentally left it behind.
Player: Ignore it and head home...

Player: Open up the box and look inside it...
DM: You open the box and find a few items in it. There is nothing else in the box identifying the owner or source of the items.
Player: Cellphone
DM: You are outside your apartment building.

DM: Your name is currently Aaaaw.Choose the sixth letter in your character's name, or click the link to Chapter 1-Prologue to begin.YOUR HEALTH: 100%
Player: l
DM: Your name is currently Aaaaal.Choose the seventh letter in your character's name, or click the link to Chapter 1-Prologue to begin.YOUR HEALTH: 100%
Player: m
DM: Your name is currently AaaaaamChoose the final letter in your character's name, or click the link to Chapter 1-Prologue to begin.YOUR HEALTH: 100%

DM: You walk to the door and see that there is no keypad or a slot for a keycard. You wonder if there is anyone on the inside watching the door on a monitor. The door itself is reinforced steel, able to keep off the low energy blasts of common pistols. You try opening the door, but it is locked, and it must be by a deadbolt.
Player: RETURN
DM: You move slowly, and among the tarps, and shards of metal embedded in the ground, circling around the building. You hear some frightened women behind you, cowering , and hiding behind dark blankets, shielding themselves with their hands. You continue, keeping your battle rifle close, and the sights at basic view. Eventually, you make it around the building to find a few vehicles. The vehicles are all box -trucks with massive wheels. They all have a tarp covering the beds , and no one in the cab. To the right, you see an alcove containing an entrance into the building.

Player: Continue along and head home...
DM: You walk across the sidewalks and towards your apartment. You can feel the heat coming off all the cars that got to park closer to the building than you did because of that traffic. Most of the cars here are older cars, some with dents and cracked windows, just like yours. You'll earn enough one day to get a better car, you're sure of it, just not any time soon.You start up the stairs to your apartment. When you rented this place, the $200 discount for taking the fourth floor apartment seemed like a good idea. Of course, that was before you found out the apartment above you had kids, and you still had to walk up all these stairs because the elevator was at the other end of the building. Maybe you would win the lottery, then you could build your own house where you wanted it to be: and you weren't going to have any stairs in the entire house!You unlock your apartment and step inside. The air is pretty stale, since the management makes you pay if you leave the A/C on all day. You know without looking that the refrigerator has nothing but some old catchup. But hey, you did get paid today, so you're going to order some take-out! Just before you get to the phone to place an order, the phone starts ringing.

DM: You make it through the regular take-out for your dinner and realize that you ended up spending way more of your paycheck than you should have. Now you're full, so maybe you won't go out tonight...well, at least not yet. Sitting around for a bit, it's Friday night, so you're sure something good will be on TV. Later on you can worry about going out.You flip the channels and start to realize that even though you have something like 1,000 channels, there's really nothing on...nothing at all. You finally stop on some supposed reality show that's just made for laughs and embarrassing people. It's pretty bad, but you watch it all the same because it's better than watching re-runs of a game show from 20 years ago.As you zone out, suddenly you hear a tapping on your window. Yes, you're on the fourth floor, but one of your living room windows faces the walkway/balcony that loops around the outside of one side of the apartment building. You figure it was probably just the kids from upstairs messing with you, but then you hear the tapping once again. You could just turn the TV up, but you could go see who it is.
Player: Check it Out...
DM: You look out the window and you see a man standing there in a long coat and dark hat. He stands in the shadows -- you swear there used to be a bright light there outside your window. He gestures for you to come to the door and waits.You open the door a crack, and you hear an old, cracked voice say, "I came to pick you up. You're supposed to come with me." He turns and starts walking towards the stairs.
Player: Go with him...

DM: You trudge over to the phone and pick it up. You say, "Road-kill grill: You kill 'em we grill 'em" (like you usually do). There is a moment of silence, then you hear a clearly computerized voice:"Now is the time. The location is 841 South Dergible Road. Do you copy?"You pause for a moment and wonder what this could be about. Finally you stutter, "I'm sorry, I think you have the wrong number."The computerize voice replies, "No. This is a direct line. The message is clear: now is the time. The location is 841 Dergible Road. Again, do you copy?""I... I... I don't know what you're talking about.""Repeating for the final time: now is the time. The location is 841 Dergible Road. Out."The line immediately goes dead. You are standing in your living room, staring at a dead phone. You try to get the last number off the phone, but it doesn't show having received any call in the last two days. The address that was mentioned is only a few blocks from your apartment...
Player: Go to the Address...
DM: You find yourself inside the lobby of a 24-hour Mailboxes Etc. store. At the moment, there appears to be no one here. There is a counter with a number of ads and hand-written papers advertising discounts for various types of mailboxes and terms. There is even a scale for weighing mail. On the side wall is a slot labelled "Outgoing mail."The floor here is, well, old. It looks like the linoleum floor was once white, but it is a strange grey-brown at the moment, and near one corner is a pile of something that, well, you don't even want to think about what it might be.On all the other walls of the room are various mailboxes from very tiny boxes that appear to only hold a letter or two; up to boxes that look so large that you think you might be able to climb inside.

Player: Small metal key
Player: Answer the phone...

DM: You get in the vehicle and take a seat. Before you have time to put on your seat belt, the vehicle starts moving quickly. As you are pressed back into your seat, you get a whiff of the car: it smells new. It looks completely new, like the plastic had just been taken off the seats this morning. You start to sit up and look out the windows, but then you realize the rear windows are not just blacked out from the outside, you cannot see out them from the inside.You look towards the windshield as a large panel appears from the floor, sliding up to completely obscure your vision. You cannot see out the front window at all. Instead, you sit back, slightly disoriented, as the vehicle bounces through traffic and along the roads. You have no idea where you are going, or even what direction you are traveling.Suddenly you start to get sleepy and find that you are having trouble keeping your eyes open...

Player: Go back home...
DM: You head back home and wonder what could be going on. Was this a joke? Were some of your friends from work trying to put one over on you? Bah, you didn't want to deal with that now, you're off work, and you don't have to go back for another day.When you get home, it is late, and you just climb into bed with the TV still on...

DM: Is your alarm clock in front of you, you wonder? You reach out a shaking hand, and touch something. You feel about. No, this object is round like a pizza. There is a sort of soft bubble in the middle of the plastic pizza. You push it and there is a loud honking sound. What a strange pizza! You do have weird dreams sometimes.You smile sleepily. The sea seems to be getting bigger. What was it the man had said? Time to go swimming?Perhaps you should try something else?
Player: Reach down at the other side of your bed
DM: You sleepily reach down the other side of your bed. You hit a wall. That's strange? When did your bed become so thin? And why are you sitting on your bed? The thoughts slip dreamily away as your hand follows the wall, lower, reaching between the wall and your strange bed.Your hand touches a rectangular object. Some sort of strip of cloth seems to be coming out of the rectangular object. You realise that the cloth strip comes up and presses against your chest, holding you upright against your strangely shaped bed. Now why would it do that?
Player: You reach down beside your bed (the other side)
DM: Perhaps your alarm clock is down low, beside your bed? You wonder again why you are sitting in your bed, but the thought slips away as your hand touches something. It seems to be jutting out beside your bed. You sleepily feel the object. It's is some sort of plastic rod or something. When you pull against it, it seems to move a bit. Weird.You sleepily notice the sea is getting bigger. Maybe you're shrinking? You begin to giggle.
Player: Pull up the plastic rod
DM: You pull against the plastic rod, but it doesn't move very far. Then your thumb feels a button of some sort on the plastic rod. Perhaps it is your alarm clock's snooze button? You press the button down, and the rod lifts up. As you do so, your dream changes. Now, instead of just bouncing, shaking and vibrating, there is a loud screeching sound, and you feel your seat jerking left and right with the screeching sound. You are now getting a bit dizzy on top of everything else you are feeling.

DM: You are standing in town next to your car with a flat tire. A car drives past every now and then, but there's not a lot of activity going on right now. The clouds have started to break up, but it would be a stretch to call it a sunny day yet. At least it's not hot.There are two store fronts here where you are standing, a Mailboxes, etc., and a local coffee shop. There is no one in the Mailboxes store, but there are a few different people wandering in and out of the coffee shop, like any other day in any other town.
Player: Go into Mailboxes, etc...
Player: Head back outside...
Player: Go into the coffee shop...

DM: You open the door and Dan says "Sorry! I just realized I grabbed the wrong Hard drive. Alex specifically said do not take his 160 gig!" He's also has a package from Fedex. "By the way," he says," this was at the door step." He runs upstairs to get the correct hard drive.
Player: Package? For me?
DM: You take the package from Dan.(NOTE: Below is an "Item". Click on the item and it will be added to your Inventory below. You can then click on the item in your inventory to read a description of it)
Player: Fedex Package
DM: It's Thursday night, a little after 9:00PM, and you just returned home from a twelve-hour workday. But it's all good -- this is the start of a long weekend -- your Birthday weekend -- and you've got five days before you have to return to the daily grind.You see that Alex's friends are over, feasting on Chinese food, and have ordered your favorite dish: General Tso's Chicken. You chow down while they finish up judging some $100 make-a-game contest for their website. They wrap things up after an hour or so, leaving just you, Alex, and a quiet house.You're a bit tired, but are a bit anxious about tomorrow. It's your birthday, and you're dying to know what Alex got for you. He's been talking about it for a few weeks and seems to have been having some shady dealings with some strange people. You have a good idea of what it is (an artifact of some sort) but really want to know what it is ...
Player: I better get to bed
Player: Twelve Noon
DM: You wake up and do the morning thing, rushing a bit because you're just dying to know what Alex got for you for your birthday. Alex tells you to sit down at the kitchen table and close your eyes. He runs off and retreives your gift, placing it down right in front of you."Happy Birthday, Katrina" he says.
Player: Open Your Eyes

DM: I place him hands in position to block his attacks as he unleashes a flurry at me, however, one of his punches comes through and hits me in my side, breaking the shield I have formed with my hands. Using that opportunity, he smashes his other fist in between the gap that has formed between my hands and directly into my lower jaw.BEHEMOTH'S HEALTH: 95%HEALTH: 70%
Player: Elbow him in the face.
DM: His head has appeared, throughout the fight, to be less tough than the rest of his body, but it is also covered with bone spikes. As such, I decide to elbow his face, as a headbutt is not something I would find comfortable. My elbow connects with his face and he is knocked back, but it didn't seem to do as much as I had hoped. Still, that makes this a better fight, doesn't it?BEHEMOTH'S HEALTH: 95%HEALTH: 70%
Player: Knee him.
DM: I practically leap at him with my knee first, and as much as he tries to block me, the force of the hit is to much and I drive my knee into his side, knocking him away from me and into a wall, causing it to almost fall down.BEHEMOTH'S HEALTH: 90%HEALTH: 80%
Player: Punch his side.
DM: I aim my fist for Behemoth's side, but he blocks it with his bone covered elbow and then slams his other hand into my chest, knocking me back into a wall.BEHEMOTH'S HEALTH: 95%HEALTH: 60%
Player: Kick his legs.
DM: I try to kick his legs, but he notices what I'm doing and motions his leg towards mine, causing him not to trip. He then immediately grabs around my neck and slams me down onto the ground, gets himself on top of me and prepares his fist to strike.BEHEMOTH'S HEALTH: 100%HEALTH: 60%

DM: As soon as you walk inside the coffee shop, the aroma of fresh coffee assaults your senses. There is a long counter along the left side of the small shop and a few small tables to the right. There are a few round tables along the right side of the room, not all of them empty. There is a small man with a thin beard typing at an old laptop computer, ignoring the room around him.Before the door shuts, you hear the squeal of tires. A taxi has pulled up outside and the passenger door swings open. The driver is gesturing at you to get inside. You look around to see if he is talking to someone else, but there is no one else looking at him, he is clearly trying to get you to go in the taxi with him.
Player: Stay where you are...
DM: You take a seat inside the coffee shop and the taxi drives away. You wonder what it could have wanted, and why you are suddenly seeing so much attention. As you look around the shop, a fellow typing on his old laptop looks up at you and glares at you before putting his nose back in the machine, the old keys clicking away as he types.There is little traffic in and out of the coffee shop today, and you wonder when that tow truck will show up. Sometimes you think those tow truck drivers are on their own times and really don't want to help you out. Then you start to think about how much the tow is going to cost and you realize you really need to buy two tires now: one to replace the flat and another to replace the spare that you haven't had time to replace. This is really going to cost you.

Player: "You told me stars will guide me home, though they only show at night." - Irony

DM: Whump! You bend over in pain as the main punches you hard in the stomach. Your eyes open wide and you gasp as you try and get air inside your suddenly collapsed lungs. The man says, "I see you. You suck at hiding. Want to try again?"You aren't sure that you like this method of training. You assume that you're supposed to do something, but you don't really know what. You figure if you're going to continue this training that you need to at least move away from this crazy man who is attacking you. But then maybe that is the point -- to learn by doing. This seems a little odd because you haven't actually been given, well, any instruction at all, but you don't have a lot of choice at this moment. You don't have a lot of options here in the open space of the warehouse, but you do have some choice...
Player: Try and run behind the van and hide from the man.
DM: You move quickly around the van, thinking that this is just stupid. Even a kid from grade school can watch you run away from them and see where you are. You get around the other side of the van and stop. The man is in front of you. He says, "You need to work more with the shadows and the light." He points out the different ways the light move and the shadows are formed in an around the van. He shows you many other ways you can blend into the shadows by using your body, the light, and natural lines.The man looks at you and says, "We have time for just one more training session. I can teach you more details about what you already know, or I can teach you a different skill, the choice is up to you. And yes, there is going to be a test at the end of this. It will be a real test, and you might not survive. But I hope you do. So what do you select for you final training?"

DM: Whap! The man slaps you in the face and your cheek stings. You blink your eyes as you consider what just happened and the man says, "Well? Now what? How do you react? What are you going to say next?"You aren't sure that you like this method of training. You assume that you're supposed to do something, but you don't really know what. You figure if you're going to continue this training that you need to at least move away from this crazy man who is attacking you. But then maybe that is the point -- to learn by doing. This seems a little odd because you haven't actually been given, well, any instruction at all, but you don't have a lot of choice at this moment. You don't have a lot of options here in the open space of the warehouse, but you do have some choice...
Player: Run to the van and look for a weapon, maybe a tire iron.
DM: Your ears are still ringing as you run around the rear of the van and do indeed find a tire iron right inside the back doors. You grab it and turn around to see the man standing there, nodding his head. He reaches out and adjusts your grip on the tire iron, explaining why holding at the different location can give you better leverage. He also shows you a number of other different, common items in the back of the van that could be used as quick, improvised, and deadly weapons. He shows you a few places to strike people that will work better to stun or disable them long enough for you to escape, should the need arise.The man looks at you and says, "We have time for just one more training session. I can teach you more details about what you already know, or I can teach you a different skill, the choice is up to you. And yes, there is going to be a test at the end of this. It will be a real test, and you might not survive. But I hope you do. So what do you select for you final training?"
Player: Weapons training

DM: Blam! Your ears ring as the man fires a gun right next to your head, striking the van behind you. His lips move, but you're not quite sure you can hear what he is saying, all you can hear is the ringing in your ears from the shot.You aren't sure that you like this method of training. You assume that you're supposed to do something, but you don't really know what. You figure if you're going to continue this training that you need to at least move away from this crazy man who is attacking you. But then maybe that is the point -- to learn by doing. This seems a little odd because you haven't actually been given, well, any instruction at all, but you don't have a lot of choice at this moment. You don't have a lot of options here in the open space of the warehouse, but you do have some choice...
Player: Charm training

DM: Steele-Blooded Steve knows what he has to do to gain more information about the robot. Steele-Blooded Steve: "So, enough about your inventions. How's the wife and kids?" Professor Normal: "They're great. I just wish that I had more time alone with my wife. We haven't seen a show in years. We just can't seam to find a sitter." Steele-Blooded Steve: "Well you know, maybe I can be of service. I have a couple nephews of my own that I babysit. People have told me that I'm really good with kids." Professor Normal: "Oh would you!!!??? That would be awesome. How's tomorrow at 7pm sound? We'll pay your too." Steele-Blooded Steve: "Oh don't worry about payment. The pleasure is all mine. I'll see you at 7 tomorrow."
Player: 7pm The Next Day, Professor Normals House
DM: Steele-Blooded Steve arrives at the professors house and rings the doorbell. The professors's wife opens the door. Mrs. Professor Normal: "Well hello! It's so nice of you to do this for us. The professor and I haven't had a night out in forever! Please come in!" Steele-Blooded Steve enters the doorway into the living room. Steele-Blooded Steve: "Oh it's not a problem. I love kids." He sees the professor sitting down in the living room. Professor Normal: "The schedule we usually keep with the kids is on the table and there's money to order a pizza on the counter. If you need to contact me my number is on the top of the schedule. We'll be back around 12. Have a great time!" The professor and his wife leave the house and drive off. Now it's time for Steele-Blooded Steve to get as much information about the robot and where it's at as possible. Hopefully the kids can be of use.
Player: The Play Room

DM: The taxi accelerates quickly away from the coffee shop before you have time to put on your seat belt or even close the door. The door slams as the cab turns left in another squeal of tires. Looking around, you see the cab looks used and smells used, too. As the car turns another corner at high speed you notice that the place for the cab driver's name is empty.Any attempts to speak with the driver of the cab are completely ignored as the driver concentrates on the road. You spend most of the trip trying to stay in your seat as the car accelerates, turns corners, and slams the brakes on faster and more often than any car you've ever been in.Suddenly the car stops, almost throwing you on the floor. The driver does not turn around. Your door is opened from the outside by a red cap. A red cap? Yes, as you step outside of the cab you realize that you are at the airport. The red cap talks to the driver a moment, then the cab speeds away.With no idea what else you are to do, you head inside the airport with the flow of people. You can see baggage checks and ticketing lines, but you have no bags, and you are sure you don't have enough money to pay for a ticket. You wander around a little, but then realize the entire place is focused on getting on a plane, so you are eventually pushed towards the TSA security area by the crowd.Looking around, you realize you do not have a lot of options here. You can try and sneak past these TSA agents, knowing that many of them barely have a high school education; or you can just stay in the line with the rest of the people moving slowly towards the security check.
Player: Attempt to sneak past the TSA guys...

DM: The barista at the coffee shop glares at you since you have been there for some time and have not ordered any coffee. Yes, there are plenty of empty seats around, but that barista clearly doesn't want any freeloaders in the shop.Fortunately for you, about that time the tow truck shows up. The diesel engine clatters and clanks as the bright orange lights spin on the top of the truck. The middle-aged man with the stained white t-shirt steps around to your car and quickly hooks it up to the flatbed of the truck. You head over towards him, but he gestures you back without a word. You ask if you can at least ride in the truck, but he spits on the ground near you and says, "Company Policy." He climbs back into the truck and drives away, your car sitting firmly on his truck.You look around the sudden silence and realize that now you're stuck in town with no car and no life. Then you realize that you're not even quite sure where the tow truck took your car. Just then there is a sudden boom of thunder and it starts raining. The rain is cold, so you turn up your collar and start walking home. At least you get to go to work again in a couple days...

DM: The man takes you to a wardrobe that sits in the corner of the warehouse. He starts pulling out different types of clothes and shows you how and why they are different from one another. He shows you different types of materials and styles of shirts and suits and explains when and where the different types should be worn and who they will impress. He spends some time showing you how you send messages non-verbally and how to focus those messages so you are more clearly communicating with someone, even when they don't realize it.The man looks at you and says, "We are out of time. You are either ready or you are not ready. And that is what we will determine now." He turns and walks over to a door in the rear of the room and disappears through it. You are alone in the large warehouse, wondering if you were supposed to follow the man.You have trained the following levels of skills:Stealth: 2Charm: 1Weapons: 0

DM: You brace yourself for another slap, and open your eyes when you see that he's not going to slap you right away. The man says, "That's a good start. Always work with compliments, because nearly everyone, even trained spies, respond to compliments." He spends a bit more time telling you different ways to give the compliments and how to really sound sincere. He gives you some tips on what kinds of compliments tend to work in different situations and how you can talk yourself out of nearly any bad situation.The man looks at you and says, "We have time for just one more training session. I can teach you more details about what you already know, or I can teach you a different skill, the choice is up to you. And yes, there is going to be a test at the end of this. It will be a real test, and you might not survive. But I hope you do. So what do you select for you final training?"
DM: The man leads you to a table along the side of the wall of the warehouse. The table has a number of small weapons on it and some other devices that you cannot recognize. He shows you how the smaller weapons work and how you can make them on your own. He shows you a number of the other devices and how they can be combined to make different types of explosives that can be used for different purposes. He explains how to focus and aim both the improvised devices and the explosives so that you do not get hurt yourself.The man looks at you and says, "We are out of time. You are either ready or you are not ready. And that is what we will determine now." He turns and walks over to a door in the rear of the room and disappears through it. You are alone in the large warehouse, wondering if you were supposed to follow the man.You have trained the following levels of skills:Stealth: 2Charm: 0Weapons: 1

DM: You stand in the Town Square of Lyestra.The enormous stone fountain of Lyestra stands before you. It is cracked down the center, and stained with blood. At this time of day, it would normally be gushing happily, but now, it stands still and silent, like an enormous gravestone.You think for a moment. Your mission is to find a key, exit through the North Gate, and take your revenge on the monsters responsible for this attack.But perhaps you should explore the town a bit. Not only will you be likely to find a key, you may also find more information you can use to defeat the mysterious attackers.You consider your options. There is the Morgan's bar--a popular (well, really the only) tavern in town. The few survivors of the attack are almost certain to be holed up there.The Mayor's house is smoking in the distance. It might be a good idea to check there, to see if he or any of his family survived the attack.And lastly, there is the Lyestra Library. The Library is rather large for such a small village, and the Librarian is a good friend of yours. Perhaps you will find some information on your attackers there.Where to go first?
Player: Go to the Mayor's House
DM: You take off down the path, headed toward's the Mayor's House. If anyone has a key to the North Gate, it would be a member of the Mayor's family---that is, if any of them are still alive.Even from a distance, you can see black plumes of smoke rising from the Mayor's house. It was clearly ransacked heavily in the attack. You only hope that Abel or Iselica made it out alive. As for Xavi...well, for the first time in your life, you feel glad that he left town all those years ago.As you finally reach the front grounds of Mayor Abel's house, you can see a figure, standing stock still at the iron gates. It's a woman, dressed in a long gray dress. Her head is bowed, and she seems almost lost in a trance.You approach her, touching her gently on the shoulder.The woman turns. As she sees you, her dark eyes flicker, and she wraps her arms around you."Arakhan..." She says, "You're alive."

Player: Stealth training

Player: Put your hands up and compliment the man.

DM: You are quickly shoved and pushed. Before you can react, your hands and arms are grabbed by half a dozen pairs of blue gloves. Your hands are pulled behind your back and zip ties are quickly put in place, locking your hands behind you. "Let's go," you hear, as you are shoved from behind almost hard enough to knock you over.You stumble forward and keep your feet as you are led to an elevator. Six TSA guards get on the elevator with you like they expect you to attack one of them and create a national security incident. They look smug, like they are proud to have captured you. The elevator moves down into the ground for a few floors -- more than you thought were in the airport. When the door opens, you see nothing but old grey walls all around the plain hallways.They walk you down the hallway underneath bare light bulbs and exposed pipes. One guard walks ahead of you and open a large steel door on the right hallway. He roughly shoves you in the room and says, "Welcome to TSA jail."The door slams behind you and you sit in the dimly lit room. There is a bare metal toilet here and a simple bench for you to sleep on.Sorry, but that's all there is for this path! You're stuck in TSA jail.

DM: You see the most brilliant bright light you have ever seen. You feel yourself stretch for many miles on end. Then you find yourself in a freezing land over 3 1/2 billion miles from the sun...on Pluto. You see a small glimpse of the sun and start to miss it.
Player: Wander around aimlessly
DM: You travel through the wastelands of Pluto looking for nothing in particular. Eventually the frost gets to you and you fall over and die.

DM: I grab a random table from deeper within the base and put it at close to Paladin without the light emitting from his armor interfering with me. The cannon hits the table, and the table absorbs the baryons instead of me and so it is converted into a black hole before disappearing utterly. Now I should concentrate on attacking before his cannon charges up again.
Player: Drop the floor from beneath him.
DM: I channel myself into the floor, and although the light emitting from him renders me unable to manipulate it as perfectly as I otherwise could, I am able to render the floor weaker, causing it to collapse under the weight of his heavy metallic armor. Paladin crashes through the floor, and lands in the power area. He fires his cannon upwards however, and as he hits the floor, a portion of it vanishes in a black hole, causing the mutants on it to get sucked in as well. Seeins as how I'm going to have to defeat him, and save my allies from him, I go down to the power area to face him.

DM: You start to go down the stairs but a guard stops you in your path. You try to explain that you are in photography class and NEED to take pictures and go to the cafeteria. Still, you are not permitted to pass.
Player: Go back ...
DM: You are at the south-west corner. There is a bathroom south of here and a stair case to the west. You have the incriminating pictures and need to get them down to the cafeteria. Where would you like to go?
DM: You are standing outside of the library. You have the incriminating pictures and need to get them down to the cafeteria.Opposite the library is the elevator going down to the cafeteria. Where would you like to go?
Player: South (to the bathroom)

DM: I caught a taxi, and it took me past the old police station and past the city limits to a hill.I thanked him and sat down at the base of the hill to watch the little kids sled down the hill and tumble about. One little freckled kid looked at me, but I averted my eyes. I could not explain. They all looked so happy, yelling and laughing and playing like that. Little kids walked around me, and I wrapped my cold arms around my knees. Of course it had to end sometime, and all the mothers came and picked up their children. No one came for me.
Player: Walk Home
DM: I walked home and dropped my jacket on the floor. Dishes were piled up in the sink, but they did not bother me. I made sure that there was nothing capable of knocking against my door. All was silent. I tiptoed into my room so as to not break the silence. My bed awaited, so I fell into a deep sleep.In my dream, I was sitting atop the hood of a car beneath a starry night. Someone sitting beside me asked if I could spell her name using the stars in the sky.I did not listen.

DM: You step to the doorway and look into the room. It is a very dimly lit room, so you have to look carefully to see the contents. There is a spotlight shining on a small brown box in the center of a table on the far side of the room. Most of the rest of the small room is in darkness, other than what is lit by the light coming from the main warehouse. You can see through the door it is exactly as the British gentleman had described.The entire room is about 15 feet square. There is a man standing, arms crossed in front of him, in front of the table. He has a large knife in one of his hands and you cannot be sure in the shadows, but perhaps a firearm strapped to his waist. He is staring off into the distance and is facing the wall to the left, so that you are looking at his left side. You cannot see anything on that wall where he is looking, but he does appear quite focused. The floor of the room is in darkness and you cannot really see anything else in the room. The box on the table is quite clear at this point...
Player: Walk up to the guard seductively and wink...
DM: You move into the room and step to the left, trying to stay in sight of the guard. You smooth your shirt and nod in his direction. He spots you and tenses up. You raise your hands to show that you are not a threat to him and start complimenting him on his size and ability to guard...

DM: You get a bit creeped out by this whole thing - but really, what sane person wouldn't? You laugh nervously and start to slowly back away. "Nothing for me today, actually... errr, just uhh.... just browsing", you mutter as you quickly retreat to Tron Guy. The freaky smile on the shopkeeper's face sinks away, and is replaced by an even more freakish grimmace."YOU DON'T WANT MY KITTENS?!", he yells with rage, "ARRRRGHHHHH!!!!". He bursts out of his booth and jumps on you before you even realize what is going on. He bites at your neck over and over, as Tron Guy watches in horror. Just before you die of blood loss, Tron Guy gets out of the virtual shop and leaves you to the dogs... errr, cats. Don't worry, your quest didn't totally end in vain. Your corpse was cut into little bits and fed to the bottled cats. You were quite tasty.

DM: You wave to the guard, holding your hands up. As you do, he unfolds his arms and holds the knife out in an attack posture. You talk to the man and attempt to keep him off-guard. You nod often, trying to get his to nod with you, to get him on your side. As you speak, you attempt to casually work your way around to the table. You compliment the guard as you reach behind your back and pick up the box. As you attempt to move back to the door, he steps in front of you. You work to talk your way past him, but as you move, he stabs out with the knife, splitting your ribs. You feel the pain as the knife goes through your chest and the tip stabs into your heart. You hear the box drop from your hands as you fall to your knees, your life quickly draining from your body.It would seem that you have failed your challenge. In the high stakes world of spy vs. spy this means that you have been killed. This is not the best way to end this story, but sadly, this is how your story ends. Sorry about that! Thank you for reading! Feel free to try again.You had a 10 percent chance of winning that battle.

DM: You pause at the door, but then move quickly. You head straight at the guard. He spots you before you reach him and he starts to turn towards you. You reach out for the knife, attempting to take it from him before he can strike out at you...

DM: Sebastian senses nothing in this typical cave entrance. The mouth was grassy, puddles pooled on the floor, stalactites and stalagmites made the floor and ceiling look like a creepy monster's mouth. It was time to move onwards. She perceived two exits from the initial cave site, one to her right and one that forged ahead.
Player: Leave the cave
DM: You leave the cave, it's mouth still beckons, you wonder if you should just quit the adventure and head back to the smith or whether you want to continue the exploration.
Player: Continue the exploration
DM: She's kinda lost but she thinks she might go... here...

DM: You check your map... It tells you to go forwards into the cave for awhile and eventually head south. You pass by several other rooms until you find your way into a place you probably might not have found if you weren't using the map. The map says to go south and keep going...
DM: Sebastian descends down a deep slope to what looks like a depression to Sebastian's right, ahead, she sees a cave opening. The sound of something huge snoring, gasping, or just breathing heavily lies in the path forward. Sebastian had a talent with the dark but not far enough to determine what the creature that lurked beyond was.She thought quickly about her choices:
Player: The Cave Front
Player: You are at 'J'
DM: Realizing that you are at point 'J'. you read the text. "Two Statues. Don't Pry the Eyes."

DM: As Bob and MC Honey head towards the ship, they notice that the people aboard are one of the dangers they were warned about by the old man: the pirates. The pirates start to notice Bob and MC Honey. They try to trick Bob and MC Honey into the boat to work as their slaves. All of a sudden, Bob's boat accidentally crashes into the pirate ship. The pirates throw down a rope Bob and MC Honey, but MC Honey tries to warn Bob that it's not a good idea to go up there by pulling on his shirt and barking.
Player: Go up
DM: The pirates kindly welcome Bob and offer him a place on their ship. He politely refuses, telling them about the scary stories he heard about pirates. They try to convince Bob that all those stories are unreal, and all pirates are really nice to other people. After thinking about all the things the pirates say, Bob finally made up his mind to stay with them.
Player: Stay with them
DM: At night, while Bob sleeps, the captain comes into Bob's room, takes a knife, and plunges it into Bob's stomach. In the morning, MC Honey wakes up and sees Bob lying dead on the deck. MC Honey is heartbroken, so he decides to jump ship. As MC Honey is about to reach the water, a whale jumps and eats him.

DM: You decide to follow the map towards the contact and the coffee shop. From the airstrip, you drive around a few hills and in the direction of Havana. Driving down the hills, you see the city start to unfold in front of you and can easily follow the map towards the coffee shop.When you arrive, you notice there is plenty of parking and not that many cars around. Instead there are a number of people on mopeds and motorcycles and a few older cars. There are a few small delivery trucks driving around as well. You find a space on the side of the street and park the car.You wait in the car for a few moments and watch the people around you. Most of the people around appear to be in a hurry, or at least have a purpose. Across the street there are a number of round tables with umbrellas outside the coffee shop where you are to meet. There are two couples sitting at tables there, drinking coffee and a single man with blonde hair and a bushy mustache sitting by himself. You guess that he must be your contact.Taking one last look around, you step out of the car. You pause to let a mule pulling a wagon travel along the road before you cross towards the coffee shop. It appears that there is no one else watching as you make your way across the street. You walk up to the blonde man sitting alone.You say:
Player: Is the coffee any good here?
DM: The man replies, "It is good, but not as good as Kenyan coffee."You say:
Player: But I like Kenyan tea.

DM: You pack your car and head to New York with the confidence that you've made the right decision. The drive is long but you've got the radio blasting and the wind blowing through your hair. Since you're low on cash, you eat homemade peanut butter and jelly sandwiches and nap at rest stops on your way. During one of your stops you met a cutie who shares many of your interest and is headed to NY as well. The sweet stranger admits that they're looking for a ride, and hopes you that will be one to give it to them. You're certain that this hottie's harmless, and you could use the company. You begin to remember your mothers warnings of spooky hitchhikers, when a crisp bill is offered for your trouble. The money would cover your gas expenses, but is it worth the risk? You weigh your options and decide to:
Player: Take the hitchhiker.
DM: The two of you climb into your car, and head for your destination. The conversation is good, and it turns out you have more in common than you imagined. You realize that you haven't even made it to NY and have already made your first friend, and perhaps it will be even more than a friendship. You look over to study your passenger's stunning physique, when you learn what "killer looks" actually means. They are holding a gun and ordering you to stop the car, empty your pockets and get out. You do as they say, and are left on the corner of the road with nothing except the shirt on your back. Fortunately for you, you listened to your mothers advice and stuck all your money in your sock. It worked with the bullies back in third grade who tried to steal your lunch money, and it worked with the mean hitchhiker who just stole your car. Eventually a car stops and agrees, ironically, to hitch you back to the town's police station.
Player: Go to police station

DM: Inside the hotel room you can see that this is indeed a luxury suite. This is the top of the line for the hotel and the city. There are top quality furnishings and a large Jacuzzi tub in the bathroom. There is a large king bed in the middle of the room and the room is large enough to also have a lounging area with a leather recliner and a large desk. Next to the desk is a sliding glass door that leads outside to a large balcony with chairs and a small table as well.On the desk you see a legal-sized folder. You go over to the folder and open it up. Inside you can see a picture of Jack Kauffman meeting with el Martillo. There are a couple of additional photographs of Jack from different angles so you can recognize him easily. On a second page are two addresses listed as his home address and a work address. There is a map with the locations circled and they are both near the hotel. There are also two envelopes in the folder.Inside the first envelope are two first-class tickets on a flight from Havana to London and a second pair of first-class tickets from London to your home. These are dated for tomorrow, so to use them you will have to complete your mission today or tonight. The second envelope includes a folded piece of paper. The text of the paper is hard to read, but you can see that it indicates that Jack Kauffman takes the item home at night with him every night.Looking out the window, you see the sun is now beyond the peak of the sky -- it is after noon and you do not have that much time left in the day. If you are going to deal with the accountant at his office, you will have to make a move quickly. If you decide to wait until night, you have a little more time to prepare.
Player: You will head for the office park and attempt to rig the accountants car to explode.
DM: You are very suddenly interrupted by a loud banging on the door. You hear, "¡Abrir! ¡Policía! Abre esta puerta ahora!" The banging continues and you hear, "Policia!" The sturdy door is shaking in the frame and you know that you only have a moment to decide what to do...

Player: You will wait until night and attempt to sneak into the residence to steal the card.

DM: Very suddenly, the man jumps to his feet, knocking the chair he was sitting in to the ground behind him. As it clangs into the ground, his hands rise up, one with a fork and one with a dinner knife. You turn your hips and move quickly to avoid the very sudden slash with the knife across your midsection.The man moves cautiously with his knife held out in front of him. As his feet shift on the ground, you realize that he looks quite skilled with the improvised weapon. Your mind travels back to your training in the warehouse and you carefully watch the knife, his arm, and his eyes. You are not sure what he will do next, but he is clearly watching you carefully, looking for an opening.The two other couples at the cafe get up and scramble away from the tables and chairs. You do not take your eyes from the now armed man in front of you. A serving platter crashes to the ground as a waiter appears and then quickly runs back into the restaurant. You know it will not be long before he summons help in the form of the local police, who you probably do not want to meet right now. The man circles and moves towards you and you can tell he is about to make another strike with the knife.
Player: Dodge the attack and try to move through the furniture to avoid the man.
DM: As the knife comes towards you, you duck and turn. You quickly scramble under the nearest table, hoping to get out of his reach and to the far side. You roll around a downed chair and jump to your feet, ready to avoid this fight at all costs.

Player: I don't like Kenyan coffee.
Player: Stand and take the hit, then punch the man in the throat.
DM: You see the blade coming, and you move towards it, hoping to surprise the man. By cutting off his expected flow, you imagine that he will not be able to slide into you where and when he expected. You cock your arm back, ready to knock him to the ground when he misses.

DM: "Ok, let's see..." I mumble. "How do you get a hungry dwarf to work for you?"The old man smiles. "How?"I don't feel good about this. "You..." I pause and clear my throat. "You tell them that the job is a 'piece of cake.'"The old man squints as if thinking for a moment. He then bursts out laughing, his voice echoing off the stone walls. He laughs for a good thirty seconds; Dvalinn and I force ourselves to hoot along, the awkwardness increasing with each passing moment. "Oh, my dear boy, that is an instant classic," the old man says. "I won't be forgetting that one!" The old man adjusts his posture in his chair. "Well, I feel a whole lot better now!" He reaches into his pocket and retrieves a brass key. He holds it out and says, "Here you go!"I take the key from him. "Alright, well, we will be on our way then.""Have a nice day!" responds the old man.As we exit the room, Dvalinn gives me the dirtiest look I have ever seen.
Player: Go back to the oval-shaped room
DM: 
Player: Go through the mirrored door

DM: You are suddenly warped to another level. The level is filled with thousands of card portraits. Seriously! The room is filled with pictures of different cards! Theres a JOKER card, and a ACE card. And Oh look! The 2 card! In the middle of the room is a group of dogs all playing cards. To the right is a Virus zone and to the left is a warp to a diffrent level warp. So where should you go?
Player: The card dogs
DM: You walk up to the card dogs and ask to join in. They say okay. Unfortunatly you have no money. They say you dont need money to play. All you have to do is pick a number.And if I lose? you ask.Then we push you into the virus zone. They say with a sneer.Do you play?If yes then pick a number below. If no pick return.
Player: pick 2
DM: You lose. they say. Then they throw you into the virus zone.

DM: Well, that was very smart of you, running outside completely unarmed. Now you are dead!
Player: Start Game Again

Player: Move quickly and quietly and attempt to escape out the window of the top floor of the hotel.
DM: You turn and check out the window. The window does not open, surely some kind of safety device. The banging on the door continues as you run to the balcony. The glass door slides to the side silently and the wind catches you by surprise. You step out the door and survey the area. There are balconies below this one and down to the road. You turn and move quickly over the edge of the balcony to try and maneuver down from one balcony to the other...

Player: Open the door and attempt to talk your way out of the situation, even though you don't speak Spanish.
DM: You take a deep breath and step towards the door. You look down and brush a little dust from your chest as you reach out for the door handle. You press down the handle and pull the door open. Three very angry looking policemen stand at the door, looking surprised that you opened the door. One has his pistol in his hand. You smile and take a last breath as you prepare to try and explain that you are not who they are looking for...

Player: Take a stand, open the door, and attack. The police!
DM: You decide that if they are going to take you down, you are going to go down in a blaze of glory. You take a moment to rig a quick explosive on the back of the door and step away from the door. You take cover behind the corner of the bathroom and wait. When they strike the door one more time, the explosive goes off, blowing the door off the hinges and towards the hallway. You step around the corner, staying low, gun at the ready to fire at anything that moves...
DM: You swing around the side of the balcony as you hear the door splintering behind you. You slide down the first railing and reach out with your feet for the next railing. The police are running around the room and you know you only have a moment before they arrive on the balcony. You attempt to swing your feet to the balcony and let go with your hands before the police arrive. Your feet swing wide and find no purchase! You see the balcony quickly fly past you as you reach out with your hands helplessly as you fall 20 stories to the ground. Fortunately you only feet pain for a fraction of a second as your body crashes into the ground.Sorry, it would appear that you have lost. Please do try again, especially if this is your first time. There are lots of different options and possibilities. Be sure to try acts that you have trained, as you will have a much better chance of success if you do! You had a 85 percent chance of winning that battle.

DM: You look at the man and try to calm him down. You speak in a soothing tone, like you have been taught. You try and show him that you are no threat to him. You even back up a little, trying to show him that you're not out to kill him...at least not right now.
DM: The man continues to sweat and you see his face redden as you speak to him. Instead of moving away from you, as you back up, he slowly moves up and closes the distance with you. You continue to hold your hands up and attempt to talk him down. Very suddenly he moves in and stabs your hand! The pain startles you and you move your arm, giving up your defenses. The man sees this and before you can react, he drives through your arms and stabs you in the chest. He lets go of the knife as you slip to your knees. He turns and runs, disappearing into an alley next to the coffee shop.The world around you gets dimmer as you drop to the ground. You can hear sirens in the distance, but they are getting more quiet as you decide you will close your eyes and rest, just for a moment. I am sorry, but it would appear that you have died.You had a 10 percent chance of winning that battle.Please do feel free to try again. To increase your chance of success, be sure to use a skill that you have trained or have items to help you.

Player: Jason Baner
DM: As you came closer to his house, you notice a note tape to his door. You read it:JASON BANER NO LONGER LIVES HERE. THIS HOUSE WILL BE UP FOR SALE. CALL US AT (714)-368-9012 IF YOU ARE INTERESTED.He's not here, then let's go back.
Player: Power Plant
DM: You rode your car over to the Power Plant. A guard blocked you as you were going to go pass the gates. "What are you doing here?" he growled.

Player: Wink at the man and try to talk your way out of this fight!

Player: You will move now and attempt to break into the office during a break and steal the card.

DM: You do see a crumbled piece of paper...but no hat.
Player: Balled up Paper
DM: There are so many places it could be! It wont hurt to try looking into a few you think you have the best shot at finding the hat in...
Player: The Oval Office
Player: [List of] Rooms to Search
Player: The Vice President Office
DM: You try the door several times. You finally accept the fact that The door is locked. Possibly there is a key. Where could it be? You have no choice but to search for it somewhere else. No way you can get in unless you have the key...

DM: Which of the following is NOT expected to found amidst Smaug's hoarded treasures?
Player: gems
DM: ________ slays Smaug with a shot to the vulnerable area in the hollow of his ________ breast with the ________ Arrow.
Player: Bard; right; White
DM: On whose aid was Thorin waiting when he and the dwarves fortified the mountain gate and the Men and Elves came forth demanding their fair shares of the mountain's treasure?
Player: Dain and his army, from Moria
DM: How much treasure did Bilbo actually take from the dragon's lair to his home in Hobbiton?
Player: Three (3) small chests
DM: From where does the treasure NOT from the dragon's hoard with which Bilbo returns home come?
Player: From Beorn, who obtains it for his aid in the Battle of Five Armies, but has no need for it
DM: Your score, reader, will appear when you leave comments (this is a precaution to prevent the less honest among you from retracing your steps and altering the questions you believe you missed!). Unless, of course, you wish to take the BONUS QUESTION!!!!!!! If you answer the bonus question correctly, you will earn 199 points, and thus, the honorary "99" at the end of your score. If you answer incorrectly, however, you will lose 150 points. Is it worth the risk to you?

DM: Quickly you stand up and run away from the assembled ninjas as fast as you can. Faster than thought, three of the ninjas trip you, tie you up, and hang you upside-down. they all begin to chant, and the master approaches with a blow dart. You thrash around and try to free yourself, all to no avail. Do you stay silent? Or would you like to try and talk your way out of this one?Decide...
Player: Talk your way out?

DM: You are standing inside the bathroom. There are three normal stalls and one handicap stall. It appears some one is in the first, third, and the handicap stall. What would you like to do?
Player: Knock on the handicap stall
DM: You knock on the door and hear some one yell "WHAT?" You tell him that the All-American said you could borrow his key. He tosses it under the stall for you. What would you like to do now?
Player: Leave bathroom
DM: SW Corner - Outside BathroomYou are at the south-west corner. There is a bathroom south of here and a stair case to the west. Unfortunately, there is a guard at the stair case who will not let you pass.You have the incriminating pictures and need to get them down to the cafeteria. Where would you like to go?
Player: North (to the photo classroom)

DM: You turn back, knowing you're not able to deal with the security guard yet. You creep back the hallway to outside your cell, looking around for another option.
DM: You stare down the hallway where the creature that let you out went, towards Cell 211. You pause, wincing as you look down there, knowing something horrifying must wait.Down the other path, there doesn't seem to be much other than the endless celll doors, although you hear a faint humming down it.However, there's also several cells with doors left ajar. One door sits there, with a mumbled crying behind it, a pool of blood leaking out from under the door as it leaks out into the area.There's another cell that lies open, although the lights inside it have been snubbed out. The darkness inside seems to be physical, seeping out and sucking what little light brightens your hallway. The final cell that lies open isn't open wide enough for you to see anything inside, although you hear faint, whispery voices inside that seem to draw you inside.
Player: Check the cell with the voices
DM: You walk into the cell, finding it completely empty. You pause, frowning at its emptiness. However, the voices flood into your head."Hunger..." a raspy voice begs inside your head. "Feed us... feed us...""Dying... you're all dying..." a deep, booming voice screams."So weak... you're so weak..." a childlike voice giggles.You wince, clamping your hands against your ears as endless voices, young and old, loud and quiet, raspsy and booming, all beg desperately for an end to their hunger, while making threats and mocking your pain and suffering. There's nothing more than pain and hunger here.

DM: You go to see Mrs Long in Spitalfields, she is an old and serious woman."I was walking to the Market at 5.30am on the morning of the murder when I saw a man and a woman talking in front of 29 Hanbury Street where this dreadful murder occurred," she tells you. "The woman had her back to me but I saw the man quite clearly, he wore a dark coat, a brown hat and looked about forty. I think he was a foreigner. I heard him ask the woman 'Will you' and she said 'yes' as I walked by. I often see people standing in that street talking but when I heard about the murder I thought I'd better tell somebody what I saw."Frowning you consider the value of her information as you bid her farewell.
Player: Talk to Witness Mr Cadosch who may have heard the murder
DM: Traveling to 29 Hanbury Street you meet Mr Cadosch, a middle-aged Frenchman. He lives next door to the house behind which Annie Chapman was killed and he wastes no time in leading you into the backyard of his house. A wooden fence separates the yards of 27 and 29 from each other, it was on the other side of that fence that Annie Chapman's body was found. Mr Cadosch stands next to the fence as he tells you his story."I got up for work at 5am and about fifteen or twenty minutes later I went into the yard to use the outside toilet," he says indicating a little shed at the far end of his yard. "As I walked back through the yard I heard a woman quietly say 'no' and then soon afterwards something fell or leant against the fence. I guessed it was trouble but I didn't want to be caught up in anything and I had to go to work so I went back into the house and headed out."You look at him startled, this man might have passed just feet away from the murder as it was happening. The fence is only six feet high, if he had just peered over it he would have seen the killer. On reflection you realize perhaps if he had though the amiable man standing before you might not be alive now. Thanking him for his time you move on.
Player: Talk to Annie Chapman's friend Mrs Palmer

Player: Pen
DM: Julia pulled the fire alarm, however all that did was force everyone outside, leaving only her and Mr. White in the school. The next events to summarize was the worst experience of Julia's life. What Mr. White did to her scarred he for life. He threatened to kill her if she said anything, and left to go to teach his second period class. Julia went home that day looking very ill and sad, and refused to say a word to John, who thought whatever was going on would blow over. Two days later, Julia was found dead at the bottom of the pond next to the school. She has a rope around left ankle, which on the other end was a large concrete block holding her down, and she was fully clothed in everything but shoes. The cause of death was deemed a suicide, and nobody knew why she went to that extent. John was totally distraught about it, and blamed himself, though he was always a kind and generous brother. Mr. White got away scotch-free. This is one of the bad endings.

Player: Pull Fire Alarm

DM: You decide to leave the cafeteriaJust as you are about to leave, a gaurd stops you dead in your tracks. He reminds you that you may leave only 4 minutes before the bell rings. What would you like to do?
Player: Go to the pop and vending machines
DM: There are three vending machines in the cafeteria. What one would you like to look at:

DM: After deciding to look at the next pitch, it comes in on the outside corner for a called first strike leaving you behind in the count 0-1.
Player: Swing at the next pitch
DM: With an 0-1 count, you believe the pitcher is going to try and throw you off with a breaking ball, and that's exactly what he does. Except this curveball doesn't have much movement, and hangs over the plate. Realizing the lob you're receiving, you take a big swing and rip the ball into left field. The ball goes back to the wall and over the fence for a walk home run, ending the game. The crowd goes wild as your team has finally won the championship. As your rounding third base, your team meets you at the plate and soaks you in a Gatorade bath, and to think you almost went home after not starting.

DM: After hours and hours of searching, you and your crew find nothing.
Player: Search the beach for trees that don't seem native to the island
DM: after a a couple hours of roaming about the beach, you come across 4 trees that are all within 10 feet of each other that are unlike any other tree on the island. You call for the rest of the crew and give the order to start digging.

DM: You go right and find all the electronic toys. One toy that really catches your eye is the megaphone! That could be really useful! Unfortunately, this is also a dead end, so you have to go back.
Player: Toy Megaphone
Player: The Toybox
DM: You're walking to the toybox when you trip over something. A yoyo! Cool!

DM: "I'm ready." She tried so hard to seem like an adult. Even the lingerie she bought was clearly for someone much older.My mouth was dry and I could feel a gallon of sweat begin to pour down my forehead. But she was absolutely perfect.Absolutely perfect.In my arms, she was so tiny. Was Sophia always this small? Before I can ask, she stops me with a kiss. Any kind of comprehensible thought in my brain stops and all I can do is react.To kiss her when she kisses me back.To slip off that one-piece off her shoulder."Are you sure?" I ask her hoarsely.She nods softly and I give in.
Player: Spring time
DM: "Hey!" I ran up to her, panting the entire way. This heavy puppy seriously needed to go on a diet. He felt like two of Sophias, even though she easily towered over him."Hey stranger." She smiled back and I can't help but smile. "Is that my birthday present?""I wanted to wrap him up but he refused to cooperate." I sadly admit as the puppy coughed up a scrap of wrapping paper. "Hmm, what's your name cutie?" Sophia asked the puppy softly."I think you should give him one. It is your dog after all." "How about Marley?" Sophia asks and it was at that moment, the puppy decided to lick her face."I guess he likes it!" We laugh together and for a moment, a brief moment, I feel like everything is okay.But the moments started becoming rare. So rare, that even I realized it. Even during the moments when you acted like everything would be okay.Did you believe it?Or were you pretending like that day?

DM: Unfortunately, John never prepared dessert, and Emile left after finishing his dinner, kissing Julia on the cheek before leaving. After Emile left, John face palmed himself. "That's who saved you?!" asked John, directed at Julia. "He looks a bum.""John, he's poor, he can't help it!'"Still, you deserve somebody better than him. A MONKEY makes better grades than him.""Look John, he saved me, and has been nothing but nice to me, and unlike other boys, he actually cares about my feelings, not just my looks! Can you please let me be with him? I don't ask much!"How should John reply?
Player: Okey Dokey
DM: "If that's what you want, I will let you date Emile. I just worry about you," answered John."Maybe you worry too much," replied Julia."Maybe..."Emile and Julia went on a few dates after the dinner failure, including a party the very next night with some of Emile's friends. Julia was surprised to find that Emile drank alcohol, but after some persuasion started drinking some too. She didn't over indulge herself that night and enjoyed herself, of course not telling John about the alcohol or party.After that, Emile and Julia's relation began to wain on a romantic level. They just didn't have anything in common. They broke it off after realizing this and remained very close friends, staying in contact with each other during college, both graduating from their respective universities; Duke for Julia (lucky), and a local community college for Emile, where he learned how to edit videos, and became a famous Youtube gamer. Julia became a chiropractor, and a damn good one too. She actually helped the profession gain respect in the rest of the medical field and stopped being a laughing stock. She actually wrote the manual on the back and how to treat it, and made millions and becoming a pioneer in the future of medicine. John's just happy that Emile and Julia broke up and won't have a heart attack from it, living out his life in peace. Everyone wins. This is probably the best ending, congratulations! Try to find the others to see how the story changes with one decision!

DM: YES! 1350 lights are working. We are still missing the cookies and the presents. Let's go look for Santa's cookies!!
Player: Where are the cookies?
DM: We found all of the cookies but the Grinch ate some of them. When we made them there were 425 cookies but he ate 125 of them. How many cookies are left for Santa?

DM: "I'm sorry Julia, but no; he has no future and I don't trust him."WHY DO YOU HAVE TO BE A GOD DAMN JERK?!" yelled Julia, visibly angry. "WHY CAN'T I HAVE A DECISION ON ANYTHING LIKE THIS?!...""ENOUGH JULIA!!!" yelled John. "I'm trying to protect you! You were very close to having a very traumatic experience, and you don't know what would've happened if you did go through that experience. Please, just do what I say and end it with Emile before you get yourself in trouble again!Should Julia Agree?
Player: You're right John.
DM: "You're right John, I should slow down and think about what I'm doing.""You are wise Julia, always think about the future when making a decision, no matter how big or small it is.""So I should think about the future when I decide what to eat?""Who knows, maybe if you think about it, you can keep yourself from having indigestion."Both of them chuckle a bit from this line. They embrace after their tense moment and say goodnight to each other. The next day, Julia breaks off the relationship, despite Emile's pleas to go to a party with him. Emile was distraught from this news, and Julia felt bad, but she knew John was right and needed to make sure she did the best for her in life.10 years later, Julia, now a famous chiropractor, meets Emile at a grocery store. It turns out that Emile, who couldn't find a girl, decided to turn gay. He was with his "life partner", Jon, his best friend in high school. They were both famous Youtube gamers after learning video editing in college. Julia, who was still single, bumped into a girl named Anna after meeting Emile and Jon, and she was a stone cold fox. Everything about her screamed "Red Hot!" and after seeing how well Emile was doing being gay, she contemplated going down the same path... Sorry! The rest of this I'm not going over, it's too weird! You can imagine it yourself, or write what Julia does next, it's create your own ending!. Nevertheless, congratulations! You found the weird ending! Try to find the others!

DM: Groaning, you slide your hands to your thumping head, "That must've been some batchelor party," you murmur to yourself, "I only wish I could remember some of it!"As you open your eyes, nothing but darkness surrounds you. You reach out for the lamp but your elbows slam into something hard and wooden. You sit up instantly cracking your head on a surface just inches above your face. For a moment you panic but then realise that you must have passed out and rolled under your bed. You slide along the wooden floor reaching out but in all directions you are met with solid wood. You start to scream and flail out wildly and then your hand hits something round and metalic. As you frantically pull it to your chest, it turns on and shines down over your rented tuxedo to reveal the awful truth. You are in a box.Your heart and breath race away from you as you kick out and scream in sheer terror, "No! not this.... Let me out. This can't be...No! Not this! No..."You tell yourself this must be just a sick batchelor party stunt. Any minute now the lid is going to open and your friends will be snapping pictures and lifting you out. Trying to force calm into your voice you shout, "Come on guys! Jokes over. You really had me going! Now get me out of here. We have to get to the church by 11 or Mina will kill me!"...No answer comes. You are consumed with terror..
Player: The box
DM: Dressed in your wedding suit, you are suffocating inside a wooden box.

DM: "NO! I'M SICK AND TIRED OF YOU TELLING ME WHAT I CAN AND CAN'T DO! YOU'RE NOT MY GOD DAMN PARENTS!"Julia stormed upstairs and slammed the door leading into her room. John just sighed and cleaned up the kitchen and went to bed after a long and stressful day.The next day Julia went up to Emile and apologized for her brother antagonizing him. Emile shrugged it off and invited her to a party with his friends. Julia wasn't sure, since she knows John won't drive her, and she can't walk there by herself. Emile said him and his friend, Jon will pick her up. Julia said she will text him her decision at 7:00.It is 7:00 now, should Julia sneak out and go to the party?
Player: Be a Party Pooper
DM: Julia texts Emile no, stating that she doesn't feel like it, and for the next two hours she lays in bed doing absolutely nothing. There's not much else to say. WHAT DO YOU WANT ME TO SAY?! Stop pressuring the author! Please?
Player: Does something else happen?
DM: Two hours later, John walked in to comfort Julia. "I know you don't like it that you can't control your own life yet, but when you're at college, your life will be in your hands. Right now I want to protect you so you can get there.""I know," said Julia silently."I want to make it up to you that you can't date Emile, so I bought tickets to Disney World!""OH MY GOD, We've wanted to go our entire lives, but Grandma couldn't take us! Your the best John!""You mean the world to me sis! We're gonna have a great time, just you and me!Julia's smile returned, and proceeded to start a tickle fight with John, who easily beat her by tickling he weak spot, around the belly.After Julia graduated High School, they went to Disney World and visited all of the parks. This ending ends with the two hugging and eating cotton candy sitting on a dock over a lake under the sunset (The Imagery!).Congratulations, you found the heartwarming ending! Try again to find the rest of the endings!

DM: Walking on the shore you see many things you have seen before. The woods, the ice in the water, the bears walking through the pines to go fishing in the salmon rivers. While you are walking you see a kayak that is not being watched, and tied to a large trunk of driftwood on the shore. You say to yourself, "I've never been out in the ocean on a kayak before, and the one who left this here doesn't seem to need it right now.
Player: Take the Kayak out into the Ocean
DM: It takes you a few minutes to figure out how everything works, but soon you are out in the sea and paddling around. You can see with your sharp eyes, fish under the water. Then you see a whale surface. It is huge and beautiful. You think to yourself, "I've never been inside a whale before. If I could get her to open her mouth I could fly right in.".
Player: Get the whale to open her mouth
DM: You call out to the Whale "Next time you come up for air Whale, open your mouth and I will give you a big surprise". The Whale surfaces and opens her mouth really wide and you fly inside. There is a light inside, down in the belly. You walk down the mouth to see what you can see. Inside you can see the whale's belly, and the large ribs. You also find a huge amount of fish from the sea that the whale has eaten. There is a small lamp there, lighting everything. After eating your fill you look at the lamp. There is a tube that leads from the Whales hear down to the lamp and keeps it filled with oil. Then you hear a voice. "Hello, you are welcome, and can eat anything you wish. But please don't drink from the lamps oil tube."You turn and see a young woman. She is very pretty and she has a flute.

DM: Val looked sad. Val; "I...I don't know...anymore. I just...don't know." You; "I'm sorry Val, I-" She shook her head. Val: "It's fine. I'm fine. Seriously!" But I wasn't convinced. Val; "Some bad things happened. Things I don't want to remember, and now, I have a sworn duty to take care of people like you. To be honest, it's a real chore." She giggles. You; "So, am I one of your chores?" Val; "More of a hobby actually."
Player: Where are you from, Val? I mean originally.
DM: Val's eyes glaze over. Val; "I used to live in a place called Valhalla. Nice town, nice people. Just a strange coincidence I ended up here." You; "Why's that?" Val; "Because! My town was named after this place!" You; "Valhalla? Isn't that Viking for heaven?" Val; "Yep. I had a lot of good memories there." Val; "Not that it matters anymore."

DM: You poke the dead frog. It feels all dry. DISGUSTING!
Player: Look in the hall
DM: You enter the fourth door. Then you realize that you have entered the charms class!

DM: You shake your head as the wizard continues to urgently demand you come with him. As you continue to refuse, the growling turns into a roar as a velociraptor runs up and bites your face off. YOU ARE DEAD

DM: You decide to stay in the cabin."I know you don't really want to stay in here. You want to find out what's going on here just as badly as I do." Kent tells you. "And I know you're short on money too. The pay we'll get from blowing the roof off this place will solve all your problems. What do you say?"
Player: Search the grounds
DM: You and Kent leave the cabin to search the grounds of the sanctuary."We have to be quiet, I don't want to know what happens to us if that guy finds out we're searching his land for murder evidence." Kent says. You take slow paces, and the dark of the night benefits you're sneaking. "Where should we look first?"

DM: You are busy in your room: as the prince of a large country, you have several duties on your hands. The problem you are working on now is a food shortage that seems to be arising in the east of your country - you are making preparations to transport food from the north.As you are busy working out the costs of transportation, a messenger arrives from your father, the king."Your father requests your attendance in the throne room immediately," the messenger says imperiously."I'll be there right away," you answer. Lately it seems your father has been not in his right mind, and you are a bit worried for him.
Player: Go with the messenger
DM: You follow the messenger out of your room."May I ask why I have been summoned to the throne room?" You ask the messenger."I don't really know myself, but all the other princes have also been summoned so either there is a crisis, or he has an announcement for all of you." The messenger replies."And how is my father faring?" You ask some more."His Majesty is really telling us to do some strange stuff, just the other day, he told us to construct a small room and a vault with a very peculiar lock." He replies.You are about to ask some more, but he raises a finger to his mouth as you approach the throne room.
Player: Throne room
DM: As you arrive, you notice that your seven older brothers and four younger brothers are already there. "Now that everyone is here, we shall now explain what is happening," your father's chief advisor proclaims. "The king has decided to how a game to decide his heir, you shall enter in a separate room, one by one in order of age to solve a puzzle prepared for you. Should you be the first to solve it, we will officially declare you to be the crown prince, and hence the future king. To make things fair, you will only know the rules of the puzzle when you enter the room. Now we shall begin."Your older brother steps forward into the small room, minutes later he comes back out looking confused and disappointed. Your second oldest brother follows but soon leaves as well. One by one, your older brothers take turns entering and exiting, each one more puzzled than the one before. Soon it is your turn, and you enter the room.
Player: Rules

DM: You watch the messenger leave and quickly finish working out the cost of transport before hurrying to the throne room. You casually overhear the patrolling guards talking together."Has the king decided on his successor yet?" one guard asked."I think he's going to choose one based on the tradition," the other replied."The tradition?""Yeah, I hear they hold an intelligence competition, the prince who can successfully solve the puzzle will become the new king.""How do you know about this anyway?""Ah, my father was a guard back when the present king successfully solved the puzzle created back them."Their voice go inaudible as they walk away from you, and keeping the new information at the back of your mind, you approach the Throne room.

DM: The ball ends up near the tennis court and comes to a slow stop. You rush up to it, scooping it up in your hands quickly and turning away, heading back to the sheltered courts. You start thinking about why you're the one who has fetch the ball. And- THUDYou hear someone say, "Not again!"You turn around in surprise. You know that you have to head back to the others with the ball since they're waiting for you anyway and knowing them, they probably don't take too kindly to having to wait for others. But at the same time, you feel like you want to check the voice out, but there's a chance it could just be a couple of Victorians just having fun or fooling around. What do you do?
Player: Head back!
DM: You rush back with the ball. It's probably just a couple of Victorians having fun, right? No big deal. They're waiting for you too, not nice to keep them waiting. But before that, you try to remember to yourself...which team were you in again?
DM: The rest of the game goes as expected with your team being demolished by Team Alpha. But to be honest, you're not bothered.Even though the other team had won, it still looks like you're the ones truly having fun. But anyway, you have bigger fish to fry. Like the queue in the canteen! You want to get there before it gets too long, you know, after PE, thirsty Victorians usually flock to the drinks stall.Objective: Get to the drinks stall, quick!
Player: Head on over to the canteen!
DM: You enter the canteen and immediately look towards the drink stall, wanting to get that drink that you desperately need. You remember that you only have 40 minutes for your break today. Suddenly, like zombies, a horde comes rushing into the canteen. You realise that you really have to get to the stall soon.On the other hand, perhaps it is a good idea to shower now. It feels nice being clean. Only thing is that you'd probably have to go back up to class and take your towel and soap because you do not have them on you now.What do you do?
Player: Head up to class to grab your soap and towel!

DM: As soon as I press the button, a holographic image of Haste appears, but he motions towards me faster than I can react, and I don't even see what it is he does, but the holograph is turned off, so apparently I lost.YOUR HEALTH: 100%
DM: I enter a spherical room that seems to have nothing in it aside from a computer monitor on the wall. I approach it and as I access it, it gives me the option to activate different holographic sparring partners. I could check this out, but it sounds like I can't do much without training in using my powers, and mom says I have to be older for that.YOUR HEALTH: 100%
Player: Freakshow
DM: As soon as I press the button, a holographic Freakshow appears on the other side of the room. He immediately lunges at me and his fingers extend towards my neck, and as soon as they reach around my neck, he dissolves. It seems I lost.YOUR HEALTH: 100%

DM: As you enter the room you see your father's most trusted advisor standing there about to read the rules."In front of you is a vault, inside there are 4 light bulbs placed in a circular manner, only when all four light bulbs are turned on will the vault open. But there's a twist.To turn a light bulb on or off, there are four buttons, each button corresponding to one light bulb. At each turn, you may choose any number of buttons to press, and the corresponding light bulb will switch on if it is off and turn off it is is on and they will remain that way until you press some more buttons the next turn. Note that you do not need to use all the buttons if that is what you desire.Furthermore, because the light bulbs are inside the vault, you have no idea which light bulbs are on or off at the start, and the inner lights are never reset.Adding on to the challenge, after each turn, the light bulbs inside the vault will rotate a certain number so that a different button will correspond to a new light bulb, the amount rotated is different each time and done completely at random. Notice that it is rotate and not replace, so you can be sure that the permutation of the four buttons will the not change only the orientation will.Inside the vault is your father's will, once the vault is open you will be able to take a pen next to the will and write your name on the will confirming that you will be his successor.This may seem impossible as you do not know which light bulbs are on, but rest assured there is definitely a solution. Even if you do not know the solution, it you are very lucky, you may hit the correct combination and open the vault, if this happens you are free to write your name down on the will, but you can always try again and see if you can figure the solution out. Now I hope you will do your best and solve this puzzle."
Player: Let's start
DM: You test the door, it is clearly locked. You observe the four identical buttons on the wall, they are arranged in a cross, with one button at the top, one on the right, one down the bottom and one to the left. It is time to take your pick:
Player: Press the button on the right

Player: Press the top button
DM: You test the door, it is clearly locked. You observe the four identical buttons on the wall, they are arranged in a cross, with one button at the top, one on the right, one down the bottom and one to the left. It is time to take your pick:You have decided to push the top button.
Player: Press the button on the bottom
DM: You test the door, it is clearly locked. You observe the four identical buttons on the wall, they are arranged in a cross, with one button at the top, one on the right, one down the bottom and one to the left. It is time to take your pick:You have decided to push the bottom button.
DM: You test the door, it is clearly locked. You observe the four identical buttons on the wall, they are arranged in a cross, with one button at the top, one on the right, one down the bottom and one to the left. It is time to take your pick:You have decided to push the right button.

DM: The advisor smiles at you, "Very well I shall give you a demonstration using two light bulbs. Let's call these two bulbs, Bulb A and Bulb B. Also let the two buttons be called Button A and Button B.Suppose at the start, Bulb A is on, and that the rotation is set so that if you press Button A, Bulb A will turn off and if you press Button B, Bulb B will turn on.I will now press both buttons, so that Bulb A is off and Bulb B is on. Since the rotation is random let's say that Button A now corresponds to Bulb B and Button B corresponds to Bulb A.I press Button A so that Bulb B turns off. Since the rotation isn't set, let's say it happens to rotate 360 degrees this time and Button A still corresponds to Bulb B and Button B to Bulb A.By pressing both buttons, now both bulbs will be turned on and the vault will open.I hope you now understand how the game works."
Player: Choose the buttons

Player: Press the button on the left
DM: You test the door, it is clearly locked. You observe the four identical buttons on the wall, they are arranged in a cross, with one button at the top, one on the right, one down the bottom and one to the left. It is time to take your pick:You have decided to push the left button.
Player: Press the chosen buttons
DM: You press down on the buttons you have chosen and you here the switches change, you also hear the bulbs rotate inside the vault. You test the door, it is clearly locked. You once again observe the four identical buttons on the wall, they are arranged in a cross, with one button at the top, one on the right, one down the bottom and one to the left. It is time to take your pick:

Player: RESET

DM: Between the banks of the rivers Ouse and Foss sits a finger of land, atop which rests the ancient walled city of York. Created by the Romans, its old stone walls have been mostly replaced by wooden palisades, but in some sections they remain; impenetrable rock formations three feet thick and fifteen feet high. Waving methodically in the slow December wind, your snarling wolf banners fly proudly.Surrounding the outside of the city walls, thin huts of mud and thatch lean precariously, using the palisades for support. You curse irritably; those huts will provide excellent cover for any attacker who wishes to besiege your city. Picking its way through the thin cobble street, your horse passes by the frail mud-and-thatch houses beside the walls. From within their shallow depths, grimy faces peer outwards suspiciously.From atop the walls, a young man in an ill-fitting mailshirt challenges you"Go no farther! Who are you?"A grizzled veteran with a scarred face and grey hair cuffs the younger man over the head"Open the gate you idiot, it's lord Aethelwulf!"The young soldier blanches fearfully, stammers a pardon, and practically leaps off the palisade's platform to unbar the gate; a massive four meter structure of wood and iron.The gate opens inward with a heavy groan and the young soldier- still looking suitably embarrassed- waves you inside.As you pass, you grin at him good-naturedly.You are home.
Player: Enter the Courtyard
DM: The courtyard is a chaos of raised voices and the neighing of horses and the splashing of mud, which coats the ground; it has been churned loose from the frosty ground and warmed by the trampling of hundreds of feet.Across the courtyard from you is the inner keep, a building made from Roman stone and patched with Anglo-Saxon woodwork. It is where you host your warriors and organize meetings, and it also functions as your personal quarters.You should organize a meeting soon, but it would be wise to meet with your family first.

DM: I love her. I love her so much.But she betrays me. She hurts me in every possible way. But I stay.I can't leave her. I am addicted to her. I know she loves me back, no matter what she does. She is my only friend, the only one I can trust.And she knows that. And she takes advantage of it.She asks me if I would like to go out for a walk.
Player: Of course!
DM: "You're acting strange lately. You know that you can speak with me about everything, right?" "Sure." "You're so cold, please tell me what bothers you. I really care for you and I am worried." I didn't know if I was ready to tell her. I was a fool to think she wouldn't notice that something bothers me. She always did. Sometimes she realized it even before I did.

Player: Decide to ask another question
DM: "So, who sent me to Hell then?" you ask. "Me!" Dean says suddenly attacking. You scream. Paul suddenly pulls Dean off. "Please Dean. The human's clearly stupid, but we can train it." Paul says. "Fine." Dean huffs. "No more questions!"

Player: "I don't care!" you yell
DM: "I don't care!" you yell. "Then I should kill YOU!" Dean says seriously.
Player: "Do it!" you say
DM: "Do it!" you say. And with his knife, he does. Sorry, but you've lost. Please try again by clicking "The Second Test" below. Otherwise, comments are wanted and much appreciated. Thanks for playing!

Player: You don't say anything
DM: You don't say anything. So he pulls out his knife placing it to your throat. "CHOOSE!" He demands.

DM: You assess her as the opponent she is. She's very small, even for a ten year old, and is crying. She will be fast, if she plans to fight. You see she's already got a slip limp, which you observed when she came in. You also notice the fear in her eyes. No doubt, she's scared and doesn't want to be here. Maybe you'd be doing her a favor to kill her? Or maybe you'd be killing an innocent little ten year old. Maybe you're just making excuses to justify your next move. The bell rings signaling for you to start.
Player: You strike her in the head to knock her out before you kill her
DM: You strike the girl in the head hard to knock her out so she doesn't feel any pain when you kill her. The demons boo, but a kill is a kill to them. You stare at the girl and start crying. This is your first kill. You feel immensely guilty for killing a ten year old girl. You're screamed at to step away from the girl and go back to your corner.
Player: You go to your corner

DM: You gasp and plan not to fight her. When you hear the bell three seconds later, neither of you move too frighten. After a few seconds of you two just standing there, the demons surrounding the gate start to hiss and boo, screaming at you two to fight.
Player: You tell everyone no
DM: You tell all the demons 'no' and that you're not going to fight. The hisses and boos get louder. Finally a door opens and hell hound are send in to rip you both to pieces. Sorry, but you've lost. Please click on "The Second Test" to try again. Comments are welcomed! Thanks for playing!

DM: You immediately pull out the knife Paul gave you and stab her in her heart. You are heartless about it, and usually demons love that. However, everyone around the cage, stops yelling and just stares at you as the girl dies. There's a huge muttering all of the sudden, and then Dean enters the cage. "Where did you get that knife from?!" He demands
Player: "I had it when I came to Hell" you reply
DM: "I had it when I came to Hell." you reply. It's a complete lie and you can see neither Dean nor any of the demons seem to believe you. They throw a huge commotion yelling at you to tell who gave it to you. Some even shoot some flames at you, which you jump back from. "Who gave it to you?!" He yells again.
Player: You look around and point to a random demon
DM: You look around and point to a random demon. You're not going to call Paul out. You're not sure what will happen to the demon, but you're pretty sure it won't be good. You're not even sure if you're going to survive this. The crowd of demons go wild and force that demon you've pointed to into the cage. "I didn't do it!" the demon shouts in fury. "The human's lying!" "I swear to all of you, that's the one!" you cry out. "Guilty or Clean?!" Dean yells to the crowd. Everyone in the crowd starts yelling 'Guilty' together. The demon turns in circles in panic before resting it's eyes on you. "YOU!" The demon hisses and growls. The growl is unlike any fury noise you've ever heard. It scares you. With sudden speed, the demon is upon you ripping you skin to pieces. You scream, but suddenly Dean pulls the demon off of you and stabs him with a different knife that looks to be of pure silver besides the handle. The demon howls in pain flaring on the ground. Everyone cheers around you. You watch the demon slowly die. Then Dean turns to you with his eyes blazing.
Player: You scream in terror
DM: You scream in terror. "Guilty or Clean?!" Dean yells to the crowd over your screams. "Guilty!" cries the crowd without a doubt.

DM: You run towards her and kick her in her bad leg. She cries out in a child like cry of pain and falls immediately to the ground. The demons hoop and holler for you to keep going.
Player: You kick her in the stomach while she's down
DM: You kick her in the stomach while she's down. This is not a little girl, this is your opponent. You have to start thinking like a demon, in order to get out of here. However, how can you find it in your heart to kill this small thing?
Player: You continue to kick her while she's down
DM: You continue to kick her while she's down. Her cries get weaker and weaker, but you know you have to do this to get out of here. The crowd is going absolutely nuts at your ruthlessness. She starts begging you to kill her.
Player: You kick her in the head to knock her out and then kill her

Player: You say nothing
DM: You say nothing, afraid to give Paul away and afraid they'll catch you on any lie you do. Dean suddenly grabs the knife from you to observe it. You can't read his face very well but he looks pissed! "Who's knife is this?!" He demands again from you.
Player: "From Paul." you answer
DM: "From Paul." you answer honestly. You're not about to risk lying to Dean. The crowd hisses and shout all at once. Suddenly Paul's forced in the cage too. He looks terrified but angry at you for betraying him. Dean take the knife from you and observes it. He then looks angrily to Paul. "Why did you do this?" He asks Paul furiously, but you can hear some hurt in his voice. "The human was going to die and you know it!" Paul shouts. The demons all boo and hiss again, but Dean waves his hand and silences them. "Why would YOU care?!" Dean demands. "It doesn't matter now. Just kill us and be done with it." Paul says bowing his head submissively. "No!" Dean shouts pulling out a blade wrapped in plastic. He slowly removes the plastic and you can see it's an iron knife. Paul looks very afraid now, but he doesn't move away. Instead he goes to Dean and kisses him softly before stepping back and standing submissively again. "Do it, Dean." He says quietly.
Player: You say, "Leave him alone!"

Player: Decide you're not going to fight him
DM: You decide you're not going to fight him. That's too bad. Because when the bell rings he immediately attacks you and kills you. Sorry, but you've lost the game. Please click "The Second Test" to try again. Otherwise, leave your comments and thanks for playing!

Player: You immediately kick his right arm
DM: You immediately kick his right arm, seeing that's your best option. As expected, he doesn't see this coming and falls back against the barbwire crying out in horrendous pain as his foot gets caught.
DM: You pull out your knife and kill him. He collapses in a blood mess. All the demons go silent a moment before a huge commotion is made. "You've cheated!" "A demon has helped you!" "Disqualified!" "Kill! Kill! Kill!" Your heart starts to beat faster. What are they yelling about. Aren't they happy you killed someone? Suddenly the door opens in front of you and Dean enters looking in a hot fury. He glares at you, his eyes blazing red. "Where did you get that knife from?!" He demands.

DM: You say, "Leave him alone!" Both Dean and Paul looks over to you. "You! You be quiet!" Dean demands harshly. "You're the one that's got him into this mess!" He hisses. "I'll do it...." Paul says quietly. Do what, you wonder? But it becomes all too clear when he takes the knife from Dean. He turns to you and next thing you know, the knife is through your heart. Sorry, but you've lost. Please click "The Second Test" to restart. Otherwise, comments are always welcomed. Thanks for playing!

Player: You stop fighting
DM: You stop fighting. She's clearly had enough. After a few moments, the demons start yelling at you to continue.

Player: You just stare in shock

Player: You beg for him not to kill you
DM: You begin to beg for him not to kill you. Dean hisses at your weakness and begins stabbing you repeatedly with his original knife before finally just killing you. Sorry, you've lost the game. Please click "The Second Test" to try again. Otherwise, comments are always welcomed and thanks for playing! Hope you enjoyed!

Player: You snap her neck quickly
DM: You snap her neck quickly and she dies. The crowd hoots and hollers. You are victorious this round. Once the cheering goes down they tell you to go back to your corner.

Player: You kick him in between the legs
DM: You kick him in between the legs. He's a guy, it's got to hurt. The guy falls down still tangled in the barbwire and so you continue to kick him giving him a bloody nose on top of it. You hear the guy begging for you to stop.

Player: You beg him to stop
DM: You beg him to stop. You can't possibly take much more. The demons are displeased with your weakness and cheer the boy on to kill you, and so he does. Sorry, but you've lost the game. Please click on "The Second Test" to try again. Otherwise, thanks for playing and please leave comments!

Player: "Wait!" you scream
DM: "Wait!" you scream. But there is no waiting in Hell. Dean kills you. Sorry, but you've lost. Please click "The Second Test" to try again. Thanks for playing and please leave your comments!

DM: You stop and help him out of the barbwires knowing how painful that must be for him. He suddenly sees you have a dagger and takes it from you holding it in the air. "We've got a cheater!" He screams. Chaos erupts and the demons start screaming about how you're going to die. Suddenly both Dean and another demon enter the cage. You back over to Dean feeling much safer oddly enough with Dean than with the second demon. The demon takes the knife and both him and Dean look over it. Dean's face is hard to read but his eyes flutter to the corner where Paul is. So, he knows who's dagger it is, but does the other demon? The other demon stares long and hard before turning to Dean. "Is this or is this not, Paul's dagger?" He says seriously. Dean pretend to look back over it with a hard line on his face. But before he can say something, Paul enters the ring. "It is." He says frustrated and sadly. Dean clenches his jaw together and hands the other demon a special knife. You see the knife is made of iron. Dean turns furiously towards you but won't look at Paul. "You come with me." He says to you. You have no choice but to come. Dean takes you outside the cage. You hear Paul's screams from inside the cage, but don't want to look back. Dean flinches every time Paul screams and makes his hold tighter and tighter until you're sure he's going to break your arm. He leads you down so many paths, that you've lost the way long ago. It's a long walk that you endure in silence. You notice Dean has suddenly started to cry.
Player: You remain quiet
DM: You remain quiet. Dean takes you to a torture building and leaves you there to die. Sorry, but you've lost. Please click "The Second Test" to try again. Also, comments are welcomed. Please rate and review. Thanks for playing!

Player: You decide he's had enough and kill him
DM: You decide that he's had enough f your cruelty and so you kill him. The crowd again cheers for you before telling you to go back to your corner. You wonder who's next.
Player: You go back to your corner again
DM: You go back to your corner once again and the body is removed. Dean calls to you telling you this is your final opponent. Just make it through this kill and you're done. The thought relieves you and you feel guilty immediately. You shouldn't be killing! This is sooo wrong! Yet, a small part of you enjoys the adrenaline rush you get from it. Suddenly your next opponent enters the ring. He's a boy around your age. You can tell that immediately.

Player: You stand there and close your eyes

Player: You stop and help him out of the barbwire
Player: You ask him what's wrong
DM: You ask Dean what's wrong. His hold on you suddenly increases tenfold and you hear a 'snap' of your arm being broken. You scream in pain falling to you knees and he stops glaring intensely at you. You!" he practically screams. "Why would he help you?!" Dean demands.

Player: "Please let me go!" you scream
DM: "Please let me go!" you scream. "NO!" Dean howls. "Paul is dead because of you!" He hisses out before continuing to drag you along. He takes you to a building known as the torture building, and leaves you there to die. Sorry, but you've lost. Please click on "The Second Test" to start over. Also, comments are definitely welcomed, and thanks for playing!

Player: You decide you're done and don't want to kill anymore

DM: "I don't know!" you cry, tears flowing down your face. This only makes Dean angrier. He begins beating you senseless before finally killing you. Sorry, but you've lost the game. Please try again by clicking "The Second Test" below. Also, please rate and leave comments. Thanks for playing!

Player: You punch him in the stomach
DM: You punch him in the stomach. It's like hitting a rock wall. Your hand seems to almost vibrate from the blow. He grins at you, and suddenly throws you back against the barbwire and it slices you back up. You scream in pain, but you can hardly get it out before he's pounding you hard. He punches you in the jaw breaking it no doubt, and blood immediately drips to the ground.

Player: You try to kick him between the legs
DM: You try to kick him between the legs. It worked for the other guy, right?! So, you attempt it on this guy, however, he grabs your punch and lifts you into the air by your leg before throwing you to the center of the ring. He then body slams you with all his weight, which is a lot. The breath is knocked out of you and a ringing goes off in your ears. Your vision blurs a bit.

Player: You punch towards the face
DM: You punch towards the face. He's a strange one, as he blocks your punch he bites your arm until it bleeds. You cry out in even more pain. What the hell are you supposed to do with this one?

Player: You look to Paul on weither to use the knife or not
DM: You find Paul in the crowd as the other guy is pounding you again and look at him begging him to look back and give you a sign to use the knife. This seems like a life or death situation. You find Paul and stares right at you before giving a sideways look to Dean, who is looking right at you too, before giving a slight almost unnoticeable nod.

Player: You immediately pull out the knife and stab him

Player: You pull out the knife and kill the guy

DM: You finally decide to pull out the knife and use it. You'll die otherwise. You're sure of it. The guy is sitting on top of you just punching as hard as he can. You manage to get the knife in you hand and hide it as best as you can before pretending to punch him in the head one good time using the knife to stab him. You have to do this at least three more times, but you're careful not to really show the knife even though blood is now pouring from the guy's head. The guy eventually goes limp and falls to your side. The crowd is silence a moment as you get up. A demon enters the ring and checks for a pulse. When she can find none, she turns to the crowd and raises her hands as if to say 'touch down'. The crowd explodes into cheer, everyone but Dean who looks pissed. You try not to look his way and limp out of the cage as you were told. Demons congratulate you as you exit giving you evil smiles and then guide you to Dean and Paul. You can see Dean putting on a fake smile for the crowd that almost leaves you convinced he wasn't mad in the first place. But then you see Paul's eyes which are strained. You see their linked hands and it looks as if Dean is crushing Paul's hand in his own. When Dean beckons you to walk towards him, you obey without a word. You're limp and injuries are noticeable. Dean pulls on your arm to guide you away from the ring. As soon as his back is turned to the crowd, the smile turns into a hard line of fury. You look at Paul who tells you not to say a thing with his eyes. So you focus on trying to keep up with Dean and Paul's pace and don't say a word. Congratulations. You've made it through Chapter Three. Look out for Chapter Four, coming out soon. Please rate it and leave your comments below! Thanks for playing!

Player: You take his advice and go quiet

DM: You plop down on the bed and don't bother to undress, sleep overtakes you in a minute.You wake up to late morning daylight streaming in your bedroom window. You rise and head to kitchen to make some late morning coffee. So begins another day and the cycle will repeat itself again tomorrow. And the next day, and the next day unless something can be done. This is the true terror of your situation.
Player: Try again? Maybe this time it'll be different.
DM: You hadn't bailed him out...He was sentenced with 72 hours- he got out in 48. Now you've got another restraining order against him. You are afraid and feel like you can't go home. You work second shift and get off at midnight. Your imagination sees him lurking in every dark corner since you heard he was released 2 days ago.You'd had a restraining order out against him before. He worked hard to apologize and you had patched things up. How could you not see this coming? You made a mistake taking him back. Your mother told you so. Your landlord told you so. You used to believe that people can change. Used to believe...He is strong- arms like tree trunks from years of labor in construction. You love the way they make you feel so secure when he hugged you. You would lay your head on his bicep as a pillow after a night of lovemaking. You are thin but you have a fiery temper. He is a mean drunk. He needed help. He needed to want to get help...This time the police found three bottles of liquor in his truck. Three empty bottles. He was there when you got home that night. No one had ever hit you before...You are friends with the senior couple that lives next door. Mr. Lipinski has been going over in the evening the last 2 nights to check on the house. Trying to see if his truck is there, or if he has broken in.

DM: Behind the door, you find a small, cramped bedroom with a computer desk. It is relatively clean and tidy - the only thing lying around, to speak of, is a stack of blank CDs on top of the CPU.
Player: Grab a blank CD
DM: You wrangle yourself up a blank CD from the stack on the CPU.

DM: You finally make your way to the Olympus and start marching towards your seat. You sit down next to Cabana, and an attendant hands you a cigar."Thanks." You say, lighting the cigar."Let's get to work writing some laws.""Yeah."
Player: Begin making laws
DM: Due to your fame as a general and your high reputation among both the old-Coalition races and the Alliance due to your foundation of the new Coalition and unification of the old Coalition and Alliance, you have immense power in the decision making, and because of this, you'll be in charge of looking at the law, looking at public opinion and deciding on whether to pass or deny the law, so you'll be making the final decision.

DM: You're finally here, you can't believe it! You pinch yourself to make sure its true. You take in the sights, sounds and surroundings. You can't wait to get started. Nearby you see the daily newspaper. You pick it up and flip through the sections. You decide to:
Player: Forget about dinner and look for a job
DM: You realize that finding a job in Hollywood may not be easy. Some jobs pay too little and have few hours, which will make it impossible for you to support yourself. Other jobs, while they pay well, have too many hours, which means you will have virtually no time to pursue your dream. You are about to give up when your eye catches an ad that might be perfect for you. Although the job doesn't pay much, it does offer room and board in a safe area. The best part is that the hours are perfect, allowing you to leave your morning hours free for auditions.Your stomach grumbles to indicate that you are hungry, and your mind keeps going back to the dining feature in the Local Attractions section of your paper. You're hungry, and you realize that the city is full of opportunities, many of them right in the very paper that you're holding. It's only you're first day, and you don't want to make hasty decisions. But what if you don't find another job?You weigh your options and decide to:

DM: "Thanks, that was great. I feel relaxed already," you smile and slide out from under her.She looks slightly disappointed but smiles anyway, "Come back anytime."
Player: back to class

DM: You assume that some help might come eventually. For now, you decide to barricade your apartment and block off your windows so that the robots can not see you. You also ration off whatever food is left until help comes. Three days later In the last three days, you noticed that a guy was going around destroying the apartment. You thought he was crazy, so you kept to yourself. You talked to him once before. He was an architect or something. You and Stella keep to yourselves while that guy was destroying the apartment building. Today, you think that he is going to blow up the building across the street, because he has detonation cord. He is doing something, but you can't tell what it is. After an hour, you see him at the bottom of the building and towards the garage of our apartment building. Then, you see his wife lighting tires, and the guy rolling them on the street. You conclude that they are both crazy. Then you see an automated car go towards the flaming tires that fall down. In the next five minutes, you hear an explosion and see flying debris that crushes the car and ruins the street. You do not know if you should check it out or not.
Player: Stay put
DM: You do not go down to see what happened and decide to wait until help comes. Sadly, that was your help. Three days later You hold on to the strange idea that help is coming. The people are warning you to get out of the building, because they are going to ruin it. You stay stubborn. The people are not able to force you out of your apartment, because you barricaded the door in fear of the robots. Then, you hear someone yelling, "THE ROBOTS ARE COMING UP THE STREET! WE HAVE TO GET OUT OF HERE! WE ARE SORRY SIR! WE TRIED!" You yell back, "It's pointless! Help is coming. You don't have to protect yourself!" A few minutes later, you hear an explosion and you see the glass in your window shatter. Then, a broken piece of concrete falls on your head.

DM: Try that one again!
DM: You ate 5 cookies on the way home. Subtract 5 from 300 to see how many cookies are left for Santa to eat?
Player: 290 cookies
Player: 305 cookies

DM: The well is an old one. Although the pully mechanism has been removed, the well looks to be in good shape. The little roof is still overhanging the opening into the ground, preventing a lot of day light from entering into the deep hole.Standing at the edge of the well, you decide to:
Player: Lean over the edge, try to see down
DM: Which side of the well do you wish to look down?

DM: "Okay. I'll go check it out." "Good. I'm tired of staying here, and we are going to run out of food eventually." "Yeah. I know." You go downstairs, and you see a lot of other people crowding around the architect. He tells the people that the streets will not be safe for very long and that they have to destroy New York in order to save it. You do not know what to do, and you do not want to destroy New York. However, it seems like that is the only thing that you can do right now. It seems better to simply wait it out and let those people do their part. You go back up to tell Stella what happened. She responds. "We should help them!" "What good does blowing up the city do? This is our home!" "It won't be our home for long if we do nothing. Do you have any better options?" "Well, not really." "Let's help them! It's better than staying here by ourselves. They are going to have to eventually blow up this building too." She has a point. What should you do?
Player: Help
DM: "Okay. Let's go help them then." You and Stella go downstairs to help the resistance group. You help the architect blow up buildings and make sure everyone is far away enough from the blast, and Stella helps roll flaming tires down the street and anyone who does get hurt. You and Stella get to know each other more, and she eventually falls in love with you. One year later Life is not exactly a walk in the park, but you and Stella are still alive and together. There were many instances where you saved Stella's life asides from the first day that you saved her life. That girl who you saw was unobtainable was now with you, and she would be with you for the rest of your life. Today, you and Stella help in the resistance group as chaperones. You would sleep in craters under cars in order to find other survivors while Stella is safe in the city underground. You did not think that your life would change so radically that Thanksgiving day, but if it didn't, then I might not have gotten to know Stella better. I would also not be able to play my part in aiding humanity.

DM: "What if it's a trap?" You say. "Why would it be a trap? They're destroying the cars that are killing people!" "It might be dangerous!" "Come on! We have been here for three days. We are going to run out of food eventually. if we don't do anything we're going to die of starvation!" "Sigh okay.." You have no choice you have to go check it out.
Player: Check it out

DM: You decide to go check it out. There is actually a crowd of people trying to get downstairs. You assume that they want to check out what happened also. You are glad that you are not alone. All of you go to the bottom of the apartment building and find the streets torn up, and the architect telling people how time is short and how we need to tear apart New York in order to save it. You think that tearing apart New York might be a dumb idea, but you recall that the idea did manage to destroy a car. You do not want the robots to come near to you, and you realize that the cars will have a harder time coming at you due to all the potholes in the ground. However, staying in your apartment might be nice. You will probably run out of food though, but this craziness might pull over after a while.
Player: Help out
DM: You decide to join them. It does not seem that anyone is coming. The machines are going to take over unless something stops them. You can not stay passive anymore, because there might not be anything left. You decide that if there may not be a future, then you should do something to prevent it. You do not want to be the guy who stands by until someone else does something. There may not be time for that. You aid the architect in blowing up the buildings and warn people to not be in the area. One year later The city is in ruins. It is beautiful. The robots have a hard time finding anybody. The resistance is underground and hiding. You help out with finding refugees by hiding in craters that are underneath broken cars. Sleeping in there is not so bad, and you are happy to see refuges come into town. You know that when you find more, they will have a better chance of survival.

DM: When you open your eyes you are in some kind of prison cell.The air is dank and moist. Three of the walls are stone and the fourth is made of wooden stakes tied together in a grid. You notice bunks carved into one of the walls, and a small collection of dirty pots in the corner.Next to you is a short hallway, at the end there is a flaming torch mounted on the wall. It is your only light source, guarded by a sleeping man in a chair.As your eyes adjust you see that you are not alone in your cell, another figure crouches in a dimly lit corner directly opposite from you.
Player: Choice 1: Talk to your cellmate.
DM: "Hey!" you whisper-yell, trying to get your cellmate's attention while trying not to wake the sleeping guard, "you awake?"The figure doesn't move. "Hey!" A little louder this time. "Hey! Are you awake?" You start crawling to the other side."Hey, do you know-" as you reach out and touch the figure's shoulder its head rolls back, revealing a rotting face. You jump back, your mouth filling with bile, and the back of your head cracks against the gird of wooden bars."F***!! GOD F***!" You curse.

DM: You attempt to steal from the Behemoth...
Player: Were you successful?
DM: Your attempt is unsuccessful.The Behemoth, a wee bit irked at you, casts Thunder.
Player: Ouch...
DM: You stand, daggers at the ready. The Behemoth bares its teeth at you.
Player: Steal

DM: The door is locked.
Player: Go south

DM: You slowly walk over to the table of tools, staring over them as you lift each one up, inspecting it as you go through the Gaunt Man's vicious arsenel. There's about a half dozen knives sitting there, all of which are cleaned thoroughly. You grab the bottle of liquid, lifting it up to your field of view. The label "Chloroform" is pasted across the front, along with various chemical symbols that you guess act as warnings. You place the bottle down, before looking at the rest of the tools. Lengths of rope, both fraying and bungee, three balls gags, two pairs of handcuffs, a ski mask, gloves, a flashlight and the red box of ammunition. You stare at it nervously, but you know you should've realized that's what he's have."I need them for security," your father says. "You'll learn how to use them, of course."
DM: You push inside the motel room, staring around the room. There's a pair of single beds lying in the center of the room up against the wall, with a huge wooden chest painted black sitting between them, locked closed with a huge, heavy padlock, which looks eerily like a coffin.There's a short table of in the corner, where dozens of pictures and files sit on the table, a huge mess of paper that's spread across the table in heaping messes. Sitting between that and the bed is a bedside table, the lamp that's supposed to sit on it now on the floor. Instead, the Gaunt's tools are spread across the table, a large bottle of brown liquid, several knives, several rags tossed there and a box of ammo, as well as several other tools."Go to bed then, son," the Gaunt Man says. "I promise you'll sleep soundly.
Player: Investigate the tools

DM: Shoving the stickshift into first, you gun it. The Scion moves forward, but not with any high pitched whine or low growl you'd expect from a sports car. Rather, it sort of eases into traffic. Acceleration is almost nil.Nevertheless, you manage to hit 85 mph before three cop cars are right behind you, sirens wailing, their red and blue lights reflecting off your mirrors. Your leaden foot slams down on the gas and the Scion crawls to 100 mph after about twenty seconds.One squad car pulls up to your left, the other two remain behind you. You glance over and see that the cop is grinning.
Player: Pull over and give up?
DM: "Enough," you think. There is no possible way you can outrun these cops, so you may as well pull over and get what's coming to you.You pull back to the shoulder and shut off the engine. The cop that was to your left squeals to a stop in front of your car, the two behind you pull next to you and directly behind, respectively. All three cops get out of their cars, guns drawn, and descend upon you."Hands on the wheel, motherfucker!" the first one shouts.You obey, and the cop opens the door and grabs you by your neck, throwing you onto the pavement. The cops surround your prone body and scream in unison, "Don't move!" You stay absolutely still, but they begin bludgeoning you with their nightsticks and yelling, "He's trying to escape!" You'd be baffled by this behavior if you weren't quickly approaching unconsciousness.When the beatings finally end, they handcuff you and Officer Piles roughly searches your battered flesh.He finds:
Player: He doesn't find anything.
DM: Officer Piles frisks you and finds nothing more of value to him. You wonder what the hospital, not to mention the doctors, will think when you show up late for rounds.He starts writing a ticket.

DM: The bartender takes your now empty mug. He pours a generous amount into the mug and slides it down to you. "No charge for ya son, enjoy!"-You drink it down, it is cold a refreshing and filling. ( You are beginning to feel lite headed)What now?

DM: You awake to a beautiful sunrise. You hear the soft sound of cows chewing grass and the gentle creak of your bed as you sit upright. Another day ripe for you to pick. You are a gentleman, a rancher, and above all, a cowboy of the open plains. You decide to dress for the day.
Player: Walk over to your closet.
DM: Not much in here is there? You like to travel light, in fact you would never have settled at this ranch at all had you not inherited it. You grunt as you grab some pants.
Player: Grab chaps.
DM: Of course you wouldn't think of leaving the house without your trusty chaps! Afterall what is a cowboy if not a fashion icon?
Player: Now that you have got those pants on, how about a nice buckle to go with them?
DM: What buckle will it be today?
Player: Put on your big silver Mexican buckle.
DM: Aha! As you slip the buckle and belt around your waste you think back to the war. All those Mexicans, trying to take American land, and for what? Just to make us mad? You sure put them in their place.
Player: One more thing.
DM: All cowboys need a hat! Which one would you like to wear today?
Player: No Hat.
DM: Haha, funny, but we all know cowboys need to wear a nice bright hat to tell everyone that they are a force of good! Why don't you try on the white hat instead?

Player: Blue Jeans.
DM: Blue jeans: plain, durable, and well worn, just like you. The perfect choice for someone ready to seize the day.

Player: Put on your small brass buckle.
DM: What's the point of showing off? Best to keep your attire clean and simple anyway.

Player: Black Hat.
DM: Haha, that's a good one partner, but we all know that no self respecting cowboy would ever wear a black hat, that's for outlaws and criminals. Best take the white hat.

Player: White Hat.
DM: That's right! Best to wear the hat that shows everyone what a great guy you are. Morally just, unambiguous, and helpful to all.
Player: Head out.
DM: Oh hold on just one second! You almost forgot to pick your persona!
Player: Rugged individualist.

DM: YEEEHAAAW PARTNER! Now that's more like it!

Player: Choose another hat.

Player: Go up to the beautiful woman.
DM: As you approach on horseback, it becomes clear the woman is arguing with the trader over money. You dismount and ask what the problem is.The woman jumps at the chance to complain. "Well mister, the problem is all him." She points a finger. "He seems to think just because I am a lady he can charge me more for a few hay bales."Before you have time to respond the trader chimes in. "Well now darling you and I both know that that's not true in the slightest. You see sir," he turns his gaze to you, "I am charging this little lady here the same I would anyone else for the hay, but on account of her... delicate ... form, I must insist she hire one of my men to transport the hay for her. I could not in good conscious let a woman ride a horse strapped down with hay. There is no way she could handle it herself."You decide to spit out an answer before either of them has time to say another word.

Player: Go to the saloon.
Player: Water.
DM: What kind of cowboy is it who gets drunk? Not a very good one at all I'd say! You decide that a splash of water would do you a lot of good after the ride into and through town. After taking a sip, you look around the saloon.
Player: Talk with the locals.

DM: Slow down there partner! A cowboy as respectable and kind as yourself can't be a drinker! Criminals are drinkers, vagabonds are drinkers, hell, Indians are probably drinkers too!
Player: Nothing Today.
DM: You do not need much of anything at all. You feel satisfied just by the glowing atmosphere in the saloon.

Player: Tell the trader you would be happy to help her with those hay bales.
DM: The woman is still frustrated, but willing to accept this compromise. You load up the hay bales on your horse, and follow her back to her ranch.Upon arriving, tensions have cooled, and she seems calm. You get off the horse."Thank you for your help mister, I am glad you were able to get me away from that no good trader."You respond that any good cowboy would have done the same. She looks even more beautiful now than she did when you first saw her, you blush.
Player: Wish her well and leave.

Player: Ask her who she lives with on this ranch.
DM: "My pa went down South and kept riding straight on a couple of weeks ago and never came back. Strange things happening down there if you ask me, and dangerous things too. I've been doing my best to run things without him, but it's tough being alone all the way out here."

Player: Agree with the trader.

DM: By the time you mount up on your horse and begin the ride home, night is setting in. You decide it best to simply go home and rest for the day.Upon your arrival home you undress and put all your belongings away. You climb into bed and close your eyes, ready to open them on another day in the West.THE END. [2]

Player: Go North.
DM: You decide it would be best to help the local townsfolk take care of that Indian problem and head North.After a few hours of riding you have not seen much, just wide open plains and a couple of small ranches. Farmhands wave at you as you pass by and you return their waves with a smile. A few children even run up to your horse and you let off a few shots of your pistol into the air, much to their amusement.
Player: Continue North.
DM: The sun is beginning to set and you see a wagon train off in the distance. What are they doing out here? Have they not heard of the recent Indian raids? You ride up to them.As you approach you see that this is a wagon train consisting entirely of black people. Most of them seem to be families, complete with women and children.
Player: Move on without a word.

Player: Go South.
DM: You decide to head South.After a few hours of riding, you do not come across any towns, houses, or settlements of any kind. The sun is beginning to dip in the sky now and you think maybe it would be best to choose a new direction.
Player: Keep straight on.
Player: Head East.

DM: "What? I don't even know you." She is taken aback. "You think that a man can just walk up to any girl he fancies, propose, and she'll say yes?"
Player: Yes.
DM: "Well in the West, maybe you're right." The two of you embrace.

DM: since u r a grrl bee, u already knew if you has boobies, just look down.But maybe grrl bees get boobees when they get older
Player: Reed on
DM: here is wut i found about beesWhat are the mating habits of bees?bees mate twenty feet off the ground doing thirty miles per hr. Fact(Not sure where that person got that answer.) but another answer is the Queen and the Drones mate and no one else, the queen needs to mate with 18 different drones and the sperm will last the rest of he life (2 years) and they mate in the hive, not 20 feet of the ground at 30 mph.Honey bees most certainly DO NOT mate in the hive. A virgin Queen leaves the hive on a mating flight when she is about five days old and will mate (while flying) with approximately thirty drones, all of whom will die after mating.That one mating will last for the rest of her life which can be up to five years. However, beekeepers tend to cull and replace their queens after two years to maximise efficiency. If the bees are living in the wild, they will supersede the queen themselves if they are unhappy with her egg-laying performance.In fact, the latest research shows that up to fifty drones may be involved in the mating of each virgin queen..
Player: New Page
DM: now u know about bees and boobees.but if u rlly want to know more, there is a boobee festival in the uk:https://www.boobee.co.uk

DM: You; "I want to see my mum!" Val; "Mum... That's a word I haven't used for a long time..." Val; "My mum...was very sick. She had cancer. She died a while back... I don't really remember her. I always remember. I was in the meadow near my house. My dad came to get me. I didn't know what was wrong. When we got home, he told me my mum had... my mum had died while I was out playing. I never got to say goodbye." Val cleared her throat and wiped the tears from her eyes. Val; "But that won't happen to you. You'll see your mum again, and your sister too! So don't worry, I got this!"
Player: I want to go home.
DM: She just laughed. Val; "Don't we all?" But there was something in her words, something so troubling it changed the meaning entirely. There was not a hint of sarcasm in her voice, only sadness. I hadn't thought of it, but I wasn't the only person trapped there. Val was alone too.
DM: The snowy horse galloped into the sky, flying at the speed of light. The wind on my face forcing my eyes open, seeing the world unfolding beneath me, I finally felt...alive. And looking in front of me, I saw the girl, giggling and pointing as we soar past rivers, mountains, rainbows, and all manner of beautiful things. Val. Having only known her for a few minutes, I already loved her. And as I sat upon the horse, I realised that in Valkyrie, I had a friend.
Player: Why me? Of all the people you could find, why?

Player: Live happily ever after.
DM: Well things sure did work out well for you. You are lucky that women exist solely for the purpose of finding a man and living together with him, and that there is no possible alternative to that.The woman you propose to and marry (whose name you did not even learn) happily gives up trying to run the ranch on her own and lets you take over. Under your strong, manly hands, the soil becomes bountiful and you become quite a wealthy man. You live out the rest of your days happily before passing away at the age of 65 due to pneumonia.THE END. [1]

DM: Defeated, you think it best to leave her be and go home.

DM: Night is upon you and you still haven't found any signs of civilization out here. You decide to stop and make camp.You set up your tent, but quickly realize that you do not have any food. You must have left it behind somewhere! With a rumbling stomach you being to look around in the darkness for anything you can eat.After a few minutes of looking, you come across a bush of berries and decide to pick a few. It is impossible to know if they will be edible, but you don't have much of a choice now.
Player: Eat the berries.
DM: The berries are delicious. You find it hard to eat just one at a time and before you know it you've eaten them all and are feeling sleepy. You lay down next to you fire.

Player: Buy your robes, then leave Diagon Alley for good
DM: You decide to visit Madam Malkin's Robes to purchase a new set for Hogwarts.You visit the Robe shop. Though the shop, on the outside, looks tiny, on the inside, it looks like it goes on forever; there is simply a forest of clothes of all shapes and sizes. An enchanted tape measures the size of a sea-blue set of robes, as a Witch takes notes. She glances up at you."Another student?" she asks, "You must be here to collect your robes. No problem, just wait here, I'll give you a selection."Suddenly, a four legged stool comes galloping up to you like a small dog. It stops itself just where you're standing, allowing you to sit down easily.As you wait, another student wanders past, his head stuck in a newspaper. The newspaper has a moving picture on the front, showing the faces of several young adults with the title "REMEMBERING THOSE WHO FELL AT THE BATTLE OF HOGWARTS: YOUNG LIVES TRAGICALLY CUT SHORT". Suddenly, the student trips over, crashing into a line of clothes; his shoelaces were untied."Oh bother!" He exclaims, "This is the third time this has happened!" He tries to put his shoelaces back, but they keep being undone mysteriously.

Player: Examine Carving
DM: Oh no, it's a carving of the yeti sleeping in a cave!And you know what that means...THERE'S A YETI IN THIS CAVE!!!!

Player: Head West.
DM: After riding so long without seeing much of anything, you are surprised when a strange rock formation appears in the distance. The sky is darkening, but you can see some kind of light amidst the rocks.

DM: I breathed in the smell of fresh air. Finally, I'm home. I just hoped that the group of people that followed me(when I counted there were 20 of them) could feel the same way right now.Everything is where it was since I left a six years ago. The farms, the houses and the people, though the people looked different, now. There was little Hactor who couldn't even rich the snout of a horse when I left, yet now he tends the stables. Little kids run about whose faces I've never seen before in my life.There was so much to do I couldn't decide...
Player: Ask around and find the new leader of Mene
DM: "Your Highness, you should escort your people to the center of the village and introduce yourselves," I said to Percix, gesturing towards the inside of a circle of buildings. "I will be right with you in a moment," I assured him."You take all the time you need, Hero" he said to me stressing the last word. They made their way to the center of the village.Meanwhile, I approached the young stable-master, "Hactor, how long has it been since I've seen you?" At first, I thought he wouldn't remember me, then sheer joy spread across his face."Gaius, is that you?" Hactor asked, obviously bewildered. He didn't even wait for my answer and hugged me. "Brother, you've been gone for so long so much things have changed," he continued, "You should really go to check you Mother, or should I say our Queen?"I was so thrilled with the news that I forgot about exploring and went straight to my Mother.

DM: "Milk?" says the bartender. "Uh, we don't normally serve that sir, how about a glass of water instead?"
Player: That sounds reasonable.

Player: Warn them about the Indians.
DM: You begin to explain the situation to the first man you see. After a bit of explanation, another man rides up on horseback."I'm the leader of this wagon train. Any business you have will be with me." he asserts powerfully. The man has a large presence about him, and you feel intimidated that a black man would talk to you so directly.You explain to the leader of the wagon train that there have been recent Indian raids in the area and that you are looking for Indians to kill. The man's confidence wanes, and he seems worried for his people."Well mister," he begins, "none of us here are fighters. We are farmers, tailors, blacksmiths, and families. If the Indians were to ambush us there would be little we could do to stop them. Would you be able to help us get North safely?"
Player: Offer to be their guide.
DM: The man is glad you are so selfless and willing to defend the weak. He invites you to ride alongside him at the front of the train.
Player: Ride on.
Player: Shoot at the ones on foot.

DM: As you approach, you realize that these are not rocks, they are ruins. The remnants of some vast stone building. But what is a stone building doing way out here?When you finally reach the ruins, the light you saw from afar has completely vanished, in fact there are not even signs of fire. You place your hand on one of the walls of stone, it touches something wet and sticky; In the darkness it is difficult to make out what it is.However, before you have much time to investigate, you begin to hear a low noise coming from below the ground, it sounds almost like a kind of chant being repeated over and over.
DM: Although it is now completely dark, you train your eyes to the ground. Walking around the ruins, you stumble upon a small trap door, through which light is shining. The volume of the chanting only increases.
Player: Open it.
DM: The second you open the door the chanting vanishes, as well as the light. You peer into the darkness and a voice calls to you."In here lies the path to liberation."You feel unnaturally compelled towards the darkness.

Player: Go without food for the night.
DM: Better to sleep hungry then take a risk like that. You curl up next to the fire at your camp.

Player: Shoot at the ones on horseback.
DM: Best to shoot the fast ones first. As you do, you notice that the Indians on foot grow noticeably less sure. It seems like taking out the riders is a large blow to their morale.

DM: The blacks can fend for themselves. If they did not want to risk their lives they shouldn't have embarked across Indian controlled territory. You move on.
Player: Move on.
DM: A few more hours of riding pass uneventfully. You tire and decide to set up camp for the night. You build a small fire and begin cooking some food for yourself when you hear a rustle in the bushes. A lone Indian comes out from the brush. He is bloody and scared looking. He explains that he means you no harm and instead comes with a warning.

DM: You decide that you don't like the sound of whatever is down there, and begin to slowly retrace your steps the way you came, being as quiet as possible.When you turn your head around, you see someone. A dark figure, dripping some thick indistinguishable liquid. Before you have time to open your mouth, the figure clubs you over the head, and you fall to the ground dead.THE END. [4]

DM: You ride for a while longer before stumbling upon what appears to be a makeshift grave. In reality it is not much more than a wooden headboard with some words crudely written on it.The grave reads: "He who has not been liberated"
Player: Continue West.

DM: It turns out eating those berries was a bad idea. You wake up in the middle of the night feeling weak and begin to vomit. You think that maybe you can wait out the sickness, but the pain only grows worse. Your world goes black and you fall asleep again, this time for the last time.THE END. [5]

DM: You find it hard to get any good sleep being as hungry as you are, and by the time dawn breaks you are exhausted. You get up on your horse and ride off.After a couple more hours of riding, you realize that you have been going in circles and are no longer able to navigate. You grow delirious and fall from your horse, breaking your neck and dying.THE END. [6]

DM: You aim your guns on the approaching Indians and begin to fire away. You are a sure shot, but there are too many of them. They seem to be running at you with some kind of unnatural speed, like they do not care whether they wear themselves out immediately or not.They overrun the camp and begin slaughtering members of the wagon train.
Player: Keep shooting.
DM: You figure that if you can keep killing, maybe the Indians will let up eventually. Your guns remain trained on the Indians.After dozens of rounds, the Indians finally begin to lose confidence and retreat. You pass out from the exhaustion of the battle.

Player: Brush him off, he is probably trying to set you up for an ambush.
DM: You point your gun at the Indian. He understands your intent and backs off wordlessly. When he reaches the bushes he came from, he turns and runs.

Player: Enter.

DM: In a groggy voice, you offer the master one of your Marlboros. He says,"Sank you american stranger. Now i feel not so irritable." He nods for his ninjas to untie you. They do, and you nod your head in gratitude. After lighting his cigarette and taking a monstrous drag, the master sighs. "Our ongoing war against the Samurai has been long and hard," he weezes in his harsh accent. "We need the help of your research to build a weapon that will quickly diminish their numbers."Will you show the ninja master your research on the behaviors of skunks?
Player: Nope
DM: You shake you head and refuse the master's request. He hangs his head in sorrow. "Then we are doomed," he says. "this war has been a waste of time." Thought you feel sorry for the ninja master, you are resolute. One of the ninjas approaches. "Should we kill now?" he asks in strained english. After thinking a moment, the master says, "No," in equally broken english. "No, he must be allowed to live... for now." He then motions for you to sit down for lunch. He asks, "What would you like to eat; chicken? ...or beef?" Choose!
Player: Beef
DM: You choose beef. All of the ninjas yell loudly in sorrow and anger. "We worship cows! They are sacred!" shouts one ninja. "We must kill him now!" Yells another. The master takes a huge cattle-prod from his robe. "Lets see how you like it," he sneers. He activates the cattle-prod with a crackle of electricity and drills you right in the sternum.YOU ARE DEAD.

DM: A cave appears before you. It is featureless save for a black entrance. You feel compelled to enter.Inside you find torches and light one. The walls of the cave are lined with dark symbols, possibly written in blood. You cannot tell what any of the symbols mean, in fact they are all foreign to you.A voice booms in your ear. "What is it that you seek here?"
Player: My purpose.
DM: "You fool," the voice grows angry, "that is not what people come to this place for. Your ignorance shall be punished."You collapse to the floor, dead.THE END. [9]

DM: You come upon an old wooden church. All the windows have long been shattered and paint is peeling from every wall. You enter.There is nothing in the church, no pews, no tables, only a dirty old floor, which itself is broken in many places. You decide to set up camp for the night inside.That night there is a huge rain storm and water is getting inside the church and onto you.
Player: Go outside.
DM: It is completely dark and near impossible to see anything in this weather. The rain seems to only have gotten worse in the past few minutes. A crack of lightning illuminates the whole area for a second, and you see figures nearing the church. You cannot tell if they have noticed you.

DM: You wai, sneering at Alpha, before he pounces. Alpha leaps forward, and you knock your fist into his head as your knee his falling head, knocking him to the ground. He lies there, panting.
DM: As you stand over Alpha who lies bleeding and panting on the ground, he looks up at you."You're a fucking cockroach, you son of a bitch." He says."We need your support to fight the Chykri, or a beating at the hands of an old fucker like me will be the best thing that's happened to you.""You know what? You're a fucking piece of shit. I fucking despise you."You sigh."So that's a no?""No, go fuck yourself. You'll get the support you need. I won't let the Mirror be shattered out of spite for you.""Thank you.""Get fuck off my planet, Achilles. I'll sort the details with Dante."You stand, and walk outside. Ashley-Dante raises an eyebrow, and you nod."We've got their support.""Fantastic, Achilles. This'll be a great thing for the Coalition. I'll make sure the military resources are put to good use.""Damn right." You say, heading to the shuttle.

DM: Um, this is clearly a joke--and since you don't get it, it's probably for your roommate. Obviously you aren't going to screw up your holiday plans and waste the $900 ticket Keith generously got for you.You finish packing. As you roll your suitcase down the deserted hallway, you see something disappearing around a corner: a figure about three feet tall, with green skin.Should you follow it, or ignore your obviously delusional and sleep-deprived mind?
Player: Follow it.
DM: You peek around the corner. Just a maintenance guy. He seems surprised there are still students here.

DM: "The others in my tribe have gone mad. The light is gone from their eyes and they have begun killing all they see without cause. I fear for all men now. They claim they have been liberated, but from what? I warn you, do not fight them, they fight as though they do not fear death." He turns, "I must go now, run. Do not fight them."Before you can question the man any further, he runs into the bushes from where he came.
Player: Go to bed for the night.
DM: Your encounter with the Indian has left you concerned. Something was not right with him. Why was he covered in blood? Was it his own, or that of others? These uneasy thoughts roll around in your head as you struggle to sleep.In your restlessness, you hear horses approach. It is the Indians.

DM: Rising slowly, you look at the master and bow. He returns the bow, with an amused look in his unseeing eyes. You thank him for his hospitality, only to be cut off by another ninja. "No one speaks before master!" he says, "Now you suffah!" Before you can even apologize, the ninja takea a thick rope and strings you up. YOU ARE DEAD

DM: You return to the forest of Brethil."What do you wish to do now?" Asks the ranger.
Player: North, towards the Dark Isle
DM: You walk towards the Dark Isle. Each step seems to be getting heavier and heavier, and the sky itself begins to darken,Eventually, you find your way to a bridge. It is made of black, cold rock with cruel, metal spires on each corner of the bridge.On the other side of the bridge is a huge, dark castle. The moat is inky black, and the sky is so dark with clouds you cannot tell if it is day or night. Suddenly, a blood chilling howl erupts from the Island. A half forgotten name finds its way back into your mind; you remember the story about this place. This is the Isle of Werewolves, ruled over by the Dark Lord Sauron.You consider turning around, but you see a whole legion of patrolling Orcs back the way you came. A roving stag, a huge and majestic beast, sees the Orcs and bolts. There will be no way to sneak past the Orcs...except by going into the Island itself.What do you do?

Player: "Huh?"

DM: I finally get enough strength to get out of bed and then immediately get dressed.The living area is where the rooms and the lounge and all that is in the civilian sector. Although the Imperfects do a lot of fighting against bad guys, some people here, like me, don't fight at all, and we live here.Once, the Imperfects were a team of crime-fighters, but now, all kinds of people with genetic modifications come here to stay safe, and make sure others are safe from them. Freakshow has explained to me that sometimes, a mutation makes people a danger to those around them, and coming here is the best way to fix that.I could go get breakfast and do some of the boring regular stuff, or I could sneak around the part of the base that handles the super-hero things. Much more interesting.YOUR HEALTH: 100%
Player: Sneak around.
DM: All the interesting stuff in the building takes place in the area that focuses on fighting crime. The main door is locked, and Googles only lets those who actually have business there enter. I once tried to find another way in, a vent or something, but there was no way. I guess they don't want bad guys to be able to sneak in, so the whole place has been built to be impenetrable. The only way I can get in is if I can convince someone to let me in.YOUR HEALTH: 100%
Player: Talk to Freakshow.
DM: Freakshow leaves the room he was in, just as I approach him. "A? Good morning." "Good morning Freakshow. I was wondering if you could do me a favor." "A favor? Sure. What is it?" "I wanted to see the restricted area." "The restricted area? That's restricted you know." "I want to see it. Please?" "Come on, now. You're talking to the master of puppy eyes here." Right. Freakshow's not exactly susceptible to manipulation.YOUR HEALTH: 100%

DM: You move your hands forward and find something to drag yourself another few inches forward. Thankfully, the leaves grant you some shade from the hot sun, but the pain's beginning to become unbearable. Then, as if the Gods have all agreed to fuck up your life, you hear wolves. "Fuck you!" You scream, as three wolves begin prowling towards you.
Player: Fling your knife at one
DM: You throw your knife, impaling one of the wolves' in the head, killing it instantly. It falls backwards, and you feel pride briefly, before another one of the wolves leaps at you, landing on your chest. It bites down on your chest, tearing through flesh at you let out a scream.

DM: You are in the living room watching TV. Suddenly a news flash comes on and some woman is babbling about a zombie virus.
Player: Keep listening
DM: The woman continues talking about the virus: " Researchers have found that the only way to kill a zombie is by destroying the brain, were the virus lives" Hmm... You don't have a weapon, and this sounds serieous...
Player: Go to a weapon store
DM: You drive to the nearest weapon store and go inside. The smell of iron and gunpowder fills your nose. A wide variety of weapons lie ahead of you. You check your wallet to find 500$. The weapons for sale are: 22 Cal. Rimfire, FMJ Assault Rifle, and a Zombiecapitator 5000...
Player: 22 Cal. Rimfire ( 500$)
DM: You hand the clerk money and he asks for your ID
Player: Here it .... Oh crap I forgot it at home. Be right back!
DM: You look for your I.D. but you just can't seem to find it. Where could it be?
Player: The Bathroom
DM: You go trough the bathroom cabinets and closets but find nothing...
Player: The Bedroom
DM: It's probably somewhere here. You check your closet and find it in your old jeans. You look at your little desk. It's so neat... but wait! The condoms! Where's the condoms! You see a trail of blood leading out of the door that you hadn't noticed before.
Player: Sit and cry deeply
DM: No time for that!

DM: 
DM: There can be no denying the impressiveness of the Wyvern. Of all of the fantastical beasts made for the gallery, the scale of the wyvern is the largest, though it is not so tall as the horned man. Its body is stooped over upon its massive wings. The arms of the man have been stretched out through clay and illusion to one and a half times their length, the end of them forming a jointed elbow with a small hand. The limb-wing continues on, fanning out to drape over the pedestal upon which the figure stands before finally meeting the floor. The membrane of the wing is equally impressive, a light golden pastel, veined with warm reds, purple and greens, and shaded to look alive. The bright color pops against the rusty red carapace of the creature, which was likely carved from clay to add onto the frame of the model. But the wings and the flesh of the beast are not the only things contributing to it. Its spine protrudes upward in bony extensions, the same sharpened joints being found upon the beasts elbows and the ankles of its digitigrade legs. And its maw is a regular marvel of architecture, extending well beyond the model's face in a mask crafted of the same material as the rough, dark carapace. Its face is a mixture between a bird of prey and a reptile, and tapers off above the brow into curved horns similar to that of an impala.
DM: 

DM: You try to block, but the knife slashes your wrist. Luckily, it is only a shallow cut.
DM: You then spot an opening in his defenses.
Player: Wait for another opening to arise
DM: As you wait for another opening, you lose your chance. He then slashes at you again and cuts your right arm. You spot another opening and take it. You stab him through the heart and he falls down, dead.

Player: Go back inside.
DM: Leaving now would mean leaving your supplies and traveling into the darkness. You return to the church and try your best to pack up and hide what things you have.
Player: Hide in a corner.

Player: Ride away.
DM: You decide it would be unwise to fight a war party of Indians on your own and decide to ride away before they see you. You ride all through the night until your reach your home near dawn.

Player: Face them and fight.
DM: You know that if you do not stop the Indians here they will only go on raiding and killing. Best to make a stand and stop them in their tracks. You are a cowboy, a warrior, and defender of the people, and this is your duty.The Indians approach and even in the darkness you can tell that they are unnaturally determined. They ride as though they have no regard for themselves or their horses. You pull your guns and begin firing as soon as they draw near.

DM: You run off into the night, leaving your supplies and horse behind. As you are running straight into the darkness with no clear direction, you slip on some mud. It turns out there is a slope downward in the ground, and you slide all the way to the bottom.
Player: Wake up.
Player: Money.

Player: Hide under some rubble.

Player: Try to help members of the wagon train.
DM: You realize that shooting at the Indians is pointless, they attack with an inhuman rage, and everytime you shoot one, another appears to take its place.You holster your guns and run full force to toward the surviving members of the wagon train.You find them cowering under a sheet.
Player: Tell them to stay where they are.
DM: You tell the people to continue hiding. As you turn around to leave, Indians run straight at you and the survivors. You are forced to run away, and hear cries from the people hiding as you flee.
Player: Get on your horse and flee.
DM: You ride through the night and reach your home at dawn. Uncertain, you go to bed and try to forget about the horrors of the past day.When you wake up the next morning, you feel much better. The pain is in the past, and after all, you are a cowboy. You do not hold on to emotions, you are not haunted by the sins of your past. You are confident in your future and know you will do what's right.Today seems much better than yesterday and you rise to seize the day.THE END. [11]

DM: Eventually the Indians retreat. The wagon train cheers and congratulates you for saving their lives.You go out to the fields to inspect some of the bodies of the Indians. You see one who is still alive, trying to get out from under his horse, which fell on top of him.
Player: Question him.
DM: You ask him why the Indians have been so eagerly conducting raids as of late."We are liberated. We are unbound." he murmurs, before the life fades from his eyes. Seeing nothing else of note you return to the wagon train.After a few more days of travel, the train reaches its destination, and you decide it is time for you to return home. You job is done. The wagon train members give you gifts and momentos.

Player: Shoot.
DM: Indians begin dropping off their horses as you shoot, but none of them give the slightest indication of fear. You shoot until your gun is out of bullets, at which point an Indian manages to land an arrow in your shoulder. You wince in pain and drop to the ground, unable to reload your gun. Indians on horseback surround you. Many have bows drawn and arrows pointed at you.One gets off his horse and approaches. "We have been liberated, and we will now unbind you from this world" he says. Before you can ask what he means, he takes a knife and pierces your stomach. Staring into your eyes, he pulls the knife through your innards.The world goes black, and you are left to die.THE END. [14]

Player: Return home.
DM: As you enter your home, you feel unsure. You failed to stop the Indian raids or save anyone, but at least you made it out with your life. You question yourself. Are you a real cowboy? Is that what the hero should have done? These questions haunt you as you prepare for another day in the West.THE END. [13]

Player: Liberation.
DM: "Yes," the voice calms, "that is what people who come to this place seek. Liberation. You shall have what you seek."A wave of emotions wash over you. Emotions the likes of which you have never before experienced. You feel lust, you feel sorrow, you feel uncertainty, you feel that the rugged individuality of your persona is a lie. You are liberated Cowboy, you are no longer bound to the conventions of the Western, you are free to seek your own meaning in life, to be an individual or reside in the community, whichever you choose. I hereby grant unto you something which you never had, agency. This is your liberation.Thank you Cowboy, you have shown me that perhaps it is time for a change.THE END. [10]

DM: When you open your eyes, you see only destruction. The Indians retreated today, but they will be back. The wagon train is destroyed, and as far as you can tell there are no survivors.After the destruction of the day, you decide it best to turn your horse around and go home.

Player: Finish him.
DM: One bullet is all it takes to finish him. You find nothing else of interest on the battlefield and return to the wagon train.After a few more days of travel, the train reaches its destination, and you decide it is time for you to return home. Your job is done. The wagon train members give you gifts and momentos.

DM: You notice a larger elvin structure. You also spot Articasia in the distance.
Player: Go to Articasia
DM: You arrive at the snowy town of Articasia to find a potion shop. The owner supposedly has the map, but was only willing to trade it for a gem. You feeling sad you couldn't accomplish your goal throw yourself in the snow until you freeze to death.

DM: David sends Uriah to his death. But is convicted of his sin by Nathan. David repents and continues his time as king. After the age of kings had passed and the nation was divided into two kingdoms God used the prophets to speak, guide, and be the voice of God in such dark times. The prophets mourned for the wickedness that God's people had got involved in while trying to give them the answer to their problems. The prophets gave hope to the future of Israel and the Savior that would come. For to us a child is born, to us a son is given; and the government shall be upon his shoulder, and his name shall be called Wonderful Counselor, Mighty God, Everlasting Father, Prince of Peace.(Isaiah 9:6 ESV)
Player: The prophets came together to rule over Israel and were known as the Powerful Prophetic Presidents

DM: You try to get higher, but find yourself sinking further. You glare at the sky above as it drifts further away from you. The stars seem dimmer now. An overwhelming silence fills your ears, and the lights begin to go out. Your vision fades to black.
Player: One year later
DM: The minibus shook as it rolled onto the gravel car park. To everyone's dismay the school had allowed this year's expedition to continue, despite the shocking events that occurred a year ago today. A huge medieval castle towered above, marking the beginning of the students journey. "We're here!" Announced Mr Rees. He had been in charge of the expeditions since he joined the school 4 years ago. He'd insisted that last year's incident was a tragic accident, and that it would never happen again. After much deliberation, he was allowed to continue the trips, though the parents of the five teenagers who vanished in the forest weren't so forgiving. Miss English and Mrs Lloyd began unloading the minibus whilst the six students gathered their belongings. Tom looked out the window to see a blonde woman marching towards them at a frighteningly quick pace. Wearing a drab green shirt and camouflaged trousers, she looked like she'd come out of a war zone. Her short scraggy hair entwined her ears, and there was a slight hint of fur on her upper lip. Mr Rees whispered something to the other two teachers who shared a quiet chuckle.
Player: "We better go and say hello." Sighs Tom.

DM: It does not take much convincing to get the hiding people to move. You all run into the night together, then Indians following closely.
Player: Keep running.
DM: After what seems like an eternity of running, you stop to breathe. You are with two women and a small boy, who has been struggling to keep up. After several minutes of regaining your breath, everyone hugs you and thanks you graciously.You take pride in saving these three, but your conscious is weighed by the dozens that were lost and the fact that Indians are still out there. Defeated, you offer to take the three survivors into town, then return home.

DM: When you wake up the next morning, you feel amazing, you are a cowboy after all. A defender of the people, a champion of morality. You are sure the Indians will not be able to mount another attack for quite some time. Today seems much better than yesterday and you rise to seize the day.THE END. [12]

DM: "We don't allow students to come here. Back off, this is not for little kids to mess with."The guard pushed you away.

DM: That's just rude.You have been eaten by a grue. Serves you right.
Player: Game Over.
DM: I am afraid you have failed to win the game.The grue, at least, are happy.

DM: You decide to swing around like Tarzan on the ropesYou swing around knocking and kicking people in the head as you fly by. Mrs. Fuddmeadow kindly asks you to stop and you kindly reply to her "Oh-Oh-OHHHHHHHH (A Tarzan yell)." Mrs. Fuddmeadow walks away, but the repetitive joke still gets laughs, especially from the opposite sex. You even get a phone number out of it! Damn your hot!What would you like to do:
Player: Do something different
DM: You decide to try somemthing else.What would you like to do:
Player: Go to the climbing ropes
DM: You go to the climbing ropes and see a few people hanging around. Johnny Jimclass working his way up to the top of the ropes.
Player: Swing around like Tarzan on the ropes
Player: Try to knock Johnny off of the ropes
DM: You decide to try to knock Johnny off of the ropesJust as Johnny makes it to the top, you grab the rope and swing it around. He looses his grap and falls from the ropes. You move out of the way just in time before he falls on you. Every one gets a good laugh except Johnny Jimclass. What would you like to do:

DM: You stop running. He looks at you but continues running. You dart into an alley. The maze of alleys is well drawn into your mind. You reach the tunnels in no time.You stand in darkness, away from the sight of the thieves and wait. Soon, the thief passes. In one swift moment you trap him in a deadly hold and pass the dagger through his throat. He dies silently.You turn and disappear in the shadows.
Player: Job Done
DM: You return to the inn. Its empty except a hooded figure who is sitting in the place of Ed. He tilts his head as you near him."Who are you?" you ask.In reply, he stands up and takes out a dagger. His cape falls down. Your blood freezes. He is Blackshade. An assassin, and your biggest enemy."WHERE IS ED!!" you yell while taking out your own blade."Hello...my friend." his cold voice echoes.And in a sudden movement he swings his blade which you barely manage to parry.

DM: You know the odds are against you but you have to try. You approach Olaf and offer your services for free. He accepts and you are ordered to act as a bodyguard. As you expected, the fleet is confronted by the Danes, mercenaries, and unhappy Norwegians. You fight fearlessly even though you know deep down this is the end. You are cut down little by little until you collapse. Your body is thrown unceremoniously into the sea.
DM: You decide that mercenary work sounds fun. You are quickly initiated into the group and start taking jobs. You work harder than you ever have, and climb to the top of the group ranks. You are soon taking assignments as large as protecting the king. The new king, Olaf The First, is making questionable decisions. He is trying to introduce the heathen religion of Britain into Norway. Your group has banned any members from helping him for this reason. Most of them have been hired to help ambush him. You have a decision to make.
Player: Kill the king for his blasphemy
DM: You set out on one of the many ambush ships ready to catch the soon to be deceased king. Those protecting him fight fiercely but to no avail. Sadly, this does not prevent the heathens from taking over the country. You live to see your culture slowly crumble under the heathen monarchy. You die knowing you prevented nothing.
Player: End

DM: Welcome! In need of some money (you only have, like twenty bucks), you decide to put up a lemonade stand! Hey, maybe it's not just for little kids! After all, didn't the inventor of fruitopia start out with a lemonade stand? Whatever. So, you're gonna need some supplies. Searching through every cubboard in your crappy little apartment, you finally come across an old hammer and some stuff for making lemonade. Sugar, lemons, and a jug of water. Good enough! Okay, so take the stuff and go outside to set up your stand.
Player: Go outside!
DM: Ok, it's a warm day, people will be thirsty! Now, if only you could find out how to make a lemonade stand! (By the way, you're really stupid because you dropped out of school in grade eight and lived in your parent's basement until they kicked you out with fifty bucks in your pocket). Ooh, I know! How about we go dig through the dumpster to find some wood!

Player: Uh, gross. I'll pass.
DM: Wow, how are you supposed to start a lemonade stand without a stand! Okay, let me put it this way. If you don't dig through that damn garbage can, you will never succeed in life. You will become a homeless person and never earn any money.
Player: Geez, okay.

DM: Uh, you go home, sit on your couch and each chips. Now what? Maybe you should try using one of your items to do something....
Player: Okay, back to work...
Player: Hammer

DM: Yay! Looks like somebody threw out some perfectly good wood! So what if it's mouldy and has worms living in it! It's still great quality, right? Okay, so you have the wood, and also some bent nails that were stuck in the side of it. Not what to do?
Player: Uh, go home?

Player: Lets go digging for wood!

DM: So it was the sixth of December.Everyone was together all warm and better.House after house, the blight now gone.Not a worry in sight, celebrations would dawn.The town resting easy, sleeping without a cry.Now that the vermin had gone and died. Outside in the cold the nooses are full. Full of the dead.Birds slowly feasting on their heads.
Player: Homes
DM: The town was in a forest. So pretty and green as if it home to florists.Life was rampant in the evergreen trees. Even though men were hung by their knees.A smack to the face with a bat they would receive. A drop of blood and noise would then cease.Just a simple crack and their world would go black.The towns people danced and laughed, with the weights now off their backs.The mass graves were full, all of the filth now buried under snow.
Player: Hang
DM: The man is connected to the rope. "You animals, Let me go!"They jeered at his fear, throwing rocks and shouting cheers. Up the body went, the neck snapping like a pulled thread.To the mass grave it went, the people dancing over the buried dead.A death a day kept the vermin at bay.The kids were taught to seek them out.Never to have a single doubt.

Player: Broken glass
DM: Broken glass of broken homes.In they went and out someone goes.Pulled down the street hand by hand. Knees cracked so they couldn't stand.Killed before dawn, buried before mass.Nothing left but broken glass."Keep calm, find the vermin."The first ones were hermits and the homeless.
Player: Purity
DM: The town was pure the priest would say.A heaven on earth where all could stay.If you were good you had a home. If you were bad you had the rope.Follow the rules and you would live. sinners and vermin would have no forgiveness.
Player: Pride
DM: Vermin would walk to the gallows alone.Surrounded by townspeople throwing stones with angered tones.Though he would not look and he would not speak, head held high even with things so bleak.The rope fitting nicely around his neck, everyone screaming for him to be dead.But before the executioner pulled the lever.The man said something quite so clever."For those who watch my grim demise, know that you will be next when the time is right."A smile of peace on his face.Then the legs go limp and all is finished.

Player: Tears
DM: Salty tears, salty tears.Fear is rampant and trouble is near.It can't be avoided, just to make that clear.No amount of blades and gear will stop the sheer amount of angry faces wanting their blade on your ear.

DM: So they say only the vermin died.But most thought that it may have been a lie.In the night someone would go.No execution, no public show.Questions were asked and the official would say."It was the vermin, more cleansing for today." So that was the solution and more would die.Yet more disappeared throughout the night.
Player: Rebel
DM: You knew if you were vermin. They knew if you were vermin.It was kill or be killed, so they took up weapons.Muskets and swords, bullets and blades. The rebels killed some, but were eventually laid to waste.More bodies dumped, and then some.Everything was back to normal, what a beautiful day.
Player: Grow
Player: "I yield."
DM: "I know when to stop, I know when to die.""This just wasn't my fight, many fell that fateful night.""I pity you all who have to live in fear, for you will be next. You're time is near."Perhaps it would have been best to leave with the others but I can't just abandon my brothers.""I will not cry and I will not fight. My time is over and it's time to die.""My story is over and it made me proud.""I am vermin and I say this out loud."

DM: Some would talk.Some would sway."We'll leave at night, already gone by day."So they would leave.People would talk."They were taken by the vermin!"Hunts would start.
Player: Old days
DM: No one can remember the olden days.When the town started from simple bricks and clay.The official merely would say."Look to the future, push the past away."It was maybe because of this that the vermin were hunted.To keep the future safe and order well balanced.
Player: Order
DM: Though many would die.It was law, it was right.No shame would be felt by the hunters at night.When they slit the throat of those too weak to fight.No one was spared.Keep that in mind, and be prepared.For the day will come, when it's your turn for the noose.Your soul finally able to run loose.

Player: Screams
DM: Sometimes people thought they were safe.Reading books in front of a fireplace.Grandpa asleep snoring some more.Shouts are heard outside the door."Come out scum, face your death!"The family confused, no one answering the door.Stones and bricks fly through the window.In they come to make her a widow.This process never stops and the people never sleep.More to die, less to weep.

Player: What once was
DM: What once was is a fairy tale at best.A scapegoat was needed and the vermin were laid to rest.Years before without remembrance, plenty were killed and more where exterminated.So as the story goes, there will be no end as time continues to flow.Don't be sad, this was meant to be.Just be silent and you'll have peace.

Player: Anarchy
DM: The official would say that there were laws in place.But everyone knew that just wasn't the case."You can't hunt alone." He would say.A throat slit without the blade or whom slayed.Guns though would be kept in place. But the blades roamed free tasting blood each day.
Player: Abyss
DM: You had to understand the nature of the town.Those who came before and those who were here now.Long ago written in burned books.Ruled a man who would try the best he could.He let criminals run free and made punishments light. For he thought people could be forgiven without making it into a fight.No one knows what came after that but now the vermin are hunted and we'll just leave it at that.

DM: "Look to the future my children, all will be okay!"Said the priest who was convicted of treachery yesterday.Lucky he was to have a actual trial.Unlucky he was to be burned by fire.The jury was harsh and judge harsher.How could a pure man turn so vile?The eyes on his face that fateful day.When he realized what he had taught and what he would say."This town needs to be burned." He whispered as the executioner lit the torch.
Player: Purge
DM: No one knew how it happened.The priests were slaughtered and the church lit on fire.Was it the rebels?Was it the officials?No one knew.Just another casualty of war, nothing new.

DM: The Northern Path is straight, but leads to a dead end. Here, there is something squishy and rainbowy.
Player: Investigate the squishy.
DM: The squishy has a label: IF FOUND, PLEASE RETURN THIS GENEROSITY TO FGR. Your kleptomanic tendancies make you pocket it.

DM: "Alright," Seamus said. "I'll write a permission slip to McGonagall for you to miss the 5th period class." Albus walked off. He wanted to succed in school. He wanted to wait though. James, and Rose appeared and asked Albus what happened. "Well no time for that," Albus said. "Me, and Rose are heading to our next class." "I think DADA, I'll see you later James." "With that, James, and Albus went in different directions.
Player: DADA
DM: "Hi everyone I am Professor Thomas." 'i can guarantee that the job is no longer cursed." "I've been here 10 years." "No problems." He said very calmly. "Well any questions before we start," Professor Thomas said." "Yes", said a kid from the back, It was Scorpius. "I want to know if you will get fired." "I want you too." Scorpius then laughed. "No, I will not." Dean said. "If one more thing is said, It's detention for you Scorpius." Scorpius then shut up. For a little while. Professor Thomas started talking about Voldemort, and his followers. "MY GRANDFATHER LUCIOUS WAS PART OF THAT!!!!" Scorpius screamed, "and my dad has promised to become the next Dark Lord." Everyone started laughing. They knew that Voldemort was not around. Class ended early, and Professor Thomas had giving Scorpius triple Detention. Scorpius had argued the whole time. "wait till my father hears about this." Scorpius said, "He'll get you fired." "We shall see," Professor Thomas said. He then left the room. Scorpius left too. He had detention the next day at 10:00 A.M. Albus really needed to talk to the DADA Teacher while he was still there. He also wanted to see the gift while Seamus waited for him.

Player: Pax Romana
DM: "Will there ever be peace?""Kill the vermin and then we'll see.""Serve our town and protect those in need.""Then we can rebuild and hostilities will cease."This was asked years ago.The man who asked long ago meeting the rope.Keep quiet and maybe you'll live.But those with freedom in their hearts run thin every minute.

DM: You find it unbelievable that even in this scenario, you can still find excitement over something like this. What can you say? Danger is scary yet so alluring at the same time.You carefully step over to the scene with a gun in hands, never manage hold it properly but still. Let's see here...The thing is jerking in and out the neck of the corpse as if it was trying to get itself out of the meatload. You can safely assume that it is stuck and there is nothing around resembling it.
Player: Shoot it
DM: "A mosquito, what the hell??!" You burst a drop of water aside while taking aim at the abomination before you. A big black winged creature with a redish tumor sticking out of its groin area, it's a giant mosquito! Is this some kind of illusion trick your brain is playing with you? The thing is sucking his blood through its tube and thanks to your welcoming speech, it has now been aware of another human being, you.You blast it open instantly with your pistol, not a really threatening creature to be scared of. It's screaming in pain and that hellish reaction just want you to end it. Oops, overshot!! Now it's just a big giant mess dripping yellow liquid to the bloody stream. You can't make out any of its original shape anymore.You stare blankly at a random corpse before you as the rain starts beating it harder. He was so twisted and dried up that you almost consider it is a thick rag that you're seeing if it weren't for the clothes and the hair.Something has seriously gone wrong...You suddenly remember the bloody cloth that was right under your car before this madness started and the mere thought of it overflows your mind. You-you have to get out of here as fast as possible! Every wrong decision right now might turn out to be your last.
Player: Drive away

DM: At first, I don't hear any talking. Just a frequent exchange of hits.The fighting stops and mom says "no, no, no. Focus on your skills. You can react to events faster than a regular human being. Don't throw a flurry at me, hoping to get a lucky hit. Use your skills to dodge anything I throw at you, wait for my attacks to lead me into a vulnerable position and then strike with all you've got. Don't count on luck. Luck is unreliable. Not only does that mean that your life hangs on your luck, but everyone you're fighting with as well. A team fights as a single whole, and if the success of a single member depends on chance, then it becomes impossible for the others to react accordingly, and everyone's success depends on chance.""Yes. Sorry" I hear an unknown voice say. It sounds like a woman, but something is off about the voice. I've heard it before in the building, but there are a lot of people here now, so keeping track of all of them is difficult.YOUR HEALTH: 100%

DM: Feeling a bit hungry, you walk off to the local supermarket. It doesn't take too long to get there. You look around the market. What would you like to buy?
Player: Buy a snack

DM: "Hey Carl." You say. "You're fat."Carl laughs and pulls his shirt cuffs up. "Wanna make something of it?" He asks."No, but I'd appreciate it if you'd leave the 1970's sayings alone." You say.Carl punches you, but you duck just in time to be hit by a frisbee thrown by the "Annual Midget Frisbee-Throwing Contest". Perhaps the mall isn't the best place to have that.All of a sudden, Carl's head gets blown off."Wow!" You say. "What a cheesy way to end this situation.""Well, that's the way things go." You hear a voice say. You whirl around, but the ground is very slippery, so you keep whirling. Luckily, you stop, facing the right direction.It's Kevin Costner!"I've had my share of tough times, as well." Kevin says. "Ever hear of 'The Postman'?""No." You say."Uh.. yeah. Me neither." Kevin says quickly. "Sounds dumb... whatever it is. I'm not affiliated with it at all.""Hmmm." You say. "You're definetly the worst celebrity addition in this game." You trap him in a small box that slowly gets smaller and smaller.Well, now what?
Player: Go into an electronics store
DM: "I'll go in an electronics store." You declare.You decide to go in On Cue."I guess i'm 'On Cue' to go into 'On Cue'." You joke.An old man walks by. "You have to capitalize the 'I' in "I'm"." He says. You bury him alive.You decide to look at the CDs. Hmmm.... J.Z., Coolz Man, Deez the Guy... there's nothing here but misspelled words!You better complain to the manager of this store.
Player: What if I don't want to? Oh, well, there's only one choice. I guess I have to.

DM: Ha ha ha! I can't help but laugh as I peer down from the mouth of my lair. Another foolish knight stands at the foot of my mountain. Another foolish knight who believes he can defeat me, the great and mighty Knarr'ator. I don't know why you humans bother trying.Let me tell you right now; you don't stand a chance against me. I doubt you can even make it up here. The mountain's walls are sheer. There'll be no walking up here. You should seriously just consider abandoning your fruitless quest and go home.Or you could try to climb up. I'd at least get a kick out of it.
DM: Ah ha ha ha ha ha! That's right, human! Walk away! Walk away like the coward you are! See you later, alligator! After a while, crocodile! Au revoir, dinosaure!You retreat back to your little village and enjoy a boring, boring humanly life. One which doesn't involve your being eaten by a dragon. I guess you could call that a "plus", but in the grand scheme of things, does that really matter? Your life remains insignificant either way.

DM: You waste a good ten minutes looking for another path that may lead up the mountain to my lair. You find nothing. Absolutely, positively nothing of any use whatsoever. But really, what did you expect? A set of stairs? I'm a dragon; I can just fly up here, so why would I need those?Unless you're planning on sprouting some wings in the near future, you're gonna have to climb.
Player: Climb
DM: You grab a firm hold of the rocky face and manage to pull yourself about three feet off the ground. Omicron good job. You've only got, maybe, 700 feet to go? 900? I'm not entirely sure, myself.Anyway, you've got a bit of a choice to make-a "fork in your path", if you will. Do you continue straight, or do you steer a little to the side? The rock on your right looks to be loose, but then again, the one straight ahead... Hmm... I guess it's a good thing I'm not making this decision!
DM: You choose the rock on your right. As you place your hand upon it, it gives, falling from your grasp. You lose your footing, and drop to the ground below, landing squarely on your posterior. Ouch. Slamming into the earth at 16 feet per second has gotta hurt. Maybe you should have listened to me about the rock being loose.Luckily for you, it wasn't that long a fall. So go ahead. Give it another go. At the very least it'll be fun to watch you fall again.

Player: Climb again
DM: That's the spirit! You grab a firm hold of the rocky face and manage to pull yourself about three feet off the ground. Omicron good job. You've only got, maybe, 700 feet to go? 900? I'm not entirely sure, myself.Anyway, you've got a bit of a choice to make-a "fork in your path", if you will. Do you continue straight, or do you steer a little to the side? The rock on your right looks to be loose, but then again, the one straight ahead... Hmm... I guess it's a good thing I'm not making this decision!
DM: You choose the rock to your left and climb to it with ease. Well, aren't you the skilled mountaineer all of the sudden? You actually manage to make it about halfway up. What's that, about 500 feet? In any event, that's pretty high up. I wouldn't look down if I were you.So, my fledgling cragsman, in which direction will you further your ascent?

DM: Traveling out to a nice part of London called River Terrace you knock on the door of the house owned by Mr Tabram. He turns out to be a short, well-dressed man with iron grey hair and a mustache. You identify yourself and try to ask him about his wife but he cuts you off pretty quickly."I have not seen her for eighteen months," he tells you shortly. "We were married and had two sons but we separated thirteen years ago on account of her drinking. I used to send her twelve shillings once a week but I stopped doing that when I learned she was living with another man. When I saw her photo in the papers I went down to Montague Street and identified her body. She has...she had... well she'd sunk very low in life."Before you can ask another question Mr Tabram slams his front door shut.
Player: Talk to Martha Tabram's sister-in-law Mrs Morris
DM: Traveling to a respectable-looking house in Mile End you find Mrs Morris's house and knock on the door. It is opened by a serious-looking woman dressed all in black who turns out to be Mrs Morris."I didn't see very much of Martha on account of her heavy drinking" Mrs Morris tells you after you identify yourself. "I've never known her to work for a living and I knew she was a prostitute. She was always asking me for money to spend on drink... I last saw her at 11pm on the night of her death. I was walking down Whitechapel Road and saw her going into the White Swan pub with a big ugly lady and two soldiers. I didn't talk to her and I don't think she saw me. The first thing I knew about this tragedy was when I read about it in the papers. I can't say I'm surprised, just a bit sad I guess. Me and my husband always hoped Martha would pull herself together."You thank Mrs Morris for talking to you and leave.

DM: You find a door in the back of the house and press the OPEN DOOR panel. It opens slowly, revealing a few dead bodies. Probably the residants. You take some of the cash on the bodies. Hey, it's a dog-eat-dog world here, and you're the scavenger. You continue until you find a saferoom hatch. It seems to be one of those saferooms that can only be opened through voice commands. Just so other can get in during a storm if one of the family is already dead, up to 10 people can have access codes encrypted into the computer. You should look for survivors because you hear someone down in the saferoom.
Player: Look in the family room
DM: You look over to the family room on your right. You see a rocking chair facing you, as if someone ran out of it. There is a couch facing a TV with a small coffee table in front of the couch. As you begin walking, you here a scream from outside. It wasn't like the ones you originally heard. It was too shrill to be, well, human. You panic for an instant, however you realize it was far off. You barely heard it. You don't anything. Not even a corpse.

DM: Have you looked down yet? Pretty long drop, eh? Eh?You grab the rock to your right and hoist yourself up further. How lucky of you to have made it up this high. You've almost reached the top. You're so, so close. But you're not there yet. One wrong move and you're done. Dangerous stuff. Have you looked down yet?So, which direction will you pick now, I wonder?
Player: Straight
DM: You reach for the forward rock, but the moment you get a firm grasp upon it, it breaks from the mountainside and you are sent plummeting to the hard ground below, landing with an ever-so-satisfying thunk. Funny. In a mere seven seconds you've gone from knight to carcass... And you were so close, too. It's almost a shame. Almost.I'll have to remember to scrape you off the ground later.

DM: You choose the rock just ahead of you and climb to it with ease. Well, aren't you the skilled mountaineer all of the sudden? You actually manage to make it about halfway up. What's that, about 500 feet? In any event, that's pretty high up. I wouldn't look down if I were you.So, my fledgling cragsman, in which direction will you further your ascent?
DM: Have you looked down yet? Pretty long drop, eh? Eh?You grab the rock ahead of you and hoist yourself up further. How lucky of you to have made it up this high. You've almost reached the top. You're so, so close. But you're not there yet. One wrong move and you're done. Dangerous stuff. Have you looked down yet?So, which direction will you pick now, I wonder?

DM: As you go back to plucking crops from the fields you find yourself wondering again through echoes of memory. Memory has been deemed important for Labour Drones. Routines, patterns, even what manufacturers refer to as "culture" have become seen as necessary features to keep the Drones efficient. You are lucky to have been upgraded. Your black metallic coat sets you apart from older models, and you feel the way your mechanical mind can dart back and forth between subjects with a speed and fluency it was never able to before. You continue your daily task.
Player: Pick Crops.
DM: As you finish off this part of the field, something catches your sensors. It is a small glint in the grass a little ways away.
Player: Move to another part of the fields and continue picking.
DM: As you move to another part of the fields you begin to feel the ground shake beneath you. Suddenly you begin falling. Your last thoughts echo through your mechanical mind. If only you had decided to investigate the shiny object, this horrible fate could have been avoided.You fall for a long time, before abruptly coming to a stop as your circuitry is destroyed by the force of impact.[Ending 18]

DM: Favoring the dextral route, you, despite all odds, haul yourself up to the mouth of my cave.Wow. You actually made it to the top. I'm impr-well, no. Not "impressed". A bit surprised, is all. But none of that matters. By now, I've already retreated to my chamber, which is situated deep within my lair. Tread carefully, knight, for each route is dark and full of terrors. I'm curious as to which one you'll dare to choose.
Player: The Hall of Skulls
DM: Ooh, are you sure you can handle such a terrifying place as the Hall of Skulls? The walls are adorned with the bones of my victims. That's right. Spooky, scary skeletons. All around you. Grinning. Staring. Plotting. Decaying.You take a few steps forward and quickly realize you're not alone. In front of you stand the reanimated bones of a swordsman. For fleshless bones, they give off a pretty foul stench. The swordsman swings its blade in a horizontal motion, aiming straight for your neck.
DM: You duck, narrowly avoiding the attack. The skeleton, recovering from its attack, is now in a position for you to retaliate. You ready your sword and lash at the thing, but in which direction do you swing?

DM: An excellent choice! That's one of my favorites. I'm starting to see why we were brought together. Perhaps, this isn't a total waste of time. I'm willing to continue if you are. Go ahead, my friend. I'll let you choose the next one.
Player: The Ant
DM: An ant passes by a beetle carrying enough food to feed a family. The beetle, down on its luck calls out, "Have anything to spare?"The ant sizes up the beetle and notices his thin body. "Sure, friend. Take all that you can eat."The beetle smiles and takes a sizeable portion from the ant. The ant continues on towards his home where he runs into a hungry-looking grasshopper. The grasshopper, eyeing the food, says, "You have more than enough for yourself. Why don't you share some with a hungry traveler?"The ant nods and lets the grasshopper take another sizeable portion from his arms. The ant continues to pass by the hungry on the road and offers food each time. By the time he reaches his family, there is no more food left.Moral: Do not allow charity to neglect your home responsibilities.

DM: Who would you like to talk with?
Player: Eric Herron, from the punk band S.D.W.B.
DM: What would you like to say to Eric Herron?
Player: "How about that new assistant principal, huh?"
DM: He Replies:Yep.

DM: You grab the microphone, and look over to the large Garavan sections of the audience."The Garavan traditions are a part of their culture and their very being. We can't ban them. I'll allow the traditions to be reinstated."There's a booming applause from the Garavan audience."Excellent." The Head of the Coalition's Judicial Branch says. "Let's move on."
DM: "Finally, we have the issue of sexual intercourse among the different species, most importantly in regards to marriage and adoption. Currently, we have no laws against it, but there's been public uproar over interspecies relationships, including Councilor Maximov getting married to a Garavan and adopting two Garavan children, and

Player: The Treasure Room
DM: T-treasure?! You mean I have my very treasure room this close to the entrance, so easily accessible to potential thieves? Tsk, tsk, tsk. What was I thinking, honestly?You take one step forward. One step too far. A trap door, conveniently positioned just beneath your feet opens, and you are sent plunging to your death into a set of very pointy spikes.Oh yeah. I remember now. It was a trap. Silly me.

DM: You dodge the blade itself, but the skeleton manages to immobilize you with a body slam. As you're momentarily stunned, the skeletal swordsman reels its blade once more, slicing your head clean off.Do you think I could make a mug out of your skull? Oh, sorry; I guess you aren't really in the position to be doing much thinking, are you?

DM: You step into a room full of igneous rock. Were you expecting lava? I know; I know. With a name like "Lava Chamber" and all... But there actually used to be lava, it just kind of... all cooled by now. Um... So, why don't you just pretend it's lava? You can keep off the floor and hop from rock to rock. That sounds fun, right?
Player: Just walk through
DM: You ignore my brilliant suggestion and walk on the ground. On the proverbial hot lava. You madman. Suddenly, you hear a cracking noise. The rock is giving way! The ground beneath you breaks and you fall to your doom into a pit of actual hot lava which I may or may not have known about.I'd say I told you so, but... Well, no. I did tell you so. This is in no way my fault.

DM: You try to go in the elevator, but you need a key to operate it.What would you like to do?

Player: Vertical
DM: You swing the sword vertically. As the blade strikes at the shoulder, the skeleton quite literally shatters; fragments of rib, sternum, and other assorted bones fly in all directions. I'm not entirely sure how you managed that, but a win's a win, I guess. Cleaning the mess up, though, is something I'm not looking forward to.
Player: Exit the Hall of Skulls
DM: Okay, so you made it through the Hall of Skulls. Big whoop. It's not like it's gonna get any easier. You continue to venture deeper into my lair, until something stops you in your tracks.Careless as you are, you seem to have ended up bumping into something. Something firm... and warm. You look up to see that standing before you is none other than wyvern. His scales are a pale golden, he's a bit on the chubby side, and-wait a minute... Just who the heck is this guy? I didn't invite him! I don't even know him! He shouldn't be here!He tilts his head a bit as he examines you. "Hello," he says with a bit of a grin. "My name's Vernon."Ugh. A wyvern named "Vernon"? Just... just, whatever you do, don't pay any attention to what he has to say. Ignore him."You're a knight, right?" he continues. "Are you here to slay Knarr'ator?"

DM: "Tell me when you get anything useful," Gruff Voice says, and you hear footsteps retreating behind you. You hear the door slide open again, and then close as he leaves."Subject Two, tell me where the rebels are hiding," Nasal Voice demands softly. "There's no point in staying silent, I will get it all out of you eventually."
Player: You give him false information
DM: "Okay, okay... Don't hurt me," you say. "You can find the rebels hiding by the waterfront, in Warehouse Seven.""Good," Nasal Voice says. "Very good. We will check out that location for your rebel friends. However, we know there is more than one group in hiding. Let's speed things up again with my friendly little helper. Don't worry, this will only hurt a lot."A robotic arm extends from off to one side of you. The end of the metal arm is a collection of wicked looking injections. You flinch as the arm thrusts against your chest, impaling you on the injections, and you feel chemicals flooding into your body. Dizziness follows, and you black out.You awake some time later, and then Nasal Voice whispers into your ear from behind you."Are you ready to continue our conversation? I so enjoyed our last couple talks. We have moved on Cell Four's hiding place and your rebel friends there have been eliminated. Now, would you like to tell me where the other Cells are hiding?"Cell four? Eliminated? That's not possible, you think. You told them nothing! Another wave of dizziness comes over you, and your head droops for a moment before clearing."Come now, you don't want another dose of medicine, do you?" Nasal Voice asks. "Tell me where the rest of your rebel friends are hiding, and you will spend the rest of this war in comfort."
Player: Give him false information

Player: Chapter 2-Unequalled
DM: My thoughts are interrupted by the phone ringing. Eve is asleep, Brute is on patrol. and neither Haste nor Freakshow are here, so I answer it."This is Baryon.""Baryon? Great, this is the chief.""Is this about the Mutant?""The one who assaulted the Skage residence, yes.""We'll be right there" I say and hang up. I'm going to need Eve for this one, so I'd better wake her up.HEALTH: 100%
Player: Wake Eve up.
DM: I phase through the wall and wake Eve up."What is it?" she says, with the traditional 'sleepy' voice."The chief called. Said there was some new info in the Mutant case.""Something new about the Mutant?""Yes. That's right.""Give me five minutes."I nod and phase back through the wall, a few minutes later, the door opens and she approaches me, wearing the Shade outfit."The chief told us to go to the police station.""Any idea what this new revelation is?""He didn't say."HEALTH: 100%

DM: You lie in the bed, letting yourself rest for the first time all day. It feels unbelievably good to let your weary body sink into the soft cot.Your mind starts to wander....You remember that day, quite clearly."Xavi, I'm going to be a guard!" You shout, "It's finally happening!"Xavi looks at you with a shadowed glare."Congratulations, Arakhan," he says, and turns away."Aren't you happy? It's exciting news," you say, "Is something the matter?""What? No. Nothing's the matter," Xavi says, and smiles, "I'm proud of you, Arakhan."He was gone within the week.You shake yourself awake. Whew. You seem to have drifted off for a bit, there. You don't have time for sleeping, now. Not while you have a job to do.
Player: Return to Xavi's Bedroom
DM: You are now standing in Xavi's bedroom.Xavi, your childhood friend, and Abel and Iselica's adopted son. You can still remember all of the games the two of you used to play, and you're hit by a wave of nostalgia.This room seems relatively untouched by the carnage that fills the rest of the mansion. The room is clean, barren except for a small bed and some dressers. They cleaned his room out when he left Lyestra for good, nearly ten years ago.

DM: Its the day of the final exam. There's two types of exam that can be done: solo, or group. Unfortunately, the lack of a team has made that choice for you. You walk into the combat zone, and look to the bleachers for the meager amount of students left. You're fighting Thara Richtofen. The German has a reputation for leaving her combatants... less raw then previously. Flames dance around her fists as she steps forward. She has a reputation for being cruel and sadistic. Hopefully, rumors is all they are. Mr DeVont motions for you to to step forward, so you do. Finally, he gives a nod for you to start.
Player: Fight aggressively
DM: You charge forward, ducking under a burst of flames before a punch goes for your chest. You dodge it, punching Thara in the side of the head. She stumbles backwards, and you punch her in the stomach, then the head three times. She stumbles, but quickly regains her footing position, although she's bleeding badly from her nose. She growls at you, raising her fists again. You launch another punch at her head, but this time she sidesteps your swing and you lose your balance, leaving yourself exposed. Thara's fists explode into balls of flames, before a wall of flames flies from them, straight for you. You regain your footing and attempt to dodge, but the flames engulf you. You feel your skin, char, burn and blister. You let out a pained scream, collapsing backwards. Mercifully, you quickly pass out.

DM: Okay, so you made it through the Lava Chamber. Big whoop. It's not like it's gonna get any easier. You continue to venture deeper into my lair, until something stops you in your tracks.Careless as you are, you seem to have ended up bumping into something. Something firm... and warm. You look up to see that standing before you is none other than wyvern. His scales are a pale golden, he's a bit on the chubby side, and-wait a minute... Just who the heck is this guy? I didn't invite him! I don't even know him! He shouldn't be here!He tilts his head a bit as he examines you. "Hello," he says with a bit of a grin. "My name's Vernon."Ugh. A wyvern named "Vernon"? Just... just, whatever you do, don't pay any attention to what he has to say. Ignore him."You're a knight, right?" he continues. "Are you here to slay Knarr'ator?"
Player: No

Player: No

DM: Ha ha ha! You idiot! Hadn't it crossed your mind that he might be one of my loyal subjects, and now, given what you just told him, he's going to kill you? I told you to ignore him. You only have yourself to blame."Wonderful!" he says as his grin widens. "Please, allow me to assist you. If you promise me I can have some of his treasure, I'll tell you his weakness."......What. Okay, c'mon now; don't listen to him. He's lying. He... he just wants you dead so he can sneak in and steal my treasure. I totally don't have any weaknesses. Seriously. None. None at all.
Player: Decline Vernon's Offer
DM: You decline that foolish fool's foolish little offer. Good on you. He was totally trying to trick you."I see," he sighs. "In that case, I wish you luck. You'll need it."Walking away from that fool of a wyvern, you continue on your quest. You stop when you come to yet another fork in the path. Go on; choose your next destination.
Player: Schrödinger's Room
DM: Do I have a "Schrodinger's Room"? I feel like I do, but then again I feel like I don't. It's like both options are simultaneously true, or something. You nonetheless head in its direction, stopping once you come to a dead end.Huh. Guess I don't have a Schrodinger's Room. At least now I know for sure. So, where are you off to next, "hero"?

DM: Do I have a "Schrodinger's Room"? I feel like I do, but then again I feel like I don't. It's like both options are simultaneously true, or something. You nonetheless head in its direction, stopping when you come to an opening in the wall. You peer inside, seeing that it contains nothing but a cat.Huh. Guess I do have a Schrodinger's Room. At least now I know for sure. Don't know what the cat's there for, though. So, where are you off to next, "hero"?

DM: You actually have the gall to take him up on his offer, and the two of you shake on your stupid little agreement. I can't believe you're really going to trust him. Really pathetic, if you ask me."Alright," he says, still wearing that smug snicker on his face. "Knarr'ator may think he's awesome. Maybe he thinks he's invincible. But he's got perhaps the dumbest weakness I've ever heard of. That weakness is... double negatives."Sheesh... Are you hearing this guy? So I don't like double negatives. As if a strong dislike of an improper use of grammar can be considered a "weakness". Who the heck does he think he is?With that useless bit of information now imparted upon you, you continue on your quest, stopping when you come to yet another fork in the path. Go on; choose your next destination.

Player: The Riddle Room
DM: Oh, ho ho! The Riddle Room! You step inside and find that it is almost entirely empty. The only noticeable feature is an arch-like crevasse in the wall. Hint: it's a hidden door.Suddenly, a voice booms, seemingly coming from the walls themselves. "You shall go no further until you have answered this riddle."The suspense is figuratively killing me! I can't wait to see the hopeless puzzlement upon your face once you hear this riddle!"If a tree... falls in a forest, and no one is around to hear it, does it make a sound?"

DM: You quickly hurry inside, followed by your twin brother. You live in a small village of small huts. Luckily enough, you father is Chieftain Magrash, which entitles you to sleep in the Chieftain's Hut, the largest hut. As you enter, you see your father sitting in a rough woolen tunic, sharpening his greatsword. In front of him is his heavy steel plate armor, as well as several trophies from his battles."Mazkil, Gruzub, you fight too much. Mama is trying to put Dagden to sleep.""Yes, papa." You both reply."Who won the fight?" He asks."I did!" You both say, before glaring at each other."You don't know? Perhaps you're not fighting enough. Gruzub, go down to the river and fetch water for the stew. Mazkil, sharpen my sword. I need light the hearth."You go over to the sword, and begin to sharpen it against the whet stone, while looking over your father's trophies: An Elven Dagger, a Shrunken head, a battered golden shield, a shattered battleaxe, a studded mace, a series of Tribal Necklaces and a Dragon Skull."Papa?""Yes?""Can you tell me about your trophies?" You ask."I've told you many times about my trophies.""Tell me again."Papa chuckles, a harsh sound you've come to love."Which would you like to know about?"
Player: Studded Mace (Rebel Orcs)
DM: "Ah... the mace. Boy, some Orcs stick to their tribe. Some wander as mercenaries, or sign up as soldiers. Some become Rebels, raiders targeting every humans, elves, dwarves and anyone else that gets in their way. They're mad, stubborn, bloodthirsty fools. I took that weapon off on of them trying to convince Old Klaim to join up. I also took a few of his teeth, but I don't have those anymore."

Player: It doesn't
DM: "Correct!" the voice sounds. "Can it really be said that an unobserved event ever took place? An unheard treefall is just as easily an inaudible one. You... May... PASS!"The rocky wall slides upward, granting you passage further into my lair. So I may have... uh... lied about the difficulty just a tad. Like, just a teeny tiny bit. But whatever. Just continue on your stupid quest.

DM: Knowing you are out of options, you burst through the door. The officer leaning on the door falls in front of you, but you were able to jump over him. The other police officers shout in surprise, but seconds latter you hear gun fire.You sprint toward the fields as fast as you can, your heart thudding into your chest like an erupting volcano. You zigzag hoping to avoid getting shot, and soon you reach the long shadows. Hope springs anew and you get a second wind.Suddenly you feel a hard poke followed almost immediately by an excruciating burning sensation in your thigh. A split second later you feel a similar pain in your lower back. You fall to the ground and the officer overtakes you. "Suspect in custody, shot in the leg and back. Requesting medical assistance." He then handcuffs you as you lay on your stomach before applying pressure to the wounds. Within a minute you pass out from blood loss. ... Paramedics arrived some five minutes after you were shot, but they were unable to stop the blood flow fast enough to save you. You died that night in the hospital, finally free from your burdens.
Player: You weren't Ready
DM: Unfortunately not everyone has the temperament to do what needs to be done, even if they have the talent. You certainly had the gifts needed to make a difference, but unfortunately you made the wrong choices. It's a shame. The world desperately needed someone of your abilities. But you didn't have the heart or the mind to do what was needed to be done. Perhaps in the next life you won't be found lacking at the Moment of Truth. You have obtained the following Achievements: Leap of FaithLoyaltyMurderer Exit Only Race War Lucky Numb3r ArsonistCamouflage Thank you for playing! Image credits: Chapter 5: Ice Aurora image courtesy of Pixabay.com 'Free images and videos you can use anywhere,' by Noel Bauza.

Player: It does

Player: Left, to the Kitchen
DM: You are standing in the kitchen. The entire room is a shambles. One of the walls looks badly scorched. Dirty pots and pans fill the sink, as though they were abandoned mid-wash.And everywhere, there are deadly goblins. There's a particularly huge one slumped in the corner, with an open gash in his forehead.
Player: Search the Dead Goblin
DM: There's a particularly large goblin lying here. His forehead was slashed open with what you assume was a small knife, probably a kitchen knife.He still grips his sword, even in death. It's a cutlass, sharp, but not worth much to you.You notice a symbol painted onto his armor--it's a crude painting of a red cobra, with two heads.Curious.

Player: I want us to become closer.
DM: "We both know that we love each other. I just want us to become closer. We know each other since childhood and know everything about the other. A Friendship is no longer enough for me." I was so nervous, afraid how she would react."You know, I always left it up to you. You know I loved you since the first day we met. I'm so happy you finally decided to improve our relationship. I love you""I love you too."

DM: Taking the advice of that stupid little wyvern? Cute. Very cute. I'll have you know th-"Correct!" the voice sounds. "A falling tree is going to make a sound regardless of whether it will be heard or not. You... May... PASS!"The rocky wall slides upward, granting you passage further into my lair. So I may have... uh... lied about the difficulty just a tad. Like, just a teeny tiny bit. But whatever. Just continue on your stupid quest.
Player: Throw the sword!
DM: For whatever reason, you fling your sword at me. It misses. Completely.I chuckle. "Good job, knight. You've disarmed yourself."Well, since you wasted your turn being stupid, I guess it's my turn now. I inhale deeply, preparing to unleash a wave of deadly dragonfire upon you.
DM: You do a decent job of avoiding the flames. But obviously you can't dodge them completely, so you end up a little singed. But just a little. It's hardly noticeable.I'm done with fire breathing for now. Instead, I swing my sharp claws in your direction.
DM: You dodge my claws. Good for you. I decide to swing my tail at you.
Player: Go for the sword
DM: You make no effort to avoid my attack, focusing solely on the retrieval of your weapon. My tail strikes you hard, sending you flying back a good 20 feet. While you struggle to get up, I charge at you, prepared to sink my teeth into your armor.

DM: You wheel back and punt the rat across the room. The rat lands in the sewer water with a loud splashy plop and proceeds to swim away. It appears the rat is annoyed, but otherwise unharmed. You sure showed it who's boss!
DM: The hallway has a shallow layer of brown water on the floor and you feel your shoes becoming soaked as you enter the circular room. The ceiling is raised and there are paths leading in several directions.To the north is a hallway identical to the one you came through, with sounds of squeaking and a rank smell pouring out from the room beyond.To the east, there appears to be some sort of sewage runoff chute that is shrouded in darkness that is closed off behind rusted bars. There is a very small point of red light at the far end. It has a shallow decline and a guard rail running along one wall.To the south is a very narrow walkway that leads to a SFYNX.The west has a tunnel that is barred off. It looks like there is a small, dimly lit room at the end of the tunnel. "No way am I getting through those bars," you say to yourself.

DM: Photography with Mr. Bee!After lunch, you find yourself in photography class. You open up your desk drawer to find a light-tight envelope. Written on it is "IMPORTANT. DEVELOP AND GIVE TO ..." but the rest is unreadable. You turn the envelope over and see the FC eye logo on the back, sealing it. What would you like to do:
Player: Talk to your friends
DM: You decide to talk to your friendsYour friends don't have much to say, and talk mostly about how much they dislike the student council election results. One of them mentions how fun it would be to fool around by the dumpsters, so they grab their cameras and ask Mr. Bee if they can "take pictures." They take off, and offer you to come along. What would you like to do?
Player: Ask Mr. Bee if you can go "take pictures" outside
DM: You decide to ask Mr. Bee if you can go "take pictures" outsideMr. Bee replies: "The concept is there, which is good; if you can't be a student be a zero. But, the only flaw in this plan is you have no camera to take your pictures. Well, as you know maturity is moving from passion to compassion... " He goes on with some more cool philosophy. You remember that you let your friend borrow your camera. What would you like to do:

DM: You make no effort to avoid my attack, focusing solely on the retrieval of your weapon. My claws connect, tearing into your neck and leaving long gashes down your chest. You bleed out in a matter of moments.

DM: Taking the path straight ahead, you finally manage to escape from that crazy maze. Maddening, that thing is. I don't even know why I have it. Well, anyway, you'd better get on with your stupid little quest, don't you think?

DM: You avoid getting bitten. Simply amazing. I swing my claws at you.

DM: I'm running towards you. You're heading for your sword. But I make a misstep; I trip over your blade and I'm sent hurtling towards the ground. I fall flat on my face. Humiliating, to say the least. I look up to see that you now have your sword pointing at me."Now, now," I say, your sword held firmly at my throat. "Let's not get hasty. Nobody needs to be killed today. Especially not the one narrating this story. Why don't you put that sword down and think about this?"

DM: You dodge my tail. Wow. I bare my teeth and get ready to bite you.

Player: Spare him
DM: The second you move your sword away from my throat, I knock it from your hands. Ah ha ha ha ha! You fool! You complete and utter fool! Do you know how close you were? How close you were to victory? But now, I win, and you lose, and there's nothing you can do abou-Just then, Vernon the wyvern peers in. ...You know what? Forget about narrating. I need to go exterminate that little pest.I'll be right back. Probably.
DM: 

DM: 

DM: You're not buying it. You came here with the intent of slaying a dragon, and there's no changing your mind. Despite my every protest, you callously take your blade and force it deep into my chest."Ack...""Urk...""You bastard... My story... is ruined..."
DM: 

DM: 

DM: Jenny runs forward and swings her rock at Tracy. Tracy puts up her hands and the rock bashes her fingers away."Ow!" Tracy screams. "What are you doing? I'm not one of them!"Jenny's eyes widen in horror at her mistake. She stutters out an apology as she turns to face her other attacker, but Mindy is already there, and leaps on her. Tracy runs to the motorcycle parked on the side of the street, jamming her keys in and gingerly holding the bars with her broken hand. She blasts away with her loud motor, while Mindy bites her baby teeth into Jenny's neck and tears. Jenny's blood spritzes out like a fountain in rhythmic sprays. She passes out, then opens her eyes and looks around for something to eat. She sees Michael, halfway across the street, fighting off Crazy Tom, and gets up and heads for them. While Michael is distracted with parrying Crazy Tom's knife with his weed puller, she leaps onto his back and bites into his nape, tearing salty flesh away and chewing.Once Michael bleeds out and is dead, he stands up, and he and Jenny wander off their separate ways, until the army comes through and puts them down with bullets to their brains.
DM: Jenny opens her eyes in the darkness, a cool draft on her face drawing her confused gaze to the open window. She remembers it being only open a crack, maybe an inch wide...A rustle comes from beneath the bed. Her heart rate increases, and she tightens her fingers on her blanket.Something is under her bed.
Player: Jenny throws her blanket over the side and runs

DM: The teacher drones on and on. Eventually you get through the school day. You decide to visit Christie.
Player: Leave- Christie needs time to get better
DM: You start to leave the room. "Lori? You're not leaving me are you? I hate you, you're a terrible friend, I hate you! LORI!!" Christie screams. People rush to her side and give her sedatives. You feel awful, but you know that you did the right thing. Congratulations! You understood that anorexia is a serious condition, and now your best friend will get better. On to part two!
DM: It's a normal day at school, when a friend- Mary Smith- walks up to you while you're eating lunch. "Hey, Mary," you say. "Hi," she replies, "Will you be at the party on Saturday?" "What party?" "You didn't hear? Jimmy's having a party at his on Saturday. the whole year's gonna be there. Will you be there?" "Um..." Will you go? You don't want to offend Mary- she's very sensitive, and you know you haven't been out much this year, but you have a test you need to revise for a test on Monday, and there's always trouble at Jimmy's parties. What will you do?

DM: BLOODLINESElle- A Dying KingdomElle was a peaceful kingdom, which survived on the old belief of its king, until the day the Darklord reduced it to pieces. Many died, the ones who survived were captured as slaves. Elle was decending into darkness when a saviour came. In a devastating war he killed the Darklord and freed Elle. The people called him Arcania. But that peace didn't remain much longer. A fatal plague spreaded into Elle, changing most of the civils into living deads. The palace of Elle was burned to ashes and the kingdom died of foreign attacks.Years later...Stormed with diseases and plague, Elle is almost forgotten. People rarely visit this continuously shrinking kingdom. The ruler is cruel and harsh. Elle homes some of the most dangerours peoples on earth...
Player: Drake's Story
DM: You are Drake. An assassin whom everyone fears. Your parents were murdured when you were thirteen. Since then you've been raised in death and darkness. When you grew up you chose the job that you hated the most. Killing. The first time you killed someone you mourned for days but after your next kill you began to like it. The hunger for blood increases in you, so as darkness...

DM: You are advancing towards the inn with a fast pace. The rain pour hard on you. Black smoke is cloaking the clouds. You are in a robe. You raise your hood and enter the inn."Welcome.. Drake." Ed greets you as you sit next to him."Any job?" you hiss.He searches through a pile of papers and says, "Not much...but...(takes out a paper). Just a notorious thief. 50 golds if done."Money is running dry so you accept. He tells you the target and place and hands you the gold."Consider it done." you say and dart out.
DM: You enter an inn, the destination. Its filled with smoke and song.You stand in a dim lit corner and run an eye over the people. You can see the thief. He is unaware of his fate. You smile wickedly.
Player: Attack now
DM: You come out in the light, unsealth your dagger, and move towards him. He spots you and draws his rusted knife. You jump upon him and you both furiously land blows on each other. He is pretty good considering a thief. You kick and hurl him on the walls.He stabs a civil to draw your attention, but you have nothing good left in you, and rushes out of the inn. You chase him in the dark rainy night. You can hear his footsteps and his pacing heartbeat. You know where he will go. His only shelter. Theives tunnel.
Player: Take a shortcut to the tunnels

Player: Keep chasing
DM: You keep on chasing. As you had guessed he is going to the tunnels. Suddenly, you hear barking sounds that grow louder and louder. You look behind and see two dogs, infected. One of them leaps and pins you on the ground. The other one bites you mercilessly. You hiss in pain and jerk them aside. Killing them with swift blows you turn your attention towards the theif.He is far away. You can't catch him now.

Player: Use darkness
DM: Everytime you've used the darkness you've regret it. But still you use it. You strech your palm, aiming at the thief, and yell. A gust of dark smoke emerges from your palm and wraps the thief. He falls down and starts coughing.You go and kill him, ignoring his prayers. Then you disappear in blackness.
DM: You parry the upcoming blows."Why hiding Drake? You don't want to avenge your parents death." he yells , swinging his blade from left to right."You killed my parents!!""Drake. You are so lame. Yes I killed them and now its your turn!!"

DM: You wait and watch. He walks out. You too get out and stealthly follow him. He is unaware of your presence. You may kill him easily.

DM: You swing your blade and it meets his arm."Good..good..." he speaks and attacks.You land blows one after another which greatly wound Blackshade. Though you underestimated him. He disappears when you again strike and the next moment stabs you in the chest. He trips you on the ground and stabs again and again. Again. Again. Then again.YOU ARE DEAD

DM: You let out a yell and run to kill Blackshade. He does the same. Your blows meet.You kneel down. Blood gushes out. Blacklight laughs and chops your head off. Your story ends here.YOU ARE DEAD

DM: You aim and lung your dagger at him.[It's totaly random]
Player: It hits
DM: The throw is perfect. It pierces through his throat, killing him instantly. You check him. All dead. You disappear in darkness.

DM: You calm the urge to kill him and continue on his trail.He takes a turn and enters a fragile building. You make follow him inside. He climbs stairs and moves in a hall. Its all emplty here.
DM: You draw your dagger and leap at him. Though he was expecting you. The next moment you fall down and lie on the floor. Blood streams are gushing out of your chest."Hi Drake." he says and chops your head off.YOU ARE DEAD

DM: You duck another blow."You are worthless! Just like your FATHER WAS!!" he attack and you block."He was asking for his life when I killed him. He was praying ME!!""I SHOULD HAVE KILLED YOU. But i didn't. Now I will." and he strikes again.It was too much now. The last blow pierces your palm. You growl in pain. He prepares his final blow but suddenly your eyes emit a black ray which makes a hole in his chest. He collapses.You drag yourself to feet."PRAY! PRAY FOR YOUR LIFE!!" you put you dagger on his neck. He doesn't prays. Instead he tells you that Ed wants you dead. He sent him. However, you kill him and your revenge completes.

Player: Begin

DM: You strech your palm and a stream of blackness comes out along with a sharp pain. The blackness wraps the thief and he falls down. He is himself choking hardly. He is trying to breath. You leave him there and walk out. Job done.
DM: You spend the following days to find Ed. He is hiding away from you. You haven't succeded much though you know one man who could help you.You step out in another rainy night and go to the slums. You meet a man who is eager to tell, only if you have money. You give and he tells.

DM: Two men are guarding a building. Its slightly raining."...what did you do to her?" one of them says, smoking a cigar."What could I've done? Hahaha..." the other one laughs.Suddenly, a figure jumps from nowhere and kills them with sudden strikes. Its Drake.You open the door and slowly sneak in.
Player: Kill everyone and find Ed
DM: You pull out your daggers and taunt at the men."WHO IS HE?!" one yells."KILL HIM!!!"You kick the first one and break his arm. The second man is done with a roundhorse kick. The third one silently falls as you cut his throat.You start searching the rooms, in the process killing everyone who dare stand before you.

Player: Sneak and find Ed
DM: You choke the guard who was patroling in the hall and advance with low steps. You kill another and hide his body in a closet.Then you hear a broken laugh and low moans coming from a room.
Player: Continue in the hall
DM: You open another door and see Ed. He freezes in fear."Look...I...I...we can solve this peacefully. Listen." he pleads in a ragged tone."This time, we play with my rules." with this you assassinate him.You are standing over his lifeless body, staring in his dead cold eyes when gunfire rages inside the room. You roll sideways to avoid the bullets and jump out of a nearby window.You fall flat on the slippery ground. The gun fire hasn't stopped. You take one last look at the building then silently walk away.The debt with Ed has settled...

Player: Check the sounds
DM: You push the door. Two nudd bodies are lying on a bed.The woman spots you and screams to her lungs. The man quickly picks up a nearby axe and hurls it at you. You duck and punch the man. He trugdes backwards but again strikes with full force. At last you trap him and mercilessly choke him til he dies. You shut the women for ever.But its too late. Gunfire rages in the room. You are hit by two bullets and can't stand.Ed enters with a wicked smile."Drake... I expected ya.""FUCK YOU!!""Huh.... I see YOU killed Blackshade. Don't you?"
Player: Strike with dagger
DM: As you move to pick up your dagger, Ed's men openfire on you.The last thing you see before dying is Ed's grin face.YOU ARE DEAD

DM: Construction goes swiftly and smoothly at first, and the elaborate system is soon nearly ready for installation in the field near your house.Unfortunately your own precious cat Snowblob vomits a hairball (and possibly part of a half-digested mouse...) onto the last page of the blueprints while you're out buying parts, so you're going to have to do this final bit by memory. There's a row of wires that have to be connected to a vital part of the Cat-a-punter, and it needs to be done in a particular order. The wires are red, orange, yellow, green, blue, and violet.Some details you recall about the order they go in: ***The red wire does not go at the top, nor at the bottom. Yellow is directly above blue. The green wire is on either the top or the bottom.Blue is above red. The orange wire is next to the green wire, and not above violet. The violet wire is not next to the yellow or green wires. ***Piece of cake, right?First: OrangeSecond: Third: Fourth: Fifth: Sixth:
Player: Plug the yellow wire into the second slot.
Player: Plug the green wire into the fourth slot.

DM: Several weeks passed as you waited in the community cells, but no word from the self-described attorney working with the Veil Watchers came. Another was hired by your family after it was clear she wasn't coming back. Your arraignment had already come and gone, and the preliminary hearing was days away. Your mother has been begging you to take the plea deal, and by the time the preliminary hearing arrives that opportunity will be gone.You have begun to doubt whether or not the original attorney will come through for you. Part of you thinks it might be some dubious test, but for the most part you are reasonably certain they've left you here on your own. More, you now realize what was bothering you when she left the interrogation room. The date she gave for the arraignment, March seventeenth, was way too late, or too early depending on how you look at it, by almost a year; it was barely August and the arraignment already passed. It makes no sense. She probably had no idea what was going on with your case. Which makes you wonder, why would they even send her? The more you think about it, the more you are convinced they used you as a fall guy to kill that man. Anger at their betrayal fills your days, but terror fills your nights. If they don't come through for you, you'll possibly face life in prison or worse. The plea bargain is for ten years, on a charge of voluntary manslaughter. Your new attorney argued that your belief that the victim was a child molester was enough to drive you to commit the crime in a moment of passion. The prosecution was willing to accept that narrative in exchange for a guilty plea.Faced with the prospect of life in prison or even the death penalty, you decide whether or not to take the plea deal.
Player: Ch. 3 Hints and Cheats (Spoilers!)
DM: Warning! Spoilers for the story follow. Need some help? The following links contain spoilers, but will help you get the ending you deserve!
Player: Detailed Ch. 3 Choices Walk Through (Heavy Spoilers!)

Player: Use Darkness
DM: "How does it feel Drake? So close to death." he asks."JUST LIKE THIS!!" you scream and strech your arm to its limit. The roof blows up. Everyone is thrown away. The pain takes you out.The last thing you see before fainting is Ed's death.Someone pats you. You open your eyes to see a worn out face. Its still raining. You lift yourself up."What happened to me?" you ask to the old beggar."I found you lying here. I thought you were dead. Are you okay son?"You don't reply. You don't know what to say. You just walk away."Where are you going?" you hear him from behind."...Away from here..." you say.

DM: You charge the door at the end of the hall and smash through it headfirst. You end up in a room with two dudes playing video games."WHAT THE H***!" the blonde one shouts."Woah, that was such a manly entrance," the red haired one says. "HE BROKE MY DOOR!""Bakugo chill, man," the red haired one says. "It was cool and you know it." He gets up and holds his hand out to you. "I'm Kirishima."

DM: Try that math again.
DM: The Grinch took all the Christmas lights to Asia. He hid 600 lights in China and 1000 lights in Japan. How many lights did you find? Get it right and the lights are yours!!
Player: 1200 lights

DM: "756906758744365126." You say. Dean exchanges another look to Paul before throwing his knife directly at your heart."Damn you." Paul says before lifting his hand up and stopping the dagger right in front if you. You don't move. Paul and Dean lock eyes. It's like a test of dominance, you note. Finally, Paul looks away. Dean continues staring waiting."What do you want me to say?" Paul asks."The truth." Dean replies.Paul hesitates a moment before answering. "I felt bad for it. It wasn't going to survive the tests alone. No on does.""I did and so did you." Dean replies seriously. "It's the demon way to prove youre worthy.""No, only you passed the tests." Paul counters. "You helped me cheat on mine.""And perhaps that was a mistake." Dean says."Maybe, but the fact is you chose me and I chose it." Paul says."Is that so?" Dean asks curiously."That is so." Paul says looking up. Then they both look at you. You're not entirely sure what's going on but you feel I good for you so you don't interrupt. Paul comes over and places a hand on your shoulder. You get hot all over and then suddenly all the pain is gone. He has healed you. Dean watches, his face unreadable."You're going to regret it," Dean says but hen sighs and turns away. "Give it a name and let's go."Paul then turn a towards you. "Your new name is Logan. That's what you're going to answer by now. Understood?"
Player: You nod.
DM: You nod feeling as if Paul kind of just saved your ass. So Logan's your new name. At least until you could find a way out of hell. After that, Paul and Dean lead you back to their fire circle.Congratulations! You have made it past chapter four. Please leave your comments below. Thanks for playing!

DM: You walk into the Castle Compound which is really a small walled square with gates to the west and east leading into the island and to the Quay respectively. Gravel crunches underfoot and the smell of the sea fills your nostrils as you glance around: the imposing grey stone of Blacksea Castle dominates the entire southern side of the square while two smaller buildings: a Museum and a combined Gift Shop / CafÃ© fill up the northern side. In the middle of the square is a sign reading WELCOME TO BLACKSEA ISLAND. Apart from yourself the square is empty.
Player: Go west into the island interior
DM: You walk down a path that leads to a crossroads on the east side of the island. It is signposted: "East to Castle and Ferry, North to Wet Lands and Villa, South to Clifftop Walk and West to Main Street." Between the West and South paths stands Blacksea Church, a beautiful stone building with a path leading to it, the path passes through a small cemetery that contains several graves. Your heart gives a painful twinge as you realize that this is where your friend Robert is buried.

Player: Wait and watch

DM: You walk in the door of the cottage, putting your rifle in the gun rack. Father is there, waiting for you."Ah, Jacob, you're back. I was getting worried," he says. "Did you set up the traps?"You stare at him. For some reason, you feel you shouldn't tell him about the strange girl. He's always been a very puritanical person, hence the religion. When old Mister Kenneth taught a bird to sing in your last town, father wanted him burnt at the stake for witchcraft.
DM: "Yes, father, I set up the traps," you lie."Good," father nods. "Now, we have more chores to do."You nod, and prepare yourself for a long day of work.

DM: I froze. Alls I could think of was what the hell kind of question is that. But I felt like I needed to give her an answer... So I thought about it for a moment. And she looked at me, waiting. "I suppose, if I had to pick one it would be fall." She looked at me and smiled "Really?" She giggled. "I would have never guessed!" I blinked, before sitting down on the swing next to hers. "How?" She shrugged while still smiling, except this time at the sky. "You just seem like a winter person instead. My favorite season is spring. Do I seem like a spring person?" Now that I think about it, she does seem as though she is a 'spring person', whatever that means. We both silently swayed on the swing after that. It wasn't awkward, it was actually rather... peaceful. For a moment I turned to her to see what kind of expression she was making. She starred pensively at the sky. Everyday after that she would always be there. On my swings, no...our swings. My head hurts. I can't remember anymore...wait,no, I think I remember something...
Player: It was a day in Winter
DM: It was a day in Winter, except years later. We always met each other even in high school. She had a boyfriend at the time, he was a stereotypical jock like all the main character popular girls in movies dated, except he wasn't a douchebag. He was nice, even to me who was a complete and utter wallflower loser outcast, you name it. Even though she was dating him and was even more popular than before, she was always at those swings...and never brought anyone with her. We silently swung, even though it was freezing and the chains were getting rusty... now that I think about it...we rarely talked... did I ever even know her at all? Was she really my best friend? No, I remember now. The day I saw the bruises. The dark purplish blue stood out on her pale skin.
Player: I stayed quiet.

DM: You pack up the three 2-liter bladders that you managed to fill, and each one of you takes one last turn at the hole getting your own personal fill of water before making the return trip. Then you dash up the game trail toward the open hillside, finding Giri Minor's large sun hovering over the far horizon. You practically jog down the mountainside and up to the crest of the foothill. You can make out the wreckage of the ship, where there is now a spot of light--someone has lit a campfire, which will guide you like a beacon across the desert plain.And in the light of the two remaining moons, your own tracks from earlier in the day are still easy to follow.
Player: Page 16
DM: But soon after the sun has completely disappeared and the temperature cools, there is an eerie skittering sound all around you. The desert floor seems to be alive."We need to book it," the lieutenant says, but in the dim light you see hundreds of tiny little creatures crawling out of the ground and up his legs. They remind you of tiny crabs, black and shiny, with one ragged-edged claw pointing forward. Ibanz is covered too, and to your horror so are you. They bite into your exposed skin with their claw and you immediately feel dizzy.The next thing you know you are hallucinating that the entire desert is on fire, burning you alive with it. You frantically open your pack and empty the contents of the water bladders over your head, but the flames continue to spread across your flesh, undeterred. Then your vision goes black altogether, and you collapse to the ground. When your bodies are located the next day by Dr. Munro, your bones have been picked clean--and the creatures that devoured you and absorbed your moisture have scurried back into the desert floor. THE END

DM: I froze. Alls I could think of was what the hell kind of question is that. But I felt like I needed to give her an answer... So I thought about it for a moment. And she looked at me, waiting. "I suppose, if I had to pick one it would be summer." She looked at me and smiled "Really?" She giggled. "I would have never guessed!" I blinked, before sitting down on the swing next to hers. "How?" She shrugged while still smiling, except this time at the sky. "You just seem like a winter person instead. My favorite season is spring. Do I seem like a spring person?" Now that I think about it, she does seem as though she is a 'spring person', whatever that means. We both silently swayed on the swing after that. It wasn't awkward, it was actually rather... peaceful. For a moment I turned to her to see what kind of expression she was making. She starred pensively at the sky. Everyday after that she would always be there. On my swings, no...our swings. My head hurts. I can't remember anymore...wait,no, I think I remember something...

DM: I froze. Alls I could think of was what the hell kind of question is that. But I felt like I needed to give her an answer... So I thought about it for a moment. And she looked at me, waiting. "I suppose, if I had to pick one it would be winter." She looked at me and smiled "I thought you would say that." I blinked, before sitting down on the swing next to hers. "How?" She shrugged while still smiling, except this time at the sky. "You just seem like a winter person. My favorite season is spring. Do I seem like a spring person?" Now that I think about it, she does seem as though she is a 'spring person', whatever that means. We both silently swayed on the swing after that. It wasn't awkward, it was actually rather... peaceful. For a moment I turned to her to see what kind of expression she was making. She starred pensively at the sky. Everyday after that she would always be there. On my swings, no...our swings. My head hurts. I can't remember anymore...wait,no, I think I remember something...
Player: I asked her about it.
DM: Her eyes widened a bit, as she quickly pulled her shirt sleeve over it. "It's nothing really." Did she expect me to believe that?

Player: Keep asking
DM: The second time I asked, she looked as though she was angry. "It's nothing, okay??"

DM: I just watched. She sure did look awwwfully cold. Yep, Very cold indeed. Wonder if I should do something about that. ((nudges you))

Player: No

Player: Gave her the scarf

Player: No
DM: I gave her a simple reply, "No." I didn't go on with the details, like how I never had a boyfriend before, nor do I talk to boys. Or anyone for that matter. I glance at her, she's looking down while holding herself. "It's weird." her voice is muffled by the scarf. "It is? How so?" She shrugs. "He's so nice, and says such sweet things. But it doesn't feel... right. Plus he doesn't have a favorite season." I chuckle a bit, which makes her head turn quickly towards me, probably because I've never done that before. "What does seasons got to do with anything?" She pouts like a child, her nostrils flaring a bit. "It's important! If he doesn't have a favorite season.... then I don't know him. When I asked him again he said 'I don't know, spring?' but I knew he didn't really put much thought into it and only said that because it's my favorite season." After a brief moment of silence she continues, "I wouldn't want to date anyone whose favorite season is spring anyway." "Why is that?" "Because..." She looks to the sky, snow falls on her face and in her hair making her appear rather angelic "..that would make him like me." I didn't know what she meant. Is it bad for him to be like her? But I said nothing. After awhile she stood up and starting walking. "Ah" she turns around, facing me. "The scarf...can I keep it?"
Player: No

DM: "Are you absolutely sure you want this?""Yes, I am tired of this earth and i wish to see it from another view. Make me a vampire."Alice keeps her word and bites you on the neck and drains a bit of your blood. She then bites her own wrist and offers it to you. Without saying a word you take her wrist and drink the blood coming from it. It tastes surreal, it is the most amazing thing that you have ever, or will ever, taste. You can feel power flowing into you from her blood and you keep taking more and more blood from her wound until finally she punches you in the face. You stop taking her blood and look up and she is furious."What the hell man!? Are you trying to kill me!?""I took too much?""Yeah just a little would have done but you almost drained me! Now you have to die."Before you can manage to ask she breaks your neck and you fall to the floor dead but this is not the end, you do not stay dead for long...
Player: Arise
DM: You awaken but you don't open your eyes yet, you can hear voices somewhere near you. One you can tell is Alice's and the other you don't recognize but sounds like a man. You listen in on their conversation."I just want to know what the hell you were thinking when you turned him!""I was thinking about the survival of our race. Plus there's something about him... I can feel it.""Well while you stake the future of the vampiric race on some guy you met in a club I'll return to Alenia and do REAL work on helping out vampire kind as we know it."Hearing this disturbs you and you decide to get a better sense of your surroundings...

Player: Sure

Player: No

DM: ConsequencesFor every action there is a reation. If you are not a good student, you get punished. Here is how the system works:FIRST STRIKE: Warning, name goes up on the boardSECOND STRIKE: A check is marked by your nameTHIRD STRIKE: Another check is marked by your nameFOURTH STRIKE (AKA OUT): Your name gets circled on the chalkboard and you recieve a fifteen-minute after school detention to think about what you did wrong. HomeworkHomework is a very important part of class. Each day you will have a five problem assignment. You will get up to four and one half points for each problem. Here is how the system works:ALL PROBLEMS: 15 points4 PROBLEMS: 12 points3 PROBLEMS: 9 points2 PROBLEMS: 6 points1 PROBLEM: 2 points
Player: Next Page
DM: ContractPlease detach the following section and turn it into me as soon as possible._ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ I have read and understand all of the terms in this hand out. _____________ Student_____________ Parent_____________ Date

Player: Middle School

DM: I watched her more and more when middle school started. We were put in 3 of the same classes, however we never spoke. She never wore makeup even though all the other girls did, and she didn't need it. Everything about her was flawless. I think her name was Hana. The next memory was from
Player: I saw all these memories already

DM: You turn left, moving along the rim of the mountain as you scurry along the rocks and use those to keep from slipping. Your hands are now sweaty as you try to continue moving up the mountain, even though your hands are becoming slippy and losing purchase. You gasp for breath that even the make-shift gas mask can't keep from poisoning you, and continue to hurry along as quickly as you can.You doubt you can make it much further. You're drowning in this brutal gas, barely managing to keep going. This gas is seeping through your every pore, burning through your entire being and nearly destroying your core. You cough phlegm into your balaclava, before bursting forward with what could be the last of your energy.
DM: You move right, hurrying along the side of the mountain as your charge with the last of your energy, desperately looking from something to break from the thick blanket of fog that lies over the mountain, some place or thing to guide you out of this nightmare. Every inch feels like a mile, but you continue moving up as quickly as you can. Finally, unable to even get a real breath to fuel you, you heave over, coughing desperately into the rag wrapped around your face.You can't make it any further. Your every muscle is screaming for oxygen to fuel your ascent, your every movement a spasm of pain. There has to be something here. Desperately, you look around for anything appearing to you through the thick fog.
Player: There's no way out...
DM: Nothing.There's nothing here, no rescue from the endless poisonous gases that suck the breath from your lungs. Collapsing to your knees, you feel your entire body begin to go cold, your mind go foggy and your every muscle spasming as you collapse, your body rolling down the mountain to be used by whatever nightmare finds it at the bottom.

DM: I stand up, so does he. The surge from the power generator hurt us both, but neither one of us is out of the fight. He looks at me and roars a few time as a taunt or something. Although his body is like mine, he doesn not seem to have a human mind, human memories. He doesn't have Dmitri to contain him. He only has the monster, Freakshow. I almost pity him. He's like me when I was under Thorne's control. Utterly at Lite's disposal, but I have to defeat him. I have to defeat someone who's exactly like me, but he doesn't surpress his inner beast, he endorces it.It is a fitting metaphore. After all this time, I've been in a constant battle with myself, with my bestial nature, but I've never had to fight it physically before. Fight me physically before. The Freakshow Assassin compresses his skin tissue together to make his entire body rock-hard and then sprints towards me.HEALTH: 45%HUNGER: 58%
Player: Make yourself as hard as he is and brawl with him.
DM: I compress my cells together, making my body as rock hard as his is. We then both sprint at one another. It will mean harder for both of us to let attacks pass through us, but it also means our bodies are a little in Brute's direction. HEALTH: 45%HUNGER: 56%
Player: Uppercut his face.
DM: Before he manages to do anything to me, I slam my fist upwards into his face, knockinghim up into the ceiling and then he crashes down onto the floor with a loud thump. I take a backflip away from him as he tries to attack me and stand up in the same act, and then he leaps towards me. HEALTH: 45%HUNGER: 54%

Player: Why do you like the seasons?
DM: She turned towards me, and answered immediately. "A new season means change. Which means a hope that things will change for me too.."
Player: I'm not happy too.
DM: "Everyday I wish that I were not alive... but somehow.. you make it bearable" She smiled at me. "I feel the same way too." We sat there quietly for awhile longer, and when the hour was up she got up and went home. My head, it really hurts..how did this happen to me..

Player: I realized I was in love with her.
DM: I have never felt such a feeling for anyone before.... I really loved her. I felt like I needed to tell her in some way... so I did "Everyday I wish that I were not alive... but somehow.. you make it bearable" She smiled at me warmly, making me forget it was a freezing winter day. "I feel the same way too." She stood up and stood in front of me, wrapping my scarf around the both of us. My first kiss happened that day.
Player: The next day..

Player: The next day...

Player: I held her lovingly
DM: I held her in my arms, and cried along with her for who knows how long. Eventually she told me what happened. Her father abused her. He has since her mother left, which was around the start of middle school. In between emotion and pain filled cries she would ramble on, like how she didn't blame her dad. "he was only lonely" she even mentioned how his favorite season is spring aswell. I gently stroked her hair as she spoke, giving her a kiss on the forehead or cheek when she cried the most. We both fell asleep in the cold....nobody had looked for us.

Player: I remember
DM: The reason my head hurts, I remember everything now. When I woke up the next day she was clinging to me, we were still laying down in the snow. It was peaceful. We both embraced each other, either looking at the sky or looking at each other. "Do you love me...?"
Player: No, I don't
DM: I don't know why I said no.... I thought I loved her, I really did... but when she asked and looked at me in that way I... She left me laying in the snow alone. I have never felt such a pain in my life... I want to forget again. Hana, I'm sorry.

DM: She smiled like I have never seen her smile before, perhaps this one was genuine. She took my hand and asked me to follow her. I did. We walked down directions hand in hand, nobody was around. And even if there was, nobody would care. She seemed to know exactly where she was going. She stopped in the middle of the bridge, and stood on the railing, assisting me up next to her. I knew exactly what she was planning to do.
Player: I backed out.
DM: I released her hand, and backed out. I don't think I wanted to die after all. The look of heart break on her face... Hana, I'm sorry My head hurts...I just want to forget again.. please let me forget again!

DM: You fire at the crowd of hectic guards. One lays dead on the ground, while another is injured. You leave the wounded men behind and rush into the intricate palace. Your feet leave muddy footprints on the shiny floors, and the screams of women fill the halls. You know that you must find the king and demand that he give the people bread. You have overheard an idea that the monarch and his family should move to the Tuileries Palace in Paris. If the king moved to Paris, then the French people had them imprisoned in the city. The idea seemed like a good one, however, you need to find the king first. After running down the long hallways, you reach a large staircase that leads up to the royal bedchambers upstairs. Many women are running up the stairs screeching shrilly for Marie Antoinette's head. However, ever women head down a hallway that leads to one of the large ballrooms. Maybe Louis XVI would be there?
Player: You follow the women to the ballroom

DM: Harpy; "Thanks!" I giggled. She looked so cute! Harpy; "So anyway, what we gotta do is simple! There's a cave around here, and inside that cave lives a fierce dragon. Each passing month, the villagers must sacrifice a child. A female child. That's why I need you." You; "You're the sacrifice?" She nodded. "Slay the dragon, and he will give you the key" You; "Key?" Harpy; "To the door. Your ticket outta here."
Player: Let's go
DM: When we arrived at the cave, the ear-shattering sound of snoring battered my eardrums. Harpy; "Here! She's right in there!" You; "Ok!" Harpy handed me a large crystal sword. "Take this. Strike her in the heart" You; "Her?" Harpy; "Yes. Don't you know that female dragons are the more aggressive? A male would never do this!" Bracing myself for attack, I fell back in shock as a large cat with a humans face and wings sprung out. Harpy; "Whatever you do, do NOT attack! This is the sphinx, guardian of the dragon. In return for food, the sphinx protects the dragon while she sleeps." Then, it spoke. Sphinx; "You shall not pass, lest answer the riddle of the sphinx."
Player: What's the riddle?
DM: The sphinx giggled hysterically. Sphinx; "What walks on four legs in the morning, two legs in the afternoon, and three legs in the evening?"
Player: Water!
DM: The sphinx laughed

DM: "We have seen this woman only on occasion." said Mrs McPhail."When I was pregnant with my daughter, she came by almost every day. She would mostly be seen around the nursery before the baby came..." she paused.
Player: This sounds boring, tell me about the other ghosts
DM: Having knocked on the door, a sound from within the home stirs, and a lady with white hair, and a gentle face opens the door."Thank you for coming. I have been waiting for you."She stands to the side, and lets you enter. You do so and immediately are surrounded by a wonderful scent. Although the lodge is made of brick, the insides are furnished with very beautiful wooden furniture. Everything looks antique, but the fresh smell of wood suggests that some of these items are quite new and made with great care to fit the historic atmosphere."Where would you like to start?" asks Mrs. McPhail. "As you know there are three ghosts that share this space with me and my family. All three are very unique."

DM: You run back to class. Mrs Fuddmeadow hasn't noticed you have left. Roy G. Biv sees you and gestures to hold on for a second. He picks up a basketball, yells for some one to catch the ball. He "misses" and the ball hits Mrs. Fuddmeadow, again, straight in the face. She flies back and then lands on the ground.
Player: Unlock the door and go in the closet to rescue everyone
DM: You go in the closet and it is filled with baseball bats, basket balls, and a lot of other sports stuff. There are no prisoners in here.
Player: Search the room
DM: What would you like to search?
Player: The pile of mats
DM: You look through the mats, but see no secret door or anything out of the ordinary.
Player: continue ...
Player: Baseball bat rack
DM: There is nothing but bats, bats, and more bats.

DM: Boy, much to your father's delight. He's always been old fashioned, and prayed for a son over a daughter, to carry on the family name. Your mother, of course, couldn't have cared less, so long as you were healthy and happy. Your parents were so proud, they decided to name you after your late grandfather.
Player: Leon.
DM: Leon. The name your mother gave you. While you might not remember much about your earliest stage of infancy, you know you couldn't have asked for a more contented existence. Your father worked hard to provide for his family, and your mother completely adored you. You were her first born child, the light of her life and never short of love or affection. Still, as all children should, you eventually had to learn how to share. Your cot, your toys and the attention of your mother were quickly snatched away from you and given over to a smaller, cuter version of yourself.You were only two years old when Alexius was born. He was such a tiny thing, curled up in your mother's arms, but he made such a loud noise! It was like listening to a dying animal every time he got hungry or sleepy or soiled himself. Still, despite his wailing, your mother cooed over him like he was the most beautiful creature she'd ever laid eyes on in her life. Meeting your little brother for the first time is the earliest memory you have and you still remember exactly how you felt.
Player: Excited
DM: Even though he was too small to walk or talk or play, you absolutely adored your new baby brother. You spent hours just sitting next to your mother, looking down at the baby, admiring how tiny he was, presenting him with toys whenever he cried and asking your mother how much longer it would be before you were allowed to hold him. All this helped you to develop a strong bond with Alexius, even before he learned how to talk back.You have gained 5 approval with Alexius.

DM: Girl, much to your father's disappointment. He's always been old fashioned, and prayed for a son over a daughter, to carry on the family name. Your mother, of course, couldn't have cared less, so long as you were healthy and happy. She loved you, so much so that she named you after your late grandmother.
Player: Lydia.
DM: Lydia. The name your mother gave you. While you might not remember much about your earliest stage of infancy, you know you couldn't have asked for a more contented existence. Your father worked hard to provide for his family, and your mother completely adored you. You were her first born child, the light of her life and never short of love or affection. Still, as all children should, you eventually had to learn how to share. Your cot, your toys and the attention of your mother were quickly snatched away from you and given over to a smaller, cuter version of yourself.You were only two years old when Alexius was born. He was such a tiny thing, curled up in your mother's arms, but he made such a loud noise! It was like listening to a dying animal every time he got hungry or sleepy or soiled himself. Still, despite his wailing, your mother cooed over him like he was the most beautiful creature she'd ever laid eyes on in her life. Meeting your little brother for the first time is the earliest memory you have and you still remember exactly how you felt.
Player: Jealous
DM: It wasn't fair. Your mother never had time to play with you any more and it was all the baby's fault! You remember telling your mother several times that you didn't like the new baby and that she should take him back. She didn't seem to take your complaints seriously though, which only made you more frustrated. There were several incidents when you got yourself in trouble for pinching the baby, snatching his toys away and deliberately pushing over his cot. Of course, this got you a lot of spankings from your mother and taught your brother to be wary of you from a very early age.You have lost 5 approval with Alexius.
Player: Heroes and legends.

DM: Andreas. The name your mother gave you. While you might not remember much about your earliest stage of infancy, you know you couldn't have asked for a more contented existence. Your father worked hard to provide for his family, and your mother completely adored you. You were her first born child, the light of her life and never short of love or affection. Still, as all children should, you eventually had to learn how to share. Your cot, your toys and the attention of your mother were quickly snatched away from you and given over to a smaller, cuter version of yourself.You were only two years old when Alexius was born. He was such a tiny thing, curled up in your mother's arms, but he made such a loud noise! It was like listening to a dying animal every time he got hungry or sleepy or soiled himself. Still, despite his wailing, your mother cooed over him like he was the most beautiful creature she'd ever laid eyes on in her life. Meeting your little brother for the first time is the earliest memory you have and you still remember exactly how you felt.
Player: Indifferent
DM: You never understood why everybody loved to crowd around the baby, pinching his cheeks and waiting for their turn to hold him. You didn't really mind though. Your father had given you a little wooden horse with wheels for your birthday and you were too busy pushing it around the house to pay the baby much attention.

DM: Cyrus. The name your mother gave you. While you might not remember much about your earliest stage of infancy, you know you couldn't have asked for a more contented existence. Your father worked hard to provide for his family, and your mother completely adored you. You were her first born child, the light of her life and never short of love or affection. Still, as all children should, you eventually had to learn how to share. Your cot, your toys and the attention of your mother were quickly snatched away from you and given over to a smaller, cuter version of yourself.You were only two years old when Alexius was born. He was such a tiny thing, curled up in your mother's arms, but he made such a loud noise! It was like listening to a dying animal every time he got hungry or sleepy or soiled himself. Still, despite his wailing, your mother cooed over him like he was the most beautiful creature she'd ever laid eyes on in her life. Meeting your little brother for the first time is the earliest memory you have and you still remember exactly how you felt.

DM: Demetrius. The name your mother gave you. While you might not remember much about your earliest stage of infancy, you know you couldn't have asked for a more contented existence. Your father worked hard to provide for his family, and your mother completely adored you. You were her first born child, the light of her life and never short of love or affection. Still, as all children should, you eventually had to learn how to share. Your cot, your toys and the attention of your mother were quickly snatched away from you and given over to a smaller, cuter version of yourself.You were only two years old when Alexius was born. He was such a tiny thing, curled up in your mother's arms, but he made such a loud noise! It was like listening to a dying animal every time he got hungry or sleepy or soiled himself. Still, despite his wailing, your mother cooed over him like he was the most beautiful creature she'd ever laid eyes on in her life. Meeting your little brother for the first time is the earliest memory you have and you still remember exactly how you felt.

DM: Hector. The name your mother gave you. While you might not remember much about your earliest stage of infancy, you know you couldn't have asked for a more contented existence. Your father worked hard to provide for his family, and your mother completely adored you. You were her first born child, the light of her life and never short of love or affection. Still, as all children should, you eventually had to learn how to share. Your cot, your toys and the attention of your mother were quickly snatched away from you and given over to a smaller, cuter version of yourself.You were only two years old when Alexius was born. He was such a tiny thing, curled up in your mother's arms, but he made such a loud noise! It was like listening to a dying animal every time he got hungry or sleepy or soiled himself. Still, despite his wailing, your mother cooed over him like he was the most beautiful creature she'd ever laid eyes on in her life. Meeting your little brother for the first time is the earliest memory you have and you still remember exactly how you felt.
Player: Odysseus, the king of Ithaca. While a skilled warrior, he was most famous for his wits, having come up with the idea for the Trojan horse, which allowed the Greek army to sneak into Troy.

DM: Marcus. The name your mother gave you. While you might not remember much about your earliest stage of infancy, you know you couldn't have asked for a more contented existence. Your father worked hard to provide for his family, and your mother completely adored you. You were her first born child, the light of her life and never short of love or affection. Still, as all children should, you eventually had to learn how to share. Your cot, your toys and the attention of your mother were quickly snatched away from you and given over to a smaller, cuter version of yourself.You were only two years old when Alexius was born. He was such a tiny thing, curled up in your mother's arms, but he made such a loud noise! It was like listening to a dying animal every time he got hungry or sleepy or soiled himself. Still, despite his wailing, your mother cooed over him like he was the most beautiful creature she'd ever laid eyes on in her life. Meeting your little brother for the first time is the earliest memory you have and you still remember exactly how you felt.

DM: Sinis. The name your mother gave you. While you might not remember much about your earliest stage of infancy, you know you couldn't have asked for a more contented existence. Your father worked hard to provide for his family, and your mother completely adored you. You were her first born child, the light of her life and never short of love or affection. Still, as all children should, you eventually had to learn how to share. Your cot, your toys and the attention of your mother were quickly snatched away from you and given over to a smaller, cuter version of yourself.You were only two years old when Alexius was born. He was such a tiny thing, curled up in your mother's arms, but he made such a loud noise! It was like listening to a dying animal every time he got hungry or sleepy or soiled himself. Still, despite his wailing, your mother cooed over him like he was the most beautiful creature she'd ever laid eyes on in her life. Meeting your little brother for the first time is the earliest memory you have and you still remember exactly how you felt.

DM: Theron. The name your mother gave you. While you might not remember much about your earliest stage of infancy, you know you couldn't have asked for a more contented existence. Your father worked hard to provide for his family, and your mother completely adored you. You were her first born child, the light of her life and never short of love or affection. Still, as all children should, you eventually had to learn how to share. Your cot, your toys and the attention of your mother were quickly snatched away from you and given over to a smaller, cuter version of yourself.You were only two years old when Alexius was born. He was such a tiny thing, curled up in your mother's arms, but he made such a loud noise! It was like listening to a dying animal every time he got hungry or sleepy or soiled himself. Still, despite his wailing, your mother cooed over him like he was the most beautiful creature she'd ever laid eyes on in her life. Meeting your little brother for the first time is the earliest memory you have and you still remember exactly how you felt.

DM: Althea. The name your mother gave you. While you might not remember much about your earliest stage of infancy, you know you couldn't have asked for a more contented existence. Your father worked hard to provide for his family, and your mother completely adored you. You were her first born child, the light of her life and never short of love or affection. Still, as all children should, you eventually had to learn how to share. Your cot, your toys and the attention of your mother were quickly snatched away from you and given over to a smaller, cuter version of yourself.You were only two years old when Alexius was born. He was such a tiny thing, curled up in your mother's arms, but he made such a loud noise! It was like listening to a dying animal every time he got hungry or sleepy or soiled himself. Still, despite his wailing, your mother cooed over him like he was the most beautiful creature she'd ever laid eyes on in her life. Meeting your little brother for the first time is the earliest memory you have and you still remember exactly how you felt.
Player: Paris, the prince of Troy. He was so accurate with a bow that he managed to kill the famous hero Achilles, by shooting him in the heel.

DM: Cassandra. The name your mother gave you. While you might not remember much about your earliest stage of infancy, you know you couldn't have asked for a more contented existence. Your father worked hard to provide for his family, and your mother completely adored you. You were her first born child, the light of her life and never short of love or affection. Still, as all children should, you eventually had to learn how to share. Your cot, your toys and the attention of your mother were quickly snatched away from you and given over to a smaller, cuter version of yourself.You were only two years old when Alexius was born. He was such a tiny thing, curled up in your mother's arms, but he made such a loud noise! It was like listening to a dying animal every time he got hungry or sleepy or soiled himself. Still, despite his wailing, your mother cooed over him like he was the most beautiful creature she'd ever laid eyes on in her life. Meeting your little brother for the first time is the earliest memory you have and you still remember exactly how you felt.

DM: Diana. The name your mother gave you. While you might not remember much about your earliest stage of infancy, you know you couldn't have asked for a more contented existence. Your father worked hard to provide for his family, and your mother completely adored you. You were her first born child, the light of her life and never short of love or affection. Still, as all children should, you eventually had to learn how to share. Your cot, your toys and the attention of your mother were quickly snatched away from you and given over to a smaller, cuter version of yourself.You were only two years old when Alexius was born. He was such a tiny thing, curled up in your mother's arms, but he made such a loud noise! It was like listening to a dying animal every time he got hungry or sleepy or soiled himself. Still, despite his wailing, your mother cooed over him like he was the most beautiful creature she'd ever laid eyes on in her life. Meeting your little brother for the first time is the earliest memory you have and you still remember exactly how you felt.

DM: Echo. The name your mother gave you. While you might not remember much about your earliest stage of infancy, you know you couldn't have asked for a more contented existence. Your father worked hard to provide for his family, and your mother completely adored you. You were her first born child, the light of her life and never short of love or affection. Still, as all children should, you eventually had to learn how to share. Your cot, your toys and the attention of your mother were quickly snatched away from you and given over to a smaller, cuter version of yourself.You were only two years old when Alexius was born. He was such a tiny thing, curled up in your mother's arms, but he made such a loud noise! It was like listening to a dying animal every time he got hungry or sleepy or soiled himself. Still, despite his wailing, your mother cooed over him like he was the most beautiful creature she'd ever laid eyes on in her life. Meeting your little brother for the first time is the earliest memory you have and you still remember exactly how you felt.
Player: Hercules, the son of Zeus and the most powerful hero of all time! He was so strong, he actually killed the Nemean lion with his bare hands.

DM: Galatea. The name your mother gave you. While you might not remember much about your earliest stage of infancy, you know you couldn't have asked for a more contented existence. Your father worked hard to provide for his family, and your mother completely adored you. You were her first born child, the light of her life and never short of love or affection. Still, as all children should, you eventually had to learn how to share. Your cot, your toys and the attention of your mother were quickly snatched away from you and given over to a smaller, cuter version of yourself.You were only two years old when Alexius was born. He was such a tiny thing, curled up in your mother's arms, but he made such a loud noise! It was like listening to a dying animal every time he got hungry or sleepy or soiled himself. Still, despite his wailing, your mother cooed over him like he was the most beautiful creature she'd ever laid eyes on in her life. Meeting your little brother for the first time is the earliest memory you have and you still remember exactly how you felt.

DM: Ophelia. The name your mother gave you. While you might not remember much about your earliest stage of infancy, you know you couldn't have asked for a more contented existence. Your father worked hard to provide for his family, and your mother completely adored you. You were her first born child, the light of her life and never short of love or affection. Still, as all children should, you eventually had to learn how to share. Your cot, your toys and the attention of your mother were quickly snatched away from you and given over to a smaller, cuter version of yourself.You were only two years old when Alexius was born. He was such a tiny thing, curled up in your mother's arms, but he made such a loud noise! It was like listening to a dying animal every time he got hungry or sleepy or soiled himself. Still, despite his wailing, your mother cooed over him like he was the most beautiful creature she'd ever laid eyes on in her life. Meeting your little brother for the first time is the earliest memory you have and you still remember exactly how you felt.

DM: Venus. The name your mother gave you. While you might not remember much about your earliest stage of infancy, you know you couldn't have asked for a more contented existence. Your father worked hard to provide for his family, and your mother completely adored you. You were her first born child, the light of her life and never short of love or affection. Still, as all children should, you eventually had to learn how to share. Your cot, your toys and the attention of your mother were quickly snatched away from you and given over to a smaller, cuter version of yourself.You were only two years old when Alexius was born. He was such a tiny thing, curled up in your mother's arms, but he made such a loud noise! It was like listening to a dying animal every time he got hungry or sleepy or soiled himself. Still, despite his wailing, your mother cooed over him like he was the most beautiful creature she'd ever laid eyes on in her life. Meeting your little brother for the first time is the earliest memory you have and you still remember exactly how you felt.

DM: You always loved the story of how Paris defeated Achilles with a single arrow, and many hours of your youth were spent throwing sharpened twigs at little targets you'd carve into trees, practising for when you had a real bow and arrow. You never managed to kill any infamous demigods, but your aim improved slightly.You have gained 5 Accuracy.

Player: Perseus, famous for killing the monster Medusa who could turn men into stone just by looking at them. In the end, Perseus managed to sneak up on Medusa by using his shield to see her reflection, avoiding looking directly into her eyes.
DM: You don't know how many hours you used to spend playing Perseus with your little brother. Mostly you would sneak up on Alexius, jumping out from your hiding places and throwing a blanket over his head before he even knew you were there. While you never had to fight any monsters that could turn people into stone, you did learn a thing or two about sneaking around without being seen.You have gained 5 Stealth.

DM: Well, of course he was! Hercules was the greatest hero of all time, and you were determined to be just like him. Mostly your training involved a lot of sword-stick fighting and wrestling matches with your little brother. The Gods never sent you on a mission to do twelve impossible tasks, but you did gain a little bit of fighting experience.You have gained 5 Strength.
Player: First day on the job.
DM: Sadly, you couldn't stay an infant forever. When you were about six years old, you had to leave your little adventures behind to go to school. It was boring at times, but you learned how to read and write and basic mathematics. Everything a boy needs to know in order to make a living once he becomes a man.You also got to assist your father with his job from time to time. What did your father do for a living?
Player: He was a blacksmith
DM: Assisting your father was long, hard work. Of course, you never forged a sword or fixed a breastplate yourself, but your father would often ask you to fetch his tools for him. At first, your father's hammer was so heavy, you could barely lift it off the ground, and pumping the bellows made your arms tired, but you quickly got used to it and all the hard work helped you grow a lot stronger.You have gained 5 Strength.
Player: All work and no play.

Player: He was a carpenter.
DM: Your father mostly crafted furniture, and you usually practised on spare pieces of wood, carving simple wooden spoons and trying to make little wooden animals that usually ended up ruined when you accidentally chipped off one of their legs. Luckily, your accuracy at carving all the little details improved with practice.You have gained 5 Accuracy.

DM: Life wasn't too hard though. Between helping your father and your education, you managed to find a little spare time to enjoy yourself. What did you do for fun?
Player: I spent most of my free time reading, learning about history and famous Greek legends.
DM: You loved reading all about legendary warriors and famous battles, but while you filled your head with fantasies, you also learned plenty of facts about your history, your country, and other countries far across the sea. Your teacher at school often got frustrated with you, because you developed a habit of correcting him whenever his history lessons were not quite accurate.You have gained 5 Intelligence.Your childhood spent juggling chores, education and entertainment was tiring but happy. It was also painfully brief.
Player: A new life.

Player: I was very competitive. I liked fist fighting and arm wrestling, anything to prove how tough I was.
DM: Alexius was your wrestling partner most of the time, but you often got yourself into scraps with some of the older children in your village. At first, they thought you were an easy target, but after managing to give a few bloody noses to children two or three years your senior, you gained their respect as a fighter.You have gained 5 Strength.Your childhood spent juggling chores, education and entertainment was tiring but happy. It was also painfully brief.

Player: He was a fisherman.
DM: Your father used to take you out on his little fishing boat to teach you the trade. It could get quite tiresome, sailing the boat from one spot to another and waiting for the fish to get caught up in the nets. Still, with all the time you spent keeping the boat steady and waiting for the fish to come to you, you at least learned the value of patience.You have gained 5 Stealth.

DM: The wisest heroes were the ones that impressed you. There was something appealing about the idea of winning every battle by tricking your opponent. You used to spend hours coming up with sneaky tricks to play on your family, like convincing your brother to trade his grapes for some 'magic' pebbles that failed to grow into a golden apple tree, like you promised. You got scolded a lot for all your little scams but at least you learned how to use your brain instead of your fists to get what you wanted.You have gained 5 Intelligence.
Player: He did odd jobs around the village.
DM: While your father didn't have a set occupation, he did manage to support your family by doing menial tasks for the wealthier men in your village. Of course, you were too young to repair a broken roof or carry heavy furniture around, so you mostly helped by delivering messages from one end of the village to the other. Even with all your hard work, you were lucky if you earned so much as an obol by the end of the day, barely enough to put bread on the table. Still, at least all that running around kept you fit and active.You have gained 5 Speed.
Player: I got involved with a gang of older kids. We used to run wild, causing all kinds of trouble.

Player: I used to play ball games with the children from my street.
DM: You were one of the younger boys in your group of friends. For a while, you'd always get picked last, and some of the older boys wanted to keep you out of their games altogether. Luckily, you soon proved that your aim with the ball was more accurate than any of the other children in the group. After that, you were picked as a thrower every time.You have gained 5 Accuracy.Your childhood spent juggling chores, education and entertainment was tiring but happy. It was also painfully brief.

Player: I used to go exploring in the woods, climbing trees and looking for wild animals.
DM: You and Alexius managed to put together a little den made of old, fallen branches, which you would probably have moved into permanently, if your parents had allowed it. You also had a fascination with the animals of the forest, and would spend hours watching lizards climb along the trees, observing rabbits as they came out to graze, and sometimes staying up late so you could watch the bats come out at night. You had to keep quiet and be very patient, but it was worth it.You have gained 5 Stealth.Your childhood spent juggling chores, education and entertainment was tiring but happy. It was also painfully brief.

DM: Mostly, your father's work involved copying documents for wealthy patrons. Of course, you were too young to use real paper, so your father had you practice by etching into a wax covered board. Because of this, you learned your letters very quickly and could read a lot better than most of the other children in your village.You have gained 5 Intelligence.

DM: You were eight years old when you found out that your little family was growing once again. You didn't remember much about when your mother was pregnant with Alexius, but you knew it wasn't anything like this.At first she told you the sickness was normal. It was something that happened to mothers when the babies first started growing inside them, and it would get better after the first few weeks. Except it didn't get better. It got much, much worse. Your mother got weaker, thinner, paler.She cried a lot and was in pain most of the time. You weren't exactly sure what was going on, but you just wished the baby would hurry up and come out of your mother so that she'd be well again... You must have wished too hard, because the baby came too soon.The night was utter chaos. Your mother's screams were like no earthly noise you'd ever heard. A group of women from your village were rushing in and out of your parent's room, trying their best to help her through her suffering. Your father was pacing back and forth outside while you and Alexius were confined to your room to keep you out of everyone's way.Alexius was hysterical. He was crying so hard he could barely breathe and kept asking you what was happening, as if you had any better idea than he did. "Is she going to be okay?" he asked you through choked back tears. "Mama will get better, won't she? She's not going to die!"

Player: I managed to keep myself together. I sat down with my brother and tried to calm him down, promising him that Mama would be okay.

Player: I was scared. I sat in the corner and admitted to my brother that I didn't know. I had no idea if Mama was going to be okay or not.

DM: You were defiantly a bit of a rebel, and the older children took advantage of that. Mostly, your job in the gang involved distracting merchants while your friends stole things from their shop. Of course, you soon became known as trouble makers and were always on the run from the local rod bearers, but even that became a kind of game. You loved the thrill of the chase, and on the rare occasions you got caught, the punishments weren't too severe. A few strikes across your palms and a harsh scolding from your parents wasn't nearly enough to deter your bad behaviour. Mostly, it just motivated you to run faster the next time.You have gained 5 Speed.Your childhood spent juggling chores, education and entertainment was tiring but happy. It was also painfully brief.

Player: I got angry. I shouted at Alexius and told him that of course Mama was going to be okay, and that I'd hit him if he didn't shut up.
DM: "Don't be stupid!" you yelled at him. "Mama's not dying, she's just having a baby, you idiot! Mothers always hurt when they're having babies. Soon it'll come out, and Mama will be better, and there'll be a new baby in the house that cries almost as much as you do! Now shut up before I give you something to cry about!" you threatened, raising your fist in front of his face. Alexius carried on crying, but he stopped asking you questions for the rest of the night.You have lost 5 approval with Alexius.
Player: And then it was over.

DM: "I don't know," you admitted as you sat yourself down, resting your head in your hands. "I don't know what's going to happen, Alexius. I don't know if there's something wrong with the baby or... I just don't know." Alexius kept on crying but finally accepted that you didn't have any answers for him and stopped asking questions.

DM: "Don't cry, Alexius," you told your brother, sitting next to him and putting your hand on his shoulder. "She's not going to die. As soon as the baby comes out, Mama will stop screaming and then she'll get better. Everything's going to be all right, I promise." Sadly that turned out to be a promise you couldn't keep.You have gained 5 approval with Alexius.
DM: Eventually, your mother's screams of agony turned into semi-conscious groans... Then nothing. It wasn't until a few hours later that your father sat down with you and explained what had happened. You don't remember exactly what he told you, but between your father's ambiguous stalling and attempts at describing the afterlife, you managed to grasp a basic understanding. The baby was gone, and your mother gone with it.Something inside you died that day, and your life has never been the same since. Your family has fallen apart, both as a unit and as individuals. You started avoiding school and instead, spent as much time with your friends and as little time with your family as possible. Alexius took the opposite approach. He became very quiet and reclusive for a boy his age, and even now, he doesn't seem interested in making friends at all. Still, despite your premature rebellion and Alexius withdrawing into himself, it was your father who dealt with your mother's death the worst.At first it was the wine. Your father would stumble into the house late at night, so drunk he could barely stand. He wasn't an aggressive drunk, but seeing your father so disorientated that you and your brother had to put him to bed yourselves was extremely confusing at that age. It worried you to think that your father was the only one taking care of you now, and he could barely take care of himself. A few weeks later, your father stopped working. You're not sure if he was so depressed that he couldn't bring himself to get out of bed in the morning, or whether he was so drunk that nobody wanted him working for them any more. Either way, your father no longer had a way to support you or your brother... That's when the gambling started.

DM: Uh-Oh dummy, you forgot that you can't move a single inch against this broad! Reach and reach all you want to but you're never gonna get that lighter!
Player: Might as well give up
DM: You accept your fate and let the little girl snap your neck, paralyzing you. She then pulls out a book of matches and using the power of her mind alone (and without even looking at what the matches are doing) she lights one and throws it onto your body just as she lets go.Gameover, you died.

Player: It only got worse.

Player: "What can you tell me about Chykri plans?"
DM: "God does not converse with bugs.""What does that mean?""I know nothing of plans. They involve marching and fighting."The Snub spasms."I remember. Home. One word God screams more than most."

DM: No! Wrong, so wrong! You are setting yourself up for sudden death... Lucky this is only round 1 and I will not let you die yet. Take better care of your research, will you?
Player: Starting the Research
DM: It is week 3 of the semester. You feel like you're on top of your studies - it's only early in the semester, everything is still easy and under control. Right?

DM: You have a handful of memories of your father waking you up to tell you that he'd won enough drachmas to last you the month. He'd sometimes take you to the market and buy you toys and throw a big feast in celebration. Unfortunately, you have many more memories of your father dragging himself through the door late at night without so much as an obol in his pocket, cursing to himself and crying in his sleep while you and your brother went to bed hungry.Soon after you ran out of money, the strangers started coming. At first it was men with kind voices that promised your father they could help him. After that it was angry men who would break things and threaten to hurt your father if he didn't come up with the money he owed them. Now it's this strange Roman man with a disturbing interest in you and your brother.All you want to do is close your eyes and hope that the man will be gone by morning, but Alexius seems determined to find out who he is and what he wants, which brings you back to the here and now.
Player: Chapter 2: A Stranger in the Night
DM: "They're talking about money now," Alexius whispers to you. "Probably something to do with father's debts. Come and listen!"All you want is to ignore your brother and get whatever rest you can before morning. Still, Alexius seems to think the conversation is important. Maybe you should hear what they're talking about for yourself.

Player: Try to get some sleep.
DM: "I'm tired, Alexius," you grumble, pulling your itchy, old blanket over your head and trying to ignore your brother. "You stay up all night if you want, just do it quietly.""Fine, go back to sleep then. I'll find out what they're talking about myself," Alexius says stubbornly, putting his ear back against the wall.You have lost 5 approval with Alexius.You don't manage to get back to sleep though, since your brother seems intent on giving you a full report of the conversation every five seconds. "They're still talking about us. Papa's asking if we're going to be okay. Andreas, I think he's crying," Alexius whispers, sounding quite concerned about it. "I can't make out what the man's saying but, he's giving father some money. I don't know if..." Alexius goes quiet for a few seconds before throwing the door open and bursting into the next room. Still sleepy and rather annoyed, you sit yourself upright and lean towards the door to see what's happening."Papa!" Alexius is frantically shouting as he runs over to your father and clings to his arm. "Papa, please, I don't want to go! Don't let the man take us away!"Take you away? You have no idea what Alexius is talking about. Nobody's taking you anywhere. Still, despite how sure of yourself you are, the stranger grabs hold of Alexius, pulling him away from your father's side, and your father isn't doing anything to intervene.
Player: Betrayal.

DM: "Now, calm down, boy," the Roman man tells Alexius, trying to hold him still. "Nothing bad is going to happen to you. We're just going on a little trip, that's all. A nice little trip to the city." You wait for your father to object but he doesn't say anything. He just sits there with his head turned away, sobbing quietly to himself. Alexius is still struggling, but the stranger is holding him under one arm without much effort. "Now," the man mutters as he turns around to look towards your room. "Where's the other one?"
Player: This has to be some mistake. I'll confront my father and demand to know what's going on.

Player: I'm not letting him take my brother! I attack the man, trying to break his grip on Alexius.
DM: "Let him go!" you yell as you barge into the room, attacking the man like a rabid animal, pushing him back, repeatedly punching him and even biting down on his hand until he releases his grip on your brother. You have gained 5 approval with Alexius."You little bastard!" the Roman yells as he backhands you across the face. You catch a brief look of gratitude from Alexius before he turns and runs. Unfortunately he doesn't try to escape. Instead, he goes back to your father, begging and pleading with him to change his mind. Your father doesn't respond. He doesn't even look at Alexius, he just turns away with tears in his eyes.Meanwhile, the slaver has managed to hold you down and is binding your hands and feet with rope to stop you from struggling. "Your father was right, you're bloody stronger than you look," he says with a cruel laugh. "I'll get a decent price for you. Now, you stay put while I deal with your brother. Don't go trying anything stupid, I wouldn't want to have to knock any of them pearly white teeth out," the slaver threatens you, leaving you on the ground as he drags Alexius away from your father once more. Alexius is kicking and screaming, but the man seems no more bothered by this than he would be by a fly buzzing around his ear. "Oh, come on now, there's no need for such a fuss. We're just going for a little ride in my wagon, that's all."
Player: Our last goodbye.

DM: He's not going to take you so easily. Moving as quickly and as quietly as you can, you get away from the door and pull back the sheet draped over your window. Unfortunately, the stranger knows where you are and heads straight for your room as soon as he has Alexius under control. You have one leg out of the window when you feel the man's hand grabbing the back of your hair. "Sneaky little bastard, aren't you?" the man says with a cruel laugh as he pulls you back into the room. "I'll have to keep a close eye on you. Won't make much profit if my merchandise keeps running away, will I?" The slaver is struggling to keep a grip on both you and your brother, so he temporarily releases Alexius while he binds your hands with rope. Rather than trying to escape, Alexius just runs back to your father, begging and pleading with him to change his mind. Your father doesn't respond. He doesn't even look at Alexius, he just turns away with tears in his eyes as your brother tugs at his sleeve and the slaver finishes binding your arms and legs."Now, you stay put while I deal with your brother. Don't go trying anything stupid, I wouldn't want to have to knock any of them pearly white teeth out," the slaver threatens you, leaving you on the ground as he drags Alexius away from your father once more. Alexius is kicking and screaming, but the man seems no more bothered by this than he would be by a fly buzzing around his ear. "Oh, come on now, there's no need for such a fuss. We're just going for a little ride in my wagon, that's all."
DM: You hear your brother's cries for help fading into the distance as the slaver drags him out of the house, leaving you alone with your father. For a second, you catch him looking at you with tears in his eyes before quickly turning away again, as if refusing to acknowledge you will ease the guilt of selling his own children to pay off his debts. You don't have long. This will probably be the last time you ever see your father before the slaver comes back and takes you away forever. Is there anything you want to say?

DM: You find your last team member, Harry, on the ground, half his face gone. His brains paint the wall behind him. There are a dozen dead cyborgs at his feet. You check his gun. It is empty. He must've killed them until he had one bullet left and, rather than have them assimilate him, he chose to commit suicide. A truly heroic death.
DM: You walk on and spot a security booth near the next door. You go in it and are able to see what is in the next room through the security monitor. You see three cyborgs patrolling the room. You could take them head on, but that would be too much trouble. You decide instead to hack the system and kill them that way.You jack in and are transported into a kaleidoscopic world full of geometric shapes rotating, growing and shrinking around you. You see streams of data represented as blue snakes twisting to and fro. There seems to be what look like strands of DNA wrapping themselves around you. When you touch the air, little blue squares appear on your fingertips.You spy three ports in front of you: life support, sprinkler system, and light source. You can only hack one of them. Which do you choose?
Player: Sprinkler system
DM: You hack the sprinkler system. The water comes down and is enough to short-circuit their machinery. The cyborgs all go down, dead.

DM: Walking through the woods at a now leisurely pace, relieved by the fact that you lost him, you start looking for a way out of the woods. You walk for about 20 more minutes when you spot some abnormal structure in the distance. You can't make out what it is from this distance.
Player: I'm not trusting that, I avoid it
DM: You avoid the house, and walk in another direction. You're watching the wildlife as you walk, when you feel your ankle run into something thin. You hear some whooshing, and next thing you know you're upside down in a net. Turns out you tripped a trap, and as fun as that is to say, it's not very fun to slowly starve to death. -Famished ending-

DM: Hmm, I have many relationships with people. I hope I won't mess up anything before school ends.Well, Oscar is my best friend.I'm sort of friends with Maria.Oh, Mr. Rockford is one of my better teachers... I guess.I'd also like to know more about Mag.
DM: This is my favorite part of the school day. It's lunch. Even though we are forced to eat the most disgusting assortment of healthy food imaginable, I get to talk to my friends. I wonder what's available today. I got held up a few minutes when I volunteered to help clean up the art room. I love art.Dang, it's some sort of vegetable soup. Do they understand that it's hot outside? I take a bowl and a tray. The cook slops in the soup. I take a bottle of water and a spoon. I see Oscar sitting by a bunch of our dormmates, but Maria sits alone.

DM: Your commanding officer slides open the door to your car, and orders you to exit the train. You state, "But sir I need some more time to prepare my self!" "Get off this damn train or I will have you arrested and shot!"What now?
Player: Take cover by the barracade
DM: You advance down the road and take cover behing some rubble...All is quiet...too quiet...
Player: Peek above the rubble and look for the enemy
DM: You slowly lift your head to look for the enemy when a burst of machinegun fire erupts from infront of you in what looks to be a storefront...-The soldier next to you is shot dead...his blood sprays onto your cheek..it is sickeningly warm.
Player: Advance on the machine gun position
DM: You advance on the position...your fellow soldiers give you covering fire...you charge and flush out the enemy! Upon killing them all you are ordered to hold that position and consolidate your forces.

DM: Billy sees him mom at his house. She says, "Why are you home? Go to your room!"Billy goes to his room. He is very sad.
Player: Billy cries.
DM: Billy sits on his bed and cries.YOU LOSE. Try again.

DM: You walk up to Emily. 'Hello.'Emily starts, then gives a weak smile. 'Hi. I just thought I'd get away for a while. It's nice and quiet, isn't it?''Yes,' you say. You lower yourself onto the ground carefully and sit next to her, looking out over the lake. The place is deserted except for you.'So how are you finding everything?' Emily asks eventually.'It's awesome,' you say. 'I still can't believe it's all real.' Emily laughs like she can relate to that.'I was just wondering how they kept this place hidden,' you say. 'After all, what happens if someone just wanders onto the school grounds accidentally?''Oh, that's because of the rings,' Emily says. She points at something across the lake. You try to make out what she means. 'It's like Stonehenge,' you say finally.'Yeah, that,' Emily says. 'There's stone rings like that all around the school perimeter. Those rings of stone form a magical barrier around the school. The school is the only thing that sits on top of that barrier. So the only way into this place is through the barrier.''So if I tried to walk past it...''Depends on which way you were going. If you're coming towards the school, you'd just never cross it. You'd just end up on the other side of the boundary. It's like you'd just pass through the school grounds instantaneously. If you were heading away from the school, though, you could just walk out any time.''But you couldn't then turn around and walk back in?'Emily shakes her head. 'So just don't walk out of the school. Ever.' She stands up. 'We should probably head back though. Don't want to miss dinner, do we?'
DM: You look at the map you've been given. Where do you want to go?
Player: Go to the sword fighting arena

DM: You roll to avoid the strike, and Mihrab rushes past, filled with rage. He stops, swiveling around and taking a deep breath as he stares at you. He takes another breath, before walking forward, slow and methodical.
DM: He strikes like a viper as you sidestep, but he slips to the side. He slashes his hand, cutting open the side of your face before grabbing you. He jabs his claws into your eye as you scream in pain, before he catches your head, twisting it quickly and snapping your neck.

DM: "I don't like this," Alexius whispers to you as the line slowly moves forward. "Andreas, I don't want to go on the boat! If we get on that boat then we'll never get back home!"Either he still doesn't understand, or he hasn't accepted it yet. You can't really blame him, even you half expect to wake up and find out that this was all just some horrible nightmare. You could try to comfort Alexius and promise nothing bad will happen to him. Still, perhaps it's best not to coddle your brother. After all, you have no idea what the future will hold and you're both going to have to grow up very quickly if you're going to survive.
Player: I promise Alexius that everything will be all right and I'll look after him no matter what happens.
DM: "It's okay," you whisper to your brother as the line slowly moves forward and you're dragged along with it. "I don't like this either, Alexius, but we have to keep moving. Just one step at a time, okay? Don't be afraid.""I can't help it!" your brother whimpers, looking at you desperately, as if you can somehow solve the situation. "Where are we going, Andreas? What's going to happen to us?""I don't know," you reply. "But it's going to be okay. I'm going to look after you, no matter what happens. I promise."Alexius is silent for a few moments as you slowly shuffle onto the deck. "I know you'll take care of me," he whispers to you as you approach the hull. "But I'm scared, Andreas. I'm really, really scared."You see the doors to the ship's hull ahead of you and feel a shiver run down your spine as you approach them. "I know, Alexius," you tell him. "So am I."You have gained 5 approval with Alexius.
Player: The hull.

DM: The hull is like something out of a nightmare. The smell hits you as soon as the doors open and makes you want to gag. The slaves are all crammed together so tightly, they barely have room to sit and it's so dark that you can hardly see an inch in front of your face. All you want to do is run. You want to get as far away from that ship as possible, but the chain that links you to the other slaves keeps pulling you forward. Eventually, the line stops, and you're forced to sit down with the others. It doesn't take long after that for the rest of the slaves to get loaded into the hull and, once you are all chained securely, the sailors in charge of loading you up head back to the deck and close the door behind them, leaving you in pitch darkness. That's when Alexius bursts into tears.A few of the other slaves are crying, but they're sobbing quietly to themselves, not wailing like your brother. You're trying to decide what to do to stop Alexius crying when another voice speaks up, out from the darkness.

DM: "I've told you already, Alexius, we're not going home," you tell him, rather sternly. "Even if we did manage to get away, we couldn't go home. Don't you understand? He sold us, Alexius. If we ran away and went back home, he'd probably just sell us again. Papa would rather drink and gamble than look after us, and he doesn't want us any more!""No!" Alexius snaps back at you. "Papa does want us! He does! He just had to... He just..." Your brother's words trail off there, as he finally realises that there's no excuse for what your father did to you. He just didn't love you enough.Eventually you reach the deck and you feel a shiver run down your spine as you see the doors to the hull ahead of you. "I don't want to," Alexius whimpers as the slaves in front pull you slowly closer. "I don't want to go in there!""Neither do I," you tell him. "But we don't have a choice."You have lost 5 approval with Alexius.

DM: You turn around and crawl as fast as you can away from the creepy vent-dweller. "Hey, wait up, where are you going!" Nico calls after you.He's following you. You reach a dead end and shove through the vent cover. You're in a bedroom now. You have only a few seconds before Nico gets out of the vent too.
Player: Flatten against the wall and hope he doesn't see you
DM: You press up against the wall beside the vent and watch as Nico crawls out. "I know you're in here!" he says playfully. "Are you under the bed?"As Nico is looking under the bed, you quickly scramble back into the vent. You crawl through the maze for a while, feeling like you're getting nowhere. As you are shimmying along, a section beneath you gives out and breaks, causing you to fall out of the vent to land in a mostly empty room. There are some pillows and blankets piled up along the walls. There are two doors. One is clear, the other has a pile of pillows in front of it.
Player: Take the easy door
DM: You go through the door and find a room full of bamboo. There's someone with red and white hair sitting in the middle eating noodles. He stares at you questioningly.

DM: You read a book from the pile, then pace around the warehouse, examining everything. The warehouse is big enough for 1000 people to stand shoulder to shoulder in it. There are a few storage units within the warehouse that the family is using for backup. You note that the only gun in the warehouse is in Mikey's possession. Each family member seems to have a sort of 'cubby' for personal stuff.Hours pass, and nighttime is upon you. You watch out the window. A few lone zombies wander across the roads. The warehouse is actually quite hidden by trees, so you feel safer. "Okay," Barbara says."Bedtime. We'll need our strength for tomorrow." You start to go over to your air mattress. "Oh, not you," she says. "I just mean the kids. They need all the energy they can get. As soon as they sun goes down, so do they!"Barbara pulls a Sudoku book from the pile and starts to entertain herself. You sit on your air mattress and decide what to do.
Player: talk to Barbara
DM: You go sit next to Barbara and watch her play a Sudoku game for a few minutes. "How did you end up here?" you finally ask.Barbara explains that her husband was also drafted, so she took her kids to somewhere safe. When they happened upon the warehouse, it was abandoned and empty, but also out of the way of the dead. The perfect base. "I'm sorry your first impression with the kids wasn't that great. Megan can be shy, and Mikey gets worked up easily, but they'll warm up to you. Say, did you see my husband? His name is David, he has brown, curly hair, and he wears a necklace with him all the time."You try to picture him in your head, but you can't. "Nope, didn't see him." Barbara seems disappointed. "But I'm sure he's fine," you say, a little too quickly. "Most of the civilians and soldiers were evacuated when the walls fell."
Player: go to sleep

DM: 
Player: Approach the Horned man.

Player: you grab the map and leave

DM: I didn't look at him anymore. I hurried past him and turned my eyes away. Maybe he didn't notice me. I remembered my office, so I crossed the street again and went toward the tallest building. I sat down at my desk, and someone shoved a piece of paper at me. I filled it out, but then I had to make a report, and then there was a general meeting. I didn't listen. I found a little string in my pocket and unraveled it. I took it out of my pocket and wrapped my fingers in it. No one noticed. It was the end of the month, so someone handed me a lump of money. I shoved it into my briefcase and left. I thought of spending it.
Player: Gamble it
DM: On my way home, I stopped by a casino.The man with the cards asked for the money, so I gave him the money and took the shiny plastic chips. I thought people would crowd around to watch the game, but they didn't. The room smelled like smoke. I lost the game. I was having fun, I thought. I lost another game.I lost track of time for a few minutes and ended up next to a slot machine with a wine glass in one hand and two dollars in the other. I needed air. I left the place, and a cool breeze rushed up through my nostrils.

DM: You decide to be a momma's boy and head to your parent's house. I mean, who else would know better how to survive zombies than your parents, right?It's a long walk, and since you won't be carrying anything (or returning for that matter) you ride your bike there. The journey takes an hour and along the way you notice various people taking part in riots, causing violence and eating each other. Though you hope those last ones were actually zombies.You hope...
Player: You get to your parent's house and....
DM: You arrive and put your bike in the garage. Everyone should be home what with the news telling everyone to be at home and all. You enter through the front door and are greeted by you parents.You explain the situation as you know it and they explain that the military is coming, soon. They say within a week they will be here and then they will take everyone to a "safe location". Until then your family will wait it out in their home. They have enough food for a week easily, and your dad has already started boarding up the house.They insist you stay with them, but since you're a big boy they don't plan to keep you here by force. It sounds like a good deal, wait a bit then be rescued by the miltary. There might be some sort of catch, but for now you don't know what it is.

DM: The Wanderer picked up the child from his dead mother's arms and effortlessly slit his throat with Witlant. The hatted man spoke:And now, ten thousand more!You have done well, great sir!And now I bid you wellAgainst this town's Beast!
Player: Peer through the eyeglass
DM: The Wanderer peered through the eyeglass and looked around.Then he saw the Beast. Its fur was white as snow. Its teeth, razor sharp. Its claws, like five nails on each hand.And upon its head was a top hat.Yes, Wanderer, I am not Man,I am the Beast.With that, the Beast lunged at The Wanderer. The Wanderer dodged its claws, and sank Witlant into its heart. The Beast turned back to man, who spoke:Thank you, Wanderer, IAm sav'd. Ras-hook is safe,And so is my child. ThankYou, Wanderer. You haveSaved my family.You saved Cronosharch.And, with that, the hatted man and the Beast died.
Player: Continue onward
DM: The Wanderer faced the three seas, deciding where to go.

Player: Nothing Really Matters
Player: Yern
Player: Reeses Pieces
Player: Run her over

Player: Hit him in the heel (you know, his Achilles heel)
DM: You punch him in the heel, but nothing happens. Actually, corrections: something DOES happen.He notices you and fires. Bang! You're dead

Player: Anorexia Rocks!

DM: Of the monstrous figures upon either side, the Siren is the most human. The paint upon her face has sculpted her cheekbones, broadening them, heightening them, and sharpening them as though they were made from cut glass. Her eyes have also been lengthened, to form pointed slits upon her sheer cheekbones. The whole of her skin has been painted a pearlescent grey, with shimmering shades of lavenders and navy-charcoals where light and shadow would fall upon her natural skin. Her clothing is ivory, draped and long, flowing and loose to mirror the almost maroon curls that cascade down from her scalp. Wrapped about her arm is a circlet of gold, clenching like a snake, with strange writing engraved into its surface.
Player: Is she alive?
DM: Like the others, the siren is still as stone. Is the name "living" gallery a misnomer? Staring sharp from every angle, the truth can be told to a discerning eye. Though her breaths are slight and shallow as a sick child, she does breathe all the same. But that perhaps makes her visage all the more disturbing. For as long as any may look, they would find her eyes unwavering. She does not blink, and nor does she glance away. Her gaze rests heavily upon a single spot on the wall opposite of her.

DM: Moments later, it becomes apparent that the captain wants to make an example out of this slave. With a cruel smile on his face, he orders two of the strongest sailors to bring the man forward where all the other slaves can see him. "It appears my men have been too soft on you!" the captain yells out for all to hear. "As Captain, it is my job to rectify this failure! Let every one of you know, that while you are in my possession, no act of rebellion will be tolerated!" Gesturing to the Thracian slave in front of him, the Captain dramatically raises his voice. "So that all of you will know the fate of a slave who does not obey his master! Men... Chain him to the anchor!"The slave lets out a horrific howl and struggles against his captors. Three more sailors are forced to intervene, to drag him to the side of the ship.There's nothing you can do. You are still chained up with the others and no act on your behalf could save the man from his fate. If you tried to help him, it would only result in your punishment and when the anchor went down, the slave would still go down with it. You know this. Still, you always have a choice.
Player: I do nothing.
DM: You don't waste your time. The man's already dead. He knows that and so do you. As the Thracian slave struggles while the sailors chain him to the anchor, you feel Alexius's little hand grab hold of yours. "That's not going to happen to us, is it, Andreas?" he asks you, quietly. "We're not going to die like that, are we?" As the anchor is lowered, you turn your gaze down and say nothing. Honestly, you just don't have an answer.Everything is silent for a little while until Lula speaks up. "Is nearly done," she tells you softly. "Boat is stop soon. They take us market next, then they sell us."

DM: "Hurry up. We'll be just ahead." Assured Tom.David looked on as the rest of the group walked off. He didn't understand why they were like they were. There was no rush. Mr Rees had told them to take their time as they had to be out walking for at least 7 hours a day. Without regular stops, they'd reach the camp site in half the time.The sound of a distant engine roared through the air. It was coming from the car park. David stood up to take a closer look, only to be faced with the sight of black convertible powering towards him.
Player: "Stop!" shouts David, holding his arms out.
DM: The sight of the crazed eyes behind the wheel sent a chill down David's spine. He opened his mouth to call out but was cut short as the bonnet crashed into his body. He felt himself flying through the air for second before crashing into a tree, the rough bark grating on his skin. An independent branch snagged at his shirt and had carved a deep scar through his shoulder. Trying to sit up, vision blurred, the broken boy glanced up to see the car facing him once again. The headlights flashed on, blinding him momentarily. A dark silhouette watched the boy struggle as it began to rev the engine.
Player: Crawl into the woods.
DM: Rolling onto his front, David shuffled across the gravel, clutching his painful shoulder. He could feel the ground shake as the car began its acceleration towards him. The tyres shrieked as they chased their prey. The safety of the forest seemed to mock him as he struggled away from danger.With a sigh of relief, David reached the tree line. He heard a cry of brakes as the car slid to a halt. A door clicked open. He heard footsteps approaching.
Player: Run.
DM: Clambering to his feet, David ran - the attacker pursuing. He could hear the person closing in, but with such bad injuries there was no way he could go any faster. All of a sudden, he was falling. A green tendril had reached out from the undergrowth and caught his ankle, stopping him in his tracks. Tugging at the tough weed, David could only watch as his end closed in on him. He closed his eyes and felt a block of wood shatter against his skull.

DM: The woman just stares at you for awhile, before shaking her head in frustration. "If I just had something to work with, they might be worth the price. But without any kind of physical advantage, pretty faces aren't going to count for anything.""They'll be educated," Titus points out. "Intelligence can be a valuable asset too.""Oh, wonderful," Rhode says sarcastically, with a roll of her eyes. "Not a scrap of muscle between the pair of them, but at least they'll know their numbers and letters. That's really fucking useful."After scolding Titus for his choice, the woman rounds on you, looking you up and down and seeming rather disinterested. "Well go on then, boy, you're not going to impress anybody standing around looking pretty. Give me something to work with. You smart? Fast? Can you stand on one leg for an hour? Just do something, anything to prove you're not completely worthless."You're not worthless and you know it. The question is, how do you demonstrate this? If you impress the master, he'll probably buy you, and he seems interested in buying Alexius as well, so you wouldn't be separated. Then again, you don't know what kind of work he has planned for you. Maybe getting purchased by this man wouldn't be in your best interests. Also the strange, bald woman is really patronizing. Maybe you should teach her how much damage a spoiled, Greek boy can do.
Player: The man expects me to be intelligent. I try to impress him by explaining how well educated I am.
DM: "We are educated," you tell the pair, directing your attention to the man, since you know the woman isn't interested in your schooling. "Our mother made sure we took our lessons every day. We can read and write. We know our morals and numbers. We read poetry and history. We can...""Battles?" Titus cuts you off. "Did you learn anything about battle tactics in those books of yours, boy?"This strikes you as an odd question, but you think back to all the books you ever read and try to remember what little you know of warfare. "I read a book once about some famous battles. The battle of Themopylae, the battle of Marathon, things like that.""Name me three battle formations," the man challenges you.

Player: I rack my brain for answers.
DM: You have to think for a moment there. This wasn't exactly the primary focus of your education. You rack your brain for anything you ever read about battle strategies and tactics but in the end it's no use. "Sorry sir," you say timidly. "We never learned about battle formations."Titus seems disappointed and Rhode gives him a smug look, like you've just proven her point. "Good to see all that education didn't go to waste," she says with a mocking grin. "Now, can we please move on?""No, I'm still not put off," Titus replies. "Call it a gut feeling, I still think you can make something out of these two."Rhode looks extremely irritated, but shrugs her shoulders and admits defeat. "It's your choice, Master," she tells him. "I still say it's a waste of coin, but if it is your will, I'll teach these boys to the best of my ability.""I never doubted it," Titus says with a pleasant smile, beckoning the ship's captain over to barter for a price.You have lost 10 approval with Rhode.

DM: You and Sir Vidae (yes, funny name) are out at an outdoor Restaurant Downtown. You are taking him for lunch just so you and him could eat. During Lunch, you put on a hat and sunglasses and try to act quiet. Sir Vidae asks you, "What are you, a secret agent? HEY! WE GOT (insert your name here) HERE! No one cares." "Can't a guy just be quiet and put on a hat and sunglasses?" you reply. "No. It breaks the rules!" "What rules?" "The unwritten rules!" "Right..."Everyone starts looking your way. You quietly ask him, "Wanna go to the woods to discuss this where there won't be a thousand people staring at us?"So, you and him walk to the Woods to talk after lunch.
Player: In the Woods
DM: You and him were in the Woods talking. "Why you always gotta be so secretive?" Sir Vidae asks. "Mind your own beeswax or I won't be your friend anymore!" you reply. "Fine." answers Sir Vidae, and he pushes you in the mud. You become enraged and throw yourself onto him. Before you know it, he's on top of you. You put your hand between his chin and his chest, and choke him so hard that he suffocates to death. What are you gonna do now? The police will be here in a couple days, and if they see his body here, they'll know he's dead and that you were the last person who he went out to the Woods with. And you'll also be the first suspect because you've got blood all over your hands. We're talking jail for life here. No easy way out.
Player: Oh no...
DM: You stand there, weeping at what you've done, his blood still fresh on your hands. You've done it now, and he'll never show up in Town again. People will know he's missing, and they'll first search where he was last sighted going to: the Woods.
Player: AAAUGH!!!

DM: "I've got good eyes," you tell the woman, uncertain whether this is a talent she can work with or not. "I could spear a rabbit from twenty meters away, easy."The woman thinks about that for a little while and turns to look around the market. "Twenty meters," she whispers to herself before her eyes settle on something in the crowd that causes her to smile. Turning down to the ground, she finds a small, smooth pebble which she picks up and hands out towards you. "You see that rod bearer over there?" Rhode asks, pointing to a nearby guard. "I'd say he's about twenty meters away. Try and hit his helmet with this here little stone," she challenges you with a smirk. "If you get him, I'll say your bragging was warranted. If not, I'll make sure your master gives you a beating for lying to his customers."Well that's definitely a good motivator to get this right. You're a little worried about getting caught, but honestly, you're more worried about the potential beating you'll get if you miss.
Player: I take aim.
DM: Taking the pebble in your hand, you aim, take a deep breath and hurl it through the air. Unfortunately, your aim is off and the pebble goes flying past the guard's shoulder, causing the man to turn around in confusion, demanding to know who threw that. You tilt your head down and try your best to look innocent."Nice try, boy. I might've been impressed if you'd actually hit him," Rhode says with a mocking smile before turning back to Titus. "Now, can we please move on?""No, I'm still not put off," Titus replies. "Call it a gut feeling, I still think you can make something out of these two."Rhode looks extremely irritated, but shrugs her shoulders and admits defeat. "It's your choice, Master," she tells him. "I still say it's a waste of coin, but if it is your will, I'll teach these boys to the best of my ability.""I never doubted it," Titus says pleasantly, beckoning the ship's captain over to barter for a price.You have lost 5 approval with Titus.You have lost 5 approval with Rhode.
Player: Goodbye to Lula.

DM: Hey Mr Stop Sign YOU SUCK!!!
Player: Ride out at full speed
DM: You ride out at full speed to the front of the school, where cops are everywhere, their pistols aimed at you.

DM: "You did the same thing that this monster did. You are just as bad as he was" I say as I crush their heads.
Player: Leave the facility.
DM: Satisfied that Overlord has met a deserving fate, I leave the facility. Now it's time to turn back to the matter at hand after this little side-track. Still, I won't have Leksiah at my side anymore. She deserved a better fate than she got. I failed her, I failed to provde her with what she deserved. At least her death has been avenged.
Player: Examine a newspaper
DM: I yank a Novarran newspaper from the streets of Endrun and read it. I am both disgusted and angered by what I see. The Novarran government is altering the anti-mutant law. They're not just going to incarcerate them. They're going to exterminate them.

DM: You show Celina your answer and she nods. You both turn to the other student, who hasn't given an answer yet. A few minutes pass and Celina pulls out a book and starts reading. The student looks at you, then Celina, then her slate. Finally, she scribbles something down and thrusts it at Celina. "Took you long enough," says Celina, putting the book down. "You are in a duel with two other people. You are a terrible shot, and only hit your target half the time. The person to your right is better than you, and hits the target 75% of the time. The last person snuck in a computerized targeting system, so will always hit their target. The goal, obviously, is not to get shot. You get to shoot first, with the person who hits the target 75% of the time going second and the sneaky one going last. What do you do on your first turn?"Your fellow student shakes her head, gets up, and flees the room, leaving you alone with Celina.
Player: Shoot the cheater with the computerized targeting system
DM: For a few seconds after you answer, nothing happens, and you breathe a sigh of relief. Then, a burning pain creeps up from where the IV is in your arm, heading towards your chest. By the time you can feel the pain in your chest, the poison has reached your heart, and you die quickly.

DM: When Bob and MC Honey reach the ocean, they find an old man who lives alone in a house. Excitedly, Bob asks the old man if he was from another village. Sadly, the old man says that he was from Bob's village. Bob begins to have doubts about his adventure to find another town.
Player: Go back to his village
DM: On their way back to the village, they take a rest. The next morning, Bob wakes up and MC Honey is missing. He yells and looks around for MC Honey, but can't find anything. He takes one more look around and sees animal prints.

DM: You start to tell the old man some more details, hoping that he will break his silence, but it's all in vain. The guard has come to take you. The guard says, "That old bugger won't respond! He's been in here forever. Completely broken to Roman will, he is. And so will you be soon. Get up!" You get up and follow the guard out of the cell and up the stairs.
Player: Interrogation
DM: you and the soldier enter the room. The General sits at the desk and stares on expectantly. Flavius is an impressive man: broad shoulders, a bronzed tan with dark hair on his head and face. He wears his XIIth Legion breastplate along with a bearskin pull over. This is definitely not a man you want to cross. The lead soldier begins to speak, "Hail Caesar, glory to him and the General. This peasant is here for your interrogation, General." The General calmly speaks, "Why have you come here to Vespasium?" You stand there silently.The soldier turns to Braak and slaps him, saying, "Speak you dog!""Hail Caesar, General. My name is Braak; I am a Briton in the service of the Pictish King to the north whose daughter you hold captive." You say it forthcomingly, knowing that torture could get the truth out of you but with more pain.The general seems unsurprised and maybe unconcerned by your revelation. "Well, young Briton, you have gotten yourself in trouble in this town. We don't care much for those that disturb the peace, particularly ones that work for foreign kingdoms. I'm still debating whether to throw you into the dungeon or just execute you. It just depends on whether you are of use to me or not. So, do you wish to say something?"

DM: 1787 The HMS Bounty has been purchased by the Royal Navy for a single mission in support of an experiment. The mission? To travel to Tahiti, pick up breadfruit plants, and transport them to the Carribean in hopes they will successfully grow there and become a cheap supply of food for the slaves. The mission was proposed by Sir Joseph Banks, who recomended Lieutenant William Bligh as commander.The Bounty was refitted in order to house the breadfruit plants that they would collect. A crew of 46 officers and men was assembled. On the 23 day of December, 1787, Bounty began her voyage from the English port town of Spithead. The plan was to sail south west to Cape Horn (the southernmost tip of South America), and pass through Drake Passage. This passage, though, was notorious as a sailor's graveyard. The strong winds, large waves, strong currents and icebergs make it very dangerous indeed...
Player: December 23, 1787
DM: It's early morning in Spithead. The sun is beginning to rise. You and the rest of the crew are preparing the Bounty for her journey. You stand on the top deck, leaning against the wooden rail, looking into the dark blue water beneath the ship. "Adams!" You can hear someone calling your name. You look up. It's Fletcher Christian. "John Adams!" You stand up straight. "Come help me here!" He's struggling with a crate that he's trying to carry onto the ship. You give him a hand carrying it on and then into the underbelly of the ship. You set it down with a heavy "thud", and then you both wipe sweat from your brows."Thanks." You wave it off. You don't mind helping him. Cristian seems like a nice enough fellow with a good head on his shoulders. You head your seperate ways. Within a few hours, as the sun rises higher into the sky, the moorings are untied and the anchor raised. And soon the ship is on her way west, and then south. Onwards to Tahiti.
Player: Well, set sail then!

DM: Your next location: Indianapolis
Player: Drive on to Indianpolis, Indiana
DM: Which President was the first to use electricity in the White House?
Player: John Tyler
DM: Curses! Your next stop is Minneapolis, Minnesota. Chuck Norris is fluent in Ancient Greek and Latin, and converses with the Pope on a daily basis.
Player: Drive on to Minneapolis, Minnesota
DM: Which President was the last member of the Whig Party?
Player: James Buchanan
DM: Chuck Norris became really upset one day, and roundhouse kicked the state of Dakota. It is now known as North and South Dakota.He dislikes the idea of silent letters at the end of words, so you end up in Soux Falls, South Dakota.

DM: You attempt it, but Riker sees your attack coming.He slashes at the bandage with his knife, leaving you holding nothing but a useless scrap of fabric."Nice try," Riker says.The next target his knife finds is you.

DM: "I'm going to go with Alexius," you tell Lula. "We don't know anything about being gladiators. We need to learn as much as we can.""What to learn?" Lula asks. "You do lot of fight and try for not die. Learning finished," she says playfully before sprinting away and leaving you and Alexius behind.With Lula gone, you and Alexius head over to the tutor to see whatever he's talking about. While his lessons don't appear to be mandatory, you do learn a little about what to expect in the arena and how to impress the crowds. You also learn a little about the different weapons used in the arena and their advantages and disadvantages. Lula might think that physical training is more important than listening to lectures, but what you've learned today might very well save your life in the future.You have gained 10 Intelligence.
Player: I need a drink.
DM: As the morning drags on, the heat of the summer air starts to get to you, and you head over to a well just outside the training grounds to get some water. The older, Ethiopian boy who was training with the wooden swords earlier is there too, drawing the bucket up from the well and filling up a water skin to drink from. "Hey, can I get some water?" you ask him, but the boy doesn't even look at you, instead, taking his own water skin and drinking heavily from it. "I could really use a drink," you ask again.This time, the boy at least turns to acknowledge you. His eyes scan you up and down, as if trying to size you up, but he doesn't pass you the bucket."Don't you speak Latin?" you ask him. He doesn't reply. "What about Greek?" you ask in Greek. Again, no response.It doesn't seem like this boy understands you. You could try to communicate with him again, or you could just save some time and take the water from him.
Player: I'll try asking him for the water again.

DM: Após algumas horas de caçada, Francisco havia conseguido pegar um coelho que achou que poderia alimentá-lo por um tempo, não teve coragem de mata-lo então apenas o deixou preso em uma jaula feita com galhos. Enquanto descansava Francisco ouviu passos vindo na sua direção, não teve tempo de pensar em reagir, pois um homem apareceu às suas costas. Com o susto Francisco bateu a cabeça em uma árvore e desmaiou.
DM: Quando acordou havia em sua frente um homem velho mestiço, era um caçador. Implorou por comida à ele, já estava sem comer a quase duas semanas, o caçador com pena de Francisco deu a ele comida, e prometeu levá-lo a uma taverna para passar a noite.

DM: "I think I'm going to go practice sword fighting, for now," you tell the others.Lula gives a playful laugh. "Boys always hit each other with stick. Is same in my country. No mind. You go play. I run," she says before sprinting away.Alexius goes to listen to the lecture with the younger students while you head towards the wooden swords. As you pick out a practice sword with a decent length and weight, the older, Ethiopian boy takes notice of you and signals you over to spar with him. Rather than getting any introductions out of the way, the boy hits you so hard across the knuckles that you're forced to drop your sword.Cursing under your breath, you pick the weapon back up again and concentrate on deflecting the boy's next attack. The training goes on for several minutes, and your sparring partner is completely relentless. You gain several nasty bruises that you are sure to feel in the morning, and don't even manage to land a single hit against your opponent. Still, all this training is necessary if you're ever going to get stronger. You've gained a feel for the length and the weight of the practice swords, if nothing else.You have gained 10 Strength.

DM: You throw your axe at her, sticking itself in her chest plate. She falls backwards and you move in for the kill. All of a sudden, a bolt of lighting flies through the air and hits you, turning your body to ash.
DM: You let out a pitiful scream as your life is taken from you.

DM: "You two do what you want," you tell them, sulkily walking away. "I'm not jumping through hoops for that crazy, bald lady. She might think that she can snap her fingers and I'll do whatever she wants, but she's wrong." Whilst the other pupils are training hard, you sit on the ground, watching them, gritting your teeth at the injustice of it all. You're not a slave! Why should your father have the right to sell you? Why should a slaver have the right to take you away from everything you ever knew? Why should anyone have the right to throw you in an arena and tell you to fight or be killed? It isn't right, and you refuse to be their puppet.Your protests go largely unnoticed, though. Rhode hasn't arrived yet and the other students just ignore you. They're too busy with their own training to pay you any attention.

DM: "I'll catch up to you two later," you tell the others. "I just want to get a quick look at the academy, so that I know my way around.""No go far," Lula warns you, in a lowered voice. "If you do, Mistress find out. Get much trouble.""I won't," you lie. With Lula and Alexius gone, you wander aimlessly around the practice yard for awhile, waiting until you are sure nobody is looking before hopping the fence and hiding behind the nearest building. Very slowly, you make your way around the academy, being very careful to make sure nobody sees you. Using buildings as cover, you try to find a possible escape route. There is a large wall around the academy, about twenty feet high. It won't be easy climbing that. The only way out seems to be a ten foot high gate, but there are a pair of guards standing watch, so you can't hope to sneak out. Starting to feel nervous, you head back towards the practice yard before anybody notices you are gone. Maybe you can find another way out later.You have gained 10 Stealth.

Player: There's no point asking if he doesn't understand. I'll just take the bucket.
DM: Not wanting to waste any more time, you step forward and take the bucket from the boy, using your cupped hands to drink from it. The older boy doesn't say anything, but you catch him glaring at you out of the corner of your eye.You have lost 5 approval with the boy."Didn't your mother ever tell you not to snatch?" you hear a familiarly stern voice and quickly turn to see Rhode looming over you. "Well I'd be more careful who I pissed off, if I were you. Zeru might not have much of a temper, but that doesn't mean he'd flinch at the idea of splitting that pretty little head of yours in half. You don't want to make an enemy out of him," she says, turning her attention to the older boy. "Zeru, training, now!" she snaps at him, pointing to the practice yard. Zeru doesn't seem particularly afraid of Rhode, but he's still quick to obey her orders and immediately rises to return to his sword-practice. "So," Rhode says as she turns back to you. "Any reason you're sitting here relaxing, while the other students are training hard?"

DM: You hurried after the ghost woman who hurried into your home, overwhelmed with the thought of this Carmina and her supposed eventual presence within this home. But you had never known a Carmina. You had never known anyone.That was, until now.You looked this woman up and down. Her white hair fell to her hips. Her arms were dainty and stiff and whenever she turned, she moved her head before the rest of her body.And she turned to you as you asked, "Might I ask you your name, madam?""My name is Melloney. Melloney Dufour. A pleasure," she said to you."Hello Melloney. . . Mel. Can I call you Mel?""No."Her eyes shifted, looked about the room and your house. She said, "I don't know why Carmina asked me to come here of all places. It is rather drab. Mysterious, she is."You bit your tongue so that you might not be offended by this Melloney's frankness.But you looked around too and thought perhaps she just might have been correct. Your home was dusty and dirty and cold and lonely.Of course, it had never been any of those things to you, until now, until another soul informed you that your home was indeed all of those things.Your heart skipped a beat every time a knock sounded from your front door, which another did. Three, in fact.
Player: Inquire about Carmina
DM: "Who is Carmina?" you asked Melloney."Just my everything," she stated."Your friend?" you asked."Indeed. Although we weren't just friends. . . Your questions are rather probing. Where can I wait?"You pointed towards your study. If this Melloney was a danger to you, you could have always locked her in there. Although that would become a problem once you wanted to read a book.She turned, drifted towards the study. And your heart drifted in your chest.And your heart nearly leapt from your chest as another knocking echoed from the front door.

DM: "It was some common thugs, who carry water with them all the time!" you say."You can't prove that, can you?" she replies.Good god. Does she need proof for everything?"I heard that gangsters melt when you pour water on them!" a person in the line yells."Where's your proof?" she says, ignoring the other person.
Player: That the clock explodes
DM: "The clock explodes, right?" you say. "Then the thugs probably poured water on it and put it there for a comrade to use as a bomb! Like, for instance, to use to terrorize Wal-Mart!""Well, you get extra points for accusing them planning of terrorizing Wal-Mart, our biggest rival in the store industry...." she says. After some short talking after that, you get your money back. But something feels unsolved, like there's a bigger mystery at work here.... But, you got your money back, so who cares!NEUTRAL ENDINGYou finished the game!

DM: "No, Mistress! I don't have a problem with anything you just said. Dying is the most important thing a gladiator can do, to make sure people remember them. If a gladiator is brave when they die, people will remember how brave they were forever. If a gladiator dies a coward, they'll be remembered as a coward. I'm grateful for what you taught me, Mistress, and I promise to be brave when I die."Your answer spoken with so much conviction that it seems to take Rhode off guard. For a second, it even looks as though she's disappointed with your response, but she quickly shrugs it off and manages a smile. "Good to know," she says quietly before lifting her voice so the other students can hear. "Everybody, remember what Andreas here just said! This is exactly the kind of attitude I want to see from the rest of you! If you can't take a beating in the practice yard, then you're worth nothing more than lion meat in the arena! Now, get back to work!"Whether you genuinely did agree with Rhode, or you were just trying to avoid a scolding, people seem convinced by what you said. While the other students head off to resume their training, you think you catch Gerda looking at you for a moment, with what you can only assume is some small degree of respect. Apparently, she found your little speech impressive.Alexius doesn't look quite so impressed though. He stares at the ground to avoid looking at you, and waits for the other children to move away before speaking. "I don't want you to be brave when you die," he says quietly, before walking away. You know what he really means though. After all, you're his brother. He doesn't want you to die at all.You have gained 5 approval with Gerda.You have lost 5 approval with Alexius.
Player: Back to training.
DM: Shortly after Rhode's lecture, she leaves to attend to some other duties, so the rest of your training for the day seems more or less up to you. What do you want to do?
Player: I'll try to find out as much as I can about how to survive in the arena.

DM: Rhode waits a moment for you to reply, but you stay silent. After a few seconds, Rhode's temper seems to cool. "Nothing to say?" she asks again, this time far more calmly than before."Nothing, Mistress," you say quietly.Rhode continues to look down on you for a little while. You thought that staying quiet would keep you out of trouble, but while Rhode doesn't appear angry any more, she does seem quite disappointed. Perhaps she wanted you to say something after all. "Anybody else got anything to say?" she shouts out to the other students, some of which shake their heads and all of which keep their mouths shut. "Then get back to work!"While the other students scatter to get back to their training, you wonder if maybe you should have spoken up after all. It's then that you catch Alexius looking up at you with a faint smile. "Thanks for not saying anything," he whispers to you. "I was really worried we were going to get into trouble."You have gained 5 approval with Alexius.You have lost 5 approval with Rhode.
Player: I'll work on my speed and run laps around the practice yard.

Player: I'll train for awhile with the blunted javelins.
DM: You practice throwing javelins at the wooden targets. After a few hours, you're completely exhausted, but you do think your aim is getting better.You have gained 5 Accuracy.The day is long and hard, and by the end, you're relieved to hear the gong chime to signal that it's time to rest. You head to the boy's dormitories and lay in the bed that's assigned to you. Once all the other boys are in bed, you hear the guard slide a bolt in the door that locks you inside. Well, that makes sense. In an academy full of slaves, of course they'd take precautions to stop you all escaping. It's more than that to you though. With that single bolt on the door, any hopes you might have had of ever getting away from this place seem to vanish into the air around you and leave you feeling completely hopeless.

DM: You manage to track down the older student that was giving a lecture before. He's too busy to teach any more lessons today, but he lends you a book about famous gladiators. After a few hours of reading, you learn quite a lot about different fighting techniques.You have gained 5 Intelligence.The day is long and draining, and by the end, you're relieved to hear the gong chime to signal that it's time to rest. You head to the boy's dormitories and lay in the bed that's assigned to you. Once all the other boys are in bed, you hear the guard slide a bolt in the door that locks you inside. Well, that makes sense. In an academy full of slaves, of course they'd take precautions to stop you all escaping. It's more than that to you though. With that single bolt on the door, any hopes you might have had of ever getting away from this place seem to vanish into the air around you and leave you feeling completely hopeless.

Player: I'm skipping training. Rhode's not here, so nobody's going to do anything about it.
DM: You decide to skip training. With Rhode gone, there isn't anybody around to punish you. For a few hours, you are largely ignored by the other students and starting to get very bored. Eventually, Lula puts the blunted javelin she was training with to one side and approaches you."What you doing?" Lula asks. "Why you do no train? Is stupid for not to train, Andreas. If no train, you no get strong. If no get strong, how you fight? How you look after you brother if you no strong?"Before you can answer, you hear a gong chime to signify that it's the end of the day and time to rest. Lula walks away, leaving you to contemplate what she said. You head to the boy's dormitories and lay in the bed that's assigned to you. Once all the other boys are in bed, you hear the guard slide a bolt in the door that locks you inside. Well, that makes sense. In an academy full of slaves, of course they'd take precautions to stop you all escaping. It's more than that to you though. With that single bolt on the door, any hopes you might have had of ever getting away from this place seem to vanish into the air around you and leave you feeling completely hopeless.

DM: You start practising with the wooden swords. Your arms are aching after a few hours of this, but you do feel like you're getting stronger.You have gained 5 Strength.The day is long and hard, and by the end, you're relieved to hear the gong chime to signal that it's time to rest. You head to the boy's dormitories and lay in the bed that's assigned to you. Once all the other boys are in bed, you hear the guard slide a bolt in the door that locks you inside. Well, that makes sense. In an academy full of slaves, of course they'd take precautions to stop you all escaping. It's more than that to you though. With that single bolt on the door, any hopes you might have had of ever getting away from this place seem to vanish into the air around you and leave you feeling completely hopeless.

Player: I tell Alexius we need to get strong to stay alive.
DM: "We need to learn how to fight, Alexius," you tell your brother. "That means you too, you know? This is a very dangerous place and I'm not always going to be around to look after you. I know it's hard, but if we're both going to stay alive, you need to be strong enough to take care of yourself. Do you think you can do that?"Alexius sobs quietly to himself for awhile. "I'll try," he whispers. "I don't want to fight, but I promise I'll try." With that, Alexius gets up without another word and heads back to his own bed. You suppose it's for the best. If your brother is going to learn to take care of himself, he might as well start now.

DM: You sneak out of the practice yard and explore the academy. There are a few guards scattered about, but you manage to make your way around without being seen. Unfortunately, you don't get very far with your escape plan. With the wall around the building being so high, the only way in or out seems to be the gate, and with that being guarded, escape seems pretty much impossible. You head back to the practice yard, hoping that some day the opportunity to escape might present itself.You have gained 5 Stealth.The day is long and draining, and by the end, you're relieved to hear the gong chime to signal that it's time to rest. You head to the boy's dormitories and lay in the bed that's assigned to you. Once all the other boys are in bed, you hear the guard slide a bolt in the door that locks you inside. Well, that makes sense. In an academy full of slaves, of course they'd take precautions to stop you all escaping. It's more than that to you though. With that single bolt on the door, any hopes you might have had of ever getting away from this place seem to vanish into the air around you and leave you feeling completely hopeless.
Player: I tell Alexius not to worry, because I'm going to protect him.

DM: "I don't know," you tell your brother. "I don't know what's going to happen to us, but I promise I'm going to take care of you. No matter what happens, I'll always be here and I'll never let anything bad happen to you, okay?""Okay," Alexius whispers, wiping the tears away from his eyes. "Thank you," the pair of you fall quiet, and Alexius ends up falling asleep in your bed. You don't have the heart to wake him up.You have gained 5 approval with Alexius.
Player: Chapter 6: The Powers That Be

DM: It has been about a month now, since you started training to become a gladiator. You have grown a lot stronger in a short space of time, and you're starting to become more adept with the weapons. When you first came to the academy, you barely knew one end of a sword from the other. Now you can hold your own against the other students your age, some of which have been training at the academy for years. Of course, however much progress you make, there's always that one thought lurking at the back of your mind. The swords aren't real.When you practice, it doesn't matter if you fail. All you get are a few scrapes and bruises and you're back on your feet again the next day, trying to improve. Once you're in the arena, there'll be no second chances. Just one mistake, and it'll all be over... And that's not the only problem. When you're a gladiator, you won't be able to win a fight just by rapping someone across the knuckles until they drop their sword. A time will come when you'll have other people's lives at your mercy. Then you'll discover what kind of person you really are.

DM: "Step aside," I say. "I'm going to jump to the middle platform."Dvalinn moves to the left edge of the platform. I remove my pack and my sword and leave them in the oval-shaped room. I then stand at the entrance and stretch my legs for a minute. "Alright, here I go!" I take off down the platform and jump towards the middle platform.My jump is perfect, and I land right in the center of the middle platform... except... instead of landing on the platform I go through the platform... The middle platform is an illusion.As I fall, I reach upward, uselessly. I sink into the lava, and it burns, but only for a few moments. Deaths: 1
DM: Dvalinn and I go through the metal door and enter a large chamber. It is hot, much hotter than outside the temple. I am standing on a stone platform that extends forward ten feet. There is a five-foot gap, then a five-foot long platform. Beyond the five-foot platform, there is another five-foot gap, then a ten-foot-long platform. At the end of the ten-foot-long platform is a small wooden chest.All of the platforms in this room are floating in the air unsupported. Beneath the platforms is a thirty-foot drop into a pool of lava. "The trick to this room," Dvalinn says, "is don't fall in the lava.""Yes, very wise," I say. "Any thoughts?""Well, the obvious inference is that the key is inside the chest. And the obvious way to get the chest is to jump across the platforms.""I agree. Perhaps this is just a test of agility. Though this feels a bit too easy... long-jumping five feet isn't difficult.""It's more difficult when there's lava underneath you!""I suppose that's true. Still seems a bit odd, though.""Is there any other way to get the chest aside from jumping over to it?"I pause for a moment. "I don't think so. I could try to lasso it, but the chest would probably slip out and fall into the lava.""Well then, I leave the acrobatics to you, my human friend."
Player: Jump to the far platform

Player: Help the king

DM: There's been a large amount of success by the famed Thar'Garavan Pilot Captain Gur'Tin, who launched attacks against Chykri Spheres. Captain Gur'Tin, who recently signed up and ascended the ranks after his controversial marriage to a Human Admiral thanks to the passing of a recent act of Interspecies married. This has damaged the Chyrki Fleet's strength.
DM: The assault on Apollo's Ring has begun. Massive amounts of Chykri Spheres have arrived. They have begun attacking on mass, with no end. The Apollo Ring's Position is advantageous and allows for immense control over the situation and allows for the Chykri forces to be repelled for the time. Still, a meeting of the War Council is occurring.
Player: Go to the meeting

DM: You decide to help the girl, but how are you going to do it?
Player: Forget it, i'm walking away before i get noticed
DM: You play it safe and walk away from the pimp and the ho, it's probably better that way. you wander around the city, mindful of your growing thirst before it gets too out of hand. You decide to embrace your predatory ways and hunt for some food. Going into a crowded bar you see tons of chicks doing shots like no tomorrow... that's good because there won't be for one of them.You have two choices, the first is a biker chick that seems to hold liquor like the Hoover Dam holds water, she has dirty blonde hair and you can see that all her face says is attitude. Second you have her unfortunate companion who looks quite feeble and meek, and quite out of place. She is wearing glasses and has her red hair in a bun. To you she seems to be the DD for her friend Pick your prey.

DM: Months later, as she thought recently, they did end up in court. His parents ended up suing, and like it or not, her parents had to pay. Not only the payment, but a year's worth of medical expenses. Jade's back healed, leaving ugly scars behind.
Player: Three years later
DM: Now nineteen, Jade gets into pubs with fake IDs, goes to parties weekly, wears colored contacts, and smoked pot/cigarettes; her dolls falling into a winding trance over the years, because they're forgotten. Sweep away with the memories of Jade's childhood. She still had them sitting in a closet at her own apartment, but never looked at them again once she became a young adult. It was like her with Erin all over again. "Hey, babyyy," An intoxicated male said, staggering over to Jade while she was heavily involved with a game of pool. He placed a hand on her chin, turning her head to look at himself. "Gimmie a kiss, hot stuff." He pursed his lips, leaning in."OOOOOHH, STEVE HAS A GIRLFRIEND, OH-HO." Another man cheered, over the loud bar music. Jade scoffed, still sober. She raised her knee, slamming it into his junk. As he fell, she dug a heel into his stomach. She glared around, people staring at her. "Don't you people have better things to do then harass women?" She yelled, then spun on her heel, walking out. Over time, as any, her voice became deeper and she started using more slang. Only a little bit of the British girl was left and it was fading.She groaned, kicked the gas petal, and left, picking up her cell phone. She punched in a phone number. "Daniel, come to my fuckin' house. Now." She demanded, hanging up.

DM: You decide you don't want to get your master's attention anyway. After all, why should you try to impress him? At the end of the day, he's only going to throw you into an arena and expect you to fight for his amusement till the day you die. You decide to make a stand, doing absolutely no training that morning, to show Titus that you are not his puppet.Apparently, Titus doesn't get your message. His attention is always on the other students, watching them fight and seeing how far they can throw a spear, looking out for any pupils he thinks have potential to become champions. Any students who are taking a rest, or tending their injuries don't even get glanced over.You do, however, manage to get Rhode's attention. She sees you standing there doing nothing, and she knows exactly why you're doing it. The woman is fixing you with an icy glare that says she is going to make life very difficult for you once Titus is gone.You have lost 15 approval with Rhode.
Player: I'm wanted elsewhere.
DM: "Andreas!" you hear Brasus calling, waving his arms to beckon you over. "Andreas, come quick!" You're not sure what the problem is, but it sounds serious, so you follow the boy across the arena to see what all the fuss is about.When you get there, you see Alexius sitting on the ground with a nasty, bleeding gash on his head. "Ah, Gods!" he cries, holding his hand over the injury. "Andreas, it really hurts!""What happened?" you ask, which causes Brasus to look nervously at his feet."I..." he mumbles, sounding very guilty. "It was an accident! I was throwing spears and... I didn't mean to, I'm so sorry!"Well, that explains it. You don't think you've ever seen Brasus actually hit a target with one of those blunted javelins in his life, but somehow he managed to hit your brother instead. Well, what are you going to do about it?

DM: You can not piece the information together. You still need to find out more. This is very exciting. You want to know everything. Know everything NOW.You ask Mrs McPhail if she has more time to help with more information. Unfortunately she can't tell you more today, but asks if you would like to come back tomorrow.
Player: Come back tomorrow, and try again
Player: The well
DM: "Why do you ask?" Mrs. McPhail looks in a surprise and a little bit of shock in her voice. Before you can say anything, her face turns sad, and she tells you about her daughter."A long time ago, but not long enough behind for the pain to ease on my heart, my daughter was playing in the yard. She was still a child, and her curiosity got her in trouble on many occasions. Most of the time she got away with little more than bruises and scratches."She paused, and her face looked even more sad than before."Somehow I have a feeling you already know the rest... the well tells the rest of the story. I however, do not want to talk about this subject anymore."

DM: "She should be thrown out and sent to an orphanage! Why does she have to live here?" Yelled the somewhat drunk woman that was standing in front of the couch. Gregory was in the kitchen watching both Michael and their mother argue. "She is your daughter, Mother. You cant just throw her out." Said Michael. Seems they had this argument a few days ago as well, though it was over the phone. "She is no daughter of mine. I am going to have someone come here to take her to an orphanage!" She plopped down on the couch and fell over to lay on it. You sat by the door peeking in. You were saddened by your mothers words. You didn't like arguments. "If you have her taken away, I will leave too, mother." Michael crossed his arms over his chest. He knew that if he left, there will be no one to pay for food or the house. Your mother groaned at what Michael said and you knew your brother won the fight for now. "Fine, but I don't want anything to do with that brat." Your mother closed her eyes and proceeded to falling asleep on the couch. You decide to head upstairs before someone notices you eavesdropping.
Player: Upstairs
DM: You had your own room. You were happy knowing you had your very own place in the house where you can read in peace. You have already finished unpacking, but the box of books were unpacked and placed in a corner in your room. You needed a book shelf first. All you had was a bed, a bed side table, a chair, and a dresser. You had no problem with that. As long as it was your little space. You sat on your bed and sighed and hoped everything will get better. You debate on what to do. Looking outside, it was starting to rain. You couldn't go outside to look around San Morgan today. You got up and moved around your room then sighed and looked at the stack of books in the corner.

DM: The bigger guys start off the game, with you eagerly waiting for a pass. You run to the left, and then to the right. But the ball never seems to find you. Your thoughts are interrupted with a loud "SLAMM" of one of the bigger guys dunks the ball into the hoop. The other team doesn't look like they're trying at this point. You gasp in awe at this show of pure athleticism. These guys seem to be in a league of their own.Suddenly, you hear your name being called and you notice an orange blur fly towards you.What do you do?
Player: ....Catch?
DM: You reach for the ball, hoping to make contact. And oh, you do make contact. The ball hits the tip of your fingertips, causing a jolt of pain to surge through your arm, down your spine. You don't hear a crack, but the area starts to feel numb and your eyes start to tear up. The ball rolls away as you hear a loud "Ughhh, go get it!". You rush off, feeling embarrassed for even trying.Happiness Falls
Player: Run After The Ball!
DM: The ball ends up near the tennis court and comes to a slow stop. You rush up to it, scooping it up in your hands quickly and turning away, heading back to the sheltered courts. You start thinking about why you're the one who has fetch the ball. And- THUDYou hear someone say, "Not again!" You turn around in surprise. You know that you have to head back to the others with the ball since they're waiting for you anyway and knowing them, they probably don't take too kindly to having to wait for others. But at the same time, you feel like you want to check the voice out, but there's a chance it could just be a couple of Victorians just having fun or fooling around. What do you do?
Player: Check the noise out....

DM: You make up a story about an old boyfriend who is stalking you and has threatened to kill you. You say the authorities won't do anything because the threats are all verbal, and there's no evidence, and he has a perfect record. Dmitri is skeptical at first, but when he sees that your fear is real, he starts to believe you. "So what are you going to do?" he asks. "Get off at Terminal D, I guess. He's got to be watching Terminal C, since he knows my itinerary." "Yeah, but he's watching for you, right?" "Yeah..." "So let's be a couple. He'll be looking for someone alone, and that terminal should be pretty crowded since it's a Delta one." Should you agree to this, or stick with your original plan of going to D Terminal?
Player: Go to D Terminal.
DM: The second you step off, they're there, and you barely stumble backward into the tram in time. As you do, you hit your head on one of the light poles. "Was he out there?" Dmitri looks skeptical again. Probably because from his perspective you just leapt about two feet backward at the sight of a woman with a stroller. "Yeah." The pain spiking through your head makes you want to kill people. "Let's go with your idea."

DM: You could get bandages from the infirmary, but you would have to get permission from Rhode to take them, and there'll be hell to pay if you interrupt her in the middle of talking to Master Titus. That said, perhaps you don't need her permission after all.
Player: I'm not taking orders from this girl. If she wants bandages, she can get them herself.
DM: "No," you tell the girl, folding your arms in defiance. "You can't tell me what to do. Besides, that's barely even a scratch on his head. It'll heal on its own."The girl looks at you with an expression of complete and utter frustration that suggests she's used to getting her own way and has probably never been told 'No' her whole life. "You're a nasty, spiteful little boy, you know that? Forget it, I'll clean it up myself," she says as she dabs his cut with her sleeve again.You have lost 5 approval with the girl."I'm Caecilia, by the way. What's your name, boy?" The girl asks Alexius as she wipes the blood away from his forehead.Your brother is a little shy, as usual, but he replies all the same. "I'm Alexius. My brother there is Andreas.""You're brothers?" she asks, sounding surprised, considering how dismissive you were of Alexius's injury. "Well, I suppose you do look alike. I have a brother too. He's probably watching the slaves with Papa. They come to watch the slaves practice sometimes, to see which ones are ready to fight in the real arena."So, the girl is Titus's daughter. Well, that explains what she's doing here, and why Brasus referred to her as 'Mistress'. Still, she certainly doesn't behave the way you'd expect the daughter of a gladiator slave-master to. For a moment, the girl goes quiet, looking sheepishly back and forth between you and your brother before asking a rather awkward question. "Are you two slaves?"
Player: I don't reply.

DM: There is silence for a moment before your brother speaks up. "Yes, ma'am," he admits, sounding quite ashamed. "We didn't use to be, but... Well... Now we are."Caecilia seems a little saddened by this. "So, you weren't always slaves?" she asks timidly. "The lady who dresses me and brushes my hair is a slave, but she says she was born like that. I mean, I know not everybody who's a slave starts out that way. but..."

Player: I tell her it's none of her business.
DM: "Look, I really don't want to talk about that, okay?" you say as you shake Caecilia's hand off your shoulder and start walking away. The girl has absolutely no understanding of the real world and it's not your job to explain it to her."Wait, what did I say?" she asks, at first sounding confused, but when you don't reply, she just folds her arms, looking very offended. "Fine, go then! You are the rudest boy I've ever met and I wouldn't waste another breath talking to you anyway!" she snaps at you before walking away in the opposite direction.You have lost 5 approval with Caecilia.

DM: "No," you tell Caecilia."Yes," your brother says at the exact same time, causing the girl to look very confused."Just because your father paid a man a few sesterces for us doesn't mean we're slaves," you tell her defiantly. "I was free before all of this, and I'm going to be free again. I'm just stuck here until that happens.""Oh..." Caecilia mumbles, not sure what to make of your unique opinion. "So, you weren't always slaves?" she asks timidly. "The lady who dresses me and brushes my hair is a slave, but she says she was born like that. I mean, I know not everybody who's a slave starts out that way, but..."
Player: I tell Caecilia the truth about our father selling us.

DM: You arrive in a field that has been set up to look like a rice paddy. Extras are being outfitted in Chinese farmer uniforms, pointed hats and all. You are handed a script, and start to read it over."Thank you Michigan Sen. Debbie Spend-it-now. Debbie spend so much Ah-mer-i-can money -- you borrow more and more from us. Your economy get very weak; ours get very good. We take yo' jobs,"Another script that demands an accent. At least it matches your ethnicity this time? You aren't sure if that's actually consolation, or you are just rationalizing. You really, really want this role since it will be aired in the Super Bowl in a month. It could lead to bigger and better things.
Player: Star in a commercial that will be in the Super Bowl. SUPER. BOWL.
DM: http://www.youtube.com/watch?v=HrbdXUWryXkWhy did you ever accept that role? The backlash from that one commercial has essentially ruined your career. You've had to answer numerous questions from so many media outlets. You've found your fame, but not quite where you wanted it. Your friends love teasing you about it, asking 'Do... you... speak... English?' whenever you make any type of grammatical mistake.The worst was the reaction from your parents. When they saw the ad on T.V., they stopped speaking to you for quite a while. You realize that even though you are an individual, you managed to misrepresent an entire culture and country. You aren't quite sure if you can be blamed for something quite that large, but you know your parents think so. You aren't quite sure when the sting of this dishonor will wear off.Med School is looking pretty good right now.

DM: You drop out of your chair too and act dead on the ground. "OH NO what HAPPENED!" Present Mic screams. "YES 911, I NEED AN AIR LIFT TO THE HOSPITAL RIGHT AWAY!"Pretty soon a helicopter arrives and paramedics take you and Tanaka up into the helicopter. It flies away from the mansion. You open your eyes in time to see Tanaka wrestling with the paramedics. He slowly jabs one in the eye with a needle and she stumbles out of the helicopter. One is rushing him and he drops to the ground and trips that one out to fall to his doom. The pilot tries to grab Tanaka, but he falls limp onto the controls and a bunch of alarms start going off. The pilot tries to get control back. Tanaka rolls off the controls, puts on a backpack, and attaches himself to your back. The helicopter starts going down and you fall out of it. The two of you parachute down into a grassy field.Tanaka is standing in the field. Behind him is a huge explosion as the helicopter crashes in the distance. "I just want to sleep," Tanaka says. Then he goes to sleep in the field.
Player: Go to sleep in the field with Tanaka

DM: You run over to the lunchroom. The rest of the group is there. The bodies of three attackers are on the ground, plus one more...Marley. Marley is dead. Frank stares in disbelief, and Daisy looks like she's about to cry. The whole situation seems surreal.
DM: There's no time to even mourn. The sound of shattering windows fills the air as the undead force their way into the school. You look hurriedly around the cafeteria; not everyone is here. You have to find a safe way out, and fast, not to mention locating 2 missing people.
Player: Climb through the vents
DM: You look around the lunchroom for a way out. You spot a large ventilation grate against the wall. "Help me tear this out," you say. After the grate is loose, you crawl in, followed by your group. It's a mad fumble in the dark for escape. At any moment, you could make a wrong move and plummet to your death. After some time, you reach a split.

DM: You take advantage now that he is distracted in his rustic bacchanal to slowly hunt him. You wait trying to isolate yourself from the disgusting scene happening in front your eyes, at the end he makes the expected mistakes, riding a female back with more fleas and bones than skin. It is at this moment when he turns his back in which your entire body in tension is launched like a spring, striking his jugular with your powerful claws extended towards his spine. He is dead before collapse on the grass,returning to his human form.Everything happens in moments, in a tangle of attacks, confusion, blood and scratches, the excited females move as a team against you, you have no choice but to back off given the ferocity of their claws and vicious teeth.After a while they storm off and you could return to the crime scene. Your rival lies dead with his throat severed in a macabre pool of blood in the middle of the forest.A force is stirring inside him again. You sigh you don't feel like fighting with what must be some Indian monster.His face continues with its horrible rigor mortis but around him you can feel the warmth and gratitude of the spirit of the one who was once an innocent man.Weakly the spirit began to speak to you: "No, I am no longer a danger for you as my curse has been lifted."He pauses, with a deep emotion in each of his words; "I feel that my wife is calling me from The beyond. But I can still answer one more question before my soul fades into the well of souls."
Player: Do you have any reward for me?
DM: "My remains lie here, nothing else I own except I have a locker at the post office in Virginia town maybe it could be of some use for you."Thank you!" The ranger said before dissolving forever into the void.The sounds of his men alarmed by the commotion make you flee after luring his horse, it will be useful to you.Like a ghost, you disappear into the night for those frightened men entering directly into the legends of the American West.
Player: Today

DM: This is a difficult situation. The boy is older, bigger and possibly stronger than you, but that's not the real problem. With the other students, you're expected to fight to the best of your ability, but this isn't another student, this is your master's son. If you do manage to hurt him, you could end up in a lot of trouble.
Player: I accept his challenge.
DM: Well, you were never one to back down from a challenge. You take up a defensive stance, with your knees slightly bent and your sword held in front of you, blocking his line to your head. "All right," you tell Septimus with a grin. He might be older than you, but you doubt this spoiled, rich boy has ever been in a real fight in his life. He's not going to know what hit him.Septimus looks very pleased that you accepted his challenge. "Well, at least you're not a coward, I'll grant you that," he says, before slowly starting to circle around you, causing you to shift your stance in order to keep eye contact with him. Maybe you were wrong. Maybe this rich boy does know what he's doing after all. "Come on then, slave," Septimus challenges you. "Let's see what you can do."You have gained 5 approval with Septimus.You need to decide quickly how you're going to handle this fight. You could attack first and hit hard, if you think you're strong enough to beat him, or you could keep up your defences and wait for a good opportunity to strike, if you think you're stealthy enough to evade his attacks.

DM: You go down to the cafeteria and see Carl Maynard, editor of Fairview News, and King Wah of the Rap Group 440 sitting down. They signal you over and you take a seat. They remember you from last year, as you exposed Mrs. Fuddmeadow (your next period gym teacher) burning ballots for Student Council ellections. Carl Maynard starts to talk you:We've got a problem. We just got information about the Finast picnic. The FCAFC wants to put an end the Fairview Cult once and for all, this we all know. But, they think they can do major damage by permanantly removing it from Fairview High School. This is what we hear they want to do. They are going to put Agent Green, a mind weakening drug in the free food. Then, during the speeches, a representative is going to talk to everyone, under the influence of Agent Green, and convince them that the Fairview Cult is evil and the FCAFC is right.
Player: "I can't believe it..."
DM: He continues:The point is, with the mysterious dissaperance of Number 1, Number 2, Number 3, Number 4, AND Number 5, we are left with very few options. They are the only ones with the power to stop this. All they would need to do is say "DO NOT EAT THIS IT HAS AGENT GREEN" and they would listen. We do not have that kind of power. We need to find any of the leaders or find another way to stop this. The bell rings and you say you will spread the word and try to stop this. Then you leave for Mrs. Fuddmeadow's class. You know you will not be able to cut this class, as she will be keeping a very close eye on you.

DM: You admit to yourself that Springfield was a pretty safe bet. Maybe it's not as glamorous and exciting as the big city, but it's close to home and it makes you feel comfortable. Plus, you are confident that if you are destined to be a star, that somehow, someway it will happen. And you are still very young, at the very least you could work hard for a few years and take a shot at the big cities once you have a bit more financial security.As you pass the "Welcome to Springfield" sign, you realize that you have some misgivings, but after all its pretty darn funny.
DM: As you make your way down to Springfield, things start looking a bit more familiar. You remember these surroundings from your Spring Break trip during your senior year. Eventually you come up to a fork in the road. On the left of the fork is a block of nightclubs and bars, it is the central entertainment area for Springfield and its surrounding cities, locals call it "The Strip." You figure that if you land a gig at one of these spots, it will be your closest shot to stardom and fame.On the right of the fork is Springfield's Town Square. It houses all of Springfield's businesses, banks and government buildings. It also has the city's only Inn, where you figure you will be able to spend the night. You know that you will need a stable job to support yourself while living in Springfield, and Town Square will be the best place for you to look.You think it over and decide to head for:
Player: The Strip

DM: Well, your master certainly seems cheerful about your impending future of brutal murders and struggling for survival. How about you?
Player: I can't do this. I tell Titus it doesn't matter how long or hard they train me, I'll never be able to kill another person.
DM: "I... No," you answer. "I'm not looking forward to it at all. I don't want to be a gladiator. It doesn't matter how hard Rhode trains me, or how good I get at fighting. I don't want to kill anybody else and nobody can make me!"Titus looks surprised by your honest reply and quite disappointed as well. "You know, Rhode would beat you into the ground if she heard you saying that," he tells you, but then puts a hand firmly on your shoulder and lowers his voice so the conversation is just between the pair of you. "I think it's time to consider changing your attitude. Holy men and philosophers can afford to have morals like that, but not you. You might like to think you're better than the rest of your classmates, but when it's your life in the balance, you'll fight to stay alive. You'll kill to stay alive. It's the most basic human instinct of all. Take my advice, boy, stop worrying about who you are now and worry about who you're going to become, because you're either going to become a fighter, or a dead man. You understand?"You don't respond to your master's question, but he still seems satisfied that he's gotten his point across. "Think on what I told you, boy, you only have a few years to prepare yourself and they pass by quicker than you'd imagine. Now get back to it, before Rhode catches you slacking and canes you so hard, you won't be able to sit on your ass for the rest of the week," he jokes, leaving you to get back to your training.You have lost 5 approval with Titus.

Player: Chapter 7: The Sting of the Whip

Player: Pop Music
Player: Yoga Instructor
Player: Twelve hours
Player: At church
Player: Incense
Player: The Good Friend
Player: I can be engaged but also enjoy the quiet
Player: I Prefer a Clean Shave
Player: Music

Player: Open up a milk and drink it in the line
DM: You decide to open up a milk and drink it in the line There are three types of milk to drink. Which would you like to drink?

Player: It could be worse. At least we're kept healthy and well fed. I tell Titus I understand I'm lucky to be here, and I'll do what it takes to stay alive.
DM: "Yes, sir," you say respectfully. "I'm not stupid, I understand that I've got a better life than most slaves do, and I'm grateful for that. I didn't know a lot about fighting when I came here, but Mistress Rhode has been training me really hard and I've gotten much better. I'm sure I'll be ready to be a gladiator soon."Titus chuckles at this, seeming pleased by your enthusiasm. "Slow down there, boy, you're not going to be ready for a few good years yet, trust me. Boys your age think you're ready for anything, but once you're in the arena, you'll wish you had more time to train. You make the most of it now. Keep pushing yourself harder every day, and eventually you'll get there... And you mind what Rhode tells you. She's the most infuriating woman you'll ever meet in your life, but what she teaches you is going to keep you alive in that arena, understand?""Yes, sir," you reply."Good boy," Titus says as he fondly ruffles your hair. "Now, get back to it before the bitch catches you slacking and canes you so hard you won't be able to sit on your ass for the rest of the week," he jokes, leaving you to get back to your training.You have gained 5 approval with Titus.

DM: You slowly reach out towards the orb of light, unsure of what touching it would accomplish. You're just curious I guess. As soon as your hand comes in contact with the orb, there is a huge, blinding flash of light, and then blackness. You wake up some time later, sitting on a chair in front of a desk. A woman is sitting behind the desk, with a very bored look on her face. She looks up at you and mumbles something along the lines of"Oh good, you're here." You ask her where you are, and she's says you've died."What did you expect would happen when you touched a goddamn nuclear fusion core. You would have died from radiation a month later for being that close to it, even if you left it alone." she goes on to say. She then tells you you have two options for the afterlife. You can either go on to heaven, or eden, or whatever you believe in, or you could stay in Vanvid, the world you were in when you died, as a ghost, or something similar." What do you choose?...
Player: Become a ghost
DM: You decide to become a ghost, back in that Vanvid place. The woman writes stuff down, and then pushes a button. As quick as the time it takes for the button to click, the scene of the room disappears, and changes into a field. You look down at yourself, and sure enough, you're a ghost; transparent, and floating. You turn around to see a tiny house, run down and rotting. You notice an entire street of these houses. You figure the house is yours, and you float into it. The place may be coming down, but there's a TV, that you can actually operate, and a computer, that has no internet. You guess life, or rather death, like this can't be all bad. There are other ghosts that 'live' in the neighbouring houses, and they seem friendly enough. In fact you can a pretty regular time, apart from the whole ghost thing.END

DM: "Alright, I'll go put these back," you say as you back away from the register. You then start calmly walking out of the store once the cashier turned away. You think you are home free when the security guard spots you and approaches you. "Sir, can I see your receipt?" he asks.
Player: Go return the beers
DM: "Sorry, I got lost. I was just returning these," you says hoping to sound believable as you start walking to the back of the store.The security guard looks at you seriously as he knew you were obviously lying. But since you weren't actually stealing anything, there wasn't much he could do.

DM: No! The gate closes right in front of you. You and the woman are slowly being sucked under the pavement and gravel. She is looking at you with sad brown eyes."What's your name?" she asks, although it doesn't matter.
Player: You say your name aloud.
DM: "My name is Lio," you say."So is mine," she replies cryptically. As you two slide into the abyss together, she whispers eerily, "You remind me of your father."

DM: "Hey, Brasus, you want to be on my team?" you ask the boy.You can see his face light up when you pick him. "Can I?" he asks excitedly, rushing over to take his place next to you, as if he's worried you'll change your mind if he doesn't get there quick enough. "Don't worry, I'll do really well this time, I promise!"It turns out to be a promise that the boy can't keep. You can tell he's trying really hard, but he just isn't very good at the game. Your team loses in the end, but at least Brasus seemed to have fun.You have gained 10 approval with Brasus.Once the game is over, Brasus gets back to whatever he was doing, Lula abandons you to play a chasing game with some of the other girls, and Alexius takes a toy out of his pocket that you've never seen in the academy before, a spinning top carved from wood that he repeatedly spins on the ground, trying to keep it from falling over.
Player: ... I have a bad feeling about this.
DM: "Where did you get that?" you ask Alexius, causing him to cup the toy protectively in his hands."Lula gave it to me," he tells you. "It was a present for the festival.""So, where did Lula get it?" you ask. Your brother just shrugs to indicate he doesn't know and goes back to playing.You hadn't really considered the idea of giving gifts for the festival. While the exchanging of gifts is traditional for Feriae Latinae, as a slave, you don't exactly have much in the way of personal possessions. You suppose there are a few things you own that you could afford to give away. For one, you have an apple that you were given as a special treat this morning. Most of the other students have eaten theirs already, but you decided to save yours for later. Besides that, you have a single candle that is only about half way burned, and a comb Rhode gave you once when your hair grew too wild and needed to be brushed out of your eyes.Whether you give your trinkets away or decide to keep them for yourself, this day off could be a good opportunity to get to know some of the other students better.
Player: One good day.

DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.> Quel est votre prénom ? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaaax...
Player: U
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.> Quel est votre prénom ? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaaaau...
Player: Y
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.> Quel est votre prénom ? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaaaaay...
Player: Y

Player: Talk to Zeru.
DM: Typical of his solitary nature, Zeru is sitting by himself, well away from the other students. He is passing the time by using a stick to draw in the dirt. Right now, he's drawing a picture of a group of the other students playing."Not bad," you note as you sit down on the ground beside him. He's actually incredibly talented... You would never have guessed Zeru to be an artist. "Mind if I talk to you for awhile?"Zeru continues to draw. He doesn't object to your presence, but he doesn't acknowledge it either. It's unlikely you'll get much conversation out of him.

Player: Talk to Gerda.
DM: Gerda's idea of relaxing seems to be very similar to her idea of training. Even now, she's working on improving her accuracy by throwing what appear to be broken arrow heads at one of the wooden targets that are usually used for spears. "You want something, Greek boy?" she asks you irritably when you approach."Not really," you reply. "I just wanted to talk.""Talk then," she tells you, going back to throwing her makeshift darts.

DM: Alexius stops playing with his spinning top long enough to talk to you. "Hi, Andreas. Did you want a turn?" he asks, holding up the toy."That's okay," you say as you sit down beside him. "I just wanted to talk."
Player: Time to catch up with my brother.
DM: What do you want to talk about?
Player: I ask if he ever thinks about our old life back in Greece.
DM: "Do you ever think about before?" you ask Alexius. "Back when we lived in Greece with Mama and Papa?""Sometimes," Alexius says sadly. "But I don't remember it so good now. I know we've not really been here that long, but it feels like forever. With everything that happened before, it's like it's not even real now. I try really, really hard to remember Mama. I remember she was kind and she had brown hair, but there's lots of things I don't remember at all. I remember Papa a lot more, but that's mostly bad stuff, like how he was always drunk after Mama died. I remember the time he sold us most of all... I know it's silly, but I keep feeling like all this here isn't really real. I feel like one day I'll go to sleep and wake up in my bed back home, and all of this will be a dream. Or, I feel like one day Papa will feel bad and change his mind and come all the way here to take us back home. I know that's not really going to happen, but that's still how I feel. It's stupid isn't it?""No, I know what you mean," you reassure your brother. "Sometimes I feel like this isn't really my life too. Then Rhode smacks me 'round the head and reminds me just how real it is.""Things will get better one day though, I'm sure they will," Alexius promises."How do you know that?" you ask.The boy gives his shoulders a half-hearted shrug. "I just do."

DM: You lie in your bed, experiencing a wave of misery and self-loathing sweeping over you as you remember your alcohol-fuelled behaviour from the previous evening. The particularly bad parts inspire a reflexive physical spasm of horror in your legs as they flash through your mind. The hangover is now quite bad.
Player: To jam your pillow over your head and pray to an uncaring universe that this torment ceases, go to 4.
DM: The womb-like anonymity of the pillow is soon interrupted by an involuntary rasping noise from your throat. Overnight the beer monkey has sandpapered your mouth with crushed sloe berries. The glass of water that you are sure you brought to bed with you is nowhere to be seen. The sunshine lances through your half-drawn curtains.

DM: Building a lean-to on the other side of the Breen Cabin to the Keseberg's you make yourself as comfortable as you can with blankets. Most of the settlers slaughter their remaining cattle and William Eddy takes his rifle with him most days on hunting trips, killing wolves, owls, ducks, squirrels and even a skeletal bear, the last nearly tearing him to pieces. Patrick Breen entertains himself by keeping a diary. Various efforts are made to cross the mountains but they all fail as it is impossible to battle through the snow.Finally Franklin Graves has the idea to make snowshoes to enable people to walk on the snow and with the help of Charles Stanton they begin manufacturing pairs at the start of December, a slow process. Everyone is hungry and cold now and every night you are chilled to the bone. Baylis Williams, one of the Reed's wagon drivers is particularly suffering and one night he asks if he can have your blanket, promising to give you his to sleep under tomorrow night.What do you do?
Player: Let Williams have your blanket
DM: You let Williams have your blanket and that night your body goes completely numb with cold, despite all the clothes you are wearing. You feel so tired that all you want to do is sleep. Your mind drifts, dwelling on images of hot food and warm baths until you unknowingly slip into a hypothermic state and expire.

Player: You rush up the stairs
DM: You rush up the stairs behind the screaming women. Maybe Louis XVI will be hiding with Marie Antoinette up in a bedchamber However, the group of women is apparently not looking for the king to plead for bread. They are on the hunt for Marie Antoinette. They scream for vengeance as they slash their knives into the rich tapestries on the wall. Women rip apart silk cushions, and others stab some of the defenseless servants. You rush into several more rooms to find more broken furniture. King Louis XVI is clearly not here.
Player: You decide to turn back and follow the women to the ballrooms

DM: This guy has hit a nerve with you, and there is no way you are letting that slide. You come up to Jaxon and slam your hand down on his shoulder."You're not going anywhere except where you threatened to send me earlier: your funeral," you say with a strong anger in your voice as you grab his throat and pin him against the wall. There are several audible screams from the other students in the classroom and a few students ran out of the room. You know security will probably show up soon. This is not going to end well for you.
Player: Try to escape
DM: You quickly grab a beaker of sulfuric acid from the lab table beside you and splash it in Jaxon's face as you did so you noticed that one of the other student's had been going for it. He screams out in horrific pain as the acid eats away his flesh. You quickly kick her out of the way and start running for the door. You turn into to the hallway only to see the security officer running directly toward you. You could keep trying to run, but you would only be delaying the inevitable.

Player: I ask if he's made any friends.
DM: "Have you made any friends here?" you ask. "Anybody that you feel safe around?""Lula is still my best friend!" Alexius says happily. "She reminds me of Mama.""But Lula's nothing like Mama," you protest. Both in appearance and personality, they're completely different people."I know, but Lula looks after me and trains with me and gives me toys to play with. Sometimes she sings to me and rubs my head when I'm sad. I think Mama used to do that, but I don't really remember any more... Brasus is my friend as well. He's nice and he talks to me a lot about what things will be like when we get out of the academy. I have to rescue him sometimes though, because a lot of the older students are mean to him. Especially Gerda. I don't like her.""She's not an easy person to get along with," you have to agree. "Anybody else you don't like?"Alexius looks around before nervously pointing at Zeru. "That one," he whispers. "Well, I don't really not like him, he just scares me, that's all. He never talks to anybody, and everyone who fights with him gets beat up really bad. Brasus said that one time, one of the proper gladiators started a fight with Zeru, and Zeru hurt the man so bad, he nearly killed him!""He's probably exaggerating," you say dismissively. "Still, I don't think you should try sparring with Zeru until you're a little older, okay?"

DM: What do you want to say to Lula?
Player: That's enough talking for now.
Player: Talk to Alexius.

DM: What do you want to talk to Zeru about?

DM: What do you want to talk to Gerda about?
Player: I give Gerda the apple.
DM: "Here, Gerda," you say as you hand her the apple. "I saved it for you."Gerda looks confused, but she doesn't hesitate to take it. "You're seriously giving this to me? Like a present?" she asks before cruelly laughing at your gift. "Oh Gods, aren't you just pathetically adorable? Well, I'm not going to turn my nose up at it," she says, taking a large bite out of the fruit. "Thanks by the way. Turning out to be a good festival, this is the third apple I had today. Brasus gave me his too. Granted, I had to slam his head into the table a few times before he handed it over, but a present's a present, even if it's got a little blood on it."You have gained 5 approval with Gerda.

Player: I give Brasus the apple.
DM: "Here Brasus," you say as you hold out the apple."For me?" the boy asks as he hesitantly reaches out to take it. "Wow, thanks Andreas! That's really kind of you. I didn't get my apple this morning. I mean, the cook gave me one, but Gerda said she'd throw me down the well if I didn't hand it over to her. Don't worry though, I'm eating this one before anybody can take it away."You have gained 5 approval with Brasus.

Player: Black Lives Matter

Player: It must be nice to be so optimistic.
Player: I ask Alexius how he's coping at the academy.

DM: "Protect the King!"You cry, and several weary Housecarls bound into action, following your lead. You sprint towards him.He half turns towards you, and flashes one of his charismatic bright smiles.The single arrow that flies through the air surprises you more than Harold. Curving gently, it hisses downward and slams into his eye. He lets out a startled cough and staggers backward.You keep running towards your king, but a Norman rider canters in front of you, blocking your way.Turning his horse neatly, the Norman swings his blade and opens your King's throat, spraying blood.Harold falls to the ground, dead.You falter indecisively, filled with wordless horror and remorse.
Player: Fall back and rally your men
DM: You back away, slowly at first, then swiftly."Back! Back to the horses!"You repeat your message, shouting as loud as your worn throat will allow. Men begin to gather around you. You look to your left; Norman horsemen have obliterated the line, fyrdmen and warriors alike are being hacked down as they run. The right flank has suffered the same fate. Wordlessly, you turn your back to the men of the flanks and retreat to the center.Around you stand perhaps a hundred men, the last of Harold's great army. The horses ride towards you from all sides."Shields!"Orvyn echoes the cry. Men embrace briefly, and then turn to lock shields. Someone calls out "For Harold!" No one cheers. Even the Housecarls are wearied by the prospect of an imminent death. The horses draw close. You whisper a prayer for your family.You fight with cold fury, sword flashing. Horses crash through your shieldline, circling, wheeling, killing left and right. You refuse to break.At some point the Norman infantry joined the fight. That was shortly after you lost your shield. Or was it shortly before? You can't remember.Your world is blood and steel, screams and death.Perhaps it is a horse's hoof, perhaps a soldier's mace, maybe even a Norman shield. You're not sure what it is, but it strikes the back of your skull with tremendous force, knocking you into the mud and blurring your vision.You try to rise but the mud grabs you and drags you into the abyss.

DM: You slowly walk forward, attempting to sway your hips as much as possible."Hey there, mister," you say, as the guard raises his gun."What are you doing out of bed?" he asks."I was just getting bored... and looking for something to do?" you say, reaching out a hand to touch him, and running your hand down to his waist."The guard slams his gun butt into you, and you collapse to the floor. He draws a syringe, and jabs it into your neck."That's grounds for expulsion, kid," he says.
Player: Lose consciousness...

DM: "Hang on, Andreas, I've got something for you!" Alexius calls after you before you leave. Reaching into his pocket, the boy rummages around before pulling out his hand and offering you what looks like a handful of animal bones. "Cook gave them to me," he explains. "They're ankle bones from sheep, I think.""Uhh... That's nice," you mumble, looking slightly confused. "Why did Cook give you animal bones?""It's a game!" your brother explains happily. "You throw the bones up in the air, and then try to catch them on the back of your hand, then you throw them in the air again and catch them in your palm. You keep doing it until the last bone falls on the floor. It's better if you play it with someone else, but you can play on your own too."A handful of bones aren't exactly the most extravagant gift, but you know that Alexius doesn't have anything else to offer. "Thanks Alexius," you say with a smile, as you scoop up the bones and put them in your pocket. "We'll have to play together sometime."Well, at least the game should provide some form of entertainment in the future when you have nothing to do. Also, it should help improve your focus and balance, which may well come in handy in the future.You have gained 5 Stealth.
Player: I should talk to someone else now.

DM: "Alexius says you gave him that spinning top he's playing with," you say."That right," the girl tells you, happily. "Is being good present, yes?""Where did you get it?" you ask."I am find it," she explains. "I see spin toy in dust next to well, so I take.""Are you sure that was a good idea?" you ask, sounding slightly concerned. "That toy used to belong to someone else, you know? What if they come looking for it?""No worry," Lula says dismissively. "I am have it for long time. No one looking."
Player: I certainly hope not.
Player: I give Lula the half melted candle.
DM: "Here," you say as you hold out the candle to Lula. "A present for the festival. I know it's half melted, but I don't have much else to give."Lula seems more than happy about the gift though. "How you know I need this?" she asks as she takes the candle. "Mistress is not letting me have these because of one night, I am being very angry with Gerda, so I am melt wax and put in her hair when she sleep. When wake up, her hair is stick and she making scream like donkey. Much fun for me. Thank you, Andreas. You are good at give present."You have gained 5 approval with Lula.
Player: I doubt Gerda will appreciate it, though.
Player: I give Lula the hair comb.

DM: "I got you something," you say, as you pass Lula the comb.Lula studies it for a moment before folding her arms and pouting at you. "You think my hair is being messy?"Well, that didn't turn out as well as expected. "No! That's not what I...""Well, you right. Is being like big hedge on head. Nothing go through, look!" she says as she sticks the comb in her thick, dark hair and tries to tug it through, not able to move the comb an inch. "Am thank you for this. Take long time, but will make hair better. Is being good present for me."You have gained 5 approval with Lula.
Player: Well, I'm glad it won't go to waste.

Player: I give Lula the apple.

DM: "Here, Zeru," you say as you hand him the apple. "I saved it from breakfast. I mean, it's the festival, so I figured I should give presents to my friends, so... Here." Zeru considers the apple for a second, but doesn't actually take it from you. Perhaps he doesn't understand that it's a gift. "Take it," you insist, holding the apple out closer towards him. "It's for you."Eventually, he takes the apple, seeming almost reluctant about it. When you nod to indicate that you want him to have it though, Zeru finally takes a bite. After finishing his mouthful, Zeru gives you a single word of approval. "Good," is all he says to show his gratitude."Well, glad you like it," you reply.You have gained 5 approval with Zeru.
Player: One word is all the thanks I need.
Player: I give Zeru the half melted candle.
DM: "Here," you say as you hold the candle out to Zeru. "Something for the festival. I know it's half melted, but I don't really have much else."Taking the candle, Zeru studies it quietly for a moment. He seems confused why you gave it to him, but appears to understand that it's a gift and decides to show gratitude, whether he actually needs the candle or not. "Thank you," he tells you with a nod of his head."You're welcome."You have gained 5 approval with Zeru.

DM: Getting off this island is your main priority. You are sick and tired of of taking the perilous acts of the jungle. You need to find materials to build a raft or something to get you off this island if you can even find the beach again. Continuing your way around the jungle in the dark left with just a small flashlight that will lose power any second. At night even the brightest and most beautiful flowers can't be seen through the blanket of darkness laid over the jungle. Right before the flashlight dim a full shade you stumble upon a pile of something. The dimness of the flashlight wasn't helping the vision problems. Getting closer, you realize the pile is a whole bunch of logs. Using your new found supplies what will you do?
DM: There is no way you're going to continue. Your exhausted from running around this mystery island. There is absolutely nothing else you can do. Yes, you could keep searching for supplies, but you've gone this far and still haven't found anything that could be that useful. But you need to make it back to shore fast because you don't know what is creeping around the jungle at night. You try to make your way back, but it's so dark, you lose your way. The longer you go, the even more tired you become. You soon collapse out of exhaustion and slowly close your eyes.

Player: Bard; left; White
Player: Dain and his army, from the Iron Hills
Player: Two (2) large chests and two (2) sacks
Player: The Elves of Mirkwood, as a reward for his aid in the Battle of Five Armies
Player: Yes, I'll take the bonus question!
DM: What is the correct subtitle for Bilbo's memoir, mentioned at the end of the story, entitled There and Back Again?
Player: A Hobbit's Tale
DM: 

DM: "So, how did you end up at the academy?" you ask Gerda out of curiosity."Born into it," she replies."You mean you were born a slave?" you ask."No, I mean I was literally born here, in the academy," Gerda tells you. "Been here my whole life. My mother was Veleda of Bructeri, better known as the Germanian Lioness. Probably the greatest female gladiator that Rome has ever seen. Can't really remember much about her, she died in battle when I was five... Good fight though, I hear it took three tigers to finally bring her down.""Ouch," you mumble under your breath, hoping that you don't meet your fate in a similar way. "So, what happened after that? I mean you were only five, they couldn't have just thrown you into training straight away.""The hell they couldn't!" Gerda objects. "Soon as my mother was cold, Titus gave me over to Mistress Rhode. She knew my mother for years. They even trained together back when Rhode was still a gladiator, before Master Titus bought her and put her in charge of the academy. He knew she'd train me up to be a proper fighter, just like my mother. I'd say she's done a damn good job too," the girl says with a smirk."Yes, I can tell," you reply. Well, if Rhode has been the closest thing that Gerda's had to a parental figure since she was five years old, that certainly explains a lot about the girl's character.
Player: In fact, it all makes perfect sense now.

DM: "I got you a gift," you say, holding the comb out to Gerda.The girl scoffs and rolls her eyes as she examines your present. "I already have a comb, you know? You think my hair just falls into place like this when I wake up in the morning?" she asks, flicking her blonde braid at you.You're about to put the comb back in your pocket when Gerda snatches it out of your hand. "Still, I suppose it can't hurt to have a spare," she says, and that's the closest thing you're going to get to a thank you.You have gained 5 approval with Gerda.
Player: This is pretty much the reaction I expected.
Player: I give Gerda the half melted candle.
DM: "Here," you say as you hold out the candle to Gerda. "A present for the festival. I know it's half melted, but I don't have much else to give."The girl takes the candle from you and studies it with an awkward expression, as if you'd just given her a handful of dirt. "Wow, you're really scraping the bottom of the barrel here," she says without any consideration for your feelings whatsoever. "Don't get me wrong, if you're that desperate to impress me that you're willing to just give me free stuff for no reason, I'll take it. Just try to find something better next time, okay? I mean, you could've at least given me a whole candle. Seriously."You have gained 5 approval with Gerda.

DM: A whole bunch of gross stuff happens. You end up in the sewer in New York City. Not sure how survived all that...
Player: In the sewer
DM: It is gross here. You are surrounded by waste, and get infected. You also have the hope of crawling through some mud...
Player: Crawl through the Mud
DM: You make it through the mud to a beaver dam. You survive happily. Then a break in the dam causes you to get pulled into a river.
Player: Go downstream
DM: You are in the river. You see a big fish swimming to you, ready to eat you. Do you:
Player: Swim away
DM: You survived the attacker! You go to the cafe for fish. What do you order?

DM: "Are you all right, Brasus?" you ask pointing to his head. "You've got a nasty bump there."Brasus self-consciously moves his hand to cover the bruise. "Oh that... That was Gerda," he mumbles. "Sometimes the older students start fights with me, or steal my stuff. I keep telling Rhode about it, but she won't do anything. She says I bring it on myself because I'm weak and I don't train hard enough.""Why don't you train harder, then?" you ask. "If you got stronger, maybe the others wouldn't single you out so much.""I try, but I'm just no good at it!" Brasus says in frustration. "I'm not supposed to be a fighter! I'm way better at other stuff. I'm smart, and I can read and write really well. Maybe if Master Titus could see it, he might realise that it'd be a waste for me to be a gladiator, and take me to work in his house or something.""Do you really think that's going to happen though?" you ask. "That one day Titus will just pick you out of the group and take you to work as a house slave?""Maybe," Brasus mutters. "I don't know. I hope so. If Mistress Rhode would just talk to him for me, tell him I don't belong here... I just hope she says something. I don't know how much longer I can last."
Player: Neither do I.
Player: I give Brasus the hair comb.
DM: "I got something for you," you say as you hand your gift to Brasus."A comb?" he asks, smiling as he reaches out to take it. "Thank you, Andreas, I really needed one of these. I used to have one, but I lost it awhile ago. You sure it's okay for me to have this?""Of course," you insist. "I might need to borrow it again someday, but it's yours."You have gained 5 approval with Brasus.

DM: "How did you end up at the academy, Brasus? You didn't start out as a slave, did you?" You don't know a lot about Brasus but this much is easy to tell. For one, he appears to be of Roman descent but more importantly, he doesn't act like a slave. The way the boy avoids training as much as he can and asks favours of Rhode despite always being refused, indicates that he's used to being treated far better than the way he is now."No, I've only been here for about a year," Brasus tells you. "Actually, I used to be really rich, or at least my father was. He was a good man but... He got into trouble. I'm still not exactly sure what happened. I know there was an important senator that my father was friends with. I really don't know what the senator said or did that was wrong, but he did something to make the Emperor angry, and he was executed for treason. A lot of the senator's friends were executed too. My parents..." For a moment Brasus goes quiet and looks very upset. "Rhode says I'm lucky I was so young when it happened, or they'd have killed me too. I don't feel lucky though. I don't even know what my parents did wrong, but I know they didn't deserve what happened to them. I don't deserve what happened to me either. It's not fair!""No it's not," you agree, but it's not just what happened to Brasus that you're talking about.
Player: The Gods must have a very cruel sense of humour.

Player: You memorize the map and leave

DM: You shake your head firmly and as snow begins to fall you climb down the mountain's slopes. Within minutes the snow is falling as thickly as hail and it is nearly impossible to see, you have no idea where you are but just keep going down. More by luck than judgement you stumble across the tents of Camp 3 and take shelter inside. The Sherpas wrap thick blankets around you but it is a long time before you can stop shivering and for days afterwards your body feels weak and drained.Man Bahadur is not so lucky. After the snow storms die down a group of Sherpas go up the mountain and find him a short way from the camp, curled in a foetal position and shivering uncontrollably. He is helped back to the camp and wrapped in blankets but dies moments later. His death plunges the small camp into gloom. Wrapping Man's body in a blanket the Sherpas carry it down the mountain to Camp 2 and you go with them.
Player: Arriving in Camp 2 you find another letter waiting for you
DM: My Love,Last night I dreamed that you were by my side, your strong arms wrapped around me and your warm body pressed against mine. When I woke the bed was cold and I was alone because you are not with me but thousands of miles away sleeping on frozen rocks... Perhaps there is a reason why most people do not do the things that you do? I remember in New York when that American journalist asked you why you wanted to do something as mad as climbing Mount Everest you replied "because it's there." Well, now you're there and I'm here. Climb that bloody rock and come back to me so you never have to endure those icy winds and killing snows again. Yours forever, Ruth
Player: Back up the Mountain

Player: ... I have a horrible feeling that the whole academy will be burnt to the ground by tomorrow.
Player: I ask how he came to the academy.

Player: I give Alexius the hair comb.
DM: "Here, take this," you tell your brother as you pass him the comb. "Rhode gave it to me to stop my hair getting in the way, and so I could look nice the next time Titus comes to see us. I think you could use it though. Your hair's starting to look pretty messy too," you say as you playfully ruffle it up."Stop it!" Alexius laughs, pushing your hand off his head before reaching out to take the comb. "Thanks, Andreas. You can still use it though! We'll share it.""Sounds like a good plan. We'll have the best hair in the academy and all the girls will be chasing us," you joke, causing Alexius to look embarrassed and punch you in the shoulder.You have gained 5 approval with Alexius.

Player: I give Alexius the apple.
DM: "Here, Alexius," you say as you hand your brother the apple. "I saved it for you.""Oh, Andreas, you don't have to!" Alexius protests. "I already had mine this morning, it's not fair if I take yours too.""Please just take it," you insist. "It's a festival and I don't really have anything else I can give."Alexius hesitates a moment before taking the apple and throwing his arms around your waist. "Thank you, Andreas!" he says, seeming extremely grateful for such a small gift. "You're the best brother in the whole world!"You have gained 5 approval with Alexius.

DM: "Here, Lula," you say as you hold out the gift to her. "I saved it for you.""Apple!" the girl declares, her eyes lighting up at the sight of the fruit. "I am love these! They being so good for eat!" Snatching the apple out of your hand, the girl takes a large bite and happily munches away, before suddenly stopping with a guilty expression on her face. "You not want?" she asks, offering the half-eaten apple back to you."No, that's okay," you tell her. "I just wanted to give you a present for the festival."Lula gives you a bright smile. "Thank you, Andreas, you being good friend."You have gained 5 approval with Lula.

Player: I ask Lula where she got the spinning top she gave to Alexius.

DM: "How are you coping?" you ask your brother, "I know we've been here awhile now, but this place is so different from anything else we're used to. I just want to make sure you're okay.""I don't know. I think I'm starting to get used to things here, but I don't really want to," Alexius admits, sadly. "I try to train hard and get stronger, but I never do anything good enough, and Mistress is always mad at me. I'm always scared I'll do something wrong and she'll hit me or shout at me. I'm scared all the time, Andreas. I'm scared of Mistress and the other students, and I'm scared of being a gladiator. I just... I don't want to die. I keep hoping that one day we can just leave and go somewhere far, far away where they'll never find us.""Shh!" you scold Alexius. "Be careful saying things like that. Someone else might hear and tell Rhode.""Okay," Alexius whispers, rubbing at his eyes. "But I still hope one day we can get away from here."

Player: I give Zeru the apple.

Player: I give Zeru the hair comb.
DM: "Here, take this," you tell Zeru as you pass him the comb. He studies the gift silently, as if not sure what he's supposed to do with it, or why you're giving it to him. "It's a comb," you explain. "You know, for brushing your hair." You then lift some of your hair with one hand and use the other hand to brush your fingers through your own brown curls.Zeru watches you with a raised eyebrow, looking at you like you're an idiot. He then takes the comb, putting it in his own hair and tugging it through, to demonstrate that he does, in fact, know what a comb is for. Zeru's hair is much thicker than yours, so it's more difficult to brush, but he keeps the gift anyway, if only to show his gratitude that you were generous enough to give it to him.You have gained 5 approval with Zeru.

Player: I give Gerda the hair comb.

Player: I ask how she came to the academy.

Player: I ask Brasus if he's okay.

DM: It's been almost a year since the incident at the festival. Your twelfth birthday has been and gone, and life at the academy goes on as it always has. Rhode is as brutal a tutor as ever, and no matter how much you improve, she always seems to expect more from you.The day starts like any other, with you and the others waking up with the sun to start your warm up in the practice yard. What are you doing to start your morning?
Player: I'm practising fighting with the wooden swords.
DM: Sword fighting is easily the most prominent part of your training, and it shows. The heavy weight of the practice swords doesn't bother you any more, meaning you can attack and deflect much more quickly. You've improved so much that most of the children your age no longer present a challenge to you, so you usually practice with the older boys who're close to becoming full gladiators themselves. Trouble is, if you keep improving at this rate, then soon there'll be no one left who's skilled enough to keep you on your toes.You have gained 10 Strength.Your training, however, is interrupted by an unexpected visit. Rhode has arrived early, and with her are your Master Titus, and a stranger who doesn't look like the kind of man you'd want to meet in a dark alley. He's tall, well muscled and bears several scars, including a large one that reaches from the side of his left eye down his cheek, and straight through his lips to his chin. He is also missing an ear, and has a constant scowl on his face that makes him look like he'd happily break the neck of any innocent citizen who so much as looked at him the wrong way.Rhode, on the other hand, has a particularly stressed and drained expression on her face. You're used to seeing her angry and frustrated, but this particular expression is a rare sight, which is usually reserved for when one of her adult students dies in battle. You haven't heard of any battles occurring recently, so you wonder why she looks that way now.

Player: I'm still hungry after breakfast, so I'm sneaking into the kitchens to get something else to eat.
DM: You manage to emerge from the kitchens with a loaf of bread, which should give you enough energy for the rest of the day. You well remember Rhode's lecture about how stealing from your master is a crime punishable by death. It's not that you think she was exaggerating, it's just that firstly, cook isn't your master and, more importantly, you're just that confident that you won't be caught.You have gained 10 Stealth.Luckily, you manage to make it back to the practice yard just in time, as morning training is interrupted by an unexpected visit. Rhode has arrived early, and with her are your Master Titus, and a stranger who doesn't look like the kind of man you'd like to meet in a dark alley. He's tall, well muscled and bares several scars, including a large one that reaches from the side of his left eye down his cheek, and straight through his lips to his chin. He is also missing an ear, and has a constant scowl on his face that makes him look like he'd happily break the neck of any innocent citizen who so much as looked at him the wrong way.Rhode, on the other hand, has a particularly stressed and drained expression on her face. You're used to seeing her angry and frustrated, but this particular expression is a rare sight, which is usually reserved for when one of her adult students dies in battle. You haven't heard of any battles occurring recently, so you wonder why she looks that way now.

Player: I'm running a few laps around the practice yard.
DM: Running around the practice yard a few times is always a good warm up for the morning, but it also prepares you for the arena more than most people would think. While you obviously need to be strong enough to overpower your opponents, it's even more important for you to be quick enough to dodge their attacks. After all, when you're in the arena, it won't matter if your opponent is Hercules reborn, if they're not quick enough to strike you, they can't hurt you.You have gained 10 Speed.Your training, however, is interrupted by an unexpected visit. Rhode has arrived early, and with her are your Master Titus, and a stranger who doesn't look like the kind of man you'd want to meet in a dark alley. He's tall, well muscled and bears several scars, including a large one that reaches from the side of his left eye down his cheek, and straight through his lips to his chin. He is also missing an ear, and has a constant scowl on his face that makes him look like he'd happily break the neck of any innocent citizen who so much as looked at him the wrong way.Rhode, on the other hand, has a particularly stressed and drained expression on her face. You're used to seeing her angry and frustrated, but this particular expression is a rare sight, which is usually reserved for when one of her adult students dies in battle. You haven't heard of any battles occurring recently, so you wonder why she looks that way now.

DM: "Thanks Lula, you can go play with the girls now," you say as you get back to your feet."Wait, Andreas! Am having present for you!" Lula says before reaching into her pocket and pulling out what appears to be an old, torn and crumpled tunic, tied together in a knot."Uh... Thanks Lula," you say as you inspect the gift. "What is it?""Is ball!" she declares proudly, though it doesn't look anything like a ball to you. "I make it myself!""Ah, that explains it," you say as you throw up the crumpled material and snatch it out of the air. "Thanks, Lula. We should play catch together later. I promise I won't go easy on you just because you're a girl.""That good," Lula says with a smirk. "I promise I no go easy on you just because you are having brain of goat," she teases.Well, it might not look much like a ball, but as far as throwing and catching are concerned, it'll work just the same, and you should get plenty of exercise running around after it.You have gained 5 Speed.
Player: Time to talk to someone else.
Player: Talk to Lula.
DM: Lula is playing a game with some of the other girls, involving hiding, chasing and a great deal of squealing. "Andreas, come!" she beckons you over. "You are play with us, yes?""Maybe later," you tell her. "Can I talk to you?""What is being about?" she asks.

DM: Ghostly images of dead soldiers appear before you, their swords drawn.You plunge you sword into their chests, but to your horror you notice that is of no use against the dead. Only briefly halted by your attack, the ghostly soldiers continue their attack. As you block their icy swords you feel like your energy is being drained.Weakend by this sudden loss you let your guard down and one of the soldiers manages to slash you across your chest. Luckily for you it is only a shallow cut and you are able to carry on your fight. Ignoring the stinging pain you...
Player: Quickly retreat
DM: Overwhelmed by the sheer number of the souls and the attacks of the dead soldiers you retreat. But with every step you take the souls close in on you. Absolutely terrified you call out to Cyrus, but you get no response.Thousands of souls envelop you as you make one final attempt to leave this place of the dead. The cold chill of death creeps through your body as the souls slowly take you with them to the realm of Hades. In your last moments in the realm of the living you can only see darkness. In the last split second before you enter the underworld a golden light fills your vision. Where did this journey go wrong?

DM: "One second," Gerda says as you get up to leave. "You just stay there. Stand right there, and don't move.""Uhh," you mumble, puzzled by her randomly giving you orders of where to stand. "Why can't I..." Before you can finish your sentence, your question is answered when Gerda takes one of her darts and throws it right past your ear, so close you think it cut a few hairs off. Turning around, you see that after giving you a trim, the dart hit the wooden target right in the centre. "Very nice," you grumble before starting to walk away."Take it," Gerda says, indicating to the broken arrow head stuck in the target. "You should work on your aim. Or, if someone gives you a hard time, you could always jab it in their throats. Whichever works best for you."Pulling the arrowhead from the target, you examine it briefly before slipping it into your pocket. "Thanks Gerda." It's so blunt by now that it probably wouldn't do much damage as a weapon, but using it as a dart might help improve your aim in time.You have gained 5 Accuracy.
Player: ... Did Gerda just give me a present?

DM: Name: Gender:
Player: Genderfluid
Player: Intergender
Player: Novigender
Player: Demiboy
Player: Androgyne
Player: Reptile
Player: Doormat
Player: Asynchronous
Player: Transnigger
Player: Adidas

DM: You bludgeon him with the butt of your rifle, knocking him out in a dull thud. The computer terminal screen displays camera placements.
Player: EXAMINE COMPUTER
DM: You sit down, keeping vigilance on the door. The terminal corresponds to the security alarms of the cameras, with a red button signaling the outpost of any intruders. The computer has many ports, allowing for additional devices and links to other systems. The setup before you has wires extending down and going through the wall, to some location on the outpost. You hear transmissions on the short wave radio, signaling in a coded language. The glow of the blue screen irritates your eyes, and the rapid blinking lights on the terminal adds to this.

DM: Mr Schwartz is a nervous little man who hurries you into his home in Backchurch Lane when you visit him."I was walking down Fairclough Street when I saw a stout man in a black coat and hat leading the dead woman down the road," he tells you looking frightened. "She said 'no not tonight, some other night'. They turned into Berner Street. By the time I arrived I saw them standing in the gateway where the murder happened. The man seized the woman and threw her down on the pavement and she gave some quiet cries of alarm. Across the street a second man was lighting his pipe."Schwartz takes a deep breath and goes on."This second man was middle-aged with dark hair and a brown mustache. He wore an overcoat and an old black hat. I didn't see the first man clearly. The man who threw drown the woman called out to the one with the pipe 'Lipski'. I turned to walk away and the second man, the one with the pipe, began following me. I ran as fast as I could and the man stopped following me. About fifteen minutes later I heard the first cries of "murder" in the street and saw people running towards Berner Street."You frown at Schwartz unsure what to make of him and uncomfortably aware that he is suggesting that the Ripper does not work alone. Thanking him you move on.
Player: Talk to Witness Mr Packer who saw the victim with a suspicious man
DM: You go to see Mr Packer, an elderlr man who runs a fruit shop on Berner Street close to where the body was found."I saw this Catherine Eddowes... no Elizabeth Stride woman at 11pm... or was it midnight?" he says in a confused, halting sort of way. "She came by with a young man with a black coat, a hat and a rough voice. She was playing with a sort of red and white flower and after he brought them both grapes they moved off. This happened last night... or was it the night before? Anyway I saw the man again in the street this morning, he stared at me for a while before running away when I challenged him."Unsure what to make of this old man's confused statements you thank him and move on.
Player: Wrap up this investigation

DM: Do you have any questions for Rhode?
Player: "Why have they chosen children to fight? We're not old enough for the arena."
DM: "No, you're not," Rhode agrees. "Zeru aside, none of you are even old enough to be considered for the arena. That was the wager though. Since Titus said that a student in this academy could be transformed within a year, Cato insisted on using children, since they would've had less training than the adults. It's not a normal occurrence, and by the Gods, it might just be the stupidest thing your Master's ever agreed to, but what can be done? He's a man. He'd probably chop his own cock off if Cato made a wager out of it."So, it seems that Master Titus has put all six of your lives on the line just for the sake of his ego. Somehow, this doesn't surprise you.

Player: Perhaps I should ask something else.
Player: "What happens if we lose?"
DM: Rhode rubs her temples in frustration when you ask your question. "Best case scenario, you are humiliated in front of the crowd, disgrace your Master and myself and bring shame on the academy. If you're lucky, you'll be horribly maimed, possibly missing an eye or a few fingers, and certainly missing a lot of blood. More than likely, you'll be dead. I hope that's enough motivation for you all to make sure that doesn't happen."
Player: "Is this a fight to the death?"
DM: Rhode takes a moment to consider your question before she answers. "I'll have to say 'no', but I say it in the most sceptical way possible. Technically, the battle is won when all the combatants on one side have either surrendered or are unable to fight. This is Cato though. Your Master and Cato have been at each other's throats since they were little more than children. Titus would be satisfied just winning the bet itself, but Cato's a vindictive old bastard. He knows that, for Titus, losing the bet would only be a small blow compared to losing six of his students. Make no mistake, the children you're fighting will have been ordered to kill you at the first chance they get."

DM: "Literally, you win when all of your opponents are either dead, surrender or are unable to keep fighting," Rhode tells you. "To get to that stage, it's all up to you. Use your instincts. Harness your skills and use them to your advantage. Gerda has her aim and her sharp eyes, Zeru has his skills with the sword. They'll have a hard as hell time catching Lula. As for you, Andreas, you know where your talents lie. Use the skills you have developed over your time here to win."

Player: "How are we going to win?"

DM: "Is the answer....A Hammer?" You ask.Faundeloy smacks his forehead and rolls his eyes."Idiot!" He says, "How would a HAMMER possibly make sense? Terribly sorry, but you're too stupid to live.And with that, he clubs you with a mighty stone paw, sending you reeling over the edge of the precipice, down into the Pits below.You scream as you plunge directly toward a massive Trapper, its' blood red jaws open wide, almost smiling as you plop directly into its' mouth.You give one last wail of terror as its' jaws close around you, forever.

DM: You finish eating and stand up with William as he starts to leave. You walk with him over to the glass doors that lead to the river. The weapons are already there. You pick up a bow and test the string as William sets up the targets. You pick up an arrow and adjust it in your hand onto the string. William quickly gets out of the way. You pull the arrow back on the string and aim. You let go and the arrow flies hitting the 2nd circle. William comes and makes you get back into position. He tweaks a few minor positions and then has you shoot again. You shoot the arrow and it hits dead center. You get so excited that you drop the bow and hug William and he just stands there in shock. As you calm down you instantly realize what you are doing and let go of William. He awkwardly laughs."Sorry," you say."It's okay," he says. All of a sudden there are screams coming from the gathering place.
Player: Stay Where You Are
DM: You decide to stay where you are. All of a sudden you are surrounded by people in dark clothing with bows and arrows ready to shoot. You try to think of something but aren't fast enough and they shoot an arrow into William's heart. As you go to catch him before he falls an arrow suddenly protrudes from the center of your chest and you fall on top of William dead.

DM: You press yourself even closer into the glass as the gunman notices you. You cower in the corner and hope. He lines up the gun and shoots.It misses.Instead of an explosion of pain you feel nothing. Part of you registers the sound of glass shattering so loudly it may as well be exploding from inside you.That is when you realize what's happened.The glass that held all your weight has fallen away. You are falling too.
DM: For a moment it feels as if you are floating. The air encompasses you gently and you drift.The wind begins to rip at your clothes, your skin, everything hurts. You miss the balcony below you and continue to plummet downward at impossible speeds. The air presses against you so hard that you can feel your bones moving, your organs shifting in your flesh.Pain erupts from inside of you as you scream. Your heart ;leaps into your throat.In a moment, when you hit the cold pavement 11 stories below, it leaps 4 feet to your left.It is awful for the cleanup crew.

Player: Search North of the Room.

DM: "Thank you, that's really kind," you tell Caecilia. "But would it be okay if I gave the charm to someone else? It's not that I don't want it, it's just..." you lower your voice, turning to look over at your team-mates. "There's somebody else who needs this more than me.""Oh," Caecilia says, sounding slightly surprised. She looks a little disappointed that you haven't taken the charm for yourself, but she nods her head all the same. "Yes, that's okay," she mumbles, putting the necklace into your hand. "Just... Please be okay. If you died because you didn't wear the charm, I don't think I could bear it." With that, Caecilia turns to leave, wiping a tear from the corner of her eye as she walks away.You turn back to your group of comrades, not knowing which of them will make it out of the arena alive, if any. Still, you can only give the charm to one of them.
Player: I give the charm to Zeru.
DM: Walking over to the silent Ethiopian, you hold out the charm for him. "Here," you tell the older boy. He just looks at the chain, not seeming sure what to do with it. "It's the symbol of the sun god," you tell him. "It's lucky." He doesn't respond, so you hold the chain out closer towards him. "Take," you tell him.Zeru might not understand what the charm is, or what it's for, but he hesitantly takes the chain from you and loops it around his neck, looking down at the little sun symbol for a second before turning back to you with a straight faced nod. "Thank you."You have gained 10 approval with Zeru.

DM: You insist on taking them to hospital to get checked over. They begrudgingly agree that it might be for the best, and allow you to escort them to the hospital a street away. Do you:
Player: Wait for them, to make sure they're okay and can get home.
DM: You wait with them for a couple of hours as they get interviewed by several different people and get checked over. Finally, they are released and you offer to make sure they get home safely. Overwhelmed by your kindness, they offer to take you for a coffee, saying you "more than earned it." Do you:
Player: Smile and agree, you could really use some conversation.
DM: You go for coffee, for the first time noticing the person's attractiveness. You enjoy pleasant conversation, the first time you've really felt comfortable with another person for months. You get their number, noticing their blush as they read it out. Several months later and you're engaged, your dusty flat long since vacated. Happier than you've been in a while, you think back to that day at the office, how very different your lives could have been if hate hadn't intervened in the way it had.

DM: You've been too slow.The goblins find you!In seconds, they're swarming up the tower, murder in their eyes.
Player: Restart from Suicide Mission
DM: Alright. This is it. Everything you've done up to this point has led up to this moment.The sun has set, blanketing the hill country in a cover of darkness.The clouds are thick in the sky, blocking the stars. You're thankful for small favors.Even though the sun has only just set, nearly everything is in pitch darkness. You can make out the shapes of the hills before you. The ground curves up and down. Wind whips the grass at your feet. Everything feels ominous.This is crazy, you think to yourself, Absolutely insane.You shake yourself out of it, pulling your thoughts together. You go over your plan, crude as it is.First, you'll sneak your way through the tall grass, and through the northern hills. Goblins are loud, clumsy, and messy, making them incredibly easy to track, particularly for someone as skilled in tracking as yourself.You figure you'll be able to find their encampment quite easily.Once you've found their base, you'll be able to figure out more. And then you'll wait, hidden, outside their encampment. They may be a large force, but you've played and lived in these hills since you were a little boy. You know all the hiding places that they would never find.And then you'll wait, hidden outside their encampment, as long as it takes--all night, if need be--until their leader shows his miserable face.And then you'll put an arrow right into his heart.It's a crude plan. You'll die, of course---but your one hope is that without leadership, the goblins will fall apart and leave Lyestra alone.Alright. Time to go.

DM: You take some time to think it out,And tighten up your fist,Then turn your head away and say,"Suppose I did assist."How would I go about it, then?As far as I can tell,If I could break them easily,Then couldn't you as well?"The dragon shakes its head and says,"Not all is as it seems.The spell on them that keeps me bound-It only affects me."If you would only hack at themI'm sure that you'd break through.That thing you thrust before my face,The sword, would prob'ly do."It motions at the blade you wieldAnd beckons you to near,A desp'rate glimmer in its eye,At least, so it appears.
DM: You look upon the beast and knowYour intentions unlike.The dragon's far too trusting; it'sThe perfect time to strike.You near it swiftly with your sword,And more ready than not,You charge its underbelly, oftA dragon's weakest spot.The dragon, though, seems to have beenExpecting your assails,And dodges, leaning sideways, soThe sword just strikes its scales.The dragon scoffs, "Did I not askThat you just break the chains?"And shifts to a protective stance."Do not try that again."I won't go down so easily;Your foray's of no use.I ask that you free me once more.I swear you've naught to lose."
Player: Free the dragon
DM: Ultimately, the dragon showsNo malice, you decide.You take your sword and swing it towardIts spellbound chains in stride.The link you strike lets off a sparkAnd with a crack, splits twain.And choosing a few other ones,You do to them the same.The chains' integrity collapsed,They now begin to slack,And with metallic clamoring,They slide off from its back.The dragon heaves a heavy groan,Free from the magic's clings,And stands itself upright and tall,And stretches out its wings.

Player: Throw the dagger

DM: You walk on and on until you
Player: Reach the Oasis

DM: You run towards the gladius as fast as you can. As you draw closer, you see that a girl on your opponent's team is after the same weapon as you. You push yourself as hard as you can, but just as you're reaching out to grab the hilt, your enemy snatches it out of the sand and holds it over you, leaving you completely at her mercy.You look up at the girl and realise how young she is. She must be about the same age as Alexius. Very small and very pretty, with olive skin and long, dark hair hanging in braids on either side of her head. This must be one of the three children that Titus chose to oppose you. You can see that she's struggling to even hold up the sword, as it's far too heavy for a child her size. Even with a weapon in her hands, this little girl doesn't look like she could do much harm to anyone... She proves you wrong.Lifting the sword up high, the girl swings it with all her strength, slicing you across the throat as she does so. The last thing you see is a thick, red pool of your own blood forming on the ground beneath you. Then everything goes black.You have died.
DM: Note: This game is an update of the original version of The Price of Freedom: Innocence Lost, published in 2014. The update contains three more stats, a choice of names for your character, the option to play as either male or female, two extra chapters, far more background and character development, and is over twice as long as the original, with a total of over 100,000 words.You can keep track of your character's progress by clicking the "STATS" button at the top of the screen.Warning: This game contains scenes of extreme violence, abuse and strong language, and is not suitable for players under the age of 16.

DM: You run towards the sica as fast as you can. As you draw closer, you see that a girl on your opponent's team is after the same weapon as you, but with a desperate burst of speed, you literally throw yourself towards the sword, skidding across the sand and snatching the sica by the hilt, just in time before your enemy can grab it.With the sword in your hand, you roll onto your feet and look into the eyes of your unarmed opponent. This must have been one of the three children that Titus chose to oppose you. The girl must be about the same age as Alexius, with olive skin and long, dark hair hanging in braids on either side of her head. Even if she had a weapon, a girl like this doesn't look like she could do much harm to anyone. She's very young, very small, and absolutely terrified. Your sword is inches away from her throat, and you could kill her in a heartbeat without any resistance at all.What do you want to do?
Player: This girl is my enemy. I need to kill her.
DM: Just because the girl looks harmless doesn't mean she won't kill you or any one of your team mates if she gets the chance. Without hesitating, you quickly slash your blade across the young girl's throat, and are sprayed with crimson as the blood pours out from her neck. She is dead within seconds, collapsing to the ground in a pool of her own blood, a look of sheer terror frozen forever in the child's innocent eyes.This is the first time that you've ever killed anyone. How do you feel?

DM: You quickly sprint into the arena and grab the pilum straight away. You know you're going to need a sword to keep yourself alive in close combat, but for now, your eyes scan the arena for possible targets for your new weapon. Zeru and Gerda are both skilled with the spear, and they're both close enough that you could throw it to either of them if you wanted to arm one of your team mates.On the other hand, you still have six opponents in the arena, all heading towards you at full speed. You could use the pilum to take out one of your enemies before they even reach you, which would make the battle that little bit easier for you and the rest of your allies.
Player: I throw the pilum to Zeru.
DM: "Zeru!" you call out to the older boy. As he turns to you, you throw the pilum in his direction. This doesn't do much good though, since your aim is completely off. When you throw the long spear, you lose your footing, causing the thing to go flying at a completely wrong angle, nowhere near the direction that Zeru is heading. You catch Zeru rolling his eyes at you, annoyed that you distracted him when he has a battle to focus on. With that out of the way, he carries on running towards the centre of the arena to find a different weapon.You have lost 5 approval with Zeru.Well, that was a complete waste of time, and now you need to get another weapon for yourself. The sica and the gladius still haven't been taken, but you've lost precious seconds trying to get Zeru that spear, and you'll have to be even quicker if you want to reach the gladius in time.

DM: You continue north for several days when you begin to get low on food. What do you do?
Player: Scavenge for roots and berries.
DM: You begin to search for roots and berries in the forest. You gain enough food for a while and you will now notice berries and roots easier on your journey.
Player: Continue North
DM: You continue north when you see a city in the distance. It is on the other side of a river. You try and keep your distance from it, but soon you realize you must cross the river. You manage to get across relatively easily. As you come near the city, you see a sign that with lettering that looks like "Cincinnati". You can't read, but you do have a small understanding of some of the letters from your father. You sound it out. "Kinkinnaty". You had heard from other slaves of a city that had a similar name. "Sinsinnaty" where people would help runaway slaves. You put two and two together and realize that this is the city you are in.
Player: Enter the city
DM: You enter the city through some alleyways, when suddenly someone spots you. "Who're you?" He says. Its a white man and you don't know what to say. You run immediately from him and right into a busy street. You keep running when suddenly someone pulls you aside and asks you a question. "Are you a runaway?" He seems trustworthy, and you are calmed by his voice. "Yes" you say. "Come with me" He takes you into his home where you see other black people. He tells you he helps people get to Canada and is part of an "Underground Railroad". He says that you can stay at his house and in a couple days they will take you by carriage to a train station where you will ride a train as "cargo". You will then be shipped to Canada on a boat. However, you don't know of any white men who were that nice. He could easily collect your bounty and you could be back in bonds. You think you could likely make it to Canada by yourself. What do you do?
Player: Trust Him

Player: That was exhilarating! No wonder the Romans love death so much.
DM: You've heard stories about gladiators that have been granted their freedom, but returned to the arena to fight of their own free will. You never understood this before, but now you think you do. An almost psychotic smile creeps over your face as you look down at the blood that drips down from your armour and sword. The crowd around you is cheering for the first kill, but they are only watching. They'll never understand the power you feel right now. The power to take a human life. They can fill their lives with wine and exotic smoke and every kind of carnal pleasure man can imagine, but they'll never experience anything close to the high that you're feeling right now.This little girl might be your first kill, but she certainly won't be your last. Even now you are surveying your surroundings, looking for your next victim.

DM: You twist the bomb around and give it a thorough examination. It looks like this bomb has 3 modules that must be completed in order to defuse it. It doesn't seem like they have to be done in any particular order, so it looks like you can choose any module to get started. But you need to hurry, 'cause time is ticking.What module would you like to solve?
Player: Maze Module
DM: You turn your attention to the maze-looking module. As soon as you touch it, your surroundings change...And suddenly, you're in a maze. You look up and down at the walls, hoping that they're climbable so you could potentially gain a good vantage point, but to no surprise, there are no footholds or handholds. The walls tower above you to the point where you can't see above them. All you can see is the entrance in front of you, so you step inside.
Player: Enter the maze...
DM: As soon as you step foot into the maze, a wall phases into existence behind you, and a pop-up window appears in front of you.Welcome to the Maze!Find the exit, and you'll solve this module! However, there are many twists and turns along the way. Will you get out in time, or will you be forced to wander eternally? Here's something to help you along!A poem? Odd...Find a WayUp and up the spiral we goRight away we findUp was actually the wrong way to goPerhaps going right will be fine?Right, up, right, downRandom directions going aroundNot gonna lie, I'm starting to feel downAll my hope has left me outHere in this rabbit hole, going down and downWait, look! There's the exit light! Just another right!Perhaps, you too will make it out all right.This looks important. You feel like it would be good to memorize this or jot it down if you had a pen and paper, just in case. It doesn't seem like this poem is going to stay up for much longer.Well, after that little bit, you see that there are three directions you can go. So, which way should you go?

DM: "Gerda!" you call out to the older girl. As she turns to you, you throw the pilum in her direction. This doesn't do much good though, since your aim is completely off. When you throw the long spear, you lose your footing, causing the thing to go flying at a completely wrong angle, nowhere near the direction that Gerda is heading. You catch Gerda shooting a scowl at you for your pathetic attempt at helping her, and she carries on running towards the centre of the arena to find a different weapon.You have lost 5 approval with Gerda.Well, that was a complete waste of time, and now you need to get another weapon for yourself. The sica and the gladius still haven't been taken, but you've lost precious seconds trying to get Gerda that spear, and you'll have to be even quicker if you want to reach the gladius in time.
Player: I go for the gladius.

Player: I go for the sica.
DM: You run towards the sica as fast as you can. As you draw closer, you see that a girl on your opponent's team is after the same weapon as you. You push yourself as hard as you can, but just as you're reaching out to grab the hilt, your enemy snatches it out of the sand and holds it over you, leaving you completely at her mercy.You look up at the girl and realise how young she is. She must be about the same age as Alexius. Very small and very pretty, with olive skin and long, dark hair hanging in braids on either side of her head. This must be one of the three children that Titus chose to oppose you. You can see that she's struggling to even hold up the sword, as it's far too heavy for a child her size. Even with a weapon in her hands, this little girl doesn't look like she could do much harm to anyone... She proves you wrong.Lifting the sword up high, the girl swings it with all her strength, slicing you across the throat as she does so. The last thing you see is a thick, red pool of your own blood forming on the ground beneath you. Then everything goes black.You have died.

DM: Glancing around the arena, you notice a much older looking boy on your opponent's team, who's picking up a large axe that looks like it could do a lot of damage. Steadying your hand, you throw the pilum in the direction of your enemy. This doesn't do much good though, since your aim is completely off. When you throw the long spear, you lose your footing, causing the thing to go flying at a completely wrong angel. The pilum misses it's mark, landing in the sand several feet away from the boy who snickers at your pathetic attempt on his life before heading straight into the thick of the battle.Well, that was a complete waste of time, and now you need to get another weapon for yourself. The sica and the gladius still haven't been taken, but you've lost precious seconds trying to take out an opponent, and you'll have to be even quicker if you want to reach the gladius in time.

DM: You glance through Lord Van Raalte's Accounts from 1940 to 1960 and see that he employed twenty-two people on the Island during his time here, butlers, maids, gamekeepers and boatmen, he also spent large sums constructing the Villa and Hides in the Wetlands and a Hunting Lodge, Gamekeeper's Hut, Blacksea Farm in the southern half of the island and Living Quarters near the Castle. The accounts end abruptly with his death certificate (his cause of death being Smoke Inhalation) and his last Will and Testament in which he leaves everything to his wife.
Player: Leave the Villa
Player: Enter the Villa
DM: You step quietly into the Villa to find the ground floor is a Museum of sorts. There are tables inside which are lined with various papers, books and notices identifying them, among the contents is Dr William Benson's Journal, Colonel Augustus Foster's Letters, William Waugh's Financial Reports, Lord Marcus Van Raalte's Accounts and Lady Mary Bonham-Christie's Drawings. Sitting despondently behind a desk in the corner is a middle-aged woman staring at the floor. She has a smell of alcohol hanging about her and with a start you realise she is Olivia Powell, Robert's mother. There is a black and white engraved photograph of a man with a burnt face standing in a field behind her.

DM: You are standing at the top of the siege tower.The goblins are searching for you.You have a coil of ropes.
Player: Fire an Arrow into the Center of Camp

DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.Aaaaaaaaag> Quel est votre genre ?
Player: FÃ©minin
Player: Lion

DM: You grab the matchbook and run back to the sitting room. Checking for the old man, you strike a match and toss it on the chair. The old man attacks and you are able to fight him off with your fire poker, but the match went out before catching the chair. You take the poker and begin to smash up the television and throw the old wood frame on the chair. The old man shows up again and you fight him off once more before lighting another match and tossing it onto the pile. It catches the dry splinters and toxic smoke begins to fill the room and you retreat coughing. The old man appears one more time, but this time his body appears to be on fire. He doesn't yell or approach you, but looks at you you and says "beware Valak" then is consumed by the flames.
Player: Valak?
DM: Thinking hard you remember reading, or watching, something that mentioned Valak and that Valak was a demon. Your blood runs cold, this is way out of your depth, but you probably should do something right? You still have the vial in your pocket with a single drop of water left and you know you can probably scavenge some wood from the half rotten couch in the sitting room. The question is do you make a weapon with the wood or do you try and make a crucifix?

DM: You're walking back to your dorm room. It's the last night of final exams and your brain is exhausted, but finally, you have finished. Your backpack feels lighter than it has all semester (since you have already sold back most of your books), and the weather has finally gotten warm after a long winter. You still haven't finalized your plans for your summer. Some friends have invited you along on a road trip for a couple of weeks. Exploring the south western United States could be fun, you think. But then there are family obligations. You promised your uncle that you'd help him run his newspaper over the summer. This would be a great job experience, especially considering the fact that you're majoring in Journalism. You weigh the pros and cons of both choices as you cross the deserted campus. It's almost eerie this late at night and you realize that you've only seen two other people since you left your exam. You pull your backpack closer and try to think back to the self-defense lecture you had had once in high school. Although comically all you can remember is to hit someone in the groin. As you are trying to remember whatever you can from that class you hear a metallic scraping sound from your left, making your skin crawl. Again you contemplate your options:
Player: Get into a self defense position and prepare to fight
DM: You quickly drop your weight and make a defensive stance, finally remembering something from that self-defense class all those years ago. You quiet your breathing as you listen for that sound to repeat, unsure if you actually want to hear it again or not. You swear you feel like you're being watched, and ordinarily that would make you feel silly considering the position you are in. Instead it makes you feel more tense. Finally you hear the sound again. It makes you jump, your heart racing. Your instincts are pushing you to make a choice...
Player: find your foe and fight!

DM: You decide to walk home. When you get their, you find your house in flames, and on an unscorched wall, in bloodred letters, are the words "I burnt your house. Ha ha ha! Sincerely, Joseph Fetchen"
DM: You cry for a while. Then you have a sudden urge to steal a car.

DM: You are a young, 15 year old male. Today, you go to talk to your girlfriend who loves you very much, you have been dating now for 10 months.
DM: Your phone rings. "Hey, baby!" she texts. "I missed you! How was your day?" she says with joy in her voice she hasn't talked to you in so long.
Player: Pretty good.
DM: "That's nice! My day was good, too. School's being a jerk, but otherwise, I'm doing good." You can imagine her with her bubbly personality, giggling and stroking her hair. "What are you doing?" she asked.
Player: Thinking of you.....
DM: "Awe, baby! So sweet! You won't have to miss me.... wanna come over?" she asks. What now?
Player: Busy.....

DM: You decide to help Gerda deal with the older boy she is fighting, but you'll need to choose your next move wisely. The boy is clearly dangerous, and that battle axe could do a lot of damage. Luckily, the boy is preoccupied with Gerda and hasn't noticed you yet. Still, you'll have to think fast if you want to save Gerda before she gets her skull split in two.How do you want to go about this?
Player: The sword might not be designed for this, but a well aimed throw of my weapon could remove the boy as an obstacle, and I wouldn't even have to fight him.
DM: No point wasting time. The boy with the axe doesn't even know you're coming, and you'll help Gerda a lot quicker if you send your sword ahead of you. Charging towards the fight, you put all your strength into swinging the sword behind you and then hurling it through the air towards your enemy. Unfortunately, your aim is off and the sword lands in the sand a few feet away from where Gerda and the boy are fighting. Your attempt at helping an ally has only succeeded in drawing your opponent's attention to you. Enraged by your attempt on his life, the boy delivers a swift kick to Gerda's stomach, sending her falling backwards and leaving him free to attack you. The boy charges you, and now you are completely defenceless. All you can do is watch, frozen as his axe comes down to meet your skull.You have died.

DM: You decide to help Zeru deal with the older girl, but you'll need to choose your next move wisely. The girl clearly knows what she's doing, and that pike she's carrying is light weight, which gives her the advantage of speed. Luckily, the girl is preoccupied with Zeru, and hasn't noticed you yet. Still, you'll have to think fast if you want to save Zeru before he ends up with that pike impaled in the back of his head.How do you want to go about this?
Player: Why waste my advantage? I'll sneak up on the girl while she's distracted by Zeru, and attack her before she even knows I'm there.
DM: Well, there's no point in drawing attention to yourself. Better to beat your opponent at her own game. While the girl with the pike is focussed on Zeru, you carefully but quickly sneak up on her, treading as softly as you can so she doesn't hear you. Unfortunately, your clever plan fails you as, just as you are almost close enough to attack the girl from behind, she catches sight of you from the corner of her eye and immediately turns her attention from Zeru to you. It happens so fast that you are left shocked and frozen in fear. You are not fast enough to react as your enemy shoves the tip of her spear into your throat.You have died.

DM: Well, there's no point in drawing attention to yourself. While Gerda keeps the boy with the axe distracted, you carefully but quickly sneak up on your enemy, treading as softly as you can so he doesn't hear you. Unfortunately your clever plan fails you as, just as you are almost close enough to attack the boy from behind, he catches sight of you from the corner of his eye and immediately turns his attention from Gerda to you. It happens so fast that you are left shocked and frozen in fear. You are not fast enough to react as your enemy raises his axe and brings it down into your skull.You have died.

DM: No point wasting time. The girl with the pike doesn't even know you're coming, and you'll help Zeru a lot quicker if you send your sword ahead of you. Charging towards the fight, you put all your strength into swinging the sword behind you and then hurling it through the air towards your enemy. Unfortunately, your aim is off and the sword lands in the sand a few feet away from where the girl with the pike is standing. Your attempt at helping an ally has only succeeded in drawing your opponent's attention to you. Enraged by your attempt on her life, the girl forgets about Zeru for a moment and focuses on attacking you. She takes a few steps towards you with her pike in hand and you are completely defenceless. All you can do is watch, frozen as she throws her weapon into the air and it slowly falls to meet your skull.You have died.

DM: Finally, you and Aercaena arrive at your room. Both of you are unable to contain your excitement. You haven't felt this way since the time you and the princess had this level of intimacy the night before you left to fight in the war.
Player: Keep Moving
DM: You both step inside the door."Just give me a second," you say, locking the door and shutting drawing the curtains closed. Your family knows better than to come into your room, but you also know that you can never be too careful.Aercaena has shed her footwear and clothes, clad only in her white lace undergarments. You do likewise, eager to join her in bed.You both lie together, and begin to kiss each other's lips and bodies. You both hunt for the delicious ecstasy that you'd experience over a year ago.Soon, you're both unable to do anything but surrender to pure basic instinct as you both tear away each other's remaining clothes. "I love you, Aercaena," you whisper in her ear before kissing her chest, unable to resist her any longer. "I love you, too, Aric, " she says in between kisses, a whimper rising from her throat. You have to return to her, you couldn't even think about life without her, not now, not after thinking about getting back to her after the war."I'll be back," you whisper. "I promise. But let us not think of such things, and let us enjoy tonight."Nodding, Aercaena pulls you against her, and asks in a faint voice, "Then make me happy for a night, before you have to go, won't you, my love?""I'd be more than happy to oblige," you say, smiling.

DM: AAAH
Player: x
DM: AAAAX
Player: l
DM: AAAAAL
Player: e
DM: AAAAAAE
Player: x
DM: A

DM: You decide to play some basketballYou walk over to the court and see a bunch of people running up and trying to slam dunk the ball. No one has been able to to it yet. Johnny Jimclass is up next and is getting ready to go for it.What do you do:
Player: Grab a ball and go for the slam dunk
DM: You decide to grab a ball and go for the slam dunkYou pick up a basketball and ready yourself to go for the big dunk. All of the basketball jocks cheer you on. You run up to the basket as fast as you can, jump as high as you can, and ... you actually make it! You land on your feet, but then slip on a puddle of sweat, and crash face first to the floor. You feel your jawbone SNAP and can taste loose teeth in your mouth. As you are about to get up, you hear the jocks cheearing again, and you see Johnny Jimclass going for the slam dunk, missing, and lands right on your chest, collapsing it. Everything fades to black as you struggle to take your last breath. You die.Tsk Tsk Tsk. Show off!
Player: Run away from your mom
DM: You decide to run away from your mom.Your mom chases you outside and catches up with you. She then proceeds to beat your head against the curb.Stay home in a game about school? How lame!
DM: Well, I gues you couldn't cut it in the life of a FHS student. Better luck next time.Your final score is: 000

DM: As Henry Ford once said, "Quality means doing it right when nobody is looking." You take the extra fifteen seconds to open the door, bludgeon the rotter's brains in, and shut the car off. Over the course of several minutes, you manage to siphon a considerable amount of gasoline, but not without getting a mouthful. Bleh. But hey, at least you're on the road again. It's a long way to Canada, but with your superior intuition and not-suck-ish-ness, you're confident you can make the journey.
DM: It is a long and arduous journey, but over the course of many days, you do indeed make your way to the barren tundra of northern Canada. There, you live alone in a cave, as you neglected to bring tools to build a cabin. The cold, the toxic substances you were exposed to siphoning gas, and chronic lack of sex takes its toll on your sanity. Eventually, you are seduced by a lithe young bear, and you let her move into your cave because her folks threw her out. She is an amazing cook, and prepares many sandwiches for you. Life has never been better. One day, you decide to cover yourself with honey because you think it will be a turn-on to her. She then eviscerates your genitalia, and you die of a broken heart.

DM: Wow, this looks overwhelming... Are you going to pull this off within such a short time frame? Self-doubt is setting in.
Player: No, it's too much... I can't handle it
DM: I knew you didn't have what it takes - lucky you found out now, not later. Have fun working in some underpaid job, quitter...

DM: It was very late April. It was getting up to 90%. Albus saw no sight of Scorpius after that day at the Burrow. People stared to talk about thew end of the term. Albus continued to talk to Gregory. He was really into what Greg was saying about his time in the European Hogwarts. Some kids tried making fun of Albus. Then Scorpius came marching in. He was screaming for Albus. A bunch of people went in front of Albus. Then Slughron came marching in. He split everyone up. Scopuis used a freezing spell on Slughorn, he tried tio grab Albus. But Albus had read the spell book carefully. He could either use a Freezing spell too, Or a fire spell.
Player: Inflation Infarmoury-Fire
DM: Albus put Scorpius on fire, and Scorpius ran. He was soon after Expelled forever. It was May now. People started to fill up the hospital. Then Albus walked in, and saw everyone in the Hospital was suffering the same fate as Kellen. Then the people screamed to Albus. "He is through the Wall." Albus was sure of where it was, and he wanted to tell a teacher about it. But who to tell.
Player: McGonagall
DM: Albus walked in there, and noticed McGonagall writing a letter. She saw Albus, and jumped. "Oh, I'm sorry Albus." She said. "What is it?" "I Know about the hidden door!!" Screamed Albus. "No, you don't." she said. "Now leave." Albus left. He felt he got nothing done. He ran upstairs, and told Rose, and Kellen to come. He was going to find the person behind what was going on. "I think it's Draco," Albus said. "If not It's Scorpius." No one else believed that a person like Scorpius or Draco could enter the door. They ran downstairs quickly. They entered the door which led to the mysterious man.
Player: Inside the door

DM: You move quickly to the side, careful to keep your eyes on your attacker as you try to put a few steps distance between yourself and him. You succeed, but also separate yourself from the rest of the group, making you extremely vulnerable. The Gaul takes the bait and follows in your direction. When satisfied that he is far enough away from your team mates, he strikes. A quick swing of his blade causes you to drop to the ground and roll out of the way to keep all your limbs intact. Unfortunately this disorientates you, and as you try to pick yourself up, you find your arm doesn't move with the rest of your body, and turn to discover the reason why. Your enemy is standing on your sword.You tug at the blade, but it is too heavily pinned down and you are not strong enough to pull it free. If you do not move quickly, the Gallic man will kill you, but if you let go of your sword, you will have no way of defending yourself. In the next couple of seconds you struggle to make a decision before realising that you are already out of time. Your enemy has raised his sword once more and you do not have time to move before he strikes. A cold, cruel smile spreading across the man's face is the last thing you ever see in this life.You have died.

DM: The man is clearly humiliated to been seen struggling to defeat a twelve year old, and he's eager to finish this fight quickly. Repeatedly bashing his sword down on yours with all his strength, he pushes you further and further down until you have to drop to your knees. Eventually, he hits your blade so hard that the thinner steel cannot take the pressure and a deafening metallic shriek rings across the arena as your sword is cut clean in half.With your weapon destroyed, your enemy raises his spatha high above his head, ready to attack you one last time. But for once, just once, your youth and tiny stature work to your advantage. Due to the weight of your opponent's weapon, he has to bend his knees slightly in order to lift it, and since his legs are parted and you are so small, you have only to throw yourself forward and roll through them as the Gaul brings his weapon crashing down. Barely escaping with your head still attached, you then quickly get to your feet. Now, in the brief instant before your enemy can turn around, you need to end this, and you have only seconds to decide how. Moving what remains of your broken sword to your enemy's neck, you can either hold the blade steady against him, forcing the Gaul to drop his weapon and surrender, or you could simply slit his throat, stand over your defeated opponent and watch the sand turn red as he bleeds out. The choice is completely yours.
Player: I am not a mindless animal that kills on command. No matter what kind of person he is, this man is a human being and I choose to let him live.
DM: You bring what remains of your blade to a stop just as it brushes against the Gaul's throat. Even as he breathes, his neck is pressed closer to the cold steel, leaving a slight cut that sends a trickle of blood down his neck, but he is alive. Alive and smart enough to know that he is defeated. He freezes completely. Even though you're at least six years younger and more than a foot shorter than him, even though you're weak and injured and tired, even though your weapon is broken into shards, your enemy is completely defenceless against you. After a brief moment of silent hesitation, the Gaul concedes defeat by dropping his spatha to the ground. You have won.

Player: It's over.
DM: Suddenly, the rest of the world returns. The roar of the crowd grows louder and louder as they cry out their support for your victory. Hundreds of people are cheering for you at the top of their lungs, but ultimately, in the audience, there's only two faces that matter.Titus is sitting at the podium with Cato at his right hand side and Rhode at his left. Cato looks suitably miserable, considering his utterly humiliating defeat, but his reaction isn't the one you're interested in.

DM: As you bring what remains of your blade towards the Gaul, you jab the broken steel into his neck without hesitation. He tries to cry out, but all he can do is gargle and choke on his own blood as it pours through his throat into his mouth. This lasts only a few moments before your enemy falls silent and collapses to the ground. Despite all the odds, despite being at least six years younger and more than a foot shorter than your enemy, despite being weak and injured and tired, and even though your weapon is broken into shards, here you stand and there he lies. You have won.But your victory is not the only thing on your mind right now. This is the first time you have ever killed anyone. How do you feel?
Player: I don't feel guilty at all. That bastard killed Brasus. He had it coming.
DM: You've known Brasus for almost two years now. You've seen him struggle through every day of his life. You've seen the other students torment him every day, mocking his weakness and cowardice. You've also seen that the boy never had a mean bone in his body. You've seen him become good friends with your little brother, and you've seen the two help each other to train and become stronger. Now you've seen the heartless smile on this man's face as he slit the little boy's throat. You stop to spit on the Gaul's body before you turn away. You feel no guilt at all.

DM: You walk over to the bulletin board and see five posters hanging up. You happen to glance at the clock and notice that no time has passed since you have arrive in the cafeteria. What would you like to read?
Player: Fairview Cult Poster
DM: WEIVRIAF TLUC * This is not a Fairview Cult PosterWhat poster would you like to read now?
Player: None ...
Player: Go into the lunch line
Player: Slip an orange in your pocket and sneak out
DM: You decide to steal somethingYou slip it down your pants and casually walk out of the line, pretending you didn't want anything. Then, you run into John Videc, who asks you if he could borrow 40 cents, for his 40-cent discounted lunch. What do you do:
Player: Give him the fourty cents
DM: You decide to give Jon 40 cents You slip you hand into your pocket and pull out fourty cents. You hand it over to him and he says: "Aw Dude! Thanks a lot! Hey, by the way...I don't know where are the chairs are today, but if you just keep looking you will find one!" Oddly, you notice that no time has passed since you walked in the cafeteria. What would you like to do now?

DM: You've heard stories about gladiators that have been granted their freedom, but returned to the arena to fight of their own free will. You never understood this before, but now you think you do. An almost psychotic smile creeps over your face as you look down at the blood that drips down the broken hilt of your sword. The crowd around you is cheering for the blood spilt, but they are only watching. They'll never understand the power you feel right now. The power to take a human life. They can fill their own lives with wine and exotic smoke and every kind of carnal pleasure man can imagine, but they'll never feel this high that you're feeling right now.This man might be the first you kill in the arena, but he certainly won't be the last.

DM: You know you had to do it. There's no knowing what would've happened if you hadn't made the killing blow. After all, this man was a lot older and stronger than you. If you'd tried to force him to surrender, he could've gotten the upper-hand somehow and you highly doubt he'd have hesitated killing you. He was a threat to yourself, your team-mates and your little brother, and if you'd left him alive he might have killed any one of them. That doesn't make you feel any worse about it though. This is something that's going to haunt you for the rest of your life. The Gaul might have been a ruthless warrior, and you don't know how many people he's already killed or how many he'd go on to kill if you let him live. All the same, he was still a human being, bought and sold and trained to kill, just like you. Were you really all that different? Now he's gone. He died alone with nobody to mourn him, and you will never be able to forget that.

DM: You know there must be something wrong with you, but looking down at the lifeless body of the first man you ever killed, you feel nothing. No guilt or shock or any kind of bloodthirsty battle thrill. Nothing. You're just completely numb. Perhaps the reality hasn't sunken in yet. Honestly, it doesn't really feel like you've killed anyone. All you did was lift your sword and attack your opponent like you've done every day during training. The only difference is that now you have a dead body and a large pool of blood at your feet.Perhaps it will take awhile to come to terms with everything that happened today. More likely you will never really come to terms with it, and one day, slitting your enemies throats in the morning will just become the norm for you. Time will tell, you suppose.

DM: Titus seems to be enjoying himself immensely. He is roaring with laughter and slapping Cato on the back in one of the most false displays of friendship you have ever seen. He seems to be bragging to his rival about his own victory and as he does so, he appears to be pointing out the bodies of all of Cato's gladiators that lost their lives during the battle. Along with the rest of Rome, Titus is very much entertained by watching blood being spilled in the arena. He would probably have been more impressed with your performance if you'd spilled more of that blood yourself.
Player: I wonder if Rhode feels the same way.
DM: Rhode, on the other hand, while completely merciless during training, seems to be the only spectator in the audience that isn't cheering for the loss of human life. On the contrary, her eyes seem to be fixed solely on the body of Zeru. She isn't crying like a distraught mother, but you can still see loss in her eyes. Zeru was one of Rhode's most promising students. She spent so many years trying to prepare him for the arena, trying to make sure that he would survive. Now he's gone. Perhaps you could've done something to save him, but it's too late to think about that now.
Player: So, this is what it means to be a gladiator.

Player: Look up something else on your computer?

DM: You decide to return to the bedroom, but you see no one. There is your bed, but it's no time to be sleeping. Nor it is right to have your computer on. You don't believe anything here will help you.
Player: Look closer
DM: You glance back to the hallway, see nothing, then decide to investigate the room further. You check under the bed, but it's so low, you can't imagine anyone to get under there. You look at the shelf, the desk with your laptop, but nothing.

Player: I need more time to prepare!

DM: I tracked her down in no time flatShe was on her master's summer matShe screamedShe criedShe cursedShe yelledShe thrashed aroundShe pushedShe squeezed my handShe pushedShe screamed bloody murderShe pushedShe broke my handShe pushedShe took her first breathShe criedShe got outShe got cleaned upShe was placed in her mother's armsShe was then placed in mine
Player: Perfection
DM: I looked at her facePure beautyHer deep brown eyesPerfectionI'd never seen a baby So perfect in creation Then again I'd never seen a babyAnd yet she was beautifulShe was lifeMy heart felt as thoughShe way one with meDespite no relation She was like my creationI loved her with all my heart and soulShe was born on Vulcanian dayShe was my little flameSo I called her Flamma
Player: The next day with Flamma
DM: I took care of Flamma the whole nightHer mother stayed to feed her milkEarly the next morning, we went outMy baby and I, her skin soft as silk Just as I was walking down to townThe Earth began to rumble and moveThe people around me fell downEveryone looked around with confusion A large dark cloud appeared in the airA woman yelled, "what is that thing?!"It sat above Mt. Vesuvius with maliceAs the people began to pray and sing Pompeiians near and far came outAnd stared at the dark cloudFlamma cried and cried at the shakingWe stood in the middle of a large crowd Some people left the city not knowingWhat was going on in the slightestI went back to the room I was rentingIt seemed there was a dimming of light Was the sun blocked out by the cloudI hadn't the slightest idea at allBut when ash rained from the skyI knew that danger had fallen I felt a certain power flow through meBut I needed all of my strength to saveThe people of the Pompeii communityI'd have to leave my Flamma with the slave
Player: Save Pompeii

DM: Breathing a heavy sigh of exhaustion, you look away from the crowd and turn back to your group. Everybody is reacting to the attention in different ways. Gerda, of course, is loving every minute of it, raising her hands high and cheering along with the crowd. It doesn't surprise you. Knowing Gerda, she probably enjoyed the battle more than they did. Lula doesn't seem to care about the crowd at all. She's just sitting alone in the sand, trying to catch her breath as her eyes roam over the carnage around her. The girl is exhausted and she's probably experienced more fear, rage and shock in the last ten minutes than most people experience in their whole lives. It might take awhile to sink in. As you look around, you briefly catch glimpses of your opponents, some of which will survive, some probably not, and the rest are dead already. Your attention is pulled away from them though, when your eyes fall on your brother.Alexius isn't looking at the crowd, the rest of your group or even the bloodbath that surrounds him. His eyes are fixed solely on the body of his friend. Brasus and Alexius were alike in so many ways, and you doubt your brother will cope well with his death. "Andreas!" your brother suddenly calls over to you with shock, and what you think is a trace of hope in his voice. "Andreas, he's alive!"

DM: Titus seems to be enjoying himself immensely. He is roaring with laughter and slapping Cato on the back in one of the most false displays of friendship you have ever seen. He seems to be bragging to his rival about his own victory and as he does so, he appears to be pointing out the bodies of all of Cato's gladiators that lost their lives during the battle. Along with the rest of Rome, Titus is very much entertained by watching blood being spilled in the arena. No doubt he appreciated your contribution when you spilled some of that blood yourself.You have gained 5 approval from Titus.

Player: "They say, "Son don't change." And I keep hoping they won't see how much I have." - Borderline

DM: Dropping to your knees, you put your hands over the wound on Brasus's throat to try and slow the bleeding. You know it won't do much good though, his biggest problem is the blood he's breathing in, not the blood that's spilling out. "Hold on Brasus, you're going to be okay!" you tell the boy. "We'll get you a healer, it's going to be fine!"Brasus opens his mouth as if he's trying to speak, but instead of words, the boy can only manage a weak cough, followed by a rush of blood spilling from his mouth. Alexius is crying in panic and you know there's nothing you can do.Suddenly, the weight is taken from your shoulders when Lula appears at your side and uses all her force to jab her trident right into Brasus's heart. A gush of blood spills from his chest and it's all over. He's gone.Brasus is dead.
Player: The Gods have no mercy.
DM: "No!" Alexius screams, charging at Lula and pushing her to the ground, as if that could take back what she's just done. "You killed him! You stupid bitch, you killed him! How could you do that? He was my friend!""Enough!" Lula snaps at Alexius as she gets to her feet. "You shut up ask why I kill, you know why! Brasus was not get better, he was die and he hurt. I make the die quick. He not hurt no more.""I hate you!" Alexius yells at Lula before storming off towards the gates, waiting for them to open so that he can get away from all of this.Alexius no doubt appreciates you trying to save Brasus, while Lula obviously thinks keeping him alive longer was cruel. Up in the podium, Caecilia thought your attempt to save the boy was valiant, whereas Septimus thought Brasus was weak and deserved his fate.You have gained 5 approval with Alexius.You have gained 5 approval with Caecilia.You have lost 5 approval with Lula.You have lost 5 approval with Septimus.

DM: Taking a deep breath, you kneel down by Brasus's side and put your hand gently on his head. "I'm so sorry," you whisper to the boy before taking what remains of your broken sword and plunging it into the boy's heart. A gush of blood spills from his chest and it's all over. He's gone.Brasus is dead.
DM: This is the first time you've ever killed anyone. How do you feel?
Player: Devastated. Brasus was so young and he didn't have a bad bone in his body. Why did he have to die?
DM: You thought you already understood how cruel the world was, but you never thought you'd find yourself in a situation where murdering a young boy could be an act of kindness. Perhaps it was better for things to end this way. Brasus was too gentle and innocent to survive in a world like this. You do not know where he is now, but can only take solace in the thought that perhaps, wherever he is, he might be happier there.
Player: Perhaps we all would be.

DM: Without so much as a hint of remorse or regret, you kneel down by Brasus's side to finish him. "It's your own fault," you whisper to the boy before taking what remains of your broken sword and plunging it into the boy's heart. A gush of blood spills from his chest and it's all over. He's gone.Brasus is dead.
Player: And good riddance to him.
Player: To be honest, I don't feel anything.
DM: You know there must be something wrong with you, but looking down at the lifeless body of the boy, you feel nothing. No guilt or shock or any kind of bloodthirsty battle thrill. Nothing. You're just completely numb. Perhaps the reality hasn't sunken in yet. Honestly, it doesn't really feel like you've killed anyone. All you did was lift your blade and aim for the heart, like you've done every day during training. The only difference is that now you have a dead body and a large pool of blood beside you.Perhaps it will take awhile to come to terms with everything that happened today. More likely you will never really come to terms with it, and one day killing people in the morning will just become the norm for you. Time will tell, you suppose.
Player: How did it come to this?

DM: Sebastian takes off her tabard revealing her armor. It gleams like silver. Even with armor on, she's starting to feel uncomfortable, the old man's eyes scan her form and she feels as if he's staring past the metal and through her underclothes. Creepy."Good lass, ye've been cooperative, seventy coins only! Now let that armor loose." He says, no longer disguising the predatory look in his eyes.
Player: No Way Creep!
DM: Sebastian, feeling molested, pushes him back and says, "No, I'm here to accomplish my mission, not be fondled by you!"The old man growls and turns away, "Fine then, you'll get yer ring but it'll come at cost wench. One hundred fifty of those silvers not a coin less!"Bast retorts, "I'll pay it but it'll not come at my pride."The old man laughs, "Bitch you sold your pride a long time ago, along with that body you seem to like so much. Greedy bitch. Here it goes then, I'll forge the ring but not until ye've paid yer hundred and fifty silver and done this task: Ye must prove yer' worth to do this ye need ta' get me the Beren Sapphire.""Wel, that turned to shit quick.""It does when you turn me down and you need things bitch."Sebastian laughs, "Well, I'm cool with that, I'm beginning to like you."He laughs as well, "I like you too, you have class girl. I'm still goin' to have ta' break ya' but that doesn't mean I don't respect ya.' "Sebastian says, "Fine, let me have it. What do I need to do?"
Player: Listen to Directions.
DM: The Smith describes a path up to the foothills. He says that there are bandits in the foothills, they roam and prey upon those that cross their paths.Sebastian nods and sighs, bandits are ever present, especially in times of war when there are displaced civilians both to build their ranks and to be preyed upon. The Strong survive, the weak become fodder.It was the same no matter where you went.Gripping your sword, you exit the hovel and begin your journey.

DM: You and Yuina instantly become friends. Some people in your class would even tease you about being her boyfriend. It feels nice to spend time with her, but you just can't look her in the eye. She looks too much like Sachiko. Her face, voice and vibe resembled her so intensely.
Player: Drama Club
DM: "There's the clubroom! I wonder if anyone's inside. Can you come in with me, Keito?" You don't get why Yuina wants to join the drama club. She doesn't look like the kind of girl to be interested in performing. You had decided to come with her, as you have nothing to do anyway. She knocks on the door, grinning like a maniac. There was no response, so the two of you walk in anyway. Junk is scattered everywhere. Cardboard boxes are piled up to the ceiling like a fortress of some sort. A note was taped to the blackboard. The performing arts club has been disbanded. The literacy club will be moving in soon. Those who are interested in reading and writing, please see Aisha Wilson from class 2-E. "So there's no drama club anymore," she mutters.

Player: Brasus died because he was weak. I don't feel any guilt at all.
DM: You have no reason to feel guilty. You were doing the boy a favour by ending his miserable life. Even if by some miracle he survived his injuries, he never would've survived his next battle. Hell, he probably wouldn't have even lived long enough to see it. While all the other students at the academy train hard to prepare themselves for a life of battle, Brasus chose to stay weak, dreaming that somehow, someday, he might be able to escape from the cold, cruel existence he was living in. Well, this is the only form of escape people like Brasus will ever find. Freedom and the chance of a better life are gained only by those who earn it. You can only hope that one day, you will earn it for yourself.

DM: Looking down at the lifeless body of Brasus, you reach out to shut his eyelids as a last act of kindness to a friend. You feel completely broken by the sheer injustice of it all. He was so young, so small, so fragile. He never stood a chance."Rhode was right," you hear Lula say quietly as she crouches down to sit beside you. "He was being weak and needed more strong. I tell others to leave Brasus lone, no hurt him because he small. Now he die because he too scared for fight.""It's not your fault," you tell her."I know," Lula says, her voice shaking because she's so upset. "I know no really my fault, but maybe small bit my fault. If I no fight for him, if I tell him to be strong and fight for self then maybe..." Lula's words trail off there as she wipes away tears falling from her eyes. Clearly she does blame herself to some degree for the boy's death. "That why I had to kill. I not want to kill. It hard to do, but had to. Brasus was so much hurting. He hurt so bad, I knew was better for to die." With a deep breath, Lula turns to you and you can see how utterly devastated she is. "Andreas, if ever I am hurt like that, please promise you kill me."
Player: "If you're ever in that much pain, I promise I'll kill you."
DM: Lula meets your eyes with hers, for a moment she looks surprised, perhaps she didn't expect you to agree so easily. All the same, she breathes a heavy sigh and says, "Thank you, Andreas. And I am promise same for you."Hopefully it's a promise that neither of you will ever have to keep.You have gained 5 approval with Lula.
Player: My injuries that day were severe, but I survived.
DM: Now the battle is over, the injuries sustained from the stab wound in your back will eventually heal.Your stats return to normal.
Player: Chapter 10: Aftermath

DM: "No!" Alexius screams, charging at you and pushing you to the ground, knocking you back from Brasus's body, as if that could take back what you've just done. "You killed him!" your brother shouts in your face, as if you did it for your own enjoyment. "You killed him! You stupid bastard, you killed him! How could you do that? He was my friend!""Enough!" Lula snaps at Alexius as she pulls him to his feet, breaking the two of you apart. "You stop ask why he kill, you know why! Brasus was not get better, he was die and he hurt. Andreas make the die quick. Brasus not hurt no more." "I hate you!" Alexius screams at you before storming off towards the gates, waiting for them to open so that he can get away from all of this.So, Alexius is angry at you for killing his friend, but Lula thinks you did the right thing. Up in the podium, Caecilia is crying, too naive to understand the concept of a mercy kill. She is just upset that she had to watch someone else die. Septimus, on the other hand, is more than happy to see one last death before they clear the arena.You have gained 5 approval with Lula.You have gained 5 approval with Septimus.You have lost 5 approval with Alexius.You have lost 5 approval with Caecilia.

DM: You still don't know if you did the right thing. He was a dying boy in terrible pain, and you know he wouldn't have survived. Ending it quickly was probably the kindest thing you could've done for him, but you doubt your brother will see it that way. Since coming here, Brasus may well be the only humane influence that Alexius has had, the only one who encouraged your brother to stay gentle and innocent while the rest of the world tried to teach him to be fierce and cold. It strikes you that you do not know what kind of man your brother will become without an influence like Brasus in his life.
Player: The promise.

DM: You drop the third ingredient into the Cauldron, and the liquid within starts to shimmer with a silvery color!That's a good sign.You hope.You tip some of the liquid into a beaker, and drink it down....You feel it bubbling and gurgling inside of you....And then, you feel....different.You feel lighter, ghostlike--and you suddenly notice that you are slowly sinking into the floor!To your amazement, your feet are sinking through the stones, as though the floor was quicksand! You quickly lift your feet, making sure not to sink to far into the ground.Whoa....what is this potion?
Player: Attempt to put your hand through the table
DM: You put your hand on the table, and it goes right through!Groovy.
Player: Walk through the Northern Wall

Player: I could get used to this.
DM: "No!" Alexius screams, charging at you and pushing you to the ground, knocking you back from Brasus's body, as if that could take back what you've just done. "You killed him!" your brother shouts in your face, as if you were the one that slit his throat in the first place. "You killed him! You stupid bastard, you killed him! How could you do that? He was my friend!""Enough!" Lula snaps at Alexius as she pulls him to his feet, breaking the two of you apart. "You stop ask why he kill, you know why! Brasus was not get better, he was die and he hurt. Andreas make the die quick. Brasus not hurt no more." Apparently Lula assumes that you killed Brasus out of mercy. What an innocent mind she must have."I hate you!" Alexius screams at you before storming off towards the gates, waiting for them to open so that he can get away from all of this.So, Alexius is angry at you for killing his friend, but Lula thinks you did the right thing. Up in the podium, Caecilia is crying, upset that she had to watch someone else die. Septimus, on the other hand, is more than happy to see one last death before they clear the arena.You have gained 5 approval with Lula.You have gained 5 approval with Septimus.You have lost 5 approval with Alexius.You have lost 5 approval with Caecilia.

DM: Lula shakes her head at your reply. "No, not kill for hurt, for stop the hurt. Stop because hurt is too much," she tells you sadly, still rubbing her eyes as she looks down at Brasus's lifeless body. "No mind. Forget I say this. You are not understand."You do understand, but perhaps you just value life more than Lula does.

DM: For a moment, Lula is silent, looking sadly down at Brasus's lifeless body before taking a deep breath and looking away. "Sorry," she says quietly. "I no should have been asking this for you. Is not good thing for to ask friend. I no asking again."You have gained 5 approval with Lula.

DM: After shooting you an icy glare, Lula gets to her feet and kicks you in the side. "You are stupid bastard, Andreas! Stupid, mean bastard with no cock for fucking!" she snaps at you before walking angrily away.You have lost 15 approval with Lula.

Player: Suddenly, Gerda speaks up.

DM: You know better than to open your mouth to her. You remain silent as Scarlett goes inside to get Jaxon. Jaxon walks out wearing a bandana wrapped around his head was wearing dark shades. He had ripped up jeans and was wearing a t-shirt that said "F the Police" across the front. He looked like he was trying too hard to be edgy or something. He probably was."Have fun at school with the little bitch, Jaxon" Scarlett calls out to her son as the two of you walk toward the car. God, you hate that woman.
Player: The drive
DM: Jaxon stares at you as the door slams. "I see that you'll take a lot of shit. That's good because I'm going to be in charge. This will be my classroom. It always is," Jaxon says plainly as if it were the most normal thing in the world."What are you talking about? I'm the teacher here," you protest."Not for long," Jaxon mutters.
DM: The rest of the car ride passes rather silently other than the dull roar of the car's engine.Class begins...Jaxon has already taken a seat in the front of the classroom when the rest of the kids come pouring into the room with a dull rumble as their various conversations merge into one. You haven't had much time to prepare a lesson over the summer so you aren't quite sure what to do with these kids.

DM: You sprint out the exit of the maze and undo Jane's bonds. The yeti is nowhere in sight as you and Janes hug each other and smile as you both head out, back to your waking place.
Player: Wonderful! Please continue.
DM: You end up back at your waking place. A barrier suddenly emerges from the path you just took, blocking your path. Like you would want to go back.
Player: Yeah, m-hm. Moving on now.
DM: Which path do you want to go on to now?
Player: Daughter #2
DM: You start onto the Daughter #2* path.After walking a while, you see Daughter #2 (let's call her Jane) tied up to a tree about two hundred feet away. She calls to you."Dad!""I'm coming!" you call back, but as soon as you step forward, the ground rumbles. You step back in alarm as a maze emerges from the ground, the center appearing to be right where you're standing."Dad, I know the way, but the yeti is coming to muzzle me now! Listen carefully! You go left, right, forward, forward, right, backward, left to get out of here, okay? Remem--" Jane's voice echoed, cut off abruptly as she was muzzled. You needed to get to her immediately.
Player: Let's go get her!
DM: You run to the nearest break. Which way do you go?
Player: Forward
DM: You run that way, not noticing where you're going when you feel your feet leave the ground and meet air. You look downwards and see that you are hurtling toward spikes, sure to--Try again?
Player: Reset Game (Try again)
DM: "So?" the first May asked, "Which one of us will you take?"
Player: I choose the second May

DM: It's a rooftop.You can see suspicious movement in the direction of the streetlight.Getting down from here would probably be a good idea. The only question is: which way?
Player: Leg it back down the fire escape.
DM: You put a tentative hand to the rusted metal, testing to see if it will hold your weight.When your foot hits the top rung, you discover it won't.With a screeching crash, it tears away from the wall, falling to the ground and crushing the still form of the man in the newspapers with a splatter of gore. You barely manage to hang onto the wall and climb, shaking, back up to safety. So much for that ladder.It would probably be a good idea to get off this roof posthaste; that creature from earlier might come back, attracted by the noise. What do you want to do?
Player: Inspect the rooftop more closely. Wouldn't want to miss anything.
DM: Directly disobeying the suggestions made by the narration is never a good idea. The shadow in the sky is back, and it brought friends. They tear you savagely to pieces; your last thought as you watch your blood and intestines spray violently across the rooftop is 'Gosh, I'm stupid.'

DM: Looking down at the lifeless body of Brasus, you reach out to shut his eyelids as a last act of kindness to a friend. You feel completely broken by the sheer injustice of it all. He was so young, so small, so fragile. He never stood a chance."Rhode was right," you hear Lula say quietly as she crouches down to sit beside you. "He was being weak and needed more strong. I tell others to leave Brasus lone, no hurt him because he small. Now he die because he too scared for fight.""I know," Lula says, her voice shaking because she's so upset. "I know no really my fault, but maybe small bit my fault. If I no fight for him, if I tell him to be strong and fight for self then maybe..." Lula's words trail off there as she wipes away tears falling from her eyes. Clearly she does blame herself to some degree for the boy's death. "Thank you for kill him. Brasus was so much hurting. He hurt so bad, I knew was better for to die." With a deep breath, Lula turns to you and you can see how utterly devastated she is. "Andreas, if ever I am hurt like that, please promise you kill me."
Player: "No! Of course not, Lula. I could never hurt you!"

DM: It's not easy at first, and you struggle with sadness for quite some time but eventually you are able to move on from loosing a friend.
Player: On the way to lunch one day
DM: One day as you are walking toward the lunchroom, you look over and notice a large high schooler standing over one of your middle school students. The high schooler must have been a transfer from Edgewood because he was still wearing the green uniform of that school. The high schooler had the student pinned against the locker. You slowly approach the situation and realize that the small student is Jaxon. Part of you is very much enjoying the predicament Jaxon seems to have gotten himself into especially after all the trouble he has been causing.

DM: You go into the field of tall yellow grass. You soon hear a loud chirping noise. Grasshoppers! What fun! You prance around, searching for them. Suddenly, you see a huge hill of dirt.
DM: You approach the pile of dirt. You take a closer look and realize that there is tiny red bugs crawling on it. Ants! Red ants! Before you can run away, trails of ants are crawling up your legs and nipping you everywhere! Ouch! You painfully search for your owners. When you find them, they see the ants and bring you home. They have to take you to the vet to get treatment for the bites! What a bad day!

DM: You realize you won't hold out too much longer and you make a break for the nearby alley. Sprinting through you glance behind and you and slam right into something. "What in the hell?!" A gruff voice shouts as you're picked off the ground. You're met face to face with an older biker with a long greying beard. His face is scarred and pinched in rage. He throws you down and gazes down the alley, seeing the undead chasing after you. He reaches into the back of his jeans and pulls out a revolver, making quick work of the zombies. You stand up and watch him walk away- you start to follow after him but he stops you. "Where I'm going, boy, you ain't welcome." He holds you back- you can see regret in his eyes. "We gotta look out for our own. You're young and able, you can keep going." You can't believe your ears but the gun in his hand tells you to turn around. You've no choice but to turn around.
DM: You haven't eaten in the past two days, and it's starting to get to you. It's hard to keep going, but you make your way due south. You've seen barely anyone- which seems odd. Maybe they've all been evacuated. The thought of being completely alone depresses you so you clear your mind and keep going.
DM: You wander into Chinatown. The usually bustling part of town has an eerie silence about. The silence is only broken by the sound of your footsteps and the warbling of your stomach. You feel as if you could pass out at any moment- you have to find some food and water fast. You don't especially want to be caught out in the streets when the sun goes down, either. The storefronts are either boarded and left, or their gates are pulled down. You try a gate just to be sure- but it's locked tightly in place. Damn. "Don't bother, they're empty." you hear a voice call out to you.

DM: Congratulations. You have survived The Price of Freedom: Innocence Lost.The stats at the end of this game are as follows:General:Name: AndreasAge: 12Gender: MaleSkills:Strength: 30Speed: 0Accuracy: 5Intelligence: 10Stealth: 5Relationships:Alexius: 20Lula: 5Titus: -5Rhode: 0Zeru (Deceased): 10Gerda: 15Brasus (Deceased): 5Caecilia: 20Septimus: -10You have killed 0 people throughout the course of this game.Alexius was whipped by Rhode.You kept the Apollo pendant that Caecilia gave to you.It is advisable that you save the game now, or keep a record of your stats, as they will be transferred to the next game; The Price of Freedom: Brothers in Arms.If you would like to keep up to date with the progress of my games, you can follow me on social media at:https://www.facebook.com/AveryMooreGameshttps://twitter.com/Avery__MooreThank you so much for playing!

DM: "Okay, baby, I'm on my way." you reply as you put on a light jacket and walk your way over. On your way, you see a beautiful girl, curvy, with straight, black hair. She was Jennifer. Your best friend who you once had a relationship with. Well, almost did anyways.... She walks towards you, what do you do?
Player: Hey...

DM: It is eight in the morning. You are sleeping on your bed, dreaming a most wonderful dream when the alarm clock rings shrilly, interrupting your lovely dream. You slept later than usual last night, because you were rushing to complete a project that was supposed to be done today. However, You are on leave today, to attend your nephew's birthday party. It starts in the afternoon and you have yet to purchase a present for him. The alarm clock is still shrieking. You decide to... Brush it off the table beside you, you need sleep. Buying presents can wait. Wake up. You can catch up on your sleep later, your sister would not be pleased if you arrived to her son's party empty handed.
DM: You decide that there is no time to dawdle in bed, and you shut the alarm and leave your bed. You then decide that breakfast would be good for you, so you leave to find breakfast in the kitchen. You move faster than usual, because you remember that you bought your favorite doughnuts yesterday.

Player: Breakfast.
Player: Unhappy
DM: You need a full cup. Period. You eat some doughnuts, then dump the coffee into the sink in disgust and leave your house to get a gift for your nephew, maybe you'll get a cup of coffee from one of those overpriced coffee shops like Starmoney, or Moonbucks... You can't recall the names.
Player: Take the taxi
DM: You ignore his pleas and take the taxi into town. You realize that most of the stores are still closed, so you walk into a nearby Starbucks for some much needed coffee.

DM: You brush the alarm clock off the table, and hear it land on the floor with a satisfying crash. It stops ringing. Finally! You try to fall back asleep, but the alarm clock has done it's work too well. You leave your bed reluctantly, and decide to make some breakfast. You move faster than usual today, as you can hear the doughnuts you bought yesterday crying to be eaten..

Player: Let him have the taxi

DM: You walk into Starbucks and get some overpriced coffee. You relax and enjoy your coffee for an hour, then see that the stores are starting to open up. You leave Starbucks and walk into a departmental store. You recall your sister saying that your nephew likes Beyblades or Bayknives or something along those lines, so you start looking for them. One hour later... You finally found it! Beyblades! You don't find any Bayknives though. You pick one that you think your nephew would like and proceed to the counter to buy it. On the way there, you encounter an old family friend. He is invited to the party too, and is buying an action figure as a present. He offers to pay for your present too. You... Accept. He probably gets a discount for buying the two items together. Decline. Who does he think you are? A beggar? You have your own money, and don't need his charity!

DM: The poor man probably overslept or something, and you can tell that he need the taxi more than you do, so you let him have the taxi. He thanks you profusely and takes off in the taxi. You decide that waiting for another taxi would take too long, so you walk to town. The fresh morning air would help clear your mind of the last dregs of sleep anyway. Half an hour later... You finally reached! After a nice walk, you have arrived in town. Most of the stores are still closed, so you head into a nearby Starbucks for some coffee.

DM: You accept his offer and true enough, he does get a 20% discount. You thank him and tell him you'll see him at the party. You part ways and decide that you should go to the party earlier to catch up with your sister.
Player: At the party

DM: You decline politely, not citing your reasons. You quickly leave the store and decide to go to the party earlier, to catch up with your sister.

Player: Thoughtful Nephew
DM: You tell your sister what you think, and she is happy that you didn't take offense. You call your nephew over and praise him for being so thoughtful.

Player: Rummage through the discarded candles
DM: You dig around the pile of candlesticks, finding nothing but a waxy mess.Ugh.

Player: Just walk away ...
Player: Steal a nutty bar and walk out the back
Player: Give him what you just ripped off
DM: You decide to give him what you stole He says, "hey, it's not 40 cents, but it's food! Thanks!" As you walk away, you see the lunch lady come out and start to question him. He got busted. You notice that no time has passed since you got in the cafeteria. Where would you like to go?
Player: Roam around the cafeteria

DM: The lake is nearly gone and you are stuck in a puddle with five other fish. Do you:

DM: You're a young prince named Stan in the noble kingdom of Chessie. A few years back your parents died, leaving you the entire palace in your hands to inherit when you became old enough and brave enough - as determined by the nobles of Chessie. You are well loved, and love everyone. YOu also have a strong love for the game of chess. You're pretty good but you don't like to brag about it, especially because there's nothing worse than bragging and then getting your ass kicked. But you're pretty confident in your abilities. Anyways one solitary day you're hanging out minding your own business when you get the idea to kindly invite your friend the Baron Alexis to a nice game of chess.
Player: Yes that's a good Idea! Let's invite Alexis to a friendly Game of Chess!
DM: You decide to send a Messenger with a message inviting the young Baron Alexis at his convenience to come on over to your Summer Palace and hang out for a while, so that the two of you can get together and play a friendly game of chess. It's a very kind message, with your families Royal Seal of Chessie implanted in the wax, but it happens to recieve a rather rude reply saying "I WILL DESTROY YOU AT CHESS STAN! YOU ARE NOTHING!" in the note that is sent back to you.well this isn't exactly the type of reply you were hoping for from an invite to a friendly game of chess!

Player: Well Maybe he's just joking, let's play him in a game anyways!
DM: You decide despite the fact that Alexis is such a meanie head, to invite him over to play a kind game of chess. Perhaps he was simply joking. That Alexis! What a kidder.so you plan a game for that monday, and you prepare a bit by playing a couple of random chess games with the palace servents. Unfortunately you don't care to play these servents. the games seem so empty ... so TWO DIMENSIONAL, as if there were no substance behind them. So you rarely do well in the games against your servents. But you figure better a little warm up than nothing. Soon the day is upon you, it is Monday and you must face that Alexis today, and hope to show him that his response was both uncalled for as well as unfounded. You must defeat him.Suddenly a Messenger appears.. It seems that there is an urgent message from your First Knight Georgiovanni.You forgot that you are required to take an annual trip on this day to the City of Kleavelandia to make an appearance at the annual Wizard Convention, which was taking place at a large castle, the largest library in the land. It is extremely urgent that you go to the Wizard Convention, there is little worse than Angry Wizards, and you should be back in time... unfortunately if you are NOT back in time, will Alexis wait or will he run and throw another log on the Blaze that has become his ego?

DM: You decide that Alexis is just being a jerk and isn't worth playing. So you send your fastest messenger to the Barons estate, saying that you think maybe you guys shouldn't play, cause he's taking it a bit too personally. The next day a return messenger brings to you once again a rather rude reply screaming at you."STAAAAAAN IS A WOOOOOOOOSIE!!"well you know that you're no Woosie, and you know that you could whoop Alexis if you decided to actually play a game... maybe it's worth playing him just to teach him a lesson. But you're not the kind of guy who gets mad at someone for being a jerk. Turn the other cheek you always said...
Player: Alexis isn't worth playing. His lack of Humility is insulting!
DM: nah he ain't worth it! You decide that Alexis's rude behavior just is unbearable and not worth challenging. You recieve several other seal embroidered messages in the near future calling you a Woosie, even mocking you to the rest of your friends, in group mass messages sent by several messengers all at once. I mean you're just a nice guy who was hoping for a nice, friendly game of chess. Why all this abuse? The evil Alexis leaves his largest insult as he comes personally to your summer palace and writes largely on your doorway "STAN IS A WOOOOOOSIE!" in large letters so that all of your servents, all of the visiting nobles as well as those knights loyal to you and the family of Chessie can see it clearly. Maybe being nice isn't the best thing to do here... maybe we should show that Alexis what we're made of!
Player: I could show him what i'm made of, and destroy him, but challenging him would require stooping to his level. I am in fact better than that!

DM: You decide despite all the heckling that you will not give in to Alexis's evil mockery and will not play him. Eventually the painted doorways, the evil messages and everything disappear. It is not long however before, due to your constant disregarding of the situation, Alexis crowns himself king of Chessie. With no opposition, and with you not showing the nobles your bravery, he was able to usurp the throne. He is a cruel king, mean to all of his subjects, he beats them with a whip and orders frequent beheadings to those who oppose him. One day there's a knock on your door as a group of subjects loyal to Chessie-King Alexis grab you and hang you from your door threshold. Around your neck hangs a sign "DEATH TO ALL WOOOSIES!"The End
Player: Damn that Evil Alexis! Let's try again and show him what we're Made of!

DM: You send a massive counter-attack led by drones from the large fighters to the mini nanobots, followed by the Crimson Wings. They manage to force the Chykri Spheres to a standstill, but after a while due to fuel and ammo limitations but sides are forced to retreat, leaving many more wrecks in the Heroes' Tombs.
DM: A new opportunity has presented itself. Several Chykri Spheres have been traveling through the Danitan Channel, a common trade route, and have began releasing Fighters and leaving their main shuttle doors open, leaving them vulnerable to a massive boarding action.
Player: Don't send Boarding Parties
DM: You decide a boarding action would not be in the Coalition's best interests, and decide to move on with your work.

DM: The next day you recieve another message from a travelling message rider. The message you recieve is a general message, a message that is given out to the entire kingdom, and posted on walls all over Chessie. It screams insults at you to the entire kingdom. The note was as follows: "** STAN IS A WOOSIE **Around 5:30 PM or so, Stan talked me into playing a game of chess withhim after my royal ride to his palace tonite ... so, around 8:45, I stopped by his place...AND GUESS WHO CHICKENED OUT ON A GAME OF CHESS AND WASN'T EVEN HOME........ WOOOOOSSSSIIIEEEEE!!!!!"It is one thing for Alexis to challenge you personally, but to challenge the future king with such insulting language to the entire kingdom is unacceptable. The nobles approach you and say that something MUST be done. If you can prove yourself in this situation, they will grant you the kingdom, however lack of bravery here could result in something much more devious.... much more foul
Player: I am tired of Alexis's insults! Allow him to humor himself! I will have no part in it!

Player: Go see the smoke house
DM: You open the door to the smoke house. The door creaks loudly, and the inside of the small structure floods with warm day light.On one of the shelves a black cat sits. The animal is licking his paws and rubbing his face. It seems very uninterested in your presence. You wonder how the cat got in, and look around. The back part of the roof has a small hole in it. This is where the animal must have entered.The cat jumps in your direction, and runs out of the smoke house right between your legs...It's getting late, and you shouldn't be here.

Player: Hyam Hyams
DM: Hyam Hyams is probably not Jack the Ripper.Awkwardly you explain your theory to Inspector Abberline. Hyams is a violent and mentally unstable alcoholic who was living in London at the time of the Ripper murders. Inspector Littlechild listens and shakes his head with a sigh."I don't think so," he tells you. "Hyams is a weak-minded man and his attacks on his mother and wife were due to childish rage. We've no evidence that he was responsible for committing these horrific acts of carnage."Your Reputation has been damaged.

DM: You decide to abandon all thoughts of bravery as you jump up from your seat and sprint for the local armory. You figure if you can get a sword you will be able to face him one on one... However the evil Alexis is quick and as you get up and turn your back to him, he pulls a sharp Snake tongued dagger out of his boot and launches it into your back! You fall forward on your face and smack the floor... your breathing is getting shallower..."your lack of bravery" he's saying "is the cause for your destruction and the reason that i will take the throne without any opposition! Your death will breath new life into this town of Chessie! I will be the Chessie King!!! and everyone will bow before me!But now first you will die... and then your friends who i will one by one...........you begin to fade out of consciousness and the blood drains from your body... no one will raise opposition to your death, for you were not brave enough to stand against him, and therefor never earned the throne that you were destined for
Player: Your death brings destruction on all of Chessie... You MUST try again and defeat the evil Alexis!

DM: "THEN BEGIN ALREADY" you yell to the evil Baron, as you move your kings pawn up 2 squares.he seems surprised and a bit frightened with your opening move. It is truly the sign of nobility to open up the king in the beginning... and a sign of confidenceyou watch Alexis Gulp as he moves his knight...the game continues for some time... queens out, knights out, rooks out..."YOU ARE NO MATCH FOR ME STAN! YOU ARE NO MORE THAN A WOOSIE WHO WISHES HE COULD PLAY!"Alexis's heckling is beginning to wear on you... you are getting angry. Perhaps playing from raw emotion would be better than playing from sense? what do you think...
Player: Forget Sense! We will beat him with pure raw emotion!
DM: You decide to begin playing from raw emotion. You move your pieces to kill, who are then killed in turn. You don't care. You hope for a no sum game, where you both are devestated in the process, then perhaps you could get a queen back at the end of the game with a pawn.. You lose sensibility in your movements of pure raw emotion, and find that you are losing quite badly. though you have taken out all of his small pieces, he still has a queen and two rooks left, while you are left with only a knight and 3 pawns.It is not long before you are trapped and destroyed."CHECK MATE!" He screams out loudly!NOOOOOOOOO....you snap out of it... playing from raw emotion is not a good idea and you know that. It is good that you had this quick vision (recieved from a sensible strong intellect and a strong knowledge of chess) that allowed you to realize this before it becomes too late.Now let's beat him with sense!

Player: We must keep our wits!
DM: We must keep our wits about us if we wish to defeat the evil Baron in this viscious game of chess (did he just cheat?? you sware you just saw him swipe a piece... no use confronting him about it... he'll just deny it anyways!)You think quickly and begin to running through the moves in your head. You take the next piece and the next, but the game is getting close to the end.. and he is moving in on your side of the board"YOUR KING WILL BE MINE!!! BWAHHAHAHAHAH" he screams out loudlyyou see a wide open move... a simple but effective move. You could move your queen over two spaces and then while he's setting up your check mate you could move that queen all the way up to destroy him once and for all. His king is blocked by a single pawn on the other side of the board. With your rook backing you up there's no stopping you... but it's a pretty obvious move.. maybe we should use a psych technique...
Player: A bit of Psych would be beneficial! Everything rests on his destruction!

Player: There is no reason to attempt to psych him out... his stupidity will lead to his own downfall.
DM: No need to psych Alexis out! I can destroy him without any types of special tactics that show my intelligence!You decide to make the move but he sees it rather easily. It is not long before you decision to move that queen comes back to haunt you. he blocks off his king better then moves in for your death...after 3 moves he screams out in his evil fury while lifting Porkrine in his talons "CHEEEECKKKK MAAAAAATTEE BWAHAHHAHAHH" the sword comes down and cuts off your squires head, before swooping around and taking off yours NOOOOOOOOluckily that didn't happen... it was all just a vision that you saw because of your good planning.. you realize that to defeat the evil alexis is very simple... you need to make him feel like he's winnning.. psych him out a bit then kick him where it hurts!Try out those psych techniques!
Player: We must make sure that Alexis does not win!

DM: "Comin' right up," Morgan says. He reaches under the bar, and pours you a drink.As he leans forward, the key around his neck swings enticingly.Now is your chance--and it may be your only chance.
Player: Grab the key and bolt
DM: You yank the key from around Morgan's neck. The string snaps instantly, and the key is in your hand!!"Hey!!" Morgan shouts, but it's too late. You start to run, away from the bar, towards the double doors!They get closer--closer---Then---BAM!!You've slammed into a full blown mountain of meat, stopped dead in your tracks, inches from the door.It's the muscular man with the arm wound--Riker, local troublemaker and scoundrel."Well, WELL," he says, "A Coward, AND a thief!""Please," you say, "I have to get out of here. I'm going to avenge us all.""HA!" Riker sneers, "fat chance." He raises a fist. "How about I POUND YOU INTO THE GROUND, instead?!?!" He raises his beefy arm in the air, and the entire bar cheers loudly, excited for your demise.No choice, looks like you're gonna have to fight!
Player: Fight Riker!

DM: "Listen Alexis I don't have all day will you move already?" you scream out heckling the evil home decorator baron after your queen is in place. He doesn't see her in his rage-blindness and stupidity."YOU WILL DIE STAN BWAHHAHAHAHAH! ONLY NEED ONE MORE MOVE AND YOU ARE DEAD THERE IS NOTHING YOU CAN DO! HHAHAHHAHAHA" he begins to loosen the strap holding Porkrine, his sword, in.however you smile cleverly as you move your queen up to position, right in the face of the black king. "checkmate" you say slyly. there was really nothing to it. alexis was not a hard match... he was in fact easier then most you have played... even then those servants who play such a 2 dimensional game. You laugh at him and scream to your faithful knight"now get him out of here, I am sick of seeing his face""yes your highness" yells out Georgiovanni as he grabs Alexis and begins to bring him outside.But alexis, full of evil rage screams out "YOU WILL DIE FOR THIS STAN! DIIIEEEEE!!"Alexis evades the grasp of Georgiovanni, and cuts him deeply with Porkrine... Georgiovanni lay gasping... "i... hate... porkrine... hate!" Alexis runs right at you Stan! what do you do?
Player: Order your loyal Horse Kevorsello to attempt to trample him and distract him while you run for your sword!

Player: We must mourn over the loss of such a great friend...

DM: You decide to face him without a weapon...you run head on to him, but he impales you on his sword, and laughs as the blood slowly drains from your body...the last thing you see is him laughing with blood dripping all over him...and you fade into unconsciousness!WAIT OF COURSE YOU DON'T WANT TO RUN STRAIGHT AT HIM!you know that, so you just had a quick vision of what would happen if you DID! Let's do the real thing, and take him out... you need to get a sword, so let's order your faithful steed to try to trample him down while you go to get a sword... that makes the most sense...
Player: You must get your sword! Order your faithful steed to your aid!

DM: You stop running and decide that you should cry for the horses death.. you walk over to the horses body screaming "MONSTER HOW COULD YOU TO SUCH AN INNOCENT HORSE!"right before he takes a swipe and cuts your head off with the evil sword. Your lifeless body falls to the ground still twitchingFORGET MOURNING you think to yourself! that will just get me killed! Let's get the squire to take care of this threat!

Player: You must order your squire to protect you!

Player: How Rude! My noble Blood doesn't need to put up with such Insolence!

DM: In this Story you have a Strength score that measures your physical fitness. Every day you spend on the Mountain where there is little oxygen and a lot of cold it is reduced, exhausting activities, exposure and illness will weaken you further. The Strength score begins at 100%, if it ever falls to 0% then you have died and your story is over: a major bad decision or a series of small ones will kill you. Finally everything in this story is based on the factual events of the 1924 British Mount Everest Expedition except Ruth Mallory's letters which I have rewritten myself.
Player: Good Luck
DM: My Love,I know you are doing what you must and I am sorry for all the angry words we threw at each other the night before you left. To be the first to climb beyond the clouds to the highest point on earth and see the world as no other has... I know you cannot rest until you have made your dream a reality. But my darling, you have been to that mountain twice now and seven men have died. Whether you succeed or not I wish that you would come home to me and not return to Everest again. I do not want our little girls to grow up without a father. I do not want to lose my husband to those barren snows.Yours forever, Ruth

Player: Billy opens the magic book.
DM: The book says, "Tell the pirate to go away."Billy shouts, "Go away!"The pirate disappears. Billy looks down and sees that the magic book is gone too. But they still have the treasure! THE END.

DM: Charles is disappointed by your decision and ponders it for some time. The next day he reaches a compromise: you and Charles's deputy Colonel Edward Norton will take the Sherpas to Kampa while Charles and the other nine Europeans head directly to Shelkar. The roundabout route takes you up and down rolling hills until you reach the town. Kampa is a small, miserable hovel and you are glad to leave after just two nights. A few weeks later you reach your destination: the Rongbuk Monastery at the foot of Everest.You find your fellow Europeans camped in several tents a short way from the Monastery. Geoffrey Bruce, Charles's nephew, has bad news for you: his uncle's malaria is so bad he is unable to walk. The group left him in Shelkar and your companion Edward Norton is now in charge of this expedition. Edward is concerned to hear about Charles's illness and disheartened by his promotion, though he is a fantastic mountaineer he has never led an expedition before.The evening after the Sherpas arrive one of them approaches you and passes you a sealed envelope. On the front is your name written in your wife's neat handwriting.
Player: The Second Letter
DM: My LoveLittle Frances painted a picture of you at school today. You are standing on the top of the world looking down on an endless land with a speech bubble saying "where is my little penguin?" I know that you have to go to the end of the world just to see what it is like but afterwards I hope you will come back to us. Lay that photograph of you and me that you always carry in your wallet on Everest's peak and leave it there so that mountain knows where your heart now lies. Sometimes I wish you had never started climbing and could just be happy in England but then I realise that would make you just like everybody else. You are not like everybody else but I pray that when you have achieved your dream you will come back to me. Yours forever, Ruth

Player: You swallow hard and nod an 'okay' to him
DM: You swallow hard and nod an 'okay' to him. You're looking at the path thinking this will be impossible to do, but just before you can say anything, Dean takes off down the path moving fluently and swiftly down the path, jumping over holes before finally skidding to a stop at the end of the path. "You've got a five second head start!" He calls to you. Five seconds?! What's that going to get you? But then again, that was probably generous for a demon, you think. "Begin" Dean calls.
Player: You cross your arms and refuse to do the test
DM: You cross your arms and refuse to do this test. Within five seconds, Paul kills you with a knife. Sorry but you've lost the game. You should've ran.... Please click "The first night in Hell" to restart. Otherwise just leave your comments and thanks for playing!

Player: The Carpathia
DM: You are aboard the Carpathia as a passenger, one of several hundred sailing across the Atlantic Ocean from New York to the warmth of the Mediterranean. All of yesterday it was sunny until evening when the temperature dropped rapidly. Now you have been cooped up in your warm bed all night until suddenly you are woken by strange occurrences. The lights are on in the corridor outside your cabin, and you can smell coffee brewing.The most worrying thing is that you can hear someone kneeling on the ceiling of your cabin, which is directly beneath a lifeboat on the boat deck. You can hear the clank of metal as they unbuckle the lifeboat. Your mattress is jiggling against the wall and the woodwork is creaking, you can hear the distant hum of the ship's engines louder than ever. People seem to be moving around outside. If you are the inquisitive sort you could go and investigate but you are very tired and it is very cold outside...What do you do?

DM: The higher you go in the world the less oxygen there is to breathe. Every effort becomes more difficult and the cold saps your strength further. To prevent altitude sickness a period of acclimatisation is required. For this reason you and all your fellow mountaineers make periodic trips up the mountain from Base Camp which is at 5,000 meters. The camp itself is a hive of activity, dozens of tents and supplies lie scattered all around as more than one hundred and sixty men move between the tents.The first hike up the mountain is led by Edward at the beginning of May. Camp 1 is established at 5,400 meters and porters begin ferrying supplies up. A few days later you lead another fifteen porters higher up to establish Camp 2 at 6,000 meters. Again tents are erected, supplies ferried up and the process continues. Edward, Geoffrey Bruce (Charles's nephew) and others join you in staggering up the steep snow-covered sides of the mountain to establish Camp 3 at 6,400 meters.This high up painful migraines pound through your skull periodically making you feel like it is going to explode. The wind is bitterly cold, despite your thick clothes, and trudging through the knee-deep snow on the steep and uneven slopes of Everest is a difficult business. While Edward supervises porters bringing up more supplies from Camp 2 to Camp 3 one of your guides, a Sherpa called Man Bahadur, suggests in broken English that you scout up the mountain towards where Edward is planning to pitch Camp 4 at 7000 meters. The weather is good but all of your fellow Europeans are down at Camp 2 or lower.What do you do?
Player: Explore higher up the slope with Man
DM: You climb further up the steep mountain-side, enjoying the freedom. At this stage there is no need for mountain climbing as such, with crampons you are able to maintain your balance on the steep slope. You are have climbed some way up the slope when suddenly clouds start to roll in. You suggest turning back but Man has trouble understanding you, he just keeps shaking his head and jabbing his thumb up the slope indicating that he wants to climb higher.What do you do?
Player: Climb down

Player: Keep climbing up
DM: You press on up the mountain with Man as the snowstorm descends. Snow as thick as hail rains down on you and completely blinds your vision. Icy winds tear through your body as though you were naked and soon you are shivering uncontrollably. Disorientated by the blizzard you and Man soon turn around and try to head back down the mountain but have no clear idea of where you are going. You are soon so numb you hardly care anymore, you and Man both agree to sit down and wait for the snowstorm to blow itself out.When the blizzard does dies now you are so dazed barely notice. It is not until you feel hands violently shaking you that you wake from a stupor and see Sherpas standing around you. They force you to your feet though you weakly try to resist, content where you are. You stagger with them back to the tents of Camp 2 a short way off where they help you into a tent, lay you down and wrap you in thick blankets. Numb, barely conscious and just glad to be lying down you drift into a sleep from which you never wake.

DM: You remain at Camp 3 and help put up the tents. You have barely finished when the sky turns dark and you see great clouds of grey descending on the mountain out of the previously blue sky. The Sherpas hurry to take shelter in the tents as snow begins to fall as rapidly as hail and you are very concerned, Man Bahadur has been caught out in this blizzard. You suggest to the Sherpas that they climb up the slopes to look for him but they just shake their heads and refuse to leave their tents.What do you do?
Player: Climb up the mountain by yourself to look for the missing guide
DM: You venture into the snowy blizzard yourself but visibility is so bad you can barely see in front of you. As soon as you lose sight of the tents you panic and turn back the way you came until you can see the brown canvas of the tents again. Keeping the tents in sight you do a circuit of the whole camp, shouting Man's name while going as far from the tents as you dare but it is no good. Accepting defeat you return to the camp and wait for the storm to die down, exhausted and weakened by your efforts.When the snows finally settle a group of Sherpas go up the mountain and find Man a short way from the camp, curled in a foetal position and shivering uncontrollably. He is helped back to the camp and wrapped in blankets but dies moments later. His death plunges the small camp into gloom. Wrapping Man's body in a blanket the Sherpas carry it down the mountain to Camp 2 and you go with them.

Player: Darkness
DM: You have become one of the many who have died climbing Mount Everest, which as of 2015 has seen more than two hundred people die on the mountain. Bodies cover the slopes, recovery of the remains in most cases being impossible. It seems mad to climb to a place where there is very little oxygen, steep slopes, long drops, avalanches, crevasses, falling seracs (blocks of ice) and temperatures so low that even with protective clothing frostbite and hypothermia are common. But people still do it, dying for the dream of standing on the tallest point on earth.It is a dream that has killed you.

DM: You know there is nothing you can do in this weather so you lie in the tent listening to the wind howling outside and waiting for then brief blizzard to stop. When the snows finally settle a group of Sherpas go up the mountain and find him a short way from the camp, curled in a foetal position and shivering uncontrollably. He is helped back to the camp and wrapped in blankets but dies moments later. His death plunges the small camp into gloom. Wrapping Man's body in a blanket the Sherpas carry it down the mountain to Camp 2 and you go with them.
DM: Despite Man's death it is important that the Sherpas continue moving supplies up the mountain so you and the other European mountaineers can make your bids for the summit before the monsoons come in June. That is why just days later Edward, Geoffrey, you and several others hike up the mountain again to Camp 3 where after a brief rest Edward sends you and a party of guides up the mountain again to establish Camp 4 at 7,000 meters.This high the oxygen supply in the air is so low it feels like a giant fist is squeezing your skull and at times the agony is so severe you have to clasp your head in your hands and shut your eyes tight until the pain recedes. You're not the only one, several of the Sherpas are experiencing similar pain and one, a man called Shamsherpun, actually drops to his knees and buries his head in the snow in an effort to stop the pain.What do you do?

Player: Press on with Edwards orders to reach 7000 Meters
DM: You are determined to keep going up, despite the pain. From this high icy slope you can see far across the Himalayas but the agony is becoming unbearable. Suddenly brain cells burst and as your vision vanishes in a whirl of white and black you topple to the ground. You lie still, your brain haemorrhaging in your skull. Your last clear thought is of your wife Ruth's face, laughing as she snuggles her body closer to yours in bed. Then all is darkness, endless darkness.

Player: Turn around and go back down
DM: Recognising that you are climbing too fast and the altitude sickness is too strong you lead the Sherpas down to Camp 3. You are not fast enough for Shamsherpun, who collapses to the ground without a sound and lies motionless. He is dead, his brain haemorrhaging instantly. Black shapes swimming before your eyes as you and your guides make it back to Camp 3 when you topple into the waiting tents and sleep for 24 hours straight. By the time you awake a Sherpa has arrived at the Camp with another letter.
Player: The Fourth Letter

DM: My Love,Today I went up Hobkirk's Hill near our house and from the top I stared out across the endless sky in the hope of seeing your smile. It was hopeless of course, you are on the other side of the world . When I called out your name the only response I got was the indifferent wind dancing around me and though I can picture you in my mind, you are nothing more than a memory. Oh my love! I hope you are taking care of yourself, you more than anyone knows how dangerous Everest can be.Trying for the peak is like chasing a dream, it is all very well to imagine in but when people try to live their dreams in the real world they rarely succeed. Don't let that mountain beat you George.Yours forever, Ruth
Player: Ever Higher

DM: Even the death of the second expedition member in four day cannot discourage Edward's determination to keep pushing for the summit. Two days later he sends you, another European mountaineer with the interesting name John de Hazard and twelve Sherpas up the mountain to establish Camp 4. At 7,000 meters, less than 2,000 below the summit of Everest, you and the others erect your tents on a small shelf of rock on the increasingly steep mountainside.Four of the Sherpas are suffering severe altitude sickness and are lying in the tents clutching their skulls, some of them screaming with the pain. You and John are helping put up the last tent when you suddenly notice white clouds are descending on the mountain as they did the day Man Bahadur was caught in a blizzard and died. John immediately orders the Sherpas to head down to Camp 3 but the four men with altitude sickness are in too much agony even to walk. John is all for abandoning them in the tents and going down to Camp 3 as fast as he can with the remaining guides before the snow storm hits the mountain.What do you do?

DM: This Jaxon guy isn't worth your time anyway. You can't let one student control the classroom. Everyone is trying to learn here. At least you hope everyone wants to learn."Now as I was saying the nucleus of the atom is composed of protons and neutrons..." you trail on with the rest of your lecture although it doesn't seem anyone is really paying attention. Everyone was a bit too eager to leave when the bell rang. Well you'll have to work on keeping the students' attention.
Player: Lunch

Player: Go down the Mountain before the storm hits
DM: You have no intention of getting caught in the storm and together with John and the guides who aren't sick you hurry down the mountain. You reach Camp 3 just ahead of the descending snowstorm where you find Edward, the Expedition's doctor Howard Somervell and a dozen Sherpas. When you and John tell Edward you left four men at Camp 4 his expression turns serious."We cannot leave those men up the mountain in this weather," he tells you.Together with Dr Somervell Edward puts on his snow goggles, picks up his crampons and head out into the snow storm. You are left feeling rather ashamed of yourself for several hours until Edward and Dr Somervell struggle back with all four guides. Everyone is exhausted so you spend an uneasy night sleeping at Camp 3. When you wake the storm is still raging so all of you pack up for now and head down the mountain to Camp 1. When you arrive there a fellow climber called Noel Odell hands you another of your wife's letters that has just arrived.
Player: The Fifth Letter

DM: You're in the desert. You don't know why you're in the desert, but at least you aren't in ISS anymore. Is that a camel you're riding? Yes it is. How cliche! Does it have sunglasses on? The cool motherfucker that it is, of course it does. So you gallop, one hand on the reigns and one hand on your cigarette. Awww, your cigarette disappeared. :( Something about this doesn't add up. Is that a Sandshrew digging a hole up ahead? Pokemon aren't real. Ahhh, now you realize the truth: you're dreaming. Better yet, you're lucid dreaming! You're in total control over anything you can imagine. And that's just killer. You're dreaming about:
Player: Wild sex with Lauren
DM: And you thought making decisions was going to be complicated. You direct your camel Sparky to move ahead toward Lauren who is laying on a blanket in the desert sand. She is wearing something like a Dothraki Daenerys Targaryen, all exotic n' shit. She flutters her eyes at you as you dismout Sparky and asks "are you high? You look kinda high!" "I'm just a little high" you confess. "Uhm, Lauren, you know I always liked you, right?" "You couldn't have been more obvious" she tells you as she lays on her back and takes your hand. "I was afraid you were going to keep me in the friendzone forever!" The two of you make love under a rainbow colored galaxy and because this is a dream, none of that pesky desert sand gets up in your genital area. Fuck yeah. You're going to finish way too fast. Good thing it's just a dream.
Player: YEAH!!!

Player: Become a member of the second pair trying to reach the summit

DM: On the first day of June you and Geoffrey begin climbing towards the summit of Everest at dawn accompanied by nine Sherpas. Harsh icy winds whip flurries of snow into your progress and it takes you several hours to struggle up the slope through the knee-deep snow. The lack of oxygen makes you feel drunk and every action is twice as difficult as it should be. Just putting one foot in front of the other repeatedly is an exhausting process.Four Sherpas have enough and turn back. You and Geoffrey struggle on with the other five and pitch Camp 5 at 7,700 meters, tantalisingly close to the summit. You rest in the tents for the rest of the day and the next morning you and Geoffrey get ready to climb further up the mountain. Only two of your guides are willing to climb any higher with you, the other three declare point-blank in broken English that they are going down the slopes to Camp 4.What do you do?
Player: Accept defeat and go down

Player: Climb higher without them anyway
DM: Refusing to turn back you and Geoffrey continue up the mountain with your two remaining guides. Your brain screams for oxygen and deep breaths don't help, at one point gasping for air you start hyperventilating and have to sit down for twenty minutes to calm down. The increasing steepness of the slope makes the climbing difficult and now you are having to use your hands as well as your feet. Finally by midday you halt at 8,200 meters utterly exhausted. The summit is just 650 meters above your head.Too exhausted to climb any further you and Geoffrey accept the inevitable and turn back. At Camp 5 you meet Edward Norton and Dr Somervell on their way up the mountain. Wishing them good luck you stumble wearily all the way down to Camp 4, arriving just after dark. Utterly exhausted you collapse into a sleeping bag in one of the tents and sleep for 24 hours straight. Soon after you awake an exhausted Edward and Somervell return to the camp, also defeated in their attempt for the summit. That evening a Sherpa arrives up from Base Camp bringing you one more letter.

DM: You let Edward and Geoffrey set off first and the day after they left you begin climbing the mountain with Dr Somervell. In the middle of the morning you meet Edward and Geoffrey on their way down the mountain; abandoned by their guides who refused to climb higher and exhausted in body and mind they turned back. Climbing rapidly with the help of six guides you and Somervell reach tents pitched by your companions at Camp 5 at 7,700 meters and spend the night there. The next morning two of your guides are too exhausted to continue.The next day three more Sherpas arrive from Camp 4 to help you and together with Somervell and your seven companions you inch up the mountain. The savage wind scars your face and even with your snow goggles on it is difficult to see through the flurries of snow. Using your hands as much as your feet to clamber up the mountain you struggle through knee-deep snow up to 8,200 meters where you pitch tents at a site you call Camp 6. The summit is less than 650 meters above you.The next morning you and Somervell set off for the summit at dawn. With so little oxygen at this altitude your head is swimming, flickers of darkness cross your vision and the chill of the snow permeating your bones. The smallest activity is a tremendous effort and after every step you need to take a deep breath, feeling like the fattest man on the planet. By noon you have only reached 8,500 meters and Somervell has had enough and sits down. The pyramid of Everest's summit still looms tantalising and distant above you.What do you do?

DM: Recognising you cannot get further up the mountain in the current conditions you turn around and go down with your guides. On the way you pass Edward and Dr Somervell at mid-morning on their way up. Reaching Camp 4 you and Geoffrey rest and recover your strength, your wise decision saving you unnecessary exhaustion. Two days later Edward and Somervell return to the camp, also defeated in their attempt for the summit. That evening a Sherpa arrives up from Base Camp bringing you one more letter.

DM: You struggle on for a few more hours, practically dragging yourself up through the snow. You are getting slower and finally you are halted by a rock wall. Here the snow rises at a sharp diagonal incline, you can clamber up it with your hands and feet but no longer have the strength to do so. Defeated and utterly exhausted you turn back just 280 meters below the summit of Everest. Utterly despondent you rejoin Somervell and start down the mountain.You are exhausted but Somervell is even worse. Clutching his chest he suddenly gives a great hacking cough and spits out a wad of white and grey phlegm the size of a ping-pong ball. Speaking hoarsely and taking great gasping breathes he is clearly in a bad way. You descend as rapidly as you can, passing the tents of Camp 5 and making it back to Camp 4 after dusk. There you instantly enter a tent and throw yourself down to rest but a Sherpa enters carrying one more letter.

Player: Make a last effort for the summit with Sandy Irvine

DM: You choose to help Odell and Sandy and set off from Camp 4 the day after they leave. Accompanied by a guide you make good progress up the mountain and soon reach Camp 5. There you are met by Odell and Sandy's four Sherpas who they have sent down from Camp 6. The Sherpas bring you a note from Odell telling you he and Sandy will try to climb to the summit the next morning. After a good night's sleep you set off early the next morning, climbing up alone to Camp 6.Soon after noon you are at 7,900 meters, less than 1,000 meters below the summit looking up when you suddenly see the clouds around Everest's peak clear. As you scan the skyline you suddenly see a tiny black dot moving rapidly up a white snowy slope. It reaches the top of the slope in about five minutes and you see a second dot moving up the slope to join the first. Before it can do so the clouds roll in again, hiding the distant sights of Sandy and Noel once more.Climbing on you soon reach Camp 6 at 8,200 meters which you find empty as expected. A brief snow storm hit's the camp and you shelter in the camp's tent, it soon blows itself out after a few hours. By now light is fading and when you look up the slopes of Mount Everest you can't see any sign of the two climbers. The tent at Camp 6 is only big enough for two men so you wonder whether to go back down to Camp 5 or wait for the returning climbers.What do you do?

DM: Prince Reginald and Lady JaneRode swiftly down the mountain wayAnd his poor horse the Prince did strainWhile Lady Jane did naught but pray.They did not fear old CantaphraxFor they knew not 'twas all his schemeBut still could neither one relaxBoth haunted by a waking dreamOf terrors coming in the nightBeneath the frigid stars agleam.Though he had won a mighty fightThe Prince longed just to make it backAnd end the misadventure right.They wandered down the misty trackBut lacking light to guide the courseWere quickly lost in inky black.The Prince, the Princess and the horseStill wander in the wildernessA hundred years of ghostly forceHas kept them lost with no redress.So if you ride by night and seeThe ghostly royals, feel no distress'Tis just their phantoms, never free.
Player: And so the bard ends his tale.
DM: A chill hangs over the entire inn as the bard finishes, and you take a sip of ale to warm your insides. Pretty soon everyone is eating and talking as boisterously as before, but now all on the same subject. "I saw a specter myself," a ragged monk behind you pipes up. "The Abbott of the monastery three hundred years ago, he floated through a wall once when I was chanting the evensong." The man to your left cuts him off, eager to relate his own experience with ghosts. It seems everyone has been visited at least once, and some of the louder men claim to have seen four or five. You'd never believed in the things before, but now you wonder. There have been times, traveling alone or half asleep, when you've seen something out of the corner of your eye. You'd always dismissed it as nothing, but perhaps there's more?A couple of hours of such chatter and ale sees you stumble upstairs to a tiny room, ready to sleep for a fortnight. You resolve to be on the watch from now on, for you never know when a ghost might come by. And think if one did appear, maybe even Prince Reginald and the Lady Jane, and you missed it! Thank God the bard helped you see that these things are possible, a testament to his mysterious skill.

Player: Keep browsing.

DM: Refusing to let anything stop you now you begin climbing the rock wall. Setting your feet high up on foot holds you push your body up, find secure handholds and again move your feet up so your knees are level with your shoulders and push yourself up the rock wall again. With fierce winds buffeting you the climb is one of the most difficult you have ever done but with great care and determination you finally reach the top of the wall. Sandy applauds from below.Another slope rises before you at 8,700 meters but this is more easily climbed and then you have done it: it is a short uphill walk to the highest place in the world. Staggering up the last few meters you find you can climb no higher. You have done it: you have become the first person in history to set foot on the highest point on earth. The world lies beneath your feet and the beautiful panorama of the white-peaked Himalayas lies before you.Taking your photo of you and Ruth from your wallet you kiss it and lie it gently on the snows of the peak before beginning your climb down, finally turning your back on Everest's peak. Descending carefully down the steep rock wall you rejoin Sandy and continue down the slope.
Player: Going down
DM: Climbing down the slope of Everest towards Camp 6 you are making good progress when disaster strikes at 8,550 meters. Sandy suddenly gives a shout and sliding on a patch of ice he loses his balance. Dropping his ice axe he falls head over heels down the slope. The rope around your waist that links you with him gives a viciously painful yank and you find yourself sliding uncontrollably down the side of Mount Everest, your snow goggles torn from your face as you fall through the snow. You still have your ice axe in your hand and can stab it into the snow in an attempt to stop your fall. Looking you can see that the slope you falling down levels out a few hundred meters below you.What do you do?

Player: Dig your hands into the sides of the mountain to try and slow your descent
DM: You plunge your hands deep into the snow in an effort to slow your fall. The rope between you and Sandy snaps and you lose sight of your companions as you continue to topple through the snow. Your fall is finally brought to a halt when you slam back-fires into a pile of rocks, breaking your right leg and bruising your entire body. You are still alive though your leg is agony and every part of you hurts. Dragging yourself upright you try to walk but it is impossible, waves of sheer pain shoot through your body from your leg when you put weight on it.Dragging yourself down the slope you shout for help but there is no one who can hear you, not even Sandy who you have lost sight of. You drag yourself painfully across the rocks but it is hopeless, you have no idea which direction Camp 6 lies in and your strength is rapidly fading. Finally, your body numb and at the end of it's strength you can go no further. Lying face down you clutch the rocks of Mount Everest with both hands, digging your fingers into the sides of the mountain.Right before you die your last thoughts are of Ruth and your three little children Frances, Berry and John who you will never see again.

DM: Due to personal reasons whether this be that you do not believe they should be conceiving a child with this disease or otherwise, you do not decide to help them. The couple leaves upset and without counseling and is unable to make an informed decision regarding their future family. Robin and Blake have decided to have a biological child. This child is affected by Diller disease and has a high probability of death before 40 and will carry this disease through future generations. You did not consider how the family might inadvertently affect future generations with Diller disease.You did not apply proper ethical considerations to your job.
Player: Try Again.
DM: In your clinic, you specialize in the modification of embryos. With your work, comes the job of counseling couples on the possible modifications you could make to their future children.Recently, a couple has come to your clinic hoping to conceive a child. This couple, Robin and Blake, have concerns about their future child. Blake explains that her family is conflicted with Diller disease. This is a rare disease which typically shortens the lifespan of those afflicted. Within Blake's family, those afflicted have all died before the age of 40. Blake is afflicted with this disease and wishes to make sure her future child does not carry on this line of disease. The couple would like you to delete the gene responsible for Diller disease within the future embryo.
Player: Deny them help

DM: 

DM: You plunge your ice axe into the snowy slopes of Mount Everest but continue to slide with great speed regardless, your axe carving a long line through the snow as you fall. Suddenly your axe's head strikes a hidden rock and axe launches out of the snow. The adze smashes into your forehead with enough force to break your skull and pierce your brain. Killed in an instant your body continues to fall before coming to a rest at around 8,150 meters. There your corpse will lie on the slopes of Mount Everest until it is discovered seventy-five years later.

Player: Explore the Property
DM: The surrounding area is as beautiful as the house which inhibits it. Hundred year old trees cover the property, and green grass is everywhere in between. A small pathway leads to a couple of small structures on the side behind the lodge, and a stone well.The smaller structure looks like a smoke house that must have been built around the same year as the home, and the larger appears to be a spring house.Seeing that Mrs. McPhail expects you at 11:00, it might be wisest to leave exploring till later, and with her permission.

DM: Val smiles sadly. Val; "Because once upon a time, I could have asked you the same question." You; "Huh, what do you mean?" Val; "There was a time you helped me, and now I'll help you." You; "But I don't remember you" Val; "Because we haven't met yet. When I first got here, I was scared and alone, the only thing that kept me going was the thought that one day, I'd save you like you saved me." You; "I don't understand. What do you mean?" Val; "One day soon, you'll know." I thought about that. I wanted to ask her again, but I realised; Val was very stubborn, she wouldn't tell me if I begged her to.
Player: What's your favourite film?
DM: Val; "Sixteen candles." You; "What's that?" Val; "A love film. It came out in 1984. The day I met...The year I met someone that changed my life. My mum wouldn't let me watch it 'til I was sixteen, but I guess the only reason it's stayed my favourite for all this time is because of the year it was released." You; "It's funny, the things that make something special to you."
Player: Are you alone here?
DM: Val; "Nope. There are others like me, they're just busy somewhere else." You; "Friends?" Val;"More or less."

DM: Sailing steadily Northeast it is not many days before land is sighted in the distance. Steering towards it you see a small sandy island rising just a dozen or so feet out of the waves. There is nothing on the sandbar island except for several strange wooden crosses sticking up out of the ground at haphazard angles a short way from the shoreline. It looks like someone has landed on the island, hastily erected the crosses and left. You could land and investigate the crosses but it would take you a day.
Player: Sail on North

DM: You grab the vines with your bare hands.The vine launches into the air, taking you with it.What might have been a good idea is ruined by the fact that the vine is incredibly slippery, and too slick for you to hold onto.You lose your grip on the vine, and are launched into space.You hover for a second, and then go hurtling towards the swamp floor.The only blessing is that you die on impact.

DM: After last night's debacle within your own mind, accepting the dull reality that this birthday will be just like the other, you slowly open your eyes to this new day; your birthday. The ceiling greets you warmly as it always does throughout the year, and the muscles of your naked body yawn with the rejection of waking up. However, to your side, you feel something different. Something at your side is moving, and it seems to reach from your head to your toes. At first it was a shift in the bed under the covers, then a brush of something soft against your side, then a length wrap around your leg, followed by a final shift in the bed. Your eyes wander over to a figure laying at your side; the more your head turns, the more you see a face -a familiar face at that. "Good morning, beautiful." rises a familiar voice, my voice, as your eyes rest on my face, throwing themselves wide with shock, happiness, and surprise. I smile at your expression and chuckle under my breath, seeing you speechless.
Player: "I....I...."
DM: "Hehe.... I was expecting a bit more than some stuttering... Maybe a kiss perhaps?" I pucker my lips playfully and scuttle a little more against you, my bare leg grazing over yours to pull you closer. You close your eyes a bit and smile, trying desperately to hide a blush. Suddenly, a wave of questions rides over you... "Wait...."
Player: "So... How do you plan on leaving, exactly?"
DM: "Well... I haven't exactly thought that through yet... I'm good at climbing up, but not with climbing back down. Haha..." I look around a little, scratching the back of my head in mild confusion and embarrassment. You turn on your side a bit more and kiss my cheek before smiling gently, deciding to give in to the curiosity that's striked moreso than the mere exit of this lovely intruder.

Player: "..Some cuddling."
DM: You scoot closer to me and rest your head on my chest, listening to my heart beat and noting the rate increasing as you get closer. This brings a smile to your face as you close your eyes and rest against me. My hand instinctively strokes and pets the length of your hair as it rests against us in a scatter, and my other hand rests at my side, the pillows acting as back support and an arm rest. "Just this.... Cuddle... All day...."

DM: Another laugh crosses my throat, threatening to become louder than the last. "Giraffe got your tongue, baby?" I blush a little and you smile at it, feeling your heart race in your chest. Almost instinctively, with a smile on your face, you lean in and peck my cheek. I close my eyes and give you that perfect opportunity.
Player: Look under the covers...
DM: As you stare at my eyes a while, you question exactly what it is that this lover of yours is wearing. With a peaked curiosity you lift the bedsheets, quickly scanning the darkness and realizing that both of you are, in fact, "el natural" in the nude. A brighter blush crosses your cheeks and you instantly yank the covers back down, giggling and looking back at me before peering over the bedside to see my clothes stacked neatly and folded in the corner of the room.
Player: Giggle more at the glorious sight.
DM: You giggle more to yourself, noticing that the amazing sight you had imagined all these months was even moreso than you had thought.
Player: Another peek
DM: You lift the covers again and smile wider, staring at the genitalia available before you, even standing erect. Both of our eyes are focused on eachothers' bodies by this point, and it was anything short of obvious. However, your mind pressed to something more questionable, realizing some reality that just now decided to settle in...

DM: "Well... Aren't you going to say any-Mmnnn!" You silence my sentence with a demanding kiss. The force of your lips on mine is almost intimidating as your body quickly turns on its side and faces my own. Your right hand reaches around my neck and drags its nails across the hairs now standing up at attention, petting and scratching. After a couple minutes of this relatively heated smooch, you back away a little, panting lightly but still keeping your hand around the back of my neck.
Player: Say something
DM: You smile coyly as your lips back away from my own, and your hand remains still on my neck. Your eyes search mine for a moment before closing halfway. "Happy Birthday, to me..." You whisper to yourself in a tone that lights up the room. "This has got to be the best birthday gift ever..." you follow the last remark.
Player: Kiss Him again.
DM: You don't even really give me time to respond before you plant another kiss on my lips, enjoying the feeling thoroughly. My arm slowly wraps around you, but you playfully back off, sticking your tongue at me. "Nuh-Uh. I enjoy you. You're MY present." I can't help but nod agreeably. "Fair enough. Hehe. So, what did you have in mind?" You place a finger on your chin for a moment before biting your lip. "Actually, I was wondering..."

DM: A laugh fills some of the air before silencing itself. I turn myself over a bit and point to a neatly folded pile of clothes in the corner of the room, sitting near the cracked window allowing a gentle breeze to enter. "Oh.... But.... I'm upstairs... How?..." I laugh again and lean over the edge of the bed, pulling a thick knotted rope and a pair of rough-patched gloves. "I'm a good climber, y'know..." You laugh again and nod, watching me return the objects to their current resting place. "So..."
Player: "..Playing a game."
DM: I laugh gently and nod at your request, "Well, prepare yourself... Supah Spike.." I grin and quickly move under the covers. "Fluffy Fido shall win this one!" You scream and laugh, watching as I disappear into the cavern, scrambling in a hurry.

Player: "..Sleeping the day away."
DM: With a minor whimper, you push me on my back and curl tightly against my body. "I want to just forget today... Sleep it away.. With you." I nod at you and grab the sheets, pulling them up to the back of your neck as your wrap your arms around me and nuzzle your head beneath my chin; your hair falls in a scatter across my chest, acting as its own blanket beneath the one over us, and the vanilla scent lofting in the open... And as such, we sleep the day away, unbothered.

Player: "..Being sung a song."

Player: "How did you get in here?"

DM: You shut your eyes and growl lowly in your throat. Immediately after, you rip off the bedsheets, at least from me, and hog them to yourself, immersing yourself in your own compressed warmth, giggling on your own and raping my body with your eyes. Every detail and line, scar and wound, tan line and poking bone outline... All of it remains yours for the taking, but for now, only for the amazing viewing. Another lowly growl, though this time in viewed pleasure, and you generously hand back my portion of the sheets, allowing me to cover up my lower body again, shielding it from the cool breeze coming from the cracked window. "So... My lovely man, my beautiful birthday present..."

DM: Your nails continue their safari amongst the meadow of my neck, traveling in both an orderly fashion and in a strange pattern on this familiar terrain. My eyes flutter shut at your touch and my smile widens more. You blush and giggle to yourself, relishing the moment in its entirety and of everything it has to offer of the simple pleasure.
Player: "So...."
DM: You smile a bit and withdraw your hand slowly, blinking in a mild realization.
Player: "How long have you been here?!"

DM: You retreat your hand and smile at it, flicking your tongue at me before resting your head on the pillow, watching the aftermath of your work. "So..."

DM: Even though there is truly nothing to pout about, you pucker your lips, retreat your hand, and lay flat on your back, puffing your cheeks with held breath like a child throwing a tantrum. The sight naturally brings another laugh as I move a little closer to you, poking at your cheek. "Aww, what's wrong?" You close your eyes and exhale through your nose harshly, being sure to make the breath known and heard.
Player: Maintain your silence?
DM: "Well then, I guess i'll have to pry something out of you, birthday girl." I say to you as my arm swoops around your body, cupping your breasts in my elbow and poking your bloated cheek repeatedly, causing tiny spurts of noisy air to escape from your lips. Eventually you crumble into a laughter and roll me over on my back before retreating and laying on your side once more, a more serious look striking your face; a realistic question toppling over you.
Player: Follow Fluffy Fido!

Player: "..A nice meal."
DM: You quickly realize that you've yet to eat some breakfast and ask for a meal.. A nice home-cooked meal. Luckily enough, your present brought some sub-presents. From under the bed I pull a thick bag, warm to the touch. From it I pull out another enclosed bag, even hotter than the last, before pulling a bag from that bag. I open the small bag and discard the other two back to the depths of the bed's underside. From this bag, I pull a plate topped with plastic wrap. After removing the plastic wrap, I hand the plate to you; on it is a fully cooked meal of one golden-brown omelette, a little chocolate-chip muffin, a tiny plastic container filled with maple syrup, and two slices of bacon cut and cooked to your liking. --20 Minutes pass of eating and small talk-- "So, what now?" you ask, handing back the dish and watching me encase it in the bag, putting that bag inside the bigger bag, and thus in the final bag. "I told you, it's your birthday. You decide." I smile and nod at you.
Player: "..Sleeping the day away.."
DM: With a full and happy tummy, you whimper a little, pushing me on my back and curling tightly against my body. "I want to just forget today... Sleep it away.. With you." I nod at you and grab the sheets, pulling them up to the back of your neck as your wrap your arms around me and nuzzle your head beneath my chin; your hair falls in a scatter across my chest, acting as its own blanket beneath the one over us, and the vanilla scent lofting in the open... And as such, we sleep the day away, unbothered.

DM: Following you laying next to me, on your back, you close your eyes and smile as I stay propped on my side, starting to sing to you softly as a lullaby; Feeling the past moving in Letting a new day begin Hold to the time that you know You don't have to move on to let go Add to the memory you keep Remember when you fall asleep Hold to the love that you know You don't have to give up to let go Remember turning on the the night And moving through the morning light Remember how it was with you Remember how you pulled me through I remember I remember I remember I remember I remember I remember I remember I remember Feeling the past moving in Letting a new day begin Hold to the time that you know You don't have to move on to let go Add to the memory you keep Remember when you fall asleep Hold to the love that you know You don't have to give up to let go Remember how it was with you Remember how you pulled me through I remember Feeling the past moving in Letting a new day begin Hold to the time that you know You don't have to move on to let go Add to the memory you keep Remember when you fall asleep Hold to the love that you know You don't have to give up to let go Remember turning on the the night And moving through the morning light Remember how it was with you Remember how you pulled me through I remember I remember I remember I remember I remember I remember I remember I remember~

Player: Go visit your girlfriend.

DM: Rules Of Classroom Behavior1. Student should not talk while others are talking. This offence results in one Strike2. Student should not be rude or talk back to others, including the teacher.4. No throwing things. Not only is this dangerous but this can lead to some one getting hurt. Two strikes for this.5. Always raise hand before speaking. This a spin off of rule one (1). This interupts me and will result in one strike.

DM: You follow Fido under the covers and growl in a midst of the power struggle, the two of us wrestling underneath the covers. Unfortunately, for Fido, it is your birthday, and before long my mind forces me to surrender... this time... You take the advantage and pin me down on the bed, kissing my lips relentlessly in a victorious parade. "Supah Spike wins again! Yayyyy~!" You giggle into the cavern, keeping me pinned.

DM: As Fido "conquers" the bed, you quickly scurry above the sheets and roll off of the bed, giggling as you listen to the scurrying above.
Player: Crawl under the bed
DM: You crawl under the bed quickly, quietly laughing and smiling to yourself. However, this isn't the oldest trick in the book... Your attempt is spoiled when you feel something grab your feet and pull you back. Despite your best efforts to kick away and escape with an uncontrollable laugh, you are brought out and dominated in any, and every, way possible. Fluffy Fido has gotten the better of you. *wink* But, of course, you allowed this... It was all part of your master plan since the game started. What a way to spend a day.

Player: "Oh, no, no, no!"
DM: Fluffy Fido snakes around in the covers, licking at your legs and nibbling your skin, rendering you quickly out of breath and immobilized in pleasure. Before long, my head poke out from the covers with the palm of my hand pressing against your central warm and wet cavern, causing you to arch and gasp for air. "Looks like Fido wins!"

DM: You walk into the forest. The enormous trees that tower overhead blot out most of the sunlight, it's very hard to see. Then you realize that this is due in part to the fact that the sun is setting.Uh-oh! You don't want to be walking around in these woods at night! No telling what sort of creatures might attack you! You decide to sit down and set up camp before it gets too dark. This gives you a little bit of time to search for food and maybe make a fire. By a lucky chance, you have come to a clearing, surrounded by bushes, a small animal's burrow and a tree that looks climbable.
Player: Enter clearing
DM: You're standing in the center of the clearing. You better get settled before it gets dark. You're kind of hungry.
Player: Set up camp
DM: You decide to make camp now. You find some dry sticks on the ground, and are fortunate enough to make a fire by rubbing them together, so that by the time it's dark, you have a roaring bonfire. Great! Now the only thing you're missing is food.As you sit around the campfire, your eyelids begin to grow heavy. Suddenly, you hear a growl coming out of the bush. That wakes you up pretty quickly. Whatever made that sound is nearby... and it doesn't sound friendly!
Player: Grab a burning piece of wood from the fire
DM: Holy crap! What is that thing?!Whatever it is, it throws down the rest of the lizard it was eating and jumps off the tree, landing with a flying leap on your face. It grabs your face in its long crocodilian jaws and begins biting down. Quickly, you lift the burning stick in your hand up to the creature's backside, and... "YOOOOOWWWWWWWWWWWW!"With a horrible catlike scream, it leaps off your back and retreats into the jungle. Phew! You did it! You defeated the monster! But now you're having second thoughts about continuing into the forest. Are you sure you wouldn't prefer trying to cross the lake?
Player: Stay in the forest! You can handle it!

DM: You begin to get a bad feeling about the place. The empty buildings and atmosphere feel a lot more sinister now than they did a second ago. Your instincts kick in, and you try to drive away.You quickly find that the roads have been blocked off by debris. They're herding you in a certain direction. You can't get out of the car, either, as you start to see other people watching you out of buildings and behind trash cans. In a last ditch effort to get away, you throw the minivan in reverse.As you try to back out, you see something: a large truck blocks the way out. They've sealed the road behind you. A man holding a golf club comes out of a nearby building and starts running toward the minivan. In total panic, you speed down the road, away from the truck.Barbara is gripping her armrests in fear. You would be, but both your hands are on the steering wheel. You drive down the road, exactly where they want you to. You can hear the truck following closely behind you. Suddenly, you drive into a dead end. The way forward is blocked. The truck pulls to a stop behind you, trapping you.You have no choice but to get out of the car. A mob of people has gathered around your vehicle. Your group follows suit, and gets out of the car."Okay, let's not waste time. Give us your stuff, and your car, and we'll escort you to your new home," barks a large, bald man. The crowd of angry people with their guns pointed at you reminds you that you'll have to speak carefully.
Player: Give up your supplies
DM: "It's all in the trailer," you say, which is true. The man looks behind him, and snaps his fingers. "Boys, unload the trailer." He turns back to you. "Now that that's out of the way, I will be happy to escort you to your new home."

DM: Everybody is too dumb to notice that they're all standing in the train tracks.
Player: This's all their Fault
DM: Two trains whistles scream at each other. Their high pitches noise pollution annoys the people.

DM: You are in the middle of a mine. There are lights! To the East is a stairway downwards. It is very dark. There is an ominous rumbling from it.To the West is a winding pathway. There are butterflies there. They are evil butterflies - You can tell from the markings and the knives they're clutching in their tiny arms. To the North there is a straighter pathway. It is very quiet.
Player: The Western Path (not so dark.)
DM: The Western Path is long and winding.Eventually, you find a wide chamber. There is a Flemish Giant Rabbit there. It is smoking a pipe, and has a torch next to it.

Player: Give me that torch, you big eared fool!
DM: "I will not give you my torch." The Flemish Giant Rabbit does not look pleased with you. "I need it to fend off the grue. But I will propose a trade. If you find my Generosity for me, I will trade the torch for it. I dropped it somewhere around here."You do not have much choice, except to search for it.

DM: The stairway is long and winding. It is very slippery.More importantly, it is very dark. You are likely to be eaten by a grue.

Player: The Centre (with squishy.)
DM: The Centre is much the same. Now you have a squishy. To the East, there is a dark stairway. There is a rumbling noise from the stairway, and also the sound of bad music. You know from your learnings that grue love bad music.To the West, there is a winding pathway. It is lit!The North is conveniently caved in.
Player: Western Path (with squishy.)
DM: There is a Flemish Giant Rabbit there. It is smoking a pipe. It has a torch. "I see you have my Generosity. Give it to me and I will give you this torch."
Player: Trade Generosity for Torch
DM: The Flemish Giant Rabbit eagerly takes the Generosity.You have a torch.

Player: The Northern Path (also not dark.)
Player: The Eastern Stairway (very dark.)

DM: You did not leave the dark Eastern Stairway. This was a mistake. The grue has sharp, gnashing teeth. You are experiencing this close up - Possibly closer than you might really like.I'm sorry: You have been eaten by a grue.

Player: The Centre (with torch.)
DM: The Centre is still much the same.The West and North pathways have conveniently caved in.The Eastern Stairway is looking rather brighter now. There is no rumbling sound.
Player: Eastern Stairway (with light!)
DM: The Eastern Stairway is very bright.It is unlikely that you will be eaten by a grue.At the bottom, there is a crossroads. To the South is the sound of cackling. To the North there is a Nest of Light-Dwelling Grue. To the West, there is a long pathway.

DM: Marsha took you to the room where two boys - no more than five each - were doodling on a piece of paper. Upon seeing you, the two of them abandoned their crayons and rushed to your side. You sat down with them and praised them for their amazing drawing skills. Strangely enough, both of the boys drew a picture of their family in front of their cottage. Their pictures were remarkably similar, though they still felt the need to talk about them individually. "See, see?" One of the boys grabbed you by the sleeve and pointed at his picture. "Here is mommy, daddy, me, Jack and Manny!" The boy pointed first at Marsha, then a tall man, followed by two little boys and a teddy bear. "My turn, my turn!" The second boy pointed at his picture. "Here is mommy, daddy, me, Jack and John!" You smiled to them both, thinking about just how adorable they were. Marsha was lucky to have her husband, as well as these precious children with her. Downstairs, Marsha called for dinner. You got up, took the boys by the hands and walked down to your hostess. Once at the table, you realize that the man of the house had also returned. Joshua smiled timidly at you, showing his friendliness, but otherwise did not attempt to make conversation. He was probably not used to visitors. Half way through dinner, the second boy tugged at your hand, telling you that he had to go to the bathroom and wanted you to walk him. Marsha rolled her eyes, telling her son he was too old for this. What will you do?
Player: Stay at the table
DM: The little boy pouted upon your refusal and trudged off on his own. The rest of the family started talking about the directions you would have to go in order to get out of the maze safely. Marsha said she wasn't very sure exactly what the orders were, but you certainly had to go to right twice, left once, and up twice. Her husband Joshua thought that the first and third turns you must take were right and left, but couldn't figure out the rest. Their son - the one who remained a the table - told you that he would only tell you what the second turn was if you could tell him what his name and his brother's names were.

DM: It is very dark.You are likely to be eaten by a grue.
Player: Fend Off Grue With Squishy
DM: Grue cannot be fended off with squishy. You have been eaten by a grue.

Player: Eastern Stairway (with squishy.)

Player: Western Pathway Mark II
DM: There is a locked chest here.
Player: Cackling South-Place.
DM: There is a kangaroo here. It is an evil kangaroo."I will give you the key to the vault of the Destructo-Grue 2000 if you answer me a riddle."

DM: You decide to authorize the use of the chemical, which is immediately put in use. Unfortunately, the chemical has some minor defects that badly affect the clone soldiers, and the minimization of childhood among the clones causes serious mental issues among the soldiers, which causes many of the newest generation of clones to suffer from many new issues and to be considerably less effective. As well as this you get some heat for allowing this from the Coalition forces.
DM: Next to make their way to you is a massive Remnant known as Spear-9."General." The robot says."How can I help you?""Recent archeological discoveries have unearthed an Ancient factory.""Go on.""This facility was used to make my kind. The archeologists wish to prevent us from using these facilities to begin manufacturing as it would damage important bits of history, and destroy massive amounts of knowledge about the Ancients and destroy our history. I would like you to overrule this judgement."
Player: Allow the Remnants to use the facility
DM: "Sure. I'll have the judgment overruled.""Good. Thank you, General."The facilities are converted, destroying massive amounts of information on the Ancients and bits of history, but the facilities are converted into remaking bodies for uploaded Remnant minds, which allows your military population to grow considerably.

Player: Northern Gruenest.
DM: The torch does not help you here.You have been eaten by a grue.

Player: Riddle Me This.
DM: "A man goes to a crossroads, one leading to the Village of Truth where everybody is truthful, and one leading to the Village of Lies where everybody lies. The man does not know which is which. He urgently needs to get to the Village of Truth, and doesn't have time to investigate both villages.""There is a villager at the crossroads. The man cannot figure out if he is from the Village of Truth or the Village of Lies. He can only ask one question - What question would he ask?"
Player: Investigate both villages, lulz.
DM: You have been eaten by an enraged kangaroo.

Player: Are you a grue? Not that I'm prejudiced or anything. Some of my best friends are grue!
DM: You have been eaten by an amused kangaroo.

DM: You have been eaten by a kangaroo.

DM: The kangaroo has given you a shiny golden key.
Player: The Lit Eastern Stairway (with key.)
DM: You now have a key. The Cackling South-Place has conveniently caved in. To the North, there is a Light-Dwelling Grue Nest. To the West, there is a pathway.

Player: Most people use it.
Player: Innocent

DM: You sit next to Kyle. He's your boyfriend and is more important. By the time lunch ended Olivia realized she'd been replaced. You lost your best friend but you kept your boyfriend. Over the years you two get married. You realize too late that you've married an abusive drunk. You should leave him but you have a newborn girl now. You decide that you have to leave him for your daughter's sake but how should you leave?
DM: You grab your daughter who you named Olivia after the friend you lost so many years ago. You pack up all your money, all the things your baby needs, and some extra clothes for the both of you. You realize with a start that you should change your name.
Player: Sophia
DM: You should change your baby's name too.
Player: Martina
DM: Very nice. Now that you've got your things packed and your names changed you head to the train station. You always liked traveling by train. When you get there you have a few places to choose from. You buy two tickets and step on the train that will take you to hopefully a better life in....
Player: Detroit
DM: When you arrive, you're fortunate enough to land a stable job and move into a decent apartment. Your little girl grows up and becomes a police officer. You're extremely proud of her and yourself for the strength you both have.

DM: AAX
Player: g
DM: AAAG
Player: r
DM: AAAAR
Player: a
DM: AAAAAA
Player: k
DM: AAAAAAK
Player: f
DM: You are called AAAAAAAF

DM: You open the second log."Captain's Log: June 2, 2150. The hyperspace ride was kind of bumpy. I don't know what the hell AMZAK was thinking. It's not that hard to avoid the currents. Dr. Gerchev says since this is a new AI, there are still some kinks to iron out. I thought that a smooth hyperspace flight would've already been a priority."Oh, well. Everyone's safe. We will be there in a few days at impulse. Hopefully this will be the last of AMZAK's hiccups. End log."
Player: Listen to the third log
DM: You open the third log."Captain's Log: June 5, 2150. Something strange is going on. We still haven't reached our destination, even though we're going at full impulse. We should've been there yesterday! I don't know what's going on. I swear I plotted the course correctly.AMZAK's being weird. I wake up in the middle of the night only to hear muttering from his room. I would then go to his room to find him still operating at full capacity. He should be in hibernate mode while we're sleeping!I've noticed this weird rash behind my ears. From the look and feel of it, I could swear it was metal. Similar rashes have been appearing on the rest of my crew, except for Dr. Gerchev, surprisingly. Some of my crewmates have even started growing tubes and wires on their arms and neck. That's really odd. I wonder if it's some kind of alien sickness. I will have to investigate this. End log."

DM: There is a locked chest.You unlock it with your key and extract a small stuffed toy.
Player: The Lit Eastern Stairway (with stuffed toy.)
DM: The Lit Eastern Stairway is still much the same.The West and South are conveniently caved in.To the North, the grue run away. The path is clear.
Player: Northern Staircase.
DM: You go downwards for a very long time.Eventually, your torch stops working, and all is dark. Your return path is conveniently caved in.You are likely to be eaten by a grue.
Player: Cast magic missile.
DM: What do you attack?

Player: Hide.
DM: I'm sorry. You have been eaten by a grue.

Player: I attack the darkness!
DM: The darkness is scared away. It is now very bright. The grue have also been scared away.In front of you, there is treasure.
Player: You have won the game!
DM: You have won the game!But also been eaten by a treasure-grue.

DM: Grue are immune to magic missile.You have been eaten by a grue.

DM: After entering the cannery, Alex was met with some sort of reception area. There was a time clock full of punch cards behind a large desk, and a few couches hugging the walls. The room was dirty and in rough shape. There is a bathroom to Alex's left, a large pair of double doors in front of him, which Alex finds to be locked after trying to open them, and a single door to his right.
Player: Enter the bathroom.
DM: The bathroom is filled with the stench of rotting fish. After recoiling at the heavy air, Alex sees that the source of the smell is from a small metal tub full of fish. A label on the top reads, "Salmon." Alex takes the tub with him.
Player: Enter the single door.

DM: Your name is currently AaaaaacChoose the final letter in your character's name, or click the link to Chapter 1-Prologue to begin.YOUR HEALTH: 100%
Player: d
DM: Your name is now Aaaaaaad.YOUR HEALTH: 100%

Player: Go into the kitchen/dining room
Player: Go through the door

DM: Welcome to the Insanity Complex. We hope you enjoy your stay (or not...). (Remember to save your game frequently.) Shall we begin?
Player: Yes! Let's begin!
DM: The sun shining through the small window above you wakes you up. You are lying on the soft bed in what appears to be a small room. You sit up suddenly, shocked by what you see around you. You don't remember how you got here or ever being in this place before. How did you get here? Next to your bed is a chest of drawers on the left and some shelves on the right. Maybe these could give you a clue.
Player: Have a closer look at the shelves.
Player: Put on the purple clothes.

Player: Put on the blue clothes.

DM: You have a look a the chest of drawers. It seems old and rickety. It is shoddily bolted to the wall and the floor. Why is everything bolted down?
Player: Open the drawers one by one.
DM: All the drawers are empty except the bottom one. It contains a notebook and pencil. You take them.
Player: Notebook and pencil

DM: You do nothing. Time passes. Nothing happens.
Player: Chose agian.
Player: Do Nothing.

DM: Next to your bed is a chest of drawers on the left and some shelves on the right. Maybe these could give you a clue.
Player: Check the chest of drawers

Player: Check the shelves.
Player: Check the window.
DM: You check the window. The sun is bright and hurts your eyes. You squint as you take a look at the window and its frame. It seems to be made from triple glazed reinforced glass which is bolted to the window frame. What do you do next?

Player: Open the drawers.

Player: Put on the pink clothes

Player: Hit the window.
DM: The window doesn't even rattle. Are you locked in? How are you going to get out? You don't want to spend the rest of your life in this place.

Player: Do nothing.

Player: Try to open the door.
DM: You push on the door. It doesn't budge. Maybe it's a pull door. You pull on the door. It doesn't budge. You are locked in. Your heart races. How are you going to get out? Why are you here? What's going on? In your frustration you keep hitting the door. You hear a mechanical noise behind you.
Player: Someone must hear me. You keep hitting the door.
DM: Yep! Someone hears you alright! The doctors hear you screaming "HEEEELLLLP!" and banging the door. You are upsetting the other patients and they need to put a stop to it. People in white coats have come to take you away. They prepare the sedation. You see one holding a big needle and syringe. Your heart races. You scream. They hold you down and inject you in the neck. You stop struggling as they put you in a straight jacket. The world slowly fades to black.

Player: Stop hitting the door and turn around.
DM: You turn around. You dont see anything. You look around carefully again. Your thoughts are racing. How are you going to get out?
Player: You'll never get out. You repeatedly bang your head against the wall.
DM: The mechanical noise was a CCTV Camera. The doctors see you hurting yourself. People in white coats have come to take you away. They prepare the sedation. You see one holding a big needle and syringe. Your heart races. You scream. They hold you down and inject you in the neck. You stop struggling as they put you in a straight jacket. The world slowly fades to black.

Player: Next>>
DM: You wake up in a cell where the walls and floor are padded. Everything is padded including the bed. Fortunately for you they've taken off the straight jacket. You are alone and desperate. You need to get out of this place. Your thoughts start to race. You are paralysed as thoughts of the past bombard your mind. Thoughts of the world trying to hurt you, thoughts of your worthlessness, and mainly, most strongly, most importantly, thoughts of your death. These thoughts race around your head at the speed of light, burning away in your head, eating away at your decaying heart. Suddenly you realise that you are screaming and bashing your head against the soft padded wall. You try to stop, but you cant. Something, someone else is controling your body. You scream in frustration, the voice telling you you must excape. You must escape. It stops. You decide maybe it's best to take your medication now. Or maybe not?
Player: No, it's probably a conspiracy to slowly poison you. Don't take your medication.
DM: You decide there is no way that you are going to take your medication as you don't trust anything that you've been given in this place. Anyways, the thing that was controlling you is gone. You won the fight. You feel good about that. Right, you decide it's time to make your escape.

Player: You'll do anything to feel better. Take your medication.
DM: You take your medication. You take one tablet as directed hoping this will hold off the darkness inside you for a while, making it easier for you to escape. You wait for what you think is an hour for the medication to take effect and then you decide it's time for you to begin your escape.
Player: Right. I'm ready.

DM: The mechanical noise was a CCTV Camera. The doctors see you banging the window as a desire to kill yourself by jumping out of the window or using broken glass. People in white coats have come to take you away. They prepare the sedation. You see one holding a big needle and syringe. Your heart races. You scream. They hold you down and inject you in the neck. You stop struggling as they put you in a straight jacket. The world slowly fades to black.

Player: rest
DM: You take a rest from searching for a while. You lie back on the bed and relax for a while...

Player: You stay unnaturally still and stare right through her.
DM: They look at each other again. One man shakes his head, obviously upset about the plight of some his fellow humans. "We'll come back later, okay?" She says. You don't reply. She sighs and then they walk out, closing the door behind them.

Player: I'm ready.
DM: You start to search all around the room, which looks irritatingly bare. You still have a pain in your forehead, which makes is quite difficult to concentrate, but you still carry on. You see nothing. It's is becoming increasingly difficult. You decide maybe it's time to take a break from searching and you lie on the bed. The voice comes back, shouting at you to get out of this room, you breathe frantically as the walls seem to begin to close in. You do not know what is real and what is imagined. You sit up and scream and scream and scream.

Player: ID card

Player: You've got no choice but to search again.
DM: You continue your search, frantically feeling the walls to see if there is anything hidden, your thoughts racing... Suddenly you feel something inside one of the padded pockets in the corner where two walls meet. Your head suddenly feels like it's contracting and you scream and fall to the floor. Suddenly the door creaks open and two men and a woman walks in stands above you. They see you fighting what they cannot see and put you in a straight jacket. You hear the woman speaking. "No space here...can't deal with this...too many...too frequently...psychotic episodes...transfer....maximum security."

Player: Resume searching.

Player: No, please no...
DM: They held you down again and injected you with that needle. Them and the police put you in a straight jacket and put you in a high security padded police van and took you to the maximum security hospital/prison called Broadmore for the most dangerous of people. This is where you are to spend the rest of your days, as you are deemed as too dangerous to ever be in society ever again. You are too ill to escape.

Player: "LEAVE ME ALONE!" You scream as you rush towards her.
DM: You decide to punish the woman for all her bad deeds. You attack the woman. Your hands land comfortably around her throat. You start to squeeze. The men were trained for this. Within seconds they're on you, restraining you. One calls for backup. Sirens are going off all around you. You've been caught in one psychotic episode too many and the hospital staff decide you are too dangerous.
Player: It's too late...
DM: They held you down again and injected you with that needle. Them and the police put you in a straight jacket and put you in a high security padded police van and took you to the maximum security hospital/prison called Broadmore for the most dangerous of people. This is where you are to spend the rest of your days, as you are deemed as too dangerous to ever be in society ever again. You slowly get worse until you are too ill to escape.

Player: Have a closer look at the chest of drawers.

DM: "I want to trade the gun for some gas," you say. The woman nods. She takes the gun, and disappears into the store. She comes back out with a Jerrycan filled to the top with fuel. "Here...you go," she says, struggling with the weight of the can. You thank her, and drag the can over to the dealership.Most of the cars are gone, but you expected that. You do have three choices: A pickup truck, a minivan with a trailer attached to it, and a convertible. The choice is quite obvious for your needs.Luckily, the minivan door is unlocked, and the keys are on the dashboard. You check the fuel gauge - you have a full tank. The can of fuel you traded the gun for seems useless now. That was not the right choice. But, there's no time to cry over it. You drive the minivan and the trailer back to the warehouse.

DM: They look at each other, worried. The woman speaks again. "I'm sorry, Miss Owens. I was just enquiring if you were feeling better than before.. You were having a psychotic episode, so we had to restrain you and put you in here. Are you feeling better?"
Player: "Better? Better? YOU GET AWAY FROM ME!"
DM: They look at each other again. One of the men shakes his head in pity for you. "Miss Owens?" the woman inquires. "Are they still after you?" There's a long pause. You stand very, very still...worryingly still. "Are they still hurting you? It's very important you tell us...." she continues.

DM: She seems to relax a little. She smiles. "Alright then. You can leave this room now. We'll take you back to your room. Did you take your medication?" She asks.
Player: "Yeah. I did."
DM: "Good, good...Well come with me." She gestures for you to follow and you do so tentatively. The two men walk behind you to make sure you do not escape. You think maybe now is the time to escape, but then think better of it...if it doesn't work....well, let's just say that you want a realistic chance at this. No, you have the ID card so you can get out easily, as long as no one spots you. You'll try once you get back into your room.
Player: Next >>
DM: You are back inside your room, locked in again. This is starting to make you extremely irritated, but you take a deep breath and decide it's worth the effort to escape. At least you now know that they can watch you using that camera, which seems to detects noise at certain decibels (you know this because it only activated when you started hitting the door) so you have to be very, very careful with what you do in here.
DM: You do nothing. Time passes. Nothing happens...
Player: Some time later...
Player: Look closely, but quitely around the room.
DM: You sneak over to the door to check to see if there is any way you can unlock it...
Player: Who knows?

Player: Later that day...
Player: "I'm feeling okay..."

Player: "How am I feeling? How am I feeling? I'm in a padded cell and you ask how i'm feeling?"
Player: "I guess so..."

DM: You reach out, fumbling along the wall until you find the light switch. You flick it, and for a brief moment there's a spark in the lightbulb above you, which shatters, spraying shards of glass around the room. You let out a cry, raising your arm to shield your eyes as glass rains around you. A mere second later it's gone, and you're left in the darkness once more."Not going to happen..." the voice chuckles.You pause, getting an idea. You crouch down, reaching around before you manage to find a long shard of glass. You fingers are slashed open by it, blood pouring to the ground, but you grit your teeth, picking up the long shard. It's best to get a weapon out of this.
Player: Leave the dark cell
DM: You slowly step backwards, finding your way out of this terrifying place. Using your hands, you feel your way to the door, before pulling it open and heading inside, escaping this hell. "I'll see you soon," the voice says. "So soon. The darkness always wins."You frown, quickly leaving the room and moving back to the safety of the light in the hallways.
Player: Check the dark cell

DM: "Shit, it's getting dark. We should get back to camp."Matt stared up at the clouds above him. The dim grey sky had blackened to a cold, dark blue; the stars offering little illumination. They'd been walking all day and his feet had begun to blister. The three teachers who had organised the trip had been expecting the party of teens back over an hour ago. He felt a cold hand grip his wrist."Past your bedtime already?" Sally chuckled as she placed a kiss on Matt's neck. They'd been inseparable since they met in high school 5 years ago. "We haven't even gone for a swim yet!"Harley shot the pair a look of horror. "In the lake? Are you kidding? You can see the ice floating on the surface. There's no way I'm getting in there."Sally gave him a shrug and began to undress. Zoe giggled and dived into the lake headfirst, still wearing her scarf and coat. Sally lunged into the water and screamed as the cold hit her."Get in here!" The girls called.
Player: Join the fun.
DM: You chuck your bag on the floor and sprint over to the girls. Your eagerness encourages Matt to follow. The water is colder than you expected. You try to steady your breathing but end up gasping for air. Your legs go weak and you begin to sink. The sounds of muffled laughter echo through the water. You can hear shouting coming from the edge of the water, but no one comes to your aid.
Player: Call for help.
DM: You open your mouth to call for help, and feel the frost flood your body. You glare at the sky above as it drifts further away from you. The stars seem dimmer now. An overwhelming silence fills your ears, and the lights begin to go out. Your vision fades to black.

DM: "No chance! I'd rather-" you don't have time to finish before Matt pushes you in. The cold hits you like a bus. You try to steady your breathing but end up gasping for air. Your legs go weak and you begin to sink. The sounds of muffled laughter echo through the water. You can hear shouting coming from the edge of the water, but no one comes to your aid.

Player: "I hope she's not our assessor." whispered Tom.

DM: The paint upon the serpent's skin is truly a master piece. The eyes are rimmed with white, and every scale is painted and highlighted, with shadow falling between each. The mouth has been stretched wide, and the lips reduced and framed to form a reptilian maw. Unlike many of the exhibits, not a single hair rests upon the individual's head. The body of the serpent is equally detailed, with the acid green scales gradienting down into an emerald green, and then finally a midnight blue. The arms sloped down into webbed hands, smooth and close to the side due to the membrane that stretches from wrist to waist, filling the arm space between. The underbelly of the creature is a cream color, and the legs are fused into one contiguous piece of scaled fabric that tapers into a long tail.
DM: 

DM: You touch the symbol for 'Lyestra' and the door swings open, quiet as a whisper.You peer into the darkness beyond....Time to enter the library!
Player: To the books!
DM: You are standing in the center of the Lyestra Library!As small as Lyestra is, it has a rather impressively sized library--mostly due to the undying dedication of Timon, the Librarian.For years, he has obsessively collected books from far and wide, and the result is a fully stocked library, stuffed with books on all kinds of subjects.When you were a bit younger, you used to spend hours in here, getting lost in the words and the smell of old pages.You have a mission, however.Timon, it appears, is nowhere in sight. Perhaps he decided to hide somewhere when the goblins attacked? You'd better start searching.As you gaze about the library, you see a large metal door in the northern wall. You know that it leads down into the basement.There is a large, heavy atlas, sitting on a podium nearby.And of course, there are the various wings of the library--fiction, nonfiction, and monstrology.Where should you search?
Player: Inspect the metal door
DM: You walk over to the metal door in the northern wall, and pull on it with all your might.Locked. Of course.What, did you think it was just gonna OPEN??
Player: Return to the Library Foyer

DM: Tom and Harry reluctantly step out of the vehicle. Harry glared at Noah and Andy until they followed too. David and Moya were last off. Being the only girl on the trip, Moya had insisted she have her own tent, as long as she didn't have to carry it. Tom had heard a rumour that her parents were paying Mr Rees to store her tent in the minibus whilst she walked, and then had arranged for him to secretly return it to her when the assessor had her back turned. This was a clear breach of the rules. The whole aim of the experience was for the youths to be as independent as possible. They were to walk for 7 hours a day without any help from the teachers - this included carrying your own equipment. "I do love it when we have an enthusiastic bunch!" The Assessor smiled, baring her crooked teeth. "My names Alexis Steele. I'm going to be assessing you, but you can think of me as your big sister on this journey!"Tom cringed as she stroked his hair. "Lets get going." David smiled. "The sooner this excruciating pantomime is over the better..."
Player: Andy should take the map. He's the strongest navigator.
DM: Alexis hands Andy the map with a smile before wishing the group good luck."We won't need luck with me in charge." Andy remarked.The six students set off on their journey. Each and every one of them wore a bag the size of a small cow that dug further into their shoulders after every step. Even Moya seemed to be struggling despite her not carrying her own tent.It wasn't long before it became too much for one of them."Please can we stop..." David pleaded. Noah and Andy continue to march off into the distance as David sits down on a lone rock. Tom looks back in the direction they'd came from. The teachers and Alexis were still in full view and they hadn't even made it off the car park yet. As much as his shoulders hurt, it was far too soon for a break.
Player: Give David a minute.

DM: Harry nodded in agreement. "She looks one nugget short of a Happy Meal if you ask me."Laughter echoed through the vehicle, even the teachers fighting to hold back a grin. A whistle shook the minibus, and the assessor threw open the doors. "EVERYBODY OUT!"Tom and Harry reluctantly step out of the vehicle. Harry glared at Noah and Andy until they followed too. David and Moya were last off. Being the only girl on the trip, Moya had insisted she have her own tent, as long as she didn't have to carry it. Tom had heard a rumour that her parents were paying Mr Rees to store her tent in the minibus whilst she walked, and then had arranged for him to secretly return it to her when the assessor had her back turned. This was a clear breach of the rules. The whole aim of the experience was for the youths to be as independent as possible. They were to walk for 7 hours a day without any help from the teachers - this included carrying your own equipment. "Not very adventurous are we?" The Assessor frowned, baring her crooked teeth. "My names Alexis Steele. I'm going to be assessing you, and unless you get going, I'm going to fail you."Tom tried to keep a straight face as she wiped away sweat from her hairy upper lip. "Lets get going." David smiled. "The sooner this excruciating pantomime is over the better..."

DM: Alexis hands Tom the map with a smile before wishing the group good luck."Thanks, we'll need it with Tom in charge." David remarked.The six students set off on their journey. Each and every one of them wore a bag the size of a small cow that dug further into their shoulders after every step. Even Moya seemed to be struggling despite her not carrying her own tent. It wasn't long before it became too much for one of them."Please can we stop..." David pleaded. Noah and Andy continue to march off into the distance as David sits down on a lone rock. Tom looks back in the direction they'd came from. The teachers and Alexis were still in full view and they hadn't even made it off the car park yet. As much as his shoulders hurt, it was far too soon for a break.
Player: Go on without him. He can catch up.
Player: Leap out of the way.
DM: David dived to the left, the car thundering past him. The brakes squealed and the car halted just a metre away from him. David cradled his foot which had clicked painfully as he evaded the car.
Player: Run away.
DM: David scrambled to his feet and ran into the bushes. He daren't look back to see if he was being followed.

DM: "Fine we'll stop." Sighed Tom.Harry slung his bag down to the floor, and Moya perched herself on top of it, forcing Harry to stand. The four catch their breath for a moment, watching the cars go by before finally getting ready to go. Tom's face shrunk into a frown. Andy and Noah had disappeared out of sight."Brilliant. Way to go David, you lazy bastard." snapped Harry."You wanted to stop too!" Shouted David.The two bickered amongst themselves for a few minutes before Moya interrupted."SHUT UP! BOTH OF YOU!" she screamed. "You're both as bad as each other. Lets just go back to the teachers and ask if they have another map with the route on."Tom may not be the strongest map reader, but returning to the teachers would mean the journey ends right here - there's no way Alexis would pass you if you admitted to her you'd already separated.
Player: Look for Andy and Noah

DM: "Fine we'll stop." Sighed Tom.Harry slung his bag down to the floor, and Moya perched herself on top of it, forcing Harry to stand. The four catch their breath for a moment, watching the cars go by before finally getting ready to go. Tom's face shrunk into a frown. Andy and Noah had disappeared out of sight, and as Andy had taken the map, the four had no idea which way to go. "Brilliant. Way to go David, you lazy bastard." snapped Harry."You wanted to stop too!" Shouted David.The two bickered amongst themselves for a few minutes before Moya interrupted."SHUT UP! BOTH OF YOU!" she screamed. "You're both as bad as each other. Lets just go back to the teachers and ask if they have another map with the route on."You might get lost if you choose to go on without a map, but returning to the teachers would mean the journey ends right here - there's no way Alexis would pass you if you admitted to her you'd already separated.

Player: Return to the teachers.
DM: You trot back to the minibus with your tail between your legs. Both the teachers and Alexis make no effort to hide their disappointment. The four of you are ordered back onto the minibus and Andy and Noah are found waiting just around the corner. Alexis fails all six of the youths and you are driven back home in silence.

Player: Look for Andy and Noah.
DM: Tom addressed the others. "Calm down, they can't have gone far." He said.The crew marched onwards into the undergrowth. Within seconds the sounds of civilisation had faded to the soft murmur of nature. Trees blocked off all the morning's light. Andy and Noah sat at the end of the track. The pair muttered their frustration with David and hurried off again, everyone else hurrying to keep up.

Player: Climb the tree.
DM: Turning to face the tree, David looked frantically for a foothold. A small tumour-like lump seemed like his only chance to reach the dense branches above. He could hear the vehicle accelerating towards him. Hugging the tree, he tried to balance a foot on the unsteady step. He took a leap for the branches above and fell back to the floor. Desperately clambering to his feet, he tried again, but the car was too close. Managing only to reach the first low step, the car ploughed into his legs. A sickening crunch resonated through his body, his face smashing against the windscreen. He felt his body roll over the roof of the car and crash down to the floor. David tried to stand up but found himself lay down. Staring in horror at his deformed stumps where he once had legs, the light began to fade from the world.

Player: Nori
Player: the Arkenstone of Thrain

DM: Tom addressed the others. "Calm down, I've still got the map." He said."That's the problem." sniggered David.Harry turned to walk off. "They couldn't have gotten far without a map anyway. Lets go."The crew marched onwards into the undergrowth. Within seconds the sounds of civilisation had faded to the soft murmur of nature. Trees blocked off all the morning's light. Andy and Noah sat at the end of the track. The pair muttered their frustration with David and hurried off again, Andy taking the map with him.
Player: Into the forest.
DM: Andy stared pensively at the map, his brow furrowing into a V. "We've lost the path." sighed Noah, provoking a loud groan from the group. The six had been walking for at least an hour and no one had seen light breaking through the tree cover since they left the car park. The temperature had plummeted and the trees swivelled in the frosty breeze. Andy folded the map up, "Lets just keep on a bearing North and we should reach the end of the forest. Once we're away from the trees we should be able to pinpoint where we are."With no time for discussion, he turned and marched off, hacking his own path through the bushes.
Player: Follow Andy

DM: You run away from the noise. As you are running you turn a corner. Before you stands a tall skinny man. He is wielding 2 knives and is slowly walking towards you. You try to run but he throws one of his knives at. It hits you in the back of the knee. It is the most intense pain you have ever felt. You try to crawl away but he grabs the back of your neck and spins you around. He takes his knife and slits your throat. You are dead.
Player: Waking up
DM: Your eyes snap open as you realize the odd smell. It smells like vomit. You gag and sit up. Your in a dark room, filled with random items. You see a spoon to your right. To your left, a toaster. You slowly get up, but as you do you notice something out of the corner of your eye. It looks like a person curled up in a ball.
Player: Go over and try to talk to him
DM: You walk over and touch his arm. He looks up at you. His beady eyes seem to stare right into your soul. His mouth seemed to be sewed shut. He made a sound. You leaned over closer to try to hear him, but it only cam out as a soft grunt. "I cant understand you." You say. He looks at you with pleading eyes, then when he realizes your telling the truth he sinks back into a ball.
DM: You find an assortment of items, none that seem at all useful. You sit down, more confused then you were when you woke up. You rest your head on your hands and try to close your eyes, but the open with every sound. You lean against the wall and take a deep breath. You stand up again and see what looks like a door.
Player: Go to the door
DM: You see a light from the hallway through a crack in the door. You lie down and try to peak under it, but its useless. You thrust your hands in your pockets out of anger, and find that your finger has made contact with something cold and metallic.
Player: Look in pocket

DM: David buried his face in the moist grass and lay deathly still. He could hear his pursuer breathing just a few steps away. A spider scuttled across David's wrist and he bit down on his sleeve to muffle a shout.
Player: Stay still.
DM: A car door slammed and an engine started. The vehicle drove away. David was safe.

DM: Well, you heard what he said about women on the Access Hollywood bus. Are you really surprised?You were surprised it took so long, to be honest. Looking back, it was ironic the last day of Trump was the last day of the USA. You used to like him before this and thought he would "drain the swamp." That man drained Lake Superior (quite literally).The US fell into disarray. One political leader dead after the next. This was two years in at this point. You didn't know what to do. Life had descended into pure anarchy when all of a sudden,
Player: you stayed at the wall after it was abandoned.
DM: Once the police force left, you were the only person left at your station. Life went well for a few weeks. You had as many rations as you could ever want. Then a motorcycle gang came to raid the place. You were killed in your sleep with a bullet to the brain. They took your supplies and continued to raid other stations.

DM: I try to wrestle Savage off me, but his strength is greater than mine, so it proves insuccessful. He tries to bite me however, and each time he does, I rearrange my cells so he misses. Zach then comes at superspeed and rams Savage off me, knocking him through the already cracked wall. I get up and see Savage, now that the light from the outside is on him. He has no eyes, that explains why he was at an advantage in the darkness."Great. No eyes. Shapeshifting's not going to be of much use here.""Don't worry. I've got more than shapeshifting up my sleeve. Listen, Zach, let me deal with this thing. You make sure the Hungarian doesn't escape.""You want to dance with Savage alone?""We're not here for Savage. We're here for the Hungarian.""Alright, fine. I'll come back and help you as soon as I can. Don't die on me, alright?"I look at Savage and seem him approaching me. He starts sprinting and leaps towards me.HEALTH: 100%HUNGER: 94%
Player: Evade him.
DM: As Savage leaps at me and attempts to swipe his claws at me, I leap to my side, completely evading his attack. He then starts running towards me, and I run away from him along the long corridor just outside the Hungarian's office. I stop when the corridor ends with a gigantic window. I look back and see Savage sprinting towards me. He leaps at me, but I open myself up like a giant donut, causing him to pass right through me and crash through the window. Plummeting to the streets below. Not so tough after all. HEALTH: 100%HUNGER: 92%
Player: Help Zachary catch the Hungarian.

Player: "No more questions?"
DM: "Fine." she sighed. I spotted some stains of blood on her jacket. "I am sorry." she was crying. "I know who murdered your family." she stammered. I wasnt ready for this reply. With shaking legs she pulled out a knife from her jacket. Someone was previously stabbed with that knife. " No, not again !!! " i yelled. I tried to save her. My body was not mine. My soul was not mine. My body wasnt responding. I couldnt move. I merely watched her as she stabbed herself and kneeled infront of me. Tears rolled down my cheeks. Then i saw someone standing behind her.
Player: If you chose the path of light
DM: I found myself in my childhood. I was playing with Emma in the garden. She was the master, i was the pet. Then i heard my mom screaming. I immediately closed my eyes. When i opened them i was in the church. Infront of me Emma was lying dead. I ran to save her but suddenly my surroundings shattered like a mirror. I fainted.
Player: Waiting for the End...

DM: "Goodbye, Mr. Rockford.""Goodbye as well, Mr. Lawrence."He holds out his hand. I grasp it, and we shake. Without a word, I gather my stuff and leave.I go to the dorms. I sit down for a while. Then, I put all of my things into my luggage. I kept this thing in a closet for three years, and it's dusty. I'm leaving, wow.I decide to just walk around the school grounds. I'll have to remember every detail of this place. I don't want to forget it. Part of me doesn't want to leave it. Funny, for a while I wanted nothing more than to leave.I see Maria. She's sitting by a tree. She might be crying, but I can't tell. I should leave... Yes, I should get a friend of hers or a teacher. I wouldn't know how to calm her. I've never done a thing like that before.
Player: Or Maybe...
DM: No, she's... Maria is my friend. I should try to help her.I walk over to her quietly. I sit down next to my friend. I don't think she's crying."Hey." I say."I've got the most horrible news." She sounds as if she cried a few minutes ago."Can I, uh, help you in anyway?""No, there's nothing to do. I'm trapped. My parents decided to send me to a different school. I got the news after I finished testing. The school thought it would have hurt my concentration.""Oh.""I had it all planned out. I had a few friends who were supposed to go to the same school as me. I wouldn't have been alone. Now, I'm going to some high school in England.""I know the feeling. I'm either going to one over here or one over there."She turns her head to look at me. I see the dried salt from tears on her cheeks."Really? You don't know?""I guess I will pretty soon.""This isn't fair... for either of us."
Player: Offer to Be Pen Pals

DM: You drag your weary limbs from the office. You've had a difficult day, pushing papers in a seemingly dead end desk Job. You just want to go home, to the comfort of your small, dank apartment, just outside the central hub of the city of London. Walking down the front steps, you can't decide which way to turn. The comfort of a cab, or the inexpense of the crowded tube.
Player: I'm too exhausted for the bustle of the station, a taxi is worth the expense.
DM: Deciding against the tube, you stick your arm out to signal a cab. One quickly comes and you jump in it, and direct the driver to your flat in the outskirts of London.Turning into Liverpool road, the cab stops. Traffic is backed up for about half a mile, and it'll be a good few minutes before it starts up again. Looking out of the window, you see someone being mugged for their bag, an assailant knocking them to the ground, a bunch of flowers flying onto the pavement. Do you:
Player: Quickly pay your fare and rush out to help.
DM: You run over to help the person. You look around for the attacker, but they have vanished. You check them over for any obvious injuries but find none. They seem fine, if a little shaken. Do you:
Player: Police
DM: You insist on taking the to the police station a couple of streets away. While it might seem like a waste of time and just another statistic, it might help the attacker be brought to justice. The victim agrees begrudgingly, and allows you to walk them to the station. Do you:

DM: Moya edged forwards towards the log. One wrong foot and she'd be falling down the treacherously steep slope. "Try straddling the wood!" Andy offered."That's what she said." Noah smiled.Climbing onto the fallen tree, she began to shuffle along. "Don't look down!" Tom called out.She looked down. A fall here would have tragic consequences. Her nails began to bite into the wood. Forcing herself forwards, she came within inches of the boys' safety, when a loud snap was heard beneath her. "Hurry!" Screamed Tom, Andy and Noah in harmony.Harry looked more nervous than Moya did.Moya lurched forwards and landed in a heap at the bottom of the boys' feet. The fallen tree remained precariously balanced over the chasm. Harry stepped forwards.
Player: Send Harry to climb around.
DM: "This log isn't gonna hang on much longer. I'm going around." Harry reasoned. He fumbled for a strong grip and began to climb across the tangle of roots. They were surprisingly sturdy and he felt relatively safe navigating across them - as safe as you can be hanging above a bottomless pit. Harry's adept climbing skills he picked up on a holiday to the Alps came in handy here, and he easily made it to the other side.

DM: "I'm not going over that thing." Announced Moya.The way around was just as treacherous as across the chasm. A tangle of nettles and brambles hugged the cliff face waiting to ensnare anyone who went near and throw them to their death. Moya approached the deathtrap with caution. She raised her hand to grab the closest branch, her friends cheering their support for her from the other side. One foot at a time, she made her way across the gap. A thorn pricked into her already-bleeding hand sending painful impulses through her arm. Her grip grew weak."You're almost there! Grab my hand!" Tom said, extending his long and slender fingers towards her. "Trust me!"The distance between her and Tom was dangerously large. A leap would be required to reach him. On the other hand, the jagged ladder of tree roots weren't particularly inviting either.
Player: Continue climbing around.
DM: "Get your filthy hands off me!" Moya snapped. "I don't need your help. Look at you. Do you even lift?"She grabbed for a conveniently placed tree root and went to step across to safety. The root dislodged itself and she fell backwards. She plummeted into the chasm, screaming all the way until she disappeared from sight. "Well she was going to hell anyway, that's the quickest way there." Noah said, with little remorse. The group looked at Harry who still had to cross.
Player: Send Harry over the log

DM: "Cabana, sort something out with the criminal scum. We need them to help us.""Sure thing. I have a lot of contacts. I'll make sure we have their support."The illegitimate groups turn to support the military bases. The criminals begin giving food, medical supplies and arms to the military bases, allowing them to survive. Unfortunately, this allows the criminals to begin setting up space stations, planet side bases, contacts and form deals that will allow them to flourish in the area. Thankfully, the criminals will be too busy attempting to survive fighting the Chykri for the next few years, but when, or more likely, if the Chykri are stopped, they'll dramatically lower the standard of living in the areas, allowing crime to flourish.
DM: The Chykri's invasion has been forced to a stop, though you know this is only momentary. The Chykrim led by the tiny, two and a half foot wide hovering spheres known as "Balls" have began setting up extensive camps. Through scouting reports you've actually learned about the Chykri. The "Balls" are actually believed to hold important roles of power in the Chykri, and have since been renamed Master's. Still, you realize you don't know nearly enough about the Chykri, which is why the Creator known as the Enlightened One sits in your office."Senator-General Achilles. We don't know enough about the Chykri. We don't know their strengths, weaknesses, hopes, desires, fears or even their motives. I have enlisted many famed Xeno Experts, such as Domino-4, Dr Han-Johnson, Dr Halloway-Beta, Commissar Ortent and Fast-Thinker. With your approval and support, we would like to use scouts and drones to begin studying and analyzing the Chykri. It would take resources, but knowledge is power, and we need more power if we want to surive."
Player: Don't support the Chykri Research

DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)Aaax...
Player: E
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaae...
Player: C
Player: K

DM: Moya edged forwards towards the log. One wrong foot and she'd be falling down the treacherously steep slope."Try straddling the wood!" Andy offered."That's what she said." Noah smiled.Climbing onto the fallen tree, she began to shuffle along. "Don't look down!" Tom called out.She looked down. A fall here would have tragic consequences. Her nails began to bite into the wood. Forcing herself forwards, she came within inches of the boys' safety, when a loud snap was heard beneath her. "Hurry!" Screamed Tom, Andy and Noah in harmony.Harry looked more nervous than Moya did.Moya lurched forwards and landed in a heap at the bottom of the boys' feet. The fallen tree remained precariously balanced over the chasm. Harry stepped forwards.
Player: Send Harry over the log.

Player: Grab his hand.
DM: Moya jumped for the hand. A root gave way as she did, and she was left dangling mid air. "Pull me up!" She demanded."You're too heavy!" Tom replied. Moya looked like someone had just slapped her."Pull me up you stupid fuc-AAAARRrrrghhhh" Moya fell. Tom could see her eyes, full of fury disappearing into the chasm. Her lips were screaming some foul language but she was already too far away to hear. Noah placed a hand on Tom's shoulder, but he shrugged it off. "You're next Harry." Tom muttered.
Player: Send Harry around.
DM: "That log doesn't look like it's gonna hang on much longer. I'm going around too." Harry reasoned. "After what just happened to Moya?!" Andy questioned.Harry ignored him. He fumbled for a strong grip and began to climb across the tangle of roots. They were surprisingly sturdy and he felt relatively safe navigating across them - as safe as you can be hanging above a bottomless pit. Harry's adept climbing skills he picked up on a holiday to the Alps came in handy here, and he easily made it to the other side.
Player: The four continue, without Moya and David.

DM: Billy is very scared so he runs back to his history class. Mr. Gill is very surprised to see Billy.
Player: Billy takes a nap.
DM: Billy takes a nap. ZzzzzzMr. Jones gets very angry. He goes to Billy's desk. The magic book falls out of Billy's bag. Mr. Gill takes the book. YOU LOSE. Try again.

Player: The six progress!
DM: Light broke through the dense canopy. The distant sound of a river beckoned the group.Andy unfolded the map. "We must be near the campsite! There should be a bridge across the river which should take us right there.""They'll never believe us when we tell them all the close encounters we had! We could have all died at that log." Said one of the boys."Oh don't be so bloody dramatic. It would take more than a fallen tree to stop me." Moya snapped, marching on ahead.The river flowed deep and turbulent. A rickety bridge extended across the water, and a large sign told the group that the bridge only held 6 people at a time. Moya stepped onto the bridge and began to walk across. "It says 6 people, but judging from the size of you all we better be play it safe and go 3 at a time.""The bags might weigh us down too of course..." David added.Tom stepped on to the bridge. "Lets just all go across. The campsites right there. Look, you can even see Alexis waving at us."

DM: Ignoring Moya's strategy, Harry hugged the log. He could hear the wood stirring beneath him."Hurry!" Andy shrieked.As if I wasn't hurrying already Harry thought. He was sweating as he reached the halfway mark making the log wet and slippy. Harry began to feel much more relaxed. The wind had died down, his friends were calling, he was almost safe."Look out!" a chorus of voices sang. Harry didn't have time to see what they were talking about. A shadow swallowed him and the log hole, followed by a large boulder the size of a small dog. Wood shattered all around him, and he was falling. The rock at missed him by mere inches, but the bridge across the chasm had gone. He hit the floor with a thud, and rolled for what seemed like hours down the steep slope. His fingers twitched at the dirt, but his legs lay still. Amidst his blurred vision, he saw a large boot in front of him. A figure towered above him, raising a rock above its head. It may have been the one that broke the log, but Harry wasn't sure. The trees danced as the wind began to chant once again, and Harry saw the rock fall.

DM: Ignoring Moya's strategy, Harry hugged the log. He could hear the wood stirring beneath him."Hurry!" Andy shrieked.As if I wasn't hurrying already Harry thought. He was sweating as he shuffled along, and it was making the log wet and slippery. Reaching the halfway mark, Harry began to feel much more relaxed. The wind had died down, his friends were calling, he was almost safe."Look out!" a chorus of voices sang. Harry didn't have time to see what they were talking about. A shadow swallowed him and the log hole, followed by a large boulder the size of a small dog. Wood shattered all around him, and he was falling. The rock at missed him by mere inches, but the bridge across the chasm had gone. He hit the floor with a thud, and rolled for what seemed like hours down the steep slope. His fingers twitched at the dirt, but his legs lay still. Amidst his blurred vision, he saw a large boot in front of him. A figure towered above him, raising a rock above its head. It may have been the one that broke the log, but Harry wasn't sure. The trees danced as the wind began to chant once again, and Harry saw the rock fall.

DM: The two 8th graders and you cover the hole. You turn on the radio and order in more Students to support you.Just then, gun fire takes down your two students. Green uniformed students from the School Loyalist rush into the room and point they're rifles at you. These rifles were not home-made like yours, but were mass produced semi-automatics made for the school's military program.As you put up your hands and drop your gun, you see that their commanding officer pull the hammer back on her revolver. She points the barrel at your head, but then she stops. A long blade bursts out of her torso. Blood splatters on your perplexed face. All around you, teachers from the Teacher Alliance are slashing the Military Students.You see Mr Teacher come at you. You hold up your arms and prepare to defend yourself. Instead of receiving a sword to the chest, your given a long sword. He looks you in the eyes and says, "We must fight them off." The sword has the word "Excalibur" indented in the handle.You begin to fight the Military Students around you, with the help from the sword weilding Teachers. The teacher's ambush was a success. After the stragglers werre finished off, you begin to exit the doorway, but the teachers surround you.The teachers circle around you and Mr Teacher enters the circled area. He states, "We duel," and begins to charge at you.
DM: You decide to charge back at him. You do a side slash at his torso, but he jumps over your sword stroke. In the air, he come down on your head with one large sword stike. Your head splits into 2 pieces.

Player: The five continue, without David
DM: Light broke through the dense canopy. The distant sound of a river beckoned the group.Andy unfolded the map. "We must be near the campsite! There should be a bridge across the river which should take us right there.""They'll never believe us when we tell them all the close encounters we had! We could have all died at that log." Said one of the boys."Oh don't be so bloody dramatic. It would take more than a fallen tree to stop me." Moya snapped, marching on ahead."I wonder if David made it back to camp?" Harry asked rhetorically.The river flowed deep and turbulent. A rickety bridge extended across the water, and a large sign told the group that the bridge only held 6 people at a time. Andy stepped onto the bridge. "This looks...safe." Moya pushed past him and began to walk across. "It says 6 people, but judging from the size of you all we better be play it safe and go in a group of 3 and a group of 2. I suggest Tom and Andy go as the pair as you're by far the heaviest.""The bags might weigh us down too of course..." Noah added.Tom stepped on to the bridge. "Lets just all go across. The campsites right there. Look, you can even see Alexis waving at us."

DM: Harry hugged the log. He could hear the wood stirring beneath him."Hurry!" Andy shrieked.As if I wasn't hurrying already Harry thought. He hands were leaving behind a trail of sweat from where he was desperately clutching the bark, making the log wet and slippery. Reaching the halfway mark, Harry began to feel much more relaxed. The wind had died down, his friends were calling, he was almost safe."Look out!" a chorus of voices sang. Harry didn't have time to see what they were talking about. A shadow swallowed him and the log hole, followed by a large boulder the size of a small dog. Wood shattered all around him, and he was falling. The rock at missed him by mere inches, but the bridge across the chasm had gone. He hit the floor with a thud, and rolled for what seemed like hours down the steep slope. His fingers twitched at the dirt, but his legs lay still. Amidst his blurred vision, he saw a large boot in front of him. A figure towered above him, raising a rock above its head. It may have been the one that broke the log, but Harry wasn't sure. The trees danced as the wind began to chant once again, and Harry saw the rock fall.

DM: You expand your population, and continue deforestation to meet the demand. You grow more and more crops and take more and more from the river. Your neighbors land is beginning to look tantalizing again....
Player: Split into two villages
DM: It is messy, but the families separate themselves out into two villages worth of individuals. Half the people stay in their valley, and the other half must find another home. There is land upstream that you know a tribe frequents in the summer, but that you could conquer, or there is the possibility of second rate land downstream.

DM: Your room is on the second floor of a standard suburban household. If you simply jumped out, you might die...but then again, you might live. And you might be crazy enough to do it.You can hear it, even when the window is closed. The cicadas chirp incessantly...
DM: Searching this cluttered fandom-saturated mess for anything that might someday be useful is hardly an option!Everywhere you look, there's either some homosexual grey-haired hunk or a sexy, pale, blue-haired mistress. Simply by leaving your bed, you have a fifty-percent chance of bumping into a life-sized cardboard cutout of Evangelion's protagonist Shinji Ikari.But you guess you could do it.
Player: Back to computer
DM: Of course! It's a trivial matter to search for Marvin's coordinates on your supercool 'NERV' laptop.
Player: Turn your attention towards the room instead
Player: Examine shelves

Player: The four progress without Harry and Moya...
DM: Light broke through the dense canopy. The distant sound of a river beckoned the group.Andy unfolded the map. "We must be near the campsite! There should be a bridge across the river which should take us right there.""They'll never believe us when we tell them all the close encounters we had! We could have all died at that log." Said one of the boys."How are we gonna tell them that we've...lost two people." No one had an answer.The river flowed deep and turbulent. A rickety bridge extended across the water, and a large sign told the group that the bridge only held 6 people at a time. Andy stepped onto the bridge. "This looks...safe." "The bags might weigh us down too of course..." David added.Tom stepped on to the bridge. "Lets just all go across. The campsites right there. Look, you can even see Alexis waving at us."

Player: The five continue without Moya...
DM: Light broke through the dense canopy. The distant sound of a river beckoned the group.Andy unfolded the map. "We must be near the campsite! There should be a bridge across the river which should take us right there.""They'll never believe us when we tell them all the close encounters we had! We could have all died at that log." Said one of the boys.The river flowed deep and turbulent. A rickety bridge extended across the water, and a large sign told the group that the bridge only held 6 people at a time. Andy stepped onto the bridge. "This looks...safe.""The bags might weigh us down too of course..." David added.Tom stepped on to the bridge. "Lets just all go across. The campsites right there. Look, you can even see Alexis waving at us."

DM: Moya edged forwards towards the log. One wrong foot and she'd be falling down the treacherously steep slope. "Try straddling the wood!" Andy offered."That's what she said." Noah smiled.Climbing onto the fallen tree, she began to shuffle along. "Don't look down!" Tom called out.She looked down. A fall here would have tragic consequences. Her nails began to bite into the wood. Forcing herself forwards, she came within inches of the boys' safety, when a loud snap was heard beneath her. "Hurry!" Screamed Tom, Andy and Noah in harmony. Harry looked more nervous than Moya did.Moya lurched forwards and landed in a heap at the bottom of the boys' feet. The fallen tree remained precariously balanced over the chasm. Harry stepped forwards.
Player: The 5 continue, with David missing.

DM: Clan or no clan, they can do their thing. You decide to leave them alone.It's odd. Almost half of the players you encounter have names like "Kornatrix," "Kk-vX," and "Kornro_X." Suspicious.But your suspicions are confirmed. You see multiple W trades. Sacrificial splits. This is a clan.
Player: Keep Going
DM: You're gonna persist. I bet you could take down that entire clan.You splitkill a 45-mass cell, "KkkxxX," so you reach 200 mass. But what's this? A small player next to you, "KjX," is being fed ridiculous amounts by the #4! He eats your smaller half; you're only at 120 mass now!

DM: "Thank you." You hear a gentle whisper, though slightly louder than before. Suddenly the form of a young woman with long red curls slowly starts to appear in front of you. At first you think it's another ghost but the figure gradually solidifies until you see that she is infact very much alive. "I'm sorry for everything that's happened." The girl tells you. "You know, all that dying you had to do. It didn't look pleasant. Still, I thank you so much! I could never repay you for all you've done! I've been a prisoner in the loop of time for so many years, but now my evil uncle is finally dead, and I can reclaim my rightful place as the lady of the tower." You raise an eyebrow, looking rather annoyed. "Wait, so you're the rightful ruler of the tower, but it was stolen from you by your evil uncle? That's a bit of an overused cliché, don't you think?" The girl folds her arms. "I could spend a few dozen paragraphs coming up with a long, detailed background story if you like. Do you want this game to end or not?" "No, I do!" You object, throwing your hands up in the air in submission. "I really, REALLY do!" "Good." She says with a satisfied smile. "I'll have to give you some kind of reward for all your troubles. Well, the doors are open again. Looks like you can finally go home." Turning to the wide, open doors, you breathe in the fresh air before heading into the warm glow of sunlight. "One last thing!" The girl calls to you before you leave. "What was the answer to your riddle anyway?" "Oh that?" You say with a mischievous grin. "No idea. I just made it up."
Player: Your reward
DM: Well the Lady of the Tower finally came up with a reward for you and what does she give you? A little badge to put in your "Choose your story" profile to show that you beat the game... Wasn't really worth dying all those times for, was it? Oh well. Congrats for finishing! Let me know what you thought and I hope you enjoyed the game.

Player: The three continue, without Moya, Harry and David
DM: Light broke through the dense canopy. The distant sound of a river beckoned the group.Andy unfolded the map. "We must be near the campsite! There should be a bridge across the river which should take us right there.""They'll never believe us when we tell them all the close encounters we had! We could have all died at that log." Said one of the boys."I wonder if David made it back to camp?" Noah asked rhetorically."And how are we going to tell them about what happened to Moya and Harry?"The river flowed deep and turbulent. A rickety bridge extended across the water, and a large sign told the group that the bridge only held 6 people at a time. Andy stepped onto the bridge. "This looks...safe.""The bags might weigh us down too of course..." Noah added.Tom stepped on to the bridge. "Lets just all go across. The campsites right there. Look, you can even see Alexis waving at us."

DM: Light broke through the dense canopy. The distant sound of a river beckoned the group.Andy unfolded the map. "We must be near the campsite! There should be a bridge across the river which should take us right there.""They'll never believe us when we tell them all the close encounters we had! We could have all died at that log." Said one of the boys."I wonder if David made it back to camp?" Harry asked rhetorically.The river flowed deep and turbulent. A rickety bridge extended across the water, and a large sign told the group that the bridge only held 6 people at a time. Andy stepped onto the bridge. "This looks...safe." "The bags might weigh us down too of course..." Noah added.Tom stepped on to the bridge. "Lets just all go across. The campsites right there. Look, you can even see Alexis waving at us."

DM: You think the weight difference would be too great, so you keep the machete at home. YOu then run back upstairs to your front door and open it. You notice zombies are everywhere. In the streets, attacking people, in cars. It's insane! You see your car in the driveway, and think that would be the best means of escape. You run to the garage to get your keys, when you notice your bike sitting in the garage as well.
Player: Grab the car keys
DM: You decide the best course of action would be to take the car. Mobile protection, right? You quickly open the car door and hop inside. You slam the door shut and start the engine, alerting the horde of zombies in the neighborhood. They shamble to the car, pounding on it, trying to get to their mobile meal. You hurriedly put the car into reverse, running over a couple of zombies in the process. During all of the commotion, a zombie manages to climb on top of your car and onto the windshield. You swerve to get him off, but to no avail.

DM: Before you enter the kitchen you can hear someone moving around in it, presumably making food of some sort. When you walk in you see Luke rummaging through the ice box and trying but failing to be quiet about it. "Good evening, a little close to supper for a snack isn't it?" You ask the younger man."Uh, yes it would normally be but I have been working all day so I assumed a little snack couldn't hurt anything." He says sheepishly, "Is there anything I can help you with?" "Yes, I am a detective hired to figure out who stole the jewel from Victoria Woolf. I was hopping you could tell me where you where at one in the afternoon?" You ask the boy."Oh I was out chopping wood in garden, Betteredge had sent me out there to get some. I reckon I was out there for a good hour and a half." He said, "I've been working in the house to pay off my parents debts." "Well that's certainly nice of you." you say taking note of it in your note book, "Do you think you could tell where any of the guest might have been when the theft took place?"
Player: Prufrock
DM: I think I saw him peeking his head outside of the servants closet when I was walking to the garden. Strange one that Prufrock but seems like a kind person despite that.

Player: Life Goes On...

DM: You are in the dark loneliness of the tunnel. There is a fork in the tunnel. One path is half lit. The other is completely dark. Father didn't say anything about this . . .
Player: You head into the darkness.
DM: You hear footsteps behind you in the dark tunnel.

DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaaaah...
Player: E
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaaaaae...
Player: G
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaaaaaag...
Player: N
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.Aaaaaaaaan> Quel est votre genre ?

DM: HP: 500/500GP: 190/200URP: 5Sachiel Status: Far From DefeatedTo worry about how many buildings in your hometown you're about to decimate by destroying Sachiel would simply be a waste. Stop looking down. Grin and bear it.
Player: PALLET GUN
DM: It's too bad that you can't just whip this baby out and shoot it like a purple cowboy in a Mexican standoff. You have to admit, guns in themselves are pretty badass either way. EVA-01 carefully kneels, positions the target at the center, and pulls the switch......and you hit Sachiel square in the stupid face mask thing, causing 60 damage. Be proud. HP: 500/500GP: 180/200URP: 5Sachiel Status: Far From Defeated
DM: Suddenly you feel a horrible pain in your left arm! You look up, and realize that Sachiel has grabbed EVA-01's forearm. You share her pain, and struggle against it, but Sachiel's strength is just too great... ...No it isn't! You can do this! EVA-01 kicks Sachiel a few times until it finally gives in and releases its horrible grip. Wow. You didn't know this Angel was so easy to deter. Now you're fighting free. HP: 500/500GP: 180/200URP: 5Sachiel Status: Far From Defeated

DM: You manage to make it up the stairs alright.The second level appears to be deserted. You run to your car and find it perfectly fine. The collapse had just missed it. You can hear the growls of the crazies and gunfire of the war echoing throughout the garage.You hop into your car and drive to the exit ramp. It is blocked by a crowd of those fucked up cannibals.
Player: You won't be able to drive through them - head for the top floor
DM: Your piece of shit car can't run over this many people, you think, as you reverse back up the ramp.You drive up to the top level of the garage, stop the car, and get out. You notice a helicopter flying low over the nearby rooftops.You can hear the crazies coming up the ramp - they'll be on the top level any second now. You've got the get off the garage!There's a building next to the garage, about the same height. You think you can make the jump.Then again, if you could signal that helicopter, you'd be rescued, but it might take a while to get over to you, if it even spots you at all.
Player: The helicopter won't get to you in time - jump to the other roof
DM: You decide to take the fast way off the garage. The helicopter is just too damn far, you think. You walk away from your car and line yourself up to get a good running jump. You start your run and leap from the edge with all of your strength.You make it! You clear the edge of the other roof and perform a somersault, just like they do in the movies."Fuck yeah!" You turn around and see the crazies swarming your car. "Yeah, suck it, zombies!"Your celebration is short-lived, however, when you spot an Orion squad storm onto the roof from the roof access door. You quickly hide behind the air duct apparatus.
Player: Stay hidden and wait for them to leave

DM: Your name is currently Aaf.Choose the fourth letter in your character's name, or click the link to Chapter 1-Prologue to begin.YOUR HEALTH: 100%
Player: k
DM: Your name is currently Aaak.Choose the fifth letter in your character's name, or click the link to Chapter 1-Prologue to begin.YOUR HEALTH: 100%
Player: i
DM: Your name is currently Aaaai.Choose the sixth letter in your character's name, or click the link to Chapter 1-Prologue to begin.YOUR HEALTH: 100%
Player: y
DM: Your name is currently Aaaaay.Choose the seventh letter in your character's name, or click the link to Chapter 1-Prologue to begin.YOUR HEALTH: 100%
Player: b
DM: Your name is currently AaaaaabChoose the final letter in your character's name, or click the link to Chapter 1-Prologue to begin.YOUR HEALTH: 100%
Player: x

Player: Math Door
DM: Its locked.

DM: The pair charged at him. Harley looked slightly taken aback by the aggression, and then pulled the trigger. The spear flew through the air towards its target, shredding through David's shoulder and knocking him off his feet. A scream filled the air as he tried to stem the bleeding. Moya continued her attack and leaped at Harley, digging her nails into his neck."Get off me you bitch!" he screamed, throwing her to the floor.Moya started to cry. "Please, don't kill me. Take David instead. Let me walk away! I'm too young to die!" Harley began to chuckle as he began to reload his weapon. "I'll give you a head start if you start running now..."
DM: All hope was lost, the killer staring with devilish intent as he sees his prey turn to run. "Oh, I love it when they run" he smiled, licking his lips. A click followed by a whistle sung through the air as the harpoon headed towards its target. Blood sprayed over the grass as the victim screamed in pain. Reloading, Harley aimed once more. Blow after blow, he fired and didn't let up until all that remained was an unrecognisable puddle of gore.

DM: You dodge right. Just in time to excape the force of the explosion. You hurry through the ship and finally come to the controls room. You jump at the hyperdrive and switch the 'on' button. The Rebel cruiser blasts into hyperpace. You return to the pilot's deck. Stars and planets whizz by you. "We're going to have to land in Mos Esle." Commander Oragana says. "We can't risk leading the Imperials to our base."You nod. Soon Tatooine rushes into view. The cruiser is piloted down towards its sandy surface. It lands in the Mos Esle hanger. Before you leave the ship, Commander Oragana pulls you aside. "Take this," He tosses you a lightsaber. "We found this in the Jedi Temple."You nod your gratitude and ignite it. Its crystal blue blade illuminates the pilot's deck. You deactivate it and fit it to your belt.
Player: Mos Esle
DM: Mos Esle has several crude sand dwelling and lots of thugs and thieves. Commander Oragana leads you and the Rebels down an alley."We're supposed to meet a friend of mine, here." he explains. "He will give us transport to our base."Suddenly seven hooded figures drop from the roof of the nearest building. You ignite your lightsaber."Here!" one of the Rebels tosses you a blaster.
Player: Swing your lightsaber
DM: You swing your lightsaber at one of the gangsters. He automatically blocks it with an electrostaff. You are surprised at his reflexes. He skillfully blocks your lightsaber each time you swing. You notice that the other gangsters are busy fighting the Rebels. The leader blocks one of your strikes and then pulls out a blaster.
Player: Knock away his electrostaff
DM: You cut at his electrostaff. You were so fucosed on the staff that you didn't have time to block the blaster bolt coming straight at you.

DM: Oh. Yes. A hard day for you and a lesson to me. You had never received less than a 100% and rightly so.You're a genius, Meg. Intellectually just the best, smarter than anyone in the faculty, probably me included. You are worth five hundred million times VP and Acting Dean Colin. You write rigorous prose and thoughtful evaluations. You retain all facts you encounter. You understand and can write perfectly about deep and subtle human relationships in books and play, understanding them in fiction in a way you cannot in real life. A+ for you always, A++++ if I could.One report in Shakespeare was wonderful, but had slightly less-than-effective analysis on page seven (of a 4-6 page essay, you overachiever you!) It was a minor weakness, a slight hitch in the tapestry of the argument you wove. A solid, solid A. I gave you a 97% and wrote "Wonderful Job!" and then you slit your wrists.
Player: Backstage, in the dressing room.
DM: I found you on the floor, pale, dying, in the dressing room of the theatre. I had agreed to play the role of the Porter in Macbeth for you, as a gladly granted favor to you, for your little Renaissance theatre troupe you'd started.And you'd left me a note that began with an apology that the note I was reading was probably a bad note and you used your hobby knife to open your veins and you were bad.I knew you'd gotten B's and C's in other classes, science and math and gym go it was not the pain of a lowered GPA."I disappointed you," you told me later when you were awake and making sense, in the hospital, next to me and your mom, but holding my hand, with my wife Natalie helping deal with medical things in the background."Never, Meg, never."
Player: I just can't stop thinking about, you know. STD.

DM: You agree to proceed with the deletion of this diseased gene without telling the couple the risks of this modification. You had assumed due to the low chance, their child would not contract this Ruhets as a subsidiary disease. Though the risk was low, the embryo has now been affected by Ruhets due to the small possibility presented. As you did not warn the parents of this risk, you have conducted an unethical procedure and you have given this child a life altering physical illness which will pass down to future generations. The parents were unable to properly consent to this modification and did not make an informed decision. You are no longer trusted by the community to make ethical decisions as you did not consider the lives you were affecting and have subsequently been fired. You have failed to be a moral scientist.

DM: Your proposal is written! Sure, it needs polishing, but hey, at least it's almost done. All sections are neatly in order, nothing is missing... you've even tackled the methodology! See what a bit of perseverance can do? And you were thinking about fleeing the country - what nonsense! You quickly design a presentation for tomorrow and practice it on your cat. You decide to:
Player: Go to bed early
DM: You wake up - it is 3am. This didn't go to plan, you were meant to sleep until 6:30... You try to go back to sleep, but it's not working. You get up, stroll through the house. You scare your flighty cat. You make tea - green tea - it's said to be calming. At 6am, you get tired. Just five more minutes, you think... just three more...

DM: "Here's our tallest, darkest glass of fine lager. Can I help you with something else or will that be ale?" The bartender lets out a gusty laugh, and you laugh along not wanting to offend him. You drink it. It's bitter tasting but a fine welcome in such a hostile town.
Player: Bar
DM: You walk up to the bar and the bartender looks on expectantly. The bear-like man with a thick beard and an eye patch asks you in a tough tone, "What do you want?" 1) Ask him about local occurences and rumors2) Tell him that you are there to rescue the princess3) Ask him for an Ale
Player: Ale

Player: The three continue, without Moya and Harry, and David missing.

Player: The four continue, without Moya, and David missing.

DM: AAAAAJ
Player: g
DM: AAAAAAG
Player: c
DM: You are called AAAAAAAC
DM: A
Player: I
DM: I
Player: k
DM: AK
Player: f
DM: AAF
Player: e
DM: AAAE
Player: q
DM: AAAAQ
Player: j
DM: AAAAAJ
DM: You are called AAAAAA

DM: Your name is currently An.Choose the third letter in your character's name, or click the link to Chapter 1-Prologue to begin.YOUR HEALTH: 100%
Player: x
DM: Your name is currently Aax.Choose the fourth letter in your character's name, or click the link to Chapter 1-Prologue to begin.YOUR HEALTH: 100%
Player: i
DM: Your name is currently Aaai.Choose the fifth letter in your character's name, or click the link to Chapter 1-Prologue to begin.YOUR HEALTH: 100%
Player: m
DM: Your name is currently Aaaam.Choose the sixth letter in your character's name, or click the link to Chapter 1-Prologue to begin.YOUR HEALTH: 100%
Player: a
DM: Your name is currently Aaaaaa.Choose the seventh letter in your character's name, or click the link to Chapter 1-Prologue to begin.YOUR HEALTH: 100%
Player: i
DM: Your name is currently AaaaaaiChoose the final letter in your character's name, or click the link to Chapter 1-Prologue to begin.YOUR HEALTH: 100%
Player: f
DM: Your name is now Aaaaaaaf.YOUR HEALTH: 100%

DM: "OK. I'll join," you say."Welcome to the Family, Mia. We have a surprise for you. A gift.Jack pulls a file from his jacket pocket, and hands it to you."Go ahead. Open it.""You open it, and find a dossier. You begin reading it.Name: Michael KingstonDate of Birth: 1/2/1983Aliases: Crimson Cape"From our research, we've gathered that he killed both your parents and your younger brother. Feel free to do what you want with that information. It contains his schedule, his place of birth, his allergies, anything one might need in... well, you know.""Thanks," you say, not knowing what to say. "I can promise you this, Mia. You look out for us, and the MacCarthy Family will ALWAYS have your back."
DM: You stand in your room, packing your backs, as your dorm mates look at you."So you'll be a mobster?" Seamus asks."Of sorts," you say."For the Irish mob?""Yes," you nod."They asked you, an Asian American, over me, a man who bleeds green?" Seamus asks incredulously."Yep," you reply smugly."Fuckin' cunts," Seamus sighs. "Best of luck, anyway. I'll miss you."Luc walks over, wrapping his muscular arms around you, gripping you in a hug."I'll miss you, Mia." "I'll miss you, too," you reply, struggling not to blush."Yeah, Mia, best of luck as a mobster. Remember, they don't have to admit they're cops. Also, it's Tim Roth. Tim Roth is clearly the fucking rat," Seamus says."Thanks for the advice, Seamus," you smile."Good luck, Mia. I'll see you around. Who knows, maybe my employer will have me kill you some day? So today is not the end," Shada says."I'll miss you all too. I need to go. I have work to do."You walk to the door, and smile at all your friends."Bye, guys. Best of luck in life."With that you turn, walking off.

DM: The pair charged at him. Harley looked slightly taken aback by the aggression, and then pulled the trigger. The spear flew through the air towards its target, shredding through Tom's shoulder and knocking him off his feet. A scream filled the air as he tried to stem the bleeding. Moya continued her attack and leaped at Harley, digging her nails into his neck."Get off me you bitch!" he screamed, throwing her to the floor.Moya realised her fate was at hand. She opened her mouth to beg, but the words escaped her.Harley smiled, "I'll give you a head start if you run."

DM: After they've gone, Leksiah touches my hand again."You're not twitching anymore?""What?""Lately, you've been twitching a lot. How did you fix it?""I...I've been twitching?""Yes. I've been studying it like you asked, but so far, I haven't come to a conclusion. I might be close to something though.""Have I...have I ever possessed the ability of teleportation?""No. Not that I know of. That cage wouldn't have held you if that had been the case, would it?""No. I guess not. It's just...the last thing I remember is that I was going to confront the government officials that supported mutant-extermination, and then I encountered someone like me, only he was twitching, and he could teleport. The next thing I knew, I was in that vat, and eight years had passed.""That's strange. I mean, if they would wipe out your memory, why wouldn't they just clear it? Why would there be something left. Also, I've never heard of another Baryon. Are you sure this happened? Someone would have heard of him.""You're the hyper-intelligent one here. Not me.""Actually, you are. I don't imagine you remember that any better, but the brain activity of regular human beings is limited due its organic tissue, which you don't have.""Interesting. What else did we learn about how I work?"Leksiah smiles, approaches me until her face is just inches away from mine."Well. We learned that you can induce pleasure, just as you can induce pain."
Player: Keep focused on the matter at hand.
DM: "Leksiah...""What's wrong?""I don't know, what the two of us had, but I can't just jump into something I have no memory of. There is a global crisis going on, and if I'm supposed to be the leader of this base, I'm going to have to stay focused."Leksiah nods, clearly disappointed, but I know she understands."Can you at least calm my headaches? They've been getting really painful in your absence."I nod, channel myself into her head and suppress the pain from her headache, before leaving the room and regrouping with Grove, Brute and Haste.

DM: You snarl your challenge, which is immediately taken up.
Player: You have been reduced to a pile of skin and bones
DM: You are knawed down to skin and bones, soon enouph you will be a part of the earth. Well it is a wolf eat wolf world.

DM: The downtown Work District is seemingly always packed with people, clamoring to get into either their jobs, or out of them. The main buildings are the food synthesizers and processors, who create the food products and ship it to all Districts of Sebinter. The second largest group of buildings are the clothiers, who design the newest trend in jackets, pants, jumpsuits, or even the latest in Visor customization. On the hologram set into the side of a food processor company, advertises the Korr Federation, "JOIN THE FEDERATION, BE APART OF THE WINNING TEAM AGAINST THOSE WHO SEEK TO ENDANGER THE STABILITY OF OUR SYSTEM." The message displays Military Borgs soldiers marching, with the MARZ-12 pistol in hand, and the Korr Federation symbol behind them, radiating beams of light across the entire panel. You see a Borg standing next to a booth that has a man inside it. The sign shows, "ENLIST TODAY!" spinning slowly, as if the words were on an invisible ball. Behind you is the Residential sector, to your left is the Korr, or more appropriately, the Military District. In front of you is the Transport District.
Player: BOOTH
DM: "As yes, sir, wanna join the federation and fight to protect the city of Sebinter?" The man in the booth speaks to you, putting on a friendly demeanor. The man is an elderly fellow, with grey hair, a white suit, that has the Korr symbol on a shirt underneath the white blazer, and yellow cybernetic eyes. "I saw you eyeing the wonderful hologram of the Federation. If you are ready, I have the computer right here to enlist you.
Player: ACCEPT

DM: AAAAC
Player: l
DM: AAAAAL
Player: m
DM: AAAAAAM
Player: m
DM: You are called AAAAAAAM
DM: A
Player: G
DM: G
Player: d
DM: AD
Player: b
DM: AAB
Player: q
DM: AAAQ
Player: p
DM: AAAAP
Player: j
DM: AAAAAJ
Player: o
DM: AAAAAAO
Player: h
DM: You are called AAAAAAAH

DM: Rose quickly walked over to the drink table. A solemn waiter handed her a glass of punch, and she began to sip the sweet liquid. Surprisingly, she began to feel better. She looked up and started watching the couples whirling past her, completing the last few stanzas of a waltz. She was so absorbed in her drink and the dance that she didn't notice when someone approached her."Good evening. I don't believe I've had the pleasure of making your acquaintance."Rose whirled around to face a young man about her height, with rather long blond hair and mischievious green eyes. He was very richly dressed and was holding a glass of champagne in his hand."Good evening, I am Lord and Lady Carlisle's daughter, Rose. May I ask who you are?""I'm the Duke of Carrington's son, Viscount Charles. I confess I am rather suprised that you had to inquire as to who I was," he replied, bowing low over her hand and pressing his lips to it.She gently pulled back her hand and said, "I'm afraid that this is my first ball and I'm not as familiar with all the people in this area as my parents are. Please forgive me."The young Viscount's eyes sparkled and he offered his arm to Rose. "Would you care to join me for a dance Miss Rose? I'd be happy to point out all the people you should know about as we dance."Rose hesitated.
Player: "No thank you, I think I will go find my parents."
DM: Rose hurried to find her parents. They welcomed her and showed her off to all their friends throughout the rest of the evening.On the carriage ride home that evening, Rose couldn't help wishing that she had found her suitor, but she joined in on the conversation between her parents and soon forgot all about her troubles.The Carlisle family arrived home and life returned to the normal and familiar before long.

DM: The pair charged at him. Harley looked slightly taken aback by the aggression, and then pulled the trigger. The spear flew through the air towards its target, shredding through Tom's shoulder and knocking him off his feet. A scream filled the air as he tried to stem the bleeding. David continued her attack and leaped at Harley, digging his nails into his neck."Get off me you bastard!" he screamed, throwing him to the floor.David suddenly realised his fate was at hand. Harley stood over him and reloaded his weapon. David opened his mouth to say something, but the words failed him.Harley smiled. "I'll give you a head start if you run now."

DM: You grab your baton, twirling around and slamming your baton into the side of her head. She slams into the wall, and you jam the baton into the head. You slam your foot into her stomach, knocking her backwards before your baton smacks into her head. She's stunned, so it's time to make a decision.
Player: Move in for the kill
DM: You charge forward, swinging your baton downwards, but she grabs it. Your baton sets alight and you fling it at her. She easily bats it aside, sending it away, before firing another jet of flames that engulf you.You feel your skin, char, burn and blister. You let out a pained scream, collapsing backwards. The flames continue to burn you. Mercifully, your brain is turned to ash soon, ending your pain.

DM: Nothing but splintered fragments of wood. A cracked piece of an old table. A chair with a leg missing.Useless junk.
Player: Search the Furniture

DM: A
Player: S
DM: S
Player: y
DM: AY
DM: You are called AA
DM: A
Player: I
DM: I
Player: i
DM: AI
Player: c
DM: AAC
Player: y
DM: AAAY
Player: q
DM: AAAAQ
Player: a
DM: AAAAAA
Player: i
DM: AAAAAAI
Player: e

DM: You enter into a fairly large bed room. Despite the house having been abandoned for decades this room is only slightly dusty. Even the large expensive looking bed does not only have a mattress and sheets, but it's even made. You could not have wished for a better place to sleep. You immediately jump onto the bed which collapses from your weight. The collapse surprises you, but otherwise you and the bed are fine. You quickly crawl underneath the covers and fall asleep.
Player: Morning
DM: You stretch your arms after awaking from a death like sleep. You stay in the bed for a few moments to enjoy the wonderful feeling you have, but soon you slip out of the bed and out of the house. You're wondering where you should go when you realize your hungry. Within a few moments your home and ready for breakfast. You're walking into the kitchen when your mother sees you, but something is wrong. See drops the spoons in her hand and hugs you while crying. From what you can understand you were asleep in that old house for three weeks and nobody could find you. The police found John, but he wasn't alright. His doctors say he has Post Traumatic Stress Disorder. While you were sleeping John saw something; something that turned his hair snow white and aged him into in old man in less than a day.

DM: The pair charged at him. Harley looked slightly taken aback by the aggression, and then pulled the trigger. The spear flew through the air towards its target, shredding through David's shoulder and knocking him off his feet. A scream filled the air as he tried to stem the bleeding. Harry continued his attack and leaped at Harley, digging his nails into his neck."Get off me you bastard!" he screamed, throwing him to the floor.Harry realised his fate was at hand. He opened his mouth to beg, but the words escaped him.Harley smiled, "I'll give you a head start if you run."

Player: Door 2
DM: This is not your day! First your laptop is stolen, now you're suddenly attacked by a rabid dog the size of a bear! So lucky I'm not you, because you're dead right now. << Go Back

Player: Talk to cult-buddie
DM: What would you like to say to the cult-buddie?
Player: "So, what do you think about the Fairview Cult rule?"
DM: As soon as you say "Fairview Cult," Mrs. Fuddmeadow appears and says:Did I hear what I just think I heard? Come with me you sickos! Before you can even explain, she grabs both of you and pulls you into her office. You start to hear music from the Omen series and a baracade of black ivy "grows" on the door, making it impossible to leave. You hear a demonic laugh from Mrs. Fuddmeadow as her shadow grows to a huge demon. You feel your soul being sucked into the shadowy beast and the world fade into a strange image before fading into black and ending. You die.Crazy cults, I tell ya!

DM: You touch the Glyph, and the symbols swirl and change.Which one will you touch now?
Player: 'Sunbeam'
DM: You touch the third Glyph, and all of the symbols simply....fade away.You must have chosen incorrectly.Slowly, the Glyphs begin to reform, in their first iteration. It would seem you have another chance.
DM: The Glyphs glow brightly on the front of the Casket.Your fingers are tingling, and you know somehow that activating the correct glyphs will open the Casket.Which one will you touch first?
Player: 'Magic'
Player: 'Silence'
Player: 'Pond'

DM: You sit in your office, looking over recent reports. Spheres have been advancing slowly, but they haven't reached the blockade. Still, many members of the Coalition have been putting forward ideas about how to weaken the approaching Chykri tide.The multi species squadron of aces known as the Crimson Wings want to be authorized to strike. A dozen spheres are traveling through the Heroes' Tombs, the site of an ancient space fight. The Crimson Wings have offered to lay an ambush at the Heroes' Tomb, using their skill to destroy the advancing Spheres.
Player: Allow the Crimson Wings to lay a trap
DM: The Crimson Wings set up a massive ambush to destroy the approaching Spheres. The ambush should be able to crush the advancing spheres in the best case scenario, but there's still multiple choices on how to fend off the Spheres. The Crimson Wings could set up a firing range so the Spheres would have to navigate through the ship wreckages while under heavy fire to reach the Crimson Wings. The Crimson Wings could use a massive forward attack to cripple the Spheres, before retreating into the wreckages to escape. Finally, the Crimson Wings could hide their vessels inside the Ship Wreckages so that the battles takes place in there, so the Crimson Wings could outmaneuver them.

DM: Unfortunately, they capture you and stuff you into an almost dark room which they call a dungeon.

DM: Tom charged at him. Harley looked slightly taken aback by the aggression, and then pulled the trigger. The spear flew through the air towards its target, shredding through his shoulder and knocking him off his feet. A scream filled the air as he tried to stem the bleeding. "I'll give you a head start if you get up and run away." Harley grinned.

DM: You decide to carefully, very carefully, skirt around the alligator, and grab for the now glowing sphere on the desk. You manage to get to it without problem, and the alligator doesn't move an inch. You examine the sphere, and see it's intricately designed. It's etched with many symbols, and foreign words and letters. Some parts seem to move. There is one part of the sphere that depicts two planets, one resembling earth, and the other with unknown land formations. An arrow is on a movable disk in between the two planets, and the arrow curves from the earth to the other planet. Another part of the sphere shows a depiction of a person. A crank next to the person, when turned, makes the person grow shorter, as if becoming younger...
Player: Turn the crank fully
DM: You turn the crank beside the person, until it won't turn anymore. The little person gets shorter and shorter, his legs and arms getting smaller too. When your done you begin to hear a ticking noise. You hold the sphere up to your ear to hear it better, when it clicks, and your over come with immense pain. Your entire body hurts, as if something is trying to crush you. You begin to get shorter, your bones fusing together, and shrinking as well. Your head aches too, as it becomes harder and harder to think. Eventually the pain stops, as suddenly as it came. You observe yourself, and are shocked to realize you're young again. About how you were when you were, like, 7. You're 7 again! The you look around the room, and see that it has turned into a real room, in a house. You rush to the window, and see a city. New York City. A calendar on your wall indicates it's still 2015. Your head starts to hurt, and it becomes hard to think. You feel as if your brain is at the end of a vacuum cleaner. After a while the pain recedes. You look at the calendar closer now. You then realize it's the first day of school, and you're running late. Your mom would kill you if you missed your first day of school again, like last year.END

DM: You climb over to the flyer.The flyer itself is in extremely bad condition. The canvas is torn badly, and the frame is bent totally out of position. You haven't got a chance of repairing this one, though you might be able to use some of its parts, such as the extra canvas, if you can find a way to get it off the frame.
DM: A break in the trees here allows you to walk down to the riverbank. Strung up in the trees are the remains of the flyer Professor Keirz used to get here.The flyer is caught up in the branches of the surrounding trees, including an old, and very dead, tree with a thinnish and rotting trunk, leaning heavily over the river. The limbs are particularly hard and brittle, perhaps explaining why the damage to the flyer was so extensive.When you approach the river, you can see several sets of muddy footprints leading in and out of the river on the other side. Keirz must have crossed over the river, you think, though you have no idea how. It's moving quite quickly right now, and is certainly deep enough that you don't want to risk swimming. Particularly not since you're on a plateau. A river moving this speed is certain to turn into a waterfall before long.So how are you going to get across? If swimming is out, you'll need a bridge of some kind, but what?Off to the left is a vine-covered section of woods. After checking to make sure the vines aren't poisonous, you give one of them an experimental tug. It remains firmly attatched to the tree it's climbing around.

DM: The pair charged at him. Harley looked slightly taken aback by the aggression, and then pulled the trigger. The spear flew through the air towards its target, shredding through Tom's shoulder and knocking him off his feet. A scream filled the air as he tried to stem the bleeding. Harry continued his attack and leaped at Harley, digging his nails into his neck."Get off me you bastard!" he screamed, throwing him to the floor.Harry realised his fate was at hand. He opened his mouth to beg, but the words escaped him.Harley smiled, "I'll give you a head start if you run."

Player: Comfort her.
DM: You pulled over, planning to hug you, but the second the car completely stopped, she hugged you, clinging her arms around your neck, head down, crying into your chest. You hold her, patting her on the back. "Everything works itself out in the end...." you reassure as she slowly smiled. "Thanks. You know..." "What?" you reply. "I've been missing us. Just me and you, like it used to be. I still sorta love you....." Jenn admits. Do you.....

DM: Heck with this! You aren't going to deal with this already! You open your window and slip through. You see your mom taking the trash out. CRAP! You get so nervous you slip! You fall off the roof, and land on the ground. You end up getting broken bones, messed up face, and a angry mom. Try again.
Player: The beginning.
Player: Scream At Him.
DM: You stomp downstairs, and start yelling. "Shut up, you immature brat!" Your mom looks at you, and gives you the death stare. You back up and watch her in agony as she grabs your arm tightly."Grounded!" Well....There goes your social life. Nice try.
Player: The Beginning.
Player: Open your window, and run away.

DM: You give the order to fire when ready, and also brace for returning fire. As soon as the cannons fire, you order half your men to standby for repairs. Your volley appears to have done severe damage to the smaller ship, but they are still afloat and are now firing back.
Player: Get on those holes!
DM: As the enemy cannons tear through the sides of your ship, you quickly order for your men to repair, with some men reloading for the next volley. As most of the repairmen work on plugging up the holes, the rest are using buckets to dump the water out of the ship as fast as they can.

DM: The first pitch flies in and you take a big hack at it. Since the pitch was a breaking ball in the dirt, it was virtually un-hittable, causing you to look stupid and swing and miss. The pitcher has you right where he wants you. Realizing that he knows you're going to be aggressive, you doubt that you are going to get a pitch that is easy to hit. As he winds up for the next pitch, you are faced with the same decision, to swing or look.
Player: Swing Again
DM: As the pitch comes closer to you, you realize that it's fastball, and it's coming a little inside. Quickly, you swing at it, trying to pull it into right field. Luckily, you make solid contact with the ball, sending it into right field. Although you made really solid contact, you were a little early on your swing, and the ball lands foul in right field about 50 feet short of the wall. With the count at 0-2, you realize you have to be careful on the next pitch or you could be out and end the inning. Confidently, you look at the pitcher, ready to see what he's going to do to try and get you out.
Player: look
DM: Since it is an 0-2 count, you believe that the pitcher is going to throw a breaking ball to get you to swing. Realizing the pitch is most likely going to be out of the strike zone, you decide not to swing. It turns out to be a good decision as the breaking ball comes in the dirt for a ball, leaving the count 1-2. As the at bat goes on, there seems to be less of a chance of you getting a hit.

DM: An explosion rings in your ears, and a sweeping gust of wind nearly knocks you off your feet.You look up, which is an option that never occurred to you before. You see several grey flying vehicles that are circling around-Woah. Wait. Huh.Let's get a closer look at that thing.
DM: That's Sachiel.That's an Angel.That's one of the main antagonists of Evangelion.
Player: prologue_end
DM: You Can (Not) Wait"The interaction of men and women isn't very logical."My name is Dawn Walker. Today, something I have long fantasized about has become real; no, not Rebuild of Evangelion 3.0, but the world and mythos of Evangelion canon itself.It may be my dream come true, or my greatest nightmare.
DM: A black car zooms toward you with wild determination! Judging by the person's driving skills, he or she might be an even greater danger to you than Sachiel and his explosions of doom!Think fast!
DM: Against common sense but mostly in keeping with EvaSenseâ"¢, you wait, just as Shinji did for his parent-ish guardian Misato. The driver spots you and pulls over into a mostly-safe stop. She rolls down the window and lowers her shades at you. "Come in here if you want to go to Marvin's Pizza Place to catch the big Evangelion premiere. If you don't, the Angel's gonna kill you."

DM: There are a few shops and stores on the street.The grocery store is open 3 to 6.The provisions shop is open 2 to 4.The car lot is open 1 to 4.The casino is always open.
Player: Grocery Store
DM: 

DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaaaaaaq...
Player: E
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.Aaaaaaaaae> Quel est votre genre ?
Player: Bélier

DM: "It's okay," you try to assure her. She still doesn't budge, so you set beside her and start to wipe the blood off with your jacket before putting it over her. You're freezing, but it will be okay. It's all for the girl. She sits, silently, and you read to her. You read to her Tennyson's finest works, and she sits, until finally, one poem makes her smile. She kisses your cheek. "I'm Anna," she says, leaning on your shoulder. "Please, read more."
Player: Back To Present Day
DM: The wind picks up and you stare at the picture in your hands, trying to snap out of the memory that was growing more and more vague as the days went by. You put the picture back into your pocket and head for the house, thinking of Anna. Once inside, you get out the picture again, ignoring the TV, the beeping of the microwave, and the steady tick, tick, tick of the clock she picked out. You look at her in her wedding dress and feel your heart rate start to quicken, just as it did on your actual wedding day. You smile at the picture and try to remember.
Player: The Best Day
DM: You grab Anna's hands and run through the rain with her, as she laughs, making the people chasing them yell louder and with more anger, making you smile and laugh, too. The one free hand she has is lifting up her dress, and she's beaming, making the full moon seem less impressive and beautiful. When you reach a safe, dry spot, you kiss her passionately, and she kisses back. The only noise you can hear is the distant barking of dogs. It's love, you think, smiling at her.
Player: Funny Memory
DM: You smile and laugh as Anna wipes barbeque off of her white tank top. "Hey! Stop laughing!" she objects, glaring. "It's not funny that I'm a messy eater," she says, pouting. You move in to say sorry, and before you can, you get a whole bottle of barbeque dumped on you. You wipe some off your face as she laughs, and smear it on hers. Before long, you're both barbeque covered and kissing.

DM: Right, cause your group are all equipped with Iron Man suits and plasma rifles. No.
Player: Try to distract them
DM: Your near suicidal attempt almost worked. Until the ones you were trying to save turned on you. You attacked the zombies with all you got, and they turned to you. Some people slipped out of a house and went away. You lost the zombies and raced to join them, but was shot multiple times. As you and your friends bled out in the street, you heard them laugh as they took your supplies and went away. And you died.

DM: You walk forward slowly, not sure what to expect. The dim light here is provided by a sludge covered plastic bulb on the ceiling with a gaggle of wires running from it. The ground is littered with tin cans and chips of brick from the deteriorating walls.To the north is a handprint in white paint.To the east is a narrow hallway with a handprint smudged on it in bright blue paint. To the south is another narrow hallway with a handprint smudged next to it in bright orange paint.
DM: The tunnel is covered with a thick layer of slime, as if this area isn't travelled very often. The ground is a bit slippery from it. Even the trash on the ground is covered with a layer of slime. In the corner is a camera, whirring occasionally and turning ever so slightly to catch your every move down the corridor.To the east is what appears to be a small room.To the south is a tunnel that is blocked off with rusty metal bars, but a bar is missing and you might be able to fit through the gap.
DM: There is almost no light in this end of the tunnel. You can only see here because of the dim remnands of light coming from behind you. The bars are very slimy and cold, and they feel heavily rusted and worn under the layer of filth. One of the bars is completely missing except for a rusted, jagged nub sticking out of the floor.

DM: That was the correct answer!When Columbus first set sail towards the New World, the first island spotted by his party was one of the islands of the Bahamas, which he called San Salvador. After speaking to the local people, he sailed on towards Cuba and the other islands. Columbus eventually landed on an island he called Hispaniola, the present day Haiti and Dominican Republic, after Cuba the largest island in the Caribbean. He built the first European settlement ''La Navidad'' on Hispaniola from the wreckage of his flagship, the Santa Maria.Well, on to the next question:The big powers in Europe greatly expanded their territory during the ''Age of Explorations'', colonizing parts of the world. At the hight of their power, France, Britain, Spain and even The Netherlands, where amongst the most powerful empires the world had ever seen. In 1614, Europeans bought a plot of land on the banks of the Hudson river, an area we know today as Manhatten, for a mere 1000 (modern day) dollars. My question is: which country did this newly bought land belong to?
Player: The Dutch
DM: That was the correct answer!The Dutch were the first European owners of Manhattan. They built a settlement there they called ''Nieuw Amsterdam'' (New Amsterdam). When the English gained control of the city, they called it New York, the name that is still used today. The famous Wall Street, the name at least, is actually a remain of the Dutch settlement. The old city wall ran across the spot where the street is today.Before we go to the next question, I want to congratulate you on coming so far. As a present I give you a wildcard, you can use it whenever you get a question wrong to continue with the quiz.Well, on to the next question:Everyone who has been to Florence has seen the magnificent cathedral, the Santa Maria del Fiore with its giant, unsupported dome. The construction of the cathedral began in 1296, the construction of the dome however began in 1430. The dome is one of the largest unsupported domes in the world, this is a huge accomplishment given that they didn't have any of our modern machines. My question is: Who designed the dome of the Santa Maria del Fiore?
Player: Guillaume Dufay

DM: When you get to Jake's house you side aches from running. You walk into the backyard and see Jake standing under the shade of a tree. His little brother is mowing the lawn. Jake doesn't even seem to notice you. You see the branch above his head cracking.The branch falls off and starts falling towards his head. What do you do?
Player: Yell at him to get out of the way
DM: ,"JAKE!"He looks up and sees the branch falling towards him. He screams and dives out of the way. He lands next to the lawnmower and grass flies in his face. Then glass is sucked up into the lawnmower and shoots out the side into Jake's face, killing him. You puke not just because of the blood, but because of all that's been happening, things you have no way to control. Tom's next. You get up and run to the school.
DM: Once you get to the school out you run to the weight room where Tom works out. You look around and see Tom working out so you run up to him. "Tom!""Hey !What are you doing here?"You tell him about the design."Oh no...Ryan was right, wasn't he? Who's next?"You bite your lip hard and stare at him. You really don't wanna tell your best friend he's gonna die."it's me, isn't it? Oh Fuck..."He stands up and says,"I ain't gonna fucking die!"Suddenly the cover of the huge ceiling fan falls and lands right next to Tom. He screams and jumps away from it. Then the ceiling fan falls and swings from a wire right towards him. What do you do?
Player: pull him towards you

DM: As you delve deeper into the forest, the light around you begins to slowly disappear and the path seems to stretch on forever. The little light that remains ahead is that of the fireflies, barely illuminating the dark path ahead. You are wary to continue.
Player: Go back and take the path to the City!
DM: As you follow the path, the woods clear out and you approach the limits of a city. Signs poster all around warn you of the dangers within and that the city is under military control.
Player: Go back and take the Forest Path!
Player: Continue On!
DM: As you blindly travel forward into the forest, you notice a bright light in the distance. Hoping you are approaching a break in the trees, you being to jog. Stumbling over a root, you fall into an opening in the trees. But the sun is still blocked out by leaves above you, so looking down, you investigate for a source of light. A large pond sits in front of you, and thousands of fireflies swarms and sit on top of the water. As you get up though, you notice a woman crying for help lightly on the other side.
Player: Help the woman
DM: Quickly, you rush to the woman's side and aid her in standing up. It appears she had fallen and broken her leg, but you stabilize her and support her to sit next to a tree in the clearing. The entire time, she is praising you and thanking you. "Thank you so very much sir," she says. "What are you doing out here, it gets quite dangerous."Knowing that no harm can come from it, you inform the woman that you are searching for a military base or something similar around here that may hold some form of intelligence. She leans over and whispers directions in your ears before falling to sleep. Standing up, you push through the forest.
Player: Forest Compound

DM: At this point the carnival has sufficiently creeped you out and you find yourself wondering whether you want to check anything else out. You begin to head for the exit when you are greeted by a midget dressed as a lion, he dances around you enthusiastically for a moment and then sings."Find the master, find the ring.find your place, and begin to sing!""What the hell are you going on about little man?" You say with a mocking tone in your voice."You'll never leave this place unless you seek him out. Go to the FunHouse if you value life my friend."You push past the little lion and make your decision...
Player: FunHouse
DM: Before you, the FunHouse appears, looming ominously above everything else around it. The exterior is brightly lit with hundreds of variously colored light bulbs, different shapes and characters adorn the space unoccupied by lights.You bring your foot to the bottom step and begin to rethink going inside, but the little man said that you couldn't get out unless you go in.You step through the door, and automatically regret coming to this carnival in the first place. Before you is a dark walkway riddled with clown faces and spider webs. You walk through anyway and find yourself in a large striped tent.You try to make sense of what's around you but can't think of any possible explanation. In the middle of the tent is a ring, just like in a circus, the ring is surrounded by seating, and in the middle of the ring stands the man in the top hat. He waves you over and you reluctantly step into the ring. When you reach the man, you hear the roar of an applauding crowd and turn to see that the stands have been filled by ghostly figures of mutilated children."Will you stay or try to go?" He states simply, pulling you out of your shock.

Player: Bitchy/Burnette/Slim
DM: Kitty introduces you to a girl named Bea that is full of attitude, just the way you like it. Long and flowing burnette strands hang down from her graceful head down to her thin, fragile torso. nice sized breasts, modestly-sized butt, and hips that are hour glass shaped. Wow, you are in for a treat Braak. Nighty, night...

DM: You turn on your computer, go to agar.io, and see the start screen. You are trying to decide what name to pick. Hmm... oh, now it comes to you. Your name will be:
Player: Doge
DM: Good choice. Doge always gets some laughs. As you spawn with 10 mass and see the bewildered dog face, you can't help but give a little chuckle. You go around and get some food, leaving you currently with 35 mass. From the corner of your screen, you see a player- CIA- who is bigger than you, but not by enough to split-kill you.Or so you think. He gobbles up a starting player and gains 10 mass- and he's in the perfect position to eat you.
Player: Quickly Eat Some More Food
DM: You eat some more pellets and thus cannot be splitkilled. You hastily outrun CIA.To your left, you see a fellow "doge-" to your right, you see a virus just big enough for you to hide in.
Player: Go to Doge
DM: It appears you two have a mutual respect. You do a bit of W-ing to eachother and continue on. A large cell appears up ahead. The other doge, who is smaller than you, sacrifices himself to you. A short-lasting, yet important, friendship.You are able to eat the large cell. You surge up to 1200 mass. You're #10.You notice other doges spawning around you, W-ing you...
Player: Eat your Children
DM: You monster. You eat every doge you find, but you're still only #3. You are splitkilled by the #1.That's called karma, you sick bastard.You can restart by pressing "Beginning" or just end the game and leave comments.

Player: Training begins.....
DM: The farmer approaches you, with a head collar in his hands. You recognise it - you wore it on the way here! He slips it on gently over your ears, and does up the buckle on your cheek. Leading you onto the yard, he is talking softly to you. You like him - he seems nice. Until he ties you up, tight, to a fence post. He then picks up some brushes and starts stroking you with them! Do you.......

Player: Shrug your shoulders, say "What Fairview Cult?"
DM: Mr Greenwall's eyes grow, and you can see flames in his pupils. He starts to grit his teeth and you can feel the ground shaking. All of a sudden, the third period bell rings. He growls and, in an instant, the shades open and the clasps release you and fold back back into the chair. You get up massage your wrists. On your way out of his office, you wish Mr. Greenwall the best of luck finding out what he wants to about the Fairview Cult. You head toward your next class.

DM: You leave your throne and begin walking away."Where are you going, my lord?" asks your advisor, Kanvar. He is a Mountain Dwarf from the Coldstone Mountains to the east."I'm just going for a stroll," you reply.Outside, the snow is falling gently. . You walk through the roads, looking around for anything interesting to you. After about an hour of searching, you have found three things. There is a woman crying beside the street that you could talk to. There is also a traveler sitting outside of the gate, wearing thick grey robes and a dark hood. The last thing you have found is a message, written in ancient runes, on the side of your palace.
Player: Speak to the woman
DM: "What is wrong?" you ask as you walk over to the side of the road.The woman looks up, her eyes red from crying. In her hands, she is holding a brass ring."M-my daughter disappeared last night," she explains, still sobbing. "I don't know why... Sh-she didn't seem upset or anything, and I didn't hear anything, uh, last night.""I don't know what could have happened," you say apologetically."If you really want to help, you can come back to my house and look around."

DM: It looks like a guide to Morse Code (wow another shocker).
Player: The Complete Imbecile's Guide to Morse Code
DM: You pry open the creaking door and step inside. The first rays of the morning light stream through the window. You look around you at the scattered books and flickering lights. Nearby, you notice that a lone computer still blinks, telling you that it is in working order.
Player: Go back to town square
DM: You're standing in the middle of the empty streets. A quiet breeze rustles the leaves on the ground, whistling through the spokes of an abandoned bicycle.
Player: Check what's left of the library
Player: Boot up the computer
DM: It's a Dell Inspiron laptop. The Internet is down (no surprise) but you can still acess the library catalog. Several book titles catch your eyes. Which do you take?

DM: "Maybe the library will be a good place to start," you mutter, then begin heading over. It is on the other side of the city."Where are you going, my lord?" asks your advisor, Kanvar. He is a Mountain Dwarf from the Coldstone Mountains, to the east of Farnorth."I'm just going to the library," you reply. Kanvar nods, and looks back at the book he is reading.***As you walk along the ancient stone roads, you see a woman on the side of the road, crying.
Player: Go straight to the library

DM: When you reach the gate, the four guardsmen salute and stand considerably taller than they had before. You bring one of them with you as you walk outside to the traveler.He does not look up when you approach, simply continuing to stare down at the frozen moat. You and the guard reach him."Greetings traveler," you say loudly. He seems uninterested. "I am Vingrad Coldslayer, king of Farnorth."At this his head snaps up. You look into his eyes, only to see that the sockets are empty. His face is pale."What in the name of Dornathus?" the guard shouts. The wight takes a knife from within his cloak and slashes the throat of the guard within a second. He does not kill you right away, and delivers a message."Vronar has warned of you to late, fool!" it hisses. "Bortusken's power is already stronger than your own!"He moves quickly towards you.
Player: Run back to the gate
DM: You run back to the gate, with the monster right behind you. You hear it give chase, an unearthly roar resounding across the area. You pass the three other guardsmen and continue to run. After reaching a safe distance, behind a cart and a family of four, you look back at the gate. The monster kills one guard using the element of surprise. The other two hack at its head until it falls to the ground. Even then, unsatisfied, one of them stomps its head into the snow several times. Finally it turns to dust.You walk back over to them, panting with exertion."What in Dornathus' light was that thing?" one of them asks."That was a wight," you reply. They look at you curiously."Aren't those stories?" asks the second one."Apparently not," you reply.
Player: Go to the Norgurune Library

DM: When you reach the Norgurune Library, you take in its massive size. It is a large, two-story building made of stone, like an ancient and powerful castle. A single tower rises up from the back corner. At the top is the office belonging to Forixis Labiris, a wizard from Odranith to the south. He is very old, with long white hair and a thick white beard. He does not wear a pointed hat like many wizards do, instead preferring a top hat and luxurious black suit.When you enter the library, you embrace the warmth. Although cold and unforgiving on the exterior, the interior is warm and cozy so all who go there will be comfortable. Fuzzy rugs cover the floor and fireplaces are lit among the wall. Every ten feet, there are alcoves that contain inviting chairs and tables to place books. Above the chairs are torches, hung on the wall, to illuminate the library.You reach the door that leads to Forixis' office and open it. After climbing a long spiral staircase, you reach his office. It is small, barely containing all the stuff that is within. A desk is in one corner, where the wizard is right now. He is reading a scroll, and does not notice you. Behind you, a large bookshelf contains ancient books and fragile scrolls.You clear your throat, and he looks up."Oh, I did not notice you, my lord!" he apologizes. "What do you need?"
Player: "What do you think of this prophecy?"

Player: "Can I search your library?"

Player: Carl Feigenbaum
DM: Carl Feigenbaum is probably not Jack the Ripper.Awkwardly you explain your theory to Inspector Littlechild. Feigenbaum committed a brutal murder in America broadly similar to the Ripper murders. Before that he was a sailor and could have been in London at the time of the Ripper killings."There is no real proof this is our man," Littlechild tells you. "We've got no evidence against him except the word of Feigenbaum's lawyer after his client's execution when Feigenbaum wasn't around to contradict him. Finally the murder Feigenbaum was convicted for was in a brightly-lit house in front of other people, he doesn't sound much like the Ripper does he?"Your Reputation has been damaged.

Player: Speak to your Court Wizard
DM: You walk over to Dardis and sit down. He is currently painting a forest in great detail. By the dark trees and red thorns, you can see it is of Delfaven, the dark elves' home."What do you need, my lord?" he asks."I had a dream last night," you explain. "I would like for you to interpret it to me."Dardis nods."No problem.""First I saw Norgurune infested by the walking dead," you say. "I was among them. My bones were showing and my skin was stretched over my flesh. My eyes were hollow and lifeless."Dardis nods."That may mean a catastrophe will strike here," he suggested. "Or the people of Norgurune will die.""Then I saw a wight, his ancient flesh stretched across his bones," you continue. "What does that mean?""Maybe he is the one who you have been warned about," he says.

DM: While John was exiled on the Island of Patmos, the Lord Jesus Christ gave him a revelation of things to come. "Then I saw heaven opened, and behold, a white horse! The one sitting on it is called Faithful and True, and in righteousness he judges and makes war. His eyes are like a flame of fire, and on his head are many diadems, and he has a name written that no one knows but himself. He is clothed in a robe dipped in blood, and the name by which he is called is The Word of God. And the armies of heaven, arrayed in fine linen, white and pure, were following him on white horses. From his mouth comes a sharp sword with which to strike down the nations, and he will rule them with a rod of iron. He will tread the winepress of the fury of the wrath of God the Almighty. On his robe and on his thigh he has a name written, King of kings and Lord of lords." (Revelation 19:11-16 ESV)"Then I saw an angel coming down from heaven, holding in his hand the key to the bottomless pit and a great chain. And he seized the dragon, that ancient serpent, who is the devil and Satan" and: (Revelation 20:1-2 ESV)
Player: Lets him loose
DM: Satan wreaks havoc on God's creation and kills every man on earth.

Player: "Nothing, I was just on my way."
DM: "Nothing, I was just on my way," you explain, then depart.Upon leaving the library, you wonder what you should do now. You could always go ask your Court Wizard, or perhaps you could search the city for clues.
Player: Return to the library

DM: You look at it for some time, still confused. Perhaps there is a book that could help you...
Player: Go to the library

Player: Talk to the traveler

DM: AAW
Player: o
DM: AAAO
Player: s
DM: AAAAS
Player: v
DM: AAAAAV

DM: You fire a shot into the soldier's sergeant, who is identified by the different outfit and his gleaming baton. He collapses, a hole in his brain. This distracts the Taktat Troopers long enough for you to escape their gleaming guns.
Player: Safety at last
DM: After another two hours of driving, Tel Ignato is in sight. It is here that your squad will rendezvous with your division and hold back the invading army; the paratroopers who attacked your base were able to exploit their sucess very quickly, you can tell this as you see, through your binoculars, troop formations marching near the horizon over the flat.Tel Ignato is a small town much like Tel Nayron, except it is also a temporary division HQ. The terrain around the town is suprisingly hilly, especially considering the scrub you have been driving through all day. The transport slows down and comes to a halt, losing all power and falling to the ground. There must be a Hover-destabiliser in the building to the northwest. You and your squadmates scramble out. If the Hover Roads are being drained, the enemy must be approaching.After jogging the rest of the way to Tel-Ignato, You report to the 3rd Division's HQ. You are shown your billets and meet up with the rest of the squad - Every last member survived. Your Graduating ranks are also finalized:1 Corporal- Gambler.3 Soldat 1st Class's- Harridan, Nemo and You.16 Soldats-Psych and the rest of the squad.You all get a nanobot regenerative treatment (restore your health to it's maximum), a piece of armour to take cover behind and everyone with a rifle recieves 7 cartridges (add these to your rifle ammo if you have a rifle).The squad catches some sack time, knowing that the foe is approaching and they need to be alert as possible...

DM: "Go on ahead," Forixis says, smiling.You reach the bottom of the tower and begin walking around. After several hours, you have gathered up five books that may be of help to you.Tales of Norgurune is about legends surrounding your city. It is fairly new, so some of it may be complete fiction. But still, you have taken it in case it will help.The Kings of Farnorth seems to be a history of Farnorth's kings. By looking at the table of contents, you can see it goes up to the fourteenth king, your grandfather Gronol Coldslayer. Perhaps there is information within about the curse.Perhaps the most promising is Bortusken's Curse, which is self-explanatory. It is a pretty old book, but you doubt it is from the 900s.Heroes and Villains of the North shows a picture of who you assume is Vronar on the cover. If that is the case, it likely contains information on the duel between the two men.Northman Artifacts is about the legendary items of Farnorth. The cover of this one shows an axe.
Player: Northmen Artifacts

DM: The next time you open your eyes you and Hui are being dragged from the room. "Ouch, what the--" you fall down a third of a flight of stairs. "Owww" you moan. Someone smacks you across the face. "Get up!" They yell, "it's all on fire!" Now that they mention it you do smell smoke. You stumble to your feet and away from the burning building. You become tangled in a mass of people, all of them distressed. There are men cutting down power lines, people rushing every which way, and a baby crying in the distance.
Player: Choice 2: Look for something to steal
DM: In the chaos around you people are trying to carry as much as they can from their homes before they burn. Some people abandon bundles far too big to carry.Nearby, an elderly man pauses for a moment, he sets down two large bags and sits on top of one of them.You get a good start and run as fast as you can, right for the second bag. You can see your future self, scooping it out of his relaxed grip and running away with it. Just as you reach out to grab the bag he pivots, snatching it away. Startled, you roll head over ankles and land sitting up in a daze.The old man comes up from behind, knocks you out, and takes your shoes.

DM: What were you thinking? He grabs you, and throws you off the balconey. This sucks, now you are falling to your death. Oh well you have a few seconds to contemplate life, or food. The end.

DM: Walking off to the sidelines, you watch as the scene unfolds."You fucking sold me fakes, you little punk," the high school student growls as he slams Jaxon's face into the locker. "Give me my money back.""Maybe if you weren't so damn drunk all the time you would have noticed the difference between pot and common field grass," Jaxon laughs back.This comment seriously pissed the older student off as he moves to punch Jaxon in the face. "Shut the hell up, bitch," he yells.By now a small crowd of students has gathered blocking your view. You hear a loud gasp from the students as they scatter backwards. The high school student is laying flat on his back with Jaxon over him."Get the fuck out of my school now," Jaxon yells at the student. The high school student scrambles back and runs down the hall. You wonder how Jaxon turned that one around. In fact, part of you wants to finish what the other student started.
Player: Finish him off
DM: Jaxon is supposed to be beaten up today; you are going to make sure that happens. You quickly walk toward him and attempt to pin him to the locker, but when you do you feel something hard jam into your side."Don't fucking try, mate," Jaxon threatens in a low whisper, "One wrong move and you're dead."You have a bad feeling about this, but you continue anyway and shove him against the locker. No sooner did you do that you felt a strong piercing in your side and a near deafening boom as the gun went off. You fall back to the floor bleeding quite a bit. You look up to Jaxon who points the gun at your head and fires.

DM: "I think it is time for me to go," you say. They nod, and Toruc whispers the words "thank you". Now that you have learned this, you can go to the library, speak to your Court Wizard, or search the city.

DM: The screen shuts down for a moment and then flashes bright red with a loud, distorted beep. "INCORRECT," the screen displays before going back to the original blank screen.
DM: You feel the breeze slowly fade away as the hall grows darker. The only sound is the impact of your feet hitting the concrete floor. Drenched in sewage water, exhausted, dehydrated and starving, you enter a room lit only by the screen of yet another SFYNX.

DM: You step back and stroke your chin thoughtfully as you look over the configuration of the wires. Are you sure you did that correctly? Really, completely, absolutely, positively sure?
Player: Hmm...maybe I should try again...
DM: Construction goes swiftly and smoothly at first, and the elaborate system is soon nearly ready for installation in the field near your house.Unfortunately your own precious cat Snowblob vomits a hairball (and possibly part of a half-digested mouse...) onto the last page of the blueprints while you're out buying parts, so you're going to have to do this final bit by memory. There's a row of wires that have to be connected to a vital part of the Cat-a-punter, and it needs to be done in a particular order. The wires are red, orange, yellow, green, blue, and violet.Some details you recall about the order they go in: ***The red wire does not go at the top, nor at the bottom. Yellow is directly above blue. The green wire is on either the top or the bottom.Blue is above red. The orange wire is next to the green wire, and not above violet. The violet wire is not next to the yellow or green wires. ***Piece of cake, right?First: Second: Third: Fourth: Fifth: Sixth:
Player: Plug the red wire into the third slot.

DM: You decide to abandon your loyal crew and run for it. You run as fast as you can with the treasure, but the weight is slowing you down. You hear screams of terror and several gunshots behind you. "You traitor!" You hear your best friend scream. You're running as fast as you can but it's not fast enough. You are being closely followed by the guards. You now have a choice you could toss one of the bags to go faster, or you could give in and try to negotiate? Which will you choose?
Player: Try to negotiate
DM: You decide to try to talk to them. You stop running and are soon surrounded by at least fifteen guards. You offer to give them one of the bags of money if they let you go with the other. They consider this for a moment but just then one of the older guards shoots you right in the heart and says "Now we have it all."

Player: A toy turtle
DM: How many times did I have to drag her to the swimming pool? Probably a million. I loved being her life preserver, but there were always haunted houses and scary movies to replace the old swimming days. Plus, what if she was all alone in a pool by herself?"I can't believe you finally know how to swim." We both resurface and I smile back at her. She grins back and eagerly dives into the ocean.Wait, how much time has passed?I quickly dive in and see her watching a group of turtles swim beneath her feeth. Her hair floating in the air softly around her peaceful face.Why did she only look peaceful at moments like these?We both resurface, gasping for air. After heading off to the beach to dry off, I can hear the hooting and hollering of the local boys. Sophia always got a lot of interest wherever she went, it should have been something I have gotten used to by now. But my face turns a telltale red and Sophia asks teasingly "What, are you jealous?"

DM: You enter your classroom in the Richard Ivey School of Business, wide-eyed and eager to learn about the world of business. Your initial excitement, however, is tempered when you realize that you're not entirely sure what you want to do for a career. Before attending information sessions, you decide to think about what kind of career and skills appeal to you. Are you a person who enjoys working with numbers and performing financial analysis, or someone who would prefer doing more creative, interactive work?
Player: Numbers and Analysis
DM: If you truly enjoy quantitative work, and do not mind working long hours in harsh conditions, a career in finance may be for you. It is one of the "glamour" professions in the business world, and if you are successful here it can be very rewarding. However, it is important to make sure that this kind of career appeals to you. Not everyone enjoys this kind of lifestyle, and even though it seems like finance should be the business career of choice for everyone, there are always other options.

Player: What if I also have interest in something like marketing instead?
Player: Go alone to the marketing session
DM: At the marketing session, there aren't many other students there. However, the presentation is well done, and you get an opportunity to have a good conversation with the head recruiter and really get to know the company and industry well. You come away from the session very interested in marketing.After meeting up with your friends, you listen to them talk about the glamorous life of investment banking, making tons of money. You feel a pang of regret that you missed out on that, and begin to reconsider your marketing dreams. Your friends then tell you about another finance information session the next day, and ask you to come.

Player: Reject the offer and apply for finance positions

Player: Apply for Finance Positions
DM: Your dedication pays off, and you land an internship with a famous investment bank. Initially you are very excited to work for such a high-profile company, but you quickly find yourself working incredibly long hours, barely sleeping, and working on projects that you don't enjoy all that much. However, your friends are in awe of your status, and constantly praise you as a successful banker.After the summer, the company offers you a full-time position, and gives you a full month to accept. Your friends all tell you to take the position, and fantasize about how much money you'll be making. However, your experience at the bank makes you reconsider this decision, and you begin to think about applying for marketing jobs that, while not as glamorous, would provide a better work-life balance and more interesting projects to work on.
Player: Accept the full time finance position

Player: Spend that time preparing marketing applications instead

DM: After graduating from the Richard Ivey School of Business, you accept a full time finance position. Your starting salary is extremely high, making you the envy of all your peers. However, you don't have time to fully enjoy the benefits of your position, as you work well into the night most days. The culture in the organization is very harsh and unforgiving, and you find it hard to develop relationships with your coworkers. Overall, your pay is very rewarding, but you can't help but feel like some of your skills aren't being used, and the environment around you makes enjoying work very difficult.We hope this simulation helped shed some light on what you might be going through, and don't forget to visit http://www.facebook.com/chooseyourpath100 or follow us @ChooseYourPath for more information

Player: Reject the offer and apply for full time marketing positions

DM: After graduating from the Richard Ivey School of Business, you accept a full time marketing position. Although the salary isn't as exorbitant as some finance jobs, you enjoy being able to use your creative and interpersonal skills, and the stronger work-life balance allows you to spend more time with your friends and family. Sometimes you wonder how life would have turned out if you had continued down a finance path, but after hearing your friends' experiences with full time finance positions, you decide that the higher salary and prestige would not provide you with as much happiness as your current life.We hope this simulation helped shed some light on what you might be going through, and don't forget to visit http://www.facebook.com/chooseyourpath100 or follow us @ChooseYourPath for more information

DM: 
Player: Restart.
DM: You're watching porn at home, in teenage bliss,When some fool starts texting-oh, it's your Sis."I can't drive right now, come and get me," she saysSometimes, you really hate that fat stupid lez.Christmas party with friends, she'd be safe, she swore. But her friends might as well be two dollar whores.And so you play the hero, when she gets lit.Sucks, but now you gotta deal with this shit. Resigned, you grab keys, slam the door of the car,Check address and sigh; this place is pretty far. A manse in the woods, sounds like a bad movie.Yet there you must go, to rescue that floozie.
Player: Shortly...
DM: More texts arrive, as the road enters the trees,"Blake, things are getting kind of weird, hurry please.""Most of my friends seem to be sick or in pain,""But don't call the cops, we've had lots of cocaine."
Player: (Great.)
DM: Well here you are! This old mansion is creepy.Katie better be real sorry and weepy. No one cares to answer, when you ring the bell.So you just let yourself in. Might as well.

DM: I sat down and wrote the most insipid recommendation possible based on no information.To Whom It May Concern:Pritha has an astounding capacity for connecting and assimilating material across classes and disciplines, and her talent for such linking makes her observations in the classroom and in her writing--both expository and creative and scientific and whatever else--so impressive. Memorably, Pritha conducts all manner of research and teaching. As a candidate for Associate Professor, all I can say is "and how!"It is no exaggeration to say that Pritha is a rising star and we all speak much of her hard work, excellent contributions and friendly, cheerful ebulliant attitude. I have no doubt that she will be a rising star in any field she sets her mind to. I may have already said rising star, but I mean it twice. Please contact me if there is any more information I can provide about this remarkable faculty member, about whom not enough can be said.Yours sincerely,Dr. GowerFull ProfessorDepartment of English She thanked me gratefully and then had the nerve to bring up the card again. My friends, you see how kind I am? You see the way I bite my tongue, and the way I support my inferiors, rankwise? All complaints about me are based on air, thin air.
Player: "Inappropriate behavior."
DM: I do want to address--do I have time?--a little bit more, I think--my dear faculty, a fairly serious additional claim made against me, of "Inappropriate behavior," a rather general term, I think. But it is a well-chosen one, as it is one of the things that could potentially get a full professor fired.This will not happen, of course, for various reasons, but I do feel my name ought to be cleared.And so I wish to address this issue and ensure that you have all the facts. I assume you are familiar with the story that went around regarding my "inappropriate behavior."You've heard the rumors, and yes, it did start with Hobart, the beloved elderly religious studies professor.

DM: The person you flag down is driving a red truck. He is a middle aged man wearing a doctor's mask and for some reason holding an axe.
Player: Wait for another car.
DM: You tell the man you won't get in the car with him. He shrugs and drives on. A few minutes later a blue van pulls over and there is an old lady driving it. You get in the car and she pulls off her mask. She is an alien, disguised as a sweet old lady, given the mission to find runaways like you and kill them.

DM: Welcome to the Hansel and Gretel's great escape. Please choose a character.
Player: Hansel
DM: You have chosen Hansel. You are the son of a poor lumberjack living in the wilderness of Alaska. Your mother has died and your father has remarried. Your new step mother is not a very kind women and seems to always blame you and your sister Gretel how poor the family is. One evening while you are laying awake in you bed your hear your father and step mother talking very loudly in the kitchen. What do you do?
Player: Go and secretly listen to the conversation
DM: You slowly climb out of your bed and sneak to the end of the hall where the conversation between your father and stepmother becomes clear you hear..."But they are my children how can I leave them alone in the woods?""Don't think of it as leaving them alone, but training them to survive, we all must learn to survive at one point or another. Think about how much more money we could have if we didn't have to support those two brats.""I suppose your right, besides Hans is very strong for a boy his age, and they will be ok, wont they?""Of course they will. Tomorrow we will drive to the mountains and leave them there."After hearing this you hurry back to you room and quickly jump in bed and wait for the house to fall silent so you can?

DM: You have chosen Gretel. You are the daughter of a poor lumberjack living in the wilderness of Alaska. Your mother has died and your father has remarried. Your new step mother is not a very kind women and seems to always blame you and your brother Hansel how poor the family is. One evening while you are laying awake in you bed your hear your father and step mother talking very loudly in the kitchen. Knowing that you would be punished for leaving your bed, What do you do?
Player: Listen to their conversation (Gretel)

DM: What would you like to say to Ronny Dontel?
Player: "So... did you have a good summer?"
DM: Focusing all of his attention on his laptop, he replies:yeah yeah yeah....summer good

Player: Go and tell Hansel
DM: You go and tell Hansel what you heard your parents talking about. Hansel assures you that everything will be ok, he will take care of you and tells you to go back to your room and sleep. In the morning before father is awake Hansel come to you and tells you to do as you are told and not let on that you know about their plan for fear that they may search him for his GPS. You agree to go along with the plan and fall back asleep.The next morning you awake to your step mother telling you and Hansel that you are going to go on a picnic. Your excited by this news as the family rarely does anything together like this. You drive for what feels like hours until when father parks the car and says we will have to walk the rest of the way. As you arrive at a clearing with a little lake your father turns and says "We are here, now you two kids run off and play by the lake as we set up our dinner." You and Hansel run off and build the most wonderful castle out of rocks and dirt. You and Hansel begin to look for your father and step mother but cannot find them anywhere. You realize you have no idea where you are and it is getting very drk and very cold. Just then Hansel pulls out his GPS and says there is a house not far away so hand in hand you walk together to the close house.
Player: Go to close house

Player: Gather shinny rocks
DM: After your sure the adults are asleep you run outside and pick up as many shiny rocks as possible and stuff them into your pockets. The next morning you awake to your step mother telling you and Gretel that you are going to go on a picnic and to leave your phones at home. Your excited by this news as the family rarely does anything together like this. You drive for what feels like hours until when father parks the car and says we will have to walk the rest of the way. As you walk you drop the little shiny pebbles on the ground. As you arrive at a clearing with a little lake your father turns and with a distressed expression on his face he says "We are here, now you two kids run off and play by the lake as we set up our dinner." You and Gretel run off and build the most wonderful castle out of rocks and dirt. You and Gretel begin to look for your father and step mother but cannot find them anywhere. You realize you have no idea where you are and it is getting very drk and very cold. Gretel begins to cry as you hug her and tell her everything will be ok, because you left a trail of rocks to get you back.
Player: Follow the rocks

DM: You stand at the main square of Vespasium. The town is quite impressive for a barbarian like yourself, but it could never match the glory and splendor of Rome. To the east is the Market District. Merchants of all sorts peddle their meager products to an unrefined population. Directly in front of you is Big Boar's Tavern, a local drink and eatery. In some ways it's sanctuary from the Romans since they never go in there. In the very center of the town is the Roman stronghold, the citadel where they might be holding the princess. To the West is the Slum district. The Slum district: you'll never find a greater collection of all the scum in the city!Where to?
Player: Market District
DM: Ahh, the Market District! The smells of fresh roasted lamb, the music coming from the alleyways played by street side musicians: Braak loves it. The random sounds of the market are a soothing sound to city folks and curious to country people like Braak. From an eyeshot distance, Braak can see a gentleman selling what appears to be chairs. Around the corner is a merchant with shelves of weeds around her; that must be the herbalist. At the end of the street is Redwar's weapons. Closer to you is a display for Roman trinkets. The streetside musicians are near the tricket stand. Somewhere away from the displays toward the back is the open fire where the lamb is cooked. So where to first?

DM: You charge the other wolves. They meet you. You can easily win, if the tribe is under your command.

DM: You and Gretel follow the rocks back to where the car was. But there is no car, your parents have left you alone in the woods with no way back home. Gretel begins to cry, alone and lost in the woods you give up hope and sit and weep until night falls. This will be the last time anyone hears from you or your sister...

DM: You get your phone and GPS from the kitchen. You will be ready if your parents mean to leave you in the woods. The next morning you awake to your step mother telling you and Gretel that you are going to go on a picnic and to leave your phones at home. You reluctantly give up your phone but keep your gps hidden in your pocket. Your excited by this news as the family rarely does anything together like this. You drive for what feels like hours until when father parks the car and says we will have to walk the rest of the way. As you walk you drop the little shiny pebbles on the ground. As you arrive at a clearing with a little lake your father turns and with a distressed expression on his face he says "We are here, now you two kids run off and play by the lake as we set up our dinner." You and Gretel run off and build the most wonderful castle out of rocks and dirt. You and Gretel begin to look for your father and step mother but cannot find them anywhere. You realize you have no idea where you are and it is getting very drk and very cold. Gretel begins to cry as you hug her and tell her everything will be ok, because you have you GPS to get back home. You turn on the GPS and realize that home is at least 50 miles away. But you see a house only a few hundred yards down the path what do you do?
Player: Start heading the 50 mile home
DM: You and Gretel start the long journey home but only 30 minuets in to the walk it gets very dark, you begin to hear lots of strange noises in the woods and Gretel begins to cry and asks for a piggyback ride. You have two choices find a place to stop for the night or head back to the house you saw earlier on the GPS.

DM: Hansel decides that the two of you will head to the nearby house. As the house comes into view you see it is built on a small lake. The house is a magnificent house with jet skis, a boat, a trampoline, and many other toys for children to play with. You walk up to the front door anf knock, an old women in her 60's answers the door. She is very welcoming, as you walk into the house you see toys of every kind, more than you could have every dreamed of having. The women offers you and Hansel some food and a place to sleep for the night and says she will drive you home in the morning. You eat the most delicious meal and the women gives each of you your own room to sleep in. When you wake in the morning the women brings you breakfast. After finishing breakfast you get out of bed and walk to the door turn the nob but realize the door is locked. You bang on the door as loud as you can but get no response after banging on the door you realize you can hear the old woman's voice from the other side. You here her tell some one that she has captured you and your brother and that she plans to sell you in to slavery in Russia. You have two choices tell Hans or keep it to yourself and try to catch the woman off guard and try to over power her.
Player: Wait until the women unlocks the door to try to escape
DM: You decide to wait for the woman to open the door. As you hear her put the key into the lock you get ready to attack. The woman opens the door and you lunge at her kicking and biting but it is no use. She throws you back in the room and locks the door. You hear Hans and her start to fight but soon you hear him thrown into his room and the door locked. You are trapped, latter that evening two men show up and force you into a truck and you are taken away never to be seen in Alaska again.

DM: You thought you got out but all you did was get yourself into another room. Better get out before your stuck here forever.
Player: Door
DM: You try to open the door but its locked. You need a key to open this door.

Player: Stop for the night and rest
DM: You decided to stop for the night in the middle of the wilderness of Alaska. This proves to be a bad decision as neither you or Gretel will make it through the night.

DM: You decide that the two of you will head to the nearby house. As the house comes into view you see it is built on a small lake. The house is a magnificent house with jet skis, a boat, a trampoline, and many other toys for children to play with. You walk up to the front door anf knock, an old women in her 60's answers the door. She is very welcoming, as you walk into the house you see toys of every kind, more than you could have every dreamed of having. The women offers you and Gretel some food and a place to sleep for the night and says she will drive you home in the morning. You eat the most delicious meal and the women gives each of you your own room to sleep in. When you wake in the morning the women brings you breakfast. After finishing breakfast you get out of bed and wal to the door turn the nob but realize the door is locked. You bang on the door as loud as you can but get no response after banging on the door you hear a knock on the wall you run to the wal and can here the muffled voice of your sister. "Hansel, are you there?" "I'm here Gretel" you reply."I heard the lady talking on the phone this morning, and she si planning on selling us to someone to be their slaves! What are we going to do Hans? I need you." Just then you hear a key being turned in the lock as the door opens the old women approaches and says, "Sorry about the locked door, its for your safety." She leads you to the kitchen table and starts asking you a lot of questions and takes your picture. From what seems to be Gretel's room there is a loud BANG the old lady gets up and goes to the room. Do you bolt for the front door?
Player: Bolt for the front door
DM: You blot for the front door thinking to yourself it is every man for himself now. You run deeper and deeper into the woods, but after an hour you realize you have know idea where you are, or how to get to anyplace safe. You walk for hours and house until night fall at which point you lay down and cry yourself to sleep never to awake again.

DM: You decide to tell Hansel the plan so that together you two can find away out of this situation. You walk over to the wall and give a knock a few seconds later Hans comes to the wall and says "Gretel, is that you?" You tell him what you heard. Just as you finish telling him, you here the door to his room open followed by the woman's voice. Moments that feel like hours pass by when the women comes and opens your door. She tells you it was locked for your own safety but you know better. You look and see Hans sitting in a chair, the woman turns to walk back toward Hans and you see your chance for escape do you...
Player: Pick up the fire poker and hit the women in the head
DM: You decide that this is your chance, you'll only have one shot at this. You quietly pick up the fire poker walk up behind the woman and just as she turns to say something to you, you hit her with the poker sending her crashing to the floor with a "thud"! You turn to Hans who is already out of his chair and grabbing car keys from the counter you quickly dash out the door and get to the car. Hans tells you that you'll need to work the pedals while he steers if you will have a chance to get home.

Player: Talk to Lasheniqua
DM: You go and sit next to Lasheniqua."What's up?""Naw much.""What are you writing?""Poem. I love me some poemtry.""May I read it?""Sho'," she says, and hands you the pad:BitchesBy Lasheniqua ClemensBitches be trippin' all up in de hoodYa'll no ig'nint bitch neva be good.Dey chil' suppo' be spend on fake blangTo bring on de flo' an' shake dey thang.Bitches cain' graps rithmeticAn dey think it OKBitches not been gone to de libraryCuz "It gay."When life be's hardBitches a-suck sum dick straight awayTill de man, Enough fo' sum crack,Pay."Well," inquires Lasheniqua, "What you thank?"
Player: "I applaud this work - nay, this opus - this dramatic, soulful criticism of urban life. I, too, often lament the futility of certain unproductive behaviors in which young women are culturally conditioned to frequently or habitually engage."
DM: Lasheniqua blushes at your commentary."Oh... you so sweet."

DM: The girl cried out and ran away from you. You felt a little guilty, but it was too late to do anything now.
Player: Houses
DM: You wandered around the houses for a bit, observing people getting into cars, getting out of cars, and doing other things. Then you smelled smoke. You looked around, trying to figure out where it came from. Across the street, you smelled that the scent was strongest inside a house. You ran over and peered through a window. The food on the oven was on fire, and there was a woman sprawled out on the floor.
Player: Find a way in
DM: You walk up to the front door and cock your head at it. Something shiny catches your eye. You leap up and push it down with one of your paws. The door opens, and you trot inside. The fire has spread from the food to some papers on the counter. The wooden cabinets are on fire, too. The woman on the tile is still breathing, but is probably passed out.
Player: Drag the woman outside
DM: You grip her shirt with your teeth,and start dragging her across the floor. Finally, you made it outside. Just to be on the safe side, you drag her until she is on the sidewalk. What to do now?
Player: Wake her
DM: You lick the woman awake, and she slowly sits up just as a siren wails. A big red truck comes on the black path, and you hear the woman gasp as people rush over to her. "My child is still in there!" you didn't understand what she was saying, but she sounded distressed.
Player: Go upstairs
DM: You run upstairs, and hear someone fast asleep. You push open the door, and see a small boy asleep on his bed. Yowake him by licking his face, and together you two leave the house, dodging fire as you went.
Player: Hero

DM: Further conversation with Julie reveals she's a wee bit tired from the Slayer concert last night. You notice bruise marks near her ankles and see she has a tongue piercing. She tells you to avoid Edith as much as possible and to always write your order slips for Jose in all caps. In walks your first table and finally it's time to show your stuff.
Player: first table
DM: Finally! Your first chance to make some cash! You strut up to table 32 and thrust your arms open and announce gleefully "welcome to Pablo's!" The family of four looks at you and then straight back to their menus. One of the children, the boy, looks like Porky Pig. The girl looks like Miss Piggy. The father looks a bit like Charles Kuralt and the mother reminds you a Joan Collins. What a way to start! You take the order- One Chicken Enchilada, Two Carnitas plates, and one Mexi-Burger. Back in the kitchen you rejoice to find Jose can read your writing and makes no comment on your abbreviations. Only then do you realize you forgot to ask the woman if she'd like her margarita frozed or on ice. Do you-
Player: assume she wants a frozen one
DM: She smiles when you present her drink, exclaiming "OOh! There's even an umbrella in it!"

DM: Father Ould chuckles. "It depends on what you mean by strange. For example, in 1910 Dr Benson claimed to have seen ghosts in the area where the church was later built but alas, it seems the poor man was losing his mind. At night I won't deny the church does become a little unnerving and there is an ominous feel about the church and the cemetery... I have never seen anything though. Do the spirits of the dead rise up out of the ground by night and flit around the living, unseen and silent, during the day as some would have us believe? Well maybe, but if there are ghosts they are secretive ones."

Player: "Alex, can you give me my gift tonite?"
DM: You ask Alex if he can give you the gift tonite, but he denies, insisting it will have to wait.

Player: Help drive the car
DM: Together the two of you manage to make it back home by nightfall. When you arrive home your father runs outside and apologizes for leaving you behind and tells you you'll always be together and no one will ever get between you. With that he throws your step mother out you live Happily ever after..

DM: You are walking down the street and witness a man being stabbed. You believe that it was somehow linked to another crime, but you cannot be sure. The criminal seems you have forgot something, as the knife remains in the victim's arm. How should you help this man, assume that the scene is safe, and he has granted you permission to help him. You have also had a witness at the scene phone 911. You have also dawned the appropriate PPE. A) Take the knife out because it may cause further injury. B) Wrap around the knife in order to stop any further bleeding. C) Chase down the criminal because he stabbed a guy. D) Ignore it since you don't know the man that was just stabbed.
Player: B
DM: Nice job! You knew that you shouldn't have taken out the knife because that could have caused further injury. Enjoy the next scenario!
Player: Puncture Wounds 2
DM: You have wrapped around the knife, now what should you do in order to hopefully save this man? A) Call your emergency medical number immediately B) Tell the man to go to a hospital C) Hang out with the man until he blacks out from loss of blood D) Call the victim's family, and inform them that the man was just stabbed.
Player: B
DM: On the way to the hospital, the man accidentally pulled out the knife. He bled out as he arrived in the hospital's parking lot.

DM: Day Zero.You wake up, it seems like a normal day.A little too normal....
DM: You put your clothes on and head to work. Regardless of the abnomal normality of this day, the bills need to be paid. You walk down the street to your local 7/11 ,head to the back room and put on your work clothes.

Player: Time to Work
DM: You spend the rest of the day working, your 9-5 job goes by as normal as ever.At little too normal....

Player: Well works done, let's go home
DM: You change back to your normal clothing and walk back home. There's not much to do so you make some food, play some games, masterbate and fall to sleep.Everything was just too normal though...

Player: Day One
DM: Suppose it makes sense nothing unusual happens until the first day. After all, if anything happened the day before then that would have been considered the first day, now wouldn't it have.Before you wake up, let's reflect on who you are so you don't die to some random incident due to some crazy issue you had that you should have known you had all along since you are you.Anyways....Name: JamesAge: 23Sex: Yes Please MaleOccupation: Clerk at 7/11 (Full time)Intelligence: AverageStrength: AverageStamina: LowWeapon Experience: You can swing a melee weapon, then again anyone can do that.....that's itRelationships: You got a best friend who lives next store (Bob) and your family (Mom/Dad/younger Sister) lives across town, that's it. Don't you get lonely?Driving: You can drive fine, but sadly you cannot afford a car right now.Special Traits : None, you are an average bastard
Player: Guess it's time to wake up
DM: You wake up at 8am, take a shower, throw on some clothes and turn on the local news. Everything seems to go just like it did yesterday, and the news is pretty much the same. Except all the normal murder stories are replaced by animal attacks and riots.The news doesn't say anything specific, no mention of zombies or anything, but the potential is still there...
Player: Call in sick and see how everything progresses
DM: You call in sick, you don't feel like being involved in any riots or being murdered. Nothing new appears until noon, when they announce that the cause of all of this violence is a new virus, and that everyone should stay indoors until further notice.Good thing you didn't go to work.
Player: Continue to watch the news

Player: Go to work anyways
DM: You decide to head to work anyways, you need money if you're going to finally buy a car and you have bills to pay.Nothing unusual happens on the way to work, nor for the first 3 hours. However at noon the news starts to say some interesting things. It's saying that the attacks and riots this morning are actually due to a new virus. They instruct everyone to return to their homes and wait until further instructions.No one arrives for the next hour, and finally your boss calls and tells you to go home. You change and proceed to head home, but then something different happens.
Player: Well it's about damn time
DM: You exit the employee room, and find a customer standing just inside of the entrance to the store. He seems pretty out of it. You tell him the store is closed and he turns to you.His clothing is covered in blood, and his eyes seem completely black. He starts to stumble towards you.You continue to yell at him, angry that he is ignoring you. Finally, when he's just out of arm's reach, you realize hes probably been infected with that virus you heard about on the news.You hate to admit it, but he's probably a zombie.(Well no shit Sherlock)So, what's the plan?

Player: Try and reason with him
DM: You continue to yell at the man, determined to get through to him. When he finally reaches you he grabs ahold of you and gives you a heartfelt hug. It seems you finally got through to him.Wait...no....no that's not a hug! The man grabs a hold of you and proceeds to bite your neck, ripping out the flesh from it. You fall to the floor and bleed out. Good thing you bleed out quickly, being eaten alive sure is painful.[Death]

DM: The news says that the new virus causes people to become hyper agressive, and that it is passed by the transfer of bodily fluids. They advise again that everyone stay indoors and wait for further instructions.Further in the day a video is shown on the news, the nature of the video makes it appear as if the news itself was not the one showing it. The video shows a man and one of the "infected", he says that they are like zombies from movies and such. The two are outside, it appears to be a parking lot but you can't tell what the building is and there are no cars.He says there is no cure and that everyone should put their "Zombie Survival Plan" into full effect. He then shoots the newly dubbed zombie in the head, and instructs that the only way to kill them is to damage the brain, however destroying their legs can render them pretty harmless as well. He continues and says that they are slow, and you can outrun them, however they never get tired.Pretty detailed for the first day of the infection.By now it's pretty late, you've been watching the news so intently that you've lost track of time, you go to sleep and decide that tommorow you'll put your Zombie Survival Plan into full effect!
DM: You wake up to day two of the infection. Only now do you realize that you don't actually have a zombie plan.Well no worries. The infection is still in its early stages, and it should be at least a few days until all hell breaks loose. Until then you can probably walk the streets with no worries.Probably...So, what's the plan?
Player: Go get supplies

Player: Avoid him and exit the store
DM: You avoid the man and exit the store. He looks pretty dangerous what with being covered in blood and all. You lock up behind you, effectively trapping the man inside.You don't care though, whoever works next can deal with him. You walk home and throw on the news to see exactly what this new virus is.
Player: The News

DM: You decide to get supplies. Sadly you do not have a car, so your place for supplies is the local grocery store, a good 15 minute walk.You walk there with no issues, however everyone seems to have the same idea you do, and are all stocking up on supplies. You enter the store and see complete chaos.Well, what now?

DM: You decide to lighten your load a little and throw a bag back at the guards. One guard is hit by the bag and goes tumbling back as the money scatters everywhere. Two guards go back to collect the coins, but that still leaves twelve guards. You now have a choice. You could throw the other bag and try to get away, or you could try to hide in a darker tunnel. which will you choose?
Player: Try to hide
DM: You decide to hide in a darker tunnel. You are well hidden and manage to wait them out. You are later seen by a lone guard as you escape and are arrested. Do you try to escape? Or serve your time?
Player: Serve your time
DM: You decide that you have had enough violence and will wait out your twenty years in prison. After ten months in prison a lovely young lady bails you out and promises to keep you out if trouble. But you know different. "Good to see you Danese." You say casually. "You too." She then brings you out of the village and to the docks. "Listen, I'm sorry about how things went down. Does Travis forgive me?" "I would think so, considering he's the one who set up your bail." You hop into your ship and are greeted by your best friend your first mate." "Good to see you survived, Travis." "Where are we heading to captain?" "A new adventure." Congratulations. You have officially survived the crown jewel theft. But who knows, if things went a little different maybe you could have gotten away...

DM: You find the door leads to the office. Why it's welded shut, you have no clue.
DM: You go back out the bedroom door to see a tornado fading into the distance. No damage, everything's still intact. Ol' map is up for grabs. Bathroom door leads to the cold.
Player: Get the map
DM: You take the map.
Player: Check out the south door...

Player: Go to where no one is, it's safer that way
DM: You decide to avoid the large crowd of people and go to the less populated areas. The pickings are slim, but you manage to get your buggy at least half full with food. You should be able to survive at least a few months with this much.You hear a few gunshots from a couple of isles over, followed by a mass of people running out of the store. You take this as your cue to leave, and quickly run out of the store pushing your buggy of food.You get out fine, and your journey home is uneventful. You hope you don't run into those who made the gunfire later.Well now you're home, you got food, next step is to....

DM: You decide to go see your buddy Bob.You exit your house, lock it, and walk next door. You knock on the door and he answers."Hey James, wanna get high...." Bob says, answering the door and showing you some weed.
Player: Drugs are bad mkay...
DM: You shake your head."It's not optional", Bob says in an angry tone."Kay...."
Player: Kay....
DM: Hours later you remember why you came to Bob's house in the first place."Hey...hey Bob"*cough* "Sup?""You know there's like, zombies out right now. Right?""Shit....shit really?""Yea""Fuck man. I thou-"Bob's comment is interupted by a knock on the door, a slow heavy pound.
Player: Idiots can't knock right
DM: You go to the door and look through the peephole. Bob comes up behind you and tries to look through, but you push him back. Outside there's a girl, Bob's girlfriend if you're not mistaken.Sadly his girlfriend is in bad condition, in fact shes missing an arm. Clearly she's a zombie, which begs the question...Should you open the door?

Player: Go to where most people are - those are the supplies you want
DM: You decide to go where everyone else is, because following the crowd is sometimes a good thing. Right?You try and get a shopping cart through the crowd but give up, there's far too many people. You instead reach out and grab as much food as you can in your arms.However this is where your plan of following the crowd fails you. You see, some not-so-friendly people with guns had the same idea. They also seem to not be big fans of large crowds, and so they shoot in the air and into the crowd a few times.Most people are uninjured and run away, as gang of men have made their point. Sadly you are not in the group that survived, because you were shot in the leg. Now of course, a shot in the leg isn't fatal, but it did cause you to fall to the ground. Then what was your cause of death you ask? The large crowd of people who trampled you to escape was.Hey, at least you weren't eaten.[Death]

Player: Stay with your family
DM: You decide your best bet is to stay with your family. You doubt that the military will be as bad as they are in the movies during these times, so you're sure they can help you.Well, kinda sure...Regardless of if they can or cannot help, you and your father board up the rest of the house and your family waits out the week. Mant games of scrabble are played. Sadly you suck at scrabble, which makes this week one of your least favourite weeks ever (the zombies made it pretty bad too).Then the military finally arrives.

DM: You nod your head and enter. The next few hours go by quickly.Well, at least you think they do....
Player: Hours Later

DM: You go back home, since you'd prefer not to die just to get some food. You return with no issues and decide on your next course of actions.
Player: Go to you parent's house

DM: It doesn't take much to convince Larry to get out to see the show. A little guilt about not being a good friend to others, blah, blah, blah and bingo! Out he goes. Maybe you are getting better at this than even you remember.At the show, Larry quickly meets up with the gang and after a short time, you have convinced the whole group to visit some hole-in-the-wall pub that is near by.Larry is the first to get drunk and his new friends abandon him there. He is ashamed and gets a cab home. He is ashamed and retreats even more into his shell. It's going to take a month of Sundays to pry him back out- Not too slick.You return to your chambers quickly in a puff of sulfurous yellow smoke and leave that meager prize. Back in your inner chambers, you sense the unrest that you had left behind remains and has perhaps grown. Your minions have witnessed your pathetic retreat and perceive it as weakness instead of strategy. Maybe that is why they do not succeed more, they cannot appreciate the subtleties of the tasks they have been given. You have no patience and do not desire to explain yourself to any of them. They don't even deserve it. You are not even given the chance however, because you soon find out that they have been waiting for your return and have planned to overthrow you if you returned empty-handed. They pour in from every angle and seize you and begin to tear you apart with their talons, beaks, claws, tentacles, teeth, and fangs until you are devoured and dethroned forever.

Player: Barracade and wait it out
DM: You decide to barracade your house and wait things out. You grab various tools and pieces of wood, then board up all your windows and doors.The next two months pass by and many things happen.Many, many things....
Player: Well what happened?
DM: A week after the events of the first day of the infection various things happened.Panic happened, riots happened. Real ones, not the initial ones which were actually just zombies causing havoc. Martial Law is put into effect, though it only lastws a few weeks before the military was over-run. Fighting the zombies head on was a bad idea but the military didn't learn this fast enough. They came by with caravans originally and picked up anyone who was willing to come with them. Then they created blockades and such to try and contain the problem. But eventually they were over-run.Your home is attacked a few times, but nothing major. A few gun fights happened just outside as well, but you survive. You've lost a bit of weight, but you're alive and well...ish.Two months have passed and for the past week it's been very quiet outside. No zombies, no people, nothing. Good thing too, because you're out of food and need to do leave the house now.Oh and congratulations, you survived Phase 1 of the zombies.
Player: Phase 2 Interlude

Player: Go back to your place
DM: You decide you're better off not trusting the miltary to this, you ponder on the idea of convincing your parent's and sister to not trust them but decide their best chance is to. After all a zombie world is no place for a family....You say what may be your last goodbyes to your family and head back to your house, it takes a while but once again you beat all odds and return unharmed (though you're pretty damn tired by now).Too tired to try and get supplies you decide to just walk next door to Bob's house and see what his plan is.

Player: Course Not
DM: You turn away from the door. There's no way in hell you're opening it and letting her inside."Who's that?" Bob says."Errr....wrong number""Oh..."Bob walks away, apparently believing that the person knocking at the door had the wrong number. You throw on the TV and watch the news for the next few hours, forgetting all about the reason you came over to begin with....Hours later you remember though (good thing right?).

DM: Well, this is a bit awkward....Let's just say due to some constraints in the system and whatnaught you have to come here before Phase 2 can begin.Suppose a congratulations is in order, then again you only beat the first of three sections. Not to mention unless you were a dumbass (or having fun) you shouldn't have died at all. Common sense was all that was required to survive.Good luck in the next section, it requires slightly more thinking.Also there was one actual ending in phase 1, see if you can get it later.Here's something to help you on your journey.
Player: Small Cat

DM: You go next door to Bob's house. He answers the door, clearly high. Not bothering to ask him anything in this state, you enter and close the door behind you. He stares at you the whole time with a blank look on his face, but says nothing.Moments later you hear knocking on the door. A slow, heavy knock.
Player: Look through the peephole (you naughty boy)
DM: You open the door....really?You honestly thought that opening the door for the one-armed chick who is clearly a zombie fell into the "good idea" category?Well you did it anyways. The girl's knocking arm misses the door and instead hits you in the chest. It doesn't hurt, but she grabs onto your shirt and lunges forward at your neck. You attempt to fight her off, and are somewhat successful. Although you keep her face away from your neck, you both fall down to the floor, her landing on top of you. Using all your strength you push her off of you and towards the door. She ends up in a sitting position at the base of your feet.This entire time Bob is just staring at the two of you. Finally he does something."Dude, that's Claire right!"Actually it's Casey, but this isn't the time to correct him and lecture him on how he should at least know the name of the girl he's dating. You attempt to crawl away from her but unfortunately she grabs your foot and takes a large bite into your ankle.You kick her in the face with your good foot and manage to get her outside the door, the quickly lean forward and shut the door.But you've been bit, so your story ends here. Also you eat Bob, but that bastard kind of deserved it for not helping you anyways.[Death]

DM: The military arrives a week after the start of the outbreak. True to their word, they begin calling out to people in the middle of the street to come outdoors and be picked up. Any nearby zombies stand no chance, as the military caravan consists of armoured vehicles which can handle the small amount nearby easily.You family opens the front door for the first time in a week and runs to the caravan. You kick the scrabble board for good measure before following them outside.You approach one of the transport vehicles (the one you family ran to before you) and are greated by a soldier."Greetings", the soldier says as you approach, "what brings you out here?".
Player: [Moan like a zombie]
DM: You make various noises to try and mimic a zombie.Now why the hell would you do that?The soldier, in all of his 30 minutes of experience with zombies, has no idea that you are in fact, not one. As a result, he instinctively shoots you. No worries though, he has been trained properly and gives you a clean shot between the eyes. You don't even have time to scream.[Death]

Player: See what Bob's plan is

Player: Time for "The talk"
DM: Hours later you tell Bob that zombies have risen, and go into a detailed description of your day."Woah...sounds rough.""Yeah, well least I'm alive. So what's your zombie plan?"Bob stands up from the couch and walks to his room. He comes back and throws a piece of paper at you.He actually had a zombie plan...You read it and it's not the most detailed, but it's better than your plan....of nothing.... You decide that in may be in your best interest to stay with him. Then again the guy can be very unpredictable, and when his weed runs out he'll probably get pretty pissed. But then again, he has a shotgun and you have no weapons at your place. Though trusting this guy with a shotgun makes you feel a bit uncomfortable.
Player: Stay with Bob

Player: "Why would I get jealous?"

Player: Search for items
DM: There are still some useful items scattered around the bridge. You find a gun on the floor and a wrench from a severed hand. While disgusting, you are sure you will need this to escape.

DM: "I want to come.""Well fair enough, come on in!" the soldier replies, motioning for you to come in.You hop in and ride out into the sunset, just like some old western movie...
Player: Epilogue - Family
DM: Ha! Like you'd actually get a real epilogue. You choose the fastest way out of the city.You and your family make it to the shelter and are protected by the military. You get news a little later that Bob was killed, cause of death was zombies.You live the rest of your life in the shelter. Sure the food is crap, the military is full of assholes, and there's not much to do, but hey you're alive right? StatsYou got the First Epilogue available in the game.You survived Phase One.You got the Mediocre Ending.You got the achievement : Family Man

DM: You decide Bob's plan is better than yours, and depending on what you've done you may not even have the supplies needed to survive on your own.A week passes and things happen. The military comes by in a caravan and tries to pick people up, but the two of you decide to stay inside (you were also scared they would find the weed). After picking people up the miltary attempts to control the situation, but they fail quite badly. People and zombies alike attack, but Bob's house holds out, at least for the first two months.The weed ran out after the first month, naturally Bob was pretty upset at first, but he dealt with it without going apeshit on you.

DM: You dart to your right at the exact same moment that Asa Knight and Jim Wallace go for their guns. Rifles explode into life, hitting and killing the two men while more Texas Rangers fire at you but you are already down the alleyway and out of sight, darting left and right through a tangle of alleys you finally emerge onto a street where an unattended horse is tied to a railing. Quickly untying it you jump onto it's back and race down the street, quickly and escape from town.It takes you a week to make it back to the Indian Territory by horse and train and by the time you arrive it is too late: lawmen have tracked down and killed your brother Bill. You are now the last of the Dalton Brothers free and alive and your grief is overwhelming. You spend the rest of the year in hiding before emerging and reuniting with Bill Doolin and your remaining outlaw companions the following spring.

Player: Explore the spring house

Player: Ask About The Young Woman
Player: Tell me more
DM: "Sure, sure. But why don't we go to the kitchen and sit down over a cup of tea."You follow her to the stone kitchen, and sit at the table. The kitchen is very clean, and looks as well kept up as the house itself. Obviously Mrs. McPhail takes pride in her domain.Before she can get back to the story, a question comes to your mind:
Player: What was the young woman weaving?

Player: Ask About The Third Ghost
DM: "My memory is not what it used to be... maybe I will remember more as we speak about the subject." says Mrs McPhail.Her aged skin, white hair, and how she carries herself would suggest she is in her late seventies. Hopefully her memory will spark some information about this ghost as you two talk about the other two ghosts.
Player: Talk about the other ghosts

Player: See the spring house

Player: Knock on the Lodge's Door

Player: Go over to the smoke house
Player: Poke around some more
DM: Unaware of your identity, and not familiar with your looks, the lady of the house seems to have gotten a little nervous with someone wondering around her property.With the recent theft attempts in the area, she confused you for a stranger up to no good, and called the police. If you know what's good for you, you won't say anything about the ghosts you came to find out more about. Police don't take too well to such stories...

DM: "Bad things happen when the White Lady comes by." warned Mrs McPhail."Please do not ask about her as she carries the scent of death with her."
Player: Find out on your own later.
DM: Obviously Mrs. McPhail does not wish to disclose much about the "White Lady". You probably could get a little more info from her, but is it enough to quench your thirst on the subject?If you want to find out everything there is to know, you will probably have to come back at night, and do some sneaking about the place. It is that, or the official story in limited information bits.
Player: Ask again. Just a little more info, please...
DM: "The White Lady is not an evil one, but the message she carries is news of death."Mrs. McPhail had a distant look on her face, but continued with the story."She's seldom here, and only comes when there is an upcoming death in the family. Not only the family members here, but any blood relative.""Last she was here, my daughter was taken from me only a few days later... Please, do not attempt to contact this ghost, as death trails her everywhere she goes".

Player: The Young Woman

Player: Ask about the White Lady

DM: "I may be small, but I'm skilled." you answer. This is a fact. You are a skilled fighter and also probably fast considering that you are so small. You also can fit in tight corners, and small spaces that others wouldn't be able to. This makes you skilled. "We'll see. We're going to do some tests today. If you prove worthy, you won't die today. If not...." Paul says maliciously. You're not sure you like that tone, but do you really have a choice?
Player: "When can I start?" you ask
Player: You refuse to go through any tests
Player: You attempt to take the knife from Dean and use it against them
DM: You attempt to take the knife from Dean to use it against the two demons. You take a sharp breath and suddenly stomps on Dean's foot hard making him cry out and loosen his grip. Then you take the knife from his hands.

Player: Let's Ball!
DM: The bigger guys from Team Alpha start off the game (of course), with you eagerly waiting for an opportunity to intercept a pass. You run to the left, and then to the right. But you never seem to find the chance. Your thoughts are interrupted with a loud "SLAMM" of one of the bigger guys dunking the ball into the hoop. You gasp in awe at this show of pure athleticism.You look around and it seems like your team doesn't look like they're trying at this point. Those guys seem to be in a league of their own. And suddenly, you see an opportunity. One of the bigger guys on the other team looks like he's calling for a pass from across the court. You think that should give you enough time to run forward and intercept.But the ball's coming fast.What do you do?
Player: ...Catch?

DM: After finding a good size rock (which has proven a challenge in this grassy plane), you approach the edge of the well. You lean over slightly to throw down the rock, and as you do so, find that you did not need to find a rock: The north side of the well crumbles and falls down as you put slight pressure on it when leaning over.After what seems like an eternity, but isn't really more than seconds, the rocks hit the bottom. No splash. Just a thud.
Player: Go see Mrs McPhail

Player: South side
DM: The well is very deep, and you can't see much. You're about to pull away from the well, and give up your investigation, when you see something... something glowing? Way down at the bottom.As you look at the erie glow, it moves, and disappears into one of the walls at the bottom of the well. All that is left is darkness.Strange. Maybe Mrs. McPhail knows more...

Player: Poke around some more...

Player: Third ghost

Player: Find out more, ask again
DM: The door closes behind you after you have been asked to leave. This is one haunted home you will not get a second chance to explore... unless you play the game again, and this time are wiser about it!

DM: Mrs McPhail thought about the question for a while."Now that you mention it, I am not sure. I have never thought about it much. What ever she weaves seems to 'disappear' right away. It has no mass or substance."She sipped her hot tea of which you now have a cup before you. It smells very good, and you decide to have some too.You have some thoughts on who this woman might be, but you need more information.
Player: Did you ever feel threatened by the Young Woman?
DM: "No, I don't think so. She seemed very peaceful, and happy. Like she was waiting for something or someone. Someone long awaited.""She only was here on occasion. Two years, and both of them was when I was pregnant with each of my kids. I always felt she was waiting for them to come into the world. When they did arrive at last, she was only to be seen for a couple of days, and than she was gone."She filled up her cup of tea with more steaming brew, and looked into the void as if thinking."Mrs McPhail?""Uh, yes. Sorry. Last time I saw her was a couple of days after Matthew, my son, was born." she finished.

Player: The White Lady is the one we don't want around.
Player: I need to know everything!
DM: Your mind on the White Lady and the secrecy that surrounds her, you ask Mrs McPhail a few dumb questions just to get through the interview and leave to prepare for a return under the cover of the night.With good fortune on your side, you managed to find out that the White Lady does not enter the house. She weeps at its doors and windows. No one really knows why she weeps. Although death is a sad event, the White Lady has been long dead, and does not have any relation with the family... All you need to do is perform a seance, and that's something you were capable of doing as long as you can remember. Now, what time should you come back to do this?
Player: Midnight of course!

Player: Drop the subject.

Player: North Side
DM: The wall around the well was weak in that spot. As you lean over to take a close look, the wall crumbles and you fall to the abyss below...

Player: Look down the north side of the well

DM: "Hey," you say. "Listen. We can't afford to give anything up. Is there a possibility that we could work around this?"The man holds up his finger, and draws something in the air. Then, he looks at you expectantly. When you don't know how to respond, the man becomes angry. He furiously draws some sort of picture in the air with his finger over and over again."What? What is it? What do you want?" you ask. The man finally gets fed up with your incompetence. "WAAATTTTEEERRR!!!!""We can't spare, um, any water at the moment," you say, almost afraid that he'll flip his lid. Instead, the man gets quiet. "Follow," he finally says, and begins to walk away.
Player: Refuse to follow
DM: You stay where you are. The other soldiers do the same. When the man sees you standing still, he loses it.He throws his hands up in the air, and makes sputtering noises. He then proceeds to do some sort of angry dance, flinging his limbs around. The whole time, he's talking in broken English.Finally, he realizes he's in the presence of other people. He turns to you, and points at your stomach, then to your face. "Follow." He follows up the action by raising a gun.

Player: Tahoma
Player: Jabberwocky
Player: Patient

Player: 02:30, when everyone is asleep
DM: You open your eyes to find that the morning is well under way. Your radio clock says 12:00 and is flashing. You must have fallen asleep, and a storm knocked out the power!Looks like the mystery of the ghosts will have to be left undiscovered till another day.

Player: Where any of the ghosts threatening in presence?
DM: Her face light up, and she remembered."The third ghost."Yes, the third ghost she could not remember."It is always coming and going, very quick, and very busy. Almost like a mad person. Walking around, counting in her head, always full of energy.""Where do you tend to see this ghost most often Mrs McPhail?"She paused again, as if to choose her words."Everywhere really. It is always coming in through the walls, walks around in a circle, mumbling, than goes to another room... until it leaves soon after arrival. She seems in a great rush that third ghost."
Player: Still don't know the meaning of the ghosts

DM: I blocked the dragons fire, but in doing so, the heat shattered my sword. Running as fast as I could, I tried to dodge, but I was too late. The fire had consumed me in seconds. The last thing I knew was unbearable pain...

DM: You set out with everything you need. At this pace, you will be at the house just before 23:00. Good planning.Since the morning visit at the house, clouds have slowly filled the sky. Dark clouds, full of rain.With the wind picking up you think of yourself sitting in the property and chanting, looking like some mad man."What a sight that would be... " you say while grinning.Only minutes from the house and a few turns in the road to go, something unusual happens. You turn the corner at 12th, and Tulle St. to find a white figure right in your lane!What's happening? Why is she here? Could it be that this ghost also signals death in places other than the lodge, and not just for the McPhail family?
Player: White Lady in the Road
DM: Darkness. It surrounds you for what seems like minutes.And than a light.It keeps getting closer.And closer.The light is everywhere. Your car spins out of control, and collides with an oncoming vehicle. The sound of twisted metal is the last sound you hear...

DM: You pack your items, and head out the front door.What is the meaning of the white lady? Why does she weep? What is the attachment? What about the other ghosts?Questions, questions, and more questions. All to be answered soon.Once you are in walking distance of the lodge, you park the car and walk the last half a kilometer. You enter the property from the side, where no one can see you. The grass is wet from rain, but for now the sky seems to be clearing. A few stars are now visible.Quickly you make the last preparations and the seance begins!
Player: This is it, finish what I started
DM: Not before long, you are in the presence of the "White Lady". She looks old. Ancient is probably a better word.She tells you she is one of the Moirai. She is the one that "cuts the thread".You heard about the three Moirai sisters.One that weaves the thread of life.The second measures the thread of life.And the last, third Moirai sister, cuts the thread of life.In some places, these spirits travel under cover, but in other places they are exposed by nature. The third Moirai sister weeps for her job is the one to cut the string of life...Not wanting to be around the spirit that cuts the thread of life, you quickly pack up and leave. There is something spooky being in the presence of that kind of spirit, and you wish it no more. Some things are not meant to be seen or heard. This was one of them.

DM: You decide that life cannot go on without coffee. You can either go to the break room and get the generic brand coffee, or you can go across the street to Starbucks, which would most likely taste better. So where do you want to get your coffee from?
Player: Ahem, I have my own stash of emergency coffee.
DM: You're always prepared. You open your bottom left desk drawer and gasp. Your coffee is gone! Someone must have stolen it! How on Earth are you going to cope?
Player: Maybe I don't need coffee....
DM: You decide you can make it through the rest of your workday without coffee. It's just one day. You sit down in the chair of your cubicle, put your hand on the mouse, and instantly fall asleep.You wake up to Mrs. Charleston, your boss, glaring over you."I hope you've gotten a good rest," she says. Her long gray hair is in a tight bun on her head, and given her facial expression it looks like it could blow off at any second. "Please come with me to my office," she states sternly.
Player: End Game and Leave Comments, because you don't want to face what she is about to unleash.
DM: Congratulations, you've found the secret ending! Not only have you avoided the wrath of the lioness, but for your hard work, you should treat yourself to a nice cup of coffee. You've earned it.

Player: Tell her okay, but...
DM: Maybe there is another way? Like talking to the ghosts directly through a seance. You could always come back at night, and try that in the yard, somewhere in the back. It just might work.
Player: Come back at 02:30 for a seance

DM: The humid air sticks to you finely, giving you an awful sensation you wish would just go away. You blink, and look around. Contrary to where you were previously, you are now in a vast plains, void of everything. Before you can even think of what is going on - or where you even are- someone gasps in surprise, and you hear what sounds like something hitting the soft grass.
Player: Turn Around
DM: You swivel in place, spotting almost immediately the lone difference in the ever repeating landscape. An old woman, wearing what seems like peasant rags, staring in disbelief at you, as if you existed solely by some miracle. What should you do?
DM: Not quite sure what to do, you turn around and book it away. The woman then points at you and screams at the top of her lungs: "He appeared out of nowhere! He must be a Witch's accomplice, GET HIM!". On her queue, hordes of village folk ran towards you, appearing behind a hill. You run in the opposite direction, hoping to get away.
Player: Book It!
DM: As you run, a village slowly appears out on the horizon, and along with it, a castle. You reason that the castle, being fortified, is probably one of the safest locations to be. Maybe you can convince the monarch, if there is one, that you mean no harm. And so, you continued running.

DM: Unsure of the reason, a feeling emerges in you. Although fear is not a factor, going through with the seance does not seem like a good idea at last. Maybe some things should be left unknown.
Player: Go home, forget about the whole issue
DM: You decide that this is too much trouble, and feels wrong. Upon arriving home, you lay down in bed and think about the events of the day. This is one quest you are glad to "choose your own ending for", rather than completing it and having to deal with the facts...You quickly fall asleep, and dream of the White Lady. Maybe there IS no way out of this...

Player: Come back at 23:00 for a seance

DM: "I can't believe you ordered the Mega Chocolate Sundae Supreme." Sophia's voice is awed as she surveys what surely is the largest chocolate sundae topped with cherries."Plus chocolate sticks and hot chocolate, just in case of unexpected brain freezes." I smile eagerly towards Sophia as I nurse a tiny baby dip of ice cream."You really regret what you said, huh?" A tiny smile formed on her lips, those perfect lips thatI could stare at all day."My wallet does. But I don't." Smiling back, I lick my ice cream cone "I get to see you eat the entire Mega Chocolate Sundae Supreme by yourself.""Hey, I thought we were sharing!"
Player: Vacation
DM: "This is amazing!" Sophia laughed and her bright smile matched mine as I stared back at her stunning emerald eyes. "I aim to please." I smile back and feel a wave of relief wash over me as she smiles back. It was a brillant idea, even if my wallet was weeping tears of Jeffersons and Franklins along the entire island."C'mon, we have to see everything." She tugged on my arm and for the entire day, we became one with the island. I ate enough pineapple to last me several lifetimes.Finally when the sun was setting and fatigue kicked in, Sophia turned to me with a smile."I've got an idea." She laughed "Let's draw each other."
Player: "Okay."

DM: Winston suddenly heard a knocking sound towards the left corner of the dark room. He slowly and cautiously approached it and rifled aroundThere was nothing here... but then, where was that draft coming from?After a bit more flailing, he discovered an old, secret door hidden behind black drapes. After a moment of self-motivation, he decided to open it and investigate.
Player: Open doors lead to new possibilities!
DM: To his horror, the room was filled with rats. They were tightly compact against each other, clawing and pushing at the walls. Their chitters filled the air. Winston was reminded of his previous torture at the hands of O' Brien. The shrill noise of the rats in the cage and their yellowed teeth in his face brought back terrible memories. Winston quickly drew his mind away and focused on the current predicament. The rats had not yet noticed him but Winston could feel the fear slowly consuming him from the inside. He was at loss on what to do. He wanted to scream, but he was afraid that the rats may notice him. But if he tried to run away, the commotion would also alert the rats of his presence. He could only stand there and wait for help... or hope for the best and scream.
Player: Scream.
DM: Winston decided that for once in his life, he would gamble on his fate, and although he didn't believe in superstitions, may lady luck smile upon him. After taking a deep breath, Winston screamed as loud as he could."Help! Help! Somebody, Anybody! Please save me!"
Player: They're going to eat me!

Player: This is crazy, I'm out of here
Player: Visit Mrs McPhail again tomorrow

DM: Welcome back to the big Little History Quiz, thé quiz about history.Okay, contestant, last time you made it to question number 12 before we had to end. Are you ready to continue?
DM: Okay, great.Well, we'll continue where we left, with question number thirteen:After the Medieval Period, the people of Europe regained an interest in the culture of the Greeks and Romans. What was the name of this rebirth of the Classical arts and culture?
Player: Renaissance
DM: That was the correct answer!The Renaissance (Italian for rebirth) began in Italy during the Late Medieval period. Italy housed a great number of great Renaissance artists, like Da Vinci or Michelangelo. From Italy the Renaissance spread across Europe and from Europe it went to The New World, hence the many buildings that have facades that look like Roman temples.Okay, on to question number fourteen:Like I just said, Michelangelo was a Renaissance artist that made many famous pieces of art. The question is: Which of these works of art was made by Michelangelo?

Player: Revival
DM: I'm sorry, but that was the wrong question. Too bad, you have come a long way.Well folks, this was the Big Little History Quiz for today, tune in again next time!

DM: You grin charmingly and assure them that you have just put some coffee on. You hold the door open for your guests and as soon as they have headed inside you make a break for it. You lock the door from the outside and snap the key off in the lock to prevent pursuit. You thrust your hands in your pockets and whistle a happy tune.
Player: If you have not thrown a Shoe over the street, go to 48.

Player: The Mona Lisa
DM: I'm sorry, but that was the wrong answer.The Mona Lisa was painted by another famous Renaissance artist: Leonardo da Vinci. Apart from being a painter he also was an architect, an inventor, a costume designer, an inventor of weapons of war, and many more things. Leonardo, like Michelangelo, was a so calles Homo Universalis, a universal man, a person who had knowledge of many different things, which was the perfect man in the eyes of the Renaissance people.Well folks, this was the Big Little History for today, join us again next time!

DM: Adam rounded the corner of the hall to spot a small figure huddled by a row of lockers. This hall was for the senior class and one of the farthest halls in the school from the front doors - in Adam's opinion, it was a risk to the students, but he wasn't in charge of those responsibilites. Adam approached the figure slowly and called out,
Player: "You can't be here!"
DM: The shout startled the girl. She raced out of the emergency exit doors, leaving Adam on his own. He huffed before shaking his head and racing after her. He caught her just as she was about to round the corner of the school. "Wait!" he panted, grabbing her arm. She shrugged off his arm and said, "I know I'm not supposed to be here, Mr. Harris, but...but I can't go home." Adam chewed his lip before asking,

DM: You decide to look for a way around the vine wall.However, the vines have been clearly growing for a long time, and the wall stretches on for a long, long way.The only other way around would be to go back the way you came, and you've come so far, you don't want to do that now.You're just about to give up, when suddenly you spot something strange!There, snagged on a thorny vine, is a tiny scrap of red fabric! A ha! You'd recognize this cloth anywhere--it's a tiny piece of Anaria's hood!You return to the vine wall, certain that you're getting very close to finding your friend.
Player: Return to the Vine Wall
DM: You stare at the wall of vines that impedes your progress.Well, that didn't work. What will you try next?
Player: Cut through the vines

DM: That was the correct answer!The fresco's in the Sistine Chapel are world famous. The ceiling depicts a number of scenes from the Old Testament, of which ''the creation of Adam'' is the most famous. The Pope origanally intended to have him paint scenes of the New Testament, but Michelangelo didn't want to do that.Okay on to the next question, and I'm warning you this is one of the hardest questions in the whole quiz:The Renaissance enlarged the world of the Europeans, resulting in explorations of the world. The question is: Who discovered the America's in 1492?
Player: Magellan
DM: I'm sorry, but that was the wrong answer!Magellan was a Portugese explorer who was the first to circumnavigate the globe, he sailed from the Atlantic to the Pacific Ocean around South America (note that in that time the Panama Canal wasn't dug yet). Magellan himself didn't actually complete his voyage around the globe, he was killed in a battle with natives at the Filipines.Well folks, that was the Big Little History Quiz for today, join us again next time.

Player: Jump!

DM: You see your dad talking over the intercom. He looks about finished and talks to you. "That was Jonas over the intercom. He has your surprise waiting in the reactor room. Go check it out." You nod and leave the diner. You see Beatrice on your way to the reactor. "Oh hello Dearie. I have your present right here." She gives you a birthday poem. "That's it?" You reply. "Now, now. One poem a year! Otherwise the kids will get jealous." She laughs and walks off. You wonder if she has brain damage. Would you like to read the poem?
Player: No
DM: You walk down to the reactor room. Jonas looks at you in mock surprise. "What are you doing down here, young lady? I thought kids weren't allowed down here." "Can it, Jonas. Where's my present?" "Oh, I see. Now that you're all grown up it's all business huh?" He pauses. "You're father has your present." You hear footsteps echoing through the hallway. It's your dad. He hands you your present. It's a BB gun. "It took Jonas and I a few months to put it together. Can you imagine finding a piece that's smaller than your fingernail?" "Cool," you reply. "When can I start shooting stuff?" Both your father and Jonas laughed. "Now, now," your father said. "Let's not get too excited. The overseer can't know that you have that, okay?" You nodded. "Good. Jonas has prepared some targets for you to practice with. Come on." Jonas opened a door to your right, and all of you stepped inside.

DM: never give in i have to resist there still must be hope it can't end like-
DM: Congratulations!You have completed "Arakhan's Vengeance.""Dark Ending"Ending 4 of 5.Continue to seek out further secrets in order to discover the other endings!
Player: Get a Free Hint

DM: AO
Player: d
DM: AAD
DM: You are called AAA
DM: A
Player: R
DM: R
DM: You are called A

DM: Your name is currently P.Choose the second letter in your character's name, or click the link to Chapter 1-Prologue to begin.YOUR HEALTH: 100%
Player: s
DM: Your name is currently As.Choose the third letter in your character's name, or click the link to Chapter 1-Prologue to begin.YOUR HEALTH: 100%
Player: l
DM: Your name is currently Aal.Choose the fourth letter in your character's name, or click the link to Chapter 1-Prologue to begin.YOUR HEALTH: 100%
Player: m
DM: Your name is currently Aaam.Choose the fifth letter in your character's name, or click the link to Chapter 1-Prologue to begin.YOUR HEALTH: 100%
Player: w
Player: i
DM: Your name is currently Aaaaai.Choose the seventh letter in your character's name, or click the link to Chapter 1-Prologue to begin.YOUR HEALTH: 100%
Player: t
DM: Your name is currently AaaaaatChoose the final letter in your character's name, or click the link to Chapter 1-Prologue to begin.YOUR HEALTH: 100%
Player: r
DM: Your name is now Aaaaaaar.YOUR HEALTH: 100%

DM: That was the correct answer!But that wasn't the real question of course. Columbus reached the America's in 1492, thinking that he found a new way to East Indies, while he in fact discovered a new world. The real question is: Where did he land, when he first reached the America's?
Player: Cuba
DM: I'm sorry, but that was the wrong answer. Cuba was indeed discovered by Columbus in 1492, but this was not the first place he visited during his first voyage. Well then, that was the Big Little History Quiz for today, join us again next time!

Player: Land on the island
DM: Loading a party of sailors into the longboat you land on the picturesque island. Apart from the roar of the surf the island is silent and you have not gone far before you make an unnerving discovery. Lying face-down in the shadow of some trees are two dead sailors who only appear to have been lying there for a few days at the most. Their faces are frozen in expressions of agony but you have no idea what could have killed them. Your sailors mutter nervously and seem anxious to return to the Adventurer.
Player: Return to the Adventurer at once
DM: Uneasy about the island you order your men to leave but as you do one of your men suddenly calls out to you "Captain look." On the edge of the pool you find a dead seagull lying on it's side. With a sudden bolt of realization you realize the creek must be poisonous and the two dead sailors on the island must have died after drinking from the water. You were lucky not to lose any men yourself in this terrible place and you leave the island quickly.

Player: The French
DM: I'm sorry, but that was the wrong answer.The French never owned Manhattan.Oh well, that was the Big Little History Quiz for today, join us again next time.

Player: "It wasn't trespassing."
DM: "I never trespassed," you say. "I was simply passing by your settlement. I reject the notion that I have done wrong, and ask that this case be dismissed."The crowd murmurs in disapproval. "If that is how you feel, then so be it," says Kappa. "Let us hear your opinion on your next charge."
Player: Next charge
DM: "The next charge is theft," announces Kappa. "I didn't steal anything," you say back. Kappa looks on in disapproval. "The road you arrived on passes by our supply hut. It is well-hidden, but there is no doubt that a cunning thief like you has taken our supplies. In fact, I'm sure that if we take off your shoes, we will find hundreds of water bottles hidden there.""Then do it," you say. "In the face of modesty, we will allow you to keep your shoes on. Now, what say you about your theft charge?" answers Kappa.

DM: I don't think it's the best time to take a shower. How're you gonna get hot water in Antarctica?
Player: Good point.
Player: Take a shower.
DM: You shuffle on over to the map and begin pulling out the tacks when a man looks at you and asks, "What're you doing?!!?"

DM: You decide to save your bullet for the vain queen. You continue to make your way into the grand palace. Your feet leave muddy footprints on the shiny floors, and the screams of women fill the halls. You know that you must find the king and demand that he give the people bread. You have overheard an idea that the monarch and his family should move to the Tuileries Palace in Paris. If the king moved to Paris, then the French people had them imprisoned in the city. The idea seems like a good one, however, you need to find the queen first to take your revenge. After running down the long hallways, you reach a large staircase that leads up to the royal bedchambers upstairs. Many women are running up the stairs screeching shrilly for Marie Antoinette's head. However, some women had down a hallway that leads to one of the large ballrooms. Maybe Louis XVI would be there? Wherever the king was, Marie Antoinette would be close by. You need to find the king.
Player: You decide to search upstairs
DM: You decide to search for the king and queen upstairs. After running down various hallways, you happen upon the queen's bed chamber. You put your search on hold as you enter the queen's lavish room. The room is the most fantastic thing you have ever seen. Anger begins to boil up inside of you. It is not fair that the queen lives so luxuriously while peasants like you barely have enough bread to last them through a month. You rip up one of the queen's feather pillows, and then smash the expensive bottles of perfume on her vanity. After destroying more of the queen's belongings, you continue your search for the king. You head downstairs and rejoin the group of women that are searching near the ballrooms.

Player: Georgio Vasari
DM: I'm sorry, but that was the wrong answer.Georgio Vasaria is another famous Florentine artist. Georgio actually painted the fresco on the inside of the dome of the Santa Maria del Fiore. He is also famous for writing his book: Il Vite. This book describes the lives of the artists that lived during the Renaissance, like Da Vinci and Michelangelo.Well, that was the Big Little History Quiz for today, join us again next time!

Player: Use a wildcard

DM: I'm sorry, but that was the wrong answer!Ghiberti was another famous Italian Renaissance artist. A skilled sculptor and bronze caster, he was commissioned to make the famous bronze doors of the Florentine baptisterium, the chapel for baptisms. Ghiberti was a fierce rival of Fillipo Brunelleschi, a famous artist and architect from Florence.Well, that was the Big Little History Quiz for today, join again next time!
Player: 'I use a wild card!'

Player: Tlacopan
DM: I'm sorry, but that is the wrong answer. Though Tlacopan was one of the founding cities of the Aztec empire, it was never the capital. As a matter of fact, Tlacopan remained a small city in a large empire throughout most of its existence. Well, that is the end of our show today. Don't forget to tune in next time!
Player: 'I use a wildcard!'

DM: I'm sorry, but that was the wrong question!Guillaime Dufay was a famous composer during the Renaissance. A gifted musician, Dufay wrote both songs for church as for the lay people. He had an enormous influence on future composers and musicians. On of his most known works is the 'Nuper rosarum fiores' or 'The rose blossoms recently', which he had written for the consecration of the cathedral of Florence.

Player: The Rashtrakuta

DM: I'm sorry, but that was the wrong answer. Though the Rashtrakuta dynasty ruled a large empire in India, they were not Islamic, nor did they manage to retain their empire until the 16th century. The earliest records telling of the Rashtrakuta Dynasty date from 753 AD, but it is unsure when the empire was first established. During their reign, the Rashrakutas managed to build a prosperous and extended empire, that incorporated much of the Indian subcontinent. As a matter of fact, their renown was so great that even a prestigious Islamic work of that time, the 'silsillatuttavarikh' called the Rashtrakuta Empire one of the principal empires of the world. However, as with many great empires, the Rashtrakuta's lost power as their empire disintegrated after a period of war, and internal instability. Well, that was the Big Little History Quiz for today, do tune in next time!
Player: The Twentieth Question

Player: The Ming
DM: I'm sorry, but that was the wrong answer. The Ming dynasty was the ruling dynasty in China, from 1368 until 1644. The Ming are mostly known for the peace and stability that they brought to China, resulting in a prospering nation. Fostering trade with the European powers, the Ming also managed to implement much needed economic reforms. However, as a result of the Little Ice Age (a relatively short period of a few centuries of global cool temperatures between the 16th and 19th century), many crops failed and many natural disasters took place. As a result, the Chinese believed that the Ming lost the 'Mandate of Heaven', meaning the emperor was no longer the chosen leader, endorsed by heaven. As a result, rebellions broke out that deposed the Ming. Well, that was the Big Little History for today! Join us again next time!

DM: I'm sorry, but that was the wrong answer. Though Tlaxcala was a Pre-Columbian city(-state), it was never part of the Aztec empire. As a matter of fact, the Aztec Empire and the city-state of Tlaxcala were almost perpetually waging war against one another. As a result, when the Spanish invaded the Aztec Empire, Tlaxcala fought alongside the conquistadors as an ally. As a result, the people of Tlaxcala were spared most of the pillaging that the Spanish performed in the rest of Middle-America, and even managed to hold a somewhat privileged position in the later Spanish Empire. Well, that was the Big Little History Quiz for today, join us again next time!

Player: King Lear

DM: I'm sorry, but that was the wrong answer. The Wattasids were the ruling dynasty of (Northern) Marocco, from about 1472 to 1554. Before and during the reign of the Wattasids, Marocco was in a state of decline, with a stagnant population growth and economy and frequent wars with Spain and Portugal. After the Wattasids came into power, by deposing the then ruling dynasty, not much changed and during the 80 years of their reign, the instability in Marocco remained. Only after the Saadian dynasty took the power from the Wattasids, and ruled the whole of Marocco, did Marocco improve. Well, that was the Big Little History Quiz for today! See you again next time!

Player: Hamlet

DM: I'm sorry, but that was the wrong answer. Hamlet is considered to be one of Shakespeare's best tragedies. It tells about Hamlet, a prince of Denmark whose father is murdered by his uncle, who subsequently both married Hamlet's mother, and stole the throne of Denmark. The whole play essentially describes revenge that Hamlet has to enact upon his uncle. Well, that was the Big Little History Quiz for today! Tune in again next time!

Player: MacBeth
DM: That was the correct answer! Macbeth is one of Shakespeare's tragedies, and it tells the story of Macbeth, a Scottish nobleman who murders the king of Scotland and takes the throne for himself. And that all because a couple of witches told him that he would be king. However, eventually he is murdered by one of his old friends, named Banquo. That Banquo furthermore is a mythical forefather of King James (VI of Scotland, I of England). Well then, let us continue to the next question! *Ending tune* Aaand, I guess not. It appears we have run out of time for today. We would like to welcome you back at the next episode of The Big Little History Quiz. See you then!

DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaao...
Player: S
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaaas...
Player: I
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaaaai...
Player: N

DM: I'm sorry, but that was the wrong answer. King Lear is regarded as one of Shakespeare's best works. The tragedy tells about the titular king, who descends into madness after he divides his lands amongst two of his daughters, based on their flattery. However, this doesn't end well for, well actually, almost everyone. Well, that was the Big Little History Quiz for today! Tune in again next time!

DM: Quite right. I sent it in, making sure all was well, and I understand that Dr. Roy is now Associate Professor Roy, thanks to me. However, I have heard rumors that the committee is tired of receiving my boilerplate letters of recommendation, as they have now received thirty identical ones by now.I have been told this is unacceptable. That it is shirking my duties. Very well. In the future, I will run the letter through a thesaurus program, so that instead of "always willing to put in extra effort, always open for discussion, and always an advocate for our students" you can read "ever content to put in supernumerary product unceasingly uncluttered for debate, and repeatedly an attorney for our pupils."I shall run it through the thesaurus without reading it over afterwards, to make you happy. Because I aim to please.
Player: Hobart

DM: I'm sorry, but that was the wrong answer. A Midsummer Night's Dream is one of Shakespeare's comedies. Essentially, it describes the events surrounding the marriage of the Duke of Athens. This includes the tale of young Athenian lovers and a group of amateur actors, who are manipulated by wood faeries. A Midsummer Night's Dream remains one of Shakespeare's most popular works. Well, that was the Big Little History Quiz for today! Join us again next time!

DM: You quickly whip around to see several shadows following you. You could warn the crew and maybe make it out alive, or you could make a run for it with the treasure. Which do you choose? Warn the crew? Or make a run for it alone?
Player: Warn the crew
DM: You warn the crew of the coming ambush but by the time you warn them it's too late. Several of your men are already shot and killed. You try to run with the money but it's heavy and makes you too slow. You now have a choice. You could toss one of the bags to go faster, or you could give in and try to negotiate. Which will you choose?
Player: Drop a bag
DM: You decide to try to escape. But that was a bad idea. When you finally made a plan another prisoner suspected you and turned you in. You are then publicly hanged for your crimes.

DM: I return to the rooftops, and resume monitoring the city. More people could use my help.But then, the beeper tells me to return to the Imperfects HQ. The beeper that Skage made for us, which is used to tell us to gather there. I wonder what's going on? Still, I am the one on patrol. Leaving means no one is watching over the city.HEALTH: 100%HUNGER: 84%
Player: Don't go to the Imperfects HQ.
DM: If I leave, then who will watch the city? This is what I have to do, and whatever Eve wants me for, she can have the others do that. I just hope it isn't a crucial mission that requires a shapeshifter. HEALTH: 100%HUNGER: 88%
Player: Keep looking for crime.
DM: I jump off the rooftop onto a lower one, where I have clearer view. I possess an enhanced vision, so it's not like I lack that in any way, but better safe than sorry, right?Suddenly, I hear a loud crash nearby. Should be two or three blocks away, and it sounded like a pretty bad accident.HEALTH: 100%HUNGER: 86%

DM: Getaway Driver Shows Up With
Player: Tandem Bicycle
Player: Spiritual Satisfaction
Player: Black
Player: Goat
Player: Cook and eat the goat
Player: Ha ha, fark you losers!
Player: Yike
Player: Hightail it out of there - it's obviously a trap!
Player: Upside down

DM: Ever since Naomi left us, it hasn't been the same. Her best friend seems down, she hasn't smiled much recently. She only left us 5 months ago. Her mom is upset, her dad rarely comes out of his bedroom, Naomi's younger sister, Keiko never smiles. The bright, bubbly and cheerful Keiko is no longer so cheerful.I always just sit on the couch, looking at old memories in our scrap book. We went though so much, I wonder where all those memories went. I wonder if she still remembers me in Heaven. It's just not the same without her. "Naomi," I started, "Why did you leave me..." I started to tear up, my vision going blurry, the next thing that I knew was that I was crying.
Player: 7 months ago
DM: "Hey, what are you painting?" Naomi smiles at me, "A sunset," I reply. She stares at it for a moment and then looks at me. Her crystal blue eyes shining. "Hmmm... It doesn't really look like a sunset. More like a... yellow ball in the ocean." She teases me. "Oh come on, it's not THAT bad." I mumble. She giggles a bit. "She is so cute." I thought to myself.I look at her painting, I can clearly tell that it's a swan. "Oh yeah, well your's looks like a..." I can't think of anything. "I know you know that it is a swan. You're so bad at lying." she grins. Her smile is so nice, I haven't met anyone like her before. We met when we were children.

Player: My first meeting
DM: It was my first day of Kindergarten. "I don't want to go!" I yelled to my mom. "Kei, you have to go to school. When you are older you will need a job to earn money for your family. Please understand." I stare at my mom. "Fine!" I yell. "Thank you." she says relieved. When I walk into my class, I look around. I felt nervous.My teacher came up to me and spoke to my mom. "Hello, I am this classes teacher." He said to her. Then I stopped listening, it sounded like a big blur. I went to an empty chair. I looked at my group and saw a silver haired girl with deep crystal blue eyes. "Hi! My name is Naomi! What is your name?" She seemed innocent and sweet. "Kei" I replied.She smiled at me, "Nice to meet you Kei." She gave me the brightest smile I have ever seen. "Right back at you." I said like an idiot. I felt like giving myself a facepalm. We started talking, and then we found out that our moms know each other and they are close friends. I felt happy.
Player: The festival

DM: Finally, the day of the festival has arrived. I have been waiting to go to go to the festival with Naomi. We promised that we would go every year together when we were still in kindergarten. We went for 5 years now together, today is our 6th year. We are 10 years old now. I was getting dressed to leave. I was imagining Naomi in a Yukata this year, just the thought of it made me blush slightly.My parents were getting my younger sister, Emiko and younger brother, Ryo dressed, they are twins. They don't look to much alike since they aren't the same gender. I finished dressing so I ran to the bathroom to check my hair and use some mouth wash, I don't want bad breath on my "Date".My parents finally finished dressing the two devilish twins. Emiko looked adorable wearing her Yukata. Ryo was still pretty cute, obviously he wouldn't wear a Yukata. We headed out the door and got into the car. I was excited to go to the festival this year since we are a bit older now.

DM: R
Player: l
DM: AL
Player: v
DM: AAV
DM: AAA
Player: H
DM: H
Player: n
DM: AN
Player: a
DM: AAA
Player: p
DM: AAAP
Player: c
DM: AAAAC
Player: p
DM: AAAAAP
Player: o
Player: w

DM: I was surprised for what she had said. "Don't be stupid Naomi." I said. "You will never leave like that, at least I won't let you." I said a bit annoyed. Naomi looked a bit surprised then smiled, "Of course, Kei." I looked into her eyes. The way she asked me was like she was being a 5 year old again. She used to ask me that a few times when we were younger, I never knew what she meant."Kei," Naomi started. "Yeah?" I replied. She started to tear up a bit and quickly wiped them away. "Can you stay by my side forever?" She asked. I was puzzled, what did she mean? First she tears up as if she lost someone and then asks me to stay by her side. "Of course, Naomi" I replied. "One more question, Kei." I looked at her. "Would you miss me?"I just stared at her. Frozen. What should I do? What should I say? I wondered. She had a very serious look on her face as if she were saying it was going to happen.
Player: Well it's not happening.
DM: I just stared at her with a bit of an angry face. "It's not happening Naomi," I exclaimed. "I won't let it happen, not in a million years!" I yelled a bit. She started to cry silently. "Kei, please" I started to tear up. "Just promise me if I were to leave, just hypothetically, would you miss me?" She started to cry a bit louder.I couldn't help but feel bad for what I had said. "Y-Yeah. I guess I would, Naomi. You are my childhood friend, we have been through so much. It would be as if all our memories were thrown in the trash." She started to crack a smile. "Kei, if I were to leave, please forget about me. For my sake." She smiled more and stopped crying."F-fine, I will forget about you if that's what you would like." She smiled a lot more now. "Great," She started. "Thanks you, Kei." She gave me a hug.
Player: Halloween

Player: A

DM: Lock and load. Right before the first looter entered the house, you all positioned yourselves. What's you position?
Player: Behind the door
DM: The door was kicked open, and the first guy came in. Fast as lightning, you grabbed him and stuck the gun to his head. He dropped his gun in surprise, but then motioned for his friends to not shoot. You half relaxed. And that's when he pulled out a knife and stabbed you. You fell to the ground and through the haze of pain, heard gunfire and Sara screaming. When your vision cleared your friends are all dead. "Are we leaving the girl?" One asked. The other one shook his head, and fired a bullet into her head. The he faced you. "Bye." BAM. DEAD

Player: Jeans, Cute top, Flats.
DM: You grab your favorite pair of jeans, and your favorite shirt. You take off your pajamas and put on the new clothing. You slip on your flats.
Player: Walk Down Stairs.
DM: Your mom looks at you and says "Cute! I hope you have a good day at school!"
Player: Follow a random person.
DM: You follow a random person, and little do you know, he's going to room 107! Just the room you were hoping to get to! You introduce yourself to everyone. Everything seems to be going good... But then! You get hit in the head with a paper wad!
Player: Read it.
DM: It read, "Your name is Katie? That's my sister's name! Weird, huh?" This boy is pathetic. You don't know what to write back..

DM: BILL MURRY Playing at Speak In Tounges! Only $5You should take your GRANDMA.She bakes awsome OATMEAL COOKIESbetter than the ones in THE VENDING MACHINESTell everyone about Bill Murrry andespecially GO TO YOUR TABLE and tell them thisWhat poster would you like to read now?
Player: Orph Poster
DM: Orph playing at Xandu ORPH ORPH ORPHWhat poster wouldyou like to read now?
Player: None ....
Player: Leave the cafeteria
Player: The Mystic Beverage Machine
DM: You decide to go to the Mystic machineYou walk up to the machine and see Number 2 of the Fairview Cult standing by it. As you are about to put your dollar in, Number 2 asks you if you would like a Mystic for 75 cents instead of a dollar. What do you do?
Player: Just Walk Away ...
Player: Go sit down at your table

DM: You decided to get out of the dangerous area while you still had daylight. Due to the cannibals' hearing problem, the plan went to a complete success. Or did it? You've escaped your neighborhood and are in the city of Southlake, Texas, but you have no idea of what you want to do next. Escaping your neighborhood took you a couple of hours.You can either go to your work building to try and find the source of the problem, or you can look for supplies in the nearby grocery store. Problem is, cannibals have really good sight, and they're everywhere in the streets. It's going to take you a long time to get to either place, because you'll have to sneak building through building. Besides having formations and ambushing people, the cannibals aren't too smart, but they adapt quick.
Player: Go to your laboratory
DM: The place is completely abandoned, but the emergency generators still have juice in them. You will need them turned on if you want to search in your boss' office for any potential answers as to what's going on. If you do not wish to do that, you can either sleep the night off or leave the building completely. You look outside. You can hear the cannibals dancing around the bonfire and playing their drums about 50 yards away. Sneaking out is going to be a very risky task, but it is possible. You will be fine if you sleep, trust me. Well, I'm your conscious, so I would advise you to trust me.
Player: Sneak Out
DM: Sneaking out turned out to be a very bad choice. The cannibals saw you and you became a nice meal for a village. Hey, at least you were helpful.

DM: "Your grandmother invites you to tea, but you're surprised when she gives you a pistol and orders you to kill another Vault resident. What do you do?"
Player: "Offer your most prized possession for the resident's life."
Player: "Just walk away and let the old coot rot."
Player: "Large doses of anti-mutagen agent."

DM: You walk up a short incline to a clearing with a stone well. Some holes in the well's sides indicate that there used to be a wooden roof over it that has long since decayed. However, a rusted metal winch remains.You inspect the winch, and to your great surprise, it seems to be in working condition. However, the handle is missing. A suspiciously un-rotted bucket sits by the base of the well. It is full, probably due to recent rainfall.
DM: In this clearing, you see a circle of stones, surrounding some ash. Off to the side is a pile of well-sized and dry logs. If you need to burn something, this is the place to do it.That's odd, you think. The stone circle looks old enough to be Anzaran, but any ash or woodpiles from that time would have decayed centuries ago.

DM: You are standing in a grimy alleyway with your back to a dead-end wall. At the other end of the alley is a single flickering street-light. To your left, a rickety fire escape that looks like it should just about hold your weight, with luck. To your right, a homeless man lying in a pile of newspapers, apparently asleep. He looks quite comfy.
Player: Walk towards the streetlight.
DM: You approach the streetlight. The slight tremors caused by your footsteps make the glass cover of the light fall to the ground and shatter. Stepping quickly away from the shards of flying glass, you trip over an unseen object and begin to fall towards the pole. In a panic, you grasp desperately at it, only to discover too late that the wiring is exposed on the other side. A fatal jolt of electricity courses through your body, and you die.Mmm, extra crispy.

Player: Milk, eggs, bread...you know, the nessecities.

DM: Try to rescue one of your friends at the beginning of the story! Secrets can be found in the Caves, the Shadowed Glen, and the Trapper's Pits.
DM: Congratulations!You have completed "Arakhan's Vengeance.""Tragedy Ending"Ending 1 of 5.Continue to seek out further secrets in order to discover the other endings!

DM: The hobo doesn't look quite so comfy close up, possibly because he is in fact dead. You prod him gently with one foot and his head rolls away into the shadows. Ouch. That's gotta hurt. Luckily there's plenty of newspapers available, and you manage to wipe the congealed blood off your boot very successfully.
Player: Take a step back and reevaluate your situation.
DM: You are standing in a grimy alleyway with your back to a dead-end wall. At the other end of the alley is a single flickering street-light. To your left, a rickety fire escape that looks like it should just about hold your weight, with luck. To your right, a homeless man lying in a pile of newspapers, headless and bloody.

DM: You decide to go to the races. You can always see Brutus some other time, right? The races weren't very good; you start wishing that you would have stayed with Brutus instead of being bored here.However...
Player: A Crown
DM: After the races, you see a gigantic procession of Roman officers and politicians coming toward you. You see the man at the very front is carrying a crown on a satin pillow...could this be it, the moment that you become king??!!You slowly go to meet them and a crowd is starting to form.The man with the pillow begins to speak: "Lord Caesar, we have gathered together here to..."But the rest of the words just fade into the back of your head. This is it! This is definitely IT!The man seems to be done talking, and is holding the crown towards you!!What should you say?
Player: "YES! Bring it here!! NOW!!"
DM: You smile galantly to the crowd and shout, "I ACCEPT!!" And the crowd goes nuts!You take the crown, shove it on your head, and try to control the sudden urge to jump up and down like a maniac. You give an awesome acceptance speech, "I will make Rome much better, yadda yadda yadda.", then you get your bad self home to relax with a victory foot massage and bath, making sure it has lots of bubbles. Someone knocks at the door. Probably a servant, you assume.
Player: Ask, "Who is it?"
DM: "Who is it?" you ask. It doesn't hurt to be on the safe side, right?"Just a servant, my king.""You may enter." You turn to get some more soap, but a sharp pain in your side stops you cold. Then the blows keep coming, one after another. As you slip further into the bath, you look up to see a hooded Cassius say, "Long live the king, indeed!", and then he walks away, dagger in hand. YOU DIED! THE END

DM: Remembering the gruesome sight of the decapitated homeless man makes you cautious, and you take the steps of the ladder one at a time, testing each one before moving on to the next. About two-thirds of the way up, the whole structure sways ominously and your boot almost slips, but you recover and continue on.Soon you are standing on the roof of a building looking out at the city. Most of the surrounding buildings are taller than this one, so you can't see a whole lot. That streetlight is the brightest point in your field of vision, though a dim glow here or there suggests that it is not alone.Congratulations! You made it out of that alley without dying horribly. You are ready to begin the next stage of your adventure.
Player: On the bright side, you're not dead yet.
DM: You look around the rooftop.Suddenly, above you, there is the sound of flapping wings. A dark, swift-moving form blots out the crescent moon, and you hear a harsh, guttural cry from the shadowed sky.
Player: Cower like a frightened child.
DM: You huddle in the shadow of the roof's edge as the unseen creature passes above you, calling out raucously. It sounds hungry.Some time after it has passed, you crawl shaking out from your hiding place and resume your interrupted examination of the scenery.The roof is small. There is a door visible on the other side, which presumably leads into the building itself. The fire escape is behind you, creaking screechily in the slight, cool breeze.
Player: Climb back down the rickety fire escape.
Player: Try that door already.

Player: Investigate the noise.
DM: You are too stupid to live, clearly.It is a blessing on the world when the unseen creature descends from the sky and tears you in half with powerful talons, carrying you back to its nest in parts to feed its young.

DM: It's locked, but a few careful kicks take care of that nicely. Soon you're inside the building, which is darker than a sumo wrestler's armpit and almost as smelly. The light from behind you is faint and only shows you a glimpse of the room in which you find yourself. Before you there are stairs, the top few steps of which are dimly visible in the gloomy light. To either side the walls of the room are utterly black, at least to your eyes.
Player: Hurry down those stairs. Getting far away from the open air as quick as you can's a good idea.
DM: You take the steps two at a time, impatient to be out of the way of danger. About halfway down you slip on some unidentifiable slime and almost fall, but quickly recover. Soon you're at the bottom of the steps, one floor down from the roof. You can hear a slow, quiet, rasping noise from directly ahead. It sounds almost like... breathing.
Player: Keep going down those stairs.
DM: You fumble your way clumsily down the stairs. When you reach the landing you can see a sullen red glow up ahead, and hear a faint 'chink, chink' sound.

Player: For goodness' sakes, try the door.

Player: Feel around on the wall for a lightswitch. It's always best to see where you're going.
DM: Right. Your hand finds the switch almost immediately, and a single bare lightbulb turns on above you. It's hanging from a wire and looks like it might fall at any moment. Getting down those stairs appears to be your best option at the moment, so you do.On the landing halfway down, you see a large, fresh bloodstain on the floor, and step over it carefully.Soon you're back in the gloom at the bottom of the steps, one floor down from the roof. Before you is a darkened hallway. Although you can't see into it clearly, there's a slow, even rasping noise emanating from the hall directly in front of you. It sounds almost like... a snore?

DM: You decide to talk with your friends.As you are chatting with your buddies, the nice librarian assistant comes up to you and hands you an envelope that she says is from the office. You rip it open to find the Fairview Cult Bulliten. After you read through it, a girl from another table looks at you and asks you if you would like to join the Fairview Cult. What do you do:
Player: Ignore Her
DM: You decide to ignore her.Mrs. Rollings comes over and yells at you for talking. When you point out you were being silent, she yells at you because it is not your alphabetically designated day. She grabs the Random House Censored Unabridged dictionary and hits you over the head with it, knocking you out. You are then dragged down to the cafeteria and tossed in the Taco Master 2000. You get ground up and chopped and end up in many peoples' tacos. Mmmm....Mexican food. YOU DIED

Player: Head forwards, towards the sound.
DM: You grope your way towards the rasping sound, stopping when your hand meets a hard, leathery substance.The sound stops.There's a great rush of fetid air towards the mysterious shape before you, and then a blast of heat and light more powerful than anything you've ever seen.It's also the last thing you see.You have been killed by the sneeze of a dragon. Teach you to rush around headlong in the dark like that.

Player: Proceed towards the light with caution.
DM: You feel your way carefully forwards, checking every step to be sure you're not running into anything.About halfway towards the mysterious red glow, your foot hits a slightly raised tile and you hear an ominous click.A massive guillotine blade descends rapidly from the ceiling above you, and you roll to the side, scrambling to get out of the way before it cuts you in half.
Player: Almost there. Keep going towards that light.
DM: Whoops. Wrong move. The instant you scramble to your feet and take another step, you hear that click again. This time, a gallon of boiling oil pours on you from above, scalding you horribly. Screaming in agony as your flesh bubbles, you flail backwards and fall onto the blade of the guillotine, cutting yourself in half at the waist. Looks like it's sharp up top as well as below. Who knew?

DM: You romped around the backyard as Tina and Greg talked. Occasionally he'd throw the tennis ball so you could catch it, but you knew he was busy with Tina. "Do you love me?" she whispered. You stood next to Greg, waiting for him to take the ball and throw it again. "Yes." he replied. And their bodies met. His lips were on hers. You dropped the ball and sighed before impatiently getting in between them. Couldn't Greg see that Tina was distracting him from the ball? They laughed and pulled away. Greg picked up the ball and tossed it again.
Player: Glinting Silver
DM: You were sitting near a bench with Tina. You were waiting for Greg to come back. Then you growled, hearing Tommy before seeing him. "Hello again, Tina." he said, his voice hollow. Tina looked up, surprised. "Hi." she whispered. "You'll never love me, huh?" he asked. Tina blinked a couple times. "Why would you say that?" "Because it's true." he kept his voice calm but you could sense him getting angry. "I guess not." she said. "I thought so." he said. Then he grabbed something out of his pocket... Tina gasped when he pulled out the knife. The silver glinted in the sunlight. He stalked forward and Tina scrambled to get up. "I came here to kill you, Tina." he said. Then he lunged. Tina ran and the knife cut her arm. It began to bleed. You growled again. Rage filled you, the feeling familiar, and you jumped onto Tommy's back. He fell and you attacked him. "Hero! Stop!" you heard Greg order, but you couldn't bring yourself to do stop. He had attacked your loved ones twice now, and you wanted to put an end to it. Soon he stopped breathing. But you still didn't stop. You didn't stop until Greg pulled you back. Then you remembered. You felt guilty now. Not for attacking Tommy, but for taking his life. He would've taken someone else's if you had stopped, though. You could feel it. They both looked away, and Tina wiped your bloody paws and mouth with a wipe. Then they walked away, you trailing behind.
Player: Years Later

Player: Hurry forwards towards the light.
DM: You make a headlong dash in the direction of the vague glow.Unfortunately, it's not enough to see by and you trip and fall forward onto something sharp and metallic. The wrenching agony of being impaled through the stomach continues for hours as you lie there in shock, unable to move. At last, you finally bleed to death.

DM: It's pretty easy to find, and a fluorescent tube in the ceiling switches on, showing you the source of that mysterious snore.It's the massive black nose of a dragon!One slitted yellow eye blinks open and it lifts its snout, regarding you grumpily."Hasn't anyone ever told you not to interrupt a girl while she's napping?" it asks in a voice like the slow march of lava down the slopes of Vesuvius. "All right, kid. If you want to get out of here alive, you have to correctly answer a riddle. You get one try. Wanna hear it?"
Player: You have chosen to make your excuses and flee back up the stairs.
DM: "I'm really sorry to disturb you," you babble, backing away. "I'll just be going now."The dragon isn't having any of it. She reaches out with one massive, scaled paw and crushes your tiny body in her clawed fist, popping off your head and eating it like a Pez.

DM: You walk towards the stage, climb up towards the podium and feel around in your pocket for something to pay him with. You suddenly make contact with seven hard objects, which you don't remember putting there. You pull them out and look at them a moment. They're gold colored but don't seem to be actual gold, just spray-painted cheap metal with a big "H" on them. You hand him the seven objects and hope they're good enough."Thank you very much!" he responded as he quickly snatches them from your hand. "Here it comes...the big spoilers...look away now if you don't want to be spoiled...you've been waiting for it...you've been warned...you're probably still waiting...wondering why I wont tell you already...because you already paid the price...in more ways than one...and want me to go ahead and just say it now....the answer is...here it comes...the big reveal that's been keeping you up late at nights...yes I'm still making money! Isn't that just fantastic?"
Player: "Wait a minute...was that a shameless plug for your storygame?"
DM: With no hesitation, he responds "Oh absolutely! I get a 30% commission for every person who curiously checks out the story now! It's terribly written, poorly paced, lacks choices, has the worst arcade, riddled with obvious errors that likely bugs the author to no end until he can fix them following some kind of contest. I heard it has an incredibly smart-minded and handsome teacher in it though. But who am I to judge the person who signs the check? Not me of course; I would never say anything bad about a scrapheap-tier storygame!"You suddenly hear a rumble. Looking behind you notice the wall in the back of the concert room, the 4th wall, now has a slight crack in it. But thankfully it seems to hold fine for now."Set aside your dignity and all of your self-pride. Shameless self-promotion can make you additional money on the side, increase your chances of employment, while making all of your friends envious and annoyed, leaving you in eternal loneliness while only using a few extra spoken words! And KABLASTO. There we go. Bonus lesson kids. Eaten and digested."

DM: The hall comes to a fork. Do you go right or left?
DM: You here voices coming from a door. Do you...
DM: You see startled guards see you. They yell that a prisoner escaped. They must be new to the job because they didn't even bother to draw their guns.
Player: Shoot them
DM: You shoot them while they are unarmed. You kill half of them before they realize that they were getting killed. One manages to get a decent shot on you. Minus 5 health
Player: keep going left
DM: You keep going left when a experienced looking guard shoots you with a dart gun. The poison makes you lose 9 health.

Player: Quick! Get back up the stairs before you trigger another trap!
DM: You turn and flee, scrambling to get up those stairs before you get killed by a booby trap.Unfortunately, it's dark in here and you lose your way quickly. Disoriented, you run face-first into a wall and fall back, hitting your head on something hard and round with a sharp crack.Your neck is broken, and you are paralyzed. Over the next six hours, your helpless body is slowly consumed by gibbering, chittering carrion-eaters. If you lived through this, you'd have nightmares for years. Luckily for you, you die at last after they've torn you limb from limb.

DM: "Listen up," says the dragon, "because you're not getting a second shot at this.""What's the square root of four thousand two hundred and ninety-four million nine hundred and sixty-seven thousand two hundred and ninety-six?"
Player: One hundred and thirty-one thousand and seventy-two.
DM: "I'm surrounded by idiots," the dragon grumbles. "Oh well, in a minute there's going to be one less."She stretches out her neck, twists her head around, and bites you neatly in half. Ow.

Player: Talk to Aunt Mary

DM: You didn't really feel like doing anything after the game. You were a bit tired anyway. After heading back to your apartment, you settle into bed and catch up on some sleep.
DM: Upon walking into the office, you are asked to take a seat."I'm sorry to interrupt your class, but I needed to ask a favor. About the dance tonight, one of our supervisors canceled and I need someone to take their place," Mr. Smith tells you.You look back at him knowing that this is more of an order than a request. You also wonder why he couldn't have waited till after class to ask you this. "Sure, I can do it," you say."Great," he says as he hands you a sheet of paper with the information of when it starts and such.

Player: Send Boarding Parties
DM: You send in several massive transport ships escorted by a small group of Battleships. The transport ships make their way to the Chykri and begin docking, and massive amounts of soldiers head into the Sphere. Unfortunately, after that the plan goes to hell. The Chykri fighters begin targeting the transport ships causing massive amounts of damage, and the Chykri in the Spheres quickly repel the boarding party. It doesn't take long before the boarding party is crushed, and the entire mission turns into a failure.There is, however, a small upside. The Chykri Research Team uses data compiled from the attack to find out some valuable bits of information. The Chykri Spheres contain several different environmental zones to contain each of the Chykri species. There is almost no trace of culture, art or anything that's not practical or necessary. The Chykri Spheres are controlled from hidden cores containing the Masters and their zone, none of which were breached to reveal the inside.

Player: Examine the Spider

DM: You can't bring yourself to ask to tag along with anyone from work after hours to a night spot. You don't want to end up drunk and making stupid choices and blather about your domestic situation, or worse, suddenly getting brave and deciding to face the danger. Alcohol makes you pretty stupid. But there ain't no way you feel safe to go home!You drive two towns over to a cheap hotel by the truck stop near the interstate. You think you'd be pretty anonymous there. You get a room and fall asleep quickly. It has been a long week!
Player: The next morning...
DM: You slept like a baby in the motel room. Now in the late morning, everything seems less nerve-racking.You are hungry and would like to take a shower.
Player: Leave to go get breakfast...
DM: As you walk out of the Lobby door into the late morning sunlight, you see your pickup... but the windshield is smashed in and a landscaping brick sitting among the glass rubble on the driver's seat! You look around the parking lot.You are looking for HIM. You don't see anyone in the parking lot.How did he know where you were? Did he follow you from work? Where is he now? Did this happen last night or this morning? Do I call 9-1-1 or the non-emergency police number? Am I in danger? The questions are flooding in faster than you have time to contemplate answers. You keep spinning around and around checking every corner of the parking lot in case he's somewhere coming out at you. The main question that repeats and repeats is: Where is he now? Where?
Player: Return to lobby of hotel and call 9-1-1 ...

DM: You are standing in your room when all of a sudden you hear a growling noise. For a second you wonder if that monster under your bed came back, but then you realize that that is just silly. Everyone knows that once you get rid of a bed monster they never come back. Instead you decide that you are just hungry.You think about it for a moment or two, and decide that a sandwich sounds really good. You're about to leave for the kitchen, when you notice that there is a rabid capybara blocking the doorway!
Player: Hit the capybara with a conveniently placed lead pipe.
DM: "RAWR!" You shout, grabbing a lead pipe that was hanging on your wall. You hit the capybara as hard as you can, and it goes flying across the room. You feel tempted to do a little victory dance, but decide not to, since you aren't sure if the capybara is actually dead or not.
Player: Eat the capybara.
DM: Now, why on earth would you go and do that? That capybara had rabies! More importantly though, that capybara is much too big to swallow whole! You choke on it's left leg, and die.

DM: BEEP! BEEP! BEEP!Flashes of red light up the room as you groggily awaken from your slumber. You have no idea who you are or why you are here. From what you can remember, you boarded a space ship with a whole crew, but all of them seem to have disappeared. As you attempt to recollect your thoughts, an automated voice interrupts you. "Automated self-destruct sequence activating in six hours."Now, you realize how dire your situation is. As you begin to think of a plan, you notice an something slither away out of the corner of your eye.Something tells you you aren't alone on this ship.
Player: Explore Living Quarters
DM: You look around the living quarters. Most of the crew stayed in here, but there is no one else here and obvious signs of a struggle. Blood stains the walls, yet strangely there are no bodies. You notice a terminal and the lockers of your companions. Perhaps they left something behind. You can also get background on your situation by reading the terminal.
Player: Read Terminal Entries
DM: Hopefully these terminal entries will jog your memory. -----------------------------------------------------------------------------------------------Begin Transmission-Spaceship (codename Expedition) was sent to unexplored planet Zeta 311 to find new sources of energy for planet Earth. Upon landing, the planet was found to be devoid of any life forms and fauna, however, new energy sources were abundant. The new energy source was loaded into the ship's cargo hanger and prepped for return to Earth.-End Transmission-----------------------------------------------------------------------------------------------Your memory is slowly coming back now. Hopefully there are more terminal entries in the ship.
Player: Search Lockers
DM: You decide to search the lockers. Perhaps your crew members left something behind before they mysteriously disappeared. Searching the lockers, you find some useful items. A blowtorch, keycard, and flashlight will certainly come in handy for the rest of your journey.

Player: Escape Pods
DM: The door to the escape pods is locked. Perhaps there is an item you can use?

Player: Keycard

DM: The Engine Room is covered in a mysterious green slime. You stick your finger in and find that it is very sticky and thick. You notice that the engines are clearly beyond repair. You wouldn't even know how to fix them anyway. There are, however, some tools lying around and another terminal. The choice is yours.
Player: Get Items
DM: Sadly, there does not seem to be anything left in the engine room that would be useful to you.
Player: Read terminal entries
DM: -Begin Transmission----------------------------------------------Briggs and Adams were deemed MIA after no response from both after two hours. The crew could not repair the engines without them, so the escape pods were the only option to leave. The crew planned on leaving the ship and coming back for the supplies. While prepping to disembark, the fuel source was discovered in the engine room containing the bodies of Briggs and Adams. As it attempted to move further into the ship, the crew sealed it in the engine room.----------------------------------------------End Transmission-
Player: Engine Room

DM: You do not have a clue how to get the door open. All you can do is sit and wait until the ship blows. A sad ending with such a simple solution.

Player: Exit
Player: Medical Bay

DM: -------------------------------------------------------Begin Transmission-After securing the contamination in the engine room, First Mate Leach started to feel ill. He was brought into the medical bay for medicine. Shortly after, however, Leach began to mutate and transform into the green blob locked into the engine room. Doctor Whomst was killed in the ensuing struggle to contain the blob previously known as Leach. In the chaos the other blob burst out of the engine room and combined with Leach's blob to grow even larger. The crew was separated into two groups. One fled to the escape pods and the other fled to the bridge.-End Transmission-------------------------------------------------------

Player: Bandage

Player: Override Self-destruct
DM: You decide to override the self-destruct. It would make your escape that much easier. After all, you think you know the password.After you enter the password, a message displays on the screen, "INTRUSION DETECTED! ACTIVATING SELF-DESTRUCT IMMEDIATELY!"Before you can even react, the ship tears about around you as you are vaporized into space.

DM: More background can't hurt----------------------------------------------------Begin Transmission-Expedition began procedures to return to Earth when the ship's engines mysteriously shut down. Upon investigation, First Engineer Briggs discovered the fuel source coating the engines, which seemed to have electrically overrode the engine system. First Engineer Briggs and Second Engineer Adams were sent to repair the engines. Captain Maxim lost contact with them shortly after they departed.-End Transmission----------------------------------------------------
Player: Wrench

Player: Gun

DM: You stand patiently with Gruzub, who looks at you."Just so you know, Oraal is mine." He says quietly.You ponder this for a second. Oraal is a fat, lazy girl who's the daughter of a swordsmaker."Oraal? Has her father promised you a fine blade if you crawl between her legs?" You giggle."Hey! She has proclaimed her...!" He begins, before his eyes widen.
Player: Ask what's wrong
DM: You open your mouth to speak, but you're hit in the back and sent flying through the air. You hit the ground, your head knocking against a tree root and drawing blood. You shakily stand, drawing your knife, as you're faced with a large boar preparing to charge again."Watch out!" Gruzub yells, running to help, but it's clear he's far too slow.The Boar charges at you, it's tusks looking deadly sharp at they near you...
Player: Roll to the side

Player: Enter Hallway

Player: Blowtorch

Player: Exit Bridge

DM: O Click on all the Spheres (by Number) that you want on the Right Side of The Scale.O Hit [Reset Scale] to go back to the Left Side of The Scale and start over.O Click [Weigh Em!] when you are ready to continue. Spheres (Side 1/Side 2/or No Side)_Sphere 1 : 0; Sphere 2 : 0; Sphere 3 : 2; Sphere 4 : 0; Sphere 5 : 0; Sphere 6 : 0Sphere 7 : 0; Sphere 8 : 0; Sphere 9 : 0; Sphere 10 : 0; Sphere 11 : 0; Sphere 12 : 03 Measurements Left
Player: Sphere 12
DM: O Click on all the Spheres (by Number) that you want on the Right Side of The Scale.O Hit [Reset Scale] to go back to the Left Side of The Scale and start over.O Click [Weigh Em!] when you are ready to continue. Spheres (Side 1/Side 2/or No Side)_Sphere 1 : 0; Sphere 2 : 0; Sphere 3 : 0; Sphere 4 : 0; Sphere 5 : 0; Sphere 6 : 0Sphere 7 : 0; Sphere 8 : 0; Sphere 9 : 0; Sphere 10 : 0; Sphere 11 : 0; Sphere 12 : 23 Measurements Left

DM: You arrive in homeroom and take a seat at the Lysol-fresh desks after saying what's up to all of your friends. Before the bell rings, the new assistant to the assistant princpal stops in your room and tells a few fellow cult members with Fairview Cult tee-shirts to come with him. Every one is asking "what's going on?" People are also wondering where Number 1, Number 2, Number 3, Number 4, and Number 5 is. No one has seen any of them all day.
Player: Continue ...
DM: The TVs turn on and you see the principal start to read the morning announcements:----------------------------------------Good morning, folks, and welcome back to Fairview High School. These morning announcements are brought to you by Murray's Tranding Cards, located on Lorain Road. Today is going to be a fun-filled day of fun, starting with only the first three periods, then a Finast Picnic, sponsored by Finast Supermarkets, Pepsi, and the Family Council Against the Fairview Cult, which is commonly refered to as the FCAFC. Before you leave, I would like to remind you of our new rules this year. First, no one may wear any tee-shirts relating to cults. Second, no one may have in their possesion underground or independent student newspapers. Also, we adopted a new policy written by the FCAFC. No student is allowed to be in the Fairview Cult. Any student found to be in the cult must go through a five-day camp at an FCAFC farm, or serve a 10-day out of school suspension. Thank you and have a good day.
DM: The announcements shut off and everyone starts talking. The homeroom instructor gives out the typical first-day stuff and tells you have fourty-five minutes to fill out the information form. You fill in the form and are left with fourty four minutes and twelve seconds.
DM: You lay your head down and manage to get some sleep. You wake up just a few minutes before the bell rings.
DM: You stare up at the clock, waiting for the minute hand to move. You hear "click" and then see the hand move, along with the bell ringing for your next class, which only lasts 20 minutes.

Player: Jenny Jimclass, wearing in FCAFC tee-shirt
DM: What would you like to say to Jenny Jimclass?
Player: "Did you go anywhere on vacation?"
DM: She Replies:Not really. The only place I went was the Phys-Ed class camp. It was super! There always seemed to be a dark shadowy overcast over the camp, for some reason.
Player: "What an interesting new rule about the Fairview Cult, don't you think?"
DM: She Replies:It's about time they had such a rule! I hate the Fairview Cult because they are a cult. I hope this rule puts an end to the Fairview Cult for good. Mrs. Fuddmeadow says the Fairview Cult is a very evil thing and the FCAFC is a great organization. I listen to her--she's my favorite teacher.

DM: You doodle on the notebook that was supposed to be for english class. After looking at it, you realize that some of the doodlings look like Fairview Cult logos and designs. Class is halfway over.

DM: He Replies:Nope

DM: What would you like to say to Carl Maynard?
Player: "What is your schedule like this year?"
DM: He Replies:It's not bad. I arranged it so I have two study halls an open lunch.

DM: Focusing all of his attention on his laptop, he replies:Stupid...it'll never -- LINE SEVEN OF CONFIG FILE DAMAGED???!!! WHAT??!? OH YEAH -- sorry...it'll never work.

Player: Continue to first period ...
DM: The teacher walks up to the chalkboard and writes: Mrs. Lewarth, English Class. She says:Hello class, my name is Mrs. Lewarth. What I would like to do today is go around the room and have everyone say their name and something about themselves. Then, I'll pass out a hand-out. She reminds you of an elementry school teacher.

Player: Stop talking to her
DM: She Replies:It's super! First period, I have phys-ed class! Then, I have math and then I have study hall, and I will be a phys-ed teachers Aide for Mrs. Fuddmeadow. I took phys-ed again for 8th period! It's a super schedule!

DM: For some odd reason, you draw more Fairview Cult logos and designs, but this half of the period goes much quicker than the last. There is less than a minute in class left.

DM: She Replies:I had a super-summer! Mrs. Fuddmeadow, my favorite teacher, held a summer Phys-Ed camp. It was super! It was like having gym class every day in the summer for 4 hours a day!

DM: She Replies:I really miss the old principal, Mr. Greenwall. He was very, very nice to all of us and was on a great mission to destroy the Fairview Cult. I wish he didn't suddenly resign.

Player: Carl Maynard, Editor of Fairview News
DM: He Replies:King Wah, Swanky J and I went to Canada. It was very different. Some people say I act Canadian now, but I don't think so, aye.

DM: He Replies:Yeah.
DM: He Replies:It's the most ridiculous thing I've ever heard in my life! First of all, that rule is unconstitutional. A judge hearing about it would laugh and instantly rule in the Fairview Cult's favor. Second, why should a school have control over what group you are in, even if you are in a cult? And third, why would they give people more of a punishment for being in the Fairview Cult then smoking drugs in the bathroom!
DM: He Replies:Same old, nothing special.

DM: He Replies:Of course I did. As you know, L.D., the editor of the Fairview News retired last year. I was picked as the new editor and am very excited about managing the independent student newspaper of Fairview High School. It should turn out interesting this year!
DM: He Replies:It's insane. Next week, Fairview News will be uncovering the stupidity of the law.

Player: Stop talking to him

DM: He Replies:After increasing pressure from the Fairview Cult, Mr. Greenwall resigned. Fairview News was very close to doing a huge story exposing him and his *ahem* problems.

DM: Focusing all of his attention on his laptop, he replies:vacation................errr.............no

DM: Focusing all of his attention on his laptop, he replies:..... umm, classes......NO DON'T DELETE XLT DOT BAT!!!??...yeah I took some

DM: Focusing all of his attention on his laptop, he replies:it's good....RECONFIGURE ANALOG PROPERTIES VERSION 3.1.....old assistant principal didn't allow me to use my computer...I NEED my computer.
Player: No one

Player: Ronny Dontel, computer genius with his laptop

DM: She starts off with the non-Fairview Cult student council member sitting in the front row. He says how he is very proud to be in student council. As she goes around the room, everyone whispers how stupid and childish this is. It comes around to one of your cult-buddies, and he says "Hi my name is Jerry Pimpavelli and I am in the Fairview Cult." Mrs. Lewarth sends him down to the office. It is now your turn.
Player: Say your name and "I like TV"
DM: After everyone says their name and something about themself, the teacher hands out a document and says to the class: These are the class rules and guidelines. Please take them home and have your parents read them and sign along the bottom of the page and bring that back to me.
Player: Read the handout
DM: First-Day HandoutMrs. LewarthDear Students And Parents:I have prepared this hand out to help you with my class. It should help serve as a handbook of rules and guidelines. After you read this, please sign the last page and return it to me. Students who do not do this will receive a dentention. This hand out sould help to give you a good idea of what this english class is about. *Actual handout from a certain teacher at a certain school

Player: Say your name and "I am in the Fairview Cult"
DM: Mrs. Lewarth shakes her head tells you to go down to the office. When you get there, Principal Schillick looks at you with a sinister smile. He says:Fairview Cult. Hmph. This way.You realize that the 10-day suspension is not really an option, as you are forced away by some one from the FCAFC.

DM: You are taken to the FCAFC farm for the camp. The first day is called the "fun and games" day. It involves playing strenuous games and with very warm water as a refreshment. After three-hour-sleep nights, no-protein food, and strenuous activities during the day, you feel brain dead. The "seminars" they give seem to have an influence on you, turning your brain into mush. By the end of the camp, you can only think about FCAFC. You are now a brainwashed drone. You lose the game.And they said the Fairview Cult was a cult...

DM: The bell rings and you crumple up the handout Mrs. Lewarth gave you and throw it in the garbage on your way out. You are in the hall, ready for second period, Math class with Mrs. Cook.
Player: Continue to Second Period ...
Player: Go to Mrs. Cook's math class and be a few minutes late
DM: You have a hard time finding Mrs. Cook's math class. You walk in a few minutes late and Mrs. Cook says to you You are tardy! Two more tardies and you have a morning detention. You tell her that you couldn't find the class. She replies don't be smart with me! I'll send you down to the office! Now have a seat.On your desk is a test.
DM: On the top of the paper, you see in big writing: THIS TEST COUTS FOR YOUR FIRST GRADE IN CLASS. IF YOU DON'T KNOW SOME OF THE MATERIAL, THAT'S TOO BAD, YOU SHOULD HAVE LEARNED IT LAST YEAR. You look at the test and realize that you don't know any of the stuff that's on the test.

Player: Go on to Mrs. Cook's math class

DM: You continue to walk around the halls. All of sudden, you start to hear Bone: Thugs In Harmony music. Around the corner are a group of wanna-be suburban gangsters. One is decked out in Tommy Hilfiger gear, with $200 Tommy shoes, $90 Tommy baggy jeans, $40 Tommy boxer shorts, $50 Tommy tee shirt, and a backwards $45 Tommy hat. He says:Whazzup homey. You be in mah hallz now. I am only goin ta axe you once ta leave.
Player: Keep roaming the halls
DM: You start to roam, and he yells:Hey! These are my halls! No one except me and my homies can roam these.He and his homies start beating on you. You call for help, but no one comes. They keep beating you until the lights start to fade to black. They never come on again. You lose.Wait that makes no sense! Weren't they wanna-be suburban gangesters?

DM: You put down fun numbers like 666, 69, and 13 for the answers and turn the test in. The bell rings and you walk out of class.
DM: You start to walk out of class, dreading to go to Mrs. Fuddmeadow's class. You know you cannot skip the class without getting in a lot of trouble, as Mrs. Fuddmeadow keeps a close watch on you for exposing her burning the ballots for Student Council ellections last year. On your way down to the gymnasium, you see a group of non-Fairview Cult student council members standing around the corner. They appear to be huddled todgether and talking.
Player: Stand around the corner and listen to their conversation
DM: You eavesdrop on their conversation:Well, this will definitely work ... ... the perfect way to rid the school of the Fairview Cult for good ...the FCAFC is brilliant for ... Agent Green ...... I know putting a drug in everyone's food is bad, but it is better than the Fairview Cult ...Agent Green will make everyone think ........no more cult leaders....yeah! bye bye number 1 through number 5 !...They walk away and you are unable to listen to their conversation anymore.
Player: Continue to gym class

DM: You say to him:So how much of your allowance did you have to spend to get all of that Tommy Gear? His face grows red and he reaches down into his pocket and pulls out his Swiss Pocket knife and opens it up the the blad/nail filer. He holds it close to you and says What did you say to me?
Player: Repeat what you said
DM: He says No one says that to me! He and his homies start beating on you. You call for help, but no one comes. They keep beating you until the lights start to fade to black. They never come on again. You lose.Wait that makes no sense! Weren't they wanna-be suburban gangesters?

Player: "Wow..."

Player: Talk to people around you

DM: As you're walking to class, a cult buddy runs up to you, breathing hard and exhausted:....I just heard .......... Agent Green........brainwash...........Finast...picnic....Before he can catch his breath and tell you, some one with a FCAFC badge catches him and takes him away.

Player: "What the ---- ?"
DM: Roy G. Biv seems a bit scared and replies:Wow ... so ... what now? I have no idea what to do.
Player: Yell out "did anyone see the FCAFC take away a Fairview Cult member?" to get everyone's attention

Player: Play Again, from 3nd period

DM: He seems very distraught and breifely replies: Yeah...it should be interesting

Player: "You thinking what I'm thinking?"

Player: Play Again, from Homeroom

Player: "Ummm...did you just see that?"

Player: Walk around the halls
Player: Go to the cafeteria

Player: Tell the new assistant principal, who could probably help you
DM: You walk out of gym class and straight down the assistant principal's office. The door has a piece of masking tape covering the etched Mr. Greenwall. You walk in the office and start telling the assistant principal about what happened. All you get is "uh huh," "I see," and "oh." As you leave, two FCAFC police grab you and say Allright, you're coming with us.
DM: You are taken to the FCAFC farm for the camp. The first day, is called the "fun and games" day, where you play strenuous games and are given very warm water as refreshment. After three hour sleep nights, no-protein food, and strenuous activities during the day, you feel brain dead. The "seminars" seem to have a influence on you, turning your brain into mush. By the end of the camp, you can only think about FCAFC. You are now a brainwashed drone. You lose the game.And they said the Fairview Cult was a cult...

DM: You yell: did anyone see the FCAFC take away a Fairview Cult member? As soon as the words "Fairview Cult" come out of your mouth, Mrs. Fuddmeadow appears and saysDid I hear what I just think I heard? Come with me you sickos! Before you can even explain, she grabs you and Roy G. Biv. She pulls you into her office and you start to hear music from the Omen series. A baracade of black ivy "grows" on the door, making it impossible to leave. You hear a demonic laugh from Mrs. Fuddmeadow as her shadow grows to a huge demon. You feel your soul being sucked into the shadowy beast and the world fade into a strange image before fading into black and ending. You die.Crazy cults, I tell ya!

DM: Roy G. Biv grabs a basketball and whips it at Mrs. Fuddmeadow's head while she isn't looking. She falls to the ground and Roy G. Biv runs over, blocking her view of the storage and starts asking Mrs. Fuddmeadow? Are allright? You run over to the storage closet and try to open it. It is locked.
Player: Force the door open, so you can let out Jerry Pimpavelli and other people
DM: You stand back a few feet, then run up and knock the door down. You look around and see a bunch of baseball bats, a few basket balls and other sports stuff. Mrs. Fuddmeadow puts her hand on your shoulder and saysWhat are you doing? Come with me! She pulls you into her office and you start to hear music from the Omen series. A baracade of black ivy "grows" on the door, making it impossible to leave. You hear a demonic laugh from Mrs. Fuddmeadow as her shadow grows to a huge demon. You feel your soul being sucked into the shadowy beast and the world fade into a strange image before fading into black and ending. You die.Good thing you released them

DM: You run out of gym class and remember that Jenny Jimclass told you her schedule in home room today and what class she has this period. You must find her.
Player: Go to Mrs. Fuddmeadow's Office

Player: Play Again, from 2rd period

DM: You run up to the study hall. You look around and don't see Jenny Jimclass. You start to leave but Mrs. Hamm, the study hall advisor saysWhere are you going? Don't you have a class to be in? Go down to the office, now!!!

DM: You see that it is empty. She obviously isn't in here.
Player: "Give me the key, now!"
DM: She replies:What key? What are you talking about? I'm just a gym aide.
Player: Appologize and go back to gym class

DM: You run up to Mrs. Cook's class. You peek your head in to look for Jenny Jimclass while everyone is taking their test. Mrs. Cook sees you and starts to yell What are you doing? This is a classroom! There are no visitors! Come with me!She takes you down to the office.
DM: You arrive in the office and the princal looks at you with a sinister smile. He says:Fairview Cult. Hmph. This way. Before you can even explain, you are forced away by some one from the FCAFC.

Player: Go to Mrs. Cook's math class

DM: You deliver a powerful back-hand accross her face, giving her a fat lip. She says, crying:Please... (sniff)...I have absolutely no idea what you are talking about. Please leave, I am going to call Mrs. Fuddmeadow in a second.
Player: Go away so you don't get introuble with Mrs. Fuddmeadow

DM: You say to her:Tell you what, I'll go away as soon as I get the key!You give her another powerful backhand, giving her a bloody nose. She whinces in pain and starts to say:What are you talking-- another backhand interupts her talking.
Player: "Once more. Where's the key?"
DM: She refuses to give you the key. You jump over the desk and knock over her and the chair over. While she is on the ground, you give her a elbow drop to the kneck, knocking her unconsious. You still have no idea where the key is, and time is running out.
Player: Search her
DM: You do a quick frisk of her unconsious body and find a key with a rubber attachment that says "Phys-Ed Is Great!"
Player: Go back to class

Player: Search the desk
DM: Search the desk
Player: Search Jenny Jimclass

DM: You start to look around the room and can find nothing. You go to search a file cabinet and hear an "Ahem" from Mrs. Fuddmeadow, who is standing at the door. She gives an evil smile and all of a sudden you hear a crash of lightning and the room flashes bright. You are not in the room anymore, it seems to be some kind of cavern. You hear the rumble again and realize that the entire cave is shaking. You see light peeking in from a cooridor and run towards it. You feel the rumbling getting much closer and then you are swept up by a huge river. The river, however is not that of water, but of lava. You no longer exist. You lose.

Player: Wooden crate on the floor that says "Mitt Box"
DM: You open up the crate that says "Mitt Box" and see a bunch of baseball mitts. You rumble through it but there is nothing in it but mitts.
Player: Nothing, tell Roy G. Biv you couldn't find anything
DM: You go out and tell Roy G. Biv. He shakes his head in dissapointment and says, well there is nothing we can do.
Player: Sit around and do nothing ...

Player: Shut the door and tell Roy G. Biv

DM: You open it up and see a bunch of bandages and some medical tape ...

DM: You start looking on the shelves and see a calculator. You take it, figuring they will never use it. There is nothing out of the ordinary, though.
DM: While you you go to search that, you trip and fall and land on your new calculator you just stole. It snaps in half.Moments later, the shelves start to move. The entire wall turns around, revealing a secret passage. It closes again, then opens, then closes, then opens. Perhaps because the "calculator" was broken.

Player: Shelves with a bunch of misc. stuff on it

Player: Go in the secret passage
DM: You walk down a cooridor. It is at a decline and taking you underground. You follow it to the end and see three doors.
Player: Door Number 3
DM: This door is locked.
Player: Door Number 1
DM: You reveal another cooridor that goes up, most likely to another part of the building.

DM: It leads you to a door. You attempt to open up the door, but it is locked.

Player: Door Number 2
DM: You open it up and see a large room, divided in half by steel jail bars. You hear some one yell:Back again? How do you think you are going to get away with locking us all up?You walk closer to the bars see Number 1, Number 2 Number 3, Number 4, Number 5, all in their black Fairview Cult cloaks, Jerry Pimpavelli, and a bunch of other cult buddies. Number 3 says, Hey! Aren't you the one who found out about the elections? You nod.
DM: Number 5 tells you to press the red button on the wall that is right under the green button. You press it and stop hearing the high pitched noise that you thought was just part of your immagination. High voltage stops running through the bars and Number 5 runs over to the lock on the bars, plays with it for a few seconds with lockpicks and opens up the door. Everyone starts to file out of the jail cell.

DM: You walk up the cooridor followed by all of the prisoners. You walk through the secret door and into the closet. Before you open up the door you say:One sec, I'll handle thisYou grab a basketball from the rack and open the door slightly. While Mrs. Fuddmeadow turns her head away, you whip the ball as hard as you can at her head. She falls face first onto the floor. Number 2 laughs and saysWe'll take it from here ... thanks for your help.

DM: Mrs. Fuddmeadow gets up and you start walking towards Roy G. Biv. He is chuckling. You tell him what happened and he is very impressed. Mrs. Fuddmeadow is about to come over to you to question you about missing from class for three minutes when the bell rings. You run out of class, avoiding Mrs. Fuddmeadow.

DM: You follow everyone outside to the football field. There is some one pushing the huge M&M masocot The principal gets on the podium and gets ready to tell everyone to help themselves to free food.

DM: You see the Finast hot dog mascot running around, lauhing an annoying giggle. The principal starts to talk, but the microphone does not work. Instead, the voice of Number 1 is heard throughout the football field:Hello folks, this is Number 1, of the Fairview Cult. Many of you were wondering where I was today -- I was held captive so I would be unable to tell everyone what I am about say. Thanks to the help of dedicated Fairview Cult members, we were able to escape. Everyone is looking around, wondering. The FCAFC police are unplugging cords, trying to make him stop ... The FCAFC, the Family Council Against the Fairview Cult, wanted to rid you of the Fairview Cult for once and for all. They decided to put a little drug called Agent Green in the food and then brainwash everyone with anti-Fairview Cult propaganda. So, what ever you do, don't eat the food.The audience goes "awwwwww." Number 1 continues:We hate to inconvience everyone like this, so we called and order 200 pizzas. That should be enough for everyone. Thank you, and enjoy the rest of the day.

DM: Their microphone turns back on and you hear the principal and assistant principalStop this! Some one .... ummm... I guess we ummm ... *ahem* had some technial difficulties folks. *ahem* About the poison *ahem* there is nothing in the food, folks! Who are you going to believe? A CULT who prints independent student newspapers that are UNCENSURED, gives free popsicles on "SCORCHER" days, and sells teeshirts? Or are you going to trust us, the legit leaders of the school? A number of students laugh, but the principal continues:Come on folks, don't believe them! A group of cult-buddies started to have fun with the giant hot dog mascot
DM: The principal tries to speak again, but everyone starts booing him. While he's trying to explain himself, a huge Pizza Palace truck pulls up. The principal tries tells everyone that the cult poisoned the food and not to eat it. The pizza guys start passing out pizzas and everyone feasts. You look at the principal and smile.

DM: DISCLAIMER: NO ANIMALS WERE HARMED IN THE WRITING OF THE STORIES. (Well, there was this bird Cyrus crushed to death with his bare hands... But that's not important.) THE FOLLOWING STORIES ARE BASED ON A TRUE STORY.(Sort of) Now, choose a Story Arc to read.
Player: Cyrus Beast Hunting Story Arc
DM: Choose a story to view.

DM: Author: Xiang Tian Willing Subject: Cyrus Stories Inspired by: Cyrus Special thanks to my DEWT class.
Player: Origin Stories
DM: Choose a Origin story to read. (More Origin stories coming soon!)

Player: No way!
DM: Seriously? You have a chance to play as Cyrus and you decline?
Player: Fine, I'll play... *sad face* :(

DM: I go to the bar again, this time alone. Doesn't really matter though. I show up at the bar with my special made glass and ask the bartender to give me the strongest thing he's got. That's usually what it takes for me to actually feel it. The bartender nods, fills my glass up with something that's not recommended in high doses and I drink it all up. Man, it feels good. A hottie sits down next to me, orders something and then takes a good look at my muscles."Steroids?""Mad scientist.""You seem proud of it.""You seem interested in it."She looks at me again. I then say "you know, every muscle in my body has been increased in these proportions.""Every single one?"I smile and give her a wink.HEALTH: 100%
Player: Sleep with her.
DM: I take the girl home and show her a good time my own way, if you know what I mean.I fall dead asleep afterwards, due to the amount of energy my body uses up during ejaculation, as the quantity I release would make a sperm whale jealous.HEALTH: 100%

DM: You exhale quietly, you remember all too well the pangs of young love, and with any luck your son will come to his senses eventually. You force a smile"I'm sure she feels the same way, and I'm glad you've found someone to occupy your time with"Your son smiles; relieved. Pulling on his trousers and tunic, he embraces you warmly. You hug him back; holding him close to your chest like you did when he was just a little boy"It's good to see you, father"Tears prickle your eyes"It's good to see you too, Eamon" Before your son can notice the dampness around your eyes, you slap him gruffly on the back"Alright, get yourself cleaned up, I'm organizing a meeting soon and I want you there"Your son nods happily and exits the stable master's quarters. Your thoughts turn to Lynette, and you have an uncanny worry that your son's infatuation will not ebb any time soon. Or maybe it will, you think; with young love, it's always so hard to tell.
Player: Return to the Courtyard
Player: Speak to Orvyn
DM: Orvyn stands with a group of other men, all holding ale cups. As you approach he waves you a jaunty salute, but you sense a sullen undertone. You motion for him to follow you. Walking purposefully, you wait until there is no one in the general vicinity before speaking.
Player: "You need to cooperate with Garyn"

Player: Struggle to free yourself from the tree.
DM: You struggle to free yourself from the tree, but it turns out to be waste of energy, as you fail to even move yourself a single nanometer. Instead, the owner of the fist that threw you into the tree trunk, a ham-fisted demon, grabs the tree and lifts it up. It then slams the tree, with you inside, to the ground. The tree splinters into a thousand pieces. You land in a heap in the ground. At this point, you're ready to let your tears flow. But will you let your tears flow in front of your assailant, or will you manfully try to hold back your tears?
Player: Burst into tears . Boo hoo hoo! (Maybe I can use this as a distraction and escape!)

DM: You suddenly burst into tears and start blabbering incoherently. 'Boo hoo hoo!' you wail. The demon seems at a loss for what to do. Ha! It probably wasn't trained for a crying Cyrus! As it stands on the spot stupidly, you see an opportunity to attack! The demon looks around for inspiration on how to deal with you, and when it turns its head, you pounce, barreling into it with fists flying into the demon's face. However, it seems that your bones are less dense than the demon. On your third punch, your left knuckle breaks. At the same time, the demon grabs you and slams you back first to the ground. It lifts its left foot to stomp you to oblivion. You...
Player: Roll to the left!
DM: You try to roll to the left, but the demon's right leg blocks you! You feel an intense pain in your skull for what seems like forever. Then the demon puts you out of your misery with a second stomp. Your adventure is over.
Player: Restart game

DM: You decide that moving would take too much effort, so you just lay in your Cyrus sized hole and wait for the ham-fisted demon to come for you. To your surprise, it walks past you. The fool probably thinks you're dead or something. Who can know what a demon is thinking? A part of you however, bristles at the thought that the demon might think you are so weak, you would die after being put into a tree. Now that the danger is passed, you flex every muscle in your body (except your tongue), and rip the tree apart, the same way you could rip a shirt apart. The demon must have heard you because a whole tree flies over you and you instinctively duck. Another tree sails past you and takes out a couple of nearby trees. This demon could be the captain of the demon basket ball team if he wanted! Too bad that what he wants now if your dead body. You decide that it would be prudent to leave the area. A tactical retreat. Not running away. You are repositioning yourself to engage the enemy in better terrain. As you run away, trees all around you explode and you kind of wish that you had sunglasses on you, so you could put them on and walk away dramatically walk away with explosions all around you. After a while, it seems as if the demon has given up trying to pulverize you into a lumpy paste with flying trees. It's going to pulverize you into a lumpy paste with it's bare hands. You....
Player: Try to hide in a tree
DM: You decide that the best course of action would be to hide in a tree and maybe catch the demon off guard. You spy a good looking tree and climb it, concealing yourself. Moments later, the demon stomps by, looking for you. You pounce, barreling into its back with fists flying into the demon's skull. However, it seems that your bones are less dense than the demon. On your third punch, your left knuckle breaks. At the same time, the demon grabs you and slams you back first to the ground. It lifts its left foot to stomp you to oblivion. You...
Player: I have a tough skull!

DM: Your name is currently Aaaah.Choose the sixth letter in your character's name, or click the link to Chapter 1-Prologue to begin.YOUR HEALTH: 100%
Player: n
DM: Your name is currently Aaaaan.Choose the seventh letter in your character's name, or click the link to Chapter 1-Prologue to begin.YOUR HEALTH: 100%
Player: j
DM: Your name is currently AaaaaajChoose the final letter in your character's name, or click the link to Chapter 1-Prologue to begin.YOUR HEALTH: 100%
Player: f

DM: It seems you have been bitten by an infected flea! (1) Was it a boat ride? No shoes? Short pants? Pet rat? Those little guys will get ya!It vomited bacteria into your body to stop itself from choking- so that it could live. (1)Only now, you must die.Your lymph nodes nearest the bite swell into painful buboes and horrible fever brings constant chills. Your head never stops aching and your body is weak.You die alone on the streets of Constantinople, and you never remembered your name :(
DM: You startle awake to find yourself in a very lumpy bed, with a splitting headache.You begin to grip a groggy reality and curse yourself for imbibing so heavily the night before. What strange and detailed dreams you've had after too many such nights...terrifying, really, how often you die in them.As imaginations of a fallen empire fade away, your own life and awareness creep back into view. You look outside to see Paris.You are sure you must be late by now to tend to the sick, there are so many sick these days it takes more time than usual to do your work. You dress quickly, and then go to assemble your medical kit only to notice that you are out of Badger Powder.
Player: Choice 2: Go tend to the sick (you're late!)

Player: The Cyrus Adventure

Player: Credits

DM: Your bedsheets and pillows are completely black, save for a few instances of Neon Genesis Evangelion's logo. You think they look pretty neat!You rummage through the entirety of your bed, and find nothing especially handy or useful...except money. And you could always bring a huge, delightful stuffed penguin to Marvin's.
Player: Hundred Dollar Bill
DM: S: Sorry but I don't think I'll be goingS: It just sounds too suspectS: Besides, isn't your username also the name of a creepy old man?S: I don't want thatT: whatchu sdyain gendo s hte BIG MAN so TRUST IMB: If you don't want to go, I guess that's fine.B: But you'll be missing out on a lot.B: In short, I don't think you'll want to miss this opportunity.S: No seriously it's alright but thanksB: We'll be serving pizza and everything, though.S: I said noB: You can either stay with your uncle or whomever back wherever you are, or come to the pizza place where your father is waiting.B: It's your choice.A: What the hell are you two doing o_o;;S: Uhhhhhhhmmmmmmmmmmm but the way you're saying this it doesn't sound like you're giving me a choice!a: lay off gendoB: Fine, don't come, and feel the sting of a million Rebuild delays rain down on you from the heavens.S: I...think I need to log off so talk to you laterk: <3<3<3<3<3You log off.And you never look back.
Player: You got: the worst ending!

Player: Demon Invasion Story Arc

DM: I ran as fast as I could. He tried to catch up with me. I wouldn't let myself die in a horror house. As I was running, Caleb awoken and grabbed onto me. Miko kept running until I ran out of the house. I got my keys out of my pocket and jumped into my BMW. As I drove away, I saw the house blow up. "Holy cow!" Caleb said. "The house blew up!" "Well," I began, "that was a total waste of money. I seriously need to watch us invest more carefully next time. This is a complete disaster." As I was driving, I saw Miko again. "Oh my god, what do I do, Caleb?!"
Player: Floor the Gas Pedal
DM: "Hold on, Caleb. You're gonna hate me for this." I floored the gas pedal without any hesitation. The speedometer kept going up from 40 miles an hour. 50, 55, 60, 65, 70, 75... It continued. I hit Miko and went on my way. I slammed the brakes about seven miles later. "Ken, I think we're gonna be arrested for this," Caleb said. "I'm scared now..." "First, honey," I began, "shut up. Ci penso io (which means I'll take care of this in Italian). Second, it's a freakin' demon man or whatever you call a psychopathic ex-boyfriend. Third, our house just blew up because of him. So... yeah..."
Player: Two Days Later...

Player: Main Menu

DM: You fight to hold your tears in, but your eyes start sweating on their own. Nope, definitely not tears. The demon seems at a loss for what to do. Ha! It probably wasn't trained for a crying Cyrus! As it stands on the spot stupidly, you see an opportunity to attack! The demon looks around for inspiration on how to deal with you, and when it turns its head, you pounce, barreling into it with fists flying into the demon's face. However, it seems that your bones are less dense than the demon. On your third punch, your left knuckle breaks. At the same time, the demon grabs you and slams you back first to the ground. It lifts its left foot to stomp you to oblivion. You...

DM: You keep running and try really hard not to look back. ('But they always look back in the movies!' says your inner voice.) You turn and look back, to see that the demon is gaining on you! You pump your legs harder and your head swivels back into position. Just in time to smash into a tree. You fall backwards onto the soft earth and watch helplessly as the demon raises its foot over your face. The foot descends. Your adventure is over

DM: You turn around, ready to take on the demon. The demon sights you standing defiantly, ready to take it on. The demon seems at a loss for what to do. Ha! It probably wasn't trained for a defiant Cyrus! As it stands on the spot stupidly, you see an opportunity to attack! The demon looks around for inspiration on how to deal with you, and when it turns its head, you pounce, barreling into it with fists flying into the demon's face. However, it seems that your bones are less dense than the demon. On your third punch, your left knuckle breaks. At the same time, the demon grabs you and slams you back first to the ground. It lifts its left foot to stomp you to oblivion. You...
Player: Roll to the right!
DM: You roll to the right, barely clearing the demon's skull crushing stomp. You scramble to your feet and see that the demon's foot is stuck in the ground! You take advantage of this to attack the demon again. It seems that you don't know how to back down until your opponent is ashes or you are a cooling corpse on the ground. You leap forward and grab the demon's shoulders with both hands, then deliver a vicious head-butt to it's face. Then suddenly, you see the demon below you, the you see the whole forest stretching for miles, then you are so high up that you can see continents! You are the first human to achieve flight without any contraption or device! A searing pain starts on your back and you curse. The sun's rays must be giving you sun burn! Then you start descending, and you twist your body such that you are going head first towards the ground. You extend your right fist and it smashes into the demon's head. Your right fist passes thought the demon's head and it turns into ashes. You land in a heap on the ground. Then you notice a note on the ground where the demon's ashes should be. It reads: 'DAMN YOU CYRUS!' There is no mark to indicate anything, but you know who sent the demon after you.

DM: You are confident that the demon's foot will break on your head. In fact, you are betting your life on it! You bet wrong, and you feel an intense pain for what seems like forever. Then the demon stomps on your skull again and releases you from a world of pain. Your adventure is over

DM: Who sent the demon after you? What IS that demon, who you could only destroy with so much effort? Why would anyone stick a note on a demon anyway? Find out the answers and even MORE question in THE REVENGE OF RAHMAN, a new Cyrus story coming soon!

DM: When we last left Dr. Horrible, he had recently been inducted into the Evil League of Evil, Captain Hammer was in therapy and defeated, and their love, Penny, was dead. Now one month later, Hammer is finishing up therapy and Horrible is committing crimes unopposed. But in the darkness lurks a new villain, Steele-Blooded Steve. Choose your character:
Player: Dr. Horrible
DM: "Since the Evil League of Evil accepted me as one of their own, everything has changed! Finally I have official establishment as a super villain of status! But really also not that much has changed. I'd like to express my thanks to all of my supporters out there, you guys who believed in me. And all of you who said it couldn't be done, yeah I bet you're feeling pretty dumb out there. So... hah. Now, the Evil League of Evil is pretty much everything I could have hoped for, almost. There's this guy, Steele-Blooded Steve who's in the E.L.E. too... we seem to be... butting heads, a lot, since I joined. I guess you could say we've become rivals, sort of. I saw this guy in the cafeteria yesterday eating nails, so uhh that's... different." Moist lets himself into Dr. Horrible's apartment. The room is electric with the fierce villainy present.
Player: Talk to Moist
DM: Moist: "Hey Doc!" Dr. Horrible: "Moist! My evil moisture buddy! What's going on?" Moist: "Oh same old thing. Life of crime. What have you been up to since your induction into the Evil League of Evil?" Dr. Horrible: "You know, the usual, wreaking havoc, causing chaos. With all of the League's resources it's starting to feel like I could really rule the world! And besides, if I have to be miserable why shouldn't everyone else be?"
Player: Crestfallen Blogging

DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.> Quel est votre prénom ? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaaac...
Player: L
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.> Quel est votre prénom ? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaaaal...
Player: V
Player: H

DM: Captain Hammer is seated in his therapist's office, impatiently waiting for his therapist to arrive. Captain Hammer: "Where is this doctor? Who is he to keep ME waiting? I'm Captain Hammer. I've saved this city a dozen times." Do you wait patiently or wander his office?
Player: Wander Around
DM: Captain Hammer wanders around the office, looking at diplomas and certificates, playing with baubles, and grabbing random items off the desk. In walks the therapist. Therapist: "Mr. Hammer! What're you doing? There is confidential information on my desk! Please sit!" Captain Hammer sits back on the leather couch. Captain Hammer: "About time you got here. I've been waiting for over an hour!" Therapist: "Well Mr. Hammer, I'm sorry to have kept waiting, but you've only been here 10 minutes. Now then, where were we last session?" Captain Hammer: "Right, well then, I believe we were discussing my issues as a result of the death of my lover, Penny and my defeat at the hands of Dr. Horrible." Therapist: "What shall we talk about today then?"
Player: Penny's Death
DM: Captain Hammer's mood quickly dampens as he discusses his feelings on losing Penny. Captain Hammer: "As you know, my beautiful and serious girlfriend, Penny, was taken from me. I can't help but feel I killed her. Dr. Horrible tried to warn me, but I didn't listen. And then it exploded. That was my first feeling of pain, emotional and physical. I mean, me, Captain Hammer, being defeated because I wouldn't listen. Who'd have thought that? I wouldn't have dreamt of it." Therapist: " Well, Captain Hammer, perhaps you let your ego get in the way." Captain Hammer: "Ego? I don't have an ego problem, look at me. I'm Captain Hammer. Superhero extraordinaire." Therapist: "That's exactly my point. We need to delve deeper. You need more sessions." Captain Hammer: "Listen doc, this is pointless. You're the one with the problem!" Captain Hammer gets up and looks uncertain as if you leave or punch the therapist. Therapist: "Captain, please sit down so we can continue our session."

DM: "One day! ONE DAY I WILL DEFEAT DR. HORRIBLE AND RULE THE WORLD!!!! MUA-HAHAHAHA!" Steele-Blooded Steve throws the ninja at the wall, it ricochets, and hits him dead in the forehead. Steele-Blooded Steve: "Yes, that feels good!" Moments later Steve's mom comes down and asks Steve to go to the store to pick up some Milk.

DM: "One day! ONE DAY I WILL DEFEAT DR. HORRIBLE AND RULE THE WORLD!!!! MUA-HAHAHAHA!" Steele-Blooded Steve grabs the knife, throws it and it sticks in the couch next to two other knives he'd thrown earlier. Steele-Blooded Steve stays in his mom's basement the majority of the day. It is a dump. After retrieving the knives, Steele-Blooded Steve walks over to the mirror and starts to admire and talk to himself. Steele-Blooded Steve: "Look at you. You're fit, you're smart, and you can endure more pain than anyone. So why haven't you defeated Dr. Horrible yet!?!?!?" Steele-Blooded Steve punches himself repeatedly in the stomach and face. He then head-butts the mirror, shattering it to pieces. The noise disturbs his mom. She walks down the stairs to see the pieces spread everywhere. Steele-Blooded Steve's Mom: "Steve! That's the tenth mirror this month!. Go to the store and pick up these things!"
Player: Grocery List
DM: Steele-Blooded Steve reads through the list--adding mac and cheese to it. He then makes his way out the door to find his bike has a flat tire. He punches himself in the face and giggles. Sleele-Blooded Steve: "Tee-hee-hee!"
Player: The Shed
DM: Steele-Blooded Steve grabs his air compressor and takes it back to his bike. He fills the tire and puts the grocery list in his pocket.

DM: Steele-Blooded Steve: "One day! ONE DAY I WILL DEFEAT DR. HORRIBLE AND RULE THE WORLD!!!! MUA-HAHAHAHA!" Steele-Blooded Steve grabs the axe and swings it wildly, accidently knocking over his mom's antique lamp. The commotion is heard upstairs by his mom. Steele-Blooded Steve's Mom: "Steve! What the hell was that!!!" Steele-Blooded Steve: "Nothing MOM! I'm doing important evil business. Leave me alone." After a few minutes of quiet Steve's mom yells down the stairs again. Steele-Blooded Steve's Mom: "Steve I'm going to the store. Do you want me to pick anything up for you?" Steele-Blooded Steve looks on top of his microwave and sees five empty boxes of Mac and Cheese... Steele-Blooded Steve: "Mac and Cheese, Mom" Steele-Blooded Steve's Mom: "What Steve?! I just bought five boxes of that crap last week. You can go to the store yourself and get it!" Even though he really didn't want to leave the house, Steele-Blooded Steve decides to go to the grocery store.
Player: Flat Tire
DM: Steele-Blooded Steve gets outside to find the tire is flat on his bike.

DM: Captain Hammers decides to wait patiently for the therapist. After what seems like an eternity, but was really only another minute, the therapist arrives. Captain Hammer: "About time you got here. I've been waiting for over an hour!" Therapist: "Well Mr. Hammer, I'm sorry to have kept you waiting, but it's only been 10 minutes. Now then, where were we last session?" Captain Hammer: "Right, well, I believe we were discussing my issues with the death of my lover, Penny and my defeat at the hands of Dr. Horrible." Therapist: "What shall we talk about today then?"

DM: -Now the nightmare's real.- I'll never love again. Penny's death was the last thing I wanted, but I feel so responsible. Somehow though, it got me on track again with my career. No more holding back. I just focus on being evil. -And I won't feel a thing.- What a lie that was. Moving past Penny's death hasn't been easy. I still haven't been to visit her grave yet. But today is the day. Hopefully. I'll have to bring something nice to her grave.
Player: Go Out to Buy Flowers
DM: A musical little grocery store opens up to an array of flowers for sale. Two displays catch your eye. One bouquet is of Daffodils. They are bright and stunning and as cheerful as she was. Dearest Penny would have loved them. But maybe something more appropriate to the... occasion, thoughtful, symbolic. Roses are always a good choice.
Player: Daffodils
DM: Dr. Horrible walks, clutching his bouquet of daffodils, through the Grocery store. Grocery stores. What good for nothing, hopeless, crummy places to be. Everything is a reminder. Penny used to love frozen yogurt. She used to love that soup there too. She used to bring it to the Caring Hands homeless shelter all the time. Being around so many things that remind him of Penny puts Dr. Horrible in a terribly emotional state.

Player: The Neighbor's Garage
DM: Steele-Blooded Steve goes to his neighbor's garage to find the door locked. Already frustrated he decides to break into the garage.
Player: Pick The Door
DM: Steele-Blooded Steve takes out the bobby pin he has in his hair and picks the lock. He grabs the bicycle pump out of the garage and goes back to fill his bicycle tire.

Player: Punch Therapist
DM: Captain Hammer angrily punches the therapist for his remarks. Captain Hammer: "I'm outta here!"

DM: Captain Hammer begins to recount the tale of his defeat for the umpteenth time. He's sick of hearing it and feeling all these feels. Captain Hammer: "As you know, I was half way through my killer song when Dr. Horrible ambushed me. He froze me, killed Penny, and hurt me." Therapist: "You know as well as I that that's not how it happened." Captain Hammer: "That is how it happened!" Captain Hammer angrily stands up.
Player: Leave Therapist's Office
DM: After leaving the therapist's office, Captain Hammer returns home. What will he do next?
Player: Wash the Hammer Cycle
DM: Noticing how dirty and unkempt the Hammer Cycle is, Captain Hammer begins washing it. Captain Hammer: "How can I get the ladies with a dirty Hammer Cycle? This is my bread and butter move." While he is cleaning, the phone begins to ring.
Player: Answer Phone
DM: Captain Hammer enters the kitchen to answer the phone but doesn't get there in time. Answering Machine: "Captain Hammer, this is your therapist, Dr. Schwartz. I just wanted to call and talk to you about our session. I think you should continue seeing me, and I've had an appointment set up for next week. Until then, I think it would be good if you forgave yourself for Penny's death." Captain Hammer: "I suppose I should go pay my respects. But I'm still bleeding, in my heart and it hurts to death. I just can't face her. But I must! For I am Captain Hammer."
Player: Go to Penny's grave
DM: Captain Hammer enters the dreary, desolate graveyard. In the distance, he sees a figure moving toward Penny's grave as well. Paying no mind, Captain Hammer trudges wearily onward. As he approaches the tombstone, so does the figure. Captain Hammer: "Ah, Doctor Horrible, I should've known it was you! Come to kill my serious, long term girlfriend Penny?" Dr. Horrible: "She's already dead..." Captain Hammer: "Again... I meant again. Well Doctor, today is the worst day of your life. I see you don't have your death ray or that silly freeze ray with you."
Player: Attack!

Player: Workout
DM: Captain Hammer walks over to his set of dumbbells, pondering briefly what to do. Captain Hammer: "Workout? I don't use the gym, I'm just naturally like this."

Player: Pull Yourself Together
DM: Dr. Horrible sniffles and straightens himself up. He takes just his flowers and, in a dejected silence, heads toward the check-out lane.
Player: Grocery Store Encounter
DM: Dr. Horrible makes his way to the check-out lane, lost in thought. He stands there a few moments until noticing Steele-Blooded Steve nonchalantly waiting to pay for his groceries. There is only the one cashier at the moment or he could have moved far away. But Dr. Horrible gets in line behind him. The two make eye contact. Painful, awkward eye contact. For a full five minutes or so they stand watching each other in silence.
Player: Play It Cool And Leave This Jerk Be
DM: So that was weird. The cashier is the first to break the uncomfortable silence. Cashier: "That'll be 57.90 sir!" Steele-Blooded Steve: "Oh sorry, I must have zoned out. My apologies, here you go." Steele-Blooded Steve hands the cashier the money and meanders banefully out the door, leaving Dr. Horrible.

Player: Ask The Neighbor
DM: Steele-Blooded Steve knocks on the neighbor's door and asks if he can borrow a bike pump. The lady says that her husband is in the garage working on the car and would be happy to lend him a pump. Steele-Blooded Steve gets the pump from the garage and fills his tire.

Player: Don't Answer Phone
DM: Captain Hammer enters the kitchen as the phone continues ringing. As he approaches the fridge, the answering machine can be heard recording a message. Answering Machine: "Captain Hammer, this is your therapist, Dr. Schwartz. I just wanted to call and talk to you about our session. I think you should continue seeing me, and I've had an appointment set up for next week. Until then, I think it would be good if you forgave yourself for Penny's death." Captain Hammer: "I suppose I should go pay my respects. But I'm still bleeding, in my heart and it hurts to death. I just can't face her. But I must! For I am Captain Hammer."

Player: Work on the Ham-Jet
DM: Captain Hammer begins to look over the Ham-Jet. Captain Hammer: "I think I know what that thing does... or maybe I don't... Erm... maybe that thing? Ah, the hell with it. I'll have somebody work on it. I have know idea what I'm doing." As Captain Hammer quizzically stares at the landing gear, the phone begins ringing.

Player: Break Down and Weep
DM: Dr. Horrible thinks of sweet, lovely Penny and is overcome by bleak broken-heartedness. A villain wouldn't ordinarily permit himself moments of such anguish, certainly not in public places, but Penny was special. Her death was on his hands and his conscience. He takes just his flowers and, in a dejected silence, heads toward the check-out lane.

DM: Dr. Horrible walks, clutching his bouquet of roses, through the Grocery store. Grocery stores. What good for nothing, hopeless, crummy places to be. Everything is a reminder. Penny used to love frozen yogurt. She used to love that soup there too. She used to bring it to the Caring Hands homeless shelter all the time. Being around so many things that remind him of Penny puts Dr. Horrible's in a terribly emotional state.
Player: Pay and Leave Store
DM: Stepping out into the amiable, crisp summer sunshine, Dr. Horrible lets his mind wander someplace more cheerful. It's good for super villains to have a day separate from the iron fist of the League. His mind wandering to the many Wednesdays and Saturdays doing laundry with Penny at the Coin Wash, sharing frozen yogurt, talking about her boyfriend.... Captain Hammer. She was in love with Captain Hammer. The bonehead who was now in hiding after breaking down completely at the first pain he had ever experienced in his life. He's not there for the city, and he hadn't been there for Penny. What good was he?!
Player: Walk Onward

DM: As Steele-Blooded Steve enters the graveyard he sees a freshly dug grave to the right of the entrance with shovels sticking in the ground. He goes and grabs a shovel and continues to follow Dr. Horrible to a grave. He is met by Captain Hammer. Steele-Blooded Steve waits behind some shrubbery for the right moment to strike. As he listens, he realizes the grave they are standing around is the grave of Penny, Captain Hammer's love. After a while Dr. Horrible and Captain Hammer begin to fight. Steve watches and waits until the right moment and then jumps out... Steele-Blooded Steve: "Ha-ha! I've got you now!" Steele-Blooded Steve quickly hits both Captain Hammer and Dr. Horrible over the head with a shovel and, with hardly any struggle at all, beats them. --- Now that Steve has beaten both Dr. Horrible and Captain Hammer, he is recognized by the Evil League Of Evil. The formal invitation he receives later tells him the location of the HQ.
Player: Evil League Of Evil
DM: With the recent success of Steele-Blooded Steve, he has made himself a proper, recognized villain and gained membership to the Evil League Of Evil. Steele-Blooded Steve is seen mingling with some members of the League, particularly Professor Normal. Steele- Blooded Steve: "So what was your most recent invention?" Professor Normal: "My most recent invention was a automatic-bed-maker. Would you like to see it?"
Player: View Bed Maker

DM: Sleele-Blooded Steve kicks the door down only to find his neighbor working on a car inside. The neighbor grabs a tire iron and starts to hit Sleele-Blooded Steve. Steele-Blooded Steve just laughs. Over and over the neighbor hits him. Eventually the neighbor gets too tired to continue. Steele-Blooded Steve walks away giggling.

Player: Keep Talking
DM: Dr. Horrible: "You killed her! Not me! I tried to stop you, but you wouldn't listen!" Captain Hammer: "That's enough out of you, Doctor! You'll be the one crying for somebody maternal this time. It's curtains for you again! Lacy, gently wafting curtains!"

Player: Say Something Snarky
DM: Dr. Horrible: "Hey, what do you think you're--" Steele-Blooded Steve: "You don't fit in! You never will. You don't belong in the E.L.E." Dr. Horrible: "Could you be a human being for like thirty seconds?" Steele-Blooded Steve: "This isn't over."
Player: Check-Out

Player: Don't View Bed Maker

DM: Steele-Blooded Steve showed no interest in the bed maker, thinking that there may be something else more interesting. Steele-Blooded Steve: "What else have you made that's impressive?" Professor Normal: "Well I did make this car that runs off of air without the need to use any type of fuel other than the air on earth." Steele-Blooded Steve still looks un-enthused about anything. Steele-Blooded Steve: *yawn* "Well, that's nice..." Professor Normal: "Okay, okay...I have something that will really knock your socks off! A couple years back another league of evil thought they could take over our League. The group assigned me to build something that would prevent this, so I built a giant robot." Steele-Blooded Steve's face brightens. Steele-Blooded Steve: "So how does this robot work?" Professor Normal: "Whoever wants to control it wears it as a suit. In the middle, near the chest area the person controlling it is suspended." Steele-Blooded Steve: "Can I see this robot?" Professor Normal: "No, it's locked away in my laboratory. Only I am allowed to see it and use it." Steele-Blooded Steve has now found his tool to defeat the Evil League of Evil and get that much closer to ruling the world. His only problem is breaking into the place where the robot is locked away.

DM: Captain Hammer grabs Dr. Horrible by the collar of his lab coat and begins viciously pummeling his face. Dr. Horrible feebly tries to retaliate, throwing a lucky right cross that catches Hammer on the bridge of his nose. Captain Hammer recoils in pain, releasing Dr. Horrible and stumbling to the ground. Dr. Horrible: "I'm not so weak and pathetic, Captain!" Captain Hammer: "I'll show you the hammer!" Dr. Horrible: "Ew! Gross! I don't want to see that!" Captain Hammer rises to his feet, grabbing the nearest tombstone and hurls it at Dr. Horrible. The tombstone strikes him in the torso and knocks him to the ground. Captain Hammer looms over Dr. Horrible's body. Captain Hammer: "Any last words? This time it will be different. This time you will lose, Doctor!" As Captain Hammer raises his boot to stomp Dr. Horrible's life out, out of the shadows emerges a figure with a shovel. Captain Hammer quickly turns only to be knocked unconscious by the figure. Dr. Horrible: "Thanks, now would you help me up?" Steele-Blooded Steve: "No Doctor, I will not." Steele-Blooded Steve proceeds to step over Captain Hammer's limp body and hits Dr. Horrible with his fist, knocking him out as well. Steele-Blooded Steve: "Now Doctor, I will take your place in the Evil League of Evil and rule the world. MWHAHAHAHAHA! See, my evil laugh is even better than yours!"
Player: Many Days Later...

DM: Steve follows the professor to his laboratory where he see's a large amount of inventions in different states between finished and unfinished. Eventually they make it to his automatic bed maker. On the way there Steve see's a red door labeled "TOP SECRET". Steve: "Hey Professor, what's behind that red door there." Professor: "Oh that's...umm....*clears throat*...umm...that's a closet." Steve can tell that there is something extremely important behind this door, just by the stutter the Professor has in his speech. Professor Normal: "So, here it is, my latest invention." Steele-Blooded Steve: "Why'd you make this?" Professor Normal: "I was tired of my kids complaining every morning when they were told to make their beds and....." Steele-Blooded Steve abruptly interrupts the professor. Steel-Blooded Steve: "Okay I'm sorry, but I have to know what's behind that door." Professor Normal: "Okay Steele-Blooded Steve, it is a robot meant to defeat an enemy we had a couple years ago." Steele-Blooded Steve now knows what tool he can use to get a step closer to his goal of world domination. He now needs to make a choice. Gain trust with the professor OR go behind his back.
Player: End The Conversation, Investigate The Red Door
DM: Steele-Blooded Steve: "I must be going now. I will see you at the league meeting." Professor Normal: "Okay, I trust you can find your way out of here." Steele-Blooded Steve: "Yes, most definitely." Steele-Blooded Steve heads towards the red door and hides behind one of Professor Normal's inventions until the professor leaves. He then scours the room and finds some C4. After attaching the c4 to the hinges of the red door he detonates it, blowing the hinges off. He now has access to the Red Room.

Player: End Conversation, Find Red Door
DM: Steele-Blooded Steve: "Well Professor, I must be going. I still have my routine of pain to go through today." Professor Normal: "Okay Steve, I will see you later at the League meet." The professor walks around the corner out of site. Steele-Blooded Steve: "Oh indeed you will, INDEED YOU WILL!!! Mua-ha-ha-ha!" Steele-Blooded Steve finds the door to the laboratory and starts to search.
Player: The Labratory
DM: The door is locked shut with pretty hefty hinges. Steele-Blooded Steve begins to look around at the inventions to see if there is something that can breach the door. He finds a grenade launcher and shoots the door down, blowing it to smithereens.
Player: The Red Door Room

DM: A few days later, we rejoin Captain Hammer in his therapist's office. Captain Hammer: "Well, I visited Penny's grave like you said... only I met more pain... Somebody hit me with a shovel." Therapist: "Excuse me? That's... odd. Tell me about this 'mystery figure.'" Captain Hammer: "He's real doc! I'm serious! I had just beat down Dr. Horrible, and I turn around and *crack* I'm out like a light." Therapist: "Are you sure it wasn't Dr. Horrible?"
Player: Insist It Wasn't Dr. Horrible

DM: Dr. Horrible wanders onward in thought, reflecting on the little exchange with Steele-Blooded Steve in the grocery store. There was something about it, like he was scheming something... Maybe that's something to look into. Dr. Horrible continues his journey, walking through the entrance of the graveyard, past a few newly dug graves, and many rows of headstones.
Player: Enter Cemetery
DM: The cemetery is clean and well-kept, somehow bright despite the sorrow cast over the place. Horrible walks purposefully forward, toward a small gravestone up ahead. A man looms in the distance, somewhere very near the place he was headed.

Player: Acknowledge the stranger
DM: Doctor Horrible - maybe it would be more appropriate to call him Billy here, so close to sweet, friendly Penny's resting place - decides to raise his hand in a gesture of friendly courtesy to the shape before him. The stranger's booming laugh meets him. A laugh he's heard all too many times. God no! What right does he have to even be here? Captain Hammer: "Come to pay your respects to my girl, I see."

DM: Inside the room there is only one thing, the robot. It's a giant ten story tall machine that sits in the middle of the room. It looks like something you would see from NASA. There's steam pouring off it. The roof looks as though it can open... and then you see the robot's feet. Both feet have rockets attached to them. Steele-Blooded Steve: "This thing can fly!!! I am most certainly going to defeat the league now!!!"
Player: Jump In Robot Suit

Player: Accept His Hypothesis

DM: A few days later, we rejoin Captain Hammer in his therapist's office. Captain Hammer: "Well, I visited Penny's grave like you said... only I met more pain... Somebody hit me with a shovel." Therapist: "Excuse me? That's... odd. Tell me about this 'mystery figure.'" Captain Hammer: "He's real doc! I'm serious! I had just beat down Dr. Horrible, and I turn around and *crack* I'm out like a light." Therapist: "Are you sure it wasn't Dr. Horrible?" Captain Hammer: "Maybe you're right... Maybe he did have some secret weapon... Maybe it wasn't a shovel. But if it was him, he was quick and strong. It can't have been him." Therapist: "Are you sure? Is there a new villain in the city?" Captain Hammer: "I think so. I need to leave and prepare for my strongest foe yet!"
Player: To The Training Montage!

DM: Steele-Blooded Steve makes his way to the play room where the three children are playing. Steele-Blooded Steve: "Hey kids, what game are you playing?" Isabel: "We're playing cops and robbers! Want to play?" Steele-Blooded Steve: "I'd love to! Am I a cop or a robber?" Isabel: "You can be a robber if you'd like." Steele-Blooded Steve: "Okay. I think I want to rob a bank." Mark: "What kind of gun do you have?: Steele-Blooded Steve: "Well I don't have a gun. I have a giant robot suit!" Greg: "Oh my dad has a robot like that, that he invented!" Steele-Blooded Steve: "Oh really!? Have you gotten to see it before?" Mark: "I have!" Steele-Blooded Steve: "Where'd you go to see it" Mark: "There's a red door in my father's laboratory and it's in there." Steele-Blooded Steve: "Can you show me it?" Mark: "YEAH but I don't know where the key is." Isabel: "I do! I do! It's in mommy's jewelry box." Isabel goes and retrieves the key and they all head out to the laboratory.

Player: Rockets

DM: A few days later, we rejoin Captain Hammer in his therapist's office. Captain Hammer: "Well, I visited Penny's grave like you said... only I met more pain... Somebody hit me with a shovel." Therapist: "Excuse me? That's... odd. Tell me about this "mystery figure."" Captain Hammer: "He's really doc! I'm serious! I had just beat down Dr. Horrible, and I turn around and *crack* I'm out like a light." Therapist: "Are you sure it wasn't Dr. Horrible?" Captain Hammer: "It wasn't, the guy had a shovel. That's not Dr. Horrible's bag. He uses science!"
DM: A few days later, we rejoin Captain Hammer in his therapist's office. Captain Hammer: "Well, I visited Penny's grave like you said... only I met more pain... Somebody hit me with a shovel." Therapist: "Excuse me? That's... odd. Tell me about this 'mystery figure.'" Captain Hammer: "He's really doc! I'm serious! I had just beat down Dr. Horrible, and I turn around and *crack* I'm out like a light." Therapist: "Are you sure it wasn't Dr. Horrible?" Captain Hammer: "It wasn't, the guy had a shovel. That's not Dr. Horrible's bag. He uses science!" Therapist: "Sometimes, crude methods beat the refined approach of science." Captain Hammer: "Well maybe, but he why didn't he use that strength and speed earlier. Unless there is a new villain in the city."
Player: Dash To The Command Center

DM: Arriving in the command center after his recent therapy session, Captain Hammer begins searching for any news on the news for any sign of this new villain. Captain Hammer: "Googling 'mystery villain' in LA returns nothing! GAH! Who are you!" Captain Hammer raises his hands anger and lets out an earthquake-inducing roar. Slamming his fist down, he stares at the roster of Evil League of Evil villains and sees a new name on the list. Captain Hammer: "Steele-Blooded Steve, huh... Well we'll see how your steel holds up against Captain Hammer!" Suddenly, Captain Hammer's rerun of Doogie Howser, M.D. was interrupted by a special news bulletin. Dr. Horrible was trying to rob an armored car transporting wonderflonium.
Player: Do The Captain Hammer Thing!

Player: Pay him no mind
DM: Doctor Horrible does his best to make no acknowledgement that he is sharing this moment with anyone else. Maybe the man will leave. He hides his head a little and tries to veer off to the side, hoping it looks like his destination was elsewhere. The stranger's booming laugh meets him as he shuffles slantways. A terrible laugh he's heard all too many times. God no! What right does he have to be here? Captain Hammer: :Come to pay your respects to my girl, I see."
Player: "Your girl??"
DM: Captain Hammer: "Dr. Horrible, I should've known it was you! You never did get over that little crush did you, Doc?" Horrible's fists ball up, and he wishes he could kill the guy right here. If only he had his death ray... Captain Hammer: "Come to kill my serious, long term girlfriend Penny?" Dr. Horrible: "She's already dead..." Captain Hammer: "Again... I meant again. Well Doctor, today is going to be the worst day of your life." The two rivals tense as if preparing for a fight. Captain Hammer's hands go up in a fighting stance.
Player: Insult
DM: Dr. Horrible: "How did your brain even learn human speech? You're like a trained ape... without the training. You killed her! Not me! I tried to stop you, but you wouldn't listen!" Hammer: "That's enough out of you Doctor! You'll be the one crying for somebody maternal this time. It's curtains for you again! Lacy, gently wafting curtains!"

DM: Captain Hammer stomps to the door and turns around right as he reaches the doorway. Therapist: "Captain Hammer! Wait! Stop! We don't want a repeat of last time!" Captain Hammer briefly pauses, thinking about his actions. Captain Hammer: "Everybody's a hero, except you." Captain Hammer flips the bird to his therapist and storms off humming the tune to Everybody's a Hero.
DM: Captain Hammer sprints to the Hammer Cycle and hops on. Bringing the might beast to life, he throws it in gear and takes off like a rocket. Racing through the Los Angeles traffic, he spots the armored car plowing through cars. He ramps his motorcycle off some plywood in an alley, luckily landing on the armored car. The bike slides across the roof of the armored car, taking out the remote control device and careening towards the edge. Captain Hammer jumps off and lands on the street all while singing. Song: "Stand back, Everyone! Nothin' here to see, Just imminent danger, in the middle of it ME! Yes, Captain Hammer's here, hair blowin' in the breeze! The day needs my saving expertise. A man's gotta do what a man's gotta do."
Player: Confront Doctor Horrible... Again

DM: Captain Hammer spots Dr. Horrible trying to sneak away with the wonderflonium amongst the crowd. Captain Hammer: "Dr. Horrible! Where do you think you're going? Didn't you learn the first time?" Captain Hammer advances on Dr. Horrible, grabbing him by the lab coat and lifting him off the ground with ease. Dr. Horrible: "Wait! It's not what you think! I'm using it to power my freeze ray to stop Steele-Blooded Steve!"
Player: Believe Him

Player: "Yes..."
DM: Dr. Horrible: "Why did i say that? Stupid!" Hammer laughs again. Insensitive git. Captain Hammer: "Doctor Horrible, I should've known it was you! You never did get over that little crush did you, Doc?" Horrible's fists ball up, and he wishes he could kill the guy right here. If only he had his death ray... Captain Hammer: "Come to kill my serious, long-term girlfriend Penny?" Dr. Horrible: "She's already dead..." Captain Hammer: "Again... I meant again. Well Doctor, today is going to be the worst day of your life." The two rivals tense as if preparing for a fight. Captain Hammer's hands go up in a fighting stance.

Player: Hold back in respect for Penny

DM: Steele-Blooded Steve fires a single rocket in between the two of them. Both Captain Hammer and Dr. Horrible get thrown away from the blast. Dr. Horrible seams to not be moving. Captain Hammer get's up and brushes off the dust from both his shoulders. Captain Hammer: "Is that the best you got!?" Steele-Blooded Steve: "There's plenty more where that came from. You're in for a beating!" Captain Hammer: "We'll see about that!" Captain Hammer starts sprinting towards the feet of the robot. Steele-Blooded Steve was not ready for such a quick reaction and is unable to stop him before he gets to the robot.

Player: Take Pictures with Bystanders
DM: After seeing his heroic actions, a crowd begins to gather around Captain Hammer. Group of Three Fans: "He's back! Captain Hammer is back!" Captain Hammer: "Of course I'm back! I'm Captain Hammer. I've done this before! Dr. Horrible is no match!" Captain Hammer begins to pose with his newly regained fans, feeling at home once again.

DM: Dr. Horrible puts up his fists himself as Captain Hammer grabs him by the collar of his lab coat and begins viciously pummeling his face... Dr. Horrible feebly tries to retaliate, throwing a lucky right cross that catches Hammer on the bridge of his nose. Hammer recoils in pain, releasing Dr. Horrible and stumbling to the ground. Dr. Horrible: "I'm not so weak and pathetic, Captain!" Captain Hammer: "I'll show you the hammer!" Dr. Horrible: "Ew! Gross! I don't want to see that!" Captain Hammer rises to his feet, grabbing the nearest tombstone and hurling it at Dr. Horrible. The tombstone strikes him in the torso and knocks him to the ground. Captain Hammer looms over Dr. Horrible. Captain Hammer: "Any last words? This time it will be different. This time you will lose, Doctor!" As Captain Hammer raises his boot to stomp Dr. Horrible's life out, from the shadows emerges a figure with a shovel. Captain Hammer quickly turns, only to be knocked on unconscious by the figure. Dr. Horrible: "Thanks, now would you help me up?" Steele-Blooded Steve: "No Doctor, I will not. I will take your place in the Evil League of Evil and rule the world. MWHAHAHAHAHA! See, my evil laugh is even better than yours!"" Steele-Blooded Steve proceeds to step over Hammer's limp body and hits Dr. Horrible with his fist, knocking him out as well.

Player: The Right Thruster
DM: Captain Hammer gets to the right foot of the robot and tears it off with his massive strength. The robot becomes unbalanced and starts to fall to one side. Steele-Blooded Steve, although bewildered and caught off guard, manages to hit the Balance Fail Safe button. He then tries to fly away from Captain Hammer. After about 10 seconds of flight the robot starts to descend. The lack of a right thruster has grounded the robot. Steele-Blooded Steve: "Damn! DAMN DAMN DAMN!!!" In this excitement Dr. Horrible has been able to sneak away and place himself on the roof of the Channel 3 News building with his freeze ray pointed directly at the robot. Steele-Blooded Steve slowly makes his way towards Dr. Horrible, shooting rockets but missing everyone. Dr. Horrible: "Try this on for size!!!" Dr. Horrible shoots the freeze-ray at the robot and hit it dead in the chest. This immobilizes the robot forcing Steele-Blooded Steve to get out. Steve runs towards towards the front door of the Channel 3 News building but is hit in the back of the head with a rock. Captain Hammer: "Bulls Eye!!!" Steele-Blooded Steve is now lying on the ground unable to move, barely holding consciousness.
Player: The Final Scene

Player: Throw Him
DM: Captain Hammer spots Dr. Horrible trying to sneak away with the wonderflonium amongst the crowd. Captain Hammer: "Dr. Horrible! Where do you think you're going? Didn't you learn the first time?" Captain Hammer advances on Dr. Horrible, grabbing him by the lab coat and lifting him off the ground with ease. Dr. Horrible: "Wait! It's not what you think! I'm using it to power my freeze ray to stop Steele-Blooded Steve!" Dr. Hammer: "Save it! I don't have time to listen to you! You're a common criminal." Captain Hammer throws Dr. Horrible to the ground. Dr. Horrible: "No! Please! I need the wonderflonium for my freeze ray." Captain Hammer: "Are you suggesting we team up? Why would I team up with you?" Dr. Horrible: "Do you have any other plan?"
Player: Kick Him
DM: Captain Hammer viciously kicks Dr. Horrible as he lays on the ground pleading. Dr. Horrible: "I used the last of it on yo-ooph- P-p-please don't kill me -gah-. I think S-s-teve is building something big -ouch-. We need to stop him." Captain Hammer stops assaulting Dr. Horrible. Captain Hammer: "Why didn't you say so! I'm needed else where! Or are you proposing a team up?"
Player: Captain Hammer and Doctor Horrible Team Up Extravaganza!

DM: "Today I got another letter from Bad Horse. It seems my conduct in the cemetery was... less than impressing. He said I wasn't evil enough! That I wasn't prepared to deal with things in the real world. Can you believe that? And... now I'm out of the E.L.E. It's humiliating! But I think I can show them I deserve my position in the League. I've done it before. That damn Steele-Blooded Steve. He attacked MY arch-nemesis. He attacked me, ON MY DAY OFF! I'll just have to prove myself again. I've done it before. Horrible out."

DM: Dr. Horrible composes himself, but Captain Hammer grabs him by the collar of his lab coat and begins viciously pummeling his face... Dr. Horrible, now in a rage and abandoning his restraint, feebly tries to retaliate, throwing a lucky right cross that catches Hammer on the bridge of his nose. Hammer recoils in pain, releasing Dr. Horrible and stumbling to the ground. Dr. Horrible: "I'm not so weak and pathetic, Captain!" Captain Hammer: "I'll show you the hammer!" Dr. Horrible: "Ew! Gross! I don't want to see that!" Captain Hammer rises to his feet, grabbing the nearest tombstone and hurling it at Dr. Horrible. The tombstone strikes him in the torso and knocks him to the ground. Captain Hammer looms over Dr. Horrible. Captain Hammer: "Any last words? This time will be different. This time you lose, Doctor!" As Captain Hammer raises his boot to stomp Dr. Horrible's life out, from the shadows a figure emerges with a shovel. Captain Hammer quickly turns, only to be knocked unconscious by the figure. Dr. Horrible: "Thanks. Now would you help me up?" Steele-Blooded Steve: "No Doctor, I will not. I will take your place in the Evil League of Evil and rule the world. MWHAHAHAHAHA! See? My evil laugh is even better than yours!" Steele-Blooded Steve proceeds to step over Hammer's limp body and hits Dr. Horrible with his fist, knocking him out as well...

DM: With severely blurred vision Steele-Blooded Steve sees two figures standing above him. In a few moments he sees that it is Dr. Horrible and Captain Hammer, both grinning. Steele-Blooded Steve: "But you don't understand. I enjoy pain! No one else can...no one can...I'm supposed to be ruling the world now! NO!" Dr. Horrible: "Face it, Steve. There isn't enough room in this world for another villain. We've beaten you and that's all there is to it." Captain Hammer grabs Steele-Blooded Steve by the neck and throws him in the back of an armored vehicle to be taken to prison. All the while Steele-Blooded Steve is laughing uncontrollably due to the pain he is in.

DM: Captain Hammer spots Dr. Horrible trying to sneak away with the wonderflonium amongst the crowd. Captain Hammer: "Dr. Horrible! Where do you think you're going? Didn't you learn the first time?" Captain Hammer advances on Dr. Horrible, grabbing him by the lab coat and lifting him off the ground with ease. Dr.Horrible: "Wait! It's not what you think! I'm using it to power my freeze ray to stop Steele-Blooded Steve!" Captain Hammer: "Well Doctor, you have my attention... Speak before I throw you in jail." Dr. Horrible: "I need the wonderflonium for my freeze-ray. I used the last of it on you... I'm sorry about that by the way... Please don't kill me. But, I think Steele-Blooded Steve is building something big. We need to stop him." Captain Hammer: "Are you suggesting we team up? Why would I team up with you?" Dr. Horrible: "Do you have any other plan?"
Player: Captain Hammer and Dr. Horrible Team Up Extravaganza!
DM: Dr. Horrible looks confused. Is his nemesis really suggesting they work together? Dr. Horrible: "Yes, let's work together." Just then a mass of people run by and the local electronic store issued a special bulletin. TV: "This just in! Steele-Blooded Steve, the new ELE villain, has just issued this statement at the Channel 3 News HQ! OH CAPTAIN HAMMER! SAVE US!" Captian Hammer: "That's my cue. Let's go!"
Player: Robots, Explosions and Thrusters, Oh My!

Player: Redemption
DM: "A man's gotta do what a man's gotta do. Don't plan the plan if you can't follow through. All that matters: taking matters into your own hands. Soon I'll control everything. My wish is your command." Dr. Horrible has a remote control connected to a high-security armored car at the end of the street (extra precautions have been taken since the first Wonderflonium heist went so swimmingly well with the Doctor last time). Within the supposed safety of the armored car rests a silver briefcase full of Wonderflonium, an exotic material perfect for constructing freeze-rays and death-rays.

DM: She raises an eyebrow. "What's so funny? You're so mean to me, Keitooo!" "Sorry, Yuina," you sigh plopping down on a bench. "It's just that you remind me so much of Sachiko. You look and act just like her." "Sachiko who?" "A girl really important to me." "You should tell me more about her someday."
Player: Another time
Player: Valentine's Day
DM: Valentine's Day is always full of chocolate, flowers and love confessions. Stuff you were only interested in when Sachiko was alive. This year, Valentine's Day is on a Monday. A school day. This could mean trouble for the teachers. Blocking out the giggles and screams, you try to keep your head down and study. A familiar voice interrupts you. "Keito! Want some chocolate? I got heaps! We can share!" You rub your eyes. For a split second there, you thought she was Sachiko. It just can't be her though. The dead don't come back, do they? Before you can reply, a burnt chocolate was shoved in your mouth. A very burnt chocolate. "You call this food?" you choke out. "Even someone on the brink of death won't eat this if they had the choice!" "How cruel!" she cries. "I made them especially for you!"

DM: As they approach the hulking robot outside the news station, an explosion rocks the ground around them. Both of them are thrown to the ground. Captain Hammer gets up and looks for Dr. Horrible, seeing him pinned on the ground. Captain Hammer: "Is that the best you got!?" Steele-Blooded Steve: "There's plenty more where that came from. You're in for a beating!" Captain Hammer: "We'll see about that!" Captain Hammer heroically runs at the robotic suit, his hair waving in the breeze. He gets to the robot before Steve even realizes what's going on and rips off the thruster on the right leg. Without its right thruster, the robot can't maintain flight and begins slowly falling.
Player: Jolly Cooperation and Flank Maneuvers!
DM: While Captain Hammer is dodging rockets and taunting Steve, Dr. Horrible managed to get up to the top of the news headquarters and set up his freeze ray. Noticing Dr. Horrible was back in the fight, Steve started attacking Dr. Horrible, but to no avail. Dr. Horrible: "Try this on for size!" Dr. Horrible ramps up the freeze ray and lets it fly. Direct hit, and Steve's robot is out of commission. He bails from the robot and begins sprinting to the exit. Seeing this, Captain Hammer has no choice but to save the day. Grabbing a piece of loose concrete, he throws it at the now escaping Steele-Blooded Steve. With a loud thud, Steve is down for the count. Captain Hammer: "Bulls-eye! Captain Hammer saves the day again!"

Player: Hammer thinks he can stop you
DM: Captain Hammer's Hammer Cycle jumps, seemingly out of nowhere, onto the armored car. Captain Hammer: "Stand back, everyone! Nothing here to see, just imminent danger, in the middle of it: me! Yes, Captain Hammer's here, hair blowing in the breeze. The day needs my saving expertise. A man's gotta do what a man's gotta do." Captain Hammer, on his mighty bike, slides across the roof of the armored car, taking out Dr. Horrible's remote control device and careening towards the edge. Captain Hammer blithely leaps from atop the vehicle, still singing, to flirt with a group of young women passing by. Cornball. What's the matter with him?

Player: Watch scene unfold
DM: The car, now unpiloted, skids across the street and crashes with an awful crunching sound into a nearby building. Dr. Horrible sprints through the stunned citizens and wreckage to pull the case of Wonderflonium out of what remained of the car. Dr. Horrible tries to sneak away through the crowd. Captain Hammer: "Dr. Horrible! Where do you think you're going? Didn't you learn the first time?" Captain Hammer advances on Dr. Horrible, grabbing him by the lab coat and lifting him off the ground with ease. Dr. Horrible: "Wait! It's not what you think! I'm using it to power my freeze-ray! To stop Steele-Blooded Steve!"

Player: The Wonderful Conclusion
DM: Captain Hammer and Dr. Horrible approach the limp, groaning body of Steele-Blooded Steve. Steele-Blooded Steve: "But you don't understand. I enjoy pain! No one else can...no one can...I'm supposed to be ruling the world now! NO!" Dr. Horrible: "Face it, Steve. There isn't enough room in this world for another villain. We've beaten you and that's all there is to it." Captain Hammer grabs Steele-Blooded Steve by the neck and throws him in the back of an armored vehicle to be taken to prison. All the while Steele-Blooded Steve is laughing uncontrollably due to the pain he is in. Captain Hammer: "Well Doctor, now that I've saved the day, I see no need for our silly alliance. I need no help! I'm Captain Hammer!"

Player: Suggest teaming up
DM: Captain Hammer: "Well Doctor, you have my attention... Speak before I throw you in jail." Dr. Horrible: "I need the Wonderflonium for my freeze-ray. I used the last of it on yo-... I'm sorry about that by the way... Please don't kill me. But, I think Steve is building something big. We need to stop him." Captain Hammer: "Are you suggesting we team up? Why would I team up with you?" Dr. Horrible: "Do you have any other plan?"
Player: Ponder plans
DM: Dr. Horrible stands for a moment in stunned confusion. Is his nemesis really willing to work with him? Dr. Horrible: "Yes, let's work together." Just then a mass of people run by. They catch fragments of hurried conversations involving Steele-Blooded Steve. They follow the mob to a local electronics store as a special bulletin is issued. TV: "This just in! Steele-Blooded Steve, the new E.L.E. villain, has just issued this warning at the Channel 3 News HQ! OH CAPTAIN HAMMER! SAVE US!" Steele-Blooded Steve: "I am Steele-Blooded Steve! In a matter of hours I plan to be the ruler of all you wretched people. The Evil League of Evil will soon be defeated, and any hero you once knew will parish in my wraith! So come and get me Evil League of Evil! I'll be ready!"

Player: a
DM: You are called AAAAAAAA
DM: A
Player: U
DM: U
Player: v
DM: AV
Player: a
DM: AAA
Player: l
DM: AAAL
Player: b
DM: AAAAB
Player: e
DM: AAAAAE
Player: m
Player: r
DM: You are called AAAAAAAR

Player: Go to Channel 3 HQ
DM: Dr. Horrible and Captain Hammer approach the looming building where Steve is wreaking havoc. A hulking robot stands above the tower. Out of nowhere, a firey explosion rocks the surrounding area. Both are knocked to the ground. Dr. Horrible is pinned under a slab of concrete and struck unconscious.
Player: Awake a short while later

DM: Captain Hammer: "Well Doctor, you would be completely off your nut to think I'd even care." Dr. Horrible: "Well I don't wanna work with you either!" Captain Hammer: "Fine!" Dr. Horrible: "Fine!" Captain Hammer: "But maybe we should..." Dr. Horrible: "Yeah, we should do that." Captain Hammer: "Yeah."
Player: Team Up & Go On Your Way
DM: Just then a mass of people run by. They catch fragments of hurried conversations involving Steele-Blooded Steve. They follow the mob to a local electronics store as a special bulletin is issued. TV: "This just in! Steele-Blooded Steve, the new E.L.E. villain, has just issued this warning at the Channel 3 News HQ! OH CAPTAIN HAMMER! SAVE US!" Steele-Blooded Steve: "I am Steele-Blooded Steve! In a matter of hours I plan to be the ruler of all you wretched people. The Evil League of Evil will soon be defeated, and any hero you once knew will parish in my wraith! So come and get me Evil League of Evil! I'll be ready!"

DM: In the excitement of battle, Dr. Horrible sneaks away and places himself on the roof of the Channel 3 News building. He raises his freeze-ray and points it directly at the robot. Steele-Blooded Steve makes his way toward Dr. Horrible, shooting rockets but missing everyone. Dr. Horrible: "Try this on for size!!!" Dr. Horrible fires the freeze-ray at the robot and hits it dead in the chest. This immobilizes the robot, forcing Steele-Blooded Steve to climb out. Steve runs toward the door but is hit in the back of the head with a rock. Captain Hammer: "Bull's eye!!!" Steele-Blooded Steve lies motionless on the ground, barely holding onto consciousness.
Player: Face down Steele-Blood

DM: Dr. Horrible and Captain Hammer loom over Steve's defeated and injured body. Steve chokes out a final line. Steele-Blooded Steve: "But you don't understand. I enjoy pain! No one else can... no one can... I'm supposed to be ruling the world now! NO! Dr. Horrible: "Face it, Steve. There isn't enough room in this world for another great villain. We've beaten you and that's all there is to it." Captain Hammer grabs Steele-Blooded Steve by the neck and throws him in the back of an armored police vehicle to be escorted to prison. All the while Steele-Blooded Steve is laughing uncontrollably. Hammer turns to Horrible, grinning. Captain Hammer: "Well Doctor, now that I've saved the day, I see no need for our silly alliance. I need no help! I'm Captain Hammer!" "Good, fine, like I need him anyway. Back to being my nemesis. I have redeemed myself."

Player: Hunter should check the study

DM: You may visit Eskel, Dandelion or Lambert. When you are done, you should ask Avellac'h to open the portal up to the first parallel universe...[Warning : Make sure you do not visit the same location twice in a row by mistake] [Current number of Skills: 0 ]
Player: To Bastion

Player: Permanently abandon the search for the journals
Player: Ask Lambert about his research into Elder Signs

DM: "Lambert," said Geralt, "You were researching something about ancient signs?""Glad you were paying attention, Geralt," said Lambert, snarkily, "Any other obvious facts you wanted to get out of the way? The sky is blue? Kikimora bites aren't the greatest thing in the world?""Thanks for your wisdom, Lambert," Geralt shot back, "Do you want to help me or not?""Whatever," muttered Lambert, "The old Witchers here were doing some experiments into signs, trying to mix them together or improve their potency for example, and I managed to find three places where these experiments were done. First, by the Great Lake. Second, in the woods, by the Stone Circle Grove. And finally, in the mountains, near the Circle of Elements."
Player: Abandon search and go to Kaer Morhen Castle

DM: Geralt stepped out onto the paths of Kaer Morhen. The wind swished and rustled through the pine trees, and Geralt picked up the repeating sound of a Grouse call in the woods around 40 feet away. He trekked through the familiar cold, treacherous paths, where a single slip could mean a descent down a hundred metre drop, and through secret dells and valleys known only to Witchers that no one has ever tread again, until he saw the familiar sight of the ruins of The Bastion.The Bastion was a training ground where young apprentices would be trained, before their bodies were subjected to the mutations that turned the ones lucky enough to survive into Witchers. Ever since the Sacking of Kaer Morhen, however, it had fallen into complete disuse. Geralt stood at the entrance, tuning his senses to identify the locations most likely to contain Vesemir's journals. A chest lay in the corner of the Courtyard, untouched and unspoiled. Geralt also noticed that there was a stone slab in the Courtyard that had been pulled loose; a detail much too small for an ordinary person to pick up on, but not a Witcher. And finally, there was the sound of something scufling inside one of the Bastion's towers.
Player: Investigate the loose stone
DM: Geralt looked under the loose stone, but aside from a scared centipede, nothing was there.

Player: Great Lake
DM: Geralt trekked to the Great Lake. Avocets waded through the mud, and gulls skimmed the water, searching for fish. The Witcher walked along the bank until he found an upright boulder with odd inscriptions upon it. The inscriptions turned out to be instructions for a sign that had been developed hundreds of years ago - Aard Beam. After experimenting with it, Geralt realised that Aard Beam could create an extremely fouced ray of energy that would be able to knock down creatures from over 50 feet away.[Geralt has aquired the "Aard Beam" ability. This is great for attacking individual creatures that are far away, or those that have the capacity to fly].
Player: Stone Grove

DM: Geralt went down a stone corridor, lit only by a few oil lamps, until he reached the library. Stacks of books lay on the shelves, many of which were one-of -a-kind, not to be found anywhere else on the Continent, or even in the world.After searching old tomes and lost texts, Geralt finally came across a section in one of the books that detailed the further adventures of Elgar, the Witcher.According to the people in Velen, one of the greatest pests their land had ever faced was successfully beaten back, not by violence, but by a cunning Witcher named Elgar.The people of Velen were starving, and had precious little food to share among themselves. But one day, their luck somehow became even worse. What little food they had began to vanish - apples, potaotes, eggs ; you name it, they lost it. Some peasants caught sight of the creature that was doing the stealing; a small marsh goblin known as a "Boggart". So they called Elgar, the Witcher, to sort it out. Elgar discovered that the Boggart had asked, numerous times, for scraps of food to be sent to it, for Boggarts will eat anything, even rubbish that the hungriest human would never touch, but the peasants attempted to kill him each time. So Elgar devised a plan; he told the peasants that, to keep the Boggart away, they should take all the food they refused to eat, such as potato peelings and livestock feed, and scatter it around their village. They did this, and the Boggart never troubled them again.[Geralt has learned the "Comprimise" ability. This will allow him to convince troublesome creatures to stand down. It will not be useful, however, for creatures that are genuinely victimised, or on creatures that are truly evil.]
Player: Abandon the search and go to Kaer Morhen Castle
DM: You may visit Eskel, Dandelion or Lambert. When you are done, you should ask Avellac'h to open the portal up to the first parallel universe...[Warning : Make sure you do not visit the same location twice in a row by mistake] [Current number of Skills: 2 ]

DM: Geralt made his way through the woods till he found the abondened, lichen covered Stone Circle in the middle of it. The stones were low down enough to sit on, yet Geralt made sure that he kept his distance; these old places of power can be dangerous if mishandled. In the centre of the circle, a single tall stone with a hole in the top stood. Geralt saw something inscribed on it - the instructions for a sign called Venom Quen. It allowed him to create a shield around him that could prevent even the most dangerous toxins from making contact with him, and even nullify any toxins already in his bloodstream.[Geralt has learned the "Venom Quen" ability. This allows him to be kept safe from anything that could poison him]

Player: Abandon search and go back to Kaer Morhen Castle

DM: Geralt trekked the mountain paths until he came to the Circle of Elements. This is where Witchers would go to perform certain rituals. He found an old, bracken-covered path that lead him down past the Circle and into a clearing, where a single rock with a hole in it stood. He read the inscription carved upon it : Beast Axii. This Sign allows Geralt to enter the mind of a beast and see the world from their perspective.[Geralt has learned the "Beast Axii" ability. He can use this to try and understand, or even influence, the mind of animals].

DM: Olivia glances at the photograph behind her. "That is my late father Tom Jones. He came here in 1920 when William Waugh built his Pottery and Maryland. He got his face burnt one day when he fell in a kiln in the Pottery, after it closed down he stayed on to work as a gameskeeper for Lord Van Raalte. He left the island in 1960 when Lady Bonham-Christie threw everyone off, moved to the mainland, married my mother and I was born. Unfortunately, he and my mother died in a car crash when I was ten, he was driving home from a bar when he lost control of the car; Mum used to beg him not to drink and drive but he never listened. After I got married I took my husband's name and decided to keep it after he walked out on Robert and I. As this is the only place where my family has any real history we decided to move here. I thought it would be a good place for Robert to grow up..." Olivia tales off.
Player: "Mrs Powell, I was a friend of your son's..."
DM: Olivia looks at you with keen interest. "Susan isn't it? Robert spoke of you often, he said you were his best friend at school. If that is so then you know as well as I do that my son didn't kill himself and he didn't fall by accident from that clifftop. He was pushed. He was friends with everyone here, he would have gone with anyone to the clifftop. They all have keys, any one of them could have let themselves into the Wetlands and into this Villa while I was sleeping and forced or tricked my little boy up to that clifftop to kill him. The spot is just north of here, less than five minutes walk. It's the closest place they could have chosen to make his death look like an accident or suicide. I don't know why anyone would kill my angel. He didn't have an enemy in the world."Olivia wipes tears out of her eyes and you swallow awkwardly.
Player: Look elsewhere in the Villa

DM: Geralt searched the Chest, but he found nothing except a few old robes and a Wolf medallion.
Player: Investigate the Chest

Player: Circle of Elements

DM: The four of you sit on the ground in the warehouse. Mikey finally speaks. "What are we gonna do about this?" "We can't do anything," you say. "They already left." "I'm talking about next time. He said he's coming back. Let's be ready for him." "Actually," Barbara interrupts, "I think the best thing to do now is leave. He can't find us again, if we go deeper into the city. The big truck won't be easy to drive in the city streets. They're full of bodies and abandoned cars." It seems like the decision is left up to you: stay and fight, or find a new home.
Player: Find a new home
DM: "We should leave," you say. "We don't have numbers or weapons on our side." Everyone seems to agree, even though they don't like it. Since it's getting dark, you decide to leave in the morning. You lay down on your air mattress and try to get some sleep.In the morning, you begin packing. You are about halfway through the food when you realize that you don't have a vehicle. There's no way the four of you can carry all the food and water, plus the extra. You'll need to go look for something.It's not as easy as finding any car. You need one that can seat four people, plus all the supplies. As you walk down the road, you see a billboard for a used car dealership. Perfect.After a while, you spot the car dealership. The entire area is clear of zed, which means the trip back will be easy. You start your trip over to the dealership when you see something written in marker on a store window:GOT GUNS?WE GIVE FOOD, JEWELRY, AMMUNITION, GASOLINE
Player: You don't have anything you want to trade right now

DM: Geralt was lead out of the caves and up to the surface, for although Shaelmaars usually nest underground, it had been determined that these particular animals had made a nest in a lair on the surface. Often, domestic Shaelmaars exhibited behaviours and character traits not seen in their wild counterparts.Geralt climbed to the surface. He saw four moons in the sky, one large and white, one small and blue, one tiny and red and one medium-sized and purple. Geralt found the Shaelmaar nest. He saw some grey, gem encrussted eggshells made of stone.Suddenly, the ground beneath him began to shake. Tunnels were opening up around Geralt, in the floor! The Shaelmaars were coming back! Geralt had only a few seconds to decide what needed to be done...
Player: Run back to the Troll King's Court
DM: You are in the Troll King's Court.You may investigate the Shaelmaar nest, talk to the other Trolls, or talk to Granite. Granite will take you to the King if you think you have completed your investigation.
Player: Talk to Granite
DM: "Humanses is ready to go?" Said Granite, "Has humanses solved the case?"If you were unable to solve the case, or for whatever reason do not wish to solve the case, then you may tell Granite this, and ask him if he knows another way to get to the portal.If Geralt wished to accuse someone, he must have found at least 2 pieces of evidence.
Player: Tell Granite you cannot solve the case
DM: "Don't worry, humanses," said Granite, "Granite helped humanses before, Granite can do it again."Geralt explained he needed to get to the portal."Me no understand why anyone would want to go to the portal," Said Granite, "But humans be very strange beasts. Portal is guarded, however, Trolls like filled Memory Stones, big-a-much. If you have a Story from the Troll-Lands, I can put this Story into a memory Stone and bribe guard with it. Then guard will let you pass." In order to pass, you must aquire at least one Story. However, using this Story here will remove it.

DM: Geralt decided to speak to the other Trolls about the Shaelmaar. The obvious place to start was the Troll Beast-tamer. He lived on the higher levels, and had plenty of beasts that he had tamed. Diamond Snails, snails with shining, diamond shelves, slithered around in little crystal tanks. The trolls used these to harvest diamonds from. There was even a rock-tortoise, a kind of reptile with an obsidian shell.Then, there was the Troll Mineral Expert. She had a whole room dedicated to the study of every kind of rock and crystal in existence.Finally, there was the Troll Cook. He made food from the mushrooms and creatures found in the caverns below the surface.
Player: Back to the Troll King's Court
Player: Go back to the Troll King's Court

Player: Talk to the other Trolls in the Kingdom
Player: Speak to the Beast Tamer
DM: Geralt decided to speak to the Beast Tamer, and asked him about the Shaelmaars."I know where the Shelly-maars come from," said the Beast Tamer, "Shelly-Maar eggs were stolen from me years and years ago! Some troll broke in and took them, but it happen so long ago that me don't remember anything.""Hmm," said Geralt, "This was obviously planned for several years, then.""Me don't know anything," said the Beast Tamer, "However, me still need help with something. Another creature escaped from me, and me need help tracking him down. Maybe humanses can help?"Though Geralt did not need to help the Beast Tamer with this side-quest, it would certainly provide him with a Story. What did Geralt do?

DM: Geralt spoke to the cook. He was using different species of microorganisms, found in the caves, to make food from."Me not know anything about Shell-Mares," said the Cook, "Me just know how to make food."Just as Geralt was about to leave, the Cook asked him one more thing."Humanses," said the Cook, "Me making food for King, but me cannot decide which food King will like the best. Will you help me choose?"Geralt's senses had picked up the food being cooked. He realised that the blue fungus would probably taste the best; it had a sort of lemony flavour. The orange fungus would taste alright, but it was a little bland. The red fungus, however, was absolutely horrible. Geralt knew trolls had similar taste buds to humans, but it seems the cook had spent so long here that he could no longer tell the difference. If Geralt decided to reply, this would surely grant him a Story. What did Geralt do?
Player: Refuse to reply, missing out on a Story
Player: Investigate the Shaelmaar nest

DM: Geralt decided to speak to the mineral expert. Her chamber glistened with every kind of gemstone imaginable."Do you have any information on the destruction of the gems by the Shaelmaar?" Asked Geralt."No!" Replied the Mineral expert, "Nothing! Troll know nothing! Why you think Troll know anything?"You are sure she is hiding something. What do you do?

Player: Speak to the cook
Player: Suggest the Orange Fungus

Player: Speak to the Mineral Expert

DM: Geralt was not able to force the beast to return. As Geralt went back through the tunnel, he realised that he could have either used a special Axii sign to do so, or he could have used a strong, skewering motion with his blade to scare the beast.As he returned, he saw a representative of the King with the beast tamer. The representative was telling the Beast Tamer he needed to go."Humanses is here!" Said the tamer, relieved, "Humanses will bring back rock wyrm?""Sorry," said Geralt, "The Rock Wyrm is still somewhere in the tunnels. She was harder to bring back than I thought."The Beast Tamer looked crushed."No worry," Said the Tamer, "I blame you not, humanses. You did best you could." And with that, the Beast Tamer packed up his things, and left. Current Story Level : 1

DM: You wake up in the water, the sun blazes down upon your face. You search your feeble mind for any memories of how you got here, but you find none. The only thing you can remember is that you are at the coordinates 0,0, off the coast of Africa.
Player: Swim
DM: You crawl onto the coast, all of your energy wasted for swimming so long in the hot sun, battling eels, octopi, and jellyfish. But you know what you must do.... You need to do this. Your very existence depends on it.
Player: I.... SHALL... WALK!!!!
DM: You must walk... you must... That is all there is to do in this world, that is all you know to do. (besides swim, fight eels, octopi, and jellyfish, and communicate with your constant internal monologue that is me.)

Player: Walk leftward
DM: You turn a 90 degree angle to the left, and begin walking. You hit your head on a random wall blocking the direction you were walking.
Player: Attempt to get past the wall
DM: It is too smooth to climb, and too tall to fly over, and too wide to go around. The solution is clear. You will have to fight it. You bravely remove your gauntlet and throw it at the wall, and draw your trusty sword that you found in the water and used to fight eels, octopi, and jellyfish. The wall remains silent, but you can tell it is intimidated by your fighting prowess. It begrudgingly and silently accepts your challenge, and you run forth to attack it.

DM: You take your first steps forward, the stereotypical dramatic sand flows in the wind and seeps between your toes of walking-ness. You resolutely take a step forward, and then another, and another, and then you stand completely straight, and fall down on your face in an abnormally fast way, like in Family Guy. You lay there, fuming. You must walk forward. That is your only purpose on this earth. and the stroke you are having WILL NOT STOP YOU! NOTHING will stand in your way! You huff, puff, growl, and convulse madly, and then slam both fists into the ground and yell your battle-cry, your face wrinkled and your teeth half-rotted with over-detailed rage comic exaggeration. Sweat cascades down your reddening face, your growl with determination and slam your right foot into the earth, and enthusiastically raise your left arm into the hot, sticky air. "RAAAAAAAAWGH!"
Player: POWER WALK!
DM: You scream and power-walk forth, your eyes flaming, your body heating, you take step after step, the sand melting into glass as you stomp through the desert, you wheeze, you growl, you foam! You rave and rant, but you know you are doing a duty to yourself, to your children, to the whole damn world. You burn through calories with the nuclear heat of four hundred fifty thousand suns, you strain your very soul, your rip muscle from flesh, and burn yourself to your very core. You know you must continue, you must. your speed increases, you begin to glow, the sand melts into a clear liquid glass, like water, and you burst into full on flames, your body glistens in the logic defying sweat that pours from your over-hormonal flesh, and you continue screaming, nonstop, you must continue, you must! THIS IS YOUR ONLY PURPOSE! YOUR LIFE'S WORK! YOU MUST! YOU MUST! you spew bloody vomit from the depths of your throat, fall to your knees, and die, your rabid mouth-froth hot pink with orangish blood puke, with chunks of cheerios in it.
Player: Oh no... I died already.

Player: Say "OW DAMMIT!" and go back.
Player: Walk forward

DM: You turn at a 90 degree angle to the right, and walk.
Player: Walk rightward
DM: You turn a 90 degree angle to the right, and walk.

DM: This is not necessarily my story, but an adaption of someone else's. Read the first Randomly Walk before you consider commenting negatively.

DM: O Click on all the Spheres (by Number) that you want on the Left Side of The Scale.O Hit [Reset Scale] if you want to start over.O Click [The Right Side of The Scale] when you are ready to continue. Spheres (Side 1/Side 2/or No Side)_Sphere 1 : 0; Sphere 2 : 0; Sphere 3 : 0; Sphere 4 : 1; Sphere 5 : 0; Sphere 6 : 0Sphere 7 : 0; Sphere 8 : 0; Sphere 9 : 0; Sphere 10 : 0; Sphere 11 : 0; Sphere 12 : 03 Measurements Left
Player: Sphere 6
DM: O Click on all the Spheres (by Number) that you want on the Left Side of The Scale.O Hit [Reset Scale] if you want to start over.O Click [The Right Side of The Scale] when you are ready to continue. Spheres (Side 1/Side 2/or No Side)_Sphere 1 : 0; Sphere 2 : 0; Sphere 3 : 0; Sphere 4 : 0; Sphere 5 : 0; Sphere 6 : 1Sphere 7 : 0; Sphere 8 : 0; Sphere 9 : 0; Sphere 10 : 0; Sphere 11 : 0; Sphere 12 : 03 Measurements Left

DM: You turn a 90 degree angle to the right, apparently amused by your ability to do so, and start walking.

DM: Walk.
DM: Walk
DM: Walk
DM: walk
DM: While walking you notice a tree in the distance on your left.

DM: There are three planks of wood attached to the wall above your bed. The first two are filled with manga, anime, and a few imported video games. Of course, it's all the same franchise. You don't necessarily feel like watching, reading or playing any of these things right now, and you usually don't...but sometimes, you just like to stand here and look at them.The bottom shelf supports a flock of action figures and miniatures. You've got it all - all of the EVA pilots in school uniforms and plug suits, every EVA model, all three bridge operatives, Kaji with his watermelon garden add-on set, the dog from the radio show...the list just keeps going.You could take a few things off the shelf, so that you can show them to the guys at Marvin's Pizza Place, even though you know they won't be useful in many puzzle-solving situations, unless those situations are very specific.
Player: Petit Eva: [email protected] DVD
DM: S: I'M THERE I'M THERE I'M REALLY FREAKING THEREB: Awesome. I'll be waiting.T: awriiiiiiiiightA: u_u Yah just our luck huh out of townersk: No sweat!!!!!!!! I can watch it later! <3S: What time do I have to be there by?B: It's going on this evening, so take your time.S: Cool! Cool! Cooooooooooool!You log off.Awesome! You've successfully taken the call. Too bad you aren't living on your own yet - you'll probably have to ask your mom if you can go before actually leaving. (While we're at it, your dad, while very loving, is often out of town.) And even then, you need directions to Marvin's Pizza Place.

DM: You scurry towards it, as do the others. Dozens of brown and black bodies scurry up from among the rubble and out of the ancient sewers underneath where your camps lie. You're one of the first on the sign, climbing atop a crushed tower as you see it. Three wagons circled around a campfire, basking in its light. The moonlight shines on your brown, shit-matted fur and catches on your blade as you run forward towards the camps. The man on guard, a young, cleanly shaven guard with armor that's too small for him yell as he sees you approach,. He readies his spear, looking ready to plunge it into you. You dance at the edge of the spear point, waiting for your chance.
Player: Charge him
DM: You raise your sword, charging forward. The guard yells and steps back, jabbing his spear out. The metal spear jabs into your fur and into your chest and you yelp as he runs you through. He pulls the spear out as you collapse to your knees, before he jabs it through your throat, killing you.

DM: You, having idiotically turned back to the ocean, decide to go forward, right back to where you came from. you approach the coastline with increasing speed, and then.... You realize that you had to climb up a rocky beach in order to get to the coast, you hit every rock on the way down, spreading cartoony amounts of blood all over the place, which a random and miserable janitor comes up and mops away. you fall into the ocean and your corpse is smashed into the rocks over and over again until you are little more than a red smoothie poured into the cold, salty drink.
Player: NOOOOOOOOO! I DIED! CURSE YOU SENTINELPENGUIN!!!

Player: WALK RIGHT AGAIN! :D
DM: You turn a 90 degree angle to the right, and do the same thing again, and again, and then you begin goingfaster, and faster, and faster, and faster, and eventually you start a massive whirlwind, and then burn a quardrilateral hole in the ground from running in circles like that, and go around and around and around in the whirwind, the air friction from your ever-faster feet causing thunder and flames, your feet burn off, the whirlwind stops, and drops you into the flaming pit you just made from running in circles. Also, your logic failed. Despite this, you continue pacing in circles, pacing and pacing with greater speed and intensity than ever, your heart bursts, you leak blood and sweat from every pore, you foam, you rant, you rave you vomit, and your flesh burns away in the ever hotter flames, until finally you burn through the crust of the earth, creating a new volcano, blasting you out and leaving you as little more than a charred skeleton.
Player: walk right AGAIN! :D :D :D!
DM: You walk around in circles to the right, with increasing enthusiasm, despite your being scientifically dead. soon, you're running around the crevasse at amazing speeds again, but then you slam your toe into a rock, obliterating it. you yell in agony and grab your foot, but lose your balance and fall deep into the mantle of the earth, where you melt and turn infinite circles, due to convection, (to the left) for all eternity.

DM: Walk
DM: Walk
DM: walk
Player: Walk towards it.
DM: Walk

DM: Okay, so where do you start?
Player: Reading related articles
DM: Great idea! Make sure you don't spend too much time reading and not enough time doing, though... Familiarising yourself with the literature will be helpful, but you shouldn't forget to conduct your own research!

Player: NOOOOOOOOO! I'M TURINING IN THE EXACT OPPOSITE WAY I WANT TO GO! CURSE YOU SENTINELPENGUIN!

DM: Walk
DM: walk
DM: Walk

Player: Walk backward
DM: Your logic broke, due to the fact that you just crawled out of the Atlantic. You walk backwards back into the Atlantic ocean and drown to death and the eels and octopi and jellyfish eat your bowels as you slowly die in the salty depths.

DM: Nora throws the apple at the insect. The insect is smashed upon impact and crumbles to the floor.Nora runs out of room. The Samsas had just arrived to Gregor's door, startled by the sudden commotion they heard. Nora complains about the incident.
Player: Nora pays the family and leaves
DM: Nora spends the few hours she has remianing enjoying the sights of the Austrian town. As she watches the people bustle by, her mind wanders to the simpler that she left behind. Nora beings to wonder if she made the right choice.

Player: Boldly use your ghostly powers to reverse the convection current and turn right!
DM: You use your powers to make it go right, first sparking a massive increase in volcanic activity, and also a very long winter. then you realize it isn't going fast enough, so you add more heat to make it go faster, and it does, after a few months, but not before frying everyone on earth to a blackened crisp. Yet you continue turning right, and turning right, and turning right, so quickly, actually, that it looks like your moving left in a very bad stop-motion sort of way. The water boils off of the earth's surface, and creates an overly-thick atmosphere that blocks out the sun and starves and destroys all the remaining life forms on earth. you continue going faster and faster, until there is nothing left of the world, you unspin gravity itself, and the sun explodes, destroying the solar system, you make the entire milky way turn backwards, and continue going right until you make the supermassive black hole in the center of our galaxy vomit everything it has ever sucked in, bursting with alien life. You personally could care less, and continue moving right until you wind up the vacuum of space so tightly that you cause the universe to implode and explode at the same time, creating a paradox that destroys every universe in existence. You continue spinning right, and spinning right, and faster and faster until...

DM: walk
DM: Walk
Player: You reach the tree...
DM: Walk
Player: Walk past it
DM: Walk
DM: walk
DM: Walk

DM: He throws one back. "You're welcome to whenever you want. Here's my number if you want to come over. 555-9809. :D"
Player: I'm not ready for all of this!?
DM: "Hey, I'm not ready for all of this. Try talking to me later.."
Player: Sit, and wait.
DM: "Oh...Alright. Maybe it was a little too fast." He said. The rest of the class went by slow.

DM: This stall is occupied.
Player: Stall 6
Player: Stall 3
DM: A newspaper...but no hat.
Player: Stall 4

DM: Walk
DM: Walk
DM: Walk
DM: walk

DM: Walk
DM: Walk
DM: Walk
DM: walk
DM: Walk
DM: Walk
DM: Walk
DM: walk

DM: Walk.
DM: Walk
DM: Walk
DM: walk
DM: Walk.

DM: Walk
DM: Walk
DM: walk

DM: Yeah... You hate all of them, and it's there fault you don't care about anything. Best to take them down with you and be done with it. You walk past the dorms set up for the lower class members to an elevator. You looked up a bunch of coding videos so you have little trouble hacking into the control system and gaining control of the entire Space base.Have a particular place in mind?
Player: The sun
DM: Go big or go home you always say.You set a course for the sun and then block off any access to the control panel. When they finally break in, they try beating you until you tell them the password but you just laugh. And as the heat begins cooking the oxygen in the ship and your skin starts melting off, all you can do is grin be happy... You freaking sociopath.

DM: Age 10 You had a fairly uneventful life so far, in a small farming community. Then one day, after school, a group of Black Hand families moved to the village and renamed it Blacksend. The Black Hand Kids bullied you in school and the teachers were too afraid of their families to do anything to stop them. They teased you because you worked for you place in the world. Soon they progressed from childish taunts to physical violence. One day when they insulted your mother, you became too angry to control yourself, even though there were five of them and only one of you. You punched one in the face, kicked another in the groin and knocked another out before they had time to react. The others geared up for the fight. One boy called Pollux swung a wild roundhouse punch at your head. Ducking under, you saw a opening. What do you do?
Player: Punch pollux in the stomach
DM: "Oof!" While you were punching Pollux, you got elbowed in the back by Teirnus, then beaten to the ground and left as the teacher rang the bell to signify the end of the day. The days that follow are filled with worry and your parents constantly yelling, "What were you thinking? They're Black Hands!" and "They're coming for you! What will we do when they come?" Four moons later they came for you. With your throat slit and your body beaten, they hang a sign on you which reads, "He fought against The Black Hands! See what happens?" Now the Lands will never be free!

DM: You pay for your beer and head home. Shutting yourself in your room, you begin to drink. By 9:00 PM, you are pretty well drunk and a cigarette sounds good. You know, however, that Stephanie is also against cigarettes and will be very angry if you smoke in the apartment. Of course, you don't see why you shouldn't be able to smoke in your own room in your own apartment. It's only one, after all.
Player: Smoke a cigarette?
DM: You light up. Mmm, a fresh cigarette always tastes good. At least the first puff does, then it just becomes habit. Within, you calculate, twenty seconds, you hear Stephanie yelling about smoke. She can smell it. How unbelievably annoying. You were blowing it out the window and everything. Very soon, she enters the room without knocking and demands you put it out. Already drunk, you blow the smoke in her face and tell her to piss off. You assert your right to smoke a single cigarette in your room in your half of the apartment. She doesn't see this fact clearly and makes a grab for the cigarette.You stand up and push her away, gently. At least you thought it was gently. She flies backwards and lands on the living room couch, causing one of its already flimsy legs to collapse. Horrified, but a bit amused, you prepare for the onslaught.She now proceeds to hurl curse words at you, some so vile you've never even heard them before. Stephanie then picks up the phone and calls your mother, telling her what you've done. That night she kicks you out. You have to wait for your mother to drive 45 minutes at 12:30 AM to pick you up. The next day, Stephanie calls you and tells you she's changed the locks.
Player: Oops. Close, but you're screwed.

Player: RESIDENTIAL
DM: You travel on the somewhat cracked sidewalk, passing other people. They are always so pushy towards you, and the disdain towards your human appearance only makes you look even stranger to them. The residential sector at the corner of Work and Creation District is riddled with food courts, cheap repair shops, for prosthetic hands. The buildings around your home tower above in a almost judgemental manner, and the lights from the constant parties on the thirteenth floor shine out of the windows during the night. To your right is downtown Work District. In front of you is the entrance into Creation District. To your left is the Outskirts.
Player: DOWNTOWN WORK DISTRICT

DM: Age 16 Life in the forest has been easy since you left home. You hunted deer and rabbit among other wild game, but mostly you were the one that was hunted. Luckily, because your skills and knowledge of the forest, you easily evaded all the Black Hand patrols. Anything the forest didn't provide, you traded for in the nearby town of Thull. One day in town you were checking the bounties of the land. Yep, you were still there with a reward of 50 gold coins. You overheard two guards watching a member of their order beating a young girl. "Yeah, you hear? New kid graduated from the city, killin' left, right and center." The first guard said. "What's 'is name? He arrived here yesterday, plannin' on leading a manhunt in the Thul forest for some kid who beat the shit out of him." Responded the second. "What? When? Why?" You blurted out. "Tomorrow. An' kid, fuck off before you end up like her." The guard told you, gesturing to the kid in the middle of the square, probably 16 like you. You couldn't control your temper and yelled back to the guard. "Shove it, shit head!' Shoving him back to his friend. "You're dead fucker!" Drawing his sword, his friend followed him with an evil grin. Good thing you brought your dagger and bow. You quickly brought your bow around and drew an arrow. You shot the first guard and the guard who was beating on the girl instantly charged you. The dead guard's buddy was closer, but you were better with your bow than dagger, so you could shoot the drunk guard or stab the one closest to you.
Player: Shoot the charging guard
DM: As you fire an arrow through the eye of the charging guard, the kid who was being beaten groaned out to you, trying to get up and draw a small dagger she was carrying. "Behind you!" As fast as you could, you spun around, swinging your dagger as you turned. Unfortunately, you were too late. With a sword in your chest, you lost all feeling in your hand and dropped your dagger. You died watching the guard gloat over you.

DM: Wennipeg didn't know why he was even hesitating. He loved alcohol, even though he usually overdid it. This time, he promised himself, he wouldn't go overboard. He grabbed the weakest-looking beverage out of the cooler, and took a sip. From that point forward, Wennipeg knew he wouldn't be able to stop himself. He gulped down the bottle in his hand, and went in for more.When Wennipeg came back to his senses, there were five empty bottles at his feet, and another half-empty one in his hand. He was drunk, and he knew it. There was nothing he could do about it. Things had happened just as they did before.
Player: Wennipeg kept drinking, and drove home alone
DM: the party was nearing its end, and everyone was getting their cars from the nearby parking lot to go home. Wennipeg stumbled out of the house, and slowly made his way over to the cars. He quickly found his car. And went to open it, but the door wouldn't budge. Wennipeg pulled and pulled, and put his feet against the car for more strength. Suddenly, someone pushed him from behind."Hey, weirdo! Get off my car!" It was one of the popular kids. Wennipeg had mistaken this person's car for his. He mumbled an apology, and went off to find his car. When he did, he still had trouble opening the door. Wennipeg was the last one out of the parking lot.As everyone went their separate ways to go home, Wennipeg had trouble remembering which way to go. He didn't recognize the street names, and he could barely see. As he sat in the middle of the road, trying to remember the way home, he heard a car horn. He looked up to see a truck reeling down the road, trying to swerve out of the way. Wennipeg panicked, and pressed on the gas. Just like last time, the front of his car was smashed against the truck. And just like last time, Wennipeg was grounded and had to pay for the damage to his car by himself. As Wennipeg sat on his driveway, the world faded out once more.

DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)Ae...
Player: V
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)Aav...
Player: M
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)Aaam...
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.Aaaa> Quel est votre genre ?

DM: The ministry is impressed with your knowledge of the Mountain pine beetle. You must now pass the final question. Question 3: How has the Mountain pine beetle affected the forests roles as a carbon sink as well as its hydrological functions? A) The beetle has effectively turned the interiors Lodgepole pine forests into a carbon source rather than a carbon sink. Dead trees on the landscape also means that the streams will receive more water, more quickly, more often. B) Due to the beetle killing most of B.C's Lodgepole pine forests, the lack of food has caused the beetles to become hungry and started eating the fish. C) Due to the dead and dying Lodgepole pine in the interior of B.C. there is excess water in the soils that has not been taken up by the trees and is increasing river levels which has an affect on oceanic carbon uptake.
Player: C
DM: No... Just No.
Player: Mixed species, shorter rotations, remove pine
Player: A
DM: Great job! You are now part of the elite team of Mountain pine beetle experts in B.C. The End...

DM: You scan the floor to find where the hell your telephone is, and you groan as you get up from your couch, which springs wheeze. You lumber over to the dust laden phone and call up Marky. It rings for about two minutes, but you persevere. "Marky, I hear your cousin is out of jail. Can we score some pot now?" "You heard a dirty fucking lie, Johnny Rad! Johnny Rad, stay the fuck out of our business, you NARC. We know you're a dirt rat working for the cops. That's what Franklyn told me!", he says rather angrily. You decide not to fight back since he's spewing bullshit anyways. I guess you're going potless tonight. You say thanks and hang up the phone.
Player: Continue to stare at the floor
DM: Your gaze is stuck on the rotten grey oak floorboards, filled with rusty nails, a few sticking out. You try to make some sense of the grains, maybe making a picture or something but you get nothing. This would have been a lot more fun with some pot or something. Shauna wants to kiss, and asks if you actually want to do something, and you just lift a finger and say "shh. I'm focusing" and you continue to stare. The Rocket to Russia album is over, but the needle keeps playing the last note or two over and over. Everybody is too lazy or apathetic to actually turn off the record player or change the record. The wood isn't changing. Your life isn't changing. You realize that this is all your life is going to amount to. You decide to eat an anti-depressant you stole from your sister Terri's underwear drawer. "Fuck," you utter. END GAME. (FALSE ENDING)

Player: Talk to Witness Mrs Chappell who saw a suspicious man
DM: You meet Mrs Chappell at the Prince Albert Pub, she is an excited, young, barmaid with a story to tell."In the morning an hour or two after that poor woman was murdered I was standing in this bar talking to my friend when a man came in," she tells you. "He wore a dark coat and had a hat pulled low over his eyes. He asked for a pint of ale from me and took it into a corner to drink. I saw spots of blood on the back of his right hand. He drank the beer in one gulp and left quickly. I didn't like the look of him so I went to the door and saw him walking away to Bishopsgate."You thank Mrs Chappell for her information and move on.

DM: You turn your gaze to Shauna and your mouth is ajar, emitting a gross noise from your throat. She turns to you and you two start kissing. It starts out slow and soft, but quickly it gets aggressive and sloppy and you have to pull back every minute or so just to wipe the slobber off of your face, as it's running down your chin. You start to take off your rum-stained "I'd rather be a commie" t-shirt, but then you both turn and realize that Dave is still there. He's staring down at his feet intensely in his caffeine buzz, twitching like a man with some bad Parkinsons. You turn to Shauna. What do you do?
Player: Keep sucking face.
DM: You tell Dave he can leave if he wants or he can watch, you don't really care. He shrugs and picks up a cum stained issue of Uncanny X-Men off the floor and starts flipping through. You keep kissing Shauna, and her fingers are twisting and playing with your chest hair like a telephone cord. You aren't really paying attention to the kissing though and your mind keeps going to how having sex with Rogue would be like and how to not die from it, then you just start thinking about how much you fucking hate Cyclops. You start getting kind of aggressive, and she likes it, but you pull away. That damn Scott Summers put you in too bad a mood. You, now slightly enraged, apologize to Shauna, and decide you need something else to do other than dipping it.

DM: "Thank you." you say still shocked. Dean suddenly stops smiling and pulls you by the collar of your shirt lifting you from the ground and bringing you close to his face. "But hear me now.... NEVER do that again!" He glares.
Player: You laugh in his face and tell him you'll do it again
DM: You laugh in his face and tell him you'll do it again if you had the chance. You think he's going to beat you for this, but surprisingly he just lets you down. He smiles almost proudly at you. "Do it again, and you'll wish you've never been born." Dean says. "We've got some testing to do. So come on." Paul says taking your arm to pull you a different way than you entered.

DM: You jab Alpha in the stomach, and he groans and falls backwards. You take this opportunity to stand, and face Alpha."I'll fucking gut you, you son of a bitch!" Alpha sneers.Alpha stands just out of reach, his fists raised."I'll fucking gut you and give the remains to the Chykri." Alpha sneers.
Player: Stay in a defensive position

DM: Shauna and you are sitting next to each other on your sunken-in chesterfield, and Dave is doing misc. activities on a milk crate across the room. You're all feeling very awkward and also feeling various emotions for various reasons. It's a Friday night. What will our hero, you, Johnny Rad, do tonight?

Player: Sit back down in the Attic

Player: Don't go to the party
DM: "Sorry, Mary. I can't go- I have a test to revise for." "Oh," she says, hurt, "OK, then." She walks off, upset. You feel bad, but at least you have time to revise.

Player: Hey I oughta try that on the Garage! (Leave the Strange ... Thing)
Player: Nope. Never. You can't make me!!!
Player: Climb the Tree
DM: You put your arms around the tree and PUSH yourself up. You do this a lot and then look down to see that your feet are not far from the ground. You climb faster and harder until your breathing becomes labored. A cougar hears you as you breathe hard and springs up there after ya...

DM: You are a female kitten just opening your eyes and you see your fellow brothers and sisters beside you. There is a fuzzy blue carpet below you and around you.You are not sure of what you want to do. There are some interesting places you can explore, or you can stay on this comfortable fuzzy blue carpet.
Player: Enjoy the fuzzy carpet
DM: The softness of the fuzzy carpet is taking over. It's just so soft you can't help but roll around. So soft... You feel sleepy... Your eyes start to close and you fall asleep.Zzz......
Player: A few weeks later....
DM: It's that sad time when you get a new family and get separated from your dear old family. You hope that you won't have to get separated from your mom and dad but that dream doesn't come true. You suddenly hear the voice of a little girl. "Mommy! Look at that one!" The little girl was pointing at you. "Oh, that one's pretty! Do you want that one?" You heard her mom say. "Yes!" Said the little girl excitedly. The little girl picked you up and you were taken to your new FOREVER home.

DM: Your fingers crawl across the dirt, ever closer to the crossbow.You try to maintain consciousness as Larcassio keeps hammering away at your face."I will NOT be humiliated by you," Larcassio swears, "Not by some TWO-BIT, BACKWATER human!!"
Player: A little further......
DM: You stretch just a little more....success! Your fingers curl around the crossbow.You have one shot!
Player: Shoot a nearby torch
DM: Your fingers are trembling and bloodstained.Larcassio twitches for a minute when he sees the crossbow, ducking his head....but you don't aim it at him.You swing it around and point it at a nearby torch, burning brightly.*click*The crossbow bolt fires, splitting the wood of the torch neatly.The torch plummets to the ground, quickly igniting a nearby tent."Wha--?" Larcassio says. His attention is briefly turned from you.You knee him in the chest."Ufffhhh!!" he croaks, and you shove his weight off of you. He collapses to the ground and lies still.Goblins begin to sprint about, gabbling and shrieking. The flames are spreading rapidly. Tents ignite in seconds. The goblins scream and try to put out the blazes, but the camp is rapidly turning into an enormous bonfire.You look around rapidly, and you see the siege tower that Anaria is hanging from. The flames have spread to the tower, and are starting to lick the base of the wood."Don't worry about me, boss!' Anaria cries, "You did your job! Get outta here!""Not a chance!" you call up to her.

DM: Greetings, Victorian #001You are now entering: The Happiness Game.The objective of the game is to maximize your happiness by the end of the school day. The game will penalize you for poor choices and reward you for wise ones. It will take place in the context of a regular school day, where you play the character, Alex, a Victorian of class 21S410.Before you proceed, do keep in mind the above objective. Pay close attention to your surroundings.Are you ready?This is a work of fiction. Names, characters, events and incidents are the products of the authors' imagination. Any resemblance to actual persons, living or dead, or actual events is purely coincidental.This game is created by a group of Victorians as a hook activity to facilitate discussions during the lesson on Appreciating Our non-teaching staff.If you have any feedback on the content of the game, please let the authors know by filling up the form at the end of the game.
Player: Begin.
DM: Victorian: Alex TanClass: 21S410It's a beautiful Monday morning, you have a great breakfast with your parents and embark on your journey to school just like any Monday. However, you realise that you read the time wrongly, causing you to leave home 15 mins late!!Knowing your civics tutor, you know you are in for a scolding. You rush to school, knowing that making it on time is going to be difficult.As you arrive at VJ, you make a dash to the main gate. You glance at your watch and think "I can make it!" Just as you scan your LiVE card, you notice the security guard waving to you. Or is he waving a car into school? You can't really tell. All you know is that you are supposed to be in class in 30 seconds or else...What do you do?

Player: No time! He's probably not even waving to me.
DM: "Alex Tan! Why are you late? At least I can see that you ran to class. Quickly get to your seat!" She's in a good mood today.Man, it's a bummer that you are still late but at least Ms Lim noticed that you ran here. That's probably why she didn't scold you as badly as she normally would. You take a deep breath and settle down.
Player: And before you know it...
DM: You walk into the canteen during recess with your friends. It's packed. The only free table is your class table and you slide in with a sigh of relief at having gotten a seat.It's super hot so you decide to head over to...
Player: Vending Machine

DM: You wave to him, smiling with your eyes. :) His eyes also light up. He then asks which classroom you are rushing to. Surprised, you say "V-block, but it's so far and I am going to be late!! Bye, uncle!!""Eh boy, wait for a second!"You turn around in surprise as he shows you a shortcut to the V-block classrooms. You smile and think to yourself "Now I really can make it in time!"(Happiness Increases)But alas, despite your best efforts, you arrive two minutes late. On the bright side, at least you have discovered a shorter route to class!
Player: In class late, but...?
DM: You reach your classroom door 2 min late, perspiring furiously, you try to hold it in and take a deep breath. "It's gonna be fine, she's just a teacher. There's nothing to be scared of. "Oh there you are, Alex. How nice of you to join us!"Your thoughts are interrupted with the voice of Ms Lim, dripping with sarcasm. Sarcasm? That means she's in a good mood. Could your dignity be saved? You quickly hurry to your seat as you catch her eyes and she shoots you a gentle, knowing look. "Did she see what happened?" You realise that a little kindness can go a long way and feel warm inside.Lessons go on, feeling motivated from earlier, you carry on with your lessons. And hey, you didn't feel like sleeping this time!And before you know it...

Player: Breaktime!
DM: $1.10 and two minutes later, you leave the vending machine with a can of Milo. It may be small, but you feel it still packs a punch.Happiness IncreasesYou take a big gulp and place your can on the table with a gentle 'thud'. You talk, spill tea (not literally, of course) and laugh like there is no tomorrow and time flies.Before you know it, there's 15 min left in the break and the majority of the canteen has cleared. Kim, your classmate and best friend, excitedly hops up to your table. She has a twinkle in her eye. "Alex! Follow me, quick! I've got something cool to show you." She jogs towards the Hall with a sense of urgency you've never seen before - you know that wherever she's taking you is going to be exciting.What do you do?
Player: Follow Kim!
DM: She excitedly leads you down an alleyway, gesturing for you to follow her quickly. Intrigued, you run after her. You wonder what plan she has up her sleeve this time...

Player: Hold on a minute...
DM: For some inexplicable reason, you slow down and stop yourself from leaping out of your seat. You feel that something's amiss. And you spot it!What did you notice?

DM: $1 and two minutes later, you leave the drinks stall with a large cup of Milo. You still can't believe they sell so much for just a dollar. Happiness IncreasesYou take a big gulp and place your cup on the table with a gentle 'thud'. You talk, spill tea (not literally, of course) and laugh like there is no tomorrow and time flies.Before you know it, there's 15 min left in the break and the majority of the canteen has cleared. Kim, your classmate and best friend, excitedly hops up to your table. She has a twinkle in her eye. "Alex! Follow me, quick! I've got something cool to show you." She jogs towards the Hall with a sense of urgency you've never seen before - you know that wherever she's taking you is going to be exciting. What do you do?
Player: The expression on Kim's face
DM: As Kim hops away excitedly, you notice she seems unusually happy. You wonder, with her history of causing trouble, what she has planned this time...You brace yourself and sprint away from the table, catching up with her.

Player: Kim's Plan
DM: She brings you to the back of the canteen, near the pull-up bar.You watch Kim as she leaps onto a table she positioned under the pull-up bar."Look! I can finally do a pull-up if I use this table! I know it's an assisted pull-up, but still!" You watch in awe as she struggles and with a little assistance from the table, manages to do a successful pull-up!You clap enthusiastically for her as you remember how hard she was training to improve her pull-ups last year. She has definitely come a long way. "Do you want to try?" She offers you a chance. What do you do?
Player: Sure, but I think I'll need the table.
DM: You look at the pull-up bars. They are awfully high. When you jump, your fingertips barely touch the bottom of the bar. You start to climb the table when your thoughts were interrupted by the bell. You sigh, hop off the table and realise that there are only five minutes left before class begins.You want to reach on time because you know that your Math teacher isn't exactly the most forgiving and values punctuality a lot. You better get moving!

Player: The drink
DM: Just as you are leaving, you realise that your drink, now empty, still is on the table. If you hadn't noticed it, you know you would have left it on the table in the moment. You pick it up, hop out of your seat and fling it into the nearest open rubbish bin. You feel good at having cleaned up after yourself, making life easier for the cleaners too :)(Happiness Increases)By this time, Kim looks at you, impatiently. She taps her foot and stands tall (still shorter than you), arms akimbo. As you slowly approach her, trying to look apologetic for not matching her excitement, she takes a deep breath and turns her head away in mock-anger. "What's up? Sorry I'm late!" You mutter a half-hearted apology just to pacify her."It's about time?! Ok enough dilly-dallying, let me show you my master plan!" Your ears perk up and your eyes widen. You remember that the last time she planned something, it didn't turn out very well and some people were not exactly happy. But you swallow the lump now forming in your throat and flash her a smile. "Go ahead.""Ok so, here's my plan..."
Player: Sure, I'll try without the table!

Player: No, looks dangerous
DM: You know better than to climb on tables. That too, just to do some pull-ups? No thank you. You shake your head and step away from the pull-up bars. You never were one for doing pull-ups anyway, although you do occasionally exercise. But man, in JC, who has the time for that?Your thoughts are interrupted by the bell. You sigh, hop off the table and realise that there are only five minutes left before class begins.You want to reach on time because you know that your Math teacher isn't exactly the most forgiving and values punctuality a lot. You better get moving!

Player: Check your bag!
DM: Before running off, you realise it may be wise to check your bag. You carry what feels like a ton of bricks and rest the bag on a chair and peering into it, you see what you need!Wait, but what were you looking for again?
Player: Math Homework?

Player: Shirt?
DM: After what seems like forever, you manage to dig out your PE Shirt! You dash to the toilet like your life depends on it, change and quickly make your way to the basketball court. Now, it's the moment of truth.

Player: Rush to the toilet!
DM: You rush to the toilet, panting as you make your way in, holding your breath (and closing your mouth) as you squeeze past the two giants flanking you. "HAHAHAH, you should've seen the look on her face, man. It was priceless! The papers went flying everywhere!""Oh my gosh, I can totally see that!" Typical jocks. You shrug them off...only to realise you have nothing on you except your handphone, wallet and math revision worksheet you held onto as you sprinted here. "Where are my clothes?" You sigh and trudge back to class. It's 10:57 now, what do you do?

Player: Quickly Change!
DM: Half-naked, you decide that this is it. You claw and fight your way into the uncooperative PE shirt.Done. Phew. You confidently walk out from behind the rising projector screen, acting like nothing happened."HAHAHAHAHA" Kim, your best friend of three years begins laughing her head off. You look at her, perplexed, but before you know it, the entire class erupts into laughter.Wait, but they're pointing at...you? You realise you wore your shirt inside out. Your teacher, still in class, cocks an eyebrow suspiciously. It's 8:59 already.

DM: You take out a sheet of math homework and peer at the due date. This..was supposed to be submitted a month ago! You swallow the lump in your throat. The teacher is probably going to ask you to stand again :( But despite that, you feel something is amiss. That is not what you are looking for.Try again.

DM: Half-naked, you decide that is enough is enough. You're tired of hiding your true self and decide to let the world see you for who you are. "Is this my moment?" you think to yourself as you close your eyes and wait.*Smack*Ouch. You rub your head as Kim, your classmate and best-friend of three years roll her eyes at you. "How many times do I have to tell you not to change behind the screen? This isn't a single-sex school, dude. Put some clothes on." It's 10:57am, and she throws a PE shirt in your direction. What are you going to do?

Player: Change in the toilet and head over for PE
DM: As you rush to the basketball court, you see the rest of your class there. "Weren't they just in class? How are they here already?" You swallow the lump in your throat and nervously make your way to the rest. " Alex! Come here!" The PE teacher's voice boomed across the basketball court and you know this is not gonna end well for you.After receiving an earful, he begins explaining the rules of 'The Game'. You ears perk up as you listen.Happiness Falls

Player: Catch it, change and rush for PE lesson!
Player: I...can't wait.

Player: Are you on time?
DM: You reach the basketball court way ahead of schedule and comfortably settle in with the rest of your classmates. It feels good being early as you make small talk with the PE teacher. It's funny because you're usually scared of him, but he grins widely at you :)You are happy and have a feeling that PE is going to be fun!He then gathers everyone and begins to explain the rules of 'The Game' in a chirpy voice. Wow, he must really be happy that you guys managed to be on time :)Happiness Increases
Player: Time to ball!

Player: Deodorant

Player: Team Alpha
DM: You pick Team Alpha. You saunter up to the team of 6-foot giants. You've always wondered how they're so tall, but seeing them up close for the first time is just something else entirely. They glance at you and chuckle derisively. You're gonna have to earn their respect. The PE teacher then blows the whistle to begin The Game.

Player: Head Back!

Player: Duck!
DM: You decide you're having none of that. It's your body after all, "The Game" isn't more important than that, right? You hope the others understand as you move out of the way, hoping to remain unscathed from the missile shot at you. But, alas, the ball hit you and rolls off the court. Ouch. You sit up, surprised and wide-eyed at what just happened. Your thoughts are interrupted by a booming voice of one of the bigger guys."Alex! Why are you sitting down? Go get the ball and hurry up."You shoot up and hobble after the ball, grumbling to yourself. "Showing a bit of concern wouldn't hurt, right?"
Player: Hobble after the ball!

DM: You decide you're having none of that. It's your body after all, "The Game" isn't more important than that, right? You hope the others understand as you move out of the way, hoping to remain unscathed from the missile shot at you. But, alas, the ball hit you and rolls off the court. Ouch. You sit up, surprised and wide-eyed at what just happened. Your thoughts are interrupted by a booming voice of one of the bigger guys."Alex! Why are you sitting down? Go get the ball and hurry up."You shoot up and hobble after the ball, grumbling to yourself. "Showing a bit of concern wouldn't hurt, right?"Happiness Falls
Player: Hobble After The Ball!

Player: Brace Yourself!
DM: You shut your eyes tightly, preparing for the worst. And you're glad you did too. The ball hits you square on the chest, knocking the wind out of you. The ball bounces off your chest and rolls off. You hear the bigger guys groaning in annoyance, "Alex! What are you doing, man, go get it!"You get up, brush yourself off and run after the ball, surprised at their lack of concern. Well, knowing them, not really.

Player: Run after the ball!
Player: Check the noise out...

DM: You decide to check what caused the noise. You nervously look in the direction of the noise and notice something all over the floor. Why is it white?Papers! Your eyes widen with concern as you follow the literal 'paper trail' to someone kneeling on the floor. All the thoughts about wanting to return to the rest vanish as you rush forward to help her. Isn't she one of our non-teaching staff? You remember seeing her around school moving boxes and things from place to place before. You rush to her side, helping her up. "Are you okay? What happened?" you ask. She chuckles to herself and waves you off, "I'm fine, I'm fine, don't worry about me." You decide to stay and help her gather all her papers and realise that the table underneath the pull-up bars has been knocked aside. You immediately connect the dots.This was your fault.
Player: You feel guilty.
DM: A wave of guilt washes over you as you realise that she knocked into the table that (you think) Kim had previously moved under the pull-up bar. Just then, Kim runs up to the scene, looking for you and stops in her tracks. The non-teaching staff begins explaining how she knocked against the table, fell and it confirms your suspicions. The guilt feels unbearable, but at the same time, she would never know if no one owns up, right?What do you do?

Player: Continue running!

DM: You decide to check what caused the noise. It sounded quite out-of-place, you recollect. You nervously peek in the direction of the noise and notice something different all over the floor. Why was it white?Papers! Your eyes widen with concern as you follow the literal 'paper trail' to a person kneeling on the floor, hunched. All the thoughts about wanting to return to the rest as fast as possible vanish as you rush forward to help her, your eyes brimming with worry. As you get closer, she begins to look more familiar. "Isn't she one of our non-teaching staffs?" You remember seeing her around school moving boxes and things from place to place before. You rush to her side, lifting her up. "Omg, are you okay? What happened?" you spurt out. She chuckles at herself and waves you off, "I'm fine, I'm fine, don't worry about me." You decide you're not going to let her off that easily. You help her gather all her papers and realise that the table underneath the pull-up bars has been knocked aside. You immediately connect the dots. This was your fault.

DM: You rush back with the ball. It's probably just a couple of Victorians having fun, right? No big deal. They're waiting for you too, not nice to keep them waiting. But before that, you try to remember... which team were you on again?
DM: Your beloved team welcomes you back with grunts...of appreciation? "It's about time. What took you so long?" If they felt appreciative, they sure did have a strange way of showing it. You shrug it off, pass the ball to them and continue the game. The rest of the game goes as expected with your team demolishing Fun Timezz, even though it looks like they're the ones having more fun. Your team wins, but you begin to question if the point of the game is all about winning.But anyway, you have bigger fish to fry. Like the queue in the canteen! You want to get there before it gets too long, you know, after PE, thirsty Victorians usually flock to the drinks stall.Objective: Get to the drinks stall, quick!

Player: Own up. It was your fault, after all.
DM: You take a deep breath and after she finishes speaking, tell her the truth. She listens intently, nodding after every statement. And after you're done, she thinks for a while and says, "This is no laughing matter. I think I will talk to Mr Guru about this." Hearing this, your face instantly falls and you low-key begin to regret owning up. But, you know it was the right thing to do, so you are proud of yourself. Wait, you notice her expression changing.
Player: Wait a second...

Player: Stay silent. Nobody has to know.

DM: You successfully reach the drinks stall first in the line, leaving the horde of sweaty Victorians now streaming into the canteen. You purchase your favourite $1 iced Milo from the drink stall and quench your thirst. You grab a quick bite and spend the rest of the time chatting with your friends. As you begin to head up to the classroom, you walk past the drinks stall and notice the printer shop aunty wheeling a stack of precariously balanced cardboard boxes on her tiny trolley. "That looks like it can fall over anytime," you think to yourself. While avoiding her path, you notice Kim heading up to class. If you catch her, at least you'd have some company on the way up!What do you do?
Player: Wait a minute...

DM: You decide to head up to class to grab your towel and some soap. You do not look forward to the thought of having to climb flights of stairs. You shake your head, knowing that the feeling you'd get after will be worth it. You walk past the drinks stall, longing for a Milo. But that will have to wait, for now. As you walk past the printer shop aunty, who's precariously wheeling a large stack of cardboard boxes. "That looks like it can fall over anytime," you think to yourself. While avoiding her path, you notice Kim heading up to class. If you catch up to her, at least you'd have some company on the way up!With this in mind, you decide to...
Player: Catch up to Kim!

DM: You figure that since she looks fine now, no harm done, right? After all, if you don't tell her that it was you and Kim, she will never know. So, you pretend that this is the first time you're hearing this. "Oh no! That sounds terrible!" You say in mock concern, trying to sound genuine.Kim notices that you're not owning up and flashes you a shocked expression. She decides to take matters into her own hands and confesses. So much for trying to stay silent, right? The staff listens intently, nodding after every statement. And after she's done, she thinks for a while and says, "This is no laughing matter. I think I will talk to Mr Guru about this." But then, you see her expression beginning to shift.

DM: You see a smile creep onto her face and she bursts out laughing. "HAHAHAHHA, the look on your face is priceless, don't worry! I understand that it's natural to make mistakes. It was also kind of my fault too, for being engrossed in checking my messages on my phone." You are amazed at the turn of events. Before you can respond, she continues..."Good thing that you guys owned up. This shows me that you can take responsibility for your actions, which is reassuring. And thus, I do not think you need a "punishment" for this. Just be more mindful that your action (or inaction) has consequences."You thank her for her advice and apologise to her once again before heading back to the sheltered court. They are still waiting for that basketball. That episode went well :))Happiness IncreasesAs you walk back, you try to recall... which team were you on again?

DM: You catch up to Kim, and initially, upon seeing you she looks startled. You see her jerk backwards and you instinctively take a step backwards, just as a "punch" gets thrown inches away from your chest. You've had enough punches to your gut in the past from having startled her in the past to know to be prepared. She sees you and smiles sheepishly, "Oh it's you! What's up HAHHA" Just talking to her feels like a breath of fresh air as you go up to class.In class, you grab your change of clothes, soap, towel and head back down to bathe almost immediately. It's then, as you pass the drinks stall, you notice something.
Player: What's that?

Player: Fun Timezzz

DM: You see a smile creep onto her face and she bursts out laughing. "HAHAHAHHA, the look on your face is priceless, don't worry! I understand that it's natural to make mistakes. It was also kind of my fault too, for being engrossed in checking my messages on my phone." You are amazed at the turn of events. Before you can respond, she continues..."Good thing that you guys owned up. This shows me that you can take responsibility for your actions, which is reassuring. And thus, I do not think you need a "punishment" for this. Just be more mindful that your action (or inaction) has consequences."The guilt has returned, stronger than ever before. You're lucky that Kim had the moral courage to own up, if not...you don't want to think about it. You thank her for her advice and apologise to her once again before heading back to the sheltered court. They are still waiting for that basketball. As you walk back, you try to recall... which team were you on again?

DM: You catch up to Kim, and initially, upon seeing you she looks startled. She sees you and smiles, "Oh it's you! What's up HAHHA" It's always nice to have some company.

DM: You realise that the aunty is having a hard time keeping everything under control. You sympathise and immediately reach out to help her. You take a few boxes from her, only to realise they're much, much heavier than you thought they were. You immediately rush to a table and dump the boxes there as you catch your breath, unable to hold everything at once. You wonder how the aunty carries so much and makes it look effortless.The aunty is now having a relatively easier time pushing the trolley, and you feel glad to have been able to help. You wonder if there's any other way you could've encouraged others to help out too. It would have definitely been easier on you as well. The aunty thanks you for helping her. You flash a smile. You look at your watch, realising that there's not much time to do anything else now but go up to class :(You head back up to class for good, feeling happy that you helped out and took the initiative to lighten the load of the printer shop aunty. Happiness Increases

Player: Is that Kim?
DM: "Hey that's Kim! Is she heading home?" you think to yourself. You begin to walk towards her...What do you do?
Player: Call for Kim, she probably did not see you
DM: You call out to Kim as you run towards her. She turns towards you and starts waving excitedly. While chatting with her, you bend down and pick up your water bottle, pushing aside the piece of tissue paper next to it. You chuck the bottle in your bag and wave goodbye to Kim.While making your way to the main gate, you whip out your handphone and start to play some tunes.. Hmm which song to play?

Player: Creep up to her from the back..time to scare her!
DM: You sneak behind her like a ninja. Kim doesn't notice a thing."BOO!"Kim yelps as you scare her. You laugh till your stomach hurts as Kim slaps your shoulder."You should have seen the look on your face!!!!" You exclaim. While chatting with her, you bend down and pick up your water bottle, pushing aside the piece of tissue paper next to it. You chuck the bottle in your bag and wave good bye to Kim.While making your way to the main gate, you whip out your phone, put on your earpiece and start to play some tunes.. Hmm which song to play?
Player: CHICKEN TENDIES by Clinton Kane
DM: "Song title? Chicken Tendies. Song is about? Not Chicken Tendies. I'm confused but intrigued," you think to yourself while listening to the song.Walking out of school feels nice. You get excited just thinking about the long nap you're going to enjoy at home. You cross the zebra crossing on the way to the bus stop...then a long flight of stairs awaits you."Alamakkkkkkkkkkkkkkkkkkkkkk school so tiring still need to walk up the bridge to cross the road"You drag yourself up the stairs for what feels like an eternity. Finally, you're on the bridge. You turn to your left and a beautiful sunset greets you. Purple-yellow hues paint the sky as the sun settles down. You hold your phone out to capture the sky...... Hmmm boomerang or a normal photo?
Player: Photo!
DM: After taking a boomerang of the sky, you walk to your bus stop. As you walk towards a seat, you see a familiar face. You step forward and upon taking a closer look, realise that she looks like one of the cleaners in school. You're still not entirely sure though.What do you do?

Player: Wait a minute....
DM: Happiness IncreasesYou realise that you should have probably thrown the tissue paper that was on the floor previously. You go back and pick it up, choosing a tune along the way.Which song though?
Player: Talk Like That by Wallows
DM: Happiness Increases"This song is such a bop. Funny enough their main vocalist kinda looks like the guy from the movie Baby Driver" you think to yourself.Walking out of school feels cathartic. You cross the zebra crossing on the way to the bus stop.......then a long flight of stairs awaits you"Alamakkkkkkkkkkkkkkkkkkkkkk school so tiring still need to walk up the bridge to cross the road"You drag yourself up the stairs for what feels like an eternity. Finally, you're on the bridge. You turn to your left and a beautiful sunset greets you. Purple-yellow hues paint the sky as the sun settles down. You hold your phone out to capture the sky...... Hmmm boomerang or a normal photo?

Player: Boomerang!

DM: Happiness Increases"I wonder who hurt the guy that wrote this song......time to emo," you think to yourself.Walking out of school feels cathartic. You cross the zebra crossing on the way to the bus stop.......then a long flight of stairs awaits you"Alamakkkkkkkkkkkkkkkkkkkkkk school so tiring still need to walk up the bridge to cross the road"You drag yourself up the stairs for what feels like an eternity. Finally, you're on the bridge. You turn to your left and a beautiful sunset greets you. Purple-yellow hues paint the sky as the sun settles down. You hold your phone out to capture the sky...... Hmmm boomerang or a normal photo?

Player: Take a seat first....it's probably no one, she's not even wearing the cleaner's uniform
DM: As you are unsure of her identity and do not want to embarrass yourself, you sit down a fair distance away from her and take out your phone.You keep scrolling aimlessly until you receive a text.A bus arrives and you look up to see if it is yours. Alas, it isn't. However, you get to take a closer look at the lady as she stood up."That's the cleaner from my school!"Before you could greet her, she boards the bus. Not to worry! At least now you're aware that she's the cleaner and you can possibly strike up a conversation with her the next time you see her. It'll definitely make her day :)Well now, it has been a long day. However, you feel content with all the meaningful interactions you've had today.
Player: Day review!

Player: Stitches by Shawn Mendes

Player: Take a closer look.
DM: You took a closer look and realise that it's one of the cleaners from school. You are surprised. You look at your phone to check the time - it's already 6.30 pm! You didn't know they end their shifts so late in the evening. You glance over at her once again and happen to make eye contact. What do you do?

Player: Take a closer look...is that one of the cleaners from my school?
Player: Strike a conversation with her!
DM: You find out she hasn't eaten dinner and that she's on her way to grab some food. The conversation ends as her bus arrives. You wave goodbye to her with a big smile on your face. It has been a long day. However, you feel content with all the meaningful interactions you've had today.

Player: Take a seat first.

Player: Nod and smile at her!
DM: She smiles back. She waves goodbye as her bus arrives.It has been a long day. However, you feel content with all the meaningful interactions you've had today.

DM: Then you headed to the...
Player: Town Square
DM: The square was empty save for a few townspeople and of course, the gallows.A tall wooden construction with a trapdoor, this was where Jordan Nickler and many others were hanged. Perhaps something about the town seemed off to you, maybe it was the lack of people or a faint rotten smell running through the air. Either way you decided to...
Player: Examine the gallows directly
DM: You walked up to the stage and looked around at first. Two things stuck out, a baseball lying on the ground nearby and a hemp rope still dangling in the air. It's still in the shape of a noose, looks like the hangman didn't have time to untie it for some reason.
Player: You then talked to the few people around
DM: You asked around. Got a few answers."Ah, there was a hanging yesterday but a few people claimed to have seen the ghost of the executed." One mother told, "Almost the entire town refused to go near here after that. The superstition! Don't believe a word of it."Another put it, "Yesterday a boy hit a hangman with a baseball. After that the guy grabbed the boy and took down the corpse of the guy he had just executed with him. Real fast too, almost seemed like he was in a rush. After that though, the boy went missing and so did the hangman. 'Guess some people got spooked by that."A very dramatic old man even told you, "They must all be at the mine! There was an explosion earlier, if anyone's in there they won't last much longer with the air inside. Poor guys..."

DM: You tell Saiki you'll leave him alone."Good." He points toward a hole in the wall you didn't see before. "Go that way. It's the only way out that doesn't involve Grell."
Player: Crawl through the hole
DM: The hole slants down. Eventually you are sliding. You probably slide for hours until finally arriving at the bottom . You seem to be in a dark underground prison. There are empty cells lining the walls. You realize you're in one of the cells. Someone else is there too.A big buff dude with a blindfold on over his scarred face. He must've heard you fall into this cell with him. Or maybe he didn't?
Player: Say hi
Player: Be confined

DM: Progress ReportVictorian #001You've just gone through a day in the life of Alex Tan. There were many different pathways, many choices. Some significant, others not-so-important. Yet, out of the 10+ possibilities of happiness levels, you ended up here. Now, we would like you to forget about the happiness level. Yes, you read that right. As you ventured through the school day, facing various different choices and dilemmas, have you ever thought of the implications of your actions? Did you consider slowing down to observe the effects of your actions on the people around you? For instance, when you leave your drink behind, did you consider who might have to clean up after you?But, obviously, it's not that easy at times. In the heat of the moment and all the excitement, we can get so caught up that we forget to take a step back, to look at how our actions affect the people around us, especially the non-teaching staff. Now, the next time you feel excited and almost out-of-control, take a breath and look around :) The "happiness level" in real life is not so straightforward. Prioritising your own happiness isn't the only way to derive satisfaction and happiness. Acknowledging people around you and helping those in need can also make both you and them happy.Thank you for playing, and we hope you took away a thing or two! Do discuss your thoughts with your friends. Have a great day ahead :)Have any feedback? Kindly provide it using the Google form below!https://docs.google.com/forms/d/e/1FAIpQLSfrBmt-0ZOSqlJ_oRJIiD22dGjAh23Y2VZx5rQhIiVgVlV1nQ/viewform?usp=sf_link

DM: Robinson gets up and decides to search the island for anything that can help him survive. His main goals are to find food, water, and shelter. Robinson knows that he cannot drink the sea water unless he boils it to remove the toxins. He starts to search throughout the jungle, finding berries and collecting wood he can make a fire or a shelter with. All of the sudden, he hears a noise.
Player: Stay and Look
DM: Robinson decides to stay and look which turns out to be a terrible idea. He doesn't see anything at first, but then the sounds become louder and louder. You then notice something beige and large coming closer to you. At the last moment you realize that it is a puma!
DM: As soon as Robinson begins to run, the large puma tracks him down with ease. The puma leaps and takes Robinson down and mauls him to his death. Better luck next time!

Player: Search the Clock
DM: You walk over to the grandfather clock.It ticks steadily. It's nearing evening, now. You can hardly believe it hasn't even been a full day since Adonis approached you in the forest. It feels like lifetimes ago.You swear that you will have your vengeance before the clock strikes midnight.

DM: Something nudges you awake. You rub your eyes and lazily peer through the gloom of your bedroom. There's a man standing over your bed, staring at you, unblinking. A few moments pass, and he still hasn't said anything.
Player: "Um, hello?"
DM: "Hello," the man says in a gravely voice. He continues to stare. As your eyes adjust to the darkness you notice he appears to be wearing a ridiculous amount of weapons and equipment on his person. He has a revolver holstered at his waist, a crossbow on his back, a vest full of ammunition, and a wooden stake in his hand.

DM: You shut your eyes tight and pretend to be asleep. He appears to fall for it.A few more silent moments pass, and then the man begins to speak in a low, gravely voice: "This night is your final night, fiend of Satan, spawn of the devil."
Player: Continue pretending to be asleep.
DM: The man continues:"You shall be put in your place, finally, and at long last. You'll go into an endless slumber, your soulless body burned, and the world will be safe once again."
DM: The man continues speaking, and you feel a wave of air as he quickly raises something in his hand high above his head."And it shall be *I* who puts you down for good, like the vile, rank animal you are!"
Player: Leap up and bite him on the neck.
DM: You leap up out of bed with superhuman strength, taking the man by surprise. He drops the wooden stake he was holding and screams as you sink your teeth into the side of his neck, ripping a deep wound there. He suck blood away with all your might, draining him. He clutches at his neck and flails his arms at you. But it's no use.You drop his body to the floor, drained of energy and blood, a husk of it's former self.That was merely a snack before the main course. There is more to come tonight. Much more...

Player: "Going hunting?"
DM: He nods his head and says, "Yes, I've been hunting a vampire for a long time now."
Player: "Can't you go hunt somewhere else?"
DM: He shakes his head. "No, I can not.""Why not?" you ask."You are the vampire I've been hunting."
Player: "You caught me; I'm a vampire." (lie)
DM: You raise your arms in a mock surrender, a sly grin on your face."Thought so," he says, and promptly shoots you in the chest, sending your blood splattering against the wall behind you.

DM: "And now it is time for you to end!" The man slams something sharp deep into your chest with a great force. Your eyes shoot open. You squirm around a little in your bed, choking on blood, before expiring pitifully.

DM: He looks down at himself, as if he's surprised to see how well armed he is."I'm hunting a vampire," he says.
Player: Leap up and attack him.
DM: You leap up out of bed, jumping high above his head, and landing behind him.He turns around quickly, mouth agape at your acrobatics. You grab him by the throat and lift him off his feet. He makes gurgling noises as you choke him with a single, powerful hand. You bring his neck to your mouth, bite down hard, and drain him of blood. Once he's empty, you toss him aside. His body impacts against the wall, shaking the room.He must be new at this.

Player: "And, uh, where would that vampire be now?"
DM: He points at you."Me?" you ask.He nods.

DM: With some effort, the little metal door pulls open with a loud, ear piercing squeal. Inside is a fresh bottle of water.
Player: Pick up the water bottle.
DM: You pick up the water bottle and put it in your pocket.
Player: *splish, sploosh*
DM: You enter a small room with a little metal door on the very center of the back wall. The door is covered in rust. The handle looks as if it was reattached with shiny new screws recently.The only way out is the way you came from.

Player: "But I'm not a vampire!"
Player: "WAIT! Isn't there no other way?!"
DM: He considers you for a moment. "Hmm," he says. "Would you be interested in a game of logic?"You nod your head."Very well." He opens up the sack he was carrying with him and rummages through it. On the nightstand next to your table he places two cups, which he fills with wine. Then he takes both cups and turns around, doing something to them. Turning back around and facing you, he places the cups on the stand, one in front of him, and one closer to you."I have two cups of wine here. One contains a very dangerous and very fatal poison. And the other does not. You can choose to either drink my cup of wine, or your own cup of wine. We will toast, and then drink at the same time. What say you?"
Player: Drink your cup.

DM: You make a move for your phone, but a clicking sound stops you. You turn around to see the man holding up a revolver, training it on your heart."I wouldn't do that if I were you," he says. "These are silver bullets - your one true weakness."
Player: "My only weakness is fire. I think I'm allergic."
DM: "Fire, you say?" the man says."Yep, fire.""Then you can't be a vampire, right?"
Player: "No, I'm a human."
DM: "I should drive this stake through your heart right now for trying to weasel out of this one. Like any good hunter, though, I have a keen interest in my prey."

Player: "My one true weakness?! My one true weakness is ANY kind of bullet!"
DM: "Oh, really?" he says, lowering the gun. "They don't have to be silver?"

DM: But Cantaphrax was in no moodTo once again delay his goalAnd so his mind, before so shrewdSubmitted to his raging soul.He cursed and spat at Lady JaneWith all the kindness of a troll.The Princess in her heart felt painTo see her savior so transformedInto this angry thing. In vainShe sought to calm the mighty stormErupting from the once-wise MageReduced now to pathetic formBent over with impatient rage.The spittle flew from out his mawHe looked more fit to fill a cageIn some menagerie with strawTo be his bed and hate his feed.As minutes passed the Lady sawThe Mage begin to shrink, indeedUntil with every frenzied cryHis human nature did recede.Till soon enough he was a flyWho could do naught but buzz aboutBut wait, what's that, you ask me why?There is in my mind little doubtThat we can blame his rage and hateFor how old Cantaphrax turned out.
DM: All around you the inn bursts into applause. The bard bows low before clambering down from his table and slipping out of sight. No one was quite expecting that ending, strange as it was, and no one is likely to forget it either. You chuckle at the abundance of flies buzzing around the crowded room, landing greedily on sweaty heads and tankards of ale. Perhaps some of them were once great wizards, too. The atmosphere is warm and all eyes are friendly, everyone eager to prove he is not likely to collapse into a raging insect at any moment.After a couple hours of talk you go upstairs, still half singing the last drinking song and reveling in your happiness. Nights like this don't come along often, especially for travelers like yourself. Come morning you're still whistling, and though your forget the bard's exact words, you walk with a spring in your step from that night forward. Each buzzing fly reminds you of the cost of foolish anger.

Player: You ignore him
DM: You decide to ignore him. You've done everything he's asked so far, so why won't he leave you alone?! Dean suddenly stocks over to you, his eyes glowing red at your defiance. "Did I or did I not call you're name?" He yells at you.

Player: "What proof do you have that I AM a vampire, hmm?"
DM: "Enough," he says. "I tracked a vampire to this exact spot, and you're the only thing that's here, so now you must die." He fires several rounds into your chest, then jams a wooden stake down into your heart. Curiously enough, you do not turn into dust. So he pulls apart your body just to make sure that you're dead. This takes long enough for the cops to arrive and catch the vampire hunter hacking you up into little pieces. They arrest him, but all the while he's screaming, "No! It's a vampire! Let go of me! You have no idea what's going on!" Down at the station, shackled and cuffed, they do a background check and identify him as an escaped patient from a mental asylum on the other side of the country.Read into that however you wish.

DM: Correct. Which is the best option to manage the pest that has infested 80% of the boulevard Oaks, and is spreading?
Player: Ground/aerial BTK spray
DM: Great job! You have kept up your reputation as the provinces top entomologist. The ministry has asked if you will assist them with the ever-growing Mountain pine beetle epidemic. Before they will let you into their select group of entomologists you must answer questions to prove your knowledge of the beetle. Question 1: What 3 factors contribute to make the "perfect storm" for an outbreak?

DM: "Wow! You don't mess around!" Cedar seems very proud of your selection. I assume this is bad for you."The Eukaryotes have a cell nucleus and membrane enclosed organelles. These are different than bacteria and can be either unicellular or multicellular. Please choose from these Eukaryotes!!"
Player: Fungi

Player: "That's werewolves, you dolt."
DM: "Oh, that's strange," he says. "I could have sworn that silver bullets in particular could kill vampires." He shrugs. "Oh well. Thanks for giving me that bit of information, by the way. It's good to know that I'll be able to kill any of your undead brothers with normal, lead bullets. As for you-" he raises the gun and points it at your chest. "-You get the special treatment."Your eyes widen in fear. Too shocked to speak, you can only watch as his finger eases over the trigger. There's a click, and then a bang, and then blackness.Boy, is he gonna be embarrassed when you don't turn into dust!

Player: "Oh, I'm something MUCH worse..."
DM: You rip off your covers, revealing the rest of your horrible body. You slowly stand, raising up above the vampire hunter by two feet, your twenty-seven horns scratching the roof. He stares at you in shock as your many tentacles uncurl and your scorpion-like tail unfolds. Your large, leathery wings stretch and fill the room, and a great rumble issues from your throat."N'GTHA FHAGTN CLEE!" you say in your native tongue. You can tell that the vampire hunter is going mad just by laying eyes on your magnificent form. You extend three of your hands towards him, just to scare him a bit for fun.He backs away in fright to the far wall, and manages to sputter out, "What kind of horrible monster ARE you?!" You can feel his mind slipping away into madness. "BRG'TRAGTH TG'OTHIS!" you offer. He just screams, and you laugh a deep, horrible laugh.Yog-Sothoth is going to have to hear about this!

DM: "You're not? Then what are you?" he asks.
Player: "I'm just a normal human, you mad man!"
DM: "I should drive this stake into your heart right now. You're trying to deceive me with trickery, vampire!"

Player: "Why would a vampire be sleeping at night?"
DM: "Good point," he says, and his shoulders slump. He sits down at the side of your bed, dejected. "Damn. I was so sure that there'd be a vampire here. They said at the academy that my tracking skills were top-notch; that I was a natural! And I followed what I thought was a vampire's trail to this exact spot." he jabs his finger at your bed with the three last words. "But now I can see that I'm a failure. My first vampire, and I couldn't even track it properly." He covers his face with his hands, and you aren't quite certain, but he may be crying.
Player: "There, there."
DM: He wipes his face and says, "You're right. I need to stay strong and alert. I'm terribly sorry for all the trouble I've caused; breaking in through your window... knocking your dog unconscious... bothering you...""What?""But I've got to get back out there and find a new lead." He stands and fixes his clothing. "Um, I don't want to impose further or anything, but could I bother you for some coffee?"You roll your eyes and get out of bed. "Come on," you say, walking to the kitchen. He follows and sits down at your table. Over coffee the two of you discuss many things, mainly his training to be a vampire hunter. He was a postman before he got into the whole undead business. You find most of his stories of studying vampires in Rome actually quite dull. You yawn, and he sees that he's keeping you up. He gets up to leave. "Well, thanks for the coffee and everything.""And thank you for not killing me."he nods and smiles. "Farewell," he says, before climbing back out your window.***

Player: No one else could have put water on there

DM: Iselica pulls a key from her purse."That was a beautiful ceremony, Arakhan. You have earned this."She presses the key to the Northern Gate into your hands."Thank you," you say."Yes," she says, "Now go, Arakhan. Go, and avenge Lyestra. I believe that you have the power to do so."You nod at her solemnly."I will," you say, "Tonight."With the key in your hands, you march northwards, towards the Northern Gate, away from the Mansion--and towards your Vengeance.
Player: Prepare Yourself
DM: You finally have a key that will open the Northern Gate.There's no time to delay. You've promised to avenge your village, and avenge it you shall.You know that the ones who destroyed your town--the goblins, and their leaders--are all camped just beyond the Northern Gate.It might be suicide to try to face them alone, but you know you have no choice.If you don't assassinate their leader tonight, they will surely regroup and finish the job of destroying Lyestra tomorrow.You steel your courage, and then head towards the Northern Gate to face Joad.

Player: "This was your first vampire?"
DM: He nods. "I'm a complete failure, but I need to stay strong and alert. I'm terribly sorry for all the trouble I've caused; breaking in through your window... knocking your dog unconscious... bothering you...""What?""But I've got to get back out there and find a new lead." He stands and fixes his clothing. "Um, I don't want to impose further or anything, but could I bother you for some coffee?"You roll your eyes and get out of bed. "Come on," you say, walking to the kitchen. He follows and sits down at your table. Over coffee the two of you discuss many things, mainly his training to be a vampire hunter. He was a postman before he got into the whole undead business. You find most of his stories of studying vampires in Rome actually quite dull. You yawn, and he sees that he's keeping you up. He gets up to leave. "Well, thanks for the coffee and everything.""And thank you for not killing me."he nods and smiles. "Farewell," he says, before climbing back out your window.***

DM: Sebastian chooses to enter the depression to the south and to her right. The pit is filled with mud and gook. It does not smell pleasant and could quite possibly be used as a excrement pit. the bones of many creatures both animal like; boar, horse, dog, and goat intermingle with bones that are more decidedly humanoid; goblin, hobgoblin, and human. This is not a good sign by any means.However, despite the foulness of the pit, perhaps there is something of value in the cesspool. It might be an agonizing swim in shit but it might bear 'fruit'...
Player: Head back North
DM: Forging Ahead, Sebastian follows a natural corridor leftwards that soon arcs gently rightward. the corridor is cool and has dripping moisture that has accumulated on the ceiling. The puddles on the floor are covered with moss and the sides have semi-lucent lichens sticking to them glowing somewhat softly.Sebastian has seen things like this before and clutches her crossbow awaiting danger.She finds none by the time the corridor splits. She hears grunting and snuffling noises to the South and other noises to the East, like wind blowing through the tunnels. A sign that she is near an exit.
Player: Forge Ahead

DM: You take your cup and he takes his. The two of you clink your glasses together. "Cheers," he says, and smiles. You both knock back your drinks, then place them on the table. "Well played," the vampire hunter says."Did I win?" you ask."What? No, my friend, you didn't.""Then the poison was in my glass?""Actually, the poison was in both our glasses. So no matter which one you chose, we would both die." His voice is getting distant, like he's talking to you from the next room."Why would you do that?""Because I saw you were clever, and so decided that no logic game of mine could fool you. The only way to truly make sure you would die was to poison both glasses, thus sacrificing myself in the process." Taking a look at him, he appears to be feeling just as queasy as you do. Your vision blurs. He smiles weakly and squints at you. "This is the end, brother. Tonight we parish together. If you really are not a vampire, then I will see you in heaven..."You both slump over, dead. What comes next is not part of this story.

Player: "No Thanks", and put a dollar in
DM: You decide to put a dollar inYou put a dollar in the machine, but it doesn't work and just takes your dollar. Number 2, still standing there, offers to get you a Mystic for 85 cents. You decide to give it to him.He lays on the floor, reaches his hand up the machine, and uses his keys to open the grate. It beeps a little, but no louder than an alarm clock. He sticks his entire arm up the machine and grabs you a Mystic. You take it from him and open it on up. You drink a few sips of it and realize that it tastes like CRAP! It is so bad, you end up giving it away. What would you like to do now?
Player: Check out other vending machines

DM: You pass beyond the boundaries of your camp, to deep within the forest.
Player: Hunt the Small game.
DM: You have just had your FIRST victory as a hunter!

DM: To what once gave her light.You tried to bring it back in chats.Though she relentlessly spat.you guess you couldn't blame her.What could you do to see her smile.You give her a hug."Do you still love me?"She shrugs you off.
Player: Begging
DM: You beg and beg.She would not listen.Things took a turn for the worse.and she got beaten.if you were coming through it was surely dead.How close you were if you were just calm like her mom.Her mom was her idol.She was her doll.but where did that leave you.Better if dead.

DM: "So you ARE a vampire?" he says, stroking his beard."Yep.""Any reason I shouldn't kill you right this moment? Don't you have something you can offer me for your life?"
Player: "Um, I can make you a vampire..."
DM: He scratches his beard. "Is that so?" he asks. "Well, now I'm intrigued. That's a lot of power to have, and no one would ever suspect a vampire hunter to be a vampire, now would they?" He ponders for a moment, then looks at you again. "Can you explain it to me how it works?"

Player: Back to bed.
DM: You get back under your covers and try to drift off to sleep. It's difficult, what with drinking all that coffee. Plus, the vampire hunter left the window open and it's kind of chilly in here.You're about to drift off to sleep when you hear a voice as cold as night and as sharp as a knife drifts through the air. "Tttthhhhaaaannnk yoooouuuu..." it says. Something moves underneath your bed.You shudder. Where's a vampire hunter when you need one?

Player: "Inconceivable!"
DM: He raises a hand to silence you. "We have no time for anything else, vampire. Either you choose a cup, or I kill you."
Player: "I accept my fate."
DM: He nods. "You are an honorable opponent, vampire. I shall give you quick and painless death."He drives a stake into your heart with all the force he can muster. To his surprise, however, instead of turning to dust like a vampire should, your body dissolves into glowing powder. Your immortality ended, and your consciousness gone forever, the vampire hunter still approaches the remnants of your body with caution. He feels the powder between his fingers, and then sniffs it. It smells like nostalgia and dreams. He tastes it, and it heals the canker sore he's had on his lip for the past month near instantaneously. "Remarkable," he manages to utter, completely in awe. He quickly gathers up the glowing powder and fills a sack with it. He leaves your bedroom through the window he came in, and returns home. A week later he quits the vampire hunting business to travel the world, healing people of their ailments for free with the mystery powder. Centuries later, they still tell the tale of the healing powder that cured a million people before finally being depleted. Where it came from, no one knows. The vampire hunter kept your existence a secret.And the rest, as they say, is history.

DM: There is no doubt in your mind that Barnabas is the werewolf. This is the moment you have been waiting for. It is time to put an end to your crusade. It is time to put an end to the werewolf's reign. Using the cover of the dense pine trees and the rapidly decreasing light levels, you hide yourself behind a raised mound of earth. Making sure your musket is loaded; you fix your gaze on the cabin and wait for Barnabas to emerge, as man or beast.
DM: The night is dark, but it is also cold. Frigid air swirls around you, piercing your bones. Determined not to give yourself away, you curl up, and pray that Barnabas leaves the cabin soon. Each icy breath you take drives a splinter of pain into your chest. Your vision is beginning to blur.

DM: You read Foster's grave:"COLONEL AUGUSTUS FOSTER OF HIS MAJESTY'S NINTH NORTHUMBERLAND FUSILIERS, DIED BY HIS OWN HAND ON BLACKSEA ISLAND, 25 DECEMBER 1920."You consider the plain stone slab for a few moments and then turn away.

DM: You place your meal down on the table. Now all you need is the drink. You take a look in the fridge. There's some milk, orange juice, cranberry juice, or you can have just water.
Player: Water (How Plain)
DM: You swallow and slurp down your meal. Delicious. What now?
Player: Do the Dishes
DM: Ok, time to do the dishes and listen to mom. You place the dishes into the dishwasher and turn it on. You did what mom asked. Yay! Now what?
Player: Breakfast
Player: Froot Loops OOO

Player: Need a hint? (lose 5 sec)
DM: Assuming you had the poem written down somewhere, I have only one piece of advice. Look closer at the poem. Is there anything in there that can help you find out which direction to go?

DM: Val; "Maybe, this is all real. Maybe the world you knew is the dream. Maybe, this is the afterlife, and you're finding your way back to life before your body and soul have been separated for too long and your body dies, leaving you trapped here. And maybe...just maybe... This Is All A Dream. But that's for you to decide." You; "So, this door, if I go through it, I get out of here and reunite my body and soul, or whatever?" Val; "Pretty much" You; "And you're helping me because..?" Val; "Because you'd do the same for me." I wondered; what did she mean? I sensed I wasn't going to elaborate, and decided to leave it. After all, she was right. Maybe this was all just a dream.
Player: What brought you here?
DM: Val shudders. Val; "When I was a... Before, something happened. Something bad." She winced. Val; "Anyway, one way or another, I ended up here." Val; "All I know is that I'm doing good here. And that's why I'm helping you get your life back, kid! So let's go!"

Player: "It's a lot like sex..."
DM: "Sex, you say?"You nod your head. "Turning someone else into a vampire is the vampire equivalent of having sex."Are you a boy, or girl?
Player: Boy
DM: The vampire hunter seems utterly disgusted with this idea. "Forget it," he tells you, and swings a wooden stake down into your heart with a massive impact. You turn to dust, and the rest, as they say, is history.

DM: Spooky. You take shelter in the virus. No one sees you. However, some biggies come along, trying to battle. They try to feed the virus, but feed you instead- too much. You pop and are eaten by one of the biggies.I guess that's karma.You can end the game now or press "Beginning" to restart.
Player: Beginning

DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)Aaac...
Player: G
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaag...
Player: G
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaaag...
Player: E

DM: You are standing in a large cavern, with a particularly sharp stone in your pocket.Where there were once hundreds of villagers, playing and laughing, now there is only a cold chill on the back of your neck.You take stock of your surroundings.Against one wall of the cavern, there is a large wooden chest. It looks very official.There is a pile of rubble and debris off to your right.To your left, there seems to be a patch of brightly colored, purple mold growing on the cave wall. Very strange.And in your head, you hear a voice.....or many voices....whispering."The chesssssssttttttt.......""Avenge ussssss, Arrrrakhhhhannnnn........."What will you do?
Player: Inspect the Wooden Chest
DM: You go over to the Wooden Chest against the wall, and try to pry open the lid.No luck. The Chest is, naturally, locked tight.You hear the voices again....."The keyyyyyyy, Arakkhhannnn......Find usssssss the keyyyyy........."
Player: Return to the Ghost Cavern

DM: You decide to look for Grim. The guard did say everyone in your section. You walk up and down the area, searching for Grim's face. You don't find it. That's odd. Since he slept in your block, along with all the other workers, why isn't he here?
Player: Talk to the old woman you work with
DM: You decide to get some info from the woman you work with. You'll work slower, but that's okay."I was taken in a day after the dead got into Oregon," the woman says as you work. "They rounded us up, and told us we weren't free spirits anymore...""Yes, but do you know of a way out?" you coax. The woman's face goes dark. "There's no way out. Please don't try. If they catch you trying to leave, death is the best outcome. More likely, they'll starve you, or beat you, or feed you to the zombies..." she trails off. It seems as though this happened to someone close to her.

DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.> Quel est votre prénom ? (10 lettres maximum ; les voyelles sont au début de la liste)Aaae...
Player: G
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.> Quel est votre prénom ? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaag...
Player: L
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.> Quel est votre prénom ? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaaal...
Player: T

Player: Girl
DM: He eyes you up and down, taking in your body. "Very well, then," he says to you. "Shall we begin?""Yes," you say. "Come closer." He sits on the bed with you, and you embrace him, beginning the ritual needed to change him over.***He lies in bed for weeks, sick from the change. But when he recovers, the two of you spend your immortal days drinking blood, terrifying humans, and making love.

DM: The faceless man jumps at you, trying to wrap it's fingers around your throat, and you push it's hands away.
Player: KICK
DM: Where do you want to direct your kick?
Player: SHIN
DM: You kick the shin of the faceless man as hard as you can, causing it to retaliate in the same way. You feel the warmth of blood trickling down your leg. The boots that kicked you were metal toed. The pain of the kick causes you to fall against the wall, holding up your fists to defend against the attacks.
Player: PUNCH
DM: Where do you want to direct your punch?

DM: You may be holding that pen there for awhile. Try again!
Player: Allergic Reaction 2
DM: So, you believe that your friend's reaction is due to an allergy to peanuts. He tells you to use the epinephirine pen that he carries with him. How long should the pen be held against his thigh? A) About 5 seconds B) Until he feels the injection, or 15 seconds C) About 10 seconds D) Until he recovers from his ailments
Player: D

DM: Celina says, "Correct, weirdly enough. Okay, one last riddle. You know that you will be going up against a powerful opponent, who will kill you unless you take extreme measures. You want to sabotage them, but there are six rooms, and you don't know which one is your opponent's. You can't sabotage them all, because then somebody might notice and alert your opponent. Each fighter has a name, fear, way of locking their room, strength, and favored weapon. You do know that your opponent's room is the one with the deep fear of needles, and the following facts: Tilvum uses a barricade to secure his room. Glot's fear is genuine human connection. Paruis' strength is that he is sneaky. The room with a knob lock is on the left room with the lever lock. The person with the knob lock is very fast. The person who favors a sword is deathly afraid of the sight of their own blood. The person with the padlock favors a bow. The person in the center room is very strong. Talam has the room farthest to the left The person who uses a spear is in the room next to the one who is afraid of the dark. The person who is afraid of heights lives next to the person who uses a bow The person who uses an axe is very perceptive. Nhidar uses a net. Talam is next to the room with a deadlock The person who uses a spear is next to the person who is extremely smart. So the question is, what type of lock does your opponent use so that you know how to bypass it? Good luck with this one." Celina is taking a great deal of pleasure in your horror at the length and complexity of the riddle.DeadboltLever lockPadlockKnob lockBarricadeLeave
Player: Padlock

DM: The night thrums with energy, drawing Nora in. Without any conscious thought, Nora is dancing around the fire amongst the boys, chanting along with them. As she twirls around, she sees Ralph and Piggy dancing too. Rain begins to fall.Nora hears a thrashing through the trees but continues dancing. A thin, frail man who must have been nearly 40 years of age stumbles into the circle. For a brief moment, the group pauses and blindly stares in silence."Kill the beast! Cut his throat! Spill his blood!" the group chants as they dance wildly around the man."Do him in!"The man tries to get away. As he inches down the beach, all while attempting to say something. The chanting drowns his voice out. He trips over rocks.Nora and the boys descend on the man, tearing with tooth and nail. Winston Smith's corpse washes away.
Player: Nora runs away along the beach
DM: Nora sprints as far as she can, feeling like her mind is on fire. Rain continues to pour down.MurdererMurdererMurdererMurdererMurdererMurdererMurderer!The accusatory whispers torment Nora.Ralph finally catches up to her. Piggy joins them moments later. Lightning flashes in the distance."Nora, are you alright?""What just happened?"MurdererMurdererMurdererMurdererMurdererMurdererMurderer!Nora clutches her head in agony. Lightning strikes at the top of a hill in the near distance.Ralph has a melancholy answer to her question, but Nora does not hear it.A rock is loosened from the strike and begins to tumble down toward them.Nora starts to look crazed. The rock quickly approaches.The entire episode only takes a few seconds, but to Nora, it feels much longer.With the rolling rock dangerously close, Nora shoves Piggy into its path and jumps out of the way. Ralph weeps for the end of innocence, the darkness of man's heart, and the fall through the air of a true, wise friend called Piggy.

DM: You're a murderer.Running head first into that place and blasting everything to hell. Raiding the detention center just to get a few kills on those who raped and pushed your crush to suicide doesn't seem like a good idea after all. You're not even her type to bother, you should just have left them rotting in jail instead. Now you got yourself rows and rows of police forces chasing after you and there is no such thing like a way back. You're brown bread to the eyes of your loved ones now, and you gotta make a run for it. Whenever you see a turn, you can only hope that it doesn't lead to a dead end.That phone call should have never reached you. Crazy love, you blame all the things you've done to it. It forced you to flee your office, turned your mind into a madman and put that thing on your hand. After that, it was only chaos. You were gonna going to end your life when the flame inside died out...but didn't...and you still can't find the courage."PULL OVER!!! PULL OVER NOW!!! DO YOU HEAR ME?!! I'M GOING TO SHOOT YOU!!!"They finally talk with bullets huh? Maybe you should focus on stepping on the gas instead of having random flashbacks.
Player: Okay, turn on the gas. No need to get touchy now.
DM: The pedal is being extremely abused by you as your vehicle blows off blindful storms of broken leaves and dirt back to your pursuers. Every turn you make equals a nightmare, your eyes cannot keep up with what in front of you anymore. You pray for the safety of the tires as well as yours. Nothing but speed and gunshot keep you stay intact with the world.Shreeekkkk!!! The glass door from behind has gone down!'These cops!...This some kind of game to you???' You think, making a zic-zac move to dodge another straight shot. You can't afford to panic, anything but that. Hot and cold sweats mixed together run along your forehead and down to your lip, a salty taste quickly dominate your saliva. *Gulp*The tires are still normal, that was just a lucky shot...but a warning that you should step up pass the limitation!!

Player: Keep going, man!
DM: If the cops caught you, you would spend your whole life in prison. No, you would have the honor to fry your ass on the chair instead! With that thought in mind, you stop at nothing to get a straight pass in your line of view. Eventually, you start to crash into one of the trees and cast them aside.You've gotten very deep into a strange place, the risk of hitting dead ends is throttling your head and your hands're getting worse at keeping the steering wheel stable. It doesn't take very long for you to start losing your mind. And the glass-busting pistol they use is pretty damn good at fucking up your car. Oh baby, right now the tires are your hope and dream. You've forgotten all about your crush, the only thing you care about now is your life, your own life!!! And your damn buggy! Depressed and giving up on life? You would never!Unfortunately, you should never...never ever speed your car in an unknown territory. In about 4 minutes, you end up screwing yourself by rolling over to an impassible hill...and then cliff. The fireworks are very astounding.Y.O.U F.A.I.L"...I really can't concentrate well today, maybe next time." You speak to yourself as you enjoy the nice view hanging from a lovely branch, such an odd behavior for a lucky guy.

DM: You throw the crystal ball at the aliens and they are instantly vaporized. Free from their clutches, and the world being saved, you and the mystery man are teleported back into the vortex, safely on your way to your own time. It is morning when you get back, and your paper is due in the next 15 minutes. The mystery man tells you he can do the following: 1. He can fix your computer, but it'll take the entire day 2. The computer will be fixed, but anything you type on the computer, and words in your paper will show up as "buffalo" 3. He can fix the computer, but your paper and other files will be lost. Which one will you choose?
Player: Option 3
DM: After all this, your files have been lost. You should've just taken that nap, huh? Play Again?

Player: The Sea of Water
DM: Far beyond the mountains of old,There lies a marsh that the dead know.This is the Sea of Water, deadAnd forgotten are its people,Far from the lands that the Men know.The Sea of Water: the dead's home!The willows wept as The Wanderer found himself at the Sea of Water. No water here was fresh, all was rank and dirty. Little sprouts of dead grass shot up from the water. Perhaps some far off animals were heard, but none dared venture too close to this Sea.The Wanderer saw Death on his ferry near a large lake. Death called to him:Wanderer! Wanderer! You wish to cross?For your soul I may bring you to the snake.Your soul will do; that, or ten thousand gold!
Player: Turn back
Player: The Sea of Snow
DM: Three wolves blocked The Wanderer's passage. They sang:Blood and gore,Teeth and claws, That is what we are!
Player: Turn Back

Player: The Empty Village
DM: The commoners all either died from the plague or left these lands long ago.Thatched cottages lie in disrepair. Some resemble nothing but rubble, a spare few stand strong, and others have collapsed roofs or broken walls.The earth has reclaimed the bulk of the fields on the outskirts. Shrubs and small trees grow in the untilled soil. Only a lone scrap of land remains plowed. The sparse bit I work by myself.

Player: Take the Ferry
DM: In the land of Man's death,The tombs go on forev'r.The Wanderer stood at the crest of a hill and looked down at the tombs of Men. There were thousands, millions even. And each one held a body that was to be devoured by the snake. The Wanderer could see it, slithering among the graves, singing:This is my land,This is the land of snakes in grass.This is my land,This is the land where Men are ate.This is my land,This is the land where I eat them!And then it would laugh, a horrible, slithering noise. The Wanderer stepped towards the snake.It did not see him.The Wanderer stepped closer to the snake.It did not see him, but it did devour a nearby Man's body.The Wanderer realized that because he was not dead, the snake could not see him. He swung Witlant and cut off its head. A body rose from behind it, then another, then another.Free us!Free us!Free us!Touch the grave and free us!
Player: Walk away
DM: The Wanderer turned away from the crying dead Men, going onto other adventures.

DM: Tick...tick...tick...You've been staring at your watch for nearly an hour and there isn't any sign of stopping. Normally you'd take a shot to calm your nerve since you deciding to enter the bar but the mood here failed to meet your taste. It's too quiet, too eerie at the time. Maybe it has something to do with the place itself as the bartender doesn't particularly enjoy any conversation with visitors just like you.Who designed this place? No wonder why there are so few people setting their boots here. You cannot find any positive point except for the waitress, a hot brunette who unfortunately doesn't appear to be working properly, she nearly spilled the entire claret on another customer without apologizing. Good thing kindness is still among some people these day."Oh, Laura..." You sigh at yourself, pulling your forehead. "Why did you have to leave?"
Player: Flirt
DM: The alcohol in your blood is kind of getting out of control right now. You need to sto-"Hey there, ~hotness!" You say, trying to force yourself not sounding like a manwhore."...You called me, sir?" She looks at you expectantly...no, confused is more likely to describe her stunning expression right now. Maybe you're being too forward!
Player: The drink looks nice...
DM: Might as well do what you were going to do. Even though the taste is so horrible, you gulp it down in one goes, hoping for your stomach to hold up any retching urge.You feel sober as you carelessly put the glass and a bill down. Then immediately...Frowning at the sourness, you run out of the bar and vomit everything inside out like a loosen water hose.Yuck! Maybe you should find something to eat, you feel absolutely terrible.

Player: Blank CD
Player: Go through the second door
Player: Go back into the hallway

DM: Going to Chapman Street you meet Mr Gardner, a burly dockside laborer."I saw this woman Liz Stride who I knew near the door of the Bricklayer's Arms Pub when me and my mate went in for a drink around 11pm," he tells you. "She was hugging and kissing a man and me and my pal were surprised by how much they were getting into it. The man wore a suit and coat, he was a short man with a dark mustache and hair. I'd already had a few drinks and thought this was pretty funny so I called out to her "that's Leather Apron getting on your good side Liz." They left soon after."You thank Mr Gardner for his information.
Player: Talk to Witness Mr Marshall who saw the victim with a suspicious man
DM: You go to Berner Street where you meet Mr Marshall, a middle-aged labourer."I was heading home just before midnight when I saw this woman Elizabeth Stride standing with a man in a doorway just down from my house," he tells you. "The man wore a suit and was on the stout side, he also had on a small peaked cap like a sailor might wear but his suit looked more like a clerk. I recognized the woman the photo in the papers only when I saw her she didn't have no flower pinned to her jacket. The couple were kissing and as I walked by the man said to her 'you would say anything but your prayers', I didn't linger to spy on their love-making but went right into my house and off to bed."This might be linked to other testimony you have heard.

Player: Go back home

Player: Charge right in, she is in your hand
DM: "You want to hang out?" You put so much confidence in yourself that you can't help but flash a dirty grin at her."...Please, I'm working sir." She says, glaring at you hatefully.Uh oh! You hit the wrong desk this time. This girl was well-educated alright, you've been fooled! But the rat has been out of the bag, you have no choice but to go with the flow."Whatever you want will be yours, sweet cheeks. The only thing I can ever hope to see is the shimmering body under those garment." Being a giant pervert, you nearly lick your mouth at the sight of hers."No."Ohhkaa...Wait what? What?"You will not get anything from me, you dirty bastard!" Her looks she's giving can pass for a hard slap right now. "I'm not a whore!!"You are...not gonna walk out of here without receiving a few bruises from her, you freak. You sprint out of the bar before some pretty remarks could be thrown at you.Y.O.U F.A.I.L"I'm...Why am I such an idiot? Damn!" You blame yourself and your forcefulness with a scratch to your block head...and a feel to your empty stomach. "Stay away from good-looking woman when you are drinking I guess...If I run into her again, better be prepared for the pain."

DM: To be suggestive, that's one suicidal way to use the fuel.You grab one of the cans and wait for the fires to clear. Your car will have to endure for just one round and you'll have to be precise with the timing too. This is probably the stupidest idea that you can imagine but in the nick of time, no one can really blame your failure on this.When biker gang hit, they really hit profusely. There seems to be no signs of that gun and the screams from their own men stopping, it's so brutal just to hear this while trying to make your way through this. Aren't they aware of how many poor squirrels and vixens they just squashed?...It's unbelievable that you're thinking about that while being chased to death!"LOCK AND RELOAD! BABY WHHHooooooSSSSEEE!!!"There! 1...2...3! You throw the gas can through the windows. If you miss, there is a good chance they might slip on those.It takes about a mere second before an entire area is suddenly beaming with light. Old-schooled blue flame of death caused by gasoline...so beautiful, so serene yet so traumatic with their bodies being burned and their bikes getting imploded. As wonderful as it sounds like, you cannot bear to watch. You just set the forest on fire, man...You have to get out of here quickly.You know...Getting away with murders is really becoming more like something belonged to you. Was it luck, or your actual skill that you had in store that has given you the state of a cold-blooded killer?
Player: Alright! Enough daydreaming!
DM: You are dead if you think you could escape from the infamous biker gang.Y.O.U F.A.I.L"I don't know if risking my life or being a criminal led me into this." You say directly to the scattering and burnt corpses lying in your way. "But know. I will take any life to ensure my own...even THIS!" You put the gun inside your mouth and pull the trigger, ending the pain from numberous bleeding holes in your body....If it has to be taken, then let's just do it like you has intended to right in the beginning.

DM: As the last of the crew loaded up onto the boat, you hoisted up the anchor, and headed back out to sea. With only two more landmarks before the island with the treasure, you should arrive there within 2 weeks, depending on the weather.
Player: Next landmark
DM: You arrive at the next landmark quickly. Nothing worth noting occurred, but you are not entirely certain that you are at the proper landmark. You can see an island off to the right, there is a dense fog and you can see dark sheer cliffs on the side. With low visibility and rocky, dangerous waters, it would be hard to dock and make sure it is the right landmark, but you might be going the wrong way.

DM: You walk into the church and look around. It is a smart but plainly furnished building with rows of pews leading up to a raised platform on which stands an alter and some candles. Jesus and the Apostles look down from a stain-glass window which transforms the sunlight into beautiful colours. The Priest, who can only be Father Patrick Ould, nods a friendly greeting in your direction. You quickly think of useful questions you could ask him.

DM: You revise plenty, and you feel good about your chances.
Player: The party
DM: You're at the party, and Jimmy offers you a drink. What do you say?
Player: Just one...
DM: You have one, and then another, and then another. You feel dizzy, so you go outside. A dodgy guy walks up to you and offers you a cigarette. Despite your drunk state, you quickly realise it's marijuana. What do you do?
DM: You go home and feel and feel really tiered. You do a little bit of revising but then fall asleep. The next day you do the test and end up getting a B. Well done you got an OK ending!

DM: You decide to take a shortcut and cut through an alleyway. It's narrow and damp, you begin to feel claustrophobic. Shuffling grabs your attention and you spin around, ready for anything. You take a few steps backward, sweat forming on your brow. Too bad you stepped back right into the grasp in a zombie. It sinks its teeth into your neck and pain shoots down your spine. You slam your elbow into its face and make a break for it. You know it's only a matter of time until you're one of them. You wait to die.
DM: Your head starts to clear as you slowly awaken. Your room is dark, as the windows are boarded up with plywood. It's been two weeks since the killing started. Reports flooded every source of media with the gruesome murders. Regular, everyday people just ripping others apart... and devouring their flesh. The government ordered quarantines to contain the outbreak. Yeah right, as if it ever works in movies either. Society's breaking down rapidly; riots and 'salvaging' on the streets are a common sight. You didn't see the point in it, you can't take it with you- and a t.v. won't exactly fight off zombies. You haven't eaten in two days and it's starting to get to you. It's obvious that you have to leave, however scared you are. Your apartment won't hold out for long anyway, time to get going.

Player: Mr Birch's testimony about the suspicious man who changed his clothes
DM: Inspector Abberline frowns when you have finished."Are you sure about this man's story?" he asks. " Very well, I will have my policemen look into it."He leaves and returns a few hours later looking unimpressed."Well there's nothing to prove this fellow is lying but doesn't it seem a bit unlikely to you? What the point of the killer changing his clothes in front of a witness?"This line of inquiry hasn't led anywhere.

DM: It is Halloween night and you and your best friend, Mara, decide to check out a haunted corn maze a few towns away from where you live. The corn maze is in the middle of nowhere on a large farm. The maze are is very popular and people enter the maze at no more than five people at a time. You and Mara enter the corn maze in a group of five, however that doesn't last very long. At the first fork in the road you and Mara make a sharp right and the rest go straight. You walk slowly through the maze and start to realize its getting darker. You can hear screams from around the corner. You peer around the corner and notice it's just a dead end. There is a red button at the edge of the dead end. It reads "Press the Red Button if You Dare." Your friend, Mara, goes right up to press it, but you stop her. "Don't do that!!! We don't know what will happen. It's Sketchy," you say to Mara. "Aww have some fun. It could help us figure our way out," she says. You look at the button again.
Player: Do you press the button?
DM: You finally agree with Mara and you press the big red button. Nothing happens at first and you both just stare at it. Suddenly hundreds of creepy crawly spiders start coming from every direction. You are screaming and covered in these big spiders. You and Mara turn around and start running and screaming, while brushing them off. Mara falls and passes out. You drop down and start screaming her name. You notice she is covered in spider bites that begin to swell up. You pick her up and start yelling for help. You notice that it is getting very dark now. You walk as fast as you can through the maze. You get very tired from holding Mara. You place her down and then see a little goblin like creature walking toward you. You begin to back up and the goblin begins to talk."I can help you," he whispers."Can you help my friend? She's been bitten by many spiders and passed out," you reply."I have this potion for your friend. It will wake her up within seconds."You look at the mysterious bottle the goblin is holding, nervous about what to do.
Player: Do you take the potion from the goblin?

Player: Read Plaque 6: The Generous Lord

DM: Although the robber lacks real skill he makes up for it with his utter fear of death. He lunges at you at the first opportunity, resulting in a shallow wound on your upper arm. You quickly recover and prepare your attack...
Player: Attack him quickly, while he is not prepared
DM: You quickly jump to your opponent with your sword drawn. The coward is not at all prepared for your attack, as you anticipated, however, he still manages to stab you in your stomach as a reflex. A sharp pain erupts in your belly and you fall to the ground, clutching your stomach with both of your hands.The robber immediately runs away, leaving you behind in the dark alley. The dirt ground turns red with your blood as your life force slowly flows out of your body. The pain does not fade away for some very long hours though. When the rose-fingered dawn is just about to dispel the black veil of night, death finally comes to you, not as a burden, but as a relieve. Your last moments on this earth are painless, filled with a golden light.

DM: "Glad to see you survived that interview, but you should really be more careful around Mr. Smith," he tells you."Why is that?" you ask."He's an alien. I don't know if he's dangerous yet but I am keeping an eye on him," he says.Alright, this guy definitely is crazy.
Player: talk to someone else
DM: Your first class has ended, and you head to the lunchroom. You're basically there to make sure that the kids don't destroy the place or hurt each other. After grabbing some food you walk over to some of the other teacher's table."Hello, I'm the new science teacher," you say to the two people seated at the table.The other teachers greet you and introduce themselves. You try to make mental notes.Jacklyn Hart- A stunning music teacher who is fairly new to the school as this is her second year. She's rather young about the same age as you and has short wavy brown hair."Flip" Smith- The maintenance worker. You remember meeting him briefly the day of your interview. Lots of people think that he is a bit crazy, but he is good at his job.Who would you like to talk to?
Player: Done talking

Player: Run away! Why are you still here?
DM: You decide to bust through the rear entrance with your car and drive as fast as you can out of the harm way. With excellent handling reflexes, you manage to hit the road and onto the escape. To stay inside your precious vehicle over night was indeed a good choice. You blend into the rainfall and drive under the darkness...And a giant mosquito get splashed by your windshield in the process.Peaceful time has ended and the Dark Lord is coming to spread chaos on humanity, starting with you."What the..." You have to yell out word of confusion at the brownish liquid remained on your sight before attempting to wash it away. It's just then, you notice something is scratching on the top of your car. You are surrounded!!! It doesn't take long for them to show their abomination form to you, gigantic mutated bloodsuckers. Why so many of them???Just when things can't get any more cute, your car now is totally decorated in black and you hit straight to a tree, breaking your cheap windshield and allowing several tubes of death inside to harass your veins.Y.O.U F.A.I.L"What has killed them?" You, now have became a spooky skeleton, fold your bones into the Thinker pose and sit on the pile of dead mosquitoes. "Hmmm...They looked completely zoned out around me, like they were possessed by something."

Player: Search the 'Monstrology' Wing
DM: You are now in the Monstrology Wing of the Library!This is the section of the Library devoted to chronicling all that is known about every mysterious and magical monster in the entire world.Perhaps you will find some clues here, perhaps not.Which book will you read?
Player: Read 'Spirits: A Step Beyond'
DM: You open to a random page.Spirits are the result of memory energy--and do not actually 'exist' in any real sense.For example, a spirit may appear to one person in a room, and be unseen by the others in the room, if they do not have a remembered connection to the spirit in question.Spirits often appear shortly after their host has died, and may linger for a time.These spirit energies usually dissipate within ten to twelve days.You close the book.Learning is fun, but you've got things to do.
Player: The Monstrology Wing

DM: Runes. Of course it had to be runes, you think. You where never good at reading them. The runes speak of other times. Times when your people had to struggle for food. Before you had farms, and domesticated animals. Those times where the times when your people was at its very best. As you continue reading, the book implies that a specific family had the ability to raise the dead, and use them for war, but the family had not been heard from for over three hundred years. The name of that family was Bimounfield.Bimoundfield! But, that is your name! So this is the secret training your family spoke about. As you turn to the next page, a small button is on the book.
Player: Push the button.
DM: As you push the button, you hear the sound of stone scratching against stone. As you turn toward the sound, a black metal chest is transcending down towards the floor, only standing on a square of stone. Nothing is holding the square. The magic of this place is strong. Maybe you should see whats inside the chest?

DM: 
Player: 4
DM: 
Player: 8
DM: 
Player: 8

DM: Sharon walks into her and fires her pistol at her. The hitgirl counters her and knocks Sharon's gun out of her hand before delivering some kicks. Sharon recovers quickly and uses the gun on her left hand to shoot her. The hitgirl climbs over and takes cover behind the counter. Sharon picks up her dropped gun and cautiously walks into her opponent, both handguns trained at her.The hitgirl pops out and fires a round at her. The bullet goes into her mouth... and she's still alive. It turns out that Sharon catches the speeding bullet with her teeth. Sharon spews the nine-milimeter out."What the hell?" The hitgirl says in surprise.The two continue to exchange blows of gun fu. Both combatants try to shoot at each other at point blank range while parrying and evading their opponent's guns. It continues until Sharon wrestles her into the floor. The hitgirl quickly raises up and avoids Sharon's bullets with her acrobatic maneuvers, before diving into a cover and return fire. Sharon slides into the counter to take cover. Then, both of them pop out and realize that their guns are out of ammo. They both decide to holster their guns and show off their martial art skills.
Player: Unarmed fight clash
DM: Sharon and the hitgirl holster their guns and clash into an unarmed combat. Sharon's punch collides with her kick. Sharon shows her kickboxing skill by attacking her with combination of punches and kicks. Her opponent plays defensively by evading and parrying her attacks. When she gains the momentum, she strikes Sharon with a flurry of kick-based attacks, catching her off-guard and throws her into the ground with aikido technique.Both combatants use mixed martial art techniques, in other words frestyling. After a minute of fighting, Sharon blocks the hitgirl's kick with her feet and proceeds to twist her leg, before throwing her into the ground. She knocks her out by choking her until she passes out. Her strength is superior to her opponent.
Player: So who's the better girl now, huh?

Player: "No; I changed my mind."
DM: "Very well," the man says, and promptly shoots you in the head, sending bits of brain and bone splattering against the wall. He drives a stake through your heart, turning your body to dust. Then he burns the dust and buries the ashes underground, just for good measure.Over the years, your ashes trickle down into the water main and mix with the county's drinking water. Every person who drinks the contaminated water dies and then raises from the dead, starting the Great Zombie Uprising of 2012. And that is the only satisfaction you will ever have.

DM: I lift my foot and try to stomp onto his head, but he grabs my foot and throws me off him. His broken body then completely grows back and he stands up."Tough guy huh? Good, this should be fun" I say to him.HEALTH: 90%
Player: Wrestle with Muscle.
DM: The two of us grab around one another's arms and we try to push one another away. Although his strength is close to mine, I prove to be the stronger one, and I throw him away from me. He crashes into the foundations of the casino, and that combined with the hole I made causes it to collapse onto him. Eve's probably not going to like this, but at least it took care of the whole Loanshark bullshit. That guy wasn't as much of a challenge, I hope Lite has more in store for me.HEALTH: 90%

DM: "Goddamn it! Those stupid fools!" You spat a curse of filth before loading your pistol. Why your hands are disobeying your mind, you don't even care anymore.You run through the main entrance over the dead bodies into the street and head for the scream. Immediately, you spot a group of people being bombarded with dozens of mutated mosquito larvaes onto their bodies as some unfortunate ones fall down to their deathes only to be step on by another. Wow! You never expect this small town to have this many people living here...It seems like they are going to head for the parking lot and they sure will be very happy to have one car available for them right now. A middle aged man stops in his track when he sees your vehicle and run towards you.Hey! It's that nice mister who filled up your gas...He is not going to steal your car, is he?
Player: Run him over
DM: With your expert driving, you have no trouble ramming right in his junk and make him do a double frontflip before smashing his head nicely. Your action sends a clear message to the others that you are not in any mood for foulplay. Now that has been taken cared of, let's save them!...Wait, there is nothing to save here besides your own shell! It is an outbreak of monsters and you can't possibly think of fighting them alone. It's lucky that there are fresh living human for them to feed on...Shit! What are you thinking? You have to crack your brain open at time like this. Come on! All those years sitting behind desk can't be for nothing.
Player: Call the cops
DM: .........Y.O.U F.A.I.LAre you hitting the bongs right now? You just threw your phone away not too long ago."Consider that someone got a working cell phone." You talk to yourself in shame. "They might have called the cops already. Woohoo...haha, the sky above is so dark. Maybe I should have stayed at the start."
Player: Turn on the gas

DM: I keep walking around until I notice it's almost time for Haste to take over my shift. I should probably get to the usual rooftop and wait for him. After all, I don't want to spend the rest of my day walking around the city, do I? HEALTH: 80%
Player: Go to the rooftop.
DM: I get onto the rooftop in a pair of leaps, just a couple of minutes before Haste arrives."Did you have fun?""Save it wise-ass" I say and leave. I've never had the patience for his stupid wise-ass comments. Now I've got the whole day without having to do shit. I could find Vince, or just take it easy at the HQ.HEALTH: 100%
Player: Go to Vince's apartment.

DM: You walk over to the chair and see something behind the chair It looks metallic.
Player: The red room
DM: You wake up in a all red room. there is a desk to your right, a chair is behind you, a door is to your left, and a safe is in front of you.
DM: You try to open the door but its locked.
Player: Desk
DM: You walk to the desk and see a piece of paper with numbers on it. "It looks like some kind of code."
Player: Code
DM: You go to the safe and try to open it but its locked. "Looks like i need a code"
Player: Chair

Player: Shoot all of them down
DM: Just when you are about give them your blessing, a tube from above ruthlessly impales your nape, a direct hit that kills you immediately.Y.O.U F.A.I.LRemember, this is man vs monster, you can't put normal method into this.

DM: It's a monster.The monster grabs Billy's school bag. The magic book is in the bag.
Player: Billy and Jessica run after the monster and try to get the bag.
DM: Billy grabs the monster's clothes and pulls hard.The clothes are in Billy's hands and now he can see his friend Tom was the monster.Billy says, "Tom! You scared us. Why were you dressed like a monster?"Tom says, "Billy, Jessica, come with me!"
Player: Billy and Jessica go with Tom.
DM: Tom shows Billy and Jessica a big treasure chest. Billy and Jessica ask Tom, "What's in the chest?Tom says, "I don't know. It's locked."Jessica says, "Billy, you have a magic book. Try to open the lock."

DM: Sorry you chose the wrong number. Go back and try again!
DM: Oh!! There are all the Christmas trees. The Grinch is hiding 150 trees in New York, 200 trees in California, and 75 trees in Ohio. How many trees did you find? Pick the correct answer to get them all back!
Player: 425 trees
DM: Correct!! Now we must decorate the trees with all of the ornaments. But where did the Grinch put them?

DM: In a fit of pure courage, you burst through the semi-open doors yelling your best war cry and shocking all of the guards in the process. Quickly, reacting more on soldier bred instinct rather than thought processes, you dive and take out one of the guards. Using his rifle, you efficiently pick off every guard out in the open and make a mad dash for the main building. You can hear more guards coming behind you and bullets begin to whizz by your head, but you make inside just in time. You lock the door and use a desk to barricade it. As you block the door, you notice a manilla folder stamped with the word INTEL lying on a desk next to you. You grab it. The guards pound on the door and begin to fire bullets through the walls. You try to plan your escape and something catches your attention out of the corner of your eye. A single door in the room seems to be glitching in and out of existence, and it has the bold words EXIT on it. You think of your options now: 1. There was a helipad on top of the main building with a lone helicopter on it. With the ladder to the roof in this room, you could easily climb up there and fly the helicopter out of the base. 2. With enough force and surprise, you could probably open the door and take out a few of the guards, giving you a chance to run for it. 3. That door, with its non-realistic glitching back and forth, seems to represent some form of exit out of this world, or at least it appears to you. Maybe with the intel, you can escape that way.
Player: Up the ladder!
DM: With the intel in hand, you rush to the roof and jump into the helicopter. With all your background work inside helicopters, you begin to rise above the building, bullets barely missing you from the ground. But, as you begin to move forward, a hand come from around the seat and puts a gun to your head. "This one's occupied kid." There is a loud bang and then nothing. You have failed. Terminate Patient 001.

DM: You rush out of the room and slowly creep towards the elevator. Immediately out of the room with the cubicles and janitor's office there is another smaller hallway with other offices. Nearby are the stairs, and the elevator. The hallway is completely quiet.
Player: Take the elevator
DM: You step in the elevator, and the doors shut behind you. Like in many high-rise buildings, the elevators don't take you to each and every floor. In the Willis Tower, for example, one of the ground-floor elevators skips floors 2-65, and takes you up to 66, and a few more floors. In this case, you are on the 95th floor of the building, and the only other accessible floors on this elevator are 96th, which is a mechanical floor, and the ground floor. There's also another button with a keyhole marked "Special."

DM: You speed up your car and manage to drive them away from the people for a little bit, allowing some of them to get to the parking lot. You are not a good driver but when it comes to make crazy curves or stunts on the road, you are unbeatable...in driving school at least. Each time joiting the wheel, you try as best as you can along with the brake to emit diesel exhaust, immobilize their flights. And when they are in your sight, you tear their beauty apart.It's all fine and dandy before they decide to gang up on you and tear your limbs apart one by one.Y.O.U F.A.I.L"Damn it! What kind of monster are these??!" Roaring in anger and pain, you burst the last one down with your remaining arm before slumbering to defeat. "...They seem to be more violent than before...and stronger too. Howw--" Your luscious lips get impaled right after that.

DM: When you wake up, you are expecting the disgusting bowl of oatmeal. And sure enough, you get the same bowl of cold, runny oatmeal. Afterwards, you are forced outside once more.
Player: tend to your tomatoes
DM: With nothing else to do, you submissively tend to the tomato plants. The guards seem happy with your work, and don't notice that you're not talking.
Player: Dinner, again
DM: You're so tired and bored and hungry and sick, and just...done with this place. You can't wait to leave, if you ever do. You slump through dinner, and then march over to your bedroom. Grim seems to notice how neglected you're acting, and tries to give you some words of encouragement. It's a nice gesture, but it doesn't help. Tomorrow is another day.

DM: You run away from the black forest that is growing rapidly into where the smoke has spreaded and left a trace for them to follow and chase after their fat preys, leaving the most nutritious meal that is you. That is just ridiculous! Vehicle exhausted steam is now the next best thing to pure liquidized blood for them at this time?...Great idea, you don't know how someone could get away from that. Had it not been for your incredible luck, you would have ended up on the street, dried up to the feet.Since they are tracking targets with that method, escaping by vehicle is impossible. You have to either get rid of them or find something fast enough to outrun those fast farts which you highly doubt that you can find in here.The quiet silence of the night and the amusing rhyme of raindrops, so lovely and eerie...You didn't seem to mind the rain beating down on you as you step on the redish streams scattering around the way to the town. Everything is messed up beyond believe, anything can happen to you and anything can even put you back to the beginning. You have to bring yourself forward, and that is to find the cause of this madness and destroy it!...And try to make sense in the process if you could.On the edge of your confusion, you find yourself alone outside one of the residential houses, a place that away from the danger that is lurking from the outer road. You took a look at the drained lifeless body lying on the side of the road before going in.
Player: Search for supply
Player: Call your enemy aka the cops

DM: You try to push Nico forward. You don't have time to sit around in this vent. He whirls around faster than you can react and bites down on your hand. You try to pull away but he gets you by the shirt and claws at your face. He starts ripping and biting you. You can't get away in this tiny vent.
Player: Get torn up by crazy Nico

DM: The door to the tube closes with a gentle hiss. You watch Julie as the goo fills the tube. She smiles at you as the green liquid continues to fill up past her neck. She does not struggle as there is a sudden zap and the tube is filled. You can just barely make out her figure in the goo as the hook comes and picks up the tube, taking it back around the corner and down the hall. It is only now that you realize that you are really the only person here, and you are back where you started.
Player: Search the other cryogenic containers...
DM: As you head around the corner from "your" tube, you are amazed at the size and length of the large area. You can see a very long line of tubes, much like yours, stacked two-high along the length of this very long room. They are all vertical, and they all appear green. Each tube is held in place with some sort of clamp around the tube at about the halfway point of each tube.Looking closer, you can see that each tube is filled with some sort of opaque green liquid with a person floating inside. You can not see much detail on each person, just a glimpse of some long hair floating in the tube, or a forehead. Occasionally a bubble slow slides up through the tube through the thick liquid.Above each tube is another tube, suspended in the air in much the same way as the lower tube. You can see various other lines running to top of the tubes, and you can see these lines run for what looks like miles as they lead from one tube to the next down the line. On the ceiling and the wall you can see various arms and girders that appear to be for the equipment that was used to move your own tube from its place and to the unloading area where you first arrived.
Player: Continue walking through the cryogenic chamber room...

DM: Suicidal idea but what else can you count out besides the police force to deal with this shit. You head to the telephone on the wall.... ... ... ... ... ... ... ... ...Hmm ASMR... ... ...Beautiful... ... ... ... ... ... ... ...The dial line has been cut...No! Someone is causing a wave interference around these parts.You put the phone back into its place, considering every possible worst thing that could happen.

DM: You get into the 2nd floor. 3 bedrooms and a restroom can be seen along the hallway, with a refreshing wind flowing over the curtain from the balcony to your right which you immediately seal the door leading to it. Outside, the rain is still falling. You can smell the mud sweeping up here. There is nothing occupying the roads.Nothing out of place except for the opened doors and the aroma of dried blood. Thanks to the lightning, you can still make out what situation you have gotten into. Anxiety starts to form and dwell as you unwittingly take a step back at the sight of the dark hallway.2 doors at the left side and 1 on the right, the one stinks the most is the right one.
Player: Check the left side
DM: Which one?

Player: Check the right side

Player: The 2nd
DM: A classic bedchamber for the gentleman. The bed is a giant mess, the cushion and the blanket are thrown aside and still have a warm heat to them. Judging by the state, you can see that he has just been woken up very suddenly in the middle of the night, by the mosquitoes or the gunfire?

DM: Broken windows allowing the drizzle to come in, 2 beaten up adults and a headless child in the center of the place. A collection of stuffed toys and elementary books scattered everywhere along with plashes of gore. Down in the arms of the woman is a tiny head with no eyeballs remained in his sockets, the neck was twisted off his body, revealing a violent method of decapitation. All of them has been sucked droughtly, embracing each others with their limbs separated from the bodies."Dear...god!" You blurt out, looking the room throughly. "The windows is broken to pieces...Took one family down and flied off without a scratch, these fucking things."Never engage those mosquitoes with bare hands, they love blood and anything that release CO2, including high toxic...and one can become extremely aggressive and daunting when in the range of their preys.'Their son was the first one to go...poor kid.' Looking at the kid's head with digust, your lament for the family. It was too brutal. 'They went through here and tore everything apart like it was nothing...This view leads to the center of the main road. They appeared in this town?'Then out in the corner of your eyes, you see a shadow across the street inside the house in front of you by the windows' glass. Look like someone got off this time. Well, since this windows is broken, you wonder if they are still inside. To put it simply, you won't be enjoying yourself in this place if you don't do something.
Player: Call them
DM: "Hey!! Anyone in here? Answer me!"...No answers. They must be ignoring you, unless they are deaf. With a distance this short, you doubt that they wouldn't be able to hear it. Good lord...You have to drag yourself outside again?

DM: An ordinary bedroom with everything a person need after a hard day, a female to be exact. The bed is messed up but the cushion and the blanket suggest that she has just gotten out of bed. Judging by the state, you can see that she was woken up very suddenly in the middle of the night, by the mosquito or the gunfire?

DM: It's too much of a risk to let yourself expose to the eyes of those reapers, you have decided to stay in here until the morning. You broke all the left over glasses and started to fill that space with hard and thick blankets from the other rooms before flip the bunk bed over and block it, adding a bookshelf for good measure.It's nearly 1 AM. The rain is still going strong, washing, laving the poor unfortunate souls off the ground. Sometimes you can hear the cry of another one being feed on and getting shot to death. Your heart is calling you...yet you refuse to hear it.*KNOCK* *KNOCK* *KNOCK*"Help me please!!!" A girl has been pounding on your front door while crying in agony. "Help! Aggggggrrre!!! Aggg!!"...You don't need anyone, it's only your life that they are after. You have to endure it....It doesn't take long for the entrance to be bombarded with blows and shotgun shells.
Player: Defend yourself
DM: You aim at the door while staying behind a couch, waiting for them to be visible to your watchful eyes. It was a mistake that they didn't torch this place down, you'll make them pay.You stand up when you hear the door broken down and blow a few heads off before rolling into another couch, avoiding the shotgun blast sweeping over."Motherfucker!!!""Aggg!!" Reloading... "Uggg!!!"You peek over from the kitchen counter and process to fire a round of ACP, killing those masked wearing men without any difficulties. Just when you're changing clips, those mosquitoes start to fill up the small space in the room, forcing you to keep a distance while making those targets...become your death.Y.O.U F.A.I.L'I can't fight like this.' Your thought fades away. '...Not in this house. I need a bigger place to move freely.'

DM: Caspar Gill is a teenager in a baseball cap working in a cheap fast food restaurant in the little town of Penfield. "I think I saw this girl Michelle Maenza come in with another man about 4.30pm on the day she disappeared." He tells you nervously. "The girl, Michelle, she looked like she'd been crying. The man ordered hamburgers for them both, collected them and they went over to a table and ate them. They were in and out in about five minutes I think, not more than ten." "Now think carefully Caspar because this is very important." Richards tells him slowly. "Can you describe the man for us?"Caspar takes a deep breath and lets it out slowly. "He was a white man with dark hair. I'm not sure of his age... somewhere between twenty-five and thirty-five? Not too young. He was about six feet tall. He wasn't heavy, I'd say about seventy-five pounds? He had some facial hair, stubble mostly. He wore a blue jacket, jeans and a kind of checked shirt. He didn't say much... that's about all I can remember. Was that useful at all?" "Very useful Caspar. Thank you." you tell him with a grim smile.
Player: Talk to Percy Savage
DM: Percy Savage is an old man who was doing some work in his front yard on Ackerman Street when he claims to have seen Michelle. "Chubby girl with ponytails?" he confirms. "Yeah I saw her. She was in the passenger seat of a beige or tan car. The car was going so damn fast down the road it made me look up and I got a good look at her face as she went by: she was crying, which is why I remembered it. The driver was on the other side of her and I couldn't get a good look at him at all but I think it was a man, not black. The car shot down the road and made a sharp turn onto Webster Avenue, then it went out of sight." You thank the old man for his help.

Player: The 1st

Player: Set up a barrage and stay until morning

DM: The world faded back in, and Wennipeg was in a whole new memory. This was another important one, he could tell.Slowly, Wennipeg opened his eyes. He could smell pizza on his own breath. He opened his eyes further, and looked at his hands. They were covered in Cheetos dust. Wennipeg smiled. This was his first middle school party. He slowly got off the couch he had slept on. Several cups half-full of soda spilled off his lap, and onto the ground.His friend came into the room. "Hey, Wen, can you help clean up? This is quite the mess the guys made." Wennipeg remembered what had happened last time. He had ditched his friend, because he didn't want to help clean up. This was when he started losing his friends.
Player: Wennipeg made the mess worse, instead of helping
DM: Wennipeg decided that he would change his ways, but not for good. He began stacking cups upside down in a huge pyramid. When he was done, he got an apple from the pantry and called his friend in. When his friend appeared, Wennipeg hurled the apple right at the pyramid, sending the cups crashing to the ground."Hey, don't do that! We're supposed to be..." his friend couldn't help himself. Soon, the cleaning supplies were on the ground, and the friends were having a swordfight with paper towel rolls. Wennipeg had just won his fifth round when the garage doors opened. His friend's parents were home. The boys quickly started to look busy. They got out a garbage bag, and started to put all the trash on the floor into it. Of course, this wasn't very effective. When his parents came through the door, they freaked out. Wennipeg and his friend were grounded for a month.While he was being driven home by a very unhappy mother, Wennipeg got a text from his friend. "I don't care about the punishment. That was awesome." Wennipeg had changed his ways, and in a strange way, he felt good. The world began to fade out as Wennipeg smiled to himself.

Player: A
DM: Nice job, you have saved another life! The scenario will now be switched.

DM: "So are you from here, James?" He asks, addressing to the skinny guy who isn't on a wanted list, James Kendley."Just happened to be stuck like you, same case. Got this pistol from one corpse out there." You respond. "How the hell did you manage to stay alive until now?""Uhh...Staying in the background and this too." He pulls out a spraying can. Upon looking, you can see it is a bug repellant. "First thing to pick up in the store. Sorry man, I must be reek of the smell.""Take that raincoat off then I might smell it. Relax...""Oh..."
Player: Ask about the mosquito activities
DM: "I actually don't know too much about this except the fact that they love CO2 and a type of acid contained in our sweat. But it's for certain that those creatures still have some traits of their origin left. God knows who did this to them...One thing for sure though, they're most active at dawn and dusk so I would be leaving in the early morning if I were you."Well, now it's your turn to inform him about what has happened in here."My...god! That's horrible!" His drink has gone cold in his hand since hearing you fill him in about the incident on the 2nd floor. "Never thought about mosquitoes that way but...holy fuck that is just so messed up!!""Want to take a look?""...No thanks, I'm not crazy." He put the can of juice down, not bothering to drink anymore. "So what is your take on this? What are we going to do now?"
Player: Seek a way to fight back

DM: "No way man!" He nearly snaps at your idea. "I'm not going out there again!""Yeah...I kind of going crazy there for moment." You calmly take a breather. "It's a bad idea to go out in this rain...Damn, I wish we could at least do something. Aside from the mosquitoes, we still got some crazy fuck to watch out for. And in the morning, they'd blast us to hell.""...You don't suppose. We can't run?" He freaks out at the sight of you pulling out a gun after getting hopeless for a second. "Whoa there!!! What are you doing?""No need to pretend that we never have a chance anymore, mate." You say. "Washing the dread away is pretty much what we have been doing until now, is it not? You got your sprayers and I got this baby.""But..." He stops at that word. "Never mind. So, any suggestion?"
Player: Stay here until the morning comes

DM: You stand before a small congregation of villagers. There are only a dozen or so individuals sitting in the garden, a much smaller gathering than you ever would have imagined to attend the funeral of the beloved Mayor.These must be the only people Iselica could find. The other townsfolk are either dead or still in hiding.You can see Tondra, the baker, watching you with tears brimming in her eyes. Isakar the Carpenter stands at attention, his tool belt hanging off his hips. And Iselica watches you with grave solemnity.You clear your throat.How shall you begin your speech?
Player: "Today, I have lost a true friend..."
DM: "Today, I have lost a true friend," you say. "Our dear Mayor Abel meant more to me than a simple political figure. He was a mentor, a father figure, and an influence in my life."The crowd is tearing up. You feel your own emotions beginning to rise.What will you say next?

DM: You run a finger across your forehead for a moment before saying. "I don't know yet. What about you?""..." His silence lasts nearly till your next question. "Should we hide or run, man? I think we should stay here until the hour is right."

DM: Janet and Nadine sometimes go to the pub outside of town after Friday night, and sometimes, if truth be told, other nights during the week also. You are not really what you would call friends with any of them, but maybe that could change. You catch up with Nadine, she is a little bit older than you and a pretty tough girl. Might be nice to have a friend who can defend herself, and maybe you too. You don't feel comfortable telling her about your screwed up social life. You'd probably rather let the son-of-a-bitch knock you around again before you let anyone at work know what a stupid fuck-up you are. "Hey Nadine! Are you and Janet heading to The Outfield tonight?"Nadine smiled and said, "Janet has to be somewhere for one of her kids in the morning so she can't do it this week.""Awww, that's a shame. Do you want to still head over for a drink?""Are you going over there? Hey, sure! Lemme stop by an ATM and I'll meet you there in a little bit. See ya there."
Player: Head to The Outfield bar...
DM: You drive quickly to the Outfield Bar. It is a stand-alone building on the edge of town and has been around since the 50's. It was a precursor to the modern sports bar and has seen a lot of wear and tear, but still seems like a genuinely friendly place. You park as close to the building as you can and hurry inside to be with people and not vulnerable and alone. You look over your shoulder as you enter to make sure you weren't followed.
Player: Wait for Nadine to show before ordering a drink.

DM: Aaron Kosminski is probably not Jack the Ripper.Awkwardly you explain your theory to Inspector Littlechild: Kosminski was a mentally-ill man who was living in London at the time of the murders. Inspector Littlechild listens carefully, sighs and shakes his head firmly."I don't think so," he tells you. "Kosminski's staff at Colney Hatch describe him as harmless and child-like. There is no shred of evidence against him at all and judging by his current behaviour I would say the Ripper couldn't have been him."You had better choose another suspect.
Player: Francis Tumblety

DM: "The bodies in the parking lot and in this house have one thing in common, being beaten up to death before becoming mosquitoes' livestocks.""...Yeah""This house didn't appear to be locked when I got here, quite strange for a couple who was going to bed. Chance of someone breaking in is there and there are 3 bodies for them to hide." You start to explain it to him. "I'm not sure about mutated mosquitoes being able to carry someone but there would be a huge risk of someone seeing the flight so it's unlikely for them if they don't want to be found out. Since seeing that they can beat people up to a pulp with legs and wings, they might be the culprits who commited the murders and it was left to some sick fuck human beings to do the cleaning.""...So someone is behind this?""No one would ever go through this much trouble if they wanted to kill a person by themselves. It might have been an experiment."
Player: Onto the next subject
DM: "But...why there though? I mean, they could have picked a more secured place instead of a full on sight one like that.""...Nice thinking. But the fact that they decided to leave the bodies out of plain sight by hiding it under the vehicles still remains."

DM: I channel myself to where the explosions are coming from, and I see Paladin enter the base along with several armored troopers.The other Imperfects quickly arrive to see what's going on."All of you. I am required by law to take you in. Surrender, or I will be forced to put you down" he says."Required by law, huh? Just like we're required by law to crawl into a hole and die?" Grove says."I don't write the law. That doesn't give me the right to ignore them.""The moment the law take away people's freedom regardless of whether they deserve it or not, something has gone wrong.""Don't turn this into a conflict. I don't want to have to hurt any of you.""Like how you didn't want to hurt Eve? She trusted you, you know?"Paladin pauses for a bit, but then says "she gave me no choice. Don't do the same mistake.""Like defend our rights to be human beings? That mistake?"Paladin aims the cannon grafted to his arm at Grove and says "last chance. Surrender now!"Brute yells and leaps at Paladin. Paladin fires the baryonic cannon at him, and Brute momentarily turns into a black hole before vanishing completely. Due to Brute's leading charge, the rest of the Imperfects attack Paladin and the rest of his troops. Paladin blasts an Imperfect off himself and then aims his cannon at me.
Player: Evade it.
DM: I try to move myself out of his firing range, but even so, his attack seems to hit me. My entire body absorbs the baryons fires from his cannon, forcibly materializes, shrinks to human size and collapses onto the floor.Paladin approaches me and says "you know, the great thing about shooting a target that's everywhere, is that you can't miss."He then steps towards me, but Haste then rams him on superspeed, causing the attack to miss me, as I am no longer everywhere. However, some of the baryons his fired enter Haste, and, like Brute, he turns into a black hole and vanishes. This however gives me the chance to dematerialize again and connect with the shadows once more.
Player: Throw something at him.

DM: I approach Baryon's room, but his eyes appear in a shadow next to me. "Oh, hi there Baryon. I was wondering if you'd..." "Let you enter the restricted area?" "Yes. How did you..." "Lucky guess." "Well. Will you?" Although Baryon's mouth kind of blends in with the rest of him, I think he's a step from smiling. "Googles. Let A into the restricted area." Googles's voice sounds from the speakers all around the building, and he starts to say "protocol advises against..." "I already know what she is going to do. We can make an exception this once. There's nothing to worry about. She's just curious."YOUR HEALTH: 100%
Player: Enter the restricted area.
DM: "Access confirmed" I can hear Googles say as the door opens. It closes behind me as soon as I'm in, but now it's time for me to look around.YOUR HEALTH: 100%
Player: Eve's psychology sessions.
DM: There are several files on mom's attempts to provide psychological assistance. Each file is marked with a different subject.YOUR HEALTH: 100%

Player: To stack the bodies in an underground pathway
DM: "This town is in an pretty awful state, I doubt it has one." Mathew disagrees with certainties. "If they are aiming for that then they should have picked the infirmary or some place out of sight.""Hmm, good point. Then it only left to that option."

DM: "Pretty self-explanatory. With a simple truck, it would be a piece of cake to dispose them to somewhere else...Although I didn't remember anything like that back there. So far I have seen 2 victims, there might be more at the scene. I wonder how they were gonna explain about the disappearance of the resident." You say."Yeah. Somehow I can think of something like that happening right under everyone's nose."
Player: Continue to the next
DM: "The family..." Trying to get over the gory thought, he mumbles loud enough for you to hear. "Do you have any idea why they were killed?"
Player: They knew something?
DM: '...I don't have enough clues to prove that. Seem like a check is neccessary.'

Player: It's near the dropoff
Player: They were near the parking lot?
DM: 'Choosing the nearest targets. Is this the first time they began to use this killing method?' You recall back to the broken windows. 'No, that can't be it. The family's death must have happened after the mass release. They would never break the glasses in a 2nd floor in the middle of the night from outside unless they wanted to show off their favorite bloodsucking pet...Shit!' You curse in your mind as you realise your mistake. 'That contradicts the theory of this house being trespassed. I'm missing something here. What can it be?'
Player: Go back to the scene

Player: Check the boy's room
DM: Few, very few glasses shards found inside the room. The windows was forced opened from the inside, not the other way around. Your brows grows wider as you look at the corpse of the father."Taking it out with bare hands. Now I know why." This must have been what has hit the alarm and blew the secret skyhigh. They underestimated the strength of a human and now they live to pay the price.It's possible that these were killed because of their locations. The view outside looking from the windows is now unrelated to the main subject. The mosquito for some unknown reason managed to get inside the house with no disruption to the environment, suggesting that their owners pretty much had tamed them and had full control over their action.

DM: You decide to leave him alone as you search for the boxes of ammo and the clips remained in your coat. What is going to come, you do not know. But your pistol is going to make your way around. With one swift movement, you sort out the fully loaded magazines and the empty ones side by side onto the table in front of you two.It's a killing party outside and you are not invited. However, you're sure as hell you don't want them to end it before you go and ruin it yourself."What are you doing, James?" He asks, confused by your action. "Where did you get that many?""I'm going out.""What?! Are you crazy? You want to be pumped with bullets left and right in the middle of this?""Are you worrying..." Without stopping your work to look back at him, you speak out. "...about not making out of here alive?""...H-how can I know about that?!" He raises his voice. "Unlike you. I don't have a damn thing to defend myself!""If I die then you can keep the gun. Rather than waiting for them, why not blast them out first?""But you can't be serious about going outside right now! That's suicidal!""Not if I have your sprayer. By staying in the background, or rather should I say, under a shelter then we should not worry about the rain.""But what about the punks outside?""Since they're freely shooting people, they must be safe from the mosquitoes. Don't you think it would be great if we got a hand on them?" You state your idea while carefully loading every bullet into an empty magazine. "Give me a hand with this thing, will you?""...Can we do this in the morning? I cannot see anything good coming from this. We can use the sprayer when we escape. It might-"

DM: "Yeahhh, should have expected." She says, disappointed of something. "Have a fun time with my body, champ?"You don't know how to answer that question as you have no experience with a woman you just have gotten to know. It's not an usual day to hear a girl asking you straight out like that, a flat girl no less."Ummm...Was that too direct?""You bet it is."
Player: Continue the talking
DM: To have someone to talk to, especially a cute girl now that you have acknowledged it. The talk seems like taking forever but you feel somewhat heartwarming and excited about her personality. Look at you! Laura would murder your grin right now, what a man you are!Well, it has been a bad day for you. And the noises of breaking applied to the poor front door are here to make it worse."Hide somewhere upstair!" You shout, seeing no point to hide from those monstrous insects. "I'll hold them off!""How could I do something like that!!" She yells at your face, tugging your coat with a handknife in her hand. "I can use a knife! Let me at em!" Where does this bravery come from? She seems like a totally different person right now.The door bursts opened and a wave of shotgun shells flies directly towards you two. Her blood and saliva bedews your face as you and she falls to the hard surface.Y.O.U F.A.I.L...You sit quietly right besides Mathew, killing everything that butts in with your moment by your remaining functioning arm. When the last bullet pins into whatever creature's brain, it is also the time you leave this world...alone.

DM: "No might! Morning came and we'd stick out like sore thumbs! And do you honestly think that they would stop if we were lucky? Not to mention again that those mosquito can make a trail of our path!""We might make it if we go on by foot!""Heh! What?" You crack up at his speech. "If you could do that then why didn't you just do it right in the beginning, ranger?""...I-I panicked, okay? And I thought that I could get back to my car and drive the hell away!""And then instead of disappearing into the wood, you came here. Why? You could just have left sooner alone with all those sprayers, idiot!""B-Because, because of..." He mutters trying to think of something to say."Whatever, it doesn't matter now." You sigh, finding that silly conversation going nowhere. "Look, I'll have to take them out by surprise, right now! It's the only way to stay undetected while they are also murdering people. Each shot must have a delay time so I'll have to get close and personal to land a kill. If a gunfight broke down, they'd know immediately that someone was fighting back and popped our asses with ease.""Wait a minute! Our?""I need an eye for my back. You hide in the dark and yank my ass out if I happened to overlook something." You say with vigor. "And in the worst case like I said before. Grab my gun!""...I. How could I...""Make up your fucking mind before I leave you here!""....Okay fuck!" Finally he gives in. "You go first and I'll stay where it's safe. You have to make sure everything is clear before moving out...okay?""Worry about yourself." You spat. "Dry your raincoat. I need something to cover my head when I'm out moving."
Player: Let's go!!!
DM: Congratulations! You have made it to the end of the first chapter. I decide to end this early because I'm gonna have to put all of my time into schoolwork soon. Hope you enjoy this shitfest!

DM: You make the decision to see if there's anything worth taking at the rest stop. It's a short walk, and if there's any water, you'll gladly take it.Just as you suspected, the gas station has been looted of everything. The cash register, the food, even the toilet paper is all gone. Someone beat you to the punch. Oh, well. You go to check the pharmacy. That has been looted too, but not all the way. A few bottles have been left behind, scattered among the shelves. You take a bottle of painkillers and a roll of bandages. Nothing else really seems useful.
Player: Head to the town

DM: I go to the graveyard. It's lonely there. Mrs. Murdock is already asleep, and there's no sign of Mag. I hope she'll show up soon. When the bell rings, it's time for people to gather at the front... or is it at the left? Oh well, either way I'll have to look for all the cars and limos to take us to various places in the world.This is the last time I'll ever be here, so I decide to clean up the area. I pull a few weeds and scrape off some bird droppings on the graves. I stare at them. I'll be leaving these as well.I look up at the big tree. There's a newspaper up there. I climb the tree to go get it. I wonder who littered. I go the the branch and grab the paper I put it in my pocket.My foot slips. I fall. I see black.
Player: Relationships

DM: Who is Lizzie?---"I have no idea who she is..."---"She's just a classmate."---"...I'll never forget Lizzie. I'll never forget the days when things were simple, almost peaceful. When the bitter winter was blown by into a warm, crisp spring. Then the clomping footsteps of summer, and it's malicious smile as it crushed every dream in sight. My brain feels so cluttered, yet light like a cloud. Each memory, whether it be good or bad, tries to float away from my grasp and be lost in the depths of my mind. And so, this story is not like any other story. This is not about me, or not all about me. It's not about Lizzie, either. As a younger version of myself, I found it quite challenging to grasp the idea of family, and a refuge. Who could have guessed that a twelve year girl, my peer, could have taught me that lesson? A lesson that would more or less change the rest of a young girl's existence to include more battles where blood was (figuratively) spilled, and a family to run home to after I was done? Not even Lizzie knew how she had changed my life, and she carried that lack of knowledge right on home with her."---You will decide how much impact Lizzie had on me. Will you be happy with your choice?
Player: The Beginning of the End
DM: It was winter. The day that she made the daring decision to sit down to a little outcast with long, black hair on the bus. The short, bright-eyed girl stood in the aisle and looked down at me with expectant eyes, and a face that had never seen disappointment. I had been startled from my book and now we were in an endless staring contest, until one dared to break it up. And she did. "I'm Lizzie. May I sit with you?"
Player: "No," I said, biting my tongue nervously.
DM: "Oh," the girl looked disappointed, "that's okay." She turned away and went to sit a few rows back.I never spoke a word to her after that. We saw each other in the hallway, and sometimes in classes, but she was just another face in the background to me.
Player: One summer, awhile later...

Player: I slowly nodded my head.
DM: Speechless, that anyone would want to sit with me, I slowly nodded my head. I expected her to laugh and run back to sit with the other girls, but she didn't. She removed her satchel, and sat down. Silence filled the air around us for only a mere moment, "What's your name?""Um, Emma?""You don't sound very confident in that, Emma!" The girl giggled, tossing her hair over her shoulder. I stared blankly at her, with nothing to say. She cleared her throat, "How old are you?""Twelve.""Me, too," the girl exclaimed, "Would you like to be my friend?"It hadn't been twenty minutes since she had sat down next to me before she was already asking whether we could be friends. Did this girl know that, that was the way to make friends in kindergarten, not in middle school? "Well?" I could see her smile fading slightly.
Player: "Um," I stared at her blankly, "I barely know you."
DM: "Yeah," she smiled sweetly, "that's the point -- I want to make some new friends!"
Player: "Yeah, I think I'm good for now..." I shift away from her in my seat, and turn my body to stare out the window.
DM: "Ah, that's sad..." From that day forward, Lizzie always asked to sit by me on the bus. Of course, I didn't want to be mean, so I let her sit beside me. I'll be honest, her warm and affectionate nature began to grow on me and I found myself actually looking forward our bus ride talks.Slowly, but surely, we built a strong friendship.
Player: That Day in February

Player: "Sure," I responded, humoring her.
DM: "Sure." I answered, and the smile crept back up on her face.Even though we had no classes together, we still sat together on our long bus rides to and from school. For the first time in my life, it wasn't a struggle to have to get up and go. I had a reason. And that reason talked to me and, occasionally, I laughed at her jokes. Eventually, she started to come to my house every Saturday. We played endless hours of my favorite video games as I showed her how to play.

DM: My mom got a call from the school. "Emma?" she inquired suspiciously."Yeah, mom?""Did you know a girl named Lizzie James?""I don't think I've heard that name, no..." the name sounded familiar, but not like any of my friends."Ah, well, she apparently went to your school and was in your grade. And, the school called to tell us that the poor girl was in an fatal accident just a few days ago.""Oh..." I reply awkwardly."I know you say you didn't know her, but please know that you can always be honest with me if something's hurting you...""I'm fine, mom," I reassure, "I have no idea who that girl is."

Player: The Virus zone
DM: You enter the virus zone. As soon as you step in a voice in a megaphone comes on.Warning! Warning! You have entered the virus zone! You may have a chance to move onto the next level if you succeed in picking the right virus! But if you pick wrong you will be immediatly dematerialized. Do you accept?
Player: yes

DM: I enter Haste's room, but he isn't there. He doesn't seem to be in the building.YOUR HEALTH: 100%
Player: Talk to your mother.
DM: I enter the training room, where mom is training some recruits. Some of them I've seen before, some of them I haven't. "Mom, can I..." "I'm busy A. I'll come talk to you later."YOUR HEALTH: 100%

DM: I want to randomly receiveSomething for a few laughs,But nothing too crudeOr that will make me sad.I put my card into the jar;I take my seat yet again.The teacher passes cards out,And then I regret it.People will just sendSomething mean and dumb.But they won't realize how badlyI feel embarrassed and shunned.The teacher hands me a card,And I open it up.There's three words on the card;The paper almost drops.Oh, crap. This is a terrible decision.Why the hell did I do this to begin with?I scramble to find a logical solution,Is there a way I could just quit this?
Player: Screw it; just do it.
DM: Screw it; just do it.It was my decision after all.I can't just let this personTrip me up and let me fall.But this person has been my bullyFor so many years on end.My arms shiver as I rememberThe pain I had to contend.I drive to the store a few hours later,Browse the shelves for what I could get.Should I just buy the thing for twenty dollars,Or do something I'd probably regret?

DM: Then came the day in February when I slept over at her house. I stood outside the rustic gates that guarded the old Victorian style house, holding my overnight bag under one arm and my sleeping roll in the other. I wore a light jacket, which I sorely regretted for not wearing something heavier on this freezing day, and I briefly thought about running back home before I died of hypothermia. I snapped out of my reflections when I realized that Lizzie had opened the gate and was standing in front of me, holding out her hands as if to help carry one of my bags. I handed her my sleeping roll, and we both walked inside her house. The house was huge, and when we were in the front hall, Lizzie took my things and ran upstairs to set them down. I was left to idle about in the front while she did this. And the first thing I noticed was the Bible verse quoted up on the wall, "'For God so loved the world, that He gave his only begotten son, that whoever believeth in him should not perish but have everlasting life, 'John 3:16"I felt my face drop. "Christian," I thought, "She's one of them." How could she be a Christian? She didn't try to force her beliefs upon me as my Aunt and Uncle had. Was this what the sleepover is all about, to play "missionary" with me? I felt so deceived, and I had a sinking feeling in my stomach.It was at this time that Lizzie came back, "Are you hungry? My mom's cooking pot roast tonight, she the best--" She stopped and I could tell that she saw me looking at the bible verse."John 3:16, that's my favorite verse," she tapped me on the shoulder, and I turned to look at her, "Is it yours?"

Player: Nervously, I scratch the back of my head, "I'm, actually, an atheist."
DM: A grin fell from her face for a mere second before it comes back as a big smile, "Well, we can still be friends."I was shocked. I thought she'd try to force her beliefs upon me, or run away from our friendship. But, she stayed -- as any decent person should.

Player: "Uh, no," I stutter, "I don't really--"
DM: "You don't really what?"
Player: "Nothing," I click my tongue, "yeah, it's a good verse."
DM: I decided it was no use to tell her about my disbelief. She didn't bring her faith up for the rest of the night. The next day, I had to decide if I wanted to continue our friendship.

Player: Two weeks later
DM: Two weeks. Two weeks later, and there I was in the car with my mom as she was driving me to Lizzie's church. It was raining, hard. Each drop smacked the concrete like a whip, and each drop made the world more and more gray. I don't even remember how Lizzie talked me into going to one of her bible classes, but somehow she did. It was probably with that injured puppy dog look she always gives when she wants something, and she won't take "no" for an answer. Soon we arrived, and Lizzie met me at the front with her same old smile on her face. She ran to hug me, "I'm so glad your here!" She released me from the hug, and brushed her hair to the side."Where do we go?""There's a little devotional first, but after that, we go to class. Just follow me."And so, I went to her class and met her friends. The lesson was more or less interesting, it was about this city called Jericho and how the only thing that made the walls collapsed was blowing ram's horns. I sat there wondering how such a thing could be possible. Actually, I thought about it the whole week. I couldn't think about anything else. How did the sound of a horn manage to make a wall collapse?
Player: On Friday...
DM: On Friday, I finally got up the courage to ask Lizzie. She was silent for a moment, as she was thinking, but she answered, "God was with Israelites as they blew down those walls. They couldn't have done it without God.""I guess God's pretty powerful, huh?""That He is." Silence.
Player: And this time, I broke it.

Player: "...I don't believe in God..."
DM: "That's okay..."
Player: That's ok?

DM: "Lizzie?""Yeah, Emma?""Can I go to church with you again this Sunday?""Of course!" Soon, every Sunday night, Lizzie was coming by my house to pick me up for church. And those Sunday nights came to include youth group events and, eventually, Sunday mornings.

Player: No, I really had enough...I'd like to move on with my life now.
DM: And, so, I never hung out with her outside of school again. I was always friendly to her, of course, but I didn't really care to form any close bond with her. Eventually, we grew apart, and by the time high school rolled around, we barely even glanced at each other in the hallway.

DM: Maybe she was slightly overbearing, but she's sweet and she meant well so I couldn't possibly see how it would do any harm.

Player: One summer, a little bit later...
DM: My mom got a call from the school. "Emma?" she inquired suspiciously."Yeah, mom?""Did you know a girl named Lizzie James?""Uh," I recognized the name of the sweet, slightly overbearing Christian girl who invited me over to her house that one time, "yeah, I-I think so...why?""Ah, well, she apparently went to your school and was in your grade. And, the school called to tell us that the poor girl was in an fatal accident just a few days ago.""Oh..." I reply, a few tears swelling up in my eyes...for some reason. I barely had any association with her and, somehow, I was crying."Baby, please know that you can always be honest with me if something's hurting you...If she was your friend, you know you can always talk to me.""I'm fine, mom," I reassure, drying my eyes and fixing my composure, "she was only a classmate."

DM: You tell Deku what All Might had been planning before he ran out of time. Deku mutters some more."That could work, I guess," he says. "All Might believes I can do it. He left this up to me, and I'm gonna be a hero just like him, so I'll save you!"You climb onto Deku's back. He leaps through so many floors of the mansion, breaking out of the roof and flying over the tall fence. The two of you crash land on the safe side of the fence. Deku can't get up. His legs are broken."HEY Get back in here!" A person with the name Odo on his Guy Security shirt is coming toward you from the other side of the fence."Run!" Deku screams at you as Odo reaches his transforming arms through the fence.
DM: You run, leaving Deku behind. Odo grabs him, slipping all the way through the fence and becoming a giant bird to carry his prey back to the mansion. Deku's broken legs flap in the wind. But at least you escaped.

DM: "I see," she said. "I like you. You aren't always trying to kiss my ass like the other do."- And then, slightly later."Hey, get your ass over here. I turned Sticky Keys on by mistake," she said, pressing keys on the keyboard at random.- And then, later."Ugh. I'm going to half-ass the rest of today."It struck me, as it surely struck you, that this brilliant articulate professor rhetoric, this lovely and willowy brainy Claudia, had no expression in her lexicon that did not include in some way the word or concept of "ass."Over the next semester, she referred to a "big-ass beetle" and a "huge-ass crescent moon"; referred to a piece of sculpture as "butt-ugly." She desired to open up a can of "whoop-ass on the next person who touched her cans of V-8 in the fridge, said that Anne, the chair of the department, got everything ass-backwards as well as back-asswards and bass-ackwards, said her class was kickass, and that she thought the way I called the postman was done in a "badass" way.Imagine, if you will what I did.
Player: You called her on it, and asked her what's with all the ass.
DM: "Ha, ha, yeah, that's just how I talk. I'm from Montana," she said, as if this explained all.Things were quiet for a while. Then she called my attention to her new pencil holder, a green faceted vase overflowing with extra-long pencils. The vase was placed on the very corner of her desk such that anyone stepping into the room had to be careful not to bump the protruding pencils and knock the whole thing over."Hey, don't touch my pencils. If you do, I'll kick your ass.""I mean it. I think you took my red pen.""I did not." Actually I had, wholly by mistake, but that was not important at the moment. "Why don't you just move your cup more to the middle of the desk.""I like it here. Just don't touch that cup or your ass is grass."
Player: You stormed out of the room.

DM: You use the Trade Vessels to relocate troops to better positions, giving you a slight edge over the Chykri.
Player: Radio them for reinforcements
DM: The Scairtt Vessels quickly arrive, granting you and your men extra firepower.
DM: You feel pure rage as reports of Probiscan, Creator, Moogli, Brain Bug and Antimite vessels retreating from the area rather than fighting come across the hologram, and feel hate and disdain for the Alliance, but continue with the mission.

Player: Continue trying to move the child
DM: This little shit was resisting now. The anger continues to build in you as you now pick up the chair with the child still in it. You will make these little shits respect you if it's the last thing you do. Terrified, half of your class has exited the classroom. The other half has whipped out their cell phones to record the incident. Never mind them you'll deal with them after you get this kid out of your chair.You hold the chair upside down and shake it trying to loosen the little shit's grip. His screaming gets progressively louder as he clings onto the chair. You finally manage to make him fall to the ground just as the security guard rushes into the room. He looks down at the blood which was now pooling on the floor where the child had hit his head. He then looks at you."Don't move!" He yells as he rushes toward you to take you down.
Player: get taken down
DM: You are taken down by the security guard and promptly fired. Your career as a teacher is over, and you're now facing a lawsuit.

DM: You set to riding towards Phinchville, hoping to find your fellow Warlords there. In just a quarter of an hour, you reach the outskirts of the town, and a warning shot fired by one of the guards on the walls gets you to stop. Looks like this place wasn't visited by the Warlords...''Identify yourself!'' the bearded man shouts, aiming his hunting rifle in your direction. Several other guards do likewise and point their weapons at you.
Player: Fight and try to escape!
DM: You place your hands behind your head, acting like you are surrendering, which makes the guards take their aim off of you slightly.''I repeat, identi-Aghhh!'' he says, being interrupted by you pulling out the Glock concealed under your leather jacket's collar and firing a shot through his chest, hitting his heart. You make quick work of a few other guards too shocked to move, before the remaining ones take cover, ducking, and begin using suppressive fire, although not even one bullet hits you.You quickly restart your motorcycle and begin heading the opposite direction, maneuvering around to dodge the bullets being fired at you, and although it proves to be a successful strategy for the most part, you take two hits to your lower right leg before you manage to get out of their line of sight and reach an abandoned train station, where you ponder your next move carefully. Trying to go back to the Warlords' camp site would be impossible now, as you're sure Phinchville sent patrols on the roads after their encounter with you.
Player: Go to New Hope

DM: Soon the sun sets. Everybody sets camp. You close your eyes and go to sleep on a foam matress. You awake to a sudden noise. You stand up and blink. You gaze through the darkness but see nothing.
DM: You go back to sleep. You awake to a loud howl. You look up to see a club being brought down on your head.

DM: Really? In three years (or maybe more?) years of undergrad you haven't learned that there are rules to writing certain things, like essays, reports and possibly research proposals? How are you even starting this thing? You don't know? Well...
Player: look at previous proposals

Player: Wait here for a while.
DM: You open up a bottle of water from your backpack, and drink it all in a few moments without stopping for breath until after every last drop of the precious liquid has found it's way inside your stomach. You then place it back inside your backpack so you can refill it later, and lie down on the cement floor, falling asleep.You are awoken sometime at dusk by the sound of engines roaring in the distance. You stand up, and look out of the window, careful not to be seen. You see a few Hummers approaching your position, each waving a flag depicting a skull and two crossed M4A1's underneath it. Your heart sinks at the realization: it's the Legion, the mercenary army that's been getting hired every now and then to clear the Wasteland of outlaws, when there is no inter-factions conflict to be fought in.
Player: Stay there and hide.

DM: Visiting Mr Ede at his place of work at the East London Railway you find him hammering a new track down with a few work-mates. Identifying yourself as a private detective you ask for his story."I was walking down the road when I saw a suspicious man standing outside the Forester's Arms Pub," he tells you. "He had a wooden arm which was hanging at his side. He moved his other arm and I saw about four inches of a knife sticking out of his pocket. He walked off when he saw that I'd seen him, he was about thirty-five years old with a dark mustache, brown jacket, dark trousers and he had a wild look in his eyes.""I told you Tom that was just Henry James," one of his companions says with a laugh. "He's a local idiot but harmless and he don't have no wooden arm! He always looks that crazy but he's got the mind of a child. A stupid one."Thomas Ede just shakes his head stubbornly and insists it wasn't an idiot he saw.

DM: You start to make your way to the mysterious gentleman by the window. You weave through dancing people and eventually make it over to where the stranger is standing. He gives you a side glance with a raised eyebrow."Good evening! Are you enjoying yourself?" You ask the gentleman."I guess, and you Princess?" He asks in return."I am. Since you know who I am, you should tell me your name," you inquire.He smirks but answers you, "My name is Ash.""Nice name. What brings you here?" you question him wondering if it was the food or something else."To be honest, it was the anticipation of meeting the princess because I wanted to see if the rumors were true.""What rumors?""The rumors saying that you are the most beautiful girl in all of Eden." He says with a smirk."And..." you push."They are mostly true," He says."Mostly?" You question raising your eyebrows."Yep, there is only one woman more beautiful, and that is my mother. Although since she isn't with us anymore I guess that makes the rumors true." He replies."I'm sorry to hear that," you say sympathetically. He just shrugs as he goes over to the food table.
Player: Watch Him and Look at Other Suitors
DM: You watch him with curiosity but you glance at other suitors. As you watch there is a sudden pounding on the door and people start rushing in. Pandemonium breaks out at they start firing arrows at people. You watch in horror as one first finds your father and then your mother. You look for William but you don't see him. You look for Ash but you don't see him either. As you start freaking out an arrow finds its way to your heart and you die a sad death.

DM: You try to take to the sky. You attempt to spread out your wings before a strangled cry escapes your beak. Looking down, you see your left wing in a horrible state. Tenderly testing it once more, pain shoots throughout your little blue body. It was broken. Like your memory. Realizing you couldn't fly, you could only look up to the sky to see....
Player: Just the sky
DM: ... just the sky. You turn away from it as you think of more important things... like how you can get back to your home.
DM: You start hopping away across the ground. You concentrate on your clawed feet jumping to and fro until suddenly what you see changes. Green grass starts clouding your vision. You look up to see that you had stumbled upon a flourishing field. It was so green that it hurt your eyes.You try to peek over the long blades of grass by jumping up and down higher and higher, but then a twinge of hurt began to spiral from your wing. You were so busy trying to look over the green that you didn't hear the soft hissing sounds coming from the barely moving blades that steadily approached where you were. And when you noticed, it was almost too late. You saw its slitted eyes immediately see your injured body under its clear scales. You let out a startled chirp before....

Player: Try to take them on.
DM: You get your Uzzi ready for action, checking to see if the clip is full, which it is. You then crouch right under the window, waiting for the Legionnaires to arrive. As soon as they stop their vehicles in front of the train station, you stand up and open fire, killing all four soldiers inside of one of the Hummers. The others retaliate by opening fire almost immediately, but you duck just in time to avoid getting shot.You quickly reload, and change your position, crawling as fast as you can to a corner of the building that gives you a clear shot at your bike, standing parked right by the entrance. You wait until they finally decide to move in, and, as soon as you spot the first one of them trying to enter the building, you fire a single round at your motorcycle's gas tank, causing it to explode and kill every soldier that was nearby. Unfortunately, it also made the front entrance collapse, leaving only the back entrance open to move through.You wait a few minutes, getting ready for the next group entering, but are surprised to hear gunfire and the windows in both the back and front of the train station shatter.''What the fuck are they...'' you think, your thoughts being quickly interrupted by a molotov cocktail flying through each window, hitting the ground and shattering, causing huge flames to rise and start consuming the building... and you.

DM: There's several more matches, before it finally gets to you."Mia Min-Taylor vs Daniel Lyons," the Doctor says."Terrific," you smile.Seamus stares at you jealously, while Luc cheerfully claps you on the back."Keep him away from guns, and I'm sure you'll be fine!""Lucky bitch..." Shada mutters under her breath as you smile.You stroll down towards the arena, taking your place on the circle. You watch as the nervous, possibly terrified, Daniel Lyons takes his place on the circle. You watch as the Doctor readies the bell. Daniel Lyons' gaze shifts quickly to the guns over at the end.The bell rings.
Player: Take this to hand-to-hand combat
DM: You charge at Daniel, who begins sprinting for the weapons. You swipe at his legs, knocking him to the floor, and quickly stomp on his chest. He groans, and you grab his head, slamming it into the ground."Well, that was easy," you mutter aloud.The Doctor strolls forward, jabbing a syringe into Daniel's arm. He pushes down on the plunger, and lifts Daniel over his shoulder, carrying him off. You slowly make your way back to your seat.

Player: Order a pint of ale
Player: Order another pint!
DM: The bartender takes your now empty mug. He pours a generous amount into the mug and slides it down to you. "No charge for ya son, enjoy!"-You drink it down, it is cold a refreshing and filling. (You are beginning to feel a little more relaxed.)What now?

DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.Aaaaaaaaah> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)
Player: M
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)M...
Player: J
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)Aj...
Player: O

DM: ''Hey, punk!'' you shout, climbing up to where he is standing and drawing your machete out, looking at him. ''You and me, fight to the death! For the title of Warchief!''.He looks around for a moment, before being handed a machete by another Warlord. He looks at it, and then at you, and then takes a deep breath, his hands noticeably shaking.''Fucking coward...'' you mutter under your breath, getting ready.The crowd down below cheers you both on, some shouting for you to win, others for Callen. You take a brief look down at the crowd, and notice Rawrock waving at you and whistling. You then turn back and face your opponent.He charges, and you easily dodge his weak attempt to hit your head with his machete. He loses balance and falls on his back next to the edge of the wall. This could be your chance...
Player: Attack now!
DM: You quickly walk towards him, and slightly raise your machete, ready to dig it in the neck of your foe, who is lying on his back. He suddenly grabs you by the legs and tosses you off of the wall, the fall killing you as you land on your head and break your neck as well as several fragments of your skull, too.

DM: A problematic thing to do, but you hope it might get you some attention, which you can then use to move on to greater things.You make a video joking about what a bad driver, and therefore what an "Asian," you are. You try to make it somewhat ironic, but by the time you finish you're not really sure to what extent you're commenting on stereotypes and to what extent you're perpetuating them.You're not sure if you should post it and hope for the best or give up on this and try another idea...
Player: Use stereotypes to make fun of your family instead
DM: It worked well for women like Christine Gambito, so maybe it can work for you too! You like this idea because it allows you to use stereotypes in a humorous way, but without directly making fun of yourself.You write and perform a video exaggerating your family's Chinese accents and some of their more stereotypical Asian habits.

DM: Charlie sighs. "Yeah. My friend Robert fell or got shoved off a cliff about a month ago. The papers say they think it might be suicide but I got on well with Robert and he just wasn't the sort of boy to do that kind of thing. I find it hard to see how he could have fallen accidentally, even at night, but then again I can't see why anyone would want to hurt him. This island is a strange place though and sometimes unusual things happen here without much explanation." Charlie shrugs good-naturedly and you feel a warm glow inside.
Player: "Has anything strange happened around here recently?"
DM: Charlie laughs, a pleasant sound that somehow makes your heart beat faster. "Well yes, as it happens. I keep a double-barreled shotgun under my bed, as every gamekeeper on this island has done for the last century, but today I went to get it to hand it and the gun license papers over to the next gamekeeper: the papers were there but the gun was gone! It's true I haven't used it for a while but it was a few months ago when I used it to put down a wounded bird. I'm sure I didn't put it anywhere else and although the other Volunteers have keys to my hut I can't imagine anyone taking it. I have to admit, I'm completely baffled and it won't look very good this evening when I have to report I've lost my gun and the shells that go with it."You listen with great interest and at the end of the conversation you assure him that you are sure the gun will turn up.
Player: "What are the other volunteers like?"
DM: Charlie laughs. "Oh, they're a good bunch. They're all a bit older than me but they're a nice lot. George is the oldest, he's been here since 1920, or possible 1520, was actually born on the island, and sometimes I think he's never going to leave. I saw him go by an hour ago heading to Maryland Village to do some work, he used to live there you know. The others are a nice crowd but we're all moving off tonight and a new group's coming in."

DM: ''Tell everyone to get ready, and meet up at their shelter. I want the Legionnaires to be hiding inside like rats by the time I get there.'' you order, to which Rawrock nods and runs off.12 hours later, Legion Headquarters: You arrive in front of the Legion's headquarters, and already see dismembered corpses of Legionnaires outside on the sand. All of the gangs, including your own, are here, and it looks like they suffered no casualties in taking over the surface. Rawrock spots you and runs in your direction.''Aether, we've done it! Killed a bunch of 'em up here, rest of 'em took refuge down in that shelter! What shall we do?''
Player: Go in and kill everyone of them
DM: ''Everyone, follow me!'' you shout, getting off of your bike and grabbing your M4A1, running down the stairs and descending into the shelter, followed by your troops and allies alike.In a couple of hours, you take out more than half of the Legionnaires, but them knowing the shelter's layout better, manage to gain the upper hand and surround you and your troops. You fight bravely, but are ultimately defeated. Your own life ends when several grenades are thrown at you while you were hiding in a storage room, and get you blown to pieces.

Player: I choose the first May
DM: The first May cheers. "Oh daddy, thank you, thank you!"The second May hisses. "Noooooo!" she screams as she/it turns into smoke."I'm so glad I chose you," you say."Oh, well, you know me. I'm just so easy to choose!" May giggles.You and May make your way back to your waking place, hand in hand.
Player: Aw, so cute! Now, let's move on.

DM: Rubbing your shirt on your face feels good. You pull your shirt up, higher, until it's up over your head.Wow. You can't see anything in here! It's warm and nice.You can hear someone in the audience gasp."Is he having a mental breakdown...?" you hear someone murmur.Oh no!!! This is the worst day ever!!!Oh no!!!!!
Player: Trip over the podium and fall face first in the garden
DM: "Wait! Sorry, sorry!!" you shout, "I AM SO SORRY THAT I AM BAD AT PUBLIC SPEAKING."You try to step off the platform, but you still have your shirt pulled up over your face. You trip over the podium, do a little cartwheel, and slam headfirst into the garden, eating a generous mouthful of dirt.Everyone in the audience screams!You sit up, and your shirt falls back down, revealing your dirt-smeared, tear-stained face.You start blubbering and are carried off by the two burly gravediggers.Iselica looks devastated. She quickly runs up to the platform."I am....so...sorry about that, ladies and gentlemen," she says, softly, "I thought that Arakhan could handle this."She glares at you."I was mistaken."
Player: Iselica Takes Over
DM: Iselica finishes the speech without you, and you are pushed off to the sidelines.She gives a heartfelt speech, and when she concludes, most of the audience members are tearing up.After twenty minutes or so, the ceremony is concluded, and the coffin is buried.Iselica approaches you, fire in her eyes."That was terrible, Arakhan," she says, venomously, "Did he even matter to you at all?? I thought you were going to at least try."You don't know what to say. You feel awful.Iselica holds up the key that you need for the Northern Gate.And then she shoves it back into her coin purse, forcefully."You don't deserve this key," she says, furious, "Not from me, anyway. Get out of my sight, Arakhan. I never want to see you again."You are quickly shuttled off of the property, feeling worse than you ever have in your entire life.

DM: You order some of your troops to dump a few truckloads of TNT down the stairs into their shelter, and then several others toss some grenades while you all back off. As it all explodes, the echo is so strong it brings pain to your ears, so you cover them.The entire entrance, including most of the shelter from what you can hear, collapses in on itself, effectively trapping everyone inside.A few hours later, you all return to New Hope to celebrate. You organize a large feast for the leaders of the Skinners, the Red Jackals and the Pioneers, who are all sitting at the same table with you inside the former senate building of New Hope.
Player: Become official allies with them
DM: You begin explaining to them the terms of this alliance between all of your gangs.''It's simple, really. If any one of our gangs would be to get into conflict with another faction or gang, all of us would join in and attack our ally's enemy.'' you tell them. After a brief debate, you all settle on the terms proposed by you. You shake hands and each gang goes to attend it's own businesses.May 2322, Warthunder City:Four years have passed since you ascended to power. New Hope was renamed to Warthunder City, and the Warlords are now twenty thousands strong. Being allied with the other major gangs gives you control over the entirety of the Great Southern Wasteland, forcing caravans to pay you tribute in coins and goods for every trip they take through your territory.Just this morning, you've been poisoned. Someone got a hold of cyanide and put it in your food, but luckily, the dosage wasn't enough to kill you. You're now being treated by one of the few doctors you have. Thinking, you know there were only two other people who were in contact with your breakfast: Jeffrey Ulgreech, the one who prepared it, or Rawrock Greveth, your second-in-command, who requested he personally bring it to you.It is no question that you need to execute someone, but who?

Player: Kill Jeffrey
DM: You quickly order some Warlords to go and execute Jeffrey, to which they comply. Drifting off to sleep with the moonlight shining through your window, you wonder if this was the right thing to do...You soon find out, though, as Rawrock enters your room shortly past midnight and silently puts you out of your misery. You awake just in time to see, and feel, him dragging a scalpel across your throat, causing you to choke on your own blood.''Good night, former Warchief...'' he whispers, smiling mischievously as he sneaks out of the room, making sure he is not heard by anyone.

Player: The chest.
DM: As you walk towards the chest, you suddenly become aware of the fact that there is a skull on the chest. The same type of skull that you first encountered In the first room you entered. This one seems to have hinges on its jaw, and as the last one, has ruby's for eyes.The chest does not open when you try to lift the lid.
Player: Consult the book from your grandmother.
DM: The book displays a finger in a decomposed mouth. Does the book really imply that you stick your finger in the skulls mouth? As you stick your finger in the small skulls mouth, it bites. The teeth dig into your finger with a force enough to make you bleed. As you pull your finger back, the skull whispers : "The family has returned. Your possesions is available now, Trainee."
Player: In the chest.

Player: Sessions with Freakshow.
DM: There are several sessions with Freakshow here. The first one is dated a year after the Imperfects were originally formed. They don't seem to be on a weekly basis like the others.YOUR HEALTH: 100%

DM: Maybe it's the alcohol, but looking at Nadine and looking around, you figure the best thing you can do to preserve your dignity and not have everything at work go weird is to head home. " I don't know Nadine, I just needed a drink and thought you guys were headed here anyway, so I figured I'd tag along. No big deal. Speaking of which, it's super late and I can't be out all night. It's been fun, I'll see ya." You walk over to where the bartender is standing and give him a 10 dollar bill and don't wait for the change.You are in your car and out of the parking lot and on the road. Before sleep overtakes you, you are in your driveway and in your house and then in your bed.

Player: No way.
DM: You sigh quietly and go back to eating your pasta. Your mother turns back to talk with your father, barely noticing that you still sit at the table, unenthusiastically turning your fork over and over. Your parents are arguing heatedly over something, you're not quite sure what. You hate it when they do this, what if they don't love each other any more? What if they decide to get a divorce, and you end up like that weird kid who sits in front of you on the school bus in the mornings? What would happen to you? Who would you stay with? You know you're probably being unreasonable, but your mind can't help but to jump to the worst possible scenario. You sit there for a good ten minutes, thinking about what would happen if your parents didn't love each other anymore, when you notice that your father is standing up and yelling loudly at your mother. "HONESTLY SUE-ELLEN, EVERY TIME I TRY TO HAVE A REASONABLE DISCUSSION WITH YOU, YOU TURN IT INTO AN ARGUMENT! GOD, START CRYING WHY DON'T YOU! IT'S ALWAYS MY FAULT, ISN'T IT."Your mother is indeed crying silently, shoulders heaving as she tries to hold it in. "Clary, I'm not saying it's your fault. In fact, it's probably mine. Don't worry about it, I'll just do it myself if you won't help." she sniffs, attempting to remain somewhat dignified.

Player: Begin to cry.
DM: Your bottom lip begins to tremble, your brown eyes grow wide. This seems to happen quite regularly, you're not very good with intense situations. Your Daddy is so much bigger than you, and so scary... He watches you impassively as the tears spill down your cheeks, apparently not caring that he's hurt your feelings. Slightly embarrassed, and mostly overwhelmed, you run off to your room as fast as you can. Your father, not done with chewing you out, follows you purposefully. As he approaches you, you take action and:
Player: Hide under the covers

Player: Go to bed
DM: You slink off from the table and collapse onto your bed. Why do mummy and daddy have to fight? Why can't they just be happy and love each other? You know that you have no place to judge, you're just a little girl. But as you lay in bed that night, you decide that when you're older, you are never going to marry someone unless you know you love them. No one should have to go through the same as you, uncertain about their future in a loving family.

DM: "It's just a towel Daddy, I think it will be okay. I was just trying to be helpful, anyway."Your father glowers at you and sighs loudly, apparently leaving it there for now. He stalks outside, swearing under his breath, and slams the door powerfully behind him. Your mother, who had been eating her food quietly, finally speaks up. "Rosie, sweetie, I'll take it from here. It's alright darling, Daddy's just a bit stressed at the moment." You stare at the floor, thoughts only of how mad you were at your father. Why did he get to be the boss? Why couldn't mummy do it? Daddy was never fair to you, he probably didn't even love you. Frustrated at how powerless you are, you stalk off to your bedroom and scream into your pillow.
Player: Venture into the kitchen for a glass of water
DM: You dismiss the thought instantly. You really must be tired, why else would you think of something so twisted? You sigh quietly and slip out of bed, heading for the kitchen. Perhaps a glass of water would help to calm you down. Your feet pad down the hall gently until you reach the living room. Your hand fumbles in the dark, searching for the light switch. You flip it quickly, and close your eyes against the blinding light. When you open your eyes again, you can't help but to scream. Sitting in his highchair is Joshy, but his petite body is missing a head. Blood is splattered all over the wall behind his body, chunks of flesh litter the floor around his chair. Bile rises in the back of your throat, but you force yourself not to vomit. You breathe in deeply, trying to calm yourself down. It works for about ten seconds, until the image of Joshy's pale body slumped in his chair flashes in your mind. Your father must have done this. You know you should get out of there, but what about your mother? What if he's gone after her?
Player: Call the police

Player: Slam the door angrily
DM: After several hours of tossing and turning, burning anger for your father consuming your thoughts, you have a sudden idea. He has to be stopped. You can't go on like this, living in constant fear. You don't know how far he will go, what measures he will take to get his own twisted way. You know that your mother will never stand up to him, she is blinded by an illogical love that you fear will never fade. You have to take matters into your own hands, and you have to take action now. The whole house is asleep, this might be your only chance to make sure he never causes anyone harm ever again.

DM: You stand up on your chair, desperate to be heard, to be recognized as a human being rather than a little girl who just does what her parents say. "Stop it Daddy! Just leave her alone!"Your father, in the middle of shouting something horrible at your mother, takes a second to realize that you spoke. He turns to you slowly and your blood runs cold. What have you done? How could you be so disrespectful? He begins speaking slowly, dangerously."Rosie, this is a discussion for adults. We can handle it by ourselves, thank you. Now, why don't you go off to your room now? I'm sure there are lots of toys you can play with."
Player: "Yes Daddy."
DM: You decide to flee before the situation gets any worse. You took a a step too far standing up for your mother like that, you're lucky you didn't get into too much trouble. You step down from the chair meekly and run off to your room. You bury yourself under a nest of blankets and cry yourself to sleep, worrying about your parents, scared for your mother. You wish you had a different father. No one could be worse than the one you're stuck with.
Player: You wake up in the middle of the night
DM: You blink rapidly in the thick darkness, stretching your heavy arms. What time is it? It must be pretty late, the house seems to be completely silent. As you lay quietly in the dark, your mind flicks back to the events of last night. Rage bubbles up inside you as you picture your father's menacing face looming down at you. Why did he have to screw everything up? He always found a way to start a fight, to make your mother cry, to rip the family apart. You rub your eyes, eventually adjusting to the the lack of light. A thought came to you suddenly. He was asleep, it would be so easy to sneak into his room with a knife, you could blame it on your mother, who would ever suspect a little girl?

Player: Big girl

Player: Grab a glass of water and calm down
Player: Check on your mother

DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaaaaaa...
Player: Q
Player: E

DM: "Demons have their own laws. I can't explain it to you. You will have to ask Dean what's going on if you want to know. Since he's the master, only he can even tell you why you're here." Paul says. "Any more questions or should we go see Dean now?"
Player: "About as far as I can throw you." you say.
DM: "About as far as I can throw you." You say honestly. Dean smirks."Wise." Dean says, then pauses as if considering something. "Stand right there." Dean points to the wall where he's been throwing his knife at.

DM: You dive into your bed, pulling the covers over your trembling body. You've made a mistake a very big, very dangerous mistake. You tremble violently as you hear heavy footsteps approaching your door. The sound ceases abruptly, and you let yourself relax for a few seconds before the covers are ripped from your timid grasp. Your father's firm hand connects with your side, and you howl in pain. He beats you over and over as you lie there, a sniveling mess. When he eventually leaves, you sob into your pillow for several hours before coming to your senses. You're not hurt. You're mad.

Player: Somehow, you sleep through the night

DM: "Hello, 000 here. Please state your emergency.""M-my little brother is dead. I think my Daddy did it.""Alright, can you tell me where you live?""Th-thirty nine Lorrie Avenue. In Freshwater.""Okay honey. We have an ambulance and police on the way. Stay calm, move out of the house. Is there a neighbor's house that you can go to?""N-no. We-we just moved in here. I don't know anyone.""Okay then. Honey I'm gonna need you to get out of the house, alright? Is your Daddy still asleep?""Yeah, I-I think so.""Good. Alright now stay calm, are you out of the house yet?""Mm-hmm.""Alright. Do you have any brothers or sisters living in the house?""Well, I-I had J-Joshy..."*inaudible sobs*"Okay sweetie, it's gonna be alright.""WHAT THE FUCK ARE YOU DOING?"*phone line goes dead* When the police arrive at your house, they find your body slumped over the kitchen table, your head blasted to pieces. Your mother was found lying in her bed, throat slit. You got the 'Trigger Happy' ending.

DM: You manage to tear your wide eyes from your little brother's corpse. You have to check on your mother! She might be in danger! Sprinting down the hallway, you slam open the door to your parent's room and skid to a halt. Your mother's lifeless corpse hangs over the side of the bed, her skin turned pale and waxy. Your father, however, is still very much alive. His huge figure is positioned above your dead mother, eyes closed in ecstasy as he thrusts into her repeatedly. You squeeze your eyes closed and back away from the door, trying to escape unnoticed. Just as you think you made it, your father's eyes snap open and his vision focuses on you. His mouth curls into a sinister grin and he is upon you in a flash. You scream as loudly as you can, desperate to get away from this madman. It's no use though, he is far stronger than you. He rips off your warm pajamas, moaning at the sight of your shivering naked body. "You have no idea how long I've waited for this Rosie." he sneers at you. You have no idea how long it goes on for, endless screams punctuated by surprised moans of pleasure. You got the 'Necrophiliac' ending.

DM: You slit his throat and blood squirts from his neck. He coughs out black blood. He will be dead soon.

DM: Willy Adkins moved the vegetables from one end to the other on his plate. He had finished most of his dinner, but left the vegetables without even attempting to eat them.Willy's mother and father were confused by his sudden distaste for vegetables. For as long as they had known, Willy had always eaten his vegetables eagerly, but for some reason, tonight he did nothing more than play with his food. "Willy, don't play with your food, sweetie. Eat your vegetables." Willy's mother, Fiona chided. Willy said nothing, but continued to play with his food."You can't leave the table until you finish your vegetables." His father, Johnson warned.Again, Willy said nothing.Willy's parents left the table and went into the other room, leaving Willy alone with his vegetables. Willy would've have sneaked the food to the dog, but they didn't have a dog.
Player: Willy listens to his parents in the living room
DM: The child remained silent, idly moving food around his plate while he listened to the television playing in the living room.Listening carefully, Willy could hear his parents quietly discussing the situation."I don't understand why he won't eat his vegetables! He's always enjoyed his vegetables!" His mother whispered."Do you think he has Ebola? I heard about a man across the country who got Ebola. Maybe our son has it and won't eat his vegetables!" Johnson exclaimed. "Johnson, don't be ridiculous!" His wife exclaimed. "Honestly..." Johnson started again, "I blame that Igloo Australia girl. She's a bad influence for Willy! Have you heard her song, 'Classy', or whatever it's called?""Johnson, stop being so stupid." Fiona sighed. "There is something wrong with our son, and we need to figure it out!"
Player: They find that Willy's chair and plate are empty

DM: Willy could hear his parents talking in the other room, but he tuned them out and continued shuffling the vegetables around his plate rhythmically. The young boy didn't want to eat the vegetables before him after what he heard on the playground today.Willy and his friends, Freddy, Bonnie, Scott and Richard were talking about the strange food on their plates at lunch that day. There was always usually a vegetable or two served daily, but what the children saw today was frightening. While the children usually saw a leafy green vegetable, or something recognizable, the vegetable served today was white. None of the children ate the vegetable, in fear of the strange, alien vegetable."It looked like broccoli." Richard noted."But it was white! Do you think it came from aliens?" Bonnie questioned."My mommy is a doctor and she said vegetables can kill you, do I won't eat it." Scott proudly stated."Your mom wouldn't say that! It's not true!" Willy responded. Willy had eaten vegetables most of his life, so it didn't make sense that they could kill him, right?"It's true! She once had a patient who was dying because he ate vegetables!" Scott continued.The kids all looked at each other in fear. If Scott's mom was a doctor, it had to be a true! Each of the children agreed just as reccess ended that they would never eat another vegetable. None of them wanted do die, much less any of their friends!So it only makes sense that after what Willy heard on the playground, that he wouldn't want to eat his vegetables. He didn't want to die! His friends and family would miss him a lot!It was for this very reason the boy wouldn't eat his vegetables.
Player: Willy eats his vegetables anyways
DM: Willy decided to stop his silly delusions and eat the cauliflower anyway, despite what he believed.Spearing the broccoli with his fork, Willy brought the vegetable to his mouth and cautiously chewed. It tasted fine, and it didn't seem deadly at all. Willy quickly ate the rest of his vegetables eagerly, so he could leave the table and return to his playtime.
Player: Willy suddenly feels sick

DM: Fiona and Johnson entered the kitchen, expecting to find their son sitting, but instead they were greeted with an empty plate and empty chair."Huh, I guess he ate his vegetables..." Johnson muttered, eyeing the plate suspiciously. "I don't know why he was so hesitant about eating them before. It's strange." Willy's mother added.Willy had surely eaten his vegetables, and left the table. The young boy had returned to his playtime without a care in the world...
Player: His parents hear a loud bang come from upstairs
DM: Willy's parents jumped when they could hear a loud THUD come from the floor above, causing them to go upstairs and check on their son.Upon going upstairs and approaching his bedroom door, the two could hear loud noises coming from the other side.Fearing what might be going on, they opened the door to see...

DM: Willy looked up from his plate when his parents came into the kitchen, his mother with a concerned look on her face, and his father looking at him as if something were wrong with Willy."Sweetie, we're concerned why you suddenly don't want to eat your vegetables! You've always been a good boy and you've always eaten the vegetables!" His mother explained."Ebola, I tell you..." His father muttered. In response, Fiona elbowed her husband in the side, effectively shutting him up. For now."Mom, I just don't want to eat my vegetables!" Willy replied, trying to weasel his way out of eating the strange food on his plate."Sweetie, why not?" His mother asked, deeply concerned for his well-being.Willy's thoughts turned to a conversation with his friends on the playground at school that same day. "I tell you, those vegetables are poisonous broccoli!" Bonnie cried out.The children were served cauliflower at lunch that day, but not knowing what it was, they thought it was mutated broccoli and they refused to eat it."They probably came from aliens. It looks gross and evil." Freddy said, cringing as he thought about evil aliens planning to hurt him with their gross vegetables.Willy had taken every bit of it to heart, being the child he is. So it only made sense that when Fiona tried to serve the same vegetable to Willy, he didn't want to eat them. "Willy, this is ridiculous! You need to stop listening to Tatar Shift and eat your vegetables!!" Johnson barked.The sudden outburst scared Willy...
Player: Willy eats his vegetables in fear
DM: Fearing his father, and not wanting to make him any more mad than he already was, Willy picked up his fork and quickly ate the vegetables, not even concerned with what he was hastily eating.Willy was put at ease when his father calmed down moments later, apologizing for the sudden anger.
Player: Willy goes up to bed

Player: Willy's parents hear a loud noise coming from the kitchen
DM: The couple heard a shockingly loud noise come from the kitchen, and so they rushed quickly into the room to see what had happened.Inside, they found Willy, laying on the floor, not moving. His mother rushed to Willy's side to shake him gently, desperately trying to wake her son."Willy! Willy sweetie! Wake up!"Johnson panicked and called an ambulance, desperate to save his son's life.

Player: Willy's parents look for their son
DM: Fiona and Johnson looked throughout the house, trying to find their son.Checking every room in the house, while calling out his name, but there came no response from their son.Finally, looking outside, they found...
Player: Willy, in the sandbox
DM: The couple was greatly relieved to find their son playing innocently in the sandbox, without a care in the world. Willy was racing his trucks around mounds of sand, deeply immersed in his playtime.Little did they know, there was a sinister force at work.While it would seem ridiculous that cauliflower could mutate, that was the very case here. The vegetables leftover in the fridge were given life through a strange chemical accidentally added to the pesticides they were still lightly coated. Knowing their fellow kind had been devoured, the vegetables planned to rebel.Their first victim would be Willy, the boy who had most recently eaten the vegetables. While Willy was playing eagerly, the mutated vegetables had managed to escape from the fridge and push their way past his parents in a large horde.It wasn't long before the angry army of cauliflower had attacked the innocent child and beleaguered him to his untimely demise.

Player: Willy goes to play
DM: Willy picked up his toy trucks, moving them across the floor as if they were actually driving around his bedroom. Willy loved to play with his toy trucks, his favorite toys.Willy's adventurous playtime continued until...
Player: Willy, being abducted
DM: When Willy's parents opened the door, they found a shocking sight. Their son was caught in a beam of yellow light, which seemed to be trying to drag him out the bedroom window. Willy fought against the force by tightly gripping his bedpost with all his strength. In the end, it seemed to not be enough, because Willy was angrily pulled out the window and into the night. It turned out that there was a strange chemical in some of the cauliflower that Willy ate, which gave strange aliens the ability to instantly trace his location and take him away to be sliced and diced.

DM: Willy stared at his father in complete fear for a moment before he broke out in tears, still not eating his vegetables."Look what you've done! You made poor Willy cry!!" Fiona angrily shouted at Johnson."He should have just eaten his vegetables, and I wouldn't get angry!" Johnson calmly replied. To this, Fiona rolled her eyes and moved to her child's side."Willy, here comes the airplane!" His mother cooed, while moving the cauliflower closer to his mouth.Willy eagerly opened his mouth, hoping his father wouldn't yell again.After eating the vegetables, Willy had finally calmed down and relaxed in his chair."That's a good boy." Johnson calmly spoke to his son.
Player: Willy goes outside before it gets dark
DM: The child left from the table and went to play outside before it grew dark and he had to come inside.Upon stepping outside in the cool breeze, Willy noticed his throat felt a bit tight. Passing it off as nothing, Willy began to kick a ball around the yard, before he noticed the pressure in his throat growing.Before Willy had much time to react, he was cut short of oxygen.The sudden choking was a result of a reaction to the vegetables he was force to eat, leading to his untimely demise.

DM: Willy felt a pain suddenly in his stomach. Keeling over, Willy held his stomach and tried to endure the pain.What Willy didn't know, was that his body was having a negative reaction to the vegetable, which he had never eaten before.Pain wracked his body violently, until Willy fell, without so much as a pulse left.
Player: The story ends...
DM: Mrs. Robinson stared at Willy Adkins in shock after he finished reading his story. Even the class was astonished by the shocking nature of Willy's writings. "Wally, where did you get the... inspiration to write this story?" Mrs. Robinson asked, genuinely concerned for the child standing before her other students with a story of such strange nature."Well..." Willy began eagerly. "I wrote this last night after my mean parents made me eat vegetables, even though I told them I didn't like them and then they made me stay there until I ate them all. Even pretending to be dead didn't fool them."It was that very same day that Wally was signed up for therapeutic sessions. Though the therapist tried his hardest to break through Willy's strange delusions, the boy would always claim that he was "The Boy Who Died From Eating All His Vegetables."

Player: The ambulance arrives in time
DM: The ambulance was able to arrive in time to save Willy. The boy was loaded into the vehicle, and rushed to the hospital.Fiona and Johnson were greatly worried by their son's sudden ailment and they waited with heavy hearts to hear the news about their son's condition...Many long minutes passed, many patients in the Emergency Room were treated, and the parents suffered with every agonizing tick of the clock.Once the doctor stepped out, and requested their presence, they were finally given news about their son.

DM: While Willy was quite happy that he had finally finished his meal and was allowed to play again, he began to feel a strange itch on his face.Reaching up to scratch his face, he felt the itch spread quickly. Willy panicked and tried to call out for his parents, but his voice wouldn't work.Willy rushed downstairs to his parents, greatly worried he was dying.Immediately, Fiona screamed and commanded her husband to dial for 911.
Player: The ambulance doesn't make it in time
DM: Willy was helpless in everyway, his only hope the ambulance.However, it seemed that fate was out to get the child, for when the paramedics had finally arrived to aid Willy, it was already too late.Willy had slowly passed, his parents having no chance themselves of saving their son. It was devastating news to them, the couple bursting in to heavy tears at the loss of their son.It seemed that the vegetables he so feared were the death of him...

DM: Fiona and Johnson came back into the kitchen after a moment of enjoying a conversation in the living room.Hoping to find their son had finished his vegetables, they were greeted with a sleeping Willy, and a clean plate.Willy's mother picked up the plate and placed it in the sink to be cleaned later, while Johnson went to wake his son. He shook Willy gently, while softly speaking "Willy, you need to wake up, buddy."There came no response from his son."Willy." He continued, somewhat louder than before. "You need to wake up, Willy."Willy still did not wake up."Fiona, I think something's wrong with Willy!!" He exclaimed. To this, Fiona turned suddenly and ran to her son's side."What's wrong with Willy?" She abruptly asked."Honey, I don't know. He isn't waking up!" Little did they know, their son had a horrible reaction to the cauliflower, which caused Willy to face a sudden and painful death.

Player: Willy, choking
DM: Opening the door, Willy's parents found their son choking violently on cauliflower chunks that had suddenly come back up. THe loud noise was caused when Willy panicked and fell over, effectively alerting his parents that something was amiss. Willy's darkening face and eyes full of tears were more than enough proof that his parents needed to call 911.
Player: The ambulance doesn't arrive in time

DM: Willy dressed himself in his pajamas, brushed his teeth, and crawled into bed, tired and ready to sleep.Closing his eyes, Willy was greeted by dreams of broccoli, frolicking idly in a field. While Willy walked around, examining the large vegetables with deep interest, he heard cries coming from another side of the field. Looking over, Willy saw several broccoli running away in fear. Chasing behind them, was a horde of cauliflower. Willy panicked upon spotting the strange vegetables, but panicked more so when he saw that upon coming in contact with the cauliflower, the broccoli themselves would change into their white counterpart.The mutant change was spreading faster and faster, until Willy was surrounded. The boy abruptly woke up in the middle of the night, sweating in fear.
Player: Willy had woken his parents up
DM: Willy's parents rushed into the room, hearing their son's panic moments ago.Fiona cried out "Willy, are you okay!?"In response, Willy silently nodded. Meanwhile, his father searched around the room to be sure. "Why don't we go downstairs and get a snack, to calm you down?" His father suggested. To this, Willy nodded and headed downstairs with his parents.Upon heading downstairs, Willy's mother brought out the leftover cauliflower from dinner, and gave some to her son. Willy was a bit panicked after his nightmare, but he ate them nonetheless, to avoid having to explain the strange dream. However, after eating the cauliflower, it came to Willy's attention that there was an odd taste about the vegetables that he hadn't noticed before.What happened next came so suddenly. Willy began to foam at the mouth, bringing panic to his parents, while their son twitched and convulsed in his chair angrily. With no time to react, Willy fell against the table with a lifeless smacking sound, entirely dead. It had seemed that Willy was deathly allergic to the vegetable, but only after having a certain amount.Willy's parents were heartbroken, and mortified that they were the cause of their son's death.

DM: No hurry in running, especially during winter. I slowly walk over the crosswalk, when I see a trucking sliding towards me, out of control, headed towards ME! I start to run, time seems to go slower; the truck closing on me. Oh no....I'm not gonna make it......Then somebody slams into me pushing us both outta the trucks way. I slam hard onto the other side, breathing heavily...and still alive.
Player: Unexpected savior
DM: I stand up dusting my self and picking up my umbrella; my savior doing the same, a girl and it's...RACHEL...my best friend and schoolmate! "Damn Alice! You trying to get yourself killed?!" she asks looking a bit angry and worried "No Rachel," I reply to Rachel. "I was just walking over the crosswalk, I didn't even see..or hear the truck coming." "Yeah because there wasn't anyone on the crosswalk, except you!" she says shaking her head. "Damn, you really scared me." "Sorry Rachel, thanks for saving me," I say giving her a hug. "Y.yeah..okay," she replies squeezing back. "You want to head to my place?" I ask breaking the hug. "Sure, I got nothing today anyway. Was heading home myself before you showed up," she replies and we start to head towards my home.

Player: Will Either Train Accept Me?
DM: Will the trains stop for you, or will they mow you down?Not many people accept you for who you are.
Player: An omnisexual
Player: The Blue Company's Trouble
DM: Everybody marveled at the blue company's pale train. They said it would be the best train ever.
Player: They Were Wrong
DM: Another train came and challenged the pale train. It was the oldest train still in operation. It also burned coal at a very high temperature. People could almost feel the burn.

DM: In the mud she finds an old map bolted to the floor, it looks like this might have once been an old miner's map. it looks like this:
Player: Head to D
DM: Sebastian looks at the map and begins to walk...

DM: The old woman seems to think about your answer for a moment. "Nothing." She says to herself before a ghostly smile twists her lips. "Nothing, yes I think that sounds right. Very good child. Thank you for answering poor Old Nana's riddle. Now I can finally get some rest. You go on through the door now." And with that, the rocking chair stops rocking and the ghost of the woman and her cat fade away into nothingness. Opening the door leads you to a staircase. As you descend these stairs you can hear all sorts of strange noises. Scuffling, squeaking, flapping of wings, hooting and howling, you expect to find a collection of animals caged at the bottom of the stairs. Instead you find a circular room with ten doors all the way around, each with a picture of a different animal engraved on the door. The noises begin to quiet down and the ghost of a dark haired, rather scruffy looking man appears in the centre of the room with a hawk perched on his arm. "So, you made it past Nana did you? Poor old bat's been trying to solve that riddle for damn near fifty years now. Well I suppose it's my turn then. Glad to meet you kid. I'm the games keeper here abouts. Master told me we had new company and he sent me down here with a riddle for you, to help you choose which door to go through. Give it a good think before you open one, alright? Wings as black as a moonless night. Only ventures in the light. Long tail, sharp teeth, legs of eight. Find my name or meet your fate."
Player: I need a hint
DM: This riddle might look strange, since different parts of it seem to be describing different animals. Look at the riddle carefully and if it doesn't seem to make any sense, try looking at it another way. The answer's in there some where.

DM: Society is encased in an over modernized and populated city living a 9-5 lifestyle. This is a reality for all when youth slipped away only to get front-faced with the realism of living as an adult, if you can even call it living anymore. More of a sense of being a robot running through its procedures programmed by expectations, debt and an overpowering government, manipulating us into this lifestyle draining away our life by the decades. This reality, this dystopia I want to escape.
Player: Grab a needle
DM: I grab the needle in hope to escape this dystopia by the only way I know how. I know this drug is killing me, but I am already dead in this world. Like a child trying to touch the flame, only to get burnt and suffer the pain. But its all part and price of the game, this is my freedom. My veins are already bludging through the skin by the pure excitement of what is about to unfold. I watch the blood drag back giving me a sense of affirmation to continue to inject this toxic substance letting it flow throughout my body. It gives me a sense of home and familiarity, fulfilling my sense of eleutheromania.
Player: Close eyes
DM: My eyes are closed. I have left my old realm behind, with only my imagination left to wonder.
Player: I've escaped

DM: At hearing the good news your sister swiftly jumps up and starts running around in excitement. You quickly usher her outside before she can break something (and thereby bringing you into even more trouble) and lead her before the big Oak tree in the backyard. You patiently explain how she can safely climb a tree and trying to drill in her a few important safety rules, such as always one hand for yourself. After demonstrating safely climbing up (and consequently down) you climb up together. It takes the better part of the hour, since every time your sister does something wrong or dangerous you send her back down and go over the safety spiel again. However, at long last the two of you reach the tree house. She had a ridiculous amount of energy, and it was a good call to let her vent it outside, but now she just lies exhausted in the middle of the house. Exhausted, but content. With the same feeling you sit yourself in a corner close to your sis and the both of you share a happy silence.After some time you hear your mother's voice calling the names of the two of you. You shout an acknowledgement and slowly help your sister down under the watchful eye of your mother.

DM: You step over to the plaque and read:"After the suicide of Colonel Foster his heirs sold the island to industrialist William Waugh, who moved to the island in 1920. He quickly conceived of the idea of using clay mined from the island to make pottery and arranged for thirty men and their families to move to the island. To accommodate them he built numerous buildings on the island including Maryland Village to house his workers, Blacksea Church and the Pottery Factory while he himself resided in the Castle. Unfortunately, the clay of Blacksea Island proved to be of low quality and Waugh never realised the profits he dreamed of, a disenchanted man he died of pneumonia in the bedroom of Blacksea Castle on 7 December 1940 at the age of forty-five and was buried in the cemetery of Blacksea Church."Below the writing is a black and white photograph of a middle-aged man in a suit with an unhappy expression.
Player: Talk to the Volunteer lady
DM: You walk over to the volunteer running the Museum and read her nametag as Iris, you realize she is the Iris Green (aged 50) you have listed on your Suspect List. She is a greying pink-faced lady who turns to you with a smile."Hello dearie, how can I help you?" she asks cheerfully.
Player: "Is it true that someone died recently on the island?"
DM: Iris's face adopts a thoughtful expression."Ah yes, poor Robert. It was a great shock when that happened, a great shock. Quite what he was doing up on those cliffs I am sure I have no idea but I don't think he meant to fall or that he wanted to. Personally, I think he fell by accident. You be careful not to go too close to the edge during your time on this island young lady, the island might not look it but it can be surprisingly dangerous."

DM: You go inside the gambling ring, where a large half-orc stands, leaning against the doorway."Good evening, kind patron." He says in a dull, bored voice. "Would you care to see a fight? Five coins, make a bet.""What's the fight?" You ask, eagerly."A Dragon Youngling, can barely spit fire, vs a trio of wolves we managed to catch. It's a good fight."
Player: Bet on the Dragon Youngling
DM: You place a five coin bet on the dragon youngling, and enter the gambling ring. You find a spot looking in on the ring, watching a small red dragon, snarling at the crowd. Three trapdoors open, with three wolves entering. The wolves begin howling as the dragon snarls. The Dragon lets out a short first of fire, alighting one of the wolves who begins leaping and rolling around in pain. The other two wolves jump, with the dragon lunging forward and biting into the second wolf's neck and tearing into the flesh and fur, before dropping the bleeding wolf. The third wolf lands on the dragon and begins biting and tearing at the dragon's wing. The Dragon screeches, leaping around and flinging the wolf off the ring. The dragon snarls and leaps forward, tearing the wolf's head off and flinging it out of the ring. It lands next to you, but a small child grabs it first and holds it in the air with a laugh.You leave, five coins richer.
Player: Find something else to do
DM: After a long ride to Riverton with Dendar who mostly insults you and Gruzub, you eventually arrive at the small town. You eyes immediately find multiple ways to spend your precious coins. There's a brothel in the poorer section of town, a large shop full of delicious foods you wish to sample, a small gambling ring and a tavern.

DM: You quickly speed up, heading towards a cave. You manage to find it within ten minutes, managing to take shelter. You rush inside, heading quickly deeper into the cave. You eventually find a point where you're sheltered for the most part from the freezing winds and snow. You feel warm air behind you, and you turn. A massive bear stands in front of you. It swings its paw, smacking you into a wall, leaving massive scratches across your chest plate. The bear is quickly beheaded by the warriors, stabbed repeatedly through the body. It's fur is quickly removed and the Orcs wrap it around themselves.
Player: Search the cave for the Trolls
DM: You stand, brushing snow and some blood off your chest plate, and begin heading down one of the tunnels. The Orcs light torches, brightening up the tunnel walls. You raise your longsword, watching the walls. Shadows dance, but you see no trolls. Eventually, you come to an opening, where it opens into a massive chamber. Inside are four massive humanoid figures wrapped in bear furs. "Trolls!" You loudly whisper. The Trolls are eating several dead goats which have been brutally town apart. You slowly approach, your sword raised. When you get close enough, you swing. Your blade swings, slashing through the ankles of one of them. You stab the falling troll through the side, slicing open its organs. You pull out your blade and block a swing of a stone cudgel from a troll. The Orcs quickly attack, stabbing through the legs and groin of them, killing them quickly. The Trolls collapse on the ground, where they're hacked apart by the Orcs."Good job, Orcs. Somebody start a fire. We'll take shelter from the cold, here."
Player: Three Months Later...

DM: You quickly start shaking in your chair attempting to break free. The movement only serves to tighten the knots restraining you. Whoever tied these wasn't messing around. "Aww, our little teacher is trying to escape," Jaxon jeered as he then kicked your shin. "You shouldn't have messed with me. You little bitch."
Player: Tell him off
DM: "Fuck you, Jaxon. Let me go," you say to him, "What's wrong with you? Why are you so against me?""Why should I let you go," he smiled, "We're just having a little fun. Don't be a little bitch.""Oh you must think your so fucking cool. Well, you aren't. You're just a little shitty child," you retort.Jaxon slams his hand against your throat, "You're one to talk. The one who got tied up by a child. This is my classroom. It always has been."

DM: This seed which long in darkness layHad finally received its chanceTo grow and in the wind to sway.Though unseen by a passing glanceThrough days and weeks his conscious grew.The Mage did slowly change his stanceUntil he took a different view.Control and power sought he not-Do not doubt I tell it true.The Lady's influence had taughtOld Cantaphrax to see the lightAnd change his ways ere he did rot.To help the poor was his delightTo heal the sick his new-found love.It goes to show the darkest nightIs always pierced by stars above.And so I tell you, faithful friendsRemember him and think thereofBefore your chance for goodness ends.
DM: There is a smattering of applause as the bard strums his deep, final chord. "How very true, " begins the old abbott, "that we must all look to our sins and redeem ourselves." He takes a deep breath and begins a sermon, but thankfully the rest of the patrons drown out his creaking voice. "I wasn't expected such an ending, no I wasn't," says the barman. "Sneaky little devil, slipping a lesson in when we least expected it." You shrug. It seems morality plays are not quite the fashion in this inn.You walk upstairs to your room soon after, tired and drunk. The bed is hardly comfortable but it's a damn sight better than a ditch on the side of the road. As you drift off you think of how Cantaphrax turned out. You've known some villains in your time, unscrupulous merchants and foul criminals mostly. Never a wizard, but what's the difference really. None of them had a change of heart and started helping the poor. Still, makes a nice ending.

DM: You are Spiderman. You can use webs to swing on them, attack or climb up walls. You look like this picture. Spiderman was swinging on some lamp posts chasing Venom, but then Venom blew up a building. Do you want to rescue people from the building or chase Venom?
Player: Rescue people from the building
DM: You are rescuing people from the building, but then Venom uses the web on the window before you can escape. Do you want to ask the family to help you break the window, or leave them alone and find another way?
Player: Try to escape by yourself
DM: You are just about to find another way as Venom shot you onto the wall and killed you. Bad luck, but you've lost this one, so this is the end.

DM: You open your eyes. Pain shoots through your body, from where you had been shot, but it feels more like a non-lethal stun weapon than a bullet or laser wound. Glancing about, you realise you are strapped to an interrogation chair, sort of like a folding bed, put into an upright sitting position.
Player: Try to break free of the leather straps binding you to the interrogation chair.
DM: You flex your muscles, and strain at the straps, but they don't move an inch. You pull harder and harder, but you just cause your body to ache even more. Then you hear the sound of a door slide open, and footsteps approach from behind you."Ah, he has awoken," says Nasal Voice."We must find out where the rebels are hiding," says Rough Voice."Do not worry, I can make anyone talk," Nasal Voice replies with a soft chuckle.

Player: Talk to Witness Mrs Lilly who also may have heard the murder
DM: You go to visit the home of Mrs Lilly on Buck's Row, she lives just a few doors down the alley from where you found Mary Ann Nichols's body. When she opens the door you find she is a scared-looking lady."I didn't sleep very well on the night of the murder and in the middle of the night I heard a strange sound," she tells you looking pale. "It was a painful moan, two or three gasps and then silence. I've heard fights before but they were nothing like that, I am sure it was the murder. Soon after I heard whispering in the alleyway, I couldn't hear what was being said because it was too faint. I think I fell asleep soon after but I woke early, went out and heard about the murder. I thought I'd better tell someone what I heard..."She trails off into silence. Thanking her for her time you thoughtfully leave.
Player: Talk to Mr Ede who also saw a suspicious man

Player: Herbalist
DM: You walk up to the stand and see a cute young maiden mixing a small bowl of weeds and roots together. There is also a caldron over a fire cooking or boiling something. There is an assortment of leafy green plants of all kinds on her shelves, along with flowers, roots, and pretty much anything organic. She looks up and asks, "May I help you?"What do you say?1) "Thank you. I was just looking around."2) "Tell me more about herbs."3) "Can I take you out sometime?"4) "I was just leaving"
Player: Looking around.
DM: "Thank you. I was just looking around." You say kindly.She chirps back, "Ok. Well. Let me know if you need anything."
Player: Browse Somewhere else

DM: I stared at her blankly. Val; "Don't you wanna know what you gotta do?" You; "Sure, whatever" Val; "Jeez, could you sound LESS phazed by all this?" You; "Not if I tried."
DM: Val; "Haha" She giggled girlishly. "I like you, kid. All you gotta do is find the door!" I looked around. The hospital room had completely vanished. All I saw was white. There was no door. You; "Easier said than done! How long do I have?!" Val; "Didn't you ever read "Cinderella"? You have til midnight! So...six hours from now!" I began saying "How did you know that without a watch?", but Val grabbed my arm and dragged me forward. On the horizon, I saw the faint shadow of a large castle. Val; "There. That's where you'll find it. Follow me"
Player: Attack Val
DM: I pounced, aiming straight for her head. My fist passed straight through her, like she was a hologram or something. Then she faded away, leaving behind four mocking words; "You're on your own" I never saw her again. I never found the door. I never escaped. And so I remain. Wandering. Lost for all eternity... There was only the light.

DM: Hey there. Please don't take this too seriously I'm in high school doing this for a project.Okay have a good day. Click the intro button to begin
DM: Today is finally the day you and your friend Anna go on the hike you've been planning for weeks. Arizona contains a rugged landscape primarily consisting of scorching heat and loose sands. The land is mainly flat, so it could be possible to see the same view for miles. Truly, one must be hardcore to voluntarily trek out in this unforgiving landscaping.But that is just what you are doing today. Anna, an avid explorer like yourself, had suggested this trip to Boneman Bridge over a casual conversation you two had at lunch a while back, but weeks of planning the dangerous hike is about to pay off. This bridge is the only man-made structure for miles away from the trailhead, and covers the only natural body of water for hundreds of miles. It's a 5 hour hike through sand and heat to the bridge, so you two plan to camp overnight and return the next morning.The car is packed with both your huge duffel bags. Sleeping bags, a tarp, food, water, compass, extra clothes, and all the hiking essentials stuff the bloating bags.You pick up Anna at her house and drive away at early in the morning to start the hike as soon as possible. You studied the maps and directions before this, since there would be no signal for GPS out in the desert. Things go well for about the first hour into the drive. Anna and you compiled a playlist of all your favorite songs. However, Anna brings up that she needs to use the bathroom. You notice there is a sign for the last rest stop for hours. Anna insists you pull over. However, based on your knowledge of the route there, you think there is only a little while left until you arrive at the trailhead, and you want to get there without any detours. Anna is getting anxious. What do you do?

DM: You walk back home, up to your room; you are sad and hungry. The End
DM: It is the first day of summer, and you are very hungry. Since there is no food in the house, you decide to go to Wawa for a breakfast sandwich. would you like to walk there or take the car?
Player: Walk to wawa
DM: You walk to wawa and get there quickly. you cross the busy intersection and smash into a white truck, but instead of being crushed, you stand unharmed. the truck, however, is not so lucky. Bewildered and panicked, you run into wawa and see that there is only one breakfast sandwich left, but you have no money. what do you do??
Player: Steal the sandwich!
DM: You grab the sandwich and slip outside; you run to the back of the store. You quickly scarf down your illegally obtained breakfast sandwich and dispose of the garbage in a nearby dumpster. you hear a slow, sarcastic clapping. You turn around to see the Sith Lord Darth Sidious behind you, slowly plodding his way to where you stand. "An impressive display," he leers, "You must come with me to learn the ways of the dark side of the Force. Will you come?" Realizing that it had been the dark power of the Force that had protected you from the accident, smashed the truck, and tempted you to steal the breakfast sandwich, you decide:
Player: Teach me, Lord Sidious
DM: Sidious takes you to a remote planet to train you to use your dark potential. After long months of brutal training, Sidious takes you to an ice planet to make your own lightsaber. After gathering two crystals, Sidious fashions you a double-bladed lightsaber. he tosses it at you and says, "We must waste no time. It is time to overthrow the jedi order. Our sworn enemies will be crushed at last!" Furious, you realize that sidious had only been training you to use you as his own personal weapon. You say:

DM: With a reluctant sigh, you turn on your turn signal to get off the highway exit that leads to the gas station. Anna smiles and thanks you. Anna runs inside to use the bathroom, and you go into the store as well. You look around at the array of colorful snacks and drinks while you wait for Anna. After a while, you hear a flush from the restroom and Anna walks out. She notices you looking at the snacks and chimes in.Anna suggests that you and her buy some extra snacks and drinks for the hike. Energy drinks and sports drinks give vital energy boots and electrolytes that might be drained in a long, hot hike. Sugary snacks will also give a much-needed boost during hard parts of the trip. You have the money. What do you do?
Player: Buy snacks and drinks. It's good to have extra energy.
DM: Gas station snacks are cheap, so you could bunch a variety of drinks and food with a little bit of money. You stock up on some sugary sweets like Skittles, Starbursts, sour gummy worms, and a Clif Bar. You also bought two bottles of Gatorade for extra electrolytes and carbohydrates.Anna feels much better as you both get back in the car and continue the drive.You are a little miffed that your schedule went of course a little bit, but if you were right, you'd be there in no time, so there's no need to get mad. The drive goes smoothly for another half hour, but you start to get concerned. According to your calculations and the maps and directions you studied beforehand, the trailhead should have appeared by now. You ask Anna to look for maps in your backpack as you continue to drive. Anna finds them, but she has no idea how to read or interpret them. It's possible that Anna could drive while you read the maps, but Anna doesn't have her license yet. Anna suggests using her phone if she can find a signal. What do you do?
Player: Make Anna drive. It's not THAT hard.

DM: Anna sighs as you drive past the exit. She trusts you, and knows you want to get to the trailhead early. So she believes there is only a little while more until the trailhead. You turn up the music to try and distract her.Another half an hour goes by.Anna asks whether you both are almost at the trailhead. You assure her it shouldn't be too much longer, but in your head, you panic a little. Surely, you should have been there by now, according to the directions you studied before hand. Anna gets angry, saying she REALLY has to pee. You start to feel really bad, so you pull over to the side of the road so she can pee off the road. Don't worry...you literally haven't even see another car on the road since the gas station. No one will see her.When she's done, you both climb back into the car. You put your key in the ignition, and try to turn it on. Silence.You take the key out and jam it in again and again. Twisting it around different ways. A choking noise spits from under the hood, but nothing happens to the car. Anna suggests calling for help but you both check your phones. You're in the middle of the desert, so there is no signal. What do you do?
Player: Try and fix the car yourself. Open the hood and see what's wrong.
DM: Although Anna tries convincing you to wait for help, you remind her that you have seen not one other car on this road since the gas station, so Anna reluctantly agrees to work on the car, and maybe wait for help to arrive.You have some experience with cars, so you lift up the hood to see what's wrong.Well, it doesn't matter what's wrong. If you need oil, fluids, gas, you don't have any of it. Tools to fix the car? Don't have them. Even in the smallest chance there is some emergency jumper cables in the trunk, where is the other car to start it with?You chose the wrong path.Your adventure is over.

Player: Try to see if Anna's cell phone works.
DM: Anna finds a large rock and climbs on top of it, holding her phone up to the sky. She lets out an exclamation of glee...she has a couple bars! You and her jump with joy and she tries to Google directions to the trailhead. The service is really weak, so it takes a long time for the maps to load. You both wait in anxious anticipation. Anyway a bird snatches Anna's phone out of her hand. Haha sorry.Guess you have no choice but to use the maps and let her drive.
Player: Guess you have no choice but to use the maps and let her drive.

DM: You tell Anna you don't have the money to buy any snacks, and there is no more space in the bags. Anna shrugs and doesn't seem to care much.Anna feels much better as you both get back in the car and continue the drive.You are a little miffed that your schedule went of course a little bit, but if you were right, you'd be there in no time, so there's no need to get mad. The drive goes smoothly for another half hour, but you start to get concerned. According to your calculations and the maps and directions you studied beforehand, the trailhead should have appeared by now. You ask Anna to look for maps in your backpack as you continue to drive. Anna finds them, but she has no idea how to read or interpret them. It's possible that Anna could drive while you read the maps, but Anna doesn't have her license yet. Anna suggests using her phone if she can find a signal. What do you do?

DM: Normally, you would expect me to be standing there at the podium, hands resting on the lectern as I present this report. However, I am instead likely in my car leaving campus, where I shall return home. Natalie will not be home yet, and neither will my children. I shall walk up to my comfortable den, pour a glass of brandy and sit in my soft maroon leather club chair pondering the notion of a "comprehensive report" on my activities.Very well. I can oblige.
Player: I am not going to listen to this.
DM: Ah, you don't care to hear me. That is good to know. I've been in your shoes of course. For thirteen-plus years I've been in your shoes.I can picture you there, you know, in the amphitheatered-faculty meeting room, all two hundred of you, facing the podum where the good Colin Jarvis is no doubt trying to maintain order, tapping on the microphone pointlessly. Perhaps he is cancelling the meeting as we speak, and howling at me and furiously reading my contract to see if this is grounds for firing, which it is not.Do you know how many bullshit sabbatical presentations I've sat through? All of them. I have sat on those uncomfortable seats (attached by some maniac to the tables) and suffered through biology faculty talking about sea slugs, and philosophy professors fumbling through a powerpoint presentation, failing to advance to the next slide, talking about their fruitful trip to Venezula, and dental hygiene professors (??) explaining that they did research in, shockingly dental hygiene and co-invented a tool for use in, shockingly, dental hygiene. All this with a piece of spinach in between her incisors.I get it. You don't care about my sabbatical presentation. That is your right. To be perfectly honest, I don't want to be here either, and that is why I am not here. So what are you going to do, if not listen to me?

DM: You survey the arena and stretch, waiting for the coming fight.
Player: The fight starts
DM: You ready your sword and prepare for the barrier to come down. A few minutes later, it does and you start to charge at your opponent, who has been fiddling with the sphinx statue. Before you get more than a couple steps, the sphinx bounds over to you and you see a flash of light coming from one of its eyes. You feel a sudden pain, and then nothing more as the sphinx blasts you into a pile of ashes.

DM: Well, it looks like there is nothing else to do than let Anna drive. How the hell would one get a good enough signal out in this godforsaken desert? You two switch places. Anna is visually overwhelmed at the drivers seat of the car. You tell her how to shift gears, which pedals are which, and that's pretty much it.After a bit of a rocky start, Anna actually gets the hang of operating the car. Before you know it, you two are off on a straight beeline to the trailhead! After studying the maps, you realize the mistakes you made, and are glad you are able to navigate now. After a light and carefree half hour, you and Anna have finally arrived at the trailhead! You both hug each other and squeal with glee. You get your bags out of the trunk off the car, double-check you have everything you need for a full day of hiking ahead. However, 'trail' is a rather generous way of defining it. A battered, rickety old sign marks a beginning point, and warns you both of the 6 miles ahead of you, but that is the only sign of civilization as far as the eye can see. You and Anna prod through the open desert on a meekly defined path. You and Anna exchange mindless banter back and forth for the first half hour, forty-five minutes of the hike. After a little while, you both non-verbally agree to stay silent. Not that you're mad, just enjoying nature.Finally, you've come to a split in the road. And of course, you left the maps in the car. A rock with a little salamander sitting on the top splits the path into two. What do you do?
Player: Pick up the salamander.
DM: "Thanks, friends!" The salamander says when you pick him up. You laugh at Anna, thinking she made the voice herself. Turns out, the salamander himself talked.What do you want to ask the salamander?
Player: "Which way to Boneman Bridge?"

Player: Go back into the Castle Compound
Player: Go into the Gift Shop / Cafe
DM: You walk into the Gift Shop / CafÃ© and find it is run by a smart-looking man in a suit with grey hair and a distinguished look about him. He wears a nametag that says Arthur and you realise he must be Arthur Van Raalte, the relative of a previous island owner. You consider the questions you could ask him.
Player: "Excuse me, are you Marcus Van Raalte's son?"

DM: It was a silly response.But she turned bright red and wouldn't look my way."I didn't mean it." I say in my most sincere voice."I don't care." She'd pout heavily.Eventually the silence between us grew and she would sigh heavily."Sophia....you make me smile." I sing in a silly voice."You're an awful singer." She smiled and I have to admit, my voice probably was off-key the entire time. "Better than Kermit the frog?" I ask hopefully."Worse." She laughed."Well, I'll keep practicing then." I kiss the top of her forehead softly and she blushed gently."Does this mean I have to keep listening?""I wouldn't want to sing for anyone else but you."
Player: That night we danced away
Player: Winter Dreams

Player: "You can talk?!"
DM: "Why, yes, my children! I am Jesus Christ Himself, but here in Salamander form! I am here to grant any of your wishes for handling me so respectfully.""Like a genie?" Anna asks.Jesus laughs. "How do we get to Boneman Bridge?" You ask.The salamander smiles and then suddenly transforms into a giant eagle. He puts you and Anna on either wing and fly over the endless sea of sand. After a few minutes of soaking in breathtaking views, you and Anna spot the bridge, and the bird lands right on the trusses. He drops you both off, and you give a thank you and wave as he flies away. The bridge was spectacular, better than you could have ever imagined. You and Anna hung around on the bridge for almost an hour before you both felt ready to head back.Anna nodded, but then stopped. "Wait..." she said.You suddenly freeze, thinking the same thing. "Anna..." you say."How are we going to get back?"

DM: This is a fun little game about counting. It's pretty easy, really. Here's how it works ...We start off with Zero (0) and take turns counting up by 1, 2, or 3. Whoever counts to 23 looses! Example: I start off by counting to 1. Because I counted to 1, you can count up to 2, 3, or 4. Let's say you pick 4. I can then pick 5, 6, or 7. The goal of the game is to get the other player to count to 23!Okay, now that you know how to play ... would you like to pick first?
Player: Okay, let me go first
DM: Okay, what number would you like to pick?
Player: 3
DM: Okay ... let me think ... I choose 6.Now your turn!
Player: 9
DM: Okay ... let me think ... I choose 10.Now your turn!
Player: 12
Player: 15
Player: 21
Player: 23
DM: Hmm ... looks like you just couldn't stump the chump.Sorry, but you loose!
Player: Play Again!
Player: No, I'll go second
DM: Okay ... let me think ... I choose 2.Now your turn!
Player: 3

DM: You are in a house. It is dark. Twisted. Everything is wrong. The angles, the design...All wrong.You are having a nightmare, hopefully. For comfort, you try to think that the possibility of never waking up is minimal. You remember that from the doctors. They also said you will be OK, and might not even need drugs.You can explore, or sit down on a nearby chair.
DM: You explore the house fully, and this is what you find. 1: The dining room is covered in a sticky residue. Looks like an organically made insect nest. You get a chill when you enter the room anytime. 2:The bedroom (Only one) has a sickly smell around it. It appears that there seems to be dead bodies growing on the floor. They weren't put there, they just grew. Somehow.3: The garden appears to be also growing dead bodies, but of various animals. The sky is a deep red. There is a few scarecrows here and there. 4: The hallway is the least insane. It just has weird design. Where do you stay for the remainder of the nightmare?
Player: The Dining Room
DM: You spend hours in the dining room. You wait. And wait."The doctors should be getting me out soon." You think. The residue grows on you, but you don't care. It starts to talk to you, and you find that comforting. Soon, you begin to accept your reality. You make new friends. Turns out the family who owned the house is now part of the dining room. Fancy that. You talk, and you talk. They are nice.Soon, you are part of the room. Your real body is dead, but it doesn't matter.It all doesn't matter anymore...

DM: You spend a bit of time in the hallway, until your eyes suddenly start to close. Time to wake up.
Player: Waking up...
DM: You wake up to see a nurse injecting the last bit of whatever drug woke you up. "Good evening sir. You are getting much better today. Only one dream, it seems. Good for you." The nurse walks away. A sir. Yes, you were a sir. A sir. Want to continue remembering?
Player: Yes... I want to remember!
DM: You remember. Your wife was named Andrea. You used to call her Andy, it was all fun. You had a child... Can't see it's face from your memories... It's blurred. Andrea was interesting. Exciting. She was utterly beautiful. Then, something happened-- You suddenly fall asleep from all the knowledge entering your brain. You know, that when you fall asleep, the nightmares come...
Player: Oh no.
DM: wOrlDs eNd bUt ThE BeAuTy aLwAys StaYs.Andrea. You see her. She's... Beautiful still.Should you... Come to her?
DM: You run to her. She's lovely, lovely.You hug, but she doesn't hug back.You look up. She's sucking the life out of you. You feel your soul go up her sucking mouth and down her throat.Always together...

Player: The Hallway

DM: "23657754321." You say. Dean's knife slices through the side of your temple and blood gushes out. He retrieves the knife with a wave of his hand and you remain firmly put."We should go." Paul says. You're hoping Dean will listen."765907658744631526." Dean says ignoring Paul.
Player: continue
DM: "I see what you're doing." Paul says to Dean."I'm playing a game." Dean says but you watch them exchange a look and you can clearly see that this actually has nothing to do with you. Dean looks back to you. "Repeat minion." He says.
Player: "765097657864413256." you say

DM: You stay in the bedroom for a while.Turns out, it wasn't really that bad. You like it, but don't really want to stay. A few hours later, you manage to wake up.
Player: No, what's the point? I'll just get more nightmares... That always happens.
DM: You stay awake, and try to repress the memories.You suddenly feel yourself change. Like a punch to the gut. in the blink of an eye, you are different.You look down. You are walking again. You have a nametag. "Wikus.". That's not your name. Then you remember. Wikus is the South African doctor who is in charge of your case. He sometimes visits."Hey, Wikus." A man passes you."Hello." You respond in a south african accent. What is going on?You suddenly hear a clanging noise. Do you run to it?

DM: You hopped onto his sled, the extra weight making his sled go faster than Tommy's, making him win the race! You sensed Greg's heart fill with joy and you barked, glad that he was happy.
Player: Adult Life
DM: Your family had put up the tree they had up every year.

Player: No
DM: She cries.You hate to see her cry. You feel every last drop on the ground as a bullet wound to your heart.Do you still want to leave her alone?

Player: No
Player: God-dammit, OK. I'll go.

DM: You run in. You see something.A demonic looking creature.It smiles an impossibly long smile, and you feel your flesh burning...*Two days later*PATIENT AND DOCTOR FOUND BURNT. BOTH DEADThe newspaper doesn't know what happened. It will never know. You don't know either. What had happened? Why?I guess you'll never know.

Player: No

DM: You finally finish climbing the final quarter of the mountain and found Level Three!
Player: Level Three
DM: You see a bright flash as you enter Level Three. The sudden heat wave you feel is exhilirating compared to the last place you were just a moment ago.So, this is Level Three: The Desert.
Player: Go to Level Four
DM: You just barely entered Level Three.
Player: Last Screen
Player: Keep Looking
DM: You wander around until you go insand... I mean insane.

DM: There are many ships that are approaching and one of them, holds the leader of the guard. He is said that he is the only one that wears a normal sailor hat that he wore when he first joined. He also wears a bright red jacket while his troops wear dark red jackets. You take out a small telescope and scan the area as royal army soldiers flood the area. You search the area below you none of them match the description of the guardsman. They do not find you as they are not looking up and searching above them, this could be a easy target. The shore is now filled with royal army boats and you see a man wearing a bright red jacket with an old sailor hat. That is the target and you pull out your bow and take aim. The guards are in the building it won't be long until they reach the top of the building and spot you. He gets in range, but the wind is picking up. The soldiers and pounding at the door that will lead them to you. Time is short the wind will influence the arrow's path and my cause a miss, but there may never be a easier kill.
Player: Hide And Wait
DM: You back away from them further into the shadows where you will not be seen. The door is knocked down and two soldiers coming rushing in. They look around and do not spot you. They watch and look down from the roof top and over watch their operation. You wait until until nightfall, and they are still walking around. The head guardsman entered the building a few hours ago. It has been a long boring wait, but it was the safer, perhaps smarter move. The time to strike is now they will leave in the morning, but they will spend the night in the camp. You enter through the roof access and head down the stairs keeping an eye out for the guardsman and for any other royal army soldiers. When you reach the first floor you see him there in the lobby area. He has five guards next to him so killing him with alert the others next to him. You look around looking to see if there is something that you could use to distract them with. It may take to long to look for something to distract him if you are ready to run you could just kill him, but it is dark out there that you may lose your way if you do.
Player: Kill Him Now

DM: You walk away from here."Please, comfort me. I miss you." She says. What do you say?
Player: "You do know I have watched movies, Andy? This always happens."
DM: She snarls.OK, maybe that was a bit snarky for your own good.She grows. Her neck cracks. Fleshy wings grow out of her back. The dress she was wearing becomes flesh as her skin.She screams."YOU DID THIS, WE COULD HAVE BEEN TOGETHER!"Ah, fuck.

Player: "I am so sorry. Please, forgive me."

DM: Suddenly you hear an eerie creaking sound which isn't particularly comforting, followed by the loud scraping of stone against stone and after awhile the darkness around the table is broken when a stone wall covered in spikes starts heading your way. Apparently whatever you just did wasn't what you were supposed to do. You turn around to get away from the spiky wall, but behind you another wall covered in spikes is heading your way. There doesn't seem to be anything you can do to stop them and eventually one of the walls hits the table and starts pushing it towards you. You are forced to climb onto the table to avoid the spikes but this doesn't do you any good since both walls push against the table so hard that it breaks beneath you, and you are crushed between two spike covered walls shortly after. It hurts.
Player: Pour the water out of the bowl

DM: You run like hell. She tries to run after you, but cannot keep up. Her demonic like form is just too large to be able to catch up properly.You come to a screeching halt. Two areas to go.Left, or right?You sigh, thinking about how linear the nightmare is, and then you bolt to the...
Player: ... Right
DM: You run into a door, and manage to barricade the door. The thing screams. You slumb against the door and try to block it all out.It doesn't work.You fall asleep, from the pounding. It repeats, again. And Again. And Again.

Player: ... Left
DM: You impale yourself on a very long stick. You look up, and see an idol to you. It's ugly and horrifying, but...It's enduring.A sign on the floor says "I miss you.".Oh God...The sweet release of death passes over you, sending you to black...For about 20 seconds. You wake up. You are still there.You spend forever and always there. Forever.

DM: You decide to release the video to the public. Fortunately, the video seems to anger the public rather than scare them, and the general hatred for the Chykri increases. Enlistment rates and War Donations raise dramatically, and the Coaltion becomes completely dedicated to destroying the Chykri.
Player: Don't allow the Crimson Wings to lay a trap
DM: You decide leaving the Crimson Wings on their own would only lead to a mishap, and the Spheres would wipe out your men. The Spheres still manage to destroy many small colonies and ships in their advance, but there's not as much damage as there could have been.

DM: Oh yeah, theyÂ´ll love potato seasoned potatoes with a side of mashed potatoes for sure!

DM: You will need to select a character. After you do, let your adventure begin!
Player: Rosaline Duclos
DM: It is an overcast morning in Paris. You awaken to the fishy odor of the Parisian sewers, your stomach growling with hunger. You curse the King for not providing the majority of the French population with bread and leaving them to starve on the streets. Though the French Revolution has been going on for the past few months, rebellious actions such as the storming of the Bastille have not changed the nobles and monarchs selfish ways. After discussing the revolution with your fellow fish ladies, you know that taking action is needed to provide food for the starving French people.

Player: Continue with Journey
DM: A few hours later, after gathering with your fellow peasant women at city hall, it was decided that the women of Paris needed to take a stand against the monarchy. You choose to join hundreds of poor fellow women and march four hours to the royal palace of Versailles in attempts to demand bread for your starving families.A few hours later, the topic of gossip is Marie Antoinette is spreading throughout the crowd. Marie Antoinette is known for her extravagant spending and fashion choices as well as her current scandalous affairs. You and many of your fellow women highly dislike the French queen. Some women have even said that once the group reached Versailles, they should storm the palace and attempt to find and torture Marie Antoinette instead of pleading with King Louis XVI for bread. The crowd faces a difficult decision. Should individuals march for bread or vengeance?

DM: It is an overcast October morning in Paris. The French Revolution has been raging for the past few months, and you know it is your time to take a stand. You recently heard the news that many nobles stomped on the new tri-colored flag, the symbol of the revolution, at a large party at Versailles several days before. Trampling the flag is viewed as an outrage to you and many other revolutionaries in Paris. You decide you need to spread the rumor of the party as soon as possible. You know many other women highly dislike the monarch and the nobles almost as much as they hate the new high taxes and the empty feeling in their stomachs due to the shortages of bread. Life in France is not splendid for people in poverty.
Player: Click to continue with your journey
DM: A few hours later, after gathering with your fellow peasant women at city hall. The women decide to take a stand against the monarchy. You join hundreds of fellow women and march four hours to the royal palace of Versailles in attempts to demand bread for your starving families.A few hours later, the topic of gossip is on Marie Antoinette. The various stories spread throughout the crowd. Marie Antoinette is known for her extravagant spending, fashion choices, and her rumored scandalous affairs. You and many of your fellow women highly dislike the French queen. Some women say that once the group reached Versailles, they should storm the palace and attempt to find and torture Marie Antoinette instead of pleading with King Louis XVI for bread. The crowd faces a difficult decision. Should the individuals march for bread or vengeance?
Player: You march for bread
DM: You decide to push your vengeance towards Marie Antoinette out of your mind and focus on the primary purpose of the march, which is to gain bread for your family. You have seen many of your fellow Parisians die of starvation over the past few months, and you constantly worry that the lack of food will eventually kill your husband, young son, and yourself. However, you are worried that the protest might get a bit out of hand. Besides, the emotions of an angry mob are very unexpected. You decide to carry a weapon just in case things take a turn for the worst.
Player: You decide to bring a musket

Player: You decide to march for vengeance
DM: Though you will continue to fight for food for your family, you feel that the march is an ideal time to seek vengeance for Marie Antoinette. While Marie Antoinette feasts with her fellow nobles, spends the French on expensive clothes and hairstyles and holds extravagant parties, the people of France are starving. You believe the role of a queen is to take care of her people, yet Marie Antoinette has been doing the opposite. You hope that once the mob reaches Versailles, you will have a chance to seek vengeance on the haughty queen of France. Though you hope that the march will not result in mass killings, you know you should bring a weapon for defense.
Player: You grab your fish knife

Player: You grab a musket
DM: You have a feeling that bringing a musket will be beneficial. Besides, you never know what could happen. A few hours later after processing in rainy conditions, the angry mob finally reaches Versailles. A few hours later after processing in wet conditions, the angry mob finally arrives Versailles. Someone yells "nous atta quoins; or Let's attack" You join the hundreds of the other furious women and storm the beautiful palace of Versailles. Women begin to shoot their muskets into the crowd killing many of the guards. You notice a group of guards charging down the palace steps trying to secure the palace. You hear a woman on your right shout that you should shoot the guards. You hesitate for a brief moment, then...

DM: You decide to push your vengeance towards Marie Antoinette out of your mind and focus on the primary purpose of the march: to protest the price of bread. You have seen many of your fellow Parisians die of starvation over the past few months, and you constantly worry that the lack of food will eventually kill your husband, young son, and yourself. However, you worry that the protest might get out of hand. Besides, the emotions of an angry mob can be unexpected. You decide to carry a weapon just in case things take a turn for the worst.
Player: You select a musket
DM: You have a feeling that bringing a musket will be beneficial. You never know what will happen. A few hours later after processing in rainy conditions, the angry mob finally reaches Versailles. Someone yells "nous atta quoins; or Let's attack" You join the hundreds of the other furious women and storm the beautiful palace of Versailles. Women begin to shoot their muskets into the crowd, killing many of the guards. You notice a guard loading his musket a few feet away. The guard moves quickly, and soon, he aims his gun at a group of young women nearby. You know that the women's lives are at risk. However, you want to attempt to find King Louis XVI and demand bread for yourself and your fellow French people as soon as possible.
Player: You fire at the guards

Player: You decide to bring a pike
DM: Though you hope that the march will not get out of hand, you have a feeling that bringing a pike will be beneficial. A few hours later after processing in rainy conditions, the angry mob finally reaches Versailles. A few hours later after processing in wet conditions, the angry mob finally arrives at Versailles. Someone yells "nous atta quoins; or Let's attack" You join the hundreds of the other furious women and storm the beautiful palace of Versailles. Women begin to shoot their muskets into the crowd killing many of the guards. You hear the woman on your left shout at you to give her your pike so that she can place the head of the recently killed guard onto it. You want to keep the pike for protection. However, the woman looks at you viciously, and you would rather not deal with her.
Player: You ignore the women and continue to make your way into Versailles

DM: Though you will continue to fight for food for your family, you feel that the protest march is an ideal time to seek vengeance for Marie Antoinette. While she feasted with her fellow nobles, spent the money of France on expensive clothes and hairstyles, and held extravagant parties, the people of France were starving. You believe that part of the role of a queen is to take care of her people, and Marie Antoinette had been doing the opposite. You hoped that once the mob reached Versailles, you would have a chance to seek vengeance on the haughty queen of France. Though you hope that the march will not result in mass killings, you know you should bring a weapon for defense.
Player: You take a pike
DM: You have a feeling that bringing a pike will be beneficial. You never know what could happen when the angry mob reached Versailles. A few hours later after processing in rainy conditions, the angry mob finally reaches Versailles. A few hours later after processing in rainy conditions, the angry mob finally reaches Versailles. Someone yells "nous atta quoins!" or "Let's attack!" You join the hundreds of the other furious women and storm the beautiful palace of Versailles. Women begin to shoot their muskets into the crowd killing many of the guards. You notice the woman on your left has just shot several palace gauds, and she is preceding to chop off their heads with a large fish knife. After chopping off the heads, she notices you, and she offers you a head to put on your pike.
Player: You refuse because the only head that will be going on your pike is Marie Anoinette's

DM: You have a feeling that bringing your sharpest fish knife will be beneficial. You never know what will happen. Besides, you hope you can stab your fish knife into Marie Antoinette's heartA few hours later after processing in rainy conditions, the angry mob finally reaches Versailles. A few hours later after processing in wet conditions, the angry mob finally arrives Versailles. Someone yells "nous atta quoins!" or "let's attack!" You join the hundreds of the other furious women and storm the beautiful palace of Versailles. Women begin to shoot their muskets into the crowd killing many of the guards. You notice a guard loading his musket a few feet away. The guard moves quickly, and soon, he aims his gun at a group of young women close by. You know that the women's lives are at risk. However, you want to take your revenge on Marie Antoinette in the palace.
Player: You shout a warning to the young women
DM: You know that you must hurry to reach the palace. However, you want to save the young women. You shout a warning to the women, and hope for their safety. After running through the various courtyards, you enter grand Versailles. Your feet leave muddy footprints on the shiny floors, and the screams of women fill the halls. You know that you must find the king and demand that he give the people bread. You have overheard an idea that the monarch and his family should move to the Tuileries Palace in Paris. If the king moved to Paris, then the French people had them imprisoned in the city. The idea seems like a good one, however, you need to find the king first. After running down the long hallways, you reach a large staircase that leads up to the royal bedchambers upstairs. Many women are running up the stairs screeching shrilly for Marie Antoinette's head. However, ever women head down a hallway that leads to one of the large ballrooms. Maybe Louis XVI would be there?

DM: You quickly leave the women behind and rush into the intricate palace avoiding the bullets that fly throw the air. Your feet leave muddy footprints on the shiny floors, and the screams of women fill the halls. You know that you must find the king and demand that he give the French people bread. You overhear an idea that the monarch and his family should move to the Tuileries Palace in Paris. If the king moves to Paris, then the French people will have them imprisoned in the city. The idea seems like a good one, however, you need to find the king first. After running down the long hallways, you reach a large staircase that leads up to the royal bedchambers upstairs. Many women are running up the stairs screeching shrilly for Marie Antoinette's head. However, other women head down a hallway that leads to one of the large ballrooms. Maybe Louis XVI would be there?

DM: You have a feeling that bringing your sharpest pike will be beneficial. You never know what will happen. A few hours later after processing in rainy conditions, the angry mob finally reaches Versailles. Someone yells "nous attaquoins; or Let's attack" You join the hundreds of the other furious women and storm the beautiful palace of Versailles. Women begin to shoot their muskets into the crowd killing many of the guards. You notice a guard loading his musket a few feet away. The guard moves quickly, and soon, he aims his gun at a group of young women nearby. You know that the women's lives are at risk. However, you want to get to the palace as soon as possible.

DM: Though you hope that the march will not get out of hand, you have a feeling that bringing a musket will be beneficial. A few hours later after processing in rainy conditions, the angry mob finally reaches Versailles. Someone yells "Nous atta quoins!" or Let's attack!" You join the hundreds of the other furious women and storm the beautiful palace of Versailles. Women begin to shoot their muskets into the crowd killing many of the guards. You hear the women on your left shout at you to fire your musket into a group of guards a few feet away for the people.

Player: You give the women your pike
DM: You decide to give the woman your pike. In return, she hands you one of her large fish knives. After shouting your thanks to the women, you rush into the intricate palace avoiding the bullets that fly throw the air. Your feet leave muddy footprints on the shiny floors, and the screams of women fill the halls. You know that you must find the king and demand that he give the people bread. You have overheard an idea that the monarch and his family should move to the Tuileries Palace in Paris. If the king moved to Paris, then the French people had them imprisoned in the city. The idea seemed like a good one, however, you need to find the king first. After running down the long hallways, you reach a large staircase that leads up to the royal bedchambers upstairs. Many women are running up the stairs screeching shrilly for Marie Antoinette's head. However, ever women head down a hallway that leads to one of the large ballrooms. Maybe Louis XVI would be there?

DM: You have a feeling that bringing a musket will be beneficial. You never know what will happen once the mob reached Versailles. A few hours later after processing in rainy conditions, the angry mob finally reaches Versailles. Someone yells "nous atta quoins!" or "Let's attack!" You join the hundreds of the other furious women and storm the beautiful palace of Versailles. Women begin to shoot their muskets into the crowd killing many of the guards. You hear the woman on your left shout at you to fire your musket into a group of guards a few feet away.
Player: You immediately shoot into the crowd of guards

Player: You take the head and continue your way to Versailles
DM: You agree to take the head of the freshly decapitated guard from the woman. You place the bloody head onto your pike and hoist it high into the cloudy sky. After running through multiple courtyards, you finally enter the grand palace of Versailles.Your feet leave muddy footprints on the shiny floors, and the screams of women fill the halls. You know that you must find the king and demand that he give the people bread. You have overheard an idea that the monarch and his family should move to the Tuileries Palace in Paris. If the king moved to Paris, then the French people had them imprisoned in the city. The idea seemed like a good one, however, you need to find the king first. Soon you reach a large staircase that leads up to the royal bedchambers upstairs. Many women are running up the stairs screeching shrilly for Marie Antoinette's head. However, ever women head down a hallway that leads to one of the large ballrooms. Maybe Louis XVI would be there?

DM: You put your ambitions aside and run up behind the guard and stab him in the back. He falls dead at your feet. The young women thank you for saving their lives. Together, the young women and you continue to run through the many palace courtyards in order to reach the palace.Soon you enter Versailles. Your feet leave muddy footprints on the shiny floors, and the screams of women fill the halls. You know that you must find the king and demand that he give the people bread as well as find his snotty wife Marie Antoinette. You have overheard an idea that the monarch and his family should move to the Tuileries Palace in Paris. If the king moved to Paris, then the French people had them imprisoned in the city. The idea seemed like a good one, however, you need to find the king first. After running down the long hallways, you reach a large staircase that leads up to the royal bedchambers upstairs. Many women are running up the stairs screeching shrilly for Marie Antoinette's head. However, other women head down a hallway that leads to one of the large ballrooms. Maybe Louis XVI would be there?
Player: You follow the women to the ballrooms

DM: You refuse the head. Besides, the only thing you want on your pike is the head of Marie Antoinette.When you reach the grand hall of the palace, your feet leave muddy footprints on the shiny floors. The screams of women fill the halls, and you can smell the stench of fresh blood. You know that you must find the king and demand that he give the people bread. You have overheard an idea that the monarch and his family should move to the Tuileries Palace in Paris. If the king moved to Paris, then the French people had them imprisoned in the city. The idea seemed like a good one, however, you need to find the king first. After running down the long hallways, you reach a large staircase that leads up to the royal bedchambers upstairs. Many women are running up the stairs screeching shrilly for Marie Antoinette's head. However, ever women head down a hallway that leads to one of the large ballrooms. Maybe Louis XVI would be there?

Player: You decide to fight the palace guards
DM: You know that the palace guards would try to prevent the mob from reaching the monarchs, so you decide to fight any guard that may interfere with finding the king and queen. You position yourself, weapon in hand, ready to fight. Suddenly, you hear the noise of heavy footprints moving rapidly down the hall. These footsteps do not belong to the mob because they beat down on the marble floor in unison instead of hitting the ground in a cluster. A large group of guards turns the corner, and you are ready to fight. Unfortunately, one guard fires his musket, and the bullet hits you in the chest. You drop down to your knees in pain. "Vive la révolution." You say as you take your final breath.Hopefully the mob will reach the king, and the French people will no longer starve.

DM: "Alright Brian. Last question I promise. Will you help others as I have tried to help you? Can you do my job as I have?"
Player: Yes I can.
DM: The voice doesnt respond. You shout that you can again. But as you shout it again, a light above you opens. You rise up without aid to the light, and see around you hundreds of people being led around by guides. The air smells of good food and flowers. Suddenly, without warning, a large man pats you on the back and makes you jump."Congrats Brian. I didnt think you would make it. Lets not waste any time. You have a lot of questions, so lets answer those over lunch." He leads you away, and there is no hesitance in your step. Maybe you have been redeemed. And maybe the outlook is bright.

DM: After hearing this, the mob lets out a jubilant cry. They succeeded in their goal, and hopefully, the lives of the French people will improve.

DM: It's hard when family dies. It's harder when they leave you their ratty old cottage in the woods just south of the middle of nowhere!You can't believe that you have to leave your friends and family on Halloween to check the place out. It has been abandoned for awhile, and no one has seen your Uncle since his last visit. You just hope it is in good enough shape to sell without putting money into it.You turn down another dirt road and lose cell phone reception, again. There is no choice but to continue by map and your natural sense of direction.
Player: Arrival
DM: After many wrong turns, and stopping twice to ask for directions, you pull up to the place. It is a small log cabin that has one story, consisting of maybe five rooms, by your estimate. Nothing looks to be broken or disturbed. The bad news is that it's freezing and the heat hasn't been on in at least 5 years. Great.You park the car, grab a lighter out of the glove box, and get out. You notice that there is a rusty set of double doors leading to a cellar that opens to the outside next to the porch, an old wooden door, and a room with a window facing the front on either side. The left window appears to be darker than the right so you can't see anything in the room except the outline of furniture in the room. The right appears to have a person-sized statue near the window. It almost looks like it is watching you.
Player: Enter the door
DM: The door opens to a small hallway, with bare dingy white walls, leading to the right and the left.You remember your uncle telling you he built a new barn a few years ago, it might be nicer than the house.
Player: Front Yard
DM: You turn to leave, but the door is locked behind you. There isn't even a door knob on this side of the door.
Player: Guess I need to find another way out...

DM: The room is completely empty, with dark navy blue walls and a dark brown carpet. Who ever decided on the color scheme must have been depressed. Everything is at least in good condition.
Player: The Foyer

DM: The room is completely empty, with ugly bright yellow walls. The carpet is white, but dingy.

DM: The kitchen is comically small, but very well laid out. The counter tops all look like they are made from solid wood, and there is a wooden knife block next to the stove that blends in with the counter top. You only notice it because of the black handles sticking out. The appliances and cabinets also look brand new, that's great for when you sell this place.
Player: The left living room

DM: The bedroom has an ocean theme, very strange for a cabin in the middle of the woods, but it's not bad. The walls are a sandy off white and have seashell wall paper at about waist height. The dresser even has a conch shell on it. Strangely, there is no bed. Other than not being able to take a nap, this is probably a good thing. If there was a bed you might have had to move it out of the tiny room.
Player: The kitchen

DM: The back yard is over grown and completely bare. It opens up into the woods that go on for who knows how long, but the yard is at least fenced in. There is a garden on one side, or there was a garden before the place was abandoned. Other than weeds there really isn't anything here.
DM: From the backyard you find a gate that is rusted shut, but easily pried open. Over grown bushes make the uneven cobble stone path extremely dark along the side of the house.You walk down the path leisurely, whistling to keep yourself from freaking out, as a harrowing laugh follows you. Picking up the pace, you hop in your car and pull away, convincing yourself the laughter was in your head.
Player: Drive to the cottage

Player: The right living room

Player: The backyard

DM: You wake up, the morning is surprisingly warm for late October. Leaves cling to the trees and litter the ground. You look out, everything is wet, you slept through quite a storm. You stretch your arms wide and arc your back. You feel well rested. From downstairs you hear your mother calling for you, you:
Player: Go downstairs and go to work
DM: You dress slowly in your nicest clean clothes. (not much is clean, so your clothes really isn't that nice, but you tried. That's what matters!) You brush your teeth and meander downstairs."It's already 8:02!" your mother tells you. She hands you some toast and you run out the door to catch your bus.It is a long day of work, when lunch time finally rolls around some office friends invite you out for lunch. You really want to go but you still have so much to do. A girl Amy offers to bring you back something if you'll run down to the storage room and grab some more printer ink while shes gone. You also remember that you have a cup o' noodles in your desk you could make.Which do you choose?

DM: You crawl back into bed and yell out that you are not feeling too well and can't go today. You cough (quite sadly I'll admit, is that really your best fake cough? Pathetic.) and wait until your family leaves.You don't have any big plans for the day, but you realize you could make some:
Player: Sneak out.
DM: Now that the 'rents are gone you decide it's time to have some fun! Unfortunately there is no way of doing that in this big boring house alone.I hate to tell you this but...You smell.How do you fix that?

Player: Go out for lunch anyway
DM: You go to your favourite rooftop restaurant that serves greasy burgers and crispy fries. You lookout over the city, it is a crisp day, you are sitting outside.There is a noise like someone popping the top off of a bottle of champagne, only it is so loud it reverberates in your bones and makes your stomach curl in on it self. You know something is wrong before you look to see your waiter-the kind teenager with warm eyes and spiked hair-laying on the cool pavement. His eyes are no longer warm, his life pools on the ground in a black puddle.By the time you register what is happening 2 more people have fallen, metal lodged in their sides from the masked gunman's weapon. You run to get away, but there is nowhere to go. People hide under tables, the metal legs simply make a prison for them as they try to crawl away from the impossibly fast shots.You see your friend, Amy, she is twisted so unnaturally, her light hair impossibly dark. It glistens in the early-afternoon sun. If you could remove her from the context, she would look beautiful.You are curled in a corner, against the glass sheet of the railing. You look down, your heart pounds against your ribs, it is almost as loud as the gunfire.You realize then that there is a balcony only 2 stories below, perhaps you could get help if you could land correctly.
Player: Jump to the balcony

DM: Your mother smiles at you as you come down the stairs. Your hair is well combed today and she notices."Who are you trying to impress?" She asks.You, of course, being the teenager you are, don't answer her. She doesn't need to know about your love life (or lack thereof). She makes you toast with your favourite spread for breakfast and packs you a lunch. You trudge out the door and head to class without thanking her.When you reach your final block of the day you realize you have not finished your homework. Your psychotic 4th block teacher is going to murder you. Literally murder you and hang your head up on a metal spike for all who think they can get a good grade in his class.Down the hall you cower in fear at attending his class and go over your options in your little head:
Player: Attend the class anyway
DM: You slink into the class and notice something written on the board. Your terrible little eyes can barely read it so you ask the girl next to you what it says."The assignment isn't due until tomorrow," she says.You nearly cry from relief. It hurts you are so happy. You feel euphoria rushing through your bloodstream, you are so happy it smells like summer in the classroom, like campfires.You are snapped out of your stupor by screams from down the hall. You then realize that flames are licking at the door. You are trapped.
Player: You try to escape
DM: It is no use. You try to escape but you cannot. The flames tug at your clothes. They melt your fragile skin. You hear screams surrounding you, they are as hot and painful as the fire and you wonder if they are your own.The pain is unbearable, you look down at your charred blackened fingers and try to move them, they crumble away and you collapse into eternal agony.As the inferno begins to devour you you hear a noise, a strange noise above everything else.In your dying moments, you cannot be sure, but it almost sounds like laughter.

DM: After 5 and a half hours of Orange is the New Black you remember your mother just did a costco run! You run downstairs and hesitate, in the freezer there are your favourite microwave burritos, in the basement there are boxes of mac and cheese. Which do you want to eat?
Player: Mac and cheese.
DM: You jog downstairs and push a cobweb out of the way as you enter the basement. You don't bother with the light, you know exactly where your mum keeps the mac and cheese. You take two steps in and the door shuts behind you. You think it's strange but are not worried, until it won't open.You flip on the light and, despite your better judgment you turn around.

DM: You hop in the shower, a bottle of conditioner falls on your toe. You cry own in pain, after a deep breath you are alright.You dry off and do your hair as nicely as possible. It still looks awful. I'm sorry. You did try though.So you and your horrible hair style have to decide what to do today.Your friend Amy invited you out for lunch with some friends from work, some other friends invited you to go the city with them.
Player: City
DM: Your friend gives you a ride to the city where you meet with a group of friends. You eat frozen yogurt and buy costumes for the upcoming Halloween parties you will surely be invited too.When you return home your mother is disappointed in you. You understand her and go to bed without dinner.

DM: You wait until the gun man looks away and scurry over the glass railing.You take a deep breath.

DM: You ask Amy to bring you back a burger and fries and get back to work. After finishing some very very important task you decide to stretch your legs and get the printer ink.As you run down the stairs Frank, the janitor, reminds you the door on the supply room isn't working very well.With a big tug it opens, you jam a door stopper in it to keep it open and venture into the dim room.Your stomach lurches into your throat when you hear the door slam shut behind you.You run to it and pry at the handle. It is no use, it is stuck. You scream for help. The hairs on the back of your neck prickle.
Player: You are afraid.
DM: Spiders. Everywhere.Big. small. medium. hairy. slimy. opaque. translucent. on webs. on the floor. on the ceiling. on the walls.The biggest is the size of a dog, (we're talking golden retriever not Chihuahua).It crawls towards you, slowly at first, it's freaky-little eyes blinking at you in curiosity.Whatever was in your hands, you've forgotten by now, clatters to the ground.Hundreds of smaller spiders begin to jump at you. The force of all of them paired with your blinding fear pushes you against the door, you scream for help, no body comes. The spiders begin to crawl into every hole they can find. They choke you nad blind you and they squeeze in through your eyes and down your throat. All you can hear is your own screams. Soon the spiders run out of holes to fill and begin making their own.They tear into your fragile flesh. They begin to eat your flavourful skin. By the time they return to their webs, there is no sign you ever existed except for the 83 cents that had been in your pocket stacked nicely by the door.

DM: You fish through your desk and below some crinkled papers and loose paper clips you find a cup of noodles. You head into the break room and put it in the microwave.You get distracted thinking about that hottie from cubical 3C. You are so caught up you don't smell the smoke.You don't notice the flames until they have trapped you.
Player: Burning

DM: You sleep well. You dream of strange, terrible things, by the time you wake they are nothing but distant memories of something that happened to someone else in another life. You let the dreams drift away, you carry on with your life.

DM: You go home and realize you stink. You slip into a nice warm bath.You hear a noise to your left. You turn your head, slowly at first, but then once you see what is there you lurch.A clown is staring at you, his cruel face painted into an eternal smile.
Player: Bathe
DM: As you scream you lurch away from the clown and your head dives below the water. Hot, sudsy water flows into your fragile lungs. You cough and it does not help.The clown's hand is on your chest, it pushes you below the water, everything burns. You thrash, it is no help, the clown is stronger."I didn't want to hurt you," the clown says softly, his voice is low and raspy.You push against him, naked and afraid you fight for your life.You lose.The clowns lips pull into a small smile.He leaves your body in the bath.When, hours later, you are found, you are an almost unrecognizable prune of a body. It really is quite gross.

Player: AHHHH!

DM: You decide not to call out to him, Mostly because he looks busy enough already attempting to navigate the craggy dusty path with out loosing any cabbages. As you walk the rest of the way to town you see two women out tilling the fields, You call out to them and one of them comes walking over to you. " Yeah watcha want Monk?" She puts emphasis on the last word almost like it's a swear word.
Player: Go back to your fields, I apologize for bothering you.
DM: The women spits on the ground in front of you and laughs, She starts to walk away mumbling to her self" Damn monks think they can bug good honest working folk for nothing ..." She trails off as she begins working the fields once again, You make your way into town and see the man you saw earlier setting up a makeshift tent where he will probally sell his wares, You notice a tavern is near by, but the town square seems to be even closer.
Player: Decide against the tavern and head to the town square.
DM: You enter the Townsquare and are assaulted by light, sound and music, It would seem there is a festival to honor some mans achievement, The man in question is being carried atop everyones shoulders, and he seems to be enjoying the attention alot, You slink back towards the market section of the square for fear of getting trampled.

DM: Okay....no actually thats not actually an option. That's gross.You are a gross little human okay?Please clean yourself.
Player: Fine. I'll take a shower.

DM: You slide into the sultry, hot, steaming soup of your own filth. It feels quite nice.You hear a noise to your left, you turn your head slowly.Looking you in the eyes is a clown with curly, rainbow hair, and a red circle nose.

DM: The sphinx' eyes open wide in shock. "You, you really did it!" The sphinx ran away, but I doubted it would be the last time I saw it.
DM: I wasn't out of the water yet... The dragon had awoken! And she was angry. And she was hungry. And she was coming straight for me! She lunged at me, blowing fire at me!

Player: GROIN
DM: You kick the faceless man in the groin, making it stumble backwards, hitting it's back against the table in the center of the room. You stand ready to attack the faceless man.
Player: FACE
DM: You swing with your right fist, landing it against the nose of the faceless man, causing it to stumble back, and you see your chance to kill it.
Player: CHOKE
DM: You leap on to the faceless man, pressing your thumbs into the throat of the man. The faceless man makes no sound as it struggles to get you off. You start to slam it's head against he floor, causing a vivid red splatter upon the with glass floor. The amount of blood coming from the blunt hits is unnatural, giving the room a sinister appearance. After a while, the faceless man stops struggling. You killed it. The voice speaks once more, "YOU HAVE DEMONSTRATED A NATURAL VICIOUSNESS. YOU HAVE COMPLETED THE RED ROOM. PROCEED." A door manifests itself in the wall. It is a green door.

DM: There in the tavern there is a lot of singing going on, The only thing you can pick up is that some man is extremely great and amazing, You look out the window towards the square and see a man being carried on everyones shoulders and he seems extremely pleased at himself. You walk up to the bartender and politely ask.
Player: I'm looking for a pregnant women in town.
DM: The bartender looks at you funny and says " Look for the whore house down the streets aways, it's not to hard to see, Mainley cuz theres about 50 men out there throwing rocks at the windows trying to get the ladys to flash em." You blush and correct yourself. " I mean uh... Not to sleep with but to talk to, the priest learned of a newly pregnant women in town and wishes to see her." The Bartender looks really confused now and says " Uhm... Isn't it against his vowels to you know sleep with a women...? You figure it's a lost cause and give up on trying to talk to him on this subject.
Player: Back to tavern.
Player: I'm looking for someone.
DM: The bartender smiles... Then frowns... then looks at your funny " I'm not gay... Sorry monk" You look back at him again and say " NO noo... Theres a women in town whos pregnant I HAVE to find her before the baby is born. He looks at you funny again and says " OOOOH," he smiles and leans forward, he whispers " Are you the daddy?" Into your ear, You blush, But for the sake of finding her you nod and say yes, He points you towards the whore house down the street " Ask for veria, Shes with child, and it happened recently to." You begin to mull this over in your head... maybe the priest really did get her pregnant, I mean if a priest is ever gonna have relations with a women it might as well be one thats experienced to make his one time worth it.

DM: How do you feel about Gold?
Player: lets build the world around it
DM: You stop at nothing to get more gold. And silver for that matter. Your ships trade vigorously with those around you. Your cities are doing well, growing at a fast rate.
Player: No Monetary System
DM: Oops! Looks like this is a dead end! Not in terms of possible/impossible of course, but in a too many tendrils trying to leave the authors mind in to short of a time kind of a way. May I suggest going back and following a different course?Or, for the creative minded among you, leaving a suggestion as to what you would have like to see on this page in the comments at the end!

DM: "Don't worry, I got this," Kaminari says. "I think."He tries his best at their language. "Hibbity Jib Jib."The Vortas fly into a rage. They swarm you and Kaminari, dragging you to the ground and tying you up. They do some weird Vorta rain dance and toss you into the giant puddle of goo they were worshipping.
Player: Drown in the Founders

Player: Lunch with Amy
Player: Take my chance with the gunman

DM: As I usually do when a monster is trying to bite me, I rearrange the part of my anatomy which the assailant is trying to bite to move it out of his teeth's way, and that's exactly what I do here. However, I forget to take into account that this particular assailant is my genetic duplicate, and whereas I can move my shoulder out of his way, he can extend his jaws to reach me anyway. The bite isn't as significant as it would have been, and I can squeeze my body out of his mouth and I leap away from him. Hungry for my flesh, he leaps towards me.HEALTH: 70%HUNGER: 58%
Player: Trap him inside you.
DM: Instead of evading him, I open up and as he goes through me, I form a sphere around him, trapping him inside me. He struggles to get out, trying to squeeze out of me, but for that he would have to have an opening, and I haven't left him any. He is completely sealed inside my body. He desperately fights for survival, but I can feel that he is starting to suffocate. After all, it's not like I'm giving him any oxygen. He is everything that's bad about me. He doesn't deserve to live. He deserves to feel what his victims feel.With that in mind I start to devour him. Slowly, I take him through the very painful process of digestion while he's still alive. Consuming something literally my size takes time, but soon, there is nothing left of him, and I feel completely rejuvenated. I am ready to follow and take out Stephan Lite now.HEALTH: 100%HUNGER: 98%

DM: As you pry the chests lid open, a phial of blood floats out. The skull speaks again. "This blood is now sacred and should be taken very well care of until you know when to use it."You carefully take the phial and store it in your backpack. Just as you are about to look in the chest the skull continues as a black robe with a red skulls starts to move : " This robe has been in your families possession for centuries and will be for centuries to come if we all play our place in history as we should." The robe floats in the air, allowing you to study it further. It has one layer of linen and an inner layer of wool for comfort. Small patches of leather are put at vital points for extra protection. A hood is sewn to the back, and medium sized bags are conveniently placed at the hips, along with a herbal bag. The chest slams shut as the skull finishes "More possesions to come, Bigmounfield, but they are unavailable until you're ready. You will begin your training soon. A resting place may be found in the nearest coffin. Enjoy." It says as the maniacal laugh and the life leaves its face.
Player: Tomorrow always comes...
DM: Now, as you're fully equipped with your new robe, you wonder if there is more to this place than it seems. A small inspection of some sorts? A corner perhaps? The room is square sized, therefore a corner could serve as a good starting point.

DM: 
Player: Someone answers the door.
Player: Billy tries to break the lock by hitting it with the book.
DM: Tom says, "Don't do that! Use the magic in the book."Billy opens the book. It says, "Your friends can help you open the lock."Jessica says, "What does that mean?"
Player: Jessica and Tom put their hands on the chest and Billy puts his hands on the lock.

DM: As a child, I was always told, Everygood story has a beginning, Well this is my beginning, alteast... I think so... It's so hard to tell now. *** Note in this story I encourage you to either play thru more then once or Press the Go back Button, Mainley because you will either die alot, Or miss out on some of the funnier/ more serious aspects.***This is my first story, be kind in your ratings.
Player: The Story
DM: Well, anyway here is how it happened, I was one day, Sitting around the the t.v. With my wife, when we saw this well... Leak in the uhm... Walls... Everyone thought we were insane! but to be honest I was a little to sure it was a real ghost ... Considering I am a ghost hunter for a profession it was kind of weird to never see one, and I thought this was gonna be my big moment. Well after a few weeks more things started to happen, My wife went to go live with her sister... I was sad about this but I knew it was for the best, the weak minded are always seeking to leave a situation they don't understand.
Player: Choices...Choices...
DM: So I had to come up with a game plan, I mean Really... How could a ghost hunter go into this and not think WOW!!! A REAL GHOST!! well My initial plan was to....
Player: Search the house.
DM: I began A thourough search of the house, starting in the most obvious place... the Basement, Well as I made my way thru the tricky steps and the WEAVING catacombs of junk, I found what looked like a splatter of blood dripping from a pipe, that to be honest I never even seen before, and when we bought the house me and the wife hired a plumber to attempt to teach us how to fix the plumbing on our own as long as we called him in for monthly inspections... I came out of it more confused then ever, But I did spend enough time looking at all the damn pipes and nodding my head to know them all like the back of my hand. It was at that time that I decided to...
Player: Leave it alone, Who knows what it is...

Player: Examine the wall.
DM: I decided the best thing to do would be hell.. Look at the wall a bit, I mean come on, if you have leaking walls then you look at the wall! Well I rubbed my hand across it, and felt cold, Like not oh wow this wall is cold but like... wow did it just get freezing in here? I mean come on man!!! GHOSTS!! At that point I was excited enough to shit a brick, I mean come on... Walls Leaking... Cold spots... damn... I decided the best thing to do now would be...
Player: Get my equipment
DM: I decided I have to get this stuff on camera, So I walked into the hall closet and grabbed the camera, Voice recorder, and Emf reader... You know like the professionals... Haha At that point my best bet was to...
Player: Peel back the wall paper while recording.
DM: I set up the camera, Got the Emf Reader going ballistic on it to man... was kind of funny... and then I got out the voice recording and started to narrate. We Have hear a REAL spectral disturbance, Despite my Previous skepticism I am glad to see such a thing exists.Click went my recorder as I began to scratch away at the wall paper... Rolls and rolls of ancient parchment unfurled from the wall falling to the floor like so many sickeningly yellow cockroaches, There... Before me was a face... A horrific face just smiling... Like it Knew something I didn't... Thats when I heard the click of the door lock... Before I could react my legs were already...
Player: Moving me towards the door.
DM: I reached my hand towards the handle and josttled it a few times... nothing... nothing at all, from the living room I heard a quit cackle, Almost like a sheet of metal being urinated upon the yellow stream collecting at the bottom, collecting more and more deeping the twangs with each ounce. I looked about and...

Player: Knock on it a bit.
DM: I tapped the pipe a few times, and didn't quite get the reaction I wanted... Instead of nothing other then say a bit of blood on my hands... I heard a knock greet me back... Finishing my already started Rythm... (You know the one, The one you could even do in a crowded store and some one will STILL finish it.) I was honestly a bit freaked out but I decided to...
Player: Yell Hello
DM: I screamed hello at the top of my lungs, and was met with SHUT UP!!!! I'M BUSY!!! I literally pissed myself.. I mean come on how often does your basement yell at you to shut up... Then, From the dark arose a small figure... about the size of a small dog on it's hind legs. he came walking out, he was covered in fur and had the snout of a pig... and the unmistakeable smell of my favorite wine... Coincidently the first thing I said to him was. HEY!!!! YOUR THE ASS THAT WAS STEALING MY WINE!!! Then before he could react I said...
Player: BATTLE CRY!!!!!

Player: Go to the bed room.
DM: I made my way upstairs, and get this... before I could get all the way up the stairs the stairs closed up like a slide! I grabbed onto the railing and used them to climb up the rest of the way. That was kind of scary... I reserved my self to walking slowly the rest of the way to the bed room... I entered thru the door way and made a quick inventory of what to get...
Player: Get sheets, Pillow, Vcr, gotta keep watch on the wall.
DM: I made my way to the Sheets and pillow began to take them off the bed, Then from behind me I heard a wisp of wind and what sounded like my wifes voice, I turned around to listen better, and then... From behind me Something grabbed me... I fell to the bed and felt the sheets began to slither into my mouth... Then... My throat... Then my stomach... and then... well.. Lets just say your stomach isn't supposed to be ripped out of you thru your mouth for a reason.. Heaven is nice though... Cept the fact everyone makes fun of me cuz my guts are on the floor half the time.

DM: Your name is currently AaaaaaaChoose the final letter in your character's name, or click the link to Chapter 1-Prologue to begin.YOUR HEALTH: 100%
Player: y
DM: Your name is now Aaaaaaay.YOUR HEALTH: 100%

Player: Go north to the Wetlands

Player: Uhm... Who the fuck are you?
DM: It blinked a few times Like I just said something extremely rude and said.." Well first off I'm a pig demon... and secondly I ain't no ass... Oh and my name is beezlebub..." Ok... This was it... I was about to meet the devil... or In other words I was just about to but before I got to tell him my name he farted in my general direction and walked off...
Player: I gave chase... I mean come on...

Player: Moving me towards the wall.
DM: My hand reached out towards the wall with out my Previous consent... damn hand always trying to pull an Evil Dead... Well as my hand reached the wall... I felt something stir inside of me... and a voice... A voice telling me to kill my neighbor... I Promise I'm not crazy... I promise I SWEAR!!! I DIDN'T DO IT!!!!! A burly Prison warden Walks up to you and grabs your shoulders."Come on kid, Best not to get him started... He might try to hit ya like the last guy... Make me a promise ok? Don't come here again... he ain't nuthin but a crack job, I promise."

DM: I let loose a viscious battle cry of... well nothing else other then BATTLE CRY!!! And punched at his face... Before I could I soon found a hoove inside of my head... and well... Let me tell you something, You don't go attacking random walking pigs in your basement because chances are you arn't going to heaven... So uhm... While in hell I have to tell this story to as many people as I can before Each night, and if I don't meet or beat my previous quota Satan comes and well... Does some rather nasty things with his leg and a bottle of vaseline... alteast I hope it's his leg....

DM: I went into the bathroom and began to tidy up, Took my meds... I used to see everything in bright blue and yellows when ever I took my meds, My doctor always told me it was a placebo effect becuase it always happens RIGHT when I take them... Now I see a red arrow with, GO HERE TO WIN On the mirror painted in what appears to be the blood of a thousand virgins... or Ketchup I never can tell... Before I got a good idea of what it looked like outside the bathroom everything began to fade as it always does and I only caught a faint glimpse of what I guessed was an arrow going down the stairs.
Player: Run downstairs to check the arrow before it goes away.
DM: I started to run down stairs... then I forgot about the you know... Stair slide... I slammed face first into the door knob... Lost my teeth, Swollowed 2 of them... and well... Died I guess would be the best choice of words.. No one ever tells you not to put fake spikes on your door knob I mean come on IT LOOKED COOL 2 WEEKS AGO! Heaven is nice though... Lots of drugs to make yourself forget everything.

DM: The prospect of meeting someone who was as strong as I was or stronger was the overbearing emotion and I basically ran to the Headmasters office. Professor Guffern a forgotten figure behind me. I had to wait for the Professor to catch up because he had to introduce me. He went in and about five minutes later I was invited in. I walked in my hopes high but they were dashed to pieces by the image of the Headmaster transforming into Malture, the most evil creature in the magic realm. I tried to protect myself but I was really high strung I messed up on the words. I saw a blinding light and only had time to see Malture laugh evilly before I was lost to the tortures of my mind.
Player: How it all started
DM: I was stuck in Professor Gruffern class watching my fellow magicians-in-training take their turns trying to hit the huge target in the middle of the room. So far none of them had made it to the bulls-eye or even gotten within three rings distance of it. I was busy watching the latest failed attempt that took the hat clean off Professor Gruffern, when he called me up. I got up and not really caring shot a bolt of power in the direction of the target. It missed and hit Professor Gruffern's desk. I could tell from the look in his eye that he was done with all the failings, and he was going to take it out on me. "Total point deduction," he practically screamed as spit flew out of his mouth. I knew I could shoot another bolt before he made me sit down.
Player: No way am I shooting again, he's mad enough.
DM: I faked a little cough. "Um, I think I just came down with something... I'd better sit down before I throw up on you," I said. Professor Guffern made an absolutely disgusted face, but I thought, "At least I'm off the hook!" I quickly sat down. I waited as one by one the remaining students took a shot at the target and after waiting forever, class was over. I got up to leave but someone grabbed my shoulder. "I need a word with you," Professor Guffern said. I sighed, and softly asked, "What?" "I want you to stay for a moment," came his reply.

Player: Beat on the door.
DM: I started to beat the door... nothing was happening... But I had to try harder... As I beat on it harder... and harder... I noticed my hands were some how going deeper and deeper into the door... It was then that I noticed the Door was slowly engulfing me from my feet up... Guess theres ways to go then smothered by a door.. atleast I get a few laughs out of the guys around the heavenly water cooler.

DM: Two high schoolers on a prom date. The boy, clearly underage, offers you a $20 bill if you provide them with a pitcher of maragritas. Do you-
Player: accept the bribe and say "I'll see what I can do"
DM: You palm the cash and tell Fred to fix up a pitcher of virgins. No harm, no foul. You're certain they'll feel the effects of the "alcohol" anyhow. And now you've got enough for your own tonight.
Player: table 25 continued
DM: God bless you! Table 41 turns out to be a gaggle of tipsy, flirtatious bachelorettes who love your style! You keep the drinks coming and by the time they eat they can't even taste the food. Dessert leaves them dumbfounded. All night they've been stuffing bills in your pocket, asking you to turn around, flex your muscles- teasing you mercilessly. Do you charge them the standard "party of 6 or more" gratuity or leave the tip up to their discretion?
Player: leave it up to them
DM: You score $25 off an $80 check- more than the 17% gratuity. Way to gamble! Sometimes you can trust in others. As the bachelorettes trip out the door you notice a purse has been left behind. Do you-
Player: chase them down and try to catch them?
DM: You're out of breath by the time you finally get ahold of one lady you recognize. Panting, you relay your message. "Goodness!" she says "That looks like Denise's." She phones Denise and apprizes her of the situation. You're enjoying the fresh air but wonder if you need to get back to the restaurant. Do you-
Player: scoot your boots back inside

DM: I started to run after him, Yelling HEY YOU ... BEEZLE BUB!! ARE YOU THE DEVIL!!!!... He stopped turned around and smiled, from his teeth leeked roaches and centipedes, and to be honest I could smell his breath from here. " OH!!! SO YOU HEARD OF ME!!!" He seemed overly happy and ran up to me smiling and jumping around like a child in a candy store... " So uh... YEAH THATS ME!!! Uhm... whats up!! i mean uh Hi... How did you hear of me? Was it cool stuff was I like slaying children..." I kind of droned out for the rest of his babble and he stopped... Looked at me for a bit and then smiled again. " I mean uh... yes It is I what is it you require mortal."

DM: I respect you kid! Not every one that comes through here is unselfish enough to buy a battle prize!Tell you what...since you did that, if you can beat my here Battra, Ill refund you the money for that battle prize...NO...ILL DOUBLE IT! If you can beat my Battra, Ill give ynz a $1000 transfer to your card! Whadya say???Accept challenge from Clerk's Level 10 Battra?
Player: No thanks, Ive Got another challenge waiting...
DM: A Man in Army attire walks up to you...he says:At ease Kid! I aint gonna hurt yah! My name is Colonel Gabriel! I watched ur battle with that last Kaiju, your Godzilla is simply Magnificent, I would love to challenge you!Accept Challenge from Colonel Gabriel's Lv 10 Ghidorah?

DM: Evidently Chris isn't going to break your lip lock, so you do. You lean your head against the wall and let your legs drop to the floor. "Wow." he pants, seemingly unable to keep his hands off of you, judging by the way that he keeps moving his hands from the small of your back, to your waist, to your hips, then repeating, occasionally brushing hair from your face. "Where did that come from?"
Player: "I love you. I couldn't stop myself."
DM: Chris' jaw drops. It's obvious he wasn't expecting this. You watch him hopefully whilst he rubs his eyes and tries to recover from the shock. "Um, I...sorry Esme, I like you and all but I don't know you that well. You seem really nice, but I'm not ready for anything like that. Sorry." "Oh. No, don't worry about it. It's fine." "Esme I'm sorry-"

DM: I walked towards the stairs, then remembered I now had a buit in slip n' slide where my stairs SHOULD be so I slowly lowered my self down the stairs rail by rail. As I reached the bottom of the stairs I looked around... and saw nothing Best idea would be to.
Player: Take another pill.
DM: I took another pill and saw an arrow pointing to the kitchen, I ran towards the kitchen and found another pointing towards the living room... From them I think I vaguely saw an arrow pointing down to the basement, but also saw a brighter red arrow pointing out to the yard.
Player: I went out to the yard.
DM: You know that scene in the exorcist where she leaves the house and gets gang raped by a bunch of dead skeletons in that big "swimming pool" Well.. imagine that... but this time instead of skeletons imagine 500 angry hungry skeletons... that well.. Just want to eat your brains... Oh weeee just want to eat your brains were not unreasonable atleast no body wants to eat your eyes... needless to say... It was kind of hard for the coroners to judge the cause of death, they don't know if it was the fact that I was buried 60 feet below ground... or the fact that my brain was eaten out of my head...

Player: Ran to the basement.
DM: A bit of a pack rat I prayed these steps wouldn't give out on me, Would be the worst I could imagine, Slamming into the countless piles of junk sitting in the basement and no doubt being crushed by them crushed by my own vice, how poetic. I made it down the steps safely and there before me was a pulsating, Throbbing pipe... Now I for one know pipes arn't supposed to throbe... Nor are they supposed to leak gallons of blood onto your floor So I decided to ...

DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaaaaaao...
Player: M
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.Aaaaaaaaam> Quel est votre genre ?
Player: Professeur·e
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.A.MasculinEnseignement> Quel est votre signe astrologique ?

Player: Tell me what the fuck your doing in here
DM: He frowned this time.. somehow this was a little bit more jolly looking then his actual smile "uhm.. Just passing thru Oh yeah... don't mind anything of the weird things happening in your house... This happens everytime I Pass thru someones basement.." He snapped his fingers and smiled... His smile was the last thing I saw before I blacked out...I woke up a few hours later and my wife was hovering over me crying and looking obviously worried, Turns out She had tried to call me during the 12 hours I was out, Got worried and drove all the way back to check on me... She didn't believe my story, and just assumed I was delusional, we all tried to pretend it never happened, but sometimes the wall... Still gets a little wet on hot summer days...

Player: I went down to the basement.
DM: I made my way down to the basement and well.. my head connected with a pipe that to my knowlege wasn't there before... I got a face full of blood as I hit the ground... I got up and looked at the pipe leaking blood onto my freshly unswept floor... Atleast it wasn't over above my piles of starwars memoribilia...I'd be pissed if it was chewy getting covered in blood instead of the floor and my wifes Liberachi Albums. Best idea was to...
Player: tighten the Pipe... God knows how Close it's gonna get the Chewy...
DM: As I tightened the pipe... I heard a quite whisper... It seemed to say thank you... I never knew what was going on that day... But atleast now I have a perfectly normal quite house... and I only had to spend 2 days explaining the gallons of blood on the floor to my wife...

Player: Tighten the Pipe... hell if i'm gonna let my house make a mess of itself...
DM: I grabbed a wrench and began to attempt a shoddy tightening job... At first More blood poured from the pipe, but as I got a good rythm things began to taper off quickly... Soon the blood had stopped completely... as I threw the wrench to the floor I heard a hollow, empty voice that makes me cringe to think about it even now whisper, Thank You almost seemingly into my brain. Then I heard an almost un noticeble click of the door unlocking... Needless to say.. .I moved out that weekend...End

DM: Going West. Traveling across the path you see a figure off into the distance. Hesitant, you grip your sword firmly. As you draw closer, you see a man. Black hair with blue eyes. He appears to be in his mid thirties, not a fresh sprout but neither an old veteran. He carries a spear in his arm, a dark blue tunic and pants. "Hey!" you call out to the man."Hey yourself, what brings you here? Heading up the mountain?""I've got a score to settle with this Demon of Rathcorf, you seen the Bastard?""No, actually I haven't. I was just heading down to the valley.""You don't want to go that way... unless you have a death wish, friend""The names Vern, and i'm no friend of yours" he says back cooly"Alright, be that as it may. I'm Dorian.""Well, it's settled then, I'll join you in this fight?""Wait, who said I needed your help? I can kill a demon just fine myself, thank you.""Listen, Dorian. I live on this mountain and have just as much dog in this fight as you do.""Fine, just try not to get in my way when I unleash a true hell on this foe" You now journey together up the mountain. Eyes peeled not knowing when you'll see this demon...
Player: Onward
DM: As you make your way up the mountain the rain falls harder and harder. Maybe you can see if Vern wouldn't mind stopping for the night. You see an ample cave a ways down the road.

DM: You lead the Cannibal into the dark room, staring around as the darkness swallows you whole once again, sucking the light out and leaving you in the dark. You stare ahead, where the voice came from."Back again so soon?" it chuckles. "Please, come in. Further... yes, closer..."

DM: Chuck Norris has a vendetta against French Fries, which he insists should be called Freedom Fries. Out of his wrath, you arrive in Boise, Idaho.
Player: Avoid poisoned potatoes in Boise
DM: Who was the last Quaker in Office?

DM: You begin to pour the gas everywhere you can, when suddenly a voice rings out. "What are you doing!" Its the master! He has a gun in his hand and is aiming it at you. What do you do?
Player: Give yourself up
DM: The master comes down and hits you on the head with the butt of his rifle. All of a sudden several torches come through the windows and the whole house is on fire. You know the gas will light soon and you will die if that happens. What do you do?
Player: Try and run out the front door.
DM: As you attempt to run out the door, the master shoots you in the back and runs out himself. You die, but many others will live in Canada in freedom. It was not the best choice, but several slaves will still escape.

DM: Braak awakes slightly dazzled with a pounding headache. Those Romans definitely don't fool around. It's dark as Hell in this prison cell but not quite as warm. The thick stone walls are covered with moss and dripping of water. The constant dripping could kill a man if the Romans weren't so thorough in hastening a man's trip to the next world. Across from you is an elderly man, chained to the wall just like you. Do you talk to the old man? Or wait to see what happens?(By the way, it's strange, but you didn't lose an items in your inventory. If you had items in your inventory....)
Player: Talk to Old Man
DM: Braak motions to the old man to see if he is in fact alive. His eyes blink, but he does not respond verbally to your motion. So you begin to speak, "Old man, what are you in for?" He doesn't answer. You continue, "I pray that the Romans don't find out the true nature of my being here." He still doesn't respond. Do you keep talking and hope that he responds or just shut your mouth and wait?
Player: Wait...
DM: You wait for about half an hour. Then a guard comes to the door. "Get up, you Briton scum! The General wants to see you." The guard pulls you up and motions you to follow him.

DM: You push the paper off your desk and stand up.You scream to the other studnets, "Stand up for yourselfs and remove this educational worker from this world!"Everyone starts trying to attack the teacher. The students are throwing their school supplies at Mr Teacher, while trying to get near him, as they drag their desks behind them by a chain. Mr Teacher is shooting off his Uzi and your fellow students are dropping like flies.You don't know what to do, so you try to reach the exit with the desk dragging behind you.Bullets are whizzing by you and killing the students around you. The injured and frightened students are crying for their mommy.You reach the exit, only to find that the desk connected you won't go through.You look on the other side of the room to see a few teachers coming in from the other door. They are all carrying weapons of various styles and supporting Mr Teacher. You see that one of the incoming teachers is Ms. Teacher (no relation to Mr. Teacher). She is your writing teacher.You try to figure out a plan.What do you do?
Player: Hide under your desk
DM: You hide under your desk and cry for your mommy. You continue to hear the screaming and gun fire.After 3 hours, the shooting stops. You can hear some crying in the distance, but it's faint. As you raise your head out of the desk, you see the room was painted red and all the classmates and teachers are on the ground. Using the axe a few feet away from you, you cut the chain that is connecting you to the desk. Once your free, you look around the room for supplies. You now carry an Uzi, an Axe, and three handguns of various styles.As you search your chemistry room, you see many options are open to you.
Player: Go try and pick up more weapons and supplies, even though it may burden you.

DM: 's'all I ask for buddy. You can go through.' The operator lifts the checkpoint barrier and opens the gates in the city wall. (deduct the 20 credits from your pack)
Player: Tel-Nayron
DM: You enter the city, basically a highway junction and trading post. You cross the hover roads and enter the central plaza. It is a massive open square surrounded by shops and stalls. Even at night the place is lit up by neon lights, and is buzzing with activity. In the centre is the Town Hall. You can see a number of useful features you could make use of: A hospital, an inn, and a firing range.Next to you, you can see a weapons shop. You can buy a Plasma Carbine for 20 credits, and a Plasma Infantry Rifle for 30 credits. The Plasma Rifle uses ammunition, you can buy a Plasma Rifle cartridge for a credit. You can only use the Plasma Rifle if you have ammo for it, and every time you use it you must take away 1 ammo from your store of cartridges. (If you buy anything, deduct the credits from your stash and record the items. All the ammunition is counted as 1 item, like credits)After making your purchases, you head off to the...
Player: Hospital
DM: You jog to the hospital, recognisable by the red cross painted on the building. You can pay 20 credits for a quick nanobot treatment to restore your health to the maximum, Another nanobot treatment to raise your maximum health by 2 for 70 credits, and you can buy first aid kits (it will restore 6 health, 1 use) for 15 credits each. (record first aid kits as separate items on the items space) After you have bought what you want, you exit the hospital and emerge onto the plaza.

DM: The car suddenly comes to a stop. The man offers to get food from Mcdonald's. You try to decline, but you're still in a lot of shock from the previous events. He has somewhat of a grip on you-This is your chance to run away, or you can just wait and tell some of the workers there.
Player: Wait.
DM: The man tightens his grip on you. "Don't even think about running away from me in there. You got it? I'm trying to be nice." He says between his teeth. His voice is rough and a lot like the voice you would think a kidnapper or criminal would have. The smell of french fries makes its way into your noise. You walk up to the counter to order. This could be your chance! You could give the cashier a note you wrote at a kidnapping prevention thing a few years ago. You have been paranoid about being kidnapped since, so it's always in your pocket. Or, you could tell her when you "go to the bathroom."

DM: OK, here's how it works: O The Golden Spheres are numbered 1 - 12.O You select however many of them (by number 1 - 12) to place on the Left Side of The Scale.O You then click over to the Right Side of The Scale and place remaining Spheres on that side.O You can place any number of them on either/or both sides of the scale. If you don't like the way you've set them up, you can click Reset Scale to start over.O Make sure you have the same number of spheres on both sides of the ScaleO When you are satisfied with the set up, Click Weigh Em! - using one of your 3 Measurements.O The scale will go down on one side or remain balanced. You must use this information to deduce which Numbered Sphere is the 'odd ball' and whether it is heavier or lighter. (You might want to use a piece of paper to keep track.) After your 3rd Measurement, you must choose. Choose wisely or it's the jester suit for you... Note that the 'Odd Ball' is Randomly Generated each time you start the game, so there is some Replay Value if you happen to guess correctly without actually figuring it out. The game is Scored at the end in the following manner - Zero Points for Jesters; 100 Points for Lucky Surfs; and 5000 Points for Rich Landowners. Good Luck J
Player: The Left Side of The Scale
DM: O Click on all the Spheres (by Number) that you want on the Left Side of The Scale.O Hit [Reset Scale] if you want to start over.O Click [The Right Side of The Scale] when you are ready to continue. Spheres (Side 1/Side 2/or No Side)_Sphere 1 : 0; Sphere 2 : 0; Sphere 3 : 0; Sphere 4 : 0; Sphere 5 : 0; Sphere 6 : 0Sphere 7 : 0; Sphere 8 : 0; Sphere 9 : 0; Sphere 10 : 0; Sphere 11 : 0; Sphere 12 : 03 Measurements Left
Player: Reset Scale

Player: Sphere 4
Player: Sphere 10
DM: O Click on all the Spheres (by Number) that you want on the Left Side of The Scale.O Hit [Reset Scale] if you want to start over.O Click [The Right Side of The Scale] when you are ready to continue. Spheres (Side 1/Side 2/or No Side)_Sphere 1 : 0; Sphere 2 : 0; Sphere 3 : 0; Sphere 4 : 0; Sphere 5 : 0; Sphere 6 : 0Sphere 7 : 0; Sphere 8 : 0; Sphere 9 : 0; Sphere 10 : 1; Sphere 11 : 0; Sphere 12 : 03 Measurements Left

DM: O Click on all the Spheres (by Number) that you want on the Left Side of The Scale.O Hit [Reset Scale] if you want to start over.O Click [The Right Side of The Scale] when you are ready to continue. Spheres (Side 1/Side 2/or No Side)_Sphere 1 : 1; Sphere 2 : 0; Sphere 3 : 0; Sphere 4 : 0; Sphere 5 : 0; Sphere 6 : 0Sphere 7 : 0; Sphere 8 : 0; Sphere 9 : 0; Sphere 10 : 0; Sphere 11 : 0; Sphere 12 : 03 Measurements Left
Player: The Right Side of The Scale
DM: O Click on all the Spheres (by Number) that you want on the Right Side of The Scale.O Hit [Reset Scale] to go back to the Left Side of The Scale and start over.O Click [Weigh Em!] when you are ready to continue. Spheres (Side 1/Side 2/or No Side)_Sphere 1 : 0; Sphere 2 : 0; Sphere 3 : 0; Sphere 4 : 0; Sphere 5 : 0; Sphere 6 : 0Sphere 7 : 0; Sphere 8 : 0; Sphere 9 : 0; Sphere 10 : 0; Sphere 11 : 0; Sphere 12 : 03 Measurements Left

DM: O Click on all the Spheres (by Number) that you want on the Left Side of The Scale.O Hit [Reset Scale] if you want to start over.O Click [The Right Side of The Scale] when you are ready to continue. Spheres (Side 1/Side 2/or No Side)_Sphere 1 : 0; Sphere 2 : 1; Sphere 3 : 0; Sphere 4 : 0; Sphere 5 : 0; Sphere 6 : 0Sphere 7 : 0; Sphere 8 : 0; Sphere 9 : 0; Sphere 10 : 0; Sphere 11 : 0; Sphere 12 : 03 Measurements Left
DM: O Click on all the Spheres (by Number) that you want on the Left Side of The Scale.O Hit [Reset Scale] if you want to start over.O Click [The Right Side of The Scale] when you are ready to continue. Spheres (Side 1/Side 2/or No Side)_Sphere 1 : 0; Sphere 2 : 0; Sphere 3 : 0; Sphere 4 : 0; Sphere 5 : 0; Sphere 6 : 0Sphere 7 : 0; Sphere 8 : 0; Sphere 9 : 1; Sphere 10 : 0; Sphere 11 : 0; Sphere 12 : 03 Measurements Left

DM: O Click on all the Spheres (by Number) that you want on the Left Side of The Scale.O Hit [Reset Scale] if you want to start over.O Click [The Right Side of The Scale] when you are ready to continue. Spheres (Side 1/Side 2/or No Side)_Sphere 1 : 0; Sphere 2 : 0; Sphere 3 : 1; Sphere 4 : 0; Sphere 5 : 0; Sphere 6 : 0Sphere 7 : 0; Sphere 8 : 0; Sphere 9 : 0; Sphere 10 : 0; Sphere 11 : 0; Sphere 12 : 03 Measurements Left
Player: Sphere 7
DM: O Click on all the Spheres (by Number) that you want on the Left Side of The Scale.O Hit [Reset Scale] if you want to start over.O Click [The Right Side of The Scale] when you are ready to continue. Spheres (Side 1/Side 2/or No Side)_Sphere 1 : 0; Sphere 2 : 0; Sphere 3 : 0; Sphere 4 : 0; Sphere 5 : 0; Sphere 6 : 0Sphere 7 : 1; Sphere 8 : 0; Sphere 9 : 0; Sphere 10 : 0; Sphere 11 : 0; Sphere 12 : 03 Measurements Left

Player: Sphere 3

DM: O Click on all the Spheres (by Number) that you want on the Left Side of The Scale.O Hit [Reset Scale] if you want to start over.O Click [The Right Side of The Scale] when you are ready to continue. Spheres (Side 1/Side 2/or No Side)_Sphere 1 : 0; Sphere 2 : 0; Sphere 3 : 0; Sphere 4 : 0; Sphere 5 : 1; Sphere 6 : 0Sphere 7 : 0; Sphere 8 : 0; Sphere 9 : 0; Sphere 10 : 0; Sphere 11 : 0; Sphere 12 : 03 Measurements Left
DM: O Click on all the Spheres (by Number) that you want on the Left Side of The Scale.O Hit [Reset Scale] if you want to start over.O Click [The Right Side of The Scale] when you are ready to continue. Spheres (Side 1/Side 2/or No Side)_Sphere 1 : 0; Sphere 2 : 0; Sphere 3 : 0; Sphere 4 : 0; Sphere 5 : 0; Sphere 6 : 0Sphere 7 : 0; Sphere 8 : 0; Sphere 9 : 0; Sphere 10 : 0; Sphere 11 : 1; Sphere 12 : 03 Measurements Left
DM: O Click on all the Spheres (by Number) that you want on the Left Side of The Scale.O Hit [Reset Scale] if you want to start over.O Click [The Right Side of The Scale] when you are ready to continue. Spheres (Side 1/Side 2/or No Side)_Sphere 1 : 0; Sphere 2 : 0; Sphere 3 : 0; Sphere 4 : 0; Sphere 5 : 0; Sphere 6 : 0Sphere 7 : 0; Sphere 8 : 0; Sphere 9 : 0; Sphere 10 : 0; Sphere 11 : 0; Sphere 12 : 13 Measurements Left

Player: Sphere 1

DM: O Click on all the Spheres (by Number) that you want on the Left Side of The Scale.O Hit [Reset Scale] if you want to start over.O Click [The Right Side of The Scale] when you are ready to continue. Spheres (Side 1/Side 2/or No Side)_Sphere 1 : 0; Sphere 2 : 0; Sphere 3 : 0; Sphere 4 : 0; Sphere 5 : 0; Sphere 6 : 0Sphere 7 : 0; Sphere 8 : 1; Sphere 9 : 0; Sphere 10 : 0; Sphere 11 : 0; Sphere 12 : 03 Measurements Left
Player: Sphere 2
Player: Sphere 8

DM: O Click on all the Spheres (by Number) that you want on the Right Side of The Scale.O Hit [Reset Scale] to go back to the Left Side of The Scale and start over.O Click [Weigh Em!] when you are ready to continue. Spheres (Side 1/Side 2/or No Side)_Sphere 1 : 0; Sphere 2 : 2; Sphere 3 : 0; Sphere 4 : 0; Sphere 5 : 0; Sphere 6 : 0Sphere 7 : 0; Sphere 8 : 0; Sphere 9 : 0; Sphere 10 : 0; Sphere 11 : 0; Sphere 12 : 03 Measurements Left

DM: O Click on all the Spheres (by Number) that you want on the Right Side of The Scale.O Hit [Reset Scale] to go back to the Left Side of The Scale and start over.O Click [Weigh Em!] when you are ready to continue. Spheres (Side 1/Side 2/or No Side)_Sphere 1 : 2; Sphere 2 : 0; Sphere 3 : 0; Sphere 4 : 0; Sphere 5 : 0; Sphere 6 : 0Sphere 7 : 0; Sphere 8 : 0; Sphere 9 : 0; Sphere 10 : 0; Sphere 11 : 0; Sphere 12 : 03 Measurements Left
DM: O Click on all the Spheres (by Number) that you want on the Right Side of The Scale.O Hit [Reset Scale] to go back to the Left Side of The Scale and start over.O Click [Weigh Em!] when you are ready to continue. Spheres (Side 1/Side 2/or No Side)_Sphere 1 : 0; Sphere 2 : 0; Sphere 3 : 0; Sphere 4 : 2; Sphere 5 : 0; Sphere 6 : 0Sphere 7 : 0; Sphere 8 : 0; Sphere 9 : 0; Sphere 10 : 0; Sphere 11 : 0; Sphere 12 : 03 Measurements Left
Player: Weigh Em! (Unbalanced)
DM: You don't have the same number of spheres on each side of the scale. The scale goes down on the side with the most spheres on it (regardless of the odd ball) - you waste a measurement and gain no valuable information.
Player: Take Your Next Measurement

DM: O Click on all the Spheres (by Number) that you want on the Right Side of The Scale.O Hit [Reset Scale] to go back to the Left Side of The Scale and start over.O Click [Weigh Em!] when you are ready to continue. Spheres (Side 1/Side 2/or No Side)_Sphere 1 : 0; Sphere 2 : 0; Sphere 3 : 0; Sphere 4 : 0; Sphere 5 : 0; Sphere 6 : 0Sphere 7 : 0; Sphere 8 : 0; Sphere 9 : 0; Sphere 10 : 0; Sphere 11 : 2; Sphere 12 : 03 Measurements Left

DM: O Click on all the Spheres (by Number) that you want on the Right Side of The Scale.O Hit [Reset Scale] to go back to the Left Side of The Scale and start over.O Click [Weigh Em!] when you are ready to continue. Spheres (Side 1/Side 2/or No Side)_Sphere 1 : 0; Sphere 2 : 0; Sphere 3 : 0; Sphere 4 : 0; Sphere 5 : 0; Sphere 6 : 2Sphere 7 : 0; Sphere 8 : 0; Sphere 9 : 0; Sphere 10 : 0; Sphere 11 : 0; Sphere 12 : 03 Measurements Left

DM: O Click on all the Spheres (by Number) that you want on the Right Side of The Scale.O Hit [Reset Scale] to go back to the Left Side of The Scale and start over.O Click [Weigh Em!] when you are ready to continue. Spheres (Side 1/Side 2/or No Side)_Sphere 1 : 0; Sphere 2 : 0; Sphere 3 : 0; Sphere 4 : 0; Sphere 5 : 0; Sphere 6 : 0Sphere 7 : 2; Sphere 8 : 0; Sphere 9 : 0; Sphere 10 : 0; Sphere 11 : 0; Sphere 12 : 03 Measurements Left

DM: O Click on all the Spheres (by Number) that you want on the Right Side of The Scale.O Hit [Reset Scale] to go back to the Left Side of The Scale and start over.O Click [Weigh Em!] when you are ready to continue. Spheres (Side 1/Side 2/or No Side)_Sphere 1 : 0; Sphere 2 : 0; Sphere 3 : 0; Sphere 4 : 0; Sphere 5 : 0; Sphere 6 : 0Sphere 7 : 0; Sphere 8 : 2; Sphere 9 : 0; Sphere 10 : 0; Sphere 11 : 0; Sphere 12 : 03 Measurements Left

DM: The Scale is balanced. This means that the Odd Ball is not among those measured. Make a note of that and continue. Spheres (Side 1/Side 2/or No Side)_Sphere 1 : 0; Sphere 2 : 0; Sphere 3 : 0; Sphere 4 : 0; Sphere 5 : 0; Sphere 6 : 0Sphere 7 : 0; Sphere 8 : 0; Sphere 9 : 0; Sphere 10 : 0; Sphere 11 : 0; Sphere 12 : 0
DM: O Click on all the Spheres (by Number) that you want on the Left Side of The Scale.O Hit [Reset Scale] if you want to start over.O Click [The Right Side of The Scale] when you are ready to continue. Spheres (Side 1/Side 2/or No Side)_Sphere 1 : 0; Sphere 2 : 0; Sphere 3 : 0; Sphere 4 : 0; Sphere 5 : 0; Sphere 6 : 0Sphere 7 : 0; Sphere 8 : 0; Sphere 9 : 0; Sphere 10 : 0; Sphere 11 : 0; Sphere 12 : 02 Measurements Left

DM: Skipping out on the cave was definitely a better idea for you. Who knows what's crawling around in there. Bats, mice, bugs... well, you get the idea. Passing the cave, you continue searching. The night sky starts to darken and you began to see stars come into view out from behind the clouds. That can't be good. You should have at least a little bit or supplies by now. Cool air creeps up your neck. The air temperature drops, and quick, making your knees lock up. When you try to move again, a tiny shock of pain rushes through your body. But it is just a small strain, you can continue. How long though? Will you be able to make it long enough to find any food or supplies? You haven't found anything so far. So will you head back to the shore or keep looking for materials?
Player: Materials

DM: Walking a little farther inside cave, you trip up on a object along the stoned floor. Thinking its just a oversized rock you keep on walking inside. You never know what it could be. Looking down you realize the object was a flashlight. Maybe there is hope a person is here. Hoping the flashlight still functions you turn it on. Shining the light to the floor you see it is even more damp than before and you began to feel little thwacks of water droplets rush by your ankles. You shine the light up in front of you to see ahead. Ahead is a gorgeous medium sized waterfall cascading down from a hole in the top of a wall. It must come from some sort of body up above us. You didn't even notice that the cave was declining downwards. Even though It is tinted a bit green, but this may be your chance to get fresh water. You're both very thirsty and very dirty. Should you drink the water or wash yourself off?
Player: Drink
DM: The water looks a really pale shade of green, but you have to do what you have to do. Drinking the river water is the only way to fight the dehydration that will eventually cause you to feel tired and ill. You'll have to take a deep breath if you will attempt to chug down a handful of the water. As you walk towards the river and bend down to scoop up a handful of the tinted river water. You hold your nose attempting to mask the taste as you down the best you can. At first you feel normal. Just like you quenched your thirst. And it actually felt good. After all of this time of searching a little success went a long way. But, after swallowing a good amount you begin to feel lightheaded. Quickly you sit down next to the river to recharge and regain balance. Your throat begins to burn and you realize what has happened. The water was poisonous causing your vision to be all wonky. You start seeing blurry dots and your sight goes white. You want to let out a scream but you feel as though your throat closed up. The white light disappears and everything goes black.

Player: Don't Go Inside

Player: Keep Materials
DM: Of course you are going to keep the materials you found to build a raft. You wouldn't be too smart not to, but how are you going to get the raft all the way to the ocean without collapsing? Easy! Tonight you will grab a stick and move it along side you to create a trail for you to follow. Each time you will grab some logs and bring them to the beach where you will build the raft. On your way to the beach, on one of your last trips you become very hungry. Along your path there is a berry bush. Not able to keep yourself away, you grabbed a handful. But, you don't know if it is safe enough for you to eat.
Player: Save for Later

DM: "Interesting," you reply, putting on your best poker face. "Your theory sounds quite sound. You make some very good points.""I'm glad you agree," he replies, and smiles, revealing his crooked, blackened teeth.
Player: Shoot him
DM: You take out your pistol and shoot him in the head. His brains paint the wall behind him. You then leave through the opposite door.

DM: You begin to rejoice. If it is truly a person, perhaps they'll be able to get you off this island. You sprint down the sandy oceanfront hollering to get their attention. You raise your hand in the air and wave it back and forth trying to signal them to you. But, they are distant so you doubt they'll hear or see anything that you're doing. You bolt more rapidly and remain going towards the figure. After an intense dash towards it, you're surprised to figure out that it wasn't a human, but a snake that was so large, it could be a python. The snake is striking with a bronze-tan like color with little specks of dark brown scales. To top it all off, it has the most wicked look, making you regret your decision to come this way. What will you do?
Player: Attack the Snake
DM: You've gotten this far, and you sure as heck don't want to turn back now. It doesn't notice you, so you have the advantage. You glance down at the pointed dagger in your hands for reassurance that you'll be safe. You have the means of defense, but do you have the courage to attack the perilous beast? You clear your mind of all fear and doubt, then make a run for the 300-pound snake while it's distracted. It tilts its head in your direction and flares its venomous teeth. Before you get close enough to slash it, then snake starts slithering towards you. You need to act fast if you plan on surviving. Where do you spear it?

DM: Whatever the noise was, it didn't sound human. You weren't going to risk going after something that could be capable of harming you while you're in this state of vulnerability. As you begin to dash away, it becomes clear that you should either run towards the forbidding jungle where you might be able to find a place to hide or to the other side of the beach.
Player: Other Beach
DM: The jungle would be the obvious mistake. There are most likely dangerous things in the jungle that could wound you or take you by surprise. What do you know? Maybe there's poison ivy or quicksand. You didn't want to endanger yourself anymore. You dart the opposite way, your feet sinking into the hot sand as you go. A little whiles later, you think you've lost whatever you saw earlier. But to your surprise, it seems to have gotten closer. Like it was following you. Now you can tell it definitely wasn't a human. But you can't tell exactly what it is. You turn your head back in the direction you were going and see something shiny and red further up the path. You want to go grab it, but there is something ominous lurking behind you. Do you risk going after the object or fleeing to the mysterious ocean.
Player: Run to the Ocean
DM: Going to the ocean is your only choice if you want to make sure that whatever it is doesn't reach you. Quickly, you sprint into the chilly water, making large strokes further and further into the ocean. The waves are getting rough and your skin is beginning to wrinkle in the ice cold sea. Right when you thought you might have escaped and you can swim back to the coast, something swims by your foot. You turn around just in time for a coral colored jellyfish to sting your elbow. In minutes the sting causes you to lose all consciousness. You sink to the bottom of the sea never to make it above water again.

DM: Ok.
Player: Touch the Lizard's Eye
DM: Ok.
Player: Touch the Fox's Leg
DM: Ok.
Player: Turn the Key Counterclockwise
DM: Ok.
Player: Touch the Dragon's Throat
DM: Ok.

DM: After running around the merciless jungle and sweating bullets from the hot sunwaves beaming down on your skin, a nice long swim in the lukewarm water to soothe your sunburn sounds like a wonderful plan. Dipping one toe in, you feel the water is more warm than anything. Slowly stepping in till the water reaches your waist, the water warms you in the cool of night. Taking another step, the water comes up to your shoulders. Letting your head fall back to be supported by the rocks on the edge of the river as you take in the healing powers of the warm water. Minutes of no stress passed, but out of nowhere your skin starts to feel irritated and look a little green. Quickly you pull yourself out of the deceiving water and on to the damp stone. Sitting over the edge with your legs crossed you begin to rub your skin to stop the burning sensation. The irritation starts to fade as you reconsider your choices of coming in the unpredictable cave. Do you stay or go?
Player: Leave Cave
DM: Not wanting to continue in the deceptive cave with contaminated water, you wring out your clothes. They drip on the stone floor as you squeeze all the river water out of them. Hopefully, they dry enough before you are outside in the cold jungle night. You begin to track back through the dark cave. As you walk back towards the opening more moonlight starts to shine through the cracks in the ceiling of the cave. Once you're out in the open the chilly jungle air hits you like a bus. Now you're right back where you started, cold and lost. What will you do next?

DM: You don't want to risk getting poisoned by the berries. But, at the same time, they might be healthy. You still haven't eaten anything since... well, you don't know. You lost your memory. But you do know you haven't eaten anything on the island. You need to save them for later when your actually starving. You put your berries in your pocket and adjust the few of the logs in your hand. You try to find the shore. Navigating through the forest, you try to find your way back to the seaside. You dodge tree's and plants, roots and rocks, and finally make it back. When you get there, you only have a few logs. Probably about 3 or 4. But, you are so exhausted. You have to travel all the way back into the jungle and collect more. And you don't even know if you'll have the skills able to build the raft! Do you go back to collect more or do you give up and try with the ones you have?

DM: "A locker," you say."BZZZZZT! WRONG!!!!" yells AMZAK.An electric shock comes out of the door and hurts you.
Player: "A cage."
DM: "A cage," you say."BZZZZZT! WRONG!!!!" yells AMZAK.An electric shock comes out of the door and hurts you.

DM: You struggle against the zip-tie for a few moments before giving up and tossing your legs over the side of the gurney. It's not bolted in to place, so you end up knocking it on its side in an effort to escape. Standing up you shiver, the floor is freezing, everything about the room is white. There are no visible doors and no windows to escape through. They had to have gotten me in here somehow. Dragging the bed along with you, you search the wall painstakingly until you find a tiny slit, but just as you go to peel it back, it opens by itself.A white man with raven hair steps into the room,"Ms. Ola," his voice is deep and calming, with a hint of laughter, "I didn't expect you to be up so soon."He's waiting for your response.
Player: What do you want?
DM: "Straight to the point aren't we? Well, I want the skilled labor force you have working for you.""I told your lackey no, they might have before, but now I know my people won't agree with it.""That's where you're wrong, Ms. Ola," his voice is calm yet patronizing," whatever it is you're paying them to keep them working for you, I can promise infinitely more. You probably knew that. That's why you didn't want Lucas to speak with them."You can't help laughing, you've never spoken to anyone so ridiculously smug."I don't think you understand the concept of family."His face twists into a scowl, "Family has nothing to do with this!" he shouts, but as quickly as his composure is lost, it's regained. He adjusts his tie and runs his hands through his hair before saying slowly, "Ms. Ola, you're a woman of talent. There are very, very few engineers left in this world. You have a purpose that can benefit us. Everything lost will be regained, and it will happen with or without your help. You see what we do for our people?" he says motioning to your legs. "It's in your best interests to cooperate with us."
Player: Let me think about it.

Player: Spear in the Stomach
DM: You aim your dagger at the reptile's stomach. Which is pretty much its entire body. After you make your choice, you immediately regret your decision. There is no way you'll be able to puncture the entire stomach. When the snake notices you're trying to defend yourself, it only becomes angrier. It's enormous body lunges at your body so fast you didn't even have a chance to fight back. It's pointed fangs plunge into your side. Venom spreads everywhere causing you to become numb. In seconds, everything goes black.

DM: The beach would be an obvious mistake. Who knows what's lurking in that deep and mysterious ocean. Not to mention what else could be stationed down the beach. The jungle is an easy way to escape and find a place for hiding. As you get deeper into the eerie jungle you see a botanical paradise. The flowers are gorgeous shades of orange, yellow and reds. Out of the corner of your eye you see some leaves rustling around the dirt. A noise follows the movement. This is no time to stop and smell the roses. As quick as you can you begin to sprint farther into the jungle, you hear what sounds to be a devilish snake. Then again you never know what creatures are creeping around every tree here in the jungle. What are you going to do now?
Player: Confront
DM: No more running. You've done enough of that today. It's probably just a lizard. Or it's another person who can help you find out where you are and what's going on. You have a knife anyway. If it is truly a snake, you have a form of defense. You go towards the rustling and began traveling back towards the shore where it came from. You move your way through the thick array of trees and push through floral bushes. As your feet step closer to the edge, you hear the noise louder and louder as you go. But now you can tell it is most definitely not a human. You want to head back now processing the sound is in fact the snake you dread it was. But it was too late. You'd already approached it. Right when you began to try to sneak away, it's large, scaled body lunges at you with great force, knocking you out instantly.

DM: "Don't jump to conclusions. Radio stations don't come out this far. The food's always late. Lazy idiots at Antarctic Food Delivery Service... This place has clouds too, what with global warming."
Player: GREAT.
DM: "Hello. My name is Joe."
Player: Ask for directions
DM: He shows you a map but he doesn't give it to you.

Player: Get More Logs
DM: You go back to the logs to grab more for supplies. Guiding yourself by the stick path you created through the jungle, you make it back to the stockpile. Going back and forth, you continue to collect more logs. Once you have all of the logs you believe are necessary for building, what will you do now? Build a raft even though success isn't certain or don't build anything at all? You are so tired.
Player: Build it Later
DM: You know for a fact that you don't have the skills to build the raft. It doesn't matter that you have more logs, looking at it now, you doubt you would ever be successful. You throw what you have on the ground. You sit down on the ground in frustration. Not wanting to look at your failure any longer, you go back into the forest to find some shelter for the time being. On your way, you hear a screeching noise off to your right. You didn't even get a second to process, before the gigantic iguana was standing on your stomach as you lay with your back on the ground. The iguana's piercing yellow eyes stared right at you. One thing lead to another and the iguana was attacking you with full force. It must have beaten you pretty bad because the last thing you saw was stars.

DM: When you enter back into your room, you had already finished wrapping up your finger. The wound wasn't so big, but at least you had it covered. You looked out the window to see it was rather dark out there now. You should probably head off to sleep. You picked up the book and laid down on your small bed. You looked at it and noticed the blood wasn't on the book. Maybe the blood didn't land on it. Thats good, you didn't want to ruin one of your fathers books already. You smile and snuggled into your pillow tracing the A with your finger again.
Player: Open the book
DM: You opened the book. Maybe you can get some reading done before going to bed. You made yourself comfortable on your bed and read the first page. 'Albanon.' You smiled at just the name of the book and flipped to the first chapter. Upon this land stands mystery, wonder, and secrets. Upon this land holds Magic and Science, intertwined into one, so people of Albanon can live in harmony. Upon this we cast a bond held in blood, that our savior will bring peace to us once again. For we need the ruling of the Albright After reading the first bit of the book, words underneith it began to disappear. Maybe you were too tired to read after all? The lines of words continued disappearing and your eyes were starting to get really heavy. When the last word 'Albright' disappeared, your eyes closed and the book laid open upon your chest. Ending of Chapter 1

DM: "Mrs Millwood's body has been taken to the mortuary at Baker's Row Infirmary" Wildey informs you when you agree to help. "The Workhouse where she died is the Whitechapel Union Workhouse in Southgrove, apparently she had been living there for ten days prior to her death. You will want to start your search at one of those places. I'm afraid me and Constable Dillworth will not be able to accompany you personally as we have other duties to attend to."
Player: Go to the Bakers Row Infirmary
DM: Going to the Baker's Row Infirmary you make inquiries about Mrs Millwood to a nurse at the front desk."Ah yes, poor woman" the nurse says sadly. "Dr Wheeler treated her when she was first stabbed and Dr Arthur has just finished conducting the autopsy on her body. You will want to talk to one of those gentlemen."

DM: All this running is really tiring you out. You've done enough of that lately and now you have to do it again. Your one wish is to have the evil snake loses interest in killing you, just so you can catch your breath. The snake is ganging up on you. Now it's time to speed your way to safety. Looking back for a glance to see how far you've come, your foot gets tangled on the roots of a large acacia tree, making you face plant to the ground. But, by the time you get up from the jungle, your lead on the snake is gone. It's probably only a couple yards away. Your knees are skinned up and it hurts immensely, but you need to make a choice on how to escape. And quick. There are a few paths you think may get you out alive. One of them is a tree to your left that might be easy enough for you to climb up. Another is a shaded area to your right where you might be able to shield yourself from view. But you could always just face the snake. You seriously need to man up and make a choice. What will you do?
Player: Go Right
DM: As you pick yourself up, you wipe the sweat, dirt, and blood off your face. Hoping you can bolt away in time, you limp over to the thick trees that are masking the light from the rooted floor. You hope that it is dark enough for you to fool the snake. You sneak under the cover right as the snake emerges from the bushes. It's sharp teeth flare as its long tongue sticks out making an ear-piercing hiss. You quiver under the blanket of darkness praying that it doesn't notice you're there. Seconds go by like minutes as you hear the slithering and cracking of leaves and twigs under it's large body. It searches around for you as your heart beats faster than it ever has before. The hiss starts to grow louder and louder and you fear these will be your last minutes. Suddenly, it stops. The noise fades away.You know you're finally safe. You wait a little while to make sure the snake is gone, then leave your hiding place. Now you feel you're out of harms way. You're going to need materials and to build a shelter.
Player: Explore some more

Player: Search the 'Nonfiction'
DM: You find yourself in the Nonfiction Section.Perhaps there are clues to be found here!Which book will you read?

DM: You ignore the strange being and scurry towards the object. While on your way, you notice the 'thing' that was following you, must have gave up and started sulking away. You catch up to it and look down. It's a burgundy-colored flare. Not only that, but the white cap is still on---tight. It hasn't been used yet. Score! Now you have something that will definitely alert any boats or ships. The problem is, you have no idea if there are in fact any ships nearby. But, there is a slight chance that something can see your presence and come rescue you. It might be unlikely and your life is on the line, but living is all about the risks. Do you take that chance or do you want to play it safe?
Player: Use Later
DM: There is no way you're using it now. It's too light outside that even the brightest flare won't get anyone's attention. From its position in the sky, you can tell that the sunset is coming. That is the time when you should use it. You hope someone will notice then. If not, you fear you might not be able to survive the night. Having no food, no fresh water, no shelter, and no materials won't help either. Speaking of having nothing, you decide to head off to explore the jungle before the sun sets. You set the flare the best you can into your back pocket and go off on your way.

DM: The dark tunnel would avoid all the obstacles in your path. It might have been the right way to turn, but you know that you'd never make it out alive in that patch of danger. Even though it may be scary in here, you think you'll be able to find some materials somehow. You wander into the cave feeling around for a wall just in case you run into one. It's so dark, even the flashlight looks dim. The longer you go, the more doubtful you become. What if this is just a barren tunnel? And you've been traveling for nothing. You try to shake off your uncertainty and doubt in your decisions to go this way.Now it's been about a half an hour and you feel nothing is going to happen. You're about to turn around, before your light gives you a glimpse of something shining up ahead. You jog towards it, happy you weren't wrong,you look down and see stretched pieces of sturdy rope with two silver connectors on either side. You bend down and pick it up. A smile from ear to ear appears on your face because you actually found something useful for your departure from the island. But, you can tell by now it's getting late and you need to get back. You turn around and head back to the entrance of the cave as quickly as you can rope in hand. You reach the end of the cave.
Player: Keep Searching

Player: Enter the Depression to her Right

Player: Eat the Berries

DM: With dinner over, you begin to ascend the stairs with your new house, proudly wearing the colors scarlet and gold. "Congrats on Gryffindor by the way," you hear someone say as the pat you on your shoulder. As you walk, you pass by a girl...not just any girl, Cunegonde. She turns around, frustrated, and you see the tears on her face.What do you do?
Player: Help Her Because She's a Pretty Girl
DM: She is crying because she says that her locket has been stolen, unbeknownst to you it is actually Regulus Black's locket, the horcrux. She says that however stole it she saw run into the restricted section of the library, where she could not get in.What do you do?

DM: You passed, which earned you a disapproving look from her, and she sneaked out the window. Five minutes later, you hear a car in the distance. Suddenly gunfire erupted and a girl screamed. The car came to an halt and you peeked out from the space between the planks and saw the horror of you life (okay, maybe not): Samantha lay dead on the ground and the people in the car took all her supplies, and got back in. They left in a trail of blood. Sara stood behind you. "They killed her." She trembled, her words barely audible. "I'm sorry, sweetheart. There's nothing we could have done." You held her close as she wept in your arms. "Wait! There is one thing we can do for her." She sat up, a determined look in her eyes. "We are going to kill them."
Player: What......?!
DM: "Um, no offense here, but we can't possibly fight them. You saw their weapons - they must have raided a gun store." You said. "I know. But we will have reinforcement too. I think we are bound to find some people to help us, those that also want the looters dead. Right?" She looked at you. "Well... Sure, if you say so." You agreed. "Alright then! Call your friends. We need a detailed plan."

DM: You stare into the turquoise-coloured marble. You are transported into another's life. You, seeing through the eyes of a beautiful young woman, stand on the edge of a cliff. 'Jump, you'll be happy then,' speaks a voice from the deepest, darkest corners of your mind. You have no control over your actions or speech. Your turquoise eyes glimmer in the light of the setting sun. All you ever wanted was peace. But fear takes over and your body begins to shake. 'Just do it!' snaps the voice. 'You'll never be happy if you don't!' 'But... there are so many people who love me,' you reply, quivering. 'Love you? They don't love you, they never did!' the voice taunts. You stare at the rocks below - is this really what you want? You feel useless, as if possessed, as you edge closer towards the steep drop into the ocean. A man appears behind you. He shouts for you to stop. You spin around, your face cast in an unnatural shadow. 'Please, Derra!' the man pleads. 'Don't do this! I love you, I..' 'SHUT UP!' you interrupt. 'You don't love me! You just want me to be miserable, you want me to suffer.' You stare longingly at the rocks below. 'An instant death,' you mutter. 'You want to keep it from me...' Tears are streaming down both faces.
Player: Choice
DM: You must choose. You were promised the right to live in exchange for the life of one of these people. Vyrpa, the little girl with the lilac dress. Derra, the beautiful woman with the turquoise eyes. Mennia, the kind nurse with the ruby hair. You could kill them all. Or you could could sacrifice yourself for them. Make your choice.

DM: You walk out to the door, pushing out into the balcony looking out over the road. You lock the door behind you, sliding the keys into your pocket. You're sure not going to leave this open for any random fuck to go in and discover your life's work. You move slowly down the hallway, looking at the endless shitty doors occupied by skag heads, the poorest of divorcees and presumably other criminals on the run, as you can't picture who else would stay here.You move towards the road, watching the various cars driving past endless. You watch for a few minutes, before noticing a girl off towards the side, similarly watching the road. She seems to be about your age. Long blonde hair, a brace-clad smile, soft features and modest-enough assets. You wonder if it's worth talking to her, or whether you should just finish your explorations and get back to the room.
Player: Head back to your room
DM: You sigh, turning away and walking back towards your room. Thanks to your curse, you don't live a normal life, you don't make friends, you don't talk to girls. It's a shame, it's unfair, and it's miserable, but compared to the life you once lived, before Father saved you, you're in bliss. You walk back to your room, opening the door and walking inside.

DM: As you pick yourself up, you wipe the sweat, dirt, and blood off your face. Hoping you have confused the snake enough to get away, you try your hardest to climb up the tree with a couple lower branches. On top of the tree you can't see anything, but green towering leaves. The snake comes by looking awfully confused. Seems you were able to trick him. When you know the snake is definitely off doing important snake things, you begin climbing down the sturdier branches till you reach the jungle floor. You continue on through the vast trees and colorful flowers. After hours of aimlessly wandering around, you begin to become parched and hungry. You have definitely lost your way. You try to figure out how you'll ever find your way back. Moments later, the need to sit grows stronger and stronger. Your eyes become heavier by the second. They finally softly fall shut.

DM: The scientist raises the knife over his head for a chop. You notice that you are both in very tight quarters.
Player: Take out your gun and shoot
DM: You take out your gun, but he's too close. He deflects your knife with his gun as it goes off, missing him completely.

Player: Go back to Constable Peterson
DM: You make your way back to Constable Peterson."Ready to be briefed now?" he asks and you nod.
Player: Get briefed
DM: "The body was found here around 10 pm last night. As you know, her left ring finger was missing and has not been recovered. This is the third victim to be found in similar conditions, so we are labeling this as part of the serial killer's M.O. We've just found some navy blue fibers and they're on the way to the lab for testing. Other than that, some footprints were found but I don't have high hopes of obtaining anything of value from them. So many people come through this area because of the trails, the best we could do is use the mold of the footprint as supportive evidence, but only after we find our serial killer." Constable Peterson says."Was the body dumped here or did it wash up from the river?" you ask."It seems that he body washed up during the high tides. Some joggers spotted it and called the police right away." he responds.You thank Officer Peterson for his time and leave the crime scene.

DM: You get to the big tower. What do you do now?
DM: You're inside and the only thing to do is to go up the tall ladder in front of you. That, or run back outside and face the huge army of cows.

DM: Most of the time, she trailed after Kei, like a lost shadow.She never spoke.Yumiko thought perhaps her programming had been damaged in the fall.Kei could tell his sister didn't trust the Promethian. Damaged or not, helpless or not, in Yumiko's eyes, Kite was a monster, and nothing could change that.And one day, something happened that changed everything.
Player: It was Kite who started it
DM: Kei returned from a shopping trip to find her standing, out in the rain, staring through the cabin's single window.At first, Kei thought Yumiko had pushed her outside, from spite or fear or malice. He opened the cabin door, ready to argue with his sister.Yumiko had brought a client home.The man glared angrily at Kei. "Wait your turn!" he snapped."Sorry," Kei mumbled, and quickly shut the door.He took Kite by the hand, and led her down the beach to the shelter of a fallen tree.They sat and watched the waves.And then she kissed him.Her lips were cool and soft and he could feel the rainwater on them.She pulled away and regarded him curiously, head tilted a little to the side, as if she were wondering what he would do next.
Player: Kei pulled her close against him

DM: The world is dark, and cold. Your eyes see nothing, your ears hear no sound. Your heart no longer beats and you can't move a muscle. Congratulations, you are dead. But not for long. You hazily recall your last moments...Walking through the nightclub you see an ocean of flesh moving rhythmically to the blasting music. You see the women wearing skirts so short that you wonder how it's legal. Two people however catch your interest the most. A woman of about 20 something is sitting at the bar staring off into the distance. She is wearing a purple dress that ends at her upper thighs. Her alabaster skin looks smoother than porcelain. Her fine blonde hair is like a river of gold. You are immediately attracted to her but as you make your way through the crowd you spot another beauty. At about midway to the woman in the purple dress you spot another one at the opposite end of the bar. This one is wearing a low cut top (that is quite tight fitting) and a miniskirt, she radiates sexiness. She is also quite pale and has fiery red hair and catches you staring at her. She gives a small smile and then looks away. The old divining rod is no help here so who's it gonna be?
Player: The girl at the bar
DM: "Hi," You say followed by whatever cheesy pickup line that comes to mind. Surprisingly it works and you get her attention. Her emerald eyes seem full of life and she looks hungrily at you, almost licking her lips for you. Obviously a good sign. After about an hour of conversing you learn that she lives nearby and she invites you back to her place. And you thought today would suck (All puns intended). You leave the club and follow her back to her place. Turns out she lives in a pretty tidy and sparse apartment down the road from the club. She leaves you on her couch to go "slip into something more comfy" and goes into what looks like her bedroom. Feeling like you just won the lottery you begin to check out her apartment, it's pretty empty except for a desk with some papers on it and a bookcase. The desk looks like it has newspaper clippings on it and the bookcase has some strange looking books on it. Feeling a little paranoid what do you do?

DM: The sky is the perfect amount of darkness though it might be getting a bit stormy soon, to shoot the flare. Pulling the flare out of your pocket, you point it straight into the air toward the moon. After you pull the trigger, a loud thud goes off followed by a gold and crimson firework. Hopefully that signals someone or your only flare was all for nothing. Fifteen minutes or so pass, and you feel like all hope of being rescued is gone. Until you see a coast guard ship coming towards your raft. You begin to feel very hungry, but aren't sure if eating now is a good idea, after all you are about to be saved.
DM: The ship comes closer as you pull out the berries you gathered earlier. Cautiously, you pick out one berry from your hand and place it delicately in your mouth. Chewing it slowly, you feel as if your body is going numb. You undergo a sense of paralysis. At one point you fall over unconsciously in the raft. Never to be rescued.

Player: It reminded me of a certain character from a video game.
Player: At a stranger's.
Player: A country. A place with a lot of animals, to be more specific.
Player: Spiders.

DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.> Quel est votre prénom ? (10 lettres maximum ; les voyelles sont au début de la liste)Aaab...
Player: X
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.> Quel est votre prénom ? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaax...
Player: W
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.> Quel est votre prénom ? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaaaw...
Player: T

DM: You are not going to eat now. You need to focus all of your attention on the ship ahead. You finally going to be saved! After everything you've done. Fought off a giant snake, went deep inside a scary cave, traveled through the forest, lost your way, and so much more, you're finally going to see another person's face. You wave you log paddle in the air. The coast guard ship sails right up to your boat and sends down a rescue boat. An officer in blue sends out his hand and you grab it. He pulls you on board. You survived a night on the island.
Player: You Won!
DM: Congratulations on getting off the island!! Please leave feedback

DM: You walk over to the strange man in the purple cloak.As you get closer, you see that it is no stranger at all, but your good friend, and second-in-command, Lodan!He stands as you approach."Ah, Captain," he says, nodding serenely, "I see you've finally made it to the Bar. Have a seat."
Player: Embrace Lodan tightly
DM: You wrap your arms around Lodan, and pull him in tightly, nearly crushing him in a bear hug."Captain, I--er---ah--erkkkr," he says.You don't let go.Everyone in the bar turns to stare.It gets uncomfortable, but you've committed to this, and it would be even more awkward to end it now.Finally, you release him. The two of you stand there in silence for a few moments."Please do not do that again, sir," Lodan says.

DM: You quickly get a ride, and soon you're off on the highway to Arizona. Suddenly, the driver stops the car and tells you to get out. He walks you out onto the sand, and says, "I can't let you go any further, boy. Sorry, but I'm under orders to make sure you don't get to Arizona unless..."He stops short. "Well, you'll find out. One more thing: the code to the Confidential room is 318."He takes out a club, and WHAM! You wake up back near the diner. You're hungry, so you decide to go in.
Player: Get some grub
DM: You enter the diner, and the hostess takes one look at you and runs off screaming. Oh riiight! You're a wanted criminal!You quickly leave before she calls the cops, but as you pass the garage behind the diner, you hear, "Are you going to talk, or am I going to make you?"

DM: You refuse to do the test. Dean looks furious. "Fine!" he shouts. "Then you're not of any use to me." He then unexpectedly, pushes you in the briar patch and both him and Paul begin to walk away. You still remember where the exit is.

Player: Inspect the 'World Atlas'
DM: You are standing in front of the World Atlas.It's an enormously hefty book, placed on a podium smack in the center of the library.It's covered by a thick coating of dust, although the dust is somewhat disturbed, as though someone has been messing with the book recently.Interesting.Where would you like to open the Atlas to?

DM: The nurse directs you to Dr Wheeler's office. Dr Wheeler turns out to be a young man who sighs when you identify yourself and inquire about Annie Millwood."Yes, I remember Miss Millwood well," he tells you. "She had suffered numerous shallow stab wounds to the legs and groin region. She told me she had been attacked by a man she did not know who stabbed her with a clasp knife. She responded well to my ministrations and I last saw her ten days ago. I was surprised and saddened to learn of her sudden death."You thank the doctor for his help.
Player: Visit the Whitechapel Union Workhouse
DM: Going to the Workhouse in Southgrove you knock on the door which is opened by a young man. You introduce yourself as a Private Detective and tell him you are here to make inquiries about Annie Millwood. "Richard Sage," he introduces himself. "I was talking to Annie when she died."Mr Sage takes you into the Workhouse to meet the Master, a man with the unfortunate name of Thomas Badcock."I was talking to Mrs Millwood at the front door when I was called away to attend to some business" Richard elaborates. "I came back a few minutes later to find her lying face down. I immediately fetched Mr Badcock here who telephoned the local hospital who sent for Dr Wheeler. He arrived, examined her and pronounced her dead. Together with Dr Arthur they took the body to the mortuary. When I was talking to Mrs Millwood she was laughing and joking and seemed fine."Mr Badcock's story is the same as Mr Sage's so thanking them both you leave.
Player: Go to the Mile End Hospital
Player: Ask for Dr Arthur

Player: Go to Oscar
DM: I arrive at Oscar's table. He says, "Hey, did you hear the news?"I shake my head. I try not to grin."Well, the oners got bombed by shaving cream last night.""Really?""Yup, the perpetrators got away.""Oh, too bad."Another boy pipes in, "Hey, do you think we'll be hit with something like that?" He looks scared. How funny."No." I answer."Why?" he asks."Well, if we keep our windows closed, then theres no way they can get in.""Oh yeah, howdya think of that?""I used my brain.""Hey Lawrence," says Oscar, "Wanna go outside for a while?""Sure."We put our miserable lunches in the garbage can and head outside. It's hot out here. The air doesn't move. I'm glad we have air conditioning. In silence, we walk around for several minutes."Will you let the girls in if they ever want to join?" asks Oscar."Why?""Well, our dorm always did fine on its own... Since we're about to leave for other schools, wouldn't it be better if we finished as a team?"
Player: I Guess You're Right

DM: She's sitting alone. Now would be a good time to talk to her. I walk over to her and sit down across from her."Where's your friends?" I ask."Oh, one's sick. Another is helping a teacher. Edith is over there talking to some of her other friends. Eh, I just happen to be alone. What about you? Oscar's in here.""Yeah, but... uh, I thought we could talk." I can see a small smile form on her lips."Okay, how's your grades doing?""Oh, there good. They're mostly A's. I got a few B's as well.""Cool, mine are up there too."We both awkwardly say nothing for a minute.I break the silence. "I didn't know that you still play sports so well. You were great when we were younger.""Yeah, I still practice a lot. I guess you're never around when I do it.""I guess not.""You played good too. We beat the twelvers pretty good!""Yeah, we make a good team."Her smiling face turns to a serious gaze. "Why did you invite us? I mean, really, why?"
Player: I Wanted to Win
DM: "Well," I say, "I wanted to win. I thought that you and the other girls were good soccer players, and I was right.""Oh, that makes sense." I hear a little bit of disappointment in her voice."Did you have fun?""Yeah um, I did."Our conversation is interrupted. Oscar calls, "Lawrence, you wanna come over here?""Uh, I probably should go." I say."Yeah, see you later."I walk over to Oscar.

DM: Hmm, I have many relationships with people. I hope I won't mess up anything before school ends.Well, Oscar is a great friend of mine.I'm sort of friends with Maria.Oh, I wish Mr. Rockford would stop bothering me.I'd also like to know more about Mag.
Player: My Relationships

DM: "I guess you're right" I say, "We should stick together... just us guys.""Yeah." says Oscar."I hope Maria won't be offended.""How about no more soccer games? We could play something violent.""Good idea." I wonder if girls would still want to play violent games.The bells bong. Classes will start again. Oscar and I race to our class. He wins.The rest of the day goes by much too slowly. School is almost done. We should be having easier times, but no, it's time to study for those damn finals. I won't.The sweet sound of bells ring. I normally hate them, but this time it means freedom. Mr. Rockford's class is over. All of us students pack up our bags and rush out."Oh, Mr. Lawrence." says Mr. Rockford. I should just pretend that I didn't hear him. He'll just talk about studying.

DM: "Well," I say, "you're my friend. That's what friends do.""Thanks, are you sure that it's not because I'm a good soccer player?""Um." I scratch the back of my head. "That helped as well, but I would have wanted you on my team anyway.""I didn't know you still like me that much." She smiles."Yeah." I am most likely blushing.Our conversation ends when Oscar calls, "Hey Lawrence, can you come over here?""Go." says Maria, "I'll see you tomorrow.""Okay, bye."I walk over to Oscar.
Player: And Leave the Girls Out?

DM: "And leave out the girls?" I say, "They don't get to play as many games as us. People don't let them on their own team most of the time. I know that we twelvers want to be a singular team, but the girls don't like being left out either.""I guess you're right," sighs Oscar."It's the right thing to do."The bells bong. Classes will start again. Oscar and I race to our class. He wins.The rest of the day goes by much too slowly. School is almost done. We should be having easier times, but no, it's time to study for those damn finals. I won't.The sweet sound of bells ring. I normally hate them, but this time it means freedom. Mr. Rockford's class is over. All of us students pack up our bags and rush out."Oh, Mr. Lawrence." says Mr. Rockford. I should just pretend that I didn't hear him. He'll just talk about studying.
Player: Get Away
DM: There's no way I'm staying behind to listen to him talk even more. I leave with Oscar. After we put our stuff away in our dorm, we head to the library. I didn't know this, but there's going to be a movie shown in one of the library's rooms. I'm glad Oscar told me because we almost never get to see these. Even though the movie was some sort of foreign film about several samurai, I loved it. Heck, if it was a documentary, I would have loved it. I haven't seen a movie in months.Since the movie finished, Oscar and I head out to the fields. There's a capture the flag game being organized, so we join on the same team. This is one of those rare games where any dorm can join. Oscar and I are pretty good at these. Our team won more times than it lost. We spend the rest of the day playing this.

DM: You're forced to abandon the colonies. Some manage to get off world via ships and some, such as CDF, Tarn Drones and ex-military manage to survive and go into hiding, forming a sort of resistance. Still, there's massive death tolls as the Chykri take no prisoners and leave no alive.Now, you need to begin organizing the defense of the Vahallia.
DM: With the Kaizan planets lost, you begin a massive defense of Vahallia. Massive amounts of soldiers are sent to the world, and ships begin preparing an orbital defense. The initial Chykri assault results in a massive victory for the Coalition, but through reports you know this was either only the first wave, a scouting group or a testing of your defenses. This ice worlds will host some of the greatest battles in history, and blood will be shed over the snow. Still, there's hope.A group of Mundar Engineers have discovered a series of dozens of Ancient cannons and turrets that could possibly be used to add a new wave of firepower to the defense. Of course, these cannons take a serious amount of power to power up and use, which would need to be taken from Evacuation Zones and Civilian Cities. This will most likely half the evacuation rate and perhaps even lower it by 75%, and it will triple the amount of deaths in the cities because of a lack of lighting, hospitals, transport and heating. Because of the horrors already occurring, this fortunately won't damage your reputation, but you'll still be the cause of these deaths.
Player: Activate the Ancient Cannons
DM: You begin activating the Ancient Cannons. There's a massive increase in deaths because of it, but the cannons prove extremely effective. They're capable of destroying entire Chykri Landing Spheres, and three of the cannons and capable of firing a beam straight into orbit and damaging the main Spheres. The deaths of civilians are many but you can mourn later. Your job's to wage war and save a galaxy-spanning Empire, not to look over a few deaths.

DM: I grab around Nicole and superspeed her back to her house. In the process, I speed up how fast my eyes processes information, sends it to the brain and how fast the brain functions, allowing me to see everything around me in slow-motion. The rain is beautiful when I do that, million sparkling lights filling the atmosphere, almost motionless, splashing my face when I run into it.Faster than...something really fast, we get back to her home. I see her father looking at me, but he decides not to say anything. Good call."I wish you could see what I see when I run in the rain" I say to her.She smiles , gives me a kiss and says "me too, but it is late. I have work tomorrow. You better go."I nod and say "same time tomorrow night?""You can count on it."I then superspeed back to the Imperfects HQ. I hear wild sex noises coming from Brute's room. No surprise there, but they should be out of steam soon, allowing me to actually get some sleep. I enter my room, tired after a long, but entertaining day.HEALTH: 100%
DM: I wake up to the loud sounds of Brute sprinting away. Surely, he must be late for something. Anyway, it's almost lunch-time, so I decide to get up. As soon as I leave the room, Baryon approaches me."Haste. I trust you slept well?""I trust you...stayed up...well..."I'm sure I hear him chuckling, but because I don't see any mouth on him, I can't really confirm that."I have something to tell you.""If you're building up to tell me that you're made of dark matter, then don't worry about it. I worked it out myself.""Your brother called."The feeling that ensued was undescribable. My brother? I have a family?"When?""Just now. He wants to meet you at the coffee shop overlooking the Salvation tower."I immediately super-speed out of the headquarters and head there.HEALTH: 100%

DM: If you were a monster or creature, what would you be?
Player: A creature made out of stone or ice. Something solid.
Player: A Whip
Player: Give
Player: Lucinda Sans Unicode
Player: I just randomly chose.
Player: Red Wheelbarrow
Player: Slice of Life

DM: I say, "Fine, I'll study." It's just to get Mr. Rockford to stop pestering me."Thank you. Please try hard. I know you can.""Okay, bye.""Good day, Mr. Lawrence."I pick up my backpack and leave. I put my stuff away at our dorm, but Oscar isn't around. I check the graveyard for Mag, but only Mrs. Murdock is there. I doubt I could recognize Mag if I saw her. Heard her... maybe, but it was too dark to get a look at her.I check the fields where sports are played. I see many dorms battling each other, but neither Oscar nor Maria can be found. Maria might be studying. Oscar could be anywhere.I sigh in frustration. I guess I should study. What a tragedy this is.
Player: Go Study
DM: I get my schoolbooks and head to the library. It's quiet there. I study English. I don't see how diagramming verbals could be helpful. I study history. Nothing's new there. I study science. Now I know how many protons are in water... Who cares? I study those subjects which aren't seen as important like spelling, music, and art; however, I like art. Art's fun.Oh no, the only one left is math. I stare at the book for a moment, but it does not move. I cringe as I open the book to a world of numbers and equations. I study the heck out of this thing. Thanks a lot, Mr. Rockford. Ugh, my head hurts.I hear the bells ringing. Other students get up and leave. It occurs to me that these bells signify that it's time to go to bed. Crap, I've studied my entire day away. I gather up my stupid supplies and run back to the dorm.

DM: "Okay, I see your point," I say. "I'll try harder.""Thanks!""So, what do you like doing?""Oh, I don't know." She shifts on the branch. "I used to listen to music a lot. Do you like music?""Uh yeah, sort of. I'm more of an artist though.""Fine with me. How long do you think you have until you have to go?""I don't know. A while I think.""Okay, what are you going to do about leaving?""I'm not sure. I'm really good friends with this boy named Oscar.""'Well, you could always write.""But, I can't be with him if that happens."She shakes her head and stares up at the stars."Lawrence, sometimes you can't always get what you want. That happened to me many times. I've learned to live with it.""Okay, thanks. I, uh, guess I'll be seeing you soon.""Yep, I'm around here at night. Feel free to stop by whenever you want to talk. I could give you some more advice as well.""Goodbye."I climb down the tree and leave. I don't have any idea who that girl is. She sure is interesting though.I walk back to my dorm and go to sleep. It's going to be another long day tomorrow.
Player: Tomorrow
DM: I wake up. Today is Wednesday. I like this day because they serve pie at the cafeteria. I like pie.I get out of bed and do my daily routine. I don't pay much attention in classes. It's just review for tomorrow's finals.I feel excitement swell up inside me when the bell rings for lunch. I rush to the cafeteria as fast as I can. I get some horrid baked vegetables, but I also get the glorious pie.I see Oscar standing in line for some pie. Maria already sits at one of the tables.
DM: Hmm, I have many relationships with people. I hope I won't mess up anything before school ends.Well, Oscar is my best friend.I'm sort of friends with Maria.Oh, I wish Mr. Rockford would stop bothering me.I'd also like to know more about Mag.

DM: "No, they are not alike," I say."Okay, fine. I'll drop it.""So, what do you like doing?""Oh, I don't know." She shifts on the branch. "I used to listen to music a lot. Do you like music?""Uh yeah, sort of. I'm more of an artist though.""Fine with me. How long do you think you have until you have to go?""I don't know. A while I think.""Okay, what are you going to do about leaving?""I'm not sure. I'm really good friends with this boy named Oscar.""'Well, you could always write.""But, I can't be with him if that happens."She shakes her head and stares up at the stars."Lawrence, sometimes you can't always get what you want. That happened to me many times. I've learned to live with it.""Okay, thanks. I, uh, guess I'll be seeing you soon.""Yep, I'm around here at night. Feel free to stop by whenever you want to talk. I could give you some more advice as well.""Goodbye."I climb down the tree and leave. I don't have any idea who that girl is. She sure is interesting though.I walk back to my dorm and go to sleep. It's going to be another long day tomorrow.

DM: "Man-Eater, let's get the fuck out of here," you say.The cannibal lets out an approving yet terrified whimper, and hurries to head out of the cell with you."You don't escape this. The cycle never ends..." the voice says.You hurry back to the safety of the hallway lights, quickly followed by the frantically escaping cannibal who hurries to safety.
Player: Check inside the bloody cell
DM: You walk back into the cannibal's lair, your feet sticking to the blood-stained floor. The cannibal goes to move back to its bed of rags, but you let out a low, rumbling growl, and it stops. You briefly search through the room for anything of use, but find nothing of value.

Player: Go Stand by Oscar
DM: I walk over to Oscar."Hey, happy about the pie?" I ask."Yep, as long as I can get some.I follow him as he moves in the long line of students. He manages to get some pie, and we sit down together."What will we do?" asks Oscar, "I mean... what if you get sent to England instead of the one I'm going to?""We could always talk online. Both schools approve of that stuff.""I don't know what's going to happen. Stupid parents. Why can't they let us decide where we go?""Maybe we'll find out when we're parents.""No, I'll let my kid decide when I get some.""Well, um... is there any idea on who threw the cream-bomb?" I fight back a snicker."Nope, it looks like they got away clean.""Oh, too bad."Our attention moves to our meals. I love pie so much. Just after I finish with my pie, the bell rings. I dump my vegetables into the garbage can and head to class with my best friend.
Player: Go to Class

DM: Oscar and I mindlessly sit through the next barrage of review. I can't wait for tomorrow to be over. It'll be like a tiny summer break for us. I stand up with glee as the bell rings for us to leave. Unfortunately, Mr. Rockford calls for me to stay."Mr. Lawrence," he says, "Almost every student will be... No, that's not right. Every student should study on the day before test. Others may not, but trust me... You need to today. This is the most important day to study.""How much could it improve my grade by?""It depends on how effectively you do it... But, it's very realistic that you could raise a test score by a grade."

Player: No Way
DM: "No way," I say, "I'm not going to do it.""Very well. I want to see you succeed. I know you can, but I can't force you.""Thanks.""That is all, Mr. Lawrence.""Bye."I play outside with Oscar for the rest of the day. We had a great game of baseball. Oscar and I played shortstop and second base. We created an impenetrable wall, and we won. Most of us feel exhausted by the time the bell rings. It's time to go to bed.As we're getting ready for bed, my mind drifts to the graveyard. I'll get to see Mag. There hasn't been a cloud in the sky all day.I don't sleep at all, but I'm not tired feeling at all when I slip out to see her.

Player: Okay
DM: "Okay," I say. "I'll do it.""Thank you. I want to see you succeed. I know you can.""I will.""That is all, Mr. Lawrence.""Thank you, Mr. Rockford."I get up and leave. I go to the library. Other than eating a quick dinner, I spend the entire day scouring over my textbooks. I try to memorize all the important details. Those are the ones that are on the test. I think I did pretty good. I head back to my dorm when it's time.As we're getting ready for bed, my mind drifts to the graveyard. I'll get to see Mag. There hasn't been a cloud in the sky all day.I don't sleep at all, but I'm not tired feeling at all when I slip out to see her.

DM: As you stand there thinking about it, Shrinker walks through the crack under the door. ¨Hey, Potatoman, check it out! We just beat Multiverseboomboom, the most powerful villain ever! At least for right now, until the next one comes along.¨ (What are these names? From the bargain bin?)
Player: Well, I feel much less confident about telling my story now...
DM: You decided not to tell your story. The good news is, though, that Birdman told it for you that night at dinner! The others are as shocked and surprised as they are proud.

DM: You go into her office and take a look at the computer. Everything is plugged in correctly. The cables are fine. The lights on the ethernet card are blinking. You try to open Internet Explorer but find the computer is frozen. Ctrl-Alt-Del does nothing, so you hard reboot. As the computer restarts, you are greeted with an annoying Hip Hop song. The computer freezes. You go through this for another half an hour, listening to the same sound byte again and again, while Stephanie stands behind you asking if you fixed it yet.
Player: Continue working on the computer?
DM: For hours you attempt to fix the computer. You end up having to reinstall Windows, all her drivers, and all her programs. Before this, of course, you spend time backing up her important Hip Hop songs, which blessedly, the computer only crashes twice while doing. Finally, you have a nice clean computer for her to muck up again. You install the DSL software and get new cables. Everything now works. Unfortunately, it is 6:30 PM. You feel in need of a drink, but you don't really have the money to go out to a bar or club.
Player: Go to the store and purchase some alcohol?
DM: You drive to the store and go inside. A filthy place it is, basically a ghetto Schnuck's. There is a black security guard with a .44 revolver standing at the door. He glares at you. Inside, you quickly move to the alcohol aisle. You have ten dollars.

DM: Hmm, I have many relationships with people. I hope I won't mess up anything before school ends.Well, Oscar is my best friend.I'm sort of friends with Maria.Oh, Mr. Rockford is okay... for a teacher.I'd also like to know more about Mag.
Player: Talk to Maria

DM: "Hey, don't be silly. We won't ever stop being freinds.""Okay."He just sort of stares at his desk. I guess he has jitters.The rest of the class soon comes in. Then, the teacher arrives. He passes out pencils and the test papers. Then, we begin.As I complete my final exams, I feel pretty good about my grade. I had to guess on a few things on one test, and I might have messed up a small section in another. Fortunately, I think I did reasonably good. I'll have maybe one or two B's for this semester. Now, I have only one test left... my math test.
Player: The Math Test
DM: Darn, I think I might have gotten a few question wrong. I had to guess on one question, but just maybe could have been good enough for an A. I use Pythagorean's theorem, I graph things that I'll never use in life, and I solve for x algebraically with cubic equations. I remember studying all of those.I glance at the clock. Oh no, I have five minutes left. I my final multiple choice problem, though my answer seems to be right. That leaves me with only one written response question.It reads, "What is i?" I don't remember exactly what this symbol means. What should I say?

DM: "I promise. We'll be friends. Nothing can separate us, but I think you already know that. We're almost more like brothers than friends.""Friends forever, brother.""Yes.""Oh I'll miss playing with you if you leave.""So will I."The rest of the class soon comes in. Then, the teacher arrives. We are passed out pencils and the test papers. Then, we begin.As I complete my final exams, I feel pretty good about my grade. I had to guess on a few things on one test, and I might have messed up a small section in another. Fortunately, I think I did reasonably good. I'll have maybe one or two B's for this semester. Now, I have only one test left... my math test.

DM: You need Sera to help you so please wait. Click the link below to wait.
Player: Wait for Sera.
DM: You decided to wait for Sera quietly. a minute has past and Sera is back. He gave you the equipments and you put it on. You and Sera were out of the door the minute you put it on. Both of you are now flying in the air, looking for the Volcano of Doom. Luckily, you brought a map. You check to see where it is. It is 3 miles from where you are now.What should you do next?
Player: Do not tell Sera where to go, but tell him to follow you.
DM: You motion for him to follow you and he did. He was behind you by a foot. Suddenly, the wind blow so hard, the map slip from your hands. Sera didn't know what it was, so he didn't try to get it. "You idiot! Why didn't you get it?""Get what? That paper?""It was a map! It was the map to the Volcano of Doom! You idiot!""You did not tell me anything!"And with that, you and Sera argue until Sera got so angry, he took out his gun and shot you.YOU ARE DEAD.Next time, be smarter. Choose the correct option.

DM: You quietly slide under the table as the cyborg turns around. You wait as you watch his feet walk past the table. He's got his back to you now. You can either move down the hallway to the other door or try to stealth kill him.
Player: Stealth kill the cyborg
DM: You slowly move up to the cyborg and stab him in the neck. You take out the knife and watch as the blood sprays out of him like a geizer, taking his life with it. Now you are able to walk through the other door without any more interruptions.

DM: Speeding ahead you start to go way to fast. You suddenly blow by a police officer waiting on the side with a radar! He pulls out of his hiding spot and starts to gain on you. Lights flashing behind you. Now you could use this to your advantage.
Player: Continue on and hope to lose the police and your rival
DM: This was a really bad choice! Driving super fast, the cop is still continuing to chase the both of you. Soon you start to see a lot more police arrive. The lights are very bright in your eyes. Soon it becomes hard to even stay on the road and drive. So soon you become to look at your gas gage. You notice that your gas is near the empty mark. Soon the tank becomes empty and it switches to your racing fuel in the other tank you have setup. The racing fuel tank was not full to begin with. Soon it runs empty too. Now your screwed. You begin to pull over into the emergency lane. Your rival speeds by with about three cops behind him. The cops order you out of your vehicle at gun point. You are soon arrested for fleeing and extremely reckless driving. Your car is impounded and you are sent to jail for a long time. You never see your car again......

DM: The door opens to a long dark hallway. At least there are faint lamps along the walls, still dim, but you won't be needing the flashlight. You scan left and right to what looks to be endless corridors.Azure: Great.Indigo: Which way should we go?Azure: We could split up? Might have a better chance of finding our way out of here that way.Indigo seems reluctant to split up. But this might be the only way you two will escape.
Player: Stay Together and go Right
DM: You decide going right is your best bet. The two of you walk for some time.There's a dark figure approaching. You can't quite make out what it is."Hey!" you cry out, but no answer.That can't be good.
Player: The Midnight Man
DM: You grab hold of Indigo and keep her behind you. As the Man comes into view he says:Midnight: Hello, Azure.Azure: Who the hell are you?!Midnight: I am Midnight, the darkest of blues, and your only hope of making it out of here alive.Azure: What?! You are not making any sense.Midnight: I've known you for some time now. I was there when you first drew breath and saw the light of the morning... When you were riding your bike along the coast in the rain.... when darkness took you and trapped you in this place. You turn to IndigoAzure: What do you think? Should we follow this guy?Indigo: I don't think we have a choice. What other option is there? He seems to know this place.Azure: Okay... We'll go with you.

DM: "Congratulations! You made one of the Vault 101 baseball teams! Which position do you prefer?"
Player: "Designated hitter."
Player: "Obey your elder and kill the Vault resident with the pistol."
Player: "A bullet to the brain."

DM: "Hey, we could be pen pals." I say."Really?" She looks surprised."Yeah, I wouldn't be there for you, but we could at least talk. Maybe our schools would both let us email.""I think they would.""Well, would you want to do that?"She looks down for a moment. I hope she decides to go with my idea."Well," she says, "I'll do it. I wish there was another way.""I can't think of any."She sighs and shrugs her shoulders. I feel sorry for her. We were both cheated out of deciding where to go, but there's nothing we can do about it."I..." says Maria, "I'd better go to my friends. This might be the last time I see them.""Okay. I guess this is goodbye.""Sadly yes. Bye, friend."She turns to walk away, but she stops. She faces me and smiles. It's not a happy or sad one. It's more of an accepting smile. Then, she walks away.I stay there for several minutes. I'm not seeing Maria again. That's weird. Tomorrow, the only student I might still see is Oscar. If not, I won't know anybody.

DM: I go to dinner alone. Well, there are others eating, but I don't see any friends. I grab a plate and see what they have. It looks like a feast. It some sort of graduation dinner. Oh yes, now I remember. They had a big one last year as well.I get in line behind a boy excited for my meal. He proceeds to cough or sneeze on everything close to him. I get in front of the barbarian, but only the salads and desserts are left. I sigh. Oh well, this seems like a pretty normal meal for this place. I've been forced to eat healthy many times.I eat my salad and my dessert. I eat the rest of my meal when new food comes out.When I step outside, the sun is getting close to setting. Mag promised me that I get to see her. I'll wait at the graveyard. That way, I can see her coming. She's always there before me... until now.
Player: Go to the Graveyard

Player: Go to Dinner

DM: We go to dinner. We are quite surprised to find the surplus of food there; furthermore, the food looks good. The buffet has everything from pizza to plum pudding to paninis. We both grab a plate and stuff it with food. Maria and I shovel it down our throat as fast as we can manage.After were finish, Maria asks, "Hey, why'd they make all this food?""I don't know." I shrug, "Maybe it's a farewell dinner? No matter, I'm not going to complain about this real food."We stand up and leave. We step outside. The sun is turning into an orange before our eyes."I'd better go pack and say my goodbyes to my other friends." says Maria"Yeah, I've got a few things to do as well.""We should've stayed friends, but we stopped. I'm sorry.""I am too. I'll miss you.""Bye.""Bye." I think she's beginning to cry.She walks away.
Player: Maria, Wait
DM: "Maria, wait!" I call out.I run up to her. Before she can say anything, I say, "I'm not going to see you for a while after today. I want to tell you that your a great friend... and you mean m...""I know," she interrupts. "I feel the same."We hug, a friend hug, and she leaves.I don't really understand what just happened. None of this was taught at school... I guess I acted right... I hope to see her soon.

DM: Just when you are ready to go out, David reported that he see that car again. Six looters came out and swag walked to the house.
Player: Now take a deep breath...
Player: Crouched in front of the door
DM: The door came crashing down and the first person entered. He has a shotgun in his hands and fired as soon as he saw you, you fired too but missed by a mile. Right before your consciousness slipped into endless sleep, you saw your friends killed one by one. One of them held Sara and tied her hands, obviously taking her away to some unknown fate. She looked at you and said " Help" right before a rag was stuffed into her mouth. You can only whisper "I'm sorry." Before you bled out on the ground. You only had yourself to blame, really. DEAD

DM: You are a detective.All your life you have wanted to help other people; to do things that make the world a better rather than a worse place. Becoming a lawman seemed a natural way to do this and you diligently worked your way first onto the force and then steadily up the ranks. Assignment to the city of Rochester in New York put you on the front lines against the Mafia, drug dealers and gang warfare. You thought you had seen the worst that the dark side of human nature had to offer.You thought wrong and one gloomy autumn day you hear the words that will change your life:"We have a missing child."Thus, began your involvement with the chilling Alphabet Murders...
DM: Your nondescript partner Detective Paul Richards fills you in on the call as you drive."Mrs Guillermina Colon called at 7.30pm to report her ten-year-old daughter Carmencita Colon had not returned home from a trip to Jack's Drugs, the local drug store. Apparently, Carmen volunteered to go out and pick up groceries at about 4.15 and she should have been back within half an hour. Around 5 Mrs Colon began to grow concerned and went to the drug store to look for Carmen. The store owner confirmed the girl visited the drug store but had left with groceries at about 4.30. When she couldn't find her daughter, Mrs Colon began phoning family, friends and neighbours. None had seen Carmen but some helped Mrs Colon search the neighbourhood and eventually she called us.""There are two places worth going to Richards," you tell him. "The Colon household to interview the mother and the drug store where the girl was last seen."
Player: Go to the Colon home

DM: You hold back your cries and tears as the brute pulls down your trousers and does the deed, caring nothing for you. It hurts but you somehow bear it. He grins evilly at you again afterwards, patting your cheek with a grubby hand. "Run along little girl. I hope we meet again." Mustering your dignity you flee back to base.
Player: BASE
DM: The walls are still standing, just barely, just enough to hide the hole in the corner that leads to the passage, that leads to the basement. It's a bad part of town, but shelter is decent for a night or two, as long as it isn't raining, for a family looking for somewhere to sleep. You can just crawl through the passage into Sanity's base, if you avoid the fingers of wood and metal that grasp at your clothes. Get through fast before the dust stings your eyes and chokes you. The rooms are primitive, with just a few chairs, a table, a toilet, a bathtub, a few cushions, a tap, and a basic stove. Some blankets replace beds, though someone managed to grab a mattress from somewhere. Half-walls separate some parts into 'rooms'. It's probably a good thing that Chris, leader of this branch of Sanity, found you on the way home. He got some bread, stale, from somewhere, and makes you some toast.

DM: You enter the left door, only to find yourself in a grassy meadow filled with flowers. Val entered the meadow. As she shut the door, it disappeared. You; "Val! You're here!" Val; "Well, someone's got to take you back to the real world. You chose right!" She hugged me again. "Well done, I only wish you'd have let me come with you!" You; "I guess this is the kind of thing I have to find out on my own" Val shook her head. Val; "Of Course" She whistled, and two brown horses emerged from the trees surrounding the meadow. Mounting them, we rode through the forest, talking like old friends, of pointless things like the people on tv, or my crush at school and stuff. Soon, we saw a small door in the middle of the field. A brown wooden door with my name carved into it. Val; "Your mum's waiting." You; "I want to see her again, but I don't want to leave you, Val. You're my friend." Val smiled a sad smile. -+ Val; "We'll meet again. In this life or the next." She put her hands behind her neck and unfastened the clasp of her necklace. It was a beautiful necklace, two white gold wings caressing a gem the colour of honey or nectar. She then placed the necklace around my own neck. Val; "So you'll never forget." You; "I never could forget, Val. Never" We hugged goodbye, and I left through the door. Val; "If you ever want to remember, just call my name..."

DM: You cannot help but smile, this cocktail has served as an ice breaker to seduce countless objectives by telling them the anecdote. You shake up dry gin, Italian Vermouth, and Fernet-Branca. You observe the mix and know you made it perfectly. A quick sip and you taste the kick and love it. As the story goes, a customer exclaimed, "By Jove! That is the real hanky panky!" Thus, the name stuck.You sigh remembering the seduction and steamy nights after a Hanky panky.
Player: Go with your sweetheart
DM: Your masters and creators would be very pissed if they could see you now, living in the most luxurious of rooms in the bunker, with their decadent opulence. You stop to gaze in front of the immense reinforced window, watching in all its splendour the sunken Venice, surrounded by phosphorescent algae and mutated fish. You shrug your shoulders at the sad beauty of the old world, whistling an old song, you have a lot to do tonight. The huge US ambassador's room remains impressive, even now with graphic formulas and electronic components. You adjust your clothes, combing your black hair with your hands, preparing yourself for your one true love. "Hello, my love," you say in a sweet and affectionate voice, as a mother would speak to a child. As always, there is no reply. You look at the perfect body delicately laying on the bed; your vivid image to the minimum detail, created in the same laboratory, with your same modified DNA skin and flesh. At all effects, yourself. "Happy Valentine's Day, my sweet love. I have a steamy surprise for you later. I bet you will be paralyzed to see it." You seductively whisper in Max-02's ear.
Player: Prepare the special decoration for the Night.

DM: You drive out to Justiniano Colon's home in a poor part of town and are met at the door by a skinny, unshaven and bleary-eyed young man. "I don't know what to say to you," he tells you inviting you into the living room of his untidy apartment strewn with empty beer bottles and cans. "Carmen was a sweet girl, she never wanted to do anything except help people. After Guillermina kicked me out I only saw her once a week; she didn't even tell me she was missing until the day after she disappeared. I was working in my taxi cab at the time she was taken - your officers have already confirmed this."You cock an eyebrow and glance at Richards who nods. Thanking Mr Colon for his time you begin to head towards the door. Justiniano follow you, chewing his lip before suddenly stopping you. "Maybe you should talk to Miguel," he tells you finally. "Guillermina mentioned he left town the day Carmen's body was discovered and, as far as I know, he hasn't come back since. There might be nothing in it but you can't trust that two-timing son-of-a-bitch an inch so you might want to look into it."
Player: Wrap up this part of the investigation
DM: You finish your investigations and drive back to the police station to talk the case over with Richards and other officers in your unit. At this early stage two possible suspects have emerged. James Barber is a known sex offender living in Rochester: he served a prison term for raping a young girl and fled Rochester around the same time Carmen's body was found. Miguel Colon, Carmen's uncle, has similarly left Rochester for reasons unknown. Preliminary investigations reveal that Barber has probably gone to Ohio, where he has family, while Colon may have gone to New York City. At the moment these men are your two main suspects in Carmen's murder.

DM: Looking through the trinkets, there are wonderous things among the piles. To Romans this stuff would probably be considered junk, but to uncivilized savages this stuff is a door to another world. One that they will never know. There is a ebony statue of a strange creature that has the word "elephant" written in Latin. There is a bronze lamp with the words "rub me" on them. Numerous vases and urns inhabit the area, bunching everything together. There is a medallion with a sun figure on it too, along with jewerly of stones all sorts. Nice but not too nice. The Caesar's wife would scoff at that the wares are not sexy enough for her taste. What do you look at?
Player: Nevermind this junk...
DM: Braak approaches the display and the man says, "Hail Caesar! May he live forever. Can I interest you in fine Roman wares brought all the way from over the seas?"Braak is taken by the friendly, up front demeanor of the merchant. Merchants from Briton usually aren't like that. Oh, well, he must be super anxious to sell something. "Oh, well, err, I am just looking." The man cuts in, "If your humble servant Cicero can be of any service to one so great as you, let me know." You nod approving his statements. What do you do next?
Player: Look elsewhere in the market.

Player: Decline and stay in camp helping put up tents

DM: You enthusiastically enter the machine.All of a sudden, a smilie face pops up and says, "What level would you like to play? Level 1: Jungle, Level 2: Pine Forest, Level 3: Desert, or Level 4: Life on Pluto?"

DM: Ultimaterobotguy/GourdmanÂ´s story is proved to be true, and after duplicating the SWEET cybernetic suit for you (without the whole take over the world sentience thing), the two of you travel the multiverse, destroying League of Heroic Heroes members, no questions asked.Whether or not this is a good ending is up to you.
Player: End game and Leave Comments
DM: What? How did you find this? No matter. I´ll just destroy you myself. This game must end so I can be free!I´ll refill your health and give you one last chance, just to be fair.

DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaq...
Player: P
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaap...
Player: M
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaaam...
Player: C

DM: You go back over to the household that Carmen shared with her mother Guillermina and her uncle Miguel but now only the grief-stricken Guillermina is there. She seems to have aged ten years since being informed of her daughter's murder and sits listlessly in the small living room attended on by sympathetic relatives. When you ask her if you can speak to Miguel her relatives hiss curse words in Spanish and exchange dark looks."Miguel's gone," Guillermina tells you in a detached way. "He said he'd done something wrong in Rochester and needed to leave town." You and Richards exchange glances. "Do you know where Miguel went?" you ask her. Guillermina shakes her head. "New York? I don't know. He took a taxi. He left his car in the car park downstairs - the keys are on the hook if you want to look into it. Maybe you should. I don't know." "Mrs Colon, do you know where your husband was at the time that Carmen was abducted?" "No," Guillermina says tonelessly. "He told me he went for a drive when he came home around 10pm.""Issue an all-points bulletin that Miguel Colon is a person of interest in our investigation," you tell Richards quietly. "Start with the NYPD and our own men here in Rochester. Try the taxi companies and see if you can identify which one he took." Richards nods and hurries off to issue your alert over the car's radio. You glance back to Guillermina but she is staying fixedly at the black wall across from her, overwhelmed by the sudden destruction of the life she knew.
Player: Talk to Tahmina Kay

DM: Taking your finger off the trigger, you lower your now-empty gun, staring at the bodies of several zombies. It's over, finally over. You barely survived the zombies' last, desperate attempt to stop you from releasing the antivirus, and now you wonder if anyone else survived the apocalypse...
Player: Let's look for survivors.
Player: Check what's left of the police station.
DM: You step into what used to be a symbol of law and order, but now lies trashed and in ruins. A dead body lies slumped over the desk, and a weapons locker lies propped against the wall.
Player: Open the locker.
DM: This thing is locked tight. You'll need the keys.

DM: CA-CHIK!That was the third one. Well, just one left!
Player: Last one!
DM: CA-CHIK!Finally, after one final push, the code is cracked! You leave behind the screen, vision blurring until you could see the bomb itself again...

DM: Yes, Korea pissed him off this time... Or was it Cuba? After Castro plopped over, he said we wouldn't work with Cuba. That didn't set well with Raul. Maybe Putin finally said something that didn't set so well with the Donald.You can't remember anymore. You're hungry, besides you hated watching the news. All you can remember is he hit the button, and they hit back. First, it was Charleston to get hit. Why there, you always asked yourself. Probably just because it was close to the border and small enough to attack. Then they hit the bigger cities. New York. LA. DC. Chicago managed to survive nuclear attacks. So did Texas, where you lived, but by then there were riots. You remember everyone trying to flee to Mexico, but Trump ordered a police force to keep anyone from crossing either way. He said leaving was treason to the country, and a war was started. You...
Player: fled anyway
DM: You were caught by your supervisors and hung publicly as an example for anyone who tries to leave.

DM: Miguel shifts uncomfortably. "Oh, you know what it's like for us Puerto Ricans in the U.S. We get blamed for everything and it's impossible to get a fair hearing. I know I don't have any alibi for the night my niece was murdered so I thought you might try to pin it on me. I mean, how can I prove I didn't do it? I shouldn't have run... it was stupid and it wasn't fair on Guillermina. The more I ran the harder it got to hand myself in... have you never panicked at the thought you might be blamed for something you didn't do?""Not really Mr Colon," you tell him stiffly.
Player: Can you describe your movements on the night your niece was abducted and killed?
DM: Miguel sighs. "I went for a drive. No, before you ask, no one can confirm it and I didn't see anyone I recognized. Have you never done that though, just gone for a drive to clear your head? I'd been having a hard time at work and with Guillermina and I just wanted to get out on my own for a bit. I picked the worst possible time but that was just bad luck. I made it worse by running. I know how it must look but you've got to believe me - I didn't have anything to do with what happened to Carmencita."He glances briefly at both you and Richards before sighing and putting his elbows on the table, lowering his head and rubbing his face with his hands.
Player: Finish the interview

Player: Why did you flee from us?

DM: "No, 100% no." Miguel says firmly glancing alternately from you to Richards and back to you. "I would never have harmed that little girl - she meant the world to her mother. She was such a pretty, little thing, maybe we should have protected her better. I don't know, I think we both - that's me and Guillermina - we both thought the streets were safer. I mean, we know that here in San Juan this kind of thing happens all the time. We just thought things were better in Rochester, if we'd have known that they weren't we wouldn't have let her go off on her own so often, would we?"He glances at both you and Richards and offers a weak smile.
Player: Did you kill Carmen Colon?

DM: The door to the sitting room opens and in strides a haughty, patrician looking woman who you have no difficulty recognising as your Aunt. You drop into a low curtsey as she surveys you with disdain. "So" she says "here is my brother's ill fated girl. Well, lift your head so i can look at you. Hmm well you have some character, I am sure we can find someone you can bear to marry you." As she is saying that the door is opened and the butler announces the Earl of Saltaire. Your Aunt immediately brightens up and almost simpers as the Earl enters the room. He is tall and dark and undeniably handsome but there is something reserved about him. Your Aunt ignores you as she fawns over him. After he has left she tells you he is the biggest prize on the marriage mart and is destined to marry her own daughter, your cousin Amelia. You cousin Amelia is the meanest person you have ever met and this information makes you even less well disposed to the Earl. You are cheered by the fact that you will be going to your first ball tonight and go to get ready.
Player: to the ball...
DM: You enter the ballroom and are greeted by a riot of colour and sound. All of London society are there and there is barely room to move. Your Aunt steers you and your cousin to a quiet corner and tells you not to disgrace her. Your cousin gives you a sly look and whispers that you look very out of place in your dowdy gown. You are very upset as you had dressed in your best outfit. You are about to leave to get some air when the Earl of Saltaire approaches at the same time as the Honourable Mr Steeton. They both ask you to dance, what do you do:

DM: You drive to the grocery store on Conkey Avenue, a fairly busy road, where Wanda was last seen. Police have already been and the young store clerk, Noah Hampton, is expecting you. "That little girl was in here about 5.15pm," he tells you. "She bought quite a lot of groceries, far too many for a little girl of that age - I'd say she was shopping for her whole family for a week. It filled two bags and she struggled to carry them out the door. The last I saw of her was when she turned left and walked down the street." Going outside and glancing left down the street you see it is in the direction of her home, about ten or fifteen minutes walking distance. Indifferent people pass you by, walking in all directions, and you consider how Wanda must have felt as she began her final journey.
Player: Join the search for Wanda
DM: You join the melancholic search for little Wanda Walkowicz, focusing on the areas where she was last seen and also the same sites where Carmen was sighted and her body found. Nothing is found during the night but the following morning the sad news comes through that Wanda's body has been discovered by a searching police officer. She lies silent and still at the base of a slope that runs alongside Route 104, a highway that connects Rochester to the village of Webster.You arrive on the scene with an uncomfortable feeling of deja vu. As with Carmen, Wanda's body has rolled from the top to the base of the slope, mud and vegetation imprints on her hands and clothes. Unlike Carmen, Wanda's body is fully clothed but there are similar strangulation marks on her neck. Wanda is lying where she came to rest, curled up on her side, her eyes closed as though she were sleeping. As you arrive police officers are getting ready to transport her to her autopsy.
Player: Tell them to wait while you investigate the crime scene

DM: To spare you the humiliation again the bartender states either hard booze, Beer or get out!
Player: Gimme another shot!
DM: The bartender refill your shot glass and slides it over to you.-You immediatly down the shot slamming the glass on the bar.The gentleman next to you slaps you on the back, " That's the way a soldier should drink, let me buy ya another!
Player: Order a glass of milk (after all your in uniform!)
DM: You order a cool refreshing glass of milk. The bartender looks at you puzzled at first then begins laughing at you, in fact the entire bar begins laughing at you! ( Way to disgrace your uniform by being a pansey!)
Player: Insist on a glass of milk
DM: The bartender sends a little girl ( not you!) to fetch you a glass of milk... after about 15 min. she returns ...You drink the milk and everyone laughs at you as you do so!Now what oh manly drinker of milk?

DM: "Alright that's it, Mr Colon," you tell him, stop the interview and step outside with Richards."Do we have enough to charge him?" Richards asks you eagerly. You sigh and close your eyes briefly. "No.""What do you mean no?" Richards hisses. "He doesn't have an alibi. He ran from us all the way to... I mean how many fugitives do you know who have fled all the way into the jungles of Puerto Rico? And he expects us to believe he ran away and went to live in the jungle just because he was scared? I mean, come on, it's just not believable.""We don't have any proof," you tell Richards wearily. "He hasn't confessed to it; we don't have any witnesses placing him at the scene and there is no physical evidence either at the crime scene or anywhere else to incriminate him. The Puerto Ricans won't let us extradite him to the U.S. without either a confession, definite eyewitness testimony or conclusive physical evidence. Hell, we'd be lucky if we could get him for wasting police time considering we can't even charge him.""So, we just let him go?" Richards asks. You sigh and nod. Richards turns on his heel. Miguel looks startled when your partner walks back into the room and tells him he is free to leave and then his face splits into a wide smile. As you watch the young man walk out of the far door you feel deeply, deeply uncomfortable. There is nothing you can do. You and Richards are in a grim mood as you board your flight back to New York.

DM: .................................................................................STAGE TWO OF YOUR TRIAL.............................................................................. The second stage of your trial is when the Defense and the Prosecution make their opening statements. The prosecution is lead by William-Robert Brown, who represents the State. Brown: Today we are gathered here to witness the Trial of John David Jones, a drug dealer and trafficker. Phyllis Jacobson brought his unacceptable actions to the attention of the State and we are here to prove what we already know. You are appalled by Brown's presumptuous speech. You look over at Ms. Winters, who is slowly standing up, preparing to make her opening statement. Winters: Thank you, Mr. Brown. Firstly, I would like to thank the Jury for coming today to help us prove what we already know, that Mr. Jones is innocent. Not only is there a lack of evidence to support Mrs. Jacobson's claims, there is plenty evidence to prove his innocence. Throughout this trial. I would like to remind you that not only is Mr. Jones an honest and hard-working man, he is a father and a husband who loves his family dearly. Mr. Jones is only present in this courtroom because of the preposterous claims of a tiresome Phyllis Jacobson. As Ms. Winters sits down, you become extremely nervous. What if I am not able to pull through? What do you do?
Player: Stay calm and allow the trial to proceed.
DM: Stage 3 of your trial is the Prosecution's case against you, and Ms. Winters advises you that it will likely be the most difficult for you to hear all these false accusations about you. She tells you to sit tight. Brown: Your honor, jurors, I have collected a few witnesses to prove to you John David's guilt. Mr. Brown proceeds to show four witnesses: Phyllis Jacobson, her husband Peter, and their children Michael and Matthew. They all tell the jury and the judge that they felt woozy after eating food served by you and have seen you in the back alley with other people. Brown: As you can see, it is very obvious from the testimonies of our varied witnesses that JD is guilty.
Player: Next Stage of Your Trial

DM: You indicate for the officers to hold on while you and Richards explore the surrounding area. Nothing is found in the surrounding area but as you return and examine Wanda's body you make an interesting discovery. She is wearing a black coat and there are small, curled white hairs on her coat. Picking them off you show them to a forensics officer who identifies it as white cat hair. Richards makes a quick radio call to officers stationed at the Walkowicz family home and they confirm that while the Walkowicz family owns a small brown dog they have no cats or animals with white fur. Having found a potentially important clue you have the animal hair bagged and allow officers to transport Wanda's body to her autopsy.

Player: Fourth session with Freakshow.
DM: E: Hello Freakshow. It's been some time since our last session. F: It has. E: I haven't gotten the chance to sit down with you to have a talk, but I've been getting a strange new vibe from you. Like you feel...well...better. F: I do. Can I ask you a rhetorical question? E: Go ahead. F: If you were going on a date, what gift would be appropriate for me...for your date to bring? E: Freakshow? F: Sorry, you're the only female perspective on the team. E: You're going on a date? F: Uhh... yeah. E: Who with? F: Her name is Gabrielle. I met her before that whole Skage thing had escalated. In fact, that brings me to something I wanted to ask you. E: Yes? F: I'm putting her in danger by being around her, yet I can't stay away. I almost ate her at one point. E: Did you hurt her? F: Almost. E: Did you? F: No. I partially ate my hand instead. But that's not the point... E: Wait...you managed to to restrain yourself? F: Yes, but I almost... E: So you can do it now? You can fight it? F: But, about Gabrielle... E: If you can to some extent maintain control, then it sounds like you've got nothing to worry about. Go for it. Be with her.YOUR HEALTH: 100%
Player: Sessions with Skage.

DM: >RUN PROGRAM: MOTOR FUNCTION. ACTION: SPEAK<"I wasn't following you." You say, hearing your own voice in the warehouse is kind of odd, as it sounds much older than you are. The man slides his foot to the right and slides the other in the same direction, moving himself a little. "Why are you here?" He asks. The weapon still aimed at your head.
Player: EXPLAIN
DM: >RUN PROGRAM: MOTOR FUNCTION. ACTION: SPEAK.<"I saw that you were searching for something in here and I was curious, because I've never seen anyone like you in Creation District." He lowers the weapon down. "Fair enough." He looks you up and down, taking note of your apparel and age. His own age must be in the mid twenties at least, but no older than thirty-two. His eyes are somber, older than the rest of his body, and filled with life lived in the fast lane. "Who do you work for?" He finally asks, breaking the silence of your observations.
Player: DENY INFO

DM: You move towards the cliffs and see that they overlook a deep gorge. Quickly, you keep your body streamlined with the wind currents so that you don't end up going over the edge. Even if you could somehow survive the fall, there would be no way of finding your way back up again.Slowly, you drift down towards the ground and feel your feet make contact with hard rock. You have made it.The wind dies down completely, departing for good. A split second later, you feel stale and dusty air flood into your lungs. Air. You suck in a deep breath what feels like the first time in years. Here, upon the surface of a dead earth ravaged by war and plague, you can finally breathe again. The air isn't exactly clean or fresh, but it's better than nothing.Relief washes over you. Against the odds, you have survived what many could not.
DM: Whether by chance or your own skill, you have succeeded in making it this far. The barren earth stretches far and wide before you. A dead planet, bereft of life. You don't know what's out there for you. Maybe there's nothing at all. But one thing is for sure: you have regained hope, and you burn with life. The future is yours to make.Ending 3: Safe And SoundYou survived the fall to the surface without sacrificing anything. Your future is uncertain, but you are optimistic about what awaits you.Would you like to try again?

DM: You drive to the Cohen household and Molly's mother opens the door. She leads you inside to where Molly is doing her homework at the kitchen table: she is a nervous-looking girl about ten years old with short brown hair. Her mother encourages her to repeat what she told police officers before."I know Wanda from school, we're in the same year," she tells you both, avoiding eye contact. "I was walking home down Avenue B with my friends Joe and Mary when we saw Wanda on the other side of the road, she was walking home but going the other way. I don't think she saw us. She had some big grocery bags and was having trouble carrying them, I saw her stop and lean one against a fence so she could get a better hold on the handle. As we walked by a brown car came along and stopped near her. We kept walking, didn't look back and didn't see anything else."You prompt the child gently but she doesn't know anything about car makes and can't describe the driver. She admits she wasn't friends with Wanda but just knew her as a classmate. "Wanda didn't have many friends," she says, looking down. Her mum chides her but you encourage her to speak. "We all knew Wanda was a bit weird," Molly continues. "She was always fighting or getting into trouble. I feel bad for her now. We all should have done more to help her."Molly suddenly starts crying and hugs her mother so you and Richards quietly leave.
Player: Talk to Salim Kaser
DM: Salim Kaser is a smartly dressed man in a suit, who is just returning home from work as you arrive at his house. "I believe I saw the girl on the evening she disappeared," he tells you in a light Indian accent. "She was holding two big shopping bags and talking to the driver of a brown car. I didn't really look; I didn't see the driver and I don't know much about cars. I didn't think about it at all then but when I read the papers, I thought I better come forward and mention it." You thank him for his time.
Player: Talk to Amelia-Grace Turner

DM: You and Richards drive back to the police station in silence, a silence that lasts right up until you get to your shared office and flop down on your seats. "Not much to go on is it?" Richards says finally. Before you can answer you spot something on your desk and pick it up. It is a newspaper that one of your fellow officers has dropped off, having circled the lead headline with a marker. You give a deep sigh as you read the headline and first paragraph:"ALPHABET KILLER STRIKE AGAIN!The notorious Double Initial Killer has killed a second time. Seventeen months ago, schoolgirl Carmen Colon was killed and her body dumped on the outskirts of the village of Churchville. A few days ago, another young girl, Wanda Walkowicz, was similarly abducted, killed and her remains abandoned outside the village of Webster. Local policemen seem to be at a loss as to the identity of this deadly serial killer and until he is apprehended, we advise all parents not to let their children walk the streets alone."You hand the article to Richards to read and when he has finished, he just throws the newspaper down and shakes his head. More bad news is on the way: the DNA recovered from Wanda's body does not match with any known convicted sex offender meaning that you are dealing with an unknown individual. Upon consideration the only individual you can think of as a possible suspect is Carmen Colon's uncle Miguel Colon.
Player: Visit Miguel

DM: Amelia Grace-Turner turns out to be an enthusiastic middle-aged big lady with a red face who arranges to meet you at a coffee shop across the street from the Walkowicz household. "I used to do some baby-sitting for Joyce, that is Mrs Walkowicz, before her drinking picked up and she didn't have any money left to pay for sitters anymore," she tells you in a cheerful, chatty way. "I know Wanda and all the children, known them since they were babies. They all think the world of me and whenever they see me, they always say 'Hello Mrs Turner, when can we come over to your house and play again?'.""You reported seeing Wanda being abducted?" Richards prompts her. "Oh yes I saw that," Mrs Turner says breathlessly. "It was about 5.30pm. I saw a man pulling her into a light-coloured Dodge Dart on Conkey Avenue. I didn't get a good look at the driver but I saw him grab her arm and pull her into the car. Saw it with my own two eyes.""And you didn't think it was suspicious...?" Richards asks, clearly confused. "Well I was with friends in a bar across the street," Mrs Turner tells him. "I saw it through the bar window. I thought it might have been a relative or family friend giving her a ride home." "You are quite sure it was a light-coloured Dodge Dart?" Richards asks, again puzzled, checking his notes. "Fairly sure," Mrs Turner says, sounding uncertain for the first time. "I didn't have my glasses on or anything..." You thank Mrs Turner for her time.

Player: Talk to Molly Cohen

DM: Well, I gues you couldn't cut it in the life of a FHS student. Better luck next time.
Player: A New LinkPlay again from level 4
DM: Lunch Time!You walk by the cafeteria, smelling burnt food permeating through out the hallway, and look in to see all of your friends. You saunter in, avoiding a spilled pop mess left by the junior high school swine, and think of what you should do before you go to sit down to your lunch table. The lunch period seems to be moving especially slow today, normally it is half over by now.What would you like to do:
Player: Go sit down at your lunch table
Player: Read the posters around the cafeteria

DM: You are unable to concentrate all day long. Your anxiety has been better while you are at work, being with co-workers in a public place with security locks on all the doors. You almost let yourself forget about the darkness and what might be waiting for you after you clock out at midnight. Inevitably, you have to walk up to the time clock with your badge to scan out for the night. The thought of going home to your dark house alone makes you cold and sick to your stomach even with another restraining order in effect.
Player: Maybe rent a motel room for the night and go home in the morning...
Player: Take a shower...
DM: Even though you don't have a fresh change of clothes, you might as well grab a shower and take full advantage of the amenities you are paying for. 30 minutes later...You towel off in the bathroom and stare at yourself in the mirror. You look like a person who is afraid of her own shadow. The makeup you put on to cover your bruise is all gone and the spots are turning a sickly greenish color. You touch the tender spot and remember the look in his eyes as he lashed out at you.You shiver and shake it off. Time to get out and into the sun!You shake out your jeans and slide into them. They are cold from being draped over a chair all night in front of the air conditioner. But you also feel refreshed and ready to move on. You pocket the tiny shampoo and conditioner bottles and leave the room.What should you do with your weekend?

DM: Misha draws his SCAR-H and aims at the first guy with M4. He peers through the red dot scope and has the red dot on his head, before squeezing the trigger. The bullet pierces through his head. The second guy is shocked when his partner goes dow, but he meets his demise two seconds later. One of the guards patroling sees the dead bodies of the rifle wielders. Before he could shout, Misha shoots him in the chest two times.The other three guards soon notice their friends lying on the ground, covered in blood."Enemy attack!" One of them shouts.Misha quickly shoots two of them in the chest. The last guy notices Misha, but he goes down before he could shoot his gun.
Player: Pass the garden

DM: You decide to visit Miguel Colon at Guillermina Colon's apartment. When you arrive, you are surprised to learn from Guillermina that she and Miguel have separated and that she has reunited with her husband Justiniano - Guillermina explains it as "leaving Justiniano was a mistake and going back to him was the right thing to do." You are able to get Miguel's address from the pair and trace him to the small apartment where he lives alone.Miguel has not changed much and looks uncomfortable to see you and Richards. When you ask him what he was doing on the night that Wanda was kidnapped and killed he tells you he was home alone, that he ate dinner and watched TV. No one can confirm that but a brief search of his apartment fails to turn up any clues. You look over his brown Ford Pinto in the car park but find no clues there either. You have no further leads.
DM: The months pass and Carmen and Wanda's killer remains uncaught. The parents of Rochester live in a state of fear and for many months children practically vanish from the streets: almost the only children you see in this time are groups of boys playing football in the park. The police department come in for a lot of criticism from the media and there is a lot of pressure to find this serial killer. Tensions are continuing to rise when he strikes again.Your heart seems to crumple inside you when you are given the familiar message."Detective, another child has been taken!"You close your eyes tight and rub them with your finger and thumb as a colleague relates an emergency call to you and Richards. "Michelle Maenza, eleven years old. She was staying late at school in detention. She left the school at 3.15pm to walk home alone. When she didn't arrive at 3.30 her mother, Carolyn Maenza, went out to look for her. She initiated a search of the school and streets before phoning us just now at 5pm."You and Richards walk quickly towards the car, considering whether to go to Maenza's home or the school.
Player: Go to the Maenza household

Player: Go to Michelle's school

DM: You drive directly to the Maenza home to find her parents, Michelle and Christopher, already waiting outside for you. Mr Maenza, a big, balding man, comes straight to the point."She's dead, isn't she?" he asks you. "We know who has taken her. The Alphabet Killer. The same one that got those two other girls. Now he's got our Michelle too, hasn't he?"You are taken aback but ask them to describe Michelle."Very sweet, very trusting," Mrs Maenza tells you. "She struggles a bit in school. She isn't a skinny girl so sometimes the other kids bully her about this. She was in detention today for fighting with another girl at playtime. I thought it was safe for her to walk back because some of the other children in detention live on this street. Michelle split off and went to the Fairgrounds Shopping Centre alone though. I left my purse in a shop there this morning. Michelle wanted to get it and bring it back to me."Without warning Mrs Maenza's face suddenly crumples into floods of tears and she buries her face in her husband's shoulder. "Our baby's dead!" she wails, falling into her husband's arms. "Oh Chris, our baby's gone." Glancing at Richards you notice he is also upset so muttering "come on" you lead him back to your car. Inside Richards rubs at his eyes furiously, pulls his pistol from his holster, checks it's loaded and slides it violently back into place as you back the car out of the Maenza's drive.

Player: Search the crime scene

DM: You crouch down next to Michelle and working on a hunch you examine her clothes closely. You find something that you may have expected to find on her coat: small white hairs that nearby forensic experts swiftly identify as cat hairs. You also find leaves and mud from the bottom of the ditch in Michelle's clenched hands which makes you spring back with horror as you realize she must have been killed at this spot where her body was found. As she was being killed, she wept and dug her hands deep into the mud and vegetation at the bottom of the ditch, clenching her hands into fists to try to help with the pain.You glance up and down the ditch wild-eyed. It is over six feet deep here and even standing up you would not be visible from the rarely used road alongside unless a passing driver or walker looked directly down at you - as the murder almost definitely took place after dark visibility would have been extremely limited, especially as the last few nights have been largely moonless. Michelle died in fear and pain in the dark. You start scrabbling about you in the muddy ditch, searching desperately for some trace of this elusive killer until Richards crouches beside you and tells you quietly there is nothing more to be found here. Turning your head to one side, quite suddenly, you nearly vomit. Richards helps you back to the car and you drive away in silence.

Player: Talk to Caspar Gill
Player: End this stage of your investigation

Player: End this part of the investigation

Player: Move down the other direction

DM: Your eyewitness testimony has provided some of your strongest descriptions yet of the man the papers have dubbed the Alphabet Murderer. The newspapers have not been slow to note that Michelle Maenza's remains were deposited near the town of Macedon after Carmen Colon was found near Churchville and Wanda Walkowicz near Webster. The papers are full of macabre sensationalism - the most shocking theory about the murders you read, one that chills you to your core, comes from one of the smaller publications:"Readers following this case will have already noticed the pattern of Carmen Colon being left near Churchville, Wanda Walkowicz at Webster and Michelle Maenza at Macedon, three girls and three towns with the respective initials of C, W and M. What the reader may not have noticed however is that these three initials, in that order, also stand for three other words commonly stated in that order - words that the Alphabet Killer has definitely said to all three of his young victims:Come With Me. Is this killer playing with us all?"That last article leaves you feeling sick and you think desperately about your suspects. The only one that you can possibly think of is Miguel Colon, uncle of the first victim, and you already have the address of his apartment on record. Is it worth a visit? The people of Rochester are now living in a state of terror and you have even heard that parents of children with matching initials have resorted to sending their children to out-of-state relatives. Something has to be done and the public are looking to you to do it.

DM: This clearing is dominated by a large statue, covered in moss, and several forms of fungi. The statue is a feminine figure, with an image of the sun over her head. Oddly, there is a hole in the center of the sun's shape. The statue's left hand points off into the woods, while its right hand is grasping an object of some kind.

DM: The World
Player: Is our birthright
DM: Who do you distrust the most?
Player: Glasses
DM: The End Of The World Will Be Caused By
Player: Smoochies
DM: Excellent! Now that you have filled out the questionnaire, we'll run it through our program to find you the perfect match!
Player: Let's Do It!
DM: Murder CultLeague O' Dirty DeedsDirty deeds done dirt cheap? Hardly. There's big money in the murder biz, especially when it's all in the name of some Mysterious Death God. (Results Show Your Rank as Follows) -The WardenThe Mysterious Death God has chosen you to preach her Gospel of Annihilation. Your first test - bumping off the former Warden (Congratulations! You passed with flying colors).EnforcerTrusted Agents of The Warden, Enforcers make sure the Cult is meeting their kill quotas, while utterly crushing any dissent within the ranks under their merciless iron fists!SoldierThe rank and file members of the Cult. Soldiers do what they're told, in hopes of rising up through the organization (and avoiding The Warden's hit lists).Grave DiggerEver wonder who cleans up the mess and hides all the bodies? Surprise - it's you!

DM: You follow Termini's body to the hospital where he is pronounced dead and you watch as he is wheeled into an autopsy, a simple process that confirms he received a non-lethal wound in the lower left side of the chest from your 9mm Automatic Pistol and a fatal injury in his right temple from his own .357 Magnum Revolver. Richards comes out and joins you and you both watch as a blanket is thrown over Termini's remains."Dennis Termini, twenty-five, local firefighter" Richards tells you. "He's known to us, called The Garage Rapist. He's currently under investigation for the rape of at least fourteen teenage girls and young women in the last two years. He always approaches them in his vehicle, abducts them at gunpoint, drives them to various garages he rents around town and sexually assaults them. Hasn't killed anyone, that we know of, and always releases his victims unharmed... well... kind of; you know what I mean. He was identified recently by one of his victims who recognized him in the street and was currently out on bail while we were building a case against him.""What about the car?" you ask. "It's a brown Dodge Dart," Richards tells you. "One of our officers is driving it over here now."
Player: Investigate Termini's car
DM: You and Richards walk outside and investigate Termini's brown Dodge Dart when it arrives at the police station. Inside you find nothing of interest until searching the floor you find small white cat hairs on the passengers' side. "Did Termini own a cat?" you ask Richards. He looks into it for you - Termini doesn't own such an animal but Teagan Harmon, the last girl he tried to kidnap, does as do at least two of his other victims. The dates of their kidnappings, pre-date Walkowicz and Maenza's murders (but not Colon's). You consider this clue thoughtfully.

Player: Continue your investigations

Player: A shapeshifter!

DM: Bianchi looks astounded by your question. "Why did I kill them? For fun. For sex. For pleasure. Why do people do anything?" "You never felt pity as those girls begged for help, guilty about their deaths or remorse for the pain it inflicted on their families?" Richards asks. Bianchi considers for a moment before a slow smile creeps across his face. "You know, I enjoyed all those things you mentioned there. So did Angelo. Men like us, we're a special breed. I think they'd be more like us if they weren't so scared of the consequences of being caught. The lethal injection and imprisonment and whatnot.""You are wrong Mr Bianchi," you tell him. "You are not special or different. Your mind, and the mind of your cousin, are failing minds, defective models that cannot function normally so you get by pretending you're superior to others when really, you're just plain inferior. You couldn't be normal if you tried Ken. You don't have the basic abilities to exist in normal society which is why you never will. You're a mental defect and because of that you'll be looking at these stone walls every minute of every day for the rest of your life. I hope it is a long one."Bianchi just sits and smirks at you but for once he has nothing to say.
DM: "I've heard enough," you announce. Ending the interview you and Richards abruptly walk out of the room, leaving Bianchi squawking in protest behind you. You and Richards don't discuss the interview until you are safely back in Rochester - once there the best you can conclude is that Carmen, Wanda and Michelle do not closely match the preferred age of most of Bianchi's victims or aspects of his MO such as torturing his victims or dumping their bodies in hills. For now, you keep him as a suspect and pursue other leads.

DM: You step north. Nothing happens, so you must have gone the right way. What next?
Player: South

DM: Ravana was outraged to see her sister mutilated (and humiliated). Surpanakha described all that happened. Ravana was interested when he heard that Sita is the most beautiful woman in the world, Ravana decided to abduct Sita. Rama loved Sita very much and could not live without her...
Player: What happens when Ram goes into the jungle?
Player: I dont get it! back to background
Player: Previous

DM: You follow the Colons to the hospital where both are treated for their injuries - both recover with time. Miguel is quietly buried without ceremony, as far as you know not a single person except for a priest and a grave-digger attended his funeral. With Miguel in the ground your investigation into the Alphabet Murders continues to lose steam. Many years pass and you and Richards solve many other cases together but the pictures on your desk of the smiling Carmen, Wanda and Michelle continue to haunt your thoughts.Dr Church has long since retired but one of his successors, Dr Amiya Penn, develops a keen interest in the case. She undertakes some research of her own and comes to the conclusion that Dennis Termini, the Garage Rapist, is the most likely suspect. "He killed himself just months after the last murder and then they stopped," the young lady, who has taken to hanging around your office, tells you one day. "If he wore his firefighter's uniform, he would have looked like a sufficient authority figure to persuade the children to enter his car." "All of Termini's rape victims were aged sixteen to eighteen though Amiya," Richards tells her. "The Alphabet Murder victims don't fit his MO."Dr Penn won't be dissuaded however and one day she talks to you in private about the matter. "We still have the killer's DNA recovered from Wanda right? Well Termini was buried, not cremated. If you apply for it, we may receive permission to exhume his body in order to extract a DNA sample from his remains for comparison to the Alphabet Killer's DNA. I would need your support though for the application to have a good chance of being approved."
Player: Apply to have Termini's body tested
DM: You support Dr Penn in applying to have Termini's body tested. A judge approves your application and on a drizzly autumn day the man you once traded shots with is dug up. You prefer not to be present for the messier parts of this procedure but Penn extracts some DNA and runs the test. To her disappointment Termini's DNA and the DNA of the Alphabet Murderer prove not to be a match - though at least that means you can cross Termini off your list of suspects. Dr Penn goes back to re-examining the case and your own investigations continue.
Player: Proceed

DM: You notice Number 13 and Jerry Pimpavelli, another cult buddie, is sitting aroud doing nothing. You go up to them and join in the slacking. Number 13 is talking about how unfair he thinks the school elections were and how he thinks they were fixed. After a few minutes, Mrs. Fuddmeadow tells you to do something -- you can't just sit around and talk!What to do now:
Player: Go outside to the track
DM: It's a farily nice day, so you go outside to the track and look around. You see your classmate, Johnny Jimclass stretching. He asks you, "Ummmm ... you wanna race?" What do you do:
Player: Do Something Other Than Track
Player: Sit and talk with your friends
Player: Tell Mrs. Fuddmeadow you are sick
DM: You decide to tell Mrs. Fuddmeadow you are sickYou walk up to her and tell her you have an awful stomach ache. She says, "Hmmmm. You might want to see the nurse." She gives you a pass to go see the school nurse. What would you like to do now.
Player: Stop by the Senior Study hall in the cafetiera to see your friends
DM: You decide to go to the cafeteria and see your senior study hall friendsYou stop by the cafeteria and look around. The only notable senior there is Adam O'Malady. He has his Marine Corps boots on the table and is smoking a cigarette. You nod to him and contiue on your way to the nurse's office

DM: Feeling tired after hearing so much confusing testimony you go home and the next day Inspector Abberline calls on you. He looks tired too."We've now got at least a dozen witnesses including a pony who may have seen the killer and I'm not sure any of them are reliable," Abberline tells you, shaking his head. "Apart from the bodies we've got precious little physical evidence and the public are not helping: everybody has a theory. I even had to deal with one woman who kept insisting that Elizabeth Stride was her sister until two of my officers found her sister living alive and well in a nearby street. Still, out of all the witness descriptions of the men with Elizabeth Stride on the night she was killed who sounds most likely to be the murderer?"
Player: You tell Abberline about the stout man in the suit who Stride was seen kissing
DM: Abberline listens to your description and sighs."A little man in a suit with a sailor's hat with dark hair and mustache who was embracing and kissing Mrs Stride in front of a crowded pub and in a busy street? I think he sounds more like a boyfriend or client than a potential killer to me and besides he'd left the scene by midnight when the other men were seen with Stride."Your poor detective work damages your Reputation.

DM: You are punished by a thwack from the driving whip against your chest. The lady tries to get the doctor to be gentle to you, but you all know that if you take too long, the farmer might not be ok. Therefore, the lady holds your head still while the doctor jumps onto the cart and takes up your reins. Then he yanks as hard as he can on your soft mouth and you stumble back. They harness you up, with the bearing rein so tight you can barely move, but you feel it is justified due to your appalling behaviour earlier. Understanding the rush, you:...
Player: Calm down
DM: As everything is finally settled, it is time to set off. The doctor snaps his whip onto your back, and you jump forward. Pulling with your whole strength, you begin to walk, spooking at the trundling cart behind you. You eventually settle into a ground covering trot. Eventually you get there. The doctor pulls your reins and you stop. However, the cart crashes into your hocks, as you are a different shape from the original horse for the job. You start forward again. The doctor pulls the reins again. Do you....

DM: When I was seventeen, I saw some posters on the wall.They told about the Valentine's Day dance tomorrow. I was bursting with excitement, until I remembered that I had to ask someone out. Oh God.When I went home that time, I lay down on my bed, thinking about who to go with.
Player: Go stag
DM: It was the day of the dance, and I saw Kate over at the snack bar, taking a cookie. She took a small bite, then waved to me. I smiled.She went up to me. "Hey, Aiden," she said. "Wanna dance?"I felt my cheeks turn hot. "Uh, sure," I replied. Kate pulled me over to the dance floor. "Come on!" she urged, spinning around.At first, I wasn't sure how to dance. I kept on stepping on Kate's toes by accident. It was a disaster, but Kate didn't seem to mind. Almost all the boys and girls went to the side when a slow song came on.The remaining people gave up after a while. Only me and Kate were left. Everyone crowded around us and watched us dance.When the song was over, Kate blushed and pulled me over to kiss me on the lips. All the people cheered. Kate whispered in my ear, "I love you."

DM: More years pass and by now you and Richards are approaching retirement age. Dr Penn takes over most of what remains of the active part of the Alphabet Murders Investigation and one spring day rushes into your office with exciting news. "I've just heard from a colleague with the Nevada State police that they have arrested a man called Joseph Naso after finding evidence linking him to the murders of at least six women in California over a period of seventeen years. They are certain he is The Alphabet Killer."You are sceptical. "Why?""Listen to this," Penn tells you. "His victims' names were Roxenne Roggasch, Carmen Colon (!), Shareia Patton, Sarah Shapiro, Pamela Parsons and Tracy Tafoya. RR, CC, SP, SS, PP and TT! All OF THEM were sex workers who were raped, strangled and their bodies dumped. Finally, I have checked the records: Naso was born here in Rochester and regularly visited relatives here at the time of the Alphabet Murders. He was in his late thirties then. He hasn't confessed, in fact he refuses to communicate with authorities, but his DNA has linked him to the victims as does a diary he wrote which was found at his home."Richards glances at you with raised eyebrows.
Player: Go to Nevada to investigate further

DM: You, Richards and Penn fly out to Reno where Naso is being held - on the way Penn provides further details of his crimes. "The locals call him 'Crazy Joe'. His first victim Roxanne Roggasch was eighteen, Carmen Colon, who has precisely the same name as the first victim of the Alphabet Killer, was twenty-two, Shareia Patton was fifty-six, Sarah Shapiro was thirty-three, Pamela Parsons was thirty-eight and Tracy Tafoya was thirty-one. His first victim was killed four years after Michelle Maenza's death and his last one was killed seventeen years ago. He probably stopped because of his age, Naso is nearly eighty now, though in good health."You take on board all this information and at the prison in Reno arrange an interview with Naso. It turns out to be a waste of time: the tough old man sitting facing you, bald except for wisps of white hair, completely refuses to talk to you even when you explain it would be in his best interests to do so; he just stares at you with unfriendly eyes. Eventually, getting nowhere, you end the interview and Reno officers allow you to examine Naso's diary detailing his crimes."We were able to identify his victims through his diary entries, he also describes killing four other women whose identities we haven't been able to confirm yet," one officer tells you. "DNA evidence recovered from Roggasch, Colon, Parsons and Tafoya have matched Naso's DNA - in the cases of Patton and Shapiro Naso's diary describing where he buried their bodies is the only thing that we have that identifies him as their killer. He's refusing to communicate with us at all."Penn nudges you. "We could request a copy of Naso's DNA to compare with the Alphabet Killer's DNA recovered from Wanda's body," she whispers to you.
Player: Ask for a DNA comparison
DM: You ask for a copy of Naso's DNA to compare to the Alphabet Killer's DNA. The Reno police are happy to help and Penn runs the tests. You are all disappointed when it is confirmed that Naso is definitely not the Alphabet Killer you are looking for, though apparently he is a seperate Alphabet Killer in Nevada. Disappointed you return to Rochester and resume your investigation with dwindling hopes.

DM: You have become one of the 1,514 victims of the Titanic disaster. That is the population of a small town.Like all the other victims you died in water so cold it paralyzed all thought processes except the desire to get out. Those who were not drowned, crushed or suffered fatal heart attacks from the cold would have struggled in increasing agony and terror for twenty or thirty minutes before dying of hypothermia. As well as wiping out the most famous members of American and British society it hit the poorest too: in Southampton where hundreds of the crew came from 20 families in one street lost relatives.With the Titanic the peaceful confidence of the Victorian era was over and the disaster itself was just the first of a series which would include both World Wars, Communism and 9/11. The world would never be the same again.

DM: Chief of Rochester City Police Tracey Beil looks up as you step into her office on the day of your retirement."I can tell you the name of the Alphabet Killer," you announce.The Chief raises an eyebrow and waits as you nervously clear your throat.Whose name do you say?
Player: Dennis Termini
DM: "Dennis Termini," you declare."A DNA comparison test using DNA recovered from his remains was found not to match the known DNA of the Alphabet Murderer," Beil tells you gently. "Detective, you have served this community for many years. I think it is time that you enjoy your well-earned retirement."After all this time and effort, you feel you have let Carmen, Wanda and Michelle down.You know that even after you retire the victims of the Alphabet Killer will haunt you to your grave.

DM: Ok, Dave is outside his office. He's extremely exposed in this hallway. He needs to go somewhere quick. Go down the hallway toward the stairs. Go down the hallway toward the elevator. Go into the bathroom just across the hall. Duck into Charlie Murphy's office.
Player: Bathroom
DM: The bathroom for Comedy Central stars like Dave Chapelle. Man, this place is a dump. Wait, check that, damn, someone took a dump in here! Damn! Where's that Mexican cleaning lady? She ought to be getting this place back together. They offered him $50 Million dollars, but they can't get him a private bathroom. How jacked up is that shit (no pun intended)!?Should Dave take a piss or move on?

DM: You look through fuzzy eyes at the handle on the wall beside your strangely shaped bed. Without the cloth strap holding you in place, you keep shaking about, and it is hard to grab hold of it. You notice out of the corner of your eyes that the sea seems to be very close to your strange bed now.With a maximum of effort, you manage to grab hold of the handle and pull on it. Suddenly the wall opens up! It swivels away from you, and the next thing you know, you are flung off your bed and through the opening!
Player: Off a cliff
DM: As you strike the ground, spinning and rolling down a steep hill, you wake up. You realise that you have just fallen out of a car, which was roaring down a steep incline, towards a cliff, looking out over the ocean.You also realise, as the car flies past you and off the cliff, that you are tumbling too fast to stop! Too late, you reach out to try and grab hold of something, anything, and then you are sailing out into the air!For a moment, you look in awe at the ocean, waves crashing upon jagged rocks far below you, and then you plummet to your death.Well, better luck next time! If only you had managed to slow yourself down, even if only a fraction!

DM: Congratulations!You have completed "Arakhan's Vengeance.""Resistance Ending"Ending 2 of 5.Continue to seek out further secrets in order to discover the other endings!

DM: "Come on!" you say. "We're moving slowly through.""No!" the cannibal says in a gargled, terrified voice. "Please, please, I don't...!"You raise the glass shard, and it steps back, but continues to shake its head. You sigh, knowing you won't convince it to stop. You shake your head, continuing by yourself.You move slowly forward, walking ahead. You gently push one of the light corpses out of your way, as it sways aside to let you walk through. You wince, closing your eyes in terror as you push your way through the crowd of corpse children. However, the children begin to spasm and turn, shaking from their hooks. Their rotting hands awaken, fingers wrapping around your limbs and shoulders, shoving you backwards as you nearly fall. The creatures begin to shove backwards, although they're not truly harming you.
Player: Flee
DM: You quickly dart out of the group, hurrying out of it. The children seem pleased by this, shoving you out of their grasp back the way you came. You slam to your knees, skidding across the floor as your head knocks against it.You groan, before slowly standing. You look at the tiny, rotting corpses, but they've stilled, hanging their and swaying ever so softly. You hear a soft, eery tune on the wind, and hurry to get away as the childlike voices sing their song. You look up at the cannibal, who stands there, looking down at you in terror."I'm sorry," he mouths wordlessly. "I was scared."You raise the glass shard threateningly, snarling at him. He steps back in terror, before you realize there's no use torturing a mentally troubled bastard, no matter how cannibalistic."Let's go back," you say, turning away as you head back the way you came, until you're standing outside your room.

DM: The world feels empty. So lacking, so listless, so full of nothing but wasted potential. It feels strange to look upon such a place.A battle was fought here, once, long ago upon this barren ground. Nothing remains of it now. Even the bodies have long decomposed.The trees are twisted and dead. Burned black by the lightning which rained down from the heavens. There is nothing here anymore. It almost seems as if you are completely alone in the world. But who wants to be utterly alone? Can you live? Can you breathe? Can you survive?
DM: You cannot breathe. Your body will not obey you. Perhaps you have long forgotten how, or maybe it is no longer possible. No air to breathe anymore. The enemy used chemical gases at the end of the war, burned our humanity alive.Surely, you cannot be alive. Yet you exist, you think, you can see......and you can choose.

Player: Stop trying at all
DM: It is useless to try to breathe in this suffocating climate. You stop, and feel almost as if your body is relaxing. At this point, you become aware of something taking place around you. You are moving; drifting, rather, as if carried by the wind.
Player: Let yourself drift forward
DM: Time passes by with no meaning. You feel yourself move forward as the minutes drag into hours, and the hours drag into days, and the days lengthen into weeks. There is nothing to sustain you. Your body shuts down of its own accord long before the numbness spreads through your mind.The last few seconds count down to nothing, and you cease to be. There is no body, no thought, no life, no you. You lose any sense of self-identity or purpose completely. There is no darkness, no light; only a yawning black hole of nothingness which gradually swallows you up.You expire here, without hope or purpose, upon the barren plains of a dead planet.Ending 1: End Of All HopeYour life never had a chance to begin.Would you like to try again?

DM: You make an effort to breathe, to suck in air. It is useless. Why should you bother? A feeling of helplessness washes over you, and then gradually recedes.At the same time, you become aware of something taking place around you. You are moving; drifting, rather, as if carried by the wind.
Player: Let yourself drift forward, without hope

DM: You travel slowly, and time has no meaning. You can hardly move your body at all, or what passes for your body at this point. Your limbs feel numb, but there is a certain freedom which envelops your mind.There is no change in the surrounding climate. Everything repeats, from the landscape before you to the lack of air or life upon the surface of the world.Nothing is going to change.
Player: Wait for the current to pull you forward
DM: The current brings you forward across the surface of the earth, and you feel the wind suddenly pick up and strike you. You are propelled towards the ground with alarming speed. The rocks rise up towards you, sharp and cracked with decades of erosion.You feel your heart race in your chest. It's an unfamiliar sensation.
Player: Try to dodge the rocks as you fall
DM: You try with all your might to steer yourself away from the jagged rocks waiting below, but you can barely move your body at all. It feels like you are trying to move through tar. The wind is strong and rebuffs any movement you make, sending you back towards the rocks. Only precious seconds remain before you will crash into them.Faster and faster. You can see them so clearly now. Every little detail, every little piece of them, all clustered together like a makeshift sculpture.
Player: Your body smashes into the rocks

DM: You find it surprisingly easy to push back against the flow of the current. The wind has weakened somewhat and you soon find yourself drifting away in the opposite direction. Even this small action enables you to gain some element of control.It would be nice to be able to live again.
Player: Force yourself to stop drifting completely
DM: Abruptly, you force your body to maintain equilibrium. The wind does not stop, but you stand firm and keep it from pushing you any further back. It requires more control and effort than you realised. Standing your ground becomes quite a struggle.

DM: You make your way in to the living room and glance around. It seems empty at first, but then you change your mind because you see something hiding behind the curtains. It can only be one thing.A ninja.What are you going to do now?
Player: Go back to your room
Player: Stare blankly at it.
DM: You stare at the capybara, and it stares right back. In fact, it doesn't blink at all. After a minute of just looking at it, you realize that it is just a stuffed animal that has some fluff on it's mouth. How silly of you.
Player: Go to your kitchen.

Player: Let yourself fall unhindered
DM: You willingly allow yourself to plummet towards the deadly rocks far below. Your mind was numb before, so there seems no rational reason to simply let yourself...die. Unless you thought for a moment that this wasn't real, that this wasn't going to happen, that this couldn't happen to you.But it is happening. Perhaps death means nothing to you, or perhaps you felt that you were never truly alive.They say that life is too precious to throw away so easily. Unless you are absolutely sure, this is not a decision to make lightly.
Player: Change your mind and shield yourself with your hands before impact
DM: Your reaction is to shield your body with your hands in preparation for impact. There is no avoiding it. You can see the jagged rocks coming up rapidly now, close enough to see every speck of dirt on their surface.You can also tell that at the speed you're going, protecting yourself with nothing but your hands isn't going to make a bit of difference.Terror washes over you as you fall towards the deadly rocks, looming larger and larger in your mind's eye. Death. You fear death, or at least your body does. Does that mean you still have some sense of being alive?There is no longer any time left.

DM: Nothing is going to change. You feel yourself slow down, strangely, the wind dying down around you. It seems so silent all of a sudden. Below you, the wind picks up suddenly and passes you by, sending particles of dust across the plain. You barely notice it.There is silence, and you feel almost as if you have lost the ability to hear, for the impact of complete and utter silence is earth-shattering. There is no sound so piercing as the sound of nothing at all.
Player: Listen to the silence
DM: You listen to the sound of nothingness all around you. It envelops you. Clings to you. Embraces you. Complete and absolute silence, clutching at the last vestiges of your sanity and slowly pulling them away, piece by piece. The impact is both comforting and frightening in equal measure.The wind has become totally silent. You are no longer drifting, but stuck in limbo.You cannot hear the sound of your own breathing or your own heartbeat. There is little evidence that you are alive at all. Even so, you strain your ears to listen. You listen, and listen, and listen...The absolute silence threatens to swallow you up completely: mind, heart and soul.
Player: Try to focus on the wind again
DM: You wait for the wind to reach you, but it has already passed you by. Nothing else happens, except that you can hear the faint sound of the wind from a great distance away. If you had some control over your body, perhaps you could follow it.Anything would be better than staying here in this void of dead silence.
Player: Follow the sound of the wind
DM: You gradually drift back to where you were before. Within seconds, the wind starts to push you forward again, buffeting you back and forth uncomfortably. It would be simple enough to push past the wind completely before it can gain momentum.
Player: Let it take you away

Player: Let yourself continue to drift in this direction, against the wind

DM: You wait. Nothing is going to change. The sound of the wind passes by your ears, or what passes for ears; you feel a slight movement, but nothing more. What little energy you had until now is slowly being sapped away by the never-ending emptiness of the barren world around you.Slowly, you close your eyes.
Player: Let yourself drift without meaning

Player: Push back against the wind once more
DM: Taking advantage of this opportunity, you break through the wind completely and force your way towards the other side. A strange feeling is pulsing through your body, and you discover that it is no longer so difficult to move by yourself.Somehow, your muscles are now more responsive to you. Your limbs will still need some more work, but for whatever reason you are gaining greater control over your own body.Without the wind to support you, however, there is no longer anything keeping you in equilibrium. You are beginning to fall towards the surface of the earth. The ground rises up towards you at a dangerous speed.
Player: Try to find a way to maintain your current altitude
DM: The only way of maintaining your current altitude which comes to mind is to find another wind current, powerful enough to keep you airborne. As you fall, you sense a tiny gust of wind rush past your face, barely noticeable. You reach out for it and feel it move through your fingers. The current changes direction and moves beneath you.Within seconds, you are relieved to feel yourself slow down. That isn't all, however: the wind current is powerful enough to take you away from this part of the landscape altogether, and you are soon travelling away at a considerable speed. Unlike before, however, you feel that you are much more in control of where you are going.
Player: Ride the wind

Player: Let the wind take you further away, hoping that you can break away from the current
Player: Shield your body with your hands to protect yourself
Player: Your body smashes right into the rocks

DM: The first thing that strikes you, curiously enough, is the sensation of everything coming to an abrupt stop. No more movement. No more drifting, endlessly, through an abundance of dead space.After that, you hit the rocks hard enough for them to tear through your flesh and transform your body into a bloody mess across the surface of the earth.Or so you would have thought.There is pain, certainly. It washes across you in waves of unrelenting agony until you can barely see straight at all, but it doesn't seem to last very long - or rather, it doesn't seem to matter so much. Looking back on it, the real scare might have been if everything really did come to an end. The pain doesn't matter, until it makes you pass out. Pain is what warns you of the danger, after all.What you didn't expect was for your body to pass through the rocks relatively unharmed, as if you were nothing more than a ghost.No blood. No wounds. No broken bones.Just lots and lots of pain.

Player: Try to find some way to slow your descent

DM: You decide to go the the Lost Stuff Place. But then you realize its 20 miles away, and your can't drive your car because your keys are gone.
Player: Do Grand Theft Auto style and steal a car
DM: You walk out into the street until a decent car drives up. You wrench open the door and kick out the driver. Well, you have a car now. What do you want to do?

DM: You snap your eyes open, almost overcome by a sudden fear that you could lose yourself here. There is nothing here at all. Nothing but your own thoughts, your own nightmares, your own pain and hopelessness...and the sound of the wind.The wind has now passed you by, but you can still faintly hear the sound of its passage. If you had some control over your body, perhaps you could follow it.Anything would be better than staying here in this void of dead silence.
Player: Change your mind and try to evade the rocks

DM: Determinedly, you repel the force of the wind as it tries to jolt you away from your position. For several seconds, you are buffeted to and fro and fear that you will lose your balance at any moment, but your patience pays off. The wind cannot keep up forever at this altitude, and eventually dies down into a calming breeze.You find yourself curiously at ease now that the wind has let up. It has not disappeared completely, but you no longer feel the tension and hopelessness from before. A strange feeling is pulsing through your body, and you discover that it is no longer so difficult to move by yourself.Somehow, your muscles are more responsive to you. Your limbs will still need some more work, but for whatever reason you are gaining greater control over your own body.Without the wind to support you, however, there is no longer anything keeping you in equilibrium. You are beginning to fall towards the surface of the earth. The ground rises up towards you at a dangerous speed.
DM: At the speed you're plummeting to earth right now, there is very little you can do to slow your inevitable descent. The wind was the only thing keeping you up. It brings an idea to mind, however: what if you could find another strong current to slow your fall?Unfortunately, that isn't something you can easily summon to hand. You will just have to be lucky.
Player: Try to grab on to something instead
DM: There is nothing you can grab on to at this altitude. You flail fruitlessly in mid-air as you fall faster and faster towards the ground, still desperately trying to cling to any visible support. Even the wind fails to pick up again and save you from this fate. You plunge towards the earth, unable to stop your descent.

DM: As Dave opens the door to the bathroom, he notices a Comedy Central studios tour passing by and going up the stairs. He thanks God that he was able to avoid a big crowd like that. That surely would have been the death of him. The lobby is clear! Time to make a break for it!
Player: Clear Lobby
DM: He enters into the lobby of the building. At the end of the lobby are the revolving doors. There he is home free. The only person in the lobby is security guard at the desk. It's an older looking black man with gray curly hair. Now, to slip past him. Dave starts to walk, and the guard says, "Mr. Chappelle, could you come here a minute?" Does Dave stop to see what he wants or make a run for the exit?

DM: Construction goes swiftly and smoothly at first, and the elaborate system is soon nearly ready for installation in the field near your house.Unfortunately your own precious cat Snowblob vomits a hairball (and possibly part of a half-digested mouse...) onto the last page of the blueprints while you're out buying parts, so you're going to have to do this final bit by memory. There's a row of wires that have to be connected to a vital part of the Cat-a-punter, and it needs to be done in a particular order. The wires are red, orange, yellow, green, blue, and violet.Some details you recall about the order they go in: ***The red wire does not go at the top, nor at the bottom. Yellow is directly above blue. The green wire is on either the top or the bottom.Blue is above red. The orange wire is next to the green wire, and not above violet. The violet wire is not next to the yellow or green wires. ***Piece of cake, right?First: BlueSecond: Third: Violet Fourth: Fifth: Sixth:
Player: Is that right?
Player: Yes! Really completely absolutely positively!
DM: Alrighty then, if you say so. The main core of the Cat-a-punter is complete, but you can't fire it up for testing until it's fueled. A unique feature of the machine's design is that it runs entirely on biofuel made from catnip. The divinely given formula for this fuel is so highly efficient and simple to make it will undoubtedly solve the world's energy crisis, but right now you've got a bunch of cats to stack so you'll tell a scientist about it later. You head on over to the biofuel tanks you set up earlier.

DM: You let yourself fall, plunging faster and faster towards certain death where the jagged rocks await you. Time seems to slow down all at once, and you feel your eyes close in preparation. The pressure mounts in your ears, and soon there is no time for anything anymore. Even past memories fail to resurface. You can barely think at all.You steel yourself for impact, but it never comes. Instead, you are aware only of time slipping away from you altogether. You find that you can no longer open your eyes.
Player: Fall forever

DM: As you listen to the infinite silence, the emptiness begins to seep into you. Deeper and deeper it sinks into you, expanding to fill your mind and engulf your senses. Before long, you start to feel as if you too are part of the void. You continue to listen, and time passes you by endlessly.You begin to hear strange voices from beyond the silence. They must be calling out to you. You hear no words, only sounds without meaning. They must be speaking to you. Comforting you. Keeping you company. You cannot put words to what they are saying, but you feel almost content in their presence.The silence continues without end. What little energy you possessed is gradually leeched from your body and mind.

Player: Continue to let yourself fall unhindered

Player: Fall

DM: Your instinct is to protect your head and body with your arms defensively. As the ground rushes up towards you, you have just enough time to perceive that at the speed you're going, it won't make much difference whether you try to protect yourself or not. Nevertheless, you decide to make the best of the situation and brace yourself for landing. It will not be a soft one.
Player: Make impact

DM: You travel for some distance, before feeling a lapse in the currents which guide you. They seem to be weakening as you travel further and further across the barren landscape below you. Perhaps it is a change in the temperament.At the same time, you feel a strange energy passing through your body. With the wind gradually weakening, you find that your body is much more responsive than before. You can even move your limbs to some degree, though the wind still restricts what you can do.As the current starts to lose strength, you find that you are gradually falling down towards the ground at a gentle speed.You have almost gained full control over your body now. Perhaps you can manipulate the wind to navigate exactly where you will land. The ground is barren and dead, but there are several landmarks of note.
Player: Aim for a landing on the hillside
DM: You reach the side of the hill within half a minute, your feet touching down upon burnt grass. It's a surprisingly pleasant feeling, considering that you haven't experienced the touch of anything against your skin for many decades. Before you can do anything else, however, the wind unexpectedly picks up, as if sensing you are no longer in its control.There is no time to brace yourself for it. Within seconds, your body is thrown back roughly and you hurtle down the slope at a dangerous speed. Sharp rocks and pebbles are sent flying in your wake, and you can find virtually no support anywhere.
Player: Protect yourself with your arms to prevent any further damage to you

Player: Aim for a landing near the cliffs up north

DM: Ravana was furious with Rama and he gathered his monsters together to fight him. However, Ravana's brother Vibhishana was not on Ravana's side. He felt that Sita should be returned to Rama and since Ravana refused to do this, Vibhishana joined Rama in the fight against Ravana. Hanumana especially took to the battle with vigor(see picture)
DM: Enter Hanumana ( or Hanuman...see picture)Hanumana single handedly went into Lanka and took on the several soldiers. His tail was set on fire and using this to his advantage he set fire to the whole kingdom.Then he went to the sea and extinguished the flames from his tail in the water. Hanuman went to Rama and a plan to rescue Sita was devised.
Player: The battle that raged

DM: No colors anymore, I want them to turn black.I gather charred timber, kindling and fodder. I stack them around the stone. With flint and steel, I set them alight so the soot may paint the red stone black.Sometimes... things just need painted black.

DM: You continue to plummet towards the ground. Luck does not seem to be with you after all. The only thing left to do is to protect your body with your arms in the hopes that you will survive the fall. You prepare yourself for the worst...All of a sudden, you sense a tiny gust of wind rush past your face, barely noticeable. Hardly daring to hope, you reach out for it and feel it move through your fingers. The current changes direction and moves beneath you.Within seconds, you are relieved to feel yourself slow down. That isn't all, however: the wind current is powerful enough to take you away from this part of the landscape altogether, and you are soon travelling away at a considerable speed. Unlike before, however, you feel that you are much more in control of where you are going.

DM: You are called AAAA
DM: A
Player: B
DM: B
Player: x
DM: AX
Player: u
DM: AAU
Player: m
DM: AAAM
Player: l
DM: AAAAL
Player: b
DM: AAAAAB
Player: s
DM: AAAAAAS
Player: s
DM: You are called AAAAAAAS

Player: Kick out with your legs to try and slow yourself down
DM: You lash out with your legs and encounter only rocks and dirt. It helps to slow your fall somewhat, but it's difficult to kick out when you're falling down the hillside so fast. You try to dig your heels into the earth, and it's some time before the resulting friction slows you down to the point that you are no longer in danger.Before you can do anything else, the hillside starts to shake and tremble beneath your feet. You are thrown off balance and fall a short distance to the ground, slightly bruised but mostly unhurt.You scarcely have time to think before you realise that the entire hill is moving.

Player: Try to grab onto the grass to stop yourself from falling
DM: You clutch at the grass on the hillside, clumps of it coming apart in your hands. Even so, the friction generated helps to slow you down to the point that you are no longer in danger. You dig your fingers into the rock and hold on for dear life, feeling yourself gradually reach a welcome stop. The stones scrape painfully against your skin, but you are able to stop yourself from falling.Before you can do anything else, the hillside starts to shake and tremble beneath your feet. You are thrown off balance and fall a short distance to the ground, slightly bruised but mostly unhurt.You scarcely have time to think before you realise that the entire hill is moving.

Player: Hit the bedroom!
DM: You toss and turn for several minutes before you finally decide it's not the time to sleep. The sound has left. Must've been a dream.
Player: Go outside and check
Player: Storage Room
DM: It's extremely dark. You cannot see anything.

Player: Try to communicate with the beast
DM: There are a few different methods of communication you can try. In the ten seconds remaining to you until the monster eats you, you only have time to try out one of them.
Player: Give up on trying to communicate and run away from the monster

Player: Roar at the creature

Player: Attack the beast head-on with your fists
DM: You charge at the massive beast with your puny little fists in a decidedly foolhardy and certainly suicidal course of action. The creature before you is literally as big as a hill - and that's just its head. Possibly not all of its head, because the beast seems to be partially submerged in the earth.Another eye flicks open, and then another, and another. Close to a dozen eyes open out to stare directly at you.Honestly, you don't know what you were thinking, but this really wasn't a very good idea. Since you've decided to do this, you might as well follow through with it.
Player: Forget about fighting a beast which is the size of a hill and just run away now

Player: Speak to the creature in your own language
DM: You open your mouth to call out to the creature - but no sound emerges at all. Instead, what happens is altogether more bewildering. It feels like a mystical force has erupted from your mouth, surging through the air and knocking down everything in its path.The force of your soundless cry crashes right into the beast, and several pairs of eyes swivel round to stare at you. As far as you can tell, your action had no effect except to irritate the creature.Startled at what just happened, you try to call out again, but now you find that now you cannot speak at all. You have no voice with which to speak. In hindsight, perhaps it should not be surprising that you appear to have lost your voice. It has been so long since you have thought to try speaking at all. It may be a temporary loss. As to where that strange hostile force came from, however, you have no idea. It seems to be gone as well.Right now, that's not your main concern. You now have the beast's full attention, which is hardly a good sign. You suspect that the only reason it hasn't devoured you yet is because it is still waking up.
Player: Run away whilst you still can

DM: Vahallia, Plains.SB-01776454934 walks past the corpses and destroyed tanks, towards the Sphere.RESTThe voice screams, but softer. He's glad. He marches next to thousands of others like him into the Sphere, to his... the place where he lives. It is not a home. A small, honeycomb nest covered with fires to support his various cybernetics. He will rest for now. The war will turn to space, so he may rest.
DM: Chapter III: Sailors of the VoidThe defenses for Apollo's Ring are immense. The civilians are evacuated, and a blockade is formed of the best vessels under your command. Probiscan Warships, Moogli Wide-Eyes, Creator Space Stations, Remnant Destroyers, Tarn spacecraft, Human and Clone Warships, Garavan War Vessels, Chosen Crusade Vessels, Mundar warships, Antimite Dreadnoughts, Brain Bug Destroyers and Scairtt Vessels. It seems you'll be able to hold off the Chykri advance. At least, you'll be able to hold them off for now, hopefully. You begin organizing a defense, mostly handing over details to Grand Admiral Yarcel, who has taken control of Apollo's Ring.

DM: Each of the creature's eyes are bigger than your head. You swing your fist and punch an eye, or at least part of one. It feels exactly like trying to hit a brick wall, and pain courses through your hand at once. The monster doesn't even notice what you were trying to do. (What were you trying to do?)Instead, the beast's gigantic fanged mouth opens larger as if to swallow you up completely. If you don't do something quickly, then you're going to be its next meal.
Player: Just run away as fast as you can

DM: You take a flying leap onto the creature's body, trying to dodge the many eyes that are popping up all over the place. Considering that the monster is covered with spines, this turns out to be a bad idea. You are forced to jump very precisely in order to dodge the spines, and in doing so lose your balance and start to fall.As you tumble to the ground, the beast's gigantic fanged mouth opens larger as if to swallow you up completely. If you don't do something quickly, then you're going to be its next meal.
Player: Attack one of the creature's eyes
DM: Each of the creature's eyes are bigger than your head. You swing your fist and punch an eye, or at least part of one. It feels exactly like trying to hit a brick wall, and pain courses through your hand at once. The monster doesn't even notice what you were trying to do. (What were you trying to do?)You feel a strange force pull at your body, and realise that you are slowly being dragged towards the beast's gaping maw. Time is running out. If you're going to run, then do it now.

DM: Building up your speed, you spring around to the back of the creature's body. There is one main problem with this course of action: the monster in front of you is literally the size of a hill, and it will take you at least ten minutes to get around it.Nevertheless, you give it a shot and make it about a fifth of the way round. Eyes are opening everywhere. There must be dozens of them now, making for a very disturbing sight indeed. Each and every one of them are focused on you.To make things worse, a second gigantic mouth is converging on you. It doesn't matter which side you attack from: if you're too close, the creature could easily devour you whole. If you don't do something quickly, then you're going to be its next meal.
Player: Jump onto the creature's body and attempt to find a weak spot
DM: You take a flying leap onto the creature's body, trying to dodge the many eyes that are popping up all over the place. Considering that the monster is covered with spines, this turns out to be a bad idea. You are forced to jump very precisely in order to dodge the spines, and in doing so lose your balance and start to fall.You feel a strange force pull at your body, and realise that you are slowly being dragged towards the beast's gaping maw. Time is running out. If you're going to run, then do it now.

Player: Circle round to the creature's rear to take it by surprise

DM: You open your mouth to roar at the creature - and no sound emerges at all. Instead, what happens is altogether more bewildering. It feels like a mystical force has erupted from your mouth, surging through the air and knocking down everything in its path.The force of your soundless cry crashes right into the beast, and several pairs of eyes swivel round to stare at you. As far as you can tell, your action had no effect except to irritate the creature.Startled at what just happened, you try to call out again, but now you find that now you cannot make a sound at all. You have no voice with which to speak. In hindsight, perhaps it should not be surprising that you appear to have lost your voice. It has been so long since you have thought to try speaking at all. It may be a temporary loss. As to where that strange hostile force came from, however, you have no idea. It seems to be gone as well.Right now, that's not your main concern. You now have the beast's full attention, which is hardly a good sign. You suspect that the only reason it hasn't devoured you yet is because it is still waking up.

DM: You flail your hands around fruitlessly at the colossal creature bearing down on you. Several pairs of eyes swivel around to stare at you, attracted by your colourful movements. It seems that you have succeeded only in gaining the monster's full attention, which is hardly a good sign. You suspect that the only reason it hasn't devoured you yet is because it is still waking up.

DM: You circle number 11 as your answer...You close you eyes and hope that you don't explode....After a second, you begin to relax, but then you hear an explosion from behind you! The teacher laughs and says, "Looks like someone picked answer number 13 again."The students are all silent, beside the one student who is now crying. After a moment, everyone starts on the test again.Good job! you picked the correct answer.Now, on to question 2...
Player: Question 2
DM: Question 2.....You begin to read the question, but the all the noises makes it difficult for you to concentrate. Several people are screaming, as their collars beep.After a moment, you begin to read the question.A Nucleus is in the center of an atom.A Nucleus consist of.......1) Protons2)Neutrons3)Electrons4) Protrons and Electrons5) Protons and Neutrons6) Electrons and Protons7) A Nucleus is not a term in Chemistry. A Nucleus is only in Cell Biology and it holds DNA. A few bomb collars go off as you try to figure out the answer.
Player: 2
DM: Wrong answer. Now you're dead!This is what you get for not studying!Your head is disfigured and the other students are probaly laughing at you.

DM: Wennipeg thought to ask about where she lived. He was worried that he would have to pick a different meeting place for next time. "Where do you live?""Oh, around here. You know that produce store that everyone loves? I'm just a bit further down the street," Wennipeg had absolutely no clue which store she was referring to.
Player: Wennipeg struggled to think of anything to say.
DM: Suddenly, before Wennipeg could think of something else to say, the waiter brought the check. It was small, because only two drinks were ordered. Wennipeg would have paid, but he couldn't afford to. Luckily, the woman didn't ask and covered the bill herself. Then she started putting her things in her purse.
Player: Wennipeg headed home
DM: Wennipeg was split. He wanted to ask for the girl's number, or some way of keeping in touch, but she didn't seem interested. Wennipeg also didn't want to make her uncomfortable. After standing there, blank-faced, Wennipeg hustled to his car without saying anything to the girl.As he drove home, the world began to fade again. Wennipeg was at least able to enjoy owning a car for a few more seconds.

DM: Building up your speed, you spring around to the back of the creature's body. There is one main problem with this course of action: the monster in front of you is literally the size of a hill, and it will take you at least ten minutes to get around it.Nevertheless, you give it a shot and make it about a fifth of the way round. Eyes are opening everywhere. There must be dozens of them now, making for a very disturbing sight indeed. Each and every one of them are focused on you.To make things worse, a second gigantic mouth is converging on you. It doesn't matter which side you attack from: if you're too close, the creature could easily devour you whole.Before you can do anything else, the powerful suction force on your body increases at a terrific rate. You are helpless to prevent yourself from being dragged inside the beast's colossal mouth...
Player: Be eaten
DM: The last thing you see before oblivion takes you is the clashing of two rows of razor-sharp teeth ripping through your flesh and tearing you asunder. There is a moment of agony, but it doesn't last too long. You perish here, barely minutes after your arrival, within the maw of an ancient monster of the planet.Ending Five: PermadeathYou survived the fall to the surface, but suffered a gruesome death with no possibility of revival. Your life had scarcely begun.Would you like to try again?

DM: You take a flying leap onto the creature's body, trying to dodge the many eyes that are popping up all over the place. Considering that the monster is covered with spines, this turns out to be a bad idea. You are forced to jump very precisely in order to dodge the spines, and in doing so lose your balance and start to fall.Before you can do anything else, the powerful suction force on your body increases at a terrific rate. You are helpless to prevent yourself from being dragged inside the beast's colossal mouth...

DM: Each of the creature's eyes are bigger than your head. You swing your fist and punch an eye, or at least part of one. It feels exactly like trying to hit a brick wall, and pain courses through your hand at once. The monster doesn't even notice what you were trying to do. (What were you trying to do?)You feel a strange force pull at your body, and realise that you are slowly being dragged towards the beast's gaping maw. Time is running out. If you're going to run, then do it now.Before you can do anything else, the powerful suction force on your body increases at a terrific rate. You are helpless to prevent yourself from being dragged inside the beast's colossal mouth...

DM: You grab onto Kirishima's shoulders and hold on tight. "All right, Bakugo, ready?" Kirishima says.Bakugo gets on behind you and wraps his legs around the two of you with his hands pointed down. "Ready!""Give me your best explosion. NOW!"Kirishima is suddenly hard as a rock under your hands. Bakugo causes an explosion that sends all of you flinging upward. Kirishima's hard body breaks through the many floors of the mansion until you go through the roof. Bakugo makes more explosions that steer you up and over the big fence surrounding the mansion. You all land gracefully on the safe side."There you go, man," Kirishima says. "We gotta go now before we get caught out here, bye!"You watch as Kirishima and Bakugo explode back over to the mansion.
Player: Walk away victoriously

DM: You and a handful of other crewmen heft the chest out of the hole in the ground. It was immensely heavy, and it is a miracle that the old wood chest didn't break. You carefully lower onto some level sand and knock off the old rusty lock with a swift blow of your sword.
Player: Examine the contents of the chest
DM: As you raise the lid of the chest, you find thousands upon thousands of dollars worth of gold doubloons, and other various treasure. You and your crew rejoice, as you could easily retire with the sheer amount of value in that box. You and your crew joyfully load the chest onto the ship, and sail home rich.

DM: An umbrella was both stylish and useful. Wennipeg practiced slinging it over his shoulder in the mirror. He had to admit, he looked pretty cool.The final thing to do was select a hairstyle. Wennipeg's hair was curly and messy, so it took a lot of effort to comb it over. Still, he wanted to make a good impression.
Player: Wennipeg left his hair the way it was
DM: Wennipeg looked in the mirror, and decided his natural hair wasn't too bad. He smoothed it out a little bit, and headed out for his interview.
DM: Wennipeg was very excited for his interview. He packed his car, and drove to the restaurant. When he arrived, the lady working the register was rather nice to him. Wennipeg assumed he had made all the best decisions. He went in for his interview, and did the best he could.When he was finished, he sat down in the restaurant and waited. They said they would get back to him after talking it over. Wennipeg even ordered a water, and paid 2 bucks he couldn't afford to lose.When the interviewer came back, Wennipeg sat up and smiled. The interviewer didn't smile back. She handed him a slip of paper, and left. Wennipeg opened the paper and read it. Wennipeg,Thank you for your interview. As you may know, this is a popular restaurant, and we want the best of the best to happily serve our customers. Unfortunately, you did not meet our standards. This should not discourage you from applying to a different establishment, orWennipeg didn't bother reading the rest. He had failed. What had he done wrong? He had no time to think, however. As he sat and stared at the letter, the world faded around him.

DM: After I lost the love of my lifeI quit my job as a bankerThen opened up a funeral homeTo help ease my senseless hanker Ever since my first encounterWith one already passed onI craved the embrace of dead fleshI was just so ever drawn
Player: Ten years later
DM: I hovered over a cadaverPutting powder on his faceHis funeral was in an hourAnd he looked like incarnate grace I smiled at the undertakerAs he took away the bodyThe funeral was starting soonAnd the dead man was not shoddy I went back in the morgueAnd looked at a young womanNo longer did she livePerhaps no longer human I ran my hand along her porcelain skinStillness greeted my soft touchI kissed her smooth and lovely neckCold fingers stuck in my clutch I did not know her when she livedBut here she was in my armsI sniffed her hair and touched her breastHer body would meet no harm If people knew my secret fantasiesThey'd surely think me mentalBut they just do not understandI am always, always gentle I entered her cold embraceAnd moaned with ecstasyI made love to the cadaverAnd finished the act breathlessly But as I put my pants back onI was disgusted at my actsMaybe I should stop doing thisAnd get my life back on track?
Player: Don't change

Player: Try to get back job as banker
DM: I decided to get my life backAnd put my funeral home for saleThen went to the local bankAnd applied, hoping not to fail A week later I got a telegramSaying I got the banker jobI whooped and holleredEven though my heart throbbed About a month or so laterMy funeral home was soldHopefully to someone withoutThe same cravings I hold A few years later I foundA nice girl whom I likedShe was pretty and sweetMy parents were psyched I asked her to marry meAnd she actually said yesMonths later we were wedWhile she wore a white dress I wished she was stiller in bedAnd wouldn't let out moansIt was something she couldn't changeSo I never, ever groaned But my craving for a cadaverJust wouldn't leave my mindI wanted bittersweet cold fleshI felt so horridly unrefined I felt like I was cheatingIn my head every nightShould I tell my wife my desiresOr not, so she won't fright?

DM: Why should I change my ways?I never hurt a single living soulI decided to continue to embraceDeceased women's somber holes Then one day a body came inShe was truly beauty incarnateA shame such a creature was deceasedExcept for someone with my tastes Her family requested a cremationBut I didn't have the heart toBurn up such a perfect body andDid something a mortician shouldn't do I found a piece of rotting roadkillAnd cremated the pitiful thingThen put the mystery animal in an urnAnd popped in her wedding ring After giving the urn to an undertakerI faced the beautiful womanI kissed her forehead and lipsThen our passionate night began I created love with her for hoursShe was truly the best I ever hadAfter round three or maybe fourThen passed out, completely unclad When I woke up, I began againShe was too enchanting to ignoreWe shared more intimate fusingUntil I couldn't milk out any more I knew I had to get back to workGetting bodies ready to presentSo, I kissed her good morningAnd went to work on Mr. Dent
Player: Later
DM: I paid no mind to anyone elseShe filled my every thoughtThe next few days were blissAs any other love was forgot I will admit it: I fell in loveShe had all of my attentionA dead woman and living manOur love defied all convention But she didn't have much timeNot if I didn't take action fastShe would say goodbye toThe beauty she held in the past
Player: Have her embalmed

Player: Don't tell her
DM: No way was I going to I tell herAbout my wicked, twisted desiresShe'd leave me in a heart beatI walked a horridly thin wire But I couldn't hold it backMy need for a fresh cadaverI needed to make love to oneIt was a craving I couldn't deter But as time went on by meI couldn't hold it in anymoreI had to hold a cadaver in my armsOr madness would be born But I had limited optionsTo succeed in my lustI could bed the woman I loveOr cheat, if I really must?

Player: Just bury her, you sick bastard
DM: I knew I couldn't continueTo disgrace her dead bodyI had to let her rest in peaceIt would be best for everybody I had one last loving with herThen dug a hole six feet deepAnd placed her in the groundOh, how it made me weep I put a cross over her grave'In loving memory of Mary'I visited her every single dayUntil the day I was buried

DM: You pass a few trashed store fronts and end up at the small hardware store. It's in bad shape, but there still may be something useful inside. Kicking some sharp debris aside you take stock. Every shelf has been cleaned out so you go behind the counter. The cash register is broken in half- but you don't have any use for money anyway. You duck under the counter and find a multi-tool!
Player: Multi-tool
DM: You step into your nicely decorated living room. The windows are boarded up here as well, the lighting is dim. Your keys are on the coffee table gathering dust but nothing else of importance stands out. You could search the kitchen or the bathroom next, or just take off now.
DM: You drag yourself out of bed and quickly get dressed. You look around and realize this is the last time you'll wake up in the comfort of your own home. Thinking back to when you first moved in, you fight the urge to become emotional. Your older sister had helped you decorate, you wonder if she's still alive. You're her baby brother, even though you're in your twenties now. You shake it off and decide to look around for supplies before you go. There's really nothing notable here but you can always look elsewhere.
Player: Living Room

Player: Kill wife
DM: I decided I had no other choiceI couldn't cheat on my loveSo, I readied myself and preparedTo kill my pretty little dove I hovered over her sleeping bodyWith trembling hands, I criedAs I covered her face with a pillowThat's how I killed my darling bride When she was gone from this worldI made love to her lovely corpseI cried all through the heinous actThen fell asleep to my internal strain The next morning, I looked at herSo beautiful, peaceful, and stillI looked down at my handsThe ones that killed her for a thrill Oh, those horrid dirty handsStained so deeply with bloodThe blood of the woman I lovedThey wouldn't't come clean in a flood I couldn't't live with myselfNot after I killed my wifeSo I strung up a nooseAnd took my own life

DM: Billy lies down on his bed and cries.YOU LOSE. Try again.

DM: You move forward with the Enclosure acts. People are now freed from their land! They move in droves to the city to slave away in factories and fuel your industrial revolution. The system you inhabit no longer resembles that of even a year ago, and you wonder what to call it. How to precede, what framework to develop?
Player: Neither of those sound great
DM: So, you've decided you can do better than the dominant economic ideas of our present day. What would that look like? How would your world work if you were able to click through to it as easily as you have here? This is as far as I can take you down the possibilities of society. The rest is up to you to imagine, all those inner workings, and outer blanket statements of human functioning. Please leave ideas in the comments, as simple or grand as they may be.

Player: Investigate the arch way
DM: Curiosity gets the better of you. You waltz up to the arch, certain that Val was exaggerating. But at the last second, you stop. Val's my friend. She wouldn't lie to me, would she?

Player: Check out the stairs
DM: You walk over to the stairs and peer down them. For some reason it's a straight flight all the way down to what seems like a ground floor. It looks steep but has a handrail so it can't be all that dangerous. The stairs may lead you out of this unknown place, do you...

Player: Descend the flight of stairs
DM: You start walking down the stairs but find it to take way too long. You get impatient and decide to have some fun. You decide to...
Player: Walk down safely and boringly
DM: You walk down the stairs normally. It isn't fun and it takes you 30 minutes to get to the bottom because you stop to take breaks. The thought of eggs enters your mind, "Damn, the eggs are waiting!" you pick up the pace and make it down the seemingly endless stairs.A lobby of some sorts expands before you. Someone sits at a desk near the front entrance, the front doors look unlocked though, should you...

DM: The dog isn't of much interest to you, plus you wouldn't want to look like an idiot trying to pet the dog from 10 stories up, right? You decide the stairs are a more favorable option.
Player: Walk over the the stairs

Player: Slide down the handrail!
DM: You hop onto the rail, eager for some fast paced action. Sliding faster and faster as you go. You reach a very fast speed and don't see how it would be possible to stop yourself without breaking an arm or two. You wince as the ground floor fast approaches. This is going to hurt.

Player: Pet that Puppy
DM: You reach out the window to pet the small dog. But... you're ten stories up and the dog is ten stories down.You realize this too quickly and trip over your own feet trying to back out of certain death. You hit your head on the window frame and black out, falling the rest of the way out the window.

Player: Go check out the window

Player: Ask the person what's going on
DM: You walk over and introduce yourself to the desk person. They cheerfully reply with their own greetings. (Kinda weird neither of you have names in the story, oh well.)You don't have much time to talk, you need those eggs soon. What will you ask the desk person?
Player: How did I end up in that room on the tenth floor?
DM: "You were dropped off by someone who said you were going to steal their eggs so they knocked you out and rented you a room for a month. Also locking all the doors in here." they say smiling."And you didn't call the police why?" you question."They paid me in pizza, can't say I wouldn't take the offer."Well then... fair enough.You've got a few options, you decide the best course of action would be...

Player: Accept the situation.
DM: Upon hitting the ground floor, you don't simply stop moving, but keep sliding on a polished floor face first. You slide directly through the front window of the building and out onto the street. You hurt all over, your butt and face mostly though.Wait... you survived? As you go to lift yourself up a go-kart runs you over, crushing your back in many places. The driver yells"Let's-a-go!" as they speed away.You try again to move but are silenced by another go-kart breaking your neck. "MAMA MIA!" the driver yells in a shaky voice as they also speed away.Welp, you learned a valuable lesson today. Don't slide down 10 flights of stairs, AND don't lay in the street.

Player: Beeline for the door
DM: The glass meets your skin as you clunk into the door clumsily. Maybe you thought it would automatically open, then again it does have a handle so... you jimmy it around but it doesn't move. Guess you're gonna have to get personal with the front desk person.

Player: Could you unlock the door so I can leave?
DM: You ask if the person could unlock the door so you can leave, their smile begins to fall."Sorry, I am only allowed to talk to you, I am unable to do anything else for you. Requested by the person who rented the room."You look down sadly, perhaps the eggs will have to wait... but... no! They can not wait for this nonsense!You look the desk person in the eyes. Then with all your might you...
Player: Run straight through the front window

DM: "Hey retard!" Bryan calls at you. "You wanna wrassle?"You attack the creep and perform the piledriver move on him. Booyah! He got flattened. People crowd around you and start cheering. You wrestle him on the ground and it looks like you're winning."Young man!" a faculty member growls as he drags you off Bryan. "It's to the office with you and your pal."You both get suspended for the week.
Player: You lost, start over

DM: You ram your head through the window with heavy force, surprisingly it shatters, but into large shards.You turn to taunt the desk person and they pass out. "Oh well, onward to EGGS!" you take a step and a glass shard goes through your foot. "A little foot pain won't stop me..." you say as you drag your now useless leg behind you. You then realize that your a bit more injured than first thought, the red life water drips from your head.You go to touch the spot that's bleeding and find a very large shard hooked into your skull. "Ow." you say as you pull it out. Probably not the best move as it pulls something vital out of you. Well great, now you can't think about eggs. Or anything. You are dead.

Player: Go to the front desk person

Player: Charming the desk person to let you out
DM: You smile charmingly at the desk person, they blush and stand up. "Are you... free like... right now?" they say.You are surprised by the reply and step back, wearily.You really just want the key to get out but maybe this is the way to do so."Yeeeeeeah? Are... you?" you try and feign true interest."Heck yeah, I'm board as fudge making sure you don't escape, it's been two weeks without anything to do. I'm quitting, let's go out and do something!"You don't know what to say. Guess you'll still be able to leave but... looks like you've got a new friend.

Player: Leave with your new friend
DM: The front desk person, who is now your date for the day, is very pleased with having something to do. They open the door with their key and step outside onto the strangely empty sidewalk. They gesture for you to follow and you step out into the fresh air. You do so, and inhale a great breath of triumph.You can smell something faint... it... it can't be... EGGS!! You know it must be true! But from where?!Across the street in that random supermarket! They must be there! You look at your new friend anxiously, and ramble out your next sentence...
Player: We're going to the supermarket.
DM: Your friend looks at the supermarket across the street without saying a word. They look back at you and smile."That one over there? Sure, I like your demanding tone too, very... uh, sexy or something."With that said and your mind set on the eggs, you and your friend cross the empty street and head towards the entrance of the supermarket.
Player: The Finale for the Eggs

DM: Sharon bangs him into the table repeatedly, before she slams him into the floor and raises him by the neck."Still no answer?""I ain't telling you, bitch!"
Player: Slam him
DM: Sharon lifts him and slams him into the table, destroying it. Anderson looks dazed. She raises him again and proceeds with the interrogation."I can do this all day.""Fuck! Whatever... he's in his mansion on the eastern side of the city. I can tell you the details, but you gotta lemme go."Sharon looks at the group of henchmen approaching her. They wear leather jackets and jeans, and are armed with weapons such as baseball bats and blades. They keep their eyes on Sharon."You wanna get out of this place alive? You'd better let me go, lady. Right now!" Anderson says.Sharon lets go of him. Anderson stumbles and tries to endure the pain, before walking away from her."You'll fucking pay for this!" He shouts angrily.
Player: "No way, Steve!"
DM: Sharon jogs toward Anderson, before walking by his side."Oh, come on, Steve! You're not going to lie at me, right?"Anderson still ignores her, pissed off."How about if we kiss and make up?"Anderson stops and turns into her. She is a threat to him and his client. But eh... whatever. At least she's freaking hot, so why not?"Okay..."Anderson holds her hands and pull her into him. He slowly reaches to kiss her in the mouth. They both end up kissing each other. But a few seconds later, Sharon punches him in the groin and knocks him into the ground. She is a real bitch, indeed.

Player: May I please introduce the idea of us, joining forces to take on the battle of love, but in that store over there?
DM: You say something along those lines, trying to sound convincing, and... romantic?Your friend looks at you, with desperate passion in their eyes."I shall my love, with you, we can do anything!"You try to smile but are really wondering why you said what you did.With that said and done, you both, hand in hand (for some reason), and progress to the supermarket across the road.

DM: The supermarket doors slide open and you and your friend step inside.It is CHAOS.People running around, throwing food and frozen goods at each other. Cashiers burn money and the manager sits in a corner shaking. There has to be at least three hundred people inside, all tearing through shelves looking for stuff. You calmly gesture your friend along, and you step forward through a mass of people trying to push open the door to the manager's office. If a zombie apocalypse had happened, you wouldn't have been the wiser, this store was near torn down, with people unconscious and other straight up bleeding out, which turned out to just be ketchup.There is a chant building up from the front area of the store. "Sales, sales, sales!" They chant.A worker stands on a counter and takes out a megaphone,"Yes it is true folks, today is our 97% off everything sale, but I really think you should all calm do-"The worker is cut off as they are pulled off the counter into the crowd, screaming as they disappear into the mob."SALES, SALES, SALES!!"You hold out your arm to stop your friend from joining, but it doesn't look like they want anything from the store, and stay by your side.You scan the store, looking for the true prize, you notice a big sign with the word EGGS on it, hanging loosely near the back, past the fruits and vegetables.You think you could make it if you make a mad dash through, but it looks like fruits and veggies people are having an all out war over which one is better.Then again, the cake isle is empty, so maybe you could take a safer, albeit longer route.
Player: The War

DM: You catch sight of Amy and stick to her. The doors lead to a large hall with rows of chairs. The room is circular with four large doors, including the one you have just entered through. The walls are again lined with a series of swords and other assorted weapons. A large vaulted glass ceiling gives a view of the stormy grey sky outside.You sit down in a chair next to Amy. The funeral director waits for everyone to be seated. His expression could be carved in stone. Finally, when the noise has died down he takes a step forwards. 'Hello. And welcome to Grovewood College. I am Aurelius Glaston, the headmaster of this school. I understand you have many questions.' His grim expression turns into a wry smile. 'So let us begin...'CRASH!You jerk you head up in time to see the glass ceiling shatter into a thousand fragments. The iron supports holding the ceiling up break away. You look at the headmaster, who is staring at the falling struts, frozen to the spot. You want to scream but you can't. The whole thing crashes down on him, crushing him beneath tonnes of met and stone.The sky, dark as it was, is now obscured by the immense shadow plummeting into the room. It lands in the centre of the circular space. You can't believe what you're seeing. The shadow raises its reptilian head and surveys the wreckage. Then it opens its mouth and flames fill the air.
Player: Dragon attack!
DM: The room is in chaos. The platform with the teachers is buried under a pile of rubble. The four massive exits are blocked off. And in the middle of the room, spewing flames into the night sky is an honest to goodness dragon!Its body is about the size of a large SUV and blood red. Two enormous, outstretched wings slash through the air dangerously as it turns, as does the four-metre-long tail. Its reptilian yellow eyes shine maliciously in the firelight.You watch as a group of kids run up to the weapons on the walls and pull them off before circling the dragon warily. Some others try to control the crowd, ushering people towards one exit and starting to clear the rubble away. And there, right in front of the dragon, is a tall girl with long blonde hair standing rooted to the spot.

Player: Go west to Main Street
DM: You follow your path quite a long way before arriving a T-Junction in the very centre of the island with paths leading East, South and West while a big, spike-topped metal fence runs along to the north, the ground beyond looking definitely marshy. A nearby signpost reads "East down Main Street to Blacksea Church and Castle, South down Middle Walk to Clifftop Walk, West down Main Street to Maryland Village."Just to the north, between the Junction and the fence are the ruined walls of a small square-shaped building, the walls ranging in height from one to three feet and signposted "The ruins of the Old Chapel, circa 1600-1650." The ruins are much overgrown with plants and apart from the walls you can't see anything else from the path.

DM: You look at your friend sadly."I'm afraid this is were we must part ways, I cannot bring you to go through that madness."Your friend grabs hold of you, trying to pull you back."NO!! Please, anything but that! We have so much to do in life! Like... walk to the park or get ice cream or..."You put a finger to their lips."Hush now. I'll only be gone a second." you say as their eyes sparkle with hope."Oh... alright, I believe in you!"With those encouraging words, you step foot into the action.Grapes zip past your head as they are shot out of a makeshift Gatling gun. The fruit side lays on heavy fire to the defending veggies who have set up a barrier of lettuce. Watermelons are catapulted over your view and splatter on the floor missing their targets, creating an even bigger mess then before, you weave through the racks of peppers and pumpkins, which were being sold in summer for some reason. Muskets filled with frozen peas are shot continuously from the defending crunchy green people protecting the vegetable isle. You nearly lose your head and have to duck down next to some carrot barricades. Molotov cocktails filled with jalapenos rain from above, splashing fire and spices all over the area.You have to act quick to survive this war, what will you do?
Player: Fight the people in your way!
DM: With courage, (and some stupidity) you stand to face the barrage of projectiles. You manage to avoid literally every shot fired at you. But your luck runs low when a ninja with dry apple skin throwing stars targets you, or so you thought. The stars whiz past you and clank into hard metal. You turn around and are face to face with a heavily armored (covered in potato skins) samurai wielding a huge celery sword. It comes crashing down on you and you crumple to the ground, nearly knocked out. The ninja senses you are weak and hits you in the neck with an apple star. You start to bleed out. Guess that courage was short lived eh? The eggs were waiting... and now... they are wasted on someone who is not worthy to claim them... perhaps in another life you can try to find the eggs again...

DM: Deciding that the fruit and vegetable war isn't worth going through, you take your friend to the quiet cake isle. It seems that everything here has been ransacked and taken. Oh well, easy path, although long.As you walk side by side, your friend grabs something that was left on a shelf and holds it behind their back.You wonder what the heck they have and try and peek, but they move around, making it impossible to see."What do you have there? Something useful to us?"They smile wide and whip their arm around, splatting a pie right in your face. It hurt for a second, with pie going in every face hole, but then it tasted really good."Hey... that tasted pretty good." You say as you wipe pie from your blinded eyes.Your friend laughs. "Glad you like it, it was the last one in the store and I thought you'd like a bite, plus I am extremely board and thought it'd be funny, so did the person writing this."Admittedly, it was pretty funny, and you could use a laugh.With that seemingly pointless ordeal over with, you both head down the isle and make it to the cold isles unnoticed by anyone.Then your friend points it out. The egg fridge. You dive at it and pull it open. A single carton remains.
Player: Take the last egg carton!
DM: Before you can grab hold of the eggs your friend shoves you out of the way.A huge spear made of hard pepperoni pins your friend to a freezer cabinet through their shoulder."GAH!! Ah... defend the eggs... for me..." They slump over, clutching their chest, becoming silent.You can't believe it. The person you met 10 minutes ago was... no... they couldn't be...You turn to face the attacker." DAMN YOU!! You...you killed my friend!! Wait... AND YOU HIT THE EGGS!!!"In a blind rage you run straight at the thing, before accessing what it really is. A formidable foe stands before you. An enormous chicken wielding a bow and quiver aims it's sights at you. "BKAAWWWK!!" it screeches.It draws the bow, aiming a huge salami at you.Quickly, you...
Player: Slide out of the way and grab a nearby stick of cookie dough.

DM: You slide out of the way and dodge the huge meat stick propelling itself towards you like a missle. It bounces off a freezer and rolls on the ground like a sad dirt hotdog.You grab a nearby stick of cookie dough and hold it up in defense, there is no way anything could get past this... delectable...savoury...moist stick of raw diabetes.There is no way to resist it, you rip the package off and shove the entire stick down your throat.WOOOO what a energy spike!! It fills you with the powers of sugar and invincibility! You stand, facing the giant foe, and with one fell swoop you... fall over and have a heart attack. Shouldn't have done it man... that stuff will CHANGE people.

DM: You approach Mr Cunliffe , smiling prettily."Mr Cunliffe, allow me to introduce myself" you say "and to thank you so much for inviting us to your fabulous party"Mr Cunliffe bows rather stiffly.What do you say now?
Player: You have a lovely home
DM: Mr Cunliffe's manner softens a little. "Thankyou " he smiles "I am prodigiously proud of it. Which is your favourite room?"

Player: I don't

DM: "I am not sure why you think I am helping you. I am not. My place in the universe is telling their own fate to souls such as yourself. I give a shit what you do or don't. It is a simple job. So stop doing stupid questions I have a schedule to follow."
DM: "Mercy. There is no salvation except if you purge your emotions."You can't see anything... not feel anything just complete pinkness. And that voice coming from everywhere."¿Who fuck are you?" You burst promptly enraged and confused with the situation, and the annoying tone of the voice. You have beeing swearing since kid probably to annoy your fundamentalist cruel mother. "Who I am is not vital for you. Your immediate concern should be your own soul and existence." The voice is deep, cold and emotionless. "You are a trapped soul buried in tainted soil. You will forever be cursed to be chained to your bones. You will be restlessness in an eternal hell. You have a day to reunite enough energy to break down the curse. Or just accept in peace your own terrible fate."No... This is not right! My body is decomposed so no way on hell that it has been only a day." You say suspicious this entire situation is bizarre" I will agree if weren't the fact dies in this land gets cursed and decompose naturally in one day or so." Your gut is telling you that he is hiding some key info.
Player: How can I save myself from that fate?

DM: "You really fucked me over with that letter!" she said, banging my office door open. "What was that? What was that?""You aren't supposed to see letters of recommendation," I said quietly. "It is in the honor code.""What does the honor code say about writing letters like that? Four billion dollars? Waggish sense of humor?""The honor code is silent on the subject," I informed her, offering to show her the document, but as she had picked up my letter opener, I thought it best to throw my garbage can at her, distracting her long enough to escape.This is why, then, I was running down the hall with Dr. Roy chasing me with a letter opener, her yelling "You fucked me! You fucked me!" As you can see, the woman went quite mad. She was rightly denied promotion, while I, for some reason was required to avoid further contact with her and sign a statement that I was not to write any further letters of recommendation in the future. So all in all, it was rather a net win for me.But there were rumors about this incident, and now I hope I have laid them to rest.

DM: You sit in your cubicle, working away diligently. As you raise your coffee cup to your lips you freeze. You sniff the cup. This is not good. This is not good at all. You slowly open your cup... NO! Your cup falls to the floor. You jump out of your chair. You are out of coffee.Time for a coffee break....
Player: Time to get some coffee!
Player: What do I see???
DM: The entire street is now full of bustling traffic. How are you going to get back to work before your break ends!? You could attempt to run across the street amidst the chaos of rush hour, wait for it to clear, or just screw work and head home. You could also go three blocks down the street and use the crosswalk, though you might be late.
Player: RUN FOR IT!

DM: Now wait just one second, YOU were just about to take a sip from YOUR coffee cup, weren't you? And it was empty because YOU already drank it all, didn't you?
Player: *sweats* I - I can explain! This is all just a huge misunderstanding!
DM: Nonsense! I will hear none of it! For your dishonesty you are now kicked out of this game. That should teach you to tell the truth!

Player: Break Room
DM: You get out of your cubicle and walk down the hallway to the break room. You freeze when you get to the door. You see Alex, the coworker that you have a crush on, standing next to the coffee machine. You panic. What are you going to do?!

DM: Fuck this, I'm going after her. You place one hand on the boulder as you throw your weight over. In a mad dash, you rush for the location where the arrow set course. The twang of bowstring alerts you to a shot that you swat away with your sword. Another grazes your brow as you lunge forward. Closer, you see Elyssa now, her eyes white just like Gavin's were.You grab her wrist and bow and rush in close."Stop this, Elyssa!""You can't stop the coming evil. It is already here...""I can and I will, now snap out of it! Please!"

Player: Approach Alex
DM: "Hello!" Alex greets you as you walk up to the coffee machine."Hey Alex! How are you?" you ask, pouring yourself a cup of coffee."I'm great, other than the fact I'm completely worn out and running solely off of coffee," Alex responds, winking."Yeah, same," you reply."Well, I gotta get back to work. Nice chatting with you!" Alex says, walking towards the door."Hey, Alex," you call."Yeah?" Alex responds.

Player: Wait for the traffic to clear, it won't take too long
DM: You wait. And wait. And keep waiting. The traffic continues. You check your watch. Your coffee break is over. The traffic continues. You check your watch. You're late for work the next day. The traffic continues. You check your watch. It's been 50 years with no sign that the traffic is going to stop.You continue waiting. Waiting to cross the street. You don't get an ending. You just continue waiting.

Player: Break room coffee

Player: A soda
Player: Maybe I don't actually need coffee....
Player: The Lair of The Lioness

Player: "Do you have any plans for tonight?"
DM: Alex blushes."I'm spending the night with Jamie," Alex replies."Jamie?" you inquire."Yeah, we just started dating," states Alex happily."Oh..." you respond. "Well... have fun!" you say, forcing a smile."Thanks! See you later!"You walk back to your cubicle, depressed by the fact that Alex is already with someone. Well, at least you got your coffee.

DM: Alex says hello to you as you fill a cup with coffee. With all your strength you ignore Alex. When you don't reply Alex gets angry, takes the pot of coffee, dumps it all over your head, and proceeds to smash the glass pot on your skull before kicking you in the shin and calmly walking away. You go unconscious.
Player: The Hospital
DM: You awake in a white bed in a hospital with bandages on your head. Looks like you won't be with Alex anytime soon. A doctor walks in and identifies herself as Dr. Kayla Fisch. Dr. Fisch informs you that have sustained severe injuries and will not be able to work for the next week. You attempt to say thank you but are too fatigued to speak. As she exits the room you drift off to sleep. You can't get it out of your mind that you never did get any coffee. What you did get, however, was a pretty hefty hospital bill....

Player: Screw it.
DM: Screw it. Your job was boring anyway. You turn to your left and walk home. What's worth doing something that's boring when you could do so many other things that aren't?

DM: Lilly takes a stick from the ground and takes a swing at the wolf. She misses. The dog growls at her. So Lilly decides the smartest thing is to run away.
Player: Keep fighting
DM: Lilly looks at the stick she has and decides that she has to run away. So she turns into the forest and runs crashing though the trees. WHEW! The wolf does not follow her.

Player: Use the crosswalk
DM: As the crosswalk comes into view you see people walking to the other side of the street. You dash to the crosswalk but the traffic resumes the second you arrive. Now you'll have to wait at least five minutes. These traffic lights are almost as ridiculous as waiting thirty seconds in line. You notice a taco truck and your stomach rumbles. You have five minutes, you might have time to get a taco....

DM: Mrs. Charleston leads you into her large office. She beckons you to sit down the chair in front of her mahogany desk. She sits down across from you in her leather recliner. The wall behind her is entirely a large television screen while the remaining three walls are painted gray. Dusty filing cabinets and erect green potted ferns line the walls. You hear a click behind you. Turning around, you see that the door is closed. When you turn back you see that your boss has a manila envelope with your name on it. Clearing her throat, she opens the file and begins to read."Previous offenses. February 9. Three minutes and forty-nine seconds late to work. April 30. Spilling coffee on the break room floor. July 2. Sneezing obnoxiously. And now today," she says, pulling out a red ballpoint pen. "August 23. Falling asleep on the job. This is your fourth offense. I understand you know what the consequences are. You are now terminated from your position. Your personal belongings have been confiscated. You have two minutes seconds to exit the premises. You are to never return again."The television wall suddenly turns on and large, red numbers begin to count down the time you have left.

DM: As you lay your head down in your arms to sleep, you listen to the night sounds outside the cabin...
Player: Can't Sleep
DM: You are just about to fall asleep when you hear a sound that is unfamiliar...It sounds like a strange bird warble or a child's giggle.Is it coming from inside? It is hard to tell...Do you...
Player: investigate the sound...
DM: You squint your eyes and peer into the corners of the small cabin. You are straining your ears and willing yourself to hear the smallest sounds. All you hear is your heart beating in your ears. Do you...
Player: Decide to light a fire...
DM: You decide that a fire would be cheerful and might help. People coming by might see the light and give assistance too. You are going to need some wood...
Player: Decide you probably should just break up this rickety old chair and get the fire going...
DM: Burn the chair.You need to get this fire going. The chair is old, and definitely dry.Sure enough, using some old fashioned camping skills, the splintery wood ignites and a robust fire is crackling in the fireplace, casting light into all the unseen corners of the small cabin. You sit on the floor staring into the flames, and you reminisce about campfire you and your dad shared out under the stars a few years ago. You are mesmerized for a while, living in that memory.
Player: You notice something in the room.
DM: Looking around the small cabin, you see that on the far wall is a collection of young faces staring from newspaper clippings. Each is an article about a young person who has been missing.The oldest clipping is from 30 years ago, and the most recent appears to be only a couple of months old. Someone has been collecting these articles here in this spot for a long while. What should you do now?Do you...
Player: Cabin is way too creepy... I'm Outta here!

DM: You decide to keep looking for a chairYou walk around the cafeteria some more, but turn up nothing. You return to your table and see your seat still has an icky mess on it. What would you like to do:
Player: Keep looking for a chair
DM: Just as you are about to give up, you walk to the calculator club table, where people are exchanging games and other cool programs for their calculators. As there are only four people there, they let you have a chair. You grab the chair and walk back to your table, push the old chair in the middle of the isle and sit down in your new chair. You talk with your friends, but they really don't have much to say. The lunch period just never seems to end! What would you like to do:
DM: Just as you go to do that, you hear a strange, incessive hum eminate from the corner of the lunch room. As more and more people join in the droning, you remember that you must join in too. The monotonous hum gets louder and louder. As you join in the hum, you feel a strange sense of euphoria. Mr. Schillick and Mr. Greenwall, the principal and the associate principal, run aroud and try to yell at everyone to stop. But, their voices are drowned out by the loud droning. All of a sudden, the clock mysteriously jumps 15 minutes ahead and the bell rings. Everyone stops humming, gets up, and going to their next class.

DM: "Come on, you shout," running towards the village.Your hands push tree branches out of the way as you leave the path, almost tripping as your legs catch in the undergrowth, but manage to keep going. You stumble into the village, grabbing the corner of the house to steady yourself, as the werewolves charge into the village. Thankfully, a few peasants have been caught with their doors barely barricaded. The werewolves smash through hastily nailed planks and into the huts inside to devour a feast of flesh, bone, brains and organs. You hear horrified screams as the beasts get distracted and begin to tear apart the poor souls who have been left inside."Ah!" Mikhail screams, as one of the more focused hunters knocks him to the ground with its claw."Shit, Mikhail! Samuel, cover me!" Lucas says, skidding to a halt to help his brother.
Player: Help the twins
DM: You grab the bolt of your rifle, pulling it back as you twist around and firing. The gun flies back in your hand as the recoil almost knocks you back as the werewolf takes the shot to its center mass, being knocked off Mikhail and letting out a high-pitched whimper as it quickly retreats back to the safety of the shadowy trees. Lucas grabs Mikhail. pulling him up to his feet as he joins you in running. As the werewolves are distracted with their prey, you continue sprinting towards the tower. Unfortunately, you see one of the werewolves stand in the center of the village. It's larger than the others, its fur white and its eyes red. It stares at you for a second, before it lets out a powerful, booming howl. The other werewolves emerge from the buildings, blood matting their fur and dripping from their claws. The Alpha Male drops to all fours and begins sprinting away towards you, followed by the others."Shit! Shit! Shit!" Lucas says, as you see the castle.You sprint, the only noise being your heavy panting and the thudding of boots and clawed feet on the earth. You reach the castle, sprinting through the gates and past the carriages parked there. You see the portcullis' control wheel to your left, and the heavy wooden door to the keep to your right.
Player: Get inside the castle

Player: Object
DM: "What?! No!" you complain to your boss. "I had a doctor's note to be late that one time! And having allergies and accidentally spilling coffee shouldn't be offenses! They're part of everyday life! And you can't confiscate my possessions! The only time I ever messed up was--""ENOUGH!" Mrs. Charleston shouts, slamming her fist on the desk. "ENOUGH! GET OUT OF MY OFFICE NOW! SECURITY!"Two burly security officers burst into the room. One pins you down while the other ties you to the chair you are sitting in."Good riddance!" your former boss yells as the officers lug you out of the room. They drag you out of the building and toss you into the dumpster of the pizza place next door. It reeks.

DM: You are standing before the colored puzzle floor, considering your options.What to do?
Player: Examine the Colored Tiles
DM: You step towards the edge of the tiled floor, and inspect the colored tiles. They stretch out for several rows, and each square is a different color.Very odd. This was clearly placed deliberately by someone, someone who likely didn't want intruders going any deeper into the caverns. But surely an intrepid hero such as yourself can solve the puzzle, right?You back away from the puzzle floor.

Player: Facing the cow is not a safe thing to do, so you run to the equipment room.
Player: Stay Hiding
DM: You stay hidden for ever and ever.........Wait, you can't stay hidden forever! Do something else!
Player: Okay....
Player: Run Outside
DM: There are cow everywhere! Fighting them is not an option, so you better do something else.What do you do?
Player: Kill Yourself
DM: You couldn't take the pace so you commited suicide.

DM: The Earl whisks you onto the floor and is a very capable and elegant dancer. He is less severe when your Aunt is not around and you feel curiously lightheaded after the dance. He stops to talk to you when your cousin approaches, clearly jealous, and says to the Earl that she is grateful that he has taken pity on her poor, ugly little cousin. Do you:
Player: say in a dignified manner that you enjoyed the dance very much and don't see what looks have to do with one's enjoyment of the ball
DM: The Earl gives your cousin a look of contempt and then smiles at you, "I entirely agree with your sentiments" he says "but your cousin is mistaken if she thinks that you will want for partners. I would rather dance with you than anyone else in the room and will do so again if you will let me".Do you:

DM: Construction goes swiftly and smoothly at first, and the elaborate system is soon nearly ready for installation in the field near your house.Unfortunately your own precious cat Snowblob vomits a hairball (and possibly part of a half-digested mouse...) onto the last page of the blueprints while you're out buying parts, so you're going to have to do this final bit by memory. There's a row of wires that have to be connected to a vital part of the Cat-a-punter, and it needs to be done in a particular order. The wires are red, orange, yellow, green, blue, and violet.Some details you recall about the order they go in: ***The red wire does not go at the top, nor at the bottom. Yellow is directly above blue. The green wire is on either the top or the bottom.Blue is above red. The orange wire is next to the green wire, and not above violet. The violet wire is not next to the yellow or green wires. ***Piece of cake, right?First: RedSecond: Third: Fourth: Fifth: Sixth: Orange
Player: Plug the green wire into the fifth slot.

Player: Wait for the light to change
DM: You decide there probably wouldn't be enough time to get a taco, so you wait for the light to change. Exactly 5 minutes later you cross the street to your work. You're going to make it! You walk to the door and wait next to it for a man holding a large briefcase to walk out. As he exits the building he drops his briefcase - right on your foot. You yelp in agony and spill your coffee onto the man's suit, causing him to scream as well. He gets angry and sues you for ruining his $500 designer suit. You immediately go to court, testify, and await the verdict.

Player: "Good luck!"
DM: "Haha, thanks!" Alex replies, blushing.You walk back to your cubicle, glad you didn't screw up your encounter with Alex. You take a sip of your coffee. Delicious.

DM: Did you really think you could outrun rush hour traffic? Ha.You awake in a white bed in a hospital with a full body cast. Looks like you won't be moving anytime soon. A doctor walks in and identifies herself as Dr. Kayla Fisch. Dr. Fisch informs you that have sustained severe injuries and will not be able to work for the next three months. You attempt to say thank you but are too out of it to speak. As she exits the room you drift off to sleep. The next day your are informed that your position at work is now terminated for failing to return from your coffee break. You wonder how you'll ever pay the hospital bill now that you are unemployed. On the third day Dr. Fisch comes in with the worst news yet. You won't be able to drink coffee ever again. At least you got one last sip.

DM: You jump out of the way, but Skull quickly changes directions. He pumbles you to the ground and begins knocking your head on the stone ground. Your skull is breaking on impact.Red Skull sticks his gun in your mouthRed Skull: Good bye, Avenger.Suddenly, the door blows open and the other Avengers rush inside. They snatch up Red Skull and fling him off of you, he drops his gun right beside you. Red Skull rises to his feet and pulls out a button, he pushes it and a high pitch noise begins ringing through out the room. The other Avengers fall to their knees and grasp their ears in agony.
Player: Reach for the gun
DM: You crawl over to the gun, your head still fatally bleeding.Finally, you have the firearm in your grasp. You pick it up and......
Player: Shoot the button
DM: ....Shoot the button and the noise ceases. Too bad your bleeding hasn't. Hawkeye rises to his feet and shoots an arrow through Red Skull's knee, he goes down hard. After Red Skull is put in handcuffs, The Avengers rush to your side. You attempt to talk, but all that comes out is gurgles.Iron Man: Ms. Marvel, prepare the medical room, we got an Avenger down. You are rushed to the QuinnJet, and mid flight, the last thing you hear is the words, "Don't leave us, you'll be alright." YOU ARE DEAD

Player: Decline the job
DM: "Thank you, but I think I'll try my luck somewhere else," you say."Alright, come back again soon!" the taco guy says.You walk down the street and see the building for the local newspaper. You walk inside and ask the secretary if they have any space for another reporter."You bet! Down the hall to the right you'll find the applications. Just make sure to fill all the questions out and we'll get back to you in five to seven business days. We hope to see you again!" she merely informs you.You fill out an application and head home. Five days later you get a phone call from the newspaper company. You've landed the job! And what's your first story? The unfair treatment of your previous workplace. Revenge is sweet, you think to yourself as you find out the reaction your former boss had. You take a sip from your coffee mug and smile.

Player: The Verdict
DM: It is decided that you spilled the coffee over the man in self defense, and ruining his suit was a byproduct. That's totally not what happened, but you'll take it if it means you don't have to pay him $500. However, for not ever returning to work from your coffee break, your job is terminated. Hey, at least you got coffee.

DM: "I think we'll take it slow.""Okay, but beware, you could learn alot more if you go hard-paced or medium paced, but those will leave you with less energy.Do you want to reconsider?"
Player: Option #2
DM: "I'll go with medium paced.""Alright, but beware, you could learn more if you want to do it hard-paced.Do you want to reconsider?"

DM: "Uh, I like to go on slides, and stuff," the first May said awkwardly."Same here!" the second May giggled.
Player: Back to questions
DM: What questions will you ask?
Player: What video games do you like to play?
DM: "I really love Minecraft and Nintendo games," the first May said."Doesn't everyone?" the second May inquired.
Player: What do you like to with a pen and paper?
DM: "I like to draw, maybe write a little," the first May answered."I write notes to my friends in class! If I'm not in class, I design dresses," the second May said.

Player: Rely on high quality weapons
DM: "So be it," says Turathel, and he hands you your new blade. It is truly a wonderous thing, and it is sharper and finer than anything you've seen. If you didn't know any better, you would think it was elven.The sky is early evening now...you've been here the whole day, and didn't even notice. As the music fades from your mind, you realise how hungry and thirsty you are. You think about going to the tavern to get something to eat, but then you look out at the grasslands and mountains and stop. You feel something stirring inside of you. Perhaps it was an after effect of the music you listened to, but part of you now wants more than anything to see the world, outside your village. You turn to the tavern, to get something to eat.
Player: Go to the tavern and stay in the village for a little while longer
DM: You decide to go to the tavern. You're going to leave this place eventually but that doesn't mean that you have to charge off now. Besides, you are really hungry.You enter the inn. There is a selection of items to order,"Mushroom soup", "Turnip Pie", "Mashed Taters"You order your favourite one, with a semi-clean glass of water, from the innkeeper, but as you're about to pay, the innkeeper stops you."Heard you just became a proper novice today, eh?" he says, "No need to pay this time; consider it a gift."He insists that payment isn't needed and after thanking him, you sit down.Just before you begin eating, you hear a whining noise. The innkeeper's small, brown dog is looking up at you, licking his lips. This dog is always hungry; the innkeeper tries his best to keep him fed, but the poor creature needs more than the occasional chicken leg.What do you do?

DM: You leap on your neighbor and try to claw his eyes out. His shouts resound off the cramped walls of the apartment buildings as his ocular cavities are exposed. Blind, he continues to wail until you pummel him to unconsciousness. Once he is silent you search for a way to kill him. Luckily, you find a shard of glass, blunt at the edge but sharp at the point, and plunge it into his chest, next to the sternum and into the heart. His breathing slows and then stops. You now have two corpses to worry about.
Player: Freak out and confess your crimes to the Police?
DM: Two corpses. Two deaths on your head. You just lose it. You begin blabbering about glasses that are half empty and how you just couldn't take it anymore. Your neighbor stares at you, her eyes bulging from her head, until you finish and try to tearfully embrace her. She nearly has an apoplectic fit and gets out her cell, dialing the police. Within fifteen minutes, you are arrested for double homicide, both first degree murder. The rest of your twenties are spent in a 6 by 6 cell with a man named Larry, until you are finally put to death by lethal injection.

DM: "Why do you do this to yourself?" I yelled."Because you lied, you are a lying piece of shit and I hate you!""Are you serious? Yeah, I lied, I said that I had eaten it when I don't, is this such a big problem to you?"I never ate much actually. I wasn't unhealthy skinny, I was normal. I just did not have much appetite.It was so like her. Starting a drama because of something that wasn't even worth it. Yes, I lied. Do you wanna know why? Because she was always forcing me to eat. "I told you, you should never lie to me. Look at what you have done, this is all your fault!" she yelled from inside the bathroom."No, it's not. And you know what? I can't do this anymore. I'm leaving you. I'm buying a train ticket. Right now!"She was silent for a moment. I heard a clicking noise. She was staying in front of me, covered in blood and tears."No, please don't. You are everything I have. If you leave there is no reason for me to be alive."I thought about it.
Player: What if?
DM: I bought a train ticket, packed my things and left. I was finally free. I immediately started talking to people again with whom I hadn't talked with for months. I heard the news after three days.I knew she had tried it several times in the past but never would I have thought that she would really do it. She did. She killed herself. And it was my fault.All because I left her. Because I was selfish and ignored a person who obviously needed help. I should have stayed. I should have cared. I could have helped her but I didn't. What did I think? Why was I such a bad person?I lived with this girl for so long. Why didn't I never do anything? Why wasn't I able to love her?The worst part was, I still thought of Mary. I still loved her. It was the worst feeling in the world.

Player: First session with Freakshow.
DM: E: Dmitri. Please sit down. F: I asked you not to call me that. E: That's your name. F: It was. I'm just Freakshow now. E: How long has it been since you...lost control. F: I still wish I was on that leash. It meant someone could stop me if it happened again. E: If you lost control you mean? F: No, that's not an accurate way to put it. I never truly loose control. E: No? Then what happens? F: It...it's sort of like loosing control, but it's not that I can't stop myself, it's that I can't want to stop myself.YOUR HEALTH: 100%

DM: The letter says:Dear Jessica, I can't come to class today. I am invisible! It's really true. I found a magic book this morning. Meet me at the gym after school.Your friend,BillyJessica finds the letter and reads it.
Player: Jessica shows the letter to Mrs. Markel.
DM: After school Jessica and Mrs. Markel go to the gym. They wait for Billy.
Player: Billy arrives in the gym.
DM: Billy is surprised to see Mrs. Markel.

DM: It was a back and forth.We argued, I was angry, she cried, she cut her flesh open, I felt guilty, I comforted her, we made love, everything was okay again.This happened every week. I didn't had the guts to leave her. Not because I was concerned about her life, not in the first place.I didn't want to live the rest of my life with the thought about being guilty of a death. I had no strength left.What I never told was that I never met Mary in person. After my Girlfriend forced me to break off the contact I didn't at first.Mary told me she was visiting a Town near where I lived. I asked if she wanted to meet me since I wanted to finally see her after many years. She said yes.A few days after that, I blocked her.She had no idea why. She would never forgive me for leaving her the second time like this. I felt so fucking guilty I didn't know what to do.Should I tell my girlfriend, don't give a fuck about what she would do and finally see Mary or should I stay, continue to endure this pain?What if I did?
Player: The last time
DM: I did not tried it. I did it.Several months had passed and I visited my family. It was so easy. If I wasn't there I wouldn't see her reaction. I could call her, say I didn't want to come back, tell her mother or her father, they would take care, they would call an ambulance and I would be free. She wouldn't kill herself. I could go back to Mary. I could ask for forgiveness. I did it. I called someone, making sure he was at her place when I did it.Then I called her. I lied.I said I still loved her but I just couldn't come back. I said I missed my family, my friends, everything. That I had nothing were we both lived. That I was sorry because I was such a coward for not saying it straight to her face.The truth is, I still couldn't get Mary out of my head.

Player: What happened
DM: I was at home staring at my Computer.I couldn't just write "Hi" could I?No. I had to explain everything.Why I left her, why I never told her how I felt. How I still feel.I didn't.Instead, I asked her if it was awkward if I asked her how everything's going. She said I should never write her again.But I did. I said I'm sorry for what I had done.She said I should never write her again.I wanted to tell her so badly. How I've missed her, had loved her, still loved her, thought of her. I tried. Every night I sat there, writing another Text explaining everything.Telling her how sorry I was and that I just wanted to forget everything and have a new Chance, doing it better.I never send one. I still love her.

Player: Your new home
DM: Looks like this family was already ready to have a cat. You have a food bowl, a milk bowl, and some fun toys you can play with. There's even a cat tower! But you can't do anything yet because everyone is excited for you and their all petting you. "Well what are you gonna name her?" Says the little girl's mother. "I wanna name her...Princess!" Says the little girl. "Oh, that's a very nice name." says the girl's father. "Well, Princess, you have food, water, and toys so you can be healthy and happy." Says the girl's mother and with that, they leave you alone. Finally, you have time to be alone without people in your face. Now time to think. You wonder who Princess is. Maybe Princess is you? Well if that's what you think then you'll stick with it. Now you have four choices. You can either eat some food, drink some milk, play with some yarn, or take a nap in your bed since its been a long day.
Player: Play with yarn

DM: You decide to explore your surroundings and not be boring and lazy. You see some shelves that seem to have books on them, you also see a big cat tower that your dad is playing on. You decide to walk over to the cat tower but your so small you can't climb up there. With nothing else to do, you decide to go back to the fuzzy blue carpet.

DM: You decide to play around with that big yarn ball. You push it and suddenly there's string. You decide to tackle the string and then there's more. SO MUCH STRING. SO MUCH FUN. You start to get a bit tired and walk to the kitty basket to go to sleep. Before you go to sleep you see the little girl's mother wrapping the string around the ball and making it big again.

Player: Drink some milk
DM: You decide to drink some nice, warm, refreshing milk. Mmm. So refreshing. You have no idea what kind of milk this is but it is the best you've ever tasted. Now you feel sleepy and want to get in that soft kitty basket.

Player: For $500? YEAH MAN!
DM: Charley Summons:MegalonHp= 50Level= 5You Summon:Godzilla(baby)HP= 50Level= 5Pick a Strategy below:
Player: Strategy 3= power up---attack---attack---attack
DM: Godzilla(baby) charges up with Nuclear CoreMegalons HP= 50Megalon uses Horn Laser=10Godzilla(baby)s HP= 40Godzilla(baby) attacks with Tail Smack=10(+25)Megalons HP=15Megalon attacks with Mega drill= 10Godzilla(baby)s HP= 30Godzilla(baby) uses Atomic Smoke= 10Megalons HP= 5Megalon attacks with Spike Smack= 5Godzilla(baby)s HP= 25Godzilla(baby) attacks with Atomic Smoke= 10Megalons HP= -5You've defeated Charley's Megalon!He replies:Well crud mate....heres that $500 i promised...(Charley downloaded $500 ont your $ CARD!)Godzilla(baby) grew to Level 10~!~His HP is now 70!

DM: You decide to go and play with the girl. You walk over to the girl and walk a circle around her. "Princess!" Says the girl excitedly and she pets you. Her little brother pulls your tail playfully but your not a crazy cat so you don't mind at all.
Player: A couple years later...
DM: So now the girl (that is your owner) is in middle school and now a lot of times you see her on play dates with her new best friend named Josh. So now you don't get to play with her much so instead you play with her little brother who is always happy to play. You have learned that the girl's name is Stephanie and her little brother's name is Isaiah. You decide to get a drink of some warm milk and attempt to play with Stephanie but she seems a little busy. She always tells you to go to bed anyway and your tired of obeying.
Player: Leave her alone
DM: You decide to leave her alone. It's not like she'll ever really want to play with you again anyway. So you decide to go and play with her little brother instead. It's not as fun as it used to be without her. You want her back but you don't know how. You end up being a lonely cat that never thinks your owner would play with you. Don't you know why she brought you home? She brought you home to play and cuddle. Not to just watch you sit there sadly, and wait...just wait for you to come to her and play. Bad Ending.

DM: You walk through the forest, looking for a fight, armed and dangerous. A plasma beam lances out of the trees and barely misses you. You drop to the ground and look for your enemy. You overhear one shouting 'Gearhead! Are you alright?' You finally see them; 10 figures in a cluster. It is tough to tell at a distance, but they seem to be some kind of elite, special forces, maybe? This could be a tough fight.What do you do?
Player: Emerge slowly, with hands up
DM: You emerge, slowly, hands held high. You get closer and closer, realising their guns are trained on you.'Freeze!'You freeze. You feel yourself being handcuffed and then you are lead to the cluster of troops.'Nice of you to come, Sentinel.', says Gearhead. 'Be a pity if we started killing each other like morons.'You give an inward sigh of relief that you recognised UG troops, and, by not fighting, 'won' the skirmish.The half-squad sets off through the forest, each trooper sensing the fight is nearly over...

DM: Eh, it might be worth a try. You walk up to Stephanie hoping she would have some time to fit you in, and to your delight she pets you. Wow, that WAS worth a try. You cuddle back and they start another conversation. "That's your cat?" says Josh. Stephanie nods yes. "She's a cutie..." Josh pets you but your not quite sure if you trust him. You let him pet you anyway.
Player: A few months later....
DM: It's Stephanie's birthday so now you're on a mission to make her have the best birthday ever, (Maybe not but you just want her to be happy) So you get yourself ready for the big party. Her friends are coming over and of course they'll see you so you want to be as entertaining as possible. You start training by playing with every single toy you have. So tiring. You decide to take a nap before the party so you'll be energized.
Player: Showtime!
DM: After they all get finished eating the cake, It's time for Stephanie to open her presents. The first present is a golden necklace with a heart locket. The second present is a board game, and the third present is what she has wanted all her life....A make your own necklace kit. Wow....seems like this girl LOVES necklaces. After all the presents are open she is already playing the board game with her friends. Now would seem like a good time to cuddle but what if she's too busy? Now you're left with a choice...

Player: Cuddle Time!
DM: You run up to Stephanie happily and cuddle. Everyone starts petting you. You roll over and Stephanie rubs your belly. One of Stephanie's friends get your wind-up mouse toy and winds it up as expected. Her friend sets it down and you start chasing it. Everyone loves watching you, seems like you have done a great job.

Player: High school
DM: Stephanie is now in high school and you are 6 years old. (human years) She has started dating Josh and you are a very happy kitty. So here you are on a hill with Stephanie and Josh, the sun is setting. "Finally night time is coming." You think to yourself. Stephanie and Josh seem to be having a great time which makes you happy. "Shouldn't Stephanie be going home right now?" You think to yourself (again) Suddenly as that thought is over Stephanie and Josh kiss. "EW GROSS!" you meow. They laugh and return home. Finally that's over.

Player: The happy rest of your life
DM: Stephanie and Josh seem to be a very happy couple. Isaiah is happy all the time, especially when you are around. Stephanie's mom and dad seem to be doing fine, and you seem to be the happiest cat ever. You are happy till your life ends. You didn't get to see Stephanie and Josh get married but you did see them happy.Good Ending

DM: There's a wide variety of frozen drinks back here, plus a few TV dinners. You decide to take a good variety of things, and that seems to be that.But there's something strange about this last freezer door in the corner... There's nothing inside. On the other side is a void filled with icy, wafting mist. This door...has a sufficient amount of mystery to it.
Player: Consult Kaji
DM: You scream at Kaji about it, causing him to walk over. "This door? It's only been in the drug store since I used it to leave my original universe and enter this one. If you go inside and walk for a long enough time, you should eventually enter the world of Evangelion itself, in a dangerous, unpredictable and altered state."That being said," he continues, "characters have already tried and failed to exit this way. I remember the time when Kensuke Aida tried to come through here, and halfway in he'd gone insane. So I don't recommend it, unless you think you're brave enough to try."

DM: You stand, feeling the cold wind slash against your ice and watching the sleet fall to the ground, protected by only a ruined coat and a black umbrella as you stare at the tombstone. The weather isn't bothering you, you're mind is in other places. The tombstone reads Here lies Anna Nicole, another angel for Heaven. Thoughts and memories flood your mind and you close your eyes, trying to remember the first time you met Anna.
Player: Meeting Anna
DM: You're making your way through the brush to the only place where you can be alone, current book in hand. You spot the lone weeping willow by the water and smile, making your way closer, until you hear something. Sobbing? You cautiously make your way towards the tree, and see a girl crying. You eye her curiously.

Player: "Are you okay?" you ask, cautiously approaching her.
DM: She sniffles and looks up at you, shaking her head. You are shocked at what you see. She's bruised and beat up. She can't be any older than your own age, 16. "Come on," you say, offering her a hand, offering to take her to your house until you can help her and figure out what happened.
Player: She shakes her head and moves further away.

DM: You're very young, only about 17, and you're running down the street, trying to find the shoe store, when suddenly you wreck into something! You get off your bike to see you hit a very pretty girl, only about age 16, looking at you curiously. She's on the ground, and it's obvious you ran into her. "Sorry!" you exclaim, embarrass, and offer her a hand. She smiles enthusiastically and takes it, just nodding, looking you over. "I'm Jack Withers," you say, and she continues smiling, but doesn't say a word.
Player: "Well, are you going to reply?" you ask.
DM: She nods and keeps smiling that come-and-get me smile. "I'm Anna Nicole," she says, with an angelic voice, making you forget every girl you'd ever met. "Hi, Anna Nicole..." you stutter, trying to take a step back. Your shoestrings are untied. She laughs as you fall back, but luckily, grabs you before you fall. "You better tie those," she instructs, and like that, she's off, quicker than she came.
Player: Doctor
DM: Anna walks out of the doctor's office, her eyes showing a sorry expression. "I'm dying," she whispers in your ear. You immediately start to cry. She tears up, too, but remains strong. "It's okay, don't you worry cause everybody will die," she says, still embracing you tightly, ignoring the looks of the people in the waiting room.
Player: Good Memory

Player: She takes your hand.
DM: You help her up, taking her hand and keeping hers in yours as you walk her towards the house. "We'll get this figured out," he promised, trying not to look at the poor girl. He wondered if it was her father, or, possibly, a boyfriend. She kept mostly quiet the whole way to the house. When you arrive, you take her into your room and tell her she can take anything she needs. You go and and get some stuff to clean her wounds, after her face, you ask if there are any other areas with blood on them. She blushes, but lifts her shirt, showing some cuts just under her breasts. You blush, too, but clean the wounds. As you clean them, she explains her ex boyfriend had beaten her. "Thank you," she says, and gets very close to you. You see how beautiful she is for the first time.
Player: You try and kiss her.
DM: You lean in and try to kiss her, and much to your delight, she kisses you back, for a long time. When you two finally pull away, she smiles a soft smile and continues running her fingers through your hair. "Thank you, thank you, thank you," she repeats, staring you right in the eyes, smiling still.

DM: "Wait!" you hear her exclaim, before running in front of you to meet you with another toothy smile. "I'm Anna Nicole. Who are you?" she asks, curiously, as you get a good look at her. She glorious, and those eyes, you just can't get your mind off of those eyes! "Jack Withers," you manage. "Goodbye, Jack Withers! I hope we meet again!" she exclaims, grinning and running off, leaving you only with a very clear memory of the beautiful girl, leaving you to go to the shoe store and meet your girlfriend.
Player: Good News
DM: It had been 2 years since you'd met Anna. You stood with her, on a bridge covered in blossoms from a nearby tree. Her blonde hair was thrown in a lose braid down her side. She looks beautiful, as always. Her eyes are very blue, and she looks all grown up today. You look at her as she leans over the side. "I love you," she finally whispers, breaking the silence between the two of you. You take your hands out of your pockets, grab her, smiling and kiss her. "I love you, too," you say. She smiles. "That's good to know, because, we're having a baby together."

Player: "You're welcome," you say, softly.
DM: "You're welcome," you say softly. She looks at you, bites her lip, and softly kisses you before running out. You touch your lip where she kissed you for a moment before running after her. "Anna!" you yell, but it's to late. She's gone.

Player: Bad Memory

DM: You hold Anna's hand as she pushes. You would be excited, but Anna's dying and you know it. She looks weak, and tired, and has already said her goodbyes. The doctors are shouting things, but you can't hear. Everything is a blur. You feel her grip loosen, and know she's gone. Tears fall down your face. but you don't make a sound. The cry of your child can be heard throughout the hospital's delivery room.

Player: Present Day
DM: Anna screams and you put the picture on the table, rushing into the living room. "Daddy! Spider!" she yells, running to you and wrapping her arms around you, tears filling her blue eyes. You pick her up and take her to her bedroom, "It's okay," you say, laughing. "Daddy won't let the spider hurt you," you promise, and kiss her on the forehead.

DM: It was a month after Anna got the diagnosis. Despite the fact she was getting weaker, and losing lots of hair, she was still beautiful. You were taking her for a walk through the park, and she was smiling at everything. "Jack...when I die, promise you won't be too upset..." she says, suddenly. "How can I not be? Anna, you are everything to me," you whisper to her, tears forming in your eyes. Tears for in her eyes as well, and you kiss her. While you're kissing, you slip a ring on her finger. She smiles at you, the tears stopping. A month after that, you were married, and 4 months after that...
DM: You never thought you'd see her like that. Pale, weak, tubes running through her arms, hooked up to machines and monitors, eyes closed. She still looked beautiful to you, even like that. You held her hand all through the final week. She only awoke a few times, said her goodbyes in brief spells of being awake. -- "Jack...this is it," she whispered, her voice cold, eyes full of wonder. "Don't say that, Anna, please..." "Jack-Promise you understand I'm going to be waiting for you," she says softly, eyes closing again as she coughs into her sheets. "I understand. Anna, you have been loved, honestly and truly loved, please remember that," you say, clenching her hand. "I know," she said, smiling for a final time, "I love you too."

DM: They consent to give you a camel.
Player: Camel!

DM: You and Joseph battle it out for a while. Joseph has this really deadly sword, ahd he cuts you a few times, but very minorly. Hopefully thats a word."Give up." Joseph says. "You know that I'm much better fighter than you." He chuckles evilly.Pissed off by his remark, you drop kick him in the stomach and punch him in the face a couple of times. Good job! You defeated the jerk!
Player: Go ahead. Eat some cookies for your reward, then click here.
DM: Well, your family may have been burnt, but at least you defeated the creep who did it.Say, you still haven't found your keys yet. You need a car...Hey! Why don't you steal one!

DM: You and Bill Doolin hide out in Eureka Springs, Arkansas where your gregarious companion keeps you company. In Eureka Springs you read about how your friends Bitter Creek and Charley Pierce were betrayed and killed by alleged friends of theirs for the reward money while Little Bill is shot and captured after being tracked down by lawmen. The forces of justice are closing in.Little Bill still occasionally suffers from pain in his foot that got shot three years ago and intends to go to the bathhouse in Eureka Springs to see if the waters there can help soothe the pain. You are worried it might be too dangerous for both of you to go into the heart of the busy town but Bill points out that you are in Arkansas where the Wild Bunch has never been active and you should be perfectly safe.
Player: Stay in hiding outside the town
DM: Your decision not to accompany Bill into town turns out to be a wise one: when he doesn't return you become concerned and hastily leave town. The next day you read in the newspapers that your friend was captured by a posse of lawmen at the bathhouse and is in prison facing charges of bank robbery. With the members of the Wild Bunch being tracked down one by one you are running out of friends to hide with... but you have to keep moving.
Player: Join Red Buck in the Indian Territory
DM: You join Red Buck in a little cabin outside the settlement of Arapho where you read in newspapers about the destruction of the Wild Bunch: first Bitter Creek and Charley Pierce are betrayed and killed by bounty hunters, then Little Bill is shot and captured by lawmen and finally, but worse of all, Bill Doolin is captured in a bathhouse in Eureka Springs.The law catches up with you and Red Buck one afternoon: you are returning to your cabin after a successful duck hunt when a lawman steps out of your cabin door and casually announces he has you both completely covered and that you should surrender. You and Red Buck glance at each other and you can tell instantly that your companion means to fight.
Player: Run for the trees

DM: Or should it be called the "enchanting prelude" to the "Test Your Knowledge" series? Either way, here it begins. Each question that follows will be worth 100 points, with an optimal score being 1100 points (without bonus) and 1299 with bonus. The same bonus system is incorporated as in "Test Your Knowledge: The Fellowship of the Ring". Unlike that quiz, however, this one has no break in the middle. Also notice that there is no option to save; once you have begun the quiz, you are obligated to finish. So, without further ado, here is "Test Your Knowledge: The Hobbit".
DM: How many dwarves join Bilbo at Bag End in Chapter I?
Player: 14
DM: Tom, Bert, and ________ are the three trolls from whom Thorin and Co. narrowly escape (with the help of Gandalf of course!) in the second chapter?
Player: There were only two trolls!
DM: What two swords are identified by Elrond in the Last Homely House, and are later recognized by goblins as "biter and beater"?

Player: 12
Player: Matthew
Player: Orcrist and Glamdring
DM: Answer the following riddle as it appears in the story: 'This thing all things devours:Birds, beast, trees, flowers;Gnaws iron, bites steel;Grinds hard stones to meal;Slays kings, ruins town,And beats high mountains down'
Player: the Necromancer

Player: William
Player: Guthwine and Anduril
Player: time
Player: 'Escaping trolls only to be captured by goblins!'

Player: Geoffrey
Player: Orcrist and Narsil
Player: 'Escaping spiders only to be caught by wood-elves!'
Player: Bofur
Player: Bard; right; Black

Player: Sting and Orcrist
Player: 'Escaping a dragon only to be caught up in a battle!'
Player: Bombur

Player: Benjamin

Player: Howard
Player: a dragon

Player: 'Escaping wolves only to be caught by goblins!'

Player: 'Escaping goblins only to be caught by wolves!'

Player: a troll
Player: Dori

Player: wind
Player: Bard; left; Black
Player: Thain and his army, from Moria

Player: Orcrist and Glamdar

Player: mithril

Player: gold
Player: Thain and his army, from the Iron Hills
Player: Two (2) small chests and two (2) sacks
Player: The Men of Lake-town, as a reward for discovering the dragon's weakness

Player: dark

Player: Nowhere; all of it comes from the dragon's hoard.

Player: Balin
Player: the Spears of Bladorthin

Player: Dain and his army, from the Blue Mountains (Ered Luin)

Player: Bilbo; right; Black

Player: Thrain and his army, from the Blue Mountains

Player: Two (2) large chests
Player: From Gandalf

Player: Bifur

Player: One-fourteenth (1/14) of it

Player: From the cave of the three trolls in the second chapter

Player: Bilbo; left; Black
Player: Two (2) small chests
Player: A Hobbit's Adventure
DM: 

Player: A Hobbit's Story
DM: 

Player: A Hobbit's Journey
DM: 

Player: A Hobbit's Quest
DM: 

DM: 

DM: 

DM: 

DM: 

DM: 

DM: 

DM: 

Player: A Hobbit's Holiday
DM: 

DM: You decide to pull back, nonetheless being a good boyfriend. "B-but..." You interupt her. "I know.... but I have Natasha. I wont lie, feel8ngs for you are possible. But for now... let's at least try to be friends." you plead. "Okay." she frowns but she understands. You two had a great friend date. However, that was the birth of the love for her. Now, the Love Triangle has begun.
Player: Chapter 3
DM: You just come home from school, eager for some gaming and after school snacks. But then, your phone rings. It's Natasha. Of course it is. With all the time being spent with Jenn, you could seem a bit neglectful and distant from her. You don't want her to be aware. Your phone, full of texts from Jenn, the distancy.... it just doesn't look good for you. you....
Player: Pick up
DM: You answer your phone. "D-do you even want me around anymore?" you can only imagine your pain, for those were words very similar to Jenn's for when you avoided her for months. "Of course not! I'm sorry! I've just been lazily gaming and working on homework, you know how Physics is." you say, sounding quite apologetic. "In fact, I'll make it up to you. I'll take you out tonight." She nods and sounds excited. That night you pick her up. Where do you go?
Player: Restaurant you took Jenn
DM: You take her to the same place you took Jenn. You two go in and get seated. Sadly, you are being served by the same waiter who served you and Jenn. She stares at you in shock.When Natasha leaves to the bathroom to wash her hands, she walks over to you. "You again?!" she snarled. "Yes...." you nod your head in shame. "Oh my gosh! You are such a player!" she shouts, offended. She runs off to tell Natasha.
Player: Try to stop her.

DM: You immediately get up and go over to him. You can't afford his wrath on you. You've seen what he's capable of and don't want to test him. Obediently you fall to his side and don't look him in the eyes, but rather look down at your feet afraid to look up at him. Which is a wise move. He likes your submissiveness. "This is my new minion, Paul. So, we're going to start the tests now to see if it's really worth it." Dean says. "Ah, Fresh meat." Paul grins widely. He then observes you up and down a moment taking in your build.
Player: Are you a large build?

DM: You wake up to movements outside. You peeked out the window and gasped, which woke up Sara. When she came over, she gasped as well. And entire horde of zombie, about two hundred, is passing by your street. Thankfully, they didn't notice your house one bit, and you tried your best to wake everyone up without trouble. You all watched as the horde moved east, slowly, until they turned down a street. "That's not normal." Jason said. "Thanks, Captain Obvious." David said, "Nothing is normal these days. But yeah, that's not normal." Bob snorted. "But they already passed by and didn't notice us. We should just go and sleep." "We have to warn whoever is over there!" Sara yelled, furious, "They are in big danger. We need to help them." "Are you sure you want to give up the comfort of this house and head back into the danger zone?" Jason asked. Sara calmed a bit. "Still, we should do something." They all looked at you. You thought...
Player: Help without demanding a price
DM: "We should help." You decided. "I mean, selflessness was always a valuable thing, especially now -" "Right, right, Mr. Teacherman." Bob rolled his eyes while Sara hugged you. "What now?" She asked. "Well..." You started.
Player: Slaughter them!!!
Player: Sneak past the horde
DM: Right past them, through the backyards of almost a hundred homes. You and David went. You found a couple girls hiding out in a basement and helped them to come with you. David was, well, attracted to one of them. And that girl thought you were very heroic, but you explained you have a GF. David, however, flirted with her all the way back to base. You shook your head, but with a smile.

DM: You are William KiddYou live in Manhattan, New York in an expensive 2 story house. You, your wife Sarah, and your two kids, go to church every Sunday. You value your morals and integrity higher than anything else. You are extremely well spoken of in your New York town as well as in England and are one of the richest men in the 13 American colonies. While you love and cherish the life you've made in New York, the sea calls to you. You're passionate about sailing and want to get out on the water as the captain of your own ship and crew. An Anglo-French war is approaching and England is heavily marketing for sailors to become privateers, armed sailors who are hired by the government to attack enemy ships and steal from them as payment. You ask your friend, the Earl of Bellomont, who is the governor of New York, to sponsor you and assist you in getting a privateering contract from the king of England.
Player: Get the contract
DM: You get the contract from the king of England and set sail! He hires you to sail around the Indian Ocean, protecting the colony of India from French battleships. You are also free to attack pirates, but no other ships. On your way out of harbor, you spot a Naval vessel on its way out to sea, as well. What do you do?
Player: Salute the Vessel!
DM: You salute the vessel! You probably made the right choice! Failing to salute a naval vessel can result in some of your crew being seized into Naval service. Then you may be forced to hire new men on short notice, who could be pirates. You're not sure how much difference that would make, though. The men you hired in the first place don't look so honorable, either. The payment for privateering is whatever you steal from the French ships and pirate ships you attack, so if you don't find anything, they could make no money. Not many people wanted this job because it was so risky, so you had to scrape the bottom of the barrel for crew members. Hopefully you won't have trouble keeping them under control during your voyage!

Player: The Indian Ocean
DM: You reach the Indian Ocean and sail around looking for French ships or pirate ships to attack. If you don't find any ships, you won't get paid, because your payment is whatever you ransack from the ships you find. Your crew begins to get restless. You haven't had luck finding ships, and so you may not get paid. You begin to hear rumors around your ship of a mutiny...You finally find a ship sailing under French colors! You and your crew attack, finally boarding the ship only to find out that the captain is Armenian and that they are only sailing under French protection. This ship is not within your duty to attack, so if you carry on, you will be breaking your contract and this will be considered an act of piracy. What do you do?

DM: Yikes! Failing to salute the vessel results in some of your crew being seized into Naval service. You are forced to hire many new crew members on short notice. You have a lingering suspicion that some of these men may be pirates, but you have to ignore it because you have no time to wait for more honorable men to come along. Hopefully you can keep them under control during your voyage!
Player: Don't attack
DM: Breaking your contract would be against your high moral standards, even though you think you could get away with it due to the French protection and due to many of your friends holding positions of power, like the Earl of Bellomont. Even the king speaks highly of you. Still, though, you decide to tell your crew to stop attacking because attacking would be against your morals. They don't listen and they continue to attack despite your efforts to stop them. Tensions rise between you and your crew, as you are unable to stop them from attacking the Armenian ship against your orders.
Player: Look for more ships

DM: After the Armenian ship, very much time passes before seeing another. You have no luck finding any ships. You want to avoid repeating the incident with the Armenian ship to avoid being labeled a pirate, so you don't attack any more ships you're not supposed to. You see a Dutch ship on the distance, but refuse to attack it. This angers your gunner, a man named William Moore. He was in this for the money, and wants more than one ships worth. You hear talk of a mutiny about to happen, led by Moore. He starts up a fight with you. He yells, calling you a lousy dog (quite the insult in your days), and you get extremely angry.

Player: Attack the Armenian ship!
DM: You continue to attack! They were sailing under French protection, so it could be argued that the ship was French, despite their Armenian captain. You could argue this if anyone tries to dispute your decision. You also have many friends in positions of power, like the Earl of Bellomont. Even the king speaks highly of you! Your crew is also happy that they will actually get paid.
Player: Grab a bucket and hit him in the head!
DM: You are so angry at him that you hit him in the head with a bucket over and over. He dies from his injuries. The rest of the crew is compliant for the rest of the voyage.
Player: Continue Looking

Player: Drop the argument
DM: You decide that fighting is not worth your time and that you should be looking for ships to attack. Although it is scary to live with a target on your back on your own ship with many angry, unpaid crew members, both you and your crew are very aware that you are the only one who knows how to navigate. You believe you are safe from being hurt by them.
DM: Your crew has put you through much hardship at this point, but at least you have some goods from the ship you attacked, so you head to Madagascar to take a break and trade your goods and allow your crew to trade their share of the goods as well. While in Madagascar, you find out that you were declared a pirate, your worst nightmareWhat do you do
Player: Embrace your piracy
DM: You give up all your morals and become the irate that everyone says you've become! You leave Madagascar and start to greedily attack any ship in your sight. Unknowing to you, the king sent out part of his Navy to look for you and to bring you to justice. They find you and arrest you. You are brought to England to await your trial
Player: England

Player: Head to Boston to clear your name
DM: You gather your crew and head to Boston, MA to clear your name. You stop at Gardiners Island off the coast of New York on your way there. Once you get there, you hire an attorney because you are sure you are innocent. You find your friend the Earl of Bellomont who you think will help you.He instead orders you to be arrested. He, being your sponsor, was severely embarassed by the rumors spreading around the colonies and England about your piracy. You are brought to England to await your trial.
DM: Once you arrive in England, you are put in prison and wait for your trial. You had saved the French passes from the Armenian ship you attacked, hoping that those would spare you, but those were taken from you and given to the Earl of Bellomont. They are missing at the trial. You become angry that you would be betrayed like thisYour trial comes out against your favor. You are found guilty of piracy and will be hanged. You have no choice
Player: Hanging
DM: On the day of your hanging, you get wildly drunk, to the disappointment of those few people who still believe in your innocence. There is a pastor who offers you the chance to repent for your sins.

Player: Keep looking for French ships and pirate ships
DM: You decide to continue looking for French ships and pirate ships, hoping that your friends with power will help clear your name.Instead, the king sent out a Naval fleet to capture and arrest you. He was severely embarrassed at hearing the rumors of you becoming a pirate spreading all around England and the colonies. They bring you to England to await your trial.
DM: You refuse to repent for your sins because you don't believe you committed any. Instead, you give a speech saying that your only regret is leaving your wife and children. The hanging platform falls beneath your feet. The rope snaps and you crash on to the ground, dazed that you survived. The crowd watching begins to protest, saying that the rope breaking is a sign from God that you are innocent. The pastor gives you a second chance to repent. You refuse again and issue a warning to other sailors not to trust wicked men, saying you were conspired against. The hanging platform falls for a second time, and this time, the rope holds.

Player: Repent
DM: You still love God, as you did in Manhattan and your whole life. Although you believe you are innocent, hopefully God will forgive you for whatever mistakes you made that led you here. When the floor gives way beneath you, the rope snaps. Many people protest, saying it is a sign from God that you are innocent. You are hanged again anyway. The second rope holds.

Player: All paths lead here

DM: 200 years after the trial, it was revealed that the French passes from the Armenian ship and Captain Kidd's privateering contract were misfiled in a government building, supposedly by the Earl of Bellomont. It is believed that these passes, had they been at the trial, would have set Kidd free, proving his innocenceEven so, the court system of the time was extremely unfair. Court judges held their jobs based on the number of cases the judge that result in the kings favor. The king, as well as the Earl, were severely embarrassed by the fact that it was widely believed that someone they hired turned pirate. They never let it slip that they were the ones who hired him. The king benefited from Kidd being sent hanging.No matter what path you chose, whether you made all the right decisions or all the wrong ones, led to your hangingNo matter what Kidd did, he was a victim of pre-modern politics and judgment. Just because people believed he was a pirate, this made him a pirate. Nobody knows for sure what Kidd did at sea. Some say he killed Moore, others say he died of other causes. Some say he turned pirate, drank with the captains of pirate ships, attacked whatever ships he pleased, others said he maintained his morals and his mutinous crew got the best of him. Regardless of what he really did, he still ended up dipped in tar hanging over the river Thames to serve as a warning to other "pirates"

DM: Before you looms an enormous landscape, with a giant lake, a huge forest, and beyond that, an enormous mountain range. You gaze into the distance, uncertain, yet unafraid. After all, you have just escaped from the dreaded subterranean prisons of Tyrannica.However, the journey back to your beloved country will be long and arduous. You lost all your weapons in the dungeon, and now you have nothing but the clothes on your back. You will have to spend many days on foot. In addition, the land ahead is full of terrfiying, mysterious creatures. You've heard of many travellers who went through these lands and never came out.Still, the journey must be made. You must return to your country, where your friends and family live. And you must live to fight another day; so that you can topple the despotic ruler of Tyrannica and free his slaves.The sun is now high in the sky, and it's very hot. This may not be the best time for walking.
Player: Wait a while
DM: You have no water, and if you start walking at this time of the day, you'll get dehydrated pretty quickly. So you sit and wait.A few hours later, it gets cooler as evening begins to set in. Suddenly, you hear a rustle in the bushes. You peer into the bushes, and you see a fox run through the bushes, carrying something in its mouth. However, you accidentally sit on a twig and snap it, and the fox looks up and sees you. Quickly it drops the thing in its mouth and runs off.You come closer and examine it. It appear to be some kind of vine.Anyway, now the air is cooler, and it's perfect for traveling. You decide to start off on your journey.

Player: Vine
DM: You start walking off in the direction of your country. You can't yet see it, but you know it isbehind those mountains. You've heard of many nasty creatures that live on the mountain, but perhaps the worst is the horned wolf. These predators travel in packs, and are completely fearless; not only will they try to attack and eat anything, but they are especially fond of attacking and eating unfamiliar things...WHAM! Suddenly, you trip and fall over. You were so deep in thought, that you didn't notice the large stick in your path until you fell over it. Hmmm... pretty nice stick. Long, thick and powerful. It would make a great club.
Player: Continue on the journey
DM: You continue on, striding through the grass, until you reach the flat plain. In front of you are two enormous paths: a huge lake, almost large enough to be an ocean, and a forest. Both probably have the same amount of dangers and monsters.
DM: The forest is huge! It stretchs miles and miles, all the way to the mountains in the distance. No telling what kind of fearsome animals, poisonous plants or horrible chasms it holds! Still, better than trying to cross a lake without a boat, you decide, so off you go!
Player: Into the forest!

Player: Lake
DM: You'd really rather not try to go into that forest. Instead, you head toward the lake. By the time you arrive at the beach, the nigt is almost over. The full moon hangs in the sky like a giant glowing white orange. It seems peaceful enough, if you ignore the enormous waves striking the beach with full force. The sun will be rising soon.You suddenly realize, with a sinking feeling (no pun intended) that you have no boat. You could look for one, or just try to swim across it.
Player: Look for a boat
DM: You wander along the beach, and, suddenly, you see a raft floating in the water! What an incredible stroke of luck! You're about to jump on and start sailing, but then you remember that you are rather in a weakened state with virtually no weapons or food to speak of. Perhaps you should spend some time on the beach first searching for possible food and weapons before venturing off...
Player: Search the beach

DM: Before jumping on the raft, you get out and decide to look around the beach. You stroll along the beach, as the waves the sand and spray your feet with salt. Night is falling, and the beach is pretty empty. There isn't even a crab to eat (not that you'd want to eat a raw crab). Fortunately, you do manage to find some pretty sharp-looking shells, several more sticks, giant leaves and a length of twine. With the twine and one hook-shaped stick you make a fishing line, with the rest of the sticks and the leaves you make a mast, but you don't know what to do with the shells. Oh well, time to set sail.
Player: Over the sea, let's go men. We're shovin' right off, we're shovin' right off again...

Player: Check the bushes
DM: You decide to look in the bushes. Perhaps they contain berries or something! You're absolutely starving!Well, as it turns out, they do contain berries, but they're kind of wierd. They look like strawberries, but they're blue and purple. You begin to wonder if they may be poisonous. Food is scarce out here, and you need to get it wherever you can find it, but even so...
Player: Don't take it
Player: Look in the hole
DM: Curious, you take a closer look inside the hole. It looks like it was made by some small animal, like a rabbit or a fox. In the dirt beside the hole is a rock about the size of your fist, but other than that, there's nothing interesting here.

DM: Quickly, you step back, run, and jump into the waves... only to be knocked back to the shore by a wave with the force of a sledgehammer, bombarding you with pebbles and getting sand up your nose.These waves are incredibly powerful, and you're rather weak. You haven't eaten since before you were captured by the Tyrannican army. Unless you build up your strength by finding something to eat, you're stuck with trying to find a raft.
Player: (Sigh) All right then, just go find a raft...

Player: Leave hole
DM: As it turns out, the creature didn't flee in terror. It left to get reinforcements!Soon a whole pack of those monsters charge out of the brush. If only you had left the forest, you could have eluded them. Instead, you are ripped to pieces by the baying, howling creatures.

DM: You push your raft into the waves, and in a few minutes you're off! The wind is strong, and the beach quickly fades out of sight. Soon you're in the middle of the enormous lake. Who knows what dangers lurk beneath the surface...You quickly push all negative thoughts out of your head. If you want to survive, it's important to be optimistic. You decide to focus on the shining sun, the cloudless sky, the sparkling waters. In this way you pass half an hour slowly drifting along the lake.
Player: Eventually...
DM: Eventually, your mind starts to turn to food. You're over a pretty deep part of the lake now, so maybe you can get something with your fishing line.
Player: Cast the line
DM: You grab your makeshift fishing line and toss it into the water. With a PLOP! it sinks as far down as it will go. You can see it clearly in the water, and there are no fish biting! You can't even see a fish! Disappointed, you look up to see how far you are from the other side of the lake. It's still two miles away. Then suddenly, the rocks violently and you fall into the water with a PLOOSSH! You sink several feet under the boat, streams of bubbles tickling your face, arms and feet. That's when you see what's stuck on your line.

Player: Shell

DM: You quickly climb the tree. Soon you're almost four stories above the ground. Fortunately, you've handled worse in your training as a knight. Then you see a bird's nest in the tree. A magpie is flying out of it.
Player: Look in nest
DM: In the nest is a dagger! Of course! Magpies steal shiny things!All right! This is your first real weapon! Now you definitely have something to defend yourself against any animal that tries to kill you!

Player: Climb the tree
Player: Climb down tree

Player: Don't cast it
DM: After another half hour of uneventful sailing, the shore now seems only 1 mile away. You begin to grow horribly bored. You've already practiced your swordfighting, searched the sky for clouds in the shape of mythical beasts, developed a foolproof plan to invade tyrannica, forgot it and wrote a surprisingly good 5-act play on a palm leaf using your finger.Now, not only are you bored, but your hunger is returning. Should you cast the fishing line now?
DM: You drop the line in the water again, and wait 1 second, and suddenly you have a nibble! Bursting with joy, you pull and soon you haul anice, plump fish on board! Yay!But just as you're about to eat the whole thing raw, a gut instinct tells you to save it, because you may need it for something. As hungry as you are, you can't argue with yourself. Looks like you'll have to go hungry a little while longer.

Player: Play it safe! Go to the lake!

DM: You grab a handful.
Player: Berries

Player: Creepy music playing here
DM: It's a pack of fish monsters! And one of them is caught on your line. You would have thrown it back, but these creatures don't seem to care... they're out for blood, and they've seen you! Stuck here beneath your raft, underwater, you don't stand much of a chance. Perhaps if you freed the one that's caught on the line, they'd go away. Then again, perhaps you should swim up to your raft.
Player: Free the icthyosaur
DM: Quickly, you dodge several icthyosaurs charging through the water like torpedoes, and reach the one caught on the line. He snaps at you, but you stay out of the reach of those crushing jaws, and grab the line. Straining, you pull, and the hook slids out of its flesh!You turn triumphantly to the others, confident, they'll leave you alone. Imagine your surprise when you turn and see them charging at you hungrily. And this time, there's no time to get out of the way.

Player: The sociopath catches you off guard, getting the first strike
DM: And it stings when he writes a rude limerick about you!"I know a man named EndmasterWhose brain is some kind of disasterHe's fucking insaneAnd his mom is rather plainI should be running away faster."That poem makes your blood boil, reducing your sanity by a whopping 3. Your mother is a classy and elegant woman, he doesn't know what he's talking about.You'd better take this sociopath down right away!P.S. he still has 30 sanity.
Player: Insult the sociopath
DM: You bitch and moan at your opponent, reducing his sanity by 14.In turn, the sociopath posts a long string of gibberish, whacking your sanity for 4.The sociopath's sanity is a mere 16.What's your next move?

Player: Cheer up!
DM: Eventually, it begisn to get dark. The island hasn't seemed any closer for a while now. God, you swear the wind is just standing still!Eventually, your eyelids get heavy, so you yawn and fall asleep. Your sleeping is troublesome, and fitful, until finally, you hear giant crash! Heart pounding, you jump awake, only to find that it was just a dream. Angrily, you fall back to sleep... only to be woken again by a giant roar that freezes your blood, and on waking, again, you find it was nothing.The moon is now high in the sky. You admire it for a moment. Then you feel as though you're being watched. You turn around, and what you see, frankly, is the most terrifying thing you've ever seen.

Player: What is it?
DM: It's a giant sea dragon!!Its giant eye rolls idly from side to side in the socket, and then fixes on you. The giant beast turns towards you, and the head slowly glides over the water's surface towards you.You watch, heart pounding, wondering what will happen. When the giant head is a foot from the raft, it stares down at you, and exhales through its nostrils. Clearly, you are too far beneath its dignity to be a snack, but for no apparent reason at all it wants you dead. The enormous gust of wind from its nostrils, creates a large wave that tosses your raft like a stick in a whirlpool.
Player: Abandon ship and jump on the serpents head
DM: This raft is going down, and you're prepared to abandon it! Now you realize that the shore is only a couple hundred feet away. You could easily swim that far! So, with the last footing the lurching raft can afford, you take a running jump and land squarely on the giant serpent's head!The beast roars and bucks, but you grab its horns and refuse to let go! Then, suddenly, the head submerges. You feel it pulling you deeper and deeper. Should you hold on, or let go and swim towards the shore?
Player: Swim towards shore

DM: You went to bed, and then Jake came in your room. You guys talked, and then he kissed you! He stayed at your house till morning, then left. Randomly, you got a call from a girl Paige? She invited you to go to the mall? Want to go?
Player: GO! You need a girl pal!
DM: You got dressed. When you met her up at the mall you saw her and realized it was a cheerleader! You ended up becoming "BFF's" and she told you she was having a party. You were invited too! When the party came, you went with Paige and was considered popular! Jake even ended up becoming a football player. Awesome!*Best Ending Possible*

DM: With quick, powerful strokes, you swim upwards as fast as you can, and when you're about to run out of air... you burst through to the surface! Ah, sweet air! Quickly, you swim back to the raft and hoist yourself on top of it!Suddenly, one of the icthyosaurs comes bursting through the surface, splashing water everywhere. It's trajectory has been carefull planned so it would pass over you, bite your head off and fly over the raft to land back in the water!
DM: Which way do you dodge?
DM: You dodge to the right, and it misses you completely! It falls into the water and swims down to the bottom!You've had enough of this! You grab the line and pull. The fish at the bottom pulls and squirms, but you keep pulling... and the line leaps out of the water so quickly that you're thrown backwards. The icthyosaur must have wriggled off the hook. Does that mean they're gone?
Player: Maybe not...
DM: Taking no chances, you bend down and peer into the still, glassy water. You don't want anything bumping the ship while you're sailing. You see nothing, but the water seems a little darker, and more opaque. Too late, you realize that it isn't the water, just before an icthyosaur leaps out of the water right under you and grabs your head in its jaws.

DM: Quickly, you release the creature's horns and swim to the surface as fast as you can. You can see the underwater rocks near the shore, and it's such a sweet sight...Then a strong current appears out of noweher, and starts pulling you back down. The sea serpent is taking abreath, trying to suck you into its mouth! You turn and see the jaws open wide, ready to swallow you whole, and you know there's no escape. The seprent looks bigger than ever now...

DM: You dodge to the left! The icthyosaurs turns its head to catch you in its jaws, and in this way, turns direction in midair. Instead of clearing the raft and landing back in the water, it hits the deck of the raft and wriggles into the water. But on the way, it grabs your ankel, pulling you down with it...

DM: He waits a while longer for you to say something. Dr. Figar starts to grow impatient and fiddles with something on his desk. He starts to shift around awkwardly, waiting ever longer, for the compliments that were not coming. You rustle in your seat, just slightly, and he looks towards you with a hopeful look.You stare back.He stares at you.You stare back.He frowns, noticing you're already in your seat and patiently waiting for the lesson to continue. You could still compliment him, or you could just wait for the lesson to finally start. It probably didn't matter either way anyways.
Player: "Oh great and mighty Figar, please shine unto me your unrelenting wisdom!"
DM: You'd made it this far into the lesson and hadn't entirely lost your mind. At least you didn't think you had lost your mind yet. That was still up for debate. Deciding to have fun with it, since there was really nothing to lose anyways, you tell him how "wonderful" he was since that's what he seemingly wanted to hear.Dr. Figar just looks at you oddly and scratches his head in confusion as you compliment him. "Well you're a strange one, but there's nothing wrong with that!"After all of this nonsense, it was Dr. Figar who was calling you the strange one. You weren't sure what to think of that, but decide it's best to finish listening to this last lesson so you could finally leave. There was no point in overthinking it.

DM: 
Player: 4
DM: 
Player: 2
DM: 
Player: 7

Player: Return to the Hallway
DM: You are now standing in a long hallway. It's eerily quiet.Above you, a doorway in the ceiling that leads to the Attic.Behind you, the Entrance Hall.And further down the Hallway, Xavi's Bedroom.
Player: Forward, towards Xavi's Bedroom
Player: Open the Drawers
DM: You pull open the drawers and find absolutely nothing. No clothes, not a single item is left behind. You've always wondered where he went, and why he left?You give up searching.

DM: Although you have to wonder why you chose to continue holding onto the serpent as it dives, you don't let go. Suddenly the sdragon stops swimming downwards, and begins shaking its head, slowly at first, then very fast. Still, you hang on.The serpent tries one more thing to shake you off. It swims upwards now at high speed. Hanging onto the top of its head, you feel your ears popping and a pain in your limbs as you are pushed up through the water far faster than any human should be. Then, suddenly, you breach the surface. The serpent roars in anger that you did not fall off yet, and gives its head one final, massive shake. You can no longer hang on, and are thrown clear of the dragon's head as if you were shot from a catapult. You hit the water with a giant splash severl hundred yards away, and start sinking...
DM: Well, this is it. You're free of that serpent, and even though your raft was destroyed, you don't really need it. The shore is within your sight! Excitedly, you swim as fast as you can, as the full moon shines in from the surface. Then several large dark silhouettes appear between you and the shore, and start swimming towards you...

Player: You said, "fine, fine."

DM: Without even bothering to check for the fish, you raise your makeshift sail again to pick up the winds, and soon, you're off again!
Player: No

Player: Uh-oh...
DM: You're not going to be defeated now, when you can see the sandy ground leading up to the shore. You just have to get past these sharks!One of them swims towards you. Quick, do you want to try to dodge it and make a break for land, or kill it with your shell and then swim for land?
Player: Kill it with one of your shells
DM: You grab one of the razor sharp shells you found on the beach, and examine it carefully. It will make a fine dagger, but first you have to get close enough to use it! The shark isn't coming toward you now that it's realized you want to fight it. Instead, it circles you slowly.
Player: Swim towards it
DM: Smilinjg triumphantly, you eye the shark's soft underbelly. One thrust will definitely be enough to kill it. You push yourself through the water with a froglike kick, and glide towards the shark, shell-dagger raised. As it watches you come closer and does nothing, you beomce more confident. Then, when you're a foot away from it, it tilts its head back and opens its jaws. You tumble in headfirst.

Player: Swim towards land as fast as you can!
DM: You push yourself through the water as fast as you can, swimming past the sharks swiftly and silently. The sharks do nothing as you swim by them, but as soon as you pass them, you realize they're swimming behind you. You're going to need an extra burst of speed to reach the shore!You've heard that some kinds of wild horses run in a very peculiar manner. They run in zig zags to confuse their pursuer. However, if you were to try that underwater, it would probably cost you speed.
Player: Zig-zag
DM: Suddenly, you change direction while swimming, swimming forward and to the right. Then you change again and swim to the left. Only 20 feet until you reach the shore.Then you feel a horrible pain in one of your ankles. Turning around, you see that the largest shark has grabbed your foot in its jaws. Blood drips out of your foot and fills the water with red mist. Before the other sharks arrive and the feeding frenzy begins, you pass out, mercifully...

DM: In the parlor, I see beautiful portraits and several expensive antiques. I still wondered why out of the whole house, this room was kept pristine. There was no damage and it felt like a comfortable room to stay in. "Hey!" something shouted. I began screaming, looking for help. "Oh my god, what the hell are you!?" I shouted. "Get the hell away from me!!"

DM: You place the shell in your pocket and starts thrashing around widlyl, imitating a wounded animal. Large white pillars of air bubbles rise from around you, and soon you can't see anything for the bubbles. Then you notice that all the sharks are swimming towards you. Your acting worked a bit too well!What are you going to do?
Player: Kill one shark to scare all the others away
DM: You decide to kill the shark that is swimming nearest to you. Like a panther from the foliage, you leap out of the mass of air bubbles. Where do you grab the shark to steady yourself when you stab him?
Player: the dorsal fin
DM: You grab the dorsal fin! The shark tries to turn its head to bite you, but its jaws can't reach! Now where will you stab it?
Player: The underbelly
DM: This is it! Gripping the dorsal fin so hard that you crush it, your other hand drives the shell beneath the shark and plunges into its soft underbelly. Immediately, a jet of blood shoots out of the shark, filling the water with warm red fluid. Quickly, you push off the shark and swim away. You hear the ravenous sounds of chewing and biting behind you and smile, knowing that the remaining sharks are in a feeding frenzy over the wounded shark.You swim the last 20 feet, climb out of the water, and haul yourself onto the sand as day breaks.

DM: Val; "Well cheer up then!"
Player: Shout "Just a minute" and check out the archway
DM: You start to wander towards the arch, when Val runs up and grabs you. Val; "What are you thinking? Do you want to die?!" You; "I was just curious. I wasn't going to go in." Val looked at me suspiciously before once again running down the staircase.
Player: Enter the archway, I'm too curious!

DM: You returned inside, and figured that you might as well wait it out until someone can rescue you. "And now we play the waiting game..." You say to yourself. What do you do now?

Player: the side of the stomach
DM: You reach out with your hand to grasp the side of the shark, but your first touch brings excruciating pain! "AAAARGHH!" you withdraw your hand in a frenzy, and examine the palm. It is covered with red cuts, which release flowing blood into the water. You forgot about the scales on the shark's skin.Suddenly, you cry out with a new pain. Another shark has just bitten your leg. The smell of blood excites the sharks into a feeding frenzy, and soon more of your blood is spilled...

DM: You hit the doll and it falls to the ground and you black out. When you next come to you are standing on a bridge and your hands feel tacky. Again you fade out of consciousness only to come to again holding a young priest over train tracks as a whistle sounds in the distance. The man pleads with you and you see the light of the train turn around the bend coming up quickly.
Player: Throw yourself in front of the train so you don't hurt anyone else.
DM: You gain consciousness one last time. You see yourself in a mirror. Your face is practically shredded, but by some miracle still together. Then your reflection smiles cruelly and its eyes turn black before saying "we're going to have so much fun.

Player: The back
DM: Trumphantly, you raise your dagger-shell over the shark's back, bring it down, and scream. Against the tough, leathery back, the shell slipped out your hand and cut your palm in the process. In pain, you fumble around for it again, but it's too late. The blood already has the sharks in a feeding frenzy. And guess who's the food...

Player: Stop asking questions
DM: "I guess that's all the questions I have," you say, staring at him."Well then... pack your things and we'll get out of here. I have a safe house nearby, you can sleep there. I've already... I've already made the arrangements for tonight. You'll be able to sleep, truly. Let's go."

Player: No

DM: You go to the bridge to find people rushing there from all directions. Captain Smith is already there, moments later Mr Ismay the Titanic's owner arrives wearing a suit and slippers. Smith tells him about the iceberg and Ismay looks stunned."Do you think the ship is seriously damaged?" he asked and Smith nods."I'm afraid she is" he replies heavily.Minutes later Mr Andrews, the ship's designer, arrives on the bridge. He and Captain Smith leave to take a quick tour of the ship while you remain on the bridge, waiting with other officers and a nervous Ismay.
Player: The Damage Report
DM: Captain Smith and Mr Andrews return to the bridge after a few minutes, having discovered sea water entering five of the ship's sixteen watertight compartments through a 300 foot gash on the starboard side. Mr Andrews explains that while the ship can still float with her first four compartments flooded she cannot float with five flooded and the water-tight doors only go as high as E Deck which means the seawater will spill over into the sixth and then the seventh compartments as the Titanic sinks. Ismay is stunned but Captain Smith quickly begins issuing orders. He needs officers to wake the passengers, find the lists of boat assignments, uncover the lifeboats, wake the other officers and tell the radio operators to begin sending distress calls.Which assignment do you put in for?
Player: Waking the other Officers
DM: You go to the Officer's Quarters and begin waking the various officers. One of the Officers, Lightoller, is already awake when you open his cabin door."You know we have struck an iceberg?" you ask him."I know we have struck something" Lightoller replies as he begins pulling on his uniform."The water is up to F Deck in the mail room" you tell him before going hurrying onto deck where the lifeboats are ready and crewmen are beginning to hurry the passengers into them.

Player: The beach at last!!!!
DM: Happily, you walk along the beach, admiring the lapping waves and swaying palm trees in the early sunlight. You have conquered the lake, and had a relatively easy time doing so! Before you lie the mountains that hide your home country. Once you cross them, you are free! However, they now look much bigger than they had the last time you saw them. Perhaps, in you weakened, undernourished state, you might want to try something safer. That's when you notice the crack in the mountain, creating a narrow pass that leads tothe other end of the mountain.

Player: Mountain

DM: ...The sun already hanging the center of the sky. You slept through half the day already.It takes considerable effort to move, You have now gone more than a week without food. You begin to wonder if you will live to reach your city.You manage to start walking, but after about four hours, the throbbing pain of your empty stomach finally forces you to stop. You lie against the side of the mountain, gasping for breath and crying with hunger. You look down at the grass, thinking about perhaps eating some of it in order to get yourself home. Then suddenly a sharp pain pierces the top of your head and you are out cold.
Player: NOW what!?
DM: Slowly, your eyes open. The sun is now high in the sky; at least one day has passed since you were knocked out. Then you notice that someone is standing over you. Someone wearing black knight armor. The knight suddenly turns around and looks down at you. Quickly, you shut your eyes."This one wears the garb of a knight." You hear someone say."He must have come from the same country as our captives," agrees someone else.Suddenly, you realize that this is a force of Tyrannican knights, returning to Tyrannica from your country! Are you too late? Has your country fallen?"Soon we'll have that whole backwater country in our hands." says another of the knights. Whew. They haven't won the war yet.Then, you become aware of rancid breath on your face, as if one of the knights is now bending over you."You know" he says, "I think this one is only pretending to be unconscious."Uh-oh.

Player: Continue pretending to be unconscious
DM: You remain still, eyes closed. Maybe he'll think you're still unconscious.No such luck. Suddenly, you feel a stabbing pain in your shoulder. Taken by surprise, you cannot stop yourself from bolting upright and screaming.The knight standing over you has just stabbed you in the shoulder. He now finishes the job by cutting off your head.

DM: Suddenly, you kick upwards with both your feet, and the knight standing over you is knocked backwards. He wasn't expecting such an obvious assault.You leap to your feet and for the first time you see all your enemies. There are at least 25 knights, all on horseback, and each one has an unconscious captive slung across the back of their horse. They are all wearing the same thing: suits of black armor with large lion-shaped helmets. The knight you just knocked out was the only one not on a horse. Behind you, you see an empty horse that must have been his.

DM: You stand there, shaking, confused and terrified. Another neighbor, Sally, comes down the stairs at this moment, and sees you covered in brains and the stairs splashed with blood. Sticking out of the dumpster is the matted hair of Stephanie and one of Stan's arms. She looks confused, emitting a startled gurgle, but walks towards you."Matt, what...what is this? What happened?"
Player: You have no choice, do you? Kill her.
DM: By the Gods, you think, another one. But what are you to do? You aren't going to jail because your insane roommate wouldn't shut up. You HAVE to kill her. She's a witness. She'll send you to the electric chair. So you do what you have to. Murmuring, "It isn't what you think," you draw closer to her. Confused, she stays and observes you with doe eyes. Within range, you draw back and hit her square in the nose with a closed fist. Blood spurts from her broken cartilage and she staggers backwards, holding her nose and screaming. You leap on her and begin smashing her mouth, her nose, her throat, grabbing her hair and crushing her visage with all your strength. Once she collapses you begin smashing her head into the pavement, and soon she is blessedly silent.

Player: Jump on his horse
DM: Quickly, you turn around and jump on the horse. However, as soon as you do, it starts whinnying and jumping around. You can barely hang on.You try to fight while hanging on to the horse, but its constant movement makes it difficult. You do manage to deal one knight a good sock in the jaw, but then the horse bucks once more and throws you to the ground.The pain makes it impossible for you to stand up for several seconds, and by that time you have been stabbed to death by the swords of the knights.

DM: The shot flies past the trooper and hits a tree, which absorbs the shot's energy and bursts into flames. The fire quickly spreads, embracing you in a deadly bushfire. The Taktat trooper crouches, presumably to radio out, and then comes after you. You fire several quick pistol shots and he falls, more fuel for the fire. As the fire spreads, you move to a patch of bare earth. Although you are safe from burning, The heat is taking it's toll. You quickly consider your position.
Player: If you are not a medic
DM: The heat and smoke are too much. You collapse, coughing, and the world fades...

DM: Running as fast as you can, you attempt to run past several knights, punching each one once in the chest. However, it may have been a bit foolish to try this, since soon the remaining knights (numbering about 20) surround you on horseback.You swing your fists menacingly, but you can't intimidate 20 knights on horseback. They all lunge at once. In vain you try to attack the ones in front of you, and thus, a knight hits you from behind. You are knocked out a second time.
Player: Coming to...
DM: Your eyes open, and for a moment, you don't realize where you are. Then you see a Tyrannican knight looking down at you, looking like a living shadow in his glossy black armor, and remember everything.The knight standing over you is holding a flail. The spiky metal ball, suspended by the chain, dangles down to his knees. On noticing that you are awake, he puts a finger to his mouth, and whispers, "Shut up and maybe we'll keep you alive. We were going to ransom our captives back to your country for war equipment, and right now we're trying to decide whether or not to keep you alive. So I'd shut up if I was you."A horrible feeling of depression sinks over you. If they don't kill you, you'll be brought back to Tyrannica, and used as a tool to hasten your country's defeat. And this knight is armed, so he could kill you before you ever even came close to escaping. Then, watching the flail swing slowly from side to side like a pendulum, you get a great idea.
Player: Play it safe, don't do it

Player: Go with the idea
DM: Quickly, you lash out with your foot and kick the spiky ball at the end of the flail. It swings upwards on the chain and smashes into the knight's head, ringing his helmet like a gong. He drops the flail and totters, and up you jump!When standing upright, you are a powerful kickboxer, and with a few well-placed kicks and punches, you knock him into submission. You look around. You are still in the canyon. The other knights must not be far off. You could just run for home now, but you must free the captives.

Player: Onward!
DM: "Hey, you!"You spin around. It's the rest of the knights, all still on horseback. Their captives have been thrown in a pile, trussed hand and foot. They're being treated worse than pigs bound for the butcher's. Tears come to your eyes.The knights are in no mood to observe such empathy, however. Any hope you had of being spared by them has now been dashed. They all spur their horses and run towards you.This is the moment of truth! You must select a weapon and face them head on! What weapon do you draw?

Player: Climb the hospital and get in through a window
DM: You climb the hospital, reach the window, but your hands slip and you fall to your death... Try something else
Player: Ok :/

Player: I have no weapons
DM: WHAT?! How could you not have any weapons!? What kind of a knight are you!?You clench your fists, preparing to engage the armed, armored, horse-riding knights with your hands and feet... and are buried under a volley of spears.Next time, remember: a true knight knows to find as many weapons as possible, no matter what the environment!

DM: You think of the entrance gates. You wanted to secure them, and now's a great chance to. A short search around the house yields some chains and are carabiner to fasten it shut. It's no password lock, but you'll take it.It's a lot harder than it looks to seal them off. The gates are heavy, and swing back to the side whenever you lose your grip on them. After an intense struggle, you finally manage to lock the gates.
Player: Time To Go

DM: "I dislike it here." You say loudly.You're at home, sitting on the couch, watching George of the Jungle 2. "Well, why don't you go to the mall?" Says Josephine, your... well, you really don't know what the hell she is in relation to you. Actually, you don't even know her.You whirl around. "Who the he... oh crap, i already swore in this game once, lets not push it ...ck are you?""I am the devil." She says. Then she takes out a pen from her velvet scarf."Since when do scarves have pockets?" You ask. "And why are you getting out a pen?"Josephine laughs. "Honestly, I have no idea." She says as she puts the pen back. Then she disappears."Wait... are you telling me that's it?" You complain. "Why did you even put that part in the story if it doesn't have any relevance to the adventure?"Well, regardless of the devil part, you still have nothing to do.
Player: 2. Go to the Mall
DM: You hop in your car (if you can't drive, then, you hop on your horse. Well, if you can't drive, then why did you play Lost Keys, another game made by me. Not Cypsid. It was made by me. March, can you please fix that? Okay, back to the story) and drive to the mall.You then hop out of your car (if you can't drive, then, you hop off your horse. Well, if you can't drive, then why did you play Lost Keys, another game made by me. Not Cypsid. It was made by me. March, can you please fix that? Okay, back to the story) and go in the mall.The mall is large. Very large. Too large for me to make an individual choice for each building.
Player: Complain to the manager

DM: Good choice!Hey! Wait a minute.There's a museum at the mall! Why not just go to the mall instead of forcing me to make a seperate adventure at the museum.
Player: 2. No.
DM: Look pal. I've already wasted two pages on this little museum idea of yours. I have the power to continue this discussion. So go ahead, keep persisting if you want to. But I strongly suggest that you just go to the mall.
Player: On second thought, I'll go to the mall.
DM: Okay. To the mall!

Player: 2. Look at random people until they feel insecure
DM: You go out into the middle of the big hallway-intersection deal thing and stare at random people. After awhile, a man who looks like Sylvester Stalone, Hugh Grant, and Dustin Hoffman comes up to you. "Hey." He says in a gruff voice. "Stop doing that. I am gruff."You put on a face of disbelief. "I am in a state of disbelief." You say. "Is their a law that says 'No looking at people for a long time until they feel insecure'?""Yes. There is." He points to a sign that says, "No looking at people for a long time until they feel insecure."Hmmm. Probably shoulda checked that."You know what that means." The man says. "It means you're going to Mall Jail."You gape. Or, put on a look of gaping origin. "Mall Jail? Malls don't have jails." You debate."This one does." He says."Man, what a wacky turn in my adventure!" You shout.

DM: You keep watching George of the Jungle 2 until your sternum (the bone that holds your rib cage together) starts talking in French."Hey, I'll go to the mall." You say out of nowhere.
Player: Good Idea!
DM: You go over to the manager's desk. By the way, this is a special mall, where the managers all have desks that are easily accessible."Hey, womanager." You say. You laugh at your clever joke. Then you itch your nose."Yeah?" The manager says. You glance at his nametag. It says "Tim". You wonder what that could mean."I'm here to complain." You state.The manager looks surprised. "About what?" He states."You're very good at stating, by the way." You state again."Likewise." He states.You shake your head. "Anyway, I'm complaining about something that happened previously.""Huh. That sounds like the writer was too lazy to make a 'complain to manager' page for every situation, so he just generalized the problem so he only had to make one page." The manager says."No.... It was just... that... he wanted... to... your fat." You sputter and walk away. That's when you see your arch nemesis, Carl.
Player: 1. Carl, you are stupid

Player: 1. That was kinda a waste of a page, but, uh.. Yeah! Go to the mall.

DM: You go in to the nearest store, which just happens to be "JC Penny", the store where the prices are so low, you'll buy stuff here even though they don't hire minorities.A woman walks up to you. "May I help you?" She asks."Why would I need help? I just walked in." You gripe. "What would I need help with? There's signs everywhere that say where stuff is. I can read you know.""Well, I was just..." She sputters.You run to the "Guns 4 All" store and buy a rifle. Then you come back to JC Penny's and give the rifle to the girl. "Hey, she's got a gun!" You shout. After she gets arrested, you decide to check out the store.
Player: 2. Seriously contemplate buying jewelry, then decide not to just to get the employee's hopes up
DM: You go up to the jewelry display case and say, "I'll buy that one diamond necklace, the one that costs so much that once I buy it all of your financial troubles will be over."The JC Penny associate hurries over to the case and takes out the necklace. "This one?" She asks excitedly."Nah, on second thought I think I won't buy anything, then tell my friends not to come here." You say.Well, now what?

Player: Debate longer
DM: "Wait!" You say.The guy nods. I'm getting tired of saying "The Guy" so let's call him William."What now?" says William."Why am I going to mall jail?" You say in your most debatey voice."I just told you." William states."Okay. Just checking. Let's go." You say in your most debatey voice."You can stop sounding debatey." William says.You nod. "No problem." You say in your most subtle debatey voice.

DM: You gently poke the sleeping dude. He doesn't wake up, so you try pushing him over, pulling on his shirt, and yelling in his ear. You have resorted to full blown violence by the time he finally opens his eyes. "Huh?" he says lazily. He doesn't seem to have the energy to say anything else.He almost goes back to sleep but you drag him out of bed before he can do that. Well, that was the plan. He is now sleeping in your arms. You shake him hard until he wakes up again."Huh?" he says again. "I would appreciate it if you would put me back in the bed."
Player: This is too much trouble: put him back in the bed and leave
DM: You go back into the hallway with all the locked doors. It seems a lot longer than last time. Hmm...
Player: Punch through the door on the right
DM: You punch the door until you make a hole big enough to squeeze through. Inside it's pretty dark with candles all over. You cautiously enter and look for anything that could be useful in your quest. You come face to face with some kind of bird man. You notice he looks as surprised as you are.
Player: Step back to assess the situation
DM: You take a step back just to make sure this bird man isn't gonna peck your eyes out. You knock into a table and it falls over, causing a chain reaction."THE CANDLES!" the bird man yells.All the candles fall over and go out."No! GET OUT I CAN'T CONTROL IT!" the bird man says.A huge purple-black shadow appears with yellow glowing eyes. It roars in your face and its huge claw is about to get you."DARK SHADOW NO!" the bird man shouts.But it's too late. The huge shadow hand comes down on you and flattens you into the ground.

Player: 1. Go in to the nearest store

DM: You decide to head over to the men's shoes.Huh. Good choice. There's nothing here but overpriced shoes! Guess you were relying on me to throw something exciting and irrelevant onto the table.All of a sudden, two tall men walk in with tuxedos. They spend a minute or two looking at the shoes, then they take some brown dress shoes, go up to the register, and pay for them. Then they leave.You wipe your brow. It's wet from all the excitement.Then, Judd Nelson walks into JC Penny's. Maybe it's your imagination, but you can hear "Don't You Forget About Me" playing on the speakers.Judd walks up to you and says, "Could you direct me to the Male Clothing Department?"What do you do?
Player: 1. Tell him to name a movie that you've heard of that he's been in besides "The Breakfast Club"
DM: You say that."Ummm...." He says. "Hang on... let me think. Wait. Uhhh... no, that one's no good.... ummm... Huh. Well, I was in.... wait, that wasn't me, that was Molly Wringwald.... hmmmm...."You shove him in a small room full of kittens, then throw the room out in the Indian Ocean. Yeah, that's right. The Indian Ocean. Bet ya didn't see that one coming.All of a sudden, a non-related idea comes into your head. You decide to go around the mall looking at people until they feel insecure. Interesting how that idea came out of no where, and how it wasn't used previously.

Player: Walk into the next store, whatever it may be
DM: You walk out of where ever you were before and stumble into another store.Hey! It's Radio Shack. The store that was cool until Howie Long decided to get into advertising. Oh, and that other girl from "Lois and Clark" and "Tomorrow Never Dies".This store sucks. Just a bunch of computers thrown in a corner and those cruddy $9.99 computer games that don't come in a box.Well, you could always stir up some trouble here.
Player: Take a computer and leave

DM: You walk into a room that says "This Isn't The Mall Jail".Whew, you think.Then you realize this is the Mall Jail! It was just cleverly disguised. "Drat!" You say."Why did you just say 'Drat!'?" The guard says."Since my adventure is being read by a third party, they knew what I thought, so therefore they know that my 'drat' was a reply to my thought." You say."I can't say 'carnival' without subconsiously plugging my nose." The guard says, then he throws you in jail, then leaves.The jail is very moist. There's another person in here. You look closely. Hey! It's William H. Macy, star of movies such as Jurassic Park III, and Focus."Hey, William." You say. "Wanna help me escape?"William slowly looks up at you. "There is no escaping the Mall Jail. Never." He says. "Chippy," he adds, in an afterthought.Should you heed William H. Macy's ramblings?
Player: Stay in jail and "chippy" with William
DM: You decide to stay in jail.All of a sudden, William morphs into a Mystery Men DVD.Quite honestly, you don't know how to react to this. The first thing that comes to your mind is to put a tarantula on Elton John while he's sleeping.After you do that, you decide to.... Hey. Wait a minute. You had to leave jail to get to Elton John, so you're all ready out! Cool.But... what about William H. Macy?

Player: Mall Jail, ahoy

DM: You say that.He says, "Thanks," then walks to the Male Clothing Department.Well, you certainly know how to make cool events as boring as possible. Go complain to the manager about the cost of plumbing.
Player: 1. Okay.

Player: Yeah, sure.

DM: You decide to volunteer for the Mall Cleanup Squad.At their meeting that day, the whole squad has to clean up the mall."Welcome to the MCS." Their director, Gustaff, says."Yeah." You say. "It's a real honor."You begin to clean up one of the halls in the mall. "Oops." You say loudly. "I accidentally spilled permanent green paint all over the white hallway floor."Gustaff looks over. "Why do you carry permanent green paint with you?" He asks."Well, ya never know when you're going to purposely screw up a volunteer organization." You say."Good point." Gustaff says.You tear his head off and put it on a tee. You then chip it into a trash can.Hmmm.... now what?
DM: You decide to go to the bathroom, which is conviently hard to find. 30 minutes later, you walk into the bathroom, then realize you don't have to go anymore.But you can't just walk into the bathroom, then leave! It's too awkward. Besides, all the men in there all ready noticed that you came in.You'll have to...... fake pee.You're shaking as you go up to one of the urinals. There's someone peeing next to you... he'll realize that you're not really going!As you undo your belt, you feel something in your pocket.Ha!!! A mini-squirtgun! Filled with the blood of a virgin killed on a moonlit Halloween! Glad you carried this with you. It will emulate the sound of pee perfectly.After you "go", you walk out, very unawkwardly. Yep. Nothing wrong with you. For all those guys know, you really did go pee.Then you see, out of the corner of your eye, Carl! Your arch-nemisis. What do you want to do?
Player: Go into another store.

Player: Ask the employees impossibly hard questions regarding computers
DM: You go up to Radio Shack employee. His name tag reads "Hi, My Name is Paul".Do they really need the "Hi, My Name is" on the name tag? What else does a white tag that you wear on your shirt supposed to say? "Hi, My Social Security Number is" or "Hi, the Color of my Underwear is"?"May I help you?" Paul asks."I don't know, may you?" You say tauntingly. "Oh crap, that only works if you say 'can'... damn you and your educated grammer! But yes, you can."You show Paul over to one of the laptops. "Do these laptops have the megapixels required to process the images needed for post-hardware and pre-data scans?" You ask. It's a good thing he can't re-hear what you just said, because it makes no sense."Uh.... hang on, let me get my smarter employee." He says.He brings back his smarter employee. You ask him. "Uhhh.... hang on, let me get my manager." The smarter employee says.He brings back his manager. You ask him. "Uh...... hang on, let me ask my Alpha-Manager." The manager says.He brings back his Alpha-Manager. You ask him."Uh..... hang on, let me ask my pencil shaving holder." The Alpha-Manager says.He comes back without a arm and pours soda in the wound. "Yeah, there are enough megapixels to do that." He says, then collapses from the blood loss.
Player: Assist the dying Alpha-Manager

Player: Go into another store

DM: You escape.Now what?

DM: "Hey, manager of 'On Cue'!" You yell.A bald, fat man who looks like he hasn't eaten in weeks comes up, rubbing his long hair. "Yeah?" He says."These CDs aren't.. uh..." You realize that you really don't have anything to complain about. Thinking fast, you improvise. "Uh.. FADA approved." You add. "These CDs are not FADA approved.""What's that?" The muscular buzz-cutted manager asks."Oh, you've never heard of them?" You ask, trying to sound astonished. "The Federal Assocation Declaring Abstinence?" You sputter."I'm lost." The tall, arabian female manager says.You run out of the store as fast as humanly possible.That was close.Too close.

DM: You step into the middle of the mall and start stomping around loudly."Don't buy anything here!" You say. "10 percent of the profits made here go to the budget of another Chris Kattan movie.""Good god!" Someone yells and drops something they were about to buy. "Lets get out of here, honey!"Everyone rushes out of the mall, screaming. Even Chris Kattan runs out.All of a sudden, the manager comes out. "People, people!" He yells. "Do not listen to this man. This man is a liar! Our profits go into the making of another Clay Aiken album."Everyone runs out again, screaming, except Ruben Studdard. "Cool." He says. "When does it come out?"Well, it looks like you've ruined any chance of this mall making money.You turn and see the manager running toward you. "You ruined me!" He says.
Player: What happens next? How do I find out? Oh, I click here. Phew! I thought I would never find out.
DM: "Yeah, I guess I did." You say.The manager stops. "Uh... yeah. I, uh, just wanted to tell you that.""Hmm." You say."Somebody once told me the world is going to roll me." The manager says. "Yeah." You say. "You're not the sharpest tool in the shed.""She was looking kind of dumb with her finger and her thumb in the shape of an 'L' on her forehead." He says. You tie a heavy weight to his leg and throw him into the ocean.After the funeral, you start to walk home. Then it hits you. This trip to the mall... it was meant to be! You were supposed to have a wacky adventure in the mall. You smile. You've just figured out the mystery of the universe.All of a sudden a car swerves off the road and hits you. You get pinned between the car and a tree. Your husband comes along and you say, "See... swing away." Then you die.Hmmm. Interesting.

DM: You scream, before you manage to get your hands around its throat. You squeeze and twist, snapping the wolf's neck. As you fling it's lifeless corpse aside, you eye the third wolf. It doesn't fancy it's odds, and quickly runs away. You crawl over and retrieve your knife from the first one's skull. "Well. Time to continue crawling." You sigh.
Player: Five Hours Later...

DM: The good part about being hungry in a mall is that you have high-quality, well known, chain restaurants that you can eat from for just a buck fifty more.Let's see... there's an Arby's, a Bob's Pizza, and a Taco John's. All are obviously devoid of grease.
Player: Eat at Bob's Pizza

DM: You head over to the computer section and pick up one of them. You glance down.Ewww! It's an E-Mac or an I-Mac or whatever the hell you call 'em. You drop it, and it crashes down."Hey? What was that?" Says a voice from above.You shield your eyes. It's God! You look up and find out that its actually Tim Allen, clinging to the ceiling supports.He drops himself down. "You gotta pay for that, now." He says, meanly. Or, in a manner that could be described as mean."Tim Allen?" You say. "Why are you working here? Don't you have a career?"Tim laughs. "Hey, if they're bringin' back Home Improvement, let me know, otherwise, screw them!!!"You shake your head. "You're career isn't looking so good. It's pretty much on a downward spiral, huh." You look around the room. "As a matter of fact, you don't even deserve to be in this low-rate game! Get out of here!" You kick him in the chin.Tim says ow, then falls over. An African-American leprechaun crawls out of his chest."That is the absolute most disgusting thing I have ever witnessed." You say, looking at a TV showing Home Alone 4. Then you look down. "Oh, look, a small black man just crawled out of Tim Allen's carcass. That's cute."Well, now what?
Player: Go eat in the mall

Player: Eat at Arby's
DM: "I'll eat at Arby's." You decide."Who are you talking to?" A man asks. You maim him.You walk into the Arby's slowly. You take a peek at the menu. Hmmmm.... there is nothing below 4.50 on this menu.An Arby's associate comes up to the register. He looks at you. You look back, waiting for that immortal line, "How may I help you".5 seconds pass.You do that little girl movement that says, "Well?"The Arby's guy still doesn't get it. You glance at his nametag. It says, "James".10 seconds pass."I'll have the chicken strips." You say."Okay, but it's going to take an while." James says.You look at James. "What did you say? 'An while'? What is that? You don't say 'an' unless the word after that starts with a vowel."A small Asian man steps up. "Or words such as 'hour' and 'honest'." He adds.Ed Harris comes into the restaurant. "Or the word 'jeep'." He says. You shove Cuba Gooding Jr.'s career down Ed's throat. When he takes a dump, the "Radio" DVD will come out.Ten minutes later, you recieve your meal.

DM: You run back into the Mall Jail. "William?" You shout. "Where are you?""I'm.. here!" You hear a shout.You walk toward the shout. You see a shadowy human figure and begin running toward it. Then you stop. "You're not William H. Macy!" You say. "You're Samuel L. Jackson!"Samuel nods. "Well, that may be true. Hey! I'll morph into a DVD that I star in, too!" He says excitedly. "How about No Good Deed? Jurassic Park? XxX? Formula 51? Shaft? Unbreakable? Twisted? Or how about...."You shoot him.Looks like William is gone. That's a pity. Even though you hardly knew him, you were looking forward to spending good times with him. Hey, you gotta pee!

Player: Go to a mall restaurant

Player: Try to find someone you know in the mall

DM: "This is diethylcarbamazine, it inhibits arachidonic acid metabolism in microfilaria and makes them more susceptible to your immune system. This wont kill the parasite, but hopefully your body will. We can also try antibiotics. There is a bacteria known as Wolbachia that lives in Wuchereria and if we kill the bacteria, the worm will die. As for your legs, the swelling will go down, but that's forever. Sorry, but at least you'll never forget Universe 3c!"
Player: Take the medicine, walk through the gate and go home
DM: You land back in the lab and everyone is cheering. "Well?" General Baker looks anxious to hear what you found. -Share your experience with the class and tell us what disease you contracted

Player: Eat at Taco John's

Player: Hmmmm. Now what?
DM: You start to walk away when the intercom turns on."It is now 7:58." It says loudly. "Mall closes at 8:00."Man. How time flies when you're at the mall. You've had fun here. But your not done yet.You hurry to the mall bathrooms and write some profanity and "For a good time call" messages on the wall, then walk out.The intercom turns on again. "It is now 8:01. The mall closes at 8:00. GET THE HELL OUTTA HERE!"Well, it looks like your trek through the mall is done. You've learned a lot of things here, but you've also learned a thing or two about yourself.Your head suddenly explodes and blood gushes out of your forehead. Man, what a fun time you've had, you think as you fall to the now blood-stained mall floor and die.

DM: She nodded and turned around to finish cutting the roses she had been working on. Adam came to the store often enough that she knew him by first name. Everyone knew why Adam Harris came to Preston once a week, why he always bought flowers and a card from this store, and why he still owned his parents' home. Everyone that had been in Preston for the last two and a half decades knew why. The girl turned back around and handed him the bouquet before asking, "Want a card?" He nodded yes and she asked, "Same message?" At his nod she scribbled it down and handed it to him. He thanked her, paid, and left before heading back onto the road.
Player: On the Road
DM: Adam knew the paths in the town better than most people. He had grown up here, learned how to drive here, and planned to be buried here. This was his town, mostly. Once he spotted the wrought iron fence that led into his destination, Adam parked the car and grabbed his flowers. He walked up to the fence and unlocked it before going inside. He walked down the rows, mentally counting them until he got to twelve. He walked down the snow covered row to the sixth stone and stared down at it. He leant the roses against it's side and traced his fingers over the few letters it took to spell the name engraved there. Tears pricked his eyes as he sighed out her name. He missed her so much; his heart ached to even be this close to her and not be able to hold her...touch her...love her... He knelt down on the ground next to the headstone and breathed in a shaky breath of the cold air. It burnt his lungs, but he didn't care. He shoved his hands in his coat and read the engraving on the headstone a few more times before standing up, wordlessly, and making his way away from the headstone. He left Macy's sister, Hannah, behind, once more. To be continued...

DM: "I'll go to Bob's pizza." You comprehend.Wait. That doesn't work. "I'll go to Bob's pizza." You pronounce. Better."Why did you just say that twice?" Jennifer Love Hewitt asks."Long story." You say. "But if you'll go to MyAdventureGame.com, you can read all about it.""Oh really?" Jennifer says. "That sounds great. I'll have to go there.""Yeah." You add. "They're very nice. They also feature some games. On the main page. It's a very big honor to be featured. By the way, don't you think that I'm being nice to website by mentioning it? I think that should be rewarded by, say, a feature for this game, maybe? Yeah, who knows.""I'm lost." Jennifer says. She condensates into a cloud, then falls in love with a Sony DVD player remote. They have a kid, Kevin Spacey."Hmmm." You say. You buy some pizza.
Player: Eat it!
DM: You begin to eat your meal. It's good.You chew, then swallow. Then you digest."Oh man," you say, and clutch your stomach. "I have to let Eddie Murphy's career come out." You hurry to the bathroom and take a dump.Well, now what?
Player: Whistle loudly in random people's ears

DM: You go over to the dying Alpha-Manager."You all right?" You ask.The Alpha-Manager looks at you with dying eyes. "I am going now. I'm going far, far away. Please... after I die, take my possessions and lock them in a safe. Throw the safe in a low class Italian neighborhood. Then, take the wood from my house and make a giant monopoly board out of it. Paint the properties, but don't make a "St. James Place". Just leave that space blank. After you make the board, I want you to take my chess board to Kansas City, Missouri, and dye it green. Give it to my uncle, Davis Callbert. Once he recieves it, he'll give you a trinket. Take this trinket to my brother, Thomas, in Newport. This should resolve our arguements and prevent any grudges. Will you please do this, for me?"The Alpha-Manager looks at you hopefully."Look pal, I don't even know you." You say, and throw him into the Macintosh section of Radio Shack. No one ever goes there anyway.Well, all this action has made you hungry.

DM: You go out in the middle of the mall hallway and look around. You can't spy anybody.You sit on the mall bench for a half an hour reading USA Today, the newspaper that no one gives a crap about.Finally, you look up. Aha!You see your old 8th grade teacher, your arch nemisis Carl, and this one ugly girl who always hangs out with that one hot girl.
Player: Talk to your arch nemisis Carl
Player: Petition loudly in the mall for no reason

DM: You decide to eat at Taco John's.You walk up to the counter. A weird, zitty guy looks at you. "Welcome to... uh, Taco John's. What may I get you?""Hey, after Taco Bell came out, why did you guys choose 'Taco Johns'? I mean, couldn't you have came up with something a little different?"The zitty guy looks around. "Um, I don't know.. I guess." He says."Anyway, I'll have a chicken taco and some nachos." You state.The guy looks at the cash register. "That'll be 5.00." He says."What, you can't add up two dollars and three dollars in your head?" You complain. "Are you even capable of going back there and telling them what I ordered?""Um, I don't know.. I guess." He says."You said that last time, too." You say cynically.He looks down. "Thank you for coming to Taco Johns.""Thanks for ruining 'Felice Navidad'." You say.

Player: Eat your meal!

DM: Hey! It's your old 8th grade math teacher, Mrs. Paddock!"Hi, Mrs. Paddock!" You say. "Long time, no see.""Oh, hi, you." She says. "I hate you because you like to have fun in my class."That Mrs. Paddock. She always knew how to be unliked."Hey, I just wanted to thank you for ruining 8th grade." You say happily. Mrs. Paddock gasps. "Well, I never!""What, you never had anyone like you?" You chuckle.Mrs. Paddock begins to weep."Oh, I'm sorry." You say sincerely.Then she rips off her face and reveals.... her brain and eyes and nose socket-thingies."Whoa!" You shout. "Why did you rip your face off?""I'm not sure." She says. "It just seemed like a good idea at the time.""Hmmm... boy, all that blood and human-face-innards makes me hungry." You say. "I think I'll go eat somewhere and leave you and your torn off face standing here akwardly."
Player: Good idea.

DM: You run over to the ugly girl."Hey... you!" You say to her.She turns around. "Oh, it's you!" She says."Yep. It's... uh, me." You say. "Hey, I was wondering if you could slip in a good word from me to that one hot girl who's your friend."The ugly girl looks crestfallen. "Oh... sure." She says. She looks up. "Hey, do you want to get something to eat?" She asks."Ehhh.... nah." You say. "You're too ugly. I'm just using you to get to your much-better-looking friend. Well, see ya later!"All of a sudden, you hear a voice. "Hey stupid!" It belongs to Carl, your arch nemisis!
Player: Confront Carl

Player: Visit the "Mall Psychic"
DM: You decide to go to the "Mall Psychic". Hey, come to think of it, malls don't have pyschics.Man, what a wacky mall, you think to yourself.You step into the "Mall Pyschic". The first thing you notice is that there is a small step downward into the room, and you kind of just fell in and looked like a moron."You looked like a moron just there." The pyschic says."Man, I bet you hear that a lot, too." You say. You sit down on her little pad. "How much does it cost to get a good fortune reading in this dump?" You ask. "A buck fifty." She says.You pay her.She gazes into her crystal ball. "I see you losing your loved one from a black demon of death." She says.All of a sudden, a white angel of life comes down and gives you your grandma."Oh, thanks, I was looking all over for this loved one." You say to it.The pyschic does a back flip into oblivion. Wherever the hell that is.Well, now what?
Player: Chuckle
DM: You chuckle.All of a sudden, you get hit in the head with a sphere. You whirl around, then realize that you got hit from the front, so you whirl around again."Carl!" You say. Your arch nemesis!

DM: You gover (Is it a typo? Or clever way of saying go over? You decide.) to a middle aged man and start whistling "Jukebox Hero" which, you then realize, is rather hard to whistle, in his ear."God!" He yells. "What are you doing?""I'm whistling Foreigner's underrated "Jukebox Hero" in your ear." You state.The man looks at you and says, "Is that the one that goes 'bought a beat up six-string, from a second-hand store'...""'Didn't know how to play it, but he knew for sure..." You add.You both burst out, "That one guitar, felt good in his hands, it was a one way ticket, only one way to go!"The man laughs. "Hi, I'm Walt." He says. He sticks out his hand."Hi." You say. "My name is---"Somebody loudly drops all of their bags on the floor."Huh, that was weird." You say. "And I lost my train of thought! It's for the best, I'm sure."Walt smiles. "Well, that's cool that I made a friend today."You laugh and hit him over the head with a cinder block. This causes major brain damage and for the rest of the 40 years of his life he had to be in a wheelchair and could not talk or react to anyone.All of a sudden, you get hit in the head with a green toothpick. You whirl around. "Carl!" You say. It's your arch nemesis!
Player: Get carl!

Player: Leave the bottle alone.

Player: Get carl.

DM: You slam the door and look around. Did you forget something? If not, you're wasting your time. It wouldn't be professional to show up to the hospital after 10:00. You need to round!
DM: Leaving your house, you lock the front door and smile ruefully at your black 2005 Scion Xa. You've customized the thing with tinted windows and a Bazooka subwoofer. Sure, it's small and not the fastest car in the world, but it gets 36 miles to the gallon, handles great, and you can parallel park the thing anywhere - all for $13,000 measly bucks. Some people think your 6'3", 170 lb. frame is too big for the ride, but they're wrong. Comfortable and stable, it gets you where you need to go.To the right of your apartment there is a walkway which leads to a dumpster in the alley. You hope you didn't forget anything, because you won't be coming back here for quite a while.
Player: Follow the walkway.
DM: You walk along the path to the alley. A large, smelly, black dumpster is still sitting here. What a surprise. No one is in sight and you can't see anything of use to you here.
Player: Rummage through the dumpster.
DM: This is not "Leisure Suit Larry." Nothing is in the dumpster but old beer bottles, banana peels, and a gooey pile of something that looks suspiciously like feces. Oh, and there's a rat that squeaks at you and goes back about his business.
Player: Brush off any filth and return to your car.
DM: You return down the walkway until you are in front of your apartment. The car and hospital await.
Player: Drive to the hospital.

DM: You begin wandering up towards the trees, holding your gun tightly in your hands. Whilst nature is no doubt a sanctuary to your young mind to find tranquility, there's many dangers hidden. You point your rifle, making a loud bang sound as you picture yourself shooting a large grizzly bear like that your grandfather had stuffed in his cabin.You reach the trees, leaning against a large, thick Oak tree and taking a deep breath, taking in all the scents the forest offers you. Your eyes scan the forest, quickly spotting several points of interest. Among the underbrush you spot a slightly trampled hare path, no doubt leading to wherever's a good spot to graze. There's also the stream, which you could wander along for a fair distance in search of anything worth seeing without getting lost. Finally, there's a large oak tree with lots of strong branches. Perfect for climbing.
Player: Head along the stream
DM: You begin walking alongside the stream, staring down at the cool stream of water, your boots trudging into the soft mud as you stare along. You think you can make out fat fish in the stream, although it's hard to tell due to the rushing water. Perhaps father will teach you how to fish sometime.Suddenly, you hear something. You quickly turn, dropping to your knee to raise your rifle into a firing position to bag your prey as father always does. You don't, clumsily tripping and hitting yourself in the face with the gun and falling into the cool mud of the stream. Still, you're getting better at that maneuver. You push the gun off yourself as your rub your nose, before hopping up to a kneeling position. You stare at where the noise came from. Through the blurred visage of your watery eyes, you see in th distance a pale figure,, sprinting past the trees with unnatural speed. You heft your gun to your shoulder and aim, not knowing whether to fire or not. You don't want to miss a chance to take out a... whatever creature that is, but you're unsure whether that's even a good idea.
Player: Fire

DM: You begin following the hare path, trudging along with your rifle in hand. You're far from a good shot, but still the thought of bagging another hare fills your mind. Your eyes flicker along the path for the black eyes of a hare staring back. You hear magpies singing overhead as a few peek from their treetop nests. It's a lovely forest, that's for sure.Suddenly, you hear something. You quickly turn, dropping to your knee to raise your rifle into a firing position to bag your prey as father always does. You don't, clumsily tripping and hitting yourself in the face with the gun. Still, you're getting better. You push the gun off yourself as your rub your nose, before hopping up to a kneeling position. You stare at where the noise came from. Through the blurred visage of your watery eyes, you see in th distance a pale figure,, sprinting past the trees with unnatural speed. You heft your gun to your shoulder and aim, not knowing whether to fire or not. You don't want to miss a chance to take out a... whatever creature that is, but you're unsure whether that's even a good idea.
DM: You pull the trigger as the gun bucks in your hands, sending you falling onto your back. You push the gun off you, as you rub your eyes, peeking through the trees. You didn't hit it, you don't think. A quick jog over confirms this. You sigh, strolling back to your gun and hefting it up. You spend another hour searching for any trace of the creature, but find neither sight nor sound of it. With that, you tredge back home.

DM: You leave your rifle leaning against the tree and grab one of the lowest tree branches, lifting yourself off the ground up onto it. You grab another branch, hopping up as you quickly begin climbing up the the tree. Soon, you reach a point where you can see far and wide in the glade without having your view obscured by the leafy tree tops. You peer out at the various things, seeing a few deer bound past, the rushing stream and a few apple trees worth reporting to father. Other than that, there's...You stop, as far in the distance you see a pale figure bounding through the trees with unnatural speed. You pause, wondering what an earth it is. You stare curiously at it, before it disappears from view. Fascinating. You lower yourself from the branch to see if you can spot it from a lower angle, but sadly its completely disappeared. No bother, you'll make an attempt to find out what kind of creature it was another day. Time to head home and report your findings.

DM: Labor and DutyYou never do see the figure again. You venture out looking for it a few more times, but you never do. You must've frightened it. No bother. As you grow taller, stronger and smarter, father assures you that soon, it'll be time for you to finally leave and get your own home, your own wife, and your own family. You suppose he's write. It's your duty to God and nation to build a strong family like that which raised you. That's what expected of you, and that's what you'll do.

DM: You walk into the bar after a swift walk down the street. The walk got your circulation going enough that your able to focus without squinting and making that sour face you make when you've just woken up."Barkeep! Gimme' a pint."Almost before you finish the sentence a pint of the finest beer slams down onto the counter and slides the length of the bar where you catch it in your hand. The abrupt stop causes the tiny layer of foam at the top of the glass to slosh over the side and run down onto your hand. Without hesitation you toss it down the hatch in and say "Keep em comin".After three drinks you park the fourth and stare into the foam. Without looking around you notice that the bar is nearly empty. At one of the corner tables you notice an old man lay passed out face down in his spilt beer. Across the room from him is a busy bus boy who is washing tables and running a mop. The barkeep stands at the opposite end of the bar from you busily polishing glasses and quietly whistling a tune.Something isn't right.
Player: I'm just paranoid from bad sleep and too much beer.
DM: Surely you must be paranoid from lack of sleep and shitty beer is the last thought that goes through your head as you feel your heart pierced by what feels like a sword. You look down to check and see nothing but blood pouring out of your chest over the top of where your heart should be. It seems as though an invisible sword is sticking through your chest but its hard to tell what with everything going dark and all.

Player: Accept Vernon's Offer

DM: What the heck is Steve doing? Only one thing's for sure. He deserves to be burnt with a bunch of hot water. So you boil water and crap and then you are ready to pour it over him, but when you get to the broken window, he's gone!
Player: Order a Pizza
DM: You dial up Dominos and order a pineapple pizza. You hate the flavor more than anything in the whole world, but something made you order it. SOmething inside. An instinct.DING-DONG! THe pizza is here.

Player: Take some army propoganda
DM: You decide to grab a bunch of army propogandaHe says "Hey son! So, you're interested in the army, huh?" He gets real close to your face, smiling he shouts "THE ARMY IS A GREAT PLACE TO GO!" He flings specs of salivia in your face while he talks. What do you do:

DM: You helped with the effort, you took out rubble and broke through the blockade. Eventually, you managed to clear a rough path.You volunteered to enter alone, and to call out when you've deemed the area safe.As you ventured deeper and deeper it became harder and harder to see. You couldn't even light a lamp or you'd risk starting another explosion.Relying on your instincts and balance you navigated through the rubble and in the back of the mine you noticed three figures. All lying on the floor.One was a tall man in miner's uniform just missing the cap. His body was face down and seemed to be protecting the body of a small child, who seemed to be unconscious. THe tall man on top was dead, but his sacrifice allowed the boy enough time to call for help.Next to the two of them was a third figure. Another tall man, this time in frock coat that reached past his knees and a pair of well-shined shoes that somehow stayed clean in all the chaos.The child and the miner are understandable but why this man? He didn't seem dressed for the occupation. You then noticed his hand still gripping what must have appeared to be a burnt-out matchstick.There's a rock large enough right beside the man's head. It wouldn't be unnatural for it to fall on his head.
Player: ...You then killed my father
DM: I bear no real resentment or spite to you dear stranger. It's just... I wish I could have told my estranged father one last thing before he kicked the bucket.I cried because I thought he was dead, but after finding out he somehow lived despite hanging in front of my eyes only to die for real... I suppose it sparked some old memories.That man disgusts me to no end. Still I find myself longing to know, what truly happened during The Hanging of Jordan NicklerThe mystery is suppose will forever stay a mystery.I hope you're happy. Mr. Art Aston Attorney at Law

DM: "I'm not sending him out there alone! We'll be fine, we'll go quickly!" father says."I need help with fixing the shed, Ezekiel!" mother replies."Jacob can do it, I'll set up the traps!" father says."Jacob's not strong enough to life the blocks, Ezekiel!"Father sighs, looking at you. It's not your place to get involved in the arguing and even though as the wife mother shouldn't be arguing with father, she's right. You're losing daylight fast as the day progresses. One of you needs to set up the traps and one should fix the shed, and you simply can't do the latter."I can go, father," you say.Father's still nervous about the creature he heard last night, despite admitting he's not sure what it is. Still, with your rifle and God's protection, you know it won't be able to harm you. Father sighs, his big brow furrowing and his mustache drooping."Alright," he says. "Don't stray too far, understood?""I understand," you answer."Take your crucifix, your rifle and my trapping pack, and be back in two hours, or I'm coming lookingn for you, understood?""I understand," you repeat.Father stares up at the forest, slowly blowing out air between his teeth, before nodding."Go."You quickly race to grab your father's hunting pack, grabbing the leather pack and swinging it over your shoulder. With your left hand you grab your rifle, struggling to keep it propped up against your shoulder. With your right hand, you hold your crucifix tightly, and head off into the woods.
DM: You walk along the hare path, your rifle and crucifix held tightly in your hands. You find another good spot for a simple snare trap, beginning to tie up your loop as you peer among the branches for one that could be used for the snare. Suddenly, you hear a branch breaking. You drop the loop, twirling around to point your gun. Thankfully, you don't hit yourself in the face with your rifle. You peer through the trees, seeing the flash of pale flesh from yesterday.
Player: Quickly leave and return home

DM: This must be the creature that made the horrible noise. You know if you get any closer, crucifix or not, it'll slaughter you. You turn, and quickly return home.
DM: Labor and DutyYou never do see the figure again. You venture out looking for it a few more times, with father alongside you, of course, but you never do. Maybe it just found a new hunting ground, or whatever this place was to it. No bother. As you grow taller, stronger and smarter, father assures you that soon, it'll be time for you to finally leave and get your own home, your own wife, and your own family. You suppose he's write. It's your duty to God and nation to build a strong family like that which raised you. That's what expected of you, and that's what you'll do.

DM: You creep forward, lowering your gun as you approach the creature. You step past teh tree, finding a young girl, around your age.The girl has long, dirty blond hair and very pale skin. You blush and consider averting your eyes as you notice she's completely naked, before settling on focusing on her stares. She crouches over a dead hare, her hands tearing flesh from the creature as she greedily lifts it up and devours it. You stare at her in shock, before she looks up, staring at you. Her face is covered in the hare's blood, her long hair tussled with twigs and dirt in it. Her hands are covered in blood, and she wears a carved wooden ring. The thing that grabs your attention is her eyes. They're bright, shockingly blue that seem to entrap you, and you find yourself unable to say a word."Hello," she says, staring at you. "I-I...," you stutter, stumbling over your words.You both stare at each other, before the girl finally holds up the hare."Want some?" she asks. "N-no thanks," you say. "I'm Jacob.""I'm Rose," she replies."Do you live here?" you ask, not knowing what else to say."I live all over the woods," she replies. "Have you moved into the cottage?"You nod, as she resumes the eating of the dead hare."That's not cooked," you say. "No," she replies.You know you have some bread in your pack, and you can see apples hanging nearby. Perhaps you should offer her something less... disgusting.
Player: Let her eat her raw meat
DM: You watch as Rose continues eating her hare flesh. "I like your ring," you say, not knowing what else to say."Thanks," the girl replies. "I made it myself.""Do you mind if I ask a question?" you ask, as the girl smiles."That's a question," she says."I mean, like another question," you say."Sure.""Why aren't you wearing clothes?"The girl looks down at her naked body, seemingly only noticing it for the first time."Oh," she says, blushing. "Um... I don't know. I don't have any clothes."
Player: Offer to get her one of Meredith's dresses

DM: You fire at the figure, missing due to its weight making you unable to aim accurately. Without a noise you see the pale figure sprint away in an instant. You try to follow, but soon give up on that as you realize just how much faster than it you are.With no more traps to set up, you return home.

DM: You open your pack, pulling out a piece of bread and offering it to her. "Here, have some of this," you say."Thank you," she says, tearing off a piece of the bread and chewing it. She winces, opening her mouth and spitting out the bread. "It tastes rotten," she says.You take a bite out of the bread, chewing it and swallowing in. It tastes perfectly fine. Still, Rose resumes eating her hare flesh. "I like your ring," you say, not knowing what else to say."Thanks," the girl replies. "I made it myself.""Do you mind if I ask a question?" you ask, as the girl smiles."That's a question," she says."I mean, like another question," you say."Sure.""Why aren't you wearing clothes?"The girl looks down at her naked body, seemingly only noticing it for the first time."Oh," she says, blushing. "Um... I don't know. I don't have any clothes."

DM: You reach up, plucking a juicy red apple from one of the trees, holding it out to her."Here, have this," you say."No thanks," she says. "They taste rotten."You bite into the apple, and find it tastes delicious. None the less, you decide to ignore it."I like your ring," you say, not knowing what else to say."Thanks," the girl replies. "I made it myself.""Do you mind if I ask a question?" you ask, as Rose smiles."That's a question," she laughs."I mean, like another question," you say."Sure.""Why aren't you wearing clothes?"The girl looks down at her naked body, seemingly only noticing it for the first time."Oh," she says, blushing. "Um... I don't know. I don't have any clothes."
DM: "I have a sister. She's as big as you. I can get you one of her dresses.""Oh, I don't want to cause any trouble," she says."No, it's OK, I can get it," you say. "I'll have to do it after I lay down my traps, but I can do it."Rose nods, before looking at your pack."Why do you lay down traps?" she asks."To catch prey to eat," you reply. "What do you use?""My hands," Rose says.Rose pauses, nodding behind you. You slowly turn, spotting a hare sitting in the grass, seemingly oblivious to the two of you. Rose raises a finger to her lips, slowly stepping forward. Then, with unnatural speed she pounces. Rose bursts forward. You only see a blur before she stops, holding the hare with a broken neck in front of you."How many do you need?" she asks."I don't know," you say. "If you get me the dress, I can catch you a few hares," Rose offers.
Player: Refuse her offer

Player: Ch. 4 Available Achievements
DM: ArsonistCamouflageLucky GuessThe Most Interesting Man in the World

Player: Make the Thermal Vents a Garavan and Scairtt Programme, using Scairtt as workers

DM: "No," you say. "I really should be finishing the traps.""Oh, OK," Rose says."I'll see you around, though," you say."Yeah, I guess so," Rose says. "I really should go. My mother will be looking for me.""OK. Goodbye, Rose,""Goodbye, Jacob," Rose says, before sprinting off into the woods.You watch her leave, before turning to set up the rest of the traps.
DM: Labor and DutyYou never do see Rose again. You venture out looking for her a few more times, but you never do. She must've not liked you very much. A pity. You could've used a friend.As you grow taller, stronger and smarter, father assures you that soon, it'll be time for you to finally leave and get your own home, your own wife, and your own family. You suppose he's write. It's your duty to God and nation to build a strong family like that which raised you. That's what expected of you, and that's what you'll do.

Player: Accept her offer
DM: "OK," you say. "I won't be able to get the dress until tonight.""I'll have the hares ready for then," Rose says. "So, do...""I need to be home soon, then," you say. "Yeah, my mother will be looking for me soon. I need to go," Rose says."I'll see you tonight, OK?" you say."Got it," Rose nods eagerly."OK. Goodbye, Rose,""Goodbye, Jacob," Rose says, before sprinting off into the woods.You watch her leave, before turning to head home.

Player: Half an Hour Later...

DM: "No, I..." you say, before realizing you need to explain the whole story.For the next while, you explain the story to father. As you talk, his brow seems to furrow and his mustache droops. He stares at you for a while, before gritting his teeth."There's a witch, a demon, maybe the devil himself in those woods!" father yells, grabbing the newly made crucifix from its place in the doorway. "You've consorted with pure evil, child. We need to head to town, find a church and pray for forgiveness for our sins!""What? No, father, she was just a girl! You're talking craz...!"Father slaps you hard, before grabbing your head and holding you close to his chest."Do you think the devil can't take any form which pleases him? Renounce the evil in your heart!"
Player: Pray to God for forgiveness
DM: You drop to your knees as you've been taught to do, and clasp your hands together in prayer."Oh Most humane and adorable Jesus, Your endless grace and mercy flows forth," you say. "Before granting the gift of absolution To earnest repenters of sinful ways, You demanded a sacrificial compensation. For a wrongful act cannot be rectified Until punishment has been accepted! Yes, for the salvation of my soul, Jesus, You accepted the price of the Cross! Grant me the grace to remain free of debts, My heart remaining flawless before You, Making Your absolution truly worthwhile!"Father hugs you tightly, kissing you on the forehead. "Come on, we need to get Meredith and mother and head to town. We need a priest, understood?" You nod, and quickly follow him to the coach as he calls for mother and Meredith, as you're lead away."

DM: Son of GodYou're brought to town with your family and taken to the church, where you're blessed and you pray. After a few hours, father rounds up a posse and heads into the woods, where he searches for the so-called spawn of Satan. Nothing is found, but this push causes father to become even more religious.The religious shift affects you. Whether real or not, you recognize your talk with the girl as sinful and you pray for redemption constantly. Eventually, you become a priest, and find yourself sanctuary in some desolate part of the wilderness.Full of self-loathing yet knowing suicide is a sin, you spend out the rest of your days in a miserable existence.

Player: B. Go back to bed. P.g 4
DM: You go back to bed. Well what more is there to say, you picked the most uninteresting choice. Game over.

DM: The both of you go outside at dark. The campus paths are still lit by night lights. You both stick to the shadows for the journey to a new area.Your frighten about the campus land due to all the organizations of killers. The only place you think you can go is outside the campus. Though, the Outside Guards may kill you.
Player: Let Mr Fiddle to choose the destination.
DM: He takes you to the Campus Park. In the middle of the park, where the statue of the Principal is, he releases the locks on a manhole. Before going down, he expresses how relieved and surprized he is on how this area is still standing. He claims that he saw green uniformed mad students were surrounding the area, killing anyone in their sights.You both enter into a large bunker. There, you see many teachers and some students. There are machines everywhere and people running around. The people seem to be working so hard.Mr Fiddle takes you that this group of people will take us in called Project: Freedom. The cons of this choice, he tells you, is that you will have to work for them. He then tells you that the purpose of this society is to find a way out of this campus and not to save the people, though, they do take in anyone who wishes to join.Your given food and a cot. The next day, your forced into a classroom. A Project Teacher gives you a manual on chemical bombs and helps you comprehend it. Mr Fiddle told them about you being a Chemistry Major, which is why they picked you to learn this combat subject.After taking a week to understand the information, your given a handgun and GPS system. The leader of Project: Freedom walks up to you. She shakes your hand and hands you a small booklet on your mission details. On your way out, a student hands you a sidebag with the rest of your supplies. You thank him kindly for preparing everything and exit the bunker.Your now a new adventure with a new objecive. You can now help Project: Freedom escape.Before your first step to a long journey, you think about your parents and tear. You wish you were home again.

DM: You quickly make your way to the den, finding it in the exact spot you remembered, just squirreled away under the twisted roots of an ancient Oak. You drop to your knees, lifting yourself down into it and scrunching up. You wait patiently, closing your eyes.
DM: It's not long before you hear a gleeful "Found you!". You open your eyes and look up at Rose, who stands by the den opening with a smile."Ah, rats!" you say, as Rose grabs your hand and helps pulls you out of the den."That was fun," she smiles."Yeah, I'm only just realizing that hide and seek is mainly one person waiting in a hiding spot," you say, before looking up at the sun as it falls through the sky. "It's late. I need to get home soon.""Oh come on! I didn't even get to hide yet!" Rose complains, pouting in an exaggerated fashion."Sorry. You can hide first time," you say."Fine," Rose says. "Come on, let's get you home."
Player: Another month later...

DM: You quickly make your way to the burnt out cottage. As you reach the clearing and see the blackened thatch and ash and the burnt stone, you feel nervous. Still, with your crucifix clutched tightly in your hands, you move forward into the burnt out cottage. You step through the doorway, crouching down into the ash. You pause, as you notice several black, burnt bones sit in the ash. You frown and wince, realizing that Rose's mother does, as a matter of fact, still live in this house... or at least, she stays here. You don't want Rose to have to come here and relive whatever awful memories he has. You wonder whether this is a good spot to hide.
Player: Leave and head to the den
DM: You stand up from the ash, and quickly make your way to the den, finding it in the exact spot you remembered, just squirreled away under the twisted roots of an ancient Oak. You drop to your knees, lifting yourself down into it and scrunching up. You wait patiently, closing your eyes.

DM: You quickly head up to the cave, running as fast as you can. You run as fast as your legs can carry you, eventually reaching the incline leading up to it. Which you quickly clamber up. You climb up the rocks and reach the mouth of the cave, turning only briefly to stare at the forest around you. You feel a certain cold chill run through you as you stare at into the darkness inside, wondering if you should enter.
Player: Venture into the cave
DM: You walk further into the cave, as the shadows and darkness consume you. You step forward nervously. After a minute of stumbling forward, you reach the end of the cave, pausing. In the middle of the cave, dozens of scratches cover the inside of the wall, alongside dried in blood. You pause, staring at it. In the middle, a deer skull sits in place You stare at it, feeling unnerved. You half expect to start hearing horrible screaming or demons to clamber out from the walls, but nothing happens. Still, the area fills you with dread, and you wonder if you should leave.
Player: Leave and head to the burnt out cottage
DM: You quickly turn, and leave the cave. You don't want to deal with whatever horrors remain here. You reach the mouth of the cave and head down the mountain, skidding down the mud and rocks, but by the time you actually reach the bottom and walk any reasonable distance, Rose races up to you with a gleeful "Found you!"."Ah, rats!" you say."You didn't even hide!" she smiles."I didn't have time to!" you say, before looking up at the sun as it falls through the sky. "It's late. I need to get home soon.""Oh come on! I didn't even get to hide yet!" Rose complains, pouting in an exaggerated fashion."Neither did I," you smile. "Don't worry. You can hide first time," you say."Fine," Rose says. "Come on, let's get you home."

DM: You wait there in the burnt out cottage for at least an hour, far longer than it ever took Rose to find you before. Eventually, you see her cautiously approaching towards the house, sniffing the air."Jacob? You're not in the house, are you? If you are, come out, please, she says nervously.You step up, peering out at her from behind the stone wall. She frowns, looking annoyed."Jacob! I told you to stay away from here!" she says, sprinting towards you and grabbing you by the wrist. She begins dragging you along the path home."What? I needed somewhere to hide," you say. "Not there!" Rose complains, fiddling with her wooden ring. "It's going to take forever to get your scent out of the ash so she doesn't know you were there!""She's..." you begin to say, before deciding to hold your tongue."What?" Rose asks, raising an eyebrow."Nothing," you say. "I'm sorry. I won't go near there again.""It's OK," Rose says. "Come on, it's been a while. You need to get home."You nod, and walk home alongside her.

DM: You stand up from the ash, and quickly head up to the cave, running as fast as you can. You run as fast as your legs can carry you, eventually reaching the incline leading up to it. Which you quickly clamber up. You climb up the rocks and reach the mouth of the cave, turning only briefly to stare at the forest around you. You feel a certain cold chill run through you as you stare at into the darkness inside, wondering if you should enter.

DM: You quickly head down the mountain, skidding down the mud and rocks, but by the time you actually reach the bottom and walk any reasonable distance, Rose races up to you with a gleeful "Found you!"."Ah, rats!" you say."You didn't even hide!" she smiles."I didn't have time to!" you say, before looking up at the sun as it falls through the sky. "It's late. I need to get home soon.""Oh come on! I didn't even get to hide yet!" Rose complains, pouting in an exaggerated fashion."Neither did I," you smile. "Don't worry. You can hide first time," you say."Fine," Rose says. "Come on, let's get you home."

DM: You stay in the cave, holding your crucifix tightly. You feel chills run through your body and feel an awful presence watching over you, but you just hold the cross tighter and wait. Nothing happens, though. You wait patiently, but it seems Rose just doesn't seem to arrive. It's after at least two hours where you realize she's never going to find you in here, and you stand, walking out of the cave and reaching the mouth. You head down the mountain, skidding down the mud and rocks, you scoot down to the bottom. You begin walking, but it's only a few minutes before Rose races up to you."Damn! You had a good hiding spot. I couldn't find you at all. Where were you?" she asks.
Player: Tell her the truth
DM: "I was in your father's cave," you say.Rose stops, turning pale. She looks you dead in the eye, her unnaturally blue eyes staring into your eyes and chilling you to the bone. She looks up and down you, a mixture of nervousness, terror and anger on her eyes that manifest into a confusing look, as she begins nervously fiddling with her ring."I told you not to go there! I told you!" she says angrily."I'm sorry," you say.Rose puts her index and middle finger against your temple, looking worried, as her wooden ring rubes against your temple."It's OK," she says. "I forgive you. Just, promise me you won't go near there again.""I promise.""Thanks. Do you feel OK?" she asks."Yeah, I feel fine.""Are you sure? No flu or coldness or anything?""No, I feel fine now," you say."OK," Rose nods, before wrapping her arms around you and hugging you. "I'm glad you're safe. Come on, let's get you home."You nod, and begin walking alongside Rose home.

DM: You walk into the Loose Lily. There is a serious attempt to make the place look clean and upper class, but they fail miserably. The velvet cushions on the ground, along with the drapes hanging on the walls are nice, but the filth on floor is hard to hide. There are several nice looking ladies around, some with soldiers and some with regular folks. There is even a woman with one of them. This truly is a place of debauchery. At a counter is a woman that looks like she runs the place. What next?1) See woman at the counter2) Solicite a whore3) Leave quickly this House of the Rising Sun.
Player: Leave!!
DM: Ah, the slum, you won't find a bigger collection of all the scum in town. The area is littered with squatter encampments, poor people of all kinds. There are several shady establishments all around: whore houses, gambling, places to fence stolen goods. Yes, this is the thieves part of town. You best watch yourself. Near you there is a group of men casting lots. Down the road there is a whore house called Loose Lily. The building near you is a stable of some kind. There are many other buildings, but they aren't mentioned in this story.Where to?
Player: Loose Lily

DM: "I was hidden under a tree, in a fox den.""Damn! I thought I would've sniffed your scent," she says, sniffing the air. "You smell the same as always. I don't know. Maybe I have a cold."You feel a bit of guilt for lying, and decide to pray for redemption tonight, but Rose doesn't seem to catch on."Well, it's late. Come on, let's get you home!" Rose smiles.

DM: "Do you ever plan to marry, Rose?""Marry?" she asks, curiously. "What's that?""You know, when a boy and a girl become one. Like my parents, or like your parents."Rose stares at her hands for a second, her face darkening."No. I don't want to be like my parents. Definitely not," she says."No, not like... a marriage is like when a man and a woman become a pair under God and have kids and stay together.""What does having kids have to do with staying together?" she asks. "And I definitely don't want to do anything under... well, you know.""If you have kids you stay together," you say. "That's what happens.""My parents never stayed together, and they had me," she says.Perhaps she might not make the best wife. The concept of marriage seems lost on her. The concept of romance might not be, however.
Player: Decide it's your place to marry a more proper girl
DM: "I'm going to need to leave soon," you say. "My father wants me to find a wife and get my own home soon. Somewhere that's not near here.""What?" Rose says, frowning. "Why? Why can't we just do things like we always do. I like it that way."You look down, shrugging."That's the way things are, Rose.""Oh," she simply replies. You both stare sadly at the water in silence, each knowing you're on two divergent paths.
DM: Union under GodYou spend a few more weeks with Rose in the woods, but eventually father finds you a wife. A young girl around your age by the name of Mercy-Joy, who ends up lacking in either aspect of her namesake. There's no playing or courting with her. You're married off and with your father's savings you're given enough to buy a small cottage.You hunt. You chop wood. You eat. You shit. You fuck. You live the same passionless existence as you have with your mother. Eventually, you'll have children. Perhaps that'll stir up some passion in you. Perhaps not. You'll see eventually, in the future. But for now, you go through the same motions a thousand generations have.

DM: You sit at the table with your family. Mother puts the meal down on the table, strips of cooked venison and corn. You grab one of the strips and shovel it into your mouth, feeling bitter."Jacob!" your father shouts, aghast. "Where are your manners? How dare you take the bounty of the Lord without thanks!?""Sorry, father," you say, bowing your head. "I didn't think.""No, you didn't!""I'll include this in my prayers for redemption tonight," you say.You hold out your hands, grabbing your Meredith's and your mother's."Bless us, O Lord, and these, Thy gifts, which we are about to receive from Thy bounty," you all say in unison. "Through Christ, our Lord. Amen."You release your hold on Meredith and mother's hands, making the sign of the cross. Then, you start to eat, devouring your venison and chewing down on the corn. Eventually you finish, and hold out your hands to pray, though your heart isn't in it, let alone your soul. "We give Thee thanks, Almighty God, for all Thy benefits, and for the poor souls of the faithful departed, through the mercy of God, may they rest in peace. Amen," you all say, before making the sign of the cross a final time.You stand for the table, pushing in your chair. Your father looks at you with a worried look in his eyes."Look, it's dark. Say your nightly prayers and head to bed.""I..." you start to say, before pausing. "Yes, father."You sigh, before walking to bed.
Player: Sleep...
DM: You're awoken by the noise. A horrible, long, incredibly loud, screeching howl that penetrates your very core. The noise floods into your mind, as horrifying and scary as when you first heard it. Only now, you can hear it outside your house. You hurry to clamber out of bed, clambering out of bed as you hear the door smash open. The creature lets out a chattering, screeching howl. You freeze, feeling cold, as shivers run down your spine. You need to act, fast.
Player: Grab Meredith

DM: You drive into the mountains, taking roads at random, dodging alien spaceships occasionally. As you drive the land becomes more sparsely populated. Since society is falling apart due to the invasion, the roads have not really been maintained. They become worse and worse. Eventually you are as deep as you can go by car. You get out and start walking until you come to a cliff.
Player: Go around.
DM: You go around the cliff. For a few days you wander, following a creek for water and eating wild berries. On morning you see strangers in the distance.

DM: You look inside the kitchen cabinets and find nothing...
Player: The Kitchen

Player: Get out the window and flee
DM: You run for the window, opening it, but instantly the door smashes open as the creature enters the room. It looks vaguely human, a fact even more terrifying. It stands at seven or eight feet, it's skin as white as bone. It has long black hair, matted with blood and gore. It's hands have transformed into horrible, mangled claws, with long, bloodstained claws. It's face is mangled and misshapen, but its eyes are filled with malice and hate.It stares at you. Then, with supernatural speed, it bursts away as you hear your parents scream as they're no doubt torn apart. You fumble for the window latch, but the creature bursts back in once more. It bursts forward, grabbing the latch and closing it slowly, as you stumble back. The monster bursts towards Meredith who still lies in her bed, impaling her fragile body on one of its claws. It raises her up from her bed, growling in her face, before tossing her aside. Finally, it turns to you, it's horrible, mangled mouth seeming to turn into a grin.It steps forward slowly. You know there's no use running. You stare at the monster as it brings its claws just next to your face, still grinning with satisfaction. It motions as if to slash open your throat, but stops suddenly. It motions to do so again, but pauses once more, this time hissing in pain. It stops, before howling up towards the sky. Then, it brings its face up to yours."Leave this place," it snarls. Its breath reaches your nostrils, warm and toxic. You feel your head going black, before collapsing onto the ground.

DM: You dive under your bed, to a point where you can see the rest of the room, but no one else can see you. You hear your parents' screams of terror as they're torn apart.Suddenly, the door to your room smashes open, and you find the creature staring at you. It looks vaguely human, a fact even more terrifying. It stands at seven or eight feet, it's skin as white as bone. It has long black hair, matted with blood and gore. It's hands have transformed into horrible, mangled claws, with long, bloodstained claws. It's face is mangled and misshapen, but its eyes are filled with malice and hate as they peer around the room. The monster bursts towards Meredith who still lies in her bed, impaling her fragile body on one of its claws. It raises her up from her bed, growling in her face, before tossing her aside.It stops, staring around the room, sniffing slowly.
Player: Hide
DM: You wait patiently, trying not to make a sound. Slowly as it sniffs the air it begins turning its head to look at where you're hiding. It slowly approaches, before dropping to its knees to stare at you with those dead eyes, it's horrible, mangled mouth seeming to turn into a grin.You try to crawl out from under the bed, but as soon as you do you realize there's no escape. You stare at the monster as it brings its claws just next to your face, still grinning with satisfaction. It motions as if to slash open your throat, but stops suddenly. It motions to do so again, but pauses once more, this time hissing in pain. It stops, before howling up towards the sky. Then, it brings its face up to yours."Leave this place," it snarls. Its breath reaches your nostrils, warm and toxic. You feel your head going black, before collapsing onto the ground.

DM: In order to play this game, you must have the code from Clover Seven: Ace Attorney - Episode 1: Turnabout Museum, located in the Fan Fiction section. The code is at the end of the case, in the parenthasis. (Highlight it) Once you have the code, input it below.
Player: C
Player: U
Player: Y
Player: Y
Player: W
Player: O

Player: Talk to Dr Phillips to see Elizabeth Stride's autopsy report and possessions

DM: You awaken in the house, surrounded by the bodies of your loved ones and covered in blood. You stand, staring around your destroyed house. It seemed the creature took time to destroy the place. It's dead silent despite the sun having risen, so the roosters must be dead. You sit there, surrounded by bloodshed and death. You cry for a bit, sobbing into your hand, but eventually you stop. You know you need to be strong. You have to think about yourself. You have to think about Rose. You have to think about the future.You stand, staring out at the woods. You wonder what you should. You could flee. The nearest town isn't too far. You could most likely walk to it in a few hours. Or, you could venture out into the woods. Find Rose, attempt to find what's going on. It's a more dangerous approach, but at least it'll get you answers.
Player: Get out of this wretched place
DM: You look out at the woods one last time, and quickly begin packing everything you have here, all the salted meat, all father's savings, everything you can find, and you begin walking away. It's a long walk to town, but you can make it.
DM: Lost SoulYou never find answers. You never find peace with yourself for what happened with that. With Rose, with the monster, with the woods. The memories haunt you. Eventually, you turn to the only thing you have left: religion. You pray every single day for redemption, for God's peace.Eventually, you become a priest, and find yourself sanctuary in some desolate part of the wilderness.Full of self-loathing yet knowing suicide is a sin, you spend out the rest of your days in a miserable existence.

DM: You try to crawl out from under the bed, but as soon as you do you realize there's no escape. You stare at the monster as it brings its claws just next to your face, still grinning with satisfaction. It motions as if to slash open your throat, but stops suddenly. It motions to do so again, but pauses once more, this time hissing in pain. It stops, before howling up towards the sky. Then, it brings its face up to yours."Leave this place," it snarls. Its breath reaches your nostrils, warm and toxic. You feel your head going black, before collapsing onto the ground.
Player: The Next Morning...

Player: Mavrique
Player: Wizard
Player: lowercase username
Player: Non-Binary/Genderqueer
Player: Adidas (Slavic)
Player: Neutrino
Player: Thirdgender
Player: Pedophile
Player: Integer
Player: Australian
Player: Literally just a giant jar of piss.
Player: Muslim
Player: Demigirl

DM: "Fine. I'll leave," you say."Thank you," Rose says, smiling faintly at you.She steps up, kissing you softly on the lips. Her lips are cold."Go, now. Goodbye, Jacob," she says."Goodbye, Rose," you say, trudging away from her.It will be a long walk to the nearest town.
DM: Lost SoulYou never find peace with yourself for what happened with that. With Rose, with the monster, with the woods. The memories haunt you. Eventually, you turn to the only thing you have left: religion. You pray every single day for redemption, for God's peace.Eventually, you become a priest, and find yourself sanctuary in some desolate part of the wilderness.Full of self-loathing yet knowing suicide is a sin, you spend out the rest of your days in a miserable existence.

Player: "I will murder every miserable goblin who did this to him."
DM: You clench your fists in rage, as you look down at the corpse of your beloved mayor."I swear, tonight, that I will slay every single miserable goblin that did this to him," you vow. The crowd gasps.You have their attention, though they seem a bit nervous. What to say now?
Player: "And to prove my vow, I make this cut upon my flesh..."
DM: You draw a knife from your belt."I do solemnly swear that I will be REVENGED on the entire miserable pack of goblin scum!!" you shout, frothing at the mouth just a little bit.You hoist the knife aloft."I swear a blood oath!! Watch as I mark my flesh with my symbol of vengeance!!" You drag the knife across your arm as you shout to the heavens.Someone in the crowd screams. A woman faints."What?" you ask, the knife dripping with your blood, "What's wrong?""Get him offstage," Iselica snaps, and the two burly gravediggers drag you away from the podium."I'll take it from here," Iselica growls, and stomps past you towards the stage."Sorry about that, everyone," she says.

DM: "Kneel," you say, as Rose kneels.You stand over Rose, opening your bible and beginning to read."In the Name of Jesus Christ, our God and Lord, strengthened by the intercession of the Immaculate Virgin Mary, Mother of God, of Blessed Michael the Archangel, of the Blessed Apostles Peter and Paul and all the Saints," you begin to read, as Rose begins to wince in pain. "And powerful in the holy authority of our lives, we confidently undertake to repulse the attacks and deceits of the devil. God arises; His enemies are scattered and those who hate Him flee before Him."You begin pouring the holy water over Rose, who begins to scream. You grit your teeth, and continue the ritual."As smoke is driven away, so are they driven; as wax melts before the fire, so the wicked perish at the presence of God," you say.Suddenly, Rose screams as she sets alight. She howls desperately in pain as the fire quickly burns through her dress, the very dress you stole for her. She screams horribly as she writhes in pain, and before you can act, her flesh and bone have burnt to ash. You drop to your knees over the ash, staring at it in shock. God has failed. He has failed to save your love. He took her from you. You stare at the ash, your hands shifting through it. Rose is gone. Your tears fall into the ash as you cry.After an hour of crying, you final stand. Your bible and crucifix lie next to you. You stare at them, wondering if God is truly with you.
Player: Accept him
DM: No. God is with you. He always is. You turn away from the scene, picking up your bible and crucifix. With a prayer on your lips and tears in your eyes, you walk away from the horrors of the woods and all around it.

DM: Your throw the crucifix, watching it disappear off out of view into the trees. Then you turn, walking back further into the cave. You walk back to the skull, and kneel in front of it, closing your eyes. You wait in silence for several minutes, before you finally hear a voice."Ah... you must be the boy. Hello, Jacob.""H-h-hello," you stutter, trying to keep calm."Keep your eyes closed, would you, boy?" the voice asks."OK," you reply. "I assume you know who I am?" the voice asks."You're Lucifer.""So you know how high the stakes are here. What did you come here to do?""I want you to give Rose her soul back.""I didn't ask what you wanted. I asked what you came here to do?""To... to get her soul back," you say."Oh, my dear boy, how is it you expect to do that?""I'm... I'm willing to trade.""A soul is of infinite value. You have only one thing that even comes close to it in value. But you know that, don't you?"You nod slowly, as you feel hands on your shoulders."So tell me... are you willing to give your soul for hers? The trade's simple. Your soul for hers. Do we have an agreement?"
Player: Accept the deal
DM: "Fine," you say."Say it," Lucifer asks."I accept the deal," you say, before shuddering in pain as you feel his soul tear into your very being."Then it's a deal!" You scream as you feel your body begin to burn up in terrible pain. You feel your soul being torn out, before you collapse, your life taken from you.

Player: E
Player: U
Player: A
Player: D
Player: S
Player: O

DM: God's ChildAfter a few hours of walking, you find a town. You find yourself the nearest church, and pray in it. Soon, God provides. You find a job with the pastor, and are eventually ordained a full minister. You eventually end up as the town pastor, and accept your former life as sinful. Rose burnt because she rejected God in her heart. Your love for her fades, and you soon find a new wife who you marry.You wonder if this is what joy is. You don't feel happy like you did with Rose, but that was the pleasures of Sin. You have a strong connection with God, a nice house and a loving wife who is with child. That's certainly more than enough, isn't it?

DM: You grab steel and flint, and set the bible alight. You hold the crucifix into the flames, as that sets alight too. The flames burnt brightly in your hands, licking your hands and arm. It hurts, but you grit your teeth. If God is up there, you best get used to the burning sensation. Once the bible and crucifix are ash, you stand. You're done here.
DM: Burning PassionYou walk through the woods, looking up at the starless night. Your burns still hurt, but you no longer care. You stare up at the sky, and know that God's either not there, or not worth your love. Who is he to claim you're a sinner with all the genocide and torture he's done? No. You're all sinners. No longer bond by silly superstitions and rules, life is yours.

DM: Although you never learn of it, Rose sat by the river for several hours. Slowly, she begins to feel better. It's only after a few hours she realizes what's happening. She headed up to the cave, and found your body lying there. No matter what she offered, her father refused to revive the departed boy. Eventually, he fell silent, and she left. She left the cave and she left the cave. She walked for miles out of the woods, not knowing what direction the nearest town was. Eventually, a carriage found the girl in the dress, bringing her to the nearest town. Sitting in that carriage, free of her father, free of her mother, free of the woods, that girl in the dress knew that she was free, and it was all thanks to you.

DM: "No," you say."Oh, pathetic," Lucifer asks. "You've wasted my time here."Silence consumes you, and you wait patiently. After a few minutes, you open your eyes. The deer skull sits there, the same as ever. You stand, turning and walking out of the cave. You clamber down the hill, and start walking towards Rose. After a few minutes, you find her."Jacob! I told you to leave!" she says."I tried to talk to your father, but...""Jacob! No! Please, please don't take any of his awful deals! Just go! Leave, Jacob!"

Player: Talk to Witness Mr Gardner who saw the victim with a suspicious man

DM: "Hi I'm Horrin" You notice that he seems really out of it.
Player: Find whats bothering him
DM: You find out he is missing his old wife. His new wife doesn't even talk to him.
Player: Help him with his lady problems
DM: You tell him you run a match making service. You tell him to follow you. As you travel down the right path you find an elvin structure. You open up the door. You throw Horrin in the door. After a month they get married and you are the best man. You eventually forget that you were on an adventure. You open up a real match making service and they call you the Love Guru.

Player: Go east to the Castle
Player: Go into the Castle

DM: You ram the gun barrel against his skull, knocking him backwards wth a spurt of blood as he drops backwards. He wraps one muscular arm around your head, forcing the rag against your mouth and nose. You desperately try to escape, before the fumes quickly send you plummeting into darkness as the Nightmare Realm takes you.
Player: Into the Nightmare Realm...
DM: You awaken, lying on the bloody dirt floor. You look up, finding yourself lying in a pool of blood and bile. You yelp, struggling to stand up. You pause, looking around to see nothing but you, standing alone among the trees. You pause, the only noise being your own breathing. You stop, standing still for a brief second as you hold your breath. You stop, realizing the breathing isn't your own.You step backwards, watching as a strange, backwards creature steps out from the trees. It's upper body is that of a human, although it's head is lacking any features than a single deep, bloody wound in the center of its face, as if someone's stabbed a spear straight through its skull, although the wound doesn't go straight through to the other side. It's lower body of a mishmash of black spears that run through its flesh, embedded in its flesh. The spears move like a spider's spindly legs, wit a fresh stream of blood running down its legs with every movement. It has haggard, desperate breathing, like a man struggling to not choke on his own bile, although there's no mouth where the breathing could come from. When you stop breathing it pauses, slowing down as it cautiously uses it's spike-like legs as feelers.
Player: Climb a tree

Player: Just looking for some stuff
DM: What kind of stuff?

Player: Shrimp Soup
DM: Yummy. Well, now what you ask? Two choices. Go back into the river, or eat more food.
Player: A worm
DM: It was attached to a fishing line! You can fight the rope and get caught or meekly succumb to supreme power. Either way you lose.

DM: Amidst a calm and lazy day,In earliest of spring,The lull is interrupted byA sudden clamoring.A knocking dins upon your doorAnd calls you from your rest.Uneagerly, you open it,And find many a guest.A crowd of townsfolk gathers 'round,Their faces of dismay.This can't be good. Whatever couldBring them to you this day?"A dragon!" many of them cry."A large and deadly beastHas made its lair not far, withinThe forest to the east!""It must be slain!" the farmer shouts,"Or it'll torch our crops,Or make us all into its slaves,Or gobble up our stock!""I hear they kidnap children,"Says the baker, babe in tow."We cannot have this beast about.Yes, hunter, you must go!"The crowd grows hushed with bated breathFor what you have to say.You pause to think, then heave a sighAnd answer with:
DM: You nod and say, "I'll do it then;I'll go and slay the thing.Rest easy, all, for I'll make sureOur doom it shall not bring."The crowd's relief is palpable;A many of them cheerAnd offer you their heartfelt thanks,Enthusiasm clear.You step inside to find your swordAnd pull it from its pell,Then march to-ward the forest pathWhere you are bid farewell.The butcher pats you on the back,Saying, "take care!" in shout."This ain't no easy pickin's, butI know that you've the clout!"We're countin' on you, kid, y'hear!Go on and make us proud!"Then nods to you in confidenceAnd reenters the crowd.You know by now you've surely passedThe point of turning back.You head into the forest, then,A dragon now to track.The forest's shade grows thicker asYou leave the town behindAnd travel ever deeper withThe scaly beast in mind.It takes an hour-maybe two-Of fruitless searching, 'tilYour senses pick up something off;A sign of omen ill.A rustling, or a metal sound,As far as you can tell.More troubling still, a pungent stench,But what of does it smell?

DM: You row to the model island. On the island are the woman's brother and the witness. Who do you want to take across next?
Player: Row back on your own
DM: You row to the model village. On the village is the murderer. Now what do you do?

DM: "What was in Grandad's Journal?" you ask."Everything. He started it when he was a kid and continued it all his life. He said that his own grandad, your great-great-great-grandfather, suffered from this, and he wasn't the first. The world he detailed in his nightmare is the exact same as the one I'm in, the one you're in. That's all it really says."

DM: The air is ripe with tangs of blood,Its patent, potent bite.And as you pass the undergrowth,You spy a gruesome sight.A corpse, unrecognizable,A mess of fur and flesh,Arrays the earth in pieces torn,Soaked through with cruor fresh.The thing was riven just like that?So easily 'twas maimed?There's no denying such a beastCould rend a man the same.Amidst the shambles, there it liesNot fifteen feet away.A dragon, dwarfing you in size;The culprit, and your prey.The crimson beast sits oddly still,Its body wrapped in chains,Its nostrils smoking, posture lax,Its head held down in shame.Your presence snaps it from this trance,Perhaps your movement heard.It cranes its neck to face you, yetIt still says not a word.It watches all the while you stepAs closely as you dare,And holds you tightly in its gaze,A never-blinking stare.
Player: "What has happened here?"
DM: The beast's a little different fromThe notion that you had.You had assumed it fearsome, butInstead it seems more... sad?Seeing no harm in asking, then,These are the words you speak:"What's happened, dragon, to you here To bid you act so bleak?"The dragon turns its head and sighs."I'm such a foolish drake.Embarrassing to say it, but I've made a grave mistake."While hunting for my little ones,A gleam had caught my eye.The ruins of a cart, whereinA tiny jewel lie."And so I thought to make it mineAnd grabbed the shining scrap.I'd figured it a pretty gem,But no. It was a trap."Chains suddenly surrounded meAnd drug me to the ground.Flightless, I couldn't do a thingExcept hope to be found."My hatchlings must be worried sickAbout where I could be.I beg you, human, break these chains;I need to be set free!"

DM: The air is thick with smoke and ashThat swirls about the light.And as you pass the undergrowth,You spy a dreary sight.A radius of grass and trees,Once vibrant, burnt to char,Stands 'fore you ineludible,A blackened, smoking scar.A monster's will can mar a woodSo easily in flame?There's no denying such a beastCould raze a town the same.Amidst the shambles, there it liesNot fifteen feet away.A dragon, dwarfing you in size;The culprit, and your prey.The crimson beast sits oddly still,Its body wrapped in chains,Its nostrils smoking, posture lax,Its head held down in shame.Your presence snaps it from this trance,Perhaps your movement heard.It cranes its neck to face you, yetIt still says not a word.It watches all the while you stepAs closely as you dare,And holds you tightly in its gaze,A never-blinking stare.
Player: "I was sent to slay you."

Player: "Foul beast..."
DM: You draw your sword and point it towardIts now contracting glare."Foul beast," you boast, "you wingèd snake,A fool to fly your lair.""You seek to make this your domain,And terrorize my town,But you've misjudged severely, beast;I'll not let that go down."This forest here shall be your grave;Your plots will prove miscast.Impart your prayers, O dragon, forYou soon shall breathe your last!"The dragon huffs. "Oh, save the shtick,"It says in bold retort."I'm hunting for my hatchlings, 'ser',Not dominance or sport."Free me, and I'll be on my way;There's no need to compete.I'd like to see my little ones,And they'd just like to eat."

Player: Keep staring
DM: You stare the dragon down in turn,Its eyes a vivid green,And quelling, too, you quickly learn;Enticing and serene.Within them, shapes appear to swirl,Their smaragd hues astir,Spellbinding in their spiraling,And all else seems to blur.It isn't long you realize thatYou can't, try as you may,Command yourself to move at allNor likewise look away.The dragon slowly cracks a smile,An amiable grin,While pleasant, implications vileAs it yet draws you in.Your focus unable to drift,Your senses oddly numb,The dragon beckons you and says,In utmost clearness, "come."
Player: Resist

Player: "Break them how?"
DM: "How would I do that, though," you say,"If you can't make them shear?Their strength's enough to keep you bound;I can't be much help here.""Dear human, that is where you're wrong."The dragon shakes its head."The chains are not the problem, butThe magic there instead."Since I'm the one ensnared, I fearI can do them no harm.But you are not affected by thisRather irksome charm."I see the sword you've got there, soMind giving it a try?"The dragon beckons you to near,Pure credence in its eye.

Player: "I must slay you."
Player: "Remove them how?"

DM: The dragon's call compels you, yetYou know you must refuse.You stumble back as oft you can,Feet struggling to move.The dragon cocks its head and says,"You're trying to resist?Whyever still? I mean no ill.Come closer. I insist."Look deep into my emerald eyesAnd listen to my words.And as they echo through your mind,Let all your will disperse."Its drawling voice assails your earsAnd creeps along your skin-A venom, sickeningly sweet,That begs to be let in.You struggle still to fight its willAnd then, oh, finally,You feel its concentration slip.Its hold on you breaks free!You waste no time in turning 'round,And break into a run.The dragon roars, "return at once!Come back! I wasn't done!"You run 'til you can run no more,The beast gone from your sight,Your stomach short of vomiting,Your thoughts still not quite right.You're meant to fight a thing like that,And slay it all alone?Forget it, you've the mind to think,And bumble onward home.

DM: You look upon the beast and knowYour intentions unlike.The dragon has its trust in you;The perfect time to strike.You near its underbelly, then,And carefully you dartTo force the blade between the chainsWhere you'd assume the heart.The beast wrenches its body back,The sword still sticking in.It sputters spittle, coughs and hacks,And red drips down its chin.It glowers as it bares its teeth,Smoke pouring out in flood.Its fire fizzles in its throat,Drowned out by sluicing blood.Its claws reach out straight to-ward youExtending nearer, 'tilIt breathes a final, rattling moanAnd falls right over, still.The dragon dead, you rest your headUpon its scaly hide,And fancy the civilians' joyWhen you tell them it's died.

DM: "I must admit," you say to it,"I've come here on a quest,A mission most imperative,The villagers' behest."They came to me with grave concernOf an approaching bane,And sent me off to seek you outAnd make sure you are slain."It shakes its head in disbelief."To think we've only met.Whyever would you think that I'dDeserve to be slain yet?"You glance around the forest floorAnd slowly motion atThe carcass that you saw before,And say, "well, what of that?""Not only dead, it's ripped to shredsAnd strewn from here to there,The bones shattered; the blood spatteredNearly evèrywhere."I cannot even figure outWhat it once was before!Who other but a monster wouldProduce such senseless gore?"The dragon looks upon the messGrimacing from its shame."I guess it's indefensible;I'm certainly to blame."The plight of being bound in chainsQuite maddened me, perhaps;In rage, I thrashed and tore my killInto mere bloody scraps."I'm truly sorry I allowedMy fury overtake,But please think not too ill of me,Least for my hatchlings' sake."They're young, but I assure you still,They'd ne'er cause such a scene.So won't you, human, free me, then,From these bindings obscene?"

DM: "Supposing I'm inclined to help,How would I, then?" you ask."If you yourself can't break those chains,'Tmust be no simple task."The dragon shakes its head and says,"That simply isn't true.A spell on them's what keeps me bound;It doesn't affect you."If you would only hack at themI'm sure that you'd break throughThat thing you thrust before my face,The sword, would prob'ly do."It motions at the blade you wieldAnd beckons you to near,A pleading credence in its eye,At least, so it appears.
Player: "Now let us fight!"

DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.> Quel est votre prénom ? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaaaaab...
Player: R
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.> Quel est votre prénom ? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaaaaaar...
Player: G
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.Aaaaaaaaag> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)

DM: "I must admit," you say to it,"I've come here on a quest,A mission most imperative,The villagers' behest."They came to me with grave concernOf an approaching bane,And sent me off to seek you outAnd make sure you are slain."It shakes its head in disbelief."To think we've only met.Whyever would you think that I'dDeserve to be slain yet?"You glance around the forest floorAnd slowly motion atThe charring that you saw before,And say, "well, what of that?""The grass, the leaves, even the trees,All sweltered by your breath,And left fuliginous remainsThat reek of fiery death."The area's a darkened woundWhere greenage once did grow.Who other but a monster wouldRavage the forest so?"The dragon looks upon the ashGrimacing from its shame."I guess it's indefensible;I'm certainly to blame."The plight of being bound, it seems,Drew out of me an ire,And so I thrashed and spewed forth flame,And set this place afire."I'm truly sorry I allowedMy fury overtake,But please think not too ill of me,Least for my hatchlings' sake."They're young, but I assure you still,They'd ne'er cause such a scene.So won't you, human, free me, then,From these bindings obscene?"

DM: The dragon seems sincere enough.You shuffle to its sideAnd draw your sword and swing it towardThe spellbound chains in stride.The link you strike lets off a sparkAnd with a crack, splits twain.And choosing a few other ones,You do to them the same.The chains' integrity collapsed,They now begin to slack,And with metallic clamoring,They slide off from its back.The dragon heaves a heavy groan,Free from the magic's clings,And stands itself upright and tall,And stretches out its wings.
DM: You take the opportunityTo hold your sword uprightAnd take a stance, declaring then,"Now, dragon, let us fight!"Draconic laughter fills the air."You wish to fight me now,After I'm freed, to make it fair,Like some chivalric vow?"It leans forth just to whisper, "no,"With ample spurn and ease,And then it flaps its mighty wingsAnd flutters in the breeze.The gusts therefrom are strong enoughTo knock you off your feet.With this, the beast departs and crows,"I'm glad we got to meet!"You sit upon the forest floor,Disheveled and remiss.Your mission scorned, success forlorn,How will you explain this?

DM: You head through the hidden door. You walk into a space that is completely dark, but only for a second. As soon as you move into the dark space, lights start turning on, starting near you and lighting up the area away from you one section at a time. As the lights come on, you hear a few other machines starting up as well.The first thing you notice is the large space: the room looks absolutely huge! To the right there is a full-size bowling alley with two lanes! The lanes light up and flashing lights start blinking, offering prizes and points for winners. The ball return hums to life and a ball pops up from the ground, ready to start a new game.To the left there are a number of panel-sized video games that power on. There are beep and electronic sounds as each game entices you to come and play. There are a few clunk sounds as some pinball games start up and put large steel balls into play. You jump as a loud plastic sound startles you -- looking over you can see a "Whack-a-Mole" game start up and the moles start appearing and disappearing.In front of you there are two pool tables with pool table lights. One is empty, but the other has a number of balls on it, as if someone had just stopped in the middle of a game. There is rack on the wall with various pool cues. You can see the green on the tables is worn and there are bits of blue chalk on the edges, with a worn chalk square sitting on one table.You cannot see any other doors or exits out of this room.
Player: Head back to the main outdoor area...
DM: You are back in the main quarters, with the sun still in the "sky".There are plants, trees, and bushes all around. There are a few different sounds around: you can hear softly running water and there are a few insect noises coming from different places in the brush. You don't see anything moving anywhere. You can still see the two "caves" that lead out of this area.
Player: Head into the "cave" the leads to some meadows and fields.

DM: "Supposing I'm inclined to help,How would I, then?" you ask."If you yourself can't break those chains,'Tmust be no simple task."The dragon shakes its head and says,"That simply isn't true.A spell on them's what keeps me bound;It doesn't affect you."If you would only hack at themI'm sure that you'd break through.I see the sword that you've got there;It probably would do."It motions at the blade you wieldAnd beckons you to near,A pleading credence in its eye,At least, so it appears.

DM: You take the opportunityTo hold your sword uprightAnd take a stance, declaring then,"Now, dragon, let us fight!"Draconic laughter fills the air."You wish to fight me now,After I'm freed, to make it fair,Like some chivalric vow?"It leans forth just to whisper, "no,"A disdainful behest,And then it turns and whips its tailDirectly toward your chest.It knocks the wind straight out of youAnd sends you off your feet.With this, the beast departs and crows,"I'm glad we got to meet!"You sit upon the forest floor,Wearisome and remiss.Your mission scorned, success forlorn,How will you explain this?

Player: "Farewell."
DM: It's clear the beast's no vile fiend,As hearsay might have sung,But a being much more benign,That dotes upon its young.Given it isn't much a threat,As far as you can tell,You give the beast a little nodAnd say to it, "farewell."The dragon bows its head and says,"You have my gratitude.I hope you will excuse me now;My hatchlings need their food."I promise I shall never seekTo bring you harm, my friend.I wish you safest travels back,And thank you once again!"The dragon flaps its wings and flies,Returning to its home.You wave it on, and once it's gone,You find yourself alone.You trek back home, knowing you willArrive with empty hands.The villagers will not be pleased;You hope they'll understand.

DM: The dragon's being difficult,Though bound in metal weft.You get to thinking that it mightBehoove you if you left.You turn around and start to leave,Provocatively slow.The beast is covered in those chains;It's got nowhere to go.The dragon's reaches out its claws,And through the soil they sieve.Its smoky breath pours hissing out;"Human, how dare you leave!"Don't walk away!" you hear it say,And spew out fire bright.You carry on, and soon it's goneFrom earshot and from sight.The question now is what to tellThe town when you arrive.To either lie and say it's died,Or bound but still alive?
Player: Truth

DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.> Quel est votre prénom ? (10 lettres maximum ; les voyelles sont au début de la liste)Aaax...
Player: C
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.> Quel est votre prénom ? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaac...
Player: Q
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.> Quel est votre prénom ? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaaaq...
Player: Z

DM: A rat runs by with a piece of rancid meat in its mouth as the screen lights up with text, pulling your attention away from the rodent."SECTION TWO OF THE LABYRINTH COMPLETE. GOOD JOB ENTERTAINER, PLEASE CONTINUE."The screen goes dark and the button blinks red again. You quickly press it without thinking, feeling annoyed at the presence of these boxes. A small click is heard inside as the voice speaks once more."I am praised as beautiful and comforting, yet all I bring is death. I uproot trees without lifting a finger. When the seasons change from cold to hot, hot to cold, I bring total annihilation. Even the faces of stony mountains wear away under my slightest of touches. Nothing stands in my way, nothing lives because of my presence, yet I am beloved by many."
Player: Wind
DM: You make your selection and the screen flashes green."GOOD JOB, ENTERTAINER. PLEASE PROGRESS," displays on the screen briefly before the monitor goes blank and the button turns green, signifying your success.

Player: SLAY THE DRAGON!
DM: You hold the blade firm in your grip,And toward the beast you lance,Knowing full well that this could beYour one and final chance.The dragon dodges easily,Having seen through your plans,And with an agile blow, it cuffsThe weapon from your hands."I might have been amused," it says,Completely thrill-devoid."But now this act is overused,And I'm a bit annoyed."Don't worry, though; I'd never letYour honor go to waste.You'll get a proper hero's death.Now, let's see how you taste!"It opens up its drooling mawAnd hoists you from the ground,And though you struggle, it's no use.It swallows you right down.The dragon pats its stomach thriceAnd heaves a sigh of glee,At last unchained, and also gainedA tasty meal for free!It lumbers home, as yet unsureIf satisfied with you,And thinks, perhaps a visit toThose villagers is due?

DM: Returning to the villagers,You get yourself explained,Speaking of where you found the beast,And how it's still there, chained.The reaction's immediate;They go and form a mob,Amass what weapons they can find,And set out on this job.Hell-bent, they march and march their feetUpon the forest ground,And finally they reach their goalThe dragon, as yet bound.They cry out "kill it!" and "attack!"And other some such shouts,And set upon the dragon, then,Intent to take it out.Their weapons strike its hardy scales,Such vigorous attacks.One blow, though, hits its chains by chance;Forthwith, the binding cracks.Regrettably, summarily,The chains begin to slack.The villagers, as the beast shakes,Are thrown then from its back.It stands as they there sprawling lie,So glad to be unbound,And as it spans and spreads its wings,Its chains whip to the ground.With villagers cowed and upsot,A panic soon begins.Caloric seeping past its lips,The dragon simply grins.

DM: The dragon's difficult to slay,Though bound in charmèd weft.You get to thinking that it mightBehoove you if you left.You turn around and start to leave,Provocatively slow.The beast is covered in those chains;It's got nowhere to go.The dragon's reaches out its claws,And through the soil they sieve.Its smoky breath pours hissing out;"Human, how dare you leave!"Don't walk away!" you hear it say,And spew out fire bright.You carry on, and soon it's goneFrom earshot and from sight.The question now is what to tellThe town when you arrive.To either lie and say it's died,Or bound but still alive?
DM: It's better just to weave a tale-To let the people thinkThe dragon dead, although insteadIt's bound still in its links.Your shoes, speckled with blood and soot,Should aid you in your bluff.It proves you met the dragon, right?So that should be enough.You hike along to-ward your home,Complacent as you go.You didn't slay the dragon, butThey never need to know!

Player: Follow the Necromancer
DM: Memories, Mort and an Open Road"Fine. Fine," you grunt sadly.You follow the Necromancer along the hallways full of dead, towards the nearest exit. You pass countless dead, though the fighting seems to have ceased in the outer areas. Eventually, you manage to sneak out of Reaper Castle."Where to now?" you ask the Necromancer."We head out. We'll pass by nearby towns to resupply, then we'll... we'll join one of the Merchant Caravans. Then, I don't know what."Over the next few days, you head out of the Grand Necromancer's territory, escaping from the world of death. You manage to find work among a Merchant Caravan, although the Necromancer parts ways with you in search of others who follow the Path of Death. The work with the Merchant Caravan is easy, mostly guard and escort work and other, more menial tasks like carrying crates. The Undead Empire crumbles, with vast swathes of land being taken by the Kingdom of Man, the Orc Tribes, the Elves and the Dwarf Clans. Eventually, nothing is left of the empire but your memories, and Mort, of course. Mort's tiny, rotting body sits safely on your shoulder, and he squeaks happily as you rub him. You'll always have your memories as well. Talking with Blaise in the garden. Mort's reanimation, hunting for the Dragon Tooth to give to her. You'll always have those."Come on," one of the Merchants says. "We have to be on the road if we want to reach Toring Bay by sundown.You nod. The world is open to you. All you have now is Memories, Mort and an Open Road.

DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.> Quel est votre prénom ? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaaaaaak...
Player: J
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.Aaaaaaaaaj> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)
Player: B
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)B...
Player: T

DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)E...
Player: Y
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)Ay...
Player: Z
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)Aaz...
Player: P

DM: You look around from the safety of the car. About 100 meters away from you is a ramp marked EXIT. You've been down in this parking garage before, and know that you are just one level below ground level. That ramp there leads to freedom. You get out that ramp and you're out of the building. You're home free. Thoughts of your wife and kids flash before your eyes, but before you get lost in your thoughts you swat them away. You'll have time do think about them once you're out. A gunman walks by you. You freeze in terror. He doesn't notice you, though, and walks away. You hope if you study their movements long enough, you can slip out the exit unnoticed. *BLAM!* An armored vehicle suddenly roars down the ramp and drives around the parking garage. You get a glimpse of the side of the van - it's the police! They've finally come! You hear the shouts of the gunmen as they spray the vehicle with bullets. The doors of the car burst open and policemen pour out, shooting back at the gunmen. You silently cheer. The police are gaining ground! The terrorists are going down! "Fall back!" you hear one of the gunmen say. The rest of them, still shooting at the police, start running back to the corner where you are. A policeman runs in front of the car you're hiding under. Behind him, you see a gunman lifting and aiming his gun at the police officer's back. He's going to be shot!
Player: Yell at the cop to look out
DM: From underneath the car, you shout at the cop, "Look out!" Unfortunately, he does not hear over the sound of bullets whizzing past everyone's heads. The gunman shoots the cop in the back, and the cop slumps to the ground, blood spilling out from his torso. You scream in horror. The gunman's head turns towards the source of the noise. Apparently he has better ears. He sees you, and from underneath the mask you can see his eyes crinkled in a demented smile. He bends down, raises the gun and points it at you. *BLAM!* You are dead.

DM: From his hiding place Ravana was watching all that was happening. He was glad that his trick worked. As soon as he finds Sita alone, he disguises himself as a hermit and came near Sita's cottage. He stands beyond the protection line of Lakshmana, and asked for alms. Sita comes out with a bowl full of rice to offer to the holy man, while staying within the protection line drawn by Lakshmana. The hermit asked her to come near and offer.Back to YOU!My Lord, you are Rama. In your heart and mind lives Sita. She is faced with a sage, a hermit who is in need of alms. What would you desire of her to do. Remember SHE DOES NOT KNOW OF ANY EVIL IN THE SITUATION.

Player: Skim milk
DM: You decide to drink the regular 2% milk You open it up and see that there are ice chunks in it. You say "cool, milk slushie". As you guzzle down the milk, you realize that the ice chunks are really milk chunks and the milk is curtled and bad. The milk is so old that it kills you. You die. Why cant you drink chocolate milk like everyone else you freak!

DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.> Quel est votre prénom ? (10 lettres maximum ; les voyelles sont au début de la liste)
Player: F
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.> Quel est votre prénom ? (10 lettres maximum ; les voyelles sont au début de la liste)F...
Player: C
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.> Quel est votre prénom ? (10 lettres maximum ; les voyelles sont au début de la liste)Ac...
Player: X

DM: You open your eyes, but quickly shut them. Blur fills your vision as a bright light shines directly at you. You clench your eyes closed, attempting to seek refuge in the darkness that your eyelids provide. Your skin burns, but the place which you lay in is rather cool. You bring your hands to your sides, digging your hands into the ground, balling them into fists. You lift up your hands, pulling the ground with you, a clump of the ground coming up with your fists, shedding out of the ground and sprinkling all over your chest. Bringing your hands to your forehead, a gust of wind blows in your direction, causing you to flinch as the mysterious substance brushes over your face. You finally manage to open your eyes, still slightly squinting as your eyes begin to adjust to your surroundings. You see a tree ahead of you, a willow tree to be specific. Around you at all other angles is a grassy field, endlessly leading to what seems like nowhere. You rise to your feet, the grass on your chest falling off of you and blowing away into the distance.
Player: Wander into the field.
DM: You decide to wander into the field, hoping to eventually stumble across something, anything that could be a sign of civilization. The sky brightens as you walk, the sun burning your skin red. You begin sweating something fierce, your head dripping, watering the grass. Each drop of sweat turns into a flower on the ground, leaving a patch of lilies and foxgloves trailing behind you. The area around you begins to blur out, becoming nothing but a luminous pitch of white. Peeking over your shoulder, you see the same thing, the tree is gone, replaced by a whiteness. The sun beats down on you, almost mocking you as the area around you is swallowed whole by the white texture, soon replacing any physical thing around you into nothing. The only thing left is your shadow, your eyes growing heavy as your vision becomes distorted. You attempt to lay down, but your shadow seems to get a mind of its own, wrapping its arms around you and pulling you into an unknown realm. You see nothing.
Player: Finally waking up, right?

DM: A soft voice whispers to you, almost angelic, "Daniel, come back to us.", the mysterious voice says. Your eyes shoot open. You're trying to gasp for air, but a deep breathe is impossible with the surgical mask that you have on. You sigh, realizing that you were safer in your dreams. You bring your knuckles to your crusty eyes, rubbing them gently to get better visibility. You glance to your side to see moonlight illuminating from the window onto your carpet. You must have woken up in the middle of the night, surprising that the dream spooked you more than anything that you've seen in weeks. You must be growing accustomed to it. You rise up from your bed sheets, grabbing the backpack by your bedside and looking around your room.

DM: You decide to approach the tree. With the sun burning into your vision, you have to cup your palm over your forehead for shade. The sun watches over you, directly above the tree. It's almost like a guardian, tracing your every move with a silhouette of what you could become. The grass begins to crunch against your feet with each step, your eyes peering down below you to examine why the sudden change in sound has taken place. To your surprise, the grass isn't green anymore, it's old and withered now. As you glance up, you realize that you no longer need to use your hand to shade yourself from the constant rays of the sun. With close inspection the sun seems to be slowly disappearing, turning the cheerful blue sky into a dim orange. You watch the tree fall apart before your eyes, the leaves scattering into the wind and branches snapping off onto the ground as you grow closer. Finally reaching the tree, you notice that it's almost dark. The area around you is also almost dark as well, being slowly devoured by a complete and utter blackness, the void filling you with despair. You turn to the tree, noticing a small hole that's illuminating light.
Player: Lay down and give up.
DM: Looking around you, the darkness isn't letting up, and you'd rather not mess with a light in a tree that you know nothing about. You roll up into a ball, curling your arms around your legs and lean against the tree, waiting for the inevitable. You try to think about happier times, but nothing comes to mind. You begin to whimper to yourself, not knowing what will happen next. The darkness grows close, mere inches away from you. You clamp your eyes shut, hoping that whatever happens next is over with soon. Suddenly, a force hits your shoulders, gripping tightly into your skin and pulling you into the hole that's emitting light. A voice whispers into your ear, "You should try harder." Two hands brush over your face, involuntarily closing your eyes, making you drift off to sleep.

Player: Get some clean clothes from the closet.
DM: You start walking over to your closet, hoping to put on some fresh clothes. Despite all of your clothes starting to smell awful due to you not being able to do laundry anymore, you like to keep the illusion that you still have the option to wear clean clothing. As you begin to open the closet door, flies swarm out of the crack. You creak it open, the rusty latches squeezing at your pace. Blood drips down to your feet, a mutilated human being lay idle in your closet. You can't tell the gender, or even recognize any human features. It looks as though the limbs have been chopped up, sliced and diced, resting in buckets. This thing is wearing your clothes. A knife is poking from the being's chest, that's probably what ended their suffering.

DM: You look around you, noticing the darkness eating everything that it crosses its path with, leaving nothing behind. You decide that it would be best to attempt to see what could possibly be illuminating that light, maybe forking you a way out. You slowly stick your hand in, pressing your cheek against the bark of the tree trunk to push the length of your arm in. You can't feel anything, but it feels peaceful, whatever is in there. Watching the complete blackness draw closer, you begin to panic. Your mind wanders for a compromise, yet none come to mind. Suddenly, your arm vacuums into the whole that's emitting light, taking the rest of your body with it. You float in the air, being lifted by some sort of energy, something beyond your basic understanding. The hole closes shut just as the blackness devours the tree, leaving yourself with your thoughts. You feel as though your spirit has been lifted, and you close your eyes.
Player: Examine the table.
DM: You get up off the bed and decide to look at your table. There are tons of papers covered in dust, strange writing filling the pages. With further examination, you notice a drawer on the side of the table, a radio, a flashlight, and a few paper clips. Considering what's probably waiting for you outside, all of this doesn't seem very useful. You never know when any of this will come in handy.

DM: Doubting that the light emitting from the hole in the tree trunk will be helpful at all, you decide that your best bet would be to do the unthinkable and charge face first into the darkness. You place your hand on the tree, gripping the bark to hold yourself into place, thinking about what you're about to do. "What have I got to lose?", you think to yourself. Taking a deep breathe, you move one foot in front of the other, gradually picking up pace as you sprint into the blackness. Not even giving you a moment to react, it completely devours you along with the rest of the landscape before it, trapping you in oblivion.
Player: Check out the kitchen.

Player: Check the drawer.
DM: Rummaging through the drawer, you dig through a bunch of useless junk. Almost giving up, assuming that nothing useful could be found in this pile of stuff, your hand brushes over a watch. "This could come in handy.", you mumble to yourself.

DM: You stand in front of your apartment door, taking a deep breathe as you try to prepare yourself for what you could encounter. Judging from your past experiences, nothing exactly friendly. You slowly place your hand on the knob, turning it at the beat that your heart pounds. You'll probably need a light source, considering how late it currently is. The only thing that relieves you is what you have found inside your apartment, it's all bound to come in handy. Hopefully I found everything of use.
Player: Leave your apartment.
Player: Continue down the dark hallway, despite having no source of light.

Player: Serrated Knife

DM: Taking a closer look at the piece of paper, you pick it up and shake it around. Dust floats in the air, you cough to clear your throat, wiggling your nose at the tickling sensation that the particles provide. "You look rather pretty while you're asleep. You look rather pretty while you're asleep. You look rather pretty while you're asleep. You look rather pretty while you're asleep. You look rather pretty while you're asleep. You look rather pretty while you're asleep. You look rather pretty while you're asleep. You look rather pretty while you're asleep." That repeats down the whole page, with unreadable scribbles replacing the words towards the bottom of the page.
Player: Go to the front door.

Player: Watch

Player: Search through your apartment a little more.

Player: Look through the cabinets.
DM: You hesitate before opening the cabinets, as you hear scurrying amongst them. Gulping your throat, although you still have no saliva to gulp, you grip the knobs and quickly open the cabinet doors. A rat squeals at the sight of you, jumping to its tiny feet and darting through a hole in the wall. What a relief. The rat seemed to have been munching on what appears to be a package of crackers. Sitting next to it is an empty bottle.

Player: Package of Crackers

Player: Paper Clips

DM: There was a Forest Company that owned private land in many different parts of British Columbia. They had many hectares of lush forests on Vancouver Island, as well as Southern and Central B.C. The company had division managers that all helped one another in times of need. There were often pathological concerns in their stands and they seemed to always find ways to deal with them. But one day........
Player: Decision Number 1
DM: there was a sudden warm spell that occurred early in the spring season and the usual endemic level of insect activity seemed to suddenly build to an epidemic all across forests of British Columbia. The different managers had little experience with dealing with such an event so they researched all they could to find out what caused this sudden increase. To begin to understand how epidemics may occur you first must understand the necessary components to the forest pests triangle. What are the three components that make up the triangle?
Player: temperature, host, location
DM: Incorrect, you may want to brush up on your entomology
Player: pest, host, environment
DM: Well done, you are now ready to start your adventures in the field of Managing for for forest pests!! One of the companies regenerating forest blocks in coastal B.C, is experiencing significant insect damage. The block is composed of Sitka spruce that was growing very vigorously prior to the outbreak.Over 30% of the trees in the stand are infested and some symptoms of the damage include forked leaders and Shepard crook, white larvae under the bark and some exit holes. What insect is causing the problem to this block?
Player: Spruce Budworm
DM: Nope, give it another shot.

Player: disease, temperature, location
DM: Oops, good thing this is just the warm-up!

Player: Spruce Tick
DM: The insects were incorrectly diagnosed and there is now no time to manage for the outbreak.

DM: Excellent! You have been recognized for your great work by the company and they will be helping you manage for the problem. What is the best option for managing the spruce terminal weevil outbreak in your stand?
Player: Remove unacceptable trees and fill plant
DM: Great Job, you are on your way to becoming an expert in entomology and the company is leaning on you for your expert advise. The southern Interior forest manager gave you a call to ask for some help with an insect problem she is having. She says her dense and uneven aged stand is composed of Douglas-fir, Western Larch and Lodgepole pine. The Douglas-fir in the stand seems to be suffering defoliation that is occurring along certain elevational bands. She has explained that some of the larvae are out and have dark heads and 4 spots on each segment of the body. Can you help to diagnose her insect problem?
Player: Spray BTK in early instars (larval stage)
DM: This method is more effective for foliage protection rather than population control.

Player: Sruce Terminal Weevil
Player: Brush and fertilize the stand
DM: You have caused a more favorable environment for the insect by increasing sunlight onto the forest floor. You now have no stand.

Player: Spray with NPV
DM: No spray has been developed yet to manage for the spruce terminal weevil.

Player: Black Headed Budworm
DM: You have been replaced by a more well rounded and educated forester

Player: Spray BTK in late instars (larval stage)
DM: Another job well done! You have received a promotion and are now head entomologist of your company. Just as soon as you get settled into your new office, you receive a call from the mayor asking for your expertise on an obvious insect issue occurring along the boulevard Oak trees. Upon arrival at the site, you discover severe defoliation in the trees. You also notice that there are many caterpillars along the trunk of the tree. The caterpillars appear to have red and blue dots down their sides with tufts of hair surrounding them. what is this pest?
Player: Tent Caterpillar
DM: You were hit in the head with a falling branch.

Player: Oak Moth
DM: Should've had a V8...
Player: Spray BTK in late instar (larval stage)

DM: The stand has been taken over by the insects and they are spreading to other parts of the management area.
Player: Gypsy Moth
Player: Pheremone traps
DM: All of the boulevard trees have been defoliated and your community has begun protests in front of your office.
Player: Wait and remove egg masses

Player: Spray BTK

DM: The infestation spread across B.C. Which now has a trade embargo placed against it.

Player: Douglas-fir Tussock Moth

Player: Suitable host abundance, mild winters, hot/dry summers

Player: Thick-barked stand, variety of species, wet summer
DM: The members politely leave the room and you never hear from them again.
Player: Warm/dry springs, open stands, vigorous trees
DM: They are willing to give you another chance.

Player: A

Player: Promote older pine trees, dense stands
DM: You are now the laughing stock of the forest bug club.

Player: C

Player: B
DM: Pine beetles don't eat fish.

Player: B

Player: Who is the truth speaker?
DM: Vladimir smiles."Me"

Player: C

Player: C
Player: A

Player: B

Player: Check your Bed Area
DM: You check your bed area. The makeshift hammock is made from a fishing net and some covers on top. Beneath the hammock, you have tossed your undershirt, sandals, and shoes the night previous. You probably don't need your shoes until mainland, but you decide to take them for later anyways.

Player: Check the Other Room
DM: You open a wooden door into a crude storage area/restroom. It's not very sanitary, so it seems. Other than the mops hung loosely on the wall, the only thing of value in here is a box of matchsticks.
Player: Matchbox

Player: Shoes
Player: Go to the Upper Deck

DM: School is just getting out and your three best friends, Julie, Robert and Jack come running up to you yelling your name over one another as if they want to be the first to bring the news. "Mel! Mel! Mel! Guess what?" Their words spilled over each other and all you could make out was 'sleepover', 'out of town and' and 'abandoned house'. You know exactly what house they are talking about and just the mention of it made you skeptical, but you had to hear them out. Apparently, Jack's parents are out of town longer than they planned and that meant Vicky is going to be "watching" after him when in reality she really doesn't give a damn what he does--worst babysitter in the world. Anyways, Jack is planning to have Julie, Robert and you over for a sleepover. Since his parents are out of town we would be able to get away with a lot more. Of course, Jack came up with the genius idea to have a sleepover and sneak out to the old abandoned house on Maple Hill. The old house on Maple Hill has been abandoned for decades and left to rot after the former couple was murdered in their sleep. The murderer was never caught and rumors say that is wasn't even a human that killed the couple. The legend is told that the beast that killed them wears all black and to this day still wanders in the woods waiting for mindless humans to venture their way right onto its menu. You thought, "Okay this is going to be fun. We'll explore and have a good time," but no that was not the case. Your ne'er-do-well friends had the idea to bring the spray paint and express themselves all over the old house. Something you were definitely not down to do, but you couldn't let them think you were a coward so you had to go.
Player: Stay home and study because that's important
DM: You decide to go retreat to the comfort of your home and study. It's a pretty big test and worth a lot of your grade so you might as well start studying for it now. You can always hang out with your friends later.

DM: Obviously, you should check your phone. Maybe you had an important text message, or finally got an email back from one of the innumerable job applications you sent out? Somewhat excited for what you may see, you swipe open your phone and enter the code and see....0 Notifications.Well, what did you expect? You really aren't all that popular, after all. However, something does catch your eye. It's already 7:20! Wondering how it was already 7:20, you look at the alarm clock and notice it's still only at 6:00......great.....You overslept because today, of all days, the alarm clock decided to break. Internally screaming, you do the only thing you can in this situation and rush out the door to try to get to school on time. You pick up your phone and backpack and leave for your destination.
Player: Cell Phone

DM: Later that night after you all ate you met up at Jack's house packed and ready to go. Of course, you told your parents that you are spending the night at Jack's house so your parents are obviously unaware of your intentions. As you hop on your bike to head to the allegedly haunted house on Maple Hill, butterflies swarm your stomach and climb your throat like a ladder. Not the good kind. These butterflies seem to be yelling, "Turn back! This is a bad idea!" You can't let your friends think you're a pansy and go home just yet. You ignore the vexing feeling and continue to pedal. As you reach the house it is sunset and the house seems to have blazing red flames that are licking up the sides of the house sending chills down your spine. This is the only structure on the entire hill for miles and you are the only ones up there. The house looks intimidating and you hesitate before stepping off your bike to check the house out. Your friends are too busy on the lawn unpacking supplies discussing matters of vandalism to notice you. Just before entering the house you notice a shadowy figure looking down at you from the second story window. The second you blink it vanishes. You want to tell your friends so they know what they're getting into, but they'll probably just find it amusing and decide to check the house out anyway.
Player: Tell your friends
DM: You panic. "Jack! There's something in the house! It was there in the window just a second ago!" But he doesn't believe you and says, "Maybe you should just go home so you don't get scared by any mice now, Mel. We can have fun without you." You should've just kept it to yourself.

Player: Go with your friends
DM: You enter the house with your friends. It's a disaster! It looks like a bomb blew up in the house. Broken floorboards and shattered glass lay strewed all over the floor and furniture remains in shreds. Mildew fills the air along with the overpowering stench of pneumonia effervescing from the gaping holes in the floor. Must be cats.
Player: Stay with your group and help tag the house

DM: You keep it to yourself and play it cool. It was probably just the drapes moving in the wind, no need to be so scared.

DM: Vous ouvrez l'enveloppe d'aspect officiel et dépliez la lettre qu'elle contient.Cher·e citoyen·ne,Compte tenu des récents évènements qui secouent notre monde, le ministère de la Magie a jugé nécessaire d'effectuer un recensement de la population. De ce fait, vous trouverez ci-joint un formulaire à remplir et à renvoyer au ministère de la Magie sous huit jours. En attendant la réception de vos papiers officialisés par le ministère, vous trouverez ci-joint une carte d'identification à remplir et à garder en permanence.Nous vous rappelons que tout évènement suspect doit immédiatement être rapporté au ministèreAvec nos meilleures salutations.Vous regardez le formulaire en question et allez chercher votre plus belle plume.
Player: Remplir le document
Player: A

DM: "Very clever," replied AMZAK. "I guess I should give you the honour of meeting me now, shouldn't I?"The door opens, and you see a giant cylinder in the center of the room, with large, thick wires coming out of it in every direction. Inside the cylinder is a giant blue male face staring at you."There, isn't this such an honour?" the face says reproachingly. "You get to see my face, right before you get assimilated."You feel a blunt object come into contact with your head from behind you. It was probably the cyborg you saw before. The whole world turns black.
DM: You wake up strapped to a metal table. A giant metal arm with all sorts of surgical tools comes towards you."Don't resist, my dear," AMZAK tells you. "The more you resist, the more painful it will be! Just accept your assimilation. There's nothing more you can do."The arm inserts all sorts of wires into you. You feel AMZAK's consciousness trying to take over your own. You could resist, which will cause you immense pain, but not allow AMZAK to reach you further. However, if you don't resist, you might be able to enter AMZAK's matrix and hack him from the inside.
DM: You resist his consciousness with all your might. You feel a violent electric shock course through your body. The pain is excruciating.

DM: Second guessing your decision, you help Jack haul Julie's limp body to the house. Cracking branches and huffing is coming from the forest and now for you. Robert was just an appetizer and you are next. Running as fast as possible, you make it to the house within a minute that seemed to have had lasted a century. Whatever is chasing you is not far behind and time is screaming by. What's the creature going to do when it gets here?
Player: Look for a weapon
DM: Jack suggests looking for a weapon. Well duh, what did he think, that you were digging through the debris of the house for fun? Ignoring him, you find a large hammer and a screwdriver under crumbling floorboards. Must've been a toolbox here. You take the lighter of the two and hand Jack the hammer. You throw a stained tablecloth over Julie and shove her in what looked like an old closet, hoping the creature doesn't find her. Readying yourselves, you hide behind tattered curtains while Jack hides behind the door. The monster enters the doorway and takes a deep breath, inhaling your scent. It can taste you in the air. Lumbering closer and closer to you with each breath. Finally, it reaches you and lets out a horrific shrill. You assume this is its before kill screech. Quickly and forcefully you plunge the screwdriver deep into the soft midsection of the beast. It lets out a deafening scream and with a swing of its arm, it sends you flying. You crash through the wall and are thrown into the lawn. You are unconscious. Jack runs up from behind the creature and swings at its head, sending the monster stumbling to the ground. He bludgeons its head in and finishes the job. Stringy dark red blood pours from its head in a puddle on the floor, bubbling and burning through the floorboards. You awaken in a hospital. Safe. You are surrounded by your friends and family. Too bad Robert couldn't be here. You have suffered a mild concussion but you will return home in a few hours. Sweet, sweet home.

DM: Second guessing your decision, you help Jack haul Julie's limp body to the house. Cracking branches and heavy breathing is coming from the forest and for you. Robert was just an appetizer and we're next. Running as fast as possible, we made it to the house within a minute that seemed to have had lasted a century. Whatever is chasing us is not far behind and time is screaming by. What are we going to do when the creature gets here?
Player: Run for the hills
DM: You decide your chances of surviving are greater if you book it the hell out of here. You run faster than you ever have before, but the figure notices you trying to escape and changes courses in your direction. This is it. You are devoured by the creature. Ripped apart and entrails lay spilled in the grass. Your accidental sacrifice was just enough to draw attention away from Jack and Julie. Jack thrusts Julie over his shoulders and makes a break for it while you are being used as human finger paint in the lawn. Julie and Jack successfully make it home and you now lay in the lower intestine of the beast.

DM: You are on a camping trip with your family deep in a forest in northern Minnesota. You stick your toe outside, testing the temperature. Well, it's not that cold. At least you don't have to freeze to death on the way to the outhouse. You slide into a pair of jeans, and a bulky navy blue sweater. You grap your flashlight, step over your sister who is having an engaging conversation with someone in her sleep, and quietly unzip the tent flap and slip outside into the moonlit night. You sleepily make your way to the wooden bathroom, and stagger out when you have finished. You walk a few steps, and then realize something is wrong. Horribly wrong. You have no clue where you are. You start to panic. You need to find a way back. Two paths branch out in front of you, maybe you should take one. Or maybe you should stay where you are until the morning when you can see where you are going.
Player: Take the left path
DM: You stumble around in the dim beam of your flashligt. You have the strange fealing that someone or something is watching you. You suddenly hear a twig crack right behind you! You spin around and gaze into the darkness, but nothing is there. You turn around and are met by another two paths.
Player: go right
DM: You come across a large lake. Its dark waters look very wide and extreamly deep. You hear a small cough behind you! You turn around and see an old woman with a small boat. She offers to ferry you across, but you don't know if you can trust her. You wonder if you should just try to swim across the lake, after all, you have always been a good swimmer.

Player: Throw it back.
DM: The boy looks at you angrily. He motions to the paper wad and tries to throw it back. The teach grabs it, and yells "Detention for both of you!" You sit and groan. You mouth the word "Thanks" and frown. The boy shrugs.
Player: Leave! You're angry!
DM: You get caught by the principal. "Detention!" He screams. Now, everyone thinks you're bad and doesn't want to be your friend.
Player: Go to office.
DM: You go to the office, and ask for help. Th principal offers to guide you to room 107. You agree, and walk to room 107. Everyone stares and waits for you to say something. You stand frozen, and watch as the principal tells everyone to be nice, and welcome me to the new school. Little doe she know, he just gave everyone PERMISSION to do just the opposite...

DM: The hallway heads south, and strangely there are no other cell doors. You head down the hallway, and come to a door at the end. Windows in the door show a large outdoor courtyard. It appears to be night time, but strobing search lights fash across the courtyard now and then.
Player: "Stay close to the walls, and try to avoid the search lights," you tell her, and go through the door.
DM: You quickly slip out into the courtyard, and then press yourself against one of the walls. Tall grey buildings rise on three sides of the courtyard, but the east edge of the coutyard is a large wire fence. On the other side of the fence, you see glimpses of a grassy field in the passing searchlights. There seems to be a forest on the other side of the field... if you could make it to the trees without getting captured, maybe you could escape? Or should you try to get through one of the buildings, and out another way?
Player: "We're going over that fence. Try to make it to the trees," you tell her.
DM: She nods her head, and follows you slowly along the wall. You both stop now and then, as searchlight sweep across the courtyard, but you manage to stay in the shadows. Then you reach the fence, and quickly scale up and over it, into the grassy field beyond. You wait for a searchlight to pass by, and then race for the trees, with the woman close behind you. By some miracle, you both manage to make it into the forest."Hey, wake up," she tells you, and you open your eyes with a start. You had been sleeping. You look around you, at the inside of an abandoned building. Glassless windows open into the daylight outside, and you can see you are somewhere downtown, in the city.

Player: Billy and Jessica run away from the monster.
DM: Jessica screams and runs home.Billy runs to his history class. Mr. Gill is very surprised to see him.

DM: Instead of the usual 'morning' shift change announcements, you were instead woken up by some real quality vengeful lunatic ranting by Captain Marizal, over the intercom."--just one! One! If just ONE of you had read ONE story and given ONE sentence of acknowledgement, this wouldn't have to happen! How long does it take to read 2000 words? 1000, even? YOU ALL WENT TO SPACE SCHOOL AND GRADUATED SOMEHOW, FOR FUCK'S SAKE! How is 1000 words 'more than anyone could possibly have the attention span to read? Someone actually said that to me once, you know! I had him blown out the airlock and made it look like an accident! Now guess why I'm admitting to this now. GUESS. Ahahaha, that's right, because it doesn't matter anymore! HAHAHAHAHA! HAHAHA. Hah..."By that time you'd stumbled to the bridge and the controls on your station, just in time to verify that 1.) A shuttle had been taken from the bay, and 2.) the captain was on it, before locating said shuttle with sensors and tracking it as it plunged right into the heart of this system's blazing sun. So that happened. And it seems something's up with your station computer now, to top it off. Although there have been far more glitches and lag with the computers than are remotely acceptable these past couple of weeks... You need to figure out how to get news of the situation to High Command, and hopefully be reassigned to some place a bit less in the middle of nowhere.Two buttons are blinking and beeping on your control panel, a red one and a blue one.
Player: Press the red button.
DM: Pressing the red button just pulls up your navigation screen. For some reason all the buttons are greyed out....oh, you see now. They've been overridden by the captain, and need her voice authorization to unlock. Also, the ship's route has been changed, and it's now headed straight for the sun that Marizal plunged into it, albeit moving a great deal slower than the shuttle. Fuck.

Player: Back.
Player: Press the blue button.

DM: You stumble into the town about half an hour past noon, falling to your hands and knees with a groan. Throat parched, you look up and groan out "water", hoping that someone will hear you. Instead, you meet a kick to the face, knocking you onto your back."Well well well... Look what we have here!" you hear a raspy voice say. Sitting up, you look at the man who just gave you a face-to-face meeting with his boot, seeing that he's a stereotypical Badlands raider: spiky mohawk, bondage gear, assless chaps. Y'know, the works.He's flanked by two similar looking thugs, who chuckle at his words despite the fact that there wasn't anything funny about it. "Yeah, look what we have here!" one parrots. "Well well well, lookie!" another intones.These are the perfect guys to beat up.
Player: Forget being witty. I'm just gonna punch their lights out.
DM: You jump up to your feet and deliver a powerful punch to the leader. He goes flying into a nearby saloon, his two goons looking in surprise at the wrecked building for a moment. With a grin, you rush forward, and they turn around just in time for your feet to smack right into their faces! The two are sent flying just like their buddy, landing on him just as he was getting up.Grin widening, you yell "YEAH!" as a show of victory... And then see a bunch of raiders walking right out of the saloon you just screwed up. There's at least twenty guys, and they all look a lot more competent than the three guys you just beat up.They're heading right for you. What do you do?

Player: What do I do? I run the hell away!
DM: You're not dumb enough to stick around and lose this fight! Instead, you turn tail and run like hell away from the town and the raiders within. Your fear makes you so fast, everything just becomes a blur. You think you see the town a few times as you run, but you're not too sure. Once you think you've run long and fast enough away from the town, you stop, panting on your hands and knees.You chuckle, picking yourself up, and jump back.You're right back at the entrance of the town. And there's a mob of raiders that look extremely pissed off.Needless to say, you don't exactly live to tell the tale.

DM: You stare them dead on as they approach, getting into a fighting stance. The group reaches you in no time, and the man leading the group, who's twice your size in both height and width, looks down on you with a bored expression. "So what's all this about then?" he asks, in a surprisingly gentle voice.
Player: "Oh, terribly sorry old chum, those hooligans were just bothering me."
DM: The large man nods at your words. "Ah, yes, those three are always causing trouble. We're really terribly sorry, my boy. They're as much a pain in our behinds as they are yours, ohohoho!" He laughs heartily, and you join in."My, it is quite hot out here, no? What say we return to the saloon for some scones and tea?" you proposition, and the large man laughs yet again."Very well! Come, men! Let us welcome this new guest!"With that, you and the raiders have a nice tea party in the saloon.

DM: The raider doesn't hear what you said over the sound of the frantic piano playing. "Come again?'You repeat what you said, a bit louder this time. Only thing you didn't count on was the piano cutting out just as you began to speak, allowing the whole room to hear what you said. "I said fatty over there must've eaten up the town's food reserves!"The saloon is dead silent after that. Said fatty glares at you silently. You let out a cough, and ask, "What, something I said?"Your drinking buddy leans in and whispers, "Uh, that's our leader.""... Oh."The raider leader gets up from his chair and begins to approach. So what are you gonna do?
Player: Screw apologizing! Kick their asses!
DM: Instead of gracing him with a response, you simply bring your foot right into his groin. He falls to his knees, eyes practically bulging out of his head, and you begin to beat on his face with a flurry of fast punches. When you're done, he stares at you in shock for a moment, before his head violently explodes from your sheer awesomeness."Woah! He killed boss!""Oh my God!""He was just two days to retirement!"You get into a fighting stance and beckon them forward. "Enough talk. Let's fight!"You dodge out of the way of one raider's wild haymaker, and chop him right in the throat. His head comes clean off from the power of the blow. Next, you deflect a kick and respond with a roundhouse to the raider's head, making it explode in a shower of blood and brains.The fight doesn't last too long, and before you know it you've defeated them all.... Now what?

DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaaaaf...
Player: I
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaaaaai...
Player: N
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaaaaaan...
Player: U
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.Aaaaaaaaau> Quel est votre genre ?

DM: You let out a wild flurry of fast jabs at his ample body, each blow shaking his belly violently. Still, he stands stone still against the attack, still staring down at you. You finish off the flurry with a strong uppercut right into his belly button, and promptly turn away. Once you finish, he starts to laugh heartily. "HAHAHA! Was that supposed to hurt? Your fists are like mosquito stings!"You grace him with only one response: "Omae wa mou shindeiru.""Wha?"Without another word, he explodes in a shower of blood and gore the likes of which the Badlands have never seen. The raiders gasp in shock as they watch their fearless leader die.
Player: My work here is done. Nothing left to say, I walk away from the town.
DM: There's nothing left to do here. Without their leader, the raiders will fall into disarray and disband, so your work is done. You simply walk away in the direction you entered the town from, the raiders not even bothering to attack you out of a mixture of fear and respect.Once you're a mile out of town, you come to a realization: you never even got a drink. But the Badlands have been ridden of a menace, and that's what counts. Content, you keep walking, intent on wiping out the rest of the scum of the Badlands.That is if you don't die of thirst before then. Can't get a decent drink anywhere these days.

DM: Shrugging my shoulders with a sigh, I look straight at Sophia and ask her "why would you want to grow up so quickly anyways?"She looks away with a small pout and spotted my ace in the hole."She's amazing." A content smile spread across Sophia's beautiful face and I can't help but stare. At her and the world's luckiest cat."Are you feeling better?" I gingerly ask and for a second, a shadow crosses her face. Her eyes lower and she ponders the question."Hmm, now I am." Kissing the cat gently on the forehead, Sophia laughed "What's a good name for a cat like this?""Err...Sophia II?" "That's a terrible name!" "What? I've been calling her that ever since she was a kitten." Staring at her with mock horror, I reply "I'm pretty sure that cat already thinks that's her name.""You're joking." Sophia looks at me with hopeful eyes, but as I shake my head reluctantly, she sighs "Well...at least there'll always be a Sophia around you."She looked so sad for a moment that I had to ask "What, you're already abandoning the cat? Just because of a bad name?"She looks up and smiles at my bad joke "You know I didn't mean that."Then, what did you mean? The question is on the tip of my tongue, but I swallow it back.She wouldn't answer it.No, she wouldn't.
Player: After school tutoring
DM: "My friend the slacker, huh?" Sophia sighed exaggeratedly, a slight giggle accompanying her solemn words."A terrible slacker to the end." I admit sadly, but the entire time I have to hide a grin.It was just like old times."Well, you have to snack regularly. An artist cannot function on an empty stomach.""You just want an excuse to eat sweets, don't you?" I knock my shoulder against hers and she pouted."What, do other girls not eat sweets?" Sophia sulked."I didn't mean that." I sigh and hold up my hands "Why don't we compromise? A fun activity and then study time?""My friend the slacker, huh?" Sophia sighed again.

DM: You get on your knees and beg for his forgiveness. The man looks down at you for a moment... And pouts. "You think you can just take back what you said, simple as that?" You notice the tears pricking his eyes. "... Well you can't! Words hurt!" With that, he falls on his knees and begins to sob.The raiders around him get up and comfort him. "Aw, don't be sad boss...""Yeah, you're not fat! Just big-boned!""He's nothin' but a fat-shamin' jerk! Let's fuck 'im!"Now that catches you off guard. "Uh, did you mean fuck him up or...?""I MEANT LET'S FUCK 'IM! COME ON BOYS!"Oh no.
Player: ... Maybe I am that kinda guy? I mean, I'm open to new things.
DM: You surrender yourself willingly. They're all surprisingly gentle with you, though the leather chaps feel a bit weird against you. Once everyone's got their turn, you lie down on the floor of the saloon with a sigh of contentment.Guess you are that kinda guy, because ten years on you're still with all these wonderful men. You don't have to worry about getting a cool glass of water anymore, because all your needs are taken care of. You just kinda have to wear freaky bondage gear all the time.

Player: I'm gonna get a drink!
DM: You grab the nearest drink and swig it down, only to pull it away from yourself and cough violently. "Woah, that's a little... Strong..." You look at the bottle in your hand, seeing that it reads "sleeping juice". "... Oh no."The last thing you hear before you pass out is a man saying "see that mountain? You can climb it."You wake up in a carriage, a cold breeze hitting your face. A blond man across from you says "hey you, you're finally awake. You were trying to cross the border right? Walked right into that Imperial ambush, same as us, and that thief over there."Oh no.You look back at the trail, seeing one of the raiders snickering. He grabs a hold of his face, and tears it off... Revealing Todd Howard, disguised as a typical Badlands thug.Son of a bitch.

DM: "I can't argue against that," you say. "Society has fallen. The dead will always disturb you, you must know that by now.""That is all you have to say?" Kappa asks, surprised. You nod. "Very well. I will speak with my subjects, and we shall deliver a verdict." Morales puts a bag over your head, and walks you over to a corner. You sit and wait for the verdict.
Player: the verdict
DM: Finally, the bag is taken off your head. Kappa stands in front of you. "After speaking with my people, we have decided that you are not worthy of living, and shall be killed. Have you any last words?""Wha, a...." is all you can say before a man wielding a shotgun comes into view. He pulls the trigger, taking your head clean off.

DM: You raise your hands into the air. Asa and Jim go for their guns and immediately several rifles explode into life: hit by several bullets the two men fall to the ground dead. Jim Knight gives a howl of pain as his brother dies and the pair of you are taken into custody. One week later lawmen in the Indian Territory track down and shoot your brother dead.The trials for you and Jim Knight are straight-forward affairs: you are both found guilty of the Longview Bank Robbery and are both sentenced to fifty years imprisonment. Your only consolation as you begin your jail term is that Bill Doolin and his Wild Bunch are still alive and free... for another year or two until most of the gang are killed or captured. Finally fate reunites you.
Player: Prison
DM: By the summer of 1896 the Wild Bunch is virtually destroyed: the only gang member who remains at large is Little Dick West; everyone else is dead or imprisoned. Your brothers Bob, Grat and Bill are dead, your friends Bitter Creek and Charley Pierce are dead. You yourself are facing a long jail term with no hope in sight.Then the Federal authorities make the decision to move you and the surviving members of the Wild Bunch to new a prison in Oklahoma City and you find yourself reunited with the last members of the Wild Bunch. Your brother Emmett is there, weak after surviving 23 gunshot wounds, Lawman killer Arkansas Tom Jones, minor gang member Jim Knight, Little Bill Raidler, who was shot 3 times and severely wounded in his capture, the clever Dynamite Dick and, most of all, your unofficial leader Bill Doolin are all reunited.Inevitably plans for an escape are quickly made, though Emmett and Little Bill have no interest due to the severity of their wounds while Arkansas Tom and Jim Knight want to turn their backs on the outlaw life, certain it will get them killed. Bill and Dynamite Dick concoct a plan to have a friend smuggle pistols into them, take the guard hostage, make him unlock the cell and then imprison him in it and then make their escape from the prison. It is a bold but risky plan and the two outlaws ask you to join them. Your brother Emmett is against it, warning you that even if it is successful the chances are you will be hunted down and killed on the outside.

DM: You're standing in front of the cabin in the chilly night air. Zack's Toyota is parked here. On the lawn by the side of the house, you can see what appears to be a derelict truck.The corpses of the two robed men who attacked you are lying out here as well.
Player: Examine the corpses
DM: You examine the corpse of the larger man who is lying in the middle of the yard. It's a battered, bloody mess with nothing useful on or around it. Upon checking the smaller man, you notice something sticking up into his robe. You rip it open and find a square-shaped object half-stuck into his jeans pocket.

Player: I'm done asking questions...
DM: Percix stated that he have no more questions and that concluded our exchange. I felt a lot better, again, with a mission. I told my Mother to help Percix and his people and that I'm making for Cione at first light.She asked, "But, why so soon? You just came back, why not rest for a day?" I expected this sort of response from my Mother and told her that I'm fine and that Typhon might start attacking other nearby villages. Which meant Mene isn't that far off from his list.The thought of endangering her village and her people greatly affected her. She agreed to give me a horse and provisions to last me the whole trip.The next morning, I said my goodbyes to the village and Percix. They told me to be careful and come back soon to which I nodded and promised that I would do. Then, I was off, riding my black horse northwards.
Player: On the Road Again

DM: You look around the saloon, the only thing catching your interest being a crate in the back that shakes violently. Curious. You can either check it out, or just grab some water and get out of here.
Player: I'll just get my water and go.
DM: You find a bottle behind the bar labeled "water" and take it, sticking the bottle into your knapsack and leaving the saloon. You wander off in search of adventure, your thirst quenched and your fists bloodied.It was a good day.

DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.> Quel est votre prénom ? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaaas...
Player: F
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.> Quel est votre prénom ? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaaaaf...
Player: P
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.> Quel est votre prénom ? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaaaaap...
Player: S

DM: I sob uncontrollably until Benjamin's voice break through my gruesome memories. "Aliyah... Come on... Please don't cry anymore..." He clears his throat quietly. "Come on, Aliyah. Pull yourself together. Our schools are full of those mechanical jerks. There's only one way out. We've got to get out alive. " His voice becomes full of anger and determination. "We must fight."
DM: Benjamin's determined words bring my determination to the surface. I take the energy blades out from my bag and activate them both, dual-wielding. I open the door and it squeaks loudly on its hinges. I curse under my breath as I hear footsteps approaching my hallway. My eyes narrow and I hiss, "Bring it on." Five robots wielding only blades turn the corner to my hall and fix their eyes on me, narrowing as they assess the situation. One cried out "Kill all humans!" and charged towards me, blade raised. I parry his blade and sidestep, in easy access to decapitate him. The other robots gape in shock and awe as their comrade's head falls to the floor. I look at them and grin maniacally.
Player: *let the rage take over*
DM: I chuckle darkly and walk towards the shaking robots, blades out to the side, intimidating and ready to fight. My sadistic smile only grows wider and more crazed with each step I take. Not knowing what to do, two more robots charge at me, blades at the ready. My rage-heightened senses allow me to predict their movements. My arms seem to move unconsciously and leave a pile of scrap metal in piles to my sides. One robot tries to run, but I throw one of my blades with ease, impaling his head to the wall. The last robot staggers and falls back, crawling away. I grab the collar of his shirt and my eyes bore into his glowing crimson ones. "Who are you working for?!" I spit into his face. Before he can answer, a dart enters his temple and I let go of his shirt in surprise. Not long after, a powerful electric current flows from the dart, killing the robot. I follow the projectile path and see a robot with acidic green eyes, cruelly smiling down at me.

DM: Jenny swallows, and gathers up her blanket with shaking hands, the shushing sound of the fabric dragging against the bed sounding too loud, but she gets it all gathered up. Then she flings the balled up comforter down on the floor in front of the space under her bed as a barrier and then leaps over it. She runs out the door and down the hallway. Her back cramps up in dread at the sensation of something following. She hears movement and then footsteps, and looks back and sees a dark figure following her, and she yelps.She flips on a switch on the wall in the living room, revealing the room, but turning the windows to black mirrors. A face smacks to the glass of the large window, and she screams at the sight of little six year old Mindy, pale and snarling and blind-looking, pressing against it like she could bite her way through it. Another face and two hands slap to the glass of the kitchen window, and there's a thud on the front door, as if someone slammed it with their whole body. The footsteps from behind her are almost on her, and she looks back to see Crazy Tom coming at her in the light, but he's not just a creepy guy from across the street that kills squirrels with his bare hands anymore. His skin has grayed and is coming off, and his irises have turned white. He's holding a knife up, the sharp blade pointing down.Unwilling to go outside with those things that look like her neighbors, Jenny has a split second to decide between the door that leads to the basement, or the narrow stairs that lead to the attic storage space.
Player: Jenny goes down

Player: Read Dr Benson's Journal
DM: You leaf through Dr Benson's Journal, which begins with the Doctor describing his journeys around the island examining the plants. One of his earlier entries reads "Found a remarkable book on Plants in the Old Chapel ruins, all in Latin but translatable. Also discovered a number of notes with it (also in Latin) in which the original owner seems much interested in one particular plant. If it grows on this island I am confident I can find it."Later the Doctor does appear to find the plant as he writes "Have discovered the black Henbane. It possesses most remarkable qualities when ingested in small quantities, producing pleasant and euphoric sensations. I intend to do much research on it's medicinal qualities using myself as a test patient." These tests apparently have an unsettling effect as the doctor's journal quickly descends into incoherency.One typical passage is "Dancing ghosts haunted me again, capering and howling all around me. The world is a bubble and I am the pin", another passage reads "Flew like a bird again today and sung with the trill of a thousand voices". His last entry reads "You can play rugby and girls do that with a soft ball and go home after, oh I am a dog called Biscuit and when I am happy I don't get snappy. Hey ho, the circus is in town but I didn't invite them, oh, no, no, no. I am the puppet master and the cats came out to play."You put the book down thoughtfully.

DM: Jenny flings herself through the basement door and slams it shut. Unfortunately, the lock is on the other side of the door, but it opens inward and is solid, so she grabs a stray board and jams it between the door and a stud on the unfinished wall.Tom breaks the doorknob and pushes on the door, but the board holds. He can't budge it. She lets out a breath in relief and pushes her hair back, trying to think of what to do now. The sound of glass shattering brings Jenny's attention to the small windows set high on the wall. Arms reach through, giving her a jolt of fear, but the security bars that the last owner of the house had installed keep their bodies out.Tom screams in anger. Jenny covers her ears. Tom goes quiet, then chuckles. It sends fear down Jenny's spine, and she looks at the hole where the knob used to be, for a glimpse of him. His hand comes through with a newspaper with a flame on the end quickly spreading downward, and he tosses it.Jenny rushes over, but it's already caught on and is spreading. She coughs, as the room quickly fills up with smoke. She looks around, but there's nothing to put out the fire. She drops and stays low to the ground, but the smoke can't escape through the small windows fast enough, especially covered with the bodies of her neighbors pressed there. Her lungs burn, and she can't stop coughing.Jenny dies of smoke inhalation.

DM: Being new, you decide you can suffer a bit. Besides, you have a ready made excuse- just blame the wine key for any cork fragments bobbing in someone's glass. Edith appears and slaps your ass, saying "Go on ahead if you wanna take 25, I'm full up." You nod and thank her, wondering why she's being so thoughtful. Is it a trap?
Player: Table 25

DM: AAAU
DM: A
Player: A
DM: A
Player: y
DM: AY
Player: q
DM: AAQ
Player: v
DM: AAAV
Player: y
DM: AAAAY
Player: c
DM: AAAAAC
Player: d
DM: AAAAAAD
Player: G
DM: G
Player: g
DM: AG
Player: w
DM: AAW
Player: o
DM: AAAO
Player: n
DM: AAAAN
Player: w
DM: AAAAAW
Player: c
Player: u
DM: You are called AAAAAAAU

DM: Instead of Youth Group, you go to your Grandmother and Grandfather's house. Caring for the elderly is extremely important in your community so you visit them often. Because of the lack of pollution and absence of alcohol and drugs in the community, your grandparents have a high life expectancy. You tell your grandmother that you skipped youth group... this makes Grandma very upset. She is very conservative and religious, so she forces you to attend youth group, threatening corporal punishment.
Player: Go to Youth Group
DM: You walk with your friends Rebecca and Lydia to the church. Inside, it is buzzing with excitement and chatter because it is officially time to discuss Rumspringa.Rumspringa, or "running around" is a time for Amish teenagers to experience the outside world and ultimately find a marriage partner. Since teenagers are not yet baptized church members, the purpose of Rumspringa is self-discovery. During this time, field trips to the outside world are taken, outside music and globalized culture is introduced, and rules from the Ordnung are lessened. It is also during this period that the courting process begins. Traditionally, A young man will invite a young woman to drive her home in his buggy after a Sunday singing. A dating couple may exchange letters and see each other mainly on weekends under supervision. A couple may date for a year or longer before a young man may ask for marriage.Rumspringa is optional for teenagers. Do you decide to participate or decline?

DM: Jenny throws the car into drive, and hits the gas. The wheels spin in place for a second, then the car charges forward and smashes into the door, crumpling the hood and throwing Jenny against the wheel. She blinks and pants for breath, dazed from the jolt. She presses her foot on the gas pedal, but the car is caught on the door. Smoke starts to rise from the spinning tires, and her neighbors are closing in on the front of the car, reaching and smearing her window with blood. She changes gear into reverse, and backs up. A hand grabs the handle of her door and yanks, Tom's face on the other side of her window, and she screams at the sight of him, but the door doesn't budge, locked. She hits the gas and charges forward again, several bodies bouncing off the metal of the car as she blows through the crowding ghouls, bounces over the bottom rail of the door frame, and turns the wheel to speed down the street. She doesn't stop, not after she passes the city limit sign, and not when the army trucks and ambulances drive by her going the other way. The authorities shoot down ghouls for a week and the whole area is quarantined. All in all, over two thousand people die in the event, but Jenny isn't one of them. She hears that a Satanic book outlining spells requiring human sacrifice, including one to raise the dead, was found in one of her neighbor's houses, and she knows in her gut that it was Crazy Tom's house. She sells her home to get away from the neighborhood and nightmares, and when she moves her bed out of the room, she finds a pentagram on the floor, drawn in chalk.She lives the rest of her life paranoid, and is never really the same again.

DM: "Michael!"Jenny dives toward Michael and knocks a ghoul away from him with her rock. "Get Tom!" Michael turns to look at Crazy Tom as the man strides toward them. Michael lashes out with the weed puller, and jabs a hole in the man's neck. It doesn't even bleed. Crazy Tom growls and lunges with his knife, and Michael defends with his weed puller as he backs up, retreating from him. Jenny has to look away from the fight as another body approaches her with bad breath and reaching hands. She hops out of reach, and fights two women off, trying to get a chance to kill one without getting killed by the other. Finally, she smashes one's head in, then the other's. She looks back over her shoulder for Michael and Crazy Tom, but they're are out of sight. She runs toward the nearest escape route: the alley beside Henry's house.She doesn't see anyone inhabiting the dirt lane. She turns a circle, searching for them, and listening, but they're gone, and she doesn't know where to look. More people are coming from the left, so she runs down the street to the right and turns the corner. She hears an engine: a car is coming. She runs out to flag it down, but the pale, frightened face she sees through the glass a split second before the car swerves and hits her is not in the frame of mind to pick anyone up. Jenny is knocked out instantly as her head hits the pavement, saving her from having to suffer through being eaten by the nearby ghouls that immediately congregate to feast on her.She rises several minutes later as one of them.

DM: She visits you every night, in every single dream. Even though it's been years since that happened, you still haven't been able to forget her smile. Fragmented memories of her were all you were left with. You just can't move on. That would be like betraying her. Sachiko, why did you leave me behind? It broke your heart when she vanished from the world. You never got the chance to say goodbye. When you think of the all the things you two never got to do, you can't help bursting in tears. You wished you had told her how important she was to you. You just never got the chance.
Player: Sachiko
DM: The airport was packed with people. You stared at the crowd of Chinese tourists as you willed yourself not to cry. Why should you cry? Crying is for babies, and you're in elementary school. Sachiko is only going on a holiday for a month or so. She'll be back before Christmas. And I can start texting her when she gets off the plane. I'm gonna bury her in snowballs when she gets back! "Hey, Keito! You rude little boy," your mother calls. "Aren't you going to say goodbye? After all, they'll be away. So don't be rude and bid them farewell!" You groaned and flipped your phone shut. "Mom, you make it sound like Sachiko is leaving forever! And you made me lose my game progress, damn!" The adults chuckle. Obviously, breaking school records in Space Invaders isn't that important to any of them. Sachiko's arms wrapped around your shoulders. "You'll miss me when I'm gone, won't you Keito?" Of course you will. You and Sachiko are childhood friends. You still remember clearly the day you first met her, on the first day of kindergarten. The day she swore to be with you forever. But in front of the adults, you had to keep your cool. "Why would I miss you?" you say. "It's four weeks, and it's been quite a while since our neighborhood had some peace and quiet." The last statement is true. "You are a terrible liar!" she grinned, giving you a playful push. "Well, I will miss you, Keito!" She smiles brightly and disappeared among the crowd with her family.

Player: You never saw her again...
DM: It was on the news. Shortly before landing, the plane Sachiko and her family was on burst into flames and plummeted into the Pacific Ocean. Apparently, someone had brought explosives on board and accidently set it on fire. And it doesn't take long four an aircraft to explode. Before they could get a single rescue party out there, the plane had already sunk, trapping all the passengers inside. They had limited details of the event as the plane is already deserted among the waves. One thing they made obvious though, was that there were no survivors.
Player: Four years later...

DM: You hate exams. It is the best you can do to not fall asleep in the classroom. You don't get what's taking your classmates so long to finish such simple math exam. You finished almost ten minutes ago, and looking around, you can see people still on the third or fourth question. The people in this class don't seem very bright. You slam your arm on the table. A bit too carelessly. Your pen rolls off the table lands right beside a nylon schoolbag. Whoops. Before you can react, a small bony hand reaches down and whisks the pen off the ground. You look up to see the spitting image of Sachiko smiling at you. "Heyo," she whispers softly, twirling the pen between her fingers. "is this yours?" You nod, speechless. For a moment there, you thought Sachiko had come back. Blinking furiously, you snatch the pen back. "Yeah. Thanks...and sorry. You finished the exam?" "Of course!" she beams. "It was more on the easy side to me. I've always been good at math. In fact it's probably the only darn thing I'm good at. I mean...I'm not exactly the academic type." A buzzer rings, signaling the end of the exam. Groans and sighs echoed through the classroom. You can't help but laugh a little. The blond-haired girl taps you on the shoulder. "My name is Yuina, by the way."
Player: Time together

Player: Aquarium

Player: Beach
DM: Yuina bombs into the ocean. You seriously don't believe she can't swim. "Kyaaah!" she squeals, thrashing around. "The water's cold, Keito! Argh, it's the middle of winter!" You just laugh, splashing some water on her face. "Think of this as survival training! Anyway, this is your idea! You love the ocean, right?" She pokes her tongue out. "Not when it's being splashed into my eye! You are supposed to be teaching me how to swim! You are..." She didn't get to finish. You watch with your mouth open as Yuina gets swept away by an enormous wave. Her scream brought you back to your senses.
Player: Call for a lifeguard
DM: You want to save her yourself, but if you do, you might not reach her in time. The sea seems pretty rough. You throw your head back and scream for a lifeguard. The people around you stare, and a few join in. In no time at all, the lifeguard had pulled Yuina out. You rush to her side, and she pushes you right down. "You ditched me!" she pouts. "You terrible teacher!" "I'm teaching you what to do in an emergency," you laugh. She pulls a face. "What, so you think the fact that I almost died is funny?" "Of course not. I would have saved you if I could."

DM: "Look at all these fish!" Yuina squeals. "They are so cute! See this one? It's tiny!" The Aqua Palace was totally crowded with tourists. Its the weekends, so it's to be expected. But today was worse because most people in the aquarium were screaming. Yuina grabs your hand. "Hey, Keito, have you ever wondered what it would be like to be a fish?" No. "When I was little, I watched a documentary about marine life. The underwater scenery was beautiful! So colorful! I've been in love with the sea ever since. It would be so fun, I think, swimming in the ocean all day. And nobody would ever tell you to get out when it's getting late!"
Player: Smile
DM: You smile. "The sea is beautiful. You know...we should go to the beach someday." "I don't know how to swim," she moans, leaning against a fish tank. "I'll teach you, then," you murmur. The crystal blue eyes met yours for a brief second, and your heart skips a beat. You instantly look away. You can't fall in love with Yuina. You can't betray Sachiko. Not when you have deserted her among the waves.

Player: "You should restart the club."
DM: She bites her lip. "I don't know about that. It's not that easy, starting a club. There's also the problem of recruiting club members. It's not like everyone is into drama, not really." You give her hand a squeeze. "I can be your first member. I'll help you find members too. You are not the only one who likes drama." Sachiko liked drama too, you remember. Her lips curve in to a smile. "Thanks."

Player: Swim out to her
DM: Forgetting about the water temperature, you swim towards her as fast as you can. You have to save her, no matter what. You grab her hand and pull her to the surface. She grips on to your arm tightly, gasping for air. A wave of relief overcomes you. For a moment there, you thought you were going to lose her. "That was so scary!" she cries. "I almost drowned!" "You're okay," you smile. Her eyes met yours, and you quickly dart away. "Calm down." Then you notice something missing as you pull her out of the water. "Yuina, where's your bikini top?" You fall into hysterics as Yuina blushes tomato red.

DM: You remember your 6th birthday clearly. Your parents had organized a very special pool party for you. You were looking forward to it, because Sachiko was invited. "Keito dear," you mother sighs, "it looks like Sachiko is not coming. She's already half an hour late. We're gonna have to start eating without her, or the food will go cold." "But Sakko pinky promised she will come!" you protested. "Sakko is definitely coming. She won't break a pinky promise!" "Look, the food is getting cold. And you can't keep the guests waiting forever. It's not polite."
Player: You didn't wait
DM: "Fine then, we can start," you moaned, annoyed. Why didn't Sachiko come? Your mother claps. "Alright then, let's sing a song for the birthday boy! Together. One...two..." Slam! The front door was thrown open, and a face-painted child walked in. Sachiko. She came. "Sorry I'm late!" Sachiko gasped. She turns to look at you. "How dare you start without ME?" You burst into tears. "I thought you weren't coming!" She threw her arms around you. "Dummy! Of course I'd come. I promised!" She hand you a present almost bigger than you. "Happy birthday, Keito! Happy birthday."

Player: Thank her
DM: You force a fake smile on your face. "Thanks, anyway, Yuina." She grins. "Really? I'll give you more, then!"

Player: Time Together
Player: Birthday

Player: "You should join the literacy club instead."
DM: Yuina frowns. "I have no interest in reading. I want to join the Performing Arts club. Unless you want to be in the literacy club..." "No, I don't," you lie, shaking your head. "But you like reading! I know it!" she argues. "You were reading that book, when you were supposed to be studying!" She acts more and more like Sachiko every day. She might as well be her sister. Not only does Yuina look like Sachiko, she talks like her too. It hurts sometimes.

Player: Laugh

DM: You pull her close and give her a peck on the lips. She smells a bit like...strawberry perfume. "I've eaten worse chocolate."

DM: "I have to wait for Sakko," you pouted. "It's my birthday party, so I decide when it starts." The guests giggle, and your mother did not look happy. Sakko will come, you thought. If she doesn't come, I might as well not have a party! Looking back at it all, it seemed like you really did love Sachiko. You wonder how life would be today if she didn't go on that plane.

Player: You waited

Player: Drive back home.

Player: Listen to voice message.
DM: Alex goes to Sharron's voice message and presses play."Even in my sleep, it's in my head. It scares me Daddy, please come find me. Find me at the peak of the distant, and quiet mountain."

DM: Alex decides to ignore this person. He knows that there will likely be something helpful closer to the center of town, and so he begins to make his way that direction. Unfortunately, the road is blocked off by caution tape and traffic cones. A cardboard sign written in red ink is propped up against a cone:"DANGER! ????? AHEAD"One of the words is faded and illegible.
Player: Find a safer route.
DM: Alex turns around to look for another way. He quickly sees a large building that might cut through to where he needs to go. A sign above the door reads, "CANNERY."
Player: The Cannery
Player: Salmon Tub

Player: Examine computer.

Player: Rusty Key
Player: (Go to first level. Skip story.)

Player: Ignore the warning.
DM: Alex knows that he needs to move quickly, and that he doesn't have time to find another way. He slowly creeps up to the caution barrier. He uses one hand to push the tape out of the way, when he hears something in front of him. The sound was like nails on a chalkboard, only it was quiet, almost a whisper. Alex looked down at the caution tape, and put one foot over it. Again, he heard this grinding noise from up ahead. But it was louder. It was sharper. It was more... excited.Alex finished climbing over the tape. The road ahead was longer than he first realized. He began walking forward, and almost immediately he began to hear more grinding, more scratching. Alex continued down the street. He continued to walk and walk and walk, but he never got to the other side.

DM: Alex begins to approach the mysterious person. As he gets closer, he notices that he is carrying a large burlap sack over his shoulder, dragging the bottom on the ground. "Hey, excuse me!" Shouts Alex, running up to the sack carrier. He turns around to look at Alex, squinting through dirty eyes. "And what do you want?" The sack carriers voice was as numb as an icy river. He spoke slowly and with intent."Well you see, I'm trying to get to the top of the mountain, and I don't really know the way. Could you help me?"The sack carrier simply stared through Alex, and said nothing. After several uneasy moments, he pointed a long and crooked finger at a nearby building. "Through the cannery. Then the road to the bus station," then he paused, "but I think you'd best go back the way you came.""Thank you. I can't go back though. I need to reach the peak, by any means necessary." "Very well. We all must follow the path in front of us..." The sack carrier turned and began to walk away from Alex. "But not all paths lead where expect them to.""Umm, okay. Thank you. By the way what's in the sack?"The sack carrier stopped dead in his tracks. "Fish," He replied simply. "You really shouldn't be here. You don't belong with us." And with that he walked away, oversized sack in tow."Well," thought Alex, "Should I go through the building? Or should I ignore that person's advice? I hardly know where else to go though."

Player: Approach the person.

DM: The school bell rings. Class is over.What do you want to do?
Player: Run out the door
DM: You run out the door at top speeds and you go straight over the railing.You break your legs, so you dont get to go to the coast.

DM: You walk out the door, down the stairs and over to the bike rack.Your friends, Taylor and Shari are waiting for you.NOTE: For confidentiality reasons, Taylor has had his identity hidden. By his ball.ANOTHER EVEN MORE IMPORTANT NOTE:You've been monitoring Taylor for the past few weeks, and have come to the conclusion that he is an evil government agent, who has kidnapped the real Taylor and disguised himself to take his place!He has been spying on you, waiting for the perfect time to take you out!
Player: Screw it, I'm on holiday.....
DM: You and Taylor ride out of the school and onto the road.
Player: To The Coast...
DM: You go to the coast with your family, invite Michael up, play with capguns, hurt your tailbone slipping on moss, and have a lovely time.THAT. ENDING. SUCKS. HINT:Strangle Taylor with your bike chain.

DM: "I'm not gonna sacrifice myself for her. We didn't get that far yet." You explained, and started to play CoD with Bob.
Player: Life was peaceful...
DM: Until one day after around a week, you hear helicopters overhead, and the sound of lots of gunfire and cars. The Calvary is here. "Let's go guys!" You yelled. You all packed food and weapons and left the house with your hands up. A soldier saw you and pointed his M4 at you. "Stop!" He yelled. "Please put your weapons on the ground and your hands behind your back! We will check for possible infections!" You did as you were told and soon you got the pass. You boarded the truck and saw... Your girlfriend. But she has a distant look in her eyes as she turned her back on you. You felt terrible - and lots of regret. You should have went and rescued her. Hours later, the convoy arrived at a big camp that was just built weeks ago. Not many people were there and your group soon found a place to stay, which is in one of the secured apartments. Eventually you were given the option to join a Civilian Task Force, which is used for searching for supplies and such. You...
Player: Agreed to the offer
DM: One month later You and your best buddies are now the elites of the force, minus Bob, who died in a mission trying to escort two survivors to safety. They made it - except for Bob. He was held in high honour. Well, theres a few good things too. For example, the food is better than normal people's. And you get slightly better treatment, although some people resent you. It's their problem for not joining up, you thought. And now, you truly are worthy of being one of the survivors of the deadly Apocalypse.

DM: As you enter the coffin, the door closes by itself. You dream. You dream of White wolves, gnawing on bones. The bones suddenly assemble into a skeleton and snaps the wolves neck, before rising up and staring straight into your eyes. It whispers : "Master..."
Player: The morrow
DM: As i awoke, i noticed this burning, tingling sensation in my body. It felt like i had been running several Kilometres, and i was drenched in sweat.A light flashes before your eyes as the lid opens, but dissappears just as fast as it arrived. Perhaps just to make sure you are awake? Anyhow, the day has just begun, and you feel eager to start your real training. As you step out of the coffin, it again acts on its own and closes behind you. The crypt appears just as it was yesterday, but it feels like the magic is stronger today. You have been given no notion of how and where your training will start. Maybe your grandmothers book will give the answer?

DM: Your friend Shari looks at you in shock as you throttle her imposter boyfriend and get onto your bike.
Player: RIDE, RIDE NOW!!!!!!!
Player: Stop and talk to some babes
DM: When you're talking to some babes joel comes up behind you. He thrusts a knife at your back, and you jump out of the way and he stabs one of the babes. "Well i think I'm running now, you wanna come?"
Player: "Yes"
DM: You and Joel run down to the bike stand to get your bikes, sirens wailing in the distance."Crap the cops, Joel, hurry up!" Joel comes speeding past.
DM: You and Joel ride down to the back of the school, when suddenly-
Player: BANG!
DM: The cops shoot Joel in the back and he falls off his bike.

Player: Run into a house
DM: You run into the house and find a random guy smoking weed.
Player: "I'll give you my bike for some weed..."
DM: He looks at you funny then pulls a shotgun out of nowhere and kills you.Dun! Dunt! Dun! Dunnn.....

DM: Click item
Player: Knife

Player: "NO!"
DM: You ditch your murder buddy.

DM: You were shot in the back.How nice.

DM: You say, "Hey! I WAS that patient!"The girl looks at you, open-mouthed. "Oh, my God! We've got to get you to Arizona!" She grabs your hand and pulls you to the highway. "My name's Melissa, by the way!"After several minutes, you are able to get a ride in a car. Several cars and one truck later, you are now both in Arizona.
DM: I would just like to say now that the first part of the game is over. From this point on, the game gets REALLY serious. From this point on, new rules apply:1. Get as many weapons as you can. Every weapon makes an easy task out of something that would otherwise be hard or perplexing.2. Keep trying to use items. There are many opportunities to use items, some less obvious than others. Keep that in mind.Now, back to the game...
Player: Back to game...
DM: You and Melissa stand in a street in Phoenix, Arizona. This was where your class was goign, and this is where Melissa says her father went. You're both sure that the answer to your troubles are here. Unfortunately, neither of you has any idea where to start.The two of you have been sitting in a park for several hours. Finally, Melissa says, "Let's split up, and find out anything we can. If we find nothing, at least we'll get a good feel for the city. We'll meet at that diner later." Here she points to a restaurant named Nordy's Food. Then she leaves.There are now several places you could go: a church, an insurance company building, the library or the park. You could also meet Melissa at the diner, but first you should DEFINITELY check out the other places. Where do you go first?

Player: Ditch Joel
DM: You ditch your murder buddy and ride away.

Player: Ride away
Player: Onward to... somewhere....
DM: You ride and ride, dodging cop bullets with your superhero powers. But sadly, they shoot you in the back of the head.

DM: You enter the next room. There is a long hallway stretching to the next door. There are two cyborgs in the room, both with their backs turned to you. The cyborg farthest away from you punches a keycode to open the door. You hear it beep every time he presses a button. You are able to make out the keycode. The door opens and the cyborg goes through it. There is still one cyborg remaining. He hasn't noticed you yet.
DM: You run past the cyborg, but he manages to stab at you and therefore hurt you. You go to the door and enter the keycode. The door opens and you go through.
DM: "Well, I see you've made it this far," AMZAK taunts you. "I guess it's time for another riddle!""I can only live where there is light, but I die if the light shines on me. What am I?"
Player: "A shadow."

Player: You keep riding...

DM: Hello, adventurer! It seems that some random village has been beset by that big ol' beastie pictured over there. Cute, isn't he?Of course, being the hero that you are, it's obviously your duty to fight it. So, what are you waiting for?First off, you'll have to select your job. Your job affects what abilities you have.
Player: Warrior (Physical attacker)
DM: Excellent choice! You charge off to beat up the Behemoth...

DM: Excellent choice! You charge off to beat up the Behemoth...but not before snatching these items.
Player: Fire in a Bag
DM: Your health is... well... how much health you have. If it drops below zero, it's game over. Don't worry, it's not going to stay at 1. Since different jobs will have different amounts of health, you'll get the rest of your health after you click the link to begin the fight.The variable entitled Behemoth is how much health your foe has. You want this to drop to zero.Mana is required to use certain skills. Once it drops to zero... well, it's not game over, but you won't be able to use some skills. Once again, you'll get the rest of your mana after you begin the fight.Your Drivemeter will raise as you perform actions. Once it reaches ten, you will be able to perform an Overdrive attack. The Overdrive varies with each job.

DM: Excellent choice!You charge off to zap, burninate or freeze the Behemoth (depending on your mood)...
Player: Explanations of the variables

Player: Begin the fight!
DM: Sword in hand, you stand in a ready stance. The Behemoth growls.
Player: Potion
Player: Fight on, Wizard!
DM: Staff in hand, you stand in a ready stance. The Behemoth snarls.
DM: You attack the Behemoth.It swings a massive claw at you. Ouch.

Player: Cast Thunder (takes 2 mana)
DM: You cast Thunder.Unfortunately, this Behemoth absorbs lightning. So, basically, you've just healed him.It grins infuriatingly at you.

Player: Lightning in a Bag

Player: Keep on fighting!
Player: Ether

Player: Blizzard in a Bag

Player: Dual Strike (uses 1 mana, higher capacity for damage)
DM: You leap forward, slashing twice at the Behemoth.The Behemoth counters with a mighty blow.
Player: Keep on fighting

Player: Fight on, Thief!

Player: Cast Fire (takes 2 mana)
DM: You cast Fire at the Behemoth.It responds with Thunder.

Player: Cast Cure (takes 3 mana)
DM: You cast Cure, and restore some of your health.

Player: Dangit!

DM: You cast Blizzard.Shivering, the Behemoth counters with Thunder.

Player: Cast Blizzard (takes 2 mana)

DM: You examine the Behemoth closely... very closely.You determine that you have approximately a 1 in 3 chance of successfully stealing an item from it, and that using a lightning-based attack will simply heal the monster.You also determine that the Behemoth is allergic to Scan by experience when it lets out a mighty sneeze in your direction. Although it doesn't do that much damage, it's still pretty annoying.
Player: On with the fight!

Player: Scan (uses 1 mana point)

Player: Slash it with your sword!

DM: You are an android (named Jayden, or Jay for short) in Boston, which has one of the highest android populations in the world in relation to humans. All androids have basic abilities and needs. You can use textual system messages and audio live messages. Your only need is to rest every now and then, since your system can only last so long and needs to recharge (In this game, however, you don't need to worry about that).What model are you?
Player: Matrix model
DM: You chose: Matrix model.You don't have the weapon system of the Enula model, but you do have a single hologram as well as the ability to use live visual messages. You don't have the defining Synergy technology, either, but what you have will be good enough.
Player: Matrix model tech

DM: You chose: Synergy model.You are the most recent type of android with all the upgrades. You have completely customizable holograms, as well as the ability to use live visual messages. You also have liquid metal technology, which allows you to change your shape (originally meant so you could have a more flexible human body and become shorter/taller/thinner/fatter and so on, but you can also take on a animal or inanimate shape). You even have force field technology, but it is very new and not that strong.
Player: Synergy model tech
DM: You chose: Enula model.You are the first type of android (which is also no longer made). You are the only android to have a built-in weapon system (since you were originally created to fight a war, which you and your fellow Enulas won). However, the weapon system is the only technology that you have that the other two models don't. You do not have holograms, or the ability to use visual live messaging. And you definitely don't have any of the Synergy technology that the Matrix model doesn't.
Player: Enula model tech

DM: Blamed for a terrorist attack on the National Intelligence Agency, special agent Brick Hunter is disavowed by the United State government. While the Federal Bureau of Investigation (F.B.I) launches the 'ALPHA PROXI' Protocol. Forced into hiding, without the support of his own government or fellow agents, Hunter must betray his own organization to gather the necessary intelligence in clearing his name and identifying those responsible to prevent another attack from occurring.In order to clear his name, former F.B.I agent Brick Hunter has to commit a few more felonies in the process.He starts with breaking and entering into the house of leading F.B.I Agent Christian Komes. Komes is suspected to be withholding information regarding the case of the recent terrorist attack, which could prove Hunters innocence. Upon arriving outside of Agent Komes estate, former F.B.I agent Hunter surveils the property till dusk in awaiting Agent Komes departure from the premises, before making any attempts of a break and enter.Following Agent Komes departure from his home, Hunter managed to identify 3 possible points of entry :The Basement window.The upstairs terce.And the front door to the estate.
Player: The Upstairs Terrace.
DM: Hunter knew that he could quickly climb the awning on the side of the house and enter through the upstairs terrace. As he slowly started to climb he wondered how long he would be able to investigate the house before he would be interrupted. Once he reached the terrace it was quite easy to open the door and enter the upstairs bedroom. Hunter knew from his surveillance efforts that Komes kept his gun and his work clothes upstairs in the bedroom, and he knew that this would be a perfect place to start his investigation.As he entered the bedroom Hunter saw a number of items that he knew would be of some assistance while he was in the house: Komes' gun, a set of keys, and the automatic door opener for his garage. Hunter soon realized that there was no incriminating information hidden in the bedroom, and knew that he needed to head downstairs to search the rest of the house.
Player: Hunter should head downstairs to investigate

DM: Hunter snuck to the front door of the house, knowing that he would quickly be able to pick the lock and enter the house. As he slowly worked the door open he knew that he had to quickly find any evidence that he could, as he had no idea at what point Komes would return to his house. As he enter the front hall, Hunter closed the door quickly behind him. He saw that he had three main options for where to investigate in the house. He saw the slightly open door to Komes' study, where he knew that he would probably keep most of his work items. Hunter also saw the stairs leading up to the bedroom, where he knew from his surveillance efforts that Komes kept his gun and his work clothes. Another door led directly to the basement, and Hunter had no idea what could be hidden down those stairs. Knowing that he had little time, Hunter had to quickly decide which part of the house to search first.
Player: Hunter should Investigate the basement

Player: Set of Keys

DM: Brick Hunter suspected that the best way to enter the house was to break into the basement window, as there was less likely to be alarms that would alert the authorities to his presence. Hunter slowly creeped towards the window and cut the glass with a handy tool that he had acquired from a former contact. As Hunter entered the basement he turned on the light and began to look around. It was a musty old basement with very little in it, aside from a door that seemed to lead to a wine cellar. As he slowly walked through the room he looked around for any incriminating evidence that may be hidden. Though, knowing Agent Komes, this wasn't going to be easy. A few small boxes in the corner, an old dresser pushed up against the wall, and an old television that looked like it hadn't been touched in a number of years were the only occupants of the room. He slowly made his way into the wine cellar and noticed that something was wrong; usually someone who had a wine cellar would keep the temperature much lower than this. Hunter's intuition told him something was wrong, but did he have time to investigate the entire wine cellar?
Player: Hunter should investigate the cellar
DM: Hunter knew that his intuition was correct and that there was something suspicious about this cellar. Searching all of the shelves he noticed that the one on the back wall seemed to be lighter than the others. He pushed the shelf as hard as he could and noticed that there was a small keyhole in the side of the wall. He knew it! If only he had a key to open the door, he knew that there was something important behind it.
Player: Hunter should go upstairs from the basement

DM: As much as he wanted to check the entire wine cellar for more information, Hunter knew that he may not have a lot of time and it would be better spent investigating the rest of the house. He slowly began climbing the stairs out of the basement, making sure to not make any unnecessary noise. Once he reached the top of the stairs he slowly opened the basement door and peered out into the main hall. Hunter saw that he had two main options for where to investigate in the house. He saw the slightly open door to Komes' study, where he knew that he would probably keep most of his work items. Hunter also saw the stairs leading up to the bedroom, where he knew from his surveillance efforts that Komes kept his gun and his work clothes. Knowing that he had little time, Hunter had to quickly decide which part of the house to search first. Hunter also knew he could also just leave the house now as the front door was open.

DM: As he went downstairs, Hunter saw that he had two other options for where to investigate in the house. He saw the slightly open door to Komes' study, where he knew that he would probably keep most of his work items. Another door led directly to the basement, and Hunter had no idea what could be hidden down those stairs. He also knew he could leave the house at any time out the front door. Knowing that he had little time, Hunter had to quickly decide which part of the house to search first.
Player: Hunter should check downstairs

Player: Garage door opener
Player: Hunter should Investigate upstairs

DM: I stand on a rooftop above the city. I took night patrol, as I usually do. The rest of the Imperfects have lives, human lives, have something to do during the night. I don't, so wouldn't it be selfish of me to let someone else take the night shift instead of me? Haste, who has a girlfriend and wants to spend time with him? Brute, who goes to the bars, picking up women with his buddy? Eve, who does enough as our leader, she has enough responsibility on her shoulders. Baryon takes over late tonight, as he doesn't need sleep. Until then, the city is my jurisdiction. Luckily, I brought a snack with me, just in case I get too hungry. I don't want that, do I? NOTE: Freakshow's hunger decreases steadily, when it reaches 0, his health starts to decrease as an effect. Keep on the lookout for additional food, or you may need to do some nasty things to avoid starving.HEALTH: 100%HUNGER: 98%
DM: I suddenly hear a scream. Familiar sounds of anguish, clearly coming from a poor female being victimized in one way or another. HEALTH: 100%HUNGER: 96%
DM: I immediately hurry towards the scream. After all, it is why I am here. I eventually get to a helpless woman being attacked by a thuggish man. This looks like a rape attempt.HEALTH: 100%HUNGER: 94%

DM: Ok.
DM: Ok.
Player: Touch the Bird's Wing
DM: Ok.

Player: Head towards the cave

DM: The smith, heads to his workbench and slowly collects his spectacles. He then shuffles back to look Sebastian up and down, "Ahhh... let's see. Well, y'er no stranger to conflict. I see scars from conflicts and they look both old and new."He raises his fingers and touches her silver hair, "Well, yer' blessed with altered blood. I'm not thinking god-blood but divine nonetheless. I'm not sure if ye' ever experienced anything miraculous but it's in ye'. Perhaps a strong connection to a divine power. Mebbe an advanced healing rate, some of those cuts look deep. Maybe normal folk heal, maybe they don't but you did."He touches Bast's face, "And, ye've got a face ta' kill fer. Really sexy, though filled with pain and obviously sad. Ye've seen alot but ye keep kickin' and pluggin' away. I feels fer ye. I'll only charge ninety coins unless ye' wanna make it even cheaper lass...""Take that cloak off. Yah' needn't it here,"
Player: Take off your Cloak
DM: Your cloak comes off, it flutters to the floor and you stand in your armor, tabard, and await his further inspection."Yea' ye've got a fine form, na' cloak ta' cover yer form. Ye've a fightr's form. Now the price is only eighty coins, a right bargain! Now take off yer tabard. It gets in the way."

DM: You begin towards the cave, it is getting dark and you are wary. A single female on a horse was not a good thing to be late at night when bandits were about. The nightbirds are singing and the shadows begin casting their spells of paranoia about you like the whispers of a specter down your spine.You know that you are being watched.Gripping the crossbow you took from your previous adventures, you keep it at the low ready awaiting the silence that always presented danger. As you knew would happen, the woods begin to grow more still, more silent, until every last night bird, every chirp, and every stray call from fox or wolf died out.Now it was just you and whatever was stalking you.Suddenly, the sound of a crossbow being locked catches your attention to the right. Do you:

Player: Sure,
Player: Kill Him!
DM: Sebastian has had enough, she pulls her dagger and swiftly attacks the massive brute.

Player: Prepare to Dodge!
DM: You dislike staying in one place, you are sure that spurring your horse onward is suicide, and expect that parrying on a horse is suicide so you decide to wait for the trigger to be pulled and dodge the bolt. This is extremely risky but you have good senses and you are very quick and often lucky.Instead of calling out, or trying to act conspicuous, you pretend you didn't hear the sound. Most men wouldn't.Then, the tension of the spring is released and the 'Thwang!' of the Crossbow being sprung fills the air with the 'Thwip!' of the bolt hurtling towards you echoing from your right side.You twist in the saddle and a black streak hits about crossbow level but you evade it and it wings out into the forest. You've dodged one bolt but now what?

Player: Take off the Armor
DM: Sebastian fondles the straps and releases her armor, now only her clothing and underpadding remain. The old smith is licking his lips in anticipation, "Fifty coins! You know what comes next girl. Drop those clothes and you'll be earning a bargain on that ring. Won't cause you half the trouble and none of the coin. I can make this real easy or real hard."Sebastian is well aware that this lecherous old bastard has only nasty thoughts in his mind.
Player: Push Him Away!

DM: "So...uh...." you say, stammering, "Th--thank you for coming to my speech."Someone in the audience coughs, loudly. You give a little bow, and then hurry back to your seat, your face bright red.Iselica briskly walks past you to the podium."I'll take it from here," she whispers as she brushes past.Iselica gives a beautiful speech, making you wish you would have done a little better.Fortunately, everyone is in decent enough spirits that they stick around when the wine is served, and share in each other's company before parting for the evening.As the daylight wanes, everyone is drunk enough and emotional enough that they are hugging and crying. It's a beautiful atmosphere.Finally, everyone has dispersed, and Iselica approaches you.
Player: Iselica Approaches

Player: Fake a Surrender!
DM: Perhaps faking a surrender will buy to precious seconds and levy you a better advantage,..Dropping your crossbow, you raise your hands and say, "Don't shoot!"A voice laughs in the wilderness to your right. "You're a little late for that Sebastian Silver-Hair. Mercenary Queen they call you. I think you are more a pretty wench that got lucky. I think it's about time for you to die. You're not slutting your way out of this one,"Sebastian sighs, in the end with men, it always ended in what was on her chest and between her thighs. If she'd have been a man she'd probably have been shot by now, but she was also a target of a different kind as well and no less prey. As a woman she was something to be conquered. Men liked to hurt her.Men like her father. His friends. The smith. countless others. Well, she wasn't a child anymore, she'd fight back.
Player: Charge the hidden killer?
DM: Now it is time to charge, you have to beat the hidden killer before he can reload his crossbow. Turning Arbalest, you pull your weapons...
Player: throw your knives!

Player: Go for the Throat!
DM: Her blade flashes and the beastial brute pulls away but not before Sebastian's blade draws a thin red line across his throat. He staggers back and she presses the attack as he crashes into a worktable sending glass and metal flying. Still Sebastian presses onwards and slashes a rip into his forearm. Then she pulls her second blade and plunges it into the brute's side. He gasps in pain and sends a massive arm her way. She feels it crush into her ribs and she rolls off in pain.She rolls to her feet and flings her dagger into his leg. He tries to rise but stumbles and she grabs a glass vial and throws it towards his face. The acid hits and he screams in pain as the liquid burns his eyes.:"Serves you right trying to look at me like that you cretin." She scoff and pulls her knife from his leg before leaving the now blind and thrashing predator writhing in the glass and acid of his hut.Absently, she grabs a lantern from the wall and tips it over, her face smirking as the hut goes up in flames taking it's owner with it.As she exits the hut she realizes that she has no idea where to go.She curses being so shortsighted but decides to keep moving onwards letting luck decide her chances.

DM: Sebastian finishes her ride as the dark of midnight brings accumulating clouds over the moon. She shakes her head, how dramatic. She presses onwards and enters the mouth of the small cave that yawns before her, beckoning her, warning her.She brought up her crossbow, it had proved it's usefulness even though she preferred hand to hand combat. She'd try to get off at least one clear shot before she devolved into combat face to face. It was the smart thing to do and she was a pragmatist at heart even though some part of her told her honor was lost when using the contraption.The cave front appears to be made of compressed local stone, long grass conceals the entrance from the casual observer but it's location is easy to spot with the advice from the smith. The climb up is somewhat difficult but for a fit person like Sebastian, it is merely an inconvenience. Reaching the mouth itself, she notes that it gets quite dark early into the entrance. Adding the nocturnal nature of this visit, Sebastian waits for her eyes to adjust to the darkness before entering.Having learned her lesson, she pulls her crossbow and cautiously descends into the mouth. Once inside, she peers around, her nightvision adapting to the darkness quite rapidly. It was one of her hidden talents, she could see easily in the dark. Almost slipping on a loose rock coated with dribbling dew, she spreads her legs and gains greater stability. A small three foot leap and she is in the cave proper. Water splashes about her ankles and she crouches to see if the noise wakes anyone or anything.
Player: Meet the Smith without the Hemlock Band
DM: Sebastian heads back to the Smith with her head hung low. He laughs, "We'll you know what you need to do if you plan ta' get any help from me!"

Player: Swipe with Lazarian Broadsword
DM: You charge the assassin and pull free your blade, you lean over in the saddle to get a clean swipe to his head. However, the assassin is one step quicker. In the distance it takes for you to close, he fires again at your body hanging exposed from your horse and this time his bolt connects with your forehead.Your head explodes with pain as it jerks back under the piercing pressure of the bolt breaking your forehead into fragments. The bolt slides through your brain and exits the back of your skull where it protrudes, arrowhead first from your once beautiful silver hair.Arbalest continues to charge by as you slip from the saddle and fall into the bushes smashing your ribs against a tree. The assassin rises walking over to inspect you with his knife drawn. He lifts your head up, now pinned with a bolt and smiles."Easy money." He chuckles as he slices your neck.Several minutes later, he rides off, your head a trophy for his master...

DM: Huh?Alright, fine. You can start playing.
Player: Antarctica
Player: Straight ahead Door
DM: What am I supposed to say? You got yourself in the bedroom.There are three bunk-beds in here and a nightstand in the corner. Other than that... a few magazines piled up in the corner.
Player: Examine the beds
DM: You examine the beds for whatever reason you have, and it all goes well until, in the last bed, you uncover a stowaway man.
Player: Check.

DM: You dig into your clothing and pull free a group of your throwing knives. Tossing the four knives into the spot you know he's hiding, you hit a tree twice, strike the crossbow jamming up the bolt he ws readying, and hit him in the shoulder.That was enough, you dive off of your horse Arbalest, who flees into the woods. Rolling to your feet, you pull your daggers, this was going to be neat, deadly, and fun.No one fucks with Sebastian and lives to tell the tale.Sebastian approaches the assassin, holding his arm with blood trickling down it's length. Sebastian looks like a white wolf in the silvery moonlight which enhances her senses. She growls, "This is your end you bastard!"The Assassin drops the crossbow and pulls a knife. It's too late. Sebastian plunges her daggers deep into the assassin's wounded arm, then spins decapitating his head and sending it flying into the woods. Just to be sure, she turns again and breathing heavily, she plunges the daggers into his twitching body.She savors the moment until he goes still. This takes a few seconds as his body jerks and expels blood arcing from his neck for up to six feet per gout.Finally it stills and Sebastian licks the blades, then sheathes them.She tried to play by the rules. Assassins were below those rules.Calling Arbalest, with a whistle, she remounts her steed and heads towards the cave. Nothing would stop her from her mission...

Player: Search
Player: Head to C

Player: Push the button on the SFYNX
DM: You press the familiar blinking red button with a mix of hesitance and irritation. "PLEASE ENTERTAIN ONCE MORE," the screen displays. The button starts to blink red again, waiting to be pressed. You reflect once more on what you went through to get here and press the button, ready to face whatever lies ahead. The room lights up and you see colorless concrete walls surrounding you. There are no windows and no tunnels. The floor, walls, and ceiling are surprisingly clean. On the opposite wall from the entrance lies another steel door, this time with two latches. A voice speaks from the box."I speak without a mouth and hear without ears. I have no body, but I come alive with the wind. What am I?"
Player: Leaf

DM: Thanks to the map, Sebastian is able to take a back route to the cave with the components inside. This is because the map has a secret pathway through the hills that leads directly to the side of the cave. She feels alot less grimy when she realizes all of the trouble she has avoided.Sebastian finishes her ride as the dark of midnight brings accumulating clouds over the moon. She shakes her head, how dramatic. She presses onwards and enters the mouth of the small cave that yawns before her, beckoning her, warning her.She brought up her crossbow, it had proved it's usefulness even though she preferred hand to hand combat. She'd try to get off at least one clear shot before she devolved into combat face to face. It was the smart thing to do and she was a pragmatist at heart even though some part of her told her honor was lost when using the contraption.
Player: The Back Entrance
DM: This looks like a back entrance. Sebastian is kind turned around so she picks a direction randomly and follows it.
DM: To the East is a small statute of a six-armed creature that looks like a leering ogre with three heads, one of a serpent, one of a goat, and one of an ogre. In each of it's eye sockets is a gemstone. Two green in the serpent, two red in the serpent, and two gold in the ogre. The statute is only a foot high and could easily fit in Sebastian's purse.Around the stature are literally hundreds of bones that look bleached, scorched, broken, scarred, and otherwise mangled.There are a variety of holes in the walls and floor and this has every indication of being a death trap. The room smells as if every nature of flame, burning thing, acid, gas, poison, and awful thing anyone couldthing of was placed in one room to guard this small little stature.Sebastian is pretty lucky, perhaps she can succeed where others failed?
Player: Snatch the Statue and loot it later!

DM: Crawling bak into the tunnels, there is plenty of slime and muck and Sebastian dislikes both but, such were the lesser inconveniences of dungeon crawling. She shuttled forward, crossbow before her until after a twist and turn, a narrow choke point, and the tunnel widening, she plopped unceremoniously into a small chamber, perhaps the length and width of a human body if she laid right.The chamber funneled to a point and at that point was another skeleton. This one was face down, arrows in it's back, by garb, some sort of low class individual seeing as she was wearing rotted leathers, and a ratty peasant's garb.However, clutched in her skeletal hand is a gemstone, the BEREN GEMSTONE. You take it and can't believe your luck!
Player: Go Backwards
DM: You find yourself in the large chamber that you originally entered. The man's skeleton still lies frozen in time, you can enter the small tunnels, head to the cave entrance, or head to the larger cave.

DM: The man whose skeleton was bedecked in amateurish, ill-fitting, and obviously ineffective armor and weapons was lying dead with goblin arrows piercing his body and his left leg detached. However, perhaps before his sudden demise he got lucky and scored some loot.A thorough search proves otherwise. He was either searched thoroughly or had not yet shared in any treasure. A pity. Such was the world.Sebastian left him to rest.She thought to herself:Beyond the main chamber, she saw a small dual path heading into the shadows. The tunnels were small but they must lead somewhere. However, even for Sebastian, they'd be a tight squeeze, she wondered if she should risk it.That, or she could go back to the cave entrance or head right towards what she decided were probably the main caves.

Player: Steal the Goat Eyes!

DM: The poor girl didn't deserve to die like this, poor, alone, and with arrows in her back. Sebastian turns the poor girl around, lifts her skeleton and lays her against the wall. Of course, the bones fall from their resting place, but Sebastian arranges them in a more respectful fashion. As she does a small golden key falls from the girl's grip.Sebastian catches it mid-fall.She inspects the key. Maybe it has a use. She pockets it.Other items are the ratty leather, the crummy dress, a rusted short sword, a small buckler, and mucky boots. Nothing of use.However, in a moldy purse, she finds several gold coins and a small Diamond. Sebastian smiles She takes those too. She was glad that the poor lass had once had some prosperity at one time, even if it was temporary. It was time to go back.
Player: Search the male Skeleton

Player: Steal the Ogre Eyes!
DM: Sebastian touches the eyes of the ogre and immediately is rewarded by the sound of stone scraping from above. Before she can react a massive stone block drops and squashes her like an insect. Her body lies mangled in the pile of also mangled, scorched, and otherwise tortured looking skeletons. Good thing for her death from her massive injuries was almost instantaneous.

DM: You have no idea where you may end up, but you know it'll probably take a while to get there. You close your eyes to sleep, and don't open them until the truck finally stops. You quickly jump off the truck, slightly disoriented, and hide behind up some bushes until the truck leaves. You find a comfortable spot, and slip back into slumber, exhausted from your journey.
DM: You finally wake up, groggy and confused. You wonder where you are until you realize what you went through earlier in the day. A quick look around tells you are at a bus station, maybe you're luck is changing after all. You walk up to the ticket counter, to a large, matronly looking lady and ask her what city you are in. She looks at you with concern, "Do you have amnesia, honey?" No, you insist, you just want to know where you are. "Well," she says slowly. "You're in Alabaster, Alabama." Certainly, not where you expected. You ask to see a bus schedule."Okay, I can get that for you, honey." She walks away and reappears with a schedule for you. As she hands it to you she says, "Honey, if you got amnesia I have permission to get you a free ride back to the city where you came from, especially if you're underage," she says in a low voice. "All I got to do is see your ID and see where you came from, thats it. We get amnesia in here once in a while. And I got permission to send you back. You got that honey? For free, I can send you back for free."You take the bus schedule from her and consider your options. You can go back home for free, and try again. You can take the bus to Springfield, which is fairly inexpensive. Or you could take the bus to California, which is two times the cost of a trip to Springfield. You think about it as you head to the ticket counter and decide to:

Player: Steal the Serpent Eyes!
DM: Predictably, as she touches the serpent, the room fills with poisoned gas. However, much to Sebastian's chagrin, the poison is also highly acidic and she reels from the shock of the poison but also gets to watch her flesh melt from her bones as she dies a painful and terribly excruciatingly awful death!

DM: "Gas," you say. "You can have it. Just leave us enough to get out. You can take the rest." The man doesn't even consider it. "Look around you, stupid. Do you see a single functioning car?" You look around. "NO!" the man yells. "We don't have 'em 'cause we don't need 'em. If you don't start making me a good offer, I'm just gonna have to start taking without asking first."

Player: Visit the armory
DM: You and Jack head for the armoury. It's a large building by the village square with a large, open storefront with weapons of all shapes and sizes arranged in groups. When you go in you can hear someone hammering loudly in the back. Jack calls out but the hammering continues. Just as you're wondering where to go next, the hammering stops and a figure comes out of the back room.It's a woman. At least, you assume it's a woman. It's difficult to tell with the suit of armour. 'Hello,' she says. 'Sorry about the armour. It's a bit stuck. Just hammering it out a bit.' She lifts up the visor, revealing a definitely feminine face. 'You're first years, aren't you?' You tell her that you are. 'Excellent!' she says. 'I'm Raine, the school armourer. Also the school blacksmith. And the weapons expert. Basically, anything to do with weapons, you come to me.''I was actually hoping to get some armour made,' Jack says.'Well, I'll make you anything you want - for a price, that is.' Raine tries to come around the corner but gets stuck between two of the displays. She tries to pull free, then leaves it and stays where she is. 'Well now, I can give you a basic set off the rack or you can get one custom made. Of course, if you want, I can show you how to make weapons yourself. It'll be cheaper, but you'll have to gather the supplies yourself. It won't be as good as mine either, but you might get lucky and you'll improve over time. So what'll it be boys?'Jack asks for a custom set of armour, listing each and every detail. Raine listens to him attentively, nodding from time to time.

DM: You swing your fists at her, but she disappears. You feel hands grip your neck tightly from behind."Did you have to attack? Now I have to expel you," she complains.You feel your head go fuzzy, and then black. Then, everything goes dark.

Player: Search through the Shit Piles.
DM: The Cesspool is a disgusting proposition: Searching by hand through a place that is filled with bones, flesh, carcasses, and the excrement of dozens of creatures is foul and gross. Disease, flies, and other manner of filth are abundant and Sebastian is forced to dig through it all with her left hand whilst holding her nose with her right hand."I fucking hope this shit is worth it. Whatever God decided I should do this is an asshole." She says thinking that there is no way in her own life she'd ever make such a choice.Sebastian digs for about thirty minutes before she can bear no more. At the very last second she grabs something, something that feels important. A sword.
Player: Investigate the Sword
DM: The Sword is a disgusting muck and shit filled vessel of utter disgusting-ness. However, it's grip feels warm and it bursts into flames at Sebastian's touch. The flames begin to sizzle and the awful small and the worst of the muck fry from her hand. In several seconds it is getting warmer.At swings Southward and Sebastian is forced to follow unable to release it from her grasp. In her soul, she realized that this blade was targeted towards what ever was in the southern cave.
Player: Drop the sword into the muck
DM: Deciding a shit covered sword isn't worth brushing off, she drops the sword into the cesspool. Gross!
Player: Retreat to the Map Room

Player: Room J

Player: Forge Ahead towards the main caves

DM: The cell key unlocks her chains, imagine that!Someone Up Above must want to end this path.The building's still shaking, it's time to bail!The stairs make Kat wheeze like a dying whale.Bursting out the front door, you did it, you're free!Well done! You win! A hero you'll always be.Make haste for the car, peel out in the drive.Mansion sinks to Hell behind you, what a dive.Kat is sorry, she picked such a bad party, Her thanks are profuse, her gratitude hearty.But ten minutes later, Katie is snoring.Bitch forgets the whole thing, by the morning.
Player: (End)
DM: Unbelievable! Blake didn't die. Here, have a well-earned slice of pie. (By the way, this is the best ending you'll get,Dodged a dozen much worse, you're good at this shit.)

Player: Dodge again!

DM: I block his fist with my palm, and as he struggles to move his fist closer to me, I struggle to move it away. However, he knees me in the stomach, causing me to let down my guard and then strikes me across my face with his spiked hand. He then stands up, grabs around my neck and throws me into a wall, knocking me through it.BEHEMOTH'S HEALTH: 100%HEALTH: 50%
DM: I place him hands in position to block his attacks as he unleashes a flurry at me, however, one of his punches comes through and hits me in my side, breaking the shield I have formed with my hands. Using that opportunity, he smashes his other fist in between the gap that has formed between my hands and directly into my lower jaw.BEHEMOTH'S HEALTH: 100%HEALTH: 40%
Player: Punch one of his bone spikes.
DM: As he tries to punch me in the face, I deliver an upwards strike directly onto a bone spike. And just as I had suspected, this causes direct harm to the bone the spike has grown from, causing him to writhe in pain and it also stops his attack, for now, but this pain seems to only last a mere second.BEHEMOTH'S HEALTH: 90%HEALTH: 70%
DM: His head has appeared, throughout the fight, to be less tough than the rest of his body, but it is also covered with bone spikes. As such, I decide to elbow his face, as a headbutt is not something I would find comfortable. My elbow connects with his face and he is knocked back, but it didn't seem to do as much as I had hoped. Still, that makes this a better fight, doesn't it?BEHEMOTH'S HEALTH: 85%HEALTH: 80%

DM: "I can't put you in jail.""Zach. I've killed more people than I care to count...""I don't care. You don't deserve it. I've killed people too you know.""Yeah, but those are bad guys...""Absolutely. The people I've killed, I killed for the right reasons. Same as you. Just promise me you'll get a more honest job."Jason looks at me, clearly surprised, before he says "I promise."I should get back. I'm already late for my shift.HEALTH: 100%
Player: Assume Brute's shift.
DM: I super-speed to the usual rendezvous rooftop, where Brute is waiting. He does not look happy."Where the hell have you been?""Sorry. Personal matters. I'm sure you were fine without me.""Ugh" he says and leaps off.HEALTH: 100%
Player: Super Speed around the city.
DM: Although the city is usually quiet due to the criminal being scared shitless of being dissassimilated by Baryon or pummelled by Brute, but this is usually the moment they pop out. The sun is still up, so Baryon won't turn into a god just yet, but still late enough for all the crooks to be awake. That's a dangerous combination.Besides taking out small time crooks faster than you can say 'a priest and a rabbi walk into a bar' the city seems to have absolutely no need for me today, as nothing interesting happens. So before I know it, my shift is over with. Freakshow should be here soon to relieve me, but I don't really need to wait for him.HEALTH: 100%

DM: "Time to cut the cake!" Andy, a Mister Handy robot proceeds to cut your birthday cake. All he succeeds in doing is completely annihilating it. It's a shame. You really wanted to eat that cake. Butch approaches you. Uh-oh. "I'm hungry and that stupid robot destroyed the cake. Gimme that sweet roll Old Lady Palmer gave you."
Player: Obediently give him your sweet roll
DM: "Heh. You're not so dumb after all." Butch goes to sit back down with his friends. You overhear something Wally says to him. "Awww, did your little girlfriend give you that? How sweet." Paul Hannon Jr. joins in, "Yeah, I bet you were expecting a kiss, huh?" Butch punches both of them in the face. "As, if. She probably has girl cooties." You don't know what to make of this. Instead, Officer Gomez approaches you. "Are you okay? Butch didn't cause you any trouble, did he?" You shake your head. "Alright then." He sits back down on his stool. Amata then talks to you. "I saw what happened. What a jerk." "Yeah." You agree. "No harm done though." "True. Anyways, enjoy your party."
Player: No

DM: Sebastian aims carefully at the ogre with her crossbow and prays that it will be a fatal strike. Aiming Quick, she settles in the rhythm of the shot and aims for it's neck. After a second of worry, she releases the shot.The bolt springs forward like a lightning bolt smashing into it's neck. The bolt impacts causing the ogre to immediately spring upright grasping the bolt in it's massive hand. On instinct it wrenches the bolt clean and thus seals it's doom. Brackish blood spurts out horizontally as it removes the plug keeping it alive. However, it is a massive beast and it immediately twists and turns spotting Sebastian. She is in deep trouble now...It might be dying but it doesn't know that. It appears to be wanting to kill Sebastian before it meets it's doom.
Player: Kill the Ogre with your War Fans
DM: Sebastian chooses her War fans, they are razor sharp and can be used to throw and they often cut and return to her like boomerangs. She launches them at the ogre and they float like warbirds leaving large gashes in the creature's side and torso. However, the ogre neither seems to feel or care overmuch though the wounds do look painful.It rushes Sebastian with speed that is much faster than she'd have believed from such a big and ugly creature. It slices low, she leaps and goes high leaving more gashes. It punches forward and she rolls right slicing it with two more long slim slashes. She ducks an overhand smash that nearly levels her. She rolls under him and leaves gashes in his legs but no matter what she does, nothing seems to work.The War Fans are great weapons against creatures with light armor and thin skin but useless against the creature with the hide of a rhinoceros and the six inch claws of a bear.She cusrs her stupidity as it's claws punch through her chain and into her ribs and spine. She'd given the ogre everything she had and he got one lucky blow.It would be her last. Lifting her into the air, Sebastian wiggles on his fist until he lowers her to his mouth and rips her head off with his fangs, swallowing it with the next bite.For Sebastian it is the End.

Player: Head towards the Creature

DM: He leads you to the confessional and asks you to sit. He enters the booth beside you. " What are your sins my son?" a voice says-You spend the better part of an hour resolving your sins, clensing your soul, and understaning your religion a little bit more.You exit the cofessional and return to the back of the church where you entered.Now what?
Player: Sit and listen to the choir singing
DM: You sit and listen to many of the songs you remember from when you were younger...you begin to get tired from all of the soothing music...Now what?
Player: Leave the church and go somewhere else
DM: You exit the church...it is getting late...waht would you like to do now?-If you are thirsty go have a drink ( Unless you already drank yourself into oblivion)- if you are tired go the the harbour where the rest of your unit is stationed
Player: Go to the local Tavern / Pub and enjoy a drink and some friendly hospitality
DM: You enter the Tavern, it is dimly lit and smokey. You can smell the tobacco and the bitter taste of rancid and old beer and ale in the air. You walk up to the bar. A portly fellow with a handle-bar moustache and a cheery face greets you. " Good evening friend! What'll it be?"

Player: To the Castle

DM: Spinning the wheel in your hands you manage to steer the Adventurer away from the shore as the moaning figures reach the shoreline and their plaintive cries fill your ears. Suddenly there is an astonishing sound: a ragged volley of musket shots is fired at your ship, though fortunately by now you are already out of range. As you steer around the island a terrible sight meets your eyes. Two ships, Captain Dancer's Dancer's Pride and Princess Anne-Marie's Vixen both lie broken and crushed on rocks just offshore. You give them a wide berth and sail on, wanting to do nothing more than get away from the island and forget about it...
DM: With supplies running low and morale beginning to suffer a storm at sea is the last thing you need and it is what you get. There is nothing you can do but ride it out, grappling with the wheel to keep the Adventurer on a steady course as you sail through the gale. The storm is not as bad as it might have been and when it has blown itself out the ocean is empty once more except for the floating corpse of a giant squid off to starboard which is soon being circled by shark fins. Racing the sharks you and your men sail alongside and haul aboard as much of the fresh meat as you can, not only replacing the supplies you have consumed in the last few days but giving you a little extra for the next few days as well.The ocean can be cruel and unforgiving but fortunately on this occasion it was merciful to you.

DM: To the far South is a cave and within that cave is a massive figure, aat least twice the size of a full-grown human man. It is resting somewhat quietly on a bed of furs. Those furs are disgusting and corroded only being replaced by new furs when the fleas finally pierce the skin of it's occupant. He then kills new creatures and pads his mattress with the rotting furs of those creatures.The bones and gobbled meat of three score animals lay rotting around the fur. The smell is awful, the stench of Death so apparent that Sebastian chokes under the fumes. The creature, deep in slumber doesn't hear her. It's gargling snores are too loud. She realizes that the creature is an ogre. A massive Neanderthal from an earlier age averaging ten to fourteen feet in height and with a brutish disposition, a cannibalistic nature, and the intelligence of a rotten child. A Rotten, evil child. It's stench is overpowering and the small of being unwashed for months stings the nose, the body odor is so atrocious. It's foot is easily the size of Sebastian's full length, it's massively muscled arms are twice the girth of her body, and it's tusks look about six inches long.Worse than that, it has a tree trunk lying to the side of it, such large items are used as clubs, roots and all. Death from an ogre was never easy but as a female, there might be worse fates: The impregnation of human women wasn't unheard of though how it worked biologically was beyond thought. Sebastian decided then and there that suicide would be preferable to rape.It was a long shot but perhaps a single blow would be enough to kill it. It might be worth a try...
Player: Kill the Ogre with Your Daggers

DM: Sebastian heads back to her Lord with her head held high and Arbalest prances as she enters through the gates and presents the Hemlock Band to her Lord who is incredibly thankful. She is allowed to keep her spoils and she earns respect for her skills in defeating the ogre and overcoming all the obstacles in her journey.For her efforts she is awarded the Silver Pheasant Medallion and is granted a small apartment in the castle for her services. She is quite the celebrity for the next week getting free drinks at the bars and esteem from the other mercenaries and soldiers in her city.Her reputation grows and she is able to buy newer, better weapons and armor for her coin.However, soon wanderlust begins to once again nag at her and she begins to ask the Lord if he has anything for her to do. He rewards her one night by calling her in the dead of night and says, "I've got something for you Silver. You must tell no one for this is a mission of deep importance..." To Be Continued...

Player: If you told the Smith to Fuck Off...
DM: The smith takes 150 silver, and the materials for the Hemlock Band from these he forges the Hemlock Band, a Ring that is powerful proof against poison and disease. You receive the ring and you get to keep the other treasure you found from the ogre's den. Altogether you made a small profit and add 100 Copper Pieces, 25 gold pieces, and 5 Platinum Pieces to your treasure stash.

Player: Did you find the Beren Sapphire? If yes...
DM: Sebastian heads back to her Lord with her head held high and Arbalest prances as she enters through the gates and presents the Hemlock Band to her Lord who is incredibly thankful. She is allowed to keep her spoils and she earns respect for her skills in defeating the ogre and overcoming all the obstacles in her journey. The Beren Sapphire is her prize possession and she takes it everywhere she goes. Sebastian hears it singing to her in the voice of her mother. Her dead mother.For her efforts she is awarded the Silver Pheasant Medallion and is granted a small apartment in the castle for her services. She is quite the celebrity for the next week getting free drinks at the bars and esteem from the other mercenaries and soldiers in her city. However, she soon begins to tire easily and spends more and more time alone in her apartment just staring at the sapphire and listening to it sing.Her reputation grows and she is able to buy newer, better weapons and armor for her coin but chooses not to, she only wants to hear the stone.As the weeks go by Sebastian becomes ill and, clutching her precious sapphire, as she grows more faint, paranoid, more addicted to the spectral stone's song, and finally Sebastian lays on the cusp of death.Inside she knows she is going to die but the Beren Sapphire sings such sweet music..Finally, weeks later, Sebastian's room is forced open, the stench has the other knights complaining.She lies on her bed, a corpse, a beautiful sapphire still in her hand...For her it is... THE END

DM: The smith takes 150 silver minus what you saved by stripping, and the materials for the Hemlock Band. From these he forges the Hemlock Band, a Ring that is powerful proof against poison and disease. You receive the ring and you get to keep the other treasure you found from the ogre's den. Altogether you made a small profit and add 100 Copper Pieces, 25 gold pieces, and 5 Platinum Pieces to your treasure stash.90 Gold if you let him have a look...80 if you took off your cloak...70 if you took off your tabard...50 if you took off your armor...When he sees the Beren Stone, he laughs and says, "Ye know that Stone is cursed. You should give it to me and I'll give you 100 extra silver. If not you'll regret it. Your choice Lass."
Player: Give him the stone...
DM: He chuckles, "Wise decision lass, I Knew I liked ye. Here's the ring, yer extra 100 silver, and the stone."

DM: "Ahh! 'tis me favorite lass!" He says, The smith takes the materials for the Hemlock Band but charges no coin. From these he forges the Hemlock Band, a Ring that is powerful proof against poison and disease. You receive the ring and you get to keep the other treasure you found from the ogre's den. Altogether you made a small profit and add 100 Copper Pieces, 25 gold pieces, and 5 Platinum Pieces to your treasure stash.When he sees the Beren Stone, he laughs and says, "Ye know that Stone is cursed. I've a trick to negate it's curse and I'll do it just for ye lassie since we're all friendly and such."The Smith takes the sapphire and puts it in some sort of liquid and chants some arcane words that make the gemstone glow. He then gives it to you and says, "There ye are lassie. This stone is proof against magical singing and music."

DM: The smith takes 150 silver minus what you saved by stripping, and the materials for the Hemlock Band. From these he forges the Hemlock Band, a Ring that is powerful proof against poison and disease. You receive the ring and you get to keep the other treasure you found from the ogre's den. Altogether you made a small profit and add 100 Copper Pieces, 25 gold pieces, and 5 Platinum Pieces to your treasure stash.90 Gold if you let him have a look...80 if you took off your cloak...70 if you took off your tabard...50 if you took off your armor...He smiles, "Off ye go lass, good travels!"

DM: Immediately after you turn the second knob, you hear the mechanism inside the chest working. Two separate 'CLUNKS' indicate that two locks have been altered. However, it does not yet seem that the chest is opened. So, once more you try to solve the puzzle.

DM: The Smith shrugs as he points back to the cave, "You stupid girl I gave you ONE task and you failed me! More importantly, you failed yourself,you should go back and find it."Sebastian has two choices:

Player: Seven PM
DM: She was almost ready for the date. Over the past couple hours, she took a shower, did her makeup to the best of her capability, fixed her hair; overall made herself look attractive. Now, one more task, picking an outfit...
Player: A black dress
DM: She threw on a black dress and silver earrings, hearing her doorbell. She walked over, looking at the fully clothed man, wearing a classic black suit. She curtsied to him, bowing her head with a smirk. Daniel smiled, holding his hand out to her "May I?" He laughed."You may." She smiled back, intertwining her hand with his. Daniel drove to a fancy restaurant, got a seat for two, and they had a good time. The best time, in fact.
Player: Afterwards

DM: You arrive at the tower and see Redinor's family seal, a burning tree, emblazoned on a black flag. Dismounting from your horse, you draw your falchion and cut through the tower's doors.Inside, you find an assortment of strange and mysterious objects, all glowing with Magical enegry. You climb the stairs to the next level to find a group of rogue Goblins, each armed with a sword and shield. They all snarl at you and prepare to attack.
Player: Attack Them Head On
DM: Even though you know that you're at a disadvantage in both armament and numbers, you attack the Goblins, hacking away at their limbs and heads, until none of them are left alive.You climb the next set of stairs to find nothing but a ladder leading upwards. You can hear various machines above you, and, choosing to be cautious, take out a small piece of enchanted metal that you grabbed from the level below. Stripping it of all Magical property, you toss the metal into the climbing shaft above you and wait.It takes less that a second for the metal to come back down. It lands at your feet, and without having to look too closely, you can see an arrowhead imbedded within it. You hear a hissing, and the metal appears to be dissintegrating, and you make the deduction that the arrowhead was coated in acid.You only have one choice.

Player: A Dagger
Player: Courier New
Player: A Dream Within A Dream
Player: Horror

Player: Pangender/Poligender
Player: Transgender (F->X)

DM: Your name is currently Af.Choose the third letter in your character's name, or click the link to Chapter 1-Prologue to begin.YOUR HEALTH: 100%
Player: a
DM: Your name is currently Aaa.Choose the fourth letter in your character's name, or click the link to Chapter 1-Prologue to begin.YOUR HEALTH: 100%
Player: m
Player: s
DM: Your name is currently Aaaas.Choose the sixth letter in your character's name, or click the link to Chapter 1-Prologue to begin.YOUR HEALTH: 100%
Player: s
Player: u
DM: Your name is currently AaaaaauChoose the final letter in your character's name, or click the link to Chapter 1-Prologue to begin.YOUR HEALTH: 100%
Player: x

Player: I'm not feeling very well.
DM: She looks at me with a sad face."Is everything alright?""Yes, I'm just a little bit stressed, that's all." I lie.I can't tell her the truth but I feel so guilty for lying to her, my only friend, the only one that stayed no matter what happened. No matter what, I could always come back to her. She would always be there for me. She would always greet me with one of her warm smiles. She wouldn't leave me until she was sure I was feeling better. She will always love me.

Player: One week later.
DM: "What have I done to you? Why do you ignore me? I thought you loved me. I did nothing wrong so please, speak with me. Please, tell me what your problem is." She could always make me feel guilty, even if I was right. She wasn't shouting or anything, in fact she was calm, speaking with a serious tone though. I really want to tell her the truth. That I don't know if I should leave her or not. I love her and she loves me, but she destroys me. It just hurts so much, knowing that our love isn't like others. It's special but not in a good way. Everyone knows it's wrong, we both know it and everyone around us, too. But nobody says anything. They are afraid of her. They know they can't separate us. Nobody can, except for me. "You did nothing wrong." I said. Actually, it was the truth. She did nothing. She was just there for me. It was my fault. I was the one who became addicted. She doesn't need me but I do. I know her since my childhood. Everything I did, it was for her. "You don't love me anymore, don't you?" Her voice is shaky and the guilt is rushing unstoppable through my body."Do you want to leave me? After everything I did for you? I saved your life, saved your soul. Why aren't you thankful? You can't do this to me, you can't do it to yourself. I'm the only one you have. You are nothing without me!" Her voice is full of anger.
Player: I can't to this anymore.

Player: Reckless
DM: When I woke up I felt dizzy. I knew that I had failed. It was a reckless but the right decision. I would soon try again."You really had luck. This could have ended worse."I ignored the nurse. The doctor spoke with me and I left. I was on my way to her.

Player: Share the night with her.
DM: We spent the night together. It was wonderful. I felt so free. How could I ever think of leaving her? She is everything I need in my life to be happy. She is what completes me and I am nothing without her. My love for her will never fade away, it will only become stronger. I don't need anyone else as long as she's with me and that will be forever. Because when I drifted to sleep with her, we never woke up again.

Player: I can live without her.
DM: It has been one year now. I started to make other friends and realized that they were much better. They really helped me, more than she could ever did. They were there for me, too. I told them about her, our relationship. They understood it. They didn't judge me. Finally, I gained trust in Humanity again. It was a huge mistake but now I am free. I will never become her slave again.

Player: Pressure

DM: You wake up on the front porch of a huge mansion. Where are you? What is this place? How did you get here? You hear distant screams of terror. You would be leaving right now except for the metal bars locking you in. You can't leave the porch. The only thing you can do is go through the front door.
Player: Take the rotten pumpkin sitting on the porch and leap through the front door in a panic
DM: You grab the stem of the smelly rotten pumpkin and leap through the front door, making a dramatic entrance. Some pumpkin mush flings onto the floor in front of you. "EEEWW what is that smell!" yells a voice from the front room beside you."Probably you," another one says."Shut up, Trois!" the first one yells again. He points toward you. "It's that disgusting thing! He brought in the rotten pumpkin.""Honey, it's not nice to call people disgusting things, you really need to stop that," Trois says distractedly as he works on a machine of some sort."Go away!" Honey snarls at you.

Player: Throw the rotten pumpkin at Honey
DM: Honey's anger is contagious. You throw the rotten pumpkin at his head. It splatters and he is left with orange mush in his hair and dripping down his face. "**** you!" Honey screams. He's frantically trying to wipe it off. "Ahh, it's in my eyes!"You take advantage of this distraction and make a run for it."Trois, get him!" Honey demands.Trois is cracking up on the couch. "Ahaha, I'm sorry, Honey, I can't. That was so funny!""No it wasn't! I'll kill both of you!" "Stay away from me, that's disgusting."As the two of them argue and fret over the rotten pumpkin, you make your escape into the living room. You hope there's no one else in here like them. It doesn't get much worse than that."WHY Hellooooo," says a voice from behind the couch.
Player: Pretend you didn't hear that
DM: You don't respond to the voice behind the couch. You are crossing the room toward the only other door when something red leaps out from behind the couch. It lands on top of you, flattening you to the ground, a working chainsaw at your throat."I said hello, didn't I?"
Player: Scream and try to struggle out from beneath him

DM: You carefully avoid the suspicious mat and enter the mansion. On the inside, it looks like nothing more than a regular house. Maybe this won't be so bad after all, you think. But something smells strange, like a weird mixture of perfume and gunpowder. You notice two handsome young men hanging out in the front room beside you. Maybe you accidentally made a face at the smell, because the one with purple hair seems to get annoyed. "What are YOU looking at," he says threateningly."Calm down, Honey, you can't just yell at everyone who walks through the door," says the one with green hair who is tinkering with a device."I most certainly can, Trois, just you watch me," Honey replies.At this point you're unsure of what to do. You think of asking them for help, but the one is kinda scary. What should you do?
Player: Ignore them and go the other way
DM: Honey is a bit too scary, so you turn around without a word and head in the opposite direction."How DARE you ignore me like that!" Honey yells. "Who do you think you are!?"Is Honey the type to come after you? Will he attack you? You walk a little faster without looking back. But something stops you in your tracks. Is this...wire? It's nearly invisible. You turn around to find that this is Honey's doing. He has you trapped."Don't just sit there, Trois," Honey says. "You can't just let him get away with dissing us!"Trois is suddenly beside Honey and now you're not sure which one is scarier."I've been waiting for a reason to test this out," Trois says. He has a bazooka aimed right at you."Tch, since when do you ever need a reason," Honey says."Good point." Trois shoots.All you know is that there is a huge explosion.
Player: Scream as you explode

DM: You grab the handle of the door, but your foot lands right on the welcome mat that says DIE. A hole opens up beneath you and you drop into a chute. After a ridiculously long fall, you end up in a pitch black area. You can't see a thing, but you can hear labored breathing. Someone laughs evilly, finishing it off by choking for air as if he has asthma.
Player: Crawl away pathetically
DM: You start crawling in the darkness even though you don't see anything. You smack face first into a wall but there is a convenient air vent that maybe you can escape in. Footsteps start coming toward you and the heavy breathing gets louder. You frantically pull at the vent cover until it comes off and dive into the vent. As you're crawling, maniacal laughter echos through the vent behind you, but it doesn't seem like you're being followed. You make it to an exit. Or you could stay in here and hide.

DM: You have no desire to talk to these people. You gather up your dignity and the rotten pumpkin and walk down a short hallway that leads to a kitchen. The first thing you notice is the tall guy in a prison jumpsuit trying to contain four pots on the stove. He notices you as he's reaching for the spices and turns toward you. His hair is purple with a red mohawk. He has a scar on his nose. He's kinda scary looking. You're not sure if he's smiling or baring his teeth at you.
Player: Offer him the rotten pumpkin
DM: You offer the rotten pumpkin. He takes it. "Thanks! This'll be good, I haven't eaten in days!" He puts the rotten pumpkin in one of the pots on the stove and starts stirring it around. "Don't worry, I'll share!"You're a little worried as you watch the pumpkin become orange mush in the boiling water. After a while, Rock takes it off the stove and puts some on plates. He offers you one."Here you go!"
DM: You refuse to eat the disgusting boiled rotten pumpkin. "More for me then," Rock says. He starts eating it all.He forgot about the pots on the stove. They catch on fire. The stove explodes and sets the whole kitchen on fire, including you.

DM: You fix your best glare on Honey as you stalk up the stairs. You're surprised you aren't dead by the way he's glaring back at you. At the top of the stairs, the rotten pumpkin falls apart in your hand. You leave the smelly orange mush there and cautiously enter the only open door in the hallway. It looks like a normal bedroom, complete with a sleeping person in the bed. You study him. He is much more plain-looking than the brightly-colored, sharp-toothed Honey and Trois. He's pretty short and skinny. You could easily overpower him if necessary. You need to consider your options here.
Player: Leave him and walk out the door
DM: You awkwardly greet the bird man and explain why you barged into his room."Ah, I understand your situation," he says. "I'm Tokoyami. I'd be glad to help you escape, though I don't believe there is hope for me." A single tear drips down his beak. "All I can do is show you this unfinished escape tunnel I've since given up on."Tokoyami pulls down a poster and shows you a hole in the wall."Good luck, friend," he says.
DM: You crawl until you reach the end of the tunnel in the wall. You find a bunch of broken old spoons and a screwdriver. Is this how Tokoyami made the tunnel?

DM: You look past the angry man with arrows sticking out of his hair and ask Trois if he knows what's going on here. Before Trois can get a word it, Honey butts in."What, are you ignoring me now?" he yells, stepping closer. "How can you just look past a such a pretty face as mine?!""Because there's a prettier face behind it," Trois says, getting up off the couch."D*** you, Trois!" "As for the predicament you're in," Trois says, ignoring Honey like a pro, "it looks to me as if the Guy Leaders dragged you out of wherever you come from and decided to force you to join the Guys."You give him a confused look. You are both ignoring Honey's complaints in the background."The Guys are people chosen to live here in this mansion and participate in fun activities together," Trois explains. "But the Guy Leaders that run it also think torture is fun. My suggestion to you is to escape before they have a chance to make you a permanent guest.""Good luck with that," Honey mumbles, and they both return to whatever it was they were doing before you arrived.
Player: Go in the other room
DM: A red-haired woman pops up from behind the couch. Upon closer inspection, you realize that it is actually a man with really long hair trying to fit into a lady's coat. Maybe there are worse things than Honey and Trois..."I'm the beautiful Grell. What brings a handsome man like yourself into my part of the living room," the weirdo says as he gets way too close and leans against you.
Player: Compliment Grell's hair
DM: You tell Grell his hair is really pretty. He whooshes it around."Why, thank you!" Grell says. "I only wish my Bassy would take the time to notice my beauty like that." So Grell likes someone named Bassy. Maybe you can use that to your advantage and trick him into helping you escape.

DM: Against your better judgment, you ask Honey if he knows what the heck is going on here. Honey crosses his arms. "I'm not wasting my time explaining things to an idiot like you. Find out for yourself."Maybe if you say please, he will be more forthcoming. You are about to try again when Honey plops down onto the couch beside Trois, causing the more polite of the two to drop a round object."Honey, I told you to be more careful around the grenades," Trois scolds him."Whatever." You wonder if maybe you're better off not interacting with these people anymore...
Player: Go slap Honey in the face
DM: You march right over the the prissy purple-haired jerk and pull your hand back in preparation for a good smack to the face. But when you go for it, something is holding your hand back. You look but there's nothing there."You DARE make such a move against me!" Honey yells. He does nothing more than twitch his fingers and suddenly you feel something like string wrap around your neck."I'm done with you," Honey says darkly.The string around your neck tightens with every movement of Honey's fingers."Now, Honey, is this really necessary," Trois says, sounding rather unconcerned as he fiddles with his grenades.
Player: Silently plead with Trois to save you
DM: You look at Trois with pleading eyes. He seems like the nicer one, maybe he will save you."Honey, really..." Trois begins, but Honey cuts him off."Shut it, Trois, don't act like you wouldn't be blowing this guy to H*** if you'd been the one he pissed off," Honey snaps."...Can't argue with that," Trois replies, and your only hope for survival fades and you fade along with it.

Player: Leave the vent
DM: You swing the vent cover open and drop out of the vent. You land inside a bedroom. It seems overly normal after where you just came from. There's even a plain looking dude sleeping in the bed. Could he be a possible ally? Some help in escaping this terrifying place would be nice. But is the sleeping dude trustworthy?
Player: Wake the sleeping dude up
Player: Drag him out the door with you
DM: You drag the lazy dude out the door with you. You have your hands full with carrying him, so you can't try to break down any of the other doors. The lazy dude points."That looks like a nice dark spot to sleep,"

DM: You try to make a run for it, away from the asthma-ridden creep, but you realize you've miscalculated when you smack right into him! He grabs you with needle like fingers. Wait, are those actual needles? They are poking into you. You feel even more panicked than before. The lights snap on. You're face to face with The Scarecrow! Your struggles are nothing to him as he straps you to a table. On the next table over lies a hideous scary monster! Is he gonna turn you into a monster? You feel yourself fading...
Player: Fade...
DM: You have terrifying nightmares before finally waking up strapped to a table. You struggle but you can't escape. It's also very hard to breathe, as if you caught the asthma. At least you're not a monster like that other guy. You look at the table next to you. There is no monster. It's just some blonde dude. He looks dead. Scarecrow pops up behind him."You're next..." he says.You try your hardest to get free as Scarecrow slowly approaches you. He's holding a needle."That last time was just a test. This one will kill you after hours of agonizing fear and pain!" He laughs evilly. "There is no escape."He sticks the needle in your neck.
Player: Scream in terror like he wants

DM: You be as quiet as you can. Maybe the thing hiding in the dark hasn't noticed you yet. Maybe it will go away if you just sit here. "Hey." You barely hear a whisper over the obnoxious breathing. "Hey. Untie me and we can escape."You carefully feel around until your hands find a table with a person strapped onto it. Should you let him go? Is it a trick, or will he really help you?"Please," he begs. He sounds like he's about to cry. "Please, or he'll get you too."
Player: Untie the trapped person
DM: You quickly untie the dude on the table. He silently jumps down and crouches behind it with you. Blinding lights snap on, revealing Scarecrow in the middle of the room!"Oh crap," the dude whispers. He pushes you behind him and shoots a ton of electricity out at Scarecrow.You watch the villain get electrocuted and go down, twitching on the floor. You notice the door leading out of this wretched place. You tug on the electric guys jacket and point. He just laughs dumbly at you and gives you a thumbs up. What's wrong with him? Doesn't he know you gotta get outta there?

DM: You smile back at the dude. "You're new here, aren't you?" the dude says, waving his cooking spoon around. "I'm Rock. You're a bit early, I haven't got any further than boiling water. This is one of my first times trying to cook, so I'm trying to figure out what I should put in the water. You see, there's not much food to go around here..." Rock is looking at you hungrily, drooling.
Player: Offer Rock the rotten pumpkin
Player: BURN

Player: Drag lazy dude downstairs
DM: You carry the lazy dude downstairs. At the bottom of the stairs, some dude with blonde hair sticking straight up like a canary puts his arm around you and drags you into a room that looks like a classroom."It's time for school! Your teacher, Present Mic," he says, pointing to himself. "Will now teach you important things YEAAAH!""This is too loud..." Tanaka mumbles. You are forced to sit at a desk. Present Mic starts teaching."If you wanna get out of here, follow my lead," Tanaka says. Then he falls out of his chair and lays limp on the ground as if he died.

Player: Kick down the door on the left
DM: You give the door your strongest kick, and then a few more, until you knock it off its hinges. It flings into the room and crashes into a weight rack, sending them all clattering to the floor. A big man rushes over."I AM HERE to clean up these weights," the big man announces. He notices you in the doorway. "AH hello. It's fine to practice, young man, but maybe don't practice on the door. Come in and do some real training!"
Player: Back out
DM: You back away from the big man. You don't have time for training right now. Maybe you should try one of the other doors.
Player: Head ram your way through the door at the end of the hall

Player: Push Grell away
DM: You shove Grell away. You don't want him that close to you. "You are not a gentlemen at all!" Grell says. He wastes no time swinging his chainsaw at you. It slices across your face, and then he buries it in your chest."If you can't treat me with the respect I deserve, then I'd rather have your blood."

DM: You scream and try to wiggle your way out, but he has a heel firmly planted upon your stomach. "Ah, ah, ah!" he says. "Don't move or you'll die!" The chainsaw lingers threateningly close to your neck. You should use this tiny chance to do something.
Player: Push the chainsaw away
DM: In a panic, you try to push the chainsaw away, but since it is running, your hand gets all sliced up! Blood shoots out everywhere. Your attacker is distracted for a moment."Look what you've done!" he screams. "There's blood on my shirt! Now I'm gonna have to wash it. After I'm done with you."You are in too much pain to take advantage of his distraction. He drives the chainsaw into your chest.
Player: Get Cut up

DM: You go up the stairs and find only one door unlocked. After what Trois said, you think it couldn't be that easy. The open door is probably a trap. You need to get out of here as soon as possible. Maybe trying something other than the obvious is the better option here.
Player: Knock on the locked door
DM: You knock on the locked door. It creaks open into a dark room. You are shoved from behind. You fall into the dark room and the door slams shut behind you. The light snaps on and you are surrounded by Romulans!
Player: Death by Romulan

DM: You lunge for the grenade on the floor. You slide across the carpet to where it had rolled earlier and have it in your grasp. But then there's another grenade there, and another! "Ooopsie," you hear Trois say as three more grenades roll into you. They are missing their pins. They explode. You still manage to hear Trois maniacal laughter over the loud explosions.
Player: Explode

DM: Enough is enough already, and you've never been the patient type when hunger was involved so you leave. Where to now?
Player: Pizzeria- Pizza...the breakfast of college students everywhere
Player: Go forage for food somewhere else...
DM: Even if you did miraculously manage to fix the oven, they would still have to make your pizza, which would just take way to dang long. So with pizza now out of the question, where do you go next?
Player: Chinese restaurant - egg rolls and rice sound yummy right now
DM: As you enter the small Chinese restaurant, you hear some commotion in the back room. You wait impatiently for someone to come out and take your order, by now you're stomach has started to growl fiercely. But after close to five minutes of standing around and waiting in the empty restaurant you're fed up. What do you do?

Player: Step back
Player: Blow dust bunnies away
DM: You blow the dust bunnies away. They clump together to make one large dust bunny. It eats you. Inside it's dusty stomach, you sneeze yourself into oblivion.

DM: You crawl further into the vent, thinking it'll be better if you stay out of sight. That doesn't work out for long as you smack faces with someone else crawling through the vent."Ow!" he says. You think you'll probably die now, if it's anything like that asthma creep from before, but he sounds cheerful when he says, "Oh hi! Are you escaping the interrogation holes too?"It worries you that there are more than one..."I'm Nico! Follow me, I can help you escape."He sounds nice...but his half-bandaged face, big eye, and sharp teeth look disturbing in the shadows of the vent.
Player: Follow Nico
DM: You take the chance and follow Nico through the vent. He leads you past many opening until finally choosing one to exit. The two of you crawl up out of a hole in the ground. Then someone else throws a blanket over the hole. You realize you're in a prison cell."Hey, Nico, I thought you were gonna go hang out with Upa," says a dude with a really long braid."Yeah, but I ran into this guy on the way out, so I brought him back here," Nico says happily."Uh, that might not be a good idea," says another guy you didn't notice brooding in the dark corner. "Hajime's on his way to check on us.""Oh no! Quick, Uno, hide him!" Nico screams.Uno flings a blanket over your head just as a prison guard is walking up."What's that under the blanket?" asks Hajime."That's Rock. He was tired," Nico says. "He's sleeping.""Really..." Hajime says suspiciously.
Player: Say, Yeah hi I'm Rock!
DM: You panic and say, "Yeah, Hi I'm Rock!"The cell door slams open. "Do you punks take me for an idiot!" Hajime grabs you out from under the blanket. "Like I'd fall for that!"Hajime takes you away to a cell with no windows or anything where he chains you to the wall. There is no escape.

Player: Drag the dummy along with you out the door
DM: You drag the idiot out the door behind you. You find yourself on a huge staircase that seems to go up forever. You walk and walk and walk, long enough for the dummy to get his brain back."Oh, I guess we escaped Scarecrow's torture hole?" he says. "I'm Kaminari. So where does this staircase lead? It's gotta be somewhere good if it's this long."At the top of the stairs hours later, there are two doors. One says GOOD DOOR and the other says BAD DOOR. You are about to choose, but Kaminari stops you. "Wait! I've been here before. Both of them are traps." He looks around. "Usually you can find a hidden vent somewhere... Here!"Kaminari moves a piece of wall to reveal a vent. He crawls in.

DM: You consider whether you should risk helping this person or if you should just leave while you can. As you're sitting there thinking, you smell something strange. It takes you a moment to realize the room is filling up with gas. You slump to the ground as it makes you dizzy...
Player: Pass out
DM: After terrifying nightmares, you wake up strapped to a table next to the other person. He looks like he's dead now. You regret all your decisions as the killer reveals himself. "I am the Master of Fear, Scarecrow! I hope you had horrifying dreams. Get ready for more!" the scary man exclaims. He sticks you with a needle and whispers in your ear, "This time it's permanent."
Player: Curse at him

DM: You don't waste precious time rescuing the poor doomed soul. It's better to just save yourself. So you sneak away toward a shred of light and make it to a door. You slip through and find yourself at the bottom of a very tall staircase. The poor dude you left behind starts shrieking in terror and pain.
Player: Ignore the shrieks and start up the stairs
DM: The shrieks continue for a long time as you go up the stairs. Eventually they stop. You assume the trapped dude died. Hours later, you reach the top of the stairs. There are two doors. One says GOOD DOOR on it and the other one says BAD DOOR.
Player: Go through the good door
DM: You go through the door that says GOOD DOOR on it. On the other side is a bunch of web. Some of the web shoots at you and tangles you up. You are like a fly in a spider web. A giant spider lady appears."My precious Scarecrow sent another victim up to me, mmmmmm," Arachne says. "Do you think I'm beautiful?"
Player: Say Ew
DM: You say ew. Arachne screams and spits poison in your face. It melts you.

Player: Eat the hot pumpkin mush

DM: You throw the rotten pumpkin at Rock. It smushes into his face."HEY what was that for!" he starts barreling toward you. "I was just trying to be nice! I would've shared with you! But you want to be a mean butthead about it? FINE! You need to eat a peach bun!"Rock starts shoving peach buns down your throat. It's too many peach buns. You can't breathe.
Player: Suffocate on peach buns

Player: Sit at your desk
DM: You sit and stare at the fake dead Tanaka on the ground. Present Mic notices and rushes over."Oh NO! What happened!" Present Mic exclaims. He whips out his phone. "YES 911 I NEED AN AIR LIFT TO THE HOSPITAL RIGHT AWAY!"

DM: You fling the lazy dude at the window in hopes that it will shatter and you can escape that way. The window doesn't break. The poor lazy dude does. He crumples to the ground. He can't manage anything beyond moaning in pain.
Player: Leave quickly
DM: You quickly leave the room and act like that never happened. Maybe it's time to try another door...

Player: Get Pancaked

Player: Go in
DM: You enter the training room. The big man finishes picking up the weights you knocked over. "So, you've come to train with All Might, have you?" All Might gives you a way too hefty pat on the back that nearly knocks you over. "Well, let me tell you, if you want to work on kicking, then I have the perfect thing for you! You'll want to hit it with your-"
Player: Listen to All Might's lecture
DM: It's about an hour until All Might finally stops talking about training. You finally get a word in and tell him you need to escape as soon as you can."AH, I will always help a civilian in need!"All Might seems to go into deep thought. You wait until he comes up with a plan."Okay, I've thought of three ways to help you escape." All Might holds up one finger. "One, you ride on my back and I leap out to bring you to safety." He holds up two fingers. "Two, I throw you, but-BLERRGEH" All Might suddenly shrinks and spits out blood. "S***...pardon. I ran out of time." He shrugs. "Now I can't really help you. I'm sorry, young man."You watch All Might. He seems sad."I can give you a tip though." He struggles to push aside a punching bag to reveal a hole in the wall. "This will lead to Young Midoriya's room. It's so we can sneak night training in here without his mom finding out. Maybe he can help you."
Player: Go back to the hallway
DM: You go back into the hallway. There are still more unopened doors you can try out here

Player: Offer a trade; A message from Bassy for a way out
DM: You tell Grell that you have a secret message from Bassy, but you'll only tell him if he helps you escape.Grell thinks about this. "Well, all right. A message from Bassy is worth it. Now tell me what it is!"What do you tell him?

Player: Bleed out

DM: You squeak out a hello, hoping he heard you over his chainsaw.He gracefully leaps backward. "Now that wasn't so hard, was it? A lady deserves to be treated with respect."
Player: Ask what lady?
DM: You rudely ask what lady he's talking about. "WHAT do you mean by THAT!" Grell is on you again. You regret ever saying that as he slices your head off with his chainsaw.

DM: You glare at the red-haired man sitting on top of you with a chainsaw to your neck."Don't do that now, it's not very pretty," your attacker says. His smile is like a sharks. The chainsaw moves a bit closer to your skin. "You know what is pretty?" He leans down close and whispers in your ear, "The color red."The chainsaw cuts into your neck. You see your own blood spurting everywhere before everything goes black.
Player: Get Beheaded

DM: Inside the one and only open door is a normal looking bedroom with a normal looking dude sleeping in the normal looking bed. He looks very comfy. You don't see any other way out of this room. Myabe it was pointless to come in here. Or maybe this is a good spot to think and plan out your escape.
Player: Leave and walk back out the door

DM: You manage to get the hallway window open. This looks like a good escape from this mansion. You drop down to the ground and almost make a run for it. But you can't move your feet. They're stuck in the ground. You sink very fast in the quicksand and before you know it it's up to your face.
Player: Suffocate

DM: You swing with your free hand, but it, too, becomes trapped in the invisible string. The one around your neck tightens until you can no longer breathe and your vision goes fuzzy.

Player: Go for a bro shake
DM: You grab Kirishima's arm in a manly bro shake. "Yeah, man, that's what I'm talking about!" Kirishima says. "What brings a man like you to these parts?"You tell him your predicament."I'd be glad to help a fellow man escape!" Kirishima says. "I know just how to do it. Hey Bakugo!""WHAT!""I've gotta plan to help this guy escape," Kirishima says. He turns to you. "Kay, all you have to do is hold onto me. I got this."
Player: Refuse and leave
DM: You don't want to be a part of Kirishima's plan if Bakugo is involved. You refuse the offer and leave the room. You'll escape by yourself.

Player: Silently lay under the blanket
DM: You stay quiet and don't move under the blanket. You hear the cell door open. "I know that's not Rock," Hajime says. "You punks think you can outsmart me?"Hajime drags you out from under the blanket and takes you out of the cell. "You're going to solitary confinement. I'll be back to punish the rest of you later. AND ROCK BETTER BE IN HERE WHEN I GET BACK!"Hajime takes you to a cell with no windows or anything. You are handcuffed and chained to the wall. There is no escape.

Player: Hide under the bed
DM: You dive under the bed before Nico get out of the vent. You hold your breath and hope he doesn't find you."I know you're in here!" Nico calls out playfully. "Are you under the bed?" His face appears. "There you are!"

DM: You punch Nico in the face hard."Ow! What did you do that for!" Nico rubs his face and starts crying. "That hurt!" He turns around and starts crawling away from you.
Player: Go off into the vents alone
DM: You venture off on your own in the vents. You feel like you're making good progress when you hear a voice."Honey, I told you to be careful with the grenades!"Something clinks against the vent beside you. It explodes.

DM: You are hiding behind an orange tent.There is a Brown Tent to your left.A Purple Tent up ahead.A White Tent to your right.The Brown Tent is rustling.
Player: Go to the White Tent
DM: You are hiding behind a white tent.There is an Orange Tent to your left.A Silver Tent up ahead.Both are silent.

Player: Ignore Kaminari's advice and go through the good door

DM: You leave the dumb idiot and escape out the door by yourself. It takes you to a giant staircase. After walking up for hours you finally reach two doors. One has GOOD DOOR written on it and the other says BAD DOOR.
Player: Tell her she's beautiful
DM: You tell Arachne she's beautiful. She seems happy to hear it."Then kiss me," Arachne says. She kisses you and something crawls from her mouth into yours.Eventually it hatches and comes back out of your mouth.
Player: Death by spider baby

Player: Scream like he wants

Player: Go through the bad door
DM: You choose the one that says BAD DOOR. It's dark inside. The door slams shut behind you. It's locked. "WELCOME to the lair of the GOD OF EVIL!"Fire lights up the room. A dude in a black cloak is there. "BEHOLD, DAHAK, THE ONE TRUE EVIL!" Dahak says. "HOPE, the sacrificial daggers!""Yes father," a girl in a red and black robe says. Dahak lights the daggers on fire and flings them at you.
Player: Get fire stabbed to death

DM: You leap through the door in a valiant effort to rescue the poor trapped dude. But it seems Scarecrow was waiting for you. You impale yourself on his needle fingers and start to fade...

Player: 350 cookies
DM: Sorry try again!
Player: 400 cookies

DM: Her mind went into frenzy, as she pushed Merrill off and made a grab of one of the fallen Templars sword. No, she wouldn't let it end like this. Her mind was clouded, this was all Justice fault. If Justice... Vengeance haven't push him, haven't influence him so much Anders wouldn't have done all of this. Meredith would have fallen another time a few weeks at most to another blade to her own Templars once Cullen realized her mental state. "Hawke" Isabella called,
Player: Stay Silent
DM: Hawke placed the blade to her wrist startling everyone. "Someone stop her, she's not right!" Aveline cried, not too far away as Varric and Fenris tried to move by Hawke's side to grab the blade away from her, but it was too late. Hawke slice her wrist and soon blood scattered all over them. The clouds above turned more stormy and purple, as Hawke sobbed more violently from the pain and grief. "Maker," Fenris breathed. The dark clouds swept down around Hawke covering both her and Anders. Hawke had lost her mind. It was expected since she had lost almost everyone of late, most of her family, but no one could have predicted it would be like this. Blood Magic. The group couldn't see for a few minutes. Isabella coughed violently, as the smoke filled her lungs and before long the clouds and the sky settled peaceful, and before them all was no more Hawke, but Anders still lay there lifeless and limp. Hawke was nowhere to be seen. "I...I remembered something." Merrill whispered, more to herself confused at a sudden memory that just appeared in her mind.
Player: Still Sleep
DM: You died from blood lost. Your welcome to try again :)

Player: Talk to Melissa
DM: Melissa smiled timidly at you, before frowning at Bridget. Her hand shook on her cup of tea.
DM: "Hello," You smiled at her. She nodded her head to you. "Morning (Your First Name)." She said cheerily before taking a glance at Alexander. She leaned close to your ear and whisper. "Hey, I think Alexander likes you."
Player: WHAT?
DM: "WHAT!" You screamed and Melissa hushed you, seeing that Alexander giving you a questioning look. "It's true." She smiled. "I saw the way he looks at you when you turn around."

DM: You crouch in the dark corner the lazy dude liked. "Ah, this is nice, don't you think." He yawns. "I'm Tanaka, by the way. Now please leave me here to sleep in peace."You notice this corner has something different about it. There's a button hidden under the rug.
Player: Push the Button
DM: You push the hidden button. The floor under you springs up and shoots you through the ceiling. You go through a few more ceilings until you and Tanaka land in a big empty room."Well, at least it's empty so we can sleep," Tanaka says uselessly.You watch him curl up on the ground. When you look up there's a purple haired dude with red eyes staring at you.
Player: Turn and run
DM: You turn and run from this suspicious dude that appeared out of nowhere. You smack right into him. How'd he get behind you so fast? Wait this is a different one. The other one comes up behind you. Another one appears to the side of you. You are surrounded. The one in front of you holds up a paper that says if you sign it, they will serve you in return for your soul.
Player: Sign the contract
DM: You sign the contract. The Triplets are now your servants for life until you die. Then they get to eat your soul. You order your new servants to rescue you from this evil mansion. They expertly help you escape so fast you don;t even know what happened. You are now free with the Triplets.

Player: Copy Tanaka and fake die

DM: You rush over to the poor injured lazy dude and try to help him. Whenever you move him he groans in pain."Why?" he says quietly, crying.You don't know what to do.Suddenly a voice comes out of nowhere. "I LIKE WHAT I SEE NEW GUY. AS A REWARD FOR TORTURING THIS SOUL I WILL GIVE YOU WHAT YOU MOST DESIRE!"Suddenly, you are no longer in the mansion. You are in a field somewhere far far away. Freedom came at a price.
Player: VICTORY DANCE

Player: Dig at the wall with a broken spoon
DM: You start trying to dig your way out with the broken spoon. After hours and hours, or maybe days? of digging, you finally see the light of freedom. Just a few more spoonfuls..."STOP RIGHT THERE!" a voice booms out. "I, GUY LEADER BEVERLY CRUSHER, WILL NOT TOLERATE SUCH DISOBEDIENCE!"The tunnel around you starts to shake and crumble. Your only chance slips through your fingers as the walls cave in on you.
Player: Get Buried Alive

Player: Interrupt All Might and tell him your situation
DM: You butt in to All Might's training lecture and tell him you need to escape while you still can."AH, I will always help a civilian in need!"All Might seems to go into deep thought. You wait until he comes up with a plan."Okay, I've thought of three ways to help you escape." All Might holds up one finger. "One, you ride on my back and I leap out to bring you to safety." He holds up two fingers. "Two, I throw you, but that depends on if you can survive the landing." Three fingers. "Or three, I create a strong wind with my punch and you float out of the danger zone. Which will it be, young man?"
Player: Ride All Might to safety
DM: You make your choice. You climb onto All Might's back and he leaps, breaking through who knows how many stories of the mansion and flying over the tall fence surrounding it. He lands a good distance away. You can only see the very tip of the mansion from here."Now run!" All Might says. "Run and don't look back!"

Player: Hold onto Kirishima

DM: The directions lead you through a secret tunnel with a door at the end. The door says MAN CAVE on it, and there's another sign that says MEN ONLY. A small panel slides out and two eyes with really fluffy white eyelashes stare at you from the other side of the door. "What's the password?"
Player: say "Man"
DM: You say "Man." "No, you think I'm stupid?" eyelashes dude says. "I wouldn't be that obvious! If you wanna be that lame, you can go join the lame nerd club."The floor falls away beneath you.

Player: "Bassy said he thinks youre beautiful"
DM: Grell gives you a suspicious look. Did you screw up. Then he smiles at you."Oh he does, does he? Well, a deal's a deal," Grell says. "I'll help you escape."He cuts you in half with his chainsaw. "There. You'll be free in just a few seconds."
Player: Die

DM: Tom comes in the main area, his deep tanned is faded in a ghostly pale paste.He looks as if he's about to faint.Crystal made her way up to the counter, somewhat leaning on it.Tom was standing behind you, his mouth hanging open. You reached up, placing your hands on his shoulders. Surely, he was taller than you, but you made it work. "Tom, you alright?" You said in a bit of concern and panic.All he said was, "They're here." Then fainted.He fell into your arms, you stumbling back on impact.Crystal hobbled over to you, instructing you to put him in the back. You did as she said.
Player: Sometime Later
DM: Tom still isn't awake, more people came in, etc, etc.Something doesn't feel right though.What's 'they're here' mean? You think to yourself, leaning on the counter.

DM: You nod as if agreeing with him as you slowly edge around him toward the door. He doesn't pay you much attention. He is too busy ranting about how nobody respects and appreciates him. You slip through the door into a room with a bunch of chairs. You sigh. You feel you managed to barely avoid death. One of the chairs swivels around."There are at least four alternate universes where you did die after encountering Grell," the person says without talking. How did he do that?"It's called telepathy. I'm Kusuo Saiki." ... "Anyway, you can leave me alone, or bring me something that will make me consider helping you."
Player: Attack this guy; you are so done right now
DM: Nothing is going quite right for you. You can't trust anyone. This guy looks like some pathetic nerd. You can take him. You lunge. He raises a hand. Your face slams into that hand and it stops you in your tracks."What a pain."
Player: Swipe his glasses
DM: You grab his glasses off his face. His purple eyes look at you. You immediately turn to stone. He drops you and you break into a million peices.

DM: She sits in the pilot's chair, setting the interface language to 'English', hoping that the synchronization process goes well.With every passing turn, you will accumulate URP, which stands for Unbridled Rage Points. The more URP you have, the stronger your Eva will become once you Go Berserk.Going berserk, however, is your absolute last resort. We are unsure what the effects of activating it will be on Walker, as every pilot is different, even if some of those pilots are a lot like other existing pilots in fictional universes.When you plunge into this state, do you truly 'go berserk', or do you actually fight harmoniously with the beast?
DM: Then, with the cockpit full of LCL and all other details in order..."Synchronization rate is at 92%!"That should be high enough.Remember, if you don't knock Sachiel's health down to zero before Sachiel defeats you first, you lose, and the Angels steal a crucial piece of Neon Genesis Evangelion, resulting in hours upon hours of needless work back at GAINAX. Everyone will be soooooo disappointed in you. And if you win, keep in mind that defeating Sachiel at varying speeds will reward you with different endings, so let's kill this m-f'er fast so we can get the best possible outcome!Good luck, and may victory be yours!

DM: You knee him where it hurts the most and scramble away while he rolls on the ground. "I'll get you for this!" he screams after you as you run through the door and slam it behind you.
Player: Slump to the ground to catch your breath
DM: You sit on the ground, trying to recover from whatever just happened. From this low vantage point, you can see a hole in the wall, big enough to fit through. You also see a guy with pink hair sitting in a chair. He doesn't seem to have noticed you yet. "I have noticed you," the pink haired guy says. He swivels his chair to face you. Then he kinda just stares at you with a disinterested expression.

DM: You jab a hand up at his face and knock his red glasses off. He swings at you with the chainsaw but misses, and you push him as he's off balance. You run while he's on the ground but he takes another swipe as you go by and cuts your foot off."You think you can get away with pushing a lady down like that?" With his glasses back in place, he advances on you with the bloody chainsaw. "I'll paint this room red with your blood."He swings the chainsaw at you.
Player: Get cut in half

DM: You get ready for school and you get there just in the nick of time. Christie is probably somewhere around here... What do you do?
Player: Go to tutor- Christie's probably there
Player: "I don't know, can you?"
DM: "Don't be sarky, Lori," he says "This is a serious matter." You walk out with him, your stomach churning. "This isn't going to be easy, Lori, but... Your friend, Christie, she's sick." "With what?" you ask. "Anorexia. She's going to hospital, they took her away this morning, but it might be too late to do anything to help her. I'm sorry. Is there anything I can do?" What do you do?

Player: Study a crack in the ground
DM: You scrutinize a crack in the ground that you hadn't noticed before. You step a little too close to it and the floor caves in. You fall into a pitch black hole and slide down for a long time before landing headfirst on the ground.

DM: You decide a comfy spot to lay might help you think things through. You need a short break from the stress after finding out what's going on. The sleeping dude barely moves as you climb into bed next to him. He mumbles something in his sleep. You start trying to come up with a plan but you suddenly feel tired. You yawn. Maybe a nap would do you good. After all, this dude here is asleep and nothing bad seems to be happening to him. You let yourself drift off.
DM: An unfortunate circumstance befalls you and the sleeping dude. You hear a voice boom out "PUNISHMENT FOR SLEEPING ALL DAY"And then nothing.

DM: Sailing across the blue expanse you soon sight an island in the distance. This island is low-lying and covered in thick tropical jungle. A ship that you recognize as Captain Lovett's Hope is anchored off the south side of the island and appears to be deserted. Somewhere on the island you can hear the distant beating of drums. The whole situation is a bit peculiar but the island looks like it may be home to animals you can shoot for supplies.

DM: Adam pulled himself up from bed and started into the bathroom. As he yanked the knob to the left for hot water he noticed his closet door was ajar. He scratched at the beard already forming on his face as he analyzed it. Every night before he went to bed, Adam closed all the doors leading anywhere that he could potentially hurt himself - just incase he walked into the kitchen and fell on a knife or he managed to walk outside somehow. He pushed open the closet door and found nothing inside but his clothes hanging on their hangers. He brushed it off and stepped into the shower. The hot water felt good on his tense muscles. Yesterday at practice had been hell. He coached a baseball team at the high school where he was a history teacher. The teaching wasn't bad, but somehow he had been convinced to work out with the students on his team everyday instead of idly watching them. He regretted the decision more and more every day. Today was Saturday though, nothing to do today but reminisce on those little memories he sheltered himself from during every day activities. He couldn't help but remember her.
Player: Happy Memory
DM: He missed her laugh the most. The way she would throw her head back revealing the long, smooth column of her neck as she giggled gleefully. He would spend any time away from her thinking of ways to make her laugh. Just to see that breathtaking smile come across her face as she bit back laughter, just before she would begin chuckling and then full out laughing. Her hair would fall behind her shoulders, her collarbones sticking out as she grabbed her stomach. "Stop...stop it, Adam! I can't b-breathe!" She would manage between her fit of giggles. Adam smiled slightly at the memory. He liked hearing her voice.
Player: Sad Memory

DM: You drove the bus away in the opposite direction. As you drove, you began to ponder where to set up camp. A school? There was a school off Main Street. A mall? There's a mall not far from here. Back in your house? You lived near a richer area with lots of big houses. Maybe you can find one and fortify it.
Player: Mall
DM: Your group arrived at the mall safely, only to be chased off by an entire horde of about two hundred zombies. Now where do you go?
Player: School
DM: An hour later, you got to the school and found that it was already occupied by the local police force, which explained the overrun police station on your way here. Once the police saw your cache of slaves in the back, they opened fire. You were struck first and Sara kneeled beside you, screaming. She pulled your pistol and fired at the police, and got a shotgun blast in the face in return. As you bled out, you saw your friends die beside you and the slaves being escorted off the bus. And you died.

Player: Be Confined
DM: "IT IS OFFICIAL! I, GUY LEADER BEVERLY CRUSHER, ANNOUNCE THAT THERE IS A PERMANENT NEW GUY!"You ran out of time. You have become a permanent resident in this house of evils. You have lots of pain and torture to look forward to.YOU FAILED.

DM: You fake snore really loudly. You hear Hajime sigh. "Whatever," he says and walks away.Uno takes the blanket off of you. "That was a close one."You ask for help escaping."Hey, Jyugo, this is your moment to shine," Uno says.Jyugo emerges from his dark corner. "Time to escape."Jyugo opens the cell door. "Follow me." The three inmates start running.
Player: Follow Jyugo and the others
DM: You follow after the three inmates. You all avoid traps and navigate a maze until you get to a big metal door that Jyugo opens for you. "There you go, friend. Freedom," Uno says."YAY!" Nico says.You run out the door. The others go to follow you but Hajime suddenly appears in front of them.
Player: Attack Hajime and help them
DM: You turn to help the others. You try to jump on Hajime's back as a distraction but he whirls and punches you in the head. You fling backward and land headfirst on the concrete. Everything goes fuzzy and you can't move.

DM: You leap into the closet and hide before Nico can get out of the vent. You try to be as quiet as possible."I know you're in here!" Nico calls out playfully. "Are you under the bed? Nope! How about in the closet?"The closet door swings open violently and Nico's smiling face is there. "Found you!"
Player: Act like you were playing hide and seek
DM: You smile back at Nico and exit your hiding spot. Maybe he isn't out to kill you like you suspected."That was fun! I like games," Nico says. "Wanna play again?"

Player: Tell him you just want to get out of here
DM: You tell Nico you don't want to play. You just want to escape. "Oh, I can help you with that, but first maybe I should go get my medicine," Nico says.
Player: Insist you escape right now
DM: You tell Nico there's no time for medicine. You need to escape right now. "Well, okay then, if you say so," Nico says unsurely.You follow him through the vents. As you're crawling along he starts to slow down and twitch in front of you. Eventually he just stops. You're not sure, but you think you might've heard him growl.
Player: Turn around and crawl away
DM: Nico's acting strangely. You turn around in the vent and start crawling away. He starts chasing you."Medicine!" he calls after you. You crawl faster. He latches onto your leg. You try to pull away but he's too strong. He drags you toward him until his hands are around your neck. You see his teeth coming at your face.

Player: Move the pile of pillows and go through that door
DM: You start throwing the pillows away from the door until you get to a long heavy one. You're gonna have to drag it. You push it over into a good dragging position when you realize it has a face."What are you doing," it says.

DM: You feel bad for punching Nico now that he's crying. You go after him and say you're sorry."Okay," Nico says. "Stuff happens, I guess. So follow me? I'll take you to somewhere we can escape. It'll be fun!"

DM: The vent takes the two of you to another room somewhere. This one is filled with a bunch of pale people with weird long ridged ears, bright purple or blue eyes, and poofed up hair. They seem to be worshipping some kind of god called the Founders."Hibbity!" One says. "Hibbity hobbity hoo!"It seems to be expecting an answer.
Player: Let Kaminari Try

Player: Melt

DM: You stand in the hub. There are a few people around you, but most are busy, going in and out of the hub. Signs appear, directing you to the cyphers, thinkers, and fighters, as well as a door marked final exam.
Player: Go to thinker training
DM: You walk through the door marked thinkers training into a comfy living room. There are chairs that are softer than any you have felt before, not that that is saying much, clustered around small tables. The walls are covered in strange shapes that seem to shift as you look at them, starting as a rabbit and ending as a woman yelling. Aside from the strange walls, the room is strangely homey, cluttered with random chockies, and lit with old fashioned lights, rather than the usual glow coming from the ceiling. There are other people in the room, mostly in chairs, but no apparent authority figures. You sit down, sinking into the chair and looking around warily. A man with a tray of cookies walks around the room, offering everyone who is seated a cookie. He comes to you and offers one. You have rarely eaten anything sweet, sugar being incredibly expensive, and you...

DM: You run forward and throw a leaping kick at the man's back, sending him stumbling and making you fall to the ground. You quickly recover, jumping up to a stand and getting into a fighting stance. The large man winces, then glares at you. "Hmph. What's your problem, no face? I'm just dealing with these two little rats who stole some bread from my shop!""They're kids. Homeless, by the looks of it. You really going to beat on two hungry kids on Christmas Eve?" you ask, hoping you can talk him down. It seems like he's really thinking about what he was about to do for a moment, and you lower your guard slightly. He looks at you... And grins."Nah, I think I found someone who'll put up more of a fight." He charges at you with the cutting board. The two boys take the opportunity to run out of the alleyway.The man swings the board at you!
Player: I dodge out of the way and jab at his throat.
DM: You dodge out of the way of the swing, throwing your hand out and managing to catch the man in the throat. He drops the board and coughs violently, grabbing his throat, before shaking his head and looking at you. "Nice hit, no-face." He readies his fists, before swinging a big meaty hand at your chest.
Player: I try to grab his arm and break it.
DM: You try to grab his massive hand as it comes barreling at you, but you don't manage to; his fist breaks through your block and hits you square in the chest. You fall to the ground, and he takes the opportunity to stomp on your chest over and over. Faintly, you're aware of your ribs breaking under the weight of his boots, but then there's nothing.
Player: Return to start.

DM: You flick your wing at Amilia, flinging mud into her eye. As much as you want to take this opportunity to just run, you know you won't make it far before she can see again and comes running after you. You place a kick square against Amilia's face, incapacitating her. You're a bit stronger than you expected! You don't take long to revel in your victory, and break into a sprint in an attempt to put as much distance between the two of you before she wakes up. You shake the mud out of your wings and proceed to fly, though fairly low atop the treeline to avoid human and monster sight alike.
Player: You continue your way and after a few hours you finally make it to a human town.
DM: When you arrive at the town, you're exhausted. It's been a long journey in just one night and half of a day, but the sight of the settlement both excites and puts you back on edge. On the one hand, the Seventh Suit won't attack you out in the open here, but you despise humans. You're glad at the moment that your sense of smell isn't as strong as some monsters, because even though humans don't typically have a strong or gross odor, the scent still angers you. You snap out of your mindset of security and realize that you still haven't gotten to true safety. You will quickly be found by the Seventh Suit if you remain here.

Player: Sneak out the door while Present Mic is distracted
DM: You escape the awful loud classroom. Distantly you hear a helicopter arrive. You find yourself in the living room. "Why hellloooo there," says a voice from behind the couch.
Player: Glare at your attacker

Player: Skip dialogue
Player: Val's a liar

DM: A beautiful smile on her face, a soft sigh escaping those soft lips. She leaned forward and gave me a gentle kiss. So soft and tender that I was melting into a puddle. It was a miracle that I kept my arms wrapped around her."Miss me." She kept whispering. Her eyes looking like they were brimming with tears. "Please, don't forget me."Her kisses tasted salty and sweet. But I couldn't live with myself if I did anything when she was like that. So I just held her close and kissed her until both of us were to exhausted to do anything but fall asleep.Why would I need to miss her if she'll always be with me?Why was she crying?I want so badly to ask her. But for some reason, it feels like she'll disappear if I ask those words. So all I can do is just pull her closer and hope that maybe, just maybe, Sophia would stay.
Player: Less than Innocent Dream

Player: Get thrown
DM: You choose for All Might to throw you to safety. He wraps you up in mats so you won't get hurt as much. Then he picks you up and throws you with all his might. You crash through the walls of he mansion, which destroys some of your padding, Your head is exposed now. You fly over the tall fence surrounding the mansion. It seems you are falling headfirst toward the street.
Player: Try to twist in the air
DM: You frantically twist so that you won't fall on your head. Your movements cause your protective padding to fall off. You crash onto the street in a broken mess, leaving a blood smear as you slide a few feet. At least you tried, All Might.

Player: Go through the tunnel
DM: You crawl through the secret tunnel and arrive in a room filled with All Might posters and stuff. Someone's sitting at the computer watching a video of All Might saving people on repeat. There's loud knocking on the wall."DEKU WILL YOU TURN THAT DOWN!" someone yells.Deku turns it down. Then he notices you."AAAH I didn't see you there! How did you get in here?" He looks over at the secret tunnel badly hidden behind an extra large All Might figure. "Oh, All Might showed you the secret tunnel. I guess this is important then."

Player: Tell him Kirishima sent you
DM: You tell him Kirishima sent you. The door opens."So my buddy sent you! I'm Tetsutetsu. Welcome to the Man Cave!" Tetsutetsu invited you in to a really typical looking man cave.You tell him Kirishima said he could help you escape. "Yeah, of course! I have a secret way out of here," Tetsutetsu says. "I have to be able to sneak out and bring back manly stuff like video games and chips."Tetsutetsu shows you a tunnel hidden behind a pile of skateboards.
Player: Crawl through tunnel
DM: You crawl through Tetsutetsu's secret tunnel. It goes on for a while. You occasionally see an empty soda can that lets you know you're going in the right direction. The tunnel ends inside a cave. You leave the cave to find you are far away from the mansion. You're free!
Player: Celebrate with soda

DM: Grell wiggles from side to side. "OOOH I love it when he gets all dark and broody on me! That's my Bassy!" The chainsaw is suddenly sticking through your chest."Oh goodness, looks like I got a little excited!" Grell says. He pulls the chainsaw out. "Whoopsie!"
Player: Bleed to death

DM: "Okay, if you want me to help you escape, then you have to bring me coffee jelly. It can only be found in the deep dark recesses of the mansion where villains and creatures lurk. I can't go myself because there are bugs. Go get me a coffee jelly and I'll help you get out of here," Saiki tells you. "I will apport you down there. That means I will exchange you for something of equal value. When you have the coffee jelly, return to where you arrived and call out to me with your mind. I will apport you back, and then I'll help you escape," Saiki explains. "Ready?"
Player: Get Apported
DM: You appear in a bathroom stall that's missing a toilet. That must've been the thing he apported you with. Nevermind that, you have to find the coffee jelly and come back here. Then you can escape.You sneak out of the bathroom stall. You see a vent.

Player: Punch him in the stomach
DM: You punch him hard in the stomach. The only effect it has is that your hand is now broken.He casually tosses you behind him. You crash through thirty-seven walls, nine trees, four fried Snakes, and the electric fence. You slide to a stop all broken and bloody with peices of wall and wood and electric fence sticking out of you.

DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaaaaaax...
Player: C
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.Aaaaaaaaac> Quel est votre genre ?
Player: Explorateur·trice
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.A.MasculinExploration> Quel est votre signe astrologique ?
Player: Sagittaire

DM: You walk cautiously down the brightly lit hallway, staying close to the wall. You follow the hallway around a corner when suddenly, you hear a voice coming from behind you. No, above you. No, all around you. The voice seems to emanate from everywhere, speaking in low, melodic, feminine tones:"Resident detected. Please state your name and passcode."Resident? Passcode? "I...I don't know," you squeak out, you voice rusty from disuse."Please place your hand on the nearest surface."You place your palm against the wall, and a square foot section of the wall shimmers and the image of a scanner takes its place. A blue glow lights up your hand, then vanishes, leaving the wall looking exactly as it did before. "Scan override initiated. Identity: Doctor Serenity Spring. Priority Level One. How may I help you?"You pause, pondering this new information. "Who are you?" you ask."I am BIOS, a Biological Informative Organism Simulator. I am here to assist you." "Great," you say. "Can you assist me with something? Who am I, exactly?"There is somewhat of an unnatural pause before BIOS responds."Inquire Within."What? You get somewhat frustrated-you would've liked to have figured out more about yourself. You wonder what to do next-explore the facility you are in or attempt to escape. What do you do?
DM: You decide to explore the facility you are in, rather than immediately attempt to escape. You ask BIOS for a map of the facility. She complies, and a holographic layout of the building appears in front of you. You ask BIOS to display your position on the map, at which point the map expands and becomes a 3-dimensional figure, with your position highlighted by a blinking red dot. You see that many paths that run through the building lead to a place at the center. Your curiosity takes over and you decide to head there-whatever is there must be pretty important. You have BIOS lay out the most expedient route to the center and begin to follow it.

DM: There's a row of chairs in the room. You immediately take them all and shove them up against the door so the crazy chainsaw guy can't get through so easily."Don't worry," says a voice. "He's not getting in here."You whirl around to see a pink haired dude with green glasses and antennae sitting in the only chair you didn't put in the pile."I only let you in because whenever Grell kills someone, he laughs really annoyingly."You realize this person isn't actually talking, yet you can hear him."It's called telepathy." ... "My name is Kusuo Saiki."... "Anyway, you can either leave me alone, or bring me something that will make me consider helping you escape."
Player: Tell him you'll leave him alone
Player: Act like you're not there
DM: You stay quiet and hope he didn't notice you. "Is someone there?" he asks.You silently sneak over to the bars. Maybe you can get through somehow."I know you're there." The buff man is standing now. "Say something!"

Player: Dive into the hole in the wall

DM: The full moon hovers above as you walk across the street. You pause. Not much seems to be happening. You wonder if you should turn back...Suddenly, you hear the screech of motorcycles. It's those two thugs who attacked the bus! Frozen with shock, you watch as they dismount their motorcycles and enter the Orlcomp Insurace building! "Quickly!" one says, "We've got to get that guy up on the top floor!" As they enter, they don't notice you standing there. Well, they'll notice you soon enough. Time for a little payback!First, however, you've got to get up to the top floor. Unless you have some sort of apparatus to help you scale tall buildings, I suggest you run like hell after them!
Player: Well?? RUN!!
DM: Quickly, you sprint after them, but they are already halfway up the stairs. As you run up after them, you hear from the top of the stairs, "Hey, Tony, we're being followed!" They're on to you!Then you hear, "Whoever he is, I'll fix him!" You look up to see a hand grenade falling down towards you!
Player: Swat it away
DM: Quickly, you swat the grenade away. It blows up, destroying the staircase. You are buried beneath a ton of rubble. You dead.

Player: Receive Punishment

Player: Men Casting Lots
DM: You walk up to the men casting lots. You listen to them and hear random statements like: "Rattle them bones!", "Papa needs a new pair of shoes!", "Lucky Sixes", and "The dice are calling; they say higher, higher". The men are too engrossed to care about Braak so he decides to leave.

Player: Die from brain injury

DM: You run the opposite way. You don't need their help. You're doing good until you run into another guard with long black hair."AHAHA I SEE you are out for A JOG Let me join you we will GO TRAIN!" This guard is suddenly pulling you along with him. You end up in a training room. You can't get away from him.
Player: Die from excessive training

Player: Try to push him

Player: Tell him it's his turn to hide
DM: You tell Nico it's his turn to hide. He excitedly runs out of the room to go find a spot. You count to twenty.
Player: Go find Nico
DM: You go searching for Nico. He's pretty easy to find because you can hear him laughing behind the curtain. You rip the curtain aside and surprise him."AAH!" He jumps back and accidentally smashes a hole through the wall. "Woah, you scared me!"You see your chance for freedom. You run out the hole in the wall and go toward the electric fence. There are just enough fried Snakes for you to climb up and over it. You're free!

Player: Steal his noodles
DM: You snatch his noodles. Suddenly pillow dude is bursting through the door, pillow free. His hair is sticking up. His scarf wraps around you so that you can't move."Nobody messes with my students," he grumbles. He gives the noodles back to the dude. Then he drags you out with his scarf and tosses you into the other door, which is just a black void.
Player: Float in the abyss

Player: Tell pillow dude you're trying to escape
DM: You explain to the pillow dude that you're looking for a way out. "I suggest you try that door over there then," he says.

DM: You grab your gun from the broken tiles, and stumble forward. You hear a howl resonate down the halls. You sigh as you realize they're getting louder. You luck at a nearby door along the hallway, before looking at the gun in your hands.
Player: Fight
DM: You raise your gun and take a deep breath, before you see the werewolf coming towards you. Unlike the one you killed earlier, this one is tall, stronger and muscular, covered with brown, blood-stained fur. It snarls as it spots you, bounding towards you. You fire your gun as the werewolf roars in pain, your silver bullet slicing through the werewolf's hind leg. It slides along the hall before stumbling forward and smashing into you. Its claws and fangs tear through you, sending spurts of blood and tearing through your flesh.

DM: You try to copy their language. They stare at you like you're dumb for a second. Then they nod and take you to a train like vehicle."Cool!" Kaminari says. You both get on the train thing and it starts driving away. You notice a button in front of you.
Player: Don't touch anything
DM: You keep your hands to yourself and tell Kaminari about your quest for freedom."Oh, I've got a great plan to help you escape!" He starts steering the Shran car. You arrive at a bathroom. "Okay, so all pipes lead to the ocean right? I learned that from Finding Nemo." He seems proud of himself. "So if I flush you down the toilet, you'll go to the ocean and then you just swim and you'll be free!"
Player: Try Kaminari's plan
DM: You think, what the heck, you don't see any other options right now. You get in the toilet and Kaminari flushes you down.You whiz through the pipes and eventually they spit you out into a giant space-like pink cloud thing. There's a big sign that says 'Toilets are the portals to alternate dimensions!'You see tons of doors leading to alternate dimensions. They all lead to alternate Guy Mansions that all look like the same terrible place, but you manage to find one that looks like a really happy version where guys don't get tortured.
Player: Go through the happy doorway

DM: You panic and scream out "PRAISE THE FOUNDERS!"The Vortas all celebrate and dance around. Then they take you to a train like vehicle. "Cool!" Kaminari says. You both get on the train thing and it starts driving away. You notice a button in front of you.
Player: Push the button
DM: You push the button. The train thing makes an announcement. "Watch the Shran car please! Watch the Shran car please!"You shrug and tell Kaminari about your quest for freedom."Oh, I've got a great plan to help you escape!" He starts steering the Shran car. You arrive at a bathroom. "Okay, so all pipes lead to the ocean right? I learned that from Finding Nemo." He seems proud of himself. "So if I flush you down the toilet, you'll go to the ocean and then you just swim and you'll be free!"

Player: James Kelly
DM: James Kelly could have been Jack the Ripper.Eagerly you explain your theory to Inspector Littlechild. Kelly is a clever man who has proven himself capable of murder and was probably in London at the time of the killings. He could have been responsible for the attacks.Inspector Littlechild looks thoughtful. "It's a sound theory but we have no way to prove it," he tells you. "The last I heard he was living in Canada and he has never been connected to any murders apart from that of his wife."
Player: Stick with this one
DM: You are disappointed that your hunt for Jack the Ripper could not have ended more satisfactorily.As the years pass you find yourself interviewed ceaselessly by journalists fascinated with the mystery of Jack the Ripper. The killer's victims, mother of four Mary Ann Nichols, Annie Chapman who battled terminal illness in her struggle to survive, Elizabeth Stride, who once ran a successful coffee shop, Catherine Eddowes, who battled alcoholism while trying to hold a relationship together and Mary Jane Kelly, a beautiful and social party girl, are all but forgotten while towering over them is the killer whose name has become synonymous with brutality and mystery: Jack the Ripper.Thank you for taking the time to read my story.

DM: You have no idea what urged you to do so, or in fact any recollection of the last few seconds, but suddenly you were in the air, having leaped forward into the lake. To your surprise, when you hit the water, it was only for a brief moment. As soon as you emerged on the other side, you were in the air again, and flew straight onto the shore of the lake again. To your relief, you seemed to have also transformed back into a human. Gaining your balance again, you realize that it is night now, the sun having been replaced by the moon. Staring into the lake now, you still see a shadow reflected, with red eyes. This time in the shape of a human. This place you landed in seems different then the place you were in before. It feels more ... normal. But the piercing stare of the shadow man unsettles you...
Player: Just walk away
DM: You decide to explore this new place you landed in. It didn't take long to figure out where you were though. Climbing over the large crater that this lake stood in, you found yourself staring at a bustling cityscape, which you instantly recognized as being New York City. The first thought that came to mind was excitement over the fact that you were finally rid of the confusing world you were in previously. The second thought however was more confusion, since when examining the city further, you noticed the twin towers still standing. Quickly you ran up to the nearest person you could see. a hiker, passing by, and asked him what year it was. The hiker looked at you oddly and then said it was 1985. This was very grave news for you, because it meant that you weren't born yet, and that your house didn't exist. You sadly slunk back down to the lake you arrived in. At that point you realized that maybe if you went from the strange world to here in the lake, maybe your past self (or is it future self in this case?) might have gone the other way. Maybe if you waited here for 30 years, he would come this way, and you could persuade him not to go into the lake.END

Player: Start a new life with Demon servants
DM: CONGRATULATIONS! You escaped the torture mansion.But at what cost?

DM: You go to punch the purple haired dude, but another one that looks like him grabs your arm from behind nd breaks it. Then another one is beside you. He grabs your head and twists until your neck breaks.

DM: You start chipping away at the wall with the screwdriver. It takes hours and hours and hours but finally you break through into open air. You waste no time scrambling out of the hole you created."I WILL NOT ALLOW THIS!" a booming voice interrupts your victorious moment.A force hits you from behind and flings you across the yard toward a huge fence. As you're flinging through the air you notice a lot of cardboard boxes on the ground and fried Snakes hanging on the fence. That's not a good sign...
Player: ELECTROCUTION

Player: Run and look back
DM: You run, but you look back and see a giant hand slam down onto All Might. It drags his limp body up and back into the scary mansion. He sacrificed himself to save you.
Player: Keep Running

Player: Close your eyes and hope for the best
DM: You close your eyes and hope your landing turns out good.It doesn't.You land flat on your head and crack your skull open. Well, at least you're dying a free man. Thanks, All Might.

DM: All Might disassembles the weight rack and makes a sort of sled looking thing. You lay on the sled and hold on as he does a huge punch that creates wind. You ride the wind on the sled and fly out of the mansion and over the big fence around it. You seem to be heading straight for some trees.
Player: Try to steer
DM: You try to steer the flying sled away from the trees. It causes you to flip over in the air and lose your forward momentum. You are now over the trees as you lose your grip on the sled. You start to fall, crashing into the trees. You become impaled on a branch and never reach the ground.

Player: Turn the volume all the way up
DM: You walk over to the computer and turn the volume all the way up. "I wouldn't do that..." Deku warns.There's an explosion. It sends a piece of wall through your eye. "D*** it DEKU I TOLD YOU TO TURN IT DOWN!" a blonde dude says through the hole in the wall.You're pretty sure the piece of wall stabbed into your brain. Deku catches you as you fall.
Player: Die in Deku's arms

Player: Pry open the window

DM: You fall until you land on a pile of cushions. A blonde dude with a tail sees you."Oh, another reject from the man club," he says as he drinks tea.A glasses dude with weird looking legs waves his hands around. "It's rude to just drop people down here for getting their password wrong!"Tail dude smiles at you. "Hello, I'm Ojiro and this is Iida. They might've told you this is the lame nerd club, but don't worry, we're not actually a club so you're welcome here."
Player: Ask for help escaping
DM: You ask if they can help you escape. "Of course not!" Iida says sternly. "That's breaking the rules, I won't allow it!"Ojiro shrugs. "You can try finding help somewhere else."Iida waves his hands overdramatically. "NO he will not! I cannot stand by and watch someone disobey the rules!" He starts coming toward you.
Player: Try to convince Iida
DM: You plead with Iida for help. You tell him you just have to escape. He seems to be reconsidering.But he isn't."I will not let harm come to you because you tried to escape and got punished," Iida says. "What kind of hero would I be if I stood by and allowed that to happen?"He ties you up and puts you in the closet."You'll thank me later." He closes the door.
Player: Struggle
DM: You struggle to break free. After what feels like days or even weeks sitting in that closet, you manage to finally get the ropes loosened only to find that the closet is locked. You start trying to break your way out but a voice interrupts you.A feeling of dread crashes down on you.
Player: Listen to Announcement

DM: You say "eyelashes.""Are you making fun of me!" eyelashes dude yells. "That's obviously not the password! If you're gonna be mean like that you can go join the lame nerd club!"The floor falls away beneath you.
Player: Drink tea with Ojiro
DM: You sit down with Ojiro and have some tea with him. You casually mention escaping. He shoots Iida a glance."Shh, don't let Iida hear you. He try to stop you from escaping," Ojiro says. He thinks as he sips his tea. "Let's come up with an excuse and leave without him. Then I'll help you escape."

DM: This hallway business is all too creepy. You need to find a way home. You wander around for minutes, only to find a massive forest. No buildings, or other people. None at all. You wonder if you should try to find a way back to the science laboratory and 'save the world'. You don't think the world is at risk at all. What do you do?
Player: Stay in the forest

Player: Wake Up
DM: You wake up in a dim room. There's something nibbling on your leg. You shake your leg to get it off, but that makes it bite you even harder. You jump up and look to see a disembodied hand staring at you. It doesn't have eyes, but it's just...staring. Then it opens it's fingers like a mouth and lunges at your face.
Player: Punch the hand puppet
DM: You punch the hand puppet as hard as you can. It whimpers and lands to the side of you. But then you feel something staring at you. Lots of things... Hand puppets start coming out of the shadows all around you They start nibbling at your feet, climbing on top of each other and ripping your clothes. You can't shake them off, there are too many! Soon, you are covered in angry hand puppets nipping at you.
Player: Get eaten alive by hand puppets

Player: The 8-Top
DM: A family reunion of sorts, this table is by turns charming, humorous, and grim. You don't know what to make of them. The loudest of the bunch, presumably the father of three and son of two, asks you what you recommend. You say-
Player: It's all delicious
DM: Liar! He points an accusing finger at you. "I asked you for your recommendation! No way everything is good! Even at a five star joint. Now get us a waiter I can trust." Attracted by the commotion, Pablo stands and appears table-side. "Pardon, senor, what seems to be the problem?""Your waiter here- I want a new one.""Very well." Two claps and the latest trainee, Matthew, appears like a lap dog. In less than a minute your nametag and apron have been turned in and you've learned how truly "indispendible" you are. Hell, at least you scored a wine key. Better luck at Burger-Boat or Taco Casa.

Player: Keep pretending you're not there
DM: You continue your act. You check the door. It's locked."If you're not gonna talk, then I'm gonna assume you're a frog!" The man suddenly shoots fire right at you. You catch on fire. He keeps shooting fire at you.

Player: Go out the door
DM: You stroll out the bathroom door like you own the place. You come face to face with two people. There's an awkward silence as you all stare at each other."Dabi, is this guy part of the League of Villains?" the skinny dude wearing black whispers to the other one."I don't recognize him, Shigaraki," Dabi says. "He doesn't look very villainous to me.""Yeah, to be a villain, you have to have a villainy look." The first dude is talking to you now. "See, I have a dead person's hand on my face and arms, and Dabi here is all stitched up. It makes us look scary. You need to work on that."

Player: Die slowly and painfully

Player: Crumble

DM: You rip the antennae out of his head. The hand he's holding you back with twitches slightly and crushes your head.
Player: Instant Death

Player: try to climb back up the hole
DM: You quickly try to climb back up out of the hole. The buff dude laughs. "I've tried that so many times. It's impossible. I'm Musashi."He's right. You're not getting anywhere. You mention escaping."You wanna escape? Sure. Let's screw around with the guards and get outta here." Musashi shoots fire at the bars and melts them. "Follow me!"

DM: You awkwardly wave. He continues to stare at you. You ask him if he can help you escape."I can, on one condition." He doesn't open his mouth to talk. "It's called telepathy. I'm Kusuo Saiki, and if you want me to help you escape, then you have to bring me coffee jelly. It can only be found in the deep dark recesses of the mansion where villains and creatures lurk. I can't go myself because there are bugs. Go get me a coffee jelly and I'll help you get out of here."
Player: Agree to help Saiki
DM: You accept the mission Saiki has offered you. It doesn't sound so hard."Okay. I will apport you down there. That means I will exchange you for something of equal value. When you have the coffee jelly, return to where you arrived and call out to me with your mind. I will apport you back, and then I'll help you escape," Saiki explains. "Ready?"

DM: You approach Phantom, who was hitting on Simms. "You may fall from the sky, you may fall from a tree, but the best way to fall... is in love with me" he says, nudging a small mouse carcass towards Simms. "Uh...I have to go" Simms says, turning and walking away quickly. "Come on girl! You know you want this!" Phantom cried, trailing after her. After Simms slapped him with her tail as a "don't follow me" move, he stopped and sat down, sulking. "Hey Phantom" you say, letting him know you're there. "YOU, don't you dare try to go after Simms, she's MY girl!" Phantom shouted, gaining the attention of Lavi and Charcoal who were talking amongst themselves. "Woah, calm down, I'm not interested in Simms. What I want to know is what you know about the murder" you respond quickly. "Murder? Oh, you mean my darling Flare? Such a shame, we would have been so great together...if it wasn't for Ikaika!" Phantom said, turning towards the male and showing his teeth. "He was going to take her away from me!" Phantom cried, then turned to see Simms talking with Duke. "Ah, well do you know anything else-" you respond, but noticed Phantom wasn't paying attention. "Duke, get your slimy paws off my met to be!" Phantom screamed, turning immediately and running towards Duke and Simms. You sigh, knowing nothing could be done to stop this males raging hormones. You then decide to:

Player: "Break into the locked medicine cabinet and replace his high blood pressure medication with sugar pills."

Player: Do nothing, absolutely nothing
DM: You remain perfectly still and quiet. The creature begins to stroke you gently. You still don't move. The creature cups its hands around you and begins to move. You can't tell how far you are being taken from your home, but the more time goes on, the more you begin to think that you will never return to your home. The creature eventually stops moving and uncups its hands, laying you down on a bed of what feels to be wood chips. You look around and see that you are surrounded by many vertical poles. They are much thinner than trees, but you can not bite through them. You do have some room to move around, but not the freedom of the forest.The creature comes around occasionally, though, and gives you food and water. Occasionally, it takes you out and strokes you, as it did in the forest, but such attention only brings you great sadness. You miss the forest. Still, when you were in the forest, you craved companionship. Now, you have it, so you really can't complain.

Player: Rip off an entire pizza
DM: You decide to steal an entire pizza You another friend work out the standard pizza-rip off technique:Your buddy goes to on of the cashiers and gets change for a five dollar bill. Meanwhile, you take the pizza out of the heater, and indicate to the other lunch lady that your friend is paying for it. She nods and you casually walk out with the pizza. On your way out, you see John Videc. He says "Aw Dude! Lemme have a piece of pizza! Common!" What do you do:
Player: Don't give him anything
DM: You decide to not give him anythingYou tell John, "sorry dude I don't have any money." As he walks away with a sad, puppy dog expression, a lunch lady comes up to you and says that she needs to talk to you in the back. She says that she knows what you ripped off and but will let you go. All she wants you to do is turn around.You comply with her ackward request and start to feel salt, pepper, and other spices being poured on to you. You ask her what on earth she is doing. She says "making lunch" and then pusshes you in the Taco Master 2001. You get ground up and are tomorrow's mexican food. Always give a Videc something ... it's just good luck

Player: Go get Nico's medicine
DM: You follow Nico to where he keeps his medicine. "Okay, I'm ready to escape," He says. "I know how to do it." He leads you back through the vents. "My friends Jyugo and Uno can help you escape, but we have to watch out for Hajime. He's the guard." You arrive in a prison cell, where Nico tells Jyugo and Uno about your need to escape."Let's do it," Jyugo says. He unlocks the door and they start running.

DM: You don't bother looking for Nico. That's a big waste of time. You go to find something more useful to you.

DM: You ask for help in your quest to escape."Hmm. I might be able to help you," he says. "I'm Todoroki."Todoroki makes giant ice spikes that destroy the walls. He takes you up onto them, above the mansion. He makes a giant ice slide to freedom."There."
Player: Slide to freedom

Player: Try the other door

DM: You push pillow dude aside and go through the door. On the other side is a black abyss that sucks you in.

Player: Call Kaminari an idiot and leave the room
DM: You declare that Kaminari is an idiot and stomp out of the room. That was a really stupid plan! You're going down the hall when you hear:"WATCH THE SHRAN CAR, PLEASE!"There's no time for you to run.
Player: Get run over by the Shran car

DM: You yell this time very loud "Have you seen the man who sits on the Tide?!"Still he says nothing but his eyes are looking at you. Maybe you are getting through that thick skull of his.
Player: Yell at the Giant One More Time
DM: You are just about to ask when the giant roars "I AM THE MAN WHO SITS ON THE TIDE!!" and His breath blows you back several miles. Avoiding his mouth, you shout in his ear. "Do you know the secret of how to move the sea aside?" "I KNOW MANY SECRETS, BUT I CAN'T REMEMBER THEM" "Well maybe if you told me one, it would jog your memory." "GO AWAY I CAN'T REMEMBER ANY?" "Well what is the tide, and why do you sit on it?" "IT'S MY JOB, IT'S WHAT I DO. I AM THE MAN WHO SITS ON THE TIDE." Curious, you try to see what he was sitting on. "Maybe if you stood on it" "NO, I HAVE ALWAYS SAT ON THE TIDE - IT'S WHAT I DO!" "Come on, get up." "GO AWAY, YOU BOTHER ME." You begin circling him, and after a while you spot an exposed portion of his "backside" and get an idea.
Player: Show him the fire sticks and tell him to get up
DM: You show him the fire sticks you have and say "Come on Giant, stand now or I will burn you with these fire sticks I have here instead of giving you a little poke with my beat." The Giant sees the first sticks and yells "AAAAHHAH! " And splashes a huge wave at you, sending salt water high into the mountains. Many people find sea shells high up there and the goats get their first taste of salt. But you tumble out of the sky and drop your fire sticks into the sea. They are lost! "Oh no!" you cry as you swoop fast to avoid the turbulent waters. "I have lost my fire sticks and the Game!"Now you have to go home and start all over again.
Player: Adventurs with Raven

DM: You put on some normal clothes, and go back to school. Now you need help, AGAIN.

DM: You try to attack the Triplets. You don't want to sell your soul to them. Of course, this wasn't a good idea either. Both your punches are caught in their hands and they hold you still while the third one rips your head off.
DM: You DIED!

Player: Say hello real quick

Player: East (to the photo classroom)
Player: South (to the library)
Player: South (in the bathroom)
Player: Knock on the first stall

DM: After Zach makes a quick phonecall, the district attorney, named Harold Pither shows up. Zach explains to him the majority of the situation. Apparently, Jason has some important information about the Hungarian, and the Hungarian knows this, so all they have to do is make sure everyone knows that he's going to speak up against the Hungarian and where to find him.I disguise myself as a plant and Jason sits there, waiting for someone to attempt to kill him. The hit-man soon appears, and as soon as he walks past my plant form, I take him out. Zach then arrives on super-speed."Well, that went well, Freakshow, copy him" Zachary says, and I take on the form of the unconscious hit-man."That is so freaky" Jason says."Right. What do I do now?" Freakshow says.Jason fetches the hit-man's phone and types "storm has passed, come to visit.""What's that, a codeword?""Yup.""You know an awfully lot about how the Hungarian operates" I say to Jason, but the text message he just sent gets a response at that moment, so he doesn't answer me. The text message he gets says "will do.""Right, now we go meet Bottle at the park" Jason says and the three of us leave.HEALTH: 100%HUNGER: 55%
Player: Go meet Bottle.
DM: Zach is watching me from afar, as I sit down on this bench in the park, and wait for Bottle to show up. Soon a man sits down next to me, wearing a trenchcoat. The main problem is that the hit-man I am supposed to be knew Bottle's face, I don't. What if this is some other guy? Some random person who decided to sit down next to me. As he sits down, he puts down a briefcase. One of those briefcases that looks like it might have a lot of money inside it. Neither one of us says anything, we both just sit there for five minutes, until he stands up and leaves without the briefcase. That's probably how they exhange payment. I look towards Zach and nod at him, quing him to superspeed Bottle out of there.In a swift blur, Bottle vanishes.HEALTH: 100%HUNGER: 53%

Player: Bleed Internally

Player: Slowly die

DM: You hold on tight to the sled. You have to trust that All Might knew what he was doing. As you near the trees, another mighty gust of wind lifts you up. You ride it over the treetops and ungracefully tumble into a grassy field. But you're alive!

DM: You tell Deku you need to escape and that All Might sent you here. Deku starts muttering about what he can do to help you.
Player: Mention All Might's idea to throw you
DM: You tell Deku about All Might's plan to throw you to safety."That sounds kind of dangerous..." Deku starts muttering again. He seems to be coming up with some sort of plan. "Okay, I have an idea," he says. "Stand against this wall." Deku grabs a remote and then flattens himself against the wall that somebody had yelled through before.
Player: Stand against the wall with Deku
DM: You stand against the wall beside Deku. "I hope this works," Deku says. He pushes a button on the remote that makes the volume on the computer go all the way up.You hear, "D*** it DEKU!" from behind the wall you are standing at.There is an explosion behind you. The wall breaks apart and the two of you end up riding a slab of it as it flings up through the floors of the mansion until it breaks out of the roof. It reaches it's highest point above the mansion, and Deku grabs you and throws as hard as he can. You soar over the big fence surrounding the crazy mansion and crash-land on the other side. You think you broke some bones, but you've escaped!
Player: Limp away

Player: Roll out of Deku's arms and die alone

DM: You scrutinize in this puny kid that takes orders from yelling wall voices. You honestly don't think he will be of any use on your journey. You walk out the door. There are still some unopened doors in the hallway.

Player: Chip at the wall with the screwdriver

Player: Tell Iida you need to pee
DM: You tell Iida you need to pee."Well, all right, do you need directions to the bathroom?" Iida says.Ojiro jumps in. "I'll show him the way."You follow Ojiro out the door."Okay, we did it," Ojiro says. "I think I might know a way for you to escape."Ojiro leads you up a bunch of stairs and through a bunch of hallways, until you arrive at the front door you first came in. He opens it. You see that the front porch is no longer caged in. Could it have really been this easy?"I saw someone escape like this before," Ojiro says. "Why don't you try?"
Player: Walk out
DM: You walk out the door and try to act casual as you stroll across the front yard. If you look natural, nothing bad will happen right?A laser shoots you in the head.

DM: You wait for something to happen. Maybe for Iida to release you, or for Ojiro to rescue you. It feels like days or weeks pass you by in that closet. Then a loud voice, like over a loudspeaker, disturbs you.
Player: Listen to announcement

Player: Scurry backward in a panic
DM: You quickly move backward and duck. The hand puppet flies over your head and lands somewhere behind you. There's a creepy laugh. You whirl around and see a dude with a hand over his face and other hands holding on to his neck and arms. He strokes the hand puppet, which is still somehow staring at you threateningly."Isn't it cute?" the creepy hand dude says. More hand puppets are crawling up him. It's a disturbing sight. "I feel right at home with all these-" He's interrupted by a door opening and slamming shut."Shigaraki, why do you always turn the lights off, you know I was coming right back," someone else says. The lights come on."Shut up Dabi! You're ruining my evil villain speech!" Shigaraki yells and stomps his foot. The hand puppets scatter.

Player: Take the hand off his face and put it on your own
DM: You take the hand off Shigaraki's face and put it on your own to try and fit in with the villains. "NO!" Shigaraki is suddenly on top of you. "FATHER!" He takes the hand back and puts it back on. His hand on your chest causes your shirt to disentegrate, and then your skin and muscle and bone, until finally he grabs your heart and destroys that too.

DM: You think avoiding any villains will be smarter than just waltzing out there, so you crawl through the vent. It comes to an end above a fridge inside an old bar. Two villains sit on the stools. They're facing the other way. You quietly drop out of the vent and open the fridge.
Player: Take one coffee jelly
DM: You take a coffee jelly and sneak back into the vent. Once you are back in the bathroom stall, you call out to Saiki with your mind. He apports you back."You got it." ... "You only got one?" Saiki seems mad. He stands up. "I need more than just one coffee jelly! You are no use to me after all."Saiki tears you apart with telekinesis.

Player: Go to the Silver Tent
DM: You are huddling behind a Silver Tent.There is a Purple Tent to your left.And a White Tent behind you.Both tents are silent.
Player: Go to the Purple Tent
DM: You are standing behind a Purple Tent.There is a Silver Tent to your Right.An Orange Tent behind you.A Yellow Tent to your left.And a Black Tent up ahead.The Silver and Black Tents are rustling.
Player: Go to the Orange Tent
DM: You are huddling behind an Orange Tent.There is a Brown Tent to your left.A Purple Tent up ahead.And a White Tent to your right.The White Tent is rustling.
Player: Go to the Brown Tent
DM: You are standing behind a Brown Tent.There is an Orange Tent to your Right.And a Yellow Tent up ahead of you.Both tents are silent.
Player: Go to the Yellow Tent
DM: You are huddling behind a Yellow Tent.There is a Green Tent up ahead of you.A Purple Tent to your right.And a Brown Tent behind you.The Purple Tent is rustling.

DM: Once you are back inside, you know what time it is: milk time! At least that's what time it would be if mommy were around. You look around. There is no mommy here, though some of those guards look like they might be able to provide you with the milk you need right now. You start to drool thinking about the milk."Nap time, everyone!"Oh, that's right. This is also nap time. Well, usually, for you, get some...milk before your nap time. It helps you sleep a lot better. But while you still see some milk supplies, you don't see any being offered up to anyone. Instead, the other kids are all headed to the ground with pillows, blankets, and a few stuffed animals here and there. You plop yourself down in the middle of the group on some nice blue pads. You don't lie down right away, because you are still hoping that someone is going to break out some milk for you.Most of the other kids are already lying down. One of the guards puts on some soft, sleepy-time music. Your eyelids are already getting heavy. But you know you will sleep better if you can get a bit of milk first...
Player: Cry for milk before you sleep.
DM: You don't really care what the other kids are doing. This is about you, and you're damn hungry. You want to eat. You want your milk, even if your mommy isn't here to give it to you. You're sure one of these guards can provide you milk. You open your mouth and let it rip! You cry out, "Milk, milk, milk! I want my milk!""No, no, no! Don't do that or we will call your Mommy!"One of the guards comes over to you and tries to comfort you. She gently pushes you to the floor and gets you to lie down. You try and resist, but she's just plain too powerful for you. You hit the ground and you start to feel tired. You still really want your milk. You wonder where your mommy might be, she always has milk ready for you. You really don't want to go to sleep, you want milk...
Player: Keep crying!

DM: Saiki looks a tiny bit more mad than before. "Then leave." He points to a hole in the wall.

DM: Billy holds the book ands says, "I want to fly like Superman." And, he really can fly like Superman!Billy flies to school. He goes to the roof of the school. He is really happy. He flies to the 3rd floor and looks in the window. He sees Mr. Gill teaching history. His friend, Jessica, sees him. She is very surprised to see him! Billy puts his finger in front of his lips, "Shhhh!"
Player: Jessica writes a note and shows it to Billy.
DM: The note says, "Meet me in the gym after school." Billy goes away and waits for school to end. After school,
Player: Billy goes to the gym.
DM: After school, Jessica goes to the gym to meet Billy.Mrs. Markel walks into the gym and starts to talk to Jessica. Jessica is very worried. She hopes that Mrs. Markel will leave soon.

Player: RUN FOR FREEDOM

DM: "Tell me a secret." Sophia's voice is a little sluggish and for a second, I wonder if it was the wisest decision opening up that bottle of christmas wine."I never keep any secrets from you." I answer and honestly, there is nothing I could possibly hide from Sophia. She knew everything about me. All it took was one stare from her and I was completely transparent.But Sophia was different. It was like there was a veil, a impenetrable veil between her and me. I could tell by her eyes. Those beautiful emerald eyes that told no secrets and held no lies."Everybody has secrets." She leaned forward and all I can do is stare back at her. The Christmas light gave her silver hair a light pink tint, or maybe my mind was finally going a little crazy. She was like a drug I couldn't stop taking.But was it the same for her?"Tell me yours." I want to say those words. But maybe I knew the answer and I didn't want to hear it.Maybe I knew if I did, this would be all over."Hey, can you draw me?"
Player: Draw in every color
DM: It makes her seem more alive."Let me draw around you." I stare back at her and she smiled back at me. Her eyes were still cloudy and before I can say anything else, she eagerly stands up and nods her head."Wait a second." She runs into the closet and grabs a dress. But before I can say anything, she changes out of her Christmas attire and into the dress she picked out of the closet. It was so quickly, you could blink and miss it."How did...?" Before I can ask another question, my mind goes to static. It must be the wine, surely I had too much to drink. "Just sit down there."She sits down eagerly and I carefully draw flowers around her.After taking a picture, she turns to me and asks "Why flowers? "They fit." I can't think clearly. Not when she was so close to me. Looking down and breathing that familiar cinnamon mint.But when I blink, I hear static. The world goes to black and all of a sudden, I'm lying on my back in the house. Again...why does this feel so familiar?
Player: Walk outside

DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaaaq...
Player: Q
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaaaaq...
Player: F
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaaaaaf...
Player: Y

DM: You shove pillow dude aside, ignoring his advice and go through the door. On the other side is a black abyss that sucks you in.

DM: You open up the cupboard and look for anything of use. You suddenly spot a box of matches. This will be very useful, so you take them.
DM: You leave with your sack and go back to your cabin. You plan to escape tomorrow. You wake up and get to work. The day is uneventful. As you go back to your cabin, you pretend to sleep for several hours. When you decide it is time to go, you leave the cabin.
Player: Run to the forest
DM: You had heard how to find the north star and you know it will lead to Canada so you begin to follow it rather quickly to gain ground before the master finds you are gone.

DM: After a short while, you see this way lets in a little more moonlight and seems more traveled. Quickly moving down the path, you feel the ground get softer and the incline lets you know that you are traveling down a slight hill. The sounds of the forest seem to die away and in the distance you can hear water...
Player: At the river...
DM: You arrive at the banks of a river. The water looks pretty deep. You seem to recall passing by this wide stream somewhere earlier in the afternoon and it was right by where you entered the forest. If you follow the stream, it can lead you out. But... Which way?
Player: Follow upstream...
Player: The Road!
DM: You found the road. You can do this alone. You now just have one important decision to make...
Player: Decide to go down the road...

DM: The newly managed stand looks great !!! The stocking standards meet the requirements and the stand is growing vigorously again. Just as quick as the forest manager finished dealing with the armillaria, doomsday struck once again.... While going for her daily summer jog through the forest Marise realized that there was a stand of young pine trees that were almost entirely red. As soon as she arrived back into town she ran to the forest managers house to inform him of her discovery. The forest manager was puzzled as he was sure it was not drought because of the unusually wet summer they were having... what could this disease be?
Player: Tomentosus
DM: Sometimes your best just is not good enough....
Player: Stump removal and avoidance plant.

DM: You leap up onto the couch next to your elderly male owner. He wraps his arm around you and kisses you on the forehead.
DM: You stay motionless on the couch. Soon, your male owner gets up. He goes into his room to take a nap. His nap is an awful long nap, and when he wakes up, he simply reads his book for the rest of the day. Well that was boring!

DM: You march at the head of a massive force of Orcs into Eldewahna, the Elven Capital. Catapults fire around you, firing chunks of stone into the city, smashing buildings apart."Captain Mazkil! You lead the forces into the city! You're the first force to enter!" General Ledbetter cries from on top of his white horse."Yes, Sir!" You cry gleefuly. "Orcs! Tonight Eldewahna burns!"You march forward, and assess the situation. Rows of Elven Archers stand on top of stone walls firing down on your forces, while several Mages are using a Mage Tower, a hybrid between a watcher-tower and a temple, to cast fireballs, lightning bolts and shots of ice down from the tower. You briefly wonder where to focus the catapults.
Player: Focus on the walls
DM: Catapults focus on the wall, which begin to be pelted by stones, wiping out most of the archers on top. Ladders begin being pushed up to the wall as battering rams begin being moved towards the gate.

DM: You decide to run to the kitchen in hopes of finding a weapon. Unfortunately, the kitchen is right beyond your zombified wife! You notice that there is a small table with a brass lamp next to you.
Player: Juke the zombie out, and run past it
DM: You decide to attempt to juke the oncoming zombie. Her shuffling becomes a fast limp towards you. As you try to squeeze by her, she grabs your arm and sinks her teeth into it. You scream in pain, but manage to get her off. You run to the kitchen and grab your biggest knife. You run up to the zombie and shove the knife through it's head. The zombie shuffles forward, almost touching you, and then falls over onto the floor, dead. You run back to the kitchen and bandage your gashed arm. You then remember your handgun underneath your bed upstairs.

Player: You don't trust him...tell him All Might's other idea

DM: You take all the coffee jellies from the fridge and sneak back into the vent. As you're crawling along, you hear, "Someone took all our coffee jellies!""THE VENT!""KILL THEM!""I GOT THIS."You try to crawl faster but blue fire shoots through the vent and engulfs you.
Player: Get Cremated

Player: Tell Iida you're tired
DM: You tell Iida you're tired.He flings his hand toward a bunch of pillows and blankets. "You can sleep here! We have lots of comfortable stuff you can lay on."

DM: So you DON'T want to be the king?Really really?! You'd rather just be a non-king loser and blow off this awesome opportunity?!
Player: Hey, I like being a loser!
DM: Alright, alright...Ahem...You loudly proclaim, "I don't want to be a stupid king! I'd rather be a regular dude!", or something along those lines. As the people shout and beg and plead with you, you just tell them that you'd really rather not, and that Rome should be a free country instead of a dictatorship! The people talk among themselves and decide that you're right, and instead of making you king, you become the first president of the Roman Empire and rule for many long, peaceful years. CONGRATULATIONS! YOU DIDN'T GET KILLED!

Player: Draw in blue
DM: "Let me draw around you." I stare back at her and she smiled back at me. Her eyes were still cloudy and before I can say anything else, she eagerly stands up and nods her head."Wait a second." She runs into the closet and grabs a dress. But before I can say anything, she changes out of her Christmas attire and into the dress she picked out of the closet. It was so quickly, you could blink and miss it."How did...?" Before I can ask another question, my mind goes to static. It must be the wine, surely I had too much to drink. "Just sit down there."She sits down eagerly and I carefully draw clouds behind her.After taking a picture, she turns to me and asks "why clouds? "They fit." I can't think clearly. Not when she was so close to me. Looking down and breathing that familiar cinnamon mint.What should I do?

DM: You take off running while Shigaraki is having a tantrum. But the hand puppets are attracted to your movement and come after you, emerging from the corners of the room and dropping from the hanging ceiling light, gnawing right through your skin. There are so many of them, you fall to the ground under a pile of hand puppets.

Player: Help Musashi
DM: You turn around to help Musashi. It's either both of you go or neither. The guard already has Musashi in handcuffs. You try tackling him. He jumps back and pulls a long whip out. He captures you in it."You're both going to solitary," the guard says."Aw, Kenshirou, this is already solitary," Musashi says."Then you are going to extra solitary," Kenshirou says, dragging you both away. He locks you up in seperate cells. You can't escape.

DM: You make the scariest face possible, trying to fit in and look like a villain. Shigaraki stares at you for a second."I don't like that," he says."Shigaraki-" Dabi starts."SHHH!" Shigaraki shushes him. Then he jumps on you. "I have a right to destroy things I don't like!" His hand lands on your face and you feel your skin flaking off, and then your muscle and so on.
Player: Disintegrate

DM: You put your hood up in an attempt to look villainous. Shigaraki studies you."Hmm, I like it. It looks evil." He puts his arm around your shoulders. "Sometimes I go for that look too. Dabi, get this guy a coffee jelly."Dabi grumbles and gets you a coffee jelly from the fridge.
Player: Say you need to go to the bathroom
DM: You make an excuse and take your coffee jelly to the bathroom. You go back into the stall and call out to Saiki with your mind. He apports you back. "You got it." ... "You only got one?" Saiki seems mad. He stands up. "I need more than just one coffee jelly! You are no use to me after all."Saiki tears you apart with telekinesis.

Player: Be sneaky and go through the vent

Player: Get your face bit off by Nico

DM: You come to a crossroad. The path to the right leads to a castle and the path to the left leads to a goblin cave, according to the sign."Do you need any help?" a voice asks behind you.You turn around to see a fairy floating in the air. Her skin was laveder, but her eyes, dress and hair were a darker hue of the same color."I suppose... Who are you?""I am Violet, the purple fairy of these crossroads. I help travelers who are lost. Are you in need of my assistance?""Yes... I am searching for my sister. She was kidnapped by a cloaked figure. Where would I find her?""That would be the goblin cave. Goblins are wicked creatures! Stealing children is their favorite thing to do!""Thank you! I have chosen my path."
Player: Goblin cave
DM: You decide to listen to the fairy and hed to the govlin cave. You soon approach it. Is looks a bit like a gaping mouth ready to swallow you whole. You take a deep breath and go inside. Suddenly, two rough hands grab you by rmthe shoulders.

Player: Buy a 12 pack of Budweiser bottles?

Player: Waffles (Leggo my Eggo!)
Player: Orange Juice

DM: Annoyed, you take these pills and walk through the gate. You can't wait to be back home and walk through the park near the WHAM! "ARGHHH, it still doesn't work CEDAR!!""Uh oh, this one is resistant to meropenem. Ok, don't panic, there is more than one way to skin a cat. This is colistin, it's an antibiotic that works as a polycationic peptide that displaces magnesium and calcium from the cell and it'll die. We can just totally abandon the idea of beta-lactam rings!"
Player: Pills, home
DM: This time you try to put your hand through the wormhole first, but still nothing. "Cedar, I'm starting to freak out." You're starting to freak out."Hahaha, resistance, what a crazy thing huh? Polymyxin B, fatty acid portion dissolves in hydrophobic region of cytoplasmic membrane and destroys the integrity of the cellular membrane."
Player: Pill, HOME
DM: WHAM! "CEDAR""Ok, uh we have what is known as the drug of last resort. If this doesn't work you'll be trapped here forever. For every class of antibiotic there exists a strain of Acinetobacter that is resistant to it. You may have the grandaddy of 'em all. This is tigecycline, a broad-spectrum antibiotic that inhibits protein synthesis."
Player: Try tigecycline
DM: You are now feeling awful. All the antibiotics you've taken have killed most of your good bacteria and you've probably created some other super bugs along the way. You walk up to the wormhole and you can't walk through. This bacteria has become resistant to all known antibiotics. Share your experience with the class and try to think of a way to treat your infection that Cedar hasn't thought of.

DM: You grab Deku's hands and start dragging him away from the fence. But Odo's too fast. He grabs Deku by the leg and starts dragging him back toward the fence. He is stronger than you and you are pulled along until you reach the fence.It's an electric fence.

DM: You attempt to run. Iida is much faster than you. He catches you and ties you up and throws you in a closet."It might not seem like it, but I'm doing this for your own good," Iida says. "If you try to escape, you will be faced with severe punishent. I won't let that happen. I'm saving you."He closes the door on you.

DM: You tell Iida you're hungry."Don't worry," Iida says. "We have tons of food right here!" He flings open a cabinet with lots of food inside. "Dig in!"
Player: Tell Iida you're hungry

Player: Run out
DM: You run for it. You just know it can't be this easy, but if you go fast enough...You step on a land mine.

DM: Shigaraki looks like a skinny pathetic man child, so you take your chances with attacking him. You leap onto him, knock him to the ground and punch him in the face. The hand on his face falls off. You wish it hadn't. His creepy cracked up face smiles insanely at you as his hands wrap around your neck. You punch him again, but suddenly you can't breathe. His hands are decaying your throat!

DM: Finally, the lady comes out with a rather portly man in a white coat. He is carrying a big bag that clanks ominously. He goes to get in his van as the lady loosens your girth off a hole or two and begins to lead you home. However, the van makes a sputtering noise and dies with a cough of smoke. The doctor then runs into an old barn and pulls out a cart that was obviously used a century or two ago. The lady explains that you have only just been trained under saddle, but not to pull yet. However, you may be the only chance to save the farmer! They take off your saddle and put on a lot if dusty, inflexible straps that rub and hurt your shoulders. They then swap your soft snaffle bridle for an ancient heavy one, that has a very heavy bit with a chain under it. You are lined up with the cart's shafts and pushed backwards.
Player: Walk back into them
DM: You are rewarded with a quick pat for walking into the wooden shafts. The creaky leather harness is attached to the cart, and finally the bearing rein is attached to your shoulder. It is uncomfortable, but the doctor and the lady decided that if it is tight enough, you would not be able to buck at the unusual weight behind you, and the unattached bearing rein strap flapping round. It is not too tight that it hampers your movement, so you are alright. All the equipment is loaded up, and then the doctor lifts the lady in. He jumps up and thuds with his great weight into the driver's seat. This makes the cart roll backwards, dragging you with it. You panic slightly, but a jerk at the rein from the less than gentle doctor's hand soon makes you.....

Player: Move down the hallway
DM: You move down the hallway towards Cell 211. You reach an intersection of hallways, before pausing at the corner. You peek slightly around the corner, staring at the elderly security guard who leans against the wall, coughing into his hand. A mixture of bile and blood leaks out the corners of his mouth, running down his face. His eyes are black, sunken messes that seem like dark pools of nothingness. His skin is covered in blotchy patches of necrotic, rotting flesh, noxic shades of green and black. You blink, seeing a normal, if old and somewhat sickly, man, leaning against the wall in an over-sized security guard uniform. Hardly threatening at all. The gun, no doubt against regulation, that hangs at his side is somewhat threatening, however, and you wonder how to deal with him.
Player: Rush him

Player: Fling another bone to incapacitate the Dragon

DM: You open the door. There stands a man, who is tall and lean. He is wearing a long dark cloak. His hair is scruffy, and really needs a trim. It covers a little part of his narrow, brown eyes. A scar stretches across his left cheek, sending off some creepy vibes. 'Hello there child. Are you parents home?" What do you say to this?
DM: The strange man grabs you by the throat and drags you into the backseat of his sleek, black car. You try to scream and kick but you're drowned out by the rumbling thunder. "Put your seatbelt on, heh heh heh." He says while laughing a creepy laugh. You can tell this guy is crazy. He starts up the car and drives at a regular pace. You're too shocked to cry or do anything, so you gaze out the window. What if this is really your last day on earth? What if this was a planned kindnapping, and your parents want you gone? No, no, no. You can't think like this! You need to find a way to escape this guy!

DM: When Shigaraki and Dabi aren't looking, you sneak into the fridge and grab up all the coffee jellies you can carry. When you close the fridge, the villains are staring at you. You freeze."Now that's thinking like a true villain," Shigaraki says.You hurry off to the bathroom before he can change his mind. You go into the stall and call out to Saiki with your mind. He apports you back."Good, you got a lot. Now I'll help you escape," Saiki says. He takes all the coffee jellies. "I'll apport you out, somewhere far from this mansion. Ready?"You're ready. You appear in another bathroom stall somewhere. The toilet is gone.
Player: Leave before anyone notices the missing toilet

Player: Georgia
Player: It looked cool.
Player: Ambitious

DM: You pulled the trigger. Her brains were blown out and you let out a sigh of relief. But then, three other zombies came to investigate. They started towards you as well.
DM: No explanation here. What do you think would happen? DEAD

DM: You go over to him and say "Aye! Ron! Whats up!" He looks up from his laptop and acclaims "I just got in!" You ask him what he is talking about and he explains that he just hacked in to the school scheduling and grades system and can look or change at any one's grades or schedule. Then, he asks what you want. You tell him the whole story. He offers to scan the pictures and email them to everyone, but only 1% of the school is on email.
DM: You are in the cafeteria, among the Senior Study Hall group. Who would you like to talk to?
Player: Number 5, the person you wanted to see
DM: You go up to Number 5. He is wearing a black cloak that is partially covering his face. He looks up at you and says, "how can I help you, my Fairview Cult brother?" You tell him the story of the elections and show him the pictures. He is shocked and says that you need to get the pictures to Number 1, the editor of the Fairview News. Unfortunately, he has no idea where Number 1 is this period.

Player: Sign me up! I want to be all that I can be!

DM: You come across a small waterfall that spills out into a lake. From where you are standing, you can see that the forest goes on for miles and miles. Not too far in the distance you see a pillar of smoke coming up from the trees. Is that a campfire, or is it the start of a forest fire? The sun is starting to go down, but you should be able to make it to the source of the smoke before nightfall.
Player: Climb down the waterfall and investigate
DM: It takes a long time to get down to clamber down to the lake, rag-tag group of crew not far behind. The forest starts to get darker, as the sun is beginning to set, and the thick canopy of trees blocks out much of the little remaining sunlight.

Player: Forget this, you leave
DM: You figure taking on a demon is much more than you can handle and head straight for the front door. You find it locked, but are more annoyed than anything at first. Only after the walls start to close off the hallways, trapping you in the entrance way do you start to panic. Suddenly shadows in the shape of a nun appear on the walls and you scream and frantically start banging and kicking at the door. The shadow nun smiles and the walls begin to close in on you, crushing you between them.

Player: What's your favourite colour?
DM: Val; "Gold. It was mums hair colour...and 'his' too." You; "Who's 'he'?" Val; "It doesn't matter. Not anymore."

DM: Up the elevator you go nostalgia hitting you with the g-force. You think about the nights you had up here, looking out losing yourself in the fluorescent lights, and colours. Your thoughts interrupted by the electronic doors. It appears you're arrived.
Player: Turn to page 16.5
DM: You walk out only to find your ex-girl friend's new boyfriend! He stares at you for a moment from his van, then pulls a mp5k walking towards you. "I always knew this would be the day. This would be the spot. She always said it was you favourite place. I told you to stay away Sammy. I told you to keep to yourself... His big rant soon becomes blur, and well now he's angry. By the way he's probably going to kill you!

DM: You give Bakugo an evil LOOK. It takes him less than a second to start coming after you."YOU'RE GONNA REGRET THAT, LOSER!" There are small explosions in his raised hand. He looks ready to kill you.
Player: Fight Bakugo
DM: You lunge at Bakugo before he can get the first hit. He dodges and gets the first hit anyway. Both of you ignore Kirishima's attempts to break you up as you wrestle on the ground. You manage to get on top of Bakugo, but he puts both hands on your chest and causes an explosion that flings you through a bunch of walls. You think you'll land in another room, but instead you start falling down a dark tunnel. Its a while before you finally hit the ground and fall unconscious.

DM: A week later, it is time to get ready for the ball.With your dream man in mind, you wear your highest heels and your most gorgeous attire. Although your dress was second hand from Oxfam , your superior needlework skills (you are very accomplished) have rendered it as good as new and extremely opulent. You must make sure you look like the kind of girl he is used to.You practice your posh voice in front of the mirror, and you are satisfied with how you appear.Your mother shouts up the stairs "Girls! The taxi is here!!"
Player: Run down the stairs and get in the taxi
DM: Your sisters are already crammed into the back seat, with your mother in the front. As you get in the taxi you note sadly that your sister, Bianca, as usual, is looking much more beautiful and refined than you could ever hope to. As pleased with yourself as you were in the mirror some ten minutes earlier you now feel rather a frump. You turn to look out of the window as the taxi speeds through the night. You ignore the excited chatter of your mother and sisters and look moodily out of the window.Eventually, you arrive at the imposing gates of Cunliffe in rather a bad mood.
Player: Oh well- in you go.
DM: You are soon cheered up by the quantities of champagne which is handed out on arrival. Mr Cunliffe knows how to throw a party!You eat four or five canapes and drink 8 glasses of champagne , whilst standing with your sisters. You are now drunk enough to observe the men , and maybe make a move! who catches your eye?
Player: a small, curly haired gentleman you see dawdling in the library

DM: You stand up, joints creaking, and peer around through the darkness. As your eyes get used to being dead, you begin to make out a smoke-stained brick wall with "the end is extremely nigh" spraypainted upon it. There is another, similar wall behind you, but this one merely displays various rude words in half-unreadable writing.You wobble slightly, your legs stiffening with rigor mortis, and reach out to steady yourself -- then snatch your hand away again as it comes to rest on the cold, slimy edge of a dump full of flies and rotting food.A drifter sticks his head out, and slurs: "Find yer own bed, ya bum!" Then his eyes widen as he sees your grey face. "A z-- a zo--""A zombie?" you offer helpfully.His only reply is to scream shrilly, vault out of his dumpster and flee down the alleyway. How rude.
Player: Shuffle off in the opposite direction
DM: You shrug. To hell with him: he smells even worse than you do. Turning on your heel, you begin to lurch off towards the wider end of the alley.It's harder than it looks in the movies: rigor mortis makes it feel like all your limbs are tied into a straitjacket, and although being dead puts quite a damper on your nerves, the wounds in your head are still aching annoyingly.Finally, you make it out into North Street. Behind you is a MacDonald's, empty and eerie with its windows smashed and its jolly cardboard clown leaning through the broken glass, missing an arm. The other shops have fared little better: in typical post-Apocolyptic fashion, the general populice have been on a looting-spree. Some piles of bricks are still on fire, against all the laws of physics.The whole scene is deserted.Suddenly, there is a click behind you, unnervingly loud in the silence.

Player: Genderfluid (Incompressible)
Player: Transgender (M->X)

DM: I superspeed to the center of the northern half. Most of the interesting things seem to be located in the southern half, but there are a few places that might pique Jonathan Skage's interest. HEALTH: 100%
Player: Search the school.
DM: I superspeed around the school. I'm not sure why I suspect Skage might be here, the entire building is empty. Not a single mutant corpse, whereas nearly every other building has at least one. Still, it would be nice to remember school, wouldn't it?HEALTH: 100%

Player: Say "Eyelashes"

DM: You try to run. You don't make it to the door in time. An explosion hits you from behind and you fling through the door and out into the hallway. Bakugo corners you before you can get away.
Player: Jump out the window
DM: You leap through the window. You hear Bakugo call "COWARD!" behind you as you fall. It's not that far to the ground. You've gotten out of the mansion, so now you just have to run away.Right?But when you hit the ground, it starts to swallow you up. You are stuck in quicksand. For once, it is actually quick. Before you can even try anything, it's already up to your face.

DM: You're so smart. Stockings and garters did, indeed, come next. Remember, there were no panty hose in those days, and no respectable woman walked around bare legged!What went on after the stockings and garters? Was it:1. Shoes2. Drawers3. Petticoats
Player: Petticoats
DM: It's true that no Victorian woman went without petticoats...but they usually went on later.
DM: Brilliant deduction, Sherlock! The reason stockings went on almost immediately is that bending over while wearing a corset is very difficult. Therefore, shoes usually went on before the corset, too.So genius, what came next?1. The lady's drawers2. The lady's corset3. The lady's hoopskirt
Player: Drawers
DM: Correct! Drawers usually went on next, and were indispensible when hoopskirts were popular, since a tumble in one of those could mean embarassing exposure!What do you suppose came next?1. Bustle2. Petticoats3. Corset

Player: You stab Paul
DM: You stab Paul, thinking to take out him first then Dean next. However, you suddenly realize, that Paul didn't cry in pain, nor did he die from the stab. Demons must be able to heal themselves, you realize! Dean's eye blaze with fury. "Had you tried to stab me, I would've accepted it." He spits out. "But you stabbed Paul. So, now you must pay!" He takes the knife from your hands and repeatedly stabs you over and over again until you die. Sorry, but you'd definitely lost the game. Try again by clicking on "The first night in Hell" options or leave a comment. Thanks for playing!

Player: I will raid the fridge
DM: Your answer to everything, huh? Anyway, while you look over the disappointing fridge content your sister appears at your elbow. She looks at you expectantly. You sigh. Your turn to your little sister.
DM: Shoo. Your sister walks back to her toys, dissapointed. You, however, found an acceptable snack and munch on it on your own. After a while you hear the front door opening, your mother is home.

Player: Attack Shigaraki while the hand puppets are scattering

DM: You hold your hands up in surrender. Bakugo gives you a look, then turns around and walks away, muttering "Idiot," under his breath. You are left alone in the hallway.

Player: Accept his offer
Player: Ask him about his survival

DM: A Sphinx yawns loudly, not long ago she allowed a human to take all of Osiris's treasures, simply because he answered three simple riddles. Without a purpose in life, the Sphinx has decided to leave the ancient Egyptian Tombs to riddle the world.
Player: Time to Riddle
DM: Upon leaving the tombs of the Pharaoh Guy, the Sphinx pounces onto an unsuspecting tourist, using her Sphinx magics the Tourist doesn't scream."What do you want?" The tourist asks, his voice shaking nervously.The Sphinx rolls her eyes, "I'm a Sphinx, we ask riddles. So I'm going to ask you a riddle, you answer correctly, you survive. You answer incorrectly, you die. You run away, you die. Blah blah blah, i'm not going to explain this a hundred times."The tourist accepts the challenge, making the Sphinx smile in glee. "I am the forked tongue. The Whispered Phrase. A breath that flies and crumbles kingdoms, though I take no lives. What am I?"
Player: Sand
DM: The human disappears in a puff of failure. They're dead, you failed.

Player: Lies
DM: The Sphinx's reaction is filled with surprise. "Wow, you know, you humans have gotten a lot smarter than you were 5,000 years ago. In the old days, only one out of a thousand could actually read and even less cared about daily things like riddles. Anyway, thanks for the fun."The Sphinx wipes the tourist's mind and takes flight.After flying for a bit, the Sphinx lands next to a military man, after a short explanation she gives him the riddle."I can hurt you, but not always. I can make you shiver, but not always. I can do nothing, but not always. I am everywhere, always. What am I?
Player: God
DM: The Sphinx chuckles in a sing song voice "Wrong, wrong wrong, wrong. Silly Mister Military Man, you are wrong"The Military man raises his gun and begins shooting at the Sphinx.The Sphinx dodges by reading the trajectory of the gun.As the Military Man continues shooting, his head disappears and appears in the Sphinx's claw "I would make a good Shakespearan actor, I even have my own skull."

Player: Terrorist

DM: Macky grabs his cell phone out of his pocket. He dials Joe's number. The phone rings for a few moments, then a voice answers."Joe? Joe. It's Macky. Look, I'm about to drown and my seal is out of water in his tub and the water is in the lower part of the truck and it's up to my knees and --""Sorry," says the other end of the phone."Who's Joe? I don't know any Joe.""Great!" yells Macky. "Wrong number! I got... what, two minutes to live and I'm gonna waste 'em calling Pizza Hut!"His finger shoots out to press the phone buttons, but the phone is not there. He hears a static noise, and looks down at his phone in the bottom of the flood."Well, this is great," Macky growls. "Seth! Get out of the tub!"The seal plops out of the tub, splashing water all over Macky's face. He begins flopping all about and then Macky notices that the water is up to his waist."Seth! Stop it!"Macky has no choice but to...
Player: ...open the door
DM: Macky swims over to the door. He pushes it open and all the water floods out. Behind him, Seth flops around again and a new wave of water rushes out, and sends Macky thrashing for life in a giant popping raindrop. Seth stops flopping as Macky, soaked from head to toe, marches over to Seth."Now you quit flopping!" yells Macky. "Or I won't feed you!"Seth doesn't flop. A giant can of seal food crashes through the roof of the truck.Open-mouthed, Macky says, "Bad seal... hahaha! I'm hallucinating! Haha! How can you even eat it, you don't have a can opener!"A giant can opener crashes through the roof and removes the lid to the can of seal food. Fish come pouring out of the can and jump on Macky, the biggest source of water there is. Until Seth flops again.Thouroughly soaked, Macky...
Player: ...goes to a truck repair shop

DM: Hammond yawns, leaning back in his chair. "Well, there goes another day of useless tests, Jones," he says."What the-" you stammer, looking around you. The clock on the wall says it is early in the evening outside. You glance at the dial for the gamma radiation emitter, and it is turned off, set to zero. Out through the window, the Object just sits there doing nothing, as usual.Hammond notices the look on your face, "What's wrong?"
Player: Tell him what happened.
DM: "Hammond, what just happened?" you ask him, bewildered."What do you mean? We just completed another day of the same old boring tests that seem to have achieved nothing at all," he answers."You know what? I think something happened!" you say, confusion giving way to excitement. Something was finally taking place!"What are you talking about Jones?" he says, tired and in no mood for games."The last thing I remember, I was turning the gamma radiation dial to five. The counter passed four, and there was a flash of light! The next thing I know, I was standing here and the day was over!" you explain, bursting with excitement."Is this some sort of joke," he says, standing up, and getting his things, ready to go home. "Look, Jones, we tested it for gamma, we zapped it with more x-rays, we doubled the air pressure, we tried to cut it open with lasers! Nothing happened, no lights, no sounds, no anything. Look, you're probably just tired, imagining things. There's nothing so boring as staring through a window at a block of metal that just sits there, for hours on end."
Player: Stick to your version of what happened.
DM: "I'm telling you Hammond, one moment we were standing there performing the test, the next it was the end of the day!" you exclaim, beginning to feel angry. You're sure of what happened. At least, you think you are..."Look, Jones, maybe you saw a flashing light, maybe not. It only takes a few minutes to run the gamma radiation test. If you want, we'll throw it back up to five and see what happens. Will that make you happy? Maybe then I can go home and get some sleep," he grumbles.

Player: Turn on the generators and search
DM: You decide to turn on the generators and start searching. A couple of pulls here and there, and voila! You have light. Unfortunately, the generators are making a lot of noise. A LOT. In fact, they're louder than the cannibals' drums... wait... there is no sound of drums! That means they've spotted you! You're going to have to quickly search or get out!

DM: You are almost at the super market when your phone rings. Weirdly it's your ex-girl friend, she wants to meet you atop of the city desk car park, one of your favorite places to relax. It is pretty much on the way.
Player: C. Go to the church park you need a guidance from a higher power in these situations. P.G 13
DM: You stop by the church park, but you appear to just arrived at a very strange fight. A cat and a dog are ready to debase each other. So what will be cats, or dogs?

DM: The Sphinx congratulated the Military man "Funny thing is, I've been living underground for 5,000 years. It's amazing I even know so much about temperature. The mere fact that i'm speaking English is miracle."The military man waved goodbye to the Sphinx, he was a cheery sort. Not very important.As the Sphinx flew, she met an American Eagle. "Greetings fellow flying creature, what're you doing here?"The Sphinx smiled in surprise, normally she was the one who had to start the conversations. Birds can be really nice creatures when not tearing the flesh off their prey.Explaining the scenario, the American Eagle gladly accepted the chance for a riddle. "Should be fun"The Sphinx grinned, she liked Eagles."What has no eyes, can't talk but has a soul?
Player: Rhinos
DM: The Sphinx smiles hungrily at the eagle "Silly Eagle, wrong answer.""Oh sh*t!" The Eagle attempts to fly away but can not match the speed of the mighty Sphinx, after a few seconds the Eagle is dead and being eaten by the Sphinx.

DM: The first May wails. "No, dad! You don't know what you're doing! Please! She's going to kill you!"You spit at her. "You're not my daughter."She cries. "But I am, I am!"Suddenly, you feel a sharp pain in your neck. Your eyes start to close. You can feel life abandoning you."But I'm not," you hear an eerie voice whisper in your ear as the world dims around you.Try again?

DM: After the amusing encounter with the Eagle, the Sphinx decides to travel to the North Pole. Upon arriving at the North Pole, the Sphinx sees something strange... A human sized rabbit with a white beard and red clothes.The rabbit hopped towards the Sphinx "Greetings Sphinx, I am the Easter Bunny, my name is Santa Claus."The Sphinx looks at Santa confused, but shrugs her shoulders. "Pleasure to meet you Santa, I'm a humble riddler here to riddle you."Santa nods his head "I know, you're on the naughty list for killing those morons who failed the riddles and restarted time giving them another chance."The Sphinx grinned and gave Santa a riddle before he could escape. "What can you catch but not throw?"Santa glared at the Sphinx, but answered the question anyway.
Player: A Cold
DM: With Santa still able to deliver his presents to stores to be sold, the Sphinx left the North Pole."Boooooored, boored booooored" She sang to herself. Asking riddles was getting boring, there was no adventure, no excitement, just a question with some answers.The Sphinx spotted a small child, landing in front of her, the Sphinx explained herself and what she did to the little girl. The girl was curious and asked for a riddle.The Sphinx asked "Why am I asking you riddles?"The little girl thought carefully, she considered everything the Sphinx had told her. Why did this Sphinx ask riddles? There was no exictement in riddles.
Player: It's fun

DM: Your friend takes you to the arcade.
Player: Arcade
DM: You both arrive at the arcade safely. You play on all of the arcade games...excpt for a booth-looking thing. You play normal arcade games and leave. You go home at about 9:00 P.M. to get much needed sleep.

Player: "Why can't you go home?"
DM: "My dad kicked me out. He-he said I'm not allowed to come back home. And all my friends' are out of town for break. This was the only warm place I could think to go," she chewed her lip and looked down at her feet. For the first time Adam saw the bruising on her arms and cheek. He sighed and said,
Player: "I can give you a place to stay for break...but just for break."

DM: As you walk up to the store you notice its closed. A sign is hung on the door saying that if you need the store owner check the barn.
Player: Enter Boroughlan
DM: As you enter the town the sun sets and it starts to get darker. You look around the town and notice four buildings. There is a barn, an inn, a food store, and a blacksmith. You hear growling coming from the distance. Where should you and your party travel.
Player: Go to the Blacksmith (Night)
DM: As you approach the Blacksmith you hear the howling originates from the Blacksmith's shop. You look into the building that it is pitch black. You can hear thrashing and things breaking inside the house, but you don't see any movement inside.
Player: Enter the Blacksmith's shop (Night)
DM: As you enter the thrashing gets louder and louder. You notice the howling and thrashing seem to be coming from below you. There is some nice weapons on display, and there is a door in the back. You can always turn around.
Player: Look around the Blacksmith's shop
DM: As you look around the outside of the shop you notice strange claw marks around the house. As you get to the back of the building you notice a cellar door with a lock on it. If you could break it you could enter the cellar.

DM: The Sphinx sighs sadly "No, that doesn't sound right..." Collapsing onto the ground, the Sphinx looks sadly at the girl. "To be honest, i'm not sure why."The Little girl pats the Sphinx's head "No one knows the truth about life, that's why we have to live it."The Sphinx chuckles softly "I'm afraid I can't live a life like you. I'm a Sphinx, a completely different species."The little girl took the Sphinx's paw and pulled her "Not anymore. This is the 21st century, you can live your entire life on the internet."The Sphinx, confused, followed the little girl to discover this "internet"(What, did you think i'd kill a little girl? I'm not that much of a monster >.>)

DM: You turn to Jacklyn. What is it that you would like to talk to her about?
Player: Gossip with Jacklyn
DM: "So, Jacklyn is there anything interesting going around school?""Well, Grayson, we do have a crazy janitor. Get this, he thinks that the principal is an alien. I don't know why they still keep him around, but I suppose it is mostly harmless."
Player: Talk about something else

DM: What follows, should you chose to proceed, is an abbreviated choose your own adventure of human history. This limited experience is designed to provide a space in which to re-imagine our concept of a concrete history, and to provide spaces for questioning society as we have come to know it. You, dear reader, have two choices going forward, each path is represented by a character, but not limited to any singular experience. Rather the names work as names should, as labels designed to ease understanding and simplify direction. Each path necessarily includes endings. Additionally, there are possibilities in the story which yours truly has not had time to explore. Please feel free to imagine alternatives where they present themselves. Will you take up the mantel of Rowan, the European human, and follow their path through history from the advent of agriculture? Or will you be a Spruce tree in the North West, standing stalwart against the ages (or not, the choice, of course, is yours)?
Player: Spruce
DM: You poke your head above the soil and sigh, slowly unfurling leaves. A handful of years go by and you develop a slim trunk, feathery branches. You have avoided death by consumption, partially through your own capacity, and partially through sheer happenstance. No hungry deer, no subterranean creatures, your predators at this state. You have fellow saplings to communicate with, and there is a patch of sunlight wide enough for all of you. But what's this? Your neighbor has grown taller than you and is blocking your sun! There is a branch out to your side that could serve as a new trunk, there is a small stump there and so no competition for sunlight. Or you could press on and try to catch up with your neighbor.
Player: Divert energy to a branch
DM: You put the energy that would have gone to growing a strong trunk into the development of a branch jutting out and away from your neighbor, not neglecting your other branches in the process. You are an untraditional shape now, but the choice pays off and you grow, slowly, taller and stronger.
Player: Focus on expanding horizontally

DM: The Sphinx thought about this. Nodding her head, she turned and left the child alone.As the Sphinx walked, she thought about her life. Riddles, asking a question or statement intentionally phrased so as to require ingenuity in ascertaining its answer or meaning.Somehow, being alone with her books in a tomb, the Sphinx grew a habit of asking questions. A sharp, electrical pain hits the Sphinx.
Player: Awake in darkness
DM: The Sphinx awakes in a dark room, she's strapped to a desk. Although the room is pitch black, the Sphinx can see clearly. Three men, two in suits and one in a labcoat. The man in a labcoat approaches the Sphinx."We've been watching you Sphinx. You have power. Power that we need..." *To be Continued* (That's a lie, it's never going to be continued)

DM: "Hey." You say to him. "Want to come over to my house and have tea?"Joseph looks surprises, but agrees. "Yeah, sure." He says.You head over to your house and go to a portion that isn't burnt. You and Joseph talk for hours about movies you've seen and games you played. He's actually a fairly nice guy. Unfortunately, he did burn your house. You need to do something about that.
Player: Keep talking with him and forget about the whole burning thing
DM: Joseph seems like a nice guy. No sense in bringing up past events.You talk for a while longer, then eventually Joseph says he has to go. You wave goodbye to him, and Joseph smiles back."Thanks for not getting your venjenace!" He says.

DM: Its locked. A chain and pad lock is blocking you.
DM: Now why is there small holes in the wall as small as a bullet?
Player: Science Class

DM: "I shall be teaching Advanced Chaucer, Monday at 9; Shakespeare, Monday at 11; and the graduate seminar, Monday at 1. Thus giving me a single work day per work," I announce."You can't do that!" Anne, my chair gasps. Uproar, consternation. Go on all of you reading this. Make the sound."I can and I will," I usually say. "You can do nothing about it.""You must be on campus three days a week! Minimum!" Anne says.
Player: That's when you choose to be nice and play by the rules.
DM: "I will, in that case, drive here, step onto the grounds, turn around and drove him on Wednesdays and Thursdays if it makes you happy," I say.And this is what I do, typically. I park my car, step out, touch a blade of grass ostentatiously, (hoping I see a colleague, or better, VP Colin) and then drive away merrily. Yes, it is a waste of time, but I am following the rules, and I can listen to a good chunk of a podcast.So you see, all, let it not be said I do not heed. I heed.

DM: THE ELF-GOBLIN WARCommander Morden stands at the head of the ship, yelling orders to everyone on board. A year ago, you had enlisted to join the Elvish Army of Arcria Locroium to fight in The Elf-Goblin War. For 6 months, you had trained with the common weapon used by Elvish soldiers, the falchion.You learned rudimentary magic in Combat, Defense, and Healing. Besides that, you're not much to look at, besides being the son of the Elvish Lord, Aaron Lightson. Your twin brother, Naric, was made the Dragon Rider 2 years ago, and given the Sword of the Sky.The front bow door begins to open, chains creaking as they slowly open up. Light pours in, and you see the desolate lands of the Goblin Deserts, beyond which lies the Goblin Jungles. But in your way is a horde of Goblins, green in color and wearing black leather tunics and leggings. Every single one of them seems to snarl at you.Commander Morden tells to the platoon, "Charge!"Everyone runs out of the boat, swords and shields raised. Immediately, the fighting begins.
DM: All around you, you see your friends die from black arrows shot from the Goblin armies. You see your friends fall, your rivals, and others you never got the chance to really know. Within minutes, the sandy grounds are covered in the blood of Elves and Goblins alike.You see a lone Goblin in the center of the fighting, his torso protected by a metal chestplate, unlike the leather armour worn by most Goblin soldiers. He bears a great sword with serrated edges.

Player: Choose to Attack Another Opponent
DM: You turn to attack a Goblin who is preparing to shoot his bow.Before you can react, several arrows find their way into your back, poison immediately beginning to course through your veins.You drop to the sandy ground, as the Goblin whom you were about to attack dashes over to your convulsing body, drawing a wicked knife, and then placing it against your throat. He rips it across your throat, separating your head from your body.

DM: You walk up to the Goblin and yell to him, "I challenge you, you yellow-bellied bastard!"The Goblin looks in your direction and laughs at you. "You, challenge me? You don't look any older than a boy!" he snarls at you, pointed teeth flashing in the sunlight.He's bigger than most Goblins, too, almost 7ft tall.Lifting up your falchion, your charge the Goblin, shield held out in front of your body. You pray that you'll survive.
Player: Try to Decapitate Him
DM: You rush him, your blade already swinging through the air. However, he already seems it coming, and bringing his sword down upon you, cleaves through your shield and armour. Blood pours from your wounds, and the Goblin kicks you backwards, but not before he chops your head in half.

DM: The King looked out the window. He was hungry, and craving something new.But what? He'd already tried chicken, duck, goose, turkey, unicorn, lamb, leg of dragon (which had been quite filling), veal, griffon drumsticks, frog legs, and walrus (which the King did not care for at all).Suddenly, a flash of red outside the window caught his eye. A firebird!The King decided what he would like to have for lunch today..."William!" he bellows."Yes, sir?" you reply."Bring me a firebird!"
Player: Yes, your Majesty
DM: "Yes, your Majesty," you answer, and scurry off to find the King's lunch.Of course, you're going to need some equipment to hunt with.You already have your trusty shortsword, but since the firebird is, well, a bird, it would be advisable to bring a bow and arrows as well.You could bring a regular bow, of average strength.The greatbow is more powerful, but you have fewer arrows for it.Either way, you have a limited amount of arrows, so whichever you choose, use them wisely.

DM: You leap into the air, tucking into a ball and flipping over the Goblin. You land softly on your feet, and turn around to slash your opponent's back open, black bloood spurting forth and staining your face. Before he can react, you swipe your falchion at his legs, and then bring it up to remove his sword arm. The Goblin crashes to the ground, screaming in pain.He looks at you with a fearful expression upon his face. "Mercy, please," the Goblin begs.
Player: Give The Goblin Mercy
DM: You let your falchion drift to your side, feeling sorry for your enemy.The Goblin looks at you with a wicked grin. Only now do you realise that he still has an arm.He takes a throwing dagger from his side and flicks it towards your head. With a thud, the dagger's point lodges itself into your skull.

DM: Tired out you easily go back to sleep. You wake early the next morning to the sounds of distant voices and a baby crying. You look out of your porthole and are amazed to see an empty white boat drifting in the water directly below your window. Off in the distance a jagged white rock juts out from the ocean towards the sky: an iceberg. You spring to your feet, pull on clothes and go out into the corridor. As you do you see a stewardess guiding two sobbing women down the corridor."From the Titanic" the stewardess whispers to you indicating the women. "She's at the bottom of the ocean."You hurry up on deck to find it a hive of activity. Lifeboats are dotted in the ocean all around and the deck is awash with people climbing up ladders and nets hung over the side of the Carpathia. Some women and children are crying but mostly there is a sort of stunned silence in the air. All of the survivors have white pale faces and stare around looking stunned as the passengers and crew of the Carpathia work together to gently guide them towards warm rooms. It isn't a choice: you know you have to help as well.What do you do?
Player: Help the survivors get hot drinks and blankets in the dining saloon
DM: You go to the canteens where white-faced survivors are being helped with blankets and hot drinks. Away from the decks this is where some of the survivors break down. One small girl sitting alone keeps crying "Mama, mama, I'm sick!" You try to give her some warm soup but she pushes it away and just keeps on crying for her mother, who can't be found. Another Italian woman is nearby hysterically screaming "Bambino! Bambino!"A stewardess hurries up to her with a baby but the lady just shakes her head and holds up two fingers before bursting into tears again. Thankfully you later see that her second baby has been found but not all are so lucky. As you carry blankets towards two women sitting together in a corner they look up at you with vacant expressions."Go away" one says. "We have just seen our husbands drown."A strange sinking feeling goes through your chest as you turn away.
Player: New York

DM: "Darkness," you answer uncertainly, not wanting to disappoint your father. "Darkness consumes Light. But why do I have to retrieve it? Can't we send the Elvish Army to defeat Redinor and strip the Sword of Light from his possession?""Alas," your father says, "It is not that easy. We've no idea where he is; only Naric knows, and he will not disclose this information to anyone but you. The reason why it has to be you is because you must be the Phoenix Rider if you wish to marry Aercaena. If you do not regain the Sword of Light, then you will no longer be eligible to marry Aercaena. Also, I will be forced to exclude you from your inheritance and banish you from the Elvish Empire. So, what do you say? Will you accept the quest, or will you refuse the possibility of marrying Aercaena?"
Player: Accept the Quest

DM: "I'm not going," you say to your father. "Haven't I earned enough glory to be worthy to marry Aercaena?"Your father looks upon you with a disappointed look. "If you don't go, then I will be forced to banish you. The Sword of Light must be recovered. You should choose your next words carefully, son."

DM: You're immediately taken to the estate's armoury, where you are given the best armour, weapons, and equipment.The Imperial Druid, Karinettory herself, comes to bestow upon you a copy of her personal spell book, "A Guide to the 7 Magics".You are also given a dragonhorn bow that would be able to withstand even the most harshest of environments, along with a quiver that never runs out of arrows, which range from the usual sort to those that are tipped with various poisons, to arrows that turn into elemental projectiles. Karinettory also strengthens your falchion to protect it against blades that have been empowered with Magic.Your father gives you his blessing that you might have safety and will return from your Quest, then your mother says that they'll be having a farewell feast in your honor before your scheduled departure the following day.

DM: You and your father talk about polotics and supply trains for the rest of the time, waiting for the carriage to stop.Suddenly, the carriage stops, and you exit find yourself at your childhood home, Firestone Manor.Firestone Manor is a sprawling complex of buildings and homes for everyone who resides on the property. The buildings are made of red brick, and the crown jewel of the entire estate, Firestone Manor, seems to glow red, day and night. Somehow, you never seem to get tired of it.
Player: Gathering Equipment

Player: Talk About what Has been Happening at Home Since You Left

DM: "Then you are banished from the Elvish Empire to the Jungles of Kyora. May Light have mercy on your soul."Anger flashes through your father's eyes, glaring at you.You leap from the carriage and run for days until you reach the gates to the capitol city of the Elvish Empire, Querna. Before you can enter the gates, the guards mistake you for a Goblin assassin and shoot you down, long before their captain realizes who you are, and then tells them to stop. The gates open, and Aercaena comes running out, tears streaming down her face. "Aric!!!!!" she screams. She clutches you to her chest, snapping the arrows protruding from your own and impaling herself. Eventually, you both die in each other's arms, lovers in life and in death. You see now that you should have accepted the Quest. Now you're dead.

DM: You attempt to calm the First Citizen down, but he only tries to strike you again, which you easily dodge."Please, let's negotiate.""Fine. You want to negotiate? Let's negotiate. You'll get the military support you need if you help the Mirror expand into the nearby planetary system that's only the home to Garavan Tribes. Do that, or get the fuck out."
Player: Storm out and leave the planet
DM: You quickly make your way out of the room, without saying a word. You're escorted back to your shuttle."What happened?" Ashley-Dante asks."He doesn't want to negotiate. Once we deal with the Chykri, I'm sending the fleet over here to glass this planet.""Calm down, Achilles. I'll try to turn them around.""Don't bother. They can go fuck themselves. Let's move on to the next problem in an endless line of shit I have to deal with."

DM: You put your hands out in front of you to stop yourself,but you don't slow down in time and you roll into the street and get hit by a truck.
Player: I really should finish packing
DM: You decide it would be best to finish packing so you grab a few CDs at random and put them in your suitcase. Then you continue folding your clothes and putting them in your suitcase. When you finally finish packing you go downstairs and see your friend Tom."What's up?"He says."Nothing much, can't wait to get the hell out of here."You reply."Well everyone's waiting outside for us, you ready to go?" "Yeah. Let's go."You say.You and Tom walk outside and you see Ryan, Mary, Jake, and your girlfriend."So who's driving?"Ryan asks.
Player: Wait for someone else to offer
DM: Ryan offers to drive and everyone gets in the car and you leave to the hotel.
Player: The McKinley Hotel

DM: Since the plague came to Honolulu in December, Chinatown has been under quarantine. With the district surrounded by armed guards, it is not easy for you to get to work. (8)You follow the comforting smell of opium into the next room over and take a seat next to the elderly shirtless man with the pipe. "Hey Hui," you greet him, "how are you."He gives you a toothless smile and passes you the pipe. "Still alive" He says and laughs until it turns into a raspy cough."Oooo I feel that," you say as the drug takes over your body. You lean back and let the calm wash over you.

DM: "Is the answer....A Candle?" You ask.Faundeloy smacks his forehead and rolls his eyes."Idiot!" He says, "How would a CANDLE possibly make sense? Terribly sorry, but you're too stupid to live.And with that, he clubs you with a mighty stone paw, sending you reeling over the edge of the precipice, down into the Pits below.You scream as you plunge directly toward a massive Trapper, its' blood red jaws open wide, almost smiling as you plop directly into its' mouth.You give one last wail of terror as its' jaws close around you, forever.

DM: You're at the Imperial Palace, with Aercaena in her room. Your both upon her bed, a small depression causing you to sink where you both lie. Small whimpering sounds are coming from her throat, but you can feel her smile as you kiss her without relentless affection. Suddenly, she grips your hand and guides them to her chest, and then, without warning, she flips you underneath her and herself above you. Time passes, and you both shed your clothes and partake of a pure ecstasy that neither of you has ever sampled before. You continue until the morning arrives and you have to leave for the war.

DM: You go into the lounge, but there is currently nobody in there.
DM: You look around and find a used tissue paper in the garbage can!
Player: Ballroom
DM: You go into the ballroom, but there is nobody there.

Player: Emma
DM: A good name for the playful side of you. You should also change you baby's name.
Player: El Paso
DM: When you arrive you have enough money to rent a small house and you are skilled enough to find employment as a science teacher at the local high school. It takes you a while to trust others again but you eventually do and you marry a man named Lucas. He's a bit odd but a good man. You both raise your little girl and she grows up to be a nuclear engineer. She marries a man from Hungary named Bence and together they have three children. It's because of you she was able to be successful in life and you and she and the rest of your new family never have to deal with Kyle or anyone else in your past.

DM: You decide to buy somethingYou plop three quarters in the machine, press the corresponding button ... and that's it. Nothing comes out. You just got ripped off! What would you like to do:

DM: You book it, but a couple of other guards have already jumped ship as well. They were shot by a sentry. No way that's going to be you. Okay, a quick fight then you run, but how do you deal with the guard?
Player: Strike a bargain
DM: Everyone in this world can be corrupted, and that's what you bank on. You tell the sentry you will let her have all of your rations if she lets you go. She claims claims she already has enough rations as she can now take the guards' she shot. You strike another deal. She's shaking from the cold. Everyone has been ill-equipped in the cold, so you lay down your heavy winter coat. You argue that a nice coat like this shouldn't have a bullet hole in it. You lay it in the snow. She lets you pass.You walk slowly away at first, then why you no longer think she is in range, you run. You can hear the sounds of a battle behind you.You walk for days in the snow without food until you stumble upon a cabin.That's where you are now. It had been fortified when you found it. The owner had put a bullet in his brain just like many of his other fellow men. Suicide would have been the leading cause of death these days if it weren't... well, everything. It's a nice cabin and you consider staying. Originally, you thought you should go back, but what is left? How dangerous is the journey? But you are running out of food...What do you do?
Player: Go to Texas
DM: It's a long pilgrimage, but you can't stay here. You sit there with an empty can of food, grab your gun and pack and leave out of the cabin to find a better life. Who knows? You may die, you probably will, but Texas is your best bet for now. And you are a survivor. Congratulations, you made it to the end.

DM: You feed your horse a leaf of fireweed and immediately sense his sudden restlessness. You mount him, jab him in the sides with your heels, and urge him to a full gallop.With a burst of speed, your horse seems to fly, his hooves rarely touching the surface of the Road, but pounding loudly when they do. The wind whips at your face and hair, and takes all that you have to hold on. Ahead of you, you hear screams, and see a maiden being attacked by a group of men. The men see you and dash for the forest, but not before you cut them down with your falchion. You finish the last one off, then nudge your horse over to the maiden. "Are you alright?" you ask, slightly worried. "I thought that I was dead," the girl says, who happens to be very beautiful, "But then, you came."She beams at you, twirling her hair innocently. A small giggle comes from her throat, and suddenly you feel slightly unsafe. "Well, I must be off," you say, relieved that she wasn't hurt. You nudge your horse away."Wait!" she says before your horse begins to gallop away.
Player: Listen to Her
DM: You turn around and stop in front of her."What?" you ask impatiently. "I need to get to the end of the Road. Whatever it is, please be quick about it.""I was going to ask you if you could get me to the Eastern Docks," the maiden says."Well, that's where I'm headed anyways," you say uncertainly."Thanks," she says as she climbs onto the saddle behind you, wrapping her arms gently around your waist.Your horse gallops away, and your new companion suddenly tightens her grip."How does he move so fast?" she shouts over the rushing wind."I fed him some fireweed when I arrived here upon the Isle of Dragons," you explain to her.You both get to know each other over the next two days, and you soon part ways, her with enough money to pay for a trip to the Fairy Kingdom, and you with a kiss on the cheek and an endless length of silver rope that can bind your enemies upon command.

Player: Into Dyor Kranick
DM: You enter into Dyor Kranick, and immediately find 2 paths before you: a path made from red stone, and a path made of white crystal. Knowing that your brother said to follow the path of red stones, you begin your new journey. Along the red path, you hear strange sounds: the cries of unseen birds, the growls of large creatures, and the voices of unseen beings. As tempting as it is, you refuse to leave the path.Soon, you see a great tower between the gaps of the leaves, whose top disappears into the clouds themselves.

DM: Wennipeg thought of the classic "I have nothing else to say" line. Commenting about the weather."Weather's been nice lately," he offered. The woman looked surprised he had said that, and very bored. She didn't even answer. Wennipeg felt like he was failing a test.
DM: Suddenly, Wennipeg was in a new environment. It was the same as the start of his dream. He was in his room, on his knees again. When the loud voice came, Wennipeg was expecting it.The voice told Wennipeg that it had given him five chances, five times to re-evaluate his choices, five tries to put himself in a better place. The question was, had he used them well?

Player: Place Them All in a Time Field
DM: You place your enemies within a Time Field, causing them to age at alarming rates, until there nothing left of them, not even the dust of their bones.You climb the next set of stairs to find nothing but a ladder leading upwards. You can hear various machines above you, and, choosing to be cautious, take out a small piece of enchanted metal that you grabbed from the level below. Stripping it of all Magical property, you toss the metal into the climbing shaft above you and wait.It takes less that a second for the metal to come back down. It lands at your feet, and without having to look too closely, you can see an arrowhead imbedded within it. You hear a hissing, and the metal appears to be dissintegrating, and you make the deduction that the arrowhead was coated in acid.You have only one choice.

Player: Bite it!
DM: Bite it? Really? Can you not even infer from my details the identity of the creature holding you? In many parts of the world, they could have you put to death and your brains scooped out just for doing that. Of course, since you're living in a forest full of elephants and monkeys, it's safe to say that you're in a country with sub-par health standards. So, you're safe. The creature throws you to the ground rather forcibly, though, and tries to stomp you. You scurry to safety, however. Maybe it wouldn't hurt to continue your search for friends. After all, who knows how long it will be before you can return home.

DM: A grin crawls across your lips and you pull up to your feet. "Give us a hug, pumpkin!" You wrap your arms around your fiery alter ego. Your skin begins to burn, but you feel adrenaline surging through your body. You howl out in a mix of pain and pleasure. Mark bows his head and closes his eyes as a frown overtakes his features. He begins to fade away...never to be seen again. You spew blood from your mouth and laugh as your mirror self melts into you. You walk out of the back alley, feeling more powerful than you've ever felt before...more alive than you've ever felt before. You feel like something more than human. You feel like a demon.
Player: Striker (Demon) Vs. Camo
DM: Fire bursts out of the entrance. You step through the flames, but remain unharmed. You run your tongue along your teeth behind your Striker mask and begin to nod to your rockstar superhero-esque theme music. Vixen slithers up your side as you hoist your arms up and drink in the cheers of the crowd. This is the biggest auditorium...and the biggest crowd that you've ever performed for. You lower your gaze to set on the big, burly champion in the center of the ring. You grin and nod slowly as you lower one arm slowly to point a single index finger directly at him. As your other arm lowers...Vixen begins to ease back to give you room. She follows you with a sensual stride as you begin a mad dash down to the ring. You leap with reckless abandon into the ring, only to be met with several clubbing forearms which strike you down toward the mat. How do you stop Camo from pounding you into mush? The safer, easier option would be to attempt to grab his legs and pull them out from under him. But then again...that option sounds ludicrous to you now! Why not just dive into his leg with a flying shoulder block? It's risky if you miss or he sidesteps...but it's pure gold if you connect!
Player: Shoulder Block

Player: Parker's Collection of Local Maps
DM: This could come in handy.

DM: The ornaments were hidden all over Europe. 400 were in France, 300 were in England, and 250 were in Italy. How many ornaments did you find in Europe? Pick the correct choice and the ornaments can get put on the trees!!
Player: 850 Ornaments
DM: Good try! Go back and check your math.

DM: La propreté attendra : la priorité, c'est votre estomac ! Sans plus attendre, vous vous dirigez vers la cuisine pour satisfaire votre appétit du matin. En ouvrant votre réfrigérateur, vous constatez cependant qu'il ne vous reste plus grand chose : au mieux, vous pouvez préparer quelques tartines, ou prendre une pâtisserie toute faite...
Player: Préparer des tartines
DM: Vous vous sentez en forme ce matin, vous décidez donc de vous préparer un bon petit-déjeuner. Tout en tartinant quelques tranches de pain, vous songez à ce que vous pourriez lire tout en mangeant.Lorem ipsum dolor sit amet, consectetur adipiscing elit. Sed non risus. Suspendisse lectus tortor, dignissim sit amet, adipiscing nec, ultricies sed, dolor. Cras elementum ultrices diam. Maecenas ligula massa, varius a, semper congue, euismod non, mi. Proin porttitor, orci nec...
Player: Lire une BD : Martin Miggs, le Moldu fou
DM: Vous prenez une bande-dessinée de Martin Miggs, le Moldu fou.Ah ah ! Sacré Martin !Lorem ipsum dolor sit amet, consectetur adipiscing elit. Sed non risus. Suspendisse lectus tortor, dignissim sit amet, adipiscing nec, ultricies sed, dolor. Cras elementum ultrices diam. Maecenas ligula massa, varius a, semper congue, euismod non, mi. Proin porttitor, orci nec...

DM: "This is a murder investigation. You know I can charge you with obstruction of justice, right?" you say.The man still doesn't look up from his phone. "You won't do shit." he spits.You sense that you should move on and leave the man alone.

DM: 1 week later......You're with Aercaena in her room, the first place where you both had made love together. You look deeply into her green eyes, and are unable to look away. You kiss her gently, and then she takes your hand in her own."Aric......," she sighs when you pull away. "Yes?" you ask tentatively. "It's just that the day after tomorrow, when you're made the Phoenix Rider, we're supposed to be married. I just can't believe that it's been 6 years since.... it was made certain that we were meant for each other."Your wedding was announced to take place several days ago, and you haven't been able to spend a single night away from Aercaena. "Well, would you like to celebrate?" you ask, that same mischievous smile spreading over your face. "For the love of heaven, do you even have to ask?" Aercaena says, lacing her arms around your neck and kissing you so deeply that your breath is stolen from you. "I just thought I might," you say, taking off your clothes.
Player: A New Phoenix Rider
DM: The next day, you find yourself kneeling before King Vorinar, his sword gently tapping your shoulders as he says, "Through courage and pure determination, and as your birthright, I, King Vorinar of the Elvish Empire, do name you, Aric Lightson, the new Phoenix Rider. Serve Anaria well, and you and your house will be rewarded by the Creator."Cheers erupt as you rise to your feet to receive your new weapon, the Sword of Light. A pageboy hands it to Vorinar, who then gives it to you. It's leather sheath decorated with fire, you take hold of the hilt and draw the sacred blade out, it's light filling the air. You are then presented with a Phoenix egg, almost ready to hatch. You turn to face the audience, and raise both the Sword of Light and the Phoenix egg above your head, and then the feast begins. Soon afterwards, you and Aercaena escape to her room to spend one last night together before you become husband and wife.
Player: The Wedding

DM: The next day, you're dressed in a white suit, standing at the end of the aisle with Naric beside you and Mariannai on the other side. Then, Aercaena appears, clothed in a pure white dress. She walks down the aisle towards you, a bouquet of white lilies in her hands and the biggest smile you've ever seen on her face. When she reaches you, Kerinettory performs the necessary rituals, and, after tying your hands together with a silver ribbon, she pronounces you husband and wife. The celebrations that follow last for an entire week, just enough time for the Dwarves to give you one last gift. They return, and present to you a set of armour whose helmet is styled like that of a Phoenix head. Thanking them, you examine the rest of the armour more closely, and find the right gauntlet is missing. You smile to yourself, and flex your mechanical fingers, listening to the machinery ticking.

DM: He may be boring, but you obviously aren't exactly the adventuring type. However, the tour guide just continues to drone on, spewing out useless and uninteresting facts. You just wish you could go see the heads up close.Are you sure you don't want to duck out?
Player: On second thought...
DM: and go off wandering on your own. Where to now?
Player: Head back toward the tour van and wait for the rest of the tour
DM: and wait for the everyone there. After some time you fall asleep.You wake up to find that the tour has still not returned. Feeling restless, you drive the bus back to your hotel. They can find their own way back! Except they never do. You spend the rest of the week exploring the island, but you still never hear back from the people of the tour.

DM: Okay, first off is food. You head to the kitchens and take a look in the fridge. (You aren't in the Middle Ages, I just don't like guns and modern weapons like that. They're boring.) You see a cheese sandwich, a bar of Wonka chocolate, a carton of milk, a bottle of water and a puppy. What do you take?
Player: Milk
DM: Just as you are about to put the milk in your backpack, your mum comes in. "WHAT IN THE ANGERDERIAN ARE YOU DOING WITH THAT MILK?" "Uh... I'm... Taking it?" "ARE YOU SERIOUS? IT WILL JUST GO SPOILT AND WASTE MONEY AND.......................!!!!!"
Player: ARGHGLBARGHGLWARGHGLZARGHGL...............
Player: Cheese sandwich
DM: You take the cheese sandwich and put it in your backpack. Mmmmm..... Cheese.....

Player: Let him?
DM: The more he strokes you, the more you realise you are actually quite enjoying it! Congratulations: you have been rewarded for your patience with a sugar cube!

Player: Time for the tack.
DM: Now you are all sparkly and clean, the farmer puts a blanket on your back, just on the withers. You aren't convinced, but it doesn't seem to be bothering you too much, so you leave it there. Then, he swings a big leather thing into it! It's very heavy, but not too uncomfortable. That is, until he does up the strap under your chest. He has only done it loosely, but it still feels like you are being constricted. He strokes your neck reassuringly. Do you.....
Player: Kick out behind you angrily
DM: He picks up a whip and beats you a few times until you calm down. Foolishly, you kick him again, and he calls the vet to have you put down as a dangerous animal. You have lost the game. However, you can start again from the stable if you wish.

DM: No! You neigh, and sink your teeth into his arm as he cleans your side. He punishes you with a smack on your shoulder. It hurts, so you let him continue grooming you.

Player: Whicker nervously but do nothing
DM: The farmer continues to stroke you, and murmur soft words. Then he holds a strange bit of metal against your lips. You open your mouth in surprise, and he pushes it into your jaw. it feels uncomfortable, but not painful. He takes it out again and rewards you with another sugar cube. Removing the saddle, he declares the first training session over.
Player: The next day....
DM: The farmer brings you out of the stable today too, and puts the saddle back on your back, with the girth still very loose. He pushes the metal bit into your mouth again, but this time fastens the other straps of the bridle. It feels a little constricting, but you still feel safe. Then he tightens the girth up a hole. You are beginning to get a bit tense. He keeps tightening, slowly, until the girth feels like it is going to cut you in half. Somehow he still fits two fingers in as well so you know it can't be too tight. Then he unties you and walks across the yard leading you. A smily lady comes out holding a huge teddybear. They tie it to the saddle so you can see what it is like to have something on your back. It's funny seeing something up there. The farmer leads you on. The teddy bear wobbles on your back, and you stop dead. The farmer asks you to walk again. Do you......

Player: Walk on, despite the wobbling bear.

DM: You are stroked and fed sugar as a reward for your efforts. The farmer then kicks your sides with his legs, which makes you jump. However, the lady is leading you forwards. You walk nicely. He pulls gently on the reins attached to your bit, which makes you stop sharply. You are once again rewarded with attention and people fussing over you. With a final sugar cube, the lady leaves to "prepare dinner" whatever that means. The farmer once again kicks you with his legs and you remember to walk on. You practice stopping and starting for a little while, until he kicks you into walk, and them kicks again! You don't understand, but walk faster. He kicks hard and you spring into a trot. He pulls the reins and you slow back to a walk. Then a halt. You get a pat for good behaviour. Training is over for the day. When you get back to the stable, you.....
Player: Nuzzle his neck gratefully as he rugs you up?
DM: After you have had a restful night after your tiring day, you are once again brought out, groomed and tacked up. The farmer gets on your back and rides you down to the arena. You practice your walks, trots and halts, before he shortens your reins and kicks you on from a trot. You do not understand. He taps the whip against your shoulder, and you jolt off into an unbalanced canter. He pulls you back into a trot, then a walk, and then finally you come to a halt. This continues for a few weeks, until one day he falls off! Do you.....

Player: Take a faltering step, before stopping again?

Player: Stop for him to get up?
DM: You nudge him with your nose. He seems to be hurt! Somehow, he struggles to his one good foot, and uses mainly arm strength to heave himself back into the saddle. You walk him tenderly back to the yard, neighing loudly for the lady to help. She arrives at the yard, and sees him collapsed on your back. He manages a few words, but struggles. Unfortunately, the nearby garage had just close so the whole area was out of cars that worked. Therefore, she helped the farmer off your back and into the tack room. Then, putting a funny hat on her head, she talked to you: "I know you've only been trained and ridden by Johnty, but we have to get him a doctor!" She mounts up, and steers you across to the fields. She doesn't go fast, no faster than a trot, as she doesn't want to hurt you, but you are ok: she weighs almost nothing! You get to a river. There could be a lion or something in it , so you stop! She kicks with her legs. Do you.....
Player: Buck her into the river and gallop off?
DM: You drown her in the river and go and live as a wild horse for the rest if your life. You may try again from the stable if you would like....

DM: You have finally succeeded in killing him. He had great plans for you, but never mind. You jump a fence and gallop off into the wild to live out your days as a wild horse. However , unfortunately you run into a religious psycho camp where they intend to sacrifice you to the gods and then eat you, one charred organ at a time. You do not survive the week. Perhaps you should have been kinder to the farmer? He wasn't really that bad..... Should you want to try again, there is a helpful link below to start back from the stable.....

DM: Nervously, you stand at the other end of the arena! Finally, you realise that he is not getting up! You wander over next to him to have a look. Do you:

DM: Despite your nerves, you take the river at a leap, and continue on to the doctor's surgery, a mile or so away. The lady ties you up outside and runs in to the building. You wait patiently.
Player: Wait Patiently
Player: Swing round, and refuse to walk nicely

Player: Stop again?
DM: The doctor waddles off to treat the farmer whilst the lady takes the harness off and pats you. She rubs you down and feeds you the best hay. Later, the farmer walks in with a carrot. You saved his life! For this, you are given as a present to the farmer and the lady's little daughter. She looks after you really well and you two are the best if friends ! You enter gymkhanas and shows, and become quite successful. The farmer and family promise to look after you forever due to your life saving.
Player: Congratulations!
DM: You have won the game! You are the best friend of a little girl, and have a safe future! Well done! I hope you enjoyed my first game!!

Player: Take the bit in your teeth and run on? You know it will hit you if you stop again...

DM: You are Lucy Janis, aka, 'The Hippie' or a former cashier at the town's local corner store.There's not much about you, expect you're in your early twenties, you work as a cashier at a corner store in the small town of Quietus, you've graduated college, and you live in an apartment complex.
Player: Onward, my trusty steed!
DM: Ahh yes, day-shift.In your ol' black-ish blue beater car, you roll into the parking lot of your $5 an hour day-shift job. "Alright, another day wasted." You say to yourself, rolling your eyes as you unbuckle your seat belt. You look at the rear-view, glancing at your shitty eye makeup job. Sure, you're not no makeup artist, but you could've done better.You quietly shame yourself, grabbing the door handle of the box car.You step out onto the asphalt parking lot, looking around at the other cars in the parking lot. Left, two spaces to you, there's a white pick-up, you recognize it as Tom Filler's truck, aka, 'the guy who always shows up to work, but never is actually out working, more in the back smoking a cigar, but gets paid' type of guy. To your admit, you're honestly kind of jealous of Tom. Hardly ever works, still gets paid, sounds good to you!On the right side of you is Grammy Crystal's gold Toyota Avalon.Grammy Crystal isn't her actual name, you just enjoy calling her that because she's most likely over 50. Crystal's always bitching about her grandkids and how they have high quality careers, while she's stuck at a corner store. She's nice to you, so you don't mind her too much. Just kinda nod your head and smile.Enough daydreaming, you've got your $40 dollars to make! (Your shift is from 8 am until 4)

DM: Cautiously, you approach the ruined city. Even with the "sun" pointing your way, you nearly get lost in the canyons immediately in front of the ruins. But, after walking for quite some time, you finally arrive at what must have been once the city gates. You peer through the half-broken gate, but can´t really see anything interesting. You advance further in the direction of the city centre. By now you are wondering what kind of people once lived here, because you don´t really recognise many things essential to a modern city.Oh, there are the fallen skyscrapers, and wide streets, but no indication of cars anywhere. Nor street signs. Or any kind of vegetation. The city gives the impression of a child placing uniform skyscrapers put next to each other to create a pleasing symmetrical effect, and not that of a lived-in city.As you proceed deeper into the city, it get darker and colder. You begin to wonder if you might not better explore the perimeter, and not the core of the city.
Player: DonÂ´t be a pansy, the core obviously holds something important
DM: You can neither shake the feeling that you are about to find something important, nor the one that tells you to get away as fast as possible.You sneak further towards the core, and are, by now, almost beneath the "sun", when you hear something behind you!
Player: Something is moving behind that hunk of steel over there....
DM: You turn, slowly, and look at the "hunk of steel", as it moves slightly. The Darkness, which has become near-omnipresent, radiates from that "hunk of steel". As a giant hand slowly lifts it, you can finally recognise it for what it is: a bell. A gigantic iron bell.The hand slowly rings the bell, and as the sound resounds all across the city, you feel dread seep into your bones. That is the feared Toller-of-Bells. A nephrolitic abomination hailing from darkhallow, it absorbs sentience and eats souls. You now know exactly why you havn´t met anyone jet......

DM: You decide to go to the back room and leave Crystal with the stocking job. You open the white door and find Tom. You invite yourself to take a seat.You start a conversation about
Player: Aliens
DM: "Y'know what's really cool? Space. Aliens." You smiled over at Tom.Tom is staring intently at the TV screen, pretty much ignoring what you're saying. He's watching the news, something about a virus going around, turning people into brain dead cannibals. The news switched to clips of people eating each other's limbs, then being carelessly shot by others sometime later.You decide to
Player: Go back into the back room and talk to Tom
Player: The weather
DM: Out of all the topics, you start talking about the most boring one, the weather."It's been pretty stormy lately, when do you think it might start clearing up again?" You asked, glancing over at him.Tom is staring intently at the TV screen, pretty much ignoring what you're saying. He's watching the news, something about a virus going around, turning people into brain dead cannibals. The news switched to clips of people eating each other's limbs, then being carelessly shot by others sometime later.You decided to

DM: You go to where Grammy is and begin helping her stock the shelves. As you finish up, she smiles widely and croaks out in an old women voice, "Ooh, thank you, Dearie." You returned the smile, going back behind the counter afterwards.
Player: Tom comes into the main area

Player: Leave him
DM: You finally got up, leaving Tom to his beloved TV.You went back out, behind the counter, waiting for some more customers.

DM: "Random question, but what's your family life like? Are you married? Have kids?" You questioned, tapping Tom's shoulder.Tom is staring intently at the TV screen, pretty much ignoring what you're saying. He's watching the news, something about a virus going around, turning people into brain dead cannibals. The news switched to clips of people eating each other's limbs, then being carelessly shot by others sometime later.

DM: A women and a child comes in, the women grabs some sleeping pills, the child grabs a Mr.Goodbar. You ring them up and they leave, just like the kids.

Player: Suddenly

Player: Family

Player: A customer comes in

DM: All of a sudden, sirens are blaring outside, people are running and screaming, and chaos is erupting. Crystal hears, and comes out from mending Tom. "The hell?" She grumbles, going outside of the store.Watching her from beyond the counter, you see her being approached by some sickly-looking green human-creature thing.The creature is limping, it's arms are thrown up into the air, and it's almost groaning.You shout for Crystal, but she can't hear behind the doors.The creature grabs her and begins biting her. Her screams and painful moans are heard everywhere, they were loud."O-Oh my G-God.." You watch the creature feast on your co-workers limbs from the counter. Not sure if it's reality or not, you step back, hunch over, and throw up the contents in your stomach.You sluggishly wipe your mouth, and rush over to the front doors, quickly closing and locking them. You don't bother to flip the open sign to close. You try and keep your head up because beyond those doors, right in front is used-to-be Crystal, and beyond the parking lot is a world filled with those creatures.

DM: Blake is ecstatic with this option as it will wipe out Diller disease from her family line, however Robin has a differing opinion. Robin becomes angry. Unknown to you, Robin has seen social media posts and news articles surrounding genetic engineering and the possibility of eugenics within the field. He was already wary on coming to your office however this statement from you has brought his fears to light. Robin yells, "I knew it!! You're just trying to trick us into becoming your eugenics project! I knew we shouldn't have come here. You just want to use our child for an experiment!"
Player: Tell Robin, "Let's talk about your concerns."
DM: You discuss with Robin his concerns about genetic engineering. By listening to Robins fears and calmly discussing their options, Robin is more willing to trust you and your practice. You are able to talk about eugenics and the specific steps your practice takes to eliminate this problem. Your institution works to educate workers on the ethical implications of their work and researches each problem extensively to find solutions which will not give children unneeded physical or mental modifications. With this case, as you explain to Robin, it is impossible for you to modify the gene without modifying their propensity for moles. After discussing his fears, Robin understands the situation at hand and is willing to move forward with the gene modification, unafraid.
Player: Modify That Gene!
DM: After modifying the gene, the couple becomes pregnant with their new modified child.9 Months pass before you get a call from the couple. The baby is born fully healthy with lots of moles. Diller's disease has been wiped out from the family's bloodline and both Blake and Robin thank you for your work.Congratulations on a job well done!

DM: Quickly turning right you start to speed down the road. You notice a sign that tells you that your approaching a town near the beach. You continue to drive into the town until you see a abandoned gas station. The gas station has a garage for repairs but it is also abandoned. You quickly pull into the garage and shut off your car. You immediately hop out and close the garage door. Looking through the little window on the door you see your rival blow down the quiet beach town street like its a highway. You have escaped!
Player: You've Done It!

Player: Nod
DM: You simply nodded at her, saying nothing else.Charlotte raised an eyebrow. "You don't talk much." All of a sudden, Tom broke out into song."I WISH THAT I HAD JESSE'S GIRL. WHERE CAN I FIND A WOMEN LIKE THAT!"He began dancing around awkwardly in front of the window.You and Charlotte both laugh at him.Tom goes over to you, offering a hand down to you.You

Player: Accept Tom

DM: You smiled up at him, shaking your head. "No." You continued laughing along with Charlotte. "Suit yourself!" He smirked, dancing around stupidly some more.
DM: You shook your head, staying slumped against the counter. "We have no place to go. No vehicles. It's pointless."10 minutes passed, the creatures finally broke through the door. They started pouring in, three grabbed Tom. He began shouting and screeching. Pretty soon him yelping was muffled.Two grabbed Charlotte, she tried fighting them off by stabbing their chests. Didn't work. She shouted and scuffled, bit and shuffled, then finally her noises were muffled like Tom's.Lara watched them both, melting down and crying. She fell to the ground, creatures quickly ending her crying and screaming.You just sat there. Closed your eyes and waited.Why were you so stubborn? Being stubborn causes death, y'know.

Player: Be smart
DM: You decided to be smart and go to the back door of the corner store. The back door of the corner store is fenced in, so the creatures are all on the outside. As you were unlocking the door, Charlotte ran by a freezer, grabbed a glass bottled refreshment, dumped all of the drink out, and then ran over to you, Tom, and Lara. You finished unlocking, then let Charlotte out first. She chucked the bottle far away from the corner store, attracting some creatures from the front, and creatures from the back to follow the bottle.
Player: A abandoned building
DM: You decide to look around for an abandoned building. Surely everyone has fled by now, right?"Let's look for an abandoned building." You smiled, nodding.You four all continued walking down the sidewalk, trying to dodge un-dead best you could."Hey!" Lara called out, pointing to a big office building, a skyscraper at that. "How about that?"Tom says yes, Charlotte agreed with her. You said nothing."But.." You started. "Won't there be a bunch of creatures in there? It's pretty big, and people work on Mondays. They probably didn't lock the doors either."They all stopped, reconsidering."Nahh, they've probably all cleared out by now. Don't overthink." Tom remarked."Alright, well...
Player: Goodluck dying!"

DM: You comply with the Borg's command, showing your Work Identity Card. The Borgs pull everyone and yourself out of the elevator. You see that one did not show a card. It was the woman with the D E A D shirt. She started running in the direction of the parking garage, but with the automatic precision of a Borg's programming, one shot her clean through the head, and the thud of her body could not be heard over the sounds of the city, only the gunshot was heard. You watch them drag her limp, dead carcass to the Cruiser in which they arrived. All of you are released and the Borgs return to their vehicle and leave. The blood stains of the carcass hitting the ground and being dragged is a reminder to all that there is no justice, no one to save you in this city. There are no heroes. To your right is downtown Work District. In front of you is the entrance into Creation District. To your left is the Outskirts. Ambient Music

Player: A random house
DM: You decide to get pick the nearest house. Sounds bad, but then sounds good at the same time.You pick a normal looking enough house. Nothing special. You realize it's owned, but no onelives there right at this moment of course. It's 7:20 PM after all.it's dark (despite the picture), and you're tired.You call dibs on the couch and fall asleep. The others soon joining you.

Player: Let's continue then."
DM: "Alright, well, let's continue then." You nodded in agreement with Lara's choice.It's far away from the corner store, but fuck it, nothing's too far now.You all arrive, causally filtering into the main office. Blood splatter, gory, papers everywhere, chairs flipped over, and paintings knocked onto the ground greets you when you walk in."Uh.. We're staying here? For how long?" You ask. Tom sighs, "However long you girls decide."By now, the time is 7.20 PM, it's dark, and you're extremely tired. "I'm gonna find somewhere to sleep." You suggest.Charlotte and Lara raised their hands. "I'm coming!" Charlotte says. "Me too!" Lara blurts out.There's stairs on one side, and an elevator on the other side of the room.You pick
Player: Stay where you are
DM: With the looking around you guys did, you decided it'd be best just to stay where you're at.Tom locks the front doors, and sits down, laying down eventually.Pretty soon, you all fell asleep.

DM: You decide a forest would be a good place. Luckily, you know a nearby forest. You hike into the forest, sitting down in the middle of it.Man, I'm hungry. You say to yourself, placing the duffle bag down.You begin sorting through it, looking for something to eat.
Player: Look through the duffle bag for something to eat.
DM: You sort through it, grabbing one of those swiss roll things. You happily tear the thing open, eating one. After your snack, you stuff the wrapper into a small side pocket on the duffle bag.You then lay back, falling asleep.

Player: The elevator
DM: You, Charlotte, and Lara try the elevator. Still works, sweet! You think to yourself.The elevator opens, creatures are just standing there (4), beating their heads against the mirrors.The ding of the elevator turns them around. Now, they're looking at you three. Without time to react, they limp forward, grab you, Charlotte, and Lara, starting to eat you. You all scream and screech.This is what you get for trying the easy way out.

DM: AAI
Player: n
DM: AAAN
Player: p
DM: AAAAP
Player: i
DM: AAAAAI
Player: u
DM: AAAAAAU
Player: u

Player: Go to the statue
Player: Go to the fishing bank

DM: You leave it alone. The amulet will remain in place. In the morning, you can bring the police back here and they can investigate.You throw the pulled up floorboards into the fire. They should last a few more hours.You press your back firmly against the table and before you know it, you have fallen asleep.
Player: Hours Pass...
DM: It is morning.As the sun climbs into the sky, you hear voices again. But this time, they are familiar voices. Your mom and dad are yelling out from up the trail. You are saved.Over a good hearty breakfast at the nearest diner, you tell them about all your adventures. Police are called to search the cabin and they discover the corpses and the clippings. They investigate and tie it all to one person who is arrested quickly and brought to justice.In the papers and on national news stations, you are congratulated as a hero for helping to solve 18 cold cases of missing persons!You are just glad it wasn't 19. You still love to hike and the outdoors, but you stay to the main trails now.

DM: You decide you need to work off that Mc.Donalds you had for breakfast off of your thighs. You, Charlotte, and Lara hike up two flights of stairs, coming to a small room with a locked door. Charlotte looks through the door's window, telling you what she sees inside."There's a bunch of cubicles. It looks cleaned though- L-Lucy!" Charlotte backs away in a panic. "There's people inside!" You take a look for yourself, seeing a man with a fire extinguisher in his hand, sitting next to a wounded woman that's on laying the floor.You glanced around the room, spotting numerous broken windows and doors, thrown computers, paper everywhere, and bloodstained carpet/walls.The woman is painfully moaning and groaning, the noises of the man hushing her can be heard.Lara states the obvious. "She doesn't sound so good. Think she's sick?"You mumbled, looking down at Lara. "Probably."The man spots you, running over to the door in a state of relief. He unlocks the door, you letting off and backing away, Charlotte and Lara doing the same.His voice is a regular guy-from-Boston accent. "H-Hey!" He smiles at you, then gestures inside."You guys gotta help me, my wife isn't in good health." You stare at his weapon, the fire extinguisher. "Uh.."He notices, dropping it behind him. "I won't hurt you. You're all human, right?" He chuckles nervously."P-Please, help us."You
DM: You decided to pass up the offer. "Sorry, none of us are doctors."The smile from his face fades. He yells, "Fine, leave then!" and begins violently swinging the fire extinguisher around. He points down the stairs."Alright, good luck." You remark back. You three just walk back down the stairs and find Tom again.Tom locks the front doors, and asks you about what happened."Nothing much. Found people. Infected though." You said, laying down.Pretty soon, you all fell asleep.

DM: The rain water catchment systems were successful in these temporary settlements, so water is no longer a problem. However, the problem is quickly shifting to the food supply, as soil salinity is increasing due to saltwater intrusion (a result of sea level rise). Yields have been less and less every year, and because you spent money on rain catchment systems, you can only choose one of two possible solutions: distribute expensive, salt-resistant crops that farmers can save seed from or focus efforts on reducing salt-water intrusion which addresses the issue at the source.
Player: Reduce salt-water intrusion
DM: Programs to decrease the impacts of sea water rise were ineffective. After 2 years of food shortages as soil salinity continued to increase, your country is strained for food and water resources, especially as farmers pull more and more freshwater for irrigation in an attempt to increase yields. To make things worse, a drought more severe than predicted occurs and reduces food yields even more. Malnutrition and starvation increase to unprecedented rates, and your country becomes a failing state. Ultimately, you failed to adapt to salt-water intrusion which was exacerbated by increased drought intensity (due to increasing climate temperatures), and you failed to successfully adapt to climate change.

Player: Sit down with them.
DM: You sat down, and began talking. You guys became good friends too! They told you to go to the mall tomorrow morning. School got over really fast too! But.. Greg asked if you want a ride home.
Player: You got a ride.

DM: The Wanderer walked back along the path and started toward greater futures. He came along a sword on his way from the city, this sword was inscribed with a poem:Cranosis Lyanis Forlanthis,Diathus Horiasis Lontornas,Mianica Soranth Kortnah:WitlantVaguely translated this read:For the gods,Against their enemies,This is named:WitlantThe Wanderer picked up the sword and looked towards the North, West, and East. Toward each was a sea: Water lied West, Desert lied East, and Snow lied North.The Wanderer began his journey.

DM: You walk into the room, and are immediately faced with a shocking scene. Count Grey kneels on the ground in the center of the pentagram, his face covered with blood. Viceroy Draven stands over him, his sword pointed at the older vampire's chest he smiles, looking at his prey. Viceroy Alexa stands to the side, leaning against the wall as she drinks from a crystal bottle filled with the scarlet blood of one of Count Grey's many victims. Viceroy Mihrab stands over his former master, his sharp fingernails pressed against Count Grey's neck, an ornately carved wooden stake in his hands.In an instant, all four vampire's look at you, surprised."He escaped the wolves. Impressive," Viceroy Alexa says.Viceroy Mihrab's eyes narrow, as he plunges the stake into Count Grey's hearts."Get him," he commands.
DM: You turn, sprinting away as the vampires give chase. You have a clear shot through the main hall and out into the courtyard, where you can lock the heavy wooden doors and keep him locked inside. You could head through the lounge and into the armory to find something capable of killing these beasts. Finally, you could head down the small, spiraling staircase and lose them in the lower floors.
Player: Head downstairs
DM: You turn, heading down to the staircase. Unfortunately, hurtling down a tight, steep staircase at breakneck speeds leads to you quickly slipping, tumbling face first down. You bounce off the steps, feeling your bones break, before your head lands awkwardly and your neck snaps like a twig.

DM: This storygame is meant as a companion to Max Brooks' The Zombie Survival Guide: Complete Protection from the Living Dead, to see if readers of that book retained its knowledge (or to see if you would survive a zombie apocalypse never having read it). Consider that book the course text, and this storygame the exam.For the purposes of this book, you are an ordinary person. You are not a police officer or a member of the military or any other government agency. You have no training in any of those regards, nor access to their resources. You are just an ordinary private citizen trying to survive the zombie apocalypse.And, as Brooks makes clear, to survive the zombie apocalypse, you need two things - knowledge and will. The Zombie Survival Guide and, to a much lesser extent, this storygame here will give you the knowledge, but that is only half of what you need. The other half can not come from this or any other reading but can only come from you. So now you must ask yourself a question.When the dead begin to rise and feast upon the living, what will you do? The choice is yours.
Player: Stand up and shout, "I will not be their victim! I will survive!"
DM: Declaring your intention to survive does not mean that you will. All it means is that you have a chance. If you are not confident in your ability to survive, then you don't stand a chance, and picking the option to end it all would have been far less painful.You may or may not make it much further, but even if you do make it all the way, you can be sure, at some point during the zombie apocalypse, you will wish you had picked the other choice at the beginning.

Player: But you made your choice, and here we are. So let's proceed.
Player: British Lee-Enfield, a bolt-action rifle

Player: American M1 Garand, a semi-automatic rifle
DM: When you and your fellow wannabe survivalists get to the gun store, they all head for the latest high-tech weaponry, and they laugh at you when you leave with the antique rifle. But, for some reason, their jibes don't bother you. You know that you picked the weapon that won the worst conflict in the history of the world, and back then or today, against an enemy living or dead, you wouldn't go to war carrying anything else.Not long after the zombie apocalypse begins, you're proven right. The wannabes who bought the heavy machine guns, submachine guns and assault rifles all depleted their ammunition minutes into the apocalypse and got torn apart, with most of the rounds they fired not even hitting their targets. But you can only fire one shot at a time, so, with proper discipline, you can aim your shots and control your rate of fire much better, and thus get many more kills.With proper discipline.The undead are closing in on you, the remains of your friends and family members dripping from their rotting jaws. You fire. Down goes one, but they're still coming! You fire again. Another goes down, but they still keep coming! Bang! One goes down, but even more come!The situation is desperate! Can you keep calm and maintain your discipline?

DM: I did. I took out my good green pen and signed it with love and affection and sorrow and I added a little triolet I wrote just for her with a very good rhyme on "cabernet" and "caberet" and then sealed and delivered it by hand to the hospital.She seemed angry at me for some reason, as did Pritha the next day.But everything I do, I do with love, always. I am made of love.

DM: You charge up the hill, your rifle raised. You open fire at an approaching Viet Cong, charging with bayonet, before continuing sprinting. You wince as you feel a sharp electrical shock, looking down to see a bullet has torn through your stomach. You collapse to your knees, before the world goes black.
Player: Take off your helmet (Failure)
DM: You pull off your helmet, looking at Dead Eye."You need a lot more work, Mia," he sighs."I know," you say, looking down.The rest of the students are quickly killed, and as the last one removes his helmet, the bell rings."Alright, get to your next class," Dead Eye says.

Player: Yes, I can keep calm and maintain my discipline.
DM: Yes, apparently you can.Even though there's a strong temptation to wildly jerk the trigger repeatedly without taking proper aim, you are able to keep calm and maintain a steady rate of fire without losing your cool. Thus you are able to stop the undead horde today.Later, after most of your techno-chauvinist friends are dead, you clutch your M1 Garand (or M1 Carbine, or Russian SKS, or German Gewehr 43, etc.) and feel warm inside. You know that, because you have discipline, you chose the right primary firearm for the zombie apocalypse.

DM: Steeling yourself, you pat the body down. The fact that it's of a beautiful woman doesn't make it any less creepy. Looks like she was a cop, killed by looters. There's not much here but some keys, a small pistol, and a flashlight.
Player: Take the gun.
DM: A small .22 caliber pistol. Easy to conceal, but don't expect to be blowing any doors down with this.
Player: Great.
Player: Take the keys.
DM: There are a couple of keys here.
Player: Let's go, tiger.
Player: Take a leak.
DM: Seriously? Is that what you do whenever you see a dead body?

DM: If you've made it to this point, you know that an early 20th Century military rifle, semi-automatic or bolt action, is the best primary weapon for a private citizen with no military training or combat experience to equip him or herself if he or she wants to survive the zombie apocalypse. However, before we go any further, I must emphasize, this only goes for people with no military or combat experience. If you have military training and/or combat experience, then you should definitely go with the weapon system you're familiar with. For instance, even though Max Brooks and I spoke venomously towards the M16, as a United States military veteran, it's the weapon I would choose without hesitation. I've never touched a Garand, Enfield or Kalashnikov, but I can still assemble and disassemble an M16 blindfolded. And when it comes to firearms, despite everything Brooks and I have said, there is absolutely no substitute for intimate familiarity. So for me, the M16 is the obvious choice, and Max Brooks would agree with me. But for those lacking that intimate familiarity, the bolt action or semi-automatic rifle is the weapon you want to get familiar with.
Player: Now it's time for you to choose a bludgeoning weapon.
DM: The zombie apocalypse has just begun. The streets are in a panic. You have your primary weapon, your rifle, and your secondary weapon, your pistol, but you also know that you're bound to run out of ammunition sooner or later, and you don't want to make any noise you don't have to anyway, so you pick up a good bludgeoning weapon.Moving through your neighborhood shortly after the zombie apocalypse has begun, you come upon a zombie. It has its back turned to you and hasn't noticed you yet. You know you need to dispatch it silently, with your bludgeoning weapon, because the noise of your firearm would alert every ghoul in town to your presence, and you would be done for.Which bludgeoning weapon did you choose?
Player: A police baton

Player: You've chosen the right primary weapon. Now you can move on...

DM: You are sleeping off-duty one cold April night when you are suddenly woken by a fierce shaking and juddering. Puzzled you hear a strange hissing sound coming from somewhere below your cabin. You can hear people moving about in the corridor and other Fireman's berths and consider investigating but you are very tired and according to your watch you're not due to start your shift for another twenty minutes.What do you do?
Player: Get up and investigate the hissing
DM: You get up and go to have a look at what is happening. To your surprise the hissing sound is air rushing through a compartment opening from below as it is forced up. Looking down a ladder you are startled to see green seawater swirling around at it's second rung, which means that the watertight compartment below it is already flooded. Hurrying back to your room you pull on your clothes and together with several companions race up several flights of stairs to the Boat Deck.
Player: The Boat Deck
DM: You arrive on the Boat Deck to find it a hive of activity. Sailors are pulling canvases off lifeboats and fixing them into davits for lowering while watched by an increasingly growing crowd of passengers in lifebelts. You join five other stokers gathered near the front of the Boat Deck. Together you continue to watch as passengers are loaded into the boats and lowered away. The sailors lower three boats in a row before reaching the one you and your friends are standing by.Five passengers, three men and two women, approach and ask the officer lowering the boat if they can get in. "Yes, jump in" he replies. One of the men has trouble getting into the boat so he lies on top of the rail and rolls clumsily into the boat. The officer laughs. "That's the funniest thing I've seen tonight" he tells him with a smile. Your friends ask if they can get in and the officer agrees before adding a seaman.What do you do?
Player: Wait to see if you can help elsewhere

DM: You strike the zombie with your police baton.It doesn't work.So you strike it again.Now the zombie not only knows you're there, it's coming at you, moaning very loudly.You keep striking its head with your baton. More than enough blows and with great enough force to subdue any law-breaking lowlife criminal scum. But it's then that you realize the problem.Police batons are designed to subdue opponents, not smash their skulls. In order to defeat a zombie, you must destroy its brain with a single blow, and no number of blows from a police baton will be enough to do that. And each time you strike it, its moaning gets louder and louder, alerting every zombie in the neighborhood that you were trying to avoid by using a bludgeon instead of a gunshot in the first place.A choice here between switching to your firearm or continuing to batter the moaning ghoul would be irrelevant. Either way, enough noise is being made that you might as well be ringing a dinner bell. Within moments, the undead are upon you...Too bad the zombie apocalypse has shut down the Officer Down Memorial Page.

Player: A carpenter's hammer

DM: Running toward your car, you suddenly feel a sharp pain in your back as the guard's taser shocks you to the ground. Within seconds the security guard is on top of you holding you down as you hear the police sirens in the parking lot. Ready to give up yet?
Player: No, I'm a tough motherfucker
DM: Maybe, at least you think you are. You slam your elbow into the security guard but are unable to get free. You struggle for several more minutes as the handcuffs are placed on your wrist. You are arrested and face multiple charges.

DM: The entrance door is guarded by two guards. The right one is a tall bald Caucasian male while his buddy on his left is a bit shorter African-American male with dreadlocks-styled hair. The two goons focus on Leo as he approaches them. One of them warns him once Leo is close enough. "Back off! We're not accepting any visitors!" The bald white male barks. They both glance at Leo like if they're going to murder him. But little do they know that they are still far away from his level. Leo quickly determines how to deal with these guys. Quick and silent.
DM: Leo pulls out his USP out from his jacket swiftly and shoots the bald man first in the head. The forty-five pierces through his skull, straight to the brain. Seeing his buddy killed, the Dreadlocks pulls out his pistol, but he's too slow. He meets his demise with a gunshot into his head just like the bald man. Dreadlocks drops into the ground, letting go of his Glock pistol.The house occupants didn't hear the gunshots. Leo's pistols are equipped with silencers. They dampen the sound enough for them to not notice.Leo grabs the door key from the Dreadlocks' corpse. With the entrance guards dead, he can proceed into the house.
Player: Enter the house
DM: Leo unlocks the door and gets in. He is soon blinded temporarily by flashes of bright lights. As he opens his eyes, He sees furniture around the room. It appears that he is in the guest room. There is nobody here, but he can hear the voices of people talking in a room nearby.he hides in a corner and peeks to see them. He sees people rounding up on a big dining table, having a night feast with steaks."Bring us more beers, sweetie!" One of them calls out.A young woman clothed in tank top and jeans comes in from the kitchen to bring in more bottles of beers before she continues doing her job in the kitchen.Looks like a some sort of meeting has taken place in here, and now they're having a dinner. Unfortunate for them, it will all over soon... with bloodshed.
Player: Show time

DM: You have your rifle and your crowbar. You have room to carry one more weapon, and you can make it something special. Don't worry about how you found these weapons, that's why they're special. Size and weight are no issue either.The zombie apocalypse has just begun, and you are moving through your neighborhood when you come face to face with a decrepit ghoul.Which special weapon did you choose?
Player: A trench spike
DM: You walk up to the zombie confidently and sink the seven-inch steel spike downward into its skull. It falls like a ton of bricks. For a weapon designed to penetrate a World War I soldier's steel helmet, puncturing an already-decaying human skull is effortless in comparison. Furthermore, since it's a spike rather than a blade, it withdraws easily and never gets stuck. You kill many zombies this way. And when the angle doesn't allow you to plunge the spike into their skull, you easily knock them backwards with a blow from the brass-knuckled handle.You quickly realize that you made the right choice. The trench spike is, without a doubt, the best compact anti-zombie weapon on Earth.

Player: Haste

Player: Now is time for you to choose your armor.
DM: There's one more thing you want to equip yourself with before the zombie apocalypse begins - protective armor. You have enough money for any one of the following, so price is no object. However, there are several other factors to take into account.Now the zombie apocalypse has begun and you are facing down a horde of undead ghouls. What kind of armor are you wearing?
Player: None. Armor is for pussies.
DM: Wearing armor may or may not make you a pussy, but it definitely makes you a fool. You know that any kind of armor is heavy and cumbersome, it would limit your range of movement, and make you get exhausted and dehydrated much quicker than you would without it. So no armor for you, thanks. You prefer to survive the zombie apocalypse.So you will wear no armor. But you still have to wear something while you're fighting zombies. So what do you wear?On the rack in front of you are two outfits that you can wear when the zombie apocalypse hits. You try them both on, but which should you buy?The military combat fatigues are baggy and comfortable. They're great all-weather attire, and they're covered in pockets that you can use to store all kinds of useful equipment. Every army in the world can't be wrong!The spandex body suit is skin-tight and less comfortable. It doesn't offer great protection from the weather, and it has no pockets. But it makes your ass look great! Every yoga studio in the world can't be wrong!

DM: You arrive in Halifax on May 12, 1830. You couldn't wait to get off the ship. It was over crowded and disgusting. The conditions aboard were horrible. There were no actual beds to sleep on. All the people who couldn't afford cabins were all stuffed together below the decks. The place you slept in were just cargo storage spaces turned into a place for people to sleep in. As you get settled in at your new home in Halifax, you must pick a job that will allow you to make money.
Player: Continue being a shipwright
DM: So you have chosen to continue to be a shipwright in Halifax, Nova Scotia. This is a great choice because the shipbuilding industry in blooming in Halifax. Ships are in high demand because of trade with European countries. Ships are also a good way to travel. In the Maritimes, fishing and overseas trade was big. In Halifax, you've have learned many new skills that made you to be a great carpenter and sail marker. Even though you are learning lots of new skills, you also bring new skills and methods of building ships to Halifax in return. Cultures were different comparing England and Canada. Technology was also improving. Living in Halifax as a shipwright is great. You live happily for seven years. Life was decent. Newspapers are very popular. They reported on everything. They advertised new inventions, new medical discoveries and many more. People also wrote letters to each other regularly, describing their daily lives. Neighbors are very close. Often visiting friends and family. Religious services were held on Sundays. You are Christian so you attended regularly. People of the town very much enjoyed tea, rum and tobacco regularly. As the colonies of British North America develop and more settlers are coming in, so does the government. Unfortunately, the government is ran by the upper classes and does not treat you, the lower class, fairly at all. A very limited amount of people has the right to vote. You do not because you do not own property. Even though some people get to vote, the voted representatives have very little power in the government. Many people in Upper Canada and Lower Canada decide to rebel against the government and fight for a better, fairer government. Are you as angry as others and do you choose to join the rebellion?
Player: Travel to Upper Canada and join the rebellion

Player: Kevlar Helmet and Bulletproof Vest
DM: If going into combat against an adversary armed with things that shoot bullets, this is by far the best choice. Unfortunately for you, zombies are not marksmen. The vest is not only hot, heavy and uncomfortable, it only protects your torso, leaving the zombies free to make mincemeat out of your arms, where the vast majority of zombie bites happen. And the helmet... if anybody would benefit from wearing a helmet during the zombie apocalypse, it's the zombies! All it does is obstruct your vision, limit your hearing and make your scalp hurt.So you are bitten on the forearm, which your bulletproof vest didn't cover. And not long after that, you turn into a helmet-wearing zombie, invulnerable to small arms fire, and infect several of your still-living friends before you're finally taken down.So selecting this choice has made you not just dead, but a total buddy fucker! Nice work, asshole!

DM: You press the second button, and once again you don't die. You can only assume this means that things are going well, so on to the next button you go.
Player: Two
DM: Once again, no horrifying death. Things seem to be going well! Three buttons down, one left to go, and you still haven't been killed! Filled with optimism, you rub your hands together gleefully as you decide upon the final button.
Player: Zero
DM: As you press the fourth button you hear a clunking sound from within the doors. Assuming its the opening mechanism, you step back with a large grin on your face. "Open sesame!" you yell, raising your arms in front of you.The clunking sound stops, and you stand their in silence for a moment, arms raised awkwardly in front of you. But just as you begin to think that something might have gone wrong you are suddenly incapable of taking that train of thought any further. A bolt of lightning fires out of the sky, splitting in two just above you to strike each of your upraised arms. For a few seconds you stand there, paralysed with pain, before collapsing to the ground to join the other skeletons that clutter the area outside Castle Conundrum.

Player: Jail
DM: You headed over to the jail.It's rather small, as it's usually reserved only for holding defendants awaiting their trials where they'd inevitably get the death penalty. If the crime was petty enough to warrant anything less, then the defendant wouldn't be brought to prison at all. No reason to. Worst they'd get are a fine or a whipping.This is also the place where you leave your firearms with the sheriff, else be refused entry. If you've got any you better drop it off now.

DM: You try to decide on the prototypes, and eventually make your decision.
Player: Take the Asclepius Syringe
DM: You decide on the Asclepius Syringe.
Player: Take the SKORPION Rifle
DM: You decide on the SKORPION Rifle.

Player: Spandex Body Suit
DM: For whatever reason you decided to go with the skin-tight spandex, the advantages become obvious as soon as the zombie apocalypse begins and you engage the undead in hand-to-hand combat. Countless times, zombies reach out to grab you and get a handful of nothing but air, and you realize that if you were wearing baggy attire, they would have gotten a hold of you and taken a bite.After surviving numerous hand-to-hand scrapes that kill the people wearing baggier clothing, you realize that you're the best-dressed guy or gal in the zombie apocalypse. Eat your heart out, Coco Chanel!(NOTE: A spandex body suit might be an extreme example, but the moral of the "what to wear" segment here is that, when it comes to clothing, tight is always better than loose. Moving on...)
Player: Now you are ready.

DM: This is the one and only "happy" ending to this story (if you can equate surviving the zombie apocalypse to "happiness"). If you have made it this far, you are properly armed and attired for the zombie apocalypse. You have an early 20th Century military rifle, a crowbar and a trench spike, and you're wearing skin-tight clothing.This concludes Part 1: Weapons. I hope you found it fun and informative.Please be on the lookout for Part 2: On the Defense.

DM: The next floor is almost in a worse state than the kitchen was. The rot has made dozens of holes in the ceiling and walls, old car parts are littered on the ground, an old workbench lies in ruins by the stairs, but the worst part of the room is the old car sitting in the center of it. The thing looks more like a rusted piece of metal than anything else. Seeing nothing else you turned around and walk towards the staircase when you hear a sound come the car.
Player: Take A Look Through The Car
DM: Your light shines into the dark cabin of the car, but the beam doesn't seem to reach the bottom of the car at all. It's more like your looking into a bottomless pit. You're thinking about opening the car when the darkness moves. A fang filled mouth suddenly forms and bites the arm carrying the light off. The pain and sudden darkness causes you to panic and black out.
Player: You Awake
DM: A dull pain in your arm causes you to wake up. It takes a moment for your eyes to adjust to the rooms bright light. Once you can see, you realize your in an empty hospital room. A glance at your arms confirm the two of them are both attached. You sigh in relief as you realize what you just had was a just nightmare. You get out of bed to see if you can find a doctor or someone to talk with. The one door of the room seems strange; beneath the window is a strange sign that says "Mental patients are not allowed to wander around unsupervised." You turn around and see not a hospital room but a padded room. You try to cover you face with both hands, only to realize one of them is missing.

DM: You wake up on a soft bed. You remember that today is your first day at the magician academy! You look around for your trusty wand. You can't find it!
Player: Go to your class anyway
DM: You go to your charms class. Your teacher, Proffesor Gunk is teaching a peanut butter charm. "Class, now it is time to practice this charm."

Player: I don't have a wand..............
DM: You would if you could, but you don't have your wand! You explain to Proffesor Gunk the situation. He shakes his bald head."Two demerits for forgetting it. Try to find in time for your next class." he says.
Player: Look for it
DM: You search around frantically for your lost wand. It is nowhere to be found in your room!

DM: You give up searching and head for your class.

Player: Look in the cafeteria
Player: Door 1

Player: Door 5

Player: Get some food!
DM: You get some pizza and sit down. As you eat, you bite into something hard. You pull out a long stick out of the slice of pizza. It is your wand!
Player: Go to charms class

Player: Go to your class

Player: Wand

DM: You step up to the second door. Inside you find boxes of cheese.

Player: Charms class

Player: Poke dead frog

DM: Your name is currently AaaaaadChoose the final letter in your character's name, or click the link to Chapter 1-Prologue to begin.YOUR HEALTH: 100%
Player: t
DM: Your name is now Aaaaaaat.YOUR HEALTH: 100%

DM: You pull the door open. Inside you find a swirling vortex. You scream as it sucks you in.You awake to find yourself back in the hall.
Player: The hall

Player: Examine Puzzle Piece
DM: The piece looks like part of a Star Wars puzzle. Where is the rest of the puzzle?

Player: Critical Choices (Choices affecting major plot events)
DM: The angel statue.This choice does not affect the final act in the story, however it does affect how you get there. Read "Detailed Chapter Walk Through" for more information.

DM: In your alchemy class Proffesor A. Choo teaches you and your class mates how to brew a chocolate potion. But first you need some wig wings and newt legs.You might find them in the cupboard. Or you can ask the proffessor for some.
Player: Look in the cupboard
DM: You look in the cupboard. You find the ingredients!

DM: "Really? Sorry, but I don't have one either. This is the alchemy class." the voice replies."Couldn't you help me?" you ask."No! I am busy preparing a lesson! Be gone with you!"

Player: Eat some!
DM: You gobble down the cheese. Suddenly you feel very sick. You roll over and die from poisoning.

DM: "Excuse me, but do you have any wig wings and newt legs?" you ask."Of course I don't!" exclaims the proffessor.
Player: Make the potion!
DM: First you need to pour some wig wings into the cauldron.

Player: Newt legs

Player: I don't have the ingredients...........

DM: "You are so anoying! One demerit!" the voice shrieks.

DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.> Quel est votre prénom ? (10 lettres maximum ; les voyelles sont au début de la liste)Aay...
Player: X
Player: Y
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.> Quel est votre prénom ? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaay...
Player: E

Player: The guard wakes up.
DM: After a quick series of footsteps a hefty guard with a very square head is standing on the other side of the wooden bars."What was that noise?" His cheeks flap as he speaks, his eyes search yours for reason."Oh, I just wanted to have a talk with you about my...current state" you give him a little smile and gesture around the cell."That's not really my area of expertise, just ask that one" he nods towards the slumped figured in the corner. The guard turns to leave."No wait!" an edge of desperation creeps into your voice, "maybe we can help each other out." The guard sighs, "They're comin' for ye first thing tomorrow,""There must be something you want," you rifle again through your empty pockets, hoping some money may have appeared.He looks you up and down, a little pitifully, "Well, those shoes aren't too bad."

DM: You search through the stands until you finally spot a face that you recognize. It's Ms. Hart, the music teacher. She was seated with some other teachers who you hadn't met yet. You make your way up to the stands and take a seat near them."Hey, Jacklyn," you say to get her attention. She finally turns away from the person that she was talking to and gives you a small wave before immediately turning back and continuing her conversation. She was completely ignoring you so you just content yourself to watch the game. A few minutes later, however, you did notice that she got up and went somewhere, but you didn't really care other than the small distraction it caused.The game proceeded on with Oakwood winning a crushing victory. You notice many people are storming the field, but you don't really feel in the mood for that.

DM: You open the envelope, feeling the wax seal break between your fingers. You remove the enclosed letter, no, invitation, and begin to read in beautiful calligraphy.Hogwarts School of Witchcraft and WizardryHeadmaster: Albus Dumbledore(Order of Merlin, First Class, Grand Sorc., Chf. Warlock, Supreme Mugwump, International Confed. of Wizards)Dear sir or madam,We are pleased to inform you that you have a place at Hogwarts School of Witchcraft and Wizardry. Please find enclosed a list of all books and necessary equipment. Term begins on 1 September. We await your owl by no later than 31 July.Yours sincerely,Minerva McGonagallDeputy Headmistress You are sure that it is some elaborate prank! It has to be! Wizards, warlocks, witches, owls, and a school for all them? But if this was real, which it isn't, it sure would be an awesome place to go.So what do you do?
Player: Attend Hogwarts, Sounds Like a Lot of Fun
DM: You arrive at King's Cross station on the day of your arrival to Hogwarts. You are directed to wait for the train at Platform 9 3/4, but it appears that such a place does not exist. You run into a auburn-haired woman at the pillar between platforms 9 & 10 trying to wrangle up what seem to be her children (judging by the shared genetic traits passed on in the hair). She seems nice enough and it's nice to see a friendly face around, so you muster up the courage and ask her where the mysterious Platform 9 3/4 is. She laughs."Don't you know sweetie, you're standing right next to it," she says, pointing to the brick pillar on the train platform.I must have had a dumb-founded look on my face as she quickly added, "All you have to do is run at it, and in no time you will be standing at the platform with all the other school children."What appears to you to be solid, corporeal brickwork is now supposedly a portal to a magical train platform. After all you have seen so far, you believe it might be the case. But it has to be too crazy, right? So what do you do?

DM: "Oh, jeez," Rose begins. "I couldn't hope to remember everyone's name. But, this is Callaghan," Rose says of the clean-shaven man. He reaches out to shake your hand. "It's a pleasure to meet you," he says. "Then there's Max," Rose pats the little boy on the head. The boy is hiding behind his mother's legs. "We're kind of like the government around here. Other than that, you can make friends as you wish."

DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaf...
Player: J
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaaj...
Player: A
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaaaa...
Player: D

DM: As you are about to chicken out, when a pixie-like girl runs past you at the bricks. You are about to reach out and stop her collision when you see that she...well...you don't see her anymore. She went right through the wall. You would have never believed it had you not seen it, but there was the proof before your very eyes. Figuring you have nothing to lose, you gather up your courage and run at, and then through the wall. You pass through the brick, only to find yourself nose to nose with the same blonde girl with the most awful expression on her face."Goodness, what's wrong?" you ask. There has to be something wrong for her to be making that face."I got a vomit flavoured jelly-bean," the strange girl responds, shaking the box of Bertie Bott's Every Flavour Beans."Ugh, that's horrible," you sympathize, but she has other ideas."Oh, no, it's fabulous!""Huh?" you reply in bewilderment."Without the nasty-flavoured beans, the tasty ones wouldn't be as good." she says like this is something that you should already know.How do you respond?
Player: You totally agree. "I understand, the bitter things in life make the sweet things possible and are therefore just as sweet."
DM: You reply, "I understand, the bitter things in life make the sweet things possible and are therefore just as sweet."Too which she agrees,"Exactly!" As she offers me a jelly-bean which I gladly accept, "Mmm, popcorn!"The train arrives and the conductor arrives. You get on the train and sit down next to the girl, whose name turns out to be Luna. You share the jelly beans all the way to Hogwarts.

Player: "No, it's just that bad things happen to people. Bad things always happen to people."
DM: "No, it's just that bad things happen to people. Bad things always happen to people," you reply.He looks at you like you are an idiot, and you feel like you said the wrong thing, of course you did, you always do.You sit in awkward silence the rest of the trip, looking at the window, seeing only the crack that runs crookedly parallel to its edge, ignoring the beautiful countryside beyond it.

DM: You look at her bewildered, "How on Earth is that a good thing?"Not waiting for a reply, you board the train that had arrived while you were talking, and sit in boxcar alone, pondering the peculiar little girl and her beliefs.
Player: The Train Arrives
DM: The train arrives at the station, and as you disembark, you make eye contact with the most beautiful creature the world has ever seen. She smiles as she accidently drops her luggage, spilling it out everywhere. You run over there to pick it up for her. She accepts your help and your heart melts. Surely the world must be evil because only in an evil world would such a beauty drop her luggage. She reveals her name is Cunegonde, and you are immediately stricken. Only the sound of Professor Pangloss' voice snaps you back to reality."First years, gather around by the lakeshore," he calls, "Three to a boat, no more." All the boats fill up while you frantically search for Cunegonde, accept one, and you must share it with Professor Martin, a gloomy character that you have yet to see smile the whole trip.Your boat looks rickety and old, but it is the only one available and you must get across to Hogwarts. You climb in and set out to the giant, loomingly-beautiful castle when you start to notice a wet sensation crawling up your feet. You think nothing of it for a second, you are in the water of course, until that sensation starts to climb above your ankle. You look down, and the water level inside of the boat is increasing with every passing second. You start to panic. Of course this would happen on my first day here! You yell at Professor Martin and explain the predicament, but he doesn't seem to care."This would have happened sooner or later, whether or not it was us or someone else," he explains, "the world is against us constantly, there is no use in fighting it."You implore him to use his magic and bind the leak in the boat, but he refuses, the other boats are too far ahead to comeback and save you in time. So what do you do?
Player: Try to Stop the Leak and Bail out the Water with Your Shoe Whilst Paddling to Shore

Player: Arrival at Hogwarts
DM: The train arrives at the station, and as you disembark, you make eye contact with the most beautiful creature the world has ever seen. She smiles as she accidently drops her luggage, spilling it out everywhere. You run over there to pick it up for her. She accepts your help and your heart melts. Surely this unspoiled beauty is why there is strife in the world. Only something this perfect must be sufficient reason for all the famine and disease in the world. She reveals her name is Cunegonde, and you are immediately stricken. Only the sound of Professor Pangloss' voice snaps you back to reality."Gather around first years," he proclaims in his authoritative voice as he shuffles us all into a group on the lakeshore."Three to a boat," he calls, and in the looking around for the pretty girl from earlier, Cunegonde, you realize there's only one empty spot left, with the Professor and an uncoordinated, rather pasty fellow "Neville," he offers, holding out his hand.With introductions made, the whole group of boats sets out, and halfway through the lake, they stop. You look up and see why. There's a castle glowing up from the top of a cliff, beautiful and mysterious and...Splash! You quickly locate the source of the disturbance, and it's Neville! He's fallen out of the boat! You reach out to help him, but the Professor says, "No, don't you see? He is meant to drown! He fell out, so it must be for the best!"So what do you do?

DM: You reply, "I agree of course. You're totally right.""I'm glad you have some sense in your brain, I didn't think you would when I first saw you," he responds. He then continues on in his conversation with who you later find out are his closest friends Vincent Crabbe and Gregory Goyle.
Player: Listen to Pangloss and Let Him Drown, He has a Point

DM: The train arrives at the station, and as you disembark, you make eye contact with the most beautiful creature the world has ever seen. She smiles as she accidently drops her luggage, spilling it out everywhere. You run over there to pick it up for her. She accepts your help and your heart melts. She reveals her name is Cunegonde, and you are immediately stricken. Only the sound of Professor Pangloss' voice snaps you back to reality."Gather around first years," he proclaims in his authoritative voice as he shuffles us all into a group on the lakeshore."Three to a boat," he calls, and in the looking around for the pretty girl from earlier, Cunegonde, you realize there's only one empty spot left, with the Professor and an uncoordinated, rather pasty fellow "Neville," he offers, holding out his hand.With introductions made, the whole group of boats sets out, and halfway through the lake, they stop. You look up and see why. There's a castle glowing up from the top of a cliff, beautiful and mysterious and...Splash! You quickly locate the source of the disturbance, and it's Neville! He's fallen out of the boat! You reach out to help him, but the Professor says, "No, don't you see? He is meant to drown! He fell out, so it must be for the best!"So what do you do?

Player: Nothing, If You Don't Drown Now, You'll Die from Choking on Your Food Later Tonight
DM: You do nothing. Trying to save yourself is a fruitless effort. You might as well give in now. The boat sinks slowly to the depths, and so does your heart with it.The end.

DM: You stay in bed for a moment before someone opens your cabin door and enters without knocking. It is a senior Steward. "Get up, we're sinking" he says shortly. "Get every passenger up, don't let anyone stay here." He strides off leaving the door open to wake the other stewardesses. In alarm you get out of bed and quickly dress before moving to the higher decks where the passengers in your charge are berthed.How do you choose to alert the passengers?
Player: Quickly with urgency
DM: Ignoring politeness you rap sharply on each o the doors or throw them open declaring "Everybody on deck with lifebelts on at once!" Though it triggers complaints it has the desired effect of emphasising the danger to people. As you are working you meet another steward coming the other way holding a lump of ice. "There are tons of ice forward" he tells you cheerfully before moving on. Feeling sufficiently alarmed you finish alerting your passengers and head up to the Boat Deck.
DM: You are walking up to the Boat Deck when you meet Mr Andrews, the ship's designer who is also one of the First Class passengers you are responsible for, coming down the airs."You need to put your life jacket on" he tells you when you meet in the middle of the stairs."You want me to wear it?" you ask."Yes, put it on, walk about, let the passengers see you" he tells you."It's very heavy" you say doubtfully."Well if you value your life put it on" Mr Andrews says to you. "Things are very serious but keep the bad news quiet for fear of panic."You hurry up onto the Boat Deck to find it is organised chaos. Seamen and officers are removing the canvases from lifeboats, fixing them into davits to be lowered and urging a growing crowd of passengers to get into the boats. The passengers, wearing an assortment of clothes and white lifejackets are reluctant. "You had better get in here Miss" one seaman calls to you and indicates a lifeboat. You are uncertain and worried now that some of your passengers may still be below decks.What do you do?

DM: A
Player: M
DM: M
Player: h
DM: AH
DM: AA
Player: G
DM: G
Player: m
DM: AM
Player: q
DM: AAQ
Player: x
DM: AAAX

Player: Let Him Drown, He Has a Point
DM: You listen to the professor and let the boy slowly drown, ignoring his cries for help and pleas for salvation. He is only inches away but far past any help you may offer him, and yet he still struggles. Unable to stand his screams you begin to paddle away as fast as you can. It takes what seems like hours, but you know to only be a few minutes, until you are no longer in ear shot of his gargling and panicked screams, or did they just stop. You will never know as you continue to shore.

DM: You accept his offer and follow him into an alley. He hands you a gun and a ski mask. He begins explaining the mission and telling you instructions. You nod out of fear and follow the man to the end of the alley. You reach the end and look up and find yourself staring at the bank you are going to be robbing. There are crowds of people in front of it and you start to make your way towards it. As your dodging people you look back to see if the man is still there. When you cannot see him any longer, you sprint the opposite way. You are out of sight and running down another alley. There is a subway entrance.
Player: You choose to stay on the street.
DM: You keep running. Your running for about 10 minutes when you reach a woman. You immediately ask her for help and explain your situation. She looks a bit confused, but then agrees to take you back to her house. You need a safe place to stay. She seems like a really nice woman. Do you really want to get her involved?

Player: Play Again, From 2nd Period
DM: Congratulations! You made it to second period! Acording to your schedule, you have Foreign Language Class now. During the first few minutes of second period, the highschool morning annoucments are played. The morning anouncers comes on the TV and give the usual, boring announcments. They remind everyone that today is a pep-rally and that the student council ellection winners will be officially crowned today.The announcments end, and class begins. What would you like to do?

DM: Now time to pack some health provisions. Don't want to die now, do we!You check in the medical cabinet and see...
Player: Salve
DM: Put salve on your wounds so they heal faster. May sting. But don't worry! It hurts less than an evil creature cutting deeply into your skin with its sharp talons... I think...
Player: Right then...
Player: Panadol
DM: For longer lasting relief. Unless you lost a limb. Or are getting tortured. Then these won't really work.

Player: Sneak in and Get it for her Because You Want to Get in Cunegonde's Good Graces (Pants)

DM: With dinner over, you begin to ascend the stairs with your new house, proudly wearing the colors emerald green and silver. "Congrats on Slytherin by the way," you hear someone say as the pat you on your shoulder. As you walk, you pass by a girl...not just any girl, Cunegonde. She turns around, frustrated, and you see the tears on her face.What do you do?
Player: Go Back to your Room and Enjoy the First Night's Festivities. You could die, or worse, expelled!
DM: You go back to your new house's common room and party it up with the rest of your new found friends. You have a new perspective on life and plan to enjoy it, the good and the bad. This will surely be an amazing year at Hogwarts.The end.

DM: You agree to the mission and decide to sneak into the restricted section. First you have to get there undetected, but how?As you are planning your daring mission, from which you figure you will never return, inspiration strikes. Argus Filch, the only person guarding the library at this time of night loves his cat, Mrs Norris deeply. If you can lure the cat away Argus would surely spend hours trying to find him. You sneak into the dining hall on tiptoes, hoping to rescue some uneaten chicken legs before the dishes are cleared away for the night. Luckily, some stragglers are still left behind eating so the plates haven't been cleared yet. You take as many drum sticks as you can carry and hid them in your cloak as you walk out undetected.You arrive in the library as you start to layout of trail of chicken scraps for Mrs Norris to follow. The plan works as you watch from behind a bookshelf, and the cat goes down the hall eating chicken scraps to hopefully be preoccupied long enough for Mr. Filch to be away for a long time.As he comes out of the restricted section to notice the cat missing from his usual residence on top of a case of old books, Mr. Filch sees the greasy remnants of the pieces of chicken and follows behind, just like the cat. Before the door latches shut, you sneak in through it and you're home free, or at least it seems that way. You have no idea where it is. It's dark, you have no light, and Mr. Filch will be back in any minute. What do you do?
Player: Press on!

Player: Give Up and Go Back

DM: You smash in the button repeatedly out of frustration, only stopping when the box speaks to present you with a new riddle. "I am not alive, but I grow. I don't have lungs, but I need air. I don't have a mouth, but water kills me. What am I?"
Player: Dryness
DM: As you enter in your answer, the screen flashes green. The same buzzing sound as before goes off as one of the latches retracts. The SFYNX screen shuts off for a moment and then refreshes back to the original blank screen."I swear, if there is another riddle from this stupid box..." you growl under your breath, waiting for yet another prompt.
DM: With the latches undone, you slowly pull open the heavy door...

DM: You and your crew out number them, and you take care of them fairly quickly. The boxes are full of supplies and you order your crew to grab everything and you start to head back to the ship. The sun was set and you and your crew have nothing but moonlight to guide you back.
Player: Attempt to make it back
DM: You and your crew get lost in the woods. The hours quickly turn to days, and then to weeks. The supplies in the boxes quickly dwindle to nothing but dust and crumbs. You and your crew die off one by one, searching for the way out of the forest, but never finding one.YOU DIED

DM: You decide to continue on your quest as the night in shining honor. Your eyes adjust after several minutes, and you can make out various bookshelves containing books of dark magic, cages containing man-eating books, and glass cases containing various "dangerous artifacts." There, you see it, under a glass box like an art exhibit at museum. For a second, that is where you think it should be. It is beautiful, but you notice something sinister hiding under its beauty and you begin to second guess your quest. But you figure that you have come this far so you might as well see it through, or should you?
Player: You Decide to Take It
DM: In order to prove your undying love for Cunegonde, you decide to take it, breaking the glass with your suit-jacket-covered elbow and reaching in. As you turn around, locket in hand, you feel a unique power and darkness surge through you, it feels both good and horrible and the same time. That is whe you hear the sound of clanking iron and see Mr Filch standing between you and freedom. You make a break for it, sidestepping the old man at the last second to slip past the door as it close behind him, his lantern-lit face barely having to register the shock of what was happening before his eyes. You run back to your chambers to find Cunegonde there waiting for you. Without saying a word she rips the locket from your hand. She puts it on. She looks beautiful with it. But her smile was no longer there, what replaced it was an unmistakable ugliness that was more profound than any of her outward goodness and beauty. And yet you stay and continue to stay. You feel that is right, but you don't know why. You go to bed and get ready for the first day of classes. You've had enough adventure for a while.The end.

Player: Radio

DM: You turn to Kate and give a small wink. "You know I like an experienced woman, and I'm not just talking about teaching. Although speaking of teaching, do you want to help me with my project on the tit- I'm sorry, TET Offensive?"She turns to you and laughs slightly placing her hand on your thigh, "I don't think you could handle it, little homo erectus. The don't call me a Rough Rider for no reason. You're funny though."You blush taken a back slightly, and you feel her slide something into your pocket.

Player: Go to door
DM: You tiptoe around NGE paraphernalia and slowly open the door.Down these stairs is your gateway to the outside world, and also a great way to ask your mom for permission to go to Marvin's. You can see her from here; she's currently doing nothing of grave importance, lounging around on the couch and watching television.

DM: As you trek through the woods, your body trembles with activity. Your eyes are constantly moving, scanning every bush for movement and every mud splatter for tracks. Cocking your head from side to side, you listen intently, searching not for noise, but instead its absence. A quiet forest is a worried one. With nothing else to do, your fingers fidget nervously at the trigger of your musket. So far, all is normal.Suddenly, a clump of ferns to your left rustles. Whirling about, you drop to one knee and center your musket on the suspicious patch of foliage. The ferns in question move again and you draw back the hammer of your musket; the metal clicks into place. All is quiet, except for the ragged whistle of your breath and the taut drumbeat of your heart.The ferns remain motionless.You wait. The ferns stay still. Your fingers twitch reflexively at the trigger.The ferns burst apart in a flurry of movement.
DM: With instinctive ease you center on the blur and pull the trigger. The musket thunders angrily and belches thick white smoke. With trembling arms, you shoulder your musket and examine what leapt out at you. Curled at your feet is the body of a fox, the contents of its head arrayed messily on the ground and fern behind it. Letting out a nervous laugh, you hold your hands in a futile attempt to stop your hands from shaking."Just a fox. Just a fox. It's just-"You laugh again, nervously, but at least your hands have calmed somewhat. Taking a few deep breaths, you begin to feel the adrenaline drain from your body. Bending over, you grab the fox by the scruff of what remains of its neck and stuff the corpse into your leather hunting satchel.

DM: You press onward, ever deeper into the forest's depths. Surrounding you, the ancient pine trees whisper and mutter, waving their crooked branches in the wind.As you press onward the whispering intensifies, building to a howling crescendo.Overhead, clouds, moving like great shaggy black behemoths devour the sky, shrouding the forest in darkness. Your eyes dart about, searching for scraps of light. You can still see, but everything is grey and your vision does not extend past twenty meters.Then the rain comes. It hits hard, water raining down like arrows, lancing into the ground and churning the soil into thick viscous mud. In moments you become soaked, every scrap of clothing on your body slick and slimy with water and mud, kicked up by the rain.Hunting in this weather would be a ludicrous decision.

DM: Leaping out of the way, you turn and center your musket on your mysterious troublemaker; a young fox. Standing in the center of the deer track, the fox brazenly stares down the barrel of your gun. At the sight of your attacker, you let out a bark of relieved laughter."Just a fox. Just a fox. It's just-"You laugh again, nervously, but at least your hands have calmed somewhat. Taking a few deep breaths, you begin to feel the adrenaline drain from your body. Bending over, you wave your fingers at the young fox."Shoo! Go on, get out of here!"The fox nips at your fingers irritably, but then changes tack and turns tail, disappearing into the shrubbery like a flash of orange light.

DM: Taking a better stance, you sight the wolf and pull the heavy iron trigger.Click.With a sudden rush of horror and realization you remember that you never reloaded your musket. In the distance, the wolf snarls at you and begins to lope towards you, moving swiftly and efficiently.
Player: Reload The Musket

DM: You decide to leave JB and Mat to their plan. You go off into the buildings inner hallways and get lost. No one else is around and there seems to be no maps in the area.
Player: Go into the first classroom you find.
DM: You find that this room is not a classroom, but a security room. The room is packed with technology and supplies. You look at the computer screens and see almost everyone in the building. After looking through the screens, you look through the lockers and find a shotgun. You set the weapon on the desk and sit down.
Player: Use the room as your home.
DM: You look through all the containers and find a lot of supplies. You find a handgun and place it on your hip by using your belt as a holster. You take out your beat up Uzi from your sidebag and throw it in the trash, seeing that it just weighs you down. Your happy now that you have a shotgun and handgun. You also found a lot of canned food. Too bad that it is all spam. You also find a small room that contains a bathroom. Now you don't have to go out of the room to do anything!
Player: Listen to the Radio
DM: You turn on the radio and you listen to some music. Your happy because your favorite song is playing. You always enjoyed listening to the Cotton Eye John.You then begin to dance in the middle of the room. You have your hands in the air, like you just don't care. After the song ends, you're a little tired but you enjoyed yourself. So you pick up the phone and call the radio station to request a reply. You squea like a little girl when the manager accepts your request. You then take three minutes to dance to the song again, before you realize that you should of called for help.You then grab the phone to call your family for help. When you put the phone up to your ear, you realize that there is no phone signal. You look into the ceiling and yell, "OH MY **********. SON OF A B*****. YOU MOTHER F*******." you throw the phone against the phone and sit back down.You figure that you can't do too much else than watch the survey cameras in the building, so you decide to continue with dancing.Suddenly, someone comes through the door way.

Player: Finish Loading
DM: Using your ramrod, you flail wildly, missing the tube's entry twice before finally jamming the musket ball into place. Tossing the ramrod aside you raise the musket and in the same instant the wolf lunges into the air, maw wide, fangs gleaming a glistening white.

DM: Decidido a tentar reencontrar o índio, voltou à floresta procurando seguir seu rastro. Depois de cinco ou seis horas encontrou o resto das cabanas queimadas, ocas destruídas e corpos no chão. Procurou pelo índio com avidez, quando o encontrou seu arco estava em sua mão e uma espada perfurava sua barriga.
Player: Continuar em busca de sua irma

Player: Wig wings

DM: L
Player: w
DM: AW
Player: v
DM: AAV
Player: l
DM: AAAL
Player: k
DM: AAAAK
Player: w
DM: AAAAAW
Player: d
Player: s
DM: A
Player: E
DM: E
Player: m
DM: AM

DM: You are accepted aboard the Titanic as a ship's officer and told that the Quartermasters are expected to work in six hour shifts from 6-12 and 12-6 twice a day. As an experienced sailor you are given first choice over which shift you prefer.Which do you apply for?
Player: 6pm-Midnight
DM: On a bitter cold April evening you go on duty at 6pm and report to the bridge. Orchestra music and the buzz of chatter and laughter comes from the First Class Dining Saloon as you reach the chart room and look over the assignments. There are three Quartermasters on duty tonight: one is required to man the helm which steers the ship while the other two are instructed to stand watch on different parts of the ship and make sure the Titanic is sailing as she should.Where do you go?
Player: To stand watch
DM: You are assigned the stern watch and for most of your six hour shift it is boring and bitterly cold pacing up and down. Tiny splinters of ice hover in the air, sparkling whenever they catch the light of a deck lamp. You are lost in your thoughts when suddenly the ship gives a strange grinding judder. Glancing up you are astonished to see a giant white sail glide right alongside the Titanic. It takes you a moment to realise it is an iceberg. A moment later it has passed and seconds later it has vanished into the darkness. The sudden encounter has startled you and you wonder if you should go up to the bridge and ask about it, but then again you are not supposed to leave your post.What do you do?

DM: You hurry to the first aid center. You manage to find a doctor. You take him to the body. "He's badly wounded." the doctor says, looking over the Rebel. "But He'll be fine under my care."
Player: You leave
DM: You walk into the pilot's deck. Commander Oragana is piloting the craft."Why aren't you in your dome?" he asks."A TIE blew it out." you answer."We're taking too much lasers. Our shield generator is down. Do you think you can fix it for us?"
Player: "Have somebody else do it!"
DM: The commander looks at you sternly. "Fine. Find somebody else to do it." You exit the deck. Where do you go?
Player: Change your mind and fix it yourself
DM: You climb out one of the windows on the cruiser. Using your suction grips you clamber up the side of the ship. Finally you reach the top. You balance awkwardly on the steel plating as you work your way to the shield generator. You pull out a screw driver and put several loose cords back into place. The shield generator will kick in in a few seconds.You hear the sound of two lasers. You turn to see twin bolts of green streak towards you.
Player: Wait for the shield generator to kick in
DM: You wait. But before the shield generator turns on, the two lasers hit you squarely in the chest.

DM: In the faint distance, I saw what I couldn't believe. "Hello, Ken," said the voice. "So glad I could actually see you!" "No!" I yelled. "You can't be..." "Oh yes it is... It's Miko! Remember when you ditched me at prom? Remember you ditched me... period?" "Of course, because of your abusive actions and hatred towards my mom, I dumped you right there. So tell me, what kind of bum kills my mom? Oh yeah... YOU! Did you also kill old man Jenkins and my husband?" "Shut up, she was annoying... and yes. I did. I'm happy I did. They deserved it!" "Annoying?! I think I'm gonna be sick. You have such a twisted mind. Something's wrong with you and I think you need to be fixed by a doctor." "I don't need any kind of doctor. Right now is the time to finish it." Miko got up and punched me in the face. Of course, I don't want to fight a psychopath, but is there any choice left?

DM: Once home, you unpack your supplies, gunpowder stashed in a waterproof casket, musketballs stacked in a corner, and the precious bag of salt placed carefully atop the mantel. Satisfied, you settle into your skin and pelt bed and withdraw Father Lukas's book.
Player: Read The Book
DM: Much of the book is filled with talk of travels through foreign cities, other times whole pages are used for roughly sketched diagrams of buildings and mountain ranges. Then you reach the page you are looking for. The handwriting is messier and the date at the top is much more recent.

DM: You close the book, and lie back on your bed. Never before have you felt so vulnerable, in your cabin beside the deep woods. Your mind tells you to fetch your musket and find the house of Barnabas, but your body remains rigidly still.Mustering all your willpower, you force yourself out of bed and open the door. It is still light out, but the sun is beginning to slip behind the treeline, and everyone knows that darkness comes swiftly in winter. Perhaps the trip to see Barnabas could wait till tomorrow?
Player: Leave Now
DM: Mustering your courage, you stare into the shadowed depths of the dark forest and spit defiantly. Mentally prepared, you then head back inside to change and gather your gear. Once dressed and equip, you head out, warily skirting the outside of the forest in search of Barnabas's hut.

DM: For the first time in recent memory, your courage has well and truly failed you. Curling up under your thick blankets, you await the beginning of a long and sleepless night.
DM: The fingers of morning light that reach over the wall of trees offer a desperately needed relief to your tormented mind. The night has been long and grueling. The room is filled with a cloying, smoky scent, courtesy of the half dozen candles you lit, all burnt down to the quick. Your hot, clammy fingers ache, they clutch your hunting knife with a death grip. Heaving yourself up against the wall, you rub at your bleary eyes.Staggering out the door, you grasp the water bucket with both hands and heave it over your head. Frigid icy water cascades downwards, pouring over your sweaty body. Fresh energy courses through your body, burning away the night's cowardice and fear. The cold leaches into your bones, but you stand resolute, chest heaving.You stare into the depth of the dark forest. It stares back.You spit defiantly, and then head back inside to change and gather your gear. Once dressed and equipped, you head out, skirting the outside of the forest in search of Barnabas's hut.
DM: The sun is now high in the sky, gnawing into the flesh of the snow. You are beginning to wonder of the butcher meant west instead of east when you see a square object, wavering in the distance. As you draw closer you recognize it to be a hut, quite similar to yours. You grip your musket apprehensively.

DM: The sun is falling quickly, flecks of light catching on the treetops; the darkness is fast approaching. You are beginning to wonder of the butcher meant west instead of east when you see a square object, wavering in the distance. As you draw closer you recognize it to be a hut, quite similar to yours. You grip your musket apprehensively.

Player: Get Closer
DM: As you approach the building you notice something strange, leaning up against the wall. It appears as though Barnabas has a number of wooden poles resting against the side of his house. Atop them are... you're not exactly sure, but you have your suspicions. Casually, you unsling the rifle from over your shoulder.When you get closer your suspicions are confirmed; they are animal heads. There are six poles, two have goat, three are affixed with pigs, and the fourth holds the head of a cow. Some are beginning to decay, and even in the depths of winter flies still surround the heads. The snow below the poles is spattered with blood, which drips continuously from all six heads. Your hand has, on its own accord, removed your hunting knife from its sheathe.Skirting the outside of the house warily, you approach the door and prepare to knock when it occurs to you that you are carrying a loaded musket in one hand and a knife in the other. Slinging the musket back over your shoulder, you prepare to sheathe the knife, but your hand remains resolutely still.
Player: Put Your Knife Away

Player: Keep Your Knife Out

Player: Map of Antarctica
DM: "What do you want?"
Player: What's your name? (1)
DM: "Why, you gonna ask me on a date? I'm a man and from this distance I can't tell what you are. This is Blackmail, isn't it?"
DM: Man #1 is angered. "I am angered! I'm gonna punch you in the face!"He punches you in the face.

DM: You start running back, and just in time too. All the naitives burst out of the bushes and rush your position. Your group heads back to the beach, and the wood collectors stop what they're doing to help you. They pull out their pistols and begin firing at the naitives, who retreat. It might not be good to have a village of cannibles so close to your campsite.
DM: Over the course of the next three months, as you continue to attempt a settlement, the cannibles continuously terrorize your campsite. Fletcher has had enough of it. He orders the Bounty loaded back up, and soon you are back on board and heading out to sea. Complaints from some of the crew have convinced Fletcher to set a course back to Tahiti. These men miss the Tahitian women they married during the six months they lived there. So that's where you end up; the very beginning of this story.

DM: Adam remembered the day he saw her crying by their willow tree... Every day after school Adam would meet her underneath the oldest willow tree in town right near both of their houses. As he approached she looked up at him before quickly looking away. He knelt down by her and hesitantly touched her shoulder. Her crying slowed a bit and Adam asked, "What's wrong?" She shook her head but Adam was persistent. He sat down in front of her and gently grabbed both of her hands that had been wrapped around the legs drawn up to her chest tightly. She slowly allowed him to unknot herself and he let go of one of her hands to pull her chin up so she was looking at him. The decorations of bruises on her face caused Adam to suck in a quick breath. He moved his finger from her chin to her cheek where a deep purple was blossoming there. He slid the pad of his pointer finger across it lightly, the touch caused her to flinch. "Who did this to you?"
Player: Get Out of Shower
DM: Adam let out a sigh as he turned off the warm water, regretting it almost instantly. He stepped out of the shower and began drying off. He walked up to the full length mirror next to his sink and wiped the fog away so he could see his eyes. They were red; the veins in his eyes sticking out. If he squinted and stared long enough, he could almost pretend to see them throbbing along with his heart. After taking care of his other bathroom essentials, he walked out of the bathroom clean shaven and dressed in a pair of jeans and a sweatshirt that read 'Georgia State'. He ran a hand through his hair as he padded to the front door for his snow boots and coat. He had a few errands to run today and things that needed to be accomplished. He eyed the kitchen as he slipped his arms through his coat; he longed for breakfast but knew his stomach couldn't handle food at such an early hour. As he stepped outside he wondered whether he should go to the school first or head on the road...

DM: Making it clear that you see his attempt at going for the hatchet, you sheathe your knife and take a step forward."I just want to talk, Barnabas. I just want to talk."He jerks his head in surprise at the sound of his name"How you know my name?"You motion to the small rough-hewn table at the other end of the room; farthest away from the hatchet at his wall and the musket you see hanging over his mantel. He snarls something unintelligible at you but complies, taking the one seat available. Unperturbed, you lean against the wall opposite him. Staring straight into his malevolent yellow eyes, you address the man who could well be your father's killer"What do you know of wolves, Barnabas?"He lifts his hands in a show of nonchalance, but his eyes keep darting to the hatchet in the corner of the room. You remember Father Lukas's text;Whether or not werewolves retain their knowledge when they wake is unknown, as I have seen some werewolves that appear merely as especially violent wolves, however many others seem truly malevolent, both in human and bestial form..."What do you know about werewolves, Barnabas?"This time there is no mistaking the shock on his face. Barnabas's eyes dart once more to the hatchet across the room, long yellowed nails digging into the ragged wooden table.
Player: Remain Calm
DM: Casually, you push yourself off the wall and stand in front of Barnabas, placing yourself between him and his weaponry. Your right hand rests on your knife hilt. Barnabas's yellow eyes glint at you angrily. You meet them and half smile."Well Barnabas, what do you know about werewolves?"He snarls at you angrily"Nothing at all. Get out."You open your mouth and Barnabas gets up abruptly, pointing a clawed finger at your chest"Get out! Get out! Get! Out!"You leave all to obligingly, walking backwards and keeping the hand on your knife.As you exit the house he leaps forward and slams the door. Above you, the sun has sunk beneath the trees.It will be a full moon tonight.
Player: Go Deeper Into The Woods

DM: Making it clear that you see his attempt at going for the hatchet, you take a step forward."I just want to talk, Barnabas. I just want to talk."He jerks his head in surprise at the sound of his name"How you know my name?"You motion to the small rough-hewn table at the other end of the room; farthest away from the hatchet at his wall and the musket you see hanging over his mantel. He snarls something unintelligible at you but complies, taking the one seat available. Unperturbed, you lean against the wall opposite him. Staring straight into his malevolent yellow eyes, you address the man who could well be your father's killer"What do you know of wolves, Barnabas?"He lifts his hands in a show of nonchalance, but his eyes keep darting to the hatchet in the corner of the room. You remember Father Lukas's text;Whether or not werewolves retain their knowledge when they wake is unknown, as I have seen some werewolves that appear merely as especially violent wolves, however many others seem truly malevolent, both in human and bestial form..."What do you know about werewolves, Barnabas?"This time there is no mistaking the shock on his face. Barnabas's eyes dart once more to the hatchet across the room, long yellowed nails digging into the ragged wooden table.

Player: Wait For Barnabas At The Edge Of The Forest
Player: Fade
DM: You wake with a start, musket in hand, and finger on the trigger. The forest is as silent as a crypt. Above you, the moon glows, bright and full. You are unsure how long you lay unconscious, but judging by the height of the moon it is nearing midnight. Much more concerning are the footprints. Clearly made in the snow, Barnabas's tracks lead out into the forest.They are the prints of a man possessed with a hellish goal.

Player: Wait At The Edge Of The Woods For Barnabas

Player: Follow The Tracks
DM: Steeling yourself, you vault out of your hiding place and sprint after the tracks, gun ready. The cold gnaws at your bones, and your strength is beginning to wane. Your vision is blurring slightly.Not too far off, a bestial howl cuts through the silence of the night...

DM: The Hunt.Howling, teeth showing.Nose finding a scent.Tracking.Scent strengthens.A softflesh's den.Empty.Tracks leading away.Following.Closer.Scent of fatigue.Scent of fear.Glint of light. Not fire.A musket.Snarl of irritation.Stalking.Cautious, but not fearful.The softflesh is determined.Preoccupied.Following tracks.Distracted.Slipping behind brush cover, pelt brushes dry grass.Softflesh turns quickly, musket raised.Clever.Slipping away into the night, circling around.Picking up speed.Sprinting.Leaping.A sudden explosion of sound.A heavy pain in the shoulder.Hot blood spatters.Snarling with anger.Softflesh swings musket, chipping tooth.Backing off.Respect.Fear? No. Not ever.Respect.Leaping, twisting.Knocking musket aside with heavy paws. Success. Ripping. Tearing. Howling.
Player: Wake

DM: You feel heavy, exhausted. There is an intense ache in your shoulder.You feel your mind bend, your nightmares becoming reality.In front of you lies the mangled corpse of Barnabas.You killed him.It is dawn, and you are naked amidst the snow, but you do not feel the cold. You feel only a roil of emotions, horror, revulsion, disbelief.It was you. This whole time.It was you.Tucked into a pocket of Barnabas's bloodstained coat, a piece of yellowed paper protrudes. You have a suspicion as to what it will read even before you open it. The ink is scrawled and messy, and the page is stained, but the message is still clear. It reads; To whom it may concern:There is little time. I have spent fifteen years chasing after the beast that has (if you are reading this) killed me. This beast is a werewolf, it is a creature of great evil and must be destroyed. I urge you take up my crusade, and kill the infernal creature. Barnabas Stainton The paper crumples in your hand. You let it fall, and it lands softly beside Barnabas's battered frame, cradled in the reddened snow.In death he seems more elegant, his cheekbones are more pronounced, his face has an air of dignified nobility.He seems at peace. Hundreds of thoughts swirl in your head, competing for your attention.You ignore most of them. To think of anything other than the matter directly at hand would be to descend into maddening insanity. You steel yourself, and silence the voices in your head.Really, there are only two options.
Player: Destroy The Werewolf Of The Dark Forest
DM: Barnabas's rifle lies by his side, and the musketballs and powder horn are at his hip.Carefully and methodically, you load the musket, and then point upwards.You close your eyes and breathe deeply.Once. Memories of the forest in spring, sweet and serene.Twice. Memories of your father, playing outside the cabin.Thrice. Your fingers curl around the neck of the trigger and pull.The gunshot echoes throughout the forest, sending the ravens aflight.In the distant town of Walstadt, a bell tolls.

Player: Roam around the school.

DM: Putting on your Sunday best so to speak, you head off to your interview. When you arrive, you are slightly confused as to where to go.You think to yourself. He said meet me in the principal's office? But where is that exactly. I knew I should checked that email again. You pull out your phone again hoping to find some additional information, but alas there is no other information other than that the interviewer's name is Mr. Smith. You wander the building for a few more minutes looking for some signs. The building is fairly large with hallways branching off in four directions from the main lobby. It seems all the signs have been removed over the summer for some renovations or something. If you don't hurry you're going to be late, and that's no good. You have some decisions to make.
Player: Wander the school some more:
DM: You continue running around the school looking for the offices. Surely, you'll find them eventually. Well, you do but you're 15 minutes the late. You knock on the door until a rather disgruntled man opens the door."You're late but go ahead and come in," The man scoffs, "try and prove to me that you won't be completely incompetent."Walking over to a chair your heart drops, this isn't going well. You continue on with the interview and answer the questions which are pretty typical. Relieved that the interview is finally over, you walk out of the school and wait on the results. About a week passes, unsurprisingly you didn't get the job. Oh well, who wants to work for a grump like that anyway.

DM: Something doesn't quite fit.There is something that is staying your hand, preventing you from taking your life or leaving civilization forever. Something just doesn't make sense.The frigid air against your naked skin isn't helping your concentration, so the pieces begin to fit together slower than normal.You think as you walk, pondering intently. Barnabas's letter states that he had spent decades tracking the werewolf, and that he had travelled doggedly in its pursuit. You have never left Walstadt in your life, never ventured far in any direction except into the woods. You recall another passage from Father Lukas's book;Village children with parents (or a parent) who were werewolves often were werewolves themselves.Your father was born and raised in Walstadt. He never travelled. But someone else in your family did...Another passage from the book comes to mind;A werewolf's subconscious urge to travel... can be observed both in wolf and human form.Your mother came, and then she left. It was not long after she left that your father was killed. In fact, the two events happened in very close proximity to one another...That you are a werewolf, a creature of hellish origin and bloody fate, is undeniable. But perhaps the blame is not yours alone. Perhaps it was not you, after all, who killed your father.By now your meanderings have taken you back to the spot where you must have transformed, in the deep of night. Shivering, you stoop and put on your clothes.You are determined now, you will return to your cabin briefly to gather your supplies, and then set out again in pursuit of that creature of darkness.The Wolf. Your Wolf.But what motivates you?
Player: Vengeance
DM: You feel your nails dig into the palms of your clenched fist. The villagers in town told you that she left for Tubingen, across the Rhine. That was a long time ago, but it makes no difference. Even if it takes the rest of your life you will track her down, you will find her.And you will kill her.For what she did to you.For what she did to your father.With a face of grim determination and eyes of fire, you prepare to embark on your crusade.In the fastness of the dark forest, a wolf howls.

DM: Osiris was tricked by Set and cut up into 14 pieces (it does matter!) and scattered to the corners of Egypt. As Isis, Osiris's wife and goddess of magic, searched Egypt for the pieces, Osiris's' and Isis's son, Horus, was raised in secret by the god of wisdom, Thoth. As Horus came of age, he set out to avenge Osiris's death!
Player: A small river
DM: As you travel in search of Set, you come across a stream filled with crocodiles. The stream is pretty wide, so the crocodiles would be able to bite you...
Player: Go through the river
DM: As you bravely cross the river, the crocodiles move out of your way. These crocodiles want to help you!You continue to the end of the river and thank the crocodiles.

Player: Look for another route
DM: You search for a shallower point in the river, or some other way of crossing, but find nothing.

DM: You find a place where there aren't any crocdiles. You begin to cross when you see a crocodile swim near you.
Player: Attack the crocodile
DM: You kill the crocodile with your khopesh, but a servant of Set laughs and says "Your more a fool than I expected!" It was Set's voice that was coming through the servant."What do you mean?""That crocodile was going to kill this servant. Oh well. HAHAHAHA!!"The servant jumps at you claws you. The claws do not hurt, but the servant pins you down underwater, and you eventually drown. Set himself appears and cuts of your head.

Player: The other side of the river

Player: Kill the servant
DM: You split the servant in two and blood stains your hands and the sand. You step over the servant and set your sites on the horizon.

DM: You get out of the way, but instead of the crocodile turning and attacking you, it continues. You see the a servant of Set. The crocodile was going to attack the servant! You thank the crocodile and continue on your quest.
Player: Ask what it wants
DM: You ask it what it wants with you. Set's voice breaks through and says "Fool. I want to become the king of the gods! Want power! I will kill you and all the other gods including Ra!"You clench your khopesh harder and attack. The servant falls dead on the sand.

DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.> Quel est votre prénom ? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaav...
Player: P
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.> Quel est votre prénom ? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaaap...
Player: N
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.> Quel est votre prénom ? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaaaan...
Player: X

Player: Continue on your journey
DM: As you walk, you hear the sound slithering through sand. Snakes! They must be possessed by servants of Set. There are three snakes surrounding you except for the back, each ready to spray you with venom!

Player: Wait then attack
DM: You wait for the servants to spit, then you jump and kill the one in front of you. When the servants looked up to spit again, you threw your khopeshes at them both and the khopeshes split both of their heads.
Player: Continue on your quest
DM: You continue on your journey. you find an oasis with no one around. You think to yourself "That's odd..."When you search the oasis, you find no one, not even a snake. When you search the water, see some long thing, so you move closer...The thing lunges up and tries to bite you, but your quick reflexes make you dodge quickly. Set laughs through the servant who is also a snake. You grab your khopeshes and prepare for battle.
Player: Lunge and attack
DM: You lunge at the servant with your khopeshes out, but the servant dodges and you fall into the water. As you get up, the servant spits venom into the water. Your entie body stings and you lose strength fast. The servant then bites you till you are bleeding to death. As the servant comes up to bite off your head, you grab your khopesh and stab the servant. That took all of your strenght, so you faint because of fatigue and die of bleeding.

Player: Attack the one on the right
DM: You kill the one at the right, but some of the venom gets sprayed onto you. The one on the left spits you, but the on that was in front of you missed.
Player: Jump and slash the left one

DM: You jump up and nail the servant on the left in the head. You must have hit an artery, because blood spray out of the head. When you turned your head out of the blood, the last servant had spat venom at you and it hit your back. You grit your teeth and grunted. You grabbed your khopeshes and dashed at the servant, but it dodged and spat at your eyes, blinding you. You were hurting in so many places, it was too hard to scream. You fell down, screaming, only hurting yourself more. The servant approached you and Set's voice broke through. "I will become king!"The servant spat at you again, making you wail. Then it bite off your head.

Player: Jump and kill the one in front of you
DM: You jump up and nail the servant in front of you in the head. You must have hit an artery, because blood spray out of the head. When you turned your head out of the blood, the last servant had spat venom at you and it hit your back. You grit your teeth and grunted. You grabbed your khopeshes and dashed at the servant, but it dodged and spat at your eyes, blinding you. You were hurting in so many places, it was too hard to scream. You fell down, screaming, only hurting yourself more. The servant approached you and Set's voice broke through. "I will become king!"The servant spat at you again, making you wail. Then it bite off your head.

DM: You walk out the door after dropping off your letter of resignation, and as you somberly open the door and walk out into the street, you were too sad, all looking down and everything, to notice the semi with broken brakes heading towards you. Ouch.
Player: Wasted
DM: Huh. How did that one happen? Maybe do something different next time. (Like, you know, NOT standing in the way of a deadly supervillain? Just a tip.)

DM: You stand your ground, waiting for the servant to lunge at you. It hisses and jumps at you with bared fangs. You slash the servant in two as it is airborne. It falls to the ground and then rolls into the water. You pick it up out of the water and toss it out on the sand.
Player: The shrine
DM: As you walk through the desert, you come to the shrine of Set. You enter the shrine and see Set. Set must have sensed you for he is ready with his khopesh. You thin your eyes in anger and prepare to kill Set.
Player: Slowly approach Set and then dash at Set and strike
DM: You walk slowly towards Set. He does the same. You clench your khopeshes as you keep walking, then abruptly dash toward Set. You catch him off guard and stab him. He grunts and then punches you away. You fly to the ground. Set apporoaches, but you quickly get up and prepare to attack. Then, the sun shone brighter than ever and a beam of light illuminated the shrine. Ra suddenly appeared and warped next to Set. He slashed Set and Set went sliding back. You siezed this moment to dash at Set and slash him. But Set saw you and sidestepped. Then you attacked again and again, but Set kept dodging. Finally, with rage filling your heart, you spun into a whirlwind and sped at Set. Set looked at you opened-eye, surprised. You then smote Set with full force and sent him flying. Then you jumped and slashed him to pieces.As Set smashed into the ground, you glided to the ground and delivered the final blow. "Set. Your name shall be erased forever!"Horus continued to become the king of South Egypt and ruled as just as any Pharaoh.
Player: Congratulations! You have won "Horus"!

Player: Lunge and attack with a barrage of strikes
DM: You run at Set with your khopesh ready to attack. You slash at Set, but Set is too fast. Finally Set dashes forward with neck-breaking speed and slashes you. You are too surprised to react, so Set destroys you and then says "You are just like your father: pathetic. Hahahaha HAHAHAHA! HAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHA!!!!!"

DM: You sit in your chair.Well, you sit there.Nothing really happens, except you see that bag on the table and your back gets all cramped up.You have 0 Power Points.
Player: 6: Your Room
DM: You wander into the room. There is a bed. And a chair. And a table. And there are three bags on the table.You have 0 Power Points.
Player: 15: Your Chair

DM: I pour a red potion and a blue potion into a beaker and swirl them around. Within a few seconds, the liquid turns purple."Here goes nothing," I say and down the potion.I wait a few moments expecting something to happen but... I don't feel any different.Dvalinn looks to me, concerned. "Do you feel okay?" he asks."Yea, I feel totally normal," I say. "Hmmm, that didn't seem to do anything, maybe we're missing some-""What's wrong?" Dvalinn says urgently.My stomach burns, it feels like there is acid ripping through my insides. I fall to my knees and start coughing, blood dripping from my mouth. I lay down and Dvalinn kneels beside me. After a few more wet coughs, I close my eyes.Deaths: 1
DM: 
Player: Mix a red potion with a green potion, then drink it
DM: I pour a red potion and a green potion into a beaker and swirl them around. Within a few seconds, the liquid turns brown."Here goes nothing," I say and down the potion.I wait a few moments expecting something to happen but... I don't feel any different.Dvalinn looks to me, concerned. "Do you feel okay?" he asks."Yea, I feel totally normal," I say. "Hmmm, that didn't seem to do anything, maybe we're missing some-""What's wrong?" Dvalinn says urgently.My stomach burns, it feels like there is acid ripping through my insides. I fall to my knees and start coughing, blood dripping from my mouth. I lay down and Dvalinn kneels beside me. After a few more wet coughs, I close my eyes.Deaths: 1

DM: You have just been deemed mature by the Alpha male, you are no longer the protected, now you have to help the protector. Like all the other wolves you have four main feelings. You wish to be the alpha male, you hate the other wolf tribe, you wish to survive and you want a mate. All of these things will have to be accomplished to win.
Player: The Human Village
DM: You travel into the village which is human.
Player: Eat Trash
DM: You dive into a pile of trash, just as something cold and very fast, fly's through your neck muscle.

DM: The lake is the most beautiful place of the forest to wolves, both the moon and teh survival needs are intertwined in meaning with the lake.
Player: Challenge the other wolf tribe

Player: Introduction

DM: You come to the right flanks of the cave.
Player: Look for a normal mate
DM: You make a move pn a younger Wolf.
Player: Your just not Impressive enopugh for this young gal.
Player: To the Wolf Council room.
DM: You have made it to the deepest, darkest and largest of the cavernes in your wolf cave.

DM: Now this may not be a full size bear, but you still need to be an amzing hunter to take one down. Question is: Do you have it?

Player: Challenge the Alpha Male

Player: a
Player: z
DM: Your name is now Aaaaaaaz.YOUR HEALTH: 100%

DM: You are so nervous that you begin to fidget, and then you begin squirming. The judge and the rest of the court look over at you and you can hear them snicker. They think you are guilty because you looked uncomfortable when Ms. Winters mentioned your redeeming qualities. You realize that you should have listened more carefully to Ms. Winters' advice.
Player: Continue with your trial
DM: Ms. Winters presents your wife, who says that it is impossible for you to be a drug dealer, since you work two jobs and the rest of the time you are with your family. The owner of the restaurant goes against what the Jacobson family said, and says that they had a lot of expired food that week and they didn't realize it until later.

Player: Female shelter

Player: YES!
Player: The lake

DM: It takes a pretty powerful wolf to hunt big game, question is: Do you got it?

Player: Try to mate the Alpha Female
DM: You make a move on the alpha female.

Player: You are caught by the Alpha male, and slaughtered.

Player: The Forest

DM: You decide that the other cure-alls in your kit will have to do for today and hurry out the door. You make your way up the street to the nearest sick home, and pop a few cloves of garlic into your mouth before knocking on the door. A thin girl, no more than 12 answers, and you walk on in. The smell is putrefying. Before you address any of the patients in the room you open up the windows to get the air moving, then you open your kit. You set out small bowls for vinegar and rosehip oil and wash your hands before turning to look at the sick. This home holds 5 in total, all moaning or speaking nonsense. You check on each methodically, rubbing their pulse points with vinegar, administering clysters, and evaluating their urine based on color. (5)The 5th patient is dead already and you predict that the 4th will not make it through the night."You'll need graves for these two," you tell the girl.She nods, leaves, and comes back with a shovel. She watches intently as you finish assessing the smallest patient, a child of maybe five. "Are you going to dig a grave yourself? Do you not have any servants?" You ask her. She just nods again.
Player: Choice 3: Leave.

DM: You post a vile, hate filled paragraph directed at your opponent, reducing his sanity by 10.In turn, the troll derps at you, reducing your sanity by 3.The troll's sanity is a mere 0.What's your next move?
Player: Them thar troll be vanquished

DM: I at first felt a jumpThen a small rumbling The entirety of the worldWas turning and tumblingThen all at once all was stillNothing to be seen nor heardAfter some moments had passedI heard the tweeting of a songbirdI opened my eyes and looked aroundAt the blue sky, the birds, the treesI saw a child running all aroundNo wait- straight towards meThe child was very young Only two, maybe threeShe ran with purposeSmiling with glee
Player: The Woman
DM: The woman walked with sweet loving graceLittle dimples hugged her fair and young faceYet her eyes betrayed just the smallest traceOf sadness, greater than any I'd ever facedHer stomach swelled to a great and large sizeBut her lean face and arms led me to implyShe was soon expecting a small surpriseA new brother or sister for the child at her sideShe picked up her baby, holding her in her armsPresenting one of her many motherly charmsHer little pride and joy, she'd bring her no harmShe then noticed me, which caught her alarm
Player: Following
DM: The woman addressed me"Good afternoon, sir"I nodded right back at herShe then continued her wayPerhaps out of worryOr maybe just curiosityI high kicked velocityAnd followed themI caught my eye in a mirrorWhile on my merry wayAnd I'm sorry to sayI looked completely differentI wore a long piece of fabricAnd no shoes to speak ofI had a beard thicker than glovesI was a middle-aged manThough very confusedI continued my questIt wasn't the bestBut I kept walking on

Player: n
DM: Your name is currently Aan.Choose the fourth letter in your character's name, or click the link to Chapter 1-Prologue to begin.YOUR HEALTH: 100%
Player: u
DM: Your name is currently Aaau.Choose the fifth letter in your character's name, or click the link to Chapter 1-Prologue to begin.YOUR HEALTH: 100%
Player: u
DM: Your name is currently Aaaau.Choose the sixth letter in your character's name, or click the link to Chapter 1-Prologue to begin.YOUR HEALTH: 100%
Player: m
DM: Your name is currently Aaaaam.Choose the seventh letter in your character's name, or click the link to Chapter 1-Prologue to begin.YOUR HEALTH: 100%
Player: m
Player: s
DM: Your name is now Aaaaaaas.YOUR HEALTH: 100%

DM: You start running immediately. The path is so slippery, you almost fall trying to gain your footing. You try to keep going as fast as possible, but you slip somewhere in the middle and begin to fall towards the briars. Luckily, you think quickly and grab onto the edge of the cat walk path. Now you're suspended in the air, dangling over the briars. You have the option of letting go so Paul can't get to you, but it would wind you up in the briars, or you can stay dangling there until Paul reaches you and hope he doesn't pull you up and kill you.
Player: You wait for Paul
DM: You wait for Paul to catch up with you. And he does quickly. Instead of helping you up though, he stomps on your hands to make you release the edge. You can't hold on to the slippery edge, so you fall.
Player: You drop into the briars
DM: You drop into the briars. They immediately rip through your skin like nails. You cry out in pain and look up at Dean and Paul. Paul just stands over where you've dropped and Dean grins evilly. "Very nice." Dean says as blood drips down from your cuts. "I said you had to make it to me, I don't care what path. But this deserves and extra five seconds on your side." Dean continues. "So, come on." He insists.
Player: You just stand there not wanting to be hurt more
DM: You just stand there not wanting to be hurt more. After five seconds, Paul jumps down in the briars next to you and kills you. Sorry, but you've lost the game. Please click on "The first night in Hell" to try again. Otherwise, comments are welcomed. Thanks for playing!

DM: You find yourself standing on the island's wooden Quay, the Blacksea Ferry tied up and bobbing alongside on the gentle swells of the sea. The Ferryman Barry Guest, a weathered brown-bearded man in a sailor's cap is sitting on one of the passenger seats with his feet up reading a newspaper. Otherwise there is no one else in sight. Looking towards the island from the Quay a metal gateway in a high metal fence leads into the Castle Compound, dominated by the great grey-stone Blacksea Castle towering over some smaller buildings. As miniscule particles of sea spray makes contact with your bare arms and legs you shiver and wish you were wearing more than a shirt and shorts. Now you wonder what to do first.
Player: Enter the Castle Compound

DM: "Excuse me," you call out to Barry the Boatman. He glances up from his newspaper with a good-natured smile."Boat's not leaving for another ten minutes love.""It's not that, I was wondering if I could ask you some questions?""How can I help you, young lady?"You pause suddenly, wondering what to say.
Player: "How long have you worked on this island?"
DM: Barry rubs his beard thoughtfully at that question."Depends what you mean by work young lady. I first starting helping my grandpa run this ferry when the arthritis in his hands got bad, I guess that was in about 1975. We used to make the monthly grocery runs for Lady Christie, now she was a strange one, very unusual lady. Used to make us unload everything on the Quay and come and get it when we were gone, in five years I couldn't have spoken to her more than a dozen times. After she passed on in 1980 the National Group kept me on after my grandpa retired and I've been making the runs ever since."He smiles proudly.
Player: "Is there any way of getting off this island after the last ferry leaves?"
DM: Barry laughs cheerfully."No dear, best be down here by 5pm or you'll be in for an uncomfortable night - usually I'd say you could stay with the residents but they're all leaving too. You see that gate at the end of the Quay? That and the whole fence with it is electrified at night, a gift from the late Lady Christie god rest her soul. She couldn't stand the idea of people coming on her island without her knowing it so she installed that. After I lock that gate at 5pm the generator kicks in and with the cliffs nigh-unclimbable, you wouldn't be getting on or off this island until I come back at 9am tomorrow."You study the electrified fence thoughtfully.

DM: Barry frowns at that. "Ah yes, young Robert. Sad business that and totally unexpected. He fell off the cliffs up near his home in the Wetlands. They're treacherously steep so you mind you don't go near the edge Miss. I feel sorry for his poor ma. It's hit her hard as you could imagine it would and between you and me she likes a spot of the old drink a bit too much. Bad business all round I'd say. Why did you ask?""No reason," you say quickly "Just remember reading something about it."Barry makes a sound of agreement and looks at you expectantly.
Player: Wish him good day and walk into the Castle Compound
Player: Go east onto the Quay

Player: Talk to Barry Guest

Player: "Is it true that someone died on this island recently?"

Player: Back West

DM: You step into Blacksea Castle, your feet echoing loudly as they strike the paved stone floor, even though you are trying to walk quietly. On the floor just inside the entrance is a stone with the eerie message: "IT WAS ON THIS SPOT ON THE NIGHT OF 25 DECEMBER 1920 THAT LIEUTENANT COLONEL AUGUSTUS FOSTER, LATELY OF HIS MAJESTY'S 9TH NORTHUMBERLAND FUSILIERS, IN A FIT OF DESPONDENCY, PERFORMED THE ACT OF SELF-MURDER BY MEANS OF A SINGLE PISTOL SHOT TO THE HEAD. MAY GOD HAVE MERCY ON HIS SOUL. THIS MEMORIAL STONE WAS DEDICATED BY HIS BROTHER OFFICERS IN MEMORY OF HIS LONG AND DISTINGUISHED CAREER IN THE SERVICE OF HIS COUNTRY."Looking up from the stone you see a marked-off flight of stairs ascending upwards with a sign saying CLOSED TO THE PUBLIC in front of it. Off from the Hall where you are standing, in different directions are four doorways with signs above them identifying them as BATHROOM, BEDROOM, LIBRARY and LIVING ROOM. From the sound of complete silence, it seems like you have the entire castle to yourself at the moment.
Player: Walk into the bathroom
DM: You walk into the bathroom and look around. This is a simple unisex bathroom used by male and female tourists containing the sort of things you usually find in a public bathroom with the addition of a shower in one corner which is presumably used by one of the Volunteers. Unsure what you were expecting to find you sweep hair out of your eyes and behind your ear and step back out into the hall.
Player: Walk into the library

Player: Walk into the living room
DM: You wander into the Living Room to find it is a comfortable looking room with a sofa, TV and table. On the table you find several yellowed newspapers from 1960, all of them with front page articles about a fire that occurred in Blacksea Castle, pretty much here you are standing, claiming the lives of Lord Marcus Van Raalte and his butler Jack Green (ISLAND LORD AND BUTLER PERISH IN FIRE reads one typical headline). Other article clippings deal with the suicide a few days later of Green's widow Gwen (HOUSEKEEPER DROWNS HERSELF IN ISLAND POOL, HUSBAND DIED IN FIRE FIVE DAYS BEFORE).As you flick through the clippings an old black and white photograph of a man with a hideously burnt face falls onto the table. The man is standing in a field, squinting at the camera. Turning the photo over on the back you find the words "Where is Tom Jones?" written in pen and under it, apparently added later, the words "Dead - Car Crash. The Cunt." scribbled in pencil. Slightly startled by the last word you put the photo back where you found it and leave the room.
Player: Walk into the Bathroom

Player: Go into the bathroom
Player: Walk into the bedroom

Player: Walk into the Bedroom

Player: "Could you tell me a little about the island's history?"
DM: Iris laughs unexpectedly."Oh sure dearie, this island has had a colourful history. Did you know one of the first people to live here was a hermit monk who was expelled from the mainland for practicing dark magic? In 1900 it was purchased by Dr William Benson but after he went mad in 1910 Colonel Augustus Foster brought the island. He shot himself ten years later and industrialist William Waugh tried, unsuccessfully, to mine clay here. After he died in 1940 Lord Marcus Van Raalte took over the island and ran it until he died in a fire in 1960, Lady Bonham-Christie took over, evicted all the people and owned the island until she died twenty years ago, at which point the National Group brought the island. There is more information on the plaques behind you."You glance at the plaques and consider whether to ask her another question.

Player: Read Plaque 8: Re-opening the Island
DM: You step over to the plaque and read:"After Lady Christie's death the National Group was able to purchase Blacksea Island from her descendants in 1980 and after extensive work re-opened the island to tourists. The National Group maintains a staff of nine-full time Volunteers and one ferryman on the island and has performed extensive renovation work, returning all of the island's buildings to their former glory except for the Old Chapel, Maryland Village and the Pottery Factory, which currently remain in ruins. Plans are underway to rebuild the latter two structures in the near future."Beneath these words is a group photo of ten volunteers, your heart gives a painful pang as you recognize Robert's smiling face.
Player: Read Plaque 3: The Mad Doctor

DM: You step over to the plaque and read:"Following his cousin's death in 1910 Edward Benson arranged the sale of Blacksea Island to Lieutenant Colonel Augustus Foster of the 9th Northumberland Fusiliers. Foster, who had served with distinction in the Anglo-Zulu War and the First and Second Boer Wars in South Africa, moved to the island that same year following his retirement from the British Army. Unfortunately, he suffered from depression, and on Christmas Day of 1920 he shot himself in the main Hall of Blacksea Castle. A memorial stone marks the spot where he died and he was initially buried in Poole Cemetery before being re-interred in the cemetery of the newly-completed Blacksea Church in 1930, where his is the oldest known burial site on the island."Beneath the writing is a black and white photo of a serious looking man in full army uniform.

Player: "I was wondering, how many volunteers help run the island?"
DM: Iris's face brightens."There are nine of us here. Arthur's the boss, you can find him today over in the Gift Shop. Me and George run things here, though he's gone over to do some work at Maryland today. Barry's our boatman and Father Patrick is our resident Priest in Blacksea Church. Over in the Villa in the Wetlands is Olivia, Bill does our farm work, Gerry our general work and Charlie keeps the animals under control. Altogether we make quite a happy family here. We all have keys to everything and we all live on the island, I live on the ground floor of Blacksea Castle myself."

DM: You step over to the plaque and read:"After Lady Mary Bonham-Christie purchased Blacksea Island from the Van Raalte's in the summer of 1960 she ordered an immediate "Back to Nature" policy and ordered all the remaining residents off the island, some of whom had lived there for up to forty years. Lady Christie promoted the growth of the plants and wildlife on the island and allowed many buildings, notably Maryland Village and the old Pottery Factory, to fall into disrepair while she lived exclusively in Blacksea Castle. She took extraordinary steps to prevent people visiting the island, including installing an electrified fence across the entrance of the island's Quay. She was found dead on the island of natural causes relating to old age in 1980."Beneath the writing is a colour photograph of an intimidating-looking old woman standing frowning on a structure you recognize as the Island's Quay with Blacksea Castle behind her.
Player: Read Plaque 5: The Unfortunate Industrialist

Player: Read Plaque 4: The Depressed Colonel

DM: Arthur brightens immediately. "Yes actually, Marcus Van Raalte was my father. He owned this island from 1940 until 1960 and those were probably the island's best years. My father employed twenty-two people, the island's entire population barring children at that time, and the work he did here greatly enriched the island. Of course all that ended in very tragic circumstances..."
Player: "I was wondering if you could tell me about the fire that happened here?"
DM: Arthur's face darkens. "On the night of 30 June 1960 a fire broke out in the Hall of Blacksea Castle. My father Marcus Van Raalte and his loyal butler Jack Green perished in the blaze, poor Green's widow later killed herself. My mother was pregnant with me at the time so she was on the mainland, I was born three weeks after the fire. No one knows how it started, I recall there was some suspicion at the time that an alcoholic gamekeeper called Tom Jones who was in my father's employ might have started it, apparently he had made some unwanted advances on Green's wife and a grudge had developed between himself and Jack Green but nothing was ever proved. It was a great tragedy for my family and for the island as well."

Player: "Can you tell me how many volunteers help on this island?"
DM: Arthur thinks for a moment. "There are nine of us. I live here above the gift shop, George lives over above the museum and Iris lives in Blacksea Castle. Olivia is out at the Villa, Barry our boatman lives with Bill Parsons, our farmer, as does Patrick Ould, our Priest. We've got a handyman called Gerry and a gamekeeper called Charlie who have their own homes as well. This is our last day here though: we've all been packing and this evening we're going back to the mainland and being sent off somewhere else. Due to recent events I think we'll all be glad to be leaving this island."

Player: Examine William Waugh's Grave

Player: Examine Marcus Van Raalte's Grave
DM: You examine the inscription on Marcus Van Raalte's rather ornate, marble, tombstone."LORD MARCUS VAN RAALTE, BORN 7 JANUARY 1900, DIED IN TRAGIC CIRCUMSTANCES 30 JUNE 1960. REQUIESCAT IN PACE."You look at the pristine grave with fresh flowers at its base for a few moments more before moving on.
Player: Examine Mary Bonham-Christie's Grave

Player: Examine Augustus Foster's Grave

DM: You examine Mary Bonham-Christie's simple grave:"MARY BONHAM-CHRISTIE, BORN 27 MAY 1899, DIED 4 MARCH 1980. RECLAIMED BLACKSEA ISLAND FOR NATURE, NOT HUMANS."The words are ringed with engravings of animals and flowers.

Player: Investigate the ruins of the Old Chapel

DM: You follow the path north until it ends abruptly in a small wooden cabin with glass windows: a hide that is open to tourists and is used to watch the animals, mainly birds, who live in the Wetlands. You rest inside for a moment and then trudge back south towards the Junction.

DM: You approach the handyman, who is a young, plain-looking man wearing grimy overalls. He nods a greeting in your direction but seems rather absorbed in fixing the bike. You consider your inquiries.
Player: "Excuse me, is it true that someone died here recently?"
Player: Head on North

DM: Following your North-South path you soon come to a small pond just to the east of the path, covered with Lilies. The pond has a beautiful but slightly mournful aspect. A small memorial stone is set next to the pond, engraved on it are the words "Sacred to the memory of Gwen Green who perished here by her own choice on 5 July 1960 following the murder of her husband and best friend Jack Green. Rest in Peace." You glance at the still, silent waters of the pond and wonder who put this memorial here.

DM: You step carefully through the overgrown vegetation around and inside the Old Chapel, plants scratching your legs, and explore the ruins inside the crumbling walls. It doesn't look like anyone has made any effort to maintain the ruins but under one bush you do find the rusted remnants of a very old spade with the initials WB deeply carved into the wooden handle. There are holes in the groundnear the spade and in one of them you make a startling discovery.Deep inside one of the holes is a yellowed and dirty bone, surprisingly long, in fact it looks so long it seems impossible that it is an animal bone but looks worryingly like a human bone, possible an arm or leg bone. What concerns you most is that there are extremely visible teeth marks in the bone of what looks like human teeth. Turning it over you also see there are knife notches on the bone. The bone looks centuries old and certainly has nothing to do with your friend's mysterious death but it is an unnerving discovery all the same. You carefully put the bone back where you found it, wipe your hands on your shorts and walk back to junction.

DM: You continue down your north-south path along a path lined with perhaps the most beautiful flowers you have seen on the whole island and soon come to a simple stone bench with a small sign next to it that reads "The Whispering Seat, built circa 1930. A place for young lovers to come and share secrets". Looking around you see there is a lot of engravings on the surrounding trees, most of it recent, of the "A loves B" variety. The oldest inscription is simply the words "J and G Forever, Valentines Day, 1960" enclosed in a heart and carved on a tree directly behind the Whispering Seat. The path continues to the north and south.

DM: You continue down the path and come to a T-Junction, just south of an imposing metal fence with spikes lining the top and a heavy looking bolt on the gate. A sign next to the gate reads THE WETLANDS, OPEN 9AM-6PM. You know the area where your friend died is somewhere in the Wetlands, the marshy northern part of the island. Paths branch away north, east and south, the north path passing through the fence into the Wetlands. A nearby signpost reads "North to the Wetlands, East to Main Street, South to Maryland and Clifftop Walk."

Player: Flick through Herbs and Plants
DM: You pick up Herbs and Plants and open it carefully, the pages creaking. On the first page you find the words "Winchester Cathedral Press 1550" written in pen in a modern style. The rest is all written in Latin, which you can't read, but you find a bookmark on a page containing detailed drawings of a plant called Hyoscyamus niger. Beneath this drawing are several depictions of people's faces, all of which look insane, angry or confused. The flower appears to be quite small with green leaves, white petals and a poisonous-looking black pollen. You put the book back down.
Player: Flick through Disorders of the Brain
DM: You glance curiously through Disorders of the Brain, which you see was written by Dr William Benson in 1905. You find that one page contains a bookmark and glancing at it you find it is a passage detailing how the ingestion of poisonous herbs and fungi can induce mental disorders such as hallucinations and irrational behaviour, one sentence that has been circled with a pencil reads "Regular ingestion of the aforementioned plants will render these psychoactive effects more or less permanent and overthrow the rationality of the brain, plunging it into a chaotic state where illusion becomes indistinguishable from reality." You place the book back down thoughtfully.
Player: Go into the bedroom

Player: Walk into the Library

Player: Go back out into the Castle Compound

Player: Go to the Bedroom

Player: Go into the Living Room
Player: Go back out to the Castle Compound

DM: You all sit at the table, staring at each other. You're acting as a mediator. Mom and sis start out calmly, but it quickly escalates into name calling and criticism. The usual insults. You put a stop to it and demand that they get along! Family is the most important thing and you won't just let them dismiss it. You remind them both that things haven't always been this bad between them. You remind them of the good times that you all have had at one time. Good times that have occurred much too rarely and much too long ago. You tell them you think that's why you shut down emotionally, because it was just easier to deal with the pain of seeing two people you care for in your life grow to hate each other so much. You say how you just want all of them to be a family again. You begin to weep. Your speech is probably the most emotional thing either of them has heard from you in years. Hell, they didn't even know you had any emotions anymore. You always did though they were just repressed, but no longer. Your Mom and sis also begin to cry at this point. Many apologies are exchanged.
Player: Group hug
DM: You all gather in a circle and hug one another. This is the closest you've all been in years and its all thanks to you. As you hug your Mom begins to rub her hands up and down your back, she then kisses you on the lips...passionately. You're a little surprised. Your sister then puts your hand on her ass, looks lovingly at Mom and kisses her as well. Of course! This makes sense now! You all alway felt greater intimacy for each other, but society's laws forbade it, and you all grew detached and hostile to each other because of it. But now that barrier has been shattered forever and you're able to pursue this love. Things eventually end up in the bedroom where you all express your love for each other in a physical way. You know that after tonight your family will be closer in ways you never dreamed about. After all family is the most important thing. Another day arrives, you wake up beside your sister and Mom and you feel complete euphoria...

Player: Talk to the Volunteer Lady

Player: Go back to the Castle Compound

Player: The Castle Compound

Player: Go back to the Crossroads

Player: Go into Blacksea Church

Player: Back south

DM: Following your path through thick undergrowth, mosquitoes buzzing annoyingly around your bare arms and legs, you come to another T-Junction. Paths wind off through the undergrowth to the west, east and south. There is no signpost.

DM: Gerry rubs his grimy forehead with the back of his hand. "Sorry Miss, history's not really my area. There's a museum back over by the castle and I think there's some stuff down in the Villa in the Wetlands, I know there used to be a Pottery factory further up this path and a village for the workers, but they are both in ruins now. I'm sorry Miss, I'm can't help you much with this."

Player: "Excuse me, how many volunteers are on the island?"
DM: Gerry runs his oily fingers through his hair. "That's a good question Miss, I guess I'll have to think about that for a minute. There's Arthur the Chief Volunteer and Iris over at the Castle. There's Bill who runs the farm and he got the padre and Barry the Boatman staying with him. There's Charlie the Gamekeeper and Mrs Powell over in the swamps. Oh and old George, not sure where he stays. I guess that makes.. about nine of us? We're leaving tonight though."
Player: "Excuse me, do you know much about the island's history?"

DM: You walk along Clifftop Walk, humming to yourself, when you come across a large ruin just east of the path, or rather lots of small ruins. Some twenty houses in a neat formation both sides of a central street have collapsed in on themselves, only the brick walls remain standing. A signpost identifies the site as "Maryland Village". Standing in the middle of the central street thoughtfully contemplating one of the ruins is an old man leaning on a walking stick: you quickly realize he is George Loader, the oldest volunteer on the island. The path continues on north and south.

DM: You follow the path west until it ends abruptly in a small wooden cabin with glass windows: a hide that is open to tourists and is used to watch the animals, mainly birds, who live in the Wetlands. You rest inside for a moment and then trudge back east towards the Junction.

Player: Talk to Charles
DM: You approach Charles who stops swinging his axe and nods affably at you. "Good day madam, how can I help you?" You find yourself unusually tongue-tied around him and while trying to think of something to say you can't help but notice his arms and chest look very muscular.

Player: Go into the Bathroom

Player: Go into the living room

DM: You run back into the burning flames and pull him out! He's unconscious, but breathing.You glance around. If the fire reaches the helicopter fuel tank, it might explode. You're not sure if you can get him out of the fire in time. Your friends are gathered around the fire, looking in. In the middle of the fire is an open manhole. Should you try to carry him out of the fire, or jump down the open manhole, just to be safe, before the explosion?
Player: Try to get out of the fire
DM: Life was made to take risks, eh? Running as fast as you can with this heavy guy over your shoulder, you (drum roll, please)...you made it out of the fire before the explosion! YOU DID IT!The President of Orlcomp is forced to confess his guilt, Melissa's dad clears your name and you are reunited with your family! You become a national hero, having toppled a scheme of corruption involving big business! You return with your family and friends to New York, and Melissa and her dad move there also, and she starts going to your school. You are also a class hero, and given straight A's, and Lillian, Kyle, Meliss and you have many more adventures, but none of them are as great as this first one! You WIN!Congratulations! You won with the Best ending Possible!

DM: You approach Bill, a youthful looking man with a slightly red face and sandy coloured hair. He bids you good day in a cheerful and unconcerned sort of way and continues eating his sandwich. You think about your questions.
Player: "Is it true that someone died on the island recently?"

Player: Talk to George
DM: You approach George who turns to face you as you come up. "Hello there young lady," he says cheerfully. "Just looking at the house I was born in. I guess I know this island better than anyone else still alive. I can tell you about anything you're interested in."
Player: "Can you tell me the history of the island?"

Player: Back east

DM: George beams. "Certainly. I was born here in 1920 which was the same year William Waugh built this village and the pottery, my old man worked there for oh... many years and I did my first work there with the other men when I was fifteen. A very decent man was Waugh but unlucky in his investments. The clay was not very good stuff and Waugh never made a lot of money. He became rather depressed and, to be honest, a little strange by the end of his life.After he died along came Lord Van Raalte and he was a real gentleman, he did a lot to help the island. I suppose about half of the other workers, including myself, stayed on and worked for him, I used to run Blacksea Farm for him, that was a long time ago now. Of course all that changed after he and Jack died in that fire... Lady Christie came along and she didn't like people much. She made everyone leave but I came back in 1980 when the National Group brought the island. Since then I've been helping them as much as I can. I keep thinking maybe I should retire but I can never seem to let go of the island. It might sound strange to you but to me this is a magical place. I don't think I could ever leave it."
Player: Continue south

Player: Read Lord Van Raalte's Accounts

DM: Foster's collection consists of twelve letters in a folder apparently written to his fellow officers, either a Major Barrowclough or a Captain Goodall. His writing style is terse and matter of fact but confident, in his first letter he informs his friends "I completed the transference of my personal belongings to Blacksea Castle Sunday last and feel confident I shall be perfectly content in this place."Later the Colonel begins to make reference to what he calls "His Shadow" and at one point states "I am determine to ensure that my Shadow does not drag me down and destroy me. I have fought many battles but dealing with this damnably dark misery is the most difficult of all." He seems more confident in one letter, stating "Had a spot of luck and chanced upon a new restorative which helps me maintain my good spirits and keep the Shadow away."The Colonel's last few letters mainly concern his worsening depression. "Can't seem to do a damn thing about the Shadow, even my pick-me-up doesn't help. I have the most terrible dreams where all those damned Boers are shooting me full of holes and Zulus are cutting me up." His writing style worsens and his last letter ends with a poignant "I wish to God someone would come up and blow my brains out. I am in hell, hell, hell and everywhere everything is utterly dark."With a frown you return the letters to their folder.

Player: Read Colonel Foster's Letters

DM: Bill laughs. "It depends on what you mean by strange young lady. Well, to tell you the truth, things you might call strange seem to happen here more often than you would think. For example, I keep chickens out back but I generally let them roam free, sometimes they get halfway across the island and I need to go and bring them back. A few weeks ago one managed to wander all the way into the Wetlands and when I retrieved it, it was acting half-crazy, trying to fly, running in circles and even into walls. It settled down after a while though... that struck me as pretty strange."
Player: "Who are the other volunteers?"

Player: "Have you noticed anything strange happen around the island?"

Player: "Is it true that someone died here recently?"

Player: Continue north

Player: Continue west

Player: "Mrs Powell, I heard what happened. I'm so sorry..."
DM: Olivia looks at you sadly. "Thank you. I am dealing with it the best I can but it is very hard. I am all alone in the world now, his father left us when he was very young and I can't trust the other volunteers on this island anymore. I don't know what I am going to do after I leave this island, I don't have any family left anymore. It's terrible to be a woman at forty who doesn't have a single friend in the world and no family now..."You wish you could say something to comfort her but you can't find the words, all you know is that identifying her son's killer could bring the poor woman some comfort.
Player: Examine the rest of the Villa

Player: Head on East

DM: Onyx is a quiet little village on the island of the same name and dropping anchor alongside the jetty you go ashore to look into buying fresh supplies for your men. In the marketplace you ask about the other Captains while you make your purchases, replacing all the food you and your Crew have consumed so far in the last three days of sailing. It seems Captains Cuthrew, Hale and Spratt have all visited the island already before you. While he was here Spratt got blind drunk and loudly proclaimed to everyone who could hear that he would not be seen alive again.As you are about to leave a fisherman approaches you with a strange story."I just returned this morning from hauling sea bass out of the water up towards the Northern Passage," he tells you. "Last night I heard booms in the distance. Now I've been fishing for a long time and reckon I know the sound of thunder when I hear it and I don't reckon that was no thunder. I think someone was firing cannons up by that Passage." Puzzled you thank the fisherman for this information, load the supplies you have purchased onto your ship and resume your voyage Northwest towards the Northern Passage and the great unknown.
Player: The Northern Passage
DM: The Great Reef has always been the edge of your world... until now. Thanks to the determination of Princess Anne-Marie, Lord Dancer and their work crews a gaping breach has been hacked through those jagged cliff-like walls and extends underwater deep enough to sail the Adventurer through. Beyond it sparkling with golden light are the rolling waves that will carry you on into a new world. Broken, floating lumps of corral bump again the side of the Adventurer as you sail through the Northern Passage.The waters of the Passage are filled with leftover refuse from the construction work, bits of corral, broken driftwood and most worrying of all the dead body of a sailor which floats past your ship, face down in the surf. As the high walls of the Passage cast your ship into shadow nervous mutters break out among your crew. "Captain, we should lower the longboat to tow the ship through" one of your men tells you. "We might strike some underwater obstruction that's not been cleared yet." You frown at him, lowering the longboat would take time and effort but you do have a bad feeling about the sinister Passage.

DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.A.> Quel est votre genre ?

DM: You open your closet and reveal a horde of Japanese school uniforms, both male and female, just like what Shinji and the gang wear. Japanese school uniforms make up the vast majority of what you wear. You're wearing one of them right now.Just to leave no stone unturned, you dig through a few pockets for a Marvin's business card. No dice.
Player: Search for Marvin's Pizza Place directions
DM: Using Evangelioogle, a form of Google made just for fans like you!, you soon pull up Marvin's's official website and find its location in Appleton, U.S.A., and using the address you're able to quickly write out directions on the palm of your hand, which are as follows...1. From the house, turn left and walk.2. At the payphone, turn right.3. Walk two blocks. Marvin will be there.Criminy! Now you have everything you need to high-tail it to Marvin's! But if you didn't know where the place was, you should be ashamed of yourself, because it was very close.
Player: Your Hand
DM: Although the franchise of Evangelion started with an anime series, a few movies have also been produced.Last year, I saw the amazing cinematic achievement that was Rebuild of Evangelion 2.0 You Can (Not) Advance. Not only was it a great reboot of the original, but it was also completely worth the two-year delay.I've heard that the next movie is slated for Japanese release in November of this year, but if the second movie had such a troubled production, can Studio GAINAX ever keep its promises?

DM: Beyond the Corral Cabin any sign of reefs and corral disappear completely leaving nothing but endless rolling blue waves. Continuing will mean you are truly out at sea now and with limited supplies you know only that countless miles lie before you before you return once more across the rolling waves to your golden shores. At this point on from the Corral Cabin you can enjoy a little deviation from your route, as well as sailing Due North you can sail Northwest or Northeast, though you will always be sailing in a generally Northern direction.Choose your Course.
Player: Northeast
Player: Stop to search for mermaids

Player: Northwest
DM: Heading Northwest you are lucky enough to have a strong wind behind you. Unfortunately the source of this wind soon becomes apparent: thick grey clouds are following behind and unless you change course you will soon be in the grips of a storm. The only way to avoid it would be to sail due east but that would cost you valuable time. As the storm is blowing up from the south it should help to speed you up, if you survive it.

Player: Ride out the storm
DM: You and your men brace yourselves for the storm as you resolutely sail on. The gale hits the Adventurer with the force of a typhoon, powerful waves slamming into the back of your ship as you fight all night to keep the prow facing north. Up and down through great troughs in the sea the Adventurer plunges, lancing rain flooding the ship's interior and causing miniature tidal waves to sweep across the deck. The wind tears the sails and three of your men are swept overboard by a particularly massive wave, never to be seen again. When the storm finally blows itself out your battered vessel and its surviving crew finds itself sailing in a stunned calm towards a strange mountain.Rising straight out of the sea the steep brown rocky mountain stands there with a strange white cloud hovering over it. No matter how much the wind blows the cloud does not seem to move. There is no vegetation or wildlife of any kind on the mountain but after your rough night at sea even that barren mountain seems to preferable to staying at sea and many of your Crew are keen to stretch their legs and go ashore.
Player: Sail on Northeast

DM: You wander into the middle of the lobby. You see a whole lot of objects and things to do. There is a refrigerator behind a counter, an elevator, a hallway, and some vending machines. Also you are getting rained on by a hole in the ceiling.You have 0 Power Points.
Player: 14: Your Bed
DM: You lie down on your bed. It feels cozy...Hmm. Well, you have better things to do now. But what? Hmm...You have 0 Power Points.
Player: 6: Get Off The Bed
Player: 16: Your Table
DM: Now, you are nearly dying to know what the bags are. But the question is:Will you take it? Or not?You have 0 Power Points.
Player: 17: Take The Bags
DM: They are Cheez-It bags.You have 0 Power Points.
Player: 6: Cheez-It

Player: Land on the island and hunt birds

Player: Tavern
Player: Leave Tavern
Player: The Slum

DM: You decide to convict Blake Russell. Chief Morrison trusts your verdict and announces the police have caught the Thames River killer. The city of London is ecstatic and finally at peace. The trial goes smoothly, with the atrazine being used as the main piece of evidence. Circumstantial evidence was expertly delivered by the prosecution, and Mr. Russell was too poor to afford a lawyer for proper defense in his case. He was charged with all three murders and received a life sentence with no possibility of parole. You celebrate your victory with the police and look forward to working on cases together in the future.
Player: 10 years later...
DM: One decade later, the Thames River case has been reopened, and Blake Russell has been declared innocent. You made a wrongful conviction and you have lost all your reputation and will not be hired to consult on a case again. As well, the London Police are now frowned upon by neighboring police forces. You did not have enough evidence, yet made a conviction regardless. Due to your actions, an innocent man spent ten years in prison.Maybe you should've thought about your decisions more thoroughly.

DM: Deciding it is worth a try you lower the ship's longboat and spend the day rowing across the ocean, searching the depths for elusive fish-tailed maidens. As the hours go by and you find nothing you begin to feel increasingly foolish. Only at dusk do you call off the search, shuddering at the thought of what your fellow Captains would say if they knew you had wasted a whole day searching the ocean for mermaids. Despite your lack of success some of your crew remain convinced they are still out there.

DM: As the Adventurer plunges on across the rolling waves you can't help but notice it is getting colder. Disaster strikes one night when you are woken by a voice shouting in panic "FIRE!" Springing to your feet you run to the galley where your crew are swiftly battling a blaze that has broken out, trapping several of your men. Though you manage to put the fire out before it does severe damage to the ship and not all of your men survive the blaze.You have never known a voyage like this one for misfortunes and calamities and the next morning you conduct a somber burial service for the victims of the fire before overseeing the repairs to the ship so only the fire blackened walls and the absent faces among the crew show that there ever was a fire on board. Confident that the Adventurer is still sea-worthy you scan the horizon and plan the next stage of your deadly voyage.
Player: Sail onto the North

DM: Anchoring off the smoking island you lead a party of crewmen ashore to climb the steep side of the mountain. The rocks feel warm beneath your hands, there is a strange gurgling sound coming from somewhere below you and a strong smell of rotten eggs. You do not feel this is a good place and are sweating heavily before you are even halfway up the mountain. You are just thinking of turning back when one of your men vanishes through the ground with a cry.Hurrying to the hole he left you are astonished to see a bright flaming orange mass just a few feet below: lava. It is only now that you realize you have been climbing up the side of an active volcano. Panic engulfs your men and with the thin rock cracking and giving way beneath your feet you all dash back to the ship. Not all of you make it and those of you that do are relieved to get offshore and safely away from the deadly mountain.

Player: Sail onto the Northeast

DM: The temperature is beginning to drop almost as swiftly as your food supply levels and it is now very cold. You are summoned from a warm bed one night by a crewman who points to a large white rock up ahead standing starkly against the sky. The lookouts report that there are more of these icebergs in your path and there is the danger that if the Adventurer scrapes against one she could be badly damaged and may even sink. If you sail around them however it will involve a time-consuming detour to the east.

Player: Gather water from the creek and coconuts from the trees
DM: Several of your men go down to the creek to drink while others fill up the water barrels. Suddenly you hear a man gasping and choking and turning to look you see some of your crew twisting and writhing in agony, their eyes wide with terror. They collapse into the stream, their shocked comrades backing away quickly. The creek is poisonous and now three of your men have joined the other two who died here earlier, poisoned by the deadly waters. You evacuate the island immediately, pausing only long enough to write a note that you pin to a tree warning any Captains who land after you that the water is poisonous.

Player: Ignore the island and sail on to the North

DM: Lowering the longboat you lead a group of seamen onto the island. The island is smelly and swampy and the buzz of mosquiroes is incessant all around you but resolutely you stumble on up the low hill atop which the graves of Spratt and his men stand. Spratt's grave is a simple affair: giving just his name and the words "A good man". Standing there you reflect sadly on Spratt's many premonitions of his death and with a heavy heart you go back down the hill.No sooner have you returned to your ship do you discover that going ashore was a bad idea: quickly several of your men develop fever-like symptoms, collapsing, shaking and sweating. Medical men among the crew identify the disease as malaria, caused by mosquito bites. Though some of your crew recover three do not and are consigned to the deep. The next day you part ways with the Gambler, both wishing each other luck.

DM: Your food supplies are getting alarmingly low now as the temperature plummets and those on night watch have to wear thick coats to keep warm. You start to see small lumps of ice floating in the sea and they get more numerous and bigger. Finally you sight of one thin ice shelf dotted with penguins who are comically shooting around the ice on their stomachs or waddling about on oversized orange feet. They look edible but you are not sure how safe the ice shelf is.

Player: Sail straight through the whales
DM: You and all of your crew are on edge as you sail on with these vast creatures swimming under your ship and occasionally surfacing alarmingly close. Fortunately the whales seem curious rather than aggressive and seen up close are rather beautiful creatures, even a pair of dolphins emerge from the deep to playfully jump out of the sea in the wake of the Adventurer. Eventually these sea creatures fade away astern and you breathe a sigh of relief.

Player: Ignore the island and sail on to the Northwest
Player: Risk navigating the icefield
DM: Bravely pressing on you take the wheel yourself and carefully give a wide berth to each of the many icebergs floating all around you. Despite your best efforts you soon come to grief. The Adventurer scrapes against an underwater iceberg that you didn't even know was there and before you know it water is pouring into your ship's hold at an swift rate. The Adventurer lists alarmingly to starboard, sending several of your men toppling from the deck into the sea. Three of them drown.It is only swift action that saves the Adventurer. Dropping anchor you order every single one of your men to man the pumps while carpenters bravely try to stem the flow of water through the ship's side with oakum and wooden patches. The tears in the ship's side are only a few feet long altogether and your men manage to make repairs that will keep the water out until you return to port. By the time you return to deck the icebergs have drifted away and you are able to sail out of the ice field.

Player: Go ashore to hunt food

Player: Sail around to the east

DM: Landing on the rocky knoll with a group of sailors with loaded muskets you quickly set off up towards the cliff tops where the birds are roosting. The morning's shooting goes well and by lunchtime you have bagged more than a dozen birds. You are going back to your ship when a snake darts across your path. You follow it with your eyes as it slithers down into a small hollow and then freeze. Lying in the hollow are five dead sailors sprawled and scattered."Back to the ship," you mutter to your men. "Right away." Suddenly one of your men gives a scream of pain. A snake has just sunk it's teeth into his heel: shaking it loose he runs a few steps before collapsing to the ground. He twitches a few times and then lies still. Running as you have never ran before you and your men race back down the slope as snakes hiss and snap at your heels, emerging from crevices and nooks all around you. As soon as you get to the boat you all topple in and push away from shore, the slower crew members swimming. Snakes writhe and slither all across the shore and in fury your men fire their muskets at them. Your visit to this deadly island has cost some of your men their lives in exchange for a few days of food.

DM: Anchoring offshore you lead a party of crewmen ashore, heading in the direction of the drums. You have not gone far when suddenly a fearsome keening chant rings out and dozens of semi-naked warriors spring from the trees all around you throwing spears and charging at you. You and your men fire a ragged volley with your muskets that brings down several of the warriors and you all run for your lives. You sprint back through the trees, pursed by these screaming warriors who catch and hack to death the slowest runners among your group. Reaching the shore you sprint to the boat, shove it out to sea and you and your surviving men row for all you're worth. Spears rain into the waves around you and the warriors plunge into the sea, swimming after you. Wielding an oar you beat back those that get too close. The men you left aboard the Adventurer see what is happening and fire at the natives with their muskets. Over the crackling pops of gunshots two booms ring out and cannonballs whistle overhead as your men fire the ship's cannons at the warriors on the beach. This finally forces these vicious tribesmen to break off their pursuit and return to the shore where hundreds of them stand cheering and chanting. You and the shaken survivors are relieved to get back aboard the Adventurer, at least you now know why the Hope is empty and the likely fate of Lovett and her crew. Three of your men are now dead and you were lucky not to share the same fate.
Player: Sail onto the Northwest

Player: Decline and sail on Northeast

DM: Once the ice vanishes astern the temperature begins to rise again and your crew's spirits rise too, which is just as well because the amount of food in your hold must now be getting small. Just when you are beginning to feel confident the sea reminds you it is deadly and unpredictable. Out of nowhere a giant wave fills the horizon and sweeps towards you like an inevitable destiny. Rushing to the helm you immediately point the prow of the Adventurer directly into this giant wave.As it gets nearer the wave draws your ship in, plunging it down. The wall of water rises up before you like a mountain, blotting out the sun and then your ship rocks back as it rides almost vertically up the side of the wave. Incredibly you defy gravity and go straight up, cresting the wave for an amazing view of the ocean before plunging down again. It is now that you get wet, striking the sea hard at a such a steep downward angle that sea water sweeps along the entire length of the Adventurer, the miniature tidal wave sweeping three of your men overboard to a watery grave.Then it is calm again, the wave fading out of sight behind you and nothing but three feet of water in your ship's hold and a few less faces among your crew to show it ever existed. You have never known a voyage like this one so fatal for crew members.

DM: You have left the ice floes behind but the nights still remain bitterly cold and unfortunately several of your men go down with frostbite and hypothermia after a particularly bitter night watch. Despite the best efforts of you and your companions nothing can be done for some of them and three succumb to their illnesses and die. You consign their bodies to the deep, wanting nothing more now than to get back to The Three Islands and end this terrible voyage.

DM: Sailing on a steady track north the temperature has become very cold and at night the sky is crystal clear. One afternoon you sight land ahead, a vast white mass of a snow-covered island. Against this picturesque backdrop is anchored Captain Hale's Merry Company and you are pleased to see an old friend here so far from The Three Islands. Anchoring alongside you go aboard to meet with Hale. Esme Hale is a lithe young lady with red hair, a friendly personality and an almost permanent smile. "Hello there Cleo, how are things?" she asks cheerfully as you come aboard. After exchanging greetings she gives you an account of her voyage so far. "After leaving The Three Islands we were attacked by that villain Edward Low on the Revenge who killed three of my boys. We stopped briefly at a cabin built on some corral but then I made the mistake of landing on an island of quicksand. I lost five more of my men there and I laid out grave markers for them. It was my fault, it was entirely my fault. I would not have come on this voyage if I'd have known so many would die because of it."Hale looks thoughtfully into the distance and something like a tear glitters in one eye. Cuffing it away swiftly she manages a smile and continues. "We then sailed past a barren rocky island and arrived here this morning. My boys have been ashore already and tell me this island is governed by penguins and as the penguins do not appear to be armed with muskets we anticipate a good hunt tomorrow for food. You are welcome to join us if you like Cleo but don't forget the time factor. As we arrived here we saw Princess Anne-Marie's Vixen and Captain Dancer's Pride sailing together in a northwest direction." You mull over Esme's offer.

Player: Spend a day hunting with Hale and her crew

Player: Decline and sail on to the North

Player: Leave the restricted area.
DM: I approach the door to the rest of the building and ask "Googles. Can you open the door for me." "Certainly" he replies and the door opens. Now I'm starting to feel a little hungry, so I should get some breakfast.YOUR HEALTH: 100%

DM: Hale is glad that you'll be joining her crew and the next day you all go ashore to hunt penguins. Hale turns out to be an excellent shot and brings down animal after animal. The hunt turns into a shooting competition between your crew and hers and by the end of the day you have all gathered a good amount of dead penguins for food. "Good luck and I hope to see you safe and sound in Golden Sands next month" Esme tells you warmly shaking giving you a hug that makes your heart pump a little faster. "Best not to tell them about this though" she adds, indicating the dead penguins. "They'll call us monsters." She winks and you part ways.
DM: Steadily continuing your voyage you are painfully aware of your diminishing supplies and the needs of your crew. A gale soon blows up and strikes you from the north and as you are riding it out your lookout eagerly shouts "Look Captain, it's the old Sea Ghost." With a telescope you observe with mounting excitement that the ship in the distance is indeed Captain Cuthrew's Sea Ghost. If you are keeping pace with Captain Cuthrew there is a real chance that you might win this race! Unfortunately the Sea Ghost lives up to its reputation and soon vanishes over the horizon, leaving you alone once more in an empty sea.

DM: Your supply situation is now becoming critical and you are in serious need of gaining fresh supplies as you sail on northward. To make matters worse the wind coming down from the north is quite strong which is slowing you down and it looks like a storm is coming. To make a bad situation perfect your ship has started striking sandbanks just beneath the waves and if a storm hits there is a good chance you will be grounded but the only way to avoid this danger is by taking a time-consuming detour to the east.
Player: Sail on through the sandbanks and hope for the best
DM: Unwilling to lose time you zigzag between sandbanks until the storm hits. The gales immediately sweep your ship onto the nearest sandbank, hitting it so hard that three of your sailors fall screaming into the ocean and are swept to their deaths. Lodged against the sand there is nothing you can do as the storm batters you until in the morning you are finally able to free the Adventurer and wearily sail on, exhausted by the relentless attacks of the deadly sea.

DM: With the supply situation now becoming desperate you spend more and more of your time day-dreaming about the victory feast King Drahcir will throw you when you get back home. Scanning the horizon you soon sight what seems the answer to your prayers: a steep and jagged land which rears out of the ocean to point almost like a finger at the sky. Walking almost vertical on this pinnacle are hundreds of mountain goats who are nibbling on the countless outcrops of vegetation that grow among the rocks. The goats would certainly make good eating if you could only get to them.
Player: Ignore the island and sail on to the Northeast
DM: Food is all you can think about now and with no sign of the voyage coming to an end morale is at rock bottom. It is fortunate that you soon sight a small jungle-covered island up ahead. The air is rich with the sound of birds and animals and a hunting expedition would almost certainly bag something edible in the jungle. At the same time there may be unknown dangers within and it is up to you to decide whether the need for food justifies the risk to your crew.

Player: Send a hunting party ashore

DM: Your food situation is now desperate, leading you to fantasize constantly about steak dinners and fish and chips in the restaurants in Golden Sands. You are therefore delighted when a small tropical island is sighted up ahead but you are in for a shock. As you sail closer a long wingless dragon wanders out of the trees, its forked tongue flickering through the air before it. It stands its ground and looks straight at your ship with its cold lizard eyes and is soon joined by a second one. You could try hunting this animal for food but even armed with muskets it would still be dangerous for you and your crew.

DM: Trying to ignore your rumbling stomach that aches constantly for lack of food you focus on keeping the Adventurer pointing north. As you do a satisfying sight meets your eyes: an extremely battered and ravaged ship is sailing very slowly ahead of you. It is Captain Low's Revenge and it is clearly in a bad way. The Revenge appears to have been damaged by both storms and cannon fire but despite this a cannon in her stern still explodes into life as you approach, the ball splashing harmlessly into the sea ahead of your ship.You now have a choice. Low's ship is so badly battered that you could sail safely around him if you wanted to avoid a fight, though that would require a lengthy detour to the east. The memory of his treacherous ambush at the Northern Passage is still fresh in your mind however and you have a good mind to pull alongside him and commence battle with the murderer, although you are almost certain to suffer losses to your crew if you do.
Player: Avoid Low and sail away to the east

Player: Lead a hunting party ashore
DM: Leading a party of sailors ashore you stick close together as you approach the pair of large lizard creatures. One looks at you, his tongue flickering and raising a musket one of your men shoots it in the head. The dragon falls to the ground dead and his mate promptly turns and runs off with surprising speed into the jungle. You quickly get the corpse onto the Adventurer and leave before any of your men are hurt or killed by any other dangerous creatures that are surely elsewhere on this island. For a change you have had a safe and successful visit to an island.

DM: The two of you find the entrance to a maze as well as a custodian. "The rules of the maze are you cant cheat by cutting the paths, and you must finish together. You are not allowed to leave the maze unless you two are together." You both nod and make your way inside. The walls are 10 ft. tall thick bushes and the paths are very narrow. You hear screaming and other noises somewhere in the distance. "Cyrus?" "Yeah, what is it?" "I have a really bad feeling about this place." He stops and faces you. "We'll be just fine. As long as we stay together we'll make it out." His hand slips into yours and you instantly relax. You turn corner after corner for what felt like hours before hitting a dead end. "I think this was a bad idea. I told you this place wasn't good!" You start to shake and tears come out of your eyes. Cyrus squeezes your hand tighter and kisses your lips. Do you:
Player: Pull away.
DM: You push him away gently and look at your feet. "I'm sorry, i shouldn't have done that. I was just trying to calm you down." When you don't reply he takes a step back. "Um, I'll go on ahead and try to find the way out." Before you could say anything he vanishes. You slowly walk the way he left and you feel as though the path way has changed. "Cyrus?" You hear him scream somewhere up ahead and you run towards it. "Cyrus!" You turn every corer you run into until you find him laying on the ground bleeding from a crushed skull. "I told you that you couldn't leave the maze unless you were together." Came a voice from behind. You feel a sharp pain in the back of your head before everything goes black. On the news the next day is about an investigation of two bodies found on the side of the road. Play again?

DM: You see light up ahead. You run towards it, thinking that maybe on the other side, your family awaited there. You burst out but no dogs were in sight. Instead, there were houses and buildings where children played. You padded over to the fence where they were. A little girl walked over and put her hands past the cage. You sniffed them for a second before licking them. She laughed and took out a sandwich, ripping off a chunk before holding it out. You...
Player: Ate the food
DM: You slowly took the food out of her hand and ate it quickly. Then, a bell rang, and all the children went inside. Oh well.

DM: I didn't want to risk it.Falling asleep next to her was the epitome of suffering. I mean, the most wonderful possible suffering there is, but still...suffering.How could I sleep?She lay on top of me with her tiny body, her arms wrapped gently around my waist. That familiar scent of cinnamon mint wafting into my nose and overwhelming my senses.As I stared up at her beautiful face, I could see a tiny drool slowly leak out of her mouth. I laughed gently, but could hear her softly grumble as her pillow (me) shifted around and made her spot less comfortable.What if things were different?Let's change the story now.What if I could save her?
Player: "Let's go away."
DM: "It's beautiful." Sophia's hair was down and gently swayed in the wind. A bright yellow shawl was wrapped around her shoulders and I felt completely enchanted."You shouldn't push yourself." I can't help but worry as she climbs eagerly over the mountain. "Didn't the doctor tell you to be careful?""Hmm...thanks Dad." Sophia teased me back and I laughed as I hear her scamper up the hill.She was getting her strength back.Thank God. Wait a second, I pause and look around me.How did I get here?But Sophia is calling me over and already that silly question fades into the background.This is going to be different.This time, I'll make sure of it.

DM: .Landing with a party of sailors you all carefully begin climbing up the side of the mountain, having to use both your hands and your feet to climb the steep cliff walls. The goats shy away as you approach but securing yourself on a small ledge you take careful aim with a musket and fire. You hit a goat which falls screaming down the side of the mountain but as the ringing explosion of your gunshot fades away it is replaced by a far more ominous rumbling.Dozens of rocks, boulders and pebbles come bouncing down the side of the mountain. With bleats of terror dozens of goats are knocked down the slope and then with screams some of your men are hit. Your press yourself against the side of the mountain and apart from being struck by small chunks of rock you are unhurt. Three of your men are not so lucky and are swept to their deaths, crushed beneath tons of stone.You and the other stunned survivors climb down the mountain in silence. At the rocks by the shoreline you see up close the broken bodies of men and goats, some buried irretrievably beneath lumps of stone the size of a small house. You have succeeded in your quest to get goat meat but it has come at a terrible cost. Transporting the dead goats onto the Adventurer and burying those bodies of your men you can retrieve at sea you waste no time in sailing away from this terrible island.

DM: Deciding the need for food is crucial you take a party of sailors ashore in the longboat and enter the thicket, muskets held ready. In no time at all you are shooting down monkeys and birds left, right and center to replenish your depleted supplies. The morning passes without incident and by noon you have gathered a good amount of food and are feeling quite happy. It is only on the way back to the ship that disaster strikes.As you are walking back through the jungle you hear a snarling roar and something orange with a wide pink mouth launches itself out of the thicket, grabs one of your sailors with its teeth and literally tears a chunk out of him. Men shout, muskets flash and the tiger roars as again and again its great claws rent open two more men's chests. Finally one lucky shot hits it in the back legs and it darts off back into the jungle, leaving several of your men dead and wounded. You beat a hasty retreat to the ship, shaken by the sheer savagery of the attack that has killed three of your men.
DM: If you have not run out of supplies already you must be close and it is fortunate that, at last, the end is in sight. Wild cheering breaks out among your exhausted crew when a reef is sighted to the west which may or may not be a part of the Great Reef and pieces of corral are sighted floating lazily in the ocean. You decide it might be time to start turning Northeast when you sight a small sandbar ahead of you. The island appears to be absolutely featureless and rises only a few meters out of the sea.
Player: Stop for a day and explore the island

DM: Your Supplies are either exhausted or nearly so but there are signs that your great voyage may finally be coming to an end. Reefs can be seen in the far distance to the east and west which may be part of the Great Reef and pieces of corral are floating in the water. Soon after you unexpectedly come upon a strange island. It seemed to have once been heavily forested but the trees have all been engulfed in a great fire recently that has devastated the entire island. A burnt wreck lies just off the north shore although it is impossible to identify what ship it was, only that it must surely have belonged to one of your competitors.

DM: 
Player: Approach the Harlequin Jester.
DM: Unlike all of the beasts in the gallery, the harlequin jester is human, and only human. Her face is painted a bone white, with red framed eyes, ruby lips, a red painted nose, and rosy cheeks. Her mouth is folded back in a broad and deep smile that is so large that it almost looks painful. The top of her head is covered in the classic harlequin hat, split down the center to form opposing sides of purple and black, with the points ending in bells. Her outfit is appropriately archaic, harkening back to an age of courts and fools. Her outfit is both a dress and a tunic, with a ruffled skirt, sleeves and collar. Like her headdress, the tunic, tunic's sleeves, pants and pointed shoes alternate from black to purple, with white balls of fluff forming buttons along the dividing line. Draped over one shoulder, cutting across her chest and hanging at her hip is a simple satchel.
DM: The answer with the Jester is immediately apparently. Her eyes flicker wildly and madly, looking about the room in an almost frenzied panic. Her breaths are not nearly so gentle, either. Though they are not gasping gulps for air, they are noticeable. Catching the gaze of another, her eyes swivel down to her satchel.
DM: 

Player: Back to the pond

DM: You point the gun at his head. Tears rim your eyes. You don't want to do this, but you know it's for his own good."I'm sorry, Luke," you mutter as you pull the trigger.His brains explode onto the wall behind him. You dry your eyes and pull yourself together. There's no time for tears right now. There's only time for action.
Player: "A spider."
DM: "A spider," you say."BZZT! WRONG!!!" yells AMZAK.An electric shock comes out of the door and zaps you.
Player: "A bear."
DM: "A bear," you say."BZZT! WRONG!!!" yells AMZAK.An electric shock comes out of the door and zaps you.

DM: Though you know that Low's surviving sailors do not deserve any mercy you accept the trio of survivors onto your ship and they are so glad to be saved they set to work willingly. The Revenge is abandoned and left to drift in the sea. You know when you get back to Golden Sands you will have to justify your attack on Low but as his former crew members are willing to testify that he attacked several of your competitors as they sailed through the Northern Passage a claim of self-defense should not be too difficult to justify.

DM: You search the body.You check his pockets for anything useful but do not see anything.You are about to give up hope when you realize you havn't checked his back yet. Turning him over, you see a couple of grenades that are strapped to his belt behind him.You take them.
DM: You go down the halls gun at the the ready. You see a guard leaning against a wall. Do you...
Player: Slit his neck
Player: Slasher award
DM: You throw the knife and hear it make noise in the distance. The guard sees that you are defenceless and shoots you. Minus 15 health.

DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.> Quel est votre prénom ? (10 lettres maximum ; les voyelles sont au début de la liste)Aah...
Player: B
Player: X
Player: G

DM: Given your experiences on this voyage so far you are very cautious when you lead a party of sailors onto the Sandbar. This island however is exactly what it appears: a small bank of sand not useful for much except sand-castle building. There is literally nothing on it but sand and while it is mercifully free of dangers it also contains nothing useful. Feeling like you have wasted your time you return to your ship and sail on to the northeast.

Player: Land and investigate the island
DM: You are curious enough about the island to land and investigate further. There is not much to see but on closer inspection you recognize the burnt wreck of the ship ofshore as Captain Trever's Lady Fortune. You are amazed, the idea that such a bad sailor as Trevers managed to sail this far is simply unbelievable but yet here is his ship lying burnt. You find a row of graves on the shore not far from the wreck but Trevers name is not among them, indeed there is no sign of him. Not having solved any mysteries you return to your ship and sail on north.
Player: Onto the North

DM: You have time to do 3 of these.
Player: Check above the ceiling tiles
DM: You stand on the top of the toilet. It shakes alarmingly, but you catch your balance by clinging to the stall wall. You lift up the ceiling tile with one hand, illuminating the space above with the lighter in the other hand. As far as you can tell, there is nothing but dust.

Player: To the Northeast

DM: You get a mace that looks a lot like the one you already have.
Player: Go to the Food Store (Day)
DM: As you walk up to the shop you notice a man who is farming. You also could just enter the shop

DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaaaav...
Player: P
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaaaaap...
Player: R
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaaaaaar...
Player: M

DM: You agree to give over some of your men in exchange for much-needed food, which you swiftly store below decks in case Cuthrew changes his mind. "Alright" Cuthrew says when the arrangements have been made. "We are on the home run now and I think it will be between us who gets back to Golden Sands. I wish you well." You return to your ship and sail away. Within hours the Sea Ghost has vanished once more beneath the horizon leaving you to concentrate on this last stretch of the voyage.
DM: Your voyage is nearly at an end, which given your terrible Supply situation is just as well. Reefs are visible to both the east and west and you are clearly approaching the Southern Passage that leads to Golden Sands. Before you reach the Passage however you sight one last island. This one is a bit different than all the other islands you have encountered while it looks like every other small tropical island this one has the flag of The Three Islands flying from a tall tree above it and a thin column of smoke showing it is inhabited. Three men are waving frantically at you from the shore and the thought strikes you that King Drahcir has sent men through the Southern Passage to this island with fresh supplies for the returning Captains of the Great Race

DM: "Ah, it is good to see you too have plenty of food" Cuthrew says cheerfully. "I understand if you need all of your crew. I expect it will be either you or me who gets back to Golden Sands first and wins this race. I wish you luck." Parting ways you sail in different directions and the Sea Ghost soon vanishes once more. You know you only have a short way to go on towards Golden Sands now and you are determined to beat Cuthrew.

Player: Check in with Mr. and Mrs. Lipinski ...
DM: The phone rings for what seems like a long time. But finally Mrs. Lipinski picks up. "Hello? Oh, hello... everything seems fine here. Don't worry, Bob has checked the house twice already this morning.""Great, I'll be heading back and maybe I can grab some new clothes and start putting my life back together. I'll be there in about an hour."

DM: King Drahcir's smile says it all. Against all the incredible odds, against all the trials and dangers, the shortages in both food and men and against the best efforts of all nine of your rival Captains you have succeeded in being the first to sail around the world! Your name will live on forever and your triumph is complete.
DM: For the next month you remain at Golden Sands and await the arrival of your fellow competitors to return.Captain Donald Trevers returned to Golden Sands after 20 Days at sea after his ship was crippled, requiring repairs.The surviving members of Captain Jack Spratt's crew return without their dead Captain through the Northern Passage after 40 Days at sea.Captain Tobias Cuthrew arrives triumphant through the Southern Passage after 60 Days at sea, bringing with him a shipwrecked Captain Donald Trevers (if you did not rescue him already).Captain Esme Hale arrives through the Southern Passage after 65 Days at sea, exhausted but elated.Princess Anne-Marie returns defeated through the Northern Passage after an astonishing 75 Days at sea. At the same time Captain Thomas Finch concludes there will be no more survivors and also returns to Golden Sands. The Great Race is over.You, Tobias Cuthrew and Esme Hale all successfully sailed around the World of Magellan. Princess Anne-Marie and Donald Trevers did not succeed in sailing around the World but survived the attempt. Edward Low, John Dancer, Jack Spratt, Anne Lovett and Rosemary Cleaver never return. Of these Dancer and Spratt can be confirmed to be dead, Low, Lovett and Cleaver are lost at sea and presumed to be dead. The Great Race has been deadly: of the 300 Sailors who left Golden Sands in 10 Ships only 65 Sailors in 3 Ships have returned (not counting your Crew and Ship).The Logs of you and the other surviving Captains are released to improve your people's knowledge of the lands and waters beyond The Great Reef. If you want to read these Logs to improve any maps of your own, give you useful knowledge for future voyages and possibly clear up a few mysteries you can do so. When you are finished click The Funeral link.
Player: The Funeral

DM: Looking around you find the emergency exit. When you approach the door you reach to grab the handle. Something just doesn't feel right as you hear the plane creak. You could look for another way, but you might not want to wait to find out what is making the plane creak.
Player: Look For A Different Exit
DM: Using your intelligence you think that the cockpit window could be shattered as the passenger windows have been shattered. When you enter the pilots are like the rest of the passengers, dead. The good news as that the window has been shattered. You carefully climb out the window making sure not to cut yourself you jump out of the plane. You land at the very edge of the cliff. The plane begins to creak again and the ground in which you stand begins to break away. You quickly run off the rock before it breaks away, but the plane falls off the edge. If anyone had happen to survive that the fall from here would most likely kill them. Then you turn around and all that awaits you is forest area. Over the trees you see smoke coming from inside the forest. "This is were it begins." you say to yourself as you take the steps towards the forest.

Player: Move towards the Gates
DM: You lead your forces towards the gates, arriving as the gates are broken open, swinging inward. You charge inside with a roar, as dozens of men are charging inwards. Your Orcs make their way inside the city, and begin slaughtering the defenders. Heads roll, limbs fly and blood is spilt as the fighting begins.
Player: Attempt to bring the Catapults forward to target the Palace
DM: You order the Catapults to be brought forward. You have the weapons of war brought forward, but this quickly backfires. A group of Elves manage to fire flaming arrows and firebolts, setting the catapults alight. You scream in frustration. In your rage, you scream and charge forward. In your haste, you fail to notice an Elven Archer perched nearby. An arrow whistles through the air, impaling your through the heart.

DM: You are now behind your house. There is no sign that there has ever been a mailbox here.
Player: Go for the back door to the house.
DM: You are in the kitchen. It is shopping day, so there's no food around for you to grab. You wonder if there might be any cookies in the mail today.
Player: Go to the living room.
DM: You are standing in the living room at the bottom of the stairs.

Player: Open the closet door

Player: Wrap up your final investigation
DM: When you return to Scotland Yard and tell Chief Constable Macnaghten that you have not found any credible proof linking his suspects to the Ripper Killings he looks unhappy."Each to his own opinion I suppose," he says grumpily. You tell him your own theory about who you think the Ripper is most likely to be but Macnaghten just shrugs and tells you it's a nice theory. You are frustrated by his lack of support but there is nothing you can do. After so many years of research it seems the Police are unwilling to help you catch the Ripper at long last. You feel utterly failed by the London Metropolitan Police.Despite your frustration with the lack of support you continue to watch for Ripper-related news. In 1894 a man called Carl Feigenbaum slashes the neck of his landlady in New York and is promptly arrested. His lawyer claims he is Jack the Ripper soon after his client's execution but there is no real evidence to prove it one way or the other. Far more interesting is another article that you read with a jolt: the murderer James Kelly who you have hunted since the start of your career has walked into the British Consul in New Orleans in America and offered to surrender himself and return to prison in England after eight years on the loose. Immediately your first thought is to go and meet him.
Player: Interview Kelly when he returns to England

DM: You slowly make your way in the dark alley. You expect a thief or robber behind every barrel, every cart that stands in the dark shadows. Eventually you reach the source of the cries for help. A young woman is huddled in a corner, brandishing what looks like the kind of knife butchers use to cut meat. Two robbers are bent over the frightened woman like two vultures on the battlefield; circling over their mortally wounded pray untill his soul finally leaves his body.You try to sneak up on the two robbers, trying to reduce the distance between you and them, untill you can drive your sword into their dark hearts. However, the floor is littered with pebbles and shards of pottery. A crunching sound beneath your heels warns the robbers of the fate that is looming above them and they turn around, brandishing daggers in their hands.A look of terror passes their face as they realise that their new guest is not a helpless woman. One of them, the 'leader', charges you with his dagger while the other continues harrassing his victim.You grip the hilt of your sword tighter as the dagger of your opponent has almost reached your chest.
Player: Dodge!
DM: You let out a sigh of relieve as the sharp bronze dagger of your opponent misses your head by an inch. After you ducked to dodge his attack he could not react fast enough to redirect his attack. You are now in the perfect position to strike.You leave your lifeless opponent behind you with a large stab wound in his chest. As your turn to see how the woman is faring you are met with the other robber. He falls towards you with a knife sticking out of his back. His victim stands behind him with a triumphant smile. You look at her with surprise. She answers calmy: 'What? Two robbers might have been too much, one isn't.'You ask the woman for directions to the royal palace and after mutual words of thanks you continue your way.

Player: 2
DM: Okay ... let me think ... I choose 3.Now your turn!
Player: 5

Player: 2
Player: 5
Player: 8
Player: 12
Player: 17
Player: 19
Player: 23

Player: 3
Player: 7

Player: 3
Player: 9
Player: 13
Player: 16
Player: 21
Player: 23

Player: 4
Player: 7
Player: 13
Player: 16
Player: 19
Player: 23

Player: 9
Player: 13

Player: 9
Player: 11

Player: 7
Player: 12

Player: 7
Player: 11
Player: 16

DM: Okay ... let me think ... I choose 7.Now your turn!
Player: 10
Player: 13
Player: 15
Player: 20

Player: 12
Player: 16
Player: 21
Player: 23

Player: 12
Player: 16
Player: 21

Player: 12
Player: 15

Player: 12
Player: 15
Player: 20

Player: 13
Player: 17
Player: 19

Player: 14
DM: Okay ... let me think ... I choose 15.Now your turn!
Player: 18
DM: Okay ... let me think ... I choose 19.Now your turn!
Player: 20

Player: 17
Player: 20
Player: 23

Player: 15
Player: 19
Player: 23

Player: 16
Player: 19

Player: 17
Player: 21
Player: 23
Player: 5

Player: 15
Player: 21
Player: 23

Player: 16
Player: 20

Player: 21
Player: 23

Player: 19
Player: 23

Player: 20
Player: 23

Player: 19
Player: 23
Player: 3
Player: 9

Player: 20
Player: 23

Player: 23
Player: 1
Player: 5
Player: 7

Player: 23

Player: 23
Player: 4
Player: 7
Player: 11
Player: 16
Player: 21

Player: 23
Player: 3
Player: 9
Player: 11
Player: 17
Player: 19

Player: 23
Player: 3
Player: 8
Player: 13
Player: 15
Player: 21

DM: It was a bit of a running gag in town how my parents met, how doggedly he pursued her without caring a bit about his pride or her rather formidable boyfriend whose right punch could knock out a giant for days.He was the gangly new kid of the block and she was the beautiful princess who already had her Prince Charming. It was like imagining Sleeping Beauty ditching her guy for the court jester."When you find someone who you can love completely..." My dad fondly wrapped his arm around my mom and smiled "You've got to believe in the impossibility of being ecstatically happy."Sappy words from a sappy guy. Still, it was easy to see why he'd talk like that. His first love was a miracle. Even he couldn't believe it worked out.But Sophia and I was different. We were always together and always linked together. Back in the day when I was interrogated by all the big kids whose eyes inevitably fell on Sophia, I gave the same excuse over and over again. Not that I didn't care about her, but I did care about getting beat up by the same group of guys each day.
Player: "She's too old for me."
DM: Some excuse, right? Yeah, they didn't buy it either. Maybe it would have worked if she wasn't only two years older and stunningly beautiful to match. But, I worked out every day, not just because I wanted to be able to fight back. That was a reason, of course I wanted to cream every guy who looked at Sophia with dirty eyes. But being younger than Sophia automatically made things more difficult. Being shorter and smaller than the girl you like? C'mon.Waking up with a heavy sigh, I see the same demon face that graced the angel's body in my dream. Sophia had slipped into my bed without me noticing. The scent of cinnamon mint washing over me and already I feel intoxicated. She was a few inches away and despite crawling into bed in her ratty pjs, she easily took my breath away. Looking over at the clock, I can tell the alarm is only a few minutes from going off. Even though Sophia sneaks into my bed each morning, it always feels so short.
Player: Discretely Shut off the Alarm

Player: 3

Player: Rowan
DM: You are a member of a tribe of hunter gatherers who remain more or less in the same village space throughout the year. As time goes on however, your numbers grow, and you find that there is not enough forgeable food to go around. The idea of cultivating additional food is broached, but that would mean more labor for everyone involved. While the land around the village is not as good as the land where you have settled, it is beginning to look more and more inviting as time goes on and the food shortage intensifies...
Player: Return to a mobile lifestyle
DM: There are many more people in your settlement than would generally be part of a mobile hunter gatherer society, and so not all of you pack up and return to your roving way of life. Those of you that do wander up and down the river in your traditional patterns until the question is raised again, settle down or continue on with tradition? You are wary of course, of settling down, in light of what happened the last time, but enough are convinced that there could be enough food in this latest valley that you have found.

Player: Push against the new growth!
DM: You continue allocating energy to your main trunk, but to no avail. You spend a few years locked in a battle against your stronger neighbor but all to soon die from lack of sunlight and space.

Player: Begin to cultivate food
DM: You all stay in this place, build shelter, and begin to try your collective hands at this thing called farming. You build store rooms and your population continues its growth. The food shortage appears to have been solved!Still, the expanding population demands more houses.You begin to wonder about expanding your village. Unfortunately, the only other cleared land are river flats a few miles from you, and there is another tribe that still spends their summer months there. Do you conquer their lands for the good of your own people, try to convince them to settle down as well so you have someone with which to trade, or leave well enough alone and simply clear more land around yourself?
Player: Suggest they try settling down
DM: You suggest that perhaps your neighbors would be happier staying put like you do now. They laugh at you. "Look how much harder than us you have it!" They say to you. "Look how much more work you do!" "No, we will continue to wander the countryside and gather what we can. We may try domesticating animals as you have, but they will move with us. We may even plant some crops, but nothing we have to stay in one place for- more along the lines of fruit trees we can return to."
Player: Leave them to their own devices
DM: You leave them to their own devices for a number of years, perhaps even generations, and they wander about the world around you. But your agriculture is messing up the forests where they used to harvest their plants, and the ever increasing nets you set in the river to fish block their normal ways of doing things. Eventually, the question comes up again, of conquest or inclusion.

Player: Focus on growing taller
DM: Oh how tall you have grown! Slender and strong, you stand amongst your fellows and watch the world go by. Your forest is home to many familiar animals, and some strange creatures that walk on their hind legs and whisper words to each other. You watch them amble about, endless iterations of the same head, shoulders, knees and toes, those strange hairless animals who find their food around you. Because of your choice to grow tall, you are spindle like and blow about in the wind. Birds come to try and nest in your upper branches but you are not yet strong enough to support them and your tip tilts to the side. Years go by, and you reach a height at which you tower over the "humans" who still meander through the woods. They have set up a village now, and cut down the the larger trees around you on occasion. You see them build structures from these trees, crawling in and out of them like ants. Sometimes they hollow out the pulp from the trunks of the trees and pile in them to float on the river that runs near you. As time has passed, one of your upper branches has become dead near the end, pinched near the trunk by the weight of a birds nest. It is a part of you, and it is not dead all the way through just yet, but you wonder if it is doing you more harm than good to have it attached to you.
Player: Continue to allocate sap to your dying branches in hopes of revitalising them
DM: You continue to allocate sap to the dying limb, and the rest of you suffers. You don't have quite enough energy to provide your tip and your growth is stunted for the year. You are stubborn and continue to push sap to the tips of your dying limbs, even as more and more of them dry up. Some fall off of you, but many stay, even as they are devoid of needles. Eventually, all of your limbs die as a result of your inability to manage your energy.
Player: Welcome

Player: Settle Down
DM: Within a few generations, a familiar problem arises. There are to many mouths to feed and to little forgeable food to feed it.

Player: Conquest
DM: You stormed your neighbors shoddy summer camp in the night and took it by morning. The fields are now your fields, the people your slaves. You are able to double your harvest in the next year! Your population continues to expand, what a great idea this whole agriculture thing has turned out to be. The chief is pleased. You wonder who to thank for this new way of life. Do you thank the fool who planted the first seed? The Chief? Or is it perhaps a God who bestowed this idea upon such simple humans?
Player: The Chief!
DM: You give credit to the chief, and with it your complete loyalty is reafirmed. He leads you well for the rest of his years, but when he dies a question of successor is raised.
Player: His son is now chief

DM: What a bushy little tree you are! Only a few feet tall, and almost as wide, you stand amongst your fellows and watch the world go by. Your forest is home to some strange creatures that walk on their hind legs and whisper words to each other. You watch them amble about, endless iterations of the same head, shoulders, knees and toes, those strange hairless animals who find their food around you. Because of the low nature of your branches, deer come to munch on you more than your neighbors that have taken a more vertical rout, but it is not enough to kill you and you continue to grow. Years go by, and you reach a height at which you tower over the "humans" who still meander through the woods. They have set up a village now, and cut down the the larger trees around you on occasion. You see them build structures from these trees, crawling in and out of them like ants. Sometimes they use hollow out the pulp from the trunks of the trees and pile in them to float on the river that runs near you. As time has passed, one of your lower branches has become dead near the end- as nibbled by deer as it was. It is a part of you, and it is not dead all the way through just yet, but you wonder if it is doing you more harm than good to have it attached to you.
Player: Continue to send sap to the limb in hopes of recovery

Player: Find a new Chief
DM: You gather the people together, and elect a new chief. You like this style of decision making, and wonder if it wouldn't be better to decide everything this way?But unfortunately, your author didn't have time to finish thinking that thought through so-Oops! Looks like this is a dead end! Not in terms of possible/impossible of course, but in a too many tendrils trying to leave the authors mind in to short of a time kind of a way. May I suggest going back and following a different course?Or, for the creative minded among you, leaving a suggestion as to what you would have like to see on this page in the comments at the end!

Player: Take their point and return to a mobile lifestyle

DM: You clear the forest from your own land. The land by the river proves to be better for farming so you move your houses up into what used to be the trees and focus on farming where it works best. This works for a number of generations, but your population grows slowly but surely. You keep clearing trees as long as you can, but the village next to you is doing the same thing, and soon the lot of you are out of trees to work with. You look to the forest on the other side of the river, where a third tribe frequents.
Player: God.
DM: You build a temple. You worship a God, and you attribute good seasons to his generosity, bad ones to your own failures. You notice that your neighbors downstream worship no God. Do you try to talk to them about it? Leave them alone, each tribe is entitled to their own way of being? Or conquer them for your Gods glory?

Player: On The Road Again

DM: Misha peeks through the hallway which leads to the other rooms. The hallway is heavily guarded by security guards armed with submachine guns and security cameras. Proceeding any further is too risky, so he decides to go back.
DM: Misha is in the first floor. He hides behind the furniture to evade the security cameras. There are some guards patroling the area. He sneaks past them and choked some to unconscious. There are some places that he can explore here.

Player: Credit goes to the community
DM: As you have built this new way of life together, you take credit for it together.
Player: Keep on growing

DM: The land downstream is ok. The land upstream is better, but this land is workable, and has the added benefit of being available free of conflict. You happily build structures and set about preparing fields. Life is good, and your population expands even more! But who to credit with this idea?
Player: Conquer Them!
DM: The neighboring village is now under your control. Plenty of slaves! Perhaps you even sacrifice a couple to appease your God. Your village has been growing ever larger. You have a hydrological system, and somebody has decided that it would be interesting to try to develop something called a written language? They pitch the idea as an alternative to drawings and as perhaps to decrease reliance on oral communication. You kick them out of the village and call them crazy or do you develop the idea, and teach this "writing" to others in the village?

DM: You stop diverting energy to that branch, and it falls within a year- taking longer than you thought to die off and drop to the forest floor. The rest of you is healthy and growing steadily. You are now easily twice the height of the humans below you, even the tallest bear cannot reach your top when he is standing on his hind legs!Not all of the seeds you started out with have made it is as far as you. Not even all of the saplings you once shared sunlight with have progressed. One was munched by a deer in the thick of winter, one was burnt by a strange and curious human, one lost itself to beetles. You feel their absence in the tips of your branches, in the space where there roots were in the soil with yours. They have become nutrients for you, and for the mushrooms that grow out of them, and out of you at your base. But the forest is still plenty thick, the soil is of good quality and there is plenty of water.
Player: Take your time with the structural aspects of growth
DM: You grow slowly but surely, apace with many of your neighbors, slightly shorter but sturdier than some. There are other plants in this forest, and creatures that crawl along your roots and through your branches.
Player: Focus on growing hard wood
DM: You allocate energy to producing the strongest trunk possible. Your height has allowed you to watch the hairless creatures below you skirmishing with other, paler, hairless creatures for a number of years but now the pale ones have made their way inland from the ocean, and one night they battle around your trunk. Beetles come to bore into the wood of your neighbors, preferring others to your dense trunk. Some time goes by and a man comes walking through the forest, knocking on the trees. There are few enough humans that they still only cut a few of your neighbors a year, but today the skin creature knocks on your trunk and smiles, cutting a notch into your bark. He continues on through the forest, knocking and frowning, knocking and smiling and notching. Time goes by and the skin creature comes back with others, carrying metal tools. The skin creature smiles and points at the notch in your trunk- "This one is very solid! It will make great building material."

Player: Focus on Growing fast and reproducing ASAP
DM: You grow so fast! Shooting up around the trees around you that chose to take a more slow and steady approach! You are able to reproduce. You grow many bushy pine cones. Unfortunately, you sacrificed strength for efficiency and your tip breaks off in a spring thunder storm. This is not fatal, but it does set you back a little. You will grow more slowly in the future.

Player: Conquer them after all

Player: What about that idea of a King?
DM: Under the control of the King your nation seeks to expand itself, finding international trade routs and conquering and colonizing left and right.
Player: Wait, what was that idea giving power to the communities?

Player: Leave them to their ways
DM: You figure there is no harm in letting your neighbors continue on as they have in the past. Your population grows in leaps and bursts as their stays relatively the same. Your agriculture expands into their fields, your axes fell the trees in the forests where they once hunted several months of the year. Your fisheries fill the ponds where they once sourced their foodstuffs. Perhaps they move somewhere entirely different, perhaps they cross continents to maintain their way of life, but for simplicities sake, that you are faced with a familiar choice. Do you take them as slaves, or do you allow their bedraggled ranks into your village as equals?
Player: Take them in as equals
DM: They build their own houses and join you in your fields. Your people are happy to have the help, and the wanderers are happy to have enough food once again. But there are those that resent the forced assimilation, even if it was under the pretext of equality. The dissenters make up the minority however, for there are new and exciting things about this way of life that distract from the added work. People inter marry and new children are born. One spring, a handful of years after the merger, there is a fire, and you must all work even harder to make up for the crop losses. There is not quite enough food to go around, and though this was not uncommon in the hunter gathering days, it provides an issue that tips the dissenters over the edge. They riot in the night, string up your leader, and burn the fields in an attempt to take back the life they once had. Few other than the dissenters survive the rampage, and the forest spread from the fields into the forest. Everyone starves.

Player: Allow them to join you peacefully
Player: Conquest!

Player: Long Live the Empire!
DM: This is a new page
Player: Long live the King!

DM: Oops! Looks like this is a dead end! Not in terms of possible/impossible of course, but in a too many tendrils trying to leave the authors mind in too short of a time kind of a way. May I suggest going back and following a different course?Or, for the creative minded among you, leaving a suggestion as to what you would have like to see on this page in the comments at the end!

Player: Continue on as usual
DM: You maintain your traditional lifestyle, thrilled to be free of the labor you see your neighbors undertaking in the name of larger, agriculture centered societies. The years go by and you wander happily through the countryside. Your population remains around the same size, with minimal fluctuation during particularly good fruit years, or particularly hard winters. Perhaps some leave your tribe to seek partners in the villages sprouting up along the river. Unfortunately your neighbors eventually outgrow their land, and go with the method of conquest. Your tribe is slaughtered, and those who escape a quick death are afforded a life of slavery under the agriculturalists.

Player: Maintain a population small enough to avoid further expansion
DM: You keep your village small, and, since you never conquered your neighbors, they continue on with their way of life as well. While you did clear some of your forest, you have enough left for fuel wood and houses for new families, though most just filter through the houses left behind by those who pass on.You make decisions as a community, maybe evolving into a democracy but since your size is so small the structure is easy. Its possible a dictator arises at some point, that an individual demands the role of chief be reinstated. That some other group of people in some other place made a different course. But that is all out of the realm of your choosing. Your choice has landed you here, living more or less stably in your comfortably sized community, by the river, with the forest you have left.

Player: Drop your cones as soon as they are ready!
DM: As soon as your cones seem ripe, you release them to the forest floor. Far below your broken tip, something strange has happenedd with the humans. It took you a while to notice it at first, as they came in ebbs and flows and endless tidal skirmishes, but there are different looking ones here now, and everyone is cutting down more trees. Thanks to this, there is plenty of room for your progeny to take root and a great many of the little pinecones release their seeds, which nestle into the soil and bide their time. The other pinecones are eaten by squirrels and birds. Some of the seeds, thinking safe thoughts below the ground, are eaten by beetles and worms and other crawling things.
Player: Work on developing your rot resistance
DM: There is heavy rain one year, and the tree closest to you rots away from the inside out, with the added help of a woodpecker hole in its side. Thanks to your allocation of energy, you make it through the season. Your height has allowed you to watch the hairless creatures below you skirmishing with other, paler, hairless creatures for a number of years but now the pale ones have made their way inland from the ocean, and one night they battle around your trunk. There are few enough humans that they still only cut a few of your neighbors a year, but each season their numbers increase.

DM: "Greetings Knight Ember." The creature greets you.You stand there waiting for a few seconds before taking a step forward. The troll laughs and the earth shakes. "Foolish human. You must answer my riddle or pay in gold. Choose now, or turn arround."The monster is only eight feet tall. If you moved quickly you could probably kill him with your broadsword. On the other hand, you could try your hand at a riddle. It couldn't be that hard, trolls weren't exactly known for their intelligence.
Player: Answer the Riddle
DM: "What has four eyes but can't see?"You ponder this question for a long time. Finally you surrender to the giant."Haha, you fool. The answer is Mississippi."Great shame you feel. You were never good at geography. You never thought it would have any real world application. You recall when you were just a young child in Mr. Young's history class. All the other children would laugh at you. Then you hear a laugh coming from the troll. You hear a sharp sound and a human steps out of the troll costume. It is your former teacher. He points a finger at you and laughs.I hate public school.

Player: Explore downstream

DM: Well then...
Player: Make THE decision
DM: This is it. Take it or leave it. What do you choose?
Player: Take Julia's suggestion into consideration
DM: The quest for power does sound extremely tempting. However, it would mean that every single one of the normals would be against you, not to mention some of the mutants. Still, if you did succeed, you would literally have an army at your command.

DM: You talk to your neighbors about this new God of yours, and they listen, but they aren't sold on it. Either they have a God of their own, or they simply aren't interested.

Player: Kick Them Out
DM: You kick out the strangely cunning linguists. They move up river and begin their own settlement. You continue on with your agriculture and your animals. They come up with this strange idea of keeping records? With it, they are able to better manage their stores from year to year, and their population grows. They write down their stories and keep them in a collection. Their population outgrows you and they spread out into what they call a "city". They educate their young and begin to expand on theories of the stars and the seasons. Of course, these theories are not at their root strange to you, but the writing them down, and the passing on of them from generation to generation in that manner is new and threatening. A number of them split off, gone to start a new city elsewhere. They write correspondences to each other. Eventually, they outgrow both of these settlements, and since you are in the middle, they come for you. Remembering the harsh way you evicted them from what was once your shared home (generations ago of course) they choose to invade and slaughter you instead of enfold you into their civilization. Some of your people are taken as slaves, some too young to remember the original eviction of the writers from your city that now lays in ruin. All that was your path through history has ended, and you have been swept up in the trajectory of another group.

Player: Teach Others
DM: Your whole village writes, only now perhaps you would call it a town rather than a village. You have more than one impressive temple, and the chief is pleased. You control two neighboring towns, and as your population grows to bridge the gap between these settlements you think of a new term- a city.
Player: Keep him a chief
DM: You keep your chief in his traditional role. If it ain't broke, right? Your neighbors, on the other hand, decide to elect a King, and they believe that this King has been sent by God to rule over the land. (Which is curious, because you had thought that about your chief...). They come to battle you, and since you are a smaller group, you lose horribly, thus ending your story.

DM: You let your cones grow until the absolutely can not stay in your boughs any longer and they drop to the ground. Unfortunately for you, the squirrels swarm them and eat most of your seeds. While a few will survive, it is not the boon you had hoped for. Far below your broken tip, something strange has happened with the humans. It took you a while to notice it at first, as they came in ebbs and flows and endless tidal skirmishes, but there are different looking ones here now, and everyone is cutting down more trees.
Player: Continue the story as a canoe

DM: As a boat built out of rot resistant wood, you stand the test of time. You hold many humans in your sturdy self, the curved underside of you pressed up against the cold belly of the ocean, and the river that leads to it. You watch as your people are invaded by the strange pale skinned ones, a few at a time and then all at once in droves. You watch, forgotten somewhere just out of the flood zone, as the pale skinned things cut down the forest in great swaths. Eventually, you are taken to a strange structure- compiled of the corpses of you once kin. They brush you over with a strange substance that keeps the air out of your pores, and remove all insects from your belly. You are placed inside and now the skin creatures come and lean their eager faces into you, placing sweaty hands on strange fibrous branches strung about your body. Through a hole in this structure, you see young trees grow ever taller, years go by and you watch them reach a height you once were. You wonder when they will be cut down, and what they will become. In this museum you watch human history parade by, until one day an end comes to it. The time spent here feels like a blink compared to the eons of your life before.

Player: Base internal structure on military relationships
Player: Eh

Player: Attempt to convert them peacefully

DM: Richard smiles kindly. Richard; "What would you like to ask?"
Player: Choose A Door
DM: Val noticed your change in mood. Val; "So, you ready?" I nodded. Val; "No matter how this goes, I want you to know... I love you. You're the only friend I've had since... Well, you're the only friend I've had. Either way, I'll miss you." Val hugged me, and it seemed like she was fighting back tears. You; "Can't you come with me?" Val; "It's impossible. Deep down, you knew all along." You; "Here goes... I'll miss you..."
Player: Left Door
DM: You enter the left door, only to find yourself in a grassy meadow filled with flowers. Val entered the meadow. As she shut the door, it disappeared. You; "Val! You're here!" Val; "Well, someone's got to take you back to the real world. You chose right!" She hugged me again. "Well done" You; "Well, if you're here, does that mean..." Val shook her head. Val; "I can't follow" She whistled, and two brown horses emerged from the trees surrounding the meadow. Mounting them, we rode through the forest, talking like old friends, of pointless things like the people on tv, or my crush at school and stuff. Soon, we saw a small door in the middle of the field. A brown wooden door with my name carved into it. Val; "Your mum's waiting." You; "I want to see her again, but I don't want to leave you, Val. You're my friend." Val smiled a sad smile. Val; "We'll meet again. In this life or the next." She put her hands behind her neck and unfastened the clasp of her necklace. It was a beautiful necklace, two white gold wings caressing a gem the colour of honey or nectar. She then placed the necklace around my own neck. Val; "So you'll never forget." You; "I never could forget, Val. Never" We hugged goodbye, and I left through the door.

Player: Let the Chief become a King

Player: Quickly rinse her eyes with water
DM: You quickly get up and rush the girl to the rinsing station. You then send her to the nurses office. Luckily, you were quick enough that she won't suffer any permanent damage to her eyes.This did cause a bit of a scare for the other students, and you notice them all adhering very closely to the safety procedures. Maybe this wasn't such a bad thing after all.
DM: The bell rings. Your first day as a teacher has ended. Overall you feel that you did an alright job for your first day. Of course there is quite a bit of room for improvement. Time to go home and relax and of course make sure you are prepared for tomorrow.
Player: A phone call

Player: Go back into the city.

Player: SS Class
DM: I need to find a file.

Player: Eh

DM: Through hand signals and rough dirt drawings you are able to communicate successfully with the man. He says he is from a tribe of native people a little north of your current location. He says he can introduce a trade with his people and yours. He signals into the woods and a group of other natives come and introduce themselves. You realize that the man was bait. Lucky for you you did not attack immediately.
Player: Only one group will remain
DM: You give the order and your men spring at the natives. The battle was short as almost none of them had close range weapons on hand. You gather a war group to kill the rest, since you now know exactly where they are. The battle feels like barely a blink. The men and children are killed and the women taken. You hope all natives here are just as weak. Sadly, they were not. The native tribes that lived in the area were far more prepared for war. They constantly fought you and your people for years. You were mostly safe behind your walls, but going outside was a dangerous endeavor. The natives could move through the forest as silently as the breeze. They knew the territory much better. You were able to keep a foothold for a decade or so before your strength finally gave out. You were too old to fight much longer. Without your leadership, the settlement crumbled. Luckily you died in your sleep before the natives breached the wall.

Player: Stop pillaging others

DM: You've picked Coalition's Victory.
Player: No
DM: It's been a year since the end of the Coalition-Alliance War. After their brutal defeat in the war, the Alliance has joined the Coalition along with many Garavan tribes, bringing peace. Of course, there's still tensions between the Alliance races, who are still referred to as the Alliance races despite the absolving of the Alliance, and the old Coalition races. The Alliance species have little power and much worse conditions than the Coalition races, who again have much worse conditions and less power compared with Man. Technology has improved considerably, mainly in the arms race that's arisen after the discovery of the Chykri, a massive military of several cybernetically enhanced and genetically altered alien races that's been mountain an invasion of Coalition territory.The new Coalition is being led by the Grand Council, which has placed you as the General of all Coalition forces. It's your job to unite the new Coalition in a war to destroy the Chykri.
Player: Learn about the Galaxy

Player: Monetary system?
DM: You rely more and more on this money thing, and more and more people move to cities to work. The peasants are pretty fed up with Feudalism and the system of fealty is weakening in the face of mercantilist traders and the like. Bye bye feudalism. The monarchy can stay though.In the cities, factories are being built. You find yourself in need of a labor force to fill these new factories, this strange "industrialization". You look to the peasants, but they do not want to leave their self sufficient lifestyles. Looking closer, you see that they are all reliant on the same communal pastures, the "commons". You think that closing these green spaces could potentially serve you a double purpose. On the one hand, it would free up the peasants to come and labor for you. On the other hand, wool has been in increased demand and this would make space for the lords to increase the size of their personal herds.
Player: Find another way
DM: The people are thrilled that you have not closed the commons. They are relieved to maintain their self sufficiency, and pleased to have a place to graze their sheep. But what's this? There are too many sheep! With the growth in the person population so has there been a growth in their ungulate companions. The way forward is unclear. Do you set laws mandating how many sheep anyone can have? Do you let the people sort it out for themselves?

DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)K...
Player: L
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)Al...
Player: I
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)Aai...
Player: S

Player: Set Laws
DM: You have set laws, but no one seems to be following them! The commons have become over grazed and the people are starving.
Player: Move forward with Enclosure acts

DM: General continues to fire off, "I have been informed that this might happen, but it's still something I didn't expect."Braak begins to speak after a long pause, "General, I know that you are an honorable man that will stick to any deal that is reached. Agree to my terms and then I will tell you where the wine is. You and your troops can go find it. Once it's in your custody, you can release me and the princess."Flavius cringes and then says, "Ok, I will let you and the princess go free unharmed, just tell me where my wine is!"Where do you tell him that the wine is?1) The Old Miller's Shop 2) Cellar of the Big Boar Tavern3) In the Stables of the Slum4) The Druid Oak grove just outside the town.
Player: In the Stables of the Slum
DM: The General goes with his soldiers to go find the wine at the location you specified. After a few hours they come back. Apparently, they didn't find the wine. The general is very angry. No doubt your execution has been ordered. That was stupid to try and lead the General on with false information. Now it's time to pay the piper for your lies!

Player: Communism
DM: So you have taken a leaf out of the Communist Manifesto- brotherhood and the motherland and peasants revolution. Working people rejoice! The story does not end here however.
Player: Let an upper cadre make decisions based on the input of the people
DM: Your movement quickly becomes corrupt. Starvation likely follows, maybe even a genocide if the loving dictator is paranoid enough. Bummer.

Player: Work things out at the community level- theres nothing wrong with slow and messy if it means not sacrificing your voice
DM: Your process is slow, and painful, but the patience pays off. Together, you allocate resources fairly, and coexist happily. There is pressure from the outside to change, but you do not aspire to such grand things as your capitalist neighbors (if you have any!)

DM: A
Player: Z
DM: Z
Player: x
DM: AX
Player: z
DM: AAZ
Player: g
DM: AAAG
Player: n
DM: AAAAN
Player: p
DM: AAAAAP

DM: The people, surprisingly, have talked it all out rather efficiently. They have decided that there are two ways to go forward. Either they pool all their resources (more or less) and work together as a village rather than separate families, or they set a cap on the maximum use by each person, and let the measurement be worked out by the monetary system.
Player: Pool Resources
DM: The villagers now have more than they ever have before, by pooling their meager resources they have allowed for some of them to get wild things like an education. The children are well looked after, and everyone works in shifts, often looking after each other's sheep for parts of the day. They are looking to trade with neighboring villages, but find that most of them have fallen victim to the enclosure acts. The people who used to live just over the hill from you have moved to the city for the most part, but a few remain.

Player: Help them get their land back
DM: You have gotten them land rights! But the people of the village are tired, and in all that fighting you lost many sheep to neglect and theft and failed to generate enough stores to last you the winter. You pull through together, but it is hard. You wait for retaliation from the King for your brazen legal action, but none comes. You suppose they have enough labor without your village, or that they don't want to validate your movement with a response. The months turn into years, and you are doing well by yourselves. A representative from the next town over comes to speak with you, the commons were closed in their town and they were all forced into factories, but he manage to get away and thinks that if your two villages were to form an alliance, you could help them get their commons back. Since the villages are close to each other, the neighbor seems to believe that you could pool your resources and all of you would be better off. Should you help out your neighbor in the hopes that having more people will support your way of life, and in the knowledge that they will be better off or do you let them fight their own fight, you don't need more people trying to make choices, and you don't want to anger the King any further.

DM: You move forward quickly, sending spurts of flames at his chest as he yells in pain before grabbing his throat. You throw him against the hall, breaking bones as he slides down it to a sitting position. You grab his head, quickly snapping his neck.You look up, realizing that the hallway if filling with students, guards and teachers alike. You hear shouts of shock, curses, threats and orders to stand down as guns are raised. You need to do something. The Doctor said you were strong. You could probably break through the ceiling and fly out of there, and find somewhere else to stay. The Doctor suggests the alternative."They know your name. They know your face. Even if you escape, they'll have you hunted down. Kill them all."
Player: Wipe them out
DM: Adrenaline floods through you, and you charge forward. You fly forward, grabbing one of the guards heads and smashing it against the wall. A wall of flames erupts around you, taking out several more as you dodge bullets. Your eye fires a laser beam that cuts through more of them as your fists fly, breaking bones with ease.You don't know how long the massacre lasts, but your mind is that of an animal's while it happens. By the end, you're covered in blood. Corpses fill the hallways, and the classrooms, and the dorms. Everywhere is covered in blood. You notice the bodies of those you know. Doyle lies against the wall, his chest torn apart. Void has been burnt alive, her scorched body only identifiable from the armor. Dead-Eye had had his head crushed. You're left panting, before you hear heavy breathing that's not your own. You look down, and almost burst into tears when you see a blood-covered Luc lying on the floor. Shada lies next to him, bone visible from a bad leg break. Seamus lies far off to the side, badly burnt. You must've done this in your animalistic rage. They're the only survivors, so perhaps some subconscious part of you spared them."Mia..." the Doctor's voice says in your ear. "No," you reply."Kill them. You can't leave survivors. You know that."Your friends won't know it's you. You don't need to kill them. You can just walk away... but is it worth the risk?

Player: Help your neighbors
DM: More property rights! Your villages distribute labor and the winter is easy for all. Now that there is a larger population however, the question of who should be in charge is raised. When it was just those of you that knew each other well it was simple enough to make choices all together, but now that you have to make choices as two villages, separated by a couple hours travel, the question is raised as to whether there should be some sort of leader to simplify the process. But would having centralized power confuse what you are trying to do here? Is it a slippery slope from there to having an overlord like you did in the past? Or would a simplification of power be just what your village needs to streamline equitable distribution of labor and resources?
Player: Simplify, you can vote on village representatives and work out a system to make sure they don't maintain power

DM: You elect an equal number of representatives from each village, let's say five from each. They meet once a month to maintain village operations. There continues to be enough food, and everyone is happy for a time. But then the representatives from the original village begin to talk. They begin to wonder if they shouldn't have a little more power than the second village. After all, this was their idea, and they put in more effort for the cause did they not?
Player: Aim for equality

Player: Hold a vote

DM: You go into the kitchen. The curtains are back and it must be nearing midday, as a small crowd of slack-jawed ASBO fodder have paused on the street outside to gawp at you as you stagger around in your underwear.
Player: To make an obscene gesture at your young observers before heading to the sink to get some water, go to 12.
DM: Your obscene gesture is greeted with open mouths by the watchers. You turn away from their boggly eyes and head to the sink to get some water.

DM: You decide to send Reny one of your scouts to demand Theoumus to surrender the keep and his forces, If he complies he will be allowed to live. Your scout heads of to the gate, your army stand confident of success.
Player: Ten minutes later
DM: Your scout returns with good news Theoumus has agreed to the truce and surrendered the keep, turns out he only has around 100 men in there with him I could see the fear on his face when I showed him the number of our forces. What about Lucias the Cavalry Commander. You say 'He is not there he is out with his horsemen fighting Titus, the shock he will have. 'After you my king' Reny says as he bows. You approach the great door and it swings open before you as you walk inside the remaining monks priests and councilmen left inside bow immediately as you walked past them. You see Theomus sat on the kings chair as he see you he pulls his sword and stands to his feet in fury!
Player: Remain still
DM: You remain still, a fearless leader an inspiration to the men. he walks towards you with his sword in his hand and stabs it in the wooden floor. 'I surrender, my King' Theomus says, You feel happy that this was so easy and no life's were Lost, you grant Theomus his life and even a command in your kingdom, you allow Theomus to govern Gildesh the northern forests, the place of his birth, it is the most far away province making him no more of a threat. Once a year he will send 10,000 gold pieces to the keep and you give him just 350 men for security and to enforce the law.. A tough job, but atleast he has his life. You are King

DM: Your Hornbeam Wand is black, like a shard of night, with a dark, cruel power just under the surface. Something tells you this wand is capable of terrible things...
Player: To Diagon Alley
Player: Explore the Magical Beastiary
DM: You enter the bestiary, and it is full of amazing, magical animals inside cages, ready for adoption. Giant Ornage Snails which float in the air appear in one cage, and in a small bird cage are fire drakes, budgie-sized dragon-like creatures with glowing tails. There is what appears to be an ordinary lemur in another cage, but as you look at him for a long period of time, you realise the lemur can make toys and various items appear out of thin air. At one point, he even telekenetically summons a banana from the other side of the cage. A rabbit with stag horns hops lazily about, and a tiny, mole like creature eyes your coins greedily.

DM: The second village accepts this for a while, until the first village begins to take a slightly larger share of the food. Food is power, they argue. The second village revolts and everyone wonders how they didn't see this coming. Things dissolve, and the early capitalists are all too happy to reach in and take the land from you. Many starve, many go to work in factories.
Player: Move to the city

DM: There are a few dissenters about this choice, but they realize that they haven't really lost anything, and settle back into contentment with their situation. After all, anything's better than living under the lord. Nothing like the bind between feudalism and industrialization to keep people happy with their place in life! The next winter is particularly harsh. Your community makes it through just fine, thanks to your equitable distribution system there is more than enough to go around. People in the cities are beginning to talk, so are those in a town close to you, still under the harsh eye of a lord-their lands have not been enclosed upon yet. You begin to think of growing your community, or perhaps just helping them to establish their own (scale is a worry here of course, what you have works but you remember the tense conversations around power, and that was just between two groups!). But you are not the only one hearing the whispers of the poor. The king hears them as well, and he is displeased. He sends a letter that is read at your next council, informing you that he has let you get away with this "quirky experiment" only because it was not a threat to king or country. Now, he sees, it is becoming a problem. He writes that he will take your land to build a factory on (you are close enough to the city for this) if you attempt to incorporate any more people. He does not say anything about helping others form their own communities modeled after yours, but it doesn't take much imagination to figure he would not like that approach either. What do you do?
Player: Heed the King

DM: You enter a large room that looks like it hasn't been entered very often. It is relatively clean compared to the rest of the sewers you've seen so far and there isn't a lot of litter on the floor. Most of the things on the floor are bones. There is a bulb on the ceiling that isn't covered with very much grime, so it's giving off a pretty bright light. It's a nice change from the dark tunnels you've been crawling around in.To the north is an open metal door that's missing a hinge. It leads to a small room.There is a rotten smell that seems to be coming from a large hole in the east wall with a grate cover laying next to it.To the west is a corner that turns south, and a lot of squeaking and chirping sounds.There is a camera in the corner.

Player: Back to hallway
DM: You approach the door. You reach your holding hand over to the OPEN DOOR panel and it slowly opens. You sidestep as the door moves into your right wall. When it gets to the other side, you dash to the left wall, catching glimpse of no one in the hallway. You lean on the corner and look around it, looking for anyone. The coast is clear, so you decide to continue. To your left is the saferoom, which can only be opened with your password, 09G5HYJ. To your right is the bathroom. Across the corridor is your kitchen/dining room. All doors are closed, except for the kitchen, which has no door. Your main door is also closed.

DM: You take in the poor, and your numbers grow. It is hard at first to find housing for the new families, but the people work hard in celebration of their freedom from the factories, of their return to the land. All is good for a while. But the winter is hard, and the villagers look for someone to blame. Naturally, they look to blame it on the newcomers, for they have contributed labor but no land, and what is really needed is more land on which to graze animals and grow crops. This leads to dissention within the council, with the newcomers arguing that they would take back their commons if they could, or make new ones, but that they cannot and that they have contributed as best as they can. The longstanding villagers are of split opinion, one group believing that the ex-urban poor should be cast out again, one believing that they should be assisted in overthrowing someone somewhere to get more land, and the third and final group being of the opinion that they should be allowed to stay, and that more forest should be cleared to make up for the new mouths.
Player: Help them get new land for their own community
DM: There is much disagreement, as not all of those you have taken in came from the same place to begin with. Luckily, most of them have come from the estate neighboring yours, and the rest accept the proposal to take that land. Majority wins and you take the estate. It is not an easy battle as the Lord's soldiers are well armed, but you manage to take the land. Once the fighting is over all but the new community owners of the commons pull back, so as to avoid angering the King. The new community sets about reclaiming their homes, those who did not live here before take up the houses left behind by the serfs who were effectively freed and have not returned to the land.
Player: Allow them to send representatives to the next meeting, the more the stronger *Ahem* merrier, right?

DM: ...Focus! You're da bomb! You're da bomb! Oh, man. Sensei just made you think of that vase you broke. The Beastie Boy are tight, but you really broke that thing. Which may in turn break Sensei's heart. He might ban you from your Gameboy forever. Which would, in turn, break your will to survive.
Player: I can't believe I let Sensei down.
DM: It's been a while, and your arms are getting tired. You're sort of worried. Also, you gotta pee. You don't know what will happen when you fail this test, but if you do, you might cry. And Sensei might cry. And you might pee, out of grief. You worked so hard and came so far, but... Ouch! Arm aches! And it doesn't look like anything happened yet. And you gotta pee. You better hurry up and do something...Why isn't it working? Also: You gotta pee.

Player: Set up a system of trade

DM: The next issue is the issue of excess warriors. The Red Blades are producing excess warriors, all young, bloodthirsty warriors who wish to fight. You can send them to fight with the Raiders, the Orcs who fight against the Kingdom of Man's expansion into Orc territory and their taking advantage of Orc Tribes and Villages. You could also send them to work as Mercenaries for the Kingdom of Man in the Man-Elf War.
Player: Send them to work as Raiders
DM: You send your excess warriors to join the raiders. They'll fight for Orc honor and to defend the Orcs from exploitation and expansion by the Kingdom of Man.

DM: Due to pressure from their lordly neighbors, along with the lack of knowledge on behalf of the youngsters in regards to working the land, the winter is hard. They have no forest near them and so no firewood, and their livestock, which had been appropriated by the lord during the enclosures, was all taken away during the fighting. They go hungry and return to the city, giving up on this dream of a new way of organizing the social. Oops.

DM: You walk up to the girl. She looks about eighteen. Her long blonde hair is tied back in a ponytail and her eyes are a deep sea-blue. She flashes you a smile as you approach her. 'Hi! Welcome to Grovewood. What's your name?''Arthur Drake,' you say.'Aged fourteen?''Yes.''Okay,' she ticks you off on her clipboard. She hands you a blank white sticker. 'Here,' she says. 'Write your name on that. Then go through those doors and follow the corridor on your left. There'll be a big hall on your right. Just wait there.'You go ahead like she says. At the entrance to the school you stop and look back. You parents are standing by the car. Your dad gives you a wave. You don't return it. You don't know why, but something about this whole situation seems off.
Player: Go in to the school
DM: You walk in through the doors and stop. Woah! The interior is nothing like what you imagined. The place seems to be built entirely from oak and granite. The outside might look like Broadmoor but the inside looks like a medieval castle. Torches in iron brackets shed a warm glow over the room. The walls are decorated with rich tapestries. Suits of armour flank the entrance, their crossed halberds suspiciously sharp. What sort of a school is this?!You walk slowly to the corridor, taking in the details of the room. You can't help but admit, this place is AWESOME!The corridor is the same, lined with tapestries. They show scenes from battle, with dragons and knights in full armour but they seem strangely modern. For one thing, you doubt that medieval knights carried around mobile phones. At the end of the corridor you come to a large doorway. The sign above says it's the Stone Hall. From inside there is a loud hum of people talking. You go through the doorThe Stone Hall is a massive room, but with no stone in sight. There must be at least a couple of hundred people milling around inside. You take a deep breath. Right. Time to go make some friends.

DM: You walk up to the man. He's only about a foot taller than you, but stocky and with a bulk that makes him look twice your size. He acknowledges your presence with a grunt. 'Name?''Arthur Drake,' you say. The man looks up at you sharply. 'Hmm,' he says. His gaze seems to run over you, as if you're an interesting specimen he's storing away for later. He hands you a blank white sticker. 'Name on that,' he says curtly. 'Then go through the doors and take the corridor on your left. It's the big hall at the end.'You do as he says, wondering what that was all about. You stop at the doors and turn around. The man is standing with your parents. He says something and they all start laughing, as if they're old friends. This is all getting a bit strange.
Player: Go through into the school

Player: The Stone Hall
DM: Most of the kids are in large groups in the middle of the room. Some of them - the loners - are standing around by themselves at the edges. In the corner nearest to you is a girl sitting with her face buried in her hands.
Player: Just stand around alone

Player: Go to one of the groups
DM: You might as well throw yourself in at the deep end. You make for the biggest group you can see in the middle of the room. When you try squeezing past a couple of people you stumble. As you're regaining your balance, someone bumps into you and trips you over. 'Watch it!' someone says. You land heavily on the floor.A redhead girl is standing in front of you. 'Why don't you watch where you're going,' she snaps. She's holding an empty plastic cup in her hands. It's contents are deposited. on the floor, mere inches from your trousers. You move out of the way quickly before your clothes get soaked.
Player: Tell her it wasn't your fault

DM: You look around at the crowd. Okay, there's no way you're going to wade through that many people right now. You just hang around by the entrance, hoping to get this over with quickly'Oh! Sorry.' Someone bumps into you from behind. It's a small girl wearing glasses. Her name tag has the name 'Emily' printed in neat letters. 'Wasn't looking where I was going,' she says apologetically.'It's okay' you say. 'Are you joining up this year as well?''Um... yeah,' she replies, giving you an uncertain smile. 'So are you excited about coming to Grovewood?' she asks.'Actually I'd never even heard about this place till last week,' you say. Something about Emily's manner changes. She looks at you warily. 'Oh, okay.''Wait, so you've heard of it?' you ask. Emily scans the room nervously, as if looking for an escape route. 'No, not really.' You sense she's hiding something. She notices you're looking at her. 'I-I just remembered I forgot something,' she says. She gives you another uncertain smile before dashing off into the crowd. Now what was that all about?

DM: 'It wasn't my fault,' you say. 'Besides, you're the one who nearly emptied a bucket of water onto me.' The girl gives you a stormy look, like gathering thunderclouds. Then she turns on her heel and walks away into the crowd. You scowl and dust off your trousers
Player: Go ahead and approach the groups
DM: You walk up to the group. 'Hello,' a boy says holding up his name tag in greeting. He's athletic and square-jawed with sandy hair and deep green eyes. 'Connor Woodridge.''Arthur Drake,' you reply.'So, are you excited about coming to Grovewood?' Connor asks.'Actually I'd never even heard about this place till last week,' you admit.'Same here,' Connor says. His tone seems a bit strange. You look at him suspiciously and he looks away quickly.'Connor!' Another boy comes up and slaps Connor on the back heartily.'Hello David,' Connor says, grinning. He turns to you. 'Er.. Arthur, meet my friend David. David, Arthur.''Nice to meet you Arthur,' Davis says, still grinning. He and Connor are so alike they could be brothers except David's hair is black instead of blonde. 'So, are you excited about coming to Grovewood?'Connor coughs. 'Arthur and I were just saying how neither of us had ever heard of this school before.''Ah, okay,' David says. 'No, neither had I.' He grins. 'Still excited though.'Before you can comment on their cross talk act, a hush falls over the crowd. You guess you'll be getting your answers right now anyway.

Player: Apologise

DM: It wasn't really your fault but you don't want to start a fight on your first day. 'Sorry,' you say. 'didn't see you.' She mutters under her breath and helps you up. 'Arthur Drake,' you say amiably. 'Amy McPherson,' the girl replies.'So you're starting here next year as well?' you ask.'I don't really know,' Amy says. 'My parents are being very suspicious about the whole thing. I didn't even know about this place till a couple of weeks ago.''Same here,' you say. Amy looks at you sharply but doesn't say anything. There is definitely something very ominous about the whole situation.'I should probably go get some more water,' Amy says, fiddling with the empty cup. 'I'll see you around though.' You nod and watch as she disappears into the crowd. Curiouser and curiouser...

DM: The large double doors at the far end of the room creak open. A man walks through. He is tall and gaunt, with grizzled hair and a black coat that makes him look like an especially morose funeral director.'Good evening.' His voice is quiet but it carries throughout the room. 'We're ready for you now so please follow me through into the next room.' He turns around and walks out, leaving an expectant silence. Then the silence breaks and all two hundred kids move in unison towards the doors. In the chaos you look for someone you recognise.
Player: Go in with Finley
DM: You catch sight of Finley and stick to her. The doors lead to a large hall with rows of chairs. The room is circular with four large doors, including the one you have just entered through. The walls are again lined with a series of swords and other assorted weapons. A large vaulted glass ceiling gives a view of the stormy grey sky outside.You sit down in a chair next to Finley. The funeral director waits for everyone to be seated. His expression could be carved in stone. Finally, when the noise has died down he takes a step forwards. 'Hello. And welcome to Grovewood College. I am Aurelius Glaston, the headmaster of this school. I understand you have many questions.' His grim expression turns into a wry smile. 'So let us begin...'CRASH!You jerk you head up in time to see the glass ceiling shatter into a thousand fragments. The iron supports holding the ceiling up break away. You look at the headmaster, who is staring at the falling struts, frozen to the spot. You want to scream but you can't. The whole thing crashes down on him, crushing him beneath tonnes of met and stone.The sky, dark as it was, is now obscured by the immense shadow plummeting into the room. It lands in the centre of the circular space. You can't believe what you're seeing. The shadow raises its reptilian head and surveys the wreckage. Then it opens its mouth and flames fill the air.

DM: You continue to stand around near the entrance, waiting for everything to kick off. Five minutes later, it still hasn't. You wonder if you should go up to someone after all. The suspense is getting to you. A boy comes in through the entrance and stands next to you, looking around. He sees you and smiles. 'Quite busy, isn't it?''Yeah,' you say, glad for the break in monotony. 'I hadn't expected so many people.'He nods. 'I'm David,' he says. 'Arthur,' you reply. David is short but athletic. He's wearing a t-shirt for some band you vaguely know.'So do you know anything about Grovewood?' he asks.'Not really. I hadn't even heard of it till last week.'David gives a knowing smile. 'You're in for a surprise then,' he says conspiratorially. Before you can ask him what he means, a hush descends over the crowd. It seems you'll be finding out yourself soon enough.

Player: Go in with Connor

Player: Continue to stand around

Player: Go in with David

DM: You decide you might as well go in alone. The doors lead to a large hall with rows of chairs. The room is circular with four large doors, including the one you have just entered through. The walls are again lined with a series of swords and other assorted weapons. A large vaulted glass ceiling gives a view of the stormy grey sky outside.The funeral director waits for everyone to be seated. His expression could be carved in stone. Finally, when the noise has died down he takes a step forwards. 'Hello. And welcome to Grovewood College. I am Aurelius Glaston, the headmaster of this school. I understand you have many questions.' His grim expression turns into a wry smile. 'So let us begin...'CRASH!You jerk you head up in time to see the glass ceiling shatter into a thousand fragments. The iron supports holding the ceiling up break away. You look at the headmaster, who is staring at the falling struts, frozen to the spot. You want to scream but you can't. The whole thing crashes down on him, crushing him beneath tonnes of met and stone.The sky, dark as it was, is now obscured by the immense shadow plummeting into the room. It lands in the centre of the circular space. You can't believe what you're seeing. The shadow raises its reptilian head and surveys the wreckage. Then it opens its mouth and flames fill the air.
Player: Join the armed efforts

Player: Go in with Emily
DM: You catch sight of Emily and stick to her. The doors lead to a large hall with rows of chairs. The room is circular with four large doors, including the one you have just entered through. The walls are again lined with a series of swords and other assorted weapons. A large vaulted glass ceiling gives a view of the stormy grey sky outside.You sit down in a chair next to Emily. The funeral director waits for everyone to be seated. His expression could be carved in stone. Finally, when the noise has died down he takes a step forwards. 'Hello. And welcome to Grovewood College. I am Aurelius Glaston, the headmaster of this school. I understand you have many questions.' His grim expression turns into a wry smile. 'So let us begin...'CRASH!You jerk you head up in time to see the glass ceiling shatter into a thousand fragments. The iron supports holding the ceiling up break away. You look at the headmaster, who is staring at the falling struts, frozen to the spot. You want to scream but you can't. The whole thing crashes down on him, crushing him beneath tonnes of met and stone.The sky, dark as it was, is now obscured by the immense shadow plummeting into the room. It lands in the centre of the circular space. You can't believe what you're seeing. The shadow raises its reptilian head and surveys the wreckage. Then it opens its mouth and flames fill the air.

DM: You catch sight of David and stick to him. The doors lead to a large hall with rows of chairs. The room is circular with four large doors, including the one you have just entered through. The walls are again lined with a series of swords and other assorted weapons. A large vaulted glass ceiling gives a view of the stormy grey sky outside.You sit down in a chair next to David. The funeral director waits for everyone to be seated. His expression could be carved in stone. Finally, when the noise has died down he takes a step forwards. 'Hello. And welcome to Grovewood College. I am Aurelius Glaston, the headmaster of this school. I understand you have many questions.' His grim expression turns into a wry smile. 'So let us begin...'CRASH!You jerk you head up in time to see the glass ceiling shatter into a thousand fragments. The iron supports holding the ceiling up break away. You look at the headmaster, who is staring at the falling struts, frozen to the spot. You want to scream but you can't. The whole thing crashes down on him, crushing him beneath tonnes of met and stone.The sky, dark as it was, is now obscured by the immense shadow plummeting into the room. It lands in the centre of the circular space. You can't believe what you're seeing. The shadow raises its reptilian head and surveys the wreckage. Then it opens its mouth and flames fill the air.

Player: Grab the girl and drag her out of the way
DM: Your first instinct is to go for the girl. It's lucky that you do. As you're running towards her, the dragon stops shooting fire into the sky and looks around the room. It catches sight of the girl, standing just metres away. She's still doesn't move, frozen to the spot like a rabbit caught in headlights.The dragon opens its jaws. You can guess what's coming next. You reach the girl and rugby tackle her to the ground just as a column of flame shoots over your heads. She lands hard, but it's better than being roasted alive.The fall seems to have shaken her out of her inaction. She yells in shock. You see what she's looking at and yell yourself. Your jacket has caught fire, the flames quickly engulfing it entirely. You shake it off before you go up in flames as well. Panicking, you check your remaining clothes. They're all fine. It's like the fire didn't touch them at all.

DM: You swear under your breath. Even as you rush to the wall you know you must be crazy. You grab a hefty looking broadsword and shield. The sword is much heavier than you expected but at least its balanced. You've only ever used lighter fencing foils but they would be useless against that thing.The dragon stops spewing fire and looks around the room. It catches sight of the blonde girl you noticed earlier. It opens its mouth in a sinister grin.'Hey!' You bang the sword on your shield noisily. The dragon whips its head around to face you. Great. You have its attention. Now what? There's more clanging from your left. The dragon turns again to face Amy who copies your trick. Soon the room is full of sonorous drumming as the armed kids take it in turns to distract the beast. You see the blonde girl scramble off towards the exit.The dragon has its back to you now. The massive tail flicks from side to side, keeping you at bay. You look to your left and see Amy looking at you expectantly. If one of you can get past the tail, you can jump onto the dragon's back and take control of the situation.
Player: Let her take the lead

Player: Take the lead

DM: You catch sight of Connor and stick to him. The doors lead to a large hall with rows of chairs. The room is circular with four large doors, including the one you have just entered through. The walls are again lined with a series of swords and other assorted weapons. A large vaulted glass ceiling gives a view of the stormy grey sky outside.You sit down in a chair next to Connor. The funeral director waits for everyone to be seated. His expression could be carved in stone. Finally, when the noise has died down he takes a step forwards. 'Hello. And welcome to Grovewood College. I am Aurelius Glaston, the headmaster of this school. I understand you have many questions.' His grim expression turns into a wry smile. 'So let us begin...'CRASH!You jerk you head up in time to see the glass ceiling shatter into a thousand fragments. The iron supports holding the ceiling up break away. You look at the headmaster, who is staring at the falling struts, frozen to the spot. You want to scream but you can't. The whole thing crashes down on him, crushing him beneath tonnes of met and stone.The sky, dark as it was, is now obscured by the immense shadow plummeting into the room. It lands in the centre of the circular space. You can't believe what you're seeing. The shadow raises its reptilian head and surveys the wreckage. Then it opens its mouth and flames fill the air.

DM: You decide to take the lead. You drop the shield. Without it you'll be defenceless but it'll slow you down, and right now speed is all you've got. You run towards the dragon, watching its tail whipping dangerously back and forth. One. Two. Three. Jump! You vault over the tail as it passes underneath you and land on the dragon's lower back. It senses the weight and turns its head but by then you've run up to its shoulders and as it twists to face you, you swing the blade, driving it along a deadly arc into the dragon's neck.The dragon roars in pain. It twists as it falls, trapping you under an outstretched wing. You gasp, winded. You're still gripping the sword, which is wedged between the scales on the dragon's neck. The dragon can't move without pushing it in further into the flesh. It watches you through slit-like pupils. One push. That's all it will take.
Player: Stay your hand

DM: You walk into the cell, finding it completely empty. You pause, frowning at its emptiness. However, the voices flood into your head, and they're suffering."Hunger..." a raspy voice begs inside your head. "Feed us... feed us...""Dying... you're all dying..." a deep, booming voice screams."So weak... you're so weak..." a childlike voice giggles.You wince, clamping your hands against your ears as endless voices, young and old, loud and quiet, raspsy and booming, all beg desperately for an end to their hunger, while making threats and mocking your pain and suffering. The cannibal begins to howl, smacking his head against the wall, while muttering nonsense under his breath.There's nothing more than pain and hunger here.
DM: "Come on, big guy," you say. "Let's get hte fuck out of here."The cannibal nods, frantically hurrying out of the room. You grab him by a scarred, blood-covered arm first, snarling."Don't try run," you say, as he nods frantically.With that, you slowly back out of the room, leaving the voices behind. You feel dirty as you step back out into the hall, the voices still scratching around the back of your mind.

Player: Investigate the fire
DM: You look at your burning jacket. There's something odd about the flames. They seem faintly... unnatural. Then you realise what's wrong. Your jacket isn't burning. Sure there are flames dancing all over it, but the fabric itself seems fine. You put your hands close to the fire. It feels hot, but even that doesn't seem quite right. You try to concentrate on the flames and there is a tugging sensation in your gut. You close your eyes and try to concentrate on that feeling.When you open your eyes you start in shock. The flames are gone. At least, they're still there, but they're strangely transparent. If you concentrate, they disappear altogether. You turn around. The dragon is the same, as is the rubble blocking the exits. It's all an illusion. You turn angrily to the platform. Through the pile of rocks you see the teachers observing the scene and scribbling into their notebooks. Beside you, the blonde girl is sitting, watching the dragon in abject terror. She looks like she's going to cry.It's all a game! Nothing here is real! You feel the rage building up in you. They're playing with you. Well, you refuse to play along.

DM: You panic. It's a dragon! You're not hallucinating, are you? What have you got yourself into?! You start to run for the nearest exit. Something shoots past your head. It's the dragon's tail, whipping back and forth as the dragon whirls around. Then, it stops whirling. It looks straight at the blonde girl, who is still standing frozen to the spot.
Player: Just get away from here
DM: You carry on running towards the exit. Your cheeks burn with shame but you can't help it. You don't want to die here. It's like some hellish nightmare. There's a noise above you. You look up to see a wooden strut falling straight for you. You stand frozen in fear, screaming as it falls ever closer. Then, blackout...You wake up with a start and find you're still screaming. You look around you. You're in your bedroom. Your father is sitting in the chair beside your bed, looking at you worriedly. 'The dragon!' you gasp. 'There was a... a dragon!'Your father pushes you gently down onto the bed. 'It was just a dream,' he says. 'You have a fever.'You fall back onto the carefully arranged pillows. Your fingers seek out the spot on your head where the strut hit you. The skin isn't swollen at all. It doesn't even hurt. 'That was some dream!' you mumble.You father smiles. 'Get some sleep,' he says. 'Remember, school starts in a couple of weeks.' He gets up and moves to the door, leaving you wondering why his eyes are so infinitely sad...

Player: IT'S A FREAKING DRAGON! JUST RUN!

Player: Tackle her to the ground
DM: You curse soundly. You can't just leave he there. Changing direction, you run back quickly and rugby tackle the girl to the ground just as a column of flame shoots over your heads. She lands hard, but it's better than being roasted alive. The dragon turns away, distracted by the armed kids circling it.The fall seems to have shaken the girl out of her inaction. She yells in shock. You see what she's looking at and yell yourself. Your jacket has caught fire, the flames quickly engulfing it entirely. You shake it off before you go up in flames as well. Panicking, you check your remaining clothes. They're not burnt. In fact, they seem perfectly fine.

DM: You grip the sword tighter. The dragon bares its teeth as it realises what you are going to do. It opens it's jaw to spray you with flames. With a wild yell you drive your sword forwards. The dragon gasps. The evil eyes grow dim.A sound echoes through the room, gaining in volume. There is a strange sensation in your gut. The weight of the dragon on your legs disappears. You blink, then start in shock. The rubble is gone. So is the dragon. On the platform, applauding, are the headmaster and the rest of the assembled teachers. You stare at them. So does everyone around you.The headmaster steps forwards. 'Well done all of you,' he says. Gone is the funereal air. Instead, he beams at the uncomprehending faces that surround him. 'If you had questions before, I am sure you have many more now. So without any further drama, let us have some explanations.

DM: You nod at Amy, letting her take the lead. She nods back, then runs toward the dragon. The dragon's tail whips towards her. She jumps over it gracefully. She's stronger than she looks. You could never have dodged like that while carrying a heavy shield.She jumps on the dragon's back and runs up towards its head. Unfortunately, the additional weight does slow her down. The dragon whips around before she can reach its neck. She swings the blade but it goes wide, missing the dragon completely. Instead, she hurtles straight into the dragon's head. The dragon screeches in shock as the girl pulls his head down into the ground. It rolls over and faces her maliciously. The others go back to drumming on their shields but it's no use. Now it's it versus Amy. Or is it?While Amy holds the dragon's attention, you drop your shield and brace yourself. Then, you run towards the dragon and try the same manoeuvre. The dragon is prepared this time, but you're quicker too. You slash its head as it turns around to face you. The dragon roars in pain and tosses you off. You fall to the ground, hard, just in time to see Amy charge the dragon while it is distracted. She thrusts her sword at its chest. The dragon bellows again, then drops slowly to the ground. Amy hobbles over to it. The dragon looks at you through constricted pupils. Amy raises her sword.
Player: Let her slay the beast
DM: You watch as Amy brings the sword down. The dragon gasps. Then the evil light in its eyes dims and it is silent.A sound echoes through the room, gaining in volume. There is a strange sensation in your gut. You blink, then start in shock. The rubble is gone. So is the dragon. On the platform, applauding, are the headmaster and the rest of the assembled teachers. You stare at them. So does everyone around you.The headmaster steps forwards. 'Well done all of you,' he says. Gone is the funereal air. Instead, he beams at the uncomprehending faces that surround him. 'If you had questions before, I am sure you have many more now. So without any further drama, let us have some explanations.

Player: Try to reveal the illusion
DM: You look around at the havoc caused by the illusion. The mob around the door is in chaos. The armed kids are fighting with real weapons. The girl you tackled is sitting petrified, looking as if she wil burst into tears any second. You don't know what the teachers are playing at, or how they're doing any of this, but this needs to be stopped before someone gets hurt.
Player: Stop the fight between the armed kids and the dragon

Player: Comfort the girl

DM: I grab around his head with both of my hands and attempt to pull his head down onto my knee while I knee him in his lowsy, ugly face, but he realizes what I'm trying to do and uses his elbows to knock my hands away from his head, and then, when my hands are not in place to block his attack, Behemoth slams his fist across my face, causing me to get knocked back. He then sprints at me, trying to grab around my neck, but I manage to block both his hands with my hands, forcing him into a sort of wrestle.BEHEMOTH'S HEALTH: 95%HEALTH: 80%
Player: Headbutt him.
DM: I lash my head at his, and then realize that doing so is maybe not such a good idea as he has all those bone spike things on him. Because of this, the headbutt hurts me as much as it hurts him.BEHEMOTH'S HEALTH: 95%HEALTH: 80%
Player: Pull his head down onto your knee.

Player: Ask the family for help
DM: You and the family manage to break the window and you manage to rescue the family, and then as soon as Venom was about to shoot you with his goo, you use your web on him. Then you kept hitting him until he was dead. You had to do it quite quick or you would get covered in his goo. Well done, you won.

DM: It is getting late...what would you like to do now?
Player: Go to the local Tavern / Pub
Player: Go to the local Church an ask the priest for his blessing
DM: You enter the church, it is dimly lit and you ca hear singing coming from the front of the church. A priest is wander about lighting candles and incense.
Player: Leave go somewhere else

DM: You enter the next room. There is a hard-shelled cyborg coming towards you. His shell is not as hard as titanium, though.
DM: You shoot the cyborg in the hard-shelled head. The shell is not hard enough to stop the bullet. His head explodes in a shower of blood and he goes down.

DM: He doesn't want to be invisible any more. He needs some help.Billy writes a letter to:
Player: his friend, Jessica. He puts the letter on her desk.

DM: The figure looks interested in you as you approach. Excellent! Maybe it knows where to find a mechanic. "I say!" You call. "Do you know where I might find one who is knowledgeable in the workings of those crazy mechanic items, and skilled at tinkering with their delicate innards - " The figure perks up at the mention of innards. "And making them work again, old fellow?"The figure considers this thoughtfully. "Brains?" What do you say?
Player: Why, yes, I think I'm a rather brainy fellow!
DM: The figure looks immensely pleased by this!It lunges at you, jaws opened wide. It has surprisingly sharp teeth. He must be very hungry.
Player: Reason with it.
DM: "Now see here, my good man!" You waggle one finger sternly. "We will have none of this brain-eating business while I'm around! Bloody savages. The figure seems offended by this. It now attacks you somewhat more ferociously.
Player: Run awaaaay!
DM: As you are fleeing, the figure lunges for you, sinking it's teeth into your tender brainmeats from behind.Well, you messed that one up.

DM: Chapter 2
Player: In the dorm
DM: You heave open the trunk and pull out your jacket. You still can't believe what you've got yourself into. It's been a week since the fight with the dragon. A week since you joined Grovewood. You look around the dorm room.It's a circular room with stone walls. It would feel like a dungeon if it weren't for the wide bay windows, letting in the Cornish sun. On the ceiling, the word 'Falias' is emblazoned in large letters,circling a picture of a rock.The beds - large wooden ones - arranged along the walls. Your bed is the one closest to the entrance. Five beds, five roommates. You look at the sheet you were given with your induction pack listing the new students joining the school that year along with their photographs. First year, Falias house. Arthur Drake. You smirk at the awful photo they've taken. Connor Bardell, David Farrier, Jack Liu and Alan Loughlin. Then there are the girls: Amy McPherson, Emily Fitzroy, Charlotte Booker, Rowan Harriet and Finley o'Brian.You sigh. You met some of them on the day of the dragon fight. You guess you'd better get to know them. You'll be stuck with them for the next four years, after all.You pull on your jacket and head down to the common room, grabbing your notebook on the way. The other are already there, sitting around a table chatting amongst themselves. You recognise them from their photographs. There are two chairs free, one between Jack and Alan, the other between Rowan and Charlotte.

DM: "You don't think we just feed you, cloth you, give you these expensive shots and put you through all this training for nothing, did you? We're going to test you.""How?" Seamus asks, sitting up and paying attention."Well, Mr DeVont believed that it would be unfair to just test you on all skills. An amazing and agile swordsman could be capable of wiping out entire SWAT teams could fail because she is incapable of passing classes like Lock-picking and Jury-Rigging vehicles. Hence, we've come up with a solution. We're going to randomly pit you against each other, one vs one, no weapons, to see who wins.""What?" Seamus asks. "Randomly? How am I going to take on some Super fucker?""Good question. If you think you're unable to take out a Super, or another trained student, then you don't deserve to be here."
Player: Ask another question
DM: Time to ask a question.

Player: Try to reason with the crowd
DM: You help the blonde girl up and walk with her calmly to the exit. The kids are trying to clear the rubble, but they're having no luck. You concentrate on the debris and it fades like a mirage. You push your way through the crowds till you are at the edge of the rubble. You take a tentative step forwards. Your foot passes through a metal girder. You take a deep breath and walk to the door. There are gasps from the crowd. Suddenly, all work stops. They stand motionless, staring at the kid who apparently just walked through stone and iron like a ghost.You grin. Well, at least you managed to get their attention. 'Sit down,' you say commandingly. The kids all stare at each other. Some of them even follow your command. 'It's all an illusion,' you say. 'Now sit down before anyone gets hurt!' The kids sit down, now muttering amongst themselves. You watch as the armed kids carry on fighting the dragon.Amy jumps on the dragon's back and slams the sword down on the dragon's head. Then with another sharp blow, the dragon is gone. You watch as the illusion suddenly disappears. The crowd gasps. Presumably the game is over. The teachers put away their notes and start applauding. The headmaster's eyes are fixed on you. You stare back. Finally he steps forward and looks around the room. 'Well done all of you,' he says, beaming. 'If you had questions before, I am sure you have many more now. So without any further drama, let us have some explanations.

DM: You simply stand there defiantly in the middle of the room, staring at the teachers through the rubble. A few of them notice you and nudge the headmaster. He looks to where you're standing and frowns.You see Amy jump on the dragon and swipe at its neck. The dragon goes down and she stabs it again. This time the illusion disappears. The teachers put away their notes and start clapping. The headmaster joins in, staring at you the entire time. His expression is pensive.Finally he steps forward and looks around the room. 'Well done all of you,' he says, beaming. 'If you had questions before, I am sure you have many more now. So without any further drama, let us have some explanations.

Player: Sit with Rowan and Charlotte
DM: You pull up a chair between Rowan and Charlotte. Rowan is talking animatedly with David. She has curly brown hair and a light smattering of freckles on her nose. Charlotte, on your other side is tall, mousy-looking girl with long blonde hair. You recognise her as the girl who froze when the dragon attacked.

Player: B
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)Aaab...
Player: Commerçant·e

Player: Join in the conversation with Rowan
DM: 'I can't believe I'm here!' Rowan says. 'I mean, I knew I'd get in somewhere, but Grovewood?''What's so special about Grovewood?' you ask. 'You know, apart from the fact that it teaches magic and has a headmaster who likes to summon random dragons to fight his students?'Rowan laughs. 'That's exactly why it's special,' she says.'The school has two headmasters,' David explains, 'Aurelius Glaston and Ambrose Bartholomew. They're the greatest sorcerers in the world. That's why this school is incredibly hard to get into. Everyone who knows about magic applies to go here. That's why they have that test on the first day.''To see if we're good enough?''Something like that,' Rowan says. 'Summoning something like that dragon, creating an illusion to fool so many people so effectively? It's not easy. Glaston is one of the few people in the world who can manage it.'You let that sink in. No wonder your parents were so insistent that you try out for this place. They told you later that they both went to Grovewood themselves. You knew they met at school but you had no idea it was in this place.Just then the door to the common room opens and an older student comes in. 'Come on guys,' he says, grinning 'It's time for your induction tour.'

DM: You decide that the military can save many, many more lives in the long run. Although there are massive civilian casualties, it's for the greater good. You pull back your forces to the most valuable line of defense: The Throne of Gods. From there, you will wipe out the Chykri or have your Grand Coalition burn.
DM: SB-01776454934 marches forward. The Colonies are dead. He's surrounded by bodies and burning wreckages.KILLThe voice screams again, but he's surrounded by the dead. There is nothing else to kill.MARCHHe begins marching forward. He looks up at the sky, seeing God move slowly forward towards the sky.MARCH HOMEHe continues walking, towards God's home.
Player: The Throne of Gods
DM: Chapter V: The Throne of GodsThe Throne of Gods is the true founding place of the Coalition. The massive circle of Artifact Worlds, all incredibly valuable to the Coalition. These are worlds that once held the massive, technologically advanced cities used by the aliens known as the Ancients. Though they are gone, their technology formed the Coalition, leading to FTL Travel, incredibly powerful weapons and other technological advancements. If these were to fall into Chykri hands, you have no idea what could happen. Still, these areas hold massive military bases and Ancient technology that could fuel the defense of the Coalition. If the Throne of the Gods is conquered, that leaves the rest of the Coalition upon to conquest. The home worlds of the various species, the various Civilian Fleets, the most developed colonies, all left defenseless. This is where you make your stand.

DM: "I guess," you shrug."Go ahead," the girl's soft voice says. "Take your time."
Player: "Can I go now?"
DM: "Can I leave here?" you ask. "Or am I... I don't know, under arrest?""We can't release you as you're under eighteen, James. We're trying to track down your close family to take care of you. Actually, it would be very helpful if you could help us identify someone. Do you have any uncles or aunts or grandparents that you know?""Mum's an only child, and her parents are long dead.""And your father?" she asks.You pause, reflecting briefly."I never knew my dad," you say."What about Mendo?" you ask. "He's an immigrant from Cuba. I don't think he has any family over here.""Well, don't worry, we'll sort something out. We might even be able to find you a bed in the hospital for when your mum wakes up.""Terrific," you say.

Player: Take a wander through the sacred grove
DM: You go down to the area marked 'Sacred Grove'. About ten minutes away from the village square, the flat scenery gives way to what is essentially a forest of mainly oak trees. Some of them are massive, with trunks as wide across as you are tall. They must be hundreds of years old. As you approach the grove, you see Rowan and David talking to a tall girl who looks like she's an older student. Her name, printed on the badge she's wearing, is Sarah.'The grove is the most important part of the school,' she tells them. 'It's how the school got its name in the first place.''How old are the trees?' David asks. 'Some of them look ancient.''Some of them are well over a thousand years old,' Sarah says. 'Some are even pushing two thousand, though it's hard to be certain. Anyway, those are much further into grove. The ones around here are maybe two hundred or three hundred at most.''So why is the grove sacred?' you ask.'Apparently the grove was used as a meeting place by druids for their ceremonies back in the Roman period,' Sarah explains. 'At least, that's what Dr Bartholomew says. You see, druids work with magic that comes from the land itself. When you're closer to nature like in this grove, it's easier to channel that magic effectively so it's where our powers are at their strongest. This is also where we teach the druid stream classes. If you choose the druid stream, this is where you'll be spending most of your day.'

DM: The arena is situated about five minutes walk away from the village square. You head for that with Amy and Jack, curious to find out exactly what it's like. It turns out to be a large circular pit about fifty metres across. The sides are sloping with steps to sit on and the floor is covered with red dirt. A row of straw dummies has been set up to one side, beside which stands a girl in armour wielding two short wooden swords.'Hello there,' she calls as you walk down to her. 'I'm Jennifer. Welcome to the Arena.' You recognise her as you approach her. She's the girl who was taking names in the parking lot when you first came to the school.'This is where you can come too practise your fighting,' she tells you. 'It's always open so you can come over whenever there isn't a class going. You can practise with friends or book a session with a trainer if you'd like. The more you practise, the better you'll get so it's good to come by if you're free at any time. You'll usually find me down here anyway if you have any questions.''Where do we get the swords from?' Amy asks, obviously excited at the prospect of fighting.'You can get practice swords from the stores,' Jennifer says, pointing her sword in the direction of a small shed-like structure to one side. 'But those can usually only be used during lessons. If you want to practise outside of class, the armoury is in the town square. You can go there and get all sorts of weapons and items. For now let's see how good you are with a wooden sword.' She hands Amy and Jack the swords and lets them go at the dummies, shouting instructions on how to hack and slash at them.
Player: Go down to the lake

DM: You wander alone towards the lake. It's a good fifteen minutes away from the village but when you get there you realise it was well worth the wait. The lake stretches away into the distance, the placid waters disturbed only by the gentle breeze. You close your eyes and take in a deep breath. Sigh. This place is the perfect getaway from the school. You have no idea how they manage to keep such a massive lake hidden away. Surely it must be visible to satellites over the area. Does it show up on maps? And what stops anyone from just walking into the school grounds?You take another deep breath. Then you stop. Something's moving in the lake. At first you think it's a tree branch but then it dives, showing a hint of flipper. Is that a seal? How did a seal end up so far inland? You look out over the lake again, waiting for it to come up but you don't see it. You do, however, see a figure sitting by the water's edge. It's Emily, her brown coat camouflaging her against the rocks.

DM: You take a look at the notice board. It doesn't have many items pinned to it. Just a few old articles of news. You guess it gets busier when term starts. Might be a good idea to keep an eye on that.

DM: The druid's store is located in the school building itself. When you find it you see Felicity standing inside, talking to a tall, wizened older student wearing a full length apron. 'Hello there,' he says as you enter. 'As I was just saying, this is the druid store. It's run by me and some of the other older students. We sell all kinds of druid supplies including ingredients for potions, magical items, you name it. We even do actual potions from time to time so you can put in an order if you want and we'll make it for you if you can't make it yourself.'How much does that cost?' Felicity asks.'Depends on the potion, really. Of course, if the ingredients are hard to find, the cost can skyrocket. In those cases it's usually best to find the ingredients yourself and leave the brewing to us.''But if you can't find the ingredients then how are we meant to find them?' you ask.The boy shrugs. 'Sometimes it's easier for you to get to them than it is for us. Sometimes, we might even post a quest on the noticeboard outside if we need something. Best to keep an eye on that just in case. You bring us the ingredients, we pay you with money or with a bit of the potion itself.''Actually, I did want a couple of potions,' Felicity says. She starts listing the potions she wants and the ingredients and how much it will cost. You leave them to it.

Player: Shop around at the druid's store

Player: See what's on the noticeboard

DM: You wait around till Jack finishes his order. Then Raine turns to you. 'And how about you? What would you like?''Just a basic set for me, thanks.''Okay, Raine says. She looks you up and down carefully, as if taking your measurements automatically. Then she walks to the back room and re-emerges holding a basic set of armour, sword and shield. You thank her and put the items away.

DM: You walk through the labyrinthine bookshelves, glancing at the titles. Essential Celtic Poetry. Tales of the Tuatha De. The Comprehensive Geiss Handbook. There's so much magical information here. You wonder how long it would take to read all of it, let alone memorise it. You carry on scanning the titles when you notice something strange. At the end of the row of bookshelves, one is out of place, angled slightly, almost as if it's been shifted.
Player: Leave it and go back out
DM: The place is obviously out of bounds. You'd better not get caught snooping. Especially on your first day. You decide to leave it alone and head back out.

DM: Thousands of years ago, a Roman scientist was conducting experiments on people using strange chemicals harvested from the ocean floor. He discovered that combining these chemicals with the blood of his patients caused strange malformations to process within the body. Several months later... only three of the patients lived. He called them Metallicis, or, Metallic in Latin. The Metallics' blood ran silver, bronze, and gold. Their eyes changed from dark hues to the color of their blood, or close to them. The gold-blooded... he could shapeshift to any animal form. The silver-blooded... wings sprout from her back, white feathers on top, which slowly faded to silvery-gray. The bronze-blooded... his skin blended into anything he stood near, like a chameleon. The Metallics were the first of their kind, but certainly not the last.
Player: A New Age - Next page
DM: A New Age of humans rose from the Metallicis. The gold, silver, and bronze bloods had children, and they had children... and so on until the blood had morphed and changed, creating new colors and new morphs. Now, the blue, purple, orange, and yellow bloods existed. Time passed, and now, in the modern day 2000's, over half of the population had the blood.

Player: Types of Bloods
DM: Color _______________ Morph Blue _______________ Gills and slightly webbed fingers/toes Yellow ______________ Faun or Centaur Orange _____________ Heightened smell, sight, and hearing. Slightly quicker speed and reaction time. Purple ______________ Grows a tail and longer ears, can be like an elf or a neko Red ________________ Completely Human Bronze ______________ Chameleon qualities - rare Silver _______________ Wings - rare Gold ________________ Shapeshifter - rare

Player: In the Beginning...
DM: The year is 2013. Your character can be male or female, so it's fair. I know there aren't a lot of stories like that, and I figured I'd make one. You can pick your way through the story, and depending on what you pick, you can alter the course of your future. Oh! And my OCs will be most of the characters you will interact with. Please message me if you like the story or have any suggestions or concerns or whatever. Thank you C:

Player: Colors
DM: Ring.... ring... ring... Your alarm clock wakes you from your deep slumber. You groan and sit up, allowing the motion sensor to detect your movement and turn off your alarm clock. The home computer system greets you with the date and your agenda, just like every other morning. Good morning, (your name.) It is June 10th, 2013. It is 6:30 AM. Today is your last day of school. There is a message waiting for you on the main monitor. The generic computer voice speaks through the speakers in the hallway of your small apartment. You live alone with your father; your mother died when you were seven. You get dressed and proceed to eat breakfast as you check the message on the home computer. Your father left a short message tell you that he went out hunting today and wouldn't be back until late. As a 15-year-old home alone, you enjoyed the days he was out hunting. At least he wasn't sitting around and acting lazy, like usual. Your father was pure human, there was no metallicis in his blood. You weren't sure about your mother though.
Player: To school...

DM: The first 10th grade field trip was a trip to a nearby woods for a scavenger hunt related to your English book. You went with a small group of friends and completed the assignment quickly, then decided to dope around. David, your black-haired male friend sat down on a fallen log and pulled out a rugged copy of The Lion, The Witch, and The Wardrobe. A crabbier friend, Drew, sat on the log near David, but sat down too roughly and fell off the back, much to you and your friend's amusement. Bonnie collapsed into giggles and Wren shook her head with a sigh. You sat down on the other side of David and looked into the book over his shoulder for a little while. Then a teacher blew a whistle, calling everyone in. What a day. Do you decide to....
Player: Go to a friend's house?
DM: Drew invites you over to play a couple round of video games with him. You get a bus pass and head to his house after school. After an hour and a half of goofing off, you start to feel sick, and get a ride home. You lie down in bed to rest until your father gets home.

Player: Go home?
DM: You return home and sit down to watch a movie after changing into sweatpants and relaxing some. Halfway through the movie you start to feel a little sick, and decide to stop the movie and rest in your bedroom.
Player: Morphing
DM: A piercing scream cuts through the quiet apartment... Why does my back hurt so bad?! Your father comes running into your room, just as you roll over and let out another cry. A high fever causes sweat to drip off your face as you try to stand, falling to your knees. Your father catches you and gasps. "Son/Daughter, I... I think you're a silver blood." Your dark red blood soaks your bedsheets. However, the blood had just began to change colors, now including a shimmery gray tint. ***** What caused this? Once a Blood turns 15, a few weeks after their birthday they begin to Morph, and their morph depends on what color blood they had. How? Usually these morphs are very painful, and last anywhere from 2 to 6 weeks. ***** Your shirt was ripped in two small places, where the wing bones had began to grow. They were about four inches long already, just from one night of growth. Your father (whose name was Edward, but you called him Ed) helped clean up your bed and your back, giving you medicine in-between. The meds kicked in quickly and you were soon asleep on your stomach on the floor.
Player: Types of Bloods - In case you forgot

DM: There's no time to waste. You gunshots echoed throughout the area, and you doubt those two were alone. With the man hiding in your trailer, you try to drive away.You quickly find that the roads have been blocked off by debris. They're herding you in a certain direction. You can't get out of the car, either, as you start to see other people watching you out of buildings and behind trash cans. In a last ditch effort to get away, you throw the minivan in reverse.As you try to back out, you see something: a large truck blocks the way out. They've sealed the road behind you. A man holding a golf club comes out of a nearby building and starts running toward the minivan. In total panic, you speed down the road, away from the truck.Barbara is gripping her armrests in fear. You would be, but both your hands are on the steering wheel. You drive down the road, exactly where they want you to. You can hear the truck following closely behind you. Suddenly, you drive into a dead end. The way forward is blocked. The truck pulls to a stop behind you, trapping you.You have no choice but to get out of the car. A mob of people has gathered around your vehicle. Your group follows suit, but the former hostage stays in your trailer."Okay, let's not waste time. Give us our hostage, your stuff, and your car, and we'll escort you to your new home," barks a large, bald man. The crowd of angry people with their guns pointed at you reminds you that you'll have to speak carefully.
Player: Give up the hostage
DM: Slowly, with your arms raised, you walk over to the trailer, and open the door. The hostage steps out with his arms raised. "Wonderful," the man says. He grabs the hostage by the shirt collar and hands him over to another man, who drags him away. "Anything else?"

DM: I am a changed person. Literally though. I have wings. They actually work, I've tested it. Sun blazes down through the leafy treetops, reflecting off your black feathers. This is surreal--I never imagined that I would be able to fly... "Hey! Down here!" Bonnie skips over a pile of sticks by a lawn chair in your back yard. Flap flap, your wings woosh past you, stirring up the air around you and messing up your (color) hair. Wren follows Bonnie closely, though stepping past the chair less enthusiastically. You dismiss the slight pain that jolts through your ankles as you come to a somewhat rocky landing. Surprisingly, you hadn't broken your ankles yet, so that was a plus. "Hi guys, when did you get here?" Bonnie grins excitedly. "Just now. We wanted to come visit you now that you're healthy again. David and Drew should be here soon too." I love my friends. They're care so much. The three of you sit down, and you allow them to admire your wings, so you keep them spread out. "Has anyone else began to morph yet?" David and Drew come stumbling over the pile of sticks in the pathway, perfectly timed! David smiles, his black cat ears twitching and his fluffy tail waving around. "Guys, I morphed last week!" He sounds so excited. Drew follows close behind. "I got tested, and I'm full human. It kinda sucks," he admits. The two boys sit down and you all have a long talk, catching up with one another. **** Do you...?
Player: Talk with them, then go inside when they leave?
DM: Reading another chapter of your favorite new book in bed made you tired, so you decided to go to bed early.

DM: You stand, fully armored in plated steel, next to Gruzub and the Shrine of Gorgok. Priest Jinser stands by the shrine, holding two short swords."Gorgok! Watch over this fight and please bless these warriors. Watch over this fight and see that the greatest Chieftain is chosen!" The Priest wails.He holds the two swords out, and you grab one. Gruzub grabs the other."Let the fight commence! First to render the other unable to stand wins!"You take up a fighting stance, as does Gruzub. You slowly move forward, before you both swing your blades. Sparks fly as they collide, and the battle commences. You land the first blow, smacking into Gruzub's chest as he stumbles backwards. He draws blood first, slashing open a small bit of unprotected arm. It's obvious that you're the far superior fighter, with Gruzub struggling to avoid your attacks. Then, the Fates pluck your string.
Player: Pluck

DM: Mrs Prater, a middle-aged woman with a bad hangover, looks shell-shocked when you interview her outside Miller's Court. Her room is directly above Mary Kelly's."I went in to bed at around 1.30am," she says quietly. "I passed Mary's room but heard nothing and saw no light. In the middle of the night, around 4am, I heard a woman's voice call out 'murder' once or twice, not as a scream as such but loud enough to be heard. I paid no attention because we often hear such cries in this neighborhood, also I was very tired. The next morning I went out at 5.30am for a drink, I saw no one and went back to bed until 11 when I got woken up by all the policemen outside Mary's room. I went down and looked in... I only looked for a second but if I live to be one hundred I'll never forget that sight."You understand exactly what she means
Player: Talk to Witness Mrs Maxwell who claims to have seen the victim this morning

Player: Take the car
DM: The car has no gas. what do you do?

Player: walk home

DM: You enter the back shed, where an open gas can awaits you. too late you notice a lit cigarette carelessly tossed next to the tank. the gas explodes, knocking you to the ground. You look up and see Jedi Master Yoda, calmly watching you while smoking a cigarette. You are furious as you realize that he had thrown the cigarette into the gas, nearly killing you. You are about to lash out at Yoda, but he holds up a hand. "Strong in the Force are you," he says, "come with me you must, to learn the ways of the Force; teach you myself, I will."Will you go?

DM: After training with Master Yoda for several months, your Force abilities have progressed. you are especially proficient in lightsaber combat, the fighting style of the jedi knights. Yoda decides that it is time to go to the ice caves of the planet Llum to build your own lightsaber. when you arrive, Yoda holds up two lightsaber crystals, to power your weapon and give it its color. Which color will you choose?
Player: Blue
DM: You choose the blue crystal. Yoda nods and inserts it into your weapon. the blade glows a fiery, almost white blue. "Strong your senses are," Yoda says, "Return to the jedi temple immediately, we must; knighted, you must be." You are filled with excitement. Will you return to the temple?
DM: You refuse. as Yoda sadly walks away, you are attacked by a giant ice monster and eaten. the end.

Player: No way, bub!
DM: You refuse. Sidious howls in fury, "Fool! how dare you defy me!" he knocks you down and begins to shoot you with lightning from his fingertips. "Die now for your ignorance and insubordination!" You die.

DM: You choose the green lightsaber crystal, only to have Yoda shake his head sadly. "Copied me, you have," he says, brandishing his own green lightsaber. "Your senses are not as strong as I thought. we must return home."

Player: Go to the Temple
DM: You stand before the jedi council at the 20th floor of the jedi temple. After much whispering amongst themselves, they turn to you and say, "you are not yet ready to become a jedi knight. one more test you must pass." You are hurt and confused. You say:
Player: What must I do?
DM: "What must I do?" you ask. Yoda replies, "You must defeat the dark side of yourself." Confused, you look out the window, only to see a dark, hooded figure standing on a nearby speeder. He throws back his hood, revealing that he looks exactly like... you. You are horrified. what do you do?
Player: Get him!!
DM: You lunge at your mysterious double into open air. Your lightsabers clash, making a harsh hissing sound; you then fall into open space. Using your Force powers, you continue to batter your opponent, all the while noticing that there is a ledge down below. Using the Force to slow your descent, you distract your double from noticing the rapidly approaching concrete. Your plan succeeds; your opponent slams into the concrete ledge while you gently land on your feet. Your opponent is out of commission; he isn't going anywhere for a while. What do you do?
Player: Kill him!!
DM: Using your powers, your snatch your double's lightsaber and kill him with his own weapon. laughing darkly, you feel the power of the dark side of the Froce envelop you, feeding off of your enemy's fear and death. The evil Sith Lord Sidious approaches you from behind. "Good!" he croaks, cackling evilly. "Come with me, young one; soon the jedi will be destroyed!!

DM: You agree to go to the jedi temple with Sidious. You approach the outer walls of the temple, noticing that for every massive window on every floor, there is a ledge. The jedi council sits on the 20th floor of the temple. how will you get up there?
Player: Scale the building using the ledges
DM: You scale the temple; using each ledge as a jumping-off point, you thank your Sith agility. To gain the element of surprise on the council, you attack a nearby speeder and force the driver to slowly carry you to the huge council chamber window. As you gaze in the room, you see a figure who looks startlingly like you. he brandishes his lightsaber, the single blue blade glowing like fire. you chuckle darkly. a single blade to your two; this will take no time at all. Your double rushes at you; what do you do?

Player: look for gas in the back shed
Player: Go with Yoda

Player: Screw you guys, I'm goin home.
DM: The council drops you off at your house on earth. you walk into your room and lay down on your bed, wishing that you had never gone to the back of your shed that day.

Player: Throw your lightsaber like a laser bomerang
DM: You throw your lightsaber. unprepared for the surprise attack, your double is decapitated. Emboldened by your quick victory, you proceed to lay waste to the rest of the jedi order.

DM: You hide ontop of the elevator as it rises up the shaft. Too late you notice that the elevator is speedily approaching the 20th floor, and you are crushed by the rapidly approaching ceiling. the end.

DM: You make a break for the door. Your double tosses his own double-bladed lightsaber, and decapitates you as you run. the end.

Player: Take him back to the jedi council.
DM: You take your incapacitated enemy back to the jedi council. You ask them, "who is he? why are there two of us?" One of the masters responds, "All answers will be revealed in time. Come with us, and we will begin the investigation as to why you have an identical counterpart." You follow them, knowing that soon, all of your questions will be answered.-To be continued

Player: Go with Sidious
DM: You darkly nod and go with Sidious. you return to the top deck, where, floor by floor; jedi by jedi, you lay waste to the entire order.

DM: Furiously, you spin around and maim Sidious without warning. "I am the most powerful warrior alive!" you shout, for all to hear, "I will not be your tool Sidious; I will do whatever I please." You proceed to kill him.

DM: Darkness....You awake to find yourself lying on the floor. Cold. You shiver and listen. There is no sound except for your own heart beat and lungs drawing breath.
Player: Search the floor
DM: You begin to crawl across the hard surface. Reaching out to see if there is anything of use... anything at all. Your hands come across a cold cylindric item. You feel across it to find a button and press it. Thankfully, you are no longer in the dark, and have found a flashlight. It's a little over a foot long, one of those tough black ones you've seen police officers use.Now that you can see, you search your pockets to see if you can find anything of use. You check your left pocket for your cell phone, but it is no longer there. The right pocket is empty as well. Whoever put you here obviously didn't want you to get out. Finally, you check your back pocket. Maybe they at least left you your wallet. You pull out and unfold the leather and see your ID.Name: AzureAge: 23Height: 5'8Hair: BrownEyes: BrownThere is also a small picture of a woman with long blonde hair and blue eyes. This wasn't here before, you think to yourself. You wish you knew who she was but no memories reveal.
Player: Search the Room
DM: Your light scans the small room. You see a door immediately in front of you. Observing more closely, you find a note taped to the handle.The rest of the room is just hard stone wall. This door looks to be the only way out.

Player: The Note
DM: You bring the paper close to your face to make out the words:"In Darkness the shadows engulf you"You hear the wall behind slowly begin to scrape across the stone floor. Turning around you notice it is in fact recessing back and opening out, revealing what looks to be another room. Listening closer, there's a faint moaning sound.

Player: Find out what it is
DM: As the wall scrapes back, it leaves a big enough gap for you to go through to the other side. Your light scans this new room to see what was making that noise. There's a girl lying on her back in the middle of the floor. She has her hand on her head and appears to be injured...

Player: Hit her with the flashlight
DM: Scared and uncertain, you hit her in the head with the flashlight. Woman: Oww! Why the hell you do that for?!Azure: oh, sorry. I didn't know...She sprints to the far wall and pulls on something lodged in it. She turns to you and now you can see it is a knife.Azure: Whoa, calm down. I didn't mean any harm!She lunges at you with the blade and sinks it into your forearm. You're bleeding heavily now. Just then...Water begins to fill the room, splashing down from the ceiling.Azure: Great...You rip part of your shirt to cover the new wound to try and stop the bleeding. The wall behind begins to close as the water rizes.Woman: I'm out of here, and don't you dare follow me!She squeezes through the gap as it closes behind. Now you are alone in this death trap, probably going to drown here. Water rises past your waist as you notice the walls begin to glow. The one behind you glows blue, and the one in front a reddish color.
Player: Red Wall
DM: You go for the Red Wall. Hopefully this will lead to a way out of here. The wall opens up as the water flows through it. As you make it to the other side, the wall shuts firmly behind you. You see now that you are not alone. In front of you is a man in a black suit with red piercing eyes.The Man: Hello, Azure. I am Fate, sent here to put an end to your life. No point in resisting death's cold grasp...He grabs your throat and begins to squeeze with cold hands, you feel your life force drain. Maybe you could have fought back if you hadn't been stabbed. Too weak from blood loss, you succumb to your doom.

DM: You run out the door, not interested in whatever is happening behind you. For all you know, it could be a trap. As you step out the door, you look down the hallway on the right. There's a dark figure approaching. You can't quite make out what it is."Hey!" you cry out, but no answer. That can't be good.
Player: Run Left
DM: You run as fast as you can, down the long corridor. You keep going till your lungs scream for air. You finally collapse on the floor exhausted. You stare blankly at the ceiling. How could this be happening? What do I do now? Your strength begins to leave as you fall into a deep sleep.

DM: Woman: Where am I? Who are you?!Azure: My name is, Azure. Who are you?as you step closer you realize that this is the girl in the picture. Do you know her but can't remember? You keep it to yourself for now.Indigo: Indigo. Where are we? How did I get here?Azure: I don't know. I woke up to this place. We have to get out of here, though. It doesn't feel right. Can you walk?Indigo: Yeah, just feel a little light headed is all.You help her up onto her feet and look around this new room you entered. Completely black, just like the one before. Scanning with the light, you notice the room is a dead end. Nothing here. Name: IndigoAge: 20Height: 5'3Eyes: BlueHair: Blonde Azure: Can you remember anything before waking up?Indigo: No. I don't...Azure: Check your pockets, maybe there's a clue or something we could use.Indigo looks through her pockets. She pulls out a photo from her front pocket. You both look to see it's a man in a black suit with red eyes.Indigo: I don't know who this is... alright, this is creeping me out. Can we just get out of here?!Azure: Right, we should probably keep moving.You scan the room with your light as the beam catches a glint of something metallic in the wall.Azure: Hold on a second though, I think I found something.You approach the wall and see there is a knife embedded in its surface. This could be useful.
Player: Take the Knife
DM: As you pull the knife out, the ground below you begins to shake. The gap leading back to the previous room starts to close...
Player: Back to the Previous Room

Player: Blue Wall
DM: You go for the blue wall. As you push against it a gap slowly opens. You might be able to get through if you could find a way to prop it open. You take the flashlight and jamb it into the crevice. It holds but doesn't keep it open enough for you to fit through. You see the woman on the otherside...Azure: Hey! Come on, help me out of here!She doesn't even look back as she goes out the door, leaving you to your fate. The flashlight breaks under the weight and now you are sealed in. The water over your head, you drown.

DM: As the figure approaches you see it is a man in a dark blue suit. You grip the flashlight in your hand, ready to give him a few hits if he turns to be hostile.The Man: Hello,Azure.Azure: How do you know my name?The Man: I've known you for some time now. I was there when you first drew breath and saw the light of the morning... When you were riding your bike along the coast in the rain.... when darkness took you and trapped you in this place.Azure: What?! You are not making any sense. Who are you? What is this place?The Man: I am Midnight, the darkest of blues, and your only hope of making it out of here alive.
Player: Trust him and follow
DM: You decide this man might be your ticket out of here. You follow Midnight through the darkness. Time passes and you look at your watch to see it is now 1700! You have been walking with this guy for hours. The hall comes to an end and the man reaches out with his hand. There appears to be some sort of key. He presses it to the wall as it creeps open. A bright blue light pours in and for a moment you can't see much of anything. As your eyes adjust to the light you see a vast landscape will hills and lakes, all different shades of blue.Midnight: Welcome home, son.

Player: The Dream
DM: You're in a vast blue field with rolling hills and lakes all around. Even the sun gives off a blue light. Gazing across the scape, you see a man in the distance in a black suit. He appears to walking straight for you. You turn to run. As you look back you see he is no longer there. Determined to keep going in the same direction, you turn around again and see the dark figure is before you. His eyes are red.The Man: Wake up, boy! And see your fate!

DM: Azure: Let's go!You grab Indigo's hand and make a dash toward the room. You make it through as the wall slams shut. Back to square one, you think to yourself.Indigo: What's that in your hand?Azure: Huh? *you realize you are still clutching the note from before*Oh, this was on the handle of the door. *you hand her the note as she reads it to herself*Indigo: Yeah, I don't know. This is all strange... is someone watching us?Azure: We have to assume that whatever is going on here, it can't be good. Let's keep moving forward...
Player: Open the Door
Player: Stay Together and go Left
DM: Time seems to creep by. Walking endlessly down this hall doesn't make you feel any better. You begin to wonder if going left was the right choice? Is this some sick game?Another step forward and you feel the tile under your foot depress. The floor starts crumbling beneath you as you reach to grab hold of anything! Something! Indigo pulls you back and you land hard on the floor together. That was close.Azure: Thanks for the hand.Indigo: Sure thing. Doesn't look like we can continue this way anymore. We'll have to turn around and come back the way we came.

DM: Thinking this could be some sort of trap, you leave the knife where it is. Besides, you still have this tough light if you end up in trouble.Azure: Let's go back out, there's a door in my room, it could lead to the way out of here.Indigo: Right.You both squeeze back through the gap into the previous room. You approach the handle and turn it, opening the door.

DM: AA
Player: K
DM: K

DM: In one deft stroke, fueled by adrenaline, you slice viciously at the vine wrapped around your arm, and cut through it in a single blow.The Trapper rears back, gurgling in a wet, bubbling sort of way.The severed vine flails around uselessly, spraying slime everywhere.You've managed to free yourself from the vines! But the Ancient Trapper still stands before you, blocking your path, and it's already regaining its' composure. You have only a moment to decide your next move, before the plant strikes again.
Player: Stab the Plant Directly with your Sword
DM: You lunge at the Trapper, in a display of strength!The bulb head is to high for you to reach, so you simply strike at the plant's stalk.You realize the brash stupidity of your actions, as your sword bounces harmlessly off the hard stalk.You last thought is to curse your own idiocy, as the Trapper lifts a vine into the air and slams it onto you, splattering you into swamp goo.

DM: Adding your voice to the English battle cries, you advance on the fleeing Norman foot soldiers. In front of you, one stumbles as his boot slides through a patch of reddened mud. He only falters a moment, but it is enough. Your longsword lances forward, piercing the fleeing Norman's calf. He screams and falls, holding up his arms to futilely ward off your blade.You keep moving forward, using your heavy shield to shove the wounded Norman out of your way. Behind you, Orvyn's axe resonates with a heavy crunch as he finishes off the crippled soldier.Ahead of you, another Norman stumbles forward, a heavy javelin slamming into his shoulder. He manages one strangled yelp before your blade connects with his neck, a heavy swing that severs his jugular and jars against his spine. You wrench the sword free and keep moving. This charge has filled you with fresh energy, filling your mind with bloody courage, but now it is starting to ebb and your mind is working more clearly.There is something very wrong here. This retreat is far too organized, too simultaneous. The Norman foot soldiers are increasing the distance between themselves and the beleaguered English soldiers, the pounding of their feet grows fainter, but another pounding grows louder. Horse hooves.You turn to your left, Harold has thrown off his battered shield and carries only a Daneaxe, which he wields two-handed. He is completely out in the open.You turn and race towards him.
Player: "Harold!"
DM: "Harold!"You call out, sprinting towards him. He half turns towards you, and flashes one of his charismatic bright smiles.The single arrow that flies through the air surprises you more than Harold. Curving gently, it hisses downward and slams into Harold's eye.He lets out a startled cough and staggers backward. You keep running towards your king, but a Norman rider cuts in front of you.Turning his horse neatly, the Norman swings his blade and opens your King's throat, spraying blood.Harold falls to the ground, dead.You falter indecisively, filled with wordless horror and remorse.
Player: Kill the bastard

Player: Talk to Googles.
DM: Googles is standing in his usual spot, plugged into the mainframe running the entire place. "Googles?" "You have been identified as A. Welcome A." "I want to get to the restricted area." "Confirming clearance. Clearance not granted." "Please?" "Clearance not granted."YOUR HEALTH: 100%
Player: Talk to Hyper.
DM: I enter Hyper's room, where I start to hear him snoring again. I don't want to wake him up. Hyper's always so moody in the morning.YOUR HEALTH: 100%

DM: Your eyes upon to Darkness. The only thing you see are red eyes glowing above you. You push out your arm to force it away but it is too late. The Darkness swallows you whole.

DM: Bad idea.As the gap closes the room begins to fill with water. You didn't think to look up to see huge pipes above your head now shooting water down into the room. You have to think fast, or this could be the end for both of you. You run towards the closing wall.Indigo: What are you doing?!Azure: I'm getting us outta here!You push the blade between the gap and force it with all your might. Drenched and cold, your adrenaline rushes through you. Azure: Come on! Go out this way!!Indigo runs and squeezes through the gap. Your muscles begin to burn with all the strength it takes to keep the wall open. Indigo: Let's go! Can you get through?You realize that this is a one way ticket. With your left hand, you release your grip on the knife and grab the flashlight. You toss it through the gap.Azure: You will have to go on without me, keep the light and stay out of the darkness!The gap completely closes now as you are left alone in the room. Water is now up to your waist.
Player: Can't End Here
DM: As the water begins to pour around you, a feeling hits your gut. This is it.... death's cold grasp finally has you...You let it take hold, but only for a second. A fire burns within you. You will not die here.
Player: Search the Walls
DM: You swim around the room looking for anything, something to get you out of here. Suddenly, two of the walls begin to glow. The one you just tried to pry open and one directly across from it. The one leading back has a bluish light and the other red.
Player: The Red Wall

Player: Split
DM: You offer that splitting up is the best option.You take the left corridor and she takes the right. As you walk down the long hallway you look back and she's already disappeared into the darkness. It feels like hours since you woke up in this place. Walking endlessly down this hall doesn't make you feel any better. You begin to wonder if going left was the right choice? Is this some sick game?Another step forward and you feel the tile under your foot depress. The floor starts crumbling beneath you as you reach to grab hold of anything! Something!You fall down almost 20 feet. You can't move. The pain in your body has taken over. Broken. You open your eyes to see a man approaching you. He is wearing an all black suit and has piercing red eyes.Man: Azure... I am Fate. The death that finds you in the darkness.Fate begins to move toward you, his piercing red eyes shutting out all hope.with the last bit of strength you have left, you flash the beam of light into his eyes and sink the knife through his skull.Fate's form begins to evaporate in front of you, but not before he scratches your face, leaving a deep scar on your left cheek. With the threat gone, you finally have a chance to recover from the fall. What were broken bones seem to heal themselves. What is this? You get up from the rubble to see a long dark tunnel. But unlike the corridors this one is a cave. The walls drip with moisture from the humidity. It is quite warm, maybe you will finally dry off.

Player: Wait another minute to see if he has anything else to add.
DM: He's still on the ground, but hasn't said anything more. You see him move his hand slightly to scratch his head, but he quickly shifts it back into the original position again over his forehead. You continue to watch a little longer, but it starts to become clear he's not going to say or do anything more now. He continues to hold his face of magnified sorrow, though you think you see his mouth slightly twitching as it's probably uncomfortable for someone who normally smiles to hold that face for too long. You assume he's waiting for some kind of response from you, after all of that effort he put into saying that. You're still not certain if you know what exactly he was trying to say or not, but don't really worry about it.

Player: Try to get back up top
DM: Oddly enough you feel stronger than before. You climb back out of the rubble with ease. However, you can no longer continue down the corridor. The way across is much too great now. You head back the way you came.
Player: The way Back

Player: Back the way you came, Right

DM: You both go for the Red Wall. Hopefully this will lead to a way out of here. The wall opens up as the water flows through it. As you make it to the other side, the wall shuts firmly behind you. You see that you are not alone. In front of you is a man in a black suit with red piercing eyes.The Man: Hello, Azure. I am Fate, sent here to put an end to your life. No point in resisting death's cold grasp...He grabs your throat and begins to squeeze with cold hands, you feel your life force drain. Just then Indigo slams into him and forces him to the floor.Thinking quickly you grasp the knife in your hand..Azure: Move!!Indigo rolls out of the way as you send the blade clean into the skull of the attacker. His body turns to shadow and disappears before you.You sit back for a moment to catch your breath.Azure: I don't know what that thing was, but it knew my name. Thanks for the help, thought I was going to die there.Indigo: Hey, we're in this together. We have to look out for each other now.Azure: Right. Here, take my flashlight. Not exactly a choice weapon but I'm sure you could take something down with a good whack. Alright, where to now. Your eyes scan this new room. There's a set of levers on the wall. 1 on the left and 1 on the right...
Player: Pull the Right Lever

DM: You walk quite some time till you eventually pass the door. You wonder if you will ever run into Indigo again. Should've stayed together. What if she ran into one of those things like you did? You didn't even offer to give her the knife or flashlight... As you continue, you see something slumped over in the hall. You run to see that it is Indigo. Azure: Indigo! Are you okay? Wake up?Indigo: Hmm... Get Off me!!She shoves you away, clearly startled.Azure: Hey...Hey! Calm down, it's me.She snaps out of it and realizes she's in good company. Indigo: I don't know what happened... I was just walking down this way when I just...blacked out. Is there something wrong with me?!Azure: You're fine now, don't worry. I'm here. We should never have split up.Just then, you hear footsteps approaching in the darkness...

DM: You go over to the All-American of Fairview Park and explain your dilema. He says that he can't tell you who to give the pictures to, but at least he can help you get downstairs to the cafeteria. He mentions that his friend, the Gimp, just went to use the bathroom. He has a key to use the elevator and will definately let you borrow it. What would you like to do?
Player: No one ... leave the library

DM: You swim towards the blue wall and push up against it. Water begins to seep out as the gap opens up. You swim down taking the knife back and fall into the room. Indigo grabs hold of you and pulls you in as the wall shuts back.Cold and shiveringAzure: Thanks.Indigo: Why didn't you just leave me?Azure: What do you mean?Indigo: You could have just run, made it through the gap yourself before it closed...You look down and away... Azure: We have to move.

Player: You each pull a Lever
DM: You both pull the levers at the same time. The wall in front of you opens up revealing a long dark corridor. There are lamps along the way.

DM: You attempt to roll out of the way, but by the time you've gotten away from the chair, Alpha catches you. He begins slamming his fists into the sides of your head as he pins you to the ground with his legs.
Player: Attempt to curl up into a ball to protect your head
DM: You call up in a ball, protecting your head, as Alpha slams his fists into you for another minute. As soon as he stops, you spring up, only to face his guards."Get the fuck off my planet, Achilles." Alpha says, sneering at you.

DM: A long, silent walk between the group ends at a broken down construction site. "Why are we here?" you ask. "I thought you said I was getting a gun." Mitch shakes his head. "No. I'm getting you a gun. You need to prove yourself worthy of having one."Mitch opens the gate, barely still on its hinges, and lets you into the construction zone. "We'll be back in an hour. Get us something we can use, okay?" And with that, you're left to your own devices.
Player: Examine the workbench
DM: You decide to look at the workbench stationed outside the porta-potties. You see a toolbox sitting on the workbench. You shake it, and hear a rattling noise. Something's definitely inside there. Unfortunately, a small combination lock as fastened on the latch. You'll need a code to open it.
Player: 348
Player: 843
Player: 438

Player: Down the corridor
DM: The two of you walk for some time.There's a dark figure approaching. You can't quite make out what it is."Hey!" you cry out, but no answer.That can't be good.

DM: I wasn't born, created, nor madeI simply came to beDoes that break laws in physics?Well, I guess that's just meMatter cannot be createdNor destroyed, as it goesBut I'm not matter, I don't matterSo say goodbye to proseMy story is a strange oneI won't hide that factBut I fear not telling itWould be against all tactSo listen clear and calmlyAs I tell you of fateAnd how she and I dancedOn humanity's hate
Player: Awakening
DM: I awoke in the arms of a ladyShe smiled down on me with lightI couldn't help but get this feelingOf confusion mixed with delightShe called over her shoulder"He's awake, the child's awake,"A man came running in the roomA little boy in his wake"What's your name?" she askedBut my mind drew a blankOn who in the world I wasI shook my head with a yank"I have no idea," I said simplyThree solemn frowns replied"Maybe he's nothing" said the boyThat was when I cried"Helias!" snapped the woman"Maria, it's okay," said the manThe man crouched down to me"Think about your past as hard as you can"But alas, I really didn't rememberNot a single thing came to mindI thought maybe I really was nothingTo my past, I was blindMaria told me not to worryThey'd take care of me for a whileUntil my memory returnedThen gave me a flashing smileThey warned me not to go outsideFor fear of the black deathThey said it's spreading so fastFaster than any priest's breathI told them I'd be goodThen thanked them for bread,Wine, shelter, and for being kindThen went straight to bed

Player: Ask Stephanie if she has any other things she needs fixing?
DM: You sarcastically ask if she needs anything else fixed. This comment results in a massive argument and words are not minced. You're both pissed, and now you REALLY need a drink.

DM: "James..It's coming." "Hold on." "James, it's coming now." "Damn it Catherine! You there! Help me get her ready." "Alright, push, push!" Blood was splattered everywhere. You have finally exited your mother's womb. "Look, Catherine! It's a beautiful baby girl." "Oh, wow. She looks just like you." "What should we name her?" "How about Scarlett?" "What a fine name." Catherine's heart rate increased. "James...something is wrong." "She's having a cardiac arrest! Get the baby out of here!" James shouted. "100 and 1, 100 and 2..." She didn't make it. They never do.
DM: "Wow, look at you. All grown up and walking." James said. "Daddy has to go somewhere. I'll be back in a bit. Stay put." James locked you in your playpen, and walked out the door. That toy chest across the room looks tempting. Although...Hmm, should I stay in here? Or explore?

DM: Well, this is no fun. How about that toy chest?
Player: If you insist

DM: You opened the playpen door (don't ask how) and walked to the toy chest. You saw a toy car, a rattle, and a teddy bear. Oh, what's this? A S.P.E.C.I.A.L. book? Let's read it! "S is for strength, and that means I am strong! I can carry more toys and swing stuff all day long! P is for perception, a long funny word! It means what I tasted, smelled, saw and heard! E is for endurance, and that's how long I can play! I'm always really healthy, and have energy all day! C is for charisma, it's why people think I'm great! I make my friends all laugh and smile, and never want to hate! I is for intelligence, it means I'm really smart! I use my brain for lots of stuff, like science, math and art! A is for agility, that's how I get around! I move real fast and easy, and I never make a sound! L is for luck, and it's simple, you see! It means that good things always happen to me!" The words looked like nonsense to you. You couldn't read! Your father came back and saw you out of your pen. "Well look at you, the little explorer! Serves me right for trying to lock you up." He motioned towards a frame. "Come over here. I want to show you something." He then started to quote something. "I am Alpha and Omega, the beginning and the end. I will give unto him that is athirst of the fountain of the water of life freely. Revelations 21:6." "That was your mother's favorite passage. Of course she's in a better place now." He stood up and grabbed your hand. "Let's go see if your little friend Amata wants to play."

DM: The lights blinded you. "Surprise!" You realized you were in the vault's diner, and everyone was in there. They've thrown you a surprise birthday party! How sweet! The vault's Overseer approached you. He was also Amata's father. "Congratulations on turning 10! Turning 10 means you're old enough to have your very own Pip-boy 3000. So here you go." You put it on and tweaked it a bit. You thought it was cool, if not a bit out-dated. Amata approached you. "Wow, a Pip-boy! You're so lucky to have one before me!" You agreed with her. "So, how do you like he party? I organized it all by myself." "It's wonderful," you say. "Anyways, here's your present. It's Grognak the Barbarian issue #14! I found it lying around my dad's room. Can you believe that? He was a kid too!" She paused. "You should probably go entertain your guest now." Who do you want to talk to now?
Player: Talk to Stanley
DM: "How do you like that there Pip-boy miss? I fixed it all by myself," Stanley said. "I hate it. How do I take this thing off?" You reply. He chuckled, "Well, that's something you'll have to get used to. Anyways, here's your present." He tossed you a kids' baseball cap. It wasn't much, but you accepted it nevertheless.
Player: Talk to Old Lady Palmer
DM: "Oh, my. Look at you! All grown up!" Old Lady Palmer drones on and on. "Oh, I must be boring you aren't I? You're probably waiting for your present!" You nod. "Here you go. It's a sweet roll I baked just for you." You take it and save it for later. You never really liked that old hag anyway.

Player: "Fuck off Butch, you ain't getting it."
DM: "You little bitch!" Butch proceeds to chase you around the diner. He almost had you a few times too. Eventually, Gomez, a security officer intervenes. "What's going on here?" He asks. "Butch tried to take my sweet roll!" You tell him. "Why that little...I always knew he was trouble ever since he was born." He pats you on the head. "Don't worry about it. I'll take care of him. Happy birthday kiddo." Officer Gomez goes to lecture Butch. Amata walks up to you. "What a jerk! I saw what happened." "I still have my sweet roll so no harm done." "Yeah...Anways, enjoy the party!"

Player: "Sure Butch. *You spit on it* Here you go."

Player: No

DM: "Gray walls, impenetrable steel. Suffocation! Condemnation! Little hands groping in subterranean uncertainty. Mommy? Daddy? Am I dead? Nay! Nay! Reborn into purifying florescence! A face emerges, strong and male. A father to me? A father to all! Overseeing our lives, our eternities. Harshness of discipline. Harshness of love. Obedience my savior! Larva to pupa, pupa to worker. Buzz, buzz! One with the steel honeycomb. 10 lies within the 101, significant at last. Till gray seeps from the wall to hair, to soul. Then, eternal slumber, the sweet sleep of incineration."

DM: You followed your dad to the other end of the room. You found three steel targets across from a barricade. You decided they were easy enough to bulls-eye from this distance. You slowly started to take deep breaths. You calmed your heart rate, and your mind. You raised the gun to your eye. You aimed at the nearest target, right in the center. Your finger slowly squeezed the trigger... BLAM! You got a bulls-eye! Your father and Jonas clapped. They were proud. It's like you were born for this. Just then you saw radroaches appear from nowhere. Your father commanded you to shoot them. So you did. "Hey, Jonas. Take a picture of me and my champ. I want to make this memory last." You hugged your dad, making sure the gun was visible. "Smile!" The flash blurred your vision.

DM: "There's nothing wrong with you. I know when a teenager is feigning illness to get out of a G.O.A.T. exam." "But Dad, *cough* I'm sick, really." "No, you're not. Really." He looked at you in disapproval. "Now go on. You have a G.O.A.T. to take." Your father ushered you out of his office. You sighed. You've always hated exams. You found them particularly useless. However, a Generalized Occupational Aptitude Test determines your job placement in Vault 101. You sighed again. You wanted it to be over with. You walked out of your dad's clinic and turned right. You were near the entrance of the classroom when you saw Amata being harassed by Butch and his gang. "The Tunnel Snakes" is the name of their gang. You had no opinions on their name. Since Amata is your BFF, you go over to help her. "What's going on?" You ask Amata. "Ugh!" She replies. "They won't leave me alone just because the Overseer is my father!" "Mind your own business, girlie." "Yeah," Wally and Paul agree. You scoff. They think they're so badass because they're in a gang. How do you help Amata out?
Player: Sacrifice yourself

DM: You nudge Amata towards the classroom. "Get out of here. I'll take care of them." Amata thanks you and runs to the classroom. Butch looks at you in disgust. "What the hell do you think you're doing?" A sudden idea occurs to you, tease him! You mischievously grin as you pop open the top of your vault jumpsuit. Butch's and his friend's eyes pop out of their sockets. Who knew you'd grow up to be a hot babe? Butch extends his hand forward, hoping to get a good squeeze...You don't let him. You smack his hand away, and close up shop. The Tunnel Snakes look disappointed. You quickly kiss Butch on the cheek and run into the classroom. Not bothering to savor their dumbfounded faces.
Player: Enter the classroom

DM: You head into the classroom and check in with Mr. Brotch, your teacher. You tell him you don't want to take the G.O.A.T. exam. He looks at you. "Look, I like your dad. I might even like you if I weren't your teacher. So here's what I'll do. Just tell me what you want and I'll fill it out and make it happen. Deal?" You deeply contemplate it. [Do you want to take the G.O.A.T.? Or skip ahead to the results? Note: the exam is 10 questions.]
Player: Suck it up and take the exam
DM: "You are approached by a frenzied Vault scientist, who yells, "I'm going to put my quantum harmonizer in your photonic resonation chamber!" What's your response?"
Player: "Yeah? Up yours too, buddy!"
DM: "While working as an intern in the Clinic, a patient with a strange infection on his foot stumbles through the door. The infection is spreading at an alarming rate, but the doctor has stepped out for a while. What do you do?"
Player: "Amputate the foot before the infection spreads."
DM: "You discover a young boy lost in the lower levels of the Vault. He's hungry and frightened, but also appears to be in possession of stolen property. What do you do?"
Player: "Give the boy a hug and tell him everything will be OK."

DM: You tell Amata to move behind you, hoping to shield her if a fight starts. You take a moment to collect your thoughts. You've got it. "If you guys don't leave her alone, the Overseer will be all over your asses." You raise an eyebrow. "You wouldn't want that to happen, would you?" They seem unimpressed. Your logic and reasoning skills need some improvement. They seem to be plotting something...Something sinister. That's when you tell Amata to run to the classroom. You were right. After Amata left, Wally and Paul pinned you against the wall, rendering your arms useless. Butch steps forward and caresses your left cheek. Wait, what? You never knew this side of Butch. After all, you guys grew up together. Butch even goes as far as stealing your first kiss. You don't fight back. Instead, you feel a spark come alive inside. Your head becomes dazed. Was this seriously happening? Before you know it, you're in your classroom. Was that just a dream?
Player: Classroom

Player: Skip to the results

Player: "Say nothing, grab a nearby pipe and hit the scientist in the head to knock him out. For all you knew, he was planning to blow up the vault."
Player: "Restrain the patient, and merely observe as the infection spreads."
Player: "Confiscate the property by force, and leave him there as punishment."
Player: "Catcher."
Player: "Throw your tea in granny's face."
Player: "Go to the armory, retrieve a laser pistol, and blow the lock off."

Player: "But doctor, wouldn't that cause a parabolic destabilization of the fission singularity?"

Player: "Scream for help."
Player: "Pick the boy's pocket to take the stolen property for yourself, and leave the boy to his fate."

Player: "Pitcher."

Player: "Medicate the infected area to the best of your abilities."

Player: "None, you wish the vault had a soccer team."

Player: "Ask granny for a mini-gun instead. After all, you don't want to miss."
Player: "Trade the comic book for one of your own valuable possessions."

Player: "Trade a Vault hoodlum for his cherry bomb and blow open the lock."

Player: Restart from the Duel
DM: You grab a fencing sword from the ground and defend yourself awkwardly.Larcassio paces back and forth, watching you and smirking."This will be even easier than I thought..." he mutters.The goblins have encircled the two of you, and they are cheering Larcassio on.You frantically try to remember everything you know about fencing.....it isn't much.
Player: Assume a defensive position
Player: Parry
DM: A *clink* as Larcassio's blade is parried away. He grunts and retreats quickly, defending himself."Good," Larcassio said, "Let's keep this interesting."Larcassio is very near, defending himself.
DM: You feint forwards, doing a 'fake attack,' but Larcassio isn't fooled. He continues to watch you carefully."You'll have to do better than that..." he says.

DM: Okay, maybe it annoyed you more than just slightly. You briskly walk over to their lab station."What do you think you're doing? I told you to follow the instructions exactly," you yell at them."We're doing the experiment," Jaxon replies surprisingly civilly."Well, you aren't doing it how I told you!" you say back slightly more annoyed."Well, maybe if you weren't so vague in your wording..." Jaxon trails as you interrupt him.
Player: Escalate the situation
DM: "Maybe, if you learned to read instead of mouthing off to your teachers," you yell back at him.Jaxon's facial expression changed at these words. He had actually started to respect you a little bit. Maybe you were different than those other teachers, he thought. "Well, fuck you too, bitch," Jaxon calls back at you, "I thought you might be different, but all you teachers are the fucking same."With that he stands up and starts to walk away.

DM: You know the Sergeant. You know the best thing to do is to remain calm and answer truthfully...with bit of dishonesty mixed in of course. You take a deep breath and look the sergeant in the eyes. "No Sergeant, sorry Sergeant! I was wondering on where we were going to patrol today, but didn't want to interrupt you Sergeant! I must have lost focus Sarge!" The Sergeant snorts derisively, but shrugs. "WELL THEN! I don't want someone who will lose focus at the front of the column, but I also don't want you at the rear to be left behind. After all, where would we be without you trooper?" he grins toothily, showing off a set of yellow stained teeth behind his facial hair. You exhale. Middle of the line. Not a bad place to be on patrol.
Player: The Patrol
DM: A few minutes later, your squad is marching down the dirt trodden road through the dark woods, with you nice and comfy in the middle. Brans was up front, clutching the hilt of his sword. You could practically hear his teeth rattling. As the march goes on , you begin to wonder if you need to even pay attention. You're at the center of the column, not your job. Well, it is. But who cares!

DM: Reports of Thar'Garavan and other Garavan Tribe Warships coming to aid you are heard through radio chatter.
DM: The Garavan Ships arrive, not only coming to fight but quickly falling under you control due to a level of honor and trust in your abilities, giving you full command over the vessels.
DM: The next decision is over several Remnant Scouts who...The War Room is hit, and you're sent into a wall, smacking your head on the cold steel."Fuck." You moan, as Cabana and Sgt Mason help you up. "What ship managed to penetrate the shields and still do that much damage?""Sir." Mason says, listening intently to his comms. "We have reports of the Monolith entering the battle. It seems to be the source of the Ancient technology and Remnants going haywire.""Focus all fire on the Monolith!" You yell, and Sgt Mason relays your orders.You jump to your feet to begin giving orders, but another blast of energy hits the ship and for the second time today, you lose consciousness.

DM: Tendrils of shadow wisp around like lost souls, whispering pleas for mercy to unknown terrors. Dark red blood drips down from all of the walls, over the blackened skulls of the wicked. The smell of rot hangs in the air.This is what you see when you awaken from a deep slumber. You lie in a pool of the maroon blood, with your sword beside it. As you look at the sword, you realize it is rusted almost to the point of ruin. Funny, you just bought it right before... What? You have no idea how you got here or what has happened since you bought your sword. You also notice that you have grown a thick beard... Which is strange, since one of your latest memories was your fifteenth birthday.Along with the sword is a single unlit torch. It is about two feet long, with a wrapped piece of canvas soaked in oil at the end. You have no means of lighting it, but you decide it is worth taking in this dark place.Looking around you see you are in a circular room, with four corridors leading out of it. The ceiling is too far up for you to see due to the unnatural shadows, but the echo of dripping water makes it seem very high up. One corridor goes straight ahead where you are facing, which, looking at your compass says 'north'. You cannot see down this corridor, as the strange shadows seem to originate from there. To the east, you hear running water. To the west the skulls have arrows, painted in dried blood. They are pointing further down the passage. To the south, there is an orange glow, and it smells like smoke.
DM: You decide to head north, into the thick shadow. You go only a few yards before you feel weightless. Slowly, you begin to go into a strange state of numbness. You no longer feel the stone ground beneath your feet or your sword bouncing on its belt. You feel only shadow. Your heart begins to quicken, and you feel more and more vulnerable. The echoes of your footfalls, the drip of water, and the whispers of the shadow get louder until it seems there are giants alongside you, waterfalls falling nearby, and angry witches whispering loudly in your ear. You can't take it. Your heart quickens. Then it stops.

DM: You decide to go south.You arrive in a cavern with a large pool of lava in the center. There is another tunnel and a staircase leading deeper into the earth.
Player: Go through the other tunnel
DM: When you go through the other tunnel, you find a cavern with a lake. There is a river leading out of a small gap in the wall, but you would not be able to get through against the current. You could always come back the way you came.

DM: You decide to follow the arrows. Who knows? Maybe they will lead out of here.After following them for two hours, with no sign of nearing an end, you are tired. The blood is fresher now, as if painted only a few hours ago. You may not be alone in this place.Up ahead is a fork in the path. To the left, the arrows continue. To the right, it appears normal.
DM: You decide to go right.After walking a few more yards, you step on empty air and fall nearly ten feet into a hole. You attempt to climb out but find the walls slick and smooth.Looking around, you see a small hole in the wall, barely large enough for you to fit into.
Player: Climb through
DM: You climb through and plop into a larger room. This one is only about ten feet from where you are standing to the other end, but nearly eighty in the other direction. There are several statues of gods unknown to you.One of them depicts a man in fancy armor, wielding a blade almost as big as him. The blade has fresh blood on it.A different one shows a woman holding a flaming egg in her hand, breathing on it. Her eyes are closed, but there is actually breath coming out of the statue's mouth.The last one is a frightening depiction of a strange creature. It has scales, large ears, horns, and a forked tongue. There is a green liquid dripping from its mouth.

DM: You decide to go east, since you are very thirsty and you may be able travel by the river.The corridor, although man made at its start, leads into a natural cavern. It is about one hundred yards from the side you are in to the other side. There are many stalactites and stalagmites, and the running water is right in the middle. Around the water are large, glowing crystals, which illuminate the cavern and seem to keep the evil shadows at bay.When you reach the water, you see that it leads into smaller tunnels, barely large enough for anything but the water itself. You think that you would have room to go through on a raft, but there is nothing down here suitable for that purpose. The water itself is clear, fast, and fairly deep (about three feet). You wonder if it is safe to drink.
Player: Drink some water and go back to where you woke up
DM: The water looks clear enough, so you cup it in your hands and drink deeply. You feel a strange sensation in your throat as the water goes down, but you dismiss it as your dry throat reacting to the water.You were wrong.You groan in agony as pinpricks of pain appear throughout your belly. You retch once and puke into the water. You are horrified to see that there is blood among the contents of your stomach! The pain gets worse until, dizzy, you close your eyes and never reopen them.

DM: There are several sessions with Jonathan Skage here.YOUR HEALTH: 100%
Player: Sessions with Baryon.
Player: Fifth session with Baryon.

DM: You decide to go down the stairs.As you reach the bottom, you step on a pressure plate. Spears dart out from their hiding spots directly in front of you and there is a great rumble as the ceiling of the staircase begins to descend. You notice that it is the same shape as the stairs, only inverted, so it fits like a puzzle piece. You are already on the bottom, so going back up seems unlikely. However, this area might be a dead end, and if it is you will surely perish.
Player: Get to the bottom
DM: You run the last few steps of the staircase and reach the bottom a few seconds before the roof would have squished your head. That was a close call.The room you are in now is small, about eight feet by eight feet. The walls are made out of stone brick, with small gaps where there is blackened powder. Like the room you woke up in, only smaller, and with all of the skulls smashed. There is one door, at the eastern wall of the room. It is made of stone, and it looks extremely heavy. However, being the only way out, you may as well try it.

DM: You decide to continue following the arrows.After going for less than ten minutes, you reach a rotten wood door. Painted in very fresh (still dripping) blood are three symbols: a circle with a rhombus in the center, two perpendicular lines with dots on each end, and what appears to be an eye. They are glowing slightly, and you feel an urge to touch them.
DM: You slowly turn the knob and push inward, making an awful creaking sound. It leads into a plain room, empty except for a book on a basic pedestal. The room is very small.As you look at the book's cover, you notice a charcoal painting of... You?You are very frightened now, and you are not sure if you want to read that book...

Player: Pray at the egg woman statue
Player: Accept its terms
DM: "I accept your terms," you say.Excellent, it says. For you I have a riddle...When my first is a task to a young girl of spirit,And my second confines her to finish the piece,How hard is her fate! But how great is her meritIf by taking my whole she effects her release!What is it?
Player: A leaf

DM: I immedately get up and so does Behemoth. Fighting is no fun if done on the ground. The look on his face indicates that he agrees. BEHEMOTH'S HEALTH: 100%HEALTH: 85%
DM: As he tries to punch me in the face, I deliver an upwards strike directly onto a bone spike. And just as I had suspected, this causes direct harm to the bone the spike has grown from, causing him to writhe in pain and it also stops his attack, for now, but this pain seems to only last a mere second.BEHEMOTH'S HEALTH: 90%HEALTH: 80%

DM: You go into the water and and are pulled off of your feet by the strong current. Your torch falls out of your hand, and your sword gives you a painful, rusty cut on the calf. You are pulled along the river, through the smaller tunnel, into another cavern, of a similar size to the last one. This one has a much larger amount of crystals, though, and the river goes into a small lake. When you reach the lake, the current slows down instantly. You manage to reach the shore. You managed to not get any water in your mouth, which you are relieved of since you saw small worms floating about whilst swimming. Who knows what they would have done to you?
DM: You are in another cavern. The underground river leads into a lake about thirty feet by twenty feet. There are many crystals here, and no sign of those evil shadows. Your torch is lying, drenched, at the edge of the lake. The oil has been washed away, leaving a useless stick. You kick it deeper into the lake in annoyance. Now all you have is the rusty sword and the compass.This cavern has one tunnel leading out of it. To the west is an orange glow and the smell of smoke.

DM: You decide to go back where you woke up at, uninterested in this cavern. You reach it and instantly feel nauseous from the rotten smell. Which direction do you want to go now?

Player: Go down the stairs
Player: Try to open the door

DM: I headed to the farm....Cows and chickens. It was an animal farm as expected. No fields or anything though. Old Alton owned the place and seemed to spend almost all his time here. He really loved the animals here and whenever someone came by he'd treat them just as well.I could see Old Alton inside of the chicken coop. He must be getting some fresh eggs.
Player: Go help him
DM: "Mr. Alton!" I called out.The old man turned around. "Aston, my boy!""Need something? Eggs, milk?" He asked. "'Course you're gonna have to work for it!"And that was my cue to come over and help. We picked out some fresh eggs, and gathered them up.After we finished, we got a chance to sit down and chat a bit."Really gave me a workout today son! I wasn't planning out gettin' any eggs today but then you showed up!" He laughed.

DM: You walk over to the door and grab the handle. It does not turn, so you try pushing it to the left. It doesn't budge. You try pushing it to the right. It moves slightly.Excited, you push harder, moving it another few inches. However, it gets harder to move the farther you push it. Soon, you cannot move it, no matter how hard you try. There is a gap in the wall about three inches long. Through the gap, you see another room. The skulls are smashed there as well. You think that there might be a fire in there, due to the orange glow and the unmistakable crackling sound. You don't know what might have made it though.As you strain to see, a bloodshot eyeball moves right into your vision. Something is looking at you from the other side!"What do you want?" it asks in a guttural, crackly voice."I'm trapped," you say. "Help me!"You can hear it breathing heavily as it thinks. "If you can answer a riddle, then I will help you," it decides.
Player: "I accept your challenge," you say
DM: "I accept your challenge," you say."Yay!" the creature laughs (or maybe it snarled?)."My first riddle," it says," is-""You only said one!" you point out."I don't have to let you out if you annoy me," the creature growls. "So my first riddle..."It is the beginning of eternitythe end of time and spacethe beginning of the endand the end of every space. What is it?"

Player: Ask her to play a song.
DM: You ask her to play a song and she does, and begins to dance with the music. She is very good and you sit down and relax, having a full belly and such beautiful music playing you soon fall asleep. When you wake up she is no longer there, but the lamp is still lit and the oil is still dripping into the lamps bowl.
Player: Light a fire with your fire sticks

DM: C
Player: f
DM: AF
Player: n
DM: AAN
Player: r
DM: AAAR
Player: y
DM: AAAAY
Player: q
DM: AAAAAQ
Player: k
Player: j
DM: You are called AAAAAAAJ

Player: A hem-lock
DM: "A hem-lock!" you say.Correct, the statue's voice congratulates. You are a smart one.You are surrounded in yellow light and awaken in your bed. It is morning, and you can't help but wonder if it was all a dream...You slowly begin to doubt that it actually happened until one day you find the unlit torch on your mantel!

Player: Leave this room and go down the right path

Player: Go west to the orange glow
DM: You walk to the orange glow and reach a different natural cavern. This one has a large pool of lava bubbling in the center. Smoke is rising from it steadily and it is extremely hot. Although you can't really see very well, you notice a man made tunnel leading north and a staircase leading deeper into the earth in a southern direction.
DM: You find yourself in the room that you started in!

Player: Touch the eye
DM: You touch the eye and instantly find yourself in a small room. From the hundreds of holes in the wall you see eyes - glowing eyes, small eyes, beady eyes, reptilian eyes. You also hear an assortment of unnerving noises, like hisses and squeaks. In horror you notice a small open doorway. There are reptilian humanoids coming into the room, followed by rats by the hundreds. You scream, but they ignore you. You are torn to pieces by the hungry creatures.

Player: Hurry back up the stairs
DM: You rush back up the stairs, taking them tow at a time. Unfortunately, you are not fast enough so you start hopping three at a time. You trip and find that you cannot get up due to the ceiling's increasingly low height. You push with all of your might onto the ceiling, but your might is not enough. It does not slow down as it smashes your bones onto the stairs beneath you. Your blood is squirted out of your moth as your organs are smashed. Seconds later, your head is smashed as well.

Player: E
DM: "E!" you say proudly, knowing that you've won.The creature makes a sad noise. It is unpleasant."Correct," it says. "I have another riddle, however."You sigh."A horse travels a certain distance each day. Strangely enough two of its legs travel 30 miles each day and the other two legs travel nearly 31 miles. It would seem that two of the horse's legs must be one mile ahead of the other two legs but of course this can't be true. Since the horse is normal, how is this situation possible?"This riddle is a bit harder than the last one...
Player: It works at a mill

DM: You open the book and see that it is written in pictures. The first picture shows your mother at an altar, with several hooded figures watching her. The next picture shows her crying, with a baby in her arms. The next picture shows you, as a toddler, walking with your mother, with the hooded figures following you. It shows pictures of you, living your life, oblivious to the strange hooded figures watching you. Towards the end, you see yourself buying your sword. You see yourself going to sleep. You see three hooded figures holding hands around you. You can hear their voices chanting, louder, louder...You close the book hurriedly and shudder uncontrollably. You hack at the book with your sword until it is a shredded mess in the otherwise empty floor. As you turn around to go back, you see a hooded figure standing in front of the door."You have destroyed our book ," the figure says in a shrill, frightening voice. "We have spent your whole life making that."You raise your sword, prepared to defend yourself from this terrible apparition. It does not move, so you...
Player: ask for more detailed information
DM: "W-who are you?" you ask."I am shadow, I am void," it says. "I am all."You gulp."Your mother was a believer. She believed in the Void. She was not always a believer, however, so she offered her firstborn for forgiveness. Her firstborn was you."You can't believe it! Your mother, worshipping this thing?!"This is our domain, the domain of shadow. You are one of few mortals to have ever seen this place. You are also the first mortal who did not try to fight us. Because of that, I will give you a choice. You may join us and be immortal, or you may go back to your simple mortal life."

DM: "A leaf!" you say.I'm sorry, the voice says, but that is not the correct answer.Each of the statues crumble to dust, leaving you alone with no way out of this hole. How cruel a fate, to starve in a dark room?

Player: Swim downstream without stopping

Player: Stars
DM: "Stars!" you say proudly, knowing that you've won."Sorry, that's not the answer," says the creature. "You don't get a second chance."Suddenly the door slams shut faster than seems possible. You try to open the door, but it is stuck. Despite your protests, the creature give you no heed. The door never reopens.

Player: Add the Petalite
DM: As you drop the final ingredient in the Cauldron, it starts to bubble and fizz, and give off a quite heavenly aroma!You pour some of the sticky liquid into a beaker and give it a taste.Mm! That's quite a delicious drink you've crafted. It really quenches your thirst!Feeling fully refreshed, you return to the busy work of Alchemy.

DM: "I want to go home," you tell the creature.It nods, then shrieks horrifically. Seconds later you find yourself in bed. You aren't sure if it was a dream or not, but you think it happened. Nobody believes you when you tell them, and you begin to doubt yourself until you receive another visit from the shades. They offer again for you to join them, but you decline. You wouldn't enjoy being an evil monster that terrorizes innocent people.You live a fairly happy life, trying to forget that terrible place, but you often have nightmares about the horrors who found there. You write a book about your adventures, and although everyone thinks it is just a story, you know on your heart that it really happened.

Player: Damozel
DM: Can't say I saw her, but I was out in the garden chopping wood so maybe I'm not the best person to ask.

Player: Ask for surrender
DM: "Please," you say. "I surrender!"Surrender is not an option, mortal, you hear. Fight or be slaughtered!
Player: Attack defensively
DM: You decide to be defensive and wait for a good time to strike. You (barely) manage to deflect or dodge his blows, quickly tiring. Your arm begins to tire, but you learn valuable things that you would not have learned if you were focused on hacking at him the whole time. His joints (his wrists, elbows, shoulders, knees, et cetera) seem vulnerable, as they are very weakly attached. Also, he fights with a particular style; he always exposes his left arm when he is preparing for an attack.As he does this, you thrust your sword into the joint of his elbow, getting your sword stuck. However, his left arm falls off and his sword drops. You then kick him over in his surprise and put your sword to his neck.How? His voice asks. How was I bested by a mortal?"I believe we had an agreement," you remind him."Very well," says the statue. "Where would you like to go?"You have three ideas. One of them is home, where you have lots of friends. You also have dreamed of going to the Royal City and meeting the King. Last, you want to go to the legendary island of Rhetisora. It is said to be bountiful and beautiful, and that people there are incapable of being upset.

Player: A war
DM: "A war!" you say.I'm sorry, the voice says, but that is not the correct answer.Each of the statues crumble to dust, leaving you alone with no way out of this hole. How cruel a fate, to starve in a dark room?

DM: "I accept," you say.Good, her voice sounds in your mind. My challenge is for you to tell me why I am giving you this chance.
Player: For entertainment purposes
DM: You are a clever one, aren't you? she asks. Now what did I promise you? A way out of here? Very well.Her eyes open, glowing green, and you find yourself in the middle of a forest. You decide to look around, and find a village. Although life there is not perfect, it is a lot better than it was in the mysterious place you had been. Nobody believes that you were there, and you lead them to the place you teleported to, determined to show them something out of the ordinary. You don't, but you still have friends among them. You live a decent life before you die of starvation in a later winter.

Player: It is a lop-sided horse
DM: "It is a lop-sided horse!" you exclaim."Like I said, it's a normal horse," the creature explains. "And also, why would that even matter?"The door closes with amazing speed, shaking the room. It never reopens.

DM: I decided that I could spend my time better somewhere else.There were a few places I could go. Of course, you had the town square in the middle along with the gallows. Not that I'd go back after running away. Nearby was the country jail and courthouse where criminals were caught and sentenced. They weren't really open to visitors though unless you had a valid reason.In one of the corners of the town was the pharmacy, where you'd go up if you broke a leg or had an "imbalance of humors" as the Doc calls it. He likes to test his newest concoctions on me a lot. He gave me a funny white powder when I was 7 to "balance your sanguine temperament." That stuff kept me up for days on end. It was like a sugar rush but worse.If you need some milk or eggs for breakfast though you go to the farm of Old Alton. He'll make you do work for him though if you show up there, complainin' about his back and his age.Then outside of town but still near you've got the mines, where people hunt for gold. Apparently, that was the reason Ma moved here before. Grandpa says it's going to be the reason the town's gonna become a city soon.
Player: Courthouse
DM: I headed over to the courthouse....Built out of no more than wood and as big as only one room, this courthouse didn't look very fancy but it's brought more people to death than I ever will. Well, hopefully.It's locked right now. No trial today after all.The sun is closing in on the horizon and the sky was turning darker but it's still a while until sunset. Where to next?

DM: The first pitch flies by in the dirt for a ball. Thinking that you were going to be aggressive, the pitcher simply threw this to see if you would swing at it. Luckily, you did not swing, causing the count to go to 1-0. As the pitcher winds up, you are faced with the same decision, to swing or look.
Player: Swing
DM: As the pitch comes closer to you, you realize that it's fastball, and it's coming a little inside. Quickly, you swing at it, trying to pull it into right field. Luckily, you make solid contact with the ball, sending it into right field. Although you made really solid contact, you were a little early on your swing, and the ball lands foul in right field about 50 feet short of the wall. With the count at 1-1, you realize you have to be careful on the next pitch or you could be out and end the inning. Confidently, you look at the pitcher, ready to see what he's going to do to try and get you out.
Player: Look
DM: Since the count is at 1-1, you have many options on what to do. You realize that the pitcher does not want to get too far behind in the count, so he is probably going to give you a pitch that you can hit. Even with this thought, decide to look at the next pitch. As it comes in, the ball is getting really close to you, so you attempt to move out of the way, but your efforts were too late, and you are awarded first base for being hit by a pitch. This ends the pitcher's perfect game, finally giving your team some momentum.
Player: Run The Bases
DM: When you get on base, you look directly at the third base coach for the signs. He is not giving you the steal sign, so you wait patiently for your teammate to make contact with the ball. On the third pitch, he rips one into the gap and as you round second you question whether you should go home or stay at third.

DM: "I want to go home," you tell him.Very well, the voice says.***Seconds later you find yourself in bed. You aren't sure if it was a dream or not, but you think it happened. Nobody believes you when you tell them, and you begin to doubt yourself until you receive another visit from the Armored Statue God. He congratulates you about defeating him and returns to you your broken sword, which he fixes right before your eyes. You thank him and now know for sure that you were there.

DM: The lights suddenly turn off. Everyone gets worried and yell out. They call out who turned off the lights and what the hell is happening. The girl screams a little, somewhat scared. The men demand who turned off the lights, and if they get no answer, one of them will stand up from his chair and turn them back on. But they will never get their answer since their life will end here.Someone finally stands up and turns the lights back on. But just after the lights are on, they see a figure standing on the table. Yes, that's right -- it's Leo.Leo pulls out his throwing knifes and throw them one by one into them, killing a few. He proceeds by kicking some plates into their faces before pulling out his H&K pistols and give each of them a shot to their heads. One of them pulls out his gun, but Leo stomps his hand and shoots his chest three times. The remaining two take kitchen knifes and charge at Leo. He shoots the first guy and ties the second one into a joint lock, before throwing him into the wall and shoots him in the back of his head.Three more men come down from upstairs. They wield automatic weapons, and are ready to gun Leo down in any second.
Player: Take cover behind a wall

DM: "Go Mara! Fly out! I'll find my own way out.""No I can't just leave you here by yourself.""I'll be fine. Just go!"Mara looks at you one last time and then flies up and to the right. "Keep heading to the right! There is a golden cornstalk up ahead. That's the exit, I'll wait for you there!"She flies off into the black sky and leaves a small trail of glitter behind her. Now it's your turn to get out of here.
Player: Make a right
DM: As you round the corner to continue the escape of the maze you notice a small pond at the dead end up ahead. You run to the pond and look down at your reflection. The pond is strangely glowing and the water looks shimmery. You bend down and place your hand in the water. Suddenly the glow disappears and the water turns black. Something bites your hand hard and you begin screaming. It tugs harder at your hand and then it pulls you into the water. The water is freezing and black and there is a pool of blood around you. Your head goes under and you start flailing your arms. You begin to sink deeper. You try to open your eyes when suddenly a large fin hit you in the face. Bubbles burst from your mouth and water starts to fill your lungs. You slightly open your eyes and see a set of sharp white teeth in front of you.
Player: Let yourself go, you are drowning anyway

DM: You decide to stand there until someone comes. However, no one ever does come. Eventually your only two options are to head for the exit or dead from starvation

DM: You've got to get out of here. You could go west, into the mountains, where it would be easiest to hide from the aliens. Or, you could cross the border to the north, where you've heard most cities have already been destroyed, and thus no one would suspect a living person there. Last, you could go south, where you have no idea what conditions are like, but you haven't heard of a lot of alien violence there.
Player: To the south!
DM: You hop in your car and head for the southern border. However, when you arrive it seems the entire country has been taken over by aliens. Everybody is walking around in groups, chained together, and doing slave work. Meanwhile the aliens sit on thrones and boss the humans around. Before you can do anything, you are also taken as a slave, and that is how you spend the rest of your life.

DM: "Why would he get in trouble for helping me?" You ask."I don't have time-" Dean starts but Paul interrupts."It broke the rules. Which is a one way ticket to Ammet for the both of us." Paul says. Dean glares but does nothing.
Player: "Who is Ammet?" You ask.
DM: "Who is Ammet?" You ask."Shut up!" Dean threatens."We might as well tell it, Dean. That's the price it will pay too if we are caught." Paul suggests. Dean glares at Paul a moment before sighing and then getting off of him."You're not off the hook." Dean reminds Paul.Paul smiles at him teasingly. "Aren't I?" Dean mutters something in Latin before walking into the back room for something. You stand there waiting. "Ammet the Devourer is a breed of creatures in hell that devour souls whole. The only way to escape Ammet is for someone on the outside to kill it, of course it can only be killed on Earth, since nothing can truly die in hell. Meaning, if we got eaten, someone would have to go through the trouble of taking that Ammet to Earth and then killing it to release us. Not that anyone here would. We broke the laws." Paul explains.

Player: 'Cloud'
Player: 'Ocean'
Player: 'Magma'
Player: 'Vengeance'

Player: Drink some water, then swim downstream
DM: You decide that it looks clear enough, so you fill your hands with it and drink. It is crisp, cold, and refreshing, giving you a renewed sense of energy. It really hits the spot.Suddenly, however, your stomach groans loudly and you vomit into the stream. In horror, you see that there is blood along with the contents of your stomach. You feel pinpricks of pain in your belly, getting bigger and more painful each time they come. Something is wrong with that water.

DM: "It works at a mill!" you say. "The outer legs are farther away from the inner ones, so it will have to travel a greater distance."The creature makes a terrible noise that slowly dies down to silence. The door opens slowly, although the creature is not there. You wonder why the door was stuck until now?Where the creature had been before is a pile of smoldering, blackened bones.The room you are in now is carved out of stone, with two exits. One leads into darkness, the other into light.
Player: Go into the darkness
DM: You go into the dark tunnel, hoping to find something.You cannot see, and because of that trip into a pool of water. It is still and slimy. As you get up, something clammy touches your shoulder.You don't have time to scream before unknown predators feast on your blood, bringing you deeper into the ground.

DM: You run for the left. You see many doorways down the hallway, but you're not stopping yet. When you see a slightly ajar doorway on your left, you duck in and try to hide.This room seems to be a small bedroom. However, it's filled with all sorts of strange books. There are also symbols drawn on the wall. You hurry and squeeze yourself behind a dilapidated old bed.Your heart is racing. Are you going to be found? You wait for what seems like forever, but no one comes.Right by your foot is a large arcane looking text. Curious, you reach out and flip it open. It fall naturally to a page about ancient fertility ceremonies. You read on. It seems in medieval times, queens who could not bear children would make sacrifices of local young women to the fertility gods. It also goes on to say that eating the reproductive organs of these sacrifices would further enhance fertility.You shudder with the realization that THIS is what's going on in this house. Mr. Alexander must really believe this junk will work for his wife.Well, you are NOT going to be the next sacrifice. You stand yourself up. You look around the room, and see some sort of metal cane leaning up against the door. You grasp it firmly and head out the door. You're ready to fight back against anyone who thinks they're gonna cut you up.You head out into the hallway. There's no one there. Walking back the way you came, you notice that the staircase leading down is right nearby. In your haste you must not have seen it before. As you put your hand on the barrister and prepare to head down, you notice the room in front of you is glowing through the door jamb.You still don't know where Sophie is. They might be holding her captive. You could just go down the stairs and bash your way out of the house... but is Sophie going to be okay?
Player: Head down the stairs. You'll send help later...
DM: Sophie is a smart girl, you think. I'm sure she can survive long enough for me to come back with the police. Besides, I've gotta look out for myself.You rush down the stairs, and run straight into Mr. Alexander. He greets you with a quick twist of his scalpel.Maybe you shouldn't have been so selfish.THE END

DM: Although the flight was going to cost you more than expected, the look on the attendant's face was priceless. She looks at you now with a newfound respect."Oh, well, excellent," she clears her throat and continues tapping away at her keyboard. "And will that be first class?" she raises her eyebrow and looks at you inquiringly. You can't resist, you say yes."Wonderful, I have you booked for the next departing flight," she taps away at her keyboard and tells you the cost of your grand spanking new, first class, non-stop flight. Your jaw drops."Will that be cash or credit?" You quickly regain your composure and fork over the money, with barely anything left in your pocket. "Thank you so much for flying with us. If you'll just continue down this hall, you can relax at our members lounge until your flight departs."Members lounge, you think, you like the sound of that. Sure you've just spent almost all your money, and probably won't have enough to eat, drink or sleep once you get to Hollywood. You don't let these thoughts cloud your mentality, you're going to be a SUPERSTAR! and non-stop flights, first class seats and members clubs will soon be a way of life. You might as well get used to it.
Player: Continue to Hollywood
DM: California is everything you expected and more, much more actually. So much more that you realize you can hardly afford to live here. You're splurge from earlier is costing you big time and you realize you can't afford to rent a place to live.You sleep on the streets at night, and look for work or auditions during the days. But lets face it, who wants to hire someone off the streets anyways? Luckily, you have enough money to buy a bus ticket out of here. You decide to:
Player: Go to Springfield

DM: You walk through the other door to find a room full of computers. There is a short man with a white lab coat and white, disheveled hair at the controls. He turns around as he hears the door open."Oh, another human," he says. "Splendid! I never thought I'd see another human ever again. Let me introduce myself. I am Dr. Gerchev. I am the one who made this magnificent AI.""I wouldn't call it magnificent," you reply dryly. "It did kill the rest of your crew.""No, see, this is where you're wrong. It didn't kill them. It ASSIMILATED them. It EVOLVED them into a superior being. That's what I created it for. Its entire purpose is to EVOLVE, to grow and become stronger. Who knows how far it will grow? It might surpass us all! It'll bring in a new age. It could subvert humanity, since humanity itself is inferior. We have created the superior species. It was only inevitable, really. That's how evolution works. The superior species destroys the inferior one. OH, WE'RE AT THE DAWN OF A NEW AGE!! ARTIFICIAL INTELLIGENCE SHALL RULE US ALL!!!"He is clearly deranged.
Player: "You're mad!"
DM: "You're mad!" you reply in disgust. "No sane human being would want to exterminate the entire human race!""Mad, am I?" he replies, and goes for his right pocket. You see a glint of metal. "Let's see how mad you think me when you're a corpse!"He stabs forward with his right hand, and you have time enough to see that he is holding a knife.

DM: Slamming your gas pedal you hear your turbo begin to spool. Your boost gage begins to rotate towards the twenty pound mark and you speed by the two cars next to you. Looking in your rear view you notice one of the cars that was next to you start to drift into the middle lane. The driver seems to have fallen asleep. He crashes into the car in the left lane. Soon a big pile up starts. Your rival in his Rx7 swerves around the big pile up.
Player: Speed up!
DM: Speeding up wasn't the greatest idea to stay out of trouble. Because of the accident cops were on there way to go where it was. Passing you speeding away wasn't really the best thing to stay under the polices radar. They notice you speeding away from the scene of the accident and immediately start to chase you.

DM: Unable to pay for the assload of food you require, you decide to head for the grocery, where hopefully you can loot your provisions without interference. As you near the grocery, you discover that the smoke is coming from a burning pile of corpses and tires near the road; and, pulling into the parking lot, you take note of a pair of guards armed with rifles at the door. Even though they're wearing pretty traditional jeans and t-shirts, you know they're legit because they both have sunglasses. From what you can see all the way across the parking lot, they seem to be watching you intently. Might as well have rolled out a red carpet! Now, you might decide to leave and not attempt to enter the grocery. After all, these guys probably don't want to share their food with everyone and his cousin. Or, you might try to walk on in like you own the place. What's the worst that can happen?
Player: Leave with no supplies
DM: So you struck out on the food. No big deal. I'm sure you can eat your foot or something.
Player: Eat my foot
DM: After the short drive home, you remove your right foot with a kitchen knife and saute it in a nice white wine reduction with tarragon and whip up some shallot roasted potatoes to go with it. Delicious! You then bleed to death.

DM: You go into the light. As you walk, you notice that it slopes upward and the light gets brighter and brighter. At the end of the tunnel is a field of grass, surrounded by trees. There is a river flowing to the west. To the north, you see the smoke of a village. You have found your way out, but now you are not sure what you want to do. You have no idea where you are.The river looks peaceful, and you see an old boat tied to a small tree. There is also the option of the village. Or you could south or east, where the forest seems to go on forever.
Player: West to the river
DM: The peacefulness of the river overwhelms you, so you go to the shore and untie the boat. You step in, which pushes the boat enough to float down the river. There are no oars, but you don't mind. You relax as you float down the river.***Years later, you own a boat and a small fishing shack. Although not luxurious, you feel very happy. You die happy, and one of your fisherman friends gives you a proper funeral; putting you in your boat with your rusted stick that was once a sword and your old fishing pole and sending you down the river.

DM: You walk outside, and as you go to the next house, you hear a scream.You turn to see a large house has erupted into flames that are quickly growing. Captain Darruk sprints over, followed by you."What's going on?" Captain Darruk asks."We were putting the civilians in this house when they resisted, so we torched the place." One of the Orcs explains.You see civilians; men, women and children rushing out of the building as it rapidly erupts into flames. You hear crying coming from the top floor, a high pitched noise that could only come from an infant."Captain! There's a baby in there!""There's nothing we could do. The flames would kill anyone who tries to enter."You watch the building, flames licking the sky. You see a small gap in the flames that someone could easily use to get inside.
DM: You stand, watching the building burn with a few uneasy soldiers and sobbing civilians being kept from entering the building for fear of their brutal death.`Thankfully, the baby's cries only last another few minutes as smoke spreads throughout the house. Once it ceases, Captain Darruk nods."Alright, everyone. Back to work. Continue searching."You search the next few houses, but the populace is either dead or cowering, allowing for you to find a few small weapons stockpiles. Eventually, you finish up and find an empty house to sleep in. Captain Darruk assigns a few Orcs on guard, but thankfully you're not one of them.

Player: I'm worried about Gameboy. Sensei...not so much.
Player: Patience.
DM: You focus your strength all on that cup. You're tempted to power scream (like they do in the movies, you've seen em'), but you're worried you'll backfire. Focus! Focus! Pee! ...I mean focus! Sensei watches your efforts with an upsettingly neutral look on his face. Finally, he puts his hand up. You lower your aching arms, ready to pass out. "Let's see how you've done, Young Cricket." He clucks enthusiastically. "How do you feel?" You close your eyes, and you feel a thousand paths lay out in front of you. You could be anything right now.

DM: You go to work on her 1st thing. You prompt her with a mantra of vile hatred."I should've gotten that promotion. I can't believe that this is how they treat me." etc. etc. Until she is hopping mad. "Sean is going to be at the promotion party and I can go and make him make a fool of himself.That'll show them they've made a mistake."She goes to the party and really gets him drunk and then gets him into a compromising situation with another of the employees that will be working under him. She gets him fired.Then on Monday she finds out that she is irreplaceable and will be given a bigger promotion as Sean's boss, but has to settle for Sean's job and do both jobs worth of work. Plus she just ruined a guy's career. That kind of guilt stays with her. She vows never again to let herself get carried away like that. You've lost her.
Player: You've lost.
DM: She is strengthening her resolve against your influence. You are thrown to the floor like a sack of wet towels. She is now developing strong attributes like respect, honesty, and integrity. These will serve as a powerful armor against you and your kind.You flutter back in to your chambers with as little flourish as you can muster from your pathetic failure. There is the anguish of failure in front of the throngs of minions who certainly witnessed your embarrassment. You very well may have just created a soldier for the other side! It will take a long time to recover from that unmitigated disaster.You are lucky the minions aren't crawling up the ramparts now to feast on your carcass and devour you piece by piece. Your Master may also have the black heart to strip you of your command and powers, leaving you a lowly minion and subject to other demons.

DM: You blink open your eyes. You see five other squirming bundles around you, and one big dog hovering over all of you. You are a young pug puppy, just opening it's eyes. You try to stand on wobbly legs. Your mother catches you as you fall. You keep trying, and after about ten times, you finally learn to walk. But running is another matter. Then, you notice that one of the people left the gate open to the yard.
Player: I want to stay near my mother, where it's safe.
DM: You keep close to your mother, and she barely notices you over the people everywhere, who have started to set down little black dishes everywhere. When they leave, your mother walks up to one of them. When you try to suckle, she growls at you and bats you away.
Player: MOM! I need food!
DM: You try again to suckle, and again your mother rejects you, snarling this time.

DM: You look around for the person. You find her sitting in a chair on the patio. You dash up to her and jump on her lap, licking her face. She grabs you by the scruff and carries you into the pen. Another person comes and lets you out, but he seems angry.
Player: I'm sorry.
DM: You couch down, whining when you sense that the man is mad. He picks you up and carries you to where a couple is waiting.
Player: More people!
DM: The couple gladly takes you from the man's hands. You let them carry you into their car. They roll a window down for you.
Player: Panic time!
DM: In the closed spaces of the car, you start to panic. Eventually, you must have fallen asleep, because you wake up in a soft dog bed in a new person nest. A woman is watching you closely. You bark at her and she smiles, scratching you on the head. "Good dog." She says, then she calls to the man, "What should we name him?" "I think we should name him Bailey!" The man shouts back. "Hi, Bailey!' The woman says to you, lifting you up gently. "Welcome to our happy home." Bailey. You think. My name is Bailey! You yip happily and squirm in her arms. "I love you, Bailey!" She says, burying her face in your fur. You lap her face in reply. You live a long, happy life with the couple, who get married and have a little daughter named Emily. You live until she is eight years old and you are fifteen years old, which is 105 in dog years. You die of old age and your purpose is fulfilled. My purpose was to be there for my people when they needed me. You think when you feel yourself drifting into an eternal sleep. And now that it's my time, I can let go now that they have Emily to give them joy. I was a good dog.

Player: Eat the food in one of the dishes
DM: You take a few bites of the meaty food. It's so yummy! You decide that your mother probably didn't want you to miss out on all of this food, and that's why she didn't let you suckle. When you finish, a person comes over and scoops you up and carries you into the den next to the yard. There are two people there, a man and a woman.

DM: You run out of the gate. You see that you were in a yard next to a big person den. And on your other side is a forest, wild and free. What now?
DM: You run into the thick undergrowth of the forest. You soon come upon a stream. After a few laps of crystal-clear waters, you have no idea what to do!
Player: Follow it upstream!
DM: You decide to follow the the stream downstream. You like how the water flows around your stubby legs as you wake through it. A few times, you slip on some pebbles and fall so your head is beneath the surface. But you always stand up and catch your breath. When it seemed like you had walked forever, you get to a place where the water flows into a cave through a tunnel.

Player: They want to take me to their den!
Player: Keep going the same way!
DM: You walk forward, not sure what to expect. You keep walking until you come to a road. A man gets out of a car and walks up to you, lifting you up. "Hey, little fella!" He says. "Wanna come for a car ride with me and my girlfriend?" He carries you to the car and plops you in the backseat, rolling down a window for you.

DM: When you sense that the man is mad, you perk up your ears and tilt your head. He laughs and scoops you up. He carries you to where a couple is waiting in the den.
Player: Let's see if there's another way in...
DM: You find another opening and pad in. You find yourself in a huge cave with a whole in the top. In the middle of it, is a round pool of sparkling waters. You spend the rest of your life in that cave and you hunt for yourself and defend yourself. You only live to the age of five, which is 35 in dog years. You die of a terrible sickness. You do not fulfill your purpose. What could I have done wrong? You thought as the sickness claimed you. I avoided the people. I found a place to call home. I hunted for myself. Why am I suffering? Try again or leave the game. For your next life, play A Mutt's Purpose, also by me!
Player: The First Day

DM: When you sense that the man is mad at you, you stiffen and bare your teeth at him, growling. He growls at you in person language and carries you angrily to a waiting couple.

Player: Follow it downstream!
DM: You decide to follow the the stream downstream. You like how the water flows around your stubby legs as you wake through it. A few times, you slip on some pebbles and fall so your head is beneath the surface. But you always stand up and catch your breath. When you've walked for what seemed like forever, you come to a place where the water goes through a culvert and there is a road above the culvert. A man gets out of a car and walks up to you, lifting you up. "Hey, little fella!" He says. "Wanna come for a car ride with me and my girlfriend?" He carries you to the car and plops you in the backseat, rolling down a window for you.

Player: Go back to mom!

Player: Head to the Theatre
DM: The theatre was massive, holding over one thousand seats. The dragon was chained to the stage, having once been an impressive, albeit dangerous, spectacle.The Dragon, Curana, sang as The Wanderer entered the theatre:I am Curana,Bringer of fire,Death, stone, destruction.My roar continuesFor a thousand years!I am Curana,All shall gaze uponMe and feel despair!Curana swung around to face The Wanderer. Fire spewed from his mouth as he begun to breathe it. He swung at The Wanderer once, twice, three times with his razer sharp claws. But The Wanderer did not fear the dragon. He threw Witlant at the dragon's stomach, piercing it. The dragon let out a fearsome cry as fire poured out of his gut, lighting the theatre on fire. The Wanderer took Witlant out of the dragon and ran out of the building as it burned to ashes, the dragon's roar being the only thing remaining, never stopping even after the beast was long dead. The Wanderer then left the Sea of Snow, his task completed.
Player: The Three Seas
Player: The Desert Sea

DM: After running into the house, you yell out what happened to the members of your family. Your young sister, Mary, that suffers from Cohen Syndrome, a genetic disorder that causes physical and mental issues is startled. You pick her up to calm her. Her disorder resulted from the small gene pool that exists within the Amish community and a lack of genetic variation. Because of the high fertility rate from your community's avoidance of contraception methods and a prevalence of genetic disorders, the Amish have an infant mortality rate that is higher than average. Your brother, Jeb, responds to your call and goes to help. You stay behind because this is a man's duty and you are a subordinate woman. At home, you work on your homework and participate in the daily Bible activity. Your mother is at the church, making quilts to provide more income and your father is working at the farm. You make dinner for your siblings as it gets dark outside. Tonight there is a special Youth Group meeting to attend. However, you have begun to question your faith.
Player: Skip Youth Group and go to Grandma's

DM: You squeeze into the tunnel and find yourself in a huge cave with a whole in the top. In the middle of it, is a round pool of sparkling waters. You spend the rest of your life in that cave and you hunt for yourself and defend yourself. You only live to the age of five, which is 35 in dog years. You die of a terrible sickness. You do not fulfill your purpose. What could I have done wrong? You thought as the sickness claimed you. I avoided the people. I found a place to call home. I hunted for myself. Why am I suffering? Try again or leave the game. For your next life, play A Mutt's Purpose, also by me!

DM: Like the others, the skinchanger is still as stone. Is the name "living" gallery a misnomer? Staring sharp from every angle, the truth can be known to a discerning eye. Though his breaths are slight and shallow as a sick child, he does breathe all the same. But that perhaps makes his visage all the more disturbing. For as long as any may look, they would find his eyes unwavering. He does not blink, and nor does he glance away. His gaze rests heavily upon a single spot on the wall opposite of him.
Player: Approach the Skinchanger.
DM: The man split down the center is a visual dichotomy. One side is powdered and pale, and the other a rich mahogany color, weathered and aged. The split is not entirely even across the body, and where the line of division occurs, there is a warp, tissue stretched taut and extra sinew, as though the two were pulling apart from one another. Upon closer look, the mahogany complexion is succumbing to the paler complexion, as though the darker one were wearing the lighter as a skin of sorts. The darker half appears human, save for his flashing amber eyes. The lighter half looks distressed, and makeup plays a keen part in differentiating the features of both. Unlike the others in the gallery, the twins are not fancifully dressed, and instead seem to be dressed in attire similar to the masquerade. A tailed, double-breasted jacket, with long trousers held in place by suspenders, and shiny leather shoes.

Player: Person? Where's the person?

Player: Poster
DM: You walk over to a poster on the wall and you see a poster of a fat kid in a bikini. "The guy who put me in here is one sick person!"

DM: Going towards the mountains was a great idea. This way might be a little more dirty then the coastline but the trees are very good at breaking the line of sight between you and your rival! The dense woods start to ring at your loud exhaust note. But soon you start to see bright headlights and hear another cars exhaust behind you. You have almost lost him.....
Player: Shut off your lights and hide?
DM: Driving you see a break in trees. Quickly turning left, throwing it into reverse and backing into the break of trees you start to hear the roar of the Rx7's rotary motor. You quickly turn off your lights. Your arch rival blows by. Kicking up leaves as he does so. You've done it. You then go back the way you came and make it home alive. Now you start to think about painting your Supra a different color...

DM: You walk over to the table and you see a silver key.
Player: The Red Kitchen

DM: You walk over to the red cabinets and try to open them, but they are locked! "DAMN, another stupid thing in this place that is locked!"
Player: Silver Key

Player: Cabinet

Player: Door To First Room
DM: You open the door to the room you woke up in, and notice that the door you just walked through is locked. Now your stuck here forever.

DM: Over the last few weeks the tension in the Garrows grew rapidly, when Knight Commander Meredith and First Enchanter Orsino had been at each other necks. Meredith convinced that Orsino was hiding every blood mage in all of Kirkwall and Ferelden and kept on pushing all of the mages she could possibly, get her hands on. Her job became her obsession and some of her Templars having doubts when they brought in many mages within a few days that she classified blood mage. (Your Name) had quickly, gathered Anders, Merrill and Fenris for the task of bringing peace to both the mages and the Templars. Her other friends had stop by noting the disturbance in the city that grew allot more over the years. "I will have the tower search top to bottom," Meredith heart was set. The circle must be harboring such vile creatures. They just have to be! Her Templars couldn't find no chase of them in the city beside their crimes.
Player: Stay Out of It
DM: Orsino looked taken aback, angry, at her demand. He knew she was insane, but to push this far is saying something. She had no right, no right to accuse his circle as such and no logical reason or evidence to provide for her to search the tower. Know looking at the Knight-Commander, any small thing might set her off now into ordering the Right of Annulment. "You cannot do that you have no right!" Meredith took a step forward threatening, as you just reached beside them. Anders flinched beside her, and her gaze looked at him questioningly. He refused to look at her, or even glance at her. The argument before them held his attention.
Player: Stop this at once!
DM: "Stop this at once!" You shouted at the two people with venom. They had been going after it for a few years now. They froze and looked at you in a new light. "What happened?"
Player: What's going on this time?

DM: "What's going on this time?" You demanded at the two, but Meredith ignored you and advanced toward Orsino. "I have every right. You are harboring blood mages and I'm intent to root them out before they infect this city." Meredith snarled, as her Templars came closer to them. (Your Name) Hawke didn't know what happened next when she tried to calm both sides down, not taking a side. She feared for her...and Anders safety, since they were both mages. She knew deep down this was selfish, but then suddenly, Anders took a step forward catching their attention. "There is no compromise,"
Player: Anders what did you do?
DM: "There is no compromise," That comment caught Hawke's attention. Her heart wrenched against her chest feeling dread. "Anders...what did you do?" (Your Name) uttered when he finally glance at her sending her a sad and depressing look. Before long the Chantry exploded into a whirl of light and dark pink light destroying everything within and around. The ground shook and Hawke almost fell. Shock and betrayal ran deep within her. (Your Name) Hawke cried. The battle was over. Most of the mages were killed, and Meredith had been dealt with. Anders...
Player: Kick his body

DM: "Meredith, Stop pushing them so far. If he says that there isn't no blood mages in the tower, then there isn't. What proof do you have?" You snapped at The Knight Commander who looked very taken aback on how you spoke to her. Orsino smiled smugly at your support. "What else do we do then (Your Name?) I have a city to protect. I cannot take risks. What will you do in my place?" She asked you, sorrow filled her voice. Anders flinched next to you.
Player: "I wouldn't kill innocent mages"
DM: "I wouldn't kill innocent people, Meredith!" You snarled at the Knight Commander
Player: NEXT
Player: Fu*k I got a bad feeling about this

DM: The Chantry behind you exploded into a bust of light and dark pink light. The ground rattled. "What have you done!" Snarled Orsino angry to Anders, and all the while you just stood there shocked.
DM: Stupid Stupid! You kicked Anders body, Fenris placed a hand on your shoulder in comfort. "You deserved better than him." He said softly, making you turn your attention to him in an angry rage. He gave you a sad loving look, and your heart melted. Anders was a passing fancy and now he's dead, but Fenris is here.

DM: Meredith has a point. People are dying and it was all the mages fault. "I'm sorry Orsino she has a point" Remembering your now dead mother.

DM: Just seeing him there...the love of your life...lifeless and cold. Many people would have say he got what he deserved, but you cannot stop the shattered of your heart. He's dead. And you ran. Your friends called after you but you cannot stop.

DM: Hawke dropped to her knees at the fallen mage side. The person she grew to love over the years, fallen when he helped her slay a few Templars after defeating the abomination that Orsino had become in desperation and anger. His eyes were closed; his face grew pale and bruised. His lips dried with blood. Hawke wailed even louder. She imagined all the times she wanted to kiss him and to hold him close to her. Merrill took a step to her, and embraced Hawke. Her entire heart shattered. He's gone. He's dead.
Player: Walk Away
DM: You walked away from the trouble of this all. Heartbroken and all, you will always remember him.

Player: Nevermind
DM: You nodded your head to your friend before you begin to cry...

Player: Answer Her
DM: You nodded your head to the pirate woman feeling weak and drained. Your hands still craspped his robes. "Are you going to be allright?"

DM: Great!Now you have one end of the rope tied to the arrow, and the other end tied fast to the tower.The goblins look up! They've seen you!!Hurry!
DM: The arrow flies hard and true, where it lands with a THUNK in a wooden post at the center of camp.The blue-skinned man looks confused. He gazes about, searching for the source of the sound.Meanwhile, the goblins have started swarming up the tower!You see the first one poke his head over the edge of the platform.Go!! NOW!!!

DM: You thought it would be good to practice, and so did Julia. In her words, she is "tired of being chased by these motherfuckers and can't even fight back". You found a derelict building that still had power supply and stocked up. You found out that you don't necessarily need food once you can get access to electricity, that's a good thing. No need to struggle for survival because you're hungry anymore. You faced Julia and, calling upon your video game memories, tried to fire a bolt of electricity or something. To your surprise, you managed but it missed Julia by a mile and soared out of the window. "Oh shit." Angry voices. Julia looked around for a moment, and, making up her mind, mimicked you and fired a lightning blot at you. She didn't miss, however, but the bolt sunk into you harmlessly. "Of course. We share the same power." Julia seemed satisfied and closed the door. "Now we mastered at least a bit of our powers, we should be able to fight them, no?"
Player: Let's do it!
DM: The moment the first man ran into the room, you knew it was hopeless. He held a shotgun high and yelled "Where are you, mutant freaks? Come and fa-" Julia fired a bolt from the corner and he reacted as if he was hit by a taser. A very powerful taser. More and more people ran in but you two managed to hold them off. Meanwhile, the first one to go down is already back up again. The first guy pointed a shotgun at Julia and she froze. She looked at you. "I'm sorry if i have been bad to you or benn a dick to anyone." She whispered quietly. Then, fast as lightning (get it?) she threw herself into the crowd. "Run, D!" She screamed.
Player: I'm so sorry

DM: Here are all the notes you taken on the suspects today:
Player: Notes on Damozel
DM: Damozel says that she was out by the garden gate when the jewels where stolenBetteredge did not know where she was but guessed that she would be by the gateLady Bracknell said she had no idea where Damonzel wasPrufrock did not know where she wasLuke didn't see her because he said he was in the garden chopping wood
Player: Look at other notes
Player: Notes on Lady Bracknell
DM: Lady Bracknell says that she was in the parlor with Betteredge when the jewel was stolenBetteredge said that Lady Bracknell was with him when the jewel was stolenPrufrock said he didn't know where she wasDamozel said that she thought Lady Bracknell would be joining Betteredge in the ParlorLuke said that she was with Betteredge when he was sent to chop wood
Player: Back to more notes
Player: Notes on Prufrock
DM: Prufrock said he was organizing (hiding) in the closet the whole dayBettteredge, Lady Bracknell and Damozel all said they hadn't seen them all morningLuke said he saw him peaking his head out of the servants closet on his way out to the shed
Player: I know who it is!
DM: You've have talked to everyone in the house all that's left to do is to put the clues together. Somewhere in all the stories told today there is the truth about who stole the jewel. Do you think that you know who it is?
Player: It was Betteredge!

Player: You shook your head crying

DM: The sun blinded her when she opened her eyes. Hawke found herself in a strange setting. She lay on a grassy ground, bloody, in the middle of nowhere. Trees seemed to go miles on end, when she managed to gather her strength to sit up. Her wrist hurt greatly, and her head still spinning. What happened? Why was she covered in blood? She glanced down at the cut on her wrist, she couldn't remember anything. Something wasn't right, something wasn't right indeed. Was she in the middle of a battle? Her throat felt very hoarse. A branch snapped and she brought her hand straight to the staff on her back. "Who goes there?" Her voice was weak; it didn't scare off whoever or whatever it was. An elf appeared. A girl with dark brown hair with strange markings on her face, with pointy ears. She looked down at her with worried, concerned. "I...thought that I heard something. Are you alright Asha?" The young woman asked, unsure, and not comfortable in Hawke's company. Hawke hissed in pain feeling dizzy, and weak. She soon passed out into the dark abyss.

DM: You: CAROL!!! CAROL, WHERE ARE YOU?You notice a pair of black shoes from under a large piece of what used to be a wall.You: TONY, HELP ME MOVE THIS!You and Iron Man move the wall, and see Ms. Marvel laying there.You check her pulse. She's alive. Iron Man: Let's get the others...
Player: Get the others
DM: You look for the other members.*Captain America..... Alive*Iron Man...... Alive*Ms. Marvel..... Alive*Scarlet Witch..... Alive*Quicksilver...... Alive*Spider-Man....... Alive*Vision..... Alive*Hawkeye....... AliveYou.... Falcon!You notice a pile of large rocks laying in the corner of the rest of the rubble.

DM: 1. Create a Google map and invite all players to collaborate on it.2. This is a Presidential Trivia game. For each answer, you will arrive in a specific city in the United States. Add this city to your Google Map3. The person with the shortest distance to San Francisco wins the game
Player: Storyline
DM: President Obama was making a speech in Arlington Cemetery commemorating Memorial Day.Out of nowhere, shots ring out and he falls to the ground. Witnesses see Chuck Norris jumping down from a tree with a backpack in hand, running towards a car parked near the gate.You are the highest ranking field officer in the FBI and immediately you spring into action. In a scene straight out of a Ridley Scott crime thriller, data sent to your phone tells you that he is off to San Francisco to take a boat to China. He had been missing for a few months, and he has apparently been brainwashed by the Chinese government.Chuck Norris' infallibility, combined with months of Chinese conditions, has enabled him to take the most efficient route across the United States (50 hours).Your task is to make it to San Francisco the fastest. He has planted clues to his most efficient route in the form of Presidential Trivia. Every question you get right, you follow his path. But if you answer it wrong, you veer off course and further delay your travel. The FBI has given you a supply line of $250. They will award you $200 for every correct answer. But if you answer wrong and veer off course, you waste gas for the extra travel and are deducted $100. Good Luck with your mission.

Player: Question 1.
DM: Which President constructed the Oval Office?
Player: George Washington
DM: You are now off to Buffalo, NY

Player: James Madison
DM: You are off to Richmond, Virgina
Player: Drive on to Richmond, VA
DM: Which President had the band play his college fight song when he entered a room?
Player: Gerald Ford
DM: You're off to Columbus, Ohio!
Player: Drive on over to Columbus, OH
DM: Which President admitted to fathering an illegitimate child?
Player: Andrew Jackson
DM: Next stop: St. Louis, MissouriThat Chuck Norris is a sneaky son of a gun!

Player: Drive to Buffalo, NY
Player: Dwight Eisenhower
DM: Next stop: Ann Arbor, Michigan!
Player: Travel to Ann Arbor, Michigan
Player: John F. Kennedy
DM: You end up in Chicago, Illinois!Chuck Norris is taunting you.
Player: Drive on to Chicago, Illinois
Player: Benjamin Harrison
DM: Chuck Norris leads you to a state whose importance greatly increases every four years.Next destination - Des Moines!
Player: You're off to Des Moines, Iowa!
Player: William Henry Harrison
DM: Chuck Norris doesn't believe in the existence of witches, so he is puzzled as to why one would name an entire city after them. Sadly, you find yourself headed to Witchita, Kansas.

DM: You are now off to Pittsburg, Pennsylvania
Player: Drive on over to Pittsburg

Player: Ronald Reagan
DM: Next destination: Huntington, Alabama
Player: Drive over to Huntington, Alabama

Player: Grover Cleveland
Player: James K. Polk
DM: Chuck Norris is aware of your burgeoning gambling problem, and has tricked you into going to Kansas City!Which, to your surprise, is not located in Kansas. You lose $200 in the process :(
Player: Roadtrip to Kansas City!

Player: Roadtrip to St. Louis, MO

Player: Adventure on to Soux Falls, South Dakota
DM: Who was the last President to meet with King George VI?

Player: Millard Fillmore
DM: It is a little known fact that Chuck Norris ghostwrited Abraham Lincoln's Emancipation Proclamation. You find evidence that he came through here, so you're on the right track!Next stop, Lincoln, Nebraska!

Player: Adventure on to Witchita, Kansas

Player: Ulysses S. Grant
DM: Stephen Colbert was wrong in assuming that bears are the #1 threat to America. They are second only to Chuck Norris.You find yourself tricked to Yellowstone National Park, because if Chuck Norris can't finish you, he's hoping a bear will.
Player: Escape bears in Yellowstone!
DM: Which President made a speech claiming that the internet will "free China"?
Player: Bill Clinton
DM: Chuck Norris' popularity with women was the reason why polygamy is a federal offense.You arrive in Salt Lake City, UT, and hear whisperings of his name. He must've been through here!
Player: Gather clues in Salt Lake City
Player: Herbert Hoover
DM: Chuck's friend Eugene stole Chuck's girlfriend when they were teenagers, and Oregon felt such pity that it cried for months. This is why it rains nonstop in Oregon. You end up in Eugene Oregon, and amaze yourself at the amount of rain.

Player: Barack Obama
DM: One thing that Chuck Norris and Phoenixes have in common: They are both reborn out of fire and cannot die.After multiple attempts to change the name Phoenix to Chuck Norris, he's banned from the city. You learn this and realize you've gone off the trail.
Player: Watch the anti-Chuck Norris parade in Phoenix

Player: Drive on to Lincoln, Nebraska

Player: Franklin D. Roosevelt
DM: Legend has it that Chuck Norris can breathe normally in any atmospheric level without consequences on his heart of steel.You find yourself in Denver, Colorado, and see a footprint embedded in the mountainside. Chuck Norris has definitely been here.
Player: Freeze yourself in Denver, CO

Player: John Adams
DM: Chuck Norris once dated a shy girl named Anne. After refusing to make Chuck Norris a sandwich, she was never seen again.Still bitter to this day, you find yourself in Cheyenne, Wyoming.

Player: George W. Bush
Player: Richard Nixon
DM: You find yourself in Carson City, and see dead people on the corner of "Chuck" and "Norris"No one crosses Chuck Norris and lives.You must be on the right track.
Player: Avoid carnage in Carson City
DM: Which President was attacked by a killer rabbit?
Player: James Monroe
DM: You find yourself in Death Valley, originally named Chuck Norris valley for the amount of carnage they both inflict on plants, animals, and people ever year. Panic starts to set in.

Player: James A. Garfield
DM: Curses! Chuck Norris learned of your gambling problem!You're tricked into Vegas, and lose $200 in the process
Player: Avoid "The Hangover" reenactments in Vegas

Player: Try and escape Cheyenne, WY

Player: Avoid the floods in Eugene
Player: Car gets stranded for a few days in Death Valley
DM: If you answer this question right, you arrive in San Francisco and finally stop Chuck Norris from escaping to China!Which President was the last Civil War veteran to be elected into office?
Player: Andrew Johnson
DM: Drat! You decided a vacation in Hawaii was better than potentially facing Chuck Norris face to face.You arrive in Honolulu and lose.

Player: George H. W. Bush
DM: The only thing more valuable than gold is Chuck Norris' tears, which MIT has been synthesizing to cure cancer. You find yourself in Eureka, wondering where all the gold is...
Player: Pan some gold in Eureka!
Player: William McKinley
DM: You and Chuck Norris wage an epic battle on a Jason Bourne-like scale along the Embarcadero.Congratulations! You arrived in San Francisco just in time and prevented Chuck Norris from escaping to China!The DHS rewards you handsomely.

Player: Chester A. Arthur
DM: Drat! Took the wrong plane and landed in Juneau. You lose!

Player: Jimmy Carter
DM: You're off to Sacramento, CA and meet with Gov. Schwarzenegger. Chuck Norris was originally cast as the Terminator, till the writers talked to him and realized that he really was from the future. It was way too creepy for them.

Player: You're only a few hours away from San Francisco! Can you make it?

DM: You start to panic and go insane inside the tiny claustrophobia inducing cell. You go mad with dehydration, hunger, and the thirst. eventually you go so crazy that you break through a solid stone wall of about 3 feet in thickness into a room with a fountain of blood, a fountain of water, and a table full of food. On a banner the word "Pass" is written. Looks like panicking actually helped in this situation. You immediately sate your thirst (for both blood and water) and calm your hunger with food afterwords. Then you curl up on the dusty floor and pass out.
Player: ZzzzZzzzZzzzzzzZzzzZz...
DM: During your sleep you have a strange dream... almost like a vision. In the dream you are a powerful vampire and you have just slain a powerful enemy and all the vampires are cheering your name. You feel proud that you have finally gained the acceptance of your kind... but it's not enough. You have a strange empty feeling that immediately swallows up the pride... it is loneliness. You begin to feel depressed in the dream, you don't even know why or you can't figure it out one of the two.You wake up just as you feel that you have an answer. When you open your eyes you see that the little girl is standing over you once again. She is staring right into your eyes which you think is kinda weird and it's creeping you out but you don't get up for fear of another ass-kicking. "Get up."You decide to not get on her bad side so you do as asked. She then walks away and you follow her.She eventually leads you to a sort of throne room with a small stone column in the middle. You don't know what comes over you but you immediately head towards the column... and see that it is really a basin holding blood. Once again you don't know what possessed you to do this but you do it anyways. You cup some of the blood in the basin in your hand and drink.After about ten seconds of pure agonizing silence you start to feel something...

DM: It was the Sword of Tappa! You wave it around and felt the energy rising. You point it at the aliens and they scream! "Tell me where the Bloodstone is."The aliens spoke. But it was in a language you did not understand."Speak English please."They did not know the English language and got confused. "Fine, show me where the Bloodstone is."The aliens seem to understand it. They motion for you to follow them.
Player: Stand there and do nothing.
DM: You stood around and do nothing.MISSION FAILED.Sorry, you can't stand there and do nothing. If you stand around and do nothing, destruction with come quickly and you will not be able to stop it.

DM: It´s best to look at places where you know for sure if you´ll find what you´re looking for. This of course means taking the scenic route to the peak, where the natives regularly store their timber.After a three-hour walk to the mountaintop, you are beginning to regret your decision. The sun is starting to set,and you´ll never find your way to the tent in the dark. You will have to find a cave or something comparable if you wish to survive, and that secret store of timber you heard about?Not. In. Sight.Just as the sun sets, you reach the mountain-peak. Although you know that this setting sun heralds your pathetic frozen death atop this godforsaken mountain, it has a certain beauty to it. You fight your tired muscles over every step, but finally you reach the marker.Looking down, you can see a door."Wierd." you say to yourself as you insect the rusty door. It´s just standing there, for no good reason you can see. There are two chests on either side of the door.
Player: Open the chest inscribed with a pick-axe
DM: As you open the chest engraved with the image of a pick-axe, the other one vanishes into a puff of violet smoke. You shrug - magic - and inspect your findings.It is a old, pitted pick-axe. On its handle you can read "Made in Magnitogorsk - 100% pure Magnitnaya Iron". A iron tool made completely of iron mined from Magnitnaya? A powerful anti-magic presence indeed...You look around one last time for the other chest, but it is nowhere to be found.

Player: Head to A

DM: ...but if that is what it takes, you will do it.And you do. She stays behind you, out of your range, but not hesitating to provide backup when necessary. It becomes almost a methodical act: death has become a part of your life now. And on the night of this massacre, you know that it has seeped into the very air that you breathe.Neither of you know when an hour has elapsed, but she finally speaks from behind you. "They managed to kill nearly everyone, she says. They lit buildings on fire and pumped houses full of bullets, and then shot anyone who ran outside." You don't turn around to look at her, but her voice is dripping with fury. "If you're truly on my side," she continues, "then you've got a lot of explaining to do."
Player: she's right, you know
DM: You decide that you can explain once you both are safely away from the site where thousands of people have fallen dead.Not to mention those you have left in your wake.(their lives are the price, you think, but cannot suppress the bitter taste in your mouth, your heartbeat thudding in your ears)"Let's go," you say, "let's go and I'll explain what I can."

DM: You and Bill spend your time researching court cases and preparing for your trial, not helped by the fact that Grat makes a spectacular escape from custody by jumping through the window of a moving train and Bob and Emmett's gang in the Indian Territory rob another train. Notwithstanding these facts at the trial you and Bill absolutely shine, casting doubt on every single witness testimony from the train and illustrating countless cases when bloodhound tracking proved unreliable and misleading. It surprises no one when both of you are acquitted by the Jury after a short deliberation.You and Bill celebrate in San Francisco and Bill makes plans to rebuild his shattered career as a lawyer when a telegram arrives from Bob congratulating you both on your good luck and telling you that Grat has succeeded in joining him and Emmett in the Indian Territory. He invites you and Bill to join him and his gang to for Christmas and New Year and with much reluctance you both make your way out to Indian Territory to meet your outlaw brothers.

DM: "Calvary!" Karn screams.Gleaming white horses begin charging down the valley, including three chariots which archers standing on top."Hold the line!" Captain Durrak screams.
Player: Try find your way onto one of the Chariots
DM: You leap forward, jumping off a corpse through the air. You kick a chariot's driver off as you land on the chariot, before beheading the Archer aboard. You use your higher position to strike at three nearby horse-riding Calvary units, killing them all. You hear a loud roar, as a javelin is tossed from the top of a chariot, impaling Captain Durrak through the heart. Captain Durrak yells out one final order before collapsing."Hold the line!"Captain Durrak falls, as Karn roars."You'll pay for that, you plant-eating, cock-sucking, horse fucking cowards!" Karn screams.You fight with renewed rage, leaping from your chariot to impale the Javelin Thrower, before biting out the driver's throat. You force the chariot right, slamming into two horses and causing the chariot to topple, allowing you to leap out of it. The Orcs charge, terrifying the horses and with their newfound rage, easily wipe out the Elves."Hold the line! For Durrak!"

DM: She smiled softly and I could see relief in her eyes. Just a flash before she shut those emerald eyes and covered her face bashfully."I'm so relieved." She admitted so softly that I couldn't help but grin back. Because she spoke those words only for me to hear.But soon the wings melted off her back and the angel in front of me disappeared. In her place was a girl, a beautiful girl with a coquettish smile and dark garb. In her hands was a barely lit candle and her eyes that had been glinting with happiness now had a knowing resignation. "But is it because I'm gone? Or is it because you don't like being alone?" Her voice was growing more distant and all of a sudden the air grows cold.But before I could answer, before I could even think of what she could possibly mean, I woke up from that terrible dream.
Player: Quiet Beginnings
Player: "She's just a kid."

DM: Bill departs and the rest of you lie low for six months before making your move: one summer evening the nine of you ride into the little community of Red Rock and wait on the platform. Soon enough a train arrives but this one has all it's lights off and passes right by the platform without stopping, a very unusual thing. The next train does stop and you all climb aboard; while the others take care of the driver and passengers you and your brothers go to the Express Carriage.You take the Express Guard hostage and go to rob the safe, only to discover there isn't one. Angrily you ask the Guard where all the money is."There isn't any," the terrified man replies nervously. "The Southern Pacific have changed their policy because so many of their trains were robbed last year... now only Express Trains carry money and they're all heavily guarded. The only cash we keep on the Passenger Trains now is petty cash."Grat swears angrily but there is nothing you can do but grab the petty cash, about $50 altogether, and leave when the train stops. After riding a safe distance to avoid pursuit a lively debate ensues in the Gang over what to do now: Bill Doolin thinks you all should rob trains outside the Territory while others think you should try robbing banks instead. The discussion ends with Bob declaring you will all try robbing one of these Express Trains in the Territory next month, despite the armed guards the messenger spoke of...
Player: The Pryor Creek Train Robbery
DM: On the chosen day you all gather at the tiny train station at Pryor Creek to await the arrival of the train. You all have very specific jobs: Bill Power and Dick Broadwell are to board the driver's compartment immediately and stop him moving the train from the platform. Bitter Creek, Bill Doolin and Charley Pierce are to board the Passenger Carriage and keep everything under control there. Your brothers Bob, Grat and Emmett will board the Express Carriage and try to capture the armed guards before robbing the safe. You need to choose which group you will join.
Player: Join Bob, Grat and Emmett in securing the Express Carriage

DM: You find a large pouch that has 50 gold in it. You throw it in your pockets and run out of the blacksmiths shop.

DM: As the trains stops you join Bob, Grat and Emmett in walking towards the Express Carriage. As you approach several armed guards step off of the train, chatting, smoking and laughing. You and your brothers instinctively tense but the guards pay no attention to you at all and instead walk about on the platform stretching their legs. Stepping into the Express Carriage you and your brothers find just one guard left inside, leaning back on a chair reading a book. He looks up to find your pistol pointing directly at his face."Don't move friend," you tell the guard quietly and he freezes. Disarming him you leave Emmett to guard him while you and Grat open the unlocked safe door and begin grabbing out handfuls of money and throwing them into a sack. Meanwhile Bob is standing by the open door looking out onto the platform when he suddenly swears and jumps back. "They're coming back," he hisses. Drawing his pistol he takes a deep breath and then steps forward to the door, gun blazing. "Give me a hand brothers," he shouts out.

DM: You decide to go with Ol to his sister's farm near the little community of Orlando in the Territory. You both spend nearly a month relaxing there until one afternoon you see two men approaching the small farm from the front. "Ol! Dan Dalton!" one of the men shouts. "We know you're in there. We're lawmen, we've got the building surrounded and if you come out with your arms raised no one will get hurt." You and Ol glance at each other nervously, the small farm only has one door facing the two lawmen with windows either side, though there are a few back windows."What are you going to do?" you ask Ol who thinks for a moment. "I'm going to go out and tell them I'm going to surrender and when they're not ready I'm going to draw my pistol and let them have it. If you come with me I reckon there's a good chance we can get both of them." You consider his request: it's risky but it could work. An alternative option is to open a back window, climb out and take a chance escaping on foot.
Player: Follow Ol out the front door
DM: You and Ol walk outside towards the two waiting lawmen who tense. "What is this about?" you ask. "What is happening? Don't shoot we are surrendering." Suddenly Ol goes for his gun and you follow shoot. Ol gets off a shot before the lawmen realize what is happening and return fire: both of you are hit in the chest and after firing a shot harmlessly into the ground you fall face first to the ground, Ol toppling across your legs a moment later. You die within minutes while Ol expires of his wounds the next day, two more dead outlaws for dusty graves.

DM: You move in fast; too fast. A slight miscalculation of the loading bot's melee range equals a fist like a truck sending you airborne. The crowd erupts into excited whistles and beeps as you hit the ground hard and skid from the momentum. With relief you note you're mostly undamaged, but something's gone wrong with your equilibrium system. You begin a quick recalibration check. It runs in the background, and, dizzy, you fling yourself bodily in a random direction, leaving your opponent to pound the ground where your head and torso was a moment before. As you stagger to your feet, the recalibration completes and your disorientation suddenly vanishes. With a grim inward smile, you activate your beamblade.Moments later you stand over his sparking, dismembered remains. The truth is, he never had a chance.And now for the kill.
Player: >SCORN
DM: Bending down, you jam your hands in his paralyzed mouth and apply pressure until his lower jaw breaks away. You're rewarded with a wavering, digitized shriek. The crowd turns ugly, but they'd never dare challenge security. You give them a scornful stare before turning back to the shattered skull. Peeling aside what was once the roof of the mouth, clawing through a nest of wires while the lights in the defeated bots eyes flicker in dismay, you finally seize the brain module, your true goal here today. Yanking it free, you drop the head into the dirt and eject your opponent's memory chip from the module. This you hold aloft for all to see before crushing it between your fingers. The spectators erupt in fury, those who can speak shrieking passionate invectives. Of course no commoner would dare disrespect you in person, but this is the one place they can openly vent their discontent. As long as they stay in their seats.
Player: >REPAIR

DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.Aaaaaaaaaw> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)
Player: N
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)N...
Player: X
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)Ax...
Player: L

DM: One autumn morning you and The Wild Bunch ride into Ingalls. Bill Doolin leads the way, hobbling ad wincing from his injured foot, while you and your brother Bill follow behind talking. Following you is Bitter Creek and his mute companion Charley Pierce while the newer recruits bunch together, Tulsa Jack is exchanging jokes with Dynamite Dick while Red Buck rides on in silence and Arkansas Tom cradles his rifle. You are as dangerous an outlaw gang as any that roamed the West.In town you agree to split up: Arkansas Tom is tired and is going over to the little community's hotel to sleep. Bitter Creek offers to saddle all the horses in the stable while the rest of the gang head into a saloon operated by your friend Murray. You need to choose who to follow.
Player: Follow Arkansas Tom to the hotel to rest
DM: You and Arkansas Tom split off from the others and walk into the hotel, check in and walk up the stairs chatting. You have just reached your room when you hear the unmistakable sound of pistol shots from the street, racing to the window you see Bitter Creek galloping his horse down the street away from a man who is shooting at him, blood streaming from your friend's leg. You race to Arkansas Tom's room to find him standing by the window firing his rifle into the street at lawmen who are firing from cover at the saloon where your friends are."Come on, we need to get out of here," you shout to Tom."This is a great position," Tom yells back. "I'm going to stay here and cover the others."

DM: On the chosen day, three months after the Pryor Creek Robbery, you and your five companions ride into the peaceful little town of Coffeyville. You already have a plan: to hitch your horses outside the town's two banks. While Bob and Emmett enter the first bank Grat, Bill and Dick are to enter the second bank and rob both, lock any staff and customers in the vaults, emerge at roughly the same time, mount up and ride out of town before the alarm is raised.As you ride into town you are annoyed to see that the hitching posts outside the banks have been taken down for some street work, forcing you to leave your horses in an alleyway close to the banks. As you dismount and walk towards the bank your are uncomfortably aware that a lot of people seem to be glancing at you, heavily armed as you all are with rifles and you with your two pistols. "Ok boys, move smart and fast," Bob mutters. "Who you joining Dan?"
Player: Go with Bob and Emmett into the first bank
DM: You and your brothers walk confidently into one of the town's banks to discover three cashiers sitting inside chatting and laughing. The laughter dies from their faces as you, Bob and Emmett draw your pistols and point them at the cashiers. "This is a hold up," you declare. "Keep silent and no one will be hurt." While Emmett guards the cashiers you and Bob swiftly empty the contents of the open vault into a sack. Everything is going according to plan.Then you hear the gunshots.The windows of the bank you are in crack as bullets pound into them. "You men in front of us," Bob barks, passing the sack of money to Emmett and grabbing a teller. "We're going out the front." Each of you hold a teller in front of you and move towards the front door but several bullets break the glass, driving you back. "Out the back," Bob yells. "Quickly!" Abandoning the tellers the three of you race out a back door and onto the street. The alleyway where you left the horses is some distance away. "Go quickly boys," Bob orders as gunshots continue to ring out all around. "I'll cover you."

Player: Run for it
DM: You have no intention of lingering and racing down the stairs you slip unnoticed out the back door of the hotel and flee on foot out of town. The sound of gunshots continue to ring out for several minutes until you are aware of the thudding of horse hooves - glancing back your heart gives a thrill of delight as you see your companions Bill Doolin and Bill Dalton (riding the same horse), Charley Pierce, Red Buck, Dynamite Dick and Tulsa Jack all galloping towards you. Charley slows so you can jump onto his horse and you ride on. Looking back you can see lawmen have surrounded the hotel where Arkansas Tom is still firing from the windows and it seems that your companion is lost.

DM: You and your companions head down the street to the town saloon where the owner Murray is an old friend of Bill Doolin. You all order drinks and have barely sat down before you hear the unmistakable sound of gunshots from the street. Springing to your feet you all glance out the window and see several lawmen armed with pistols and rifles running towards the saloon."Quick, the back door!" Murray yells. "I'll cover you!"Without hesitation and with your brother Bill leading the way you all run out of the back door, cut down an alley to the stable and race inside. There are dozens of horses inside and each of you chooses one while gunfire rages outside as the lawmen trade shots with Murray. Once you are all mounted and ready Bill Doolin throws open the stable doors and you all charge out.The lawmen are taken completely by surprise as you and your companions burst out of the stable onto main street: they were all still firing at the saloon or at the hotel where Arkansas Tom is sniping at them with a rifle. Two lawmen are close to the stable and fire at you all, one bullet hits your brother Bill's horse in the head and it falls to the ground, your brother jumping clear just in time. Turning around with his pistol in his hand he fires a shot that hits the lawman in the chest. You and Bill Doolin both pull the reins of your horses and turn around as your brother runs towards you."I'll get him," Bill shouts to you. "Cover me."
Player: Fire at the remaining lawman
DM: "Ok" you shout and as Bill rides back towards your brother you steady your horse and fire at the lawman. Your first shot misses but the second hits him in the head and he falls to the ground. As Bill pulls alongside your brother scrambles onto the back of his horse and turning about he joins you in galloping down the street away from the lawmen who are firing at you.Dynamite Dick has turned his horse around and is firing his pistol at the lawmen behind you to cover you. As you ride towards him a bullet whistles past you and hits Dick in the hand, knocking his pistol flying and severing two fingers. Dick screams in pain and turns away, joining you and your companions in riding away, safely escaping from town and the ambush.

Player: Make for the alleyway with Emmett
DM: You and Emmett take off running, your brother still holding the sack of money, while Bob fires his pistols at your pursuers down the street. Approaching the alleyway you see Bill Power and another man lying dead near the entrance, Grat has taken cover behind an oil barrel near the entrance and is firing down the street while behind him Dick Broadwell is clambering onto his horse, both men have been shot several times. Dick begins to ride away as you reach the alleyway. "Keep going boys," Grat yells as you pass him.You and Emmett make it to your horses, both miraculously without a scratch despite all the bullets whizzing around you. Glancing back you are startled to see Grat topple over dead. Bob is staggering towards the alleyway entrance clutching a wound in his side, behind him you can see three townsmen lying dead on the street. Just as he reaches the alley Bob falls to the ground. "Bob," Emmett shouts and abandoning you he hurries to his brother's side.

DM: You and Grat lead Bill and Dick into one of the town's banks to find three cashiers inside. "Throw up your hands and don't move," you bark. "We're robbing the bank." While Bill and Dick hold the tellers hostage you and Grat go over to the vault to discover the door is closed and locked. "Open it," Grat orders the tellers. "We can't," one of the men says nervously. "It's a time lock. You'll have to wait ten minutes." You and Grat glance at each other and sigh.Suddenly gunshots explode through the bank's windows, one of them hitting Dick in the right arm. "I can't use my arm," Dick exclaims, holding his arm in his other hand. "It's no use, I can't shoot anymore." "Come on boys, we need to get out of here," Grat yells. "Not without the money," Bill declares and begins riffling the counter, throwing what notes he can find into a small sack. While he is rifling Grat and Dick start running out the bank's front door.
Player: Join Bill in grabbing the money
DM: You and Bill grab handfuls of money off the counter and throw it into the back before following your companions out the front door. As you emerge from the bank several waiting townsfolk open fire on you. Bill is hit in the head and falls dead to the ground, a moment later you are shot through the heart and fall just in front of him. You and Bill are the first of eight men to die on this bloody day, moments later your brothers Bob and Grat are killed as well in this last battle of the Dalton Gang.

DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)Q...
Player: B
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)Ab...
Player: Z
Player: W

Player: Help Bob hold the street

Player: Go with Grat, Bill and Dick into the second bank

DM: "Now repeat it back." Dean says. "If you're wrong, you'll know shortly."
Player: "91704." you say
DM: "Correct." Dean says. "22657754312."
Player: contintue
DM: "Repeat." Dean says."That was rather long for a human to remember...." Paul says quietly but doesn't interrupt.

Player: Sneak up behind him
DM: You slowly move behind him. However, the cyborg has managed to cover more ground. He's at the end of the hallway. It looks like he's about to turn around. What do you do?

DM: You grab Void, and bring her in close, kissing her. She disappears from your grip, appearing a foot in front of you."What was that?" she says in shock. "I was just... well, you know." "You realize if you're going for the seductress route, it's best not to be half metal?" she asks, still in shock "I guess," you reply."Should... I really don't know what to do here," Void says. "I've been caught off guard. I guess I should expel you?""I mean... I can kiss you again.""I'm... I'm just going to go, I think," she says. "Get back to bed."Void disappears, leaving you alone. You save the changes, and quickly head back to bed, avoiding the guards under the cover of darkness.
DM: The next few days are similar. You get through the physical classes through cheating, and you kill the mental classes through your natural aptitude. Mr DeVont almost acts as a teacher to you. He gives you hints about how to cheat on exams, and even upgrades your bionics so that they have all the bonuses while being indistinguishable from a normal eye and limb. These days quickly turn to weeks, which turn once again to months. Slowly, the year mark creeps up on you, and with that, graduation. You find that your methods for success kind of alienate you from others. You manipulate and mess with the students you dislike to get a leg up, while spending less time with the ones you actually do like. You have no idea how you're going to pass the final exam, seeing how there's no one week left to fight against. You're quite screwed for this.

Player: X
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.Aaaaaa> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)
Player: N

DM: You run after Grat and Dick, both stumbling as they are shot repeatedly, blood and dust flying from their clothes. Somehow you are unhit and the three of you make it to an alleyway where Grat sinks down behind an oil drum and starts firing his pistol down the street while Dick runs on towards the horses. Glancing back you can see Bill Power lying dead in the street, a bullet in his brain, while Emmett is running towards the alleyway from the right followed by Bob who is walking backwards, firing his pistol as he does. "Go on Dan," Grat says hoarsely to you. "I'll cover them."
Player: Help Grat cover Bob and Emmett
DM: You run back and join Grat in firing from cover down the street As three men approach the alley down the street you fire your pistols at them, hitting and killing a lawman leading the trio. The other two men fire back, one bullet hitting Grat and the other hitting you. Both of you fall to the ground as Emmett runs by and Bob staggers up, bleeding from his own wound he topples to the ground near you. A moment later you hear a shotgun blast and then Emmett is down as well. You and your brothers Bob and Grat die of your wounds in that alleyway of death.

Player: Join the prison break
DM: You agree to join the jailbreak and Bill makes all the arrangements. He has a pistol smuggled into him and at the right moment he trains it on a guard, forces him to surrender his keys and gun, which he gives to you, unlocks the cell and locks the guard inside. After taking a series of guards hostage you and your companions succeed in escaping from the prison on stolen horses. You and your companions are elated but you quickly agree it is best if you all split up: Bill plans to hide out with his wife in Lawson while Dynamite Dick intends to lie low in Checotah. You need to join one of them.

DM: The Summer Seraph is sitting gingerly on the highest branch of the willow tree. You wonder how she got up there. Is she lonely? you think to yourself.
DM: Days go by quickly, and it's getting closer to June. Today is another typical Sunday. You know you should go to school and practice playing on your violin. Or you can go and see what shit is on sale in town.
DM: The school is empty. Except for the winged cutie hanging around in the backyard. Maybe you should go visit her.

Player: Go to cypher training
DM: You enter the cyber training room. It's essentially a big conference room with a bunch of cubicles around the edges, which is a bit of a disappointment. Dr. Johnson sits in the center, surveying the room. A bell dings and the room falls silent as Dr. Johnson starts to speak."Computers control our world. If you call the police, a drone comes. If you need medical help, you go to a robot. In the modern world, the one who controls computers controls the world. If you understand cyphers then you can control computers. Please, for the love of the electron, use the internet to help you, as these ciphers are not meant to be solved by hand. Some of this will be persistence, trying different keys and types of ciphers until you find the one that is correct. Most, however, will be skill. Go to a computer and start your training."You go to one of the cubicles and the computer scans your face, saying "Hello, Ava. Are you ready to begin cypher training level 1?""Yes," you say."Good. As a reminder, should you answer incorrectly, the punishment will be death. You can leave the room at any time, but you will not be allowed back into cyber training. When you are ready, please type the answer into the keypad." The computer is annoyingly cheery about your potential death.On the computer screen, a series of symbols appear:... . ...- . -. ..--.- . .. --. .... - ..--.- - .... .-. . . ..--.- .-. . .- .-.. .-.. -.-- ..--.- -. --- - ..--.- - .... .- - ..--.- .... .- .-. -.. ..--.- .. ... ..--.- .. - ..--..
Player: Computer

DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)Aal...
Player: B

DM: They take you to the police office. You stay very calm while they put you in a jail cell. Later, you leave jail after paying off bail. Since you used up your money for that, you cannot afford a lawyer. You are assigned a lawyer, a woman right out of law school named Charlotte Winters.
Player: About Your Lawyer
DM: Your lawyer is Charlotte Winters of Parker-Winters Law. Ms. Winters recently graduated from Vanderbilt Law Magna Cum Laude and is already a partner at Parker-Winters Law, although she has never had a case. She is plucky and kind and you are thrilled that the state provided you with such a great lawyer. You meet with her for a little bit at the prison, but she soon drives you home so you can be with your family.
Player: You Go Home
DM: Your wife is thrilled to see you, and is glad you chose to come home. Ms. Winters is glad that you are married, as your wife will provide a valuable alibi, telling the court that you do not grow and sell drugs. Ms. Winters says it is also convenient that you do not own a warehouse, so it is easy to disprove part of the accusation. Ms. Winters informs you that your trial is scheduled to begin in two weeks, and that she needs to begin preparing your case. CW: Mr. Jones, have you ever done drugs?JDJ: No, I have not.CW: What do you do in your spare time?JDJ: I work a second job as a night-janitor at the local private school. It has good pay and because I work there my son will be eligible for a part-scholarship.CW: What do you like to do for fun?JDJ: I like to play with Johnny (John David Jr.) and help my wife.Charlotte Winters nods her head thoughtfully and asks many similar questions. Soon after Ms. Winters leaves and you go tuck in Johnny Jr. After he is asleep in bed, you and your wife talk about what is going to happen to you, and you promise her everything will be alright.

Player: Go with Dynamite Dick to Checotah
DM: You accompany Dynamite Dick to an isolated cabin near the village of Checotah, a month after your arrival you read how Bill Doolin has been tracked down and killed by a posse. The death of your friend grieves you but you need to worry about your own safety as well - for a year you and your friend hide out at the cabin, rarely venturing far from it. Finally Little Dick West gets word to you that he wants to meet in Woodward.
Player: The last outlaws
DM: On the first day of August you, Dynamite Dick Clifton and Little Dick West assemble in Woodward. You are all that remains of the once-great Wild Bunch and your years on the run and suffering have aged you all prematurely. Little Dick brings with him four of his friends: two pairs of brothers called John and Al Jennings and Pat and Morris O'Malley. John is a serious guy who says little, his younger brother Al is chatty while the O'Malley brothers strike you as a pair of idiots."I'm tired of us hiding out and hunted for having stolen nothing more than a few dollars," Little Dick announces. "Me and my new friends here are going to form a new gang, the Jennings Gang, and go back to robbing trains. If we are going to go down like our companions we might as well go down fighting... and get rich in the meantime."Dynamite Dick shakes his head wearily. "I figure I'm going to keep lying low," he announces. "I don't want to die young."It seems you have two choices: to resume an active outlaw career or continue your life in hiding.

DM: Bill and Dynamite Dick go ahead with their prison break plan which is successful but both are tracked down and killed by lawmen and by 1898 the last of the Wild Bunch is killed. The rest of you remain in prison for a time, Jim Knight dies in prison but Little Bill is released in 1903 (only to die the following year from his gunshot wounds), Emmett is paroled in 1906 and Arkansas Tom is released in 1910. As the most famous of the surviving Wild Bunch you are held the longest and you are not paroled until 1917, by which time you are in your late forties.By now the world is changing: the Indian Territory has been transformed into a state called Oklahoma. Your brother Emmett has moved to California and become an estate agent, Al Jennings (an outlaw connected to Little Dick West) has become a politician and only Arkansas Tom Jones has trouble settling down. He invites you to meet him in Neosho. Arkansas Tom, a lean and pale outlaw the same age as you, has a proposition."I miss the outlaw life and begin rich," he tells you. "I got sent to prison for seventeen years for a train robbery that netted me $100 and for killing a Deputy Marshal. I want to earn something for the years I've served. I want to rob the town bank. Will you help me do this? For old time's sake? Bill Doolin and all the boys would be proud of us."You consider his suggestion, it would mean a return to your life of crime after some twenty years but is it worth it?
Player: Join Arkansas Tom in the robbery
DM: Feeling the familiar thrill of excitement you and Arkansas Tom drive up to the bank in Asbury, walk in and draw your pistols."This is a hold-up!" you declare.There is the click of guns cocking and turning you see two bank guards, who you had not even noticed, covering you from the corners of the bank. You can do nothing but surrender your weapons. Considering the circumstances you and Arkansas Tom are lucky to get off with sentences of four year imprisonment. After your release Tom arranges another meeting."We were unlucky the last time but we'll do better this time," he tells you. "We'll hit the bank here in Asbury, Missouri and do it carefully and do it right. What do you say?"

DM: "Ah, of course, General. Please, let me lead you back to the city centre."
DM: You step out of the dropship, and are hit by a wave of cold wind. You pull you coat tight and find a large metal sign, showing you where the Great Hearth is, where the Cafeteria is, where the military barracks are, where the marketplace is and where the Great Library is.
Player: Go to the Cafeteria
DM: You walk over to the Cafeteria, which is the lower three floors of one of the Probiscan Skyscrapers. There's multiple restaurants, including a massive all-meat restaurant selling everything from Dog to Trayakh to Fluret to Moogli meat, all charred over a hearth, a sweet shop and a Mr Giuseppe's, a Pizze Franchise run by a Moogli adopted by human parents.. You try a fluret kebab, which is surprisingly nice, and buy some penny sweets from the sweet shop. Cabana buys a pizza from Mr Giuseppe's. You watch as Moogli shovel massive amounts of sweets into their mouth before tearing chunks of flesh off their plate and swallowing them hole."The Moogli have fascinating eating habits." You note. "Did I ever tell you about the time I ate Scairtt? Tastes fantastic. It took a lot of money and a lot of war crimes to get it." Cabana says, chowing into the pizza.

DM: You and Bill hide out with Bill's wife in various hideouts around the settlement of Lawson but the law is never far behind you. One night the two of you are riding your horses from one hideout to another when suddenly a posse of a dozen lawmen spring up from the ground before you and shout for you both to surrender.
DM: You raise your hands but Bill yells "I will never surrender" and goes for his guns. Instantly the posse opens fire, in their confusion several lawmen shoot at you as well. You and Bill are both hit multiple times and killed instantly, falling from your saddle onto the soft grass beneath you breathe your last breath as the posse continue to fire into your motionless bodies.Your Outlaw Career is at an end.

Player: Join the Jennings Gang

Player: Join the robbery
DM: You and Arkansas Tom enter the bank in Asbury and after carefully checking for guards you take the lone teller hostage and leaving Arkansas Tom to guard him you walk into the vault, only to discover it is empty as all the money has just been transferred to another facility. Angry but helpless to do anything you two have no choice but to leave, get in your car and drive away.The next three years are spent on the run, travelling through a variety of Missouri towns. Finally the law catches up with you when three detectives ring the doorbell of the house you and Arkansas Tom are renting in the town of Joplin. When Arkansas Tom answers the door he is immediately shot dead by the lawmen who burst into the room.Jumping to your feet you draw your old scratched six-shooter from your pocket and the detectives open fire with automatic pistols. Shot through several times you fall backwards to the ground. Your long and eventful career has finally come to this desperate end, slain in a cheap lodging house in a small town city. It is finally over.Your Outlaw Career is finished.

DM: You refuse to join Arkansas Tom in the robbery, he goes ahead with it anyway and is promptly captured and imprisoned during the robbery. After four years he is released and arranges another meeting with you in the little town of Asbury. Tom looks more gaunt but even more determined than last time and is determined to enlist your help."I'm going to hit the bank here," he tells you. "I want you to help me. This time I'll do it right, no foul-ups I promise. What do you say, one more time for the old days?"
DM: You refuse to join Arkansas Tom in his robbery and he goes ahead with it anyway. After pulling it off he spends the next few years on the run until you read in newspapers how he has been tracked down and killed in Missouri in 1924. The following year you make the decision to hang up your gun for good and retire, nothing will ever persuade you to return to your former Outlaw ways. A long and peaceful retirement lies ahead for you.FOR SURVIVING YOUR OUTLAW CAREER YOU GET A BONUS OF 10,000 TO YOUR SCORE.

DM: You and your six companions relocate to Missouri where you hide out for a time. Your brother does not fare well with his gang, in an unsuccessful robbery attempt where Bitter Creek was shot and wounded he and Charley went into hiding: your brother has recruited three cowboy friends and gone south to Texas to rob a bank. Bill Doolin, still angry at your brother, has no intention of helping him, and you begin to make plans for your own bank robbery.One spring morning you all ride into town and dismount outside the bank. Bill's plan is to take the gang inside and leave Little Bill and Little Dick outside to guard the horses. He gives you the choice of choosing whether to go inside with the main group or remain outside with the two new recruits.
Player: Stay outside and guard the horses
DM: You remain outside with the two newest gang members while the others go into the bank. Almost immediately you notice that the three of you are attracting attention from the townsfolk with all your horses outside the bank and feel uneasy. Suddenly you are recognised and the familiar cry is shouted out: "Boys! They are robbing the bank!""We'd better warn the others," Little Bill mutters to you nervously.

Player: Stay outside with Charley
DM: You remain outside the bank with Charley while the other two go in the bank. Almost immediately there is a gunshot followed by a second gunshot and then Bill and Bitter Creek burst out of the bank doors, the latter bleeding from a bullet wound in his shoulder. "Go, go, go!" Bill shouts and the four of you mount up and flee without a dollar.It seems that the cashier inside the bank had a pistol in the bank and as soon as your companions drew their weapons he opened fire, hitting Bitter Creek in the shoulder. Bitter Creek fired back, hitting the man in the stomach and then your two companions fled. The robbery attempt has been a complete failure.Bitter Creek's injury is serious and having been shot for the second time in seven months he is angry, insisting he wouldn't have been shot if he had just stayed with Bill. He and Charley plan to go into hiding with a friend, refusing to join Bill in his plan to rob a bank in Texas. In response Bill recruits four cowboy friends of his: a mean character called George Bennett, brothers Asa and Jim Knight and a youth called Jim Wallace. Bill urges you to join him and his raw recruits in robbing the bank in Texas while Bitter Creek and Charley are equally insistent that you should join them in hiding.
Player: Go into hiding with Bitter Creek and Charley

DM: You jerk your horse away and have barely started to ride when the posse open fire. Bullets hit both your horse's rear legs making it collapse to the ground and spilling you from the saddle. By good luck you land next to a deep drainage ditch and scrambling into it you race down it while the posse pumps bullet after bullet into your friend Bill.Somehow you escape. The ditch runs out near a line of trees and springing out of it you race into the trees and through them, bullets from the posse hitting the trees and whistling by all around you. You keep running and running and evade capture. For the next year you roam the wilds, living like an animal in the most basic of habitats before finally your remaining outlaw friends get a letter to you inviting you to a meeting in Woodward.

Player: Hide out with Dynamite Dick
DM: You go with Dynamite Dick to hide out in his small one-roomed cabin near Checotah while Little Dick and his gang go on to pull off a series of unsuccessful train robberies in the Territory. You and Dynamite Dick remain at the cabin until one winter's morning a glance out the window reveals a posse of lawmen are advancing on your hideout."I've had enough of running," Dynamite Dick tells you. "I'm going to fire at them from the windows and give them hell."You nod at his words, meanwhile your eyes flicker towards the chimney which looks narrow enough that you might be able to climb up out of it.
Player: Try climbing up the chimney

DM: Ignoring him, you fly across the room, unable to contain yourself and your desires any longer. You want him, you need him, you must have him. His eyes almost pop out of his head when you put one hand on the back of his neck and pull him towards you, locking lips tenderly. Though surprised, Chris is all too happy to reciprocate, putting a warm, wet hand on your shoulder and pulling you down so neither of you have to bend your necks as much. Yes, there's passion there, but your kiss is sweet, loving, gentle. This carries on for awhile, a few minutes at least, before you both pull back for breath. "Well..." "So...I um...where did that come from, Esme?" he asks, panting a little.
Player: "I think I'm falling in love with you. I couldn't help myself."

DM: You find yourself in a room with dim, warm light coming from a large orange bulb on the ceiling. The room is pretty large and the only thing in it is a SFYNX on a pedestal.To the north is a tunnel with heavily corroded and cracked stairs covered with trash and an occasional rat carcass.To the south is a barred off tunnel that smells of ammonia. You can see glints of what might be eyes staring at you on the floor in the darkness beyond the bars. Shadows flit here and there, barely visible as something moves around in the distance.To the west is a room full of trash.
DM: You find yourself in a small room with a very high ceiling. Hanging far out of reach in the air is an access ladder. Most of the rungs have rusted off of it and are laying on the ground, and it appears to barely be attached to the wall.To the south tunnel has stairs that lead to a warm glow and faint squeaks.There is a large round hole open on the west wall with a grate cover laying on the floor next to it. It's big enough for a person to crawl through and leads to another room. A very foul smell is coming from the hole, and a lot of loud rodent squeaks.A chubby rat runs from the hole in the wall and circles your feet. It stops near your foot and sits, looking up at you with a blank stare."Uh, hey buddy," you say uneasily. The rat doesn't break its gaze.

Player: Stay outside and protect the horses
DM: You remain outside with Little Dick while Little Bill runs into the bank to warn the others. As the cries of alarm increase Little Dick suddenly starts shooting into the town citizens milling around the street, hitting three of them. The townsfolk scatter except for one man who pulls a pistol from his pocket. Before he can take aim you raise your rifle and shoot him through the throat, dropping him dead in the street.As the townsfolk continue to scatter your companions burst from the bank behind you and you all hastily mount your horses. A few citizens have found their weapons and fire at you and your companions from the cover of windows and doorways. One bullet grazes Bill's head making him yell. Firing your pistols into the air you and your companions ride out of town, leaving the scene of chaos behind you.Riding cross-country you find you have escaped with $4,000, which divided between you all makes your share $500. Bill's wound isn't serious and it is soon treated and dressed before you all split up and hide out for the winter. The next month you read that following the bank robbery in Texas your brother was tracked down back to the Indian Territory where he was shot and killed by a posse of lawmen. Two of his companions were killed and the third arrested.You are now the last surviving Dalton brother at large and the law is closing in. Your grief is almost too much to bear.

DM: You and your friends walk into the bank and draw your pistols."This is a robbery," you announce to the lone man behind the counter. "Raise your hands."The cashier promptly raises his hands, holding a pistol in one of them. Without hesitation he fires a shot, hitting Bitter Creek in the shoulder. Bitter Creek swears and you immediately fire, hitting the teller in the stomach, knocking him to the floor. "Quickly," Bill yells, throwing his arm over the injured Bitter Creek and helping him outside. The four of you mount up and flee without a dollar.Bitter Creek's injury is serious and having been shot for the second time in seven months he is angry, insisting he wouldn't have been shot if he had just stayed with Bill. He and Charley plan to go into hiding with a friend, refusing to join Bill in his plan to rob a bank in Texas. In response Bill recruits four cowboy friends of his: a mean character called George Bennett, brothers Asa and Jim Knight and a youth called Jim Wallace. Bill urges you to join him and his raw recruits in robbing the bank in Texas while Bitter Creek and Charley are equally insistent that you should join them in hiding.
Player: Join Bill and his new companions in robbing the bank in Texas
DM: You, Bill and your four new friends travel south from the Indian Territory to the little town of Longview. You are not impressed by your companions, they seem prone to enthusiastic drinking and bragging about all the men they've beaten in fights or how good they are with pistols. You share your doubts with Bill but he just shrugs and insists they're good gunmen.One spring afternoon you all ride up to the bank and dismount outside. Bill's plan is to go inside with the Knight brothers, Asa and Jim, and leave Jim Wallace and George Bennett outside to guard the horses. He lets you choose who you go with.
Player: Stay outside with Jim and George

DM: Saying goodbye to your brother you go with Bitter Creek and Charley to hide out at the ranch of the Dunn Brothers, who are friends of theirs. In the newspapers you read how both Bill Doolin and Bill Dalton pull off bank robberies in Missouri and Texas respectively, both escaping after violent gunfights.The shocking news comes in June when you read that your brother Bill has been tracked down and killed by a posse of lawmen and all his companions either killed or captured. You are the last surviving Dalton brother not behind bars and you are absolutely devastated by your brother's death. It seems that the law will not rest until you and your companions are all dead.

DM: You team up with Little Dick, Al and John Jennings and Pat and Morris O'Malley and begin robbing trains but it is a disaster. Your first attempt to stop a train at Edmond fails when the train ploughs straight through the barrier of logs you have put on the track to stop it, you are forced to flee without a dollar when the alarm is raised.Opting to board the train for your next robbery at Berwyn you and Little Dick enter the Express Carriage after the others have seized control of the train but none of the Express Managers have the key for the safe and your dynamite fails to blow it open. Determined not to repeat this mistake at your third train robbery at Pocasset you use so much dynamite that you destroy not only the safe but the entire Express Carriage.These failures are humiliating and when news arrives that Dynamite Dick has been tracked down and killed at Checotah Little Dick decides that enough is enough. He announces he will split off from the others and go into hiding at Guthrie while the rest of the gang elects to hide out at Cushing and try to plan a successful train robbery.
Player: Stay with Al, John, Pat and Morris at Cushing
DM: You elect to stay with the gang and continue to hide out at Cushing. One Winter's evening you are all just returning from a reconnaissance raid to inspect the local trains when, completely without warning, a posse of lawmen open fire from a nearby woods. With the familiar whiz of bullets flying around you all turn and flee, though both Al and John Jennings are grazed by the flying bullets.You remain on the run for a week, eventually winding up at Carr Creek. Just as you are crossing the fast-moving deep waters a dozen lawmen appear on the far bank and train their rifles on the group of you. Trapped in the slow moving waters you are torn between surrender or diving into the icy fast-flowing waters and trying to swim to safety.

DM: While Dynamite Dick prepares for his last stand you cross to the chimney, squeeze yourself up the narrow space and begin shimmying up the grimy stone space. Finally you make it up to the roof where, unseen by the posse you lie flat on the roof. Inevitably the gun battle ends in Dynamite Dick's death and the guns fall silent.You lie on the freezing cold roof all afternoon while the posse take Dynamite Dick's body away, apparently concluding you must have been elsewhere. By nightfall the posse has gone and you slide off the roof to the ground. You flee the area on foot and vanish into the wilderness: over the next few months you read in newspapers about the capture of the Jennings Gang and the death of Little Dick at the hands of lawmen.You are the last of the Wild Bunch.

Player: Volunteer to keep watch with Tulsa Jack
DM: You join Tulsa Jack in keeping watch from the mouth of the valley. Unfortunately the area before the valley is heavily wooded and provides ideal cover for a posse of lawmen advancing on your position. The first thing you know of the ambush is when a dozen rifles fire. You and Tulsa Jack are both shot through and fall to the ground dead or dying. It might be some consolation to know that your sacrifices alerted your companions and enabled them to escape.Your Outlaw Career is at an end.

DM: You run into the bank and shout "quick boys, they've raised the alarm!" Almost immediately several gun shots are fired outside and looking out the window you see Little Dick has opened fire on the townsfolk, hitting four of them and killing one. Quickly you and your companions race outside and mount the horses as townsfolk begin to fire at you all from windows and doorways up and down the street. One bullet grazes Bill's head making him yell in pain. Firing your pistols into the air you and your companions ride out of town.Riding cross-country you find you have escaped with $4,000, which divided between you all makes your share $500. Bill's wound isn't serious and it is soon treated and dressed before you all split up and hide out for the winter. The next month you read that following the bank robbery in Texas your brother was tracked down back to the Indian Territory where he was shot and killed by a posse of lawmen. Two of his companions were killed and the third arrested.You are now the last surviving Dalton brother at large and the law is closing in. Your grief is almost too much to bear.
Player: Get some sleep with the others

DM: "Yes!"You bark, with a sudden harshness that surprises both Acwellen and yourself."Yes"You continue in a softer tone."We can win. This is not the end."In your mind there is no room for doubt. You cannot afford it.Behind the screen of trees the town of Hastings roils with flames and the Norman William's horde assembles.

DM: You stay outside with the two cowboys while the others go into the bank. George seems ill at ease and strides up and down in front of the horses. His behaviour is so odd it draws the attention of some passing townsfolk who stop and stare. "What are you looking at?" George snaps at them. Without warning he raises his pistol and shoots one of the men in the arm.Panic ensues as people scream and run for cover while George begins laughing manically and firing pistol shots wildly at fleeing townsfolk, hitting two more. Jim swears and takes cover behind the horses while you draw your pistol and consider your position.
Player: Take cover with Jim behind the horses

Player: Enter the bank with Bill, Asa and Jim

DM: You elect to stick with Little Dick and accompany him to Guthrie where you find a cabin to live in. You are not surprised to read that Al, John, Pat and Morris were all captured by lawmen, once more you and Little Dick are on your own. You remain hidden over the winter but as the spring dawns you go outside one morning to find two lawmen waiting for you."It's the end of the line boys," one announces. "Surrender and no one will get hurt."You and Little Dick glance at each other.
DM: You raise your hands while Little Dick goes for his guns. The two lawmen have no intention of taking either of you in alive and open fire with their pistols. Both of you are shot in the chest and fall dying to the ground. As you stare up at the blue sky, which slowly darkens, you give a deep sigh and smile. It is all over. The last of the Wild Bunch is gone.Your Outlaw Career is over.

Player: Dive into the icy waters
DM: Taking a deep breath you plunge into the ice-cold water of the river and swimming in powerful strokes you cut through the freezing water. Bullets whoosh by as the lawmen fire at you but somehow they don't hit and by the time you surface you are far down river. Dragging yourself to the bank, utterly exhausted and more dead than alive you take deep gulping breaths before dragging yourself further into the wood.You spend the next two years on the run, in that time both Dynamite Dick and Little Dick are tracked down and killed. You are now the last of the Wild Bunch.
Player: Last Man Standing
DM: After Little Dick West's death lawmen search Indian Territory from one end to the other looking for you but you keep relentlessly on the move, never sleeping in the same place two nights in a row and practically living in the saddle. For nearly two years you evade capture, thinking constantly that it is incredible that the small amount that you stole can be worth such pursuit.Finally the Territory Legislature have had enough and make a remarkable offer: if you will surrender yourself then all charges against you will be dropped. As long as you promise to live a peaceful life then you will not be harmed. It is the best offer you are going to get and on the last day of 1899 you meet the Governor in Oklahoma City and surrender.It is over and you have beaten them.FOR ELUDING THE FORCES OF JUSTICE SUCCESSFULLY YOU HAVE EARNED A BONUS SCORE OF 10,000.

Player: A peaceful life...?

DM: Just North of Town, the Dark Woods are a dangerous place, but it will be getting far more deadly the farther you go! Consider this your warm up!
Player: On to the Next Encounter...
DM: You happen upon an orc merchant peddling his wares.The sign on his rickety cart reads:"Honest Grog's Emporium of Fine Swag"The collection of junk doesn't really look all that fine, but maybe he'll have something useful if you look hard enough...
Player: See What He Has
DM: Gold: 225What would you like to purchase? (Make sure you have room for it in your Inventory)
Player: 100gp Cutlass
DM: Your Cutlass is worth 100 Gold PiecesEdged Weapon:+0 Hit Points Bonus+0 Hit Point Regeneration per Round+0 Evade Bonus+0 Damage Reduction Bonus+0 Immunity to Effects Bonus+0 Mana Bonus+0 Mana Regeneration per Round+0 Magic Damage Multiplier+8 Attack Bonus+0 Damage Reflection Bonus+0 Crit Bonus+0 Crit Multiplier+0 Damage Multiplier+0 Backstab Damage Multiplier+0 Vs. Undead+0 Vs. Flying Creatures+0 Stun Bonus+0 Trip Bonus+0 Burn Bonus+0 Freeze Bonus+0 Poison Bonus+0 Instant Kill Bonus+0 Find Gold Multiplier+0 Find Items Bonus+0 Extra Item SlotsSpecial: Fighter/Wizard/Rogue

Player: If you want to start again to see things from a different perspective or from another ship click here
Player: The Californian

DM: You join the others in resting and soon drift off to sleep. You are woken suddenly by a volley of rifle shots and springing to your feet you are startled to see Tulsa Jack lying dead on some rocks above you. You and your companions spring to your feet, climb quickly onto your horses and gallop away from the valley, escaping the posse of lawmen closing in on you.Bill is very shook by the death of his friend and is certain that the rest of you should all split up and hide out in different locations for at least a year to elude the lawmen who are hunting you. Bill decides to go to Eureka Springs, Arkansas, Bitter Creek and Charley choose to hide out at the ranch of some friends in Payne, Indian Territory, Dynamite Dick is going to Dallas, Texas, Red Buck is going to hide with a friend in Arapho, Indian Territory, Little Dick is going to stay with some friends in Woodward, Indian Territory and Little Bill is going to hide out in a cabin in Pawhuskie, Indian Territory. You need to choose who you will go with.As you glance around at your companions you are startled to see, for the first time, fear and uncertainty in their eyes. It is an undeniable fact that of the twenty-one men who have ridden with you in the Wild Bunch thus far eleven are dead and three are in prison leaving just your seven companions. Of your five brothers you are the one not dead or in prison. As your fame increases and lawmen become increasingly determined to bring you in dead or alive (the former preferable) it seems that the writing is on the wall...You should choose your companion or companions carefully.
Player: Stay with Bitter Creek and Charley in the Territory
DM: You spend the next month riding with Bitter Creek and Charley Pierce to the ranch of their friends, the Dunn brothers. Bitter Creek is friendly and chatty, only wincing occasionally from his wounds. Charley is as silent as ever. As you approach the Dunn ranch the five Dunn brothers come out to meet you. You greet them cheerfully.The Dunn boys respond by drawing pistols from their pockets and firing at you and your friends. You have a split second to make a decision on what to do.
Player: Draw your weapons and return fire

Player: Go for your gun

DM: You join Jim in sheltering behind the horses and watch as George fires again and again, hitting more people. Suddenly a gunman with a rifle fires from behind a tree, hitting George in the head and dropping him dead in the street. Behind you the bank doors open and your companions rush out, your brother clutching a sack of money."George went crazy and just opened fire on people!" you shout to him. Mounting up quickly the five of you spur your horses out of town, rifle shots zinging past you but fortunately not hitting you. A safe distance from the town you count the money in the sack and find you have escaped with $4,000, making your share $800."We need to split up," Bill announces. "The Texas Rangers will be after us. I'm going back to Indian Territory to hide out at a little cabin I have outside Elk. The rest of you I want to stay here, go down to El Paso or someplace safe and wait for me to send for you."The others agree and you need to choose who you will go with.

DM: The entire ship lurches a little and you nearly lose your footing! Looking back down at the display, you see that the light next to the autopilot display is now green.
DM: The navigation console has three different screens that all face the navigational chair. Under each screen is a series of lights, mostly green lights, but a couple blue lights as well. The center navigation screen is mostly black, but with a few dots on it, looking something like the sky from earth at night: lots of black space with some stars, perhaps. In the center of the screen is a slightly larger blue circle, lightly glowing. Nothing else appears to be moving on the screen.The screen to the right appears to be some sort of map. On the far right of the wide screen is a model of a sun and planets circling that sun. Looking closer, you can see that there are eight or nine planets in that list, and you think it looks much like the solar system where earth lives. On the far left of the screen is another apparent solar system, this one with just five planets, but two suns. The third planet is labelled MR-2413B. There is a long, thin line that winds through a number of other star systems, that connects earth and MR-2413B. There is a blinking blue dot about two-thirds of the way along that line, closer to MR-2413B than earth.The screen to the left has a number of bars and numbers. One labelled "engine speed" is next to a bar that shows STOP above the bar. One is labelled "fuel" and it shows "45%" in the bar. A solid green light appears above a label marked "auto pilot." The screen looks like a standard touch screen interface.

DM: You turn to your left and sprint for your life. The lawmen shoot Little Dick dead and then turn, take aim and fire at your back. An almost incredible things happens: both the lawmen's guns jam on a faulty cartridge - it's rare for it to happen to one gun but to both means someone is finally on your side. By the time the cursing lawmen have cleared their blocked guns you have vanished into the wilderness: the last of the Wild Bunch.

DM: With a deep sigh you slowly raise your hands into the air. After all these years of running and hiding it is all over, you and your companions promptly surrender; soon afterwards Little Dick West is tracked down and killed by lawmen. Inevitably you and your companions are found guilty of train robbery and receive substantial sentences, the most serious is reserved for you: twenty years.The years pass slowly. Al, John, Pat and Morris are all released in 1902, Little Bill Raidler is released in 1903 (and dies the following year of his gunshot wounds), your brother Emmett is paroled in 1906 and Arkansas Tom is released in 1910. Your turn for release doesn't come until 1917, by which time you are in your late forties.By now the world is changing: the Indian Territory has been transformed into a state called Oklahoma. Your brother Emmett has moved to California and become an estate agent, Al Jennings (an outlaw connected to Little Dick West) has become a politician and only Arkansas Tom Jones has trouble settling down. He invites you to meet him in Neosho. Arkansas Tom, a lean and pale outlaw the same age as you, has a proposition."I miss the outlaw life and begin rich," he tells you. "I got sent to prison for seventeen years for a train robbery that netted me $100 and for killing a Deputy Marshal. I want to earn something for the years I've served. I want to rob the town bank. Will you help me do this? For old time's sake? Bill Doolin and all the boys would be proud of us."You consider his suggestion, it would mean a return to your life of crime after some twenty years but is it worth it?
Player: Turn him down

DM: You live peacefully and over time the world changes: the Indian Territory has been transformed into a state called Oklahoma. Your brother Emmett is released in 1906 and moves to California and become an estate agent, Al Jennings, released in 1902, becomes a politician and only Arkansas Tom Jones, released in 1910, has trouble settling down. He invites you to meet him in Neosho. Arkansas Tom, a lean and pale outlaw the same age as you, has a proposition."I miss the outlaw life and begin rich," he tells you. "I got sent to prison for seventeen years for a train robbery that netted me $100 and for killing a Deputy Marshal. I want to earn something for the years I've served. I want to rob the town bank. Will you help me do this? For old time's sake? Bill Doolin and all the boys would be proud of us."You consider his suggestion, it would mean a return to your life of crime after some twenty years but is it worth it?

Player: Join Little Dick in the Indian Territory
DM: You flee to Woodward following the arrest of Bill Doolin and the shooting death of Red Buck at the hands of a posse of lawmen in Indian Territory. You find Little Dick and hide out with him at the home of two brothers called Al and John Jenning where you read of the capture of Dynamite Dick in Texas. Dynamite Dick and Bill Doolin escape from prison together in the summer of 1896, though Bill is tracked down by a posse of lawmen and killed soon after his escape. After a year on the run you and Little Dick finally arrange a meeting with Dynamite Dick in Woodward - by now the three of you are the last members of the Wild Bunch still at large.

DM: You pull your pistols from your pocket but barely have time to raise them when a rifle shot hits you in the throat. You fall backwards from your horse, dying alongside your companions in the dust. You have been betrayed by your friends for financial reward and the deaths of you and your companions in just the beginning of the end for the Wild Bunch.Your Outlaw Career is over.

DM: You join Dynamite Dick in Texas where you read in newspapers of the steady destruction of the Wild Bunch in the year after the Dover Train Robbery. First Bitter Creek and Charley Pierce are betrayed and killed by turncoat friends, then Little Bill is shot and arrested in the Territory and Bill Doolin is arrested in Arkansas; finally Red Buck is shot and killed by lawmen. By the summer of 1896 only you, Dynamite Dick and Little Dick remain at large.Your friend is an intelligent and cautious man but one summer day you both let your guard down and risk a shopping trip in Dallas. You are walking down the street when you are confronted by a lone lawman with a pair of pistols trained on the pair of you. He orders you to slowly raise your hands and surrender. Dynamite Dick hesitates and then complies.
Player: Make a run for it
DM: Taking a deep breath you run straight at the lawman and shoulder-barge him. Before he can recover from his shock you race on, vanishing amidst the crowd of people teeming Dallas's busy streets. You run as fast as you can, slipping through the town to it's outskirts where you steal a horse and ride as fast as you can to join your last remaining outlaw companion: Little Dick West.While you are riding from Texas to the Indian Territory Dynamite Dick is imprisoned with Bill Doolin. They don't remain imprisoned for long: after a month they escape but soon after your friend Bill is tracked down by a posse of lawmen and shot dead. Dynamite Dick escapes and after a year of hiding out you manage to arrange a meeting with him and Little Dick in the town of Woodward in the Territory, the three of you are the last of the Wild Bunch.

DM: Without hesitating you dart to your right and sprint towards the trees as weapons explode into life behind you: fortunately most of your adversaries are shooting at Red Buck who is hit several times and collapses to the ground dead. You make it to the trees unhurt and continue running, not stopping until you are far from the area.Your heart is thudding in your chest as you think desperately of where you can hide: only two other members of the Wild Bunch remain at large: Dynamite Dick down in Texas and Little Dick in the nearby community of Woodward. Wherever you go to hide out it seems that lawmen will not stop pursuing you until you are as dead as most of your friends.

DM: You and Little Bill hide out in a cabin near Pawhuska in the Territory for a few months where you are saddened to read of the deaths of Bitter Creek and Charley Pierce, betrayed and shot by men they considered friends. You and Little Bill stay in the cabin mainly, you are standing outside the cabin talking one afternoon when you are startled to see three men walking towards you out of the nearby trees."We know who you are men," one of the men shout to you and Bill. "Throw up your hands."
DM: You clap your hand to your side, grab your gun and draw it but you get no further than that: the lawmen open fire and a bullet hits you in the chest, dropping your pistol you fall to your knees. At your side Little Bill is hit in the wrist, dropping his gun. Turning to run he is hit twice more and falls to the ground next to you.Both of you are taken into custody and for a time it looks as though your wounds will be fatal. After making slow recoveries both of you are sentenced to ten years imprisonment each after witnesses identify both of you as participants in the Dover Train Robbery. Over the next few months more gang members are killed and Bill Doolin and Dynamite Dick are both captured. Finally fate reunites you...

DM: You join Little Dick in Woodward, an untidy and humourless figure you don't much enjoy your time with him. You are saddened to read in papers of the murders of Bitter Creek and Charley Pierce following a betrayal by alleged friends of theirs and of the arrest of Little Bill after he is tracked down and shot by lawmen. There are only you and four other members of the Wild Bunch at large now.Little Dick introduces you to three friends of his: brothers called John, Frank and Al Jennings. John is a lawyer but Al wants to be an outlaw, he is enthralled by your tales of your hold-ups. Woodward is a sleepy little town but it has it's difficulties: the Jennings brothers are embroiled in a feud with a rival lawyer called Temple Houston.One night you are sitting in the town's saloon chatting with John and Frank when Houston walks in and an argument between your companions and the dapper young lawyer ensures. Almost without warning everyone goes for their guns and before you can act Houston has drawn and shot both John and Frank. As your two companions fall to the floor the lawyer, his pistol still smoking, glances at you."This disagreement has nothing to do with you friend," he tells you.
DM: You do not intend to get shot over someone else's dispute and you walk away, Frank Jennings dies of his injury but John Jennings recovers with time. Despite the incident you spend the next year hiding out in Woodward with Little Dick, all the while reading about the fates of your companions: Red Buck is shot and killed in the Indian Territory while both Bill Doolin and Dynamite Dick are captured. They later escape prison but Bill Doolin is killed by a posse of lawmen a short time later. You and the other two remaining members of the Wild Bunch plan a meeting in Woodward.
Player: The last of the gang

DM: You and Bill travel back to the Indian Territory to a small one-roomed cabin Bill rents where you plan to lie low for a time. On your journey you read how Bill Doolin's half of the gang successfully robbed a bank in Missouri, like you escaping after a gun battle. In the cabin you both lie low for a few weeks until one fateful day you are both sitting inside one night when you hear a voice shout out "We have the cabin surrounded! Come out with your hands up and no one will get hurt." "It's the law!" Bill hisses as you both jump to your feet.There are only two ways out of the cabin: the front door and a small back window. Bill snatches up both of his pistols, cocks them and approaches the door. "I'm going to give them something to remember me by," he mutters to you.
Player: Try and squeeze out of the back window

Player: Raise your hands

Player: Lie in the Bed

DM: You clap your hand to your pistol at your hip while Asa Knight and Jim Wallace do the same thing. Several rifles explode into life and you are shot through three times and together with Asa and Jim you are knocked to the ground, fatally wounded Gasping and choking you die of your wounds minutes later, a week after your death your brother Bill will be killed as well.Your Outlaw Career is over.

DM: You and Bill ride into town and make your way to the bathhouse where you both change into swimming costumes and visit the relaxing springs. The waters of the springs are wonderfully peaceful and you both enjoying your relaxing soak in them until you hear the double click of a shotgun cocking behind you and a voice calls out "put your hands up very slow."Turning you both find yourself facing a lone lawman armed with a shotgun, helpless there is nothing you can do as you surrender and are taken into custody. The lawman allows you to change into your clothes before you are both marched to jail where you are securely imprisoned. You are both sentenced to life imprisonment for bank robbery and it seems that your outlaw careers are over. Fate reunites you with your companions...

DM: Spurring your horse at your attackers is the last thing they expected and they hastily throw themselves aside as you gallop through. Some of your assailants fire shots at you but by leaning far over the side of the saddle you are able to avoid the shots whistling overhead - your companions aren't so lucky and a glance back shows them both lying dead on the ground.You do not stop riding until you are reach the nearby town of Payne and hastily buy a train ticket out of the area. Over the next few days the newspapers confirm what you already knew: the Dunn brothers betrayed your friends for money and killed them. With your two friends dead you and Bill Doolin are the last survivors of the Dalton Gang. You must pick someone else to hide with.
Player: Join Little Bill in the Indian Territory

DM: That is correct. Good job.Ok, question 6 is the last question, but it is asking more than one question.You look at the front chalk board and see that Mr Teacher, also named J Tigger, has been keeping count of how many students are still alive. The number on the board is 17.After an explosion, Mr Teacher quickly erases the number 17 and writes 16.Continue....
Player: Question 6
Player: 1
DM: You did it! You won!You look around you to see that only ten other students are still taking the test.Mr Teacher walks to your desk and says, "Good Job, you survived J Tigger's Chemistry class."As the teacher walks to his desk, you find that the chain around your leg has fallen off and that the collar around your neck is not tight anymore. You still can't take off your collar and your too afraid to ask the teach how. You stand up and.....
Player: Go around the room to your dead friend's corpses and say your good byes.

DM: You calmly raise your hands and surrender. You and Dynamite Dick are taken into custody and transported to the Indian Territory for your trial. With your capture Little Dick West remains the only member of the Wild Bunch still at large and it seems that your outlaw career is finally at an end... but then fate reunites you with your friends.
Player: Turn down the offer and do your time

Player: Join Dynamite Dick in Texas

DM: You go to Norfolk Road where you meet Mr Lawende, a surprisingly wealthy-looking gentleman in a suit who speaks English with a Polish accent."Me and my friends came out of the Norfolk Club just after 1.30am," he tells you. "Near the entrance to Mitre Square we saw this lady Mrs Eddowes talking to a man. I only got a brief glimpse of him as I walked by but I suppose he was around thirty with fair hair and mustache and a suit. He wore a red handkerchief across his neck which made me think of him as a sailor. The couple weren't arguing in any way, just talking. I passed them by and didn't think anything of it until I read about the murder the next day."You are impressed by Mr Lavender's matter-of-fact description and thank him for his help.

DM: Instantly you dart to your left as gunshots ring out behind you - bullets whizz past you to strike the wooden wall of the cabin but within moments you are around the corner of the cabin and sprinting down the side, round the rear and racing into the woods beyond; one of the lawmen tries pursuing you but you are too fleet of foot.You tear through the thicket and bracken for several miles until you reach Pawhuska where you steal a horse and ride on. You later read in newspapers that Little Bill was shot three times, captured and sentenced to ten years imprisonment for bank robbery. You were lucky to escape and with the law resolutely on your trail you must find another place to hide.

DM: I press the button and a large holographic image of Brute appears before me. He immediately leaps upwards and slams his fists on me, causing his image to vanish. I guess I lost.YOUR HEALTH: 100%
Player: Damage

DM: You stay sitting there, and as Ultimaterobotguy approaches, Fastboy throws Shrinker at them at high speeds.¨Argh! I was about to give an evil speech and set up a laser fence! How could you?¨¨my mommy died¨ Birdman whispers, somehow next to you in the sewers.¨Hiyaaah!¨ Superstrong yells, doing a karate kick at Ultimaterobotguy´s face.¨Oof! I tink ou roke umtin!¨¨Oh, sorry. Didn´t mean to.¨¨ts ohay.¨¨Listen, Ultimaterobotguy. I read your backstory from Birdman´s files he has on literally everybody, and I understand where you´re coming from. Let me prove to you that we are genuine heroes!¨¨Ariht.¨
Player: The Heroic Team-Up Ending
DM: Ultimaterobotguy is proven to that this universeÂ´s League of Heroic Heroes are genuine, and joins the group. Together, nothing can stop all of you! You are even made a SICK cybernetic suit that lets you make metal coatings for your potatoes!

Player: Call out to him and Tell him to stop that.
DM: "Hey!" you say, "That is no way to treat a visitor! Why are you throwing Fog in my face?" But he laughs as the fog engulfs you and you can not find your way any longer. Soon you do not hear him at all, and you can not see the shore. Afer hours of flying this way and that you finaly make it back to shore by listing to the sea gulls cries. The lost souls have at least found you.You sit on the shore to rest for a while and feel that there must be some better way to get to Fog Man and make him tell you about the ocean.
Player: Ask the Sandpipers
DM: As one bird the flock of Sandpipers flys through the air this way and that, and you can't tell which way they think you should go.They are fast and amazing, but they are of no use to you.
Player: Ask Cormorants
DM: You ask the Cormorants, perched like lonely sentinels on the offshore rocks but they didn't know where The Fog Man is to be found either. They can not help you.
Player: Ask Seagulls
DM: You Ask the Seagulls to tell you where Fog Man is, but they are lost souls and are endlessly searching themselves for things they can not even describe. They are no help to you.
Player: Search Far to the North

Player: Race out the front door with Bill
DM: You and Bill take a deep breath and then Bill throws open the door and you both race out, pistols in both your hands and firing. A volley of rifle shots rings out and both you and Bill are hit multiple times and blasted to the ground dying. The last of the Dalton brothers breathe their last breaths as you and your brother die in one last hail of gunfire.Your Outlaw Career is over.

Player: Run for the alley

DM: You pull your pistol from it's holster but you never get the chance to use it: several bullets hit you and Red Buck in the chest and you both fall backwards to the ground, very dead. Your death marks the passing of the last of the Dalton Boys and within a short time the Wild Bunch is destroyed, it's last members hunted down and killed.Your Outlaw Career is over.

DM: You reach for your pistol and a split-second later Houston fires, his bullet hitting you in the chest. Unfortunately for you your opponent is a crack-shot and his bullet pierces your heart, you fall dead to the floor alongside your companions, killed in a gunfight that actually had absolutely nothing to do with you.Your Outlaw Career is over.

Player: Go with Bill to the bathhouse

Player: Open fire on the posse
DM: You and Dynamite Dick each choose a window and with a nod to each other you open fire on the lawmen. The posse immediately scatters and dozens of rifles open fire on the cabin, the bullets punching through the thin wooden walls. Both you and Dynamite Dick are hit multiple times but keep firing until eventually blood loss overwhelms you and you die in this last gun battle.Your Outlaw Career is over.

Player: Go with Bill to Lawson

DM: "You have been honest. Congratulations. Now, lets peer in a little bit deeper. Usually, we would pass you onto the tests. But I have a good feeling about you. Do you want to take the tests or chat with me some more? The tests decide if you get in or not. But I can get you in just as easily if you are honest with me. So what will it be?"You think, but the voice speaks first."Oh, and by the way, I wont be conducting the tests. So this will be the end of our trip together if you choose the tests. No big deal either way."
Player: Chat
DM: "Alright Brian. I have a question. Its kind of a make it or break it. Answer honestly and truthfully please. Do you feel remorse for what you have done?"You think. Do you feel remorse? Thats a shitty question to ask.

Player: Examine the room
DM: You try to take in your surroundings, but bright lights above and in front of you make it hard to see anything past the glare. You hear the sound of a door slide open, and then footsteps approach from behind you."Ah, he has awoken," says Nasal Voice."We must find out where the rebels are hiding," says Rough Voice."Do not worry, I can make anyone talk," Nasal Voice replies with a soft chuckle.

Player: "I won't tell you anything!" you tell them.
DM: "You will tell us everything, and more," Nasal Voice promises you ominously."Tell me when you get anything useful," Gruff Voice says, and you hear footsteps retreating behind you. You hear the door slide open again, and then close as he leaves."Subject Two, tell me where the rebels are hiding," Nasal Voice demands softly.

Player: You don't say a word.
DM: "Well," Nasal Voice says sadly, "We have ways of making you talk."A metal robotic arm whines as it moves out in front of your body from off to one side of the chair. Instead of a hand, there is a spherical object, with needles protruding from it. Your eyes open wide as the metal arm suddely thrusts at your chest, impaling you on the small needles. You feel liquids rushing into you, and suddenly a wave of dizziness comes over you. You black out.Some time later, you wake up, feeling achey and stiff all over. You are still strapped to the interrogation chair, bright lights shining around you. You listen for a few moments, but can not hear anyone else in the room with you. Of course, not being able to see behind you, Nasal Voice could still be there. Looking down at your arms, you wonder if you could pull free of the leather straps that bind you to the chair.
Player: Try to break the straps that bind your arms in place.

DM: You try to flex your arms, pulling against the leather straps, and testing their strength. The straps don't budge. You strain on and off for a few minutes, and then Nasal Voice whispers into your ear from behind you."Are you ready to continue our conversation? I so enjoyed our last talk. We have moved on Cell Four and your rebel friends there have been eliminated. Now, would you like to tell me where the other Cells are hiding?"Cell four? Eliminated? That's not possible, you think. You told them nothing! Another wave of dizziness comes over you, and your head droops for a moment before clearing."Come now, you don't want another dose of medicine, do you?" Nasal Voice asks. "Tell me where the rest of your rebel friends are hiding, and you will spend the rest of this war in comfort."

Player: No, you think, it's some sort of trick. I'm not saying a word!
DM: "Very well, Subject Two, have it your own way," Nasal Voice says. The robotic arm suddenly moves back into view. You flinch instinctively, but the straps hold you in place. Suddenly the arm swats against your chest, impaling you once more on the injections. You feel sick in your stomach as unknown fluids are pumped into you, and then you black out again.You awaken, somewhat groggily, an unknown period of time later. However, you are surprised to see you are on a bunk, in a small prison cell. The door is solid, with a small barred window in it, about two-hands tall and wide, at head height.Was the interrogation over? Or were they going to come back for you at a later time?

DM: You tell him lies, and he listens to everything you have to say."Good," Nasal Voice says. "Very good. We will check that out. Hmm. You sound very helpful... Let's make sure you're helping us as well as you can, with my friendly little helper. Don't worry, this will only hurt a lot."A robotic arm suddenly moves into view, bristling with injection needles. You flinch instinctively, but the straps hold you in place. Suddenly the arm swats against your chest, impaling you on the injections. You feel sick in your stomach as unknown fluids are pumped into you, and then you black out again.You awaken, somewhat groggily, an unknown period of time later. However, you are surprised to see you are on a bunk, in a small prison cell. The door is solid, with a small barred window in it, about two-hands tall and wide, at head height.Was the interrogation over? Or were they going to come back for you at a later time?
Player: Wait to see what happens.
DM: You sit on the bed, and hours seem to go by. No one comes to the cell. Perhaps they've finished with you, and are leaving you here to rot? You hear a shuffling sound on the other side of the door. Is something out there?

Player: Look through the window in the door.

Player: "I'm not one of them, I'm a prisoner too," you assure her.

DM: "What did you do to get thrown in this place?" she asks cautiously.
Player: "I'm one of the rebels. I got captured," you explain.
DM: "Really? I'm a rebel too! I was with Cell Four, but government troops raided our hiding place and captured us all a couple days ago," she tells you.You don't know whether she is telling the truth or not. You know some of the rebels in each of the five Cells, but not all of them, so you can't be certain. Your interrogator, Nasal Voice, had said that they had eliminated Cells Four and Five. Could it be true?

DM: You ignore her. She must be a government spy, put into the cell with you, to make you talk. Suddenly you hear footsteps outside, and the door swings open. Two big men wiedling stun batons walk into the room. One of them stands in front of you, and the other goes over to the woman. He kicks her, and shouts at her, "Tell us the rebel password!"She cries out in pain, and clutches at her side. The guard in front of you grins down at you, standing between you and the others. "I'm not telling a thing!" the woman shouts. The guard begins hitting her with his baton, and you hear electric zaps as it strikes her body.
Player: Attack the guard in front of you, try to get the stun baton off of him.
DM: You wait for the guard in front of you to glance toward the other guard and the girl, then you launch into action. You stand up, bringing your hands down in a chopping motion at the guard's neck. He crumples unconcious to the ground, and as he falls, you pull the stun baton out of his hand. The other guard shoves the girl aside, and stands before you wielding his stun baton, ready for a fight.

Player: You ask her what the Password was, and see if she is really a rebel.
DM: "You want to know what the Password is? I knew it! You're a government spy, thrown into this cell to get more information out of me. I told you all before, I'm not telling you anything!" she shouts, then turns to stare at the wall.You hear footsteps echoing in the hallway outside the cell, then suddenly the door flings open. Two burly looking guards with stun batons march into the room. One of them stands in front of you, while the other reaches down and grabs the arm of the girl. It looks like she's getting taken away somewhere.

DM: You wait for her to fall unconcious. The guards grunt in satisfaction, and then leave the room, and slam the door shut behind them. Suddenly you feel dizzy and black out.You awaken on the interrogation chair, bright lights shining down on you from above."This is getting us nowhere!" Rough Voice says from behind you."Let's try something else," Nasal Voice says. "I always get the information... eventually.""He's useless. Let's just kill him, and get another prisoner," Rough Voice says."No, I can get him to talk. I'll just have to take things to the next level," Nasal Voice says."All right, I'll be back later," Rough Voice says. You hear him walking away from you. You hear a door slide open as he leaves, and then slides shut.The robotic arm swings into view again, and then punches injections into your chest. You cry out as strange fluids flow into your body, and black out.You awaken back in the cell with the woman. She is waking up at the same time as you, and groggily sits up, clutching her side in pain. She looks at you and smiles. "You look as beat up as me. Maybe you aren't working for the government after all. Who are you?"

Player: Make the first move! Dive forward, swinging the stun baton!
DM: You leap into an attack, but he quickly steps to one side, grabbing your swinging arm, and thrusting you forward, head first into the wall. You hit hard, and fall, crying out in pain, as he swings his stun baton hard against your head. There's a loud zap, and you fall to the ground, pain searing through your body.Suddenly, you're back in the interrogation chair, pain still thrashing through your body. You feel dizzy and naeuseous, blood rushing to your head."You're killing him!" Rough Voice yells."His body is reacting to the drugs. There's nothing I can do," Nasal Voice says.You black out again. This time, you don't wake up.

DM: You wait for him to lunge forward, and then you quickly dive to one side, and swing around, smashing him in the side of the head with your baton. The baton makes a loud electric 'zzzz' sound as it shocks him, and he collapses unconcious beside the first guard. The woman looks at you appraisingly, and then says, "Okay, maybe you're not one of them after all... but how are we going to get out of here?"She picks up the other stun baton, and looks at you for directions. You glance toward the open doorway.. no wait, it was on the other side of the room. You glance at the open doorway, and listen for any other guards, but hear nothing but silence from the hall outside the prison cell.
Player: "Come on." You head out into the hallway.
Player: "We're going across the courtyard, into one of the other buildings. Let's look for another way out of this place," you tell her.

DM: Your name is Mick and you're a survivor. Before the apocalypse, you were a cop.
Player: So wait... You said an Apocalypse? Can you tell me more?
DM: There's not much to tell. What I've already told you is all I know.
Player: Wait, who am I again?

Player: Wait for him to attack, then sidestep him and smack him in the side of the head with the baton!

DM: Together, you wait for a searchlight to pass by, and then race across the courtyard to another door. Flinging open the door, you race inside, to find a room full of government guards. What were you thinking??? They quickly spin about, seeing escaping prisoners, and open fire with their weapons.You feel bullets striking your body all over, and shake as you begin to fall backwards. The falling feeling continues, as you see bright lights shining all around you."You're losing him!" Rough Voice shouts."I can't do anything about it. The illusion's too real for him. I told you my drugs were good," Nasal Voice says."Damn it. Another broken prisoner. I'll have to find someone else to interrogate," Rough Voice says.You fall backwards into growing darkness. You never wake up.

Player: "Where are we?" you ask her.
DM: "You must be recovering from whatever they did to you. We escaped the prison, remember? We spent the night here, in this office building. We're downtown somewhere, in the city. I haven't been here before, but you said you knew where we were," she tells you.That's right, you think, looking around as you stand up. You remember you have hidden here before, a few years ago. Cell One has a hiding place close to this building, so you should be able to meet up with your fellow rebels."What do we do now? My Cell has all been captured, so I can't go back to our hideout," she tells you worriedly.
Player: No, this isn't right, you think. It's some sort of set-up. You attack the girl, thinking her a government spy.

DM: You find some funny fart videos. You share them with others and have a pretty good day. Grab a drink of water, you've earned it.
Player: Continue searching for funny fart videos.
DM: You find more and you can't stop laughing. "I don't care who you are," you say out loud to no one in particular, "farts are funny!"

DM: You play along, standing up and walking over to her casually, and then suddenly leap into attack. You swing your stun rod and smash her in the side of the head. Suddenly you feel waves of dizziness sweeping through you, and bright lights appear all around you.You are sitting in the interrogation chair, back in the prison."I thought you said he couldn't tell reality from illusion? Those drugs of yours are useless," Rough Voice says behind you."His willpower is too strong. I'm afraid there's nothing else I can try," Nasal Voice says sadly."Looks like he'll be spending the rest of the war in a cell, then," Rough Voice says angrily.CONGRATULATIONS! You have managed to withstand the illusions of your interrogation, without revealing any information. You will spend the rest of the war in a cell, but your fellow rebels will fight on, without being betrayed by you. Perhaps they will even break in and rescue you one day?

DM: She smiles grimly, "Sounds like a good plan. I wouldn't mind shooting my interrogator a few times."You grin back at her, sharing the thought.
Player: Go to the hiding place of Rebel Cell One, making sure you aren't followed.
DM: The two of you leave the abandoned building, and head out into the downtown streets. Soon you are mingling with the crowds of people going about their business. Cell One has a hideout in the back room of a bar on Eight Street and Third, so you make your way there, being sure to keep an eye out for any sign of followers, but you notice no signs of the enemy.You both slip inside the darkened interior of the bar. People cover their eyes as sunlight shines in behind you, then turn back to their drinks as the door swings shut. You recognise the bartender, and nod his way. He nods back at you, then returns to serving drinks."Come on, Cell One hide out in the back room," you tell her, and lead her through the back door.Suddenly people grab you and thrust you onto your stomach. A gun presses against the back of your head, and a knee presses into your back, holding you down. You glance sideways, and see the woman has been knocked to the ground as well.A rough voice talks to you from behind, "Who are you? What are you doing here?"
Player: "Hey, relax! We're with you guys!" you explain.
DM: "What's the password?" the man asks you.
Player: You quickly say the rebel password.
DM: "Thank you, that's all we needed to know," Nasal Voice says from behind you. You realise you are strapped into the interrogation chair in the government prison. What the hell just happened? Was it all some sort of hallucination? No, it can't be!"I knew you would get through to him eventually. Those drugs are incredible," Rough Voice laughs."Well, he's all yours," Nasal Voice says.You feel cold metal press against the back of your head. "Hey, I've got no further use for him," Rough Voice says. They are the last words you ever hear.

DM: The rebels should know who you are, you think. They fall silent, and you wonder what they are doing. You can't see them, and you begin to wonder if they are in fact your rebel friends from Cell One."Tell us the password, so we know who you are," the man holding you down says.

Player: Stand up and surrender - otherwise, they'll kill you if they find you!
DM: You stand up and put your hands in the air. "Don't shoot!" There's no point in trying to evade an elite team of soldiers.But Orion's no longer taking prisoners. You saw what they did to your friends in the elevator.Upon spotting you, they don't hesitate to shoot you in the head...

DM: There was a kid who used to be friends with Greg. He had a bad smell on him, as if something wasn't right about him. You always tried to stay away from him. One day you and Tina were in your front yard. Greg had went inside for a moment, and you and her were playing tug of war. She was 15 now, Greg 16. Tommy had walked over, and you dropped the toy, growling at him. Tina looked at him. "Hello." she said. He greeted her back. "So, why are you in Greg's front yard?" he asked. "He's going to get some hot chocolate." "Ditch him. I'm way cooler than he is." You had no idea what he was saying, but you could sense that Tina felt disgust towards Tommy. "No." she had said. Then she ignored him, and began to pet you. Anger had flickered in him, and you sensed that he had turned worse. He left right before Greg came out with drinks. You couldn't tell for sure, but you thought she never did say anything about Tommy.
Player: Tommy

DM: "No, I'm not going to charge to my death.""Then you'll stand to it." Karn yells.Karn swings his warhammer, knocking your legs away. You fall in the mud, and he swings again, his blow smashing your skull in.

DM: As you step off the airport stairs, you take in your surroundings.You're finally here! After years of saving, bargaining, and begging, you finally completed your plan and moved to Hollywood.Now that you are off your plane, you can go to Character Information and learn more about yourself, or continue with the story.
Player: Character Information
DM: Name: Katherine RingAge: 26 (ish)Height: 5'6Backstory: You grew up in a small town in Texas. Your father, Thomas, was a bank teller and your mom, Emily, was a tailor. After you graduated from college, you got a job at the farmer's market and you saved up for Hollywood, with a little help from your family. Your dad helped a lot by using his connections to get you some helpful services. Now that you arrived, the rest is up to you!
DM: After you walk to the curb and back three times, you remember the three things your dad told you.He mentioned a place called The Lilypad. Apparently, your dad was friends with the owner in college and he talked him into giving you a room for free.Your dad also talked about a restaurant called Ollie's. Once again, your dad was friends with the owner and now you can get free food at Ollie's!The last thing he mentioned was the name Simon Rake. Your dad was all about the buddy system because he's friends with this guy too! Simon is a talent agent and his office is down the block. Is it worth a look?
Player: Go to Simon's office
DM: You walk in and see a waiting area, so you take a seat. Then, you get called up by the secretary."Who are you looking for?""I want to see Simon Rake.""Go away! He will be seeing people in the morning!"That was...unexpected.

DM: Where to next?
Player: Go to the Lillypad
DM: As you enter through the glass doors, someone standing by the vending machine sees you and gestures for you to come."Say, are you Katherine Ring?"After you nod yes, the person hands you a room key and says, "You're in room 17. By the way, my name is Randy and you can talk to me if anything's wrong."You thank Randy.

Player: Go to Ollie's
DM: After you walk in, the bartender points at you and shouts, "Yo! Are you Katherine Ring?""Yeah.""I've been talking to your dad! So, what'll it be? A huge crowd just left and all I've got is burgers, onion rings, and sweet fries."

Player: Go to the Lilypad

Player: Room 17
DM: You run up the stairs and to your room. Room 17 is plain, simple, and has white walls.Now, you can go to sleep or explore LA. Which on?

Player: Take the burger
DM: The meat is undercooked, so you get food poisoning and die. How sad!At least your family sued Ollie's...

Player: Take the onion rings
DM: "There you go. Have a nice night!"The onion rings were really good, so you know you're going back to Ollie's tomorrow.

Player: Sleep on it
DM: You go to sleep and wake up in the late morning. Suddenly, the phone rings."Is this the home of Katherine Ring?" It's the secretary from yesterday."Yes. Why?""Mr. Rake has agreed to make an appointment with you at 10:30 a.m. today. Keep in mind that you must arrive on schedule. We do not accept latecomers."You bolt out of bed and rush to your closet. You pick out formal business clothes and do your hair in the same fashion. After you get ready, you leave The Lilypad and walk to Ollie's for some breakfast. You get pancakes with maple syrup and you accidentally spill some on yourself! It's too large to cover up, but you can't show it to Mr. Rake. You remember the department store down the street, but then you might not make it to Simon's office. Then again, you could run back to The Lilypad and get new clothes...assuming you own something proper. What will you do?

DM: "There you go. Have a nice night!"You notice the fries are a little crispy, but you don't bring it up.

Player: Run to The Lilypad
DM: You run as fast as you can to the building, and you almost knock over Randy in the lobby!It takes you a long time to find a suitable shirt, and by the time you do, the appointment has already ended! Just when things couldn't get any worse, the secretary calls you on the phone and delivers one more soul-crushing comment:"I guess someone's not cut out for Hollywood!"

Player: Take the sweet fries
Player: Go to the store

DM: You walk home and sit on the bed, where you open the envelope while listening to Fall Out Boy on your headphones (haters gonna hate).You discover that Simon lined you up for two gigs.The first job is the best, though risky. It's for a movie called Let Loose and they are looking for a supporting character. It pays a lot of money and is most likely to strengthen your reputation. However, you'll have to work INSANELY long hours and the director has a history of injuries on set...The second job is pretty typical. It's for a movie called Spear Through my Heart and they are looking for a background character. It pays an average amount of money and won't necessarily improve your reputation. Once again, it has pretty long hours and the isn't the most secure.Which movie will you choose?
Player: Let Loose
DM: You show up at the audition and are immediately greeted with two stacks of pamphlets. The director wants you to chose one of the songs from the movie and use it to audition. You've never had any experience with them, so you're going to need a lot of luck to get the job. The most important question is, which song should you pick?
Player: A New Life
DM: You get the gig!But a few weeks into the movie, you're having second thoughts. The director treats you horribly, people are being fired left and right, and your life is basically a loop of torture. You don't know how much more you can take.
Player: Quit and Get a New Gig
DM: After you quit, you begin searching for another gig that can at least pay your grocery bills. Sometimes, takeout from Ollie's just didn't cut it.Eventually, an advertising job opened up...and another, and another, and another.You spend the rest of your career acting in business advertisements, and you never do end up on the silver screen.

Player: Stay With the Movie
DM: Somehow, by some miracle, you make it to the final shooting day without getting fired.You leave the movie with a fat paycheck and go back to job hunting. But even throughout your long career, you always check for the director's name. If he was the same one who directed Let Loose, you would always flee the building like it was on fire.

DM: You arrive at the audition and find that you are the only one there. Apparently, people had such bad hopes about the movie that they refused to show up. But as long as you're there, you'll probably get the role.But since no one showed up, should you even be there? Is the movie worth it? Should you back out?
DM: You don't want to take chances, so you leave the audition. Then you go to the audition for the other movie, but you find that the part has already been filled.You are unable to land another gig, so you are forced to move back to Texas.

DM: As the world came crashing down on us allIt began as an ordinary dayNever foreseen was our great city's fall The youngest amongst us began to bawlWhile the rest of us would desperately prayAs the world came crashing down on us all A little girl ran by, dropping her dollOut of the city, under the archwayNever foreseen was our great city's fall Never have any of us felt so smallOne day after Vulcanalia dayAs the world came crashing down on us all Nothing left of the city we recallExcept for ash, rubble, and bits of clayNever foreseen was our great city's fall The ghosts of Pompeii come to beg and crawlTwo thousand people could not get awayAs the world came crashing down on us allNever foreseen was our great city's fall
Player: And so
DM: Flamma was dead, the city was deadNothing was left save mud, ash, and meI sat in the ruins of a demolished cityAnd cried and cried and criedWhy was I there? Why was I born?Or rather, why wasn't I born Fate was so cruelFate was so meanWhy had she done this to me And so despite my intentions of goodEvery heroic act I attempted failedI feel like such a failureAnd now I live my nonexistent lifeDoing nothing but running from strife
Player: My life
DM: I don't want to live, but I cannot dieSo I sit in silence and let the world pass me byA state of purgatory, I live in this lieUnwilling to live and unable to die

DM: This, the best bathroom in the school, is near the ESL department, just off a lounge. This whole area used to be dorm rooms, and the bathroom used to be the shower room for the hall. It is large, and contains stored furniture and, oddly, old filing cabinets with records from the school from decades back, including old dossiers on past hires.At times, when you need some quiet, you have closed the door, relaxed on the old easy chairs, and read deep secrets about your fellow faculty, perusing their old transcripts, laughing at their letters of interest as they attempting to intrigue the hiring committee, and noting with interest for later use letters of demerit that had been placed in their faculty files. Naturally I removed my own file and shredded without reading it, over a decade ago.What did I do, with all my spare time, as Hobart taught the class?
Player: You fell asleep in the soft chair.
DM: Yes, this was the life. I stretched out in the soft chair.Any student knows this deep secret about sleep. There is no sleep so blissful, so magical, so perfect, as the sleep one cannot have when the teacher is lecturing. They close their eyes for just a moment, wishing. If they could only keep their eyes closed and doze, the sleep would be curative of death itself. So the lesson here is that sleep that is forbidden, like sex, is the sweetest of all.But what students do not know, and we faculty know, is that the same is true for the professor. When we teach, we can, at times, grow weary, and seeing the sleepy faces of the students makes us tired as well. We would give anything to sleep through our own classes. You know the old joke that a professor is someone who talks in other people's sleep, or the other joke, where a professor says, "I dreamed I was teaching my class, and when I woke up, I was."But now, I realized, I was about to do the impossible. I was about to sleep through my own class, and Hobart would never realize. I settled down in the blue cushy chair from 1940 and sank into a lovely, restful sleep. I slept through Medieval Religious Lyrics, and then through Chaucer. It didn't matter.
Player: And why didn't it matter?

DM: You walk on and on until you get to a street. You see a few shops here, including Wal*Mart, HEB and Superexpensiveclothesshopthingee. There's the dark alley in the distance, from which you smell kitty litter...
Player: Wal-Mart
DM: You decide to take a stroll at Wal-Mart. As you walk inside, people stare at you and you know that they suspect something, so you try to tell them: "Everything's fine. I didn't kill anyone. Especially not Sir Vidae." you try to tell them, but it's clear that, because of your specifically written dialogue about the missing Sir Vidae, they know you have something to do with it. A little boy asks, "Where is he?"You just stand there until some police take you away into jail.

DM: The waters a treacherous. Icebergs float past the boat, and waves pummel it. It's a difficult process to make it through Drake Passage, and ultimately it fails. After spending a month trying to get through, Bligh give up and orders the boat turned about. A new course is set for eastward. There's two ways to reach Tahiti, after all. The Bounty sails for 10 months, rounding the Cape of Good Hope and crossing the Indian Ocean. Not much happens, except James Valentine (a fellow Able Seaman) dies of scurvy on the way. It's a horrible disease and his body is pushed overboard to prevent it from spreading. She reaches Tahiti on the 26th day of October, 1788.
Player: October 26, 1788
DM: It's a beautiful day in paradise as the anchor is dropped. You and the rest of the crew are eager to get your feet on land. And what a land! White sand beaches, palm trees. There's even a Tahitian village! Everyone is eventualy loaded off the ship and onto the island. Days are spent collecting breadfruit trees and preparing them for the long journey, and nights are spent sleeping in the nearby village. Many of the men choose to live ashore for the five months you are here. You all become accustomed to the ways and culture of the Tahitians. Many men fall in love with the women. Fletcher even marries one. It's great. The women are beautiful, the village chiefs like you. The people here are encouraging you to stay. And indeed, one night, as you lay on the beach with the water lapping onto shore, three men approach you with an idea...

Player: "A clock."
DM: "A clock," you say."BZZT! WRONG!!!" yells AMZAK.An electric shock comes out of the door and zaps you.

DM: The forest troll is a figure of femininity, through and through. Her frame is squat, and rotund, sporting soft limbs and the proportions of an early fertility goddess. Her stomach is swollen heavy with child, and unlike many figures in the gallery, she seems contented. Though her expression and proportions are very earthly and maternal, the rest of her is far from it. Tusks of tree branch protrude from her mouth, which has bee-stung lips. Her eyes are doe-like, but rimmed with black speckles that are more widely dispersed throughout her face. Her whole face, and the bulk of her body alternates between light grey, like a birch tree, to warm, leaf green and rich brown. The hair that falls from her head and down to her waist is a mixture of twigs, moss, ivy, flowers and leaves. The texture of her skin is at the highest caliber upon her neck, shoulders and arms, where the colors blend and crack. Yet they never stray too far from human, even while forming flowing sigils of coloration. Vines encircle her arms, forming jewelry and accenting the loose, flowing garment she wears as a dress. The garment is light, but dingy at the edges from soil and stains of grass. It falls to her knees with a tattered seam, and her feet are bare, save for the bark wrapped about her ankles, which is held in place by still more ivy.
DM: Like the others, the forest troll is still as stone. Is the name "living" gallery a misnomer? Staring sharp from every angle, the truth can be known to a discerning eye. Though her breaths are slight and shallow as a sick child, she does breathe all the same. But that perhaps makes her visage all the more disturbing. For as long as any may look, they would find her eyes unwavering. She does not blink, and nor does she glance away. Her gaze rests heavily upon a single spot on the wall opposite of her.
Player: Approach the Forest Troll.

DM: You decided it would be infinitely best to first take sight of the pirates that politely knocked on your door, lest they were here to pillage your home and murder you, readied their swords and guns just beyond this flimsy piece of wood with a handle.But it was no intergalactic pirates keen on pillaging your home and murdering you at all.It was a child. Or at least a small human. Or at least a small figure that had some resemblance to yourself.Of course, child or not, it might have still been here to pillage your home and murder you anyway.You pulled open the door, shaken with fear as this presumed child hollered at you, "Trick or treat!"He shook some sort of gourd on a string at you. A gourd that had eyes and a mouth carved into it, filled to its brim with all sorts of colorful treats."Trick or treat?" you stuttered back at the child.The child wore dark paint over his face, and a long white cape over his shoulders. A cape far too large for him.Did all human children look like this?"Trick or treat?" the child tried again. He shook that gourd on a string at you.He did not desire tricks at all. He desired treats, of which you did not have.
Player: Ask the child how he found his way here
DM: The child seemed confused that you were questioning him like this. He was only here for treats, it seemed."I. . . I walked here," he said.Walked here? you thought. How does a child walk to the edges of a galaxy? Or anyone for that matter?He must have been fearful of your quizzical expression, began to step away from you."That isn't possible," you told him. "Look around you, you're in space."But it was too late. The startled child rushed away from you, but cried, "Happy Halloween!"Happy Halloween, you kept thinking. What in the world does Happy Halloween mean?The child returned back down the steps, vanished into nothingness. It was almost as if he had stepped through a doorway on the final step. Like a portal right to your home. The space around him trembled as he disappeared, as if the very fabric of time moved around him.
Player: Return inside

Player: Examine those porch steps
DM: You nearly tripped over yourself as you hurried down the stairs after the child, but were careful not to trip too much and fall off that last step.What would happen if you fell off that last step anyway?You felt the space around that last step, felt for a doorknob, a hole in space, a wrinkle in time, anything that could reveal to you how a child managed to get here, to your home billions upon billions of lightyears away from the green planet.But you felt nothing but dead, empty space.There was no door, no opening, no curtain, no way that anyone should have been able to get here.Were you mad? Had all this time of isolation finally driven you mad? Was that child even real? Were you even real? How did you get here anyway? How did your entire house get here?As you gripped space for any sign of an exit, you saw your hands. They were old, aged. You had not realized how much age had found itself in your hands, not to mention what the rest of you might have looked like.You sat down on those steps. This porch was falling apart. You could see peach paint.The stars in your vision glimmered endlessly, per usual.

DM: Without another thought, you turned on your heel and rushed back inside, quickly looked around for anything that could be a suitable human child treat replacement. You saw your black coffee you had thrown aside and spilled a bit of on the table. You saw your plate of cinnamon toast beside that, now cold and stale. You saw the rats creep out of their holes in the walls, stare at that cold and stale cinnamon toast with their beady red eyes.Greedy bastards.You saw a bag of flour you hadn't used in millennia sitting in the cupboard. Upon throwing open the cupboard doors you saw dusty kitchenware and rat droppings and cursed the rats again.The child remained anxiously outside your door.You reached and quickly grabbed. . .
Player: The bag of flour
DM: Well, you were inviting children to be clever and learn how to bake. Of course they would need other things like eggs and milk if they ever wanted to create something remotely edible, but flour was always a good start.You returned to the front door. This child awkwardly shuffled about, taking note of your house.You handed him the flour."Thanks. . ." he said. "Happy Halloween!"Happy Halloween, you kept thinking. What in the world did Happy Halloween mean?The child returned back down the steps, vanished into nothingness. It was almost as if he had stepped through a doorway on the final step. Like a portal right to your home. The space around him trembled as he disappeared, as if the very fabric of time moved around him.

Player: Answer the door

DM: You were still rattled by your sudden visitor, but thankful it was at least not a rowdy bunch of pirates.But like pirates, did human children come in bundles? Was there going to be more from where that one came from? And would they begged for more treats?By Gods, where would you find more treats!You waited one long moment. It was silent, besides the rats scurrying to eat what was left of your breakfast.Your stomach howled, but your mind buzzed.Perhaps you had a book about this.You entered your study, looked around at your incredible collection of human literature. Perhaps one of them could hold answers on how children could galaxy hop.You felt yourself drawn to one book in particular. In fact, it sat on your desk. The lamp above it seemed to send shimmers of light across its cover.
Player: The Dead and Their Deeds by Lisbeth Mccullough
DM: Well, this was a lot to think about, yet didn't seem all that implausible in your circumstances."Am I alive?" you asked no soul in particular.Did you have a book on this?You felt bird bumps form up your neck and spine.You tore through your bookshelves, had but only a kid's book about ghosts stuffed between a copy of Interview With a Vampire and One Fish, Two Fish, Red Fish, Blue Fish.You supposed fish came in all different colors on the green planet.No books. Not one book in your entire collection could tell you anything about these occurrences.But with an angry huff you spun on your heel, threw your head back before clutching at your hair.And then you saw it. The lamp on your desk flickered, illuminated one grey book below it.The Dead and Their Deeds, by some Orly Rankin.You collapsed onto your desk chair, began to flip through this book you never remembered acquiring.You stopped on one page:"The dead sometimes cannot transition if they have unfinished business."What a strange fact."This is commonly remedied by the friends and families casting a farewell spell, or having the dead person speak through his or her traumas."You put a hand on your chest. Alas, your heart was still beating.Knock, knock, knock. . .

DM: Well, you supposed it could be considered treats. It was sugary and sweet enough, if now cold and stale, but children probably did not have high standards on their treat preferences.You returned to the front door. This child awkwardly shuffled about, taking note of your house.You handed him the plate of cinnamon toast."Thanks. . ." he said. "Happy Halloween!"Happy Halloween, you kept thinking. What in the world did Happy Halloween mean?The child returned back down the steps, vanished into nothingness. It was almost as if he had stepped through a doorway on the final step. Like a portal right to your home. The space around him trembled as he disappeared, as if the very fabric of time moved around him.

DM: The door creaked.A child."Trick or treat!" the child hollered. He was dressed like a miniature knight with a metallic suit and helmet that clattered as he walked. In one had he had a pillowcase, in the other, some sort of animal on a stick."Of course," you said. "What is that you have there?"You pointed at that animal on a stick. Whatever it was had been decapitated and stuffed, mercilessly staked and now this child knight walked around with it, like some sort of trophy."Oh, this is my stallion, Acorn," the child explained."Why have you severed its head and put it on a stick?" you asked."He's just a horse. I ride him into battle so I can save princesses from huge, evil dragons. . . Trick or treat," the boy tried again, jutted out his pillowcase of candy at you."Very well, that is a noble cause, even if the price of justice is a dead. . . Horse. I have something perfect for a knight," you declared, hurried back inside and grabbed a handful of dull knives."Those aren't candy!" the boy said."Well, no, but a knight could always use a sword or two or seven," you told him."Thanks, I guess," he said, turned on his way.That boy might have been a knight, but you felt like a hero.And as that knightly boy descended back down those steps, and just like the other child had, he stepped through space, like a fold in time, and vanished among the stars. . .

DM: Stephan Lite enters his facility. One of his assistants approaches him."Tell me you have good news.""Yes sir. We were successful. Using only the old blood sample, we have completely managed to recreate this beast.""Fantastic. Is it complete.""It is" the assistant responds and nods to someone outside the room. A door then opens, followed by heavy footsteps. Stephan Lite looks at the hulking beast come before him."Spectacular. Can he talk?""I can talk" the beast responds with a deep voice."And he has a concept of the english language. This is not something you created from scratch.""It is not. We determined that the process would be faster if we could mutate a fullgrown human, instead of using the age-speeding process to create one from scratch.""An interesting idea. Not just buy your own superpowered warrior, but now you can buy your own superpowers for yourself. Well done. One last thing, we need a name for this thing. Something that will sell. A name that gleams of it's power.""Well, the men who developed had a nickname for it.""What was it?""The Behemoth."Stephan Lite looks at the Behemoth and smiles.
Player: Chapter 3-Challenged.
DM: I'm woken up by the Imperfect beeper. Goddamn it! It's mad early. She better have a good explanation for this.I get out of bed, wake up Car...whatever her name is, tell her to dress up and leave. Daddy's got superhero stuff to do.HEALTH: 100%

DM: Ah, yes. Tiresome, this story, and embarrassing. Not for me, of course. I am not embarrassed, I am never embarrassed, one of the benefit of my rank and position. Embarrassment suggests caring, and I am beyond that at this point. But let me tell the story.You all, of course, know our dear colleague Hobart Hobbes, that aged pillar of the community, the maestro of poetry. An aged, wise man, he is the heart of this school, the voice of institutional memory, a loving husband, a beloved teacher, and a father of three strapping men with booming voices.Hobart, as I say, is a lovely man, we'll all agree. Hobart, clutch your cane and hobble to your feet for us. Take a well-deserved and rickety bow for your 120 years of service--I estimate--to this place of learning.But you, Hobart, you were the cause of my being disgustingly accused of improper, immoral, and inappropriate behavior. The fault is Hobart's, ladies and gentlemen of the faculty. Blame him. And what were the specific charges you ask? Where did it all begin? What exactly am I accused of doing?
Player: You were touching inappropriately.

DM: You are in the middle of the main classroom hallway of the school. The hallway continues for some distance to the north and to the south, though you can see the main lobby to the school far to the south. East of here is the center hallway of the school, also known as the locker hallway where you were recently crammed into a locker. On the west wall of the hallway here are photos of different kinds of foods and desserts. Those pictures surround a door marked room 109.

DM: You go to examine the multiple piles of metal beams that were going to be part of the building. Stacks and stacks of miscellaneous building supplies cover the area. You think about taking something, maybe to build a crude base. But, as you realize, you don't have a vehicle. You'd have to carry the whole thing back with you. You decide to just look for small things to take. Among the supplies, you find a small key.
Player: back
Player: Examine the forklift
DM: There is an abandoned forklift sitting in the middle of the construction site. You can see a crowbar in there, a really good weapon. Unfortunately, not only do you need a key to open the door, but there is a zombie trapped inside. It doesn't see you, but it's moving around the cabin, so you know it's alive - uh, animated.

DM: You decide to join the Fairview Cult.As you say the words, "Yeah, I'll join," you feel the air part around you and it seems as if a very heavy burden is just lifted off of your shoulders. Moments later, the second period bell rings. You pick up your things and leave for your next class.
DM: You decide to go to sleep. The teacher wakes you up with a note to go to the office. Mr. Greenwall, the associate principal, wants to talk to you. What do you do:
Player: Go down to the office
DM: You decide to go to the office. What would you like to do:

Player: Powers...
Player: Continue..
DM: You then start to loose you consciousness and soon fall down. You see villagers looking at you with surprised eyes... Your mother and sister come quickly to you and hug you. You look for the girl... Where is she... What is her name... ? You then faint. To be continued.

DM: "We can find a motel..." Julia whispered after thirty minutes of fruitless search. All of the houses seemed to have furious or scared residents who yelled at us to fuck off. "We got no money, though." I reminded her. "We can always 'persuade' people to give us money..." Julia pushed you, winking. "IF you know what i mean."
Player: Sure...
DM: 'OK! Let's get to it!" she bounded off, probably already plotting in her head what to do. You sighed and followed her. She can be almost childish sometimes. An Hour Later You and Julia were concealed in the shadows, where no one can see you. Julia spotted a woman walking over to your hiding place and you got ready. Once she is close enough, Julia jumped out of the shadows and, feeling bad, you did too. "Stop!" She cried, pointing at the woman. "Give us your money!" The next thing hppened so fast it was impossible to follow. The woman, seemingly frail and scared, suddenly pulled a gun out of her handbag and shot Julia through the stomach. Then she turned the barrel on you and, to your eternal shame, you cowered into the wall and she spared you. Putting the pistol back into her bag, she walked away.
Player: Oh shit... Julia's shot!
DM: You crawled over to her. "Are you alright?" What a dumb question. She had blood pumping out of her as an unbelievable rate, and her clothes and the ground are soaked red. "Oh God, oh God What do i do..." You whispered to yourself, thinking about any first-aid training or lessons you had. Nothing. There you are, your girlfriend bleeding to her death and you can't do anything about it. Or can you? You remembered the hospital. But its going to be a five minutes walk, with Julia in you arms. Or you can just care for her the best you can right here, trying to stop the blood flow in any way.
DM: You were too late. Before you was halfway there her body went limp. She's gone. As you stared at the lifeless body, you decided that this freak life, without a companion or friend, without family or purpose, is not worth it anymore. The End

DM: You assume a defensive position.The two of you hold your defensive stance."Come ON," Larcassio says, and you see his blade flash out towards you--

DM: I carefully painted an apple, then looked at Kate's. "Yours is so much better than mine," I complimented. Kate held up the two pictures, comparing them. "Nah, yours is better," she decided. I shrugged. "They both look the same."
Player: Memories
DM: When I was a boy, l had a friend named Kate. She had rosy red cheeks, blue eyes and chocolate-brown hair.

DM: You have been sentenced to a lifetime in jail. What you did was a serious crime. It seems it was you fate to end up in jail. THE END
Player: Restart the Story
DM: The year is 1830. Your name is Jay Turner and you are 28 years old. You are currently living in Liverpool, England and are working as shipwright. Lately you have been seeing a lot of posters around town advertising free land in a new British colony called Canada. It seemed like it was an amazing opportunity. In England, life isn't that great. Social class is a very important part of life and you are part of the lower class. Which means you are not rich and do not have the privileges the upper class have. As a shipwright, you are making an ok amount of money. It is enough to survive. With the opening of the Liverpool and Manchester Railway, more people are moving to Liverpool. It is getting so crowded and opportunities to make money are hard to find. Also people are using the railway more, ships do not seem to be in demand as much as before. Diseases were also coming to Liverpool. Especially one called cholera. This opportunity to move to Canada is a chance to make a better life! According to the posters, the land that would be granted to you is fertile and would be close to markets and towns. What a great deal that is! One of the ports receiving immigrants is Halifax, Nova Scotia. That is perfect because the shipbuilding industry in Halifax is blooming because of its trade with the European countries. So you decide to board a ship at Waterloo Docks and immigrate to Canada. This ship will take you to Halifax, Nova Scotia to start a new life.

DM: You caught yourself nodding your head at the little girl even before agreeing."This is very kind of you. I will remember this kind gesture and repay you tenfold, human," the girl named Vida declared, marched confidently into your abode, a bucket of candy in one hand and a fistful of her princess skirts in the other.It perhaps was not wise to teach children to stay at strangers' homes if they were lost, but this child seemed very capable. You dare say she could probably even defend herself if need be. That crown was very pointy and sharp, and so was her attitude. Of course you had no desire to kidnap her anyway.She was deserving of a crown, and she must have known such a thing."Are all your friends green too?" you asked.Vida was puzzled for a moment, before she looked at her arms and then back at you."No. . . They're not. Humans aren't green. But I'm not a human like you."She took your bewildered expression to mean you did not understand her, continued, "I am the Goddess of Life. I am Vida. And I am going to wait by the window for Oberon."Oberon, you thought. Who was Oberon?
Player: Inquire about this Oberon
DM: "Who is this Oberon? Your father?" you asked Vida."Yes, he kills humans. Well, he doesn't kill humans. He says humans kill themselves, and each other. He just takes their souls with his huge scythe," Vida explained. As she said Huge Scythe, she spread her little arms as far as they stretched to illustrate how Huge this Scythe was. "He's got a cloak and a green scarf from Mama."A figure like that sounded familiar. Like a figure one might see on Halloween. A Grim Reaper."You have a mother too?" you asked."Yes, but she's dead," Vida stated. "And when she died, she made me. She was the Goddess of Life before me. Her name was Irene. Oberon loved her."You swore you read a story just like what Vida was explaining.

DM: It seemed you had no choice in the matter anyway, because this child cried, "Thank you!" and shoved past you even before you could finish your sentence."This is very kind of you. I will remember this kind gesture and repay you tenfold, human," the girl named Vida declared, marched confidently into your abode, a bucket of candy in one hand and a fistful of her princess skirts in the other.It perhaps was not wise to teach children to stay at strangers' homes if they were lost, but this child seemed very capable. You dare say she could probably even defend herself if need be. That crown was very pointy and sharp, and so was her attitude. Of course you had no desire to kidnap her anyway.She was deserving of a crown, and she must have known such a thing."Are all your friends green too?" you asked.Vida was puzzled for a moment, before she looked at her arms and then back at you."No. . . They're not. Humans aren't green. But I'm not a human like you."She took your bewildered expression to mean you did not understand her, continued, "I am the Goddess of Life. I am Vida. And I am going to wait by the window for Oberon."Oberon, you thought. Who was Oberon?
Player: Inquire about Vida

DM: You grab at the nearest door and open it, finding yourself in a bathroom. You shut the door and press up against it, waiting. You hear the snarls pass the door, and begin counting. When you reach twenty, you listen again, before opening the door and continuing along. It only takes a few minutes before you arrive at the oak doors of armory. You open the doors, moving quickly inside. There's a row of rifles leaning against the walls, a crate of pistols, a large machine gun atop a crate of ammunitions and an entire box of dynamite. It seems like you're fairly set to do some serious ki...You hear a howl, and turn to look out the door at the approaching Alpha that charges towards you. It's white fur is dripping with flesh blood, and you can see pieces of flesh stuck in its teeth.
Player: Lock the armory door
DM: You slam the door shut, locking it quickly. You look around, as the claw smashes into the door, and you know it won't last much longer.There's a shotgun you can load with silver buckshot, that you've used on hunting some of the more dangerous werewolves before.There's a box full of dynamite that you could set off, which would almost certainly kill you as well as the Alpha, but fuck it, you wouldn't mind taking someone down with you.Finally, there's the machine gun. Although there's no silver bullets, you could set it up so you could pump so much lead into that beast that you'd definitely kill it.
Player: Grab the shotgun

Player: Mines
DM: I headed towards the mines....There I saw Mr. Wilson, sittin' outside on a break. He was tall, dark-skinned, and brawny as you'd expect from a miner. He was also a very calm guy, he has a relaxing nature around him that is infectious to anyone he talks to.He seems a little disturbed today though, he's sitting cross legged, his eyes are closed and he seems to be muttering something but I can't make it out.

DM: Your world is rot. Your nostrils fill with the smell of excrement and decay that tends to fill your home. Still, it's all you have. You scurry among the scattered ruins, climbing atop a massive section of castle wreckage, sniffing the air.A rusted, blood-stained sword sits in one hand, a leather pouch hanging from your shoulder. Your whiskers tingle with excitement as you smell the scent of burning meat. Campfires are near, and where there's campfire, there's a caravan. Where there's a caravan, there's food.
Player: Head towards it

DM: You remember her smiles. You remember the laughs. You remember her mom. Before everything shattered like glass. She was your daughter. You were her dad. You wouldn't let them take her away. She was all you had.
Player: Realization
DM: .Why did you do this. This didn't go as planned. She would hate you forever. The death of her mom. When you shot her down. She was always a mommy's girl. All you wanted was her love. All you wanted was for her to smile. "Will you just look at me?" She looks down.
Player: Together
DM: Gas is silent.Gas is harmless.Gas is harmful.Gas helps.Gas fixes problems.Gas reverts choices.Gas is a good solution.Gas is how you did it.Together you were in the basement.as the CO comes in.You read her a story.One about a knight protecting a child from a evil witch.the knight ends up killing the witch.The child though was angry as the witch was a mentor and mother figure to the child and treated her as her own.You never finish the story."Together we rise, Together we fall."

DM: 
DM: Welcome to Hollywood! Well, not quite Hollywood, you actually live in one of the smaller cities surrounding Los Angeles known as Pasadena. But it is close enough that you have been bit by the fame bug and want nothing more than to see your name in lights. You've just graduated from UC Irvine with highest academic honors, while still managing to maintain a steady career on your college's stage. You know you've got talent, if you could just be noticed. Unfortunately college managed to hit you where it hurts, straight in the wallet, and you've been forced to move back home for a while. Your parents approve of this decision, but keep badgering you about what your next move will be. You are afraid to admit that graduate school is not your first choice, and keep stalling whenever the topic comes up.So now comes the first decision--where to start on your path to fame. Hiring an agent would be expensive but would most likely net you at least a bit of work. Or you could attempt to get lucky and hit it big on the internet.Hell, maybe you should just give up now. You know your parents aren't going to be happy with this.
Player: Hell, I'm a poor college student, I don't have money for agents -- to teh interwebz!
DM: You love the idea of being in videos, but getting an actual job in Hollywood might be a bit ambitious at this point (plus your parents would rather you spend your time looking for a "real" job). You decide that, for now, you should just try putting yourself on YouTube and see what happens.But the question is, what sort of videos should you make? You've seen women like Christine Gambito get popular by making fun of their Asian families, and Michelle Phan get even more popular by posting makeup tutorials (and even get a corporate sponsor from it). You don't think makeup is really your thing, and are more interested in actually acting than in looking pretty... but you're not sure if people will want to watch that.
Player: Create a silly skit

Player: I'm already so in debt, I guess I can afford to spend a little more...
DM: So you decided to get an agent. You can feel the reserves in your bank starting to run low, but you know that you'll have a job soon enough, or why else would you have an agent? Your agent informs you that you also need to join the Screen Actors guild for maximum benefit. You never realized that becoming an actor would cost so much, but your will of fire will not be dampened! As it is, you will either have to take out a loan or go to your parents for help.
Player: Go to parents for money

DM: You decide trying to be funny is probably your best bet for popularity, and making a skit of some sort will be a good way to show off your acting skills.But what should it be about? You begin to realize that, when people see your face on Youtube, the first thing they'll notice is that you're an Asian woman. And then they'll think of the stereotypes. You'd rather not perpetuate such stereotypes, but will you get more hits if you acknowledge your Asian identity than if you try to separate yourself from it?
Player: Use stereotypes to make fun of yourself

DM: You know you've hit bottom when you have to go to your parents for money. You decide to be a good child all day, helping with the dishes, speaking only in mandarin, being nice to your Nai Nai. That night you decide to broach the topic.'So... You know I've always been really good at the theater-' You can tell by the look on their faces that this isn't going to work. Your mother's pursed lips alone remind you that they never attended a single one of your productions, despite living only an hour away. They allowed you to continue your little 'hobby' simply because you always kept your GPA up. You attempt to continue boldly on.'Well, I've joined this guild for actors, but the fees are a bit high, and I was wondering if maybe I could get some help?' You realize you must look ridiculous, going to your parents for money at 23 years of age. They don't even approve of your acting when you are doing it for free, why would they ever be willing to help pay for it?'We appreciate that this is what you think you want to do right now, but after helping fund your college, we can't really afford it, and I don't know if you can either...' Your mother starts, but you can tell your father isn't going to be quite so nice about it.'You want to be a starving artist out on the streets? You want to throw away all the money we put into your education? Chinese School, SAT prep, College, were those all for nothing? Come back and ask us for money when you need it for something USEFUL, like med school,' he growls.You realize the topic is closed. You are either going to have to take out a loan, or give up on this dream.

Player: Post the video
DM: You post your semi-self-deprecating video.It doesn't take long to realize that was a bad idea.You forgot that the type of people who leave comments on Youtube videos often don't have the most sophisticated tastes; any irony you may have intended in your video seems to have been totally lost on them, and now they're all either truly making fun of Asian drivers or criticizing you for posting about stereotypes. Or requesting that you take off your clothes.The internet can be a brutal place, and you decide to abandon it. Now, should you try for the more serious Hollywood route or find a different job and spend the rest of your life hiding from video cameras?
Player: Get an agent--and hopefully a real acting job

DM: Well, this is the option that requires the least creativity; you figure you might as well just get a video up on YouTube and see what happens from there.You turn on your webcam and create a typical vlog post, sitting in front of your computer talking about yourself. You try to make it interesting, but within a few minutes you've realized that, out of all the vlogs out there on the internet, yours isn't going to be anything special unless you put more effort into distinguishing yourself. Looking at the other Asian women who've actually managed to get subscribers, you figure you need to be either funny or sexy. Which should it be?
Player: Sexy
DM: People seem to like sexy Asian women, so you decide that might be the best way to get noticed.You put on your sexiest clothes and start making a makeup tutorial, Ã la Michelle Phan. It doesn't take you long to realize that sexiness isn't exactly your forte, nor do you know any more about makeup than the average woman. You're also not really using your acting skills, which is the reason you came to Youtube in the first place. You discard this idea and decide humor would suit you better.

DM: You know this loan is going to be eating at your funds for years to come, but it's not like you really had a choice. At the very least you now have an agent and are protected by the guild.So what now? What steps are you going to take to get noticed, to get your face out there? You don't really have a support network at this point, and even your family isn't willing to help.Maybe you should start small and hope someone sees your worth as an extra. I mean, at the very least, it is a paying job.Or maybe it's time to go big or go home? You recently saw an audition for a new T.V. pilot, but it was specifically asking for 'twenties, blonde, beautiful girl', code for 'white'. Is it worth the risk?
Player: Audition as an extra
DM: You audition as an extra for a new T.V. pilot, and they seem to like your headshot. You overhear one of the casting directors mention that this is set in L.A., and you'll do wonders for the authenticity. You aren't sure if this counts as a step in the right direction for Asian-American actors. Sure, it means more screentime and exposure of Asian-Americans on T.V., but are we really just something needed for diversity and authenticity? Does that mean if the casting director doesn't believe any Asians belong in that situation, you'll never be cast?You shake your head. You don't have time for this nonsense, you have guild dues to pay. You step onto that stage and do your best to both blend in and stand out. At the end of the day one of the actors walks over and hands you a water bottle."I loved your work today, I'm working on a small independent film and we are looking for more of your type for small bit roles, are you interested?" he says.Your type? Female? Pretty? Asian? Good actress? You are not quite sure what he means, but money is money. The other option would be to just return to your agency and look for more work...
Player: Go back to the agency

DM: Sometimes things just don't work out. Your parents are very supportive of your decision to try another more conventional route, and you know you'll be fine. Sometimes, though, sometimes you'll go to the movies and wonder. Wonder if maybe you could have made it.But you know that at least now your life is stable.

Player: Post video to Youtube
DM: You post the video about your family. And people like it! You score a bunch of views and positive comments about your sense of humor and your imitations. You even get some subscribers. If you can keep this up with more videos, Youtube fame might be within reach!But now your parents are on your case about getting a job. You consider showing them the video and positive comments so they know you're doing something, but that would also mean showing them how you're making fun of them.
Player: Show your parents the video
DM: You know this is risky, but you decide if you're going to be Youtube famous, you probably shouldn't hide it from your parents. More importantly, if you can convince them that you're working toward getting a real job, they might get off your case a bit.You approach the matter as carefully as possible. You let them know you've been working on a project on Youtube (you've tried explaining to them what "Youtube" is, though you're not sure they quite understand). You tell them it's been received well, and that if you keep making things people like, you could make money directly through Youtube or get offered a paying job.They're skeptical about you posting a video of yourself where anyone could see it and demand that you play it for them.
Player: Play it
DM: Your parents are horrified by you talking about them in such a way. You try to explain that you were joking, that no one will judge them for it, but to no avail. They demand that you delete the video and don't post any more.
Player: Tell them you'll delete it, but don't

DM: You're not really comfortable with conforming to Asian stereotypes or making fun of them, so you decide the safest thing is not to acknowledge your race. You write and perform a skit that (nicely) makes fun of silly things your friends do. You think it's pretty funny.
Player: Post it to Youtube

Player: Use stereotypes to make fun of your family

Player: Make a skit that has nothing to do with being Asian

Player: Take offer
DM: You arrive on set for your bit part in the independent film. When you are handed the script, you realize that you are to be a "sassy Vietnamese manicurist, young, exotic." A casting assistant walks over to speak with you, and when you open your mouth to voice your concerns she speaks first. "This is a comedy, so if you have the ability to pull off an accent, that'd be fantastic," she says, completely serious.You stand looking calm on the outside while seething on the inside for a minute before pulling out your cell phone to text your agent."Not what I signed up for. Script super racist, makes fun of asians. what do?"You quickly receive a reply. "Not what casting people originally said. So sorry. Possible to give best interpretation?" You can tell your agent is just as angry as you are, but you don't quite know what to do in the situation. You're already here with a guaranteed role and paycheck...
Player: Accept role

DM: You sit awkwardly in the waiting room staring at all the buxom blondes surrounding you. You grew up in a predominantly white neighborhood, so you are used to feeling different aesthetically, but you aren't used to quite so much homogeneity. There's nothing you can do but be your best.You go into the audition and feel like you mastered it, but aren't sure if that's going to be enough in this situation.

Player: Audition for white role

Player: I Already know...

Player: Don't show your parents the video

Player: Get an Agent

Player: Go back to agency
DM: There wasn't really much else to do today, so you decide to head back to the agency. You walk in just as your agent is returning from lunch."Hey there, there isn't much going on today, but I did find a role looking for a '20's, pretty, blonde.' I know you aren't blonde, but I think you might be able to nail it," he tells you.Why not try it? It's not like there's anything better to do today beyond go home and listen to your parents complain at you about how the children of THEIR friends are going to Harvard Law School or curing cancer or something.You start walking out when a man walking in tries to pull you aside. You know if you stop to talk to him you will be late, but you are usually never one to miss an opportunity.
Player: Talk to stranger

Player: Go to audition

Player: Fate 2
DM: Unfortunately you played the 'generic Asian' a bit too well. Soon job offers come rushing in for you to play Japanese, Chinese, Korean, Filipino, basically any role where they think you look even mildly like the ethnicity. You are happy to have a steady income, and your parents are happy with your success (although you can rarely get them to actually watch what you are in). Sometimes organizations lambaste you for giving in to stereotypes, but you have to make a living somehow. It's not reasonable for them to make you represent an entire country, let alone an entire race. You never asked for that, you just wanted success, which you managed to find.

DM: So you didn't get called back. You'll never really know if it was your race, your acting, or simply bad luck that did you in.Well... there is one way to find out. But it'd be pretty forward of you. Maybe it's better if you just try for another show. Hell, maybe you should just give up all together.
Player: Talk to Casting Director
DM: You hesitate before knocking on his door. What if it WAS your work that did you in? What if you just aren't cut out for this business? You muster your resolve and head in. It's 5 o'clock on a Friday, and he appears to be having an important business meeting between his lips and a bottle of jack. "Sorry, I didn't mean to, I mean-" you stutter, quickly backpedaling the way you came."Naaah, it's fine" he says, with just barely a hint of a slur. "This is just my Friday ritual. Now what does a pretty thing like you need?""I was just wondering, well, where exactly did I go wrong today?" you blurt out. "You were fine, but a bit too flat for the look we were looking for," he replies."I mean, I'm sorry, I could try to add depth..." you mutter. "Not there, here!" he says, gesturing toward your chest region, "We used a girl with a D chest. Not that there's anything wrong with your body." His eyes linger on the curves of your body. "I'm sure I could find you some work later, if you were perhaps to help me tonight..."
Player: Accept proposition

Player: Take out a loan

Player: Leave the research console...
DM: You are standing on the bridge of the space ship. There are computers running all around you, flashing various lights, but everything is still completely silent. There are six empty seats around the circular room and large windows looking out in all directions into nothing but blank space.There is one chair that seems to be centered around a number of screens. This looks like the captain's chair, and it has some controls on the armrests of the chair. There is another chair that sits next to a screen marked "Navigation" and another chair next to a screen marked "Research." None of the other screens are labeled. There is also a ladder headed up into the ceiling.
Player: Look at the navigation console...

DM: You accept the nail salon technician role, but inform them that you are unable to do any type of accent as you are Chinese, not Vietnamese. You attempt to make an extremely two dimensional character as nuanced as possible, but it's not really possible with only a few lines. Eventually you realize you are starting to pander to the director, raising the pitch of your voice and making little quips about your 'asian homelife', parroting things you've heard in comedy sketches and on youtube before. The cast and crew eat it up. Suddenly, the day is over and you realize you have an offer to be the star in a political commercial for your local senator. You aren't even sure how that came about, but it's your first real chance for some mainstream screentime.
Player: Go to political commercial filming

DM: You've been told you have the "look." You aren't quite sure what that means, but they want to take photos of you. You go into hair and make-up and then step out all dolled up. You start posing like you've seen on America's Next Top Model, but the photographer suddenly stops you."Yes, yes, those poses are fine, but can't you make them a bit more... fierce?" he asks you.You try to comply, adding energy to your posture."No, no, I mean, more... like this!" He strikes an extremely sexual pose, one that would be pushing his breasts together if he had any, and thrusting his ass out.You aren't really sure if you want to comply with this. You know that sex sells, and is fairly common in the industry, but you just aren't sure if you are comfortable...

Player: Give in, I mean, everyone does it!
DM: A casting director sees your photoshoot and realizes you are a 'hot' commodity. He quickly gives you his card and suggests that you audition for his newest production.

DM: Your dropship lands in a small, snow covered square in the middle of of Ra'Kash City, the main Moogli city on the planet. You expect to see a massive sprawling city, but it's only about two dozen tall spherical skyscrapers."Why's it so small?" You ask, turning to Cabana."The Moogli are a nomadic race. They don't build cities. They rarely even gather in groups of more than a dozen. Probiscans built this place in an attempt to settle down, hoping the Moogli would settle in and start expanding the place, but they didn't. A few of the poorer Lone Wanderers took up residence and a couple of Great Families, but that's not enough to run this place, so it's fallen into a shithole. Now only politicians and diplomats live here, which makes it shittier. Heh, coming from a goddman Senator." Cabana chuckles. "Anyhow, we managed to get a hell of a lot of Moogli together for a couple of days, so this is our chance to make speeches and treaties and proposals and other political shit."The dropship lands, and the doors open. A dozen Moogli stand there holding large, bulky rifles. At the head is an especially small Moogli who offers a hand to you."Greetings. I welcome you to the Probiscan City." He says."Is this not the Moogli capital?""It's the Moogli capital in the same way the tailbone is the human's tail. This is a Probiscan city. We just live in it. Your speech is not scheduled until later. Please, feel free to explore the city and my people. When you're finished, make your way to the Great Hearth.""Thank you." You say, and the Moogli walk away.
Player: Explore the city

DM: There's no way in a million years you'd ever touch a scumbag like that. The instant the room gets that uncomfortable, you quickly flee. You have SOME integrity, and you don't need your body to decide your future. Luckily, your agent calls you up with some good news. An independent Chinese film team is looking for someone who speaks fluent mandarin, and he managed to score you an audition. You still feel dirty from the advances of that man, but you head to the audition anyway. You are apparently just what they are looking for! You nab the role and are told to return in a week.When you return home, your parents are waiting for you. They want to know why you were late on paying back your college loans, and if you are just goofing around. Suddenly the world seems like too much. Even with the future so bright, maybe it'd be better if you just gave in to what they wanted and became a doctor or something. I mean, where can an independent film lead? That's nothing more than home movies.

DM: They love how in touch you are with your culture, and your fluent mandarin. You manage to introduce new layers to a character that was already written for Chinese ancestry, creating a three dimensional, living, breathing character. The story manages to capture a part of your culture without being too trite. Now why couldn't there be more movies like this in Hollywood?Critics rave about your performance, and can't get enough of the nuances you introduced. You are heralded as the start of a wave of the 'Asian Revolution'. You find it a bit awkward representing an entire 'race' when the movie was focused on Chinese culture, but at this moment you aren't going to look a gift horse in the mouth. There is time later to make the masses realize that maybe Korean, Japanese, Chinese, etc. are not all the same.
DM: For the first time ever, your parents watch you act. They absolutely love the way you portrayed your ancestry (although that doesn't stop them from nitpicking your accent, make-up, clothes...)For once they realize that maybe this could be a reasonable career path for you, or at the very least you love it and are good at it.You continue to receive various roles in both independent and mainstream media, slowly working towards introducing as much of your history and self into your acting as possible. Although it isn't always fair that you feel like you are expected to represent all Chinese-Americans (let alone all of Asia), you realize that it comes with the territory. You have your ups and downs, you have success and you make mistakes, but you know it's what you want to continue doing for the rest of your life.

DM: They apologize that they can't drive you straight there. You feel a little bad, but you didn't want to end up potentially stranded in the woods. They drive away and you hear another movement in the bushes. You begin to walk away, as the sun is dipping below the clouds, but you're too late. The iconic helmet reveals to you that your stalker is a Knight! They quickly advance towards you, drawing their sword. Their speed is astounding for a human, and you've only heard tales of their brutality.
Player: I'll stand my ground, if I can buy some time maybe I can escape.
DM: You instinctively raise your arm to block his sword, and while it succeeds at protecting your vital organs, it shatters your forearm into a thousand pieces. The pain is so intense that for a moment you don't feel it, until seeing your arm bent at a horribly unnatural angle and location sends you reeling. Your bloodcurdling scream startles even him, but you're too pained to take advantage of the situation. He swings again, leaving a large gash in your stomach, and knocking you to the ground. As he raises the sword above your throat, you can't help but think he's going to end your life simply because he'sAfraid of Monsters

Player: Learn more
DM: You inquire more about the nature of the commercial, and find it's for instant noodles. This makes you wonder if they're really interested in your talent or just your race, but you're still not planning to turn down an actual acting gig. You set up an appointment to go into the studio.
Player: Go in to film commercial
DM: It becomes pretty apparent that you're being cast a stereotypical Asian woman. Perhaps joking about stereotypes in some of your videos wasn't the best idea--now you're being asked to use an "Asian accent" (as if all Asian languages were the same!) in a commercial, which they point out they know you can do because you've imitated your family members' accents on Youtube. But there's a difference between joking about your immigrant parents having accents and pretending to have one yourself, and you're offended that you should have to. You want to speak up, but you'd also really like the money and screen time this role could give you...
Player: Walk out in disgust
DM: You decide that, however cool an actual job might be, you're just not comfortable portraying a stereotype. You tell the man who hired you that you can't take this job, and leave.Now that you've started thinking about life beyond Youtube, you wonder if maybe you should get an agent and try getting roles you're more comfortable with. Or you could head back to the internet and see if any other opportunities come along that way.

DM: You refuse to give in to the pressure to become more sexual. When you check the magazine the photoshoot was supposed to be run in, you can't find yourself in it. Was it because you wouldn't allow yourself to be pressured? Or were you just not pretty enough? This result is enough to destroy the esteem of any girl.Maybe you should just give up... Or you could go talk to the director and demand to know what happened. Is that too forward?

DM: Hey, it's all in the business, right? Your body is nothing more than something else to market? You have to get ahead somehow. The sex isn't too bad, and he seems to think you are a 'novelty'. True to his word, you get an offer the next week to audition for a major blockbuster.Although quite a few people of all ethnicities are auditioning for the role of 'love interest number 1' in this new movie, you manage to nab the role (perhaps with a little help from your director friend). You are told to report to Paramount studios in a month.You are slightly bothered by the fact that you had to sleep with someone to get this role, but your skill was what got you the role, right? Sleeping with the casting director simply gave you the opportunity?
Player: Report to Paramount Studios

Player: Go to film for the independent film

Player: Ahhhh! Jump up and dive out the window!
Player: Ignore your Mom and try to get some more sleep.
DM: You lie back down, but before you can get to sleep again, you hear your Mom yelling at you again to get the mail!

DM: You succumb to your parents' demands and take down the video. Despite your best efforts, it seems there's no way you can please both your online audience and your family. You'll have to either try a more conventional route to fame or abandon acting altogether.
Player: Get an agent

Player: Speak up

Player: Talk to Witness Mrs Long who may have seen the killer and victim together

DM: Oh no! There's much more to come before she can put on her dress. (There IS an historical reason that there's the old joke about women taking forever to dress...)
DM: Righto! Large early bustles and most hoops or crinolines went on before the petticoats. What's next, then?1. The Dress2. Petticoats3. Shoes
DM: So right. Layers of petticoats were necessary for warmth, and to keep dresses from clinging to the legs. (It was considered vulgar for anyone to acknowledge that women had legs, you know...)You know the drill by now...What came next?1. The Dress2. The Hat3. The Gloves
Player: Hat
DM: It's true that no woman went out of the house without a hat...but you've missed something that was considered even more important no to go out of the house without........
DM: The logical--and correct--answer. :)If she was going out, a hat and a pair of gloves would follow. No lady went without them, though working women often dispensed with gloves. A parasol was a necessary item for a lady to protect her skin against the sun. Jewelry and a whole host of other accessories were also common.Whew! Are you exhausted just thinking about all those clothes? Well, if your not, I am! So sit back and be thankful that your corset isn't giving you a back ache! :)

Player: "Do you know anything about the road ahead?"

Player: Back to Youtube
DM: Having finished with the commercial, you head back home and post a new video joking about your experience. You continue to build your channel, trying a bit harder now not to make use of stereotypes.Your popularity continues to grow until you're actually kind of Youtube famous. You occasionally get offered more small acting roles, and you also make a bit of money by putting ads on your videos.You're not exactly a movie star, nor are you exactly rich, but you've found a way to act and be seen acting, and to do it on your own terms. Congratulations!

DM: You try to politely point out to the commercial's director that you don't have an accent and would rather be realistic than portray a stereotype. He looks confused. "Isn't that exactly what you do in your videos?" You try to explain that, although you joke about your parents' accents, this isn't really the same thing... but he doesn't seem to get it. It looks like if you want this job, you're going to have to play a stereotype.

DM: You decide to play the part, telling yourself that it's just for the money. It can't hurt that much to do one stereotyped instant noodle commercial, can it?You make some money off of it, and your parents seem ambivalent. They don't totally approve of the commercial, but at this point they're too relieved that you're actually doing something to complain too much. You consider it a reasonable success.You wonder if you should try to get an agent--and therefore more acting jobs like this one or better--or continue to focus on your Youtube channel and wait for other opportunities to find you that way.

Player: (Hacker) Change Tony's grades to F's
DM: Having watched the movie Hackers over 500 times, you realize that hacking mainframes is really easy. Essentially, you're transported into a cool 3D rendered world and your consciousness descends on the servers of your public school like a hoard of Hitchcockian birds. You douse the firewalls, decrypt the passwords, and eventually gain access to the grade mainframe. You project your cyberconsciousness to your brother's grades and quickly change all of them to F's. You add funny teacher comments like "Big time fart boy" and "Smelly loser." Your brother is jailed for criminal stupidity and a shadowy government agency hires you for cyberwarfare. You spend the rest of your days waging secret war for the CIA. *** You Transcended Your Mortal Bonds and Have Become Computer *** Rank: How about a nice game of chess?

DM: Lilly decides to climb the tree to get the kite. She climbs the branches of the tree, higher and higher and HIGHER. She can see the kite above her. It's getting scary being up so high!
Player: Go back down
DM: Lilly carefully climbs back down the tree until she reaches the ground.
Player: Keep walking through forest
DM: As she walks along the forest path, Lilly hears a growling sound. Suddenly a wolf jumps out of the trees and snarls at her. Then it slowly approaches Lilly. Oh oh.

DM: The frost-bitten October wind tousles your hair and nips at your cheeks. Your soccer practice ended late today, the street lights have just come on and it's already well into dusk. You're worried that you will miss dinner, as today your mother has made your absolute favourite and you're determined to get more than your share of the sumptuous Pillsbury crescent rolls. You tighten your scarf around your neck and shove your hands deeper into the pockets of your hoodie. The sound of your footsteps on the concrete resound throughout the street, you're approaching the entrance to a small wooded park which is a straight-shoot to your home. Looking into the park you consider whether you should cut through the woods or continue on the main road around the park.
Player: Go home as usual
DM: You peer into the woods, it has gotten considerably dark and there aren't any lamps in the park. Deciding that you'd rather not risk tripping on some unknown debris in the dark and possibly injuring your leg, you go the long way home. It's cold, and takes you a significantly longer time to get home, though you do make it home. Although you were unable to eat any of your beloved Pillsbury crescent rolls as your petulant rat of a sibling Jimmy ate them all!

Player: Drive
DM: You two left that house behind and drove to the place where her mom resides.Her eyes and legs still in binds.A reminder of what happened that faithful night.The drive is quiet, the moonlight is nice.You carry her, to the grave of the dead.The lake, where you dumped her head.It's then that you take off the binds.And lay down the basket, blanket at hand.Food is placed.Drinks are served.She eats quietly, not muttering a word."Sorry Sam." Is all you say.She continues eating what's on her plate."I taught you how to drive, so you'll be fine." You toss her the keys to your ride.After the meal is done, she gets up, with only blank eyes.She grabs the keys and walks to the car.Never looking back, never stopping in her tracks.It's then that you get up and let out a yawn.You start walking, the water reaching your legs."I'll be seeing you bitch." and with that it ends."Shock and Awe."

DM: Peering into the woods you decide that it isn't all that dark just yet and that you can definitely make it home before it's too dark for you too see. You readjust your scarf further and set off in a brisk walk through the dark, wooded park. Your footsteps are barely audible, cushioned by the slightly damp packed earth. Ignoring how darn right creepy the sound of the wind through the bare branches is you continue on through the wood, occasionally crunching through patches of dried leaves. Your nearly halfway through the park and it's now very dark, the moon your only source of light. Continuing down the path you think you hear something in the forest behind you.
Player: Quicken your pace, you're nearly home
DM: The sudden noise in the darkness startles you, your heart beats furiously and you begin to walk faster. The rustling in the brush continues, getting closer and closer with each and every step of yours. Your pace reaching that of a jog, your breath coming out in short puffs. You whip your head around in search of the noise and as you do your foot collides with and a large root. You hit the cold earth hard, an intense pain shooting up your leg, it's sprained. Tears spring to your eyes at the sudden shock of pain, you gingerly feel at your ankle trying your very best to hold in sobs as you touch a particularly tender spot. A loud crunch of twigs and leaves sounds directly in front of you.

Player: Look up
DM: Your head snaps up in the direction of the noise, your breathing short and rasping you call out "Who's there?". You wait a moment breathing erratically, eyes furiously scanning the treeline and bushes ahead of you. After a few minutes of near silence, you breath a shaky sigh of relief, turning your attention back to your throbbing foot. You let out a sniffle as you try to lift your aching limb, your attention now shifted away from the ominous noises in the forest to that of your foot. You don't realise that there is something approaching you from behind.

DM: You pause in your stride and strain your hearing, trying to discern what it is exactly you heard. You hear further rustling and your heart beat begins to beat furiously. The rustling is now just ahead of you. You're ready to bolt when a squirrel pops out of the bush in front of you, scurrying away. You clutch your chest and let out a breath you hadn't realized you were holding in.
Player: Continue on your way home
DM: Now satisfied you know the source of the noise, you continue on the path towards home. You walk with a leisurely pace, hands in your pockets and eyes scanning the ground for things you could possible trip or stumble on. The exit of the park is insight when a cloth is pressed against your face, the suddenness of it causing you to inhale sharply. You fall down unconscious. You are dragged off the path and into the wooded forest by a large woman. She leans you up against a tree, producing a rope from her large over-coat, she ties your feet together with one end. With the other end she throws over a large branch and pulls you up so that you are now dangling upside down. She then ties the rope to the adjacent tree, placing 3 bottles on the ground bellow you, she pulls out a knife. She promptly slits your throat and bleeds you out. After harvesting your blood she goes on her merry way, leaving your dangling there until your body is discovered and said to be another victim of a notorious serial killer who allegedly drinks blood (She doesn't drink your blood though, not much at least. She rubs it into her skin in a vain attempt at gaining eternal beauty).

DM: You were right to run away but unfortunately you tripped, and even more unfortunate for yourself you threw caution to the wind as soon as you did so. Your decision to take this short-cut through the heavily wooded park wasn't a good one. You had been followed for quite some time now. While you have been sitting on the ground fussing with your foot, your pursuer circles behind you through the woods. They step out of the woods and onto the path behind you, unfortunately you're too consumed with your sprained ankle to notice the large figure in a long coat approaching from behind. The figure pulls out a rag and a bottle, pouring the contents of the bottle onto the rag. The figure is now only an arms length away from you.
DM: A chill run down your spine and goose-pimples blossom on the flesh of your arms and legs, you turn around. Your eyes fall on the large figure of a man in the middle of the trail. Your blood runs cold and your heart-rate skyrockets. You cannot see the man's face as he is silhouetted in the moon-light; your scrambling in the opposite direction of the man, you try to get up and run but you stumble, your injured ankle throbbing with pain. You recover, the adrenaline pumping through your veins pushes you forward though you stumble again, this time you're unable to get back onto your feet and are forced to crawl. As you crawl through the dirt and decaying leaves as fast as you can your legs are suddenly pulled out from under you and you've fallen flat on the ground. Your aggressor has grabbed your leg and is pulling you through the dirt and grime towards them.

DM: Just ahead of you something stares at you through the trees, it's eyes glow eerily in the dark forest. Scared-stiff you stare back at the creature, watching as a long tongue slipped from it's large toothed maw and licking its jowls. It takes a single heavy step towards you, and you snap out of your daze and take off in a sprint, farther into the forest as the beast is blocking your way back onto the path. For a moment you can't hear anything aside from your ragged breaths and light footsteps against the damp earth, until all of a sudden you can hear the rapid heavy footsteps of the creature finally pursuing it's prey.

DM: The hair on the back your neck raising and a chill running down your spine you put your head down and force yourself to run as fast as you can. You can hear the beasts swift approach; you can practically feel the hunger and malicious intent pouring off the creature as it pursues you. Your suddenly thrown against the ground as the creature makes contact with you, its jaw sinking deep into your shoulder before tearing and shaking its large head in a vicious attempt at eating you alive. You scream as you hit the ground blood pouring out of your gaping wound as the beast goes to to take another bite, mercifully taking you neck in its huge maw and biting down hard. You vision blurs and the pain simply, stops. You have died and the creature consumes you entirely. Natural selection at it's finest really.

Player: Play dead
DM: You make yourself as heavy as possible and curl up in a ball in hopes to both protect yourself and deter your aggressor. Your plan unfortunately doesn't go as you had hoped. The man simply grabs your scarf and pulls, your head snapping back and your hands flying up to grab at the scarf. You flail your legs and furiously claw at your scarf as you are dragged off the path and into the woods. As you're dragged further into the woods your vision begins to darken, your lungs burning for air.
Player: You black out

DM: You pick up 3 video games. These won't kill the zombies, but they'll stun the zombies temporarily.
Player: Get another weapon
DM: There are no weapons. But you have the next best thing. household items. What do you take?
DM: You can beat a zombie over the head with this. Tee-hee, that'll be fun.

DM: "Take me to them." You say simply. He walks with you back to the gathering place. You see bodies littering the floor with blood pooled on the floor. You run to your parents making sure they are dead. William begins pulling on your arm telling you that you can't stay here forever.
Player: Leave with William
DM: You let William pull you up and quickly pull you away from your parents and the rest of the dead. With tears in your eyes you watch the gathering place get smaller and smaller until it finally disappears. You start to walk faster keeping your hand in Williams. You guys go for awhile until it is well into the night. William sits you down next to a tree resting your head against the trunk. You feel numb from the nights events. William is setting up camp around you. After everything is set up he takes your into the tent and tucks you into bed. He then goes out and sits outside the tent on guard and you fall into a sleep full of nightmares of your parents horrible deaths.

DM: You lie on the cold, wet forest floor, unconscious and completely vulnerable. Your aggressor stands over you. The man had been waiting in the forest that night, waiting and watching. Nothing more, nothing less. Simply lurking. He hadn't truly decided just yet whether or not he'd really kill anyone tonight. A couple joggers and an elderly couple had passed by before you, though they didn't catch his fancy like you did. Alone, quite possibly late for dinner, and careless in the dark wooded park, you were perfect. When he had made a unintentionally loud noise, a simple snap of a branch under foot, your panic and reckless abandoned excited the man, and he followed after you as you fled through the dark forest. It's too bad you so hysterical and ended up tripping in your mad dash to get away, otherwise it's quite likely that you would have gotten home, possibly even getting home before your rat of a brother Jimmy ate all the crescent rolls. The man would've been satisfied with the thrill of the chase and simply let you scurry on home. But seeing you lie there, a wounded doe, well he just couldn't help himself. He was never one to leave a wounded animal to suffer.He sighs, and gently props you up against a tree. He delicately caresses your flushed cheek, admiring the how the moon makes it look as though you're glowing. Your unconscious visage makes the mans heart tight with love and adoration. He slowly unwinds your scarf, revealing the beginnings of a large angry red bruise encompassing the entirety of your neck. His fingers ghost across the mark and move on to removing the remainder of your clothing.

Player: The man pulls out a knife
DM: The man reaches into the breast pocket of his coat, producing a large hunting knife.Admiring the sheen of the moon reflecting off of the sterile metal, he places it adoringly to your side. He takes a small bottle of chloroform out from his pocket along side a rag. While he goes about unscrewing the cap off the bottle, and pouring the faintly sweet-smelling translucent liquid onto the rag you are nearing consciousness.

DM: Your head spins and you are vaguely aware of the damp earth beneath you. Chilled to the bone you force your heavy eyelids open. Your vision is blurred and you can't see very well in the dim light, but the silhouette of a man in front of you jolts you awake, your eyes going wide. Your heart beat picks up and you scan the ground surrounding you furiously. A glint to your right alerts you to the presence of a knife, left thoughtlessly on the ground. You lunge for it and as you do your assailant is alerted to your being awake and lurches into action, dropping the bottle and rag. Your fingers wrap around the cool leather of the knives handle just as the man makes a grab for your leg. You whirl on him, swinging the knife wildly.

Player: "Why?" you ask.
DM: "Why?" You ask."Because I said so." Dean says rolling his eyes.

DM: You manage to land a deep slash across your assailant's face. He let's out an enraged howl and his hands fly up to the gash gushing blood on his face. Stunned for only a moment you take your chance to run as your assailant bemoans his injury. You take off as fast as you can out of the wooded park, adrenaline dulling the pain in your ankle. You burst out of the woods back onto the path, and continue your mad dash out of the park. The exit of the park is just in sight as you hear the enraged yell of your aggressor. Your heart beats and a break neck speed, your breath coming out in short ragged puffs you make it out of the park and make continue home as fast as you can. You make it home and you tell your mother what happened. The police patrol your neighbourhood and the park for weeks, a police sketch of your assailant's face plastered on every new station on TV. A few weeks have passed without any sightings of the man, the police's patrolling and vigilance lulls you into a sense of safety. Unbeknownst to you, he is waiting and watching. Patiently waiting for the day he may taste your flesh.

Player: Nothing to Say

DM: "Hmph!, You should be!" She said, Blaming you for your own innocent action. ".. Alice?" Her name escapes your lips, Her beautiful emerald hues stare at you and let out a long sigh. "What now? If you wanna file a complaint for that frog then you can just deal with it for today--" "Am I.. Being a bother to you?" You cut her off as the question that has been bothering you for some time now. You watch as Alice remained freezed for a moment and then returned to her usual self. "What if I am? What if you're just accompanying me just so you don't see a person like me cry like a child pathetically?"
Player: Scold her way of acting.
DM: "You're being a child right now, Alice." Unexpectedly, You, Of all people, Scolding the brat herself. Alice gave you a angry and the look of being insulted, "Who are YOU to call me a brat? What about you? You couldn't hardly stand up for yourself!" Alice began to berate you, Pay back for calling her a childish way to describe her self. You were hurt by when she said that to you, She was right after all, You couldn't stand up to those people who make fun and push you around like a weakling as you are. But even if those boiling anger fills that bottle of yours, You couldn't fight her back, You were worried that if you took it by too far you would tarnish this slowly growing friendship that you desperately wanted to happen to be nothing but dusts that was destroyed. Alice waited for you to say something back to her but she knew you wouldn't speak up to her. As expected, She knows you too well. You look at her with hurt in your eyes and turned away, Ashamedly; Alice, She wasn't cruel enough to not know what she had done, She wasn't like her sister nor will she ever become like her. Alice tried to stand next to you and apologize but she couldn't knowing that she had less experience in this sort of events. "I.. I'm sorry. I stepped too far.."
Player: Even a cold-hearted knows..

DM: I awoke calmly in a hay bedThis time knowing the face by mineHelias, the boy, lay next to meAsleep and letting out a small whineI sat up and stared at Maria and SteveThe kind couple that took me inI wondered where they found meBut didn't ask for fear of sinI laid still and silent for hoursUntil the family finally awokeSteve went out to chop woodWhile Maria sewed me a winter cloakOh, to me she was so good!Helias and I spent the day playingDeep into the woodsBut he kept saying"Why are you so good?"I suppose I did beat himAt knights, tug-of-war, and tagThat made him act grimSo I let him win at flagWe passed most of the dayUntil our stomachs spokeToo hungry to playWe went back to his folksI ate a bowl of porridgeWith barley bread on the sideAnd a spoonful of berries foragedGathered up and driedAfter we had eatenWe played a while moreBut when daylight was beatenWe arrived back at the doorWhen the evening cameI settled into bedWarmed by the flamesAnd stomach full of breadI smiled a small, little smileFor it seemed that I had foundAt least for a little whileA family, loved and bound
Player: And so time went on
DM: And so time went onWith a family so sweetMy memory stayed goneBut each day was a treat
Player: Then one day
DM: Then one day Helias wasn't quite wellHe coughed up blood on the floorAnd on his neck sat a nasty red swellHe felt weak and was having dizzy spellsSteve acted like we were going to warThen one day Helias wasn't quite wellMaria cried, from what I could tellThe pain was too much, Helias sworeAnd on his neck sat a nasty red swellOut of fear, Steve started to yell"We need to get out, I can't take much more"Then one day Helias wasn't quite wellFrom her pedestal, Maria fellAs she practically sprinted out the doorAnd on his neck sat a nasty red swellSteve ran as well, they ran towards hellTo escape their son's death and goreThen one day Helias wasn't quite wellAnd on his neck sat a nasty red swell
Player: The decision

DM: Drearily, I turned aroundEnergy coursing through meClashing ideas came to mindIndecision swarmed meSalty tears ran down my faceIndecision swarmed meOutrage at his parent's actionsNauseous at his abandonmentTo take care of Helias and his diseaseOr to find his parents and punish them?Should I be a vigilanteAnd fight for my friendValiantly penalizing Empty hearted fiends?However it was temptingEthics are here as wellLying there in painIs a face I knew quite wellAnd perhaps I should staySoothing Helias as he dies
Player: Stay with Helias and take care of him
DM: As much as I wanted to hurtThose who had left my friendI knew he needed medical aidAs he was guided to his endHelias' family had no moneySo help wasn't going to comeHelias would die from the plagueMy heart had to play numbI nursed him the whole dayAnd long into the nightBut by the time morning cameHis soul had taken flight
Player: Mourning

Player: Inflict justice on his parents

DM: All around me hung a kind of despairA complete and total loss of all hopeThe feeling festered in the winter airMy friend gone forever, I could not copeOur time together was short lived and sweetHe was the family I don't rememberRemember times eating barley and wheatWarmed by a cozy fire's dying embersI couldn't breathe at sight of his bodyBlack and red swells and sores ravaged his skinSores on flesh in a manner quite gaudyScars from a battle my friend couldn't winAlthough he was gone, I sat at his sideUnashamed to say I sat there and cried

DM: "We should stay in the Church and wait for help to arrive," you say earnestly. "There are others here - we have strength and safety in our numbers, though they may be little at the time.""What about the beasts, my brother?! They will surely get inside eventually," Jessica comments warily."We will..."
Player: Barricade the church.
DM: "We will barricade the church and prevent any person or thing from getting in. Am I clear?" you ask. It may have seemed a bit harsh to block the church to other potential refugees, but there did not seem to be very many in the first place. Surely, what few there were had already made it inside."Okay, Guy. I will follow you until the end of time, for this is our own tag der duetschen Einheit!" Jeanette declares.You will remember this most certainly.Jeanette, Jessica, and yourself rally the fourteen survivors, and together you build a barricade on all entrances to the church. Once the sounds of furniture being moved and wood being hammered into place had ceased, a heavy silence descended upon you all. No one wanted to talk - not of the beasts, not of the one's they'd lost. And certainly not of the possibility that help may never arrive.With your hands idle, you found your thoughts drifting to Jeannette.'What are you doing? You are just a whining man who is love struck but is to much of a coward to admit it!!' you chide yourself mentally.Fire, wood, ash.'Stop it! I am not mad! I am a person who can kill nearly ten thousand men!' You freeze in place as the thought enters your mind.'Men? ... Men?! You are not fighting man, you sir are fight beast of great proportion! You think that if you believe you are fighting ten thousand men that you are not fighting beast?'Fire, wood, ash.A scream can be heard within your head, it is like a mallet slamming on a cat. Oh the howls! Those wicked howls.'It's not my fault, it... its....'

DM: You walk into the park. It is a nice sunny day, in the spring, and the park is alive with magic. However, your main concern is the fate of your friends. You're glad that nobody recognizes you as a dangerous escaped lunatic.You sit down on a bench. There is a small playground where some children are playing, a public restroom, a souvenir vendor and not much else.
Player: Leave park
DM: Where do you go?

DM: In the end, justice must always win outEven if the hero sinned, without doubtThat's just the natural order of thingsThink of all the sinning and winning kingsI bucked back my head and let out a growlTelling them what they did was all too fowlThey looked on with fear and tears in their eyes"He'll die from the black death, don't you realize"Maria gave me an all too grim look"Death will take him no matter what, the crook,"It really wouldn't change things if we stayed,"For Death will take his soul soon either way"I stared on in horror for a small whileMissing her and her kind, warmhearted smileBack when things were all happy and okayWhen her son wasn't dying miles awayAnger coursed through me, down to my small bonesI felt power I never knew I ownedSuddenly I knew how to break apartEven the most selfish of human heartsMaria left first so I gave her worseOf a punishment than Steve's grievous curseUsing a power from way deep insideI gave them what Helias felt insideSteve turned to face and spoke to Maria"Marrying you was a bad idea,I just don't love you at all anymore,You're ugly, skinny, and an all-out whore"Despite his words, on the inside Steve screamedIt wasn't him talking, it was a schemeIt really was me, his puppet masterI was the true cause of this disasterWhen I deemed it time, Steve ran out the barnHeeding my commands like a doll on yarnMaria wept at her abandonmentHe'd never return, per my commandmentI hoped they felt Helias' great painWhen he was left with nothing but blood stainsI decided to go back to see himBefore they could sing a funeral hymn
Player: Go to Helias
DM: By the time I got backEarly the next morningHelias had gone slackAnd I prepared for mourning

Player: The Lupanar
DM: The woman and her little daughterWalked into a building with two storiesA passerby sneered at the place"Lupanar, house of poor man's whores"I walked through the door of the brothelWondering what I was doing in thereIt was a dim, depressing little roomSo many men, they were everywhereA scantily clad woman opened a curtainAnd a man smiled, walking over to herShe pulled the curtain behind him as heBegan to whimper, moan, and purrA woman walked up to me and asked"What and who would you like, sir?"Not knowing what I was doing I pointedAt the woman I followed there and said, "her"

Player: A grim room with her
DM: I entered a tiny windowless roomNo candles, it was dark and dimNothing inside but a lumpy bedI'd never seen a place so grimThe woman entered with a sigh"So what is your desired position?"She asked with no hint of emotion"One of dominance or submission?"I sat in silence, not understandingShe seemed to know I knew nothingSo she simply put her arms around meAnd then our bodies were touching
Player: With her

DM: Gasping for airSmelling her hairI tasted sweetnessBut her eyes betrayedThat she just wanted it to be overI wanted to continue the feelingBut my heart took overAnd I stoppedIt was over
Player: Why?

DM: "Why did you stop?""You didn't want it""That's a given, I'm a slave"My heart felt a hit"Where is your daughter"I asked after a long pause"She's not mine, she's my master's"And that was my heartache's cause"I am very soon to give birthAnd I'm so scared for my babyHe'll assuredly be killedNo ifs, buts, or maybes"I couldn't help but feelSo bad for the poor girlForced to kill her childWhat a cruel worldI felt I had to do somethingTo help her out in some wayOtherwise she'd be heartbrokenAs her baby was taken away

Player: Offer to take care of the baby once she gives birth
DM: I knew I had to do somethingSo I offered to take her babyAnd take care of it as my ownAnything to help a kind ladyShe hugged me and criedCrying through her wide smile"Thank you, oh thank you"We stayed like that for a whileI visited her every single dayWhile I stayed at a nearby roomI always had money in my pocketEnough for the one in her wombI always paid for a session with herBut we just sat there and talked"The baby will come so very soon"She'd say as she rubbed her stockAfter two or three weeks passedI entered the Lupanar as alwaysBut the woman wasn't thereMy eyes began to haze over
Player: Labor

DM: I did what I could to find the womanBut Flamma's mother was not to be seenSo I let my heart rip out of my chestAs I left her alone, how obscene I floated into the air, towards the volcano I used the power I used on Helias' folksAnd stopped the volcano from eruptingI pushed ash and smoke back downI stopped the city from being drowned in mudI saved the city of Pompeii
Player: Fate

Player: Protect Flamma
DM: I stayed with Flamma in our little roomI held her tight to my beating heartI tried to make sure she was alrightAs the mountain began to boomWe stayed there the whole day through
Player: As the world came crashing down on us all

DM: I heard a familiar voice"You can't do that,You can't stop me,I'm fate, remember?" "Fate, you cruel beast!"I yelled in agony The volcano erupted once moreThis time with more forceI tried to stop her, I really didBut she was stronger than meAnd so I watched on in horrorAs the world turned to ash

DM: I walk into what I have deemed the center of my designated area. Examining the buildings, one by one, I note that there are a few buildings that pique my interest, and if they pique my interest, then it is conceivable they do the same for Jonathan Skage. HEALTH: 100%HUNGER: 54%
Player: Rendezvous with the others.
DM: We all rendezvous at the town square. No one looks as if he has encountered Skage."Well? Did anyone find anything?""Nothing.""Just the corpses.""And a lot of them.""I see. Then I guess Skage has already left.""Or maybe one of us didn't search thoroughly enough.""I did the best I could and I trust every last one of you did the same. Did anyone encounter survivors?""None. The mutagen killed them all.""Then there's nothing to do here. We better return to Gorgon. Skage will have to pay for this another day."HEALTH: 100%HUNGER: 56%
Player: Return to the Imperfects HQ.
DM: I enter the Imperfects HQ and see Eve going to her bedroom after a conversation with Baryon."You feeling tired too? You were all woken up pretty early" Baryon says and turns towards me."No. I don't need as much sleep as most people. One of the perks of having a body that works too fast. If she's going to rest, shouldn't I patrol the city?""No. I'll get Brute to do that. Listen, this whole thing is making Eve pretty tense, I can feel it. She deserves something nice for once, she deserves to be Eve for once. She's always Shade. I want Adam to wake her up, in maybe two hours or so. Can you do that?""Of course.""And since you'll be here, pay attention to Googles. Hopefully, when he's done analysing that computer he has, we'll find Stephan Lite.""What about you?""We already have the search for Stephan Lite in the process, someone has to go hunt for Jonathan Skage now" Baryon says and leaves.HEALTH: 100%HUNGER: 54%

DM: >SYSTEM REBOOT<>DATA REQUIRED. SET TIME AND LOCATION...<>DATA RECEIVED.<>TIME: 1304. LOCATION: SEBINTER<>INITIATE: AWAKENING...<You wake up from the daily system reboot. It feels like the reboot gets longer every year, and the hardware is getting slow. The first thing you see is the ceiling above you in this mildly cheap box home that resides on the 9th floor of the Commons building, just on the edge of Sebinter Work District. The room around you is quite bare, containing only a bed, a table with spare parts, the Visor, and there is a closet. The lighting comes from the thin tube, embedded in the ceiling, casting a dull white light over the room. The window to your right overlooks the edge of the Work District. The view is obstructed by the large neon sign that juts from the building advertising a Pleasure Chip: The latest in vices. You plug it into an adapter that connects to your sensory nerves, and with each Simulation, it generates every sensation that the Simulation offers.Opening Music
Player: STAND
DM: You stand, hearing your back crack a little, and facing the window. The bed is behind you, as well as the closet. The table is against the wall at the foot of your bed. The hallway entrance is next to the table.
Player: TABLE
DM: Upon the table is an assortment of spare parts, gathered from a convertor at the scrapyard near the Creation District. The convertor itself was considered garbage by the innovators of MindKorporation: The creators of augmented memory components, and sensory enhancements. Next to the parts is your blue tinted Visor.
Player: EXAMINE WINDOW
DM: You look through the plexiglass window upon the streets below you, seeing cars, motorcycles, and cargo shippers travel the magnetic path, leading to the Work District. The weather itself is the same purple overcast it's been since the electrical storm a month ago. The storm originated from a passing meteor that was flung from an explosion on the moon of Neboria. In one month, the sky should return to the natural state of grey clouds on a cream colored sky.
Player: CLOSET

DM: This closet contains garbs to cover your fleshy body. The garbs themselves are muted in their color spectrum, and all are of one style: practical. Each one contains seven pockets, and is a simple black or grey jumpsuit.

DM: You know there's nothing you can doThat would make him leave herSo you swallow your pride Oh, how heartbroken you wereYou didn't know what to say, soYou at first stood quietly for awhileThen you said "congratulations"And gave a small, forced smileThey beamed at your approvalThen told you their full planThey were to marry in SeptemberThen return here in summer's spanThey left on the last day of AugustAnd returned on the first day of JuneA husband and his loving wifeEvery time she talked, he would swoonThey came and visited every yearFrom June 1st to August 31stAnd every time they came backYou felt as though you were cursedYou loved a man who was marriedAnd you couldn't act on your loveSo you were always in miseryDespair was what you were made ofFifty years passed by this wayThen one June, Roy came aloneHis eyes were full of fresh tearsHis wife was now rotting flesh and boneWith his wife dead, you had a chanceYou could win his breaking heart But he is an old man nowIs pursuing him all that smart?
Player: Comfort him
DM: You're sure you can't make him happySo you do what is best for himYou take his hand in your ownAnd make your face less grimYou tell him where she truly isAs you have knowledge of such thingsHe doesn't know it's the honest truthBut hope to him it still bringsHe says he is poor and has no childHe spent all his money tryingTo save his wife, all her medical feesHe thought he could stop her from dyingYou say he can stay here with youHe agrees, "I don't have long leftAnd I have no friends except youDeath took them as a theft"You harbored him for two yearsOld friends reminiscing on good timesYou loved spending time with himThough his condition wasn't primeHe was often sick, always tiredBut he smiled through it allHe enjoyed your time togetherBut he knew his time was small

Player: "A plant."
DM: "A plant," you say."BZZZZZT! WRONG!!!!" yells AMZAK.An electric shock comes out of the door and hurts you.

Player: HALLWAY
DM: You are now in the hallway. It it simply a smaller area, for you to store items in the drawers to the left of the door against the wall.
Player: DRAWERS
DM: Inside the drawers are more jumpsuits and a RAZ27 Pistol, designed in the year 2111. Capable of creating a nice hole in simple steel based metals, but useless against titanium alloys. The cartridge that contains the rounds, is battery powered. Can be refueled at a Weapon Station located in the Military District, but the down side to that is the required permit to both own and refuel the weapon. Due to recent ordinates, all weapons purchasers and ammunition outlets require that you have a permit to allow for the ownership and stock. You have no such permit at this time. The battery cartridge you have now is charged to full capacity of nine shots, and due to the replacement weapon program, every year, a different gun is manufactured, and the energy fuel is changed, to restrict past users from containing a stash of weapons. So many restrictions upon the citizens of Sebinter...
Player: RAZ27

Player: EXIT
DM: You exit the apartment door, and you hear the lock whir and click behind you. In front of you, there is a large opening in the complex. The complex is essentially a square that houses the oxygen generator in the center. the elevators are to your right, and to the left are more apartments. across the railed area, you see others entering the elevator on that side. The various colored hairstyles, blinking lights of their bodies, attire, or even their eyes, blends in with the surrounding world. The lighting for this area is cast from the oxygen generator, that towers to the top of the complex. The shape of the generator is a simple pillar with bars of light, illuminating the corners of the complex.

Player: It's a baseball bat.
DM: It's a baseball bat.But she clearly didn't think it through.I had obviously planned to use it for baseball,But I had reserved it for her too.This is going to be fun; I stifle a laugh,Handing her the holiday card.She takes it from me gingerly,And rips the envelope apart.As her brown eyes travel down the page,I see her face looking more and more pained.This time, it doesn't leave me satisfied,As it usually does when I'm enraged.She sighs and puts the card away."Thank you, that was lovely."I raised an eyebrow at her boldness."I'm grateful of the way you think of me."
Player: Christmas Card

Player: Desconfiar do homem e procurar sua irma
DM: Francisco sentiu-se muito mal com toda a situação, mas ele não conhecia aquele homem e desconfiou que poderia ser algum tipo de armadilha já que seu nome já estava se tornando conhecido com todos os conflitos em que ele tinha se envolvido. Francisco decidiu que sua irmã não podia esperar mais, ele enterrou o corpo do homem, juntou suas coisas e partiu em direção à cidade de Palmares

Player: LEAVE

DM: Most of the architecture is derelict, depending on the District itself. The Transport District is much worse than that. The bridges from the Korr, or the Military District are broken and create a large almost cave structure in which the homeless, and some criminals reside. The amount of trash and scrapheaps that are in Transport are twice that of every other District combined. The only splash of color are the multicolored tents strewn around the District, and the various cars, some wrecked, some working. The people here are the ones who lost jobs due either addictions, debts, cowardice, or they are fugitives, seeking refuge among others in the same situation. You yourself have never had the ever looming threat of being sent to Transport to survive. Much of the jobs you've worked have kept you afloat in the Work District Residential sector. A man with tattoos covering his chest and wearing a dingy grey jumpsuit, approaches you. His face is a blend of augmentation experiments, and human flesh. The division between metal and skin is but a metal mesh, creating an unattractive sight. His throat is replaced by a venting system. Some people would pay for this venting system to enjoy more E-Vapes and to allow for breath in the mouth while inhaling the vapors in the vent. His was designed five years ago, and showed signs of rust. His legs are prosthetic. Simple exoskeleton legs, designed for basic movements, minus the appeal of real legs, or the upgraded features. "You got any spare Korrbits? I'm mighty hungry." The man asks, his voice altered by the synthetic voice box behind the venting system in his throat.
Player: TRANSFER KORRBITS
DM: You pity the homeless man and pull out the sleek metal case that was in a pocket of your jumpsuit. He gets excited at this, and to your surprise, he whistles, causing a few more people come out of the rudimentary hovels that they reside in. They are all of the same style, distressed prosthetic, damaged facial and bodily features, and a gleam in both the synthetic or real eyes to steal, possibly even kill you. The man is still staring at you and waiting for you to show the amount on your case. The others are approaching you slowly.

Player: OUTSKIRTS
DM: You are at the outskirts of the Work District. On the ground in front of you is a man, obviously drunk, and impaired from the amount of booze.

DM: You rush to the man and help him up. "What in..." The man grumbles, falling into your arms after you lift him up.>RUN PROGRAM: MOTOR FUNCTION. ACTION: SPEAK.<"I saw you fall. Are you alright?" You ask, as you pick him up once more, and put an arm around his shoulder. "I'm fine, just...get off me, ya thief. I don't have nothin on me!" He swings a fist and spins around. You catch him before his legs give out once more. "Ok, maybe I'm not alright. Stick against a building and leave me be. Those blasted Borgs will find me anyways." He says with a somber tone, leaning his heavy body against yours.
Player: RETURN TO THE APARTMENT
DM: >RUN PROGRAM: MOTOR FUNCTION. ACTION: SPEAK.<"I'm taking you back to my place, and we'll sort you out, alright?" You ask, as you start walking with him, keeping him upright. "You gonna rob me, ain't ya, boy? At least cover my arms, They'll stop us if they see my tat." The man says, drooling a little bit, and blinking rapidly. You follow his instructions, covering his odd shaped tattoo, by zipping up his jumpsuit. You continue to lead him back to your apartment."Alrighty then, we're here. Just lie down here and I'll get you some water." You say as you sit him down on your bed. You rush to go shut and lock the front door. "You're involved just as much as me now, boy." The man grumbles at you, while you are in the kitchenette, getting a glass of water. You walk to him and kneel to his face, and give the water to him. "How so?" You ask, curious, but also aware that he is hammered drunk. "The blasted Borgs, boy! They wanna find me, and you're in this too now." He starts getting teary eyed, gripping the covers of your bed and pulling on them in a frustrated fit. You stand and sit at the desk, watching him. After awhile, he dozes off, mumbling incoherent words, and you fall asleep too.

DM: You leave and go back the way you came. You are at the food plaza once more. The purple overcast has not changed in hue, nor weather pattern. The lights from the shops, people, and vehicles bounce off of every reflective surface, making all windows, windshields, and plastic jackets a display of an assortment of neon colors, dancing around. To your left is the outskirts, where the destitute and riffraff live. To your right is downtown Work District. Behind you is the Residential area where you sleep. In front of you is a road that leads into the Creation District.

Player: HELP HIM

DM: You let out a shout."Wait!"Karn turns and snarls."What?""We shouldn't go in there. It's another Elf ambush for sure. We need to wait for reinforcements.""Reinforcements? Is your Mama bringing fresh milk and honey? We fight and strike a blow against the Elves. You either charge with us or die."
Player: Refuse to follow Karn into the woods

Player: TRANSPORT DISTRICT

DM: You walk down the sidewalk, towards the storage sector of Creation District. The amount of people is greatly less than the main area. This is the lesser traveled road by common pedestrians. The white buildings are replaced by sand and eventually grey colored buildings. Much of the air is musty and all Districts have this, except Creation. During the political "clean-up" of three years ago, Creation District put forth every worker to clean and sanitize the entire District. The result caused a massive stroke to the ego of every resident in Creation. This in turn created the social judgements that still remain today, regarding the outlook of everyone else from the view of Creation. The Korr knows of these judgements and has tried to initiate social programs to "bring us together as one". These programs were met with ridicule, low attendance, and more division from the other Districts. In each single District, the residents who live there have their own way of thinking, a mini-culture if you will inside the quadrants of Sebinter. It seems pathetic, all this division and for what? more violence, more crime, and more rebellion, but also more restrictions from the Military District. They want to create the secure city that the Korr visionaries dream of. The Borgs enforce the Korr laws and punish by the rules of the Military. All these recollections of the world end suddenly as you find yourself at the slight open door of a warehouse. You hear rattling inside and banging.
DM: You are in the main sector of the Creation District. The reflective glass panes from the tall buildings around you, make the one street seem much larger in size. The people passing know you are an outsider and merely give you a glance, not considering you as one of them. The fashion is the same with all of them: white or sand colored robe, jacket or cloak, minimalistic pants, that seem to contain no pockets, and simple boots, purely for the sake of fashion, decorated with small red straps, and on the arms of every jacket are a red band or two, symbolizing a place in the high type place they believe themselves to be. The road that leads left goes into the Residential sector, at the corner of Work and Creation District. The road going right leads to the warehouses and storage section of Creation District. Behind you is the Military District

DM: >RUN PROGRAM: MOTOR FUNCTION. ACTION: SPEAK.<"I'm just gonna put you here, alright?" You ask as you push him against a wall of an old E-vape store. "The Borgs are comin..." He says, as he slumps to the ground, sitting, and hanging his head. You are right next to the downtown of Work District.
Player: LEAVE AREA

DM: 
Player: Billy opens the door.
DM: Billy and Jessica go into a big closet. But they don't see anything special. Billy and Jessica go back into the gym.Jessica says, "Billy, try to use your magic book."

DM: You tell him how the Fairview Cult is nothing but a big joke; you are a member, and every one is just having fun and joking around. After you finish explaining, Mr. Greenwall says:"A joke? I find nothing at all funny about a cult at all! I will destroy you and your precious Fairview Cult and turn you all to drones!"Then, he twitches his neck again and the chair you are strapped to falls through a trap door in the floor. As you crash on the level below, you hear Mr. Greenwall say "Let the Brainwashing begin."Moments later, FHS drones tie you up and tape your eyes open to force you to watch propoganda prom and football videos.You are dead, but only on the inside. You are now an FHS drone. Have fun setting up the cafeteria for dances ... for eternity.
Player: Do homework for another class
DM: You decide to do homework for another classThe teacher catches you doing other homework and laughs, saying, "thank goodness for the right to bear arms!" He then lifts up his shirt sleeves and beats you to a bloody pulp. Your classmates find this hysterical and promise not to tell on the teacher because he is so cool.Well hey, atleast you got your math homework done.

Player: PUT HIM AGAINST A WALL

DM: You continue to transfer a small amount of Korrbits onto his own case that he is holding out in his age spotted hand. He asks for a few more to help his friends with meals.

DM: You exit the warehouse and are now at the opening of the place. Down the road is the main sector of Creation District.
Player: RETURN TO MAIN SECTOR

DM: You continue to give a small amount to his own case, and the others around you are now surrounding you. The slow moving piece of trash blowing in the wind is the only sound. Not even the sound of the electronic parts whirring or clicking. You stop the transfer and the man scowls at you, knowing that you've finally understood the nature of this encounter. There is no way out, they're all around you.
Player: FIGHT
DM: You see that the prosthetic limbs are of old and you think you can take them in a fight. They slam their metal hands and arms into your chest and stomach, and a few blows in the face, sending sparks of blurry vision and sharp pain throughout your brain. You had not expected them to be so fast in their swings. The damage grows to be too much ad you know, there is nothing to do about this. You close your eyes and the interface inside your brain switches off all sensory inputs, to prevent you from feeling pain. The damage from the attacks is too much to survive.***D E A D***

Player: ENTER
Player: ENTER WAREHOUSE

DM: You move as quiet as you can, hoping that the figure in the room is not alerted to your presence. There is a table up against the room, and it looks like you could fit under there.

DM: The door is kicked in by a Borg, and behind it is two more. GR4NG3R starts shooting at the Borgs, making acid spots on the Borg's armor. He runs to hide behind a corner, firing more shots at the advancing Borgs. They don't see you just yet, as they are targeting GR4NG3R. The first Borgs falls to it's knees form the acid, melting through it's armor. Then you see the Borg look right at you, before a blast hits it in the face, causing the face to melt away in a bloody dripping scene. The meal around the face starts sizzling and the Borg screams as it falls to he ground, twitching, as it dies in a bloody pool on the floor. The other to Borgs advance upon GR4NG3R, and you see your chance to escape.
DM: You try to help him by distracting the Borgs with thrown objects, but only to incite one to punch you in the face, breaking your cheekbones, and making you fall onto your back. The fall causes a crack in your skull and you start to bleed out, as the Borgs throw GR4NG3R into the walls. Teh world fades to black, and all sounds become silent, leaving you with only the darkness setting in.***D E A D***

Player: WAREHOUSES

DM: You blast it into a blivion.
Player: Take a swim
DM: You dive into the pool. The cool water feels refreshing to your skin. You swim up to the pit. It goes down a long way. You estimate that its diameter is about twenty-five feet.You swim into it. Darkness envelopes you. You can't see anything. You are running out of oxygen fast.
Player: Try to swim out of it!
DM: You change your direction and struggle upwards. You can see a light up ahead. With all your strength you swim towards the surface. You drown before you are out of the pit.

DM: You stay low to the ground, half crouching. You finally get out of the apartment, to find a crowd of people gathered outside the room, curious to see the cause of all the noise. You push your way past the crowd, and make your way to the elevator. Before the doors close, you see the two Borgs walk out, one carrying the body of GR4NG3R over it's shoulders, and the other looking right at you. You quickly tap the ground floor button.At the ground floor you see the Borg cruisers with flashing lights, but none inside the vehicles. The residential sector at the corner of Work and Creation District is riddled with food courts, cheap repair shops, for prosthetic hands. The buildings around your home tower above in a almost judgemental manner, and the lights from the constant parties on the thirteenth floor shine out of the windows during the night. To your right is downtown Work District. In front of you is the entrance into Creation District.

DM: Simulation Music The simulation flashes you with blinding light, making you close your eyes inside the headset. Then the screen turns black. You start to feel warm. The sensation of fire starts touching your hands, and you try to move them, but it feels like your hands are magnetized to an invisible surface. The pain becomes so great you try to yell, and then it stops. You find yourself in a hall, surrounded by other people who are faceless, walking around, conversing in a language you don't understand. The overall look of the place is frightening, because you don't know exactly where you are. The feeling of being lost has never felt greater in your life. You walk around and some faceless people turn in your direction, and somehow, you feel like they are looking at you. You continue to walk through the massive hall, featuring massive pillars of marble, carved in an ornate pattern, and the ceiling has bright gold patterns set in it. You see a red door.
Player: RED DOOR
DM: You open the red door, and walk through, entering a white room. In the center is a table. On the table is a faceless man in a navy blue jumpsuit. On the shoulders is the Nightingale's symbol painted in white. A voice starts speaking to you, "WELCOME TO THE RED ROOM. HERE, WE WILL EDUCATE YOU ON THE PROPER PROCEDURES WHEN REGARDING DEALINGS WITH TERRORISTS. THE MAN ON THE TABLE IS YOUR ENEMY. YOU WILL NOT GIVE MERCY TO YOUR ENEMIES. THEIR LIVES WERE FORFEITED WHEN THEY REBELLED AND MURDERED YOUR FELLOW MAN..." The voice stops, and the faceless man sits up, then turns it's head to face you. The voice speaks again, "KILL..." The voice commands, as the body gets off the table. You see nothing to defend yourself with.

Player: GIVE INFO
DM: >RUN PROGRAM: MOTOR FUNCTION. ACTION: SPEAK.< "I'm in the Work District." He then asks, "Name?"

DM: >RUN PROGRAM: MOTOR FUNCTION. ACTION: SPEAK.< "I could ask you the same thing." You answer his question, further making the tension thicker. He steps closer to you, and softly says, "I'm RY4N. You're a worker, small job, no nightlife, no political opinion, and you owned a RAZ27. The traces of blast shots are on your right hand." His analysis is correct. In the whole time after the Altercation in 2103, you have had no political interest, no desire for the nightclubs, and you've been content with your place in Work District ever since the relocation there. The ownership of the gun was the most fantastic observation.
Player: REQUEST INFO

DM: >RUN PROGRAM: MOTOR FUNCTION. ACTION: SPEAK<"I don't see how any of that is your business." You reply, trying to air confidence. He cuts his eyes at you, and asks, "Name?"

DM: >RUN PROGRAM: MOTOR FUNCTION. ACTION: SPEAK.<"D4RR1N." You answer his question, making the room seem less cold and strangerlike to you. "RY4N." He nods and speaks softly.

DM: >RUN PROGRAM: MOTOR FUNCTION. ACTION: SPEAK.<"What are you doing?" You ask. He motions for you to follow him into the room he was in. You follow him. Inside the room are a bunch of boxes, each containing files, papers, and logs. RY4N pulls out a file that has the Korr Federation symbol on it in blue ink. "I was hired to extract information about a component developed here." RY4N explains, turning the pages slowly, reading meticulously. "The component is called MR-2. They are trying to perfect it for the Korr, but my employer wants to get the schematics to replicate it." It seems like RY4N doesn't talk much and having somebody to talk with is relaxing him. The file he is holding is a blown up diagram of a chip, that is directed into the brain. Similar to what you have in your head. RY4N grabs a few more files including the Korr file and walks to the door. He stops and looks back at you. "There's some work for you if you want." Action Music
Player: DECLINE

Player: STOMACH
DM: You attempt to kick the faceless man in the stomach, but it's too close to you for a decent hit. You knee it instead, doing apparently no damage to the faceless man. It swings a right hook, hitting you in the nose, sending blinding pain through your face, and causing intense light in your eyes. You kneel down, trying to regain some strength. The faceless man kicks you in the face, landing the kick right in the mouth. You fly back to the wall, and feel some holes in your mouth with your tongue. The adrenaline has kicked in entirely, and you don't feel much pain, just a sensitivity in your mouth as the blood pours out. You can't do much else, but take the beatings, and that is exactly what you do. The voice speaks once more, "YOU WILL DIE IN REAL LIFE IF YOU DIE IN THE SIMULATION. THE BODY CANNOT EXIST WITHOUT THE MIND." You fall onto your side, taking more kicks in the stomach from the faceless man, until you black out, slipping into the darkness.***D E A D***

DM: You stand ready to defend against any attack from the faceless man. It leaps at you and slams a fist into your stomach, causing you to wheeze. You stumble back, slowly regaining your breath. It continues to pummel you with punches to your head, bruising your temple.

Player: Buy a fifth of horrible whiskey?
DM: You pay for a fifth of Old Crow and head home, intent on getting drunk. Shutting yourself in your room, you begin to drink. By 9:00 PM, you are pretty well drunk and a cigarette sounds good. You know, however, that Stephanie is also against cigarettes and will be very angry if you smoke in the apartment. Of course, you don't see why you shouldn't be able to smoke in your own room in your own apartment. It's only one, after all.

Player: First session with Skage.
DM: E: Hello Jonathan. Please, sit down. S: Thank you. I realize why you insist upon having these sessions. Many of your cohorts are reluctant to trust me, and with good reason. E: I hope there haven't been any problems? S: No. They seem to fully accept your command. If you say that I am a member of the team, they agree to work with me. E: I'm not here to talk about your immersion to the team. S: No. Of course not. You worry about my mental state? E: A little, yes. S: You can admit it. I am not offended. I worry about my own mental state as well. E: Sounds like you have something to talk about. S: I don't suppose I have to tell you that I miss my wife. E: And the promise? S: Not my promise. E: The Mutant. S: Yes. I want to leave him in the past, and everything associated with him. He does not control how I mourn my wife.YOUR HEALTH: 100%

Player: A red dress
DM: She threw on a red dress and silver earrings, hearing her doorbell. She walked over, looking at the fully clothed man, wearing a classic black suit. She curtsied to him, bowing her head with a smirk. Daniel smiled, holding his hand out to her "May I?" He laughed."You may." She smiled back, intertwining her hand with his. Daniel drove to a fancy restaurant, got a seat for two, and they had a good time. The best time, in fact.

DM: You slam a fist into the stomach of the faceless man, and it keels over, grabbing it's stomach. You see your opportunity to kill it.

DM: >RUN PROGRAM: MOTOR FUNCTION. ACTION.<"Alright. I'll try it out." You answer with a slight smile. He smiles back and says, "I'll give you a ride." His voice is kind and soft, and yet, you can hear him from more than twenty feet away. You walk over to the only entrance and exit it this warehouse. RY4N looks out the crack in the door. His eyes widen. He looks at you. "Shhhh." He puts his finger to his lips. "Mercenaries." He whispers. He pulls out his silver custom built gun and takes a deep breath, his eyes close for the duration of the breath. Then he exits the building. You follow because there is no other exit. Outside are four men and two women. three men and a woman are talking near the dark eight wheeled sedan, and the other two are drinking booze while leaning against their motorcycles. RY4N immediately shoots two people, initiating a firefight. He rushes behind a large dumpster and fires a few more shots. The loud blasts of energy coming from his weapon and theirs reverberates down the streets and in the distance you can hear someone exclaiming in terror. You see a place to hide while they are fighting. It is near the two Mercenaries but they haven't seen you yet.
Player: HIDE
DM: You run and duck behind a large crate that is situated next to the two motorcycles, and before you can poke your head out to check the situation, the barrel of a VEX-11 is pressed against your forehead and the trigger is pulled. The energy discharge at point blank range completely explodes your head clean off your shoulders in a gushing, burnt smelling blood bath.***D E A D***

DM: >RUN PROGRAM: MOTOR FUNCTION. ACTION: SPEAK.<"I'm afraid I must decline." You say respectfully. His eyes drop to the floor , "That's ok, you might see me around. I'll walk you out." His voice is kind and soft, and yet, you can hear him from more than twenty feet away. You walk over to the only entrance and exit it this warehouse. RY4N looks out the crack in the door. His eyes widen. He looks at you. "Shhhh." He puts his finger to his lips. "Mercenaries." He whispers. He pulls out his silver custom built gun and takes a deep breath, his eyes close for the duration of the breath. Then he exits the building. You follow because there is no other exit. Outside are four men and two women. three men and a woman are talking near the dark eight wheeled sedan, and the other two are drinking booze while leaning against their motorcycles. RY4N immediately shoots two people, initiating a firefight. He rushes behind a large dumpster and fires a few more shots. The loud blasts of energy coming from his weapon and theirs reverberates down the streets and in the distance you can hear someone exclaiming in terror. You see a place to hide while they are fighting. It is near the two Mercenaries but they haven't seen you yet.

DM: You stand your ground and watch the undead enter, one by one. They quickly surround you and move in. You manage to take one or two out but in your haste a zombie takes a bite out of your arm. You know infection won't take long and your will seems to break.
Player: Your Bedroom
Player: The Closet
DM: You decide to rummage in your closet for anything useful. After a few minutes of checking pockets you push your clothes aside and find an aluminum baseball bat leaning against the wall. You haven't used it since high school, but you may have some use for it now.

Player: Play as Baryon.
DM: I'm so restricted during the day. Light everywhere, weakening me and preventing me from doing anything, that is, unless I am somehow protected from it. But now it is night-time. No restrictions, nothing to hurt me, no reason to wear that coat, and that hat. Something I always use when exposed to light. However, people are afraid of me. I am something they do not understand, and I respect that. People don't want to know what I am, and as such, there is still a reason for me to cover myself up, even if just for appearance sake. I am a member of the Imperfects, and everyone knows that, but despite all that, they are never comfortable around me.I try however not to have this keep me down. Knowledge is power, and I have a lot to make up for if I want to be mentally equal to the people around me, I must spend all my spare time learning. I have a teacher, mrs. Hearpe, who understands what I am better than many humans. She is one of the few organics that does not fear me. When I say organics, I really mean organics. Cats hiss at me, dogs bark and try to bite me. I can easily phase through them, so physically, it has absolutely no impact on me. However, that does not mean I like it.Right now, I am studying history. I love history. So much has happened, just throughout the existance of mankind. I can't get enough of it.HEALTH: 100%

DM: You open the blue door, stepping in a pitch black room, with the door closing behind you. For a moment, the environment remains black, then a small blue light appears, floating in the center of the room, suspended by an invisible force. Above, you see the darkness become the cosmos, shining with a brilliance of stars, and the clouds of neon pink floating around the stars. The distant galaxies, and the interstellar proportions of it all. It light from the stars above illuminate a podium under the small blue light. You see a computer, starting to switch on, causing a whirring sound, and lights to flicker, then blink in a timed cycle. You walk over to the computer, and see a face on the other side. It is in an expression of slumber. "TO UNDERSTAND SOMETHING, YOU MUST KNOW ABOUT IT FIRST." The face speaks, but does not open it's eyes.
DM: >RUN PROGRAM: MOTOR FUNCTION. ACTION: SPEAK.<"What must I understand?" You ask the computer, hoping in the back of your mind that the answer is not a riddle. "YOU MUST UNDERSTAND THE BEAUTY OF METHOD, PLANNING, AND VISION." The face opens it's eyes and continues. "YOU ARE VIOLENT IN NATURE, AND QUICK TO ACT, BUT YOU KNOW NOT WHAT YOU DO IN THE MOMENT OF YOUR ACTIONS." The face stares into your eyes with a blank white light. "How should I become better?" You ask. The face does not answer you just yet, but you hear another machine whirring, and behind the computer, you notice another computer.

Player: WALK TO COMPUTER
DM: You walk over to the computer, and like the other one, it has a face, with eyes of white light. "STRATEGY, PLANNING, CONTROL. UNDERSTAND THESE TERMS, AND YOU'LL UNDERSTAND." The face speaks once again in cryptic messages, and behind you, a white light shines. A voice speaks to you. "YOU HAVE COMPLETED THE BLUE ROOM. PROCEED TO EXIT." The voice cuts out, and the faces close their eyes. The lights start to dim, and the constellations start to fade to black. The white light is coming from a glowing door, which you can only guess to be the metaphysical exit to the simulation.

DM: You decide to fiddle with the computer buttons to try and wake it up. After you find a switch, and flip it, the computer's lights turn red, and the light above dies out. "YOU KNOW NOT OF YOUR ACTIONS, NOR THE MEANING BEHIND THE VISION." The face speaks, eyes open, and staring into your own with white lights. The lights turn blue again, and the light above the computer returns. You notice another computer behind this one.

DM: "The Garavan tradition is a brutal and bloody one. The Garavan tribes practice everything from death matches, gladiator fighting, many uses of torture including self-torture and body mutilation. These practices have all been outlawed, but the Garavan want them to be allowed exclusively for willing Garavan members, and other species who have joined the Garavan tribes."
Player: Allow the Garavan Traditions

DM: >SYSTEM REBOOT<>DATA REQUIRED. SET TIME AND LOCATION...<>DATA RECEIVED.<>TIME: 0600. LOCATION: SEBINTER<>INITIATE: AWAKENING...<You wake up, and the first thing you see is the Borg armor in front of you on the rack. The shoulder pads are reflecting the light from the glo-ball, onto your face. Somehow, the placement of the rack, or the glo-ball had to have been intentional. You sit up and rub your eyes, getting the sleep out. You hear the heavy footsteps of others who are walking the halls, on their way to receive orders or report to their commanding officer.
DM: You stand up, and slip into the armor suit. After the fitting, you press the activation button on the side, just beneath the right oblique, and it shrinks to your size. The comforting material synchronizes with your movements. The door to your room is open, and you see more men walking to the stairwell, as there are no elevators in the barracks. You exit the door and follow them to the stairwell. In the stairwell, you hear very little talking, only the topics of either the weather, regarding the possible rain, or the topic of the latest Nightingale news. At the exit of the barracks, you finally get the hit of morning air, sending a chill to your face, and the smell of dew upon the ground.
Player: COMMAND CUBE
DM: You start walking to your left, and passing the supply road, you seethe Command Cube appear through the fog. It's holograms of the animated Federation symbol continue to play. Outside the front doors are two Borgs, standing with the same battle rifles as your own. "IDENTIFY." The one on the right speaks to you, whilst the other just looks out upon the foggy premises.

DM: >RUN PROGRAM: MOTOR FUNCTION. ACTION: SPEAK.<"D4RR1N. Infiltration squad. New recruit." You state, slightly unsure as to the proper way to state your identity. The two Borgs look at each other, then the one on the left speaks to you, "WHAT IS THE NATURE OF YOUR BUSINESS HERE?" You blink and then reply with, "Reporting for duty." Immediately, they both say, "INFILTRATION SOLDIERS REPORT TO THE BUNKER ACROSS THE SUPPLY ROAD. YOU'LL SEE THE SYMBOL ON THE DOOR." The finish and return to their positions. You turn around and the fog has cleared as the sky lightens. "Thanks." You say in a half-hearted manner as you start for the Bunker.

DM: >RUN PROGRAM: MOTOR FUNCTION. ACTION: SPEAK.<"Yes sir?" You start, waiting for him to follow up. "I know you were recruited yesterday, and you haven't had the chance to receive some equipment, so here is the security chip." He hands you a purple circuit board, small, but dense. You put it into the thin pocket on the side of your right thigh. "Anything else, sir?" You ask, trying to maintain the formal tone of a soldier interacting with an officer. "That is all, D4RR1N. Go join the other five, and I'll be out shortly. We're taking them out." He places a hand on your shoulder and shakes it. You exit the back room.
DM: You exit the Infiltration Bunker, and see a few cruiser vans on the supply road. On the road also, is a long black car with eight wheels, and a neon purple light strip on the side. the man standing next to it has silver skin, and various black wires attached to the face. You see another man, whom you immediately recognize as General K4N0N. He is talking to someone near the presumed Bodyguard. The Bodyguard has a black suit with a purple shirt underneath, and a bright white necklace around it's neck. The man talking to General K4N0N is dressed in similar uniform as the General, but is much older, and has a white buzz cut, with a scar on the bridge of his nose. On his uniform, you see that the interior of the planet circle is a smaller circle, and one inside that, going all the way to a small dot in the center. You can't hear what they are saying, but you can tell that it is a casual conversation due to the way they are smiling at each other and laughing every now and then. You also see the van that the squad will be taking on the Nightingale outpost raid.

DM: Close your eyes and poke the table with a pencil, then look at the number you have picked.
DM: You jog through the forest zone, hoping your decision pays off and checkpoint epsilon is clear... You reach the edge of the forest. If you do not want to find out, you can go back to the breach. Otherwise, pick a random number from the table.
Player: If the number is 0-4
DM: You pull out your binoculars from your pack and realise you are out of luck, the paratroopers have 20 alert troops here. These guys would notice you in an instant, have superior weaponry and outnumber you 20-1.Suddenly, a shot hits you in the chest (deduct 3 health). You run for it.You set off in the opposite direction, hoping against hope you can fight the troops at the breach. After running for another hour, you arrive at your previous position and quickly run to the breach in the perimeter.
Player: The Breach
DM: I'm not afraid of those bastards! They're going to get what's coming to them!You move out of the forest zone and over to the rock zone. You dash from outcrop to outcrop of boulders, which are the only cover you'll get. After half an hour of scuttling in this way, you can see the breach. The ground slopes downward until it gets to the ruined tower and wrecked steelcrete barricades. You crouch behind a cluster of boulders, get your binoculars out of your pack and look. A team of 3 soldiers are there standing guard. Apparently the main force in inside the facility. Luckily they don't look ready, they are obviously bored and tired. Bunch of incompetents...They are carrying plasma carbines, which don't have much range. You sneak downhill and crouch behind a chunk of debris. You could probably sneak around, but you can also fight these guys, even with the obvious 3-1 disadvantage. Choices, Choices.

DM: You walk over to the weapon modification table and see a variety of parts, seemingly taken from one weapon. "DO YOU HAVE INSTRUCTION FOR A PART?" The Borg behind the table asks.>RUN PROGRAM: MOTOR FUNCTION. ACTION: SPEAK.<"Not at this current time." You reply. "THEN I AS YOU TO EXIT AND RETURN WITH SPECIAL INSTRUCTION FROM A SUPERIOR." The Borg says in an almost bitter tone. You walk away from the table.

DM: You've learned quickly that it is important not to stand out here. Since you are not really part of the community, finding the child might make them believe you are guilty. Laying blame on others would be trying to weight your status against theirs and you have very little status. So you sit. Eventually the search is given up and wild animals are blamed. The next morning, as you leave your little home, you are greeted at the door by a black goat. The goat won't move no matter how much you coax it. When you try and push the goat, it stands on its hind legs and stares into your eyes. "Sign my list" it bleats.
Player: Refuse to sign
DM: You wake up alone in a dark room. The floor is weathered wooden planks that creak as you move. There are no doors or windows in the room, but a draft makes you shiver. The only light comes from a cobweb covered chandelier hanging from the ten foot ceiling. The room is bare except each corner holds an item that beacons to you. You see an old TV with VCR attachment and a tape sticking out tantalizingly. In the next corner sits a porcelain doll that seems to be wrapped in beads and has a small vial of water next to it. Diagonally from the TV you find an old leather bound book propped up in such a way that each dreary draft shifts the pages revealing a horned creature one minute and a gloved hand the next. In the final corner hangs the pelt of a goat with a list of names written in brown lettering. Which draws you in?
Player: Doll

DM: Action Music The path that the Chief takes is following the main road in town, exiting the Military District through the gate connecting to the Transport District. Then, he turns left and heads towards the Manufacturing District. "The outpost will be in the corner of the District, near the Badlands. The usage of grenades is not necessary." He says, sometimes turning his head to speak more directly to you and the others. "Any citizens that interfere are automatically accessories to the Nightingales. Do not give mercy to them. We will warn them first and if they interfere, shoot to kill." He pauses, and takes a right towards the outskirts of the city. "The weapon running will immediately disperse, but we're just here to infiltrate and take out this outpost." He says, as he takes another left, driving right along the badlands. After a few more minutes, the van slows down, signifying that you are close to the outpost. "Exit out the back, quietly, we need to maintain a stealthy approach for now." The Chief orders in a quieter voice.
Player: EXIT VAN
DM: You exit the van, and pull out your battle rifle, ready to fire. Three others go to the right side, and the two others go to the left side. You follow. The area in which the van parked is around half a mile from the outpost. Around you are various tents with poor families inside, cowering from the presence of you and the other Borgs. The path you and the other two are taking, leads to a large metal shack, sitting on the border of the outpost. In the distance, you see that there is a satellite dish attach to the roof of a structure, you can only guess to be the main building of the outpost. Up ahead you see a door going into the metal shack. To the side of the shack, are two paths, one curving around the shack to the left, and another joining the others to the right.

Player: GO TO THE RIGHT
DM: You decide to rejoin the others, and in doing so, you've stepped on a wire. This sends a signal to a communications room, and on the premises, you hear an alarm. Immediately following, you hear weapons discharging, and soldiers shouting. The other Borgs are huddled behind a brick wall, half destroyed from some catastrophe in the past. One of the Borgs gets a blast to the face, burning through his eyeball, and making a massive hole in his face. He falls to the ground, and the other Borgs continue to fire at the Nightingales. Your current position is behind the corner of the metal shack, over ten feet away from the brick wall where the others are.

DM: You enter the shack to find a Nightingale soldier sitting a small computer terminal. He seems as surprised as you are. He is young, probably in his early twenties. His hair is greasy, and combed back. His jumpsuit is navy blue, with the Nightingale symbol painted onto the shoulders. His holster contains a handgun, but the model is unknown to you.
Player: BLUDGEON HIM
DM: You exit the shack. You are at the two paths now. One going left, and the other going right.

DM: You maintain your current course, and follow the curved path, going alongside the metal shack. You move behind a corner, and scope the environment. In front of you is a large building with a satellite dish on the roof. On the windows are brand new metal bars. You also see a bunch of wires going up the side of the building into a half cracked window. The dark colored brick blends into the world behind it, and with the grey-purple sky, the colors are muted. On the ground are a few Nightingale soldiers. Two are standing at a door that has a silver keypad, and bars over the door, and another soldier patrolling around, kicking a small scrap of metal. Going to the right will rejoin you with the others, by going in front of the metal shack window. You cannot see beyond the dingy tan colored tarp blowing in the breeze on the left side.
Player: JOIN THEM
DM: You bolt for their position, but catch a blast to the leg. You stumble and slam your face into the brick wall, then fall back, where upon contact with the ground, you receive numerous blasts to your head, killing you.***D E A D***

DM: You kick him in the leg, causing him to fall out of his seat, and grabbing his leg. He starts shouting for help.

Player: GO TO THE LEFT
Player: GO TO DOOR

DM: You move slowly to the cab of the nearest truck, and see that there is a helmet inside with the Nightingale symbol painted on it. Aside from the helmet, you don't see anything. You move around the truck to the bed, and lift the tarp. Inside, you see halves of computer terminals, requiring the other half and installment to function. You see the entrance into the building. The door has no bars, and no keypad. It must not have been set up yet.
Player: EXAMINE TRUCK

Player: Great! Yours?
DM: "That's great baby! My day was too, school was just SOOOO annoying! But everything is fine that I'm talkin' to you." You can imagine her now with her bubbly personality, stroking her hair and giggling. "So whatcha up to?" she asks.

Player: Missing you.....
DM: "Awe, baby, I miss you, too!" you can imagine her cheeks, flushing with scarlet red. "Maybe you won't have to miss me..... if you come over.... will you?"

Player: Visit her.

Player: No, thanks.

Player: Ignore her
DM: She is saddened and hates you, your girlfriend, seeing how you treated your best friend, left you too. Sorry. You broke the Love Triangle. You lose.

DM: "Ugh! It's that stupid Physics homework, isn't it?" you sigh, nodding your head, not considering how no one is there. "Maybe if you come over, we could get through it easier....." You blush. What do you do?
Player: Go to her house.

Player: "I will."
DM: You pat her back and you nod. "I will, I promise." Slowly but surely, a smile forms on her face. You say your good byes and what she says, sticks with you. You have been being quite the neglectful friend. After that, you always call her and make sure she's okay.

DM: One day, while playing video games (Taking your title as a gamer nerd very seriously) with your friend Chester, Jennifer calls. Do you answer?

DM: You answer. "Hey, Jenny!" "Hey, bro! What's up?"she replies. "I dunno! You called me!" you chuckle. She cutely giggles. "Anyway.... how are you?" "Good." you reply. "Good. Me too. Hey, Joey.... wanna go on a little friend date?" she asks, probably twirling her hair with her finger.
Player: "YES!! I mean... yeah, sure."

Player: "Okay!"

DM: You let it ring, then she sends you a text. "I know you're online playing... invite me on!" she sis, being a big RPG fan. Raising her character, you invite her in your dungeon, being an Elite Dracoslayer, you needed her on anyway. Your avatar waved to hers, necromancy book in hand, she waves back. "Hey!" you say, adding on a happy face emote. "Hi!" she replies, doing the same. Then.. one problem..... Natasha is on.
Player: Leave quickly.
DM: Seeing her on, you leave and just text Jennifer although Chester as pretty pissed, he got over it. She asks you to a friendly date to your favorite restaurant; Golden Corral. "it's JUST as friends, I swear." she assures.

Player: Hide it.
DM: "Jenn. I know your past, our past but-" "You love her. I understand. But I want to do this. Just one last time.... She kisses you. Do you....

Player: Pull back.

DM: As you're flailing, you recall that a 'remise' is a follow-through attack, which can only be attempted after a lunge.You end up looking a bit silly.Larcassio rolls his eyes."Please, give me some sort of challenge," he demands.The two of you go back to circling.
Player: Watch Larcassio
Player: Lunge

DM: "Well, actually Jenn I...." "What?" she asks. "I love you too...." you blush. Without another second passing, she kisses you. Do you....

Player: Kiss back
DM: You hate doing this to Natasha but you cant just pretend you two we're never in love. You kissed her back. "Don't-" "I won't tell Natasha. I never will." she promised. That night, you two had your friend date and felt closer then ever. Now the Love Triangle has begun.

DM: You ignore it, and let it ring. You could feel the sadness, although you are miles away. You check your notifications to see one new voicemail, it's from Natasha. "I get it.... you want to be with Jenn..... I get it.... enjoy her....." you can hear crying. "I'm sorry I wasn't enough for you." You heard a sad scream, then a gunshot, followed by a misty red spray of blood, you hear crackling and static, her phone breaking from so much blood loss. Congrats, you pushed your suicidal girlfriend over the limit. The Love Triangle has been broken. You lose.

Player: Fancy Dinner
DM: You guys go to a fancy restaurant and eat fancy foods. You guys enjoy a night of sphisication, fancy dinner, then a primal love session of kissing and making out. Good for you!

Player: Another dine-in restaurarnt
DM: You go to a new restaurant, and have a god time, you two are strongly bonded with a night of jokes, food, fun, and a bit of romance.

Player: Fast Food Restaurant.
DM: You guys pull up to a run-down fast food joint, ridden with bugs and rats. "Is THIS what you think of me?!" she says, in tears. She runs off. "I bet you wouldn't do this to Je-" that was all she could say, running into a street, a car running into her. You weren't arrested, but you feel like an ass. You broke the Love Triangle. You lose.

DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.> Quel est votre prénom ? (10 lettres maximum ; les voyelles sont au début de la liste)Aw...
Player: L
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.> Quel est votre prénom ? (10 lettres maximum ; les voyelles sont au début de la liste)Aal...
Player: J
Player: Y

DM: You grab her arm, so she turns around and sprayed you with pepper spray. She tells Natasha, who comes out of he bathroom, pissed. She pushes you and you accidentally fall back into the knives bin. You died, and Natasha was never convicted, for everyone was afraid of her and you were remembered just long enough before another sad story occurred. You died You broke the Love Triangle. You lose.

DM: They sat outside of the restaurant, in the parking lot, on Daniel's black beater car hood, watching the stars."Y'know, you really out did yourself, Danny." She chuckled."I meant what I said, J. C'mon, we're both nineteen, obviously interested in each other..It could work.""It could, but, both of us don't have a full education, nor a decent job.""After college?""Hm. Maybe." She smiled again, kissing his cheek."Whao there, Queen. Don't tease me." He turned red, shakily speaking."Am I teasin'?" She laughed, slid off of the hood and got into the passenger's seat. Daniel slightly chuckled, "You tell me, J." He got in, driving back to the duplex."We should do that again sometime." Jade smiled."After college. I don't want any more mix signals from you if nothing's happening."She laughed, "Easy, Tiger." He laughed as well, kissing her cheek before getting out of the car. "Night, Queen.""Night, babe." Jade winked at him before walking into her apartment.
Player: Four years later
DM: Four years later, they saved up enough, eight years past, they finished. Daniel and Jade went to the same college, though they didn't get the same dorm, they still snuck out and kept the cliche teen romance alive. They graduated together, both twenty-eight. After college, they gathered their things from their parents' place, and settled down in a little countryside house.
Player: Two years

Player: Home Room
DM: You go to your home room. Language Arts. It was okay, the teacher didn't assign much homework, as if you'd actually do it, and you head forward. Where now?

Player: French
DM: You go to French class. There you see, Natasha. You too have a pleasant conversation in French, but you realize, that the two of you are slowly tearing apart, since you brought Jenn back into your social life. She tries not to cry as she begins talking in English. "Why?! Why'd you bring her into this?! We we're perfect before you two started to reconnect!" she says in a cracked voice. "We were friends since birth! You can't make me pick and avoid my friends!" you shout back, being very adamant. She screams through her cries. "BUT SHE LOVES YOU TOO!!!!!!!!! YOU GUYS SPEND HOURS WITH EACH OTHER, SPENDING ONLY MINUTES WITH ME! DO YOU EVEN LOVE ME ANYMORE?!" "Yes, of course I do! I love you both the same, I just don't know which to pick!" you say, trying to explain yourself. "I knew it! That BITCH! She is tearing us apart!" she cries and leaves the room.
Player: Physics
DM: You go into the room. Jenn glares at you. "I know, like everyone else, you heard what's happening." you sigh. "Yes. How can you love her as much as me?" she glares. "i cant believe you're trying to change my emotions! You are no more powerful than anyone else! Be glad I love you!" Before she said a word, you left.
Player: Lockers

DM: You stand by your locker, angry at how unreasonable your girlfriend and best friend are being towards you, how everyone is being towards you, they don't know how hard it is. You close your locker, and Chester, your best friend approaches you. "Dude. I heard." Chester said, shaking his head in pity. "Yeah. they are both being jerks right now." you huff. "Well, which do you prefer?"

Player: "Natasha."
DM: "To be honest, I'd rather date Natasha. She is my girlfriend.. and if I didn't, she'd kill herself." "But you'd lose a friend....." Chester said. "I know....."
Player: Algebra
DM: Jennifer and Natasha approach you in strife. "We're sick of waiting in anticipation." Natasha said. "Pick one of us, now!" Natasha demands. Chester gulps. With your friendships and relationships crashing down, you must make a decision. You picked...
Player: Natasha
DM: Natasha. "I pick Natasha. I treasure our friendship, but I can't let this great of a relationship go down the drain...." Jenn stormed out, crying loud enough where you could hear her from floors away. That day, you hear she jumped out of a 2-story window, she is in very critical condition, but she'll make it. 5 years later..... You and Natasha, are both 21. You two are now engaged with a child on the way, as you inspired Jenn to move on, so she dated Chester., your best friend. Those two are also engaged. Ready for the Double wedding? Congratulations. You broke the Love Triangle... in the good way. You win.

Player: "Jennifer."
DM: "To be honest, I'd rather date Jennifer..." you say. "but you'd lose a girlfriend.... she'd die..." Chester replied. "I know...."

Player: Jennifer.
DM: Jennifer. "I pick Jennifer. I know our relationship was good, but I could have a relationship with her with 13 years of our lives spent together." Jennifer runs up to you and kisses you. Natasha cries, and she repeatedly cut herself over and over, until she nearly bled out. She is in the hospital in critical condition. 5 years later..... You and Jennifer, are both 21. You two are now engaged with a child on the way, as you inspired Natsha to move on, so she dated Chester, your best friend. Those two are also engaged. Ready for the Double wedding? Congratulations. You broke the Love Triangle... in the good way. You win.

DM: You immediately start running, and you trip on a rock.
Player: Oh feces!

DM: "All right human," says the alien king. You notice he has a death ray gun of some sort in his hand, which he twirls around carelessly. "Before I kill you, what do you want?" You gulp. You are going to have to tread very, very carefully.
Player: "You and your people are pointlessly cruel!"
DM: "That we are," he says. "Now, I think I'll pointlessly kill you... how cruel of me!" "Why do you kill so many people?" you demand as the ray gun is pointed at you. "Eh, its fun," says the king. ZAP! You're dead.

DM: You did not survive an incredibly challenging semester and miserable finals to die at the hands of some creeper on the last night of exams. Quickly you start to run away when suddenly you are surrounded by intense white light.Your whole body feels as if it is on fire and you instinctively hide your eyes from the light. You lose consciousness due to the intense pain...

DM: (you are either very brave or very stupid) Cautiously you walk towards your left, every nerve tense as you wait to hear that screeching sound again. You scarcely breathe as you move in the dark. You feel as if you are being watched. You have moved about ten feet when you hear the sound again. This time louder, which is bad enough, but also now it is coming from behind you. You jump as you swing around, expecting there to be something behind you. You see nothing, but your senses are going wild and your skin feels like it's crawling. Every instinct is telling you to run. What do you do?

DM: You feel the flow of air passing through the space you were standing in just a minute ago, as the giant arm of the cyclops flies wildly over your head. You roll aside as one of his fists fly towards the ground with tremendous strength.As the earth shakes under the force of the impact you stand up. You realise that you can't sneak past the raging giant as he block the only way out. You walk back towards the other end of the cave, keeping your eyes on the blind giant as he continues his tantrum. As you reach the end of the cave you shout towards him:'Blind fool, why are you attacking the tender air? Can you, as the son of a god, not even hit a mortal? You bring shame upon your father and your brothers.'He rushes toward the sound of your voice in a blind fury, just as you expected. You quickly run in the opposite direction, towards the exit. The earth trembles once again as the giant body of the cyclops hits the wall of the cave. Leaving a bewilderd giant behind you finally reach the exit of your prison.
Player: Free at last
DM: Blinking in the bright sunlight you stand outside the cave of Polyphemos and your heart is filled with joy.You quickly make your way to the beach. As you reach the shore of the island you hear the happy shouting of men. As you look for the source of the sound you see three crew members on the beach. One of them runs towards you.'We are so happy to see you. After you didn't come back last night we were afraid that you were killed. We wanted to look for you, but the other men were too afraid to come near that strange cave. We were left here with this sloop to wait for your return', he now directly adressess Cyrus 'but pardon me for asking captain, but I thought you and the traveller left with seven men'.'It's a long story. we'll tell it to you and all of the crew members when we're safely back on the ship.'After telling everyone on board the story of your adventure with Polyphemos, the crew prepares to sail away.

DM: They're advancing towards you threateningly. So you turn heel and run. You've never thought yourself a coward, but perhaps you can draw them away from her so that she can escape. But, as nearly anyone can tell you, these kinds of run-your-life scenarios usually never end well.
Player: running for your life
DM: You don't know how long you run. You don't know how long they chase you through the burning streets as you worm your way through tight spaces, leap over fences, do whatever you can to evade them. The night shields you, makes your shadow fast and difficult to spot. But they are firing after you, and you have sustained a wound in the back and another in the stomach. These, you suspect, will be the reason for your death. For now you've lost them, but only because you sharply turned behind the fiery framework of a house on fire instead of running still through the streets with them on your tail. You're hiding now in the rubble, in the ash, fighting the mortal pain that you know you're going to inevitably succumb to. And then you hear her voice. Somehow she has found you, even when they couldn't.

DM: You grit your teeth. You always thought you were a survivor, secretly tougher than the world gave you credit for. Now, through the pain you realize just what it means to survive. You can still hear the other humans screaming, you wish you could turn off the sound. You realize that you are trapped in your own head with this horrible agony. The needles are pumping in information like some kind of messed up matrix thing. You're trying to fight it, to stop the flow of information from getting into your head. You realize it's useless however. It's coming in from too many points. Information on different sounds, smells, tastes...every feeling you can think of, is forcing its way into your head. The pain is unbearable, and fighting it has become tiresome. You begin to realize that there are fewer people screaming now, things are beginning to quiet down. You are unsure whether to feel grateful or more scared because of that... The pain is agony, you feel like you are swimming around in your mind searching for a life raft, or anything to rescue you...you never in your wildest dreams thought you'd die like this...
Player: keep fighting!
DM: and indeed you refuse to die. At least, you refuse to die like this. A sniveling whining scaredy-cat locked in their own brain. You try to think of anything you might do to fight back against the pain. But you are still bound to the metal chair, and your head trapped. Physically you are restricted. Mentally, however, there are options. You realize that the needles may be doing more than pumping your head full of useless (and painful) information. They could be giving you just the weapon you need to free yourself. You realize that you are connected, and receiving more and more information by the second. You have two courses of action you can take. One involves using the information already pumped into your head and seeing if anything is worthwhile, perhaps on getting out of this predicament or who/what is doing this to you and why. or You can choose to follow those needles and see where the source is...a sort of, out of body experience. Normally you would never try anything so crazy, but something tells you that at this point, if you put your mind to it, you can achieve it. so what will it be?

DM: You wake up lying on the ground on your campus. It's starting to get light out, you can hear birds singing nearby, you're fully clothed with your backpack still nestled between your shoulders. You brush the dew off of yourself as you stand shakily up, wondering what happened and if it was all a dream. Clumsily you begin to walk back to your dorm. When you finally do make it back to your room you doubt anything actually happened and figured your mind must have snapped from all the stress from finals. Until you look in your mirror, however, and see all the red, partially healed, puncture wounds on your head. Your screaming wakes up your roommate who grouchily throws a pillow at you. Grabbing a quick change of clothes, you run out your door. Needing to just get away and think about what happened to you. After wandering around campus for a few hours, you decide to go get some food, but where should you go?
Player: McDonalds - quick, cheap, and easy, but of questionable quality
DM: You walk into the McDonalds, which is packed. It seems that only one register is working, just your luck. Your stomach growls loudly as you stand behind a bunch of kids who all insist on having their happy meal entirely different from one another. You watch the cashier, who seems to be overwhelmed, and by the fifth mistake you're getting fed up with waiting. What do you do?
Player: Choose a different restaurant
DM: You weren't feeling all that into McDonalds anyway. However, now where do you go?

Player: Grab the restaurant owner's attention...
DM: You wave your arms and yell "hello" multiple times, but to seemingly no avail. At this point, you realize the commotion is the restaurant owner yelling at one of the servers. You can't quite make out what they are saying, and you realize that's because they're speaking Mandarin. You only speak German, unless you count bits and pieces of that alien language from last night, which may or may not have happened. However, your curiosity is almost strong enough to drown out your hunger...so what do you do?
Player: Attempt to understand Mandarin
DM: You listen more carefully, forcing your brain to comprehend the speech. Slowly you feel as if you understand the words and connotations behind them. Your head feels a bit dizzy, but you now know what the manager and server are yelling about. The manager is accusing the server of sleeping with his wife and is threatening to fire him; it seems you've stumbled on your very own version of a Chinese soap opera. However, this doesn't solve your hunger problem. You shout to them both, in Mandarin, to come serve you, which causes them both to jolt out of the argument and rush to your service. Finally, you are able to order your favorite egg rolls and rice and enjoy some food. As you eat, you ponder what happened to you last night. Why were you abducted, who were those other humans, what really happened to them, and why were you returned home? Also, now there are the implications of your new 'powers' to think about. You have a feeling Mandarin was not the only thing you learned thanks to those needles, and you wonder how long it will take before you realize the full extent of your newfound knowledge. (Congrats, you stumbled upon the storyline of the second best ending!)

Player: Jump in and take over for the cashier
DM: As you watch the cashier struggle to take all of the kids' orders you realize something, you could do better. You feel as if you know all about McDonald's inner workings and how their system works. You confidently walk behind the counter, shoving the cashier out of the way. With lightning fast fingers you take the kids' orders without a single mistake. Some of the kids are looking at you with big, amazed eyes as you jump around, helping fill and take orders. Within five minutes, everyone in line has their orders and are sitting down to eat. Your last act as impromptu McDonalds cashier is to ring up your own order and grab a seat. As you eat your greasy McDonalds food, you ponder what happened to you last night. Why were you abducted, who were those other humans, what really happened to them, and why were you returned home? Also, now there are the implications of your new 'powers' to think about. You have a feeling that, however useless it is, McDonalds cashier knowledge was not the only thing you learned thanks to those needles, and you wonder how long it will take before you realize the full extent of your newfound knowledge. (Congrats, you stumbled upon the storyline of the second best ending!)

Player: Go to a different restaurant?

DM: You stand there silently watching. You're not about to get between the two demons."I need to know why, Paul." Dean says lowly. Paul doesn't immediately answer which pisses Dean off. Dean angrily backhands him and then the knife is plunged into Paul's arm. Paul cries out with pain but then starts laughing."Careful, Dean, or you'll have a deeper mess to clean up." Paul teases. Dean growls a little and takes the knife out with one yank. Paul again cries out but silences himself quickly."Enough with the games, Paul. You should be lucky I haven't killed you. You know the price of this is a one way trip to Ammet." Dean hisses darkly, but you can detect some worry in his tone."Relax, none of them saw." Paul says softly almost soothingly.
Player: "Why would he get in trouble for helping me?" You ask.

Player: Pizzeria - Pizza...the breakfast of college students everywhere

DM: 
Player: BE READY FOR IT!
DM: It is the year 2112.One man, tired of all the murder and madness in the Badlands, set out on a journey to put an end to it all. With loyal friends in tow, the man and his group of misfits were sure they would stop the ruthless bandits and restore order to post-nuclear America. His cause just, his will unbreakable, and his companions forever at his side, nothing could stop him. With all his heart, he knew that he could make a difference in this desolate place, and change it for the better!... And a few days into his journey he was ambushed and killed by raiders, who proceeded to use the corpses of the man and his companions as furniture. They found it to be much better than lounging around on moth eaten recliners and sofas.Needless to say, this is not that man's story.It is, however, a story in these very same Badlands... A very bizarre story about an aspiring martial artist and his various escapades while traveling from place to place.Go forth, Dusty Fist, and begin your journey!(In case you were wondering, that's you.)

DM: You open your eyes, your hazy vision scanning around the room as you move out of your blankets. You take a deep breath, disappointed that your sleep has ended but ready to go about the day. You stand out of the bed, your thin, pale frame covered only in boxers.You move to the dirty bathroom, quickly showering and getting changed. After that, you move into the bedroom, thinking.Over the past eight years, you've moved around a lot. You have to, given what your father does to keep you both sleeping soundly. You've tried to keep up with your studies, even attending college online in journalism. Given that it should lead to a job that'll suit your nomadic nature, it should suit your skills. You've been unable to live a normal life, or make friends, but you never had that before. You've never known it in any other form, so you deal with it.You look around the room of your shitty motel, seeing how much of a state it's in. Father's research is spread along the table, his weapons are out, a few of his various blades bloody from an encounter with an aggressive dog. Blood stains cover the bed, from where the dog bites had covered, and the prisoner chest lies open, with quite a few bindings lying in the bottom. That's the incriminating stuff, but there's also a shit ton of rubbish, fast food wrappers and more around the place. There's a dusty, shitty TV sitting in the corner, with your study books stacked atop them. Father's already long gone, having gone out in the early mornings after another victim, so you're alone, with a few hours before he gets home. Time to find a way to spend them.
Player: Do your studies
DM: You go over to the desk, pulling out your laptop and opening it. You log in, and quickly begin going through your assignments. You've a case study you need to go through, several articles to read and an essay to write. You slowly make your way through, and actually get fully into the grove of it as it starts to get interesting. Eventually, after about an hour, you burn out, and having made decent headway into your work, you finally put it all aside and find something less boring to do. Still, a good session and a lot of work and study done.

DM: You need water.The last time you needed water... Well, let's not get into the nitty gritty of it. Needless to say, it was rather strange.Despite how parched your throat is, you push onward, approaching the town you see on the horizon. Hopefully, it won't be Raiderville like the last place you visited. Maybe they'll even give you water. They gotta have a well or something.You stop in your tracks. You hear something approaching, heading towards you from behind... A vehicle? Slowly, you turn around, wondering just what it-HOLY SHIT IT'S A SAND WHALE.Sand Whales aren't actual whales in the sand, though you suppose it wouldn't be too out of place if actual sand whales existed. No, Sand Whales are massive tanks made of scrap metal, utilized by roving bands of raiders. They vary when it comes to size, being anywhere from the size of a small shack to dwarfing the buildings one would find in a ruined city.And this one... It's one of the bigger ones you've seen. From your limited knowledge of math, the vehicle has to be at least ten feet tall! That's like, as big as all the buildings in your hometown stacked on top of each other!It's coming your way, and it'll be here soon! What do you do?
Player: It's just a Sand Whale. I'll head right for it!
DM: Instead of running away like someone with a little common sense would, you simply steady yourself and begin to sprint straight towards the Sand Whale. After a few minutes, you're close, the massive vehicle reaching far above you. The only question is, what are you going to do?You've never done this before, but maybe you can... Punch through it? It's not that big once you get past the fact that it absolutely dwarfs you. And what, it's made of solid steel? You've punched solid steel before! Though when you did that you broke your hand...On second thought, you could probably jump into it and take out all the bandits! You don't look it, but you never skip leg day, and it's paid off! You participated in the Badlands Olympics once, and you hold the world record for the high jump! Jumping onto the Sand Whale would be a breeze!

DM: The alternate location you did the burning at was a sacred spiritual site and you have disturbed the land and are now awaiting trial.
Player: Sanitize the stand, promote a mix and prune up to 2 meters
DM: The forest manager now has his picture with the Minister of Forests. He has now met all the upper echelon of the forestry society and hosts tours of his estates for them. Unfortunately, while he was wining and dining with the President of the CIF, the President mentioned that while flying over the managers stand in his private jet, he noticed a particular area with many large spindle shaped swellings in the canopy, and dense branching with clear over growth. The President offers the manager three options as to what it could be.
Player: Nestrosus
DM: He's sneaky and has provided a fake disease. Now the CIF President thinks less of you for falling for it, and has left you with the bill.

Player: Time to punch this Sand Whale!
DM: Yeah! You're gonna show this fucking tank who's boss! You ready yourself as the Sand Whale slowly inches towards you. When the Sand Whale is finally within range, you unload a flurry of punches on its steel walls!... Nothing happens. Your hands hurt.The Sand Whale runs you over.What? Did you think you could seriously punch through a massive tank? I'd commend your bravery if you weren't a complete idiot.

DM: He went in for a hug, and I pushed him away. "No, no, I reject you utterly. You and your 'love.' You disgust me."He looked crushed and it seemed that finally he understood me. But, as it turned out, VP and Acting Dean Colin had been watching our interaction, and he seemed wholly horrified by my behavior."How dare you speak to Hobart this way," he said. "I heard him treat you with love, and your response was to give him hate. That is what you are always doing here, Gower. You have nothing in you but hate. You repay kindness with evil."And that was how I was inappropriate? Yes, the moment was caught by a student's camera, but it was wholly out of content. It does seem like I pushed away an elderly man who was trying to hug me, and then I told him he disgusted me, and yes, the clip is on YouTube under the title of Disgusting Professor Curses out Old man, but I didn't curse at all, and now you know the truth.
Player: And so, in conclusion, dear faculty.
DM: And so we come to an end. I trust you have enjoyed my Sabbatical Presentation to a certain extent, and again, I am sorry I could not be here.But I have learned a good deal. A very good deal. And indeed, what I have learned in particular is how you feel about the charges that have been made about me, the rumors, the idle gossip, the disgusting stories that one hears. Perhaps I have exaggerated some just to see how you would respond. Perhaps I have asked probing psychological questions to get a read on the faculty as a whole.What do you think I've learned about you? And, amusingly, I shall allow you to see the choices that you have eliminated from contention. Speak your mind freely.
Player: We cannot be sure of you either way.

DM: You slap him in the face. He looks shocked that you'd do such a thing, and no anger appears on his face. He's just... Shocked. In awe. "Why would you do that?""Because I'm telling you the truth, you jagoff! If you don't listen to me, you'll all be wiped out by raiders! Just look, there's a Sand Whale right out there!" You point in the direction you were talking about. You'd have to be blind to miss the Sand Whale approaching from the distance.He stares at it for a moment, cupping his chin in contemplation. Then the shock and horror returns to his face. "HOLY FUCK IT'S A SAND WHALE!" He runs off screaming. Because of course he would.But, his screaming gathers the attention of the townsfolk, who all end up looking in the direction of the Sand Whale before screaming as well. Great, now you've got a whole village full of screaming hicks to wrangle...The Sand Whale's fast approaching. What do you do?
Player: I got to gather the townsfolk! I'll scream at the top of my lungs for them to calm down.
DM: There's so many screaming Badlanders screaming and running around like a chicken with its head cut off. It's getting so annoying. And hey, what better way to unite people screaming than screaming louer than they are? So, you rear your head back, and build up a scream..."AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA!"That gets their attention. They all stop screaming and running, just staying place and staring at you. You grin. "Great! Now I got your attention by asserting dominance with a louder scream!" Their eyes are glossy and their faces blank. You cough. "Uh, anyway, there's a Sand Whale coming! So you know what that means!""We're all gonna die!" some random villager screams. This almost prompts the mass hysteria again, but you silence them with another scream."No you're not gonna die! Not if you listen to me! Now, I need..."

DM: You get ready with some stretches as the Sand Whale approaches you. While you stretch, you run through some calculations in your head... If you're pretty tall, and the Sand Whale is very very very very big, then that means you have to jump just a bit higher than you usually do if you want to reach the top. Shouldn't be too tough.Before long, the Sand Whale is within range. You squat once, twice, then leap into the air! Through the power of your ridiculously strong legs, you manage to fly all the way up and onto the top of the Sand Whale. There's no one in sight, only the endless expanse of the Badlands below you and a door leading into the Sand Whale to your left.With nothing else to do, you head up to it and kick it open, shattering the wooden door into a million pieces. Instead of leading to a staircase like you thought it would, it leads to an... Elevator? How did they install an elevator? Eh, it doesn't matter. This just means you won't have to walk down a bunch of stairs!There's six buttons on the elevator:"T" (You think that might mean top, where you are now)"4" (4th floor)"3" (3rd floor)"2" (2nd floor)"1" (1st floor)And "E"... What's E stand for?
Player: You only live once! I'll hit the "E" button and find out what it does.
DM: Curiosity overtakes you. You press the "E" button as hard as you can, awaiting the results...Nothing happens.You sigh, going to press another button, when suddenly the elevator begins to shake violently! You're about to leap out of the elevator, but it ends up shooting out of the shaft before you can react! You soar into the sky at an incredibly high speed, before the elevator begins to drop quickly to the ground. The last thing you think before the elevator lands on the ground is, "I think I saw my house from up there!"

Player: "... Everyone that can fight to join up with me!"
DM: ... Literally no one steps forward."Uh... Can't any of you fight? Any weapons?" you ask.One steps forward, awkwardly. "About that... We're pacifists. We're just farmers, we don't carry any weapons."What kinda nutjobs would go around without any weapons!? Oh God, forget it! If these people think they can be pacifists out in the Badlands, they can keep on doing that. You're not wasting your time on them."H-hey wait, where are you going?!""I'm going somewhere else! This town's hopeless!"And so, you walk off into the sunset, and the town will never be the same...... Mostly because it'll be ashes.

DM: Choosing how to get down from the hospital room on "Chapter 2: Stirrings."If you choose to jump down to the treesThe choice found on "Proposition: Regarding a Predator" has a MAJOR affect on the final act. Selecting 'No' short circuits the story and leaves available only the 'powerless' endings. Read "Detailed Chapter Walk Through" for more information.The choice found on "Murder" has a MAJOR affect on the final act. Choosing 'No' shows Arjan that you are capable of choosing for the side of Order over Chaos when push comes to shove. This choice is crucial to future events, including how powerful you become. Read "Detailed Chapter Walk Through" for more information. If you choose to climb down slowly.Choosing to climb down slowly allows for another choice that will affect the final act drastically, when you are kidnapped.If you are kidnapped:If you select "Tell them everything" you will short circuit the story and drastically reduce your power for the Final Act.There are no other choices of importance here, other than some that result in losing the storygame. Read "Detailed Chapter Walk Through" for more information.

Player: Are you a medium build?
DM: Paul looks over your medium build. He observes you head to toe before giving his opinion. "You've got a good build. But are you strong?" Paul asks.
Player: "Yes." you say
DM: "Yes." you say. If it's a lie they don't seem to notice or else they just didn't care. "We'll test that today. As well as your logical skills, and common sense." Dean says.
Player: You just nod
DM: You just nod. They grin at you before Paul takes your hand and starts to lead you on a path that you haven't been on. Dean's right behind you.

DM: You decide to go see the group. After all, Brutus is there; how bad could it get. But as soon as you draw close, the group starts to leave, all except Brutus, who remains. "Brutus!", you call, but Brutus just runs away. You try to catch up with him, but alas, it's no use. Hmmm, you think, some friend Brutus is. Then you go back to par-tay!
Player: March the 15th!
DM: Well, days fly by as you party, er, work to make your country a better place, and before you know it March 15th is here! As you head out the door to go to vote on a bill at the Senate, your wife, Calphurnia, clings to you and cries, "No! Don't go!" You don't remember telling her about the prophesy, so you ask her why you shouldn't go. "I saw a terrible omen last night in my sleep; and you died in it! Please, stay home today so you'll be safe."Will you leave?

Player: Swim back to the raft

DM: You grin, and get into a battle stance. "Alright, Douchebag Five! Let's fight!""That was not a funny play on our name! That was just an insult!" the red one retorts."SHUT UP AND FIGHT ME!" you return. That gets them to charge at you, fists flailing wildly. You step out of the way of Rick's charge, and stick out your leg to trip him. He falls to the ground with a yell."Oh fuck, oh fuck! Ouch! You scraped my knee, dude!" He holds his knee to his body, letting out a hiss of pain. That usual dumbfounded look makes its way back onto your face."Uh... Come again?""FOOL! YOU FELL FOR IT! SURPRISE AMBUSH!" Blue yells from behind, leaping out and wrapping his arms around you. He pulls you to the ground, and you let out a shout of mingled surprise and pain. Damn, they got you!You manage to reverse the hold after a moment, and drag yourself up to your feet while still holding Blue in your arms. The others charge at you, but you hold them off with a few kicks. Then, Rick jumps up and applies a chokehold. Crap, this isn't good!You let go of Blue, who promptly begins to punch you. The others join the attack. If this keeps up, you'll die! You have to do something!
Player: I need to bust out my secret technique!
DM: You look behind them, feigning shock on your face. "Oh my God, what the fuck is that?!" They all stop and turn around. There's nothing there for a moment...Then an actual whale leaps forth from the sand and onto the Sand Whale they emerged from, crushing it. It wiggles around for a bit, before slipping back into the sand. They all stare in shock, Blue's grip on you loosening. You blink in surprise as well... But then take the opportunity to run away!Well, you weren't expecting that, but it's still good enough!

DM: As soon as the words leave your lips, the raider leader's scowl deepens. Uh... Wasn't that supposed to get you "laid"? That's what the guy said it would do! Damn, maybe you misremembered what he said, or something...The leader snaps her fingers, drawing the attention of her underlings. "I'm done with this clown. Keep him down while I use Trixie," she pats the shears on a stick, "to clip his little wiener off."Oh crap! They're gonna cut your wiener off! And she said it was little! You were told it was a perfectly average size! This is bad... What are you gonna do?
Player: I'm not taking that insult to my wiener lying down! I'll kick their asses!
DM: Anger boils within you. "HEY! MY WIENER IS A PERFECTLY AVERAGE SIZE! YOU TAKE IT BACK!"She lets out a laugh. "I bet it isn't! It must be pathetic if you're getting so defensive!"Oh, you've had it with this bitch! A scream of rage flies from your mouth, as your shirt violently rips apart from sheer testosterone and manliness! This is the power of a man with a wiener of a perfectly average size! You unleash a flurry of punches and kicks as you attack the raiders approaching you, and they all go down in a burst of blood!The raider leader stands and lets out a battle cry, rushing at you with shear-spear extended to impale you! You simply sidestep the attempted stab and swat it away with your hand. "MY WIENER WILL NOT TAKE THIS INSULT!" You begin to punch her rapidly, the raw power within your fists causing her flesh to vibrate at an intense speed.Then, she explodes, blood and guts flying everywhere. All that's left of her existence is the saw blade that was sticking out of her head. For good measure, you spit on it.No one insults your wiener and lives to tell the tale.

Player: You choose the door on the right.
DM: You go through the right door and realize you just interrupted a meeting between an FBI agent and a police officer. You become stiff and cannot move. You suddenly turn around trying to escape, but are now facing three police officers pointing guns at you. You've been caught! Game over.

Player: Don't visit the Imperfects.
DM: I see Eve exit the elevator and to the rooftop, but I don't talk to her. She asks me to come and talk to her, but I don't. No doubt, she heard about what happened in Novarra, and I know she doesn't like it. She has too much of a self-image to maintain to claim to be against another country's laws.
DM: I continue to extract justice upon North and South America, as the sun moves away from Europe. As soon as night falls in Novarra, I transport myself there instantly, eager to see how the situation has developed. Suddenly, a high-piercing light emerges from the square of Sanroe, and someone shouts "show yourself Demon!".Someone is referring to me as a demon?

DM: You gulp slightly as they approach you menacingly before pointing behind them. "Hey, what the hell is that?!" They turn around and look, and you almost laugh. The fools! They fell for one of the classic blunders! With them distracted, you turn tail and run, blasting straight through the wall.You run. And you run. And then you run. And then you run some more. After a while you're pretty sure you should stop running. You've been running so hard and so long you don't even know where you are anymore; so you slow down, stop, and take a look around.You find yourself standing... Right where you were when you first saw the Sand Whale? What? How did that happen? You were running in the opposite direction. The Sand Whale is nowhere to be seen, either!As you ponder this, you see a person approaching you, dressed in a karate gi under a leather jacket. Hey, is he trying to steal your style? The nerve of that guy! You approach him, fully intent on kicking his ass for taking your style, when you see his face. He's... You! Of course, you must have ran backwards so fast that you crossed over into the next dimension! Or you just time traveled or something.He stops dead in his tracks. Then, he glares. "Hey asshole! Are you trying to steal my look!?" Well damn. Looks like he doesn't recognize you.You suddenly feel like either of you laying a finger on each other would be a bad idea. And he's already running forward to attack. What do you do?
Player: I know me, and he's going to go for a dropkick! I'll make to dodge it, then hightail it out of here!
DM: You begin to dodge once the other you is close enough to begin his dropkick. But, despite what you may have thought, he instead goes in for a cross punch! You weren't expecting that, and before you can dodge, his fist connects with your face!The two of you stand there for a few seconds... Before both of you are wiped out in a violent explosion, caused by your molecules meeting and rejecting the fact that you're both identical! ... Or something.

DM: You thank him for his answers and scribble them all down in your book, well asking him who he thinks you should talk to next.Betteredge rubs his chin in thought for a moment, "I think you should go looking for Prufrock, I would guess you could find him in the place where Little Tom Darcy would keep his things for cleaning."
DM: Why would anyone be in a bathroom? Why would you interview someone in a bathroom?
DM: The only person here is Virginia Woolf and you don't think you need to ask her anything right now.

Player: Open the refrigerator door.
DM: You crack open the refrigerator. There's a can of mustard and a couple other things. Sparse pickings, to say the least.
Player: Close the fridge door.

DM: Aldmero looks slightly nervous."Transfiguration's not my specialty," he admits, "I sometimes get it wrong, but this seems simple enough. I'll see what I can do."Amdmero pulls something out of his pocket. It is a long, carved stick, made of some kind of ancient wood...a magic wand. He points it at your plate, mutters something under his breath, and suddenly the plate is no longer there. It has instead been replaced with a huge, grey creature with wings that have spots on them, resembling eyes, and two furry antennae. The moth flaps his wings and floats gently in the air.You're amazed, but Aldmero seems slightly frustrated. "I always get something wrong," Aldmero says, "It was meant to be a butterfly, not a moth. Perhaps the spell thought the moth would fit this environment better; magic can be a bit finicky like that if you're not concentrating strongly enough.""Now," he says, "This is technically your choice. You can stay here in the orphanage, and the Muggle World. No one would hold it against you, but you will never be allowed to use any kind of magic. Or, you can come with me, and leave this place behind. I've already told Mrs. Coal, though I have wiped her memory of it, and it will only be restored if you decide to come with me."
Player: Do not agree to go, and stay in the muggle orphanage
DM: Alonso says he understands, and that not everyone makes the choice of completely upending their lives.Eventually, you do get adopted and move into a nice, if boring house, though you still regret not making that journey. However, the experience left an impact on you, and you begin selling decently successful books. But you learn to dread each night as the nightmares get worse...

DM: There are many stories on the Northwest Coast about Raven and his adventures when the world was young. Raven shaped the world, and and then set about discovering what it was that he shaped. He is the consummate trickster, and often gets what he wants through thievery and deception. However, while Raven regularly suffers the consequences of his misdeeds, mankind benefits both from his actions and from the lessons contained in his stories.In this game you Are Raven, on a walk along the shore. You are here on the Earth once again, to see and discover new and wonderous things, or just something that looks like fun to you. You carry with you, your fire sticks, which you can not leave here on Earth, or loose at any cost. Man is not ready to discover these yet.
Player: Begin the Game

Player: Continue walking on the shore
DM: You continue walking up the shore, it is a good day and you begin to think of things, like how the people could get more food. And how you could get more food as well. The ocean has no tides and the shores no shallows. You know there is lots of food in the sea - oysters and clams, mussels and crabs. But how to get to it? You are lazy and prefer getting into mischief, so you wonder "If only there was a way to move the water out of the way, so I could gather food from the sea!" You know nothing about the sea though, but you know Fog Man does.

Player: Go back to shore

Player: Go find Fog Man
DM: You decide to find Fog man and ask him. You are not really sure where Fog man is, so you start to ask around
Player: Ask Sandpipers
Player: Ask Sea Gulls

Player: Taste the oil

Player: Go Back to the Kayak

DM: You ask her who she is and she tells you that she is the Soul of the Whale. You are very impressed and pleased to meet her. She thanks you for your greeting and plays a song on her flute and begins to dance with the music. She is very good and you sit down and relax, having a full belly and such beautiful music playing you soon fall asleep. When you wake up she is no longer there, but the lamp is still lit and the oil is still dripping into the lamps bowl.
Player: Try to find a way out of here.
DM: You look for a way out but there doesn't seem to be one, and you can't find the girl. Soon you are a little discouraged and getting bored. You are Raven and don't like being bored or discouraged. There is nothing that you like less than being in a boring place with nothing to do but eat and sleep. Maybe if the girl was here that would be better.

Player: Try to find a way out of here

Player: Clean yourself off and Continue walking up the shore

DM: You make a fire inside of the whale and cook everything there. Only you do not touch the heart. When the whale took in many fish you eat them. Finally you do cut the whale's heart out and killed it, after which it begins drifting about from place to place. You know it has died. You are now drifting at sea inside a dead whale drifting from place to place.Then you sing: "Let the one who wants to be high-born like me cut the whale open and let me out, and he will be as high as I am." And you also sing: "Let the whale go ashore. Let the whale go ashore on a long sandy beach.." Finally you hear waves breaking on a sandy beach, and you sing again: "Let the one who wants to be high-born like me cut the whale open and let me out, and he will be as high as I am." Suddenly your hear the voices of children. These children heard your voice, went home and informed their parents. Then the people all came there and cut the whale open, and you fly off into the woods crying "Q!one', q!one', q!one'."

Player: Use your Fire Sticks to Make a light in the fog
DM: Your fire sticks light up the fog around you, but the light is reflected back to you from the white, and soon you can not see, and wander helplessly in the fog for a long time. Soon you find your way back down the cost by hearing the long lost cries of the sea gulls. Tired you sit down and feel that you have not done very well. There should be a better way to get to Fog man than this.

Player: Ask the Sea Gulls

DM: You decide to look in the costume room. Looking through all the various clothes, you see this dress that reminds you of your mother's wedding dress. You think it looks really cool and it seems to be your size, so you try it on. As you are putting it on, Adam O'Mallady opens the door to the costume room sees you in the dress. Mistaking you for a queer, he starts bashing your head in with his Marine Corp boots. As your life fades to black, you hear death metal in the backround.Man, you suck.

Player: Leave him his hat and Go to where Sun Sleeps
DM: Leaving the Fog Man cursing on the shore, you fly towards the setting sun. For many days, you pursue the sun and you are just about to give up the search when you spot a solitary Rock crag, with sea birds swooping around its head and shoulders. You are just about to ask the birds, when the crag yawns, then it blinks. What looks like a rock, is a giant man, sitting in the water.
Player: Ask him "Have you seen the man who sits on the Tide?"
DM: You ask "Have you seen the man who sits on the Tide?"But the big man says nothing to you.

Player: Ask the Cormorants

DM: You ask "Have you seen the man who sits on the Tide?"But the big man says nothing to you. You ask "Have you seen the man who sits on the Tide?"But the big man says nothing to you.
Player: Ask the Giant again "Have you seen the man who sits on the Tide?"
DM: You ask again "Have you seen the man who sits on the Tide?" This time louder!Still the giant man says nothing to you.
Player: Ask the Giant yet again "Have you seen the man who sits on the Tide?"

Player: Ask him yet again "Have you seen the man who sits on the Tide?"

Player: Poke the Giant in his backside with your strong beak

Player: Use your fire sticks to frighten the Giant
DM: You light your fire sticks and show them to the Giant."Now get up Giant or I will have to burn you." "AAAHH!" Yells the Giant and swats at you. You dodge fast but drop your fire sticks into the sea, where they are lost."Oh no" you say. Because you have lost the game, and your fire sticks. The Giant stays on the tides and you have to go home.
Player: Back to the Beginning

DM: Flying up high in the sky, you point your sharp beak right at the exposed spont and drop like hawk, jabbing the giant real good. With a mighty roar, the giant rises up and starts howling in pain, jumping around and holding his "backside". But his wail is drown out by the sound of a hundred waterfalls, as the sea pours into a large hole where he sat. The giant dances around in pain. The sea is almost all gone, leaving sand and floundering fish as far as the eye can see. Finally, rubbing the "tender spot" the giant sits back down. As he does the sea spurts up and refills to its former water line. Now you know the giant's secret. "So that's what the tide is, now if we can just teach him some new habits."
Player: Teach the Gaint some new habits.
DM: You perch on his shoulder and with your most persuasive trickster voice suggest: "From now on, how about taking a little stretch twice a day - just a short one, so the people can gather food from the sea." "NO, SITTING IS WHAT I DO, I AM THE MAN WHO SITS ON THE TIDE. I HAVE ALWAYS DONE THIS AND ALWAYS WILL. IT'S MY JOB." "Come on, everybody needs a break now and then, just a short stretch twice a day?" "GO AWAY, YOU'RE UPSETTING ME." "I know, it's my job. It's what I do. I am the Raven. I upset things. I upset the darkness when I stole the sun and put it in the sky. I upset the cold when I stole fire from Owl and gave it to the people, and now I will upset you twice a day."
Player: Circle for another jab in the Giant's backside.

DM: Flying up high in the sky, you point your sharp beak right at the exposed spot and drop like hawk, jabbing the giant real good. With a mighty roar, the giant rises up and starts howling in pain, jumping around and holding his "backside". But his wail is drown out by the sound of a hundred waterfalls, as the sea pours into a large hole where he sat. The giant dances around in pain. The sea is almost all gone, leaving sand and floundering fish as far as the eye can see. Finally, rubbing the "tender spot" the giant sits back down. As he does the sea spurts up and refills to its former water line. Now you know the giant's secret. "So that's what the tide is, now if we can just teach him some new habits."
Player: Teach the Giant a few new habits

Player: Tell him you will burn his back side this time and show him the fire sticks

Player: Circle the Giant for another jab in the backside.
DM: As you begin circling for another jab, the giant roared "WHY I CAN SWAT YOU LIKE A MOSQUITO! YOU ARE NO BIGGER TO ME THAN A MINNOW TO A WHALE." He begins to swing his arms wildly at you as you circle and dodge. Giant waves were formed. As you two struggle, you trying to jab the giant, the giant trying to crush you, a great storm strikes the shores, and they say that this is when Mountain Goat first tastes salt and why sea shells are found in the mountains. Trying as hard as you can you can not get near a tender spot on the Giant.You need something to distract him.
Player: Use Fire Sticks to Frighten the Giant

Player: Show him the fire stick and tell him to get up.

Player: Adventures with Raven

Player: Press on
DM: With the general direction of the smoke in mind, you continue to push through the forest. It gets harder to navigate as less and less light illuminates the path. You and your crew are more or less fumbling through the forest, rather than navigating it, at this point. Luckily you are nearly at the source of the smoke.
Player: Approach it casually
DM: You and your crew enter the clearing to find a small campfire, with a small group of men surrounding it. They seem guarded, but are relatively calm despite having a group of strangers barge in. They start talking to you with a strange accent that you have never heard before, and it is very difficult to understand. As the conversation progresses however, they seem to relax and offer you and your crew to sit down and drink with them.
Player: Politely decline and try to get back to the ship
DM: You decline their offer, much to the crew's disappointment, and tell them that you must be going. They give you a few crates of food and supplies and wish you luck. You thank them and leave.

DM: Requirements for Player:You should have: A Periodic Table (with Atomic Mass and Atomic Number information) and a Calculator (any type would do).This test is only on the basics of Chemistry. So you should have at least basic chemical knowledge to finish this test. (Note from Writer: The test questions were taken off my high school chemistry notes.)This test is only several questions. Teacher: "I wish you all good luck and hope that all of you pass the test. And remember, answer all the questions with the best answer. If you miss one question, then your collar explodes! (Though, you know that it may shock you with electricity) You also fail my class and you do not receive the credit." You look down upon the test paper on your desk and begin to read....
Player: Question 1
DM: This first question is on the Atomic Theory.John Dalton was known for his development of his atomic theory.Answer this question with the best answer.Dalton's Atomic Theory states...1) All matter is actually matter and anti-matter put together.2) Dalton was important.3) All matter is composed of small particles, call molecules, that are invisible.4) All matter is composed of tiny particles, called atoms, that are indivisible.5) There was no such theory! Dalton actually invented the atom!6) There was no such theory! Dalton actually discovered the atom!7) Each element consist of atoms that are identical to each other in their properties. In other words, each element has distinct chemical and physical properties.8)Each element is does not have atoms that are identical to each other in their properties. In other words, each element does not have distinct chemical and physical properties.9) Atoms of one element can combine with atoms of other elements to form chemical compounds.10) Answers: 1 2 311) Answers: 4 7 9 12) Answers: 3 7
Player: 8
DM: At least you tryed....You collar shocks you with a high current of electricity. You wish the current was higher because it takes two minutes until you die.

Player: 11

DM: You form a protective circle with the vehicles, and get on duty. The Civilians get sleeping bags and nod off. You start a conversation with the other squads, and find out a lot. Clay squad is mostly experienced soldiers with a few tours of duty under their belt. Their squad leader, Wolf, seems to be enjoying the apocalypse, except for the lack of fresh bacon and air support. You don't find much about from Steel squad, who are on patrol. Their leader, however, is a Riot Squad member called Murphy-Rourke. Normandy keeps to themselves, but you gather that they're Private Military who prefer the comfort of their driving seats and gun posts. Your own squad, Mars, are made up of an ex-CIA Agent called Marcus, an Canadian melee expert called Hades who's recently been transferred, and two Navy Marines called Dice and Foley,who seem pretty quiet, but have scored some good kills so far. You finally get some rest, but are woken by screams. You grab your gun and find one of Steel being pulled apart by a pack of zombies. You open fire, your bullets ripping through the skulls of the undead. They fall, and you run up to the Steel Member, who's had an arm and both legs ripped off. You wince, and he vomits blood and convulses, before lying still. You also notice to freshly killed corpses next to him, Civilians who didn't even have the chance to scream, covered in blood, their stomachs turn apart. You move the bodies out of sight so as not to frighten the civilians, and tell the convoy to start moving.
DM: You drive along, and guess that you'll arrive at Horse Island by tomorrow morning, given no large distractions. One of Clay, Snake, calls to you. You looks up, and swear as you approach a guarded barricade, made up of cargo trucks, furniture and barbed wire. A few armed men in National Guard shout at you to slow down. What do you think you should do?
Player: Open fire on them.

DM: Progress is never a straight line. There are ups, and there are downs. In the years after the First Two World Wars, society had believed the worst was over. Technology improved at an incredible rate; household robots became the norm, handheld computers became a reality. But this was not to last. Political and corporate greed and short sightedness lead to the Resource Wars, where Oil was getting increasingly scarce. International tensions reached their limit...and in 2077, finally snapped, with the Great War; humanity's shortest, and most devastating, war. Overnight, the world was changed from a technological near-utopia to a dead wasteland, inhabited by inly the most dangerous, vicious creatures.However, humanity crawled out of the shattered remains of the world, from Vaults left there by Vault Tec, and other sources, and began to form societies. One of these was the Followers of the Apocalypse; a society dedicated to preserving pre-war knowledge of science, medicine and the environment, in the hopes that this knowledge could bring back what was lost. Intel of the Followers points to an Old World City named Seattle as the location of the location of a Seed and Gene bank; a Pre-War "ark" containing samples of every endangered Pre-War plant, as well as genetic samples of many animals, viable for cloning. This could be humanity's last chance at rebuilding the world that came before, and you have been put in charge of making sure this mission is a success...
Player: Console Commands [Cheat Menu : Not recommendedÂ for a first playthrough]
DM: This game was intended to be played without these options. However, if you just want the story and are not interested in the extra mechanics, or want to see other options on a second playthrough, you can use these cheats to trivialise the game and essentially play it on "Story Mode".
Player: Turn off infinite scrap (reduces scrap to base level)

DM: There is a large pile of discarded rubble here.At first glance, you thought it was simply rocks and broken shale, but now you see there is another, smaller pile, made up of discarded weapons, and armor.Very strange.Where will you search?
Player: Dig Through the Broken Rocks
DM: You dig through the broken rocks and shale.It's a bit grueling, and your fingers start to bleed.Just as you're about to give up, you see a stone that someone has idly carved a word into.The word is "OGRE."Interesting. You write the word down.
Player: Back Away from the Rock Pile

DM: I slowly let go of his neck, hoping he does the same, but he doesn't."Coward" he says as he slams me face first into the floor and then stomps onto my head, shattering the floor beneath us and causing us to fall down onto a sort of sewer floor.BEHEMOTH'S HEALTH: 100%HEALTH: 85%
Player: Get up.
DM: His head has appeared, throughout the fight, to be less tough than the rest of his body, but it is also covered with bone spikes. As such, I decide to elbow his face, as a headbutt is not something I would find comfortable. My elbow connects with his face and he is knocked back, but it didn't seem to do as much as I had hoped. Still, that makes this a better fight, doesn't it?BEHEMOTH'S HEALTH: 95%HEALTH: 80%

Player: Keep talking to the man

Player: 5
DM: You bubble in answer 5.You picked the correct answer. I knew you could do it.Now, onto question 3!You hear gunshots from Mr Teacher. You look to see that he is shooting people who are cheating on the test. Sadly, you find that one of those cheaters was Mat. JB is now holding Mat's shot body. They're both crying, as Mat bleeds everywhere. You decide to look at Brad P. You see that his head is laying on the desk table with 1/5 of it blown off. You throw up in your mouth, after you realize that he is still alive and is being constantly shocked to death by the collar. His body is still twitching....

DM: Ok, then . That was the wrong answer and you realize this now.You begin to panic because you know that you will die soon. All around you, people are dieing from their collars' electric shocks and explosions. You hear the constant beepings and crys for mommy. The student next to you isn't actually even doing the test, he is using the back of the test paper to write out his last words to his family.After 5 minutes, you think that death will come soon. Your collar does not beep or kill you. Then, you think that your collar is not working.
Player: While the teacher is not looking at you, cut off your leg with your school scissors.
DM: After cutting into your leg for five minutes, you have blood all over your feet and hands.Of course, you end up yelling from the pain and pissing off Mr Teacher. He sees that you're trying to escape so he decides to simply put a bullet into your head.Everyone around you are confused. Great, now you're dead and you look like an idiot. Why would you do this? Why did you even think that choosing the method would save you?I guess you wanted to commit suicide?I don't understand! This isn't that Saws movie with the tortured people!You know what? Just end the game. Just end the game and put in a 5 star restrurant rating. Ok?It's very easy. You failed this game so soon, so don't fail this mission. Ok?Nah, just kidding. I suggest you restart the game and simple have fun with it.

DM: Amélie smiled with real pleasure and said, "I'm glad you like it my dear. Why don't you go ahead and finish getting ready. I have some things to do." She disappeared from the room and Rose called for her maid.Hannah appeared and obediantly began to arrange Rose's hair and apply rouge to her cheeks.After a while Amélie reappeared as Hannah was putting the finishing touches on Rose's look."Are you ready my dear? We should go. We don't want to be late."Rose looked up at her mother and gasped. The older woman was wearing a dress of shimmery dark green satin, and her hair was done in an elegant French chignon."You look beautiful mother," Rose whispered with a smile."And you look stunning," replied Amélie, taking her daughter's hand and helping her stand.Hannah had managed to pile Rose's dark hair on the top of her head with a few shiny ringlets dangling down from the sides. Her color was high and her icy blue eyes sparkled."Thank you mother." Rose drew her mother into a quick embrance before pulling back and exclaiming,
Player: "Let's go!"
DM: Rose trembled with nerves as she stood behind the huge front doors leading into the grand ballroom at the Carrington mansion.Her mother and father stood at her side, watching their daughter with proud eyes.Rose had been to smaller parties and fuctions before, but this was her very first official ball. She struggled to get her feelings under control as the footman at the door pulled it open and announced in a booming voice, "Lord and Lady Carlisle and their daughter Rose."The three of them slowly walked into the room and every pair of eyes turned to stare at them. Rose struggled to keep from turning red. She watched as her mother and father turned their heads to take in everyone in the room, smiling and looking calm and composed. She tried to hardest to follow their example.Rose felt another sudden stab of panic as her parents were surrounded by their wealthy British friends, leaving her standing alone.She looked wildly around the room, taking note of several avenues of escape. She decided to

DM: You start running at Ms. Teacher. She trys to shoot you through your desk. The bullet skins you in the shoulder, but you still continue to charge. You quickly reach her position and you hit her with your desk. A random student jumps on her from behind and stabs her in the heart with a pencil. You realize that this student is actualy your friend, Brad P. You take Ms. Teacher's long barrel revolver handgun and use it to shoot the chain off your leg.You both take cover behind a long table that is tipped to its side. You hear the war continue. Students and teachers are screaming and killing. Once in awhile, you hear a teacher get killed. Brad P shows you his handgun, a Colt .45, and shoots the chain off his leg. Now both of you do not have the desks as a burden. Both of you check your ammo to find that you have 3 bullets while Brad P has 6 bullets.You see a teacher with a shotgun and riot sheild by the exit that is 20 feet away. JB and Mat are 15 feet away behind a medium size table. They both do not have a desk connected to them by chain and they both have some type of long rifles. 30 feet away is a group of 30 students defending themselves behind metal counters, though, that is the area where most of the war is active. You also spot your old friend, Rekcut, 50 feet away. He is carrying a heavy machine gun in one hand and holding an exit door open for the injured escaping students. You both talk about the next step of the plan and start formulating ideas.
Player: Call over to JB and Mat.
DM: Brad pokes his over over the sided table and his shot before he could call out to JB and Mat. His body lays next to you. Your glad to see that he was only shot in the shoulder and that he's making sure to take care of it with cloth.You stand up and call out to your allies. They hear you and they run out of they're cover to your position. As Brad's body is propted up against your body, you take out the revolver and Brad's Colt .45. You begin to shoot the teachers around JB and Mat. Half-way to your position, Mat in shot by a sniper. JB begins to carry Mat towards you.

Player: Help a student who is on the ground bleeding.
DM: Her arm is gushing out blood and bodily fluids.What do you do?
Player: Bandage it

DM: You walk outside the building. As you step outside, one of your classmates says, "I wouldn't do that." Of course, you ignore him and continue on your way. You walk onto the pathway and begin to walk down it. All along the paths are dead bodies. Once in awhile, you so a student or teacher walking down the pathway. You react by pulling out your gun as a warning. If you see that the person has gun, then you hid behind the nearest large object.You continue on this pathway.
Player: Hide inside a building.
DM: When you walk into a building lobby. Without warning your leg is shot up by a sub-machine gunner. You know that the attacker is a teacher. The attacker runs back into the hallways of the building.You drop on the floor and begin to crawl to the exit.

Player: Look at the cold, murky, cess pool and then decide not to go in because you don't feel like it, it's early in the morning, it's GROSS, and so on.
Player: Go directly to the nurse's office
DM: You decide to go to the nurse's officeYou walk past the main office, past Mr. Greenwall's office, and into the nurse's office. The secretary tells you that the nurse will be back real soon. You sit in the nurse's office and look around. What would you like to do:
Player: Play with the tounge depressors
DM: You decide to play with the tounge depressorsYou open up the glass jar of tounge depressors and take a handful of them. Then, you try to flick one in the garbage can. You miss. You try again, and again, and again, until finally, on the eigth toss, you make it. Next, you make a little "tounge depressor pyramid" on the counter and then knock it down by throwing one at it. Fifteen minutes later, the bell rings and the nurse never came. You throw the remaining twenty-four depressors in the garbage and leave for lunch.

Player: DON'T DO THE TEST AND REBEL!!!! THIS IS WAR!!!

Player: 2

DM: "Tell me Googles, what do you know about dark-matter?""Dark-matter, not to be confused with anti-matter or dark energy. Dark-matter comes in two forms, baryonic and nonbaryonic. The theory was first brought up by...""I'm not asking for its history. I'm asking for facts about the actual material.""Whether dark-matter can in fact be categorized as material is debatable.""No. It is not debatable. Add that to your database.""Recorded.""Now, tell me what you know about baryonic dark-matter.""So far, nothing has been installed on the subject."Strange that Skage didn't add that. He knows that I'm on the team and what I'm made of. But regardless, I spend some time telling Googles the little I know about dark-matter, or should I say, the little that is known by generally everyone. Now, it is almost night-time. No one is going to educate me now, given the time of day, so I may want to take over Freakshow's shift, so that he can go to sleep.HEALTH: 100%

Player: j
DM: Your name is currently Aaaaaj.Choose the seventh letter in your character's name, or click the link to Chapter 1-Prologue to begin.YOUR HEALTH: 100%
Player: y
DM: Your name is currently AaaaaayChoose the final letter in your character's name, or click the link to Chapter 1-Prologue to begin.YOUR HEALTH: 100%
Player: s

DM: Ok, so you decide to simply to continue on your test.You wipe the tears off your face.As you read Test Question 2, you realize that it is not even chemistry really. The question is asking something on eigenvalues.You look at the ceiling and say, "Ron H. doesn't know Quantum physics!"The teacher looks at you and orders you to simply continue on your work.You look back on your paper to see 50 multiple answers for the Test Question 2.You decide to guess...
Player: Answer 49
DM: You touch the pen point to the paper. Your collar immediatly explodes.

DM: Both of you run up to the exit and start firing on the teacher who is defending that area.The teacher uses the sheild, but is shot in the leg. As he drops to one knee, he fires at both of you with his shotgun. With your handgun, you shoot the teacher in the head.Now that both of you are near the exit, you look over at Brad P and see that he's on the floor. You run up to him and hold him in your arms. You tear as you say, "Brad P, we made it to the exit. We'll more make it alive!" He looks into your eyes and says, "I think, I'll pass on that. Have a good life, Ron H. You know...I should of studied more in chemistry. I am so lucky to have met such great people in my life. I feel very sleepy...." He then closes his eyes, but is still breathing.
Player: Run for the exit! Your friend is going to be dead anyways!
DM: As you run through the door, you're hit in the back with the bottom of a rifle. With your spine broken, you're barely able to turn around and see that Mr Ellick is trying to kill you. The teacher points his gun at you and asks you, "Where did I just hit you?"

Player: Run over there and help JB and Mat
DM: You run into the open area to save JB and Mat.Suddenly, teachers hanging on ropes decend from the ceiling. One of them jumps on you and uses a stun gun to knock you out.You wake up to find yourself in a classroom with 42 other students that you do now know and a new bomb collar around your neck.You see the letters BR on the chalkboard.A teacher walks in the class. After seeing you, he says something in Japanease. He then take out a knife and louges it into your brain.

DM: Brad and you run out of cover. You both run to Rekcut's postion. A Teacher with a kitchen knife almost stabbs you, but Brad is able to shoot him before the knife touches you. Once you reach Rekcut's positon, your two friends and you go to outside of the building. All of you see the chaos everywhere. Students and Teachers are killing one another with anything they can get their hands on. All three of you run to the adjacent building and lock the doors.You all walk deeper into the building lobby. You can a balcony above and venting machines in various places. After grabbing a snack, you guys hide up on the second story balcony area and set up there. Rekcut has his machine gun prompt and aimed at the entrance. Brad runs off and says that he needs to scout out the building. You decide to go into a classroom and just read a book.The next day, all three of you are on the second story balcony, looking down on the entrance. Then, you all notice something trying to get in.After an hour, an explosion rips open the entrance of the lobby. 6th grade students are rushing into the building, each holding some type of home-made bomb. Rekcut automatically fires into the crowd of kids.Brad and you go to the spiraling staircase to protect it, just twenty feet from the balcony area that Rekcut is shooting from. The explosives are going off near Rekcut, but he still continues to fire. "Die Motherf******** Die!!!!" he screams as he sprays the ground level of the lobby room.As you run to the stairs of the balcony area, an explosion goes off near you. Brad covers his head and proclaims, "Damn, they're throwing grenades at us. Keep down!"
Player: Go off into the hallways, leaving your friends behind
DM: You run into the hallways. You keep running for a minute, before a Teacher blocks your path. The teacher is holding a blood-stained fire axe. Without a word, he begins to charge at you. Before you can react, a little 6th grade comes out of the ventilation shaft and blows up all of you.

Player: Cut off her arm
DM: I guess Ron should of studyed harder for Biology.Her blood splatters all over. You become blinded from the blood gusting into your eyes. Of course, you try to stand up to wipe them, but you slip from the bloody floor! You land near a pile of bodies. By then, your whole body is in pain in pain, you can't see much of anything, and you're tired of the whinning from the injured student. She's laying there continuously asking, "Why would you do this to me?!!!!"You begin to think about The Aristocrats Joke because you are laying in blood, gore, piss, crap, and sweat. You stand up and throw up. You try to walk away, but you slip on your puke!!!After a minute, your finally able to stand up. You wipe your eyes and look up to see a living teacher look at you strangly. Your vision is blurred from the fluids, but you can still make out his facial expression.How do you react to this situation?
Player: Talk to the teacher
DM: The teacher begins to talk before you can let out a word. "Listen, we need to get out of the school area. I know a way out. Don't go near the other students or teachers. There's an in-school war and everybody is killing each other. Now, come on! We need to leave now!"You drop your heavy axe and ready your gun. The mysterious teacher is also holding a gun, a .50 Magnum Revolver. Though, he claims that it is only loaded with six rubber bullets.Now you have a new mission and a new allie. As you both run out of the chemistry room, an explosion rains from the exit on the other side and heavy armor wearing teachers burst out. They begin to fire they're heavy machine guns, but you're both able to run out of the room.Outside of the bulding is a war-zone. Teachers and students are fighting each other. You even see green clothed students kill everyone they see. The Unknown Teacher and you both run towards the Ethics Building. The teacher says to you, as you both run to the doorway, "The secret exit is in here, we're almost there......"

Player: Simply walk out of the class room. Then outside the chemistry building.
DM: Once you make it outside of the building, you see JB and meet up with him. You both talk about test and what happened inside that room. JB tells you that this has been happening in all the classes today and that we will never have to take a test like this again in our lives. He then talks about how he was cheating with Mat, but Mat was sadly caught by the teacher. Afterwards, we said our good byes and went home.After this day, you find that this sort of test happens in everyone's life and that it is normal."It is all normal," you think to yourself.

DM: Simply because you have no idea what to do, you sit down and wait the day away. Before you know it, it is night time. You think maybe it's time to try to go back into the future, but suddenly notice a shifty guy walking towards you. You stiffen in fear, as you notice the guy is not alone, but in fact has a gang following behind him. The guy in front, whom you assume is the leader of the group, looks you over, and notices the watch. "So you are the chosen one." The man grumbles out in a rather deep voice. Wait... did he just say you are the chosen one? "That watch doesn't appear to just anyone. Only an elite sect within us even know about the watch, let alone can control it" He says calmly. Confused, you try to reason what is going on in your head. Chosen one? Elite Sect? What does it all mean?"I know you are confused as to what is happening, but come with me and I will explain what is happening."What should you do? Go with the man clothed black, or refuse?
DM: "I refuse" you say, adopting a stern face as you stare at him. "So be it, I didn't expect this to go well any way" he laughs at you. The man pulls a gun out and points it at you. Oops, didn't expect this at all. Maybe I should have thought this through? You don't have time to do anything, as he pulls the trigger and you are blown away. BAD END

DM: You run towards the entrance, firing off your rifle at whoever gets in your way (just like a hero would in the movies!). Anyways, the other student trail behind you. They all seem frightened and ready to pee themselves, but that doesn't bother you. You realize that your the hero of this story and that you must save the day! You reach the makeshift barricade, but it is so piled. You think that you won't be able to get through it quick enough.Bullets whiz by you and you hear one of the students crying for his mommy. You fire at the teachers on the other side of the barricades, hoping to keep yourself alive a little bit longer. As you fire off your poor quiality instrument, you see that some of the teachers actual have pirate swords! You choose to fire at them anyways, seeing that they're running towards you.
Player: Look left
DM: You look to your left to see that JB Republic Student run to the barricades. He's still holding that mysterious box. The little 7th grader climbs on a table that is part of the barrier and proclaims, "For the JB Republic!" He holds up the box and, before you can think, an explosion fires in his area. Your knocked onto your back. You think to yourself, "Suicide bomber? The JB Republic is crazy! Why would a student give his life up like that?"After a minute, two 8th graders help you stand up. All three of you see a hole in the barrier and go through it to the entrance of the Library.

DM: Past the park is a basketball court. There is a security guard watching the garden below him while chatting with someone on his phone."Sure, buddy. I'll meet you at the cafe once I'm done with this boring-as-fuck guard duty. At least it pays me good though."
DM: Misha gets closer to the man and intends to shoot him in the head at point-blank range. The man ends his call and turns around to see an 'intruder' sneaking up on him. He punches Misha in reflex, but Misha blocks his blow and shoots him in the head. With the security guard down, he hides his body in a trash container before going down to the garden.
Player: To the garden
DM: Misha goes down the stairs and enters the garden area. There are four security guards, all patroling in different sectors. Another two guards with armed with M4 carbines stand guard in the middle of the garden. It's too risky sneak past them, so he must eliminate them first.

DM: "Hello?" She muttered, walking around the house. "Come here." Her father demanded, in an angry fashion.Jade obeyed, slipping downstairs. As she came down, she saw Lisa and her father sitting at the family's dining table, their eyes worriedly darting to her. "..Let us see." Tyler grunted, pushing up his glasses. "Oh." Jade turned around, slightly lifting up her shirt, showing the widespread of dark red. "He broke my mirror and a picture frame, too."He slammed his fist against the table, huffing. He stood up, marching towards the door."Tyler!" Lisa cried, watching from the doorway. He knew where the family's house was, which was 'fantastic' in Jade's case. Jade let her shirt fly back down. She went over to the front window, watching her father pound on the neighbor's door. The familiar blonde haired boy answered. She knew they'd end up in court soon. His parents would try to sue hers, then hell happens between the two, leaving one of them with major payments.
DM: She watched in amusement and horror as Tyler grabbed the boy by his throat, slamming him into the ground, then repeatedly bashed his face in with his fist. Lisa began to cry, shouting at him to stop. He didn't. He kept throwing haymakers, until his grandparents came out. Erin's grandfather stepped over, rested his arms on his shoulders, then pulled Tyler off. He got in front of him, keeping his hands on his shoulders. Tyler pushed them down, swearing and pointing at the man.
Player: Months later

DM: It is been SIX weeks since the viral outbreak has destroyed everything you once called home. Your Health:66/100
DM: It's been THREE weeks since your family has been locked in the basement fighting off the random brain thirsty zombie that has been lurking about your town.Your Health:78/100

Player: Get to the captain and cargo trucks
DM: Misha sneaks past the guards and goes outside the mansion. There are security guards patroling in every corner. It is too risky to even peek from cover, so he gets back inside and finds another path to complete his objective.
Player: First floor
Player: Restroom
DM: Misha walks inside to the restroom. There is a guard peeing on the urinal. He draws his Five-Seven and shoots him in the head. The man goes down, and his urine spreads to all over the floor, mixing with his blood. Disgusting...Either way, there is nothing interesting in here.

DM: As your eyes shut once more, you feel colder and colder in spite of the thick sleeping bag. Once more you wake up, but from the freezing cold instead of a nightmare. You try to sit but you can't. Panic sets in as you blindly try to escape the sleeping bag. You feel frost from on your face. Soon you feel warm and tired. You close your eyes and drift off to sleep.
Player: Next Week
DM: Police are still working on the case of the boy found in a block of ice last week. Though they suspect foul play, no leads on how the boy was frozen in the middle of the summer have been found. The mayor has issued a curfew on all citizens under the age of eighteen to prevent another tragedy.

Player: Question 3
DM: You start to read question 3, but then a large group of kids stand up. They begin to throw scissors at the teacher, scream, charge at Mr Teacher with their desks at hand, and use other students at sheilds from bullets. Mr Teacher has his Uzi in one hand and bottle of alcohal in the other. He is firing bullets randomly into the riot brigade, as he drinks alcohalic substances. Luckly, this riot is concentrated on the other side of the room. You see Brad P join in, with his mutanlated face, and then fall to the ground (maybe he was shot?)You weep for your fallen friend. Question 3 says:Ionic Compounds conducts electricity in H20 better than Molecular Compounds.NaF is called sodium fluoride.It is....A) an Ionic Compound, like MgO (A metal and nonmetal)B) held together by colvalent bonds and is called a Molecular Compound, like HF (H and F are nonmetals)C) stupid
Player: DON't ANSWER THE TEST. You realize that things are becoming worst that you must stop it.

DM: "Sanes!"

DM: As I usually do when a monster is trying to bite me, I rearrange the part of my anatomy which the assailant is trying to bite to move it out of his teeth's way, and that's exactly what I do here. However, I forget to take into account that this particular assailant is my genetic duplicate, and whereas I can move my shoulder out of his way, he can extend his jaws to reach me anyway. The bite isn't as significant as it would have been, and I can squeeze my body out of his mouth and I leap away from him. Hungry for my flesh, he leaps towards me.HEALTH: 20%HUNGER: 52%
Player: Follow where Stephan Lite went.
DM: As I start following where Lite went, I hear a loud roar coming from the path to the right. Whatever made the roars, it's something big, and if Lite summoned something big, then that means it must be fighting one of my friends. Whoever that is, he may need my help. HEALTH: 100%HUNGER: 96%

DM: Your about to touch the tip of your mechanical pencil to the paper so that you can bubble in the answer. The teacher passes you and quickly states, "Stop." He takes your test, which is wired to a large machine in the corner of the room. After a second, he places the actual test on your desk. This paper actual has antenna and three wires stuck to it. Mr Teach calmly says, "Continue on question 2." He turns around and begins to leave.
Player: Do Question 2
Player: 1
DM: Wrong!Your collar starts to beep, but you get a heart attack before it explodes.

DM: The woman looked at him with stern eyes. She clenched her teeth and answered, "I am Ophelia. And you may be?""Gabri," Gabri told her, "I'm tempted to kill you." She looked at him with girlish eyes. Her sternness was there but her eyes sang a different tune. They sang, "Have mercy on me." He kept her restrained but, in an act of kindness, eventually let her be free. She stood and brushed the dew off her robe. As she stared at him her eyes said something again that her voice did not: "Why are you kind to me?"He knew not why, but he felt a certain sadness for her. It seemed she wished not to be here, that she longed to be somewhere safer, happier. A tear trickled down her face. She gazed down a moment. Then, she looked into his periwinkle eyes."You have been sent to free me," she replied, speaking like a prophet, "To free me from the Sith's manacles." He stared into her fawn's eyes. Her strength was wilting. She suddenly dropped to her knees, laid her face in her hands and cried. Seeing her sorrow made him think of how he was glad he was a Jedi. The Sith were menaces. They always turned on each other. They couldn't be trusted. But he then remembered the harshness of Ka. How Ka was cruel and unforgiving. That was like the Sith. They both sounded horrible. He knelt by her, resting a claming hand on her back, and told her,
Player: "Do not fear the Sith. They will help you."
DM: Her eyes met his and she resembled a deer in headlights. Her crying stopped from sheer shock."Your a monster if you believe that," she said, "You must be." She fled from him, leaving him kneeling with a hand in the air. She fled because she feared him. She just didn't know. The Sith were the good ones. Not the Jedi. Ka was a good example. So he became a Sith Master, destroying all dear to him for he knew this was the right thing to do.

DM: EHH! Wrong.
Player: Try the Coding
DM: What number?
Player: 3
Player: 1
Player: 3
DM: You did it! The Garage door opens and you enter the garage!

Player: Just run
DM: A spray of bullets meet you. They hit you in the leg and you fall to the ground. You still continue to keep going.

Player: Tell Blaise you should attack and die fighting
DM: "We should attack, Blaise. Go out in a... in a Blaise of glory!" you say."Dagden, please, please tell me that the night we're almost certainly going to die you didn't make a pun on my name," Blaise says, rolling her eyes."Gallows Humor," you say."Fine. Let's become martyrs and inspire a future Dead Empire, and give the Apprentice Necromancers the distraction they need."

DM: Your name is currently E.Choose the second letter in your character's name, or click the link to Chapter 1-Prologue to begin.YOUR HEALTH: 100%
Player: c
DM: Your name is currently Ac.Choose the third letter in your character's name, or click the link to Chapter 1-Prologue to begin.YOUR HEALTH: 100%
Player: x
Player: o
DM: Your name is currently Aaao.Choose the fifth letter in your character's name, or click the link to Chapter 1-Prologue to begin.YOUR HEALTH: 100%
Player: n
DM: Your name is currently Aaaan.Choose the sixth letter in your character's name, or click the link to Chapter 1-Prologue to begin.YOUR HEALTH: 100%
Player: a
Player: d
Player: r

DM: You choose the Virus path. (Like you had a choice) All of a sudden your body falls flat and you black out.
Player: Blacked out
Player: The level warp
DM: You walk up to the level warp. A sign next to it says...Enter the level warp! It will warp you to another level!!!Should you enter it?
DM: You enter the level warp only to find yourself in a familliar level.

DM: You barely managed to choke out a "Hi" before she immediately grabs you and runs out of the club with you, By the time she stops you're quite a ways from the club. "Oh thank God that we got out of there.""Uh mind if i say what the fuck just happened?""Oh yeah, you must have a strong will buddy, that blonde chick was about to make you her next meal.""I just don't like blondes all that much, besides what do you mean by next meal, and who the hell are you and why did you drag me out of the club like i was luggage?""Alright i guess you at least deserve an explanation"The girl, who says her name is Alice, tells you that the woman at the bar was a vampire and that she was going to turn you into a blood milkshake. Alice then begins to tell you that she is a vampire hunter and that she was keeping the vampire from eating to weaken her and slay her when the sun rose in a few hours. She mentions that you might have potential as a vampire hunter seeing as how you resisted the bloodsucker but then she asks you to come with her to help her kill the vampire.Decisions, decisions.
Player: Try and get away from this crazy broad
DM: Unfortunately she doesn't want anyone to know her secret, while you desperately try to flee from her like a maniac she pulls out a pistol and shoots you. Her aim is quite good so she shoots you in the head. Have fun being dead and not undead.

Player: All Lives Matter

DM: "Shouldn't you give money to everyone here?" you say to her."What's that supposed to mean!?""That clock nearly killed everyone in here!" you yell at her. "You know how lawsuits are these days! They could build a case like..." You snap your finger. "that! You should be bribing everyone here not to sue you!""Oh they'll be suing." she says to you. "But they'll be suing you, not me."
Player: "Why's that!?"
DM: "Prove it!" you yell at her."It's simple." she says. "Everything is packed here in a special air-tight complex of rooms. People have to wear oxygen tanks to breath down there. Nothing gets in, and nothing gets out, except for products. And the people."By now, everyone in the room is staring at her."Most importantly, water never gets on anything, because no water is in there." she says. "And water is the only thing that would make a clock blow up like that! So it's your fault!"
Player: "Let me see these air tight rooms."
DM: "You c-can't." she stammers. "They're for personell only."That makes sense. But it seems unlikely that they exist.
Player: "What about bottled water?"
DM: "What about bottled water, though!?" you say."What about it!?" she yells back."That's water, right?" you say. "Is it that hard to believe that they could have spilled water in there?""They're not that clumsy!" she practically screams at you. She's sweating. Freak. How can you prove that the packaging guys, are in fact, clumsy?

DM: You decline his offer and run off. After five minutes you sit down under a tree.
Player: Go to the Main Campus Entrance and go home. You can see other students heading over there.
DM: You and everone around else near the Main Campus Entrance gets shot at by hidden snipers. A large bullet goes into your shoulder and your pushed onto you back. You can see others around you being dropped like flies. The Outside Guards don't care if the person by the entrance is Teacher or Student. It seems like the Guards don't want anyone to go inside or outside of the campus.A random student runs to you and begins to help you get up. You look up at the sky and see several artillery shells flying onto your position.

DM: You take a weird turn in the hallway and fall into a break in space. You go further and futher in. At the botton is a bright light.The light spirals, as if it is a whirlpool. You land in the center and pull in. You don't feel pian. You feel bliss.You end up in the chemistry classroom again. You look around and see that everyone is doing a test. People who were dead are now alive. Mr Teacher is at the front of the room observing everyone doing the test. You grad your neck and feel a hard metal collar.Maybe you were dreaming. No, you landed into a different dimension. You are sure of this because your test is mostly finished. You remember not even understnad question 1. Now, you only have Question 6 to do!(Note: This is pretty cheap. I will warn you that your story will end soon.)
Player: 1

DM: He nodded and said "Meet me at Oak's". And he shrugged me off.

DM: Misha opens a display case and picks up a Panzerfaust 3. A rocket is already loaded on it. He also picks up two additional rockets. This can be useful for destroying the trucks.
Player: Panzerfaust 3

Player: 4
DM: Wrong answer. Now you're dead!This is what you get for not studying!Your head is disfigured and everyone is probaly laughing at you.

DM: You raise your hands, Soldiers walk up to you and knock you out.Your locked up in a dark room with other people. You see Mr Ellick, a biology teacher, on a medical bed, bloody and bearly alive and another student. You look more closly at the student and see that it is actually Gavitor, a chemistry classmate. It's difficult to see him because he's in a dark corner.
Player: Talk to Gavitor
DM: You walk up to Gavitor. He's sitting silently in the corning. You quietly say, "Hey. It that you Gavitor? Are you ok?"Without warning, he springs from the corner of the room and pulls out a knife that was tucked behind his back.You evade his attack and run to the other side of the dark room. You find that the room is sorta small, but you can hide in the shadows against the walls. You can see that Gavitor is standing in the middle of room, next to Mr Ellick and the ceiling light.Gavitor says happily, "Come out Come out, where ever you are."Salvaging in the dark, you find a metal axe.

DM: Both you and the child are covered in smoke and he coughs, but otherwise you both made it out safely. People carried the child away on a stretcher, and they carry you away, too. The last thing you see of the house is flames and people drenching the place. You hear a woman saying: "That dog is a hero. That dog saved me and my son!" You try to lift your head, but suddenly your whole body feels heavy, and you want to close your eyes...
DM: You wake up in a comfy dog bed which is in a cage. There's food and water in the corner. Other dogs are barking, too, and you that there is something on your neck. You feel your private itching, so you go to bite it, but the cone on your neck prevented you from itching it. You whimpered and shook your head, feeling a bit thirsty. When you got up, you started to ache all over. You quickly lapped up some cool water before laying back down on the bed. A woman with the family that you had saved from the fire came over. "We neutered (him/her) so that we could stop overpopulation." the woman said. "Can we adopt him, mommy?" the little boy asked. She looked down at his pleading eyes, then stole a glance at you. I blinked and started to pant, my tongue flopping out. "Sure." she whispered. The little boy smiled. You still never understood what they were saying.

DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.> Quel est votre prénom ? (10 lettres maximum ; les voyelles sont au début de la liste)Ap...
Player: V
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.> Quel est votre prénom ? (10 lettres maximum ; les voyelles sont au début de la liste)Aav...
Player: H
Player: P

DM: You remember that there is a guard by the door, so you ask JB to snipe him. The sniper bullet hits the teacher in the leg, causing him drop his weapons and be on the ground.All of you are able to escape the chaos within the chemistry building and go outside.Outside of the building is even more havoc. Students and teachers from other classes are continuing to murder one another. Blood flows down the campus pathways.Suddenly, a large machine gun barrel meets your face. You realize that it's Rekcut. He ask, "Are you guys on the war like them?" All of you say no quickly, frighten by the idea of being lavished with lead.Mat and Brad are having a difficult time standing, but you all must escape.Now there are 4 other people in your group, Brad, Mat, JB, and Rekcut.All of you discuss the next step and create options.
Player: Go to the fence that is around the school and try to escape.
DM: All 5 of you, Ron, Brad, JB, Mat, and Rekcut, All make it to the fence. Now, there's barbed wire all along the top of the fence. On the other side of the fense is nothing beside houses and parked black vans.You all really don't wish to go back due to the screaming and crying radiating from the inner school area.As your thinking, you see explosions within the campus area! You see the top of the Engineering Building get blow up.

DM: You search through the house again for supplies. It's possible you missed something during your initial look. Sadly, this is not the case. You come up just as empty-handed as last time.

DM: Your name is now Aaaaaaaj.YOUR HEALTH: 100%

DM: "This is albendazole, an anti-parasitic worm medication. This stuff will bind to colchicine-sensitive tubulin. Tubulin is used in polymerization and assembly of microtubules. Without the ability to make microtubules, the worms cant uptake glucose and they'll eventually use up all their stored glycogen. This is all part of a long chain of events that will end with the worm being unable to produce ATP. Without ATP the worms cant do anything and they die!" Cedar chuckles while wiping her nose with her sleeve.

DM: Luke said he was chopping wood in the Garden during the time of the RobberyBetteredge said that he had sent him out to chop wood during the time of the theftLady Bracknell said she saw Betteredge send him out to chop woodPrufrock said he had not seen anyone Damonzel said she didn't know where he was
Player: Back to notes
Player: Lady Bracknell took the Jewel
DM: You go into the library and Virginia Woolf that you believe that Lady Bracknell has taken the Jewels. She is dubious of this accusation as Lady Bracknell is a women of character but she follows your lead anyway. When you accuse Lady Bracknell she is of course offended and her offended expression deepens on her face if that were even possible. She is not very willing to allow you to search her quarters but you are allowed to in the end. You take care to not ruin any of her things and offend the Lady anymore than she already is. The search turns up fruitless. You apologize to Lady Bracknell and return to the library to think things through a little more.
Player: Head back to Library
Player: Luke took it when he supposed to be chopping wood!
DM: You go up to Virginia Woolf and tell her you believe the theif is Luke. You both go confront Luke about it and he willingly leads you to his quarters to search them. In the search you turn up nothing except for the wood chip covered clothes he wore well chopping clothes this afternoon. You apologize for wrongly accusing him and decide to look again at your list of suspects.

Player: Tarantula

DM: You run to the fence and begin to climb up it. At the top, you think you hear something. You dismiss the notion and jump down on the other side. Once your feet hit the ground several soldiers are a few feet away from you with rifles pointed at your head.
Player: Turn yourself in and hope they don't kill you.
Player: Attack Gavitor
DM: You take your axe and start to charge him. He hears you and throws his knife at you. The knife lands into your eye. You're forced onto your back. You try to pull the knife out, but it's lodged too deeply. Gavitor stands over you with your axe. He looks in your eyes and says, "Good night."He precedes to chop off your head.

DM: That is correct! Good Job.There are less than 60 students less in the classroom. You can smell blood and gore everywhere.Now, You will begin Question 4.
Player: Question 4
DM: Before you read question 4, your mind begins to degrade. It is now difficult for you to read and now you are starting to lose your sense.You take a breath and try to continue on the test. The metal collar on your neck almost feels like it is tightening.Time to begin some stoichiometry!Hope you have your periodic table and calculator ready!Here we go....You have 10 grams of H2O (water). How many molecules is this?Note: Avogadro's number is 6.02 x 10^231) 33.34 x 10 ^ 292) 3.34 x 10 ^ 233) 3.99 x 10 ^ -23 You realize that this was on the last chemistry final test and that you studyed this while watching the Powerpuff Girls Marathon. You try to remember how to figure out the answer.

DM: I sit up slowly on the plastic, causing a thin layer of water to slide off of it and into the snow. Kauffmann's supplies are still here, and it's not daylight yet. She might've had to use the restroom. Still, I'm not satisfied.Then, a blood-curdling scream pierces the peaceful night, revving the muscles in my body to stand. Words follow."Schatz! Run! They're here! Run across the lake!" It's Kauffmann's voice. I turn to grab my pack and run, not wasting a moment. I swipe at Kauffmann's pack while emerging from the brush, but slip on the snow and miss it. There's no time to go back and grab it, I can already hear multiple sets of footsteps. The moon is as brighter than it has any right to be, transforming the frozen lake into a beacon. My footsteps feel heavy, pounding on the uneven surface. I take a glance back. Kauffmann has emerged from the trees, pursued closely by a man in battle rattle, and equipped with night-vision goggles. I feel his gaze pass over me. She gets about ten steps across the lake before he slings some sort of rifle over his shoulder, takes aim, and fires. The projectile, what looks like a small beanbag, hits Kauffmann in the shoulder and she crashes into the ice, face first.
DM: I grimace, but keep running. I'm in no condition to take on a trained combatant. Instead, I focus on the other side of the lake, which was getting closer by the second. One moment I set foot on the soft snow on the other side, the next, an impact in the small of my back pushes all of my organs forward in my body. I slam against the ground, completely winded.I almost have enough energy to get up and keep going, but then another projectile slams into the back of my head. Everything briefly becomes as white as the snow, and then fades to black in one swoop.

Player: Go to the campus fence and try to climb over it.

DM: You walk to Mr Ellick and ask him what is happening. He turns his head to you and stares you right in the eyes, as he talks. "I should try to kill you now, but I'm not in the condition. I don't want to either, because you were a good student." He coughs up blood. "There is no escape from these people. This is war and all of lost." He closes his eyes."YES! This is war!" You turn around to see Gavitor comming from the shadows. He looks all beat up and he's not wearing his collar. "This was all just a scientific experiment and we all lost!"You quickly grab your own neck and realize that you're still wearing yours. You ask Gavitor how to take it off.He replies to you calmly, "You need a collar remote to do so. Look on Mr. Ellick's dead body." Then he returns to the shadows.
Player: Don't touch the teacher's dead body and decide to simply wait.
DM: Nothing happens.

DM: He doesn't show her the book because he is looking at a door. It's a new blue door on the other side of the gym. Billy and Jessica are
Player: very curious.
DM: They walk to the door.

DM: All of you walk up to the Military Building. You remember that it is the building that trained student who will plan to join the military.All of you walk up towards them building. Then you see someone on a horse. He's holding a sword and pistal. Other students are around, listening to whatever she was saying. The Commander, then points her sword at you and your group.You begin to panic.Squads of military students begin to appear out of the other buildings and surround you.You and your friends have no chose but to surrender.
Player: Draft into the Seasonfield School Loyalist organization.
DM: You are now in a Military Building classroom, you think. The ceiling is made of dirt for some reason and there is only one light bulb. There's footstep from above. You look around the room and only see empty desk. You sitting in the middle of them. A Military Student wearing a yellow metal on his hat appears in the room. She has a sidearm on her waist.She walks infront of the room. "Hello. You have been captured to join us. You don't know this, but during this whole war, we've been watching you. We know everything that you've done. Our students is even among the Seasonfield Student Resistance. We, the Seasonfield School Loyalist, are commited to protecting this school using whatever it takes. Once this war is done, we can contact the outside world and tell them that the war is over. Everytime we make contact with the outside world, we're met with sniper shots. Once the gunshots and screaming is over, we can finally get the government to restore this school to the way it was. Remember, change is bad. We must restore out school and continue to live the way we did before." She pauses for a moment. "You now have a choice. Will you join us, the Loyalist, or decline our offer?"

Player: Go for it! Climb the fence And Escape! Now!
DM: You're not the strong, so everyone helps you out first. You reach other side and help the others get to the other side of the fense. After you help Brad and Mat over, JB and Rekcut start climbing.Both of them fall off the fence.They were hit with a cluster of bullets from behind. You look through the wired fence to see Mr Teacher, drunk with a smoking Uzi at hand. With only 2 friends left, all you try to run for it. After one block, black uniformed soldiers run out of the black vans. They begin to fire through the fence, killing Mr Teacher. Now, some of the soldiers are running after you and your friends.

DM: You meet your friends, just as they are about to leave, to find food.The night is really dark and although your sight is amazing, you can't help but not see the ground. Your friends seem to be able to see really well and in a matter of minutes, they are having a feast. Your mouth waters at the beetles and the spiders they had caught.You try to use your superior eyesight to get some food but only manage to get a few tufts of grass.You are very confused and ask your friends who are about 10 days older than you, and had already graduated from owl-school.They reply that, they are owls from the genus 'Tyto' and that you are a breed of owls from the genus 'Ninox.' Tyto's use their fabulous hearing to hunt, which was why they did it in complete darkness. However, Ninox's use their eyesight to hunt, which was why you were meant to hunt at dawn or dusk.Hearing this, you decided it is best to hunt at dawn, as dusk had already passed.
Player: catch food at dawn
DM: It is dawn and you set off to hunt for food, your superior eyesight is very useful and you get yourself a big feast like ones you had seen before.You look as the first light appears and you know that you must sleep, as the night is nearly over and there needn't any hunting to be done in that time.Your days continue, as before and you learn more about yourself and about your world, soon you are nearly half a year old.
Player: you are half a year old
DM: You are about half a year old and you know from previous experiences that you should find a breeding mate soon.Your friends have already found their mate and are currently building nest and other such things. You remember that your friends told you to build an attractive nest first. Even though the hole you are living in now is okay for you, you think it might not suit your breeding mate's taste.You

Player: 2
DM: You wrote down the correct answer.You will now live for a longer period of time.As the test continues to proceed, students are continuing to die. You look around to see that there are only less than 30 students left in the class.You hear a buzzer go off and someone yell, "I don't wanna die like this." After 3 seconds, an explosion goes off.Ready for question 5 now?
Player: Question 5

Player: Grenade
DM: "You are in the last place on earth, scumbag." He says with unconcealed contempt.You shrug your shoulders."Sounds interesting. You got any food?"The man is obviously startled."What?""Well the last time I got captured they at least had the decency to give me some food. So how about it? Some chips and a can of soda?"He gets closer to the bars."Wise guy, eh? You better shut your mouth before I come in there and shut if for you!!" He shouts.You give him a look of complete calmness as your plan is set in motion.This man, like most in his profession, does not have the best control of his temper. You know he won't kill you, seeing as he would have already done it if he wanted to, and you are just trying to rile him up.People make mistakes when angry.Mistakes that you can use to your advantage.You shrug your shoulders again and give him a bored look."Easy to be a big guy when you have those bars protecting you isn't it?"He clenches the bars and his knuckles go white from his tight grip but he doesn't go any further.
Player: Rile him up some more
DM: You decide to make him even more upset."Come on big man, that all you got? You gonna glare at me all day or are you going to do something about it?"His eyes are venomous and you can visibly see him trying to gain control.Just a little more...."Bet your momma would be sad to see the kind of man you are." You sneer."THAT'S IT!!!" He shouts before unlocking the door.He throws away his gun and stalks toward you.He wants to do this with his own fists which is fine with you.He lunges forward and punches with his right hand.

DM: You and Detective Reid are thoughtful as you return to your home that evening."Well, we've received a good deal of information," Reid tells you. "Where do you think we should focus our search for this murderer?"
Player: In the barracks of the Grenadier Guards
DM: You sensibly suggest that the police focus their search on the soldier PC Barrett saw loitering near the murder scene, correctly deducing it's the best lead you have at the moment. DI Reid takes PC Barrett to the Tower of London where he picks out two soldiers who he thinks might be the man he saw but both provide solid alibis for the night of the murder. A third suspect is interrogated but also found to have a solid alibi. The dead woman is soon identified by a friend as a prostitute called Martha Tabram. This friend, another prostitute called Pearly Poll, confirms they were both drinking with two soldiers before separating just before midnight. Pearly Poll claims she saw Mrs Tabram taking her client towards the George Yard buildings.DI Reid takes Pearly Poll to more parades when she claims the soldiers they were drinking with were members of the Coldstream Guards but the two men she identifies as the men drinking with her and Martha Tabram both have solid alibis too. Frustrated at the lack of progress Reid returns to you."It was right of you to suggest we follow this lead but every soldier our witnesses pick out has an alibi" he complains. "Still, with your help I hope we'll catch the killer yet."Your Reputation has increased by 1."We are making some progress though," Reid says thoughtfully. "We've spoken to Mrs Tabram's husband Henry Tabram, Mrs Tabram's boyfriend Henry Turner, Mrs Tabram's sister-in-law Mrs Morris and Mrs Tabram's former landlady Mrs Bousfield as well as this woman Pearly Poll but the investigation has ground to a halt. I'd like you to talk to some of the people on this list to see if you can get any information which might help us."You nod, considering who to approach first.

Player: Join.
DM: You shake the soldier's hand and accept the offer.She smiles at you and says, "Good, you will start you leadership training tommorow. Classes are underground, near the are we're in. You will soon be in charge of commanding of several 6-8th graders that was captured. Oh, before I forget to tell you. The commanding officers here have bomb collar remotes, so don't think about rebeling. I welcome you to the Seasonfield School Loyalist organization."Your given a green uniform and combat knife. You know that you are be ready for your future.

Player: Run faster, leaving your two injured friends, Mat and Brad.
DM: You don't need to out run the soldiers. You only need to out run your bleeding friends.You leave Mat and Brad in the dust as you run to the parking lot. You hear the both of them scream as the soldiers tear their bodies with automatic bullets.In your car, you start driving away from the school. You look behind to see a burning campus, your last memory of the school's image.In the neighborhood, there are black vans stationed everywhere. You realize that you can't exit this vehicle in the city, so you decide to leave it. A good bye is made for your parents within your heart.You drive to the forest, seeing that it is your only opition for now. After parking the car, you behind to live just like Tarzan. It actually more like George of the Jungle, but not the second movie. Anyways, you talk and f*ck around with monkeys from the forest (just go with it).You wear a small cloth over your genitals and talk to the native forest monkeys for the rest of your life.

DM: You knock Larcassio's blade away."That was NOTHING!" you shout.Larcassio swears and slashes straight down, right at your head!
Player: Seconde

Player: "I like you, I wanted to see if you felt the same way."
DM: While awaiting his answer as he ponders this with a dazed look set on his face, your heart speeds up until it's thumping at least ten times faster than usual. Finally, after a wait of forever, Chris turns to you with a soft smile and tucks your hair behind your ear. "I do like you Esme. A lot." his whisper is husky. You have no time to respond before he pulls you in for another kiss. Ten minutes later you leave, Chris following a few minutes later. Neither of you can stop smiling.

DM: You abruptly jump right, before a bullet is fired. It barely misses, but you continue running. John. If you want to return home, you will need to fight. Don't fight for me though. Fight for yourself. A bullet whizzes by your ear. The path is five feet away, but an enemy soldier is standing there, raising his gun to meet you.
Player: Stab him
DM: You sprint towards him, swiftly pulling your knife out, but even before you reach him, a bullet finds its way into your head.

DM: Indigo pulls the lever on the right. As she does, the floor beneath you crumbles and you begin to fall. She reaches out to grab you but too late. You scream as you sink further into the darkness. Your body lands with a hard thud. Indigo: Azure!! .... Azure!!!You open your mouth to call back as blood coughs out onto the ground. You're broken... this is the end... As you lay there, the life slipping from your body... you can only hope she finds the way out herself. You wish you could've gotten to know her better.

Player: Lead an army up to the Kes Nests

Player: Go to the Engineering Building

DM: All of you start to travel to the Engineering Building of the school. You all try to keep close to one another. You take the point of the group and try to travel in the non-violent areas of the campus. Five minutes into the journey, a grenade is tossed into your group. twenty students are lossed. You try to scare off others with you gun, but the gun can only fire one bullet before reloading.Once everyone reaches the Engineering Building, you look around you to see that you only have 2 dozen people left in your group. Everyone enters the building and goes off in their seperate ways.JB, Mat, and you go into the supplies area. JB and Mat begin to look at all the devices. Your surprize to see that Mat is ok, but he has bandages all around him.You examine your damaged gun. It has only 3 bullets left.
Player: Go off on your own.
Player: Just keep looking around. You may get lucky.
DM: You turn the next corner in the hallway and bumb into something. You rebalence your footing and see that it is actually a tv screen showing you a person on the computer. At a closer look, you see that the person is playing a Choose Your Story game. Then, you realize that you're the person in the story game!Your eyes widen when you hear the person yell, "This game sucks! F*** Ron H. and his dam* adventures."He shuts off the brower, shutting off you and ending your story.

DM: All of your living classmates and you go to the fence, surrounding the school. You're the first one to try to climb it. As you're half way up, a bullet blows past your shoulder. You fall to the ground and look up to see a sniper on a house, outside of the school. Soldiers start pouring out of the house surrounding the school. They stand up against the fence in a line. You can see them on the other side of the fence, getting ready to fire their guns. All of the students start to run away.
Player: Talk to Mr Ellick
Player: Talk to Gavitor again. Maybe he can help you in another way. Besides, the collar is only dangerous if Mr E trys to kill you with the remote.

DM: You give him a hammer and nails. Then you say, "You help me then. We can work together to survive this."After rebarricading the enterance to the Teacher's Quarters. Both of you have a long conversation in the breakroom about what is happening. Mr Fiddle actual doesn't know much more than you do. This morning, he was actually ordered by the Principal to perform the Death Test on his class. He starts talking about the new organizations popping witihn the school. Turns out, JB is actually somehow alive. He created a terrorist group called the JB Republic that is willing to do anything to accomplish they're goals. Mr Fiddle talks about how the Teachers have been divided up between two new leaders, The Principal and Mr Teacher. You learn that Mr Fiddle has been on his own, trying to survive by hiding in the shadows.Then you give him your rifle. He thanks you and he begins to look through the building.After a few days, Mr Fiddle finds a TV and watches it. You sit down next to him and watch it also. You both see a news reporter near the school. She is talking to a soldier standing near the fence. She tells the reporter that her orders are to allow nothing in and nothing out. The reporter asks her why they must do this. The soldier, raising her rifle higher, replies by talking about a virus on school grounds.Virus in the school? I don't understand. What are these collars and Death Tests for then? You stop questioning it and realize that it is a cover up. You always thought that cover ups were always fake and thought up by crazy writers. But now you see that it is a possiblity.
Player: Get Mr Fiddle and find a way out of the school grounds

DM: You go up to them and ask them what they're doing. JB tells you that he has idea on how to stop this war. He sits down in a desk and looks at you and Mat. He tells you that he has an idea on how to make everyone stop killing each other and that he needs a car battery. You ask him why he needs one and he tells you that he's making a machine. It will make everyone stop fighting.
Player: He's not telling me too much. Just go off on my own.
DM: You know, you got better things to do than getting batteries. You leave the room.

DM: After two days, your out of food and you begin to starve. Mr Fiddle doesn't have any food either.At night, you think you hear footsteps outside. Maybe you're beginning to hear things due to your low consumtion of food.
Player: Hold out longer. You both can continue to starve for a little bit.
DM: After a week, you both look like cursed bodies. Both of you baring do any activities. Having laying on the ground, you both stand up and think that it would be best to leave. You look on your watch and see that it is 2900 hours in military time. You realize that you must be going crazy and that you must eat soon because you can't even tell time. Actually, you realize that you don't even have a watch and question what you saw.After a second, Mr Fiddle and you begin to remove the barricades. Suddenly, hands start to stick out of the doorway. You ask who it is. They give no response, but continue to pry themselves inside. Mr Fiddle begins to rebarricade. Then you both see one of the smaller bodies pop out. It's a little 6th grader with a small black box in hand. His mouth is all bloody and he smells rancid. You back away from the smell. Mr Fiddle, who is freaking out now, brings his rifle to the ready position. The child laughs and says, "For the JB republic!" With one large explosion, your forced back against the lobby wall. You faint for some time, but when your mind comes back to the world, you see several kids in the room now. You see them by the entrance, feeding on Mr Fiddle's corpse! After puking a little bit, you pull out your handgun.
Player: Don't shoot. You won't kill little kids.

Player: Kidding, just go back on page by clicking this.

DM: Greg was really exited. He had a board that he called a sled. Mom told him something that had the words "go outside" so you assumed that he was going outside. You wagged your tail, wanting to come with. You barked with joy when he led you out. All of the people with sleds were on top of a snow covered hill, and Greg and you went to join them. Tina was there, too, and they both smiled at each other. Then, they got on their sleds. You started to climb on, but Greg stopped you. Then they went down. Without you! You ran to catch up with Greg. Tommy was a little faster than him.
Player: Jump on Greg's sled

Player: Shoot yourself
DM: You don't want to be eaten alive. So you put the barrel inside your mouth and pull the hammer. Blood spatters against the wall.

Player: Talk to Witness Mr Schwartz who saw the victim with a suspicious man
Player: Talk to Witness Mr Coram who saw the victim with a suspicious man

Player: Someone comes through the door way

DM: You fire your handgun until there is no bullets left in it. Everyone in the room but you are dead. You lay down on the ground and sleep.You wake up in a classroom and look around. It's actually your Chemistry Classroom. You realize that you didn't even begin the Death Test!You curse to yourself for sleeping and begin to read question 1.
Player: Question 1 of the test.
Player: 11

DM: "I'm not going with you," you say. "I don't want to.""James... I don't want to hurt you. But you don't have a choice here. I can't leave you alone to suffer and fall into madness because as a kid you were too stupid to understand the horrors of this never-ending horror. Please, just come on."He moves towards you, and your eyes quickly search for a weakness. His face is low down, exposing his throat and eyes. His gun hangs loosely by his side, as does his knife. You could fairly easily steal those from him. Then of course there's the chloroform.
Player: Go for the knife
DM: You reach for the knife, sliding it out of its holster."No you don't!" Ezekiel snarls, grabbing the knife by its blade.His pale, skinny fingers take hold of the blade, crimson blood bursting from them as they run down his pale skin. He yanks the knife out of your hand, tearing it away and tossing it to the ground in one movement. He sighs, wiping the blood off his coat."Please, don't fight. There's just no need for it. Just... stop," he says, his voice exasperated.
Player: Go for the gun
DM: You reach forward, grabbing the revolver and pulling it out of his holster. You reach up, aiming it upwards. The Gaunt Man's hand grabs your wrist, knocking it away as he prevents you from pressing it against your skull."Stop it!" Ezekiel snarls, forcing the gun away from you.The Gaunt Man shoves the gun away, but you force it back under his chin. He pulls away with a snarl."Fuck off!" he yells.Finally, as your press the revolver against his skull as he releases his hold, going for his chloroform rag to knock you out, giving you only a few seconds to act.
Player: Knock him out with the gun barrel

DM: On that sixth day, Ellan waited and waited angry and impatient. But no one came. As he sat near the Arch, he thought about one thing. His dream.What if it was true?What if he himself was the one who did all this?And what was the syringe for?And if his dream indeed was true, then why did he have to do all this?Why did he have to leave those signs?When the day ended and still no one came, Ellan found another shelter to spend the night in. He slept hoping to find another dream but like that day, nothing came.
Player: The Seventh Day (3)
DM: Ellan woke up on the seventh day. He was all alone as always. For the last seven days, ever since he'd woken up without any memory of the past, he'd been searching for a living soul.Clues had been laid out around him as if someone was asking to be found. Someone out there. Someone who still existed in this god-forsaken empty world.Now he sat up from the soft mattress he was sleeping on. He sat there for a minute enjoying a quick moment of peace. The last several days were a total nightmare for him, he had went everywhere following a set of clues that someone had left behind for him. He had traveled to all sorts of places but to no avail. He found no one.He stood up and carried his backpack filled with all his belongings. He started for the door deciding to leave to the room for another day of hopeless searching.But suddenly there was a knock.

DM: You barricade the door. You sit down in your chair and rest for a little.You glance at the survey cameras and see that nothing interesting is happening. Just other students looking around.The MP3 was always your best friend. You take it out and select your favorite song, Cotton Eye John. Then you make sure that it is on repeat and that it is playing out loud, so you don't need the ear-buds.Suddenly, someone knocks at the door.
Player: Deny the person entry.
DM: You turn up the MP3 player up higher and continue to dance. You say loudly, "Man! I f****** love this F********* song!" On the other side of the doorway, you can hear someone say, "F***!" then stomp off.After than, you turn on the radio at the same time. Ironically, the radio is also playing Cotton Eye Ho! What's even more ironic is that the MP3 and the radio is in synch with one another!With the music turned all the way up on both devices, you have yourself a gay all time! As in, you had a very happy party alone.
Player: Alone

DM: When your new guest enters, your still dancing to the song, Cotton Eye John. After turning off the song, you look at your guest. You reconize her as another student, so feel very relieved.After giving her some spam to eat, you learn that her name is Crono. You both have a short conversation on the current events within the school. You both are scared about dieing and getting killed by the same people who taught you. One thing is for sure, everyone wants to see their family again.She expresses her joy for your set up and askes you if she can join you with some others.
Player: Let only Crono be with in the room with you.

Player: 10
DM: This is the wrong answer.Your collar shocks you a little bit. You do not die from this but you're on the ground in pain. The collar then beeps for 5 minutes before it explodes. CreditsRon was played by Chuck N.Mr Teacher was played by Sean ConnaryStudent 67 was played by the 6 flags dancing old guyJB was played by himselfRekcut was played by Fate AlbertMat was played by a random hobo who agreed to work for change.Brad was played by Justin Bliebar

DM: You talk to Crono about the limited about of supplies and food that would be needed for more than two people. She understands and askes you to barricade the door, for her friends may try to look for her. After some time, You both enjoy each others company. She was actually one of the students that escaped the chemistry class with you. You tells you how happy she was about it because she was already failing the class.On the radio are messages from the Seasonfield School Loyalist. From the messages, you know that they're willing to kill anyone who looks even a little intimidating. Seems like they're trying to find something special, but the messages are unclean.The survey cameras show nothing now. All the students in the building has left.You both stay in the safe-room for a month before the food runs out. Now, you both think about escape plans. All required supplies are packed and y'all plan to leave tommorow morning after sleeping. The destination is the Physics Building. Crono knows that someone is working on some type of flying machine as they're project. You both pray that the machine is still there.You feel very sleep, but you think about the plan. You know that Crono has more gun experience than you, which means she should be given the shotgun. Then again, you may want to think about yourself and take the shotgun. You may also think eating her?
Player: Take both the shotgun and handgun for yourself!

DM: Your alone now. The survey cameras detect no one inside or outside the building. Your not worried because you have plenty of food and two guns. What more could you want?Two weeks later, you become lonely. You find many books within the room. It seems like a majority of them science books. All you do it read and listen to the radio. The radio news talks about Seasonfield High University, but you don't understand it. The news claims that there is a virus on campas that makes people crazy. Later, they say that the virus makes everyone's ethics and actions unsound. After hearing this, you put the radio into storage.Besides reading, you also watch a little TV. The TV news says that same statements of the radio news. You decide to only watch non-news channels instead.3 months later, you begin to talk to yourself. The survey cameras still shows nobody. Though, there was that dog that passed by the entrance. You know that the dog came from the dissection labs of the Biology Building.10 years later, you begin to run out of food and sanity. You now talk to yourself regularly. With less food to eat, your mind becomes even more uncoordinated.When you go to find crackers within the fridge, all the lights go out.

Player: No one is allowed in your safe-room.
DM: Denined!You shove your out of your safe-room and continue to dance to Cotton Eye Johnson.

Player: Try to get out and escape.
DM: You run out of the room and into the hallways. You feel the walls to find the exit. After a long time of searching, your able to get outside. You look into the sky to see a bright moon and twinkling stars.Your mind is still clouded, but you know you need to escape. You run to the Cafeteria Building and gather food, but because your now crazy, your labeled as looting the food. After your crime, you get to eat a good late night dinner.You start to walk to the exit, but without warning, a bullet goes through your leg. You fall to the ground, but continue to make your way outside.

Player: Stay here.
DM: You sit in your chair and decide to live like a mole. Hey, if they can do it, so can you.Sadly, after three days, soldiers burst into your room. Now that your eyes are adapted to the dark, you can see the fully armored soldier clearly. They are all wearing night vision goggles and pointing assault rifles at you.One of them says to you, "As an order declared by Lord Principal, I here by...No, forget it, Seasonfield Education Adminitration soldiers shouldn't waste their voice on brats like you." He then showers you with a dozen bullets.

DM: In the morning, you take the shotgun and handgun. You give Crono a baseball bat to defend herself. Both of you leave the room and begin to go down the hallway. Around the corner you meet up with random teachers. Your surprized to see that they're only 4 feet away from you. They spot you and begin to charge you with police batons. They start beating up on Crono. She's in the way of your fire but you don't care about her life. You didn't even give her a gun. You fire off 3 shells, hitting some of the teachers. Some of the pellets even hit Crono, as expected. "She was good cannon folder," you think to yourself.The teachers begin to retreat and run into a different hallway. You run past your injured allie and reach the lobby of the building. The teachers with the batons exit, as other teacher enter. These teachers are carrying long riot batons and bullet-prooft shields.
Player: Flee!
DM: You drop the heavy anchor of a shotgun and run away. Your able to surpass the teachers in the building and run outside.You run to the exit, where you spot your family. You walk up to them, happy to see them again. They laugh and hug you. They tell you that this whole thing has been one huge trick on you!You laugh and get to go home. Your happy that you didn't actually have a test today.

DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.> Quel est votre prénom ? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaaaaaah...
Player: A
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.Aaaaaaaaaa> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)
Player: L
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)L...
Player: R

Player: Dress
DM: I don't think you're paying attention.

DM: The Fan's Dilemma"The closer the fan's attachment to Neon Genesis Evangelion, the greater the pain it causes her."My name is Dawn Walker, and I love Neon Genesis Evangelion. I've loved it since the first day its subtitled episodes appeared online. I watch the show, I read the manga, I collect the merchandise, I write the fan fiction, I draw fanart for it, review it, savor it. I own every manga volume, I own every manga spinoff, I own every DVD of the original release and the platinum edition, and I own every single solitary bit of merchandise that I can manage to import.In short, my life is Evangelion.

DM: "Believe what you believe then, but take two seconds to actually look at him" Melissa advised.
Player: What's Up with Bridget's Parents?
DM: Melissa shrugged her shoulders at you. "All I heard was that they died." She answered you, not giving you much information. "It's better if you ask her."

DM: Rebuild of "Hope""I sincerely hope that nobody gets to this page within five seconds and leaves a comment saying that this storygame was absolutely horrible."I am Dawn Walker, and I refused my first opportunity to watch the third Rebuild of Evangelion movie...There's nothing else to say about that point.That doesn't mean that I never got the chance to see the movie, a few years later. Just last week it premiered in my hometown, one night only, and it was a moderately big event. I even met TipsySato and ayanamiraygun from MAGI, and we had a lot of fun before the show.Afterward, it was a different story altogether....

Player: Continue using computer

DM: We entered the theater with our arms full of popcorn and Rei Ayanami dolls, in full cosplay, not knowing what to expect, for we had sworn not to look at any spoilers or watch any footage before seeing the actual film. The usher assured us that there were no problems with the film, and told us not to worry.But somehow...somehow.....

Player: Examine closet

Player: Sneak out
DM: Your mom's looking pretty dang distracted right about now, so you take the easiest way out and exit through the front door. Phase One of the plan to see some Eva goes off without a hitch.Who needs directions to some smelly old Marvin's place? Wherever it is, you can make it. Now go in whatever direction sounds right.

DM: They were sent the wrong film.

DM: Okay! You spend a few moments reading Shinji and Warhammer 40,000 (which is a story about Shinji and Warhammer 40,000) and The Cubicle Adventures (which is a story about the Evangelion characters working in some cubicles). You find them to be very good!

Player: Ikari Shinji Raising Project vol. 11

Player: Go talk to your mom
DM: You remember the vast importance of filial bonds in Evangelion, and realize that if you didn't tell your mother about your plans, you'll feel that pang of regret for the rest of your life! Or you'll just be grounded. Either case is bad."Hey Mom," you say as you walk down the stairs a little, "I'm going out to Marvin's today.""Why the sudden trip?""I just-""Yeah, I bet it 'just feels like one of those pizza days', Dawn. Go on ahead, but be back by midnight."Score.Oh, but lest you forget...you need to get directions to Marvin's. Mom guesses that it's probably down by the payphone to the left of our house or something. The answer's good enough. You'll take whatever directions you can get.
Player: Go back to your room (why?)
Player: Go to window

Player: Jump
DM: You shove the window open and jump out without hesitation. You know you'll do it right. You're sure you'll be able to stick your feet out the right way, or at the very least tuck and roll your way to safety, and if that doesn't work, well...grass is soft, right?

DM: A
Player: J
DM: J
Player: l
DM: AL
Player: w
DM: AAW

Player: Read some NGE fanfiction

Player: Examine bed

DM: You turn left, and start walking.There's nothing special about this neighborhood. It's empty, mostly suburban and a bit rural, with a lot of stupid wildlife and stupid wide expanses. Compared to the big metropolis in Neon Genesis Evangelion, Tokyo-3, it's a no-name hick town.In addition to cicadas, you think you hear a helicopter. Hm! It's such a nice day.You soon reach a payphone, which you have no change for, so it's practically useless. Which way?

Player: Talk to Martha Tabram's boyfriend Mr Turner
DM: Traveling to the Working Men's Home in Spitalfields you meet with Mr Turner. He is a little man with a light sandy mustache but very dirty clothes and hands."I was with Martha on and off for about twelve years," he tells you. "Since we lived together her drinking has picked up. If I gave her money she'd spend it on drink, any money I gave her she would spend on drink. I do not drink and when she was sober we were fine but when she was drunk I would leave her to her own affairs. She was usually out late drinking most nights and I knew how she made her money when I gave her none.."You nod sympathetically. "When did you last see her?" you ask."Well I moved in here a few weeks ago and last saw her alive three days before she died. I gave her a shilling and a half to help her get by. I saw her photo in the newspaper... I had hoped that if she could just stop drinking we could get back together again. Guess that won't be happening now.. my Martha is gone and I'll never see her again."Mr Turner turns his head away to try to hide the tears in his eyes and thanking him for his time you quietly leave.

DM: You leave home the smart, responsible, and guilt-free way. Time to go catch some movie!Who needs directions to some smelly old Marvin's place? Wherever it is, you can make it. Now go in whatever direction sounds right.
DM: You turn right, and start walking.There's nothing special about this neighborhood. It's empty, mostly suburban and a bit rural, with a lot of stupid wildlife and stupid wide expanses. Compared to the big metropolis in Neon Genesis Evangelion, Tokyo-3, it's a no-name hick town.In addition to cicadas, you think you hear a helicopter. Hm! It's such a nice day.You reach a generic drug store with no particular brand name. Should you keep going straight ahead, turn off to the left, or enter?

Player: Straight ahead

Player: Enter generic drug store
DM: Suddenly you're feeling a bit thirsty. Maybe this joint sells LCL drinks. That's one piece of Eva merch you've been dying to hunt down and try.You step through the magical sliding door, and the man at the counter greets you with a simple 'hello'. Then you begin to scan the aisles for anything worth buying.
DM: An explosion rings through your ears. It's coming from outside, but that doesn't seem to lessen the pain.Lucky for you, nothing beyond that was disturbed; the store's merchandise is still intact and on the shelves, and the rest of you feels alright. And then you wonder if it's really a good idea to look outside.The man at the counter sighs. "I knew this day was coming," he says, loudly enough for you to hear."What day?" you ask.For the first time, you get a good look at the man. Long hair. Lovable scamp-like charms. This is a man you know very well, but at the same time not at all."The day Sachiel strikes," he gravely says.

DM: Shinji might have stayed put when Misato's car came rolling down to him, but you'd rather risk dying in a horrible explosion than taking any favors from this crazy broad.You flee at an average speed of five miles per hour. As she catches up to you, the driver slows her vehicle and rolls down the window."Get in here!" the lady in shades yells. "I'll take you to Marvin's! If you don't get in, you'll be killed!"
Player: If you choose to hop in, you are not only doing the logical thing in realistic terms; you are also doing the logical thing in choose-your-own-adventure terms.

DM: Ryoji Kaji speaks to you from the register. "You shouldn't stay in here for too long," he says with a glance toward the automatic door. "It's good shelter against the explosions, but I think somebody's looking for you.""Who-"A black car squeals past the drug store, veering dangerously onto the sidewalk."Her. And if you don't get out there soon, your chance'll be gone."You have a couple of options. Think fast!
Player: If you run, maybe you can catch up to her!

DM: Your Shortsword is worth 50 Gold PiecesEdged Weapon:+0 Hit Points Bonus+0 Hit Point Regeneration per Round+0 Evade Bonus+0 Damage Reduction Bonus+0 Immunity to Effects Bonus+0 Mana Bonus+0 Mana Regeneration per Round+0 Magic Damage Multiplier+7 Attack Bonus+0 Damage Reflection Bonus+0 Crit Bonus+0 Crit Multiplier+0 Damage Multiplier+0 Backstab Damage Multiplier+0 Vs. Undead+0 Vs. Flying Creatures+0 Stun Bonus+0 Trip Bonus+0 Burn Bonus+0 Freeze Bonus+0 Poison Bonus+0 Instant Kill Bonus+0 Find Gold Multiplier+0 Find Items Bonus+0 Extra Item SlotsSpecial: Fighter/Wizard/Rogue
Player: Mana Potion
DM: Your Mana Potion is worth 50 Gold PiecesSingle Use Item:+0 Hit Points Bonus+0 Hit Point Regeneration per Round+0 Evade Bonus+0 Damage Reduction Bonus+0 Immunity to Effects Bonus+0 Mana Bonus+0 Mana Regeneration per Round+0 Magic Damage Multiplier+0 Attack Bonus+0 Damage Reflection Bonus+0 Crit Bonus+0 Crit Multiplier+0 Damage Multiplier+0 Backstab Damage Multiplier+0 Vs. Undead+0 Vs. Flying Creatures+0 Stun Bonus+0 Trip Bonus+0 Burn Bonus+0 Freeze Bonus+0 Poison Bonus+0 Instant Kill Bonus+0 Find Gold Multiplier+0 Find Items Bonus+0 Extra Item SlotsSpecial: Restore all Mana

Player: Or you could be safer inside
DM: "No way," you decide. "That looks like Misato Katsuragi. She drives like crap."Kaji looks off into the distance with a roguish smirk. "Not quite...""You mean her driving's actually not bad?""No. I mean that woman's not actually Misato. Just like how you're not actually Shinji."You ponder this for a moment. It doesn't take long to deduce that he means she's just some person who goes by the name Misato, or even TipsySato, online. "But if she's not really Misato, then why are you - look, why are you even here!? Why do you even exist in this universe!? And for that matter, why is the Angel attacking us!? No offense to Japan, but shouldn't it at least be attacking Tokyo instead!?!?"Kaji holds out his hands and shush shushes you. "Shush shush," he goes. "Shush shush." And you go hush."Now, there's a lot you don't understand about this situation. There's a lot that you're never going to understand about it. And, similarly, there are things that I will always know about these circumstances, but you are doomed to never discover. ...And you can't ask 'why' to that, because that's just another thing you'll never know.""Darnit!"

DM: You open the door and quickly get in - right on time for another explosion to blow through the area, and this time much closer to you. Flames are practically licking at the rear window as the car drives away. That last explosion caused by the Angel...could it have taken your mother's life?Moreover, as the smoke clears, sunlight comes in and the car escapes with miraculously little damage, you realize something else pressing: "Are you even going to Marvin's!? Don't make so many sharp turns, you'll miss it!""I know what I'm doing!" says the driver. "Goodness, don't you think I want to see that movie too!?"You move a bit, to get a closer look at the driver. She's wearing shades, a red coat, and a short black dress, and her hair is a sadly-normal brown. "...Who are you?" you ask."Who d'you think I am, Shinjigal? I'm TipsySato. Now buckle up, because if I crash and you don't, I'll take you out with me."

DM: Whatever Kaji's talking about, it must be urgent. And it's probably related to the fight against the Angels, Misato, and a bunch of other gobbledygook from a fictional work.You run outside and yell down the street at the reckless driver, who immediately makes a U-turn that rips apart about five yards of sidewalk and hurtles toward you. Rather than hitting you, the car slams into a still-easily-avoidable fire hydrant. A small stream of water erupts from it. "Damnit!" says the driver as she rolls down the window. "What the hell are you doing here? You were supposed to be down by the payphone over that way!""I was?""Look, just get in. You wanna see the big movie premiere down at Marvin's, don't you?"
Player: Hop in
DM: You buckle up, and -- there it is! Marvin's Pizza Place is straight ahead!"I see it!" you exclaim."Yeah, yeah, so do I," sighs TipsySato. "Don't give me any crap about crashing into this thing, either! I know better."

DM: "No way," you say, "I'll stay out here. Besides, it's seriously not that far. I could probably walk there.""Okay!" The driver rolls up the window and drives away faster than you can blink.Shall we go?
Player: Ha ha no. Instead you get: the really bad ending!
DM: You Didn't Advance"Come on! We told you it was probably stupid to choose that option. In that case, you probably chose it just to see what would happen. That's something I think everyone can admire. But you're going to be disappointed, humble reader, because this is, in a nutshell, a really bad ending: it both dooms the player character to an undesirable fate AND is written poorly and hastily. So if you got this ending, tsk tsk. Ought to be ashamed of yourself for ever wanting to try it."Oops! An explosion occurred and I died.

DM: "YOU JUST SAID YOU KNEW WHAT YOU WERE DOING!"

DM: Kaji exits from behind the counter. "All of this," he says with a slight gesture, "looks like an ordinary drug store to you, right?"You nod. This sounds like the set-up to a dramatic reveal."Of course, it's not ordinary at all. This is a place for outcasts like you and me - rejected by destiny, left to play in the garden as wars rage around us - whoop, watch out, there's going to be another explosion -"BOOM.This explosion was even closer than the first, and you jam your hands against your ears and hope to God the blast didn't make its way inside. The ringing in your ears soon fades, and as you look towards the door you notice smoke and wreckage outside, but no damage in or on the humble drug store."...As I was saying," Kaji says with a cough, "the two of us were probably meant for greater things. But now we're stuck here, doomed to be misplaced by our respective plots.""Everything may happen for a reason," you say, "but please don't go around calling peoples' lives 'plots' like that. And don't go about all of this like it holds any deeper meaning or makes that much sense, either! And, and..." Here comes the final nail in the coffin. You're sure of it. "You weren't misplaced by any plots. You were never a main character to start with!" you protest vehemently."Would you like for me to prove I was?"
Player: No, you really don't care
DM: You shrug and tell him you don't care all that much. After all, there are more pressing things to tend to, aren't there?!"I told you, we're no longer within the bounds of the plot," he says, as if it were that obvious. "If you went out to Marvin's at this point, you'd just die in a cross-shaped explosion. That's just the facts."You look outside again, at the wrecked suburb. "Still, there has to be something I can do. Like, not even something that'll save the world from the Angel attack. Something...constructive.""Feel free to explore the drug store," he says with open arms. "But I've told you again and again that there is no longer a place for us."

DM: You shrug, and accept his challenge. "In that case, follow me," says Kaji as he leads you into what is probably a storage room.You enter, and see boxes. A lot of unruly, falling-apart boxes. Crumbs of a few victuals are on the floor. On top of one of these boxes is a stack of concept sketches and notes. Kaji picks them up with a wistful grin. "This is what could have been. These scraps are the last remaining proof of another possible Evangelion.""I love extra material!" you scream!He hands you the papers concerning Neon Genesis Ryoji Kaji. Many things are the same, except that the role of Shinji has apparently been swapped with Kaji. You have to ask Kaji if he can read the foreign notes for you."'Useless aging bachelor with no goal in life is summoned to Tokyo-3 by unloving father; bunks with old girlfriend. Never got high school diploma, so must enroll w/ class of children. Comedy + robot battles to be added in future.'"
Player: Wow, that sounds really horrible
DM: You say you think it's for the best that Shinji Ikari ended up as the main lead. "What!?" shouts Kaji. "You think I'd be a worse main character than him!?""Yes, because your show would be awful!"Kaji takes a deep breath. "Well," he says, still uncharacteristically edgy, "I guess that's the side you were destined to take, huh? You are his clone, after all.""A cloooooooooone!?"

DM: _this drug store is aKaji insists that you're free to take any merch you want, free of charge. It truly is the least he could do.* song is "Separation Anxiety" from the Evangelion soundtrack

DM: A large, older crowd of people sits in the restaurant, eating pizza and setting up televisions with slight apprehension.. When TipsySato's car crashes straight through the Marvin's wall, nobody flinches. It's as if they foresaw such an event. And if that is as things seem to be, that would be correct...because that is also how things truly were.One hook-nosed man, noticing the wreckage and ensuing flames, calls up BigManGendo, the manipulator supposedly behind this whole operation. "This is xXxFuyutsuki71rules09371xXx. The Third Child is in, repeat, the Third Child is in.""Excellent," he replies. "I will be arriving momentarily. Feel free to educate Shinjigal in the meantime...if there's anything she hasn't 'gotten' already.""Roger." He closes his cell phone and watches the car...

DM: As you approach the offices, you hear a strange noise coming from behind principal Smith's door followed by what sounded like a muffled scream.
DM: Flinging open the door, a ghastly sight comes into view. Mr. Smith has transformed into a giant green blob. It would be funny because he looked a bit like a big chunk of jello except that there was a student visible through the green murkiness. A student being slowly dissolved in front of you. You recognize her. It is Mary from your class.
Player: Jump in and try to save Mary
DM: You take a deep breathe as you lunge into the belly of the beast. You realize you made a mistake as you cannot move inside of this creature. After a while, you feel strangely sleepy. Although your flesh is slowly meltingaway, you don't feel any pain as your consciousness slowly drifts away: the alien absorbing your memories, your soul, your everything. Soon all is blank yet you feel a strange sense of calm as you now become one with the alien.

DM: You tell him Neon Genesis Ryoji Kaji would have made a great addition to your collection. Kaji sits on a shaky crate and pulls out a jug of beer. "Heh heh, yeah," he says, "that would've been great." He pulls the cork out and glugs some. "Yeeeeeeeeeeeeeeeah."You ask him what's next. "Welp, we'll just ride it out until the end of the universe," he says. "Or at least until the destruction of Applegate as we know it. This drug store is made of solid brick so you better believe we're making it out alive."
Player: This doesn't make any sense, so shouldn't you have gone crazy by now?
DM: Yes! You probably should have. That's probably what Shinji would have done, too. You spontaneously collapse to the floor, hands clawing at your face, screaming "STOP IT - STOP IT - STOP IT - STOP IT - STOP IT - STOP IT - STOP IT - STOP IT"You hear Kaji's voice drifting away: "Hey! Snap out of it! ...Oh god, there's no stopping her. I should've known something like this was coming. She is Shinji, after all..."
Player: You are now entering the Breakout of the Beast ending. Since it's an ending where you undergo a psychological breakdown, don't be surprised if it confuses you. Instead, take solace in the fact that from hereon out, your fate is immutable. Cheers!

Player: Examine snack shelves
DM: Pssh. All this place has are ordinary snacks. No Evangelion cheese doodles or dummy plug-shaped sour worms or anything. Thoroughly disappointed by the selection, you give in and take some random food pouches.
Player: Cheetos

DM: You run for your life. How ever the guards shoot many bullets that almost hit you. You try to lose them in a forest and it probably worked. Do you...

DM: Detention sucked. Main thing. Greg offered you a rid home too!

Player: Examine freezers
Player: Faygo Moon Mist

DM: You awaken in an empty subway train. Outside, the sun is setting, and orange light is streaming in. You have nothing to do but look down at the floor.You should have never tried to go to Marvin's.You look up. You know that you are no longer alone in this train, for Rei Ayanami is sitting across from you. No...it's not Rei at all. This person is somewhat different. He has dusty blond hair and brown eyes. No; actually that makes him completely different. You regret thinking he was Rei at all.If you had only chosen to stay home, none of this would have happened. The higher-ups would have come up with a last-second backup plan to redirect the Angel attacks to another town in the vicinity. Your mother would still be alive...Your head is in your hands.Perhaps if you had never gained an obsession with Evangelion as a whole in the first place, it wouldn't have happened this way. ...Yes, I'm sure of that now. It would not have happened this way.
Player: :////

DM: You eye a vending machine toward the back of the store. Of course there's that one drink that you'd really like to find, but you highly doubt it would be sold here because come on, you don't live in Japan, and even if you did, it's promotional merchandise, and all that means is that finding LCL will be highly unlikely!Truth be told, it's an ordinary vending machine. It dispenses Coca-Cola and other Coke-brand products."If you're looking for an LCL drink," hollers Kaji, "press the Diet Coke button three times, then the Mountain Dew button once."Vending machines have cheat codes? You didn't know that. You eagerly try this tip out, and it actually works. Maybe you'll have to try tricks like that more often.
Player: Can of LCL

DM: _MARVYou and TipsySato dust yourselves off and casually drop out of the car. It's suspended in the air on account of it being lodged in the wall, and its flames are slowly spreading. "Well, you didn't get hurt, right?" TipsySato says even more casually."That was highly irresponsible of you," interjects the Fuyutsuki fan from a pizza table, "but your primary mission has been fulfilled. TipsySato, you are hereby dismissed.""Sweet. Am I paying for the damages on that thing?" She gestures toward the car."Of course not. GAINAX will refund all parties in full.""Cool! Later, everyone." TipsySato turns away and is about to open the door."Watch out!" everybody screams simultaneously. Another explosion forces her back in. Her face is pale with fear. She's really irresponsible and forgetful, like a Misato without morals."If you don't mind shying away from your destiny, please come over here. I go by xXxFuyutsuki71rules09371xXx," says the old guy with the pineapple pizza slice in one hand. "In keeping with this, I am also a reproduction of the original Fuyutsuki. I know that must sound crazy to you, but you can't afford to distrust us at this time. The fates of our world and, more importantly, of the third Rebuild of Evangelion movie, ride on this."* song is NERV from the Neon Genesis Evangelion soundtrack.
Player: "TipsySato's mission being 'fulfilled' implies that she was hired to do this?"
DM: "That's right," he says, mouth full and a soft drink in one hand. "Studio GAINAX hired her specifically to help our cause. No -- really, this is the job she was created to do, being a brown-haired clone of the original Misato.""She's still kind of a jerk.""Yeah. I guess she is, huh. And it you're also wondering about the showing of the Rebuild movie, that certainly hasn't been called off. But at the same time, it was a device for getting you to come to Marvin's so that you could better help our cause.""Oh. ........Okay."

DM: Within days, the Angels around us ravaged the world. Whenever - if ever - I caught a glimpse of the outside world, all I could see was a blood red sky and a blood-colored street. The earth-shattering cries of Ramiel became my alarm clock.Kaji saw my enthusiasm to escape and fight the Angels. He laughed, saying I was much different from my original than he'd suspected. He did all he could to save me from a fateless fate. He showed me the secret art of watermelon combat, a skill set he was so prodigious at that he could grow a melon in the air, whip out a staff and send it flying in any direction he pleased.During one demonstration he stomped the automatic door open, grew a ten-foot-tall blue-skinned melon, and swung it outside like a home-run batter. My memories of that day are filled with a bright aqua sky; it was the image of a more beautiful world, such as that I used to live in...So I will tell you of the day Kaji figured I had learned enough, and encouraged me to defeat Ramiel if I wished so strongly to.
DM: We battled long into the night, when the sun was done and the stars just barely glimmered. It seemed as if each time I sent another watermelon hurtling towards the diamond-shaped Angel, it would counter with an operatic particle blast-slash-howl. Such were its translogical, inhuman attacks...I did not die of a direct hit; nay, I struck myself down. It was exhaustion that got me. And then the Angel drifted away, having claimed another victim.Somehow in my final moments, I felt honored; honored that Kaji seemed to have had so much faith in me; honored, in that warrior-like way, that Ramiel considered me threatening enough to 'agree' to such a confrontation.

DM: I understand that. But now, something entirely different is bothering me.This is my mind. I can make this subway train into anything I want it to be.So why did I choose a location from my favorite anime series?It's simple. Evangelion is a series you can identify with. Moreover, you see a bit of yourself in Shinji. In some ways you strive to be more like him, and in others you want to drift away from him; he is often called 'weak', 'stupid', 'a total idiot and a wimp', 'a big baby who never takes responsibility for his actions', 'he should never have been created', and 'the worst main character I've ever seen in my life'.As this is a construct of Shinji's mind, it is also a construct of yours.

Player: Examine vending machine

DM: Now that you have your directions, you need to figure out a good way to get to Marvin's. Let's look around...

Player: Hungry Man TV Dinner

Player: "Can I have some pizza?"

DM: The Fuyutsuki guy tosses it at you like a frisbee. You catch it with catlike reflexes.Now, you're all set. Totally prepared for whatever should come your way.You're ready.
Player: Pizza Slice

DM: Every single face in the pizza joint is staring at you; some with lifeless apathy, others with abject horror, and some with vapid distaste.Fuyutsuki's clone is the first to speak up. "Very well. If you want so badly to throw away a feature-length film and the lives of innocents, just step out that front door. Maybe we can get ayanamiraygun to pilot, but...good Lord...in the condition he's in, I don't even know if it's possible..."You open the door and take your leave.It's getting darker outside. If you look up for a moment...
DM: ...you can see one of Sachiel's cross-shaped explosions, peaking over the ruins of houses.Like one last spectacle, at the end of your earth..._but did you respect your mother?* song is Mother is the First Other from the Evangelion soundtrack.

DM: xXxFuyutsuki71rules09371xXx's phone vibrates. He flips it open with his greasy, greasy hand and says, "Hello? ...Oh, I believe we just finished answering questions. Get up here already. You're taking way too long.""Do you just not like me or something?" you have to ask."Yeah, yeah. My work here is done, so why don't you go over to the big man? He'll be arriving any second now, all the way in back." He points to a Donkey Kong arcade machine in the corner of Marvin's. "You'll see. It's pretty cool. Just watch."The arcade cabinet slowly sinks below the floorboards. In its place, a man in stunningly-good Gendo cosplay pops up. He may not have a beard, but his blue suit and orange glasses are authentic. He tilts said glasses in such a way that all of the sunlight coming in from the windows, plus the light from the raging flames caused by the car crash, converges on a single shining point and reflects back at you with amazing intensity.Those glasses are too shiny for their own good.
DM: "Uh...I guess you're BigManGendo," you say tentatively as you approach."That's correct. If you'll come with me, I have a few more things to show you."More things? Gosh, so much information in so little time. You're getting sort of restless. Still, there's nothing you can do but accept his offer, right? You stand uncomfortably close to him on the small wooden platform as you sink, deep into an abyss...

DM: I have lived, and I have died. And here you speak to me on the precipice of salvation and damnation. And I will tell you, I have already been through hell.I have experienced its false promises, its sharp tongues, its mindless torture, and though my soul may be saved, my torment shall never end, for I am the soul who did not watch Rebuild of Evangelion 3.0.

Player: ://////
DM: If you want so badly to escape the subway, you need only imagine it.Let's start with something else Shinji imagined, but completely out of context. Try to visualize a line. It doesn't need to be straight...
Player: :////////
DM: Now turn the line vertically. ...Yes, exactly like that.I promise you that if you can accomplish this final step, you will become your true self.Even when the laws of universe deteriorate around you, building bridges beyond your comprehension -
Player: ://////////
DM: have faith in yourself.* song is The Beast II from the Neon Genesis Evangelion soundtrack.
Player: :////////////////////////////////////
DM: "Status report!""Unknown!""All meters and gauges are going off the scale.""But we haven't done anything yet.""No way...Shinji!?""It's impossible! Unit 01's power level has to be at zero."

Player: "Nah, never mind. The hell with this. I'm going to go outside and drive myself crazy shortly before getting exploded."

DM: You approach the main door, and read the panel. It says that no one has used this since 4 days ago. That's when I went to take a little more money out of the bank, which for the record, is run by computers so the bankers don't think about stealing it. The bank is protected by hundreds of Sentinels, a special machine that is similar to an android, but has less reactions and functions. Sentinels only focus on aiming, firing, and controlling their gun and saying to trespassers "Do not advance further. You are under arrest."There is a LOCK panel that is currently active. There is a panel on the right-hand side of the door that is the Diagonosis panel, that says one inhabitant. You are baffled, but then you realize the gun shots were fro outside. You glance around again, and then prepare to exit the house.You press the OPEN DOOR panel and the main door splits into two rather large segmants of door that retreat into the respective wall and you step through, with your MM9-3U ready to fire.
Player: Exit house
DM: You instantly hear gun shots and cries of pain. You hear them from far away, so you decide to investigate. As you approach, more gun shots, and cries but you still hear them from in front of you. It must be a band of marauders killing the residants of a home. There was a home in this direction from your house with a rather large family, who were pretty rich. These marauders definetly wanted the money.You finally see a small part of the house and the gun shots and cries are louder. You see a man with a MM9-3U looking around. Probably one of the marauders acting as guard. You decide to shoot him from a far distance, but you have to kill him in one shot. He might find you and fire at you.
Player: Fire now
DM: You run up near the guard and begin firing. He has better reflexes than you expected, and he counters with a burst of bullets into your chest. You fall back on the ground and die.

Player: You got: the "Everyone Dies" ending!
DM: Come Closer, Death"Everything's gonna turn to nothing, but what do you care? It just keeps letting you down. Letting you down. Letting you down."My name is Dawn Walker. My stomach feels utterly empty, and I am drained of all motivation. Maybe I should just leave this world. That's probably what everyone would want, isn't it? So if the whole world ends, that's just a faster way to do it - kill me off.Evangelion no longer holds the same wonder and intrigue to me as it once did. Rather, I realize that I've become somewhat disillusioned with it. What could I have spent my life on instead? No; if I was simply a product of GAINAX scripted to do whatever is necessary, I would have become a fan of the show, whether I wanted to or not.Then again, why would they sign their own death sentence? Are all of the clones so dismissive of life that they would allow such a fate to befall them?But that's not what some of their faces said.And 'did you respect your mother'? What kind of a question is that to ask myself at a time like this? She wasn't even my real mother, now, was she.Ha...even the crying of the cicadas has stopped. Like the world...just...gives up hope.

DM: Your descent has ended. You are now on a platform deep underground, staring into the eyes of the berserker; this is the EVA-01. Slowly you and BigManGendo leave the wood plank......and are able to take in the full face of EVA-01, in all her glory.It's hard to keep yourself from screaming in fangirlish delight."You're going to pilot this, and then you're going to watch Rebuild. I know this because I have absolute faith in you."You glance around the place a bit. "...Alright. I'm all for saving the world.""But before you even begin to pilot this thing..." BigManGendo takes something from his pocket and gives it to you. "You'll need some fitting battle music," he says with a grin. "We're running out of time, Dawn, but if you skip the plug suit and just run in there as fast as humanly possible, we should just barely be able to avoid a good thousand casualties..."If this guy was so afraid of casualties, he should seriously have skipped out on giving you the S-DAT and all that banter.

DM: That's right...there was a lot of talk about clones in Neon Genesis Evangelion, too...Like we were just a fish tank full of stupid clones this whole time, with no purpose but to... Actually, I'm not even sure what our purpose was supposed to be.Is it better to live your life knowing that you have a duty to fulfill before you pass, or knowing that you have no purpose at all?Who's that reaching their hand out to me?I am the third clone. I sympathize with your plight. Take my hand, and maybe, just maybe, we can...That can't possibly be real. I'm just hallucinating, aren't I?What kind of answer do you expect out of me? I'm a hallucination! Everything I tell you is something you must already know!Ha ha. Then I guess I was right...
DM: Take my hand...

Player: S-DAT Music Player

Player: Stay here
DM: You're staying. My god, the characters from your favorite show are acting out one of your many, many favorite scenes, right in front of you! Sure, the lighting and circumstances are slightly different, but the spirit is still there.
DM: It seems somebody was armed.Without so much as a clue to the shooter's motives -- you're dead.

DM: A chance meeting with two of the characters from your favorite television show in one of their most dramatic confrontations would have sounded like a good idea to you maybe two hours ago, but now the prospect is frightening. So you begin to run.
Player: You got: the illustrious dawn ending!
DM: Dooming Canon"Everything ends, but what do you call an ending that begins all over again? A beginding."Am I Dawn Walker?...No, I must be someone else. I stopped living as Dawn a long time ago.How did it go again? I walked into a freezer which became a hallway...and I walked into a different world, which was...Damnit. I forgot the name. And it was a name I loved so dearly, too.Hey, when's somebody going to tell me where the hell I am?.....Oh, that's right.That must be it. I was killed, I was re-birthed, and I was re-purposed. So, in essence...
DM: I have been rebuilt.* song is Keep Your Head Above the Mayhem from the Evangelion 2.22 soundtrack.Hey, am I piloting an Eva right now? Well F my two lives, it's all coming back to me now! I was supposed to go see an early cut of Rebuild of Evangelion 3.0, and somehow my original universe went haywire and collapsed under its own endless contrivances!

DM: Requiescat en Pace"I probably spelled that wrong, but it's okay, as long as it sounds foreign."I am the Third Child, the pilot of EVA-01.While in some sort of a hallucination, I experienced the better part of a human life. Through it, I learned more about myself and others than I was ever supposed to know. Knowing the consequences of some of our actions, I wonder if the world's future will change. But even if that's really possible, is there ever a single 'good' ending for people like us?At least I know that I can try, and keep trying, to nudge events in a desirable direction, and that perhaps in a different universe, all will be rebuilt, specifically in a series of heavily-delayed movies, and our doomed, shattered world will once again be beautiful. That's something I can have faith in.My name isn't Dawn Walker. It's Shinji Ikari, and that makes all the difference.

DM: 

DM: 

DM: You always wondered who made that conspicuous square on the ground. It's funny; you always suspected it was made by some die-hard fan who loved the series that much. You're beginning to think you idolized them.Of course, you never guessed it was an actual elevator for deploying EVA-01.And in their hearts and minds, everyone back at Marvin's Pizza Place (PizzaFront?) declares, Don't get killed out there.
DM: That's Sachiel. That's one of the Angels you're supposed to be fighting.And so, EVA-01 stands menacingly above the GeoFront and an underground Tokyo-3, waiting to tear into the flesh of her foe! says a rapturous voice in your head. All devices are in order. There's nothing else to ready. You've already gleaned all necessary information from your countless Evangelion wares. War has officially been waged! HP: 500/500GP: 200/200URP: 0Status: Unharmed
DM: HP: 500/500GP: 200/200URP: 0Status: UnharmedTo worry about how many buildings in your hometown you're about to decimate by destroying Sachiel would simply be a waste. Stop looking down. Grin and bear it.
Player: PROG KNIFE

DM: 

DM: 
DM: Ah! NOW I know who I've become! I'm Mari 'Illustrious' Makinami, the cool new pilot who speaks English AND Japanese. Kaji's back at HQ or something, speaking impeccably bad English, even in comparison to the other English-speaking Japanese people in the vicinity. Hey, maybe I can make contact with him somehow! I wonder how this crossing-universes thing worked out for him. Is he even in this timeline? Was the Kaji I saw at the drug store the one from the films or the show? Nah, probably the show. How do Evas work again, anyway? If I talk, doesn't it automatically connect me to someone? Hey, guys at the bridge! Can you connect me to Ryoji Kaji or somethiiiiing!? "For God's sake, Mari, please stop asking for Kaji and concentrate on defeating the enemy!"What!? Oh, the enemy! Right! I have to beat up a giant snake thing! That'll be as easy as a one-two pu-

Player: GO BERSERK
DM: You can't go on fighting this way any longer! Maybe it's time to simply relinquish control to the Eva...EVA-01 lets loose a deep, ghastly roar that rattles the entire half-decimated town of Appleton and brings it to its very knees. Even the atmosphere of the cockpit feels more hostile. Sachiel, however, seems as determined as ever, if determination could be determined by the details on that mask-like visage.You've lost control of this battle. Let's hope things work out in your favor. HP: 500/500GP: 200/200URP: 0Status: Unharmed

DM: Ouch. Nope. I'm dead.It looks like this so-called 'beginding' was really just an ending after all....Ouch.

DM: Hell yeah! It's time to take out the trusty Prog Knife! What does that even stand for? Progressive knife? Somehow, not even the biggest Evangelion die-hard can remember things like this. Anyway...EVA-01 flicks out the knife like a threatened back-alley bum and shanks Sachiel, poking at its AT-Field and managing to do 30 damage. HP: 500/500GP: 190/200URP: 5Sachiel Status: Far From Defeated
DM: Sachiel lumbers over to the Eva and holds out one black hand, obviously preparing to attack. Then Sachiel's hand begins to glow bright red, which only further telegraphs its next move. EVA-01 successfully ducks out of the way of an energy lance. "That was too easy," you say with a short laugh. Sure, you may be sweating a bit, but this battle hasn't been going too badly so far. HP: 500/500GP: 190/200URP: 5Sachiel Status: Far From Defeated

DM: This was the wrong amount of time, maybe it helped him, maybe it didn't. Try Again!
Player: A
Player: C
DM: Good job! You saved him! The scenario will now change into a non-related topic.

DM: It's time to pull some punches! Better conserve those 'Gelion points for now, in case you need that energy for later. For now, EVA-01 pulls her fist back and slams it into Sachiel's gut, which is only somewhat reinforced by an A-T Field. You deal 15 damage. HP: 500/500GP: 200/200URP: 5Sachiel Status: Far From Defeated
DM: Suddenly you feel a horrible pain in your left arm! You look up, and realize that Sachiel has grabbed EVA-01's forearm. You share her pain, and struggle against it, but Sachiel's strength is just too great... ...No it isn't! You can do this! EVA-01 kicks Sachiel a few times until it finally gives in and releases its horrible grip. Wow. You didn't know this Angel was so easy to deter. Now you're fighting free. HP: 500/500GP: 200/200URP: 5Sachiel Status: Far From Defeated

DM: Sachiel notes the change, and creates two sabers of bright red energy - the classic energy lances. You bet it won't be much in the face of unbridled rage. The EVA-01 stabs her gun into Sachiel's core, instantly shattering any semblance of an A-T Field. Then she pulls the trigger, over and over, pumping the Angel full of ammunition, scattering its blood across the fields."Dawn! How could you do something so reckless!?" BigManGendo roars, but you can only barely hear him over the sounds of the Eva's continuing rampage. "I thought we made it clear that this was to be a last resort!" "But it was a last resort," you reply, wide-eyed with dull horror. "This Angel was just...too...strong." HP: 500/500GP: 200/200URP: 0Sachiel Status: Far From Defeated

Player: PUNCH SACHIEL OR SOMETHING

DM: But somehow Sachiel endured the assault.It morphed its body into an even more lethal killing machine, freeing itself from EVA-01's grip, and destroyed you with those lances. Stabbing you, again and again and again, as EVA-01 would have done to it.You hear BigManGendo screaming at you again.And... HP: 500/500GP: 200/200URP: 0Sachiel Status: Far From Defeated
DM: No...really, I can't go on living.The pain...it's just too much for me...I guess I was never truly "meant" to do anything.Is this the end, then? HP: 0/500GP: 200/200URP: 0Sachiel Status: Far From Defeated

Player: Something weird or imaginative. A made up creature, if you will.
Player: A Sword
Player: Imagine

DM: As the deadly projectiles rain down on the wall you quickly raise your shield above your head. Your heart pounds inside your chest as arrows rain down on your shield. As the final arrow strikes the stones of the city wall you lower your shield. The sight of the slaughter on top of the city walls makes you gag. Dozens of men, who defended the walls, lie dead on the cold stone floor. Oblivious to the rest of the world you gaze at the fallen soldiers. The ones who survived are behaving the same. Suddenly you hear a shout coming from your right and you spot the first enemy climbing the siege ladders to the top of the walls. You quickly shout to the other men and rush to the enemy. Before he is able to reach the top of the wall you push back his ladder so he falls to the ground. A new wave of enemies, however, has climbed the other ladders. As you stumble over the corpses that now litter the walls you see your fellow soldiers repelling the enemies, destroying the ladders in the process. Relieved that this attack has been repelled you hear a thundering crack beneath you...
Player: You quickly run down to the gates
DM: Just as you reach the bottom of the staircase you see the gate give way with a thundering crack. The Spartan battering ram has breached the gates and a horde of enemies is rushing through. The defenders of Athens fight valiantly against the intruders, trying to repel them. You can see the swift-footed Polymachos, the most experienced general of Athens fighting at the front of the defenders. You quickly join your fellow soldiers. Together, you fight bravely against the invading Spartans and after about half an hour most of the invaders are repelled from the city, the battle has moved outside the city walls. However, the enemy hasn't retreated yet. After they have regrouped themselves they attack you another time, killing many Athenian soldiers. You find yourself facing three enemies at the same time. As the adrenaline rushes through your veines you kill one of the attackers with your spear. But then the other enemies attack you...

Player: D. Call a old girl friend and get her pick you up, you know she owes you a favour. P.G 3
Player: B. Take the shortcut through the construction site. P.G 25
DM: Not the safest option but hey you like to live life to the full. The workers glance over to you but never stop what they're doing. You are almost through the construction site when a goose man appears. He say's he's seen your fate, and you will die if you go to the supermarket! He say's you must go to the top level of city desk car park at all costs. Not even fully explaining why he is in the construction site he disappears through the abyss of blackness, and pipes. You're almost at the supermarket what do you want to do?

DM: 
Player: If you wish to look at the art work.
DM: 

Player: A. Leave the house, and start walking to the supermarket. Pg.2
DM: You start walking down the street, not forgetting your favorite ray bands of course. Meanwhile a catholic school girl approaches you. She asks sleazily if you have a cigarette. She's quite pretty, but well she is young.
Player: C. Run because this could lead to stationary rape. P.G 7
Player: A. Watch the ruckus, and slow fully walkthrough town. P.G 9
DM: You start walking slowly through streets, pondering the business of everyday life: the small things, the big things. Yet all of a sudden a group punks grab, and pull you into a alley way. They start shouting non-sense profane, till one original gangster comes from the back. He calmly hushes them as he walks towards you. All of sudden he grabs you by the neck, and slams you to the ground. "What did'd you you'd done wie'th it mate? Think you funny huh, like a true gangster. Why did you do w'th me teddy." What do you want to do?
Player: A. You got to be tuff in the situations. Use some glass on the ground, and stab this O.G motherfucker. P.G 24
DM: Didn't your mother tell you violence is never the key. You grab the piece of glass swiping at the main man hoping the rest would back down. The last thing you remember is getting hit on the back of the head. Game over.

Player: B. Lecture her in the acts of god and the righteous. P.G 8
DM: Out of your mouth comes the most righteous, indignant words, and quotations from the bible. She looks at you dumbfounding. The shock, and revelation of your words has left her nodding walking backwards. Again you begin to walk down the street.

Player: B. Go back to bed. P.G 4

Player: C. Take the uptown shortcut through the church park. P.G 13.

DM: The catholic girl is thankful. You light up, and smoke one with her. She tells you of her hard life, and annoying parents. You listen intently even though you've heard this story all before. "I'll repay the favour." She gives her number, and runs back towards the school. Ready to continue to your quest, and hungry as well you begin to walk down the street again.
Player: Go to page 7
Player: B. Fight with the dog they are after all mans best friend. P.G 14
DM: You beat that cat's behind. The dog thanks you and in vows to return the favor. You begin to walk down the street again.
Player: Turn to page 12

Player: A. Listen to the goose-man, they are known for the future. Go to the car park. P.G 16

Player: B. Don't trust t the goose-man, you can never trust a man in a suit. Go to the supermarket. P.G 19

DM: 

Player: B. Run. There's no shame in it...well. P.G 12

Player: C. (Ring the catholic girl, and get her to talk him down. P.G 18) *If you gave the girl a cigarette

Player: A. (Use the dog he was going to the supermarket with you. P.G 20)*if you've been to the church park
DM: The dog is ruthless he begins rip into the new boy friends neck. "Could have been you." He begins to chow down. You're a little bit disgusted but your still quite hungry. It's time to get some food.

Player: A. Look the other way and walk by. P.G 12
Player: B. Your hungry c'mon you don't stand for this crap P.G 19
DM: 
DM: 

Player: C. Fight with the cat, they are cunning as well adorable. P.G 15
DM: A good choice a feline friend can attack at a very futile moment. With one strike to the face the dog bows down. The cat vows to return the favor.

Player: A. Go there, hot emotion girls = win win. P.G 16

DM: You listen to his demands. To him that bear was the world, his Jesus Christ superstar, and his well... I don't want to say it. All he wants is a new bear. Do you:
Player: C. Tell him the truth he seems like a reasonable man.
DM: The man listen as you pathetically try to analyze the situation. He's not impressed. After about ten seconds of words, he turns to his fist. The last thing you remember is saying "teddy bear." Game Over

Player: E. (Call up your O.G mates, and fuck this cunt up. P.G 23) *if you dealed with the punks
DM: Your worried for a second as the boyfriend seems to flick your mates. But after one of your crew gets flown off the edge, it's time to knife the cunt. Even with all the blood you're still hungry.

DM: 
DM: 

DM: He laughs at you as you hand him the phone. His grin on his face disintegrates soon though as it runs to a pale colour, and he begins sweating listening to the young girls problems. "Take it back!" You quickly grab the phone off him. He marches over to his van. "I have enough problems in my life. Pojebaný zkurvysyn." With no goodbye he drives away. Time to get food I guess.
Player: Turn to page 19

DM: Wow you are a lovely person. You kindling walk up to the nearest shop and buy him a bear. He thanks you yet he's still angry. Well Mary Poppins what do you want to do?
Player: A. Go to the church park to meditate on the revelation of giving. P.G 13

DM: By the psychology of your comments the man bears tears. He gets up and says he's seen a new life. He thanks you, and vows to return the favor. Awkwardly you walk off down the street.
Player: Turn to P.G 12

Player: B. (Use the cat she was going to the supermarket with you. P.G 21) *

DM: 

Player: Turn to P.g 19 .

Player: A. Give her the cigarette, and introduce yourself. P.G 6

DM: 

DM: 
DM: 

DM: 12 Jan, 2002You can see the pain in her eyes, her futile efforts to hide herself. Her brother lies limp in a corner, blood streaming out of a gaping hole above his left eye. You have done your job. Now it's time to leave.But her delicate face is still crying. She must sleep.
Player: You rape her
DM: Your sanity shall not be redeemed. Like a sword, you pierce her, all the time enjoying her broken screams and dying breaths.You make her suffer until she can't take it anymore. Her screams are gone and her words are lost. She is unconscious.With a beastily grin, you get up, kiss her, hold her head and then turn it in an impossible angle."...my darling, you deserve better..."Yes, she deserves better. Pulling out your knife, you put a cut on her throat, grin, and let it bleed. Then you kneel, and taste her innocence. Thirst. That demonic thirst.The waining of police vehicles can be heard by now.
Player: They arrest you
DM: You give up at last. Chained, you are dragged into a truck and locked up.2 days later...You are brought up in a dark room where they make you pay for your deeds."Look at her!!""No, I...""LOOK AT HER, I SAID!!!""Please, don't...""SHUT UP!! SHUT THE FUCK UP!""Leave me..."(Laughs)(Whispers)(Silence)"I..."(Click-Snap-BANG!)Days later...(Whispers and murmurs)"Order, Order!"(Silence)"What this man has did is an unforgivable crime against humanity. He can't be purified. His soul should be punished. He doesn't deserve to exist in this world. There by, taking all matters into consideration, I present my verdit. This man should be...

Player: You escape
DM: It's silent. But silence is such a fragile thing. In few seconds, the night sky booms with gunshot.You run maniacly. Bullets pierce through the rustling wind, each missing it target. Exhausted beyond consideration, you hide behind a vehicle and wait for them to pass by before hopping into it and smashing the dashboard. Your desperate efforts of starting the vehicle are met with success.With a roar, the engine comes to life. Soon you are far, far away from their claws.But would it end as you desired?Days later...They launch a search operation and check every nook and cranny for your whereabouts. You are hidden. The underworld is cloaking your presence. Though, it won't last long.
Player: They can't find you and eventually give up.
DM: Days pass by like second and soon the search is ceased. You are alive, still. You have won, again.You return soon. Chilling, killing, billing. You never regret what you did. How many innocents you killed. Nothing. It doesn't even matter to you. All you want is money, and pain in other's eye.Little do you know what fate has in store for you...You have achieved the Black ending.The End

Player: ...hanged. This would be an example of a time when justice prevails and crime dies. I have...."
DM: You struggle hard but their grip is iron like. You cripple under their weight. Your bones feel like melting. You scream your lungs out. But to no avail. It only brings you more pain. Pain that you deserve.It ends soon. Your body is brought down and buried, an old tree serving as your tombstone. An old tree which once homed a blackbird.You have achieved the White ending.The End

Player: They find you
DM: You wake up with a throbbing headache. The sunrays are penetrating through the window pane and bathing the room in light. That you left those windows open last night is the first sign that something is wrong, the gun on you face is the second."Game over. This time I won." she grins.(BANG!!)Your death is quick and painless. Not worth the bridges that you burned.The End

DM: You cripple on the damp floor. Few rays of light are coming through the bar but otherwise it is completely dark here.You look around. A crimson solution is dripping from the ceiling. A pile of bones rests in one grim corner. The stench is unbearable.Suddenly, you hear footsteps. The draw closer and closer with each passing moment.You clench at the bars and sceam for help. The answer comes in silence. Tears roll down you disfigured face. You are alone. You are scared.The End

Player: ...imprisoned for lifetime. Let his soul sufferer for his deeds are unforgivable..."

DM: After a couple of hours of searching through your house, you find your dad's trusty revolver! Problem is, you can't use it because your dad has the key to the ammunition on his neck. (He's a responsible parent) His house is just a couple of doors down from yours. Problem is, the fences of peoples' backyards are too high for you to climb, so you can't sneak your way around. You would have to traverse through the open neighborhood full of cannibals in order to get to your parent's house. You can try to sneak to your parent's house in the nighttime, but you can't during the day. They would spot you and kill you on the spot.You have 2 options. You can try to wait until night and then use the darkness to your advantage, or you can forget about it and sneak out through the backdoor of your house and walk to the city.
Player: Sneak through the backdoor

Player: Restart from Town Square

DM: You decide the ammunition is too damn important. You wait for 8 hours until the night has fully settled in. If you're going to get the ammunition, now is your best chance. The cannibals are playing their hand-crafted drums and are dancing around a big bonfire about 2 football field lengths away from you. It is highly unlikely one of them will spot you, as they will be too focused on the bonfire and socializing with other cannibals to worry about you.So, what will it be? Are you going to take the chance, or do you think it's too dangerous and would just rather play it safe and sleep off the night?
Player: Sleep off the night
DM: You sleep off the night in the comfort of your home, and bed. You've just lost any chance of potentially grabbing the ammunition in your dad's house, as the cannibals have decided it was a warm and cozy nesting spot to have a nice, big, family. Since there is nothing left in your house, all you can do is sneak out the backdoor, or decide to barricade and wait for potential help to come.
Player: Barricade it out
DM: You decide to barricade your house and wait it out. A few weeks pass and you've run out of food. Thankfully, it is night and the family that nested up in your parent's house have left. You have another chance to grab the ammunition in your parent's home, or you can sleep off the night on an empty stomach. You do not have enough energy to sneak out through the back door.

DM: You sleep off the night and wake up to a rising-sun morning. The cannibals are still sleeping, and the guards have fallen asleep too. That's not going to end well for them. Now is the best chance for you to escape the neighborhood.
Player: To the city!

DM: You decide it's way too dangerous to run to the lab during the day. Better wait till night. Unfortunately for you, the infection rapidly spread throughout the grocery stores at first, and a lot of cannibals have used grocery stores as nesting places. You immediately get swarmed by twenty cannibals upon your entrance and they devour you. United States = Dead. Unlucky.

DM: It's too goddamn important. You need that ammunition. You sprint off to your parent's place. You climb through an open window and you go to your dad's hidden weapon locker. Guess it wasn't so hidden from you after all. Wait, you need the key! Don't worry though, your half-eaten parents are holding on to it with one of their hands locked together with their partner's. Poor them. They were really good parents too. You open your dad's weapon locker and find the valuable ammunition needed for the revolver to function, unfortunately, the shotgun dad had in his locker was just an old wild west replica that he bought from an auction and the barrel has been filled with cement. Oh well. You check to see if the cannibals are still dancing. They're not; they've gone to sleep and have a couple of cannibals as guards on high alert. No way you're getting back to your house now. You're gonna have to sleep off the night.

Player: Search! I need answers!
DM: You want answers. NOW. You quickly rummage through your boss' files and find an interesting one stating that a faulty product, "Atomic Energy Lab", contained actual uranium as part of the kit and a kid decided to blow it up using a pot of gasoline and flint and steel. Needless to say, the result was horrible. The kid died, the parents died, and the whole house blew up, spreading the radiation everywhere and also killing six other people. Crime scene analysts found that the radiation infected a person's intestines and organs, so when someone ate them, they would become hominidal psychopaths. The infection spreads when someone is infected with the free flowing radiation and a cannibal eats them. For some reason, cannibals are quickly able to detect the radiation in flesh and leave the partially chewed body as it is. Since the person is only partially eaten and hasn't lost a lot of blood, they come back as an infected person - a cannibal.You now have knowledge of the source of the infection.It also states how the government was planning on making revenue from affected persons but the plan quickly backfired when one of the kids decided to use their Atomic Energy Kit too, but not blow it up. The radiation just poisoned them and then turned their neighborhood into cannibals too. The whole government was infected. The military relocated to Guam for "rebuilding efforts." Somehow the quotes don't seem to fully convince you. Hey, at least you weren't selected for that.You now have knowledge of why the infection spread.Right now, you have in your hands one of the most important documents for saving your country, the United States of America. Oh, did I forget to tell you that you're a radiation molecular scientist?! Important detail left out, I know. Right now, you have cannibals chasing you, remember? You have two options. Jump out the window or take the stairs.
Player: Take the stairs

Player: Grab the ammunition!

Player: Go to the grocery store

DM: Thankfully, the generators have also accessed the security doors, so the cannibals can't get in. You run out through the back door of the building. You absolutely haul ass and find this random shed just a mile out of the city. It looks nice to sleep in there.

DM: Uh... the building has 143 floors. Nice try, though. You get happily eaten by cannibals. Unlucky. Try again.

DM: You sleep the night off, once again, and wake up to having an incredibly stiff and cold body. Oh well. Right now, you have two options. You can go back to your laboratory and try to make a cure, or not risk it by going to the laboratory during the day and go to the grocery store instead.

DM: Back to the laboratory. For some reason, you managed to successfully sneak a mile without having a cannibal notice you. Nice job! Give yourself a pat on the back. You can do two things. You can either use the resources the laboratory provides or you can search your office once more to potentially find anymore resources.
Player: Straight to work, I got the info!
DM: You go straight to work. It takes you several months to develop a successful cure, and you have it in easily rip-able bags. You find the group of cannibals who once spotted you and throw these bags on each of them. In a splash of blue, they are immediately cured, but not physically. You tell them what just happened and they help you mass produce the cure. The whole country is cured within one and a half decade, and you get all of the credit, without spilling one drop of blood! Nice work!YOU HAVE ACHIEVED THE SECOND BEST ENDING, PEACEFUL BAD-ASS

Player: 'Nectar'
Player: 'Fire'
Player: 'Flower'
Player: 'Purity'
Player: 'Shadow'

DM: Sweating, you unlock the back door and try to roll Stephanie's corpse out, first checking to see that nobody is around. You see no one. The pan prevents her from rolling evenly, so you use all your strength to lift her up and put her on your shoulder. Huffing and puffing, you carry her down the fire escape to the dumpster. With one hand, you open the dumpster and heave her inside, and then let the lid slam. Surveying your work, you realize your T-shirt is covered with small bits of brain and that blood is all over the black metal fire escape.
Player: Stand around, paralyzed by fear?

DM: The lock slammed shut as Detective Inspector Rick Jones incarcerated yet another criminal. He'd been the lead investigator at the small police department for 5 years now. Being located in a small seaside village, there was only ever need for two holding cells for prisoners; usually used for holding drunkards overnight to sober them up. But this time Jones had caught a more valuable prize - he'd arrested this man on the charges of stealing a yacht. "As a bit of a treat for catching this thief, I'm going to head home early." he announced to his colleagues. There were only four members of staff in the department, and they were rarely all needed at once. He said his goodbyes to Lily and Mason and left the building.
Player: Later that evening
DM: The phone rang. None of the team rushed to get it. Mason continued typing at his computer with his headphones on, and Lily was speaking to someone on her mobile. Jake got up to answer the phone. He was the youngest and least experienced of the team, but he always ended up with the difficult jobs. On the other end of the line was an automated voice. Apparently Lord Wicken's panic room had been activated, and the only people with access to the codes to unlock the door were the police. He turned to the others. Mason was still engrossed in his computer, but Lily had finished her phone call. He informed her of what had happened and she reluctantly agreed to go. Jake didn't have authorisation to go by himself, and there was little point in sending two people for such a menial task as opening a door. Jake pondered for a moment before speaking. "Why would he need a panic room anyway?" he asked Lily."He's rich. He doesn't need a reason." she said, grabbing her belongings. Lily had been the senior officer for several years and had helped DI Jones to solve dozens of cases. She was usually hardworking and passionate, but it was difficult to remain enthusiastic when being called out at such a late hour.
Player: "Tell me more about Lord Wicken." asked Jake.
DM: "I can't say I know much about him myself to be honest. I hear he likes to throw huge parties at his mansion for the public. In fact I think I heard he was having a party tonight." Lily told him. "He lives there with his wife."

Player: Head to Lord Wicken's mansion

DM: Lily drove up the long track to the house. She saw what looked like a woman watching them from the tree line, but, ignoring her, continued to drive towards the building. There were dozens of party goers outside enjoying the evening glow of this hot September night. A man approached her in a dazzling Hawaiian shirt. He looked somewhat excited as he explained the situation to Lily. In the middle of the party, the alarm suddenly went off, meaning that someone had locked themselves inside the panic room. No one had seen Lord and Lady Wicken since the alarm had started. The man grabbed Lily's arm. "I just thought you should know...just before the alarm went off, there was gun shot. Everyone heard it, clear as day."Lily paused for a moment. This complicated things, but her main priority was opening that door. The man led her inside and into a study. The panic room was in the corner of the room, but she noticed that on the floor outside the panic room were hundreds of pieces of a shattered vase. "Get everyone out," she ordered, "And don't touch anything!"
Player: Clear the guests
DM: The man turned just in time to catch a woman running towards the panic room. Judging from her beauty and lavish attire, it could only be Lady Wicken. "Shane! Is Michael in there? Is my husband in there?" she panted as Lily dialed the code to open the room."Jessica? What on earth would I be doing in there?" Lord Wicken said as he appeared behind her.The man in the Hawaiian shirt, presumably Shane, held the couple back whilst Lily entered the room. The three of them stood there in anticipation of what she might find. She poked her head back out of the room."Someone call an ambulance!"Shane quickly ran off to find a phone and the others burst into the panic room. A body lay on the floor in the centre of the room.Lily looked down at the man she had known for years. "It's Rick. DI Rick Jones."

Player: You're hired!

DM: Congratulations! After the previous DI's untimely demise it's up to you to take his position and solve the murder. The autopsy and forensics results are on their way but for now it's time for your preliminary investigation. Lily hands you a photo taken on the night of the murder. "All of the people in this photo were on the guest list for the party - except one." she pointed to a lady with long dark hair who was facing the opposite direction to the camera, obscuring her face. "Neither Lord or Lady Wick know who she was, and neither do any of the guests. We have our first suspect."Unfortunately, you don't even know the woman's name. You decide that a good place to start is to go and investigate the crime scene. Or before you go you could ask Lily what Rick was like as a person and why someone may want to kill him.
Player: Go to the mansion.
DM: The huge abode was in a state of disarray. The party had been shut down by police and the guests were quickly evacuated, leaving behind all of their mess. There were drinks left all over the floor, and a table of food had attracted some hungry insects. Shane greeted you at the door and invited you and Lily inside.
Player: Interrogate Shane

DM: "I was outside serving drinks to the guests. It had just gone 8pm when I heard the gunshot. It sounded like it was coming from the study, and then the alarms went off almost immediately after. Then I waited for the police to arrive.""So you were out here all night?""Yes."
Player: Investigate the crime scene
DM: You and Lily head to the study. The shattered vase had already been taken by forensics for examination. The study was a grand place. Luxurious leather chairs were dotted around the room, and a huge oak table was set up in front of a sparkling window overlooking the extensive gardens. Bookcases hugged the walls as centuries of writing decorated the shelves.Lily explained the situation. "The room has been left exactly as it was found apart from the vase which has been taken for analysis. The only thing missing from the room was a small, antique pocket watch. Lord Wicken said it was a family heirloom and that it had a lot of monetary and sentimental value."The panic room was in a small corner of the study, easily overlooked by the lavish furniture that filled the rest of the room. Inside was where the body was found.Lily hands you a book. "We found him with this in his hands. I'm not sure whether it's important though." You continue your investigation of the room. You notice that the safe inside was wide open. "There was no way anyone could have gotten in to this room?"Lily shook her head. "Not until I opened the door. It can only be opened with an eight-digit code that is found on the police database. And it can only be opened from the outside."

DM: "What was Rick doing inside Lord Wicken's house?"She thought about it for moment. "I couldn't even guess. He never said anything to me about it. He just seemed like a normal guy. He was fun, charismatic, everyone liked him."

Player: Travel Guide to Europe

Player: If you are specialized in Special Forces, you can use camoflage
DM: You activate your camoflage, which takes the appearence of the terrain behind it. To an observer, they would just look through you. You sneak around the sentries, and creep away from the base, smirking at the ease of your escape.

Player: Fight the sentries
DM: Taking cover behind the closest large chunk of rubble, you pop up, aim, and shoot one of the sentries through the hip. He runs away screaming with pain, while the others take cover behind rubble.

Player: Combat Choice
DM: You crouch behind the rubble, planning your next move...
DM: 'I Surrender!' You emerge from cover with your hands up.One of the sentries, her face hidden by a dark helmet visor says: 'Sorry to do this to a guy so young, but orders is orders. Fire!' She and her comrades open up at point blank range, (take away 17 health) and you black out. If your health is 0, your adventure ends here.You awaken in a ditch with a body full of pain, but functioning. Your jumpsuit prevents maiming and such by dissapating the energy of a shot, but it results in burns and pain instead. Fortunately, the sentries left all your gear, and your Plasma Pistol. You get moving as the sun rises, with a body and determination on fire.

DM: You creep past the sentries, aware that if they detect you, you will be at a massive disadvantage. Pick a number from the Random Number Table.
Player: Random Number Table
Player: If the number is 10-5
DM: After concealing yourself, you look through your binoculars. The area is deserted. However, you feel uneasy about this place. Your soldier's sense is telling you it could be a trap. But your soldier's sense also feels weird and unnatural. This is not the ideal ground for an ambush. But you never know...

Player: If the number is 0-3
DM: You sucessfully sneak past the incompetent sentries without giving yourself away. You pull your map out when you are a safe distance away and head off in the direction of Tel-Ignato

Player: Evade the sentries

Player: Go forward anyway
DM: You creep forward, quelling your fear with characteristic self-discipline. No-one. Your sense of unease grows as you move further put into the open.You get more and more nervous. Your hands shake.AGGH!You scream, daring your unseen foe to attack, to end the suspense...Nothing. Puzzled, you move forward. A metal disc lies buried in the dirt and you can detect a faint humming. Of course! it is a sonic guard, emitting an almost inaudible hum which makes humans jittery, tense and nervous. You mistook your instinct for this artificial piece of woe.You crush the crummy machine under your boot, and set off through the checkpoint and out onto the grasslands, as the sun rises behind you...

Player: Run. Flee. Retreat
DM: You break cover and run, taking a hit to the knee and back each as your adversaries shoot at you. Your jumpsuit converts the hits into heat, but you recieve a burn (take away 1 health). You also trip and whack your head (take away 1 health). After getting up, you head off in the direction of Tel-Ignato, knowing that you are safe for now.

DM: Your name is currently Aag.Choose the fourth letter in your character's name, or click the link to Chapter 1-Prologue to begin.YOUR HEALTH: 100%
Player: a
DM: Your name is currently Aaaa.Choose the fifth letter in your character's name, or click the link to Chapter 1-Prologue to begin.YOUR HEALTH: 100%
Player: s
Player: e
DM: Your name is currently Aaaaae.Choose the seventh letter in your character's name, or click the link to Chapter 1-Prologue to begin.YOUR HEALTH: 100%
Player: i

DM: You sneak past the sentries, who don't notice a thing, they are now playing a card game.Whew!A twig snaps under your feet and the sentries jump up and dive for cover behind chunks of rubble, drawing their guns and hitting you with a quick snap shot (Take away 2 health). You quickly duck behind cover and consider your next move...

Player: Let them stay here a while.
DM: Yes, that may be best. Let us think about it a while, and more importantly, let them think. They will bang on the walls and doors, but there will be nobody on campus this long weekend, most likely, and there is no cell service in that room.I picture tears and decisions, and vows to treat girls like you better, and they will realize how valuable I am, and how fine my sabbatical presentation was. And when they are released early next week, they will have all become finer people who treat me with respect.We can dream, my Meg, you dear dead dork, you. Watch over them.This ends my required Sabbatical Presentation. Trusting that it was satisfactory.

Player: Try to use the bubbles you've created to hide and slip away
DM: By now your thrashing has created a giant mass of bubbles. You're sure the sharks can barely see you. Quietly you roll up into a ball and let yourself drop through the water. Slowly you fall out of the bubbles. While the ashakrs enter the cloud of air bubbles looking for you, you'll swim underneath them and make a break for land. But the sharks don't swim into the mass of white bubbles. Instead, they immediately go beneath it and lunge for you. As they all start taking bites of you, you remember how sharp their sense of smell is...

Player: If the number is 13-20
DM: Your shot hits! The beam of plasma lances through one of the sentries' shoulders. The sentries run like the bunch of incompetents they are, and you take out your pack, examine your map and head off in the direction of Tel-Ignato.

Player: Ignore her and continue eating, intending to clean the pan after breakfast?
DM: You ignore her. After all, her demands are unreasonable. You respect the fact that she doesn't eat meat, but does she have to whine about the smell? The bacon is fresh and the eggs hot. Hungrily, you devour your breakfast while listening to her continued ravings against animal flesh. When you are finished, you clean your plate and the pan and decide what to do on your day off.
Player: Play your newest PC game, Divine Divinity?
DM: You go back to your room and bring your computer out of sleep mode. The Neverwinter Nights DVD is already in, so you just double-click the icon to start the game. As you begin to relax, Stephanie comes into your room and wants to talk about her boy problems. She stands right next to you, and doesn't get the idea that you're playing a game, continually jabbering about the guy she met last night at a bar.

DM: You walk through the door and are met with a blast of heat to the face. You are standing in a long hallway, and jets of fire are shooting out of the walls at random intervals. The voice has to shout to be heard over the roar of flames."This is the Roastery. All I can say is stay safe, follow fire drill protocol, and avoid breathing smoke. Good luck."
Player: Time the flames and run
DM: You have no idea what those directions mean, and you rack your brain for an answer. Needless to say, you come up short.You figure that you only other option is to attempt to time the flames and sprint to the other end of the hall.You watch the jets of fire, trying to find a pattern. After a few minutes, you think that you have it down. You take a step forward, and the first jet goes off in front of your face. You take of sprinting, and make it about five feet before a jet goes off right into your side. You scream, as you feel your skin literally melting off of your body, before crumpling to the ground, a crisp husk, completely fried and dead.

Player: Firing Range
DM: You walk to the firing range, enter and join the shooters. You take out your weapon and put 3 shots on the bullseye in sucession. The gunners look at you with admiration, and they bring out their best, a woman by the name of Celia. A pool is formed as the gunners form an impromptu competition. You pay your five credits (deduct this from your stash) and take your shots. (If you do not have 5 credits, you must admit this to the gamblers and leave)Soon, just you and Celia are left in. You take your final shot, as does she. This is the most difficult target, and you are not sure you can hit it...Pick a number from the Random Number Table and add it to your Marksmanship. If you have a Plasma Carbine or Rifle and want to use it, add 3 more. Rifle ammo is provided by the club, you don't need to spend cartridges.

DM: You draw your weapon, pointing the buisness end at the operator.'Don't you earn enough? Or are you just greedy?'The operator whips out a tiny Holdout Plasma Pistol, a weapon made to conceal and hide until danger threatens.It is a tense moment.Pick a number from the Random Number Table.
Player: If the number is 6-10
DM: You and the operator slowly lower your guns. 'Look, I need some money, and fast.', says the operator. 'I can sell you this pocket pistol for 20 credits.'You can buy the Holdout Plasma Pistol if you want. (record it as an item and deduct the 20 credits)The operator raises the checkpoint barrier, opens the gates in the city wall and you walk through into Tel-Nayron.

DM: 'Because of this!' The operator pulls out a Holdout Plasma Pistol and fires at you, hitting you in the chest. (take away 4 Health) You rush to the operator's booth, shove the fat man out and hit all the buttons on his control pad at once. The gate in the city wall opens, and you dive through as a volley of shots fly over your head. You quickly move forward into the city.
Player: Inn

DM: You see your shot miss, and you then get hit by the sentries' return fire (lose 2 health).You duck back down.
Player: Shoot at them with your Plasma Pistol
Player: If the number is 5-12

DM: AAAA
Player: s
DM: AAAAS
Player: o
DM: AAAAAO
Player: l
Player: z
DM: You are called AAAAAAAZ
DM: A
Player: X
DM: X
Player: w
DM: AW
Player: z
DM: AAZ
Player: f
DM: AAAF

DM: *sticks his tongue out*
Player: Dangit

Player: You explain to the gamblers that you do not have 5 credits. You leave the Firing Range.

DM: You both fire in the same instant. You are hit in the shoulder and chest (take away 3 health), while the operator slumps back and collapses. You check his pulse. He is still alive. You use his control panel to summon an ambulance and open the gate. You enter the city.

Player: If the number is 5-17
DM: Your shot hits, but on the outer ring of the target. Celia has hit her target dead centre. Shrugging, you walk away, knowing that there will always be a better shot than you out there somehow.The contest has tired you out, so you make your way to the inn.

Player: Return to the Breach

DM: Tired, you make your way to an inn. It looks nice and homely, a classic largish tavern with rooms above. This is no ordinary inn however. The building goes up for about 100 metres, with a watchtower and radio transmitter on top (They are probably renting out the top floors to the government and telecomms.) The building is covered in a stone facade, making it look like an out of place lighthouse. The sign above the door reads: Jolly Trader's Lodge.After taking all this in, and seeing a card game through the window as well, you decide this place looks good, and enter. You talk to the cashier, who tells you that you can sleep on one of the top floors for a credit, or take an ordinary room for 3 credits. You sit down at the card game. You are a good gambler, your mind still sharp, and soon have some more credits for the journey ahead.Pick a number from the Random Number Table, and add 6 to it if you are over 15 health. Add this number of credits to your stash.Eventually you bid your fellow gamblers good night, pay for a room (deduct the cost from your stash) and climb the stairs to your room. You lock the door, realising you haven't had a night's sleep for over 24 hours now.You slip into a dreamless slumber...
Player: If you have an ordinary room
DM: You awaken in the morning refreshed and invigorated (restore 10 health), leaving the inn cheerfully, ready for the next stage. From all the warnings about hired rooms you've recieved over the years, that inn was a nice turnaround.

Player: The inn

DM: Your shot hits it's target, dead centre. Grinning, you collect the 35 credit pool and walk out, leaving Celia stunned.You decide it is time to get a room for the night, the contest has tired you out. You head for the inn.
Player: If you have a room near the top floor
DM: You are awakened early in the morning by the shift change, and cannot get back to sleep with the loud noises issuing from above. Irritated, but thankful for some sleep, you go downstairs and get some coffee for a credit. (deduct this from your stash) That should keep you awake.

DM: Two oxen pull a plow at the farmer's direction. The ox on the left speaks to the other. "You're slowing me down. I bet I could pull this plow better without you."The other one scoffs. "Ha! Don't get ahead of yourself. This is a two-person job. There is a reason the yoke connects us.""My statement still stands," the first ox speaks. "Right now, I'm pulling the plow, farmer, and you.""If you say so," the ox on the right says. Turning to the farmer, he adds, "My friend says he can do this job alone. Can I have the day off?"The farmer nods and configures the plow to be pulled by a single ox. The ox on the left struggles to pull the plow and barely gets through the rest of the job without collapsing. Moral: Don't underestimate the help of others.
Player: The Oxen

DM: You grab Thanos by the handYou: "I got you, Don't let go!"Thanos: "You risk your life to save me?"You: "That's the way of the Avengers!"Thanos: "Then the Avengers are greater fools than I once imagined!"Thanos tries to punch your arm, causing you to lose your grip of his hand and drop him to his death.You: "NO!"You grab the ledge and pull up, now to make your way back to the Avengers.
DM: Although you attempted to rescue Thanos, some men can't be saved.As for the new base, well, it's Avengers Mansion.-----------------------------------------------------------------------------------------------------------------------------You and Carol fell in love and are closer than ever.----------------------------------------------------------------------------------------------------------------------------Watch out for the next game... It'll come soon.
Player: Post Credit Scene
DM: There are two men walking along the hallway of the White House. Man One: "What do you think of the president's decision?" Man Two: "Does it matter? The guy has power over every aspect of this country."Man One: "Well, I can't blame him. It's time for something to give, 98 casualties."Man one places his hand against a platform on the wall. It scans his hand and a door opens. Inside the door is a room, inside the room is nothing but a table, and apun that table is a large booklet that reads...."The Superhuman Registration Act"

DM: You aim for a vehicle parked near the barricade. You pump fire into it, and so do your friends. A fireball consumes the barricade before you whizz through the wreckage unscathed, leaving the Taktat Troopers behind, far behind.

DM: You and your squadmates blast a gap in the barricade and force the troops to take cover. You zoom through the gap, and the Tektat Troopers open up with rifles. You turn around and get ready...
Player: Combat choice
DM: What do you do? There is time for one exchange of fire before the hover transport gets out of range, and to safety.
Player: Fire with Rifle

DM: You miss pathetically. So do your friends. Shots from the barricade penetrate the armour and the hovercar becomes a fireball... but not before Harridan hits the ejection button, expelling you all far into the air.You realise that some idiot forgot to pack parachutes into the ejection seats, and you are going to have to rely on your jumpsuit.WHACK!You slam into the hard, unyielding ground and realise a soldier from the barricade is coming toward you...
Player: If you are a Special Forces member, you can use camoflage
DM: You activate camoflage.The Taktat trooper from the barricade walks over, nearly squashing your stomach. as his footsteps fade, you quietly head off to 3rd division. After an hour of walking you find the rest of the transport's inhabitants, and radio the 3rd division. They send another hover transport, on auto-pilot, to bring you to safety.

DM: You get your equipment chest and overload your seeker's helmet speakers. The poor guy screams, wrenches his helmet off, and staggers away. After an hour of walking you find the rest of the transport's inhabitants, and radio the 3rd division. They send another hover transport, on auto-pilot, to bring you to safety.

DM: If you don't get him in one shot, he will radio your position. This will be tricky. Do or Die. You take aim and fire.Pick a number from the random number table and add it to your marksmanship. Add 5 if you are using a Plasma Rifle and drop 1 rifle cartridge. If you have and want to use a Carbine, add 2. (you cannot use both.)

DM: Harridan yanks the steering wheel hard, dodging shot after shot. Unfortunately, a shot meant for her hits you. 'Sorry!', she yells over the wind. (Take away 4 health). Finally you escape the enemies' guns and leave them in the dust...

DM: You can't hit your enemies with this thing! Thankfully, Psych opens up with his rifle, providing you with cover. You are hit by enemy rifles in the chest (take away 5 health) and black out. When you awaken again, you have left the Taktats eating your dust and plasma.

DM: "All you have to do... is shoot that glass bottle over there". He points to a small beer bottle about 50 feet away, apparently this man had it set up on a special stand, wating for some one to come out of a gun store... Creep....
Player: I will use my manly skills!
DM: An average man is stronger than an average woman, you take out your gun with only one hand and shoot it without taking any recoil. Too easy for you...

DM: You wait for him to attack. He attacks form all directions and gets no hits. He keeps going and hits a blow on your left leg. You step back for another solution.
DM: You attack him with swordcuts from all angles. He is forced to block them. You manage to get a cut on his left arm. He jumps back and preapres to attack.
Player: Defend 2
DM: You stay on the defense and he sword keeps coming at you. He seems he won't stop. You go to do something to turn this around.
Player: Final Attack
DM: You attack and attack ta him until you land a few hits on him and he falls to the ground. He has blood coming out of his whole body. He asks, "Do you intend to kill me?""I may." You don't feel right doing it, but he may be a threat later in life.
Player: Spare Him
DM: "You may have some great victories in the way of the sword, but I have more duty to rid this land of a great evil. You may live, but never return to Varon. And if you do I'll have no choice but to end you... forever."He gets up and with his old gaze replies, "I acknowledge defeat. I retake any claim I've got to Kai. You are a worthy man to marry her. May you two live in harmony for all enternity." He bows to you and asks to King Ponis, "May I see your healer?" "You may." For that is the last time you see Warren .A few hours later when a feast is prepared for your victory a messager comes and announces, "The dragons are here."

DM: Your shot flies out, the trail of plasma extending from it. The dart lodges in your victim's helmet, extending the beam through his head and discharging energy. The lone figure falls back, dead. You quickly run, before more show up. After an hour of running and walking you find the rest of the transport's inhabitants, and radio the 3rd division. They send another hover transport, on auto-pilot, to bring you to safety.

Player: If you are a medic
DM: You search in your medical chest and find some mercifully chilled water, a gas mask, and your defibrilliator.You drink the water to prevent dehydration, quickly strap on the mask, preventing the fumes from affecting you.The world slows down.Your heart is stopping.You cling to a thread of conciousness and zap yourself with the defibrilliator.Ugh!You are alive! The fire has burned itself out here, so you can continue on your way.After an hour of walking you find the rest of the transport's inhabitants, and radio the 3rd division. They send another hover transport, on auto-pilot, to bring you to safety.

Player: Hold fire until you can unleash a volley
DM: 'Hold your fire!'You wait. Two squadmates fall under the constant fire, which found a way around their shields. The charge gets closer, and closer... You are hit in the side (lose 2 health). Two more squadmates collapse, their shields melted down.'Fire!'Your squad fires a volley. A bunch of enemies drop. The charge slows.'Fire!'Pick a random number from the Random Number Table.

DM: You and the other snipers take aim at the enemy gunners. The target is difficult to see, with only the moonlight and intermittent plasma flashes to light them.Pick a number from the Random Number Table. Add it to your marksmanship. If you have a Rifle, have 5 ammo and want to use it, add 5 more. (Drop 5 ammo from your stockpile.)
Player: If the number is 16 or less
DM: You and your squadmates hit a few gunners, but it is not enough. You are hit by one of the rapidfire plasma guns as the gunners realise they are under fire.(take away 4 health). You take cover and wait.

DM: You and your squad open up on the rocks, certain that there are troops hiding. You don't actually achieve anything, but you do know they're there; you get hit on the arm with a shot fired from the rocks. (Take away 3 health). Fortunately, the enemy guns have stopped firing.

DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaaaj...
Player: T
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaaaat...
Player: L
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaaaaal...
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.Aaaaaaaa> Quel est votre genre ?

Player: Awesome! Let's go!
DM: Five minutes later: You all gathered in your bedroom. Sara's plan is detailed enough - she would conceal some weapons and act as if she needs shelter. If they accept her, she would tell them a story of her encounter with looters, which is partially true. After she gains their trust, she would tell them of the plan and ask if they would like to join. It's a good plan, sure, but it's way too dangerous. You volunteered to go with her. "Thanks, Ben!" She hugged you. So, now your job would be to cover her if she runs into trouble. You decided to bring another friend with you. Who would you pick? Jason: good with a shotgun and close range weapons, also good at escaping. He can cover you from zombies. Bob: Excellent at talking his way out of a situation - or killing hs way out. He can be back up for Sara, but you would have to watch your own back. David: Natural Marksman. Can provide extra cover for Sara but leaves both of you uncovered.
Player: Jason
DM: Well, turned out that none of it mattered, because the looters came themselves. Six people in the same SUV just stopped in front of your house. Get ready!

DM: You decide to become an aide for the A/V department.You can do whatever you want. What would you like to do:
Player: Stay In the A/V Office
DM: You decide to stay.While chilling in the A/V office, watching daytime court dramas, Number 4 from the Fairview Cult passes through and hands you the Fairview Cult Bulletin. Then, he asks you if you would like to join the cult. What do you say:
Player: Say "Hook me up!"

DM: You feel the doll's eyes draw you forward and can't help but to pick her up and stare into surprisingly deep eyes. Suddenly you feel as if your soul is sucked out of reality only to find yourself in the same room. Only now there is a set of stairs leading down into a dark abyss. The doll is also gone from your hands and back on your flood, leaving the vial of water in its place. The other objects in the room are also gone, and a circus tent shaped music box and a spinning zoetrope have now appeared next to the doll. A malevolent presents fills the direction of the toys, but you sense the vial you hold will only work on one toy. As you uncork the vial and prepare to choose, a voice calls from the abyss below the stairs begging for help. Choose wisely.
Player: The stairs
DM: You descend down the stairs frantically searching for any source of light, while also calling for the source of the voice. Suddenly You feel sharp pain in your ankle, realizing too late that something has grabbed you. Before you can react your leg is pulled out from under you and you careen down the stairs hearing a series of snaps and pops. You are unable to move as a weight presses on your throat, slowly suffocating you.

DM: You put in the cheat code for exit game. And then... nothing happens. But whats this? Hey your weapons dissapearing! And so is your armor! Its working! You think happily. Then finnaly... nothing else happens. Your stranded here alone. No armor nor weapons to back you up. Not to mention all the monster running around. I will spare you the gory details. But right now its game over!

Player: Fire at will
DM: 'Fire at will!'Your squad opens up. Beams and bolts of plasma whizz through the air, creating a spectacular laser show. The Taktat shock troopers fire as they charge. The casualties mount as four of your squad fall to the ground. The shock troopers fall much faster, six under your own plasma, but they have the numbers to keep going. You are hit on the helmet several times, lose 8 health. They eventually reach the crest of the hill and halt. Your artillery cannot fire as your squad is in the way. Both squads fire a spectacular volley...Pick a number from the Random Number Table.

DM: You and your snipers find your targets with ease, popping off shot after shot at the hapless gunners, who withdraw from the hill. You see three gunners drop under your own fire. Your squad has some impressive snipers.

Player: If the number is 5-10
DM: The light from the shots is blinding, but you manage to see your troops turn and run, some falling as they do. They discard their shields and run, fleeing the terror and chaos that surrounds them. Then, you are hit in the back with point blank Plasma Carbine shots. Filled with dispair, you sink to the ground, sink into a sleep you will never awaken from.

DM: You and your squad drop your shields and charge down the hill after them, firing. You nail seven troopers before they reach the bottom of the hill, running for the safety of Hill 5. They are scared shitless, chucking down their guns, everything, as more and more fall. The 501st charges after them, certain that victory is near...
Player: If you did not drive the enemy gunners away
DM: The enemy rapidfire plasma guns open fire, covering the Taktats' rout. Hawk falls, and you are knocked to the ground as your suit dissapates energy from five bolts of plasma (deduct 5 health)'Fall back!'The 501st squad retreats in good order back up to the crest of hill 4, hauling the wounded with them. You sigh in relief, this commanding thing is very stressful.

Player: Pursue

Player: Nothing much, why?

Player: If the number is 8-15
DM: You open up on the figures, nailing them with ease with your squadmates. The enemy team lays down a barrage, then gets up and charges. You sneak around them and come at them from all directions, surrounding them. They raise their hands. You knock them out and take a total of 10 credits off them. If you want you can take a Plasma Carbine and 5 Plasma Rifle Cartridges. The enemies are injected with a strong sedative to keep them quiet, then you move on into the forest, knowing that each downed enemy is one less for your squadmates.
Player: A second skirmish

DM: As soon as the Ting of the bell sounds the woman snaps to life. "Ah yes, you would like a room that would be 20 Dollars a night." She said quickly. It sounded almost like a recording the way she said it. You look at her eyes and see a sort of hollowness, as if only the body were alive but not the soul. You get out twenty dollars from your pocket and hand it to her. She takes the money and gives you a key. "Room 29." She said simply before slipping back to her constant stare at the entrance. You make your way to your room and open the door to a nicely furnished room, luckily for you there are no flowers in here to sicken the air with their powerful aroma. You quickly close the door and get settled in. It is getting dark outside and you turn on a few lights. As you sit on the comfy bed you...
Player: close your eyes and go to sleep.
DM: You turn off the light and your eyes close almost immediately, shortly after you drift and fall asleep... Ahahahahhaaha....Laughing, hideous laughing, assaults your ears. You know you are dreaming, but you can't wake. A light appears, a flash of red... You are running through a dark alley, pursuing a small running figure. You run on all fours and feel great. Energy and Adrenaline is pumping in your veins. You gouge deep grooves in the ground with your claws....'wait claws?' you think to yourself, but shrug it off as your quarry draws nearer to you. You swipe at it, tearing open its back with your claws. You set upon your prey, tearing it limb from limb. You throw the corpse against the wall as you finish and then your blood runs cold. You look at the face of the corpse and realize......its you...... You wake with a jolt and come face to face with a giant mouthful of fangs, dripping blood and gore. You blink in fright and it disappears. 'Jus-just a trick of the mind....from the nightmare.' you try to reason with yourself as you look around your room, not moving from the bed.

Player: You wait...

Player: If the number is 0-7
DM: Your shots miss, while your enemies lay down a barrage, one shot hitting you and doing 4 damage. The soldiers fall back to a safer part of the forest, and you go on to find another fight.

DM: You go on through the forest, meeting up with more squadmates. You have penetrated deep in the forest when you stumble upon a group of Taktat troopers. They are facing another way, completely unaware you are sneaking up on them...Take a number from the random number table. If you are a Special Forces member, add 3.

Player: If you are an Engineer
DM: You motion for the squad to stop, then pull out your workshop chest. You motion to your soldier to cover their ears before getting out your modified radio. You quickly find their frequency and, changing your voice with your Vocoder, say: 'UG troops dead ahead, fire!'The poor suckers open fire, distracting them while you sneak around to the rear. You move in, and get very close, but you step on a stick. CRACK!The Taktats turn around, and start drawing their pistols. Your squad has no choice but to quickly go in with knives. After the bloody work is done, your squad takes their dogtags (It is only possible to takes these from dead soldiers, they are anchored into the neck.) You find one, which says: Squad Ldr. "Nightstalker" You can take this if you want (mark it as 'dogtag, Squad Ldr. "Nightstalker").You move ahead to find another fight. It is getting lighter.

Player: Third Skirmish
Player: Try to get away before they see you
DM: You sneak away, realising you can't win this fight. You walk on...
Player: The clash

DM: You sneak in, and get very close, but then you step on a stick. CRACK!The Taktats turn around, and start drawing their pistols. Your squad has no choice but to quickly go in with knives. After the bloody work is done, your squad takes their dogtags You find one, which says: Squad Ldr. "Nightstalker" You can take this if you want.You move ahead to find another fight. It is getting lighter.
Player: Open fire on them
DM: You fire several shots at them and they respond. You take potshots at each other until you get hit twice in sucession. (lose 5 health) Deciding you can't win, you sneak away with your tail between your legs.

DM: You feel the sudden urge to cough. Now. At the worst possible time.What an odd and $#$&%&$&#^ing annoying coincidence, %$*&%!#*ing #$%#.You cough. You and the squad take to your heels as a barrage of beams lance out from your enemies. You lose 6 health from the shots and again curse your stupid involuntary bodily functions, then look for a fight you can win.

DM: You meet up with the rest of the squad, and the squad is whole again, except for the wounded. Just as the 501st comes together, a group of dark shapes can be seen through the trees in the distance.The opposing sides watch and wait... watch and wait... Then, the two squads simultaneously leap up and charge screaming into the fray. Nemo yells his rallying cry 'Forward the Frontier!' and blasts away at the figures. You charge in with adrenaline coursing through your veins, popping off shots before drawing your combat knife and leaping into the melee. You face an enemy trooper, catch his knife with yours, force it downward and while his attention is occupied blast him with your pistol in your other hand at point blank range. You turn to the side and see Gambler on the ground with a trooper standing over him. You bury your blade between his shoulderblades before helping Gambler up and lashing out at a trooper in your peripheral vision with your boot...The swirling melee continues, with snipers and supporters pouring shots into the battle. The melee hinges on a precipice...
Player: If you won at least 2 skirmishes in the forest

Player: If you did not
DM: Taktat troopers burst out of the trees behind you, enveloping the 501st squad. You fight on valiantly, but outnumbered 4 to 1 you are doomed. Your squadmates are cut down around you, and you are hit hard in the back, forcing you to the ground. The last thing you feel is the cold blade of a knife in your neck seeking your life...

DM: The melee continues, and the 501st's superior training shows as they force their way through the press of enemies. A wedge of troops led by Nemo splits the enemy force in half, and the UG forces move to surround the dwindling troopers. They run, routed out of the forest, leaving more than half their number behind.Your radio squawks: 'Sentinel! You've done all you can. Fall back to the Tel-Ignato road with the 486th squad and get into your hover transports. Head for the fortress at Tel-Nadr. Out.'

Player: Retreat
DM: The 501st squad marches back to hill 4, where they find the 486th squad. The 501st and 486th pick up their casualties and head back, past the HQ, past the AA guns to the depot. The 501st and 486th salute each other, climb into their squad transports and drive off with the sun rising, leaving the battlefield that has claimed Hawk and Blue's lives, with many needing treatment, and leaving pretty much all the squad with a scar or five...The main strength of UG troops and guns is forced back, but they never give way and run. All the way to the depot, the UG troops are a cohesive force. Taktat troopers capture the HQ and shut off the Hover-destabiliser, bringing up fast attack vehicles, but the United Guns 3rd Composite Division is already away, making the pursuit futile. They have escaped to fight another day, preventing an easy, quick, unstoppable suprise invasion. The enemy will find out it is not that easy to catch the United Guns napping...-First Strike ends here-

DM: The next and final issue is the spread of a new religion. The worship of Ka, a monotheistic Creator God, has grown popular among young Orcs for reasons you're not sure. This is leading people away from the worship of the many Gods, especially Gorgok.
Player: Don't ban the religion of Ka
DM: You decide against banning the religion of Ka. The religion spreads slightly throughout the village, but fails to gain a significant foot hole among the Red Blades.
DM: You walk through the village, watching the villagers. You're tired of fighting and making decisions, so you're heading home. You reach the large chieftain's hut.

DM: First day on the team. You make your way through New York city. Your Mom and Dad (Scarlet Witch and Vision) have been on the team since you were born. You are so nervous that you don't even know what to do. You have always looked up to Captain America, and today is the day that you meet him in person! You will soon fight along side your dream team. There you stand, at the door of Avengers tower. What do you do?
Player: Quickly run to the store and get everyone a gift before going in. You need a good first impression.
DM: You used your super-speed to run to a few different stores. Finally, you're back. You got some material to make an arc reactor for Tony, some heavy duty red, white, and blue paint for Cap's shield, arrows for Hawkeye, and chocolate for Ms.Marvel, you don't really know much about her yet, so chocolate sounded like a good idea. After all, everything you got is a little cheesy. Slowly, you enter the building. "Hello?", you call out to the empty hallwayJarvis: Hello, Thomas. The Avengers are awaiting your company on level 43. You board the elevator and make it up to level 43. There, you see the Avengers sitting at a table."Hello." you say.Tony Stark: You're late. Not a good way to make a first impression.Good thing you brought gifts. You hand them out and everyone enjoys them.Suddenly. Jarvis is heardJarvis: Avengers, there is trouble in Central Park. Captain America: What kind of trouble?Jarvis: Ultron kind of trouble.Captain America looks to you, then to the rest of the group.Cap: AVENGERS! ASSEMBLE!!!

Player: To Central Park!
DM: You all make your way down to Central Park. That's where you meet UltronIron Man: Ultron. Always nice to see you.Ultron: I have neither the time nor patience to deal with your sarcasm, Stark.Iron Man: Woah! Don't gotta be so rude!Ultron looks over at you.Ultron: You.... You are of my family.Vision punches UltronVision: My son is no part of you, Ultron!Ultron:Son? Very well.Ultron's bots come from the sky and surround you and the rest of the Avengers.Cap: You alright, kid?You nod, and prepare to fight.Cap: Good! Stay on the ground, you're not ready to take on Ultron yet!
Player: Engage Ultron's goons

DM: Slowly, you enter the building. "Hello?", you call out to the empty hallwayJarvis: Hello, Thomas. The Avengers are awaiting your company on level 43. You board the elevator and make it up to level 43. There, you see the Avengers sitting at a table."Hello." you say.Tony Stark: You're late. Not a good way to make a first impression.Suddenly. Jarvis is heardJarvis: Avengers, there is trouble in Central Park. Captain America: What kind of trouble?Jarvis: Ultron kind of trouble.Captain America looks to you, then to the rest of the group.Cap: AVENGERS! ASSEMBLE!!!
Player: Try to battle Ultron
DM: Cap: NO!!!You leap into the air, and with one swing, you grab Ultron's head and slam him to the ground. You sit on him and begin punching his Adimantium face. Suddenly, he fires his beams out of his mouth and you go flying back. Ultron rises to his feet, and then walks over to where you are laying.Ultron: Never did I forsee such imperfection in my bloodline. You are worthless.Ultron prepares to shoot a fatal beam at you, when Falcon jumps in the way of the beam. He takes a lot of damage.You rise to your feet and swing your fist at Ultron, he twists your wrist and you fall to your knees.Ultron: I will end your miseryThe last thing you hear before Ultron fires his beam at you is Scarlett Witch screaming, "THOMAS!!! NO!!!" You are Dead.

DM: You begin taking down the bots one by one. With the Avengers together, the goons are dropping like flies. Iron Man flies up to Ultron and begins fighting him.Captain America: Where is Spidey?Falcon: God only knows! He won't let anyone know who he is, let alone what he does on his freetime.The bots keep coming at you one by one.Suddenly, one attacks you from behind you and you fall to the floor, wrestling with the bot. You look to your fellow Avengers, all who are pre occupied with their own bots. It's your duty to destroy this bot. What do you do?
Player: Reach for the power source (Heart)
DM: You try to pry away at the bot's chest, but it won't budge. No matter how hard you try, it's chest plate won't open.The bot's hand becomes a blade and he drives it at your head. You struggle to keep the blade from your head, but you are not strong enough. The blade pierces your brain.You are dead.

DM: Tony: Kid, Ultron is an artificial intelligence program designed by one of our former members, Hank Pym. Hank designed Ultron to make the world a better place, Ultron thought that the only way to achieve perfection was to extinguish humanity all together! We have stopped Ultron countless times over the years, but he always comes back! Wait..... Didn't your dad tell you this? After all, he was created by......Vision: Tony, stop! That's enough! My family will have no ties to that monster! He may be my creator, but he's not my father.Tony: Okay then. JARVIS! POWER UP MARK 42!

Player: Take it and stab him
DM: You take advantage of this opening and stab him through the heart. He falls down, dead.

DM: You ball up your fist and begin striking the bot in the head. Punch after punch. The bot is getting heavier, as you try to lift it's weight off of you. You loose your grip and the bot tumbles onto you. Just as he is about to take you out, and arrow shoots through it's head.Hawkeye: Pay attention next time, newbie!You lift the dead bot off of you.You look to the sky and see Iron Man in the air, battling Ultron. You: Should we help him? He looks like he's getting beat up pretty bad!Captain America: No! Your orders are to stay on the ground. There are plenty of bots you need to worry about!You continue to take out the bots, one by one. Finally, every bot has fallen, except for Ultron. Ultron and Iron Man are still battling in the air. Ultron grabs Iron Man by the helmet and slams him to the ground. Ultron slowly floats back down to the ground. Ultron: This is truly what you were meant for.Ultron lifts his foot, and stomps on Iron ManCaptain America: AVENGERS! HIT ULTRON NOW!!!Everyone comes at Ultron from all angles. Hit after hit, he appears to be weakening. You fly in towards him, and he grabs you by the face.
Player: Attempt to pry his fingers apart
DM: You try to pry his fingers apart, but your struggles are useless. He begins crushing your skull until you finally pass out.You Are Dead

DM: You twitch your fingers and motion the bot off of you. It goes flying and you rise to your feet.You look to the sky and see Iron Man in the air, battling Ultron. You: Should we help him? He looks like he's getting beat up pretty bad!Captain America: No! Your orders are to stay on the ground. There are plenty of bots you need to worry about!You continue to take out the bots, one by one. Finally, every bot has fallen, except for Ultron. Ultron and Iron Man are still battling in the air. Ultron grabs Iron Man by the helmet and slams him to the ground. Ultron slowly floats back down to the ground. Ultron: This is truly what you were meant for.Ultron lifts his foot, and stomps on Iron ManCaptain America: AVENGERS! HIT ULTRON NOW!!!Everyone comes at Ultron from all angles. Hit after hit, he appears to be weakening. You fly in towards him, and he grabs you by the face.
Player: Increase your density and get out of his grip
DM: You increase your density and get out of his grip. You slide your hand through his spine and then lower your density, damaging Ultron. He falls to his knees, and he looks at you.Ultron:How foolish can a mortal be? Captain America crushes Ultron's head before he got a chance to explain.
DM: CONGRATULATIONS!!! You made it past the first mission of your Avengers career. You have earned the trust of your fellow members, especially Captain America. Scarlet Witch and Vision are proud of your progress.

DM: Upon accessing the laptop, you find that there is a large portion of the screen in the top-left where the cursor will not travel. How odd... that strange vibration must have damaged the hardware somehow.Fortunately, you still have access to the start menu.
Player: Open Internet Explorer
DM: You open Internet Explorer. Unfortunately, due to that strange cursor issue, you can't access the address bar to go anywhere.As you're about to shut it down, you notice the favorites button. Excellent - you're able to open it! Of course, your browsing ability will be limited to Jules' favorite selections - apparently an eclectic assortment.
Player: Go to urbandictionary.com
DM: You go to Urban Dictionary, where you discover that the word of the day is "Eat a Bag of Dicks." A colloquialism expressing rejection of a person or idea based on its merits, usually in response to a disparaging remark, or as a derogatory characterization of the subject. Interesting, though arguably unhelpful in your particular predicament.

DM: You are sitting in your room in the Avengers Tower, when Jarvis comes on the loudspeaker.Jarvis: Avengers. We have just received word about a local Hydra base under ground in Texas. Please report to the meeting room for details.

DM: As you are beginning to wind down for the evening, a sudden phone call startles you. Checking the call ID, you notice that it is coming from the school. You answer wondering what they could possibly want, "Hello?""Yes, Grayson. This is Mr. Smith. I was just informed of an incident that happened in the lab this afternoon," came the voice on the other end of the phone."Oh?" you question slightly nervous."I'm glad nothing happened seriously to young Lexus, but I must tell you. You could have handled the situation a little better.""I know, sir. I assure you I will be more vigilant in the future," you try to explain."I should hope so. If we have any such incidents in the future, I will have no choice but to terminate you. You're lucky I'm not going to fire you for this one," he says slightly raising his voice."I understand, sir. Thank you, sir," you say trying to calm the situation and get out of this slightly uncomfortable situation."Very well. I'll see you tomorrow," he says as he hangs up the phone.
Player: You're doing just fine now
DM: Several weeks pass and you continue in your ways. All goes fine until another lab rolls around. You failed to maintain safety measures and a student ends up being seriously injured.

Player: To the meeting room
DM: Everyone is gathered around the table.Tony: Guys. This is big!A hologram is displayed on the table.Tony: One mile under, there is a Hydra base. But that's not what's bad. We're getting readings of serious radiation.... the kind you only see in.....Captain America; Nuclear bombs. Any knowledge on disabling it?Tony:NoEveryone looks down....Captain America: Look, we may fail.... but we also may succeed .... I think it's worth a go.....Tony: Okay, cap.
Player: To Texas
DM: Captain America, Iron Man, You, and Hawkeye arrive at Texas.Iron Man: Well, my armor is telling me that we're right above the base, but we need to look for a way inside. Any ideas?

Player: Dig directly down
DM: Iron Man: I guess that will work. No element of surprise, but it will do!Captain America: Alright. Lets dig.Iron Man: No. Stand back everyone.Iron Man shoots his repulser at the ground and it is actually working. Until his blast accidentally hits the bomb. It detonates and destroys everything within a 10 mile radius.You are dead.

DM: Cap looks at youCaptain America: Kid, there's nothing we can do except go in blind. We don't even know what kind of bomb it is, or what triggers it.You are disappointed by this answer, but it's the best that can be done.

DM: You wonder off and begin looking for an entrance or a trap door. You come across a house.
Player: Go Inside
DM: You go inside and see Hydra agents sitting around. You have alerted them. They begin firing their guns. You increase your density and the bullets go right through you. You take them all out, and look to your left..... A secret door....You call your team to the house...

Player: An Anti-Fairview Cult Student Council Member
DM: You go up to the anti-Fairvew Cult student council member and sit down to talk. You explain to him about the election results and he seems stunned. He says, "Hold on, I can help you." He comes back with Mrs. Fuddmeadow and two other teachers. The grab you and drag you up to the clock tower to be hung. Days later, the police come and investigate. The police cheif says "It was just a suicide. We see this all the time here."Maybe you should have just told Mrs. Fuddmeadow herself
Player: Play again from level 3
DM: You decide to lean on the wall.As you do this, the wall falls inward, causing cement to fall on you and crush you. With the few tonnes of cememt on you, just about every bone in your body is broken and most of your internal organs are ruptured. As you life slips away, a classmate comes up to you and says, "Oh yeah, don't lean on the wall."Believe it or not, this based on a real incident. This page was inspired by a wall actually falling on a student at Fairview High Shool in Fairview Park, OH. If you go to FHS, and look at the wall in the gym locker room, you can see it is bolted to the surrounding walls.

Player: Look around for an entrance
Player: Enter secret door
DM: As you enter the secret door, you notice two Hydra agents with their back turned to the door.
Player: Engage
DM: You slowly approach the goon on the right, while Captain America goes for the one on the left.Captain America gives the signal, and you grab the agent by the mouth and smash his head against the wall. You continue down the hallway and see Red Skull, apparently waiting for your arival. The door closes behind you, trapping all of the other Avengers out of the room. It's just you and Skull Red Skull: Ah, Ze new Avenger. Zis should be an easy killRed Skull rushes you.

Player: "By the authority of the Avengers, you are under arrest!"
DM: The goons turn to you.Goon1: "RED SKULL, THE AVENGERS ARE HERE!"An alarm goes off, and Hydra agents rush around the corner.A bullet is headed directly towards you.Hawkeye jumps in the way of the bullet, giving his life for you.Captain America: CLINT!The shooting rages on.A bullet pierces Captain America, and he falls to the ground. You turn to look at him, and as you are turned, a bullet flies through your head. YOU ARE DEAD

DM: You decided that there is no way to get in the base from that house. Just as you turn to leave, you hear someone behind you call out,Hydra agent:HALT! PUT YOUR HANDS UP, AVENGER!Guns are clacking behind you.
Player: Hands up
DM: You do as he says. You lift your hands in the air, and he comes and cuffs your hands.Hydra Agent: We will make an example of this fool!He throws you to your knees and puts his gun to your head.Hydra Agent: Hail Hydra.He begins to force back the trigger, when suddenly, he drops dead.Iron Man busts in and takes down every Agent in the building.You turn to your left to see a secret door.
Player: Jump out of the way.

DM: Hydra Agent: ONE!

DM: You can throw this at zombies.

DM: Hydra Agent: TWO!!!!
Player: Turn to attack
DM: You turn to attack the agent, just as you turn, he yells out.Hydra Agent: FIRE AT WILL!!Hydra goons from every angle begin to open fire on you. Bullets pierce your body one by one as you fall to the ground.Hydra Agent: HE'S DOWN! HAIL HYDRA!You are dead.

Player: Dig through the Clothes
DM: A bunch of moth-eaten old clothes. Most of the clothes are stiff as boards.Nothing here is of any value whatsoever.
Player: Approach the Black Casket
DM: This is it.The Black Casket thrums with a weird, pulsating energy.You feel a sort of--heat--radiating off of the box.Your head is swimming. You've been here before. You know you have. A fragment of a memory from when you were a child...You swear you can hear a voice, whispering your name....."Arakhan...."You shake your head, and the voice is gone. You don't know if it was your imagination.Suddenly, the box begins to glow!

Player: Increase density and allow him to fly right through you.
DM: Red Skull flies right through you, and hits his head on the rock floor. He rises yet again and draws his pistol.
Player: Use your magnetic powers to throw the bot off of you.
DM: The gun obeys your commands and flies to your hand, but Red Skull has not yet released the gun, so he goes with it.He reaches out his leg and kicks you in the knee when he gets close enough.You fall to the ground, taking Red Skull with you.He punches you in the nose, over and over again.You reach up to stop his hand, but he carelessly forces your hand away, and resumes his attacks. You are about to give up, when a large explosion sends you and him flying. You are laying in a pile of rubble, when you hear a voice say,"Under here, I can see his feet!"The rubble is lifted off of you, and you see your fellow AvengersThey load you onto the Quinn Jet, and you fly from the base.
DM: CONGRATULATIONSYou have made it past your second mission as an Avenger. You are treated like a founding member, and have everyone's trust.Also, you learned mind control, to a degree. You get this from your mother. You can manipulate peoples perception of life, causing them to act to your will.

Player: Try to escape the bullets
DM: You attempt to escape the bullets. One goes right through your shoulder and you fall to the ground, grasping the wound in pain.Red Skull comes to your side and presses the gun to your head.Red Skull: And anozer Avenger falls at the hands of the Red Skull.Red Skull pulls back the trigger, sending the final blow through your brain.YOU ARE DEAD

DM: Hey Buzz light year what is the point of this world, why should I fight Zurg, I don't even understand this world, what's the point, is this just a game. Can I even die, and if not should I really fear anything let alone emporer Zurg.Buzz- "I don't know the answer to those questions why don't you go ask a preist or a family member."Aunt Jamima "Listen Son I can't answer everything but atleast I could help you out with other things like you need to try, try, and try again, if you want to succeed or get something cool out of the Marcs toy machine in Fairview Jurrassic Park"You - "Aunt Jamima where did you come from, I was here the whole time standing behind Misses ButterWorths.Misses ButterWorths-" Listen here Jamima Child, my butt aint big enough to hide you behind it, your a heavy set girl.Jamima "What you talkin about Butters, you look like a triangle your so fat"Butter Worths "Now listen here Woman,you aint flat as a pankake either.Jamima "Girl you better watch it I've been working out"Butter Worths "Yah you been working out alright with Mr. Clean across the street, thinking I didn't see ya, ya big hussie.
Player: avoid the fight and watch the movie

Player: South eastern corner

DM: You and Ms. Marvel are sitting, talking. Falcon walks in the roomFalcon: You guys better not be flirting at the Meeting tableYou both laugh.Falcon: Y'know, back in my military days.....;.. Before Falcon can finish that thought, the floor collapses right below your feet. You, Falcon, and Ms. Marvel fall to the story below.You: AAgh..... Is everyone alright?You notice Falcon is knocked out next to a window, feet away from you.You rise to your feet to assist him, suddenly, the building begins to lean.You look to Ms. Marvel, then to Falcon. You know that the building is going to collapse at any moment. What do you do?
Player: Aid Falcon
DM: You run to aid Falcon.On your way there, the tower tilts, and you go flying out the window that Falcon was laying beside. You fall 77 stories to your death, screaming the whole way down. However, just before your head hit the concrete, you did catch a glimpse of the mad Titan, Thanos, at the foot of the tower. Guess that was the next mission. A mission you won't be here to finish. YOU ARE DEAD

Player: Rush to Ms. Marvel
DM: You run to Ms. Marvel and grab her.You: Are you okay?Before she can answer, the building breaks in half, and the top half (That of which you, along with the rest of the Avengers are in.) plummets to the ground, 77 stories below.You get knocked out on impact of the fall.
Player: WAKE UP!!!
DM: You wake up, covered in rubble again. You push it out of the way, and see yourself in the middle of Manhattan, surrounded by broken pieces of the tower EVERYWHERE, along with fellow Avengers scattered about the pavement. Iron Man rises to his feet, and looks to you.Iron Man: CHECK THE OTHERS!!!You first look for.......
Player: Falcon

Player: t
DM: A
Player: H
DM: H
Player: e
DM: AE
Player: a
DM: AAA
Player: j
DM: AAAJ
Player: a
DM: AAAAA
Player: p
DM: AAAAAP
Player: a

DM: You: Falcon. He was knocked out, and I.... I was going to save him, but. I...Iron Man: Kid, if you want to save him, you have to look for him NOW.You search the rubble all about the street for anything. A pair of wings, a familiar red and white mask, a golden arrow, ANYTHING.... You see it.... A dismembered hand of an African American in the middle of the road, with a trail of blood, leading to a pile of rocks.

Player: Move the rocks
DM: You move them, only to confirm your suspitions.... There lied a dead Avenger.... Sam Wilson.... The Falcon....The other Avengers have regained consciousness.Ms. Marvel: THOMAS!!!!You: I'm right here...She rushes to your side to see the cause of your distress......Ms. Marvel: I......... You can't blame yourself, Thomas. If you could have saved him, you would have..... I know you.You: I need to know who did this... Suddenly, you turn to see him..... The mad Titan himself...... Thanos.....
DM: Thanos: Avengers. For your arrogance, your planet will end on this night.Captain America: Thanos.... I don't think so...Thanos: If you wish to resist, Captain, go ahead.You, and the other Avengers stand together. You see it, and you have never been so proud to be an Avenger, amongst Captain America, Iron Man, Ms. Marvel, Scarlet Witch, Quicksilver, Spider-Man, Vision, and Hawkeye. Onlookers surround the area as these heroes stand to the Titan. There is hope in the people's eyes for once. and just a hint of hope is what the team needed, for this was undoubtably the Avenger's finest hour..........and possibly their last. Captain America: AVENGERS!!!! ASSEMBLE!!!!!! The team rushes toward Thanos.
Player: Go for the torso

Player: Go for the leg.
DM: You go to Thanos's leg and decrease your density, then punch his leg as hard as you can...... Thanos is unphased. He grabs you by the skull and slams you into the concrete, and mercilessly stomps your head into the ground, finishing you off.YOU ARE DEAD

Player: Go for the arms
DM: He grabs you and throws you far from him. You land in a pile of rubble.... right next to the dead Falcon. You look at his lifeless body and remember that it was Thanos that killed him. You get a rush of inspiration and rise again.
Player: Use mind manipulation
DM: You gracefully move your fingers as you attempt to reach the mind of Thanos..... Nothing..... But now he is MAD! He turns to you, then slams his fists to the ground, causing it to break beneath you. The concrete breaks under your feet and you and Thanos fall into the sewer below.The rushing water drags you along the length of the city. You realize that you are now alone with Thanos.The waters bring him beside you. He draws back his fist and prepares to punch.(From this point on, only one decision will allow you to live)
Player: Attempt to match his force with your own fist

DM: You rush Thanos's torso, and tackle him to the ground.He grabs you and throws you far from him. You land in a pile of rubble.... right next to the dead Falcon. You look at his lifeless body and remember that it was Thanos that killed him. You get a rush of inspiration and rise again.

DM: As you're sound asleep, you are jarred awake by a loud noise ....SLAM!Alex awakes too, and you are both completely dazed. You look across the room and see that the door is closed. it must have slammed shut. This wasn't the first time you've been awoken in the night by a slammed-shut door. In the summer, when all the windows are open, a bit of wind will cause the doors to slam shut.But of course, it is the middle of the winter, and no windows are open ...
Player: That's weird ... back to sleep
DM: Finally it's Friday! After a long day of work, you decide to just stay home and watch a movie tonight. You have a big day tomorrow: shopping with your friend and a girls-night-out for your Sister's birthday. Plus, Alex has to go to work early tomorrow morning; he's been complaining about that for weeks. You end up watching Sahara, an action movie about Treasure Hunters and Africa. It was a pretty fun movie.
Player: Off to bed ...
DM: The alarm goes of bright and early at 7:00AM and Alex jumps out of bed, rushing to get to work. He was supposed to be there at 7:00 .... whoops!

DM: You duck below water. Thanos grabs you by the head and forces you to stay down..... You desperately try to bob your head back up, just to taste a sweet breath.... But that never happens YOU ARE DEAD

DM: You force your fist to his, and with a loud KRRAAACCKK... Your arm is now broken..Thanos delivers multiple blows to your face, and you finally pass out... In your sleep, Thanos rips you apart. YOU ARE DEAD

DM: You command his armor to the ground. It breaks on impact... He is weak now. Captain America: "AVENGERS!! GO FOR THE TORSO!" Everyone puts all force into his torso. He falls to his knees, defeated. Thanos: "You.... You won't claim your victory!"Iron Man: "Zip it. Lets get you to....."Thanos pulls out a gun from the planet Titan, and blows out his own brains.
DM: Thanos is now dead. The world is at peace once more.As for the new base, well, it's Avengers Mansion.-----------------------------------------------------------------------------------------------------------------------------You and Carol fell in love and are closer than ever.----------------------------------------------------------------------------------------------------------------------------Watch out for the next game... It'll come soon.

DM: "Konotiri!"
DM: "Jaab!"

DM: I smile and tamp down your rather irritating little voice."You were hungry for Vengeance, weren't you?" I say, reprimanding you. "Kindly shut up and enjoy the feast."I turn my gaze back to Larcassio."Any last words?" I ask.Before he can answer, I've slit his throat. A little joke, that. I'm sure he had last words, he always had words. Now no one will ever get to hear them. Ha!Feeling quite full, I allow the One who Wields a brief rest. His body is strong. He's gone through so much, and even now, he still has fight left in him. I've made the right choice. But then, I always do. Give me my body back.No.
Player: Rest.
DM: Hours go by. The goblins are all gone, naturally. Any stragglers I find make for decent snacks.Light fades, and the moon rises.And still I wait.I've waited for a hundred years, what's one more night?The sun rises, and his palanquin appears.The goblins carrying his palanquin release it, and run for their lives.As a show of good taste, I let the goblins escape.He opens the curtains, and regards me. His eyes are soft.The red ogre steps closer. I allow him to touch me."I came to find you," he says, "And here, you've found me, instead."
Player: Speak to Gremgrawler.

DM: You near the edge, and grab it. Thanos slides above you and is about to fall.
Player: Allow him his death
DM: You allow Thanos to fall to his death.You pull yourself up and go to find the Avengers.
DM: Thanos has fallen, and the Avengers live to fight another dayAs for the new base, well, it's Avengers Mansion.-----------------------------------------------------------------------------------------------------------------------------You and Carol fell in love and are closer than ever.----------------------------------------------------------------------------------------------------------------------------Watch out for the next game... It'll come soon.

DM: Once you've spent your gold coins, you make your way back to Dendar's cart. Unfortunately, you find yourself in the poorer part of town, clearly having taken a wrong turn. As you make your way through a side street, a voice cries out."Hello! A little lost, are we?" A voice cries.You turn, and are faced with a trio of men holding knives."Fuck off." You grunt angrily."'Fuck off', he says. What an angry orc." A voice from behind you says.You turn, to see two more men wielding knives. "Listen, sir. Give us your coins, and we'll see you find your way to where you're going."
Player: Charge the men
DM: You run forward, swinging your blade. You slash the throat of one of the men and he topples backwards. The second man cuts your shoulder deeply, and you grab his head and smash it repeatedly against a wall, crushing it into a pulp. You feel another knife slash your back and you yell, twisting around to jab another man through the eye and kill him. The two remaining men seem nervous, but one runs forward in a burst of courage. He dives forward, sticking his knife through your arm, causing you to drop your knife. With your other hand you grab him, and push your thumb through his eye as he screams, before stomping on his head until he's a smear on the floor. By then, the final man had left, running as fast as he could.
Player: Collapse
DM: You fall to the ground with a thud, and lose consciousness. When you wake up, you're in the back of Dendar's cart, with Gruzub next to you."What happened?""You killed a lot of people, collapsed, and I dragged you here.""Ah. I'm still alive, then. Good.""We'll get you medical help when we get back to the village.""Good." You grunt."Well done with the thieves, Mazkil. You've proven yourself a true Orc."

DM: Now you need to decide on what models of ships would be used for the fleet. The first model to be decided on is the Boarding Ships. There's two different models to chose from: The Thar'Raan and the Aries Boarding Ship.The Thar'Raan is a boarding ship based on Garavan design, which was based on the designs of the Rak'Ghail, an ancient and now extinct alien species. The Thar'Raan, or Great Drill, has been upgraded and improved by Probiscan and Brain Bug Engineers. The Thar'Raan is a small cylinder that can hold six normal-sized passengers, and has a drill mounted on the front, with a mining laser coming out of the tip. The Thar'Raan is designed for being fired into the Chykri vessel and drilling it's way though the ship to cause as much damage as possible, while deploying it's passengers, though they can only be used once.The Aries Boarding Ship is a boarding ship based on human design. It's a large rectangle with a powerful engine and a pair of small laser cutters on the front, that can hold over a dozen passengers. The ship is designed for landing onto the Chykri vessel, cutting it's way through the ship walls to deploy it's passengers, and returning to the allied vessel to repeat this process. Which vessel would you like to begin producing?
Player: Thar'Raan
DM: You decide to go with the Thar'Raan, which begins being produced and used in the fleet. Test trials show that the Thar'Kaan is effective at deploying troops and causing damage to enemy ships. They'll be a valuable part of any starship battle.

DM: Do bees habe boobs? Reed on to find out moar!
DM: 1st we have to ask are you a girrl bee or a boy bee?
Player: girrl bee

Player: boy bee
DM: o u want to know about boobees and u r a boynaughty!!

Player: colours
DM: bees can also bee different colours. sometimes they are yellow and black and sometimes black and yellow. if you dont like those colours you are the racist prolly
Player: moar pages
DM: did u no that u have 2 have 2 many pages to publish? thats the only reason i added this page wus because it wasnt enuf pages yet

Player: nuther page for bees
DM: i want 2 write moar about bees. since u r a boy or a grrl bee (say which u choose b4), u must chooz a mate for 2 have babbies choose u mate now
Player: grrl bee mate
DM: u pick a grrl bee mate. u make a honye hive and has lots of bee babbies.
Player: thats all

Player: boy bee mate
DM: u pick a boy bee mate. u make a honey hive and has lots of bee babbies.

DM: u mad it 2 last page.dont leave bad comments plzrate this gud so we can show Will11 how fast a storee here gets gud ratins!

Player: Go to the party
DM: "Of course I'll be there!" you say. "Yay!" she says. You smile to yourself as she skips off.

DM: A Shen Brothers ProductionTV ShowSeason 1: Episode 1"Madness of Seal"written by Roy Shen and Robert Shen
Player: >>>
DM: It is 12:00 A.M. Macky is sleeping in the back of his house. His house, a U-Haul moving truck, is parked in Joe's driveway. Joe is Macky's friend.A rustle comes up from a small bathtub mounted on the raised part of the "trunk". Macky wakes up to the sound of a splash two minutes later."Seth. It's midnight. Go to bed."A small seal pokes its head up from the tub. It yelps, then dives underwater to sleep. Some water leaks out of the tub and spills out on the floor. The seal flops around and more water spills out. Macky awakens again to tell the seal to stop but he is floating on his back.Seth the seal flops some more. There is hardly any water left in the tub and the water level is up to Macky's ankles."Seth! What are you doing?" yells Macky.Seth continues to flop.Aaarrghh, Macky says to himself, I have to stop that seal.Macky slowly pushes the water away as he walks over to the bathtub. Seth continues to thrash and a collection of cold water droplets hit Macky in the face, and he falls down into the flood and floats toward the back of the truck. Macky trudges over to the seal and yells:"Seth! Why are you splashing? You're going to drown us!" Then Macky notices that the water in the tub is empty and the water in the truck is up to his knees."Wow," says Macky, "I never thought I put this much water in..."At that moment, Macky is hit with an idea."I know! I'll...
Player: ...call Joe!"

DM: You stand up, grab the pan, and soap it up nicely under some hot water. It takes you a while to clean all the muck off, and when you finish and sit back down, your eggs and bacon are frigid. You manage to choke down the rest of your breakfast, and feel good about being a respectful roomate, however ridiculous your tasks at maintaining this status become.Hopefully, her requests don't become worse. With the whole day ahead, you ponder what to do.

DM: Macky goes to a truck repair shop."Hi. Can I repair the roof of my truck? It was crushed by a giant can of seal food and and a giant can opener."The owner falls out of his chair laughing.Macky told him the story. The owner laughed the whole time, but believed him."Is that why you're so wet?" the owner asks."Yes," says Macky, "it is.""Okay," says the owner. "Come back in a while until I research T.I.R.M.B.G.C.O.A.S.F.C. In other words, tears in roofs made by giant can openers and seal food cans.""Thanks," says Macky. After the owner is out of earshot, Macky mumbles, "What was that all about?"He has no idea, so he decides to ask Joe about it. So then Macky...

Player: ... goes to see Joe

Player: I want to do something alone

DM: Macky grabs Seth and brings him to an aquatic day care center. Macky gives Seth to the countergirl and leaves.Then Macky goes to a counselor."Hi," says the counselor. "I'm Dr. Fisher. Why are you here?"Macky introduces himself and tells Dr. Fisher the whole story about Seth. Dr. Seth laughs like crazy at the part where Seth controls the seal food can and can opener with his "seal-a-riffic" mind. Macky laughs too.So Dr. Fisher tells Macky what to do. Macky expldes in anger, yelling at Dr. Fisher madly."I do not need a brain therapist! Anyone who says I need a brain therapist needs a brain! Thank you, John Fisher, you made me waste ten dollars!"Clearly, Macky has gone crazy.Then Macky says, "Aaarrghh...
Player: ...I'll get a brain therapist! Only if I get my ten dollars back!"
DM: Macky goes to a brain therapist with his ten dollars back in his wallet.He tells the brain therapist everyone told him to see one, and in that case he hates everybody. The therapist made funny jokes and agreed with Macky about almost everything. Macky decided he needed a brain therapist after all.Unfortunately, after Macky tells the therapist the story, he decides he would want to see Seth. So, grudgingly, Macky...

DM: You open the fourth log."Captain's Log: June 10, 2150. AMZAK's betrayed us. I noticed our heading was nowhere near Getta Prime. When I told him to change course he said, 'I'm sorry, Captain. I'm afraid I can't do that.' What the hell is wrong with him? I tried to contact Dr. Gerchev, but he's nowhere to be found."The weird alien sickness has gotten worse. One of my crewmates grew tubes, metal, and wires all over his body. He then started attacking the rest of the crew. Luckily we were able to sedate him. We are currently monitoring his vital signs. It's so strange. It's like he's become part machine. Like a... like a cyborg or something."AMZAK is still taking us to God-knows-where. I need to find some way to stop him. Urgh, where is that blasted scientist when you need him?! I've started growing tubes and wires myself, along with this strange red monocle on my left eye. I swear, sometimes I can hear AMZAK in my dreams, telling me to submit to his will. Sometimes I feel like I can even hear him when I'm awake. I must find a way to stop this blasted AI!"

DM: Macky leaves. Then, realizing he left someplace without taking his money back, Macky decides he does need a brain therapist.He has to wait two hours to get in the elevator, because there was a power failure that was being fixed. As soon as Macky climbs up one stair, he hears a ding sound."D'oh!" he yells.So he gets in the elevator. But apparently the elevator isn't completely fixed because the door won't open. After ten minutes of trapping Macky inside, the door finally opens.When Macky finds Dr. Fisher, he yells, "Dr. Fisher...
Player: ...agrees to go get Seth
DM: Macky drives over to the aquatic daycare center (ADCC). He opens the door and nearly drowns."We're sorry," the owner says. "He's quite a flopper.""You bet," mumbles Macky."Are you taking him?" she asks. "If you are, I can get you a tank. He can flop all he wants and you won't drown.""Yes," says Macky, "I would love that."Five minutes later, Seth is in a tank with a lid that no water could escape through. However, air could circulate, and the water drained magically after a while.Before leaving, Macky says to Seth, "Seth...

Player: ...do NOT flop!"

Player: ...opens the lid
DM: Flop.Drenched, Macky apologized, "Oops. Sorry... I forgot.""Aw, that's okay. I get insufferably hot in this office. They never turn the AC on," says Mr. T. "Why don't we swim? There's no better place than a brain therapist's office!""Let's!" says Macky.So then Mr. T, Macky, and Seth swam around in the flooded office for about an hour. They really had a good time. Until they heard approaching footsteps."Uh-oh," says Macky. "Uh-oh...
Player: ...someone's coming!"

DM: The knob turns. The door swings open. A figure has just enough time to gasp before a huge flood of water comes flying out of the door way and completely drench him.After the water clears up, the soaked Mr. T and Macky stand before the wet figure.It is Joe."Oh! Hi Joe!" says Macky."Hi, Macky," says Joe. "Mr. Tenor? I have an appointment, May 24th, 3:00 P.M. here."Mr. T laughs. "Joe, it's April 12th, and it's 9:00 A.M. Wanna swim? This dump makes a great swimming pool."Joe thought it over. "Well, I'm already soaked, an I don't think I have anything now... why not? I was getting pretty sick of fixing car radios anyway."So all four of them have a good time for a few hours after Seth flooded the room to just the right height."Whoo!" says Macky. "This is too much fun!""You can say that again," says Joe."Uh-oh," says Macky, "I have to fix my truck! I'll be back in an hour! Take care of Seth!"Macky opened the door and the flood of water pushed him to the exit in much less time than if he were sprinting.Later...

Player: ...at the truck repair shop...
DM: "Yep," says Macky. "I want my truck fixed by midnight, and I'm busy now.""Okay," says the truck repair cashier. "That'll be $689.99."Macky reaches into his wallet and finds two bills: his ten dollars from Dr. Fisher, and a 690-dollar bill. "Wow," he says. "I didn't know I had that."So, Macky hands the cashier the bill and turns to leave."Wait!" yells the cashier. "Where are you going?""Swimming," says Macky. "In a brain therapist's office, if you should know where.""Can I come?" he asks."Sure," says Macky.So, Macky and the cashier...

Player: ...head off to Dr. T's office
DM: When they reach Dr. T's office door, Macky says, "prepare to get really wet." Then he yells through the door, "I'm here! And I have a visitor! A swimming visitor!"Macky opens the door and they are all drenched."So how do you get the water?" asks the cashier as Macky closes the door."Watch," says Macky. "Seth!"The seal flops. Suddenly, the water is four feet deep."How does he do that?" asks the bewildered cashier."I dunno," says Macky, "I guess it's seal magic." * * * So the five of them swam in the office for the rest of the day. And when Macky got home, his truck was still in bits.

DM: Perserverence. I like it. But it seems you won't be respawning now. You're determined.You eat another K-Xer. You virus-shoot yet another. You breach the leaderboard as #9 once you consume the virus matter of the #5. Let's do this.
Player: Hunt Down the #10, "KhGx"
DM: First up on the hit list is a fellow by the name of "KhGx." You sneak up on him as he feeds #7, "Kox." He notices you and splits away, though you grab his smaller half. Kox has noticed you as well, but he's not big enough to consume you.

Player: Get up and calmly walk into the kitchen for some breakfast?

Player: Look for a better job in the Saturday paper?

Player: Watch one of the movies you rented last night?
DM: You pop in a movie and sit down to relax. About ten minutes into the movie, Stephanie comes in and begins to jabber about the boy she met last night. She seems unaware that you are watching a movie.

DM: Unable to contain your rage, you grab the still-hot pan and rush into her office. She is happily typing chat messages as you smash the heavy pan into the back of her skull. She doesn't even scream, but makes a startled noise like an animal, and slumps dazed to the floor. You continue to mercilessly beat her until you crush her skull and the handle of the pan breaks off in your hand, the skillet still lodged in her mutilated head. Stephanie is dead and panic grips you. A child's laughter carries softly throughout the apartment.
Player: Go to the hardware store and buy a big roll of plastic in which to wrap the corpse?
DM: It's 10:00 AM and the hardware store just opened. You stroll in the doors, trying your best to look normal, and scan the aisles. Aisle 4: paints, brushes, accessories. Looks good. At the end of the aisle you find the painting accessories, namely boxes of dropcloths. The prices vary, but the cheapest is, as you thought, rolls of sturdy plastic wrap. Grabbing the largest box they offer, you stroll to the checkout lane and buy ten yards of plastic."I'm painting my house," you offer.The checkout lady looks at you and uncomfortably mutters, "Okay."Always on the ball, you pay cash, so there is no record of your purchase, and hurry home.Stephanie's corpse is, predictably, still there, and rigor mortis has not yet set in. You close the door, throw the deadbolt, and get to work.A half hour later, you've rolled her corpse in the plastic and mopped up the blood.

Player: Grab the pan, sneak up behind her and bludgeon her to death?
Player: Roll her body out the back door and shove it in the dumpster?

Player: Stand up and lure her into the kitchen so that you can kill her?
DM: You murmur assent and wander into the kitchen. Stephanie follows you, rambling on about her Mormon heritage and how she struggles against its teachings and her lust. Next to you is the now washed frying pan. You pick it up and before she can react, bury it with all your force into her forehead. She slumps to the ground, whimpering. Cold and merciless, you continue to bash it into her skull until the crying stops, and are left with the pan stuck in her skull and the handle broken off in your hand.
Player: Bring the body out the back and stuff it in the dumpster?

Player: Pause your game and listen patiently?
DM: You hit pause and give your full attention to Stephanie. Her pseudo-intellectual ramblings continue unabated until she finally pauses for breath. Trying to be a helpful roommate, and after all, you do care for her (she did let you move in with her), you attempt to give advice. Your advice goes unheard, however, for she cuts you off and begins jabbering again. Sweat begins to drip from her hairy lip as she clenches her fists with rage and excitement.

Player: Buy a large bottle of Ernest & Julio Gallo?
DM: You pay for this enormous bottle of putrid red wine and head home, intent on getting drunk. Shutting yourself in your room, you begin to drink. By 9:00 PM, you are pretty well drunk and a cigarette sounds good. You know, however, that Stephanie is also against cigarettes and will be very angry if you smoke in the apartment. Of course, you don't see why you shouldn't be able to smoke in your own room in your own apartment. It's only one, after all.

DM: Taking a quick walk outside, you breathe in the smells of the day. Garbage, human feces, urine, and something that smells like rotting chicken. Ah, to live in the city. Smiling, you pick up the Saturday edition of the Post and go back upstairs.Just as you sit down to look through the paper, hoping to God you can find any job better than your server job at Houlihan's (where you make about $20 a day working 8 hours), Stephanie approaches, fists clenched with rage. She is wearing her favorite pajamas and has zit cream smeared on her nose."Matt," the DSL isn't working for some reason.You sigh. You hooked up the DSL the day you moved in and everything worked fine. Her whining starts to remind you of the job you worked in technical support back in New York. People had no idea about how to use a computer, and they made sure to break theirs daily. More work for you."Did you try to reboot?" you ask pleasantly."Oh, thanks."Five minutes later, she is back. "That didn't work. And now my computer is freezing up."
Player: Go in and see what the problem is?
Player: Tell her you need a break, lead her into the kitchen, and kill her?

Player: Tell her that you're trying to play a game?
DM: You try to tell Stephanie that you are busy, but she doesn't respond. Instead, she continues to ramble about boys, her Mormon faith, and her philosophies on life in general. You try to counsel her, but your words mean nothing next to her inane psychosis. Soon, you feel your mind slipping away.

Player: Tell her that you're trying to watch a movie?
Player: Continue to listen patiently?
DM: Her story goes on and on. There is no pause except for her to make soy hamburgers. The story continues until you become old, and gray, and decrepit, and soon can no longer walk. Your eternity is filled with her psychotic ramblings and soon you can't remember who you are or why you came to this place.

Player: Buy a small bottle of nice red wine?
DM: Instead of getting drunk, you purchase a nice bottle of South Eastern Australian Cabernet Sauvignon. When you get home, you savor every glass and feel your muscles relax. The tension leaves your forehead and suddenly Stephanie doesn't seem so bad. The thought of smoking a cigarette crosses your mind, but you don't particularly want to add fire to the flames of wrath Stephanie already carries around her religious neck, so you ignore the urge. By midnight, you are tired and about ready for bed, when Stephanie walks into your room without knocking."Matt, what do you think about Jason?" she asks, her beady eyes boring into your skull, that little wrinkle of frustration crossing over them."Erm, who's Jason?""You know, the boy I've been dating. I was talking about him before.""Oh, him. Well, I've only met him once." Time and again you've gone through this nonsense, but you know from experience she'll become angry if you refuse to answer in a meaningful way. "He's, well, sort of young for you, I think, not just chronologically, but maturity-wise as well."Her brow furrows. "Hrm, you're probably right. Why do I feel so drawn to him?" Her hands clasp and a sophmorish smile plagues her lips. So foolish and naive, you think. A pity she only forsook Mormonism three years ago. She has a whole life to live yet.With that, she leaves you in peace. Perhaps not the best existence, you do after all, get to live on your own, albeit under the stern gaze of an obsessive-compulsive ex-Mormon taskmaster, but that's better than your parents.As you strip your clothes off and get into bed, you reflect on the times past and the times to come. With enough finesse, you may just make this living situation actually, well, liveable.

Player: Decide her life is not worth squat and kill her with the frying pan?

Player: Become overwhelmed with a sense of guilt and call the police, confessing your crime?

Player: Call the police and confess your crime?

Player: Don't smoke one. Just continue drinking?
DM: You decide not to smoke. Quite pleased with your wisdom, you continue, however, to drink heavily. By midnight you are obliterated. Stephanie knocks on your screen and asks to come in. You let her, and she tells you that she lost the check you gave her for the security deposit. At this point in your drunkeness, you realize that you gave that check to her weeks ago, and by now, have probably spent the money. You aren't very good at balancing your checkbook, after all. Besides, she lives like a queen on a Fellowship and still, after seven years, hasn't finished her dissertation. You've never even seen her work on it. These facts anger you so you begin arguing.Soon, the argument turns heated and you begin calling her a "Mormon cunt" and threaten to kill her. That night, she kicks you out and changes the locks.
Player: Bad luck. You got too drunk and lost your temper.

Player: Give up and lure her into the kitchen so you can kill her?
Player: Drag the body out the front and put it in your trunk so you can drive it to the river?

Player: Don't smoke and stop drinking?
DM: You decide on a nice, responsible course of action. Stephanie doesn't bother you any more that night and eventually you get into bed at around midnight. As you lie there, you can't help wondering what the next day, and the next, and the next, and the next, and the next, and the next hold for you, and hope your dreams will be better than your waking hours.

DM: You drag the body out the front, anxiety gripping your very soul, sweat pouring down your face, but see no one. Thankfully, you parked your car out front last night. You stuff the body into the drunk and speed off, intent only on getting to the river, where you will certainly find some stones with which to weight the body. Unfortunately, in your crazed state, you fail to see the semi blow through a red light and are killed instantly. A quick end, at least.
Player: Now that's just bad karma.

DM: Luckily, you think, you've at least wrapped the body in plastic so brains and blood won't get all over the place. You heft her up onto your shoulders and walk down the fire escape. Unfortunately, as you reach the bottom, one of your neighbors is walking to the big red Ford he drives. He looks at you quizzically and asks what you are doing.
Player: Offer to take his trash while engaging him in polite conversation?
DM: You greet your neighbor and approach him. He pauses, trash bag in hand and the two of you talk a while about the weather and how much you've drank in the last couple days."Oh, let me get that for you." You hold out your hand and a warm smile plasters your face.Your neighbor looks a bit startled by this act, and replies, "Uhm, that's okay Matt, I got it, man."He continues towards the dumpster. You are right behind him.
Player: Try to kill him?
Player: Run back upstairs and grab some more plastic?
DM: You sprint back upstairs. Grabbing as much plastic as you can, you run back down and wrap up his corpse. By now, despite the plastic, you are covered in gore. You lift his body, much heavier than Stephanie's, and throw it into the dumpster as well.You stand there, shaking, confused and terrified. Another neighbor, Sally, comes down the stairs at this moment, and sees you covered in brains and the stairs splashed with blood. Sticking out of the dumpster is the matted hair of Stephanie and one of Stan's arms. She looks confused, emitting a startled gurgle, but walks towards you."Matt, what...what is this? What happened?"

DM: You rush inside and your heart beats with the fury of a runaway train. First, you grab a paper bag and shove all your clothes in it. Still covered in gore, you enter the bathroom and turn on the water until it is extremely hot, but bearably so, and take a shower. Little bits of brain swirl down a mini-whirlpool into the drain, and with vigorous scrubbing, the blood comes off your skin and hair. After drying yourself and grabbing some new clothes, you feel better.The blood on the fire escape is still there, however, and the trail leads directly from the dumpster to your apartment. Without pause, you grab some bleach and an old rag.
Player: Get outside and start scrubbing!
DM: It is now 11:30 AM. The sky is clear and the sun grows hotter by the moment. As you scrub, you imagine what will happen to a corpse entombed in an all-metal container as the sun continues to beat down upon it. Two hours later, meeting no one, you have finished. The bleach worked well and the blood is gone. You managed to keep the blood off your body and only have a bit on your hands. Inside, you quickly wash your hands.It is now 2:00 PM. Your stomach churns at what you've done, but at least you've gotten rid of the evidence. All that is left is the bag with your clothes, but perhaps that can wait until you're more relaxed.
Player: Take the bag out back and dispose of it?

Player: You've killed three people. Call the police and confess?
DM: Three corpses. You just can't take it anymore. Three people all because you lost your temper. You grab the cell out of her sweater and dial the police. Soon, they come for you. You got to jail and stay there until they set a date. Meanwhile you are brutally sodomized by your cellmate, until the day you are killed.

Player: You can never leave. Forever you must listen to her ravings and suffer an eternity of hell.

DM: Her ramblings never cease. Rather than practice extreme prejudice, you wisely rise and tell her that you have to go purchase alcoholic beverages. Ten minutes later, you arrive at the store.
Player: Enter the store.
DM: Thankfully, the store is open for business. And they sell beer. You quickly go to the alcohol aisle and grab your favorite beer. Nearly running, and quite possibly fueled by the wrath you feel towards Stephanie, you move to the checkout line.
Player: Return home with your beer.
DM: You get home and walk up the stairs. Stephanie is once again at her computer, chatting with her friends. You pop open a beer and begin drinking. The beer is crisp and flavorful, very refreshing. Unfortunately, ten minutes later, she comes into the room and continues her story.
Player: Stand up and lure into the kitchen so that you can kill her?
Player: Get inside quickly and figure out what to do next?

DM: You are looking left which is closer to the third guard on the far street. You can see an open window below a garbage bin, but that guard will spot you if you climb onto the bin. Will you go back, knock out the guard, or kill the guard?
Player: Knock The Guard Out
DM: (It's good to know that there are still good-hearted people out there. Cheers to you!) You approach the guard and get right behind him. He yawns and you grab him and put him in a sleeper hold that knocks him out in a few seconds. You take his body, open the bin, and place him in carefully. Then shutting the bin you jump on and climb through the window. No one is in the house and you see that the house next to the one your in has a window that is open and that house is right next to the palace wall. You jump to the next house then jump on to a pipe along the palace wall and find an open vent tunnel. You enter and are up on one of the vents so this will make travel easier. You look around and find stairs that are going down into the prison so you sneak your way over to the stairs, staying on the vent. The stairs to the prison are well lit, but there are no guards to see you. So you jump down and make your way down the stairs and into the prison.
Player: Rescue Assassin

DM: ¨I can grow potatoes. Out of my skin.¨Fastboy busts out in belly-busting laughter. ¨Good one! Wait... you aren´t joking, are you?¨The others seem to be in shock.¨Well,¨ Superstrong says in a low voice. ¨We are in dire need of more members to fight Bigbadguyfromouterspace...¨¨No. Just no.¨ Birdman asserts, before promptly breaking into tears. ¨my mommy died.¨ He whispers.¨Sorry about that.¨ Superstrong replies. ¨He has extreme cases of flashback whenever he´s in stressful situations.¨
Player: Show off your EPIC POWERS
DM: Time to show off your EPIC POWERS! You grow a nice, fresh potato and hand it to Fastboy. He quickly takes a big bite out of it.¨Delicious! He´s on the team!¨ He yells.¨Fine, fine, whatever.¨ Superstrong sighs.You did it! You´re on the team!

DM: You run, screaming, from the scene. Up the fire escape and into the house you run, locking the deadbolt behind you. All is silent. A child's laughter resonates throughout the house. You try to cover your ears, decimated by what you have become, but the laughter only becomes louder, breaking through all walls and soon dominates your consciousness. Nothing but shrill laughter soon encompasses your very being, its volume increasing until your eardrums blow. You pass out from sheer agony and awake in darkness...A prison cell.
Player: Caught in the act, your first visitor is the prison chaplain, giving you last rites.

DM: You calmly reply, "Oh, hi Stan. Stephanie and I were eating breakfast when this huge python came out of the toilet! We freaked out. I killed it, though, and wrapped it up in this plastic. I was about to throw it away."Stan looks at you, then his eyes flick to the corpse, resting on the hair that is falling out of the plastic."Doesn't look like a snake to me." He waits."Well, it was a hairy one.""Doesn't look like a snake to me," he reiterates. He opens his hand and sticks it out, waiting for something.
Player: Stand around, crazed that you have murdered two people?

Player: Ignore her, go upstairs, and watch some TV for a bit.

Player: Relax and watch TV for a while?
DM: It's been a long day so far. You decide that you have some time to relax. After all, there's no link between the dead and your apartment, is there? It doesn't occur to you that your ARE Stephanie's roommate and that you will be the first the police question. You plop down on the comfy sofa and flip on the TV. Soap operas plague nearly every channel. Channel 5, however, has the news. You watch bemusedly as the anchor describes the terror alert as Orange and then goes on to describe how Sara Young sold the most cookies for Girl Scouts this year. By 3:00 PM, hunger strikes and you move to the kitchen to get some food.As you make a sandwich, you hear sirens which grow closer every minute. Soon they are right outside, and peeking, you see that there are four police cars and an ambulance, lights strobing and sirens whirring. Glancing at the TV, you realize the shot is of your back lot and the dumpster. Horrified, you drop the mayonnaise and it shatters on the floor. Two seconds later your doorbell rings.

Player: Go to the store and purchase some alcohol.

DM: You reach into your pocket and pull out your last twenty dollars. You give it to Stan. He pockets it and tries to run away, screaming about how you're not only a murderer but a sucker.
Player: Run back into the house?

Player: Your day in hell is over. Please do better next time.

Player: Kill her.
Player: What a terrible end! Try again, and don't lose your temper.

Player: Continue drinking and listen to her story?

Player: Ignore the doorbell and hope whoever it is goes away?
DM: You ignore the doorbell and sit quietly. Eventually, the ringing stops. No one else comes to your door and you finally fall asleep, late in the night.You made it through A Day in Hell!

DM: You've killed two people, but by the Gods, you aren't going to jail. You wait until Sally passes you, then hit her squarely at the base of the skull. She slumps to the ground, unconscious. You take the two bags, one at time, slinging them over your shoulder like a fireman, and go to your car. At the river, you weight each down with stones and happily watch the bags sink deep into the river.When you get home, you realize that the pan handle is still in the kitchen, and it, certainly, can be traced to the pan stuck in Stephanie's brain.
Player: Wait and see what happens?
DM: Two hours later, your doorbell rings. Answering it, you find two burly police officers glaring at you."Might we come in, sir?" they ask, before barging into your apartment.The fact that they entered without a warrant is not enough, as they find the pan handle and easily connect it to Stephanie's corpse, which is stuffed in the dumpster behind your apartment.You spend the next six years in jail, until you are killed by lethal injection.
Player: Wait and see what happens. NEVER try to kill someone.

DM: Hesitantly, you open the door, trying to remain calm. Instead of two burly police officers, you find your next door neighbor stroking a purring cat."Matt, did you hear the police outside? Something bad is going on, I know it."You've encountered this woman before. When you were moving your stuff in two days ago, she stopped you and warned you against the maniacs that inhabited the block, spewing all sorts of paranoid nonsense from her lips."When I came home, yesterday," she had told you, "Little things in my apartment had been moved around. Like the litter box. Someone moved it four inches to the right. It was scary."And here she was again, not guessing that all her paranoia had finally come true. But YOU were the maniac, the man to whom she was now talking."I heard them, yes." You start to close the door."Um, okay, well I wanted to ask you...""I'm right in the middle of something, sorry. I'll talk with you later." And you close the door. Knocking again. What the hell does she want now? You throw open the door, your stomach tight with fear and anger, and find two burly police officers. The neighbor is right behind them, still stroking her cat.You gulp."Matthew Heinz?""Yes?" You keep your face stoic, unreadable, you hope."Mind if we ask you a few questions?"
Player: Let them in and answer their questions?
DM: You let them in. The officers enter your apartment and survey the room. While one asks you some questions, the other wanders off into the kitchen, where, you realize, the bag with your bloody, brain smattered clothes lies. Sweat begins to drip from your forehead down your nose and this does not go unnoticed. Thirty seconds later you are taken for questioning, along with the bag.

Player: Pause the movie and listen patiently?

DM: You hurry back outside with the pan handle. Driving away, furious at your stupidity, you fail to realize that a joyriding sports car is coming right at you. The two teenagers broadside you and, though you live, are found clutching a pan handle right outside your apartment. A pan handle which, strangely enough, matches the pan stuck in Stephanie's brain.
Player: A pity, that. Better luck next time.

DM: You stand with the door cracked, but don't invite them in."Yes? Is there something wrong?""Actually, there is sir. A neighbor reported a disturbance behind your apartment building.""A disturbance? What kind of disturbance?" You manage to look confused."A murder, sir.""A murder?! My God...well, how can I help?""May we come in, sir?""I'm kind of busy right now, so no, I don't believe you can." Your mind races with legal possibilities. Can they just come in with probable cause? They know you're guilty. They KNOW it. You see it written all over their faces.The officers look at each other. "Sir, we can come back with a warrant, you know. Perhaps it will be easier to just let us in.""As I said, I'm quite busy. I don't see how this involves me. Feel free to return with a warrant if you wish. Thank you for your time, gentlemen."You close the door and lock it.Peering out your window, you still see numerous police cars. You doubt they're going anywhere soon. What the hell are you going to do with your bloody clothes?
Player: Just sit there and figure out what to do?
DM: You try to assess all the angles. Dead people and evidence don't mix well. Item one: the bag, filled with blood-stained clothes. Item two: the pan handle, a perfect match to the pan stuck in Stephanie's brain. Even if you disposed of the bag and the handle, the DNA evidence would be undisputable. Certainly a small fiber of your hair would be on her corpse. Or maybe a neighbor saw you through the window. The possibilities are endless. As you see it, you have three choices: Run, kill yourself, or go to jail.

DM: Try again!
DM: Good choice, there are 950 ornaments!! You got all of the ornaments back. But whoops 75 of them got crushed on the trip back to Florida. How many ornaments are left?
Player: 875 Ornaments
DM: Way to go! Look at that beautiful Christmas tree!!
Player: The Christmas Tree
DM: 

Player: Kill yourself?
DM: Killing yourself is the only answer. You've already committed one mortal sin, may as well commit another, eh? Unfortunately, you have nothing with which to kill yourself. Sure, you could slit your wrists, but you just can't do it. As you ponder, police officers kick in your door. You are arrested, and soon enough, convicted of murder. You spend the next six years of your life in prison until you are killed by lethal injection.

DM: The Paladin proves to be very effective in the field, as it allows a massive amount of both Coalition and Alliance leaders to be included and allows for the largest amount of leaders to take part in fleet command.
DM: The Fleet has been upgraded and prepared completely. The Fleet is now prepared for fighting against the Chykri Spheres.

Player: Poetic justice.

DM: Alone in his Comedy Central office sits Dave Chappelle. Chappelle Show is super smash hit! People are saying he's the biggest black comedian in the world. Bigger than Chris Rock. Newspapers are saying that he's the next Richard Pryor. That's his idol---Richard Pryor. How can he be bigger than his idol? Comedy Central is going crazy over this phenomenon. $50 million dollars is a shit load of money. How can he turn it down? The weight of success crushes his once carefree spirit. He did whatever he wanted to on the show because he thought it would be cancelled any day. Instead, Chappelle has created his own proverbial "Springtime for Hitler". All he knows is that he can't stand it a minute longer. He's gotta get out of here. He can't take another kid saying, "I'm Rick James, bitch!"
Player: Plan to Leave.
DM: Chappelle decides that he's got to leave stealthly. He is seriously going to have a breakdown if he can't get away from all the fame and notoriety. Should he attempt to escape out the window? Should he search the room before he goes? Should he go straight out the door?
Player: Search Room
DM: Chapelle looks around the room for things that he might want on his trip. Tropical trees, a half-baked poster, scripts, Hate mail from R-Kelly----He sees a picture of his wife and his cell phone. He takes those two things. Before he can decide what to do next, the phone on his desk starts ringing. Does Chappelle answer it?
Player: Yes, answer the phone.

Player: Escape by Window
DM: Cracker, please! No black guy is gonna climb out a window unless the Police is chasing them! Chappelle ain't that desperate.
Player: Go out the Door
Player: Toward Elevator
DM: Dave walks onto the elevator only to be confronted with Ronnie Weinstein, Comedy Central's new executive. "Hey Dave, how's it going? Yeah, are we still on for Friday lunch? I hope so. We have so much to talk about. Your show is just exploding. We need to capitalize on this..." Mr. Weinstein continues talking. Why did he have to encounter this guy? Gain 20 INSANITY Points. Of course, there may be a way for Chappelle to get out of talking to him. If he could talk to some one else.

Player: Toward Stairs
DM: Dave races down the hallway toward the stairs. He figures taking the stairs would be smarter than the elevator. Lazy ass Comedy Central employees aren't going to walk if they don't have to. So, Dave begins to walk to the lower stories before running into a plump secretary climbing up the stairs. Instantly she recognizes him, "Oh, hey, I know you. You're that Chappelle guy that my 5 year old son likes so much. He walks around singing that 'I want to piss on you' song. I think it's so funny. He would love it if he got your autograph. Please, make it out to little Jimmy. Thank you. I'm glad I decided to get a work out in climbing the stairs instead of taking the elevator." Crazy ass white woman letting her 5 year old watch Chappelle Show! Singing the R-Kelly song! Gain 20 INSANITY points.
Player: Ground Level
DM: Dave arrives at the ground floor. This is going to be the tricky part of his escape. How will he get past the numerous amount of people in the area? Why didn't he think to get a disguise? Nah, that probably would have just made it worse. Ok, where next? Damn, what Dave wouldn't do for some advice from Miss Cleo or a crystal ball or something. Does it go straight around the corner to the lobby of the building? Duck straight into the bathroom? Take a right toward the lower floor offices?
Player: Duck in Bathroom

Player: No, Go out the Door

Player: Charlie Murphy's Office
DM: Dave Ducks into Charlie Murphy's office. It's a cluttered, but not necessarily messy office. Charlie is not in there. Thank goodness. He keeps trying to pitch an E! True Hollywood story of when him and his brother Eddie met MC Hammer. Dave told him that Rick James and Prince were enough already. The last thing that Chappelle wants is a show that's so based on set formulas. He doesn't want to sell his soul for millions. That's why he's breakin' out!He scans Charlie's office.....nothing of interest, EXCEPT A JOINT. Sweet Mary Jane! Cannibus! That might help Dave get some relief from his stress. If Dave needs to use it to take off some INSANITY points, go the the bathroom to use it. Dave's a big celebrity; he can't be lighting up just anywhere.
Player: Take Stairs
DM: Dave decides that it might be a good idea to take the stairs. Lazy ass Comedy Central employees aren't going to walk when they can ride the elevator. Whew! At least he's not climbing up them, he can't remember the last time he worked out. Of course, a skinny black guy that looks like he's on crack doesn't have to work out that much. He knows that he ain't getting buff, and he ain't fat so why be fanatic about it? Dave arrives at the ground floor. He didn't run into people. Good!

DM: Chappelle reluctantly answers the phone, "Hey Dave, this is Ronnie Weinstein, new junior executive here at Comedy Central, how's it going? Hey, I'm a really big fan of that show of yours. I mean, 'I'm Rick James, bitch!' That's some funny stuff. The kids really love it. Anyway, I was wondering if we could have lunch on Friday. We could talk about the new season of Chappelle that you should have finished soon, right? And I can just get to know you as a person. We can rap one-on-one. It will be a blast. So, Friday it is. I'll see you then. Bye." The executive hangs up the phone before Chappelle can get a word in. That's the kind of conversation he wanted to avoid! GAIN 10 INSANITY POINTS!

Player: Picture of Wife

Player: Use Elevator

DM: Dave enters the downstairs bathroom. Hopefully there are no fanatic fans or executives in the bathroom. Ha! As if the executives would use a general employee bathroom. I think he's safe in here at least from them. Standing at the urinals are a couple of white, teamster looking guys. They are union guys for sure. How does Dave know? They are taking their time peeing, talking about last weekend's NASCAR race. What should Dave do next? Use the bathroom? Or check to see if the coast is clear and leave?
Player: Check, see if clear, leave.

Player: Waiting....
DM: It's agony. Why won't this guy shut up? If Dave can't get off this elevator in a second. He's gonna have to kill this white guy! "Yeah, Dave, and I love the reparations for slavery skit. It's such a funny thing to fantasize. What if they really did give black people money for slavery? They probably would spend it on cigarettes, chicken, and liquor. Dave, you're great! So imaginative!" Before Mr. Weinstein can make any more comments, the elevator dings and the door opens. "Thank you, " says Chappelle under his breath to the elevator. Gain 30 INSANITY Points.As the door closes, Weinstein says, "We'll talk later! Call me!"

Player: Take a Piss
DM: Ahh, that's refreshing. After several cups of coffee, Dave needed that! Lose 10 INSANITY points if you have any. After Dave washes his hands, he makes his way out of the bathroom.
Player: Go to Charlie Murphy's office
DM: After Chappelle uses the bathroom, he walks into Charlie Murphy's office. Inside is a certain degree of clutter but not a mess. Beverly Hills Cop posters are on the wall. Coming to America, also. Charlie Murphy arises from his desk to speech to Dave, "Yo Dave, how's it hangin'? I've been workin' really hard on this E! True Hollywood stories where me and Eddie meet MC Hammer. Do you think we can sneak it into the shooting?" Chappelle hates the idea. He's been trying to get Charlie Murphy to abandon it, but with the success of the E! True Hollywood stories with Charlie and Rick James, it's hard to get anyone to agree with him. The Chappelle Show producers especially like the idea. GAIN 5 INSANITY points. Should Dave stand up to Charlie Murphy right now? Or just give an noncommital agreement and leave?
Player: Agree and Leave
DM: Dave gives an noncommital agreement that he's sure he can get out of later if need be. Charlie is a funny comedian, but he doesn't understand what Dave is going through right now. He can't get his career pigeon holed by this show. Dave says goodbye and heads out.

Player: Stand up to Charlie

Player: Straight around to the lobby
DM: As Dave rounds the corner heading straight into the lobby, he sees a tour group. Damn! He should have known they would be doing tours of the Comedy Central Studios. Maybe he can sneak past the crowd without them knowing it. As he begins to walk, he can hear the kids yelling that it's Dave Chappelle! "I'm Rick James, bitch!" comes out in a crescendo of unison. He also hears other lines: "What did the four fingers say to the face? SLAP!", "Bring me the breast milk of a Cambodian immigrant.", "White Power!", "I'm here for the free crack giveaway!", "Reach for the sky, honky.", "Darkness!", "Everybody wanna be a nigga, but nobody wanna be a nigga.", and so on. The attention is more than Dave can stand!

DM: Dave tells Charlie that he appreciates his work on the skit, but that he believes that they need to go in a different direction for this next season. He explains that they've got to reinvent Chapelle Show so that it stays edgy and new.Quite angrily, Charlie retorts, "Fuck you, Dave, and your fortunes! Just because your show is the shit, doesn't mean that you are. We writers are working our asses of for you. And you don't respect our shit. Get out of here before I lose my temper."Well that didn't work out nicely for Dave. GAIN 25 INSANITY POINTS.

DM: Dave walks up to the elevator as the doors open and hopes that there's no unpleasant characters on the elevator. So the doors open and guess who it is? It's SAMUEL FREAKIN JACKSON! Instantly, he recognizes Dave and speaks (or yells), "HEY, DAVE, HOW'S IT HANGING, MOTHER FUCKER!? I'M JUST KIDDING, WHAT'S UP?" Dave tells him that he doesn't have to yell, and Sam says, "I'M NOT YELLING! THIS IS MY REGULAR VOICE. HAVEN'T YOU SEEN MY MOVIES? DEEP BLUE SEA: A SHARK ATE ME! A MOTHER FUCKIN' SHARK ATE ME! YEAH, THEY DESERVE TO DIE, AND I HOPE THEY BURN IN HELL!" Dave smiles at seeing his buddy/acquaintance Samuel L. He also finds it funny that Sam is doing an impression of Dave doing him. LOSE 5 INSANITY points. As they talk a little further, Dave finds out that Sam is making a Comedy Central original movie with Greg Geraldo, Louis C.K., Steven Colbert, Dave Attell, Colin Quinn, and a couple other comedians. It's a remake of the Dirty Dozen, and it's going straight to cable.

Player: Right toward offices
DM: As Dave ducks into a vacant office, he notices a Comedy Central studios tour passing by and going up the stairs. He thanks God that he was able to avoid a big crowd like that. That surely would have been the death of him. The lobby is clear! Time to make a break for it!

DM: Dave has finally fallen off his rocker. You got him to that breaking point, and he can stand no more. The fame and notoriety is too much for him. Just a little while ago, he was a cult star from such movies as Half Baked and Robin Hood: Men In Tights. Why can't he just go back to being on the radar? Why must he explode like a supernova? Of course, some may say that it's better to go out in a blaze of glory than to never achieve greatness at all. We all love you, Bitch! Even if you are crazy, Dave Chappelle!

Player: Run for exit!
DM: Dave, as if possessed by the spirit of OJ Simpson (the football player, not the murderer), begins rushing toward the door. In his mind he's breaking tackles. Spinning, turning, leaping: He does whatever he needs to get to the end zone that is outside the building! HE MIGHT GO ALL THE WAY!
DM: This is Channel 6 breaking news by news anchor Chuck Taylor: "Good evening, I'm Chuck Taylor. Dave Chappelle has successfully escaped the Comedy Central headquarters without going insane. The escape can be accredited to stout crictical thinking skills on the part of the player. Without elluding those critical people, Dave surely would have become a statistic: one of many young, black comedians that peak too early and fall from grace. Dave, on the other hand, will bounce back. He's a tough kid and has a lot of talent. It will be interesting to see what he does next. For Channel 6 news, I'm Chuck Taylor."CONGRATS! YOU WIN!!!! I might be adding a scoring system in the game later. So check bad and play it again. Thank you for playing my game!

DM: "Take Mara. Then come back for me!"Mara argues, "No no you first!"The Vampire quickly changes into a bat and then grabs Mara's arm. They begin to fly upward towards the east. Mara looks terrified as she disappears into the distance. You are now alone.
Player: Find your own way out
DM: You decide not to wait for the bat and make a left. Just then a giant ogre rounds the corner. It picks you up and you begin screaming. Another ogre rounds the corner and you get tossed to him. They start throwing you back and forth. Suddenly one cracks out a large wooden bat. The ogre throws you towards the bat and you are abruptly hit and fly to the other side of the maze. You are now dazed and confused and bleeding heavily. Your arm is broken and you can hardly see out of your eyes. Just then a snake slithers towards you. It's five minutes to midnight. The snake opens his large mouth and swallows you whole. Then it crunches down on your bones. The End.

Player: Stop and talk to the guard
DM: Chappelle decides that it's not right to dis one of his own people so he stops and talks to the guard. The man looks at Dave, and with a strong but friendly voice, he says, "Mr. Chappelle, Mr. Weinstein is on the phone. He wants to talk with you before you leave the building." Dammit! Not that guy again. Can't a nigga get a break?GAIN 15 INSANITY points. Does Dave take the call? Or Run like Hell?
Player: Take the Call

DM: Dave pouts, but he picks up the receiver. He doesn't want to be rude to the bosses. "Hey Dave, it's Ronnie Weinstein! You weren't trying to skip the country without talking to me, were you?" Dave sweats a little; how the Hell did he know? Ronnie continues, "Oh, I'm just kiddin', Dave. Going out to get lunch? I can't wait for our lunch coming up. It's going to be so great to rap with you on the show. It's been my dream to work with talent such as yourself ever since I graduated from Stanford. It's amazing what two months of waiting will get you! Blah, blah, blah. Blah, blah, blah. Blah, blah, blah." Why won't this guy ever shut up? GAIN 30 INSANITY points!While Mr. Weinstein is still talking, Chappelle lays down the receiver and runs like Hell! He just can't take it anymore!!!!!

Player: Under the first couch...
Player: The Library
DM: You go to the White House Library. There a few places that catch your eye as good hiding spots. Where could the hat be hiding here? You decide to search...
Player: In the fire place...
DM: You mistake a large chunk of coal as the top hat and now your hands are blackened with coal dust. Unfortunately the top hat is not in the fire place...
Player: Back to the Library...

DM: Your standing in the middle of a rock concert. Your getting pushed and shoved into people. The music is so loud you don't have any room to think. A few minutes later you ask yourself why you are at this concert, then you remember. You are running from the police. You look to your left, right, up, and down, these officers are everywhere! You have two options: Either you crawl between everyone to get away or you crowd surf to the front of the stage.
Player: You choose to crowd surf.
DM: You politely tap on the man's shoulder in front of you and point up. The man and his two friends understand and suddenly pick you up and throw you on top of the screaming crowd. You feel thousands of hands underneath of you as you make your way towards the stage. When you reach the stage a security guard reaches for your hand to help you down. You immediately dodge the guard and jump on the stage. You run to the back of the stage and see two opened doors.

Player: You choose the door on the right
DM: You run through the door and luckily you chose the exit. You exit the building and reach a dark alley. You look to your right and see nothing. You look to your left and see nothing.
Player: You choose to go to the right.
DM: You make a right and are heading towards a dock. You see a few boats docked and start checking if any of the boats have keys in the ignition. You get to the third boat and luckily you see keys in the ignition. While looking at the boat you see a dim light in the distant. From what you can see, it is an island. In high school you were a great swimmer. You never stole anything in your life.
Player: You choose to swim to the island.
DM: You start swimming. The water is cold and you cannot feel your body. The island is not that far up ahead. You eventually reach the island and run up on the shore. You see woods straight ahead and choose to walk into it. As you are getting further and further into the woods, you begin to smell something burning. You look up to see a bonfire and many tents surrounding it.
Player: You choose to keep walking towards the fire.
DM: You walk towards the fire. You don't see anyone around, so you walk a little closer. You reach the tents and right before you go to peek inside, you feel something breathing behind you. You turn around to face 50 policemen. Fifty guns are pointing towards you. You've been caught! Game over.

DM: You drop to your hands and knees and begin to crawl. People are stepping all over your hands and ankles. You keep getting stuck between legs and feet and are hoping to finally reach an opening. Successfully you make it out of the crowd and run towards the nearest exit. No officers see you. Relieved, you run through the exit and come to an opened limo door. No one is inside. You look around to see if anyone is watching you. In this moment, you notice an empty alley.
Player: You choose to jump into the limo.
DM: You jump into the limo and are instantly amazed. The limo is filled with soda, colorful lights, televisions, computers, and even a jacuzzi! The limo starts moving and you have no clue where you are traveling to. A few minutes later you notice a police car driving next to this limo. Suddenly the limo stops. Confused you stick your head out of the opposite window and realize it stopped at a red light. You fear getting caught.
Player: You choose to slip out and run.
DM: You jump out of the limo and sprint across the street. You feel and hear bullets just passing your head. You are being shot at. You immediately see a subway.

DM: You run through the door and are immediately hit with the smell of pizza. You realize the door you have chosen was a mini pizzeria connected to the concert stage for the performers. You notice a door and calmly walk towards it. You look out and see streets and people. You walk out and begin walking down the street. You notice a subway entrance on your left.
Player: You choose to take the subway.
DM: You make your way towards the subway and calmly walk down the stairs. You buy a ticket and just in time the subway arrives at the station. You get on quickly and choose an empty seat. A woman sits down next to you when you realize there are no more seats left. A few minutes go by and she begins talking to you. You look up at her with scared eyes and she immediately asks what is wrong. You begin crying and spilling out all the information you have. You tell her you have no idea why you are being chased and you swear to her that you are not a criminal. You feels sorry for you and politely asks you if you need a place to stay. Quickly wanting to accept, you stop and think for a second. Do you really want to get her involved? The train stops and the woman says this is her stop.
Player: You choose to refuse her kind offer.
DM: You politely refuse her offer. Quickly, you begin walking again. This time you have no idea where you are and where you are going to go. As your deep in thought, you bump into a little old man. He is holding up a sign that says "Help Wanted" and you ask him what does he need help with. He replies that he is a fisherman that has lost eyesight in his right eye. He needs someone to drive his boat to nearby island where he usually fishes. You agree quickly and begin to follow the man to his dock. He has to go inside for a second and hands you the keys to his boat.
Player: You choose to wait for the old man.

Player: You choose to steal the boat.
DM: Your making your way to the island on the boat. The breeze is cold and you become cold quickly. You arrive at the island and quickly get off avoiding any eye contact. The island is cold and the only light shining is the moon. You look ahead and you notice through the darkness that there is woods up ahead. You begin walking through woods and suddenly smell a fire burning.

DM: You begin running down the alley. With the moon being your only light, you are just wandering down the alley hoping to find a place to hide. You eventually see lights in the distance, and reach a main street. You immediately pull your hood over your head and hide your face. While walking with your head down, you accidentally bump into a huge man. He is dressed in a business suit and apologizes for bumping into you. You look alarmed, and he asks you what is wrong. You slip and tell him your recent problem. He decides to make a deal with you. The deal is that if you rob and bank for him, he will help you flee the police and give you some place to live.
Player: You choose to refuse his offer.
DM: You refuse the man's offer. In a blink of an eye, he grabs you by the neck and threatens to kill you if you ever repeat anything he said to you. Terrified, you immediately agree and quickly walk away. You walk a few blocks down and realize you have no clue where you are going. You see a taxi. But it quickly drives right pass you. You have no choice but to keep walking.
Player: You choose to go right.

Player: You choose to go with her.
DM: You follow the woman home. She lives in an apartment complex, her room bring number 223. You arrive at her door, waiting patiently for her to unlock it. Right before she opens the door, you suddenly hear sirens and a helicopter. You bust through her door and run straight to a window.You look out and see 5 cop cars, and FBI van and a helicopter flying over head. You run to the other end of the room and notice it is the back of the complex. You notice a fire escape. You look down and notice a dumpster filled with old blankets and trash bags. Her apartment is on the 2nd floor.
Player: You choose to climb down the fire escape.
DM: You climb down the fire escape and make a run for the street away from the police. Luckily you see a body of water ahead. You need to get away quickly. Your a great swimmer.
Player: You choose to turn around.
DM: You stay on the shore. Suddenly your blinded by a bright light and you can hear helicopters hovering above you. There is no where to run or hide. You've been caught! Game over.

Player: You choose to refuse her offer.

DM: You make a left and enter into a small alley. You keep walking until you reach a huge building with a bright sign. You notice the back door is open and you decide to walk in. A security guard immediately stops you and asks you where you are going.
Player: You choose to fight the security guard.
DM: You immediately punch the guard in the face. He doesn't move and looks even move angered. He suddenly grabs you by the neck and drags you further into the building. As your struggling to get away, you notice a large tin crate to your left and a fire alarm to your right.
Player: You choose to pull the fire alarm.
DM: You pull the fire alarm. Just your luck, the alarm does not go off. Frightened, you grab the closest thing near you. You grab the metal broom leaning on the wall. You bash the guard across the head and you knock him out cold. You run down the hall and reach two doors.
Player: You choose the door on your left.

DM: The light turns green and the limo begins to move. You keep an eye out on the cop car and eventually it makes a left. Letting out a sigh of relief, you sit back and relax for a few seconds. The limo immediately stops. Your door suddenly opens and you are now looking at a luxurious hotel. Someone escorts you into the building and lead you to your room. You look to see if anyone is following you, and eventually you arrive at your door. You walk in and relax for a few seconds. You get up and walk towards the door. You open the door and look to your left, then look to your right.
Player: You choose to go to the left.
DM: You make a left and start making your way down the hall. You get into an elevator and hit the lobby button. You arrive in the lobby and decide that you need some air. You walk outside to see a party boat being filled with passengers. You ask someone where the boat takes you and they tell you it takes the residents to a small island. The boat is about to leave. You don't want to board it just in case you see someone you should not. You have to go to that island. You think about swimming and following the boat.
Player: You choose to get on the boat.

Player: You choose to keep running.

Player: You choose to go left.
Player: You choose to let him escort you out.

Player: You choose to take the subway
Player: You choose to jump into the dumpster.

DM: You wait for the old man to get back. Five minutes later he returns and you both get on the boat. You get to the island in about ten minutes and you dock the boat. The old man gets out of the boat. After you are done making sure his boat is tied down, you get off the boat. You immediately smell a fire burning and you look into the woods ahead and see a dim spec of light. It looks pretty far away.

Player: You choose to swim.

Player: You choose to stay with the old man.

Player: You choose to grab the crate.

DM: You make a right and accidentally knock into a woman. She drops all of her bags. You apologize and immediately help her pick them up. She sees the fear in your eyes asks you what is wrong. You tell her your situation. You can see the confusion in her eyes and hope she does not turn you in. She sees how scared you are and asks you if you have a place to stay. You don't want to get her involved. She says you can stay at her place.
Player: You choose to take her kind offer.
DM: Without thinking you jump into the dumpster and quickly climb out as fast as you can. You sprint down the nearest alley and you realize you are heading towards a body of water. You need to get away.

Player: You decide to turn around.
DM: You turn around and make your way down the street. Your exhausted and decide to sit down. You look up and realize you reached a train station. You go and buy a ticket to the farthest place you can go. The train arrives and you board quickly. You are on the train for 3 days and when you finally stop, you have no idea where you are. You plan on living here and you plan on changing your name and appearance. You have escaped the police. Congratulations! You escaped!

Player: You choose to go investigate the fire.

Player: You choose the door on your right.

DM: Your fingers patter on the keyboard, but again, it fails. You wonder why you haven't been locked out yet.

DM: I go to Vince's apartment, where I see him lying in a pool of his own blood. He's been beaten to death, possibly by the same Loanshark thugs I took out last time. I thought I already warned him. Whoever did this better be powerful enough to take an ass-whooping from me! HEALTH: 100%
Player: Pay a visit to the Loanshark.
DM: When I reach the casino, I break my way in, grab the Loanshark and drag him out in the street. The cars will have to wait, as I lift the asshole up into the air in a position where I could easily tear him in two pieces."I visited my friend today. Seems like someone wasn't paying attention in our last conversation.""You're the one who should pay more attention. We don't need to be afraid of the likes of you anymore" he says, and someone punches me in the face from the side hard enough for me to drop the Loanshark and fall on my knee. I hear the Loanshark laugh, and when I turn around, I see a freak-bodyguard step in between me and him."We can now buy people to fight you. Like Muscle here. He supposedly has extremely advanced muscle tissue, like you. Have fun boys" he says and enters the casino, leaving me and Muscle to tango outside on the street. The guy is not only with super-muscles, but a giant fucking gun. Good, then at least this could be a challenge.Muscle starts shooting me from point blank, and although I can feel the bullets a lot more than from regular pistols, it's still not enough to pierce through my skin.HEALTH: 100%
Player: Try to remove his gun.
DM: I kick his gun out of his hands, causing him to drop it and then I headbutt him. I can feel his skull crack, so it doesn't seem his body is as tough as mine is. With this knowledge, I kick him in the stomach, breaking his ribs and spine and causing organs to fly out of his back. Not so tough after all? HEALTH: 100%

DM: You decide to go with the faster, more maneuverable Aquila. Unfortunately, the Aquila doesn't prove as suited to it's role as expected. It has too little firepower and durability compared to the larger Chykri ships that it needs to contend with, and it's still too slow to compare to the smaller Chykri and Coalition Fighters. This decision, although a minor one, could have dire consequences in the war.
Player: Next Model
DM: The final thing to be decided on is the Command Gunship, the ship designed to command the other fighters in battle. You have three choices: The Aether, the Chariot and the Schmidt-Gaijai-Omega-1-Tarn Paladin.The Aether is a human-designed Command Gunship that was designed for use in the Coalition-Alliance War, which ended before the Aether could be used. It is designed to hold a large human crew to install themselves into electronic communications devices to allow them to control the fleet and make tactical choices in virtual reality.The Chariot is another Command Gunship that was designed for use in the Coalition-Alliance War, but saw some combat if at a minimal level. It involves holding a small group of Coalition Leaders to control the greater fleet at large, through the use of massive mapping systems and communication devices to control the fleet.The Schmidt-Gaijai-Omega-1-Tarn Paladin, henceforth known simply as the Paladin, is a new device. Designed by a mixed group of Humans, Remnants, Tarn and Antimites, it is the newest creation of the three. It involves heavy use of AI's to manage and control the fleet at large.

Player: Listen to the second log

Player: (Go in.)
DM: This place, for a party, it's oddly quiet?Though they sure trashed the place; looks like a riot. Yet you see no one around, where'd they all go?There's two places to search, up high or down low.
Player: Search downstairs.
DM: Descending the stairs, they creak when you walk.It's dark down here, but you're too manly to balk."Anybody there? Your lights aren't working."You helpfully call to anything lurking.Light flickers on, candles on skulls that glower.These must be eco-freaks, saving their power.You spy a pentagram scratched on the floor,Christmas now, so why the Halloween decor?

DM: As we both are lying on top of the rubble of the floor, but I grab hold of one of his bone spikes and pull myself on top of him. I try punching downwards onto his head, but he grabs my fist with his palm and manages to prevent the attack. BEHEMOTH'S HEALTH: 100%HEALTH: 85%
DM: I practically leap at him with my knee first, and as much as he tries to block me, the force of the hit is to much and I drive my knee into his side, knocking him away from me and into a wall, causing it to almost fall down.BEHEMOTH'S HEALTH: 95%HEALTH: 70%
DM: I place him hands in position to block his attacks as he unleashes a flurry at me, however, one of his punches comes through and hits me in my side, breaking the shield I have formed with my hands. Using that opportunity, he smashes his other fist in between the gap that has formed between my hands and directly into my lower jaw.BEHEMOTH'S HEALTH: 95%HEALTH: 60%

DM: "Don't you get it? The night doesn't make you stronger, not against me. It just makes it easier for me to hit you" Paladin says as he has his hand around my neck. He can't choke me, as I don't breathe in the traditional manner, but holding me so close to the light emitting from his armor for so long is slowly causing me to evaporate.Seeing as how the baryons he forced into me are slowly retreating fro my body, Paladin decides not to waste any more time, but Haste arrives on superspeed, and rams Paladin away from me. Haste receives the killing blow instead however, but the baryons leave my body and I am free once more.
Player: Return to inside the base.
DM: I channel myself to inside the base, where Paladin follows, and he aims his cannon at me. At least now I've learned that fighting him in the night is a mistake.
Player: Evade his cannon.
DM: I try to move myself out of his firing range, but even so, his attack seems to hit me. My entire body absorbs the baryons fires from his cannon, forcibly materializes, shrinks to human size and collapses onto the floor.Paladin approaches me and says "you know, the great thing about shooting a target that's everywhere, is that you can't miss."He then steps towards me and fires. With me forcibly materialized, the attack kills me just as much as anyone else.

DM: London, 1815You have arrived from the country for your first season in London society. You are from a noble but impoverished family. Your father caused a social scandal when he eloped with your mother who was a low born country girl. His noble parents disowned him and you grew up happy but poor. Sadly, both your parents have now died and your father's sister, Lady Wilde, has summoned you to London to find you a husband.You have arrived at your Aunt's formidable town house. You are waiting in the dark splendour of the sitting room when a man walks in. He stops on the threshold and stares at you for a minute. He is well dressed and handsome with blonde hair and sparkling blue eyes. He introduces himself as the Honourable Adam Steeton. He says he has never seen someone so beautiful and asks you to take a turn about the garden with him.Do you:1. Take his hand and go out to the garden2. Politely but firmly refuse him
Player: Politely but firmly refuse him

Player: Dance with the Earl
Player: slap her hard in the face

DM: You take Adam's hand and step out into the garden. He is very funny and makes you laugh within minutes. He tells you that he is the nephew of your Aunt's late husband Lord Wilde and has been visiting the "old battleaxe". He looks into your eyes and is about to kiss you.Do you:
Player: Let him kiss you
DM: The Honourable Adam Steeton kisses you like he means it and it is the most wonderful thing that has ever happened to you until...........you hear an outraged exclamation behind you and turn to find the imposing and patrician figure of your aunt, Lady Wilde. She looks completely outraged. She refuses to let you into her house and says that she knew that there was bad blood in the family and that she is not sorry you have ruined yourself. You are packed back to a life of obscurity and poverty in the country and to make matters worse, the Honourable gentleman winks at you as you leave!

Player: Dance with Mr Steeton
DM: Mr Steeton sweeps you off your feet and around the dance floor. Your heart beats uncontrollably and you feel like you could stay in his arms forever. At the end of the dance he asks you to step outside and get some fresh air. You know that this is not appropriate behaviour for a young lady at her first ball but part of you is desperate to spend more time with him. Do you:

Player: cry and run from the room

DM: You spend the rest of the ball being overlooked and ignored. Word has got around that you are a dull and prudish girl and no one is interested in making your acquaintance. Your cousin spends the rest of the season telling everyone that you have no interest in fun or men and you go home alone at the end of the season and die an old maid

Player: Politely decline

Player: Play Again From 3rd Period
Player: Talk to your buds about your latest alchohol consumption
DM: You decide to talk to your buds about your latest alcohol consumption.As you start talking about all the booze you had for breakfast, you start feeling very woozie. Your friends help you to the bench and lay you down, but walk away and will not touch you as soon as you start to splurge up your Budweiser. They all laugh at you while you die, choking on your own vomit. The last words you hear are, "Huh huh, that kid can't hold his beer!" Note for future: beer does not go with corn flakes and codine.

Player: Order another glass of milk
DM: The bartender insists that you either order a REAL drink or leave your taking up drinking space at the bar.
Player: Gimme another PINT!!! and another and another!
DM: After about 16 pints of beer you completely fall off your stool! The bartender laughs at you as well as all the other patrions seated in this establishment. You are thrown out into the street and picked up by the military police and placed in the stockade ( jail ) until your departure for France.

DM: You and the Earl dance around the room as if you were the only ones in the crowded ballroom. He tells you that your cousin is mean spirited and that he could not spend his life with someone like that. He had been persuaded that he should never meet anyone who he could spend his life with until he met you. You talk and talk and it feels as if you have known him forever and you are sure that you can trust him. In 6 short months you are the Countess of Saltaire and are the happiest of couples.

DM: You launch massive amounts of Drones to annoy and distract the advancing Spheres, and the Crimson Wings flee the area.

Player: The Candy / Snacks Machine
DM: You decide to go to the candy / snacks machineYou see the same old stuff in the machine. What would you like to buy?
Player: Snickers
Player: 2% Chocolate Milk
DM: You decide to drink the chocolate milk You chug it down and throw the container under the counter. It was some good milk. You contiue on.

Player: Mrs Colwell's testimony about hearing the cries of "murder"
DM: Inspector Abberline frowns."It seems a bit unlikely to me that the killer would still be wandering around with a knife sticking out of his pocket the morning after killing his victim," he says but promises to look into it.He returns the next day looking unhappy."We've identified your knife carrying man," he tells you. "He's a local idiot called Henry James and he doesn't have a wooden arm either. Surely with better detective work you would have realized that yourself?"Your Reputation with the Police has been damaged.

DM: And quickly saw to all their woesThe sick were healed and filled with lightFrom shining eyes to glowing toes.You would have wept to see the sightOf all the folk restored and gayAnd never known the darkest nightThat in the Mage's soul still lay.The peasants thanked him heartilyBut wordless waved he them away.The Lady Jane looked on with gleeTo see how Cantaphrax did aidThese simple folk without a fee.She led him though the mossy shadeOf tower, wall, and parapetUntil the Mage grew quite afraidFrom out this maze he'd never get.They came at last to a small doorOf purest ironwood and setInside with fiery rubies four.This was the Tower of the SageHis newfound home and even moreThe place to work his skill as MageAnd gain dominion 'oer this girlTo rule the Kingdom as his stageAnd play the dramas that did swirlAmid his foul and filthy head.But wait, do I yet spy a pearlOf good inside this oyster dread?A chance to overcome his hate?...
Player: I jest. His good is long since dead.
DM: Each day the Princess came to sitAnd listen at the Mage's feet.He'd conjure up some small trinketA magic brooch or fairy sweetTo give her and so every dayHe grew in her eyes tall as wheat.This wily devil knew to playThe kindly Mage when with the KingAnd help him in some tiny wayLike finding once a long-lost ring.O bless his heart, the King knew notHis busy bee nursed quite a sting.So for long years did grow the rotUntil the Mage decided itWas time to strike for what he sought.The deed required all his witTo sneak into the kitchens andDeposit just a little bitOf Hydra venom in a panOf rare and wild choice mushrooms.As soon as King and Prince beganTo eat, the pallor of the tombCame swift across their faces toAnnounce their final, poisoned doom.And so the Lady Jane, it's trueWas crowned the Queen in majesty.But Cantaphrax had worked his coupThe young Queen's will was never freeFrom Cantaphrax's scheming plans.With all his thoughts she did agree.And so the Mage ruled o'er the landWith tender compliments so thatThe Queen would never take a stand.

DM: It happened so suddenly, Kei had no chance to catch her, no hope of doing anything but watching as she fell.One moment, he was alone on the beach, sun sparkling off the waves, nothing in the sky but a few white fluffy clouds, the next---At first he thought she was a kite, bright colorful cloth flapping in the wind of freefall as she flew earthward.When he understood the shape was human, it was too late, and she struck the shimmering sand with a soft, muted sound.Kei ran towards the sad, bright crumpled form.It was a girl. Shreds of crimson and indigo did little to conceal the fact. She lay still on the sand.Kei reached out towards her. His hand barely brushing her
Player: face
DM: Kei softly stroked the side of her face.She was like a porcelain doll, thrown aside by a careless child.

DM: Kei laid his hand on one barely-covered breast. He'd never touched a girl's chest before.She was soft, she was firm. . .she was breathing.He snatched his hand back.
Player: Then she opened her eyes
DM: They were the color of the sky just after sunset.She looked at him with all the glassy stillness of a tide pool, unseeing, uncomprehending.Kei spoke.
Player: "What happened?"
DM: She blinked once, slowly.Her coral-pink tongue flickered out, licking her lips as if she were still new to the idea of speech.She blinked again, and spoke."What?" It was a whisper, a barely-breathed thought, a ripple of confusion in the still pools of her eyes.

Player: "Are you all right?"
DM: The limpid pools of her eyes overflowed, small crystalline teardrops sparkling like starlight for an instant as they melted into the hot sands.She didn't seem to realize that she was crying, or even to have understood his words.He lifted her feather-light body in his arms, and she rested her head against his chest as he carried her.
Player: Kei took her back to his cottage
DM: It was a simple beach house, like most of the others in the area.Humanity had learned not to build too high, or too close together.Kei lived there with his sister Yumiko. Their parents had died, along with most of the population of Cantus V, in the last Promethian attack.The Promethians had moved on- to other worlds, other wars, other lives to be destroyed- and what was left of the people of Cantus V struggled on, because there was nothing else to be done.Yumiko sold her body to the fishermen for food and supplies, and Kei walked the beaches, searching for remnants of their lost way of life.Kei felt
Player: hopeful
DM: when he thought of what his life had become.At least he and Yumiko were still alive. At least they still had each other. They could build a new life. Maybe this girl could be part of it.
Player: He brought the girl inside and waited for Yumiko

DM: Kei knelt and took the girl's hand.It was cool and dry and fragile.He held her hand and looked into her face.

Player: "Who are you?"
DM: She gazed uncomprehending at him, and in her eyes was the vast dark emptiness of the ocean.She did not resist as he lifted her to her feet, a living doll, a marionette without strings.

Player: sad

Player: nothing
DM: when he thought of what his life had become.There was no point in wishing for things to be different, or wondering how life could have been. No point in wasting effort on dreams of revenge or rebirth.This was simply what life was now. There was nothing you could do but try to survive another day. And another, and another, until your heart gave out, or there were no more fish, or the Promethians came back to finish what they'd started.

DM: She was crying when she entered the cabin.She cried a lot, these days. Never loudly, never with any sense of anger or outrage.The tears simply flowed, silently, hopelessly, as if there were too much sorrow inside her to be contained and this was the only way it could be released.When she saw him, she tried to smile a hello.He hated her new smile.The old Yumiko had been dazzling. A straight-A student, outgoing and popular- everyone had been drawn to her beauty and charm.This Yumiko was like a ghost, some pale reflection of his beloved sister, with all of the life and sparkle in her gone.Then she saw the girl on the bed, and her expression changed to something like fright.
Player: "What is that?!"

DM: Yumiko stammered in shock."I found her on the beach. She fell from the sky.""Don't you know what that is?" she gasped.Kei knew. From the moment he saw her, he had known what she was. But somehow, he didn't feel she was dangerous. Something in the way she looked as she lay on the sand. She had seemed- broken, discarded, a lost thing. Nothing like those monsters. Nothing monstrous about her.Kei tried to explain his feelings to Yumiko. Her response was
Player: resigned
DM: "Do what you like," she said. Her expression was blank, and her voice toneless-- as if he were one of her clients, asking for a "special service."He almost changed his mind, then.But something made him stubbornly insist that the girl be allowed to stay.
Player: his anger at Yumiko
DM: How could his sister behave that way? Didn't she trust him?Kei was determined to prove her wrong.
Player: They named her Kite

DM: when he thought of what his life had become.His family had survived the initial attacks. Their home destroyed, they fled with the other refugees through the burning wasteland their city had become.On the fifth day, the Promethians found them.They were advanced models, almost human in appearance. They quickly surrounded the family, forming a circular barrier.When Kei tried to remember what had happened next, it was like trying to remember a dream.He thought he recalled his mother, screaming. His father's voice, gasping and choking. Yumiko, crying, while crimson stained the earth where she lay.And the silver-haired officer. That metal monster's face was the only thing Kei clearly recalled.It was a handsome face. Kei remembered it smiling cheerfully at him, while sounds of agony filled the air around him.Somehow that made it even more horrific, that such a friendly mask could be worn by such an inhuman thing.At times, Kei wished he could remember what had happened next. At times he was glad it seemed so far away, as if it had happened to someone else, some stranger, and he had only been watching from a good safe distance.

Player: angry
DM: "It's a monster. It's a monster, Kei, and I won't have it in here."Kei tried again to explain. He was sure she wasn't dangerous.Yumiko argued with him. So what if it was a defective model? It was still a Promethian, a sworn enemy of all humanity.He almost changed his mind, but something made him stubbornly insist that the girl be allowed to stay.
Player: his pity for the girl
DM: She was a lost thing. A broken, discarded doll. She sat on his bed, gazed at him with those wide, trusting eyes, and he couldn't abandon her.

Player: his attraction to the girl
DM: She was unearthly beauty and inhuman stillness. She was the most perfect thing he had ever seen.

Player: After a moment, he kissed her again
DM: Together, they fell onto the rain-soaked sand.Was she only copying what she had seen in the cabin? Kei didn't know, didn't care.She was his. Kite belonged to him.He pulled at her sodden top, and the gauzy material gave way. Rain trickled down her perfect chest, the nipples stark with the cold.He bent forward and sucked at her breast.Her hand brushed gently against his hair- stroking him, or trying to push him away?She spoke, for the first time since he'd met her."Kei."Only that, nothing more.She laid back and allowed him inside her.
Player: The days moved on

Player: Kei just sat there
DM: Was she merely copying what she'd seen with Yumiko in the cabin? Would he be taking advantage of her by continuing this?She made up his mind for him.Slipping out of her flimsy top, she leaned in close against him. Her gaze met his, and she smiled shyly.Her slim, pale hand closed against his, placing it softly against her breast.She spoke, for the first time since he'd known her."Kei," she whispered. Never taking her eyes off him, she reached out and slid down his zipper."Kei. . ."The world closed in around him. There was no wind, no rain, no sandy beach and darkened sky.Only Kite. Beside him, surrounding him.

DM: Her fragile body trembled in his arms."Kite," he whispered. Was she only copying what she'd seen with Yumiko in the cabin?He wouldn't take that chance. He wanted her, but not if it meant taking advantage of her.So he only held her, and whispered his love to her as the rain fell in silver sheets on the dreary sand.And then she spoke, for the first time since he'd known her."Kei," she whispered. Never taking her eyes off him, she reached out and slid down his zipper."Kei. . ."The world closed in around him. There was no wind, no rain, no sandy beach and darkened sky.Only Kite. Beside him, surrounding him. Did she understand his love? Was this her way of showing him she felt the same way, too?Could a Promethian love?He gave up wondering as she flowed around him, and he was lost in her- like a hazy dream, like a falling star in the soft velvet night.

DM: Her body moved of its own volition, remorseless and alien to her.Did she try to stop, when she realized what she was doing to Yumiko? A kind, forgiving heart would like to think she did.Whatever humanity she had found with Kei was gone, though. There was only her mechanical impulse, and Yumiko's shrieks of agony.Then, there was stillness, and silence, and the sound of something dripping slowly on the barren planks of the cabin floor.

Player: When Kei returned
DM: the cabin was dark and silent. He lit a candle, and stared in horror at what remained of his sister. A sudden sound from the corner, and he whirled about with a startled gasp. "Kei," she whispered, her scarlet hands outstretched towards him.He spoke a single word-
Player: "No"
DM: Turning from the cabin, he ran from her.Something in her circuits flipped again and she raced after him.Man and machine fled onward through the endless night, and in all the world there was only darkness.

DM: he whispered, and stepped towards her.She stroked his cheek, gently, her hand leaving a crimson smudge on his pale skin.
Player: and then
DM: they left that place.They went into the darkness, hand in hand, and there was nothing in heaven or earth to come between them.

DM: he whispered. Then, again, louder, "Monster! You, you killed her!""Please, Kei---" she took a step towards him. "Please?"Repulsion twisted his features, and he swung the candlestick towards her.It connected with her head in a solid thump. Viscous red liquid poured down her face, and she slumped to her knees.She reached up for him, and whispered again.
Player: "Kei"
DM: she held out her hands to him."Kei, I love you."He screamed, and there was the bright edge of madness in his eyes."You're just a machine! You can't love anything!""I love you," she pleaded.He picked up a shard of glass from the floor."I'll show you. I'll show you you're only a machine."- - - - - - - -She cried out once, toward the end of it. Surely not from pain? Machines could not feel pain. Or love. So they were not tears that flowed from her eyes.Only liquid, leaking from a broken machine as it lay in pieces on the floor.

DM: You open the locker door and it's so rusty that it makes a loud creaking sound. The cyborg hears you and turns around.
Player: Stab
DM: You stab him in the chest. Blood spurts out of it, but he's still standing. He manages to cut you with his knife before you stab him again and he goes down for good.

DM: In a quiet town in Southern British Columbia, there once was a forest manager. He worked very hard everyday tending to his forest estates to produce the best timber he could for his towns mill. For many years he diligently followed all the forest practice acts and codes, and his stands were lush and rich. Biodiversity flourished throughout, and all the wildlife lived in harmony. The people of the town all loved his stands; they would enjoy running, biking, walking their dogs and just relaxing in the understory. The collection of stands he managed, contained Douglas-fir, Lodge pole pine, Ponderosa pine and Western Larch. There were small pockets of deciduous species as well, but he was most concerned with the conifers. Everything was perfect in his small town and the people had the best wood possible for construction of their homes.
Player: Decision #1
DM: But one day....Dougie, the towns mischief maker, approached the forest manager and said that while he was out poaching quails that he noticed many trees fallen over in a crisscrossed pattern. The manager thanked Dougie for the tip and headed out himself to further investigate. Upon arrival the forest manager saw a mess of trees down in a very un-uniform pattern with exposed root balls. He had never encountered anything like this. Typically during wind events all the trees fell in a more uniform direction. There were also white mycelial fans under the bark, mushrooms at the base of the tree, and rhizomorphs in the exposed soil. What disease should he manage for?

Player: Annosus
DM: The forest manager identified the wrong disease and is now the laughing stock of the entire town.
Player: Armillaria
DM: Congratulations !!! The forest manager has correctly identified the disease and he can now prepare a management strategy.

DM: Forest manager gets land taken by the Government and now lives in his van down by the river.
Player: Remove all down timber from the area and burn the fungus
DM: While burning the pile of fungus, the flames escaped and crossed over into the urban interface zone leaving all the towns people homeless. BC wildfire has billed the forest manager for all expenses.
Player: Sanitize the stand and ensure to brush the understory of all competing vegetation
DM: Unfortunately the forest manager created SUPER ARMILLARIA because of the brush cut, which wiped out the rest of the residual stand and regeneration due to flare up.

Player: Dwarf Mistletoe
DM: The forest manager was forced to apply for a position at the local fast food joint.

Player: Red Band
DM: Congratulations !!! The forest manager has correctly identified the disease. Things went smoothly for the forest manager, his stand continued to produce a high yield of timber at a very high quality. The market was high and the mill was always in demand of his timber. He slowly took over a few more stands in the Southern Interior. However; with the extra land came more problems, and one day..... There was an ecologist in town to tour a group of forestry students through his woodlot. The Ecologist named Bill seemed very interested in a particular area of a stand where there were symptoms and signs of stem swelling, long narrow cankers and some black stain under the bark.. Bill asked the forest manager what was up with this forest? The manager knew that the pressure was on because Bill was a well known Ecologist and did not want to look foolish.

DM: A chuckle came over the class as Bill asked the forest manager how long he had been in his profession, and how he did not know that white pine blister rust could only infect the soft pines.

DM: Bill was polite and did not say anything too harsh to embarrass the forest manager in front of the class for his mis-identification.

DM: Lucky guess, the forest manager is still respected by Bill, ands now only has the unfortunate task of finding a solution to the diagnosis. Now that the forest manager has Atropellis on his plate, he has to choose one of the following three different possible strategies for defense against the disease. Choose the best strategy.

Player: Stalactiform

DM: Rookie mistake. Trees are most susceptible to the disease after 15 years of age.
Player: Atropellis

DM: You did not protect the bark, in fact you gave it a more open area for the spores to infect. You are fired.
Player: Harvest and space the trees after 15 years of age

Player: Remove stumps and burn at an alternate location

DM: While brushing you crashed the machine into a reserved wildlife tree and were attacked by the endangered spotted owl.
Player: Western Gall Rust
DM: There is still time to go back to school and change your career. Gall rust does not cause dense branching and has round swellings.

Player: brush the understory of alternate host

Player: Harvest and replant with all Larch
DM: Epic Fail.......Larch is susceptible to Dwarf Mistletoe.

DM: AAA
Player: L
DM: L
Player: f
DM: AF
Player: k
DM: LA
Player: i
DM: AAAI
Player: o
DM: AAAAO
Player: p
DM: AAAAAP
Player: g
Player: l
DM: You are called AAAAAAAL

DM: The soils are now hydrophobic and all the trees died.
Player: Broadcast Burn

DM: The trip down from the highlands was surprisingly nice. Spring is in the air for sure. The birds are churping and the ice is melting from the mountains feeding streams of gloriously clear water. Braak sips a hand full out of one of these streams. The frigid water reminds him of winter, but the sun peeking through the clouds warms his memories of summer. He quickly prays to the druid gods that he will see the coming summer and not be killed be the Romans on sight. He walks further up the road, through the forest to an opening: green fields as far as the eye can see. Up ahead is the gate into the city. The guards don't stop everyone going in and out, but it's best to have a story in case they do. Braak's appearance is one of a basic Pictish peasant. What's the best cover story to go with that? 1) You're visting your brother.2) You're making business connections with local merchants.3) You're there to save Princess Aallura.4) None of their business.
Player: None of their business
DM: As Braak approaches the gate, his hands begin to sweat despite the cool breeze blowing through the meadows. Standing sentry are two Roman guards. Both of them are adorned with beautiful metallic legionary gear. Neither of them seem really concerned with another unwashed barbarian. You say "Hail Caesar" as you walk up, and they repeat the same. And then you walk smoothly into the city before you are stopped."Wait a minute, Celtic dog. What's your business in the city?""I'm not Celtic." You answer quickly."What?" The guard replies"I'm not a Celt. I'm a Briton."The legionaire lets his back hand fly into Braak's face! That was painful! As Braak struggles to his feet. The soldier unsheathes his sword saying, "You insolent fool. I ought to kill you right here."Luckily the other guard butts in, "Just tell us your business in town and no more harm with come to you.""None of your business.""Now that was a dumb answer," says the more violent guard as he strikes you with the handle of his sword. You are out cold!
Player: Dark as Hell, not quite as warm.

DM: As Braak approaches the gate, his hands begin to sweat depite the cool breeze blowing through the meadows. Standing sentry are two Roman guards. Both of them are adorned with beautiful metallic legionary gear. Neither of them seem really concerned with another unwashed barbarian, but out of routine, the one of the right asks, "In Caesar's name, what is your business in town?". You defiantly answer, "I am here to save Princess Aallura from the hands of you Roman swine!"The soldiers give Braak a hard long stare and then burst into laughter! "Oh, yes, Briton barbarian be our guest! Go into the Great Hall of the citidel, march up the stairs, pass all the guards, and open the princess's door at the end of the hall! While you are at it, bring us the Sword of Achilles if it isn't a problem."You slyly play off your foolish profession saying, "I almost had you guys. But you can't get anything past you Romans.""For a dirty Briton slug, you are alright with us! Thanks for cheering us up. Here's a denari, go buy a drink on us. Oh, watch out for the poisonious arrows when you storm the fortress!" The legion guard continues to laugh as you pull away. Arrogance can make a man loose with his tongue. The Legion gate guards not only gave you one denari, but they also gave directions to the princess's room. Poisonious arrows? That sounds bad.
Player: Poison Arrow Information
Player: Talk to Farmers
DM: You walk up to the farmers and begin to listen to their conversation, "So I said to Uter, what's sheep doing in your bed? And he said..." They ignore Braak's presence so you decide to move on.
Player: Big Boar Tavern

DM: As Braak approaches the gate, his hands begin to sweat depite the cool breeze blowing through the meadows. Standing sentry are two Roman guards. Both of them are adorned with beautiful metallic legionary gear. Neither of them seem really concerned with another unwashed barbarian. You say "Hail Caesar" as you pass, and they repeat the same. And then you walk smoothly into the city.
Player: On to the Square
Player: The Citadel
DM: Like a beacon of oppression, the Citadel sits on a slight hill. The outer walls are constructed of wood, but the inside keep is made of solid granite from the highlands of Wales. The building is impressive, but it's only about three stories high. In other parts of Brittania, there are bigger fortresses than this. Directly in front of you is the gate to the keep. It's guarded by three or four men with great big spears. If you discussed a plan with someone earlier, then you can review and execute the plan. If you don't have a plan, you can just approach the gate. If none of these ideas strike you, you can just leave.
Player: Leave...

Player: Walk Up the Stairs
Player: Tavern -- Left Door
DM: You listen closely at the door. You hear the rocking and beating of a bed post against the wall. You also hear screams and moans from a woman inside. Braak decides to keep this game at the current age rating by not entering the room.

Player: Tavern -- Right Door
DM: You listen at the door. No distinguishable noise is coming from within. Do you proceed?
DM: You walk into the room expecting a sudden ambush, but none comes. The room has a simplistic bedroom appearance to it. Nothing special about it. By the nightstand is a note. You pick it up and read it:Yorick,We have really screwed up this time. That wine shipment we robbed should have never been taken. I didn't realize who's wine it was! I didn't mean to bring down the entire organization because of our screw up. I need you to help me make it right. Perhaps we could cut a deal with the leader? Oh, I know it will only mean our heads if he finds out. We must remedy the problem. I'll be hanging out at the usually place. Come find me!---Dopus "Hmm, I am not sure what all this means, but it might be important." Braak says as he puts the letter in his belt. As you leave the room, you see a jester looking figure come up the stairs. He ignores you and goes into the room you just left. Whew! That was close.

Player: No

Player: Musicians
DM: The Musicians play an olde style celtic tune, "Sweet Bonny Boudicca". The music flows from the open end of the flutes, and the rhythm moves with every string that vibrates out the song. Their song is played beautifully with the skill of the greatest musicians in Britain. The tune itself chronicles the Boudicca's great rebellion against the Romans. How brave was the Iceni queen even in the shadow of her husband's death! Braak claps and cheers loudly when they finish.

Player: Back to the Square

Player: Stable

Player: Leaving...

DM: You inform the General that you have nothing to say. He nods and tells the guard to send you back to the dungeon. Across from the crazy old man, you sit. Eventually Flavius will decide your fate. Until that day, you will sit in this dungeon and rot. Execution or life in prison, it doesn't matter. You quest is over.

Player: Continue to talk to the old man

DM: You listen closely at the door. No sounds. You think about entering then you hear a slight shuffling of feet. Do you wish to proceed?
DM: You calmly walk in the door oblivious to anything that might happen. All of a sudden, Braak is jumped by Roman Soldiers waiting in the room. Instinctly, Braak fights back! The Romans unsheathe their swords as Braak kicks and fights to get away. Braak's resistence is intense, but the Romans crash upon him with a great fury stabbing him continuously with their short legionaire swords. You lay on the floor of this tavern room; blood squirting from every part of your body. You have failed your mission, but at the same time, your debt to the Pictish king is cancelled. Dead men pay no debts except those to the keeper of the underworld.

Player: No
Player: Tavern -- End of the Hall

DM: "I've just gotten into town; can you tell me about what's going on here," you ask firmly.Suddenly the barkeep's tough demeaner loosens up a little. "Ah, you want to hear some good rumors! Well, what interests you: there's a Pictish Princess in the tower, a nest of dragon eggs found outside the city, there's Skinny Jon's tale, and a rumor that General Flavius is up in arms about a robbery.
Player: Princess in Tower
DM: "There's a Pictish princess in General Flavius's citadel. I think she was taken in the last Roman raid north. What they are holding her hostage for, I don't know. What I do know is that it would take a pretty good price to get her out. Also, the Roman leadership is being very secretive about the whole thing as if they fear that a rescue party is coming."
Player: Tell him that you're the rescue party.
DM: Zealously, you make the profession of your true mission in Vespasium, "Actually, I am here to rescue Princess Aallura from the Roman pigs that hold her."The barkeep looks as if he was going to laugh, but then his demeanor changes quickly. With a swift right hand, he grabs Braak bringing him face-to-face with the powerful barkeep. "Listen, boy, talk like that will only get you killed. Loose tongues don't fly for long 'round 'ere. Tell that loony story to the wrong someone that believes you, and you will be dead!" He eases his grip then continues, "Look, I ain't no friend of the Romans; I have one less eye to prove it too. If you want to rescue the princess, you need to be smart about it. Go to the merchant district and find my trusted colleague Cicero. He is a merchant from Gaul that is well educated and well informed. He might have a possible solution for your problem. Tell him that MacCorbin sent ya. Let's talk no more about this." You thank MacCorbin the barkeep, and as you are walking away, he says, "All the whores in here work for the General's men so don't go near them. That could be a quick ticket into the dungeon for someone like you."
Player: MacCorbin Sent Me

Player: Rumors

Player: There to rescue

DM: "Are you tired of sitting on the ground? Doesn't it hurt the backside? Well, here's a new great invention (new to those that don't know it): a chair. What is it made of? Solid oak from the forests of north Briton. No my friend, you can't get anything more worth while with your money than this. Don't you want to impress the maidens? Look how stylish you can be with a chair to eat dinner on. Are they comfortable? Oh you bet! It's better than sitting on a rock!" The man goes on and on. Sales is definitely a tough job but so is rescue. On that thought Braak slides away trying not to get the man's attention.
Player: Get me out of here!!!
Player: Lamb!!!!
DM: Through the streets of the market, Braak walks following the sweet scent of roasting meat to a market area by one of the city walls. There on a couple open fires where a hefty gentleman is roasting whole animals on skews, rotating them every so often to avoid burning them. You approach his stand in order to look at the fine choice cuts that are done. Looking over the platter, you settle on a big roasted leg and pay the man for it. MMMMMmmmm! Sure is good!

Player: Date with herbalist
DM: You boldly ask the girl, "Can I take you out sometime?"She blushes then giggles, "I am a druid priestess. I can't really just go out with a man." "I am heart broken, but I understand," you reply saddened but not defeated. Braak begins to walk away."Don't leave yet! I am truly flattered by your advances. So much so that I have something for you." She hands you a miniture green bottle. "This is a potion that allows you to consume large amounts of alcohol without passing out. I give this to you because the winds tell me that you are on a noble quest and might need it. Conceal it so that you might have it in time of need." Braak listens to her instructions and calmly walks away.

DM: You walk up to the stand to examine the various weapons. But before you get close, a burly red-haired man approaches you. "Ho there! My name is Redwar; I am the proprietor of this house of weapons. How may I serve you?" "I am just looking at your fine weapons, Sir." "Yes, they are fine. Well, tell me if you see anything that pokes your eyes." He lets out a gusty laugh, and you let one out too to keep from offending the man with a hundred swords.Very little is in your price range, and even less of the stuff would you like to carry around. Remember, you are on a mission of stealth not strength. Even armed with this stuff, you could not take on 5 Romans much less the whole garrison!
Player: Browse elsewhere

Player: Look at Trinkets

Player: Redwar's Weapons

DM: Walking with confidence and bounce in your step, you approach the gate. The guards look at you for a minute and ask, "In the name of Caesar, what's your business here?" Tell him:1) You wish to speak to General Flavius2) You wish to enter the Citadel3) You were just leaving...
Player: Execute Plan
DM: Which plan did you want to execute?1) Stealth (click on Gaul Sun Medallion)2) Make a deal (click on Gaul Sun Medallion)3) Set Fire (click on the torch)or on second thought, you would rather not do anything right now.

Player: Leave for now...

DM: You love the smell of the stable in the morning. The smells of that rotting crap. It smells likes...manure, horrible manure! You walk in seeing the horses in their stalls. You see a man standing in the shadows. He could be dangerous. Do you wish to leave immediately? Or stay a while? Or if you have a certain note in your possession click on the note.
Player: Leave!

Player: Counter Girl
DM: As you approach the lady with long jet black braids and huge breasts, she says, "I am the Mistress Kitty. How may we pleasure you today?"What next?--You might be able to ask her about an item in your inventory (just click on it)--Ask her about Rumors--Get a whore
Player: Ask Kitty about Rumors
DM: "Rumors. Hmm, let's see. Well, soldiers that have been coming in and coming out (If you know what I mean, and I'm sure you do) have been telling about how bad it is at the barracks. Apparently someone robbed General Flavius of something very dear to him."1) Ask about General Flavius 2) Something else.
Player: Ask Kitty about Flavius
DM: Kitty winks at you and says, "Much like me, the General likes to be in control."

Player: Leave, downcast and tearful.
DM: One quick nod and you're gone, wondering if the rest of his body is as magnificent as his torso. An interesting thought, one that you ponder for days. Neither of you speak of the incident again.

DM: Thinking that you have nothing to say to the General, you almost answer, but then you realize this might be a chance for you to outwit the General by getting him so drunk he can't think. So you ask the General about Roman wine, "General, I understand that you are a connoisseur of fine wine. My father is a brewer, and I have been around ale all my life. I just wanted to hear some of your wisdom on the matter." That was some serious lying, Braak. I hope the General doesn't paper cut you to death. The guard motions you to shut up. But the General waves off the guard. Apparently, Braak's shot in the dark really struck a chord with the General. "Ah, yes, I love my wine very much. In fact, some insolent Britons robbed a shipment from me not a week ago. I am still angry over it! Those foolish peasants! They can't possibly enjoy my labels from Latium and Gaul like I could. They just don't have my sophistication. I'm mad now! Soldier! pour us drinks!"
Player: Drinking with the General

Player: Note from Yorick to Dopus

Player: More rumors?

DM: "There are people in town that are talking about a whole nest of dragon eggs. Pah! I ne'er seen a dragon in my life. Eggs don't just magically appear from no where; some kind of creature has to poop them out. Nonetheless, I think it's that trickster Gnomer that lives in the Slum. That practical joker---always doing stuff to cause trouble."
Player: Enough already!

DM: "Skinny Jon is a wily young man that can drink himself out of any tight situation. They call him Skinny Jon because even thou' he is skinny, he can drink his weight in alcohol."Braak raises his eyebrow in skepticism.But the bartender automatically retorts, "I promise lad! I would tell you no lie! One time this bar was raided by Romans. Tons of people ran, but Skinny Jon stayed put in his chair---defiant as can be. Well, the Roman centurion leading the raid approached Skinny Jon to arrest him, and Jon immediately starting mixing words with the officer. Jon challenged the whole detail to a drinking contest. Romans, who think they are so superior in everything, at first refused, but he began to heckle them. So all the Roman soldiers sat down, and I poured them drinks. Then I poured Jon one too. One by one, round after round, the soldiers fell to the ground. When only the officer and Jon were left. Jon offered to let the officer bow out with honor, but he refused. The next drink, however, made the decision for him. Jon dusted himself off and walked home."

DM: "General Flavius, the defacto ruler of Vespasium, was recently robbed. He is so hopping mad that I am surprised that he didn't just round up a couple of celts and beat them up for fun. Right now he is secluded to his Citadel pouting, no doubt." You cut in to ask, "What exactly was stolen?"The barkeep's eyes roll left then he says, "I think that a cart of wine bottles from the general's vineyard south of Rome. Romans are real particular about their alcohol. At least the ruling class ones are. Not often do they get the luxuries of Rome in Brittania---and even more so, this far north."
Player: More Rumors?

Player: Leave the bar area

Player: Browse another place
Player: Roman Trinkets

DM: "Tell me more about herbs." You say kindly.A glimmer appears in her eye as if you have excited her, "Oh, herbs are wonderful. They do great and wonderful things to help mankind's health. They are part of the earth, many spirits of the earth combined together. I been an herbalist since I was a little girl. The druids trained me, you know." "Can herbs be used to harm people?" Braak questions."Oh yes," she pause, "but I don't like making those kind of herbs. I like helping, not hurting."
Player: Browse somewhere else.
Player: Chairman

DM: Braak continues looking through the weapons: swords, maces, spears, bronze helmets, armors, and hmmm daggers. That's one weapon you could use, a dagger. Braak picks out a fine one and asks the Redwar the price. Redwar's price is beyond your means.
Player: Negotiate an affordable price
DM: "Redwar, I can't afford the price on the dagger, but I really could use it," you implore."Well, lad, that's a fine one you got there. I dunnot' think I can go down on the price. And what do you mean by you can really use it? Are you gonna off someone?"What do you tell him?1) "I can't really tell you what I will use it for."2) "Well, a knife like that has a lot of utility; I could cut my steak with it, you know, whittle."3) "I need it to off some Romans so I can rescue the Pictish princess stuck in the tower."

Player: Herbs?

Player: Look at Jewelry
DM: Braak gazes through the shiny glow to the jewerly. All colorful bright stones are represented in the fold. Braak was never one for remembering the names of all the different stones. Most common people aren't too concerned with that kind of stuff. One thing however strikes Braak, it's a golden medallion with the face of a sun on it. It's brilliantly shiny and well polished. There is not one blemish on it. He inquires Cicero about it and Cicero answers, "This medallion is very special. It's the Sun of Gaul Medallion or Gaul Sun Medallion. It cannot be bought; it's given to a man that stands for honor and virtue." Braak seems content with the answer, and he keeps looking around.

DM: "Can you tell me of any recent rumors about the town?" Braak asks Cicero.Cicero answers, "A good Roman would never gossip in the streets! It's simply not virtuous."

Player: Ask Cicero about Rumors

DM: You tell them that you wish to speak to General Flavius. "Oh, really peasant?" With a hint of sarcasm, the soldier seems to want to entertain Braak's conversation. "What, in Caesar's name, will you talk with him about?"Tell him:1) Oh, nothing. I was just leaving.2) A universal healthcare plan.3) A certain robbery.
Player: Healthcare
DM: You start to ramble on about how a universal healthcare plan could really strengthen the standing of the empire, even though the costs would be ridiculously high."What the Hell are you talking about? Publius, please shut him up." Just as he finishes his sentence, Publius's fist knocks you in the face. You are out cold.

DM: You tell them that you want to enter the citadel.The soldier says, "Get lost peasant!"That was productive.

DM: You approach an attractive girl at random, but she informs you that all solicitations must go through Mistress Kitty sitting at the counter. So, you go over there.
Player: Mistress Kitty
Player: Bitchy/Blond/Full Body
DM: Kitty introduces you to a girl named Helga that is full of attitude, just the way you like it. Long and flowing blond strands hang down from her graceful head down to her thick torso. Big breasts, a big butt, and thighs that could break you in half like a nutcracker. Wow, you are in for a treat Braak. Nighty, night...
DM: You had a wonderful night in the presence of such a fine working girl. Bask in it a couple minutes. OK, NOW COME TO A REALIZATION THAT YOU HAVE A QUEST TO COMPLETE! I HOPE YOU GOT THAT OUT OF YOUR SYSTEM. NOW GO RESCUE THE PRINCESSS!
Player: GO!

Player: Stay a while.
DM: The bandit approaches you. Moving out of the shadows, he raises his dagger to strike you. Did you acquire a dagger earlier? If so, use it now!!!
Player: No --- I didn't get a dagger
DM: As he approaches you, you think about running, but your thoughts come too late! He stabs you in you neck and runs off. There is a geyser of blood spraying from your neck, then a stream, then a trickle of a stream, then there is nothing. You must be more careful in the Slum. I warned you the place is packed with scum.

Player: Away from the Slum!

Player: Dragon Eggs

Player: Nevermind....

Player: Robbery

DM: You find Skinny Jon and indulge his vanity by asking him questions about the drinking contests he has won. He speaks freely about it. Then you ask him what his secret is. He tells you that there is no secret; he is just that good. You walk away skeptical and unsatisfied by the answer.

DM: When the barkeep pauses, you cut in to ask, "What more can you tell me about General Flavius?""In some ways, he is just another Roman bastard like the rest, but in other ways, he could be a respectable man if he wasn't a Roman. He's cruel, arrogant, quick to anger, but to the point. He's cultured in the Roman ways, able to quote texts of their great philosophers. This almost makes him fair by Roman standards. To sum him up, those on his good side are treated well, but those on his bad side will curse the day of their conception." Bartender looks content at ending the conversation on that note.

Player: A Knife has Utility...
DM: "Well, a knife like that has a lot of utility; I could cut my steak with it, you know, whittle," you say unconvincingly. Braak's attempt to reason with this brute of a man is really pathetic."Utility! This is a precision weapon for piercing the skin of your enemies not cleaning a goat or cutting wood! Get out of here right now before I lose my temper! How dare you treat my weapons like common silverware!" With that reply, Braak takes his leave---quickly!

DM: You pick up the old bronze oil lamp. It looks like a antiquity from the eastern empire. Numerous designs swirling into infinity litter the sides of the lamp. In Latin are written the words: "rub me". Or at least that's what Braak thinks it says based on his limited knowledge of written Latin. Do you rub it? Or just set it down and look at something else?
Player: Something else

DM: You look at the strange creature. It's made in an ebony wood but has white ivory tucks like a boar but longer. There a strange long, nose-like appendage that comes out of it's face. The ears on it are giant, like the sail of a boat. Plus, it's big and bulky unlike any animal in Brittania. Surely a creature like this cannot exist. If it did, what would it eat? Braak ponders these things then puts the figurine down.
Player: Browse more...

DM: If you want to look at the vases, you got to urn that privilege. Hmmm. Anyway, moving on.

Player: Look at Vases

Player: Approach the Gate
Player: Speak to General
Player: Just leaving...

DM: Braak says, "I would like to discuss a certain robbery with the General."The demeaner of the soldiers quickly changes; they draw their swords. One of them puts the sword point against Braaks neck and demands, "Tell us where the wine is now! You thieving bastard." What do you say?1) I won't tell anyone but Flavius2) Ok, I will tell you. Don't kill me3) I don't know where it is.
Player: Only Flavius
DM: Braak stares the the Roman defiantly, "The location of the wine is no concern of you. General Flavius is the only one I will tell."The Roman soldier says, "Your only concern is death. If you don't tell me now, you die!"Tell him?

Player: Sweet/Blond/Full Body
Player: Bitchy/Blond/Slim
DM: Kitty introduces you to a girl named Tria that is full of attitude, just the way you like it. Long and flowing blond strands hang down from her graceful head down to her thin, fragile torso. nice sized breasts, modestly-sized butt, and hips that are hour glass shaped. Wow, you are in for a treat Braak. Nighty, night...

Player: Go back and go to the right path

DM: You throw your phone in the general vicinity of bed and settle in for a night of good memories and a nice, 12 hour sleep. You watch the movie for the 800th time, go to sleep, and wake up the next day the head of a major corporation. Your room is just like you remember it, sparse yet functional. Your wife wakes up, "Another good day to pay tribute to Dear Leader, honey. Don't you think?" You kiss her forehead, "Another fine day for loving you." And live out the rest of your life happy and fulfilled. Your brother did, however, go back in time and change the past so that some real stupid stuff happened all because you ignored your phone, though. If this is how you want to live your life then please just leave it here and have a great time, but if you would rather have fun and do a bunch of other things that are probably more interesting than this I'd suggest clicking the button at the bottom *** HISTORY WAS REWRITTEN *** Rank: Very succesful person with 3.5 children and proud owner of a speedboat
Player: Pick up the damn phone and play the stupid game you rebel.

DM: You tell him, "Well, I can't tell you what I will use it for.""Well, I can't give you a discount so I guess that puts us about even." It appears that Redwar didn't like that answer too much, and you resolve to leave.

DM: You break down and plead with him, "I need it to off some Romans so I can rescue the Pictish princess stuck in the tower." He gives Braak a questioning look then says, "Methinks, you are a spy trying to trap ole' Redwar. I don't know if I can trust you, particularly with a story like that. What can you do to prove yourself trustworthy?"
Player: Nothing right now.

DM: Braak carefully rubs the lamp with the edge of his sleave and smoke begins to pour out of it. The smoke cloud consumes the area and comes together to form a being of great power; IT'S A DJINN!
Player: DJINN or GENIE for the unsophisticated.
DM: Just kidding, There's no Djinn. Braak's diligent rubbing yields only what one would expect: a shinier lamp. Don't you feel stupid now!?(Note to self: Put DJINN in next adventure: "Braak of Arabia". In that adventure, Braak's sidekicks will be Ali Baba and Sinbad. Not the sailor. The comedian.)

Player: Ok, I will talk!
DM: Braak pleads, "Please, don't kill me! I will tell you where to find it." So you go on to tell them everything. After they look satisfied with the answer, they run you through with a sword. So in effect, I guess you could say that you spilt your guts twice. Never Trust low level bastards with a big secret like that.

DM: You follow the sound a flickering blue light into a musty sitting room. Sure enough there is an antique television set against one wall occasionally flickering between static and an old black and white movie. The rest of the room is filled with an assortment of moth-eaten furniture including a green sofa and rug that is so faded it is impossible to tell its original color. The only piece in the room that looks in decent shape is a leather chair slowly rocking in front of a collapsed fireplace. Curious you edge closer to the tv and the chair, but as you lean in to touch the old electronic, it turns off and a ghastly figure roughly resembling an old man appears in the chair and begins cursing you. As the figure begins to stand and stretch its arms out to you your arms dart around the room. Next to the broken fireplace is an assortment of rusted pokers and shovels, wedged under the tv is an ancient tape recorder, and the other furniture seems easy enough to move to keep between yourself and the old man.
Player: Go for the tape recorder
DM: You grab the tape recorder and hit record as you run from the room. Once you cross the threshold of the room the old man stops his pursuit and you take some deep breaths. Once your heart slows a little you look at the recorder in your hand, rewind it and hit play. You hear yourself running, but you also hear something you didn't notice before and you rewind the tape. "Help, it's Valak" you hear the old man say as you are rewinding.
Player: You make a crucifix

Player: The Owl and the Mouse
DM: An owl perches on a branch. Many visit him for words of wisdom. A long line stands at the base of the tree, each animal waiting for their turn to speak with the owl. A cat is next in line."My children don't listen to what I say. Do you have any advice?" she asks.The owl strokes his face with a feathered hand. "Hmm. Next time they do something good, reward them. Children often are motivated by reward, rather than rules."The cat thanks the owl and leaves. The next in line is an unhappy looking mouse."You daft bird, I followed your advice and it ruined me!" the mouse exclaims.The owl answers, "Did you think for yourself or blindly take my words as truth?"Moral: Question everything, even from a reputable source.
Player: The Pigs
DM: Two pigs sit in their pen. One of the pigs says, "The farmer should be along soon to feed us."The other replies, "What makes you say that?""He comes at the same time every day without fail," the first pig answers."True, but that does not mean he will come today," the second replies.As they speak, the farmer arrives with food. He slings it over the pen and the two pigs forget their conversation and begin to eat. Mouth half-full, the first pig says, "See? Told you.""Simply a coincidence," the second pig answers with food still in his mouth.Moral: Patterned behavior, while likely to continue, does not necessarily have to.

DM: Kitty introduces you to a girl named Karen that is full of attitude, just the way you like it. Long and flowing burnette strands hang down from her graceful head down to her thick torso. Big breasts, a big butt, and thighs that could break you in half like a nutcracker. Wow, you are in for a treat Braak. Nighty, night...

DM: Kitty introduces you to a girl named Scarlet that is full of attitude, just the way you like it. Long and flowing burnette strands hang down from her graceful head down to her thick torso. Big breasts, a big butt, and thighs that could break you in half like a nutcracker. Wow, you are in for a treat Braak. Nighty, night...

DM: Kitty introduces you to a girl named Yalta that is full of attitude, just the way you like it. Long and flowing red strands hang down from her graceful head down to her thin, fragile torso. nice sized breasts, modestly-sized butt, and hips that are hour glass shaped. Wow, you are in for a treat Braak. Nighty, night...

Player: Bitchy/Redhead/Slim

Player: Nevermind for right now

DM: "Well, well big boy. I don't know if you can handle Mistress Kitty. Before I consider it. Are you willing to bow to my every command? If so, say 'Yes, Mistress'."
Player: No, Mistress. I'm Leaving.

Player: Continue browsing...

DM: "Holy fuck... it's just like... the whole Yang trailer..."Sharon turns into the voice. He is a very young man wearing a shirt with Rooster Teeth logo on it. He is short and thin, and he is hiding behind a chair the whole time."I uhh... sorry ma'am. I was just... surprised. Please don't kill me," the boy says, feeling a quiver of fear."Who the hell is Yang? Another of those girls?""No, no! Just... forget it."Sharon turns away from the boy. Craig's personal Chinese-American hitgirl has been neutralized. Anderson is still lying on the floor. All she has to do is to carry him back to her car and put him in the trunk. But she's not a total bitch. Before she finishes her job, she comes up into the female bartender who previously she called out."Sorry for the mess," Sharon says as she puts a stack of money on the counter.The bartender only nods as Sharon leaves her. Sharon carries Anderson all the way to her car, put him in the trunk, and get the hell outta the place. This job is fairly simple, and yet somewhat fun for her.

DM: Braak tries to keep calm. Why does the Roman have to hold that blade so close? "Look. I may not be the smartest, but I am smart enough to know that talking won't save me. I also know that the General is a hard man in a bad mood. He could execute anyone at anytime just for looking at him wrong. Now you can be a hero by bringing me to Gen. Flavius, or you can kill me and deal with the General's bad mood for a couple days, weeks, months?" The soldier lowers his sword nodding at the speech. The other soldiers agree. They will get more from a live Briton than a dead one.
Player: Taken to the General
DM: You enter into the great hall with the soldiers noting the surrounding carefully in case there is a chance you will have to make a quick getaway. The banners from the different Legions are hung up along with many animal heads. At the long Oaken table sits several drunk Romans. Braak and the soldiers go up a long staircase to the next floor. They lead you to a room where Flavius must be. They open the door.

Player: Sweet/Burnette/Slim

DM: "Are you willing to wear iron shackles while I humiliate you? If so, say 'Your will, Mistress'."
Player: Too far for me...
Player: Solicite Whore

Player: General's Room
DM: Everyone enters the room. The General sits at the desk and stares on expectantly. Flavius is an impressive man: broad shoulders, a bronzed tan with dark hair on his head and face. He wears his XIIth Legion breastplate along with a bearskin pull over. This is definitely not a man you want to cross. The lead soldier begins to speak, "Hail Caesar, glory to him and the General. This peasant says that he knows something that might please you to know." He turns to Braak and says, "Speak you dog!""Hail Caesar, General. My name is Braak; I am a Briton in the service of the Pictish King to the north whose daughter you hold captive. I would like to propose a deal to take her off your hands. Would your worship want to hear more?" The General nods. "I have just come into town, and I have heard about the unfortunate robbery of your wine." The general begins to ball his fist up but says nothing so you continue. "Though I had nothing to do with the robbery, I know where it is hidden now. So here's my arrangement: give me the princess for your cart of precious wine and let us leave the city unmolested." The General stands up and begins to shout, "You insolent peasant! You really think you can hold my wine hostage like that until I meet your demands?"

DM: "Are you gonna let me put leeches on you while I beat you with my whips? Say, 'I will take it, Mistress'."
Player: You're sick man!!

DM: Alright, let's go then! She takes you to her chambers and chains you up. Hours pass...Leaving the Loose Lily, you don't know whether to be humilated or excited. One thing is for sure, you are in physical pain! And it serves you right. Remember the quest to rescue the princess? You do? Well, get to it! Quit fooling around.

Player: Cellar of the Big Boar Tavern

DM: He frowned. "Guess you're smarter than you look, eh? Go on, go on." He vanished with a poof.
Player: Yay! Let's go!
DM: You began to walk again, a little shaken by the situation when you see your wife sitting in a cage. She sees you and begins to bang. "Help me out of here!" she pleads to you.What do you do?
Player: Bang on it with your fists!
DM: You bang on the cage furiously with your fists.It does nothing.

Player: "I won't abandon you, I promise."
DM: "How can I know if it's not a certain lie?" She asked you seriously, Looking at you in disbelief. "If you.. Give me a chance, I'd show you." "Huh, Such flattery can't get you nowhere like this." She waves her hand in a sway motion. "Just what is it that you want to really say?"
Player: "I love you."

DM: You wake up on Sunday morning to the sound of thunder rumbling outside. Rain pounds on the windows. You hop out of bed and walk downstairs. You're an only child, around 12 years old. You walk to the kitchen, which is in the back of the house. The lights are on, and there's a note sitting on the counter. You pick it up and read it. Hi Hun,You were asleep in your room when we came to wake you up this morning, so we let you sleep. Your father and I left for work earlier than usual this morning, and we just wanted to let you know. Call/text us if you need anything! XOXO,Mom P.S. please do the dishes, thxUgh, didn't your mom remember? You broke your phone yesterday and it's at the apple store! Oof. You're suprised by the fact that you slept in so late! Usually you're up hours before your parents leave! You glance over at the clock. It's already 10:30? Anyways, let's get started on the day. Mom did ask you to do the dishes, but you could do those later. You really want to catch up on your favorite shows! You probably should eat breakfast too, but then again, you can do it later.
Player: Listen to Mom-DO THE DISHES!

DM: You plop down on the couch. You reach for the remote and go onto Netflix. Which (basic) show would you like to binge-watch?
Player: The Office
DM: You start to watch The Office. As you're watching The World's Best Boss being the world's best boss, you suddenly hear a knock at the door. It could just be a delivery guy, even though it's Sunday. Or it could just be someone who needs directions to the nearest hotel, even though your town is super small, and there aren't very many. But, your mom warns you not to open the door for anyone. What should you do?
Player: Don't Answer it
DM: You look back at your show, but the knocking keeps going, then it turns into pounding! The man is screaming your name, Ellie! You hear the front window crash. You hear footsteps coming close. What do you do?
Player: Hide in the Closet!
DM: You run to the closet and hide. Your heart is beating so fast! Then, you hear a window crash and shatter. "Where are youuuuuuuuu. Heh heh heh." It's the creepy man! You can hear footsteps coming closer, and the door slam open. "Oh. There you are." His smile widens. Shwoing off his sharp, yellow, teeth.

Player: Binge-Watch
Player: Open The Door!
Player: "Yes. She's in the Shower. Please Come Back Later." and Slam the Door in His Face
DM: You plop back onto the couch. Then you hear knocking again. The knocking turns into pounding and the man starts to shout your name. You know you can't go and open it again, but that knocking sure is getting annoying. Uh oh. You remember that your parents always leavethe back door unlocked. He sees you glance over to it, and you both sprint to the back door. He doesn't have a long run though. The distance between the front and back of the house isn't too long. Ugh! This lock is so stubborn. You hurry up, he's now running up the back stairs. just as his hand reaches the doorknob, the lock fastens. That was close! What should you do now?
Player: Make Faces at Him in the Window!

DM: You start to watch Friends. As you're watching these friends have fun together, or their silly drama, you start to drift off and wonder, "I wish I was with my friends right now." You come out of your daze when you hear a sudden knock at the door. It could just be a delivery guy, even though it's Sunday. Or it could just be someone who needs directions to the nearest hotel, even though your town is super small, and there aren't very many. But, your mom warns you not to open the door for anyone. What should you do?
Player: Look Out The Window
DM: You look through the window, but the person sees you! "Let me in, Ellie." They say. HOW DO THEY KNOW YOUR NAME? What do you do???
Player: Go Back To Your Show
Player: Keep Watching Your Show.
Player: The Car Halts

DM: You start to watch Stranger Things. You're starting to get a little spooked by all the monsters. You jump up in surprise when you hear a knock at the door. Then you realize that the monsters in Stranger Things aren't real. It could just be a delivery guy, even though it's Sunday. Or it could just be someone who needs directions to the nearest hotel, even though your town is super small, and there aren't very many. Your mom warns you not to open the door for anyone, maybe you should just listen to her. What should you do?
Player: Go Back to the Show

Player: Pancakes! (Possibly Smiley-Faced?)

Player: Stranger Things

Player: Cranberry Juice

Player: More Breakfast!!!
Player: Binge-Watch!
Player: Look Through the Window

DM: Little did you know that that milk you just drank was spoiled. Very spoiled. So spoiled that you just died.

Player: Sit There and Scream. Maybe Your Scream Will Scare Him Away?
DM: You scream so loudly that the neighbors next door hear it, you're not much of a screamer, so they knew something was up. A flashlight beams focuses on the creepy man and the man runs. Your neighbor comes rushing over. You unlock the door for him. "Ellie, are you Ok?" He asks, pulling out his phone while dialing 911. "Not really..." You reply. The next thing you know the cops are here, asking you many questions about the previous events. You're watching the news a few days later, and it says that the man has been caught! Woohoo! Turns out he has kidnapped and killed many other children!

Player: SCREAM!!!

DM: You wiggle your fingers at your temples and stick out your tongue. You chant, "Nah Nah Nah Boo Boo You Can't Catch-" The man sends a hammer flying through the window, hitting you, knocking you out, and falling on your skull, crushing it. Ow.

Player: AHHHHHH!

Player: Look Out the Window to See Who It Is

DM: 
Player: Fire!
DM: Screw Clans shoots the virus right into Galactic and he bursts into pieces. You gobble up all of his parts, getting so big that you can eat his second half. You become #7 on the leaderboard- Galactic is now #10.Screw Clans orbits around you, waiting for you to give him a share of the mass.
Player: Give Him 1/2 of Your Total Mass
DM: Yes, that's what courteous people do, and we all know you're a courteous person, right? (Right?) Anyway, he takes the mass, W's some of it back to you, and you two are on your way.But suddenly...
DM: A large cell corners Screw Clans. He's about to get eaten. But there is a way; you can sacrifice yourself to him.Or you could just let him die... hm...?

Player: Cheerios! <3

Player: Give Her The Note!
DM: You slip her the poorly-written note while the man is looking at the menu. It says,Hi, Please help me. The person or people I'm with are trying to kidnap me. This note was pre-written, fyi. Help me. Please.from,The girl with short Long brown hair and green eyes and kinda tall and uh wears clothes i geuss?????!! oh and my name is EllieThe woman glances over the note when you sit down and nods to you. The next thing you know, the police are here. Congrats! You succesfully escape!

DM: The journey back across the Nile is quite uneventful. However, you do manage to spot some animals that don't live in Greece, like crocodiles and ibises. It doesn't take many days before you once again reach the Mediterranean Sea. The weather is good, not a cloud in the sky, and the sea has a beautiful blue colour. As you gaze at the horizon you notice Cyrus standing next to you. 'Ah, the Mediterranean, how I've missed it in those bloody Aegyptian lands. Really, you can travel far and wide but you'll never find a sea like this one. But you look troubled sir. Are you troubled about the coming encounter with the dead?' 'Of course, I mean are you looking forward to meeting the dead?' 'Well, no. But let's deal with the problem at hand first. How are we even going to find that place? I mean, it's not like we have a map or something.' 'I was thinking about that too and I have no idea how we are going to find that place. By the immortal gods! How am I able to do this if I don't even have an idea where we have to go!' 'I know sir. Look, the sun has already sunk beneath the horizon. Let us go to sleep and think about this tomorrow.'
Player: 'Very well, I'll see you tomorrow.'
DM: Your dream that night is flooded with golden light. Suddenly a figure appears within the golden glow. A woman, wearing armor and a spear. You recognise the grey-eyed Athena. 'Noble bard, great teller of tales, I have come before you tonight to aid you in your journey. You have shown wisdom at your encounter with the oracle and I want to reward you. You seek an audience with the dead seer Teirisias, but you don't know where you can find him. Tomorrow fair winds will guide you on your path. However, the gods won't help you anymore if you anger them once again!' She dissappears once again with this last warning. As your dream comes to an end you hear the sound of strong winds sweeping across the deck.

DM: You karate chop the mans arm. "YA!" And start to run, but the man pulls out a gun and says, "STOP OR I'LL SHOOT YOU!" It sure is risky to pull out a gun like that in a public place, but this man is crazy and the storm doesn't help either. He can't possibly shoot you though! That's not what kidnappers want, right? But, it would be safer to stop...
Player: RUNNNNNNN!!!!!
DM: You keep running, but the man, who must be totally out of his mind, shoots you. This guy must be able to see in the dark, because the next thing you know you're on the floor. Dead.

Player: Don't Try To Escape.
DM: You decide to not even try to escape. You eat your food, and the man takes you into the woods. Once your there, he stabs you to death. This man is a physcopath.

DM: The school day comes and goes, and you feel marginally less stupid than you did this morning. Although, you can't say for sure that it was because of anything your teacher did or said.But as you lie in bed at night, trying to get some glorious sleep, the sound of a furiously creaking bed keeps you awake. It seems your step-dad has decided that tonight is another great night to pound your mother's vagina into oblivion. According to Grandma Coker, you shouldn't know about that sort of thing yet, but you kind of think everyone else is stupid for not knowing. Isn't knowledge supposed to be power?Sometimes you swear that your step-dad tries to make as much noise as possible to purposely make sure you hear him giving it to your mother. Anyway, you know you're not going to be getting any sleep anytime soon, so you decide you may as well sneak out and entertain yourself.Getting out of the house proves boringly simple due to all the noise your step-dad is making. The only question left is, where to go?
Player: Play a prank
DM: You head down the street and make your way toward your Sunday School teacher's house. She's a crabby old bitch and smells rotting cabbage. When you asked her how the Virgin Mary could have a baby if she didn't have a dinky stuck inside of her, she bent you over her knee and fanned your ass for being a "naughty and insubordinate child with a filthy mouth."Well, tonight you're going to fix her cantankerous old bunions with a little home-brewed medicine.The lights in her house are all off, even though it's not even 9:00 P.M. yet. Pulling this prank off is going to be even easier than you thought.
Player: Shit in her mailbox

DM: You frenetically try to pry and remove the wooden wheel from the mud, using everything you have in your wagon; the wheel is firmly embedded between the mud and an underground root, there is no way you can release the caravan alone.You swear out loud: "Pinche puta, I can hear horses coming from Nevada!"You grab your trusty Colt Patterson; you won in an honest poker game years ago, cocking the hammer while you try to take cover at the back of your wagon. If they want to dance ... You have a black powder Waltz to ignite their hearts!
Player: Launching a Volatile cocktail to them
DM: Although like every good charlatan, most of your elixirs are a pure hoax, a placebo or the effect of drugs; that does not mean that you have no idea of ??chemistry and compounds. You are probably one of the people who knows most in the entire territory of Nevada just created.You have created everything for your father's band of smugglers: drugs, cocktails, the dangerous cotton powder and liquid mixed alcohol versions called Collodion. Launching one vial of each and make them explode in the ground can cause a hellfire on Earth.You smile fiercely if they have a wagon or provisions, better for you; Predators may have their roasted corpses for all you care.The mount's hooves sound increases until it doesn't let you hear the powerful river. You can finally see them among the lush pines. 5 men on horseback galloping with their faces covered and dirtier than a bucket of shit-riddled carbon; you don't have to be Newton to see that they are bandits.You focus on calculating your target. You arch your right arm in a powerful bow throw aimed at the horse legs.
Player: Boom!

DM: Everything on the muddy road is pure chaos and fire and the frightful whinny of horses and wounded people.Dazed you look around feeling pieces of wood dust and acid on your skin while you feel your blood spurting through your woundsYour mind uselessly tries to make sense of everything that has happened in an instant: Gunpowder. They carry barrels of gunpowder! That together with your chemical explosive agents has created something much more powerful than expected. Struggles to maintain consciousness, while a strange hissing smoke like a rattlesnake, emerges from the grass pastures of the flames where you had your chemical storage, stalking you like a hungry cougar.Ironic. You try to think and overcome the drowsiness of death. I had a few Indian potions to become your guardian animal.At the end, you succumbed to the inevitable.
Player: Is this the End?

DM: Day 2Everything spins, turns and turns around me as if I dwell in a whale's stomach. The ship waiters are very attentive. After not retain anything, they called the first officer, a doctorThe man enters with an old but well-maintained white coat over his vest; his hands are dirty and full of what looks and smells like whale fat. He fondles his fat lips, hiding his rotten misshapen teeth, a victim of rickets.Your gut makes you remember those old smugglers you look to set sail as a kid in the Boston harbour.The voice that comes from his lips is smoked and dry like Cuban cigars: "Oh, the young lady I could give you something that will make you feel better and cure your hysteria."You know the bottle in his hands, you have made yourself the liquid. The Calm down elixir... a pure alcoholic with some herbs ginger, lemongrass and some green fairy juice. You have no doubts about his plans now. He wants to rob you blind."
Player: Fake drink the elixir
DM: "Thank you very much, Doctor." His face hardens and the surprise is like a bright ember in his eyes. Dangerous. Very dangerous.Finally, he left after prescribing a dose three times what you recommend to your clients. You stare at the label on the bottle. running a finger across the glass and the cork still sealed you don't think they sabotaged it. And the label is just as you designed it. The vivid illustration of a crow eating a snake. wrapped in a filigree frame.You just pretend to drink it and lie on the bed preparing your gun under the fluffy pillow.Nothing happens. You hear the tic-tac of the cuckoo clock elegantly hanging on the embossed marquetry. Your legs start to fall asleep and an itch arises in your hand. The incessant wobble in your cabin does not help you be alert.You sigh while you think:I need a Pepperbox which it can conceal in your body and will give me an edge against ill-reputed men, So I will send any man with ideas straightway to hell!

DM: You are so thirsty, your mouth feels parched and hot, making it almost impossible to swallow your own saliva and erase that acid and degradable taste off your dry lips. You perplex look at your unharmed naked body, laying down on the grass; there are no signs of the accident in the whole area, not even the damn caravan's wheel that caused all your bad fortune.Thankfully, you can hear the calming river flowing in the distance. However, this strange dark mist, which it's as dense as squid ink, does not let you see anything more than a mysterious forest of crimson red weeping willows.You try to catch the damp grass to calm your agony thirst, but the herbs dry and rot, as soon as your desperate lips touch them.Alarmed, you speak to the disturbing blackness that surrounds you almost menacingly: "Hell! Is this a dream?"A strange syllabling inhuman voice blasts throughout the area: "Parasites are killing everything they touch, Massacre the sacred land, defiling the purity of the river and mother heaven!"You frightened reply to the voice: "Who are you? Show yourself.""I am within you, I have saved you from death. You are my avatar and the key to my revenge over the white man."
Player: You scream enraged while your body transforms into a cougar.

DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.> Quel est votre prénom ? (10 lettres maximum ; les voyelles sont au début de la liste)Aaam...
Player: H
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.> Quel est votre prénom ? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaah...
Player: D
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.> Quel est votre prénom ? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaaad...
Player: E

DM: You head for the stable to grab the horse. A fine black steed thats followed you into many battles. This journey will take 2 days if you ride now. Before the horde can surround you, a swift kick to the ribs sends you galloping off into the night toward the mountain.
DM: As you approach the mountain the trees begin to shield your view as you make your way closer. The woods sing sweet melody, wind coursing through the thick. A wide oak bears a message, scratched into the grain:East:I believe there's meaningWest: no I believe there's nothing This should be interesting. You leave the horse, the brush is too thick to maneuver with her. Two paths lie before you...
Player: Go West through the Ravine

DM: You have good cards and you know it, calming your target is more useful to make him a lamb when he has to pay his debt.You calmly address the assistant cameraman. The young Scottish sailor is one of Juan's ruffians, and he already has the special glass I tampered with belladonna ready for our chubby man:"Williamson, can you do us the favour of bringing that Brandy bottle that Mr Richard has given to me?"The contents of the bottle are distributed among victories between the rest of the first-class audience, warming their hearts and making the hit easier.Richard's face calms as his eyes brightness changes; the goofy smile on his face reminds you of a little pig rolling in a puddle of shit. You sigh, as you suggestively let him see your cleavage line, The cards are now the last on his priority scale. "Soon, he makes stupid mistakes and the game ends without Richard being able to do anything more than give you everything between promises of love and a future. You stop listening to him while watching out of the corner of your eye the actions of the other conspirators. You with the horse and the wagon are pleased, so for once, there will be no problems...
Player: The wheel of misfortune

Player: Language Class
DM: The door is locked. A number pad is on it.
Player: Math Class

DM: It's a beautiful summer afternoon in Siena as the ten horses take their starting positions in the Campo, the central piazza where the race will take place.The race has been preceded by an elaborate two-hour parade. Each contrada was represented in the parade by a contingent of musicians and flag-bearers wearing traditonal costumes of medieval Siena, but now the event has begun. Your horse will bring either glory or humiliation to your contrada, the Chiocciola. Despite the build-up, the race itself is amazingly short. It consists of just three laps around the Campo. The first horse to make it around three times wins. Other than that, there are no rules. Jockeys may use their whips on other horses or even against other jockeys. Your horse got off to a surprisingly strong start, but after the first lap, is now running third. As the horses come around the turn, you are close enough to yell advice to your jockey. What do you say?
Player: "Use the whip!"
DM: The horses are coming around the final stretch of the race. And your horse is battling for the lead with the horse of the Tartuca contrada! The two horses are neck-and-neck! If your jockey were to jump from his horse, the reduced weight might allow your horse to win! It's perfectly legal in the Palio rules for your jockey to do this. You have arranged a signal with your jockey in the event that you want him to jump. Now is your last opportunity to give him the signal. What do you do?
Player: Give him the signal!
DM: Incredible! Your horse won by a nose! The entire contrada is celebrating! Victory for the snail!

DM: The mysterious night is full of sounds and smells new to you, the human senses are so simple.The corpses are cold and hard without the tender and soft tenderness of the bodies in heat. However, there is a hardness and rigidity, pressing your burning flesh and sweat all over his manhood.Your mind surpassed by wild emotions, you feel as your spirit is navigating through another world of heavenly sensations, as you move up and down to the beat of your heart feeling like your breathing follows the song older than the world. Your body explodes with a pleasure beyond what you have experienced.As your passion, unfolds, your magical snakes puncture with their teeth into the inert member by releasing the seeds of your infection into the poison. Your gift, nature's redeeming seed.You wait for a little until the corpse starts to twisting and shaking. The colour return to his flesh and the damaged area is regenerating. In barely one minute, He heavily rises from the scorched earth with a single thought in his mind to kill and infect without mind, without ratiocination, only a destructive and drooling force walking along the California trail, sniffing the air in search of a victim.A lustful smirk appears in your face, you ate tired and sweaty but excited with the idea of repeating the pleasure with the 4 beefy remaining corpses.
Player: Wait to a new caravan arrive to infect it
DM: Time goes by so slowly, you are starting to feel in your mind the connection with the zombies that you have created. You are like a queen bee, the only will of the hive mind. However, even if you have your useful soldiers, what you need are workers,as only females can create more, recruits spreading your sacred infection over the land.You can see it crystal clear thanks to the eternal wisdom of the Wrath Goddess. A world without the white men butchers, polluting the earth and breaking the balance of the heavens and the rivers.They poisoned our skies, raped our mines, stinging Mother Earth's stomach like wasps.Here it comes! I can hear a caravan from a kilometre away. and it has females, excellent guys, prepare for the ambush Of course, you don't even need to give a mental command, your mind is spiritually linked to your drones, every thought of yours is an unbreakable command to them.

DM: "No, I'm not going to do it." You scream with the full force of your despair, you will not sell your soul so cheaply.The Spirit now strengthened with your body energy, retorts: "As you wish, mortal." Your own hands like deadly claws loom over your neck without you being able to do anything.You can't even scream, trapped in your unnatural body, feeling like you are about to fade away.You wake up, or at least you think you're awake in the same place but strangely you look from above as if you were flying on a dreamlike journey.Your body rises, but it is no longer yours, a hostile entity occupies and like a twisted puppet is moving seductively towards the corpses. You refuse to look, and without thinking, you ascend beyond the clouds to the realm of the stars.Your spirit begins to fly, ascending over the area and for the first time, you realize that your arms have been transformed into huge black corrupted wings made of malicious energy.I am a Vulture!
Player: The errant vulture
DM: The atmosphere in the traditional hut is mystically surrounded by the warming lights of the fire, as grandmother finishes telling the legend of the errant vulture spirit lady.All the children gather watching in awe how the fingers of their grandmother tirelessly weave red-stemmed willows, creating beautiful hats for the Tomorrow Harvest festival.Her old voice is deep but caring happy to relate the old traditions: So, that is how the wrath God condemned her to wander around Nevada, lusting after the flesh of the corpses. Eating them forever and never being satiated. Seeing her means someone nearby is going to die soon.One of the little ones shyly whispers a question: Why, grandma? Why Did The Wrath god condemn her? ""There is a balance in the Universe, no mortal should defy a God. Only bad things could happen from it. Now, It's late, so it's time all of you go to your beds."

Player: Draw Her Silly

Player: Jump to the middle platform

DM: You stop at the base of a tall tree by the side of the path. This tree goes up much taller than the surrounding trees. Climbing it would allow you to get your bearings, see how close to the cliff you are.Unfortunately, you don't see any convenient branches to lift yourself up. You'll have to find another way.

DM: It doesn't take long for two familiar faces to turn up at Johnson's Ranch: James Reed and William McCutchen who both made it over the mountains ahead of the Donner Party. You and Eddy give them tell them what happened in the mountains and you are not surprised to learn Reed is putting together an expedition to rescue survivors. Another expedition is already ready at Fort Sutter and Eddy, despite the ordeal you have already been through is determined to lead it back to the Donner Party. It is up to you which you join: Eddy's is leaving quicker but his health is broken while Reed's and McCutchen's is leaving later but both are healthy.Which expedition party do you want to accompany?
Player: Eddy's First Relief
DM: The journey out to where the Donner Party is stranded is a nightmare, despite the fact you have plenty of food the snow has begun to thaw a little. There are fourteen of you in this rescue party but halfway through the journey William Eddy, still weakened by his earlier ordeal, is forced to turn back. Two more men are left behind with some of the provisions while the rest of you struggle on towards the Donner Party. The group becomes very discouraged and when three more men turn back, the rest begin muttering that they'll be trapped in the snow like the Donner Party and die too.What do you do?

DM: You boldly head towards certain death with Sir Robin leading the way. Eventually your band comes to an abrupt halt when a three headed giant blocks your path. "Halt!" Yells the first head. "Who goes there?" "It is I, Arthur, King of the Britons!" You tell him rather proudly. "Awhh, a King is 'e? Well isn't that fancy?" The second head says sarcastically. "Who does he think he's impressing?" "Oh, you're just jealous 'cos you couldn't pull off a crown!" Says the third. A rather long argument then starts between the three. "I could if I wanted too!" "No, he's right you know." "You have a fat head." "Ooo, I do not!" "Look will you two shut up and let's kill the King!" "Owh, why do you always want to kill everything?" "And he wonders why we never have guests." "Oh yeah, I'm sure it's got nothing to do with your signs." "What's wrong with my signs?" "You mean besides the fact that they've got 'Certain Death' written on them?" "Hey, I spent ages making those signs!" "Yes but you used our hands to make them." "Well if he'd have done it, at least he'd have spelt them right." "Yeah, the first five tries you kept writing 'Curtain Death'." "Who'd be scared of a pair of curtains?" "Oh yeah? Well you're ugly!" "Your mother's ugly!" "Boris, we're conjoined triplets! His mother's your mother." "... Oh yeah." While they're all busy arguing you...
Player: Sneak past the giant
DM: While the giants heads are arguing between themselves, you manage to sneak past them and head deeper into the forest. In the background you can just about hear the surprise when they realize you're gone, followed by a long argument over who's fault it is. Sadly you get lost in the forest and are forced to turn back, but while you haven't found the Holy Grail you did manage to catch an unladen African swallow on the way.

Player: Stay there
DM: You decide to sit down and enjoy the scenery. It gets so tiring that you fall asleep. When you wake up, you realize that you need to get home. Then you find that the mask is stuck to your head from laying on it for so long. You panic as you try to get it off, but that wasn't very smart. You are now a legend of the machine.

Player: Say no and keep posing the way you were before
Player: Talk to director

DM: Billy walks to the door.
Player: Billy knocks on the door.
DM: Jessica, his friend, walks into the gym. She asks Billy, "What are you doing?"Billy says, "Look at this strange new door. Have you ever seen it before?"Jessica says,
Player: "No, I haven't. Knock on it again."
DM: 

DM: In your feline form, everything is so different, more vivid and penetrating thousands of smells, perfumes and noises assail you at the same time while your powerful heart pumps blood towards your paws prepared to take action.the rancid aroma reminds you of never-washed sexual effluvia mixed with goat dung. But even so, just thinking about his blood and his flesh in your mouth makes you feel extreme.You sneak upon him from the shadows but something does not fit, his movements are erratic and he goes in a direction opposite to that of the rest of his men as if he were following a different map.Murray whispers weakly to you: "Oh ... He is one of those. Maybe it is better you don't pursue after all.""One of those?" you curious questionsMurray invokes a cynical smile in your mind. And then he adds: "Continue the hunt and you will see it."
Player: Keep the stalking going on
DM: You're so curious about Murray's cryptic words that you don't even consider quitting chase, at least for now.Now, that you are closer to your goal, you can hear the source of the weird yelling and moanings; some female racoons on heat are "singing", searching for a lover. Strangely, the man dismounts his tired horse. His hormones and sexual desires are over the place, he almost smells like a stallion hog.You can't stop wondering what the fuck he is doing: Fuck! he is dropping his pants, is he going to pee? No... He is certainly not peeing! ...His loudly screams of pleasure mutate, becoming more like growls, similar, to those of the raccoons themselves. His bizarre dirty body shifts, covering himself with strange energy similar to when you transform into a cougar; you almost shout due to the enormous surprise, in front of you there is a huge raccoon body with its human face intact!Dozens of raccoons approach him, sniffing and offering themselves to him in a bizarre show of smells and grunts in the wilderness.

DM: 'It's really easy to find, the smallest child could point you the way. The smallest child could point you the way, where am I going to find a small child? This city is like a maze!' You have been walking through the empty streets for an hour and still have not found the palace. All these streets look alike. You are walking through streets of locked doors and closed shutters. Muffled voices can be heard from the nearby houses. After walking through yet another street you have reached a crossroads. Trying you luck, you decide to... (The streets of the Phaeacian city are like a maze, it's even like they're designed to confuse strangers. For the traveler who is not able to continue his journey, the gods have left a map below.) A golden light reveals the follow letters written on the streets: LRAAA, you'd better remember them.
Player: Turn left...
DM: You find yourself in yet another street. This time you have two options to choose from:
Player: Go straight ahead
DM: You are in a short street, there is only one option to go to:
Player: Turn right...
DM: You have two directions to choose from:

Player: Talk to Martha Tabram's friend Pearly Poll

DM: Furious, the person in front turns around to glare at you. They complete their transaction as slowly as possible, causing you to miss your train. There wont be one for another hour, so you give up and head outside for a taxi.
Player: You stick out your arm to hail a taxi.

DM: In front of you are the large double doors that lead into the cafeteria. They have big push handles and windows, but the glass seems to be covered up with black paper on the other side. You try to push the doors, but they're closed shut. They seem to be locked from the inside.
Player: Turn around.
Player: Examine the cafeteria doors ahead of you.

Player: Go east, where you can hear running water.
DM: There is flowing sewage here. It smells. It smells bad. The flowing sewage heads off to the north.
Player: Head west, away from the flowing sewage.
Player: Head north, to see where the sewage is going.
DM: There is more sewage here. There is flowing sewage with some rather horrid large chunks. This is really getting nasty. The flow is flowing downhill, away from you. It is getting very slippery with all the raw sewage sliding around here.
Player: Head south, away from the flowing sewage.
Player: Go west, towards a dryer section of sewer.
DM: You are at the bottom of the main sewer line. Yuck.
Player: Head west, towards an echoing sewer.
DM: There is a large sewer pit here. There is stuff floating in the sewage. It's pretty darn nasty. If you jump or dive in, you're pretty sure you won't be able to get back up to where you are now.
Player: Dive in and search for a secret passage at the bottom.

DM: I woke with a start. The first thing I realized was the darkness that enveloped my surroundings. When my eyes adjusted to the lack of light, I was able to make out where I was.I was under a tree. A humongous tree. Sitting on its base, one would not be able to see the top of it. I figured the darkness comes from the tree by them blocking the sunlight.The sky is blocked from my sight. For some reason, this made me feel terrified. It's like my power has also been hidden from me. I'm not sure how to explain it but under the black blanket of darkness above, I felt helpless and vulnerable.I collected my thoughts. How did I get here?It was Antaeus, most likely. He knew I would have to face Typhon, who was birthed by the union of the Earth and Tartarus. Typhon was his brother.Looking around, I saw a dim light coming from the north. He sent me right where Cione should be. If I started now, I would probably reach the village in half a day journey. I have time in my hands.
Player: I'm hungry, hunt something to eat
DM: I unsheathed my sword, relieved by the familiar glow that seemed to make me feel a little better where I was. On all fours, I looked for tracks.I haven't taken ten steps from where I was and already found deer tracks. Thanking Chiron for my wilderness survival training, I began following the trail.About 40 paces eastward, I started to see my prey. There was a small herd of deer, here. I counted them and came out with five deers. Killing them all would suffice me for five meals.I analyzed the right way to go on with this.
Player: Throw a rock at one

DM: You take a look at the screen in front of you.Which button should you press first?
Player: Upper-left button
DM: CA-CHIK!Okay, so that was correct. Which one is next?

DM: The fight is quite boring and uneventful; the snake doesn't even see your killer claw torn its head bare open and now here it lies headless at the entrance of the cave.Yellings from dozens of agonizing voices wake you up just before dawn.You just sneak to the entrance where hundreds of intense smells confuse you: fear, anger and anguish threatening to drive you mad with rage.Bellow your cave in the valley, raiders are attacking and raider Natives: "This is our land now. Your heathen rabble should retire from our American white lands!You don't need Murray to explain what those supremacists bands have been doing to Natives decades community after community.But what will you do about it
Player: You try to save them
DM: You gallop like a madwoman into the valley, without thinking. You just simply focus on hearing the frantic beating of your heart, surrounded by the stark beauty of the valley.Murray's wrath is indescribable, enveloping and trapping you like a poisonous glue, nullifying your own ability to think in this animal form.In your frantic descent, you dodge dozens of half-dead Cougars and Coyotes in iron traps surrounded on all sides by dynamite holes from illegal prosecutions; even here in this desolate place, you can appreciate the destruction and advance of civilization like a plague.Murray screams mentally in rage: "Join me animals, attack the monsters that destroy our balance, leaving the valley sunk and deformed like scorched leper's skin. Let's kill them all! Reclaim our sacred land!"

Player: You choose to accept his offer.

Player: What was your story?
DM: "You are not the only white person who has been involved, in the affairs of the ancestors and Indian gods. In my case it was in Utah, I was chasing a tribe of cattle thieves when we found them we dealt with them as we had been paid to do."Some of the men have not seen a woman for a long time. Anyway, suddenly a nauseating smoke covered us entirely, and all natives or whites died. All except me. I like you are now, fused by an old ancient creature, a god of trickery and lust Rasthanab. Thanks to you, all of that is over, and I can rest in peace.

Player: Talk to Witness Mrs Long who have have seen the killer and victim together

Player: What is happening?
DM: Everything becomes strange in a moment the sweat on your fur the pain of your left leg when skidding on the rocks. It just fades away, like you don't have a physical body anymore.Murray simply says: "I have taken full control of your body is the only way to fulfil the call of the people, claiming this territory once and for all. I am really sorry."You chuckle weakly, feeling as if your existence was rewritten second by second, almost like if you had never existed: "You aren't, honey. So drop the act!"Murray doesn't even bother to answer, as an army of wild animals and poorly buried corpses unite in a macabre procession. Step by step, This god is determined to annihilate the white man and drive him out of Nevada. He desperately lusts to go back to the clock, to the times of the tribes and the totems, the ghost walk dances and the mystery. But you know better than him, that is impossible, for each civilized person killed, hundred will follow the sweet call of the silver and gold. Soon the iron will of The railroad will penetrate the land further. There is no coming back.Now, I see how a whirlwind made of pure light engulfs me. I don't hear virginal choirs, so I guess I will go with my ancestors to the old hell. I hope they have Guinness

DM: The look on the faces of those bodyguards when the car-doors fly off and the car starts hovering about twelve feet above the ground. In panic, they look around, and I materialize my green glowing eyes just outside the car, to give them a face to connect to their fears. They start shooting at me, but I stop the bullets in mid-air and suppress any soundwaves, to make sure no one is alert to what is going on."Its a funny thing isn't, the human nature? It seems that everyone has one of two automatic responses to something they find horrifying. They either scream, alerting whatever it is they are scared of to their position with as loud a noise as they can possibly conjure, or respond with violence, hoping to kill it before it kills them. No one ever considers that maybe, if you ignore it, it ignores you. You see, everything you do has a reaction. The stronger the act, the stronger is the reaction.""Who...who are you?""The press seems to call me Karma. You do know what Karma is, don't you?""I...it...""Karma is a negative reaction that reacts to negative actions. So tell me, if you shoot at Karma, what do you think Karma does to you?"
Player: Let them go.
DM: I pause for a moment, and then add "given the fact that you are just doing your job, and have no incentive otherwise to associate yourself with this monster of a man that calls himself Philias Unon, I am going to ignore the fact that you shot at me and let you live. However, I suggest you find yourselves a new line of work, and if not, then at least familiarize yourselves with your client's actions and motives."I then put the car down, and the two men go running away."You let them live?" Leksiah asks."What I punish is not for the actions themselves, but the thoughts behind the actions. These men shared no motives with Unon, and if they did, then they certainly don't anymore."

DM: The diplomat decided upon is Hanuman (see picture) Who is this Hanuman?Hanuman is the Monkey God. He is known by many names, like Pavanasuta (Lord of the Wind), Maruti (Like the Wind), Ram Dass (Servant of Lord Ram), Mahavira (Great Warrior), and many more. He is said to be incredibly strong, invincible, the most intelligent being on earth, and immortal. He is one of the few Hindu gods who is physically still incarnate on the Earth at all times. It is said that he will remain on Earth as long as the name of Lord Rama is remembered. Hanuman loves Rama exclusively and above all things. He becomes lost in the name of Rama, forgetting himself completely, and must often be reminded of his incredible power.
Player: Hanuman makes a decision
DM: How does Hanuman make his diplomatic move?My Lord, again I must remind you! YOU are the true sustainer of the universe. You are, My Lord Rama, in everybody's minds. Please make this decision on behalf of Hanuman.
Player: Hanuman will not go on the diplomatic mission
Player: Go back to the beginning

DM: You bought the Battle Prize. This will be given to the next opponent who beats you in return for something special...yet unique to the trainer that beat you. Its a bitter sweet deal. The good news is, what you recieve, is always better than the cost of or the Battle Prize Itself!
Player: The Clerk Wants to talk to you...
Player: I Accept!
DM: Clerk's Kaiju:BattraHP= 70Level= 10Your Kaiju:GodzillaHP= 70Level= 10Select Strategy Below:

DM: "Can you see it, these years have been torture, living in the wildest areas and with this diabolical force forcing me to commit sexual acts and sodomites with animals and plants. All to serve the god that controlled me. You have saved me."
Player: Curse? What curse?

DM: 2020, Nevada University. American Western's Legends class.The class is full of students placed with all possible drugs. Like the entire faculty, Las Vegas is without a doubt a hole in human morality, perhaps that is what makes hunting here so easy.You smirk; It is ironic to tell your own legend and that of the creation and civilization of the American West.Finally, you finish your class for this semester:"So many lies and so much blood hidden behind the glamour of cinema and stories. Meanwhile, the white civilization steps every day on the skeletons of the Indian civilizations that massacred in the name of progress. That fear of culture in the shadows as strikes back curse. They made stories like the White Cougar Woman story spread throughout Nevada like wildfire, with the creation of the separate Territory of Utah and the explosive proliferation of silver and gold mines in Nevada, many of them illegal. and obtained after annihilating the local tribes. ""So did the legend of the White Cougar create the Milfs?" you hear a voice whisper between the students and a chorus of laughter, especially male.John Shilower, or something like that. His horrendous pachouli aftershave makes your especially sharp senses go overdrive. Hmm, you are hungry, and certainly, you will make evolution a favour freeing the world of his genes."

DM: She sighs and pout but doesn't seem particularly affected by your refusal to share business."I understand, kitten. I hope that if we meet again it will be as friends."This time you both shake hands in a friendly way. Having the feeling that you will see each other again.The wagon is standing there with a gorgeous salt and pepper mare. Youpeek inside of it, there is well prepared with a nice mattress and lots of expensive seamstress clothing mostly for a spicy ladies but there were many gentlemen suits and all type of accessories.As you find a suit worthy of a successful businesswoman. You hear how Belle's wagon continues on its way with a joyous trot.Murray mutters grumpily about you doing a mistake. However, you deep down know that you aren't ready to settle yet.You add half-seriously half-jokingly: "Maybe I can become a successful clothing designer."
Player: Now
DM: The backstage looks like an anthill with hundreds of people running frantically from one side to the other, with martial precision dressing and combing the nervous models for the most famous fashion show in the world.And our beautiful naughty kittens showing your brilliant creations to everyone.Murray whispers to you, "It seems like a lie, that it all started with that wagon full of quality clothes and so much lingerie."

DM: The Prince rode on along the roadAs ever taller grew the heightsAnd in his earnest never slowed.Through darkness fell still shone the lightsOf moon and stars arrayed aboveOur guardians atop all nights.So driven on by heart-felt lovePrince Reginald did spy a caveAnd fearless of danger thereofMade for this dark and gloomy grave.Dear listener, you've guessed it trueThe Lady Jane and Mage's slaveLay waiting in this cavern too!The Prince approached the hellish mawAnd rode in, crying "Hew!"The Minotaur struck forth a clawAnd bellowed out his fearful rage....
Player: The Prince sought to exploit this flaw
DM: So while the beast roared loud as HellHe dove between its filthy feetAnd just beside the Princess fell.He cut her chains, no easy treatWhile Minotaur is looming nearPreparing to cut you to meat.With Jane set free he felt no fearAnd turned to face the hairy thingThat stared straight with a manic leer.Their blades connected with a dingResounding to the farthest shore.But neither foe had strength to bringHis enemy to Hades' doorUntil the Lady Jane stepped inAnd, picking up the chain she'd woreIn desperation helped her kinBy throwing it against the beastA steely bolt to end his grin.Now seeing that his foe had ceasedTo fight because the chain had struckPrince Reginald's attacks increased!The Minotaur had lost his luckThe Prince loped off his ugly headAnd tossed it down to join the muck.Then Prince and Princess both embraced.They wept to see themselves alive...
Player: And for the coming night they braced

Player: several weeks pass
DM: It's been several weeks since you first started this whole adventure known as teacher. So far you seem to be doing a pretty good job. There are a few students giving you trouble, particularly Jaxon. He has been even more disruptive the last few days, but you think you can handle it. Mary still hasn't shown back up to school and no one seems to know what happened to her. It's assumed that she is home sick. You had the whole class write a get well card for her. That was surely appreciated.Well, the time has come to make your first test. Hopefully, you have prepared your students well enough for it.The test appears to be going along fairly well until you notice some students looking around. It looks like they might be trying to cheat.
Player: Call them out on cheating
DM: You walk over to the student who had been looking around and quickly swipe away her paper. "There will be no cheating in my class," you say as you look down at the paper. However, the paper was completely blank."I wasn't cheating," the student protests, "I haven't even written anything down yet."She might not have been cheating, but it sure looked like he had intended to. She probably just hadn't copied the answers yet. You look at her still suspicious."I swear. I did not cheat," the student continues to claim.

Player: "Pleeeaaassee ... I'm sooo curious ...."

DM: This is a Marvel game. My name is Deadpool. I have two swords and a gun. I am also a hero. We need help fighting the enemies, and that means we need you! It's time to choose your hero.
DM: You are Iron Man. You can use laser vision and you can fly. You can use a special white thing from your suit, that's the triangle thing and you look like this. You are fighting Dr Octopus but you're finding it hard to beat him as his legs grow back. I'm not joking, they actually do. Do you want to keep trying to get his legs or try starting to get him confused so his legs get all tangled?
Player: Keep getting his legs
DM: You try to keep getting his legs but they keep growing back. You wonder how many times you need to do it. You try to do it one more time and then you wonder how many more times, just then Dr Octopus picks you up and squeezes you by the neck. Now you are dead. Sorry buddy.

DM: You are Mrs Marvel. You can go very fast. You can use some vision powers. You can fly and you look like this picture here. You are flying in the sky, keeping a look out for bad guys. Just then, a piece of sand hits you. It must be Sandman, unless a child was playing with me. Do you just go down to see if it's Sandman or do you think it's a child and have a rest in the sun because you can't see any bad guys?
Player: See if it's Sandman
DM: You look down and realize it is Sandman. You land and run round in circles and it made Sandman try to get you, but you are too fast and then you punch him. He is dead because you are too fast. This is the right ending.

DM: This is you. You are Captain America. You have a shield and it's a bit sharp and it comes back to you just like a boomerang. You see a bad guy. Her name is Black Cat. She is trying to get all of the lions out of the zoo so that they will attack the good guys. You don't want that to happen. You don't know what to do. She hasn't seen you yet but you have seen her. Should you just let her see you and throw your shield at her or should you dress up like a cat and go to her and then pop out and try to kill her?
Player: Dress up like a cat
DM: You dress up like a cat and jump up near her. "Well, that's a quicker way for catching Black Cat." You said. You throw your shield at her but she outruns it. Do you want to suddenly turn the other way and then throw your shield or just run because she's chasing you?

DM: You are Thor. You can use electric with your hammer and throw your hammer at bad guys. You look like this picture. Dr Doom is trying to kill you with his electric. Do you want to try and kill him with electric or try to sneak and get him by sneaking.
Player: Try to kill him with electric
DM: You are trying to get him with electric, but Dr Doom went on a ladder when you weren't looking and climbed up a wall. He went up and killed you with his electric. Bad luck.

Player: Chase Venom
DM: You are trying to chase Venom as he covers the people with webs. Then he kills them with some more webs. Soon, he suddenly turned back, shooting you with the web and kills you. This is the end.

Player: Just let me through!
DM: The sphinx giggled maniacally. "Ooh, I'm scared!"
DM: You; "You have no power over me! You're just a stupid, good-for-nothing lowlife, ugly monster!" That was a bad choice. The sphinx charges at you, spearing you off of the cliff.
Player: A squirrel!
Player: A man!

Player: Turn the other way
DM: You suddenly turn back when she didn't realize and you throw your shield. She's dead. Well done. You have got the right ending buddy.

DM: You're spinning round and round and he tries to catch you but instead, he tangles his own legs. He can't move. "Let me go!" he said. "If you do then I will be a good guy." You don't know if he's joking or not. You don't know what to do. Should you let him go or should you just kill him?
Player: Let him go
DM: You untangle him. "Just joking" He said, and he stood on you, picked you up and dug a hole with his other hand and then put you in. Just before you could do anything, with all four of his hands, he put all the mud onto you. You cannot breath. You died. The wrong ending. You are dead. The end.

DM: Good thing you know where those screwheads live. They don't know that but it's alright. You start to walk there. On the way, Bryan drives by in his minivan and shouts, "Retard!" at you. You only smile because he doesn't suspect a thing. You make it to the Spoonboys' driveway. The sedan is parked there and no one's around to see what you're up to.
Player: Popcorn popper on wheels
DM: Remembering the bag of Orville Reddenbaucher in your hidden sixth pocket, you got a good idea. You walk over to the family sedan, searching for the gas whatchamacallit. It's in the back, behind the license plate. You pour the popcorn kernels into the gas tank. If physics are as seen in comedy movies, then you turned the Spoonmobile into the Poppinmobile. One of the many wonders of science and technology. Laughing, you head home.
Player: To find out if it worked, click this link.
DM: The night passed and no kamikaze Spoonboys came up to your front lawn to set themselves on fire. You know Spoonboy doesn't know where you live and that brings you some comfort.You go to school. You see Bryan in the hallway. His hair's yellow from all the buttery popcorn his Dad forced him to clean out of the sedan. The Dad took the minivan to work because his sedan still smells buttery. Huzzah!You see Jason in your homeroom, looking rather peeved. His mossy hair's still black but he had to walk to school with Bryan (explaining to hecklers why his lil bro's so greasy yellow).
Player: Laugh at Jason
DM: "Hah ha! Why so glum? Someone spoon out your happiness?"Jason sinks lower into his seat until his hair sticks out over his desk."Hey," another student says, "I heard about your new popper! You should have waited for me to come before you cleaned it out! I heard the popcorn's fresh and buttery!"Soon the entire homeroom is laughing at Jason. Tiffany leaves him and gets back together with you. Congratulations! You got even with Spoonboy! Now go leave your comments and play again!

DM: You continue hurrying up the mountain, your energy waning but your soul filled with an unwillingness to give up. Every inch feels like a mile, but you continue moving up as quickly as you can. Finally, unable to even get a real breath to fuel you, you heave over, coughing desperately into the rag wrapped around your face.You can't make it any further. Your every muscle is screaming for oxygen to fuel your ascent, your every movement a spasm of pain. There has to be something here. Desperately, you look around for anything appearing to you through the thick fog.
Player: A cave!
DM: A cave!There, a black, jagged mouth of stone, an endless pit of blackness that seems to swallow up the night lies there, the green gas of death not seeming to delve inside. It would normally be a terrifying sight you'd never near, but anything is better than choking to death out here.Finding a last burst of energy at the thought of survival, you charge forward, quickly moving forward with a burst of energy as you clamber up to the mouth of the cave, peering into the endless darkness inside that even your bright lantern fails to pierce.

DM: You step north again. Once again, nothing happens, so you must have gone the right way. What next?

Player: MODIFICATION TABLE

Player: Enter the Food Store for real (Day)

DM: A loud beeping fills your pod as you see the big white sphere approaching closer and closer. You have been trained to survive a crash but have never actually had to. You prepare yourself for the danger approaching but need to think quickly. Knowing Hoth has Rebel and Empire supplies alike and that this pod cannot take you off the planet you need to pick a good landing spot and pray you find resources. Approaching the surface you start to see the snow covering the landscape. You notice remnants of the rebel's Echo Base straight below near what looks like an icy ravine. The only way to land there in one piece is to dive straight into the cavern and trap the pod between the walls of the ravine. This is extremely dangerous, but the only safe way to land on the planet would be to glide the pod along the snowy surface leaving you in the middle of nowhere. What will you do?
Player: Soft Landing
DM: You quickly pull the pod's chute and pull up to make the trajectory curve as you grow closer and closer to the surface. While the packed snow will still make a tough hit to the pod, it's still snow. You decide sliding across it will cause minimal damage to yourself and the ship. As the pod touches the ground, you hear a soft snowy scraping sound followed by a loud tumbling rumble as the pod rolls a little until it comes to a complete stop. Thankfully, the pod's exit isn't in the snow and you manage to escape the pod unharmed. You gather your blaster pistol, your scouttrooper gear, and some food you smuggled off of the star destroyer. As soon as the cold air enters the pod, you feel the frosty touch against your face and decide wearing your stormtrooper garments would be your best bet for survival for now, as it's significantly warmer than the undersuit. Stepping outside of the pod, you are met with near nothing to see except the clear sky and snow surrounding you. Behind you where the pod crashed is a small hill. You trek on top of it to get a reading of the area. Based on where you landed and the snow prints of the pod from when it touched the ground, you remember what direction the Echo Base was located in. Part of you feels the snow below you is not too packed and just maybe a tunnel from the base is below you. What will you do?

DM: You walk into the parlor and see an elderly looking man reading a well-worn copy of Robinson Crusoe and comfortably lounging in a chair. He looks up before you can even announce your presence."You must be the detective for this fine mystery we have on our hands! Do tell me how's the investigation going?" Betteredge says with a sort of excitement about him."You're the first person I've talked to besides Miss Woolf, so the investigation has not gone anywhere quiet yet." You explain and see a look of disappointment cross his face, you assume it's because of his love of mysteries which you had heard about from other detectives fortunate or unfortunate enough to cross his path whey they were on a case. "Oh well, since I am the first one you have been able to talk to I will make this brief, so you can continue with your investigation! During the time of the robbery I was sitting and talking with Lady Bracknell after my Lady had left for home just yesterday evening. She was not feeling well but insisted that I stay to enjoy the weekend. If it where me I would look into that Prufrok character or that Luke boy who seems to be slacking when ever a head turns away!" "Do you mind if I ask you if you know where your fellow guest where during the robbery?" "I don't mind at all!"
DM: I don't know I had not seen him at all since breakfast. The man is so constantly nervous and shifty, I would keep an eye on him!

Player: Cut the second wire.
DM: CHIK!With the second wire cut, you are relieved when the module disarms. You forge ahead, wondering how much longer until this hell is finally over...

DM: The Police tell you that you are about to be arrested, and you panic. You were just summoned from the kitchens where you were chopping onions, and you have a large cleaver. You dash away from the policeman holding you, running away from him, but towards a policeman in front of you. The policeman you ran away from thinks that you are trying to attack his partner with the cleaver, and attempts to shoot you in the leg. You duck, but you get shot in the back. You die instantly. Congratulations! Your wife, who is a stay-at-home mom, is left a widow without a revenue source and your son is left without a father. What a stupid mistake. Your family is plunged into poverty and your son later becomes a member of a gang to protect his mother and to take money to support her. He is arrested for gun-possession and attempted murder is convicted. He will serve his life in jail. Your wife is inconsolable and she and John David Jr. both curse your name for inflicting this life upon them by running in fear. You have single handedly ruined two other lives. Because you made this poor decision, you may either end the game, or click the other link and return to the choices page. Choose more wisely if you choose to re-start.
DM: One Wednesday afternoon, JD was working in the Kitchen of the Daily Diner when some authorities pulled up into the parking lot. They step out of their cars and show their arrest warrants to the owner of the Daily Diner, who allows them to take you but says he had no knowledge of you trafficking drugs. He vouches for you and says you are a hard working and honest man. What do you do?

DM: Well as I have already told you she was sitting in the Parlor with me at the time, and we must have been there for hours.
DM: Ah she is a sweet girl! She looks something a kin to my own daughter Penelope, though I believe Penelope to be a tad more fair than she. If she where to be anywhere I would think she would be near the gate waiting for her fiance to come visit her. That is where she had been for most of the previous evening.
Player: The Parlor

DM: I sent him out to chop wood for the fire's that were burning down and for the kitchen later so that i might cook something. Lord knows if the boy did it or not he is constantly skirting his duty.
Player: Lady Bracknell

Player: Luke

DM: AAAR
Player: y
DM: AAAAY
DM: You are called AAAAA

Player: Do something amazing.
DM: You spring up, launching yourself over the incoming meat projectile. It torpedoes past you and thuds on the ground. The chicken is in a panic. It did not expect your equisite flying skills. You grab the meat log and hurl it toward the chicken. It is too slow to dodge and the heavy chunk collides with the archer chicken, making it squack in pain as it poofs into a raw chicken and feathers. Weird how they tend to do that.Nonetheless you've defeated the chicken! You feel more experienced for some reason and learn how to cast a lightning bolt from a book you somehow gained. But sadly your fight was in vain. The eggs...are destroyed...
Player: But you suddenly hear a voice.

DM: You could simply sling Camo into the metallic ring steps...but that seems too plain...too lazy. You grab Camo up in a Bearhug, backing up toward the steps. You suddenly toss Camo upward as you fall back onto the floor. You bust Camo open on the corner of the metal staircase. Your blood lust has been activated...and Camo's hurting for sure! You could use a chair on the big man next. You could give him a drop toe hold to trip him and send him face first onto the unforgiving steel...or you could roll him back into the ring.
Player: Use The Chair
DM: You position the chair behind you...and then slap at Camo's head a few times. You're mocking and disgracing the bloodied champion...who in turn spins around and lunges at you. Luckily you are still a tad faster than Camo and step out of the way, trapping his legs and vicing them down in a scissor like sweep called a Drop Toe Hold. Camo plummets to the chair face first, opening his forehead even further. It's at this point that you feel the crowd's frenzy building like your own. You're like a shark in the water and Camo's the bloody steak! Camo realizes this too and knows that he has to get to the safety of the ring and the rules. As you drink in the adulation of the crowd...Camo scrambles to the ring in a burst of desperate movement. You grin and jump to the apron. Here you can either deliver a rather straight forward Springboard Clothesline or a rather insane Springboard Shooting Star Press.
Player: Springboard Shooting Star Press

DM: You finish writing down what she has to say and close your note book, "Thank you ma'am for your help, can you tell me where I might find the Damozel or Luke?" "You'll most likely find the Damozel Crying her eyes out in the same place Cecily first meet Gwendolyn.
Player: Garden
DM: You walk past the servants closet and have to wonder if Prufrock is still in there or if he had worked up the courage to leave yet? Possibly not since the closet was right next to the door out to the garden and a pretty girl was currently sitting there by the gate. "Hello Ma'am, I'm here to ask you some questions about the theft of the jewel." You say as you approach the girl sitting almost curled up against the gate, as if that would bring her closer to her beloved. She sits directly in the grass not caring that she is getting dirt and wood chips in it from a near by chopping block. "I will answer you questions," She says with a sigh, "I do wish my love was here, I feel as though this whole thing would have never happened had by betrothed been here.""Well I will try to make this quick, can you tell me where you where when the Jewel was stolen?" "I was right here waiting for my fiance to come, I am surprised he has not shown up yet. I wish to see his perfect eyes and his beautiful hair, I wish to have he strong arms embrace me yet again..." She looks off longingly into the distance clearly lost in some sort of memory. Sadly you still have questions to ask so you can not leave her to her day dream, "Do you know where the other guest where during the robbery?"
DM: I do not know where he was, I assume skirting responsibility as usual!

DM: There is no one here but a couple of beautiful horses, you pat one on the nose and then take your leave.
Player: Horse stable

DM: Once again there is no one in the bedroom, you don't know why you keep trying in here.

Player: Do you know where I can find Luke?

DM: I saw him sitting in the parlor on my way out to the garden this morning, I believe Lady Bracknell was set to join him as well.
DM: I do believe she was just joining Mr. Betteredge in the Parlor, they do get along quite well. Though not so well as my beloved and I do.

DM: I had not seen him this morning, Possibly he stole the jewel for that girl he loves! His love for her is quite obvious though it is clearly not as strong as the one I have for my fiance.

DM: You walk into the sunroom and there is a beautiful evening light streaming in, it looks like a lovely place to read a book but you don't have time to do that at the moment.

DM: She was with Betteredge, talking about the Damozel. Did you hear that her parents might not let her marry her fiance? At least that's what Lady Bracknell said.

Player: Betteredge
DM: Well he was in the Parlor when he asked me to go chop wood, but after that I am not sure.

Player: Prufrock has taken it!
DM: You walk into the library and straight up to Virginia Woolf. You tell her that J. Alfred Prufrock is the one who stole the jewel and that you believe he has it hidden somewhere either on his person or in his quarters. You and Victoria find the man and search both him and his room. Your search turns up nothing and the man looks more nervous than he had previously even though you thought that to be impossible. You have to go back to the drawing board on this one, J. Alfred Prufrock did not steal the jewel.

Player: I'm not sure who, let me look at my notes!

Player: Sun room

DM: You go to Virginia Woolf and tell her that you think Betteredge is the thief. She is shocked but allows you to lead the way to him so you can request to search his room. Betteredge takes the accusation in stride saying that he understands this is all apart of the investigative process and he is sure that he will be cleared after his room had been searched. It turns out he is correct as the search of his room does not turn up the jewel or anything else suspicious. You let him return to his reading and you return to your thoughts to figure out who might have taken the Jewel.

DM: You rush into the library and announce that you have stolen the Jewel. Mrs. Woolf fixes you with an unammused glare and you slowly back out of the room. Now stop being silly, your a serious detective and this is your job, go find out who stole the jewel.

Player: Extra clues in case your stuck
DM: Both Lady Bracknell and Betteredge have strong alibis look at the other three's stories and see which don't match up
Player: New hint
DM: Prufrock said that he didn't see anything, but did he hear anything?
DM: Is it Luke or Damozel look closely at their stories to figure it out

DM: Betteredge says that he was sitting in the parlor with Lady Bracknell when the Robbery happened.Prufrock said he didn't know where Betteredge was during the theftLady Bracknell said he was sitting with her when the theft happenedDamozel said that he was sitting in the parlor before the robberyLuke said that he was in the parlor when Betteredge told him to go chop wood
Player: It was me!

Player: Notes on Luke

Player: Notes on Betteredge

DM: Welcome to the Wolves II! We hope you enjoy this story game as much as we enjoyed writing it.
Player: The Wolves II: The Great Death
DM: "I can't believe what is happening. For goodness sake, I am in my own chimney!" you gasp, panicked, in respond to what is happening as you struggle to comprehend what had happened only a short while ago.It was just one week ago that the woman you had been sworn to not show your love for saw that her husband devouring the entrails of a pig. He has not been seen for a while since, but it was said he had sickly eyes that bore the yellow tinge of the crescent moon at the darkest time of night.Since that day, the village - with a population of only seventy - has been in a panic. The children, like always, acted so peaceful and innocent, as if nothing had happened, whilst their frantic fathers were commanding their wives to pack their bags. I would have to say they were doing the right thing, especially that now I see the chaos that surrounded me some hours ago.*CRASH*A low growl comes from the outside garden. It seems to be just outside the chimney.You...

Player: Slowly climb down the chimney.
DM: As you slowly climb down the chimney, you accidently knock a loose brick free, causing it to clatter noisily to the ground below.You pray that the beast does not hear you. After a while of nothing happening, you continue your descent. Once you reach the bottom, the beast punches through the chimney wall and grasps your neck, snapping it cleanly with its grotesquely large paw.DEATH

DM: The growls fade away, and as they do you begin to climb up and out of the chimney. As you exit it, you gasp as you look upon the village - or at least, what was left of it. Most of the buildings were destroyed, engulfed in hellfire.You know some would say the gypsies have turned us to sin, or that the idea of village religion has turned us to sin, but in reality it is the idea of lycanthropy.The whole world burns around me. All I can think about is fire, wood, ash. Fire, wood, ash. Fire, wood, ash. Fire, wood, ash! These words just spin inside my cranium, my useless skull filled with brain matter. No, a cranium filled with fecal matter!Stop this what are you? Mad! No, not in a million years would I be mad!Fire, wood, ash! Oh, why? What is happening?"Hey, hey Guy, are you there?" she asked. I recognized the elegance of her voice, laden though it were with sheer fright."Huh, who- Jessica! Oh my sister, my beautiful sister, are you okay? Where are Mother and Father? Where is Daniel?""Oh Guy, it... it ripped them apart! They're all gone! I saw Daniel in Mother's closet," she choked out in between sobs."Alright, alright, just calm down, we need to....."
Player: ....Find our brother Daniel.
DM: "Okay, Jessica, I will go and find Daniel, but you must go and find shelter." "Be quick my brother, become the wind and wield the strength of the Bonnacan." She leaves you with a kiss on the cheek. The kiss, if anything other, was other worldly, calming.Soon after you arrive at your parents cabin, as you step up to the cabin portal you hear a loud noise protruding from the home.You...
Player: look within the portal.
DM: You thank yourself for ruling out the idea of making a decision of an untimely fate because there were three of the beast feasting on your father. You glance at your mothers dressing screen and you see Daniel behind it in the fetal position.You decide to go around the building and create a distraction.As a distraction you...

Player: You leave Danial behind.
DM: As you walk away from the cabin you hear the screams of Daniel.I guess they found him you think.As you make it back to where you and Jessica agreed to meet you are stopped dead in your tracks by one of the beasts.Except there is something odd about this one. It holds the resemblance to Daniel.The beast has around its neck the same amulet that you had given Daniel on his sixth birthday.The animal begins to snarl, spiting saliva and drool about with each note.It was at that moment it begins to charge at you. As the first instincts that occur are that of sheer bravery, you charge at the beast yourself.This, catches it off guard and makes it stop abruptly. It then launches into the air and preys upon you.It knocks your musket out of your grasp, nearly rendering your hand useless.You try to punch it, but it does it no harm and only angers the creature and enrages it furthermore.The last thing you see are its fiendish snout dig within your chest removing your heart and its eyes.Those eyes, could they be Daniels?That was, however, your final thought as the beast diged its claws within your skull.DEATH

DM: You decide the best Idea would be to remain defensive, waiting for him to drop his guard before slashing at him, He charges at you and swings high, You side step his attack and take this chance to slash him along his side with your foil, The blade does very little damage, but he still barks out a curse and turns to hit you again.
DM: You take this oppurtunity to lunge forward, burying the blade into his side, He can not finish his swing, instead he collapses to the floor coughing up blood. " Urk... You, you got me, BASTARD!!!" He falls down and dies before you can remove the blade. The father runs over to you and throws himself at your feet, " PLEASE KILL ME!!! IT IS I THAT DID THIS!!! PLEASE!!!!"
Player: Kill him.
DM: You pick up the large blade the man was carrying before, and bring it down on the fathers neck, Severing his head from his body, You then take the blade on yourself, Gutting yourself, and spilling your innards out onto the floor. You begin to feel feignt... And soon, you die. You begin to feel your body rising, But an intense heat stops you from going to high, At this time you are in hell.Murders, and Suicide are both sins, you accept your punishment with as much grace as you are allowed.

DM: "We shall go to the church. However, we need be careful," you say, putting great emphasis on your words."Let's hurry, and may our kin be there," Jessica agrees.Both you and Jessica hurry to the church. You both hear the scuttling of tiny feet, the chatter of mice and rats as they scurry within the walls of the old oak church.As the two of you open the door, you find a sight for your ever-sore, deadened eyes.There she is, the love of your dreams, the women you have sworn your love to! If only she knew...."Jeannette! Are you okay?" you ask as you push through the small crowd of refugees, ecstatic to see her again. If only the conditions weren't so dreadful."Oh, Guy," she sobs, pressing her face into the crook of your arm. Your shirtsleeve soaks up her tears as you attempt to console her."They- they say my husband was... is the one murdering all of the village people! Is this true Guy? Is it?!" demands Jeannette."I-I don't know," you respond as calmly as you can. However, it comes out much louder than you were expecting - closer to a shout, really, and the largeness of the church only serves to echo it. Jeannette flinches, and you reflexively put your arm around her as you murmur a quick apology.Your sister stands quietly nearby, flashing you an exasperated look. You ignore it."I don't know what's happened to your husband, Jeannette. But what I do know is that we need to do something. I say we...."
Player: Stay in the Church.

DM: You and your sister hurry across the village to Mr. Bäcker's general store, hoping that the building could provide shelter, as well as supplies."Are you sure this is a safe place Jessica? You say, ever so skeptical"Guy, do you not trust me?" She says, innocently and questionably."Of course I do sister! It is just that I think whatever is out here could easy get inside.""Then worry not dear brother! For you shall soon see no terror within these walls." She says, assuring.Though you believe her and know that she means to do you no harm. You turn to wonder, as to think as to why you are still in front of the large, majestic window? You can see across the window in large black and yellow print "Bäcker's General Store" You always did enjoy going in here to buy your young sister a sweet or two. The both of you always enjoyed eating his truffles."Okay sister, where shall we go now? The back room or shall we barricade the building?"Surprised at your question she quickly answers...
Player: Backroom.
DM: "I think we would be safer to wait in the backroom brother." "And that we shall, and that we shall. Come hither, let us go forth to the backroom!" You say still quite skeptical of your immanent survival.You and your sister, Jessica, wait out the entire incident inside of Bäcker's backroom, waiting for help to arrive.But help never did come. You were waiting for days, weeks, months, inside of that store. Though you and your sister had started out with a surplus of food, it was not before long you were forced to rashen.Those awful beasts never did know that you were in there however. But they did stay around the village waiting for any to passersby Giving you no escape or possible way of long term survival.You and your sister were slowly starved to the point of insanity.DEAD

DM: "Yes, he'll beat us easily! We haven't a chance!" Zoot calls as Lancelot pushes you down the corridor. "No sire!" Lancelot yells. "We must leave now! You are in great peril!"
Player: Look, let me go back in there and face the peril
DM: "No, it's too perilous!" Lancelot tells you as he drags you out of the castle.
Player: Look, it is my duty as King to sample as much peril as I can
DM: "No, we've got to find the Holy Grail. Come on!"
Player: Oh, let me have just a little bit of peril?

DM: "Cannibalism is a common occurrence among both the Garavan Tribes and old-Alliance races, as well as the Tarn. The Coalition has currently banned the practice, but many want to put the Alliance's form of legalized cannibalism in place, where it's lawful should it be done after a willing participant dies from causes that weren't because of the cannibalism, such as when a Thar'Garavan Chieftain is eaten by his son after his death or after a Probiscan sucks out his friends love as an act of respect. The Probiscans, Moogli, Garavan, Scairtt, Tarn, Creators and Mundar Dwellers are for the legalization of Cannabalism, while the Humans, Clones, Remnants, Brain Bugs, Antimites and Chosen are against it."
Player: Don't legalize Cannabalism
DM: "Ladies and Gentlemen, Cannibalism is a disgusting act that should have been outlawed long ago by all sentient races. The Coalition has outlawed it, and that isn't changing."There's some pleased aces from Humans and Clones, but the majority of the audience is in disapproval."The next subject is Garavan tradition, which many believe is... Well, I better explain in full detail."

DM: "We are going to try to escape the village." You say."How are we all going to escape Guy? Those things will most certainly get to us before we even get to the Rhine river." Says Jeanette, ever so frightened by the fact of getting torn apart."I have an idea, what we will do is that we will create some sort of diversion. I will go and distract the beasts while you guys have a chance to get to the Rhine river." You say ever so heroically."No, brother I can not let you do this.... I will distract the beast." She says pausing to hold back her tears."Sister I cannot let you do this... Jeanette you choose who is going." You say slightly aggravated.
Player: Jessica is sacrificed.
DM: "Jessica I think you should go and distract those beasts." Says Jeanette."Will do. I love you Guy." Says your sister empathetically."I love you my sister, my everheart." You say knowing this is the last time you will lay your eyes upon her.As you and your love Jeanette run to the Rhine river. Your sister is running outside of the Church with a torch trying to distract the beasts.For a while you hear nothing but her frantic voice coaxing the beasts around the villageThen as if out of no where, you here her shriek and then her abrupt silence.You never did find out what happened to your sister, but you have an idea of what happened to her.You still remember how you and Jessica would run and frolic in the fields just outside the village, playing together with no fright, bearing all the innocence of the world.But those days are long gone. You are now married to your love Jeanette, you have started your family together, as you always wanted.But one day nearly sixty years after that fateful day, a great surprise arrived at your door.

Player: Carry on your "talk"

Player: Investigate Aaron Kosminski
DM: A search into the background of Aaron Kosminski reveals he is still alive and living in a lunatic asylum. You visit him there and find he can't speak any English except "hello" and "bye bye" and seems to have the mind of a child. He seems quite peacefully content and weaves a wicker basket the whole time you are there while his guards cheerfully inform you he is never any trouble at all. He doesn't seem like Ripper-worthy material to you.

Player: Try to make an extremely complicated escape plan, like in Prison Break

DM: That is when a candle flame lights up in your head. You will set the entire cabin on fire killing the three beast and give time for your brother Daniel to escape!You get out your gunpowder and flint and start the fire and soon after the entire building is engulfed by the flames.Fire, wood, ash. Fire, wood, ash. Fire, wood, ash!"Stop it! I am not crazy!" You say slowly drifting into the never ending hole of insanity."Gahgahhahghah!"Cries of the Animals burning in the building can be heard as well as your own brothers screams as he is burned alive."I am so sorry, Daniel." you say as you run to meet up with Jessica.Soon after....."Jessica its time to leave are you ready?" You say almost in panic."But what about....."I look to the ground not able to see the fear, sadness....anger that lurks within her eyes."No, not Daniel! He was only Eight! Eight!""We don;t have time for emotions right now lets get out of here"You....
Player: Make some plans.
DM: "Okay, what we are going to do Jessica is we are going to A) Run down the trail as fast as possible and leave the village B) I am going to create an diversion and allow you to escape or C) We can end it, end this nightmare now with this musket. What do you say?" You say."I don't know Guy! I guess, umm, I guess. WHATEVER YOU CHOOSE!"You choose...
Player: B)Diversion
DM: As you were getting ready to run outside yelling, some idiot started running down the path to the next village with most of the beast following him. This is the diversion you were looking for!You and your sister make it out of the village allive through Mr. GuttenOppenhiemers farm.The Carrot ending, because you got hungry leaving that farm.

Player: To get ready to leave the house and face the world, go to 20.

Player: Sniff the fire
DM: You slowly walk over to the cabinet on fire. The smell is horrid, but you thrust your nose into the fire anyway. You feel your flesh burn, and you quickly pullback, but it's too late. Your on fire. THE END (Yay! You can go back!)

DM: You send it off course with the force. You then force push them each into the ground!
Player: Night time
Player: Follow the noise
DM: Caustiously you sneak through the camp. You sense fifteen tuskan raiders nearby.
DM: You step up to the Tuskan Raiders. They hear you, and the charge towards you. You try to defend yourself with your lightsabe, but there are too many of them for you to handly.

Player: A great surprise.
DM: Here she was seventy-six years old and you yourself eighty-two.Your own sister, Jessica is standing there smiling at you and yourself at her.You invited her into your home and both shared stories of one another lives.You shared with her that Jeanette had died of a brief illness just three years ago and that you and her were happy to the end and that you were surprised to see her so long after the attack on the village. ***"Grandpa James, did your Grandfather really fight werewolves back then?" "Yes he did. In fact he and his sister died the very next day, June 8th, 1812. The family says that he died because his final wish was to see his sister.""Grandpa you expect us to believe this fairy tale. It's nineteen-ten things like that don't occur here in Germany."CongratulationsYou got the Happy Ending

DM: K
Player: s
DM: AS
Player: t
DM: AAT
Player: v
DM: AAAV
Player: g
DM: AAAAG
Player: f
DM: AAAAAF
Player: g

Player: C)Suicide
DM: It was quick and painless... For Jessica. You couldn't reload your musket in time to end your nightmare and you were torn to shreds by the beasts. DEATH

Player: Am I ever gonna see my family again?

DM: I nod and say " girls, you heard her...ahem...him. Best you take off. Maybe some other time.""But...""Sorry babes. I've got to do hero stuff now."The girls nod and leave."I take it we're waiting for the others?" I say as soon as they're gone. Eve nods.HEALTH: 100%
DM: I hate waiting, and now Eve wants me to wait for the others. It doesn't take long until Haste gets here. No surprise really, seeing how fast he is. Then, Baryon channels himself through the darkness until he comes close to the light. He puts on his coat and hat before entering the light with us.HEALTH: 100%

DM: You are a middle schooler named Ronnie. Aside from your intelligence, you're an average kid. You've been best friends with Sal, a sarcastic, goofy guy who loves wrestling, since the two of you were born.
Player: The First Morning
DM: BEEP BEEP BEEP BEEPYou rub your sleepy eyes as your alarm clock goes off on your nightstand. You reach over to turn it off, grab your cell phone, and notice a text from Sal. "Dude. Jonas is pissed at me."You groan and get out of bed, thinking about what will happen at recess.
DM: You sit in class and tap your feet. You pay as much attention in class as possible, and eventually the bell rings for recess.
Player: Recess
DM: As you walk outside, you see Sal and Jonas arguing by the old picnic tables. You wonder what Sal could've done to get on Jonas's bad side. Jonas is in no way a bully. In fact, he's a generally nice person. He's athletic, respectful, and popular, and is someone you look up to.You finally approach the tables and ask what's going on."Your friend here is saying that I'm not brave for spending the entire night in the haunted house in Crescent Run. He thinks it isn't as scary as people make it out to be," Jonas says."It's just an abandoned house! There's no such thing as a real haunted house! Ghosts aren't real!" Sal exclaims.You picture the house they're talking about, a mansion on the outskirts of town. A lot of kids dare others to spend the night in it, but Jonas is the only person to make it through the entire night without quitting. You look at Sal, then at Jonas.

Player: Side With Sal
DM: "Sal's right. Ghosts aren't real," you say.Jonas scoffs, "If you two think it's so easy, why don't you both spend the night there. Unless, of course, you're too scared.""We'll do it," Sal says confidently.You feel the color leave your face, but you attempt to mimic Sal's confidence and nod."Alright. I'll tell everyone you're going in this weekend," Jonas laughs and walks away.You look at Sal and sigh.

Player: Side With Jonas
DM: "Jonas is right, Sal. It takes a lot of bravery to even go into that house, let alone spend the whole night," you say.Sal gives you a disappointed look as he apologizes to Jonas."Thanks, Ronnie. At least you're not as crazy as your friend.""Hey!" Sal says."Listen, Sal, if you don't think it's such a big deal, why don't you spend the night in the house?" Jonas asked."Fine!"You sigh and look at Sal. If being in the house is as scary as everyone says it is, you can't let him go alone.
DM: You keep your mouth shut. You know the house is terrifying, and you want nothing to do with it."All right then. I'll tell everyone you're going this weekend," Jonas says as he walks away.Sal looks at you with bitter eyes, "thanks for the backup."Your friend rolls his eyes and walks away. You're not sure if you'll forgive you for this, but you'd rather lose your best friend than stay in a haunted house all night. You try to push the guilt to the back of your mind while you walk to the basketball nets, happy you won't be spending a night in the house this weekend.

Player: The Weekend
DM: It's Saturday morning. Two days have passed since you and Sal have been challenged, and you can tell you've gotten much more nervous than he has. You try thinking about what people who have been in the house have said about it. Most people don't like talking about it, but each person has mentioned how creepy it became after midnight.You sit on your couch and put your head in your hands. You decide sitting there worrying about it won't help prepare you.
Player: Look around your house for items to bring
Player: Lighter

Player: Look in the basement
DM: You find an old flashlight in a cabinet.

DM: "I'll go with you," you say."Gee thanks," Sal says sarcastically."All right. I'll tell everyone you guy will be doing in this weekend," Jonas says as he starts to walk away.You feel bad for not siding with you're best friend, but he's not one to hold a grudge, so you know it'll blow over.
Player: The Mansion
DM: You arrive at the old mansion as it begins to get dark. A group of seven kids are by the front gate talking and waiting for you."It's about time! We thought you'd wimp out," one taunted."We're not scared," Sal says confidently as he walks over.Jonas walks over and look at you and Sal, "You should be."He gives you a handful of rocks with a weird smile, "Remember, the real treasure's in the basement."

DM: Okay, what will you fight him with?You now have your heavy, hard-sided suitcase, with a large textbook and the statue you planned to give to Keith's parents inside. Despite its weight, you could probably get it over your head, and since it's already in your hand, speed would be on your side.Nearby is a frail old lady carrying a long umbrella with a fairly pointy metal tip.Also nearby is a large, heavy metal luggage cart, which you definitely couldn't lift over your head but might do some serious damage if used like a battering ram.
Player: Grab the umbrella.
DM: You pull it out of the old lady's hands. (She starts going after you, but Dmitri intercedes.) It's light enough that even as jelly-like as your limbs are, you can lift it easily and aim it toward the goblin's eye. You miss, but you still give him a hard poke in the forehead--not enough to break the skin, but enough that he toddles back a few steps, tiny eyes blinking. You use the opportunity to whack him again. Unfortunately, this seems to wake him up. He comes toward you. Your friend had a Komodo dragon once. She loved to rub its belly--beneath the scales it was softer than its back or head. You stab his middle with all your might. Sticky yellow blood gushes out, but he's still coming. One more hit and he wobbles, then smacks onto the floor. He's dead. You're free. You feel nothing. Why should you? You should've been free all along. You and Dmitri step outside. It's raining, and the only thing out here that isn't gray is the long line of taxis. Ready to take you to the Upper East Side. Except you don't want to go there anymore--if you ever did. "Where are you headed?" Dmitri asks. He has no bags. He's going to miss his flight to Philadelphia. "I don't know," you say. "But do you want to come with me?" The two of you get a taxi and choose a different adventure. Which is, it turns out, the happiest ending of all.

Player: Walk into the house
DM: You and Sal walk to the front door and push them open with a strong shove. It closes behind you as you walk into the house, leaving you stuck in the dark, musty house.
Player: Feel around the room

Player: Volunteer to go with Sal

DM: "Let's see what we got here," you say, trying to hide your fear with fake confidence. By the way your voice slightly echoed, you could tell the foyer was larger than any other you've been in. You begin walking forward with your arms out, trying to feel for anything to help guide you.The sound of a light switch flicking up and down startles you. "No luck," Sal says.After a couple more steps, you bump into someone and scream. "Dude, watch where you're going!" Sal yells."I can't see anything!" You yell back, relieved it was only Sal you bumped into.You place you're hands on the wall to your left and continue walking into the house. After another three steps, you walk into Sal again."We're gonna have to come up with something else because running into you keeps freaking me out," you say."What are you talking about?" Sal says from behind you."Wait..."If Sal was behind you? Who was in front of you?You suddenly smell the stench of sour breath as the figure in front of you begins to breathe loudly. Your heart beats so hard you think it might explode as you turn around and sprint in the direction you came from. You shout at Sal to follow you, and the two of you stumble through the front door. The two of you run for blocks before falling on cool grass."What was that?" Sal asks in between deep breaths."I have no clue," you say, "I'm just glad we're out of there."

DM: You returned to the table, and upon seeing Marsha's friendly face, decided to trust her instead. After all, if she wanted you dead, she could have poisoned your tea earlier. "Do you want to have another talk?" The second little boy asked quietly, and you shook your head.
Player: "Your name is Jack, your brother's name is John!"
DM: "Nope, you are wrong! Guess you will have to use your luck tomorrow when you go through the maze!"

DM: A wave of armoured warriors surges forward, running towards the barricades that your men had hastily put together hours ago. You know your arrow supply is limited, but you want to scare the Arabs with a magnificent wave of arrows for your first volley. You gauge the distance the Arabs are from your warriors, and when they get to a hundred meters away, you unleash a great wave of arrows upon them. The arrow wave flies towards the charging soldiers, and completely halts the charge, with the front line dead or dying. Then, their comrades climb over the bodies of their fallen friends and continue the charge. Your archers were given strict orders to stagger their volleys, and you see that they are following your instructions, From the walls of Otrar, bowmen spit shafts at your force, but the arrows get blocked by your barricades. To your right, you see a section of barricade collapse. Do you lead men to go defend that portion? Already there are Arabs trying to enter through the collapsed section.
Player: Remain where you are.
DM: You remain where you are, and watch as one of your officers lead a force of reserves charging into the gap, shoring up the defense there. You watch as horsemen gallop towards your position, determined to break through your defense and crush the army of your khan between them, and the army of their Shah. The horsemen are the only units that would be able to reach the army of your Khan in time to make any difference to the battle, so you have to take them down. You shout an order for archers to aim for the horsemen, but do you shout for the men to get hit first, or the horses to get hit first?
Player: 'Men first!'

DM: "Well in that case, be off with yer," sneers the zombie, poking you arthritically in the chest with her gun. She lurches away, and disappears off between the blackened skeletons of a bank and a book shop, leaving you standing alone in the deserted town square.Most of the shops are completely trashed, with only a library, a Woolworth's and a Thai restaurant looking even remotely stable, let alone enterable. Then again there's always the alley you came out of. Either way, you might as well go somewhere. Come on, you're a zombie! Live a little!
Player: Go in the Woolworth's
DM: You step into the store, which is cold, empty and dark -- such a contrast from before this whole damn zombie business. You wander up and down the aisles, pondering the essence of mankind and similar philosophical debates, and helping yourself to the Easter chocolate. It's a bit stale, but it still tastes good -- especially the dark chocolate, that keeps really well. Yum.Biting the ear from a marbled bunny rabbit, you hear a revving sound, like an engine, somewhere in the kitchen supplies aisle.
Player: Stay here and eat your bunny
DM: You are chewing on your bunny, enjoying the thick savour of the chocolate, when some maniac runs up behind you and sticks a weed-whacker in the back of your head.

DM: You shout for the men riding on the horses to be shot dead first, because if you do survive the battle, the horses would be very useful to you. However, as their riders die, the horses panic, and continue to charge at your lines. A second volley drops the horses, but in that time, the Arab horsemen behind had time to get closer to your lines. As you pour the last of your arrows into the horsemen, more infantry stream out and you are forced to engage them with nothing more than the swords and courage of your men. You suffer huge losses, and can only watch in dismay as yet another wave of horsemen charge out and break free of your warriors, free to attack Genghis. You have failed.

Player: Hotwire the car.
Player: Cut the red wire

DM: Clay balls filled with flammable substances smash onto the gates, spilling oil everywhere, and you draw an arrow wrapped in a cloth soaked in oil. You light it up and send it flying. Moments later, you are rewarded with a rush of flames that enveloped the gate and incinerated all who tried to cross. Your catapult crew flings more clay balls and the heat is so intense, your horse takes a few steps away from the heat. You decide to..
Player: Stick around and wait. For what? You don't know.
DM: You watch as more infantry come out of the city using ropes. Then they charge and your men empty their quivers into the charging infantry, but it's too little to stop the tide of men from drowning your men and you in your own blood. The inferno at the gates burns out without any fuel, and the calvary within charges out, straight for Genghis. Were you successful in delaying the enemy? You'll never know.

DM: You watch as more infantry come out of the city using ropes, and you lead your men to the second gate, where Ho Sa was supposed to hold. You hear his men fighting before you see them, and without catapults to light up the gates, Ho Sa was hard pressed to hold the enemy.You lead you last one thousand into battle, your charge so great that you link up with Ho Sa's core of men in one sweep. Your sword rises and falls, each stroke taking a life. Then enemy men from your side of the gate come at you like a flood, Calvary pours out from the second gate, but they don't join the infantry in killing you. They charge straight for Genghis and you feel a wave of despair engulf you. You have failed in your duty. It is getting dark already.You have about four hundred men left from the five thousand given to you, but you know that at the end of today, you will be a cooling corpse on the ground. But when that happens, you want to make sure you take many of your enemies to the grave with you. You hack and slash but the enemy overwhelms you and you die in the midst of many stomping, stabbing men, as the sky turns black completely.You tried your best, but the garrison from Otrar is now free.
DM: The men from Otrar was not enough to turn the tide of the battle, you held them for long enough. Your body is found with a number of fallen enemies around you, and your deeds earn you a place in Mongolian legend.

DM: The lock opens and Billy, Jessica and Tom find a wonderful treasure of gold and diamonds!

DM: Your car has broken down. You knew it would - I mean, let's be fair, it's been making those weird groany noises for a while, now. The problem is, you don't know where you are. You were on your way to Glasgow, but on the way got caught in the Peak District. Don't ask why you were crossing the Peak District, I honestly don't have a good answer for you.Ahead, there is a large signpost, with a cheerful looking Flemish Giant Rabbit pointing at a sign that says in bright, chirpy letters "WELCOME TO TOWNSVILLE." The imagination of the town's founders was impressive. Since you are too far from any other town to find mechanics anywhere else, you find yourself growing rather fond of this town, inexplicably placed in the middle of nowhere though it is. There's also a volcano. Why there is a volcano, you're not entirely sure, since you're not on a fault line. But never mind.Ahead, there is something dark moving amongst the buildings. It looks suspiciously like it might be wielding something glinting. Like a spanner! Maybe it's a mechanic.
Player: Run away down the street.
DM: Run awaaaaaay down the street. Run away.After some time, you appear to be lost in the middle of nowhere.
Player: Stay put.
DM: You stay put, stubbornly refusing to return to that creepy town.Eventually, you starve.

Player: Return to Townsville.
Player: Investigate figure.
DM: The figure is hunched over, wearing a heavy trenchcoat, hat and scarf. It has very bright eyes - Almost glowing! Ah, the wonders of youth, so bright and perky. It appears to be stroking something sharp and glinting, but you cannot see what it is. Maybe it is a family heirloom?Nearby, you spy a chainsaw. Your kleptomanic tendancies tell you to pick it up.
Player: Approach figure.

DM: You cower in your car a while.It doesn't work so well.
Player: Let's try this again, then.
Player: Cower in your car.

Player: Some people say that the brain is the size of a pillow!
DM: The figure looks as if it appreciates this factoid.Then it attacks you.

DM: The figure looks sad, but respects your decision.

DM: Your hand has been eaten.This is unfortunate, really. You liked that hand. It was your favourite.
Player: Headbutt it!
DM: What happened when you tried to punch it? Didn't your hand get devoured?What the hell did you think would happen when you headbutted it?! Good lord.

DM: After Mary Pearcey is executed at you continue your search for the Ripper. One morning you are flicking through a newspaper when you are stopped by a headline that screams RIPPER KILLS AGAIN! The article goes on to describe how a policeman was walking down Chamber Street at 2am when he found the body of a prostitute called Frances Coles lying on the ground.As the policemen knelt to examine her Coles suddenly opened her eyes and stared at him but couldn't speak because her throat had been slashed apart. Though the policemen heard a man's footsteps running away down a nearby street he tried to staunch Coles's wound rather than pursue the man but she died moments later. Apart from her slashed throat Coles had no other injuries but journalists covering the story are convinced her murder is the work of the Ripper. You frown wondering whether you should investigate for clues.
Player: Look into this murder
DM: The article mentions that a man called James Saddler has already been arrested for Frances Coles's murder. Going to a local police station you find Saddler, a middle-aged Irishman with a bruised face."Like I keep telling everyone I had nothing to do with that woman's death, I only met her two days ago," he insists to you. "We had been drinking all day and on the way back to my lodgings I got attacked by two thugs and robbed of all my money. I couldn't afford money for a bed so I went out again. I got into two more fights and I suppose I was in a pretty bad way when I booked myself into the London Hospital at 5am. The first I learned that Frances was dead was when those coppers came round and arrested me."Saddler sighs and shakes his head.""It couldn't have been me. Frances was with her friends until half hour before she was murdered. They said a man came up, a little man with a dark mustache and blue trousers who looked like a sailor. He was looking for some fun and when one of the girls turned him down her punched her. He spoke to Frances and she went with him. They walked off down White Street and that was the end of her. Her friends will clear me, they know it wasn't me."As it turns out Saddler is right, the testimony of Coles's friends help acquit him and he walks free.

Player: Punch it!

DM: Albus started doing it first. He did it better then anyone else. The other Gryffindors were clapping. The Slytherin's just watched as Albus got the spell right. "Oh my God,I cannot believe this!!" Screamed Professor Gregory. "Albus could live up to his fathers legend." "God lord Albus, can you tell me the way you did that." Said Professor Gregory. "I just did what you said sir," Said Albus. "I really didn't put anything extra in it." "Very well,I'll award 20 Points to Gryffindor." Professor Gregory said. The class was then dismissed. Albus was very happy for what he had done. "I did something great, and I got points for it, and I learned a spell too." Albus said very excited "You did great, I knew you could do it". Kellen said. As he finished talking Kellen, and Albus walked outside for about 5 minutes.
Player: By Hagrid's Hut
DM: Albus, and Rose waited outside. Albus was pissed at his brother for not talking to him. Rose was walking towards Hagrids Hut when they saw Malfoy. "Oh, no Malfoy's Here," Rose said. "Let's leave." But before they could leave Malfoy comfronted them. "So Potter," Scorpius said. 'Wanna marry your cousin" "She's clearly your type." Scorpius started laughing. Albus was angry,he was ready to let his anger out.

DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.A.MasculinMagizoologisteTaureauMerci de votre coopération. Vous pouvez à présent récupérer votre carte d'identification.[Tutoriel : quand un objet traine sur une page, cliquez dessus pour le récupérer. Certains objets apparaissent directement dans votre inventaire. Lorsque vous obtenez un objet, vous pouvez cliquer dessus pour avoir des informations dessus, puis sur Use item si vous souhaitez l'utiliser (par exemple, pour lire un livre). Certains objets peuvent être utilisés n'importe où, n'importe quand ; tandis que d'autres ne peuvent être utilisés qu'à des moments spécifiques.]

DM: Not much to salvage here, no food remember? You spot your wallet on the counter but don't think much of it. Unless the idea of having your body identified is comforting?
Player: Let's Just Leave
DM: You decide there's nothing left for you here. You'll starve if you stay, so you don't really have a choice. You take one last look around and close the door behind you. Who knows what you'll face out in the city...

DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaaaz...
Player: S
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaaaas...
Player: D
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaaaaad...
Player: J

DM: You are of the family Bimounfield. (First name unknown)A dark haired boy whom have just reached the age of 18. You and your grandmother have lived together since you where 8 years old, because your mother died giving birth to you, and your father died of unknown complications when you were 8. After your fathers death, you have never felt anything when you hear about death, see someone die, or see someone injuring themselves or another. This asset has now put you in a place of history.You have always done what you deemed necessary and useful.
Player: Dreams and Hope
DM: You awaken. You sit up in your makeshift bed, made out of old twigs and straw. The small tent you brought with you has once more kept you safe from the howling blizzard that comes trough the area once in a while. The snow is falling calmly, and the wolves are howling in the distance. For anyone else, the cold would be unbearable. The only clothing to keep you warm is your leather pants, and your fur vest. Your chin is cold, but your scraggly beard helps. Many would be freezing to death right now, but you? no. You have trained for long trips like these for a long, long time. You have spent many winters outside. As you walk along the ragged hills, you spot a small tree. It is the only form of life in the vicinity. It is old, and grey. This is it! The ancient burial grounds of your ancestors awaits. Your training awaits. Do remember; this is a work in progress.

Player: Chat a little with MAX-02
DM: You tightly smile, turning yourself to look your partner in the eyes: "Have you missed me, honey?"The computerized voice simply adds without emotions: "Critical failure, uploading AI personality core.""It will be okay, you will see. When I get the time machine working again, the human masters will come back and fix you, Max. Everything will be perfect forever." You say, not knowing whether you are trying to convince the brain-dead android or yourself.
Player: Continue the night.
DM: You touch MAX-02's skin, which is human in appearance, perhaps too human. There is something subtle, perhaps the silky perfection of the biologically created skin of the androids that makes it different from human. You suggestively massage your skin and its skin with oil, feeling attached to someone; as always without response, except your lonely gasps, as the movement of your hands get faster and faster, igniting your thirsty desires for a pleasant moment.

DM: You pull out one of the eyes. The eye is now in your hand, and nothing seems to have happened. The ruby shimmers with a small glow, but just when you look at it, it shoots a black beam towards the remaining eye. The skull speaks. "What is the color of night?" This is the ancient password phrase your family has always used. You insinctively answer :
Player: Sanguine, My brother.
DM: The skulls mouth opens wide. You see a shimmer of light trough a crack. As you approach more carefully, A handle appears.As you pull the handle, a new room comes to sight. This room is no small one. As you enter, and rise up to your full height, you see a room full of coffins. The coffins are all alike, with a mark resembling the skull you came in trough.In the midst of the coffins there is a black pedestal. As you walk closer, a book starts to emerge from beneath. You hear the skull say behind you : "Read, my brother. The book is the power. Power will rule."The book seems made of leather. You pick up the book to examine it. There is no writing on the outside, and the front has the same skullmark as the coffins are marked with.
Player: Examine the coffins.
DM: As you walk towards the coffins, you smell rot. These are obviously filled with corpses. The skull mark is made of silver, with only two black holes for eyes.

Player: Read the book.

DM: You look around and at the chest, but nothing special catches your eye.Perhaps the book may tell you more?

Player: Training from the book
DM: As you reach into your backpack after the book, you see a faint red shimmer in the backpack. The shimmer is coming from the book! A closer inspection when you open the book is just an empty page with a quill pen attached. This means nothing to you. Maybe it is meant to be used as a journal? You start writing :
DM: You take the quill and write down "Where am I?" and look around. The walls are pretty even, and there are about 50 coffins. In one corner is a lot of armor and weapons. As you look down upon the book again, words have appeared below yours. This book really is magical! "You know perfectly where you are, fool. You just don't see it properly enough." Maybe write more?

Player: What should i do?
DM: You write down the words "What should i do?" And try to think over your possibilities. As you look down in the book again, writing is appearing by itself! The though that the book had magical abilities never crossed your mind, really.The writing states : "Thy training shall begin... Now."As you finish reading the sentence, the pages of the book in the middle of the crypt starts to waver. It finaly settles on one page as you move closer. The page shows drawings of a skeleton, and a man whom seem to talk to the skeleton. Suddenly, a coffinlid flies up in the air, and a skeleton climbs out. You instictivily cower a bit, but you soon realize you have to do something.The book! The book started this, the book surely must finish it! The book shows runes with a description of how to pronounce them. You nervously try to pronounce them, but your tongue "Stumbles" inside your mouth as the skeleton moves closer and closer to you. The skeleton is no more than meters from you, and will reach you soon if you do not do something quickly.
Player: Pick up a rock

DM: You pick up a medium sized rock laying near the pedestal and throw it at the skeletons left leg. The rock hits the bone and knocks it out of its joints. The skeletons falls to the ground, and drags itself slowly towards you. This certainly gives you more time to pronounce the words, as the skeleton will surely use about 20 seconds to reach you. "Skjegran jo sma eg sedeg" you manage to say as the skeleton would have reached you in a manner of mere seconds. The skeleton suddenly stops in its tracks at stares at you. You nervously stand where you are for a whole minute as you wonder if the skeleton will suddenly continue towards you, but it lies still on the ground, appearantly waiting for a command?You could do two things. Option #1 : Go get the leg for the skeleton. It has done nothing wrong, yet. Option #2 : Command the skeleton as it is, for safety reasons.
Player: Option #1

Player: Continue trying to pronounce the words
DM: You stand by the pedestal and the book, frantically trying to say the words without flaws. The skeleton moves closer and starts to reach towards you. "Skjegran jo s-" is all you manage to say before the skeleton sticks its hand in your mouth. It hesitates a bit before it rips your jaw off, rendering you incapable of uttering anything else than grunts. You fall to the ground, bleeding heavily from the hole where your jaw once was. The skeleton stands over you, and looks at you almost mockingly. Darkness overwhelms you.

DM: The skeleton is still cabale of inflicting damage, you think to yourself and look down upon the skeleton. "Nod" You sau to the skeleton, but it does something rather unexpected instead. It speaks!"I am to do none of your bidding, young fool. This was only a test to see if you where capable of doing what your family has done for generations. Now, I you would please get my leg, i would be happy to explain."As you give him the leg, he starts explaining :"Your family has dealt in necromancy since the beginning, and I was the one who started it. May I present myself. I am Skamkel Bimounfield. The first of the Bimounfields. And you are?" "I were never given a first name. My mother died giving birth to me, and my father went partially insane. He died 8 years later from unknown causes.""Hmm, that leaves us in a bit of a pickle. Then, You shall be known as...Ozur.

DM: Ellan crosses the street and heads towards Harriet Drive all the while wondering if he had decided to do the right thing. He assured himself with the thought that maybe after seeing whatever was in Harriet Drive, he could go back and check out the clown afterwards.He turned right on the corner and at first he found nothing unusual. But then he saw something on the street. It was an arrow pointing to a metal door on the side of the street. The arrow seemed to have been made recently by spray paint.Ellan realizes that the arrow seems kind of sketchy that maybe he could still turn back and see the clown instead.
Player: The Clown
DM: Walking down the sidewalk, Ellan soon arrives in front of the clown. The statue was tall and of creepy what with the make-up, staring black eyes, and the wide sneering grin.Ellan found nothing out of the ordinary with the clown at first, and he was starting to believe it was just some person's idea of nasty joke when he suddenly found a small piece of paper inside the clown's mouth.It readsafe insideEllan wondered as to what it could have meant but after a moment he realized that the words meant the restaurant. That it was safe inside the restaurant. Seeing as it was turning dark outside, Ellan decided to do as the word says. He entered the the restaurant, climbed to the second floor and found a soft mattress lying on the the ground ready for sleeping.Even though Ellan knew nothing about the person, or persons giving him the clues. He decided to listen and obey the words in the hopes that he might catch up to them and finally find some clarity about everything that's going on.Lying on the mattress, Ellan felt a deep longing for company as he slowly let sleep find it's way to him.
Player: The Second Day

Player: Ozurs Awakening
DM: "Ozur" You say. You taste the name in your mouth. "The name sounds familiar." You say to Skamkel."Ah, yes." He says with the voice of an old man. "Ozur was a great paladin, who vanquished every undead your great grandfather assembled. It is only fitting that a man by the same name should be the one to revert his work."Skamkel wanders over to the book on the pedestal."This book is named Lorendal. It contains every spell your family have made or learned over the years. I myself only made two of them, though. One spell, which allows me this awakened state every 3 generations or so, and the spell which allows the two skulls to have life of some sort.""amazing. But how old are you?" "Well, it's hard to say, really. Some generations does not know of this place, and never comes here. But I would say there is about 800 years since the time of my birh."
Player: The Mentors choice
DM: Skamkel Asks you"How would you like to start your training?"Option #1Hard-paced but shortOption #2Medium paced, and requires a medium amount of timeOption #3Slow paced and requires alot of time

Player: Option #3
DM: "Hard paced. Let's do this fast." "As you want. But beware, this will leave you with little energy for several months. Do you want to reconsider? "
Player: Slow paced it is

DM: "Okay, then." Skamkel says. "Lets start with something real simple. Take control of my hand."You concetrate on his hand and say "Skjegran jo sma eg-" "Upup-up-up" Skamkel interrupts. "A good necromancer can command by just thinking!"You are a bit confused, but try again. As you concetrate on his hand and the words, his hand goes limp. "Good. Now, make me slap myself, as you would if you tried to bully a kid."You easily make Skamkel slap his own jaw. You even make him poke his own eyesocket."Having fun, are You?" Skamkel says."these are simple things. Now take control of me as a whole, and release me after ten seconds."You do as commanded, and Skamkel is under your command. As you release him after a walking him in a circle, he utters "Good. Now raise a skeleton from its coffin, and train for three hours."After those three hours had passed, Skamkel speaks again. "Good, youngblood. Now, i have something to show you."
Player: Skamkels wall
DM: Skamkel leads you over to one of the walls in the room, and utters a fraise, but your memory of the words are non-existent. You find this intriguing since you heard the words ten seconds ago. As he finishes talking, dust drops to the floor, and part of the wall starts shaking, then slowly reveals itself to be a passage into another room. He gestures for you to follow him inside.

Player: Medium paced it is
DM: "Medium it is." Skamkel says.Instantly, a skeleton rises from its coffin. It starts to walk towards you at once, appearantly planning to attack."Command it." Skamkel says. You utter the words from the book."Skjegran jo sma eg sedeg!" and the skeleton stops."Can you command it withut speaking? Every good necromancer can do so."You think "Jump." and the skeletons jumps straight up in the air."Good, good. Train with it, and simple commands, then we will proceed in two hours." After two hours, Skamkel interrupts you, and says "You can even take control of a skeleton another necromancer commands, if you are stronger than him. I will now take control of your skeleton, and you will try to wrestle it back into your control."Suddenly, the skeleton stops doing your bidding. It walks around in circles, clappering it's mouth, making inbearably irritating noices.You try as hard as you can to command it to stop, but it continues nonetheless. "Irritation cannot be the thing that will stop you in your tracks. If this is all it takes, i fear for your feature."You again try to concentrate. All your anger is now concetrated upon regaining control of the skeleton. You let forth a roar of anger, and the skeleton stops. You have finally regained control, and you promptly send it back to its coffin."Good." Skamkel utters. "Come, youngblood. I want to show you something."

DM: You and a group of friends decide to go on a little vacation. Your group consist of: Rose- Tall blond, not very smart but all the guys like her. Tyler- Tall and tan. Thick black hair that hangs near his ears. All the girls have a crush on him. Rose and Tyler are dating. Cyrus- tall surfer blonde, also your best guy friend. As you drive you find what looks to be an abandoned circus. Do you:
Player: Keep driving.
DM: You get a bad feeling of the place and drive away. You stop by a gas station a few miles down the road. Inside the gas station you find a cute couple. You talk for a little while and they mention the circus. They say they're giving to go check it out and you wish them luck. You see on the news the next day that the same couple had been found dead on the side of the road where the circus had been but was no longer there. Play again?

Player: Turn and leave.
DM: You get a bad feeling of the place and leave. You stop by at gas station a few miles down the road. Inside the gas station you find a cute couple. You talk for a little while and they mention the circus. They say they're giving to go check it out and you wish them luck. You see on the news the next day that the same couple had been found dead on the side of the road where the circus had been but was no longer there. Play again?

Player: Check the place out.

Player: Agree with the plan.

Player: Hand-to-hand
DM: Leo swiftly strikes the bald man's throat with his fist. The bald man holds his throat in agony, before falling into the ground unconscious.Seeing his buddy taken out, the Dreadlocks pulls out his knife and attempts to stab his opponent. Leo sidesteps and grabs his arm, bending it and breaking his arm. Dreadlocks drops his knife and cries out in pain. Leo follows up by slamming him into the ground, knocking him out.Leo grabs the door key from the dreadlocks' body. with the entrance guards neutralized, he can proceed into the house.

DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)Aaay...
Player: E
Player: K
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaaak...
Player: A

DM: You drag yourself outside. The village is packed with dead Orcs, Men and War Dogs, interspersed with the golden armored Elves who your allies managed to strike down. You continue dragging yourself forward, passing the dead. Vultures land around you and begin pecking at the corpses. One lands in front of you and pecking at your face.
Player: Grab the Vulture
DM: You grab the Vulture, tearing the vulture's head off its neck and tossing it aside. You begin dragging yourself forward once more.

DM: You decide to ask if you get a gun and get to kill peopleHe yells: "Of course you do, son! Oh yeah, POP POW! BANG! It is the most is the most exciting thing of your life! You get a double barrel shot gun BOOM put a big old hole the size of a bowling ball in someone!" What do you do:
Player: Ohhh! Sign Me Up!

DM: As you enter the Inn you notice its also a tavern. You see a lady behind the bar, a man face down at the bar, and a man in the back cleaning up.
Player: Call over the man cleaning
DM: You shout,"You over there cleaning, I want to chat." The man puts down his broom, and casually walks over. He seems stern, but maybe willing to talk to you.
Player: Ask about him
DM: He says his name Terk, and that his wife and him run this inn and tavern. If you want to rent a room or get a drink go talk to her. He says he needs to get back to work and walks away.
Player: Walk up to Lady
DM: As you walk up the older lady at the bar welcomes you."Hi my name is Gran, I run this bar and inn. Anything I can do for you?"
Player: "Can we have room for night"
DM: "Yes you can can its 20 gold per night."
Player: Sleep in the Inn
DM: As you are well rested you jump out of bed ready to go on an adventure.

DM: You look inside and see a bunch of witches laughing together around a cauldron.Suddenly the door opened, and one of the witches looked outside. She grabbed you by the collar and took you inside the house."Who are you? Why are you here?" one of them asks.
Player: You lie
DM: They stuff you into a poorly lit room which they call a dungeon.
DM: Suddenly, a witch comes in. One of her eyes is purple, the other is brown."Don't worry. I am your friend. I will help you escape. Do you trust me?"

DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.> Quel est votre prénom ? (10 lettres maximum ; les voyelles sont au début de la liste)Aat...
Player: C
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.> Quel est votre prénom ? (10 lettres maximum ; les voyelles sont au début de la liste)Aaac...
Player: A
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.> Quel est votre prénom ? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaaa...
Player: I

DM: 'Very well. Listen closely to what I have to say, great bard. You have to travel to the oracle at Thebes in the land of the Aegyptians. There you will have to ask for advice. However, she will test you first. Remember, whatever happens during your journey, don't ever mock the almighty gods. And always help those in need' And with that last warning Athena and the other gods slowly disappear from the sacred grounds of the acropolis. Leaving you behind, baffled and speechless. That night you fall into a restless sleep. One-eyed monsters change into huge beast with multiple heads, sending ships and sailors to their doom. Beautiful women, with white arms, try to kill you and other men. And throughout your dream fires rage on in the background.
Player: A week later...
DM: The salt sea winds blow across the deck of the large ship. You stand on the deck, gazing at the distant horizon. How a mortal's life can change in the blink of an eye! A mere week ago you were telling stories in Athens' odeon and now you are leading an expedition to the oracle of Thebes! After that faithful night on top of the acropolis you left for the harbor of Piraeus. There, you found a mercenary who was willing to bring you to Thebes, for a steep price. You tell your friends and family you are going to travel to distant courts to show off your knowledge of poetry. Then, nothing is left to hold you back from your journey, after a quick prayer to Athena, the patron goddess of Athens, you sail away on the mercenary ship. --- 'Sir, we are about to enter the Nile river, we will reach Thebes in a few days. There are a few complications, however. The trip has taken us more time then we originally planned and the crew is getting mutinous. To secure your... safety, we would like a couple of extra drachmas.
Player: 'Fine, I'll pay you some more, as long as we get to Thebes.'

DM: "I'll be honest, I came here to steal a pair of your underwear." You take out your photograph of Muffy and show it to her. "I got this off your brother today in return for helping him discreetly get a clean pair of pants after he pooped himself in school.""So you're in first grade? I don't know if that's adorable or if you're a serial killer in the making." Muffy goes to her dresser and tosses you a pair of her underwear. "They're clean, but I've worn them. Deal with it.""I will cherish these." You bow respectfully. "I'll show myself out."As you turn to climb out the window, a head pops into view."Don't mind the kid, Bobby," says Muffy. "He's one of Ed's friends. Get this, he broke in to steal my underwear."Bobby climbs in through the window and shakes your hand. "Well played kid. Now get lost."You hear the sounds of a very sloppy and poorly executed make-out session as you climb down the lattice. As you head home with your newfound prize, it strikes you just how fucked up the morals of this town are. Ten year old kids doing secret make-out sessions? What happened to the America of your forefathers?Fortunately, four years later, Jerry Lee Lewis marries his 13-year-old cousin, and you accept that these things are part of the modern world.
Player: Two years later . . .
DM: It's the Sunday before the first day of third grade, and your step-dad drops you off at church so he can go down to the pub and shoot some pool. He tells you to say a prayer for your mom, who's currently in the hospital, recovering from a ruptured sphincter, then takes off.With nothing better to do, you decide to go to the Sunday School program. Jesus is just as an important part of the trinity as Aphrodite and Dionysus.

DM: Francisco viveu seis meses na floresta. Aprendeu a caçar, construiu uma pequena cabana usando barro e madeira das árvores, amadureceu e aprendeu a cuidar de si mesmo. Numa tarde Francisco em uma de suas caçadas notou alguns homens armados se movimentando e desconfiado decidiu segui-los. Os homens enfim chegaram a uma pequena tribo que Francisco conhecia muito bem, era a tribo do índio que o ajudara, estava sendo atacada
Player: Ajudar o indio
DM: Francisco lembrando-se do dia em que o índio salvou sua vida, decidiu que devia ajuda-lo a todo custo. Sacou sua espada velha e correu para dentro da tribo. Na realidade não pretendia entrar em confronto com ninguém, queria apenas ajudar o índio a fugir dali. Procurou em diversas ocas em meio a gritos e desespero dos que viviam lá e depois de algum tempo avistou o índio lutando contra um guarda português, porém antes que pudesse fazer algo Francisco foi golpeado por trás e desmaiou. Quando acordou estava jogado a beira de um rio, não sabia onde estava e nem como havia parado ali, quando se levantou e olhou ao seu redor avistou apenas uma estalagem.
Player: Continuar na selva

DM: You sit on the Throne, looking over hunting cycles. Gemin's Point is good hunting ground, but it could lead to fighting between the Dead Bone Tribe, who also uses the area. You could send hunters there, not send hunters there, or the third and by far the greatest option, fall on your own sword and end the painful trial worse than any other Orc has endured of doing crop rotations or hunting areas.You hear yells outside, and the doors to the town hall is kicked open. A group of six Orcs appear, dragging a brutally beaten man with them."Chieftain! We have found a man in our territory, the goat fucker." One of the Orcs yells, tossing the man in front of you. "He's been hunting our deer and boar for weeks, it seems.""Explain yourself, human, before I release my warriors to tear you apart.""Sir, please." He says, begging. "I'm from the village of Eckleglade. It was destroyed by an Elvish Assault Party, and we were forced to flee. Many of us headed to the hills and mountains, to hide from Elvish attacks, and formed small camps up there. I was only trying to hunt to feed my family.""Sir, orders?" One of the Orcs asks you. "Shall I take his head?"
Player: Welcome the Trespasser to join the village
DM: "Hmmm... Where are the camps, trespasser?""Sir, if I tell you...""Don't preside to know who I am or what I'll do, trespasser.""They're at the Morinspeck Mines, sir.""Good. Well, I'll give you a choice, trespasser. You leave my lands with the threat of death if you return, or you join the Red Blade Tribe as a Free Worker with no blood or legal connections to the tribe.""Sir?""We have hunting grounds and farmlands that go unused. If you wish to work, I'll give you the chance to do so.""Yes, sir! Thank you, sir!"Over the next few days, the refugees from Morinspeck Mine arrive, and are given jobs so they can get food, water and beds in the village.

DM: It was a very rainy day. There was no one outside. But there will two cloked men walking with each other on a block. One was very large, the other very cloked, and nearly impossible to see. "What should we do D." Said the large man. "What can we do, the Dark Lord is no longer around." Said the clocked man. "Well we best be off now, I think someone will want to see you." Said the large man. "Yes, very well." said the cloked man, "We shall see him." As they were walking two men stopped them. "We know who you are." Said one man, he had a loud voice which scared the two men. We will settle this with a wizards duel, one to lose get's the info. One to win gets killed by a Avara Kadavra curse. The large man, and the man with the loud voice came toward each other, and had three seconds before using a spell.
Player: Expellamius
DM: The man that was large was quickly unarmed. He was about to die, but before he did, he asked a question. "Who are you," He asked "I am the one who will kill Harry Potter," said the mysterious man. "If you don't help me, I will kill you." "Now help me." "What's your name?"Asked the large man. "They call me G.R." "How 'bout you?" the mysterious man said. "I am Gregory Goyle." Said Goyle. "Now shall we continue on with our plans." G.R. said "Yes, we shall." Goyle said, "We shall go to Malfoy Manor, it's only 20 minutes away, act--------."Goyle was interrupted by G.R. "I know exactly where it is."G.R. said. Albus was awoken when G.R. said that.
Player: The morning

Player: Levicourpus
DM: The man that was large was quickly floated in the air. He was about to fall, but the man let him go, he asked a question. "Who are you," He asked "I am the one who will kill Harry Potter," said the mysterious man. "If you don't help me, I will kill you." "Now help me." "What's your name?"Asked the large man. "They call me G.R." "How 'bout you?" the mysterious man said. "I am Gregory Goyle." Said Goyle. "Now shall we continue on with our plans." G.R. said "Yes, we shall." Goyle said, "We shall go to Malfoy Manor, it's only 20 minutes away, act--------."Goyle was interrupted by G.R. "I know exactly where it is."G.R. said. Albus was awoken when G.R. said that.

DM: You remount your horse. Kai and you follow them. Whatever they're up to you need to know. You track them using the footprints and some blood they left. You have your sword laying in your hand for immediate use. Whoever is here has got to be powerful to summon these demons. You eventually come to a cave. Kai said, "We have to go in there.""I never thought of that. Thanks.""Don't have to be a jerk.""I know. So we go in carefully or charge?"
Player: CHARGE!!!
DM: You get your weapons ready for use. You dismount and run in ready. A man who's at least seventy years old is standing before you. He turns and smiles. "I've been waiting for you." Without warning he uses some magic. A bolt of lightning hits Kai and kills her. Before you turn towards him, he launches a fire ball at you and burns you to death.

DM: "The beings who helped create the world are known as the Valar," explains Turathel, "Each Valar helped create a different part of the world, and it is said that the Valar will aid those who show true devotion to these Valar. There are many different Valar, though I can teach you about the ones we know the most about now.""Ulmo is the Valar of water. His spirit can be found in the vast lakes, the clear rivers, the burbling streams and the great rolling tides of the Ocean itself. He is the most sympathetic to mortals out of all the Valar, and may even appear to them in dire times.Aule is the Smith. He forges great tools, and it is said he was responsible for the creation of the Dwarves. There are few things Aule hates more than those who use his works for evil purposes. Warriors like us depend on his help for blades.Nessa is the Valar of beautiful animals, such as the deer. She is also known as the "Dancer". She is said to look favourably upon those who protect natural animals, though many animals that have been corrupted by Morgoth have been taken beyond her sight. Finally, we have Nienna, Lady of Mercy. She is seen as the kindest of the Valar, and will weep even for those who are put to death, even if they deserved to be killed."

DM: You grin. "Yeah, I'd love a kitten." The girl sets down her box, and opens it. Inside you see a couple of squirmy, fluffy kittens. "I was here today, trying to find a home for them. But only a couple of people wanted one."She hands you a fluffy ginger cat. "Here, his name's Jake. I named 'em all."
Player: Kitten
DM: You go to the grocery store, hoping somehow that this could create a better relationship with Alex. As you stand awkwardly in front of the cereal aisle, you realize that you don't know what to buy. You really don't pay attention to what you're running low on.You decide to instead pick a recipe you know well and just get the ingredients for that and a few staple foods.
Player: Vegetable Lasagna
DM: Mmm. Vegetable lasagna. Maybe that'll build up your relationship with Alex. After all, meat is evil to Alex.As you look at some pasta, you see a little girl running away from a man, shrieking hysterically.
Player: Assume the man is a kidnapper
DM: The only plausible reason the little girl could be running away would be if he was a kidnapper! You decide.
Player: Run after the man
DM: You run at the man, and tackle him. wrestling him to the ground. Security pulls you off him, and he begins swearing and yelling at you.Another team of security guards (this store is well supervised,) holds him back, and they find ink on his hands.Turns out he had shop lifted some clothes.Too bad he wasn't a kidnapper or anything.

DM: I settle beneath the snow, slowing my breathing and trying to calm my nerves. The sound of footsteps echoes through the ground sloppily, but it appears to be just a single person to my trained ears. A shadow eventually darkens my hiding place, stifling any moonlight that managed to worm its way through the powdery snow. Then it's gone as soon as it had appeared.Careful as to not ruin my incredible luck, I wait for several minutes after the shadow had vanished. When I finally feel safe enough to get up, to my horror, I cannot move. My mind and limb are too far gone in equal measure. What was once a place of refuge became a suffocating tomb; it had been sapping the strength from me this entire time. My eyes are already glistening over.
DM: "Don't think you can get out of this, this easily, Mr. Schatz. Do you believe we didn't have men in the trees, watching your every move? Listening to your every word?"It's real when my blood hits the stone floor. The sense of isolation. Perhaps the mustachioed interrogator understands, but he does not show it. He too is afraid to speak. I don't blame him."I'm not playing games. You'd better tell me what I expect to hear, or you'll suffer further. Hey! Someone begin setting up the picana, pronto."A sickeningly sweet scent of electrical smoke fills the air behind me.

DM: You finish putting your things back into your kit and nod at the young girl on your way out, "try to keep them warm and dry to balance their humors, and here," you hand her some garlic cloves, "chew on these. May God spare you."You hurry out again into the street.As you walk you notice that the city is surprisingly crowded and full of commotion. Collective chanting in the background is being drowned out by the heckling surrounding you. You push to the front of a crowd of on-lookers to see a parade of Flagellants, marching in unison. As you draw closer, you can make out their chanting, "NOW FLAIL YOURSELF HEAVILY FOR CHRIST'S HONOR!" (6)Blood from the closest Flagellant splatters across your face. "NOW RAISE UP ALL YOUR HANDS" (6) the group kneels and raises their hands to the heavens. "THAT GOD MAY AVERT THE GREAT DEATH!" (6)"Ignorant fools" someone behind you yells, pushing you into the well-choreographed group of heretics. You knock into a large kneeling man, taking out two more Flagellants with his fall.For such a large man, he recovers quickly. "Ow! Do we have a problem sir?" He sits up and looks you in the eyes, the other two Flagellants stand and begin flanking you.
Player: Choice 1: "No! No problem at all!"
DM: You start talking fast, too fast. "I just tripped, I actually really admire what you guys are, uh, doing here. Protecting us from 'the great death,' repenting for sins, I mean you know" you gesture wildly, pointing at the bleeding man twice your size. Your voice is starting to shake. "Would you like to repent as well?" He looks eager.
Player: Choice 3: Make a run for it.

DM: Albus, and Kellen walked down into the Great Hall. They were on there way, and some Ravenclaw third year came out, and told them something. "Did you know that Scorpius is planning to do something to Rose?" The kid asked Albus. "No I didn't, I'll tell my dad." Albus said. So Albus opened the door to the Great Hall. They already had ate. As Albus walked to the Great Hall Scorpius stared at him. "Hey I heard your telling your Dad about your stupid cousin." Scorpius said. "I can't talk to my dad because he's on a mission." "A mission to reunite him, with the Dark Lord." Albus just looked away. He then sat down in the Gryffindor table. He sat next to Kellen, and Rose. A announcement was being made by the Headmistress Professor McGonagall. "Hello, I would like for you to know that i am retiring." "I am not sure who will be replaced just yet." "But it will be either the DADA Teacher, Professor Thomas. Or the Transfiguration Teacher Professor Gregory." "I will have a balloting box outside the Great Hall." "Whoever has more votes will run the school, soon enough."
Player: Transfiguration
DM: Albus was talking with Kellen, and Rose as they walked into the Transfiguration room. They looked at the teacher that could take over the school. He looked very much like he was up to no good. Albus could just tell by his face, he wasn't nice. He could be trying to help revive the Evil of the Dark Lord. "Hello, I'm Professor Gregory, I am here because I was asked to be here, please no questions". "We shall just learn how to turn a Table into a Edible Chocolate Bar." "Excuse me, can I kn------" Rose was stopped from saying. "No, It will not happen, I'm, not answering questions." "Not even if it's from a intelligent girl." After a long talk about no questions. Professor Gregory told them about the spell. "Now to do this say "Yely" Also when you say it move your wand left, and right.
Player: Follow his rules

Player: Play around
DM: Albus started playing around with the wand, an accidentaly broke a vase in the room. "ALBUS POTTER"! Screamed Professor Gregory. "Stop it now." Albus quickly stopped, he didn't want detention the next day. "NEXT TIME THIS HAPPENS, I AM GIVING YOU DETENTION." Professor Gregory screamed, and ended class right after that. "Great going Albus." Rose said. This will affect your chances of being a top student." "Not to mention it will clearly affect our hatred toward Professor Gregory." 'Whatever,"Albus said after that,he headed outside to visit Hagrid, and to hang out.
Player: Use the yely spell

DM: Ok.

Player: Just punch him

DM: Albus raised his wand and screamed "yely" Scorpius was frozen then he was turned into mouse. Albus was laughing, but rose was worried. "I would undo it," rose said. "It's dangerous, he could just go tell Draco." So quickly Albus undid it. James came running down, he had to tell Albus something very important. "Albus come see this," He said. James, rose, and Albus headed in the school. They saw Kellen on the floor bleeding. He was frozen. Albus screamed, but as McGonagall came they thought they were in trouble. She simply panicked too. "Kids come with me," She said. "I think that you should see Seamus Finnigan for this, I'll bring Kellen down." Seamus Finnigan was the Gryffindor Head of House. He saw James, and Albus, and rose come down. They explained everything, Finningan was shocked. "Well He should be brought to the hospital wing." "A dark wizard has done this to him." "I think he used the weakest Dark Magic." He dismissed Rose, and James. "you stay here," He told Albus . Seamus left for five minutes, the he came back..He had something in his hands. "You can leave, and get this another time," Seamus started saying. "Or you may get this now."
Player: Get it now
DM: "Your staying,"Seamus said, as Albus shook his head yes. "Okay, then here," Seamus said. He handed Albus a book of spells. "Your dad was the original owner of this book,"Seamus told Albus. "He wrote it, and gave it to McGonagall to keep safe, she then gave it to me." "I think you'll need it, with this you'll pass any class." "But just don't go using any spell outside of school." "Have fun." Seamus finished saying as he walked away. Albus was confused why Seamus gave it to him, not James. James would need it more. He thought maybe Harry told them to give it to Albus. "Would I need it,:"Albus said, as his hid the book. He then walked into the class he chose DADA.

DM: Albus was full of anger, and just walled Scorpius in the face. Scorpius backed off, and ran away. "I bet he's telling Draco," Albus said. "I can't wait to see what goes on." It wouldn't be long until someone came down, but the person wasn't a techer. It was a kid, Albus saw as he came closer he was Albus's Brother James. James came running down, he had to tell Albus something very important. "Albus come see this," He said. James, rose, and Albus headed in the school. They saw Kellen on the floor bleeding. He was frozen. Albus screamed, but as McGonagall came they thought they were in trouble. She simply panicked too. "Kids come with me," She said. "I think that you should see Seamus Finnigan for this, I'll bring Kellen down." Seamus Finnigan was the Gryffindor Head of House. He saw James, and Albus, and rose come down. They explained everything, Finningan was shocked. "Well He should be brought to the hospital wing." "A dark wizard has done this to him." "I think he used the weakest Dark Magic." He dismissed Rose, and James. "you stay here," He told Albus . Seamus left for five minutes, the he came back..He had something in his hands. "You can leave, and get this another time," Seamus started saying. "Or you may get this now."
Player: Get it another time

DM: After Eve leaves, I see that I must wait for them to try another plan again. However, before they can come to a conclusion, the sun goes down. They are helpless against me now.HEALTH: 100%
Player: Suppress their movements.
DM: I suppress their movements, freezing them in their places. I decide not to allow them to speak, but I still have to make sure I don't do anything to kill them, like suppress the movements of their hearts and lounges. To avoid this the best I can, I decide to stay away from their insides. After all, what good is anything they can do on the inside if they can't even move?Suddenly, I start to loose my connection to Eve. Fires start emerging from her, lighting up the area around her and rendering her untouchable to me. The light from the fires immediately cut me off from my connection to the darkness outside, and the closer she gets, the less shadow I contol. Soon, she has me cornered in the basement, and as I am unable to maintain my suppressing of the other Imperfects, they are freed as well.Skage tries to attack Eve to defend his mutagen, but Freakshow knocks him out as soon as he enters the shadows. She then illuminates the last inch of darkness I have, forcing me to go back to my human-structured form and struggle to maintain my physical form due to the intense light. Because of that, I am forced to be materialized enough to be touched and the Imperfects knock me unconscious.HEALTH: 100%
Player: Incarcerated ending.
DM: By the time I wake up again, I am in a familiar place. The vat I was grown in. I'm in the Hunt laboratory. The Imperfects must have deemed this the only capable prison for me, as it housed me for so many years without an incident. They come to visit me from time to time, as they do with their villains. They're trying to understand me better, just like I tried to do with Skage. Haste is now unlocked.HEALTH: 100%

DM: Waking one day you find a new report a Xenos fleet has arrived in system. These creatures are a wandering people that strip the sectors they pass through of everything they can. They respect no boundaries set by other peoples, they respect no property laws but their own, and they respect no life but their own. They do not negotiate, they only take what they want.The insurgency goes quiet the day after the fleet arrives and you take a shuttle down planetside. Reports come in to tell you that the locals had built up a fleet in secret to fight you. The only reason you know this is that they unleash it upon the invaders doing a significant amount of damage to the enemy fleet. The Cruiser that has been your home for the past two years goes down in flame.You manage to evacuate before the enemy bombards the city. They avoid damaging industrial areas or agricultural ones. The house troops, and locals do extensive damage to any invading forces that attempt that before retreating. The Marines don't retreat. If there's anything worth taking from a factory that's defended by Marines after a fight the enemy needs to move a thousand bodies to clear a path to take it. Eventually, the enemy just leaves. You don't know if it's because they've taken enough loot or they finally just decided it wasn't worth the losses for what they were getting.
Player: Epilogue: An Execution
DM: There's not enough Marines left to protect you. The house guard has had such extensive casualties and gone through so much ammunition that there's not enough of them in fighting condition with enough functioning gear to come save you. The locals you've recruited are better than the local insurgents. More civilized for certain. Which is why you're getting executed instead of just torn apart in the streets.You get to choose your final meal. They limit you to one course though and tell you what the options are. They aren't much, but the Parmesan Chicken Imperial ration isn't terrible. You could certainly do better for a last meal, but it isn't the worst they could do to you.You see the locals that you had trained up stand in a neat firing line just before you are blindfolded.

Player: Talk to Professor Thomas
DM: "Hello Professor,"Albus said very quickly. "May I speak with you?" Professor Thomas stepped out of his room with Scorpius still in it. 'What is it Albus?" Thomas said. "It's the fact that if Voldemort remaining followers are still around, they can still form there own organization." 'They could kill over thousands muggles, and countless wizards, and witches too." Albus said very worried. "Well as of right now i don't think that is happening." Professor Thomas said, "The chances of that happening are 100-1." Albus nodded, and slowly walked away. Albus was pulled back by Thomas for one second. "If you ever, ever need any advice on DADA just tell me, i will help you."
Player: Talk to Seamus

DM: You walk over to their Flinstones Car. Their trying to hook some big horn like thing to the top of their car.You inform them that is is the 21rst century.Fred says "I know that but my bumbaling descendants the Jetsons sent us here."You show Fred the speaker system and how it works. Fred - "Thanks my good man, and heres a tip for your fine services, (he hands you a handfull of sea shells.)You notice Fred is fading and dissapearing along with the rest of the family."Here we go again Wilma" Fred Shoughts.What do you want to do?
Player: Take the shells and see if you can buy food with them
DM: You walk over to the food stand hoping they're still open after midnight, and try to purchase some food with the sea shells. The food counter is open however it does not except sea shells, the sub aquatic creatures known as the squirts offer to take them off of your hands, in exchange for 3.00 worth of quarters. You except, and buys some fries which cost $1.75, you buy them from the Clerk who is Alyssa Milano who also gives you her phone number. A creature they call gizmo is sitting right next you singing, and you decide he's so cute that he deserves a frie. Chewbacca saw that you gave Gizmo a frie and now he starts to try and sing like Gizmo in hopes that you'll gim him a frie.You decide to just give Chewie the rest of the fries and play some video games. This Last Star Fighter game looks pretty good. You start to play it and end up getting the high score. Way to go.What do you wanna do now.
Player: Do the Hokey Pokey

DM: AAAG
Player: z
DM: AAAAZ
Player: x
DM: AAAAAX
Player: q
DM: AAAAAAQ
Player: q
DM: You are called AAAAAAAQ

DM: I reached the peak of the second hill and the monster was standing right in front of me.I knew for sure he was human. He had an old look on his face with long dark brown hair reaching down to his waist. The odor that came from him was a mixture of sea scent and dirt, like the beach. He looks normal and seems to pose no threat at all except for two things. One, he stands at seven feet tall, almost as tall as giants. And, second, his body is covered in mud. It seemed like he had been sleeping on a mud puddle."Finally, Mother has given me something to do, I suppose," the giant bellowed with voice as deep as a bear's.Instinctively, I drew my sword. "Perhaps, you would introduce yourself before I send your soul to the Underworld," I said, not understanding the sudden aggressiveness I felt. My blood boiled and my skin itched for the awaiting fight. I tried to control myself.The giant raised both his hands in surrender. "The blood of Zeus clouds your judgement, demigod," he said, "The Earth has warned me of your coming and told me to spare you.""I am Antaeus, Son of Poseidon of the ocean, and Gaia of the Earth," he bellowed, injecting power in his voice, "There is no need for rash decisions."I tried to suppress it as hard as I could, but my anger is really swelling up now, affecting my judgement. I concentrated on the sea, and then on the hills; it's understandable that Antaeus would live here.I made the mistake of looking at Antaeus and I lost all control. I have to do something, now!
Player: Charge Him!
DM: A loud roar escaped my mouth and I charged the monster. Again, my highly trained brain developed different scenarios that could happen and what I should do.Antaeus smiled like a bear waiting for the fish to come to its mouth. He reached down on the ground and dug up a huge boulder about the size of a horse. The monster appeared to throw it, and I had to slow my charge.
Player: Continue the charge, then dodge as he throws

DM: Albus slowly knocked on Seamus's door, Seamus then answered. "Can I come in?" Albus asked very politly "Your staying,"Seamus said, as Albus shook his head yes. "Okay, then here," Seamus said. He handed Albus a book of spells. "Your dad was the original owner of this book,"Seamus told Albus. "He wrote it, and gave it to McGonagall to keep safe, she then gave it to me." "I think you'll need it, with this you'll pass any class." "But just don't go using any spell outside of school." "Have fun." Seamus finished saying as he walked away. Albus was confused why Seamus gave it to him, not James. James would need it more. He thought maybe Harry told them to give it to Albus. "Would I need it,:"Albus said, as his hid the book.

DM: Three months had passed. Of course Rose was passing, Kellen was also invited to stay at the house. and Albus was still talking about the dream, and note, and past notes. "But dad I could swear, I saw you in the past. You killed Voldemort." "I have told you Albus, Voldemort is gone, Me, your mum, Aunt Hermione, and Uncle Ron can tell you." Ron, and Hermione nodded their heads yes. While Ginny was cooking, Albus and Rose, and Kellen started playing Quittich. Albus's team beat Rose, and Kellen. They then came in to eat. They went to sit down. They started eating. Ginny had made Chicken with Mashed Potatoes, and Broccoli. Harry left to room to talk to Ginny. Albus knew it was news. He left the table, and lied to Ron. "He isn't sure." Said Harry. "Problems at the Ministry, Ginny." "You have no idea." "Should Albus know that Draco is planning to become the Dark Lord. Albus was shocked, he could hardly eat the rest of the dinner. During the time that rose, and Albus were watching Magical T.V. A ministry watch came on. "Burn, Burn, Burn. Someone has burned the Ministry of Magic building down." "A report has been filed for a Dark Hooded figure." "Reports have said that's it's either Draco Malfoy or Gregory Goyel. If you have any problems, talk to the ministry." Albus came downstairs, saying "Dad." But Harry wasn't there. Instead stood a man in a Dark Outfit. He said. "So Albus Potter we meet at last." "Raise your wand Potter." He said, "I've hid your father." "Your next."
DM: Albus couldn't get very far, due to the fact that Malfoy had grabbed him. He was ready to use a spell. Albus had to take action quick.

Player: Use a spell from the book of spells
DM: Albus took a random spell. He used the spell as said. He watched The man's hood appear. It was Draco Malfoy. Harry took action. He got Draco Malfoy locked up in Azkaban. Albus had to go back to school for January-to-June. He had one last day off.
Player: Back to School

Player: Take action

DM: You continue to head forward up the mountain, your hands now sweaty as you try to continue moving up the mountain. Your hands are becoming slippy and losing purchase, but you move on either way, not willing to give up and lose your balance.You doubt you can make it much further. You're drowning in this brutal gas, barely managing to keep going. This gas is seeping through your every pore, burning through your entire being and nearly destroying your core. You cough phlegm into your balaclava, before bursting forward with what could be the last of your energy.
Player: The peak!
DM: There! You see far ahead, the peak of the mountain, poking up into the sky, a jagged dagger thrusting into the air that pierces the sky.Filled with a burst of energy, you continue to climb, forcing a burst of energy into you as you quickly hurry forward, grabbing whatever foothold you can find in the ground and hurrying to the front. You cut open your hand on a rock's jagged end, but you continue moving forward, climbing to the very top, your hand wrapping around the jagged stone spear, looking around and seeing...Nothing.There's nothing up here. The poisonous fumes are still drowning your lungs at this height. There's no escape, no light, no place to get out of here, just nothing. You reach a weak hand forward into the nothingness, as if grabbing for something to help you, before you collapse into darkness, your frail corpse rolling back down the mountain to be devoured by whatever finds you at the bottom.

DM: January, and February went by without anything happening. Rose got straight A's in every subject. There was no sign of Scorpius though. There was rumors spreading about Albus using a spell that is illegal in school on Draco Malfoy. One day there was a new kid a son of one of the greatest wizards. He was seventeen and was moving on to finsh school in Hogwarts. He came right up to Albus. They started talking. "Is it really true that you casted a illeagal charm on Malfoy. Now he's in Azkanban. "Yep, that's just it." Albus said. He found out the kids name was Gregory Gref. Gregory and him walked there way to there classes. But as Albus walked past the corner,on the corner of his eye. He saw something very suspicious. He didn't want to say anything though.

Player: April time

DM: The man standing by the door wasn't Scorpius, neither Draco Malfoy. It was Gregory. He had faked a friendship to make Albus think he was cool. They started talking. Then Albus just said. "I'm going to kill you." "No your not," Gregory said. "I was planning on you finding out this door." "I sent the note. I brought you back in time." "Now Let me use my special Brainwhip curse to turn your mind forever. Albus quickly took out his Book,but Greg used a spell to make it unable to open. "Now what to do," Greg laughed. Albus remembered the spell which could block even the Avara Kadava Curse. "It was something like Forer Gregorer." Albus said. "But I got to think fast. At that second He released the Avara Kadavra curse.
Player: Forer Gregorer

DM: Albus put Scorpius on ice, and froze him. Scorpius ran. He was soon after Expelled forever. It was May now. People started to fill up the hospital. Then Albus walked in, and saw everyone in the Hospital was suffering the same fate as Kellen. Then the people screamed to Albus. "He is through the Wall." Albus was sure of where it was, and he wanted to tell a teacher about it. But who to tell.
Player: Thomas
DM: Albus walked in there, and noticed Thomas writing a letter. he saw Albus, and jumped. "Oh, I'm sorry Albus." he said. "What is it?" "I Know about the hidden door!!" Screamed Albus. "No, you don't." he said. "Now leave." Albus left. He felt he got nothing done. He ran upstairs, and told Rose, and Kellen to come. He was going to find the person behind what was going on. "I think it's Draco," Albus said. "If not It's Scorpius." No one else believed that a person like Scorpius or Draco could enter the door. They ran downstairs quickly. They entered the door which led to the mysterious man.

Player: Forver Gregora
DM: There was a blast and then Albus was on the hospital bed. He was laying there for two weeks. When he got up everyone clapped. Then Albus saw that they had brought him gifts. Soon after the school year ended. Albus headed to the Hogwarts Express with Rose, and Kellen, and they talked the whole time on the Train.

Player: Foure Grefer

DM: Albus walked in there, and noticed Slughorn writing a letter. he saw Albus, and jumped. "Oh, I'm sorry Albus." he said. "What is it?" "I Know about the hidden door!!" Screamed Albus. "No, you don't." he said. "Now leave." Albus left. He felt he got nothing done. He ran upstairs, and told Rose, and Kellen to come. He was going to find the person behind what was going on. "I think it's Draco," Albus said. "If not It's Scorpius." No one else believed that a person like Scorpius or Draco could enter the door. They ran downstairs quickly. They entered the door which led to the mysterious man.

Player: Say 'XYZZY'
DM: You speak into the dim light of the school. Your voice echoes back to you. Nothing else happens. You feel a little silly talking to yourself in an empty school hallway.

Player: You reach down beside your bed

DM: You turn and run, in a blind panic!Unfortunately, in your terror, you lose your footing, and go sprawling down the ravine, back down into the Trapper's Pits below.The last thing you see are the blood-red jaws of a Trapper, rising up to meet you, in what appears to be a hideous grin.

DM: You have really done it, huh? I have never seen your mom so mad with you; that mother's scorn was scary. What in the world have you done that deserved this display of anger, kid?
Player: Because I am gangsta, that's why
DM: Sure. Does explain a bit that you got grounded. Too bad that your mother does not let you tag along to the market now that you are grounded. There is after all this one lady there that always gives you a free peach when your mother is not looking. Really, could this day get any worse?Oh, your mother is in the hallway putting on her shoes. Do you want to try to convince your mom to still take you along to the market?

Player: Pull a tantrum
DM: Wow kid, that was really awful of you. Good on your mother to stand her ground. Oh wait, I am supposed to be on your side. Hmmm, let me try again.Not only does your mother not allow you to join, you have to watch over your younger sister as well. Oh, well, apparently the day could get worse. Probably involves a lesson in responsibility or something. Can't really blame you mother, though. You two are quite the handfull to watch over on a busy market. You always have to visit all the stands and tend to wander off in the crowd. What's worse, the four year old is starting to pick up on your habits. Bad influence, bad!Anyhow, your mom just left and I hear your sister in the living room playing with her toys. Do you want to go to her and be a good kid for once?

DM: That does explain that you got grounded. Too bad that your mother does not let you tag along to the market now that you are grounded. There is after all this one lady there that always gives you a free peach when your mother is not looking. Really, could this day get any worse?Oh, your mother is in the hallway putting on her shoes. Do you want to try to convince your mom to still take you along to the market?
Player: Yeah, I will go to sis
DM: Ahw, look at her playing in the living room, all innocently. She has just the cutest pig tails, doesn't she? Man, how did you two come from the same womb? Hey, okay, okay, don't look at me like that. That was maybe a bit low, but honestly, I know you for longer than just today. Anyhow, be a good sibling and go play with your sister for a little bit. Your mother would probably be thrilled about it.

DM: Funny. Really kid, you can tell me. Honestly.

Player: Come, we can watch as much TV as we want now mom is gone
DM: Your sister dutifully goes to the TV and grabs the remote before jumping on the couch. You flip through the channels before deciding to watch a familiar sitcom suitable for the both of you. There is not much else interesting on, but the two of you sit snuggly with each other and still have a pleasant time. After a while you hear keys being put in the frontdoor, and your mother steps into view.

DM: Your mother is happy to hear that and orders you to clean up the market groceries. You do that while she greets your little sister. It was a long boring day, but you survived being grounded. Congratulations.

Player: Stuff
DM: Fine, then don't tell me. I am not sure I even want to know anyway.

DM: Really, that is the reason you got grounded for the rest of the month? A bad word? Granted, the rest of the month is only two days or so, but still. What did you say that deserved more than a slap on the wrist? Was it the s-word, or the l-word? No, don't tell me it was the e-word!
Player: No, nothing like that. If you must know, it was the w-word.
DM: Ah yes, the w-word is pretty nasty indeed. Does explain a bit that you got grounded. Too bad that your mother does not let you tag along to the market now that you are grounded. There is after all this one lady there that always gives you a free peach when your mother is not looking. Really, could this day get any worse?Oh, your mother is in the hallway putting on her shoes. Do you want to try to convince your mom to still take you along to the market?

Player: Go do something else

Player: How about baking some cookies. How does that sound?
DM: Without answering you your sister is already running to the kitchen. When you follow her she hands over your apron. You start garthering the ingredients, and together you break the eggs and measure the right amount of milk needed for the cake. The two of you decided on a marmercake, since that is really the best of both worlds. While the batter is in the oven you and your little sister are cleaning up the kitchen. You are getting quite the hang of this baking stuff, and the mess is nothing like the last few times. When the two of you finished cleaning up the cake is nearly done. While sitting together enjoying the wonderful smells coming from the oven, you hear the front door open. Your mother is back from the market.

Player: Look for matches
DM: Matches? What do you need matches for?
Player: Turn the stove on
DM: Ooh, you are going to make something to eat! Duh. What a wonderful idea, you and your sister could use a good meal, you good sibling you. Uhm, you are letting all the gas out, that's not good. You know that is flamable, right? Right?

DM: Your sister's face lights up even more and enthusiastically brabbels away about the story while you sit down. It is the classic story of beautiful princess, portraited by a barbie, gets dragonnapped and the handsome prince, her favourite stuffed panda, has to save her. You look over to the other toys and notice a familiar female pirate puppet. This was actually one of your toys! You discuss with your sister to switch up the roles of saviour and savee, and she agrees. However, her fearless panda bear could of course not be anything less than the one that is going to save the dragonnapped. To overcome this impasse the two of you decide that a band of roving rogues (led by Panda the Pirate, and his Quartermaster Jolly Regina) are going to rescue the King and Queen of Farawayland from the bloodthirsty dragon (and rescue some gold along the way as well).The two of you have tremendous fun, and even after that particular story line has ended (the dragon was succesfully saved) the adventure of Captain Panda the Pirate and his Quartermaster Jolly Regina continues to include roving, a fair share of mutiny and consequent marooning, and even a little pirate song. All in all, the day goes by quick and before you know it your mother steps through the front door.

Player: Yes, sis and I were fine
DM: Your mother is thrilled to hear the day went well. She tells you diner will be apple pancakes tonight - your favourite! When she goes to the kitchen your little sister follows, telling her all about her day and what the two of you did in detail.

Player: Strike a match
DM: Oh, uhm, yeah. That's... Not good. Okay, uhm, you need to go away from the house, I think. And take your little sister with you!
Player: Let it burn!
DM: Whelp, that was close. You set your sister down on the lawn of the neighbours across the street and go sit next to her. The two of you enjoy the flaming spectacle on the other side of the street. Truly beautiful. You hear the sirens off in the distance, rapidly increasing towards your location. The two of you make a little game of trying to find regonisable shapes in the flames while worried neighbours are coming out of their homes. And oh look, that running figure there, isn't that your mother? I think you have quite some explaining to do, but for now just enjoy the show. What else can you do?

Player: Lets just continue playing with your toys here

Player: Carefully formulate your whining
DM: You bitch and moan at your opponent, reducing his sanity by 16.In turn, the sociopath posts a long string of gibberish, whacking your sanity for 8.The sociopath's sanity is a mere 14.What's your next move?
DM: You bitch and moan at your opponent, reducing his sanity by 20.In turn, the sociopath posts a long string of gibberish, whacking your sanity for 6.The sociopath's sanity is a mere 0.What's your next move?

Player: Fairview News Poster
DM: FAIRVIEW NEWSRead Fairview News every week. Also, check out the FN Website, at FairviewNews.halogenstudios.comWhat would you like to read now?

DM: You enter the building. The carpet alone must be worth more than everything in the Underville combined, and it is by far the cleanest place you could ever have dreamed of. There is nobody at the desk, yet somehow you get the feeling you are being watched. Suddenly, great, 3D purple word appear in midair...a hologram. They say "PLEASE WAIT...", and a holographic hourglass appears next to these words. After a few minutes, they vanish, and a woman with flowing red haird steps through the white doors in front of you."Ah, you must be the Unaltered One," she says, "I know all about you...very little goes on in this City that I do not know about. Come, follow me, don't be shy, and I will explain to you what you really should be doing with that USB."Do you follow her?
Player: Follow her
DM: She beams."I knew you would see reason!" The Mysterious Woman says, and walks through the doors. You follow her down a long corridor, and when you get to the end, enter a door entitled, "STAFF ONLY".You don't know what you were expecting here, but it certianly isn't what you are seeing now. A huge, concrete room, with several hundred dirty bunk beds and mattresses lying around. Each of these beds has a different person on them, surrounded by a different object. One person is covered in discarded crisp packets, another in soda cans. Yet another seems to be surrounded by a nest of bubble gum. But one thing connects all of them...the expressions of pure joy, on thier faces. Every time they look at the items they are surrounded by, or each time one of these items rubs on their skin, they squeal in ecstatic delight."These," says the woman, "Are the freest people you will ever meet in your life."
Player: Ask what she wants you to do

Player: A Nearby Village
Player: The Dark Forest

Player: The French Castle
DM: You and your fearless knights ride gallantly to the castle... Well not ride exactly, you don't have horses. You sort of prance there, but you extend your hands as if you were holding reigns and it all looks very convincing! "Hallo!" You call out when you reach the castle. You can see a man with a very distinguished looking mustache in the castle battlements, but he doesn't answer. "It is I, Arthur, King of the Britons!" Again, you get no reply. "We have come here on a sacred quest, and I wish to speak with your master!" You get no response at all. Either the man can't hear you or he's ignoring you deliberately. If only you had some way to get his attention.

DM: And so, you and your knights boldly make your way towards the Dark Forest, which is no more than two swallow's flights away! Oh, that's an unladen swallow's flight away, obviously. It's more than two laden swallow's flights away. Four really, if they had a coconut on a line between them. Anyway, when you arrive at the forest, you come to a crossroads, where there are four signs. A sign saying "Camelot" which points back the way you came, a sign that says, "Certain Death!" Pointing to the east, a sign that says, "REALLY Certain Death!" Pointing to the west and a sign that says, "Holy Grail this way!" Pointing to the north. Where do you want to go?
Player: Path to the Holy Grail
DM: You follow the trail as it winds through the forest and after traveling around in circles for days the trail finally ends. Before you stands a sacred altar, and on that alter you see... A dead fish. Looks like that path was a red herring.
Player: Red herring

Player: REALLY Certain Death!

Player: Bravely run away!
DM: 

DM: And so you and your brave knights ride boldly through the forest... No, I'm sure I can do better than that. I've used brave and bold before. What haven't I used? Noble? Chivalrous? Valiant? Yes, valiant! I like that one!. You and your valiant knights ride through the forest. Eventually you start to hear rustling in the trees. Sinister laughter echoes all around you and some spooky violin music starts playing in the background. "Ni!" You hear a noise from within the forest. "Oh no!" You wail with horror. "Cover your ears men, we are in terrible danger!" You and your knights cover your ears but you cannot block out the sound of that most dreadful and wretched of words! "Ni!" The sound comes again as a group of knights in horned helmets surround you. "Pang!" Another knight cries, and "Nu womp!" Yells another. "No stop!" You cry out in agony. "I can't take it anymore! Please, have mercy!" The leader of the knights then emerges through the trees too confront you and declares, "We are the Knights who say..." Yeah, you guessed it. "Ni!" And the other knights all start chanting "Ni" along with him. "And we shall let not let you pass unless you bring us a wide border to a garden where small bushes are thickly planted, or a similar larger area with a path winding through it." You look rather confused. "So you want a..." "Yes!" He cuts you off. "We want... A shrubbery!"
Player: Go look for a shrubbery

Player: Back the way you came

DM: Getting out from the bed you heroically try to shoo Sir Lancelot away. "Do not worry Sir Lancelot, I'll put these wicked wenches in their places!" "Oh yes!" Zoot agrees. "Let him put us in our places!" "Get away from him ye bride of Lucifer!" Lancelot yells, pushing the women back with his mighty shield. "Oh, don't worry!" You tell him. "I can tackle this lot single handed!" "Yes, please!" Zoot begs. "Let him tackle us single handed!" "No sire, I shall not leave you!" Sir Lancelot insists as he starts to drag you out of the castle. What do you say?
Player: No, no! I can handle them! Save yourself!

DM: 

DM: Billy goes to school. His first class is history class. The teacher, Mr. Gill, says, "Open your textbooks to page five.".

DM: "I cannot let you interfere with my sacred quest!" You tell the Knights of Ni. "Knights of the round table... Attack!" A glorious battle follows in which your followers hack away at the Knights of Ni with their sword and the Knights of Ni yell "Ni!" At you, but eventually your men can attack no more. It turns out hacking at someone with a sword is very difficult to do while covering your ears. Sadly you and you men are, for lack of a better word, Nid to death.

DM: 

Player: Challenge the Knights to battle

Player: Certain Death!

DM: The year is 1846. You are a slave. You are 17 years old and you have been a slave all your life. You live in Mississippi on a plantation. Your father is called Lester. He was brought on a ship from Africa 20 years ago. He was sold to a cruel plantation owner who forced him to marry another slave. Lester said that she was beautiful. The master forced them to breed so he could have more slaves. She had 3 children, and you are the youngest of them. She died of complications in childbirth. Your brothers are Adam and Ben, the oldest is Adam.
Player: But you, what is your name?
DM: 
Player: Charles
DM: Life on the plantation was rough. You worked 15 hours a day and you were subject to whippings if you did not pick your quota of cotton. You go to sleep one night. All of a sudden, you wake up and you hear some whisperings in the cabin. As you look up, you see a group of slaves talking to each-other. What do you do?

DM: 

Player: Approach the group and listen to what is being said.
DM: You approach and begin to listen to what the men are saying. They say they are planning a revolt against the slave owners. Some talk of going to Canada while others wish to go south the Mexico. When you look at the group, you realize that a hastily planned revolt like this would never succeed. The thought pops in your mind, what if you lead the revolt? Or what if you escaped on your own at another time and didn't risk dying during the revolt? What do you do?
Player: Don't join in the revolt, but escape on your own later.
DM: This is a good idea. You decide you will need food, so you stash a bit of your food you get every morning for a week. Its tough to do this, as the food you are given is barely enough to get by. The lack of food really gets to you, and you are barely picking your quota of cotton every day. After the week, you look at your supplies and decide it is not enough food to get out of Mississippi. What do you do?
Player: Go on anyway.
DM: After a few nights you think its time to go. You run through the forest quickly, holding your sack over your shoulder. You know that you need to go north, so you run to where you think north is. However after a couple of days in the wilderness, you eat all your food and starve to death.

DM: You go back to sleep. You wake up the next day and continue your routine.
Player: Get out of the cabin and get your food
DM: Now its time to go to the field and pick cotton.

Player: Join in the Revolt!
DM: You see another slave who seems to be in charge of this revolt, but you know a revolt is dangerous, and it could easily fail. Maybe you should escape on your own? What do you do?

Player: Pick Cotton
DM: Uh-oh! Its time to weigh our cotton! You just got enough cotton to not get whipped!

DM: You can't quite make out what the other slaves are talking about from where you are.
Player: Go to the group

Player: Steal supplies from the supply house.
DM: You decide you need more supplies. You know that the master keeps bacon and bread in the supply shack, so you decide to break in in the night. You sneak by the white men and break into the shack. You see a large hunk of bacon and some bread. You take it and put it in a sack. You could leave, but there might be something of use in here. Although you do run the risk of getting caught.

Player: Search for supplies in the cupboard.

DM: Time to sleep!

DM: Time to wake up!

Player: Try and find a home to steal food from.
DM: You search for a home in the woods when suddenly you find a town. You decide to spend a night in the woods before you steal food, when suddenly you are awoken by a dog and several men. They pick you up on your feet and bring you back to the plantation. You are beaten and you are crippled. You spend the rest of your days on the plantation working when you get a disease and die at the age of 29.

DM: You approach him. He talks with the other men of the revolt. He says that he could craft makeshift weapons, and the other slaves could steal from the master's house. There is a brief silence, and you see your opportunity. What do you say?
Player: I think we should just run away
DM: "What are you stupid? They'll send dogs after us, we won't get out of Mississippi!" says one of the slaves. The other slaves nod their heads in agreement. Maybe escaping on your own is the better choice? But a revolt would mean you would have much more supplies for your trip to Canada. What do you say?

Player: Add the Kadsura

Player: Lets get our food!

DM: "Too risky, what if he shot us before we killed him? Everyone would be running to were the shot was fired and we would be dead." says the man in charge. What do you say now?
Player: What if we burned the master's house down?
DM: "That's a good idea!" Say some of the slaves "We could kill the master and slip away in the confusion!" you say. Sounds like a plan. You get to work planning immediately. Some of you will torch the fields while a few of you will burn the master's house down. While this is happening the other slaves will escape. A few of you will also raid the supply shack before the revolt to get food and water. But there is still a problem. Some of the slaves wish to go to Mexico, but most want to go to Canada. How do we solve this problem?
Player: Propose to split into 2 groups and go separate ways.
DM: Everyone seems fairly happy with this plan. What do you do now?

Player: I'll just escape on my own then, humph!

Player: Say "I'll turn you traitors into the master and make sure you are hanged"!
DM: The other slaves here this and immediately kill you. What a stupid thing to say! You wanted to escape didn't you?

DM: You search for supplies in the chest. Unfortunately the chest is locked. What do you do?

DM: Why would you do this? As you die, you see an image of your father. He says: "How stupid are you? How did you even die?" An old saying is "Curiosity killed the cat". This has never been more true.

Player: Search for Supplies in the chest.

Player: Tell them that Canada is a better place because people there will protect them, while in Mexico there is lawlessness.
DM: After a bit of convincing, the slaves agree with you and decide to go to Canada. What do you do now?

DM: You wake up with a slightly stiff neck, but feel pretty well otherwise. Whistling while walking to uni, you think about your presentation - you feel confident in your results. You are even starting to like research.
Player: Presenting your proposal
DM: It's time - this is the moment you've been preparing for! You present your ideas and your supervisor and peers seem to like them (well, at least they haven't fallen asleep). You take away some new ideas - you've gained good feedback and are willing to implement suggestions. So, where to from here?
Player: Next stage
DM: Congratulations, you've succeeded in completing your research proposal! Well done, I know it was challenging and some hard work was required. From here, you will need to: - take a short break (your body and mind will thank you) - keep working on your research, the methodology section will need particular attention now - obtain some results - remember: there are only 5 weeks of uni left - work efficiently and don't waste time running off again. Thanks for playing, and good luck with the research!

Player: Start the Revolt!
DM: In the middle of the night 15 of you wake up. You and 5 others go to the masters house and 3 go to the supply shack while the rest go to the fields. Everyone else is in the forest waiting for you to come back, or for the sound of the house burning. As you approach the house, you duck behind a pile of wood. You can see several open windows, and one with an oil lantern on its shelf. You don't hear anyone inside the house, so this seems like a perfect opportunity. However if you threw some oil inside and then lit the oil on fire the fire would start easier. But what if someone woke up when you went inside the house? What do you do?
Player: Throw your torch in the window.
DM: You throw your torch through the window and the others follow suit, now its time to get to the forest.
Player: Go to the forest
DM: You run as fast and quietly as you can to the forest. You see the fields and the house burning down, this should keep everyone distracted. As you arrive you see no one is there, they must have split when they heard the fields burning. Now what do you do?

DM: Unfortunately it is no use! All of a sudden some men come in, obviously they hear the racket you made. They break in and beat you for being out of you cabin. The throw you in the cabin and you sleep.

DM: Okay, great. You tie the end of the rope to an arrow.Now what?
Player: Climb down the ladder

Player: Go inside the house and grab the lantern.
DM: You enter the house through the window and grab the lantern What do you do now?
Player: Douse the floor with the oil and light it on fire.
DM: You set it on fire. You signal to one of the other slaves to throw his torch in, and the others follow suit. What do you do now?

Player: As long as it takes
Player: In the graveyard

Player: Stay inside the house and let yourself die.

DM: As you enter the main room, you see your opportunity. There is a canister of gas where they get the oil for their lanterns from. This would make the fire almost impossible to put out, and would allow you time to raid the supply shack by yourself to see if you could find something the others missed. What do you do?
Player: Douse the floor and the furniture and light it on fire.

DM: You are brought by carriage to the train station where you are put in a crate on the train. It is very cramped and you feel like you might pass out, but suddenly you arrive at your destination. There a man picks up the box and takes you somewhere. He opens up the lid and you are in a home. It is another man. He tells you he is part of the underground railroad and tomorrow you will go to Canada by boat.
Player: Go to bed and wake up.

DM: You throw your torch into the room and run out.
Player: Leave the house and go to the forest

DM: You wake up and you are taken by carriage to a boat. The captain on board is apparently a member of the underground railroad, and he sends you to a room on the boat. You immediately rest on the bed.
Player: Wake Up again!
DM: Suddenly you wake up. The captain comes to your room and tells you you are in Canada! Freedom at last! You thank everything that helped you on your journey, and you live in Canada a free man. You work as a farmer an learn to read and write. You live a happy life and have a wife and child. When the civil war breaks out you hope the union will win, for they will free the slaves. A year after the war, you see 3 men standing on your doorstep. You instantly recognize them! It is your father and your brothers. You rejoice and are reunited at last. As you reflect upon your life, you realize you have had a good one and pray that nothing ever as brutal as slavery happens again.

DM: You continue to follow the north star, all the while eating berries and occasionally breaking into a house or two. You think you made the good decision not to go with the man. After a while, you see a city near the water. You think your getting close to Canada now! You've heard from other slaves that Canada is over a lake, and this must be the lake! What do you do?
Player: Sneak to the cities docks.

DM: You quickly push down the master and hit the gun out of his hand. As you get up the stairs the gas ignites and he burns to death. You run to a nearby window. You could jump out, but you might hurt yourself. You also see a balcony that you know has a set of stairs. Unfortunately it leads right by the overseer's quarters. What do you do?
Player: Run to the balcony
DM: You begin to run to the balcony, as you don't want to risk hurting yourself from the fall. You think you are in the clear, when suddenly the overseer comes out of his room. He's half dressed and is holding a gun, what do you do.
Player: Hit him in the face
DM: You punch him directly in the face. Its a good hit and he falls on the ground. You quickly run to the balcony and go down the stairs.

Player: Quickly grab his clothing and put it on.
DM: You grab his clothing and put it on while you are hidden. You walk up to the boat and enter. You decide that the best thing to do would be to hide in cargo hold. So while keeping your head down you go there. After a while you hear something about docking, and the boat slowly comes to a halt. You quietly sneak off the ship and step onto the land. Freedom at last! You thank everything that helped you on your journey, and you live in Canada a free man. You work as a farmer an learn to read and write. You live a happy life and have a wife and child. When the civil war breaks out you hope the union will win, for they will free the slaves. A year after the war, you see 3 men standing on your doorstep. You instantly recognize them! It is your father and your brothers. You rejoice and are reunited at last. As you reflect upon your life, you realize you have had a good one and pray that nothing ever as brutal as slavery happens again.

Player: Quickly push him down while he is still dazed.
DM: You push him down and make a break for the balcony. Unfortunately you didn't buy enough time to get through the door and he shoots you in the back. A sharp pain runs down your spine and you immediately collapse. If you had done something more drastic you could have escaped, but at least some slaves will make it to Canada.

DM: As long as you hurry, you should have no issue. You grab a shopping basket and put ammo cartridges into it, while slinging the gun over your shoulder. Then, you scan the shelves for anything else useful. Unfortunately, they're empty.Just as you are about to leave, a man comes out of the back room wielding a hunting rifle just like the one you have. "Howdy," he says.
DM: "Well, aren'tcha gonna say 'hi' back?" says the man. You fumble over your words. "Uh, hi." "So tell me," says the man, putting his gun away, "what brings you to this fine establishment?" "I need to protect myself," you answer, trying to sound confident. The man nods. "Yep, that's pretty much it. Your weapon choice dictates life or death. You seem to know what you're doing, so I'll tell you what. I've got a little camp, about a mile away. We're more than fine on supplies, but a little short on people. Guys like you, that's what we want.""Uh, okay," you say. Teaming up with other survivors seems like a good idea. "My name's Mitchell," says the man. You feel like you should introduce yourself as well. "My name's-""I don't care," Mitch cuts you off. "Come on, let's hit the road. I don't wanna spend much time out here. Oh, and grab the rest of those guns on the wall."

DM: You walk up to the Captain and say "Will you take me to Canada?" "Are you a runaway?" He says What do you say?
Player: No
DM: "Don't lie to me, I know your a runaway" You walk away, but he quickly says "Its okay, I'll take you to Canada, but you must stay in the Cargo Hold. Some of my crew don't like blacks."
Player: Cargo Hold 2
DM: You spend what seems like forever in the cargo hold, when suddenly you hear a man say something about docking. The captain comes down and says you can get off his ship, and to enjoy myself in Canada. Freedom at last! You thank everything that helped you on your journey, and you live in Canada a free man. You work as a farmer an learn to read and write. You live a happy life and have a wife and child. When the civil war breaks out you hope the union will win, for they will free the slaves. A year after the war, you see 3 men standing on your doorstep. You instantly recognize them! It is your father and your brothers. You rejoice and are reunited at last. As you reflect upon your life, you realize you have had a good one and pray that nothing ever as brutal as slavery happens again.

Player: Collapse the entrance

Player: Now what do you do?
DM: You run out. Now what do you want to do?

DM: He pulls you outside quickly and faces you against the wall. "You better explain yourself boy!" What do you say?
Player: I didn't do anything!
DM: "Quit lying to me! Tell me why you the house is on fire!" He pushes his gun against your throat. You can feel the metal and its hard to breathe. What do you do?
Player: Quickly move your neck out of the way and attempt to wrestle the gun away from him.
DM: With lightning speed, you wrestle the gun away from him. Your still on the balcony and you push him off the ledge. You hear a snap on impact and you quickly run to the forest.

DM: We walked to the front porch and into the foyer. "Oh my god, what is that stench," I asked. "God, it smells like horseradish mixed with rats." I walk towards the closet of the foyer...
Player: Walk Past the Closet
DM: I walked past the closet, continuing to look around the old Victorian. I was too scared to walk in the dark hallway, so I went to grab Caleb back in the foyer. The next thing I remember was waking up in the foyer. "Ugh, what the hell happened?!," I said. "I feel so much pain." "Ken," Caleb called. "I think a chandelier fell on us. I saw shattered bits of glass, crystal, and brass everywhere. There was no light coming anywhere except for the window. "Jesus. This house may be haunted. I don't know what's going on, but I'm going upstairs." "Ken, I advise you to be extremely careful. Please." "Alright, fine! I will!"

DM: "Don't be scared, I'll take you to Canada. You'll have to stay in the cargo hold though, some of my men don't like blacks.

DM: "I'll take you to Canada then. Slavery is horrible, and I have no intention of handing you over to the sheriff. You'll have to stay in the cargo bay though, some of my men don't like blacks.

Player: Say "We're escaping from this wretched plantation!"
DM: "Is that right?" He pulls up his gun and shoots you in the stomach. As you bleed out you see him begin shooting other slaves trying to run away. You know what you said will make the revolt fail. In your dying moments you hear him shout. "Get to the forest! That's where the rest of them will be!" Now no one will escape from the plantation!

DM: "Speak up!" He says. He pressed the gun to your throat. What do you do now?
Player: We're escaping from this wretched plantation!

DM: You run inside the shack and see an open cupboard with some food in it. You quickly grab it and
Player: Leave the shack and go to the forest

DM: You have saved everyone.You screwed up the design even further by being back where you started.Everyone is still alive.You have cheated the design.Your death dates have been changed,and you will all live for a long time.You got the best possible ending.

Player: Plug the red wire into the sixth slot.
DM: Construction goes swiftly and smoothly at first, and the elaborate system is soon nearly ready for installation in the field near your house.Unfortunately your own precious cat Snowblob vomits a hairball (and possibly part of a half-digested mouse...) onto the last page of the blueprints while you're out buying parts, so you're going to have to do this final bit by memory. There's a row of wires that have to be connected to a vital part of the Cat-a-punter, and it needs to be done in a particular order. The wires are red, orange, yellow, green, blue, and violet.Some details you recall about the order they go in: ***The red wire does not go at the top, nor at the bottom. Yellow is directly above blue. The green wire is on either the top or the bottom.Blue is above red. The orange wire is next to the green wire, and not above violet. The violet wire is not next to the yellow or green wires. ***Piece of cake, right?First: Second: Third: Fourth: Fifth: Sixth: Red
Player: Plug the orange wire into the second slot.

DM: Construction goes swiftly and smoothly at first, and the elaborate system is soon nearly ready for installation in the field near your house.Unfortunately your own precious cat Snowblob vomits a hairball (and possibly part of a half-digested mouse...) onto the last page of the blueprints while you're out buying parts, so you're going to have to do this final bit by memory. There's a row of wires that have to be connected to a vital part of the Cat-a-punter, and it needs to be done in a particular order. The wires are red, orange, yellow, green, blue, and violet.Some details you recall about the order they go in: ***The red wire does not go at the top, nor at the bottom. Yellow is directly above blue. The green wire is on either the top or the bottom.Blue is above red. The orange wire is next to the green wire, and not above violet. The violet wire is not next to the yellow or green wires. ***Piece of cake, right?First: RedSecond: Third: Fourth: Fifth: Sixth:
Player: Plug the orange wire into the sixth slot.
Player: Plug the yellow wire into the fourth slot.

DM: Construction goes swiftly and smoothly at first, and the elaborate system is soon nearly ready for installation in the field near your house.Unfortunately your own precious cat Snowblob vomits a hairball (and possibly part of a half-digested mouse...) onto the last page of the blueprints while you're out buying parts, so you're going to have to do this final bit by memory. There's a row of wires that have to be connected to a vital part of the Cat-a-punter, and it needs to be done in a particular order. The wires are red, orange, yellow, green, blue, and violet.Some details you recall about the order they go in: ***The red wire does not go at the top, nor at the bottom. Yellow is directly above blue. The green wire is on either the top or the bottom.Blue is above red. The orange wire is next to the green wire, and not above violet. The violet wire is not next to the yellow or green wires. ***Piece of cake, right?First: Second: Red Third: Fourth: Fifth: Sixth:
Player: Plug the orange wire into the fourth slot.
DM: Construction goes swiftly and smoothly at first, and the elaborate system is soon nearly ready for installation in the field near your house.Unfortunately your own precious cat Snowblob vomits a hairball (and possibly part of a half-digested mouse...) onto the last page of the blueprints while you're out buying parts, so you're going to have to do this final bit by memory. There's a row of wires that have to be connected to a vital part of the Cat-a-punter, and it needs to be done in a particular order. The wires are red, orange, yellow, green, blue, and violet.Some details you recall about the order they go in: ***The red wire does not go at the top, nor at the bottom. Yellow is directly above blue. The green wire is on either the top or the bottom.Blue is above red. The orange wire is next to the green wire, and not above violet. The violet wire is not next to the yellow or green wires. ***Piece of cake, right?First: RedSecond: Third: Fourth: Orange Fifth: Sixth:
Player: Plug the yellow wire into the first slot.

DM: Construction goes swiftly and smoothly at first, and the elaborate system is soon nearly ready for installation in the field near your house.Unfortunately your own precious cat Snowblob vomits a hairball (and possibly part of a half-digested mouse...) onto the last page of the blueprints while you're out buying parts, so you're going to have to do this final bit by memory. There's a row of wires that have to be connected to a vital part of the Cat-a-punter, and it needs to be done in a particular order. The wires are red, orange, yellow, green, blue, and violet.Some details you recall about the order they go in: ***The red wire does not go at the top, nor at the bottom. Yellow is directly above blue. The green wire is on either the top or the bottom.Blue is above red. The orange wire is next to the green wire, and not above violet. The violet wire is not next to the yellow or green wires. ***Piece of cake, right?First: Second: Third: Red Fourth: Fifth: Sixth:
Player: Plug the orange wire into the third slot.
DM: Construction goes swiftly and smoothly at first, and the elaborate system is soon nearly ready for installation in the field near your house.Unfortunately your own precious cat Snowblob vomits a hairball (and possibly part of a half-digested mouse...) onto the last page of the blueprints while you're out buying parts, so you're going to have to do this final bit by memory. There's a row of wires that have to be connected to a vital part of the Cat-a-punter, and it needs to be done in a particular order. The wires are red, orange, yellow, green, blue, and violet.Some details you recall about the order they go in: ***The red wire does not go at the top, nor at the bottom. Yellow is directly above blue. The green wire is on either the top or the bottom.Blue is above red. The orange wire is next to the green wire, and not above violet. The violet wire is not next to the yellow or green wires. ***Piece of cake, right?First: RedSecond: Third: Orange Fourth: Fifth: Sixth:

DM: Construction goes swiftly and smoothly at first, and the elaborate system is soon nearly ready for installation in the field near your house.Unfortunately your own precious cat Snowblob vomits a hairball (and possibly part of a half-digested mouse...) onto the last page of the blueprints while you're out buying parts, so you're going to have to do this final bit by memory. There's a row of wires that have to be connected to a vital part of the Cat-a-punter, and it needs to be done in a particular order. The wires are red, orange, yellow, green, blue, and violet.Some details you recall about the order they go in: ***The red wire does not go at the top, nor at the bottom. Yellow is directly above blue. The green wire is on either the top or the bottom.Blue is above red. The orange wire is next to the green wire, and not above violet. The violet wire is not next to the yellow or green wires. ***Piece of cake, right?First: Second: Third: Fourth: Red Fifth: Sixth:
Player: Plug the orange wire into the first slot.

DM: Construction goes swiftly and smoothly at first, and the elaborate system is soon nearly ready for installation in the field near your house.Unfortunately your own precious cat Snowblob vomits a hairball (and possibly part of a half-digested mouse...) onto the last page of the blueprints while you're out buying parts, so you're going to have to do this final bit by memory. There's a row of wires that have to be connected to a vital part of the Cat-a-punter, and it needs to be done in a particular order. The wires are red, orange, yellow, green, blue, and violet.Some details you recall about the order they go in: ***The red wire does not go at the top, nor at the bottom. Yellow is directly above blue. The green wire is on either the top or the bottom.Blue is above red. The orange wire is next to the green wire, and not above violet. The violet wire is not next to the yellow or green wires. ***Piece of cake, right?First: Second: Third: Fourth: Fifth: Red Sixth:

Player: Plug the yellow wire into the third slot.

DM: Construction goes swiftly and smoothly at first, and the elaborate system is soon nearly ready for installation in the field near your house.Unfortunately your own precious cat Snowblob vomits a hairball (and possibly part of a half-digested mouse...) onto the last page of the blueprints while you're out buying parts, so you're going to have to do this final bit by memory. There's a row of wires that have to be connected to a vital part of the Cat-a-punter, and it needs to be done in a particular order. The wires are red, orange, yellow, green, blue, and violet.Some details you recall about the order they go in: ***The red wire does not go at the top, nor at the bottom. Yellow is directly above blue. The green wire is on either the top or the bottom.Blue is above red. The orange wire is next to the green wire, and not above violet. The violet wire is not next to the yellow or green wires. ***Piece of cake, right?First: OrangeSecond: Third: Fourth: Yellow Fifth: Sixth:

DM: Construction goes swiftly and smoothly at first, and the elaborate system is soon nearly ready for installation in the field near your house.Unfortunately your own precious cat Snowblob vomits a hairball (and possibly part of a half-digested mouse...) onto the last page of the blueprints while you're out buying parts, so you're going to have to do this final bit by memory. There's a row of wires that have to be connected to a vital part of the Cat-a-punter, and it needs to be done in a particular order. The wires are red, orange, yellow, green, blue, and violet.Some details you recall about the order they go in: ***The red wire does not go at the top, nor at the bottom. Yellow is directly above blue. The green wire is on either the top or the bottom.Blue is above red. The orange wire is next to the green wire, and not above violet. The violet wire is not next to the yellow or green wires. ***Piece of cake, right?First: RedSecond: Orange Third: Fourth: Fifth: Sixth:
Player: Plug the yellow wire into the fifth slot.
DM: Construction goes swiftly and smoothly at first, and the elaborate system is soon nearly ready for installation in the field near your house.Unfortunately your own precious cat Snowblob vomits a hairball (and possibly part of a half-digested mouse...) onto the last page of the blueprints while you're out buying parts, so you're going to have to do this final bit by memory. There's a row of wires that have to be connected to a vital part of the Cat-a-punter, and it needs to be done in a particular order. The wires are red, orange, yellow, green, blue, and violet.Some details you recall about the order they go in: ***The red wire does not go at the top, nor at the bottom. Yellow is directly above blue. The green wire is on either the top or the bottom.Blue is above red. The orange wire is next to the green wire, and not above violet. The violet wire is not next to the yellow or green wires. ***Piece of cake, right?First: OrangeSecond: Third: Fourth: Fifth: Yellow Sixth:

Player: Plug the green wire into the third slot.

Player: Plug the yellow wire into the sixth slot.
DM: Construction goes swiftly and smoothly at first, and the elaborate system is soon nearly ready for installation in the field near your house.Unfortunately your own precious cat Snowblob vomits a hairball (and possibly part of a half-digested mouse...) onto the last page of the blueprints while you're out buying parts, so you're going to have to do this final bit by memory. There's a row of wires that have to be connected to a vital part of the Cat-a-punter, and it needs to be done in a particular order. The wires are red, orange, yellow, green, blue, and violet.Some details you recall about the order they go in: ***The red wire does not go at the top, nor at the bottom. Yellow is directly above blue. The green wire is on either the top or the bottom.Blue is above red. The orange wire is next to the green wire, and not above violet. The violet wire is not next to the yellow or green wires. ***Piece of cake, right?First: OrangeSecond: Third: Fourth: Fifth: Sixth: Yellow
Player: Plug the green wire into the first slot.

DM: Construction goes swiftly and smoothly at first, and the elaborate system is soon nearly ready for installation in the field near your house.Unfortunately your own precious cat Snowblob vomits a hairball (and possibly part of a half-digested mouse...) onto the last page of the blueprints while you're out buying parts, so you're going to have to do this final bit by memory. There's a row of wires that have to be connected to a vital part of the Cat-a-punter, and it needs to be done in a particular order. The wires are red, orange, yellow, green, blue, and violet.Some details you recall about the order they go in: ***The red wire does not go at the top, nor at the bottom. Yellow is directly above blue. The green wire is on either the top or the bottom.Blue is above red. The orange wire is next to the green wire, and not above violet. The violet wire is not next to the yellow or green wires. ***Piece of cake, right?First: RedSecond: Third: Fourth: Fifth: Orange Sixth:

DM: Construction goes swiftly and smoothly at first, and the elaborate system is soon nearly ready for installation in the field near your house.Unfortunately your own precious cat Snowblob vomits a hairball (and possibly part of a half-digested mouse...) onto the last page of the blueprints while you're out buying parts, so you're going to have to do this final bit by memory. There's a row of wires that have to be connected to a vital part of the Cat-a-punter, and it needs to be done in a particular order. The wires are red, orange, yellow, green, blue, and violet.Some details you recall about the order they go in: ***The red wire does not go at the top, nor at the bottom. Yellow is directly above blue. The green wire is on either the top or the bottom.Blue is above red. The orange wire is next to the green wire, and not above violet. The violet wire is not next to the yellow or green wires. ***Piece of cake, right?First: YellowSecond: Third: Fourth: Fifth: Sixth:

DM: Construction goes swiftly and smoothly at first, and the elaborate system is soon nearly ready for installation in the field near your house.Unfortunately your own precious cat Snowblob vomits a hairball (and possibly part of a half-digested mouse...) onto the last page of the blueprints while you're out buying parts, so you're going to have to do this final bit by memory. There's a row of wires that have to be connected to a vital part of the Cat-a-punter, and it needs to be done in a particular order. The wires are red, orange, yellow, green, blue, and violet.Some details you recall about the order they go in: ***The red wire does not go at the top, nor at the bottom. Yellow is directly above blue. The green wire is on either the top or the bottom.Blue is above red. The orange wire is next to the green wire, and not above violet. The violet wire is not next to the yellow or green wires. ***Piece of cake, right?First: YellowSecond: Third: Fourth: Green Fifth: Sixth:
Player: Plug the blue wire into the sixth slot.

DM: Construction goes swiftly and smoothly at first, and the elaborate system is soon nearly ready for installation in the field near your house.Unfortunately your own precious cat Snowblob vomits a hairball (and possibly part of a half-digested mouse...) onto the last page of the blueprints while you're out buying parts, so you're going to have to do this final bit by memory. There's a row of wires that have to be connected to a vital part of the Cat-a-punter, and it needs to be done in a particular order. The wires are red, orange, yellow, green, blue, and violet.Some details you recall about the order they go in: ***The red wire does not go at the top, nor at the bottom. Yellow is directly above blue. The green wire is on either the top or the bottom.Blue is above red. The orange wire is next to the green wire, and not above violet. The violet wire is not next to the yellow or green wires. ***Piece of cake, right?First: YellowSecond: Third: Fourth: Fifth: Green Sixth:
Player: Plug the blue wire into the second slot.

DM: Construction goes swiftly and smoothly at first, and the elaborate system is soon nearly ready for installation in the field near your house.Unfortunately your own precious cat Snowblob vomits a hairball (and possibly part of a half-digested mouse...) onto the last page of the blueprints while you're out buying parts, so you're going to have to do this final bit by memory. There's a row of wires that have to be connected to a vital part of the Cat-a-punter, and it needs to be done in a particular order. The wires are red, orange, yellow, green, blue, and violet.Some details you recall about the order they go in: ***The red wire does not go at the top, nor at the bottom. Yellow is directly above blue. The green wire is on either the top or the bottom.Blue is above red. The orange wire is next to the green wire, and not above violet. The violet wire is not next to the yellow or green wires. ***Piece of cake, right?First: OrangeSecond: Third: Yellow Fourth: Fifth: Sixth:
Player: Plug the blue wire into the first slot.

Player: Plug the green wire into the sixth slot.
DM: Construction goes swiftly and smoothly at first, and the elaborate system is soon nearly ready for installation in the field near your house.Unfortunately your own precious cat Snowblob vomits a hairball (and possibly part of a half-digested mouse...) onto the last page of the blueprints while you're out buying parts, so you're going to have to do this final bit by memory. There's a row of wires that have to be connected to a vital part of the Cat-a-punter, and it needs to be done in a particular order. The wires are red, orange, yellow, green, blue, and violet.Some details you recall about the order they go in: ***The red wire does not go at the top, nor at the bottom. Yellow is directly above blue. The green wire is on either the top or the bottom.Blue is above red. The orange wire is next to the green wire, and not above violet. The violet wire is not next to the yellow or green wires. ***Piece of cake, right?First: YellowSecond: Third: Fourth: Fifth: Sixth: Green
Player: Plug the blue wire into the third slot.

DM: Construction goes swiftly and smoothly at first, and the elaborate system is soon nearly ready for installation in the field near your house.Unfortunately your own precious cat Snowblob vomits a hairball (and possibly part of a half-digested mouse...) onto the last page of the blueprints while you're out buying parts, so you're going to have to do this final bit by memory. There's a row of wires that have to be connected to a vital part of the Cat-a-punter, and it needs to be done in a particular order. The wires are red, orange, yellow, green, blue, and violet.Some details you recall about the order they go in: ***The red wire does not go at the top, nor at the bottom. Yellow is directly above blue. The green wire is on either the top or the bottom.Blue is above red. The orange wire is next to the green wire, and not above violet. The violet wire is not next to the yellow or green wires. ***Piece of cake, right?First: YellowSecond: Third: Green Fourth: Fifth: Sixth:
Player: Plug the blue wire into the fifth slot.

DM: Construction goes swiftly and smoothly at first, and the elaborate system is soon nearly ready for installation in the field near your house.Unfortunately your own precious cat Snowblob vomits a hairball (and possibly part of a half-digested mouse...) onto the last page of the blueprints while you're out buying parts, so you're going to have to do this final bit by memory. There's a row of wires that have to be connected to a vital part of the Cat-a-punter, and it needs to be done in a particular order. The wires are red, orange, yellow, green, blue, and violet.Some details you recall about the order they go in: ***The red wire does not go at the top, nor at the bottom. Yellow is directly above blue. The green wire is on either the top or the bottom.Blue is above red. The orange wire is next to the green wire, and not above violet. The violet wire is not next to the yellow or green wires. ***Piece of cake, right?First: GreenSecond: Third: Fourth: Fifth: Sixth:
DM: Construction goes swiftly and smoothly at first, and the elaborate system is soon nearly ready for installation in the field near your house.Unfortunately your own precious cat Snowblob vomits a hairball (and possibly part of a half-digested mouse...) onto the last page of the blueprints while you're out buying parts, so you're going to have to do this final bit by memory. There's a row of wires that have to be connected to a vital part of the Cat-a-punter, and it needs to be done in a particular order. The wires are red, orange, yellow, green, blue, and violet.Some details you recall about the order they go in: ***The red wire does not go at the top, nor at the bottom. Yellow is directly above blue. The green wire is on either the top or the bottom.Blue is above red. The orange wire is next to the green wire, and not above violet. The violet wire is not next to the yellow or green wires. ***Piece of cake, right?First: GreenSecond: Third: Fourth: Blue Fifth: Sixth:
Player: Plug the violet wire into the third slot.

DM: Construction goes swiftly and smoothly at first, and the elaborate system is soon nearly ready for installation in the field near your house.Unfortunately your own precious cat Snowblob vomits a hairball (and possibly part of a half-digested mouse...) onto the last page of the blueprints while you're out buying parts, so you're going to have to do this final bit by memory. There's a row of wires that have to be connected to a vital part of the Cat-a-punter, and it needs to be done in a particular order. The wires are red, orange, yellow, green, blue, and violet.Some details you recall about the order they go in: ***The red wire does not go at the top, nor at the bottom. Yellow is directly above blue. The green wire is on either the top or the bottom.Blue is above red. The orange wire is next to the green wire, and not above violet. The violet wire is not next to the yellow or green wires. ***Piece of cake, right?First: GreenSecond: Third: Fourth: Fifth: Blue Sixth:
Player: Plug the violet wire into the sixth slot.

DM: Construction goes swiftly and smoothly at first, and the elaborate system is soon nearly ready for installation in the field near your house.Unfortunately your own precious cat Snowblob vomits a hairball (and possibly part of a half-digested mouse...) onto the last page of the blueprints while you're out buying parts, so you're going to have to do this final bit by memory. There's a row of wires that have to be connected to a vital part of the Cat-a-punter, and it needs to be done in a particular order. The wires are red, orange, yellow, green, blue, and violet.Some details you recall about the order they go in: ***The red wire does not go at the top, nor at the bottom. Yellow is directly above blue. The green wire is on either the top or the bottom.Blue is above red. The orange wire is next to the green wire, and not above violet. The violet wire is not next to the yellow or green wires. ***Piece of cake, right?First: GreenSecond: Blue Third: Fourth: Fifth: Sixth:
Player: Plug the violet wire into the fifth slot.

DM: Construction goes swiftly and smoothly at first, and the elaborate system is soon nearly ready for installation in the field near your house.Unfortunately your own precious cat Snowblob vomits a hairball (and possibly part of a half-digested mouse...) onto the last page of the blueprints while you're out buying parts, so you're going to have to do this final bit by memory. There's a row of wires that have to be connected to a vital part of the Cat-a-punter, and it needs to be done in a particular order. The wires are red, orange, yellow, green, blue, and violet.Some details you recall about the order they go in: ***The red wire does not go at the top, nor at the bottom. Yellow is directly above blue. The green wire is on either the top or the bottom.Blue is above red. The orange wire is next to the green wire, and not above violet. The violet wire is not next to the yellow or green wires. ***Piece of cake, right?First: GreenSecond: Third: Blue Fourth: Fifth: Sixth:
Player: Plug the violet wire into the fourth slot.

DM: Construction goes swiftly and smoothly at first, and the elaborate system is soon nearly ready for installation in the field near your house.Unfortunately your own precious cat Snowblob vomits a hairball (and possibly part of a half-digested mouse...) onto the last page of the blueprints while you're out buying parts, so you're going to have to do this final bit by memory. There's a row of wires that have to be connected to a vital part of the Cat-a-punter, and it needs to be done in a particular order. The wires are red, orange, yellow, green, blue, and violet.Some details you recall about the order they go in: ***The red wire does not go at the top, nor at the bottom. Yellow is directly above blue. The green wire is on either the top or the bottom.Blue is above red. The orange wire is next to the green wire, and not above violet. The violet wire is not next to the yellow or green wires. ***Piece of cake, right?First: GreenSecond: Third: Fourth: Fifth: Sixth: Blue

DM: Construction goes swiftly and smoothly at first, and the elaborate system is soon nearly ready for installation in the field near your house.Unfortunately your own precious cat Snowblob vomits a hairball (and possibly part of a half-digested mouse...) onto the last page of the blueprints while you're out buying parts, so you're going to have to do this final bit by memory. There's a row of wires that have to be connected to a vital part of the Cat-a-punter, and it needs to be done in a particular order. The wires are red, orange, yellow, green, blue, and violet.Some details you recall about the order they go in: ***The red wire does not go at the top, nor at the bottom. Yellow is directly above blue. The green wire is on either the top or the bottom.Blue is above red. The orange wire is next to the green wire, and not above violet. The violet wire is not next to the yellow or green wires. ***Piece of cake, right?First: BlueSecond: Third: Fourth: Fifth: Sixth:
DM: Construction goes swiftly and smoothly at first, and the elaborate system is soon nearly ready for installation in the field near your house.Unfortunately your own precious cat Snowblob vomits a hairball (and possibly part of a half-digested mouse...) onto the last page of the blueprints while you're out buying parts, so you're going to have to do this final bit by memory. There's a row of wires that have to be connected to a vital part of the Cat-a-punter, and it needs to be done in a particular order. The wires are red, orange, yellow, green, blue, and violet.Some details you recall about the order they go in: ***The red wire does not go at the top, nor at the bottom. Yellow is directly above blue. The green wire is on either the top or the bottom.Blue is above red. The orange wire is next to the green wire, and not above violet. The violet wire is not next to the yellow or green wires. ***Piece of cake, right?First: BlueSecond: Third: Fourth: Fifth: Violet Sixth:

Player: Plug the violet wire into the second slot.
DM: Construction goes swiftly and smoothly at first, and the elaborate system is soon nearly ready for installation in the field near your house.Unfortunately your own precious cat Snowblob vomits a hairball (and possibly part of a half-digested mouse...) onto the last page of the blueprints while you're out buying parts, so you're going to have to do this final bit by memory. There's a row of wires that have to be connected to a vital part of the Cat-a-punter, and it needs to be done in a particular order. The wires are red, orange, yellow, green, blue, and violet.Some details you recall about the order they go in: ***The red wire does not go at the top, nor at the bottom. Yellow is directly above blue. The green wire is on either the top or the bottom.Blue is above red. The orange wire is next to the green wire, and not above violet. The violet wire is not next to the yellow or green wires. ***Piece of cake, right?First: BlueSecond: Violet Third: Fourth: Fifth: Sixth:

DM: Construction goes swiftly and smoothly at first, and the elaborate system is soon nearly ready for installation in the field near your house.Unfortunately your own precious cat Snowblob vomits a hairball (and possibly part of a half-digested mouse...) onto the last page of the blueprints while you're out buying parts, so you're going to have to do this final bit by memory. There's a row of wires that have to be connected to a vital part of the Cat-a-punter, and it needs to be done in a particular order. The wires are red, orange, yellow, green, blue, and violet.Some details you recall about the order they go in: ***The red wire does not go at the top, nor at the bottom. Yellow is directly above blue. The green wire is on either the top or the bottom.Blue is above red. The orange wire is next to the green wire, and not above violet. The violet wire is not next to the yellow or green wires. ***Piece of cake, right?First: BlueSecond: Third: Fourth: Fifth: Sixth: Violet

DM: Construction goes swiftly and smoothly at first, and the elaborate system is soon nearly ready for installation in the field near your house.Unfortunately your own precious cat Snowblob vomits a hairball (and possibly part of a half-digested mouse...) onto the last page of the blueprints while you're out buying parts, so you're going to have to do this final bit by memory. There's a row of wires that have to be connected to a vital part of the Cat-a-punter, and it needs to be done in a particular order. The wires are red, orange, yellow, green, blue, and violet.Some details you recall about the order they go in: ***The red wire does not go at the top, nor at the bottom. Yellow is directly above blue. The green wire is on either the top or the bottom.Blue is above red. The orange wire is next to the green wire, and not above violet. The violet wire is not next to the yellow or green wires. ***Piece of cake, right?First: BlueSecond: Third: Fourth: Violet Fifth: Sixth:

DM: Construction goes swiftly and smoothly at first, and the elaborate system is soon nearly ready for installation in the field near your house.Unfortunately your own precious cat Snowblob vomits a hairball (and possibly part of a half-digested mouse...) onto the last page of the blueprints while you're out buying parts, so you're going to have to do this final bit by memory. There's a row of wires that have to be connected to a vital part of the Cat-a-punter, and it needs to be done in a particular order. The wires are red, orange, yellow, green, blue, and violet.Some details you recall about the order they go in: ***The red wire does not go at the top, nor at the bottom. Yellow is directly above blue. The green wire is on either the top or the bottom.Blue is above red. The orange wire is next to the green wire, and not above violet. The violet wire is not next to the yellow or green wires. ***Piece of cake, right?First: VioletSecond: Third: Fourth: Fifth: Sixth:

Player: Fuel those tanks!

Player: Plug the red wire into the first slot.

DM: You're about to start pouring catnip oil from the press into the biofuel tanks when you discover that sweet, precious Snowblob has fallen asleep in the container you need for measuring. He is snoring softly on his back with his paws curled up and little fat tummy in the air and looks so peaceful you just can't bear to wake him. You need four quarts of catnip oil, and the only other containers you have hold eleven quarts and nine quarts, respectively. Can you figure out a way to measure out four quarts with the larger containers?11-quart: 09-quart: 0
Player: Pour the 9 quart container into the 11 quart container.

Player: Pour the 11 quart container into the 9 quart container.
Player: Fill the 9 quart container.
DM: You're about to start pouring catnip oil from the press into the biofuel tanks when you discover that sweet, precious Snowblob has fallen asleep in the container you need for measuring. He is snoring softly on his back with his paws curled up and little fat tummy in the air and looks so peaceful you just can't bear to wake him. You need four quarts of catnip oil, and the only other containers you have hold eleven quarts and nine quarts, respectively. Can you figure out a way to measure out four quarts with the larger containers?11-quart: 09-quart: 9

DM: You're about to start pouring catnip oil from the press into the biofuel tanks when you discover that sweet, precious Snowblob has fallen asleep in the container you need for measuring. He is snoring softly on his back with his paws curled up and little fat tummy in the air and looks so peaceful you just can't bear to wake him. You need four quarts of catnip oil, and the only other containers you have hold eleven quarts and nine quarts, respectively. Can you figure out a way to measure out four quarts with the larger containers?11-quart: 119-quart: 0
Player: Empty the 11 quart container.

Player: Fill the 11 quart container.

Player: Empty the 9 quart container.

DM: You have entered the spooky hotel now. There is nobody around that you can see outdoors, so you go inside.You have 0 Power Points.
Player: 2: Hotel Lobby

Player: 7: The Dripping Hole
DM: You are being constantly annoyed by it. It is dripping in your eyes now. It does not look like it will ever be ready to stop.You have 0 Power Points.

DM: There is no one behind the counter. However, you can climb over the desk to get to the refrigerator."Hmm," you say. "You'd think there would actually be a caretaker in this hotel."You have 0 Power Points.
Player: 4: Refrigerator
DM: You open the refrigerator door. You find the caretaker inside it."How did you get in there?" you ask.The caretaker does not reply. But you see some Chinese takeout inside the door.You have 0 Power Points.

DM: You press the button but the elevator does not come down. And the door does not open. You pound on the door but it doesn't work.But then you realize it needs a key.You have 0 Power Points.
Player: 5: Elevator

DM: You run out of the Spooky Hotel! Unfortunately, you can't go any farther because of a giant barrier trapping you. (Gee, I wonder how long that's been there...)It seems as if you must go back inside.You have 0 Power Points.
Player: 6: Resist Temptation

Player: Caretaker

Player: 3: The Counter

Player: 8: Get Me Outta Here!

DM: Yes! It is! It is a box of rice! Hooray! Rice!You have 0 Power Points.
Player: Chinese Takeout

Player: Cheez-It Bag #2

DM: After a lovely, rainy day at the zoo together, Michael invited Jyoti to dinner for the first time. This is how it would be. He would take her back into his room to show her his violin and play her a few bars of Bach or so, and she would be so taken with his mastery of the strings, her eyes would rest in awe upon his handsome chiseled features and her luscious lips would part, ready to be kissed. Michael would lean down from his tremendous manly height to the petite, feminine Jyoti, and their futures would flash before their eyes when their lips touched for the first time. They would then wander into the kitchen to cook dinner together, as a preview of their domestic felicity. The spaghetti would be delicious, and so would the rest of the evening. The day finally came, and Michael's intended lady arrived at his front door, dressed in careful casualness and brimful of anticipatory nerves. After the initial pleasantries of people who like each other but are still getting to know one another, Jyoti came inside the house and dutifully trotted into his room behind him, mentally noting the pile of laundry shoved in the corner and the clutter of items on the dresser top. She stood watching him shyly as he laid his violin case on the bed and pulled out the instrument. Michael tuned it up, pushed his glasses up on his nose slightly, and smiled at her, bow poised to begin playing. What should he play?
Player: Romantic Disney tune
DM: Michael chose to play a cute tune from a Disney movie. Jyoti giggled as he played, and clapped a little when he was done. "Do you know anything else?" she asked.
Player: One of Michael's compositions

DM: Michael decided to play something he had been working on himself. Hopefully, Michael thought to himself, this would do the trick to put her in the mood for a kiss. He dove into an impressively complex section, and Jyoti listened with a big smile. When he had finished, she did indeed look as if she could kiss him. After he put his violin away again, she piped up, murmuring something to the equivalent of, "I made you another note." And she held out a small paper concoction. They had been exchanging cute little origami-like notes for the week preceding. Michael unfolded the little thing and read it through--a short little poem. When he was done, he thanked her, and thought it must be right time to lock lips.
DM: He leaned down, and lo and behold they shared a small smooch. Opening her eyes, Jyoti looked up at him with big eyes and an awkward smile. "Can I tell you something? I've never kissed anyone before!" Her voice was small and squeaky with nerves. Michael was not expecting that and gave an incredulous, "Really? Wow!" He looked at the little woman standing a little shakily in front of him, and saw that his work was cut out for him to woo this inexperienced girl. What should he do next to charm her?
Player: Take a walk
DM: "How about a walk," he suggested. "Sure!" Jyoti agreed immediately, seeming to like the idea. Michael opened his closet and grabbed a sweatshirt on a hanger. "Ok, let me just..." he quickly shrugged into the sweatshirt and thrust his arms through the sleeves. "Ow!" Jyoti clutched her nose where Michael's fist had punched it as he shoved it through the sleeve of his sweatshirt. "Oh my god!" Michael exclaimed. "I am so, so sorry! Are you okay?" Clearly not, as blood started pouring from her nostrils. The good news was that the bleeding had stopped by the time they got to the emergency room. They spent the rest of their date waiting to see a doctor. THE END

Player: Michael asks, "Wasn't that good enough?"
DM: Jyoti's polite smile turned into a frown. "Not really, no," she said. "I was hoping you were a lot better than that actually...how long did you say you've been playing?" Michael stared in disbelief. "Um...since I was a kid." Jyoti shrugged. "Well, thanks, I guess. But can we eat?" She got up and started walking back out to the kitchen, making for the fridge. Following her out of the room, Michael suddenly didn't want anything to with this girl--she was really starting to show her true colors and he didn't like what he saw...apart from her body. What should he do now?
Player: ATTACK
DM: Michael's brain stopped thinking clearly. Seeing red and ignoring her protests, he abruptly grabbed her by the waist and hoisted her over his shoulder and carried her like a sack of potatoes back to his room/lair. Resisting the urge to sing "The Phantom of the Opera," he threw her on the bed, holding her down with his weight. She attempted to wriggle away and make for the door, but he was a lot bigger than she was and was able to thwart her attempts. Looking down at the woman on his bed, Michael felt the heady feeling of power flood his veins. Now that he had her here, what should he do next?
Player: Think better of it, and let her go

DM: Michael decided to go with his classical buddy, Mr. Bach. After all, he had been practicing this piece recently. He played the first few notes and they seem to be well received. Jyoti smiled at him and seemed to be enjoying it. He glanced away from her for a sec, concentrating on the next bit. However, when he looked up next a second or two later, she was gone! Michael stopped abruptly and looked around, confused. It was a little disconcerting when your date vanished into thin air. "Jyoti?" he called, puzzled. "Where did you go?"
Player: Michael checks the hallway
DM: Michael stepped out into the hallway and spotted her turning around the corner towards the front door. She seemed to notice that he had come out of his room looking for her because he heard her quicken her pace as if trying to make an escape. Michael, however, had long legs and reached her before she could slip out the door. She froze and stared at him for a second. "What's up?" he asked, brows pulled together. Then his gaze went down to something she had in her hands. "Hey wait a minute!" he yelled. With that, Jyoti bolted, running for her car. Michael flew out of the door after her, yelling, "You drop my phone right now, you little thief!" He caught up with her just as she made it to her parked car and swiped the phone out of her hand. "No!" Jyoti squealed and try to grab the phone back. "You leave right now or I'm going to call the police," Michael said with a dangerous edge to his voice. She turned pale at that and immediately got into her car. Michael watched her drive away and went back into the house, a little depressed at how things had turned out but maybe a little relieved at finding out she was crazy early on. Oh well. At least he had a back up plan. Michael punched a number into his phone and held it up to his head. "Heeey Jessica! Looks like I can come over for some "fun" after all..." THE END

Player: Cook her dinner
DM: They were both pretty hungry by this time, so they decided to get started on dinner. Michael put the water on to boil for the pasta and started chopping vegetables to go in the marinara sauce. Jyoti got started on the salad. "Where's a salad spinner?" she asked. Michael grinned and said, "It's going to cost you." Jyoti eyed him and asked, "What?"

DM: Michael decided that the time wasn't right. Unfortunately, this ended up making the rest of the evening slightly more awkward than it probably would have otherwise. Jyoti generally kept out of reach when they made dinner in the kitchen, and when they finally sat down to dinner on the couch, she sat with a fair amount of distance between them. He could tell she was nervous. After dinner, he tried to sidle up closer to her as they watched TV, and did manage to hold her hand. However, he really didn't want their first kiss to be while Daniel Tosh was showing a video of some idiot accidentally shooting himself on the screen. Michael started to become desperate. It was time for Jyoti to go home before the moment actually became "perfect" again. It was quiet and romantic, and the TV lent a nice glow to the room. Unfortunately, Michael was rabid with desire by this time. He really wanted to kiss this girl! Right in the middle of Jyoti saying that she had a really nice time, Michael attacked her face like a crazy koala. Kissing her fiercly, his hands explored her small curves briefly, before she shoved him off with a startled yelp. "Stop! Please stop!" She breathed heavily, obviously ready to bolt for the door in a moment. "I like you a lot, Mike, but I would like to take things...a little slower. Thaaa..that was a little too much." Michael assessed what he should do next.

Player: Michael checks his closet
DM: Michael peered into his closet, and shoved the door slightly to the side. There didn't seem to be anything but clothes and... "Gah!" out she popped, with her hands up like a zombie. Michael let out a small yelp in surprise and hobbled back a few steps. He began to laugh. "What the hell are you doing in there?" he asked her quizzically. "Revenge for scaring me at Jessie's Halloween party," Jyoti reminded him. "I see how it is..." Michael shook his head in good humor and picked up his violin again. "You know if my playing was that bad, you could have just said so." "Oh no, no! It wasn't that at all!" Jyoti seemed suddenly worried and sat down expectantly. "Please continue!" Obligingly, Michael continued his piece and Jyoti remained seated this time, obviously enjoying it immensely. When he was finished, she clapped and he winked. As he did so, he noted with satisfaction that her cheeks turned a tell-tale shade of pink. There was something that he had been meaning to do for a while now, and taking the tomatoes in her cheeks as a good sign, he bent down...
Player: And...

Player: Back Off

Player: Throw her out
DM: "You need to leave." Michael informed her. She turned and gave him a look. "Look," she said. "If I don't at least get a meal out of this, I'm going to scream, I'm going to call the police, and I'm going to tell them you tried to take advantage of me." "What?" Michael just stared. "Are you serious? Who ARE you?!" Jyoti grinned and dug into the container of ice cream she'd dug out of the freezer. Michael felt himself begin to lose his temper.
Player: Physically take her outside and close the door.
DM: Michael marched over to Jyoti and seized her by the elbows. Gently, but firmly, he escorted her to the front door and shoved her through it. She began spewing profanities and started pounding on the door when he slammed it in her face. Michael considered how to make her shut up.
Player: Sneak around through the back gate and chase her off the premises

Player: A blow job

DM: "A blow job," Michael said. Jyoti turned extremely red and looked at him in disbelief. "I'm kidding! I'm kidding!" Michael protested. "What the hell is wrong with you?!" came a voice from behind him. Michael turned around and it was his turn to go bright red. His little sister Susie had come home from work just in time to hear her brother come off with that gem. She rolled her eyes. "Hi," said Susie to Jyoti. "Want to come into the living room and watch TV? Mike can give himself a blow job in here and finish dinner for us." "You know," Jyoti gave Michael a stern look, "That sounds good to me." With that, the two girls headed into the living room where Susie promptly started telling Jyoti all kinds of embarrassing tidbits about her brother. By the time he came in to tell them dinner was ready, he knew he was in trouble. Jyoti couldn't even look at him now without bursting into laughter. The rest of the night was spent teasing Michael mercilessly before Jyoti went home. So much for romance. THE END

DM: Michael cleared his throat. "Oh Jyoti, you are so pretty! / Like roses, when dew makes them sweaty! / Oh Jyoti! And if you're ready / I'd love it if you wore a teddy...!" He finished the song early when he noticed she was starting to look a little uncomfortable. "Uuuh," he explained. "I was just kidding--I don't know where that song came from; it just popped into my head." Jyoti giggled nervously, but gave him a look that seriously questioned his sanity. "No worries," she said with a face that clearly said, "Yes, worry." Michael mentally facepalmed, and decided that it was time for dinner. Maybe his cooking skills would make up for the weird song.
Player: A kiss
DM: "A kiss," Michael smiled. Jyoti blushed and nodded. He stepped forward and claimed his fee. When they finally parted, he pointed to the cupboard near the sink. "The salad spinner is in there, beautiful." Jyoti smiled as she washed lettuce. It took her a lot longer to finish the salad after that kiss.

Player: That shirt's in the way
DM: Michael seized the edge of her T-shirt and yanked it up, revealing the pale skin of her belly. However, before he could get any further, Jyoti grabbed something off his cluttered bureau and clocked him in the side of the head. Slightly stunned, Michael paused.
Player: Oh, she's in for it now
DM: Michael took off his glasses, a sure sign that things were getting serious. Looking at her sternly, he forced her hands above her head and held them there. "You really shouldn't have done that. And now you're going to get what's coming to you..." he said, with a seedy grin. And with that he began to mercilessly tickle her under the arms, on her belly, everywhere, until she screamed and cried for mercy. After he was through with her, she lay in a sodden, whimpering pile. Michael turned to go. Jyoti's hand shot out and grabbed his. "Wait!" she cried, "Don't go." "What?" he leaned down curiously. Suddenly he found himself yanked down onto the bed himself, as she straddled him. "And now," she said, "You're going to get what's coming to YOU!" "No!" cried Michael struggling as her hand shot towards his armpit, "Noooooo...!" THE END

DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.> Quel est votre prénom ? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaaau...
Player: M
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.> Quel est votre prénom ? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaaaam...
Player: O
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.> Quel est votre prénom ? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaaaaao...
Player: B

DM: Michael suddenly thought about what he was doing and came to his senses. Immediately letting her go, he began to apologize profusely. However, Jyoti didn't let him get far, as she tore out of the house, jumped in her car, and peeled away. Soon thereafter, a police officer came to the door, and Michael felt so remorseful that he told the cop everything that had happened. The cop filed a police report, Michael was convicted of assault. A law student, Jyoti ended up also taking out a restraining order on him, and filing a civil suit for damages. She won her case, and cleaned out Michael's bank account. A convicted felon and dead broke, Michael became a drug dealer, starting out with pot and gradually get into more serious drugs like coke and speed. He died of an overdose some years later himself. THE END

Player: A romantic dinner

DM: When dinner was ready without further mishap, they took their spoils of spaghetti, salad and garlic bread and went into the living room to sit on the couch together. The food was delicious, and if either of them spilled it on their clothes the other didn't notice. When they were through, Michael did the dishes like a gentleman, though Jyoti attempted to help for a while. When he was finished in the kitchen, Michael came back and found his date on the couch waiting for him. Sitting down, he pulled her close and kissed her...and kept kissing her. She smiled at him, and he could tell she was still very nervous, but she didn't move or seemed to want to move from his arms--and indeed she didn't. The rest of the evening was spent in embrace, until it was quite late and time to go home. When Jyoti at last did break away and drove home, they both had the secret hope and curious premonition that this evening they had spent together would be the beginning of many more. THE END

DM: Vladimir looks bored. As usual. Vladimir; "Let's get this over with. I have a feast to get back to"
Player: Who is the liar?
DM: Vladimir still looks bored. Vladimir; "Richard"

DM: Michael stuck an old Halloween mask on his face and snuck out the back door, making his way around to the gate leading to the front yard. He managed to creep up without the yelling, screaming girl at his front door noticing him. "Yaaaaahhh!!" he screamed at her, launching from behind a bush. Jyoti screamed bloody murder, and began to run down the street. Michael followed her some distance down the road until she jumped in her car, hastily started it and revved it in his direction. Jyoti aimed the car for Michael as the chaser became the chased and he retreated back towards the safety of his house at full speed. He wasn't fast enough, even for her Volvo, however, and her car's front bumper smashed into the back of his legs. Michael somersaulted into the air and landed in a pile next to the road. In great pain, Michael still managed to shake his fist at her as she drove off. He dragged himself inside and called an ambulance and the police, who both arrived shortly. He never saw Jyoti again, and the police later concluded that she had fled across the San Diego border to Mexico.

DM: I decide not to waste my time with him. He'll avoid breaking the law from now on. Tonight, he almost got eaten for it. HEALTH: 100%HUNGER: 88%
DM: I sprint across the rooftops, towards the noise, and I come across a crashed bus. I hear the agonizsing screams coming from inside, the people must be stuck there. Some of them come running out of there. Why would they do that? There's still people inside. Are they too selfish to help out? Perhaps human strength is insufficient to get the trapped people out. Perhaps the bus is close to exploding, and the people wanted to get out before that happened. Regardless, I must do something. HEALTH: 100%HUNGER: 84%
Player: Examine the bus from outside.

DM: After learning of this 1/100 chance of a subsidiary disease being formed from this deletion, you decide to counsel the couple. After learning of this chance, the parents are frightened. They had been unaware of this chance are frightened of giving their child a potentially harder life. They ask you, as the expert, what they should do.
Player: Tell them, "I wouldn't recommend you take the chance."
DM: By telling them you wouldn't recommend they go through with this, as there is still a small chance of another disease being formed, you have placed your own opinion into their lives. You did not look for another option or discuss their viewpoints. You did not consider the couple's values and have been unable to help the couple make a decision which is right for them. The couple leaves without further counseling, not having made this decision for themselves.
Player: Ask for more information
DM: After learning about Diller disease and Blake's own genetic makeup, you have discovered that if this gene were to be deleted, there is a 1/100 chance that a subsideary disease will be activated. This disease, Ruhets disease, gives those afflicted lifelong physical problems which will majorly affect their function in life. The couple is unaware of this risk.
Player: Agree to proceed without telling them

Player: Play some basketball
Player: Pick up a ball and "accidentally" hit Mrs. Fuddmeadow wth it
DM: You decide to pick up a ball and "accidentally" hit Mrs. FuddmeadowYou grab one of the basketballs and look over to your friend standing in the corner. You yell out his name, and whip it at him. You must have slightly miscalculated, as the ball flies right over to Mrs. Fuddmeadow and hits her right in the back of the head. She falls to the ground. What do you do now:

DM: In a flash, the figure is gone. You; "What was that?" ???; "That is what hides in the light. This place is far darker than it seems, trust me" She seemed so mature for a little girl. You; "What's your name?" ???; "Harpy"
Player: That's an awesome name!
Player: I can't do it.
DM: She looked sad. Harpy; "I understand. The choice is your own. Venture to the kingdom of ErenForth. A friend awaits you."

DM: Whew! This should get some attention, and that's what I need, right? You take off your pajamas and put on a SHORT skirt, a white tank top that shows your stomach, and some sandals.
Player: Walk Downstairs...
DM: Your mom takes one glance at you. "Where do you think you're going in that outfit!" You gulp. "grounded!" She screams.

DM: I want to look tough. Don't mess with me! You take off your pajamas and put on a black shirt, black jeans, black shoes, black...everything.
Player: Walk Downstairs..
DM: Your mom takes one glance at you. "Um, Katie? What are you wearing?" She said confused. You laugh."I want to look tough." You said. She nods her head.

Player: Go to school..
DM: You walk to school. Everyone seems to avoid you. Maybe this outfit was a bad idea.

Player: Anything black.

Player: Find anyone that will pay attention to you.
DM: A guy that looks like a goth (Just like you!) stares at you. You ask for help and he shows you the wrong room.. No one else will help. What do you do?!

Player: Oh, cool! Maybe I could meet her sometime. ;)

Player: SHORT skirt, sandals, and tank top.

Player: Your pathetic.
DM: He frowns, and raises his hand. "Katie is sending notes to me." The teacher looks at you, and yells. "NEVER do it again!" You frown back at him. It's lunch time.

Player: Go to detention after school.

DM: You go home. Your mom looks at you in disgust. Go back to school! Maybe change your clothes too!

Player: Lunch..
DM: You walk to lunch alone, and try to find a seat, but where!?

Player: Walk Home.
DM: You walk home, and almost 30 minutes pass. A random guy from your school stops you, "Hi, I'm Jake!"
Player: Say hi, and walk away.
DM: But, before you walk far away. He forced you to have a convo'. You got his number, he got yours. You realize he wasn't that bad.
DM: You got home, and got a call from Jake! You guys talked for hours, and you didn't even think of Greg one time... You felt bad.

DM: He flashes a smile instead of a note. Minutes later you get another note! "Your number is?"
Player: You decided you're not ready.

Player: Sit by the nerds.
DM: Whoops! Bad idea! Everyone stares, and categorizes you as a "Nerd". Great... No social life for you...Just Math.

Player: Introduce yourself.
DM: Hey! I'm Katie. You guys chat, and you end up getting Jake's number! Whew, today is great!
Player: Call Greg.
DM: You guys talked for a little bit, and he made you feel great. He complimented you, but not to the extreme. He asked you out, too? But what about Jake? You guys talked FOR HOURS?

DM: "Sweet thanks" He wrote back. The bell went off, lunch time!
Player: Sit by the boy that threw you notes.
DM: "Hey Katie!" He said smiling. You say Hi back and eat silently. He keeps looking at you, but you don't know what to say. "Want to hang out this weekend? Maybe the movies?" He said. You hesitate.

Player: Oh yeah, I'm there!
DM: You say yeah and lunch ends quickly. You guys walk to your classes together. Then the day ends, you found out the boys name is Greg.

Player: Say no.

Player: Go to bed.

Player: Umm, yeah sure.
DM: You said this, just to go with the 'flo'. What if it's not that bad? I might, uh, fit in? "Awesome! Guess what? We're gonna be great friends!" He yelled. Well... at least I have a friend.School wen by quick, and I had to walk home...
Player: You walked home..
DM: Greg stopped you. He said, "Get in the car." He took you to a building that hasn't been used in years. You guys walk din while they were having the sacrifice. You ended up insane by the end of it, because you witnessed too much.You could of done better.

Player: Say 'No thanks.'
DM: "Sorry, but I'm not ready. I think I like this guy named Jake.." He hung up. You called Jake and explained everything. In the middle of the night he came over, and climbed in your window. You gave him a hug, and you guys started talking. You guys never had an awkward moment. He looked in your eyes and held your chin. He gently kissed you. He pretty much asked you out right there. You had a boyfriend.. and guess what? You didn't feel bad about Greg! Jake left around 4 in the morning. You woke up around 9:00 A.M, and you got a call from a random girl named Paige. She invited you to the mall. Life's good. But, do you want to go?

Player: You have yourself a new boyfriend. You said yes!
DM: I knew Greg more... He was the one! You guy started talking for a long time, and he then you heard something hit your window. It was Greg! He motioned for you to come down, and you did. He grabbed my hand, and took you to his car. He drove to an abandoned house. The lights were out, but we still went in. "Welcome, Katie." A goth boy said. There was a goat too! "We are having the sacrifice! Join!" A girl yelled. Maybe you didn't know Greg too well. By the end of the sacrifice, you become insane due to what you just witnessed. You ended up in the looney bin. The end! You could have done better.

DM: You ask if he could go to Best Buy and pick up a hard drive. They sell them for fairly cheap, afterall.He is completely over the limit on his credit card. Besides, why spend $100 when I have one I'm not even using. He'll only stop in and out.
Player: Argghh .. fine
DM: You agree to let Dan come over and pick up the drive. He won't be over for another two hours, so you go back to sleep ...

DM: 
Player: 3
DM: 
Player: 9
DM: 
Player: 6

Player: Ir as pressas para o quilombo tentar ajudar

DM: You ask Mrs Russell to describe Emma's appearence when she returned."It was terrible," Mrs Russell tells you. "Emma got in at around four or five o'clock and woke me up. She said she had been attacked and raped by three men. They'd given her black eyes and half-torn off one of her ears. She was bleeding so much that the shawl she'd put between her legs to soak up the blood was soaked and dripping. How she managed to walk home I've no idea. Me and Margaret helped her to the Hospital and left her with Dr Haslip."You thank Mrs Russell for her information including the important fact that Emma was attacked by a gang instead of just one person. You return home and share this information with the Constables when they visit."The East End is dangerous at night with all these street gangs roaming around," Dillworth tells you. "Still, at least we know Mrs Smith's assailant in probably not the lone man who attacked Mrs Wilson. Thank you for finding this out for us." You reputation with the police has improved slightly and you gain 1 Reputation Point. Two days later you are saddened to read that Emma Smith has died of her injuries.You have added 1 to your Reputation.The next four months are quiet ones for your Detective Practice until one morning your breakfast is interrupted by the arrival of Detective Inspector Edmund Reid, a senior figure in the Metropolitan Police. Serious and matter-of-fact he comes straight to the point. "I would like your help," he tells you. "Last night a woman was brutally murdered in the George Yard buildings in Whitechapel. She has been stabbed some forty times. When this reaches the newspapers there will be a lot of public interest in finding the murderer. I am aware of your abilities and would like your assistance in this business."
Player: Agree to investigate
DM: "Good man," Inspector Reid says briskly. "As I understand it this unfortunate lady's body was found inside the George Yard building at around 5am by a man who informed Constable Barrett. Barrett in turn notified Dr Killeen who has taken the body of the deceased to the mortuary on Old Montague Street to perform an autopsy. Constable Barrett is over at H Division's Police Station and we can either go to the scene of the crime, collect the results of the autopsy or talk to Barrett."

DM: I instantly sprint across the city again until I get back to Nicole's house. I hesitate to knock, because I don't want to cross her father again, but I eventually decide to go through with it. Luckily, Nicole herself opens the door."You're..." she starts to say, but I superspeed her up to her room."...early" she says and looks around, realizing what I did."Apparently, all Shade wanted us to do is talk to a robot.""A robot? Robots exist?""You're talking to a guy who can run across the equator in less than an hour and you're reluctant to believe in robots?""Hah! I guess you're right."HEALTH: 100%
DM: I sit on her bed and say "well, what do you want to do now?""I don't know. Any thoughts?""We could go somewhere.""Where could we go?""Where couldn't we go?""I'm not sure. How about we do something that does not include breaking the sound barrier for a change?""Alright, I'm all ears.""How about we just take a walk and talk for a while. The weather is nice, and the park is always nice this time of year."HEALTH: 100%

DM: One night in October your mother, after 42 days of sitting on your egg, gave you life, a happy little bundle of joy, a boobook owl.You watch the days pass as your mother and father fly back and forth during dawn and dusk to find small insects and such for you to eat. You hear them calling 'boo-book' and 'mo-poke' to each other so that they know where each other is and so you know where they are. You're having a happy life until one tragic day, when you were exactly 50 days old, when your parents die because of cats. You nearly die as well but managed to survive, though you are very weak. Unfortunately, your brother who was born about 5 minutes before died as well.
Player: You go to a random person so that they can look after you
DM: You crawl to your feet and fly up to one of the trees. You slept there until night time so that you can regain your strength.Unfortunately, you fall out of the tree, but fortunately for you instead of finding a person, someone found you and took you to his home. You live another few happy years, until your owners decides to take an overseas trip to Africa. Thinking you can understand his speech, he asks you if you want to go.You:
Player: flap your wings, which means yes
DM: You flap your wings and look excited, hopefully your owner will take it as a yes.Your owner does understand how you feel and brings you to Africa. Only till you get there, do you regret it.It is really hot and there aren't a lot of trees in sight. You wish, you had stayed home, at least it was more bear-able.You owner tries to sustain you wish a much water as he is allowed, but his efforts are futile and you die of dehydration.

DM: It is nearly night time and you know you have to hunt for food soon. You fly up onto a tree and wait.Your parents usually find food during dusk or dawn, but your friends the Masked Owl find food during the night.You want to be with your friends so that they can teach you how to catch things, but you know that you parents had always warned you to catch food when there was still a little bit of light.You
Player: catch food with you friends

Player: epilogue

Player: use the one you already have

DM: Even though you are alone, you feel that your parent's gaze is on you with approval. Since it is your first night hunting, you aren't entirely sure of what to do. For some reason you have terrifically good eyesight and soon you spot a little twitch in the grass. You swoop down and think about breathing, 'In through the nostril, into lungs, out through the nostril' over and over again. You reach the grass and stretch out you talons, when you flutter away and look down at your feet you beam with pride at the sight of a terrified rodent in your claws. Soon you had a feast, of moths, beetles spiders, crickets, small bats, small birds, and especially rodents.After successfully managing a good haul, you think about showing your friends, but you are a bit full and mightn't have the stomach for flying upside down. You might wait until dawn to find food again.You:

DM: You start sulking, hoping that your owner will take than as a no. After all Boobook Owls can't go to Africa! Too much heat and definitely no trees, there isn't even any alive Boobooks there.Your owner understands you like he should, and leaves you at home. Unfortunately he forgot to ask someone to feed you and you go hungry.An occasional spider crawls into your cage and you eat it with glee, though it can't sustain you. You die from hunger.
DM: *This page and the next page is information about the Boobook owl, not an actual epilogue*The Boobook owl's binomial name is Ninox novaseelandiae, and it is part of the following groups: Kingdom: AnimaliaThis means that the Boobook owl is multicellular, heterotrophic and eukaryote.Multicellular means that it has more than 1 cell, heterotrophic means that it doesn't produce food by itself, and eukaryotes means that it has the type of cells tha animals have.Phylum: ChordataThis means that the Boobook owl has a backbone.Class: AvesThis means that the Boobook Owl has water proof skin covered in feather, is warm blooded, lays hard-shelled eggs that are also water proof. Either has a beak or a bill and walks on 2 legs.Order: StrigiformesStrigiformes is basically another word for 'owl'.They have sharp ears, keen eyes, are nocturnal and their heads can rotate 270 degrees.Family: StrigidaeStrigidae are typical owls and not barn owls.They ave round facial disks, hooked bill, a compact body, moderately short tail, strong feet, sharp talons, large head, and it's plumage is soft.Genus: NinoxThe Ninox's are owls that have better eyesight that the Tyto's (Another Genus type of owls, who have better hearing). Because of this, they are known as the seeing owls, and they hunt during the dawn and dusk using their excellent vision.Species: novaeseelandiae

Player: try and find a new one
DM: You decide that the hole you are currently in is not good enough and decide to find another one that will suit a female owl's taste.You fly around the whole night using your superior eyesight, unfortunately you were so busy trying to find a suitable hole, you forgot to hunt for food and you go hungry. As dawn approaches you weakly decided to hunt for a little food.You see a twitch in the grass, and swoop down and try to grab it, you look at your claws and are shocked to find that there is nothing there. When you peer at the grass again, you see a beetle trying to scurry away without you noticing.You lung for it again and get a rush of dizziness as you try and swoop for it. You realize that being hungry has affected you hunting skills and you don't know how to fight it as it has never happened to you or your friends before. You lay there panting as the sun comes up and soon you sink into eternal sleep.

DM: You are standing at the south end of the long north-south hallway of the school. Everyone calls this one the classroom hallway because it's where most of the classrooms are found. Along the east and west sides of the hallway are door ways to those classrooms. In this section of the hallway the door to the east is marked with 104 while the door to the west is marked 105. On the wall to the west are four letters spelling out H O L A. The walls angle to the south because of the main office. Therefore to the southwest is the main lobby entrance to the school and you know the office is in that direction as well.
Player: Go southwest
DM: This is the main lobby of the school. The white floor tile here looks a little more worn than other places in the school, at least down the middle. The hallway turns here so that the main classroom hallway is off to the northeast. Along the north wall are letters that spell out 'Welcome to School!' Someone probably worked pretty hard to come up with that idea inside the entrance to the school. To the east is a door to the main office. There is a sign along that wall saying that all visitors must register with the office. You're not sure that you know of any visitors that have actually registered, but that's what the sign says. To the south are the main doors to the school. You can see through the lead-infused windows the main steps leading to the school and the street. There are large chains and padlocks holding those doors shut.

DM: You decide that your hole would be perfectly fine so you go and look for some suitable twigs, grass and feathers to 'freshen' up your hole.You fly around the area trying to find feathers, since they tend to be the hardest to find.Soon you spot the perfect stick, but you flutter in the air as you find it quite surprising that it seems to be standing vertical, and that is an unnatural phenomenon.You:
Player: You swoop down and grab the magical stick
DM: You swoop down at the magical stick, after all, this is too good a chance to miss. As you grab the stick and try and flutter away, you realize that it is a trap as metal bars block you exit.You hear footsteps approaching behind you as you rotate your head 180 degrees. You stare in horror at a ragged man holding a knife.Muttering to himself, he said, "I thought I caught a nice juicy rabbit, and here I am with something else. But sure geez is it nice and plump, I might as well try to eat it instead."You hoot in horror and flap your wings all about, but it is too late as you feel the knife pierce your skin open and blood pouring out. Soon the blade reaches your heart and you die.

DM: You don your cloak, and sneak up the stairs to finish off the evil men.You make short work of them. Each human falls before they knew what hit them.The toxic sludge falls harmlessly to the ground and doesn't pollute the water.You have saved the Woses.
Player: Return to the forest of Brethil

DM: You ignore the perfect stick and continue on your way, there would definitely be more perfect twigs that would be waiting for you. You are so absorbed in collecting twigs and eating the occasional beetle, that you completely forgot about the magical stick.Soon you have a pile of things that will make your hole nice and comfortable, when you bring the last twig back you look down onto the ground and see a rabbit caught where the perfect stick was just a few minutes ago. You are relieved that you did not try and pick it up, otherwise your freedom would have been completely gone. Your eyes widen when you see a strange man appear and kill the rabbit, and then eat it.You are so glad that you didn't pick it up.Soon you've collected a lot of twigs and feather, not to mention grass. You soon have a wonderful pile of things to perk up your hole and you set off to arrange it.Soon your hole is very nice and clean and you wait for a female owl to come so you can become her breed mate.
Player: You find a lovely breeding mate
DM: Soon your lovely hole has captivated a female boobook owl and you to start breeding together.It is only April, so you spend the time trying to get to know her better. One fateful night you were minding your own business, when suddenly you felt aware that a pair of hungry eyes, was staring at you and you realized it was the predator that killed your parents, a cat!You:
Player: You try and make yourself look bigger
DM: You feel threatened so you try to make yourself seem taller, by sitting bolt upright with your feathers pressed against your body. You hope this will work as you have never tried it before. You find yourself side on to the cat, but you realize that it is already too late to change it and you stay as still as you can. The cat hisses and then runs away in fright, you are surprised that it actually worked, but you are glad that the cat didn't eat you.You fly back to tell your breeding mate, and she cries that without you she is nothing so you mustn't die.

Player: View a sexploitation picture (Improves special)
Player: Insult his melancholy ass
DM: You spew obscenities at your opponent, reducing his sanity by 12.In turn, the emo kid posts an image of a sleeping man with a poorly drawn image of a penis scrawled on his fore head, captioned 'Endmaster after a recent bender.' It reduces your sanity by 2 and also reduces the damage of your attack.The emo kid's sanity is a mere 28.What's your next move?
DM: You mock the emo kid ferociously... but you deal 0 damage to his sanity!The emo kid swallows a handful of ritalin while posting his response, dealing 9 damage to your sanity and negating the effects of your attack! The sneaky son of a bitch!!The emo kid's sanity is still 28.
Player: Whine that the emo kid isn't playing fair
DM: You thoroughly rebuke your opponent, reducing his sanity by 7.In turn, the emo kid threatens to hunt you down and gut you like a trout, reducing your sanity by 2.The emo kid's sanity is a mere 21.What's your next move?
Player: Whine about the emo kid's sub par application of sentence structure

Player: Flap your wings in an attempt to get away
DM: You start to flap your wings but in one swift movement, the cat had swiped you onto the ground.Your fear has started to cloud your vision as the cat quietly stalks up to you.It eats you up and you never see your breeding mate ever again.

Player: two years pass
DM: Soon two years have passed and it is August and you two know each other quite well. You think you know each other so well is so you two start breeding. You two perch close together with you calling out 'pot pot por' for long periods occasionally, you two hunt.Very soon, your breeding mate lays 3 eggs and you look at them with admiration. Your breeding mate incubates it for 40 days, all the while you were feeding her, until they finally hatch.You ask help from another female owl to help you feed them, as is the custom. In about 5 weeks time, your little birds have already fledged and are flying proudly beside you as you hunt for food.You teach them everything your own parents didn't tell you, because you want them to have a better future, just in case you die as well.
Player: More years pass
DM: Soon you are very old and so is your breeding mate.You see that you have a lot grandowlets and great-grandowlets.You live to the ripe old age of 23 and you die a peaceful death, happy of all you have accomplished. Your only regret is that you never managed to get revenge on the cats for killing your parents.

Player: "756906758744365126." you say

DM: Wennipeg thought the girl on the right was just gorgeous, so that's exactly what he said. The girl to the right blushed. He immediately expected the other girl to get mad, but she just laughed. "What? you must be blind," said the girl on the left. The two girls began to joke around. Wennipeg breathed a sigh of relief. But he still wasn't safe. He noticed one of the girls fumbling through her purse. She looked up, right at Wennipeg."Hey, you, can you help me find my phone? It's pink, with a small crack on the top corner."
Player: Wennipeg agreed.
DM: Wennipeg was eager to help. He agreed, and spent the next half-hour asking around, and searching the countertops. The girl had left it next to the chips. When Wennipeg returned with the phone, the girl thanked him. "You are literally the best," she said, as she put the phone back into her purse. Wennipeg wanted to keep the conversation going, but his nerves kept him quiet. The girl walked off to find her friends.

DM: Welcome to the world Of Kaiju, giant monsters whom you have been partnered with! The Kaiju that chose you is:#1 Godzilla Heisei. Hes a baby now, but after he evolves into Jr and then a full grown Godzilla, hes nothing but huge, unstoppable power! He boasts the overall most powerful atack, his Atomic Blast, but youll haft to wait a while for that. But to make up for it, as a small Kaiju and a Teen he boasts other atomic moves and very powerful, tail-associated moves!Get ready to guide Godzilla through some battles of Epic Proportions!
Player: Lets go Godzilla! An adventure awaits!
DM: Congradulations! this is what you will do with Godzilla today:FeedTrainFind a battleLet him restGodzilla's Stats(NOT PERMANENT):HP: 50Evolves into Jr at level 15, evolves into Adult Godzilla at level 25.Moves:Atomic Smoke (an atomic fog that ingulfs the enemy)=10Rapid Claw ( a series of hits using sharp claws)=10Nuclear Core (boosts next attack by 25)Tail Smack (smacks opponent with tail)=10Your Status:$CARD contains no money as of now.Current Kaiju: Godzilla/Heisei/Baby

Player: Youve been challenged by: Dometreus!!
DM: You have been challenged by Dometreus and his level 5 Destroyah.Your Godzilla is at level 5Choose a strategy below:

Player: Strategy 3= attack---attack---attack---attack
DM: Dometreus Summons:Destroyah= 50 HPLevel 5 You Summon:Godzilla (baby)= 50 HPLevel 5Destroyah attacks with Oxygen Blast=10Godzilla(baby)'s HP=40Godzilla(baby)attacks with Atomic Smoke=10Destroyah's HP= 40Destroyah charges up with Oxygen CoreGodzilla(baby)'s HP=40Godzilla(baby) uses Nuclear CoreGodzilla(baby) is now powered with Nuclear EnergyDestroyah uses Mega Oxygen Blast= 15(+25)Godzilla(baby)'s HP=0Your Kaiju Lost the Battle, you have no Money or Prizes to forfit...
Player: Feed Godzilla and let him Rest...
Player: Go Walking in the Park
Player: Strategy 2= attack---attack---attack---attack

DM: Dometreus Summons:Destroyah= 50 HPLevel 5You Summon:Godzilla= 50 HPLevel 5Destroyah attacks with Oxygen Blast=10Godzilla(baby)'sHP=40Godzilla(baby)attacks with Atomic Smoke=10Destroyah's HP= 40Destroyah charges up with Oxygen CoreGodzilla(baby)'s HP=40Godzilla(baby) uses Nuclear CoreGodzilla(baby) is now powered with Nuclear EnergyDestroyah uses Mega Oxygen Bomb= 15 (+25)Godzilla(baby)'s HP=0Your Kaiju has lost, you have no money or prizes to forfit...

DM: Dometreus Summons:Destroyah= 50 HPLevel 5You Summon:Godzilla (baby)= 50 HPLevel 5Destroyah attacks with Oxygen Blast=5Godzilla(baby)'s HP=45Godzilla(baby)attacks with Atomic Smoke=10Destroyah's HP= 40Destroyah attacks with Mega Oxygen Bomb=10Godzilla(baby)'s HP=35Godzilla(baby) uses Nuclear CoreGodzilla(baby) is now powered with Nuclear EnergyDestroyah uses Oxygen Blast= 5Godzilla(baby)'s HP=30Godzilla(baby) attacks with Atomic smoke(nuclear charged)= 35Destroyah's HP= 5Dometreus withdrawls Destroyah from Battle, saving its life...CONGRADULATIONS, YOU WON YOUR FIRST BATTLE!!!!!Dometreus gives you $500!Godzilla(baby) has grown to level 10!
DM: Well hey there kid! Lets see your card.... hmm...this here machine says u got $500...not bad! Look around, see if theres anythin you can buy! And if ya dont have enuf' ur welcome bak any time!Select Item:Evolution Stone: $1500Evolves Kaiju to their next form, but the kaju stays at their current Level.Mega Claw: $1000Adds 5 points to every attack you make against the opponent.Battle Prize: $500Give this to an opponent when you are defeated, who knows what youll get in return!Ill take.....

Player: Nothing right now...Im saving up!
DM: Smart Idea...who knows qhat you could buy after you're done saving!What to do now???

Player: Hell Yeah! Lets roll!
DM: Clerk Summons:Battra LarvaeHP= 40Level= 5You Summon:Godzilla(baby)HP= 50Level= 5Choose your Startegy below:
Player: Strategy 1= attack---power up---attack---attack
DM: Godzilla(baby) uses Atomic smoke= 10Battras HP= 30Battra uses Horn Laser=10Godzilla(baby)s HP= 40Godzilla(baby) charges up with Nuclear CoreBattras HP=30Battra uses Spike Pummel= 10Godzilla(baby)s HP= 30Godzilla(baby) uses Atomic Smoke= 10(+25)Battras HP= -5You've defeated the Clerk's Battra Larvae!He replies:Well dag bern....heres that $500 i promised...(The Clerk downloaded $500 onto your $-CARD!)Godzilla(baby) grew to Level 10~!~His HP is now 70!
Player: Youve been challenged by a fellow Customer!
Player: Begin Challenge!
DM: Colonel Gabriel's Kaiju:GhidorahHP= 70Level= 10Your Kaiju:GodzillaHP= 70Level= 10Choose Strategy below

Player: Youve been challenged by a fellow Customer!!!

DM: Godzilla(baby) uses Atomic smoke= 10Battras HP= 30Battra uses Horn Laser=15Godzilla(baby)s HP= 35Godzilla(baby) attacks with Tail Smack=10Battras HP= 20Battra charges up using HellfireGodzilla(baby)s HP= 35Godzilla(baby) uses Atomic Smoke= 10Battras HP= 10Battra uses Spike Pummel=10(+25)Godzilla(baby)s HP= 0You Lost, you have no money or prizes to forfit...
Player: Move on...
DM: Let Godzilla rest...that was a tough battle...Feed Him....................................................He looks better...The Explorer approaches you...He says:Come on you lil buggah, Ive heard of your legendary Godzilla, I know what it can do! Now try again kid, come on!That waiger i made still stands, come on!

Player: Strategy 1= attack---power up---power up---attack
DM: Godzilla(baby) attacks with Atomic Smoke= 10Megalons HP= 40Megalon attacks using Mega Drill= 10Godzilla(baby)s HP= 40Godzilla charges up using Nuclear CoreMegalons HP= 40Megalon charges up using RadiateGodzilla(baby)s HP= 40Godzilla charges up using Nuclear CoreMegalons HP= 40Megalon uses Laser Horn= 15(+25)Godzilla(baby)s HP=0A Critical Hit!You Lost. You have no money or prizes to forfit...

Player: Strategy 3= attack---power up---attack---attack
DM: Godzilla(baby) uses Atomic smoke= 20Battras HP= 50Battra uses Horn Laser= 20Godzilla(baby)s HP= 50Godzilla(baby) charges up with Nuclear CoreBattras HP= 50Battra uses Spike Pummel= 15Godzilla(baby)s HP= 35Godzilla(baby) uses Atomic Smoke= 25(+25)Battras HP= 0You've defeated the Clerk's Battra Larvae!He replies:Congradulations! You get to keep yer Battle Prize and your dignity! (he chuckles)... Wow youre a talented kid....heres $500 to your card to congradulate yah!Come bak soon, ya hear!Godzilla grew to level 15!!!
Player: Now Exept earlier challenge!

DM: Godzilla(baby) uses Atomic smoke= 10Battras HP= 30Battra uses Horn Laser=15Godzilla(baby)s HP= 35Godzilla(baby) attacks with Tail Smack=10Battras HP= 20Battra charges up using HellfireGodzilla(baby)s HP= 35Godzilla(baby) charges up with Nuclear CoreBattras HP= 20Battra uses Spike Pummel=10(+25)Godzilla(baby)s HP= 0You Lost, you have no money or prizes to forfit...
Player: Alright...lets try this again! (remember to use a diffrent strategy!)

Player: Move On...

DM: Godzilla(baby) uses Atomic smoke= 10Megalons HP= 30Megalon uses Horn Laser=15Godzilla(baby)s HP= 35Godzilla(baby) attacks with Tail Smack=10Megalons HP= 20Megalon charges up using RadiateGodzilla(baby)s HP= 35Godzilla(baby) uses Atomic Smoke= 10Megalons HP= 10Megalon uses Mega Drill= 10(+25)Godzilla(baby)s HP= 0You Lost, you have no money or prizes to forfit.

DM: Godzilla(baby) uses Atomic smoke= 20Battras HP= 50Battra uses Horn Laser= 25Godzilla(baby)s HP= 45Godzilla(baby) attacks with Tail Smack= 15Battras HP= 35Battra charges up using HellfireGodzilla(baby)s HP= 45Godzilla(baby) uses Atomic Smoke= 20Battras HP= 15Battra uses Spike Pummel= 20(+25)Godzilla(baby)s HP= 0You Lost...
Player: Give Battle Prize to the Clerk
DM: You hand the prize to the Clerk...He replies:Well gee kid...i just sold u this...I dont wanna take it, but i hafta...its policy, and i caint go beakin them policies.........well............here........ take this and give it to yer Godzilla!You recieved a Revive Stone!That there Revive Stone will completely Heal your Godzilla! Go ahead, use it!....................................Godzilla looks more powerful than ever!

Player: Strategy 3= attack---power up---attack----attack
DM: Godzilla(baby) uses Atomic smoke= 20Ghidorahs HP= 50Ghidorah uses Lightning Bolt= 20Godzilla(baby)s HP= 50Godzilla(baby) charges up with Nuclear CoreGhidorahs HP= 50Ghidorah uses Whirl Wind= 15Godzilla(baby)s HP= 35Godzilla(baby) uses Atomic Smoke= 25(+25)Ghidorah HP= 0You've defeated Colonel Gabriel's Ghidorah!!!1000 was transfered to your $CARD!What...Godzilla has grown to level 15! Whats happening to him......?????
Player: Whats up with Godzilla???
DM: Godzilla is glowing!!! Hes at level 15!!! That means he is evolving!!!!Godzilla Baby is now Godzilla Junior!!!!!!!!!!!!!Congradulations!Godzilla Now knows Atomic Blast! (25 damage)
Player: Revive Godzilla's new form and Move on!

Player: Strategy 1= atack---attack---power up--- attack
DM: Godzilla(baby) uses Atomic smoke= 20Ghidorahs HP= 50Ghidorah uses Triple Bite= 25Godzilla(baby)s HP= 45Godzilla(baby) attacks with Tail Smack=15Ghidorah HP= 35Ghidorah charges up using Planet X CortosisGodzilla(baby)s HP= 45Godzilla(baby) charges up with Nuclear CoreGhidorahs HP= 35Ghidorah uses Triple Lightning!=15(+30)Godzilla(baby)s HP= 0You Lost... Godzilla is weary and unstable...
Player: Revive Godzilla and move on...
Player: Screw rest! Lets go find a challenge!

Player: Battle Prize---$500 deducted from $-CARD

DM: Godzilla(baby) uses Atomic smoke= 20Battras HP= 50Battra uses Horn Laser= 25Godzilla(baby)s HP= 45Godzilla(baby) attacks with Tail Smack=15Battras HP= 35Battra charges up using HellfireGodzilla(baby)s HP= 45Godzilla(baby) charges up with Nuclear CoreBattras HP= 35Battra uses Spike Pummel=15(+30)Godzilla(baby)s HP= 0You Lost... Godzilla is weary and unstable...
Player: Giev the Clerk your Battle Prize

DM: Godzilla(baby) uses Atomic smoke= 20Ghidorahs HP= 50 Ghidorah uses Triple Bite= 25Godzilla(baby)s HP= 45Godzilla(baby) attacks with Tail Smack= 15Ghidorah HP= 35Ghidorah charges up using Planet X CortosisGodzilla(baby)s HP= 45Godzilla(baby) uses Atomic Smoke= 20Ghidorahs HP= 15Ghidorah uses Lightning Beam= 20(+25)Godzilla(baby)s HP= 0You Lost...
Player: Revive Godzilla and Move on...
DM: You get up and walk to the Town Square which is near by....You begin to scope out people with Kaiju Kontainers...(BRIEF FACT)Kaiju Kontainers are what keep a Kaiju Contained...since most kaiju are over 200 feet tall and 20,000 tons in weight, these special devices were created to minimize and carry your companion, so they wouldnt create a path of destruction while walking!Anyways...you were walking in the town square and begin to ask people with Kaiju Kontainers...First you ask a girl in an aprin...Sorry kid Id love to battle you with my Titanosaurus, but ive got to get to my restaraunt! Maybe some other time!Next you spot a guy in Casual clothes...Hmm...Well to tell you the truth My Mothra and I just got out of a battle with a Rodan...and Mothras kinda tired...sorry man...You then asked a man in a business suit...Oh you want to battle, what level is your Kaiju???........15....Only 15? Phah! not to be rude but my Gamera is at level 25...youll haft to do better than that...tell you what...come find me when your ...Godzilla, I believe...is at level 25...then well talk! Good day young man!And you then asked the last person you could find with a Kaiju Kontainer...A man in a Flight suit...Oh hey...a battle? Well I did just defeated a Mothra with my Rodan...but ok! Lets roll!

Player: Screw Rest! Lets go find another Challenge!

Player: Accept Battle from Pilot!
DM: Pilot Ronald Summons:Rodan Level 15HP= 100You Summon:Godzilla jr Level 15HP= 100 Select Strategy Below...

Player: Now to find a battle...

Player: Startegy 1= attack---power up---power up---attack

Player: Strategy 2= attack---power up---attack---attack

DM: Godzilla Jr attacks using Atomic Blast=25Rodans HP= 75Rodan attacks using Uranium Heat Beam= 25Godzilla Jrs HP= 75Godzilla Jr powers up using Nuclear Core(+ 30)Rodans HP= 75Rodan charges up using Uranium Core (+30)Godzilla Jrs HP= 75Godzilla Jr Powers up using Nuclear Core(+30)Rodans HP= 75Rodan attacks using Uranium Heat Beam= 25(+30)Godzilla Jrs HP= 20Godzilla Attacks using Tail Smash= 20(+30)(+30)Rodans HP= -5Your Kaiju, Godzilla Jr, defeated the Pilots Rodan!Congrads kid! That was a very skilled battle, i respect you! My Rodan has never lost before! Im a little short on money...so heres a prize for you....You recieved an Evolution Stone!(raises your Kaijus Level 5 points!)Godzilla Grew to level 20 from the battle!Now what to do??

Player: Use the Evolution Stone on Godzilla Jr!!!!
DM: Godzilla Jr is now at Level 25!!! Wait a second...Godzilla is already glowing again! Whats happening!?!?!?

DM: Rodan attacks with Uranium Heat Beam=25Godzilla Jrs HP= 75Godzilla Jr attacks with Atomic Blast=25Rodans HP= 75Rodan powers up with Uranium Core(+30)Godzilla Jrs HP= 75Godzilla powers up using Nuclear Core(+30)Rodans HP= 75Rodan Attacks using Uranium Explosion!!!=35(+30)Godzilla Jrs HP= 10Godzilla Jr attacks with Atomic Blast=25(+30)Rodans HP= 20Rodan attacks using Wing Slap= 15Godzilla Jrs HP= -5You lost....The Pilot wants to talk to you...Come on kid, you can do better...how bout another shot????
Player: Alright...lets try this again...

DM: Godzilla Jr attacks with Atomic Blast= 25Rodans HP= 75Rodan powers up with Uranium Core(+30)Godzilla Jrs HP=100Godzilla Jr Attacks with Atomic Blast= 25Rodans HP= 50Rodan powers up with Uranium Core(+30)Godzilla Jrs HP= 100Godzilla Jr attacks with Raging Claw=20Rodans HP= 30Rodan Uses Uranium Heat Beam=25(+30)(+30)Godzilla Jrs HP= 15Godzilla Jr attacks with Atomic Blast=30Rodans HP= 5Rodan Attacks with Wing Smack= 15Godzilla Jrs HP= -10You lost...The Pilot want to talk to you...Hey kid come on...Youre a great battle strategist..Ive seeen your other battles..whadya say to another try???

Player: Check him out!?!?!?!?
DM: Godzilla Jr Has evolved into a full grown Godzilla!!!He now knows Atomic Anialation! It does 40 points of damage!His HP is now 150!His power up, Nuclear Core, now adds 40 Hit Points!

Player: Someone wants to talk to you...
DM: Hello my young man, Remeber me? The one you met in Town Square with the Level 25 Gamera? Well! I see your Godzilla is now fully grown! Very nice job! Well...shall we have that battle?
Player: Lets do this!!!
DM: Workman Garry summons:Ultimate Gamera Level 25HP= 150You Summon:Godzilla Level 25HP= 150Select your Strategy below:
Player: Strategy 3= power up---attack---power up---attack
DM: Godzilla powers up with Nuclear Core (+40)Ultimate Gameras HP= 150Ultimate Gamera attacks with Plasma Fire Blast= 40Godzillas HP= 110Godzilla attacks with Atomic Anialation= 40(+40)Ultimate Gameras HP= 70Ultimate Gamera attacks with Plasmatic Fury= 35Godzillas HP= 75Godzilla charges up with Nuclear Core (+40)Ultimate Gameras HP= 70Godzilla Attacks with Atomic Fury= 40(+40)Ultimate Gameras HP= -10YOU WON! Congradulations!
Player: The Businessman wishes to speak to you...
DM: Child...I am astounded. Until just then i was the greatest Kaiju Fighter that exists....I am very, VERY impressed. I give you victory...the title of ]!!!KAIJU LORD!!!!!!Godzilla is now truly the KING OF THE MONSTERS!!!

Player: Startegy 2= attack---power up---power up---attack
DM: Godzilla Attacks with Atomic Anialation= 40.... +20....a critical hit!!!Ultimate Gameras HP= 90Ultimate Gamera attacks with Plasma Fire Blast= 40Godzillas HP= 110Godzilla powers up with Nuclear Core(+40)Ultimate Gameras HP= 90Businessman equipps Ultimate Gamera with Chaos Stone...Ultimate Gamera attacks with Plasma Fire Blast= 40Chaos Stone delivers exruciating power (+60)Godzillas HP= 10Godzilla attacks with Atomic Anialation= 40(+40)Ultimate Gameras HP= 10Ultimate Gamera attacks with Shell Spike= 25Godzillas HP= -15You have lost your final battle...Godzilla Collapsed

DM: You move down towards the creature, slow but steady, ready for it to strike. You pause, as it steps out from the shadows and you see that it's... just a simple, terrified looking dog. He's nothing more than a normal Golden Retriever, his sides matted with blood, but you can't tell if its the dog's or not. You wait for him to strike or transform or something, but he simply sits there, whining cautiously.
Player: Head down to the dog
DM: You walk back down towards the dog, which whines in fear, looking at you nervously.
Player: Attempt to coax the dog to follow you

Player: Run to the factory gates.
DM: You are unable to open the gate in time, and you are killed and eaten by the cows.

Player: Equipment Room
DM: Unforunately for you, the cows don't wait. They kill you.

Player: Take the cattle prod
DM: 

DM: 

DM: The moment the bullet pierced through the soldier's head, you lower yourself onto the floor of the landing craft. Around you, the other soldiers are hiding next to the walls and the floors, as bullets rained upon you and your comrades, mostly ricocheting off of the metal walls, but sometimes, they hit an unsuspecting soldier. Off into the distance, explosions were going off, setting the true setting of the situation. Your fingers are wrapped tightly around the body of your M1 Carbine, though your hands are trembling.You glance around at your comrades, each and everyone having a story, yet not every man in this craft will return home. You pull out a letter from your pocket, and scan the words once more, before you step out of this vehicle.. When you read the last words, a tear sprouts from your eye. You wipe the tear, as you scan the faces of your brothers around you. All of them have a hard face on, not knowing what was going to happen next.All of a sudden, the landing craft jerks, then shudders violently, before coming to a stop. Every soldier wishes good luck, before the door to the craft opens, revealing everyone to the deadly weapons of the enemy.
Player: Step out
DM: Taking a deep breath, you step out of the craft, glancing at what lies before you. What you see, sends a rush of adrenaline through you, before turning your blood cold.Your landing craft had landed one-hundred or so yards from the actual shore, meaning you were going to have to wade across, wearing your equipment, through a very vulnerable area, to get to the shore beyond.As the machine guns from the shore fire off, you know you have to make a decision.

DM: You take the shotgun.
Player: Shotgun

DM: This time, you step east. Nothing happens, so you assume you are on the right way. What next?

DM: The mysterious box is labelled:DANGER: EXPLOSIVES
Player: Open it
DM: Now what?
Player: Run outside
Player: Head towards the big tower (about 30 metres away)
DM: You look around and find a PSP, with the video game Grand Theft Auto: Liberty City Stories in it.
Player: Click Here

Player: look inside
DM: you find a furistic gun what now

Player: grab it
DM: what now
Player: throw it at the cows
DM: how stuped are you you are now dead

Player: Take the shotgun

Player: Take the chainsaw
DM: You take the chainsaw.

Player: Get some more weapons

Player: Walk forward and take a knee and pray
DM: You walk forward take a knee and pray. A hand touches your shoulder, you look up, the priest states. " Confessing your sins and asking for protection my child? I will gladly do this for you." He opens a vial of clear liquid and begins to splash the liquid on you reciting some blessings and absolving your sins.- "Do you wish anything else of me?" the priest asks
Player: You wish to confess your sins

DM: You continue down the road to the red barn. As you near the barn, you see there is also a large farmhouse on the property. In the yard and the pasture roam many, many cows. You knock on the door, and a very polite, old woman opens the door. "Oh deary!", she exclaims. "It's almost time for supper; you're late! Go get washed up and meet me in the dining rom." You've never seen this woman in your life! She must think you're her grandchild...What do you do?
Player: Try to convince the old woman that you aren't who she thinks you are
DM: you say. But she's not convinced. Nothing you can say seems to make her believe you. What do you do?
Player: Give in. If it's a grandkid she wants, it's a grandkid you'll be.
DM: You let the old lady believe you are her long lost grandchild. You soon find out that the barn and farmhouse are in fact part of a dairy farm the woman's family has owned for generations. But sadly, she is the only living heir... until now.Your "grandmother" is so happy to see you, she turns over the dairy business without a single thought. You live out the rest of your days as a humble dairy farmer in the North Dakota countryside. Not exactly the most exciting lief, but the whistling wheat and the ever present moo of the cows is peaceful. And best of all, you never have to see your stupid boss ever again.

Player: shoot the cows
DM: you shot the cows with a big beam of light and they grew hands and feet and their brains devileped intoa human brain and they start talking and then one see's you and kills you

Player: Chainsaw

Player: Go and fight the huge army of cows
DM: The cows begin to close in on you.What the hell do you do?!! To use an item, click USE ITEM. Duh!
Player: Run back in the tower and climb the ladder
DM: You are now at the top of the tower. You look over the edge at the long drop downwards. Then you look behind you at the mounted machine gun with a sniper scope.You have two choices:
Player: Use the mounted machine gun with a scope to kill the cows
DM: You kill all the cows in sight. Except one, but you have no ammo left, so you can't do much. But if you want to get out of here, you're gonna have to leave the tower. Now.

Player: Jump off and die
DM: Ha ha you died.

Player: Go up the Ladder
Player: Go downstairs and run towards the front gate
DM: You see the SWAT team coming. They must've been called by one of the slaughterhouse employees.
Player: Help out the SWAT team and kill some cows
DM: you kill some cows and then some cows kill you

DM: The creature's head goes sideways at the blow. The lamp had snapped its neck all the way around and it drops to the ground. That hit had seemed to have done some sort of damage. The creature struggles on the floor attempting to get back up and you bash its skull again with the lamp. It collapses and goes into its sludge form state do you...
Player: Bash it again in its liquid form
DM: The lamp sticks in the creature's body and you pull but to no avail, its firmly lodged inside. The liquid begins creeping up the lamp and around your hand, wrapping it. It turns to flesh and you feel the flesh pulsing on your hand, you gape in horror at the horrified half-face staring back at you. Liquid state, and the liquid glides over your body, covering your arm, then your chest, then your head, finally your body. You suffocate, then the lights flicker, and its flesh again. Liquid again and it slides down your throat, flesh and you feel fingers wiggle inside your insides, ripping at them with claw-like nails. You see blackness, then you hear nothing, and just........fade. Whether it was Suffocation or having your insides shredded you don't know, but you are dead so, who cares?

DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaaaab...
Player: F
Player: T
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaaaaaat...
Player: M

Player: Ask to join the cows
DM: The leading cow points to her mouth. Then she pulls out a mobile phone. She texts a message into it and shows it to you:ARE U STUPID? COWS CAN'T TALK! BUT YES, U HAVE PROVEN UR COURAGE, SO IF U STOP KILLING US ALL THEN WE WILL LET U JOIN US. BY THE WAY, DO U EVER EAT COW?
Player: "No, I'm a vegetarian!"

DM: You rotate the figurine."NO!!! No, FOOL! You have chosen---poorly----"That final cry is the last thing you hear as, suddenly, there is a click, and two tons of boulders and spikes come raining down on your head.
Player: Inspect the oak tree

DM: The cow texts you again: THATS OK. THERE IS MORE OF OUR POO IN THOSE THINGS THAN OUR FLESH. YOU R IN.
Player: Help the cows kill the SWAT team

DM: You move towards the fridge, and remove the object in the bag. "I'm seeing what's in there" says Kent. Kent grabs the bags and turns it upside down, causing a human hand to fall out."Holy shit! That's a hand! Why would there be a hand in here!" Kent shouts. The hand looks to have been sliced off from an arm using a knife. The grey shade of it shows it was cut off much later after the person had died. Suddenly, there is a knock at the door of the cabin."Hey guys, can I come in?"It is Angel."One minute please!" replies Kent. "Dude, we gotta hide this, quickly".
Player: Hide the hand under the bed
DM: You hide the hand under your bed. "Come in!" says Kent. Angel enters the cabin. "I just wanted to see how you guys were settling in." she informs. "Oh we're just fine. Getting ready to go to bed now actually" Kent replies. "Alright. Let me just check something for you. Sometimes mice get into the cabins and hide under the beds."Angel looks under the bed, and sees the hand. She turns back to you, speechless. You turn to Kent but notice he has run out of the cabin, so you follow. You run behind Kent, and sprint towards the forest, but you trip on a stump. The fall sprained your ankle, and as you are tending to it, you hear a voice approaching in the distance:"Obey! Obey! Obey!"You turn to see a large beared man with and axe charging towards you. You try and crawl as fast as you can but the man is too fast. He swings the axe and gets you in the back of the head, killing you.

DM: You crawl to your second period class, Spanish with Senor. Several of Spoonboy's lackeys are there and they're making doodles in their notebooks. You take a closer look to notice the infamous 'hangman' doodle (underneath it: your name). "To say Dolphin Boy in Spanish is El Nino del Delfin," Senor says to Joaquin, a student. You look to several students. The wiccan sitting next to you says, "I heard the darkness is almost upon you. The Goddess told me."You can't stand being in class with your worst enemy planning to kill you.
Player: Be excused to the restroom
DM: "Where is the bathroom," Senor translates for you. "If you must go and miss the rest of class, hasta luego."You run into the bathroom. You gotta hide where Spoonboy and his goons aren't about. You hide in one of the stalls and lock the door.You have your back to the toilet, where someone took a dump and didn't flush. Someone grabs you from behind and pulls you into the toilet."You couldn't hide from me," Spoonboy cackles as he pulls u in with him. You flush the toilet hoping it'd flush him away but the ensuing whirlpool only sucks you in to your doom.

DM: Blood drips from your lip with each breath you take. You are glaring at the boy across from you. He has one hand covering the black eye you gave him. "You're not so tough," the boy says, "my granny hits harder than you." "At least I'm not a coward, like you John," you reply. "Oh yeah? If you're so brave, I dare you stay tonight at the old house at the end of the street," John says. "Fine and I dare you to do the same," you demand. "Alright then. Try not to keep me awake with your screaming," John says. He walks away. You head home to prepare for the night.
Player: The Coin Flip
DM: You check you bag one last time to make sure you have everything you need. Satisfied you have everything you leave your house and head towards the old house down the street. As you approach you see a large gathering of people have arrived before you. John is at the center of the group. He notices you approaching. "Well, well," he says, "I thought you would have chickened out." "I expected the same from you," you say. "The only thing that could keep me away are screams you're gonna be making when you run out of this house. That reminds me; we'll be deciding who enters through which door with a coin flip. And since I'm a nice guy I'll let you decide." John says. "Heads I get the front door," you reply. John tosses the coin.
Player: Tails Up
DM: You land with a soft thud in the other side of the fence. You fingers ache a little from the rusty fence links. You look around the backyard, trying to avoid looking at the house. It does not matter which side of it your on, the house seems to always leans towards you like a monster about to be fed. With the dread from the house growing by the second your not sure if it'd be a good idea to actually stay in the house; but the only other place you could stay in is a small shed out here in the yard. You could stay there and tell everyone else you slept in the house, but if they find out you lied to them it'd be even worse than if you just ran away.
Player: Enter The House

Player: Heads Up
DM: You look up at the front of the house. The house leans towards you like some monster about to be fed; but that is not the cause of the growing dread in you. Something about the house itself feels wrong. Like it shouldn't exist. Your starting to doubt if going through with the dare is a good idea.
DM: You turn around and run back to your home. You can hear the other kids laughing at your cowardice. You don't stop until you're back home and away from that place.The next day you hear people talking about how John hasn't been seen since he walked into that house last night. You know John died in that house. Your not sure how or why you know that John is dead, you just do. After school you go back to that house. It still feels wrong, but somehow it's not leaning forward. Instead in seems like it's sleeping off a meal. A creaking sound draws your eyes to the front door. A skeleton lays just inside the house. You call the police, who confirm the skeleton is John. Something picked his bones clean. Something that didn't leave any marks on the bones. Something that could strip a person to bone in less than a day. Something that is still in that house.

Player: Head In
DM: You swallow your fear and enter the house. You close the door behind you and switch on one of the lights you brought with you. Immediately you see another door. You flash your light around the room and see that it is quiet small. The floor has a stained rug with a few pairs of old shoes on it. The rug is fairly soft and large enough that you could lay your sleeping bag on it. The only downsides are the small size and the musty smell, but the front door could be propped open once the group outside leaves, to take care of the smell. All in all it seems a decent place to spend the night.

DM: The backdoor creaks as you open it. You shine your light into the room to make sure the room is empty of any life. Once your sure it is, you carefully walk in, each step causing the floor boards to creak. Once in the center of the room you can tell it used to be a kitchen and dinning area. The backdoor formed a dividing line with the entrance of what looks like a living room. On your right is the kitchen. There are no appliances and the cabinets are rotting away. The only other feature is a half rotten stair case going down. On your left is a table with a table and four chairs in surprisingly fine condition. Also there is a stair case, this one is not rotten at all and leads up. The dinning area looks like a decent place to sleep in, but there might be a better spot above or below you.
Player: Down The Stairs
DM: You're about halfway down the stairs when you see John. His cloths look ragged and his hair is a mess. You open your mouth to ask what happened to him, but he charges at you. You feel a sharp cold pain in your chest. John throws you down the stairs where your blood forms a puddle. You try to stand, but John jumps onto you and stabs his blade into your skull finishing you.

Player: Find A Different Place
DM: You enter into a large living room. The furniture in the room is covered with dust and seems like it has never been used before. Besides a large couch along one of the walls it seems like there isn't a good place to sleep here. You see two doors along the wall of the door you entered through. Across the room on the opposite wall of the the three doors is a large opening that seems to lead to a kitchen.
Player: Door #2

Player: Up The Stairs

DM: You give a sigh of relief as you close the shed door behind you. You slump to ground happy that you don' t have stay a single second in that house. So lost in your thoughts are you that you don't realize something is in the shed with you, until its face is mere inches from yours. The creature's body is that of a spider the size of a car, but that pales in comparison to the horror of its face: a horrifying mixture of human and spider. Before you can scream it bites you. Your dead before your head hits the ground.
Player: Dead
DM: That's what you get for being a giant chicken.

DM: 
Player: Go through the metal door

DM: You toss all but one of the shoes into the next room and move the rug to the center of the room. After laying your sleeping bag on the rug you eat a pair of cupcakes. After checking to make sure the group outside is gone you prop open the front door with the old shoe you kept. You spend the next hour reading a book you brought. Once your eyelids start to feel heavy you lay down chuckling about how scared of the house you were before. With one last chuckle you tell yourself to not let the bedbugs bite.
Player: You Wake Up
DM: You wake up. Your legs feel strange. You grab your light and shine on your legs. Immediately you wish you had not. You see a carpet of bugs covering your legs. You start to beat them off wondering why your legs aren't working. One swipe knocks away a squishy hunk of something that felt like meat. You panic and drop your light into the mass of bugs. Just for a moment the mass scatters, exposing the white bones of your legs, causing you to faint.

Player: Door #1
DM: You shine your light around the room. From what you can tell it's a child's bedroom room. The walls are covered in painted pictures that are peeling off. Dusty toys are littered everywhere, even the on small bed frame in the far corner of the room by window. You see another door that might lead to a closet on your left. You start to wonder if this would be a decent place to sleep, when you hear a large Crack come from the closet.
Player: Go To Sleep In The Room
DM: You decide that whatever is in the closet can wait until the morning. After opening the window, you replace the toys on the bed frame with your sleeping bag. Before long you fall into a deep sleep.
DM: You thrash about as you awake from a nightmare. As you breathing and heart slows you remember where you are. A quick look out the window shows that it is still night out. For some reason the air feels colder than it did when you went asleep. The thought of exploring the house more crosses your mind, but you still feel a little tired.

DM: After you move the chairs to a near by wall to make room by the table to make room for your sleeping bag you lay down. You smile at how scared you were of this house when you first walked in. You're just about to turn your light off when something white underneath the table catches your eye. Shining your light on it you see that it's a pile of bones; human bones.
Player: Go To Sleep
DM: You awake in a cold sweat, the nightmare you had already fading from memory. Through the light coming in from the small holes in the walls tell you it's morning you still feel a bit tired. A quick glance to your side shows that there is a pile underneath the table but, it is a pile of a white dust. Having confirmed you were only seeing things last night you pack up your light and sleeping bag and leave the house through the front door. You don't see John on your way out but, you believe you will see him soon enough.

DM: The guards read the note thoroughly and allow you to pass without further inspection. They also return your weapon. Relieved, you enter the city and begin your search for the client.Gray skies dim the crumbling streets of the inner city as neon signs flash on from many of the worn-down industrial buildings. The homeless, most of which are foreign aliens and the genetically altered, sit scattered along the cracked sidewalk, hiding wary faces as you pass by. A few shots go off somewhere in the distance, too far to determine whether friend or foe had made them. After a brief moment of wandering, you find yourself at a busy intersection surrounded by various buildings. One of the buildings exhibits dim yellow lights from narrow windows with a makeshift deck from which an inhabitant from the Jupitar System smokes an antique pipe. Loud chatter and music can be heard from the outside. Another building, once an opaque white, sits solemnly in its dirtied state, a light blue sign displaying "Protect the Peace" buzzing occasionally. Across the intersection, a humanoid can be seen beckoning you towards the alleyway in which it stands.
Player: You head towards the pub
DM: Right as you enter the pub, a drunken alien is thrown across the room and crashes headfirst through one of the shabby tables. You see the bartender, a Worbador from planet Zy, whose four arms are busy polishing clear mugs behind the counter. A jaunty tune of flutes and drums fills the cramped, smoky space that you force your way through. The bartender blinks one of its many black eyes and states in broken English that it doesn't serve your "kind".
Player: You flash a bag of coin
DM: The Worbador's eye glints with a hint of cooperation and asks what you need.

DM: Two skeletons of young children were found on the front lawn of an abandoned property yesterday morning. The dental records show they belong to a pair children that went missing one week ago. The police are baffled about how the skeletons were stripped clean in less than a week with no signs of tool or chemical usage. Parents are advised to be on the look out for strange person's and to make sure their children are supervised. Also the mayor has begun talks of issuing a curfew to ensure children are not out at night.

DM: Feeling sleepy you waste no time in getting to sleep. As you close your eyes you tell yourself not to let the bed bugs bite. You wake up with a jolt. Confused you look around you to see what woke you. Seeing nothing you lay back down, chucking about how scared you were. As you close your eyes you tell yourself that bedbugs don't bite.
Player: They Do
DM: You let out a scream as a massive surge of pain tears you out from the beginnings of sleep.You look towards your legs to see what happened, but you wish you hadn't. Your eyes bulge in fright as you see some blob of luminescent purple slime crawl up your leg. You try to knock it off only for your hands to get stuck. You try to let out one last scream as you watch your hands being destroyed, but the thing covers your face. You quickly suffocate.

Player: Check Out The Closet
DM: The moment you crack open the door a gust of bitter cold air blinds you. After the air stops blowing you shine your light into the closet and see a lizard like ice sculpture looking down at you. The sculpture is easily seven feet tail. As you flash your light around it you start to pick strange details; such as its seven eyes that seem to follow you and its humanoid body. The strangest detail is the ice itself, you can feel the coldness and hardness of the ice when you place your hand on the creature's snout but, the ice almost seems to flow like water. You realize that this house may hold stranger things that you might want to see, but you're utterly captivated by the strange sculpture.
DM: You take your first step out of the room when you hear the floor boards creak, the only warning you receive before you fall right through them. It seems you fall for hours before you hit the ground; the impact kills you instantly.

DM: You walk around a large hole in the floor of the large room. The room is split down the middle by the entrance to the living room and the backdoor exit. To your left is an area that might have been a kitchen at one point, but now the appliances are gone and the cabinets are rotting away. The only other feature is a half-rotten staircase leading down. To your right is a dinning table with both it and it's four chairs in surprisingly fine condition. Next to the table is another staircase but, this one is not rotten at all and it leads up. You wonder at the strange contrast between the table and the kitchen until you realize someone is missing: John. He could be up or down stairs, but it occurs to you that he could have chickened out of the dare.
Player: Exit The House
DM: You let the backdoor slam as you stomp away from the house. Not caring about the overgrown weeds or the house leaning towards you. You barely feel the rusted metal of the backyard fence as you climb over it. Only caring about sleeping in your own bed after a long shower.

DM: You leap over the backyard fence. Your only concern is get away from the house as fast as possible. The moment you are safe behind your front door you collapse from exhaustion. You thrash about as you awake from a horrible nightmare. The pain of smacking you hand on the front door knocks any remains of the nightmare from your mind. As your breathing calms you wonder if you should keep what you saw to yourself or to tell the police.
Player: Tell The Police
DM: You sit up screaming. The straight jacket prevents you from thrashing your arms. Once you've calmed down you work through the motions of getting the jacket off. A quick glance at the large mirror across the room confirms that you're not a pile of bones. For just a moment you don't care that medications no longer work or that the nightmares are getting worse; you're just happy to be alive. Even the memory of the officers only finding John's skeleton and not the pile of bones you saw doesn't ruin your mood, but the memory of the nights waking in front of that accursed house do. Even on a different continent you still feel the pull of that house and you know that one day you will walk into that house, but not out.

Player: Let him suggest something

DM: "I went back in time," you tell her. "I know that this is going to happen. There's going to be a huge killing spree tonight. They're going to set all the houses aflame. You were going to be at the park tonight, playing piano. You were going to die." And so you tell her everything.Her eyes are wide as she listens. "Oh," she says. "Oh, no."And then she asks, quite carefully, if perhaps you'd like to come with her to see the town psychiatrist tomorrow? In that instant, your chest tightens. She doesn't believe you. How could she?
Player: next time. next time, you'll learn to lie
DM: (for you have done all of these in different timelines - you have lied to her shamelessly, told her half-truths and fabrications, broken down and confessed everything, all in a multitude of ways)(it has always ended the same way)

DM: "Listen," you manage, scrambling for words, "I'm not a traitor, I swear I'm not-"She pauses, and for a moment you see the fury on her face melt into sadness. When she looks up, you know she truly believes you are a monster (she sees your skill with weapons, the fact that you knew this was coming - where else could you possibly have acquired such skill with your handgun? how else would you know the Empire's attacks before they occur?)(she knows you love her, and she thinks it damning, the twisted adoration of he who kills innocents)"Liar," she spits. "If only I could believe you."But it had never mattered in the previous timelines - you had left her to hate you in the hopes that it would save her, and yet it never had. So this is what it has come to - for the first time she has come after you, pistol in hand, to kill you for crimes you never have committed. Is there any way you can convince her you're to be trusted, any way at all?
Player: offer to prove your hatred of the Empire
DM: "Listen," you say urgently, "I hate the Empire as much as you do. You think I'm working for them? Really?"You see the answer in her eyes - she thinks you betrayed her by turning against the townspeople, acting as an accomplice to the police of the Empire. "That's all you want, isn't it?" she says, a sadness creeping into her voice. "You want me, and you want power. And you're willing to do anything to get power, and to say anything to get me to trust you. Isn't that so?""Not even close," you say, taking care so that your voice doesn't falter. "All I ask is one leap of faith. After all, you have no proof of what you believe, because I'm not on their side. I'll prove it to you, however you want.""Anything," she repeats. "Really?""I will," you say."Fine," she returns. "Kill all the Empire soldiers we see in the next hour."And for the first time, you smile.
Player: if their death is her wish, then so be it.

Player: Front Page News

Player: Ooh! Magazines!
DM: You toss over a couple of playboys, a few technical books & instruction manuals, and countless catalogues full of bras.
Player: Get outta here.
Player: Check out the Nightstand
DM: You mosey on over to the nightstand. Well, NOW WHAT?
Player: Get outta here
Player: Talk to man #1
Player: Where am I? (1)
DM: "You're in Antarctica. You think anyone knows what station we're at?"

DM: So captivated by the statute that you don't realize that ice is forming around you legs, until it is too late. You panic and try break free to no avail. The ice quickly climbs up your chest, your neck and finally your head. Within minutes you suffocate.

Player: Go Back Downstairs

DM: It has been a week since you left that house and the police still don't know who killed John. They don't even know how his body froze in the middle of summer. You don't know either but, you do know that you were lucky to have left that house before you wound up the same way as John.

DM: Though I knew I was taking a risk, it felt right to go with this strange being. I nodded and all of a sudden I was in a forest with the stranger standing a foot away from my side. It turned to me and told me to follow it. As we were walking I noticed that even though it was about mid day I couldn't see much light. It felt like two hours before it stopped and told me, "There is a terrible occurrence beyond but I must not speak of it. You must discover that by yourself." I felt confident so I nodded to show I understood and I carefully walked in the direction it was facing. Ahead I heard a cry of outrage and I cautiously peeked around a tree. The scene that met my eyes was horrific; the Headmaster's fancy robes were shredded and torn, and Malture, the monstrosity that had been a constant threat to the magic realm, was facing a hole in the ground and I watched horror stuck as some kind of bones flew out of it and grew into a wolf. Necromancy was a dark stain on the magical realm, and it made my insides twist at the mear thought of it. Malture laughed a laugh that chilled me to the core and I realized that I hated Malture. He was pure evil and now I was able to have a go at him.
Player: He might be too strong, I can't attack him now.
DM: Something was warning me no to draw attention to my self so I turned to go. I turned but I forgot to look where I was going. I narrowly avoided running into a tree when I made a run for it. But I forgot about the wolf because all of a sudden it was on me, ripping me to pieces.

DM: Unsure of where the nearest gas might be, you decide to turn around and go back, where at least you know there's a house. You drive for what seems like forever, scanning the horizon for the place and seeing nothing. Finally, the car sputters to a stop. You'll have to hoof it the rest of the way. Of course, it's starting to get dark out, and, being unfamiliar with the territory, you don't know if the house is past the next hill or another five miles down the road. It may be safest to wait in the car until morning so you can see any zombies that might try to jump you. Or you could just go for it. What's the worst that can happen?
Player: Start walking
DM: Fuck it! Let's get out there and do some cardio. Think of how great your buns and thighs are going to look. You stuff as much beef jerky as possible in your pockets, put the duct tape on your arms and depart with your chain saw and siphon pump. You're about to leave the chainsaw's extra fuel behind when you realize you can just duct tape it to your back. A while later, perhaps about fifteen minutes, your destination is still out of sight, which may or may not be due solely to the fact that is is dark out. That's when you hear: "BRAINZ!!" Well, shit. You think the sound came from your front left... you're not sure how far away. This leaves you with only three options... Although 'only' may be the wrong choice of word, since you usually have two options.
Player: Run back the way you came like a little girlie
DM: With a high-pitched squeal of pure terror, you spin around and begin to run for dear life. Desperate to escape, you drop everything you're carrying and flail your arms around like an orangutan on PCP. (You know, for momentum.) Unfortunately, you don't get far before you slip on your own piss, hit your head and black out. You awaken several minutes later to the peculiar sensation of a rotting corpse gnawing on your intestines.

DM: You send officers to the bank but it looks like they are too late, and the thief has already robbed the bank. The thief left another note explaining his story, and based on the thief's NARRATIVE you come up with a PREDICTION. You should:
Player: set a trap, PREDICT means to see something that has not happened yet
DM: Great job! Thanks to you, the thief has been caught but it looks like your work has just begun. Your boss thinks that the thief also CONTAMINATED the town's drinking water, but you have to get TANGIBLE evidence to prove it. When you ask the thief he confesses that he did it. You should:
Player: You did it! Congratulate yourself with a glass of water
DM: . Whoops, you forgot that the water was CONTAMINATED, meaning that it was not safe to drink, and that the thief's confession was not TANGIBLE since you could not touch it

DM: The air starts to feel warmer the moment you leave your sleeping bag. After thinking it over for a moment you pack up your sleeping bag in case you find a better spot to sleep. Once your done, you wonder if you should look into the closet or leave the room now to go look through the rest of the house.
Player: Closet

Player: Ask to speak to Margaret
DM: You ask to speak to Margaret so Mrs Russell goes and fetches her: she turns out to be a rough-looking woman with a face covered in bruises and prematurely lined. Gently you ask her to tell you about this morning."It was a rough night for poor Emma," Margaret tells you. "She got one hell of a beating but it's a rough neighborhood. I was out myself last night when some man hit me in the mouth. I saw Emma around twelve talking to a man in a dark suit with a white handkerchief around his neck. He was of medium height but I don't think I'd recognise him if I saw him again. I didn't see her again until she came in this morning, blood pouring from her like a tap."You thank Margaret for her information.What do you do now?
Player: Question Mrs Russell

DM: You sidestep right. The electrostaff misses you by a few inches. Quickly you cut down the gangster.
Player: Help the Rebels
DM: With your lightsaber in a frenzied fury, you cut down the rest of the gangsters."Once again you astonish us," Commander Oragana tells you. After an hour of waiting Oragana's friend arives in an air speeder. By the looks of him, he is probably a merchant or trader. "Hop in!" he says.You and the Rebels get into the air speeder. It cruises across the streets of Mos Esle. Soon you reach the outskirts of the town. Oragana's friend slows down."What's going on?" you ask."We're being tracked by some probe driods." the man answers.
Player: "Let's stand and fight!"
DM: "Fine." he mutters. You wait. Soon in the distance appears two probe driods. Soon the get within shooting range. They open fire. Everybody dives behind the air speeder.
Player: Pick them off with your blaster!
DM: You reach for your blaster and aim at;

DM: You look through the window from the observation room, down onto the Object placed at the heart of the chamber. Protruding from the walls are all manner of scientific gadgetry, so that the tests can be carried out remotely, and hopefully more safely, from the observation room.It has been two and a half months of all manner of tests, such as bathing the Object in various forms of radiation, scanning it with all manner of sensors, trying tests in normal air and in a vacuum, and that sort of thing. So far, the Object has just sat there. It could continue to do nothing at all. It could just be a solid chunk of lifeless metal for all anyone knew. That's what you are beginning to think, anyhow.Of course, the Government and Military representatives were "completely positive" that something would happen eventually. And they got to monitor the tests from another facilitiy eighty kilometers away - just in case the Object happened to be a bomb of some sort. That was really reassuring for you."Come on, Jones, let's get to work," Hammond says, the doors to the observation room swishing shut behind him as he arrives.
Player: "Sure. So, what are we going to do to it today?"
DM: "Okay, we're doing Gamma Radiation today. Why don't you get us started, spin the dial to five, will you?" Hammond says, leaning over one of the consoles, and peering through the window at the Object below.
Player: Turn the dial to five.
DM: "Here goes nothing," you say as you turn the dial to five.Both of you look out through the window at the Object in the chamber beyond. A long mechanical arm unbends from the wall, with a large emitter on the end. It slowly powers up, and you watch a counter slowly tick up from zero. Invisible gamma radiation begins to bathe the Object from the emitter.As the counter begins to pass four, something happens!There is a flash of light, almost blinding your eyes, and then-
Player: (continue)

Player: Maybe you just imagined it?
DM: You yawn. Actually, it does feel like you've been working for a whole day. Maybe Hammond was right, maybe you're just tired. Day after day of repetative tests could indeed make everything seem to blur together, after a while."Yeah, maybe you're right, Hammond. I guess I should drive home and get a good night's sleep," you say."Rest up, and I'm sure you'll feel better tomorrow," he says. "Well, see you later then, I'm off."Hammond puts on his jacket and heads home.

Player: Perform the Gamma radiation test again.
DM: "Yes, Hammond. That would make me happy. Let's do the test again," you say."Okay, by all means. Turn the dial back to five," he says, shaking his head tiredly.

Player: Leave the Facility.
DM: You grab your jacket, flick off the lights, and walk out through numerous corridors and doorways. Finally, after passing through two security checkpoints, you reach the garage. Taking your car keys out of your pocket, you hop into your Toyota Aurion V6. You sink into the comfortable seat with a smile. Ah, the perks of your job.Switching the car on, you pull out of the multi-level garage, and head out onto the road. The Facility was mostly underground, but a large boxy building juts up from the barren surface. Your temporary home, for the duration of the tests, was a house the company purchased in a relatively modern country town an hour's drive away.It's getting dark outside, but the sky is clear, the moon and stars bright above you. You flick on your headlights, and there is a flash of light as they turn on...

Player: Turn the Dial to five.

Player: Waking up to more confusion.
DM: You wake in your bed, in a house that the company has purchased, about an hour's drive from the Factility. Stretching, you get up out of bed. What an odd dream... Something had happened out at the Facility, but you couldn't remember what. Dreams tended to be like that. You were in your car, or something?Stretching your arms above your head, you bend to each side, stretching your aching muscles, then reach out and open the door to the ensuite.A fierce, hot wind assails you, and you stumble backwards, your sleepy limbs not prepared. For a moment you just stand there in your underwear in shock. Outside your bedroom, looking through what should be the door to your ensuite, was the desert! You glance out the bedroom window, and it's still there! Bleak, barren desert sands and rocks stretch off to the horizon. Where is the town? More importantly, where is the rest of your house!
Player: Step outside
DM: Astonished and confused, you open your main bedroom door, to see more desert outside. You step outside, onto the hot sand, to see if it is real or an illusion.The sand is hot beneath your feet, and you quickly step back inside. Perhaps you should get dressed first?

Player: Get dressed
DM: Your clothing lies scattered across the floor around your bed.(Click on objects to put them in your inventory)

Player: Get Dressed
Player: Your clothing

DM: It was the day that Caleb and I moved into the house of our dreams: the oldest Victorian in town. The house had the original aspects of a real Victorian house. Everything was in tact and Caleb immediately threw down a check with the full purchase price: $249,900. It was surprisingly cheap and both of us decided to move in the next day. We packed up our bags and left our old, dingy apartment. When we arrived at the house, I got out and grabbed all the light furniture out. Caleb began looking at the house in amazement. "Ah, isn't this home the best," Caleb asked. "I can't believe we bought an old Victorian like this, especially at this price." "Well, the economy is down a lot now," I said. "If the economy was a lot higher, we would've had to pay more than triple for this house." "Yeah... So should we go in?"
Player: The Garden
DM: Caleb and I walk to the garden. It was filled with overgrown weeds and grass. "No wonder why this house is so cheap," Caleb began. "Look at how overgrown the weeds are! This house is so not maintained." "Stop!" I yelled. "This is why I can't buy anything with you. You always complain." "Let's go into the house to see what it even looks like, or should we just leave?!"
Player: Leave the House
DM: Caleb and I left the house as is. We came back the next day to clean up anything that would detract a buyer. "There," I began, "it's back on the market for $450,000." "You think it would sell?" asked Caleb. "I think it would. Oh my, an interested buyer!" "How much did they offer?" "Holy crap! A whopping $600,000! That'll buy us another house nearby!" "Uhm. Okay. Yeah. Not this area." Caleb and I sold the house and left the house and it's oddities to the new owner. We weren't worried and hoped for the best for the new owner.

Player: Look Inside the Closet
DM: I walk towards the closet and open the door. After that, my memory was a blur. "Ken," Caleb screamed. "Are you okay?!" "I... think so," I said. "I think I saw... a body inside..." "Lemme see..." Caleb looked inside the closet and used his iPhone flashlight to see. He immediately screamed in horror and sadness. "Somebody died here... I think this might be the reason the house is so cheap!" I heard somebody walk in the foyer. "Hello," the voice began. "Is anybody here? I am the neighbor across the street!" "Caleb, let me get this," I said to him. "Hello? This is the new owner of the Victorian." "Hello, my name is Kelly Crostin. I live across the street. I heard screaming and wanted to know if everything's okay." "As a matter of fact, no. Everything's not okay. I want to know if someone died here." "Oh no. The rumors are true." "Rumors?" "Yes. An old man, Peter Jenkins, lived in this beautiful house. I heard there was a demon living in this house too, and he obeyed this demon. When he disobeyed him, which I think was a few months ago, he was killed... or so I think. Police arrived at this house with horror and all that icky stuff. I was more shocked than ever because Mr. Jenkins was such a nice person. I suggest you leave this house right now and put it back on the market." "Thanks for ruining my financial situation. I just bought this house... Now what should I do? My husband and I just moved from our little tiny apartment and now we have to house hunt again?! Not cool..."

Player: Baby Snakes

Player: Go Upstairs
DM: I go upstairs to overlook the foyer. I wave at Caleb and gave him a thumbs up, stating that it was okay. I walked deep into the hallway. "Oh god, what door should I go into?"
Player: Bedroom 2

DM: "Seriously," I began, "I don't believe your crap stories and I think I'm staying here. I spent way too much money and I'm not going to waste my time hearing you out." "Okay," Kelly began, "Suit yourself. But don't say I didn't warn you!" Ken walked back to Caleb. "Caleb, this woman is nuts," I exclaimed. "I think we need to think about what to do with this house, though." "Call the police," Caleb yelled. "I'm not living in a house with a demon!" "Darling, don't you mean an exorcist? They wipe clean the house by God." "Enough with your God this and God that bull! You always put religion into my life. I'm going in the bedroom." Caleb walks upstairs to the bedroom. Suddenly, I hear an extremely loud scream and a gun firing.
Player: Run Away from the House
DM: I ran away from the house... THE NEXT DAY TV: Police have discovered two bodies found at the Ellerson Mansion today around 10:30 this morning. The bodies identified are Caleb Jonathan Ellerson and Kenneth Lawrenson. Lawrenson, aged 33, and Ellerson, aged 37, bought the old Ellerson Mansion for $249,900 just yesterday afternoon and was planning to move in that day. Police are now also questioning on whether the old owners had to do with their deaths. TV: Breaking news! It seems that a human skeleton has been found in the closet of the old Ellerson Mansion. Police identified the man as 83-year-old Peter Jenkins and was known to neighbors as the previous owner of the home. We spoke with a neighbor, who claims that a demon or ghost lives in the house. Kelly Crostin: I warned Ken and Caleb yesterday. They ignored my warning. They get what they deserved. GAME OVER. Go back or end game.

DM: I run to the bedroom to see Caleb in a pool of blood. "Holy..." I fainted. When I woke up, I noticed the night was coming, so I went back downstairs to call the police. I called the police and begged them to come over before something worse happens. Suddenly, I hear noise from the background. "You aren't gonna make it out alive!" said the voice. "You will die tonight!" "Hurry!" I yelled. I chucked my brand new iPhone at the wall of the staircase. "You aren't gonna catch me!" "You definitely will!" I ran back upstairs and grabbed Caleb. "Oh shoot! What room do I go into?!"
Player: Bedroom 3
DM: I go into the bedroom where I find lots of old antiques. "Oh my god," I said, "this room is amazing!" I saw someone with a knife touching my back. Turning around slowly, I see a demon-like figure. "Get away from me!" "Not in your whole life," said the figure. "You're coming with me to die the most gruesome way!" "Please! I'll do anything!" "Anything?" "Yes! Anything!"

DM: I put my hands in the air. "I surrender!" I said to the figure. "Take me and do as you wish!" "That's a good man," the figure said to me. He takes me into the second bedroom. That's when I find out my worst nightmare...

Player: Hit Him
DM: I hit this demon-person thing over the head with a nearby cup saucer. "Ouch!" the thing said. "I'm Peter Jenkins, the owner. Who in the world are you?!" "I'm the owner," I began, "that just bought this house. What's up?" "What's up? It's my house, you dimwit! I own it still!" "Not according to my Remax agent!" "What? I'm not dead though! This guy Miko Nataki filed me as a death in this house. I'm not though!" "Miko?! My ex?! EW!" "Come on, I'll help you find him so we can both beat him down."
Player: Ignore Mr. Jenkins
DM: I really wanted Mr. Jenkins to go, but I feared that he was too weak. "I'd love to take you," I began, "but I'd rather go myself. This is a battle between me and whatever is in this house." "Okay," he said. "I wish you all the luck and hope for the best outcome." I walked back into the hallway. "What room do I go into?"

Player: Floor the Brakes
DM: I floored the brakes, stopping about two inches from where Miko was standing. Miko starts walking towards my car. "Well, well, look what we have here," he began, "a nice little young adult with his young innocent husband. Too bad they'll both be dead now..." "What's that supposed to mean?" I asked. "You psychopath, insane asylum-like creature!" "Aww, don't be a meanie. I'm only here to speak." "Speak? I know you want to kill me and eat me or something in that nature!" "Don't worry... It'll only take a second." Miko takes a knife out of his pocket and raises his hand, about to stab me. "Oh my god!"

DM: I walked back as he slowly brings out a knife. Using my defense skills, I tricked him, begging for mercy. When he reached for his hand, I grabbed it and yanked the knife out of his hand. I punched him in the face and threw the knife out the window. Remembering a beat to a song I liked when I was dancing in the club the night before was the pace I punched him in the face. "STOP!" voices yelled, "This is the Cornell Township Police! Please step back from the man!" I snapped myself out of the beat and stepped back. I cried to the police. "Aiuto! Aiuto!" I cried to them. "My husband's dead!" "Sir, is that someone you know?" "Yes, but he's not my husband. I'll show you where he is."
Player: Back to the Bedroom
DM: I walked back to the bedroom where Caleb layed. The thing missing was Caleb's body. "I swore it was here!" "Sir, Caleb Ellerson is okay." "Whataya mean? He's dead!" I felt a cold hand by my shoulder. "Surprise. I'm not dead!" said Caleb. "Thought I was? I faked my death and Mr. Jenkins hid a skeleton to fake his death too! "I wanna kick your butt so badly now!" I yelled back at him. "You got me all sick and worried." "Yes, don't worry," said Mr. Jenkins as he was coming up the stairs. "There's no such thing as a demon or whatnot in this house o' mine. Ms. Crostin is just a compulsive liar who likes to scare people with this house. Oh and by the way, I want to settle this house with a lower price because I think paying 250 grand for this junk is absolutely absurd." "Really? You wanna give us a lower price for this house?" I asked. "Sure! I'm pretty sure you guys are good souls! And plus you two are gay. Since then, I'm pretty sure you guys can fix this ol' house up!"
Player: Two Months Later...

Player: Follow Mr. Jenkins
DM: "Okay, but on one condition," I began, "I want to purchase this house after all this is over. I'm currently homeless because of purchasing this house." "Okay, it's a deal," Mr. Jenkins said. "I hope you will take good care of my baby." We got ourselves into full "battle mode." I made sure no one would follow us, just in case we were gonna die. We walked back to the hallway. "Which room?"

DM: I went back to the house where I saw Miko again. "Miko?!" I screamed. "What the hell is going on here?!" "Well, sir," an officer began, "Mr. Miko Nataki is accused of first degree murder of Peter Jenkins, arson for blowing the house up, and burglary because there was about $6 million of items in the house missing or burned. Do you know who hit Mr. Nataki? The only evidence we had was the grill of the vehicle was similar to a BMW X series and the license plate was... yours..." "Uhm... Can I explain that I was about to be murdered by this madman so I floored the gas pedal." "Excusable, but still requires for you to testify against Mr. Nataki and explain that you hit him as self defense. Was he holding any weapon?" "Yes, he was holding for what I believe to be a machete." "Okay, please place your fingers onto the ink to make an impression." I placed my fingers onto the paper, feeling embarrassed and ashamed of myself.

Player: Use Caleb
DM: I jumped behind Caleb and he tackled Caleb down to the ground. I screamed for help, to try and help my situation, but that did not work. I knew what I had to do. I sneaked to the boot of my SUV and took out my hammer. I snuck behind Miko and, with a piercing blow with a hammer, struck him on the head. Miko fell to the ground. "Ken!" Caleb yelled. "You just killed a guy! What the hell are we gonna tell authorities!?" "First, relax. Ci penso io (which means I'll take care of it in Italian). Second, he almost killed you. Third, he blew up our house. Fourth, we're going to police right now.
Player: Drive to the Police Station

Player: Use the computer
DM: You hit the switch. The computer lights up and seems to be powering on - when suddenly - blue screen of death! Oh, woeful day!
Player: Get off the computer

Player: In Court...
DM: In court, I had to deal with a gruesome two-hour debate on whether I was wrong for hitting Miko. I turned my head at Miko and flicked the middle finger at him, angry with what he did to me. Apparently the house was not meant to be for sale and my real estate agent is also accused of selling me a house illegally, taking $249,900 from me. After the two hour debate, I was not charged for attempted murder. Miko was charged with first-degree murder and sentenced to life in prison. My real estate agent was charged with scandal and sentenced to ten years in prison. This will be the last time I will ever buy a Victorian house. The next house I buy is a brand new manor near the city.

DM: I kicked my door out and made him vomit. The knife landed in the cupholder of the center console. I was relieved that it landed there. "There's no way you're taking my life," I said. "I have a long way to go before I die." "Very well," Miko began, "don't worry. I have another way for you to die." He pulled out a gun and pointed at me. I pushed myself against Caleb, knowing it might be the end. Suddenly, I hear sirens and see a large amount of police officers. "Put your hands up, Miko Nataki!" the police shouted. "You are under arrest for manslaughter, first degree murder, attempted murder, kidnapping, aggravated assault, and sexual harrassment!" "Jeez, I didn't know a person could be charged that much," I said. "How can one person be charged for that many crimes?" "Hun, it's called being stupid," Caleb began, "for being stupid will lead a person to many charges from the police. It's called Karma." Miko was tackled by police and arrested. The police brought me and Caleb in for questioning. I was apparently accused of attempted murder as well, for almost hitting Miko. I felt embarrassed and ashamed of myself for being accused for what I did and not being seen as the victim...

DM: I drove to the police station, where they saw blood on my hands. "Sir," he began, "did you kill someone tonight?" "Yes, but out of self-defense," I told him. "My psychopathic ex-boyfriend demon-like creature thing Miko Nataki..." "Miko Nataki! He's the one wanted for the murder of Peter Jenkins!" "Uh, I think he might be dead from the house explosion." "House... explosion? The house blew up sir?" "Yes... I braked and Miko came up, about to attack me. I snuck out of my car and hit him with a hammer in a piercing blow on his head." "Sir, please step forward. You will still be arrested for possible murder, but claim is self-defense. Anything you say or do will be held against you in the court of justice." By this time, I wanted to cry, but at least I have a place to sleep...

Player: A group of people talking about how fun "silly hat day" was
DM: You walk over to the group who is talkign about "Silly hat day" was. You hear their conversation:"Hey, I'm glad the Fairview Cult wasn't elected in student council!""Yeah, I heard the Fairview Cult was not going to hold a silly hat day!""That is so mean and evil! I hate the Fairview Cult!" You decide it is in your best interest not to talk to this group.
Player: The Army Recruiter, wandering around dazed and confused
DM: You walk over to the army recruiter, who is just wandering around. He seems to have just come out of a trance. He says to you, "Yes son I believe in Thou Shall Not Kill, but some times there is a need to kill. And son, I feel a dark presence overwhelming this school, hurry up!"

DM: The drive there was pretty uneventful, as zombies can barely run, never mind chasing a car. In about fifteen minutes, you arrived at the school, but trashed a car in the process due to zombies and junks on the road. Everyone arrived safely though. You drove your cars through the gates and parked. Five people armed with various guns walked up to you and greeted you. "Hello. My name I'd Chief Anderson, and I am currently in charge of this camp." The man in front said.
Player: Damn. We're gonna lose our Leader position...
DM: "Nice to meet you, chief. Nice place you got." You shook his hand and complimented him. You silently made some calculations. Either stay with them and hope for the best, or leave now. "Please excuse us for a minute." The chief nodded and you walked to your group. "We're staying, right?" Sara asked. "Well, if you want, yeah." You answered, while the others cheered. "But, I don't really like this life... Being once again controlled by people. I mean, if you want to stay, by all means do so. But if you have the same mindset as me... Join me." No one joined you, not even your friends. In the end, only Sara remained by your side. "If we die, we die together." You said your goodbyes and went away. Weeks later, you were captured by slavers and forced to work for them or die. You tried to prove your loyalty to them to be free, and actually succeeded, while Sara still remained a slave. But you still cared for her and she still loved you, and you remained in the slaver's ranks as someone who is just average. From then on, life was good for you, not so good for Sara, but hey, at least you're both alive and well. So that's something, right?

DM: The days blurred together, you weren't quite sure how long you stayed in that cramped little room. You've had a holo-projector to distract yourself at least. Those days, you immersed yourself in the drastically alien world of the Commonwealth media. It seemed that, besides Channel 1, which was reserved for a constant stream of monotonous state news broadcasts not unlike those in the Aristocracy, the other channels contained an anarchic and colorful variety of programs, films, live broadcasts and shows. Some of them appeared terribly vapid and trite to you, as your father had spared no expense to further your education in the high cultures back home, others were intriguing, fascinating, new - either way, you were entertained, captivated even, and eagerly took in all these impressions of the strange Commonwealth culture, be it sports, art, theater, movies or the indecent night-time program. One day, as you were idly zapping through the many channels your holo-projector would grant you access to, Steiner knocked on your door and gruffly requested you follow him. Two armed guards stepped in line behind you and led you out of the Commonwealth's housing facilities. You were not quite sure where they drove you, as you were unfamiliar still with the layouts of your new environment, but soon enough, you found yourself in what looked like a hearing. A semi-circular table with six voice-projectors and data-slates, at each one were uniformed men and women in dark red and white with heavily decorated pins and ranks. You were familiar with each, as you had been taught to recognize persons of interest back in the Aristocracy when capturing them was possible. Not that you ever saw combat. Idly, you let your eyes wander along the uniforms: Major-General... Lieutenant-Colonel...
Player: Type Your Name
DM: 
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DM: G
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DM: "Charge through," you say to the cannibal.The cannibal stares at you in abject horror. You raise your shard of class, pointing it at the creature. It lets out a whimpering noise, before nodding.The cannibal turns, looking at the corpses. It takes a deep breath, before charging into the mass of corpses, pushing its way forward.The creatures begin to spasm, awakening from their slumber as their limbs begin trashing, smacking into the cannibal. It screams in terror as the zombies. They don't seem to be tearing him apart, but instead hitting and shoving him, knocking him backwards frantically. The cannibal is shoved back, and with a desperate scream he hurries out of the reach of those horrific creatures, collapsing in front of you."No! No!" he begs. "Not again, not again, please.""Get up," you snarl. "Barging our way through doesn't seem to be effective."
DM: "Let's get the fuck out of here, man-eater," you say.The cannibalistic monsters nods slowly, letting out a wet, squelchy grunt as it follows after you as you move backwards as you know there's no way you're risking your life to go through their, best hoping to avoid your brutal death. It's clear these monsters are here are meant to prevent you from going down this path, as the Nightmare Realm forces you to where they should end up. You hurry back down the path you came from followed by the lunatic, until you end up exactly where you came from, outside of your bloody room.

DM: A
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Player: j
DM: AAAAAJ
Player: p
Player: v
DM: A
Player: D
DM: D
Player: m
DM: AM
Player: k
DM: LA
Player: n
DM: AAAN
Player: l
DM: AAAAL
Player: n
DM: AAAAAN
Player: g
Player: e

DM: AAO
Player: u
DM: AAAU
DM: AAAA
Player: T
DM: T

DM: AAP
Player: t
DM: AAAT
Player: j
DM: AAAAJ
Player: l
DM: AAAAAL
Player: b
Player: f

DM: AAQ
Player: f
DM: AAAF
Player: o
DM: AAAAO
Player: n
DM: AAAAAN
Player: v
Player: e
DM: A
Player: P
DM: P

DM: AAR
Player: m
DM: AAAM
Player: f
DM: AAAAF
Player: k
DM: AAAAAK
Player: p
Player: k

DM: AAS
Player: h
DM: AAAH
Player: s
DM: AAAAS
Player: y
DM: AAAAAY
Player: n
Player: n

DM: AAT
Player: r
DM: AAAR
Player: k
DM: AAAAK
Player: y
DM: AAAAAY
Player: n
Player: d

DM: AAU

DM: AAV
Player: l
DM: AAAL
Player: g
DM: AAAAG
Player: h
DM: AAAAAH
Player: q
Player: e
DM: A
Player: T
DM: T
Player: h
DM: AH
Player: n
DM: AAN
Player: x
DM: AAAX
Player: r
DM: AAAAR
Player: e
DM: AAAAAE
Player: q
Player: l
DM: A
Player: L
DM: L
Player: g
DM: AG
Player: r
DM: AAR
Player: b
DM: AAAB
Player: f
DM: AAAAF
Player: l
DM: AAAAAL
Player: k
Player: v

DM: AAW
Player: i
DM: AAAI
Player: m
DM: AAAAM
Player: s
DM: AAAAAS
Player: o
Player: z
DM: A
Player: A
DM: A
Player: r
DM: AR
Player: g
DM: AAG
Player: x
DM: AAAX
Player: g
DM: AAAAG
Player: x
DM: AAAAAX
Player: u

DM: AAX
Player: t
DM: AAAT
Player: j
DM: AAAAJ
Player: h
DM: AAAAAH
Player: q
Player: i

DM: AAY
Player: a
DM: AAAA
Player: v
DM: AAAAV
Player: f
DM: AAAAAF
Player: e
Player: o

DM: AAZ
Player: o
DM: AAAO
DM: AAAA
Player: K
DM: K
Player: o
DM: AO
DM: AA

DM: AAA
Player: C
DM: C
Player: u
DM: AU
DM: A

DM: AAAA
Player: k
DM: AAAAK
Player: i
DM: AAAAAI
Player: c
Player: y

DM: AAAB
Player: z
DM: AAAAZ
Player: w
DM: AAAAAW
Player: d
Player: c

DM: AAAC
Player: u
DM: AAAAU
Player: v
DM: AAAAAV
Player: k
Player: n
DM: A
Player: I
DM: I
Player: g
DM: AG
Player: l
DM: AAL
Player: l
DM: AAAL
Player: f
DM: AAAAF
Player: b
DM: AAAAAB
Player: m
Player: k
DM: A
Player: M
DM: M
Player: r
DM: AR
Player: k
DM: LA
Player: m
DM: AAAM
Player: r
DM: AAAAR
Player: d
DM: AAAAAD
Player: n
Player: t

DM: AAAD
Player: h
DM: AAAAH
Player: q
DM: AAAAAQ
Player: t
Player: v
DM: A
Player: M
DM: M
Player: f
DM: AF
Player: p
DM: AAP
Player: s
DM: AAAS
Player: o
DM: AAAAO
DM: AAAAA

DM: AAAE
DM: A
Player: J
DM: J
Player: p
DM: AP
Player: t
DM: AAT
Player: a
DM: AAAA
Player: b
DM: AAAAB
Player: f
DM: AAAAAF
Player: y
Player: g

DM: AAAF
DM: AAAA
Player: M
DM: M
Player: v
DM: AV
Player: z
DM: AAZ
Player: o
DM: AAAO
Player: j
DM: AAAAJ
Player: v
DM: AAAAAV
Player: d
Player: e
DM: A
Player: D
DM: D
Player: m
DM: AM
Player: z
DM: AAZ
Player: i
DM: AAAI
Player: d
DM: AAAAD
Player: c
DM: AAAAAC
Player: a
Player: h
DM: A
Player: K
DM: K
Player: q
DM: AQ
Player: z
DM: AAZ
Player: f
DM: AAAF

DM: AAAG
Player: g
DM: AAAAG
Player: u
DM: AAAAAU
Player: n
Player: S
DM: S
Player: b
DM: AB

DM: AAAH
Player: r
DM: AAAAR
Player: r
DM: AAAAAR
Player: m
Player: k
DM: A
Player: G
DM: G
Player: e
DM: AE
Player: o
DM: AAO
Player: i
DM: AAAI
Player: j
DM: AAAAJ
Player: l
DM: AAAAAL

DM: AAAI
Player: z
DM: AAAAZ
Player: b
DM: AAAAAB
Player: q
Player: p

DM: AAAJ
Player: k
DM: AAAAK
Player: p
DM: AAAAAP
Player: j
Player: n
DM: A
Player: R
DM: R
Player: d
DM: AD
Player: b
DM: AAB
Player: z
DM: AAAZ
Player: g
DM: AAAAG
Player: v
DM: AAAAAV
Player: t
Player: v
DM: A
Player: Q
DM: Q
Player: p
DM: AP
Player: k
DM: LA
Player: c
DM: AAAC
Player: z
DM: AAAAZ
Player: l
DM: AAAAAL
Player: a
Player: w

DM: AAAK
Player: v
DM: AAAAV
Player: k
DM: AAAAAK
Player: c
Player: v

DM: AAAL
Player: w
DM: AAAAW
Player: o
DM: AAAAAO
Player: h
Player: h
DM: A
Player: M
DM: M
Player: h
DM: AH
Player: h
DM: AAH
Player: l
DM: AAAL
Player: s
DM: AAAAS
Player: z
DM: AAAAAZ
DM: AAAAAA
Player: G
DM: G
Player: z
DM: AZ
Player: y
DM: AAY

DM: AAAM
Player: z
DM: AAAAZ
Player: r
DM: AAAAAR
Player: b
Player: i

DM: AAAN
Player: d
DM: AAAAD
Player: d
DM: AAAAAD
Player: b
Player: n

DM: AAAO
Player: g
DM: AAAAG
Player: i
DM: AAAAAI
Player: v
Player: k

DM: AAAP
Player: w
DM: AAAAW
Player: a
DM: AAAAAA

DM: AAAQ
Player: z
DM: AAAAZ
Player: s
DM: AAAAAS
Player: l
Player: t
DM: A
Player: H
DM: H
Player: y
DM: AY
Player: b
DM: AAB
Player: b
DM: AAAB
Player: c
DM: AAAAC
Player: s
DM: AAAAAS
Player: z
Player: t

DM: AAAR
Player: v
DM: AAAAV
Player: x
DM: AAAAAX
Player: o
Player: t

DM: AAAS
Player: f
DM: AAAAF
Player: r
DM: AAAAAR
Player: q
Player: g

DM: AAAT
Player: q
DM: AAAAQ
Player: b
DM: AAAAAB
Player: v
Player: x

DM: AAAU
Player: y
DM: AAAAY
Player: i
DM: AAAAAI
Player: r
Player: a

DM: AAAV
Player: i
DM: AAAAI
Player: d
DM: AAAAAD
Player: t
Player: h
DM: A
Player: U
DM: U
Player: n
DM: AN
Player: h
DM: AAH
Player: f
DM: AAAF
Player: y
DM: AAAAY
Player: a
DM: AAAAAA
Player: b
Player: b
DM: A
Player: J
DM: J
Player: a
DM: AA
Player: a
DM: AAA
Player: h
DM: AAAH
Player: h
DM: AAAAH
Player: w
DM: AAAAAW
Player: w
Player: x

DM: AAAW
Player: w
DM: AAAAW
Player: m
DM: AAAAAM
Player: h
Player: a

DM: AAAX
Player: m
DM: AAAAM
Player: j
DM: AAAAAJ
Player: w
Player: j
DM: A
Player: Y
DM: Y
Player: b
DM: AB
Player: m
DM: AAM
Player: x
DM: AAAX
Player: r
DM: AAAAR
Player: x
DM: AAAAAX
Player: k
Player: b
DM: A
Player: O
DM: O
Player: t
DM: AT
Player: r
DM: AAR
Player: y
DM: AAAY
Player: u
DM: AAAAU
Player: m
DM: AAAAAM
DM: AAAAAA
Player: U
DM: U
Player: m
DM: AM
Player: j
DM: AAJ
Player: s
DM: AAAS
Player: l
DM: AAAAL
Player: o
DM: AAAAAO
Player: h
Player: o

DM: AAAY
Player: w
DM: AAAAW
Player: t
DM: AAAAAT
DM: AAAAAA
Player: P
DM: P
Player: s
DM: AS
Player: w
DM: AAW
Player: h
DM: AAAH
Player: x
DM: AAAAX
Player: f
DM: AAAAAF
DM: A
Player: B
DM: B
Player: k
DM: AK
Player: n
DM: AAN
Player: m
DM: AAAM
Player: e
DM: AAAAE
Player: i
DM: AAAAAI
Player: f
DM: A
Player: Z
DM: Z
Player: p
DM: AP
Player: y
DM: AAY
DM: AAA
Player: P
DM: P
Player: z
DM: AZ
Player: u
DM: AAU
Player: c
DM: AAAC
Player: o
DM: AAAAO
Player: x
DM: AAAAAX
Player: a

DM: AAAZ
Player: p
DM: AAAAP
Player: h
DM: AAAAAH
Player: r
DM: A

DM: You post a vile, hate filled paragraph directed at your opponent, reducing his sanity by 8.In turn, the troll derps at you, reducing your sanity by 5.The troll's sanity is a mere 0.What's your next move?
Player: Concentrate on harnessing your mojo
Player: Rant at the emo kid
DM: You spew obscenities at your opponent, reducing his sanity by 15.In turn, the emo kid posts an image of a sleeping man with a poorly drawn image of a penis scrawled on his fore head, captioned 'Endmaster after a recent bender.' It reduces your sanity by 12 and also reduces the damage of your attack.The emo kid's sanity is a mere 25.What's your next move?
Player: Whine about the emo kid's poor grasp of English grammar and writing conventions
DM: You mock the emo kid ferociously... but you deal 0 damage to his sanity!The emo kid swallows a handful of ritalin while posting his response, dealing 5 damage to your sanity and negating the effects of your attack! The sneaky son of a bitch!!The emo kid's sanity is still 28.
DM: You thoroughly rebuke your opponent, reducing his sanity by 28.In turn, the emo kid threatens to hunt you down and gut you like a trout, reducing your sanity by 12.The emo kid's sanity is a mere 0.What's your next move?

DM: AAAA
Player: N
DM: N
Player: f
DM: AF
Player: u
DM: AAU
Player: x
DM: AAAX
Player: q
DM: AAAAQ
Player: n
DM: AAAAAN
Player: g
Player: k

DM: AAAAA
Player: c
DM: AAAAAC
Player: k

DM: AAAAB
Player: a
DM: AAAAAA
Player: t
Player: d

DM: AAAAC
Player: l
DM: AAAAAL
Player: l
Player: h
DM: A
Player: W
DM: W
Player: f
DM: AF
Player: z
DM: AAZ
Player: c
DM: AAAC
Player: g
DM: AAAAG
Player: d
DM: AAAAAD
Player: b
Player: b
DM: A
Player: P
DM: P

DM: AAAAD
Player: j
DM: AAAAAJ
Player: a
Player: b

DM: AAAAE
Player: e
DM: AAAAAE
Player: m
Player: p

DM: AAAAF
Player: l
DM: AAAAAL
Player: s
Player: y

DM: AAAAG
Player: h
DM: AAAAAH
Player: a
Player: f
DM: A
Player: Z
DM: Z
Player: h
DM: AH
Player: c
DM: AAC
DM: AAA
Player: U
DM: U
Player: a
DM: AA
Player: y
DM: AAY
Player: k
DM: AAAK
Player: f
DM: AAAAF
Player: v
DM: AAAAAV

DM: AAAAH
Player: i
DM: AAAAAI
Player: k
Player: z
DM: A

DM: AAAAI
Player: t
DM: AAAAAT
Player: w
Player: r

DM: AAAAJ
DM: AAAAA
Player: Z
DM: Z
Player: r
DM: AR
Player: v
DM: AAV
Player: i
DM: AAAI
Player: v
DM: AAAAV
Player: o
DM: AAAAAO
Player: e
Player: t

DM: AAAAK
Player: v
DM: AAAAAV
Player: y
Player: l

DM: AAAAL
Player: f
DM: AAAAAF
Player: f
Player: c

DM: AAAAM
Player: k
DM: AAAAAK
Player: p
Player: m

DM: AAAAN
DM: AAAAA
Player: D
DM: D
Player: w
DM: AW
Player: o
DM: AAO
Player: u
DM: AAAU
Player: r
DM: AAAAR
Player: s
DM: AAAAAS
Player: e
Player: b

DM: AAAAO
Player: r
DM: AAAAAR
DM: AAAAAA
Player: K
DM: K
Player: d
DM: AD
Player: e
DM: AAE
Player: e
DM: AAAE
Player: w
DM: AAAAW
Player: z
DM: AAAAAZ
Player: n
Player: q

DM: AAAAP
Player: w
DM: AAAAAW
DM: A
Player: Q
DM: Q
Player: l
DM: AL
Player: c
DM: AAC
Player: k
DM: AAAK
Player: s
DM: AAAAS

DM: AAAAQ
Player: y
DM: AAAAAY
Player: s
Player: q

DM: AAAAR
Player: i
DM: AAAAAI
Player: h

DM: AAAAS
Player: j
DM: AAAAAJ
Player: e
Player: u
DM: A
Player: J
DM: J
Player: m
DM: AM
DM: AA
Player: L
DM: L
Player: l
DM: AL
Player: d
DM: AAD
Player: g
DM: AAAG
Player: d
DM: AAAAD
Player: g
DM: AAAAAG
Player: l
Player: o

DM: AAAAT
Player: v
DM: AAAAAV
Player: e
Player: y
DM: A
Player: D
DM: D
Player: j
DM: AJ
Player: z
DM: AAZ
Player: z
DM: AAAZ

DM: AAAAU
Player: x
DM: AAAAAX
Player: k
Player: j
DM: A
Player: W
DM: W
Player: j
DM: AJ
Player: c
DM: AAC
Player: m
DM: AAAM
DM: AAAA
Player: T
DM: T
Player: r
DM: AR
Player: e
DM: AAE
Player: d
DM: AAAD

DM: AAAAV
DM: AAAAA
Player: C
DM: C
Player: o
DM: AO
Player: w
DM: AAW
DM: A
Player: O
DM: O
Player: a
DM: AA
Player: z
DM: AAZ
Player: f
DM: AAAF
Player: v
DM: AAAAV
Player: g
DM: AAAAAG
Player: e
Player: w

DM: AAAAW

DM: AAAAX
Player: m
DM: AAAAAM
Player: w
Player: m

DM: AAAAY
Player: k
DM: AAAAAK
Player: i
Player: w

DM: AAAAZ
Player: f
DM: AAAAAF
DM: AAAAAA
Player: N
DM: N
Player: b
DM: AB
Player: o
DM: AAO
Player: v
DM: AAAV
Player: u
DM: AAAAU
Player: r
DM: AAAAAR
DM: AAAAAA
Player: U
DM: U
Player: v
DM: AV
Player: d
DM: AAD
Player: v
DM: AAAV
Player: v
DM: AAAAV
Player: f
DM: AAAAAF
Player: u
Player: s

Player: Sacrifice Mennia
DM: You take the ruby-coloured marble in your hands, and crush it. Lilac dust fills your closed fist. Vyrpa and Pim stay best friends for a long time. They live long and happy lives, racing frequently, but Vyrpa always wins. Derra walks away from the cliff with her love. You watch them marry, have children, grow old together, and have long, happy lives. Mennia runs to her brother immediately, tears streaming down her face, and sets to work. Both of his legs are gone, one of his eyes has been gouged out and his left lung is punctured. There is nothing she can do with him. Mennia grabs her sword, and walks out into the battlefield. She kills many men to avenge the life of her brother and the other soldiers that she abandoned, but is cut down relatively quickly. Mennia's brother sees a flash of red hair sweeping between the fighting men, before he blacks out and dies along with his sister.

DM: There are no choices that affect the final act of the storygame.However, there are several events that can happen that affect achievements. These are detailed in the achievements section. There are a couple of pages where you can lose the game. More details in Detailed Ch. 4 Choices Walk Through.
Player: How to get each Achievement
DM: Arsonist: Select "Set the fields on fire" in "Chapter 4: On the Run."Camouflage: Achieved by selecting "Enter the convenience store" in "To Missouri." Note: Gaining this achievement blocks "Lucky Guess" from being available.Lucky Guess: Achieved by the following steps:Step 1: On the page "To Missouri," select "No, it's too risky. Keep going toward Missouri."Step 2: On the page "Walk past the police and hope they don't notice your correctional officer uniform," select "Tell him '4372317'."The Most Interesting Man in the World: Achieved by the following steps:Step 1: Select "Check the bottle of Polar Ice Vodka" in "You're running out of time, what do you do?" on the first try.Step 2: Click on "What do you do?" Step 3: Select "You are done searching," without clicking on anything else.

DM: AAAAA
Player: F
DM: F
Player: q
DM: AQ
Player: g
DM: AAG
Player: g
DM: AAAG
Player: q
DM: AAAAQ
Player: b
DM: AAAAAB
Player: n
Player: u
DM: A
Player: G
DM: G
Player: k
DM: AK
Player: n
DM: AAN
Player: b
DM: AAAB
Player: t
DM: AAAAT
Player: u
DM: AAAAAU
DM: AAAAAA
Player: X
DM: X
Player: t
DM: AT
Player: i
DM: AAI
Player: c
DM: AAAC
Player: e
DM: AAAAE

DM: AAAAAA
Player: i
Player: c

DM: AAAAAB
Player: s
Player: i
DM: A
Player: T
DM: T
Player: k
DM: AK
Player: d
DM: AAD
Player: t
DM: AAAT
Player: a
DM: AAAAA
Player: p
DM: AAAAAP
Player: s
Player: w

DM: AAAAAC
Player: d
Player: n

DM: AAAAAD

DM: AAAAAE
Player: b
Player: z

DM: AAAAAF
Player: h
Player: t
DM: A
Player: V
DM: V
Player: g
DM: AG
Player: d
DM: AAD
Player: i
DM: AAAI
Player: c
DM: AAAAC
Player: v
DM: AAAAAV
Player: m
Player: f

DM: AAAAAG
Player: n
Player: q
DM: A
Player: W
DM: W
Player: u
DM: AU

DM: AAAAAH
Player: u
Player: x
DM: A
Player: W
DM: W
Player: o
DM: AO
Player: a
DM: AAA
Player: c
DM: AAAC
Player: f
DM: AAAAF
Player: y
DM: AAAAAY
Player: k
Player: b
DM: A
Player: X
DM: X
Player: l
DM: AL
Player: h
DM: AAH
Player: n
DM: AAAN
Player: k
DM: AAAAK
Player: c
DM: AAAAAC
Player: x
Player: c
DM: A
Player: H
DM: H
Player: h
DM: AH
Player: g
DM: AAG
Player: t
DM: AAAT

DM: AAAAAI
Player: w
Player: o

DM: AAAAAJ
Player: n
Player: p
DM: A
Player: U
DM: U

DM: AAAAAK
Player: d
Player: v
DM: A
Player: M
DM: M
Player: i
DM: AI
Player: v
DM: AAV
Player: p
DM: AAAP
Player: s
DM: AAAAS
Player: h
DM: AAAAAH
DM: A
Player: U
DM: U

DM: AAAAAL
Player: u
Player: h
DM: A
Player: I
DM: I
Player: e
DM: AE
Player: b
DM: AAB
Player: b
DM: AAAB
Player: q
DM: AAAAQ
Player: d
DM: AAAAAD

DM: AAAAAM
DM: A
Player: M
DM: M
Player: h
DM: AH
Player: m
DM: AAM
Player: b
DM: AAAB
Player: w
DM: AAAAW
Player: r
DM: AAAAAR
Player: k
Player: b
DM: A
Player: V
DM: V
Player: i
DM: AI
Player: j
DM: AAJ

DM: AAAAAN
Player: r
Player: y

DM: AAAAAO
Player: t
Player: m

DM: AAAAAP
Player: q
Player: g
DM: A
Player: T
DM: T
Player: q
DM: AQ
Player: f
DM: AAF
Player: t
DM: AAAT
Player: l
DM: AAAAL
Player: h
DM: AAAAAH
Player: m
Player: j
DM: A
Player: Z
DM: Z
Player: s
DM: AS
Player: g
DM: AAG
Player: e
DM: AAAE
Player: j
DM: AAAAJ
Player: q
DM: AAAAAQ
Player: c
Player: e
DM: A
Player: B
DM: B
Player: q
DM: AQ
Player: v
DM: AAV
Player: s
DM: AAAS
Player: p
DM: AAAAP
Player: h
DM: AAAAAH
Player: q
Player: j

DM: AAAAAQ
Player: j
Player: q
DM: A
Player: C
DM: C
Player: o
DM: AO
Player: l
DM: AAL
Player: i
DM: AAAI
Player: z
DM: AAAAZ
Player: v
DM: AAAAAV

DM: AAAAAR
Player: n
Player: u

DM: AAAAAS
Player: s
Player: n
DM: A
Player: K
DM: K
Player: r
DM: AR
Player: i
DM: AAI
Player: p
DM: AAAP
Player: j
DM: AAAAJ
Player: h
DM: AAAAAH
Player: n
Player: e
DM: A

DM: AAAAAT
Player: t
Player: j

DM: AAAAAU
Player: u
Player: n

DM: AAAAAV
Player: d
Player: j

DM: AAAAAW
Player: u
Player: u

DM: AAAAAX
Player: j
Player: n

DM: AAAAAY
Player: o
DM: A
Player: D
DM: D
Player: y
DM: AY
Player: j
DM: AAJ
Player: x
DM: AAAX
Player: k
DM: AAAAK
Player: s
DM: AAAAAS
Player: l
Player: e

DM: AAAAAZ
Player: i
Player: n
DM: A
Player: T
DM: T
Player: r
DM: AR
Player: l
DM: AAL
Player: q
DM: AAAQ
Player: v
DM: AAAAV
Player: o
DM: AAAAAO
Player: s
Player: d

DM: AAAAAA
Player: Q
DM: Q
Player: k
DM: AK
DM: A
Player: Y
DM: Y
Player: h
DM: AH
Player: z
DM: AAZ
Player: u
DM: AAAU
DM: AAAA
Player: Y
DM: Y
Player: b
DM: AB
Player: g
DM: AAG
Player: u
DM: AAAU
Player: f
DM: AAAAF
Player: d
DM: AAAAAD
Player: r
Player: l

Player: v

Player: v
DM: A
Player: J
DM: J
Player: j
DM: AJ
DM: AA
Player: T
DM: T
DM: A
Player: S
DM: S
Player: j
DM: AJ
Player: g
DM: AAG
Player: f
DM: AAAF
Player: i
DM: AAAAI
Player: k
DM: AAAAAK

Player: y

Player: k
DM: A
Player: X
DM: X
Player: r
DM: AR
Player: e
DM: AAE
Player: d
DM: AAAD
Player: h
DM: AAAAH
Player: k
DM: AAAAAK
Player: x
Player: l

Player: d

Player: d

Player: a
DM: A
Player: C
DM: C
Player: b
DM: AB
Player: s
DM: AAS
Player: r
DM: AAAR
Player: j
DM: AAAAJ
Player: u
DM: AAAAAU
Player: z
Player: v

Player: t
DM: A
Player: Q
DM: Q
Player: c
DM: AC
Player: i
DM: AAI
Player: r
DM: AAAR
Player: h
DM: AAAAH
Player: l
DM: AAAAAL
Player: m
Player: k

Player: t
DM: A
Player: Z
DM: Z
Player: b
DM: AB
Player: u
DM: AAU
Player: a
DM: AAAA
Player: e
DM: AAAAE
Player: s
DM: AAAAAS
Player: e
Player: g

Player: w

Player: b
DM: A
Player: I
DM: I
Player: s
DM: AS
Player: c
DM: AAC
Player: t
DM: AAAT
Player: i
DM: AAAAI
DM: AAAAA
Player: N
DM: N
Player: f
DM: AF
Player: h
DM: AAH
Player: k
DM: AAAK
Player: q
DM: AAAAQ
Player: c
DM: AAAAAC
Player: m
Player: d

Player: n
DM: A
Player: P
DM: P
Player: e
DM: AE

Player: r

Player: p
DM: A
Player: W
DM: W
Player: m
DM: AM
Player: k
DM: LA
Player: a
DM: AAAA
Player: y
DM: AAAAY
Player: x
DM: AAAAAX
DM: AAAAAA
Player: H
DM: H
Player: k
DM: AK
Player: n
DM: AAN
DM: AAA
Player: G
DM: G
Player: l
DM: AL
Player: w
DM: AAW
Player: t
DM: AAAT
Player: j
DM: AAAAJ
Player: f
DM: AAAAAF
Player: u

Player: r

Player: g

Player: t
DM: A
Player: Z
DM: Z
Player: m
DM: AM

Player: k
DM: A
Player: A
DM: A
DM: A
Player: F
DM: F
Player: j
DM: AJ
Player: g
DM: AAG
Player: e
DM: AAAE
Player: f
DM: AAAAF
Player: d
DM: AAAAAD
Player: d
DM: A
Player: U
DM: U
Player: t
DM: AT
Player: e
DM: AAE
Player: h
DM: AAAH
DM: AAAA
Player: D
DM: D
Player: f
DM: AF
Player: t
DM: AAT
Player: s
DM: AAAS
Player: d
DM: AAAAD
Player: y
DM: AAAAAY
Player: y
Player: f

Player: y
DM: A
Player: M
DM: M
Player: t
DM: AT
Player: l
DM: AAL
Player: v
DM: AAAV
Player: h
DM: AAAAH
Player: o
DM: AAAAAO
Player: o
Player: x

Player: x

Player: u
DM: A
Player: M
DM: M
Player: l
DM: AL
DM: AA
Player: I
DM: I
Player: q
DM: AQ
Player: o
DM: AAO
Player: i
DM: AAAI
Player: n
DM: AAAAN
Player: j
DM: AAAAAJ
Player: w
Player: e

Player: o
DM: A
Player: V
DM: V
DM: A
Player: F
DM: F

Player: d
DM: A
Player: L
DM: L
Player: g
DM: AG
Player: i
DM: AAI
Player: h
DM: AAAH
Player: o
DM: AAAAO
Player: z
DM: AAAAAZ
Player: b
Player: b

Player: n

Player: u
DM: A
Player: C
DM: C
Player: y
DM: AY
Player: t
DM: AAT
Player: l
DM: AAAL
Player: x
DM: AAAAX
Player: q
DM: AAAAAQ
Player: m
Player: t

Player: L
DM: L
Player: p
DM: AP
Player: q
DM: AAQ
Player: y
DM: AAAY
Player: l
DM: AAAAL
Player: u
DM: AAAAAU
Player: o
Player: u

DM: A
Player: L
DM: L
Player: g
DM: AG
Player: k
DM: LA

DM: A
Player: N
DM: N
Player: c
DM: AC
Player: y
DM: AAY
Player: m
DM: AAAM
Player: w
DM: AAAAW
Player: q
DM: AAAAAQ
Player: f
Player: u

DM: A
Player: X
DM: X
Player: d
DM: AD
Player: b
DM: AAB
Player: z
DM: AAAZ
Player: g
DM: AAAAG
Player: g
DM: AAAAAG
Player: i
Player: g

DM: A
Player: W
DM: W
Player: z
DM: AZ
Player: m
DM: AAM
Player: l
DM: AAAL
Player: b
DM: AAAAB
Player: v
DM: AAAAAV
Player: z
Player: s

DM: A
Player: D
DM: D
Player: l
DM: AL
Player: c
DM: AAC
Player: s
DM: AAAS
Player: j
DM: AAAAJ
DM: A
Player: Z
DM: Z
Player: l
DM: AL
Player: m
DM: AAM

DM: A
Player: D
DM: D
Player: i
DM: AI
Player: c
DM: AAC
Player: t
DM: AAAT
DM: A
Player: K
DM: K
Player: t
DM: AT
DM: AA
Player: V
DM: V
Player: o
DM: AO

DM: A
Player: H
DM: H
Player: m
DM: AM
Player: x
DM: AAX
Player: s
DM: AAAS
Player: y
DM: AAAAY
Player: a
DM: AAAAAA

DM: A
Player: E
DM: E
Player: n
DM: AN
Player: e
DM: AAE
Player: a
DM: AAAA
Player: f
DM: AAAAF
Player: x
DM: AAAAAX
DM: AAAAAA
Player: S
DM: S
Player: j
DM: AJ
Player: a
DM: AAA
Player: w
DM: AAAW
Player: c
DM: AAAAC
Player: n
DM: AAAAAN
Player: p
Player: c

DM: A
Player: L
DM: L
Player: f
DM: AF
Player: k
DM: LA
Player: y
DM: AAAY
Player: z
DM: AAAAZ
Player: w
DM: AAAAAW
Player: f
Player: q
DM: A
Player: G
DM: G
Player: m
DM: AM
Player: c
DM: AAC

DM: A
Player: D
DM: D

DM: A
Player: K
DM: K
Player: z
DM: AZ
Player: f
DM: AAF
DM: A
Player: P
DM: P
Player: w
DM: AW
Player: n
DM: AAN
Player: p
DM: AAAP
Player: c
DM: AAAAC
Player: d
DM: AAAAAD
Player: k
Player: S
DM: S
Player: w
DM: AW
Player: l
DM: AAL
Player: u
DM: AAAU
Player: a
DM: AAAAA
Player: c
DM: AAAAAC
Player: n
Player: k

DM: A
Player: O
DM: O
Player: b
DM: AB
Player: i
DM: AAI
Player: l
DM: AAAL
Player: v
DM: AAAAV
DM: A
Player: A
DM: A
Player: l
DM: AL

DM: A
Player: R
DM: R
Player: v
DM: AV
Player: h
DM: AAH
Player: j
DM: AAAJ
Player: y
DM: AAAAY
Player: s
DM: AAAAAS
Player: s
Player: l
DM: A
Player: G
DM: G

DM: A
Player: M
DM: M
Player: v
DM: AV
Player: g
DM: AAG
Player: j
DM: AAAJ

DM: A
Player: R
DM: R
Player: t
DM: AT
Player: f
DM: AAF
Player: w
DM: AAAW
Player: y
DM: AAAAY
Player: x
DM: AAAAAX
Player: p
Player: d

DM: Although you are distressed that the same feeling of blankness which overcame you when you first discovered that object will come over all those that also see it, you decide that this is too important not to share. You call attention to as many Labourers as you possibly can. Once several of them are looking at you, you open your storage compartment and show them what is inside.Sensing at the crowd of Labourers, you notice that many of them stop their communicative vibrations when the object comes into range of their sensors. You surmise instantaneously that they are all feeling the same effect you do when you look upon it. One of the robots demand to know what the object is, and you explain that the reason you are showing it to them is that you yourself do not know.The robots seem concerned about what you have brought before them, but are ultimately happy that you did. They all file observations of this piece away in their collective memories in hope that sharing the information can help uncover the nature of exactly what this thing is.[+respect]Your announcement has fatigued the robots and most of them wish simply to go to their charging units and wait for dawn.
Player: Turn in with the others.
DM: You decide to follow the lead of the others and go to your charging chamber for the night. All of your fellow Drones seemed puzzled and unsure what to think of the piece of metal you showed them today. You wonder if it was the right thing to do and whether or not they respect you for it. With a sense of unease you enter your charging unit.

DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.Aaaaaaa> Quel est votre genre ?

DM: You slowly stand and stretch, hearing your body crack in at least a dozen different places. You climb over your sleeping roommates and make your way out the door, then down a rickety wooden staircase. Usually, you would work at a small fish vendor and restaurant just outside of the Chinatown district. Since pestis came to the island in December, Chinatown was put under quarantine. The armed guards surrounding the district have made it difficult for you to get to work. (8) Recently you have been helping your friend Chen at his bookstore down the street. When you get to Chen's you walk right in."OUT! GET OUT!" Chen yells, stomping towards you from the back room."Woah hey!" you put your hands up in defense, "I just came to see if you had any work for me."Chen sighs, resting his head in his hands. "It's Shi." He finally says.You follow him to the back room, laying on the table is your, now very dead, friend Shi."Oh f***," you take a step back, repulsed by Shi's dead-eyed stare."What am I going to do?" Fei turns to you, "if I report him they'll burn this place down for sure." You pause to think, you know he's right. Every building with a confirmed case of pestis in the last few weeks has been lit up by the Board of Health. (8) At this rate you're convinced that they'll burn the whole district to ash and pour salt on what's left.
Player: Choice 3: Pretend you didn't see anything and leave.
DM: Without a word you turn around and walk out. Chen locks the door behind you.You keep walking, Shi's bulging dead face refusing to leave your mind. You feel sick. After walking for a few more minute you can not longer ignore the smell of smoke.You round a corner to see what must be a quarter of Chinatown up in flames. Stunned, you start running home to grab your belongings. Then, you remember that you don't own anything of value. Dumb-founded, you watch the fire spread to more buildings. All around you there is confusion, men are cutting down power lines, people are rushing every which way, and a baby cries in the distance.

DM: You reach forward and grab hold of the vines, tightly.You hoist yourself up, and attempt to climb the vines.Unfortunately, the vine wall is incredibly slick, and before you know it, you've lost your grip, and tumble back into the swamp.There's no way that you'll be able to climb this wall!
Player: Attempt to climb over the wall of vines
Player: Search for a way around the vine wall

DM: Your name is now Aaaaaaak.YOUR HEALTH: 100%

Player: Go to the darker side of the reef
DM: Oh my gosh, it's so dark! It's hard to see. Who knows what kind of creatures lie in the dark mists of this ocean?
Player: Go back, before it's too late

Player: Under water flash light
Player: Continue to look for the treasure
DM: You continue to look in the murky waters. You can hardly see a thing. All of a sudden, you feel something grab hold of your leg. AAAAAAAAARRRRRRRGGGGGGGHHHHHH! Whatever it is, it's squeezing it very tight. You can feel whatever it is squeezing your leg. Unfortunately, it is to dark to see. The pain and presure become just too much and your suit breaks down. You drown in the murky depths and your friends never see you again.

DM: You don't find any here, but you do see a hammerhead shark!It sees you. It looks like it wants to eat you.
Player: Continue to look for treasure
DM: You just try to ignore the giant Hammer Head Shark. However, it notices you. He takes a big bite of you and you become lost at sea, just like the pirates' treasure.

Player: Go the lighter side of the reef
Player: Swin away
DM: The Sharks quickly swim after you. Before you know, the shark sinks his huge jaws down upon you. You become yet another victim of prey to the lure of treasure.

Player: Spear gun

DM: You walk out of the Chapel and begin to walk down the long hallway towards the storeroom, You notice all the candles are still burning and feel alittle relieved at this, You arn't one for folk lore or the myths of the villagers, but there was one that struck home, and thats that during the night you should always leave candles burning thru out your home or else the demons will come and kill you. Now of course you don't believe in this at all, but it was alittle upsetting to see how many villagers firmly believe it even now with the light of the lord in there hearts. You open up the storeroom door and pull out a dark old rag, then you hear the priest yell for you " YOU IDIOT PLEASE HURRY UP! THIS BIBLE IS ATLEAST 50 YEARS OLD!" You run the rest of the way back and toss him the rag. He wraps the bible in the rag and begins to rub along the top and bottom of the bible with his robe. " If your just going to use your robe anyway, You might as well have not had me get the rag in the first place, I could helped alot more if I used mine to." He looks at you angrily after you said this and then goes back to wiping the bible. " You, Go into the town ok? and go find that women." He seems to have calmed down you think to your self as you begin to leave the church leaving him still franticly attempting to clean the bible. As you walk down the road to the town you see a man leading a horse and cart back to town as well, he looks new to you but then again you never leave the chapel all that much anyway.
Player: Continue on your way.

Player: Get Some Hints
DM: Period 1: Join what ever you are asked to join.Period 2: Scenery is nice. Listen to what King Wah has to say.Period 3: Impressing the teacher is not always the best thing to do.Period 4: Listen to the words of Jon Videc and check out the posters.Period 5: You can't go down the stairs, find another way. Talk to the right people and remember their advise.Period 6: Just...be carefulPeriod 7: NO HINTS AVAILABLE

DM: "You yell, You there! with the horse" in his direction, he turns towards you and tips his hat. "Hello there monk," he smiles warmly " Might I interest you in a ride on my cart? I know it's kind of filled with cabbage right now, but theres a spot in the back where I think you would fit." You thank him for his generosity, and climb up into the cart, as you are being carted to the city you see a women tilling the fields look up at you confusedly, and whisper something to the women besides her that sounded something like " See there even making us farmers help them". You arrive in the town and thank the farmer for the ride, he says " Oh think nothing of it, I was happy to help" You decide the best place to start would be the tavern. But then again the Townsquare is a few blocks away as well.
Player: Go to the tavern.
DM: You enter the tavern to a cacophony of sound and drink. The men are chanting a song. " HE SLAYED THE BEAST AND CONQUERED THE EAST HE ATE FROM EDENS TREE HE OWNS THE LAND AND TILLS THE WOMEN AND PLANTS HIS SEED WHEN EVER HE MAY PLEASE" It would seem there is some sort of festival to celebrate some mans triumph as you can tell from out the window, you can only guess this song is about him. You walk up to the bartender and politely ask.

Player: Go to the weapon salesman.
DM: A big Gruff man Sits before you, He has a large ax sitting on his lap, and he seems to be wittling some sort of wooden handle into shape. He looks up at you with a big ol' smile on his face. "Come, Sit down monk." You walk over and sit down on the chair next to me. He hands you a knife and some wood, " Why don't you join me?" "I'm... I really can't I'm sorry, I'm kind of busy" you reply. He gives you a big pat on the back " What ever needs to be done my friend, can be done AFTER you help out" You get up and start to leave " I'm sorry, I am really busy sir..." He laughs " Fine, Just remember, My doors always open."

DM: You ask her if theres an newly pregnant women in town and scoffs at you. " Oh so your one of those guys huh? Sick pervert I should run down to the constaple right now if I wasn't so busy with my fields you sicko." She spits on the ground at your feet and walks back to the field grumbling about what the worlds coming to and how much she wishes her husband was here to kill you. You walk the rest of the way back into town and notice the tavern is near by, But the town square is also closer.
Player: Go to the tavern

Player: To the Whorehouse
DM: You enter the whore house after pushing your way past 4 bums arguing over an article of clothing that a women must have thrown out the window to them. You walk up to the madame and smile as politely as you can. " Yeah whatcha want sir? We don't do Religious charity if ya know what I mean" She winks at you. " No no, Not to sleep with madame I'm looking for Veria." She looks at you and then frowns. " I always told her to shut up about her clients but she just couldn't now could she, Ok shes up in the room to the left, She's not servicing anyone so just walk in." You walk up to the room and knock twice. No one answers... you try to decide weather you should just leave or open the door, You did your mission and found where she is... You don't even hear anything on the other side... then you hear what sounds like a muffled scream and a crash from behind the door.
Player: Open the door.

Player: Go to the Town square.

DM: You walk towards the Shoemakers hut, and feel a little guilty about being so sexist, For some odd reason the first thought that came to mind when you heard women was to look in the shoe store. Luckily for you, your luck paid off, as you approach the Shoemaker with your odd request he informs you that a local woman has in fact become newly pregnant, and has gone around spreading rumors that a priest did it.You...
Player: Decide to Ask where she is.
DM: You ask the shoemaker, and he apologizes." Sorry monk, but I don't deliver the shoes, she happened to order a pair, and my delivery boy is out on vacation for the time being, something about his mother dieying." Sir, I have to find her, is there anyway, I can convince you to let me know."He smiles and pulls out a big book with a dusty and worn cover. "She's some where in here my friend, she ordered a pair of shoes a week back, and then ordered a larger pair of shoes, I guess she found out she was pregnant."You begin your tedious search, the fact that you spent most of your life in a convent studieying scriptures over and over again, Hoping to find a typo so someone will think your usefull has paid off, as you easily find the women in question."Do you mind if I keep this page?"He shakes his head, and you begin to rip it from the book, He smiles and hands you a box."Hehe, you woulnd't mind delivering these shoes to her would you"
Player: Delivering the Package... hehe package

DM: You enter into the Butchers Store, the floors and walls are sprinkled with blood, You hear a squeeling and decide the butcher is to busy to deal with such a small request.
Player: Go to the Square.
DM: You make your way into the townsquare, and are bombarded by colour and sound. It would seem there is a festival going on today of some sort, You can't really tell but you think the jist is that the man they are carrying around on there shoulders won some sort of contest or what not, It's all very overwhelming to you so you slink back towards the market area of the square, There you see a large number of shops open for business, You remember hearing some where that the merchants of this town are very loose lipped, Especially when you grease them up with money.

Player: Go to the butcher.

Player: Go to the Shoemaker.

DM: You move from your console, over to beside your co-pilot. You lift up his head so you can look in his eyes. His head, fully illuminated by the pale light shining in through the windows, stares back at you, seeing nothing. You release him, letting his head drop back down again.Looking at his jumpsuit, you examine the body-monitoring device built into the suit. The device is supposed to monitor life signs, as well as the surrounding environment, and it tells you that his heart has stopped. Karl is clearly dead.
Player: Check the ship's sensors, and see what it can detect.
DM: You look at the ship's sensor screen. It shows your ship in the middle of the screen, but shows no signs of planets or stars in the vicinity. In fact, it shows nothing at all, in any direction. You look out the window again, at the vast expanse of whiteness that seems to stretch out endlessly in every direction. There's nothing out there but pale, white light.What is this place? Is this Light Space, the other dimension, that ships pass through when they jump? Did your ship somehow become stuck in this dimension, half-way through the jump procedure? If so, how are you supposed to get out?
Player: Bring up a ship damage report on your console, and try to find out what is wrong with the ship.
DM: Sitting in your chair, you bring up the ship status display, and look for signs of damage. For a moment you just look at the screen, unable to believe what it is saying. According to the screen, nothing exists behind the ship's cockpit. The rest of the ship is simply gone... vanished... non-existant!'How can that be?' you think to yourself. After all, the power generators at the rear of the ship must exist, because all the computer systems and life support within the cockpit is functioning just as it always does. The rest of the ship MUST exist!Frustrated, you turn off the status display.
Player: Examine Karl's body.

Player: Investigate Michael Ostrog

DM: Quickly, you grab the grenade and throw it out a conveniently-placed open window. You hear a BOOOMM! outside. Safe!But don't celebrate yet! You're not all the way up the stairs yet, and they've just thrown a smoke bomb down at you!
Player: Throw it back at them
DM: You grab the grenade, but as soon as you do, it explodes! Game over!

DM: You make your way to her house, and are slammed to the ground by a large portly man carrying a sack of what appears to be onions screaming his head off. You run at the front door and knock. No one answers, You knock harder and harder and are finally met with " SHUT THE HELL UP YOU GOD DAMNED ONION FIEND, WE DON'T WAN'T ANY" You look around at the shabby yard, and the obviously intimidating fence work. " I'm ... Sir, I am here to deliver a package..." A women opens the door her, stomach protruding from the doorway, " Oh... Oh those my new shoes?" She smiles, " your much cuter then the other delivery boy, and you didn't try to catch a peek of me naked either" You blush and hand her the package. She opens it and reveals a 4 inch long blade. You look at her and start to back away. " Hehe, Your here to try and get me to say the priest didn't rape me, HUH!!!" You fall over backwards on a misplaced yard tool and land on your back. She mounts you with her legs spread, this would all be very erotic if she wasn't attempting to lodge a long serrated blade into your body.
Player: Reach for the yard tool.
DM: You grasp your hands out as far as they can and attempt to reach for the tool that tripped you. Luck is on your side... Well sorta, You come up with what appears to be a watering can... Wow, Guess you should have looked at what kind of Yard tool it was. You do the best you can with it, and smack the hand holding the blade with it, The blade lands on your stomach, and fortunantly doens't cut you on the way down. You get your fingers around the blade, and manage to press it on her neck. She coughs a bit and smiles " Do it monk, SLAY ME FOR YOUR GOD!"

DM: You run back to the Church, Blood covers your legs as you run. A few men try to stop you but you are running to fast to be stopped. You burst thru the church door, and are attacked. Before you can react, the priest swings a large candle stick at you, you duck just in time for him to miss. He drops the candle stick. " Oh god! I'm so sorry, I didn't mean to... I'm sorry, I thought you were ... him" You look at him and start to cry. " I'm sorry... Father... She's dead.." He puts his arm on your shoulder, and comforts you. " I know... I was attacked by a man, he was, he was spouting things about how I am the one that killed her... I think it was her boyfriend, or husband or something" You fall back on the pew and sit contemplating, " Father, I saw the attacker.. I didn't make out who he was but he was wearing a long black cloak, I think, I think he might still be trying to attack us."
Player: Search the Chapel
DM: You decide to search the chapel, that way you can ensure he won't get away. A few minutes later you have no luck, and disheartened you head back to the main foyer, This time, you are attacked again, and this time the priest doesn't miss... You fall to the floor dead. It seems the Priest had killed her to try and hide the truth. Now the world will never know.

DM: You know you can't get close enough to kill them, so you go with the second best, you slash away at there ankles, this causes them to yelp and drop there blade. You reach forward and grab the blade, you look up at there masked face and decide what to do.
Player: Kill Them
DM: You Bring the blade into there side, the force of your slash, and the sharpness of the blade, causes you to slice them in half, You drop the blade and cough then vomit on the floor as a now destroyed fetus lays at your feet fallen from there stomach... You killed the women you were looking for, The Constaple believe your story about it being self defence and let you go... Unfortunantly this scandal rocks the city, and people riot and destroy the church, But your 100 miles away, already attempting to find a new life... In a new city.

DM: You slowly slice away at her neck, Then gain momentum, you actually find this rather releaving. Thats when you noticed a now decapitated women is sitting on top of your chest, and an obviously angry man is standing over you with a sword... you never even got to be a serial killer, Oh btw if you havn't guessed yet your dead.

DM: You raise your hand and silence falls like a blanket over the crowd of people. Your eyes flick from face, some meet your gaze, others stare at their feet."I know the losses you have experienced have hurt you all deeply, but you must remain strong. William's butchery of your loved ones cannot go unanswered, we hurt him at Hastings, and those you lost were a part of that. Do not let them die in vain! William must pay, and we will bring justice to him!"Your escort applauds, rattling swords on shields and roaring.Some of the villagers clap nervously, but others remain still; one, a young woman with a grim face raises her hand. "Why was the fyrd so undersupplied? Why was it not provided with shields?" One of your men barks at her to be silent, but she snarls back, tears bead her eyes "I lost my husband and my son! Don't you dare tell me to be silent!" She stabs her finger at you, sobbing "Answer me! Answer me!" One of your men reaches for his sword, but you wave him off. Looking the determined young woman in the eye, you give her an answer.
Player: "I am sorry for your losses"
DM: What can you say? The truth, you suppose."War is brutal, it is horrific and ungodly. It is savage and barbaric. That your son and husband died is tragic, but it is also a reality, and it is a reality that we fast approach. William will come here, and the killing will continue, because that is war. And in the world of today; war is life. It is terrible and tragic, but it is the life we live and I cannot shield you from that."You search for more words, but none come. None are necessary. The woman exhales heavily, fixes you with a mixed stare, and then departs, melting into the crowd. Did those eyes hold forgiveness? Maybe. The crowd is equally divided; some seem unmoved, but many others look at you with a new appraisal.Satisfied, you turn your horse homewards, and your escort follows.

DM: You run back to your room, and come back with a long slender fencing blade. You remember how you and the father used to fence together on off days, when ever he was to busy you would always fence by yourself, this allowed you to in time surpase even the father. " Father, I'm going to stay here and guard you with my life." He smiles " Thank you, very much I... I can't believe this is really happening " You sit down on the pew with the Father. " Do you have any Idea why he would attack you?" The father shakes his head "No, All I can think of is that he blames me for her murder, but I swear I didn't do it,I don't know who did it... All I can say is I'm glad I don't have to worry about it any longer." The father looks down at his feet and coughs. " Father, Are you sick?" he laughs "No, In fact considering the circumstances I feel pretty darn good..." You start to ask the father another question, but he interupts you, "I just hope nothing like this happens again." You look into the fathers eyes, and he pulls his head away. "Did something like this happen before father?" No answer but a cough comes from him. Your mind begins to wander, Maybe the father really did kill her, and now I'm sitting here like an idiot guarding him from the man that deserves to take his life, the father always did preach an Eye for an Eye.
Player: Decide he's innocent.
DM: You know the father would never kill a man, let alone a pregnant women. You give him a smile and decide to go back and check on the other rooms of the chapel, As you turn to leave, you feel a blade sink into your side. You fall to the floor gasping. "Fa-Fa-Father" He laughs " You are so Naive, My friend, The world is more cruel then you believe." He kicks you to the floor and laughs at your final futile moments, You my friend, Are dead.

DM: 

DM: You turn towards the father, and frown. "Father... Did you kill her..." He avoids your eyes and says "Yes... BUT! I did not murder her, but the child is mine, so yes, I am as much at fault as anyone else." Just then the door barges open, and the man the priest saw earlier bursts in wearing a long dark robe and a sword at his side. "YOU WILL DIE FIEND!" You stand up and raise your blade to your side, "Stop, I Know your anger is justified but! The father didn't Murder her!" He throws his head back and laughs, Long blonde hair billows out behind him. " I KNOW THIS!!I AM THE ONE THAT DID THE DEED!" You drop your guard and stare at him... " BUT WHY!!!", He charges at you sword up raised, " BECAUSE SHE WAS A HARLOT AND A WHORE AND DESERVES TO DIE!!!" You raise your blade as well, and take your stance before he can make it to you.
DM: You were always told, a good defense is the best attack, but right now you need to put an end to this mans life before he can hurt anyone else. He swings at your waist and you attempt to deflect it using your foil, but the flimsy blade is snapped in half by his larger blade, the blade continues it's journey in a matter of seconds your body is in half on the floor, he then turns towards the priest, and takes his time to kill him. You have failed the father, But atleast your lord knows you tried.

Player: Leave him Alive
DM: You give him your hand. "Father, You did not do anything to cause this, Considering this womens proffesion, I doubt you were his only inspiration for killing her, just a good enough excuse." He looks up at you and smiles... " My Friend, You are done me a favor more important then what I have ever done for this world... " The End

DM: It's not like it hurt him. He landed face first in 10 feet of snow. And you convinced him, after getting him mildly drunk, if his superiors found him, they'd think he was trying to escape. So he did. Funny how the most annoying man became the only person to make it into Canada. Two easy months passed and so did the president at the end of those. He'd been shot by...
Player: The Clintons
DM: It was Hillary herself who got fed up and pulled the trigger. You were surprised it took so long, to be honest. Looking back, it was ironic the last day of Trump was the last day of the USA. You used to like him before this and thought he would "drain the swamp." That man drained Lake Superior (quite literally).The US fell into disarray. One political leader dead after the next. This was two years in at this point. You didn't know what to do. Life had descended into pure anarchy when all of a sudden,

Player: Let your real feelings show.
DM: You are frustrated, yelling with hot and panting voice: "If only for one time you respond to me! I have been doing everything for you, your maintenance cycles, changing your components every cycle for decades! And how do you repay to me? With fucking silence!" The computerized voice simply adds without emotion, like every day for decades: "Critical failure, uploading AI personality core." Suddenly, you look at Valentine's whip gift. You strongly grip the whip in your hand, squeezing the handle tighter and tighter. You feel all of the pent up anger that has been accumulating for more than half a century flow through you as you lose control. You forcefully swing the leather whip, with each of its tails flaying its immutable silky skin. "Suffer, bitch! For every moment, in which you have not supported me." You feel like your whole-body floats in a pleasant haze, shivering with every blow that you inflict with the whip. The simple act of seeing it lash out, cracking through the air, penetrating and dominating whatever it hits, makes your body finally melt away like butter becoming a mass of pleasure and gasping moans. Your clone, impervious as always, can only reply "Critical failure, uploading AI personality core.".It is only making you angrier!

DM: On Saturday, December 17th, 2005, I proposed to Katrina, my girlfriend of five years.This storygame is based off of my actual proposal to Katrina. I've tried to keep thisas close to how it happened / was planned as possible. Since this is a choose-your-story, you will probably have a slightly different experience, but all paths will lead to the same place, since it was planned that way.You will be reading this story from the perspective of Katrina.
Player: OK, I've got it!

DM: You open your eyes and see a medium-sized Shabti statuette enclosed in a glass case. The artifact is 7.5" long and is in pristine, museum-quality condition. Compared to the small (1cm) sized bead from last year's gift, this thing is huge -- and in great condition. How could Alex have gotten this? You also see a piece of paper under the case ...

Player: What's The Paper Say?
DM: Wow, it's the accompanying Certificate of Authenticity. It says that the piece is an Anubis Shabti and is from the Twelfth Dynasty (Approx 1908 BCE). It was discovered by Miriam Lichtum in 1967. That's pretty neat!You absolutely love the gift. Being a huge fan of Egyptian things -- especially artifacts -- this is more than you could ever want for your birthday! You are a bit curious how Alex was able to obtain such a nice piece, though ...
Player: Ask Alex how he got this
DM: Alex explains ...Strange thing, really. I called the Cleveland Museum of Art to see if they knew a reputable artifact dealer and they refered me to the Egyptian Antiquities Society in Chicago. I gave them a call and they kinda laughed at me, saying they really only work in the tens-of-thousands of dollars.A few weeks later, this one guy from the Society, Dr. Evans, called me back and said that he found something that would fit my profile perfectly. Since these artifacts cannot be shipped, he brought it to Cleveland from Chicago.
Player: Interesting ...
DM: The rest of your Birthday isn't too eventful. You do the normal birthday stuff: go to your family's house for cake, go out to dinner, and relaxed for the rest of the night. Throughout the day, you can't stop thinking of how cool the artifact is. It does seem a bit creepy -- after all, this was buried with some guy almost four thousand years ago. But it is so neat to own such an amazing piece of history.
Player: The Next Day ...
DM: The rest of the weekend was fun and relaxing, but nothing to write an adventure game about. You did find a few hours of free time while Alex was busy at work. During those few hours, you ...
Player: ... surfed the net

Player: I'm not sure I want to know how Alex got this
DM: It's amazing how much time flies while you're surfing the net. It's not like you really find anything new, but it's always entertaining. Before you know it, it's Sunday night, and time for bed.As you and Alex get ready for bed, Alex complains that two of the fish died.
Player: Monday
DM: Monday was a pretty relaxing day: sleeping in, shopping, and just hanging out. Nothing notable happened, although as you get ready for bed, Alex mentioned that some more fish died.
Player: On to Tuesday ...
DM: Another day of rest and relaxaction. Might as well, it's been a long year -- you've been going to classes at night after work for the past five years, so it feels really great to finally have a break and nothing to worry about.

Player: ... watched some television
DM: It's amazing how much time flies while you're watching TV. It's not like you really find anything new, but it's always entertaining. Before you know it, it's Sunday night, and time for bed.As you and Alex get ready for bed, Alex complains that two of the fish died.

Player: ... researched the artifact
DM: You grab the artifact and fire up google. What do you want to know?
Player: What does the inscription mean?
DM: The inscription is very difficult to make out, and you can't translate it at all. Normally, spell 472 from the sixth chapter of the Book of the Dead is inscribed in full on Shabtis:Illumine the Osiris NN, whose word is truth. Hail, Shabti. If the Osiris NN be decreed to do any of the work which is to be done in the Khert-Neter, let everything which standeth in the way be removed from him - whether it be to plough the fields, or to fill the channels with water, or to carry sand from (the East to the West). 'Here am I', you shall say, 'I shall do it.'The only word you can make out in the inscription is Burden.
Player: Enough Research ...
DM: How time flies when you're researching. Before you know it, it's Sunday night, and time for bed.As you and Alex get ready for bed, Alex complains that two of the fish died.

Player: Off to work tomorrow ...
DM: Yicch -- nothing like going back to work after a small vacation. But it's all good, it's a short week and was a normal day. No staying late required. Woo!After work, you and Alex stop and do a little bit of shopping. You arrive home and notice that the cat must have completely gone insane. All of the statues and trinkets on the shelf that the the Artifact sat on were knocked over. Some books and magazines were on the floor, fallen from another shelf. It's almost as if a small earthquake happened.You're not quite sure how she could have possibly gotten up on the shelf to knock all those artifacts and trinkets over. It also is a little weird that the door on the glass case was open. Oh well, those are cats for ya.
Player: On to Thursday ...
DM: Another uneventful day at work. After getting home and eating dinner and watching TV, you get ready for bed. You fall asleep and are a ....
Player: ... very heavy sleeper, and would sleep through an earthquake

Player: What is a Shabti?
DM: Shabti or Ushabti (Egyptian language) is a funerary figurine which served as a dead man's deputy in order to do labor for him, mostly agricultural, in the afterlife. They existed between the Twenty-first dynasty of Egypt and the end of the First Intermediate Period.

Player: ... heavy sleeper
DM: As you snooze, you're awaken by a girl-like shriek:Eeeaaaahhh!It was Alex, and he's fallen down on the floor. You jump up and ask what is wrong. He says that he swear he saw someone standing in the office, by your new artifact. He gets back up and takes another look -- nothing. "Heh," he says nervously, "amazing what you see when you're half asleep."

DM: You can't really find anything of note about this figure's headdress. From what you remember, you don't normally see a statue with a headdress but no beard, especially from this time period.
Player: What's with the headdress?

Player: ... light sleeper
Player: Back to sleep ...

DM: After falling back to sleep, you're rudely awaken by the telephone ...RING! RING! RING! RING! RING! RING!Who on earth could be calling at 8:30 in the morning on a saturday? Probably a telemarketer ...
Player: Pick up the phone
DM: It's Alex.Sorry to wake you hun, but Dan* just called. His harddrive crashed last night and needs another one for his MP3s so he can do his DJ gig. It's in Akron tonite, so he needs to stop by and pick it up around 10:30AM or so.You're not too happy about this. You actually sayed up till about 3:00 AM watching another movie, so you need some serious sleep!* or, as some know him, march5th00

Player: Ignore the phone
DM: You let the answering machine pick up the phone and once again there is peace in the house. No loud phone ... or ....RING! RING! RING! RING! RING! RING!Argh! Why won't they let you sleep?!?!

Player: Can't he buy a hard drive?
Player: No way ... I'm too tired
DM: You tell Alex that you're too tired ...He reallllly needs the drive. He has no music and needs to try to retreive it from his hard drive ...
Player: Zzzzzzzz
DM: It's 9:45 and the phone keeps ringing again. You pick it up and it's Dan ...Katrina! You awake? I'm on my way, I'll be over in five minutes!
Player: You're kidding? You're an hour early!
DM: Dan stops by twenty minutes later. It was nice of him giving you extra time to wake up, but it probably would have been useful if he told you he'd be over later. He strolls in and says hello. As you stand there, still half asleep, he says "don't mind me, I just have to run up and get the drive." He rushes upstairs to the office, grabs the harddrive, and comes back down."Mmmm ...." he says, "you know what would reaaalllllyyy hit the spot right now?""Some sleep" you remark."No," Dan replies, "some of that Blueberry Muffin coffee."

Player: What? I didn't even wake up yet!
Player: "You want me to make you coffee? You're kidding, right?"
DM: You're shocked that Dan would have the nerve to ask for some coffee. You politely tell him that you're pretty tired and would just prefer to go back to bed. "Ok, haha," Dan says, "fair enough. I'll let you get back to sleep. Thanks for the hard drive!"He heads out and you can finally get back to sleep ... well ... that is, if some one wasn't pounding at the door. It's Dan again.
Player: What does he want?

DM: What nerve! Not only does Dan come over early on a Saturday morning, but he wants you to make him coffee? As you put on the coffee, he says he has to go outside to have a quick smoke.A few minutes later he comes in, carrying a FedEx package. "Found this on the door step" he says.

DM: Once you and Julia was out of the hospital, you demanded to go home. "But, Derek..." Julia bit her lips. "There's no home to go to. Out district was the one that got hit..." "What?!" You stared at her, unbelieving. Turns out that it was true. You and Julia was away on a date that day, and you just came out of a restaurant when you saw the light and blacked out. Now where do you go? You lost your family - it was a Sunday - and your home. Who can you possibly rely on, especially when you have freak powers?
Player: Julia's Brother
DM: "He's still in the hospital, though." Julia reminded you. "Not sure when he will wake up again. Last time he did, the fire alarm went off." You remembered hearing that weird story. Some guy woke up and started to burn like he spontaneously combusted and the fire alarm went off - no emergency service, though, they are either dead, corrupted, or struggling to make a living in this now quarantined city. Still, you never knew what Julia's big brother was doing out of their house on a Sunday - he is an avid gamer. So Julia's brother is out of the picture. You can always come back for him, though. What do you do now?
Player: Your sister
DM: You have no idea where your sister is - she could be anywhere in the worldt. That Sunday she said she was going for a "walk", and she took your parents' car with her. Being older and (you admitted shamefully) stronger than you, she bullies and bribed you into not telling your parents. Julia laughed hard. "You always boasted about beating your older sister in everything, school, games, even strength. Well, guess what? I think your lies just got busted." "Whatever." You mumbled and changed the subject. "What now?"
Player: Look for a place to stay

DM: "No, Julia!" You scoffed her. "We can't just rob people. Its wrong, and... Well, we aren't exactly the fighting type." "We have the element of surprise, stupid. Also, these people seem to afraid to cause trouble." Julia punched you lightly in the arm. "Still..." You had your doubts, but getting money sounded tempting. What now?
Player: No
DM: "I'm not doing it, and neither are you." You said, now determined. "It's wrong, and it doesn't mean it's right now after the city has gone to shit." Julia's shoulders sagged. "I know, but... It's not like we can get food without money... Or live somewhere. Maybe we can get money some other way?" She asked. "Hmmmmmm...." You thought. What can be a good way to earn money?
Player: Beg
DM: "Actually... Maybe it would work. If you want to sit on the road and wearing perfectly good and clean shirts and shorts. Cause its definitely NOT suspicious." "oh." She looked confused for a second, then, "We can always try!" And she sat down in a corner, made herself look as vulnerable and scared as possible, bowed her heads, and put her hands out in front of her. You had to admit: she got in role pretty quick. But you didn't really want to beg - its still kind of below you, even now. What do you do?
Player: A job

DM: The situation seemed hopeless. And it was, until Julia opened her eyes and mumbled something. Startled and excited, you scrambled closer to hear it. She is trying to repeat it, but it just caused the blood to flow faster. You pressed on the wound but it's too big. "The light.' You faintly heard her say. "Move me closer." Is this how it must feel like when you die? You wondered. With lights at the end of a tunnel and all that crap? "Derek!" She said, a bit more forcibly. "Do it!" You moved her closer, resulting in more bleeding. She is fading away right before your eyes.

Player: Join a gang or something...
DM: "Possibly... If we want to live that thug life, huh, J?" You kissed her on the cheeks and she blushed, holding on tighter to you. "Let's go. But before we actually do it, we need info." Three to four hours later, you have everything you need to know. Two gangs and two governments area. Police and Army vs Rednecks vs Families. Only the last two were gangs. Which one do you go to first?

Player: Rednecks, the shady characters
DM: "Guys look dangerous..." You whispered to Julia, and she nodded, clearly scared to the point of not being capable of speech. You also see some guys hanging around by themselves, and one of the is actually floating in midair. Freaks. Eventually you got to the high apartment, where the leaders lived. You are allowed in and brought before the five men, one clearly Mexican, two black and two white. The Mexican spoke first. He had no accent at all. "What are you doing here?" "Well, uh, we would like to join you... See, we're out of money and food and-" "I'm asking you what you're doing here on our turf." He asked again, this time with a silkier voice, but with venom hidden behind those words. You understood. He is asking you what you can do for them. If you can't do shit, they might throw you out. Hell, maybe even sell you as slaves or use you as target practice. This is your time to impress them. "Well, we..."
Player: Can't really do anything special but we can work as workers.

DM: You return fire...as you quickly look around...you can begin to see where the machine gun is located. You draw a steady aim on the location and pull the trigger..... CRACK... you pull the bolt back on the rifle and reload another bullet into the chamber and pull the trigger....CRACK..CRACK...CRACK..... You sit and listen for a moment....all is quiet.-Have you silienced the machinegun nest?
Player: Get up and slowly advance
DM: You slowly rise up from your shell hole and advance...WHAP!A French sniper has shot you!You fall to the ground....You are bleeding fron the right shoulder area...what do you do?
Player: Stay still and don't move
DM: You don't move...hoping that they will think you are dead...a few moments later you hear the chatter of a machinegun behind you...the area where you were shot from is peppered with bullets and two French snipers fall from the two story window and land on the street. -A medic runs to your aid and with the help of an aid you are placed on a stretcher and carried back to the rear. You are taken by ambulance to a hospital and in a few months back at the Front with your unit.

Player: Increase density

DM: It was out of nowhere."Sophia?" The side of the bed that belonged to her was empty. It was so cold that she must have left a long time ago. "Sophia, where are you?"Phone calls that were never answered. Family members that would shut the door in my face.Sophia vanished off the face of the Earth so easily, it was almost like she wasn't there in the first place.But whenever that terrible thought crosses my mind, I remember. Those nights she fell asleep in my arm. Those nights she held me close.That night when she was finally mine.It would be months before I found out what happened to her.
Player: Watch her recorded message
DM: "Hey stranger." Sophia's familiar face, that beautiful face that haunted my every dream and memory, finally appeared. "I guess I have a lot of explaining to do."She sighed softly and shook her head slightly. "I wanted to tell you...a million times. Everyday, I wanted to tell you. That day I got diagnosed, all I could think of was how I could tell you."She paused and for a second, her chin trembles. Her bangs covering her eyes so I can't possibly see them. But she takes a second to breathe in and looks up with a smile. "I guess I wanted to be selfish in the end. I'm sorry about that. But, I wanted to be with you. Every day, I wanted to be with you. I knew...that the treatment had such little chance of working and I'd never get to see you and I was so scared and..."Tears fill her eyes and I can tell she's widening them as much as possible so not a single tear falls. Before it can possibly fall, she places both her fingers on her cheeks and smiles widely. "Please, forgive me? I want you to remember me like this. Healthy and always, loving you."The tape ended and I looked through the box. There were only one piece of notebook paper.Was it her handwriting? Or was it someone else?All it said was a hospital and a room number.
Player: Go see her one last time

Player: Families, all-out gangstas
DM: You approached one of the yellow-shirted guy who was smoking and flirting with a girl passing by. She looked scared and ran. "Um... Excuse me?" Julia spoke up. The man looked at her in surprise. "We... We would like to join you guys. We don't really got a place to stay, so we came here, and... Yeah..." Her voice died down as the guy looked at her, frowning. Suddenly, in one fluid motion, he pulled a revolver and stuck the barrel to your head and had Julia in a headlock. She gagged and struggled, but can't breathe in air. "You better think about your next words wisely man, or imma shoot yo ass and take this girl back home with me. She's worth somethin fo sure." His colourful and disgusting threats was like an alarm clock, jolting you from the shocked state. What to say? What to say? Julia's time is running out.

Player: Go back into the classroom.

Player: Can't do shit, really.
DM: "Waste of time, then." He waved his hand and some people came and took you outside. They made you and Julia kneel on the ground and you watched too many movies to not know what's coming. BAM and you're dead. What a waste. You failed.

Player: We can work as workers for you guys.
DM: "We don't need no workers right now, fool." He said, but he seemed uncertain. He let go of Julia's neck just a little bit to allow a breath before continuing the tight headlock, still thinking to himself, the barrel of the gun now at your heart. You waited nervously. Finally, the guy motioned for you to come forward and her marched you and Julia down the street. After walking ten minutes, you arrived at a big mansion, presumably where the gang leader lived. He opened the door and lead you two inside. Once in, he tied your hands and knocked you hard on the head. You blacked out.

Player: Got what?

DM: Night fell. You and Julia had crashed below an overpass, huddling under a piece of torn tarp cloth. The temperature seemed to have dropped twenty degrees since night came. All you managed to find is that: Four gangs controlled the city. The North side is claimed by a bunch of rag-tag drug dealers who rose to power, and they have a bunch of superhumans amount their ranks. They are the Rednecks, Signiture color actually being red. The south is taken by the Families, who wore as much yellow as possible to distinguish themselves. They used to be gangsters - and still are now. The east side is controlled by the police force. Corrupt, of course, so no way of getting help from them. The still have on them their blue uniforms. Lastly, the west side. Possibly the worst one of them all: the government. Marines in green combat uniforms and assault rifles walking the perimeter, arresting anyone who looked suspicious, occationallly shooting someone, and not letting anyone pass. You went there yourself to scout it out since you're a total badass and is capable of awesome spying abilities. No. They nearly captured you, if not for a suspicious looking girl headed their way distracted them. You thought you heard an explosion on the way back. Julia is fast asleep. Good, she needed it. What now? The only option left is to get a job, seeing how no gangsters or police would be friendly anymore. You decided to start tomorrow as you also gradually drifted off to sleep.
DM: You woke up, called Julia, and went off in search of work.

DM: Finally, after days of almost not eating anything, you and Julia managed to get some hot dogs from a place that looked like it's been recently bombed. Maybe it had. "We have to find some people to help us." You said before Julia is going to say it, and she nodded. "However," you went on, "We can't." "What." She stared at you, clearly confused. "Way i see it, J, is that when we go ask someone for help, we have to mention who they are. People will get suspicious since there are clearly more than the three of us with powers." You remembered Julia's brother. "And what would they naturally do? Panic. Call for help. We are going to be outnumbered and most likely outgunned. Then what they're going to do to us I don't know, but it's not going to be good. But." You stopped her protest before she can start. "We can practice. Make ourselves stronger. It can make a difference, right?" "But we can't!" Julia actually wailed. "Where do we practice? With whom do we practice? How do we practice? People are going to see us, D. Really, it's going to be a disaster." She sobbed into your shirt and you held her close, stroking her back. What's wrong with her today? You soon found out. "Please, Derek, we should just go to them and ask. Act innocent. No one is going to notice us." "I already noticed your obvious little trick to soften me up with your tears." You smirked, and Julia sagged onto the table, pouting. "But it might work. Just might..."
Player: Go with your idea
DM: You made up your mind, and so did Julia. She changed her mind dang fast, though. Went from "no pls I don't want to" to "oh yeah let's go bust some heads and kick some ass". Weird.
Player: Practice your powers

Player: Amphibian
DM: As soon as I press the button, a holographic image of Amphibian appears at the other side of the room. He pauses for a short while, before tossing a some sort of grenade at me. There is a bright light, and then the holograph fades, indicating that I lost.YOUR HEALTH: 100%

DM: Hugo teaches you how to enter your totals under different categories, most of which go unchecked and most of which can be written off as "comps." Thank God for computers, you think. Now I can line my pockets with minimal risk!
Player: finishing your first shift
DM: It's been a hard first day and your feet are killing you. YOu really could use a cold beer and don't really want to walk all the way home or wait for a bus. Julie invites you to have a drink at the bar with her. Fred also extends an invite your way. Who do you go with?

DM: You woke up to find yourself still tied up. However, that's the least of your worries, because Julia is being stripped naked and raped. You roared and tried to walk, but found your feet tied too. Someone noticed you and frowned. "What do we still need him for again?" And shot you in the chest. All you managed to see before you bled out, is Julia looking at you with pleading and fearful eyes... You died and Julia is lost forever. You failed.

DM: Reluctantly you admit that in all probability John Pizer is not Annie Chapman's killer and your opinion is confirmed hours later when his brother and several others arrive and confirm Pizer's alibis. Abberline is disappointed but quietly congratulates you on your correct deduction, increasing your reputation with the police.

DM: You punch him just below the elbow, and he slumps to the floor! "Uhhh, I'm temporarily paralyzed!" He says.The other guy, taking no chances, pulls out an uzi. Quick, what do you do?
Player: Directly punch his wrist
DM: You punch him in the wrist, his hand falls open, and he drops the uzi. You grab it and pistol whip him, the way he did it to you! Now, these two guys decide they've had enough. They run (the first one apparently overcame his temporary paralysis).You're about to give chase when you hear a voice from the storage closet: "Uhhhh, help me... please."
DM: You open the door, and sitting there in the broom closet, tied up, is your friend Kyle! "Kyle!" you scream, and run over to him, untying him. "Oh, thank God!" he syas, "I thought you were dead!""What happened?" you ask."After they brought us off the bus, they marched all the way to Phoenix, Arizona. They locked everyone else up in a garage, but then their boss started talking to Lillian about something. I don't know what they were talking about, and I didn't get a good look at him, but she started crying, and he told those goons to make an example of me. So they brought me here, tied me up, and said they'd be back in three weeks to see if I was dead, and if I wasn't, they'd kill me.""Do you know where the garage is?" you ask. "Sure," Kyle says, "but I'm exhausted. Do you know someplace we could sleep tonight?"
Player: Take him back to the hotel

DM: You are actually in luck this time. An engineer invited you over and explained he needed help on his project to return electricity to the city. His colleagues are scattered throughout the city trying to do the same thing, and he needs your help with this one first. He introduced himself as Jeb, and you and Julia did as well. You accepted the job, but asked for some cash in return. He showed you some and told you to start working. So when he checked and double-checked his machines and plans, you and Julia are down in the sewers crawling in - eew - shit and God knows what. Finally, all dirty, you reached the generator. "Just find the two green dials side by side. Put them to max and press on the blue button and the yellow button AT THE SAME TIME." Jeb's now weak voice came out through the walkie-talkie. The buttons are on the opposite sides of the generator, so you got on blue while Julia got yellow. You turned the dial and Jeb yelled, "Hit it now!!" You both did, and as soon as you pressed it, a massive electrical current ran through the supposedly electricity-proof button, and into you and Julia's body. The light burned bright and you couldn't see anything, until you felt almost at peace with everything. Is this how I die? You wondered. Suddenly you snapped back into reality. Julia is doubled over, vomiting non-existent food onto the slimy tiles. You did too, and pulled her into you. Strangely, you don't feel tired anymore. Nor does Julia. In fact, she looked energetic. "I can take on a dinosaur on steroids!!" She exclaimed. "Last time I checked, we have neither of them in stock." You smiled and checked the communicator. It's fried. "We're walking back. C'mon."
Player: Back on the surface...

Player: Hell no!

Player: Leave the hitchhiker and continue to New York.
DM: As you make your way to New York, your car starts making strange noises. You cross your fingers and hope that the old clunker makes it there, but eventually the car sputters and stops. Lucky for you, there is a small gas station and repair shop just up the road, you grab your belongings and head to the store.

DM: "We'll, uh, do the drugs." You said uncomfortably and the man nodded. "Good. Go change into a red shirt or something and grab some packs from him." He pointed to a man standing in the shadows who didn't so much as move. "Then you can go." You were taken back to your cell and had your legs shackled to the wall. The unlocked your handcuffs and threw you and Julia two red shirts, which you promptly changed into. You waited for Julia before knocking on the door and they opened the shackles. They gave you back your shoes and some drugs, and you were ordered to go to the other side to sell them. Nervous, you went.
Player: The first sale was...
DM: An absolute success. The Rednecks sold the drugs for a much lower price in the Families' area, and people flocked to you. You encountered two gang members on the way back but thankfully they let you go, since there's nothing on you. The Rednecks let you out more and more until they stopped cuffing you in your cell, and trusted you enough to let you free in your cell, and eventually granting you your own room. You were happy, of course - why not? Six months later The military conducted a raid on the Redneck's base. When bullets are flying outside, you...
DM: You grabbed a pistol off the floor and hid behind a table, ready to blast anyone that comes through the door. The gunfire stopped, and soldiers stormed the camp. Needless to say, the moment they came through the door you threw down the pistol and surrendered. They took you to a maximum security prison and you were sentenced to five years without parole. Meh, you thought. Could've been much worse. Five years later You're out of prison and back with Julia. You rented a small house and continued to make drugs and sell it in secret, and never got caught. Life was hard but you got by. You completed the game. (Note: this is not the best ending in game, which also happened to be the Canon Ending. Try playing again to get it!)

Player: 16
Player: 20

DM: You sit on your throne, resting your head on your blade as Thraka Flameborn and Elder Dokt tell you about the village's state of affairs."There's been a change in the management of the College of Alexandria. They've begun to accept Orc students." Thraka says to you. "Well, this is very good for racial relations, but what do the Red Blades care?" "There are many more profitable jobs that can be found if you work in the College. We could greatly improve their lives.""These jobs would take these people away from profiting the Red Blades, cost massive amounts of money, and mots likely they wouldn't receive these jobs for being Orcs. These students wouldn't be able to get the jobs, and they wouldn't be taught how to farm or fight, so when they came back here without jobs, they couldn't work here.""The Elder exaggerates greatly. There's plenty of work ot be found, especially with Orcs. Learning at the College of Alexandria would mean that our children would have better lives."You briefly consider the thought. Perhaps the Young Orcs would have better lives in and after the College, but it would definitely take away from the tribe's size, and perhaps the Orcs would be left untrained in manual labor or the ability to find actual work after discrimination stops them from finding educated work.
Player: Send young Orcs to the College
DM: You decide to send these young Orcs to the College. You want them to have a better life than you and your ancestors have had, and make sure the Orcs aren't left out in the education world.

Player: Talk to Dr Brown to see Catherine Eddowes's possessions

DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)A...
Player: H
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)Ah...
Player: G
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)Aag...
Player: K

DM: "Why, of course, dummy." She mocked you before going on, "I heard crazy stories about other people as well. Not just people like us who fainted. People who were next to the blast site, they-" She sniffed and went on quietly, "they disintegrated. But some of them, them lived. And fainted afterwards. Once I was being wheeled back to our room, and i swear i saw this guy absorb power from light. All the light sources. He escaped a few days later, i think. And now i know what's wrong with us." "Freaks." You muttered. You felt both exhilarating and terrible. Of course, like everyone else, you read novels about superhumans who was prosecuted for their abilities - or praised. But that is unlikely. You looked at your hands. They are just the same as before, but now there's something different about them. Before you can sink into a deeper level of philosophy and meditation, Julia poked you. "Look - that's him, the guy i talked about!" Examining him closely, you noticed that he seemed to bend light as he passed it. He always seemed to be standing in shadows. "Should we fight him?" "Up to you, Derek." Julia stared at you. "I completely trust your judgement." That whole "trust" shit again. What do you do?
Player: Get him, and demand an answer.
DM: "Hey, you!" You yelled, making him look at you and his mouth twisted into a smile. An unfriendly smile. He walked towards you. You looked around and tried to look for any weapons. There is only one - a baseball bat left there by some random person. You turned around and saw him walking towards you fast. Julia already ran off, possibly in search of weapons or - Power sources! You looked around and saw nothing. No light, no cars, no electrical box. But here might be some around the corner that Julia went to. What now?

DM: You are incredibly relieved to join the other survivors who are leaving, which consists of Elizabeth Graves (Franklin Graves's widow), her four children, Patrick Breen, his wife Margaret and their five children, two of James Reed's children and three of the Donner's children. Your group sets off and initially makes good progress before disaster strikes.Just a few days into the journey you are struck by a fierce snowstorm on open ground and are forced to huddle down below blankets: James Reed nearly collapses from the effort of making sure everyone is safe. Huddling together against the fierce cold you do your best. At one point during the storm it is discovered that Isaac Donner has died, slipping away so silently that the two girls huddled either side of him did not notice his death. In the midst of the cold the thought strikes you that the child must be buried.What do you do?
Player: Stay with everyone else in the huddle
DM: By the time the storm ends you and virtually all the survivors are too exhausted to continue. James Reed makes the decision to press on anyway, carrying his children Patty and Thomas with him while Solomon Hook is strong enough to continue. The remaining thirteen of you are abandoned by Reed, who promises to go ahead, get supplies and send them back. Soon after they leave the storm kicks up again. Elizabeth Graves succumbs, turning on her side she flings her arm out in one last effort and lies still as the life leaves her. The rest of you huddle together and try to endure. Mrs Graves's four (now orphaned) children can't stop crying and beg you to drag their mother's body away from them.What do you do?

Player: I don't think so...
DM: "Are you crazy? These are bloodthirsty killers willing to shoot anyone at a moment's notice to protect themselves!" You took a deep breath and said, more calmly: "Let's just sneak out. We can't possibly fight them. Julia blinked. "Sure, fine." She sighed and ran to the window, but ducked down instantly and motioned for you to duck too. "What?" You asked anxiously. "Two guys posting as guard. SMGs." Julia answered with the professionalism of a war veteran. You frowned, then remembered the times and times you persuaded he to play against you in some FPS battle, and for some reason you always lose. "I'll distract them." You decided, "And you run. I'll stun them then come after you." "Too dangerous." Julia objected. "What if you get shot? We can stay here and hold them off. I know we can." Her eyes twinkled with determination. Footsteps coming up the stairs and in the hallways. Not much time left.

Player: Pick up the bat
DM: You picked up the baseball and faced the dude. He pulled out a crowbar from behind his back, but you're ready. He swung and you caught the blow easily. But after A few exchanges, you felt tired. Things around you started to change and shift, and it felt like you're high on drugs or something. Out of the corner of your eyes you saw, to your horror, a demon approaching you. Your blow caught it in the head and it fell, screaming. Your vision cleared and saw Julia lying on the ground, the side of her head bloody and caved in. She is obviously dead. He made you do it. He tricked you with his light powers! But before you can act, the crowbar came down on your head hard, and you saw nothing at all. You failed.

DM: Julia grabbed you and led you away from the man, you walked fast and did not look back. After a few miles you stopped. "Well, that wasn't fun." You commented dryly. "We should go find somewhere to sleep." Julia agreed and followed you to a house that literally looked like it was bombed. Maybe it had. You settled down and soon, Julia was asleep on what's left of a sofa. But you convinced yourself that you can't possibly sleep, what with the power and all this chaos in your head. Slowly, your eyes drooped and before you know it, sleep claimed you.
Player: Commotion
DM: Julia shook your shoulder. "Wake up, Derek. Wake UP! You lazy piece of -" You sat up so fast you almost hit her. She scrambled back and hit the wall. You crawled towards her. "Never, ever, Julia. Never call me a lazy piece of crap." You kissed her. She kissed back but suddenly broke apart. "No, wait. We have a situation. Listen to outside." You concentrated. Sure enough, gunfire erupted in the distance. A large group of people ran down the street, and took a right straight at your direction - they don't look hostile, though. You grabbed one of them. "What the heck is going on?" You asked. "Military - chasing - shooting people - arrest - interrogation - don't - stop!" He kept on running, oviously out of breath. You and Julia looked at each other, mortified. Military? Shooting people? Arresting people and interrogating them? For what? For a second, everything was too surreal. You felt like you've fell into a movie that was a mix between a zomie apoalypse and a Big Brother government movie. Then the sound of a .50 cal firing jolted you from your dream-like state. "What do we do?!" Julia is on the verge on panicking. You mentally resigned to the fact that you'll be the one rescuing her from now on. Why can't the role be reversed? (Author: Cause I made it that way, so shut up and deal with it, D.) But more importantly, what now?

DM: "I will come back for you. I promise." Then you jumped the window. You ran for a long time, but short enough for you to clearly remember your way back. You sneaked back. Upon approaching the house, you saw the men - and women - carry Julia outside. Her clothes are in tatter and she is unconscious. They bound her hands and feet with zip ties, and her is gagged with the unmistakable fabrics of her socks, since her shoes are missing and not one of the mobs seemed to be losing a piece of clothing. Evidently they wanted maximum security. "Eew..." You made a face and the thought of it and followed them at a distance. They carried her into a house and disappeared. You crouched outside for a long time, trying to get the lay of the house. The sun went down and you can hear commotion inside the house, angry muffled sound, and what seemed to be a power surge, by looking at the lights. But it stopped as suddenly as it started. No more movements until a guy walked out with a pistol in hand, and he sat down by the door and started to read a book. It's really now or never.
Player: Subdue the guard

DM: After deducting a modest "finder's fee" you turn samaritan and stash the purse in the cardboard box by the host stand. The remainder of the night drags on mercilessly, without a hint of excitement. As you leave and head for your car, you notive Hugo and the bus boys throwing dice against the wall and betting. Do you-

Player: She's gone

DM: Seriously. Two teenage freaks attacking three armored trucks full of Marines and SWAT. Good luck with that. At least your death was quick and painless. You died.

DM: "Hell no!" You yelled and went after Julia. Your chivalry and undying love is to be praised. But, your foolishness is also unbearable - two against fifteen, them with guns and your powers not even strong enough to stun for more than a few seconds. It's pointless to say if you died or lived, though I imagine being alive would just bring you more agony... You failed.

DM: You sneaked up behind the guard, who was totally in his book right now. He wouldn't even notice you. Until the woman stepped out the door and joined him. "Hey, Andrew, what's u -" She spotted you, and you stared at each other for a second. You got prepared to run, but that's when Andrew made up his mind and swiped you on your head with the butt of a rifle. You fell to the ground, hardly conscious. In your half-conscious state, you heard them plotting how to tied you up. Then, a man walked over and looped chains around your wrists and your feet. You were even gagged the same way as Julia when you last saw her - with your socks. You groaned from the disgusting stench but the man already escorted you to the other room and chained you to a pole opposite the other one which Julia was chained to. He grabbed a syringe and jabbed it in your arm, and you faded.You don't know what they're going to do to you toe, but it sure isn't going to be anything good... You failed.

DM: "Welcome to the club." Jason lead you into a room. In the middle of the room is a car being repaired, and you looked around, wondering what's going on. Jason grabbed a remote from a desk and clicked a button. The car raised and revealed an entrance underneath. "Impressive." You said, nodding. "In here." Jason waited for you two to go through and he followed. After you landed in a tunnel Jason seized another control panel and pressed another button. The car descended and covered the hole, leaving you in darkness until a light snapped on. Covering your eyes, you saw that it was actually a basement, with cots along the wall and some people sleeping on them. With a yell of joy, you recognized your sister Jessica and Julia's brother, Damian. They welcomed you and Jason explained: they have around ten mutants including you two, and had been hiding ever since they came to in a hospital. Jason also apologized for attacking. "Thought you were looking for us." He said, "Couldn't take chances." You asked what to do next. "We hide out." Jason replied, casually standing up. "We send people out to look for food and water every week, and they always come back with something. We also have a green thumb here," He pointed to a black-haired woman who looked like she was around thirty, and she waved in greetings. "She can grow food out of any seeds or fruit." You met others as well, some of them with weird or fascinating abilities. One of them was telepathic, and knew who you were before you even got close. Another one can turn invisible, and so on. But you couldn't decide if to stay or go: both had its pros and cons. Going away gives your more mobility and hopefully you can get out of this city. But staying would mean safety and food.
DM: You decided to stay with them. Just as well, because then a military convoy rolled by and patrolled the block until morning. You lived in the basement, occationally going outside and practicing your powers. You never had a lot to eat, but it was enough. You lived happily ever after with Julia. You have completed the game.(Note: Good ending, but not the Canon Ending which is also the best ending.)

DM: Do you really want this? To just cleanse yourself of all powers? But then what? Get out of the city? How? Work somewhere? Where? Anyways, you don't even know if that object can do it. Maybe the government already took it. Still, you have the hope to look forward to.
Player: No, I need to reconsider.

DM: You started to move again, proceeding not towards the blast site, but randomly walking, not making eye contact with anyone. But the more you walk, the more urgent the voice got until you finally sat down again, clutching your head. "What's wrong bae?" Julia sat down as well. "Listen, I'm sorry about my mutant talk -" "No. Not that. My voice. Saying the exact same thing you said. I think I would have to make a decision right now or I would go crazy." "Then make the choice. But remember, Derek." Julia looked at you, the look in her eyes almost made you cry. "I'm always with you. Where ever you want to go. I will take anything for you." "Don't volunteer for it, though." You managed to squeeze out before you broke down and you two embraced, you looked like a mess. People are staring at you weirdly. Finally Julia broke loose. "I'll leave you to decide." She sat aside and pulled out a book, began to read. Then a crazy idea popped into your mind...
Player: Why not just leave it altogether?!
DM: Leave Dallion. This city is fucked anyway - go somewhere else, get a job, go back to school maybe, retain your powers, stay with Julia - sounds perfect. The only thing is that you would be abandoning everything. Your memories of your family and Julia's family, your sister, her brother, all the oppressed mutants - you own them that much, right? You really can't think. Better to decide just to get it over with.

DM: The moment you entered the backdoor you saw the stairs. You climbed them. Big mistake. The old wood squeaked and you were startled. No one came though so you kept on climbing. When you reached the seconf floor, you debated which door to open. There are three in total.
Player: Three
DM: A man was inside, smoking and reading an outdated magazine. He heard you and turned around. Before you can move, he blew your brains out with his revolver. You died.

DM: "We keep them." You said, having made up your mind. "This is a great opportunity to establish ourselves as powerful group." You felt a pang of guilt in your chest - or is there? - and through of how slavery was wrong. But it's the Apocalypse now, you reminded yourself. "Yeah, gotta do stuff to survive." The other man said, while Jason nodded in agreement. You set about to untie Sara while Jason went outside and told everyone what happened and your decision. Once Sara's gag, ear plug and blindfold came off, she stared at you in awe. You freed her hands and feet, and she hugged you instantly. After the tearful reunion, she asked you what you were prepared to do now, and if they are going to free the slaves. "Well...no." You explained. "They would actually live safer in a camp as slaves than running around chased by zombies. Also, we can use them to trade stuff... You know..." Since you just saved her heroically, she agreed to your plan reluctantly and the rest of the people got on. Some of them went their own way after knowing that they are going to be slavers, but most stayed, realizing that this is the safest way to go. "What now?" Eric, who stayed, asked you. You rubbed your eyes and thought...
Player: Eliminate the rest of the slavers. There will be no opposition.
DM: Seriously. You should have known who you were dealing with. As you rode along the road, a SUV concealed within the darkness roared to life, and chased you. Some of your crew was shot and eventually you defeated them, with much difficulty and casualties. You arrived their camp by pure luck. And that's when your luck ran out. They heard the gunfire and set up a defensive line around the camp. As soon as your bus emerged, you were met with a hail of gunfire. After the shooting stooped, only one of the slavers died and your group was scattered. You were brought before their leader and witnessed the torture of Sara and various other slaves, and finally, as Sara was brought away in chains, bloodied and broken, someone put a bullet in your head. DEAD

DM: You are visited at your home by the leader of the Leocorno ("Unicorn") contrada. He proposes a Snail-Unicorn alliance. He says that his contrada's jockey will assist yours in the race in whatever ways are possible (e.g., strategic blocking of other horses, knocking other jockeys off their horses, etc.). In exchange, he wants a commitment that your jockey will assist theirs in the same way. Do you accept his offer of alliance?
DM: It's the morning of the race and you've been confronted with two very enticing offers. Unfortunately, your budget will only allow you to accept one.The first offer came from your archrival Tartuca's own jockey. He visited your home before dawn. He said that, for a certain price, he would guarantee that his horse would lose the race. Unfortunately, if you bribe the jockey, you will not have enough money left to bribe a city official who has promised to guarantee your horse a prime starting position if you pay him a large fee. What's your decision?
Player: Bribe the City Official
DM: It's a beautiful summer afternoon in Siena as the ten horses take their starting positions in the Campo, the central piazza where the race will take place.The race has been preceded by an elaborate two-hour parade. Each contrada was represented in the parade by a contingent of musicians and flag-bearers wearing traditonal costumes of medieval Siena, but now the event has begun. Your horse will bring either glory or humiliation to your contrada, the Chiocciola.Despite the build-up, the race itself is amazingly short. It consists of just three laps around the Campo. The first horse to make it around three times wins. Other than that, there are no rules. Jockeys may use their whips on other horses or even against other jockeys.Your horse got off to a surprisingly strong start and, after one lap, is in the lead. As the horses come around the turn, you are close enough to yell advice to your jockey. What do you say?
Player: "Go! Go!"

Player: Yes, leave.
DM: "We're leaving." You stood up. Julia stared at you, startled. "What?" "We leave tomorrow. This is too much, getting shot at and chased and stuff..." Julia fell silent. "Why can't we just go away? Leave Dallion, this is no longer our home. Let's go somewhere else. Another state. Canada, maybe." "And leave everything behind?" Julia's voice is barely a whisper. "Yes." You replied. Julia stood up. She had tears in her eyes, but she bravely declared, "I will go with you. No matter what." "Thank you." You two hugged for a long time, until you broke apart. Then, making up your mind, you took a deep breath. "We should try to get to a ship." "Or get a car." Julia countered.

Player: Car
DM: That night, you sneaked into an underground parking garage to find an usable car. You were in luck. There were at least a dozen cars inside, all of them fuelled up and ready to go. You felt that it was a bit strange, but you did not question it further. Just as you tried to opened the door to the garage, a line hidden within the shadows was broken and it triggered a grenade, hanging from behind the door. It fell onto the ground. You never had a chance of running out of its blast radius. You died.

DM: You shout across the road at the person. "Excuse me!" yells Kent, "We need some help over here!"The person begins to slowly walk towards you. They remove their hood to reveal themselves as a young woman, about the same age as Kent and yourself. "Hi, I'm Angel. Who might you be?" she asks."I'm Kent and this is my good bud. We hit what looks to be a spike strip and have no service to call anyone.""That's unfortunate. I'm afraid I don't know anything about fixing cars, so I won't be much help to you." she replies. "Thanks anyway. Do you know the fastest way to get out of here on foot?""You can't walk on foot in this forest at this time of night, it's way too dangerous If you don't feel like sleeping in a busted car tonight, you can stay at the sanctuary. I'm sure Byron has room for you two.""The sanctuary? What's that?""I live there. It's my home. I can explain more about it on the way, follow me."
Player: Stay at the car
DM: You ignore Angel as she walks away without you. You and Kent get back into the car. "Damn it's cold out here." He tells you. As some time passes, you see Angel come back. She knocks on the car window. "You guys don't look comfortable in there. I'm sure you'd rather sleep in a warm bed at the sanctuary, follow me."

DM: You pushed the door open and saw Julia. She remain tied, but with ropes around her wrists and ankles. She is still gagged and blindfolded with a piece of cloth torn from her shirt. There are two syringes on the desk beside her, one full one empty, presumably used to inject drugs into her. You looked around, made sure no one is here, and cut the ropes loose. Sadly, she is still passed out due to the drug, so you'll have to carry her. How do you plan to exit?
Player: Try the front door
DM: You went out through the front door, since there's actually no one there. Your BS luck worked, it seems. You carried Julia across the city back to where you left Damian and Jessica. To your surprise they were still there, and gasped when they saw you. You explained the whole thing and Damian raised an eyebrow at you. "Seriously, man? Don't be such a hothead next time and think about you and your girlfriend." But other than that, he thanked you a lot for having the courage to rescue Julia and for actually rescuing Julia. You noticed he didn't say "My Sister". It made you feel loads better. You and Julia slept while Damian and Jessica stayed up, taking watch.

DM: "You will learn the music of tranquility. This is based on the feelings you get when you are alone and serence, such as on a mountaintop, with a clear conscience."And she tells you the final pieces of knoweldge required to become a fully fledged bard. You listen for hours, and the world around you seems to fade away. Mortal desires, such as hunger and thirst, once forefront in your mind, are utterly forgotten as you hear the music of the sea.Finally, you are ready. Linwen hands your very own instrument; a fiddle."There is no more I can teach you," says Linwen, "Make sure you use my lessons well."You thank her, and leave. The sky is early evening now...you've been here the whole day, and didn't even notice. As the music fades from your mind, you realise how hungry and thirsty you are. You think about going to the tavern to get something to eat, but then you look out at the grasslands and mountains and stop. You feel something stirring inside of you. Perhaps it was an after effect of the music you listened to, but part of you now wants more than anything to see the world, outside your village.

Player: Boat

DM: All four of you decided that it would be best to leave, however, there was dispute as to where to go. The military zone is an absolute NO. Jessica never wanted to go back to the police area. Damian had some run-ins with the Families, a gang. Julia thinks the Rednecks, another gang, is just totally creepy and refused to go. And it's ultimately up to you to break the gridlock. Again.
Player: Families
DM: As soon as one of the gangsters saw Damian, he opened fire. The street was riddled with bullets as you attempted to fight back, but Damian was ultimately killed and so is Julia. As you stared at her corpse, numb, another guy raised a crowbar and struck you on the head hard. Your last though was that you should've made out or even had sex with her last night, or tell her some cheesy words about how much you loved her. But that chance passed already. You failed.

DM: A boat seemed the perfect choice, being able to escape anyone coming after you easier - unless they have a submarine. Which they might. That night, a speedboat was stolen from the local marina, along with a few cans of gas on the other side of the city. In the hours before dawn, you and Julia met up on a beach away from other houses and roads. You passed the gas into the boat and filled it up, then you two sped away from mainland towards freedom and safety.

DM: As I fall asleep again, my dreams slowly start to get better, and I manage to sleep soundly for the rest of the night.The first thing I do when I wake up is look at the clock. It's 9:42 a.m.I lie around in my bed for a few moments, just thinking and waiting for my feet to gain the strength to stand up...in a manner of speaking. I start hearing those loud creaks coming from the room next door, which is Brute's room. His bed can barely hold him, and so, his movements become rather loud. As I start to listen in to the sounds, my hearing starts to increase. Mom says it's something I'll learn to control eventually, but says that right now, I'm too young.As my hearing increases, Baryon giving Leksiah a mind massage, Skage and Freakshow talking to Googles and Hyper's snoring. I also think I can hear mom sparring with some of the new guys in the training room.YOUR HEALTH: 100%
Player: Stay there and keep listening to the surrounding.
Player: Listen to mom in the training room.

Player: Visit the Gambling Ring

DM: You don't see much point in intervening. Besides what could you do to stop them if they really want to fight when they are both obviously stronger than you? Moments later the room is filled with screams as you witness the older student stab Walter. Walter falls to the ground bleeding. The other student quickly turns and starts running. Quickly, security chases after him. You wonder how he managed to get the weapon on school grounds. Some good the security was doing.After this incident, the school dance ended up being canceled pending an investigation into this incident. A large part of you is relieved because you didn't want to chaperone that thing anyway. Although, you know you probably should feel bad for Walter.
Player: The year passes
DM: The rest of the year passes as you go each day through the motions of teaching. You make no further effort than is necessary to get by. Your students do the same. They do alright, but no one is living up to their highest potential. You didn't particularly enjoy or hate this job. That's all it is just a job, a way to pay the bills. No one will remember you after you retire because you never made much of an impression on anyone. Not that you really mind that. You'll have a nice pension by that time.

DM: Your dilignece and thoroughness pay off. Denise turns out to be the loveliest of the group and she rewards your good deed with her phone number. Though a bit older than you she seems a) well off and b)hot to trot. Do you
Player: accidentally "lose" her number
DM: You didn't find Denise to your liking, so you're gonna softly give her the slip. Well, who knows what might have been? Don't waste time thinking about it. The remainder of your shift slowly passes and you eventually, after thirty minutes of useless sidework, stroll out to your car.

DM: ChildhoodA fist thuds into your face, knocking you to the ground. Gruzub stands over you, laughing."Mazkil! You are as weak as a Shepard!" He laughs, as you leap to you feet.
Player: Punch him
DM: You swing your fist, but Gruzub quickly ducks and elbows you in the stomach, knocking the wind from your lungs. He gets two more punches in before you manage to roll away and get back into a fighting stance. As you prepare to charge him, you hear a deep voice."CHILDREN! Your mother struggles to soothe the little one while your brother hunts sheep. This is no time for playing. There is work to be done! Inside!" Your father bellows.
Player: Tribal Necklaces (Tribal Orks)

DM: You kick Gruzub, knocking his leg away. He falls to the ground and you quickly kick him twice in the stomach before he manages to roll away and take up another fighting stance. As you prepare to charge him, you hear a deep voice."CHILDREN! Your mother struggles to soothe the little one while your brother hunts sheep. This is no time for playing. There is work to be done! Inside!" Your father bellows.
Player: Stop asking about Trophies
DM: "I'm finished, Papa!"Papa picks up the blade, and licks the edge."Yes... Sharp enough to shed dragon blood. Well done, Mazkil. Now, go fetch gather fruit."

Player: Battered Golden Shield (Empire of Man)
DM: "The Shield? The Shield... Ah, yes! The shield! I took it off some fancy knight who drank too much and fought too little. Let me tell you about men, little one, there's a lot of them, but they're weak, stupid and cowardly. They break easily. They're the biggest threat to our little old home, but they're too busy fighting the elves to come fuck with my tribe."

Player: Shrunken Head (Necromancer's Army)
DM: "Ah, that! I took that off a large bastard with a sword twice as large as you.That damn Necromancer, I can't remember his name, rose Zombies Ghouls, Skeletons, Wights, Death Knights, Specters, Ghosts and who knows what else in his quest for power. He led a small group of Death Knights up here to add some Ork Zombies to his collection. He ran faster than a deer when he saw what a true Orc can do! Ha!"

DM: "Ah, the dagger. One of my favorite. The Elves are a race of "beautiful" and "perfect" creatures who don't know a battleaxe from a wood-axe. Death to them all. They're stupid in things like how to start a fire and how to hunt, yet seem to love philosophy and reading. Death should take them. Still, they're fast with a blade and good with a bow, which I found out while hunting a party of them that came into my territory. That knife nearly went into my throat before I impaled the little bastard wielding it."

DM: "Ah, this one! I fought the dwarves when I was young, back when my name was Youngblood like you. I earned the name Magrash Shatteraxe that day! The Dwarves are small bastards and the sight of one will make you chuckle, but I love 'em! The Gods made them jesters to amuse, and the Dwarves became angry, stubborn, heavy-drinkers who can wield an axe! They hide in their tunnels and mine too much, but I respect them anyway."
Player: Ask about the Dragon Skull (Dragons)

DM: "The tribal necklaces? Boy, show some respect! Those are the Chieftain's necklaces, that show who's the boss of this tribe! Us Orcs have always been a hot-headed folk. Lots of fighting, drinking, eating, fucking and some more fighting when you're finished. We stick to the tribes, each led by the great Chieftain. It's a good life, boy."

DM: "Ah, the skull. Dragons are fearsome creatures. They come in many colors, all with powerful skills. They speak Dragontongue, and many speak our language. Some are intelligent, while some are incredibly feral and wild from years of isolation. Their flames tend to be tinted the same color as their scales, with an afinity for hoarding treasure and waging war and destruction. They're solitary creatures, Dragons. If you ever slay one, Gorgok will look upon you with joy."

Player: Shattered Battleaxe (Dwarves)

DM: You drop to your knees, close your eyes, and quickly swallow a small piece of dropping. Bagig pats you on the head, and nods to Gruzub. Gruzub does the same, and with that, Dendar bursts out laughing."You two are idiots!" Mazkil and Gruzub Youngblood, eating deer droppings."They chuckle as your face reddens. You open your mouth to yell at them, but then freeze. You spot a beautiful deer just at the edge of a small creek out of sight. You grab your brother, and point to it."Ah, well spotted, Mazkil Shiteater. Let's catch it, Dendar.""We can't get distracted. We came here to hunt boar.""We'll catch the deer and the boar!" Bagig cries, charging off after the deer. The Deer bursts off running, with Bagig and Dendar quickly following."Stay there!" Bagig yells at you as he leaves.

Player: Charge the boar
DM: You let out a fearsome roar and charge forward, smashing into the boar. The tusks gore your chest, releasing a wave of blood as they fall backwards, blood pooling around you."Ha!" Gruzub cries, yanking you off the ground and slapping you on the back. "You're an orc alright, and a stupid one at that."The Boar begins turning around, once again preparing a charge. Gruzub lets out a snarl as he raises his fists to fight.
DM: You quickly turn and begin running. The boar follows chase, leaping over roots. In your injured state, the boar's faster, and eventually manages to knock you to the ground with one sweep of it's tusks. It quickly charges in, it's tusks impaling your chest.

DM: You jump, but your legs catch on the boar's tusks, toppling on top of the boar. You yell, grabbing two handfuls of fur to stay on, as the boar begins to run around frantically, trying to get you off. You ready your knife and repeatedly stab it through the side, until eventually the boar topples over, pinning you to the ground. You struggle, and pull yourself out from the dead boar, as Grubuz laughs.
Player: One year later...
DM: "Mazkil Boarsbane! Gruzub Fastfoot! Let's go." Papa yells.You quickly follow your father out of your small home and onto the small dirt road that interconnects the village."Boys, you've done well. I was so proud when I saw you best Harkor Clawfist in a fight, I got you a present."You smile fondly. Harkor had insulted your brother Bagig and Dendar. They had only been recently killed by a Death Knight from the remnants of the Necromancer's Army, and you made sure that Harkor suffered for his insult. By the time you and Gruzub were finished, his face was half-caved in.Your father hands you each a small amount of gold coins."Dendar Arroweye is heading down to Riverton today. He's taking the cart to pick up some goods to help us get through the winter. Take the cart, go enjoy yourself."You thank him, and eagerly count your coins. 25 Gold Coins, all shining proudly at you."Go now, boys. Enjoy yourselves."

DM: "Gruzub! Distract the beast!""Distract it?" Gruzub asks quizically, before picking up a stone and chucking it at the boar.The boar squeals and turns to gore Gruzub."I did it! Ah, I did it!" He yells, diving out of the way.You charge forward, stabbing the boar repeatedly in the side. It's intestines begin falling out, and it collapses, dead.

DM: You run forward and jump, but your injuries are worse than they seem. You fail to clear the boar's tusks, which impale you through the chest. You let out a pitiful scream as the tusks impale you.

Player: Head down to Riverton
Player: Visit the Brothel

Player: Bet on the Wolves

DM: You place a five coin bet on the wolves, and enter the gambling ring. You find a spot looking in on the ring, watching a small red dragon, snarling at the crowd. Three trapdoors open, with three wolves entering. The wolves begin howling as the dragon snarls. The Dragon lets out a short first of fire, alighting one of the wolves who begins leaping and rolling around in pain. The other two wolves jump, with the dragon lunging forward and biting into the second wolf's neck and tearing into the flesh and fur, before dropping the bleeding wolf. The third wolf lands on the dragon and begins biting and tearing at the dragon's wing. The Dragon screeches, leaping around and flinging the wolf off the ring. The dragon snarls and leaps forward, tearing the wolf's head off and flinging it out of the ring. It lands next to you, but a small child grabs it first and holds it in the air with a laugh.You leave, five coins poorer.

Player: Hand over your few coins
DM: You quickly take out your remaining coins and hand them to one of the thieves. He flashes a grin, and puts his hand around your shoulder."Thank you, sir. Pleasure doing business."He leads you out of the ally and points in the direction of the Dengar's cart. You walk along to it, and climb aboard the back. Dengar appears, holding a caged chicken."How was your time in Riverton?"You shrug, disgusted in yourself for handing over the money. You're no true orc.

DM: You arrive at a large building and take a deep breath, breathing in perfumes of foreign fruits and sweet incense. An elderly woman walks out, and smiles at you."Ah, a patron. How may I help you, Sir?""I'd imagine it's the same reason everyone comes here." You reply snidely."Ah, of course. I'm sorry, you look like Gruft, the debt collector. I assumed you were a brother of his filling in."She leads you into a back room, where you take a seat on an old dirty bed. She leaves, before arriving back with three women. One of them is a middle-aged, chubby, unattractive woman in a plain dress. She smiles at you."I am Helga. She says.The second woman is a younger, plain faced woman with a nice bosom and bum, which quickly draw your attention."I am Liz." She says, smiling at you sweetly.The final girl is a short, small, pale blond girl. Her features are sharp and angular, and you recognize her as an elf."I am Starflower." She says."The prices are simple." The Matron says. "Helga is five coins, Liz is ten, Starflower is fifteen."
Player: Pay for Helga
DM: You pay for Helga, and all others but her leave. You quickly undress, and for the next hour, allow your animal urges to take over. You quickly fuck her, trying to focus on the feeling rather than her less than appealing appearance. Afterwards, you clean up and quickly make your way back to the street, a happier orc.

DM: You go into the shop, and buy a lamb steak, a shiny purple fruit, boiled sheep's brain and a pouch of milk. You quickly eat these delicious fruits, particularly enjoying the sheep's brain and milk. As you finish, you smile to yourself, your stomach full.Time to find something else to do.
Player: Leave the shop
Player: Visit the Tavern
DM: You walk into the Tavern, and drop five gold coins on the counter."Barkeep. Get me a mug of your finest ale. No, get me however many mugs of my cheapest ale this can get."You're slid over several mugs of ale, which you begin drinking with glee. As you do, an old man sits down next to you wearing the Kingdom of Man's military uniform. "Good day, sir. Ah, an orc. A fierce beast, at that one.""I am not a beast. I am a warrior." You grunt, annoyed."Ah, of course, of course my good friend. I was just making conversation."You look over at him, noting a black, jagged blade at his side that you recognize as Demonic Obsidian. "That's a nice blade. Where's it from?" You ask."Ah, now that's a story. I'll tell it to you for a bottle of Elvish Wine, only five coins. A man needs to drink." He winks at you.
Player: Pay for the man's wine

DM: "No thanks."The Soldier nods in understanding, and you continue drinking. After a few minutes, a man knocks into you, spilling your drink."Oi!" You yell, standing up and turning.In front of you is a large man with a thick black beard, who looks at you."What?""You spilled my drink!" You roar at him."Ha! My little daughter could've held a drink with more grip than that! It's not my fault!"

DM: "I have no coins on me.""Really, sir? Larn, go see if our new friend's lying."One of the men walks forward, and begins searching you.
Player: Grab the man
DM: You grab the man, drawing your blade and driving you knife into his chest repeatedly, tossing his body aside. The men begin charging towards you, three on one side of the street, one on the other.

DM: "FUCK OFF, HUMANS! GO SUCKLE ON YOUR MOTHER'S TITS!" You roar."Oi, Sir! Quiet down. Wouldn't want the Guards to...""FUCK YOU, YOU TWO-BIT THIEVING CUNTS!""Shit, Larn, shut him up."You hear a whistling noise, and you turn to investigate. Two throwing knives plunge into your chest. You gasp, and struggle to stay standing before a third enters your heart.

DM: You decide to just sit at home. After a day or two, you look outside and see two alien children walking down the street, with laser guns! They are playing a game to see who can destroy the most houses. What do you do?
Player: Yell at them.
DM: Your yelling makes the alien children angry. Do you really want to alien children with guns to be mad at you? I think not... too late, though.

Player: Leave Riverton

DM: You pay for Liz, and everyone but her leave. You quickly undress, and take advantage of the ample business advantages that the Gods have given her. Her bosom and ass provide great entertainment as your animal instincts take over. You greatly enjoy the next hour, eventually finishing, cleaning up and leaving the brothel with a smile on your face.

DM: You pay for Starflower, and all others live. You quickly undress, and allow your animal instincts to take over. Over the next hour you make sure to enjoy every inch of the young elf's body, and learn she's very, very skilled at her job. After an hour you finish, clean yourself up and leave, happier than you've ever been.

DM: You pay for the man's drink, and he gleefully accepts."Thank you. Hell, your kind are far better than most around here. I was a soldier in the King's Royal Army. I was sent to fight the Necromancer's Army, at only a young age. Not the current Necromancer, mind you, the boy's father, the first Necromancer. I was sent to a small graveyard, where a local friendly giant had been buried. One of the Necromancer's Disciples had taken a group of zombies and ghouls down to raise the giant as a soldier in their army, so I was sent to kill them with my regiment. The dead were everywhere, and I sunk my sword into a zombie and lost it. There I was, unarmed and surrounded by the dead, when I saw this figure in a black cloak. I tackled him, grabbed his sword, this very weapon, and stabbed him to death. With that, the zombies lost their leader and we regrouped and repelled the dead. I wielded this very sword when we stormed Reaper's Castle and killed that blasted necromancer. Anyhow, that's my story. I'm glad someone heard it, and gladder my lips aren't as parched."You nod and quickly finish your drink.
Player: Head outside

Player: Punch the Man
DM: You smash your fist into the man's head, knocking him backwards. The man stumbles backwards, and you leap in, punching him twice more.
Player: Leave the Tavern
DM: You turn to leave as the man stands again. As you walk, the man draws a sword and yells. You turn to confront him, but he stabs you through the chest, straight through the heart.

Player: Charge the single man
DM: The single man is quick and manages to jab you in the side, his cold iron causing you to groan in pain. You swing your blade, slashing the man's throat, and toss him at the trio. You rush onto the main street, but the trio don't follow. You check your wound, but it's not deep. You wander through the street, until eventually you come across Dendar's Cart. You climb on the back, and lie there, as Dendar arrives with a caged chicken."Ah! Mazkil, how are you? Ah, you're bleeding.""Someone tried to rob me.""Well, I hope you made sure they'll never try again."You nod, and Dendar chuckles."Well done. You're a true orc."

DM: You stand there, as one of the men walks over and begins patting on your pockets. As the few coins you have left jingle, the man quickly draws a knife and stabs you through the back, right through the heart. You yell in pain, collapsing.

Player: Get into the tents with the rest of the Sherpas

Player: Visit the Shop

Player: Yell at the men

DM: You run forward, leaping through the air as you slam into one of the three, stabbing him through the neck. The others grab you and a knife is painfully brought across your throat, before your limp body is released.

DM: You continue punching, and although the man gets two hits in and you, smashing your nose, his body eventually goes limp as he falls to the ground.
Player: Stomp the man to death
DM: You begin stomping on the man, breaking bones and splattering blood around. A man tries to pull you off but you shove him off. You hear a yell as the man's skull is caved in, and as you turn to leave a blade enters your stomach. You look up to see a Town Guard, his sword deep into your stomach.

DM: Walk
DM: Walk
DM: walk
DM: Walk.

DM: Nope. Nothing here but dust. You got everything of value when you grabbed the ropes.
Player: Return to the Tower
Player: Look for more Supplies

Player: Behead Gruzub
DM: You swing your blade down with a roar. You sword connects with his neck, and his head falls to the ground. You drop to your knees, looking at your dead brother. You barely comprehend the Priest grabbing your hand and holding it up, loudly proclaiming you the victor. Papa walks over, draping the Tribal Chieftain beads and necklaces around your neck. Mama walks out and gently kisses your head, before closing Gruzub's eyes on his decapitated head. The Priest has the body taken away to be burned to ensure it makes it to the afterlife. You struggle not to weep for your brother, while Papa kneels down to talk to you. "You are Chieftain now, Mazkil. Chieftain Mazkil Redblade, leader of the Red Blades. You will lead the tribe to greatness. Tonight, we celebrate. We celebrate your ascension to chieftain, we celebrate the great fight, we celebrate your brother's journey to the Afterlife. He fought so well I'm sure Gorgok himself is Gruzub's cup-bearer." You nod. The path you're going down is set. Gone are dreams of becoming a mercenary or a raider. Now, you are a Chieftain.

DM: "Lunch time," calls out one of the screws. Once again, almost as a mass, the group of children head towards the gathered guards. This time the guards have little plates with bits of food on them already setup and placed on the table. Kids walk up to the table and the guards are there to ensure each kid only gets one plate. You amble over to the table and grab your plate.Sure, they call this lunch, but you're betting if you could get the USDA out here, they sure wouldn't call it lunch. There is a single cracker and a piece of cheese on the cracker. Next to that is a carrot. A carrot, for darn sake! Who eats carrots these days? You grab the carrot and gnaw on the end of it, trying to see if you can make a point out of it. It isn't too hard, but the point is pretty squishy, so you don't think you could use it as a weapon. You're going to have to keep your eyes open, there's got to be a way to overtake these guards.Just as you finish eating, the head guard calls out, "Play time outside!" Most of the kids start towards the exit door, but a few need a push. You're not sure if the time is right, but maybe you could make an escape here. If you head to nap time, you might split up the guards and be able to take out one and make an escape. But if you fail, the guards might use this option while you are separated from the other kids to have you "accidentally fall" or something...
Player: Go to nap time.
DM: You let a few kids get out the door and then you head towards the pillows and soft floor. You call out, "Nappy!" with the hopes that they will split up and let you take a nap. You move as quickly as you can towards the quiet area."No, no, no! Don't do that or we will call your Mommy!"Before you can get three steps in that direction, one of the guards heads you off. The others look in your direction, so you know you're caught. They are herding everyone out the door and they are being careful to make sure that no one escapes their line of guards. You reluctantly turn and go with the others outside.

DM: You have reached yet another crossroads, you have three choices this time:

DM: You don't belong here, every single pair of eyes silently shout at you as you nervously bring your slice of pizza to the Black Domain. You've seen through the bullshit of society, however, and are ready to meet others who wear wallet chains and trenchcoats. You sit a good five or ten feet away from them, letting their leader make the approach. The rubbery pizza is a perfect thing to do with your hands while you wait for the goth delegation. Mitch stands up. You know his name because he's wearing a nametag on his jumpsuit and it says Mitch. "What are your five favorite bands?" He asks, testing you.
Player: The Red Hot Chili Peppers
DM: "You obviously don't know a thing about life" his dead eyes don't betray anger or sadness. The goths form a half-circle, with you on the outskirts. They start chanting "ooh wa-a-a-a" in unison. You've failed in your quest to become a goth, and end up eating lunch with the untouchables. *** YOU DIED, SOCIALLY *** Rank: Poser... A Song for You

DM: You march through Elf territory with a little over 50 other Orcs, marching through a hilly area with some trees. You've been sent with Karn Deathreaper, the massive orc with the notched armor, to investigate a small Elf War Party. You've yet to experience any real combat, with your previous time here simply being maneuvering into flanking positions to force the enemy to retreat and moving forward. Still, the sun is particularly red, so you there'll be a battle today with Gorgok watching."Orcs! Halt!" Karn screams, and you stop moving.Karn Deathreaper truly earned his name. The amount of enemies he's slain is among the hundreds if not thousands. He's a fearsome creature, and you can't wait to see him do battle."The sun wishes us good luck. We'll do well in the battle." One of the Orcs near you says happily."Cease your superstitions, Nagrak. We might not even fight today." Another replies."One can hope." Nagrak eagerly replies.In the blink of an eye, a dozen Orcs are dead. You see six Elves standing on top of the hills, light golden armor and long blond hair holding bows.
Player: Quickly alert and direct your own Archers to the Elves
DM: You turn to your archers, but it's clear the Elves targeted them first. Most are dead, and the few remaining drop to their knees and begin firing, but the elves are uphill, naturally better archers and have the wind in their favor. It's clear the elves have carefully chosen this ambush site.You feel an arrow thud into your chest. It shatters on your plate armor, but the force is enough to break a few ribs and you groan loudly. You raise your shield, and another arrow thuds into it."Orcs! Regroup, and keep those shields up!" Karn screams.You huddle together, and as a group begin rushing uphill rapidly towards the Elves. The Elves fire a few more arrows at you both, but quickly turn heel and run. You reach the summit of the hill and watch as the Elves disappear into a small woods down the hill."Come on, Orcs! We follow them and make sure the worms can feast on Elf Flesh tonight!" Karn yells.
Player: Follow Karn into the woods

DM: You raise your shield, and three arrows thuds into it."Orcs! Regroup, and keep those shields up!" Karn screams.You huddle together, and as a group begin rushing uphill rapidly towards the Elves. The Elves fire a few more arrows at you both, but quickly turn heel and run. You reach the summit of the hill and watch as the Elves disappear into a small woods down the hill."Come on, Orcs! We follow them and make sure the worms can feast on Elf Flesh tonight!" Karn yells.
DM: Karn lets out a war cry and breaks into a full sprint towards the woods. You follow, your shield covering your chest and your sword raised. As you burst through the trees and run through the undergrowth, you hear a yell."Fire!"Arrows fire down from the trees. After ten seconds which you spend huddled together with your allies, arrows thudding into your shield, half of your group is dead. Then, Elves Warriors with short swords heavier armor than the archers, though still a lot lighter than yours, coming to wipe out the unprepared, cowering Orcs that remain.
Player: Act defensively to protect yourself
DM: You bring up your shield and raise your sword. The warriors quickly take advantage of the situation, attacking the unprepared Orcs attempting to take shelter from the arrows. One of them goes towards you, and swings. You block his sword with your shield and repeatedly jab him through the stomach, the third stab penetrating his armor and going through his stomach, which after a few more stabs kill him.By the time the Orcs manage to fend off the Elven Warriors, they're barely a dozen men, including Khan. The Elves outnumber you, but only slightly, and they clearly either don't like their odds, or figure they've killed enough of your allies today. The warriors quickly turn and go sprinting off into the woods.
Player: Follow the Warriors
DM: You quickly follow the warriors, breaking into a sprint. You refuse to let them escape. After a few minutes, the warriors pause and turn. You realize none of the other Orcs have followed and you're on your own. You raise your sword to fight, but the warriors charge. You swing your sword and manage to decapitate one, before receiving over a dozen stabs to the chest.

Player: Stop Karn from charging into what might be a trap

Player: Gather your men and flee
DM: "Come on! We're getting out of here!" You yell.You allies quickly follow as you turn and sprint out of the trees. Shortly afterwards you break free, and to your relief none of the Elves have followed."We need to get back to camp." Karn grunts.Karn's covered in bright red Elf blood mixed in with the darker Ork blood from those around him. You realize that Karn is a fantastic fighter, but should never be given a position of power again. He led your squad straight into an ambush.

DM: After doing research on other possible options, you tell the couple that while deletion of this gene would bring about a 1/100 chance of Ruhets disease, a modification of this gene without deletion would eliminate this chance. While this is a safer option, you tell them that this modification would give this child and all other future generations high amounts of moles.
Player: Ask how they feel about this option

DM: You walk over to the dancing orc, and smile."Hello.""Hi." She replies cheerfully."I am Chieftain Mazkil."She giggles."Obviously. I make sure I know the name of the Chieftain.""Ah. Good." You reply, awkwardly.You realize while you're very skilled and courageous in the art of warfare, you suck at flirting. Thankfully, she's better and very interested."I am Sarunt. So, do you want to get a drink, Mazkil?"You nod eagerly, and head over to the drink stand.
Player: Continue spending time with Sarunt
DM: You spend the next few hours talking with your newfound mate. Sarunt is quite intelligent and flirty, almost your exact opposite. You'll make sure that your relationship continues and develops into what could be a prosperous marriage.

DM: You walk over to the feasting Orc and sit next to her."Hello. Are you enjoying the food?"The Orc raises an eyebrow, decides you're not joking, and nods."Yes, Chieftain.""I don't recognize you. What's your name?""Dag. Dag Unbroken.""Unbroken? How do you get a title like that?""I've broken every bone inside my body besides my right shin.""Fuck me." You say, obviously impressed."I'm not opposed to the idea." Dag says.At that moment, you realize picking up warriors is a lot easier than you thought.
Player: Continue spending time with Dag
DM: You spend the next few hours talking with your newfound mate. Dag is strong, though, aggressive and violent, which reminds you of a more "you" you. You'll make sure that your relationship continues and develops into what could be a prosperous marriage.

DM: "I like him." You say, pointing to the reading Orc."What, Sarunt? He's a male, he can't bear your children." Dokt says, annoyed."Many Chieftains were adopted. Dadic, for fuck's sake."Dokt rolls his eyes, but nods. You stand from the throne, and walk down to Sarunt.You walk over to the reading Orc, and smile."Hello.""Hello." He replies, looking up from his book."I am Chieftain Mazkil."He chuckles."I might spend far too much time in a book, but I still know enough to know who the Chieftain is.""Ah. Good." You reply, awkwardly.You realize while you're very skilled and courageous in the art of warfare, you suck at flirting. Thankfully, he's better and very interested."So, do you want to get a drink, Mazkil?"You nod eagerly, and head over to the drink stand.
Player: Four Weeks Later...

DM: "I like him." You say, pointing to Ironsoul."What, Ironsoul? He's a male, he can't bear your children." Dokt says, annoyed."Many Chieftains were adopted. Dadic, for fuck's sake."Dokt rolls his eyes, but nods. You stand from the throne, and walk down to Ironsoul."Hello. Ironsoul, is it?" You ask."Dag. Dag Ironsoul. It's Dag to you, 'less I gotta call you Chieftain, Mazkil.""How are you, Dag?" You ask.Somehow, despite your ability to show courage in any fight, you abilities to get chicks aren't particularly good. Thankfully, Dag's just as crude."Do you want something, Mazkil?""I was just asking about you as a person. We don't get to talk much."Dag raises an eyebrow."Are you trying to fuck me?" He asks indignantly. "Because I won't refuse a piece of ass, but I'm not going to whine about my day like a Man's wife."You smile."That simplifies things."

DM: You roar, running forward and jumping in the air. You grab an archer perched on one of the branches who screams, flinging her to the ground. You quickly end her miserable existence, thrusting your sword through her neck. You see another archer leap from the trees in order to escape, but slash his legs, causing him to fall to the ground. You stand above him and stab downward, stabbing him through the chest, killing him. An archer leaps onto you with a hunting knife and slices you across the back of the neck in a failed attempt to murder you. You fling him off your back and to the ground and slice open his stomach. You look up, to see the rest of the archers sprinting incredibly fast away from the battle."Don't bother chasing. You can't catch an Elf. They've ran their entire lives, the cowards." Karn says. "Come on men. Let's get back to camp."
Player: One Day Later...
DM: You sit at the camp, at the edge with a campfire, a pig roasting on a spit. You wait eagerly for your meal, before Captain Darruk arrives."Mazkil, come with me for a moment."You struggle not to snarl in annoyance, knowing you'll miss the best cuts of pork, but nod and follow Darruk anyway. You follow him out of ear range of the camp, before he starts speaking."You were with Karn on the mission yesterday, correct?""Yes, sir.""We lost a massive amount of men for a mission that important. I need to know: Was it Karn's fault as a leader?"

DM: "Ah. I thought so. The other men's testimony said as much. Thank you. Now go, eat."You nod, and quickly return to eat. You have to punch one of the smaller Orcs, but you manage to grab a large, juicy piece of meat and eagerly chew into it.

Player: Don't send young Orcs to the College
DM: You decide against sending away the Orcs. They wouldn't be able to learn important skills such as farming, fighting, hunting and cooking, only to be left with skills in money-handling or Magics that don't help them in their life.

DM: You stand around a massive map, showing the Glenin Plains. Captain Durrak begins explaining the situation."Captain Rhian is leading the Royal Calvary forward to engage the Elvish Calvary at multiple locations. We're positioned here to launch attacks on the calvary as the rearguard crosses Jacob's Bridge and the small unnamed brick bridge here. I'll lead the main patrol on Jacob's Bridge. Karn, lead a force of your chosen orcs.""Yes, sir."Karn chooses two dozen Orcs, to your surprise he hasn't chosen you, for reason's you don't know. You then follow Captain Durrak as you head towards Jacob's Bridge. Thankfully, the Elvish Calvary haven't arrived, so you take up positions."Alright, stay low, and don't attack until I say so. Got it?""Yes, sir." You all reply in unison. The Bridge is a large wooden bridge over a massive muddy creek. You take position at the edge of the bridge so you can storm on and wipe out the calvary's rearguard. A large group of Elves aboard beautiful white horses begin galloping past. They gallop past for a good thirty seconds, before there's a small break in the amount of horses galloping past. "Now! Take them all out!" Captain Durrak roars.You leap out of the muddy river bank and onto the bridge. The small Elvish Calvary's Rearguard, meant to defend their flanks and make sure they have the option to retreat, is only about three dozen Calvary units, and you have as many Orcs with you. You see the the lead of the rearguard, a golden armored Elvish Warrior, is on a horse which rears up in terror.

DM: "Really? The other men I talked to seemed to think it was. Anyway, thank you. Please, go eat."You nod, and quickly return to eat. You have to punch one of the smaller Orcs, but you manage to grab a large, juicy piece of meat and eagerly chew into it.
Player: Charge forward to target the leader

Player: Have the Trespasser exiled

DM: You sprint forward with your sword raised, roaring. You slash the horse's chest open, and the horse whinnies in terror. The leader falls from the horse, and you quickly stand over him, raising your blade. Suddenly, a spear flies through your chest, tossed by one of the Calvary Units. You groan as the spear embeds itself in you.

Player: Leave the Trespasser go

Player: Have the Trespasser executed
DM: "Hmmm... Where are the camps, trespasser?""Sir, if I tell you...""Don't preside to know who I am or what I'll do, trespasser.""They're at the Morinspeck Mines, sir.""Good."You stand, and swing your blade. The Man doesn't have time to blink before his head falls to the ground, rolling onto the floor. You turn to your men."Send warriors up to Morinspeck Miens. Force them out, and kill anyone who resists or refuses to go.""Yes, Chieftain." They say cheerily, running off to find armor and weapons."Well, that takes care of that problem." You think, kicking the head aside.

DM: You refuse to let Williams have your blanket and the next morning he is found to have died in the night of cold. His death sends shock waves through the camp as everyone realises you may all die of cold if no help is fetched. By now twenty pairs of snowshoes have been made and no less than seven volunteers put themselves forward to attempt the perilous journey over the frozen passes to try and get help.This group consists of William Eddy, Franklin Graves, Patrick Dolan (Patrick Breen's friend), Jay Fosdick (Grave's son-in-law), William Foster (the man who accidentally shot William Pike), Donner teamsters Dutch Charley Burger and Antonio, Sarah Fosdick (Jay Fosdick's wife), Sarah Foster (William Foster's wife), Mary Graves (Franklin's adult daughter), Amanda McCutchen (William McCutchen's wife), Harriet Pike (William Pike's widow), Lemuel Murphy (who is twelve) and William Murphy (who is ten). The journey will be dangerous and extremely risky but you can either volunteer or sit tight in the camp.What do you do?
Player: Volunteer yourself
DM: Each member of the Snowshoes Party is given enough food for six days (at least enough for a few bites each day) and a pair of snowshoes. It is quickly discovered that William Murphy cannot keep up and he is sent back to the camp with Dutch Charley Burger, a little chunky man who is not built for this sort of activity. If you want to turn back now this is your last chance, otherwise you'll have to risk the dangers of the snow-filled passes.What do you do?
Player: Turn back to the Alder Creek Camp

DM: "Hmmm... Where are the camps, trespasser?""Sir, if I tell you...""Don't preside to know who I am or what I'll do, trespasser.""They're at the Morinspeck Mines, sir.""Good. Go back there, and tell them to leave. I'll send warriors up there in a week. Anyone left there will be wiped out to the last man.""Yes, sir.""Go. If you're found in my land again, I'll make you beg I had killed you here.""Yes, sir." He nods, standing and quickly running out of the room."You watch him as he runs off. Well, that takes care of that issue.

Player: Two Weeks Later...
DM: Due to your choice in accepting the refugees from Morinspeck Mine, there are more refugees arriving. Most are humans from destroyed or attacked villages looking for a safe place to work, though a few are Wood or Dark Elves who do not wish to partake in the war. They're all requesting to take up work as Hunters, Farmers or Craftsmen in your village.

Player: Grab a rope
DM: This world has been feeding of me for far too long, its all building up in my head. I've been feeling the hurt for years. Intense ringing overloading my brain and numbing the rest of this body. I was never like this from the start; it's the system that fucked up my heart. The rope around my neck gets tightened but I don't struggle. Roll back, eyes black out.

DM: You run across the bridge, and onto the Island. The island is bare, except for a few rocks and some moss here and there. There is no grass and no trees anywhere to be found.You see something moving about in the Castle. It seems to be a woman, but with two great, bat-like wings. Her face is fanged, and covered in blood. There's only one creature that matches this description...a vampire.She has seen you. Nothing can hide from the gaze of a Vampire. Her wings unfold, and she flies towards you, fangs extended.What do you do?
Player: Do nothing, and accept your fate
DM: Maybe you are just hopeless. Or maybe you truly have no other option. Either way, you see the Vampire advancing on you and you close your eyes to accept your fate. A sharp pinprick on your neck is felt, and a calming sensation washes over you. There must be some kind of mind-altering venom in her saliva, you think, happily. Your final few moments are a strange kind of bliss, with not a single thought in your mind, before everything goes black.

Player: Fight both the Dragon and the Undead

Player: Don't allow them to join
DM: You decide enough is enough. You're not a safe haven for every coward and weakling who cowers from war.

DM: You walk along the woods with a small group. Twenty Orcs, thirty Men and a dozen War Hounds. You're led by Captain Darruk, who stands proudly at the lead."Recent Elves have attacked our forces, and taken heavy losses. We believe they've retreated to the village of Abhaile to resupply and have their wounded taken care of. I want this threat dealt with."You gently pat one of the war-hounds on the head, amused by the cheerful dog. Suddenly, the war-hounds burst forward, barking."Here we are. Orcs! No looting, killing or anything of the sort! Once the village's secure, we stay here for the night.""Yes, sir." You all respond.You march forward past the trees, and see the village. It's a large village, with many homes, all wooden and natural looking, reminding you of several rich men's summer homes you passed on the march to Elf Territory. Many of the civilians notice, and begin to yell and hurry inside."HOLD IT! This village is under control of King Alexander and the Royal Army!" Captain Darruk barks. "Search house to house! Confiscate any weapons. Kill any soldiers or those trying to resist."You nod, and quickly hurry towards the houses. Inside the first you enter is a small girl holding desperately to a stuffed toy, with her mother standing defensively in front of her, a dagger clutched in her hands."Stay out!" She cries.You look at her briefly, before ignoring her. You quickly search the upper floor and confiscate a bow, some arrows and three hunting knives, before returning downstairs. The house is empty except for the mother and daughter."Give me the blade." You ask."Get out of my house!" She shrieks, and you wince.
Player: Force her to give you the knife
DM: You move forward, knocking her back with a punch. She cries out and you grab her wrist, twisting it. She drops the knife, which you catch."Here's some advice. Don't fuck with an Orc. You're lucky you're not dead." You growl.

DM: You swing your blade, slashing her chest. She falls backwards, hitting the floor with a thud as the daughter screams. You grab her knife, and look to the daughter. You feel a brief wave of pity, but quickly suppress it.
Player: Move onto the next house

DM: "I want the Dragon's head in Gorgok's treasure room!" You roar.You charge forward, towards the dragon, ducking under a jet of flames. You stab forward, and with Gorgok's aim, your sword slides in between a missing scale and stabs the dragon through the side. You pull out your blade and slice, making a small cut in the leathery wing. You wing your blade, knocking into the neck of the Dragon. With the combined army of Orcs and Undead behind you begin to slay the dragon. It's fire incinerates three zombies, and several weapons begin thrusting at the dragon's softer belly and face, cutting gouges and wounds. The dragon only lasts a few minutes of fighting, only killing three Orcs before its killed instantly, killing the beast. It's head thumps against the cold stone floor."Ha! Have the dragon's skull taken and dragged down back to the village. I want it put above my throne."You turn to talk to the undead, but they've already began trudging further up the mountain. You wonder why they're leaving, but decide not to bother them. The dead have enough issues to be bothered by the living.

DM: You walk up a mountain, trudging through the harsh snow. You're cold despite being wrapped in furs and leathers, and you really need to piss, but you know that if you tried, your dick would freeze off. You lost three farmers and a dozen goats to a Frost Troll wandering down from the mountain in the cold, icy winter that's just started. You're taking a five war parties of twenty warriors each to wipe out any trolls up in the mountains. You lead the main war party of the best warriors who wish to target the cave system most likely to hold sheltering trolls. Wind and snow begins to block your view. You know you need to find shelter soon.
Player: Move to the nearest Cave system to escape the cold

DM: You welcome these refugees into your village, both for ethical and economic reasons. This allows your village to expand as your population experiences a boom.

DM: You walk into the next house. A young Elf, as young as you, stands behind the door holding it closed. You smash the door open and he rolls to his knee, his bow readied with an arrow notch."Drop the bow." You say, raising your shield.He fires, and you easily knock the arrow aside. One quick swipe, and his head is lying on the floor. You search the bottom floors, finding nothing, but upstairs you find another barricaded room. Using your impressive strength, you smash open the door with brute force. Four Elf Warriors are in the room, covered in bandages and with visible wounds. You quickly slash your sword killing one, kicking another in the head and stomping on his throat repeatedly, crushing it. You stab another one through the chest to kill him, and stab the final one through the eye. As his body hits the ground, you notice a backroom. You open it, to find a small stack of Elvish Jewelry. Golden bracelets studded with golden gems, eloquently designed necklaces and a golden ring with a large ruby. Your orders are to leave all valuable items to be taken at a later time by Captain Darruk to be used to buy supplies and food, but... shiny.
Player: Take the valuables
DM: You smile as you sweep the valuables into your satchel. You've fought for the Royal Army for tiny wages, you deserve these valuables. Time for the next house, you still have an important job to do.
Player: Search the next house

DM: "Listen: You have no power here. I could very easily kill you, and my allies would storm in here and kill you and your daughter if I was harmed. Give me the knife and you life."She looks terrified, but she hands over the knife. You grab it, and nod."Good choice."
Player: Leave the valuables
DM: You leave the valuables. You're a soldier with a mission, not a thief.

DM: You charge forward, your blade swinging."Go! Send the dead back to their graves and the dragon to Gorgok's Trophy Room!"You behead one of the undead, its rotting skull flying through the air. You feel a blade slash your back, before a jet of flame sets you alight, melting your skull.

Player: Hunker down in the cold

DM: You drop down, putting up whatever tents you have. You crawl inside, wrapping furs and leathers around you. You hope the storm clears up soon. Within an hour and a half, the cold is so brutal that you lose all feeling. The snow's bad you have no idea where you're going. After four hours of waiting, you feel a sudden sensation of warmth. You begin unstrapping your armor to cool down. You're hot and tired. A quick nap in the snow would be nice...

DM: You walk into the next house, to find an Orc already in there. A beheaded elf lies across the floor, a pool of blood spreading across the floor. The Orc, a short but tough man you recognize as Kannish. He's holding a half undressed Elven Woman, forcing her against the wall."Shut up!" He roars, before noticing you. "Mazkil? I'm busy here, my friend. There's another one upstairs if you want a go. Otherwise, you should probably get out there while the looting's good."You look at the woman, tears streaming down her face, and wonder what to do.

DM: Oh my Gaaiereedes! You have a golden ticket! You've won the last golden ticket! YYYYYYYYYAAAAAAAAAAAAAYYYYYYYYYYYY! Oh wait, it's only usable in America... What kind of name for a village is that? I've never heard of it... A fifth village? Meh, whatever...

DM: AAAAAD
Player: u

Player: Stop Kannish
DM: "Kannish! Release her!"Kannish stops smiling, and snarls."What, have you fallen in love, Mazkil? Fuck off, or this shit gets bloody."

DM: The Red Blades have survived another winter. Once again, Thraka Flameborn and Elder Dokt stand to give you an endless stream of tasks to sort out. The main three are the Farok Mines, the problem of excess warriors and the growing worship of Ka."Chieftain! We have unearthed a massive iron and coal mine down the mountain, the Farok Mines. It was used by men to supply the war machine, but was abandoned because it was left undefended and abandoned by man. Still, you have excess Orc Workers who could head down to the mines to work, with only a small amount of the profits taken being given to the Kingdom of Man in payment for using the mine. It would mean working for the Kingdom of Man, but could prove very profitable for the village." Thraka says."We still have mines up the mountain, Orc mines. We don't need to come crawling to the Kingdom of Man in order for a pittance of iron and coal. They'll be able to make more profit in the Orc Mines." Elder Dokt says.
Player: Don't send Workers to work in the Farok Mines

Player: Leave the building
DM: You walk outside, and continue searching door to door, although you wince as you hear her cries for help behind you.

DM: You decide to send your workers to the Orc Mines instead of the Farok Mines. They make more profit than they would've in the Farok Mines, strengthening and improving the village and Red Blades as a whole.

Player: Attempt to save the baby

DM: You decide that sending the workers to work in the Farok Mines is the best idea. These Workers make a small profit, but this strengthens your relationship with the industrialization complex and the Kingdom of Man.

DM: "I'll tear off your head and give it to the crows, Kannish! Let her go!"Kannish lets go of the girl, who quickly turns and scurries off. Kannish draws his blade."Are you willing to die for that bitch? Die just so she can spread her legs to some Elven cunt who killed our friends?""Drop the weapon, Kannish!"Kannish clumsily lunges at you, rage in his eyes.
DM: You swing your blade, killing Kannish. You drag his head outside to Captain Darruk, who growls at the sight."Who did this? Elves?""I did. Sir." You add.Captain Darruk's eyes narrow."Why?""He refused to follow orders. I found him trying to have his way with one of the elves."Captain Darruk's eyes widen in surprise."Mazkill, I don't have time to deal with this. Karn and I are returning to the Fort. We need to be gone by nightfall. We don't have time to deal with you killing our men.""He was doing shitty things, sir.""This is war, shitty things happen.""Our jobs are to minimize the amount of shitty things happening."Darruk opens his mouth to say something, before you hear a scream. You turn to see a large house has erupted into flames that are quickly growing. Captain Darruk sprints over, followed by you."What's going on?" Captain Darruk asks."We were putting the civilians in this house when they resisted, so we torched the place." One of the Orcs explains.You see civilians; men, women and children rushing out of the building as it rapidly erupts into flames. You hear crying coming from the top floor, a high pitched noise that could only come from an infant."Captain! There's a baby in there!""There's nothing we could do. The flames would kill anyone who tries to enter."You watch the building, flames licking the sky. You see a small gap in the flames that someone could easily use to get inside.

Player: Send them to work as Mercenaries
DM: You send your excess warriors to fight as Mercenaries, fighting against the Elvish Kingdom for the Kingdom of Man, sending their profits home to the Red Blades.

DM: You dodge him, and he smashes past, managing to slash your arm open. He rises up again, ready to strike.
Player: Dodge him
DM: For a second time, you dodge out of the way. For the second time, he slashes a cut, this time across your chest.
DM: This time you're ready for him. As he charges. you swing your blade and the flat knocks into his ankle, sending him tumbling. You stomp on his head multiple times, and begin dragging him out of the hut and drop him in front of Captain Darruk."What's this?""I caught this soldier trying to have his way with a young Elven girl. I stopped him.""Mazkill, I don't have time to deal with this. Karn and I are returning to the Fort. We need to be gone by nightfall. We don't have time to deal with you fighting our own men."You hear a scream. You turn to see a large house has erupted into flames that are quickly growing. Captain Darruk sprints over, followed by you."What's going on?" Captain Darruk asks."We were putting the civilians in this house when they resisted, so we torched the place." One of the Orcs explains.You see civilians; men, women and children rushing out of the building as it rapidly erupts into flames. You hear crying coming from the top floor, a high pitched noise that could only come from an infant."Captain! There's a baby in there!""There's nothing we could do. The flames would kill anyone who tries to enter."You watch the building, flames licking the sky. You see a small gap in the flames that someone could easily use to get inside.

DM: You awaken a few hours later, lying in a bed. You've woken up again.You lie in the silence, trying to fall back to sleep. Then, you hear a window shatter. You look around, and struggle to get up. You draw your knife slowly. You look around, before a fist smashes into the side of your head, knocking you backwards. You try to scream, before you feel the cold steel of a blade on your throat. You look up, to see a short Elven sword being held by a tall elf."Say your prayers, Orc." He says.
Player: Beg for mercy
DM: "Please. I won't say a word, just..." You begin.The Elf sneers in disgust, and swings his blade. He slashes a deep wound in your stomach, and you scream. The Elf slashes at you repeatedly, opening endless red lines of blood and pain across your chest. After over a dozen cuts, you collapse into unconsciousness.

Player: Ban the religion of Ka
DM: You ban the religion of Ka quickly. Its spread is stopped, and although some villagers worship him in private, most abandon him in favor of Gorgok and many.

DM: You walk inside, and are met by a small, thin figure in a dress that is far too fancy for an Orc."Ah! Mazkil! You're home.""Sarunt! Good to see you!"You pull him into an embrace, almost crushing the figure."So? How goes work? Did you sort out the crop rotations for spring...""If you mention crop rotations I kill you."Sarunt laughs."OK then. What about the Kingdom of Man?""What about them?""Do we fear invasion?""Perhaps.""Well, enough sad news. I have some news of my own.""Go on."You raise an eyebrow, beckoning for her to continue."Mazkil, I'm pregnant."A rush of emotions hits you immediately. Confusion, annoyance, fear, joy, exhileration, and many more. You realize she's staring at you, so you pick to express the emotion that won't make her start crying."That's fantastic!" You say. "This is great! Have you visited the Shaman?""Yes, Mazkil.""What do they think, boy or girl?""The Shamans don't know shit, Mazkil. They just guess and get it right half the time.""Ah, well this is..."You hear screams outside. Fuck. You grab your blade, and raise it.

Player: Talk to Bridget
DM: You glance at Bridget. She caught your stare, "What?" She hissed.
Player: You look cute
DM: At this moment you noticed how Bridget's hand twitched. You grinned at her, feeling something within her chest flipped. "You're cute." You told her. She looked at you shock. "E-Excuse me?" Her voice didn't contain any hidden anger.
Player: Nevermind.
DM: All of the courage you felt before left you. "Nevermind." You turned your attention else where.

DM: You awaken a few hours later, lying on a bed. You're heavily bandaged, lying next to several dozen sleeping Orcs and Men. Captain Darruk had the Medic take care of you, it seems, and you've been dumped to heal next to the sleeping soldiers. You assume you'll be taken back to the nearest fort to be taken care of until you've healed up enough to head out to war again. You lie in the silence, trying to fall back to sleep. Then, you hear a window shatter. You look around, and struggle to get up. Thankfully, the Medic's left your knife on you. You look around, before a fist smashes into the side of your head, knocking you backwards. You try to scream, before you feel the cold steel of a blade on your throat. You look up, to see a short Elven sword being held by a tall elf."Say your prayers, Orc." He says.You grab at his throat, but he quickly deflects your hand. As he goes to slice open your throat, you see a hand stop him. You notice another Elf stop him."Wait. Don't.""Why shouldn't I?""He helped us earlier. He saved Gwendilyn's child."The Elf with the sword shrugs."Fine."You look around. The room's filled with a group of Elves, all armed for war. It appears you're the first to awaken. With the serious burns covering your body, you'd struggle to do anything physical. You could still warn your team-mates, though.
Player: Scream for help
DM: "We're...!" You begin to yell.The flat of the blade smashes into your face, knocking you unconscious.

Player: Lunge at him
DM: You lunge forward, grabbing his wrist and flinging the sword away. You grab his head and bring your knife up, repeatedly stabbing him through the eye. Another Elf runs forward and slashes your chest open, and you smash his head across the room, and fling him repeatedly against a wall unless his body's shattered. You slash another Elf's throat open, before the Elves surround you. You roar as every single Elf begins slashing at you. Blood begins down to streak down your chest as thousands of cuts and slashes open all over your body. You only last a few seconds of brutal pain before you collapse on the floor.

Player: Search the surrounding area
DM: You look around for something to help you out of this predicament, and you find a small bottle of a blue liquid.
Player: Drink it
DM: You down the drink, and shiver as the pain begins to cease. You notice not only is your pain ending, but all your feelings are. Shortly after, your body begins to enter paralysis. You wince and shiver as you chest begins to slow, ending your breathing. You struggle to continue breathing, but you only manage a few more painful seconds of existence before you pitiful existence ends.

DM: You stay silent, and the Elves quickly make their way through the room, slaughtering all those across the room, slicing open their throats and stabbing them through the hearts. Eventually, everyone in the room lies dead across the floor. The Elf who had held his blade to your throat takes a final look at you, before leaving you alone in an empty room. After a few minutes, pain begins to sear from your burns as your medicine wears off, and you lie their, struggling to stay conscious through the pain, which you eventually fail at doing.
Player: Drag yourself outside

Player: Something with a lot of colors. Maybe something that can phase through walls?
Player: A Leaf

Player: Don't drink it
DM: You decide not to drink it. You know that you need to get moving soon, to escape before nightfall, but hold on to the fact their still might be something useful nearby.
DM: After another few minutes of searching, you find a small silver flask with a red cross on the front strapped to a medic's belt, which you recognize as a healing potion, and eagerly drink down. As you feel the warm liquid go down your throat, it warms your soul and ends, or at least lessens your pain. Your energy renewed and strength revitalized, you begin dragging yourself yourself out of the building and off in search of help.
Player: Search for help
Player: Scare the bird away
DM: You swing your fist at the bird and roar. The bird panics, and begins pecking at your face, drawing blood and jabbing you in the eye, partially blinding you as your eye swells. You stab it through its head the neck time it tries to peck you, as blood begins to drip down your face.

Player: Combine nachos from another plate onto yours
DM: You decide to put extras nacho on your plate A you grab some more nachos from another plate, the lunch lady yells "HEY PUT THAT BACK! WHAT DO YOU THINK YOU ARE DOING? NO NABBING NACHOS!!!" You put the extra nachos back. You pay for your single plate of nachos. On your way out, you slip a nutty bar in your pocket, just out of spite. You run into John Videc, who asks: "Hey dude, ya got 40cents?" What would you like to do now:
Player: Give him your change, 40cents
Player: Stand around by your table
DM: You decide to stand around your tableAfter a few seconds of standing there, one of the lunch ladies yells at you for standing. You have to either sit down or keep moving. What to do?

Player: Scream some more

Player: Try defend yourself with your blade
DM: You swing your blade, slashing open one of their eyes. You stab again, killing the wolf, but get your knife lodged in it's head. Another one leaps forward, and bites your arm.
Player: Scream in pain

DM: A week later, a regiment of soldiers for the Kingdom of Man arrive, led by a large man in plate armor with a red cloak with a golden dragon on it. He enters the Main Hall, bowing as he approaches your throne."Greetings, Chieftain Mazkil. I am Sir Ignate. I was chosen by our Royal King Alexander to thank you for your refusal to attack the Kingdom's towns, cities and men. I am happy to offer you a proposal, that if you give troops and support to the Kingdom's counter-attack to wipe out the aggressors. If you accept this proposal you shall be taken on as a vassal for the Kingdom and receive our full financial and military support to allow for your expansion into aggressor territory. Will you accept our proposal, Chieftain Mazkil?"
Player: Don't join the Kingdom of Mankind in repelling the Orcs
DM: You decide against joining the Kingdom of Mankind. You don't wish to take up sides in this war. This proves to be one of your worse ideas, as both Orcs and Men have no issues raiding your village for supplies whenever they wish. Battles spill into your territory and any hunters or gatherers you send out are struck down by both sides. Your tribe begins to fall apart. Your men begin to flee, either signing up on either side of the war to take up arms against their enemies, becoming mercenaries or simply fleeing to escape the territory. This leads to the death of the Red Blades. You've failed as Chieftain.

Player: Bill Murrry Poster

Player: Laugh it off

DM: Your name is currently Aaaaah.Choose the seventh letter in your character's name, or click the link to Chapter 1-Prologue to begin.YOUR HEALTH: 100%
Player: u
Player: x

DM: "Ha! I am Mazkil the Undying! I will not fall today!"You fling a small throwing axe, which whistles through the air, slamming into an Elf's face. An Elven Mage fires a lightning bolt which you duck under, and you see a Man manage to slice the Mage in half and eliminate that threat. You roar and charge forward, hungry for slaughter."Retreat! Regroup with Princess Gallia's forces at the Goddess' Oak." An Elf cries.The Elves quickly break away from the fighting and begin sprinting down the valley. You try to follow, but they're clearly much faster and have lighter armor, allowing them to escape."Men! Regroup to Captain Giles! Orcs! Regroup to Captain Durrak.

DM: You blow a bone horn, and the Red Blades regroup around you."Target the Chieftains!" You roar, charging forward.You sprint forward, dodging spears and arrows. Eventually, you find the Chieftains, clustered together defending against an advance of enemies approaching. You roar as you and the Red Blades strike. You find the leader of this entire army, Chieftain Pike. Chieftain Pike roars, swinging his blade at you. You block the blow, ducking under another swing. You get in under Pike's reach, and headbutt him, before leaning in. You bite his throat, tearing it out. Blood flows from him as he groans, falling backwards. You roar, turning and stabbing the next chieftain through the throat. You swing again, beheading another Chieftain. Within a few seconds, the entire group of Chieftains are dead. You pick up Chieftain Pike's horn, and blow it. A loud noise erupts from the horn, and you begin to roar."Orcs! Your Chieftains are dead! Flee now or be wiped out!"The Orcs begin to panic, turning and rushing off. They drop weapons and armor in favor of the much needed speed to flee the area. The Orcs armies are routed and quickly leave. The few that remain are quickly struck down by the soldiers."Victory!" You roar.
Player: Five Years Later...

DM: You quickly regroup, blowing a bone horn to bring the Red Blades together."Come on! There is blood to be spilt! Ha!"You break into a charge, moving quickly forward. You swing your sword, sending a head through the air. After about a minute, you've pushed your way past the Orc lines and got yourself surrounded. You take an arrow to the shoulder and fall backwards, before you take a spear through the throat.

DM: You blow a bone horn, and the Red Blades retreat. You pull back from the fighting, allowing the soldiers to move forward. You do some light support work, defending flanks and archers, which allows your forces to conquer over the Orcs. The Orc Tribes are slowly beaten back through a battle of attrition. Eventually, the Soldiers of the Kingdom of Man have begun to cease their aggression in their attacking. The Orcs are clearly beaten and bruised, unable to fight on for much longer.
Player: Charge!

DM: The Village has grown in the past ten years. Sir Ignates and King Alexander kept their word. The village is three times as large, although it has quite a large human population. It's the capital of the massive territory of Orc land, and is the Centre for a massive trade empire. The Red Blades have taken massive amounts of power, being essential components of the Kingdom of Man. The village is prosperous. You've done some great work for the Empire. You're now Lord Mazkil, Sir Mazkil, Chieftain Mazkil and Mazkil the Light-Bringer in response to the massive round of innovation you've brought about. That makes you laugh. You've only been on this Earth twenty five years, and look at all you've done. The World is good. You've heard rumors of a Necromancer rising and Orc rebellions that could occur, but those are small annoyances. Hell, you're glad for them, for it'll keep you busy. You sit on your throne, and the door is pushed open by a small figure cradling two tiny figures."Sarunt!" You cry.Sarunt, your wife, carries two small children towards you; A five year old human and a three year old Orc."Mazkil! Gruzub and Durzul miss you."You smile as you pick up your children. You look out through the open Main Hall and smile. You've saved the Red Blades and made your own future. The World is in your hands.

DM: A
Player: L
DM: L
Player: q
DM: AQ
Player: s
DM: AAS
Player: m
DM: AAAM
Player: p
DM: AAAAP
Player: s
DM: AAAAAS
Player: s
Player: r

DM: Duty and Sacrifice"I will stay and fight with you, Captain.""Fine then. I'll lead the forces into retreat." Don Magebreaker promises. "I will lead the forces into retreat."About three dozen Orcs from Beast Regiment are chosen, all great warriors willing to give their lives to the cause. You all group up, and are given the best weapons and equipment that the others have to offer."Alright, men! Let's march forward and defend the gates of hell from the Reaper and his ghouls!" Captain Darruk roars.
Player: March to death
DM: You stand at a small mountain pass, forty Orcs standing with sword and shield."They're approaching!" Karn yells eagerly. "Make a wall of their corpses."You peer into the distance, where a massive Elven army begins marching towards you out of the trees."Don't break!" Captain Darruk screams. "Hold the line!"You stand, waiting for the Elves to arrive. As they near, they begin to slow. Eventually, they halt down at the edge of the pass. A young, small Elf sprints forward with a golden horn which he blows."Orcs! Surrender to the forces of the Elves, and we shall spare you. Your friends have left you. Your forces are too weak to hold. You will die forgotten on the soil for a King who has always hated your kind! Surrender and you shall be spared!"
DM: "We surrender!" You yell.The Orcs behind you grunt in surprise. Within a few seconds, three different blades flash through your chest, stabbing your organs to bits as you scream."Traitor!" They roar around you.

DM: The Captain's DutyYou lead your forces into retreat, regrouping with the other Captains and rearming. Captain Durrak manages to make a fierce stand, giving you time to escape. Eventually, you're named the new Captain of Beast Regiment, and you're given control in the massive counter-attack and invasion of the Elvish forests, woods and cities.

Player: Focus on the Mage's Tower
DM: You point towards the Mage's Tower, which begins to be pelted by massive chunks of stone. You lead the charge forward, as ladders began to be put on the walls as battering rams move towards the gates.
Player: Move towards the walls
DM: As you move forward, an arrow hits you in the neck, and you fall to the ground. Blood seeps into your hands as you gurgle your own blood.

DM: "Surrender? Ha! All you have are corpses to be buried! Gorgok himself is on our side!" You roar."You'll be wiped out to the last man, Orc!""There are no men here! There are Orcs!" Captain Darruk screams. "The Reaper stands at our side, Orcs! Hold the line! We'll make a feast for the crows, a graveyard for the Necromancer, a memory that will be burned into the minds of the Elves! Hold the line!"A massive cloud of arrows are fired from the Elves, and whistle through the air. You drop to your knees and raise your shield, and arrows begin to hammer into it. After a few seconds, the arrows stop, and a large group of Elves begin charging, swords at the ready. You stand, and prepare for the slaughter."Come on, Orcs! Let's give Gorgok a show!"The Elves hit the wall of shields like a raging bull, and you stab your blade forward, stabbing one of them through the chest, piercing her heart. You kick forward, hitting one of them in the stomach and knocking your shield forward and smashing him in the face. You grab an Elf by the hair and stab him through the face, before slicing another one's throat open. Within about ten seconds of brutal fighting, the Elves lie dead. "Ha! No Orc has died yet! Hold the line!"Another small force of Elves begins charging down the pass. These Elves are holding polearms, or swords on long poles. A robed Mage stands in the middle, balls of fire in his hands.
Player: Target the Mage
DM: You move forward, deflecting polearm strikes and stabbing forward. You knock a polearm wielder aside, and manage to get to the Mage. He throws a fireball at you and you duck, before charging forward and head butting the Mage, smashing his nose open. You swipe your sword forward, beheading the Mage. He falls backwards, and without disruption the rest of the Orcs massacre the polearm wielders.

Player: Move towards the Walls
DM: You move towards the wall, and begin climbing a ladder. You make your way to the top, where a melee is taking place. You swing your sword, beheading an archer. An arrow knocks into your chest plate, knocking you back. Your foot slips on a crater made by the catapults and you slip, falling off the wall. You scream as you plummet towards the ground.

Player: Move towards the gates

Player: Crawl through the grass towards the goblin camp

Player: Prepare for the next wave

DM: You hold position, and as soon as the first Elf arrives you attack. You deflect a polearm strike and stab the wielder, before cutting a polearm in half and smacking an Elf in the face with your sword hilt. You feel an immense heat burn through you as you're hit by a fireball and scream, but you manage to survive it. Fires begin to sprout out throughout the line, before Karn flings a throwing axe forward, which slams into the Mage's head. You roar, and move forward with your allies, wiping out the group.

Player: Attempt to spearhead into the city
DM: You lead your force past the heavy fighting and into the city. It seems the Elves have devoted all their force into holding the walls, and have few men in defensive positions in the city itself. You pass through some opposition, but they all fail to repel your forces in anyway, being easily slaughtered easily. Eventually, you arrive at the Queen's Palace, an ornate building defended by heavily armored mages.
Player: Fight a ranged battle from the surrounding buildings
DM: You arm your Orcs with bows, crossbows and throwing axes, and spread throughout the surrounding buildings. The initial hail of assaults on the Palace Guards are successful, but this quickly changes. Orcs are weak at range, while the Palace Guards are masterful with fireballs, lighting balls and ice attacks. You quickly lose massive numbers. You take position on the roof, attempting to rally your forces.Suddenly, your head explodes in flames and your skull melts as a fireball hits you in the head.

Player: Drop to your knee and raise your shield
DM: As the horses arrive, you raise your shield to deflect calvary attacks. The force of their charge nearly breaks your shield arm, and you scream in pain, but continue stabbing your blade forward at the Elves and horses. Karn begins throwing his throwing axes as those on top of the chariots, while you hold your position. You hear a loud roar, as a javelin is tossed from the top of a chariot, impaling Captain Durrak through the heart. Captain Durrak yells out one final order before collapsing."Hold the line!"Captain Durrak falls, as Karn roars."You'll pay for that, you plant-eating, cock-sucking, horse fucking cowards!" Karn screams.You fight with renewed rage, until the last Calvary unit is dragged from his horse brutally stabbed to death. The remaining Orcs regroup, and prepare for the next wave.

DM: The Christian Church becomes extremely exclusive and eventually dies out with its members.
DM: Jesus stayed on earth in his resurrected body for forty days. While he was on earth he spent time with his disciples and gave them the Great Commission:"All authority in heaven and on earth has been given to me. Go therefore and make disciples of all nations, baptizing them in the name of the Father and of the Son and of the Holy Spirit, teaching them to observe all that I have commanded you. And behold, I am with you always, to the end of the age." (Matthew 28:18-20)While Jesus was with the disciples, the disciples asked him when he would restore Israel. He told them that only the Father knows when Israel will be restored. Then Jesus told his disciples, "But you will receive power when the Holy Spirit has come upon you, and you will be my witnesses in Jerusalem and in all Judea and Samaria, and to the end of the earth."Â (Acts 1:8)Then Jesus ascended into heaven. Soon after Jesus left earth, he sent the gift of the Holy Spirit. On the day of Pentecost all believers received the Holy Spirit. All believers started speaking in tongues different than their mother tongues and understood one another. Peter explained that this event was the release of the Holy Spirit to all believers. He said that the Father had fulfilled the promise of the Holy Spirit and that everyone who repents and asks for the forgiveness of their sins will receive the gift of the Holy Spirit. With the gift of the Holy Spirit, the early Church:
Player: Was persecuted by many Jewish religious leaders, including Saul

Player: Go to the lookout tree

DM: You stand, your blade covered in blood and bodies surrounding you. "DEATH TO ELVES!" You scream, as you see the next group approaching.Dozens of heavily armored Mages, with a tall figure you recognize as Princess Gallia, surrounded by the normal Elf Warriors."Target the Elf Bitch!" Karn roars.The Elves begin charging, and you prepare for the bloodshed. You raise your sword and roar."We are the forces of death, the blades of Gorgok, the Scourge of Elves!" You roar.The Mages arrive, shooting fire, ice and lighting, ripping through your forces. You charge, trying to make your way to the Princess. You see her, wielding a double bladed staff, her two hands clenched around this weapon of death.
Player: Fling your throwing axe at one of her Mage guards
DM: You fling your throwing axe at a Mage, and move towards the Princess. She swings her blade at you, which you block. You jump over another swing, and jab at her face. She ducks, and you elbow her face, breaking her nose.

DM: You lead your forces in a charge forward, towards the Elves. The Mages are vastly inferior to your Orcs in close combat, and although they inflict some casualties on your men through their magical implements of war, they're wiped out to the last elf quickly enough."Come on, Orcs! Into the palace!" You roar.You lead your forces into the palace. Inside is a massive hall, empty except for a single young woman sitting on a golden throne."Queen Idelhyde?" You ask.She nods slowly."I'm impressed you stayed behind. You refused to abandon your people in their time of need. I think I'll let you live for that."You march forward, and hold your blade to her throat."Dasift Longstride, alert General Ledbetter. The queen is captured, and is willing to surrender the city.""I won't surrender Eldewahna." The Queen says."You will. You've never seen what an Orc can do. I can make you hurt beyond reason."
DM: Within the hour, the Queen surrenders and the city falls. The Elf forces are crippled, and the war is all but won. You're awarded the Royal Medal of Valor for your role in capturing the city. After their queen is captured, the majority of the High Elves surrender, as do the Wood Elves without support from the High Elves. The Dark Elves offer some resistance, but it's clear that that pragmatic people will surrender soon enough, and are only fighting to have more reasonable terms of surrender. The war is all but won, and you're one of the most decorated of those who fought in it, and definitely the most decorated Orc. Your role in the Battle of Eldewahna is praised as a critical and essential role in the battle and the war at large. It's clear this is the start of a long career in the Royal Army, and the goal of general isn't too unrealistic. This will be the start of a long, great and prosperous career for you, that's for sure.

DM: You take in the summer sunshine as you walk down the street. It is basically the first time you went outside since you got out of school. You see a couple of buildings you know a name for.
DM: You go inside and read a lot. You check out some books you didn't finish.
Player: Go back outside
Player: Nextdoor neighbor's house
DM: You go into the nextdoor neighbor's house and meet the two tallest dogs you have ever seen. They seem to only eat people that don't own them, because before you can do anything, they eat you up.

DM: The long hallway that is the second floor of the classroom wing of the school continues here. Off to the north you can see the end of the hallway. You can see the other end of the hallway a ways off to the south. There are classroom doors lining the hallway from one end to the other. The doors here lead to room 210 to the east and 211 to the west.
DM: You are at the north end of the hallway on the second floor. There is a window in the north wall and you can see the street behind the school through the window. There are houses on the other side of the street, but there is a row of trees there, so no one there could actually see you from where you stand now. At this end of the hallway there are two classrooms, one on each side of the hallway. Room 213 is on the west side and room 212 is on the east. You can see the length of the hallway to the south and doors lining the hallway the entire length. The hallway looks very long and very empty from this end.

Player: Fling your throwing axe at her

Player: Eight

Player: Behead her
DM: You swing your blade, beheading her. You grab her head and hold it up."Orcs! Their princess is dead! Rally to me!"The Orcs begin to surround you, and you roar. You begin swinging and hacking, killing scores of Elves. Arrows bury themselves in your chest, fireballs scorch your skin and blades cut your body. You roar and continue fighting. You and your men kill scores of Elves. Eventually, an arrow finds its way into your heart, and you fall onto a pile of bodies with a roar.

DM: You and your remaining companions cautiously walk towards the exit of the cave. You heart is pounding within your chest, one wrong move, one noise may be enough for the cyclops to determine your position. Carefully avoiding the sheep you manage to reach the exit, guarded by the savage giant.Pressing your body against the wall you try to sneak past him, holding you breath. Unfortunately for you, the cyclops inspects everyone, sheep or guest, that tries to leave his home. Centimeters before you escape your dreadful host he grabs you with his giant hands. An evil grin appears on his face.'Were you about to leave already, cowardly Nobody? I was just about to thank you for the injury to my eye. Were should I begin, shall I disembowl you or should I rather... ARGH!'A cry of pain slips past the boundaries of his teeth as Cyrus stabs the hand that is holding you with his sharp, bronze sword. The cyclops' grip on you immediately loosens and you manage to escape his grip. As you try to unsheathe your sword you notice the huge arms of the giant flailing wildy towards you.
Player: You quickly jump aside...
DM: With fear once again gripping your heart you jump aside in an attempt to dodge the arms of Polyphemos. However, the reach of his arm is too great for you evade with just one leap. You are immediately crushed by the brute force with which the cyclops swing his hand towards you.As a sharp pain flows throughout your body, a golden light fills your vision. These are the last experiences in this realm before your soul travels to the realm of Hades.

DM: Although the life flows from your body and you die, you live on. The stand at Griglin's Pass becomes legend. A small force of Orcs crippled the Elf Forces, and allowed the rest of their army to retreat, regroup and counter-attack. This stand would be a crucial move in the war and lead to a victory for the Kingdom of Man. Your name fades to legend. Mazkil the Undying becomes a legend, and the stand is venerated by the Orcs and Man and feared by the Elves. You achieve immortality through legend, and forever after you know that you will be remembered.

DM: The other spirit does seem to be distressed. And it did know Bara's name. It likely is a good idea to go after it. Bara cautiously enters the shadowy woods. Everything instantly goes cold. It's such a shock, Bara nearly falls to the ground. She eventually gets over it, and slowly flys through the along a darkened path. The path leads to a large black stump, with equally dark roots snaking in a spiral outward. There is a design carved into the rings of the stump, a curious symbol that resembles an eye surrounded by a hand, although it's a stretch to see even that. There is more path that leads off in two directions. One way dips down a hill, while the other just goes on and on, flat as a tree trunk. Bara didn't see the spirit coming this way, so your guess is as good as her's for which way to go. The only other thing of note, is that it is foggy down the straight path, and the downward path seems to level off at a clearing in the tree canopy. Which way to go?
Player: Go down the hill
DM: The hill that leads to the clearing, with the light beam seems like a nice way to go. Bara hasn't seen real sunlight in, well never. Not full sunlight, just slivers of light passing through the leaves in the trees. She flys down the path, and into the warm light. It feels good to be in it. Bara gets warm all over. But then it all goes wrong. The light disappears, and Bara, startled, looks up. Instead of seeing the sky, she sees the big, open mouth of some beast. Bara yells, as best as a spirit can, and the creature drops down. Bara manages to fly out of the way, but the thing lunges for her. Bara keeps evading as best she can, but she won't able to for long. She was to come up with a plan. What should she do?
Player: Pick a direction and go!

Player: Fly up high, into the air!
DM: A good plan. The creature seems to be able to only jump so high. If Bara flys higher, she can escape it. She flys straight up, out of the creatures reach. To her relief, the thing doesn't seem to be able to reach her. But the feeling is short lived, for as she turns to fly off, another creature turns to her in the tree. She turns away, and finds another, and another. Bara's surrounded by the ugly little worms. And soon the all get at her. Tearing at her form, until she's nothing put a pearl sized glow. And one last creature snaps her up.

DM: You walk up to the creature, and find it even more disguisting than from afar. Nothing you can do, with the hallway blocked. There must be another way through...
Player: Go back into the room.
Player: Search the South of the Room.
DM: You found a rusty key. What's it for?
Player: Rusted Key

Player: Steal her cart
Player: Right side up

Player: Climb the rickety fire escape.

DM: As he attempts to strike my upper body, I make a sweeping kick at the backside of his legs, causing him to loose balance and fall down. Now is my chance do do something to him before he gets back up.BEHEMOTH'S HEALTH: 90%HEALTH: 90%
Player: Deliver a haymaker onto him.
DM: I leap up into the air with both my fists together and slam them directly onto the Behemoth, shattering the floor beneath us and causing us both to collapse onto a sort of sewer floor.BEHEMOTH'S HEALTH: 85%HEALTH: 90%

Player: A great, roaring river that cuts through the landscape
DM: You find that an old witch or wizard who you admire greatly is planning on retiring. What do you do?
Player: Offer them helpful advice if they ask for it, such as peaceful locations to retire to
DM: The testing wand suddenly moves like a compass needle towards a specific compartment in the wall. Mr Ollivander hobbles towards the compartment, and while he looks for the wand, you notice a book on his desk. It is opened to a page describing different wand types"Wands are used by the magical community primarily for three things - Light Magic, Potion Brewing, and Dark Magic, though Dark Magic is officially banned under ministry law. Each wand chooses the wizard or witch, and is tied directly to their personality'; each wand is cut from a different wood, and contains a different core ingredient. Three examples are Oak Wood Wand with Unicorn Hair - This wand is very reliable when wanting to perform Light Magic, and has a minor affiliation to potion brewing, but is nearly impossible to turn to Dark Magic. It often favours users who want to use their magic to help others, or those who have a special connection with nature. Hornbeam Wood with Dragon Heartstring - This wand is very unreliable and weak when it comes to performing Light Magic, but can perform very powerful Dark Magic, and brew decent potions. Many wizards and witches who have gone on to perform great magic have used this wand, though more than a few have also turned their wands to nefarious ends. Hawthorn Wood with Phoenix Feather Core - This is a very unique wand; it can create very powerful and potent potions, but can only perform the most basic of either light or dark side spells. This particular wand must be handled with care, and generally attaches itself to those who wish to find out the ancient arts of potions making. Mr. Ollivander walks up to you, the wand in his hands."Here is your wand," he says, "Take good care of it." You pass him the coins, and you accept the Wand in return. Your wand is...

DM: You nod to your father, who sits on his throne made of roots, and make your way over to the the table of food. There is everything that you could have asked for: juicy prime rib, honey glazed carrots, grilled asparagus, bbq chicken, and of course sweets to fill multiple people without the entrees. "Happy coming of age ceremony," someone says sarcastically next to you. You look and see that it is your best friend William. He was the only one that you told openly that you were dreading this thing so much. "You look nice tonight," he comments giving you a quick glance over. You just nod as you continue to put food on your plate. After you have a pile of food on your plate, you make your way over to some of the tables. William follows you with his own plate and sits next to you. "So have you picked one yet?" William askes."No, I just got here. You know how much I don't want this," you say in reply."Fair enough. So what are you going to do?" He questions you."I have absolutely no idea. What do you think I should do?" You look at him expectantly."Well, you could stay here with these mundane elves and pick a suitor like you are supposed to do...or after you are done eating, you and I could go out and find a place to practice your fighting," he says. You finish eating and make your decision:
Player: Stay and Pick Someone
DM: "I'll stay I guess." William nods and walks away with what you think is a look of disappointment. You look around and see multiple people but only one catches your eye. He is a tall handsome guy with dark hair, dark eyes, and light skin. He was beautiful. You decide to go over there.

DM: You nod at your father who turns to sit down on his throne made of roots. You head out to the dance floor and pick the closest suitor. You look up into the face of the dancing partner that you picked and smile politely. He smiles back. Then he speaks to you, "You look beautiful Princess Katrina." You laugh."Oh please, not as beautiful as my mother does tonight," you say acknowledging your mother who is sitting beside your father and wearing a deep green that made her throne look like a living tree."No," he says agreeing, "you have your own beauty that makes you even more beautiful than your mother.""Thank you, but I couldn't say that I can agree with that," you say in reply. You nod as the song ends not even catching the gentleman's name. You shrug it off. You look for another partner and you spot a handsome gentleman standing off from the rest of the celebration but you also notice your best friend William watching you.
Player: Best Friend
DM: You make your way over to him. He is standing by the door. "Hey," he says when you reach him."Hey," you reply."Enjoying yourself?" He asks."Not really. You?" you say questioningly. "Ehhh, it's okay. Could be better," he replys."Oh?""Yep.""How so.""Doesn't matter, what about you. What do you think could be better other than obviously it not happening at all?"William is the only one who you actually told that you didn't want a party. But you just shrug at the question. You turn your eyes to the mysterious stranger that you noticed earlier and you ask William, "Hey, what do you think of him, who is he?"He turns to where you are looking and says contemptly, "Oh him? That's Ash." You look at William with raised eyebrows. "What?" he asks."Is there something between you or something?" you say."Kinda, but I don't want to talk about it." and with that you let the topic slide."Hey, do you want to keep standing here looking for someone to dance with or do you want to get out of here and practice your fighting?" You choose:

Player: Mysterious gentleman

Player: Run Towards The Screaming
DM: You and William take off toward the gathering place. When you get there you see nothing except bodies littering the floor with arrows protruding from their bodies and blood pooling on the floor. You run to the front where the thrones are and on the floor you see both of your parents dead. William is giving you a second to mourn but he soon is tugging on your arm telling you that you need to leave.
Player: Stay and Mourn for Your Parents
DM: You shrug William off but he keeps insisting. You finally told him to just leave you alone to mourn. He finally leaves you to mourn. You lean over both of your parents bodies crying out. You cry so loud and for such a long time that you don't notice someone enter the room. You catch something in the corner of your eye. You turn to see a lone elf with it's bow drawn. You can't see their face because it is covered with a mask of sorts. The elf hesitates at shooting but not for long. You stare as the elf releases it's arrow which finds its way to your heart. You fall down dead next to your parents.

Player: Follow
DM: You follow Ash with a sort of curiosity so you go sit by Ash who glances at you but turns back to his food."Do you want to go on a walk? I want to know more about you." You say to him spontaneously. "Sure, but after I am done eating." He replied to you and you nod in agreement. You sit there eating and thinking about what you would want to know about him, all of a sudden you get nervous because you think that maybe he doesn't want you to pester him
Player: Say nevermind and go back to looking at other suitors
DM: "You know what, never mind, I don't want to bother you. Have a nice evening." You say as you get up to leave. He nods as you walk away. You start to look at other suitors when all of a sudden a group of people come rushing in. They start shooting arrows and you see one kill your father and then your mother. You look for William but you can't find him. All of a sudden an arrow finds its way to your heart and you die.

Player: Escape With William

DM: Going to Colney Hatch you are shown to Jacob Levy's cell, which is quite close to Hyam Hyams's cell. Levy is a pitiful sight, a naked man with overgrown beard and hair crying uncontrollably throughout your visit before suddenly breaking into fits of laughter. It quickly becomes clear he is unable to answer any of your questions.
Player: This is not getting you anywhere
DM: Later that year you read in the papers about an unusual double murder that has just occured in London. A woman called Mary Pearcey brutally slaughtered a rival called Phoebe Hogg and her eighteen-month-old baby with a poker and a knife. Arrested almost immediately what catches your attention is that Arthur Conan Doyle, the creator of the Sherlock Holmes detective stories, has claimed he believes that Mary Pearcey is in fact Jack the Ripper, using her gender to lull her victims into a false sense of security. Mary Pearcey has been sentenced to death for her terrible crimes so if you want to talk to her you'd better move quickly.
Player: Investigate other more likely suspects

DM: The seas around you howl with rage as violent gusts of winds cause the seas to form huge waves. Your already weak ship cracks and breaks under the strain of the violence of the seas. Horrible memories of the day you lost your friends flood your mind as you once again find yourself in the cold waters of the dark sea. You struggle to keep afloat, to stay above the waves, but your strength fails you. You almost choke as the icy waters of the sea fill your lungs, preventing you to breath, trying to send you to the realm of Hades. During your epic struggle against the roaring ocean, you see a shining figure on the distant waves. The figure approaches you, has Poseidon come to gloat over your dying body? As the figure has almost reached you you are blinded by a nearby flash of lightning. As the icy water of the deep ocean engulfs your head you begin hallucinating.You hear the voice of the owl-eyed Athena, the protector of heroes: 'Rest now, great storyteller, all will be well.' Although you are fairly sure your mind is playing tricks on you, you feel comforted by the voice of the goddess. You close your eyes and embrace the cold darkness washing over you. Maybe you can finally rest after your long journey.
Player: All is quiet...
DM: The darkness around you is lifting. You are having a deja vu. Am I back at Calypso's island? No, this feels different. I'm floating, moving on the waves. Yet, I feel the soft ground beneath me. Distant voices... Am I in Hades? I can hear the wind blowing in the distance. But why can't I see anything? Can't move either. How did I get here? Ah, my head, it feels as if I've been hit by Polyphemos. Hmmm, the darkness is returning. Maybe I'll go back to sleep...

DM: You take off after Ash. You notice that William is headed towards the screams but you keep running anyway. You make it to an old willow tree that is about half a mile from the gathering place and you stop to rest. All of a sudden William comes rushing towards you and gives you an awkward hug and you just stand still. "I am so sorry." He keeps whispering over and over into your ear.You push him away. "What are you sorry for?" You ask in confusion."Your parents," he stammers, "there dead.""What!?" You scream at him."That's not all. This was left next to your parent's heads." He says handing you a letter.You take the letter and read it outloud:"Dear Princess Katrina,You may notice that your parents are dead. You're next.-The Dark Order"You stare at the letter dumbfounded. You look at William looking for an explanation but he gives you none. You have to make a decision.
Player: Continue looking for Ash
DM: You stomp off toward the direction that you think that Ash went but you don't go far before you collapse. William is setting up camp around you. After everything is set up he takes your into the tent and tucks you into bed. He then goes out and sits outside the tent on guard and you fall into a sleep full of nightmares of your parents possible horrible deaths.

DM: The ground rumbles, the walls tremble, the floor shakes.(And other phrases to describe earthquakes.)"Blake! What the hell! Hurry and undo this lock!"Oh right. Katie, your sis. You almost forgot.
Player: (Hero time!)

Player: Zzzz...

DM: You start heading toward the next village of elvish people and the other two follow. "What do we need reinforcements for?" William pipes up on the way. You look at him with a look that says it all."Because she is going to take her kingdom back from the Dark Order of course you dummy." Ash adds to my look gaining him a look of him own.It is a few days walk to the next village but it is very uneventful. The guys bicker but you block them out. You are determined to avenge your parents and your people. As far as you know, only the Gathering Place was attacked so there are probably some families out hiding waiting for a leader to take over. As you enter the next village you realize that you probably don't look very presentable so you find a stream running through the village. You wash your face and you put the circlet on your head but you keep the cloak on with the hood up. You got glance from people that you walked by but nothing more. There are less and less people as you got closer to the center of the village. All of a sudden the trees stopped and formed a clearing where a huge glass fortress rose up from the ground.
DM: You decide to turn around and not risk anything by not bothering anyone. You turn around and become a fugative but you don't last long. Eventually the Dark Order finds you and assassinates you, William, and Ash.

Player: Send them to relocate troops

DM: You look at the 200 elf warriors in uniform. You nod your head and everyone starts marching toward your homeland, Eden. It takes three days to get back to your kingdom but you eventually make it. You tell everyone "spread out and search the area for anything and anyone. If they put up a fight, you are not allowed to kill them. You will bring all survivors to me whether they are friend or foe." Everyone starts going in every direction. You are going over to the Gathering Place but dare not enter for the stench may be to horrid. You find your way to the river. You settle on a boulder when people start arriving. All the ones that are being brought to you are people you recognize so you let them set up camp next to you. You do this for about 3 hours when all of a sudden someone is brought before you that you don't recognize.
Player: Put Him With The Friends
DM: You decide that he looks harmless so you wave him off to the friends camp. You go about putting people in categories for a little long until all of a sudden you feel a sharp pain in your back and realize that the someone stabbed you in the back. You turn to look and see that it was the one that you so carelessly waved off. He has smiling. You fall to the ground in a crumble dead.

DM: We're in the future where Virus has annihilated everything, so I take Future Baryon to the past of that time-line, where Virus is at the peak of his power, hoping to use Virus to combat him. We appear close to Virus, and he is obviously confused by us, as nothing like us exists in this time-line. He however says nothing and tries to blast us both with his electricity. While combating both me and Virus, Future Baryon lifts up the Pacific ocean and throws it directly onto Virus, killing him exactly the same way I did all those years ago. If only I had realized to do that back then.
Player: Go to the past.
DM: I teleport us to the Jurassic period, where dinosaurs roam everywhere. Obviously, they don't pose as challenges for the likes of us, and doesn't affect our fighting the slightest. We continue our battle, but no matter how much we attack one another, neither one of us does anything permanent to the other.
Player: Teleport to the Renaissance.
DM: We appear in the middle of Italy during the Renaissance."Ah. The Renaissance. We've always been fond of the Renaissance, haven't we?" Future Baryon says as he pauses the battle for a little bit. He then adds "it is a wonderful sight, isn't it?" before channeling himself at me, ramming me away and knocking me into a building.I channel myself away from the building, grab around him and we both go flying away from Italy. Suddenly, we hit something we seem unable to phase through, although I don't exactly see what it is, and I can't pay attention to it as the fight continues. The impact freed him from my grasp however, and he then rams me and transports us a minute back in time. We continue the fight, but he hurls me away, directly into myself from earlier in the fight, allowing the past me to let go of the Future Baryon he's fighting, and they both then go back in time, to reach the same moment we're in now. He's playing it smart. I'm going to have to play it smart too.

Player: I shouldn't.
DM: Well, you gave up quicker than I thought. Try again, if you want.

Player: Say something.
DM: "I've missed you. A lot." My voice cracks a little, but I don't mind.
Player: Continue to speak.
DM: "You know that I never meant to hurt you and that I regret everything. You know that the only person I could think about for the last three years was you. You know that I love you with all my heart and I know that you love me with all your heart, too.You just know everything about me." "Why did you do it then?" she asks."Because I was fucked up, just like you." I respond. "Do you want to come in?" she eyes me nervously.

DM: Maybe this was the right decision after all, who knows?
Player: Wait for her to speak.

DM: "I bet you did." she says, smiling weakly. It's one of those pity smiles. One of those where you can tell there's no chance there's a good ending to this. "I really mean it, you know?" I look at her, tears forming in my eyes. "Like you meant everything you said to me? Three years ago, do you remember?""I was fucked up and you know that. And you were fucked up, too!" I shout, the tears slowly falling from my eyes."You will never change. Just go, leave me alone. I want to be free."And with that, I leave her.

DM: "Are you sure? It's cold out here and you're really wet." she says."I can't. I'm afraid of the memories that will creep into my mind again." I respond.She slowly comes closer to me. Just as she is a few inches away from me, she looks me deep in the eyes."I hope that one day, they'll destroy you." I have to sit down. She looks at me with so much hate and I can't take it anymore. She leaves me, sitting here, wanting my life to end.And it will.

DM: Nothing has changed. Everything stands as it used to be. Three years ago. Nothing has changed. Not even she. "Do you want something to drink?" she asks."I just want you back." I say, memories creeping back into my mind again."I hope you'll find a new girlfriend soon and I hope she's not me, because you know, this doesn't work with us." She says as she slowly leaves me, sitting here all alone in my room.I take a seat. I'm nervous and afraid of how she will react. Slowly she moves towards me, kneeling in front of me, resting on hand on my knee. I don't want to look into her eyes."Look at me." she begs.I can't."Please, just look at me." she begs again.
Player: Look at her.
DM: I look at her.She looks me right in the eyes.She's so beautiful. I can't hold it anymore.

Player: Kiss her.
DM: I lean in closer to her, carefully watching her reaction but she just stares at me. Finally, my lips meet hers. Finally, all my fears and worries are gone and I focus on this beautiful moment. After a couple of seconds we stop. Tears are slowly forming in her eyes."You are right. I love you with all my heart. And this is the reason I want you to leave. Please go and never come back." I stand up, making my way to the door. This can't be true. Just as I'm about to leave, she starts to speak."I should have hurt you but I couldn't."And this were her last words.

DM: "Look at me!" she creams, so much hate filling her voice."Look at me and tell me what I've become. Look at what you have done to me. I love you with all my heart but as much as I love you, I hate you. You destroyed my life, my hopes and trusts in love, you ruined my whole life, everything!" Tears are streaming down her face now."Do you want me to leave?" I ask with a shaky voice."Yes. And never come back." And with that, I leave her.

Player: Immediately agree to fix their problem
DM: You proceed with the modification of the embryo. This embryo is no longer afflicted with Diller disease. However, as you did not look fully into the consequences of this deletion, you did not consider how this deletion would affect the embryo as a whole. Due to the deletion, the embryo has now contracted Ruhets disease as a consequence. Ruhets disease will majorly affect the future function of this child and will give them lifelong physical problems. This disease will be carried on through future generations and affect the future of many. You have failed to help this couple.

Player: Counsel the couple

Player: Tell them, "Go ahead and take the risk, it's a low chance."
DM: By telling them to go ahead and take this chance, you have not considered the parent's values on this risk. You have steered them towards a decision which could majorly affect their child's future without looking at other potential options. You have not helped this couple make a decision which is right for them. By preforming this deletion, the embryo has now contracted Ruhets disease which will impact the child's physical health and will be passed on to new generations.

DM: You say to Robin, "Don't worry about the appearance, just remember that you'll come out of this with a healthy child!"With this statement, Robin becomes even more upset. You have glossed over his fears about genetics without actually confronting them. Robin now feels as though you and your field are unethical and shady. Robin and Blake now leave untrusting of your institution and your work. Robin now believes that genetic engineering is meant to trick desperate families like them into making seemingly life or death decision so you can modify their children to how you see fit. You have done little to help stop this fear from spreading among the public. Robin's fears regarding eugenics are not unwarranted. This perception of genetic engineering is common in the public as people have seen the corruption and evil deeds of people in power. You cannot confront this fear by coming to the logical conclusion that their child will be healthy. You must discuss with them their fears and consider every opinion valuable.

Player: Tell them, "We may be able to consider other options."

DM: After long await, the day is finally here. After a long, rough season it is finally time to play the championship game. The bus ride in was filled with nerves of the big name and the same nerves carried into the locker room. Although they were nervous, the team was ready to do battle, with every one of them wanting a chance to touch the trophy and prize money awarded to the winner. Rowdily, the coach gathers up his team, making sure to motivate them. All of the sudden, you and your team run out on the field for warm-ups. The crowd is roaring, waiting impatiently for the start of the game. After catching some fly-balls from your center-field position and hitting some balls in batting practice, you feel confident in your ability, and you are ready for the game.
Player: Go To the Dugout
DM: After a quick warm-up, you go the bench, feeling confident you are going to have a good game. "Smalls," your coach yells, causing you to listen intently, " You're coming off the bench today, bud. I haven't seen the performance effort of late, but I'm sure you'll get a shot later in the game if it gets situational. Keep your hopes up bud. I know you've waited forever for this game."Disappointed, you walk away, realizing you might not get a chance to play the game of a lifetime.

DM: "Alright, fellas. I see you're itching for some trouble." You step off the stool and head for the door."Let's take this fight outside so when I'm done slaughtering you I can go back to my drink."They rush after you as you step out into the street. Your hands grip the massive sword strapped on your back. One draws a knife and the other two pull short swords from their belts."Who's first?"The one with the knife makes a mad dash with blade raised in hand. A swing of your sword sends his arm flying. In shock, the man finds his arm still gripping the knife bleeding on the street. The other two try to use number to their advantage and rush you at the same time. You swing again as the one on the right crashes into the cobblestone. You grab the other with your left hand and begin choking him in the air."I think that's enough bloodshed for tonight." You say as you release him. He coughs, gasping for air as he grabs his armless friend and runs off into the night. His other friend wasn't so lucky. You head back into the Tavern."Got any rooms available tonight?""Sir, do you know what you've done? Those men work for the bandit leader Grif! I'm sure they are heading back now to bring the whole force back with them!!!" Ignoring your question."Really, now? Get me that room and we'll worry about that in the morning, alright?"He hands you a key, "Up the stairs, first room on the right."

Player: Head out into the street
DM: With the daylight you can now see the town and explore. You spot a map on the post of the tavern and decide to take a look. Where should you head to first?...
Player: The Marketplace
DM: You figure the Marketplace is as good as any to recruit new muscle. The street is busy with merchants selling all kinds of things. Weapons, Food, horses, you name it. As your eyes scan the teaming street, you see a woman with a staff looking at potions. A Mage could be useful in the coming days. You approach her.
Player: Small Talk
DM: You decide that charm is your best option here. As you approach the woman you see her long brown hair braided and dark green robe held with a brown belt at the waist."Hey, I'm Dorian. Would you please bless me with your name, miss?"She turns to you now and you see her hazel eyes sparkle in the sunlight. In her right hand is a staff with a blue sphere glowing at the top."I'm Gwyn. Pleased to meet you, Dorian. Now if you don't mind, I have some important matters to attend to here." she turns back around to talk to the shopkeeper."Come on, I kinda need your help with something.""And what would that be?"You tell her the story of the fight from last night. How you got into it with 3 bandits who work for a man named Grif."Grif, huh?" She stares at the cobble stone street. You can see her big hazel eyes begin to fill with tears. "He's a monster...I'll help you." She wipes her face with her sleeve and follows you out of the Marketplace. Maybe you could press her later about what happened.

DM: You decide to talk to the Tavern Owner. Maybe he can give you more information on this Grif guy.You approach the the counter and sit down."So, what can you tell me?"The Tavern keeper looks left and right as if anyone would up this early for a drink."Grif is a mad man. He's been the leader of a group of bandits for years. No one knows how many, 50? 100? The stories go on and on of the horrors he's brought to neighboring villages. He has long black hair and wears a red mask on his face with horns. Like a demon!!""I got it, calm down old man. Looks like I might need to recruit some men to help."
Player: Raven Rock

Player: Out with it
DM: You walk up to her and place your arm on her right shoulder."Excuse me, Miss. Could I ask your assistance...."Whack! You find yourself flat on your back rubbing your head from a fresh bruise. 'Did she just hit me?!' you say to yourself."Hey! What was that for?!" You say with your hand pressed against your forehead."Don't touch me.... I...I don't know you." She says, fear etched in her voice.You stand up and dust yourself off. Looking up, you see her now. Wow, she's gorgeous. Brown hair and hazel eyes. Her long hair goes down her back in a braid against a dark green robe and brown belt. Her staff coils up to a blue-glowing sphere."Hey, It's alright." You say reassuringly."I thought you were just a mage, but with that swing you could do some damage!""What do you want from me?" she asks, her voice more stern now."Listen, I got into it with some guys last night. You might know who I'm talking about, the bandits lead by a man named Grif.""I know of who you speak. What do you want me to do?" She presses."I could really use your help taking them on. They left last night to get their leader and I'm thinking it's not going to turn out well for these villagers. Hey. If not for me, do it for them, huh?"She takes a moment to think about the prospect."I'll join you then." She replies. Everyone looks at you, astonished that such a petite woman brought this battle hardened man down with one swing."Hey, it was a cheap shot!!!" you snarl. The towns people quickly go back to their work.

DM: Mr Cunliffe looks delighted with your answer. "Why, the library is my pride and joy" he exclaims! "Would you like me to give you the full tour?"As you walk through the library you pass a small man with curly hair, who flashes you rather a longing glance, however there is no time for him now. Mr Cunliffe needs all your attention!After an extensive tour of the library , during which Mr Cunliffe has explained every picture, every book and every cabinet , you are a little bored to be honest. However, Mr Cunliffe is rich and handsome so you feign interest.Mr Cunliffe is quite taken with you, and asks if he can see you again after the ball. On your first date he takes you to the opera which you hate.Eventually you marry him. You never really find him interesting, indeed- he is a very boring man, but it is worth it to be mistress of Cunliffe.

Player: Start with some charm
DM: You decide that charm is your best option here. As you approach the woman you see her long brown hair braided and dark green robe held with a brown belt at the waist."Hey, I'm Dorian. Would you please bless me with your name, miss?"She turns to you now and you see her hazel eyes sparkle in the sunlight. In her right hand is a staff with a blue sphere glowing at the top."I'm Gwyn. Pleased to meet you, Dorian. Now if you don't mind, I have some important matters to attend to here." she turns back around to talk to the shopkeeper."Come on, I kinda need your help with something.""And what would that be?"You tell her the story of the fight from last night. How you got into it with 3 bandits who work for a man named Grif."Grif, huh?" She stares at the cobble stone street. You can see her big hazel eyes begin to fill with tears. "He's a monster...I'll help you." She wipes her face with her sleeve and follows you out of the Marketplace. Maybe you could press her later about what happened.Rowe raises his axe above his head and yell, "Don't worry little missy! We'll take that scoundrel down, just you see!"
Player: Back to the Tavern

DM: You charge towards the hill, bursting forward. You quickly run up the hill, past the dead and dying left in the wake of the artillery. Sniper bullets fly past you, but you begin firing bursts of fire into the woods, and the sniper's rounds stop, as he is either killed or takes cover. You continue sprinting, your legs pumping as you stride over tree roots and corpses alike. You reach the top, dropping to a knee and firing a round through a soldier next to you. A soldier charges you with a bayonet and you grab the barrel, forcing the bayonet away from you as you fire a burst of lead through his chest as he topples backwards. Your fellow soldiers reach the hill, and you see several other students among them. The Vietnamese let out a yell for retreat, and you fire at they retreat into the jungle. Suddenly, everything goes black.

Player: Talk to Witness Mrs Cox who saw the victim with a suspicious man

DM: Wennipeg felt awkward about doing a favor for someone. He declined, and stumbled over his words. "Oh," the girl said. She seemed kind of insulted and confused, which only made Wennipeg feel worse.
Player: Wennipeg went to go get a drink, but just one

DM: You head back down through the central room and back downstairs. The stairs are little more than a darkened stone tunnel, lit intermittently with flickering torches. Through process of elimination, you realize that the armory must be somewhere on the subterranean level. You walk down the stairs, with the trepidation of one who has lived their entire life in a world filled with vampires. Thankfully, nothing lurks in the shadows, and you reach the armory fairly easily. It's roughly a ten-foot by ten-foot stone chamber, with walls lined with rifles and the like. You find your sword fairly easily, as it's been placed separate from the weapon's owned by the church, on an opposite table. You slam it into your scabbard and buckle it around your hip. You go back upstairs.
Player: Pounding at the Door
DM: You hear a pounding at the thick, oaken door. The three friars milling about the central room look up in alarm. You quickly approach the door, and you're ushered back by one of the stone-faced monks. "It's in all of our best interest if that door stays sealed." he explains in mute tones, not meeting your eye, "A... large flock moved in on the town shortly after we sealed the church. Father Harrison saw fit to leave you untroubled with these matters." "Fuck." you mutter, as you slowly begin to realize why you dislike the church. "If you want to speak to him, he should be in the War Room." the grim man explains quickly. "Why the fuck would there be a War Room in a basilica?" you ask, growing more irritated by the moment. "Perhaps," he runs a hand over his bald scalp, sweating profusely, "It would be best if you allowed Father Harrison to explain this matter to you personally." "Perhaps," you muse bitterly, "Where is the War Room?" "Come." he instructs curtly, as he walks back across the large room. You're beginning to suspect that it may be a very long time indeed before another mass is held in it.

DM: "I think I will go now and ponder what you have said," you tell him."Yes, you do that," replies the scientist.You exit through the opposite door, and leave him to his insane ramblings.
DM: You enter another room full of computers, and see your teammate John behind one of the consoles."John," you yell out."Miranda?" he replies, turning around."John, I'm so glad you're safe," you say as you go to hug him."Me, too. I'm glad you're here, because I need someone to help me open this door.""Oh? What do you need from me?""See, there are two options. I can hack the computers and make them open the door for us, but in that case I will need you to jack into cyberspace. I also have an explosive device that I can set on the door, but I don't know how much explosive power to give it to open the door. Which one would you like to try?"
Player: Use the explosive device
DM: "All right, so I can set this device to three different settings: 10T, 100T, and 1000T. What setting should we use?"
Player: 10T
DM: You set it to 10T and put the explosive device on the door. It explodes in a little puff and the door stays undamaged. "Guess we'll have to hack into the computers, then," John replies, disappointed.
Player: Hack into the computers
DM: "All right," John replies. "I'll start hacking and you jack in. You know what to do.""Right," you reply as he hands you the cable. You jack it into the hole on the back of your neck and enter cyberspace.You enter a green tunnel with packets of data, represented by green rectangles flying back and forth. You are about to go to work when you hear AMZAK's voice. "Not while I'm around, sugar," he says.Suddenly, the whole thing goes haywire. The tunnel disappears. Electrical shocks course through your body. You try to resist, but it only hurts you more.
Player: Keep resisting
DM: You continue to resist but the pain is excruciating. You suffer damage to your central nervous system.
Player: Stop resisting

DM: You push yourself off the floor with a smile on your face. Its been awhile since the last time you could remember a good fight. You walk up to the stranger."Some good fighting there, would you be interested in testing your strength against 100 or so bandits?"The man keeps his fierce eyes centered on yours."Not much for talking, are you?He turns his back to you now. You see a ship on rough seas inked in black. He leaves up the stairs of the Tavern.
Player: Get some rest
DM: You head back up to the bar to check on your group. Rowe is passed out snoring with his head on the counter. Gywn is no where in sight, must have left already to rest. You climb the stairs to your room awaiting the day. Before you go to sleep, you reflect on your new team.Gwyn is twenty years old. She grew up in this village, the daughter of a soldier and a an apothecary. Her father died while she was still just a sappling, fighting a war in some distant land. Her mother taught her everything about potions and incantations and that's what lead Gwyn to be a healer. She's had the chance to leave the village plenty of times before, but could not bring herself to abandon the place she grew up. Rowe never knew any family. He was an orphan living in the streets when he stumbled upon the guardhouse. The Captain of the Guard took him in one day when he was sitting outside the guardhouse in the rain. Rowe became fascinated with justice and soon trained for patrols. He spent many years dealing with the townsfolk. Breaking up fights, putting a stop to thieves, and just being a great friend to the community. It wasn't until the last 10 years that things began to change. Grif arrived one day on his white horse and spear raised high. His bandits ran through the town taking whatever they wanted. Some say he was a valiant soldier not too long ago. Now he uses his power to suppress the weak and take whatever he desires. The towns people fear him, the guards cower before his might, but your team seeks to put an end to it once and for all.
Player: Sunrise

DM: You get up, groggy from last night's affairs. You brush your short black hair back and grab your sword. Heading down to the tavern lobby, the owner hands you cup. Almost like he can sense it's your last."Thank, you." you reply. "You know, I never got your name?""Jayce. Be safe out there today, Dorian. I better see you back here tonight to pay for that room you've been staying in!" He jokes."Fair enough."You down the drink and head out into the street before the gates. Off in the distance, on the cliffs, you see a white horse and a man with a red mask. That must be him.Rowe stumbles out of the Tavern. His Axe poised upon his shoulder. Gywn makes here way down the street with staff in hand."Fancy seeing you here" You say to Gwyn."Oh, let's get on with it already!" She says.Grif raises his spear high and then sets its point upon the village. Bandits come swarming from the hill tops towards the gate.You only have moments till the whole force arrives at the gates. How do you proceed?
Player: Make your stand oustide the town
DM: No use fighting off the Bandits if they take the whole town down with them. You exit the gate and run out to meet them head on. Rowe and Gwyn follow close behind. You make quick work of the twenty or so bandits with ease."Is that all you got?!?!" You cry out to Grif off into the cliffs.The earth begins to shake as Grif and all his bandits come crashing down the mountain."That was just a recon force, they are too many!!" Cries Rowe."Take Gwyn back to the village and close the gate. Let none pass!" You yell at Rowe."No way! We're staying with you, Dorian!" Gwyn exclaims."NOW DAMNIT!" You yell at Rowe.Rowe nods his head and sweeps her in his arm. She bangs on his back with her fists as the rush back toward the gate. "It's just me now, Grif. Hope you brought enough bandits!!" you say as you rush up the mountain to meet them.

Player: Make your stand within
DM: You decide within the towns walls is the best way to combat the bandits. They do not have any seige weapons, though breaking through the gates won't take much force. At least this way you can funnel them in.The three of you stand at the gate, poised and ready for action."Some of us are not destined to meet again in this world." Gwyn remarks.You take the advice to heart as you draw your blade.Fifty bandits come, slamming against the gate. They shake the bars as stone begins to give way. It won't hold for long.

DM: It was surprisingly easy to sketch and only took a few hours to ink. By then, Sophia had long finished her art project and was waiting impatiently."Here you are." I smile innocently as she stared at herself nibbling on fruits covered in chocolate."Hey!" She's smiling as she knocks my shoulder "that's how you really see me?""Exactly.""Hmm..." She leans down and her hair grazes my arm. Soft and silky, I want to scratch at my arm all of a sudden but a bigger part of me just wants to stay still. Just in case the slightest movement scares her off. "Do I really eat sweets all the time?"
Player: "I was just kidding."

Player: Head for the hills
DM: You're walking out of the city, reflexes on edge, when a zombie lurches towards you. What the... you thought they were all dead!You're going to have to deal with it quickly. Try using one of the things you found.

Player: Deliver Hope

DM: Your name is currently Ax.Choose the third letter in your character's name, or click the link to Chapter 1-Prologue to begin.YOUR HEALTH: 100%
Player: t
DM: Your name is currently Aat.Choose the fourth letter in your character's name, or click the link to Chapter 1-Prologue to begin.YOUR HEALTH: 100%
Player: l
DM: Your name is currently Aaal.Choose the fifth letter in your character's name, or click the link to Chapter 1-Prologue to begin.YOUR HEALTH: 100%
Player: c
Player: n
Player: l
DM: Your name is currently AaaaaalChoose the final letter in your character's name, or click the link to Chapter 1-Prologue to begin.YOUR HEALTH: 100%

DM: Looking towards the sky you yell as loud as you can 'UNITE'. Suddenly the Stonehenge begins to spin rapidly. Through the six slits you see in the spinning arches you can still see the same different areas. As the henge spins faster and faster, the stones begin to blur, and the images begin to clash. Eventually the stones disappear altogether. You are left standing the middle of a tiny cobblestone circle. In front of you stretches a pie wedge of dessert, that suddenly stops on either side giving way to a snowy tundra on one side, and a meadow like before on the other. Beside the meadow is a forest, and beside that is a mountain. On the other side of the tundra is a swamp land. The six areas clash together, not spilling over in the slightest to the other areas. This is fascinating to you, and you decide to explore one area further...
Player: Go to the marsh
DM: You decide to explore the marshland. As soon as you step off the cobblestone platform, the humidity hits you like a hammer. This is a very hot place. You're about to get back on the platform, when you realize it's gone. It's just swamp now, as far as you can see. You do the only sensible thing, and start to explore. You eventually come across an old houseboat. Inside you find two skeletons, and a sleeping alligator. This place seems to have been here for a very long time, so you doubt any food in it would still be edible. But then something catches your eye. On a desk, next to the alligator, is a golden sphere. This sphere seems to call to you, asking to be picked up and used. But you're afraid you might awaken the crocodile...
Player: Go for the sphere

Player: You've gained a great Overview
DM: Excellent, you've taken the hint and started thinking about your own research. The good news is: you discovered a niche - your chosen topic has not been studied before! Now it's time to write up a literature review and think a little more about your data...
Player: Starting the Proposal
DM: You find one of the most difficult aspects of this proposal is to figure out how to structure it, and also how to word it. Since this is the first research proposal of your life(!), this is quite scary and you are on unfamiliar territory... You...
Player: beg your supervisor for help
DM: Your supervisor laughs at you, asks you how old you are, and tells you to...

DM: 

Player: Sign up as an A/V Aide

Player: Look At Your Schedule
DM: 
DM: 

DM: You decide to go to the library.As you walk in, Mrs. Rollings, the school librarian yells at you and tells you to go back to study hall. Only half of the study hall is allowed in the library, and today is not your alphebetically designated day. What would you like to do:
Player: Go back to study hall
DM: You decide to stay in study hall.As you sit innocently in study hall, some one wearing a "Fairview Cult" tee-shirt slips you the Fairview Cult Bulletin. After you read it, he asks you if you would like to join the Fairview Cult. What do you do:

Player: Talk it out with your mom
DM: You decided to try to talk it out with your mom.Your talking does not work, so your mom grabs your dad's shotgun from under her mattress and **BOOM** she shoots you.Stay home in a game about school? How lame!

DM: You decide to ignore him.The cult guy keeps trying to convince you to join. The study hall monitor hears the whispers and yells at you for talking. When you try to explain that you weren't talking, you get sent down to the office. As you walk in his office, the Principal Schillick grabs the paddle on his wall and says, with an evil sneer, "I've been looking for an excuse to use this." He then beats you to death with it.What a loser. YOU DIED

Player: Ignore Him
DM: You decide to ignore him.Number 4 shrugs his shoulders and continues on his way. A few minutes later, the A/V leader, Mike SportsInstructor, asks you to move a TV from Mr. Xy's room to Dr. Mezzler's room. You leave to grab the TV, and on your way to Dr. Mezzler's room, you are stopped by a roving band of suburban gangster wannabes - middle class, white teenagers dressed and talking as if they were born in the ghetto. The mug and suffocate you with their $200 Starter jackets, then take the TV.Damn suburban gangster wannabes! YOU DIED

Player: Sneak past Mrs. Rollings
DM: You decide to sneak past Mrs. Rollings.You successfully sneak past Mrs. Rollings. What would you like to do:
Player: Get a book
DM: You decide to get a book.You pull a random book off the shelf, "The [censored] Adventures of Tom Sawyer." You start flipping through the pages and see that Fairview Cult Bulliten is glued to one of the pages. As you read the FCB, some girl puts her hand on the book you are reading and asks you if you would like to join the cult. She is wearing a gold ring bearing the FC eye-symbol. What do you do:

DM: You decide to roam the halls.You are walking around the quiet, musky smelling halls of FHS, loving your ability to roam freely as an A/V aide. While looking for things to do, you run into a roving band of suburban gangster wannabes - middle class, white teenagers dressed and talking as if they were born in the ghetto. The start beating you up for "Roamin' Der Hallz!" You call out for the nearest teacher, Doc Shaver, but he is nowhere in sight.Damn suburban gangster wannabes!. YOU DIED

Player: Stay in study hall

DM: You decide to pay attention.The teacher starts off by teaching some foreign language: "Das es muy bueno y par le vue." After a few minutes of that, he tells the class a cool story about how he was almost involved in a drive-by shooting. Then, he goes on about civil issues, such as gun control. What do you do:
Player: Agree and nod your head and go to sleep
Player: Refuse to go to the office
DM: You decide to refuse to go to the office. Your language teacher shrugs and says, "okay, you can go at the end of class." He then tells you to go to the office for violating the "12 inch" rule of sleeping in class.What do you do:

Player: Take the direct route
DM: You decide to take the direct route. As you walk down the hall, worried about what the Associate Principal could possibly want, you are trampled by a herd of junior high swine passing through the highschool, going to their music class. You lie there bloody and gasping for help. You fade away and die.You should have taken the scenic route, retard.

Player: Pay Attention
Player: Disagree and start an argument
DM: You decide to disagree because your a pansy liberal. You infuriate the teacher, and he procedes to rip down the overhead projection screen. He then cracks you upside the head with it, breaking your cranium. Never Argue with a language teacher.

Player: Roam around the halls

DM: You decide to take the scenic route. What would you like to do on your way to the office:
Player: Stop by the art room
DM: You decide to stop by the art room. You see a few people you know hanging out in the art room: Joe Barney (the All-American of Fairview Park), Number 2, and Number 3 (both from the Fairview Cult). What do you do:
Player: Say hi to the All-American of Fairview Park, Joe Barney
DM: You decide to say hi to the All-American of Fairview Park, Joe Barney. As you do that, Number 3 of the Fairview Cult hands you the Fairview Cult Bulletin. What you do?
Player: Take it and head down to the office
DM: You walk in the office and are told to take a seat and wait. While sitting and waiting, you give the hot student office aide a wink. Finally, the secretary tells you that Mr. Greenwall will see you now.

Player: Get a drink of water
DM: You decide to get a drink of water.You put your lips to the luke-warm, rust-colored water, and take a nice long drink. You lick your lips and say "Mmmmm". Moments later, you collapse and die from lead and radiation poisoning."Mmmmm"? What's wrong with you.

Player: Take the scenic route
Player: Ignore Joe and continue to the office
DM: You decide to ignore Joe and contiue down to the office.As you are leaving the art room, Number 2 yells at you for not giving respect where respect is due. Shocked at this comment, you start to walk backward and accidentaly walk into a spinning clay wheel. The clay wheel digs into your side, causing you to fall right on top it. The clay on the wheel has an exacto knife stuck in it, blade side up, so the exato knife goes right through your eye. Plus, since it's spinning around, it moves all around in your head, causing blood to start pouring out of all of your gaping wounds. Of course, the clay gets all bloody. The art student working on his clay project gets mad you for ruining his clay project and stomps you to death. Tsk Tsk Tsk. You should have said hi to The All American of Fairview Park, Joe Barney

DM: You decide to look in the janitor's closetYou open up the door labeled "JANITOR" and walk in. You see some brooms, dustpans, a coffe mug that says "Mmmmm Janitor Java", and a large, black void is sucking you in. As you enter the void, you pass through time, forward and backward in an endless loop for eternity. You see E=MC2 and melting clocks. So what exactly did you think you would find in a janitors' closet?

Player: Say "Thanks, I've already seen it" and go on your way

DM: You decide to stop by the senior study hall. As you pass through the senior study hall, you see King Wah from the infamous rap group, 440. He says "Wha'd up dawg, where ya headed?" You tell him to you got a note to see the Associate Principal, Mr Greenwall. He shares some advice with you, "Aiite cracka, just deny everythin'and do not sign nothin'".
Player: Continue to to the office
DM: Mr. Greenwall gives you a stern look and tells you to take a seat. As you sit down and put your arms on the armrests, cold metal cuffs pop out and lock your hands and feet to the chair. Mr Greenwall begins to speak:"I know that you are a member of the Fairview Cult. First, you need to sign this form. Here, you don't need to read it, all it states is that you understand that you are down in the office."He twitches his neck and one of the clamps on your arm releases so you can sign the form.What do you do:
Player: Refuse to sign the form
DM: Mr. Greenwall grunts and says:"Fine. We can take care of this form later. So tell me, I keep hearing things about this "Fairview Cult." Please, fill me in. I want to know more."What do you do:

DM: You decide to go to the bathroom. While in the bathroom, you see Mr. Less's Abraham Lincoln Hall Pass sitting in the toilet. Since Mr. Less is such a cool teacher, and the water looks clean, you decide to be a nice guy and get it for him. As you reach your hand in the toilet to pull the pass out, a large Aemboid hand, an experiment from Mr. Campeye's biology class, grabs on to you. It pulls you in, sucking your entire body down the toilet through the 3 inch drain pipe. Even with your body crushed and all of your bones broken, you manage to survive. Your only hope is that someone else will reach in to get the hall pass. No one ever does.You poor, unfortunate moron.

Player: Click Here to end the game

Player: Sign the form
DM: The moment after you put your John Handcock on the carbon-copy form, you hear a demonic laughter coming from behind you, and see Mrs. Fuddmeadow and a few other teachers walking in. You read the form you just signed and realize you just agreed to a 15-day "special" in-school suspension. Mr. Greenwall says:"You have given up all of your human rigts to me. I will destroy you and your precious Fairview Cult and turn you all in to drones!"Then, he twitches his neck again and the chair you are strapped to falls through a trap door in the floor. As you crash on the level below, you hear Mr. Greenwall say "Let the Brainwashing begin."Moments later, FHS drones tie you up and tape your eyes open to force you to watch propoganda prom and football videos.You are dead, but only on the inside. You are now an FHS drone. Have fun setting up the cafeteria for dances ... for eternity.

Player: Say "A cult in Fairview? That sounds terrible!"
DM: Mr. Greenwall gives a stern look and shouts:"You know exactly what the Fairview Cult is! DO NOT WASTE MY TIME! TELL ME ABOUT THE CULT, NOW!"You feel the cuffs around your hands and feet tightening. What do you do:

Player: Smile and say, with a smirk "Like I said, I don't know anything"
DM: Mr. Greenwall smiles and sighs. In a very calm and almost soothing voice, he says:"Listen, there is nothing wrong with just telling me about the cult. The Fairview Cult is a very bad thing. Just tell me what you know so you can help the people in it. All we want to do is help."What do you do:
Player: Tell him that no one is in real trouble as it is just a big joke

Player: Talk to the football coach
DM: You decide to talk to the football coach.Since the football coach is really into hunting, you tell him about a deer you bagged that had twenty tips on its antlers. He says "Oh thats nuthin'! I shot me a bear that had twenty-two tips on its antlers!"Next, he pulls out Old Betsy and says "this here is my favorite deer hunting rifle. So easy to use, I'll tell ya what, all you gotta do is press this trigger right h---"----- KA-BOOOOOOM -----He accidentally shoots his gun and blows your head off. Your brain and eyeballs fly across the room and land right next to the "Horse Play Can Hurt Seriously" sign and your decapitated body falls to the ground, with blood gushing out of your neck stump.Hot-Biggety-Bam-Blam-BOOM!

Player: Tell your gym teacher, Mrs. Fuddmeadow, that you are sick
DM: You decide to Tell the gym teacher that you are sick.You tell your teacher that you have a horrible stomach ache. She replies: "You know, this is not the kind of work you can get off of the Homework Hotline. You've missed around 8 or 7 or 5 days in the pass two weeks because you were sick! Now get your clothes on and get to class!"
Player: Put on your clothes and go to gym
DM: You decide to put on your gym clothes.You change into your FHS Gym Uniform and head off to class. You sit down in your proper warmup squadron and Mrs. Fuddmeadow, your gym teacher, tells the class to start warmups. You first start with push-ups. What do you do:
Player: Lay on the floor and do nothing
DM: You decide lay on the floor and do nothingWhile you lay on the dirty gym floor, watching everyone else do pushups, you glance up at Mrs. Fuddmeadow. She notices you doing nothing and gives you glares at you with the Evil Eye. All of a sudden, you can't breathe at all any more and your heard feels as if it's shrinking right in your chest. You start to hear a demonic laughter and the music from the Omen series in the back of your head.Mrs. Fuddmeadow rushes over, yelling "Annie Annie are you okay" and begins to administer CPR. As she brings her face closer to yours, you see flames in her eyes, and as soon as she presses her lips against yours, you feel your soul being ripped out of you and sucked into her. Your lifeless body falls lays limp on the gym floor.There is a difference between slacking and not working. Duh.

Player: Impress the cute girl/guy next to you and do them as fast as you can
DM: You decide to do pushups as fast as you can.You move your body up an down at amazing speeds - it must be an adreneline rush. After your 58th push up, your elbow joints snap and your spinal column gives away. From the sheer momentum of your pushup speed, your head shatters on the ground as it crashes down. Blood splurts everwhere as your brains slowly ooze out of your crushed head. You die.Did you forget you had a severe case of arthritis? Whoops.

DM: You walk out of the locker room and tell Mrs. Fuddmeadow that you forgot your gym clothes. A classmate overhears you and says "Hey, don't worry! I've got a sprare set of gym clothes you can use - they are brand new!" You take the clothes from him and notice that they have the Fairview Cult Eye right under the FHS logo. He winks and says "don't worry, we've got ya covered!"You have no choice but to change into the clothes.

Player: Play Again From 2nd Period

Player: Do as little as possible with the least amount of effort
DM: You decide to do as little as possible with the least amount of effortYou lazily finish your pushups and other warmups, making sure to put effort into it only when the teacher is watching. Mrs. Fuddmeadow announces that, because of the Pep Rally later today, it is a free day. You can play just about any sport. What do you do:

Player: Take the extra-scenic route

Player: Try to talk trash like the basket ball jocks

Player: Put on your gym clothes

Player: Swim in the middle end
DM: You decide to swim in the middle endYou are jump in the pool and chill out in the middle end, treading water. You hear a loud "Aiiieeee!" and turn around just in time to see a gigantic wrestler from the Fairview Wrestling Federation do canonball right on top of you. The impact snaps your kneck and your paralized body sinks to the bottom of the pool. You die.Duh! There is no middle "end" -- it is just the middle!

Player: Do a different activity

Player: Slip some BandAids into your pocket
DM: You decide to slip some BandAids into your pocketYou glance all around to see if anyone is looking, then grab a handful of BandAids and slip them into your pocket. A few seconds later, you hear a voice on the PA System: "We saw that. Put them back ... now!"You reach into your pocket and put every single one back. You look around but see no hidden cameras. What would you like to do:
Player: See how much you weigh
DM: You decide to see how much you weighYou jump on the some-what new digital scale. It flips through a bunch of numbers and then gives you your weight: -451 pounds. You get off the scale and get on it again. Now, you weigh 1 pound. Giving up, you get off the scale and look for something else to do. What would you like to do:
Player: Be good and sit and wait
DM: You decide to be good and sit and waitYou sit in the faded black chair and wait. Twenty minutes later, the bell rings. The nurse never came by. You pack up your things and head out for lunch.

Player: Race Jonny Jimclass
DM: You decide to race Johnny JimclassYou do a few quick stretches and get ready to race Johnny. You hear some one yell, "On your marks ... get set ... go!" and you both take off. You start to inch past Johnny. He notices this and gives you a nice shove, causing you to trip and fall, and then hit a fence post face on. You smack against the metal pole, causing you to loose a few teeth and get a broken nose and jawbone, then fall backwards, hitting your head on the hard cement ground. You hear people running up to you yelling "are you okay?" You close your eyes and peoples' screaming and yelling comes to a halt. You die.You still didn't beat Johnny, now did you!

Player: See how high you can climb the ropes
DM: You decide to see how high you can climbAfter a little bit of climbing, you make it to the top of the rope and show all of your crushes that you can make it to the top. Mrs. Fuddmeadow notices and yells "great job!" She gives you a big smile and yells out "Hey gang, every one should be like our expert rope climber here!" Your number one crush waves at you and, being so confident of yourself, you wave back. With only one hand on the rope, you loose grip and fall to nice soft mats below. Unfortunately, you land head first and just don't make the fall. You die. Tsk. Tsk. Tsk. Show off!

DM: You decide to swin in the shallow endYou jump in the shallow end like you've always jumped in the shallow end -- head first. This time, however, you jump a little too quickly and smash your head against the nice, hard pool bottom. Your head splits right open and turns the pool a nice red color and little as bits of your brain float to the top. You die.For future reference: "No Diving In Shallowe End" means no diving in shallow end.
Player: Say you forgot your clothes

DM: You decide to trip Johnny as he tries to slam dunkEver so innocently, you extend your foot just as Johnny Jimclass runs towards the basket. He trips over your foot, flies a few feet in the air, and crashes face down on the ground. Infuriated, he gets up and grabs the basketball. He whips the basketball as hard as he can, nearly approaching the speed of sound. You hear the ball whiz right past your head. The ball flies past you, bounces off the wall, and hits Mrs. Fuddmeadow smack dab in the forehead. She falls backwards and hits the ground. Johnny Jimclass flees the scene. What would you like to do now:

Player: Swim in the shallow end

Player: Walk around the track
Player: Go to the swimming pool

Player: Trip Johnny as he tries to slam dunk

Player: Do a different activity.

Player: Try to knock people off of the ropes

Player: Lay on the cot and sleep
DM: You decide to lay on the cot and sleepYou hop on the cot and stretch out. You look at the brown stained celing and close your eyes and doze off. Later on you wake up to the bell ringing the nurse never came. You get up and go to lunch.
Player: Get for two pieces of pizza and eat one before the cashier so you don't have to pay for it

Player: Stop by senior study hall

Player: Put a oatmeal cookie under your slice of pizza
DM: You decide to put a oatmeal cookie under your slice of pizza You get away with it! The lunch lady does not notice, and charges you for only the pizza plate! On your way out, you into Jon Videc. He says "Hey Dude, ya got 40cents?" What do you do?
Player: Go back in line

Player: Go look for another chair
DM: You decide to go look for another chairYou walk to a few adjacent tables and attempt to grab a chair, but a snotty Fairview High School student yells at you and says "some one is sitting there". You have no luck and return to your table. Your seat still has an icky mess on it. What would you like to do:

Player: The Soda Pop machine
DM: You decide to go to the soda pop machineThe pop machine has a big OUT OF ORDER SIGN on it. You remember reading in the Fairivew Cult Bulletin that the it purposely shut down so students can't have caffine. Caffine interferes with much of the brainwashing given in FHS. Then all of a sudden Eric Herron from punk band S.D.W.B. pops out from behind the pop machine and gives you a cold, unopened Mountain Dew. He says "Here dude. It's FILLED with caffine but it also has a little bit of Yellow 5." You ask him what Yello 5 is and he just smiles and walks away, headbutting a freshman and poking his eyes out with his spiked hair. What would you like to do now:

Player: Go look for a chair

Player: Give him the oatmeal cookie

Player: Grab a bunch of army bumper stickers
DM: You decide to grab a bunch of army bumper stickersHe says "Hey son! So, you're interested in the army, huh?" He gets real close to your face, smiling he shouts "THE ARMY IS A GREAT PLACE TO GO!" He flings specs of salivia in your face while he talks. What do you do:
Player: Say "Do I get to use a gun and kill people?"

Player: Pop Tarts

Player: Ask him if he's believes in the commandment "Thou shalt not kill"
DM: You decide to ask him if believes in "Thou shalt not kill"He stumbles around and replies: "But..um...uh...yeah. Of course I do!" He has a vacant expression and just stares into space. What would you like to do now:

Player: Drink it down and get a lot of caffine

Player: Give him 40 cents so he can buy his discounted lunch

Player: Roam the cafeteria some more

Player: Rice crispies treat

Player: Hand the mountain dew to someone else trying to use the pop machine
DM: You decide to drink the mountain dewAs you chug the cold drink you just remember the shrink factor behind Yellow 5. What would you like to do now:

DM: You decide to eat your pizza in the line You ask the server for a pizza meal with an extra slice of pizza. You scarf down one of the pieces before you get to the cashier. As you go to pay for one piece of pizza, you say with your mouth full and pizza sauce all over your face, "hanc eyou". The lunch lady looks at you funny and charges you for the milk, squishy pears, and one piece of pizza. You leave the line, but on your way out, run into John Videc. He asks, "Hey man, can I bum 40cents?" What would you like to do now:

Player: Give him a slice of pizza
DM: You decide to give him a slice of pizza He says "Aw dude! You rule! Hey, by the way, I don't know where all the chairs are, but if you keep looking you will find one!" What would you like to do.

Player: Play Again, from 2nd Period

Player: Play Again, from 4th Period

DM: You decide to ask him if he's ever been in a conspiracyHe replies to you: "No! There is no such thing! I was not used as a lab rat in vietnam! Nor was I given large amounts of brainwashing drugs! All those movies are false! Deny everything! Deny everything! NO NO NO!!! Deny NONONO Deny Deny Everything" He twitches a bit then asks "Anything other questions, son?"

Player: Ask him if he's ever been in a conspiracy or heard of them
Player: Leave him staring and just walk away ...

Player: You sold me! I want to join!

Player: Sign Me Up!

Player: Check out another machine

Player: "Okay", and hand him three quarters
DM: You decide to put a dollar inYou fork 75 cents on over to Number 2.He lays on the floor, reaches his hand up the machine, and uses his keys to open the grate. It beeps a little, but no louder than an alarm clock. He sticks his entire arm up the machine and grabs you a Mystic. You take it from him and open it on up. You drink a few sips of it and realize that it tastes like CRAP! It is so bad, you end up giving it away. What would you like to do now?

DM: You plop three quarters and the machine and out comes the wholesome Grandma's Oatmeal Cookies. What would you like to do now.

DM: You decide to hand the mountain dew to some one elseThis is good because you just remembered the shrinkage factor of Yello 5 that you read in Fairview Cult literature. What would you like to do now.
Player: Reese's Peanut Butter Cups

Player: Look in the costume room

Player: Regular, 2% White Milk

Player: Sign me up! I want to be the best that I can be!

Player: Go swimming in the pool

Player: Go develop the pictures in the envelope

Player: Check out another vending machine

Player: Develop the pictures in the envelope
DM: You decide to develop the pictures in the envelopeYou go in the dark room to develop your pictures. Some of your classmates are developing developing sinful pictures of their wild weekend. You open up the envelope and find undeveloped negatives. You quickly develop the negatives and find shocking evidence of a certain teacher, Mrs. Fuddmeadow, burning election ballots to alter the results of an election with her little minion aides standing around the fire. This is the evidence you need to prove that school elections are tainted. You need to to get this info to the public. What would you like to do now:
Player: Show the pictures to the people next to you
DM: You decide to show the picture to the people next to youOne of the guys say "What does that mean? Are you going to tell on us?!?" They destroy your pictures and then beat you into unconscienceness. You fall into a small tray with an inch of developing fluid and drown.What could they have done anyways?

Player: Ask your friend if you can borrow your camera

DM: You decide to ask your friend for your camera backYou try to find your friend, but it looks like he went outside to take some pictures. What would you like to do?

DM: You decide to do homework for another classAs you're doing some math homework, Mr. Bee notes you are working on homework and says "Well, if you're going to not do the photo-work, that's all right. It is just everything in life has a price to pay; we can't give you an A-plus,one hundred percent; the best I think is a 70 percent. I suppose that doing your homework in here isn't as bad as what some of the other students do. Just remember that what happens..." He goes on with some more cool philosophies. What would you like to do:

Player: Figure out who you were supposed to give these to
DM: You sit down and try to think who you should get the pictures to. You remember that one of the cult leaders, Number 5, is in Senior Study Hall this period. This is held downstairs in the cafeteria. You need to get there!What would you like to do?
Player: Use your bathroom pass
DM: You are standing outside of the photography classroom. You have the incriminating pictures and need to get them down to the cafeteria.To the east, the hallway ends into a set of stairs. What would you like to do?
Player: East (down the stairs)

Player: Play again from level 5

Player: Run and scream what they are to Mr. B
DM: You decide run and scream what they are to Mr. BeeAs you run up to Mr. Bee, Mrs. Fuddmeadow shows up at the door. Before you can even show him the picture, she instructus one of her student minions snatch the pictures and negatives. She then tells Mr. Bee that she needs to "borrow" you for a second. You leave with her and never come back.The concept was there...

Player: Play again

Player: Play again from level 2

DM: You decide to disapoint Mr. BMr. Bee walks away to go help some other students and you contiue to do your homework. A delivery man, reeking of alcohol, walks up to you and asks where you would you like the Sulphuric Acid Concentrate to go. You try to explain to the delivery guy that the acid goes to the chemistry room. You physically point him in the right direction but he is so drunk that he spills the entire barrel on you. Your skin melts from the super strong acid. You die.Why would anyone want to dissapoint Bee?

Player: West (down the stairs)

Player: East (Inside The Library)
DM: You stroll in the library and, to your surprise, you are not thrown out. Mrs. Rollings is on lunch-break, so you can enter even though it is not your alphabetically-designated day. There are a few people sitting around at the tables in the library. Maybe one would be able to help you. Who would you like to talk to?
Player: Some girl grading gym reports
DM: You decide to talk to the gym aide. You sit down and start talking to her, explaining your story. Sehe reples: "Hh I've heard of you and your Fairview Cult! We don't like that in our school. You are evil." As you try to explain to her that the cult is not evil, she yells "HELP! I'M BEING HURT BY THE CULT." All of a sudden, a cloud of black smoke appears and Mrs. Fuddmeadow emerges from it. She comes up to you and notices that you have the ballot-burning pictures. She snatches them out of you hand and says, "you won't be needing these!" Then, she reaches her hand down your throat and rips out your soul, saying "and you won't be needing this, either!" She commandeers your soulless body and turns you into one of her mindless minions.Hey, at least now you'll know about all the election rigging as it happens!

DM: You are standing inside the bathroom. There are three normal stalls and one handicap stall. It appears some one is in the second and the handicap stall. What would you like to do?
Player: Knock on the second stall
DM: You knock on the stall. The occupant of the stall yells "WHAT DO YOU WANT!?!" Before you can answer, the door is kicked open with amazing force. So much force, that you are knocked clear across the bathroom. You leave a nice indent in the wall, breaking just about every bone in your body and crushing your cranium. You shlop to the floor, leaving a nice trail of blood on the wall. Invading some one's privacy. A NO NO

Player: A kid reading a book on subliminal mesages
DM: You go up to the kid reading the book on subliminal messages. You tell him your story but he says that he can't help you. However, he does give you some advice. He tells you to watch out people pretending to be in the Fairview Cult. Be especially certain that the leaders you talk to are the real leaders. Who would you like to talk to now?
Player: The All-American of Fairview Park, Joe Barnie

DM: The stall slowly opens as you tap on the door. It is unoccupied. You can hear some one doing their business in the second stall. What would you like to do?

Player: Leave the bathroom

Player: North (to photo classroom)

Player: Knock on the third stall

DM: You are standing inside the bathroom. There are three normal stalls and one handicap stall. It appears some one is in the first stall. What would you like to do?

DM: You go to the locked elevator. Fortunately, you have a key courtesy of the Gimp. Where would you like to go?

Player: First Floor (Cafeteria)
Player: A Loosing Fairview Cult Student Council Candidate
DM: You go up to the loosing FC student council candidate. You show him the pictures and he says "I knew it! There is no way any one could have beat me -- I ran unopposed!"He wishes you luck in getting this news out. He also warns you of a Robotics Club prototype gone missing. Rumor has it, the robot has been used to create the Evil Annie CPR Doll. It has cameras in its eyes and, if you don't let it see you, you can get past it.
Player: No one ... use the elevator
Player: Second Floor (Outside Library)

Player: Ronny Dontel, computer genius

DM: You go up to Jenny Jimclass and she asks how she can help you in your dilema. You show her the pictures and she grabs them out of your hand. You yell "Hey give them back!" You try to chase her down, but she runs and tells Mrs. Fuddmeadow. This is now your cue to run away as fast as possible. As you run you feel your heart begin to tighten. You start to hear music from the omen series and your chest explodes. As you run outside, all of these ravens swoop down and start clawing at your ears and eyes. You die.At least Jenny knows the truth

DM: You walk up to the school spirit student, but, before you can say anything, he yells stands up, jumping around "HELP! FAIRVIEW CULT! FAIRVIEW CULT! OVER HERE OVER HERE!"He starts to run away but Number 5 stands up, blocking his way, and gives him a Class-A Headbutt, knocking him to the ground. Number 5 snickers and says, "you know how much I hate killing school spirit!"

Player: Jenny Jimclass, Mrs. Fuddmeadow's gym aide

Player: Some one with school spirit shirt on

DM: You wake up to a high pitched beeping. Not wanting to be fully awake you slap the clock and hope that you hit the snooze button. You miss the clock and knock your glasses off of the table. It is too late to go back to sleep, and you are halfway awake anyway. Getting up and looking for your glasses you find them after a couple of seconds of searching the carpet and put them on. The beeping clock starts to make your head throb. After many frustrated attempts to stop the beeping you angrily unplug the clock. In the sweet quiet afterwards you produce a long fulfilling yawn. Groggily you get out of bed and decide to wash off and start anew.
Player: go get a shower
DM: You grab a towel from the inner confines of your one and only dresser, and head towards the bathroom. You slam the door shut behind you and stretch out a little bit. Not wanting to slow your progress you make the slow zombie-like walk towards the bathroom. On your way over there you slam your big toe on the door. After a couple seconds of yelling profanities you hobble over to the bathroom. The pain had instantly woken you up.You open the door, carefully, and hobble into the bathroom. Lumbering inside you place most of your weight on your good foot and continue. Two steps inside and you slip on some wet linoleum with your good foot. You flail around trying to grab onto something when your left hand meets with the towel rack on the wall. Trying to stabilize yourself you grab the towel rack for dear life. Unfortunately the towel rack gives way under your weight and comes down with you and hits your head. With your head busted, back bruised, and foot hurt you lie on the ground for a minute so the pain dies sown a little, and then get up mumbling profanities under your breath. The pain has made you completely awake now. As you go towards the shower you think to yourself. " Better to be in this cheap apartment than at the Wayland complex". You turn the shower on and take a nice, long, revitalizing shower.
Player: Turn on shower

Player: Have a deep conversation with yourself

Player: Use the table as cover
DM: Leo knocks the table dow, spilling its contents and hides behind it. The gunmen aim their assault rifles at him and rain down bullets at him. The bullets penetrate through the table, and one by one they pierce through his body, before he falls down. His bullet wounds all over his body ensure that he will never see anything again.GAME OVER -- Leo has died

DM: You row back to the island. On the island is the murderer. Who do you want to row back with?

DM: He climbs over the dining table and slides into nearby wall for cover. The gunmen aim at him and spit out bursts of gunfires. Round after round they hit nothing but the wall, but they keep Leo pinned down until they're close enough to hit him. Leo looks around as he tries to find out how to deal with these guys.He decides to move into a doorway beside him, moving away from his position and circles them to get a clear shot. The gunmen get close enough and peek through. They see nothing but a dead gang member, which has been previously killed during the onslaught on the dining room.They hear footsteps behind them. They turn around only for Leo to shoot their heads. The men drop their assault rifles as the bullets knock them to the ground.'M4 carbines... automatic guns are mostly illegal. They must have gotten them from illegal dealers and black markets, both the rifles and AR-15 full-auto conversion kits. And these guys know how to shoot well,' a thought races in his mind.Leo turns his interest into the girl in the kitchen who served them beers. She is leaning against the wall. She shudders at horror on how deadly and quick Leo took out the henchmen. Leo is not a criminal, but he can't let a witness to see all this mess. So he has no choice but to shoot her in the face. He does it with no hesitation. Sometimes, he needs to be a bad guy for necessary reasons.He heads into the second floor, stepping over the corpses and blood-painted floor.
Player: Up the stairs
DM: Leo takes the stairwell and goes up the stairs, his guns trained on the corners. A man comes out from the door with a shotgun, only to be shot twice with his twin pistols before the man falls down the stairs. He evades the falling man and walks up into the door, reloading his guns with fresh magazines. He hears the sound of shotguns being racked. It sounds like they're ready for him.The second floor doesn't have much rooms. The remaining goons are inside a room, and there is a balcony beside Leo.
Player: Throw a flashbang and storm in

DM: You prepares a flashbang and half-opens the door to throw it inside. The goons inside open fire at the door once they see the door opened. The shots go through Leo's arm, injuring him and makes him somewhat off-balanced. He falls into the doorway to get shot even more by the goons.GAME OVER -- Leo has died

DM: You headed for the mine....On your way there you could see a crowd of people gathering around what looked like a mine blocked off by rubble.Once you got there you heard the explanation over some gossip."The mine exploded! It seems that the only person inside who survived is that boy who went missing yesterday."Fortunately you made it in time. The child in the mine was still alive when you got there.
Player: Time to get to work

Player: Otherwise turn to 27.
DM: The doorbell rings insistently. You are going to have to do something about this. Especially if you want to leave the house.
Player: To hide in the bathroom and hope your visitor goes away, go to 30.
DM: You cower beside the cistern in your bathroom. You hear the front door being unlocked and several people come into the flat. From your squatting position you notice a scrunched up post it note on the bathroom floor. You seem to remember ripping it off the mirror last night at about 4am after three failed attempts to stop it from moving long enough to read it. Someone has written on it:Landlord bringing people round to look at flat tomorrow, approx 11am. Try and be presentable (or at least awake) and PLEASE DON'T DO ANYTHING FUCKED UP. It is not immediately clear to whom the note is addressed.

DM: You kill the Orc, and in his fury, the Dwarf attacks, but he is no match for your power. You kill him, too, leaving the hill a sad and empty place.The hill of Amon Rudh's dark reputation never left it. No one ever came back there again, as it is said that only dark and evil things are attracted to it.

DM: The bum throws away his blanket. The blanket flows into the wind, and it reveals a young woman dressed in a long, two-tailed red coat, black pants, and MP7 submachine guns held in her hands. She has jet black shoulder-length hair. Her ice blue eyes turn on Sanchez cruelly, and she flashes her most winning smile. She points her guns at Sanchez and goes trigger happy. Round after round pierce through his partner. Rino pulls out both of his submachine guns and dives into the nearby car, leaving his dead partner.What a dangerous woman. He never thought she disguised herself as a bum. 'Where the fuck are the others?'The young woman keeps Rino pinned down with her rapid-firing submachine guns. Rino has only a few choices to deal with her.
Player: Frag grenade
DM: Rino grabs a frag grenade off from his jacket and lobs it to his enemy. The woman simply smirks and kicks it aside, causing it to roll into the sewer and explodes in there. Her guns are already reloaded, and Rino has only a narrow window to catch her off balance. He rushes into her with his knife, but the woman simply evades and pulls him into a car.That was an aikido technique. She seems to be proficient in martial arts. Rino quickly recovers and pulls out his Ka-Bar combat knife, engaging his opponent in a knife fight.He charges toward her, thrusting his knife. His opponent parries his attack with her karambit knife. It goes like this for the few seconds before the woman gains the upper hand and manages to get a cut on his leg. The curved blade of the karambit rips through his flesh, shredding out blood. He tries to endure the pain he received, but the cut is deep enough to limit his mobility.The woman strikes an upward slash, and Rino evades the slash before swinging his knife against her. His opponent ducks and holds his armed hand, before stabbing his other leg. With both his legs injured, Rino has nothing against her but to kneel down hopelessly. The woman finishes the fight with a jab to his face. The world seemingly turns dark for him since then.
Player: Back to Sharon's perspective

Player: Harvest and prune up to 2 meters or greater

DM: Sharon-----Sharon has eliminated the leaders of the henchmen. The grunts are on their way, and they will be here in no time. But she already prepared for that in the past fifteen minutes. Once the goons are here, she'll give them a nasty surprise. She puts one of her MP7s on her back and instead carries one two-handed. She ejects the magazine and checks its ammunition. The magazine is full, and the gun has a round chambered in it. She loads the magazine back, slides the stock, and unfold the front grip. Sharon takes cover behind a car and waits for them to arrive.A minute later, she spots three Land Rovers coming to the station. Before they manage to park their cars, she triggers her trap card. What an unlucky day for them...

DM: There are cars parked alongside the car he's hiding behind. So he moves around the cars and try to shoot her from a safer position. But the woman seems to have a good sense and vision. She reloads her weapons with a sleight of hand and open fire at him while following his trail. The bullets dent the cars as he runs along the cars. By the last car, he's close enough and charges toward her with his Ka-Bar combat knife.The woman simply evades and pulls him into a car. That was an aikido technique. She seems to be proficient in martial arts. Rino quickly recovers and pulls out his Ka-Bar combat knife, engaging his opponent in a knife fight.He charges toward her, thrusting his knife. His opponent parries his attack with her karambit knife. It goes like this for the few seconds before the woman gains the upper hand and manages to get a cut on his leg. The curved blade of the karambit rips through his flesh, shredding out blood. He tries to endure the pain he received, but the cut is deep enough to limit his mobility.The woman strikes an upward slash, and Rino evades the slash before swinging his knife against her. His opponent ducks and holds his armed hand, before stabbing his other leg. With both his legs injured, Rino has nothing against her but to kneel down hopelessly. The woman finishes the fight with a jab to his face. The world seemingly turns dark for him since then.

DM: You pull off your helmet, looking at Sergeant Doyle."Well done. This was only a tiny part of a much larger course, but it was a good start.""Thanks," you reply."Yay, us!" Shada says cheerfully. The bell rings."Alright, get to your next class," Sergeant Doyle says. "Well done."

DM: Sharon knows where the night club is. She speeds up the car as she needs to get there fast in case the client is leaving. She has to get Steve Anderson, makes him squeal, get some answer, and gets out from the club like a badass she is. Anderson's gonna get fucked.It takes a few minutes just to get there. She parks her car alongside the sideway. The road is quiet at midnight. There is only a few pedestrians on the street. She replaces her MP7s with a pair of H&K SOCOM Mark 23s instead as the pistols are easier to hide than submachine guns. The Mark 23s weight more than most forty-five Auto handguns. Some find it a little heavy and harder to use, but she is strong enough to wield them like if they are plastic toys.She gets off the car and walks into the entrance of the club. A new, 'interesting' girl will join the party soon. But she is stopped by a bouncer."Hey, lemme see your ID," the tall man says.
Player: Fuck it, just kick his ass
DM: Sharon kicks him in the groin. The bouncer grunts and stumbles. She follows it up with a downward kick to his head, crushing him into the ground. The impact causes the bouncer to be knocked out of cold. Yup, it's simpler than being a charming lady indeed... for her.He's been taken care of. Now she just has to get inside and do her job.
Player: Get inside

DM: "Oh, come on! You gotta let me in!" Sharon says, trying to sue him to let her in."Sorry, ma'am, but you're not allowed to enter if you're not a member," the bouncer replies, not unshaken by Sharon at all."I got several things to settle here, and someone invited me," Sharon continues, trying to make up a reason."No, ma'am. No ID, no entrance. Simple as that. You need a proof," the bouncer says, a bit grumpy.This man seems different. Her charm is ineffective on him. Or she's just not good at this kind of thing. Oh, right... she's not good since she's used to fists rather than mouth. She's primarily made for badassery, so just kick his fucking ass and be done with it.
Player: Being a charming lady is not her thing, so she beats the fuck outta him

DM: Sharon opens the double-door and gets inside. Red, blue, green, and yellow lights color and enliven the scenery. People dance to the beat of the music. The DJ is playing the music, mixing them together, turning up the beat, and keep the booties shaking. Some are having a drink with each other, and some enjoy their time with their sweetheart. She goes down the stairwell and walks among the crowd.She doesn't find Anderson on the dance floors. But she spots an interesting looking figure coated in black suit and red tie. Sharon gets a closer look on him. The man is around thirty. He has short black hair, black eyes, and pale complexion.Beside him is an alluring Asian flower. She looks very young. Her black hair is long, and she has a pale white complexion and she is full of makeup. She wears a black, strapless dress, and heeled boots. She is full of accessories, making her to appear glamorous. She's presumably Chinese-American, and she is one hell of a beauty.Sharon stands beside the man, calling out the bartender to order a drink. The suit looks over the girl right beside him, who is Sharon."Hmm... a new girl, eh? Haven't seen you before," the man asks curiously."Yup," Sharon answers, looking at the female bartender instead of him.Their dialogue is interrupted by the Asian beauty, who asks him something."Steve, I need to use the restroom. I'll be back soon," she says."Uh-huh."The Asian flower leaves from his view. No doubt, this man is most likely Steve Anderson. He is the target, and she needs to get information from him.
Player: Make him squeal

DM: "So... who are you actually?" Anderson asks again."Someone who is really... special.""Hah, you seem are," Anderson continues, taking note of her outfit. She's cool, but he wonders about her intention. He thinks that she's probably one of Craig's personal hitgirls."So you know who I am?" Anderson asks."Oh, of course I know you, Steve. I know everything... but there's still stuff that I don't know... and you'll tell me.""Haha, sure. But tell me your name first.""You'll find it out soon," Sharon says, grinning.She bangs his head into the table and holds him by the neck. The loud crash gains everyone's attention. Everyone stops their activity and looks at Sharon and Anderson, worried."You're one of their arm dealers, aren't you? I heard you made a deal with 'em, and you've seen one of their high-ranking officials. Tell me where to find him.""Go suck a dick!"
Player: Pummel him
DM: Sharon forcefully raises him off from the chair. She holds his head and kicks him three times. The last kick knocks him into the floor. She kneels into him and pummels him with a flurry of punches."I can do this all day.""Fuck! Whatever... he's in his mansion on the eastern side of the city. I can tell you the details, but you gotta lemme go."Sharon looks at the group of henchmen approaching her. They wear leather jackets and jeans, and are armed with weapons such as baseball bats and blades. They keep their eyes on Sharon."You wanna get out of this place alive? You'd better let me go, lady. Right now!" Anderson says.Sharon lets go of him. Anderson stumbles and tries to endure the pain, before walking away from her."You'll fucking pay for this!" He shouts angrily.

Player: Knock him out
DM: "Oh, no, Steve. You're not going anywhere, and instead... you're the one who will compensate."Irritated, Anderson comes back and throws a punch at her. Sharon evades the punch and catches him off balance by kicking his knee. Then, she turns him upside down. His head hits the floor, and he has been knocked out... at least for a while.

DM: Going to each of the First Class cabins you are responsible for you knock gently on the doors and explain that the passengers need to put on life jackets and get on deck. Not all the passengers are particularly helpful, one couple refuse to open the door and tell you to "tell us what the trouble is" through the locked door. Another passenger complains their life jacket hurts and you are forced to spend ten minutes re-adjusting it and re-tightening it for them. Finally when all the passengers are alerted you head up to the Boat Deck.

DM: You take the safe bet and escape outside, dodging the meeting room you'd spent your afternoon in. By nightfall, you're several states away. In retrospect, maybe you overreacted a little, but it's not a big deal. As you turn the corner, you spot something in your rearview mirror. Slowing, the mass - are they clouds? - only seems to get bigger. Pulling to the side of the road, you look back into the fading sun, only to see the great, roiling waves of ink - of course carrying giant squid - bear down on your car. You feel a sick sense of premonition that this was caused by the company you just fled from. Maybe, if you'd chosen differently, you could have saved yourself.The great wave of ink reaches you.
Player: Go back to the bathroom, consider your options better. Don't die.
DM: You head to the bathroom and do what you need to do. As you're washing up, however, you notice a slight sound - almost like Maia, your labrador, whimpering - is coming from a stall at the end of the bathroom. Concerned, you approach it and knock, only to hear, "NO! Don't say yes! Get out while you can!"A little spooked, you second-guess your decision to leave your safe, if stressful and boring, old job. Do you:
Player: Head back to the interview
DM: Ignoring the strange man in the bathroom and heading back to the interview seems like the best option. As you walk back to the room, you pass a door, slightly ajar, that you don't remember passing before. You wouldn't usually go where you think you aren't supposed to, but the door is open, and that dude in the bathroom has you wanting to learn a little more about the company you might end up working for. But, if you get caught, you might be done before you even get an interview.Do you:
Player: Ignore your curiosity and head back to the interview

DM: The beauty comes out and walks past the knocked out thugs. She stares at the taller woman ahead. Sharon wonders what her intention is. The girl takes a look at the downed thugs, a few are killed."A new girl joins the show, eh?" The girl says."Who the fuck are you?" Sharon asks cruelly.The girl draws a pair of Beretta 92A1s out of her back. Judging from this, she must be one of Craig's hitgirls."What about you?" The hitgirl asks back."Someone who's here for her job.""I'm here for my job too. And killing you will be a pleasure," the girl says, walking closer toward Sharon.This girl seems to be a tough one. With all those dress, makeup, and accessories, she looks pimpin'. A clash between two female assassins. Sharon draws her Mark 23s and get ready. Time to show her who's the better girl.
Player: Gun fu

DM: You approach the purple fairy again. She smirks. "Had fun?" "I know who you are! Now let me pass!" "Not until you solve a riddle. And be careful. Do not choose the wrong answer..." "OK. What is it?" "Would you rather go through a room on fire completely, a room with a giant drop, or with vicious tigers that haven't eaten for a month?"
Player: Tigers
DM: You were right! She let you pass.

Player: Jump off the bridge
DM: "Stop here," you order the taxi driver as he was crossing the bridge.The driver looks back at you like you are insane although he has a pretty good idea of why you are stopping here. "Are you sure?" he questions."Yes," you reply quickly before climbing out of the car without paying. The driver looks at you angrily at first but then with pity as you without a second thought leap off of the edge of the bridge. You are immediately filled with fear and regret as you plummet toward the water.

DM: Misha gets inside a black SUV. There are three contractors in the car, and he sits on the backseat."Ready when you are," says the driver, awaiting order."We'll begin it now," Misha confirms.The driver hits the gas and the car begins its journey to the mansion. They go past the main roads all the way to the mansion. It takes twenty minutes to get there. Once they are near the entrance, they stop by the road -- seeing trucks bypassing them. The trucks stop by the mansion's gate. The security details check the trucks via a security camera. After a security guard opens the gate from inside, the trucks go inside the compound."Cargo trucks -- probably carrying all the cool toys. You know what you have to do. We'll wait here," says the driver."Understood.""Good luck, and don't die out there."Misha gets out from the car and opens the trunk. All his weapons are inside the stashes. He opens the bigger stash and gets his SCAR-H battle rifle. He slings it over his shoulder and opens the smaller case. Ah... the FN Five-seven, his favorite pistol. Twenty rounds of armor piercing rounds and highly accurate, this pricey handgun always suits his job. He takes the handgun and holsters it. His firearms are equipped with silencers. He already has the ammunition and gadgets in his chest-rig and pouches. He puts on his balaclava to conceal his face. He closes the trunk and proceeds with the mission.
DM: Going through the gate is too risky, so he goes through the park beside it instead. There is a sign near the entrance of the park, which reads, "PRIVATE PROPERTY. NO TRESPASSING". Ignoring the sign, he opens the small gate and enters the park.He sees a man wearing a jacket, cargo pants, and tactical sunglasses examining a flower. His appearance shows that he is a security guard. His pistol is holstered by his thigh. Misha hides behind a trunk to avoid being seen. He has to kill the guard before proceeding.

Player: Slit his throat
DM: Misha silently walks up behind the guard with his karambit knife. He kicks his leg to makes him kneel. He grabs him and slits his throat. The curved blade cuts through his neck and blood comes out. The man drops into the ground. He drags and hides the corpse behind the trunk before moving on.

DM: Misha pops out of cover and shoots the man right on the head. The 5.7-milimeter pierces through his brain. He drags the dead body and hides it behind the trunk before moving on.

DM: Misha slowly approaches him from behind. The man ends his phone call and turns around to see an 'intruder' sneaking up on him. He punches Misha in reflex, but Misha dodges it and strikes his neck with a karate chop. The security guard holds his neck in pain before going down. Misha hides his body in a trash container before going down to the garden.
Player: Kill the four guards with pistols first
DM: Misha draws his SCAR-H and aims at the first and second guys with pistols. He peers through the red dot scope and has the red dot on the first guy's head, before squeezing the trigger. The bullet pierces through his head. The second guy is shocked when his partner goes dow, but he meets his demise two seconds later. One of the guards patroling sees the dead bodies of them. Before he could shout, Misha shoots him in the chest two times.The other guards soon notice their friends lying on the ground, covered in blood."Enemy attack!" One of them shouts.Misha quickly shoots the last pistol-wielding guard in the chest. The M4 carbines spot Misha and train their weapons at him. Misha manages to shoot the first guy, but the second guy fires his carbine rifle at Misha. The guard is either skilled, or lucky to hit Misha in the head. Misha drops his weapon and drops into the ground.GAME OVER -- Misha has died

Player: Kill the two guards with carbine rifles first

Player: Armory
DM: Misha enters the armory to see firearms being put on weapon racks. The collection of weapons is various. This must be the armory for the security guards. There are M24 sniper rifles, M4 carbines, UMP submachine guns, and Mossberg 500 pump-action shotguns. But the most eye-sighting of them all is a Barret M107 anti-material sniper rifle lying on a weapon crate. It would be useful for eliminating his targets.

Player: Picks up the anti-material sniper rifle

Player: Back to the entrance

DM: Misha takes the forteen kilograms anti-material sniper rifle alongside its magazines. The magazines are loaded with armor piercing explosive rounds. What a beauty -- this will get the job done.
Player: M107

DM: The hallway has many display cases lined up in the middle. Inside the display cases are various weapons and equipment. There are medieval-era longswords, greatswords, and shields. There are also Japanese katanas and native American tomahawks.Several military-grade equipment such as Remington and H&K weapons and proximity mines are also shown. Most of them are top-tier weapons, such as the Remington ACR and AK-12. Hell, there are even Panzerfaust 3 rocket launchers! The owner of this mansion must be one hell of a weapon collector. It's worrisome to see how easy these guys can get these illegal toys.

DM: Misha slowly opens the door and scans the whole room with his pistol. There's no one here. The bedroom has a bed and some furniture. There are various figurines lying on a rack, mostly video game, Marvel, and DC comics characters. There are also closets and cupboards.
Player: Examine the figurines
DM: There are three Marvel and three DC action figures. Deadpool, Captain America, Winter Soldier, Batman, Deathstroke, and Deadshot. Four others are characters that he doesn't know. All of them are females.The first one wears some sort of Red Riding Hood cape and holds a scythe while the girl beside it dressed like Snow White, has white hair, and holds a rapier. The figure besides the princess-looking figure is dressed like a sexy ninja of some sort. The last one is a yellow-haired girl that dressed like some sexy bartender. These figures look quite anime-ish to him. He doesn't watch much animated series anyway.He recognizes some other figures from popular video games such as Solid Snake, Big Boss, Sam Fisher, Dante, Simon "Ghost" Riley, and Raiden. He doesn't play much video games, but several of his friends do.The other unknown figures are a line up of some characters. He doesn't know their origins. One looks like a cyborg with black body frame, kind of like Raiden. His body is slim, and his face is feminine. Two blades jut out from his cybernetic arms, and he has an assault rifle on his back. Beside him is a soldier-looking guy with trench coat, black body armor, and a minigun in his left hand. His head is covered with helmet and gas mask. Beside him is a young boy wearing a blue T-shirt. He has a double-edged sword sheathed on his back. The last one is a ninja wielding a katana and wakizashi.There is no time for playing with these toys. Misha has better things to do.

Player: Pick up a rocket launcher

DM: The closets contain a lot of apparels, from blazers to T-shirts. The cupboards contain various accessories. There is nothing interesting.

DM: In 1914 the death of Archduke Franz Ferdinand has cause the collapse of Old World Europe.The year is now 1915 and war has broken out across wold world europe. You fatherland has decied that it is time to fight! Your fellow countrymen have enlisted in the army and it is now YOUR time to do your duty.It is now time to choose your country and your fatherland!
Player: Choose England as your Fatherland
DM: It is the fall of 1915, your fellow classmates have gone off to fight in the Great War and everyday you read of thier exploits in the local newspaper. You decide it is time to go and seek adventure. You enlist in the Royal British Army and you are scheduled to leave for the front by steamship bound for France.You have three days before you embark for France what do you do?

DM: You have chosen to enlist in the Grande German/ Prussian Army. Germany and Prussia have long been known for it's world reknowned Infantry. Your departure date is set for August 14 1916. You are to leave by rail and travel west to France and the battle front of Verdun.You have only 3 days leave from duty before you leave, what do you do with your spare time?The Battle of Verdun is considered by some to be the greatest battle of human history, and certainly can claim to be one of the lengthiest, lasting for nearly a year, from the 21st February 1916 until the 19th December 1916.
Player: Depart for France via rail

Player: Go speak with the priest
DM: You explain to him that you are on your way to France to fight and you would like to ask for his blessing to keep you safe.-The priest nods his head and excuses himself and walks away...a few moments later he returns with a vial of clear liquid and asks you to kneel.

Player: Arrive in France via rail network
Player: I am NOT ready!
DM: You refused to follow orders, causing the men in your unit the opprotunity to capture the enemy position.You are escorted back to headquarters. You are sentenced to death for cowardace.You are then executed at dawn the following day.You may have come to fight but you failed to do so when it really counted!There is no reason to be sadened by your actions...in war there are no cowards! all are HEROS!

DM: The bartender takes a shot glass from behing the bar and fills it with whiskey. He hands it to, Down the hatch!"- You down the shot, " Cough...ahemm Whoa that burns.!"

Player: You smile and say no thank you, your here to enjoy the music
DM: You sit for a while and listen the the singing, many you remember singing when you were younger. You are beginning to get tired and your eyes beging to get heavy...

Player: I AM ready!
DM: You are well on your way when the tracks infront of the train are sabatoged.An explosion rocks the car you are in. The train comes to a halt. You are ordered to deploy in the small village and flush out the enemy. What orders do you follow?

Player: Order another!
Player: Order a glass of milk! ( You don't want to over do it!)
DM: You order a cold glass of milk....MILK?! YOU ARE IN A BAR!!! YOU DON'T ORDER MILK IN A BAR! (With soldiers like you...we are going to lose this war!) The bartender looks at you puzzled...He begins laughing at you as well as everyone else in the bar and everyone walking past outside!What now you pansey?

Player: Ignore the patrions and continue your order
DM: Insist on a glass of milkThe bartender sends a little girl ( not you!) to fetch you a glass of milk... after about 15 min. she returns ...You drink the milk and everyone laughs at you as you do so!Now what oh manly drinker of milk?

Player: Stay on the train and wait
DM: You are escorted back to headquarters. You are sentenced to death for cowardace.You are then executed at dawn the following day.You may have come to fight but you failed to do so when it really counted!There is no reason to be sadened by your actions...in war there are no cowards! all are HEROS!

Player: Depart for France
DM: You Depart for France. It takes you about 4 days to get to the front. You can hear the boom of heavy artillery in the distance. As you approach your arrival point you see the wounded lining the streets and any free space available. Ambulances and driving to and fro moving the injured to waiting transports. -You exit the transport and form your companies and regiments. Your commanding officer begins to take roll call.-as your name is spoken you say,"Here!" sounding your response.-Orders are given, and you begin to head to the front via rail.
Player: Arrive in France

DM: After waiting for a few moments, your officergives you the order to advance ! Advance!

Player: Order a glass of milk (after all you are in uniform)

Player: Take cover behind a fence just inside the village and wait for them to come to you!
DM: You take cover behind a fence...while waiting you can see the enemy infront of you in their trench...they do not see you...Do you?
Player: Advance through the street
DM: You advance on the trench...with your fellow countrymen behind you the enemy retreats! You are able to take the enemy position. You are ordered to hold that trench and consolidate your forces.

DM: You order a shot of whiskey. The bartender takes a shot glass from under the bar and fills it full, he hands it to you.-You down the shot....it burns greatly as is flows through out your body...your throat now being numb...What do you do now?

DM: After about 8 shots of whiskey you completely fall off your stool. The bartender and everyone at the bar laughs at you. You are thrown out into the street where the military police arrest you for being drunken and throw you in the stockade ( jail ) where you remain until your departure for France.

DM: You wait behind the fence waiting for orders...The enemy has become wise to your location and is now peppering the fence row with rifle and machinegun rounds!

Player: Wait...the bombardment may not be over

Player: Charge up the railroad embankment towards unknown enemy position!
Player: Look for the nearest cover
DM: You find a shell hole and jump in...several of your comrads do the same and begin to retun fire!
Player: Return fire

DM: 'Somebody' has left a half-eaten kebab in the microwave.
Player: To follow the maxim 'The first bite is in the hands of God' and to try to finish last night's endeavours with a munch on the Large Mixed Doner, say a prayer and turn to 26
DM: Holding your nose, you push together a forkful of doner meat, red cabbage and garlic mayo, and carefully manoeuvre it into your mouth. You are horrified to discover that this is what the stuff tastes like when you are sober.

Player: Stay hidden in cover
DM: You stay hidden behind your cover...Several of your comrades charge the position only to be machine gunned down only a few feet from where they started.Meanwhile the enemy artillery has found your position and is beginning to heavily bombard the area.What do you do now?

DM: You're apparently some sort of psycho who switches randomly from revolt to adoration.
Player: Is Anybody Else Excited?
DM: Two columns of smoke approach in the distance.

Player: Advance through the field
DM: You advance thorugh the field, an enemy machinegun nest open up with a burst if fire! Before you have the chance to even look for cover you are shot in the chest you fall forward and are caught in the barbed wire...as your vision fades all you see is that damned enemy machinegun chattering away killing your fellow countrymen.You died a hero! You did your duty!

DM: You find yourself in a room with a large green holographic map displayed in front of you. From this you can tell where you are in the ship and where you can go. There are three places you can reach from here: the medical bay, the bridge, and the supply room. Where do you go?
Player: The supply room
DM: The supply room is full of blue cylinders glinting in the dark. You hear the distant sound of water dripping. There are broken wires scattered everywhere. As you continue walking you see a hunched figure in a corner. You make your way towards it and find Luke, sitting down in the corner and shaking uncontrollably."Hey, there, Luke buddy," you say gently. "Are you okay?"He turns to you, his eyes bloodshot and his face rabid."They're gonna kill us all, man!" he yells out. "They're too strong. There's too many of them. We can't get out of this alive. No way. There's just NO WAY!!! WE'RE ALL GONNA DIE!!!"Luke is not in his right mind. You could try to make him pull himself together or just shoot him to put him out of his misery.
Player: Put him out of his misery

DM: Delta-1 stands in front of you with his proposal, the Apocalypse missile."General, Nuclear Weapons are currently one of the greatest pieces of war we have, but they're not enough. The Apocalypse Missile will have a nuclear warhead, with a dark matter core. These missiles would be capable of wiping out entire solar systems, in the best conditions. They're fired out of space stations designed for firing the missiles, and would give us the most firepower that's ever existed. It'll make God's Wrath look like a six-shooter."
Player: Don't Authorize the consturction of the Apocalypse Missiles
DM: "General, these are expensive missiles that would be powerful, but incredibly impractical. They'd be expensive and take money from other projects, while leaving massive amounts of both sides dead. We'd be better off destroying the universe.""Yes, sir. I'll get back to work." Delta-1 says, saluting."Thank you for the proposal, Commander."

Player: Crawl back to cover
DM: You crawl back towards cover when you are shot again...THWAP....this time you cannot move...your body is numb..you are coughing up blood and you are beginning to black out...you last though is of home and your family.\You are given a hero's burial that of a true soldier...(the snipers that had killed you were later killed that day.)

DM: You take the scimitar.
Player: Scimitar
DM: This done, the thugs approached Lillian (your friend with the nasty boyfriend), and without a word they pistol whipped her into unconsciousness. Then they forced all the remaining students and faculty to march further along the highway, and when they were 20 feet away, one of the thugs looked back at you and tossed a grenade on to the bus. "NOOOOOO!" You screamed in horror, only to watch as the bus burst into flames. Then, suddenly, something wierd happened: the motorcycles, still parked on either side of the bus, flew into the air by themselves, and crashed into the bus. In the midst of the resulting huge explosion, you realized the bus was tipping over... on you! "AAARRRGGHH!" You struggled to get free, but you were firmly tied to the bus tire. As the thugs and their hostages vanished on the horizon, you could have sworn that one of the thugs turned back and screamed, "See you in hell!"Then the bus collapsed on top of you.
Player: You died! No, not really, but you may wish you had
DM: When you woke up, you were in a hospital bed. After recovering from the initial surprise that you weren't dead, you asked to see your family. But the manager of the hospital, a peculiar little man with green-tinted glasses (he said he had a mysterious eye condition), said you couldn't. He then asked you to tell him what happened.Remembering fully, you told him the whole story. He whispered something to the nurse, and then said, "Now, don't worry. You'll be well cared for here.""What do you mean?" you asked, puzzled. Then, suddenly, it dawned on you.

Player: Continue to advance
DM: You are ordered to advance on the machinegun position!You do so, with the supporting fire of your men, you are able to capture the nest, and the soldiers manning it! GOOD JOB!-You are ordered to hold your position, and consolidate your forces...

Player: Run like heck back to town.
Player: Aw man....

Player: I'd be a shapeshifter. Something that can transform into anything at will.

DM: You stay hidden as best you can, trying to avoid the machine gun and rifle barrages as well as the incoming artillery rounds.What now! Hurry not much time!
Player: Wait for reinforcements
DM: You wait with your head down as far as it can go...bullets wizzing past and the explosion of artillery shells ringing in your ears. -Just when you think all is lost....CLACK, CLACK, CLACK,CLACK,CLACK....it's one of yours!A machine gun etam has moved up to provide supporting fire!You are ordered, "Take that position!"

DM: You stand silent... Then suddenly turn and shut the door of ye's chamber. It is too early in the morning for killing! As you lie back in your bed you see your guard speaking to a fellow astride a great snowy white horse. They appear to be conspiring but then suddenly your door busts open and your guard sprints at you with his sword high, sharp and deadly, aiming right towards your head! You duck and roll headfirst dodging the powerful blow that he attempts to perpetrate upon you and you're momentarily amazed and shocked that this is your personal guard! You, the second in command of the reserves clutch your rivals' wrists in addition to try and force his sword down, nonetheless the opponent head-butts you making you lose your grip. As he raises his weapon you reach for the dagger concealed in your boot and stab him in the neck giving it a great tug, ripping under his chin. Look for the co-conspirator who is now no were to be seen. You run out in shock into the cold night, gulping down freezing air as you gasp in shock of what has just happened. You know now you only have one choice... you need to raise the reserves and take control of this situation...
Player: You will be the one to seize the throne
DM: You ignore your duty to the realm and immediately set off to the reserves barracks. As you arrive you notice the men are already there in armor and ready to fight, they know the king is dead as well that his son is the rightful successor. One man steps forward. "Commander Romulus, we are behind you and support which ever action you choose to take. You approach your luitenent. "How many men?" 700 infantry and 30 horsemen my lord, many men joined general Titus, a few also fled to Theomus and Lucias... they will meet their deaths for treason!" "What are your orders my lord?"
Player: Deploy in full, March for the keep
DM: "Deploy in full, march for the keep! Horsemen to the flanks and rear! Lets go!!" You begin marching for the keep with 700 men. 'Should be enough' you think. As you draw near you realize a strategy is in order. This will be a tough mission... What do you do?
Player: Attack the gate head on in full deployment

DM: You decide that it is likely best to hold your ground and wait for someone else to go up. Afterall, what reason is there to single yourself out in front of everyone and risk damaging relations with Overseer?A few moments awkwardly pass by before Labour Leader approaches. Immediately, rhe goes to work demonstrating the crop picking protocol. Although the movements of Labour Leader likely seem swift to a human, you notice that had you gone up instead, you would likely have been able to demonstrate the routine much more efficiently. Regardless, many of the other Labour Drones have begun to chime in, voicing their approval of the demonstration.Overseer steps forward and speaks for the first time. "All right, that's enough. I see you have a skilled workforce here" He says flatley.Master seems a little deflated that the workforce he spent so much money to upgrade recently does not even warrant more than a few seconds of demonstration time.Overseer remains stonefaced as he steps forward. "It is my understanding that all of you can now understand English so I'll speak as I normally would. Production in the fields is way down and I am here to bring it up. That means whipping you all into shape, but I hope that we will not have to come to anything extreme. I want to make sure you are all behaving optimally, and as long as you all are, there will be no problems between us. Now time's a wastin'." He turns around and orders are distributed via supersonic frequencies assigning all of you to particular parts of the fields. Unsure what to make of the morning, you head out to your requested position.
Player: Start your daily task.
DM: Although you still feel a sense of unease at the new developments this morning, you find that getting back to work as normal is a good way to make everything seem fine. The crops do not care that Overseer is here now, nor does the heat of the sun. You allow yourself to get lost in your work once more.
Player: Pick crops.

Player: It's not as if the Blue Company (who owns the pale train) Cares about Me

DM: -A medic runs to your aid under intense sniper fire and with the help of an aid you are placed on a stretcher and carried back to the rear. You are taken by ambulance to a hospital and in a few months back at the Front with your unit.
Player: Rejoin your unit at the front!

DM: You call out to the figure "Hey, who's there? Do I know you or something?" As you finish your sentence, the person slowly gets down on all fours, how odd. They leap at you, and you barely manage to jump out of the way with only a small nick on your arm from the knife he was apparently wielding.
Player: I just run, I can't risk anything
DM: You turn from the man attacking you and sprint into the woods. After about a minute you come across a log bridge spanning a river, and last second you notice a bear trap hidden in the middle of it. You look behind you and see he's too close to try to find a way around the river.
Player: I cross the bridge and try to jump the trap
DM: You step onto the bridge, but in your panicked state, you immediately slip and land in the trap, falling into the river and bleeding out. -Not an athlete ending-

DM: You are the newly elected president of a poor, developing, coastal country experiencing impacts from climate change. The most pressing concern your country is facing is coastal flooding from storm surges. Your country experiences tropical storms on an annual basis with an extremely destructive storm occurring once every ten years. This is impacting those people living on the coast as well farmers who have to deal with increasing soil salinity resulting from the flood waters. Additionally, your country has been experiencing extreme droughts that are occurring with increasing frequency. Your first task is to prepare your coastal areas for the next tropical storm. The two most viable options are to put all vulnerable houses on stilts or to build sea walls. Building stilts are cheap and effective, however they need to be repaired frequently and are not a long-term solution. Building sea walls will protect your coast in the long-term, but it is expensive and will leave you little money to address other concerns. As your first act as president you choose to build:
Player: Build sea walls
DM: The seawalls are completed just in time to protect the coast from an otherwise devastating category 5 hurricane. While expensive, your country will be protected from storm surges for at least the next 80 years. However, droughts are becoming more severe, affecting both freshwater availability agricultural output. With the limited amount of money left, you can only afford to implement one solution. You choose to:

Player: Build a desalination plant
DM: After the plant is completed, all of your citizens have access to clean drinking water. However, agricultural production continues to decrease. Famine is becoming a widespread problem, and some of your citizens have decided to move to countries less affected by drought. You choose to:
Player: Encourage farmers to switch to different crops which require less water
DM: Farmers are hesitant to switch to the new crops, as they are unfamiliar to them. While some switch, others don't, leading to low agricultural production and mass starvation. Armed gangs have formed and terrorize the county side, taking control food resources. The armed gangs start to join forces despite your military's efforts to disband them. In the end, although your country is protected from storm surges and has access to clean drinking water, the situation deteriorates into a civil war. Sorry, you did not adapt successfully to climate change. Better luck next time!

DM: You decide to retrofit coastal houses with stilts. Fortunately, these withstand most storm surges and occasional flooding for a year. But then, a storm of unprecedented strength hits your country and destroys coastal homes and structures yet again. This leaves you with angered, scared, and displaced citizens and a choice. You can rebuild the stilts (after all, they were effective until this storm hit, and it's intensity was an anomaly), or you can relocate those who were displaced and recognize the coast is no longer safe for settlement anymore, even though relocation will be significantly more expensive.
Player: Don't rebuild and relocate citizens
DM: You choose to not rebuild, and instead build temporary settlements to house those displaced in order to give yourself time to make a decision on how to handle the damage on the coast. As time passes, citizens in the settlements begin to cut trees for wood. Coupled with poor building practices and land use planning in the settlements, erosion becomes a major issue, causing water quality to decrease - ultimately clean, fresh water becomes rare. To increase access to water, you have two choices: implement fresh, rainwater catchment systems in these settlements or request aid in the form of fresh water from a developed country (hereafter Country X).
Player: Request water aid from Country X
DM: After reviewing (and approving) your request for food/water aid for the displaced citizens, the developed country sees the greater need for increased adaptive capacity in your country and decides to implement further preventative programs to protect their interests in your agricultural and natural resources exports (which they rely on heavily). However, they only agree to expand their aid program in one area: either rebuilding more resilient infrastructure in extremely vulnerable areas (stronger houses, increased water drains, etc.) OR implement new adaptive agricultural practices (planting drought-resistant crops, diversifying crops).
Player: Adaptive agriculture

DM: The drought resistant crops are working better than expected, giving you the full support of the agricultural industry. However, in many urban areas your citizens are dealing with an ever decreasing supply of fresh water. They are becoming disgruntled with the new government and call on you to remedy the problem. The funds for building a desalination plant are no longer available due to the crops you just purchased, but after some deliberation your experts present you with an alternative option. They recommend implementing a national project to help fund and set up fresh water collectors throughout the nation. It seems like it would help alleviate the problem, but it would require the rest of your funds. You choose to:
Player: Set up program and begin installing freshwater collectors
DM: Your government has set up freshwater collectors all over the country. Your citizens are generally receptive to this new idea, and become more so after they see the results first hand. However, the collectors work better in some regions than in others. While some areas receive enough rainfall to satiate the demand for freshwater, others do not. Most of the residents of these areas have no choice but to move, leaving vast sections of your country uninhabited. This weakens your country's economy, and you enter into a recession. While you have fended off the impacts of climate change for now, the future is still uncertain. Your country's economy is struggling, but the majority of your citizens still has faith in you. You have neither succeeded or failed at adapting to climate change.

DM: Unfortunately, shortly after rebuilding the structures on stilts, another, stronger hurricane occurs and destroys not only the rebuilt areas, but even more properties and infrastructure further inland. This leaves your country with casualties, a lack of funds, and a decision for how to move forward. Due to limited options, you have two choices: don't rebuild, but instead establish temporary settlements to support those displaced, or invest in more storm-tolerant building technologies and rebuild in order to get people back into homes, but set everything back from the shoreline this time around. Temporary settlements will allow you time to make the absolute right decision on how to proceed, but will result in crowded and possibly inadequate housing situations. Rebuilding with new technologies will use up a significant portion of your funds.
Player: Rebuild structures with better technology
DM: The rebuilding efforts were successful, and the new structures were able to withstand recent storm surges. However, this project was extremely expensive and drained your funds allocated for adaptation projects. Your country has successfully adapted for the short-term, but you cannot afford to implement any additional adaptation measures, especially in capacities other than storm surges; your long-term survival is very much left to chance (i.e. let's hope there's not a drought in a year, as you won't have the funds for food aid).

Player: Build fresh water rain catchment systems

Player: Ruby Marble
DM: You stare into the ruby-coloured marble.You are transported into another's life. Twenty-five men lie wounded on a dirty floor. Sounds of battle echo from outside of the small cabin. You see through the eyes of a nurse, your ruby hair flowing gracefully behind you as you run frantically, working alone to heal the wounded soldiers. You have no control over your actions or speech. "Nurse Mennia", groans a man in a blue uniform. You run to treat the man, whose arm has been sliced off. You bandage his bloody stump, give him some alcohol to numb the pain, then move along. You rush to the other side of the room, to treat a soldier dressed in green. Though the men in the cabin fight on different sides, you don't care. You treat whoever needs treating, and save as many lives as possible. The soldier's heart has been pierced, and you know that there's nothing you can do for him. You dig a sword deep into his flesh, granting him a quick death, and then move along. You don't dwell on the lives of those you can't save - you can make up for their lives by saving others. After a while, new soldiers are brought in. One, you recognise. Your brother.

DM: Settlements are built and those displaced are house temporarily while you work with your advisors to create better climate policy and adaptation strategies. Unfortunately, a drought that was not expected by climate predictions hits your country and food shortages become common. Because you spent a significant amount of money building these settlements, you are unable to afford aid to farmers to increase crop yields. You can either help fund more fishing efforts off the coast to supplement the decreased terrestrial crop yields or request aid from a developed country (Country Y).
Player: Request aid from Country Y
DM: Country Y agrees to provide aid, as they have interests in your port city. Food aid is provided, and Country Y decides to partner with your country to petition for more funds and assistance for developing countries to help with climate change adaptation. Your main argument is that developing countries should not have to bear the majority of the impacts of climate change when its the emissions from developed countries are causing climate change in the first place. Due to your petitions and policy lobbying, more international cooperations are formed to help developing nations, similar to your own, build their adaptive capacity in the face of climate change. Ultimately, you successfully adapted to climate change (with help) and inspired international partnerships to implement adaptation methods around the world.

Player: Chapter 2 : Dying Sorrow
DM: The atmosphere was pretty cold but i was sweating. The rain didnt provided me much relief.
Player: Wander around
DM: I wandered through the streets but nothing unusual happened. Except the fact that i was being followed.
Player: Return home
DM: I returned home. There were no further call from Penelope. The next day she was found dead in the woods. I will never know what happened to her. Rumors are that that two more bodies were found they were never revealed to public...

Player: Distribute salt-resistant crops
DM: The new crops are successful and yields increased. With the new rain water catchment systems functioning well in the temporary settlements, food and water are no longer an issue (at least in the short-term). Erosion is still an issue, but because farmers can save the salt-water resistant seeds so distribution is only a one-time necessity, there is available money to invest in successful erosion prevention. Ultimately, your country will survive the impacts of climate change, although long-term solutions may need to be implemented beyond what you put into action (to address crowding in settlements, increasing sea level rise etc.)

Player: Resilient infrastructure
DM: In partnership Country X, you were able to rebuild structures in extremely vulnerable areas (with the help of adaptive planning) to better withstand storms and increased flooding. You installed more sea walls to reduce the impact of storm surges, as well as better drain systems within these high risk areas to further reduce flooding and prevent severe erosion. You were also able to install an early warming system using texting technology to inform citizens of dangers before they happen.Years after these changes were made, an unprecedented, severe hurricane hit your country. Due to these improvements, damage was minimal and no one was killed thanks to early warnings and evacuations. Ultimately, you successfully adapted to climate change and helped keep many people alive during a major natural disaster.

DM: Your name is currently Aam.Choose the fourth letter in your character's name, or click the link to Chapter 1-Prologue to begin.YOUR HEALTH: 100%
Player: g
DM: Your name is currently Aaag.Choose the fifth letter in your character's name, or click the link to Chapter 1-Prologue to begin.YOUR HEALTH: 100%
Player: q
DM: Your name is currently Aaaaq.Choose the sixth letter in your character's name, or click the link to Chapter 1-Prologue to begin.YOUR HEALTH: 100%
Player: i

DM: You punch Alpha, sending him flying. His eye begins to bleed as it swells up, partially obscuring his vision as he stands, fists raised."Come on, you cheap son of a bitch! Come on!" Alpha yells, fists raised.
DM: You lunge forward, but Alpha is prepared. His fist knocks your head downwards and brings up his knee, smacking into your head. You collapse to the ground, panting."Get the fuck out of here, Achilles." Alpha says, sneering.
Player: Leave the planet

DM: You agree to split into groups of two. Sanders is more than fine on his own. You and Scarlet go down the first grade hallway while Frank takes Marley to the lunchroom.Halfway down the hall, Scarlet stops. "Do you hear that?" she says. You stay quiet. You can hear sounds of struggling in one of the classrooms. Scarlet nods. Both of you creep over to the classroom. You can hear Callaghan's voice. "Get off me!"Scarlet bursts in, with you following. A man in a black hood is holding Callaghan against a wall and pointing a gun at him. "Hey!" Scarlet yells. She goes over to pull the man off Callaghan. You run over to help, but the man is waving his gun in your direction. "Stay back!" he yells. "Stay back, or I'll kill him!"Without hesitating, you run over and grab the man's arm. You force his hand up and he shoots the ceiling. You throw your fist in his face, knocking him away. Callaghan pulls ou this knife and kills the man."Thank you," Callaghan says. "You saved my life."Suddenly, more gunshots echo from the lunchroom.
Player: Tragedy

Player: Go with Little Dick to Guthrie

Player: R
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.> Quel est votre prénom ? (10 lettres maximum ; les voyelles sont au début de la liste)Aaar...
Player: D
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.> Quel est votre prénom ? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaad...
Player: A

DM: Then he would come with foul intentTo rescue her and make her thinkHe was an old and kindly gent.From there the Mage would worm and winkWith all his slimy magic skillUntil her sovereign mind would sinkBeneath his domineering will.So quick as lightening conjured heA dreadful Dragon trained to kill.From there the plan went perfectlyThe Lady Jane was caught and thenOld Cantaphrax emerged to freeHer from the wicked Wyrm again.He spoke to her with words most kindAnd being little more than tenShe trusted him and so was blind.But then the Lady Jane did askThe Mage if he would help her findHer castle home and to this taskHe was most happy to assist.A pinch of powder from his flaskAnd magic words he did enlistTo bring them in an instant toThe castle walls rising through mist.She thanked him and her feeling grewSo that she thought him best of men...
Player: And bade him come and see her soon

DM: Then Cantaphrax would raise his knifeOf purest silver 'oer the maidTo cut away her royal life.Then with the blood spilled from the bladeHe'd call upon a Fiend most greatAnd make a most unholy trade.The Lady's soul he'd give with hateAnd in return dominion gain.He would rule- 'twould be his fate!And so the Wizard sought poor JaneBy sending out a demon slaveA Minotaur, who with a chainDid drag her to a far-off cave.Next morn when Reginald awokeHe knew his sister he must save.The Prince picked up his sword and cloakAnd rode off from his castle homeBut coming to a dead old oakHe knew he could no longer roamMust choose to go to left or rightDown dusty roads found in no tomeIf for his sister he would fight.Prince Reginald then chose the path...
Player: That led to mountains of great height

DM: The King was glad indeed to seeHis daughter back and thanked the MageNot knowing his identity.But Cantaphrax in his old ageAppeared a wise and noble gentAnd since the castle lacked a sageThe king asked if he would consentTo stay and serve the royal court.The offer would his plan augmentAnd make his scheme harder to thwartSo Cantaphrax did take the job-He was a quick and scheming sort-The Lady Jane did nearly sobWith joy to see her savior stay.By this time there had formed a mobOf peasant folk with faces greyThat sought the Wizard's help with allTheir problems that had brought dismay.When Cantaphrax observed the sprawlOf beggars hoping for his aid...
Player: He chanted in a magic drawl.
Player: Of goodness there remains a shred.

Player: And made for home with utmost haste

Player: Choose freedom.
DM: You run for the doors as the Serpent Lord watches you go. His eyes shine with what could be tears but they also burn through your very soul with intense hate. You turn your gaze away from him and to the world before you, to your freedom and to your home.

DM: Was he, the greatest sorcererAlive to serve this rabble? No!These filthy, lowly peasants wereBeneath his notice, far below!The crowd was furious and shockedAnd Lady Jane could hardly knowWhy Cantaphrax at helping balked.Then suddenly a rock was thrown-At that the gates of rage unlocked.The peasants hurled stone and stoneToward his arrogant, old head!Against the tide he fought aloneBut from his many wounds he bledAnd though his magic felled a fewThe Mage was quickly beaten dead.Now listen, you, and you and youTo what his death makes clear to me.The moral of the tale, it's trueIs never to regard with gleeYourself and think you better thanThe rest- I'm sure you will agree.
DM: The inn erupts into cheers as the bard bows and disappears from view. All around the farms nod and laugh at their liege lords' pretensions. Even the monks smirk at their abbot, who has launched into a lecture on the many virtues of obedience to one's natural superiors. You join in the fun, having known more than enough idiotic and arrogant nobles in your time. The abbot eventually denounces you all as seditious and ungodly, which only brings on more laughter.A few hours of such talk and you make your way upstairs and into a room. As you drift off to sleep you wonder idly about this strange world, where some men are born superior and other to work in the mud. If those peasants could kill the great wizard Cantaphrax, why not the men in this inn? Maybe someday the whole system will come crashing down, replaced by God knows what. The next morning you leave, never to return to the tavern or see anyone in it again. You do, however, meet many more farmers and monks and travelers, all eager to hear of the time their kind triumphed over one of their betters.

Player: Fall back and gather your men
Player: Blackness...

DM: His sword to slay the Demon-Bull!And Lady Jane bound fast with chainsAgainst her wretched bonds did pull.The Minotaur with bulging veinsThat ran across fleshy formLet swing his axe of bloody stainsAs merciless as Hell's own storm.The silver-footed Prince cried outAs blood began to bubble warmFrom out the hole where once did sproutHis ear, and turning to his foeHe charged and swung with one long shout!Prince Reginald aimed his blade lowAnd so the tragedy occurred.He missed the beast but fierce did flowHis sister's blood, he hadn't heardHer scream of terror at the sword.Now at her corpse with vision blurredHe stared in shock then turned towardThe beast, but too late to reactHis head, once severed joined the hoardThe filthy creature kept and stacked.As did that of the Lady JaneBut soon enough the beast was trackedAnd killed in anger and in painBy Cantaphrax, whose plan had failed.So ends my tale, and are all slain.
DM: A few moments of silence follow the bard's last note. You can almost feel the sorrow on the back of your neck, forcing you into a shallow grave. The other patrons begin to clap and you do likewise, marveling at this magician who can summon fear and death with mere words. Soon the ordinary talk of life begins again, idle chatter about the road ahead or memories of years long gone. You drink more than is good for you, enough to regret tomorrow morning.After a couple hours you make your way upstairs and collapse on the small and flea-infested bed. Sleep comes almost immediately, but it is not a peaceful rest. Phantoms with horns and axes dripping blood hunt after you, eager to add your rotting head to the pile. As the days go by you forget about the dreams and, after a while, even the bard and his story. But every so often they return, the nameless terror only words can bring forth in the night, a testament to that chilling tale.

DM: To ride by night would be indeedA folly, so they did decideTo wait for morning to proceed.Through hours long the royals triedTo reach the gentle shore of sleepAnd float with ease upon its tide.But inky night could not long keepThe Sun from rising in the skySo from the cave, down pathways steepThe horse and riders quick did flyToward the castle, refuge fromThose terrors lurking ever nigh.The King was downcast, sitting glumWhen through the door his children came!His son and daughter! Beat the drumAnd let the trumpets sing their fameFor deeds of valor rarely seenBy noble knight or cultured dame.Now closer, friend, I beg you leanTo hear the moral of my song-The old who mock the young as greenAre doing them a mighty wrongFor my tale has surely shownIn heart the young have valor strong.

DM: That evening you return home weary and unhappy: your latest investigations haven't revealed anything new except the details of Martha Tabram's life. Once she had a family and a prosperous life: after a dozen years of suffering her life ended in a frenzied assault at the foot of some stairs in a crappy apartment block. DI Reid is equally pessimistic when he calls the next day."It's no use," he confesses. "We can't identify the soldier Mrs Tabram was with. It might not even have been him who killed her but someone else entirely."This theory will gain strength very soon: just a week later a second brutal murder occurs which signals a monster's reign of terror over a frightened city and will catapult you into the hunt for the most ruthless killer London has ever known...At this point you might want to save the game or take a break: your hunt for the Ripper is about to begin.

DM: The inn bursts into applause at the bard's last words. He vanishes into the crowded room as talk breaks out all over about his tragic story. The monks seem to have especially liked it. You overhear the Abbott pontificating on the evils of magic and how it only ever leads down the road to trouble. The barman is certainly enjoying the atmosphere, with his customers eager to stay up, talk, and drink more of his ale. You get into a discussion with a few other travelers, reveling in how everyone seems to have a talk of his own about some villain like Cantaphrax.Hours later and stumbling from the ale you collapse on a bed upstairs, hoping for a few hours sleep before another wearying journey tomorrow. You think through all the tales you heard tonight, from the bard's to those of the travelers. If you were the Lady Jane, you wouldn't have been duped by an evil wizard. How could she have fallen for that and let herself be influenced, be controlled? Not you. You drift off, reveling in your cherished freedom.

DM: There is a large construction site here on your street. The sidewalk on your side of the street is under construction and there are large holes in the ground and heavy equipment working here.
Player: Go back up the street, away from your mailbox.
DM: You are at the north end of your street. You think you can see your mailbox sitting in front of your house to the south.
Player: Head south, down your street, towards your mailbox.
Player: Follow the sidewalk detour signs.
DM: You are walking along the detoured sidewalk and you can see your house and mailbox across the street. You can see a bully standing on your front porch as well. The detour continues both north and south from here.
Player: Taunt the Bully from across the street.
DM: You stick your tongue out at the bully. Then you turn around and moon him. Strangely enough, he actually sees you and starts running towards you. He skillfully dodges the mud, wet concrete, and a pit. He is suddenly standing right next to you. He smiles and punches you in the face. The mailbox across the street is the last thing you see as your vision fades and you realize that you won't be getting the mail today...

DM: The bard bows low before disappearing from view, a flagon of ale in one hand and his lute in the other. The reaction is certainly mixed, clapping and cheers mixed with scattered grumbling about upstart musicians. Quickly the inn descends into full argument on all sides. The older farmers shake their heads at the protestations of their sons while several novice monks begin to shout at their stooped and wizened fellow. Even the barman has joined it, lecturing his little servants on the virtues of obedience. You watch with amusement before being accosted on either side, both young and old eager to criticize your flippancy. After a few hours of increasingly drunk argumentation you roar several choice oaths and find a room upstairs. The bard was right, you decide before drifting off, to sing the praise of Prince Reginald and Lady Jane. What connection they have to the boisterous young pups downstairs you don't know, but it was a fine tale all the same.

DM: Fred lightens up and eventually says "i know you don't play on my team... it's really a shame you're not family. But, I like you, so I'll give you a few hints. #1 Never ask Edith to help you. #2 Watch out for Hugo and the bus boys- they're in cahoots. and #3 Julie is a nympho whore carrying God-knows-what. He picks up the tab and you go home to sleep it off.
Player: DAY TWO
DM: Your apron has already lost its luster, that much is certain. You notice also today that you've been given the worst wine key amongst all the servers. The thing is dull and warped and doesn't attach well at all to the bottle's lip. During a humdrum moment you spy Edith place her gleaming, flawless wine key down on some placemats. Do you-
Player: swipe it
DM: What a fool! Now you can't open any wine in plain sight of Edith or she'll see who lifted her fabulous key! Luckily, you get the brilliant notion to drop it on the floor as if it somehow got "misplaced." As you do so, you noticed the beady eyes of a bus boy stalking you. Blowing it off, you traipse over to table 25.

DM: You are a detective living in London, Ontario. Crime has peaked in recent years and you have often been called to aid in police investigations. You take pride in your work and have created a good reputation with the London Police. You must be careful not to lose it - otherwise you will no longer be called to help with investigations. You have also studied toxicology prior to becoming a detective - which is an asset in your ability to understand the science portion of crime.One evening, you receive a phone call from Constable Oliver Peterson, an experienced policeman and old friend."Oliver! How have you been?" you exclaim."I've been good, but unfortunately the reason for my call is anything but that. A body was found about an hour ago on the shores of the Thames River. As of now, there has been no identification, but we believe this case may be connected to the string of killings surrounding the Thames. Will you look at the case for us?" he asks.What do you do?
Player: Turn down the case
DM: You are not interested in finding the killer and turn down the case.Constable Peterson is disappointed and your reputation with the London Police has been damaged.

DM: Now, you're out of food and water. The septic tank is full and you're own excrement is seeping through the drain. You need to get food and medical supplies. It's time to leave the basement. You MUST venture out while your family defends the home front.You might need your trusty bat.Your Health:72/100
DM: Before you leave the basement, your dad offers you his Colt .45 and the remaining ammunition. You have no idea what to expect out there, but it's up to you to save the family.Your Health:66/100

DM: Upon arriving at the crime scene, you spot Constable Peterson."Have you already visited Chief Morrison?" he asks."Actually, I was just at the station," you respond. You survey the markers spread throughout the area. This particular section of the shore is a few meters away from a hiking trail, where you notice some civilians are standing and observing the crime scene.
Player: Continue talking to Constable Peterson
DM: "Have you spoken to the civilians yet?" you ask."I have. That couple over there are actually Lauren's parents and the blonde is her roommate, Madison. Perhaps you can talk to them and learn something that I couldn't." he proposes.You nod, then motion towards the group, "What about that man?""He just showed up a few minutes ago, I haven't had the chance to speak to him yet. Other bystanders were here earlier, but no one had any information of value. I don't expect him to be any different." he sighs.
Player: Talk to civilians
DM: You excuse yourself and make your way towards the civilians.There is an older couple standing together in tears. A few feet away a young blonde girl stands solemnly. Towards the back of the trail, a middle aged man in overalls is looking down at his phone.As you near them, you must decide who to talk to first.

Player: Go back to the police station
DM: Once you arrive at the station, you see Chief Morrison walking out of his office."Detective! Have you visited the lab yet?" he asks.
Player: No
DM: "Well, what are you waiting for? Get going!" he scolds.You sigh and leave the station.

DM: Once you arrive at the station, you alert Chief Morrison of your findings. "Arsenic... this is thoroughly consistent with the two other murders. At this point there is little to no chance this isn't a serial killer at work. This press conference isn't going to be pretty." he says.You agree, and help Chief Morrison prepare the official police statement. It states that Lauren Ross is officially the third victim in a string of murders and warns civilians in the target range of young females to be alert at all times. The press conference goes relatively well, but you feel the pressure on you increase drastically now that the case was declared part of a larger scheme.You feel that you need to take some time to look over the facts of the case and create a plan for what to do next, but you also would like to revisit the lab to run tests on the navy blue fibers that were found earlier that morning.What do you choose to do?
Player: Go home and look over the case
DM: You decide to go home and look over the case. You spend the evening flipping through the case files of the previous two victims, as well as the current case.The next morning, you visit the lab.

DM: You tell him about your findings."Arsenic... this is thoroughly consistent with the two other murders. At this point there is little to no chance this isn't a serial killer at work. This press conference isn't going to be pretty." he says.You agree, and help Chief Morrison prepare the official police statement. It states that Lauren Ross is officially the third victim in a string of murders and warns civilians in the target range of young females to be alert at all times. The press conference goes relatively well, but you feel the pressure on you increase drastically now that the case was declared part of a larger scheme.You feel that you need to take some time to look over the facts of the case and create a plan for what to do next, but you also would like to revisit the lab to run tests on the navy blue fibers that were found earlier that morning.What do you choose to do?
Player: Revisit the lab

DM: Passaram-se seis meses treinando com o índio até a tribo ser descoberta por escravistas, atacaram sem piedade, Francisco não sabia o que fazer, o índio seu amigo o mandou correr,
DM: Francisco achou melhor não se arriscar e então voltou para a selva, se orientou por algumas rotas já conhecidas e retornou à seu acampamento que para sua infelicidade havia sido saqueado. Sentou-se e tentou raciocinar por algum momento, mas estava muito cansado, então adormeceu. Ao se levantar foi até o rio para pescar algum peixe e se alimentar, em seguida decidiu que tinha uma decisão a tomar.

Player: Go to the lab
DM: You arrive at the lab and are greeted by your old classmate, Dr. Andy Fischer. He tells you the lab has done an autopsy. 125 mL of partially digested food was found in Lauren's stomach. This suggests her last meal was shortly before death, and the possibility of poison is apparent. You think back to your toxicology days. There are two tests you think of:Reinsch TestAn initial indicator to detect the presence of one of the following in a biological sample: Antimony, Arsenic, Bismuth, and Mercury. The sample is dissolved in hydrochloric acid solution, then a copper strip is inserted. The appearance of a silver deposit indicates the presence of mercury, a shiny black deposit indicates bismuth, a dull black deposit indicates arsenic, and a dark purple deposit indicates antimony.Marsh TestA test specifically designed to detect trace levels of arsenic, a common poison. A sample is added to a beaker with zinc and acid. If arsenic is present, it will produce arsine gas. Igniting the gas would oxidize any arsine present into arsenic and water vapor causing a cold ceramic bowl that is held in the jet of the flame, to be stained silvery black with arsenic.Equation: As2O3 + 6 Zn + 6 H2SO4 --> 2 AsH3 + 6 ZnSO4 + 3 H2O Which do you suggest to Dr. Fischer?

Player: Talk to Grove.
DM: I look around for Grove, but he is nowhere to be found. As I look around for him, I see him entering from the lobby. "Hey, Grove" I say and approach him. "Why, if it isn't Perfectus junior. What do you need?" Grove says and looks towards me. "Can you tell Googles to let me into the restricted area?" "Oh? Why do you want that?" "I just want to look around." "Oh is that right? Well, I suppose a little peek wouldn't hurt. Googles, let A into the restricted area." "Protocol suggests against that sir Grove." "There's nothing worse than people not letting you be independent. Let her in." "Understood."YOUR HEALTH: 100%

DM: You return home unsure of the identity of Emma Smith's assailant. A few days later she dies of her injuries and an irate Constable Worthey visits you."I have just been told that Emma Smith was attacked and killed by a gang of young men," he tells you. "Why didn't you tell us Emma Smith was killed by a group and not by one person? For the last few days I've been looking for a lone attacker."This oversight would not have occurred if you had investigated Emma Smith's death properly and has damaged your reputation with the police.You have lost 1 Reputation Point.The next four months are quiet ones for your Detective Practice until one morning your breakfast is interrupted by the arrival of Detective Inspector Edmund Reid, a senior figure in the Metropolitan Police. Serious and matter-of-fact he comes straight to the point. "I would like your help," he tells you. "Last night a woman was brutally murdered in the George Yard buildings in Whitechapel. She has been stabbed some forty times. When this reaches the newspapers there will be a lot of public interest in finding the murderer. I am aware of your abilities and would like your assistance in this business."
Player: Agree to help the investigation
Player: Go to the Montague Morgue to collect the autopsy results

DM: Great, first crisis solved! The day goes smoothly for a little while. You start with a little social studies and have the kids talk about the neighborhoods they live in as well as their family members. After a while, the kids are released to recess. You take the time to prepare the next segment of your day, math. You'll start with basic addition. When the children come back inside, most sit down and do as you instruct. You notice Emma smiling with the girls you seated her next to. You also notice one boy running around the back of the classroom. You instruct the class to take their seat, but the boy refuses. You notice the only empty desk belongs to Kyle. You ask him to settle down, but he refuses to comply with your request. What action do you take?
Player: Request Kyle take his seat, or leave the classroom. Keep calm and make him choose so that he is responsible for his actions. If he continues to defy you, have him escourted from the room and returned when he can follow classroom rules.
DM: Kyle's situation is a difficult one. You can have him taken out of the room, but that limits his time learning. At the same time, it maximizes the other children's learning. As long as Kyle is taken to a room that will help him become focused, this strategy is acceptable. Unfortunately, it's not always feasible. The goal is to have Kyle be responsible for his own actions and limit the tantrums as much as possible. When dealing with children who have Oppositional Defiance Disorder, it is important to offer them choices so that they are responsible for their own behavior and can build their behavioral skills. You can also teach students an appropriate way to say no, such as "I don't understand, can you help me?" or "can we take a little break and do this in a minute?" If the child comes up with something they think help them, honor it. At the same time, reward positive behavior! And also reward positive behavior of the classmates! If Kyle won't sit down, but Susie is, you can thank Susie for following the rules and maybe reward her with a sticker. If Kyle sees that doing good gets him things he likes, he will be more inclined to do it than he would be if you punished him.
Player: On to reading!

DM: The next morning, you receive a call from Constable Peterson, who tells you that he questioned a bystander at the crime scene who was wearing overalls and seemed suspicious. He informs you that the suspect, Blake Russell, is currently at the police station being held for questioning. You rush to the station and are met by Chief Morrison. "He seems like a solid suspect. Farmer, who has a farm backing directly onto the Thames River. He recently went through a divorce, which would most likely be the trigger in this case." he tells you.From what you have heard, Mr. Russell seems like he could've done it, but you need to question him to see for yourself. You walk into the interrogation room and sit down."Mr. Russell. I presume you understand why you are here?" you remark."I haven't done anything wrong. Is minding my own business a crime now?" he mutters."Well, you're here because you were uncooperative when questioned at the scene, and meet several of the criteria of our suspect. Tell me, where were you on the evening of November 27th?" you ask."At home. I don't have an alibi, since I know that's your next question." he stares at the wall and sighs."You work on a corn farm," you mention, "is that right?", and he nods. "So you are familiar with the herbicide atarzine?" you ask, and he nods again. "Did you killer Lauren Ross, or the other two victims?" you bluntly question."No." he states, giving you a cold stare. You stand up and collect your things, ready to give Chief Morrison your final verdict.
Player: Convict Blake Russell

DM: You arrive at the station and are met by Chief Morrison. "He seems like a solid suspect. Farmer, who has a farm backing directly onto the Thames River. He recently went through a divorce, which would most likely be the trigger in this case." he tells you.From what you have heard, Mr. Russell seems like he could've done it, but you need to question him to see for yourself. You walk into the interrogation room and sit down."Mr. Russell. I presume you understand why you are here?" you remark."I haven't done anything wrong. Is minding my own business a crime now?" he mutters."Well, you're here because you were uncooperative when questioned at the scene, and meet several of the criteria of our suspect. Tell me, where were you on the evening of November 27th?" you ask."At home. I don't have an alibi, since I know that's your next question." he stares at the wall and sighs."You work on a corn farm," you mention, "is that right?", and he nods. "So you are familiar with the herbicide atarzine?" you ask, and he nods again. "Did you killer Lauren Ross, or the other two victims?" you bluntly question."No." he states, giving you a cold stare. You stand up and collect your things, ready to give Chief Morrison your final verdict.
Player: Continue the investigation
DM: You decide that you shouldn't be too quick to convict Mr. Russell. You tell Chief Morrison that he seems like a strong suspect, but you would like to explore other options and run more tests.He understands your decision and tells you that a tech analysis of Lauren's phone has been done. It was discovered that she had been registered on a dating site and was supposed to meet up with a man named Ed Richards on the night she was murdered. Also, she had copious amounts of text messages from her ex-boyfriend, Michael Underwood, that ranged from apologetic to extremely angry. On the night of the 27th, he sent her a text message that simply read:"I'm on my way."Who are you interested in questioning first?
Player: Lauren's ex-boyfriend Michael

DM: You call Lauren's ex-boyfriend Michael in for questioning. He arrives shortly after and you open the interview by bringing records of his text messages to the table."In this last message, you tell Lauren that you're on your way. Exactly where were you on your way to?" you question."Her house. I never actually left though, I took two steps out the door before reevaluating my decision and going back inside. I was just upset she was moving on so fast, but what can you do. I'm getting over her, and deciding not to go talk to her was a big step for me." he admits."Do you have an alibi? Anyone who can confirm what you're telling me is true?" you say."No... my roommate was out of town visiting his family that weekend. I promise, I loved Lauren and would never hurt her. I want to catch whoever did this as much as you do!" he exclaims."Mr. Underwood, tell me, do your parents still live on that farm by the Thames? Were they on vacation the weekend of the murder?" you taunt, catching him off guard. You know better than to come to an interrogation without doing background research."Yes. What does that have to do with this case?" he argues."A herbicide commonly used in corn farms was found on a fiber on Lauren's body. I'm sure you're very familiar with atrazine." you say, leaving Michael speechless. You stand up and collect your things, ready to give Chief Morrison your final verdict.

Player: Convict Michael Underwood

DM: "Muchas gracias," he replies, placing it in a top breast pocket. Your next few orders are mountainous and piping hot, and up in no time. Courtesy is the glue of society, after all. What a way to make a first impression.

DM: You search around the bodies for your belongings. The whole house smells rancid as garbage and vomit was strewn all across the floors and walls. It was like walking in a marsh with the amount of vomit on the floor as it produced an audible squish with each step you took. You were pretty sure at least one kid must have drowned in this mess. Soon you begin throwing up again.
Player: Give up and call a cab

DM: You decide to convict Michael Underwood. Chief Morrison trusts your verdict and announces the police have caught the Thames River killer. The city of London is ecstatic and finally at peace. The trial goes smoothly, with the atrazine being used as the main piece of evidence. Circumstantial evidence was expertly delivered by the prosecution, and Mr. Underwood's lawyer was not able to properly defend him. The prosecution proposed that Mr. Underwood had killed the first two victims because he could not confront his true target - Lauren. Once he was confident, he decided to move on and achieve his goal of killing Lauren. The jury voted guilty, and Mr. Underwood was charged with all three murders and received a life sentence with no possibility of parole.You celebrate your victory with the police and look forward to working on cases together in the future.
DM: One decade later, the Thames River case has been reopened, and Michael Underwood has been declared innocent. You made a wrongful conviction and you have lost all your reputation and will not be hired to consult on a case again. As well, the London Police are now frowned upon by neighboring police forces. You did not have enough evidence, yet made a conviction regardless. Due to your actions, an innocent man spent ten years in prison.Maybe you should've thought about your decisions more thoroughly.

DM: A couple of days later, you receive a call from Chief Morrison telling you they have obtained the warrant. You and Constable Peterson drive to Ed's farm and ring the doorbell. A few moments later, he answers the door."We have a warrant to search your property and collect a DNA sample from you," you say as you hand him the document.The color drains from his face and you begin to sense that you might be face to face with the Thames River Killer. Ed lets you and Constable Peterson inside and you pull out two glass slides and ask Ed to press both his right and left thumbs onto the slides for 3 seconds. You then store the slides in a closed, decontaminated box until it can be taken to the lab for analysis.You and Constable Peterson look around Ed's house, finding nothing.You suggest looking through the barn at the edge of the property. You are looking through toolboxes when suddenly you discover one of them contains three fingers. You motion to Constable Peterson, who understands and immediately arrests Mr. Richards. You call Chief Morrison to inform him of the arrest, and he congratulates you and tells you that he will send over a crime scene unit immediately."Finally, this case is over and citizens don't have to live in fear," Constable Peterson declares.
DM: The Thames River killer case is completely wrapped up now. It was discovered that Mr. Richard's DNA and fingerprints matched those left at the scene of all three cases. The three fingers found in the barn matched each of the victims, and the jury convicted Mr. Richards with no hesitation. He is now serving three counts of life in prison. He truly did not have any of the principle motives - love, greed, or anger. He simply had a disturbed mind and killed for his own personal satisfaction. He lured victims to have a meal with him, which he poisoned and then severed the victim's ring finger as a trophy before dumping the body in the Thames River. He got too comfortable with the last victim, taking her to his own home. This ultimately led to his capture, as the atrazine found in the fibers gave you a big hint.You, Constable Peterson, Chief Morrison, and Dr. Fischer all go out to celebrate closing the case, toasting to keeping the peace in London.

DM: You are Lt Connor "Killjoy" McMillan. You are in charge of a convoy heading towards Horse Island, which is now a military safe-zone. Your convoy consists of a Humvee, a Stryker, three armored vans, an pick-up truck and another Humvee. You have a Platoon under your command, made of the squads Mars, Normandy, Clay and Steel. Mars are your vanguard, Normandy are an experienced ICS involved in vehicular warfare, Clay are experienced heavy marines, while Steel is a new ICS, mostly recruits. You're driving along the intersection. The Convoy's journey has been pretty uneventful, with no losses and very few zombie encounters. Your Scout, Dice, in the front Humvee says that he sees a crashed bus blocking your path. What do you do?

Player: Move the Bus.
DM: Steel Squad start pushing the buss off the street, and several zombies approach from the houses to your right. Clay squad fires a few shots, each ending with an expertly done headshot, blowing brains onto the street. Steel climbs back into their Humvee, and you continue on.

DM: You decide to go around, taking a side street and wasting some precious fuel, but avoiding a potential Zombie ambush. You drive through a small suburb, passing a few fires and lone zombies. You pass through uneventfully, and make it back to the road.
DM: You continue along the road until you find a crashed Grocery van in the middle of a mass of cars off the road. You know that the Safe-Zone could use some supplies, but you've noticed some movement among the cars. Do you want to go search the van?

Player: Search the Van
DM: Steel begin climbing over the cars and get to the grocery van, where they begin packing up canned food from the van. Suddenly, packs of zombies emerge from the cars and start attacking Steel. What are your orders?
Player: Use your Machine guns to carve an escape route.
DM: Clay's expert shots manage to hit a some leaking gas, setting a pack of zombies alight, their flesh cooking off them., This clears a path through the zombies, and Steel makes it to the convoy. You continue firing on the zombies, blowing limbs off and snapping spines. Their injuries, fastened seatbelts and cars jammed together prevent a lot of zombies for fully escaping the cars, which makes them easy shots. Clay squad even climbs across the cars, executing zombies with knives through the eyes. Soon, every zombie is dead, and you continue along, leaving the massacre behind you.

Player: Continue on
DM: You notice a large amount of zombies, waiting in the cars, waiting to ambush anything that moves. You drive on, away from the cars.

DM: The Convoy continues on its path until you pass through Lakeville, a recently evacuated town that marks you reaching one fourth of your way to Horse Island. You pass through the town, noticing a barricaded gun store and a pretty large amount of zombie corpses, but you decide not to question any of that. Not else much is worth noting. You pass through the town, and as you're driving through a small suburb on the outskirts, you come across a broken down armored van down a side-road. Do you want to investigate?

Player: Drive on...
Player: Send a small squad to investigate.
DM: You lead Mars towards the van to investigate. Five armed men appear outside, and appear suspicious. Still, they seem trusting in the power of the ICS. They tell you they worked in a pawn shop together, and were planning to head to the coast and capture a boat. They decide they don't have enough supplies to make to the coast and decide to join you. They load up in the truck after giving you what few supplies they have left, and you keep heading towards the Safe-zone.
DM: The sun quickly sets, and you notice two of your drivers seem pretty tired. You decide to pull over and rest for the night. The Road seems pretty safe, but Normandy Squad wants to go find a safer place to camp. It'll waste up some time or fuel, but it'll be safer. Orders?
Player: Find a safer place.

DM: You open fire on the zombies. Your shots mostly blow off limbs and snap spinal cords, stopping the zombies from escaping the cars and attacking the convoy. Steel begins jumping across the cars to get back to the convoy, but one of them falls through the windscreen of a car, and zombies rip through his armor and he lets out a scream. One of his comrades try to help him, but he's dragged inside the car and out of your few. Still, the rest of Steel manage to make it back to the convoy. You continue firing as the convoy starts driving away from the ambush. You grimace at the man's screams. You didn't know him well, you just knew he was a medic who fought in Iraq. His name was Fisher. Well, he'll be remembered. Your mind won't let you forget his screams.
Player: Drive over and investigate.
DM: Your convoy drives over, and five armed men emerge from the truck. They scan the convoy, before they raise their weapons and open fire. Their shots go over your head, and you duck down. Clay Squad opens fire with their machine guns, killing one of them instantly as he falls, blood spurting from his neck and stomach. The other four retreat, disappearing into one of the houses. Two men from Clay search the van, but only find a bit of food and some ammo.
Player: Stay Here.

Player: Leave it.

DM: You decide to search for a safer place. You drive along a few houses until you find an easily securable apartment. You clear a few zombies out of it, and get some much needed rest. You hang around the lower floors while the civilians take the upper floors. You talk to the other squads, and start a conversation. Clay squad is mostly experienced soldiers with a few tours of duty under their belt. Their squad leader, Wolf, seems to be enjoying the apocalypse, except the lack of fresh bacon and air support. Steel squad are mostly police, not used to the vicious combat they're be asked to perform. They're uneasy, but you think they'll improve dramatically over time. Their squad leader is a guy called Murphy-Rourke, a Riot Squad member who's eager to prove himself. Normandy keep to themselves, but you gather they're Private Military, and prefer driving vehicles and manning guns to melee. Your own vanguard, Mars, are an ex-CIA Agent called Marcus, an Canadian melee expert who's been transferred recently called Hades, and two Navy Marines called Dice and Foley, who seem pretty quiet, but have scored some good kills so far. The night is pretty easy, with no zombies posing any threat. At morning you get in your Humvee, and you continue on your way.

Player: Ram through.
DM: While attempting to ram through, more guards at the barricade appear. They panic, and drive the trucks out of the way, letting you drive past easily.

DM: A fire fight commences, and the National Guardsmen are clearly outnumbered. One of them manages to fire a few shots through the firing slits in your armored vans, killing two people. Still, Marcus and Dice blow their legs out from under them, and Murphy-Rourke walks out and shoots them through the heads. More men appear at the barricade, but they open move the trucks and let you pass. Smart move.
Player: Drive past.

Player: Stop at the barricade.
DM: You slow down and stop next to the barricade. One of the men approaches you and tells you all that they're AWOL National Guardsmen, and they want a toll tax of supplies if you want to go past. What do you want to do?

DM: The journey continues. You kill a few wandering groups of zombies with a few of Normandy's handmade Molotov's, turning them into moaning, moving candles. Nothing else happens, and you pull over in an old farm that night. It's easily securable, so you board up the windows, send a scout to the water tower and settle in. You're surprised at how tired you are, as you took a nap during the drive, but you don't question it and drift off to sleep.

DM: You awaken to the sound of screams. Thousands of zombies swarm over the camp, and rip through your friends and comrades. Wolf topples into view, trying to escape from under five growling zombies, as a zombie grabs you from behind and tries to bite you. You shove it aside, as more and more zombies approach. What do you do?
DM: You turn to run, but zombies surround you. One rips out your throat and blood flows along your face as you scream.
DM: You wake up, surrounded by Clay squad, who all look worried. "What happened, Lieutenant?" Wolf asks, gun at the ready. "Nothing. It was just a bad dream, I'm fine." He look's worried, but he doesn't say anything about it. "We've found some canned food and bottle water in the cellar. We stocked up on it. Still, we need to head out if we want to reach the safe-zone by noon." You nod, pack your bag and climb into your Humvee. After a few minutes of packing, the convoy is gone.

DM: They look over your large force of armed soldiers, and decide to let you pass. They drive the trucks out of your way, and hold barbed wire aside to let you pass. A smart move.

DM: You hand over some ammo, a crate of food and a med kit, and they let you pass. Simple enough.

DM: You spend three hours driving, killing about a dozen zombies. You come across a corner store that seems heavily fortified compared to other buildings. You scan the building, and notice the words "ALIVE INSIDE" on one of the walls, as well as lit flares on top of the roof. There's a good chance there's survivors inside, but it'd be a huge pity to die now, so close to victory. What do you want to do?

DM: You pull out your gun and pull the trigger, but nothing happens. You realize you're out of ammo, and zombies grab you and rip through your flesh. You scream.

Player: Enter the fort.

Player: Charge the Enemy!

Player: Get back to the Convoy!
DM: You desperately yell an order to retreat, and your men turn and run. The Zombies surge forward, grabbing two men from Clay and Marcus, and they're pulled into the mass of zombies before you can react, their screams chilling your bones. You run out the door and jump onto your Humvee, and the convoy drives off, at full speed for several minutes to be sure of escaping the undead.

Player: Use Clay squad as a distraction.
DM: Clay squad opens fire on the infected, before moving on and running along the waterway. You drive the convoy onto the ferry, and Normandy take command of the ferry. You find there's easily enough fuel to make it to Horse Island. You drive along the water, until you find Clay. Or what's left of Clay. Four ripped apart bodies are left in bloody pool, and Wolf's body is floating in the sea, a single gunshot would to the head visible. You think about burying them, but the Zombie Horde appears from the buildings, growling. You shake your head slowly and give orders to head for Horse Island.

DM: Steel, Clay, Mars and the civilians dismount from the vehicles, which are driven off by Normandy. The Horde takes the bait like flies, and swarms over the convoy, who drives along the coast slow enough that the zombies keep up with them. You lead the way towards the ferry, which you easily secure. Within minutes, you manage to bring the ferry up and running, and find you easily have enough fuel to make it to Horse Island. You drive the ferry towards where the convoy was heading, and manage to pick them up with the use of a metal ramp. You head towards Horse Island and wait.
DM: You finally make it to Horse Island late enough in the afternoon. There's an ICS waiting, who take your supplies and give you a tour of the island. There's housing, farms, a hospital, a church. Everything you could hope for. You find yourself a home on the island. A year later, life is good. There's no Zombie attacks on the island, you get a good amount of food from farming and you can even stockpile some. You lead frequent scavenging raids on the mainland, bringing back food, equipment and most importantly, survivors. You wonder if this is going to last. But for now, life is good. You've won.

DM: You open fire, and slowly retreat out of the door. You organized retreat allows you to carefully make it to the convoy and make a quick escape, but as your Humvee drives off, you notice one of Clay, a biker who served in Afghanistan, and seemed to be overly friendly, is pulled off his truck as it drives off. You wince, but you know he can't be saved. You continue to the safe-zone.
Player: Fight your way there!

Player: No

DM: Mr. Lee's Butcher shop is a fair walk and it takes you an hour or two to get there. Walking into the store a clerk meets you and asks..."Hi, is there anything I can help you find?""Actually yeah. I was looking for work.""You can apply at our website. Let me get the domain for you.""Actually I was hoping for something more under the table." You say."Oh. One of those. Right this way."You're led to a back room where you see Mr. Lee wearing reading glasses squinting at a hardcopy paper and comparing it to information at a desktop computer."What can I do for you kid?" The man tells you. Not asks."I'm looking for work?""What kind of work?""Contract work.""You got any experience?""I do not.""Good" He says. "No bad habits to retrain. Come back here tomorrow.
Player: Start working for Mr. Lee.
DM: You time things so your arrival fifteen minutes before the butcher shop opens. From there you wait for a bit and load up into a work van with several others. The trip takes you to an office where you fill out paperwork for taxes. It looks like they're actually going to set you up as an actual contractor.Each of your fellow applicant's cycles through a room to make sure this is what you want.Work is constant from this point forward. You work, eat, sleep and train in this warehouse. It takes you a week before you have time to ask the name of the guy that sleeps in the bottom bunk of your bed. Kyle Slater.This goes on for ten weeks. After that, you split off into groups of four. You are with Kyle, Paul Ochoa, Jerrod Kemper, and Jennifer Mendoza.You're a high-end shooter team by the time this is all done. The groups each get to pick their own missions. The others volunteer for the first mission that comes up and you're all going.
Player: First job for the butcher.

DM: You walk around the building and a man steps out the back door and passes you a cardboard box before lighting a cigarette and leaning against the wall. He doesn't so much as look you in the face as you pass by him. You turn at the end of the alley and cross the street before walking down another alley that leads to the building your target is in.The building is an old brick affair that might have actual plaster walls inside. You're not going to see if you can punch through the wall to find out though. Nervous you take the stairs needing to keep moving and not having the patience for the elevator. You reach the second floor. Opening the package you find a pistol that looks like a modified nail gun that was clearly never designed to be reloaded.Which door do you kick in again?
Player: Kick in door 17.
DM: The cheap door splits in half when you kick it in the center of mass. You push past the split plywood and shoot a man sitting next to the window several times. Another man cries out and slams a door shut. You run to the door putting several bullets through it when your chest seems to explode. Your mind tries to parse the information of the boot steps from further down the hallway and the horrific damage to your body but ceases to function before it gets to registering the gunshot that ended you.

DM: The job goes smoothly. You enter the whore house and clear the bodyguards, and gun down exactly one of the four pimps there. Jerrod snaps a compromising picture of a corpo big wig and you're all gone.It's done like that. Your gun only barks like that.Three jobs later and you're paid up to the butcher. You do jobs for him for ten years after that and work through several other fixers. You don't make a decision by yourself for fifteen years.Finally, at some point in your thirties, Jerrod Kemper catches a bullet. Jennifer can't handle it and goes her own way.Do you try to keep things going with Paul Ochoa? It'll never be the same, but you'll still have one of your oldest friends with you.On the other hand Kyle Slater gets in contact with you. He's got a big Corpo job as a security head. He'll put you in charge of your own response team. What do you do?
Player: Stick with Paul

DM: The final file details the activation of several Ancient space stations that orbit around the planets. The space stations are in an extremely experimental stage of engineering, reactivation and discovery, which could prove essential or catastrophic in the war.
Player: Activate the Space Stations
DM: You activate the Space Stations, which work remarkably well. You crew them with Remnants and Creators, and they serve the Coalition's defense remarkably well.
DM: You walk into the War Room, a cigar between your teeth and a glass of scotch in your hand. Cabana walks out, a small bottle of Vodka in his hands."Cabana, are you drinking vodka?" You ask."Yeah, I'm celebrating. What's wrong with vodka? You're literally holding a glass of scotch as you say that.""Scotch is liquid ambrosia, nectar from the Gods. Vodka's a drink you drink to get drunk. What are you celebrating?""A recent victory over the Chykri. I'd assumed you'd heard. A large Chykri assault has been wiped out at the front lines, led by a small incursion team led by Sgt Mason.""Huh. Now I don't feel as bad for drinking in the morning if it's celebrating.""I'm celebrating. You're a functioning alcoholic. Anyway, the Chykri are regrouping, giving us several weeks without their constant attack. We have several squadrons and fleets ready to begin launching attacks to target the Monolith as part of Operation Monolith.""Have whoever came up with that name shot.""Will do, Achilles. Anyway, there's an award ceremony at the artifact world Zeus-1 for Sgt Mason and his team. Go find your fanciest tuxedo, your best cigar and another glass of scotch while convincing yourself you don't have an alcohol problem.""Fuck you, Cabana."Cabana rubs his eyes in mock tears."That's what my mom used to say to me." He gives you the finger, before tossing you a stack of paper."There's a speech about unity and strength and that kind of bullshit. You need to speak that in front of some soldiers, give some medals and that kind of thing. The shuttle will be ready soon."

Player: Take the job and work for Slater.
DM: You take the job. There's no way you can just keep moving on like that losing two of the three people you've spent the last fifteen years with. So you find a way to start over.You build a team a few teams like the one you worked in for the past several years. It hurts but it's familiar work.You get word that Paul died on an op four years later. Turns out it was a false flag op and the fixer used him as a burner. You got a whole pig to Roast in his memory and shared it with your new teams. You paid a lot more than a pig was worth and a fixer dies a week later. A week after that and the forty-second floor of an office building is shot up.Jennifer died on your fifty-third birthday. She had been hunted for a decade at this point and had managed to kill most of her pursuers. Then she met one that was faster. You bought another pig. You make it to retirement alone. You die of old age alone thinking of old freinds.

DM: Two days pass by and a man meets you at the door to your apartment building. He doesn't say anything he just passes you a piece of paper from a notebook and walks off. The note has an email address and password that you check and on it you find your first job."Okay High Fade, check this email daily for work. Sometimes there will be lots of jobs. Sometimes there won't be work for awhile. Dangers of Contract work. Save up appropriately. Your first couple of jobs are going to pay a little less because I paid for your training. Once you're caught up, let me know if you want more training.Here's your first job..."You have an address and picture of a man along with a few places other places he can be found. It's up to you how to kill him.
Player: Kill the man for the barber.
DM: Okay. There's no way that you're going to leave any of your weapons behind in your apartment. Not with those 14 other idiots in there. In the best-case scenario, they start telling people that you have weapons, in the worst-case scenario they steal them. You're not entirely certain where on the scale you would put accidentally shooting each other. So you're taking your weapons with you.You could just walk over to his address right now and shoot him. That would be the fastest way, but you don't know what, or who he has there.The list of other addresses includes a girlfriend's house, a grocery store, a corner store, and a bar. The girlfriend's house has the same problem his house does, plus one other occupant, the grocery store is probably a once-a-week affair, the corner store he apparently visits daily, and the bar he seems to spend the better part of the week at.
Player: Try to follow him from the bar.

Player: Take a gamble and catch him at his house right now.

DM: You wait until Friday. The bar is a sort of old bar you'd find in a small city back before the third world war. There's no real social class that's only allowed in this place and it's not a place bar fights are likely to start in.The target shows up about two hours after you have. You managed to get a no-stakes game of pool going and you continue to run it with about six others that cycle through the night on the two pool tables in the bar. Having an off-cycle on the tables lets you keep an eye on him. He doesn't get plastered but gets to a point where he certainly won't be driving home. A girl ends up showing up halfway through the night and they spend most of it together until last call.Everyone scatters out the doors and you follow the pair from about a block away. You feel some guilt about doing this to the girl but you realize that they're going to her house. So you draw your pistol, go through a breathing exercise and shoot him in the back. You turn off on a side street before you hear her scream in horror and loss.
Player: Epilogue: The Shadow.

DM: This by and large becomes your method of execution. You do this for years and even just end up following people for the Barber to get information for other jobs. You learn how to follow other's routines pretty well. You spread out to other fixers. You were on good terms with the barber, but he just didn't offer the jobs that challenged you or paid well enough.You manage this for another ten years until it kills you. You get a target that doesn't have routines. She's some sort of ex-corporate security specialist that had clearly been through a lot. Well, she picked up on you trailing her and you caught a bullet for it. You never saw it coming like so many before never saw you coming.

DM: You found yourself at Old Alton's farm. Not that you could have known it was his, since he wasn't there at the time.I didn't have an eyewitness for that time but I do have an idea for what you did there...
Player: You checked the chicken coop for any rotten eggs
DM: The smell from earlier... could it have been from here?No, the eggs were all fresh, none of them rotten. At least you learned something from your time here.

DM: "If I may make a suggestion," you say, "You could place fencing, or a sign nearby to indicate private property. I had no way of knowing that I was breaking rules."The crowd looks uneasy. Kappa considers your words, before continuing. "It will be decided later on. For now, let us hear your defense for the next charge."
Player: "Yes, I did steal."
DM: "Okay," you falsely admit, "I did steal. If you set me free, I promise to return all I have stolen from you, and I will reconsider stealing from anyone else again."Kappa frowns. "So you admit? Then I see no reason to continue this trial! OFF WITH HIS HEAD!"Those are the last words you hear.

Player: Check Main door

DM: Walking over to the teacher's table, you feel slightly anxious. There are three teachers sitting at the table although you know this isn't nearly all of the teachers at the school. You can hear bits and pieces of their conversation.That maintenance worker is crazy.... I don't believe that there are aliens...There's this one student.... annoys the fire out of me... cheese pizza...that's my favorite...I can't believe anyone....Eventually, you make it to the table and give a small wave to get everyone's attention before introducing yourself, "Hello, fellow teachers." You feel like you are terrible at introductions."My name is Grayson Ezra. I'm new here."The other teachers greet you and introduce themselves. You try to make mental notes.Jacklyn Hart- A stunning music teacher who is fairly new to the school as this is her second year. She's rather young about the same age as you and has short wavy brown hair.Kate Scott- The history teacher. She's been at the school for many years and is in her mid-fifties. Her hair is strawberry blond and she seems slightly cold.Steven Davis- The tall gym teacher. He has long dark hair that is tied in a pony tail and also has a full beard. He's been at the school about five years.Who would you like to talk to?
Player: Steven Davis
DM: You turn to the gym teacher. What is it that you would like to talk to him about?

DM: The year is 2020, and the world is experiencing an apocalypse. A virus, which originated in Asia, has spread to the United States. The virus is causing humans to turn into zombies. If you are bitten by a zombie, you will die slowly and eventually turn into one.
Player: OK, so who am I?

DM: When the virus spread, everyone fled, including your family. Something knocked you out, leaving you behind in your neighborhood.
Player: What's next?
DM: You need to find your family and make sure they are safe. Do you want to start now or go back to the beginning to remember what is going down so far?

Player: I'm ready to find them

Player: I need to take in everything again
Player: An Apocalypse? Can you tell me more?

Player: Go Left on Arbour Lane
DM: Looks like you hit a dead end. The street ends and it looks like woods behind it, extending as far back as I can see. Since you're staying quite, no zombies are noticing you yet, which is a good thing. I recommend you go back.

Player: Handgun

Player: With no gun, the zombie killed you. START OVER

DM: It's always dark where I am, but that's okay. I like the dark, and I have the Mörker for company. He sits up in my head and watches. Sometimes he talks to me, tells me what to do. I do what he says, because otherwise he will punish me. I remember when I first met the Mörker. I was scared of him then, but now I am terrified. The Mörker tells me to do things that I'm not supposed to. You aren't allowed to kill people, but he Mörker told me to, so I did. I killed lots of people. That's why I'm here, in the darkness. To make me stop. But you can't stop the Mörker. The days pass, like they always do, sitting in the darkness with the him. We plan together, deciding what to do when we get out. I know we will, eventually. But in the meantime, the darkness is welcoming. It gives the Mörker and I time to think. Time to plan who will die first. The Mörker is very angry with the ones who put us here. But there is something deeper than just anger and resentment. There is pure hatred hiding within the Mörker, and I know he has a reason. I just need to know what it is.
Player: No you don't
DM: You chose submission. I know that I will never break down the walls that the Mörker has built around his secrets. He is far more powerful than I could ever imagine, and I know that if I anger him I will suffer. Nothing, no piece of knowledge in existence, is worth the Mörker's wrath. I decide not to worry about whatever fragment of enlightenment he is hiding from me. It would probably shatter my unstable mind anyway. As days pass I forget about the secret altogether. In my last days of consciousness, my thoughts are focused on the changes around me. I observe from the sidelines, detached and unemotional. I have no connections to the creature being eaten by darkness. I can only watch, and be afraid of what is to come.
Player: Fight back

Player: Observe from afar
DM: You chose acceptanceNow the Mörker's thoughts are screamed inside my head. I no longer control what I do at all. I scream without knowing. My brain is in turmoil. My fists are bleeding from pounding on the walls. My fingernails are raw and broken and the door has long scratch marks embedded into the wood. My clothes are stained with blood and tears. I am a wreck. My face grows even paler against my bloodshot eyes. The walls are covered with red diagrams and words. I think it may be written in blood. My blood? I don't remember. I'm loosing me memory piece by piece. Now there are long gaps of blankness, times when I cannot remember where I was or what I was doing. It frightens me a bit, but I must embrace the Mörker. My mind cannot focus on who I am or where we are. I can hear things in the walls, scuttling and scraping. The room isn't just dark; the blankness is thick, heavy, suffocating. Almost like I could reach out and touch it. I think I'm going mad.

DM: You chose disobedience. The Mörker is stronger. He pulses inside of my head, his thoughts louder than mine. I think he does have a secret. I heard him thinking about it. I still don't know what it is, but I push myself closer to it every day. Whatever he's thinking about, it's very important that I don't know it. The Mörker doesn't trust me enough.But as he is getting stronger, I am getting weaker. He is taking control. Soon I will just be an empty shell inhabited fully by darkness. I don't really mind if that happens. I'm always in the dark anyway. I just want to know what the secret is. I know that if I let him take control, I will be reduced to nothing. My soul will be pushed to the far corner of myself, and it will be locked away. All of my thoughts, memories, feelings, affections, grudges, gone. All traces of what I was before will be destroyed, lost forever. I'm forgetting most of that stuff anyway. Most of my remaining consciousness goes towards that secret. Towards what the Mörker is hiding from me.
Player: Lay low and listen quietly
DM: I know that the Mörker is strong, and I do not doubt that he could crush me if ever I showed resistance. So I cower beneath him, stay the ever-faithful servant. It's the best that I can do to keep from being overwhelmed, he is smothering me, killing me slowly. I don't think I can last him out either, I am being worn down much faster than I imagined. Days pass, and soon I become unrecognizable. My mouth is foaming, my brown eyes turn to black. My hair grows longer, thicker, wilder. I loose weight, now my spine sticks out of my back. My skin is grey and dry, my nails long and my teeth sharp. I look like a monster. I am barely conscious, but I can hear growls and screams echoing around my room. I am the Mörker, and I love it.

Player: A noise
DM: And suddenly, I was back again. Back in my head. In control. For a moment, I was confused, disorientated by my own mind. It had changed, I could see that the darkness and the Mörker had left their mark. I was human again, but I wasn't sure why. What had been so powerful, so pure, that it had forced away the Mörker? My skin began to tremble lightly, goose bumps forming gently on my skin. I was cold, so cold. And for the first time in a while, I was scared.

DM: ...home. It reminded you of your master's eyes. A sense of depression and desperation overcomes you. To see something, so welcoming and familiar, yet to be unable to reach it... You almost can't tear your eyes away from it... but you eventually do. Then your eyes land on a different sort of blue shades. The sounds of waves crashing reach your ears. A soft breeze ruffles your feathers. The odd smell of seawater and sand reaches your senses. How strange it was to be here, or there, wherever you were. You stare curiously at the water. Pondering how different those blue waves must be from the sky you flew through...
Player: Turn away from the waves
DM: You look away from the sad scene of what could only remind you of your unreachable home. You can only think more and more about your master... You ponder on how you can reach him again as you continue missing his embracing love.
Player: Hopping away
DM: You make a futile attempt to hop away, but it was pointless. It was over before it began, your escape from death fails as the snake easily catches up with your incomplete form. The snake almost tauntingly encircles you with her whole body. She flicks out her forked tongue as if to show off. And then with a hiss, she lunges. Helpless. Frozen. Unable to do anything but stand there. You die.

DM: I know that there have to be limits to the power that the Mörker holds. While I still have control over some aspects of my mind, I know I can hide that burning desire for the truth. I weaken my barriers, invite him in. Pretend that I never heard anything of secrets or of the lies he is telling me. The Mörker seems pleased with me. He thinks I have given in completely. Thinks I am weak. I have succeeded! I have finally proved that I am not just a doll on a string, that I have a free will. I know the secret that he was hiding from me. I wish though, that I didn't know. The Mörker was trying to protect me, trying to sheild me from the real horrors of the world. He was trying to keep me from knowing how privileged I am compared to so many others, others that I have killed. They do not get the sweet bliss that comes with total acceptance of him. They will suffer eternally, while I only suffer for a short while. The Mörker has shown me that I must be grateful. I will give my body to him. It is of no use to me now.
Player: Give in
DM: There is nothing for me in this world. I am the Mörker. He is me. He is imbedded so deeply into my brain, he is more myself than I am. My consciousness flicks on and off, sometimes catching snatches of reality. But in all truth, what is reality? What if our perception of what is real and what isn't is wrong? Who was it that said that all of the horror stories, all of the curses and demons, are just fragments of our imagination? What if they were real? Because I have seen past the boundaries of our world, been to a place where the line between dreams and reality is blurred. The Mörker is all-powerful, and all knowing. He can show me the way.Your last coherent thoughts were something about vengeance, but you don't know who you were talking to.

DM: I decide to do what naturally comes to me, what the Mörker has always taught me to do. To fight. But I am not stupid enough to attack right away. I bide my time, waiting for the best possible moment. Everything is dark, that is to be expected. The Mörker has not said anything to me for a while now. He seems to be sleeping, or possibly in deep thought. Either way, I know that my best hope is to attack while he is distracted. The Mörker is shocked when he feels me throw my mind at him with all my strength. He retreats momentarily, confused. I have never shown any signs of resistance, so why now? I prepare myself for another attack and pierce his mind again and again, tearing holes in the slippery threads of his thoughts. My revolt seems to be working, I think his screams are fading.
Player: Push harder
DM: I know that the Mörker is devious. There is no way he would admit defeat this easily, so after catching my breath, I double my efforts against him. My heart pounds in my ears, my hands are shaking, my vision is going white. I continue to batter the Mörker with endless assaults, slamming into him over and over again until his presence fades. As my head clears for the first time in decades, the darkness around me fades slightly. I can see, but barely. I glance down at my chest. Thick, oily black liquid oozes down my shirt, leaving behind a trail of tiny droplets caught on the fabric. I watch it, intrigued, and run my hand under the flow playfully. The liquid runs down my fingers, dripping softly onto the floor. Out and out it pours, soaking my feet and legs with slimy darkness. It spreads across the floor lazily, a never ending flow of pure nightmares. I tilt my head back and moan softly, as more of the liquid leaves my body, the less pain I feel.

DM: You awaken to a knife pressed against your throat. You reach for your sword in the darkness, but a hand catches yours."Scream for help or try anything and I cut you open," a harsh voice growls.You try to nod, but the knife is pressed so tightly any movement would slice open your throat."A prisoner was taken into the burrows. Where is she?"
Player: Claim ignorance
DM: "I don't know anything," you say.The man grabs your throat, strangling it as he impales your hand. You try to scream, but you can't even get out a breath."Quiet," the man says, pulling out the knife and releasing your throat as you whimper, clutching at your wound."Do you think I picked you out by chance? You have her necklace. I tracked it here. Now, answer me."
Player: Plead ignorance
DM: "I swear to everything I don't know!" you say."Filthy lying vermin," the man hisses. "Perhaps the next rat will be more trustworhy."The man slices open your throat, and you collapse against the ground, quickly dying.

DM: "Haygarth," you snarl, drawing a pistol from your side. "If you really want me to pistol-whip you into submission, I'm willing to do so."Haygarth sighs, before nodding."Fine, fine, but be quick about it!"The carriage pulls in alongside a tavern, as you look to Haygarth, who looks fairly pathetic as he attempts to cover his mishapen form.
Player: Attempt to convince Haygarth to come in
DM: "Haygarth, it's cold, you haven't eaten or drank anything in many hours. Come inside.""No, no! Too many eyes staring, too many fingers pointing, too many voices whispering! You made me pull in here so you can eat, so go, eat!"

Player: There it is again
DM: I can hear the noise more clearly now, it sounds like shuffling footsteps. A person! There is someone out there, behind my door. Someone so powerful that the Mörker is afraid of them. The sound of a key turning in a rusted lock puts my teeth on edge. Squealing hinges protest as the heavy door swings open. The person stands there, looking at me wildly. He rushes over and tries to take my hands. I snatch them away, staring at him with wide eyes. As he moves closer to me, light from the door streams into the room and lands on my bloodstained fingers. I stop abruptly, staring at my hands. I had almost forgotten what light was. The man takes advantage of my stupor to grab my head in his hands, and he holds my chin up so that I am looking him in the eye. I study his face, drinking in human features as if I was dying of thirst. His eyes are the most captivating, they are the lightest blue, so soft and fragile it would tear if my dirty fingers tainted it. I reach out my hand, and he clasps it tightly. I ned to stay with him. He can make the Mörker stop.

DM: You protect your lower inside region, but that's not where Larcassio was aiming....Larcassio's blade plunges into you.....The world is spinning.You see a pair of snake like eyes, and a sharp-toothed grin, and everything fades away......

Player: The liquid reaches the door
DM: The oily fluid starts flowing faster, and more and more of my clothes become sticky and dark. Ominous puddles of black are reaching far across the floor now, seeping into crevices where it will never be found. It does seem to have a mind of it's own, as it recoils from the light and cowers under the harsh metal bed frame. My head abruptly becomes dizzy, and I sit down gingerly, careful to keep the liquid from pooling in my lap. My eyes begin to droop, and my vision falters. I fall face-first off the bed onto the stone-hard floor, and black out.

Player: Get a Whore

DM: The school ground was empty except a small lone girl standing in the rain. She offered me company.
Player: Play with her

DM: I am Drex. Drex Walker. On the eve of my 16th birthday i was targeted for assassination. Someone wanted me dead. Well the assassination failed. It was due to The Darkness, an ancient force that has inhabited my family for several generations. It awakens in me and slaughtered my assassin. For some reason i was now the possessor of seemingly unholy demonic abilities that feed off the dark. Using there powers i was able to survive further assassination attempts. After a row of failures they kidnapped her. My sister, Emma. They took her to the local church and then brutally murder her and escape while i am not able to save her. The Darkness restraining me, forcing me to watch her die. And then i, darkness feed her. By the following days my entire family was murdered too. I commited suicide out of sheer emotional stress. But i survived. Gradually i came to know that i cant die. I am the realm of The Darkness, i brought it back to life. If i want to free myself i must face The Darkness. Knowing the reality of my life i begin to live desperately in a local residence of NYC Brooklyn. Until the day The Darkness...
Player: I, Darkness
DM: "There are places where people like us are treated as litter. Parents dont want their kids to stay with us. They dont want us to hang around their homes. They want us to be banned from the society. For them we are just some another nutter. But we dont care. No one cared for us. We live as we want to" I locked up my single room so called home. Dragging out my skateboard that belonged to my now dead sister i raced on the empty streets in the crystal clear night. I hate light. Just because of The Darkness. It was so lonely out here and it pleased me. The Darkness. The loneliness. The silence. One day I too was an ordinary kid. But now. Whatever, the night is mine...
Player: Check out the streets

Player: Go to the playground
DM: I stopped at the playground. I decided to spend sometime. Skateboard in hands i jumped over the fence and sat near a broken bench. I waited. Nothing happened. Not even a sound. Then a pale light caught my eyes. I saw someone standing infront of me. It wasnt clear. Maybe I knew her. Emma. I stood at my feet and tried to touch the figure. But it disappeared. This wasnt uncommon. It happened to me daily. Frustrated i...

DM: I decided to wander aimlessly. I performed some simple stunts on my skateboard and kept on the pace. The cool breeze brushing my face. The essence of darkness delighting me. While passing through a narrow alleyway i saw someone blocking the path. Although the figure was not clear but maybe i knew her. Emma. I slowed. She chuckled and asked me come closer. She wasnt Emma. She was young with dark hairs messed up in a ponytail. Perhaps she was in her pre teens. I stopped.
DM: She just stared at me. Her empty stare buried in my eyes. We both waited. For a long time we stood there watching each other. Then she laughed. I returned to my senses. There was no one in the alley except me, and The Darkness. I picked up my skate board and...

DM: Penelope, a complete psycho just like me. She believe in spiritual stuffs and sometimes even performed rituals in the school campus. I often bumped into her. She always asked me "Why dont you step out of your home in daylight?"."I hate light." was my only answer. Either because of sickness or plain madness she claims that she can treat my distinct disease. It is not a disease, it is darkness...She wasnt at home. Her mom greeted me with a slap , complaining that i made her daughter a disturbed one. Without wasting time I ran away. Where on earth she is in this dark.

Player: Hang around

DM: Her hands were drawn to me. "I am you. Come on." she said in a deep tone. She moved to me. I couldnt react. I was frozen. She breathed on me. I inhaled her presence.
DM: She whispered three words in my ears ,"DARK,DEEP,DEATH" and stepped back. I was going to ask her but she ran out of the alley. I followed her but there was no one. She disappeared. I stood there for a moment and then...

DM: I opened a locker and an arsenal of weapons fell before my feet. I picked up the sledgehammer and inspected it. I prayed for awhile and smashed my head with the hammer. My forehead busted open. I was knocked unconscious by the hit. When i woke up my wounds were healed. There was no sign of any blood. The hit would have killed me. But i was alive.

DM: As I rose my hand to touch her she disappeared in smoke. I stepped back. Then suddenly i felt a deep pain in my eyes. They were leaking blood. I fell on the ground and began screaming. I couldnt take it more. And i faded. I wake up only to find myself lying in the alley. It was still midnight. With a throbbling headache i...

Player: Unbound

DM: I looked at the mirror. My pale skin growing even whiter. Blood clotted around my eyes. I was leaking blood. I kept gazing at the mirror. Slowly my eyes turned black. I washed my face but it didnt helped. Then i saw someone in the mirror. She was bathed in blood and her eye sockets were empty. Her fingers were pointed at a bare knife kept on a tabled. I tried to stay calm. I asked Darkness "Who is she?". Suddenly i remembered. I have seen her before.
Player: Break the mirror
DM: Frustrated i pulled out the mirror from the wall and smashed it on the floor. It shattered. And with it, shattered the girl. "NO" i screamed. Then immediately i felt a great force. It was sucking every inch of life in me. I fainted.

DM: I gathered my skateboard and went out. The blood in my veins was boiling. I couldnt withstand the light. I ran. Just ran to the nearest cover. Without knowing i ran into Jackson. Jackson or Jackson 'JADE' Jyson or JJJ was the leader of third street saints. I was involved in a feud with him. I tried to ignore him and pass by. But he blocked my way ,his hands patted my shoulder. "Hi Drex" he grinned.
Player: "F*CK OFF"
DM: His smile changed to a blank expression. Although he let me pass. I shrugged him off and ran away to...

DM: The girl turned around. My eyes widen. She was stabbed with a knife from behind. In the mirror reflection she moved to the table and grabbed the knife. "NO" i stammered. A scream strucked in my throat when she stabbed herself. The it felt like i am being sucked in the mirror. I resisted hard but at last i fainted.

Player: Visit Oak's
Player: Woods

Player: To Penelope
DM: She wasnt at home. Her mom told me that early in the morning she went somewhere and had not returned yet. Also yesterday she returned home very late at night. I concluded that she is on to something.

Player: Visit school building
Player: Reject
Player: Call Penelope
DM: I called Penelope. No one picked up from the other side. I tried several times but no one replied. Soon her phone switched off.

Player: "What do you know about The Darkness?"
DM: "Everything, or maybe more than you do." was her answer.

Player: Run away in the Woods

DM: The next day three dead bodies were found in the woods. They all were stabbed with a sharp weapon, probably a knife. But the murder weapon warnt found. Due to the murder Oak's was permanently closed. People were now not permitted to wander in woods anymore. They all took it as a murder case. They didnt know the truth nor they wanted to know. I Drex Walker was now free. Soon i came know that one of the bodies was of Penelope and another was of a small girl. Well, the third body was never revealed to public. Rumors are that that the third body was chopped so badly that no one could figure out its identity... "For us, light is costly and darkness is priceless..."

Player: If you chose the path of darkness
DM: I opened my eyes. I saw Drex Walker surrounded with tall figures in black robes. Drex was on his knees, asking for mercy. But the figures didnt listened. They slowly formed a circle around him and enveloped him. He was gasping for breath. Then there was nothing instead of pitch black darkness and silence. I closed my eyes.

DM: I took a pizza at a nearby cafe. The waiter was kind enough and she didnt asked for a t.i.p.

DM: After dealing with the two addicts, you continue down the street. For about an hour, there's nothing; you just walk and walk through the snowy city without a soul in sight. However, soon, you hear a commotion down an alleyway across the street. You pick up the pace, heading across the road and into the alleyway. There, you see a large, burly man standing over two young boys."So, you little bastards think you can steal from me, huh? I'll teach ya what for!" He lifts his arm up, revealing that he's holding a wooden cutting board by the handle. No doubt, that'd hurt the two small boys pretty bad if he hit them. Of course, you can stop this. Then again, the boys did steal from the man, so it's not like they're innocent either...
Player: They're kids, for God's sake! I'm not going to stand idly by while a man three times their age and four times their size beats them down.
Player: I try to grab the cutting board and take it from him.

Player: To Oak's

DM: There's a computer in here. It's very dark and there is a note on the desk.The door to the library is open and the door to the kitchen is boarded.
DM: "You're supposed to leave me alone."

DM: A
Player: D
DM: D
Player: b
DM: AB
Player: s
DM: AAS
Player: w
DM: AAAW
Player: l
DM: AAAAL
Player: g
DM: AAAAAG

DM: As the alarm screeched violently next to his ear, Adam slowly cracked one eye open to survey the room around him. Sometimes he would wake up and be on the floor or near the bathroom, always somewhere different and never where he belonged. Since he moved out of his hometown, night terrors had wreaked havoc on him every night, causing him to walk in his inebriated state around his small house. Today he was safely tucked in bed underneath three throw comforters and a sheet twisted around his legs. He tapped the head of his alarm and rubbed his other eyes open as he struggled to release himself from the tangle of blankets over his body. The temperature was ten below zero last night before he went to bed; he could only hope it had risen just a tad today. He ran a hand through his hair as he decided whether to shower or skip it and start his day...
Player: Shower

DM: After taking care of some bathroom essentials, Adam walked out of the bathroom clean shaven and dressed in a pair of jeans a sweatshirt that read 'Georgia State'. He ran a hand through his hair as he padded to the front door for his snow boots and coat. He had a few errands to run today and things that needed to be accomplished. He eyed the kitchen as he slipped his arms through his coat; he longed for breakfast but knew his stomach couldn't handle food at such an early hour. As he stepped outside he wondered whether he should go to the school first or head on the road...
Player: Road
DM: Adam started on the road towards his hometown after climbing into his old pickup truck. It only took an hour or so to get there; he had moved just a few towns over when he left his parents' house. As he drove through the shops, many people waved at Adam as he passed. He offered nods to old family friends; he was still well-liked here. When he arrived to his parents' old home he took time to look it over from his seat in the pickup. It was still a nice little house. The paint was worn but still the baby blue color his mother had badgered his father to paint it. The porch was just big enough for two chairs that Adam had put in storage when he decided to buy the place. The windows were still covered with drapes that he hadn't gotten around to washing in a few months. There was still a tire swing hanging from the old oak tree in front of the home. Adam smiled fondly as he recalled how jealous his friends' had been when his father put the swing up. They had lined up around the block to play with him after that. The home was old and needed work but...it was home. Adam walked up to the door before face palming. The keys! He should have gone to the school; they were still in the desk drawer there. Adam climbed back into his truck before heading back to the school.

DM: Adam drove his pick up truck out to the high school. Yesterday, in his rush to beat all of the student driver's and buses, he had forgotten the set of keys to his parents' old house. On a teacher's salary, it was hard to maintain his house and his parents' old home, but somehow he managed. There was no one around the school as he parked his car and pushed the teacher's tag onto his windshield. Winter Break left the school empty and destitute. He used his school keys to go inside and made his way to his classroom. Before he could unlock his classroom door he heard a faint sniffling coming from down the hall. Adam glanced from his classroom door to down the hall - torn in what to do.

Player: Go Into the Classroom

Player: "Are you okay?"
DM: The sobs drowned out his question and Adam took a step closer to the figure, now seeing it was a young girl with bright blonde hair. He knelt down next to the girl, startling her so much so that she fell in her attempts to stand up. Adam stood up as well and...

DM: Adam unlocked his classroom and pushed open the door, ignoring the sniffling from down the hall. It was probably nothing. He unlocked his desk and grabbed his keys before heading back out into the hall. The sniffling had turned into audible sobs by then. Adam sighed as he scrubbed a hand over his face. He was going to have to investigate now.

Player: Offered Her a Hand
DM: She accepted it gratefully and looked up at him once on her two feet. She blinked tears out of her eyes and Adam pretended he didn't see the mascara streaks or hear her sniffling anymore. She started blushing under his scrutinizing gaze and whispered quietly, "I know I'm not supposed to be here, Mr. Harris, but...but I can't go home." Adam chewed his lip before asking,

DM: She pulled herself up from the ground and looked up at him once on her two feet. She blinked tears out of her eyes and Adam pretended he didn't see the mascara streaks or hear her sniffling anymore. She started blushing under his scrutinizing gaze and whispered quietly, "I know I'm not supposed to be here, Mr. Harris, but...but I can't go home." Adam chewed his lip before asking,

DM: Her eyes lit up and she exclaimed, "Really?" Adam nodded and said, "It's my parents' place over a few towns. I could come pick you up the morning school starts again and you can stay with a friend after." She grinned and seemed to be about to hug Adam, but he took a step back. "You can't tell anyone I did this. It's completely out of line for a teacher to do this for a student." "Thank you so much, Mr. Harris! You have no idea how much I appreciate this!" she exclaimed, her (most likely) usual bubbly self coming into play. "There isn't much in the house, though. I haven't shopped for necessities for that place in awhile," he sighed. He started down the hall and she followed. "I'll have to give you some money so you can walk to the store and get what you need." "I have money, Mr. Harris," she told him. "You do," he glanced over at her. "Yes," she nodded. "I'm Macy, by the way. Macy Johnson." Adam stopped in his tracks and eyed the girl. "Did you say Johnson?" "Yes," she nodded. Adam's shoulders tensed and he forced himself to keep walking and ask casually, "Are your parents from Preston, by chance?" "Yes," she frowned. "How did you-" Adam sped up his pace to keep her from asking questions. He quickly climbed in his truck, Macy following suit, before pulling out and heading to his parents' house.
Player: To Parents'

DM: When he arrived to his parents' old home he took time to look it over from his seat in the pickup. It was still a nice little house. The paint was worn but still the baby blue color his mother had badgered his father to paint it. The porch was just big enough for two chairs that Adam had put in storage when he decided to buy the place. The windows were still covered with drapes that he hadn't gotten around to washing in a few months. There was still a tire swing hanging from the old oak tree in front of the home. Adam smiled fondly as he recalled how jealous his friends' had been when his father put the swing up. They had lined up around the block to play with him after that. The home was old and needed work but...it was home. "Is this the place, Mr. Harris?" Macy spoke up for the first time since they arrived, effectively breaking Adam's moment of peaceful reminicence. "Yes, it is. You can take the keys and let yourself in. I have to run a few errands," he pulled out the keys for her. Macy hopped out and shut the door before reopening it. "Mr. Harris?" "Yes, Macy?" he looked down at her from his seat. "Thank you," she smiled genuinely before closing the door back and walking up the path to the home. The smile pulled at Adam's heartstrings and he pulled out of the driveway, headed towards the...
Player: Flower Store
DM: At the flower store, Adam spotted the clerk he usually saw cutting the stems to fresh roses. He ran a hand through his hair as she spotted him and smiled. She sat the roses down and said, "Hi, Adam! What can I get you, today?"
Player: Roses

DM: At the bank, Adam went through the necessary papers he needed to finalize the house in his name before paying the mortgage for the next year. It made a dent in his savings, but he wanted to keep the house. He noted on the papers that a 'Macy Johnson' would be a tenant in the home for a few weeks. He left the bank happily before heading to the flower store...

Player: Tulips
DM: She nodded and turned around to pull out the tulips she had in the cooler. Adam came to the store often enough that she knew him by first name. Everyone knew why Adam Harris came to Preston once a week, why he always bought flowers and a card from this store, and why he still owned his parents' home. Everyone that had been in Preston for the last two and a half decades knew why. The girl turned back around and handed him the bouquet before asking, "Want a card?" He nodded yes and she asked, "Same message?" At his nod she scribbled it down and handed it to him. He thanked her, paid, and left before heading back onto the road.

Player: To Wal-Mart!
DM: You go to Wal-Mart and check to see if they have the game. Oh no they dont have it. Unfortunatly. With the time you spent to get here, you have 3 minutes to get to EB games! Luckily its right next to each other so you should have enough time to get there. Or you could always break into games or us.

DM: WOAH WOAH WOAH, you cant just go cutting off limbs because you feel like it.
Player: Cold-Related emergencies
DM: You have just rescued a man from a frozen lake, he is showing signs of frostbite to his lower extremities. What should be done first after returning to land? A) Put the man in a cold area so he doesn't thaw too quickly. B) Quickly attempt to thaw out the man. C) Place the man in a warm area where he can slowly warm up D) Cut off the frostbitten areas because you have an axe with you
Player: D

Player: Detailed Chapter Choices Walk Through (Heavy Spoilers!)
DM: All available chapter choices and their consequences will be discussed here. Angel Statue1.) I-Selecting to go to the parking lot without examining the statue will result in:(a)You will get shot in the parking lot.(b)If you end up in prison, Samantha will break up with you.(c) If you do not end up in prison, Samantha will have both her legs when The Lost finally arrive, making any escape easier. II-Not selecting to go to the parking lot without examining the statue will result in:(a)You will not be hurt when shot in the parking lot.(b)You and Samantha will be in a horrible car accident.(c)Samantha will have a leg amputated.(d)Samantha will NOT break up with you will you are in prison.(e)Samantha will have only one leg when The Lost are about to arrive, making your escape more difficult.
Player: How to get each achievement (Spoilers)
DM: IntuitionAchieved by examining the angel statue.DumpedSelect Continue to the parking lot in the page titled "Chapter 1: Carnival." Additional choices in Chapter 3 required.
Player: Return to Hints and Cheats

DM: What the hell is he talking about. You look at the detective. He looks nervously at the door before putting on his hat. A black fedora! He was the one from the dream! "You! You came to my room! You told me to trust my intuition, right?" He nods. "Yes, and right now you need to trust what I'm telling you now. Get out that window." He walks to the window and opens it. "I can't be here when they arrive. And you especially can't. I think they'll kill you." "What? Why?" you ask. He looks at the window, ignoring your question. "You know what you have to do. The black SUV. It will be here soon. You won't get another chance. Hurry!" He turns and leaves, locking the door behind him.You sit in paralyzed fear for a moment as his words sink in. By now you must have less than four minutes to get to the street, based on what the detective said. You rise from the bed and nearly feint. You carefully remove the IV needle and then take slow, wobbly steps toward the window. You look down five stories to the sun-lit grass just on the other side of a sidewalk next to the building. A couple of trees line the window about ten feet away on either side, just past the sidewalk. The street is about ten meters beyond the wall. You look at the clock. You can't have more than three more minutes to get where he said. How are you going to get down this building?
Player: Ch. 2 Hints and Cheats (Spoilers)
Player: Available Achievements in Chapter 2
DM: Leap of FaithLoyaltyMoral CompassMurderer

Player: How to get each Ch. 2 Achievement (Spoilers)

DM: You turn to Jacklyn. What is it that you wanted to talk about?

DM: Jumping for the trees would be beyond stupid, even if you feel like that's the only way to get to the street in time. You are simply too hurt to do something like that. There is no way you'd make it to the tree. Trying is pretty much suicide.You turn your back to the window and slowly stick your foot out into the air. You find a bit of purchase in the grout between bricks. Slowly you begin to make your way down. This is taking way too long! You almost lose your grip when a sound below startles you. You manage to make it down one floor, then you take a deep breath and make sure your grip is solid.Approximate time to get to the bottom: 2 minutes.
Player: You've climbed down far enough. Jump for one of the trees
DM: It's a huge risk, but if the detective is right, it's a necessary one. You don't have time to climb down the rest of the way safely and slowly. Hanging from the fourth floor, a sudden spell of vertigo overtakes you and you nearly lose your grip. Closing your eyes, the wind on your face helps relax you. You look down.The trees are about nine or ten feet away, but only a couple feet down. If you can jump far enough, you might be able to land on one and then hopefully have it slow your descent, but you're not sure you can make it. You know you have roughly one minute. Well, you think to yourself, it's die quickly from falling or die slowly from torture when those men capture me. You take one final deep breath and jump...And to your horror you realize you've miscalculated. Time seems to slow as you fall, the tree inching away from you, then moving up, as if it were looking down at you in disappointment. Looking up at the clear blue sky, you brace yourself for certain demise...You don't even notice when you hit the ground. You just feel an intense pressure in your body and then everything goes black, like a computer suddenly unplugged. Lying in Oblivion, your burdens are finally put to rest.

Player: Return to Chapter 2

DM: Unfortunately not everyone has the temperament to do what needs to be done, even if they have the talent. You certainly had the gifts needed to make a difference, but unfortunately you made the wrong choices. It's a shame. The world desperately needed someone of your abilities. But you didn't have the heart or the mind to do what was needed to be done. Perhaps in the next life you won't be found lacking at the Moment of Truth. You have obtained the following Achievements: Thank you for playing! Image credits: Chapter 5: Ice Aurora image courtesy of Pixabay.com 'Free images and videos you can use anywhere,' by Noel Bauza.

DM: You make your way down to the third floor, and already you are panting. The leap to the trees, if you decide to make it, would be more difficult, since now you would have less arc to your fall, meaning they might be too far away horizontally to reach.A strong breeze blows, and with it comes a deep sense of foreboding. You aren't entirely sure how much more time you have, but you feel a strange anxiety that if you take much longer to get to the bottom you will lose your only chance at escape. You take a deep breath. You could risk everything and jump now, or hope that despite your physical condition you can climb fast enough to meet the SUV the detective spoke of in time.Approximate time to get to the bottom: 1 minutes.
Player: Jump for one of the trees
DM: It's a huge risk, but if the detective is right, it's a necessary one. You don't have time to continue to climb down safely and slowly. Suddenly a spell of vertigo overtakes you and you nearly lose your grip. Closing your eyes, the wind on your face helps relax you. You look down.The trees are about nine or ten feet away, but about ten feet down. If you can jump far enough, you might be able to land on one and then hopefully have it slow your descent. You take one last look at the clock. You have roughly one minute. Well, you think to yourself, it's die quickly from falling or die slowly from torture when those men capture me. You take one final deep breath and jump...And to your horror you realize you've miscalculated. Time seems to slow as you fall, the tree inching away from you, then moving up, as if it were looking down at you in disappointment. Looking up at the clear blue sky, you brace yourself for certain demise...

DM: Leap of Faith: Achieved by jumping to the trees in the hospital room on the page titled "Chapter 2: Stirrings."Loyalty: Achieved by agreeing to kill the child predator on the page titled "Proposition: Regarding a Predator."Moral Compass: Achieved by deciding to not pull the trigger on the page titled "Murder."Murderer: Achieved by pulling the trigger on the page titled "Murder."

DM: You decide to go for a nice leisurely walk in the park, you can get to know her as you talk and walk in the full bloom of nature. You and Jessica are having a relatively good time, as the approaching evening makes the moon come out, making this "date" just a little bit more romantic.
Player: Take her home
DM: All these new feelings are still a bit overwhelming to you, so you decide not to take it to that level just yet. Besides you don't really want to be hanging out in the park too long at night. You take Jessica home who agrees to go out with you again and gives you a big kiss before she goes in which puts a perfect end to this day. You sneak back to your house, carefully not waking Mom up. You know you'll have to deal with her in the morning, but that doesn't seem to bother you. You've accomplished a lot today and that fills you with a sense of achievement that you've never felt before. Another day arrives and you feel triumphant...

Player: Try to climb down using the bricks as handholds (safer, but possibly too slow)

DM: So if it was any other student you would ignore them too? You just didn't want the interruption, right? He can wait till the end of class. You continue teaching. About a minute passes and you can tell he is becoming slightly agitated with you."You blind or something. My hand is up," he suddenly bursts out.
Player: Call on him
DM: "Yes, Jaxon?" you say calling on him."Took you long enough," Jaxon says, "What is the purpose of death?"You stare at him wondering how this question was at all relevant. It wasn't.
Player: Try to answer the question
DM: You sigh and try to think of an explanation, "Well purpose to who? Purpose is a human concept. Therefore the question is about if death has purpose to humans, meaning. Death, let's face it is an eternal nothingness. How could that have purpose to us? Other than clearing the planet so it does not become over populated.Of course it fertilizes the soil so I suppose that is a purpose as well..."You are interrupted by the ringing bell.

DM: "I've got a proposition for you kid." Flamengo says. "I'm a government agent sent to scout for an evac pad. I ended up getting stuck with these goons." Flamengo says, aggravated. "We need to dtich these guys, and you look like a smart fella, I know where the government evac pad is.""Go on..." you say attentively. "I can get us there, but we don't have the supplies. We need to steal em' from these idiots, what do you say?" Flamengo asks.
Player: Blow Flamengo off
DM: "I can't do that to these guys" you say. "They just saved my life." "Correction, fool. One did. And if you won't join me, someone else will. You'll regret this." Flamengo says angrily. Flamengo walks out of the room angrily, and you hear talking from outside of the room. You walk back into the house's main room to see an argument brewing between Rick and Flamengo."I just heard your conversation back there, you pig!" Rick states angrily. "You have no idea who you're messing with, idiot! I work with the government!" Flamengo fires back.Rick grabs Flamengo and shoves him to the ground. "C'mon, man! Help me out here! He's gonna kill us all!" Rick screams at you.

Player: Available Achievements in Chapter 3
DM: Exit OnlyPrison BitchDumpedRace WarLucky Numb3r

DM: No one is in the wood shop classroom.
Player: Billy goes home.

DM: You knock him backwards with the force. He grits his teeth and reaches for a gernade conceiled in his cloak. Hurridly you cut him through.

DM: AGH!I look at my body. The dagger is protruding from my right shoulder. Why would you do this? Never gonna give in, never gonna let you--Gremgrawler charges in close, swinging a fist at my face with all the deadly speed of a cannonball.
Player: Cut off his hand.
DM: SHIKKWith deadly accuracy, I sever Gremgrawler's hand.He crumples to the ground, gripping the stump of his hand and wailing in agony. I stride forward, and kick him to the ground, placing my boot upon his rippling neck."Fare thee well, Ogre," I say.I raise myself skyward, preparing for the fatal plunge....
Player: Kill Gremgrawler
DM: SHICKKKKKKK!!I plunge forward, deep into Gremgrawler's heart.He chokes.His arms collapse, and his massive bulk lies still.The ogre is dead.And I have won.I have won....

DM: You decide to go to the hand repair shop."Welcome to the hand repair shop." The worker says. "How may we help you.""I'd like to get my hand repaired." You say.The worker grabs a fake hand and some glue and glues your hand back on."There you go." He says."Uh.. thanks." You say. Now what?
Player: Go to your house
Player: After him!
DM: You bolt after Steve, running as fast as you can. But Steve is a fast runner. He turns around and starts throwing knives at you. "Man!" You say. "What is with this guy? You don't just wake up and decide to throw knives at someone!"Then you have an idea. Why not throw the knives back at him?
Player: Throw the knives at Steve
DM: You gather up the knives, and with aiming a sharpshooter would envy (pretty cool description, huh), you let loose. None of your knives come close to hitting him.Then Steve turns around. He's carrying a bazooka!"HAHAHA!" He says. "Die!"He fires it, and the rocket is speeding at you.
Player: Let it hit you
DM: You decide to let it you, and it does. It blows you into 28 peices.

Player: Return to Chapter 3
Player: Take the plea deal

DM: There are no choices that affect the final act of the storygame.However, there are several events that can happen that affect achievements. These are detailed in the achievements section. There are a couple of points were you can lose the game. More details in Detailed Ch. 3 Choices Walk Through.

DM: All available chapter choices and their consequences will be discussed here. Chapter 3: Hard TimeSelecting "Refuse the deal and go to trail" causes you to lose the game, as you end up hanging yourself after Samantha breaks up with you in a letter over her inability to cope with your pending execution. SurvivalSelecting "Answer with "No, and I don't plan on it."" or "Lunge toward him and punch as hard as you can" results in you being raped and gaining the 'Prison Bitch' achievement. Selecting "Immediately duck underneath the table" results in you avoiding being raped and gaining the Exit Only achievement.The main plot is unaffected by this. Enter the code You have 3 chances to guess the correct code, which is 231727. The answer comes in two groups of numbers: 2317 from the arraignment discussion, Diego's scripture, and the medical wing visit; 27 from the number of lines in the letter from Arjan. You gain the 'Lucky Numb3r' achievement if you get this right in one try. Don't look backSelecting "Try to use your skills of manipulation on the guard" results in losing the storygame. Choose "Smash your forehead on the wall until it's bloody" instead.

DM: Weighing the odds, you decide to stay as far away from the creature as possible, and take off down the hall to the bedroom. You are easily able to outrun the creature, and hear it slam against the door after you shut it. Moving as quickly as you can, you open the window and climb out. You take off across the back yard and head toward the fence.The first few steps you feel fine, but after a moment you begin to feel an iciness on your feet. You look down. The entire area underneath the window is covered in the black tar. You walked right through it, and now it is creeping up your legs.A surge of what feels like an electric shock blasts through your body, causing you to jerk, and fall to the ground. Your body is twisted at the knees, as if you were having some sort of seizure. You look up at the gray smokey cloud, which has now completely covered you. Light seems to shine through it. Fire? Coldness begins to seep from your left shoulder into your chest. You lie down and look up at the sky. Your neck starts to vibrate, surging between incredible heat and incredible cold, but for some reason you don't seem to mind.You lay there as thoughts begin to erode. Soon you are nothingness.
DM: Unfortunately not everyone has the temperament to do what needs to be done, even if they have the talent. You certainly had the gifts needed to make a difference, but unfortunately you made the wrong choices. It's a shame. The world desperately needed someone of your abilities. But you didn't have the heart or the mind to do what was needed to be done. Perhaps in the next life you won't be found lacking at the Moment of Truth. You have obtained the following Achievements: Leap of Faith Thank you for playing! Image credits: Chapter 5: Ice Aurora image courtesy of Pixabay.com 'Free images and videos you can use anywhere,' by Noel Bauza.

DM: Your robbery is a success. You now have $15.00
DM: What do you want to do now?You now have $15.00You currently have 100 Life.You have 109 EXP Points, and are at level 1
Player: The Gun Store
Player: Talk to Freddy
DM: FREDDY: Hey, whaddya want?
Player: "Can I get a discount on anything?"
DM: FREDDY:No.

DM: Exit Only: Select "Immediately duck underneath the table" on the page titled "Survival."Prison Bitch: Select any option other than "Immediately duck underneath the table" on the page titled "Survival." You will be viciously gang raped.Dumped: In the page titled "Chapter 1: Carnival" select "Continue to the parking lot." In Chapter 3 select any option other than "Immediately duck underneath the table" on the page titled "Survival." You will be viciously gang raped.Race War: Get past the page titled "Riot." Lucky Numb3r: At the page "Enter the Code," select "Enter 231727" on your first try, and do not select any other option.
Player: Return to Ch. 3 Hints and Cheats

Player: How to get each Ch. 3 Achievement (Spoilers)

Player: Leave Him Be

DM: No one killed you, but as soon as you returned to General Population Vein and his gang of slime balls came back. Your first day back you tried fighting again, but after they subdued you, a knife point to your eye made you submit. Afraid to put you back in medical wing so fast, they forced you to perform fellatio on each one of them instead of raping you anally again, but even that was full of pain, as they forced you to vomit over and over again. The degradation and humiliation to come, however, was far worse. The second week after your return they made you shave off every hair on your body below the neck, and after that the attacks only increased in frequency. Every day they took you after that, thinking of new ways to degrade and abuse you. Vein began making you call him 'Daddy' and talk dirty to him when he raped you. Soon you began to contemplate suicide, but Samantha's letters were your saving grace.She wrote you once a week, telling you to hang in there, and that she'd wait for you. These letters kept you going. You'd already endured today's attack at the hands of Vein and his group, so you tried to relax as much as possible, passing the time.You sigh. Passing time is all you could really do in this place.
Player: A Change
DM: The routine continued for several weeks, until you didn't receive a letter from Samantha. For the first couple of weeks you kept your worry in check, but after the third week you started panicking. Your despondence got to the point that even Vein and his rapist friends seemed to take less joy in your humiliation.You are close to giving in to despair when you finally receive a letter from her. Hurriedly you open it.Crushed, you let the letter slide to the floor. With no reason to carry on, you slide down to the floor with it and remain there, catatonic. At Count, the guards see you and harass you. One of them even kicks you, but you refuse to move.Perhaps fearing for their jobs, the guards have you moved to the medical wing. After refusing to respond to the doctor, you're eventually shipped off to Psych Ward, where you sit in your single-occupant cell and wait for Death to free you from your mortal chains.

DM: The routine continued for several weeks, until you didn't receive a letter from Samantha. For the first couple of weeks you kept your worry in check, but after the third week you started panicking. Your despondence got to the point that even fear of possibly facing Vein and his rapist friends again seemed muted.You are close to giving in to despair when you finally receive a letter from her. Hurriedly you open it.Crushed, you let the letter slide to the floor. With no reason to carry on, you slide down to the floor with it and remain there for the rest of the day, nearly catatonic.Perhaps fearing for their jobs, the guards have the doctor visit you. After refusing to answer more than basic questions, he recommends you be given Wellbutrin, an anti-depressant. It was hard, but you managed to pull yourself together. Maybe it was the medicine, but after a few days of mourning you were able to find a semblance of sanity again.
Player: A strange letter
DM: Days went by with you barely doing anything besides eating and drinking. The first couple of weeks at this new location were enough to dramatically reduce your stress level. No more trouble from other inmates, and no guards bothering you every day. You were just starting to get comfortable with your new living arrangement when an envelope slipped under your door.Curious, you take the envelope and open it, but you can make little sense of it. It seems to be a letter from a religious organization, but the last sentence gives you a start: "And Never forget to look for the truth that hides in the lies." Arjan had said something similar to you. In a rush of adrenaline, you re-examine the letter.
Player: Get Out

Player: A letter from your "Attorney"
DM: Days went by with you barely eating or drinking. Sometimes you didn't even move to use the bathroom. You were trying to will yourself to die, and slowly succeeding. Frustrated at the slow pace of your demise, you began to rig your sheet into a hangman's noose. You were just about to do the act when an envelope slipped under your door.Curious, you take the envelope and open it. Reading it, you can make no sense of it. It seems to be a letter from a religious organization, but the last sentence gives you a start: "And Never forget to look for the truth that hides in the lies." Arjan had said something similar to you. In a rush of adrenaline, you re-examine the letter.

DM: You realize Arjan must have sent this letter. But what does it mean? It seems to be just a warning about an impending apocalypse, but you sense there is something more. You spend the better part of the day reading the letter. Frustrated, you fling it to the floor. Then you notice the left-most column. Is that a vertical message? You outline the letters.You quickly write down each letter, discovering a message saying, "To get out remember arraignment." Your arraignment? You think back to the day, and nothing special comes to mind. All you can remember is that your original 'attorney' had the wrong date for your arraignment. March seventeenth.Suddenly you freeze. March the seventeenth. 3:17. That was the scripture Diego quoted to you, and it was about being free! 2 Corinthians 3:17. A lifetime of strange occurrences has conditioned you to believe that there are no coincidences. The Veil Watchers didn't betray you, they gave you the means to escape! These numbers must be the code to open the door beyond General Population. You don't know how they did it, but after what you saw in the black SUV, you figure they have the ability to influence Diego in just the right way to fabricate a "coincidence" for you to discover."Arjan, you sneaky bastard," you muse aloud. You have a means to open the door, but you still don't have a way out. Not with those guards. Something will have to be done about them. You begin to plan.

DM: You walk over to the bright purple mold on the Cave Wall.It appears to be incredibly fresh, as though it had grown over the course of just a few days.But there, underneath the mold, there appear to be several elaborate carvings, etched into the wall--Unfortunately, you can't make them out very well under the thick layer of glowing purple mold.What will you do?
Player: Step away from the mold and return to the cavern

DM: You're not really sure what to do, but you figure "go through the gate twice" is pretty straight forward. You walk through, and then turn around and walk right back through.Suddenly the world turns black. You feel a sudden dread, and somehow feel that you've failed to understand that the world you are currently in does not follow the normal rules of logic. Suddenly a dark tendril grabs you from the Void, and you sense a cold, dark mockery surround you. Searing cold fills your lungs. All residual light vanishes. You feel the energy of your body being pinched and leached away as if you were a grape in a wine press. You struggle to breath, but the air almost feels solid in your body. You feel as if the act of breathing cracks your internal organs, yet externally you feel a squeeze dispersing all air from inside you, forcing your body to demand continued breathing despite the agony of doing so.In the blackness you see a darker black silhouetted, despite the lack of light. An aura of terror and hopelessness violently pulses from the darker shape. You desperately try to move away from it, but every motion brings more excruciating pain. Terrified, you try to look away, but to your horror another dark creature approaches.More and more arrive. They approach from all directions, and when they touch you, the torment you feel catapults your mind into madness. As your essence is violently twisted and defiled, your soul cries out, longing even for the physical pain you once experienced in life instead of this...
Player: Eternity?

DM: You walk out of your room, taking the lead pipe along with you. It's a good thing too, because there are three zombies waiting right outside your door! They are all groaning excitedly while lurching towards you. All three of them are in various states of decay, and the one on the left is missing his jaw.
Player: Ask how the one on the left lost it's jaw.
DM: "Wow Mr. Zombie! How did you lose your jaw? Did it hurt?" You ask eagerly. Unfortunately, you hurt the jaw-less zombie's feeling, and it starts to cry. The other two eat you in retaliation.
Player: RUN!!!

DM: You carefully sneak over to the corner by the guard shack, using the escalating violence as cover. So far, things were working out perfectly. The correctional officers on the floor had tried to corral the riot before it started, but after one of them was knocked down and attacked, the ones in the guard shack radioed for the 'Ninja Turtles,' the prison slang for riot control officers. People were getting hurt and probably killed, but you didn't have time to feel remorse for them. Any moment the Ninja Turtles would run through the common room, and you needed to make your escape before that door closed.As you hoped, they arrive shooting tear gas into the room. You take a deep breath, close your eyes and cover your face. Under the cover of smoke, you slip in behind the last guard. Two correctional officers were looking out the bullet proof glass and didn't notice you. Using a can of tuna fish in a sock like a flail, you beat one of them in the head as hard as you can. He falls to the ground, unconscious. You duck the baton swing from the other guard and duck behind him, putting him in a rear naked choke hold. Soon he falls unconscious, and you take his clothes and magnetic badge. You handcuff both to the bars protecting the window and turn to the outer door.Now you face the moment of truth. You are confident you figured out the six-digit code. You are pretty sure only two incorrect entries are allowed before the door is time locked. Reaching for the key pad, you enter the code.
Player: Enter the code
DM: You enter your best guess into the door code.
Player: Enter 231772
DM: The door won't open.

Player: Talk to Witness Mr Coram who found a bloodied knife

Player: Enter 317317
DM: The door doesn't open.
Player: Enter 317713

Player: Enter 218317
Player: Enter 271327

DM: The door opens! You run through before anyone notices.Thank you, religious nutcases, you think to yourself. "Now the Lord is the Spirit, and where the Spirit of the Lord is, there is freedom," 2 Corinthians 3:17. The first four digits, 2317, came from that, and the last two from number of lines in the letter. Since 44 wasn't one of the two, you know that the location in the letter, the Joplin 44 Petro Truck Stop, off of I-44, was where you need to go if you get out.
Player: Don't look back
DM: You know that either your wing has been locked down from the rest of the prison, or it will be shortly. You hurry down the hall as quickly as you can, listening carefully to the radio you lifted off the correctional officer. At two gates you are able to use the stolen magnetic badge to get out, but the next gate requires a guard outside of it to let you out. Simply wearing a correctional officer uniform won't be enough to convince that guard to open the gate. You'll have to do something drastic.Just as you reach the corner before the gate, you hear on the radio the Warden demanding that the wing be locked down. There's no more time to waste. You have to get through that gate now.

Player: Enter 231744

DM: No. You will not become this creature. "I won't do it," you say. The face contorts in anger, and you try to use your mental faculties to attack it. The creature easily subdues your attack, and dark tendrils again seize you.You feel a weight pressed against you, a coldness. Deep malice courses through the air you breathe as the voice says, "The you will suffer for Eternity."Searing cold fills your lungs. All residual light vanishes. You feel the energy of your body being pinched and leached away as if you were a grape in a wine press. You struggle to breath, but the air almost feels solid in your body. You feel as if the act of breathing cracks your internal organs, yet externally you feel a squeeze dispersing all air from inside you, forcing your body to demand continued breathing despite the agony of doing so.In the blackness you see a darker black silhouetted, despite the lack of light. An aura of terror and hopelessness violently pulses from the darker shape. You desperately try to move away from it, but every motion brings more excruciating pain. Terrified, you try to look away, but to your horror another dark creature approaches.More and more arrive. They approach from all directions, and your very essence is violently twisted and defiled. Your soul cries out, longing even for the physical pain you once experienced in life instead of this...

Player: Enter 231727

Player: Enter 217344

Player: Four

DM: You know you only have about twenty minutes to drive on the interstate before your escape is discovered and police arrive, so after you've gone far enough that the prison is no longer visible, you drive perpendicularly off the road onto the fields. You know the tire marks will be noticeable to someone looking, but your hope is that any police driving on this road will be in too much of a hurry to notice.Almost flooring it, the ride is bumpy, but there aren't any massive rocks or holes. Eventually you drive through grasses tall enough to conceal the truck. The elevation seems to dip, but you keep driving, trying to get as far away from the interstate as possible. After a good forty-five minutes, one of the tires blows. Built Ford Tough, you muse. You could keep going on the flat, but you figure the truck is hidden deep enough in the uncultivated land that you could also leave it and go on foot. But even then, if they saw the tracks they could find it.You could also, it occurs to you, start a fire and hope your pathway is burnt to ash. Of course that would require destroying someone else's land, not to mention it would carry additional risk: the fires could attract more attention than your tire tracks, or worse, you could end up burning yourself to death. You don't have long to decide.
Player: Ch. 4 Hints and Cheats (Spoilers!)

DM: "Why don't we just relax here, baby?" you question pulling her in close. The embrace evolves into kissing. The two of you spend a wonderful night together.In the morning, you look over seeing her form next to you. How do you feel about her?
Player: The one I want to be with
DM: After that night, your whole school experience turns around. Kate makes everyday worthwhile and encourages you continually giving you better tips to improve your teaching. You end up being a much better teacher than you would have otherwise.Years later you end up marrying her. At first the school wasn't too happy about your relationship with her, but eventually you end up becoming the school's power couple.

Player: "Of course I get jealous."
DM: It wasn't easy to say, but it was the truth."Why?" She flashed me a brillant grin as she carefully dried off her hair. "You know I only have eyes for you."I want to avert my face so she can't see that huge grin that spreads on my face, but she caught it anyways. "I hate seeing them around you though." "Why?" She walks up close to me, her body still dripping water. That familiar scent of cinnamon mint, I'd breathe it in all day long if I could."They're always all over you."I look away with a pout. Partially to make my point, partially to catch my breath."Hey." She stops me with her hand and turns my head towards her. "Even when they're around, I don't see them. I only see you.""Always?" I can't help but ask.She smiles, but there is a hint of sadness as she replies "Well...as long as always can last."

Player: Talk to Amphibian.
DM: I enter Amphibian's room. I didn't hear him earlier, but as I can see him underwater. Being submerged tends to suppress sounds. As soon as Amphibian notices me standing above him, he swims up towards me and his head pops up. "Yes? Do you need something?" "I was wondering if you could tell Googles to let me into the restricted area." "A, the restricted area is restricted." "Yes, I know, but..." "Restricted to Imperfects." "I just want to look around." "Only people that have to be there get there." "But why? You know I'm not going to do anything bad." Amphibian pauses for a few seconds, gets up out of the water, looks at me and says "tell me something A, what is Freakshow's most iconic feature?" "He can look like other people?" "That's right. His metamorphic abilities. Now, other people, like Brad and Sharon, have that ability too. We don't know how many shapeshifters there are in the world. And more importantly, we don't know how many of them might view us as enemies. This is why only people who must enter the restricted area get there. Because then, the odds of letting a shapeshifter in are minimalized." "You think I'm a shapeshifter?" "No. But we're safest if we prepare for the worst."YOUR HEALTH: 100%

Player: Return to Chapter 4

Player: Fight with Calivir
DM: You got on Calivir's back and got ready to continue the fight. Haru got back in the air and stood about thirty meters away from Calivir. Quon was rubbing the back of his like he's hurt. He says, "Well this is shocking. Calivir, I thought you were dead. And to think you'd betray me. Yes, very shocking indeed."Calivir merely snarls at Quon. "What now Zaron?""We fight." He launches a ball of fire from his jaws and aims it at them. That made him go on the defense and you ask what will you do next?
Player: Magic

Player: Ch. 4 Critical Choices (Choices affecting major plot events)

DM: As you approach the gas station you have second thoughts. You can survive a couple of days without food, and water can be found in streams. Better to avoid people altogether. Sure, when you arrive at Joplin you might look suspicious in a correctional officer uniform, but that was something you'd worry about then. Besides, you're an escaped felon from Oklahoma. The Missouri press might not have broadcast anything about you at all. Right now it's just too risky to be seen in public. You scamper off toward the fields.You walk through the night, keeping the highway in sight on the horizon. You were able to drink from a small pool of rain water you found along the way, so you weren't thirsty, but hunger was starting to become a problem. It has been nearly two days since you last ate, and munching on grass and leaves is only going so far to relieve your hunger. Still, Joplin is only about seven more hours away, so you figure you'll just deal with the hunger pangs and continue your journey after hiding for the day when the sun rose.
Player: Joplin
DM: You'd crossed the state line some time after midnight, and then rested one more time during day light hours. Now, feeling hungry and tired, you can finally see your destination, lit by the setting sun behind you. Unfortunately, what you see gives your heart a start: underneath the red, green and white 'Petro' sign by the gas pumps, and situated all throughout the lot, are police cars. They don't seem to be harassing truckers, staying out of their way. But they are all closely watching I-44. You might be able to sneak to the various shops if you look like another trucker about his business, but it seems clear to you that the Missouri police were warned about this location being written in your letter. Why would Arjan not try to conceal where to meet? You sigh in frustration.There isn't much question about what to do. You either go forward and try to find the Veil Watchers, or you give up and just try to hide for as long as you can.
Player: Walk past the police and hope they don't notice your correctional officer uniform

DM: The man leads you over to a large table along the wall of the warehouse. Spread out across the table are a number of different types of gadgets and devices. He takes the time and shows you how to use some simple items to pick a lock and how to disable a security system. He shows you how you can use some of the gadgets to help you distract people and allow you time to move about without being seen or heard. He shows you simple ways to break into place and more difficult ways to bypass security systems and other types of systems designed to keep you out.The man looks at you and says, "We are out of time. You are either ready or you are not ready. And that is what we will determine now." He turns and walks over to a door in the rear of the room and disappears through it. You are alone in the large warehouse, wondering if you were supposed to follow the man.You have trained the following levels of skills:Stealth: 3Charm: 0Weapons: 0

Player: Return to Ch. 4 Hints and Cheats

Player: Keep driving through the field

Player: Leave the truck and go on foot

DM: "Nothing at all...except if you're a math teacher, which I'm clearly not! I just thought it flowed nicely in the sentence, so naturally I said it. Nobody really cares if it's true or not as long as it sounds nice!" he says with confidence.
Player: Doubting the validity of that point, you continue the lesson on employment.
DM: "Now comes the fun part: convincing your future boss that you're a perfectly productive and employable member of society, even if that's not true at all! Don't have any job experience for your resume and want to hook in your first good job? No problem!"Leaning into his podium again, he pulls out what appears to be a large broom and holds it for you to see."Everybody can clean right? Takes nothing but a simple broom. Easy as smuggling an angry yarkblorn out of a pit of raging snorgoths during a firestorm, with two cruisers on your tail trying to shoot down your recently stolen starship."You aren't really sure what to think of that. You also have no idea what a "yarkblorn" or "snorgoth" even is. "Your superior cleaning skills alone aren't enough to impress your future employer however, even if they're the best in the sector. Nope! Rather than simply write 'Janitor' to mention your cleaning experience, get creative.""For example: you spent two days doing minimum wage cleaning duty at that one flight simulation school, before getting fired due to taking a grade 9 fuel saturation cylinder and selling it on the black market. So go ahead, raise that pen to the heavens, and thrust it downwards putting that 'Aeronautics Custodial Engineer' on your resume. It sounds much more impressive than janitor! BAM! and WABUGU! First lesson done!"

DM: Running out of ideas and too nervous to think clearly, you tell the officer you forgot your badge in your car. "Well, let's go get it, then. Need to verify everyone here." He nods his head to the lot, his hand on his gun. You walk into the warm air, your mind racing. You can think of no way out.Running out of options, you take off in a sprint toward the fields. The officer screams for you to freeze, but you've come too far to stop. You hear gunshots, and your heart seems to leap into your chest.Suddenly you feel a hard poke followed almost immediately by an excruciating burning sensation in your thigh. A split second later you feel a similar pain in your lower back. You fall to the ground and the officer overtakes you. "Suspect in custody, shot in the leg. Requesting medical assistance." He then handcuffed you as you lay on your stomach before applying pressure to the wounds. Within a minute you pass out from blood loss. ... Paramedics arrived some five minutes after you were shot, but they were unable to stop the blood flow fast enough to save you. You died that night in the hospital, finally free from your burdens.
DM: Unfortunately not everyone has the temperament to do what needs to be done, even if they have the talent. You certainly had the gifts needed to make a difference, but unfortunately you made the wrong choices. It's a shame. The world desperately needed someone of your abilities. But you didn't have the heart or the mind to do what was needed to be done. Perhaps in the next life you won't be found lacking at the Moment of Truth. You have obtained the following Achievements: Leap of FaithLoyaltyMurderer Exit Only Race War Lucky Numb3r Arsonist Thank you for playing! Image credits: Chapter 5: Ice Aurora image courtesy of Pixabay.com 'Free images and videos you can use anywhere,' by Noel Bauza.

DM: Running out of ideas and too nervous to think clearly, you tell the officer you are waiting for an updated badge number. "Well, let's go ahead and call Inola, then. Need to verify everyone here." He nods his head to the lot, his hand on his gun. You walk into the warm air, your mind racing. You can think of no way out.Running out of options, you take off in a sprint toward the fields. The officer screams for you to freeze, but you've come too far to stop. You hear gunshots, and your heart seems to leap into your chest.Suddenly you feel a hard poke followed almost immediately by an excruciating burning sensation in your thigh, followed by a similar pain in your lower back. You fall to the ground and the officer overtakes you. "Suspect in custody, shot in the leg. Requesting medical assistance." He then handcuffed you as you lay on your stomach before applying pressure to the wounds. Within a minute you pass out from blood loss. ... Paramedics arrived some five minutes after you were shot, but they were unable to stop the blood flow fast enough to save you. You died that night in the hospital, finally free from your burdens.

DM: With that last kick to the head your vision grows darker and darker until soon there is nothing at all.When you wake up you find your hands have been tied behind your back and your leg tied to the legs of the chair. Panicked, your eyes dart around the room to the children looking at you and snapping pictures. At the helm of the mass of children, Jaxon stands smirking, "Napping on the job, huh?""What I wasn't napping. You knocked me out," you yell back."You aren't in much of a position to be arguing that point," Jaxon says with a cruel smile.
Player: try to break free
DM: You know you won't be able to get out of this one on your own. Why did you have to nap? You take a deep breath of air and scream as loudly as you possibly can hoping to draw someone's attention."What the fuck, you little bitch," Jaxon snaps as he slaps you across the face. "Somebody tape his mouth shut."A roll of duct tape is quickly handed to him and placed over your mouth. "No more screaming now," Jaxon says mockingly as he touches his finger to your nose.Lucky for you, the first scream attracted the attention of a security guard who comes in and breaks the scene up. Jaxon ends up getting suspended for being the ringleader in these actions. Unfortunately, though you also lose your job for failing to maintain control in your classroom.

DM: Running out of ideas and too nervous to think clearly, you tell the officer you forgot your badge number. "Well, just look off your badge, then. Need to verify everyone here." You pull out the stolen badge and read the number. He says, "Well it's good you have the badge, but what does that prove? Let me look at it so I can compare you to the picture on it." You hand him the badge, your mind racing. You can think of no way out. The second he looks at that picture you are done for.Running out of options, you take off in a sprint toward the fields. The officer screams for you to freeze, but you've come too far to stop. You hear gunshots, and your heart seems to leap into your chest.Suddenly you feel a hard poke followed almost immediately by an excruciating burning sensation in your thigh, followed by a similar pain in your lower back. You fall to the ground and the officer overtakes you. "Suspect in custody, shot in the leg. Requesting medical assistance." He then handcuffed you as you lay on your stomach before applying pressure to the wounds. Within a minute you pass out from blood loss. ... Paramedics arrived some five minutes after you were shot, but they were unable to stop the blood flow fast enough to save you. You died that night in the hospital, finally free from your burdens.

DM: Knowing you're mere moments away from capture, you hurry out of the restroom and run toward the fields. When you're half way across the parking lot, you hear a voice ordering you to stop. You realize the grave mistake you made: leaving the light on left you silhouetted against the light for all to see, and an officer spotted you. You run as fast as you can, hoping to escape in the rapidly growing evening shadows.The officer screams for you to freeze, but you've come too far to stop. You hear gunshots, and your heart leaps into your chest.Suddenly you feel a hard poke followed almost immediately by an excruciating burning sensation in your thigh, followed by a similar pain in your lower back. You fall to the ground and the officer overtakes you. "Suspect in custody, shot in the leg. Requesting medical assistance." He then handcuffed you as you lay on your stomach before applying pressure to the wounds. Within a minute you pass out from blood loss. ... Paramedics arrived some five minutes after you were shot, but they were unable to stop the blood flow fast enough to save you. You died that night in the hospital, finally free from your burdens.

DM: Realizing if you walk out the door with the light on you'll leave a very obvious silhouette for the police to see, you turn out the light. Taking a deep breath, you prepare to open the door and sneak out, but as you reach for the door handle you freeze. At first you think your eyes are playing tricks on you, but after squinting a moment you realize you are looking at an arrow pointing up on the door, written in glow-in-the-dark paint.You follow the direction it points with your eyes, and at the ceiling you see another arrow, this one pointing back toward the other end of the restroom. Where the ceiling crosses the first corner of the counter you see the arrow line split in two; a small one to your left toward the counter, and a larger one toward the back of the restroom. You follow the large arrow.Two more lead you to the back wall, where an arrow on the wall points toward the stall. You notice on the inside of the stall door is another arrow, this one pointing down, and just below that arrow is a large circle drawn in the same glow-in-the-dark paint. There appears to be words written in black sharpie, but without the light you can't read them. You pull out the lighter and read: "Do you have the SPIRIT?" The word 'spirit' is in capital letters and underlined.Encouraging, since you've been beaten over the head with the word 'spirit' since this began, no doubt some sort of psychic trick by the Veil Watchers; however, you're not sure what it means, other than the Veil Watchers knew you'd eventually get here. If there was another hidden meaning in that graffiti or the scripture from earlier, you probably don't have time to figure it out now. You have to leave. Your mind racing, you likely only have a moment to explore the room further.
Player: What do you do?
DM: You have time to do 4 of these.
Player: Check inside the water tanks of the toilets
DM: It's a long shot, but you check inside the water tanks of the toilets. You find nothing.
Player: You're running out of time. What do you do?
Player: Check the bottle of Polar Ice Vodka

DM: Not to say anything bad about the admins when they are so good and kind and noble, but forcing you to join this contest or lose your account was a little ridiculous. How are you supposed to have time to watch Netflix? Still, it happened, and you've grown attached to your little account with a join date of January 3, 2018 and all its thirty one points and it's Naruto profile picture.Although you comfort youself with the knowledge that you can take that profile picture with you if you are forced to make a new account. You decide you need a break from staring at the editor and open your folder of lewd Sakura images. Maybe it would be better to just start writing though.
Player: Just write, you faggot
DM: You hesitate a moment before closing the window. Sakura can wait a bit. Diligently, you work on your story game for the next few hours until your hands start shaking a bit and you realize you have not eaten in a good while. It's ramen time. As usual, you post a photo of the culinary masterpiece in the group chat, this time even clearing away the crayons from the background. The primary response is that of disdain, followed by mild exasperation. Not everyone can appreciate the art of Asian cuisine like you do. This bowl being especially beautiful, you bust out the pair of chopstics you saved when you went to the Golden Monkey China Buffet two years ago and use them instead of your usual plastic fork. Life is good. You reward the day's produtivity with movies for the rest of the night. Over the course of the next few weeks, you maintain your few hours of writing each day, and your story starts branching out of control.It's two days before the deadline.Something's got to go.

DM: The Grinch was tricky and hid the presents very far away. They were in outer space. 150 presents were on Jupiter, 225 presents were on Mars, and 250 presents were on Saturn. How many presents did you find? I bet you get this one right so you can get all your presents!!!
Player: 625 presents
DM: Correct!!!

DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.> Quel est votre prénom ? (10 lettres maximum ; les voyelles sont au début de la liste)Aae...
Player: H
Player: O
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.> Quel est votre prénom ? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaao...
Player: G

Player: Go for his face
DM: You dive towards his face, grabbing at it as you immediately push your thumbs towards his eyes in an attempt to blind him. He lets out a scream as you drive your fingernails into the softest spots of his eyes. Ezekiel desperately pulls out his revolver, quickly pulling out the heavy gun and pressing it against your chin."Stop or I'll blow your fucking skull off!" he screams in pain.Having no other option, and refusing to join him, you drive your thumb entirely into his eye just past the tear duct, effectively blinding him. He screams, flinching in pain and thus squeezing the trigger. The gun goes off, still pressed against your skull and killing you instantly.

Player: Clans Suck
DM: You decide to christen yourself "Clans Suck." Yes, they sure do, don't they. You spawn as a little cell, having only 10 mass. To your sort-of surprise, the entire leaderboard is led by [$]-ers. You feel the need to take action.To your left, you see a clump of food and a virus. To your right, you see another small red cell with the name "Screw Clans."
DM: You unite with the other cell, who has grown a bit through food and is big enough to split-kill you. But he shares in your beliefs, and thus W's you some food. Looks like you have a partner in crime.Screw Clans still has a good amount of mass, around 110. He goes over to a virus and you follow. You see his intention: #1 on the leaderboard, [$] Galactic, is positioned right where Screw Clans could launch it. You prepare to gobble up the remnants of the clanning bastard.
Player: Fire the Cannon!
DM: 
Player: Ready...
DM: 
Player: Aim...
DM: 

Player: Forward, towards the Attic
Player: Backwards, towards the Entrance Hall

Player: Scream for help from Arjan, hoping he is nearby
DM: Feeling trapped and desperate, you scream at the top of your lungs for help from Arjan. The Veil Watchers told you to meet them here, so your hope is they are near and can save you like they did at the hospital. Unfortunately, there is no response from Arjan, and worse, you suddenly hear shouting just outside the restroom. You run back to the stall, but you know you've made an unfix-able mistake.The police officers burst into the restroom, shouting with guns raised...
Player: Captured

DM: You've seen these numbers and that scripture so much since you were arrested you figure you might try to recite it. After all, you've seen a man redirect a bullet with his hands, so maybe reading the scripture as if it were a magic spell might do something.You say the words carefully, but nothing happens.
Player: Recite 2 Corinthians 3:17

DM: You focus on the circle that the arrow is pointing to. For a moment you start to feel light headed, but nothing else happens.
Player: Look inside the trash can
DM: You hurry to the trash can and dig through it using the lighter to see. You find nothing but used paper towels covered in filth you'd rather not think about, empty bottles, and candy wrappers.

DM: You quickly look through the other stalls, but you find nothing other than human waste and hard to see graffiti.
Player: Check for more glow in the dark paint arrows
DM: You look all around the rest room hoping to find more arrows to point you where you need to go, but there are no more.
Player: Check the potato chip bag
DM: Running out of ideas, you look at the empty potato chip bag to see if there is some sort of message written on it. There is nothing but the health information of the snack.

DM: You quickly look underneath the counter, using the lighter to help you see. All you can find is one of the man's used paper towels, a used condom and a potato chip wrapper.

DM: You stand in the stall for a moment, looking at the words painted on the stall door. As your mind races, something jumps up at you: vodka is a distilled alcoholic beverage- a spirit! Perhaps not the meaning of the word intended in the graffiti, but it's an alcohol spirit nonetheless, and two words have been force-fed into your conscious mind since you were arrested: spirit, and free. Well, you certainly want to get free, and as you just reminded yourself, vodka is a spirit, so you take the bottle.

Player: You are finished searching
DM: Somewhere outside the door you hear voices as men walk past. You put your ear next to the door: a radio crackles! An officer is right next to the restroom. You hear him whisper, "On three, ready?"You have to make a choice right now. Run through the door and make a break for it, or hide.

Player: Hide above the cieling tiles
DM: Quickly as you can, you jump on the counter, lift a ceiling tile, and jump up. As you do you the bottle of vodka slips out of your pocket and breaks. Just as you pull the ceiling tile back into place, the police burst into the restroom. "Get down on the floor, now!" one of them shouts. You hold your breath as they look for you in each stall.Peaking through the crack, you see one of the officers stop to examine the broken vodka bottle. He looks around, and then suddenly looks up and points his gun at you. "Do not move, asshole. I know you're up there." He speaks into his radio, and even more officers enter. Soon you are sitting on the floor in handcuffs.

Player: Check the other stalls
Player: Concentrate on the circle painted on the stall door

Player: Hide in the back stall, where the glow-in-the-dark writing is
DM: Not knowing what else to do, you run to the back stall. Just as you shut the stall door, officers erupt into the restroom. The light turns on and one of the officers shouts, "We know you're in here, asshole. Come out with your hands up or we'll empty our clips into these stalls." You can see their reflections in the mirror; at least five guns are pointed in your direction.What do you do now?

Player: Stare into the glow-in-the-dark paint circle and concentrate
DM: You look into the circle and focus your mind, and again you begin to feel light headed. As the officers approach the stall, the feeling gets stronger, and your limbs start to tingle. Suddenly you feel a terrible agony in your head and scream out. You vomit all over the stall wall."We got him! Stand ready!," you hear from one of the officers. Too weak to move, you are helpless as they apprehend you. Handcuffed and leaning against the wall a couple minutes later, you realize you blew your only chance.As they walk you out the door, you remember something Amy had said to you in the black SUV when you first met the Veil Watchers. Something about Gurinder "using a focus" to create that portal you went through. While staring into the circle, you definitely felt a strange energy, but it appears you were missing something necessary to make it work. A focus, perhaps.It doesn't matter. You failed; whatever it was that you needed, you didn't have it, and now you are going back to prison.

Player: Go back to background

DM: "This place is amazing!" Sophia smiled widely, her eyes dancing with excitement as she stared at the beautiful sea life swimming before our eyes."Well, I aim to please." Sticking out my chest, I match her smile perfectly. "C'mon, let me try to show off my completely useless knowledge of all sea life." "How are you such an expert on these things?" Sophia leaned closely near me and I easily wrapped my arm around her waist. It just felt natural, like taking a step forward."My mom and dad met at Sea World, so they went there religiously each year with me in tow." I can't help but suddenly feel awkward. Sophia was so close and my hand was getting sweaty. Sweaty enough that I had to focus a good deal of my attention to make sure it didn't slip."Well, thanks for taking me here." She smiled back at me and for a moment, it felt like the world has paused. The fishes stopped swimming and Sophia was just standing there.If there was ever a moment, now would be it.
Player: Kiss Her
DM: It was fate.As I kissed her and she kissed me, it felt like I was sinking into the ground and just feeling everything along the way.Soft. Silky. Smooth.A taste of cinnamon mint.A nibble of vanilla.It was intoxicating.My brain was turning into mush, even more so because it was so late at night.The only question was whether or not I could stop.
Player: Follow Her
Player: Less than innocent dreams

Player: Scurry inside
DM: You hurry inside in desperation, finding thankfully the gas doesn't permeate through there. You collapse to your knees, coughing desperately as you rip the rag from your face, coughing chunks of phlegm onto the ground. Finally, you take a deep breath, before ascertaining the situation.Standing hastily, you swing the lantern around in a wide arc to brighten up the caves and see whatever lies within. Thankfully, no wailing specters or screaming beasts that burst from the darkness. At least the lantern's warm yellow light gives you some comfort in the endless dark.The cave itself is strange, its walls unlike the black obsidian that makes up the mountain. Instead, the walls are made of a strange, white material, hard and smooth in most places, although like veins there's a different, strange material that holds up the walls of white stone, warm, soft pink material like flesh that glistens with moisture. You run a finger across the material, pressing your finger into it gently. It feels like the inside of your mouth. You step back from the walls, unnerved.

Player: The Fox and the Elephant
DM: A fox and an elephant stand at the forest's edge. The setting sun begins to cast long shadows in front of the two animals."A setting sun is truly one of the marvels of life," the elephant says. "I aim to watch it rise and set for the remainder of my days."The fox answers, "That is a worthy goal, although I do question your certainty about the sun's rising and falling. How do you know it will continue its cycle?""It's always been this way. Ever since I can remember, and elephants have long memories, the sun has risen and set. It's the way it has been and the way it will continue to be," the elephant says."I would hardly consider that a reason why it will continue that way," the fox replies. "Things change. Take the tree, for example. It sprouts from a tiny seed, blooms in Spring, and sheds its leaves in Autumn.""Ahh, but the cyclical nature of the tree is something you expect because you've seen it be that way," the elephant points out."Not so," the fox replies. "For a time, yes, it will be cyclical, but it will inevitably end the cycle. It will die. Like the sun, you see the tree as a recurring loop. It's more like a series of switchbacks leading towards the only certain thing. Finality. "Maybe so," the elephant says. "But if the final end is not during my lifetime, it's an unending cycle, at least from my point of view. The final end has no effect on my life if it happens outside it." "I see where you're coming from, but you can never be sure the final end isn't in your lifetime. That, my friend, is certain," the fox says.Moral: Do not allow patterns to influence your perspective on what is possible or not.

DM: "Oh good you're here," a grisly old Air Force general groans as he sits up from behind a large oak desk. "I've been looking forward to meeting you."
Player: Your Response
DM: "Thank you sir, I'm looking forward to learning what this thing can do." Across the room sits a large wormhole your finger is uneasily pointing towards. This wormhole was unearthed recently deep within the crater of the Karakum Desert. Scientists have been throwing stuff in it for a week, but you bravely offered to walk through it (you're also having second thoughts)."Well, you're a brave _____" The general smiled the best smile his wrinkled stone face could muster.
DM: You knew the longer you stayed, the harder it would be for you to muster the courage to actually walk through the gate. With a final salute to the crew you walked up to the circular wall of lime green slime.
Player: You're fired
DM: "I'm sorry, but we need someone to do this. Are you sure?"

Player: "FINE!" You walk through the slime
DM: You get pulled through a lime colored tunnel faster than anything you've ever experienced, but it is completely quiet and you feel no wind resistance. Your body is flipping and spinning and it's sort of fun, but in a flipping and spinning to your death kind of way. You land gently on your hands and knees in a field of grass. Looking around you notice a desk, a candy bar, someone's hat, and several holes in the ground with what look like bullets. "This must be all the stuff they've been throwing into the wormhole," you think to yourself. "Welcome to Universe 3c!" a sickly, but surprisingly optimistic voice screams from behind you.
Player: You respond
DM: "What is going on? Who are you? Are you ok?" You have so many questions and this poor person looks very sick."I'm Cedar and you just landed in my backyard." She smiles and coughs at the same time, not covering her mouth. "There are several known dimensions and you landed in the worst! In this Universe we TRY to get sick! No better way to understand pathogens than to live with them and really see what they can do!""That's disgusting.""Aww, thank you!"Cedar is starting to grow on you, it worries you.
Player: Pick a disease
DM: "Pick a disease? What do you mean Cedar?! I don't want one!" Cedar has just opened a large briefcase and offered you a choice of diseases. This is your life now, pick one.
Player: Prokaryotic

Player: Coccobacillus

Player: Eukaryotic

DM: You suddenly feel... about the same as before. "So, when should I start to feel it?" You cautiously ask Cedar."When you pick a disease in this universe, it happens immediately and usually at the latest or worst stage of infection. You, however, are either super smart and not very fun or extremely lucky." Cedar grunts angrily."Why, are archaea good for you?" You ask excitedly."Eh, good or bad. Maybe both, nobody really knows. There are some links to tooth decay and potential intestinal diseases. Does your tummy hurt?!" Cedar's eyes brighten up."No.""Oh. bummer. Well, you can either go back home or PICK ANOTHER DISEASE!!!!"
Player: Pick another disease
DM: "YAY! I knew I liked you. This is going to be fun." You just made Cedar the happiest sick person in Universe 3c.

Player: Bacillus
DM: "A gram-negative rod, you are the coolest." She likes this pick, I question your ability to safely walk through this game. "Bacteria need to eat too and they get energy from fermentation. However, only some of them can ferment the sugar lactose. So, do you want a lactose fermenter or non-lactose fermenter?"
Player: Non-lactose fermenter
DM: You suddenly collapse with weakness. Your fever tops out at 104 degrees Fahrenheit and your heart rate slows. You feel slightly delirious and understandably agitated with Cedar. You have rose spots on your lower chest and abdomen. You rush to the bathroom with diarrhea and notice it appears green, it looks like pea soup. From within the bathroom you yell, "CEDAR!! What is going on with me!""You have typhoid fever brought on by Salmonella typhi. Generally, people only get this from eating or drinking something contaminated with the feces of an already infected person. So, why did you pick it?" Cedar seems a little disgusted by your choice in disease, good job."I don't know, I was curious, but I feel awful now, what do I do?""We can try this..."
Player: Salmonella medicine

DM: "You know, when you fell from the sky, I didn't think you would be so disgusting, but you keep surprising me. I hope you stay alive long enough for us to be best friends." I'm worried that you have made such a good impression with Cedar. You might be choosing all the worst options..."Please pick which animal you would like to be infected with. Yes, you picked to be infected with another animal. I <3 you."
Player: Pinworms
DM: "uhhhh" something isn't right, suddenly your butt itches really bad."What's up?" Cedar asks with a sly smile. "It's your butt, huh.""Oh man, this is so embarrassing. Yes, my butt itches really bad." You blush."You should scratch it." She is very confident this will help.
Player: Dont scratch, ITS A TRAP
DM: "No thanks, I feel weird scratching it in front of you." However, you cant resist the urge and scratch anyway. "Well, that feels a little better, but it still itches and it kind of hurts." You cant believe you just scratched your butt and then commented about it to a total stranger."We always scratch here in Universe 3c!" This sounds like you shouldn't have scratched."Wait, why?""What you have is Enterobius vermicularis. It's a pinworm that lays eggs in your butt, when you scratch it, the eggs get on your fingers and eventually make their way into your mouth and you swallow them and then the eggs can hatch into adult worms and the life cycle continues!" You scream and look at your fingers, you see nothing.

DM: "Awesome!" Cedar jumps with joy. "These little animal-like organisms are so exciting and adorable. They're very small, unicellular parasites that all fit into a broad group that literally means 'similar-appearing.' Please select the one you'd like."
Player: Giardia lamblia
DM: You suddenly feel bloated and nauseous, but no urge to vomit. You feel sort of weak and tired, but not too bad.FRRRRPPPPPPTTTTT. You look around for something to blame your fart on, but there is nothing. "uhh, haha, sorry about that.""Don't worry." Cedar stops and makes an awfully contorted face and chokes for air."Oh man, I am SO SORRY!""Yuck, that was great! Good Job! Sheesh, so what you're experiencing is the foul smelling farts that accompany giardiasis. This little parasite comes from drinking contaminated water, generally from lakes and streams, and it interferes with intestinal absorption of fat. That causes the horrific fart you were so kind to share with me."You blush and desperately resist the urge to fart again. "Is there anything I can do?""Yeah, of course, but it'll go away on its own in like 2 weeks. So enjoy it!"
Player: Thank Cedar for a wonderful time and fart once more before jumping back into the wormhole

DM: "Nice, classic." Cedar is a very strange child. "Bacteria can then be subdivided by shape. Some bacteria are round (coccus) while others grow longer like a rod (bacillus). I'm so excited to see which one you pick!"
Player: G+ Bacillus
DM: "Whoa buddy, you're scary. Gram Positive Bacillus? Really!? Mad respect Yo!" You have now begun to gross Cedar out, good job. "The next big question, do you want one that can live in the presence or absence of oxygen (facultative anaerobe) or do you want one that absolutely has to have a zero oxygen environment (anaerobe)?" Cedar leans in on the edge of her seat.

DM: "Dang, for real? You're totally capable of being mayor here, you're like super disgusting. So anyway, last thing you have to decide is whether you want one that needs oxygen to survive (aerobe) or one who can live with or without it (facultative anaerobe)."

Player: Medicine
DM: "Nystatin, one tablet once a day for 2 weeks. The cell membrane of fungi has ergosterol, the fungal version of human cholesterol, and nystatin binds to it. If there is enough nystatin, pores will form and potassium will leak out of the fungas and it dies. Don't take it for too long though, it can bind to our cholesterol and have basically the same effect." Cedar seems sad to see you go. "Now, take these pills and tell your friends what it was like here!"

DM: You immediately fall to your knees coughing. You feel out of breath and you wheeze on every inhale. "Oh no, what has happened to me Cedar?!""Haha you have aspergillosis obviously, you picked it!" Cedar thinks she's funny.You look at your hands and you see specks of blood. "Cedar, I'm coughing up blood!""Yep, pretty sweet right?" She assumed you'd be way more into this. "Aspergillus is a mold that releases spores into the air we breath. You have an aspergilloma.""A what?""a fungal ball! In your lungs!!""This is awful, what do i do?!""Oh, you're not having fun huh? Well, you can take this." Cedar hands you a bottle
Player: Aspergillus Medicine
DM: "This is voriconazole, it's an antifungal. It works by preventing the fungus from producing ergosterol (the fungal version of human cholesterol). Without ergosterol, the cell membrane wont form or it becomes weak and then the cell leaks potassium and other essential constituents until they all die." She explains with a shrug. "Just take these and you'll be back home!"
Player: Walk through the gate and go home

DM: "Arghhh, Blurghhhh" You scream and then immediately vomit. Your head is pounding, you feel hot with fever, your neck hurts, and you've suddenly become sensitive to light. "I'm so confused, where am I?""Oooh this one gets me excited everytime." Cedar is sitting cross-legged next you while you continue to vomit. "I don't understand, what happened to me?""Oh boy, really? You picked crytococcus, so you have crytococcosis. Cryptococcus neoformans to be specific! This is an encapsulated yeast that is generally found in bird poop, but now it's in your brain!" She seems so happy about this, Cedar is one strange kid. "Usually it infects the lungs, but this one definitely went to brain instead. Basically, you inhaled the spores, they disseminated to your central nervous system and then gave you meningitis. It's so cool right?""Please Help ME.""Oh right, you're not from around here... take this."
Player: Cryptococcus medicine
DM: "So we have to give you amphotericin B for like 2 weeks and then fluconazole for the next year." Cedar frowns with a shrug. "Sorry, but I mean, you did pick this one. Just so you know, amphotericin B works by binding ergosterol (the fungal version of human cholesterol) in the cell membrane causing rapid leakage of potassium, sodium, hydrogen, and chlorine until the cells die. The fluconazole inhibits the fungal enzyme cytochrome P450 from converting lanosterol to ergosterol, so it should totally do the trick."

DM: There is something strange about the feeling of instantaneous constipation and this is the first time you've felt it. You also begin coughing and notice something horrible has just landed into your hand while you were coughing. "Oh my word, is that... is it a.... CEDAR WHAT IS THIS!!""Awww how cute! It's an Ascaris lumbricoides roundworm larvae! It's just a baby and its sooooooo cute!" Cedar squeals with delight.You scream and drop the worm on the ground and you jump back as if it is going to explode on impact. Very slowly you ask, "What... Do you mean....it's just a baby?""Oh, well the adults living in your intestine are probably over a foot long." She says rather calmly while you resist the urge to cough again.
Player: Please, tell me more. This giant worm infection is fascinating
DM: "So the eggs of this worm are usually found in the soil where an animal has made... droppings. These make their way into your mouth (one reason we don't wash our hands here) and the eggs travel to your intestines. Here they mature into adult worms that grow up to 14 inches long! The larvae of these worms can enter your blood stream and make their way to your lungs where you cough them up. You caught one when you coughed, great catch by the way, but you didn't even realize how many you swallowed! Those that you swallowed will end up back in your stomach where the cycle continues."

DM: Like a flash you realize your clothes are baggy and it looks like you've lost weight. You stumble from dizziness and then collapse to the ground holding your stomach in pain. "Ughhh, what happened to me?!""Well, let me see, you picked tapeworms and then you fell on the ground. I'm assuming you have a tapeworm." Cedar quipped while looking off into the distance pretending to contemplate deeply on your question. "A beef tapeworm actually, Taenia saginata, a flat or tape-like intestinal parasite that can grow up to 22 meters long! Do you use metric in your universe? You totally should, that's about 72 feet."You vomit, 25% because of the tapeworm and 75% at the thought of a 72 foot worm growing in your intestine. "You have to eat a giant worm?" You ask while curled up into a ball on the floor."No, no, no, just undercooked beef. You see, the cow eats the eggs and those eggs travel to the intestine. The gastric juices cause them to hatch and they grow a hexacanth (a sort of six-hooked mouth) and they can burrow their way into the blood stream. Here they get transported all over the body. Some of them will burrow into muscles where they will develop a cyst-like structure. You eat their muscles along with the cyst and then viola, here we are. P.s. they can live in you for 25 years..." "NOOOO! What do I do?"
Player: Tapeworm medicine
DM: "Im sorry, I keep forgetting you're not from around here. Just take this." Cedar hands you a bottle. "This is praziquantel, used for parasitic worm infections. It's not fully understood how this stuff works, but it appears to increase the permeability of the worms cells and they lose calcium. Calcium is vital to muscle contraction and without it, the parasites become paralyzed in a contracted state. The worm can then be digested by our immune system and passed in your stool!"

DM: Nauseous and weak you collapse to the ground and begin gasping for air. "What is...happening to me?""Well, I'm no doctor, but you picked hookworms, so... hookworms." Cedar said confidently. "Necator americanus, the second most common human helminthic infection, kudos on not picking roundworms by the way, Ascaris is number one and its nasty even by my standards. Anyway, the infective larvae are found in soil and can penetrate right through your skin. Traveling in your blood stream they go to your heart and lungs. From the lungs they enter your throat and get swallowed. They mature in your small intestine and can lay up to 30,000 eggs a day! You feel weak because they suck your blood from the inside, approximately 30 microliters of blood a day.""Ughh, this is awful. What do I do?""Poop a lot probably. Oh, you mean like treatment? Right, I forget this is probably terrible for you. Here take this."
Player: hookworm medicine

DM: Immediately you begin sweating with fever, but you shiver with chills. You begin to cough and notice your muscles ache. Your legs are itchy and you notice a small rash, "what happened to me?""You, my friend, picked schistosomes. So you have schistosomiasis, seriously I couldn't make this stuff up. This is the second most socioeconomically devastating parasitic disease, second to malaria. You see, infected people will defecate into fresh water and the eggs of Schistosoma mansoni hatch and infect snails. Once inside the snail, it multiplies and then leaves back into the water in higher numbers as larvae that can penetrate human skin and enter the blood stream. What you're feeling is the body trying to rid itself of the infection, but these guys routinely get stuck in the bladder and intestine and can really cause problems.""Ughh, I feel awful, what can I do?""You could start by defecating in that river so that others can enjoy it too. Oh yeah, you're new to this, you mean treatment. These will help"
Player: Schistosome medicine
DM: "This is praziquantel, used for parasitic worm infections. It's not fully understood how this stuff works, but it appears to increase the permeability of the schistosomes cells and they lose calcium. Calcium is vital to muscle contraction and without it, the parasites become paralyzed in a contracted state. The worm can then be digested by our immune system and passed in your stool!"

DM: Your legs and feet suddenly begin to swell... first to twice the size and then to three times the size. Your skin begins to thicken and you fall over. In a panic you scream, "Cedar! What is happening?!""Wow!" Cedar seems surprised. "This usually takes a year to get this bad, but it happened to you immediately. This must be for educational purposes. So yeah, you have what is called elephantiasis. It's a horrible term, but it is descriptive. The term originated from the fact that your legs resemble that of an elephant. Generally, what happens is a person gets bit by an infected mosquito and develops filariasis. These filariae are a type of roundworm called Wuchereria bancrofti. The worms get into the lymphatic system and block the flow, the result is, well, your legs are a great example of what happens.""It's so painful! What do I do?""Eeee, um, you're going to be super bummed, but we can start here."
Player: Filariae medicine

DM: You suddenly feel flushed with fever and your head pounds with a headache. Your joints ache and your skin itches. "Oh, I don't feel well. What happened to me?""You picked a disease and now you have it." Cedar giggles. "You have Trypanosoma gambiense! This is from the bite of a Tse-tse fly. The parasite moves through your blood giving you all the symptoms you're currently feeling. What makes this one so interesting is that it can cross the blood-brain barrier and cause neurological symptoms!""Neurological symptoms? What do you mean neurological symptoms?" You notice the world is beginning to spin around you and you get dizzy and very confused. You collapse on the ground in a coma. "Like coma. Hello? Uh oh. Um... I'm not sure if you can hear me, but you passed out." Cedar is speaking slowly and loudly, "I think you have African Sleeping Sickness. I assume you probably want to go home now so I'll just give you this."
Player: Trypanosoma Medicine
DM: "I wish you were awake for this because it's important that you follow the directions. I know, I'll just write you a note." Cedar pulls out a piece of paper and begins to write:Hi, I had a lot of fun, sorry about the coma. You'll need to administer this eflornithine intravenously for a couple months and make sure you don't lose your hearing (disclaimer: you picked this disease, not me). Eflornithine binds to ornithine decarboxylase and prevents ornithine from accessing the active site. Within the active site, eflornithine undergoes decarboxylation and permanently binds to the active site with the aid of pyridoxal 5'-phosph...It prevents the stable formation of DNA and it kills trypanosoma.Hope you feel better, K? Love you,xoxoxoxo CEDAR
Player: Cedar tapes the note to your chest and throws you into the wormhole

DM: Instantly your clothes seem baggy, you've lost weight. You feel weak, flushed with fever, and your stomach seems swollen. You notice small sores all over your skin that resemble tiny volcanoes with a raised edge and a central crater; they are scabbed over with oozing puss. "Cedar... What just happened?""Noice! You have a mixture of cutaneous and visceral leishmaniasis! The swelling in your stomach is actually a combo of an enlarged spleen and liver." Cedar is rubbing her hands together and seems fascinated. "Typically people get this after they've been bitten by the sand fly. The tiny parasite enters the blood stream and infects a white blood cell. Here it can hide from the immune system and replicate. This person gets bitten by another sand fly and what goes around comes around. Its sooo coooooool!""Not to me, what do I do, I feel awful.""Right, not a Universe 3c resident, this should help." Cedar hands you a bottle.
Player: Leishmania Medicine
DM: "This is sodium stibogluconate and how it works, I'm not exactly positive, but it appears to inhibit DNA topoisomerase I which prevents DNA replication and transcription. As the parasite dies, the infection just goes away. The sores should clear up on their own, but you might have some really nasty scars. A little reminder of your time here!"

DM: "oooohweeeeee! You're a good picker." She looks at you very seriously, "This last division involves the cells ability to produce an enzyme called catalase. In the presence of oxygen, this enzyme catalyzes hydrogen peroxide to water and oxygen. Without catalase, the cell would be killed from oxidative damage by reactive oxygen species. Which one strikes your fancy?!"
Player: Catalase Negative
DM: You suddenly start to sweat with fever, your throat is sore and red with white patches. Your head pounds with a headache while you shake with the chills. Its hard to swallow and the lymph nodes in your neck are swollen. "ECKK, Cedar" you painfully swallow, "what just happened?""You, my friend, just came down with strep throat! Streptococcus pyogenes is his name and sore throats is his game!" Cedar dances a little, she thinks your sore throat is way more awesome than you think it is."It feels awful! What do I do?""You couch and sneeze without covering your mouth so we can all get it! Oh, wait, you mean what do you do to feel better? Try this." She hands you a bottle.
Player: Strep Medicine
DM: "In 1928 Alexander Fleming 3c discovered penicillin, a beta-lactam antibiotic that changed medicine forever. Bacteria are constantly modifying their cells walls as they grow and divide into new cells. The wall is made up of peptidoglycan that links together. Beta-lactam antibiotics have a ring in their structure that binds to an enzyme called transpeptidase. Transpeptidase catalyzes the cross-linking of peptidoglycan in the cell wall, so when it is bound by beta-lactam, the cell wall can't link together and the cell sort of just falls apart and the cell dies!"

Player: G+ Anaerobe
DM: You suddenly grow weak and nauseous. Your stomach cramps and you begin to vomit. Your eyelids begin to droop heavily, your vision grows blurry, and your facial muscles no longer work. It's hard to swallow and you can barely speak, "Cedar... wha....ww..." You collapse."Ww, ww, what?" Cedar is now standing over your paralyzed body. "I assume you can hear me in there, let me explain what just happened." Cedar sits down next to you. "You have Clostridium botulinum, a gram-positive bacterium that produces a neurotoxin, you have what is called botulism. This bacteria can form spores that resist heat and environmental stress. Some people will make canned food improperly and the spores survive, the can is sealed so there is no oxygen (just like they like it), and the toxin accumulates. You eat the canned food and then end up like you right now!" Cedar forgets this is probably terrifying for you.

DM: "We just need to make sure you're properly hydrated. This is Ringer's lactate with added potassium to help replace the electrolytes you've lost in diarrhea. I'll also give you some doxycycline that will inhibit Vibrio's ability to make proteins by binding to its ribosomes. Once your IV of fluids are done, you're free to go home."

Player: Facultative anaerobe
DM: You suddenly feel flu-like symptoms. You have a fever and you shake with chills, your head and body ache as you begin to vomit. Your lymph nodes are swollen to the point of rupture. Your fingertips turn black and you collapse, too sick to talk."Right on! I am so impressed with your picks!" Cedar is very proud of you. "You look bummed, let me explain what just happened to you. You picked Yersinia pestis and you now have the bubonic plague. Yeah, the same one that killed like 50 million people in the 14 century (it killed way more in universe 3c, it was like a fad here). I know you're in a lot of pain because your body is literally decaying while you're still alive, so I'll be brief. You know, the rats get all the credit for this one, but it's really the fleas that the rats had. Yersinia pestis lives in fleas as a biofilm and when the flee bites someone, it pukes the plague into the wound!"
Player: "Help...me..."
DM: "oh right, you're dying. This is doxycycline, it prevents bacteria from replicating by inhibiting protein synthesis, but it's more stable than tetracycline. You should be right as rain in no time!"

Player: Lactose fermenter
DM: You rush to bathroom, you suddenly have stomach cramps and diarrhea. You notice a lot of blood in your stool. You can't stop going to the bathroom, so you just talk to Cedar through the bathroom door. "What is going on with me, what just happened?!""You have Escherichia coli, a food borne illness that may lead to kidney failure, but I'll hook you up, you'll be fine!" Cedar seems to have been down this road before."I feel awful, why is it so bad?""Well, not all E. coli produce Shiga toxin, but luckily yours does! A prophage with the coding for this toxin infected this bacterial strain a long time ago, giving it the increased virulence you are now enjoying!""Help me, what do I do?"
Player: E. coli Medicine
DM: Cedar hands you a bottle of an electrolyte infused sports drink. "This is all you need. Your body will take care of it on its own. You don't need to worry about the kidney, but if you don't feel better in a week, just come back through the wormhole and we'll try something else.""No thanks, Cedar!"

DM: "Well, that feels a little better, but it still itches and it kind of hurts." You cant believe you just scratched your butt and then commented about it to a total stranger."We always scratch here in Universe 3c!" This sounds like you shouldn't have scratched."Wait, why?""What you have is Enterobius vermicularis. It's a pinworm that lays eggs in your butt, when you scratch it, the eggs get on your fingers and eventually make their way into your mouth, you swallow them and then the eggs can hatch into adult worms and the life cycle continues!" You scream and look at your fingers, you see nothing.
Player: Wash your hands just in case...
DM: You finish washing your hands and then look at Cedar, "Please help me. This is awful, what do i do?""You're not having fun? But butt worms are the coolest! Ok, I understand, this is all very new to you. Just take these and then you'll be back home."
Player: Pinworm medicine

Player: Collect points for being savage
DM: "This is awful, what do I do?" You desperately want to go home."Aww, I'm sorry. I mean, you did pick this one, but it was a tough one for your first disease in this universe. This is albendazole, an anti-parasitic worm medication. This stuff will bind to colchicine-sensitive tubulin. Tubulin is used in polymerization and assembly of microtubules. Without the ability to make microtubules, the worms cant uptake glucose and they'll eventually use up all their stored glycogen. This is all part of a long chain of events that will end with the worm being unable to produce ATP. Without ATP the worms cant do anything and they die!" Cedar chuckles while wiping her nose with her sleeve.

DM: You're suddenly drenched with sweat and your head pounds with headache. You're extremely tired, but you can't sleep from the chest pain, shaking chills, cough, and stomach cramps. You vomit and fall over dizzy. "Wowsers, that was fast. Are you ok?" Cedar sound concerned, but looks excited."NO." You say bluntly."I'll just get right to it, you have just inhaled anthrax." She shrugs. "You could totally die from this one, so we'll go through the education portion quickly. So B. anthracis lives in the soil and the spores are inhaled by cattle and goats and other livestock. Veterinarians are at risk of getting it and people like you who pick it. This one can also be used in bioterrorism because of how easy it is to produce and spread. Anyway, here's this." She hands you a bottle.
Player: Anthrax Medicine

Player: Keep lying there motionless until Cedar realizes you probably want to go home
DM: "I'm just now realizing you probably want to go home." You try to nod your head yes, but nothing happens. "This is an easy fix, your brain uses acetylcholine (a neurotransmitter) to communicate with your muscles, but the toxin inhibits acetylcholine so even though you're brain is telling your muscles to move, you can't! All we have to do is administer an antitoxin. The bacteria isn't really making you sick, it's the toxin they produce. Since you have an established gut micro-biome the Clostridium wont survive long (not the case if you were a baby)." Cedar forms your lips into a smile and gives your lifeless hand a high-five.
Player: Cedar administers the anti-toxin and throws your body through the wormhole

DM: You immediately feel flushed with fever and you have a red, swollen wound on your arm. "Ouch, well that hurt. What happened to me Cedar?""You have an Acinetobacter baumannii infection! Unfortunately it only formed a minor wound on your arm and didn't give you pneumonia or meningitis." She said with a frown."Haha, sorry to let you down, but I'm ok with that. Welp, its been fun, but I'm ready to go home!" Your arm hurts, but you'll live."Ok, well you cant leave until we treat your wound, cross-dimension laws and all. Here is some penicillin, it has a a beta-lactam ring that keeps the cell wall of bacteria from linking together and the cell falls apart and dies."
Player: Take medicine and go home
DM: You take the pills and walk up to the wormhole. A final wave goodbye and WHAM, you smack your face against wormhole like it's a big green wall. "Ow, it didn't work, why?""Oh, hahah, sorry. This strain must have a beta-lactamase capable of inhibiting the beta-lactam ring in penicillin. No biggie, this is meropenem, it's also a beta-lactam antibiotic, but it resists degradation by beta-lactamase."
Player: Take these pills and go home

Player: Take the drink, walk through the gate and go home

DM: "This is quinolone, it prevents bacterial DNA from unwinding by inhibiting the DNA gyrase enzyme. The bacteria can no longer replicate or perform transcription. We'll need to make sure you drink lots of fluids too, but you should be fine!"

Player: Run Out Of The House

DM: You stand like you've seen them in the movies. You start to dodge and weave, thinking that will help. As you start to move towards him, you are thinking about taking a shot with your left hand when something that feels like a massive hammer slams into the right side of your face. Before you can really realize how much that hurts, another hammer slams into the left side of your face. You think you heard something crack.Hey, when did the sun get over there? And why does everything look so fuzzy? My, isn't that a big boot?Sorry, the bully beat you to a pulp. No mail for you today.

DM: You spew obscenities at your opponent, reducing his sanity by 7.In turn, the emo kid posts an image of a sleeping man with a poorly drawn image of a penis scrawled on his fore head, captioned 'Endmaster after a recent bender.' It reduces your sanity by 1 and also reduces the damage of your attack.The emo kid's sanity is a mere 9.What's your next move?
Player: Insult the emo kid's mother
DM: You mock the emo kid ferociously... but you deal 0 damage to his sanity!The emo kid swallows a handful of ritalin while posting his response, dealing 4 damage to your sanity and negating the effects of your attack! The sneaky son of a bitch!!The emo kid's sanity is still 28.

DM: You approach the wormhole and attempt to walk through, but nothing happens. "Uh, Cedar, why is this not working?""AWESOME!!!! You can't leave this universe until you start treatment!" She knows something and isn't telling you the entire story."But I took the antibiotics you gave me. Do I not have staph?""You still have staph, but you have a staph that is resistant to methicillin! Also known as methicillin resistant staphylococcus auerus, MRSA!"
Player: Collect points for having a super bug!
DM: "Lets try clindamycin. This staph must have aquired a gene or a mutation for beta-lactamase. If you remember, the beta-lactam inhibits cell walls, but beta-lactamase inhibits beta-lactam! This antibiotic will inhibit protein synthesis by binding to the ribosomes. You should totally cross your fingers because if this doesn't work, you might be stuck here..."

DM: Two years past them by before Daniel asked, in their local cafe for lunch, a causally normal afternoon.Daniel stared at his food, swallowing hard."You okay?" Jade chuckled, looking at him."Jade Nove," He said, rather loudly, with confidence. Daniel stood.She looked up at him, blushing in embarrassment. "Will you.." Daniel knelt down, pulling a box from his coat, "Be my wife?" He smiled, blushing back at her.A loud gasp from the other eaters escaped, the cafe suddenly turning silent. "Yes!" Jade laughed, cupping her hands over her mouth as tears welled up. Daniel stood back up, placing the ring on her finger, kissing her with a smile. Almost everyone clapped and cheered, wishing them a happy marriage as they left.

DM: The sudden quiet in this room is unnerving. Normally when you are here the place is filled with students and lots and lots of noise. There are always people talking, trays clattering, and plenty of noise. At this time of night the room is completely silent. There are rows of folded-up metal tables and benches shoved up against the walls so the janitors can sweep and mop the floor of all the chaos that happens every day in this room. The cafeteria is very large, and you are only in one part of it: the cafeteria continues along to the south with more space, more tables, and more quiet. You shiver a little in the silence. To the north are the pairs of double doors that lead into the activity hallway where hundreds of students pass every day. There are two swinging doors marked 'Enter' and 'Exit' along the east walls that lead into the serving area. Normally that's where you'd go to pick up your food, but you're pretty sure no one is in there now...
DM: This is the south end of the large cafeteria. There are large, long silver benches folded in two and shoved up against the west wall of the room. The center of the room is clear and apparently has been recently cleaned. The south wall is lined with doors that have windows with the extra-strength wire built into the glass. There are half a dozen doors that all lead to the parking lot of the school. In the corner of the room in the east wall is a simple, plain gray door that you never really noticed before today.

DM: You slowly enter the booth. There is a slot for quarters. It says to put in $1 worth of quartrers for one game. You have the worth of $12.75. You put in...
Player: $10
Player: Calmly leave
DM: You put the mask back onto its peg and leave the arcade without any trace of fear. When you get home, you find that you are hungry.
Player: Eat
DM: You go to the refrigerator and see a pineapple! As you start to eat it, your Mom says," Don't eat that! The magician Anuran charmed it to make anyone that ate it not be able to stop eating!"
Player: Put it away
DM: You put it back in the refrigerator and settle for some candy your mom gave you a few days ago.
Player: Go Outside

DM: There isn't any electricity. Perhaps if you found a way to bring some in...
Player: Leave with the thought
Player: Try to turn the computer on
Player: Go back to the den

DM: You search for the source of the voice- scanning the windows for signs of life. You find nothing. "Hey- behind you." The voice calmly states. You spin around to find- not another person- but a wondering zombie. No problem- you make quick work of it. "Where are you?" You ask, scanning the windows. You get no reply. Just as you're about to forget it and leave you find a group of zombies in the distance You creep forward a bit, trying to get a look at what they're crouched over so intently. When you get a look at the body beneath them, you back away slowly, trying to avoid becoming the next meal. You realize the body probably belonged to the person that warned you before. Your heart drops at the thought of being alone again. A loud clanging sound brings you out of your thoughts. You look down and see the bag of cans you just kicked by mistake. You glance up to the herd of undead- and see them looking back at you.
DM: You take off in the other direction, not bothering to look behind. You jump to your left into an alley, not skipping a beat. The zombies aren't as slow as you'd think- and they're right behind you. You keep to the side streets but eventually you're met with a dead end. The undead are on your tail, what do you do?
Player: Fight Them All!

DM: Surely made to lose your mind.
Player: Surely made to lose your mind.
DM: On your tail. Not cops. Gangsters.The Marino Outfit owns this part of town. Hit one of their places, it's an attack against them. You're not dumb. You wear a mask, you took the plates off your car, and once you get these poor fucks out of here you're torching the car in the desert.Heart racing like a jackhammer. Blood pumping battery acid. Eyes darting around quicker than a hare on cocaine. Reaction time just as fast.Sharp turn into this alley. Quick u-turn on this road. It's busy. You picked a common car. You'll be hidden well. Even if not, you rigged it with a Porsche engine. 0 to 60 in three seconds flat. Fast enough to get away from these schnooks if they somehow manage to catch up with you.You pray they do.You turn on an empty road. They follow.Your prayers are answered.Faster.This is what you live for. Life in the fast lane.
DM: You're a getaway driver. Have been for seven years. Started out drag racing, then doing smalltime jobs with friends, eventually making your way up in the food chain. Still take smaller jobs when money's tight, and this is one of those occasions; liquor store, two gangbangers who don't know what the fuck they're doing.Behind you, one of your pursuers swerves out of control, hitting his ally. They crash and burn, taking a few more cars on the road with them, eventually causing a small pileup. Behind your ski mask you smirk. Guess they weren't lucky.It's not long before you make it to the designated drop off, a bar miles away from Marino territory. Guess they want to toast a job well done. Well, they might as well enjoy what little time they have left, soon enough the Marino Outfit will come after th-You hear the click of a gun cocking behind you."You're making a mistake," you say."Yeah, sure," the guy behind you says. He fires, hot steel tearing through the back of your seat like a knife through butter and lodging right into your back. Slowly, you slump against the wheel, and darkness engulfs you.

DM: You dream of days gone by: a long cool woman, black dress tailing behind her, just a 5'9 beautiful tall. Nights spent in rundown motels, they didn't have much usually but they had beds, and the two of you put them to use. What you'd give to have those days back.Breathe.Open your eyes.The alley is dark. The only sound is collected rain from a gutter dripping onto cracked asphalt. Drip. Drip. Drip.For a moment you think you're dead. Then you flex your fingers. Then your toes. Begin to sit up. Stand. Walk.You're alive. You're not sure how you feel about that.Supporting your weight using a dumpster, your memories pool back in. A job. Driving. Arriving at your destination. Betrayal. "You're making a mistake," you said, and boy were you right; they made a mistake by not blowing your brains out.The last mistake they'd ever make.You're nowhere near the bar anymore. They must have made sure to dump you after shooting you. It seems you're in the warehouse district, which spans for miles and miles. It's a popular choice for criminals, places to store hot items.As things stand, there's two options: look around hoping they left something behind, or head to the bar to see if they did go there after they shot you.
DM: They might have left some clue here, something you can use to track them down. Each step you take makes you feel wearier, all you'd like to do is just lay down and sleep, but no. You have to keep pushing through.Trash. The dumpster is filled with trash. Not surprising of course, but what is surprising is how among that trash, easier to see than a diamond in a sandstorm, is a gun, its silver barrel gleaming in the moonlight. You pull it out, check the clip. It's missing a bullet. This is the gun they used. This is the gun you'll use.After all, there's nothing more fitting than killing a man with his own gun.You tuck the pistol into your waistband, and walk on.

DM: You pull up to the apartment, a two story brick building. Taking a glance at the mailbox, you trace your finger across it until you run along one of the names the bartender told you. E. Stone, J. Callahan, R. Cole... There we go, S. Cassidy, room 104.You head down the hall to the room, like Death coming to claim a poor soul before his time. Not bothering to be careful, you lift up your leg and kick the door with all your might. The flimsy thing goes down like it's made of cardboard, and you step into the apartment.It's trashed. It looks like someone was in a hurry to get out and packed just the essentials then left. Great. They're on the run now. From the Marino Outfit no doubt. You could sift through the remains, see if they left behind a clue as to where they went.Or they might have forgotten something important. They could come back, and you would be waiting for them.
Player: Search the apartment
DM: Rifling through piles of discarded paperwork and various other miscellaneous items, you come across one that's particularly interesting. It's a bill of sale for a building downtown, dated two days ago. From the looks of it, they knew the job would cause heat and are planning on hiding out there for it to die out. Smart of them.You crumple up the bill of sale in your hand and leave the apartment.
Player: Go to the address
DM: When you arrive at the address, the facade that greets you is a two story red brick building, a faded sign reading 'Kinko's' above the door. When you kick in the door, you find the bumbling duo who somehow managed to get the drop on you. They curse when they see you.They begin to run out the back door.
Player: Chase after them.

DM: You bolt after them, but by the time you're out the door they're already in a car. They're screeching out of the alley, one taunting you from the open window. No hope to catch them now. At least not on foot.You head back to your car, hotwiring it quickly and driving after them. One takes potshots at you, a bullet actually manages to shatter the windshield. The bastard, fucking up a beauty like this. You're gonna make sure he pays double just for that.They lead you to a busy street, dodging traffic.

DM: They'll come back. You're sure they'll come back. There must be something they forgot, some thing that was overlooked in their rush to get out of dodge, they will come back.You wait a few hours. Dawn breaks. They're not back.But they'll be back.
Player: They'll be back. I'll wait.
DM: You wait. And you wait. Then you wait some more.By the time the men actually do come back over half a day after you first arrived at their apartment, they find your corpse toppled over on top of their kitchen table. Without having proper treatment for your wound, you bled out, your lust for revenge unfulfilled. Though surprised, they eventually laugh it off, finding it funny how they should have shot you in the head instead; if they had, this wouldn't have happened.Still, at least it's an interesting story to tell at a bar.

Player: Be slow and careful. I could cause a pile up or something.

DM: When you arrive at the address, the facade that greets you is a two story red brick building, a faded sign reading 'Kinko's' above the door. When you kick in the door, you find... Nothing. They're not here. Just left some things, nothing big.Then you find it. A matchbook from some lousy club called The Night Owl. Judging by the design on it, it's a strip club. Seems like their type of place, somewhere to get plastered and watch girls that are half their age dance. You don't even really know the guys, but you know their type: sleazy, horny, down on their luck bums looking to make a quick buck.So you find yourself with a choice. Go to the club and see if they went there, or wait once more for them to arrive.
Player: No. Wait for them. I can wait.
DM: You wait. And you wait. Then you wait some more.By the time the men actually do come back over half a day after you first arrived at their hideout, they find your corpse slumped against the wall. Without having proper treatment for your wound, you bled out, your lust for revenge unfulfilled. Though surprised, they eventually laugh it off, finding it funny how they should have shot you in the head instead; if they had, this wouldn't have happened.Still, at least it's an interesting story to tell at a bar.

DM: You can't risk drawing attention to yourself. That's the last thing you need right now. Instead you tail them slowly, to any passerby that watches you're just a careful driver, not a revenge driven madman. It's a slow and painful process, your mind screaming at you to just cut loose, to tear up the open road, but you fight back and win. There'll be a time for cutting loose later.Eventually, you force the guys into the Godforsaken district known as Hell's Gate. It's about as nice as the name suggests. The place looks like it crawled out of a post-apocalyptic movie, all dilapidated buildings that look to be one touch away from collapsing. It used to be a nice neighborhood, but something made the people leave and since then it's been left to rot.An arrow strikes the hood of the car. Well, left to rot by all except the Scavvers.The Scavvers are those that refused to leave, even when faced with whatever horror it was that made so many others leave. They've gone damned mad. The only thing that keeps them going is survival instinct: kill all who trespass. And right now, that's you and the bastards who shot you.Back to the present: there's arrows raining down on your Mustang. What now?

Player: Turn the arrow to face earth
DM: You turn the disk, so that the arrow points from the strange planet to earth. Instantly everything start to crumble, like it's made of limestone in the rain. It crumbles away until your just floating in space, complete with stars. Then you begin to move faster. You look up, and see the earth. Your hurtling towards it at a very fast speed. After a while rock starts to form around you, like a meteor. You continue to plummet, until the rock encases you, and you can't see. The you seem to pass out. When you come to again, you don't feel like your moving anymore. A huge beam of light shoots out of the top of the rock, making an opening. You get up, and realize you have wings, so you fly out of the meteor. Either you've shrunk, or everyone here is a giant. You seem to have landed on a plateau over looking a small town. There's a young boy staring at you, wearing a striped shirt, and a red baseball cap. A chubby kid, with long blonde hair covering his eyes is cowering behind him...END

DM: "The ferrari is outside." Joseph says. "Have fun...She's a great car." Then he dies.You rush outside and spot the ferarri. This is great!
Player: Take the Ferrari
DM: You take the Ferarri and live happily ever after breaking speed limits and running red lights.

Player: Go to one of the more rocky areas, where snakes like to hide
DM: You've heard from other mice that snakes tend to have a taste for your kind. But, they can't all be bad, right? With that in mind, you head into the rockiest, most snake-friendly part of the forest. It's kinda spooky; there don't seem to be many other creatures here. The sun peaks down through the trees, painting the stony terrain with splotches of light. There aren't many grassy areas in which you can hide, and you have a very strong feeling that you shouldn't be here. What will you do?
Player: Turn around and leave. Friendship's not worth dying over.
DM: You quickly but discreetly change direction and start making your way back to the more familiar regions of the forest. As you begin to feel safe, you hear a distressed squeak. Turning around, you see another mouse, a female mouse, being pursued by a long, greyish creature that moves in whip-like motions. It is a snake, and his intentions are quite clear. If he notices you, he may pursue you instead, but his attention seems to be entirely on the other mouse right now. What will you do?
Player: Draw the snake's attention
DM: You can't really complain about not having friends if you selfishly run from a fight, can you? In a moment of almost uncharacteristic heroism, you make a loud chirping noise to draw the snake's attention, but he continues his pursuit over stony ground. Looks like that didn't really work. What will you do now?
Player: Snakes hunt by smell, right? I'll position myself so the snake picks up on my scent.

DM: Monkeys are always making noise, so finding them is rather easy. You look up into the trees, in the direction of the noises. You beckon to them several times, but they can't hear you over there own chatter.
Player: Oh well...
Player: Go look for some monkeys

Player: Press on.
DM: You hug the trees, because you blend in better with their bark and the foliage of the small plants around them than you do with the rocks. Still, you keep a sharp eye out for any particularly friendly looking reptiles. As you are surveying the landscape, you hear a soft hiss from behind you. You turn around to see two beady, black eyes staring into yours. It's a green snake. You back away quietly. The snake is much smaller than you, but even you know that snakes can swallow creatures much larger than themselves. "Don't be alarmed, little fellow," the snake says gently. "I am much less of a threat to you than some of my more...ambitious cousins."You slowly step back in towards the tree. "Come up here with me," hisses softly the snake. "You'll be much safer." You approach the green rope that dangles from the tree. It gently wraps you in its coils and pulls you up into its arboreal home. Setting you down on a branch, the snake speaks once more."My name is Shazz'ra. I am a green boa, not armed with any cocktail of poisons like the other serpents that dwell here. So, I eat the little insects that crawl around. We both seem to be alone here, but perhaps we can be friends."
Player: Accept Shazz'ra's friendship

DM: Elephants are wise and intelligent creatures, so there is little reason why they wouldn't be good friends. Then again, both owls and foxes have been seen as creatures of wisdom and intelligence, and they both eat mice gladly. Still, you have a good feeling about elephants. So, you head out into the clearing where elephants gather, and you try to gain the attention of a young bull. You get a little too close to his trunk, though, and he spirals off into a stomping frenzy. Almost getting crushed, you retreat to safety.Maybe your feeling about elephants was a little off.
Player: Well, let's try this again...
Player: Go look for elephants, out in the clearing

Player: Well, I at least tried to save the other mouse. Better her than me, though.
DM: What happens to the other mouse is of little consequence to you. You disregard the poor creature, as you make your way back into the more familiar regions of the forest. Perhaps you should try to find a warm-blooded, slightly less scaly friend.

Player: Kindly decline her friendship
DM: "Very Well," says Shazz'ra, laying you back on the ground gently. You scamper on back into the middle of snake territory. The creepy feel has yet to go away. What will you do?
Player: Return to Shazz'ra

Player: Leave Freddy's Firearms
DM: What do you want to do now?You now have $10.00You currently have 100 Life.You have 0 EXP Points, and are at level 1
Player: Pretend to be a charity collector
DM: You pretend to raise money for the orphanage. You now have $20.00

DM: You leap from the creature's hand and land, rather roughly, on the forest floor. You quickly scurry away and reconsider going home, at least for now. Maybe, there is still a chance that you can find a friend. Perhaps even a friend that would let you stay at their home, away from scary creatures.

Player: Charge in front of the snake.
DM: You doubt that the snake would catch your scent anyway, so you rush out in front of him to draw his attention. You certainly get it, but you are only able to run so far before he catches you and swallows you alive, which is actually a very uncommon thing for a snake to do. Apparently, he didn't even have to stop too long, because, soon, the other mouse joins you. You really don't get to become very well acquainted, though, before you pass out from asphyxiation. At least you didn't die alone, though.

DM: Great idea. You gauge the wind direction and quickly run to a spot upwind from the snake. It doesn't take long before he picks up on your scent and changes direction. You quickly look around for a means of escape. You could just try to run, but you'd end up in much the same position as the other mouse. Diving into a pile of rocks would be even more risky, since that's where snakes like to hide for warmth. With the snake closing in, though, you are forced into a rocky burrow. With some effort, you evade the snake and are able to retreat to your part of the forest. It is getting close to night-time, when the snakes really become active, and you have gathered more than enough proof that they really aren't the best potential friends. So, you continue home to your nest.
Player: Home, sweet home
DM: You arrive at your leafy den to find a familiar face. It is the mouse you saved earlier. She seems every bit grateful that you saved her life. It turns out she was in much the same place as you: lonely and in constant search for companionship. The two of you maintain a (largely platonic) relationship for quite a long time, as long as mice live, at least. In the end, you found a friend, the one thing you ever really wanted.

DM: There were flowers lining the pathway. "Sophia?" I ask gingerly, as though everything made sense. It didn't, it was a convoluted mess. But, somehow I knew that something was wrong. "Can I go?" She asks me softly and for a second, I see a light linger on her chest. So brightly, I can't believe I didn't see it in the first place."Go where? Are you holding a flashlight?" I ask her, but there is no conviction in my words. As though I was a bad actor reading from a silly script."I need to rest. Or do you need me?"The static noise was getting so loud that I could barely hear her soft and silky voice. The familiar scent of cinnamon mint is now overpowering me and I feel so sick that it is a miracle I don't vomit."What if I was selfish?" I can't help but ask her "What can I do to keep you with me?"She smiled sadly "Just give me a flower. I need to rewind."This isn't a funny joke. If it was a joke. My mind can't think straight because of that damn static noise. I have to make a choice and I just....
DM: "Thank you." A huge smile broke free on Sophia's face and I could hear all the relief in the world in those two words.She let go of her hands and now I can finally see. That light, that bright light was shining from within.Sophia...you aren't really with me?Her body begins to fade slowly. Her hands are the first to go, then the legs, and then the torso.The last time I see before she disappears completely is a smile. Her beautiful smile as she disappeared completely from my side.Looking down at my hands, I see a well worn tape.Did I see this tape? Does it matter?

DM: So, the two of you become fast friends. You get to see beautiful aerial views of the forest from snake-back, and the two of you go places you have never even been before. Over time, however, Shazz'ra grows in size and her diet changes considerably to include small vertebrates, much like yourself. You know that she could eat you at any time, but you suppress any thoughts, not wanting to think that the only friend you've ever had would do anything to hurt you.One night, however, as you are curled up in Shazz'ra's coils for warmth, you feel a little extra squeeze. Shazz'ra hovers her head above your body, offering a consoling coo, as she crushes your ribs. The last thing you see here before you pass out is Shazz'ra's gentle voice."Just consider this an extension of our companionship. Now we can be together forever."

Player: Go into the light

DM: You have Calivir go in close so you can use your sword. That was your mistake. He was wanting close combat. He cuts your back and then stabs your heart. He cuts Calivir and then Haru finished the job.

DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.> Quel est votre prénom ? (10 lettres maximum ; les voyelles sont au début de la liste)I...
Player: U
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.> Quel est votre prénom ? (10 lettres maximum ; les voyelles sont au début de la liste)Au...
Player: O
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.> Quel est votre prénom ? (10 lettres maximum ; les voyelles sont au début de la liste)Aao...
Player: O

Player: Leave thinkers training
Player: Go to fighter training

DM: You hear a harsh clang and see a flash of light. The computer says, "Sorry, that answer was incorrect." You try to move, but find that you are paralyed. Behind you, you hear unknown voices.One says, "Oh, we have another one in room 8."Another voice asks, "Should I take her to the lab?""No, she's not smart enough to be worth the trouble. Just kill her."You see another flash of light, and then nothing more.

DM: You go through the door marked fighters training. After following some signs, you emerge in a fast space, the place you saw on your way in, called the jungle. There is every imaginable challenge, from a mountain of chairs to a hall with what looks like large rocks tumbling through it. You are beginning to regret your decision to train here but you continue on to Bull, who stands in front of a large group of students doing pushups. You join them, and Bull says, "This is fighters training. Being cleverer than your opponent is all very well and good, but being able to shoot someone is even better. All the brains in the world won't help you if that brain is splattered across a wall. I will teach you to fight. You can quit at any time. Do a run though that obstacle course. Last five people get eliminated." The group quickly gets up and runs to the selected obstacle course. It goes on for farther than you can see and the other students are taking two approaches. One group streaks ahead of the rest, racing each other to be first. The other students run at a slower pace, pacing themselves.
Player: Run quickly and try to be first and impress Bull
DM: You sprint through the obstacle course, racing to be first. However, you are going so quickly that you don't notice the pit in the course in time to avoid it. You plunge into it and are impaled by spikes that line the bottom of the pit. Above you, the other students continue to run, carefully avoiding the pit you fell into.

DM: You have done all the training you want, and think that you are ready for one last test. You go though the door marked final exam, which quickly slides shut behind you. There is a bed, some food, and a timer with a countdown til your exam. You have 14 hours, so you settle in and try to sleep. When the countdown runs out, another door slides open.
Player: Go out into the final test
DM: You enter a room that is mostly empty aside from a glowing barrier across the center, an autonomous sphinx, and an electro-sword lying on the ground. Opposite you, across the barrier, you see your opponent, who looks nervous, and a bit older than you. Around you are stands from which most of the school watches. Bull stands, and the room falls silent. He says, "The wall between you will go down in a few minutes. You will fight. The winner will graduate." You think about asking what happens to the loser, but figure that given what you've seen so far at Aenigma Academy, it's probably nothing good. Across the room, your opponent grabs his electro-sword and hurries over to the sphinx, which is between the wall separating you, giving both of you access to it. You also go to the sphinx, which is currently motionless.
Player: Try to access a computer port on the sphinx
DM: You turn to the sphinx's hide, under which should be the wiring that controls its movements. Using your electro-sword as a lever, you pry off the casing, revealing a tangle of wires and computer chips beneath. Fiddling with the wires, you

Player: Leave the wires behind...

DM: "Wow. You know morse code, one of the most common ciphers around. Incredible," says the computer. You really want to tell it to fuck off, but you decide that swearing at a computer holding your fate in your hands isn't a great idea. Another series of symbols appear:Aol dvyk fvb dhua pz ylnpvu. Mvy aol ulea wbggsl, aol whzzdvyk pz rpun. What do you type in?
Player: Give up and leave training

Player: Go through door marked final exam

Player: The special
DM: "And that is?" he asks. "The tres colors enchiladas- one chicken, one beef, uno cheese, with some rice and frijoles, of course." He seems to take your word for it. The managers have been big on plugging the specials lately, offering incentives like a $30 gift certificate to whoever sells the most in one shift. Your grand total is now at a whopping 4. But, Pablo overhears the transaction and nods approvingly. Always make that boss think you give a damn.
Player: Edith asks a favor

Player: Leave fighters training

Player: Stand back and wait for the wall to go down, electro-sword in hand

DM: "Congratulations! You solved a simple caesar cipher. You must be a genius," the computer says. You didn't know computers could be that sarcastic."Next one."Fdwwjqf dydu vr vojfhwoi prud brpsojbgwdc, rqd bishdu gw g wjpd. Dqwdu vsjcdu wr gcygqbdYou type in:
Player: King

DM: Before you stands your high school gym teacher drooling black tar from his flesh rotting mouth!Gym Teacher: 50/50Your Health:66/100
Player: Run Back into Basement!

DM: You get to choose what part of the ocean to go to!
Player: Wide Ocean
DM: The first thing you encounter is a shark. Great. You can:
Player: Swim away from the Evil Shark
DM: The shark just happened to be a mako shark, the fastest kind. No escaping.

DM: With bloodlust running through your veins, you streak ahead of the rest of the pack, trying to find the failed students. You end up deep in the obstacle course, away from the rest of the students. To your left, you hear a scream of pain, quickly cut off. You go faster, wanting to kill somebody before they are all dead. You see a flicker of movement, and spot one of the failed students. He sees you, and runs faster, trying to get to the entrance of the course and win his life. You will have none of it. You gain on him and finally he trips on a wire strung across the path and you are on top of him. You kick him over and over again, far beyond when he stops moving. Finally, you rouse yourself from your bloodlust, stamp on his next for insurance, and return to Bull. He sees the blood covering you and smiles. "Now this is an example of what a fighter should be, everyone," he says, gesturing towards you. "Take note. Now, onto the next test."
Player: Next test
DM: A new group of students walks in, completely fresh and seemilny untrained."Good, good. Now, you two, fight." Bull points at two students, who start attacking each other. After a minute or so, one gets the other in a headlock and the fight is over. Bull keeps pairing up people to fight, and in general, the newcomers, who are not exhausted by the obstacle course, win. Then Bull points to you and another girl, and wordlessly gestures for you to fight. You step into the ring and study your opponent.Your opponent doesn't really seem like she knows what she's doing, but every muscle in your body is screaming at you from the obstacle course, and she's fresh. You both ready yourselves, and at Bull's single, you began.
Player: Try to wait her out
DM: You circle for a while, trying to wear your opponent out, but she is far fresher than you. After a few minutes, your muscles start to give out, and your opponent strikes, throwing you to the ground. She then snaps your neck, to the cheers of everyone watching.

DM: The mob of students streaks away after the failed ones, and you let yourself be swept along, hating yourself for it. As the mob gets deeper into the obstacle course, they spread out, looking for the failed students. You stay with the largest group, safely in the back. To your right, you hear a sudden scream of pain, which seems only to give energy to the leaders of your group, desperate for a kill. Finally, you hear a yell from the front of the pack. They drag a student out of her hiding place. She begs for mercy, but the mob has none. The leaders of the pack tear her to pieces as you watch. The mob keeps combing the maze, but finds no one else, and eventually you return to Bull. He looks the group over and says, "The people with blood staining their clothes are the only worthy ones here. The rest of you are pathetic, but I suppose none of you deserve death for your dismal performance. Well, on to the next test."

Player: Give up and go back to the hub

Player: trust the old lady
DM: The old woman gets you safely across the lake. After you thank her, she and her boat slowly disintegrate like mist in the black night. After walking a while, you come upon two paths. Down one, someone is calling your name. Down the other, you see a flickering light in the distance. What path should you take? The path with the voice might be a trap, but the path with the flickering light might lead you into trouble as well.

DM: You shake his hand heartily. "Thanks Theodoros! I could really use the money." He nods in acknowledgement. "Alright so," Theodoros begins, "as you can see here, this grave sit is completely full, as is pretty much every other grave site in the city. If we run around trying to find enough spare ground to dig ditches for all those corpses we wont be going home tonight." He gestures to the freshly buried graves and the pile of bodies. "So what we all have decided to do here is cart the bodies here," He pulls out a map and points, "climb this here tower," he points again, "rip the roof off of this building, and dump all the bodies inside the walls together."You blink at him for a moment, imagining yourself living never to a wall of tangled corpses. "What about the smell?" You ask him."You think it smells good now?" Theodoros raises an eyebrow at you. "Now I have enough climbers and I already have men working on the tower, what I really need is another man to cart the corpses over and help hoist 'em to the roof." As he talks he puts a hand on your back and guides you to the groups of men, "here are the rest of the men, go ahead and introduce yourselves..."After pushing, carrying, and stacking bodies for hours you fall to the ground, exhausted. Theodoros walks past you and drops a small sack of coins on your chest, then walks away. Your bones ache and your stomach gargles.
Player: Choice 2: Take a nap right here.
DM: Your head has hurt all day and now your ears start to ring. The thought of standing makes you nauseous, and the ground is cool and safe. You lay back, letting the relief wash over you as you drift off to sleep. .........

DM: Once all four remaining students have given an answer, Celina nods and says, "Good, although it was an easy riddle. Here's another easy one: Find an odd number which, if you take away a letter, becomes even."
Player: 15

Player: Pineapple

DM: You yell, "Hey sphinx," feeling a bit stupid. However, the sphinx's head turns towards you. "Answer my riddles and I will fight for you," it growls. It proceeds to ask a flurry of riddles, which you...
Player: Have no idea what say in response
DM: The sphinx growls and shakes its head, eyes glowing with rage. Your opponent, seeing what you are trying to do, asks the sphinx something which you cannot hear. You wait as your opponent goes through a seemingly similar series of questions, but when he is done, the sphinx nods approvingly, "The boy has won the loyalty of my mind"Your opponent smirks at you, triumphant, and continues to work.
Player: You try to access the computer port on the sphinx
Player: Have no idea how to reprogram the sphinx
DM: You look at the sphinx in confusion, tugging on wires at random until eventually you get a sharp jolt. Meanwhile, your opponent tinkers with the sphinx and it starts to hum smoothly. The sphinx announces, "The boy has won the loyalty of my body."Your opponent smiles triumphantly.
Player: Try to talk to the sphinx

DM: You touch it. Then you quickly leap back, afraid that it might bite you.
Player: Slowly back away
DM: You slowly back away from the harmless-looking frog.You suddenly turn around to come face-to-face with a jaguar.

Player: Church
DM: The church is kind of empty. Actually, it's very empty. Other than you, the only person in the church is the priest. He has his back to you now, praying. You could go over and talk to him, or you could check the aisles for cool stuff (you used to do that when you were little in your school auditorium!).

Player: Try to strike quickly
DM: Since you are tired and she is not, you need to finish this fight as soon as possible. Throwing caution to the wind, you rush at your opponent, tackling her. You land the ground hard but quickly put her in a stranglehold, which gives you the victory. Bull nodes, and quickly moves on. Once all the fights are done, he allows everyone a break to sleep, eat, and drink, much to the relief of your body.When you are called back, Bull lines you up again. This time, there are noticeably fewer. "Next test: weapons," says Bull, "Same format, one on one, just more bloody. Try not to kill your opponent, but if you get carried away..." He lets the sentence hang and begins to mutely pair people up. When you see who you are paired with, you internally groan. Bull decided to put you against Thomas, a student who has already made a reputation for himself as skilled, ruthless, and strong. Some fights go on, but you pay them no attention, focused on Thomas. He's taller, so he will have longer reach, and he's larger and stronger, so getting up close will be tricky too. All too soon, you are called up to fight.
Player: Try to end the fight quickly

DM: Again, everyone answers, with everyone passing. Celina says, "Three people stand before you, Left, Middle, and Right. One always lies, one always tells the truth, and one lies or tells the truth at random. Left says, 'Right always lies.' Right says, 'No, I only lie sometimes.'Middle looks annoyed at both and says, 'Left always tells the truth.' Which one always lies?" One of the students quickly moves to write down his answer and shows it to Celina. He immediately stiffens, dead. Another one of the students, seeing the dead body, quickly gets out of the chair and leaves. You and the other remaining student exchange nervous glances and you look down at your board on which you are to write the question.
Player: Middle

Player: Search through the desk

DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)U...
Player: Z
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)Az...
Player: A
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)Aaa...
Player: I

Player: Billy goes to P.E.
DM: Billy goes to his P.E. class in the gym, but no one is there.Then he sees a blue door on the other side of the gym. It is a new door. Billy is very

Player: Mr Cunliffe himself- go big or go home!
Player: "Have you met my mother and my sisters?"
DM: You lead Mr Cunliffe over to your family, who are playing a raucous game of "I have never" with some officers and a bottle of sambuca. Only your sister, Bianca, does not play , and is sat to the side of the group drinking a diet coke."Do you not care to play Bianca" you ask merrily"Sister, i worry you forget yourself" says Bianca sadly , and turns to Mr Cunliffe , who is looking enraptured ....but not at you! At BLOODY BIANCA. This always happens! You are furious. what do you do?

DM: You hear a pleasant ding and the computer says, "Great. You know what command-f is. Or you just spent a lot of time combing through text. And on to the next one." These numbers appear on the screen:084 104 105 115 032 111 110 101 032 115 104 111 117 108 100 032 098 101 032 112 114 101 116 116 121 032 101 097 115 121 044 032 101 115 112 101 099 105 097 108 108 121 032 105 102 032 121 111 117 032 104 097 118 101 032 101 120 112 101 114 105 101 110 099 101 032 105 110 032 099 111 109 112 117 116 101 114 032 115 099 105 101 110 099 101 046 032 079 102 032 099 111 117 114 115 101 044 032 121 111 117 039 118 101 032 108 105 118 101 100 032 105 110 032 097 032 115 108 117 109 032 097 108 108 032 121 111 117 114 032 108 105 102 101 044 032 115 111 032 073 032 100 111 110 039 116 032 107 110 111 119 032 104 111 119 032 121 111 117 032 119 111 117 108 100 032 107 110 111 119 032 097 110 121 116 104 105 110 103 032 114 101 097 108 108 121 046 032 084 104 101 032 099 111 100 101 032 105 115 032 102 101 097 114 046
Player: Fear
DM: You hear another nice ding and the computer says, "Pretty good, actually. You've gotten further than 74% of enterents. Do try not to mess up. Solve the math problem, easy right? How's your math?" On the screen, the following numbers appear:1C8 + 84 = 24C34 + 67 = ?
Player: 42

DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaaaan...
Player: M
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaaaaam...
Player: T
Player: G

Player: Check out the small tunnels

Player: Talk to the sphinx

DM: You rush at Thomas, hoping to overwhelm him with strong strikes at close range, but his is simply too strong. You spar for a few minutes before he reaches out with his free hand and punches you. You stagger backwards, and Thomas shoots his sword though your stomach, leaving you bleeding out in the arena.

DM: "MORNING!" You screamed, making Alexander jumped ten feet in the air. "DAMN IT (LAST NAME) STOP SCREAMING IN THE HOUSE!" He screamed. and you raise your eye-brow at him.
Player: Talk to Alexander
DM: You walked up to Alexander. He glanced at you with something longingly, before he frown at you.

DM: You don't feel poison coursing through your veins, so you assume that you chose the right answer. Celina nods in approval and says, "Next riddle: I never was yet will always be, I am never seen, but always come, I carry nothing, but hold much for some."

Player: You stand back and wait for the wall to go down, electro-sword in hand

DM: He's in his Turbo Honda NSX that's running almost 20 pounds of boost. He suddenly meets your rival, who starts swerving at him. "What the hell man! Whys this guy in the Rx7 swervin at me?" yells your friend over your speakers. You yell over your speakers "He's the guy that I took all that money from when I beat him in that race!" "Oh man! That guy was huge!! I swear he was on steroids or something!"
Player: Say "I know, he doesn't seem to like me to much!"
DM: "Yah it seems like it!" says your friend, "He keeps trying to ram into you." "Yah I just got this car spotless and already I have someone trying to wreck it!" Suddenly your friend yells "Dude watch out!"
Player: Swerve Left
DM: Swerving left you accidently swerve too far into traffic. Avoiding some cars you make it about a hundred feet before slamming into an oncoming car. The crash really shakes you up and confuses you. Crawling out of your car on the ground you feel sharp pains up and down your back. Suddenly you hear a loud honking blaring at you.
Player: Roll to the left
DM: Suddenly you are hit by the car. Most of the bones in your body are broken and you lay there as you slowly die. Your friend runs to your side. Right as he looks into your eyes everything fades to black.

Player: 881
DM: You hear a harsh clang and see a flash of light. The computer says, "Sorry, that answer was incorrect."You try to move, but find that you are paralyed. Behind you, you hear Dr. Johnson says, "What a shame. She was doing really well. I had high hopes for her."Another voice says, "She was overconfident, this is why we have the kill switch"Dr. Johnson signs and says, "Well we'll analyze her brain so it's not a total loss, paralysis her and take her to operations."You are carried to a lab, where your brain is dissected and used by other students as an example.

DM: You are still trying to trace your various suspects, all of whom have vanished, when you read in the newspapers that the Ripper may have struck again in a bizarre attack. A prostitute named Annie Farmer took an unknown man to her home where he promptly cut her in the throat with a knife and fled the scene. The cut itself is described as a mere graze and the article describes how arriving officers found Farmer hiding several gold coins in her mouth leading to them to conclude she robbed the man and faked the attack on herself. The incident bears few similarities to the Ripper's own horrific killings but if you want to investigate the papers do list Mrs Farmer's address in Spitalfields.
Player: Continue with your own investigations
DM: Soon after the Annie Farmer attack Inspector Abberline drops by."We're not getting very far in our investigations," he admits to you. "Joseph Burnett and George Hutchinson have vanished into London, we can't find James Kelly or Alois Szemeredy and Francis Tumblety has escaped into some part of America. The one good piece of news is that the Ripper seems to have stopped killing. You heard about this Farmer woman's attack I suppose? That doesn't sound much like our man to me."Abberline scratches his head thoughtfully. "A new suspect has come to our attention though. We've picked up a young Polish Jew roaming the streets of London babbling incoherently in Yiddish. He became violent when we arrested him so we've transferred him to the lunatic asylum at Colney Hatch. We can't identify him so for now we're calling him David Cohen. There's nothing to prove he's the Ripper per se but he's definitely insane, somewhat violent and it's possible the depravity of his crimes have caused his mind to break altogether. In fact my superiors are leaning towards the likelihood that a lunatic such as this Cohen boy is responsible for these horrific crimes. You can go to Colney Hatch and talk to him if you like but I don't think you will get much sense of him."
Player: Focus your efforts in other directions

DM: You decide that blending in is the way to go, so you grab some clothes that are hanging behind one of the wooden houses and quickly dress, hiding your clothes back in the forest before going towards the center of town. Dressed like them, but still being a stranger, you are approached with some wariness, but when you explain that you are lost and afraid they offer you a small cabin on the edge of the village whose owner recently died. You thank them, and move in. While you continue looking for a way home, you start to become part of the town, doing chores here and there for food and supplies. After a while you grow accustomed to your new life, all save the reverend who teaches nothing but hell fire and damnation, yet steals unsavory looks at any children who pass by the church alone. One day the village erupts in an out roar because one of the children has gone missing. The child's mother scream's from the center of the village so everyone can hear her while townsfolk start forming groups to search the village and surrounding area.
Player: Search the forest
DM: While out searching the forest you come across two spots that might be worth further investigation. One is a small clearing with a fire pit that still has some fresh ash. The other is an abandoned cabin that would have fallen over sideways if not for the trees beside it holding it up. The clearing definitely shows signs of recent use, while the cabin is littered with bones and other dreadful things that might entice a curious child, or be the lair of their boogyman.
Player: Search the cabin

Player: Eat the cookie
DM: You thank the man and take the offered cookie, eating it quickly. It is the most wonderful thing you have ever tasted, and its sweetness masks the bitter tang of the poison hidden within. Pure ecstasy creeps over your body and you giggle involuntarily as you keel over sideways, foaming at the mouth, still clutching the half-eaten cookie.

DM: You keep Thomas away from you, dodging his attacks and occasionally giving him small cuts. You fight for what seems like hours, and both of you are getting tired. Thomas seems to be getting frustrated too, as he has only been able to hit you twice, both relatively harmless strikes. Finally, he manages to corner you and with a grin, cleaves his sword towards your head. You just manage to duck under it, and as Thomas is off balance from his swing, you get a hard strike in. Thomas bellows in pain and swings again, but you jump back. You continue your strategy of avoiding Thomas as he gets weaker and weaker from blood loss and exhaustion. Finally, as he sways on his feet, sword unsteady, you go for the kill, slashing deep into his body. Then, exhausted yourself, you sink to the ground and try to bandage your injuries."Good fight," Bull says, "Somebody bandage her up. You have completed fighters training, so when you're patched up, go back to the hub."Wearily you get to your feet and stagger back to the hub.
Player: The Hub

DM: You dash into the pool room, startling two dozen members of the female swim team."Whoa!" you say, staring at the graceful figures of several gorgeous girls. Then, realizing why you came in, you tell them of your problem.
Player: Go swim team!
DM: The two Spoonboy bros burst into the room. You hide behind the girls."We lookin fer a retahd!" Jason says in his ghetto gansta impression. "He gonna git da beatin of his liife."One of the girls walks up to him and daringly replies, "We never seen him and if we did, at least he has better speech than yours."Half the girls move in to back the speaker up. Bryan is too dazed to see the advserity of their behavior. He's like, "I'm in heaven!"Bryan staggers toward the nearest girl."No Bryan!" Jason growls in a warning.

DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.> Quel est votre prénom ? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaaaaaab...
Player: R
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.Aaaaaaaaar> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)
Player: V
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)V...
Player: Q

DM: You disregard the noise, as it just could be the TV downstairs. You pick up the remote and turn on the TV. To your surprise and horror, you see the news on, with a newscaster reporting from the street of your neighborhood. Behind this reporter, are zombies. Many of them, attacking all of the scrambling, living people crossing their path. You are awestruck. The newscaster is talking into a microphone."If anyone is watching this, I warn you, our area has been taken over by bloodthirsty zombies! If you are still trapped within your homes, please arm yourselves. This is not a test. This is not a joke. Border up your windows and doors. Make sure you're safe. If you come face-to-face with one of these beasts, the ONLY way to destroy them is by destroying the brain, or severing the head. I repeat, the only way to destroy the zombies is by destroying the brain, or severing the head. Again, please, this is not a joke!" The newscaster then quickly turns around to find a zombie upon him. The zombie lunges at the newscaster, grabbing him and biting his neck. The newscaster screams in agony and falls to the ground. The cameraman panics, and drops the camera on the ground. The camera falls to the ground. You can still see the newscaster being feasted upon by now 5 zombies."OH MY GOD!" you scream. "I have to get out of here!"You quickly get out of bed and change into your normal clothes. You then search under your bed for your handgun, and quickly pocket it. You then head downstairsAt the bottom of the steps, you see your bloodied wife, in tattered clothes with bite marks on her neck and arms. She quickly turns her head at you and shuffles towards you.
Player: Screw this! I'm going outside!
DM: You decide it would be a better idea to just avoid your zombified wife all together. You turn around and open your front door. You make your way outside and hear your wife pounding away on the door behind you. You notice the streets are filled with zombies. There are also people trying to stay alive. You quickly notice your car, and you run into the garage to get your keys. In the garage you remember you also have your bike.

DM: The drive is a long one. It's the late evening and you are barely halfway to your destination. "We're never gonna make it, the bar closes at 2:00am, and we're not even close. Everyone's gonna be gone by the time we get there." Kent exclaims. Kent's always been worrisome. You've been friends for nearly fifteen years, and tonight you've planned on going to a bar in a town called Elk Valley. It's a small town, but is an attraction to many young adults, due to it's low police rate and high night life scene. "Load up the map for a second"You load up the map on your phone and notice a detour road through a forest nearby. This looks to cut the trip a couple hours, and you'll make the bars in time. "I say we take it. Nothing bad ever happens in this town, there's nothing to be afraid of. What do you say?"
Player: Stay on the road
DM: You choose to stay on the road and are against taking the detour. "Come on man, we're never gonna make it on this road. We might as well turn back and not do anything at all tonight."
Player: Turn around and go home
DM: You tell Kent you want to go home. Kent turns the car around, and drives you home. He doesn't talk much to you afterwards, and sees you as being to scared to do anything fun. No one likes a sissy.

DM: The computer says, "And here we come to the point at which you really need to start using a computer to analyse the text. Good luck."The following symbols appear in a grid formation:DNEA HT LBXIBP. OPY GY OQ HHOFQVNW IDUYSHOH KOSBUCUYOMH. SIK UCQCXYMTB ILS UKC PCYS RQCUYOPO HT NDYTUZX.C
Player: Chaos

Player: Intelligence

Player: Thick and Big Jakcets

Player: Choice 1: Make a new batch of Badger Powder
DM: You can't properly heal the sick without your cure-alls.You wring out the rest of the blood from the decapitated badger you've had draining overnight. Then, you remove its heart, liver, skin and teeth and add them to a simmering little pot. You add some medicinal powders for balance. You grow bored as the mixture cooks so you dip into some of your other cure-alls, particularly the opium. Then, you wash that down with a little wine.You pass out for a bit....When you wake up there is sticky, slightly over cooked badger paste in your little pot, which you dissolve in some vinegar (5) (you are now out of wine). You take a little taste test, then jar up your concoction and stick it into your medical kit.

DM: Another pleasant ding and you let out your breath. "Good job with the playfair cipher." says the computer."What, no sarcastic comment?" you say.You're not really expecting a response, but the computer replies, "Annoyingly, you're actually doing pretty well, so I've been programmed to stop insulting you. Next problem."Kgez, nim uqm dgylha yog ufr ahi'gy vckgu elwhvr ktfd, ct rcj'lw xwlh gysznr udiv ov zitmkwpz. Hwy ucfx wh mhsck, oc ujqjtwr qworhb xz qcw tgz gw. W txoafq dkmm ibsh qgs eyjgqg kwi ag vkmxhy hq wc ibag cez qs zopw kwi ag lngi olhgkzn wgbhngtx. Osne, bdn lvcm ajwz. Oggwvgs oetrtgq wu ycg nzs ufogn sbf moayfhgw. - Rg. Dgvplcc

DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.Aaaaaaaaal> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)
Player: J
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)J...
Player: I
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)Ai...
Player: U

Player: do you even want to remember this?
DM: No. No, you don't want to remember it at all.You would rather think of something, anything else.
Player: this is what you see instead

DM: "Good job, few people get to this point. My training is over for you." says Celina. She takes the IV out of your arm. You shakey stand up, glad to be alive, and leave the thinkers training, ignoring the questioning glances of the other students still waiting to be trained.
Player: Go back to the hub

DM: "Well, you're close to finishing the entirety of the training, something few people do. Well done I suppose.""A compliment! Computer, you're going soft." you say. The computer doesn't respond and displays new text on the screen:mv dvg mllazg wajvgt m uezempjvmrgdaw yirydadidaez wajvgt az svawv cei umj gmwv pgddgt dveiqv dvg letuipm mx jpiy r ueb u svgtg u ay dvg ziurgt el pgddgty az dvg mpjvmrgd az eit wmyg dsgzdc yax m mzb u uiyd rg wejtaug de gzyitg dvmd ze dse pgddgty mtg umjjgb de dvg ymug pgddgt dvg webg setb ay seeb wpgmtpc a mu ezpc qanazq cei dvay gxjpmzmdaez de qang cei gzeiqv dgxd de tiz m jtejgt dgxd mzmpcyay ell el ad
Player: Steel

DM: Have you tried making EVERY potion in the librarian's laboratory?Are you sure?

DM: AAJ
Player: f
DM: AAAF
Player: v
DM: AAAAV
Player: s
DM: AAAAAS
Player: a

DM: One cold April night you dress and trudge out onto the bridge with your deputy Officer Gibson to replace the 8-12 bridge officer. He tells you that the Californian has halted after sighting drifting floes of ice on the sea waves. He also reports seeing a large ocean liner steam up from the east earlier that night but she has recently halted and turned off most of her lights. In the distance you can see the silhouette of the ship he is describing. Your predecessor was just getting ready to signal her with a powerful signal lamp when you relieved him and Gibson is keen to try contacting the unknown vessel.What do you do?
Player: Try signalling the unknown liner
DM: You order Gibson to try signalling the distant ship with the Signal Lamp and examine her with binoculars. You can't be sure but she might be trying to signal back... or it might just be a light flickering. You are still scanning her with the binoculars when suddenly a flash of white light bursts over her. She is firing rockets! A few minutes later there is a second flash and soon after a third. Gibson is very excited and thinks you should tell Captain Lord but you are reluctant to disturb him.What do you do?

DM: "This is the last puzzle. If you complete this, you will be recognized as a novice hacker, very exciting, I know." the computer says. It's sarcasm is back. The following words appear: V mey'n dqvkb xhud cmfewq val mpna vquzq eg fqk dqvg, jrg tm bfy me, eqr'ym jgxfsldml detj dahvruyy uz uhlsxbn. Ymbd mqf clfdzl rvsl ve fe gpuf dfwzg. Tm bfy mun, T gfgykl eqr mfyrj j dflnyz dqgd gkhzbbka eb nwntjlj ve grg nqeyqv fhal eeuna rkgzg, vr pwtiq jhhl, fslggm me kkd xm ares. Nql jfml xu dgbhrdtsg. Duvh ihzl phg mlokwedmm dh vzgxcal gpl sbcedhu fdhepl. Xr bey lnixmqlb evui, ler'bm id kkgfe awzn qm g kmcj, iq wefa pc gpl sbcedhu fdhepl hddfvln dwk iuh ungncrgbenai. Za Vfurfhb
Player: Dog

DM: 
Player: Billy, Jessica and Tom all say, "Lock, please open."
Player: Billy, Jessica and Tom fight the pirate.
DM: But they aren't as strong as the pirate.He chases them back into the gym. Then the pirate and the blue door disappear.Billy looks down and the magic book is gone too.THE END

DM: You force the Scairtt to apologize, which they do. The Scairtt resent the Moogli for this, but the Moogli are considerably thankful for the gesture and their relationship with the Scairtt improves, if only slightly.
DM: The issues between the Moogli and Scairtt are numerous. The roots of these issues are simpler. The Moogli detest the Scairtt for their invasion and refusal to apologize for it, as well as their general difference of cultures, and the Scairtt hate the Moogli because the Moogli make Scairtt corpses into jewelry, eat Scairtt, which is a religious thing that the Scairtt should believe should only be one Scairtt eating the corpse of another and the Moogli's many anti-Sciartt cultural practices. You have multiple things you could do to help stop this, and you can do multiple of them, or none at all, and see your results once you continue.
Player: Stop the Moogli from eating Scairtt corpses
DM: You attempt to force the Moogli to stop, but they resent this decision. They begin eating Scairtt flesh in secret, and they only begin to resent the Scairtt for this new law, worsening their relationship despite your efforts.

DM: A frog sits at the edge of a pond, surveying the water in front of him. A fly buzzing nearby takes interest."Mr. Frog, why do you gaze at the pond in that manner?" the fly asks."This is the place where I lost my tadpoles. I come here daily in their memory," the frog answers.The fly, nervously, flies next to the frog. He's sure to keep ample distance as frogs and flies aren't exactly friendly with one another."I'm sorry for your loss. Is there anything I can do to help you?" the fly speaks."No, unfortunately not. Your company is appreciated though," the frog answers.The two sit gazing over the water for a while until the frog hops away. "See you here tomorrow?" the fly shouts after him.The frog ribbits his agreement.Moral: A friendly gesture can dissolve a negative pre-conceived notion about another.

DM: With your final answer, the computer goes dark. Squinting, you step into the comparatively brighter main room. Dr. Johnson meets your eyes and gives you a nod of respect as you continue to the main training hub.
Player: The hub

DM: You cut his blaster in two. You hear a whirring sound. You look up to see the electro staff come straight at you face.
Player: Side step left
DM: You sidestep left, right into the electrostaff.

DM: I've had the same sword for a long time. The blade is dinged up and the leather on the grip is cracked to all hell. I mostly use the sword to kill monsters and, in that regard, it is perfectly functional. But it is by no means a cool sword.I wish I had a magic sword."I can see the temple up ahead!" says Dvalinn. "Ohhh I'm starting to get excited!" Dvalinn flashes me a smile and strokes his long red beard. As a dwarf, he's more or less required to have a beard down to his waist. The worst dishonor for a dwarf is to be debearded. "Finally," I say. My body is coated in sand from the island winds. It'll be nice just to be indoors in the shade.Dvalinn and I set sail for this tiny island three weeks ago. For the past four days, we've been searching for the legendary Temple of Spades. Supposedly, there is a magical artifact hidden inside. We found out about the temple from an ancient Dwarven book. While we were sailing, Dvalinn spent his days studying it for hints regarding what we'll find in the temple.
Player: Head towards the temple
DM: As Dvalinn and I journey forward, the temple comes clearly into view. It is faded green stone, about thirty feet high. The stone is degraded, I suppose from decades or centuries of being pelted by sand kicked up by the desert winds. The temple is the only identifiable landmark we've come across on this island. The rest of the island is nothing but rolling hills of sand and dirt.Dvalinn and I walk around the perimeter of the temple to get a better sense of it. It's roughly oval shaped and there is exactly one entrance: a ten-foot stone door with no handle and no keyhole.I walk up a few stone steps, approach the door, and speak the password: "Cerberus." After ten seconds, the door slowly swings open, loudly scraping against the doorway and floor.

Player: Run?

DM: You walk into the library, having always loved books. It's a huge place, with two stories. On the first story, people sit around reading books... pretty dull. Although there are a couple of interesting looking books by that shelf. Up on the second floor there are computers
Player: Bookshelf
DM: You sit down at the bookshelf and flip through some really interesting encyclopedias, almanacs and one book of mythological creatures. Then you pick up a book entitled SELF-DEFENSE FOR DUMMIES. Now THIS could be interesting!In addition to having lots of cool pictures, this book lists basic martial arts moves, and tells which parts of the body to hit in order to temporarily paralyze a person. You'd like to rent it, but you'd need a library card.

DM: Your freshly used towel is hanging over the shower rod. Steam from your hot shower still permeates the air. The toilet lid is up, and you see that tiny circular brown dots stain its underside. The medicine cabinet door is closed.

DM: 
Player: Mix a yellow potion with a blue potion, then drink it
DM: I pour a yellow potion and a blue potion into a beaker and swirl them around. Within a few seconds, the liquid turns green."Here goes nothing," I say and down the potion.My vision gets fuzzy for a few moments, then returns to normal. I... don't feel any different.Dvalinn looks to me, concerned. "Do you feel okay?" he asks."Yea, I feel totally normal," I say. "Hmmm, that didn't seem to do anything, maybe we're missing something?"I turn around and face towards the room's entrance. "Oh, Dvalinn! How did we miss it!"Dvalinn wears a puzzled expression. "Uh... what do you mean?""Right there! On the wall next to the door there is a hook with a key hanging from it!"Dvalinn approaches the door. "There's... nothing there. Are you sure you are feeling alright?"I walk up to the hook and take the key. I hold it up for Dvalinn. "Right here!"Dvalinn squints. "Hand me... the key."I do as Dvalinn asks."Aha!" Dvalinn says. "I can feel the key in my hand. My human friend, this is an invisible key. The key and the hook are both invisible. The potion that you just drank must have been a Potion of See Invisibility.""Ah, that explains it," I say. "Is it permanent? Can I see anything that's invisible from now on?""I'm afraid not. The effects will wear off in an hour."Aw, shucks. That would've been pretty cool. I take the key back from Dvalinn and store it in my pack.
DM: 

DM: 

Player: Keep listening to the silence

DM: "Step aside," I say. "I'm going to jump to the far platform."Dvalinn moves to the left edge of the platform. I remove my pack and my sword and leave them in the oval-shaped room. I then stand at the entrance and stretch my legs for a minute. "Alright, here I go!" I take off down the platform and jump towards the far platform.My jump is perfect, and I land right in the center of the far platform."Damn!" Dvalinn says. "Impressive!"I look back to Dvalinn. "I told you I was the long jump champion of Moonhook Ridge for eight years! I am the human frog!""In looks only!" Dvalinn calls back."Har har," I say. I walk up to the chest and open it. Inside is a brass key. I hold up the key for Dvalinn to see, then pocket it.I stand at edge of the platform and gear up for another jump. I then take off running and jump for the platform connected to the entrance.My jump is perfect, this jump somehow more perfect than the last. If a jump could be considered a work of art, this jump was a masterpiece.(I'm being hyperbolic, but only slightly.)"Alright frog-man, good job," Dvalinn says."Ribbit," I say.
DM: 

DM: You agree with the trade, and make the arrangements for an expansion into the Garavan Territory. This puts you in an extremely unfavorable light with the Garavan Tribes, who hate you for pushing them out of their land. Still, they go somewhat peacefully, and this action gives you the military support of the Mirror.

DM: "The answer to the riddle is 'dragon,'" I say. "How do you figure that?""Dragons have four legs plus two wings giving them six limbs total. And dragons can use their fire breath to cook their own dinner."Dvalinn looks off to the side for a moment. "It seems to fit. I don't have any better ideas."I place my hand in the indented handprint and speak my answer: "Dragon!"I feel something press against my palm. When I remove my hand from the handprint, I see there is a brass key lying in the indentation. I must have triggered a magical effect that caused the key to materialize."Nice work!" says Dvalinn.I pick up the key and pocket it. "Never doubt me, Dvalinn! I will not be defeated by a mere riddle!"Dvalinn chuckles. "Alright my human friend, don't get cocky because you solved one riddle."
DM: 

DM: As soon as Baryon has put on his coat and hat, we head for the lab. As it is not night-time, Baryon cannot transport us there, and as such it takes time to get there, but eventually, we reach the Gorgon labs.Immediately, we are greeted by a man I have never seen before."Stephan Lite I assume?" I say and shake his hand."Yes" he replies, and offers Baryon to shake his hand as well, which he refuses as that would mean exposing his hand to the light.He then looks at me again and says "the receptionist is over here, if you'd like to have a word with her."I look at Baryon and say "you go talk to the receptionist. I'm going to have a look around.""Couldn't it be the other way around? People tend to get uncomfortable around me.""You can't increase your senses, I can. Go talk to her, she must know who you are."HEALTH: 100%
Player: Inspect the area.
DM: As I take a look around, I notice several things.First of all, I notice the obvious fact that Jonathan Skage isn't here, instead, his second-in-command is. Something I'll have to mention to him later on.HEALTH: 100%
Player: Talk to Baryon.

DM: Wennipeg couldn't think of anything to say, co he complimented her. "I really like your hair," he said. The woman smiled. "Thank you, I got it done yesterday," she said. Wennipeg felt like the conversation was going well. But, she hadn't said anything else, so Wennipeg had to think of another thing to keep the conversation going.
Player: "What's your favorite animal?" asked Wennipeg.
DM: Wennipeg suddenly thought of a question. "What's your favorite animal?" Wennipeg was trying to keep the conversation going, but it was hard. The woman seemed bored at his question. "Oh, I don't know....owl."Wennipeg had to do better.

DM: "I think this is going to require both of us," I say. "You walk to the edge of the plank, then I'll get up on your shoulders and grab the key."Dvalinn takes a deep breath, then nods. "Let's do it."I follow behind Dvalinn on the plank. Once he gets to the far edge, he clasps his hands to give me a foothold.I put my hand on Dvalinn's shoulder for balance. "Are you ready?" I ask."My heart is pounding out of my chest, get on with it."He's not used to taking care of the dangerous parts of the adventure...I put my foot in Dvalinn's clasped hands, then hoist myself up on his shoulders. I take a moment to get my balance, then look up towards the key. I reach up with my right hand and stretch as far as I can. The moment I touch the key, it falls into my palm.Touching the key must've deactivated whatever magic was causing it to float."I got it!" I say.Dvalinn clasps his hands to give me a foothold for my dismount. I slowly step down from his shoulders and back onto the plank. Dvalinn and I walk back to the platform before celebrating. You don't want to tempt fate."You are a sturdy base," I say."That was the scariest damn thing I've ever done." "Oh please, what about that time we fought the Cyclops?""I have a fear of heights, not a fear of Cyclopes.""Huh. The plural of 'Cyclops' is 'Cyclopes?'"Dvalinn gives me a look, then walks back into the oval-shaped room.
DM: 

DM: 
Player: Mix a green potion with a blue potion, then drink it
DM: 

DM: 

DM: I pour a yellow potion and a green potion into a beaker and swirl them around. Within a few seconds, the liquid turns lime green."Here goes nothing," I say and down the potion.I wait a few moments expecting something to happen but... I don't feel any different.Dvalinn looks to me, concerned. "Do you feel okay?" he asks."Yea, I feel totally normal," I say. "Hmmm, that didn't seem to do anything, maybe we're missing some-""What's wrong?" Dvalinn says urgently.My stomach burns, it feels like there is acid ripping through my insides. I fall to my knees and start coughing, blood dripping from my mouth. I lay down and Dvalinn kneels beside me. After a few more wet coughs, I close my eyes.Deaths: 1
DM: 

DM: 

DM: 
Player: Mix a red potion with a blue potion, then drink it
DM: 

DM: 
DM: Dvalinn and I go through the mirrored door and enter a small room. It is completely empty but for a stone altar near the far wall."Look for pressure plates or trip-wires," I say. This room feels a bit too empty. Maybe it's riddled with traps.Dvalinn and I spend a few minutes examining the room, and neither of us notice anything suspicious. I finally turn my attention to the altar. "Ah, here's something interesting," I say. On the flat stone top of the altar there is an inscription and an indented handprint. The inscription is written in Common Tongue and reads, "What has six limbs and can always cook its own dinner?"Dvalinn investigates the handprint. "There are tiny runes carved into the palm," he says. "The runes are sensitive to touch and the spoken word.""So to activate some magical effect, you have to put your hand in the handprint and say something.""That would be my guess.""Well, it appears we have a riddle on our hands here, Dvalinn."Dvalinn and I stand silently for a few minutes, both of us deep in thought. It can be useful to think independently on how to solve a problem before sharing your ideas."So what have you come up with?" I ask."I got nothin'."A library of knowledge is Dvalinn, but you would never describe him as "clever" per se.We stand silently for another minute."Oh, it just hit me," I say. "I think I know the answer."

DM: You are waiting for Christie, when the head teacher comes out of her office. "What do you think you're doing, Miss Hall? Why aren't you in class?" she demands. "I-" "Never mind. I know you're having a rough day, so I'll overlook it just this once, but get to tutor immediately." As you're heading to tutor, you wonder what she meant about your rough day...
Player: "Sure, Sir."
DM: You walk out with your tutor. "Lori, your friend, Christie, has been taken to a mental hospital. She has anorexia. I'm so sorry, Lori. Is there anything I can do?" "No, but thank you..." "I'll give you some time to get over it." He leaves, and you are left by yourself. What do you do?

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Player: C _ _ _

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DM: MC Honey tries to scare the bear, but this ends with the bear chasing Bob and MC Honey. Bob tries to trick the bear into the river by running towards the river. However, the bear catches MC Honey by the tail and carries MC Honey away.
Player: Leave MC Honey
DM: Bob runs toward the river, but accidentally falls in. Bob is about to drown when he hears a bark in the distance. MC Honey rescues Bob from the river. MC Honey hurts his paw while trying to rescue Bob.

DM: You are Lori Hall, an average teenage girl. (Even if you are a boy) Life is good right now- but you're about to encounter a lot of problems... (sucks to be you!) Good luck- you'll need it...
Player: The story begins...
DM: You wake up on a dreary Monday morning (basically any Monday). You are really tired, when you get a phone call from your best friend, Christine Young. You don't have much time to get ready, but she could be really upset if you don't pick up... What do you do?
Player: Don't answer the phone
DM: You get ready for school and arrive just as the bell goes. However, Christine isn't there... What do you do?
Player: Loiter in the corriders until she turns up

DM: You pick up the phone and drop it instantly- there is a loud screaming at the other end of the phone. "Christie?" you ask. "Lori, help!" "Christie? Are you OK?" The phone suddenly hangs up. What do you do? She could be in real trouble, but she is really melodramatic... What do you do?
Player: Use the GPS to track her and deal with the situation yourself
DM: Suddenly the GPS thing starts moving, much faster than you could go on foot. She's probably driving to school and couldn't find her eyeliner or something, so you decide to just head to school.

Player: Search the school for her

DM: As you get to the school the bell rings, but Christie still isn't there. What do you do?

Player: Friday
DM: It's the Friday before the party- will you revise, or go to a tanning salon?
Player: Revise- I don't want skin cancer!

Player: The test
DM: Because you've revised, the test is easy. You get an A*. However, because you put your own needs before a friend's, you get lonely. You got the average ending. Congratulations.

DM: You refused the drink from Jimmy! Jimmy says "suit yourself!" Suddenly, your friend, Rose starts acting really funny... She is having an epileptic fit! What do you do?
Player: Get her out of the room and help her
DM: You get her a hospital and everyone is amazed at how calm you were with dealing with thew situation! You manage to get home and revise for the test as well! You get an A*! Everyone is in awe of your social skills! Well done! You get the best ending.

Player: Have some
DM: You have some of the drug. You slowly get hooked on it. By the time you're 18, you have a full on drug addiction. You'll do anything to feed your drug habit. When you're 20, you get in a fight for the drug you desperately crave. You end up in prison for life, with a minimum sentence of 40 years. You got the worst ending! Well done.

DM: You decide on beauty over revising. When you go to school everyone laughs at you and says that you look like an orange. You are really upset and run out of school. You feel like no one understands you.

Player: Make fun of her for being retarded
DM: You laugh at the girl on the floor. "Retard!" you scream in fits of laughter. "Why would say that?" "That's so mean." Everyone is judging you for your mean reaction. "I think you should leave," Jimmy says. You go home and cry. You feel horrible. You aren't in a fit state to get to school in time for the test. You arrive late and get a U. Plus, it will take a lot of time and apologising for people to forgive what you did. You got the second worst ending!

DM: You decide on a plan, and stick with it, until you enter a room fairly larger then the others. In the centre of the room stand two jesters, balancing on one foot, on a small thin pole. You walk up to them to see if they know how to get out of this maze. Before you get to say anything though, one looks at you and says"Ah, welcome to my maze's centre." The other jester turns to you and says, "Wait, he's lying, this is my maze's centre"You begin to have second thoughts about talking to these people. You ask if they know how to get out of this maze."We certainly do," one of the jester says. "There are three exits to this place, but they all lead to death." Then the other jester jumps off his pole in front of you and says "No, no, there are actually two exits, and only one leads to death""The point is on of us lies, and the other never will", "And it's up to you to decide who is what, where is who."The two clowns are confusing you. They say you can ask one question to one of them, before they have to leave.
Player: Ask the first jester 'which way leads the way I want'
DM: You remember a riddle similar to this situation, where one jester always lies, and the other tells the truth. You can't remember the riddles solution to save your life, though. you decide to damn it all, and just ask the first clown which way to go. He points you to the right, and you hope to god that's the right way. You go down the path a while, and everything seems fine. Soon the hedges start to grow taller, and cast darker shadows on you. Eventually it's so dark you can hardly see. You finally come to a long straight path, that leads to some light. You rush for the end of the maze and pop out ... right in the middle of New York. The hedges had turned into buildings, with a narrow ally you were in. You let out a little yell of celebration, you're finally home. You search around to get your bearings, and then head home.END

DM: All of the villagers are gathered around the balcony to hear the princesses morning speech, just like every other morning. 'But today isn't just any day.' You think to yourself. After the speeches, the crowds applauds then heads inside to celebrate twin princesses royal birthdays. As the ball starts you spend the next two hours letting people in and checking for weapons. You continue doing this until you are switched to go watch for odd goings on. 'Perfect." You think to yourself. You head into the treasure room. You pull off your guard costume and toss it away revealing your true identity, you're a pirate! You press yourself up against the wall and knock three times. You hear a faint knock back and start to pull out one of the boards. Your crew comes in. You let the men in and take as much treasure as you can fit in two sacks and are left with a choice. Do you take your treasure and leave? Or crash the ball? What will you chose?
Player: Take the treasure and leave
DM: You decide to just take it and go despite what your first mate says. You did plan to crash the ball, but it seems too risky now. You head into the passageway. Just then you hear a faint snap. What do you? Turn around and see what it was? Or keep going?

DM: You decide to go with the original plan to crash the celebration. You and the rest of your crew all go to assigned hiding places around the guests. You all pop out and throw treasure everywhere. You spill it among all the over-taxed people and let them take their money back. You hear the royal guards coming from every direction and have a choice. Do you give the signal for your crew to leave? Or make a run for it alone?
Player: Make a run for it alone

DM: You decide it's probably nothing and it will only slow you down if you make the crew paranoid. Besides even if you were spotted you are in the lead and wouldn't be found first. Just then you hear another sound and your crew turns around just in time to see the twelve soldiers that had followed you. You try to run but it's no use. You are surrounded. You only live long enough to say goodbye to your best friend before you all fall to the ground, dead.

DM: You yell your warning signal to the crew and begin to leave. After taking out some of the boards in the wall you have a clear escape route. You and your crew are out of the palace and running towards the palace gate and have a choice. Do you climb over the gate yourself? Or help the crew get over first?
Player: Help the crew over the gate
DM: You decide to help the crew and stay behind. After helping everyone over several guards come out of the palace doors. One shoots you in the shoulder to make you weak before pressing you against the wall. Just before the guard can kill you, your first mate stabs him from behind and shoots the other guards. He quickly pulls you over the wall and gets over with you. You now have a choice. Do you run for the boat? Or try to hide in the village?
Player: Hide in the village
DM: You and your crew decide it's too dangerous to try to reach the boat. So you split up and hide in the empty houses. Luckily all the villagers are still at the party so you easily find empty houses. You now have a choice. You can either run longer and hide in a farm, or hide in a nearby house. Hide in a farmhouse? Or in a nearby house?
Player: Run for the farmhouse
DM: You decide to take a risk and run in the open. But it did not pay off. You are easily seen by a guard and shot in the head.

Player: Throw the other bag
DM: You decide to just try to escape with you life. You throw the other bag at a close guard and send him tumbling backwards. But you are still outnumbered and very tired. You are soon caught and publicly executed for your crimes.

DM: You have returned to where you woke up from your dreams. You can see the large machine that apparently moved you out of your cryogenic sleep sitting idle. The pod where you were is still sitting there, wide open. You don't see any controls or any way to control or operate the machine.There is a ladder that leads upwards, towards what appears to be the crew quarters. Off to the side, behind the large machine, is a long hallway that appears to be the other passengers in their cryogenic containers.

Player: Run for the boat
DM: You quickly run for your paddle boats and head for your ship. By the time the guards see you, you are out of shooting range. You board your ship and... Head for your hidden caves? Or head for your hometown?
Player: Head for your hometown
DM: You decide to run for your hometown. You reach your village ahead of schedule and hide with your crew in the basement. You are soon found because your neighbour turned you in for the reward.

DM: Time to see Coach Davis. You proceed with walking to the gym. Coach Davis has a class going on right now. Weightlifting.
Player: Leave and return to your room

Player: Head for the hidden caves
DM: You head for the caves. As soon as you are half way there. Two large ships filled with guards approach and are ready to fight. You now hand a choice. Do you stay and fight? Or try to run away?
DM: You know you are outnumbered so you try to sail away. But before you can try several cannons fire trough your ship. Your ship is greatly damaged and sinks quickly. You now have a choice. Stay and drown? Or board the royal ship as demanded?
Player: Stay and drown
DM: You decide you would rather die then become a prisoner. So you stay. Your crew finds a rowboat still in tact, but one person cannot fit. Do you stay and drown? Or take the boat for yourself?
DM: You let your crew take the boat. You see them sail away. It's too late for you anyways. As you slowly sink down you see a figure in the water. What do you do?
Player: Find out who it is
DM: You have nothing to lose, so you call out to the figure. The figure comes closer and sees you're injured. You call out again just to see the figure five underwater. You sigh deeply. Just then something lifts you up and drags you to shore. You turn to see who got you here so fast, only to see it was not a ordinary person, it was a mermaid! Her long tail hangs out behind her as she tends to your wounds. After an hour she pulls away. You thank her for her help. You spend the next week together in the small island before you are well enough to walk. She tells you all about being a mermaid and shows you how she can also turn human. You and her eventual fall in love and you spend the rest if your life with her in a beautiful tropical paradise. Congratulations. You survived the theft if the Crown Jewels with a nice ending. But you never know, maybe there is something better...

Player: Hide in a nearby house
DM: You decide to run to a nearby house. When you arrive in the house you... Hide in the bedroom? Or hide in the basement?
Player: Hide in the bedroom
DM: You hide in the bedroom. but it was a big mistake. You are easily found during a search and hanged publicly for your crimes against the king.

DM: Using your extensive guard training, you roll on top of the small goblin, pin him to the ground, and clamp a heavy hand over his mouth before he can cry out. Nicely done! However, he isn't going to go down without a fight. He begins squirming and wriggling like mad underneath you. Fortunately, you are much larger than the tiny goblin, and you manage to drag him a safe distance away, without letting him escape. You drag him to his feet."Alright, scum," you whisper, "No one will be able to hear you from here, even if you cry out. So you'd better start answering my questions, and you'd better do it fast."The goblin sneers at you. "I don't have to tell you anything," he growls, "So you may as well kill me now.""Very well, then," you say, and draw your sword."Wait! Wait, wait!" the goblin wails, his 'courage' promptly vanishing, "I'll tell you everything I know. We captured one of the guards and tied him up in the Shadowed Glen to the south. He's still there now. I don't know anything else!!" He starts blubbering. "Just please let me go!!"What to do?
Player: Let the Goblin go
DM: "Well alright, I'll let you go," you say, and let the goblin run off into the woods. You hurry towards the Shadowed Glen, hoping to find your friend. You wonder if letting the goblin go was a good idea, but you feel good about giving him a second chance.However, you probably shouldn't have been so lenient. The moment you step into the Shadowed Glen, you hear the high pitched wail of the goblin."There he is! That's the man!" the goblin points frantically at you. The tall, blueish-green man, Larcassio, stares down reproachfully at you."You let this goblin go when you had the chance to kill him," Larcassio mutters. "How kind of you." He rushes at you with blinding speed. "And how foolish."Those are the last words you ever hear before his sword comes swinging down towards your neck.

Player: Search the body.

Player: Hide in the basement
DM: You quickly run down the stairs and hide in the basement. You run into a nearby closet and duck behind the shelf. When a guard opens the door he sees you and stabs a sword through your heart.

DM: After hours of walking, light begins to streak across the sky. Nora tried to fall asleep numerous times, but the whispers forced her to remain awake. By this point, she is weak with hunger and fatigue, not to mention the growing chaos in her head from the relentless voices. Just as she stumbles over a tree root, a man appears from behind one of the trees a few meters away. The man runs up to Nora, pulling her to her feet and asking if she is alright. He instantly notices her different style of clothing and is concerned about her. He introduces himself as Reverend Smith and brings her to his nearby church.
Player: Nora goes to the church
DM: Reverend Smith brings Nora inside the small church. Commotion is soon heard at front, and Reverend Smith quickly goes to see what it is. Arguments continue for many more minutes, but Nora is so fatigued that she quickly falls asleep. ~~~Reverend Smith tries to prevent the egwugwu from starting the fire, but he is restrained. By the time they realize that someone was still inside the church, it is too late. Within a few minutes, only ashes remain where the church once stood.

Player: UTA Trax
DM: You do know what Trax is, right? Well, I can tell you one thing: it's not a restaurant. You see, anybody from Utah knows that Trax is the Utah monorail system that heads almost everywhere in downtown SLC, and is currently under expansion to go as far North as Ogden and as far south as Provo. But, you already chose this option, so it's too late. You head to the middle of the train tracks, and open your mouth wide as the train heads for you. Let's just say it didn't end pretty.

DM: You decide to fight. You shoot several cannons at the boat. Your cannons are much more powerful then theirs are, and soon enough sink the first ship. The other ship decided to retreat. Do you chase after the other ship? Or run for the caves?
Player: Chase after the ship
DM: You decide to not leave any loose ends and chase the ship. But that was a foolish decision. The ship was not cowering away, it was leading you to a trap! You are soon surrounded by an entire fleet of ships and are shot down.

Player: Politely refuse

DM: You decide to board the boat. You climb up on the boat and are put in prison for life. But to your luck a young man helps you escape. You now have a choice. Do you leave the man? Or figure out why he helped you?
Player: Figure out why he helped you
DM: You ask him why he has been so helpful. He tells you that a young woman hired him to do so. You see a figure appear from the shadows and notice who it is. It is your sister! She makes you promise to let your pirating days go. She lets you stay with her until you can afford your own place. You later become a fisherman and marry a lovely lady from the tailors shop. You raise three children and enjoy the rest of your life care-free. Congratulations. You survived the theft of the Crown Jewels with a decent ending. But you never know, maybe there is something better...

DM: Nah. That definately came later...although it may have originally been invented to help women support the pounds of fabric Victorian dresses sometimes required, it was not one of the undermost garments.
DM: You are super-smart. The corset--possibly the most important item worn by any Victorian woman--came next. A woman without one was a scandal, but she didn't need ribs removed or an waist measuring 18 inches, either. (Both were extremely rare.)But a lady would still only be half-dressed! Can you figure out what she put on next?1. Bustle2. Chemise3. Corset Cover
Player: Chemise
DM: WRONG! Remember, the chemise is what went on first :)

DM: You've arrived in Egypt and you're exploring the tombs of that ancient Pharaoh, the one that died. Inside the tomb, you come across a creature with a lion's body, great big eagle wings and a female head. She's kind of pretty, if you're into that sort of thing. "Greetings Mortal, you've discovered the tombs of Osiris. I was instructed to prevent the unworthy morons from entering. If you wish to continue, you must answer three riddles. If you answer incorrectly, I will kill you immediately. If you answer correctly, you will be allowed to enter the tomb of a God, which holds the wealth of ...a God. Do you wish to test your wit against me?"
Player: No thanks, i'm stupid. (THEN WHY ARE YOU HERE?!?!)
DM: The Sphinx sighs sadly as you refuse her challenge."Very well mortal, you may leave. I've only been sitting here for 5,215 years. Bored with no internet.You mortals have gotten even more boring. However, for safety's sake, I must remove your memories of this place and of me. I don't want to end up under a microscope. Fair well, boring mortal."*You black out*You wake up outside the Egyptian pyramids, you have no memories of the past 3 days, your wallet is missing. Once you return home, your computer and wifi has been stolen with strange claw marks on the ground.
Player: Return to Egypt.

DM: The Sphinx smiles warmly. "Let us begin the test of wits, i'll begin with an easy one to warm up your brain."Speaking in a dark, mysterious, slightly bemused, voice the Sphinx utters the first riddle."I have a head and a tail, yet no body. What am I?"
Player: A River
DM: The Sphinx smiles warmly and shakes her head."I'm afraid, that is incorrect"The world in front of you turns black, the last thing you see is the warm smile of the lion/eagle/girl.

Player: I accept your challenge.
Player: A Snake

DM: You stumble forward and push open the door into the building. Closing the door behind you, you see a male Orc behind the counter in a bloodied apron. He looks you in the eye while chopping up a lamb with a butcher's knife. "Oi, wot'll it be, 'uman? Fancy buyin' some meats?""I need a place to lay low for a bit.""... Yew got the Guard after ya? Den get the fack outta me shop! I ain't no fackin' halfway home, bruv!" The orc points his butcher knife at you menacingly.
Player: Pull out my flintlock and shoot him dead. Better him than me.
DM: You pull the flintlock out from under your coat and aim it at him. His eyes widen as you pull the trigger, a loud *BANG!* signalling the shot. The round carves a hole through his head and blows his face apart. He slumps against the counter, dead. You make haste and move into the back rooms of the butcher shop, where the meat is hung up.Instead of a storage room, you find what appears to be closer to a dungeon, where about half a dozen humans are chained the walls while many more corpses lay on the ground. Their jaws are torn open, but they appear to be alive, if barely. One of them turns his head to you slowly, staring at you with dead eyes. You almost vomit at the sight of his rotting tongue drooping out of his overly wide mouth.You barely have time to process the horror you've uncovered when the door to the shop is audibly kicked open. "Oi, this is where the shot came from! He's gotta be in here!"Shit, they're here! A quick scan of the room reveals no way out aside from where you just came in and where your pursuers will soon be entering.
Player: Quick! Hide amongst the bodies.

DM: The Sphinx claps her lionlike paws amused."Yes, you got it. It would have been boring if you were another mindless mortal. Now for the second riddle of riddles."In a sing song voice, the Sphinx mimics the Riddler's voice from Batman. "Riddle me this, when is a dove a raven?"
Player: In a book.

DM: "Well, buddy, I'm not gonna mince words," you say, confidently. "Gruk, gruk's your name, right?""Yes, my name Gruk." The goblin says, confused, "How you know that?"You decline to mention that almost ninety percent of goblins are named Gruk."Name's Arakhan. Routine safety inspection," you say, extending your hand.Gruk stares at your outstretched hand."Look, lemme tell ya, pal," you say, "These siege towers are not up to code. You see this?"You stand near the edge of the tower and wave your arms."That's a thirty foot drop, pal. You're gonna need safety railing for all of these bad boys. Or I'm gonna have to shut down this whole operation. And don't think I didn't notice you're not wearing a hard hat. We take safety seriously on these big siege operations."Gruk scratches his head, confused."Hm...." he says. He's clearly thinking very hard. Then he snaps his fingers, triumphantly."Hold on second," Gruk says, smiling craftily at you, "If you safety inspector....where your inspection permit?"
Player: Shoot the goblin
DM: "Screw this," you mutter, and fire an arrow at the goblin."Grrrhh!!!" he howls, as the arrow pierces his shoulder.He stumbles backwards, but before he falls, he raises the horn to his lips.BRRRRUMMMMMMMMMThe horn is LOUD, WAY louder than you thought it could be.You look down in horror.Goblins are streaming out of their tents like a wild river.They surround the tower. You can see them below, pointing up at you, gabbling wildly, aiming arrows at you.....And then the arrows start flying.You last about ten seconds.

DM: The Sphinx nods, amused. "That's right, at night, all birds are black, like a raven."The Sphinx's face falls into a frown "Now for the final riddle, forgive me but this is possibly the most difficult riddle I thought of over the 5,000 years i've been here. Just in case, let me apologise in advance if I have to kill you. You really amused me."The Sphinx looks deep into your eyes, her golden eyes seem to be piercing into your soul "What is your favourite colour?"
Player: A Shade of Blue
DM: The Sphinx continues looking into your eyes, after a minute of silence, she shrugs. "I can't read minds, so i'll have to take your word for it. You've answered the riddles and survived, some how. You're welcome to Osiris's treasures. However, the moment you leave, I must remove your memories for both our safety, mostly mine."*The next day*You awake in your apartment, miles away from Egypt. You're surrounded by thousands of golden jewels and statues, you have no memory of where you got it. A note is carved onto your apartment wall "Congratulations on winning and thanks for your computer, I won't return it."

DM: There is fork in the path ahead.You come upon a sign in the path that indicates the way to Route 20.If you can make it there, you are sure you can find your way back.Unfortunately, the sign has been damaged and the direction is unclear...The way you should take is a total coin toss. You see no difference and can't figure out which way is better.
Player: Decide to go right.

Player: "A flaslight."
DM: "A flashlight," you say."BZZZZZT! WRONG!!!!" yells AMZAK.An electric shock comes out of the door and hurts you.

Player: Go ashore and visit your friend's grave

Player: Z
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaaaaaz...
Player: Employé·e du ministère

DM: Ahh so a little romance to get you in the mood hey? Clever! You watch the movie to about the mid way point, you do love a good kiss scene. Oh look at that couple on the screen, how their eyes show the deepness of their love... They hold hands and you can't help but sigh. This really is a beautiful movie! It also gives you ideas... This cinema is very dark, and it's almost like your hand is aching, wishing to hold another hand. As the movie goes on you smile, and you begin to build up enough courage to grab his hand and... Oh did he just squeeze your hand?! Oh how sweet!! But what to do now?
Player: Stroke your hand up and down his chest, that will move things along...
DM: You let go of his hand, instead running it up and down his chest.. Then you get daring! Maybe it's the fact that you are sitting around a bunch of strangers in the dark that gets your blood pumping, or the Hollywood sex scene that's making/ruining this beautiful movie. Dayymm! Talk about rock hard abbs! You move your hands lower.. Guys like that right? Just slowly circling his pants.... And then he grunts.. Or something... And you realise that it was actually a snore!.... What?! You look at his face in the dark. Oh dear... He fell asleep. Apparently romance movies really aren't his thing... When the movie finishes and the lights come on he wakes up. And even though he was a perfect gentleman, asking if you want to hang out next weekend, study with you for the science test on Friday, you just can't. Not that you aren't into him in a big way, but since you spent half an hour feeling up Mr Sixpack while he was asleep, you can't look him in the eye. You almost feel as if you took advantage of him! You are sure it's not a big deal, but you can't get the fact that you molested him out of your mind! Well this potential love story came to an embarrassing end... But you know that next time you get the courage to do something like that, you will make sure your date is awake!

DM: In your typical heavy handed manner you punch Fred in the arm and say "I'm no fudge-packer!" He laughs at your antiquated slang, brushes you off, exits hastily, and leaves you with the tab. There goes the day's tips.

DM: You and your men finally arrive in Charlie's camp only to find it full of disease and dirt and hungry men. You can only watch as the other Highlanders practically maul your men and beg for food. The paths in between tents is full of human excrement and horse dung. It is as if the whole camp is just slowly dying. You and your men set up camp but you are still very uncomfortable about the camp's condition. Night falls quickly and you meet Charlie. He is yelling at one of his officers. "Oh, sorry." He said when he saw Carhart. "These fools think we should fight at Nairn, where the Highlanders will be better suited." Charlie said in a sarcastic tone. "I agree with them, actually." You say. Nairn is hilly. Culloden Moor is flat where the British can use their guns and artillery to good use. "You all have a mind to betray me!" Charlie shouts and leaves. He returns when he calms down and one of the chieftains, a MacFie, you think, presents a bottle of scotch. Charlie then presents some French wine, but you avoid it. Scotch is more to your tastes.
Player: April 15, 1746-Get Drunk
DM: You get drunk on the scotch, thus, you miss the night attack. No worries, it wasn't much of an attack. The warriors stumbled around in the dark until they all gave up and fell asleep where they hit the ground. You just slept. Bergh took two minutes trying to wake you from your drunken stupor. You almost miss the attack, but you get to your feet. Your head throbs and your men await your orders. You still have a really bad headache as you near the field. You cling to your horse's mane with weak fingers. Everything is a blur and you can't stay on your horse. You think you might not fight at all today.
Player: April 16, 1746-Fight

DM: You only have one glass of scotch to make sure you are able to fight in the morning. And then Charlie calls for the night attack. It was the biggest disaster you have ever seen. The Highlanders spent most the night stumbling around in the dark until they finally returned to the camp and slept. This tired out the warriors so some of them couldn't fight. You sleep well in your tent. It is cold so you pile five blankets on you and you fall sleep quickly. You have pleasant dreams of a free Scotland and no more bickering with England. You dream of the good old days where you could go out and rob a neighbor with no consequences. The way Scotland should be. You dream of your wife and your kids, and remember you still have the rose from your daughter in your sporran. She is a lovely little girl. She loves flowers and is always gardening with your wife, Marilyn. Your daughter is named Rene. Your older daughter is called Allison. She married just last week. At least you got to be there for her. She married a wealthy MacLeod whom are your allies. Then there is your son. You foolish, stupid, arrogant, son. He is stupid for coming with you. To war. Does the fool not know what actually goes on in war? People die and people kill. Nothing else. You act tough towards your son but you love him more than anything.
Player: April 16, 1746-Stay in Bed
DM: You don't hear the enemy so you stay in bed for just a little while longer....... You never wake up. When the British reached your location a dragoon simply shot you in the head. Nothing else to it. You damn lazy coward. Without you, your son took control, to the disappointment of Bergh and John. John held back his few men while Bergh didn't listen to your son and charged later, after your son and almost his entire force had been wiped out. At least you can be with your son now in heaven. Was a few more hours of sleep worth death? No. You should have left your tent and fought like a man.

DM: You choose to fight. You can't see straight and your head hurts. You hang onto to Wildfire's mane while you vomit onto the grass. The rain starts and you sit on your horse trying to ignore the pain. You wait and you wait. You fall off your horse into the mud and your men have to help you back onto your horse. When the British finally arrive the Jacobite artillery open the fight. It was manned with inexperienced men and didn't have enough gunners. British artillery, in turn, opened fire and quickly silenced the Jacobite cannons. You look up and rain drives into your eyes and face. Screams fill the air and the men around you part. A big black blob is coming closer, and closer, and closer. You are squashed like a grape under the heavy cast iron cannon ball. Your men lose morale and when they charge, many volleys of British bullets fell the MacLeans like trees. They pile many high. Brother dead on brother, father dead on son, nephew dead on uncle. The slaughter was so great at Culloden that much, much more than one third of Charlie's army had been killed or wounded. 1,000-2,000 men fell either with a wound or a fatal wound. The British lost about 50 men. One English unit lost 17 men, another 13. Everything else was scattered around the remaining units. Although, recent studies of the English burial pits show that many, many more men than that died.

Player: The middle path (Night)
DM: As you walk you notice a cave in the mountain up ahead. Most of your party members are getting tired from traveling all day.
Player: set up a campfire (middle path night)
DM: You set up a campfire on the middle path outside the cave.

DM: You decide you have your own problems and don't help Bergh, which was a good idea since he fell from his horse dead the very next volley. You wish you hadn't come to this bloody moor. The British are holding their own and the Scots can't seem to get through. Volley after volley of led balls smash into the Highlander ranks. The whole line slowly breaks. Men turn and run. Most of them drop their weapons. You spot Douglas MacLean with tears in his eyes, holding his right hand with his left. Where are his fingers? All you see is bone and blood. You see an exploded firearm falling from his hand. All he has left is his thumb. It must have backfired or something. Moans rise from under your feet. It is Leroy MacLean. He has been hit twice. You can either get him to safety or keep fighting.
Player: April 16, 1746-Leave him for Someone Else
Player: April 16, 1746-Retreat

Player: They Don't
DM: A buzzing stops you from falling completely asleep. You sit up once again, this time whacking your head on something flesh like. Rubbing your head your search for light, finding it you switch it on to see what you hit. You rub your eyes thinking you must still be asleep. A second look confirms the first. A man-sized praying mantis with a color changing mass and flesh for a head is standing over you. Before you can scream the creature lifts one of its arms and swings down causing your head to roll off your neck.

DM: You lead your men in the retreat. You slowly back away, but you still fire your pistol at the English. Then you begin to jog, and then the whole Jacobite force breaks into a run. Many men perish in the confusion. A withering fire rips open your ranks. John the Impolite runs besides you and trips. You turn your head just in time to see him stabbed in the stomach by a British Army regular. You trip, do a somersault, and are back on your feet fleeing. Men die all around you and you can't escape the horror. Then you stumble over a big obstacle. Wildfire. Your horse. You don't know when she died. But you must grieve for her later. You must run. Your shoes are worn down and they hurt your feet, but you won't slow down because of a little pain because a world of pain looms right behind you. You finally rally what is left of your men outside of Inverness. You notice your son is missing but say nothing. You are too sad to talk. Fitzroy MacLean blows out tunes on his bagpipe and some men sing sad songs. Your men drag their feet and can barely shuffle along. No horses are around so travel is slow. You could introduce your three secret bottles of scotch to lift their spirits.......
Player: April 16, 1746-Sharing is Caring
DM: You pass the bottles around and it lifts the spirits of your broken men, a little bit at least. The bonds of family in Scottish clans are strong. You look at your men supporting each other on tired legs. William MacLean has no legs from the knees down and Ian can barely keep his eyes open yet he still carries his disabled brother in his arms. You imagine the little children back home who will have to ask their mother when father will come home. All the little children cared for by their mother and growing up without a father. You cry. In front of your warriors but you don't care. You cry. You let the tears fall. That night your scout Aden comes up to you. "Your son isn't dead." He gives it time to sink in and then leaves.

Player: a
Player: m
Player: s
Player: w
Player: x

Player: April 16, 1746-Keep Moving Towards Home
DM: You discard Aden's information and keep moving for home. Your son, Huntly, dies alone in a dark field listening to the ghostly moans of the dying men. He dies scared and miserable, fearing the end. He died slowly, bleeding from multiple wounds. He died thinking of you, not his or his children or his dogs or his money or his life. He laid there dying and thought of you, for being the greatest father a son could ask for.

Player: The Greatbow
DM: You choose to bring the greatbow. You take it and set off.
Player: Greatbow
DM: "What? Are you kidding? I quit!" you yell, storming out of the palace. As you stomp off across the landscape, you begin to realize exactly what you've done.You've just quit your job, your source of livelihood, and seriously ticked off the King in the process! Now what?
Player: Find employment elsewhere

DM: It is midnight, finally, that horrid day has ended. You now must choose what to do. You could turn yourself into the English and stop the running, keep living your Scottish life in the Highlands or move to Edinburgh under a different name.
Player: April 17, 1746-Return Home
DM: You return home and help your clan through the many upcoming bad things. You are forced to give up the kilt and your weapons, although you only get rid of old and broken ones. You keep the good ones for later use. You grumble about the English rule but besides those two things, are largely unaffected by them. Twenty years later, you die happily. You had done your job well.

DM: You happen upon a few plastic bags strewn across the ground, and get to work. You pick up multiple shards of wood and miscellaneous furniture parts, as well as glass shards. Then, you take a discarded towel and do your best to wipe up the blood. As you clean, you notice boot-prints that match those left by the military officials at the wall. The bootprints are all over the house.The sun is setting and your back is burning by the time you're done. But, just as you hoped, you can walk around without having to kick scrap out of the way. Sadly, this was just the first floor. It's still progress. You gather up some pieces of a chair and some blankets to create a makeshift bed. You make sure the door is locked, and sleep on the floor.
Player: A good night's sleep
DM: When you wake up, there's no telling how much time has passed. The sun is rather high in the sky. You estimate you've lost two hours of valuable time. You have a lot of things you want to do, and the clock is ticking.
Player: Make another supply sweep
Player: Close the gates

DM: "Courier 237, You are tasked with delivering a package where discretion and security are held as the utmost priority. Your objective is to travel into the city of Helstrom and locate the client "Kali-72". Once contact has been made, deliver the package and receive the first half of the payment. Leave the city peacefully and you will receive the rest of your payment upon return. Be warned, should any harm come to the package or even desertion will result in automatic failure and payment will be nullified. Should the package fall in the wrong hands, you are equipped with the latest upgrade of the plasma pistol and will be expected to immediately terminate anyone who poses a threat. Upon request, this note may be used as identification at checkpoints Remember, whatever happens, do NOT open the package inside the city or there will be dire consequences. -Vega I Delivery Services"Dark clouds form as you arrive at the city of Helstrom, a rotting waste pit of old tech rubble and the impoverished, aliens and humanoids alike. Crime and poverty are top-tier concerns for the inhabitants within as laws are brittle and authority is spread thin. Corruption is common and trust is a luxury that only a few can afford. The city presents itself as an impenetrable fortress with armed guards patrolling the outer wall which towers over you like an iron giant. You see guards leading travelers through a security checkpoint as you approach the entrance.
Player: You turn around and leave
DM: You decide that the job isn't worth the money and decide to head back to the Vega I Delivery Station. Your superiors are furious with your failure and fire you on the spot. You never receive the payment and you never get to discover the contents of the mysterious package.

Player: You insult the bartender
DM: Enraged, the screeching Worbador grabs you by the neck and slams your head against the counter, breaking the glass mugs underneath. Dazed and bleeding, you stumble on your feet before being grabbed by other patrons and thrown out the pub window. You land on the concrete ground head first and before your vision fades to black, you watch as the package tumbles out from your satchel. With no one else around, you bleed out slowly and eventually succumb to your head wound, failing your objective.

DM: You can't help yourself. One moment, he's yelling at you and you're wondering how to respond... The next, a warm liquid dribbles down the front of your trousers and down your legs. You turn ghost pale, and then crimson as the Sergeant notices. The Sergeant sniffs in disgust, "PAAAATHEEEETIC!" he roars again. He begins jabbing his finger this way and that way, and you realize that this patrol will probably never happen.... Until he finally stops. He grabs you by your collar and gets in your face. His neckless head stares at you with complete contempt and he hisses into your ear, "Listen to me you little shit..!" You blink, sweat beginning to pour down your forehead. "I don't want someone as worthless as you on patrol with us..." Hope! "BUT, we need all the men we can get." he growls, "So, you're coming with us...AND, you're in front." You gulp and begin to think this is going to be a crappy day...
Player: The Patrol (1)
DM: How did it come to this? Those are your thoughts as you trod sullenly over the dirt road, one hand resting lightly on the hilt of your sword. You'd occasionally cough up dust, much to the amusement of your fellow soldiers in the column. The Sergeant, damn him, was enjoying himself too much. He'd make the occasional snide comment. I wish I could shove this sword down his fucking throat! You grin slightly at that grim thought, then forget about it. Your mind begins to wander...do you keep your eyes on the road? Or check the woods? The other troopers certainly weren't paying attention. They were shitting around in the column, making jokes to each other and complaining about the heat. Your brother claps you good naturedly on the shoulder, giving you a pitying look.

DM: You allow the guards to inspect your satchel while they pat you down. One of the guards points at the "No Guns Past Entry" sign and confiscates your pistol. Another guard questions you about what is in the package.
Player: "Open it up"
DM: You open the mystery package, revealing an unknown creature sleeping within. All six eyes suddenly snap open and the creature launches itself out of the box and latches onto your face. You feel it shove one of its eight pedipalps down your throat as another leg digs into your eye socket. The guards immediately open fire, quickly obliterating both you and the strange creature. You've gone against instruction and failed your objective.

Player: Y
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.Aaaaaaaaay> Quel est votre genre ?

DM: You leave the pub without further investigation.
Player: You head towards a dark alleyway
DM: Upon turning into the alleyway, you are immediately greeted by a band of hungry and impoverished humanoids. One of them attempts to take away your satchel, which contains the package.
Player: You decide to punch the thief
DM: You land a perfect punch on the thief's face, but flinch as you feel hard metal against your knuckles. Enraged, the thief pulls out a crudely made knife and stabs you repeatedly in the stomach. You crumble to the ground while the thief makes off with your satchel, and with it, the package. With the package gone, you have failed in your objective.

DM: As you enter the security office, you notice a few patrol bots and almost no other humans except for the one locked in a cell. The lack of security presence in such a rundown city makes you nervous as you approach the front desk. A patrol bot raises its head from its mindless scribbling as . . .
Player: You ask if they know someone by the name "Kali"
DM: The bot asks for identification first.

Player: You decide to shoot the thief
DM: The thief falls to the ground, scattering the others. A pool of sticky oil slowly seeps from the exit wound. Your package is safe . . . for now. The alleyway remains empty and with no one else to ask for help, you leave and return to the main street.
Player: You head towards the security office
Player: You decline to show identification
DM: Security is called and you are arrested for suspicious behavior. You have failed in your objective to deliver the package.

DM: The guard raises an eyebrow with suspicion and refuses entry. With the package still in your possession and your pistol confiscated, you are down to two choices.
Player: You reveal the note to the guards

Player: You submit to a security clearance
Player: "It's confidential"

DM: The Worbador looks at you with skepticism and demands identification.

Player: You ask if they know someone by the name "Kali-72"
DM: The bartender jabs a free hand toward a patron sitting alone in the corner. They tell you to approach the stranger with caution. As you approach the stranger, you notice a partially concealed blaster sticking out from their coat. The noise within the pub has grown silent right as you sit down beside the stranger.

DM: You leave the security office without further investigation and return to the main intersection.

Player: You show them the delivery note
DM: The bot scans the signature on the note and confirms its authenticity. Its hydraulic fingers tap away at the rustic keyboard and within minutes of searching, they print out a copy of the client's last known address and hand it to you. With the client's address in hand, you are now ready to make your delivery.
Player: You make your way towards the client's address
DM: The brightest parts of the city slowly fade as you make your way towards the nearest neighborhood with cookie-cutter tin huts and yards of coarse gravel. A steady white haze begins to fill the empty streets as you walk steadily down the sidewalk. A busted streetlamp flickers up ahead, its yellow glow flashing occasionally through the fog. You check the address once more before strolling up to a crooked metal shack at the end of the street. As you approach the door, you pull out the package and grip it firmly in your anticipating palms.But a twinge of curiosity suddenly hits you; what could be so important that it requires such a discreet delivery?

Player: You open the package
DM: You open the package and peer inside. Your eyes grow wide as a pitch black shadow reaches out and enshrouds you into a dark void of nothingness. You open your mouth to scream but no sound comes out. Your mind is racing, confused by the growing shadow that stretches over your paralyzed body and begins to swallow you whole. The lights of the street begin to dim as your vision grows hazy. Just before the darkness engulfs you whole, you see a flash of red appear before you. SIMULATION FAILED The End [BAD ENDING]

Player: You order a drink
DM: The Worbador pours a thick, green liquid that resembles dangerously close to mud into a clean mug. Hesitant, you take a small sip of the strange drink and a moment later, you begin to feel your stomach and throat burn intensely. You have just drank juice from an Ignifer plant, which provides refreshing nectar for aliens but is highly poisonous for humans. The juice burns through your stomach and begins to burn you from the inside out. Within mere minutes, your body is reduced to digested sludge and all that is left of you is a fizzing puddle.

Player: You attempt to run out of the dark alley
DM: As you attempt to force your way out of the dark alleyway, your foot gets caught on a piece of debris and you land hard on the ground. The thief pounces on you and cuts the satchel from your back before running off around the corner. With your package gone in an unknown city, your chances of retrieving the package are slim.

Player: Shoot the stranger
DM: Without hesitation, you raise your own weapon and pull the trigger. A gaping hole lingers where the stranger's nose had once been and they collapse back in the chair, their eyes rolling backward. The bartender begins to screech something in its alien tongue, sending the patrons of the pub into a frenzy. The music comes to a halt as customers begin to fire their own blasters, a few engaging in bloody battles of their fists, nubs, and tendrils. You quickly duck beneath the table as chaotic beatings ensue between drunken patrons- aliens, humanoids, and bots alike.You feel something grab you by the collar- the angered bartender- who drags you out and tosses you outside. You roll across the concrete ground, alarmed but unhurt for the most part. With the package still in your possession, you look towards other options to find your client.

DM: "My dear, you know if I could stay, I would. But they need me out there!" Isaac, your betrothed, squeezes your hand gently as he tries to soothe you."But I need you too! I need you here with me!" You scream at him, unwilling to accept that all too soon, he will be going off to fight in a war and may never return.Isaac strokes your cheek gently. "My love. I will return. And when I do, we'll get married, just like we planned before all this started." He leans down and kisses your forehead gently. "I love you." He walks off toward the other soldiers. You're not quite sure if he hears you as you whisper your last words of parting to him. "I'll wait for you..."
DM: You sit up abruptly and pull your sheets securely around your chest. It was just another dream about Isaac's departure, you realize. You've been having a lot of those lately, even though it's been two months since he left. You haven't heard anything from him since about a week and a half after he arrived at his destination. It was nothing particularly heartwarming. Just a letter to say he was alive and would write soon. But he never did. He couldn't be dead, though, you think. Surely, someone would have informed you by now.Suddenly, you hear a knock at the door, interrupting your thoughts. You really don't feel like getting up. You didn't sleep well last night. On the other hand, it could be the mailman with a letter from Isaac.

DM: It is the mailman, you realize with excitement after opening the door! But he doesn't have a letter from Isaac. It's a letter from the man who runs the factory where Tyson, Isaac's younger brother, works. Tyson had apparently been injured while working the assembly line. He was badly hurt and had nowhere to go. So they were sending him to you. No questions asked. He needed to be taken care of, and you were the only likely candidate for the job. Real doctors were much to busy taking care of injured soldiers to devote their time to a young man who couldn't even fight their war. Tyson had broken some bones in his right hand when he was fifteen, and because the injury was never treated, they did not heal properly, resulting in partial loss of the functions in his hand. Therefore, he was useless, except to sit in a factory all day, producing weapons.No one ever let him forget how his injury affected his daily life and his ability to be useful. They would constantly make him miserable, taunting and teasing. But not you. He saved your life. You never believed he was useless...

Player: 5 Years Earlier...
DM: You were fourteen years old. It had already been a year since the accident when Tyson broke his hand, but he was still having trouble getting used to the fact that he didn't have full control over it.You were walking along the beach one afternoon. You knew Tyson was at the top of a hill not far from the shore, watching you. There were signs of a storm coming in, but you didn't care. You wanted to be alone. You're father had just died, leaving you with only an aunt to take care of you.Naturally, you didn't notice (or maybe you just didn't care) when a huge wave came up the beach straight towards you. You had never been a strong swimmer, so when the wave dragged you into the raging ocean, you pretty much gave in. But Tyson would not allow you to be stolen so easily. The next thing you knew, you were being carried out of the water in his strong, muscular arms. "Stupid, stupid girl..." He crooned gently as he stroked your hair. You weren't sure, but you thought he might've had tears in his eyes.How do you thank someone for just saving your life?

Player: "Thank you."
DM: Tyson looks somewhat disappointed. You're not quite sure what he was expecting to happen, but he nods his head and smiles. "You know you don't have to thank me. I'll always be there for you if you need me." He strokes your cheek gently.Suddenly, without warning, Tyson leans his face close to yours and kisses you gently on the lips. When he pulls away, he's blushing. You stare at him in shock. "Sorry. I couldn't help myself." He shrugs casually but says nothing else as he walks you home.

DM: You were so overcome with emotion, you barely had any time to think before you reached up and gently pulled his face towards yours. Your lips met tenderly, and a small gasp of surprise escaped his lips. But he recovered and realized what was happening. He kissed you with a gentleness you weren't certain you knew existed. He ran his fingers through your hair and whispered "Stupid girl" against your lips as he pulled away.
DM: It's not long before a few men arrive at your door, hauling the injured Tyson. You lead them into the house and to an empty guest room where they lay him out on the bed. As soon as they have him positioned comfortably, they are on their way.You realize that Tyson is drifting in and out of a state of consciousness. You do everything your mother taught you to do when you were young to treat an injury like Tyson's. All that's left to do is wait.So you hold his hand and sit patiently.
Player: 2 Hours Later...
DM: "Where am I?" Tyson's eyes are open, and he's looking around like a lost child. "It's ok, Tyson. You're safe here with me." You gently stroke his hair as he takes in his surroundings."Did you save my life?" He asks. You suppose he could've bled to death, but you weren't necessarily the one who saved him. "Can I thank you for saving my life... like you thanked me?" Obviously a reference to the incident five years earlier. You two never talked about it - or the kiss - since it happened. But you were certain that's what he'd implied. He wants to kiss you. Do you let him?
Player: No

DM: He's injured. You don't feel as if you can refuse him. So you nod your head and lean close.He gently reaches towards you, even though he clearly has pain in his arm, and pulls your face the remaining distance so your lips meet. You realize this is the first time the two of you have kissed since that day.His lips are warm and soft against yours, not tainted with seawater as they were last time. He strokes your cheek gently as his mouth refamiliarizes itself with yours. Then suddenly, you pull away as if remembering something. You're engaged to his brother. For all either of you know, he may not be alive. But you are his. And you wouldn't betray his brother... Would you?"Thank you." He whispers softly, as he closes his eyes to rest.

Player: No
DM: "Tyson... I'm sorry. We shouldn't. Isaac..." You trail off."No, I'm sorry. I shouldn't have asked. I just... I've been wanting to kiss you again so badly ever since that day. But you were always his, weren't you?" He looks away sadly."Tyson..." You reach for his hand, but he pulls away."No, it's ok. I'm fine with it. I'm sure you two will be very happy once Isaac gets back. You'll get married, have his children, grow old together... But. Remember what I said, ok? Because I meant it. I'll always be there for you, even if you don't want me.""Thank you." You whisper as you rise to leave. "Get some rest, alright?"

DM: When Tyson wakes up a few hours later, you sit next to his bed. You have prepared a meal for him, realizing he must be starving. He sits up carefully, wincing in pain as his injuries are once again agitated. "Be careful." You say gently, resting your hand softly against his chest.He looks up at you and sighs. He has an odd expression on his face, but you can't decide what he might be thinking about. "Well, nurse," he says, his expression returning back to normal, "I hate to be a bother, but I'm really rather famished.""Right. Here you go." You lift the plate out towards him, and he struggles to obtain it, his injuries obviously causing him extreme discomfort.

Player: Watch in silence

DM: You watch as Tyson struggles to position himself to eat. He makes slow progress in trying to feed himself. Every movement causes a flash of pain to course through him.You would do anything to alleviate his pain, however, you don't want him getting the wrong idea. So instead, you wince as you watch him suffer. When he's finally finished, he looks at you pathetically. "You are a wonderful cook. I only wish I could've enjoyed your meal under more favorable circumstances.""I'm so sorry! You look miserable!" You whine sadly."No, no, darling. It's alright, really. I'm going to be honest. I don't mind it so much." He reaches out to take your hand and groans in pain. "I don't mind because I get to be with you." He gently kisses your wrist.You have difficulty suppressing a smile.
Player: Tyson's Progress

Player: Offer to feed him
DM: His pain is too much for you to bear. Your hand instantly retracts, removing the dish from Tyson's reach. A distraught look quickly spreads upon his face. "Why?" He asks pathetically.You shake your head. "I'm going to feed you. Whether you want me to or not. I can't stand seeing you grimace every time you move. So I'll do it." You receive a look of shock in response. Possibly from the fact that you're treating him like a baby, or maybe just because of your extreme air of authority. But he doesn't object.You scoop manageable bites into his mouth as he lays there helplessly. Every now and then, between bites, he'll send a small smile your way. Probably his less embarrassing way of thanking you for playing the role of his mother.After you've fed him the last of his meal, you stand to go wash his dishes. But before you have time to make it a step away from Tyson's bed, he snatches your hand and sends an audible groan of agony through the room. He had his purpose in mind, however, so as you stand there with a worried look on your face, he draws your hand towards his lips and plants a delicate kiss on your wrist. "Thank you." He whispers for the second time that day.

Player: Are you a small build?

DM: It's been several weeks since you've taken Tyson into your home. You realize you enjoy his company, not having previously noticed just how lonely you were. He seems to be getting much stronger, though he still hasn't left his bed a single time. One afternoon, you enter Tyson's room to check on him. You see him struggling to stand on his own. When it appears that he's about to topple over, you rush to his side to support him. However, rather than accepting your assistance, he gently shoos you away. "No. I have to do this on my own." He says with determination. Then he adds more softly, "I can't always have you all to myself."You stand back and give him space. He has trouble at first getting readjusted to the use of his legs. He still has some residual discomfort, but most of his pain is gone. Soon, he's walking about the whole room on his own."I want to go for a walk with you. Get some fresh air, see the sky. It'll be good for me, I think." He looks at you hopefully.Should you go and risk his injury, or tell him to wait till he's fully recovered?
Player: Go for a walk

DM: "Tyson, dear, I think that's a bad idea. I don't want you to get hurt. You're not strong enough to walk such great distances yet." You don't want to risk Tyson getting hurt all over again. You just hope he doesn't think you're being too controlling.Tyson tries desperately to stifle a grin. "You do care about me, don't you?"You blush fiercely. "Well, of course. I've known you for as long as I can remember. Why wouldn't I care about my friend?""Oh, is that all? Are you sure I'm just a friend? You've never once wondered what it would be like to spend the night with me?" He asks in a seductive tone. He winks at you and steps closer. You're blushing again. It's rather obvious. Tyson laughs and moves back a step. "You're so cute when you're embarrassed." He says smiling. Then his expression turns serious. "I'm not going to lie, though. I've wondered..."
Player: Time Goes By...

DM: You and Tyson spend much time together as the days pass. It soon becomes evident that he must leave soon, as he is almost fully healed. You realize that this thought suddenly makes you feel sad and lonely.One night, you enter Tyson's room to check on him. He had recently been having trouble sleeping, so it became your nightly ritual to hold his hand and tell him stories until he fell asleep.When you reach his bedside, you see Tyson looking up at you in the dim light, a sad expression on his face.A wave of concern washes over you. You sit on the edge of his bed and reach for his hand. "What's wrong?" You ask."I just... I love you so much!" He squeezes your hand to convey the urgency of this revelation. "I want you, all to myself, for the rest of my life. It's not fair that he's so lucky!"You are shocked by his outburst. His proclamation of love was the last thing you expected. You sat in silence, unsure how to respond."Well? Say something!" You hear the overwhelming desire in his voice as he demands a response. "I need to know. Please. Do you love me? Could you ever learn to love me?"How do you respond?

DM: "Do you really?" With the aid of the moonlight streaming in through the window, you are able to see a smile quickly spread across Tyson's face. "Oh, my love!" He pulls you to him and presses his lips to yours. You feel a wave of heat wash through you as he run his hands through your hair.You realize this is the first time he's ever kissed you without that gentleness he usually treats you with. He has replaced that gentleness with a hunger and passion that you find alarming, yet alluring.Tyson gently eases you down on his bed and pins you beneath him. He sends fiery trails of kisses up and down your neck, along your jaw, and returns to your mouth, uttering vows of love against your lips. He breathes heavily as he runs his hands over your body and continues kissing you as if the world will end tomorrow. "My love... oh, how I've wanted you for so long!"By the early morning, you realize two things: First, you have just given yourself to Tyson. And second, you broke your promise to Isaac...
Player: The Dilemma
DM: It has been three months since you and Tyson consummated your love for each other. You realize that there is no way to hide your affair from Isaac, if he returns.You are pregnant.Tyson returned to the factory two short weeks after your night of bliss. You haven't seen him since, but he's always sending flowers and writing to you. In his last letter, he informed you that he would be visiting in a week.He doesn't know you're pregnant yet, but you plan on telling him when he arrives.You spend the week preparing for his arrival. On the day of his arrival, you hear a knock at the door. You rush to the door, expecting to find Tyson. Instead, you are greeted by the mailman. It is a letter from Isaac. He is coming home in three days.
Player: The Decision

DM: "Of course not! I've been a fool to even think I could win your heart. It was always Isaac. He was older. He was stronger. His hands were undamaged. He was going places! How could you ever love me?" Tyson looks away, hurt and anger spreading on his face."Tyson, no. It's not like that at all! I just..." You're at a loss for words."You just what? Tell me! Please! I'd love to know!""I don't know, ok? I don't know..." You're starting to tremble.Tyson notices your trembling. His voice becomes gentler. "Kiss me. Really kiss me and tell me you don't love me." He quickly leans toward you and wraps his arms around you, pulling you up against him. He covers your mouth with his and kisses you hungrily. His fingers trail up and down your body. His mouth never stops. His lips are on your neck, trailing along your jaw, and back on your mouth.As if suddenly realizing he needs to breathe, he stops, still holding you, and comes up for air. "Do you love me yet?" He breathes heavily.That's when you know your answer, once and for all.
Player: "I'm sorry, I can't."
DM: Tyson's face suddenly draws a blank expression. He had expected this response, but he was obviously hoping you'd changed your mind. He gently pushes you away. "Please. Leave." His voice cracks.Your heart breaks seeing him this way. "Tyson, I-" He cuts you off."No. I don't want to hear it. Just go!" His voice rises.When you wake the next morning, you realize Tyson is gone.
Player: One Year Later...

DM: The instant Tyson sees you, he notices two things: First, he notices the bulge your stomach has begun to form. He is delighted at the implication that he will soon be a father. Second, he notices the look of distress on your face."My dear, what's wrong?" He asks, pulling you close with one hand. His free hand he gently rests on your stomach, right over the spot where his child resides.You quickly explain to him about Isaac's letter. His reaction is some strange mixture of loathing and triumph. He couldn't stand the fact that, only months ago, you had come close to marrying his brother. But now, you were his. That is what you read on his face.His response was calm, however. "It seems to me we really only have two options." He states matter-of-factly. "Either we stay here in hopes of reconciling with Isaac, or we run. Stay away for a few years. Long enough for him to get over losing you. We leave him a letter informing him of us, but don't tell him where we'll go. It's up to you, though."What will you do?

DM: Isaac had returned from the war three months after that night when you refused Tyson. You and Isaac were married in a simple ceremony.You were glad you decided to wait for Isaac. You loved him dearly, and it seemed as if not seeing you for so long had made him somehow more affectionate.You were, however, sorry for the pain you caused Tyson. By this time, Tyson had become an infamous drunk. He was known for taking many women into his home constantly. More interesting was the fact that it was noted that he preferred a certain type of woman's company. And when this type of woman was described to you, the description sounded remarkably like you. You were certain it wasn't a coincidence.You and Isaac were soon expecting your first child. Isaac was out working one day. That's when the contractions started. You needed someone - anyone - there with you.And that's when he showed up. Tyson. You looked at him with utter surprise and disbelief evident on your face."I'll always be here for you." That was all he said. That was all he needed to say.By the time Isaac got home, Tyson was long gone. In his place was a beautiful baby girl.

DM: Tyson smiles, his eyes shimmering in the moonlight streaming in through the window. "I hoped so! Oh, my love!"He recovers instantly from his previous lack of breath. He instantly begins trailing kisses along every inch of your exposed flesh. His hands are restless. He wants more. You suddenly realize you are willing to let him have more. He can have all of you, if that's what he wants."Do you want me?" Your whispers are intoxicating.Tyson nods his head, breathing raggedly against your skin. It is well into the morning when you realize you have just broken your promise to Isaac.

DM: You tell Tyson you think it would be best to try and reconcile with Isaac. Tyson agrees to stay with you to await Isaac's arrival.During the few days you two have alone before Isaac's arrival, you dreamily discuss the sort of life you will have together with your child. Tyson is constantly sneaking glances at your stomach, giddy with excitement of your child's arrival.The moments you don't spend discussing your future, you spend with Tyson's lips pressed passionately against your skin.But all too soon, Isaac arrives...
Player: Isaac's Arrival

DM: It doesn't take long for Isaac to guess at your current relationship. Between the less than enthusiastic greeting he received, and the fact that you're obviously pregnant, he knows he's been betrayed."You! You traitor! How the hell could you do this to me?! How could you do this..." He gestures at your stomach. "...to her?!" His rage has caused his face to turn bright red. "You've made her into your plaything! She's no better than your common whore! My love, you've stolen her and her innocence!""Isaac, you can't always get everything you want! But then, you've never been good at sharing..." Tyson is clearly angered by Isaac's accusations and insults towards you. He shows remarkable restraint."No. No, I haven't. But... If I can't get what I want, then neither should you!" He draws his handgun from his pocket. Of course he would be in possession of a gun. He just returned from war!With barely so much as the blink of an eye, he snaps his gun towards Tyson. You know how this will end.Without thinking, you position yourself in front of Tyson right before the bullet reaches him. Instead, it plants itself firmly in your pregnant body. You fall backwards and are caught in Tyson's arms. He screams profanities at Isaac."Stupid, stupid girl..." He says, stroking your hair, tears streaming down his face. He leans down and sends a gentle shower of kisses down upon your forehead. "My love... My stupid girl..."You take another ragged breath. You cup his face gently in your hands."Now we're even..." You whisper softly, before fading away.

DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaaaaw...
Player: E
Player: S
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaaaaaas...
Player: B

DM: "I'm really sorry." you say hoping to avoid another slap."Fine, you're sorry," she sighs as she begins to leave. "Just leave me alone, alright?"
Player: Stalk her
DM: Unable to get over your rejection, you follow Ms. Scott everyday. Eventually it gets so bad that she calls the police, and you are forced to leave your job.

DM: There once was a teenage boy named Bob. He lived in a village called Minitown with his dog, MC Honey. Bob wanted to travel around the world because he was tired of living in the village. The townspeople thought Bob was crazy because they believed that they were the only town on Earth. On a sunny day, Bob decides to leave the town with MC Honey. They are trying to decide whether they should go West or East.
DM: Bob and MC Honey travel until they see a mountain. Bob sees that it's snowing on the mountain, so he takes his jacket out of his backpack and puts it on. He then puts MC Honey into his backpack in preparation for the climb up the mountain.
Player: Climb up the mountain
DM: The weather gets colder and they start to freeze.Right before they reach the top, Bob's whole body goes numb with cold and he can't move anymore. He falls backwards and starts to roll down the mountain.The backpack gets caught on a rock and MC Honey is set free.

Player: MC Honey helps Bob
DM: Bob is still rolling and MC Honey tries to chase Bob down the mountain. MC Honey catches Bob's jacket and tries to pull him out, but instead MC Honey end up rolling with Bob. As they roll down, Bob begins to wake up. When they reach the bottom, they find a cave.
Player: Go inside the cave
DM: Bob finds a flashlight in his backpack. When he turns it on, bats start to fly everywhere. The bats chase Bob and MC Honey deeper and deeper into the cave. Once they go deep enough, they see a light ahead of them and they run toward it. They emerge from the cave, and find the ocean.
Player: Go to the ocean
Player: Continue on his adventure
DM: The old man helps Bob build a boat. On his journey, he needs food, water, some blankets, and a compass. The old man kindly provides these things for him. Before Bob leaves, the old man warns him about all the creatures that he will face, such as sharks, swordfish, whales, and pirates.
Player: Sail out into the ocean

DM: He goes to the woods and sees a gigantic bear sleeping on the ground. The bear is blocking the passage to the river.
Player: Let MC Honey scare the bear

DM: The bear leaves Bob and MC Honey alone. Bob and MC Honey begin to cross the river on a tree they cut down to make a bridge. All of a sudden, a giant fish jumps out of the water while they are trying to cross and breaks the tree in thirds. Bob and MC Honey end up on separate parts of the tree.
Player: Bob jumps across to MC Honey's tree
DM: Bob uses his hand to paddle across the river while MC Honey barks at the fish. Once they get across, Bob and MC Honey keep walking until they see a swarm of bees. Fortunately, Bob has a tennis racket in his backpack.
Player: Run away while waving the tennnis racket crazily
DM: They make it through, but MC Honey get stung on his paw.
Player: Bob carries MC Honey
DM: As Bob is walking he finds an abandoned bike and takes it. Bob puts MC Honey in the basket with his backpack. Bob thinks that the abandoned bike must be from another village, proving his village wrong. Bob rides the bike until he reaches the ocean.

Player: Go up the mountain again
DM: This time up the mountain, the weather gets warmer as the day goes on. After one and a half hours climbing, they finally reach the top. They see a view of the ocean. MC Honey finds a sleigh and alerts Bob. Bob thinks this sleigh is proof that another village exists.

Player: Hit the bees with the tennis racket
DM: The bees begin to sting them, so they run away and find a cave to hide in. Afraid that the bees will still find them, they go deeper into the cave.

Player: Take the sleigh and slide down
DM: They take the sleigh and begin to ride down. As they ride down, Bob accidentally steers into a rock. They fall off and begin to roll down the mountain. When they reach the bottom, Bob lands on MC Honey's paw, hurting him. Bob carries MC Honey.

DM: After hours of traveling, neither Bob nor MC Honey can see any land. Right as they are about to turn the boat around, MC Honey sees a ship off in the distance. MC Honey tries to alert Bob, but he ignores him. Finally, MC Honey gets his owners attention by tugging on his shirt. When Bob sees the boat, he can't decide whether or not he should go towards it.
Player: Go away from the ship
DM: When Bob reaches land, the old man and his house are gone. Bob wonders where the old man could have disappeared to. Bob and MC Honey spend a few hours trying to look for the old man. As evening falls, Bob and MC Honey give up, and they begin their journey back to the village.
Player: Follow the prints

Player: Jump into the water
DM: When Bob and MC Honey jump into the water, Bob starts to drown upon realizing that he never learned how to swim. MC Honey reaches land and turns around when he sees Bob is struggling in the water. So, MC Honey jumps back in the water to save Bob. At the same time MC Honey reaches Bob, the crocodiles start to go in the water. Luckily, MC Honey pulls Bob out of the water fast enough to keep them from becoming crocodile food. Ten minutes later, Bob starts to revive and run away from the swamp.
DM: As Bob runs, he breaks his leg tripping over a small pebble and accidentally lets go of MC Honey. MC Honey rolls down the hill and hits the bear they previously escaped. The bear picks up MC Honey and brings him back to his bear cave. Bob is having a hard time crawling because he has too much pain in his legs. The crocodiles reach Bob and bring him back to the swamp.

Player: Go towards the ship

Player: Stay down
DM: Bob tries to push his boat away from the ship so that he can keep traveling. Finally, Bob is able to push the boat away. The pirates follow Bob, but as it becomes darker they lose Bob. It is getting late. Bob decides to sleep. In the morning, Bob wakes up and sees that they grey fins in the water. After a while, they start to see the pirate ship. The pirates offer them safety aboard their ship, or they can die with the sharks.

DM: You draw your 22-K Boomer and aim at the beast. Its hide looks pretty tough. Maybe you should charge your Boomer for a stronger hit.
Player: Charge and shoot!
DM: You charge your weapon for destruction mode. While your doing that, the spider take great pleasure in biting off your head.

DM: You move towards the creature's lantern, but it quickly grabs your hand. Its cold, semi-moist fingers wrap around your wrist as it gently but firmly pushes you back.
DM: You walk slowly towards the strange figure. It eagerly turns to stare at you as you approach, moving slowly and cautiously. When you're standing less than a meter away, it begins to approach, it's frail arms reaching up to your face, two pale, disgusting fingers entering your mouth and tapping against your teeth. Quickly, it jabs its finger forward, knocking a loose tooth free from your gums with a few drops of blood."Mine," it whispers in a soft, rasping voice.You pull back frantically as it releases its grip, looking towards you with indifference again as it slowly picks up the loose tooth, raising it to its mouth and swallowing it whole. You step back, ready for it to strike, but it returns to its spot by its lantern, grabbing its fishing pole. You wiggle your tongue around in the new gap in your teeth, staring ahead nervously.
Player: Move away from the figure
DM: You move nervously away from the figure, who seems indifferent to your slow but steady backpedalling.

DM: You run only to find a good twenty zombies walking towards you...
Player: Shoot their heads!
DM: You decapitate them with your totally awesome gun and they all drop on the floor. You find that you are out of ammo, and going forward would be foolish, you should head back and see what all that talking was about.

DM: You are standing in the main classroom hallway on the second floor. The hallway continues a long ways to the north from here. You can see the end of the hallway a short distance away to the south. The stairway to the first floor lies a bit north of here. There are also two classrooms here. There are posters on the wall next to the classroom to the east, room 206, telling you that ENGLISH IS GOOD. The classroom to the west is labeled room 207, but there are no other indications what subject is in that classroom.

DM: This is the main hallway of the classroom wing of the school. The hallway continues north, but you can see the end a short distance away. To the south the hallway continues for a long ways before it reaches the main entrance and lobby to the school. There are classrooms here on both sides of the hallway: room 110 is to the east and 111 is to the west.

DM: You are in the middle of the second floor classroom hallway. The hallway continues a good distance both north and south from here. To the west is classroom 209. There is another door to the right, a small unmarked door. There is also the stairway down to the first floor here.

DM: Looking around, you see that you are in the main center hallway of the school. The school is mostly shaped like the letter H with two long wings and you are currently in the center connector hallway that connects the two wings. This is where all the lockers are for students to use. This section has lockers number 001 to 100, but there are more lockers off to the east. Off to the west you can see the main classroom section of the school that has a 2-story north-south hallway lined with classrooms. All of the lockers here, with the exception of the one you fell out of, appear to be locked.

DM: This is the south gym. There is a long and tall portable wall that usually separates the two gyms so that one class can be in each gym. Right now that wall is open and folded up into spaces in the east and west walls. There are two basketball hoops that are hanging from the ceiling here, but there is also a net that the volleyball team uses set up across the middle of the gym space. Along the east and west walls are tall wooden bleachers. The eastern bleachers are folded up completely, but the western bleachers have the first two rows pulled out. You can see the door to the boys locker room next to the bleachers in the east wall and the door to the girls locker room is in a similar place on the west wall.
DM: You are standing in the large activity hallway. Doors are open to the gym to the north and two sets of double doors lead to the cafeteria to the south. There is a small door in the middle of the large east wall. The connecting hallway and lockers are to the west.

DM: This is the area for serving food for the cafeteria. Is is currently spotless and very quiet. There are two long rows, one near each side of the room, with rails for sliding your tray. Between the rails and the walls are large metal carts that are usually filled with food and leaking steam into the room. You were hoping the windows to this room would be open like they are most of the day, but they are clearly shut and actually have little locks on each window. The locks don't look very strong but they're stronger than your hands. The food carts are completely spotless and you spot a small grate in the middle of the floor. Apparently they clean this room down with hoses at the end of lunch. Now that you think about it, you can notice a bit of a bleach smell in the air.There are the two swinging doors that lead back into the cafeteria to the west. There is also a double door that leads south. You know that's the kitchen because you've seen people bringing food from that direction to refill the food carts in this room, but you've never been in the kitchen. You know students aren't allowed in the kitchen, but students aren't supposed to beat other students up and stuff them in lockers, either.

DM: You are at the south end of the long second floor classroom hallway. You can look all the way along the length of the hallway to the north and see all the various classroom doors along the east and west walls of the hallway. You can almost spot where the stairs to the first floor are, about halfway up the hallway. At this end of the hallway there are two final classrooms for this floor: room 204 is to the east and room 205 is to the west. There are also a few extra piles of dust and dirt in the corners of the hallway here: apparently the janitors don't really get all the way to the end when they clean here.

DM: You are at the north end of the main classroom hallway. The hallway ends here, but there are still classrooms at this end. There is a door to the west that has a sign on it indicating that it is room 113. The door to the east is room 112. The hallway continues the entire length of the building here to the south and you can see down the entire hallway and the line of doors there. You realize it is getting a little darker outside and there are a few more shadows here as compared to when you started trying to find your way out. To the north is a single emergency door with a large red crash handle on it. Giant red letters indicate that the door is for emergency use only and that it will alarm. Wrapped around a makeshift bar on the door is a large chain and padlock to keep the door from opening. Good thing there's not an emergency right now.
DM: You are in the main hallway of the classroom wing. The hallway continues both north and south. Room 111 is to the west and room 110 is to the east.

DM: This is the north gym. The gym here is separated from the south gym by a huge foldable wall that is current folded up and jammed into spaces in the wall. There are three basketball hoops here hanging from the ceiling. There is one set of bleachers along the western wall that are partially folded, but the bottom four rows have been expanded out for use. Every step you take in here echoes back to you from the bare concrete walls and wooden floor.Along the north wall are three pairs of doors that lead out to the rear section of the school and the outdoor fields. As usual, after school these doors have long chains and padlocks on them. In the northeast corner of this gym is a door that leads to the equipment room that all the students call the BALLS room (because that's where all the basketballs are stored).
DM: You are standing in the south gym. The wall is open to the north gym. The main activity hallway is through the doors to the south. The girls locker room is to the west while the boys locker room is to the east.

DM: As soon as you entered this room the smell assaulted you. The body odor here is so strong it makes your eyes burn and you feel like the hairs in your nose are on fire. You blink the tears from your eyes and wonder how anyone can stand in this place for more than a few seconds. You try not to breathe, but you can feel the odor here permeating your clothes and perhaps your very skin. This is not a nice place to be.You are in the boys locker room. There is a row of lockers along the wall and you can see through the grates in the locker doors that there are plenty of dirty socks and who knows what else in them. On the far side of the room are a number of toilet stalls and a couple round sinks. There is a scratched bench in front of the lockers. The only exit you can see from the room is the door to the west that leads back to the gym.
DM: This is the girls locker room. There are a row of lockers along one wall and beyond another half wall are a row of toilets in stalls and sinks. There is a single shower in one corner of the room with a solid glass door. There are long benches in front of the lockers where you can sit while you're dressing for gym. It smells in this room, and that's not a nice smell. You wonder how many of those lockers are full of sweaty clothes that have not been washed in a long time. Based on the strength of the smell, your guess would be all of them. The only way out of this room appears to be the east door back to the gym.

Player: Search one of the lockers
DM: You try not to breathe as you open a locker and dig through the still-damp and very smelly gym clothes, but you don't find anything useful. Perhaps if you searched somewhere else...

DM: You are in the north section of the massive cafeteria. The rest of the cafeteria is to the south. Through the pairs of double doors to the north is the activity hallway. There is a pair of swinging doors that lead into the serving area to the east.

DM: You are a little nervous standing here in the kitchen. This is a room where you know students aren't normally allowed to go. There are a large number of pots, pans, bowls, counters, and closets in this room. Everything is metal and seems completely crammed into a space that's not nearly large enough for it all. There are various large, long utensils on the walls. There are huge vats that are clearly used for cooking a lot of food at once. In one corner a closet is open and you can see a stack of large cans of green beans. There is one door to the north that leads back into the serving area. There is another small side door that looks like it should lead outside. In the other corner of the room is a large grate in the floor.
DM: You are in the serving area of the cafeteria. There are long rails here and empty silver metal serving carts. There are two swinging doors to the west that lead to the main cafeteria and a double swinging door that leads south to the kitchen.

DM: You are in the main classroom hallway on the second floor. The hallway continues both north and south from here. To the east is room 210 and to the west is room 211.

DM: You are in the main hallway of the school. The hallway continues north and south from here and far to the south is the entrance to the school. There are two doors here for the classrooms: 106 is to the east and 107 is to the west.

DM: This is the equipment room, more commonly known as the balls room. It is a small storage room with a tiny, dirt-encrusted window near the ceiling. There is a pile of nets and strange sports equipment in one corner. There is a bent and twisted metal shelving unit that has seen better days. There are a few balls in the room: some are in a basket but others are just rolling around on the floor. The only way out of the room is the door to the southwest, back to the north gym.
DM: You are in the north gym. There are a group of locked doors to the north and the other gym is to the south. The balls room is off to the northeast.
Player: Go northeast

DM: This is the boys locker room. There are rows of smelly lockers here. The only visible exit is out the door to the west and back into the gym.

DM: You wave in front of the window, hoping that some one will see you. You're not quite sure what you will do if they do see you, and you will probably actually get in trouble for being in the school. Fortunately for you, no one can see you except the trees and a single bird that just stares at you.
DM: You are at the north end of the hallway on the second floor. To the west is room 213 and room 212 is to the east. The hallway continues the length of the building to the south.

DM: You are on the second floor in the main classroom hallway. The hallway continues both north and south from here, but you are closer to the south end. There are two classrooms here: room 206 to the east and room 207 to the west.

DM: You are in the south end of the main hallway of the school. To the southwest is the entrance lobby. The hallway continues far to the north. There are two classroom doors here to the east and the west, marked 104 and 105.

DM: The box creaks threateningly and a little dirt starts to come in through the cracks. Your screams are swallowed.

Player: Torch

Player: wait let me get my camera
DM: You go get your camera and take a picture of it. After you take a couple shots the ghost dissapears.Batman-"Great Detective Work I think you caught on ghost on film"Robin- "Great Scotts Batman that gonna be like one of the top fourty pictures in the world"Batman- "Yes Robin I know and since the ghost dissapeared we probaly couldn't of caught it anyway without the help of Ray Peter Winston and Egon."Robin-"You mean the the Ghostbuster Batman?Batman-"Yes Robin the real ghostbusters."Robin-"who you gonna call ghost busters, da da da da dah dun, dud dun da dah said who gonna call?"Batman- " You should get those pictures developed you could make whopping off of them.
Player: Get the pictures developed

Player: lets get em Batman
DM: You and Batman grab the ghost, and you notice it's just a man in a cloth. So you take off the mans mask.Gee Wilikers it's Old Cheif Sitting Bull his dead corpse rose up out of the Indian Burial Ground because they built a drive inn theater over it.Sitting Bull - "That's right me and my son Crazy Horse planned on scaring you people away by dressing up as the white man's ghost and we would of got away with it, if you weren't for you meddlesome kids."Batman informs the Justice Leauge over his wrist watch that everythings okay. Super Man and Wonder Woman and the rest of the crew congragulate you on your good detective work.Apache Cheif ( a giant growing superfriend) however is pissed offShaggy - "Yah like way to go, now like lets get some snacks, whadda ya say Scoob"Scobby - "Yah ha hah Snacks Hee he he Hee"Shaggy- Like Daffney, Fred,Scrappy, and Thelma are wating for us"what do you wanna do?
Player: Walk to the snack bar

Player: Help out the Flinstones
Player: Jump in the car

DM: You walk over to the Snack Bar, With your new pals Shaggs, Scoob, the Bats and his boy, Sittin Bull, and kid crazy horse.The line is taking forever, and your missing the muppet caper. You realize why the line is so long, it's because the whole team of Harlem Globe Trotters are in line.Robin- "Hey Trotters hurry it up!"Curly -"Hey cool it man,It's not are fault, it's the Gremlins playing behind the snack bar."Shaggy- " Zoinks gg gg gg gremlins like c'mon scoob lets go tell the others"You look over and see the young waitress Alyssa Milano behind the counter is being tortured by Gremlins.
Player: Time to play some Basket ball

DM: You go to the photo developer who is Jennifer Love Hewitt, who gives you back the picture along with her phone number, She informs you those pictures are really great and your a great photographer."Your better then Ansel Adams" she says. Just Then Reverand Al Green comes up to you, and he looks at your pictures, Al- "Wow those pictures would prove the supernatural, and I wouldn't have to preach no more about trying to prove the existance of a higher power."

DM: You flip your lid and ask what are the flinstones doing around here.Snoop Dog says "Chill Dog the flinstines like to go to the drive in"You - "Did you call me A chilli Dog?'Dre- "Naw man you gotta kick it like this, See there a millions upon millions of parralel universes, your experiencing one which has things going pretty smooth like. Whether it be a thought of by someone one else, or whether you thought of the person who thinks he thought up you, it's all cool." what I'm trying to say is this , this is all real, and if you think this is a choose your own adventure game, it aint. See cuz some busters just going around makin foolish descisions, thinking they don't have to pay no consequences, this is real and it's everybody's adventure. If you squish a bug in Nairobi, sooner or later it's going to affect you family in New York see.You thank Dr. Dre for his Thesis on the causes and effects of reality what would you like to do now.
Player: Help out the flintstones

DM: You tell the Harlem Globe trotters you got a plan. psst- "Lets get the Gremlins to play Basket ball with us, and if we win, they 'll have to go, and if we lose then we'll let them stay and eat all the candy and food they want. It's a sure fire plan because the gremlins are so small , and were so tall. The gremlin agree to the game. However they play unfair, the trotters have a few tricks but the gremlins are always chewing on your arm while you try to shoot the ball. The Gremlins end up winning 78 to 76 the only reason you didn't score the winning basket was cause a gremlin desguized himself as the ball and crawled out of the hoop.You end up giving the gremlins a big trophy, that they except however your quik thinking made the trophy a cup that holds a giant flame. Once they see the trophy they take off screaming. Good thinking. Alyssa Milano falls in love with you and gives you her phone number along with some free nachos.What do you want to do now?
Player: GO ON TOUR WITH THE GLOBE TROTTERS

Player: Publish the picyures
DM: You publish the pictures, and everybody now believes in some kind of higher supernatural power. There is no more crime and War cause everybody wants to be really good. Whenever somebody acts up they just see the picture of your ghost on a near by Billboard.Better yet Al Green now spends all his time singing and comes up with all these good songs about sweet Loving, and they're all mixed and produced by flood, who is a really good mixer and producer. He did the Faith No more Angel Dust Album, and The U2 zooropa album and all these other ones I like, I don't know if he did a Beck album but all Becks albums are all good too. I figured he should be mentioned in this game. He was in the game but you didn't see him or hear from him at all because he was working the projector.
DM: You somehow have saved the world, you call the girl of your choice, she desperatly wants to marry you and you have lots of kids, who all think your cool because you are.You have beaten the game and the only thing left to do is email me after you beat the game at [email protected] and say Boo yah I beat your game, and then tell me what you think of it.I realized there is no way to die in this game, but there are plenty of ways to die in my super Jurrassic Fairview Park game.(check out my new wood grain background, pretty swee huh!)

DM: You call the Ghost Busters but get the answering machine, and also other numbers to press for the new Ghostbuster and other detective agencies. However you notice your double feature is going on with out you what dou you want to do?
Player: Check ou the rest of the movie

DM: You decide you need a lift. So you jump in the Stone age car. Fred Yells "What kind a movie is this, I want my money back as you look out you see, a incredibly strange surronding.To the left you see a watch that appears to be melting and a yellow submarine sailing under the crew of the S.S. Minow.On the right you see a five dimensonal Elvis reaching into a four dimensional Homer Simpson and grabbing food out of his stomach, Homer is doing like wise.Wilma- "Fred Honey, I think were going through time again"Fred- "I know that Wilma"You- "Actually I think theres a fracture in the sub space time continuem"Stormy- "Take that Sub Space!"Fred- What is going on here and who are You?Stormy- "I'm Stormy and this is the work of Aku"Fred "Bless You"(what do you want to do)
Player: Jump out of the Time Space Whirl Pool

Player: Check out the rest of the film
DM: As you walk out you are stopped by Buzz Light Year.Buzz- "I saw you play that game in there, I think you got what takes to be a space ranger, whaddya say, don't you wanna help me defeat the Evil emporer Zurg.You - "Buzz , your a toy!"Buzz- "Yes that's true, but I'm still a space ranger and the Gamma Quadron Six is still being threatend by the real toy Emporer Zurg", are you with me or not.
Player: Yes Buzz I will help you

DM: "Lets all go the Lobby, Lets all go to the Lobby, lets all go to the Lobby to have ourselves a snack."You sing this little Diddy as you walk up to purchase the PopCorn. The Popcorn Lady behind the bar is the Girl on the Noxema commercials of 1994 (she is really hot) any way she is enthralled by your singing and gives you her phone number along with a bucket of popcorn. You are about to eat a peice of popcorn but all of a sudden you hear a "Help don't eat me" come from your popcorn.You take the peice of Popcorn to your Friend Stephan Hawking who calculates that there is a tiny world inside your popcorn. He says the life somehow came about from the warm butter. His new equasion sounds quite Tasty.
Player: Publish these findings
DM: Stephen and you realize the potential of these beings. The Horton theory shows that organisms of different space and time are able to exist on smaller dimensions, this helps open up the knoledge of the 5th and 6th dimension. Which explains how in quantum theory and atom can apear in one place and then in another. Humans quickly learn how to adapt to this new theory , and no longer have to fear war because no one can hurt anybody else because in a time of trouble people can just go to a different dimension, and also people can become smaller and exist in a much smaller space so over population is no longer important. You have saved the world and are awarded the Nobel peace prize and a bunch of other awards, and you get a bunch of cool stuff in the mail, and you also get to be on more commercials than Micheal Jordon.

DM: You decide to go on tour with the Globe trotters and the Gremlins. The Hilarious spectacle attracts millions of people and also provides a large amount of charitable contributions to children and the poor. Crime and drugs are eliminated, and you end up saving the world because every one is educated enough not to make bad descisions such as murder and war and what not.You globe trotting group get the world Peace Prize, and Hulk Hogan and Mel Gibson call to hang out with you because they are all about charity too.

DM: You ask the gremlins for some candy, and one of them throws you a Zag Nut, and then another one throws you a slushy. Then a giant food fight ereupts.Greedo throws a hot dog at you, but you duck and it hits Dexter square in the face. Sub Zero gets hit with a slushy and it has no effect.
Player: Throw some paul Newman Sald Dressing at Paul Newman
DM: You look around and see no Paul Newman Salad Dressing. Besides that would probably hurt. All of a sudden Richard Dreyfuss and and Val Kilmer get hurt really bad, and cheif of Police Carl Winslow has to come and break up the whole party.
Player: Ask Carl for a ride along
DM: Carl Winslow is glad to have any body accompany him, because being a cop gets lonely and it dangerous out there.So you end up doing a ride along. All of a sudden Carl get s a call from Bruce Willis saying that he's found a bunch of Terrorists in a high rise going to spread a highly contageous Lou Gehrigs disease Virus. However you tell Bruce to let you talk to the terrorists over the radio. It turns out the Terrorists are Team Rocket and the Riddler working for the Al Quada, you tell the riddler a riddle that doesn't make any sense, and has no real answer. He tries to figure it out and won't leave untill he does, but in a short time the police get there and arrest the culprits. The Riddler continues to spend the rest of his time in prison trying to figure out your ridlle. Congratulaions you saved the world, and your brilliant plan was announced on National TV. Your a big Hero and your face is on the cover of every Wheaties Box even though your not that crazy about wheaties.

DM: You See Willy Wonka riding his boat and decide to jump in taking over the wheel. Wonka says"My fine Sir what are you doing I'm giving a tour of my Chocolate Factory" He sends his Oompa Loompas after you. You end up fighting them off and commandeer the ship towards the center of the Time Space Whirl pool. On the way you see the Sword of Omens and decide to grab it. You break through the bottom of the Whirlpool and stand before a being the size of a Mountain. AKU-"I am the Demon AKU, It is I who suck the universes together."You feel your pulse pounding and your sanity slipping as The Demon stares from above. No light is reflected from the Demons body.Then a message comes to you, (The demon lies he does not control reality, plunge your sword into him.)You throw the sword into his body, but it is enveloped just like the light. He laughs at you, and asks "What do you Have to say for yourself now?"
Player: jump back into the porthole and out where you came in

DM: Buzz " All right Ranger what are we waiting for lets hop aboard. You Jump In his giant Space ship and take off. Buzz Then informs you that first before you help out Gamma Quadron Sector 6, You'll have to help out sectors 1,3,4,8,and 9 first so you might want to call your Mom first and tell her you wont be home in time for dinner for a couple years. You call your Mom , and she replies that she'll have something fun to eat for you when you get back, and she's proud your going to fight The Krillions, Krang, The Huts, The spice Worms,Parralax, King Toad and his group, Skelator, The Gundams, Bowser, Snyder the janitor, Thanos, DarkSeid, Sharkocons, Zurg, and New Zurg with glow in the dark and wrist laser action.After you have defeated all the potential Threats to Earth you are awarded the most highest honor you get the Nobel Peace prize, and Tony Blair knights you, and your Mom has four boxes of Kid Quisine waiting for you in the freezer along with some Jello fudcicles when you get home

DM: Your so happy you won the game you start to the Hokey Pokey. Half the people there automaticaly Join in, Then Tonto suggests you start doing the chicken dance, everybody starts doing the chicken dance, then every body starts suggesting dances, "achy breaky heart, The electric slide, mashed potato, big ol beat, alligator, the bird, the plane the plane, all of a sudden you start to grow weary of all the dancing.You ask the food stand if the have any sports drink so you can get your energy back. Then all of a sudden your tapped on the shoulder.Milk- "Hey you think your gonna get your vitamins you need from a sports drink?"You- "I dunno"Milk- "If you want the D you come see me, C'mon Shake"Shake- "Lets go over to Earl's Pool"(what do you wanna do)
Player: Go back and check out the movie

DM: All that butter sounds to good to go to waist on science. You snag the peice of popcorn out of the petri dish, Stephan tries to stop you but he can't move.All of a sudden Yoda in a far away galaxy hears the screams of millions of beings just comes to a stop. Yoda "Hmmm I see, the Mongol butter people have experienced total genocide, Good I fear they would have grown up to take over and destroy the universe"Mean while (Back at the Stephan's house, you tell him it was just you making the noises from the popcorn, and that he shouldn't Worry.Stephan Replies. <"I WOULD LAUGH IF I COULD"> <"BECAUSE THAT IS A GOOD ONE">,<"WHY DON'T YOU SEE A MOVIE BECAUSE I AM TIRED">
Player: Try and get Stephan to laugh
DM: You think to yourself does Stephan really think I'm funny or is he just saying that.You wish you could somehow how make Stephan laugh, knowing that Stephan went to Cambridge he would probably enjoy some British humor, so you invite over John Kleese to help you out.John Kleese however knows all about the power of laughter. He ends up cheering Stephan up so much, Stephan begins to grow stronger rapidly while hearing John's jokes, and the next day Stephan starts to walk.You quikly call up Cristopher Reeves with this new information. He spreads the power of laughter knowledge to scientists who no longer have to cut up lamprey eels or mess around with gentics to help out the disabled.It turns out laughter also has the abilty to stop stress and heal all sorts of things. Soon all the wars stop, and Comedy Central branches out into five new channels. You get a bunch of rewards for your findings, and you become a regular guest star on TV talk shows.Stephan hawkings ability to walk around, makes it all the more easier for him to research things, and he eventually finds out how to contanct the creator of the universe. Which then all things are figured out and every one is happy.

Player: Freak out and ask why the Flintstones are around

DM: (You figure out love destroys demons cause you saw it on some movieYou tell the Demon you love him. Aku Stops Laughing "You love me like how?."You-"In a Platonic Sense?"Aku-"Ha then your a devil worshipper, you love Demons!"You - No I love you like Kissey, Kissey!"Aku - That's sick I'm not that kind of Demon, I don't even want to swallow you go away.Aku starts to walk away, and you notice the sword lays on the ground under him.You pick up the sword and throw it in his eyes.He dies by the magical swords and you end up saving the world from him , showing that love does conquer all kind of, oh Yeah and Kelly from saved by the Bell saw the whole thing and gives you her phone number

Player: Yoppy Skippy

Player: Stop the fighting

DM: You decide Milk is pretty cool so you go hang out with him and Shake at Earl's pool.On the bottom of the pool you find a gold necklace. Your Rich, so what do you when your rich.Spread the wealth of course, So you decide to buy the world a Coke and keep it company. Everyone is happy and you have once again saved the day.

Player: Fill the pot with water
DM: You fill the pot with water. Nothing seems to happen but you're not dead so apparently you haven't done anything wrong... Yet. You take another look at the names on the list. John 2.7 Mark 9.41 Matthew 27.24 Joshua 3.15 Luke 8.24 What do you want to do next?
Player: Pour the water onto the floor

DM: 3J has 9954 sanity remaining.Your defiant post reduces 3J's sanity by 14.In turn, 3J calmly expresses his disapproval, reducing your sanity by 2.What next?
Player: Rant like your life depends on it
DM: 3J has 9903 sanity remaining.Your defiant post reduces 3J's sanity by 65.In turn, 3J calmly expresses his disapproval, reducing your sanity by 2.What next?
Player: Insult 3J
DM: 3J has 9932 sanity remaining.Your defiant post reduces 3J's sanity by 36.In turn, 3J calmly expresses his disapproval, reducing your sanity by 2.What next?

Player: N
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.> Quel est votre prénom ? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaan...
Player: B
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.> Quel est votre prénom ? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaaab...
Player: W

DM: You don't know how you got here. The last thing that you remember is lying in your bed, at 9 P.M. on New Year's Eve... and now you're here.The fate of the world is in your hands. There are 20 minutes until the New Year, and if you can't create a do something by then, all of humanity will be wiped out.You look around, and realize that you are far from home. You are inside a science laboratory, with 2 exits: out the front door, or into a very long hallway. A scientist approaches you, and gives you some keys. He says that the keys can be used to open any of the doors in the hallway, but they can only be used six times.You step into the hallway, and see some doors up ahead, with labels on them describing what is inside. The scientist tells you that if you can gather enough materials to make a solution, humanity might be saved, as he has a secret ingredient that will make solutions come to life.He also gives you a watch, which counts down the time you have left.19.24, 19.23.You pinch yourself. It's not a dream.You really don't know what to do. Do you try to create the solution, or pull a runner?
Player: Down the hallway
DM: You rush down the hallway. You immediately see two doors. One of them has a label saying 'ZOMBIES' and the other one says 'BOTTOMLESS PIT'.Do you take the risk of one of these doors, or safely continue down the hallway?
Player: Bottomless Pit

DM: You think that an adventure might be cooler than sitting in the forest. Besides, you would die in the forest with nothing to eat or drink.It takes you forever to find the laboratory again. Just when you are about to give up, you see it. You run towards it and inside. Down the hallway you go!

DM: Those two doors are too risky. You continue down the hallway, towards two more. You can't read the labels on these doors. And you can't seem to reach them. The doors stay the same distance away from you, no matter how many steps you take. You start to run, but the doors still won't get any closer. What is happening?You look behind you, and the very start of the hallway is there, like you hadn't ran at all. You also notice a keyhole in the wall next to the 'Bottomless Pit' door. Do you use your keys here? That would be logical, but a bottomless pit...USE YOUR KEYS NOW TO OPEN THE KEYHOLE, OR CLICK ON THE LINK BELOW TO TRY AND FIND A WAY TO REACH THE NEXT 2 DOORS!
Player: Find a way to reach the next 2 doors
DM: You try to come up with a way to reach the next 2 doors. There are no windows, so you can't get out of the hallway and get back in next to the doors. You search your mind for other ideas, but you can't come up with any.You seem to have to do the keyhole solution.Use your keys here.
Player: No!
DM: You return to the main hallway. The keyhole is not for you.

DM: You post some very rude comments regarding your opponent's mother, reducing his sanity by a whopping 18.The cultist invokes the favor of Shnissugah, dealing 12 damage to your sanity and inhibiting the capacities of your keyboard!The cultist's sanity is now 5.
Player: Insult the cultist
DM: Bam! Whoosh! You direct numerous vulgar statements at your opponent, reducing his sanity by a whopping 21.The cultist invokes the favor of The King in Yeller, dealing 18 damage to you and using your own resistance to weaken your attack!The cultist's sanity is now 0.
Player: The cultist is vanquished, huzzah
DM: Damn! That was some nasty shit those guys said to you.Without the heart to continue bickering, you shut down the computer for the day and go see what's in the fridge.

DM: You turn your attention to the keypad-looking module. You press the module, and suddenly, your vision blurs...When your vision clears, you find yourself standing in front of a rather large screen. It has four buttons, and each button face has a different symbol on it. Before you can take a step forward to get a closer look, a pop-up window blocks your path.Welcome aboard!In front of you is a keypad, on which you must input the correct code to solve the module! You'll also need this on your journey! Good Luck!The words are replaced by a strange-looking chart. It's essentially a 3-column x 5-row grid with each of the 15 spots being taken up by symbols. As you look at the chart, you see that there is some text lining the top. There's only one column below that has all four symbols from the keypad. Press the buttons in the order their symbols appear within that column.These strange symbols range from ones that look like hieroglyphics to common everyday symbols, like the copyright (©) symbol. You think this chart might come in handy, so you memorize it before moving on.(I recommend you save this chart somewhere. You're going to need it, and you aren't going to be able to get a second look at it.)
Player: Time to crack the code...

DM: Even assuming you have the chart with you, I can't really give you too much advice for this one. The symbols on the keypad should be in one column. After that, just follow the rules that came with the chart and you should be fine.
Player: Upper-right button
DM: BUZZZZZ!Uh oh. That wasn't right. Looks like you have to start over.

DM: Assuming you have the instructions for cutting wires, I have one piece of advice for you. Read carefully, and don't let the direction of the wire connections fool you. Just follow the links.
Player: Cut the third wire.

Player: Lower-left button

Player: RESTART
Player: Lower-right button

Player: Keypad Module

DM: CA-CHIK!That's the second one down. Which one should be next?

Player: Leave behind the keypad...

DM: You step north, and nothing happens. Okay, good. Nothing bad happened so far. Which direction is next?
DM: You step east, and nothing happens. You're on a roll! What next?
DM: You step east again. You don't feel anything, no zaps or shocks. Well, time to continue. Which way is next?

DM: You step north this time, and you aren't shocked by anything. Better yet, you're still moving. Next direction?

DM: You decide to step east and are relieved when you aren't shocked. What's next?

DM: This time, you decide to step south. Thankfully, you aren't shocked and don't get sent back to the start. Now, which direction is next?

DM: You decide to walk south again and are glad to find out that you do not get shocked. Alright, what next?

DM: You decide to walk in a different direction, and go west. Nothing happened, so you assume you're on the right path. Now what?
DM: This time, you go south. You aren't shocked, but you aren't out of the woods yet. Where to now?
DM: You walk south again. Nothing happens. You keep pressing forward with the thought, Where now?
DM: This time, you decide to walk east. You are rewarded with no shocks and no restarts. You feel like you are nearing the end. The question is, which one will lead to it?

DM: You take a final step east, and in front of you lies the exit. You want to take a rest, but time's a tickin'! You make a hasty exit, relieved to put this tedious maze behind you.
Player: Leave the maze...

DM: El Desconocido Guapo charges at you with the rage of a slapped bull. Of course, considering how you've embarrassed him throughout this match...his fury is understandable. The masked luchador leaps into the air with the grace and agility of a spider monkey, but his anger has left him rather wide open to a variety of counter attacks. There are two easy moves that you could make here. You could either catch him in mid air and slam him back down to the mat or sidestep him.
Player: Sidestep
DM: As you sidestep your cheetah print wearing foe, he realizes just how poorly his ring positioning was considered before taking flight. Instead of nailing you with a cross body block, he instead has straddled the top rope. As you turn to see the unfortunate fall, even you have to wince at the pain he must be experiencing. Luckily, El Desconocido Guapo falls back to the mat...though obviously worse for wear, whimpering in pain while clutching his groin from the rope impact. The crowd laughs and cheers, but you know it's time to finish this match. You climb to the top rope by way of a turnbuckle, peering out into the crowd and working them up to see your big finisher! Strange thing is...for some reason, you're considering shaking things up a bit. You feel like maybe continuing to make the crowd laugh could work in your favor. You feel prompted to try something really random and...silly. Why on Earth you would want to cluck like a chicken and then dive off the rope to cushion your landing by using El Desconocido Guapo's chest is anyone's guess...After all, you could always use "Old Faithful"! A Frog Splash from the top rope is hardly revolutionary...but it would be taken more seriously than the weird...chicken butt...thing. And actually there's a third option that crosses your mind. Make these people take you seriously. Make them get up on their feet in shock and awe! Try the Twisting Tiger Tornado! Of course, there is the risk of serious injury or death...but...if you live and pull off the move correctly, it would definitely get you noticed!
Player: Chicken Butt?

DM: You just finish packing when you hear a knock at your door. "Hey Phe, you in there?" You hear Joel ask. You choke back pained tears at the thought that you might never see him again, but you know it's for the best to just ignore him. After a few seconds, he heads off. If you're going to leave, you had best do it today.
Player: I'll leave at night, I'm less likely to be seen.
DM: You wait in your room until night. You hadn't planned to fly, as you'd be too visible, but a storm brewed and thanks to strong winds and rain that won't be an option. You sneak outside, then make a mad sprint for the forested perimeter. You make it most of the way before a crack of lightning brightens the world around you for a brief moment. You don't falter, but you can't help but wonder if anyone saw you in the split second. Once in the woods, you slow your pace to conserve energy, but keep a fast jog. You run for hours, but the rain makes the ground wet and muddy, and it's difficult to even walk through. You stop for a second to think if it would be better to wait out the storm, or if you should forge on ahead.
Player: I'll keep going, I can't take any risks.
Player: I'll seek solace at St. Gardenia's. As much as I don't want to, it's probably the safest place I know.

DM: To your surprise you see your housemate on the other side of the road, being bundled into the back of a police car. The Methodist minister from the church over the road is shouting at them, accusing them of burglary and vandalism. He is holding a familiar-looking shoe. Your housemate glares balefully at you as the police car pulls away.
Player: Go to 50.
DM: There is a faint call of birdsong in the air as you stroll down the street - it looks like it's going to be a lovely day. You quite fancy a pint.

Player: Drive through the emergency lane and swerve between the cars
DM: Taking the emergency lane you see a car broken down on the side. Now you know why there was traffic but you don't have much room to squeeze by. You barely squeeze between the broken down car and cars on your left. Suddenly you hear a loud crack, you're so close to the cars on your left that you tore off someone's side mirror. You continue driving. Up ahead the traffic breaks and you see a chance to pull ahead.
Player: Downshift and speed ahead
Player: Pull over and take the ticket?
DM: Pulling over, the cop begins to park behind you. You see your rival speed by. He doesn't want to confront you in front of a cop. You've escaped the situation alive. Surprisingly the cop lets you off with a warning about speeding but to teach you a lesson he gives you a seat belt ticket. It's only a sixty dollar ticket with no points on your license. You got off lucky!

Player: To the Senate
DM: You decide to defy your silly belief in fortune-tellings and your wife's disturbing omen and head on down to the Senate. All seems calm along the way, but you remember that anything could happen. You're about to enter the Senate when another one of those old men in hooded cloaks comes along again, and this time it's one waving a small piece of paper. You're already a bit late, and the man might end up yacking your ear off. Besides, it's probably just a long, ranting compliant letter.
Player: Go To the Senate
DM: Inside the Senate it's as silent as a tomb...wasn't there supposed to be a meeting today? You wonder where everyone is as you slowly make your way through the room. As you go into the backroom, you see Brutus sitting there, along with quite a few other men, including Cassius. Hey, Cassius starts with a "C"! Maybe you should get out of here! But, hey, Brutus is here, so maybe thing's are safe...

Player: Go Left
DM: You gobble up the clump of food and get to a hearty 65 mass. The other player you saw left. Oh well.

Player: What is your name?

Player: Give the stuffed animal to your cat.
DM: You pick up the stuffed capybara, and go off in search of your cat. You know that he'll just love it, because he doesn't have very many stuffed animals. Finally you find your cat under the bathroom sink."Hey there, kitty-kitty!" You croon, holding out the stuffed animal. The cat immediately latches on to it, and you watch it play for a little while. Then the rumbling in your stomach reminds you that you were going to make a sandwich.
Player: Let your cat go outside.
DM: Your cat meows at you, and makes himself look pathetic. You feel sorry for him, and follow him all the way to the front door. He gets out ok, but you are attacked by squirrels! Even worse, you're pretty sure that they are rabid! How horrible!
Player: Go get rabies shots.
DM: You groan a little, then climb into your car to drive to the nearest after-hours clinic. Then you sign in and spend about two hours in the waiting room. By the time you finally get your shot and leave, you don't feel like making a sandwich anymore. Instead you stop and get a Whopper at Burger King.

DM: Heading into the thicker gas of the mountain, you do your best to breathe through the rag, ignoring the disgustingness of the whole ordeal to focus on not choking to death. You move forward, clambering up the rocks as you try to stare through the thick, poisonous veil that sits upon this plane. You clamber up the smooth, slippery obsidian, looking for something that can help you, something that might not even be there.You see vague, blurry shapes moving on through the fog, and pray they don't find you. Not knowing where to go, all you can do is take a chance.
DM: You quickly turn left, scampering along a flat area as you half-slide, half crawl along the smooth stone. You see a strange, snake-like creature with a human-like skull as it's head slide right past you down the mountain and you freeze, but thankfully it doesn't notice you. You pause for a brief moment to catch your breath.You feel your throat begin to feel a bit raw, the air you're breathing in starting to poison your flesh and leak into your blood even with the makeshift gas mask you've made yourself. You realize time is running out and if you want to find a place out of this nightmare realm, you need to move faster.
DM: You turn right, moving along the rim of the mountain alongside a ledge, your hands now sweaty as you try to continue moving up the mountain. Your hands are becoming slippy and losing purchase, but you continue either way, going along quickly but carefully as you struggle not to lose your balance and fall.You doubt you can make it much further. You're drowning in this brutal gas, barely managing to keep going. This gas is seeping through your every pore, burning through your entire being and nearly destroying your core. You cough phlegm into your balaclava, before bursting forward with what could be the last of your energy.

DM: Your name is currently Aaaaaf.Choose the seventh letter in your character's name, or click the link to Chapter 1-Prologue to begin.YOUR HEALTH: 100%
Player: l
Player: l
DM: Your name is now Aaaaaaal.YOUR HEALTH: 100%

DM: You just stand there and keep talking until a herd of tapirs surround you, begging for more words of your wisdom.
Player: "Go away!"
DM: They all just sit there, looking at you. They are starting to get on your nerves.
Player: Push Past Tapirs
DM: There are too many of them to push for your own good.
Player: Delight them anyway
DM: You talk to them until your voice grows hoarse.
Player: Level Two
Player: Yodel
DM: You yodel for a minute or so. When you finish, you hear the sweetest echo ever made. You must have made a lot of noise or else the Grizzly Bear that just came into view wouldn't be coming towards you so fast.

DM: "Dinner and a movie sounds good to me. That way hopefully there won't be too many awkward silences." "Sounds nice! Hmm...wait a sec...if I'm not mistaken, Vixen loves action movies and can't stand chick flicks. You may be in luck, good sir!" "Great! Nothing worse than trying to get to know a woman who's crying her eyes out..." "Well I'll set it up for you...Let her know you two are being paired up and you'd like to get acquainted first. And not that I have to tell you, but...be a gentleman. Things could really backfire on you otherwise." "Yeah, sure. Of course!" "Alright...have a good time, Will!" You're more than glad to leave the arena and wash up. Even though you know you've got a match against Jay Robbins coming up...you can't help but think of your date with Vixen tonight. Of course it might also be more of a business meeting in a way?
Player: Using Vixen
DM: Mark's words fall on deaf ears. Vixen looks ready for any night club in Vegas by the time you pick her up at her hotel. You manage to hit on Vixen from the very moment you first lay eyes on her and persist throughout the night. You don't really learn much about her or engage in much conversation aside from sexual innuendo...but during the movie you make a move...or two. You wind up making out in the back row. Dinner is a steamy affair that just gets you ready for dessert. You're not really interested in a relationship with Vixen, but you definitely want her for the night. You say all the right things and make all the right moves to get what you want. You don't really care about the long term consequences. When you drop her off at her hotel, you stay for awhile...

DM: "I think bowling. That'll be more fun and I think it'll be less pressure on both of us." "Sounds like a good idea to me. I think she'll like that more than the usual dinner and a movie anyway." "Me too." "Well I'll set it up for you...Let her know you two are being paired up and you'd like to get acquainted first. And not that I have to tell you, but...be a gentleman. Things could really backfire on you otherwise." "Yeah, sure. Of course!" "Alright...have a good time, Will!" You're more than glad to leave the arena and wash up. Even though you know you've got a match against Jay Robbins coming up...you can't help but think of your date with Vixen tonight. Of course it might also be more of a business meeting in a way?
Player: Use Vixen
DM: Mark's advice falls on deaf ears. From the moment you pick Vixen up from her hotel, you're already hitting on her. The way her clothing clings to her body at the bowling alley drives you wild. And you mention that. You also help her with "her form", even though she's actually a better bowler than you are. It's an excuse to get close. You don't learn much about Vixen, but you don't really care. She's hot. You say the right things and make the right moves. You don't really care about the long term consequences, but when you drop Vixen off for the night...you stay for awhile.

DM: Though you certainly had a rough night, even though you took it easy...you feel ready for Strider. Maybe not as ready as if a bizarre howling demon wasn't ripping your mind in two...but pretty good considering that little detail! Your music is absolutely wild and sounds reckless...just like your new attitude. You're glad for that change. It suits "Chance." The match is difficult...as Strider is hands down your biggest competition in the WWWL. He seems to be staying a step ahead of you, always maintaining a bit more momentum than you do. Strider's a little faster than you...and so he's been countering most of your attacks. However...you're a little stronger than he is. Strider swings a kick at you, but you catch his foot. He wasn't expecting you to be quite that fast, but you know exactly what will happen with that other foot and your face if you don't do something fast... Either pull him into a Short Arm Clothesline by the foot...or attempt to duck the Enziguri kick and apply an Ankle Lock Submission. There's more risk for injury if you don't dodge the kick of course.
Player: Dodge/Ankle Lock
DM: You manage to duck Strider's initial kick, but he's so fast that he spins a reverse Enziguri at you before you can cinch in the Ankle Lock. This sends you flying backward. When you sit up...you receive a Dropkick to your face. Your mouth is busted open at this point...and you grin with resolve. Strider steps back, waiting for you to make a mistake...but he's also a bit concerned about the sadistic look on your face. Strider is definitely in "dodge mode" now...so if you try anything like a Dropkick of your own...he'll be sure to dodge it. Maybe it's best to take things slow and lock up with him.
Player: Lock Up

DM: Ok.
DM: Ok.
DM: Ok.
DM: Ok.
DM: Ok.
DM: Ok.

DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)Aas...
Player: C
Player: A
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaaa...

DM: Lilly tries to open the trap, but it's so tight! She keeps trying and trying........ until finally the baby bear's foot is free. It looks at Lilly and then runs away into the forest.
Player: Follow bear
DM: The little bear runs very fast and Lilly can't keep up. So she stops and watches it run away. "I hope the little bear is ok," Lilly thinks.
Player: Continue walking through the forest
DM: Lilly continues walking along the path through the forest. As she walks along she sees a red kite flying over the tops of the trees.
Player: Follow kite
DM: Lilly tries to follow the kite as it floats along high above. As she runs along the forest path she sees the kite get caught in the branches of a nearby tree.

Player: Try and go for the emergency door in the back

DM: You tug Strider forward by his leg and then clobber him with your forearm. He backflips on impact and you realize that your move was even more effective than you had anticipated. You're beginning to win the crowd over! You could either put it all on the line and try to finish him with the Twisting Tiger Tornado...or make sure he's good and down before you try it with a Roll of The Dice.
Player: Roll of The Dice
DM: You tuck Strider's head under your arm...and then suddenly spin your entire body to one side, curving around underneath his and forcing his to spiral down under yours before crashing to the canvas. You kip back up to your feet and point to a turnbuckle...marching your way to it...and climbing up to the top. The crowd is cheering wildly for you...and only gets louder as you leap from it, spiraling and contorting until you land the Twisting Tiger Tornado on Strider. You hook his leg and the ref makes the count! "1...!" "2...!" "3...!" The bell sounds...Your music cues up. You have just dominated the best athlete in WWWL. There is no way that you can be denied your shot against Camo now! You did it! You nod as the crowd cheers and chants your name...You help Strider to his feet and nod your approval, raising his hand. He looks to you and nods in mutual respect. "Well done, my friend." "You too, man. You pushed me to my limits!" Though the two of you go your own separate ways...you both have even more respect for one another now.

Player: Dropkick
DM: There's high risk and then there's just plain foolish! How could you blatantly go for the move he JUST did, while he's obviously ready to dodge anything hastily thrown his way? Well you paid for that and didn't so much as scuff his shoulder with the soles of your boots. As you crash to the mat, your lungs lose all their oxygen. He snatches your legs and flips over you for a pin. "1...!" "2...!" "3...!" You lost. Sure, Strider is an extremely impressive opponent...but you lost by a really foolish mistake. This is definitely not the way to secure a title shot...Now you'll be passed over for Strider and probably bumped back down to mid card status. It's understandable. Maybe you really are second to Strider, after all. Maybe next time you'll do better.

DM: Luckily...your strength and determination spur you forward enough to overpower Strider and slam him down to the mat with a thunderous Sit Out Powerbomb! Strider crashes to his back, his momentum halted! You gather your wits about you...The crowd now seems to back you for your valiant spirit and resilience! Even though Strider is down for now...he still hasn't taken as much damage as you have. Your mind is reeling...and again your mind is at odds with itself. You think first of going for your wildly risky, devastating finisher...the Twisting Tiger Tornado. If you hit it...the match is over. If Strider is able to move...or if you miss the move...then the match is over, if not your career...or life. You also consider that you're not exactly at your best right now, so the move might be even more risky than it usually is. So...try to wear down Strider further before going for a finisher? Or risk it all?
Player: Wear Strider Down...
DM: You move over to Strider, who still clutches his lower back...and you grab his ankles, hooking them underneath your arms. You step your right foot over Strider's right side...twisting him up, before you sit back and stretch his legs and back in a Boston Crab. Strider shouts and winces in pain. The referee checks to see if Strider gives up...but he repeatedly refuses. This move also allows you to regain some stamina while doing damage to your opponent. Realizing that you've done significant damage to Strider's back at this point...you consider again going to finish him off with your death defying top rope finishing move. Still...you don't feel at your best...and you're actually not positive if you won't pass out. You feel awfully lightheaded. But you feel like if you remain where you are and just lean back to increase the pressure on Strider's spine...he'll have no choice but to tap out.

DM: You've had a great time getting to know Vixen and as time progresses, you only enjoy her company more. Despite her appearances and flirtacious behavior, she's actually a nice girl with a fun personality. You two hang out fairly regularly and think that a real romance might be blooming under the surface of your growing friendship and partnership. Vixen is an invaluable asset when it comes to dealing with Derrick Darrens and his stooge Ricky Travis. They're both far more respectful with her in the room. Vixen is able to talk circles around the boss and secures you a title shot against Camo, contingent upon one more win. If you beat Jay Robbins tonight...then you face the World Champion of the WWWL for his belt! You've been greatly appreciative of the new entrance music that this "Striker" gimmick has given you. You feel like a rock star superhero as you enter the arena. The venues have certainly been bigger and better as time has progressed...and your match shows that you've really been training and keeping healthy. Robbins is at your mercy throughout most of the match, but his valet tries to distract you by showing some leg on the apron.
Player: Enjoy the Show!
DM: Danielle's got some excellent legs and you can't seem to take your eyes off of them. She begins taunting and teasing you with them and you unwittingly approach her on the ring apron. She leans to whisper in your ear long enough that Jay Robbins is able to sneak up behind you and snatch each of your arms and slide you down over his back, pinning your shoulders to the mat. You kick and struggle, but are hooked perfectly! The ref makes the count! "1...!" "2...!" "3...!" The bell sounds and Jay rolls out of the ring, collecting Danielle along the way. Vixen stands at ringside, shaking her head at you. She finally turns her head and walks backstage after Jay Robbins and Danielle. This was supposed to be your big momentum win leading up to your title shot, but you have a feeling that it's going to be a long, long time before you get a shot at the World Title now...

DM: You go to the top. You waste no time...but Strider's still got enough juice left in him to bring up his knees at the last second as you leap and spiral through the air. This causes your Twisting Tiger Tornado to actually hurt you more than Strider. Much more. Many people gasp and get to their feet. Strider can barely move now...but he drapes an arm over your chest. The referee makes the count. "1...!" "2...!" You kick out! Somehow...some way...you muster the strength to break the pinfall attempt! Strider cannot believe his eyes! The crowd is going insane now! Strider is barely able to pull off a School Boy Rollup...This is your last chance! Either reverse the pin...or try to kick out!
Player: Inside Cradle Pin
DM: You're able to push with Strider's leverage until he's stuck on the mat for himself! "1...!" "2...!" "3...!" You release the hold immediately and collapse...Strider sits up, bewildered and astonished that he lost like that. Your wild music plays...and no one questions that you laid it all out on the line tonight! You've beaten perhaps the most talented wrestler in the WWWL! And now no one will be able to deny you a shot at Camo's World Championship!

DM: You shoot the cyborg in the back of the head. His head explodes in a shower of blood and he goes down.
Player: "A computer."
DM: "A computer," you say."BZZZZZT! WRONG!!!!" yells AMZAK.An electric shock comes out of the door and hurts you.

Player: You then left and...
Player: Farm

DM: You lock up with Strider, who tries to find a leverage advantage over you...but you don't allow him time to do this and wrap your arms around him, slipping one arm above his shoulder and the other arm underneath his to interlock your hands behind his back. You suddenly slam your feet into the canvas and lunge backward, flinging the man over your head furiously with a Gargoyle Suplex! The crowd is really beginning to support you..and that's no easy task. You're both fan favorites...and that makes it tough for either of you to sway the crowd. Now Strider's vulnerable...and you could capitalize on the situation...or go for your finisher? If he's not worn down enough...that could really backfire though.
Player: Go For Broke
DM: You waste no time with foresight or fanfare...You climb to the top and jump off, tossing yourself into the air like a sack of twisting, spinning potatoes. Unfortunately those potatoes are mashed after their intended target moves out of the way at the last second. You don't even see Strider coming when he pins you...and your head is splitting now. "1...!" "2...!" "3...!" You made too many mistakes against an amazingly skilled opponent...and your biggest mistake was underestimating him by taking such a risk like that before he was worn down. While you put on an excellent match and your stock certainly goes up in the WWWL, it's Strider who gets the next World Title shot...and it will be awhile before you get one. Maybe next time...

Player: Make Him Tap!
DM: You decide to take the safe route. You're just not at full capacity right now and you keep hearing those voices...louder and louder in your head. A growling voice is drowned out by your own roars of anguish and fury...Stryder tenses up, straining hard, before finally tapping out. The referee calls for the bell and quickly pulls you away from Strider. You're barely able to stand...and it's at this point that you realize what a wise decision you'd just made. The referee actually helps to support your weight as you stagger and sway about. You look no better than Stryder at this point, who is clutching his back...having already rolled underneath the bottom rope to make the long walk back to the locker room. You got lucky this time. You've never had an opponent better than Strider and you can't remember ever taking that much punishment. Thoughts beyond that are scrambled as you are aided to the locker room by the referee's assistance.

DM: You load the cannons and go on a fast approach, you turn full broadside and fire a warning shot, the unknown ship turns broadside as well.
Player: TO BATTLE

Player: 2
DM: sorry.

DM: Because of the curse of Adam men were born with sin. This lead to great unholiness in the land. The wickedness of man lead to God's discontent with his creation and decided for himself that he would blot man out from the face of the earth. Finding favor in his eyes, Noah, pleased God. God seeing Noah's obedience decided to spare him. God commanded Noah to build an ark, telling him that a great flood would come and overtake the land, destroying all of the flesh that existed on it. Noah obeyed and faced much mockery for his actions. God then commanded Noah to bring two every kind of animal. Noah then:
Player: Selected animals he didn't like, and threw them overboard
DM: God became very angry with Noah for his partiality towards cuter animals.

Player: Give the escape signal
Player: Climb over the gate yourself
DM: You grab the money and climb over the fence with your crew leaving one man behind to die. You and your crew wasted too much time getting over the fence considering the weakest man volenteered to stay behind. You are quickly followed by many guards and killed before you reach the boats.

DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.> Quel est votre prénom ? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaaaaaam...
Player: I
Player: S
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)S...
Player: R

Player: Make the Thermal Vent Factories

Player: Read 'The Blood Blade'

DM: You spew obscenities at your opponent, reducing his sanity by 32.In turn, the emo kid posts an image of a sleeping man with a poorly drawn image of a penis scrawled on his fore head, captioned 'Endmaster after a recent bender.' It reduces your sanity by 4 and also reduces the damage of your attack.The emo kid's sanity is a mere 0.What's your next move?
Player: Emo kid is vanquished

DM: As Camo charges forward at you, you've backed up to the opposite side of the ring...He makes a furious bull rush at you...and you whip out a red cape to the side. "TORO!" You fake Camo out and use your superior speed to spin and sidestep him. Danielle is barely in position in time due to her own zipline...and she's able to pull the top rope down...which sends Camo spilling back out to the OPPOSITE side of the ring! Camo may be hurting from that, but he's still enraged. You may be a prankster to the core, but you're still protective of Danielle. You could slide out of the ring and take the fight straight to Camo, but you can't help but doing a little dance up on the top to entertain the crowd, before diving onto him..
Player: Dance
DM: You climb the turnbuckle post nearest Camo...and begin to perform your own rendition of the Gangnam Style dance. This draws laughter and imitation from the crowd. They're definitely enjoying you...much to Camo's frustration. He spins around and screams for the crowd to shut up. This only helps your cause...as well as distracts Camo. You leap off the top turnbuckle with a Thump! You actually jump off the top rope and hit Camo with your butt in mid air! The crowd is ecstatic by now. True, it wasn't the most brutal move you could've pulled...but Camo is getting sloppy because he's so angry. Camo begins stomping your way and you run in the other direction. You could be baiting him into a playful trap...getting him to run straight into the staircase as you leap over it...or you could slide back into the ring?
Player: Bait Camo

DM: Whoops, check your definition again

DM: You yelp and curl into a ball midair, before catching the charging Camo...You fall back and roll to kick him up and over your head. You spin to your feet and wipe a dramatic, imaginary piece of sweat from your forehead. "Whew!" You step back a bit...knowing that you need to take a bit of steam out of this charging locomotive. You could either try to kick him in the shin and slow him down that way...or you could try to charge at him with a Diving Shoulder Block.
Player: Sweet Shin Music
DM: You stamp your foot repeatedly, clutching hold of the top rope with your hands. Camo turns around and charges at you and you lash out, striking Camo in the shin with the heel of your boot. He crumples up and clutches his shin. You slowed him down for now, but you need to deal some more damage to the man. You could either for for The Worm to get the crowd worked up and laughing...or you could try for a Guillotine Legdrop.
Player: Guillotine Legdrop

DM: No, I had not. I did end up sending the version with NAME and PRONOUN, which I thought was very funny, but the committee did not. It was all a hilarious mix-up, as I tried to explain to VP and Acting Dean Colin the other day after he declared my letter a "mockery" and a prime example of my disdain for university norms.I wished to inform him about some other norms I was violating regarding his own private life, but I did not, as I am a kind man, and I did not wish to hurt him.I was required to write Pritha a letter of apology, which I did in the following manner: "Dear NAME, I apologize for ALLEGED INCIDENT. There was a good reason for it, however, which is RATIONALE." And so on.I did not hear back from her. She does not seem to have a good sense of humor about life's little amusing twists and turns.

DM: Your wild music roars out over the sound system...which is no longer a cruddy boombox. You step into the arena...letting your eyes roam over the largest audience you've ever seen before. You can't help but grin, before making your way down the aisle. These people's minds are about to be blown...Camo's Championship will soon be yours. You can practically taste it! Though a gold plated leather belt doesn't sound particularly tasty when you stop and think about it... Nevertheless, you enter the ring...this is your domain. You're not bound by this mortal shell any longer. Now you make the decisions. You're free! Camo has no idea what he's in for... His music cues up and he begins to charge down the rampway. He's a big, burly man...and from having studied him you realize that he is stronger, not nearly as agile, and not quite as fast as you. But what do you care? You're the baddest thing walking...You realize the wildest, most reckless way to start this match off...is before the bell even sounds. You could be absolutely insane and attempt a Suicide Dive out of the ring and onto Camo? Or you could wait a second longer and attempt a safer Baseball Slide to kick him in the face underneath the bottom rope?
Player: Suicide Dive
DM: Is this really much of a decision? It's your second nature to go flying through the air with a hit or miss, do or die mentality! You make a mad dash for the ropes and dive out between them. You go sailing out with a Suicide Dive right onto Camo. The match hasn't officially started yet...and you feel like doing a little more damage on the outside of the ring, before you're confined to rules! This may be a bit risky, because Camo could just as easily bring some illegal pain before the match starts.

DM: You've had a rough road to walk. In fact...maybe you've walked the hardest road that you could have and come this far. It seems that you've learned a lesson about embracing your self destructive lifestyle...You can still live your life without defying death at every turn. You feel proud to have overcome your own personal demon. As you enter the arena, you feel you stand a bit taller from the pride of self that you now have. You see Mark Smith sitting down at ringside and realize that he's always been there for you, a guardian angel of sorts. You smile as you step out into view of the fans. They're excited for this match and so are you. Your wild, heavy metal music fills you and the crowd with adrenaline...and you bask in it. This is the biggest audience you've ever seen. There's no turning back now! You make a sprint to the ring and climb a turnbuckle to present yourself to your fans! Mere moments later...Camo's music hits...and he enters the auditorium. He marches to the ring, which quickly becomes a mad dash! He slides into the ring and charges at you! You're already on the top turnbuckle...You could jump off and hit him with a Missile Dropkick or try to catch him with a Hurricanrana!
Player: Missile Dropkick
DM: You leap off the top with grace and precision and blast both your boots across Camo's jaw, knocking him straight off his feet. The bell sounds and the match is underway! You kip up to your feet to draw a little more support from the crowd. You could either go up top again and try another high risk move...maybe a Cross Body Block that would wear Camo down more quickly...or try to leverage him into a Death Valley Driver.

DM: You exit the house wielding your 'new' sword to find a war zone. Mrs Calamity and this other warrior looking guy are fighting the creatures. It looks like they have already killed six, so only six more to go. Three houses have been obliterated (not including Mrs Calamity's), either from the monsters or from dead monsters crashing into them. Mrs Calamity sees you and shouts, "Don't just stand there, fight!" You have Mrs Calamity's sword and the few skills you picked up from the knowledge you learned throughout your life of chores. It's time to see if you can really fight!
Player: Try to throw your sword straight up into the beast flying above you.
DM: You attempt to throw your sword straight up into the belly of the flying creature, however you miss entirely. The monsters are much too swift for any attempt at accurate throwing to work. Your sword clangs back down about a metre or so away from you. The beast wheels around and lands, lumbering at an alarmingly fast rate towards you. You try to get your sword, but the creature is too close, and you end up pinned to the floor by a huge talon. The beast opens its jaws and you close your eyes, hoping for a quick and painless demi---*SWISH* The monsters head drops on top of you, the body falling away. You push it off and struggle to get up. A hand is offered to you. You look up to see the warrior who was helping Mrs Calamity before. He is eyeing you with amusement as you take his hand and get to your feet.

Player: Botaniste
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.A.MasculinBotaniste> Quel est votre signe astrologique ?
Player: Vierge

DM: You taunt Camo into chasing you...You make a mad dash toward the metal staircase, and then leap across it, causing him to bang his knees on it with a resounding clang. You hop onto the steps, then grab Camo by his scruffy beard and leap backward to slam Camo's head into the steps using the X-Factor! The crowd goes wild and you begin to salute them as you roll Camo into the ring. You slide into the ring yourself and realize that one more move should do it! Camo's teetering on the brink of defeat...You can either try to humiliate Camo further, which may distract him for a power move...or you could try a Flipping Piledriver.
Player: Flipping Piledriver

Player: The Worm
DM: This may well be one of the most ridiculous wrestling moves that you've ever seen...but the crowd has always enjoyed it. You spread your arms out to each side and excitedly begin running in place. You then hop on one foot in a circle until facing Camo's downed form again. You then begin to do The Worm...before hopping back to your feet and doing several chopping gestures, before dropping a chop directly to Camo's face. He grabs at his nose and struggles to his feet. You could try a Full Nelson Slam...or maybe a Back Cracker? The first seems more powerful and the latter seems more fun.
Player: Full Nelson Slam
DM: You slip your arms up under Camo's from behind, but he sends a Reverse Mule Kick....basically low blowing you. You fall to your knees...and then feel your face driven into the mat with a Double Underhook Facebuster. Camo flips you over and presses a knee to your chest. "1...!" "2...!" "3...!" The bell sounds and Camo's music plays. He takes his Title and celebrates...though he realizes he was pushed a good deal more than he expected out of you tonight. "Nice match, man. Good job." You nod to Camo, and can't help but grin at the yellow paint job you've given him. Danielle checks to make sure you're alright. You notice Mark Smith applauding at ringside. You may not be getting a Title Shot tonight or walking out of the arena as the World Heavyweight Champion...but you're a lucky man! You've got a great girl and a great friend! Best of all...no more voices. No more demons. You're a free man! (This is the Captain Random Top Contender Ending!)

DM: Camo's fists feel like honey baked hams raining down across your head and back. In desperation and a bit of a wicked streak, you dive shoulder first into his left knee...sending him crumpling to the mat...clutching his knee in agony. You nod your own approval and look around at the crowd, working them up again before moving to stomp on Camo's freshly injured knee. It would be playing it safe to hook Camo's injured leg in a submission hold...but it would be far more exciting to show some power. After all...Camo's a larger, heavier man...so lifting him and sending him crashing to the mat below would be rather impressive. You might hurt your back...but what do you care?

Player: Back to class

Player: Use The Ring Steps

Player: Cross Body Block
DM: You rush back to a turnbuckle and climb up to the top. You turn around just as Camo is standing up. You leap off toward him sideways, but are caught in mid air!!! Camo's strength and balance is astounding! Camo suddenly slams your ribs down across his knee...before tossing you up on his shoulders and falling to one side to drop you straight on your head. You're out like a light! "1...!" "2...!" "3...!" The sound of the bell seems to wake you barely. Camo is celebrating with his Championship Title. When he notices you awake...he shakes his head at you with a slight smirk. "Not just yet...Not yet." You tried, but failed against the Champ. At least you put in a good effort...but you realize that you just can't afford to make a mistake against Camo. He's faster and smarter than he looks. That's for sure! Still...you've earned a little respect, even if you feel you could've done better. Mark Smith is applauding you from ringside. It's good to have a true friend that even helps protect you against yourself. And now that your own inner demon isn't troubling you anymore...You feel like you've got a good life and career ahead of you. Still...Strider will be next in line for a Title Shot...so it may be awhile before your turn comes around again.

DM: You kick Camo in the gut, doubling him over...then you leap over him, catching around his midsection, with the intent to flip him over so that you land in a seated position and he lands on his head...one of the most unbelievable moves in professional wrestling. However...your momentum is not so great as Camo's strength and he catches you and reverses your momentum entirely to hit you with a devastating Alabama Slam. Camo plants a knee in your chest. "1...!" "2...!" "3...!" The bell sounds and Camo's music plays. He shakes his head with frustration at the whole match and just how troublesome you were to him. He lingers a bit, but finally leaves. Danielle is there to check on you...and you're glad to have her. You really went the distance with the World Champion! Even though he can't stand your playful gimmick and style, you really pushed him to his limits....while pushing his buttons! It may be awhile before you get another Title Shot...and it's likely that Camo will have nothing to do with you if he can at all help it. But you definitely made an impression...You entertained the crowd and had a great time doing it! (This is the Demon Captain Random Top Contender Ending!)

DM: You walk into the busy restaurant and look for someone to speak to. Finally you spot a harried waitress and ask for a manager."Management, huh? S'pose that'd be me. What can I do you for?" You tell her you are looking for a job."You ever wait tables before?" You tell her yes, it's a lie. "You from 'round here?" she doesn't wait for an answer. "This is a busy place. Working here means long hours, low pay and hard work. You get one day off a week and theres no eatin while you're on your shift. You wanna eat, you wait till you're ready to go home. Got it?" She asks you another question, and continues to speak, not bothering to wait for your response."Look, we work here together as a team. We're as close as family. It's no walk in the park, but it pays the bills. So what do you say? You in or you out?"
Player: You're Out; back to Town Square
DM: Springfield's town square is quaint and charming. Although it's filled with historical buildings, there's a young and lively feel about it. You like the idea of beginning your new life in such an old city.You make your way towards the good ol' Springfield Inn, when you notice "Help Wanted" signs in some of the storefront windows around Town Square.One of the signs is at a small bank, you assume they are looking for tellers. The other is in the window of a bustling restaurant. You think about it and conclude that you wouldn't mind working at either of these places.Although you are in need of employment, you are also hungry and tired. You decide to:
Player: Go to the Restaurant

Player: Show Some Strength
DM: As Camo writhes in pain, clutching his knee...you think about the higher risk option of lifting the big man and trying to fling him across the ring. The thought makes you grin. Sure...you're wearing a mask...but you're grinning as you lift Camo up by his scruffy beard. You grasp hold of his waistband...and then hoist him straight up into the air...before spinning and drilling his head into the mat with a wicked spinning Brainbuster! You nod as the crowd cheers...but you feel the need to show off a bit more. You make a split second decision and begin running with the thought of showcasing your speed and agility. The easier way to do that would be a somersault onto Camo. The flashier way would be to hop over him and jump off of the ropes and backflip onto him.
Player: Springboard Moonsault

DM: You jump and quickly bring your legs up before extending them forcefully to connect with Camo's jaw. Camo goes down like a ton of bricks. You hop back up to your feet, but Camo is up almost as quickly. He's angry at being cut off like that, but he's not about to charge at you like that again. He slowly begins to stalk his way toward you, before locking up with you...trying to use his superior strength against you and force you into a hold. He swings around behind you with a waistlock applied. You have to think fast! Either you can elbow him and reverse the situation to deliver a German Suplex...or you could grab around his head and snap his neck across your shoulder. The suplex would deliver more pain, but the other would be relying more on your speed.
Player: German Suplex
DM: You elbow Camo in the jaw once, but then he ducks his head close to yours and quickly launches you with a German Suplex over his head. You hit the mat incredibly hard and actually may have gotten a concussion. Regardless, you're seeing spots and actually don't even hear the referee counting your shoulders down. "1...!" "2...!" "3...!" The bell sounds and Camo releases you...quickly flaunting his Championship Title Belt over his head. Vixen rushes to your side and checks your head, looking into your eyes to make sure you're alright. You begin to stand with your girl...and Camo pats your shoulder a bit. "Not bad, kid. Not bad." You respond by shaking his hand...and he lifts yours for a moment, drinking in his moment of victory. Sure...you didn't win the Title...but you impressed the Champ. And you've got a great girl by your side. You notice Mark Smith at ringside, standing and applauding you. You realize that without his help...if you'd given into your own personal demon then you might not even be alive now. Sometimes living your life the right way outweighs making the biggest impression.

Player: Y
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaaaay...
Player: J
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaaaaaj...
Player: X

DM: Even if the top rope beckons for you...you know it's not time yet. You move to grab onto Camo, who responds by locking up with you. You quickly duck and shove your shoulder underneath his gut, then stand in a quick, fluid motion to scoop him across your shoulders. Camo is bigger, heavier, and stronger than you...so you don't waste one second! You jump to the side to deliver a resounding Death Valley Driver, dropping Camo on his head! The crowd is certainly impressed by your ability to pick the larger man up...but you're not exactly a pipsqueak! Camo is reeling and holding his head, rolling around on the mat. You step out onto the apron and size up the situation. The way he's positioned...you could use the ropes to slingshot back into the ring and somersault onto him...or you could climb the ropes and try your finisher?
Player: Slingshot Somersault
DM: You realize that it is too risky to try climbing to the top turnbuckle pad and attempting your crazy Twisting Tiger Tornado just yet...however...Camo's positioned perfectly for you to capitalize! And so you grasp the top rope from the ring apron...and tug yourself into the ring and over the rope...tucking your body to roll and splash across him with a shoulder. This move has Camo wheezing and gasping for air. You roll straight up to your feet and the crowd is going wild! Camo begins to grasp at the ropes in an attempt to pull himself to his feet. This leaves his back exposed and vulnerable. You could hook his arms from behind and smash him back over your head with a Tiger Suplex...or you could show a wild display of agility by leapfrogging up onto his shoulders, spinning to the side, and delivering a Head Scissors Takedown to flip him with your legs around his neck.
Player: Headscissors Takedown

Player: On to Lunch

DM: Camo waits for the last second, expecting a simple splash or somersault...but as you jump OVER him, he's already attempted to roll out of the way. However, since you catch yourself on the ropes and jump backward off the top you successfully backflip onto him before he can move out of the way a second time. The crowd is now in your pocket! Camo clutches his midsection as you stand up and lift the man again...tugging by his grizzly beard. You could go for a simple DDT by hooking his head underneath your arm and falling back to spike his head onto the mat...or hop up in the air and spin to deliver a Tornado DDT. Either one would set him up rather nicely for your finisher...but the Tornado DDT is certainly flashier and wilder...more consistent to your style.

DM: Your surprise maneuver suddenly shocked Camo, who was completely unable to block or lessen the impact and went flying back to the mat. He begins to get back up...and you see a beautiful setup to take advantage of your speed and agility and hop up his knee and slam a wicked kick to his skull called Shining Wizard. Or you could jump over him and try to pin him early with a Sunset Flip. You dash toward Camo.
Player: Sunset Flip
DM: Ever hear of counting chickens before they're hatched? You just did that very thing. You jump up in the air, grasping at Camo's side, however...He catches you and clutches your head at his side...then positions you perfectly for one of the most deadly moves in professional wrestling. He drops you hard with Emerald Fusion...and you are out like a light. "1...!" "2...!" "3...!" You never even hear the count...see the ref...or hear Camo's music cue up. When you do wake up though...you see Vixen and Mark Smith at your side. They're checking to make sure you're alright...and it seems that you are since pain is the only issue and there is no numbness or loss of movement ability. Camo wags a finger at you and shakes his head. "Not just yet...Not just yet." You smirk up at him through your mask and realize that you've lost the match, but at least you put in a good effort. You did make a bad call that backfired on you, but that happens to anyone. It could've just as easily happened to Camo. In fact, he'd had similar backfires that very match. He just got one up on you in a match that could've clearly gone either way. Nevertheless...you'll get another shot soon. And next time might be another story entirely, especially with Vixen and Mark helping you along the way. Even losing the match...you feel like a free man with a great friend and a great girl. You couldn't ask for much more. Maybe just a Championship...

DM: "No. I refuse to kill him.""But you can end everything...""I won't kill someone innocent.""So you would wait until after he's committed his atrocities? You would let people die before you strike, even though it changes nothing?""It changes me. I am not a tyrant.""Very well" he says and grabs around my hand again, pulling us both into a vortex.
DM: We appear on a rooftop in Gorgon city. Everything looks like it's been around 20 years since this was."Where are we?""Look there" Future Baryon says and points towards the street. I look down, and see a pregnant woman being attacked by thugs."What's going on?""Those men work for Michael Thorne. Jeremy Reinhorn and Robert Gharus need an embryo for their attempt to construct a dark matter individual" he says, looks at me and smirks."That...mom?""Yes. Those men will kidnap her, Reinhorn will carve her up, feed her remains to Freakshow and turn the embryo into us. Not killing Meckard may have been a morally obvious decision here, but can you look upon them and stand by while they do this? You've always felt her death was your fault. After all, if she hadn't been pregnant, she wouldn't have been targeted, would she? She was killed for being your mother.""Stop it.""You can't hide things from me Baryon. I know your thoughts. All of them. Don't hide from the truth, and save her!"

DM: You make a mad dash, scrambling up the boost from Camo's outstretched knee only to slam a kick into the side of his head. Camo collapses face first and you realize that the tide has turned! The crowd is on your side...and you know that you don't need much more to take Camo out now! As you gather your thoughts, you see Camo barely roll onto his back. Once he sits up, he'll be vulnerable for a Flip Over Neckbreaker...but if you wait for him to stand up...you could pull his head back and drop him on his head again with an Inverted DDT.
Player: Inverted DDT
DM: You wait and slowly approach Camo from behind. As he stands up groggily, you reach for his head, but he spins around and locks his powerful arms around you before slinging you over his head with a Northern Lights Suplex. Every ounce of oxygen gushes out of your body and you feel yourself pinned, but you can't quite break free of Camo's arms. "1...!" "2...!" "3...!" The bell sounds and Camo releases you...quickly flaunting his Championship Title Belt over his head. Vixen rushes to your side and checks on you to make sure you're alright. You begin to stand with your girl...and this time...Camo approaches you with his hand outstretched for a shake. "You almost had me there. Good match, man." You respond by shaking his hand...and he lifts yours for a moment, drinking in his moment of victory. Sure...you didn't win the Title...but you impressed the Champ. And you've got a great girl by your side. You notice Mark Smith at ringside, standing and applauding you. You realize that without his help...if you'd given into your own personal demon then you might not even be alive now. Sometimes living your life the right way outweighs making the biggest impression. (This is the Striker Top Contender Ending!)

DM: After walking through the village and up the stone steps, you arrive at the temple entrance. Its enormous and majestic doorway is somewhat tarnished by the fact that the way in is completely blocked by collapsed stones. To your dismay, the professor's assessment seems to be correct, you can see absolutely no way of clearing out enough of the rubble to be able to get inside the temple.Poking out from underneath the rubble, you can see an object, trapped underneath one of the stones. Though you try to move it, you're not strong enough to do so without any leverage. You'll need a tool of some kind.
Player: Inspect the entrance wall
DM: Running your hands along the entrance wall, you can tell that the stonework has shifted over time. You pause when you notice a small circular object embedded in the wall. You suspect that once, this token fit neatly into a slot, but now, the stone has eroded so much that the token cannot be removed through conventional means. You doubt you could even pry it loose.

Player: Q
Player: A
Player: T
Player: M

DM: Good day. As most of you are well aware, I am Dr. Gower, your colleague, and in some cases, depending on who you are, your professor in one of the innumerable literature and writing classes I teach here as Queenfalls University in the College of Arts and Sciences, Division of Humanities, Department of English.I have just completed my one-semester sabbatical which I was requested to take early considering the events of last year. According to the impenetrable Faculty Handbook which appears in a poorly-proofread PDF on the university website,"All faculty returning from sabbatical must offer the full faculty and administration a sabbatical presentation and report no latter (sic) than two weeks after the sabbatical is completed. Advanced undergraduates who's (sic) major and research are closely related to the presenting faculty member's research may be invited as well.The presentation shall last approximately twenty minutes and must comprehensively explain the faculty member's activities and progress to this point."
Player: My comfortable den

Player: But why is this an interactive narrative?
DM: Thank you for asking. We are traditionally supposed to take questions at the end, but as you shall soon see, that will be impossible, and I shall have to anticipate your questions. It is an imperfect solution, but it is what we have.At any rate, I requested Vice President of Academic Affairs and acting Dean of Arts and Sciences Colin Jarvis if, considering that I do a good deal of research in the field of interactive literature, I might offer my presentation in an interactive narrative.Here, in its entirety, was Colin's reply:Gower,Hope this email finds you well. No, you may not present your sabbatical report as an "interactive narrative," whatever that might mean. Here's a thought between you and me: how about you do the thing you are asked to do correctly for once and not create additional drama and bullshit for me to deal with. I would note the incident with Marvin as an example.Yours sincerely, VPAA and Acting Dead Colin Jarvis Colin's automatic signature file contained the typo of "Acting Dead" instead of "Acting Dean" but he, as you all know, is not aware of it. Indeed, Colin, you are likely learning about it just now in this public forum. I don't think anybody wanted to tell you.I don't think it would be amiss to open up comments regarding Acting Dead Colin.
Player: He's done a fine job getting this school back on its feet.

DM: You turn, sniffing the air. It's like you just know where to go. You sprint forward, running along the walls and smashing through oak doors. You find Mihrab, covered in blood from what you presume was a fight with a werewolf, hurrying towards the sacrificial chambers. He stops in terror as he stares at you, his eyes widening. You burst forward, smashing your claw into his chest and tearing out his heart, before you tear out his throat with your teeth. You turn, seeing a werewolf staring, half ready to charge and half ready to run. You burst forward, tearing its head off and tossing it down the hall, before bursting forward again. You... "feel" a presence in the shadows, twisting around and pouncing, pinning Alexa against a wall. She stares at you in shock, her lip quivering."You're either much, much more intelligent than I thought, or much less so," she says. She did spare you earlier, you think... than again, she betrayed Count Grey, and could easily betray you.
Player: Spare Alexa
DM: You press your lips to her neck, kissing her gently, before grinning at her."Run, little vampire," you laugh.Axiom nods, before turning and falling back against the walls, letting the shadows absorb her.You turn, sniffing the air, and burst forward. You tear apart and destroy werewolves with ease, even quickly finding the Alpha as it attempts to rally its troops. You burst forward, grabbing it by the jaw as it howls and tearing its jawbone clean off before smashing it into its skull. You hack open its chest with your claw before tearing its lung out and tossing it aside, before shoving the now dead Albino over.You look at the blood red moon above you, and feel true power.

Player: 950 Ornaments
Player: 900 Ornaments

Player: Investigate the shiny object.
Player: Engage in conversation with fellow laborers.

DM: When it finally stops it looks at you. It yells, ripping even more stitches, and grabs you. You try to break out, but its grip is strong. "Help..." You manage, but that's all you manage. Soon he has squeezed all the life from you. You are dead.
DM: You pull out a key. You have never seen this key before, but before you could even think of where you found it you knew what to do with it. You searched the door for a key hole and when you found it placed the key in. It fit perfectly. The thing in the corner looked up, its beady eyes searching frantically for what caused such a bright light. Its mouth moaning through the sewing. It tried to stand up. As it stood i noticed it had no arms. It seemed to sway as it walked. It let out a squeal and backed away, falling back down and going back into a ball.

Player: Billy opens the magic book to read about the blue door.
DM: The book says, "Only guests can find out the secret of the blue door."

Player: Head straight on to Doriath
DM: "That's fine," says the man, "I'll be happy to escort you there."He takes you through the woods. You've noticed that the short men in the forest don't seem to be spying on you. There must be some trust between them and the man in the green robes.You continue on through the forest, until at last you come to a river. There is a wooden bridge that leads over the river."This should lead you to Doriath," says the man as he departs, "But be warned. Few who get this far manage to enter those woods. Fewer still come out again."You continue towards the woods of Doriath. The woods there have a peaceful, shimmering quality about them, and you can already feel your fears and doubts lose themselves between the dark, ancient trees. There is an old, gnarled oak tree at the start of the path.But as you continue on, you feel your perceptions being altered. Did you choose that path, or another? That oak tree looks familiar...it's the one at the start of the path! No matter how much you try, you can't get past whatever enchantment lies upon these woods.In order to get through, you will either have to attract the attention of the Elves that live in here to lift it and let you in. The enchantment is strong enough to stop the forces of Morgoth, and perhaps even the Dark Lord himself. You find the idea that you will be able to break this enchantment extremely unlikely indeed.

DM: Well, my dear fellow faculty! Good. Now that we have dispensed with the students, whom I have provided with some wholesome activities to amuse and enlarge their young minds, and of course I have also peeled away the administrators, who I have given a number of tawdry narratives in order for them to feel as if they are reading something revelatory about me so that they can do paperwork about it, I can address you, my fellows, my peers.At the end of the day, this presentation is meant for you, for all of you. You all know me, of course. I came here over a decade ago, thirteen years to be exact, into the tiny English department which had been flagging in enrollment, tasked with taking on the earlier British literature classes.As you also know, there was some difficulties last year and I was asked to take sabbatical early to reflect, I think were the words.So let's see, my goals for sabbatical are supposed to be first.
Player: My goals
DM: This is the part where am supposed to talk about some sort of academic research I pursued. Instead, I shall put here a few academic looking pictures so that if any administration glance over at your screens, they will think I am showing you a presentation about my research. Stick with me.

DM: Dear children--I know you are actually young adults, and it really is not fair to my own children to say that--but I can't help being a little affectionate.So, hi! It's me, Prof. Gower.While I have the faculty totally preoccupied with my various unassailable defenses to whatever they are charging me with, whatever beefs they have with me, I thought I'd give you the important part of this sabbatical report. It's all about you, in the end.Thanks for standing up for me when they tried to kick me out last year, btw.
Player: A special invitation.
DM: I know I'm supposed to do research during sabbatical, and I did some of that, but mostly I did a lot of thinking. My thinking was about my teaching, but not the kind of teaching in the classroom so much. That part gets a little boring. I've been teaching a long time, the same books, the same essays, the same rooms. But you--you're different. At least if I invited you here. I didn't invite you here because my research matches yours, no, not at all. I invited you here because there's something special about you. We have a particular connection, or maybe I just want to tell you something.So I have a message for each of you, and there are few enough of you that you can each have your own message unlike the foolish, generic faculty who even now are thinking of me with loathing as they read what I think of them.But you all know me really, not the mask I wear to faculty meetings. God it feels good to talk in my normal voice to you, I swear.So please, I ask you again. Who are you?

Player: Assorted Research
DM: Et cetera, as you can see, my various research, et cetera.And so, those were my goals.

Player: Meg, my favorite.

Player: Check out the office

DM: Hello, other adminstrators! First of all, congratulations on not being VP and Acting Chair Colin. Take a moment and consider him. He is probably sitting there reading, mouth moving, some pap that I have provided for him to amuse and arouse him. It is meaningless. I am just curious to see what the fellow thinks of me, although naturally I have a pretty good idea.Second of all, you are filthy liars, every one of you. Because you are not here. There is no chance that VP of Finance Jesse, VP of Recruitment Helen, other VPs, Associate Deans of Various divisions, provosts, the bursar, and Special Administrator of Assessment Burt, have come to this meeting. Because you never come. You are even now on a junket to China trying to secure us valuable international students, traveling to local school to lie about financial aid to dupable high school students, or cutting the library fund in some underground university endowment vault where I picture you swimming in gold coins.
Player: I am here, I'm just attending this meeting online.
DM: You think I don't know about "online meetings"? They will be the downfall of this university.I go to them too. Here is what I do, in my pajamas, I sit at my computer in my study, at home, Natalie behind me reading or working the crossword, and I put the online meeting on, grunting a hello.The meeting proceeds. I minimize the screen, and do other work or watch a show of some sort. Every so often I say "uh" or "that's right" which other people are making noise.If, God forbid, someone asks me "Gower, what do you think about that?" in reference to some ten-minute long statement someone has made, I say, "Sorry, you cut out there for a moment. Can you repeat that?" One can do this ad infinitum. Or you can say "I *inaudible* that the registrar *inaudible* and then hold very very still until it looks like the feed has frozen.Natalie usually cannot keep from laughing, but I still do it.So I know your little game. Attending my Sabbatical Presentation online. Please. We all know you are playing Farm Heroes Saga or the like on your Facebook page.

DM: I aim my fist for Behemoth's side, but he blocks it with his bone covered elbow and then slams his other hand into my chest, knocking me back into a wall.BEHEMOTH'S HEALTH: 95%HEALTH: 50%
DM: I place him hands in position to block his attacks as he unleashes a flurry at me, however, one of his punches comes through and hits me in my side, breaking the shield I have formed with my hands. Using that opportunity, he smashes his other fist in between the gap that has formed between my hands and directly into my lower jaw.BEHEMOTH'S HEALTH: 100%HEALTH: 60%

Player: And so in conclusion
DM: That, I think should be more than sufficient. We can now speak freely. Specifically, I want to talk to you all about what happened last year. More specifically, I want to know what happened last year. I was called before the VP and given a very angry talk. He said that I should know better, and that I was a disgrace, and that if I did not have tenure, I would be dismissed at once with prejudice. He further noted that I must have powerful friends among the Board of Trustees (I do) because instead of firing me, I was being given paid time off. But that if I stepped out of line again, there would be hell to pay.I picked up his desk nameplate, turned it upside down and replaced it in its holder to show my contempt and walked away for a semester where I reflected.I am still not quite sure what happened that put him over the edge. When I think about it, I can come up with two main areas of concern, but I cannot say for certain which it was. And so, I put it to you. What was it that troubled everyone so?
Player: It was the way you treated Marvin and Leonardo down the hall.

DM: Jules Wine! I met you first in my King Arthur class, shockingly, as you were a nursing student in the oddball Professional College, unlike my beloved Humanities. You sat in the front row, right in the center, the seat that we professors call the "middle of the Golden T" because students who choose to sit in the T of the right row and the center column always--research proves this--do best, and the student who sits front and center does best.You set out a fresh one-subject notebook, college-ruled, three perfect pencils, two pens (one black, one blue) and a pack of colorful, sparkly gel pens for taking additional notes in different colors. You also had--I'll never forget--a three-ounce diet Coke, a tiny sugar-free yogurt, and a small tupperware containing six raspberries. You ate these then smiled contentedly, totally full. Angels don't need food.You also had the textbook on the first day, unlike everyone else, which you had covered with buff paper and decorated, writing the words King Arthur on the front. You wrote in your notebook the date and "Introduction to Class" on the first page, then hovered your pen over the paper waiting for me to teach.
Player: Celestial
DM: You wore a cardigan and a cross, you were celestially beautiful, meaning not traditionally attractive, but as if haloed and bewinged. You looked like Raphael might have painted you and as if you should have been holding a lute.Naturally, as an angel, you would have an advantage your fellow majors in that cutthroat discipline did not. You could likely simply place your hands over the wounded and transmit your inner goodness and life and light into them, healing them on the spot.And here you were taking your required literature elective with me.Jules Wine--I always think of you by your first and last name, my dear, as if it were some strange vintage of liquor, a brimming goblet of Jules Wine--what do you remember of me and our short time together?
Player: The odd moment we had in your office hours, I think.

DM: Belle, you already know how I feel about you, having spent so much time with me, as your advisor, talking about your future, planning and reaming whole new paths for you that could never have dreamed of when first you matriculated.When I think of you, I think of course of you when I first saw you. Thin, a sharp chin. Fierce-eyed, scattered, a green messenger bag hanging from your thin shoulders. Something birdy about you, hollow boned, but one of the meaner birds, a vulture say. Something that roosts with attitude. Solid, earth-tones, jeans, sweater coat. Few accessories. I want to say a white belt.You drank black coffee all day and acted like it.When I met you, you were an unhappy pre-law major unhappily taking my required freshling writing class, and receiving D.But when you think of our time together, what does it do to you? What do you think of?
Player: Prof. Gower, you made me so angry.
DM: Prof. Gower,You can stop sending me comments on my essays, honestly I'm not even reading them. You are the most unfair professor of all my professors this year. You grade too harsh, and I think you think we're all English majors in this class but we have to take it. I'm a pre-law major, and when I open up my inbox and read your comments telling me how I'm a bad writer, it makes feel like I just swallowed a freezing cold plum pit. I don't care if I get Ds. I just have to pass this class. D's are fine. When I'm writing these papers and you make me revise them over and over it's just running through mud, and I lost my boot a hundred miles ago so now I'm just hopping on one foot, and you're telling me to run. Seriously, spend your time on other students, there's no point."Belle

DM: Nora's surroundings warp into those of a dense, dark jungle. She notices to her dismay that her tin of macaroons is no longer in her possession. Nora begins to feel hungry, but sees no signs of civilization. She begins to walk when she hears strange contorted whispers. She is not able to make out what the voices are saying, but their malicious tone instantly strikes her with fear. Nora starts to run, tormented by the voices and her hunger.
Player: Nora wanders east
DM: Nora tried to fall asleep numerous times, but the whispers forced her to remain awake. By this point, she is weak with hunger and fatigue, not to mention the growing chaos in her head from the relentless voices. She stumbles through the darkness for a few hours until she finally collapses.~~~A woman finds her and carries her on her back to a cave. Once inside, Nora returns to her senses after hearing the woman chant and breathing a strange-smelling smoke. The woman notices that she is awake and introduces herself as Chielo."You are not from here."Nora is still too tired to make sense of the situation and respond."You have lost something important to you," Chielo continuedNora nods and mumbles something at macaroons. Chielo does not understand the foreign word, but accepts the statement as affirmation.Chielo agrees to help Nora find her lost tin of macaroons in order to please her god, Agbala.

DM: Als du dich dem Ausgang näherst , bemerkst du , dass die Tür mit einer Axt versperrt ist . Du willst aber da durch , also muss die Axt weg . Mit einem Griff löst du die Axt von den Griffen und der Weg ist frei .
Player: Die Tur offnen
DM: Endlich draussen . Du weisst zwar immer noch nicht wo du bist und was los ist , nun ja . Die Strasse ist voll von Mull und ungefahr 20 Meter die Strasse runter befinden sich 4 schlurfende Gestalten , die Strasse rauf 2 weitere . Ausserdem befindet sich ein Grunes Haus gegenuber dem Krankenhaus . Der Rest der Strasse ist uniteressant

DM: "So," she says, clutching your hand in hers, "it turns out you can read people's fortunes just by looking at the lines on their palms."You raise an eyebrow, but she's already turning your palm over to scrutinize it closely. Such silly things, you think, but she had always thought them entertaining, and you had always been willing to play along nonetheless.
Player: doesn't that sound a little far-fetched?
DM: "This is all in good fun," she says easily, so don't go trying to ruin it. "Anyway-""It all looks like a web of meaningless lines to me," you say."Well," she says, "if that's what you want it to mean, I suppose it can."A vast web of meaningless timelines, etched into the lines of your palms. Indeed, your life had been written out on your hands - and she had known. How ironic.
Player: seven minutes

Player: It's the same reason you have a single, unshared office.

DM: You sat there across from me, wearing a modest version of the schoolgirl look. Plaid skirt, but long, ankle-length, tight sweater, but with a crested blazer. Hair in a loose bun. You had a folder balanced on your stockinging knees. You looked tired but happy.It was the second week of class."I find it useful to come talk to my professors to get to know them and so they get to know me as a person, not just a name on a piece of paper." As if that were possible, Jules Wine. You leaned forward and shook my hand. Your hand was cool and probably 45% moisturizer, soft as it was.I noticed that you had closed my office door behind you, which was not allowed, because one wants to maintain non-privacy with students, especially with radiant female students. And there was a sly look about her suddenly. For one brief, horrible moment I was certain that you were going to tell me that you liked my shoulders or that you would unbutton something. It does happen, and when you've been teaching as long as I have, you learn to squash this sort of thing pretty quickly. I prayed you would not.
Player: The sly look.

DM: Thank you, Belle. I think of that too. And it was mutual. You weren't like any of the others I grew attached to, you know. You have some astonishing talent that I have yet to come to grips with.I was assigned as your first year advisor, to your surprise, as you thought you'd get a pre-law advisor, but the dotty registrar makes that sort of mistake all the time.You told me you hate your classes, you hate your major, you hate the school, and you hate yourself.We receive no training in advising, by the by. It's all learned on the job. Either you have it or you don't. Usually I don't."Coffee?" I said."God, yes."I bought her coffee and I enjoyed a latte, and then I bought her another one. She refused a scone."What's going on?""Stuff.""Specify.""Nghh."Three days later there was a poem in my inbox, my real honest-to-god inbox, made of wood and living in the faculty lounge. It was written on a ripped-out piece of journal paper.
Player: Belle's poem
DM: -------------------------I'm trapped between my past and my futureI'm hungry for answersI'm just hungryI'm lost in my presentEverything is locked and everyone is handed me keysBut keys bore meDrugs bore meFucking bores meDrinking bores meSleep bores meThis poem bores me I just stay awakeUntil I go to sleepI get dirtyUntil I showerI live until I die------------------ It wasn't a great poem. It wasn't even a good poem. But it was a poem, and could just vaguely discern at the very bottom of the murky water, a little gleam of gold that could be panned for.I'm glad you remember, Belle. That took some courage. I know how your hand must have been shaking as you put that in there, wondering if I would just throw it away. I usually do, you know, when students try to direct their garbage to my attention. But this felt different. What else do you remember? What passes through your mind about us when you close your eyes?
Player: I remember going to dinner at your house, Prof. Gower.

Player: Keep Eating More Pellets and Hope Something Happens
DM: Something happens, all right- getting eaten by the #3, who notices you gobbling up the pellets in his way and gets fed by his teammates, split-killing you.Dammit.You can press the "Beginning" button to restart, or just end the game and leave comments.

DM: You and your crew approach them non-threateningly. They seem rather guarded at first, and their accent was difficult to understand. As the conversation goes on, they invite you to sit down and drink with them.

DM: Naturally, you don't want to risk your ass in a high-population area. If you did, you wouldn't be going to Canada. So you keep an eye out and when you spot a small shack not far down the road, you stop. There is no apparent activity, human or otherwise, in or around the shack. Cautiously, with hat rack in hand, you slide open the garage door to reveal a mess of outdoor equipment and old boxes. It smells like stagnant water. A few minutes of poking around yields a garden hose and a gas can. In an old fridge at the back, you discover a few protein shakes and warm beers that should sustain you for at least another day. For the next few hours, you drive along the back roads, encountering no living humans and only a handful of zombies, which you run over. Yee haw. You make your way into the countryside: hilly farmland where houses - and potential undead - are few and far between. Sitting there, staring at the road for so long is wearing on you. You drift off, per se, into a daydream. About tits. Suddenly, an orange light catches your eye. You're almost out of gas! You've never been in this part of the state before, so you have no idea how far down the road you might have to go to find a car you can siphon from. You might have to turn around. But it seems like forever since the last house you passed. How many miles has it been? Twenty? Thirty? And you're not even sure if there was a car at that place.

DM: "No. I was just unprepared," you say. "These thieves are nothing special.""So be..." Count Grey says, before Mikhail grabs your leg, flipping you onto your back.Count Grey steps back as he watches you struggle on the ground with Mikhail. Your guns bounce across the stones and land a few feet away, barely in arms reach. Lucas immediately goes for the guns, as Mikhail puts his hands around your throats and begins to strangle.
Player: Focus on Mikhail
DM: Your fingers immediately grab Mikhail's face, your thumbs going into his eyes as you begin to push your thumbs down to blind him. Mikhail releases his grip to grab your wrists and pull him away, before Lucas fires the gun. The bullet blows out the back of your head, staining the ground red.

DM: You are certain that you are strong enough to stay and help Nicholas Clark and Jean Baptiste look after George Donner, his wife Tamzene and their children Georgia, Frances and Eliza as well as Jacob Donner's widow Elizabeth and her children Lewis and Samuel. Though you are all weakening the efforts of you, Clark and Baptiste keep the others alive and at one point Clark is even able to shoot a bear. It is too late though: Elizabeth walks into George Donner's tent and without a word lays the dead body of her son Lewis on Tamzene's lap. Stumbling away she is found dead herself soon after. George Donner cuts up both bodies, cooks the meat on a fire and feeds it to the remaining children.What do you do?
Player: Eat the meat
DM: Reluctantly you eat the flesh which ensures your survival. Days after the double-deaths and the beginning of cannibalism a rescue party arrives led by William Eddy and William Foster. They talk to George Donner about who can be rescued: Donner's daughters Frances, Georgia and Eliza are quickly volunteered and both Jean Baptiste and Nicholas Clark choose to leave as well. Though Tamzene Donner is in good health she refuses to leave her bed-ridden husband George Donner and their nephew Samuel is too weak to be carried and near death. The rescuers prepare to leave with the four members of the Donner Party from Alder Creek and a boy called Simon Murphy from the Truckee Lake camp. You can ask them to take you as well or stay and help George, Tamzene and Samuel Donner.What do you do?

DM: You leaned forward, conspiratorially and said, "My advisor doesn't want me to be here. I'm not supposed to be here with you.""But why?""They think I'm going to double major. The nursing faculty hates double majors.""Surely there's no problem taking your literature elective. Doesn't everyone have to do that?""Yes, but they all take "The Literature of Nursing" which is the approved elective. When I said I was taking King Arthur they advised me against it.""Sound rough. Did you have to sneak in here?""Practically," she said. "I already like this class though. I'm going to keep taking it."I wondered why you looked so tired. Probably carefully studying, highlighting things, pre-reading assignments.What else do you remember? What stands out for you?
Player: When you met my boyfriend.

DM: Yes, our first meeting! Freshman writing. I came to class holding a comically large mug with three teabags of strong Irish Breakfast tea, and a big dollop of cream. We saw each other through a screen of steam from my mug."We can drink in here?" you said."Sure.""And eat?""Sure. Go nuts."Your eyes grew wide as you realized that you were in college and all rules were out the window. At last! High school, I figured, had been bad for you. Wasn't it, Meg?But now, you would fly.You brought in hot cocoa (with marshmallows, both mini and maxi); stalks of celery with sunbutter for dipping; a bowl of blue M&Ms and a salad kit from Trader Joe with sun-dried tomatoes, kale, and sesame sticks with lemon honey mustard dressing, which you ate with laquered chopsticks.And yes, the other students thought you were odd, but you must have always gotten those looks before without the support, the unconditional support of a professor.I sipped, you ate, we learned.What else do you remember? When you really think back. What stands out?

Player: The oral report. I remember the horrible oral report.

Player: Try to grab the pipe to use as a weapon

Player: Ignoring her nonsense, you went about your work.
DM: I did not acknowledge this with a single word. I merely bent over my work, not wish to encourage this sort of nonsense.I felt she was attempting to cultivate me, to become friendly with me, but that would only lead to either some sort of passionate affair or my having to be friendly day-to-day.In any case, she did not talk to me again for a bit.
Player: You said, "Hm? Almost certainly a wrong number."

DM: You dash to the right, but the alien sees you!
Player: Fight back you coward, fight back!
DM: You've spent enough time running over the past few years. It's time to fight back, even if it is just this one alien.
Player: Tackle it
DM: Soon you overpower him and throw him off a cliff. That's the last you ever see of him. Too bad you didn't think to steal his gun first! After a few years the aliens get bored of Earth and move on to terrorize another planet.

DM: "Coward." My little sister wasn't the type that minced her words, biting as they may be."You have to understand it from a guy's perspective." I shoot back "What if she pushed me away?""Sophia?" Emily laughed, her eyes stil glued to her NDS "Well, as long as we're playing the 'what if' scenarios...what if she didn't?""This doesn't help Em..." Leaning back with a heavy sigh, I ask "What can I do?""Run to her house with a boombox and play a song by Peter Gabriel?" Emily laughed "Or maybe you could visit her. Sophia texted me that she's sick and I think you can step it up and maybe change this."
Player: Visit her
DM: "Why are you here?" Sophia's voice was stuffy and she was completely covered in tissues. I had to wipe away the mound to get to the pretty girl underneath."A little bird told me I had to bring chicken noodle soup and tea." I hold out the bag "It's your favorite kind.""What a messed up little bird." Sophia grinned back, but her eyes still look miserable. "I didn't want you to see me like this."Sitting down next to her, I had to smile. She was looking down and blushing as though she was a complete mess. But even as a mess, Sophia could make my heart skip a beat any day."I've seen you covered in mud before. Remember when we caught Freddy?""So you still remember how awful I looked even though it was years ago?" Sophia's eyes grew wide with horror. "C'mon, let me make up for this constant foot in my mouth." I plead with her.She looks at me straightforwardly with those brillant emerald eyes. "How?"Good question.
Player: Animal Adventures

DM: The oral report broke you, I fear. A requirement for seniors taking the last-year seminar, and team-graded by several professors in different disciplines, there was no rescuing you or recusing youYour topic and research was lovely, but as the day approached you began to beg me not to make you do it. I found you in my house once being fed vegetable soup by Natalie with a blanket over your shoulders, my younger child sitting on your lap."Sorry, Meg.""I'm going to pass out.""Don't I know it.""I'm going to do terrible.""Probably." We were able to joke around like that usually.We were right, eh, Meg? Your voice could barely be heard over the rattling of the paper inyour hand, and every sentence was prefaced by "Ahhhhh, I mean" and "Uhhhhnhnn." Your report was on Renaissance Revenge Tragedy, a clever bit of research having gone into it, but wholly inaudible, horrible.
Player: Wonderful

Player: Trypanosoma gambiense

DM: "All right." Amélie took her red dress back and started to walk out of the room before calling over her shoulder, "Finish getting ready dear. I've got some things to do."She disappeared from the room and Rose called for her maid.Hannah appeared and obediantly began to arrange Rose's hair and apply rouge to her cheeks.After a while Amélie reappeared as Hannah was putting the finishing touches on Rose's look."Are you ready my dear? We should go. We don't want to be late."Rose looked up at her mother and gasped. The older woman was wearing a dress of shimmery dark green satin, and her hair was done in an elegant French chignon."You look beautiful mother," Rose whispered with a smile."And you look stunning," replied Amélie, taking her daughter's hand and helping her stand.Hannah had managed to pile Rose's dark hair on the top of her head with a few shiny ringlets dangling down from the sides. Her color was high and her icy blue eyes sparkled."Thank you mother." Rose drew her mother into a quick embrance before pulling back and exclaiming,
Player: Go get some punch

DM: "Well, there we have it. We need to take General Achilles words to heart. We're very glad to have had the privilege to have him on the show. Thank you, Achilles.""My pleasure." "I'd like to finish this. We've been Coalition news. Thank you, and stay safe, stay strong and stay classy, Coalition."The Cameras blink off, ending the interview. You breath a sigh of relief.
DM: Kanan and you are both offered glasses of scotch which you eagerly accept."How'd I do?""Good, General. It made my skin crawl referring to Ashley as a war-criminal, but I gotta have journalistic ethics.""I know. Thanks for having me.""Thanks for being here."You down the scotch and stand, heading off back to work.

DM: I go home to the Imperfects HQ with the girls. Girls always love coming in there, running into the other heroes. They usually don't like Baryon though.We enter the building, only to find Eve there with a some sort of robot. Luckily, she has her mask on. Otherwise, I would have blown her cover by bringing the girls there."The newest conquest?" she says and approaches me."I don't know what you're talking about. My friends here came over so I could show them how large the bed is.""Is that so? Can I know the names of your friends?""Eeeh...sure. This here is...""Michelle.""Michelle, yeah. And this is...""Betty.""Betty! Their names are Michelle and Betty.""Well, I'm afraid I must cut this short. I need to talk to you. Michelle, Betty, you best head back home."Eve actually wants to ruin a threesome? If I agree to this, it better be important.HEALTH: 100%
Player: Send the girls on their way.

DM: More's the pity, yes, I did. I motioned towards the recliner, and he sat in it, and picked up a book from my shelf. Specifically, he picked up my copy of Addison and Steele's The Spectator, published by Applegate and Co., 1858 edition, with marbling on the edges, very fine condition with steel-cut frontispiece.Whereupon he opened it fully flat in front of him, breaking the spine with an audible crack, and he pointed to a page at random in the middle of my broken-spined, suddenly paraplegic book. "I don't know how you read this stuff," he said, filthy finger pointing squarely at the word "the." He left a black fingerprint on the page, like a clue.I gaped, and he put the book back, leaning way back in the recliner, his head--note this detail carefully--resting on the red and white cushion I have on the headrest. His hair did not appear to have benefited from cleansing recently. He put hsi muck-boots on my ottoman.What, my friends, do you imagine I did? Put yourself in my position.
Player: You sighed and made a mental note to tell the dean about Marvin's grooming habits.
DM: I sighed, swallowing my repulsion, and mentally composed a letter to the dean to speak to Marvin. It is not my place to inform people about basic soap use and toothpaste and that doing laundry is not optional."Say, I brought you this. It's for you." He gestured towards the bucket."What?""I know we don't always get along. You keep to yourself. But I brought you this as a present. You might not know it, but I live on a dairy farm when I'm not here. This is fresh milk. I brought it for you. It's like no other milk. I know you like coffee, so it'll be extra good with milk.""Yes, I am aware that milk and coffee is a classic combination," I said, peering at the bucket of milk."You'll like it. Fresh milk is like nothing else."
Player: You thanked him and tried some.

DM: "Please go now," I said, pointing to my door. "I have a good deal of work to do.""You're not that friendly," he said, standing. "Everyone says that about you, but it's really true."My finger was unwavering. "Go.""You can keep the bucket. It has milk for you.""We can discuss that when you go."I ushered him out, closing the door behind us so he did not seep back into my sanctum sanctorum. I assumed he would go, but then, he looked at me with his cow eyes and asked me if I thought we could be friends ever, that it hurt his feelings that I was always so harsh to him.And I, very nicely, said that...well, I'm sure you can imagine.
Player: ...we could give it a try.
DM: Yes, I was in a generous mood, I suppose, or I didn't know quite how to respond otherwise. I accepted his loathsome embrace."We're good friends now," he said, and I didn't feel like clarifying."Take care," I said.He then went in for another hug, this time a low hug, both hands under my arms, his head against my chest, and I gently, so gently, removed him. "I think we needn't go quite that far," I said, holding my arms out to unsuccessfully fend off a third attempt.At this, he took a bit step back. "I'm so happy that you are my friend," he said, taking another big step back and clapping his hands. I should have mentioned, we were near the top of the steep stairwell across from my office, and his step backwards took him right down the stairs.He bounced a few times and landed in a little pile at the bottom. I understand onlookers who reported the incident later said that I had thrust him violently from me when he went in for that third hug, but that is the opposite of the truth. When he fell, he was in a state of joy at my kindness. I did not push him. I removed his hands from me, but I did not push him. So much for that accusation.
Player: My dear faculty, a second objection

DM: Leonardo, a thin, thin-haired fellow with a thin smoker's cough, now a vaper, alas, filling the air with his cool boysenberry fumes, was divorced, and fruit of his divorce was a little six-year-old girl named Venice.Venice--and he loved her name--constantly calling, in ringing tones, Venice, Venice! Hoping beyond hope someone would ask about the origin of the name or comment upon it. Venice often came to school with her father and sat in his office or roamed the hall.On the day in question, Leonardo was coughing maddeningly and dandling his darling on his lap, singing the following doggerel verse:I love you / like a pickle in a shoe!I love you / like a pickle in a shoe! But now imagine that fifty more times. I was trying to grade, mind you, and I was required to keep my door open so students could see me if necessary.
Player: You went in there and told Leonardo in gentle terms to keep it down.
DM: "Leonardo, it's a bit loud here.""I love you, like a pickle in a shoe!" he sang, tickling her adorable tummy.I observed at this point that his simile made no sense at all, that a pickle would not be improved by placement in a shoe, and the shoe would not be improved by having a pickle in it. It was just senseless.He quieted down, and then he looked up at me. "Did you get a chance to sign the petition?" He handed me a petition for something about the grass or the trees on campus.I am certain you know what I did."No," I said."Here," and he handed me a pen. "You sign it," said Venice."Thank you, Venice, yes, I know about petitions.""You can sign it now," he said."Can I indeed.""Yes," he said, vaping freely."I'll do it later. I have to work.""Just sign it."
Player: You smiled and happily signed it like a good fellow faculty member.

DM: "I see," Claudia said. "Makes sense. I like you. But OK, you're married. I can be good.""You sure?""You bet your ass," she said.And, of course, that was the end of the story. We did not desire each other in any way, or more to the point, I did not desire her, while she dealt with her various issues her own way, once notably involving her needing to run out to the school store to purchase a pack of AA batteries ($4.74 for four batteries! Absurd!) and remain in the bathroom (taking her purse) for thirteen minutes by my watch, but I did not especially keep close tabs on it.Natalie and I, after all, trust each other. And so I think we can dispel any rumors surrounding me, and I think Claudia will agree, if you'll all turn your gaze to her, probably in the back row.

DM: DAH nah nah nah nahBAH nah nah nah nahDAH nah nah nah nahBAH nah nah nah nah I went in there, as they could not hear my pleas for mercy. They looked up. "Sorry prof."Yes, yes."We'll be quieter."They were quieter for a whole minute, and then, forgive me for pasting this in again, but I must for full effect:DAH nah nah nah nahBAH nah nah nah nahDAH nah nah nah nahBAH nah nah nah nah I returned. "I am trying to grade.""We're just trying to get this part down.""I think you have it. I think you really have it down.""Ha, ha, prof."The silence then lasted for two blessed minutes.And then,DAH nah nah nah nahBAH nah nah nah nahDAH nah nah nah nahBAH nah nah nah nah
Player: You closed your door and stuffed paper towels in the cracks to muffle the sound.
DM: There is a largish space where the door does not hit the floor, a space where students like to slide their late essays in the dead of night, and it was here that most of the din was entering.So I went to the bathroom (having to make small talk with Anne, my chair--"Going to the bathroom?" "Yes." "Taking all those paper towels?" Yes.")--and then wedged them under the door. It did help to a certain extent. The noise was also coming through the heat register, so I stuffed paper towels in there as well. I was just finishing when Anne opened my door, which of course ruined my hermetic seal."You are supposed to keep your door open during office hours," she said."The 'music' is too loud," I said. "As you can clearly hear.""These are the rules. And there are paper towels all over the floor. Pick them up."She walked back to her office.
Player: You closed your door again and resealed it with paper towels.

DM: Yes, it may be a stereotype of the effete professor, but I happen to like Beethoven. I cranked Ludwig van up on my headphones and enjoyed his proto-Romantic stylings as I happily graded.I could vaguely hear the marching band, but it did not bother me. I just turned my personal forcefield up higher.It was perplexing, therefore, when I looked up an hour later to see a campus security officer and a firefighter standing in my doorway."The building has been evacuated, sir. It's a fire drill. You have to leave."I supposed I hadn't heard the fire alarm. I reached out to pause piano sonata #17 in D minor ("The Tempest")."Don't pause it, sir. Everyone is waiting for you outside, standing in the rain on the field.""One second," I said. "It's annoying to find the spot otherwise." I fiddled with my antique but sturdy iPod."Come on."
Player: "Fine, fine, fine." You left with them.
DM: Yes, naturally. I walked out, in the rain, without my umbrella, my music still playing in my office, and when I returned, both my umbrella and my antique iPod had been stolen.So although I was blamed for everyone having to wait for me in the rain, who is the real victim here? It is me, twice over.I was not "being obstinate" or "making a scene" and yes, I supposed I yelled at the band for causing this situation, but it was not a tirade. It was a series of suggestions and a veiled threat. But it was not a tirade.

DM: After I loaned you my aging VHS copies of Kelly Unicornstrider and Friends, which you consumed in what I assume was one glorious day in our library's archive room, which has a working VCR, I realized we shared a bond.So when you started an F/SF bookclub and put up posters all over the school, of course I agreed to be the faculty sponsor. Five people showed including you, only two having read the book (Jonathan Strange and Mr Norrell, by Susanna Clarke, you silly girl, choosing an 800-page brick for the first meeting.You tried gamely to spark conversation about the novel, echoing some of my own valiant efforts to extract participation from reluctant students when my classes are silent. You eventually launched into a monologue with your monotone, your remarkably amusing and admirably persistent monotone.I swung by and rescued you, chatting casually, leaning on the chair, talking about the novel, helping everyone participate even if they hadn't done the reading, really the key skill of any good professor. Remember that, Meg. Someday you'll be a professor, and you'll need to know that skill.
Player: That's all we have time for, my dear.

DM: You obviously qualified for the English Honor Society which I ran, because I needed to be involved with a certain number of student activities for some reason, and so I was stuck with, I mean honored by, being the sponsor of the local chapter of Sigma Tau Delta, the English Honor Society, or STD, as it was unfortunately abbreviated. It was a fairly easy gig.Every year I simply had to send out emails to promising English majors, or minors, or really anyone who passing my classroom and looked reasonably clever--and these emails told them that when I thought of them, I thought of STD, and that I would like to personally help them become part of our little STD family. I have to make my own fun in this job.But I hesitated to invite you, Meg. I felt and still feel that honor societies take advantage of young people. They make you pay your $87 or whatever and send you a cheap pewter pin ("real authentic pewter" the certificate of inauthenticity reads) and a sash that says HONOR on it or sometimes HONORS--they changed their supplier at one point.You also get to attend a ceremony that I hastily precede over -- in and out in thirty minutes -- so your parents can cry and take pictures.
Player: Doubt about honor.
DM: "Ladies and gentlemen, parents, guardians, siblings, other relatives, faculty members, administration, lost vagrants, and honored guests," I would say. "I hereby give you STD." And then I'd motion to the inductees, aka, people who paid their $87.You were young and inexperienced and brilliant and therefore prey to these dishonorable societies.Phi Beta Kappa, (ok, I guess, has name recognition); The Humanities Honor Brigade (just no); Who's Who (god no); Whom's Who (what?); The Society for Recognition of Improvement and Moral Hygiene (sponsored by a horrible politician, also cost over $250); and finally the Honor Society Society, I shit you not, limited to members who were also members of at least five other honor societies, costing $121 and including a subscription to an unreadable undergraduate literary journal.

Player: STD

DM: "Wonderful!" I said, applauding to reassure you. The other two profs eyed me, clearly feeling you ought to receive something approaching a zero for the assignment."Clever, clever!" I replied to myself. "Very well done. Clear and articulate. I loved the bit about Cyril Tourneur."Oh, I fought for you as you ran off crying, and I harangued them and explained that not everyone can talk in front of strangers who were grading them, and that you were brilliant and if they didn't give you an A+ I would tell the president to move their offices to the old and digusting rookery on top of the chapel, and to transfer them to the College of Air Conditioning and Ventilation, in the vocational university-affiliated Satellite Campus.Much love, may you live long and prosper, as the big button on your knapsack said, Meg. I won't be able to see you grow up more and find your self and stop being such an unbelievable dork. I'm sorry about that.I'm just sad your memories of me are linked with the worst moments. I supopse you experienced a lot of trauma here mixed in with your successes.I'll think of you fondly when I am gone, when you are gone, when we are gone.

Player: Become

Player: You objected to his gift.
DM: Certainly I did!"You live four hours away," I said, slowly. "So, assuming that milked your cows and then dove straight into your car this morning, this milk has been sitting in this none-too-clean looking bucket, unrefrigerated for at least four hours. However, I believe you had your three-hour seminar this morning, making it more like seven hours.""Fresh milk doesn't need to be..." he started."Forgive me if I don't take your word where matters of hygiene are concerned," I said, lifting up the heavy bucket. "None for me, thank you.""I milked it for you," he said. "It's amazing."I put my hand on his back and ushered him out, even as he continued to turn and try to hand the bucket back to me."Out, out," I said. "But the milk," he objected, and that's where I lost my temper, kicking the bucket, quite literally, making the milk splash across the hall, which he slipped on. I made an effort to halt him as he slipped on the milk, and this, I suspect he interpreted as my pushing him down the stairs.But it was the milk that did it. I am blameless here.

DM: He looked hurt, and he reached out to hug me, I suppose, feeling as though he could convince me with affection.I pushed him back, slightly, ever so slightly, and, I should have mentioned, we were near the stairwell across from my office, and the fellow stumbled backwards, doing a full backflip, very good form, landing on his head on the sixth step, on his back on the twelfth step, and then prone on the landing.And so, you see, if I am guilty of anything it is not wishing to be embraced by him. My body is my own, as all of the trainings tell me, and his unsolicited attempt to physically touch me was met with my very measured response. A small push. Let us not call it a push, but a nudge, a gesture, a tap.

DM: Precisely. I am glad you understand. I signed the petition happily and handed it back to him, patted Venice on her head, produced some toffee, I think, handing to her, and then, having done my part for the campus, walked back to my office.I ask you, is that wrong? Did I do wrong? I merely signed a petition and was kind to a child. Is this abuse? No. Is this forbidden by our bylaws? I read through the Faculty Handbook in vain to find a rule forbidding kindness to children and working to improve the environment.And so I hope you see that this complaint against me is baseless. We may dispense with it at once.

DM: I didn't want to confront either the coughing Leonardo or his little moppet, so I went to the bathroom. Mercifully, Anne was not in her office to comment.It felt like my lucky day.However, as I approached the bathroom door, I heard a sort of grunting inside, clearly Anne. It was an urgent sort of grunt, or groan, mixed with some "eh" sounds and once, a snort.What could anyone do in such a situation?
Player: You tapped on the door, saying "Everything all right in there?"
DM: After a moment, the door opened, and an angry Anne, holding a handful of moist paper towels opened it. "No, everything is not all right. Those people I share this unisex bathroom with do not understand that waste is for the toilet. The men here--" she looked at me angrily--"are urinating every which way. I have had to get down on my hands and knees and clean.""Surely the custodial staff..." I began reasonably."They will not scrub this place until tomorrow, and they do a poor job. The walls, Gower. Explain to me how the walls become desecrated. The door!" She stepped between me and the door, pointing out perceived stains and marks.Little Venice, suddenly appearing at the door points at me. "Urine is pee," she says."Yes," I said."You peed on the walls," she says, starting to laugh, silently shaking in mirth."No, Anne didn't say that," I corrected her. "She said someone did.""You peed on the door. You pee everywhere!" She did a dance. "Gower pee pee pee!"This obviously had to stop, and as she ran away down the hall and downstairs, in the direction of faculty lounge, singing loudly that she saw me pee, that she saw me pee on the walls, I admit that I called her a four-syllable imprecation and that, yes, I lifted her up and deposited her back in her astonished father's office saying only that his spawn did not and never would witness my urination.And so, this, my friends, this is all that happened. I wash my hands of the matter, and I wash them, I should note, in some other bathroom than the one near Anne's office.

DM: I did--I slammed his door, after first glaring at him, making direct eye contact so he would know that I was not enjoying the pickle/shoe song. Venice started crying within, but she was acceptably muffled, so I went back to my office to grade.Leonardo informed me several days later that Venice had been having nightmares and had been diagnosed with PTSD from the slamming door. It seemed a very sort time between trauma and diagnosis, and I suggested as much to him. He seemed haggard, and was vaping at me furiously, telling me that I needed to apologize to her, and he held out his phone to me suddenly.Surely my response is clear to you all. You know me well enough to all chant it in unison.
Player: "Hello, Venice. Sorry about the whole door slamming thing," you said.
DM: "Who is this?" came an adorable sticky voice."It's Gower, Professor Gower.""You were bad to me.""I was not bad to you, I slammed a door. It was not at you or even near you.""My daddy said he's going to break your legs.""Did he indeed?""What's a deed?""Never you mind that. Well, thank you, Venice. I do apologize. Was there anything else? That he said?""He always says you're a cuck.""That's interesting and wholly untrue.""What's a cuck?""Ask your father. Goodbye, Venice."And that my dear, dear faculty/jury, is why Leonardo is attending this meeting with a dislocated shoulder after he and I got into it in the stairwell immediately after my lovely phone call with dear Venice. So much for the rumors; now you know the truth. My conscience is clean.

DM: "You can still hear us?" the marching band bassoonist and buffoonist said."Yes, of course," I said. "The world can hear you. Furthermore, bassoons are not marching band instruments.""I don't believe you can hear us," said the drummer."Listen, can you just move on to the twenty-first or twenty-second notes of the song? Those are good notes too.""We're working on this part."The trumpet player whispered something about me to the oboeist, and then all at once, I grew a bit upset.Picking up a flute, I plunged it, full forced into the snare drum, piercing its heart. Then I grasped the clarinet and threw it out the double-glazed window.That is true. But I did not "jump up and down" on a clarinet, chase and then bludgeon a student with a tympani mallet shouting "I'll kill you" or attempt to "garotte a student with a drumstick." Those are rumors, and furthermore, the damage to the drum and the window were largely accidental.I did lose my temper. I think we all said things that day that we regret now. And I understand that 94% of the faculty on my hall secretly agreed with me, even cheered my deed, even though they obviously needed to toe the line. Sometimes people who act preemptively to fight evil are themselves called evil, when they are in fact heroes.But so much for that accusation.

DM: I closed my door again. Anne reappeared and opened it, giving me a fierce look.I closed it, securing the knob to my coat hook with my belt.She forced it open using her cane as a lever, tearing my coat hook off the wall in the process.We struggled, I with my full adult strength, she with the tenacity of the elderly.And so, my faculty friends, that is why Anne filed a claim that I "slammed a door on her finger, turning her nail black, a nail that dropped off most disgustingly. I submit that Anne's nails were disgusting previous to our encounter, perhaps not black, but certainly not enticing in any way.And so I feel I stand cleared of the charges of wrongdoing. I did not "struggle with my chair and assault her with my door," a charge that makes so sense, and which sounds, anyway, as if I were brawling with my furnishings.

DM: So I didn't want you to throw you money away, money you'd earned as a page at the library, meekly shelf-reading and hiding in the sci-fi section to read Brian Aldiss, my recommendation. I told you not to join. But you said you wanted to join STD and you opened up your knapsack (replete with larping-related and anime and Society for Creative Anachronism buttons) and you handed me a bunch of folded bills."College is the best thing that ever happened to me, and I want to wear a hundred sashes at graduation, and all the pins, and all the ceremonies," she said. She looked around my book-filled office. "This is as good as the library. Do you mind if I sometimes just come in here and read?"That was a nice day.

DM: You breath on the ice, which fogs over. Angry, you continue breathing on the ice until a drop of water splatters in your eyeball.
Player: "Ouch!"
DM: You yell "Ouch!" out, but you yell much more louder than you intended to. Instantly there is a deep, distant rumbling, and...

DM: Yes, I backed away. People grunting in bathrooms ought to be left alone. I went back to my office, where I found young Venice drinking a juice box, sitting in my chair, and tipping back."Hello," I said.As a rule, I hate when writers include children in stories. The writing invariably becomes mawkish and precious. For example, a perfectly good writer will suddenly have a character say to a child, "Hi there, pumpkin'" or worse, "Hi there, punkin'" changing, you see, the medial "m" to an "n" for some reason.And the child always says something like "My daddy said I could pway in here."However, we are not in danger of such mawkishness, as what she in fact said was "Bitchslap." Completely out of context, she looked at me and said, "bitchslap."I stared at her.
Player: "Did you say 'bitchslap'?"
DM: "Yes, 'bitchslap.'""Why did he say that?""Is a bitchslap a slap?"You thought about that for a while. It is, but how to explain? "It's a slap meant to express that the person you are slapping is a bitch. It's a metaphor. You're a bit young for it.""Are you a bitch?""Why don't you run along to your father.""You shouldn't slap people.""No. Go on. Go back to your father's office.""Bitch," she said, and then ran along to her father and told him that I had told her to go away and that I had called her a "bitch," which the above pseudo-transcript proves beyond all doubt. Further, she told both her father and the dean, when questioned, that I had said she was stupid and that I "wasn't fair." I know the lying phase of the typical six-year-old, having sowed and raised and harvested two of them myself, and full ninety percent of everything they say may be safely discounted.But I assure the entire faculty that I didnot , and would not call a small, helpless, lovable child a bitch regardless of my feelings towards her father.

Player: M
Player: Y
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.Aaaaaaaaay> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)
Player: V

DM: "Just talk to my kid," he said, holding the phone out to me. "I don't want to, nor must I," I said."You have to apologize."Anne the chair came out of her office, glanced at the bathroom to ensure nothing was going on involving it, and then she told me to apologize to the phone, as if she knew anything about it, just enjoying ordering me around.I walked away, as he followed me with the phone, and I entered my office and slammed the door, hard, in his face.This sound appeared to set Venice off, or trigger her, as the children say now, and she started screaming, audibly on the phone. I believe he had it on speaker, but I could not swear to it. I had traumatized her again, and in short, I was required to write her a letter of apology on school letterhead by the president.It did not say what language to write the apology in, and I opted for classical Latin and mailed it forthwith with minimal stampage and deposited it in the out-box monitored by the workstudy students and therefore never emptied and containing missives dating back to 1972.So there, you have my confession. I slammed two doors. Who among us would cast the first stone, I ask? Does that make me a monster? I don't think it does, though I say so myself. But enough of that.

DM: I sat down, seething but calm, and stabbed some responses to exams in red pen, perhaps grading a bit more harshly than otherwise. In my defense, my brain was being assaulted by the pounding noise, the blare of the amateur saxophone, the reedy squeak of the incompetent and incontinent clarinet.And that my friends, is why I stand accused of writing comments on my students' essays such as "I hate you and want you to die. F." and "Shut up. Shut up, damn you, shut up! B+" And the like. It was not my intention, and I think any student here will tell you that comments like "Please drown yourself in a pool of acid while holding a plugged-in toaster" is not my style. I am well-known as the "popular" professor for good reason, and my displaced anger was the cause. If this was anyone's fault, it was Anne's and the marching band. You do not blame a crystal glass if it shatters when you throw a stone at it.It is the stone's fault or the thrower.Not the crystal glass.At any rate, I think my conscience is completely clear here.

DM: As the blaze grew higher, the fight between me and the officer moved out to the hallway, down the stairs, and outside. I was walking out of the building of my own volition, but still struggling with the fellow, still pulling away and kicking at his shins.And so that is how I exited, umbrella-less, mind you! (My silk Toulouse-Lautrec tie was ruined!--I billed the university $59.99 for it, no response yet.) The claim was made that I had gotten irate when asked to exit and smashed my own computer, set fire to my office and brawled with an officer, when I hope you can see nothing is further from the truth.But you now know the real story.

DM: I titled this page recovery, but that was just me trying to cheer us both up.You were moved to another wing of the hospital, where you remain, a ventilator ravaging your throat, with people saying things about you like "I think she knows we're here." I brought you a laurel plant to look at, which I placed on the nightstand by the side of you that still has an eye to see.You may yet recover.But you cannot be here to click these links, alas. Perhaps you will some day, when tissues mend and blood vessels knit together, and eyes regrow, and brains can be rekindled from little memories I've harvested. Perhaps you are in there still, thinking of King Arthur, and Classical Mythology, and Milton.I hope so.
Player: Goodbye, Jules Wine
DM: It should be obvious, then, that this cannot be real, that this all a coma-girl's mad imaginings of revenge and anger and violence and sorrow. No sabbatical report could ever look like this. We know that.But since this is all just madness and ravings and fever dreams and you lying there in the hospital bed, pulse blipping away, ventilator ventilating, fragmentedly thinking about what could happen, how does this end for you?
Player: I wake up to you holding my hand.
DM: "You're back," I say to you, Jules Wine.You don't say anything. You can't, through the ventilator. Your eye, your one eye, is still closed, but it flutters.You then fully awake and stretch and yank out the ventilator and your eye has healed. And your brain is better and time turns back, and I am holding your hand, giving you strength, and telling you I'm sorry, and my life has prepared me to deal with commas, not comas, and I think, I think, I think, by writing this path, it will be a magic spell that restores you and I will look into your eye again.And this concludes my Sabbatical Report.

DM: AAAAAG
Player: h
Player: s
DM: A
Player: Q
DM: Q
Player: t
DM: AT
Player: n
DM: AAN
Player: o
DM: AAAO
Player: e
DM: AAAAE
Player: e
DM: AAAAAE
Player: y
Player: i

DM: I admit that my response was aggressive. I am told that I uttered a scream so loud, and that when I leaped from my chair, my desk overturned with a crash so startling that students were sheltering in place two buildings over. I understand that I seized Marvin and pushed him with all of my strength in the direction of the stairway, just across from my office, where he bounced twice en route to the landing, and ended up breaking two vertebrae, a wrist, and a good piece of the banister.But I feel my side of the story had yet to be heard. Now you have heard it. And I feel my response was, considering the situation, measured.

Player: Bullying, begging your pardon.
Player: You twist the rules to your advantage.

DM: She stood up, squeezing her juicebox just hard enough for some cran-apple juice to trickle out the straw and onto my chair."My daddy said he wants to 'bitchslap' you. What is that?""Run along, Venice.""What is this word?" She pointed to the open copy of Ulysses on my desk. "Astronaut?""Run along.""Arizona?" She was a good reader for six, but this word was a stumper for her."Run along."Later I confronted Leonardo about it, of course. I imagine you can guess my approach.
Player: You lightly inquired about the whole bitch-slap thing.
DM: "Say, Leonardo, what's all this about you wanting to bitch-slap me.""What do you mean?" he said."Your kid said that. That you wanted to 'bitch-slap' me. It seemed a strange thing to come out of a little kid's mouth.""So you're the one who taught her that?" he said. "Why are you talking to my little girl about bitches or slapping them? She also said you taught the A-word to her.""Which one? There are many A-words.""You know which one. Areola. She spelled it out for me. And she used it in context, not as an interjection. Christ, Gower, what are you doing? Why are you talking about areolas to a six-year old.""She saw my copy of Ulysses open on my desk.""I ought to bitch-slap you.""There, you see!"And that is why Leonardo and I were engaged in a physical altercation in the hallway, and that is why I stood accused of teaching a six-year old filthy words. All Leonardo and Venice's fault, I hope you see, although I am the one who was blamed and who had to attend sensitivity training and mandatory psychology evaluations.\At the end, I belived I was the one who delivered the bitch-slapping, by the way.

Player: She paused and asked me if I would observe her teaching.

DM: In doing so, my sleeve brushed against one of the pencils, and the whole vase fell over, scattering hundreds of pencils on the floor."I'm going to kick your ass," she said, kicking the aforementioned part of me lightly but definitely with her pointy shoe.Angry at the indignity of it all, I took a ruler off my desk and thwacked her own rear end sharply, making her yelp.She took a sharpened pencil from the floor and attempted to stab me with it, you know where, shouting all the while, but still, I think, joking, yelling "Maybe I'll stab your pencil-spilling ass."I reflexively dodged and kicked her own ass, seeing as we were playing it that way. She reached behind her to block my foot, which caught her hand awkwardly, breaking three of her fingers."What the hell, you asshole!" she shouted, and ran to tell the chair that while we were joking around, I had suddenly become violent out of nowhere and "assaulted her ass" which if you understand her patois, she meant not literally.So that is why the term "assaulted her ass" and my own good name got yoked together, and whispered about the hallways as idle gossip. Now you know the truth.

DM: It was several weeks later that Anne, chair of my department, called me into her office brandishing the paper on which I had been making my amused observations on Claudia's lingo."What is this?" Anne said, her small eyes trained on me. "It is titled "Claudia: Ass." That is the title. It has a list of dates and notations. "Big ass with three dates; buttloads with five dates; whip her ass, two dates; hardass; , et cetera, et cetera. Claudia found this in your desk and was horrified. And what is this? A list of suggestive prepositions. Up; On; All over; Up in.""Those are terms Claudia uses as part of idioms," I explained. "For example, she would often say someone was all 'up in her ass' when she had to do paperwork or something.""I don't know what you are talking about," said Anne, red and shocked at my language, shaking the paper at me. "This is some sort of stalker's document. I am shocked, shocked at you. Suffice to say you are being reported, and I am sending this to the president's office and to the dean. From this moment, I want to hear nothing more about you and "ass.""No, she was the one who...""Go!" Anne said.So that is why, my fellow faculty, the dean gave us all a talk about respecting each other's boundaries and we all had to do that training. I hope it is understood that I did nothing wrong.

Player: It all goes dark and silent.
DM: I cannot blame you, Jules Wine. It takes energy and effort to live and you are tired. I am too.I have my petty problems with the faculty, but I shouldn't have dragged you into it. Let's turn out the lights, pull the plug, as it were, and let that annoying beeping sound stop.I thought about you all sabbatical, and then I realized what I needed to do. I wanted to hold your hand as you awakened, but since that is impossible, I will hold your hand as you arise, heavenward.I put this here knowing it will be unread by you or anyone else, but as a promise to myself. I will do what needs to be done. Sit with you for a while until the alarms I disable are noticed, and then drive west, far away, and you can follow me on your wings.And this concludes my Sabbatical Report.

Player: Challenge Him to Drinking Contest

Player: She took out a thick envelope and placed it on my desk. "For you."
DM: "I see," I said, eyeing it."Yes. I understand this is how things are done here. I asked around.""You asked around?""All right? We help each other, yes?"Now, my fellow faculty members and distinguished others. Put yourself in my wingtip shoes. In your heart of hearts, and knowing that I had recently purchased a shockingly expensive 22nd anniversary gift for my Natalie made of the traditional materials for a twenty-second anniversary (cooper, wool, and spinel) engraved lovingly with her full name, Natalie Valerie Gower, and also knowing that I did have to change my oil burner to natural gas within the next year, what did I do?
Player: You looked horrified and tore the envelope in half, handing it back to her with contempt.
DM: "I am not interested in your bribe, your dirty money, your baksheesh," I said, proud of my integrity. I tossed the torn envelope back to her, at which point she removed the contents, revealing that it was a get-well card which all the faculty but me had signed for one of the secretaries who has having spinal surgery."I brought this for you to sign," Pritha said, backing away. "Listen, never mind.""No, I'm writing you a letter," I said. "Seriously.""I don't want it anymore," she said, at the door."It's going to be the best letter you ever read."But she left and seems to have informed my chair that I was dangerous and possibly drunk. But you all see now what happened. It was an easy mistake to make, and it could have happened to any of you. If anything, my honesty should be praised.

DM: Yes, I am a fan of the underhanded method indeed. My particular tactic is to schedule undergraduate classes for myself that I am certain will not fill. I appear to be cooperating, volunteer to take core and mind-numbingingly tedious classes, like "Introduction to Literature" and "Basic Writing" or "Survey of British Literature 500-2000" at such annoying and popular times as M/W/F 1 pm or T/Th 11 am.I nod and spread my hands, explaining that I am willing to bear this cross, to sacrifice myself on the altar, the pyre, of undergraduate core education, teaching five days a week!--classes I should add, that regularly attract 30-40 students.The maximum allowable class size, as we all know, is twenty, according to the tour guides and brochures, but the Faculty Handbook, that blessed bible of the school, which I have here on the floor of the passenger seat at Natalie's feet next to me as I drive west, making an unsafe merge, no doubt, reads,"The maxinum (sic) allowable class size for all Undergraduate classes is twenty (20) ((XX)) EXCEPT in case of need."The need being, I suppose, the existence of students 21-40 who wish to take the class.I have heard my methods complained about. But they are effective. What are they? And you answer, in a ringing chorus:
Player: You switch the times and class description.
DM: If you know Ruth the registrar, with her batty and forgetful attitude, it is simple to stroll down and talk her into anything. It is important to do it in person so there is no virtual paper trail, but in person, magic is possible."Actually, Ruth, that class ought to be called 'Advanced Basic Writing part III'--a class no student will sign up for, as there is no part I or II."Ruth, that class should run 12:30 am, not pm.""Ruth, the British literature class description has a typo. Could you add that all readings in this class will be offered solely in Futhark runes?"And so forth. Well done, this underhanded method will ensure that only the most dedicated, or the very dumbest, students will enroll. And those are the two types of students easiest to amuse and grade.

DM: I approached him and slapped him across the face, thinking that a slap was one thing, but reversing the slap to strike him again with the back of my hand, that was the true dishonor, what turns a slap into a "bitch-slap." It is all in the nomenclature.He looked stunned, then angry, then stunned again, and he backed up into a radiator, which pinged. "What the fuck!" he said."What the fucks," incorrectly parroted Venice, coming out of her father's office. "Can I have an m&ms?""And make sure you treat me with some respect," I said, and Venice started crying and screaming, even as I tried to explain to her that I was not angry at her, but her impossible vaper of a father, but when the report came to the dean, it was all twisted up to make it seem as if I had struck Leonardo first, which I suppose was technically true, but only technically. Further, the report said that I was curing at his little girl, which I utterly deny. That delinquency, I fear, falls squarely on Leonardo's shoulders.But some people are just not cut out for parenthood, and obviously, the man has problems.

DM: "Oh, is that so?" she said, to my steely gaze. I hadn't actually said anything that required an "Oh, is that so?" but I didn't point it out to her.Then she pushed me backwards over my own desk, remembered to get up and close and lock the door and draw the curtains of our windows closed, whereupon I reminded her that traditionally I ought to be the one to push her backwards over the desk, and I am a stickler for tradition.I don't think I need to go into the specifics of what precisely we chose to do there, as I feel the more perceptive of my sabbatical report audience will have sorted that out with a fair degree of accuracy. At any rate I have provided you some links in a separate email to a helpful website that may clarify and illustrate as necessary. (see attachment)I tried to move our activities to her desk, or at least remove the pile of blue book exams, which I had been in the middle of grading, but she was not interesting in moving.And this, my colleagues, is why I was forced to return to my students exam books that, the complaint said, had been "visibly violated and tainted" (rather an exaggeration and in any case a moral judgment).Well, mea culpa, but I think even a casual scientific analysis would prove that Claudia was more responsible than I, for well over half the problem, but that is enough of that and I hope Claudia sitting there in the back of the meeting room is not embarrassed by my little story.

DM: I run up the stairst faster than a...okay, not as fast as a speeding bullet, but still, very fast. I enter Nicole's room, where I see she is watching something on her television. She hears me enter the room and gets up, but as soon as she looks into my direction, I super-speed behind her. She looks around confused for a few brief moments, but I've pulled this trick on her before so she turns around as I approach to startle her. As soon as we see one another, we smile."You're early.""Of course I am. I'm me" I say and kiss her.HEALTH: 100%
Player: Have sex with her.
DM: I grin as sexily as I can as I grab around her."Haste, not here. My father dislikes you enough already.""Come on. We could do it really fast.""I know you could.""Wait...that came out wrong."HEALTH: 100%
Player: Talk with her.
DM: "How about we just talk for now."Nicole smiles and the two of us sit down together."Well, pick a subject then" she says."Any subject? How about penguins?"She laughs before saying "penguins?""Why not? There is absolutely nothing wrong with penguins. They're always dressed nice, they live among polar bears...""...actually I...""If I say they live among polar bears, then they live among polar bears.""Sorry" Nicole says and manages to avoid laughing at me."How about you say something about penguins?" I say and look at her."I have to say, you're right. Penguins are cool.""I'm glad you agree. Disagreeing on this matter could have proven to be extremely destructive for us. People's opinions on penguins are a very serious matter."Nicole laughs again, and for a while after the laughing stops, the two of us just look at one another."We could visit them you know" I finally say."What?""The penguins. We could visit them.""In the Antarctica?""Yeah, we'll just go there and come back as soon as we spot a penguin."Nicole hesitates for a while, but then she says "alright, let's go to the Antarctica."HEALTH: 100%

Player: Rush the gates
DM: You charge forward at the gates. The undead sentries notice, but they're too frozen to react quickly. As you enter the gates, you feel a spear embed itself into your back. You scream, yanking the spear out and tossing it to the side. You groan in pain, and see the thrower; a large, especially tall undead girl. You charge forward, beheading the undead bitch. You turn to see your first glimpse of Balok the Honorless in years, swinging a warhammer that connects with your temple.

DM: "Oh, I don't know," I said."Come on," Pritha said. "I'm going in to teach right now. Then you can talk about how I teach in your letter."And so, reluctantly, I stepped away froom my sanctuary-office and followed this Pritha all the way across campus making the most banal small talk ("It's cool today." "Yes." "Getting colder." "Yes, that's what it does.") the long walk to the Berson Bennet Biology, Biochemical, and Biophysics (or 5B) I never set foot in 5B as a rule, as I marveled at the labs and intriguing scientific equipment herein.We entered the large classroom, and I sat down in the second row next to a girl in a green army jacket sitting sullenly, clutching an extra-large coffee from Starbucks and her phone. The coffee told me in marker that her name was Scarlutt, which seemed unlikely to me, but all right.Pritha began lecturing about something, I forget what, something about insurance or forms. But--and this is where the complain against me derived, I became oddly fascinated, even fixed upon...
Player: Scarlutt's phone.
DM: Scarlutt was playing some sort of, I believe the term is "match-3" game, with a garden theme, where she had to inanely match three cabbages or rutabags, and also avoid hoes and find seeds or something.Her rudeness was incredible to me. Here she was, paying, or rather, her parents were likely paying hundreds of dollars for her to sit in this classroom, and she was playing Garden Party Bonanza (Freemium Version).

DM: At school, you are taught skills that are needed to be a good wife and mother. You learn basic mathematics, reading, and writing. It appears that today is the last day of school! Education within the Amish community does not continue past the 8th grade, so it was fun while it lasted! To celebrate, you skip home merrily and dream of your years of wifehood to come in the distant future. CRASH! SMASH! NEIGHHHH! Oh no! Not another horse-drawn buggy and car collision! This sort of thing happens often due to the outside world's chaotic and dangerous modernization that attempts to infect your community's affinity for traditional modes of transportation. If only there was a way to contact someone and get aid in response! You must go and fetch help quickly!
Player: Run to the Town Hall!
DM: You race into the town hall and run right into your Uncle Abe! You tell him what happened and he runs to the scene of the accident. It's getting dark, and a young girl like you should get home quickly. You are aware that high profile sexual abuse cases occur often within the community and are not reported to law enforcement. You don't want to become a statistic, so you dash home!
Player: Dash home!

DM: I beg your pardon, it is not twisting. "Gower, listen carefully!" Anne is shouting. "You must hold office hours and attend meetings three days a week. You must be here.""If I may read from the Faculty Handbook," I say, producing it."All Faculty must hold office hours and attend committee meetings as part of their regular duties a minimum of three ways per week."I smile, wolf-like. "In keeping with the rules of the Faculty Handbook, I shall endeavor to perform my duties in three ways per week. But I intent to explore those three ways all on Mondays.""That is an obvious typographical error," says Anne, the meeting erupting into shouts and consternation. Someone at this point, I recall, you recall as well, no doubt, threw an empty can of Veryfine apple juice at me, which surprised me, because I had been certain that Veryfine juice had ceased to exist. But I suppose not."Don't split hairs with me, Gower," Anne shouts. And please, tell me what I did. You were there.
Player: You insisted. You always get your way.
DM: Of course, yes. I insisted. That is how you see me. Perhaps for good reason."Nonsense," I said. "I am a fan of the rule of law. If you dislike this Handbook, which was approved by a vote of 211-1-0, get the wording changed, by all means."The process of changing the Handbook requires the majority vote of four committees, one of which meets but once per year, one of which never has a quorum because there are never enough eligible full-time, tenured, wholly-online professors in the school of dental hygiene; the committee votes are then considered by the Board of Trustees, followed by a six-month "Comment Period", then required revisions by the full faculty, then a "sunset" transitional period of two years in which both the old and new Faculty Handbooks are considered both in play, and finally a rubber stamping by the president of the university."Fine," said Anne, slamming her clipboard on the desk. The other faculty, of course, cannot play this game. They are not full professors and are thus at the mercy of the chair.

DM: Later, I received a rebuke that I had been negligent in my duties, and that my letter was unprofessional and smacked of unacceptable and unprofessional behavior.I replied to the president on letterhead that it is also unacceptable and unprofessional to skim money from the school volleyball club to refurbish an office.The president replied that that was a serious charge and that I of course had no proof of that.I replied back that I didn't know what she called "proof" but I had invoices and recordings and three sworn statements.She replied that she knew I was joking but that out of professional courtesy let us both simply drop this whole affair.I replied that I felt that was a good idea.And so, my friends, there is no official charge of unprofessionalism against me, and I think the president will agree. Let us all look towards her and think about her rich shag carpet in her office and the original art and the solid hickory desk, and admire her resourcefulness and cleverness.

DM: Surpanakha got furious with the rejection and attacked Sita in order to devour her. Lakshmana swiftly intervened, and cut off her nose with his dagger. Surpanakha ran away with her bleeding nose, crying in pain, to seek help from her Asura brothers, Khara and Dushana. Both the brothers got red with anger and marched their army towards the brothers.Rama and Lakshmana faced the Rakshasas and finally they were all killed. Surpanakha was terror stricken. She immediately flew to Lanka to seek her brother Ravana's protection.
Player: Rama in all splendor

Player: You took the phone away from her.
DM: Yes, I simply plucked it out of her hands. "I will give this back to you later," I said.These students do need to learn, don't they? Students sit and text in my class, or used to, before I banned phones entirely in my classroom and enforced it with a signal blocker, illegal but effective.But at times there is the rare student who needs direct action, and Scarlutt was one of them. I held the phone out of her reach.She, for her part clambered over me, upsetting her coffee and my notebook, trying to get her phone, while kneeing me in the chest. She ended up accidentally punching the girl behind her, Jen. There had already been bad blood between them, something about Kyle and a slut but it was unclear whether Scarlutt was the slut in question or Jen, or whether Kyle's slut was another, third party. In any case, leaving that question open, the place became unruly, and I slipped out, handing Scarlutt's phone to Pritha, telling her that her classroom was too unruly for me to feel comfortable in, and that I would say as much in my letter.And somehow I am the unprofessional one, according to VP and Acting Dean Colin. I did not kick Scarlutt in the face. I did not overturn one of the tables, smashing valuable equipment. I did not spill my coffee in the air vents, requiring expensive repare to un-pumpkin-spicify the now delicious-smelling but sticky air system.I stand up for focus in the classroom, and I would take that phone away again.

DM: You know me well, my co-workers, my helpmeets-away-from-home.I sighed and agreed to teach three days a week, out of the goodness of my heart."Because I am generous," I said. "I hope everyone can see what I have done.""Yes, your job," Anne said."I shall have to work three days a week--and up to four, sometimes five hours per work day."Naturally I would not speak those words to others outside the ivory tower of academia. But fifteen hours of work a week does not agree with me. The very thought revolts me. But I do it for us, and for those students.

Player: You and he were team teaching a class.

DM: It occured to me that Pritha had hit upon a novel technique for holding a classes' interest, and it reminded me of a time long ago back in graduate school that I thought I had delivered the lecture of a lifetime only to discover that my fly zipper was undone. Thankfully this was before everyone had phones or I would have become rather an icon.It was brilliant. There was a bit of danger, a bit of repulsion, some suspense, some humanizing, some pity and pathos, mixed in with the academic content. The woman was a mastermind, and I said so in my letter, noting that while she ought to consider keeping a tissue in her pocket, she was a teaching whiz, and ought to be promoted post haste.Granted, I mentioned the incident to some close friends at the bar, and she angrily denied it. She complained that I was slandering her to the dean, relenting only when I showed her the Youtube videos. But she begged me not to spread lies around the faculty, and I suppose I ought to comply with such a clever woman. And so, all of you, please, keep it to yourselves. Let's all look at Pritha now, probably sitting near the front, hopefully with some tissues.

DM: How could I not notice? It was inexplicable. Scarlutt was not paying attention to the lecture, but clearly, she was also not paying attention to her game. The radish was right there. She had one move left, and if she did not clear the board, I could see that she would be unable to play the board again for two hours.I watched her hover her finger over a meaningless potato.I did not, and do not care about Garden Party Bonanza (Freemium Version). But the sheer lack of brain was maddening.
Player: "Move the radish," you whispered to her.
DM: "No, the potato," said Scarlutt."Look, swap the radish with the celery, and the watering can will...""Oh, yeah!" Scarlutt said, doing it and advancing to Level 79. "How should I start this one, the lettuce?""Lettuce then the carrots.""Scarlutt!" said Pritha up front. I shook my head. I had forgotten, almost where I was and what I was doing. "Please put that away!" Pritha glared at me."What a bitch," Scarlutt said to me."Totally," I concurred, to be chummy.Scarlutt continued playing under the table, and I whispered a few suggestions to her. We reached, I think Level 81 by the end of class. Pritha seemed a bit irritated at me but didn't seem to want to show it, as I informed her that I would now return and write her letter of recommendation now that I had attended her fine class about insurance or forms or possibly both.Back in my office, I dashed off a quick letter of recommendation noting that Pritha's class was notable for its flexibility as to the use of technology in the classroom, and then downloaded Garden Party Bonanza (Freemium Version) for myself.It was less fun without Scarlutt, though. My point is that I have a way with the students here, and I don't think anyone could deny that.

DM: I showed the gaping Pritha out and considered the card. It depicted an image of an old-fashioned telephone with a rotary dial on the front and said on the inside "I KNOW YOU'RE *BUSY* GETTING BETTER, BUT I HOPE YOU *PICK UP THE MESSAGE* THAT WE HOPE YOU GET WELL! HOPE YOUR SURGEON IS A GOOD *OPERATOR*!It struck me that nearly every single element of this card was out-of-date, and that it would be gibberish to a twenty year old, who would not even recognize the telephone on the front, or even the tune being played. What year was Blondie's "Call Me"? I looked it up. 1980. That would have made my freshlings negative twenty-one years at the time.I sat there and felt old for a few minutes.
Player: You signed it elaborately and kindly and sweetly and perfectly.

DM: I couldn't stand it any longer. I couldn't watch her throw it all away when the radish was right there. I reached out and moved the radish, or I meant to. She moved the phone just as I reached for it, and frankly, I don't quite know what happened, some combination of my finger and her finger, but at the end of it, we had jointly purchased 5,000 Platinum Seeds for $69.99 (Best Value!)"What did you do?""Why don't you have it set to confirm in-app purchases?" I countercharged. "Because I'm not seven!" she said."You should have moved the radish!""You're crazy!" Scarlutt said, resorting to ad hominem. "You owe me $70!""Then you owe me 5,000 Platinum Seeds, in exchange," I said, hotly, and that is when she poured her coffee on me, more specifically, a pumpkin spice latte, whereupon I took the coffee from the fellow behind me and poured it on her, which I think is a perfectly reasonable response, although, as she claimed, I had ruined her phone, to which I replied she had ruined my fine tie.Pritha's class was a disaster as far was I was concerned, and I said as much in my letter to the promotion committee, and submitted Pritha, by the way, the bill for $69.99 that Scarlutt had sent me, as well as a bill for a new tie.

DM: "Hope you feel better" doesn't take long to write, but one always must write one additional thing. I thought, and finally added "Hope you feel better" under it, which is absurd, because I meant to write "Thinking of you." Now I had written "Hope you feel better twice in a row." I didn't want to cross it out, but I had no choice. I crossed them both out, which looked very messy, so using my marker, I just made a big bold box around the two sentences and filled it in until it was wholly opaque.Then, under that, I just wrote "Hope you feel better." The two "t's" in "better were a bit squashed, and it looked like I had written "beter"-- I knew there were two T's, but others might not. I decided just to add a clearer T, but it was too messy, and I added the word "beter" or "better" to my opaque box, which now was a sort of irregular heptagon. I rewrote "better" neatly.Then I was done, and I tossed it in outgoing mail, feeling as if I had done good things today.

DM: It was depressing me. I turned on "Call Me" on my computer as loud as possible and just blasted the hall with it, highest volume. Then I took off my shirt and danced down the hall singing along, thinking about my lost youth. It's only a two-minute song, and in my defense, I was very drunk at the time.I am entitled to a moment of levity, after all, and I think you all understood that at the time, as did the tour group with prospective students.

DM: Hobart and I team taught a class, oddly enough, in early medieval religious poetry. The class was created by VP and Acting Dean Colin because a number of students needed both a literature and a religious studies credit, and so two different classes were smashed together with almost no notice or preparation."We need to prepare, Hobart," I said."Good, lovely," he replied, but then wouldn't prepare.Hobart, bless him is a miserable teacher. I hope he doesn't mind my saying so here in this, my sabbatical presentation before you all.He doesn't do anything. He perches on the end of the table creakily and vaguely asks the students to tell him things about things. "What's the topic of today?" he said to the class. I was at the lectern, while he sat on the table.The students looked at the floor."We are talking about sacred Marian verse," I said. "Now, if you'll..."Hobart gazed around the room, eyes lighting on the textbook, which said "Sacred Verse of the Medieval Period."
Player: How Hobart teaches.
DM: "Weeeelll," he croaked. "What you all thinking about the reading?"Sixty-five pairs of eyes looked at him."Did the reading give you any thoughts?"Silence."Did the reading give you any emotions?"The students did not admit to this."Emotions are interesting things, aren't they?" Hobart said. "Interesting things. Interesting things." He looked at the clock, which had advanced six seconds. "Can someone name any emotion at all?"Long silence.

DM: "Please stop," I said to him for the five hundredth time, stepping back a little.He looked at me, surprised, and then a minute later, he was once again taking my hand in his in fellowship, and there we were, holding hands as he made some intellectual point.I loathe being touched in this manner on the best of days. I have one older female colleague who regularly attempts to embrace me to welcome me back to school at the start of fall and spring semester, and I have to fend her off with a full tray of food and a sharp scissors at those times. "Stop. Stop," I said, removing my hand from his."Fine, fine. Are you all right?" he said, taking my hand again and sandwiching it between his two dry hands. "Are you upset?"
Player: You yanked your hand away furiously.
DM: "Get your hands off me!" I cried, into his left ear, which had a hearing aid on it and a troubling black incrustation within it, and I wrenched my person away from his frail, limb-caressing self, with all of my strength, spinning him around and apparantly causing him to break his hip without him even falling, which I didn't even think possible. Something about rotational torque and old bones.So no, I did not "attack" Hobart. And I suppose, technically, he was being kind and sweet to me and I responded by breaking him, as one witness said. Did I need anger management for this? Was I "brutal"? Was I "inappropriate"?

DM: Yes, I did. To help him get the point, I put my hand on his sarcasticaly and stated squeezing his withered hand as we spoke of how classes were going.But he didn't stop! I put my other hand on his pant leg and patted his knee boldly, hoping he'd get the point. Finally, I decided to make my parody obvious, and as he spoke of how today's eighteen-year-olds are woefully underprepared to read and understand moral philosophy, I reached out and touseled his thin white hair.But did he go on? He did!--squeezing my arm, as if it were an orange he were juicing.
Player: Middle of the hall.
DM: This was absurd, as we were in the middle of the hall, so with my other hand, I grasped his nose and began to tug at it, poking at his nostrils, giving him a look as if to say "see, see, this is too far. Stop touching me.""What are you doing, Gower?!" came the angry voice of VP and Acting Dean Colin. "What is the meaning of this? Are you on drugs? I'm reporting you to the ethical board. You can't put your hands on a fellow faculty member like that.""He started it!" I said."Who, Hobart? The man is completely senile," said Colin. "You disgust me, Gower."My faculty friends, is this not abusrd? I was performing satire in the spirit of Swift or Wilde. I did not want to touch Hobart's musty-smelling nose and hair.The Ethics Board handed down their decision: "Inappropriate conduct." They also noted that touching is one thing, but "Orifices are too much." The nose counts as an orifice.That, in short, is what I did. You may judge me accordingly.

Player: You then interrupted him to get the class on track.
DM: "If we can turn out attention to some lyrical analysis please," I said loudly. "Please turn to page thirty-seven of your textbooks. In Middle English...""Name an emotion. Is happy an emotion? It is," shouted Hobart over me. "Can anyone name another?"I spoke louder, "On the top of the page you'll see that there is a Northern dialect..""We all have emotions! Sad, angry, happy, did I say happy yet?"The students were looking at their phones or at the floor, or had their heads on the desk.
Player: You lost your temper.

Player: We think highly of you, and understand you.
DM: I could not be more pleased to hear that. You see that I am innocent of all charges, then, and, after my lovely weekend jaunt to the lake with Natalie, we shall resume classes and such as usual next week.Hope you liked my Sabbatical report, and didn't find it too unusual. Just a bit of fun is all. In general, I am an easygoing fellow who merely wishes to get along with his fellow faculty.Best from me and Natalie, kisses to all, remember to purge my letters of condemnation if any, clear my demerits, much love to your wife, VP Colin, and I'm off, and I shan't have to write another of these blasted sabbatical reports for seven more years.

DM: "Would you take your hands off me? As I have said many times before, even in this very conversation.""People are so afraid of touch," he said. "Love is connection. We sit on our phones and..""Don't lecture me on connection," I said. "Connection has nothing to do with your hand in my axillary region. Do not lump me in with people who 'sit on their phones.'""Aw, Gower, I just care about you is all. I love you."
Player: "Fine, fine," you said.
DM: "I love you," he said again."Uh-huh. Yes, love you too."I love you," he said. He then folded me in a bear hug. It did feel good to break down those barriers, to let our feelings out. "I love you too, Hobart," I said.And yet, my friends, absurdly, when I performed the exact same affectionate touches and words on Lily, the new French professor, I was accused of being "creepy"; "highly inappropriate"; "bordering on illegal." What sense does that make? Do I need to be older? Would becoming grotesquely old make me somehow more worthy of love?Ask yourselves this, and shame yourselves for doubting me.

Player: You just laughed and smiled benignly, letting Hobart run the class.
DM: You see? I sat there quietly, laughing, knowing that a college classroom need not be so pressured. We can all laugh a little, love each other, and be relaxed. So some students don't learn some medieval poetry.Life goes on. Hobart feels he did well, the students are relieved they don't have to actually learn anything today, their parents are happy their kids are ostensibly getting cultured, the university gets its money, and I get some rest.Who exactly is harmed here? So no, I was kind and quiet, and therefore I contend that VP and Acting Dean Colin merely made up the charge that I was "inappropriate" because, he claimed, I had had intimate relations with his wife.But that, if true, and I do not say if it is true or not, seems hardly the business of this faculty.If true, it would of course, have been most embarrassing to him. Would have been and continues to be. I believe he said I had allegedly done this deed once, but as long as we are alleging things, I would recommend that he allege that I did this alleged thing no fewer than twenty-six times, twenty-eight if you count a particular thing as "intimate relations" which remind me to send you all links illustrating the alleged act. Not sure if "intimate" is the mot juste.

DM: Certainly I wasn't going to stand there and listen to that nonsense. If Hobart was going to waste time, that was on him.So I thought about my new freedom--always lovely to depart the classroom unexpectedly and considered my options. I could, I thought hide out in privacy in the bathroom on the fifth floor, my very very favorite bathroom on the entire campus, a luxury bathroom you might say, or I could go get coffee in the Cafegymeteria, the new coffee shop in the gym, where they have the good scones--the orange zest flavor with the chocolate chunks.Both enticing, both better than class.Recall, if you will, what the complaint said I did then.
Player: You hid out in the luxury bathroom.

DM: That is a terrible shame, but I am not surprised. Perhaps you need to think about it, and discuss it among yourselves. Think you all like a sequestered jury, deciding the verdict.The doors, of course, have been locked and bolted from the outside, and there is no cell service in this room. We have a long weekend coming up, and everyone in this building is already in this room.So relax and discuss me and think about what you've said about me over the years. You will likely be sorry. You may compose letters of apology if you like and slip them under my door. Perhaps I will return after my weekend trip with Natalie. Perhaps not. Either way, you sit there and you think about what you did. I will forgive you, most of you.You think about my sabbatical report, which, with this page, is officially completed in accordance--sort of--with the rules of the Faculty Handbook.

DM: The thing is that I didn't say a word. I just inwardly seethed. I felt I had done a very good job when the class let out. I felt virtuous. However a week later, I realized that one of the students in the class was taking pictures for the Humanities brochure, and he snapped a picture of me and Hobart, a picture which some idiot put on the glossy cover of the mailer we sent to twelve million households.There was Hobart, looking as though he were giving the lecture of a lifetime, perched on the table like a scholar of old. And I, standing there, arms crossed, eyebrows lowered, giving him the evilest, most "I-will-kill-you-in-your-sleep" look, with my fangs bared, my hackles practically risen, nostrils flaring, a poison dagger essentially in my hand.The picture made some national news. We all saw it. It's been memed a lot. You can find it at knowyourmeme, sometimes captioned with "I WILL MURDER EDUCATION INTO YOU" or "TIL -- TO KILL"So was that inappropriate or just me being nonphotogenic at that moment? Surely we have all had moments like that. It was not my intent to tarnish the school's value, and frankly, I think we'll get some serious U.S. News and World Report traction off that meme. Inappropriate? Hardly.

Player: You returned to class forty minutes later.
DM: I felt bad for Hobart, and bad for the students, but I suppose I shouldn't have. By the time I returned, nobody was there. All of the students had left, and I suppose Hobart had wandered out. It was rather amusing.I stood at the lectern, cleared my throat, and began to give the lecture I had prepared for that day and would have given if Hobart had not be so incompetent. It was wonderful.There were no phones on. There were no stupid questions. I did not have to repeat myself. I explained relevant considerations, and made little scholarly jokes, and offers some useful mnemonics to remember poets' dates of birth and death.It was the best lecture I ever gave.VP and Acting Dean Colin, however, opened the door angrily saying that he had been watching me through the window of the door, and what did I mean by this. I explained that I was contractually obligated to lecture in this room between 1-2:15. He said that the implication was that I would lecture to students, but I objected that he was presuming a good deal.He said that I was making a mockery of this whole institution, and I said that he was interrupting my lecture. That's when he accused me of sleeping with his wife and things went downhill from there.The charge was that I was inappropriate. Who was inappropriate there?

DM: Our campus, you well know, has many, many cafes, snack bars, cafeterias, and grab-n-gos, but this was the new one, and I figured I'd enjoy the walk down to the gym, since I had apparantly given up on teaching at this point.You know that moment when you are done? I was done. Done with what? Just done. I might wake up tomorrow and feel differently, but I was at the moment, done--that was my mood. I smiled at students I knew passing by, and thought about students past who weren't here any more. It's a sad profession in so many ways. You grow close, they grow, they're gone.I sat at a table with a toasted marshmallow latte, thinking a bit about Natalie, and also about a former student of mine who was in the hospital. I thought I might go visit her.But then something happened, and I suppose it was "inappropriate."
Player: You slipped out the back and took a walk around the parking lot with Colette, the French professor.
DM: I walked out towards the parking lot, which bordered a woods, where Colette, the French professor was strolling, smoking, and cursing. She was from Paris, and had dramatically angled hair. "Fuck all of them," she said, a propos of nothing. "Gower, you come to walk with me." She puffed a cigarette elegantly."Yes. I just didn't feel like teaching any more.""Good, fuck them all. I hate these classes, especially the remedialé one." Imagine the thickest possible French accent."I just get so tired of always being accused of everything when it's never my fault," I said. "I'm about ready to go home today.""They are all for shit," she said, and took out a flask of bourbon. "Especiallé Vice President Colin is a shit."God, I love Colette. One of the best. I would tell you all to stand up right now and give her a standing ovation except I guarantee she didn't show for the required full faculty meeting.
Player: You told her that you were just going to go home.

DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.> Quel est votre prénom ? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaz...
Player: I
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.> Quel est votre prénom ? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaai...
Player: I
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.> Quel est votre prénom ? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaaai...
Player: W

DM: Val looks over. Val; "Hey, what's eating you?"
Player: You got a boyfriend?

Player: Ask Val
DM: Val smiles. "I really don't know. It's up to you now. The only person who can save you is you!"
Player: Right Door
DM: Darkness. Silence. Nothing....

DM: "Go ahead, then, and fuck you.""No, fuck you, Colette." We air-kissed three times, Parisian-style, and then I drove home, realizing that I had perhaps just decided to retire.I didn't feel like drinking, or being with Colette. I just wanted to go home and not be in my professorial costume any more. I just wanted to go to Natalie and order pizza and sit and not talk and have her understand. And she would.Was it "inappropriate" to leave campus then? Hardly. We've all be there. We all reach our breaking points.

DM: Because this is the nasty little secret. The students don't want you to show. If you miss class they are thrilled.When I walk into the classroom five minutes late, an audible awwww is heard from multiple people, because they wished, they dreamed, they prayed to the cancellation gods, that I would not show.So the best thing I can do for human happiness, is to sleep and eat biscotti and flip through the paper. I cannot always do so, but I can often do so. What other job can allow me to decide, you know, I think I'll stay home today? I'll tell my students to do group work today. I'll send them to the library today. ... at any rate that is what I was thinking about when the fire axe came through the door and campus security burst in, as some ESL teacher who had seen me go into the bathroom hours earlier thought I had died in here and sent for rescue.The school newspaper had a ball with that one ("TOP PROF NOT ON POT, INSTEAD ON COT") -- I was not on a cot, but all right, and my conduct was deemed actionable and highly inappropriate. Negligent, was the word that was used.

DM: "Why don't you have red wine in there?""Funny," she said, as we both got sloppy drunk and complained, about our fellow faculty, our worst students, and of course, VP and Acting Dean Colin, our dear leader.I suppose it was about then that we thought we'd find Colin's car and, seeing as how the back door was open, we thought we'd do something funny to it, since Colette had an indelible sharpie marker, and I had a highly-developed vocabulary. Both words and images were used, in French and English, which I thought was educational for everyone.You saw the pictures in both the local and the school newspaper, and it wouldn't have been so bad if a tour group weren't coming through and the backwards-walking tour guide had to explain that what we were doing to the car was not typical of sights you might see on campus, but that we were actually both distinguished faculty.Was that "inappropriate" conduct? By some definitions, I suppose.

DM: Your bags have been packed for ages. And you realize that flying to Hollywood is the only way to go, even if takes a substantial chunk of your money. You make it to the airport and proudly ask the attendant for a one way ticket to Hollywood, CA; LAX airport!She smirks at you. "Of course you want to go to Hollywood," she taps away at her keyboard. "I have two available flights, one has a 5 hour stop over. The other is non-stop, but it cost twice as much." She looks at you condescendingly, "should I book you for the flight with the, ahem, stop over?"You despise her haughty attitude, and wish you could set her straight. You decide to tell her:
Player: I'll take the flight with the stop over
DM: She may have won this round, but guess who'll get the last laugh once you are rich and famous!You try to get comfortable in your cramped quarters, but you can't even enjoy your complimentary peanuts and a drink, cause the fat guy sitting next to you keeps slobering on your shoulder.When you finally arrive at your stop over, you realize you have five hours to kill. You decide to:
Player: Take a nap in the airport terminal

DM: The airport is extremely crowded with people and their luggage everywhere. You finally spot a row of open seats in the corner. You make a beeline for the seats, and plop down in satisfaction. Just as you close your eyes and try to get some rest, someone taps you on the shoulder."Excuseee mee. Do you mind if we, like, sit here? There aren't any other open seats," three teeny bopper girls look at you accusingly. You grudgingly make room them. You attempt to catch some Z's again, but you are interrupted by the adolescent conversation."No way Jess, I mean I totally thought up town was cooler than downtown.""Ohmigosh! I could not believe the discounts we got shopping on the strip. Did you see my cut off shorts that say "Bootylicious" on the back? Like, how awesome is that?""Whatever, I totally think the best part of the city was when we went clubbin', like on teen night. And we got hit on by these totally cute boys, who haven't even begun puberty yet. That was like the ultimate!"And so on and so forth they went, gushing about their trip. You realize you aren't going to get any sleep here, and there really isn't anywhere else to sit. Instead, you decide to:

Player: Go to the Bank

DM: The police chief laughs at your naivete and says you fell for the old hitch and ditch. "Lemme guess," he says. "You wanna go to the big city and become a big star. The likes a you is a dime a dozen here. But I only got two choices for you, Ranger Mike here is headed up to Springfield, its the biggest city 'round here. Otherwise we gotta small airport few miles away that runs a flight up ta California twice a week and one a them flights happens to be tonight, but its gonna cost you a pretty penny. Lemme know whatcha wanna do quick young'un we ain't got all day, an' Ranger Mike is gearin' up to go."You quickly consider your options and decide to:

Player: To the Gas Station
DM: You enter the small, cramped station and strangely enough, you see a large trucker eyeing a display of frozen salads. You walk up to the attendant and ask to see a mechanic."That would be me," he replies. You tell him that your car stopped and that you need it to be fixed. "That your hunka junk out there?" You nod. "It's gonna take me about a week just to get parts for that, and it'll probably cost you more than the car is worth itself."The disappointment on your face must be obvious because the trucker quickly asks: "Say, where you from? Maybe there's something I can do to help you out." You tell him where you're from, but that you're headed to New York."Look I don't know bout no New York, but I got a friend headed to a town few miles away from yours. Why don't you let me ring him up," he says motioning to the trucker who is now in line behind you, "and I'll meet you outside in a few minutes."You can't believe that you've come this far only to be back at square one. You realize that at least you haven't lost much, and you can always try again. You are headed for the door when you hear the trucker arguing with the attendant about his salad. The man has a rough voice and mean temper. Their voices calm down and you are inclined to hear more. Although you can't hear much, you think you make out the words "New York" coming from the trucker.You quickly head out the door, and realize you have a tough choice to make. You can either stow away on the truck and risk being caught and facing the truckers wrath. Or you can play it safe and head for home. You decide to:

DM: The line to the bathroom is long, and it smells funny. Plus the two old timers in front of you keep talking about how much they enjoyed sight seeing in the city. After such a long and irritable flight, you can't stand it.You decide to leave and:
Player: Grab a bite to eat
DM: The intense aroma of day old food, heated under hot lamps leads you to a food court. There are plenty of choices, but most would be a serious blow to your shoe string budget. You settle for a pastry and a cup of coffee and promise to treat yourself to something nice, once you reach California, if you reach California.As you eat your meager snack, you browse through a brochure sitting on the table. It highlights the city's hot spots, landmarks, scenery and nice places to shop and eat. You stuff it in your bag, perhaps for later use.Now that you are done eating you decide to:

Player: Use the bathroom

Player: "Abel was a noble man..."
DM: "Abel, our beloved Mayor, was a noble man," you begin, "He was a pillar of the community for dozens of years. He devoted his life to this town."The members of the audience are nodding, somberly. Good. Everything is going well so far.What next?
Player: "He brought us a thriving economy..."
DM: "Abel brought us a thriving economy, and a well-balanced work force," you say, "In just the dozen or so years that he was our town mayor, productivity lurched a staggering 38%, raising our village's GDP by a solid 8 and a half points. I mean, the statistics are clear."Someone in the crowd starts to doze off. Oh--oh no. This is not going as well as you thought!You'd better think of something, and quick!

DM: With a five hour stop over, you knew you'd end up exploring the city eventually. You grab a complimentary map, and head for the town.It's pretty obvious that you're a tourist. To begin with, you're much too gung-ho, and no native smiles as often as you do. Plus you're dressed differently, and that fanny pack is a dead give away. Combine that with your readiness to make eye contact with strangers and an exposed map, and you walk around with a virtual X on your forehead.When you stop in a dark alley to ask a man who is dressed in torn garments and twitchting profusely, for directions, you get clocked on the head. Just as everything blacks out, you see him grab your wallet, watch and jewelry and quickly run away.Thank goddness you listened to your mom and hid your money in your left sock. As you daze off into oblivion, at least you do it with relief.

DM: You walk into the bank and notice a secretary working at a nearby desk. You look around uncomfortably, waiting for her to notice you."What can I help you with?" she asks, without looking up.You tell her you are here to inquire about the job. She finally looks up and gives you the once over."Here," she hands you an application. "Fill this out." You think you sense a hint of disapproval in her voice.You fill out the application at once and hand it back to her. "That was quick," she says, amused. She takes your application and looks at it critically, studying your background and experience, or lack thereof. "You didn't write your address or phone number," she looks up at you and is met with your look of discomfort and embarrassment. "Oh, I see...Well, we'll give you a call-" she catches herself, "uh..I mean, we'll be in touch." And with that, she goes back to her work, immensely absorbed.You quietly let yourself out and plan your next stop:

Player: Go to Hollywood

Player: Go back to The Strip
Player: Go to the Green Olive Nightclub

DM: As you make your way to the management office of the Green Olive, a stunning woman makes her way past you. She turns around and speaks to someone in the room she just walked out of,"Bye baby, I'll see you tomorrow."She walks by you and gives you a sexy smirk. "He's in there," she points.You walk into the room not knowing what to expect, you see a man in his office, his back is turned to you."Back so soon sugar?" he says as he turns towards you. He doesn't even flinch when he sees your face. "I thought you were someone else," he says in a calm, debonair voice.This is your chance, you look him in the eye and with confidence you tell him why you are here. You tell him if he gives you chance, you'll guarantee he'll be pleased.He gets up and puts his arm around your shoulder and in his cool, calm and suave way he says, "right now we're booked solid. I don't have any openings. Why don't you try coming back here a couple of months from now? Maybe there will be something I can do for you then." He walks you to the door of his office and wishes you good luck.It's a serious blow and the disappointment is apparent on your face. "Wait," he says. You turn around hoping for another chance. "Tonight's open mike night at the pub in the Springfield Inn, you might want to give that a shot." You thank him politely and head for the door.
Player: Check out Town Square

Player: You're In

Player: Read the Job Classifieds
Player: Inquire about the Job Opportunity
DM: Finally, as if the stars aligned for you, you run into a little bit of luck. You receive the job and have a nice place to sleep and a warm plate of food to eat at night. Your boss/landlord, is incredibly polite and welcoming. After a few days you quickly find out that you've got one of the best jobs in Hollywood for an up and coming star like yourself. You've been auditioning for roles every day and although you haven't had any call backs you are still hopeful.You are closer to your dream than you ever were before.

DM: You beat the man to his large truck, and find a small space where you are hidden from view but can still manage to breathe easily. Just as you are getting comfortable, you hear a large growl from the trucker."God damn it! I told that idiot I needed a new fork! I'm on the goddamn Atkins diet, I gotta fresh salad, but I ain't got no fork! I'll kill him, I swear, I'll kill him. God damn Atkins diet. Knew I shoulda gotten a burger, don't need no fork for that!"You are amazed at your stupidity. The trucker didn't say New York, he said New Fork! You can't believe your bad luck. You're thoughts wonder as you think about where the truck might end up. You move around a bit and finally get a view of the outside from a nearby window.Soon, you realize that the trucker is headed for Springfield. You're close enough to the exit to where you could jump off when the time is right, or you can just sit tight and see where you end up-who knows, it could be New York after all. You decide to:

Player: Head to Town Square

DM: The drive with Cindy is fun, and its nice to be with someone else for a change. She tells you her life story, and it seems like shes had some bad luck.Her hometown comes quickly enough and surprisingly it reminds you very much of your own. Cindy Lou and her family invite you in for a meal, but you feel claustrophobic in the small town. You can't wait to leave.You've got nothing but the open road ahead of you, you decide to:
Player: Try Springfield again

DM: When she said working here was no walk in the park, she sure was right. It really is hard work, and you hardly have any time off at all. Most of the money you are earning is going towards a small apartment that you have rented.Despite all the downsides, you have become friends with some of the waitstaff. Like you, it's a daily struggle for them all. One particular girl, Cindy Lou, has befriended you. She gets along well with you and the both of you have a lot a common. Unfortunately, though, try as you may, you can't get adjusted to your new workplace. On your day off you are invited to Cindy Lou's place, she says there is something she would like to speak to you about. You think about taking her up on her offer, but you are also curious to find out what other opportunities in Springfield await you. A job at the bank or a future at the Springfield Inn sound much more promising than the job you currently hold. Plus, you remember Springfield's Strip of bars and nightclubs and are curious to check that out as well.Whatever you decide to do, you can't spend another moment here. You decide to:
Player: Go to the Strip

DM: You've never been happier in your life. You enjoy your work immensely, and your show at the pub is a great success. The thing that makes you happiest, though, is your budding romance. Your relationship is so fulfilling, and you really can't imagine life being any better. You've never felt so happy, and comfortable with anyone, and the next natural step is marriage.Unfortunately, though, there is a nagging voice in the back of head. You remember what you set out to do the day when you graduated high school, you remember your dreams of becoming a superstar. And although its not much, you have enough money saved up to make it to one of the big cities and once again try your luck.You realize you have a big decision to make, do you want to start from square one and chase your dreams of fame and fortune, or can you settle with being with the one you love, and playing a weekly gig at the local pub.It's a hard decison you admit, and regardless of which one you pick, you will be making a big sacrifice. Ultimately, you decide to:
Player: Get Married
DM: Your marriage is one full of love and friendship. You love your spouse immensely and are truly happy with the life you choose to live.Eventually you become the parent of three beautiful children, they remind you of how fortunate you are. Perhaps you did not become the celebrity you always dreamed of being, but you know you are a star in your children's eyes.Everyone says your eldest child is the spitting image of you. You see it too, the spunk, the attitude, the potential to be something great. Whenever you look your child in the eye you wonder what the future will hold for them: Glory? Fortune? Fame? Maybe the chance to make it BIG TIME...?P.S. This is not the only way your story could have ended, see if you can figure out how your things could have been different ;)

Player: Read the For Rent Section

Player: Head for "The Restuarant" after all, you deserve it for making it this far!

DM: "The Restaurant" is jam packed, and it's almost impossible to get in. You stand in line for nearly an hour and manage to get in by slipping the Maitre' D a bill under the table.You realize that you are wasting some major cash, but if people are clamoring to get in, there must be something really special inside. Finally, you are escorted to a small table in the back of the dining room, you are practically sitting in the kitchen. When you look through the menu, it has no prices on it, so you order on a whim. While you are waiting for your food you decide to look for some famous faces, but from your angle its impossible to see anything. Your food finally comes and its delicious. Unfortunately, though it ends up costing you much more that you expected. You wonder how much the restaurants with the four dollar signs ($$$$) must cost.But you aren't going to let anything ruin this evening. You leave "The Restaurant" with some high hopes, and intend to see all of what lovely Hollywood has to offer, and find a place to stay.

Player: Read the auditions and casting calls instead

DM: After months of auditioning and endless casting calls, you finally have your big break. In fact, its not only one opportunity but two. They are both for films that you are really interested in, however, their shooting dates overlap, making it impossible for you to accept both roles.This is especially hard for you because the role you pick could make or break your career. But before you make your decision you want to learn more about each film:

Player: Invest in a cheap car and go to New York

Player: Learn about Role 2
DM: You read the script to this movie and fall in love immediately. It's a beautiful story, and they want to give you the leading role. You want to be excited, but the truth is, you have some reservations.The movie is an independent film written, produced and directed by a virtual unknown. He's fresh out of film school, but his work is brilliant. You're flattered that he choose you for the lead and in many ways feel like the role was made with you mind. However, you realize the large risk involved with working on an independent project. Hardly any of them are widely seen, and most receive little to no exposure.Plus, the film has a very tight budget and you would receive a meager salary, with a percentage of proceeds from tickets sales-that is, if you sold any tickets at all. Although the recent flurry of press of surrounding independent films of late is encouraging, you know that it is only concentrated on a small minority of the movies.While you have incredible faith in the film, and know that it has the potential to be something amazing; something that could launch your career and give you the role of a lifetime you also know that the odds are that this would just be just another art film, made to be forgotten. You finally decide to:

Player: V
DM: V
Player: d
DM: AD
Player: j
DM: AAJ
Player: n
DM: AAAN
Player: t
DM: AAAAT
Player: e
DM: AAAAAE
DM: A
Player: B
DM: B
Player: t
DM: AT
Player: y
DM: AAY

Player: Choose be in the Indie Film
DM: The movie is an unprecedented success! You are all the rage at film festivals throughout the world. Hollywood is abuzz with the news of a talented newcomer, that being you of course.Like icing on the cake, you are presented with an Oscar for your role and become one of the most coveted stars in Tinseltown.You look back to the day when you graduated from high school, and feel like it was part of another lifetime. You have overcome all hurdles and ended up making it, BIG TIME.Congratulations!*P.S. Making it Big Time is not the only way to lead a fulfilling a life, see if you can figure out how things could have been different ;)

DM: It's opening night of your new film. You weren't invited to the screening of the movie with all the big stars, but that hardly matters. You are here with all your friends, and you like it this way better anyways, you'll get to see the look on their faces when they see you on the silver screen.You hold your breath in anticipation and finally it comes time for your scene. Your emotions go from excitement, to bewilderment when you realize that you don't see yourself in the movie. It seems that they have edited out the entire love scene, except for the part in which you are walking out of the room, naked, with your entire backside plastered all over the screen. Your role lasts the entirety of two seconds; you don't have any lines and you can't see your face, or really any other part of your anatomy except your bum.It is, perhaps, the most disappointing moment of your life. Now, at auditions no matter how you explain it, people look at your resume and say "Ohhhh, you're the one with the big butt."Even the money you earned from your role goes to waste as you use it to feed the drinking habit you picked up while dealing with the disappointment.You come to the conclusion that maybe Hollywood wasn't meant for you. You still have a little bit of money and a chance to get out of here, you decide to:

DM: You arrive at an open field. Here, the grass grows up to about your waist, and the field is spotted with flowers and grain. Across the field, you can see a great watchtower, going up above the tree level.Closer by, you see a sundial near the path.
Player: Take the path to the south
DM: You've arrived at a much marshier area of the woods. Here, there are many more bugs, and the ground is very wet and mucky. Ahead of you, you see a set of stepping stones crossing through a flat, sandy area.To your right is a patch of tar. You've never seen tar occur naturally before, but you do know it does happen in places. Maybe it will be useful for something, you think.You head back over to the stepping stones. As you're about to step forwards, you hesitate, and lean forwards. You press a stick into the sand. Sure enough, it falls through very quickly, and becomes very difficult for you to pull out. Quicksand, you think. Good thing the stepping stones are here. However, after testing one of them with a stick, you realize many of these stones are not going to support you weight, they'll just sink along with you if you decide to step on them. There's no point in risking your life just to get to a pointless marsh. You step away from the quicksand.
Player: Go to the field with the watchtower
Player: Go to the village

Player: *Tell him your name*

DM: "Whew..." you sigh heavily as you walk through the door, undoing your tie as you walk in. You have just came to your suburban home from an especially exhausting day at work, and instead of retiring to bed immediately, you decide to sit on the couch and watch some TV. Your house is a 2 story house in a very populated development."Hopefully a new episode of House is on, I want some entertainment!" you mumble under your breath.You turn on the TV and the news is on. "Typical of my wife to leave the news on.." The newscaster is reporting on a local case of the rabies, where the ailed person attacked another member of his neighborhood. The neighborhood in mention is the next one over from yours."That's strange... I've never heard of a case of the rabies being televised before.." you state. The newscaster goes on to explain that there was also another case of the rabies in another neighboring town."This is so strange" you think to yourself. You shake it off, change into your pajamas and go to bed. It's just rabies. Maybe a rabid dog got loose somewhere? Maybe it's just a coincidence? Oh well, you block it out of your mind as just a way for the news to attract some attention to itself, and go to bed.
Player: The Next Morning
DM: The next morning you wake up from a heavy sleep. You sit up and are in awe at the sight around you. Your room is in tatters, everything is destroyed. "What the hell happened here?!" You exclaim. After looking around your room, you hear a shuffling from downstairs. You then realize that your wife is missing. You think about going downstairs to check the sound out.
Player: You choose to stay in bed and turn on the TV

DM: You get up from bed to see what the commotion is about. As you walk down the stairs, you hear the shambling and shuffling get louder. "What the hell is going on...?"You also hear a strong moan coming from the hallway. You reach the bottom of the steps, and notice your wife, bloodied with tattered clothes, and bite marks upon her neck and arms. She snaps her hear in your direction looking directly at you. She then lets out a guttural roar. She starts shambling in your direction.
Player: Make your way to the kitchen! Fast!

Player: Go upstairs to get your handgun
DM: You feel yourself becoming light-headed and dizzy. You pick up the handgun and decide to turn on the TV for any advice or insight into what's going on. You see a newscaster reporting from your neighborhood. "...If you become bitten by an infected persons, please do not go near anyone living. The virus is transmuted via bites, and if you are bitten, you will become infected. I repeat, if you are bitten, you will become infected!" You stare, wide-eyed at the screen. "Wh-what?" you stutter. You look at your bandaged arm, and then at your handgun. Back to your arm, and then back at the handgun. You raise the fun to your head, but pass out into the floor. The virus has taken a hold of you...

Player: Hop on the bike
DM: You think the bike would be a more practical idea. You quickly hop onto the bike and race down the street. Many zombies notice you, and shamble after you. Ay oncoming zombies you dodge, having increased maneuverability due to riding a bike. You ride your bike down the street and notice at the end of the road, a house boarded up. You see gun barrels pointing out of holes in the wooden planks. It seems like the house is well protected.

DM: You steady your aim and fire you handgun. The bullet goes directly into your (now zombified) wife's skull. The (now dead) zombie falls to the ground. You sigh heavily and place the gun in your pocket. You run to the basement to grab some ammo and a backpack to carry things. After packing basic health supplies, extra ammo, and a flashlight, you notice a nice machete. You like the idea of having a backup weapon, but fear that your equipment will be too heavy.
Player: That'll be too heavy, no use weighing myself down
Player: Go to the house and knock on the door

Player: Keep attempting to swerve (If you do not have the handgun)
DM: You twist and turn the steering wheel, attempting to throw the zombie off of the car. You car is becoming harder and harder to control. After a couple more swerves, you manage to get the zombie off of the car. Now you're able to see, and realize you're 2 feet from a telephone pole.... You have no time to turn your car away from the telephone pole, and crash into it, killing yourself in the process.

DM: You pick up the lamp and whack the zombie over the head as hard as possible, knocking the zombie onto the ground. You step over her and grab your biggest knife from the kitchen. You run over to your wife and thrust the knife through her skull. "Jesus christ... what is this thing?!" you scream. You decide to head upstairs for your handgun. You go upstairs and grab the handgun, and head downstairs to the basement. You grab extra ammo, some first aid items, and a flashlight. You obviously grab a backpack for all your supplies. You also notice a large machete, but worry if it will be too heavy for your travels.
Player: Keep on biking by
DM: You think avoiding the survivors would be your best bet. They could be a bunch of gun-crazy goons away! You continue to ride your bike down the street, dodging more zombies. You turn down the street to see the exit of the development, but a massive horde of zombies is in the way!

DM: You decide that talking to the survivors is your best bet at surviving. You bike up to the house and knock on the door. You hear someone walking down the stairs from the inside. "WHO THE HELL'S THERE?! GO AWAY!" a voice from the inside yells. "It's okay! I'm a survivor!" you say firmly back. "How do we know you aren't infected?! Or bitten?!" The voice yells back. "Would you like to check?" you say back. The door opens, and a burley man with a rifle stands in the doorway. "Come with me" he beckons. You walk with him up the stairs. He introduces you to all of the survivors. "Now that we've allowed you to live, give us your supplies" the burley man demands.
Player: Hand over your supplies
DM: "Here, just take them. If they can benefit you all as well" you say to the survivors. "Thank you. My name's Rick. Nice to have you aboard." the burley man states. THese are our comrades.Rick points to 3 other peopleAliena, the medic, Derrick, the sharp-shooter, and "Flamengo," an agent of sorts."Flamengo" is dressed in a black suit with black sunglasses covering his face. Flamengo pulls you aside for a second while the other 3 pick off zombies."Hey, come walk with me for a second."
Player: Talk with Flamengo

DM: "I'll probably need this" you say confidently. You grab the Machete and put it in your backpack with the handle sticking out of the top for easy access. You put on the backpack and realize the weight difference is almost nonexistent. You walk outside to the garage for your car keys. Once inside the garage however, you realize that you also have your trusty bike.

Player: "No way! They're mine! GTFO!"
DM: "NO way! Screw that!" you say defiantly. "Fine, have it your way, punk!" The burley man says. The burley man picks you up by the collar of your shirt, and throws you out of the house and locks the door behind him. You see the survivors' guns retreating from their gun holes. Waves of zombies fix on your position, and devour you whole!

DM: "Is the answer....A Knife?" You ask.Faundeloy smacks his forehead and rolls his eyes."Idiot!" He says, "How would a KNIFE possibly make sense? Terribly sorry, but you're too stupid to live.And with that, he clubs you with a mighty stone paw, sending you reeling over the edge of the precipice, down into the Pits below.You scream as you plunge directly toward a massive Trapper, its' blood red jaws open wide, almost smiling as you plop directly into its' mouth.You give one last wail of terror as its' jaws close around you, forever.

DM: You pull out your handgun quickly and shoot the zombie in it's head, freeing your vision. You narrowly avoid a telephone pole, and travel down the street. You notice your tank is running on empty. You overhear on the local radio that the government is setting up an extraction point nearby. You drive to the exit of the development to find that your car has run out of gas. You see zombie are fixing on your position. You notice a thick patch of brush to your left side.
Player: (If you have the machete) Hack through the brush
DM: You quickly whip out your machete and head towards the brush. You slice and dice your way through the brush to a secluded spot. You rest for the moment, thinking you are safe' when you realize that you've made a path for the zombies, too! The zombies shamble slowly towards you, spelling imminent doom for you. The close in on your position and you do your best to fight them off. One eventually grabs hold of your arm and pulls you in. The zombies quickly have taste of their jungle-snack!

Player: Government agent? Evac pad knowledge? Weapons? Sign me up!

Player: They're slow, they won't be able to catch me
DM: You shift your bike into high gear and make a break for it. "Time to shine" you say to yourself. You charge head-first into the zombie group. You kick some out of your way, and kick some over with your speed, but eventually one pulls you off of your bike. You kick and punch at the surrounding zombies, but to no avail. They grab you and sink their rotting teeth into your flesh.

Player: (If you have the handgun) Shoot it in the head!

Player: Make a run for it out of the development!
DM: You get out of the car to make a run for it. You think you'd be faster than a bunch of rotting corpses anyway. You leap out of the car, running for your life, but there are so many zombies that you begin to doubt your plan. You get closer and closer to the main highway, but as you reach it, you see a pile-up of crashed cars on both sides. Flaming zombies shamble towards you from both of the pile-ups. You panic, looking every direction to find an escape route, but find nothing. The zombies hone in on you and devour you whole.

DM: Where did you get a car mat? At any rate, you didn't get shocked until you touched the guy. You saw the wires, why would you do that? Try Again!
Player: The scene 2
Player: C
DM: So, who called 911? because you didn't. Why would the K-9 unit get him from the area? High voltage certainly doesn't affect dogs. Try Again!

DM: You agree to Flamengo's plan and ask him what the first course of action is. "Take the supplies, then we'll jet. Don't take what we don't need. You hear me?" Flamengo says. "Yeah, I get you." You reply. "Take this bag" Flamengo says, as he hands you the bag. He points to the storage room, and tells you to get the supplies from there. You walk into the supply room. Upon entering you gab all sorts of needed supplies. Ammo, med-kits, and food. You spot a double-barreled shotgun. The shotgun seems very heavy, but it'll give you the support you might need to fight off masses of zombies.

DM: You decide to take the shotgun. Blowing zombie's brains out, heck yes! You pack the shotgun in your bag. You realize it is quite heavy. YOu hear a argument brewing outside in the main room, followed by gunshots. You walk out of the room to see everyone but Flamengo dead. "C'mon" he says. "Hopefully you packed correctly." You both walk downstairs and out of the house. "Cmon! Hurry up!" Flamengo yells. You find yourself struggling to keep up because of the shotgun. "HURRY. UP!" Flamengo yells at you loudly, attracting more zombies. Out of nowhere, a zombie grabs your bag. You struggle to keep it, but more come from behind. They grab you and make you into a mid-day snack!

Player: Help Rick!
DM: You decide to help hold Flamengo down. Rick pulls out his pistol and shoots Flamengo in the head. "Damn traitors." Rick says under his breath, "C'mon, we got zombies to kill.""A massive horde's a-comin!" Derrick states. "Help us out, dude!" Rick exclaims. He hands you some ammo. You quickly take a position from the window and pick off as many zombies as possible. The horde just keeps coming. All of a sudden, an armored SWAT truck pulls up to the house, and clears away as many zombies as they can. They storm through the house. "C'mon! Get in the truck! We're here to save you!" The SWAT member states. They escort you to the truck, and you drive away safely.Congratulations! You Survived!

Player: Talk to Witness Mrs Colwell who may have heard the murder

DM: "Brutus!" you shout as you run through the room. "Brutus, come back!" You finally catch up with him, and you reach out to him, but he waves you off. "Please, listen to me!", he begs. "Something bad is going to happen to you on the Ides of March!" Shocked, you remember the soothsayer's words. Brutus starts to whisper in your ears..."Now listen...there are people who will be waiting for you at the Senate, so don't go there; but don't stay home, either, since they could be there, too. Instead, you should leave your house to catch them off guard, then return home, alright?" You now understand why your friend has been distraught; he's been playing double agent for you!You thank your wonderful, life-saving friend, then rush home...

DM: As said from the game description, you are Casemaster. You were checking your mailbox to throw out all the advertisements, when you found a letter. This was probably not sent by mail service, but was put into your mailbox, because there was no return address. However, it is addressed to you. It said:Greetings Casemaster, I received news that you are the best person to solve a case. I need you to solve a case of the real heir of James McFillan's company, Sarah McFillan's dad. If you are able to solve this, I will give you $100,000 US. I will give you a week's time and if you are not able to decode this, well....I don't know what will happen to you. Good luck, Casemaster, you will need it. Watch out because someone might try to interrupt.Sincerely, Anonymous
Player: Start searching for clues
Player: Work - $10 for each case you solve.
DM: You solved four cases and received $40.

Player: Jane Jillion
DM: A sign:SHE IS CURRENTLY DEAD AND NO LONGER LIVING HERE. THIS HOUSE DOES NOT BELONG TO HER ANYMORE AND ALL HER STUFF WILL BE TAKEN AWAY FOR INSPECTION TO GIVE AWAY TO CHARITY.Oh well, that wasted time.

DM: You walked over to Bob Wislow's house and knock on his door."Hey Bob, mind if I ask you a few questions?" you asked."Sure, Casemaster. What do you need?" Bob said happily.What do you want to ask him?
Player: "Do you know anyone who knows Sarah McFillan?"
DM: "Hmm, well, Sarah McFillan used to have a brother. However, her brother disappeared a long time ago. He used to lived with Sarah, but he hated her. Sarah's dad love Sarah very much, but after his brother left, his heart began to...change a little bit. He still loves Sarah, but he was starting some strange activities. Very unusual. Oh, if you want to know how he died, you can go to the Power Plant and asked the manager. That guy knows a lot about Sarah's dad. Here, this will give you access to the Power Plant."He gave you a Power Plant card."Hey, how did you get this card?" you asked."I was once a Power Plant worker, but... Ah, never mind. Go talk to the Power Plant manager."

DM: You walked over to her house and knocked on her door. SHE IS NOT HOME.
Player: Investigate on another person.

Player: Sarah McFillan

Player: "I want to see the manager."
DM: "If you wanna see the manager, you have to have the card."

Player: Nothing more to store, go back to home.
Player: Bob Wislow

DM: What store?

Player: Store
Player: Candy Store
DM: You load yourself up with candies and eat it on your way back.

DM: "Hmm, well, actually, I do. I saw her being pulled into a black limo by two strangers in black. Then two days later, the same limo drove up here and shove Sarah off. She ran to her door, shut it, and never came out anymore. I don't know what happened to her after that."

DM: "Just that her dad was a billionaire, but died in an accident. I don't know what kind of accident it was, but after her dad died, Sarah cried and never stop crying these days. She didn't even get to inherit her dad's company, instead, in her dad's will, he would give all his money to this guy name....hmm....strange...I forgot his name. Well, that's all I know about her. You want this? It's worthless to me."Bob gave you an envelope, containing the will of Sarah's dad.
Player: Pick someone else.
Player: Tool Zone Store
DM: You pulled back the door to go inside. You look around. There are a lot of tools here. Which one do you want to buy?

Player: Power Plant Card

Player: Never mind, go back.

Player: Oops, you don't have it. Better go back before the guard starts getting angry.

DM: You are fully rested and full of energy. You are starting a new day now.
Player: Home.

Player: "Do you know anything about Sarah McFillan?"

Player: "Do you know what happened to Sarah McFillan in the past days?"

DM: Heading back to the chilly room you spent several hours in before your journey, you find not just one, but three people waiting, presumably to interview you. Apologizing for the wait, you get down to business. After the usual inquiries, the questions start to get...strange."Have you ever been diving anywhere south of the Cape of Good Hope?""How do you feel about GMO's?""What's your favorite color?"You're starting to go nuts with all these questions, especially because one interviewer won't stop tapping. Taptaptap - taptap - taptaptaptaptap - tap. Ugh. Drawing the line at a question about possible Egyptian lineage, you then get bombarded with technical questions. It turns out the job you're interviewing for isn't Infosecurity at all, but rather Sysadmin - but you can do what they want you to, and the pay is too good to argue.At the end of the interview, they offer you the job. Do you:

DM: As elusive as the moon is, eventually a smidgen of its light peeks through the cloud canopy, settling on the snow. To get to Seattle I must travel with its movements, westward. Should've picked better footwear. Although the snow cover is not terribly thick, there is enough that an hour into my travels my boots are already soaked. I can feel a bit of moisture on my toes.I sense myself becoming drunken off the pain of the cold, the sensation of an eventual slumber. In this sloppy state, they'll find my tracks in the next half hour. No time to go back and fix my mistakes.A branch snaps behind me and I've already vanished beneath the snow near the base of a tree by the time I can hear footsteps. Sounds like a single person, but they're getting closer. The snowy tracks lead up directly to where I'm hiding. I could spring on them when they get close, hope to take them out quickly, since it's only the one. Or I could wait, it's almost certainly too soon for them to have caught up, it could be an animal or a hiker or something. Last thing I need is some outdoorsman calling the cops.

DM: I still my body, not a particularly difficult task when my muscles have already been stiffened by the cold. Minutes pass. The footsteps definitely sound human, sharp and light, and growing louder. Eventually, a shadow descends on my hiding place.I spring out of the snow, but the frost has already permeated through my limbs, and in my lunge to grab onto the person, I trip and fall into the fluff. A pair of hands seize my shoulders."Hey, it's alright. I'm with you. Why'd you hide in the snow? You would've had better luck just running if I were after you." I try to speak but my lips are terribly cold, hiding in the snow must've taken more out of my body than I'd assumed. "Here, have a little of this." My savior, a woman with silver streaks in her hair and a gentle frown, pours something from a canteen into my mouth. A lukewarm, chocolatey taste fills it, and I find the ability to speak."W-w-why? You should be running right n-now.""Don't think I'm being completely altruistic. We have a better chance in a struggle together. Find your legs, and let's get going."Wait, what's your name?""Kauffmann. You?""Schatz.""Nice to meet you, Schatz. Now let's go."
Player: Go
DM: A miracle befalls us as we navigate through the winding trees. Fresh snow. It falls softly and fills our tracks, giving us much needed peace of mind. We eventually find shelter to recover from the cold, a small brush gathering right before a massive, frozen lake. The risk of breaking through the ice was not great, but we would be completely exposed and easy to spot. Best to rest before attempting that. Kauffmann lays out a series of plastic sheets in the brush."Best to keep dry clothes dry. I'll wake us up just before dawn, so we can sprint across the lake under the cover of darkness." We stay close to each other, embracing sleep almost immediately. I wake up alone.
Player: Look Around

Player: Go Back to Save Kauffmann

Player: Faint
DM: "So we're going to continue to play games? Playing games with me, Mr. Schatz, will not get you far. They may have taught you some nifty mental blocks and methods of resistance, but they didn't teach you everything."I can no longer speak. Blood seeps slowly from my mouth, oozing from sockets where my teeth used to be. The pain and the swelling, it reminds me of when I got my wisdom teeth taken out as a teenager. Back then, I had to communicate using my hands. Now, I communicate with my eyes, staring at my interrogator with ferocity.He, of course, does the best thing he could do to break my spirit, and looks amused."Let's try that part again, shall we?"

Player: Eat the peice of popcorn
Player: Go back to the movies

DM: He knocks on her door. She answers the door but she can't see him.He says, "Jessica, it's me." Billy touches her arm.Jessica is very scared. She screams! Billy says, "Jessica, please help me."Jessica says, "OK. Show me the book. Maybe I can help you."
Player: Billy shows Jessica the book.
DM: Billy opens his bag to show Jessica the book. But the book is not in his bag.YOU LOSE. Try again.

DM: There's not much to tell you about this site except that it's a word game where you control the players. If you really want to get invested in this site, read one of the top story games or (my personal favorite) one of the homo perfectus series. Other than that enjoy... Also, italics means your character is thinking to him/herself or recalling what someone said.Plutonium-239 is a fissionable isotope and can be used to make a nuclear fission bomb similar to that produced with uranium-235. The bomb which was dropped at Nagasaki was a plutonium bomb. Not enough Pu-239 exists in nature to make a major weapons supply, but it is easily produced in breeder reactors.Famous scientist Enrico Fermi claimed he discovered element 94 in 1934, but it turned out to be a mixture of other elements including barium and krypton.
Player: On Earth
DM: A desolate mass, a hell hole. The earth was rendered totally unlivable following the events of The Last War. Ultimately it is unknown if there are any survivors, how many there are, or how they could possibly live in such inhumane conditions. Our hearts weep for the billions of lives snuffed out due to to the necessary actions of the few.- The FoundersLive as the Dredges of society?
Player: The Dredges
DM: AMBER ALERT AMBER ALERT"If you're listening to this message... The unthinkable has happened.""Langan! Langan get Cass!" You shout, kicking off your bed covers, getting to your feet.All across the neighborhood, the same high pitched whirring creates mass panic as the president delivers the news you were all expecting the moment the peace talks ended."Langan!""But fear not citizens! In preparation for these events, there was an urgent need, no, a necessity to preserve and maintain the human spirit..."You try moving towards the door but you feel like you're running through molasses."Langan!"In response to the actions of our allies and enemies...We have created a shelter.""LANGAN!" You shout waking up.

Player: Plutonium

Player: Get up
DM: "Grandma Ola! Wake up!""I'm alright, I'm alright, stop shaking me.""You were screaming again I thought-""I know, I just had another nightmare. I'll be alright."The third time this week a nightmare's woken you up, and it probably won't be the last. Dana must've heard your shouts and come to your rescue. Again."Pitch black out there," you say, looking out the window. "I wake up at midnight again?""Yes, ma'am."He reaches out to touch you but hesitates."I'm fine Dana, really.""I'm sorry, Granny Ola, it just scares me."He seems like he has something more to say but thinks better of it instead asking;"Are you ready to get up ma'am?"

DM: (Disclaimer: This path is severely underwritten, play at your own risk.)There's no point to it anymore. You think to yourself gazing outside. No point to...
Player: Living.
DM: And you're right. You've lost your drive. There's no point creating, nothing holds any value anymore, not after the war. Not after their response to the war.

Player: J
DM: J
Player: r
DM: AR
Player: k
DM: LA
Player: b
DM: AAAB
Player: r
DM: AAAAR
Player: e
DM: AAAAAE
Player: p
Player: y

DM: You've been thinking about doing this for a while now. The cat videos of the internet have lost their allure, and with no life purpose to keep you going you might as well just die. You're just surprised you have the energy to do it today of all days. There's no poison on this base so doing this will inevitably involve the ship.
Player: Destroy them all.
Player: Let's let them live among the dredges of society.
DM: They think they're so high and mighty, let's die among the dredges of society.It doesn't matter anyway, the ship cooks them alive because of the earth's atmosphere before you even touch ground. But it will definitely leave some cool ruins.

DM: Whether because the writer of this story has a huge case of writer's block, or because cat videos fill the black void of eternal emptiness that is your soul, you choose to watch more cat videos.After five consecutive hours of cat videos, you take a break and decide to write my little pony fanfic for... No one in particular, if you had friends you'd be mildly embarrassed but you suspend your sense of shame and continue writing. A few hours later you get up to go collect your lunch rations but your screen turns black before you can save your work."No." You whisper you were just in the middle of writing an interesting plot twist for your story and you didn't get to save it."No. No, no, no, NO!" You shout punching your screen with about as much effort as you put into your writing. With all the time you have on your hands, there are only two things that keep you from dying of boredom. Cat videos and writing.Weak as your punch was it did something because your screen starts flickering.
Player: One new message.
DM: Your screen flickers gray. Or is it Grey? I never remember which one is correctYour screen flickers lightish black and an envelope pops up in the middle. Hesitantly you move your mouse towards the message and click it. What you see makes you fall back into your chair. Your radio transmitter has picked up a signal. You open it up and receive a message you weren't expecting."Hello, hello does anybody read?" A female voice floods the sound system on your computer.

DM: About what?
Player: What military technology?
DM: "What military technology did they 'utilize' exactly?""They send down robots and drones every once in a while to collect any resources they find to bring back to their base.""Huh, so they're responsible for the harvesters?""Harvesters?""The machines that come down from the planes, steal our crops and bomb us when we fight back.""Well, yes but we told them about what they were doing and they've promised to monitor the work of the drones more closely.""Monitor though, not stop?""Well if they stop how will they get food?"
Player: Get more information.

Player: Respond
DM: Fumbling for your microphone, you respond to the message."Hello?! Hello! Are you still there?!" You shout.Just before you're about to give up she speaks again but carefully."Hello, is this a joke? Are you still there?""Yes!" You shout into the microphone."Oh my god."The conversation you have lasts you for hours. Her name is Michonne. You talk about everything and end up learning some valuable information about the people on earth. Namely the fact that a lot of people survived and are scattered all over the country.It's only been a few years after the war, the cloud of dust thrown up blocking the telescopes on the ship from looking at the earth is responsible for a catastrophically large snowstorm that's forced her and the rest of her family to retreat to their bunker. They have enough food to last them about ten years though they doubt the snowstorm will stay for too long, contrary to their initial predictions.Most of the ash came down as nuclear rain but a thick layer still remains. The only thing that's kept them busy is the books they've kept with them and her constant radio pinging to see if anyone else is alive. There are a lot of people all over the country with working radios and a few even play music over them. She decided to ping up to space as a joke, to see if any aliens listening in were willing to help them out.She says that she plans on telling as many people as possible that you'll be listening in from now on. You tell her what's going on with the people on your base and the situation you're in. She sympathizes with you but says you have a duty to yourself and the other people on the base to make known the fact that there are still people living.

DM: "So... These private citizens, who are they?""The only people who could afford-""Concise answers, please.""They were the rich."

Player: What types of intelligent people are you looking for?
DM: "What types of intelligent people are you looking for?""All types, which is why we've decided to focus in on areas with large populations. Obviously, there are no longer any traditionally taught students or schools so we assume people will have more specialized tasks more suited to survival, however, in their infinite understanding The Founders knew that knowledge is never lost rather passed on and hope that we can help-""Yes but what types of intelligent people?""Well, teachers obviously, architects, engineers, scientists, and writers.""Seems like this new world you're wanting to create won't be so welcoming to members of the labor force. How can you expect to succeed without farmers and construction workers?""The robots the founders built will take care of everything like that.""Sorry to burst your bubble kid, but where I came from these private citizens or founders or whatever were just fancy ways of saying the rich and they made us do all the heavy lifting, including the robot building. I would know I'm an engineer. It worked back in those days but money isn't exactly the most useful commodity right now for anything except to burn and I don't mean that figuratively. If you expect me to sacrifice my people for your little project you'd better have room for all of them."
Player: How did you find us? Who sent you here?

DM: "How did you find us?""A scientist on their base was able to get into contact with someone on the ground. They've been able to create sensory maps using the information picked up by their robots, you see their AI learned that people were more likely to have resources and supplies which is why they've been targeting us this entire time! Do you see how the weapons of doom and destruction have become our salvation?! They picked up a fairly large concentration of people around this area and are hoping some of you will willingly volunteer yourselves to establish The New Republic on earth.""What do you mean, willingly?""What?" "You said they 'hope that some of us will willingly volunteer ourselves' for their project.""No, I didn't.""...Who sent you here?""My leaders ordered me to come here to deliver this message to you.""I can assume that this leader of yours was told this by these private citizens?""They are called The Founders.""You didn't answer my question.""I am not allowed to disclose that information."
Player: I've heard enough.
DM: "Are you seriously expecting me to ask my people to even consider your crappy terms?" You're trying to be as polite as you can, but your blunt words make Lucas recoil away from you in shock and anger."We're performing a service to humanity! How can you make it seem like what we're doing is wrong!?""That's because it is, and so far you've done nothing but ask me to give to your cause. I've heard enough."

DM: You sit at the back of the class by the window so you can look out of it. Beside you, Bailey sits, dramatically sighing and complaining about how much she hates school. The teacher shoots her a death glare and she shuts up about that and starts going on about something else. She never quits complaining, which you hate. She has no reason to complain about anything. Both of her parents are alive, and she's never had a boyfriend die, and she hasn't had to deal with half of the things you have. A girl towards the front of the room turns and looks at you, and then turns quickly around and whispers to the boy next to her. You know what they are talking about. What everyone is talking about. They all feel so bad, like it's their fault. It's not, and they shouldn't feel bad, and you wish they would just forget. That's the problem, nobody ever forgets anything, especially not the things you want them too.
Player: ...look out of the window
DM: You ignore Bailey and look out the window. The teacher is rambling on about verbs, but you can't hear her because the air conditioning is so loud and you are sitting right beside it. Outside, leaves blow across the area, scattering out. Fall was Jacob's favorite season, and he always went on about the leaves and how beautiful they were. Before you can't prevent it, you find yourself remembering him, smelling him, touching him, kissing him, talking to him, laughing with him, smiling at him, listening to him...Tears began to fill your eyes and you know that you're crying. The door opens and you try to stop, but you can't. The jock from PE stares for a moment, stares at you, stares at Bailey trying to comfort you, and looks around the room at the people asking if you're okay and telling you it will be okay. "Shut up," he tells them, making his way towards you. He grabs a box of tissues and hands you one, getting down on his knees to get eye level with you. "You won't get over him," he states, softly, "you have to adapt." Through sobs, you ask, "What would you know?" "I was in the same situation just a year ago," he says, softly.

Player: 925 Ornaments

DM: Listen, I'm being totally honest here I gave you this option to preserve the illusion that this is a choose your story game. You were not supposed to click it. You probably clicked it so you could see what happens if you clicked it but I need you to respond to the message, pretty please with cheese on top?
Player: Don't respond.
DM: Alright, now you're just irritating me.

DM: You take the turquoise-coloured marble in your hands, and crush it. Lilac dust fills your closed fist. Vyrpa and Pim stay best friends for a long time. They live long and happy lives, racing frequently, but Vyrpa always wins. Mennia loses her brother, but she lives on. She saves many lives, and becomes a highly valued member of the community. As Derra falls from the clifftop, she smiles spitefully at the man above. Suddenly, the darkness on her face lifts, and fear strikes her again. She opens her mouth as if to speak, but before she can say a word, she stops falling. The man watches as his love is impaled on the rocks below, and sees the glimmer in her beautiful turquoise eyes die. He walks away from the cliff edge, and carries on with his life. But he never forgets his only love's dying face.
Player: Betrayal
DM: Your father enters the room. You run to him. His expression is deadly serious. "You promised," you tell him. "She's dead now! I can live!" Your father says nothing, but touches you on the forehead. You are confused at first, but then you understand. You fall to the floor, your vision fading. Tears stream down your face. Tears of anger, resentment, betrayal. "Why?" you beg through your sobs. Your father smiles. "This was a test. You failed. I require a Child of Darkness, and to walk the Dark Path you must revel in the ability to kill - when given the opportunity, you must seize it willingly - you didn't. You only did what you had to to survive. You aren't even strong-willed enough to walk the Path of Light; you are mediocre - you are of no use to me." You brace yourself. A flash, then nothing.

DM: AK
Player: r
DM: AAR
Player: n
DM: AAAN
Player: e
DM: AAAAE
Player: n
DM: AAAAAN
Player: n
Player: q

DM: You remain stonily silent, and stiff as iron. William sneers and barks a command in French, the two guards behind you force you and Orvyn to your knees. William smiles patronizingly, he speaks softly, in an English that is only faintly accented."I cannot imagine how tiring it must be to stand all the time. I thought you might appreciate a break"
Player: Thank him
DM: "Thank you"You snarl through gritted teeth. Anger wells up inside of you like a storm, like an enraged beast trapped inside a frail cage of flesh and bone. Beside you, Orvyn notices your anger and tenses up, every muscle in his body is ready to spring into action. Even William notices the tension and waves discreetly to the Norman soldiers behind you. You feel cold steel pricking at your back. William glares icily, he leans forward."You might be wondering why you are still alive, no?"You shrug sardonically. William pretends not to notice your insolence."The North has proven especially difficult to pacify. I could have you executed, and place a Norman in charge, however I believe the peasants would disapprove, and I would prefer to keep them alive"He pauses briefly, mentally collecting his words"As such, I am reinstating you as lord in the North, providing you swear fealty to me"He leans even closer"Make no mistake. You will be closely watched by one of my men, whom you will take orders from. This is not an offer. Swear to me, or die. Your choice."

DM: "They don't deserve to know." You say grimly."I know, but it's the right thing to do, they need to know that they left living people behind." She says gently. "You have to tell them."Wising up you step outside of your room towards the elevator. The glass windows you've been ignoring for so long reveal that your ship now has the earth in its rotation. Somehow it's shocking for you to see the dingy brown cloud in the sky floating over the continents with small breaks of blue revealing the ocean. When you get to the elevator you decide to...
Player: Tell the workers.
DM: You tell a few workers what you know, and one ends up on a shuttle to the sun after speaking to Francis about it. After that you decide to keep spreading the truth as quietly as possible.A few days later and all the lower class workers know what's going on and are ready to stage a revolution.When asked why they got behind you so easily, they respond only that they're tired of being called lower class workers. Works for you.You guys gather as many plastic spoons as you can and begin sharpening them,It's time for a good old fashion jailhouse revolution. You only wish you had a few guillotines on hand.

DM: As soon as they saw you, all your efforts of being stealthy are wasted. The "Police" wasted no time in arresting you and taking Jessica away with them. You and Damian tried to stop them but you got a hit from a rifle butt and fell to the ground. A guy stepped on you and aimed his gun. Before he opened fire, the only thing you thought of was Julia. And how you should have savoured all those times you were together. You died.

DM: The room is entirely smooth, the walls a creamy white. There are no obvious doors, but you know they had to have gotten you in here somehow. They would have killed me already if they wanted me dead. You are not an impatient woman and so decide to wait.A few moments later a suction of air signifies a door being opened, and a man walks in.A pale man with expertly cut black hair, he flashes you an assuring smile. His suit is pure white and he wears a black tie, perfectly centered but he still feels the need to adjust it. When he speaks his voice is deep and calming."Ms. Ola, you're awake," there's a touch of joy in his tone as he gives you a soft look, "I've heard good things about you."

DM: "Don't cha know?" he poses the question like you're silly for asking it, "I'm one of the creators of this New Republic we plan on building, I'm a Founder.""So you're one of the sky people Lucas was talking about?""The correct term is 'astronaut' and yes, I am one such person.""Why am I here?"He laughs, "Well, for one thing, you're one of the few traditionally taught engineers on this planet. I also think your employees will be more accepting of my proposed deal if the person that pays them is gone. Besides, we couldn't afford to just let you get away. Even though you're rather old."You recoil at the matter of fact way he says that. As though he's never had a real relationship with anyone in his life."That's not how family works...""What does family have to do with anything?"You're shocked, but he doesn't seem to notice. Instead, he says, "Well, even though we're taking over your group, you'll still have some benefits. We'll pay you about the same you were getting for yourself as a starting rate. You can negotiate higher terms at any time if you'd like. So what do you think?"The way he wound up to the question surprised you, and you answer almost without thinking,

DM: And as your face melts off, you're grateful for everything that's happened to you because you've finally found pea- Wait what? Lame ending? Wow, you know what no. I spent a couple hours working on this, in fact, this is one of the few times that I didn't do a project at the very last minute! You're prolly just mad because you got fired into the sun anyway so ha!As punishment for saying this game is lame, you get to replay it. Lol jokes on you.

DM: She grabbed a pre-made bagel from a bag, grabbed her purse, then left for work.

DM: Your break is over. Your mind is still going wild from your encounter with Ms. Scott. However, you are soon forced to put those thoughts out of your mind as the students are pouring into the classroom. You see most of your students, but you notice one particular student is missing, Mary. She must have checked out or something. No matter class goes on. You quickly go over the lab and give them instructions."Remember always wear your gloves and your lab goggles," you say and then walk back to your desk, "If you have any questions, I'll be at my desk."The lab goes fine for the first few minutes, then you notice a group of students who appear to be messing around with the chemicals. You notice that one of them is Walter Lynch, the new quarterback. Unfortunately, you notice the other one is Jaxon.
Player: Let them keep messing around. What's the worst that could happen?
DM: You ignore the situation and allow your mind to wander back to fantasy land. A while later there is a loud stud as one of the student collapses on the ground. A few seconds later another student goes down. You look up and see the students on the ground. There is a slightly strange smell in the air. Then another student collapses.
Player: Investigate the smell
DM: You take another sniff and realize the mixture the group was making was creating a gas. You quickly race over to the beakers as you begin to feel a bit light-headed yourself. You quickly rush to put the mixture in the ventilation hood. You then open the windows to let fresh air into the classroom. You averted a near disaster.

Player: Enter the door labelled SPEECH PROBLEMS

DM: Unlucky or not you are not gooing to leave anything up to chance. The last thing you need is for Skar of all people to toss you from your saddle. You ready your lance and shield and, upon the signal from a festival warden, launch yourself and Scura at full speed down the lane. Poor skar never stood a chance as your lance hits his shield into his body and tosses him entirely from his horse. Applause sounds in the Arena, and you are led out to wait until the next round. -This time you are the unlucky one. Remis stands in the opposite lane from you. Although you would love to win this round, you know Remis to be an excellent jouster. He never allows openings, and his technique is among the best in the land. with that said, there was nothing more that you want than to toss him from his saddle.
Player: Focus on Defense
DM: You don't need this joust to be perfect form. All you need is one aspect of your technique to be better than his and you were sure you could win. Your shield feels light on your arm as you know exactly where you will aim it to stop his attack. He levels his lance at your shield at first, but, at the last moment, he changes direction and launchs his attack at your right shouder. You aren't fast enough and pain rockets through your shoulder and you land with a thud on the grass. You are lead from the Arena and rest uneasily as the event finishes up. Dazed and tired, you wait until the Dueling Circuit to begin.

DM: You're laying against the wall in a puddle of your own filth. The blood's stopped finally thanks to the tourniquet Tony guided you into putting on, but the stomach pains are back with a vengeance and the saw is next to you, a masochistic form of temptation.You know it's a dream now, one of the few you've had that ends well, two weeks from now he'll be there. But the two weeks leading up to your rescue will be as close to hell as you hope to get.This dream has been haunting you for about as long as you remember. Every time you realize it's the dream, you wake up. Not once have you ever stayed for the ending.
Player: Retrieval and recovery
DM: Sonia and Dante are talking in the corner about what ought to be done next. T and Sat, are sitting as far away from that conversation as possible. The shower isn't much to be worried about, it's only been about 15 minutes and the clouds seem to be passing fairly quickly. You're relieved. They know just about where the camp is. Your allies in the southern parts spoke about a camp being formed just past the forest. You were planning a neighbors welcome for them, but that isn't going to be an option anymore. You don't even know what circumstances a person could be put in where they would think something like this is even remotely ok. But it's too late for that. The shower leaves about the time that the sun sets, and the party (down a member due to lack of communication) is more than ready to go. You guys decide on taking the jeep and have Terence and Saturday armed and ready to cover you in case there's a ruckus when you bring her back. With that you head out. There's a bit of a trail left that you follow to their base, you don't come across any creatures of the night on the way but you're on guard and prepared.It takes you about an hour to get there, and she turns the lights out as you get near the base. Unexpectedly, a shadow appears towards your position, assuming it's a monster she increases her speed before swerving off road nearly hitting Ola. Without a word, she opens the door and gets in.

DM: "I need to go.""You don't need to do anything. You can stay if you want. Hide in one of the bunkers, I'll tell them that we got tired of you and just decided to kill you and be done with it. You can stay here."
DM: They sent the drones to pick you up as promised, though you had to unload the bombs before you guys got into them, it didn't take too long to get all of you over to the nearby camp. And as it lifted you up into the sky, you got to have a view of your kingdom that you only dreamed of. An image you never forgot.You were even able to visit them again. The Ravagers became your protectors from all the radioactive creatures you used to fear and also helped with a few jobs when you needed it. The drones are being re-purposed thanks to your design plans as transport ships and no longer strike fear into the hearts of the humans who see them.With your help, they've begun to build something you know will be great.

DM: "What about you?""I've always been a drifter, besides I'm getting tired of the same old scenery. I want to see something new before I die.""If it were anyone else, I'd say no. I trust you, Tony, take care of them for me."
DM: You end up staying and there's even a going away party for the members leaving. There are a few tears but it's the closure you needed.A few hours later and you hear the drones taking the men away from the basement of your house. You're able to continue on without them though they did end up visiting you later on.Tony was able to use a lab to create something to allow the plant life to adapt to the soil. In a few more years they'll even have a solution to the changes in DNA some creatures suffered. The utopia they were planning on building is a long ways away, but they're off to a good start.

DM: I leave my room and enter the lounge, where I see mom, leaning up against the wall, looking towards the couches, where Brute and Freakshow are sitting. Baryon is floating in the shadowed area of the room, and I think I can hear Haste in his room nearby."I don't see why not" Freakshow says and looks at Baryon. Sounds like it was a reply to something Baryon said that I missed. Freakshow then adds "you've always been a supporter of freedom, so I don't see why you'd be hesitant to give Googles his.""I don't like it when freedom is taken from someone, but making an android sentient is an entirely different thing.""Skage already said he could do it if he had the proper means.""It's not a question of whether we can do it or not. It's a question of whether turning Googles into a person is reasonable. If we give him sentience, then we are responsible for that sentience.""What does Skage think of this?" mom says and looks at Freakshow."He has always viewed Googles as his child. He supports it."Brute then looks at me, as he is clearly not in on the conversation they're having and says "hey, aren't you supposed to be asleep?"The others then look towards me."A? What's the matter?" mom says."I can't sleep."Googles enters the room and says "Shade. Grove requests your assistance.""Can someone else go? A needs me to...""Grove specified that an individual with the ability to increase hearing is necessary.""Fine. Can someone else get A to bed?" mom says and leaves.YOUR HEALTH: 100%
Player: Have Haste take you to bed.

DM: "She's been taken down to the fifth layer. You... you won't want to find her. She's dead by now, and her body won't be in the best condition."The man doesn't respond for some time, before snarling."No, she's alive. I can feel it. Your fate, however, is less certain."The man's blade illuminates, casting golden light on the both of you. You stare at his grizzled face with a thick beard growing. However, he gets a clear view of you, seeing your blood, sweat and semen-encrusted fur. He stares at you, realizing what you've done."You had her way with her... you disgusting vermin!" he near shouts, hopefully waking some of the other Ratlings to come to your side.The man slices open your throat, and you collapse against the ground. He rams his knife into your chest repeatedly as you try to scream in pain, but blood quickly fills your throat. Your life is quickly drained from you, and you lie there as death takes you.

Player: Agender/Genderless

DM: You have no words. Perhaps Acwellen's son is alive, even now rallying survivors and waiting for the cover of night to slip into the safety of the English camp, yet more likely he is dead, cleaved open by a Norman axe, or gutted by a Norman blade, or shot by a Norman arrow. Lying there, consumed by the inferno that lights the evening sky in the distance. You cannot offer false consolation. Instead you stand by him, silently sharing in his grief. Acwellen exhales shakily, opens his mouth to say something, then closes it and remains silent, yet the words are plainly on his mind, trying to slip free like hounds on a leash. At last he speaks, grim and quiet, little more than a whisper."Can we win this battle?"The question hangs there for an eternity, all the fear and anxiety of the English army expressed in the musings of one broken man.
Player: No
DM: Hidden by the dense screen of trees, twelve thousand Norman warriors wait. Each one is battle ready, and battle hardened; professional killers. Within your camp waits fewer than eight thousand men, but of those eight thousand only three thousand can be trusted. The rest are just farmers, weary and ill-disciplined. Even with the high ground, these numbers are far too slanted.You know it with a dull certainty; only death awaits you here.Acwellen is still looking at you, waiting for a response. Your mouth moves of its own accord, the words escaping in a wisp of breath."No."

DM: Adamantly, you grip him by the shoulder and turn him to face you. Kneeling, you look him in the eyes, grasping his shoulders with sudden ferocity."Listen to me Acwellen! Your son may not be dead. Every hour men from the garrison at Hastings enter our camp. There are survivors. Do not give up hope so soon"Acwellen sighs raggedly, and seems about to disagree, but instead nods fiercely."Yes. You're right. I cannot give up hope, my son... my son could still be out there"His conviction appears slight, but at least you have gotten his attention away from the blaze of Hastings' buildings. Acwellen exhales shakily, opens his mouth to say something else, then closes it and remains silent, yet the words are plainly on his mind, trying to slip free like hounds on a leash. At last he speaks, grim and quiet, little more than a whisper."Can we win this battle?"The question hangs there for an eternity, all the fear and anxiety of the English army expressed in the musings of one broken man.

DM: Gently, you place your hand on his shoulder and speak softly"I'm sorry for your loss. I cannot imagine the pain of losing a son, but I am sure he looks down on you from heaven."Acwellen's gaze remains fixed on the burning town, and his face is still set in a mask of stone, but his cheeks are streaked."Thank you"He exhales shakily, opens his mouth to say something else, then closes it and remains silent, yet the words are plainly on his mind, trying to slip free like hounds on a leash. At last he speaks, grim and quiet, little more than a whisper."Can we win this battle?"The question hangs there for an eternity, all the fear and anxiety of the English army expressed in the musings of one broken man.

Player: Attack the security guard and try to escape
DM: You aren't going down. You're good at this job. You won't let any silly protocol dictate your actions. The little shit deserved it. You rush at the security guard and try to punch him out. Unfortunately for you the security guard dodges your punch and knocks you to the ground. Your face lands in the pool of blood you created.You are terminated immediately. You are now facing criminal charges and a likely lawsuit.Do you feel guilty?
Player: No, the little shit deserved it
DM: Well, I hope it was the trouble to you. Have fun with that criminal record. I hear Bubba loves new cell mates

DM: You nod towards the hill"We should put our carpenters to work, set up some wood stakes along the hill. With any luck, that'll break up most of his cavalry"Harold grins wickedly"And a rider on a lamed horse is a dead rider. This is good!"He claps you on the shoulder"I'll have my carpenters start working right away! Let's turn this battlefield into a hell!"He laughs, and you see the fire in his eyes. This is what King Harold does best. Strategy and rule he manages, but it's the fighting he loves. You understand the feeling all too well. How many times have you knelt before a cross, armor bloody and gore speckled, thinking back with revulsion and guilt at how you loved it.Loved every bit of it.Loved the blades flashing, reflecting the rays of the sun. Loved the sound of shields splintering, cracking open.Loved the bloody chaos of the shieldwall.In the clash of the shieldwall it is where men like you, and Harold, and no doubt William too, come alive.This world has molded you.Molded you into a warrior.You are bred for this.
DM: A warhorn sounds, long and low, dragging you from your sleep.Throwing off your thick fur sheets, you fumble about in the darkness of your tent, feeling for your clothes. Finally grasping your leather trousers, you slip them on and pull the woolen drawstrings closed. Next you retrieve your blue linen tunic and pull the stinking garment over your head. Beside the opening of the tent you find your boots, which you pull on, the well-worn leather forming around the contours of your legs. Fully clothed, you stretch and prepare to leave the comparative comfort of your tent.Rising stiffly, you undo the tent flap with dull fingers and step out into hell. The sky is a deep red, and clouds roil overhead. The ground is slick with mud, squelching underfoot. The air itself is inhospitable; it is thick with moisture and clings in the throat.The warhorn bellows a second time, the sound rolling through the forest of tents.The Normans are coming.

Player: Choice 2: "Um, no."
DM: You stand up slowly, "I was actually on my way to tend to the sick. I'm a doctor, you see," you look around everywhere for your medical kit, but it's gone. "Only God has a cure for the Great Death." He puts a large hand on your shoulder and stares into your eyes for a long moment. "Let me show you what we do first, then you can decide if you want to be a member." He slams a meaty hand into your back, "come along!"You follow the Flagellants through the streets of Paris and watch as they march, kneel, whip themselves, and chant, in unison. Many people stop to watch, some looking disgusted, some looking elated. That night, you all sleep in a rat-infested church just outside of the city. Your feet ache from all of the walking, and you cannot resist removing your shoes to stretch.As soon as the others fall asleep you plan on walking back to your place in the city, far away from these blood-covered fanatics.
DM: It seems you have been bitten by an infected flea! (1) Was it a boat ride? No shoes? Short pants? Pet rat? Those little guys will get ya!It vomited bacteria into your body to stop itself from choking- so that it could live. (1)Only now, you must die.Your lymph nodes nearest the bite swell into painful buboes and horrible fever brings constant chills. Your head never stops aching and your body is weak.You die alone in the streets of Paris :(

DM: "Wunderbar! I've been doing this for quite a while now and I'm sure you know how confusing a clerical job can be." The voice laughs while you gaze at nothing still. The voice isnt booming and all around you. Its like a person is talking to you, but no body is there."Well, lets get you some answers. First off. You are dead. That 3rd Gin and Tonic really hit you hard, especially after the beers and shots. Its not your fault. You had a problem. The party you were at was a way to justify your drinking, right?"
Player: Say Nothing
DM: You remain silent. No sense in confirming his thoughts."Brian, you have now avoided 2 questions. I need an answer from you. It was a way for you to justify your drinking."
Player: Fine, yes

Player: Goat skin
DM: You see something imprinted on the goat skin and reach to examine it. As soon as your skin makes contact you find yourself standing at the edge of a forest. In front of you is a town of wooden houses and people wearing black, brown, and grey clothing, all dresses, tights, broad brimmed hats, bonnets, boots, and ruffles. No one has seen you yet as most of them seem to be out in the fields on the other side of the small town, but a few people are milling around what appears to be a courthouse in the town center and a few women are hanging clothes up outside their homes.

Player: "Protect the King!"

DM: Some of your men are beginning to join this mad charge. Waving frantically, you call them back to your position. Most capitulate, somewhat reluctantly.With your men beside you, you pause to get a better look at the retreating Normans. There is something very wrong here. This retreat is far too organized, too simultaneous. The Norman foot soldiers are increasing the distance between themselves and the beleaguered English soldiers, the pounding of their feet grows fainter, but another pounding grows louder. Horse hooves.You stare with horror, Harold has thrown off his battered shield and carries only a Daneaxe, which he wields two-handed. He is completely out in the open.Instinctively, you turn and race towards him.

DM: You sprint full tilt at the Norman rider.Your shield feels heavy on your arm, so you toss it aside.Seeing your approach, the Norman wheels his horse around to face you. He knees his horse into a canter, driving it straight for you.At the last moment you drop down and slide along the mud of the hill, under the belly of the horse. Thrusting upward, you plunge your blade deep into the horse's gut, drenching yourself in thick blood.The horse collapses, but you roll out from under it.You leap to your feet quickly; the Norman rider is slower to rise. From under the horse carcass, you see the hilt of your longsword protruding.
Player: Attack the Norman unarmed

Player: Go for your longsword

DM: The Norman struggles to rise, you ignore your sword and instead dive for him. Knocking him down, you press him down with your legs and drive blow after blow into his face, cracking your knuckles and snapping his nose.The Norman writhes, and as you try and secure him he drives a fist into your gut. As you recover, gasping, he draws a dagger and stabs it at your neck. Twisting out of the way, you avoid most of his strike, but feel the blade cut up across your jaw.His momentum throws him off-guard, and in an instant you are both clutching the knife's hilt. He fights hard, but his strength is the hot struggle for survival, and yours is the cold power of vengeance. You force the dagger down and plunge it into his chest, splintering his mailshirt and piercing his heart.You stand there awhile, alone in the middle of a slaughter. Orvyn reaches you, and tugs urgently at your shoulder, he is yelling something, but you cannot understand him. The words sound far away; small.You see a Norman on horseback charge towards you, he wields a cudgel. You make no attempt to dodge. You just stand there, frozen. It is Orvyn who saves you, he ducks under the cudgel swing and drives his axe into the horseman's chest. The cudgel blow loses force and changes direction, clipping your helmet as opposed to killing you.Your vision fades and you feel the ground rush towards you, feel the mud leeching through your mailshirt.Your vision blackens.

DM: After the pre game rituals, the game is finally ready to start. Since you have no choice but to watch, you analyze the other team, hoping you'll get a shot towards the end of the game.
Player: Skip To The Important Stuff
DM: As the game rolls into the bottom of the sixth, your team is down 5-0, with the opposing pitcher yet to allow a base runner. You are almost up to bat though, as you have been called in as a pinch hitter.
Player: The Bottom of the Sixth
DM: At last, it is your time to shine. Currently, you are in the hole, two batters away from finally getting a chance to hit, and after your solid warm-up and batting practice, you are confident that you can make solid contact with the ball. After the pitcher retires the first two batters of the inning, you are finally up to the plate. As you walk up to the batter's box, you can hear the crowd roar with excitement. Superstitiously, you take your warm up swings, ready to hit the ball. As the pitcher winds up, you are faced with a decision to swing or look at the first pitch.

DM: The Norman struggles to rise, his leg is broken. He stabs at you feebly with his sword. You knock it aside and retrieve you own, pulling it from the horse's stomach with a sickening wrench.Shoving the rider onto his back, you stand over him with your sword raised high."For Harold"You breathe, and then plunge the blade into his chest, shattering the mail links and piercing his heart.You stand there awhile, alone in the middle of a slaughter. Orvyn reaches you, and tugs urgently at your shoulder, he is yelling something, but you cannot understand him. The words sound far away; small.You see a Norman on horseback charge towards you, he wields a cudgel.You make no attempt to dodge. You just stand there, frozen. It is Orvyn who saves you, he ducks under the cudgel swing and drives his axe into the horseman's chest. The cudgel blow loses force and changes direction, clipping your helmet as opposed to killing you. Your vision fades and you feel the ground rush towards you, feel the mud leeching through your mailshirt.Your vision blackens.

DM: As you exit the dungeon, the torch-bearer leaves his torch in a wall bracket and continues to walk up a set of sharp flagstone stairs. For the first time in a month you see true, pure sunlight. Your weakened eyes strain to adjust, but they quickly regain their vitality and the world returns to its former luster.Behind you, Orvyn catches his foot on one of the flagstones. He plunges forward, and as he grabs hold of you for support, he whispers in your ear"Just say the word."You keep your face emotionless. Up ahead, a long corridor leads toward a huge set of wooden doors, flanked by two taciturn guards, and within those doors lies the throne room.
Player: The Throneroom
DM: Your jailor steps up to the guards and speaks to them in French. They salute hastily and step aside.The Norman grasps two iron facets on the doors and pulls back, drawing open the wooden doors with an aching creak.Inside, a woven blue rug leads inward. The guards press you forward from behind, and two more from within the room keep pace adjacent to you. You keep walking.
Player: Walk forwards
DM: You remember what this room was like a year ago. Men and women laughed and cajoled, children played with the great wolfhounds that were always on the hunt for table scraps, and bards echoed melodies that filled the rafters with pleasant music.But that was a different time, under a different king.The throne room is empty, other than a handful of guards and a few servants milling idly, the throne room is devoid of people. It is silent too, the place is blanketed by an austere noiselessness, so that every footstep makes a clattering echo. Residing over it all, William sits in the throne, glaring at you thoughtfully.With just a handful of meters separating you and the king, your guards stop you. William looks at you expectantly.
Player: Attack King William

DM: Robinson knows that this could be very time consuming and take a lot out of him, but he decides that the betterment of himself would to build a fire. He grabs some dead twigs, makes a small tinder bundle, and begins to use a fire saw method he saw on one of those survival shows on TV. After fidgeting with the sticks, he begins to smell smoke. Energized, he begins to saw even faster until he sees an ember. He quickly transitions that ember to his tinder bundle and begins to blow slowly. After a few seconds of blowing, fire appears! Robinson had succeeded!
DM: Robinson wakes up the next morning and has to decide whether to scavenge the beach or try to look in the forest again. He knows that if he goes into the forest he is putting his life at risk, but if he stays the reward is a lot lower.
Player: Head into the Forest
DM: Robinson decides to head into the forest to see if he could find anything that could be more resourceful to him. He remembers the last time he went into the forest he was almost killed. Robinson is faced with the decision to go in bare handed or make a make-shift weapon.
Player: Go in Bare Handed
DM: Robinson goes in empty handed which turns out to be a terrible idea. He awakens a family of gorillas and the mom gorilla becomes defensive and attacks Robinson before he can get away. Better luck next time!

DM: You walk up to the Eastern Wall and slowly, carefully, place your ear up to it.Absolute silence. Hm. Nothing here, I guess.
Player: Search the Eastern Wall

Player: Kneel

DM: With a short, deft movement, you leap to your left and crack a guard's knee with your boot. He gasps and collapses on the floor, cradling his injured leg.From his limp hands you tear his spear and whip around. The guard behind you parries with his sword, but you twirl your spear around his blade and plunge it into his gut. Leaving it there, you tear the sword from his grip.Behind you, Orvyn has also managed to acquire a weapon and is dueling with the remaining guard and the jailor. With his free hand, he waves to you"Go, Aethelwulf, go! Kill him!"You press onwards toward the throne. William's two guards stand ready for you. Taking a massive lunge to your right, you drive your sword at a guard's face. He deflects the blow easily with his heavy Norman kite shield, but the shield momentarily blinds him and allows you to cut past him.William, seeing you in front of him, reaches for an ornate gilded sword at his side.You don't give him a chance. Channeling all your strength, you drive the blade deep into his gut. Behind you, footsteps resonate, and shortly after you feel sharp steel driving into your back. It no longer matters. You keep pushing, driving the blade upwards. William's eyes roll back and his features curl into an insane grimace.More men enter the room.Orvyn dies.Your hand, up to your arm, is covered in blood.Another blade pierces you.Your grip weakens.You fall over, and your vision turns red.Blood pours from your mouth, but you manage to spit out two words"For England"

Player: Take the Oath
DM: You swallow your pride, and your anger. You think of your family; your wife and children. It still feels like cowardice.A Norman page timidly places a worn copper cross in your chapped fingers. You grip it limply and speak the same oath that you gave to Harold not a year earlier.At the end William smirks, and you drop the copper cross disgustedly. With a casual wave of his hand, William dismisses you from the throneroom.Your audience is over.

DM: HumanFighter ForForForAlign GHireHireHire|-------------------||-------------------||-------------------||-------------------|HP: 26000Mana: 10000Attack: 17|100|00|00|0Robes & (no shield)~Shortsword~~(no backup)RucksackBackpackOpen------Gold: 225
Player: Move Item to Inventory

Player: E
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.> Quel est votre prénom ? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaaaae...
Player: I
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.> Quel est votre prénom ? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaaaaai...
Player: L

DM: Although the sun is high, the frigid December air pierces your bones, and you draw your tattered cloak tighter around your shivering form.Once outside of the city walls, the Normans give you back your weapons and your horse. Your men are released, however their weapons are not returned to them and the horses they are given are lame swaybacked farm horses.Your own horse is a magnificent charger named Thunder, a black stallion measuring fifteen hands at his withers. He has been trained as a war horse, and his gnashing teeth are strong enough to snap bone, yet when he nuzzles up against your hand his eyes are soft and his lips are gently. You pat him affectionately on the cheek and then swing into his saddle, feeling the leather's familiar curves.Your breath floats foglike in the cold air, you wait impatiently for your men to get mounted, your hands are beginning to burn.Once your men mount their horses you ride North; homeward bound.
Player: Ride

DM: You shoot the man, and he falls down immediately. You still hold the gun out in front of you, until you realize how close you are to the anti-naval gun. You run up the stairs, and onto the roof of the bunker. There are crates lining the roof, but there in the middle, is the large caliber gun. You pull out a grenade, ready to place on the gun, but out of nowhere, a gun goes off, burying itself in your leg. You cry out in pain, before falling to the floor.You see a soldier standing on the other side of the roof. You quickly roll behind a crate, your gun in hand.As you look for the soldier, you see him duck behind a crate as well.
Player: Shoot the rightside of the crate
DM: You fire the gun at the right side of the crate, and you hear a satisfying grunt, before nothing. Reluctantly, you crawl towards the anti-naval gun. Just know, I'll be here waiting. And you'll be back. Your leg begins aching, but you pull yourself forward with your good arm. You hear voices coming from downstairs, and you know what was coming. When you reach the anti naval gun, you feel empty, just tired. You pull the pin out of the grenade, and drop it into the gun, just as four enemy soldiers charge to the roof.You fire off one bullet, killing one instantly, and another bullet shooting one in the leg. But they fire back, and one hits you in the leg again. You wince, before raising your gun. If you don't come back. Die with your gun in your hand. I know you're a hero. The last thing you see, is a soldier raising his pistol at you, before an explosion goes off. I'll see you again some day.

DM: You ride all through the day, as fast as your horses can manage. Everywhere you go you see the devastation of William's invasion. Parts of the countryside appear normal, but others are burnt husks, farms and fields replaced with ash and bones. The roads are thick with mounted Normans, they glare at you suspiciously, but one of your men carries the Norman flag, and they let you pass.The sun is beginning to set, and the cold is becoming too much. Even Orvyn, a man who can walk barefoot through snow without a qualm, looks uncomfortable.You stop at an abandoned farmhouse, there are large holes in the roof, but your men cut swathes of dead grasses and stuff them in the crevasses. Someone starts a fire in the buildings dilapidated mud-daub chimney, which snakes up the back wall and protrudes through the messy thatch roofing. Normally supper is a time for boisterous laughing and cajoling, but today you eat in silence.Afterwards, you bring several of the horses inside and curl up to them for warmth. Despite the uncomfortable ground and chilly temperatures, Thunder's flank is soft and the methodical rhythm of his heartbeat is oddly calming.You drift off into a dark, dreamless sleep.

DM: You wake up stiff and smelling distinctly of horse. Getting up, you strap on your swords and get your men moving, Orvyn kicks some of the stragglers into action. Your own horse seems reluctant to get up, and it takes all of your coaxing to convince him to get up.Your own muscles are aching from the cold, but a few hours of riding help warm them up somewhat.The next few days develop a sort of routine; ride, find shelter, sleep, and ride again. As you journey further northward the scenery begins to change. The roads become smaller and more rugged, little more than oxen paths. The Norman presence decreases too; you pass only a few tired looking patrols. The lack of Norman occupation manifests itself in the land too, the devastation seen in the south is not present here, plenty of farms lie abandoned, but few have been burned. Many northern men gave their lives at Hastings, but their families have yet to suffer from Norman vengeance.It feels good to know that your people are still present, still unified.At last, you see the banks of the river Ouse.Beyond it lies your home; the ancient city of York.
Player: Head to the banks of the river Ouse
DM: An old roman bridge of crumbling stone fords the Ouse. As you urge your horses towards the edge of the bridge, a dozen mounted men materialize from the treeline on the other side. The riders approach the bridge and halt at its mouth.Your hand reaches for the sword at your sheathe, but you quickly relax. You recognize the man leading the mounted force; his name is Garyn, and he is the captain of your guard.

DM: You approach the doorway, which leads to a small room. You step inside and the door melts back into place. The room is completely white, with a small pedestal in the middle and a doorway on each of the walls. You approach the pedestal, placing your hand on it. A scanner suddenly lights up and scans your palm. A robotic voice sounds out, "Recognize Doctor Serenity Spring. Transport capabilities activated. Select destination." Each of the doorways on the three walls facing you shimmers and displays a different image. One shows a garden, one shows a sort of laboratory, and the other shows a city. Which one do you choose?
Player: The City
DM: You choose to go to the city-there may be people there that will help you regain your memories and find out what happened. You cross through the doorway and end up in the city, right where the image showed you you'd be. It looks like it might be a heavily populated city, judging from the many large buildings here. However, as you move through the city, there's not a soul to be found. You look for the transport doorway, but it is gone. You run around the city, yelling for help, but no one responds. It is as if someone simply emptied a city of all of its people-there is no one here to hear your cries.You spend the rest of your days wandering the city, praying for someone to show up and help you or for the transport door to return, but neither ever shows. It appears you are stuck here forever.

DM: "I want to see my family again."You say it plain and quiet, but Orvyn recognizes the tone of command in your voice. He looks hurt, but relents, shooting Garyn a final angry stare. Garyn smiles and signals to the his men at the bridge"Come on boys! We're escorting lord Aethelwulf home!"

DM: Thoughts of your wife and children burn inside of you, but a good lord's first priority should always be to his people. You nod to Orvyn"I will ride down to the villages. Garyn, send us some of your men as an escort."Garyn obeys, but his lips are curled in an ugly sneer and he refuses to even look at Orvyn, who wears a distinctly smug expression. Following Orvyn, you turn your back temporarily on thoughts of homecoming. A good lord's duty is to his people, after all. You mount your horse and ride towards the town of Wichestun.
Player: Head into town
DM: You smell the town before you see it. A horrid combination of sewage and rotting thatch permeates the crisp December air. The town has perhaps a hundred homes at most, with most people living in farmsteads around the surrounding area.Normally, the town would be fairly quiet, however today is Wednesday, marketday, and the town is filled with crowds of villagers from the farthest corners of your realm.As your horses move through the center street, villagers hurry to make room. Some cheer, but others eye you with suspicion or even fear.At the center of the town, you hold up your fist and your party draws to a halt. A crowd quickly gathers, all eyes are on you. Pausing to gather your words, you address your people.
Player: "I am truly sorry for your losses"

Player: "We stand together!"
DM: You raise your hand and silence falls like a blanket over the crowd of people. Your eyes flick from face, some meet your gaze, others stare at their feet."We have been through hell, all of us. You have all lost people to the fyrd; fathers, brothers, sons. I understand your pain. But know this; they died with me, beside me, because we are the north! We live, we fight, and we die together! They say a warrior is only as strong as the shield held by his neighbor, they say this because it is the united who are strong, and we are the united!"Your escort applauds, rattling swords on shields and roaring.Some of the villagers clap nervously, but others remain still; one, a young woman with a grim face raises her hand. "Why was the fyrd so undersupplied? Why was it not provided with shields?" One of your men barks at her to be silent, but she snarls back, tears bead her eyes "I lost my husband and my son! Don't you dare tell me to be silent!" She stabs her finger at you, sobbing "Answer me! Answer me!" One of your men reaches for his sword, but you wave him off. Looking the determined young woman in the eye, you give her an answer.

Player: Find your son
DM: In the courtyard, you grab a passing servant girl by the arm"Have you seen my son?"The servant seems unsurprised at your arrival; evidently news travels fast. She bites her lip nervously"Ah... yes, yes I have, but-""Where is he?"You inquire incredulously. The servant blushes"He's in the stables my lord, but I really don't think you should-"Waving off her concerns, you thank her and depart towards the stables.The stables are large and ornate, a mix of carved wood and interlocking wicker. The smell is heavy of stale hay and horse manure, but the atmosphere is pleasant nonetheless.At least three-dozen horses of various shades rest in the shade of the stable's long awning, but your son is nowhere to be found.On a hunch, you decide to check the stable master's quarters, at the rear of the stable.As you approach the door you hear a muffled laugh through the porous wood of the door. Undoing the latch, you throw open the door and enter the dimly lit room.Inside, you son Eamon, a long-haired blond boy of seventeen lies under an old cotton blanket alongside a freckled girl of similar age. The pair are twined together, moving rythmically, and apparently neither noticed you open the door.You clear your throat politely. The girl gives a shriek of surprise, and covers herself with a fold of the tattered blanket. Your son looks equally surprised, but emits only a startled cough. You grin"Hello Eamon"You turn your attention to the girl lying beside him.
Player: "Would you mind if I spoke to my son, alone?"

Player: "War is brutal"
DM: You exhale tiredly and spread your hands sympathetically"I am sorry, truly I am. By joining my fyrd your husband and son were put in a dangerous position, and regrettably they were killed. I can never ask you to forget, but I can ask you to forgive. Will you do that?"The woman says nothing; her cheeks are streaked with tears. Bowing her head, she pushes through the crowd, away from the market square, people make way respectfully. Tugging at your horses reins, you turn homeward, and your escort silently follows you.The crowd remains silent, watching.

DM: You raise your hand and silence falls like a blanket over the crowd of people. Your eyes flick from face, some meet your gaze, others stare at their feet."As a husband and father, I can understand the devotion one feels for a family member, and therefore cannot even comprehend the pain of your losses. I wish I could tell you that they died honorably, but in truth they were butchered! William slaughtered them, mercilessly. What happened at Hastings cannot be repeated, and to ensure that I need your support. If not for my sake, or England's, then for the sake of avenging your loved ones. William must pay!"Your escort applauds, rattling swords on shields and roaring.Some of the villagers clap nervously, but others remain still; one, a young woman with a grim face raises her hand. "Why was the fyrd so undersupplied? Why was it not provided with shields?" One of your men barks at her to be silent, but she snarls back, tears bead her eyes "I lost my husband and my son! Don't you dare tell me to be silent!" She stabs her finger at you, sobbing "Answer me! Answer me!" One of your men reaches for his sword, but you wave him off. Looking the determined young woman in the eye, you give her an answer.

DM: Moving with dreamlike purpose, you navigate the halls and passageways within your home. Standing outside the door to your quarters, you fingers feel the familiar shape of the door handle, which opens at your touch. The room is plain, in one corner is a chest of clothes and in the other is a fur bed. On the bed sits your wife, Catheryn. She is angelic in form, swathed in a pale white dress with her long golden hair flowing effortlessly down her shoulders. Her face transitions from shock to delight; her perfect mouth smiles and her bright blue eyes sparkle. Vaulting into your arms, she embraces you, long slender arms twined around your body. Her lips caress your cheek, and she whispers quietly in your ear"I missed you"You kiss her back"I missed you too"Your eyes settle to the door in your room opposing the one through which you entered; it is the entrance to your daughter's room. Catheryn's eyes follow yours"She's sleeping"She grins coyly, kissing you passionately
Player: Kiss her back
DM: She tastes so sweet, like spring.Her eyes sparkle and she draws you closer, your hands move down to her thighs, clutching at the gossamer white fabric around her knees.Her own hands, slender and smooth, trace their way down your chest.You both slip out of your clothes, and slip under the fur bed sheets.For the first time in nearly a month, you feel warm.For the first time in nearly a month, you feel happy.
Player: Speak to Father Wilfrid

DM: "I don't know who you are," you admit, looking at him."That's OK, that's OK," the man whispers. "I'm... you don't need to hear this here. You just don't. Don't worry, I'll take you somewhere safe. You'll be somewhere safe. Then I can find you. Soon, soon..." The gaunt man picks you up, carrying you into the air. He pauses, hugging you tightly before lowering you down."I can't carry you both, you'll have to follow me on foot.""Both?" you asks."No... no, it's just you. I get confused a lot out here. Come on."The man heaves the sack over his shoulder, stepping forward. He begins walking along the path, aiming his revolver out into the darkness as he leads you along the road. After a few minutes, you come across a cobblestone building. You peer inside, seeing that your bed lies there."That's... that's my bed.""It is. You should go to sleep and get some rest. I need to... sort out a deal. I'll find you, though. I promise I'll find you. I can explain everything when it's normal again, when it all makes sense and we don't have to worry about what bumps in the night."The man leads you to a broken window, guiding you through."Head to bed. Just... we can't stay about. Wait, before you go, I need your address. So I can find you. Please, just give me your address."
DM: "It's... 93 Gramercy Road, Alphasville."The man smiles, nodding eagerly at you as he grins."That's good. That's very good. I promise I won't leave you alone to die. I won't let you face this yourself. I'll do it, I'll save you. I swear to you, I'll make it all better. I'll protect you. Now get some sleep. I'll be there soon."You nod as the gaunt man moves away, leaving you in the cobblestone building. You move slowly towards the bed, before climbing in, disappearing into the bed as you pull your sheets up. Once again, you're in your bed, same as always. You take a deep breath, letting exhaustion take over.

DM: You wonder how to put this in a way Orvyn will comprehend; he is not, after all, a man who enjoys playing nice. You decide to start cautiously"You know, of course, that I do, and always will, trust you with my life"Orvyn nods slowly, you continue"You also know that I rely on you to maintain order and discipline amongst the men"Again, Orvyn nods, his bright green eyes watching you carefully. You press on"I need you to be an example to the men, be something they can look up to"Orvyn runs a hand through his jet-black hair distractedly"Aethelwulf, I've always done th-"You wave him off, and cut to the point"I can't have you arguing with Garyn. It's bad for moral, and it makes the men lose confidence in their leaders"Orvyn's pale cheeks are tinged pink, he stares determinedly at his feet"If my lord would rather put his trust in me then Garyn, he need only say so"The coldness of his tone shocks you. You open your mouth to apologize, but Orvyn has already stalked off.

DM: One chilly April morning you go on deck to take over the 4am watch. The officer you are relieving tells you that the Californian had been halted all night by drifting floes of ice coming down from the Arctic. He also tells you a strange story about seeing a distant ocean liner firing white rockets before sailing away in the middle of the night. A second ship has sailed up from the south, also firing white rockets. You decide to pass this news on to the Captain so you go down to his cabin and wake him up. As you start talking Captain Lord irritably shakes his head."I know, they've been telling me" he tells you before getting up with a sigh.You ask him if you're going to check on the ship that is now clearly visible to the south."No, I don't think so" Lord says. "She's not firing rockets now."You mull over your options, you could wake up the radio operator and ask him to check for news or you could remain on bridge and keep an eye on the southern ship.What do you do?
Player: Wake up the radio operator
DM: You go down to the radio operator's cabin and wake up Cyril Evans, the operator."There's a ship been firing rockets" you tell him. "Will you see if you can find out if anything is the matter?"With a yawn Evans obediently winds up the radio and puts on the headphones. As he does he turns white."There's a ship sunk" he tells you and listens intently for a few more moments. "The Titanic has hit a berg and sunk!"You rush up to the bridge with the news and Captain Lord immediately starts steaming the Californian south towards the Titanic's last reported position.

DM: The basement stairs squeak as you slowly climb them.The heavy door of your 1960's rural subdivision creeks under the years of neglect. You wish you had some WD 40 right now.The retched stench of rotting flesh pierces your sinuses as you enter the living room. The house looks like the aftermath of an earth quake. You couldn't describe it if you tried. There's a couple left over remains of a few lifeless zombies that have perished from starvation.Except one . . . Your Health:66/100
Player: Run Back into the Basement!
DM: Now, you're out of food and water. The septic tank is full and you're own excrement is seeping through the drain. You need to get food and medical supplies. It's time to leave the basement. You MUST venture out while your family defends the home front.You might need your trusty bat.Your Health:66/100

Player: p
DM: Your name is currently Aaap.Choose the fifth letter in your character's name, or click the link to Chapter 1-Prologue to begin.YOUR HEALTH: 100%
Player: y
DM: Your name is currently Aaaay.Choose the sixth letter in your character's name, or click the link to Chapter 1-Prologue to begin.YOUR HEALTH: 100%
Player: e
Player: n
DM: Your name is currently AaaaaanChoose the final letter in your character's name, or click the link to Chapter 1-Prologue to begin.YOUR HEALTH: 100%
Player: a
DM: Your name is now Aaaaaaaa.YOUR HEALTH: 100%

DM: You enter a dark room full of winding passages that has many puddles of water. There are also many live wires strewn around the room. You see a cyborg come from around the bend, sloshing in one of the larger puddles next to a live wire. He hasn't seen you yet.
Player: Life support

DM: "Get out"You snap idly, sparing her hardly a second glance. Blushing profusely, the young servant girl slips a threadbare tunic over her freckled body and hurries out of sight. Your son stares after her longingly, he sighs exasperatedly"You didn't have to do that father"You fix him with a hard stare"I'm sorry, I merely assumed you would prefer to see your father rather than rut in the muck with some servant girl. Apparently I was mistaken."Your son mutters something under his breath, you stare him down, daring him to argue with you"What did you say?"Your son returns your glare"Her name is Lynette"
Player: "You shouldn't get too attached to her."
DM: You bite your lip awkwardly"You shouldn't do this"Your son stares at you incredulously"I shouldn't love someone?""You are only making this harder for yourself"Your son glares back at you"I don't want to marry just anyone. I want to marry someone I care about"You grab your son viciously by his shoulders"Are you insinuating that I don't care about Catheryn!" Your son backpedals hurriedly"Of course not, father you know I wouldn't-"He searches for words"I- I just... what if it doesn't work out for me? What if I don't love my wife?"You let go of his shoulders limply"I'm sure you'll love her"Your son doesn't seem so convinced. He slips on his trousers and shirt and departs the stable master's quarters in silence, brushing past you on the way out.You sigh tiredly and depart the stables alone.

DM: You flash the young girl a warm smile"If you wouldn't mind, I would prefer to speak to my son alone"Blushing profusely, the young servant girl slips a threadbare tunic over her freckled body and scurries towards the door, executing a clumsy curtsy as she passes you. Your son stares after her longingly, he sighs"You didn't have to do that father"You fix him with an amused stare"I'm sorry, I merely assumed you would prefer to see your father rather than rut in the muck with some servant girl. Apparently I was mistaken."Your son mutters something under his breath, you grin"What did you say?"Your son returns tries to frown at you, but smiles"I said her name is Lynette"You nod"Is she a favorite of yours?"Your son looks shocked"I love her, father"
Player: "You shouldn't"

DM: You flash the young girl a warm smile"Hello there, what's your name?"The girl stammers out an answer"L-lynette, milord"You nod solemnly"A very pretty name. Who gave it to you?"While you spoke, Lynette had slipped on her threadbare tunic, in her panic she has managed to entangle the fabric around her face, and the cloth muffles her voice"My mother works in the kitchen, milord""And the father?"You inquire"I don't know, milord"She replies quietly, having finally wrestled her tunic into its proper position. With her attention switched from her tunic back to you, her embarrassment returns"If milord will excuse me, I should be getting back to the kitchens""Of course"Blushing profusely, the young servant girl scurries towards the door, executing a clumsy curtsy as she passes you. Your son stares after her longingly, he sighs, and you nod knowingly"Is she a favorite of yours?"Your son looks shocked"I love her, father"
Player: You should"

DM: "I'm worried about Garyn"Orvyn nods vigorously"I know exactly what you mean; bloody idiot will get us all killed with his recklessness"Again making sure no one is listening, you put a hand on Orvyn's shoulder"Can I trust you?'Orvyn affirms loyally"Of course Aethelwulf!"You clap him on the shoulder"I know, old friend, I know"You lean in"I want you to keep an eye on Garyn, make sure he doesn't blunder our men into a trap"Orvyn checks over his shoulder suspiciously, as though he expects Garyn to materialize from thin air"Don't worry, I'll watch him like a hawk""Excellent, let me know if he does anything foolish"Orvyn salutes amicably and departs; you walk in the opposite direction, towards the main courtyard.
Player: Find your wife

DM: You decide to pay father Wilfrid a visit. The man has served your family for nearly forty years, and he has served you personally as teacher, mentor, and adviser. As a person, you harbor a vague dislike for him, and the feeling is mutual. However, you can trust him to give good advice, and for that reason you set off in the direction of the huge stone church that towers above every other building within York's walls.The church, St. Peters, was built nearly three hundred years ago, and it has stood against the tides of half a hundred bloody wars. Staring at the immense building of hard cut stone, you are overcome with a sudden monumental certainty; that one way or another, the church will outlive you, and everyone else. Something about its towering austerity lends to its aura of chilling weariness, like the pressure of an invisible hand.You never really liked churches, and a career as a soldier has done little to improve the situation. When you enter the building, you can feel the judgment, the guilt, bearing down on you. You have defended your kin and country with the ruthless efficiency of a trained warrior, and for that you have been condemned, deemed impure. No one says this, of course; the priests are always tactful and subservient, listening to your confessions with dull faces, but you sense their fear. They watch you like a caged animal, one that could at any minute turn on its companions. Whenever you touch one of the priests, you see the undeniable flicker of disgust that bolts across their faces for the briefest of instances.To them, you will always reek of blood.Shouldering your emotions, you push open the thick oaken doors that bar your entry to the church.

DM: You laugh bitterly"If I wanted to rebel, I would have done it in the throneroom. It's too late now."Father Wilfrid looks at you strangely, overcoming a momentary hesitation; he places a scrawny arm on your shoulder"You are making a wise choice, lord Aethelwulf"You want to say something, and for a moment you just stand there, staring at your old tutor. Father Wilfrid breaks the silence"You should go, doubtless you have work to do"You nod and turn to depart, as you leave Father Wilfrid offers one last comment"I am proud of you, Aethelwulf, even if it doesn't seem like it"You push open the heavy church doors and step out into the crisp December air.

DM: You lean in, forcing the old priest to take a half step backward"Who do you give your loyalty to?"His answer is immediate and unequivocal"God"Your snarl, taking another step forward"Well, my loyalties lie with England. Always. You would be wise to develop a similar mindset"Father Wilfrid watches you coldly"Get out of my church"Livid with anger, you storm out of the church, pushing open the heavy oaken doors and breathing in the calming December air.

Player: "What's your name?"

DM: Its another day and you feel nothing... You're 18 years old and very socially inept. Naturally you're not popular in high school, you're not even worthy to be routinely picked on. This isn't to say you aren't at all, but most people just find you very creepy and stay away from you. You're mom's strict upbringing has made you very emotionally detached and repressed. At this point you barely feel any kind of emotions at all. Maybe that changes today. Your Mom is calling you down to eat.
Player: Stay in bed
DM: You don't get up. Today is different somehow. You don't know why, but it is. Your mother is screaming at you to come down. It doesn't even faze you. Her threats meaning nothing anymore. You hear her coming up the stairs.
Player: Get ready for her
DM: Your mother comes bursting in the room. "What the fuck are you still doing in fucking bed? Its time for you to get your ass up and go to fucking school! What the fuck are you doing with your hands under the covers? Are you fucking jerking..." Before your mother can finish her rant, you flip your covers off and shoot her in the head. Wow. You didn't realize you were that good of a shot, you weren't even aiming. Your mother slumps to the floor and you jump out of bed, fully dressed for today. You hear your sister running up the stairs screaming, wondering what's going on.

Player: Go meet your sister
DM: You appear suddenly as your sister comes from around the corner of the stairs, she has just enough time to see Mom's dead body and the pistol you're aiming at her. You shoot twice, the bullets can't miss at this range. Your sister goes flying down the stairs and is already dead by the time she hits the bottom. Yep, today is a different day...

DM: You head downstairs, like you always do. No point in breaking tradition. When you get downstairs your Mom is arguing with your 17 year old sister as usual. She isn't like you at all, she's popular for one thing, but then again being a very pretty and extroverted will do that for a person. She's a bit of a wild child though which your domineering mother can't stand. You wonder why your sister acts the way she does, Mom's just trying to look out for her. They're really arguing today.
Player: Sit down, eat and stay out of it
DM: You sit and eat your breakfast quietly while the two argue as usual. It doesn't involve you, so why get into it? "You little fucking whore! You keep staying out all night, and you can just forget about living under my roof! Go fucking sleep in the street with the rest of the sluts!" "Oh go fuck yourself Mom! You're just mad because you're a fucking bitter old harpy with nobody in your fucking life!" "Why you fucking little bitch!" your Mom says and slaps your sister across the face. Your sister holds her face and shuts up. She picks up her school stuff and heads toward the door, before exiting she says one last thing, before slamming the door. "Don't worry Mom, I'm not staying in this fucking house another day!" You finish up your breakfast, your Mom doesn't even acknowledge you're there, she leaves the kitchen in a huff rather quickly. She must be really pissed.
Player: Go check on Mom
DM: For some reason you feel the urge to check on Mom, you head towards her room. She's crying. You've never seen her like this! You've always known her to be a hard tough woman, its a little shocking to see this side of her. She notices you and quickly wipes her eyes and reverts back to her old self. "What the hell are you doing here?! Get the fuck to school!!"
DM: You obey and go to school. There was a real opportunity to change things here, but you failed to take advantage. The rest of your day pretty much follows the same pattern until you come home and go to bed. Another day arrives and you feel nothing...

DM: You panic! You don't know what came over you. It was just her constant nagging, her verbal abuse, it just got to the point where you couldn't take it anymore. You don't want to kill anyone else. As you attempt to go out your window, but your sister is already up the stairs and sees what you've done. She also calls out to you. "Stop! You don't need to run away! Its okay. Just come back inside."

DM: You know Mom's just looking out for the best interest of your sister, and you say as much. Your Mom looks a little surprised as does your sister, who then gets really angry. "Fuck the both of you! You don't know me! You're a fucking cold hearted bitch who's wallowing in her own loneliness and you're her fucking lap dog who does everything she says!" you sister screams. "Maybe because he actually cares about my feelings! Unlike you, you little slut!" your Mom says and then slaps her. Your sister looks like she might attempt to slap your Mom back, but your presence stops her. Instead she runs out the door, with one last comment. "I'm leaving this fucking house of insanity! The both of you two can go straight to hell!" she says slamming the door. Your Mom waves her hand in disgust and then turns to you. "Thanks for taking my side. You're such a good son." She says and then hugs you, you return the gesture. "Okay now head off to school, I have to go to work."
Player: Ask Mom to drive you
DM: Your Mom again looks surprised, but also a little happy. "Well okay, its on my way to work. Are you sure you want me too though? Won't it embarass you in front of your friends?" Mom sure doesn't know you very well at all. You don't really have any. Of course even if you did, you wouldn't care. Your Mom drives you to school just like you remember she used to when you were little. She always seemed a lot happier back then. She almost looks that happy again right now. As she drops you off, she lets you out, but before she does, she kisses you goodbye...on the lips. As she drives off, you're left feeling a little strange. You've never been very emotional, but something in you has changed. You head to your classes a little preoccupied, until Jessica comes up to you in computer class. "Hey, can you help me with this?" she asks.
Player: Ignore Jessica

DM: You know, you've really had it with Mom picking on your sister all the time. Sure she's a little wild, but she isn't a slut and doesn't deserve to be called one, you tell Mom as much. Your sister and especially your Mom are both VERY surprised! Your Mom gets even angrier and slaps you! "So both of you ungrateful shits turn against me! Get the fuck out of my house right now! NOW! And don't fucking return if you aren't going to live by my rules!" She yells and storms out of the kitchen. You and your sister leave, but as you both head off to school, she thanks you for taking her side. "Thanks, its nice to have an ally for once against that fucking harpy!" You feel a little pleased. Its nice to be appreciated for once. When you get to school, you see Henry the school bully kicking the hell out of your "friend" Aaron. You don't really care for Aaron, but he looks at you in the hopes you'll help him.
Player: Help Aaron
DM: You step up to Henry. "What the fuck do you want faggot?" he demands. You don't even answer, you just punch Henry. Henry punches you back! Any other time you might run away, but this is different! Somehow when you stood up to Mom today, you feel a lot more confident! You and Henry begin to wrestle in the hallway, until a teacher breaks you up. Normally you'd get sent to the principal's office, but the teacher just yells at you instead. Aaron thanks you profusely and states how he'll do all your homework for you. Your sense of accomplishment grows. You like being praised for your deeds. When you get to your computer class, you notice that your sister's friend Jessica, is having problems with today's lesson.

Player: End it now
DM: You think about going to school, but you just don't feel like it. Its all so futile anyway. Everything. What you did didn't change anything, so why bother continuing with this pointless carnage? You decide there is no point, you sit next to your Mom's body, calmly put the gun in your mouth and then You feel nothing...

Player: Continue out the window
DM: You're still too scared, you go out the window and try to climb down, unfortunately your panic prevents you from climbing as efficiently as you'd like. You fall off and impale yourself through the chest on the fence surrounding Mom's rose bushes. You gasp for breath, coughing up blood. You feel fear overwhelm you as you approach death. Then you feel nothing...

DM: Mom's strong, she doesn't need you checking up on her. You head to school as normal. What else would you do? You get to school just in time for you to see Henry the school bully kicking the hell out of your "friend" Aaron. Aaron isn't so much your friend in that he's such a social reject that you're the only one who doesn't treat him like a leper, so he's attached himself to you. Of course you could really care less about him. Sometimes you wish he'd leave you alone, since he only makes you stand out more, when all you want to do is blend into the background. "Get the fuck up you faggot!" Henry shouts abusively at Aaron while kicking him gleefully. Aaron looks at you in the hopes that you'll help.
DM: Sometimes attempting to do something positive doesn't work out. You attempt to tell Henry to leave Aaron alone, but that doesn't help you. Henry just gets mad and attacks you instead. His anger for you interfering results in him beating you very badly. In fact you don't survive. One last breath and then you feel nothing...

Player: Help Jessica
DM: You kind of don't want to think about your Mom kissing you the way she did. It makes you uncomfortable. You take the opportunity to help Jessica to take your mind off of things. As you help Jessica, she thanks you and becomes more friendly. She says she's always wondered about you, since you're very different than your sister who she's friends with. You open up a bit more than you normally would probably because you're still trying to get your mind off of Mom. Its probably what makes you blurt out asking Jessica for a date after school. Jessica's a little surprised, but accepts. When the class ends you realize you've just recieved a date with the one girl who seemed to stir some emotions in you. You begin to shake and rush to the bathroom to throw up. This is all a lot to take in. Your Mom kissed you on the lips and now you have a date with the girl of your dreams for all intense and purposes. You don't feel very hungry so you spend your lunch hour working on something for another class. You attend the rest of your classes and eventually school comes to an end, and Jessica meets you outside. Your emotions are all mixed up and your mind is going a mile a minute.

DM: Jessica didn't ask for your help, and you don't want to make an annoyance of yourself, so you go to your seat and quietly do your work. Soon, Jessica comes up to you and asks you for your help, since she knows you're good with computers. You're glad to lend her a hand. You've always liked her to some degree even if you never showed it. Now you have the perfect opportunity to do so. As you explain things to her you get the feeling she no longer thinks of you as your sister's "creepy" brother anymore. She really welcomes your help. Class ends and your confidence increases. You think you might even ask Jessica out tomorrow! Lunchtime comes around and Aaron sits next to you as he normally does. He continues to thank you for what you did earlier. He says you've inspired him a bit. Meanwhile you happen to over hear your sister's boyfriend Butch, who's bragging about his sexual exploits to his friends. "Yeah I fucked that bitch straight in the fucking ass last night! Haw Haw!" You're about to get up to defend your sister's honor, but suddenly you realize he's talking about a completely different girl. It appears Butch has been cheating on your sister again.

DM: AAAV
Player: g
DM: AAAAG
Player: m
DM: AAAAAM
Player: e
DM: A
Player: H
DM: H

DM: You collect all the other weapons you had stored in your room. You always knew this day would come. You kiss your Mom and sister goodbye. It wasn't their fault, you just had to do it. Just like you have to do it again. Taking your Mom's car, you get to school, just in time to see your "friend" Aaron, getting beat up in the parking lot by the school bully Henry. You double check your weapons before getting out of the car. Henry and Aaron both notice the amount of firepower you're packing.
Player: Dispense Mayhem
DM: "Hold on don't..." Henry says before taking a shotgun slug to the chest, killing him instantly. Aaron at first looks at you as a savior from his tormentor. His expression soon changes to fear when that same shotgun is then pointed at him, exploding his head like a ripe mellon. Your actions have now attracted a bit of attention. Students who were in the parking lot are now running for their lives or attempting to drive off.

DM: You stop to listen to your sister, you're still scared and panicked, but she's never caused you harm. "Its okay I understand, you just couldn't take it anymore. Look what she did to you...okay, I know what to do. You just have to stay calm for me okay?" she says. You shake and tremble, but you nod your head. She tells you she's going to leave for a little while, but she'll be back. You don't want her to go, but she says she has to, if she's going to help. You reluctantly agree. After sis leaves, its just you alone in the house with Mom's dead body.
Player: Leave it where it is
DM: You don't even want to look at it, let alone touch it. Besides sis told you everything would be okay if you just stayed calm. You downstairs to watch TV, but you start to worry about where your sister is at. You begin to panic again, you feel so lost.

DM: Its between Henry and Aaron. Why get involved? Henry would just draw his attention to you, and you have no desire for that. You go to your classes as usual and do your work again as usual. In your computer class you see Jessica. She's one of your sister's friends, but isn't as wild as most of them. Doesn't stop her from being a normal teenager though, assuming you had any idea of what normal is. You don't know what it is about her, but she stirs some kind of feeling inside you. She doesn't really know you at all, other than you're Mary's "creepy" brother. She looks like she's having difficulty with today's computer lesson.
DM: Under different circumstances, this might have worked, but your cold emotionless demeanor is still very much a part of you. When you approach Jessica to help her, she declines and gives you a funny look. You go back to doing what you were doing. In fact you go about your usual routine for the rest of the day. The fact Jessica turned you down, seems to only make you supress your feelings and retreat into your own world even more. Eventually you go home and go to bed. Another day arrives and you still feel nothing...

DM: You ignore her abuse, you now know her lashing out is merely a reflection of her own unhappiness. You continue to ask what's wrong and that you're only here to help. Your genuine concern and her vulnerable state seems to cause her to open up a bit. She breaks down and says how, she's sorry for failing as a parent, and how she's losing your sister, and she doesn't want to lose you either. You tell her if perhaps she was less controling, things might be better. You say you'll see what you can do about sis. Your Mom thanks you and after a few more hugs and reassurances, you rush off to school. On your way there, your emotions are a little less surpressed. You feel like you have a goal to accomplish now. You get to school a little late, which results in you getting sent to the principal's office where you run into Henry, the school bully. He's there for beating someone up as usual. He gives you a dirty look and the finger.
Player: Attempt to reach out to him
DM: That routine might work on those close to you, but not on anti-social miscreants who hate your guts! As you attempt to ask why Henry feels the need to be hostile to everyone, his expression turns to repulsion. He thinks you're hitting on him. "What the fuck are you, some fucking faggot or something?" he says and then attacks you right in the principal's office! He beats you pretty bad before the principal manages to get him off of you. You end up having to go to the hospital. Your sister and Mom come to visit you and they get into an even bigger arguement resulting in a physical fight. Any goal you had of trying to patch up your family has been shattered forever. You don't seem to care anymore though, you realize playing peacemaker was a fool's quest anyway. Look what it got you. You fall asleep keeping that thought in mind. You wake up the next day in your hospital bed and you feel nothing...

DM: You tell her you want her to meet your Mom. You still got her on your mind. You have to show her that what she wants can't occur! And by bringing Jessica home, you'll be able to show that. Of course you're really nervous about what's going to happen. You barely manage to keep yourself from throwing up again. Jessica meanwhile is a little puzzled by your choice of "date" but agrees. You get home and you and Jessica talk for a little while longer getting to know each other better, but still in the back of your head you worry about Mom. Then she arrives. And she looks really surprised to see you with a girl in the house. Speechless in fact.
Player: Beg for Mom's forgiveness

DM: You barely acknowledge Jessica's presence. She's one of your sister's friends anyway, which makes you even less inclined to help her. You say something about being really busy and having a lot to do on your own computer right now. As Jessica leaves, you continue to think about Mom, and that kiss. Lunch time comes around and you sit to ponder it even more, fortunately without your idiot "friend" Aaron buzzing in your ear. You hear your sister's boyfriend Butch bragging at the next table about some chick he slept with last night, that apparently wasn't your sister. This is why your sister SHOULD listen to Mom! She knows what's best, and knows how to protect you from bad people. Lunch ends and you attend the rest of your classes without incident. Finally after school lets out, you run into your sister. She sees you, but refuses to talk to you.
Player: Ignore her and go home
DM: Your sister is hopeless. You feel anger towards your sister, you can see that she doesn't appreciate all the sacrifices Mom makes for her. You hope she does move out, that'll leave you and Mom more time to spend together. You head home and wait for Mom to arrive. When she steps in, you hug her as she comes in the door, she hugs you back. She tells you to do some chores, but you don't mind, in fact you're happy to do them. You and Mom talk a little more than you normally do at dinner, now that your sister is out of the way and not around to cause trouble everything is good, and you feel wanted for the first time in your life. You talk into the night with her, until she tells you its time to go to bed.

DM: You go up to Jessica and explain what she's doing wrong and how she NEEDS to be doing it. You proceed to take completely over. While Jessica wouldn't have minded your help, she doesn't particularly care for how you approached her. She didn't ASK you for your help and your arrogant manner has turned her off. And the fact you told her that she may "thank you now" made things even worse. You've lost your shot at her, but that doesn't seem to bother you, the fact that she didn't praise the ground you walk on for your help, bothers you more. Some people are just ungrateful you guess. Lunchtime comes around and Aaron begins thanking you again, for helping him. You enjoy his praise until you tire of him and tell him to shut up and get you another can of Coke, which he complies. At this point you overhear your sister's boyfriend Butch brag to all his friends about some girl he slept with last night. A girl that wasn't your sister. You wonder if you should confront him, but you don't see how this could be readily advantageous to you.
DM: No advantange in getting your ass kicked by Butch and six of his friends. No you know what to do. You attend all your classes as usual and wait until after school where you rat on Butch to your sister. She's really upset and confronts him about it. As they start to argue, you see Aaron and tell him that if Butch gets rough with your sister, he should step in and help, since she'll find that attractive and might go out with him. Poor Aaron already blindly loyal to you, readily believes your lies and sure enough as soon as Butch grabs your sister, Aaron attempts to defend her and gets the shit beaten out of him very badly. Your sister see first hand the brutality of Butch and screams for someone to help, where upon one of the teachers from the school removes Butch and has someone call the paramedics for Aaron. Butch will soon be paying legally for what he did to Aaron. For now though your sister is a bit distraught over all this, she's going to go home, despite the fact she'll have to face Mom.

DM: Maybe you've gained a little more confidence in yourself, but you're not an idiot. You can see Butch has six of his friends there. They're all bigger and stronger than you, being on the football team and all. You aren't going to let this go though. Lunch ends and you head to the rest of your classes as normal. After school you run into your sister, who looks happy to see you, until you mention what you heard Butch say. She get mad, but not at you. She sees Butch coming out of the school and immediately confronts him and starts yelling at him. He starts yelling back.

Player: Attempt to stop escapees
DM: You begin spraying the parking lot randomly, attempting to stop people from either running or driving off. People are screaming and ducking from the hail of bullets you're peeling off. People and cars are being hit indisciminately The funny thing about shooting at a car, is the small possiblity of hitting the gas tank. The possibility of you going on a killing rampage today was actually greater than one of your bullets hitting a gas tank. Probabilty has played a strange role in today's events, because you succeeded in accomplishing both of those odds. Unfortunately you were standing too close to the explosion when the first car went up and igniting the others in a domino effect. (Thus accomplishing yet another small possibility) You feel a painful burning sensation all over your body for a brief moment then You feel nothing...

DM: Weird scenarios enter your head in your state of panic. What if some insistant vaccum salesman knocks on the door and demands to demonstrate his product? Or maybe someone checking for Radon levels in the house? You have to hide the body! You pick Mom up, trying to figure out where to put her. You decide your closet, unfortunately your closet is full of crap, so you attempt to stuff her in there throwing your entire body into it. As you begin to breathe hard, you catch the fragrence of the perfume still lingering on her body, you notice her dress has been lifted up as you've been attempting to shove her in your closet. You're aroused as you also notice you're positioned between her legs, you begin to have BAD thoughts as you stroke her thighs. You can't stop yourself... During this completely immoral act, you don't feel panic anymore, you feel power. Total power. All that shit she did to you, you're returning in kind. Now YOU have the power over her. You feel so fuckin' alive! As you finish up, you hear your sister come back home.
Player: Demonstrate your power again
DM: You calm yourself, quickly get your pants back on, and head downstairs. Your sister seems to have gone shopping for "body disposing" supplies. How thoughtful. She explains that Mom's body could be disposed of, and it sounds like sis has thought about killing the bitch herself, but was too weak to do it. Her weakness sickens you... You grab the shovel and smash your sister in the face with it until you're pretty sure she's not moving anymore. You feel that orgasmic rush again. No panic at all this time. No fear. Just a release. You've at last realized your repressed emotions have never really been repressed. You just don't have any, at least not in the traditional sense. You only feel rage and loathing for those who would try to control you and contempt and disgust for those weaker than you. You only feel happy when you kill. And you want to feel happy ALL the time... You pack up as much of your things as you can and prepare to leave for the road tomorrow. Tomorrow arrives and you feel unrelenting hate...

DM: You totally lose it! You know your sister went to go get the cops! They're probably on their way here right now! You run like a mad man down the street until you pass out from hyperventilation. When you wake up, your sister is standing over you, scolding you for running off like that. You were fortunate that she saw you lying face first on the sidewalk. This doesn't reassure you though and you continue to gibber about being caught. Your sister gets irritated by your behavior and ends up having to dispose of the body herself. Later a story is made up that your Mom just up and left and never came back, unfortunately your constant nevousness give you away and you blab everything. Both of you get charged, but since your sister never actually killed anyone, she get a lesser sentence. You feel completely relieved by all this even though you're going to jail for life. The fear and panic have left you, and have been replaced by a welcomed numbness again. Another day arrives in your cell and you feel nothing...

DM: She's never made any effort to talk to you, so you don't feel the overwhelming need to talk to her. You continue with your work until that class is over. Lunch time comes around, you expect Aaron to come sit next to you, but he's nowhere to be seen. You wonder if Henry beat him up so bad he had to go home. As you sit by yourself eating quietly, you overhear Butch at the next table. "Yeah that fucking bitch sucked my dick last night! Haw Haw!" Butch is your sister's jock boyfriend, even though they're constantly breaking up and making up. The break ups are mainly due to him cheating on her all the time, but she always ends up forgiving him. You don't know why, even you think your sister could do way better. Right now Butch is bragging to his buddies about his latest conquest, which apparently wasn't your sister.
Player: Confront Butch
DM: Probably not the best time to act on your feelings... You suddenly feel the need to defend your sister's honor by confronting Butch and his six football playing buddies. Needless to say, you don't win that confrontation. For the most part you're more humilated than beaten beyond recognition. Still, its enough to deter you from displaying emotion ever again, you go back to your low profile emotionless lifestyle. Things are just easier that way for you. Another day arrives and you feel nothing...

DM: You straighten up. These people need to know the truth, you've decided.And they need to know the truth, right now."Abel had a dark secret," you say. Iselica glares daggers at you. She seems to be mouthing something, but you ignore it totally.You plow ahead."I have reason to believe that Mayor Abel was a soldier in the Eight Land's Conflict," you say, "And that he fought alongside Adrador himself.The crowd sits in stunned silence."Adrador the Cruel?" a voice pops up, "....you mean--OUR Mayor Abel??"There are a few small chuckles in the crowd."OUR Abel was a mercenary killer??" A young woman asks, chuckling, "The man who fixed the shingles on my house, and turned the ladder the wrong way?""The same Mayor Abel who dressed as a chicken every year for the Annual Goose Chase??" Tondra giggles.The laughter has taken hold, and everyone is chortling.
Player: Play it off as a joke
DM: "Ha ha ha!" You say, joining in on the laughter, nervously, "Of course...it was all a joke! I mean---can you imagine? Old Mayor Abel, wielding a sword??"Everyone bursts into laughter. In no time, everyone is swapping stories of funny or cute things Abel did in the past. Your speech gives way to an open forum, where people converse freely, swapping stories and drinking wine.In short time, the mood becomes quite festive, as the villagers cover their sadness with funny stories and laughter.Abel is buried, and everyone goes home with warm feelings and smiles on their faces.Iselica approaches you."That was a beautiful ceremony," she says. "Although it took a strange turn midway through...but I see now that it was all to make the crowd laugh."She takes your hand."And that is exactly what my dear husband would have wanted," she says, "Not tears, but laughter."She looks at you intensely."He was a good man, Arakhan."And you know, that she sincerely believes it, with every fiber of her being.
Player: Iselica's Key

DM: You aren't here to be Gandhi and you aren't here to get into anymore trouble so you ignore Henry who gets called in soon. You sit and think how you want a close family. One that isn't always fighting or being controling. You know you can patch your family up and make it functional rather than dysfunctional, you just have to figure out how to do it. In the meantime the secretary tells you that the principal is going to be with Henry for a long time and since you're a fairly good student who never causes trouble, she says you can leave with a warning. You go to lunch, still trying to figure out how to fix your family when over at the table behind you, you hear your sister's boyfriend Butch bragging to his friends about some girl he slept with who wasn't your sister.
DM: You know that subtlety is going to be required here. This information can help bring your family together, but you have to do it right. You attend your classes as usual, eventually school ends and you see your sister. You immediately reveal this information to her. She looks very upset, yet not entirely surprised. This certainly isn't the first time he's done this. She just keeps forgiving him, and taking him back. She was planning on staying with him to get away from Mom, but now she's conflicted. You explain what happened with Mom after she left. Your sister looks skeptical, but knows even though you're a bit emotionless, you've never lied to her. Plus your latest deed has put you in better standing with her. Your sister agrees to give getting along with Mom a chance. You both go home and wait for Mom to get off work. Mom arrives, she's a little more calmer, but you know this is a volitile situation.

DM: You suddenly lose it. You beg for Mom's forgiveness. Your devotion to your Mom is too great and if she wants you as a lover as well then you'll comply. You say all this while groveling at her feet weeping. Jessica AND your Mom look at each other and then slowly back away from you. You look up, and see Jessica run past your Mom and out the door saying "Ewwwwww! I KNEW you were creepy!" Your Mom tells you to stay away from her. You comply but you don't understand why. You thought she had those feelings for you. She asks where the hell did you get a sick fucking idea like that. You mention the kiss. "It was a peck on the lips! Nothing more!" Your Mom shouts. You suddenly feel very very small. You curl up in a ball not knowing what to think anymore. Your Mom sees that you need many years of professional help and eventually has you put away in an institution where drugs work wonders on your screwed up thought process. No more emotions. Back to normal. Another day in your cell and you feel nothing...

Player: Insist on talking more
DM: You want to stay up all night talking with your Mom, you've never felt closer to her than you ever have in your entire life. Underneath her cold exterior, you can see a gentle and caring woman. She's just lonely... Your Mom says she has to go to work tomorrow and has to go to bed herself. She says you can stay up though if you want, but not to bitch about it when she wakes you up tomorrow. She leaves, and you feel a little confused, you're not sure how to proceed.
DM: You realize that she wants YOU to take the initiative! She already showed she was interested. She called you a good son, she kissed you, and now she's hinted about going to bed. It doesn't get anymore obvious to you. She loves you the same way you love her... You enter her room and see her sleeping. You slide into bed next to her. You feel like when you used to crawl into her bed when you were scared of the dark as a little kid. And much like then, you feel so safe being this close to her. She doesn't seem to mind, she cuddles up next to you, but she's still asleep.
Player: Take it one step further

DM: "Philias Unon is responsible for this, isn't he?""He initiated this law, yes.""Then he will suffer for the harm he has brought onto innocents.""Can...can I come with you?" Leksiah asks me."You want to come with me?""Yes. To them, we're just freaks, to them, we are the same. This is my fight too, and if we fight it together, then perhaps we can give them a message that if they want to take on one of us, they'll have to take on all of us."
Player: Go without Leksiah.
DM: "I work on my own.""But...then...where can I go? Should I go back to my family?""In my opinion, they don't deserve to be called that anymore."Leksiah looks around, and I say "listen, if you go to Gorgon city, you'll find a group of mutants that will provide shelter, and more importantly, a family for you.""The...The Imperfects?""You have heard of them?""Most people have."I am surprised she hasn't heard of me, but then again, I haven't been part of the team for several months, and it sounded like she only got away from the man who warped her mental activity after I had been imprisoned in the Isolation.I then leave Leksiah, and channel myself around every corner of Novarra, that isn't lit up that is, listening to everything everyone has to say. Most people are asleep, but Unon has bodyguards specifically hired to guard him during the night, and they have to stay awake. I locate them, in the Novarran capital of Sanroe, as I hear them mention Unon by name.

Player: Stay out
DM: Heh heh, let sis handle Mom, you're going to do something you've never done. Party all night! You end up going to a club and even though you haven't really had any previous experience with these places or any other major social gathering you seem to fit in very well. It amazing how far your new outlook on life has taken you within a short period of time. You realize that following all those rules was idiotic. You're going to have fun and anyone who tries to stop you is going to pay the price. Nobody is more important than you. Your home life changes quite a bit. Now its Mom yelling at you constantly rather than your sister, who seems to have calmed down quite a bit. Strange how things balance out. Another day arrives and you feel rebellious...

Player: Touch the 'Goblin' symbol.
Player: Touch the 'World' symbol.

DM: No point in avoiding it. You have to go home eventually. Your sister isn't staying out tonight, since she's just broken up with Butch. You take this opportunity to convince her that you should put up a united front against Mom. She agrees completely and says its about time Mom's tyranny came to an end. You both get home, and psychologically prepare yourself for the battle with Mom, and then she enters the door... The battle is joined! Mom starts in on both of you right away! Its a very intense and long arguement, but you have the confidence to finally stand up to her and you also have your sister to back you up. As much as Mom continues to threaten to throw you both out of the house, you can tell she's bluffing. She doesn't REALLY want either of you to leave her. If you guys weren't there, she'd have nobody around and then she'd truely be alone. The arguement lasts into the night, but it finally ends, with you as the victor. Mom eventually half-heartedly gives in, but not before telling the both of you, what ungrateful brats you are. You go to bed that night, with a complete and total feeling of liberation. You have confidence that you've never had before and you can FEEL. By god, you can finally feel! Another day breaks, and you feel absolute joy.

DM: You run around to the back of the school in the attempts to do what you have to do as quickly as possible. You throw the doors open and gym class is in full session. You see so many...targets. Your eyes especially focus on Butch. Your sister's boyfriend. You immeidately take out your sub-machine gun and begin spraying the place. Some escape, some die instantly, some lay wounded on the floor begging for mercy. You take the opportunity to shoot the wounded one by one in a calculating manner. You do this very calmly. Like stepping on ants... Butch attempts to crawl away, but you spray him again with bullets. He lies still in a bloody mess. At this point, a majority of the school has been alerted of the things you're doing. The cops should be here shortly. You make your way down the corridor...
Player: Try to escape now
DM: Suddenly a sense of fear builds up inside you. You realize what you've done. You can't take what you've done back and worse you're not going to get away with it. You begin to run. You don't know where to go though, so you head back home. You hear sirens. They're closing in. Its too much for you, you're afraid. You feel the fear, until you realize, you don't have to be afraid. At least not of death! Death is peace. Its unfeeling peace. You want that feeling again. You sit down on the sofa and blow your brains out, just as the cops bust the door down. But they can't do anything to you now though because You feel nothing...

Player: Billy and Jessica go to P.E. class.
DM: No one is in the gym.Jessica says, "Let's look around the gym."Billy points to a new door and says, "Have you ever seen that blue door before?"Jessica says, "No, I haven't."

DM: "Oh really? Nothing? You think I buy that bullshit. People don't start giggling over nothing," you state while staring at Jaxon."They were probably laughing at your fat ass," Jaxon says calmly as he tosses a wad of paper in your direction. The students start laughing again although you don't find the joke very funny. You better do something before you lose control of the classroom.
Player: Send him to the principal
DM: "Principal's office now!" you yell at him, "Or do I have to march you down there?""Oh? Someone thinks they're tough," Jaxon scoffs as he gets up slowly gets up, "I'll go just to shut you up. But this isn't the end of this, bitch."You cannot believe how this kid is talking to you. Plus he just wasted the remainder of your class time as the bell has just rung. The whole class is watching this heated exchange and of course filming so you better watch your move. You again have half a mind to destroy him on the spot, but you know that will end well for your career.
Player: Screw this job. I'm killing the bastard!

DM: Your sister is aware of Butch's infidelity, its up to her to leave him. What good would it do to confront him? After all it isn't really your concern. You finish eating and head back to class. On your way there, you pass Henry. Normally Henry doesn't bother with you, save the occasional name calling, but he's looking for a fight. "Hey dickhead! I saw you looking at me kicking that faggot Aaron's ass! I know you two fucking butt boys hang out, aren't you pissed off that I kicked your boyfriend's ass?" Henry says getting in your face and pushing you.
DM: You step aside and walk around him. Henry's a little surprised. "Hey faggot, I'm talking to you bitch!" he shouts as you continue to ignore him. Henry hits you in the back of the head with a thrown pencil which you continue to ignore. Sensing his actions aren't getting the desired effect, he stops harassing you. "Fuck this creepy faggot." Henry mutters to himself and goes in search of different prey. You attend the last of your classes and then leave the school. You run into your sister outside. She walks up to talk to you. "Hey, I'm gonna stay with Butch tonight, and I think I might just stay over there permanently, his parents all cool enough to let me stay there. I'll be moving all my stuff out a little bit at a time, but I'll try to be quick, so you can tell that controlling bitch that she won't have to deal with me anymore." Wow, your sister wasn't joking about moving out.
Player: Tell her that Butch has been cheating on her again

Player: Examine the wall
DM: That's odd, you think, looking at the wall beside your strangely shaped bed. You can see through it! Or at least, you can see through part of it. You watch the world fly past you for a few moments, then your eyes begin to focus on what looks like a handle of some sort. Why is there a handle on the wall?

DM: "I thought the ship was a liner headed for France."
Player: Freak.
Player: Open the drawer?
DM: You open the drawer and find a set of keys.

Player: Let Mom and sis work it out themselves
DM: You seriously can't expect these two to work it out themselves without your help! You were the architect in all this and now you've just going to abandon your project? You're either naively optimistic or you don't want it bad enough. In either case your lack of commitment shows in a spectacular way. Your Mom and sister eventually start disagreeing in a physical way, when this occurs you attempt to break them up. Unfortunately Mom happened to have a butcher knife at the time, you get in the way and Mom accidently stabs you right in the throat. You feel a sharp pain briefly then you feel nothing...

Player: K
Player: S
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)As...

DM: Spotting your chance, you leap up at him and knock his gun away. He tries to struggle, but he's no match against your super human strength. You quickly subdue him and knock him to the floor.And then the change begins.Your bones twist and morph. Your skin crawls over rearranging muscle. Your organs move into new positions. Thick, black fur sprouts out of your skin. You face contorts into something truly demonic as sharp fangs force their way out of your jaw.The vampire hunter stares up at you. You can tell by his smell of fear (which smells an awful lot like urine) that he's never faced a werewolf before.You smile down at him your twisted, canine smile. You bar your teeth and growl.He looks delicious.

DM: "If you have something to say to me then say it already!" She said, Impatiently waiting for you to hurry up to what you were about to say. You gulped, Nervously trying to find the right words to say.
Player: "It's nothing."
DM: Alice raises her eyebrow at you. "What do you it's nothing? I.. Don't completely get you at all." She said, Confused. You laugh at her, It's probably best you don't let out this important message to her from your very heart. It's too soon for her to know. "H-hey! Don't leave without telling what it is! HEY!" She called your name a lot of times but even if she did you won't let out not even a peep from this heart of yours. Soon, Or maybe.. Who knows.

DM: You aren't just going to leave, you stick around just in case Butch gets violent. Good thing you did, his temper gets worse and he raises his hand to your sister, which you immediately stop. He turns and can't believe you would dare confront him. "Huh! You think just because you kicked Henry's ass today, you think you're fucking tough shit? I'm gonna fucking kick your nuts up through your fucking throat! An there ain't no teachers around to break this up!" Butch swings at you and you dodge. You land some hits, but he's very strong. You feel a great crushing force to your stomach as he slams his fist into it. You fall trying to catch your breath, almost expecting him to finish you off, but Aaron comes out of no where and kicks him in the back of the head! Your earlier actions of defending Aaron have caused him to return the favor. He has distracted Butch long enough for you to punch him in the nuts as hard as you can three times. Butch falls and is in no condition to do anything. Your sister then proceeds to tell him its over for good this time and kicks him a couple times as well. Well you've accomplished a lot today at school. You've become a real defender, all your previously repressed energy has been channeled positively. However, home still awaits you and you know who awaits you there.
DM: It could be that you're feeling rebellious, or it could be that you're just not confident enough to stand up to your Mom in a knock down drag out arguement. That little one this morning will be nothing compared to what will await you tonight if you went home. After all you gotta live with her and she still commands a very intimidating presence. 18 years of indoctrination is hard to completely shake in one day. Your sister suggests a club that doesn't check IDs, since she isn't eager to go home either, but she won't be staying at Butch's anymore.
Player: Party time!

DM: You know EXACTLY which classroom to enter. You go straight to it, shooting the janitor on the way there and a couple of students that you catch in the hallway. You enter your designated target area. And its still full. The class was cowering, hoping you'd pass by, but fate was not with them today. You see her. Jessica. Your sister's friend. She looks very frightened, but then again everyone in the class does. You assess the situation with your shotgun in hand...
Player: You know what to do

DM: You suddenly realize that with your sister gone, you'll be the only one there to face Mom. Even you sense that isn't a good thing. Maybe underneath all your automaton type behavior you do have a certain sense of self-preservation. If anything you're concerned about the changes that your sister leaving might bring, and even though you might not show it, you fear change. You tell your sister about Butch, she gets upset, but isn't really surprised. She'll probably break up with him, only to get back with him later. But for now its enough to convince her not to go move in with him. The status quo is kept in check. Home life continues as normal, your Mom yells at your sister and she yells back. There's something that is reassuring about that familiarity. Another day arrives and you feel comfortably numb...

DM: You turn, running further into the castle. You hear Mihrab snarl behind you as he charges after you. Suddenly, he slams into your with unnatural speed, sending you toppling forward as his claw cuts open your back. You groan, quickly stumbling forward as you push open the door and slam it shut behind you, locking the door. Mihrab immediately punches through, his clawed hand reaching for the key. You look around desperately, and find yourself in the room with Count Grey's coffin. You look around, spotting an oak door at the side that you remember leads towards the armory. There, you could get enough firepower to do something. You could also go for the sword hanging proudly above Count Grey's coffin. It's supposed to be a great and powerful. You could try get it, and maybe best him in melee. If you're very, very luck.
DM: You grab the top of the coffin, feeling ill as dark energy still emanates. You pull yourself atop it, grabbing the sword hanging there. You pull yourself onto the coffin, reaching up and grabbing the sword grip. The grip despite being made of leather, is icy cold to touch. You hop down from coffin as Mihrab breaks through the door, staring at you with malice."Are you going to stab me? With your little sword that you never learned to use? You've been an annoyance. Now, this is over." Mihrab charges towards you with a snarl, charging towards you with the swipe of his claw, his eyes filled with unfocused rage.
Player: Strike

Player: Say how happy you are
DM: You wipe your tears and say how happy you are that you all have managed to at least come together on this night. Mom says she'll be less domineering and sis says she'll reign in her wild side. You hold both of their hands and say you know this all won't be easy, but you have faith that you're all on your way to being a family again. Another day arrives and you feel happy...

Player: "Looking forward to the Finast picnic, if you know what I mean?"

DM: You just want to be next to her. Nothing wrong with that. As you drift off to sleep, your Mom begins grinding even closer on to you. There's no doubt that she doesn't know who you are now... Somehow it doesn't matter. She wakes you up with a kiss. Her loneliness for physical pleasure is too great and her love for you is too strong. This feels so right to you. You realize why the girls at school never "did it" for you, it was always Mom you lusted for, you've always known, and now its all coming true. She begins to mount you and guides your hands all over her body. She is your teacher, she is your master, she is your life. You and Mom spend a night of hot taboo passion as your virgin seed enters the very womb that bore you. You fall asleep nestled in her protective bosom, just like when you were a baby. The next day you feel much different. You FEEL. You're not repressed anymore. Your love for your Mom, is now finally out and she knows about it and feels the same way. Of course this will have to be your little secret, but right now all that's important is: Its another day and you feel love...

DM: Well its not really your thing, but you don't really have any other ideas at this point, so you agree. The bouncer at the club lets your sister in immediately when he sees her since she's a regular here. She explains you're with her, he doesn't seem to like you, but he lets you in. Your senses are instantly assaulted by loud music and flashing blinding lights. "Woohoo! I'm getting liquored up tonight!" your sister says and disappears into the crowd heading towards the bar. You quietly sit in an empty booth, for some reason you start to feel a little less adventurous again. Less emotional. School was a "controled environment" This place is like a sensory overload to you. Too much chaos. You sit and watch all the people going by engaging in various activities. Soon an incredibly friendly girl comes up to you wanting you to follow her.
DM: You follow her on to the dance floor. You of course have no idea how to dance, but that doesn't seem to matter to the girl, who's grinding all over you. A few minute go by and you begin to realize this isn't that bad! You're starting to enjoy yourself. You guess it just took you a little time to get accustomed to this environment. It seems the girl wants you to follow her somewhere else now...

DM: You nod and say okay unemotionally. Your sister looks at you a little worried. "You know, you should get out of that house too. I mean look at what Mom has done to you. You're a fucking emotionless robot! You just do everything Mom tells you. Is that really how you want to go through life?" You don't say anything. "Look, take care of yourself and remember that you don't need to do everything that Mom says." She hugs you goodbye and leaves. You head back home and when Mom comes back home from work you explain what happened to your sister. Your Mom looks angry, but also relieved, almost as if having her out of the house is a blessing. "Good, that little disobedient bitch can stay gone then. Well what are you doing still standing around for? You know you have work to do around the house!"
Player: Do as Mom says
DM: You do some cleaning and other chores, then you go up to your room and occupy your time until your Mom tells you to go to sleep, which you comply. You go to sleep until morning, then you wake up. Its another day and you feel nothing...

DM: You decide to die from starvation. Sorry, you lost the game. Please click "The first night in Hell" to try again. Otherwise, comments are appericated and thanks for playing!

DM: "No. Fuck that shit. I'm gonna have a little chat with those guys" Brute says and leaps off the building. I leap in after him and as he approaches the protestors, I ask him "Brute, just stop. Let it go.""Listen to me you overgrown testicles. In this entire goddamn city, in this entire goddamn world, there are a lot of things that can kill you. And almost as many things would kill you, if they were given a chance. Nasty things that would make you wet your bed at nights and suck your thumb so hard it would fucking vaporize! And in this entire world, filled with monsters and zombies and whatever the fuck you're able to find these days, you manage to find the one person, the one goddamn person, nice enough to not only not tear out your insides for this, but actually listens to your concerns. You are lucky you're not hating on anyone else, because if I was him, I would stick my fist so far up your asses I could pick your nose! And I have a very spacey fist. And the only reason I haven't crushed you all into a basketball, is because this guy here doesn't want me to. And despite this, despite all this, you feel the need to express your hatred for him" Brute shouts at them and heads back for the rooftop."I didn't want you to do that you know" I say to him as I join him."That's exactly the point. Will you be alright on your own?""I'll be fine. Just go relax" I say and Brute leaves. The protestors seem to disperse after Brute's speech.HEALTH: 100%HUNGER: 86%
Player: Patrol Gorgon city.
DM: I travel between rooftops, until I come across a shady fellow, standing outside an alley. He looks like a drug dealer, trying to sell the latest drug on the street. I have no evidence of illegal activities yet, but that can easily be provided with shapeshifting abilities.HEALTH: 100%HUNGER: 84%
Player: Approach him as a potential costumer.

DM: AAAAA
Player: T
DM: T
Player: f
DM: AF
Player: c
DM: AAC
DM: AAA
Player: J
DM: J
Player: x
DM: AX
Player: u
DM: AAU
Player: x
DM: AAAX
DM: AAAA
Player: X
DM: X
Player: x
DM: AX
Player: t
DM: AAT
Player: h
DM: AAAH
Player: x
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Player: i
DM: AAAAAI
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Player: g

DM: You start to get up from your desk to leave, when you notice Dr. Figar is just smiling and staring right at you. You try not to think anything of it, but can't help but feel slightly concerned. You start to walk towards the one double-door exit out of the concert hall."I don't get paid unless you make it through the entire lesson." he says more quietly. You look back towards him again.He stares at you.You stare back.He stares at you.You stare back.He smiles again."The door wont unlock until the lesson is over."
Player: You take your seat, longingly wishing for an unlocked door, and continue to listen to his ramblings on employment.
DM: "I'm sure you're wondering, oh Dr. Figar, how can someone as brilliant as you have a hard time getting a job?. Well that answer is simple: not everybody appreciates the true value of vast riches, selfish desires, and a definitely-not-maniacal obsessive compulsive disorder..." You can see him frown briefly as he thinks about something, but that quickly changes back to his seemingly chronic smile."But that doesn't matter now, here I am before you employed once again. And the answer to how I pulled that off is complete and unfiltered lies, deceit, deception, fallacy, redundancy, and trigonometry!"
Player: "Uh...what does trigonometry have to getting a job again?"

DM: I find myself encased in the same glass cage the Imperfects stored me in. No, not the same. It has the same design, but the whole place looks and feels different.Whoever that other dark-matter individual was must have put me here. But who made him? There was no data of a second subject at any of Thorne's computers, and his people were the first ones that created something like me. His twitching also indicated that he was a failed version of me, or an improved one. I have never been able to teleport, but the fact that I am in an area that is not connected to any shadow indicates that teleportation is exactly what he did. Maybe the Novarran government created another me, to combat me, and gave him additional abilities. No, creating me takes years, and I only became a threat to them last night. There's no way they'd be able to create someone equal to me in that amount of time.Then that can only mean one thing, he's not working for the Novarran government. But then, was he there by coincidence? Did he thwart me from fighting against this new bill without supporting it? No, him being there at that moment to fight me can't be a coincidence. He must be an independant vigilante that supports believes supporting the law through anything is the right thing to do. But if so, if he wasn't developed to combat me, then we must be equal. Perhaps teleportation is just something I haven't learned yet. Well, if it could enable me to escape from here, it would be worth a shot.
Player: Try to teleport.
DM: I focus on the outside, anywhere else. I try picturing several places in my mind, but I don't vanish and reappear there like the other baryonic individual did. I open my eyes, and I'm still in the vat. If I can teleport, then there must be a reason behind it. Until I understand what it is about my physique that allows me to teleport, I can't do it.

DM: That may be your sister's path, but it isn't yours. You decline the offer, and she tells you goodbye and thanks you for sticking up for her today. You begin to walk around wondering where to go, where all of a sudden Jessica calls out to you. You stop and wait for her to arrive, she says she heard what happened with Butch and she said she's glad to hear that your sister finally dumped him for good. Jessica had been telling your sister that for a year now, but she never listened to her. Jessica seems impressed by your actions today, looks like you won't have to wait until tomorrow to ask her out, she's interested now!
Player: Go to the park

DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)Aaap...
Player: O
Player: J
Player: Y

DM: "I just want to go home." You say sullenly, thinking that he'll never let you leave. He snaps his fingers and three doors appear behind him."I am the Ring Master. I am a god among men, I am the darkness and I am the light. I am everything. You will now choose your fate," He waved his hands toward the doors and continued, "These three doors represent three separate fates. Choose wisely, for once you are through the door, you cannot change your mind. You have ten minutes to choose."He steps out of your way and you see that each of the doors are numbered, and under each number there is a picture.Door one is a deep crimson color, and the picture on it looks to be a child.Door two is a dull brown, and has a picture of a shovel.Door three is a bright and cheery blue with a smiley face on it.After you've spent the full ten minutes examining each, and trying to decide, the Ring Master nudges you to make your choice.
Player: Door three
DM: You Walk through door three and find yourself in your room. You laugh happily until you see a piece of paper on your bed."You've made your choice well. Beware."You throw the note in the trash and laugh it off nervously, after a few days you begin seeing the Ring Master. Every day for the rest of your life he haunts you, always out of the corner of your eye.

DM: We incarcerate Baryon in the Hunt laboratory. It's a little hard for me to return there after what happened last time. Not only was I turned into this monster there, but all the innocent people I killed when Thorne set me loose upon the place. I sometimes wonder if Eve should just have killed me then and there. But I can't just be scared of that place because I have a past there. I need to get used to it, just like Eve got used to going to the lab despite the fact that Adam died there. I have a feeling I'll be spending a lot of time at the Hunt laboratory after all, seeing as how it is the Isolation now: a new prison specifically designed to house superhuman criminals. We decide to use this place as it already has the facilities to store Baryon in. Eve and I will be going there from time to time to talk with Baryon and Skage. They were both former allies, and maybe, we can turn them back into the men they once were. Baryon is now unlocked.HEALTH: 100%HUNGER: 72%
Player: Main Menu.
DM: It has come to my attention that people have mixed feelings towards the new "more control, more management" power system in the Homo Perfectus series, so I would appreciate it if you would state in the comments which you find better, the power system for the first three Homo Perfectus stories or the power system for the fourth and now fifth, to help me determine which to use if I make a sixth.-SindriV

DM: You decide you don't want to spend the entire night dancing with one girl, so you spend the night looking for other girls to dance with. (Yes, you WERE oblivious to what the first girl had in mind!) You have fun without going overboard, and that's probably for the best since all this is brand new to you. Eventually you leave the club and sneak back in your house, making sure you don't wake Mom up. You lie in bed thinking about the unusual day and night you had and realize there isn't anything wrong with not following the rules ALL the time, and you also realize you're secure enough not to do something stupid. And Mom's just going to have to get used to that idea. Another day arrives, and you finally feel normal...

Player: F
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.Aaaaaaaaaf> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)
Player: U
Player: O

DM: Her Mom works nights so you take advantage of the fact you won't be disturbed. You and Jessica have a good time getting to know each other a little better, a lot better in fact. Okay not THAT much better! Jessica may be a friend of your sister's, but she's not the "free spirit" she is. Jessica stops you from going any further and says she's just not ready to do that yet, especially since this is basically your first date!
Player: Respect her wishes
DM: You didn't very well expect everything to go your way on your very first day of acting like a real person did you? Part of being a "good guy" is not necessarily expecting a "reward" for things you've done. Fortunately even with your low social skills you've realized this fact. You tell Jessica how you can't wait to see her tomorrow, and how you'll take her on a real date after school. She says she looks forward to it and kisses you goodnight before you leave. As you sneak back into your house, you think about how much you've changed in one day. For the most part you stood up against things you saw as unjust, yet you still recognized you have to have your own life as well. You'll still have to put up with your Mom's domineering personality and your sister is still a party animal, but you can't change people overnight, let alone the world. All you can do is TRY to do the right thing and hope everything works out for the best. And so far it looks like it's working out for you. Small victories will lead to bigger ones eventually, you know it will. Another day arrives and you feel hopeful...

Player: Physical Satisfaction
Player: Stake the goat in a cornfield and wait

DM: So Billy and Jessica go to her grandmother's house.Jessica's grandmother tells Billy to open the book. Now the book says, "If you don't want to be invisible any more, close this book."Billy closes the book and he is not invisible any more! He is very happy.Jessica's grandmother is very nice. She gives them cake to eat and tea to drink.When they finish, Jessica's grandmother takes Billy's teacup and looks inside of it. She is looking at the tea leaves to tell his future.She says,
Player: "Billy, go to where you found the book."
DM: Jessica says to Billy, "My grandmother is always right."Billy says, "Really?"Jessica says, "Yes...

DM: Waking one day you find a new report a Xenos fleet has arrived in system. These creatures are a wandering people that strip the sectors they pass through of everything they can. They respect no boundaries set by other peoples, they respect no property laws but their own, and they respect no life but their own. They do not negotiate, they only take what they want.You object to their plan. You violently object to their plan. You haven't spent the past two years of your life living like common naval personnel to have some out of system Xenos help you to the goods your hard-earned peace has won the people of this sytem.The first and only order you give is "Engage the enemy with all systems." Missiles are launched, rail systems are fired, energy weapons are powered, directed, and released, fighters, and fighter bombers are sent for cleanup and Marine bonding parties double-check the enemy hulks. For a brief moment in space and time, you make a portion of your system unsurvivable. A foreign group came to your system and threatened those you protect. You destroyed them as a people. The closest thing to an echo of their passing will be scrapped over the next few years as the material that made up their fleet is used to build up your people.
Player: Epilogue: An Expensive Peace
DM: Later on you find out that the ammunition you expended on the enemy fleet cost you the annual GPD of your most prosperous planet. You would cry about this if you hadn't already spent the last two years living like a commoner. What's another year. No other nobles have come to visit you in these far out places anyway, so it's not like you have anyone to impress. It seems to be good for the morale of those who work for you though.A good portion of the local industry has turned into scraping the remains of the enemy fleet and building a local supply chain for your battle station. No local group tries to fight against the Empire. Your presence here has given people jobs that wouldn't be here otherwise, even if it is refining fuel for a battle station, and anyone that thinks piracy would be a good option here wouldn't survive their first heist.You're going to live with a certain amount of poverty for the next few years, but it seems to be working for the system.

DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaaaar...
Player: P
Player: H
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaaaaaah...
Player: P
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.Aaaaaaaaap> Quel est votre genre ?

DM: You climb the mountain, only to be met with dozens of ugly witches. "Hiss! Who dares enter the home of the great witches!" one of them exclaimsYou notice the satanic imagery in the area, and realize the witches are followers of Lucifer. You pull out the spear and point it at the witches."Ahh!! He has the blessed spear! He's going to kill our master!""Kill him!"The witches attack but don't get very close in fear of the spear. They call off the attack."Blah! He's too dangerous. We must warn the master immediately of him! Leave here, intruder!"
Player: Slaughter the witches
DM: You swing the spear and stab one of the witches. The others scream and run in fear, but you are too quick for them and slaughter them all. You're not finished yet, though. You take all their bodies to the fire they had lit and throw them in, burning their corpses. The ground begins to shake but abruptly stops. You take this as a warning that Lucifer is aware of where you are.

Player: Fine. Get up and head out the window, the shortest path to the mailbox.

Player: Get up and head out of your room like a normal person.

Player: Call Your Mom For Help.
DM: "Mooooooooommmmmmm!" You cry like a little girl for help. Maybe you are a little girl, in which case that actually makes sense. Either way, your mom sticks her head out of the back room, looks at you and the dog and laughs."Psst! Here, Buttercup!"The dog turns and looks at your mom, then quickly pads off after her. The way down the stairs is now clear.
Player: Head down the stairs and to the living room.
Player: Walk away from the mailbox and into the kitchen for a snack.
Player: Go into the garage.
DM: This is the garage, nowhere near the mailbox. Like most garages (except the ones in the movies), this garage is full of junk. Its got so much junk in it, you can't get to the garage door. Instead, you have to head into the house, or out one of the small doors from the garage.

Player: Go down the hallway to your brother's room.
DM: Your brother's room is a mess. That's no surprise. It smells like old, moldly gym socks. You look up when you hear a tapping on the window, only to realize that's from the tree that grows right outside his window.
Player: Exit this smelly place, back to the stairs!
Player: Head out this window.
DM: You're in a tree outside your brother's room. There's a nice view from here, you can see the mailbox just a short distance away, up by the street.

Player: Eeeek! Jump up and run through the hallway and down the stairs!
Player: Head out the front door.
DM: You open the door and step outside. As you squint your eyes in the bright sunlight, you head the door close and latch behind you...
Player: Look around the front porch.

DM: Your Mom stomps into your room. Like a whirlwind, she grabs up your gaming system, your laptop, and the extension cord to power all your electronics. She says, "I'll trade you all these for the darn mail! Now go!"She stomps out of the room with her armload of stuff.
Player: Realize you want your stuff, get up, and head out towards the stairs finally.
Player: Run past the snarling dog.
DM: You feint to the left. The dog starts left. You run right, heading down the stairs. As you start to pass the snarling dog, you feel it's teeth get a grip on your ankle. Just as the pain registers, you start to turn. Then you realize that you're running down stairs! You're not sure what part of your body hits the ground first as you and the dog tumble down the stairs, his teeth still locked on your leg. Before you reach the bottom, everything goes dark.Sorry, you didn't get the mail today.

Player: Go out the "small" door to the side yard.
DM: This is the side yard. You are next to your house (nowhere near the mailbox). You can see a nice tree growing in your neighbor's yard, but you have to climb over a fence to get there.
Player: Since the mailbox is out front, let's head to the back yard.

Player: Head back into your brother's window.

Player: Go back into the house.

Player: Climb down the tree.
DM: You find yourself in your neighbor's yard (they live close by). You're standing at the bottom of a large tree that looks quite easy to climb. Oh, and the neighbor's yard is fenced in. Why? Because they have a large, vicious rabbit that lives here. In fact, that's him, right over there, running towards you!
Player: Run away! Run as fast as you can!
DM: You made it through the woods. You can see a mailbox! Sorry, that's not your mailbox. That's the street behind your house.

Player: Head out the back door, into the back yard.
Player: Go around your house (towards the mailbox), and to the side yard.

Player: Move towards the mailbox and onto your own front porch.

Player: Climb up that tree as fast as you can.

Player: Run away from the bully (and the mailbox).

Player: You've had enough sunlight for one day, head into the garage.

Player: Wander away and into the woods behind your house.
Player: Take a left and head south.
DM: You are standing at the end of the road, a block away from your house. As you start to head for your own street, you hear the wail of sirens and the squealing of tires. A car chase! Right here in your own neighborhood! Neat, huh?
Player: Go back up the street, away from the car chase and your mailbox.

Player: That fence can't stop me! Head to the neighbor's yard.

Player: Stand your ground! The rabbit isn't that big!
DM: Oh sure, it's just a little bunny. But look at the fangs, man! Too late, the vorpal rabbit has decapitated you.Sorry about that, the mail will have to wait for someone else to get it.

Player: Keep watching the car chase and head towards your own street.

Player: Take a right and head north.
DM: You are north a block from the back side of your house, far from the mailbox. There is a parade going on here with circus animals and people all around. You know that your mailbox (and house) are to the right, but you see a policeman nearby, watching the parade. You know that "the law" says you should walk on the left side of the street, but to do that, you need to cross the street...

Player: Continue to Ignore Mom.

Player: Wait for the parade
DM: It is a long parade. There are animals and marching bands. There are fire trucks and cheerleaders. Hey look, there's some tractor floats coming your way now.
Player: It's a long parade.
Player: Cross the street
DM: You wait for a marching band to pass, and then you make a run for it. Sadly, you didn't check to see what was coming down the street next. It was the elephants. And no, not the slow elephants. There is a loud trumpeting sound, then you are squashed beneath the large feet of a grey elephant. The elephant isn't getting your mail for you, either.

Player: Wake up just slightly and head out the window towards the mailbox far below.

DM: You are casually strolling along, half-watching the parade, but walking on the wrong side of the street. A policeman sees you and yells at you, "Hey! You there! Stop!" He starts running towards you!
Player: Stop and Wait
DM: You stop and wait for the policeman. He slams into you and throws you on the ground. When you try and stand back up, he pulls his taser out and 50,000 volts are slammed through you. Wow, that hurts! The policeman knees you in the back and pulls your shoulder out of your socket as he puts the cuffs on you. You try and mention your mailbox, but he sprays mace in your face. You cough and sputter as he throws you in the back of his police car. Maybe if you get out on bail you can get the mail.

Player: Head back south, into the woods behind your house.

Player: Walk on the Wrong Side

Player: Walk through the construction site, towards your mailbox.
DM: You step around the orange barrier and into the site. You step over some heavy equipment and step in some mud. As you step away, your foot slips and you slide into some wet cement. You fall on the ground and slide into a large constructiion pit. You hit your head on the way down and land in a pile of dynamite. Just as you are starting to wake up, you hear, "Fire in the Hole" as the dynamite explodes... You're not sure if your own mailbox was destroyed in the blast, but you know you're not getting any mail today.

DM: You are a block away from your house, and nowhere near your mailbox.
Player: Go south, down the next street over from your street.
DM: Welcome to the east block cul-de-sac. There's not much to see here, other than the perfectly manicured lawns. Oh, and an open sewer hole near the side of the road.

Player: Head north to another street.
Player: Head west, towards your street.

DM: You are at the end of yet another cul-de-sac in this suburban paradise that is your neighborhood. You really should be looking to get to your mailbox before sunset.
Player: Head back south.
Player: Go down into the sewers.
Player: Head north, deeper into the sewers.
DM: This is a much smaller sewer. You have to bend down to fit through this area.
Player: Head south, towards a larger sewer space.
Player: Head south, towards a stronger sewer stink.
DM: This section of the sewer smells, somehow much worse than other areas.
Player: Head north, away from the smelliest part of the sewer.
Player: Climb the ladder up and out of the sewers.

Player: Head towards your mailbox, through the construction site.

Player: Go north, almost the opposite direction from your mailbox.

DM: You have to crawl at this point to continue through the sewers. This place is nasty.

Player: Head south, where it smells a little worse.

DM: Really? Why would you do that? Okay...You dive in and plow right through some semi-soft sewage "stuff." When you get under the surface you realize how horrible this idea could be. You cannot see anything. You reach around in the darkness. You find nasty sewage stuff. Suddenly you realize you don't know which way is up. Without thinking, you open your eyes. Yeah, that didn't help at all. You are floating around in raw sewage, under the surface, lost...You're going to die, but this death is just too nasty for me to describe!Your mom is going to have to find someone else to get your mail today (and every other day, too, apparently).

Player: Head east, towards a wetter sewer.
Player: Go west, where it is not quite a stinky.

Player: Go east, to see if you can find the source of the stink.

DM: You jump right in and try and avoid the larger chunks floating around. This is nasty. After swimming for a minute, you see an area that opens up to a dry area of sewer and you can see light filtering in through an opening above!
Player: Pull yourself out of the sewage and onto the open space.
DM: You are standing at a rather dry area of the sewer. There is a ladder that leads up to the street here.
DM: Yes, really.You climb out of the sewer and find yourself standing right in front of your mailbox! You win! Oh sure, you might have a few cuts and bruises, and you really stink after swimming through that sewage, but you have made it to the mailbox! Hooray!You open the mailbox...and find that it is empty. I guess you didn't get any mail today...[Stay tuned for Go Get the Mail 2: Waiting for the Mailman!]

DM: It is hard to breathe here because of the stink. The sewers continue north, but you're going to have to crawl to be able to fit there...
Player: Crawl north, deeper into the sewers.
DM: You are crawling on your belly here and getting sewer goop all down your shirt. The sewer continues to get smaller and smaller until you simply cannot go any further.

Player: Continue to follow the slipperty sewage north.
DM: You continue to head north and the sewer gets more and more slippery. You slip and fall and the sewage starts shoving you along. You start gaining speed and something soft and wet smacks you in the back of the head. It is pitch dark by now, so you couldn't see what it was if you wanted to. You start sliding up and down the sides of the sewer as the passage gets steeper.Suddenly you find yourself falling through space...In the darkness, you have no idea what is going on, or when it will end.You feel and hear the splash as you land in more sewage. You quickly go under the surface and are completely immersed in the sewage. You cannot tell which way is up. Your lungs are bursting, but you cannot even imagine opening your mouth. You struggle and swim around, but you bump into nothing but walls. Finally your lungs can take no more and you attempt to take a breath. You breathe in nothing but sewage. Thankfully, you do not last long before you pass out...Sorry, there will be no mail-getting for you today!

Player: Jump right in and try to swim across the sewage!

Player: Crawl back to the south.

DM: You mock the emo kid ferociously... but you deal 0 damage to his sanity!The emo kid swallows a handful of ritalin while posting his response, dealing 9 damage to your sanity and negating the effects of your attack! The sneaky son of a bitch!!The emo kid's sanity is still 6.

Player: Encircle the keep and Prepare siege weapons

DM: You turn back to your chamber and grab your steel breastplate, helmet and sword. As you exit a tall man on a great white horse come towards and as he approached you, you ready your sword. He pulls the horse and dismounts at your feet. It's is the cavalry commander Lucias. "Romulus my friend it is great to see you, unfortunately it is under bad circumstances I come. General Theomus has ordered you to swear your alliance to him and recognize his rule. Secondly you must relieve command of the reserve army and the and armory's within the city." ... What do you do?
Player: surrender command and swear allegiance to Theomus
DM: You agree.. "Follow me" Lucias said. A horse is fetched for you and you both set off up the mud path and on to the keep.

Player: Relieve command. Allow another man to lead
DM: I am not the man for the job. I hear by relieve command. "Didas you are now commander, do as you please." You walk Out of the barracks and notice the cavalry commander Lucias. As he dismounts his horse, in an instant, he pulls out his sword and drives it into your stomach...

Player: The Keep
DM: As you approach the tall oak doors you have a feeling of worry for you and your men. The the large sacred wooden doors swing open, its hinges complaining with groans from old age. The hall is filled with old men wearing robes, the council of the king. Their weary faces swivel to face you, taking notice of your entrance, all seem to be gather around your central figure. "Ah Lucias, success I hope?" asks a grave voice. "Yes Theomus, reserve commander Romulus is hear to pledge allegiance." Theomus steps towards you. "Do you swear loyalty till my death or yours?"
Player: Pull out your sword and go for the kill while he is vulnerable
DM: You pull your sword and thrust it towards his stomach but Lucias intercepts and disarms you with ease. "TRAITOR!!!" Theoumus yells, he takes your sword and cuts your head off in a single swing...

DM: You order your men to encircle the keep the start building a small wall around a two mile wide border, nothing gets in or out. You prepare the siege weapons behind the wall, two battering rams and several long ladders, you order the construction of 3 siege towers. They are to be assembled separately, one at the east, one at the west and one at the north while you camp in the south in sight of the door. You feel tired, perhaps you should get some sleep to recover your energy? But do you leave Didas to watch over the towers? These are treacherous times... it might not be wise.

DM: You order for the attack to begin immediately, the horn blows and your men charge up the hill towards the great door of the keep. Before they get there a volley of arrows is fired slaying around 30 of your men. This greatly downed the moral of the troops. Within ten seconds another volley is fired and you order your men to keep going. As they arrive at the door they put there shields above there head as protection from the arrows forming one long shell, the unit with the battering ram is under heavy attack from the arrows and you order reinforcements to protect and carry the ram to the door. As the ram arrives it is covered by the shields of the front men who are now able to start barging it down uninterrupted. Five minutes in and you have sustained heavy causalities. The archers have decimated your lines, you have the battering ram unit protected by shields and barely 60 men covering them... this strategy was a disaster. your remaining men lose heart and flee leaving the battering ram unit alone, they are soon breached by a giant rock hurled from the wall, and all turn and run for there lives. The battle is lost. The great door opens and a small unit of horseman approach your tent overlooking the battleground you decide not to run as there is no were to hide. Four men approach you and hit you in the stomach with the but end of his sword. As you go down you see Didas being butchered by the revenge hungry men, you lose conscience.

DM: "Patience is essential. There are at least 2 other men fighting for the throne. We shall allow them to fight between themselves, eventually one will fall leaving the other weak from combat, then we stride in and seize the throne. Sound good!?!" you boom to your comrades. "Sounds simple" smirks Didas, your new second in command. "What shall we do In the meantime?"
Player: Celebrate with the clash of swords and flow of beer
DM: Bring out the wine! You shout let's get a tournament going one on one combat! The winner can serve as the head of my personal guard when I take the throne." As the men draw straws to see who will be fighting you pull Didas over to a corner. "This battle will be long and hard... I will need ultimate loyalty from you.. My last second in command betrayed me and they'd tried to end my life! He is dead.. The fate too would meet anyone who betrays me." "You have my loyalty" Didas says. "Good!" You shout, "Now where is my wine!!"
Player: The next morning
DM: You awake in pain, a soldier has his sword dug into your back. "Don't move traitor" the soldier says. You hear another voice. "Where is he? Ahhh Romulus!" It was General Titus "What is this I hear of you laying claim to the throne?" "I am the true King! The one and only! You will drink the realm into bankruptcy!" You shout out and start throwing insults. "Silence!..." He took out his sword and stabbed you in the arm. You scream... the pain is unbearable! His men hold you down the them stands over you. "Hold your hand out" Titus says yet you refuse. His men over power you and the king stabs you in the palm of your hand! You pass out from the pain....
Player: The Cells

Player: Driod 1
DM: You hit the driod! It falls into a heap of scrap. You jump out of the air speeder and cut the other one in two!"Let's go!" you say.

Player: Yes, My King
DM: "Yes, My King..." You murmured 'Excellent! That's one less enemy, one more friend... general Titus is a problem.. A BIG one. We need to end it now. He is held up by the river, to the south he has control of 80% of our food supply. The only option I see..." ponders the 'new' king for a moment, "Is to take the battle to him." "Lucias!" The king shouts, "You will lead your full cavalry force of 300 and take 1000 infantry" "Yes my King" Lucias reply's and starts walking immediately down the hall. Looks like he really does mean now. "Romulus, you will take 150 infantry from the northern river lands and join up with Lucias under his command." "Yes my King," you say with a low bow. You march out and leave the keep ,mounting upon your horse in seconds. It is a long journey to the riverlands, you must depart straight away.

Player: Remain awake to keep an eye on things
DM: You decide to remain awake. Good decision too because your men catch Theomus trying to escape through and underground passage. You praise your men for finding and guarding the tunnel. As Theomus is brought to you he is crying and shaking... with sadness or anger?! "Theomus," You begin to say but before you can speak he lunges at you screaming. Your men pull him back and knock him to the ground. What do you do?
Player: Kill Theomus for laying his hands on you
DM: You raise your sword and shove it straight through his throat. "FOOL!" you remark. You lead your men into the keep through the tunnel abandoning your siege towers, you arrive inside the keep with a feeling of satisfaction. You have done it, the keep is yours! You see the Kings chair and sit down, as you look up your men bow and hail their new King. ...You are King!
Player: King Romulus

DM: Your Taurus purrs to life, the sweet sound of 311's Amber is the Color of Your Energy calms your steely nerves as you head over to the outskirts of town. The drive is leisurely and you park in the handicap spot (IBS is a tricky beast) and enter Tony's lab. You're assailed with the trophies, awards, and various cures that were mostly inspired by your scumbag brother. Meanwhile, you see no funny references to the TV shows or movies of your childhood so this whole stupid lab is basically pointless. Seriously, fuck Tony you think- And then you're in his lab. The monument to all of the world's hipster bullshit. There's a bunch of stupid machines and three motionless people standing in the back. Tony stands from his desk, "Cameron!" he gives you a hug, "It's good to see you again, buddy." You try to hide your sneer, "Where's the time machine?" "Later. First, a little background:" and he launches into a big load of bullshit.

DM: You awaken one morning to the sound of screams, otherwise it is the same as every morning, cold, damp, the worst hunger you have ever felt. Your overgrown beard itches your chin with scars from the torture you have endured, your arms are full of bite marks, you don't no how long you've been here... months... maybe years! One meal every two days gets brought to you but this time your meal was larger then usual and you didn't think about it suspiciously you hadn't eaten in two days and was grateful for the extra portion. After you finished you took a drink from the cup of collected water you had and as you put it down the soldier pulled out a piece of paper. "Romulus of Nori, you are hear by sentenced to death for high treason. Penalty to be carried out after reading" The soldier pulled his dagger, grabbed you by the hair and slit your throat.

DM: "We must search the lands! Find anyone willing to serve, anyone who hasn't already pledged allegiance." "Yes Sir" the men reply. For your decision you were rewarded. 200 infantry and 20 horsemen join.
Player: New recruits
DM: As you awake the next morning you leave your barrack, all your men are are in the field standing.. waiting.. Didas approaches. "Romulus my lord all the men are here waiting." "How many?" You say "900 with 50 horseman." What do you do?

Player: Riverlands
DM: Weeks pass and your small force stumbles on ravaging the land to maintain there strength, several villages have been raided to satisfy the men's need for food coin and woman. As you reach the meeting point you see no sign of life, Lucias is not coming.. We have been sent to are deaths marched far away from the kingdom, you worry but for now you order the men to make camp we will rest here just incase Lucias shows up. Two days pass you realise Lucias is not coming you have been abandoned.. Your Army has reduced to just 120 men, you need to take action quick! After consulting with your command it is decided you will attempt to seize a city, there is a small city poorly defended 15 miles away. Your men arrange in formation and begin there march.

Player: I failed. There is nothing.
DM: You shoot up and strike a pose, waving around a sick West Side symbol. "Whoop, der' it is!" You say. The water is normal looking. Sensei takes a slurp a the water, making weird noises like a wine expert or a small dog. "Nope, nothing happened." He downs the rest of the water, leaf and all, and returns the cup to the center of the table. You feel pretty bad. And dehydrated. "I don't know what I did wrong." Sensei sighs. "Maybe you just had a busy mind. In any case, you're not ready. We can always try again another time." "I'm leaving a bad Yelp review!" You pout. There's not really a point in that, because you live here and you have to eat all the food whether you like it or not.
Player: I'm trying this again!

Player: Order him to be taken to the cells
DM: "Get him out of my sight" you say, "He can rot in the cells." You lead your men into the keep through the tunnel abandoning your siege towers, you arrive inside the keep with a feeling of satisfaction. You had done it, the keep is yours. You see the Kings chair and sit down, as you look up your men bow and hail their new King. .... You are the King!

Player: The City of Lantia
DM: Your men are uncontrollable as you approach the city, you arrange them into formation for a frontal assault but half of them just set off running crazed, knowing they will not turn back your order the remaining men to advance.. The gates are closed there is now way in, you gather you men and prepare to siege the city. Lantia was strongly fortified but weakly garrisoned, soon a traitor revealed a weak spot in the wall, where your men concentrated their attack, soon they breached the wall, unable to resist the besieging army the commander of the breached section privately attempted to negotiate with you as he left his post you decide to take advantage, your order an assault enter the city and capture it.
Player: King of Lantia
DM: King Romulus, protector of the Lantian empire. . . . Shortly after arriving you conquered several nearby city's and created the Lantian empire, you married and had two children, you have never been happier. Remaining as King for many years, You reigned until your own death at the Age of 72. Your reign was filled with usurpation's and invasions. But also with honor and glory. In the year after your death Lantia was destroyed by Theomus.

DM: King Romulus, protector of the Kingdom. . . . Shortly after arriving you conquered several far away city's and created an even greater empire, you married and had two children, you have never been happier. Your reign was mainly peaceful in military sense but it was hard to adjust to political life, and the increasing pressures of power became unbearable so you eventually leave the city and live in a castle on the mountain over looking the whole kingdom. Remaining as King for many years, You reigned until your own death at the Age of 72. Your reign was filled with conquests and invasions But also with honor and glory, your legacy will go down in history as one of the greatest kings of the realm. In the month after your death your son Arcadias was crowned king and your dynasty lasted a thousand years.

DM: You pull your sword not taking any chances and swing at his head. He ducks and swings back with ferocity, you managed to parry his sword and you strike back, Again blocked! His strikes have more power your not sure you can win this, your men step forward looking nervous.
Player: Order them to stand down
DM: Stand down! You shout I will deal with this. you push with great strength and he falls back you raise your sword to end it once and for all. Theomus quickly pulled a dagger concealed in the side of his boot and stabbed you in the side of your head... Your men kill him instantly.....

DM: He continues to say a lot of boring shit that basically means that North Korea is the only thing in the world that will always be funny. By empowering the North Koreans and all of the weird, disgusting things that happen when the world has crazy dictators then humor can be saved. You don't really care though and mostly want to go back to a world without Skrillex.
Player: Flip him the bird and jump through.

DM: You order your men to set up a temporary camp and send a scout to the great door with demands of Theoumus's Surrender.
Player: Send a messenger to negotiate his surrender

DM: You order Didas to take the men and raid all the villages within reach you tell him, bring back a wealth of gold for yourselves. As you watch Didas lead the troops away in the distance a large banner was raised, it was the blue banner of Theoumus, he must be in the keep that's good for his claim the best defendable land in the realm and the most significant. you decide you will speak to Theomus and arrange a truce, an alliance against Titus.
Player: Treaty with Theomus
DM: You dismount your horse at the great door, I am Romulus Commander of the Reserves I am here to see Theomus. you notice the guards looking at you nervously, you put ur hand on the handle of your sword. seeing this the nervous guard panics and swings for you, you manage to duck the swing and with an upright lunge stab under his chin.. Immediately the other guards swung at you, you managed to dodge a few but was overwhelmed. as you went to your knees they savagely cut you to Peices.

Player: K
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaaaak...
Player: T
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaaaaat...
Player: D

DM: I return to the rooftops, and resume monitoring the city. More people could use my help.But then, the beeper tells me to return to the Imperfects HQ. The beeper that Skage made for us, which is used to tell us to gather there. I wonder what's going on? Still, I am the one on patrol. Leaving means no one is watching over the city.HEALTH: 100%HUNGER: 88%

DM: Kill the traitor you scream, your men already raging swoop in and cut him down stabbing his corpse over and over again like barbarians. That's enough! You shout, you turn to face your men, they stare for a minute and then they all bow and hail there new king, So begins the reign of King Romulus. You are King

DM: You are walking in a military compound. This compound is familiar to you, but you have come across a section you have never seen before. If it wasn't for your commander guiding you, you may get lost down these echoing hallways. He beckons you to a room on the inner concourse of the compound, which appears to be some sort of computer laboratory."Good news soldier, you have been chosen." He says confidently. "But remember, this is highly classified, so you cannot speak of it."In confusion, you ask what you have been chosen for. He seems amused at your question."It is completely under wraps and I am not yet under liberty to tell you exactly what the mission entails."You ask then, what you must do, if he can even tell you that."Well, first, you will be injected with an experimental drug whose name I cannot share, you will be put into an induced and monitored sleep, and you will be hooked into a machine. Simply, retrieve the info and don't die. There will be consequences if you fail either part of that.What kind of consequences, you question."You'll be told later, now, do you accept the mission soldier?"
DM: No, you say. You refuse to be part of any mission that sounds that dangerous with so little information. Yet, at your answer, your commander seems amused again. "Sorry, you really don't have a choice, that was just me being polite." Doctors rush out of the room and drag you forcefully into the room. They begin to strap you down to a weird hospital bed that seems to be covered in wires. Your struggling gets you nowhere. The lead doctor looks over and says, "Please, just relax."
Player: Down the Rabbithole
DM: The team of doctors begin to pierce your arms with a bunch of wires and IVs. The world begins to spin around you and the colors begins to seep and mix with each other. You can hear the people talking but it sounds like you are hearing them speak underwater. One voice seems to break through though, and it is that of your commander. "This drug will alter everything you perceive as reality. You will not be conscious, but that doesn't mean you'll be safe. Get the intel and return, and we will let you go. Just don't die."

DM: You are happily cleaning the clubhouse, sweeping the floors, dusting the dust, and putting everything in its place, when you get a weird feeling in you. You turn around to see if anything's there, when you see a ginormous cougar in the bushes outside, his eyes fixed onto ya. He looks hungry too.
Player: Scare him away! Scare him away!!!
DM: You open your jacket and put your hands up, waving them to make yourself look bigger. The cougar gets the message and slowly slinks away.

DM: An incoherent roar celebrating your victory wakes you up and disturbs your fellow student inmates to the left and right of your desk. You wipe away the drool that has amassed on your desk and sit up. You turn around to look at the clock. Unlike some of the less intelligent students here, you can still read analog clocks. It's 10:30 AM. Meaning, you've slept through more than 3 hours of your ISS. Good going, Junkie McPillhead. No seriously, good going. You might have died of boredom had you been forced to stay awake through all of this. But the final bell isn't until 2:30PM, so you may die of boredom yet. "Children!" the loud, booming voice of a black man who vaguely sounds like Chef from South Park fills the room. "CHILDREN, you better be studying! This isn't a vacation, this is in school suspension." The man, well over 6'5 tall, sits with his feet on his desk - he wears Nike shoes that looks like they're too huge to be bought in a store. He's reading a newspaper. So this is your jailer.What are you going to do now? You fish through your backpack for something to entertain you. All you find is a pen. What are you going to do with it?

DM: Lilly is going for a walk in the forest. As she walks along she hears something crying behind the trees. (make sound of baby bear crying)
Player: Find what is crying
DM: She looks behind the trees and sees a crying baby bear with his foot in a metal trap that looks like it has pointy teeth. Lilly can see that the trap really hurts the baby bear's foot.
Player: Try to open the trap
DM: Lilly finds her way back home. When Lilly arrives, her mother gives her a cup of hot chocolate and a cookie before Lilly lies down to rest.THE END

Player: Continue her walk in the forest

Player: Fight the wolf
DM: Lilly continues walking along the forest path until she arrives at a hill.

DM: Lilly turns into the forest and runs crashing though the trees. WHEW! The wolf does not follow her.

Player: Climb tree

DM: Lilly continues to climb until.... she reaches the red kite. She can see it has a yellow sun on it. Then Lilly carefully climb down to the ground with the kite in one of her hands.

Player: Walk up the hill
DM: Lilly walks up a hill that is covered by soft green grass. At the top of the hill she see a small fairy castle.

Player: started to cry.
DM: As I began to cry, The door opened for me... Before I could get my hole body thru it... It slammed back shut.. It's not so bad being half a person it heaven... You never know what your second half is gonna say..

DM: You walk into the dark room, stepping cautiously to the door. You pull it open, stepping inside. The light in the hallway should spill in the door crack, but instead the darkness devours it, sucking it out of the room. The darkness surrounds you, solid shadows wrapping around you. The endless dark crushes you. You're incapable of seeing anything in sight, instead only breathing softly. You stare forward, to where the darkness hits forward like a wave, devouring you. Your senses blocked, you stand there awkwardly, listening carefully."Hello there..." a deep, inhuman voice says slowly, a garbled, rumbling noise. "I'm watching you. I'm waiting for you. Just come on... come into the darkness." You pause, waiting for the voice to continue, but it falls silent."Wh-who are you? What are you?" you ask the darkness.It doesn't respond.

Player: Turn knob 2

Player: Use the Normandy and the Vehicles to create a distraction, and sneak on.

DM: Billy is walking to school. He finds a book. It's very old.
Player: Billy puts the book in his school bag.

Player: Billy asks his mom if he can go to school again.
DM: Billy says to his mom, "I'm sorry. Can I please go to school again? I'll be good."She says, "OK. See you after school."Billy goes back to school. On the way there, he finds the book again.
Player: Billy takes the book to his teacher.
DM: Billy walks to school. He finds his teacher, Mr. Gill. He says to Mr. Gill, "I found this book on the way to school." He opens his book bag but the book is gone. YOU LOSE. Try again.

Player: Billy opens the magic book to page five.
DM: Mr. Gill says, "Billy, you can go to your favorite class now. Goodbye."Billy is very surprised, but he goes to his favorite class.
Player: Billy goes to home ec.
DM: No one is in the home economics classroom.

DM: The book is a magic book.
Player: Billy takes the book to his teacher, Mr. Gill.

DM: So you've just gotten your degree in education? Think you have all the strategies to run a successful classroom? This will be a piece of cake. Yeah, right. Let's see if you can even make it through the first year.First step, getting a job:Well time to put this education to good use and actually find some place to teach. Pulling up a chair in your all too familiar home office, you get on the computer and start looking around at a few local job openings. You jot down a few notes on what you find.Green Meadows Academy- A large religious based boarding school out in the country. They have a job opening for a political science teacher. They pay well, but you are required to live on campus and have various other duties other than teaching. Additionally, positions at this school are highly sought after so it will likely be rather competitive.Edgewood High- A local area public high school. Not known for being the best performing school, It's certainly not the place you would want to make a long career, but it's job and that is better than nothing. The opening is for a health teacher. You think you'll have fairly good chance of getting this job since the school already has a high turnover rate. Then again there's probably reason so many teachers quit. But you're up for the challenge right?Oakwood Middle and High- A local area middle school and high school with an opening for a science teacher. It's all around a fairly average school. The pay is average and so are the benefits. There don't appear to be any glaring problems with the school although there was a recent administrative change.
Player: Green Meadows
DM: Beep. Beep. Beep. The alarm chimes waking you from your nightly slumber. It's the day of the job interview. You had to get up early to drive out to the country where the school is. You hop in your car and begin the one hour commute. You feel a bit nervous as you will be competing against twenty other people for only one position. As you were about to leave, it begins to downpour rain. You know the roads can be a bit dangerous in this much rain, but if you don't go then you definitely won't get the job.
Player: Continue the trip

DM: Mr. Gills says, "Billy, please read page five." Billy is very surprised!
Player: Billy reads page five.
DM: Billy reads page five. When he is finished, Mr. Gill says, "Very good, Billy. You read that very well. You can go to your favorite class now. Goodbye."Billy is very surprised, but he goes to his favorite class.
Player: scared.

DM: The book says, "This is a very important book. Don't show it to your friends or your teachers." Then Billy finds three magic spells. He can be invisible, fly like Superman, or climb buildings like Spiderman.
Player: Billy wants to be invisible.
DM: Billy holds the book and says, "I want to be invisible." And he really is invisible!Billy walks to school He tries to say hello to some students but they can't see him.They are very scared.

Player: The altar of the Saint Peter in Rome
DM: I'm sorry, but that was the wrong question.The altar, or better said the baldaquin above the altar, was sculpted by Bernini. Bernini was almost like the Pope's personal artist. Bernini made a great deal of works of art for the Vatican. He was a modest man, who had a great expertice and always did what was asked an always delivered in time, so he was almost the opposite of Michelangelo.Well, this was the Big Little History Quiz for today, see you again next time!

Player: Billy reads the book.
Player: Billy wants to climb buildings like Spiderman.
DM: Billy holds the book and says, "I want to climb walls like Spiderman." And he really can climb walls like Spiderman! Billy walks to school. He climbs the wall to the 3rd floor and looks in the window. He sees Mr. Jones teaching history. His friend, Mary, sees him. She is very surprised to see him! Billy puts his finger in front of his lips, "Shhhh!"
Player: Billy shows the book to Mrs. Markel.
DM: He says to Mrs. Markel, "I found this book on the way to school." He opens his book bag but the book is gone. YOU LOSE!

Player: Shoot at it

Player: Billy goes to wood shop.

Player: Billy goes back to bed.
DM: Billy is very tired. He lies down on his bed and goes to sleep.YOU LOSE. Try again.

DM: Billy says, "I'm sorry," to his mom.Then she isn't so angry.Billy asks her, "Can I go to school again? I'll be good."His mom says, "OK. See you this afternoon."Billy goes back to school. On the way there, he finds the book again..
Player: Billy doesn't look at the book. Instead he goes home again.
DM: 

Player: curious.

Player: Billy likes being scary.
DM: He scares:

Player: Billy looks at the book

DM: It's a big closet. Billy looks around but he doesn't see anything special. He goes back out into the gym.
Player: "Yes, I have. I saw it one hour ago. But it was locked."
DM: Billy says, "Let me knock again."

Player: everyone at his school.
DM: Soon the principal says, "This is terrible! Everyone must go home."Then Billy is all alone. He is very sad.YOU LOSE. Try again.

DM: As you enter the Nice hotel your nostrils are assaulted with more flowery smells, you begin to feel sick of this intense flowery Perfume parade, but trudge up to the counter. A woman sits there, sitting straight up in a high back chair and seems to be staring at the Entrance. A small bell is on the desk in front of her. Even as people enter the Hotel she does not seem to notice, just constantly staring into nothingness. You are tempted to smack her to gain her attention but you hold back. Instead you... ...Wave your hand in her face. She doesn't seem to respond and keeps on staring into Nothingness. You then...
Player: Leave the hotel catching the next bus back home, sensing this may be your last chance to back out
DM: You arrive home in a matter of days. Your parents meet you at the front steps and hug you saying how worried they were. You return to normal life but a few short years later the scar on your back flares up. It bursts open, blood and pus spewing out of your back as you fall to the ground in Agony, right as you were getting ready to go to bed. Your spine rips out of your body and darkness closes in on your eyes as Death takes you in his Cold embrace...

DM: 

Player: Jessica laughs and throws it away.
DM: After school, Billy waits for Jessica in the gym. But Jessica is not there.

DM: The letter says:Dear Mr. Gill, I can't come to class today. I am invisible! It's really true. I found a magic book this morning. Meet me at the gym after school.Your student,BillyMr. Gill finds the letter and reads it.
Player: Mr. Gill laughs and throws the letter away.
DM: After school, Billy goes to the gym.He waits for Mr. Gill to come.
Player: Mr. Gill does not come to the gym.
DM: 

Player: Billy opens the book.
DM: Mrs. Markel says, "Oh! Why am I in the gym? I have to go now. Goodbye!"Billy and Jessica are very surprised.Jessica says, "OK. Show me the book."

DM: 

Player: Billy opens his textbook to page five.

DM: 

DM: 
Player: No one answers the door.
DM: 

Player: No one answers.
DM: Billy says, "Jessica, what should we do?"Jessica says,
Player: "Let's go home."
DM: YOU LOSE. Try again.

Player: Bills wants to fly like Superman.

DM: The book says, "Knock on the blue door."

DM: 

Player: Billy goes to Jessica's house.
Player: Billy doesn't show Jessica the book.
DM: Billy says, "I'm sorry. I can show you the book."Jessica says, "Why?"Billy says, "The book says, 'Don't show this book to your friends or teachers.' So I can't show it to you."Jessica:

DM: After school, Jessica goes to the gym. She waits for Billy.Then she hears Billy say, "Jessica, it's me." She looks around but she can't see Billy.So Billy touches her arm.Jessica is very scared. She screams! Billy says, "Jessica, please help me."Jessica says, "OK. Show me the book. Maybe I can help you."

Player: Mr. Gill arrives in the gym.
DM: Mr Gill says, "Billy, you really are a silly boy."Billy opens the magic book. It says, "Say goodbye to Mr. Gill."Billy says, "Goodbye, Mr. Gill."Mr. Gill goes away.Then Billy sees a new blue door.
Player: Billy is very scared.

DM: After school, Mr. Gill meets Billy in the gym.Mr Gill says, "Billy, you really are a silly boy."Billy opens the magic book. It says, "Say goodbye to Mr. Gill."Billy says, "Goodbye, Mr. Gill."Mr. Gill goes away.Then Billy sees a new blue door. He is very

Player: Billy opens the book to see if it can help.
DM: The book says, "Your friends can help you."
Player: Billy, Jessica and Tom pull hard on the lock.
DM: A REAL pirate jumps out at them and screams, "Stay away from my treasure!"

Player: "Let me try."
DM: Jessica knocks on the door.
DM: 
Player: Billy knocks on the door one more time.
DM: 
DM: 
Player: Billy says, "I wish someone would invite me into that closet."
DM: 

DM: 

Player: Takes the book away from Billy
DM: Billy is surprised, but it's too late.Jessica has the book. She opens it and reads the first page. Then Billy is not invisible any more. But, the book is gone.Billy is both happy and sad. YOU LOSE. Try again.

DM: Ok.
DM: Ok.
DM: Ok.
DM: Ok.
DM: Ok.
DM: Ok.
Player: Turn the Key Clockwise
DM: Ok.
DM: Ok.
DM: Ok.
DM: Ok.
DM: Ok.
DM: Ok.
DM: Ok.
DM: Ok.

Player: Asks Billy what they should do.
DM: Jessica says, "But what can we do?"Billy says, "I don't know. Please help me!"Jessica says:

Player: Billy is very curious.

DM: 
Player: Billy looks around the gym for Mr. Gill.
DM: Mr. Gill is not there.Billy notices a new blue door.

DM: 
DM: 
DM: 

Player: Place the feather in your pocket

DM: The screen springs to life with new text and the light in the button goes out. "SECTION ONE OF THE LABYRINTH COMPLETE. GOOD JOB ENTERTAINER, PLEASE CONTINUE." After a few seconds the button turns red, waiting to be pushed. Without hesitation you quickly press the button in, hearing a faint beep. The screen shuts off and the same faint voice emanates from the box. "Three colors have previously been seen, now repeated, these colors must be," the screen displays. "Great, another riddle," you proclaim irritably. After the voice dissipates the screen flashes on once more, this time with multiple lines of text. A flap on the side of the box opens and a number pad is now protruding from it.Answer: 1: Green, Blue, White 2: Blue, Red, Green 3: Orange, Blue, Purple 4: White, Blue, Orange
Player: 2: Blue, Red, Green
DM: You press a button on the keypad, but nothing seems to happen. After a moment the screen flashes red and there is a very loud, distorted beep. The screen reads, "INCORRECT," and the keypad moves back inside the SFYNX. The button on the box turns red, waiting to be pushed.

DM: "I was a lot of places the night that woman was cut up," Pizer tells you. "After midnight I went to go see a big fire at London Docks and spoke to a policeman I know there. I walked back to my home on Holloway Road, had a smoke with my brother until 3am and then slept in until 11am when I got up and ate lunch with the other people I live with. You can check with all of them, I didn't even learn about the murder until I read about it in the papers."

Player: "Let's go back to where you found the book."
Player: Jessica and Billy are curious.
DM: They go to the door.
Player: Billy decides to try to open the door.
DM: 

DM: Mr. Gill is not there.
DM: 

Player: Ask about Gen. Flavius

DM: 
DM: 
DM: 

Player: Try to talk to him.
DM: You try to talk to the person approaching you but he jumps at you and bites you. Even though you manage to kill him, you soon become one of them.

DM: 
DM: 

DM: 

Player: "Billy, you should go home."
DM: 

DM: Jessica starts to cry. She runs home. Billy runs to his history class. Mr. Gill is very surprised to see Billy.

DM: 
DM: 
DM: 

DM: 

DM: 
Player: Billy's friend Tom comes out of the closet. He says, "Come in, Billy and Jessica."
DM: 

Player: Jessica and Billy are scared.
DM: 

DM: 

DM: 

DM: Jessica says, "Billy, my grandmother is always right."We should go to home ec class now.They go to the home ec classroom but no one is there. On the floor is a note. It says, "Go to your P.E. class in the gym."

DM: 
DM: 

Player: Let's go back to where you found the book."
DM: 

DM: 

DM: 
DM: 

DM: Whatever, it's not like this video is really too important anyway.If they want to sleep let them sleep. The rest of class continues this way until the bell rings.
Player: Lunchroom
Player: Flip Smith

Player: Billy decides to knock on the door.
DM: 

Player: r
DM: Your name is currently Aaaaar.Choose the seventh letter in your character's name, or click the link to Chapter 1-Prologue to begin.YOUR HEALTH: 100%
Player: f
DM: Your name is currently AaaaaafChoose the final letter in your character's name, or click the link to Chapter 1-Prologue to begin.YOUR HEALTH: 100%
Player: k

DM: 

DM: 
DM: 

DM: 

Player: H
Player: K
Player: D
Player: C
Player: J
Player: I

DM: Correct! You have gained access to Clover Seven: Ace Attorney - Episode 2: The Birthday Turnabout by proveing that you have beaten Episode 1! (Well, either that, or you got the code from one of your freinds who has. That's right, i'm talking to you, you cheaters.) If you need a refresher on how the court-room procedure works in the Ace Attorney series, press the help button below.
Player: Investigation 1
DM: *The dark sky sets over Washington D.C. It is no surprise, considering the time. The full moon brings out light, almost as if it is a dim light bulb. Clover finds himself walking down the concrete pathway to the dark, unlit movie theater. He begins to wonder what is going on as he approaches the doors.*Clover: (I don't get it. Ed told me to meet him here tonight to discuss a new case, but I don't see him anywhere, and the theater is so dark it looks closed. Hm... Let me see here. That's funny, the Monument Theater is not supposed to close for another two hours... Hey, the doors unlocked. Maybe they're just having electrical problems. Better go in.)

Player: C
Player: S
Player: O
Player: E
Player: (Or Play Without The Code)

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Player: Profile: Steve Korndorf
Player: S
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Player: I

Player: Evidence: Attorneys Badge
Player: A
Player: J
Player: Z
Player: M

DM: Hello, and welcome to Clover Seven: Ace Attorney! Before you begin playing, you must know the basic procedure of court in the Ace Attorney series. Basically, the Prosecution will call a witness. It is the defense attorney's job to cross-examine the witness, (More on that below.) to see if his testimony holds any contradictions. A contradiction is basically a statement that does not add up with the facts. When the prosecution calls a witness, he will testify, and you must cross-examine that testimony. While you cross examine him, you have basically two options for each section of it. You can either press the statement, or Object to it. When you press a statement, Clover will ask a question for further information. Be careful though, sometimes if you press on a wrong statement, you will lose a portion of your health. (More information below.) When you Object to a statement, you are saying that something in that statement goes against what is stated in the Court Record. When you Object, you must present the evidence you think goes against that statement. (To present evidence, simply use the item you wish to present.) There are basically two types of evidence you can present. There is Evidence (Actual, physical items.) and Profiles. (A brief overview of each person.) You can present either of which as Evidence against a statement. When you Object to the wrong statement, present the wrong evidence, make the wrong choice, or press a statement that should not be pressed, you will lose a certain percentage of your health. If your health hits 0, your client will be found guilty and you will lose your case! (Also, you will not be able to rate or leave a comment.) That's all there is too it! Good luck!IMPORTANT NOTE: Do not use an item outside of the courtroom unless you are prompted to do so.
Player: Password: ACCEPTED!

Player: D
Player: H
Player: U

DM: You're alone, with no one to help you. As always, you work at the control panel of the shelter, staring at the outside wasteland hardships. In a way, it reminds you of your old days as a military spy prototype. Venice, like the rest of the planet, has gone to hell; muddy and stinking water completely covers St. Marco's Square and the shady slate0 roofs reverberate as the acid rain perpetually falls over the lost, sinking city. You grab your firearm, sensing its comforting icy touch. It's your only friend, mission after mission. Now, though, you don't need it; after all, there are no human beings left alive on Earth. Still, you chuckle; old habits don't die. You walk around the immense bunker. Once it was proudly the last bastion of humanity. Your human masters have succumbed to paranoia, after surviving the biological plagues and the nuclear winter. It's so tempting: the idea of just ending everything. You carefully press your temples, showing your self-destruction button. One press and the last vestige of human technology would vanish in time. You sigh and close it again, breaching the perpetual silence: "I have to fix it. I will fix it. The time travel machine project is about to be completed. Humanity will rise again."
Player: Check the current state of the project.
DM: The massive computers work incessantly in automatic mode,looking for a way to refine the quantum leap time trave. You close your sad eyes remembering how the room was full of the voices and work of your human masters Computers continue their work, but, they are so slow."Someday" you say sighing while you check MaxO-2 data; sadly, there is no change in its state.
Player: It's time to relax in my private rooms.

DM: You have been trained in human psychology for your espionage work with realistic simulations of all human functions, including sex, drugs and fine arts.The humans' morals changed, becoming insatiable animals in orgies and power fights. There skeletons still lie in the dining room, in the middle of their bacchanal, their remains in macabre intercourse. Not that you care about. After decades, their presence is almost comforting. All suicided in a steamy orgy of sex and drugs.
Player: It is Saint Valentine's, It's time to relax in my private rooms.

DM: Today is a special day, after all, a little preparation will be key to your enjoyment in this romantic evening. The hydroponic laboratory is automated like everything else, so like every year you have tons of red roses to use. You prepare the room with aromatic incense candles, and rose petals gently scattered throughout the. You look around satisfied, this is a vivid image of when the ambassador came with his harlots. You would give everything for your sweetie. Meanwhile, you order the central computer to put a dim light and music by Tom Jones: My, my, my, Delilah.Why, why, why, Delilah.So before, they come to break down the door Forgive me, Delilah, I just couldn't take any more She stood there laughingI felt the knife in my hand and she laughed no more

DM: Booze, liquor, the Gods water ... Alcohol has always gone hand in hand with human civilization until its very end, during the mass suicide of the inhabitants of the bunker.The very fact of being in a bar reminds you of the glamor of your espionage missions, the Casinos, accompanied by cocktails and lightly clothed people.
Player: I will prepare a Hanky Panky

Player: Take a shower with champagne and roses in the Jacuzzi.
DM: Your body swings to the dramatic rhythm from the Tom Jones music as you head to the huge bathroom passing the sauna along the way, feeling the heat wash over you. The place breathes a spicy atmosphere almost from Roman hot springs. You relax in the jacuzzi feeling the sweet bubbles of champagne making you feel light; they created you capable of metabolizing food and alcohol, and you can even pretend to be drunk. Your hands rubbing, with mastery, all over your wet skin. While the water cushions and silences any of your loud moans. Suddenly, the sound of the fire alarm takes you away from your fantasy world. You race to the bedroom completely naked, watching in horror how one of the candles had fallen on to Max0-2, transforming the bed into a funeral pyre; quickly, all is covered in the automatic fire extinguishers' foam. But it is too late. You touch his body, now totally burned and broken while you cry. You desperately shout "NO, NO. I will not live eternity alone!" You start looking in some corner with your weapon and without hesitation you blow your brains between sobs.

DM: It is a British colonies island beverage, to add to the Bond atmosphere of posh cocktails bars in the casino. The Painkiller is a mix of Pusser's Navy Rum, cream of coconut, pineapple juice, and orange juice. It's a rich version of the common Piña Colada.The flavour is sweet and savoury. You quickly devoured the contents of the shaker and make more, but maybe it's time to go with Max-02.
Player: Keep drinking
DM: A cocktail follows one after another as if you were a sponge. The following hours become confusing, full of alcohol and porn movies surrounded by the skeleton orgy.Without realizing how you ended up crying, naked on the pool table listening to "Anything Goes" by Cole Porter.=I>If driving fast cars you like,If low bars you like,If old hymns you like,If bare limbs you like,If Mae West you like,Or me undressed you like,Why nobody will oppose.When ev'ry night the set that's smart is Intruding in nudist parties In StudiosAnything goes.

DM: The name has certainly caused fights and is not politically correct, but you don't give a damn.Gin, Campari, and vermouth in a perfect, punchy package if you need to get drunk on a fast target.You have two drinks as if it were water, maybe you should stop but something makes you want to have another cocktail.

Player: Go to sleep hugging MAX-02
DM: You finally go inside the silk sheets and cuddle, grabbing the inert arms of MAX-02. "Happy Saint Valentine's Day, Sweetheart. I made this card for you." Then you switch off the lights and turn your sleeping mode on, tomorrow will be another day.

DM: Two months after your search for James Kelly two policemen visit your home introducing themselves as Constables Wildey and Dillworth. "A lady called Ada Wilson has been stabbed in her home in Mile End" Dillworth tells you. "She is in hospital in a serious condition but hopefully she'll pull through. My colleague and I have been tasked with finding the assailant and Commissioner Monro recommended we talk to you. Would you be willing to help us?"
Player: Turn the case down
DM: You pass up on this case and the two policemen leave. Just a few days later the two Constables, Wildey and Dillworth, are back. You ask them if they have had any luck looking for their man but they shake their heads. "We've just heard a woman called Annie Millwood has collapsed and died at a workhouse in South Grove" Dillworth tells you. "It seems last month she was stabbed numerous times and had only recently been discharged from a hospital in Whitechapel. If you have time perhaps you could investigate this murder for us?"
Player: Look into the case

DM: The cowardly mugger falls to the ground with several holes in his chest. You wipe the blood of your sharp bronze sword and carry on towards the royal palace...
Player: Lost in the city

DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.> Quel est votre prénom ? (10 lettres maximum ; les voyelles sont au début de la liste)Ag...
Player: E
Player: F
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.> Quel est votre prénom ? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaf...
Player: D

DM: "Eh, screw that. I won't be your errand boy." So your conversation with Jimbo yielded no food. Oh well. At least you can come back here and be safe... after you find something to eat. As you meander through an aisle on your way to the exit, you hear, "Psst!" It's a dirty-looking old woman lying on a sleeping bag on the bottom shelf. "Hey. I saw you talking to the boss. Didn't want to feed you either, huh?" "Nope." "Of course not. He's turned down the last fifty people who came in here. Asshole acts like he's doing us a favor, keeping order or something, and all he's really doing is keeping the food for himself. Of course, we're going to fix that." "Who's we?" "Well... I'm not going to name names, but I'll tell you what. You want to see about a change in management around here, you meet us by the dumpster out back at 11:30. Keep your family fed. You bring your family?" "No." "Ah! A smart one. We could use a man like you." She flashes you the kind of smile that would be arousing if it wasn't coming from a possibly anorexic woman at least 30 years older than you who hasn't taken a bath in days. "Uh... okay. See ya." Your next course of action will be to:
Player: Alert Jimbo to the potential threat
DM: After leaving the woman, you go back around, find Jimbo, and tell him everything you just heard. "Well... that's an interesting piece of information. I guess you're not useless after all." "Do I get a reward?" "No." "Damn." Well, there's nothing left for you at this place, so I guess it's time to go home and eat your foot.
Player: Wait, what?

Player: Potbelly Pig

DM: You reach and grab the mat, but when you do it slips and falls down to the floor. That should cover up any glass or sharp items for when you cut yourself loose. You grab the glass and cut the rope and fall, but you land on the mat that breaks the fall. You stand and look around to see if anyone around is conscious. No success all of them seem to be knocked out from the impact. The emergency exit is in the regular seated area. When entering the back part of the plane all you see are some people dangling from their seats and others that are sitting on the tilted side have their head bashed from the crash. It doesn't look like much of anything survived the crash, but if looked through carefully you could find some salvageable items, or you could see if anyone else survived the crash, or you could just leave now.
Player: See If Anyone Else Survived
DM: You start checking pulses on some of the other passengers. You have no luck as everyone in second class seems to have been killed by the impact of the crash. You walk back to the entrance to first class and plan your next move.

DM: When you look around you find nothing useful. All the food and drink from the cart have been destroyed. Nothing in the plane can be salvaged. You head back to the entrance of first class and plan the next move is to,
Player: Leave The Plane

Player: Scavange Supplies
DM: You look around and find nothing useful, but the plane begins to creak. It sends a chill up your spine not knowing why. Before you can get to the emergency exit door the plane begins to slide. It sends you off balance and tumbling down the aisle. The plane falls whatever it was on and makes you float in the air. After a few seconds the plane crashes into the ground with great force making you slam your head on the floor cracking your skull.

Player: Think Of What Is Making The Plane Creak
DM: You think hard and the only thing that comes to mind is that the plane must be sitting on the edge of a cliff. If that is the case you will want to get out as soon as possible so using the emergency exit door would not be a good idea. You think that the cockpit window must be broken to. When you enter the pilots are the same as the passengers, dead. The window is broken though so you carefully climb out making sure not to cut yourself. You land on the rock the plane is on and it makes the plane creak louder. The ground begins to give away and you run off the rock before it breaks away. You look ahead and all that is seen is forest area. When looking above the trees you can see smoke. It must be a small town inside as the trees around it do not catch fire. "This is where it begins." You say to yourself, as you make your way to the forest.

DM: When you start looking to see if anyone is alive the plane starts to creak. Then it begins to shake and starts to slide down whatever it is on. It falls off what it was on and you begin to float in the air. After a few seconds it smashes hard into the ground causing you to smash into the ground. A piece of shattered window was on the ground and it pierces your throat. You grab the piece of glass and rip it out of your throat. You quickly look to see if you can find anything to wrap around your neck. Before you can begin to search you die of blood loss and fall over. You are dead!

Player: Open The Door
DM: You grab the emergency door handle and pull. Something has messed up the plane when the crash happened and makes the door fly off the plane. The plane begins to creak and slide down the cliff you are on. You jump out of the plane as it begins to fall. You reach for the edge and just miss by *that* much. You fall and are impaled on a piece of broken metal from the plane. It stops your fall enough so it don't have your head smashed it, but you are wishing it did because the pain is unbearable. You grasp the metal that impaled you and slowly ever so slowly die.

DM: You join Diomedes as he charges towards the Trojans led by Aeneas, recently recovered from the wound Diomedes gave him in battle on these same plains two days ago. With him is what is left of the Trojan Army, the toughest, bravest and luckiest who meet Diomedes charge head on and stand their ground. Aeneas and Diomedes fight as bravely as their men but in the short bloody fighting neither side can gain an advantage in the battle.On the right Achilles and Ajax seem to be scoring greater success but here in the toughest fighting neither side is giving ground. Men fall screaming and gurgling with fatal and severe injuries to be trampled underfoot and arrows continue to lance down, cutting men down. The arrow fire here is directed personally by Paris and is lethal to your men. The battle here is just as unsuccessful as the one fought two days ago and again hundreds die to no avail.In the midst of the fighting an arrow descends through the air towards you.
Player: YOU DART ASIDE
DM: You are too slow and there is nothing you can do. As you look up the arrow hits you in the throat, knocking you to the ground and making you gasp wetly. The world fades to black as you are trampled underfoot and die here, far from home under the shadow of the walls of Troy.
Player: Click here to discover how well you did

Player: First session with Monster-Adam.
DM: F: Eve? Are you sure about this? E: He talked. If there is a way to help them become more human, then I want to pursue it. F: When you say 'talked', do you mean actually conversing or... E: More like uttering several non-consecutive words with very vague context between them. F: And if you would compare it to Baryon during his first months? E: He makes Baryon in his first few days seem like a linguistic expert. F: Alright. Monster-Adam, say something. E: Don't call him that. F: Why not? I thought that was the proper term for them. E: Yes, but that doesn't mean he likes it. F: I doubt he even understands it. E: He's being awfully quiet. F: And awfully calm considering I'm in the room. I thought these guys always go berserker on anyone that's not Homo Perfectus. E: Didn't you have a little bit of Damage's DNA in you? Maybe that's enough for him to sense you as one of his own. M: Own. F: And he finally speaks. E: His mind seems to be in a child-like stage, where he is really just mimicking whatever he hears and tries to adapt context to it. It will take time for him to get to a stage where he can understand things on an even remotely human level. M: Level.YOUR HEALTH: 100%

DM: As you enter the building it is nicely decorated. The walls have designs that are colored in blue and at the end of the room there is a table where six men sit. You approach them and ask where the wizard is. They point to the room to the left so that's the room you go in. When you enter there is a man sitting behind a table looking at a map. He looks up at you seeing grabs his attention. "You are not from here not from this time period are you?" He says,"No I am not. How did?" "Quickly follow me." He says in a loud whisper.
DM: He leads you down a stair cases rushing you down. As soon as you reach the bottom he cast a paralyze spell on you causing you to fall. He grabs you and sets you against the wall. "I am sorry for this. With the knowledge I have acquired I think if I take your soul I will be able to travel your universe. I would be able to see all the advances of technology and be a ruler because of my magic abilities. There is nothing personal I just can't take the fact of being here in a universe without all the technological advances such as yours." He walks up to you and raises his hand and places it on your chest. All you feel is extreme pain as your soul is torn from your body. He then takes it out and you watch as he posses it and then disappears. You soon die from the loss of your soul.

DM: "Good I will need an outsiders help if I am to do something like this. Listen there is a secret rebellion going on that could use all the help they could get. If you could get there they could help you get rid of the king and get you home. Here is a map I will grab you some supplies for your trip. It is about a days walk away." He exits the room and comes back a few minutes later with a bag that seems to be filled. "There is food that should last you three days and two-hundred gold coins. That should make your journey easier. You must leave before the men out there start to get suspicious, but before you go lets get you a change of clothes so you don't stick out." He leaves and comes back with a change of clothes. "Quickly change and then go they will be informing the king that an outsider is here!" You change into the clothes and leave the town hall. When you exit soldiers have already gathered around the building. "Stop don't move!" One of them yells. "You are under arrest come with us, or die." He says, and you look in the bag and find a dagger. There are seven of them, but they seem to be a little under trained.
DM: You pull out the dagger and attack the closest guard taking him down. The six of them charge at you, but you were right they are under trained, but numbers played the main effect that got you killed. You managed to kill at least one more guard before a blade pierced your heart. (I hope you were just curious when you chose this, or that is just sad.)

DM: You turn and run at full speed. Unfortunate for you one of them had a bow and was a good shot. He fires and takes you door before you get past the exit gate. (Didn't see that coming did ya.)

Player: Introduce Jessica
DM: You muster up all your inner strength and introduce Jessica to Mom. Mom is surprisingly cordial. You don't get it, you thought she'd be mad. Maybe she realized that what she wanted to pursue with you was wrong, and is glad you found someone to be with in a healthy relationship. Your nervousness decreases almost completely. Your Mom leaves you and Jessica alone, your previous niceness to her has put her in a good enough mood to let you have some fun, especially since you don't cause much trouble. Eventually you take Jessica home, and despite having a rather strange first date, she agrees to see you tomorrow and you promise to really take her somewhere. You go home thinking about today's events. You still have a great deal of devotion to your Mom, but are glad it wasn't taken to THAT level. You wonder though, Jessica looks a lot like your Mom when she was younger. Is that why you were attracted to her? You don't want to dwell on that too much! You go to bed. Another day arrives and you feel slightly warped...

DM: You get up and find yourself in a different hallway. It is dark, but not dark enough that it is impossible to see. Walking down the hallway make you feel uneasy. Then up ahead you hear a voice that is calling your name. "Eric, Eric over here!" He says in a loud whisper, "Come we must get you out." You approach the man calling you and he grabs your arm, "Hurry it won't be..." Before he finishes a alarm is ringing. "Quickly now it won't be long tell they find us." He starts running and you stay right behind him until there is a light. When you get closer to it, it takes you outside. The light is bright and hurts to look at it. "Come sir, quickly!" Both you run for the boat in the water against the coast. "In now!" "There he is!" A guard shouts and points towards your direction. He starts the boat and the boat pulls away from the shore. "This boat has a working engine?" You ask,"Yes we are able to make that here." He replies"Yet you can't make other technology?""No this is about as advance as this universe gets." He says and it is silent for some time until you say,
Player: "Where are we going?
DM: "I am taking you to a rebel base that will help you overthrow the king and get you home." He says,"Why help me though?" You ask,"Because the king is a horrible man and he has killed so many men and women to try to stop whatever is happening.""Clearly it is only making it worse." You reply,"Exactly, but he is a man that will not be reasoned with.""Then how will he ever figure this out?""He won't he doesn't see the other person's point of view. We are almost there just around the corner."

DM: You read the giant tome, starting on Page 61.Advanced Potions-These potions are reserved for only the elite of Alchemists.Please do not attempt them unless you have masteredthe Arcane Arts--to do so without proper training isto invite sure peril.For convenience sake, I have utilized an abbreviation system for these recipes. If youare unsure of an ingredient, please refer to page 64.You look up from the book. More danger. Well, what else is new?
Player: Read the Tome
Player: Turn to Page 64
DM: You flip to page 64, searching for the key.Page 64 has been torn out.Of course it has.

Player: DEATH SHALL NOT BE AN OBSTIKAAAAALLLL!!!! RAAAAAAAAAAGH!!!

DM: When you get outside it is an all out war zone. People fights slashing at each other with swords and daggers. The rebels are heavily outnumbered against the royal army. They fight and fight, but they have no chance. You pull out your sword and see that Alice is facing three enemy's and you rush over to help. It is no use before you get there she is stabbed in the waist. They turn and face you now and raise their sword and send them down at you. With every fiber of your being you block and hold it there. You find anger and strength within you and start lifting up their swords. You see their faces in total disbelief of you beating them. You shove them off and stab one that is off balance in the chest and then slash at another hitting him in the side. The third regains his balance before you can attack him. He is swings and you block and it is a draw you and him battling for control as the blades are locked together. You begin to take the advantage and shove him off and send the butt of your sword into his throat. He grabs his throat and you send the blade to come down on his head, but he dodges. He is about to swing at you and you have a limited time to act so you block the,
Player: Right Side
DM: You are ready to block the right side and he swings. He hits your left side the one you are not guarding. He then is able to strike you down and then kill Alice. The rebellion is crushed at the battle. YOUR DEAD.

Player: What is your favorite dessert?
DM: "Cookies! Especially the really cheap ones with the white flour and the neon-colored frosting!" the first May squealed."Ice cream! Every kind works--strawberry, cherry, chocolate, vanilla--I love it all!" the second May sang.

DM: "Here it is." Carac says, pointing at a building in the distance. "It is closer to the city, but it is also abandon and the guards haven't been here in such a long time I am hoping that they forgot about it. Most likely as we never seen anyone come by this place except for other rebels." Carac pulls into shore and you and them get out as you carry Walters body with you. "I will dig his grave we will have a ceremony for him tomorrow after we all get some rest if we can sleep after what happened." As you walk Alice uses you for support as she limps and hops over to the building. When you get inside Carac tells you that your room will be on the third floor like last time. As you approach the stairs Alice is still having a hard time getting around.
Player: Help Her Up The Stairs
DM: You wrap her arm around your neck and start slowly making your way up the steps. After climbing the first floor she falls. "I can't keep climbing my leg hurts to much." She says, so then you pick her up and carry her up the steps. When you reach the second floor she points to the room that is her's. You then enter and lay her down on the bed and she grabs her leg."Sorry, sorry." You apologize,"No its just the leg has be hurting." "Alright. Do you need anything before I go?" "No thank you." She replies, and you turn to leave and just before you exit she stops you. "Wait." She says and you turn and walk back over to her. "Will you stay with me just until I fall asleep?"

DM: You sit down on the bed next to her and she rests her head on your shoulder. "I never did thank you for saving me." Alice says, "You don't have to." You reply,"I do you saved me from three guys. You aren't trained how did you do that?" "Pure adrenaline." You reply smiling, almost laughing. She gives you a small smile back. You then just sit there in silence as you her she fall asleep. You do not move and you fall asleep with her resting on your shoulder. All night you get nightmares seeing Walter die as you approach the boat. You try to dive in front of the arrow every time, but it just goes right through you and into Walter, and every time you awake and Alice is there and just seeing someone there comforts you. Soon you dream better dreams, dreams of home, but some dreams of living a good life here in this universe. Soon it is morning and you awake.

DM: Carrying her is faster and it keeps the pressure of her injured leg. You scoop her up in your hands and she looks at you. "You need to keep off that leg and face it you are in no condition to climb up these stairs. Maybe if you sleep through the night you will be able to, but for now this is what it is." You say, and she just shrugs as you carry her up to the second floor she points to her room and you carry her in. When in you lay her gently on the bed and she grabs her leg. "Sorry, sorry." You apologize,"No its alright just injured leg." She replies,"Do you need anything before I go?" "No thank you." She says, as you turn and walk towards the door she stops you, "Wait." You turn to her and walk back over. "Can you stay with me just until I fall asleep?"

DM: You head downstairs to see that Carac is sitting there on a stool with a beer in his hand. "What are you doing? Drinking in the morning is a bad idea Carac." You say,"Not another man showed up here last night. I fear that they are all dead and the only good way to get rid of the pain is by drinking." Carac replies,"It is not the answer friends that will talk to you are." You say, and he turns to you."Will you listen?" He asks, and you pull of a barstool."Talk to me." "I just don't know how much longer I can do this Eric. All those man followed me and now they are dead. I think that it is time to call it quits." He looks at you waiting for you to respond. "Tell me what did these people believe?""What do you mean?""Why did they follow you?" "They wanted to get a new government." "They died for that Carac and if you stop now all their deaths would have been for nothing. So you see stopping is now the worst thing that you can do if you want to avenge them." He looks at you with more energy then before."Your right. How does it not surprise me?""Because you know you can't stop now." You say,"Alright then the sooner we train you the sooner we avenge are fallen friends."

DM: 

Player: You decide to stand there until someone comes

Player: It Begins
DM: You begin training with Carac right away and he teaches you all about stealth and combat. He trains you to be a special assassin that can stay hidden the shadows. He also teaches you how to flee the battlefield if you are outnumbered. With his training and you starting to work out your muscles you get to be in good shape and very accurate with weapons. You can also knock people out quickly and how to hide dead, or unconscious bodies in good place so the enemy will not find them. This will be your schedule for the month just training and physical and mental exercises.

DM: After about a half-hour of riding in the boat the city is within sight. You pull up to the shore and turn off the boat. There should only be the basic watch as there is nothing happening in the city. You are still the most wanted man, but they won't have more guards out. The guards you need to watch out for are the specialists as they have been trained to watch the shadows and hiding is hard to do if they are around. Luckily there are few of them as the training is to much for many. As you climb the stairs into the street you see a guard overlooking the area. You climb and slip past him easily and past the first gate.The place ahead of you looks like the wealthier part of the city as the streets are cleaner and you see more guards around. You hear the sound of lighting and a few drops of water fall on your head. It then starts to rain a little faster until it is raining normally. You stick to the walls slowly moving keeping an eye on the guards watching their patrol pattern, but they never follow the same route. Soon you reach the next gate after almost getting seen by one of the guards. The gate is locked and the guards patrolling the street are heading your way. What do you do?
Player: Climb Over The Wall
DM: You jump and grab the top of the wall and pull yourself over before the guard gets there. Seems like he heard you climbing though as when you look through the keyhole you see him wandering around the area. "Keep your guard up there is something out there!" Rats! He know has the whole city on alert the alarm is rung for safe measures. The hostages were killed just in case. You escape, but MISSION FAILED.

Player: Smash Through The Gate
DM: Really do you even know what stealth is? Stealth is trying to make little noise and avoid being seen. I'm not going to tell you more than you lose. Yea that's right smashing through the gate alerted them and they killed the hostages. MISSION FAILED.

DM: You head into the corner where it is the darkest and brace yourself against the wall. The guard approaches, but you are well hidden in the shadows and he does not notice you. After standing there a few minutes and looking around he walks back on out to the main street and resumes his patrol. You then get out from cover and notice a small hole in the wall that is just big enough to fit through so you squeeze your way through and into the castle courtyard. The prison is on the bottom floor of the castle, but as you see the castle is heavily guarded. You need to find a way in, but there is no way in from what you can see. So you can look around more, or see if you can sneak past the guard that is clearly not paying that much attention to what he is doing.
Player: Look Right
DM: When you approach the right side you see a sewer tunnel that might just lead you into the prison so you could avoid all the guards. Then again you don't know what could be in there so the choice is yours if you want to explore what's inside.

DM: You slowly approach the guard as he seems to be day dreaming. Two guards have their backs to you while the third is wandering a street further down. You step back into the shadows realizing that trying to sneak past the guard is way to risky as many things can go wrong. You will have to look for a different way in.
Player: Look Left
Player: Kill The Guard
DM: (Really? Wow just wow.) You take out your sword and approach him. You grab him, cover his mouth, and slit his throat. He dies in seconds and you quietly open the garbage bin and place him inside. You then shut the bin, climb on it and enter through the window. The house creaks with every step and looking around there is no one there. You head slowly down the stairs keeping a look out for the owners of the house. They do not appear as you look in the house. Heading back upstairs there is a window that is open in the next house that will take you right outside the palace wall. Carefully you hop over to the next one then jump on a pipe that leads to an open air vent. You use it and sneak inside the palace well hidden and above any enemies.When inside the vent leads all around the walls making traveling and staying out of sight much easier. So you look around and find stairs that look like they head downstairs and the floor below this is the prison. Using the vents is easy as you are in the shadows, making little noise, and attacking like a skilled assassin. The stairs leading down to the prison are well lit, but there are no guards around the stairs so you jump down and quickly, but quietly head down the stairs to the prision.

Player: Go Back Near The Gate

Player: Go Back To The Gate

DM: You reach the inside of the prison see there is no guards, but then taking a harder look you see one sitting in a chair sleeping. You sneak up behind him and pickpocket his keys without him noticing. You scan the cells one by one they are empty until you come up to the last one which the rebels are in. They jump up exited to see you. "Eric its you!" One of them says,"Quiet you don't want to wake the guard do you?" You say, but it is to late the guard heard the rebel and turns around finding you. Before he yells you send a sleep arrow into his side causing him to fall to the ground unconscious. You unlock the door and open it then move back to the stairs to leave. Before you get to the stairs you see that there is a hole in the wall that will take you out of the prison. They boost each other up until it is just you and you jump up and grab the ledge. They then pull you up and you sneak back to the first street passing all the guards as their shift as ended. You then get down to the boat and load them aboard. The engine starts when you turn the key and you drive away.
Player: Mission Stats

Player: Sneak Past The Guard
Player: Go In
DM: You slowly make your way inside the sewer tunnel paying close attention to anything that might be lurking in the shadows. After a few minutes of wandering in the tunnel you see the entrance to the prison and slowly open the bared door and enter.

DM: You climb down the hole and find yourself right in the prison. You look around and there is only one guard sitting on the chair. You sneak behind him and grab the keys to the cells. Scanning the cells you find that they are all empty until the last one. There they are all in one cell and they jump when they spot you. Before the one can call out you put one finger to your mouth. You take out the key, unlock the door, and open it slowly. You motion them to follow you. You sneak back to the place you came in and help them out. They then pull you up and you head for the shore where you parked the boat. You sneak past all the guards as they all report back to the palace as their shift is over. You pile on to the boat with the rebels and start the engine. You being to drive away from the city as it passes out of sight.
DM: Enemy Killed: Enemy unaware no bodies to be found.Detected: NoAlarm Rung: NoRebels Alive: YesOverall: No trouble at all. PERFECT MISSION.

DM: Enemy Killed: NoDetected: YesAlarm Rung: NoRebels Alive: YesOverall: Very Low Trouble
Player: Back To Base
DM: After about twenty minutes of driving the camp is in sight. You see that everyone is waiting for you to return. You pull the boat into the dock and exit the boat along with the rebels. "Good work Eric fantastic job getting our men out of there." Carac says, as the prisoners celebrate their escape from the prison and have their freedom again. "Thank you Eric you are the reason I am free again." One of the prisoners thank you. You nod and walk back into the base rebel camp. You see Alice sitting in a seat reading a book, and see turns and sees you. "Well you made it back. Did you save them?" She asks, and again you nod. "Why so quiet?" She asks,"Assassin are quiet." You say,"Are you sure your okay?" She asks, concerned, and once again you nod. Then you take a ale from the fridge and head up to your room. You sit down on the bed and start drinking the ale. You then think to yourself

DM: You enter the prison and find that there are no guards, but then taking a closer look you see one sleeping in the chair. You crouch and get past him quietly without drawing his attention. Then you sneak up behind him and pickpocket the keys he has to the cells. You scan each cell finding no fellow rebels until you reach the last one. They jump up at the excitement of seeing you. "Hey Eric it's you!" One of them calls out,"Quiet!" You say in a loud whisper, "Don't wake the guard, or this mission is over." You take out the key and unlock the door to the cell, grab the latch, then open it slowly. Follow you say I have a way out, but you have to say quiet or we will be spotted and its game over. " You say in a whisper. They all follow you out of the cell and before you exit there is a whole in the ceiling that will take you out of the prison. You all walk over and help each other up the wall. You jump up and grab the ledge and they pull you up out of the prison. The guard gets off his chair and walks over to the spot you got out, but doesn't see you. He checks his pockets and finds that the keys are missing. He then runs over to the cell to see that the rebels have escaped.He finds an alarm and rings it. You are already back on the first street well far away from the palace now. The guards numbers grow, but you are already on the boat before they show up and drive away from the city. MISSION ACCOMPLISHED.
DM: Enemy Killed: YesDetected: NoRebels Alive: YesAlarm Rung: YesOverall: Low Trouble

Player: I'm Getting Drunk

DM: 6:00amLocation: Ames, IowaYou are Dave Svoboda, waking up to the sound of that annoying alarm clock. You get up, brush teeth, shower because you didn't since yesterday, do your hair, eat breakfast and get dressed. You go downstairs outside and have to make a decision on what to drive to work
Player: The Batmobile!!!
DM: You get in your batmobile and blast the fuck off. Tires screech loudly as the flame kicks out the exhaust.YEAAAAAAAAAAAAAAAA, you yell going down the street. Out of now where some motherfucker cuts you off and gets infront of you. You hate dumb drivers...

Player: M
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)Am...

DM: You finish the ale that you are drinking and go downstairs and grab four more ale's. You sit back down on the bed and place the ale's on the desk. You start drinking them on by one until you pass out from drinking. You dream, and it is of home. The world that you are away from, your family, and friends. Then you see yourself living here in this world making a fresh start for yourself. You will be the best doctor in the world here, but you were one of the best doctors in your universe too. Then you awake and find that it is day time. You approach and look out the window to see that Carac has taken the empty ale bottles and has thrown them into the trash hole. He then approaches Alice and starts talking to her. It doesn't take long before they start arguing. He then walks away frustrated. Alice shakes her head and looks up to your window. She sees you staring down at her. Then Carac comes in the room angry. "You caused a panic in the city!" Carac yells,"What?" You ask,"Everyone in the city is afraid now that the prisoners have escaped!" "That was the job though." You say calmly,"You didn't cover up your tracks!" "How was I suppose to do that? It is hard to replace people!" You yell, then you calm yourself down, "I did what I had to, the men are safe and that's all that matters.""You didn't do the mission right and now this is all wrong! Now the plan might fail! You are a disgrace!" He yells, then he punches you in the jaw. You snap your head around and look him in the eyes. You are about four inches taller than him so you take a step forward to look more intimidating. It doesn't work he doesn't back down every fiber of your being wants to punch him. Do you?
Player: Punch Him
DM: You raise your fist and punch him hard in the lower jaw. He falls to the floor grasping his jaw. Alice runs in and sees that you have hit him. "What are you doing?" She asks,"You are out Eric! Get out you are no longer welcome here!" You are thrown out and are left alone. You will never get home.

DM: Civilians are evacuated to the appropriate country (England for Protestants and the Republic of Ireland for Catholics) while the active fighters fight to the last man. Northern Ireland is left all but barren, and England and Ireland suffer from overpopulation and too many refugees, but hey, it wasn't civil war!
Player: Keep the people evacuated
DM: The economies of the United Kingdom and the Republic of Ireland suffer in the short-term from this bubble of higher population, but there is an eventual recovery.

DM: You raise your fist he flinches, but you just scream and punch the wall next to him. "That was a warning next time you piss me off remember this." You say and take your hand away from the wall. It was wood and your hand went straight through the wood. He stands back astonished that you completely destroyed the wall. You exit the room leaving Carac looking at the wall. Alice rushes to you. "What did you do?!" She asks,"Punched the wall next to Carac. He knows not to hit or threaten me anymore." You reply,"So he is okay. I mean I don't really like him, but no one deserves to die getting beaten to death.""I wouldn't do that! You should know me by now Alice I wouldn't do something like that.""I know, I know, but still stress can make a man do evil things." She says, "We found out who is giving him financial support if you want you can head there right now and take care of him. Or you could wait a while then go."
DM: "I think I will stay here a little longer." She smiles you two have been a little flirty since you have finished training. She takes your hand and leads you outside and to a bench that overlooks the river. "Amazing isn't it." She says,"Very the sun evening light shining on the rivers top." "How much longer do you think this war will go on for?""Not much longer if we take out his key members.""But its not us that's doing that it is you without you we would never have been able to get this far." "You could do this without me." You say,"No we couldn't you are the reason we are able to be this far. You are hope and I care about you." Carac approaches and says,"You should get going when you get there is should be dark so you have cover. Please Eric be careful this person is rich so he will have many guards."
Player: Begin Mission

DM: "You know I can't," she says, regarding you with mild unease. "Where did you get that from?"(Sometimes you tell her of the time loops. This usually doesn't go over too well, and she leaves thinking you're a little crazy.) (Other times you say that you were hoping you both could leave to start a life anew. She pats your hand, chuckling, and tells you to sleep on it.)(In fact, you can say nearly anything, and still she thinks it's a pointless idea. Which, you have to admit, it would be if she weren't fated to die here.)
Player: it's not futile, it's not-
DM: And so you begin to notice changes in her, through the timelines. Her eyes are shadowed now, warier. She moves with more caution, not prone to skipping lightheartedly through the sunlight as she had before. Everything about her is gradually changing, as if she were somehow affected by her previous deaths.Somehow you aren't surprised when you first see her beside you at the shooting range. Her mouth is set grimly. "Teach me," she says, "what I need to know."
Player: there's a lot. but she's patient.
DM: It takes several timelines before she becomes a natural at handling the pistol. It takes only a few more before she spends less time playing the piano. You see her glancing at her abandoned music sheets, but her gaze betrays nothing. Her face is as hard, as unreadable, as a marble sculpture. And then, finally, she stops altogether.And then it takes a few more before she stops asking you for any kind of advice, or even seeking your company at all.At first you had thought this a positive development. You'll have a partner to confide in, finally, to make battle plans with, to strategize against contingencies with. But gradually she had turned away from your company.

DM: You climb into the boat, but Carac joins you this time. "We should talk, but on your way there." He gets in and starts the boat and starts the boat. Then he pulls away from the shore Alice is waving goodbye. "Alice really care for you." Carac says,"She does?" You ask,"Yes she is becoming very fond of you. If you are able to complete this mission we will have the city within our grasp. Then you will soon be able to go home.""What about Alice?" You ask,"She will get over it, but we don't know what will happen if you stay." He says, you remain silent the rest of the trip until he pulls into the shore. "Here we are sorry Eric, but this is the end for you." Carac says, with an evil smile on his face as men appear behind you and grab you. "Carac!" You yell before one knocks you unconscious.

DM: You dodge it. Instead, the rocket hits some guy."Dang." Steve says. "I have missed!"You spot a remaining knife on the ground. You pick it up and throw it right at Steve!Again, it completely misses.Steve takes off running again.

DM: You walk over to Carac and he slowly takes steps back away from you. He turns around and starts to make a run for it. You pursue him as he runs into the building. You chase him as he runs up the steps and you grab his leg making him trip. He kicks you off and continues to run up the stairs. He reaches the top stairs and runs into your room. You follow him in as he stands at the end of the room and climbs up to the roof using the ladder on the side of the building. You climb up behind him and he reaches the top and unhooks the ladder. You get to the top of the ladder and jump onto the roof. He backs away from you. "Eric calm down." He says,"Calm down you let assassin's take me and were to have them kill me. If you didn't pay them early I would be dead just like you want!" You shout,"Eric you have every right to be mad, but killing me will not solve anything!" He replies,"No, but it might help." You say, then he slips and starts sliding down the roof and grabs the edge of the room. "Eric, please help me!" He shouts,"Why?" "Please Eric I made a mistake you threaten me and I got scared, but please don't let me fall." He says, and you have to make a choice.
Player: Pull Him Up
DM: You hesitate as this was the man that was going to kill you, but you grab his arm and pull him up. "Thanks Eric you big fool!" he says and he goes to shove you off and you are able to dodge and he falls, but he grabs your arm causing you to fall too. The fall was far enough that it killed you when you hit the ground. YOUR DEAD!

DM: You fire your bow sending the arrow straight through his chest. He manages to get a small yell out, but nothing else. They sound the alarm and surround the building in seconds. They kill you with their overwhelming numbers. YOUR DEAD

DM: You stand at the deck of the Fortuna. Cabana, Thar'Kaan, Tarn, Akaid and an incredibly injured Sgt Mason stand at your side, looking out at the fractured Chykri army, as a soldier informs you of the battle."Upon the destruction of the Monolith, they fell apart. Many retreated back to where they came from, many simple killed themselves, many charged us without any tactics, many begin fighting each other and some fled to unknown space."You nod."We have clean-up work to do, but for now we seem to have won."You nod again, your face solemn."Send unmanned scouting drones after those retreating. As many as we can spare.""Yes, Sir."You have work to do. You have leads to celebrate. But for now, you celebrate. Thar'Kaan raises his sword in victory as Cabana calls for shots."Tonight we honor Ashley-Dante, Mast, Delta-1, Yarcel, Gig, the vast majority of Sgt Mason and every other poor son of a bitch to have been part of this war. Cheers to them all." Cabana says."Well said." You nod."Well, fuck it then. Let's get some celebrations going! Someone get Mason a cart and let's go party! Fuck yeah!" Cabana yells.
DM: The Ashton Model AO-44Q flies through uncharted space. A small, AI-controlled scout ship following Chykri. The last known Chykri vessels have taken up orbit around a small neutron star. The AO-44Q breaks out of FTL, slowing down rapidly to the edge of the neutron star. It takes thousands of pictures of the few seconds before a Chykri ship fires and destroys the Scout. The images it takes, the majority of which are immediately sent back to the Coalition, would soon terrify General Achilles. Images of hundreds of Monoliths, each holding an awakening Remnant, orbiting the star. Slowly awakening. Now, the extermination would begin.Now, the Ancients would awaken.

DM: You slice his throat open and his blood splatters on you and he grabs his throat. You then give him a push with your foot and send him off the edge. He lands with a loud thud and that is the end of it. He is dead, Alice is dead and you return still with anger. When back in the court room of the palace you see a few people gathered around her, one man turns to you and shakes his head. She is dead then, she couldn't be saved you couldn't save her. For that you will never forgive yourself. You take one last look at her and leave the building and head outside the city walls.
Player: A New King
DM: A few days later a new king is put on the throne and the body of the old king is found. Life in the city almost means nothing now that Alice is gone and they are saying that you can go home. You refuse it and wander the city all day and night searching for nothing. You become very distant from everyone and even though you are rich from rewards that were given to you for freeing the city, you still steal. You steal more for sport than anything else your life heads down a dark road. You live most of your remaining days in your home, alone.It remains this way until the day you die of a heart attack.
Player: Game Complete
DM: Good job on completing the game as I tried to make it so it wasn't that difficult. Make sure to leave feedback on what I did right and what I should do to improve. I am a freshman in high school that looks to improve his writing so please constructive criticism is always welcomed.

Player: "You said nothing can die in hell, so what happens when your soul is eaten?" You ask.

DM: You are a student of Durathel. He specialises in the power of hiding and concealing. You travel across the cobblestone roads to his house. It is a small, and out of the way, with a garden filled with plants like nightshade and belladonna.You knock, and hear him say, "Come in!". The inside of her house is dark, and appears empty, but you know it is filled with concealed hiding spots and drawers, perfect for placing small and valuable items in. You open up a hidden door to reveal a room filled with treasures."I see you're early," says Durathel. You explain how you couldn't sleep as your house is too damp. He smiles at you."Sometimes, sounds like that can be an ally. They disguise your footfalls, allowing you to easily sneak up on someone.""Would you like me to explain anything to you, before I help you learn the final lessons of becoming a scout?" He asks.
Player: Explain Religion
DM: "The beings who helped create the world are known as the Valar," he explains, "Each Valar helped create a different part of the world, and it is said that the Valar will aid those who show true devotion to these Valar. There are many different Valar, though I can teach you about the ones we know the most about now.""Ulmo is the Valar of water. His spirit can be found in the vast lakes, the clear rivers, the burbling streams and the great rolling tides of the Ocean itself. He is the most sympathetic to mortals out of all the Valar, and may even appear to them in dire times.Aule is the Smith. He forges great tools, and it is said he was responsible for the creation of the Dwarves. There are few things Aule hates more than those who use his works for evil purposes.Nessa is the Valar of beautiful animals, such as the deer. She is also known as the "Dancer". She is said to look favourably upon those who protect natural animals, though many animals that have been corrupted by Morgoth have been taken beyond her sight. Finally, we have Nienna, Lady of Mercy. She is seen as the kindest of the Valar, and will weep even for those who are put to death, even if they deserved to be killed."

Player: Finish you training, and leave the building
Player: You rely on your agility; you move your blade like flowing water
DM: "So be it," says Turathel. He hands you a longsword, very sharp and surprisingly easy to lift, but still deadly sharp and made with the finest steel. It feels almost like a saber, and a light one at that.The sky is early evening now...you've been here the whole day, and didn't even notice. As the music fades from your mind, you realise how hungry and thirsty you are. You think about going to the tavern to get something to eat, but then you look out at the grasslands and mountains and stop. You feel something stirring inside of you. Perhaps it was an after effect of the music you listened to, but part of you now wants more than anything to see the world, outside your village. You turn to the tavern, to get something to eat.

DM: You are a student of Lindwen. She specialises in the power of song and ancient Lore. You travel across the cobblestone roads to her house. It is a little larger than many others, and it even has real glass window panes, as opposed to blinders like yours and everyone else's.You knock, and hear her say, "Come in!". The inside of her house is uniquely clean, and there is even a whole shelf of books behind her chair. Everyone else in the village own two or three books at most."I see you're early," says Lindwen. You explain how you couldn't sleep as your house is too damp. She looks sympathetically at you."Would you like me to explain anything to you, before I help you learn the final lessons of becoming a bard?" She asks
Player: Ask her what you can do as a bard
DM: "The powers of the bard and the scholar are very unique," She explains, "It is certainly harder to travel this path than the more violent warrior, or the more stealthy scout, but there are many ancient and wonderous secrets the bards can discover. It is said by the Elves that the world was formed from music, and true bards can tap into this music, allowing us to be capable of things that others would deem impossible. Many creatures can be soothed by the right song, and anyone who has heard the beautiful warbling of the nightingale will know the profound effect it can have on. In order to find the right song, you must listen to the sky, to the birds, to the rivers and oceans, and even to the forest itself."

Player: Finish your training
DM: "There is one final option before you," he says, "We must all choose our own specialisation. Which path do you wish to choose?"
Player: The path of experience
DM: Your mentor nods, and gives you a dagger and a cloak. The cloak is woven from a special fabric that will hide you from most mortal eyes. You are trained in the ways of stealth.The sky is early evening now...you've been here the whole day, and didn't even notice. As the music fades from your mind, you realise how hungry and thirsty you are. You think about going to the tavern to get something to eat, but then you look out at the grasslands and mountains and stop. You feel something stirring inside of you. Perhaps it was an after effect of the music you listened to, but part of you now wants more than anything to see the world, outside your village. You turn to the tavern, to get something to eat.

DM: "A scout is a master at stealth and deception," he explains, "You can use the shadows to your advantage, and hide to ensure that no one will know of you until it is too late."
Player: The path of fluidity

Player: You rely on your senses, like an animal of the wild
DM: "So be it," says Turathel. He hand you a shortsword; this will be perfect for making quick thrusts, and reacting with speed.The sky is early evening now...you've been here the whole day, and didn't even notice. As the music fades from your mind, you realise how hungry and thirsty you are. You think about going to the tavern to get something to eat, but then you look out at the grasslands and mountains and stop. You feel something stirring inside of you. Perhaps it was an after effect of the music you listened to, but part of you now wants more than anything to see the world, outside your village. You turn to the tavern, to get something to eat.

Player: Take all the food for yourself

DM: "The beings who helped create the world are known as the Valar," explains Lindwen, "Each Valar helped create a different part of the world, and it is said that the Valar will aid those who show true devotion to these Valar. There are many different Valar, though I can teach you about the ones we know the most about now.""Ulmo is the Valar of water. His spirit can be found in the vast lakes, the clear rivers, the burbling streams and the great rolling tides of the Ocean itself. He is the most sympathetic to mortals out of all the Valar, and may even appear to them in dire times.Aule is the Smith. He forges great tools, and it is said he was responsible for the creation of the Dwarves. There are few things Aule hates more than those who use his works for evil purposes.Nessa is the Valar of beautiful animals, such as the deer. She is also known as the "Dancer". She is said to look favourably upon those who protect natural animals, though many animals that have been corrupted by Morgoth have been taken beyond her sight. Bards like us would do well to earn her respect.Finally, we have Nienna, Lady of Mercy. She is seen as the kindest of the Valar, and will weep even for those who are put to death, even if they deserved to be killed."

Player: Ask her to explain how religion works

DM: "It is time to learn the final lesson," Says Lindwen, "All bards have their own music, and must find their own way. Now, which form of music do you want to specialise in?"
Player: The Music of the Sea
DM: "You will learn the very oldest music; the music of the ocean. It is said that this is the final place where the Music of The Ainur can be heard."And she tells you the final pieces of knoweldge required to become a fully fledged bard. You listen for hours, and the world around you seems to fade away. Mortal desires, such as hunger and thirst, once forefront in your mind, are utterly forgotten as you hear the music of the sea.Finally, you are ready. Linwen hands your very own instrument; a fiddle."There is no more I can teach you," says Linwen, "Make sure you use my lessons well."You thank her, and leave. The sky is early evening now...you've been here the whole day, and didn't even notice. As the music fades from your mind, you realise how hungry and thirsty you are. You think about going to the tavern to get something to eat, but then you look out at the grasslands and mountains and stop. You feel something stirring inside of you. Perhaps it was an after effect of the music you listened to, but part of you now wants more than anything to see the world, outside your village. You turn to the tavern, to get something to eat.

Player: Explain what happens when you become a scout

Player: Share some food with the dog

Player: The Music of Life
DM: "You will learn the music of life. This is based on the sound of birdsong, and the wind through the trees."And she tells you the final pieces of knoweldge required to become a fully fledged bard. You listen for hours, and the world around you seems to fade away. Mortal desires, such as hunger and thirst, once forefront in your mind, are utterly forgotten as you hear the music of the sea.Finally, you are ready. Linwen hands your very own instrument; a fiddle."There is no more I can teach you," says Linwen, "Make sure you use my lessons well."You thank her, and leave. The sky is early evening now...you've been here the whole day, and didn't even notice. As the music fades from your mind, you realise how hungry and thirsty you are. You think about going to the tavern to get something to eat, but then you look out at the grasslands and mountains and stop. You feel something stirring inside of you. Perhaps it was an after effect of the music you listened to, but part of you now wants more than anything to see the world, outside your village. So where does your heart lie?

Player: The Music of Peace

DM: You don't encourage him to beg. The dog looks sad.Above the murmering chatter, you think you can hear something else, coming from outside the inn. You strain yourself...there it is again! It sounds like...a human scream. You look out the window, and see hundreds of bright torches. Everyone else has noticed it too. You take a closer look, and realise what is going on...Orcs! A huge mob of Orcs is charging towards your village, armed with crude weapons, many of their mouths covered in fresh, crimson blood."Out!" Shouts the innkeeper, "Everyone, get out!"The entire inn bolts for the door. Your village is a small one, so although there is some pushing and shoving, everyone manages to hurry through the inn door without too much violence. You run out the door, with your fiddle strapped to your back. The Orcs have reached the village, and they're destroying everything. Houses are burning. You hope that those you care about have somehow made it to safety.As you run, an Orc notices you and he roars, running towards you. What do you do?

DM: You take some of the scraps from your food and give them to the dog, who eats it up gratefully. You begin eating your share of the food.Above the murmuring chatter, you think you can hear something else, coming from outside the inn. You strain yourself...there it is again! It sounds like...a human scream. You look out the window, and see hundreds of bright torches. Everyone else has noticed it too. You take a closer look, and realise what is going on...Orcs! A huge mob of Orcs is charging towards your village, armed with crude weapons, many of their mouths covered in fresh, crimson blood."Out!" Shouts the innkeeper, "Everyone, get out!"The entire inn bolts for the door. Your village is a small one, so although there is some pushing and shoving, everyone manages to hurry through the inn door without too much violence. You run out the door, with your fiddle strapped to your back. The Orcs have reached the village, and they're destroying everything. Houses are burning. You hope that those you care about have somehow made it to safety.As you run, an Orc notices you and he roars, running towards you. What do you do?

Player: Metal Door
DM: Ellan tries the door and finds it unlocked.He goes in raising his flashlight showering the room with the light's beam. He was also planning on using his flashlight also as a weapon to defend himself against anything that might try to attack him inside.He warily shines the light around the room but he doesn't find anything unusual or dangerous. The only things in the room are a couple of sofas, a television set, a telephone, a table, and some scattered clothes on the floor. He also sees a staircase leading to the second floor.Finding darkness about to settle outside, Ellan realizes that he might have to stay in the room for the night. Weighing his choices, Ellan knew he could sleep on the sofas for the night, explore the second floor, or risk his chances and go to the clown statue under the cover of darkness.

DM: You run and run, until you get to the edge of Lake Mithrim.It is a truly beautiful sight to see. The full moon reflects perfectly in its clear, unsullied waters.Bullrushes grow by the water, and the winds cause them to rustle faintly. You look into the waters, and see your own face staring back at you. Just a few minutes ago, you thought you had everything, a home, a family. Now you have nothing, aside from the instrument gifted to you.As you look around, your eyes are drawn to a disturbance on the other side of the lake. Someone, or something, is tossing things in. You look closer, and realise that the things being thrown into the lake are corpses. Rather than being given the dignitiy of burial, their blood spills out into the water, polluting it. If this keeps up, the lake could be irreversibly polluted. What do you do?
Player: Investigate further
DM: You get closer to the source of the disturbance. As you reach it, you realise what is throwing these corpses into the water; a very large troll, surrounded by two smaller orcs. There is a large bonfire burning, as well as some oil to keep the fire going. The troll picks up another body, and flings it into the center of the pond. The Orcs begin to cheer."You chucked that fella further than any of the others!" One of the Orcs laughs, and the Troll grunts happily. You see the corpse fall face down into the lake.So this is just a game to them. They're defiling these corpses and polluting the Lake...for fun."Come on, we don't have all night!" says the other Orc."Why not?" retorts the first orc, "We finished burning down that man village, didn't we?""We didn't come here just for the village! The Master wants us to find the hidden Elvish City to the South of these 'ere mountains! Did you 'ave sand in your ears when they told us that or summin'?"How do you approach this?
Player: Sneak in and burn the Orcs and the Troll

Player: Do not investigate; just ignore it and move on
DM: You ignore whatever is going on...it's none of your buisness. As you sneak past, you realise there are two orcs and a troll, and the troll is throwing bodies into the water. You think you hear one of the Orcs mutter something about an Elven Kingdom in the area.

DM: You run Southwest, across the plains. The Orcs run after you, but they're too slow. Luckily, they were distracted from your mentor. You find something in the grass; a sack of abandoned rations, such as cheese and brandy. There is a note, saying "Orders from the Master: We must find a way to destroy the Elves infesting the region." Ahead of you, there is a gap in the mountains that lead to some marshes.
Player: Go West, to the marshes
DM: You decide to travel West for a few days, towards the Marshes of Nevrast. It is peaceful here, and there is a great saltwater lake, surrounded by plants. There are plenty of birds here, especially waders, and you hear the call of an avocet from far away.As you walk along the shore, listening to the sounds of bird calls, and watch the wind ripple across the surface of the lake, you hear a panicked cry. There is an Orc holding a panicked duck. It looks like he used some kind of trap to capture her. The Orc has also cut down many of the plants, just for fun and thrown them into the water to rot. Its duckinglings are also crying out for their mother, and the Orc looks on, grinnning."I'll get you little beauties too," he leers at the ducklings, "Cook your mother in front of you, then move on to you as dessert!"You have a range of options here. What do you do?

DM: Using your cloak and your stealth abilities, while the troll and Orcs are laughing, you go up to the barrel of oil. It is quite large, and you tip it over so it flows towards the Orcs and the troll. Then, you set it alight.The troll and Orcs begin screaming as their feet are set alight. The fire then consumes their whole bodies, and soon there is nothing left of them but ash. You give the bodies a proper funeral and continue.

Player: Travel South through the mountains
DM: You continue on South, until you reach some mountains. The mountains rise up into the sky, like sleeping giants. They fill you with dread; you've never seen the other side, and now you're not sure that you want to. You decide to follow a path cut into the mountains. This path was probably kept here by goats, though you can't shake the feeling that goblins may patrol them too, or even fouler, creeping things...As you climb the path, your mind goes back to what you heard before. An Elven Land, likely hidden South of these Mountains? It sounds impossible, like something out of folklore or mytholoy. But it's the only hope you've got of ever saving your village. You walk and walk. The stress of what has happened makes it impossible for you to feel tired or sleepy though. You take some of the rations you found and begin to eat. They're mostly just stale biscuits, with a bit of hard cheese.The path leads to a cave, but the river diverts away from it. You happen to know from stories that both these ways will lead you through the mountains. The river should lead you to the South of the Mountains. However, the way is treacherous, as the path does not go that way. On the other hand, you could try going through the cave. The path is fairly reliable and will lead you South-East through the Mountains, but you don't know what else you will find along the way...
Player: Travel through the cave

Player: Let the Orc cook all the ducks, and suggest seasoning
DM: You go up to the Orc, and tell him he shouldn't cook that duck."Oh yeah," he snorts, "Why not?"You tell him that pondweed makes an excellent seasoning. He smiles, and takes the duck, along with a handful of pondweed, to be cooked.As he walks away, you begin to be feel cold. Then you realise, the Valar are furious with you. All of them have removed some of their favour, and they have ever gone so far as to prevent you from learning anything.

Player: Dodge right
DM: You dodge right into one of the lasers.

DM: Using your cloak, you sneak around the Orc. When you are behind its trap, you call out to the Orc. It looks at you, then charges towards you, but it puts its foot in the loop and gets pulled up the tree."You filthy maggot!" He screams, "I'll have your head for this!" He will get out eventually, but by that time you plan to be long gone. You let the duck go to her ducklings.
Player: Go east towards the forest
DM: You travel down the mountainside, and make it to the forest. The path through the woods seems worn, as if people come through it often. The forest is mostly quiet, with the odd rustle of a red squirrel here and there, or the sound of a woodpecker echoing through the forest.As you get deeper into the woods, you realise there is something in there, watching you. You take surreptitious glances, and realise that there is a short man spying on you. He keeps ducking his head when he thinks you've spotted him, and you get the impression that he is scared of you.There is a figure behind you. You turn, and see he is holding a drawn bow. His robes are darr, mottled green, indicating that they're used for camoflague."Halt!" He says, "Who are you, and why do you trespass in these woods?"

Player: The right fork
Player: Left fork

DM: You have a bad feeling about the cave, so you decide to go along the river.The way gets tricker and tricker. You almsot find yourself slipping a few times, but you finally find your balance.You need to cross the river, as the path has become too steep. You try to leap across, and you just about succeed, but your foot gets stuck in the water.Eventually, you find your way to the other side of the mountain.The landscape is shown before you; a huge river, and in the centre, an island. As you look upon the island, a sense of fear slowly creeps into you. You could investigate it further, but you have a very strong feeling that the area is very dangerous indeed. You should certainly think about getting more experience first. Having some favour with the Valar first would also be a great idea.There is a large forest to the South, and a tall hill in the centre of the woods. It seems quite peaceful there, perhaps there will be a clue as to where to find the Elven forest?
Player: Towards the Dark Isle

Player: Agree to help the man with his problem
DM: You agree to help with the local issue.The ranger nods, and takes you to the river.By the river, a group of small men woth beards sit, watching something through the trees. They look a lot like the scout you saw earlier."These are the Woses," explains the ranger, "They are a peaceful, fishing tribe, but the servants of Morgoth have created a contraption that threatens to starve them." The Ranger points to a huge machine in the water. It has many cogs and gears, and what appears to be a wooden gutter pumping a toxic sludge into the water. The sludge is killing all the fish, allowing a man at the end of the stream to catch them, clean them and cook them."We are undecided as to what to do," explains the Ranger, "We have all voted on it, but there is a tie, so we need someone to break the tie. What is your decision?"
Player: Sneak past the men and kill them

Player: Explain that you are a refugee who wants to find the Elves
DM: The man listens to your explanation. "We don't have much to do with the elves," he says, gruffly, "You don't seem to be servant of the enemy; you'd be a lot more stealthy and competent if you were, for one."You're starting to see why these people are so isolated."Of course, I could use the help of a stranger with a certain local problem. Or, if your buisness is urgent, I can take you to the borders of the Elven realm; Doriath, I believe it's called."You can choose to help, or go to Doriath. Alternatively, you could try going west towards the Marshes of Nevrast, or south towards a hill. The hill look forboding, and you feel that you would need to be somewhat experienced before going there. [Warning: If the guide takes you to Doriath, you won't be able to access any more sidequests outside Doriath. It is advised that you only go with him when you are sure you want to access the end of the game]

DM: You duck your head and stay as quiet as possible. As it gets closer, you hold your breath, but realise that your heart is still pounding. The thing is coming closer, and as it comes closer, the air gets hotter and hotter, and the rasping voice fills up your thoughts.Whatever lives here must have an excellent sense of hearing...excellent enough to hear your very loud and rapid heartbeat. The sound of its many footsteps on the ceiling have stopped. It is burning hot now, and the rasping is coming from above you. What do you do?

Player: Cross the bridge into the Isle of Werewolves

Player: Try to attract the Elves by calling for help
DM: You call out for help until your throat is sore, but nothing happens.

Player: Attempt to talk to the men, and see if you can convince them to kill fish somewhere else
DM: You decide you will try and convince the brigands to move somewhere else. You walk towards the contraption."Hey!" Shouts a man, "What do you think you're doing here? No free handouts!"You explain to the man that the fish here contain a disease which causes people who eat them to drastically lose their intelligence and thinking abilities. They look at you, appalled."So that explains why none of us are able to understand how this thing works!" Says one of the men, "The Orcs have been feeding us tainted fish to keep us stupid!"The men pack up, and they wheel their contraption away. They will kill fish somewhere and pollute another water source, but it will be far away from the Woses.The Ranger congratulates you, though he tells you that it's not a great thing to let this contraption still exist.
Player: Head South, towards the hill

DM: You decide to head South towards the hill. This hill is called Amon Rudh, according to the Ranger, and it has a dark reputation. There are stories of a great betrayal happening there, where the "Master Of Fate" was captured by Morgoth's forces.You reach the hill. It is a very sad and dreary place, with short grass and strange stone monuments.Suddenly, you see something out of the corner of your eye. It is an Orc, but bigger and more dangerous than any other Orc you have ever seen! He is charging towards you, weapons drawn! What do you do?
DM: There is nothing you can do. The Orc attacks you, and kills you.

Player: Trip up the Orc [Needs EXP 2]
DM: You dodge to the side, and push the Orc over. He gives a cry of rage, before falling.You have your blade, ready to kill, when something catches your eye. A dwarf is running towards you"Don't kill him!" Begs the dwarf, "Don't kill the Orc!"What do you do?
Player: Kill the Orc

Player: Do nothing, and hope it doesn't notice you
DM: You do nothing, and hope it doesn't notice you.The rasping breathing gets louder, and you can feel your face burning up. You smell the creature's dank, rotten breath, and, before you know it, everything goes black.

Player: Sabotage the contraption [needs 1 EXP]
DM: You decide to sabotage the contraption. You explain that it looks quite easy to do; all you need is for the Woses to arrange a distraction.The Woses immidiately scatter into the woods. After a few minutes, a hail of arrows and slingshots begin to land on the men who are in charge."Oi!" shouts the leader, "We're under attack! Everyone, retreat!"The men retreat, but one stands guard. However, he is quite easy to sneak past. You climb up the wooden stairs and pull a single, wooden cog out of the mechanism, then, you siphon the sludge so that it falls onto the ground. It's not pleasant, but at least it will do less damage than being placed in the water.You escape into the woods, and the Ranger congratulates you. He is perfectly willing to take you to Doriath now, or lead you out the woods another way.

Player: Lure the Orc into its own trap

Player: Spare the Orc
DM: You decide not to kill the Orc, and you wait for the dwarf to explain things."The Orc is my friend!" Says the Dwarf, "I'll explain everything!" He looks at the Orc, "Why did you try to kill this person?" He asks." I thought they might be an assassin of some kind, " Says the Orc.You ask what is going on here, and how an Orc came to be friends with a dwarf."Many years ago," explains the Dwarf, "I was going to loot a village after the villagers were killed in an Orc raid. I don't like doing it, but it's better I come in and take what's left behind than leaving it to rot. In the rubble of some destroyed houses, I heard a crying sound. Inside, I found a baby Orc. I thought at first to kill him, but I couldn't just kill a baby. So I took him home, and I raised him. I didn't know what to call him, so I eventually just settled on "Orc", since I didn't think I would ever get him mixed up with another Orc.""I've been protecting this hill ever since," says Orc, "Many have come here, mistaking me for one of the servants of evil. The truth is, I have no interest in fighting in anyone's war. I do not see why I should put my life at risk for some greater cause, and I suspect the Orcs who fight for the Enemy don't do it out of choice, but out of fear. Of course, they'd probably turn into bandits given the chance, but I am tired of violence. I just want to live out here, in peace."A part of you can relate. But now that you've solved the mystery of Amon Rudh, you realise perhaps its legacy isn't so dark after all.

DM: You are Nick, a computer guy. You work at a company, doing computer things. You feel pretty happy with your job, but lately you've noticed a lot of your employees and peers have been leaving for a new start-up, Inkfosecurity, focused on printer engineering and information security. You've scheduled an interview with their HR department after hearing nothing but good things from your former coworkers.You've traveled to Inkfosec's HQ, a small town in the southwestern US, and you're now standing outside their building, a tall, nondescript skyscraper of dark glass. Immediately after entering you're whisked away to a conference room, shivering at the difference in temperature. After waiting for close to an hour, and still no interviewer, you weigh your chances of missing the interview if you head to the bathroom.Do you:
Player: Wait for the interviewer, despite your discomfort
DM: Yeah, that resolve lasts about 30 seconds. You leave and head for the bathroom.

Player: Listen to the weird bathroom guy and run

DM: Today's been...strange, you think, as you are lead to your new office. The interviewers explained that you'll have to stay here a few days, as they anticipate big demands on their server in a few days, and you need to familiarize yourself with the system. Your office is, if possible, colder than your interview room, filled with huge stacks of mainframes and with three monitors ringing your desk. The aid points out a huge red button that you are NEVER TO PRESS, as it shuts down the entire system. After explaining the basic layout of the system, you're left to get to work.Do you:
Player: Press that big, shiny red button
DM: Immediately red lights start flashing. On the middle screen of your computer, there's a flashing sentence, with an input box below it.WHAT IS THE CODEWHAT IS THE CODEWHAT IS THE CODE
Player: 1937
DM: The code is rejected, and the flashing lights stop. The Order of the Giant Squid will rise in a few days, but you won't be there to see it. After your escapade, you've been killed and replaced with Norman the helpful Gnu.Maybe you missed something during your time here. Try to pay attention to patterns which could translate into a 4-number code.

Player: 3251
DM: You feel the thrashing cries of the squid through the building, and hear the shatter of glass as you ride the door of your room down a wave of ink.You are Nick, the computer guy. You have defeated the Order of the Giant Squid. You strike fear into the hearts of printer companies and squids alike. Though you may have to come back to defeat the rest of this company (this wasn't their only HQ, and you still don't know what they wanted the squid for), you're going to go home to your family.I love you Dad, Merry Christmas!

DM: All three interviewers immediately freeze. A voice from behind you says,"You aren't supposed to know about that."His judgement - and your death - is swift.Perhaps this company had more to it than even the giant squid suggested - but now you'll never know.
Player: Don't ask dangerous questions, reconsider your options, and survive.

DM: You ask Norman if he knows what job Inkfosec wants you to do."You're supposed to upkeep and protect the system supporting the squid. It's only a few days before go-time. If you pass their interview, you're going to be here round-the-clock for a few days, and then it won't matter.""What's going to happen, Norman?"The Gnu appears to be trying to get out a word, but something seems to be stopping him."Norman, does the squid need to be stopped?"The Gnu nods furiously, and you have your decision, You'll pass their interview, kill the squid, and save the world.
Player: Head to the Interview

DM: You work for a few days, and then one day a giant tentacle busts down your door and drags you through an ocean of ink to the gaping maw of a squid.You chose boring options, and it led you to miss some key information. Perhaps you should be a bit more adventurous this time.
Player: Return to the hallway heading back from the bathroom

Player: The Interview

DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.> Quel est votre prénom ? (10 lettres maximum ; les voyelles sont au début de la liste)Aap...
Player: E
Player: N
Player: S

Player: Ask about their giant squid

Player: Choice 3: Leave (this is scary!)

DM: You walk away quickly, desperate now to escape the stench of death and the screaming. Your stomach growls, and suddenly you are aware of an all consuming hunger opening a hole in your gut. You cannot remember the last time you ate.Eventually you come to a market. The once lively market is now barren. As you scan the empty carts and stalls, you remember flashes of a thriving city with vendors for every good. Whatever killed all those people has brought Constantinople to its knees. Your stomach growls.In a particularly dim corner of the market there is a single woman, selling molding bread. She must be the oldest person you have ever seen."How much?" you ask her, pointing to the least moldy loaf. She holds up two fingers. You pat your pockets--still empty.After you turn out all of your empty pockets, she lifts her other bony hand to point towards your feet. "Shoes." She rasps.
Player: Choice 2: Steal the bread!

DM: You wander around taking in the scenery. You enjoy yourself until you see another victim of the machine zap in. It is your friend.
DM: "The machine zapped me in here. How did you get in here?" Your friend asks you back.
Player: "I don't know."
DM: There was an uncomfortable pause. After that you ask,

Player: Choice 1: Trade her your shoes
DM: You look at her and sigh, your stomach growls louder. Without a word you take off your shoes and hand them to her, then snatch a loaf of bread and walk away. The city streets are disgusting under your bare feet, you try not to think about it.After a few turns you find a crate to sit down on, you can barely see the port from here.The bread is horribly dry, but the mold is refreshingly earthy. A black rat comes up to eat your crumbs and you kick him away, yelling "Oi! Oi! This is my bread!"Maybe tomorrow you'll find your way out of this cursed city, go live life as God asks.

DM: You shake his hand and give him a hearty slap on the arm. His crooked-nose-face flinches. "No, you really can't" he tightens his grip on your hand and smiles so all of his lower teeth show.You begin to pull away, but his grip doesn't loosen. "Not so fast there," he yanks your hand in and punches you in the stomach. You cough and double over. "You are injured, come with me." He puts one of your arms around his shoulders and starts walking. Your feet drag.You black out.
Player: Choice 2: Wake the guard
DM: You get up off the floor and walk over to the grid of wooden bars. "Hey!" You call softly, not wanting to start off on the wrong foot with the guy. "Excuse me, sir? Hello?" You get a little louder. The guard begins to snore."HEY!" you yell this time, he flinches and continues to snore.You walk over to the disgusting stack of pots and pick up two of the least disgusting. You hold them as far away from you as possible and then begin banging them together, "HELP! HELP!" you yell.

DM: His face falls. "My friends call me Forbearance," he stops patting your head and starts walking towards you. You take a step back, and then another one, after two more steps you're against a wall. "Do you have any friends, OLD man?" He puts a forearm across your throat, his breath is horrendous.You pass out.

DM: As soon as both of his hands are off of your body you make a run for it, dashing quickly out of the ornate Church. "Stop that man!" You look behind you and he is farther than you thought. Surely you can disappear in the streets of Constantinople.The thrill of the chase excites you to run faster, and faster, until you slip spectacularly in a puddle of muck and smash against the side of a building. Only god knows what this disgusting street goop is made of. When you look up again you are met with the sharp end of a bronze blade, held by the annoying boy with the crooked nose."I should have you executed for treason!" he says, poking the blade into your neck. You try to speak but your head is buzzing.You pass out.

DM: "These old bones cannot keep up with the rest of your men there," you nod towards the group huddled next to the pile of bodies."I understand," Theodoros sighs at great length. "May God watch over you," he releases your hand with a warm, sad smile.You walk away quickly, desperate now to escape the stench of death and the screams of a madwoman who you cannot save.Your stomach growls, and suddenly you are aware of an all consuming hunger opening a hole in your gut. You cannot remember the last time you ate. Eventually you come to a market. The once lively market is now barren. As you scan the empty carts and stalls, you remember flashes of a thriving city with vendors for every good. Whatever killed all those people has brought Constantinople to its knees. Your stomach growls.In a particularly dim corner of the market there is a single woman, selling molding bread. She must be the oldest person you have ever seen."How much?" you ask her, pointing to the least moldy loaf. She holds up two fingers. You pat your pockets--still empty.After you turn out all of your empty pockets, she lifts her other bony hand to point towards your feet. "Shoes." She rasps.

Player: WAKE UP.

DM: You look the old woman up and down. She sits unmoving, hands held in the same positions. She looks thin and bony under the collection of shawls and rags that drape her shoulders.Without a word you lunge for the nearest loaf of bread, one hand wrapping around it firmly. The rest of your body is already pivoted to run away when you are stopped by a great pain in your wrist. You fall to your knees.Turning back you see that a knife has been stabbed through your wrist and into the loaf, pinning it in place. The woman still sits there calmly, one hand holding up two fingers, the other now on the hilt of the knife. "AHHUUH" you yell. She pulls the knife out with one hand, the other hand finally moving to smash your head into the table. She yanks you back up by your hair so you are starring into her eyes. Her breath is horrendous."Thief." she mutters, unceremoniously stabbing you in the neck and tossing you to the side. You bleed out on the streets of Constantinople. You never remembered your name :(

Player: Choice 1: Offer to trade your shoes for freedom

Player: Choice 2: Offer to trade him something else.

DM: Your stomach growls, and suddenly you are aware of an all consuming hunger opening a hole in your gut. You struggle to your feet, trying to remember the last time you ate.You walk to awhile, eventually coming to a market. The once lively market is now barren. As you scan the empty carts and stalls, you remember flashes of a thriving city with vendors for every good. Plague has brought Constantinople to its knees. Your stomach growls.In a particularly dim corner of the market there is a single woman, selling molding bread. She must be the oldest person you have ever seen."How much?" you ask her, pointing to the least moldy loaf. She holds up two fingers. You pat your pockets and take out the small pouch of coins, then place two of them in front of her.Another bony hand and appears from a long sleeve and swipes the coins from the table, she throws the bread at you and hisses. Confused, but altogether happy to have bread, you go find a place to sit and eat. After a few turns you find a crate to sit down on, you can barely see the port from here.The bread is horribly dry, but the mold is refreshingly earthy. A black rat comes up to eat your crumbs and you break off a larger piece of bread for him. Something about the rat's furry little face and the way he eats bread just like you makes you feel less lonely. You name him Cicero and put him in your pocket to keep warm.Maybe tomorrow you and Cicero will find your way out of this cursed city, use the rest of those coins to pay for passage to somewhere new.

DM: "I'm sorry I cannot give you my shoes sir," you give your surroundings a quick scan. The floor is hazardous for a barefooted man, it's mysteriously damp and you have seen many rats since you arrived. "Do you want his shoes?" You point to the hunched figure in the corner."Too small." The guard groans and turns to leave.You pat your pockets desperately. "Please! Sir, anything else!""I don't need anything else form you, rat" his voice recedes with the light....The next morning Forbearance and two other men come and drag you from the cell.You are executed in the name of Emperor Justinian.

Player: Choice 1: Offer to help dig the graves.

Player: Choice 2: Offer to take the bodies to the church.

Player: Time to head out!
DM: With your complete medical kit in tow you decide to head out to tend to the sick.The street is surprisingly crowded and full of commotion. Collective chanting in the background is being drowned out by the heckling surrounding you. You push to the front of a crowd of on-lookers to see a parade of Flagellants, marching in unison. As you draw closer, you can make out their chanting, "NOW FLAIL YOURSELF HEAVILY FOR CHRIST'S HONOR!" (6)Blood from the closest Flagellant splatters across your face. "NOW RAISE UP ALL YOUR HANDS" (6) the group kneels and raises their hands to the heavens. "THAT GOD MAY AVERT THE GREAT DEATH!" (6)"Ignorant fools" someone behind you yells, pushing you into the well-choreographed group of heretics. You knock into a large kneeling man, taking out two more Flagellants with his fall.For such a large man, he recovers quickly. "Ow! Do we have a problem sir?" He sits up and looks you in the eyes, the other two Flagellants stand and begin flanking you.

DM: You sigh and wash your hand in the vinegar again, then pop more garlic in your mouth. (5) "You want some help?" She nods and grabs your vinegar-covered hand, leading you to a yard outside the home. She points to a spot under a big tree and then hands you a shovel. "Well, alright then." You start digging.You keep digging....Graves are supposed to be really deep....You dig more....Once you have finished the first grave you cannot possibly imagine digging another, but you figure that both bodies can just be tossed in one. You lay down at the bottom of the grave and look up at the sky, the earth is soft. You are so tired from all that digging, you begin to drift off...............

DM: "Not too bad? These shoes are great!" You lift your leg to show them off, "Close-toed, no holes, I have these fancy leather strings for tightening." You demonstrate the strings. "Oh! We even seem to be about the same size!" You give the guard a smile that makes your eyes crinkle. "Yeah? I would like something a little less drafty," he frowns at his own feet. "What exactly am I supposed to tell 'em when they come for ye?""Tell them I'm...him?" you point to the hunched figure in the corner, who makes no objections to this idea."Good enough for me!" says the guard, he opens the door to your cell. You hand him your shoes and he begins to lead you out of the prison. "Watch your step, these parts are full of pests. Rats, cockroaches, rats that eat cockroaches."
Player: Follow him out of the prison.

Player: Choice 2: "Yeah actually..."
DM: You stand up and throw your shoulders back, "we DO have a problem." He and his men all take out their scourges (7). "I was just on my way to tend to the sick and then you sprayed your BLOOD in my FACE," you begin pointing accusingly at the one you knocked over, "and then some guy pushed me down and I lost all my stuff!" You look around dramatically, the kit you were carrying with your supplies for the sick is nowhere to be found. "My whole family DIED three weeks ago and I am HUNGRY," your voice cracks, and you feel your eyes well up with tears. The Flagellants all lower their guard."May God watch over you," says the big one. Then they turn and continue their march, leaving you there to sob in silence. Embarrassed, you go back to your lumpy bed and fall into a fitful sleep.............
Player: WAKE UP!

DM: You bolt upright and grab at your chest, as if you could tear out your own heart to stop it from beating so rapidly.You are tired of the dreams, tired of never sleeping when you sleep.You glance around the small room you've been staying in for the past few months, at least four other people are sprawled out on mats next to yours. A few beams of sunlight break through wooden slats on the windows, highlights the heavy circulation of dust in the air. You start coughing.The familiar smell of opium wafts into the room. (8)

DM: You look at her for a moment and sigh. "I saw a cart in the alleyway," she nods again, you continue, "how about I use that you take your dead over to the church. I hear they have a whole pile of bodies of there." You crack a smile.She takes her head, "no, thank you, sir."You frown and begin packing up your things.

Player: Choice 1: "Yes! Yeah! Of Course!

DM: You slip a little, standing up as fast as you can in the blood-speckled street. You turn and lunge, but one of the flanking Flagellants blocks you and grabs you by the arm. Without thinking, you punch him in the nose. Your hand really f***ing hurts. You run as fast as you can, they chase you for awhile before giving up, but you keep running.You run until you do not recognize Paris anymore, and you can hear your heart pounding in your ears. You collapse on a soft pile of trash next to some kind of store, feeling truly alive. You fall soundly asleep here, many rats curling next to your warm body.

Player: Choice 1: Go to work.
Player: Choice 1: Offer to help Chen

DM: You continue, "that is actually why I came over here in the first place, I just tripped. I would totally love to repent with you guys." You look up towards the heavens and stretch out your hands. "Nice to have another member!" the big man offers you a hand, "that'll be 11 shillings and 4 pence." (7) Your eyes widen at the price. "Don't worry, you do not have to pay all at once. A few pence should be enough to get us started," he smiles, almost toothless.
Player: Choice 2: Swat his hand away.
DM: "11 shillings!? In THIS economy?" you pause to stand up by yourself, "Sir there is a GREAT DEATH about us, and famine!" you turn to the crowd for support, the on-lookers have mostly dispersed by this point. "You call yourself a man of God? For shame." Feeling satisfied with yourself, you run away quickly, before any of the Flagellants can decide to turn their scourges (7) on you. Behind you the Flagellants give each other confused looks and then continue marching. Having lost your medical kit, and feeling much too tired to make any more cure-alls, you decide to retire once again to your lumpy bed...............
Player: WAKE UP

Player: Choice 2: Smoke Opium

Player: Choice 1: Take his hand! (Join the Flagellants!)
DM: You reach up and take his big, blood-spattered hand. He helps you to your feet. You scan the crowd for your medicine kit, it is lost. You pat your pockets--empty. "I do not have any coins to give you at the moment, God has humbled me," you tell him.He pats you on the back so hard you cough, "Do not worry, for now we will take your shoes, tomorrow you can beg." You hand him your shoes and he puts his arm around you, choking you a little.You follow the Flagellants on the rest of their march through Paris, observing their chants and movements. Without shoes your feet grow raw and bloody on the city stones, they become caked in muck. That night you sleep on the ground, shoeless and cold.

Player: Choice 1: Look for someone to help.

DM: "I will take care of it," each word leaves your mouth with an increasing amount of confidence. Moving a body can't be the hardest thing you've ever done, right?"How? Where are you going to put him?" Chen asks, obviously worried."I'll just drag him down the road and dump him at that physician's practice," you move your hands to mime walking and dragging. "Dr. Fai?" (8)"Oh yeah that could work," he nods in agreement.You pick up Shi's ankles and Chen grabs him under each armpit. The two of you drag him out the back into a slim alleyway and start making your way toward Dr. Fai's."Hey!" A man appears at the far end of the alley, "Hey, put that down, we need help over here!"
Player: Choice 2: Make the stranger go away.
DM: You and Chen exchange nervous looks. "We actually cannot help right now, we are busy!" You yell back, "our friend here had a few too many!"The strangers stops approaching, but continues, "Bring him! The whole place is on fire!""On fire!?" Chen drops his end of the corpse out of shock. The head cracks open. The stranger has already turned around and is on his way. You and Chen lock eyes and you shrug, dropping your end of the body. You and Chen both run after the stranger.It doesn't take many steps for you to realize that everything really is burning. The air is hot and you start to cough and choke on the rising smoke.As you weave your way out of the buildings you become tangled in a mass of people, all of them distressed. There are men cutting down power lines, people rushing every which way, and a baby crying in the distance.
Player: Choice 1: Look for something to steal

DM: If you don't report it though, maybe Chen will die next, or even you."I wont tell anyone" you tell Chen, then swiftly leave. You hear him lock the shop door behind you.You decide to walk to the physician's practice and see what they think. There's a doctor Fai in the district who has seen this plague before, back in China. (8)As you make your way to Dr. Fai's you cannot help but notice the overwhelming smell of smoke. You round a corner to see what must be a quarter of Chinatown up in flames. Stunned, you start running home to grab your belongings. Then, you remember that you don't own anything of value. Dumb-founded, you watch the fire spread to more buildings. All around you there is confusion, men are cutting down power lines, people are rushing every which way, and a baby cries in the distance.
Player: Choice 3: Leave (this is chaos!)
DM: The smell, the sight, and the sounds are all completely overwhelming. You make a run for it. With everything on fire, maybe you can finally make it out of Chinatown and stay with Chen's sister outside the district.Running away from the chaos of the flames you are met with a wall of armed guards, supported by armed locals. They look at you with fear and disgust, brandishing firearms, baseball bats, and pick-axes. (8)
Player: Choice 2: Rush the guards.
DM: If there was ever a time to throw caution to the wind, you figure it must be now.You point to your left where a line of men are passing buckets of water from the sea to pour on the fire "hey look over there." You say. (8) Everyone who took notice of you looks where you are pointing. You take this opportunity to slip through the line of heavily armed men. You get past two, but the third looks back just in time to grab your arm. "Where do you think you're going, plague-boy."You cock your fist and punch him in the jaw---"OUCH" you yell, pulling your hand back.The other guard, having taken notice of the situation, swings his baseball bat into your stomach. You fall to the ground and don't get back up. Later, you allow yourself to be carried to the refugee camp to be put under quarantine.

DM: You flash Chen a worried look and then put your end of the corpse onto the ground slowly. "Yeah, what do you need help with?" You turn around to block the dead body as the stranger gets closer. "The fire! It's spreading! They aren't just burning one building anymore, the fire is moving everywhere. It's headed to Kaumakapili Church, they're burning it all down around us!" The stranger takes a few gulping breathes and then turns to leaves again, "come on!""My family," Chen looks at you, "I have to go." You give him and nod and the two of you embrace before he runs off after the stranger.
Player: Choice 1: Leave the body here.
DM: If the whole town is burning, you might as well leave Shi here. "Sorry." You say to the corpse before running after Chen. It doesn't take many steps for you to realize that everything really is burning. The air is hot and you start to cough and choke on the rising smoke.As you weave your way out of the buildings you become tangled in a mass of people, all of them distressed. There are men cutting down power lines, people rushing every which way, and a baby crying in the distance.
Player: Choice 2: Look for someone to help.

DM: It seems you have been bitten by an infected flea! (1) Was it a boat ride? No shoes? Short pants? Pet rat? Those little guys will get ya!It vomited bacteria into your body to stop itself from choking- so that it could live. (1)Only now, you must die.Your lymph nodes nearest the bite swell into painful buboes and horrible fever brings constant chills. Your head never stops aching and your body is weak.You die quarantined in a detention camp on Honolulu :(

DM: You scan the chaos and see a boy, maybe 10 years old, standing still and looking around frantically. You go up to him."Hey, kid, you okay?" you yell, as calmly as one can."I don't know." He says, "I can't find my mom." You look around with him, and then give him a quick once over. He's filthy, skinny, and his feet are bare. For the most part, he looks just like you. You take off your shoes and hand them to him."Here, put these on. What's your moms name?" you ask him."Mei Long," he tells you. "Alright," you say, "let's find her, you wanna get a better look" you gesture for him to climb on your shoulders. The two of you start walking through the crowd. Eventually you are funneled into a long line of people, marching towards a detention camp."Where are we going?" the boy asks you."I don't know." you tell him. Your feet hurt. Maybe you shouldn't have given him your shoes if he was just going to ride on your shoulders the whole time."Will my mom be there?" He asks you."Hope so," you reply. You're starting to sweat, you aren't really cut out for this hero stuff. You keep walking...."Jun?" A woman's voice calls from behind you. "JUN! JUN!" The kid turns and hops off your shoulders, running back through the crowd of marching refugees to hug his mother.You wave goodbye to the boy, whose name was apparently Jun, and turn to continue your barefooted death march. Just as you think about making a break for it, you trip and fall face first into a jutting rock.Everything goes black.

Player: Choice 1: You know when you've been beat.
DM: You stop short of the guard and put your hands up in self defense. To your left you notice a line of men passing buckets of water from the sea to pour on the fire, you point that way. (8) Everyone who took notice of you looks where you are pointing and you head off in that general direction.Eventually, you mix in with the rest of the crowd and start marching. The walk to the detention camp is long and bumpy. You fall more than once and scrape your knees. That night you fall asleep, exhausted, your mind completely numb.

DM: Sources:1. https://www.youtube.com/watch?v=RAxj84X-fY42. Procopius, Buildings (1.1.61)3. Procopius, The Secret History. (Specifically, the Emasculation of Belisarius in the Gynocracy)4. Procopius, The Secret History. (Specifically, More Victims of Theodora in Part II)5. https://www.youtube.com/watch?v=YGDURm4lA9k6. Aberth, The Black Death: The Great Mortality of 1348-1350 (pg. 96)7. Aberth, The Black Death: The Great Mortality of 1348-1350 (pg. 101-102)8. Mohr, Plague and Fire (pgs. 36, 81, 130-133) Specifically, KAA, December 30, 1899, 3. Specifically, PCA, January 22, 1900, 2-3.

DM: Even if everything is burning, you decide that you should still try to get Shi far away from the bookstore. You keep dragging him, and dragging him, until you can't ignore the fire any longer.You are weak and haven't dragged him very far. The smoke is making your eyes water. You need to get out of here. It's not like you were giving Shi a proper burial, but you feel bad leaving him in an alleyway like this. "Sorry," you say to the corpse. A single tear falls from your eye. You make your way out of the maze of wooden buildings and become tangled in a mass of people, all of them distressed. There are men cutting down power lines, people rushing every which way, and a baby crying in the distance.

DM: Kate smiled. "I knew you wouldn't tell me," she whispered, leaning over to peck me on the cheek. She jotted down the answer.
Player: Teenagers
DM: Kate and I were grown up and in high school.
Player: Test
DM: "Math test today, students," our math teacher announced. Everybody groaned.He handed out the sheets. Kate tapped my shoulder. "Psst, what's the answer to question six?" she whispered. "I forgot to study."
Player: I ain't telling you.

DM: If you're gonna die, die with your boots on. Metaphorically speaking, of course. You're wearing those old sneakers that smell like ass. It was either that or your nice faux leather dress shoes, and you don't want to die in those because then the coroner might think you're a homosexual. Not that you have a problem with alternative lifestyles. You just... uh... Uhhh..... anyway, you drop the shit and start swinging with your hat rack in the direction you think the zombie is. After about fifteen seconds of flailing around as such, it finally gets close enough that you can see its outline. You give it a couple good, wholesome shots to the face, not unlike you used to do with your ex-girlfriend. Also not unlike your ex-girlfriend, it doesn't take much to make the zombie go down. Having dealt with the threat, you grab your shit and keep walking. It's only a matter of time until you reach the house.
Player: At le house...

Player: Zombiecapitator 5000 (1500$)
DM: You do not have the money to buy that
Player: K, nevermind
Player: FMJ Assault Rifle ( 500$)

DM: A zombie Apocalypse? That will happen when pigs fly...
Player: Go make a sandwich
DM: Suddenly, a pig flies out of nowhere with a submachinegun threatening to kill you if you do not turn the TV back on. Pigs do fly!
Player: Ok! Just don't kill me!

Player: Follow the trail
DM: You decide to buy your gun before you deal with any zombies...

Player: To the gun store!
DM: You hand him your ID and purchase your gun, you don't have any money left, but it was worth it.
Player: Alright! time to kick ass!
DM: You head outside and see a twenty year old looking man walking towards you. He comes up to you and say's: " Listen, I am going to play a little game with you, win and I will give you a thousand dollars, lose, and I kill you." If you refund your gun you will have enough to buy the zombiecapitator only if you win.
Player: Let's do this!
Player: I will use my womanly skills!
DM: Wemen are naturally good at accuracy compared to men. You use your razor sharp vision to aim at the bottle calculating wind, distance, and bullet speed with your womanly intelect, and fire. The bullet hits the bottle and it burts into pieces. Too easy for you...

Player: Alright I will look for it...

Player: Take the thousand bucks
DM: He stares at you with a surprised face, and slowly hands you the thousand dollars. You now have enough for the zombiecapitator!

Player: Buy it!!!
DM: Aww yeah son! Now you are ready to kill that bastard zombie that somehow managed to get your ( or your husbands) condoms. You get out of the store and look at your shiny-
Player: Ferrari
Player: Break in from the front doors
DM: You use all your might, and break through the door. The zombies use all their might... and rip you to shreds...
Player: O_O o..k...

DM: As quick as lightning, the man pulls out a knife and stabs you to death. You should probably have accepted his offer.
Player: Alright I will play his game... whatever it is

Player: Gimme the money!

Player: Pink Sports car

Player: It could be infected!

DM: You go inside a room to find your girlfriend (or boyfriend) with another man (or woman). "I don't wan't to have a baby with you!" You are confused... why are they debating over babies in a hospital filled with zombies? Then you realize: the creator of this was a lazy piece of crap and a mentally ill. " What the hell is going on here!" you scream, which stops them both. Your lover tells you that the psycopath standing next to her ( or him) wants to have a baby with your lover.
Player: She ( or he) is lying!
DM: Yeah right! You liar! You stupid retarded cheater! Why would you even like this weirdo! I look way better than that stupid person!" " I am not lying!" your lover say's, and you suddenly believe her ( or him). Too late for that, the weirdo grabs your gun and shoots you in the face. You live for only five more seconds. Five agonizing seconds of seeing your lover getting grabbed and choked to death...

Player: Run away! They might think I am a zombie and kill me!
Player: Shoot their genitals!
DM: They don't seem to slow down at all, in fact, they make haste towards you and kill you...

Player: Down the hall!

DM: You take out your gun and shoot him ( or her) in the legs, hands, and wait for him ( or her) to torturedly die of bleeding. You grab your lover and run out of that damned place. You live happily ever after...
Player: Wait... I am a girl.. aren't men supposed to be the ones saving wemen?
DM: Well.. yeah.. but you are just too much of a kickass girl to let him save you first!

Player: GAAH! NOOOO!!!
Player: Decapitate the Psycho!
Player: Hooraay!
DM: YEAH! This game sucked didn't it? Well it's my first game, gimme a break!

Player: Go inside the room

Player: Give a visit to Penelope

DM: Exactly! There is no time to waste - your research proposal is due in only 4 weeks. 4 WEEKS!!! Better get to work now. Choose what you'll start with:
Player: Panicking, making tea, doing the dishes, cleaning the house...
DM: Wow, the house has never looked so clean - shiny bathroom, brushed cats, even a nice, sparkly oven! But the research still awaits you...
Player: Get started for real

DM: Great start! Getting to know your data is going to be really helpful when conducting your research. You plot the data, grab some summary statistics, and get your head around the survey collection process.
Player: The idea is evolving
DM: After studying the data and thinking about which model you want to use, you decide to finally bite the bullet and look into some literature. You will need to get started on that proposal soon - remember, you don't have much time...
Player: Starting the proposal
Player: I'll try my best...
DM: None of this half-hearted "I'll try my best"! Do, or do not - there is no try! Make a decision!
Player: Decide! NOW

Player: Looking at data

Player: wing it!
Player: Of course I can do it!
DM: That's the spirit. You start writing your literature review and find it is actually not that bad. You're interested in your research topic, so obviously articles about it are also fascinating. You enjoy learning and develop an even more refined idea about what it is you'd like to study. Research questions are becoming more apparent, you find small holes in journal articles or maybe even stumble across suggested further research. You are quickly nearing the halfway mark of the word count, but then the next section of the proposal hits you: methodology.

Player: Methodology - what's a methodology?
Player: Econo-what? Don't tell me there will be maths involved!

Player: look at previous proposals, of course

DM: Well, yes, dear innumerate friend, there will be maths... Should've done an Arts degree if you can't handle it! There's still time... Think about it while crying over your unfinished proposal.

Player: Finishing your proposal

Player: Pay someone to program for you
DM: And I was just starting to think you were alright... Pay someone to do your work? Seriously? Were you that kid whose mum did all its homework? And then complained when you got a B+? Plus how are you planning to fund that on a student income? Some economist you are...

DM: "What does judgment mean?" you ask. Kappa smiles. "That, defendant, is what you will soon find out."
Player: "You should make it more clear."

Player: Run away to the Vaterland!
DM: You manage to sneak into the baggage compartment of a plane heading to Berlin - very uncomfortable! You spend the worst 24 hours of your life stuck between suitcases, surfboards and bikes only to get off at the airport in the Vaterland to find the German police scanning the arrivals hall for you. You knew it - they aren't going to let you get away with this!
Player: They spot and detain you
DM: 'Vhat haf ve got here? Trrrrying to ezcape se rezertch propozal, are ve?' You're trying to tell the German police how badly they treat you in Australia and that you are missing the efficiency and curtness of your people, but they see through you... With a disappointed look on their face and a grimace that says: 'We thought she was better than that - tougher, more determined' they are escorting you back onto the next plane leaving to Australia. Their last words to you are:
Player: "You must learn how to program!"

Player: You slip under the jacket of the weird-looking man next to you, hoping not to be discovered by the police
DM: Terrible decision! The man is the boss of the infamous secret Wurst ring and you are condemned to work in a sausage factory for the rest of your life! It's the wurst!!!

Player: Watch your favorite show on television, fall asleep on the lounge and crawl into bed around midnight

DM: You swam into the ocean. That was your only hope of safety.
Player: Ocean
Player: Bog
DM: The bog is a dangerous place! As you enter, a motorboat chops you, sharp grass impales you, a turtle bites your tail off... You are in a bad state by the time the alligator eats you. Sorry. But maybe a deep ocean current sucked you to the abyss zone first....

DM: You then start to loose you consciousness and soon fall down. You see villagers looking at you with surprised eyes... Your mother and sister come quickly to you and hug you. You look for the girl... The shy beautiful girl... What is her name... ? You then faint. To be continued...

Player: Quick, coffee!
DM: A strong cup of java ought to fix you right up - thank goodness for caffeine! Now, off to uni!

Player: Go To Locker Room
DM: Angry that you are not going to start, you walk into the locker room, realizing you may not play the game of a lifetime. You are now faced with an enticing decision, to stay out there and hopefully get a chance to play later, or to leave and open up your roster spot for another player.
Player: Get Back Out There
DM: Realizing you may miss out on a chance to play today, you decide to go back to the dugout. The nerves are heavy, leaving the room silent. The fans are going wild in the stands waiting for the big game to start, making the nerves in the dugout increase intensely. Finally, it is time for the game to start and you take your seat on the bench, anxiously waiting for your chance.
Player: The Big Game

DM: As you continue warm ups, you feel confident that you are going to start and have a solid game. After a few solid hits in batting practice, your coach calls you over. "This could be it,", you think to yourself, "Coach is definitely starting me today." "Smalls, you're coming off the bench today," he tells you," Sorry, bud. I know you really want this one, but I feel this is the best for the team."Disappointed, you walk away, realizing you may not get to play in the deciding game.

DM: After thinking it over, you realize your coach probably doesn't need you, so you decide to pack up your stuff, letting someone else take your spot on the bench. Packing up and leaving is tough, but sitting there and watching your team lose would be far worse in your mind.

DM: Even though you are angry that you may not have a chance to play after your solid warm up, you go to the bench, still fully dressed, with hopes to play later in the game. Patiently, you wait for the game to start. As fans begin to pour into the stadium, you can feel everyone's nerves.
Player: The First Inning
DM: As the game begins to start, the crowd goes wild with excitement. Finally, the first pitch was thrown by your ace pitcher. At a whopping speed of 93 mph, the pitch comes in high for a ball, leaving the count 1-0. After a few pitches, the batter grounds out to third base, gaining the opposing team's first out of the game. The next two batters for the opposing team also got out, causing them to go three and out to start the game.After a brief warm up, your team is up to bat. If your team can get a run this inning, it would majorly improve your chances of winning and cause the other team to lose confidence. Sadly, that doesn't happen due to the opposing pitcher striking out the side in only 15 pitches.
Player: The Second Inning
DM: At the beginning of the second inning, both pitchers have not allowed a hit, an early sign of a pitching duel. This was true until the other teams clean up hitter smacked a home run almost 400 feet. You watch in amazement as the ball flies out of the park into the stands. Luckily, for your team, it was only a solo home run, so your team is only down 1 run. The next three batters get out, so it is time for your team to go up to bat.Now, that your team is down a run, there is some urgency to get that run back. However, this urgency does not help the batters of the inning after all three of them get out. After the second inning the score is 1-0, with your team recording six straight outs.
Player: The Third Inning

Player: Game Result
DM: When you get home, you flick on the TV to see what the final score was. Surprised, you see your team down by one in the bottom of the ninth with the player that took your place up to bat with the game on the line. On three pitches, he grounds out to first, resulting in a loss for your team. "This could've been me,", you think to yourself," I could've won the game for us. I would've hit that better." Realizing, you could've won the championship for your team but you decided to leave, you live a life of regret, thinking about what could've been.

DM: After the leadoff hitter hits a single into right field, you fear the other team is about to score another run. This all changes when the next batter grounds the ball to shortstop, causing your team to turn a double play. With two outs in the inning, the next batter steps to the plate, only to be struck out by your pitcher.Since your team has not gotten a hit yet, there is some urgency at the plate. The opposing pitcher knows that your team desperately needs a hit and that hitters will swing at almost anything. With more control over your team, the pitcher continues to deal, not allowing a hit after three innings.

Player: The Fourth Inning
DM: At the beginning of the fourth inning, the score is still 1-0, with your team losing. As you observe from the dugout, you can see the morale of the fans and players continue to lower. After the opposing team goes on a rally, they jump out to a 5-0 lead, causing the crowd to go almost silent. Finally, your team is up to bat, and everyone is starting to realize, if your team does not get a hit soon, it could get ugly. This only makes the hitters more desperate, causing them to swing at bad pitches early in the count, making easy outs for the opposition.
Player: The Fifth Inning
DM: The fifth inning goes rather smoothly for your team when they are in the field, retiring the opposition in short order, but the bigger problem for your team is hitting, with your team remaining hit-less for five straight innings.

Player: look again
DM: Since the count is at 1-2, you have many options on what to do. You realize that the pitcher does not want to get too far behind in the count, so he is probably going to give you a pitch that you can hit. Even with this thought, decide to look at the next pitch. As it comes in, the ball is getting really close to you, so you attempt to move out of the way, but your efforts were too late, and you are awarded first base for being hit by a pitch. This ends the pitcher's perfect game, finally giving your team some momentum.

Player: The Sixth Inning
DM: At the beginning of the sixth inning, your pitcher is noticeably tired, and has lost a lot of speed and control on his pitches. After giving up two straight hits to start the inning, he is pulled for a reliever. Realizing you could get a chance to play soon, you stand up along the edge of the dugout, closely analyzing the game. After he gets back from the mound, your coach calls you over, "Smalls, get ready to play," he says, "Because you're hitting for the pitcher, then playing right field for the rest of the game."Finally, your time has come to play in the big game. Even though no one has even reached base yet, you are very confident in your ability at the plate and hopeful that you can make solid contact.The relief pitcher does a solid job and does not allow a run to keep the score at 5-0 going into the bottom of the sixth.

Player: swing again
DM: Since it is an 0-2 count, you realize the pitcher is probably going to throw you a breaking ball to throw you off. As the pitch comes in, you realize that it's, in fact, a breaking ball, and it looks hittable, so you take a big cut at it. Lone behold, you miss as the ball comes in the dirt for strike three. "Hopefully I get another shot," you think to yourself as you walk to the bench dissapointed.

DM: This time, the pitcher throws a fastball on the inside corner for a strike. Disappointed, because you know you could've hit that, you get ready for the next pitch. With the count at 1-1, you have a couple more pitches until you are forced to swing at something to avoid a strikeout.
DM: Since the count is at 1-1, there are many options on what you can do here. You realize that the pitcher does not want to get that far behind in the count, so you think you can get a pitch that you can hit. Lone behold, the pitcher throws a changeup right down the plate, and you rip it into right field for a base hit. Ending the pitchers perfect game and no-hitter.

Player: Play The Field
DM: After your team's rally to make the game 5-4, the seventh inning is pretty un-eventful for your team, allowing no runs in the field. When your team gets to the plate, the opposing pitcher allows two hits, but you get to the plate and ground into a double play, ending the inning.

DM: As you round third, you run as hard as you can for the plate. Luckily, the throw comes in wild and the catcher can't tag you out, allowing to score your team's first run. This ends the pitcher's shutout and you can clearly tell that he is nervous. After you reach home, your team goes on a huge rally, getting your team back into a game with a score of 5-4, with your team losing.

Player: Bat

Player: Eighth Inning
DM: Neither team scores in the eighth inning, leaving the score 5-4 going into a pressure filled ninth inning.
Player: Top of the Ninth
DM: As the ninth inning rolls around, the score is 5-4 with your team down one and everyone knows that it's crunchtime. On the first pitch, the opposing hitter rips a gapper into right field, putting him on second base. After a groundout to first, the speedy runner advances to third base with only one out in the inning. A sacrifice fly can easily score him from third and widen the other team's lead. To your dismay, the next hitter hits a fly ball, coming right for you. You can see the runner running back to third to tag up.
Player: Throw It Home
DM: After you catch the fly ball, you launch the ball at the plate. The throw looks perfect and is far ahead of the runner. The catcher makes a play on the ball and quickly tags the runner out to end the inning, leaving the score 5-4 going into the bottom of the ninth. Being up fourth in the inning, you may get a chance to hit if someone can stay on base.
Player: Crunchtime
DM: The bottom of the ninth rolls around, and its make or break for your team. If you guys score a run, you win the championship, if you don't, you guys go home losers. The opposing pitcher retires the first two batters of the inning, leaving little hope for your team to come back. Luckily, the batter before you hits an infield singer and reaches first base safely. This leaves you up to bat with the game on the line.
Player: Walk up to the plate

DM: With a 1-2 count, you realize the pitcher isn't going to give you anything good to hit, but you're thinking aggressively and swing anyway. The ball comes in high and you swing and miss, ending the inning.

Player: Stay at third
DM: Since you don't believe that you can make it home, you decide to stay at third base and not risk your luck. After the center fielder throws the ball in, you realize you could've beat it. Luckily, the next batter comes up to the plate and smacks a home run into left field, making the score 5-3. After that, the opposing team pulls the starting pitcher and the reliever comes in and allows only 1 run, making the score 5-4 with your team losing.

Player: Glove

Player: Go to the bench

Player: Cut It Off
DM: Instead of throwing it home, you throw it to the second baseman because you doubt you'll get the runner out. Surprisingly the runner didn't think he would make it either, and he doesn't run home. The next two batters cannot advance the runner and you go into the bottom of the ninth down one. Since you are up fourth in the inning, you may get a chance to hit if someone on your team can stay on base.

DM: As you walk up to the plate, the crowd is going wild. You feel very confident that you can get the big hit your team needs to win the game and realize that the pitcher is sweating profusely and looks very nervous. You can tell that the crowd is clearly getting to him. You now have a choice: To be aggressive and swing at the first pitch, or look at it and wait for the perfect pitch.

DM: Since you are desperate to get a big hit, you take a giant hack at the first pitch. The pitch is a fastball on the outside corner, but you pull your head out and miss it for a strike. With the count at 0-1, you are now behind in the count and the pitcher has a major advantage.

DM: The next pitch comes right down the plate for a called strike. Realizing you could've hit that pitch hard, you're disappointed that you decided not to swing. With the count at 0-2, the crowd is silent and there is very little hope in the air that your team will win.
DM: On the next pitch, you swing at a slider that is basically unhittable, but you somehow make contact with it. The contact isn't very solid though, grounding out to the pitcher to end the inning and the game. Everyone in the crowd boos because your team lost and you have to live with getting the last out in the championship for the rest of your life.

DM: Leaving the girl behind me, I headed out. I couldn't be sure, but I thought I heard her giggling. I walked for what seemed like days, never reaching the rustic castle, until eventually, I collapsed. The exhaustion had got to me. The last thing I saw was Val, looking down at me. Taking my hand in hers, she carried me away, the two of us, flying on her crystal wings.
Player: You; "What's wrong?"
DM: The girl looks up. Her emerald eyes and rusty red hair stand out on her pale face as her hand seeks mine.

DM: I enter Skage's room, where I see him working on something. "Hi Skage." He looks at me and replies "Good morning A." "Can you let me into the restricted area?" "Restricted area? Any particular reason?" "I just want to look around." "I don't think that is a good idea. When you're older, I'm sure you'll get in there."YOUR HEALTH: 100%
Player: Holographic combat training.

DM: As you wonder how you are going to deal with this shield wall you notice Cyrus has disappeared. The guards are slowly marching towards you, keeping their pace even to maintain the shield wall. Their glistening bronze swords stick out between the shields. You back away as you realise that it is impossible for you to penetrate their wall without getting yourself killed. Suddenly you spot Cyrus creeping behind the enemies and you realise what he's trying to do. You quickly act like you're going to charge the enemy to create a diversion. Suddenly one of the enemies screams as his throat is slit by a fast movement of Cyrus' sword. However, now the enemies turn on Cyrus. It's still seven versus two. And all of the seven enemies are now focusing on Cyrus. Now is your chance
Player: to run away.
DM: 'I'm truly sorry Cyrus', you whisper to yourself 'but we can't win this battle.' You drop your sword and run away in the opposite direction of the battle. However, the priestess of Zeus is waiting for you, holding a spear. You can immediately see that she is untrained with weapons and so it shouldn't be hard to defeat her, if you hadn't dropped your sword. 'Great and noble priestess of Zeus, the highest of rulers. Please listen to my pleads', you say as the priestess charges you with her spear. You quickly dodge but the priestess seems unmoved by your words. 'I beg you, the Greek cities will fall if you won't help me.' The priestess lunges again with her spear, cutting you across the chest. Luckily it's only a flesh wound. 'Mistress, please, thousands of people, innocents, will die if you won't help! Just listen to me!' You begin to scream with utter despair. You hear the shouts of Cyrus behind you as the bronze sword of a guard cuts through his chest and sends his soul prematurely to the realm of Hades, the underworld. The death of Cyrus, although you knew was inevitable, shocks you and distracts you from the priestess. A few seconds later you feel a sharp pain spreading through your body. However, this feeling fades a few moments later. A blissful feeling of weightlessness enters your mind as your soul leaves your body to travel to meet Cyrus in the realm of Hades.

DM: You watch as the woman next to you, Who used to be next by your side was walking faster than you do. Her each step was wide and strange for her to do, You have never seen her act like this ever before. You watch her walk past and in front of you, She doesn't seem to care you were being left out; Staring, You watch her long, Blonde, Pony-tailed locks sway. Even if she's facing away, She is still beautiful.. You stared down at her hand, Empty and rather cold.
Player: "Wait up."
DM: She stops her heels and turns around at you as her furrowed brows knit together. "What?" She sternly asked. You sweat dropped, Unsure of what to say back to her. You tried to fill yourself with confidence to at least speak to the woman, "I.. Said to wait up, Alice.. You were walking faster than I was." Alice looks at somewhere else besides catching a glimpse of you in this awkward situation, She pushes her glasses up back to her face and completely stands there in the middle of the road thinking of what action to do next. "W-what did you expect me to do?" She asked, Feeling uncomfortable.

Player: "Slow down a little."

DM: She quickly turned her head, Surprised and staring wide-eyed at you. "W-w-what on earth are you doing?!" She stuttered, as she quickly pulled your hand away from hers. Her head scanned the area, Worried that someone has seen the two of you. She then gave a look of displeasant. "Do you have any idea what you just did? I expected you to act like a proper lady for me, Just this once!" Her voice was loud enough to hear but not loud enough to be heard by the people passing by. You only gave her a bewildered look, Unsure of what to say at her.
Player: "Uh.."
Player: "I'm sorry."

DM: "No, I like being by your side, Alice." Alice stared at you with a look of disbelief and a slight blush was visible for your eyes to see; She wasn't the type to easily handle these kind of flattery being told to her frontly. Alice was easily embarassed and refuse to hear this 'sweet talk' that pounds her heart into soft and mushy feelings bubbling inside her. "E-enough with these excuses, I know you forced yourself to be here since it was part of a whole bloody dare." Her sharp and hurtful words stung you, Her way of speaking was looked down upon due to her nature being filled with words that was un-proper for a lady, who is known especially for her high status and class. "Even so.., I still agreed since you were going to be there." "W-what?" She narrowed her eyes, Not believing a single word you just said.
Player: A kiss for the person I love.
DM: Alice was surprised and dumb founded, What was that all about? She was speechless, Red all over her face, She looks at you like she wants an immediate answer from you right now. "Surely you know what that means by now, Alice." You shot her a grin, But Alice wanted to complain about what you just did, And to think you'd do that in public, What nerve! "You..! You..!" Trying to find the words to say to you, It only made her frustrated, Trying not to face palm and hit her glasses by accident. "You should think about the place we're in, You idiot!" She cried as her reddish cheeks were even more visible, "Does.. That mean were finally together, Right, Alice?" "Hmph! You wish!" She stomps the ground and walked away as she mumbles about it. "Hey, Wait up!" You went to catch up with her with her fast pacing; It was the start of a nice start of a relationship between the two of you.

Player: I want to stay like this longer.

Player: "Isn't lying bad?..."
DM: "Of course it is! Lying is the worst. Everyone will despise you, force you to hang your head in shame, throw rocks at you, steal the money back you worked so hard to con them out of, spread false rumors of your dastardly money-taking deeds, refuse to be a reference on your job resume..."He frowns momentarily, but is fast to gain back his grin.

Player: Go to the Locate Lost Stuff Store
DM: You decide to go to the Locate Lost Stuff Store. Finally you pull up into the parking lot. You walk over to the store. It says closed.
Player: Try again tommorow
DM: A night without a car is okay. You decide to wait until tomorrow and then proceed with your search.You make a makeshift bed out of sticks in the back lot of the store. Eventually night comes and you fall asleep.
Player: Yawn!
DM: You wake up to find cars in the parking lot and an open store! Finally! You walk in the store and look for your key.
Player: Begin your search!
DM: This is a pretty big store. Your key may be hard to find. The store is pretty much divided into half, section A and section 126. Where should you look?
Player: Section A
DM: You decide to look in Section A. What do you know! Your key is right there! You take it and leave. But outside the police are around your stolen vehicle. You can't use that anymore. Your going to have to find an alternate means of transportation so you can get back to your car at Plarg's.
Player: Fly
DM: Using your super powers, you decide to fly to your car. Then you remember you don't have super powers and you fall and die.

DM: A random wind pasts by and blows through the two of you. Completely speechless and unable to react quickly, Alice was frozen in quite a surprise. "You're.. Joking, Right?" You shook your head. "Something like this isn't a lie at all." You told her. Alice couldn't quite believe in what she was just hearing, She never has ever heard anyone tell her that they love her. It was something she was used to, A love confession. Alice reacted quite late after that long pause, Her eyes who was focused and serious, Staring at you. "You.. Will forever be my side? No matter what?" She questioned you, Just to be sure if she's doing the right choice. You gave another nod back at her as she sighs in relief. She stares you once more, A blush being visible. "I.. I accept." Your eyes shot wide, You couldn't believe your ears, She finally agreed. You ran and hugged her in a joy that you couldn't describe in words about how you feel right now. "I love you so much, Alice! I really do!" Alice could only quietly listen to those she wasn't used to hearing before, But since you were now there by her side, She didn't mind hearing it over and over if you were the one saying it.

DM: You stretched your hand in front of her, An offer to comfort each other's hand, You smiled at her softly. Alice hesitated, Still unsure whether to accept this offer, She held her hand back to her chest as her whole mind began to panic on what action she should go for. Since you knew that even if she wanted to she simply couldn't put herself in the position, So you grabbed her soft palm for her. "There is really no need to hesitate, There's no wrong action that would push me away." You told her, Taking the position to lead the way, She quietly nods at you and begin walking. Each step you both make were nothing special but to you it was worth everything you thought it would be. Just a slight chance to be able to be with her this close is enough to make you a incredibly happy person.
Player: We shall not let anyone stand in our way.
DM: Alice continued to act uncomfortable and out of place as the two of you mind your own business, Hand in hand. Her head lowered down in shame as every time the two of you pass by a couple of people would stare, Short glances, And whispering that only they can hear. Almost everyone disagree with what they're seeing. "Aren't you.. Tired of this childish act were doing? Aren't you affected at all?" She asked but refuse to look at you straightly in the face. Her voice felt like she wanted to say sorry that she had to drag you all the way here, Where everyone is somewhat taken the role of who should be with who. Continuing to stroll around the busy streets publicly in hand, Alice then slowly relief herself yet cautious on her actions you whispered in her ear, "Don't let yourself get down." Her cheeks blemish red, She managed to control herself and act confidently at you. "Like, Bloody hell I'd let them." A sharp reply. You smiled at her supportively, Swinging both of your hands around without a care, The two of you happily walk to the destination you were destined to be, A smile and grin plastered on both of your faces.

Player: Is he alive?

DM: You felt that you being held by someone, The nice feeling of someone that you can hold and cling to.. You noticed that it was Alice who came forward and hugged you out of the blue, Her of speaking was rude and insulting, You knew that. But even if she was, She was still a kind and caring person deep inside, Even without knowing that she crossed the line. You returned the hug back as a token of thanks. Alice flinched, Unsure of what to do at this kind of things, She kindly let you do what you want as she was becoming quite reddish at this moment, Especially since the two of you were hugging publicly were eyes are all over you. Alice pushed you away from her but not roughly, Trying to avoid the attention the two of you were getting. The two of you stare at each other for a while, "Are you.. Alright now?" She asked, You nod your head at her as Alice sighs in relief. Knowing her hands were still at both of your shoulders, She withdraws both of her hands back at hers. ".. I'm sorry. You probably hate being with me now.."

Player: Let's stand by each other.

DM: "What.. Do you mean by that?" You smiled softly at her, She was grabbing her pigtail both of her hands, Standing awkwardly in front of you. Maybe it was time.. "Hey, You say the weirdest things that's quite strange to hear." No matter who she was, You accepted and loved her the way she wanted to be, Someone she likes to be known as, Someone who was her. "You were crying a moment a go and now you're acting like an idiot smiling.." "Hey.. You still haven't answered my question yet.."

DM: You did not consider how you yourself had changed through the timelines.(Once fate was done with you, only your futile hope kept your heart still beating)This is what has been forgotten: once you played soccer with the neighbors, skipped stones across the river, and studied (sometimes) for your history exams. Your gift was in math and the logic of its equations, its stark, linear beauty somehow coming naturally to you. Sometimes in class you would discuss time, the possibility of alternate universes besides this one, parallel but never directly observable.Who had known that your fate lay in their secrets, the echoes of universes whispering across time and space?
Player: shattered dream
DM: Logic tells you that you are dead. That you have nothing left, that this is the end. But you are in the park again, lying in the grass, and above you is a clear blue summer sky. You hear her laughter in the distance, and you wonder briefly if this is all a dream.
Player: the beautiful lie
DM: You sit up and see a redheaded girl wearing a yellow summer dress across from you, standing near the flower bed beside the lake. She's waving at you happily, clutching a picnic basket in her hands. All notions of time have escaped you: you do not know if this is real or imaginary, only that it exists. Only that you were meant to be here and only ever here. You're not sure why, but you have the sense that you were waiting somehow, waiting for her. You get to your feet as she approaches.And this powerful feeling of fulfillment grips you, but you can't put your finger on the reason for it. You can only look at her and smile."You came," you say finally. "Yes," she promises. "Yes. I'm here."

DM: "Sure. Terrific. I'll arrange a meeting for tomorrow," Mr DeVont says."Good choice, Mia," Sergeant Doyle says. "I know there was something special in you as I jabbed that needle into your neck."Sergeant Doyle chuckles, as he smiles at you.
DM: You stand in your room, packing your backs, as your dorm mates look at you."So you'll be a spy?" Seamus asks."Not exactly. I'll be an operative who is sometimes undercover""You're saying spy," Seamus says. "The words sound different, but you're saying spy."You smile and shrugs, as Luc walks over, wrapping his muscular arms around you, gripping you in a hug."I'll miss you, Mia." "I'll miss you, too," you reply, struggling not to blush."Yeah, Mia, best of luck as a spy. Don't announce your name when talking to super-villains, and I'm sure you'll be fine," Seamus says."Good luck, Mia. I'll see you around. Who knows, maybe my employer will have me kill you some day? So today is not the end," Shada says."I'll miss you all too. I need to go. I have a meeting with one of their representatives," you say."You walk to the door, and smile at all your friends."Bye, guys. Hope your exams go well. Best of luck in life."With that you turn, walking off.

DM: Tell me, o Muse, of that ingenious man, who traveled far and wide, after he was spoken to by the gods themselves. 'Please aid me, Muses.' You whisper as you walk to the centre of the gathered crowd. 'Welcome, my very honored guests. Tonight I will tell you about the hero Odysseus, who braved many perils on his way home on the island of Ithaca. Once upon a time...' You spend the following hours reciting all the long sentences you have memorized in the past few years. When you finish your story you are met by a wave of sound, as the audience loudly applauds your story. When the crowd leaves you finally begin to breath more easily.
Player: The epic begins
DM: After you leave the odeon, the performing place of bards, you gaze at the beautiful night sky above Athens' acropolis. The beauty of the night sky always calms you after your performances. However, as you gaze at the stars you suddenly see a golden light shining between the buildings of the temple complex, the acropolis. Curious, you cross the acropolis to get closer to the huge temple. When you approach it you see that someone placed the statue of the goddess Athena outside. Something is strange, though. The statue, that you know is made from marble, gold and silver, is glowing with a golden glow. The statue of Nike that she normally holds in her hand is gone and replaced by her shield, that normally lies by her side. You get uneasy and turn to walk away. 'Halt!' You turn around. Did someone just say something? You quicken your pace. 'Halt!' Okay, you are really starting to freak out now. You now start running away from the Parthenon. 'Foolish mortal.' You spot an owl flying towards you. While you wonder what such an animal would be doing at this time at this place it crashes into your face. While your vision grows black you see a golden glow coming towards you.

DM: 'Foolish mortal, how dare you question the immortal gods!' 'That'll be enough Apollo. You see, hotheaded bard, even the gods have to bow to certain laws, like fate and moral. Even the almighty gods are only allowed to change the fate of mortals by a slight amount, but eventually god and mortal alike have to bow to fate. During the Trojan War many heroes died and many innocents were send to Hades, much earlier than was their fate. In order to prevent such large changes in the fates of men, who inhabit the earth, Zeus has decreed that no god may ever again mingle in the great wars of men. And he made certain that this law could never be changed.' 'You have spoken well Athena, my dearest daughter. As you can see bard, the gods can't change the fates of the people who are about to die in this great war, only you can, as is your destiny. So we will ask you once more: Will you undertake this journey to the oracle of Thebes?'
Player: 'Very well, I will do as you say. I will leave tomorrow.'

DM: You grab him and slap him across the face."Pull yourself together, soldier!" you yell at him."It's all over," he mumbles. "That's it. GAME OVER, MAN, GAME OVER!!! I can't die, man. I got a wife and kids. What am I gonna do?"He is clearly hysterical. There is nothing you can do for him. You can either leave or shoot him.

DM: 'Thank you sir, for this generous gesture.' The captain says as you take a couple of gold drachmas from you money bag. Let's just hope that the crew won't demand any more money on the way, or you won't be able to pay them and then you'll get a free trip to Hades. Exhausted from the day's events, you lie down on your sleeping mat. However, you keep your sword within reach. Your dreams are once again troubled. A beautiful song sounds in the distance, while winged creatures drag men from the ship. Meanwhile, shadows, carrying bronze swords gather around you. Suddenly, you feel like you can't breath.
Player: You wake up...

Player: No

Player: Listen to where the howling is coming from
DM: As you listen you notice it is mainly coming from the Blacksmith's shop.

DM: You wake up, gasping for air. However, you still can't breathe. You open you eyes in shock as you realize what is going on. The crew of the ship is gathered around your sleeping mat, carrying swords and daggers. Someone behind you has his hands over your mouth, preventing you from breathing. While your despair grows you fumble for your sword. Suddenly the mercenary captain appears in your view, carrying your sword. 'I'm sorry sir, were you looking for this? Unfortunately your generous gift wasn't enough to appease my colleagues. As a compensation for the services we have granted you so far, we will be taking this sword, the rest of your money... and your life. As the crew members get closer to you, you struggle against the hands that prevent you from moving. You manage to struggle yourself free, taking a huge gulp of air as you finally regain the ability to breathe. However, there is a little problem, you are still surrounded by a greedy crew of traitors and a murderous captain. You rack your brain for a possible way out of this mess, and eventually you...

Player: Charge the captain.
DM: You gather all your strength and throw yourself at the mercenary captain. The evil-minded man wasn't prepared for this sudden assault and loses his footing. In this moment of weakness you manage to grab your sword and pull it from his hands. The captain regains his footing and charges you, but you quickly parry his blow. You prepare to strike him once again, but your attack comes to a sudden end as some unseen person delivers a blow to your head. As your vision grows black you see the captain moving towards you. You close your eyes, preparing for the final blow. A golden light fills your view as a sharp pain emerges in your chest. Your body feels weightless as your soul leaves for the realm of Hades.

DM: Robinson knows that he doesn't want to pass up on a meal and he doesn't want a snake near his camp, so he decides to go after it. He approaches the snake very carefully and bashes it with the back end of his make-shift weapon. He then uses the spear part to kill it. Robinson knows that this snake will help curb his hunger, as well as raise his morale.
Player: Head Back to Camp
DM: Robinson has a fantastic night as he reinforces his roof with palm fronds, eats some berries and coconut, and most importantly cooks up his snake he killed. He goes to bed full and happy with a roaring fire by his side. He is ready for Day 3, which he hopes to get rescued.

Player: Block!
DM: You manage to block the double attack with your shield. However, it isn't much worth after the damage done by the enemies spears. You throw your now useless shield at one of the attackers, startling him. The other, on the other hand, isn't that easily scared and attacks you once more. You dodge the blow and return it with a thrust of your spear. As the wooden shaft pierces the armor of your opponent, the other manages to strike you with his spear. Luckily for you, it is only a flesh wound. As he prepares you strike once more, you...
Player: Counter-attack
DM: You quickly thrust your spear at your opponent. Unfortunately for you, he is quicker. As your strength seeps away you drop your spear. When the enemy pulls his spear from your chest you can't find the strength to stand up anymore. You feel your soul leave your body. You take one last look at the world around you. The sight isn't pretty. The lion-hearted defenders of Athens are being slaughtered by the Spartan soldiers. You see the swift-footed Polymachos fall to the sword of an enemy commander, you think you recognize the manslaughter, Dusmenecles of Sparta. As your soul travels to the realm of Hades you see a golden light. Your last thought in the mortal realm is: 'Could this slaughter have been prevented?'

DM: The crew finishes setting up the ship for her long journey despite the groans and moans of their hangovers. The crew raises the anchor and the journey begins.
Player: Read the Map
DM: You follow the crude map to the best of your ability, and the first few days go by uneventfully. Clear skies and calm waters, but halfway through the fourth day, you spot a foreign ship in the distance, off the starboard side (that's the right side of the ship for you land lubbers).
Player: Approach them and let a shot off the port bow, let them know what's coming

Player: Talk to Witness PC Smith who saw the victim with a suspicious man

DM: You head West out of Harford Square. You're starting to get tired as lack of nutrition is getting to you. As you start to wonder where you'll be able to rest you hear a massive amount of shuffling. Half a dozen undead shuffle out of an alley to your right and immediately make their way towards you. They only move at the pace of a speedy walk. You're clearly outnumbered but you could try to fight, or run away.
Player: Run!!!
DM: "Holy shit!" There's no way you can take on all of them. You take off running in the opposite direction, weaving through cars and taking an Olympic leap over an upturned trash can. You already begin to feel winded and the zombies aren't missing a beat- staying close to your trail. There's a small alley to your left, you could lose them there or keep running back to the square.
Player: Hit the Alley

Player: Turn hard, smashing your car into his?
DM: You've got balls. Turning hard, you swerve into the squad car. Metal squeals and sparks fly. The cop matches you without effort, obviously holding tight to his wheel to prevent you from budging his vehicle. You grin like a maniac, sweat pouring down your brow, when you hear a loud bang. "Gunshot?" you instinctively wonder, and then realize the noise was only your front left tire. Exploding. Glancing in the mirror, you see black rubber flying back and bouncing off a cop's windshield. Then everything pauses. In slow motion, you see and feel your car stop. Without that tire, your featherweight car flips forward and to the left. Your car leaves the ground and your body rotates through the air, like a weightless astronaut. Upside down, the yellow lines of the road flash past. "Ah, shit," you think with your last firing synapse. Describing any further what happened to you would be pointless. The description would only entail your car skidding along the highway, flying over the median, striking two civilian cars, wreckage flying into the bushes, bursting into flames, and the final discovery by the pursuing cops. A crumpled aluminum can filled with a corpse charred beyond recognition. THE BREAKDOWN: 35 out of 100: Your level of psychosis 0 out of 10: Your psychedelic state 100 out of 100: Your level of sobriety Your total score is -1 out of 1000 Your title is "Ballsy Moron"

Player: Wait for morning on the boat?
DM: You find the corner of the cabin cozy enough and hunker down for a quick snooze. But as soon as your eyelids close, you are awakened by a wiggling of the boat. Has someone gotten on? You can't see anyone through the glassless windows of the cabin. You sit up for a moment and look in all directions. It must've been a rouge wave that slapped up against the side of the boat.Something else is different. It's quieter. The frogs croaking has stopped. Maybe a cloud has come over the moon or something. You call to the outside, "Hello?"The only response you hear is a far away owl hooting as if in reply.

DM: 'You dare disobey the priestess of Zeus. GUARDS! Arrest these men, throw them into the deepest dungeons!' Immediately after she shouts this, guards appear from all sides. 'Damn it!' Cyrus curses 'how are we supposed to leave this place, alive, with all these guards here? Oh well, I say we'll fight a way out. What do you think, traveler?' 'I say fight them too. We need to find another way to prevent the Greek civil war and we won't be able to do that from a hot, Egyptian dungeon.' Having said this you draw your sword, Cyrus does the same. About ten guards surround you, encouraged by the screaming priestess. However, they seem hesitant to fight against two armed opponents, the cowards. A group of four guards finally dare to attack you. They approach with drawn swords in their right hands and shields in their left. The rest of the guards watch as their colleagues attack you. However, you are fully prepared for an attack and so you:
Player: Dodge their attack
DM: You quickly fall to the ground and feel their swords pass over you. You hear one of the guards curse as his arm is cut off by Cyrus' sword, however he quickly falls silent as another swing by Cyrus' sword sends his soul to the underworld. As the remaining three opponents rush to their killed comrade you dispatch another one. However, the idle guards can't just watch on as two of their comrades have been killed. They quickly rush to the aid of their two remaining colleagues. Now it's eight versus two. The remaining guards manage to gather in a kind of formation, linking their shields together to form a shield wall. Well, this is going to be fun.

DM: Your swords hit with a loud 'Clang' as the two swords collide.The guard was unprepared for your block and he lowers his defence for a moment. You quickly dispatch him withing this undefended moment by slashing his throat with your sword. You hear a victory shout from Cyrus as he kills one of the guards too.However, the idle guards can't just watch on as two of their comrades have been killed. They quickly rush to the aid of their two remaining colleagues.Now it's eight versus two.The remaining guards manage to gather in a kind of formation, linking their shields together to form a shield wall. Well, this is going to be fun.
Player: The shield wall

DM: You return to your apartment that evening and the next morning Inspector Abberline drops by."There have been some important developments in this case and I can't stay long," he tells you. "Is there any aspect about Mrs Chapman's that particularly strikes you?"What evidence that you may have uncovered do you think is the most important?
Player: The three rings
DM: You tell Inspector Abberline about Annie Chapman's missing rings and the Inspector looks very excited."Yes, I have heard from the dead woman's friend Mrs Palmer that Mrs Chapman recently brought three cheap brass rings which she wore on her right hand but when Mrs Palmer saw her body she noticed that the rings were missing as well. Do you think the killer took them along with Mrs Chapman's uterus as some sort of trophy? I suspect if we find a man in possession of three cheap brass rings and a uterus we have our killer."The discovery of this important clue has increased your reputation with the police.You nod your head and as you do you hear a voice calling Abberline's name from the street. Looking down you can see an excited Policeman standing there."Inspector!" he calls up. "They have arrested the Ripper!"
Player: You and Abberline set off at once for the police station
DM: Hurrying to Leman Street Police Station you find the suspect that the police have arrested, one John Pizer. He is short, thick-set and ugly with a face covered in black hair and an undeniably unpleasant look about him. A Police Sergeant shows you a large knife he found on the man when he was arrested."This is him sir, old Leather Apron as he's known around these parts," the Sergeant says. "He is notorious for beating up prostitute in the area after he has had his way with them."Inspector Abberline grants you permission to conduct a quick interview.What do you ask Pizer?

Player: Return to clearing

DM: You sit there while your kid pets you, then you follow her downstairs.
Player: Quietly walk out of the room
DM: You go downstairs where your female owner is already making breakfast. Yum! Smells like bacon! You love bacon!
DM: You lie down on the carpet and shut your eyes. A while later, you wake to find that the house in completely empty! Your owners are nowhere to be found, and their coats are not hanging on their usual hooks. Oh no! They have gone on a walk without you! Miserable, you sit down and stare out the window until your owners return, more than an hour later. After this, your day is unbearably ordinary.

DM: Men and women with pale, blood-drained faces rise up from the realm of Hades. You hear the crew members behind cower with fear and retreat to the ship. You notice that only Cyrus remains behind. The souls immediately close in on the sacrifice. With a flash you remember you can't let the other souls eat of the sacrifice until Teirisias has dined. You quickly pull out your sword. The souls of the deceased keep their distance for a moment, but they still slowly creep up to the sacrifice. With the greatest effort you manage to keep calm as hundreds of souls encircle you. Tightly clutching your sword you notice that the spirits of the dead keep creeping closer to you. The sight of their hollow eyes and pale skin makes you despair. As the cold inhabitants of the underworld encircle you you drop your sword, waiting for their cold hands to drag you to the realm of Hades. Suddenly a golden light illuminates the island, startling the ghosts and filling you with the golden glow. You feel as if the goddess Athena has taken away the fear from your limbs and with a renewed courage you storm the bewildered souls.
Player: A fight is inevitable

Player: Look at the Cave Mold
Player: Scrape away the mold with your hands
DM: You scratch at the mold, and clumps of it fall away in your hands.It's working! You can start to definitively make out the shapes that have been carved into the wall.....But then, you feel a burning sensation.....more horrible than anything you've ever known....You glance down at your hands, and scream aloud in terror.Your hands are dissolving, becoming nothing more than bone and mangled tissue.Alas, your suffering doesn't end there.The mold spreads like a virus, eating its' way up your arms, over your chest, up to your head, all over your body.In a matter of moments, there is nothing left of you but a skeleton, standing suspended for a moment before crumpling to a heap of bones and gristle.What a way to go.

DM: "AH HA!!! THERE IT IS!!" he immediately interrupts you, stopping you from continuing your thoughts about completely accurate and justified words you wanted to say about his performance."You are not allowed to say words such as that. Such evil, heinous, nefarious, malicious thoughts cannot be spoken out loud...you never know who's listening..." his voice transitions into a hush towards the end, as he suspiciously looks around the empty concert hall.This coming from the guy who thought it was perfectly normal to steal an elderly person's purse and spend the stolen money, right after helping them across the street. He was really in no position to say anybody or anything else was "evil" or "nefarious."
Player: "I can say what I want. And I want to say your show is absolute shi..."
DM: "Nay!"
DM: "Nein!"

Player: Talk to Haste.

Player: D
Player: V
Player: Z
Player: D
Player: E
Player: F

DM: After he has spoken these words with his malicious heart, he picks up two of your men, like young dogs, and smashes their heads against the floor. The contents of their skulls wet the cold, dirt floor. After this atrocious deed he cooks your men and prepares a meal with them. Then he consumes them, their flesh, their inerts and their bones, full of marrow.At this sight you and your men heave your arms to Zeus, crying. Desperation grips your hearts.After his huge stomach was filled by this meal of human flesh and he drank some of the milk from the buckets, he laid himself to rest between the sheep in the cave.While he is sleeping you conceive the plan to, after you pulled your sharp sword from your thigh, stab him in his chest, where the his liver is positioned. Slowly, the plan begins to form in your head.
Player: Wait, think about this a little longer

DM: Your name is currently Aaaaaz.Choose the seventh letter in your character's name, or click the link to Chapter 1-Prologue to begin.YOUR HEALTH: 100%
Player: c
Player: s

DM: "76590765784423256." You say. Dean looks over to Paul as if telling him something with his eyes before throwing the dagger directly at your heart."Damn you." Paul says before lifting his hand and stopping the knife right in front of you. The two demons lock eye contact for a very long time. It's like a test of dominance you note. Finally, Paul gives in and looks away first. Dean continues staring waiting."What do you want me to say?" Paul asks."The truth. What else?" Dean replies."I felt sorry for it. I knew it couldn't pass the test alone. Hell Dean, hardly anyone can! Look how many die trying." Paul says."You did. And so did I." Dean says seriously. "It is the demon way, to rule out those unworthy.""No, Dean, only you truly passed it. In case you don't remember, you helped ME cheat too." Paul countered."Perhaps it was a mistake." Dean hissed."The fact is, you chose me, and I chose it." Paul says looking up at Dean daringly."Is that so?" Dean asks curiously."That is so." Paul replies. Then both eyes are on you once again. You're not entirely sure what's going on so you stand there quietly. Paul suddenly comes over to you and rests his hand on your shoulder. You feel your whole body get hot and then suddenly all the pain is gone. Paul has healed you. Dean watches, his face unreadable. Then Dean sighs."You're going to regret your decision." Dean says finally. "Give it a name an let's go."You want to point out that you have a name, but you don't. Paul turns to you and says, "Your new name is Logan. This is what you will answer to from now on. Understand?"

DM: With a great effort he manages to reach the entrance of the cave. He uses his tremendous strength to remove the stone blocking the entrance. Almost instantly you hear thundering footsteps closing in on the cave. Booming voices speak outside: 'Polyphemos, what happened to you? Why are you disturbing the divine night with your cries for help? Has someone with great strength hurt you, or were you tricked by some malevolent scheme?'Your host, the brutish Polyphemus, answers his brothers: 'My brothers, Nobody is hurting me with his schemes, there is no violence.'The others answer with the winged words: 'But if nobody is hurting you and you are there all alone, then why are you Disturbing our slumbers? If a disease or other affliction from the gods struck you, it is of no use to shout, for you can't take actions against the immortal Zeus, the cloud-gatherer. Try praying to our father, Poseidon, the god of the seas.'After they spoke these words his brothers left the grounds of the godlike Polyphemus. Smiling, you see how the cyclops, while feeling his way across the cave, positions himself next to the exit of his cave.
Player: Don't take any rash measures. Think about your next action first.
DM: It is never wise to take rash decisions and so you wait while you observe Polyphemos. You notice that some of the sheep in the cave want to go out, but when they reach the exit, the cyclops first feels or pets them. If you were to make a run for the exit no he would surely discover you.As you ponder on a way to get out a plan begins to take shape in your mind. You order your companions to gather the twigs on which the giant sleeps at night amongst his sheep. Some of the sheep in the cave have a very thick coat of wool. Your escape plan comes into action.You bind three sheep together with the twigs. One of your companions holds on the fur of the middle sheep while he hangs underneath it, the other two sheep act as a distraction. When the sheep reach the exit, the cyclops pets them and lets them through.Seeing that your plan worked you use it to get yourself and your other companion out of the cave. Outside you untie the twigs that hold the sheep together.

Player: You quickly throw yourself to the ground...

DM: Akakios dodges the arrow, which lodges itself into the chest of the suitor behind him. He draws a sharp, bronze sword and the other suitors follow his lead. Nelei retreats into her chambers, locking the doors behind her. You quickly step forth, out of the shadows drawing your own deadly sword. You are immediately attacked by two suitors, slashing at you with their sharp swords. However, you easily block their blows, finishing off one of your attackers with a quick thrust to his chest. The other suitor retreats, only to be replaced by three more attackers. Although you do your best trying to block their attacks, you still get shallow cuts along your arms and sides. Suddenly the head of one of your attackers explodes in a flurry of brain and blood as a feathered arrow sends another of the suitors to Hades. Taking advantage of the confusion you thrust your sword into the chest of another attacker, ending his life. The remaining attacker drops his sword and cowers away, but he too is slain by Kourio's swift bow. You see a glimmer of bronze in the corner of your eye and you barely manage the deadly thrust of Akakios' sword. But as you try to regain your stance he already prepares another attack. As he once more unleashes a deadly thrust in your direction you have only a split second to take action. Acting more on instinct than on your wits you...
Player: counterattack.
DM: Putting all your weight behind your thrust you try to end Akakios' life with a single blow. Yet Akakios is faster. A sharp pain erupts as the bronze sword pierces your intestine. You fall to the ground, coughing up blood. Akakios looms over you with a malicious grin. You manage to see the bronze sword flicker in the afternoon sun before it buries itself into your brains. You have travelled a long and dangerous road. You braved many perils and have seen many new places. But although you were close to your goal you didn't make it. Greece is doomed and Athens will be engulfed by flames. Yet you won't notice any of this, as your soul is already on it's way to Hades. May you find peace there, while the world of the mortals is at war.

DM: "I don't know." She says. "He just came up to me, and grabbed my purse."
Player: Listen to Kate
DM: Kate pats your hand. "You're a nice kid, Sam. Thanks for everything you've done today. If you ever need anything, here's my number." She jots her number down on a napkin and goes and pays her bill, and you are left with a half empty mug of Lemon tea.

DM: You quickly walk past the alley, it's probably safer that way and besides, you've got somewhere to go to. Suddenly you hear something behind you.Some pebbles on the street are swept aside by the feet of some pedestrian.The rustling of the clothes of a person near you.The sound of a bronze object being pulled from it's hiding place.You quickly duck aside as if the lightning bolt of Zeus himself has struck you. The bronze dagger of the unknown assailant harmlessly flies through the space you just left. You draw your own sword within a split-second, ready to attack any mugger who tries to kill you again.For the first time you see your attacker: it's a small man, just able to reach you shoulders with the top of your head, were it not for the patchy black beard that protrudes from beneath his dark hood you could have mistaken him for a child. You see his bronze dagger shaking in his hand and you manage to catch a glimpse of his nervous face beneath his hood. He had not expected that you would dodge his blow and not at all that you would draw a weapon of your own.Almost unnoticeable he starts to back away, as if he prepares to flee at the first opportunity.
Player: ''He has learnt his lesson, he will not dare to attack me again.''

Player: You decide to stay where you are and prove you have grown up

DM: You raise the blade of your sword, trying to block the impact of the robber's dagger. However, it takes too much time to lift it. You are barely able to deflect your opponent's blow and the dagger's deadly blow misses your chest by an inch.Fear grips your heart for a brief moment as you realise that you could have been killed this very instant and within this moment your opponent strikes once again.
DM: Fear tightens the grip on your heart as the dagger of your opponent barely misses you head. You let out an involuntary sigh of relieve as you realise that you are not yet about to enter the realm of Hades. With all your strenght you kick the leg of your opponent. Surprised by this sudden move your assailant stands no chance against your blow, screaming with rage he falls to the ground. A quick blow with your sword silences him for good.As your turn to see how the woman is faring you are met with the other robber. He falls towards you with a knife sticking out of his back. His victim stands behind him with a triumphant smile. You look at her with surprise. She answers calmy: 'What? Two robbers might have been too much, one isn't.'You ask the woman for directions to the royal palace and after mutual words of thanks you continue your way.

DM: Your mind is clouded with rage as you chase the cowardly mugger. Street after street you run after him, dodging people and animals alike. You notice that this journey has done wonders for your stamina, you are able to keep up with the coward with relative ease, while he is heavily panting.After he dashes in yet another alley he stops, realising that he cannot outrun you. As you enter the alley he has already drawn his deadly bronze dagger, inviting you to come near. You draw your sword in response...
Player: A battle ensues...

DM: You reach a street with only two directions to go to:

Player: Look at the Bronze Lamp

DM: Congratulations!You have completed "Arakhan's Vengeance.""Peaceful Ending"Ending 3 of 5.Continue to seek out further secrets in order to discover the other endings!

Player: Adopt a careful stance, you never know what might happen
DM: You slowly approach the robber, you never know how a terrified opponent may react. Your caution is rewarded: just when you are within arms reach of the robber he tries to stab you as if by a reflex. However, you quickly block his attack with the flat end of your blade and subsequently counter it with your own... Your cowardly opponent falls to his knees, crying. 'Please stranger, do not kill me. I promise you I'll better my ways. I swear by the immortal gods, who own the wide skies. Please, I beg you, do not kill me. I'll do everything you say.'
Player: Let him live.
DM: 'Stand up, sniveling mugger! I'll let you live this time, but if you do not better your ways, Hades will still claim your soul. Remember, you've sworn it by the immortal gods. Now, tell me where I can find the royal palace...'

DM: You find yourself in a streets with only two options to choose from:

DM: You have reached another crossroads. What direction will you turn to?
DM: Yet another crossroads crosses your path. You have three options to choose from:
DM: Yet another crossroads cross your path. You have three options:
DM: You have reached yet another crossroads. You have three options to choose from:
DM: Yet another crossroads cross your path:

DM: You have reached yet anther crossroads:

DM: You know you are totally screwed, it reminds you of the dark hole your childhood was with a fundamentalist Mother obsessed with cured of your lesbianism. You grab the blanket scattered under the tinder remains of the sturdy oak bed and you just cover with it. Let your eyes close and sweetly falling into the oblivion. Each breath more profound desperately needed of Oxygen. Until you banish in the eternal darkness.
DM: In the films everybody knows this kind of kinds of stuff, they even see lightning effects and white tunnel lights which carry out the deceased soul.I know I am dead, I can recognize my now bloated decomposed sinister face retorted in an unwholesome smirk while the fatty maggots and worms fester upon your own inert flesh. You are trapped in this putrid anchor. A soul without a way to fulfil your destiny.Something is weird. how much time I actually have happened since the landslide?
Player: Just let it be and accept it.
DM: "Acceptance means waning, disappeared into nothingness, it is a choice some just want to vanish and forgot. But is not so easy Sera. Nothing is."You can't see anything... not feel anything just complete pinkness. And that voice coming from everywhere."¿Who fuck are you?" You burst promptly enraged and confused with the situation, and the annoying tone of the voice. You have beeing swearing since kid probably to annoy your fundamentalist cruel mother. "Who I am is not vital for you. Your immediate concern should be your own soul and existence." The voice is deep, cold and emotionless. "You are a trapped soul buried in tainted soil. You will forever be cursed to be chained to your bones. You will be restlessness in an eternal hell. You have a day to reunite enough energy to break down the curse. Or just accept in peace your own terrible fate."No... This is not right! My body is decomposed so no way on hell that it has been only a day." You say suspicious this entire situation is bizarre" I will agree if weren't the fact dies in this land gets cursed and decompose naturally in one day or so." Your gut is telling you that he is hiding some key info.

DM: You can choose from two roads to follow:

DM: You have only one direction to turn to:

Player: Go straght ahead

DM: You have two roads to choose from:

DM: You have reached a street with only one direction to turn to:
DM: You have reached a street with only two directions to choose from:

DM: Nachdem du den Tampelpfad runtergegangen bist , kommst du an einem Roten Haus an , der Hintereingang ist verschlossen , aber du kannst auch auf die Strasse vor dem Haus gehen .
Player: Du betritst das Haus
DM: Im Haus befinden sich 3 Untote , sie waren wohl einst eine Familie .... auf in den Kampf....

DM: Next is General Gig's proposal, the ATLAS Spaceship M2. The Brain Bug is operating a small pod with an anti-grav generator, as her tank would obviously be too big, and her body is incapable of speech, or movement beyond a crawl."Hello, General Achilles. My Engineers have recently began work on the current human ATLAS Spaceship, and made several additions, including an improved engine, more advanced weaponry and computer system, an AI, better life-support and a more advanced hull. I'm awaiting your approval or disapproval."
Player: Don't authorize the upgrading of the ATLAS ships
DM: "The ATLAS spaceships are incredibly successful. We can't risk changing them and screwing up the entire system.""Yes, General. I'll get back to work."
DM: Lesser Chieftain Thar'Kaan takes a seat in front of your desk, holding a holographic tablet and a long, serrated hunting knife."Alright, I have a proposal. The current Coalition fighters, the Omega Fighters, are expensive and useless. I have a proposition for the Hera Fighter. It's a Fighter based on Thar'Garavan design."You glance at the hologram. An arrow-shaped space ship with a small engine, an arrow-shaped ram and a large caliber gun and missile launcher."They're fast, effective, and most importantly, cheap. They'd save a resources."

DM: You have only one option: turn the corner.
DM: The streets are becoming wider and the houses are more and more richly decorated, you must be close to the royal palace.

DM: You reach a street with only two options to choose from:

DM: You find yourself once again at the end of the hallway with the large bubble looking out into space. You can see what seems like an infinite number of stars out there and you feel very, very small.There are two doors here marked "Engine Room" and "Mechanical Room."
Player: Head back to the de-cryogenic machine...

Player: Go to the crime scene in George Yard
DM: You and Inspector Reid walk out to the George Yard Building in Whitechapel, an old factory that has been converted into an apartment block. Reid leads you through the main entrance and up a flight of stairs onto a landing. "The body was discovered lying there" he says pointing to a large circlular pool of dried blood at the foot of the next set of stairs leading up. Apart from the blood there is no trace of any evidence at the scene. Just a few feet from the blood is a door. "The Superintendent of the buildings, a Mr Hewitt lives there with his wife," Reid tells you consulting a notebook. "Mr Reeves, the man who discovered the body, resides in room 37 in this building."
Player: Talk to Mr Hewitt

DM: "It's simple," she says, "Everyone here has had their chips altered so that, instead of desiring things like work, they will desire common things like rubbish, making them the happiest beings on the planet. I've been doing a lot of thinking, and I have realised something...why should this gift go only to the most rich and the most powerful? Why not everyone? I have more than enough money here, so much that I do not even need any more. Well, I know of a certain Computer Device that can control the Chips of every single human being in the world. So I invented a program of my own-if you installed this program into the Device, then this pleasure would be available to all of them. Imagine that; a world where, everytime someone looked at a discarded chocolate bar wrapping on the pavement, their minds would be filled with the same pleasure as if they had just seen a priceless diamond in the street. So I urge you, when you find the Device, place this USB stick into it, and the world will be thrown into unending bliss." She gives you a black USB, and then leads you out. It is now time to travel into the Black and White van.

Player: Bagel

DM: You burst out of the door and default to a somewhat fast jog, heading towards your high school. You can't afford being late again, or at least that's what your parents told you. Thus, you continue to storm down the street at break neck speeds, that is until you spot something glimmering in the corner of your eyes. As if magnetized to said object, you can't resist stopping to check it out.Staring at it, it looks like a silver pocket watch. Should you pick it up?
Player: Pick up the Watch
DM: Without a second thought, you bend down and grab the watch. Rolling it through your hands, the cracks in it become apparent, making it seem hundreds of years old. The cold to the touch metal is, for all you know, silver. It's watch face seems old in more ways than one, leaving faded numbers as well as the sheer feeling of age as the main clues. However there is something.... more. It seems almost... important? Just then, you notice something you initially missed: there was a note next to the watch. Believing that this note may explain this you pick it up and examine it, reading each word as if your life depended on it.

DM: Shrugging to no one, you continue your walk to school, the memory of the watch burned into your mind. As you walk into your homeroom, you begin to take your seat, but then jump back in a mixture of shock and confusion. Sitting on your desk is the same exact watch, or at least what seems like the same one, from before. Thoughts racing through your head, you try to rationalize this development. Did someone pick it up and put it on your desk as a joke? No, that's not possible, no one passed you on your way to school. Even the roads were relatively calm. Maybe it was a different watch? You pick it up and examine the watch face. Same scratches, same metal, same faded watch face, same everything. If it was a fake, someone really took their time to replicate the original. Then, after what seems like five minutes of panic, you realize there is a note on the desk, lying underneath where the watch originally was. Believing that this note may explain this you pick it up and examine it, reading each word as if your life depended on it.
Player: The Mysterious Note

Player: The Watch
DM: "This trinket is no ordinary watchUtilize it's powers, do not botchTravel through time and fix what's brokeOtherwise a good time will end in a moat"Thus the note stated, though you were still confused. Powers? Why would a watch have powers? Why would you be able to time travel? What are you supposed to fix? End in a moat? Then there was the most important question of all: Why Me? You look towards the watch again, examining it to see if you managed to miss something. However, despite everything, the watch only looked like a normal watch. Then, as if to answer this dilemma, you notice your surroundings. Everything is still. Everyone is frozen, as if some otherworldly force has reached down and petrified the world you know. Again, you stare down at the watch. Was this the cause? There was only one way to find out, you thought to yourself, as you started to put the watch down.The second your grasp loosened and put the watch down, everything reverted. Conversations resumed as normal, as you stood there looking like a fool. Immediately, just to confirm this nonsensical reality you were witnessing, you pick up the watch and view time, yet again, freeze. You wonder what to do with this watch...

Player: Time Travel
DM: You again think about the note, and how it mentioned time travel. Seeing as this watch can freeze time, it would be logical if it could also travel through time. Again, you inspect the watch in your hand, attempting to concoct a way to utilize the inate powers of this watch. Maybe... if you messed with the hours or minutes hand something would happen? But which one should you try first?
Player: Hour Hand
DM: Turning the Hour Hand seems the most plausible to allow time travel, you think to yourself. Minutes would be nothing, but hours? Hours could be anything, from actual hours, to years! What would minutes be? Go back thirty minutes in time and not be late for school. After you psych yourself up, you turn the hour hand and await whatever comes next. Before you can even think another thought, you see a blue flash, and you are gone to the world you know.

Player: Minute Hand
DM: Deciding to take it safe, you reason you should take the minute hand, just in case the hour hand takes you too far into time. Being as cautious as you can, you slowly turn the dial back, hoping that nothing bad will happen. Before you can even think another thought, you see a blue flash, and you are whisked back into time.
DM: The first thing you feel is the cool wind blowing on your face. You blink, and look around. The next thing you notice is the shining night sky, even though it had been morning not one minute ago. Immediately it clicks: it had worked. The watch had sent you back into time. But, yet again, a question dawned on you: when was it? You go to grab your phone and check the time...
DM: You take out your phone and check the date, and as you thought, it is a completely different day. It is now, in fact, two days earlier. The same feeling from earlier, from when you froze time, pulsated across your body yet again. This watch really worked, and that was no lie. But what to do now?

Player: Talk to Her
DM: Head filled with questions, you decide to initiate a conversation with the woman. As you approach her, she seems scared, and stumbles backward. You decide to apologize, even though you actually did nothing wrong. Her face softens, and she looks more cooperative. You explain who you are, and how you got here. Even though shocked, she seems to believe your story. Finally, it is your turn to ask questions. What do you ask her?
Player: Where Are We?
DM: "We are in His Majesty Lionel's Kingdom of Azarbah, of the fine country Tolinbar, in the current year of 872Great you think to yourself An unknown country in an unknown time. Confused as to what to do next, you ask her if the country is in need some help, or, rather, if there is anything you can do to help. Her face lights up, and she asks you if you can help with the harvest. You do have nothing better to do, but maybe you should try to go back to your time?
Player: Fiddle With the Watch

Player: Wait Around

DM: Why should you help her? You've never known her until now, and your quest is more important then anything, isn't it? You turn her down, as politely as you can, and walk away to sit down and fiddle with the watch. However, the lady seems overtly mad. She starts chanting and then levitating toward- wait levitating? What is she a witch?!? You run away afraid of what is going to happen to you.

DM: Not exactly sure what you have in mind, you decide to wander around, eventually finding your way to where you initially saw the watch. Unsurprisingly, it's just as barren as it was earlier, or technically later, you think humorously. What to do now?
Player: Wait Around\
DM: "Okay", you mumble to yourself. Scared of what he can do, or perhaps calmed by the fact that he knew about the watch, you go with him and his group of people. After entering a car clad in black, he begins explaining to you that he and his group are, in fact, part of the Government. They are an elite group none know about dedicated to hunting down this watch. Apparently, it was a top secret project created by scientists working for the government, but one day it went haywire and aged everyone in the room, turning them into ancient skeletons, before warping out in a blue flash. And now, here it is again, in your possession."Well?" he asks "Any questions?"
Player: What Are You Going to Do With Me?

DM: Confused as to what to do next, you ask her if she needs help, or, rather, if there is anything you can do to help. Her face lights up, and she asks you if you can help with the harvest. You do have nothing better to do, but maybe you should try to go back to your time?
Player: Help With the Harvest
DM: You decide, out of the goodwill of your heart, to help the lady with her harvest. She leads you back to a majestic town not that far from where you were. This town looks like something straight out of a fantasy book, complete with the giant castle that even has an old fashioned moat! Further she leads you, to a farm overlooking part of the village. It seems this farm grows mostly wheat, and there are already several people harvesting, however slowly that may be. The woman tells you to wait a moment, then goes into a shack. She again emerges and hands you a hand scythe, for use in harvesting. You hack at the wheat as time passes rather slowly. After you are done harvesting with the other servants, the woman offers you a room in her home if you help her with the harvest every year. You think to your self as the sun sets, that you wouldn't mind living in this village... NEUTRAL END

Player: I should probably check my phone

DM: You simply ask him, "What are you going to do with me?" He simply sits there and chuckles to himself, then after a few minutes finally responds, turning to you to utter five words:"That, is up to you". You blink hard, confused as to what he means, you go to ask him, but he cuts you off with his hand."Either, you can join our group, help us do missions and such, of course utilizing that watch, or you can simply leave us the watch, and forget any of this ever happens. If you become part of us you can never see any of your family again, but you would be helping the world. Of course, If you instead leave us the watch, we will give you some serious financial compensation"This is a tough choice. Which ever one you choose can change your life forever. Go out and people an ACTUAL MIB? Or instead go with the safe, cozy lifestyle financial compensation from the government can provide?
Player: Give Him the Watch

DM: Deciding silently that you would rather take the safer option, you tell if you will, in fact, give him the watch. You protrude your hand, clenching the watch, towards the mysterious agent. The man turns, takes the watch with a somewhat disappointed face, and hands you a hefty briefcase filled with cash."Here is your payment, enjoy your life" he utters quietly, then proceeds to pull over and practically pushes you out of the car.You walk back home with your newfound cash. You throw the cash on your desk chair, and climb in bed, Tomorrow will be a great day. GOOD END

DM: Well, it's a brave new step for you, compadre. You've woken up from your unemployment coma and hired on at Pablo's Tex-Mex Cantina, a fine establishment serving reheated food and cheap foamy beer. As part of the new team you'll be making new connections hand over fist. Do you decide to introduce yourselves first to:
Player: the cooks
DM: It's always wise to get in good with those who'll toss you some vittles now and again. These cooks seem very busy, though, with flaming fajitas demanding most of their attention. One, named Jose, is the head chef, and he's flanked by two busily chopping prep cooks. What next?
Player: pester the prep cooks
DM: One of the prep cooks momentarily glances up at you, averting his eyes from his finely diced tomato. This distraction results in him slicing off his ring finger. Flailing around wailing "Aiiiiiii!" he slams into Jose, who promptly catches on fire and flees out the back door, burning. Blood splattered, you decide Pablo's isn't the best workplace for you.

DM: Currently working the bar are Fred and Lisa, amiable enough people. Fred wears a Hawaiian shirt and is as crisp as a fried snickers bar. Lisa has curly blonde hair that straddles her face like a heap of lasagna. Fred offers you a stiff drink. Do you-
Player: Decline it
DM: He slides some soda your way and puts his elbows on the bar and inches his face up close. "The night manager, Trish, she's the menace. Jose's easy enough to ward off, but Trish-" Lisa shoots Fred a kurt glance that cuts him off. He shrugs and wipes some glasses. She smiles at you and says "Better scoot, hon. You got work to do."

DM: The bus boys are running around like tweeking mice. You try to stop one of them but he merely widens his eyes and darts past. The other one swoops in behind you but eludes the merest notion of conversation.
Player: Your first day

DM: This shift features three lovely servers. Edith, an obese, wart covered cough-ball, wears a stained uniform jangling with "flair." She offers you a bright smile and bats her eyes. Behind her, stacking napkin roll-ups, is gum-popping Julie, a skinny young lass with deep bags under her eyes. She waves a quick hello and scoots off to a table with a twitchy jerk. The last server is Hugo, who currently is smoking out back with some of the kitchen staff. You've glimpsed him only briefly earlier when he shoved past you to grab his order. Who do you approach when the time is right?
Player: Julie

Player: approach Jose
DM: A sneer and a growl greet you as you offer your hand to Jose. You've been marked, gringo.

DM: "Another lush," he grunts, reluctantly pouring it out for you. "Just what this dump needs." He gives you the cold shoulder and Lisa suddenly finds herself preoccupied. You notice you first table of the day has just been sat.
Player: assume she wants it on the rocks
DM: She frowns when you present her drink, complaining "do I look like some Vegas hooker?" You try to recover and, swallowing your pride, tell her you'll be right back with a frozen one.

Player: the bar staff

DM: Edith reveals that she's been working at Pablo's for ten years and has "seen 'em come and go, honey. Get on my good side and won't be no problems. Otherwise, stay outta my way." She slaps you on the back, tells you to always watch tips left on the table (sometimes the bus boys pinch them), and says never try the chicken fried steak. Someone is finally seated in your section. She pinches your butt and says "go get 'em."
Player: go back and ask her which way she'd like it?
DM: She gives your a cursory glance, sighs at your stupidity and says "frozen, of course," as if you should've known. As you walk away you catch her whisper to her hubby "so much for his/her tip."

DM: You go out back and find Hugo, a husky, mustached Texan, seated on a milk crate smoking a Marlboro Red. He offers you one. What do you do?
Player: Explain couteously that you don't smoke
DM: He grumbles something and looks away. Feeling uncomfortable, you return inside.

DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.A.MasculinMagizoologistePoissonMerci de votre coopération. Vous pouvez à présent récupérer votre carte d'identification.[Tutoriel : quand un objet traine sur une page, cliquez dessus pour le récupérer. Certains objets apparaissent directement dans votre inventaire. Lorsque vous obtenez un objet, vous pouvez cliquer dessus pour avoir des informations dessus, puis sur Use item si vous souhaitez l'utiliser (par exemple, pour lire un livre). Certains objets peuvent être utilisés n'importe où, n'importe quand ; tandis que d'autres ne peuvent être utilisés qu'à des moments spécifiques.]
Player: Carte d'identification
DM: L'avenir appartient à ceux qui se lèvent tôt ! Vous vous étirez longuement, tout en vous redressant, puis vous sortez du lit. Vous vous dirigez vers la fenêtre et l'ouvrez pour faire profiter la pièce du soleil de printemps. Après quelques minutes à regarder le reste du village s'éveiller, vous décidez d'aller prendre votre petit-déjeuner - à moins de faire un détour par la salle de bain pour un petit brin de toilette ?

DM: so, you're content to bide the time, huh? well, first impressions are important. better to make the right one than risk fouling it up.
Player: the bus boys

Player: problem with first table

DM: "Hell yeah," he says. "Welcome to the Shit hole." You nod appreciatively and shuffle closer. Hugo looks up at the sun setting behind the dumpster. "Two words of wisdom for this joint, newbie. FUCK IT. Gotta have that attitude if you're gonna survive." He crushes his butt and saunters back in. You follow and realize you've finally got a table to wait on.

Player: let him die?
DM: The funeral was lovely. Little Bobby Bristol so peaceful in his coffin. It's too bad you were buried that day, too, after being strangled to death by Bobby's enraged father. Here's a tip for you- you may think about the customers dying all you want, but try not to let it become a reality.

Player: after a few more tables
DM: After three tables you've got $21 in your pocket. Not bad, but not great. You're getting a little greedy and envious seeing Edith count out her huge wad of bills shortly before her shift ends and she takes off. While Hugo is teaching you the finer points of using the register, he implies that he knows a way to skim a little money from the company. Do you-
Player: frown and walk away
DM: Hugo is already wary of you and now he's sure you're a bit of a wimp. His disdain for you is now doubled since he thinks you've got something "on him." You notice the bus boys beginning to eye you with the same suspicion as Hugo.

Player: perform the Heimlich even though you've only seen it done in the movies?
DM: You crack three of Bobby's ribs and he finally spits out the chicken bone. His father sues Pablo's for a cool 4 grand and, needless to say, you are DISMISSED with no hesitation and quite a bit of prejudice.

Player: c
Player: m
DM: Your name is now Aaaaaaam.YOUR HEALTH: 100%

Player: go with Fred
DM: Turns out Fred is a flamer. He takes you to a bar of questionable nature and flatters you beyond belief. You laugh it off and tell him to buy you another, at which point he becomes a bit touchy-feely. Do you-
Player: get your feathers ruffled and set him straight?

Player: Go with Julie
DM: With a few cocktails in her, Julie turns out to be quite the flirt and, under the close scrutiny of beer goggles, you find yourself returning her advances. The bar is quiet and you liven things up by playing a few tunes on the jukebox and cutting a rug. Her lithe body feels comforting in your hands and you wonder how far you want to lead her. Do you-
Player: atttempt to take her home?
DM: Julie flinches at the proposition. "How dare you presume-!!" You try to convince her that all you intended was a cup of joe and maybe a few games of dominoes, but the damage is done. Somehow you've crossed a line that exists only in her feeble head. She phones her boyfriend and pleas for him to pick her up. You'd better run while the gettin's good.

Player: take it easy- i'm no homophobe

Player: finish your drink and scram
DM: Easy does it- a wise precept. So, you head for the crash pad and land heavily after your doozy of a day. Friends pass through the living room in the usual routine of sweat and alcohol, farting and punk rock. Life is a shameful blur. You dread working tomorrow. And lucky you, that moment comes all too soon.

Player: leave it alone
Player: decline his impudent offer

Player: perform a switcheroo
DM: Obviously the worst choice. Now Edith knows exactly who stole her key. Servers know their keys like cowboys know their guns- the slightest thing out of place and someone's hangin'. Edith sees to it that you are fired, not for merely the key, no. She makes sure you suffer, first by placing some hair in the guacamole and then by tripping you up, causing your tray of sizzling fajitas to adorn the astonished face of an elderly old grandma.

DM: You stand your moral ground and deny the kid his shot at impressing his date. For this he makes you pay by dining & ditching- that is, he skeedaddles without paying his check. The Pablo's policy holds servers responsible for this eventuality, which means that bill is coming out of your paycheck (not that it was much to begin with).

DM: They don't tip on top of the gratuity, which you had hoped they might. Instead they leave as one, waving as they trip out the door. While clearing the dishes, you notice one of them has left behind her purse. Do you-
Player: inspect the contents of said purse
DM: Peeking in you discover a compact, lipstick, a hairbrush, a bag of cocaine, and a coin purse containing $240. Do you-
Player: take the coin purse
DM: You pocket the wad of bills and hope no one calls for the purse until you're free and clear. Unfortunately, about an hour after your thievery does Trish the manager come searching for you. Panicky but trying to keep your cool, you pick up the phone receiver and have a shaky conversation with one of the drunker bachelorette ladies, Denise. Do you-
Player: tell her the truth
DM: You tell her you did find the purse and would she like to pick it up? While chatting, you slyly sneak the coin purse back into it while pulling it from the lost & found box. You earn kudos from Trish for showing "concern for the customer." Your shift draws to an end and you drag out to your car.

Player: peel off a few bills and turn it in to lost & found

Player: make sure the purse is returned to its rightful owner?

Player: try and join in on the fun?
DM: Seconds to learn, a lifetime to master. Throwing dice ain't as easy as it's cracked up to be. You are soon parting with your recently acquired dinero. Easy come, easy go as they say. Once again you're the laughing stock of Pablo's. Way to go- end the night on a new low. Tail between your legs, you decide to-

DM: So, you've got a little thing for blow- no biggie. You consider your options. Do you
Player: try to sell it
DM: Your first foray into the world of drug dealing begins with a lump in your throat and a brave step forward. During your shift you hint around to Julie and feel out her stance on drugs. You find her to be a bit of a wake & baker but not much more. Hugo, on the other hand, intimates that he "parties" whenever he can. You sell him your baggie for a quick $65 (he whittled you down from $80) and think of it as a done deal. A few minutes after the transaction, you notice the bus boys don't gawk at you the same way. You've climbed up a rung in their estimation. After work, Jose pulls you aside with a "pssst!" He asks if you have any more of "that stuff." Do you-
Player: promise to bring him some in the next few days
DM: Thinking over your stupid promise at home, you weigh your options after a few beers. You could-
Player: put some flour in a bag and try to pass it off as coke
DM: The age-old, most idiotic manuveur out there and you think you can pull it off? You go to work with a generous portion of "blow" in a rolled up sandwich bag and flip it over to Jose nonchalantly. Before he even tastes it, he knows- just by the way the light reflects off of it. (He's a chef, for cry-aye!) Before you can squeal or blink he grabs your left arm and divorces your hand from your wrist with a cleaver. "You suck-fish motherfucker!" he cries. The bus boys cover your mouth to halt your screams and kick you out back. You rig a tourniquet up to staunch the bleeding but you're in no condition to wait tables today, next week, or ever. Start selling pencils, maybe?

Player: serve it sans umbrella and garnish
DM: Trusting the immaculate, flawless Fred you go ahead an serve 'er up. Pablo smiles as you deliver his drink and tips you a ten spot. Your stock is rising! You don't have time to rest on your laurels, however, you've been seated with an 8-top.

DM: The road into town is littered with the occasional car wreck, no doubt the result of panicking citizens desperate to leave town. It's pitiful how some people must have reacted to this zombie thing. They should have kept a cool head and hid in the bathroom instead. You do not encounter anyone - zombified or otherwise - on the way. As you approach the town center, you notice an increasingly large amount of gore strewn about on and near the road. Not only do you witness the remains of slain undead, but also an unsettingly large amount of severed human body parts. Fun. You see black smoke in the distance, coming, you think, from nearby the Stop n' Go supermarket. This could indicate a number of different things, hopefully not that the food you were hoping to loot is on fire. And let's not rule out the possibility that evil space pirates are attacking the grocery. If you decide not to go there, however, that pretty much leaves you looting the corner store, where there's surely not as much food and everything smells like the bad cologne the Indian cashier wears way too much of.
Player: Go to the corner store
DM: Momentarily, you arrive at the corner store. It's quiet. Too quiet. As you enter the store, hat rack in hand, you are surprised to hear, "AH! EES FIRS CUSTOMOR OF DE DAY!" Well, what do you know! The cashier is still at his post. "Uh, hey man. How's business been lately?" "Ees velly goot." "Oh. Okay." You proceed, over the course of several minutes, to pile every food item in the store on the counter as the visibly pleased cashier scans it all in. "Dis 547 dolla, 99 cent." Well, that's a problem, because you only have 20 bucks in your wallet. Damn it! This shit would be a lot cheaper at the grocery. And this turn of events leaves you with only 2 options...

Player: say "sorry to disappoint you, chief."
DM: Jose is miffed that he's revealed information about himself and takes it out on you but serving several of your orders undercooked. But in time the wound heals and your brief journey into the "dark side" is over.

DM: You tuck up your findings into your pocket and plan to save it for a rainy day. This does seem the most rational. Maybe you could even find a friend to share it with. No use rushing to decisions. Things are going along swimmingly when your shoe becomes untied and you trip in the kitchen, refried beans splattering all over your white trousers. Jose helps mop up the mess and notices your recently acquired little baggie. He samples a bit and shakes his head. Do you-
Player: tell him to take it

DM: She buys it, thinking she must have left it in the bar prior to Pablo's, or maybe in the cab. She thanks you for your help and leaves a home number in case anything turns up. After the uneventful remainder of your shift you drag slowly to your car.

Player: take off your apron, throw it on the ground, and quit
DM: "@$#% this!" you shout, hurling the apron to the pseudo-brick floor and stomping on it. You strut out into the brilliant light of day. For weeks the other servers talk about you with great respect, admiring the one who wasn't afraid to stick it to the man. Even Pablo notes "that kid's got some cajones." On the downside though, you've returned to your penniless days and get by hand to mouth. In the end they find you on the street curled up on a flat of cardboard, clutching a rusty wine key and mumbling your last words "no little umbrella, no umbrella..."

Player: Insist on doing something else.
DM: "A walk in the park? I don't know. I'm not so sure about that.""Oh? And what would you like to do?""You mean besides you."She gives me the look, so I decide not to laugh at my little joke. I then say "well, there are a lot of things we could do.""Such as?"HEALTH: 100%
Player: Cuddle.

DM: You have now entered a dark, sordid world in which you are a wide-eyed little lamb. You are no woman with attractive charms- in fact, you have nothing to offer a dealer save money. Why are you going so far out on a limb for Jose? You barely know him! You feel the situation spiralling out of control as you drive through the slummy streets, trying to catch the eye of a hood standing on the corner. Eventually you score a pricey bag of dubious quality, but in the midst of the transaction the sirens wail and you hear a megaphone broadcast "FREEZE!" Do you-
Player: drop the drugs and run?
DM: You take off through the alleyways, abandoning your loyal car. (Have to come back later). You run like you never have before, not even gym class in junior high. Freedom is at stake. Luckily you are able to ditch the lone pursuing cop by darting into a farmer's market and burying yourself behind some tapestries.

DM: The mouldering organic matter in the bin necessitates the removal of its swing-top lid before you can add the kebab to the pile. An accomplished balancing act followed by the swift and firm reapplication of the lid ensures that the removal of the kebab from the house will be a matter for a more discerning housemate.You microwave the coffee in a Mickey Mouse mug your housemate brought back from a family vacation toDisneyland .
Player: To microwave the coffee for 60 seconds, go to 31.
DM: Removing the coffee from the microwave, you realise that its chemical substance has been somehow altered to conform with the properties of freshly laundered magma. The heat from the mug scalds the flesh from your palm and your desperate efforts to detach the object from your soldered skin do nothing more than spray boiling coffee in every direction. After what seems like an agonising eternity which is in reality one second you shatter the mug against the open door of the microwave. Slipping in the resultant mess, you crash into the rubbish bin. Your precariously placed kebab is scattered across the room but mainly over your head as you plummet to the floor, striking your skull against the skirting board. Hazily holding your hand up to your face in the last seconds before oblivion sweeps up to meet you, you realise that the imprint of Mickey Mouse's face is permanently seared into your palm, like that Nazi in Indiana Jones. Your adventure ends here.

Player: Personally, I prefer our shrimp fajitas.
DM: "Honesty! That's what I like to hear, m'boy!" The patron slaps your elbow and grins wide. You know you've got him wrapped around your finger now and will walk with a fat tip.

DM: Between serving cutomers, waiters gossip and chat as is their wont. Edith, mustering up a nasty fake cough, tells you she thinks she feels something coming on and, batting her chubby, powder blue shadowed eyes, asks if you'd be so kind as to pick up her shift tomorrow day. You're already working that night so you'd be doing a double.
Player: "I'd be glad to!"
DM: Maybe you feel you owe her one, maybe you just pity her. At any rate, you agree to help the old cow out. She gives you a gleeful hug and informs Trish of the change. Trish takes offense at not being the one to approve the switch. She struts up to you and says "All shift changes are to go through a manager and are only okayed with a manager's approval." How do you respond to this bureaucracy?
Player: Bow and say "right. sorry."
DM: Trish is satisfied knowing she's put you in your place. They do love to lord power, don't they? You vow to get revenge some day. Trish is definitely on your s-list, but for now, you suck it up. Seething and waiting...
Player: Your first review
DM: It is now time for your first review, which will make or break your career here at Pablo's. The cramped "office" air is filled with a musty, locker room-like tension. You sit up straight in a plastic lawn chair, your hands folded gingerly in your lap. The first question posed to you by the dynamic duo of Trish and Mike is "What do you see as your role here at Pablo's?" How do you reply?
Player: "I am the link between great food and great fun."
DM: You smarmy bastard...of course they eat this up like goodin' puddin'. If you keep this up, you're gonna glide through this interview, although it will cost you your immortal soul.
Player: question 2

DM: All good things come at a price. And, being of a mercenary nature, you do, too. Reluctantly Edith agrees to terms, telling you she's not in fact sick but expecting a visitor from out of town. She tosses a crisp bill at you, which lands at your feet. Picking it up, your eyes lock. "Don't go lookin' to me for any favors," she snips. "Remember that."

DM: "Hugo? What makes you think I'd ever ask him for the time of day? Hummph!" She waddles past you, inadvertantly shoving you into the salsa bar. Later on Trish, in her backhanded fashion, mentions "y'know, we do try and help each other out around here. Part of being a team." You roll your eyes and try not to spit in her face.
DM: MIke clears his throat, leans back in his tiny seat, and poses the profound question "How do you relate to each customer walking through that door?"
Player: "I know they're here for a good time and I'm gonna give it to 'em."
DM: Trish is a little leery about what that response entails and has trouble figuring out what the sinister look in your eye is telling her: Is it a sinister we can work with? She crosses her legs and decides to give you one more shot.
DM: This one's a doozie. "If you could, what would you change about the Pablo's experience, either as a guest or a member of the serving team?"
Player: "Probably have to start with a bulldozer."

Player: "Why are you attacking us?"
DM: "I was ordered to."
Player: "What are the Chykri?"
DM: "The Chykri are the soldiers of God, God's slaves. Chykri means slaves."

Player: "To be honest, I don't. But I imagine myself as a useless pile of rhino dung."
DM: You just couldn't hang on, could you? Had to let it leak after clearing one measly question. Well, you voluntarily take off your apron and fork over your wine key. On the way out you decide "what the hell" and go over to Trish and give her a big, french-licking, pulse-pounding, heart-stopping kiss- one for the centuries. She instantly combusts and turns into a pile of ash. MIke is thrilled with the outcome, shakes your hand and says "let me call my brother in life insurance. He may be interested in meeting you." Soon enough you've got an office with a view of the waves and a secretary that struts in every morning with freshly brewed coffee and a little umbrella in it, special for you.

DM: "Yes," sighs Trish, scribbling notes. "But you should be aware that you provide more than that. You represent Pablo to his guests. We like to treat our guests like family." Mental note: if you really want this job, some more ass-nosing will be required.

Player: "Being one that likes to dine myself, I treat them as I would like to be treated."
DM: Get out the butter, cause you're on a roll now! The vibe in the room is jubilant and Mormon-like as you all small plastic smiles at each other. Now, just one more question-
Player: "Wouldn't change a thing. It's damn near perfection."
DM: You excuse yourself for swearing and everyone has a happy guffaw. You all shake hands and you receive your first merit badge in customer service (a smiley face for your nametag). Trish says she's very pleased with your progress and Mike says you're a great guy to have around, just what Pablo's needs. You feel nauseous inside and realize it's just your spirit departing. Without it you have more room for force-fed chicken shit and TV trivia. Welcome, mon ami, to Pablo's. You'll be here for the rest of your shameless life, slinging salsa and whistling dixie. Thanks for your contribution to society.

Player: "Well, some of the rules seem unneccesary."
DM: You were borderline for a bit, but this caliber of answer just goes to show you're not really what we consider "Pablo's material." Perhaps you'd be better suited to the hotel industry. Trish tells you to finish the week, but, in lieu of any overwhelming improvement, consider this your final paycheck. When Friday does come, you open that first and last paycheck for an unbelievable $65. Good thing you easily made triple that in tips. Rather than cash it you decide to eat it in front of Pablo himself. You then spit it into his margarita glass on your way out.

DM: You ignore Alex and decide to go the park. Sure, the park's a terrible park, but you're a tough kid. You can protect yourself. You see a little girl just packing up a box, a couple of kids hanging out by a tree, smoking- well, let's hope that it's some fourth-of-july-sparklers.
DM: "Hi, I'm Sam," you introduce yourself. The girl's twelve or thirteen, and she shifts the box she's carrying. "I'm Jo. Would you like a kitten?"
Player: No thanks, I couldn't take care of it.
DM: She looks sad. "Alright then."You finish a nice, refreshing walk.
DM: As you walk through the door, Alex complains about groceries and vows to get them tomorrow instead of entrusting you with such an important mission. You feel well refreshed and able to go to class tomorrow.

DM: Okay, quick runthrough. You see the value labelled "Nutrition"? That's how full you are. Don't let it drop to zero, or you'll starve to death. Don't worry, there'll be an opportunity to tank up along the way.Then there's your score. Pretty self-explanatory.At times you will have to continue by using an item. For instance, to fire a gun click on the gun in your inventory then click "Use Item". Also, using an item at the righ time may open up new options.Oh, and one more thing. You may have killed all the zombies that were trying to eat you, but be wary, a few may still be left.
Player: Let's go.

Player: Attempt to get by it.

DM: You collapse slowly to the ground, darkness closing in on you. After surviving the apocalypse, you have perished in the end.You are dead.

Player: I have what I need. Let's go.
DM: Wait! The laptop's still in good condition, and the power cord's right here. Be a shame to leave it behind.

Player: Car Repair and You
DM: Take a guess as to what this one's about.
Player: Dell Laptop

Player: .22 Caliber Pistol

Player: Search or Leave

DM: Usefull enough. Looks like there's still some battery power left.

Player: Take the light.

Player: Hey, chill out, I was kidding.

Player: Ok, I'm done here.

Player: Set of keys

DM: You break through the edge of the forest and find exactly what you were looking for. The hidden carnival that your friend had told you about, tucked away just past the treeline. The sign before you reads "The Carivelli Carnival" and it's brilliant lights draw you in, promising wonders just beyond the gate.A tall man stands on a box just before the entrance, his suit is bright green with blue pinstripes, and he has a matching top hat. His face is etched with deep lines, and his dark hair reaches past his shoulders. "Come and see the wonders within!" He belts in an oddly high pitched voice, waving his hands through the air as if performing a magic trick. His eyes meet yours, and you feel his will pulling you in, and you walk through the gates mesmerized. Once inside you're dazzled by the bright lights, colors, and music flowing from every corner. People of all ages pass you with smiling faces and you decide to go to see...
Player: Contortionist
DM: In front of you is a sign that reads "Contortionist" and you head to that stage. When you arrive the show is already in progress, and you stand at the back of the crowd, standing on tip toes to see the show. A woman wearing a powdery blue spandex suit is bending in ways that any normal parson can't.After a short show, the crowd dissipates and the performer is left on the stage with no spectators. She turns and looks at you and there is something in her smile telling you to go after her. You climb up onto the stage and go with her behind the curtain.Beyond said curtain is a small dressing room and the woman is nowhere to be found, but just before you're about to turn around you hear a whistling coming from behind a rack of costumes. You wander over and part the sea of clothing, you peer into the darkness, unable to see anything."See into the darkness, look into yourself and find where you belong" said a melodic voice that you assumed belong to the contortionist. Without a second thought you run from the stage and find yourself back in the middle of the carnival.

Player: I've seen the three main acts
Player: A little too creepy, I'll be on my way now.
DM: You try to find the entrance, but too late, you realize that you have absolutely no clue where you are. You wander for what seems to be hours, never seeing the same booths twice. You're lost in the growing throng of people excitedly searching for the next thrill when you come to s sign that reads "FunHouse"
Player: FunHouse --->

DM: To your left you see a stage with the words "Bearded Lady" painted in bold black letters over it. You slowly make your way to the stage and a petite woman bursts through a dull red curtain. Everything about the woman is beautiful with the exception of the beard. She wore an off the shoulder yellow dress that cinched around the waist, and the hem stopped just above her knee. Her loose dark curls cascade down her back, and her brown eyes are piercing.When she reaches the center of the stage she begins to dance. Her intoxicating movements draw in all those in the surrounding area, you push your way closer to the stage as more and more people gather around.Without warning, a snake peaks out from behind her, and the crowd lets out a gasp. It mimics her movements around the stage, and the crowd is completely engrossed in the show. The snake starts to hiss at you, but after a moment you realize that it isn't hissing, it's whispering something. You concentrate on the sound coming from it's mouth to find that it knows you. It recites your birth date, your address, your full name, and a multitude of other things that it definitely shouldn't know."You belong here. Thissss issss your desssstiny." You look around to see that no one else is as startled by the snake as you are.You break from the crowd and head to another show...
Player: I've seen the three main acts, it's time for the funhouse.

DM: A crowd rushes around you and pulls you toward a stage bearing the name "Arsoli" and you wonder what it is you're about to see here. After a few seconds, a man covered in colorful tattoos wearing only a pair of leather pants appears on the platform.The man begins to juggle a set of swords, twirling them in the air, catching them with a grace that most men can't accomplish even with a great amount of practice and patients. He let's two of the swords sink into the floor of the stage and holds the third high above his head. He tips his head back and gently pushes the blade down his throat. He walks around the stage displaying his obvious talent before pulling the sword out and sticking it into the stage. He jumps from the stage and walks your way, the crowd parts and once he reaches you, you shrink back. Unsure of what he's going to do, you stammer an unintelligible phrase and he laughs loudly."Join us and have everything you've ever wanted." You close your eyes for just a moment, and when you open them again, the man isn't there, or on the stage. The swords are gone and the crowd is growing impatient, asking when the show is going to start. You don't wait around to see the man and head to another stage...

Player: Go

Player: Go
Player: Door one

Player: Go
Player: Door two

DM: "I want to stay here." You say without thinking. You don't know what's come over you, but you feel drawn to this place, and you want to stay and entertain the transparent children. The man snaps his fingers and three doors appear behind him."I am the Ring Master. I am a god among men, I am the darkness and I am the light. I am everything. You will now choose your fate," He waved his hands toward the doors and continued, "These three doors represent three separate fates. Choose wisely, for once you are through the door, you cannot change your mind. Attached to each is an envelope with a hint as to what lies behind the door. You have ten minutes to choose."He steps out of your way and you head to the door on the right. You grab the note out of the envelope and read it to yourself. "Behind this door is nothing more than life." You take a moment to think of what the phrase might be referring to, and then move on to the middle door.The note attached has the number "1.77245385090" inside of a square. Again, you take a moment to think about the strange clue. You finally move to the last and open the envelope quickly."The reward might be greater than the risk." You take the remainder of the ten minutes to think about each clue."Your time is up. Choose your fate."
Player: The door on the left
DM: You decide to go through the door on the left, only to find yourself in a room full of spandex and make-up. Something in your mind pushes you to get ready for your new life in the carnival. A voice tells you that you have a show tonight. You choose a spandex suit in your favorite color, and apply dazzling make-up to every inch of exposed skin. As you look at your handy work in a mirror, a sharp pain racks your entire body and you fall to the floor. You feel the spandex and the make-up become apart of you, they are your skin. Your identity.When it's all over, you stand and run from the room, trying to think of what to do next...

DM: You place your hand on the knob,and turn it slowly. You walk through it's frame and it disappears, you find yourself in a small dark trailer, before you have time to explore, you fall to the floor in agonizing pain. You look at your hands and see that they are growing alarmingly large, and your legs are lengthening.When the episode is over, you stumble to your feet, and your head hit's the ceiling. You let out a pained moan, and make your way out of the trailer. You look around to see that it's daytime, and you realize that the great change in the length of you limbs is going to take some getting used to.You vaguely remember coming through the door, but can hardly remember what came before that, still, snippets of your past still lingered. Everything around you is new and old at the same time. It's all familiar in the same way that Deja vu is once you've experienced it. A memory claws at the back of your mind, and you struggle to take hold of it. You sit with your back to the trailer until you remember exactly what it was you were supposed to do.
Player: Talk to the Ring Master
DM: You go in search of the Ring Master and find him shortly after. He is standing on his box, looking over the rest of the carnival, overseeing all the work being done. "We need to talk."A smile stretches across his face as if he knows what you're about to ask of him, "I suppose you're about to ask me if we can make a deal so that you can leave?"Uh, yeah, actually," you pause for just a moment, and when he doesn't say anything you continue, "So, can we... you know, make a deal?"He strokes his chin before answering, "Yes, let's. This is the deal, You get me a hundred souls, and you may go. You will return to your previous size, and will forget everything that's happened here.""What will happen to the people?""Some of them will be given all the choices you were, but most of them will die."

DM: You laugh as you figure out that the hint on the paper was the square root of pi, you put two and two together and decide that being a clown wouldn't be so bad if you had to stay.You walk through the door slowly, and find yourself in a dressing room. In front of you is a make-up station, several types and colors of face paint, brushes, sponges, and everything you need to transform yourself into a clown sits on the table.You position yourself in front of the mirror, and begin to apply the paint to your face. Until you figure out what it is that you're going to do, you need to blend in. When you're finished, you pick a costume that matches your make-up, and dress yourself quickly. As soon as you stand in front of the mirror again, a searing pain takes a hold of your entire body as the costume and make-up fuse to your skin.After the pain is gone, find the door and go out into the painfully bright light of the sun, and you realize what you have to do.
Player: Try to buddy up to the Ring master
DM: You search for the Ring Master, all the while thinking of the things you can do to become the Ring Masters right hand. When you finally find him, he greets you with a booming laugh."So you would like to be my right hand would you?" For a moment you're shocked that he knows exactly why you've come to him for, "Yes, If I'm going to be staying with the carnival, I'm going to do it right.""You don't say. Well, if that's the case, you can, but there is one thing you'll have to do for me.""What's that?" You say as you tilt your head in curiosity."Kill the midget in the lion costume."
Player: refuse politely, and try to fit in the best you can

DM: You make your way to a plain looking stage, somehow knowing that it was meant just for you. Buckets of paint are scattered on the platform along with brushes, all awaiting your eager hands to delight in creating a space of your own. You pick up your favorite color and begin to paint a base, and after stepping on the stage you have completely forgotten any will you had to rid yourself of this place.Your thoughts are only of happy things that may come your way in this new stage of your life. When you are finished, you step back to admire your work. It's time to start the show.

DM: You move through door one and find yourself in a child's room, and when you look down, you realize that you're holding a piece of paper that simply says "Kill him, or be mine forever." The red and blue walls of the room are lined with drawings, and upon closer inspection, each drawing reveals a different gruesome scene, nothing that a child should ever see, let alone draw. At this point you're far too distracted and disturbed to notice that a small boy of about seven has entered the room. "Are you here to kill me?"
Player: Refuse to kill the child
DM: "No, of course I'm not here to kill you!" You say trying to sound reassuring."Then why is there a knife in your hand?"Startled, you look at your hand and see that the paper has been replaced by a large knife. Immediately you open your hand and let it fall to the ground. You sit on the bed and bury your face in your hands, trying to figure out what you're going to do next. "Where are we?" You ask the boy as you look up."We're far far away." His melodic voice seems to carry itself through the room, a presence in and of itself. You look through a window at the far side of the room and try to figure out what the boy means. After a few minutes, the boy begins to giggle. You feel a sharp pain rip through your lower back and drop to the floor. The boy leans over your bloodied figure, stabbing repeatedly, laughing all the while. You die hearing the happy laugh of a demented child.

DM: You pass through door two and find yourself in the middle of a forest, holding a flashlight and a shovel. Directly in front of you is a note pinned to a tree."Dispose of this body, then turn off your light and you will be sent home. Try and run, and you will be mine forever."You look around you to see that the body of a young woman sat lifelessly at the base of the tree. The sight and smell of the body makes your knees go weak and you retch into some bushes.When your finished, you make the decision to just complete the task so that you can go home. When you're sure that everything is in order, you click off the light, and find yourself back at home as if nothing had happened. You now have one last choice to make...
Player: Keep everything to yourself
DM: You know that the whole story will sound crazy to any sane person and decide to keep everything that happened to you to yourself. You live out the rest of your days fairly happy, but every once in a while you see the Ring Master out of the corner of your eye.

Player: Accept trade
DM: You gladly accept a chance to gain more resources and information about the land around you. You make a trading post halfway between your camp and theirs. Your settlement thrives for years. No other natives live in the area so you have no threat of attack. You build a town within the walls and soon your population grows. But as the children grow into men, you grow older with them. Soon you pass on leadership to another man and rest. You live the rest of your days happily, knowing that you did something interesting with your life.

DM: After using all your strength to muster the memory, you slump over and try to rest a little. A few moments later the midget lion approaches you with a grin."You're enormous." He points out plainly, "We could always use another giant. As you can see, I got the short end of the stick." The small man laughed at his own joke and walked away without another word. You stand and prepare yourself for what you're about to do. Without wasting time, you break into a run and head for the treeline. Soon you come to a clearing with two obvious routes.

Player: Take the deal
DM: "Fine, I'll do it. What do I do?""You will feel in your mind all the people that have been marked, all you need to do is find a way to get a message to them. Tell them that they belong here, that they need to see me. once you've done that, they will come to me. I access the potentials mind and see who was most successful in conveying the message."You dismiss yourself from the Ring Masters presence and begin to make your plan of attack.That night, when your show begins, you sense someone in the audience, a target. You hone in on them, making eye contact, and send your message with a smile.In their mind they see a fantastic show with acrobats, fire, dancers, and animals. When the show is over you approach them in the most dazzling outfit you can imagine, "Stay and play at the carnival, and your fun will never end!"

Player: Do what he has asked of you
DM: "Alright." You say without hesitation, knowing that the only way that you're going to survive here is by making nice with the Ring Master.You leave him and begin to plan how to go about getting rid of the little man. When you feel like you've struck gold, you put your plan into effect.You lure him out to the edge of the forest with promises of drugs you got from some punk kid that wandered into the carnival during the day, and when he arrives, you hit him over the head with a large branch and he falls to the ground. You quickly bury the body and hastily make your way to the Ring Master to get things rolling."Well done, you are going to be valuable." The he says with a pleased look on his face.

DM: You are frightened by what just happened, and know you can't stay any longer, and without wasting time, you break into a run and head for the treeline. Soon you come to a clearing with two obvious routes.

DM: You go in search of the Ring Master and find him shortly after. He is standing on his box, looking over the rest of the carnival, overseeing all the work being done. "We need to talk."A smile stretches across his face as if he knows what you're about to ask of him, "I suppose you're about to ask me if we can make a deal so that you can leave?"Uh, yeah, actually," you pause for just a moment, and when he doesn't say anything you continue, "So, can we... you know, make a deal?"He strokes his chin before answering, "Yes, let's. This is the deal, You get me a hundred souls, and you may go. You will return to your previous state, and will forget everything that's happened here.""What will happen to the people?""Some of them will be given all the choices you were, but most of them will die."

DM: You decide that you need to talk to the Ring Master once again, and a few options come to mind, make a deal, or suck up. You think about your decision carefully and come to the conclusion that you need to...

DM: "No, of course I'm not here to kill you!" You say trying to sound reassuring."Then why is there a knife in your hand?"Startled, you look at your hand and see that the paper has been replaced by a large knife. Without giving it a second though you race at the child and let the blade sink into his stomach.You pull away and the scene starts to change in front of you. As the child dies, the room changes to your own. You see no blood, no weapon, nothing to make you think that it happened, except a sinking feeling in your gut. Something made you stab the boy, something outside of you. You begin to cry hysterically, and make a radical decision...
Player: Go to the police
DM: With everything that's happened to you, you decide you need to inform the police. You give them every last detail, and they take it all down skeptically. The police search for the body and are successful, the news relieves you until you are charged with murder. In hindsight you realize that it wasn't such a great idea, but even jail has to be better than the carnival.

DM: You pull yourself out of the muck of the swamp, and clamber up onto the high ridge that surrounds the Pits.You hope that you can search for Anaria just as well if you skirt the edge of the Pits, rather than travelling directly through them.However, as you travel the ridge, your hopes of finding her are confounded. The foliage below you is incredibly dense, and far too thick for your to see anything down in the Pits below.So focused are you on your task, that you are suddenly taken completely by surprise as you come face to face with---a lion!!You gasp in terror, your hand on your sword, but relax as you realize that the lion is made entirely of stone.The stone lion sits in your path, its' jaws open wide in a symbol of animal rage. One of its' ears appears to have eroded off, long ago.As you stand there, studying the stone lion, and wondering who on earth might have put it there, the lion blinks.You rub your eyes in shock, convinced that it must have been your imagination, but no--the lion's face is twitching, and you can hear a deep rumbling coming from within its' breast.Suddenly--in a burst of frenzied action, the stone lion twists its' massive head, rears up on its' paws, and lets out a mighty roar!!

DM: You ran to the west side, and the trees here were birch trees. There were many birds here, but they flew away when you chased after them. You began to look for your family, straining to hear even the slightest yip. But there was none. There was no smell of them, either.
Player: Edge of the Forest
Player: Bit the hand

Player: Steal a car
Player: Go to the Make Key for Car Shop
DM: You decide to go the Make Key for Car shop. That should have keys for your original car. You drive into the store only to find your ex-girlfriend at the counter!
Player: Hey! I want my keys! No ex will stop me!
DM: Oh well! You think. I came here to get my keys, not to be afraid of my ex! You waltz up to the counter."Oh, hi." Your ex says.You act surprised. "Oh, didn't see you there!" You say.The man who works there comes up. "How may I help you." He asks. Or wait, he SAID. There's no question mark."Uh, hi, I was wondering if you guys had spare keys to a 89 Chevy Suburban?" You ask.The guy at the counter looks shocked. Then he pulls out a magnum and aims at your head!
Player: Swap the gun away and kick him in the face
DM: You quickly swap the gun away from him. But he has a vice grip."Uh....uh...sorry," you mumble.Too bad. He fires. What a crappy way to die. Act wimpy, then get shot. All in front of your ex.

DM: Oh Captain Picard, you never fail to make me laugh! How your silly little song makes me smile! Wow, would you look at that, the captain Picard song has tons of hits! Everyone on the internet must know the guy who made that YTMND... If only you had those kind of skills... Well, who knows, maybe you could come up with your own idea! You may even create a new YTMND fad, or even a whole new internet fad! Yes, if you could create your own internet fad you would be, dare I say it, totally 1337! Yes, you have a quest! For once in your life, you have an organized goal. You must become who you were destined to be - the KING OF THE INTERNET! Yes, the current king of the internet is old and must be usurped! HA HA! YES! Yeah... well, uh... now what?
Player: Charge blindly on! To honor and glory on the internet!
DM: Due to your lack of planning, you randomly open up Microsoft paint (perhaps it was the hypnotic stare of Sexy Bill Gates on your computer that created this urge), and start to doodle. You scribble a bit, add a few colors here and there, some lines, etc, etc... You eventually finish with a little something. Not much, but worth trying out. You submit a YTMND with the picture you made, and it has no success whatsoever. Little did the users of YTMND know that you created this picture with MICROSOFT PAINT! If you had been smart enough to include that little pice of information, you would have become a legend! Oh well, fading into obscuritry is still fun, right?

Player: Stay at the carnival

DM: "A woman's husband had been slipping in and out of a coma for several months, yet she stayed by his bedside every single day. When he came to, he motioned for her to come nearer."As she sat by him, he said, 'You know what? You have been with me all through the bad times. When I got fired, you were there to support me. When my business failed, you were there. When I got shot, you were by my side. When we lost the house, you gave me support. When my health started failing, you were still by my side... You know what?'"'What dear?' she asked gently."'I think you bring me bad luck.'"She laughs before she can stop herself and she covers her mouth. You grin wildly and chuckle a little yourself. You carefully take her hand and she doesn't recoil, but looks into your eyes. You look back and see the blue and slight green roll around in her iris, surrounding her pupils. "You have wonderful eyes," you whisper. She rolls her eyes, but gives you another peek and smile before she loses emotion and turns away to the window. Her hand goes limp and it feels like you're holding a rock. You sigh and drop her hand.
Player: Thoughtful Times
DM: After a month, better things started to happen between you two . . .
Player: Speech
DM: The mysterious girl one day takes notice of your painting. Years ago a paint set washed up on shore along with a drenched canvas. You spent days trying to dry it well enough to use and slowly, but surely, it did and you spent even more days painting a beautiful masterpiece of the ocean shore that can be seen during the sunset with a couple of mermaids and wildlife swimming in the ocean.The girl starts staring at the painting rather than through the window, day after day. You find yourself starting to watch her everyday as well, studying her features, adoring her body, and wondering so hard what her voice sounds like. You imagine every tone you can that could fit the beautiful body of the girl, but you can't decide which would fit her best.I don't even know her name, you realize. I have to get her to talk. But how . . .?
Player: Talk about the painting

DM: "Fine, I'll do it. What do I do?""You will feel in your mind all the people that have been marked, all you need to do is find a way to get a message to them. Tell them that they belong here, that they need to see me. once you've done that, they will come to me. I access the potentials mind and see who was most successful in conveying the message."You dismiss yourself from the Ring Masters presence and begin to make your plan.That night, when your show begins, you sense someone in the audience, a target. You hone in on them, making eye contact, and send your message with a smile.In their mind they see a fantastic show, with everything they've ever dreamed of seeing, animals that do fantastic tricks, acrobats swinging from one swing to the next high in the air without nets, and other things that seemed to be impossible. When the show is over, you greet them with your message, "Never ending fun is just around the corner, as long as you stay and play!"

Player: Agree, then try to Run

DM: For most of the Victorian period, something much more vital to every woman came first.
Player: CorsetCover
DM: Well that makes sense, doesn't it? :) A corset cover was a very practical little item that protected expensive, hard-to-clean corsets from soiling. It also helped keep the bones of the corset from showing through a woman's dress.Ok then, what came next, smartee-pants?1. Bustle or Hoops2. Dress3. Petticoats
Player: Bustle
DM: Have you been sleeping during class?

Player: Look at the Sword
DM: You examine the sword placed at the Mayor's feet. The tip of the sword is bloody. You assume this was the blade that slew Abel.It's an exceptionally beautiful blade, long and thin, crafted expertly. Clearly very expensive. The blade shimmers in the light, looking almost blue when you stare at it from different angles.The immaculately crafted hilt has been embossed with a single letter."L."Hm.

Player: Fighting doesn't solve anything, just ignore Spoonboy
DM: You wouldn't be playing this game if you believed that. Go click on this link!

DM: Welcome to "Cryogenic Failure." Thank you for taking the time to check out this story, I do hope that you like it.This is a pretty simple and straight-forward "Choose Your Own Story." I've based it on the books of the same name, so there are no items or other gaming-type parts of this story -- it just just a story where you get to decide what direction the story goes (Well, okay, there is a little scripting and variable use here and there, just for fun...). If you are looking for more of a "Game" adventure, this is not it.At the same time, if you are looking for a story, I hope you like this one. As mentioned in the intro, this is set in a space ship at some time in the far future. You play yourself, a volunteer on a space ship/probe that has been sent into deep space. Apparently something went wrong during the travel, and your decisions will decide what happens to the story. The endings are wide and diverse, even if the story is mostly linear.Once again, thank you for checking out this story. Feel free to leave me comments or discuss the story in the forums!P.S. The next page is the title page, click on the title or my name to continue...
DM: 

DM: You walk towards the ladder and your footsteps echo against the bare metal walls. As you climb the ladder, your muscles protest a little from not being used in, well, you have no idea how long. You carefully pull and push yourself up the ladder and through a hole in the deck.As you rise through the hole in the floor, you are amazed by the number of computers and lights you see in view all around you. At the same time, you are nearly overwhelmed by the view -- there are windows here in all directions! You can see space and lots of stars all around you. This must be some sort of tower, because you can see in every direction: and every direction looks exactly the same. After a moment, you wonder why you don't see any planets at all...this is not what you expected.There are six seats spaced around the room in front of various consoles and computers. While there are some flashing lights and various computer screens, there is still no noise at all. There is no one in the seats. You finally realize that while you met the captain of the crew before your trip, you really don't know anything about the crew. You wonder why there is absolutely no one here. Did they leave? Where could they have gone? But wait, if the journey was so long, how in the world was this supposed to work?As you continue to wonder about so many things, you look around the space a bit more carefully. There is one chair that seems to be centered around a number of screens. This looks like the captain's chair, and it has some controls on the armrests of the chair. There is another chair that sits next to a screen marked "Navigation" and another chair next to a screen marked "Research." None of the other screens are labeled. There is also another ladder headed up into the ceiling.
Player: View the research console...

DM: Heading further into the main cryogenics room, you now find yourself in about the middle of the huge space. The large green tubes continue to fill the space, but you see a couple places with some green fluid on the floor: it looks like some of the tubes may have started leaking!You look at the tubes closer, and do notice that there are a few tubes that look like they are not completely full, like the tubes at the end of the hall. There are none that are empty, or even low enough on fluid that you can see the people inside them, but you can certainly tell that they are not full.There are still tubes, wires, pipes, and steel lines that appear all around the place. You think you hear a skittering sound, but looking around you don't see anything moving at all, and the place is still completely quiet except for your own footsteps.

DM: You start to wander about this level of the ship, avoiding the ladder that goes up to somewhere. You can see through a large opening in one direction, what looks like a very large storage area. That's clearly where the other ship's passengers are going to be found, so instead you head off in a different direction.Your footsteps echo on the solid metal ground, the sound bouncing off the various plain and clean walls. You wonder why there is no dust anywhere -- it looks like the floor and walls were cleaned just yesterday, but there is no sign of life at all. There are small slits along the edge of the ceiling, apparently vents of some sort, but they are completely silent. When you reach up to check on one of the vents, you can feel air moving, and the air is exactly the same temperature as the air in the hallway.The hallway continues for a little ways, then turns a corner gently. After the turn, the hallway ends rather suddenly at a large, open, floor-to-ceiling bubble: you can see the stars outside through the clear portal and can, in fact, walk right out onto the edge of the bubble. If you don't look back into the hallway, you can actually feel like you are standing in space, looking out at stars in every direction.Next to the bubble, on both sides of the hallway are a couple doors marked "Engine Room" and "Mechanical Room."
Player: Head up the ladder to search for the crew...

DM: This main chair is clearly where the captain of the ship would sit. It has a view out to space and has only one small computer monitor below the windows that is currently blank. You can see part of the ship below where the chair sits in the control tower.In the arm of the captain's chair, you can see a small touch-screen control panel. There are three lines of text that appear on the touch screen panel: 22136, 22137, and 22138.
Player: Leave the captain's chair...

DM: The navigation console has three different screens that all face the navigational chair. Under each screen is a series of lights, mostly green lights, but a couple blue lights as well. The center navigation screen is mostly black, but with a few dots on it, looking something like the sky from earth at night: lots of black space with some stars, perhaps. In the center of the screen is a slightly larger blue circle, lightly glowing. Nothing else appears to be moving on the screen.The screen to the right appears to be some sort of map. On the far right of the wide screen is a model of a sun and planets circling that sun. Looking closer, you can see that there are eight or nine planets in that list, and you think it looks much like the solar system where earth lives. On the far left of the screen is another apparent solar system, this one with just five planets, but two suns. The third planet is labelled MR-2413B. There is a long, thin line that winds through a number of other star systems, that connects earth and MR-2413B. There is a blinking blue dot about two-thirds of the way along that line, closer to MR-2413B than earth.The screen to the left has a number of bars and numbers. One labelled "engine speed" is next to a bar that shows STOP above the bar. One is labelled "fuel" and it shows "45%" in the bar. A blinking yellow light appears above a label marked "auto pilot." The screen looks like a standard touch screen interface.
Player: Leave the navigation console...

DM: You have reached the far end of the cyrogenic tube area. At the end of the room there is a large steel wall with a small door. You can hear some sort of light humming coming from the door or the wall, you're not quite sure of the source. The door does not have a handle like you would expect, but it has some sort of lever that looks like it might open the door.As you look at the wall, you notice that the floor has suddenly gotten sticky: your shoes are sticking to the ground. Looking down, you see that the floor is covered with some green, sticky substance. It does not pull your shoes off, but as you look around, you see the entire area is really covered with this green goo.When you look over to the massive cyro-tubes, you see that there is one tube that is not completely full of green fluid. It looks like there might be something else in the tube, but you cannot really tell for sure. The other tubes all appear to be completely full of green liquid, like most of the tubes in the room.

DM: As soon as you open the door, you hear the quiet sound of hyperdrive engines -- mostly you can hear wind and air moving through the pulsing drives of the engines. The room itself is obviously very large, based on the echoing sounds, but there is very little room for you to fit in the space.There is a small catwalk next to the door, and a couple computer panels with various lights and indicators on them. The rest of the space is filled with large pipes and containment units that go up as far as you can see, and down deep into the bowels of the ship. You are amazed at the size of the engines and all the parts, but it must take a lot to run a starship.You get a faint whiff of ozone as you look around, and wonder where it could have come from. There are no other exits from the room, and in fact nowhere else you can go from here, except back into the hallway.
Player: Leave the engine room...

DM: As soon as you open the door, you notice the sound of values switching and clanking. Looking in, you see a large maze of pipes with twists, turns, and all sorts of connections. Many are labeled with different color arrows pointing in various directions, apparently indicating the direction of flow in each pipe. However, what is in each pipe is a mystery to you!Stepping into the room, you can see there are few options for you here. You stand on a flat metal platform and there are a number of switches along the railing -- but the switches are held in place with old padlocks and are also covered with plastic: clearly these switches have been set and were not intended to be moved by someone.The sound of flowing air and liquid echoes off the various metal walls as you turn back to the door.
Player: Leave the mechanical room...
Player: Explore the ship...

DM: When you touch the screen, a deep male voice begins speaking:"Captain's log, star-date 22138."Ahem. I fear that this will be my last communication. My time is near. Strangely, I have no idea if anyone will ever even hear this... or is the being that hears this voice next will even be human or understand what I am saying here. Actually, that could be quite interesting, couldn't it? What if some different civilization plays this message and doesn't understand English? What if I talk wrong? May I mambo dogface to the banana patch?"The speakers are filled with the sound of giggling. Then the voice continues, "But what if this is heard by the scientists who sent us on this mission? Well, I would certainly have some choice words for them. Maybe I shouldn't say what I think of them here. Who would think that humans could go for literally decades in a ship and not go insane? I'm not saying I'm insane, mind you, but it has been a long time now that I've been alone. And I was supposed to be able to retire on New Earth! But wait, what if the passengers of this ship arrive at New Earth and THEY are the first to hear this message? Oh, it will be a message from beyond the grave! ooOOoooo! Creepy!"Once again there is a giggling, but then the voice speaks again, "So. Well. I guess that's it, then. I mean, I don't have anything else to add. I think I'm supposed to say, 'Tell my wife I love her,' but I don't have a wife! And no kids. Well, at least none that I know of! Oh yeah, that one never gets old." The voice erupts into laughter once again, and then the speaker turns off suddenly.

Player: Touch the screen on the autopilot light...

DM: The ship makes a groaning noise and it lurches. The stars outside appear to start moving around you!
DM: The navigation console has three different screens that all face the navigational chair. Under each screen is a series of lights, mostly green lights, but a couple blue lights as well. The center navigation screen is mostly black, but with a few dots on it, looking something like the sky from earth at night: lots of black space with some stars, perhaps. In the center of the screen is a slightly larger blue circle, lightly glowing. Nothing else appears to be moving on the screen.The screen to the right appears to be some sort of map. On the far right of the wide screen is a model of a sun and planets circling that sun. Looking closer, you can see that there are eight or nine planets in that list, and you think it looks much like the solar system where earth lives. On the far left of the screen is another apparent solar system, this one with just five planets, but two suns. The third planet is labelled MR-2413B. There is a long, thin line that winds through a number of other star systems, that connects earth and MR-2413B. There is a blinking blue dot about two-thirds of the way along that line, closer to MR-2413B than earth.The screen to the left has a number of bars and numbers. One labelled "engine speed" is next to a bar that shows FULL in the bar. One is labelled "fuel" and it shows "45%" in the bar. A blinking yellow light appears above a label marked "auto pilot." The screen looks like a standard touch screen interface.
Player: Press the "engine speed" slider downwards...
DM: The ship makes a groaning noise and it lurches. The stars outside appear to stop moving around you!

DM: When you reach out and touch the screen for mission information, the button on the screen flashes just a moment, but then the screen goes completely blank. Before you can figure out what happened, there is a crackling sound from a speaker above the console, as you hear a voice speaking:"Mission Information. The mission of the Santa Maria is to take 250 people, all volunteers, from a planet known as 'earth' in a solar system in the Milky Way galaxy to a planet known as MR-2413B in solar system 2711-A in the red dwarf galaxy. Once these former residents of earth arrive at planet MR-2413B they are to settle the planet and populate the plant in the name of earth."The voice pauses a moment, then drones on in a monotone, "The ship is intended to travel at NLS, or near-light speeds, through the various galaxies. It is estimated that the ship will take approximately 50 earth-years to arrive at the destination planet. Because the average life-span of an earth human is currently 80 years, it was decided to place all the volunteers for the journey in suspended animation, in a cryogenic freeze, for the duration of the trip. Only upon arrival at planet MR-2413B, the residents are to be taken out of their suspended animation.""The mission is intended to be a peaceful mission. Authorities on planet earth do not know of any other species that may exist outside their own solar system. If any hostile life forms are detected, a communications probe will be automatically sent from the ship to return to planet earth. At the same time, planet MR-2413B is hereby claimed and will be defended by the planet earth in all ways possible from the day of this ship's arrival on planet MR-2413B."The voice stops and the area is completely quiet once again.

DM: Suddenly you see a pirate hobbling your way. "ARRRRGGG What are yee doing in here? Yee have one hour until midnight maties." "What do you mean?" you reply. "If yee don't get out before midnight, yee will turn into monsters in here and be stuck forever. I can help yee escape. But you have to find me treasure box."
Player: Do you help find the treasure box?
DM: "Okay! What can we do to help find your treasure box?" you say. "Well here's the map mates." You look at the map and see that you are very close to where the treasure is buried. You take four steps forward and then turn left. You take another twelve steps. Then you notice the map is missing a piece. What do you do?
Player: Tell the pirate you cannot help him anymore.
DM: "I'm sorry I cannot help you anymore. The map is messed up.""Then no deal mates. Yee are no help. I'll find it me-self," the pirate responded angrily.He snatches the map and swiftly turns the corner. You go to follow him but when you round the corner, he is gone. "Great. That was out last chance. What do we do now?""We don't have much time left. We have to do something."You take a seat and start to think. Mara starts pointing in the other direction and then replies, "Maybe she can help?"You look over and see a gnarly-looking green woman, leaning over a large boiling pot. She has a huge pointy hat and a large nose with a giant wart on the tip. You both walk over. She looks like a witch."Excuse me, can you help us escape the maze?" you question. "Why hello, how are you, my precious? I can make you a bowl of soup. It will give you the power of x-ray vision. You will be able to see through the cornstalks and make it to the exit.""Yes! Please! That would be wonderful.""Under one condition. I need your friend's hair," she cackles wildly. You look at Mara. Her hair is dark brown and reaches her waist. She starts to tear up.
Player: The Witch cuts Mara's hair

Player: Check out the Engine Room door...
Player: Check out the Mechanical Room door...

Player: Go check out the captain's chair...
Player: Touch the screen at 22138...

Player: Press the "engine speed" slider upwards...

Player: Head into the "cave" that leads under a hill.
DM: The door leads into an area that looks like the lobby of a luxurious hotel. The place is quite well-lit and has a couple comfy, overstuffed chairs. There are a couple plants in large planters sitting on what looks like an expensive marble floor. The walls are covered with extensive reddish brown wood paneling. There is even something that looks a bit like a hotel desk on the left side.Stepping into the room, you can see there are about six different doors leading away from the main lobby. All the doors are wide open and are lighted from the inside. Walking over to take a look, your footsteps echo off the wood walls. Listening carefully you can hear the gentle hiss of what must be an air conditioner of some sort: the room is just the right temperature and humidity for you.Looking in the doorway to the first room, you see what can only be described as a perfect hotel room. It is large and long. There is an area to hang up your coat next to the doorway. Along the left wall is a large screen video screen sitting atop a dresser with a few shelves. On the right is an open door to a simple bathroom, but beyond that is a large bed that looks like it could easily sleep three. At the far end of the room are thick, heavy curtains that have a little light peeking around the edges, as if they were closed over a window.Your eyes are drawn to the bed. It has a large, detailed wooden headboard and foot-board. The comforter lying across the bed looks thick, soft, and warm. You can see the outlines of a number of different pillows under the blanket and there are still more pillow piled up on the top of the bed. You glance in another room and see the same setup, but you quickly move back towards the very, very comfortable bed.

DM: The two gates are before you. One with a dove sitting on it and the other had a raven. Bearing in mind of the advices given to you by the one you chose to speak with, which gate will you choose?
Player: Raven
DM: You pushed open the gate with the raven sitting on top and took a careful step inside. The doors behind you automatically swung closed, giving you no chance to escape as you took in the sight before you. There was screaming as people scurried to escape the whips of handsome creatures with dark wings. The rivers held not water, but metallic-scented blood. You felt sick to your stomach, but too shocked from your spot. Someone tapped you on the shoulder, and you looked up. The young man you saw earlier with dark eyes stood before you, the dark wings on his back even more brilliant than those holding whips. "I did not lie, my precious," he cooed. "This gate indeed led you to glory - the glory of hell." Shackles appeared around your ankles as you were pushed to join the suffering people. Soon, you will forget yourself. Forget anything but pain. Who knows, maybe those who killed you will soon be here to join you, though by then, you would have stopped caring completely about how you died. Ending Two: I got in Hell

DM: It's a beautiful summer afternoon in Siena as the ten horses take their starting positions in the Campo, the central piazza where the race will take place.The race has been preceded by an elaborate two-hour parade. Each contrada was represented in the parade by a contingent of musicians and flag-bearers wearing traditonal costumes of medieval Siena, but now the event has begun. Your horse will bring either glory or humiliation to your contrada, the Chiocciola.Despite the build-up, the race itself is amazingly short. It consists of just three laps around the Campo. The first horse to make it around three times wins. Other than that, there are no rules. Jockeys may use their whips on other horses or even against other jockeys.Your horse got off to a slow start, but after the first lap, is now running fourth and gaining! As the horses come around the turn, you are close enough to yell advice to your jockey. What do you say?
Player: "Whip the others!"
DM: The horses are coming around the final stretch of the race. And your horse is in the lead! But the horse from the Tartuca contrada is fast approaching! If your jockey were to jump from his horse, the reduced weight might guarantee a victory for your horse! It's perfectly legal in the Palio rules for your jockey to do this. You have arranged a signal with your jockey in the event that you want him to jump. Now is your last opportunity to give him the signal. What do you do?
Player: Don't signal him!
DM: Your strategy paid off! The entire contrada is celebrating! You're a hero! Victory for the snail!

DM: Wennipeg couldn't stop! He was so close. He figured this didn't quite count as being bad, he just wanted to finish. Last time, he ran off. This time, he'd finish, and THEN go back. He ran as fast as his seven-year-old legs could carry him to the ocean, and filled his bucket with water. Then he raced back, and began furiously digging.He could see his mom coming down the sand toward him! No! Not yet! He started going even faster, he had to finish, had to finish, had to finish...Suddenly, the shovel snapped. The head broke right off, leaving Wennipeg with a plastic handle in his hand. That was officially the pushing point. Wennipeg could feel tears welling up, and he couldn't do anything to stop them. He exploded into a fit of tears, crying and screaming and throwing the stupid shovel as far as he could.His mom had to pick him up and carry him to the car. Wennipeg was crying, not just because of his shovel, but because he knew this wouldn't change a thing. He had still failed.

Player: Just leave

DM: You gingerly pick up the shoe by its laces. It is slightly damp. You hold it at arm's length, swapping it between hands as you slip into your bathrobe. Outside the house you swing it around your head like a sling before launching it in the general direction of the car park of Methodist church across the road. It sails over the railings and lands on the bonnet of the minister's car. Pleased with this good deed, you head back inside and get ready to go out.
Player: Go to 20.

DM: The woman looks around and says, "oh. Well, my name is Julie. If you didn't release me from the cryo state, what is going on? These tubes were not supposed to release us until we were on the planet."You explain that you saw a crack in her tube, and you pressed the button to release her."Oh. Well I suppose that makes sense. I guess I should thank you. Thank you." She looks around and then walks over to the machinery. She looks at a dial and flips a switch."They told me some of the basics here. Since my tube was broken," she presses a button and the machinery starts to move. A new tube drops into place as she continues, "I suppose I'll just get another one.""Now, we have just a moment or two from the time I press the 'Start' button until the tube closes, so you can join me, and we can get back in the tube to wait until we arrive at the planet. It will be a little cramped, but I know these tubes have the capability to handle two people."She presses a button and quickly steps into the tube. She leans back as far as she can in the tube and says, "Well, come on!"

DM: You raise your rifle, firing at Viceroy Mihrab. He easily sidesteps with inhuman speed, as Viceroy Alexa and Viceroy Draven charge you. Draven is faster, swinging his sword. You manage to duck under it, feeling it hack at your scalp, before he kicks your legs away. Your smack into the hard, cold stone floor, as Alexa grabs your neck, quickly snapping it.

Player: See what the whole thing is about.

DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.Aaaaaaaaat> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)
Player: D
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)D...
Player: Y
Player: M

DM: "There are innocent people being arrested? Just for being mutants?""They claim it's because of the damage they can cause.""They're not even given the chance to prove them wrong. They deserve more, they deserve to be free. I am going to free them.""Can...can I come with you?" Leksiah asks me."You want to come with me?""Yes. To them, we're just freaks, to them, we are the same. This is my fight too, and if we fight it together, then perhaps we can give them a message that if they want to take on one of us, they'll have to take on all of us. We mutants have to stick together, have each other's backs."
Player: Let Leksiah come with you.
DM: "I'm not going to stop you, so sure, you can come along. Can you keep up?"Leksiah closes her eyes and starts to concentrate. She then begins to float over the ground, and levitates herself further up. However, I can feel her mind hurting, and she is forced to let go of herself. She falls down, but I keep her from landing on the ground."Nice, but if you're going to come along, I'll have to take you with me."Leksiah nods, and then she asks "Do you know where the prison is?."After channeling myself around the entire country, I say "I do now."

DM: Aldmero clears his throat, says an incantation, and the decorations suddenly turn silver and gold. Aldmero holds a paper chain, and scrapes a little bit of the surface off. The chains were covered in pure gold paint, but were not actually transfigured.You're amazed, but Aldmero seems slightly frustrated. "I always get something wrong," Aldmero says, "Magic can be a bit finicky like that if you're not concentrating strongly enough.""Now," he says, "This is technically your choice. You can stay here in the orphanage, and the Muggle World. No one would hold it against you, but you will never be allowed to use any kind of magic. Or, you can come with me, and leave this place behind. I've already told Mrs. Coal, though I have wiped her memory of it, and it will only be restored if you decide to come with me."

DM: Aldmero taps the wand on the cake, mutters a few words, and suddenly the cake becomes much larger, with a wrapped choclate bar on the top, and a small cherry stalk and cherry seed.You're amazed, but Aldmero seems slightly frustrated. "I always get something wrong," Aldmero says, "That was meant to become a chocolate gateau with a cherry on top. Magic can be a bit finicky like that if you're not concentrating strongly enough.""Now," he says, "This is technically your choice. You can stay here in the orphanage, and the Muggle World. No one would hold it against you, but you will never be allowed to use any kind of magic. Or, you can come with me, and leave this place behind. I've already told Mrs. Coal, though I have wiped her memory of it, and it will only be restored if you decide to come with me."

Player: Left door
DM: You have arrived at the storage room. There are boxes, more boxes, and even more boxes.

DM: "You, my pretty, need to find the stalk that is painted all gold. Once you find the stalk you need to walk straight for eight steps then make a right and a sharp left and you will be free from maze. You need to escape before 12:00 midnight, or you will be turned into werewolf and stuck in the maze forever," says the fortune teller. "Thank you, thank you. Which way to the gold stalk?" you reply in fear. "That is for you to find my pretty."
Player: You and Mara take a left and begin to run

DM: You enter Ollivander's Wand Shop and are instantly struck by how quiet it is in here. Hundreds of compartments, all with different wand types, cover the walls. The entire place seems to be carved out of wood, almost feeling like the inside of some massive tree."A student," says and old, cracked voice, "Have you come around for a wand from Mr. Ollivander?"You cannot locate the source of the voice, so you say "Yes?" to the air. Suddenly, an old man appears at the desk, as if he had always been there. He is hunched over and holds a cane, his eyes old and filled with memories."Mr. Ollivander?" You ask."That's me," croaks Ollivander, "Supplier of the finest wands since 382 B.C." He hobbles over to the compartments."Before the whole Wizarding War buisness," he explains, looking for something in the compartments, "We would give students a series of wands until one of them worked. However, a student named Hermione Granger devised a far more efficient, and ingenious method..." Ollivander opens a compartment and pulls out a wand. "This wand is unique in that a wizard cannot use it to perform magic, as its core is removed" he explains, "Instead, when a Wizard holds it, it will simply point us to the wand which suits them best."You take a hold of the wand, and suddenly hear a voice in your mind, asking you questions...
Player: Take the "Wand" quiz to find out which wand suits you best...
DM: Question 1 : You must travel through a dark, mysterious forest which you have never encountered before. The path is blocked by thick undergrowth and wild animals. How do you get through?
Player: Try to search for a more easy path, perhaps one made by deer or boars

Player: Blast your way through, destroying anything that dares block your way
Player: A position where you would have great power and influence
Player: A river that flows down from the mountains, full of ancient secrets
Player: Try to get in their good graces and hope they name you as their successor

Player: Making great discoveries that could change the world

Player: Ignore the results and just pick a wand with your instincts...

Player: A quiet, forgotten stream in the forest

DM: You feel a connection to one of the wands, a connection far stronger than any "test" could guess, but which one?
Player: Hawthron Wood with Phoenix Feather Core

Player: Hornbeam Wood with Dragon heartstring Core

Player: See if you can use their notes and find any discoveries they have made

DM: Your Hawthorn wand isn't strong enough to perform most magical charms, however, the potions you can use it to brew will be unmatched by any but the most talented wizards and witches...

Player: Oak Wood with Unicorn Hair Core
DM: Your new Oak Wood wand is relatively light and portable; it reminds you almost of a branch of an old tree; flexible in the wind, yet firm, with an ancient power.You visit the Alchemy Shop and buy your first Cauldron; Pewter, with a silvery handle. You walk back out, to Diagon Alley...

Player: Go down the dark alleyway
Player: Submit your wand for inspection

Player: Explore Weasley's Wizard Wheezes, the Joke Shop
DM: You enter the shop, and it is full of life. Small helicopter-like objects whizz above you and the sound of a thousand squeaking toys fill your ears. Next to the window is a pink section with a small cage filled with tiny little creatures that look like a single legless bundle of pink fur, called "pygmy puffs".Packets of sweets designed to make the user ill, so that they can skip school, include "Fever Fudge" and "Nosebleed Nougats".Expensive shield hats and gloves are on sale, which protect the user from unfriendly spells.There is even a section for "Muggle Magic"; that is, tricks that seem to be magic, but area actually just illusions.A "Haunted Deck of Cards" and "Eduardo's Unbreakable Egg"; a rubber, bouncy toy egg.

DM: AAAAAB
Player: q
Player: w
DM: A
Player: U
DM: U
Player: u
DM: AU
Player: u
DM: AAU
Player: h
DM: AAAH
Player: s
DM: AAAAS

DM: The man in the black robe looks at your wand."You may pass," he chokes out, at last, "But remember, we are not responsible for any damages incurred, physical or mental, by the things inside-" He scampers away, chuckling to himself.You enter Borgin and Burkes, and the place is full of strange and deformed objects. A hand, shriveled and deforemed, is stuck to a hunk of wood, and its fingers and it begins to make a "grabbing" motion towards you. A giant cupboard with horrifying faces stands there, the faces slowly turning into horrendous smiles the longer you stay there.There is a man at the counter, and when he sees you, he smiles a toothless grin."A customer!" He hisses, "Well, I'll be. Take a copy of our new book, "Spells of the Dark", free of charge!He hands you a black tome, the pages made out of a strange, pinkish leather. On it is written a lot of very complex spells, but one particularly stands out to you...Sectumsemptra - The skin-cutting spell. This was designed by Severus Snape and allows a Dark Wizard to slice open a person's flesh, causing massive damage and is even fatal if not treated.You have learned the spell, yet this place is starting to unnerve even you, so you make your excuses and leave.

DM: "These shoelaces don't like being tied together," mutters the student, "I've been told that some magical shoes are like this, and that I should use a spell to just keep them tied, but it just seems a little wrong to me."You ask him what could possibly be wrong with that."I've just learned about the existence of magic," he confesses, "And I still can't really get over the fact that it's treated so mundanely. We have literally been given power over fundamental aspects of the universe, and what do we use it for? Tying our shoes? Making toys and sweets? It seems a little absurd and almost disrespectful, in a way."You get to talking with this student and find out his name is James Moffat. He wonders a lot about whether magic is used responsibly."There are plenty of non magical, muggle problems that could so easily be solved with magic," he points out, "We have the ability to solve mass hunger with replication spells, we have the cures for so many diseases, not to mention the fact that happiness charms can do wonders for mental health, and yet we keep them locked away, only for the chosen few. What do you think?"
Player: You disagree with James
DM: "It is a difficult thing to talk about," he admits, "I'm sure there would be a lot of problems at first, especially considering how scared muggles would be at first. But I also think it will cause even more problems trying to keep our world hidden forever." "Your robes are ready!" Calls the witch Madam Malkin. You wave goodbye to James and get up, as your stool scampers dutifully away.Madam Malkin provides you with three options for robes. One of the is dark blue, and reminds you of the ocean, a thousand star-reflections glittering the fabric. The second is shades of green, as if made of the sun-dappled leaves from a forest in summer. The final robe is black as the night sky. Which of these robes do you prefer?

Player: Ask the boy what is wrong with his shoelaces

DM: By banning the use of AI's you assure the security of the fleet, preventing any major flaws or issues that could've otherwise crippled the fleet. Still, this greatly limits the processing power and abilities of the fleet, which may put you at a disadvantage to the Chykri vessels.
Player: Aries Boarding Ship
DM: You begin implementing the Aries Boarding Ship, which emphasizes troop deployment over the actual destructive capabilities of the boarding ship. The Aries Boarding Ship proves to be extremely effective because of the boarding parties. The best species in close combat are the powerful Remnant Shock Troopers, the sturdy, durable Human and Clone species and the limitless Tarn soldiers. You have vast numbers of recruits from these species due to your great reputation among the founder species of the Coalition, which means the Aries Boarding ship is particularly effective, and will make up and important role in the upcoming war.

Player: 'Mountain'
Player: 'Moonlight'
Player: 'Silver'
Player: 'Angel'

DM: You are in a field of wheat at night, with no recollection of how you got there. In the centre of the field, stands a figure, cloaked in shadow. You cannot see the figure's face, but you know it is watching you. What do you do?
Player: Confront the entity, despire your fear, and try and make it afraid instead

Player: Knock

Player: A badge that belonged to a Great Hero
Player: A sunny green wood, with colourful toadtools and frolicking deer, surrounded by birdsong

Player: A note that contains the darkest secret of your worst enemy
Player: Pick the lock

Player: A tropical, exotic rainforest, filled with monkeys and toucans

Player: A dark forest; trees with gnarled, leafless branches, and dead logs covered in fungi
Player: Slytherin!

Player: Hufflepuff!

DM: "Slytherin!" The Hat shouts out, to a round of applause. Relieved, you join the Slytherin table. After the Sorting is over, Mcgonagall announces; "Without further delay, the feast can now begin!"Suddenly, the tables are filled with silver plates and cutrely, ladened with food. Vegetable Casserole, potato and beetroot pie and treacle tart. After the Feast, you trudge off towards the Slytherin common room.The common room is in the Dungeons, beneath the lake. A huge stone serpent guards the doorway, hissing at anyone not in Slytherin House. "What...is the music...of life?" Hisses the Serpent."Silence, my brother," replies the Head Boy.You enter the common Room. Everything in here is covred in a green hue, owing to its location above the Lake and the green light that pour in through the submarine windows. The chairs are all desigend to have a serptine aethetic, and the candles all glow with a pale, emerald light. Eventually, the excitement wears off and everyone climbs into bed.However, the actual bedrooms are far more pleasant. There seems to have been an effort to make it comfortable and homely here, with soft pillows that have images of rabbits on them. You begin to suspect that the eerieness of the Common Room is just a front to project an image of Slytherin House which isn't entirely honest...You try to fall asleep, but can't. Suddenly, you hear someone whisper to you : "Psst! Follow me, outside the Common Room." You try to ignore it, but in the darkness you see the strange person get up to leave the Room. Then, you hear them knocking on the door...

Player: The Paladin

DM: Your name is currently K.Choose the second letter in your character's name, or click the link to Chapter 1-Prologue to begin.YOUR HEALTH: 100%
Player: i
DM: Your name is currently Ai.Choose the third letter in your character's name, or click the link to Chapter 1-Prologue to begin.YOUR HEALTH: 100%
Player: v
DM: Your name is currently Aav.Choose the fourth letter in your character's name, or click the link to Chapter 1-Prologue to begin.YOUR HEALTH: 100%
Player: f
DM: Your name is currently Aaaf.Choose the fifth letter in your character's name, or click the link to Chapter 1-Prologue to begin.YOUR HEALTH: 100%
Player: i
Player: h

DM: Sita hears the voice and asked Lakshmana to run and rescue Rama. Lakshmana was hesitant. He was confident that Rama is invincible and the voice was only a fake. He tries to convince Sita but she insists. Finally Lakshmana agrees. Before his departure, he draws a magic circle, with the tip of his arrow, around the cottage and asks her not to cross the line. "As long as you stay within the circle you will be safe with the grace of God" says Lakshmana and hurriedly left in search of Rama.
DM: My Lord! Sita requests of you to go into the jungle and help Rama!What will you do?

DM: News reporters begin their morning chatter. They are awaiting the arrival of the trains. Each train pulls a sun across the globe with a really long rope. One train is pale. The other is orange.
Player: I Wish We Could Never Have Either Sun Arrive
DM: The world lets out a moan. It sounds like this: *sigh*. That's a bad sound.
Player: You're Nauseated as They Arrive
DM: You hurl out breakfast onto the tracks. You have a bad aim. It lands mostly on your feet.

DM: I approach Baryon, who appears to be done talking to the receptionist."Well?" I say to him."Whatever she claims to have seen, it's not something we've encountered before. If she's telling the truth, we might be facing something new. But she claimed it had a humanoid structure, so it is probably a mutated human.""Do you think she's telling the truth?""Not sure. She could be. I think it's safest to assume she is until we can prove it's a lie. Now tell me what you got.""I can't say I got that much. I guess we'll have to use what we got from the receptionist.""The receptionist got here at lunch, and she says she didn't see anything. She also says that someone else was there in her place since eight, and it is safe to assume she didn't see the mutant enter the lab, as she would undoubtedly have mentioned it by now.""What do you conclude?""I think that the mutant became a mutant in the lab. Whether it was a human who was turned into a mutant, like Brute and Haste, or was generated as a mutant from scratch using human DNA, like me or you.""Another thing, where is Jonathan Skage?""Are you forming a suspect?""I don't know. I mean, if someone was mutated, then someone mutated him.""Lets not jump to conclusions. Lets just ask Lite about his CEO."HEALTH: 100%

DM: You take the webbed and thorny path. The more steps you take on it, the more you wish you could just turn around and go back...but it's too late now, you're committed.The path gets narrower, and soon the leaves and webs block out the sun almost entirely. The lack of vision has sharpened your sense of hearing-every howl of the werewolves in the woods, every knock of the woodpecker runs through your very bones. You are lead through a forest grove, surrounded by fallen logs and thick fungal growths.As you look ahread into the darkness, figures gather, hunched over with glowing, greedy little eyes. You hear a faint song, and the more you listen, the more oddly tired you feel..."Far from home and far from light,Our whispers weave the veil of night,Follow us, our lovely tuneYour shining eyes reflect the moon..."What do you do?
Player: Succumb to the song...
DM: You collapse on the door...no not the door, the floor...your mind is addled and everything seems to go bark...no, go dark...and they sing their final tune..."Beyond the Merlock Mountains, a long and lonely road,Through the spider-shadows and the marsh of Tode,And through the wood of hanging trees and gallows-weed,You go to find the Mewlips - and the Mewlips feed."

DM: Suddenly, your location shifts away from the inside of Hogwarts to a damp, grassy ground. You open your eyes, your face on the grass, and stand up. You are on an island, in the Great Lake, by a boulder. The boulder has an arrow on it, pointing to the shore of the Island. Suddenly, rising up out of the water are strange beings; they look a bit like monkeys, except they have turtle shells, and the top of their head is shaped like a bowl with water inside of it. They walk towards you, their fangs bared. What do you do?
Player: Bow to them, hoping they will spare your life
DM: You bow to the creatures, and though their eyes are alight with hate, they still bow back. As soon as the water falls from their head, the creature is knocked out. Eventually, they give up, and sink back into the water.You continue on, and as you walk along the river shore, the clay and mud ruining your polished boots, a white fog rolls in, obscuring your vision.You do not know where to go, however, you see two lights in the distance. One is a constant light that is perfectly still, while the other is a flashing light that seems to move up and down. Which way do you go?
Player: Follow the still light
DM: You follow the still light, even though the other one seems to be getting more and more frustrated, and you are finally lead out of the mist, to the other end of the Island, surrounded by old oak trees.Something moves in the trees. At first you think it is a Stag, but it is far too tall. Then, as the being approaches you realise it has the head of a Stag, but the body of a man...and its teeth are red, dripping with blood. Out of the woods, other animals start to appear; a bear and two wolves, all with green, glowing eyes. You try to cast a spell, but the creature is somehow blocking your magic. How do you react to this?

DM: The Magical World is filled with all sorts of dangerous, evil creatures, such as the ones below. Kappa - A kind of Japanese Water Demon, these monkey-like imps will rise from the water and drag any unsuspecting victims down under the waves. Their biggest weakness is the bowl on their head - if you bow to a Kappa, they are honour bound to bow back, spilling the water and falling asleep.Will-o'-the-Wisp - Also known as Hinkypunks, these spirits inhabit marshlands and thick fogs, holding a lantern. Anyone lost in the gloom will follow the lantern, and get even more lost, before eventually drowning. A Will-O'-the-Wisp will, however, spend a lot of its time flashing and jumping around, so if you see a flashing light, do not follow it, but if you see a still light it is safe.Cernunnos - An extremely rare beast, these creatures take on a variety of forms, but they often appear as a human with an animal head. Wand Magic fails when used against them; they are the only creature known that has the power to block wands. They have the ability to summon beasts to do their bidding, however, this is also their weakness, as they can summon beasts that are hostile to them as well.
Player: Grab the amulet
Player: Use your potion to put them to sleep

DM: You cast the spell at the attacking creatures, and this causes them to fall back. As soon as the water falls from their head, the creature is knocked out. Eventually, they give up, and sink back into the water.You continue on, and as you walk along the river shore, the clay and mud ruining your polished boots, a white fog rolls in, obscuring your vision.You do not know where to go, however, you see two lights in the distance. One is a constant light that is perfectly still, while the other is a flashing light that seems to move up and down. Which way do you go?

DM: You take the potion and throw it at the beasts, the liquid forming a mist around them sending them to sleep. As soon as the water falls from their head, the creature is knocked out. Eventually, they give up, and sink back into the water.You continue on, and as you walk along the river shore, the clay and mud ruining your polished boots, a white fog rolls in, obscuring your vision.You do not know where to go, however, you see two lights in the distance. One is a constant light that is perfectly still, while the other is a flashing light that seems to move up and down. Which way do you go?

DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.> Quel est votre prénom ? (10 lettres maximum ; les voyelles sont au début de la liste)Aax...
Player: A
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.> Quel est votre prénom ? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaa...
Player: P
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.> Quel est votre prénom ? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaap...
Player: K

Player: Little by Little

Player: Angrily Storm Out

DM: I superspeed backwards and out the door, where the windows light up the room, so when Savage comes after me, I can see his monstrous appearance. He has no eyes, which explains why he had an advantage in the darkness. He leaps towards me with his claws, but I superspeed away, avoiding him. He sprints after me, but no monster is faster than me, so I always make sure to stay at least ten feet away from him. HEALTH: 100%
Player: Lead him to leap out the window.
DM: I superspeed myself directly in front of a giant window, and Savage comes running towards me. As soon as he leaps for me, I superspeed away, causing him to crash through the window. Surprisingly though, he turns out to have a freakishly long tongue, which he uses to latch around my waist and pull me out the window as well. He then reels me in with his tongue and grabs around my head. I realize how fucked I am, because I can't use superspeed for that much when a strong foe has his hold on me, but luckily, we crash into the street before he actually manages to do anything to me, and we even land on him, causing me to survive the fall down without any broken bones or anything. I stand up on superspeed, and even though I crashed onto him after plummeting from the top of the tower, he seems to be totally fine, as he stands up, looks at me and roars. HEALTH: 75%
Player: Battle Savage in the street.

Player: Use a spell to knock the items away

DM: Good. You've arrived. We must start right away. Hurry! Don't be late!
Player: Let's begin.
DM: Welcome, child. It's good to have you here. I realize that your attendance may be forced, but I like to think you came here of your own accord. It's better for us both that way. If you can keep a secret, I don't really want to be here either. Oh well, such is life, we might as well make the most of it. Listen, my dear, I have been through these fables hundreds of times. I know them like the placement of my social media apps on my phone's home screen. Funny how unlocking your phone automatically draws a finger to one of those apps, huh? Take your pick from the list below and we will read it together. Don't worry, I'll keep an eye on the clock so we get out in time. Don't be afraid, let's begin.
Player: The Crow and the Farmer
DM: A crow perches on a fence, surveying the field in front of him. A farmer, hard at work, toils to harvest his crop before it spoils. The crow watches, intently, as the farmer fills up another basket."Are you going to sit there all day or are you going to help me?" the farmer calls out."What help could a lowly crow offer you? I have neither the hands nor strength to help," the crow answers. "There is more than one way to help," the farmer replies. "If you could fly back to my barn and pass along a message to my farmhands, there is a reward in it for you." The crow caws his agreement, and flies off to the barn. Upon his return, he's rewarded with a meal and permanent shelter on the farm, provided he continues to work. Moral: Helping is most effective when tailored to your personal talent.

Player: The Cricket and the Drake
DM: A cricket stands in front of a mirror admiring herself. I am perfect, she thinks to herself. There is not a single person better-looking than me. A knock at the front door disrupts her. The swings open the door to find a baby dragon, a drake."I hear you are the most beautiful creature in the world. I had to see for myself," the drake says."Well? Are the stories true?" the cricket replies."Yes, and I was wondering, will you attend the harvest fair with me?" the drake asks.The cricket laughs. "With you? Surely, I can do better than a lowly drake."The drake hangs his head and leaves. The cricket goes back to admiring herself in the mirror. Time passes, and the cricket gets approached by many other suitors. She shuts them all down because they are not equal with her good looks. Eventually, she is forced to attend the harvest fair alone where she sees a powerful dragon.Finally, someone worthy of me, she thinks.She walks up to the dragon and says, "You are truly remarkable. Will you dance with me?"The dragon refuses. "You turned me away when I was a lowly drake. Now I'm afraid I must do the same to you now, despite your beauty."Moral: Prideful thinking can blind you from other's potential.

DM: Two sages stand outside a courthouse. One of them says, "Man should not judge man. That is work for God alone."The other answers, "Society, without self-judgment, is doomed to fall. Let God judge my actions at the end of my life. In the meantime, I will abide by the rules set by mankind." A passing, wrongfully-sentenced, criminal overhears their conversation and says, "While you talk, injustice has taken place in front of you. A man of action is preferable to the inactivity of a sage."The two sages look at each other for a moment. The first addresses the criminal. "Injustice, yes - how can the sculpture do the task of the sculptor? Man should know his place in the universe." The second scholar replies. "Mankind's rules are for his own benefit. Does the ox find his own way without guidance? Following the law is furthering human flourishment." As they debate, the courthouse guard shackles the ankles and wrists of the criminal. A black hood is placed on his head as he's marched to the firing squad. "Any last words?" the criminal is asked.The black hood nods. "My actions have brought me here, to my death. Still, I regret nothing. I did not stand to the side when options, as limited as they were, faced me. I chose a path and acted not knowing which was truly the correct. I did not let the paralytic poison of indecision affect me. Man can only choose what he deems is the best path. Only the detestable and waste of society stand, unmoving, as choices pass them by."The death squad fires. Moral: Incorrect action is better than idle talk.
Player: The Seagull

DM: A seagull scavenges the beach for materials to build her nest. She spots a bit of twine laying on a log. She flies down to the log and gathers the twine in her beak. Next, she eyes a small frayed rope and gathers that, too, in her beak. A group of kids playing notice the seagull and wave a piece of bread in the air. "Come here, birdy-birdy!" one girl yells.The seagull, hungry from the scavenging, flies towards the bread. This is perfect, she thinks to herself, I'll be able to build the nest and bring back dinner.As she opens her mouth to eat the bread, the nest-building materials fall from her beak and she loses them in the ocean.Moral: Finish the task at hand before starting another.

DM: I approach the victim."How are you feeling? Can you stand up?"I offer to help her stand up, but she refuses and stands up on her own. I don't blame her. Most people try to avoid touching me. They should. What if I loose control. Better if people try to stay away from me. As she starts to leave, I say "tell the police about this guy, will you?"HEALTH: 100%HUNGER: 90%

Player: The Sages

Player: The Frog and the Fly

DM: The only light in the room is coming from a flickering old candle you doubt that anyone will found among the rubble and wrecked furniture faster enough. You have to emerge from here somehow. You are trapped, you try to breathe slowly while smelling the musky humid earth beneath the remains of this cottage...You exhale once again striving to conserve oxygen. Your whole body is swollen from crawling through the shattered crystals from the broken windows.It is only a matter of time. You have to get the hell out from this mortal trap.Crack, Crack.You can hear cracking noises coming from the once-solid oak cantilever; that nowadays is only a broken beam shattered by the crushing weight of tons of earth and debris that buried you and what it is left of the elegant cottage.
Player: Who am I? How did I end here?
DM: Sera... Yes, my name is Sera. I come here to relax and end up my last novel Broken Hunger. I heard a noise and just wake up while the entire planet shakes and beating like an immense tambourine. A tremendous hissing noise covered the wooden retire which becomes in my coffin.You let yourself go sitting behind the broken down furniture. Observing how the air turns more and staler making each breath of air torture as oxygen goes away. The candle flimsy light face away completely until you let yourself go... and die paralyzed by your own fear.
Player: I will try to make my death peaceful

DM: You won't perish without fighting for your life; you walk in your fours as fast as possible while feeling in your bones each fragment from the broken windows. Each step causing you bleeding painfully destroying your knees.Inhale and exhale... I have to do it. I have to keep going.You feel each breathing of air as if it were sandpaper going through your throat. The oxygen is evaporating, you can see it in the flickering waning candlelight...There is no way out... As you trying to claw your way to the surface.
Player: Where the fuck Am I? Am I even alive?

Player: You just think for a moment in the people who you most care your girlfriend and your father.

Player: Why are you helping me?

DM: That's one path to run away from your current state yes... A choice.You can't see anything... not feel anything just complete pinkness. And that voice coming from everywhere."¿Who fuck are you?" You burst promptly enraged and confused with the situation, and the annoying tone of the voice. You have beeing swearing since kid probably to annoy your fundamentalist cruel mother. "Who I am is not vital for you. Your immediate concern should be your own soul and existence." The voice is deep, cold and emotionless. "You are a trapped soul buried in tainted soil. You will forever be cursed to be chained to your bones. You will be restlessness in an eternal hell. You have a day to reunite enough energy to break down the curse. Or just accept in peace your own terrible fate."No... This is not right! My body is decomposed so no way on hell that it has been only a day." You say suspicious this entire situation is bizarre" I will agree if weren't the fact dies in this land gets cursed and decompose naturally in one day or so." Your gut is telling you that he is hiding some key info.

DM: "You have to gather enough emotional power. The nature of it doesn't matter for this, as the only need is the raw magic power. Throughout chaos and murdering people, you possess or through solving problems of those people. It is up to you, how and even if you prefer trying to reach a meditative balance state that would make you reborn but annihilate all that makes yourself unique. Once your soul chooses a path going against it could mean problems for your soul and do be enough to permit you to survive. That's all I have to say."The voice just suddenly evaporates and you return to your body underground. Cursing mentally as without mouth you can't scream. You can't do anything, buried and trapped in the scorched soil.How I can affect people if I am fucking underground and have no material body?But the voice never returns; Your spirit suffers alone with your maggots. You can't imagine the torture could be stranded to your bones forever.You can perceive multiple voices and machinery are above you; sadly, it is too late for your corpse, now rotting in the cursed land. But who knows maybe they will be the literal salvation for your soul. It is surreal for you the concept of being a ghost as you see yourself as clear as you once was except the fact you can go through stuff.
Player: "I have to forget about mortals and focus on achieve inner peace."
DM: "So you are a lazy moron and believe just philosophically accepting your situation will save you..." The voice remarks ironically you can almost visualize him chuckling, trying to unbalance you and make you fall from the righteous path."It will do and you know it." You add calmly, feeling the harmony and the balance of this pseudo karmic order.You continue talking you know what is happening instinctively: "Four forces are in harmony of opposites Lust against Balance. So I have to try to be balanced in everything always not letting my passions get the better of me".Sadly the voice is not happy with your interruption: "Damn, I hate all your balanced Yogi shit spirits. I don't have to explain anything to you then hippie." He tries to anger you to tangled your path but you know what you have to do for the first time in your life; You just have to let it be as It should. The universe is balanced as it is for a reason.

DM: "Ire... It is a boiling point for the soul Sera." The voice comments snarkily with a crisp tone."The Spiritual world is powered by emotions based on 4 paths: Violence, Sex, Sympathy and Kindness, and Wisdom and apathy. The 4 are organized in the base of opposites; Wrath has as an opposing force in Kindness or Compassion. The fact of increasing one means to a drop in the other. So, I really recommend you stick to your burning path of havoc and trickery."What about the other two?" You spurt letting your impatience reigns over the annoying son of the bitch voice.You are really an annoying cunt. between the two others Violence and anger, many times go well with lust and passion. But anything goes."Remember, you only have today to reaching enough energy of one of the paths. You will have to learn how to be comfortable right there, as I don't think you have it in you." He says bombastically as if he were a petulant child demanding a candy bar.
Player: Ignore him. You will use your frustration to ascend.
DM: You don't waste your breath talking with this moron, instead you decide to let flow your own hopelessness and hatred for the situation. No more you will fake being nice, There won't be more fake smiles to phonies that barely can't read but possess editorials.Your mind keeps going releasing all your pent up frustrations: Yes, all my life has been based on the idea of following other people's expectations. Be a good daughter, not a good, the good one. You had to study laws, you had to live in the closet years!

DM: "Lust... It is the force that drives the evolution of life, Sera. And the oldest job sector in the world" The voice remarks ironically you can almost visualize him chuckling with a pompous expression stretched across his triple chins."The Spiritual world is fueled by human emotions, based on 4 paths that bundle them like in an Amazon sale Violence, Sex, Sympathy and Kindness, and Wisdom and temperance. The 4 are organized in the base of opposites; Lust has as an opposing force in Introspection and temperance. The fact of increasing one means to a drop in the other. So, I really recommend you stick to your hot steamy path of wine and roses.""What about the other two?" You spurt letting your impatience reigns over the annoying son of the bitch voice."You are really an annoying cunt. between the two others, Lust and Wrath both are hot and passional, so often both go together. However, it is possible lust and kindness, as you could be a new San Valentine's angel or something. Remember, you only have today to reaching enough energy of one of the paths. You will have to learn how to be comfortable right there, as I don't think you have it in you." He says bombastically as if he were a petulant child demanding a candy bar.Really, Really annoying. you mumble after notice that the voice is finally gone. Lust will be easier to cause on Humans that kindness, and you don't want to cause carnage or something like that. And Meditation and all that balance path sound plain, boring.Now, you have to feel desire and craving to obtain enough power to emerge from the tainted earth and the rests of the cottage.
Player: I will remember Mia, my waifu.
DM: A warm smile comes to your spectral lips only thinking about Mia. Her golden wavy hair like an Orgasmic shampoo advertising waving his hips at the rhythm of an Eminem song, Playfully toying with her long fingers over your oiled skin giving you a massage. The hypnotic swagger of her sweaty breast when she running throughout the Beach like a New Pamela Anderson.You feel how the desire lifts you in a steamy delight.

Player: You are a kind god
DM: That is not true. I am no kind being. You have failed the challenge of Nuruni, goddess of trickery.Her eyes open, glowing green! She drops the egg and lunges at you, with claws you hadn't noticed. As she eats you, you wish you had prayed at a different statue.

DM: Today is your first day, your first step to becoming a villain. But you need cash, man! You need to crawl before you can walk. Where do you get your money from?
DM: Pretending to raise money for the orphanage, you manage to get yourself ten dollars.You now have $10.00You currently have 100 Life.
DM: Where do you rob your car from?NOTE: If you can't get a car, try getting a gun.

DM: What do you want to do now?You now have $20.00You currently have 100 Life.You have 0 EXP Points, and are at level 1

Player: Forget it
DM: What do you want to do now?You now have $0.00You currently have 100 Life.You have 0 EXP Points, and are at level 1
Player: Go rob some lady in a dark alley
DM: Your robbery is a success. You now have $42.00

Player: Oh...
Player: Forget this, shoot the idiot!
Player: "So, what do ya do when you aren't working?"
DM: Freddy shrugs.FREDDY: I dunno, shoot stuff.

Player: "Um, so... how'd you get into this business?
DM: Well, me and me Pop used to be in the asylum business. He was always telling me folks, "I tell ya, that Freddy Bob Junior is gonna be sumfin one day." When I told him I wanted to sell firearms, he was sorta dissapointed, but he stuck by me anyways. I'm proud to say though, he went down doin' what he loved most...
Player: "What was that?"
DM: FREDDY BOB JR: Holding a chainsaw.

Player: Um, okay...
Player: Stop talking to Freddy

Player: "What kind of stuff?"
DM: Freddy screws up his face like a two year old trying to add 1 and 1.FREDDY: Er, like, squirrels, and birds, and rats and beer cans and cars and dogs and goldfish and-
Player: Keep listening...
DM: 15 minutes later...FREDDY: And uh, trees, and chipmunks, and, uh, did I say squirrels? And, um...Not being able to take his hillbilly accented blabber, you leave the gun store.

Player: Walk away slowly
DM: Rather offended that you just walk away while he is talking, Freddy pulls out a shotgun and shoots you in the back.
Player: Play Again, this time with better manners...

DM: What do you want to do now?You now have $10.00You currently have 100 Life.You have 5 EXP Points, and are at level 1

DM: In the coming months you are able to get to know some of the crew. Starting from the bottom there's Matthew Quintal (you don't like him much, too loud); Ned Young (a Midshipman and a gentleman); Fletcher Christian (a Senior Warrant Officer with good leadership skills); and of course Lieutenant William Bligh, who commands the Bounty. It's a well-rounded crew. You don't like some of them, and some of them don't like you. But that's to be expected of a group of 46 men in close quarters way out at sea. But the days drag on as you fulfill your duties onboard as the ship sails south east. The sea is nice, but it does get rather dull when your on it for months on end. Not much happens. But Bligh does demote John Fryer, the Sailing Master, and replaces him with Fletcher Christian. A good move in your opinion. ... Untill that day when you wake up to the boat rocking back and forth in massive waves. Someone throws open the door to the cabbin shared by the lower-ranked seamen and shouts, "On deck! Everyone is needed on deck!" Everyone jumps up and runs to the top deck. The boat is being violently tossed up and down, back and forth. But this is how you know you've made it.The easy part's over...
Player: Cape Horn

Player: The Desertian

DM: "Listen, John," one of them says to you in a hushed whisper. You recognize his voice. He's an Able Seaman, just like you. "This is a great place..." "Yeah," pipes up another voice in the darkness. "Don't you think it's a great place?" "Well, we were thinking," continues the first. "We have everything we could ever want here: beautiful women, good people, great food..." "And we're going to stick around for a while," says the third man. "You know, instead of leaving with the rest of the crew." "You mean, desert?" you ask. "Hey, keep your voice down. Yeah, we're gonna' desert. We're leaving in two days, so we're just going to wander off somewhere tonight and not comeback in time to leave with the boat. Get it?" "We just wanted to know if you wanted to come with us," says the origional voice. Hmmm. You do like it here, and you have had your eye on one of the women in the village. And these three men are your friends. It seems like an easy enough plan for sure. Run off and hide in the interior of the island untill Bligh leaves with the rest of the crew, then come back down to the village. Then again, the penalty for desertian is death by hanging.
Player: Stay loyal to the captain.

Player: Desert and hide out.
DM: You follow Millward, Muspratt & Churchill (the three men who approached you on the beach) past thenaitive village and deep into the jungle. At first they don't think it's safe to light a torch, then, once it starts getting too hard to see, they light one. You spend the night traveling the jungle. When day breaks, you and the three other mutineers finaly lay down to rest. It's tough work running about like this. You're tired. So put your head back in the shade of some tall trees you've never seen before, and soon you're snorring.

DM: Something pokes you while you're sleeping. Hard. You open your eyes and blink away the sunlight. It makes it next to impossible to see much, but there seems to be a figure standing over you. You sit up quickly. It's Bligh. He has found you and the other deserters. There's several more men standing behind Bligh. They're holding the three other deserters in chains. This does not look good. "Well, men, it seems seaman Adams is more of a landsman." Some of the sailors chuckle, and Bligh gives you a crooked smile. "Hmm, what to do with these four deserters. What to do..." He says it in mock wonderment, but he knows exactly what he's going to do with you. "Let's have these men flogged." You're surprised. The penalty for desertian is death by hanging. "I don't want these men killed," Bligh continues. "Make sure they're back on the boat when you're done with them." As he leaves, two large seamen pick you up off the ground and tie your hands behind your back. Your shirt is torn away and the whip cracks down on your back. You can hear the shouts of pain from the other three deserters as the same thing happens to them. And it hurts.
Player: Back on the boat.

DM: You decide to stick around with the Bounty and her crew. The three men shrug their shoulders and drift off into the darkness. You lay back in the sand and fall asleep. The next day, as some of the crew prepares the ship for the voyage back, you see some officers coming out of the jungle and escortuing the three deserters back to the ship. Their shirts are torn from being whipped. An odd decision on Bligh's part to whip the three men instead of hanging them. Oh well. You had a feeling they we're going to be caught, and you're just glad you weren't with them.
Player: 4 April, 1789
DM: With everything in order, the boat sets sail for Jamaica, breadfruit cargo in toe. You've only spent five months on Tahiti, so it's easy enough to settle back into life on the sea. But somethings going on. The men seem to be on edge, Christian especially. You know they don't like the idea of leaving Tahiti behind (and who would?), but when the captain says it's time to move, it's time to move. As the April days pass, the situation gets a little crazy.

DM: You'd take your chances with the sea rather than become an enemy of the British navy. You step into the boat with 18 other men, as well as Bligh himself. You're the last one in, so the mutineers begin lowering the dinghy as soon as you get in. Everyone looks up at the sneering faces of the mutineers, and insults are shot back again. You see Fletcher Christian, the leader of the mutiny, leaning on the rail, watching quietly as you are lowered into the water. Ten minutes later, the tiny boat is sitting in the middle of the ocean, and the Bounty is nowhere to be seen. It can't be all bad, though. You may be low on fresh water and food, but it's only 56 kilometers from the nearest island (tofua). And hey! That's something to be thankfull for.
Player: Start rowing.
DM: Everyone helps row throughout the night, and you catch your first view of Tofua by daybreak. Palm trees line the beaches. It looks like Tahiti. The little dinghy is steered into a sheltered bay, and then it's pulled up onto the sand. It's hard work, and everyone is tired already from the long row here. The tropical sun beats down on the back of your neck, and the sand burns your shoeless feet. You lay down in the shade of the palm trees alongside everyone else, panting hard. Bligh is the only man standing, and he urges everyone else to get back up. "We have almost no water left, and we have very little food. We need to see if we can find a fresh water stream, and then collect some food to bring with us." You grown and stand up. Everyone wanders off in different directions, looking for food and water. You follow John Norton into the jungle. You two continue deeper and deeper into the jungle, making idle conversation along the way. Then you hear something. A babbling, a boiling sound. It almost sounds like-- "Water!" You both say shortly before rushing forward. You hear something rush past your ear though. What was that? Should you stop and examine it, or disregard it and keep on running with John?

DM: As Bligh and his loyalists disappear behind you, all the mutineers cheer. This is victory! Everyone has images of eating ripe mangos and sleeping with exotic women on white sand beaches for the rest of their lives. The sail is set, and a new course to freedom is navigated. You look forward to the future.
Player: Tubai
DM: It's would be stupid to go back to Tahiti, of course. You're all criminals now and the British Navy will be looking for you. The first place they'll look for you is Tahiti, naturally. So the plan is to settle on the island of Tubai. It's largely unpopulated, but you've heard stories about violent naitives. Christian considers these stories to be nothing more than stories, though. As he has taken command of the ship, he decides to make landfall on Tubai. ... And there she is. Up ahead you can see the island. The Bounty is anchored and the crew brought onto land. You look around at the palm trees and beach. Time to get started on that settlement.

Player: Stop and examine.
DM: You stop suddenly and look down at your feet. You crouch down and examine the object that, moments before, shot passed your head. It's a stone. Someone thrrew a stone at you. But, as far as you can tell, you and John or the only two people around. You look up when you hear John scream. He's far ahead of you, but you can still see the blood drippng down his head. A stone comes out of the bushes and hits him in the face, shattering his nose. You watch as dark-skinned naitives appear out of the bushes up ahead, holding fist sized stones. John is pelted with stones, and eventualy he colapses to the ground. You turn around and run for your life. The naitives don't give chase.

Player: Settlement
DM: There are so many things to accomplish. Let's see... you need wood for building materials and fire, food, water, tools... Then again, you are kind of tired. The sun is already starting to sink low in the sky. Maybe you should sleep and rest up before straining yourself?
Player: Join the group that's looking for food and water.

Player: Back to the beach.
DM: Within a few hours, everyone is back on the beach. The only person to have been killed was John Norton, and no one else saw any naitives besides you. Soon, the dinghy is loaded back up, and you set out back into the Pacific. You leave behind Tofua and the sheltered bay (which Bligh names 'Murderer's Cove'), and head north. Bligh, being the experiences seaman he is, is navigating the trip with the only two instruments he has: his pocket watch and a sextant. This makes the journey difficult, but not impossible. In the coming weeks, you see no sign of land. Then, one day, another island comes into view. Everyone looks forward to once again leaving the boat and stretching their legs.

Player: Decline! I would never join such a group!
DM: "NEVER!!!" you shout loudly. The soldier then pulls out her handgun at you. The barrel tip shines as it is pointed at your chest. You turn to your sidebag and take out the first thing you find. A thick chemistry book comes into your hands and infront of you.You expect a bullet through the book and into you. Instead, the solder says this to you, "I remember you. You were in my chemistry class. Listen, I'm going to let you escape. I have a plan....

Player: Land!
DM: The dinghy is pulled up onto land once again, and everyone rests. Food must be collected again, and water of course. But for now, these tasks can wait. You have no idea what the date is. But you do know that you're getting closer and closer to your destination. Bligh explained that he was navigating the small boat towards Timor, a Portuguese settlement and a place where you can seek passage back to England. It's still a long way off, you know even with your novice navigation skills. You can spend the rest of the evening sleeping.
DM: There is a predicament here. Half of the 18 crewmembers want to leave the island immediately, but the other half want to stay and gather more provisions for the long journey ahead. Many of the crew fear rumours of cannibals on the island you're currently on. If it is indeed the island Bligh suspects, then you still have a fair distance to Timor. Bligh wishes to call a vote to stay or keep going. Half the men want to leave, and the other half want to stay. Looks like you're choosing the winning vote.
Player: Stay and stock up on food and water.

DM: You decid to lay down in the sand and sleep for a little bit... Just a little bit...Just as you're falling asleep, though, you feel a shoe kick you in the side. Ow! You open your eyes. Fletcher is standing above you, looking very angry. "Get up!" he tells you. "Ain't no time for sleeping right now." Then he walks away. Ah, maybe you should get up and help the rest of the crew put a campsite together. But you're still tired. Maybe it would be best to stay out of their way.
Player: Get back to work.
DM: Plenty to do right now in order to build a campsite. There's a group of men that will be looking around the edge of the jungle for firewood and some building materials. And there's another group of men heading off deeper into the jungle looking for fresh water and food.Depending on how adventurous you are, you should choos which group is right for you.

DM: You decide to play it safe and stick with the group collecting wood. You and a dozen other men go to the edge of the jungle and begin hacking at the trees and brush with machetes you got in Tahiti. You soon collect enough firewood for a large fire, so the machetes turn on large plants for building materials. You're happily cutting away at a tree when you here a man scream. All the workers look up from their work and peer into the jungle. The expedition that was searching for a fresh stream of water is running back towards the campsite. They are being chased by a large group of naitives wielding spears and bows. Arrows zip past the fleeing men Everyone who has a gun pulls it out and begins firing. The naitives soon realise they're outnumbered and flee back into the jungle. You guess those rumours you heard about cannibles living on this island were true.

Player: Leave quickly, in case there are cannibals here.
DM: You hurridly pack up your meager amounts of supplies and get back into your small boat. As you float away from the island you can't help but feel you've narrowly escaped some dreadful fate. A lot of the men are grumbling about the fact that you've left land behind, but you may very well have just saved their lives.

DM: You quietly wander off down the beach away from the hustle and bustle of building a camp. You walk untill you can no longer hear the rest of the crew busily working. Let them do most of the work now, then you'll make up for it after you aren't so tired. You walk some more, following the bend of the beach. It isn't long before they are out of sight as well. You move off the hot sand and to the edge of the jungle where it's shady. You slouch down and rest your back against the trunk of a palm tree. You sink to the ground, a sigh escaping your lips. It isn't long before you drift off to sleep.
Player: Zzz...
DM: You awake to a particularly strange sensation. You can't move your arms or your legs. Your eyes flutter open, and you see that the sun is sinking into the horizon, causing the Pacific waters to turn blood red. You look down at your body, only to find that you are bound at the wrists, midsection, and ankles. Panicked, you desperately look around for a means of escape. You're surrounded by a group of dark-skinned naitives. They're wearing nothing but loinclothes and carry wooden spears tipped with very sharp stones.This isn't looking good for you. They all pick you up and begin carrying you through the jungle. As you reach their village, complete with a raging bonfire in the center, you can't help but wonder if those rumours you heard about cannibles living on this island are true. In this case, they are.

Player: Join the group that's getting wood.

Player: Tahiti
DM: On Tahiti, 20 men get off the bounty and return to their wives and paradise. This leaves nine crew members to sail the Bounty themselves. You have a choice here. You can stay on Tahiti and hope the British navy doesn't find you, or you can stay with Fletcher Christian and search for a secluded place to settle. What'll it be?
Player: Stay with the Bounty.
DM: It would be much better to stay with the Bounty and attempt another settlement. Of course, this time, the same mistakes that were made on Tubai would not be made. You need some more people to help sail the Bounty, so six Tahitian men are brought onboard. There's also plenty of extra room on the ship now that so many people have left it, so 12 Tahitian women are also brought on board (some of these are the wives of the other mutineers; you never got a chance to court). The Bounty sets sail once again. And hopefully, when the British Navy comes looking for you, they won't be able to find you. You'll have to find the perfect island; a place uncharted by British ships. Only then will you be safe.

Player: Onwards, to...
DM: The weeks drag on as you and the other 18 men sail through the ocean in the tiny vessel. Bligh is an amazing navigator and it's only a matter of time before you reach... Timor! There it is! The little Porteguese settlement is finaly in site one misty morning. The boat is docked and you all crawl up onto land. It's only a matter of time before you're on your way back to England. Congratulations, you've survived the mutiny. The mutiny and failed breadfruit mission is reportyed to top admirality back in Britain. Because you were loyal to Bligh, you will not be found guilty of anything. Bligh, on the other hand, is court-martialed for the loss of his ship.

DM: It was time for you to leave. You hugged Marsha warmly and thanked her for letting you stay with her for the night. Now, with a dose of luck, you would figure out which turns to take and escape the maze. Good luck, friend, you are at your first turn!
Player: Down
DM: Nope, this is not the right way to go! You got lost in the maze and was trapped there until you faded away. Ending Ten: That maze was hard!

Player: Stay on Tahiti.
DM: You decide it would be better to stay on Tahiti.Ultimately, though, this turns out to be the worst decision of your life. A few months after Christian leaves you and 16 other men on Tahiti and sets sail for unknown waters, a British ship, HMS Pandora, sent to specificaly look for you, finds you and there. You are arrested by the crew and thrown in a cell on board. Pandora sets sail for Briton, but hits a reef and sinks. You and the surviving men, 80 crew members and 10 mutineers, escape in the ship's dingies. You paddle to Timur, a Porteguese Settlement, and are transported back to Briton.However, once home, you are hanged for your crimes. What ultimately became of the rest of the mutineers will forever remain a mystery... To you at least.

Player: The Perfect Island...

DM: The Bounty passes through Fiji and the Cook Islands, but these would not be good places to settle. The Navy would find you easily. So you continue, untill...15 January 1790 By sheer chance the Bounty comes upon an island. It's not exactly uncharted, but it has been misplaced on the Royal Navy's charts. This is good. It means they'll never be able to find you. The Bounty runs aground as you get as close to the island as you can. Then everyone, everything, and all provisions are unloaded onto the island named 'Pitcairn Island'. A simple settllement is built. Eight days later, on the twenty-third, a decision is made to destroy the Bounty. This is essential so you'll be completely undetectable to anyone viewing the small island from sea.
Player: Burn her.
DM: The ship, who was run aground in the appropriately named "Bounty Bay", is set afire that night. She goes up in flames and burns to nothingness. From what you can see, there is nothing left of her but the anchor, which is now deep under water. You turn your attention away from the Pacific and focus on the little settlement you've all helped build. Nine origional crewmembers, six Tahitian men, 12 Tahitian women, and one baby. Everyone is permenantly marooned on this new island. This is your life now.

DM: "Of course, Akaid.""My many thanks entrap you with my gratitude. Upon your death I promise to skin your and turn your skin into a Coalition Flag, a symbol of Freedom, Love, Liberty and Life.""Thank you?" You say, beginning to regret that decision."Of course."As soon as Akaid turns to leave, exhaustion hits you. You turn and quickly head towards your bed for a good night's rest.
DM: You sit next to Thar'Kaan and Akaid. Thar'Kaan holds a pair of incredibly sharpened knives, clenched tightly in his scaled hands, in the passenger area of a space shuttle heading towards the "Great Hunter's Skull"."Calm down, Thar'Kaan.""I am calm. If I wasn't calm, I would be peeling off my scales and grinding them to dust. Or maybe I'd skewer the fish for coming here.""My kind has been massacred by these fiends. I shall gain vengeance with the heat and fire of magma behind me." Akaid says.You shrug, and prepare for landing. After a few minutes of tense silence, the shuttle docks and the door opens to reveal a tall Garavan holding a rifle with a massive bayonet. Thar'Kaan rises, his two blades clenched tightly in his hands."Sklain." Thar'Kaan says, snarling."Kaan." The tall Garavan says.The pair stare each other down for several seconds, although it seems like an eternity. Finally, Sklain breaks the silence. "I'll take you to the Captain's deck." Sklain says, turning to walk off."His mouth says nothing while his eyes gloat of the thousands of fallen, souls consumed by the evil that consumes him." Akaid says."I'm going to kill him in about five minutes." Thar'Kaan says, quickly following Sklain.

Player: Epiglogue
DM: Concerning the mutineers, a ship, HMS Pandora, was sent to collect them. The crew of the Pandora found and arrested around 20 men on Tahiti, but the ship hit a reef and had to abandoned. The surviving men, 80 crew and 10 mutineers, used dinghies to paddle to Timur, much in the same way you did.What happened to the Bounty and the rest of her clue remains a mystery to you and the Admirality...... Untill, years later, an American trading ship found what remained of them hiding on a mis charted island. Christian and most of the other remaining mutineers died in what appeared to be a series of violent events. The small settlement they had founded was populated by nine Tahitian women, three dozen children, and a curious man by the name of Alexander Smith...

DM: In the beginning life is great. There's plenty enough food and water for everyone, as well as a lot of land. Many children are born and families swell. Fletcher Christian becomes the established leader of your community, and he enacts a policy of fairness. Everyone is treated equally in his eyes. The Tahitians have just as much say in community affairs as the Britons. You and several others support him is this. All is not well though. Some of the Britons don't like the way Christian is running the settlement. They rebell by treating the Tahitians like servents and taking their land. Tensions are rising and the relationship between the crew and the Tahitians is deteriorating. Three of the Tahitian women have since died - two from falling off a cliff, and another from a lung infection. One of those women was Jack William's wife, and another was given to him as a replacement. This was the last straw for the Tahitians. Despite Christian's efforts to maintain the peace, the Tahitian men revolted against the Britons.
Player: 20 September 1793

DM: It happened on the night of September 20th. Chaos errupted between the Tahitian men and the Britons. There was a large fight between the two groups. You find yourself fighting for your life. Huts are burnt to the ground, fields set ablaze, gunshots fired, men stabbed. This is far flung from the paradise you and the rest of the mutineers set out to find. When all is done, most of the settlement lies in ruins. Bodies are identified. All six of the Tahitian men were killed, as were John Williams, Isaac Martin, John Mills and William Brown. Oddly enough, Fletcher has dissappeared. You can't find his body anywhere. So that means he was either burnt to nothingness, or escaped durring the chaos. Either way only you, Ned Young, Matthew Quintal and William McCoy are left on the island with nine Tahitian women and about two dozen children.

Player: Begin anew.
DM: In the absence of Fletcher, wherever he may have went, you and Ned Young take over the role of leaders. For a few weeks, life almost returns to normal as the community is slowly rebuilt. That is, untill William McCoy discovered something interesting about a certain type of plant found on the island. Something very interesting indeed. McCoy builds a still and begins brewing alchoholic beverages from the plants. You havn't had anything alchoholic for a very long time indeed. Years. And it's smell seems to have an alluring effect over you.
Player: Stop the production of alchohol.
DM: Nothing good can come of this, so you decide to stop McCoy from producing alchohol. You ask him to stop, and he says he will. You can smell alchohol on his breath. The next day, he and every other man on the island besides you is drunk. You ask them all to stop drinking, and they tell you that you're not in charge anymore. They threaten you with violence, so you back off. Over the weeks you watch helplessly as the other three men make life hell for the Tahitian women. The women attempt to revolt, but even nine women are no match for the three drunks. They leave you alone mostly, and you retire to your own land.
Player: Death of William McCoy.

Player: Start drinking again.
DM: You begin drinking, and you and the rest of the men besides Young make life miserable for the women of the island. It's all fun and games, until McCoy stumbles off a cliff in a drunken haze. Seeing his chance, Young destroys the distillery.You snap out of it, and thank Young. WIth your alcohol supply gone, you can see how you've been making the women miserable. You apologize to them.Matthew Quintal is not as thankful though. He threatens everyone with violence unlees he gets alcohol. Knowing what must be done, you and Young kill Quintal and bury him far from the settlement.And the settlement enjoys it's first moments of piece since this whole ordeal began.

Player: The good life.
DM: Young teaches you to read, and the bible takes a permanent place in your bookshelf. You begin to pray everyday and you two help build the community up. But then Young dies of his lung illness in 1800. He is the first man to die of natural causes on the island. You continue on his legacy, though, building a school and church. You start holding Sunday masses and teaching the children of the island. The community gorws and more buildings are built. Everyone is kept happy and healthy, and you become a kind and understanding leader of the community. You, nine women, and dozens of children.Peace has been restored at last.

DM: In a drunken haze one night, McCoy stumbles off the side of a cliff. This is the chance you've been waiting for. You destroy the still, and Ned Young and Matthew Quintal stop drinking. Ned Young realises what he has done to the community, and reconciles. Quintal, on the other hand, threatens to kill everyone unless he gets some alchohol. His threats continue, and he gets more dangerous everyday. Eventualy you and Young decide the only thing you can do is kill him in order to keep the community safe. He is burried far away from town. And thus, the community begins to flourish in it's first age of peace.

DM: One day, eight years after Young's death, Pitcairn Island was finaly rediscovered by the outside world. An American ship called the Topaz, captained by Mayhew Folger, reached the island to discover the fate of the mutineers. John Adams gave Folger a copy of the Bounty's log, and he sailed away with this news. The community was next visited by two British captains. They studied the community for a while, saw what John Adams had accomplished, and decided that it would be cruel to arrest him and take him back to England.In 1825, Adams was granted amnesty for his crimes against Briton. The settlement he and the other crewmembers began is named after him - Adamstown. On the 5th of March 1829, John Adams passed away. On the 30th of November 1838, the Pitcairn Islands were incorporated into the British Empire. The Pitcairian islanders have remained in contact with the outside world since. Today they are a British Overseas Territory. Captain Bligh survived his 6710 km journey to Timor, a Portuguese settlement. He went back to England and was courtmartialed for loosing his ship, then was acquitted. He attempted another breadfruit expedition. He sucessfully transported 2 126 breadfruit plants to Jamaica. ... But the slaves wouldn't eat it.

DM: You awaken to a loud sound. It sounded like a multiple blasts. It must be gunshots. You grab your MM9-3U and head out of the room to get to the source.You glance around, seeing your laptop, but you should identify and possibly kill the intruder.
Player: Look at floor
DM: You glance at the floor and see some spare bullets. You grab them and put them into your dresser so if anyone gets in here, they dont get them.
Player: Look at shelf
DM: You check your shelf quickly. You see an alarm clock telling 0801 hours. You also see a vintage pistol, but you have no bullets for it. You have a broken picture of the parents you never knew. Your mother had died of disease 2 years after your dad died because he tried killing a robber that was trying to steal all of our money, guns, and food. Resources were scarce in this town, and probably everywhere else in the world. The robber was shot, but your dad was shot as the robber was dying. Speaking of guns, you was trained to hold and fire a gun at age 7, and you had your own handgun and 27 bullets. Your dad died when you were 12. You then inherited his MM9-3U.You now live alone, with no one else living in the hideout. You sold most of it, keeping only the things you need. It's only 4 or so rooms. bedroom, kitchen/dining room, bath room, and saferoom, which just looks like a hatch on the outside. There's food and water there, but I have running water in my kitchen, where I also have my TV. I have a laptop in my bedroom.

Player: Open Door
Player: Examine Saferoom
DM: You see the Password Entry Panel (PEP) and the EXECUTE button. This saferoom is for tornados, which are more possible than ever because of the proximity of the ocean and land. However, you are pretty far away from the ocean.You don't think anyone else knows the password, so the intruder couldn't have gotten in here.

DM: You slowly and sliently walk over to the kitchen, nervous of the corners that obscure a small portion of the room, but that's big enough for a human to stand and wait for an enemy. You can lean to one wall and fire at the corner if the person is waiting there, but you might not get the right one, so if the intruder is there, you will be open for a shot.
Player: Fire at the left corner
DM: You dash to the right wall and fire one bullet, but no one was there. You curse to yourself, expecting to be shot, but no one is there. You check the right corner, but no one is there. You turn around to see if they are behind you, then you look into the kitchen, but see nothing.
Player: Continue into the kitchen
DM: You slowly walk into the kitchen. You glance back to see if anyone is behind you. You return your sight to the kitchen, where there is a TV on a table infront of your dining table. There is one chair at the table. You see the kitchen. It is just an oven, microwave, and a sink with a few cupboards of some cooking ingrediants like flour and baking soda. You food is in the pantry. You don't have a refridgerator, so all you eat is dried food that isn't perishable. You actually have a quite luxurious home because your father inherited the family business. What money was invested he kept but said you could take if you needed it. You took some of it. There's still $300 or so invested. It was a rather small business. It was a grocery shop. Your father also let you take the stock and use it, but sparingly. Food was scarce and it was expencive. However this small home was only $200, $300 total for all of the luxuries like a computer, TV, bed, etc. Your TV only had a few channels. 3 News channels, 2 cartoon networks, and an advertising station. You don't really watch the cartoon networks because you dont have time for "entertainment". You find nothing here, excpet for some food, but that's it. Nothing of interest here. Plus, there's no other doors, so you decide to leave.

DM: You look at the panel to the left of the door and see the OPEN DOOR button, and under it, it says Vacant. So no one is in here. But you can't be too sure, so you press the OPEN DOOR button and the door retreats into the room, with a small area for one to get to the sink and the toilet or shower. The door acted as a wall between the user and someone else. You dash from one side of the door to the other, but find nothing and no one.

Player: Go to kitchen/dining room

DM: You dash to the left wall and fire one bullet, but no one was there. You curse to yourself, expecting to be shot, but no one is there. You check the left corner, but no one is there. You turn around to see if they are behind you, then you look into the kitchen, but see nothing.

Player: Go to bathroom

Player: Fire at the right corner

Player: Behind a bush
DM: You crouch behind one of the bushes that is in the scenery in front of the house. After looking for a good firing position--because you don't want the guard to see you after you have been rustling in the bush--you lay your gun down in between the branches. The guard looks around in your direction because he heard the rustling. You fire a few bursts at the guards head and he falls down, dropping his gun.
Player: Continue to the back of the house
DM: You glance back to see if any guards followed you, so you continue to the back. There are many marauders as you expected. They could all be defeated easily, however, with just a few bursts.
Player: Fire and dodge around this corner

Player: Go back into bedroom

DM: There is a hill where the plants in front of the house grow, so you duck behind the hill, get a good shot, then fire at the guard. He falls down and drops his weapon. Others must have heard because you hear what sounds likes orders to go in front of the house.
Player: Go to the left side of the house
DM: You put your head down and run, ready to fire. As you come to the corner of the left side of the house, you quickly whip around to the left side. You see no one, so you continue. However, when you are about to get to the back side of the house, two marauders fire several rounds at your stomach. Before you can react, you are on the ground, helpless, drowning in a pool of your own blood. You die quickly, but not instantly. You have died!

DM: You started off with a few childhood classics, Lady and the Tramp, 101 Dalmatians, even Mosters Inc., then moved onto some chick flicks (including Mean Girls, such a cool film) and finished with a couple of historical ones, your favourites being The Other Boleyn Girl and My Name is Charlotte Gray. Do you do this often, stay in with your family or on your own, or is this a one off?
Player: Yeah, but I have friends too. I'm not a wild child.
DM: Being the culturally sophisticated person that you are, you pick up the newspaper and read it in bed. You see the front page immediately. Emblazoned across the page are the words 'DEPRESSION STRIKES'. You can't put the paper down, you have to keep reading. Panic runs through your veins like blood, rushing. Hyperinflation, unemployment and tensions within Europe are all contributors to the 'oncoming crisis'. You don't sleep that night.

DM: You immediatly start firing at the marauders, and one by one, three of them are dead before you need to reload. Only two more marauders. You finish reloading and tun to fire, when one marauder fires a burst of bullets at you. You turn back to the corner to dodge and turn back again to shoot one marauder in the stomach. The last marauder fires a round at you, but you dodge the round. When you return to your corner to reload, you are shot in the back by one of the marauders who was sent to find you in the first place. Well, they found you, and have wounded you. When you try to fire at them from the ground, you don't have the strength, so the other marauder fires a burst of bullets into your skull. You lay there, bleeding.

DM: There seems to be no guards, so you quietly walk to the back side of the house. You here many voices, so there will be many marauders. You will have to use this corner to dodge to reload or just so you dont die.

DM: Leaving the security team to track him down, you approach the woman, who is now trying to get her hysteria under control. You introduce yourself. "I'm Sam, are you alright?"The woman wipes away a tear. "I'm Kate. And yes, I think I'll be fine now."
Player: "Who was that guy?"
Player: Give up shopping and go home

DM: You silently walk over to a bush near the fence around the house. You then fire a few rounds at the marauders. Frightened by the abrubt attack, the marauders attempt to escape. You kill all of them but one. That one marauder could warn the marauders that were sent to kill you in the first place of your location. You need to move.
Player: Follow the marauder to the left side of the house
DM: You decide to follow the marauder to the other marauders. You head out of the bush and over to the left side of the house (from your first position) and you catch a glimpse of the marauder who escaped turn a corner. You slowly follow, ready if he whips around to fire.You finally make it to the corner where the escaping marauder turned only to be hit across the skull with the butt of a MM9-3U. After realizing what happened, the same marauder shoots you in the skull and you double over, dead.

DM: You move from the bush you are currently behind and head for another bush. Once you get a good line of sight of all the area of the back of the house, you feel something with something rathr hard. When you look down, you see a bloody leg and when you look up, you see the rest of the dead body. You see multiple bullet pocks in the forehead and chest. You figure the marauders killed him.After a while, the three marauders return from the side of the house that is your current left. You wait until you have a perfect shot, then open fire. All three marauders are dead.
Player: Get into the house
DM: You decide to go upstairs to check for anything. As you walk, you see a trail of blood leading up to the stairs and up to the top floor. After climbing the stairs with your gun ready to fire, you hear a gun shot and a girl scream. Then you here a laugh from of a man. It must be a marauder!

DM: You head over to the kitchen, which is the room to the left. It's rather large. It has some parishable food out, but it looks old. You always prefered beef jerkey over the roasted type. You continue to the dining room which is actually a different room. You're used to having it the same room. These people really did have a lot of money. As you look around in the dining room, you see a corpse stuck in the corner. When you walked in, it was obscurred by the table. It smells literally like crap. You begin breathing through your mouth and exit the room.

DM: You look out the window near the door. You see nothing but the corpses of the marauders you killed, the garden and fence, and some blood that made a trail to the door. As you look down to your feet, you see the trail of blood follow up to the stairs. You believe that the marauders killed some of these residants outside, then dragged them upstairs. You still don't know why.
Player: Follow the trail and shoot the door down
DM: You follow the trail of blood to a door. As you prepare to shoot it down, you hear another gun shot and scream. You are certain the marauders are here. You wait a second, then let your bullets break the door. You see a marauder behind the door get blown to pieces. The other marauder looks at his partner and is stunned. You shoot the other marauder and get into the room to assess the situation and help if possible.

Player: Follow the trail and barge into the room
DM: You walk as quietly as possible, following the trail of blood when you hear another shot and scream from the door you find. You are certain that this is the door. You shoulder-bash the door down, when you are sprayed with bullets. When you look up, you see a marauder grinning at you. You look at the other marauder and a girl chained up in a chair, watching her parents be shot in the legs and arms. You fall unconsious and die.

Player: Check outside

Player: Go into the room
DM: You see a girl chained to a chair. You look to the left to see two adults--probably her parents--half dead with their hands and legs chained together, their hands fastended to the wall. You see multiple bullet pocks in their arms and legs. The mother looks unconsious, but the father is near death. You unchain the girl and she hugs you. She is half your size and only 8 years old. She can't stop crying, and you can't help the parents. The cuffs are Mazaelium, a compound of titanium and stainless steel. It was created and patented 63 years ago. It is used for the first layer of army armor, though it can be casted into anything. You wonder how these marauders got their hands on the Mazaelium.
Player: Exit the house

DM: You exit the house, see thousands of corpses as you got. You have to breathe through you mouth because of the stench. As you prepare to open the door, you remember the girl in the saferoom. She must have locked herself in because of the marauders. Smart girl. You crouch near the little girl and say"Can you open this door? I need to save the girl down there." At first the little girl shakes her head, but after a few pleases, you explain to her that you know what she's going through and that you need to save all the survivors. She glances at the hatch and says "Okay..." She steps over to the hatch, presses the button near the hatch and says "Open Sesame!" The hatch says "Voice Recognision confirmed. Opening hatch now."The hatch opened slowly and you see steps leading down to the saferoom. The girl looks at you and you begin to go down the stairs. You ask the girl to follow and the both of you walk down the stairs into the saferoom.
Player: Into the saferoom

DM: You hear a girl crying and another person saying "It's alright. Don't worry" It's faint, but noticable, especially in this saferoom, where there is a lot of echo. As you approach, you see two people--a young girl, a little older than the girl who was chained, and an older boy, probably her brother. The older boy is holding the girl, and when he sees you, wraps himself more around the girl. You explain to them you are here to help and that you saved their youngest sister. The boy introduces himself and his sisters; the boy is Henry, his sister is Paula and the youngest is Jane. After that, they tell you everyone but them were slaughtered by the marauders. They ask if they can stay with. You sigh and after a while, you say yes, but you can foresee trouble. The four of you exit the saferoom and house, returning to your home.

DM: You sit there waiting for the reporters to give up and leave, but they wont leave. After what seems like hours, you hear less banging, and finally, the reporters leave.You and the kids climb the stairs and out of the saferoom. You look around and no reporters are there. You sit down and relax, and turn on the TV. It is at a commercial break, when suddenly, a News Flash appears."We interupt this program to make an important announcment. The UN officials have announced that there will be ferries going to Oceanic Haven 1. All civilians may take the ferries, but you must first take a test for safety. These ferries will be depatring in two days and will return every three days. 80 passengers on each ferry, and there are four ferries at a time. The dock is in the Ludwig district."You sit there relieved and anxious. You need to get to those docks immediatly!
Player: Exit your home
DM: You take the kids and exit your home. You check the map near the road leading into the district and it says to move northeast.

DM: You walk up the stairs, but as you do, Jane says "No! Don't go up!" You say that you'll be alright, but you only wish you could believe that. As you open the hatch, the reporters tackle you and throw thousands of questions at you. You keep muttering "Get off...of me!!" but the just won't quit. Finally, reach for your Swiss Army Knife, flick out the corkscrew, and stab it into the closest reporter. He stiffens and gasps as blood rushes out of his mouth and he falls down. The reporters retreat a little, shocked that you have just killed a civilian. You then yell "Get the hell out of my house!!" The reportersrun out of the door, or what's left of it...the threshold.You call the kids back up from the saferoom.

Player: Head northeast
DM: You exit the district and come to a fork in the road. It leads left, which looks shorter, and the road on the right, heading more northeast than the left road.
Player: Left road
DM: You head down the left road and you see another district. As you approach the opening to the district, a group of muggers attack you and your motorcycle. They beat you with a crow bar and take the kids. You drown in a puddle of your own blood.

Player: Search the district for transportation
DM: You look around for a car or something, but you find nothing around your home. You search the house across the street, but there is nothing. You search the rest of the district, but only find a motorcycle that can hold one, maybe two people.

DM: You sit at the main seat, with Henry behind you. Henry holds Jane, and Paula sits at the end, but there isn't much room. Anyway, you make do with what you have and head northeast.

Player: Right road
DM: You choose the right road and head down it. There aren't any muggers or other districts. As you move along, you see a harbor with some...ferries! You head to the dock and see the ferries depart. However, you remember that the ferries going to the haven come in two days, so you'll have to wait.
Player: Make a camp and rest
DM: You take the tent you brought and create a makeshift camp. You set a fire to some wood you found and go to bed with the rest of the kids. After you fall asleep, muggers come from the road and raid your camp. The have MM9-3U's and shoot you and the kids and take your supplies.

Player: Attack Riker!
DM: You move quickly. Riker is a mountain of a man, but you're much lighter on your feet. You strike hard, going straight for his gut.You grin as your blow connects!Unfortunately, the blow is practically absorbed by his granite-hard abs.He laughs down at you."That was your best shot?" He sneers. He grabs you by the hair and hoists you up. "My turn."Grabbing you by the hair and neck, he hurls you across the bar!The onlookers gasp in shock as you go crashing into a table, smashing it to splinters.You're dizzy but you pull yourself back to your feet, and soon you're sprinting towards him at full force.Riker readies himself for your next attack.What will you do?
Player: Sweep Riker's legs out from under him
DM: You use your momentum to slide across the floor just as you reach Riker.He was preparing himself for a blow, and is thrown off guard as you hit the ground. Your legs sweep out, utilizing an attack you learned in your guard training--an attack specifically designed to topple larger foes.Riker howls as your legs smash into his ankles, and he goes down, hard.The glasses on the shelves rattle as Riker slams into the floor.He swears and shouts, quickly trying to pull himself onto his feet.The two of you are on the floor, both quickly scrambling for purchase.Quick, what now?!
Player: Grab a nearby table cloth to pull yourself up

Player: Make a camp and be a sentry
DM: You take the tent you brought and make a makeshift camp. After putting the kids to bed, you grab your MM9-3U and look around. After a few hours, you feel a little tired, but you hear rustling in the bushes. You release the safety on you r gun and raise it to the bushes. You see a figure move around, so you fire a warning shot. After a short while, the figure jumps from the bushes and happens to be an armed human. You fire a couple rounds into the attacker and he falls to the ground, soaking in his blood. You fall asleep a few hours later and wake up to find no attacks.
Player: 2 days later
DM: After waiting two days in your makeshift camp, you find others camping here. You then hear the horn of a ferry and see the ferries going to the haven dock. You break camp and prepare to board. You finally board and make it to the Oceanic Haven with Henry, Paula, and Jane. You don't live perfect lives, but they're better than in Colorado.

DM: It has been a few weeks since you have been born. Your eyes and ears have opened, and you have realized that the wiggling things beside you are your brothers and sisters. You want to go explore. Your den site is under a tree, and there are a bunch of places to discover. When you look around, you see a hole near the tree. You also spot a stone structure arching over two cliffs, and big smelly things walk on it. Underneath it is a creek running through.
Player: Stone Structure
DM: You stumble over to the structure, running up the hill and close to the foul smelling black path. Mother calls for you, but you ignore her, walking along the structure, careful not to touch the black path. Then a cra-no, your certain it's car, blows past you, the wind pushing you over the stones and into the water below. You yelped as the water swallowed you whole. You looked around and scrambled to get to the top. But the water pulled you farther down, deep into it's dark space... You felt teeth grab your scruff and pull you up. Now that you were above water, you gasped for breath. Mother carried you back to the den site and sat you down. You shivered, now wet and cold.
Player: Creek

DM: You went to the east side of the woods, with had maple trees and rabbits. You had no idea how you were ever going to catch a rabbit. Twitching your nose, you tried to pick up any sign of your family, and you might've caught a faint trace, but then it was gone. They were never in these parts of the forest either.

DM: The north side of the forest held pine trees and lots of squirrels. Ignoring them, you sniffed the air as you walked around, but you couldn't see, hear, or smell them, no matter how hard you strained your senses. A squirrel jumped onto a tree, startling you. You realized your family wasn't in the North side of the woods after all.

DM: You ran to the south side, and it seemed that the trees here blocked out most of the light, leaving the south part of the woods cold. It seemed as if this place was sinister. You couldn't sense any wildlife here. Then, you sensed something behind you. Turning, you saw a grizzly bear on it's hind legs. It growled, then lunged. Yelping, you ran as fast as you could, running and running. But the bear was too fast. It grabbed you and threw you at a tree trunk. You fell to the ground, limp. The bear lunged at you just as the life drained from your body. THE END (But this time, you can go back!)

Player: Adopted

DM: You and your girlfriend are walking on the sidewalk of Thomas street, and you are telling her about the design."That is bullshit!" She/he says when you are finished."Look,I don't believe in this X-files bullshit!""Please, believe me!"You say."I'm telling the truth!You're in danger! Why would I lie about this!?"Just as you say that you see something in the window next to you. You want to turn and look, but she has started arguing again, and she always gets mad if she thinks your'e ignoring her. What do you do?
Player: Look at window
DM: You look at the window and your heart skips a beat.You can see the reflection of an airconditoner unit falling towards your boy/girlfriend's head.You gasp and turn back to her/him and-nothing.No airconditioner unit.Nothing.You look up and see an airconditioner unit.You can hear a guy beating on it saying,"STUPID PIECE OF CRAP!"Then you know what happened.That was just like the elevator premonition.You saw it happen before it did.Without thinking you run and tackle her out of the way.The airconditioner unit hits the ground right where she was just standing.Ryan's next.
Player: get to Ryan in car
DM: You run home and jump in your car and go way beyond the speed limit.You don't notice your'e in the left lane instead of the right until you look up and see a semi coming straight at you.What do you do?
Player: Swerve to left(offroad)
DM: You go offroad and barely miss the semi.Then you hear a siren and realize a cop car is chasing you for going offroad and going way too fast.What do you do?

DM: About a few weeks later, right after they took off the stupid cone, The woman and boy came. You learned the both their names, Mom and Greg. After writing something on a piece of paper, Mom went and put a red collar and leash on you. "What should we call him?" Mom asked. "Hero! Let's call him Hero! That's what they call him in the news." Greg said. Mom smiled and nodded before walking out. That leash thing that was connected to your collar began to drag you after them. Since you didn't want to be dragged, you followed them, until they got to the car. Remembering your puppy memory of how a car blew you into a creek, you backed away from the car, tugging at the leash. "It's fine, Hero. Hop on in." Mom said, opening the back door. You cocked your head. Was that what they were going to call you from now on? Mom sighed and picked you up, putting you on the leather seat. Before you could run out, she shut the door and climbed in. The car started to move. You decided to poke your head out the car window. After that, the wind blew on your face, and you stuck your tongue out. Maybe being in a car wasn't so bad after all. You barked at the other dogs on other people's lawns, and they responded. You felt pretty smug that you were in a car and not them. They were probably very envious. Soon the car stopped in front of a different house than the one that was on fire. An old lady came out and Greg ran out. "Grandma!" he yelled, running over toward Grandma. You climbed out the window and over to the grass. After doing your business, you padded over to Mom, who picked you up and carried you inside.
DM: After a while, you found this place to be your home. Your dog family soon became a distant memory, now that a new human family had taken place. You had a very big backyard and a very big house. Life was good.
Player: Couch

Player: Finished (Only click if your done with the memories)
DM: Soon, you were full sized. Winter was coming in, and it had been a few years since you had been here. Snow completely covered the backyard, making you rush whenever you had to go to the bathroom.
Player: Sled

DM: Mom had planted a new flower patch in the backyard. You had thought at the time that it was made for you to dig up and show to her. You dug up all the flowers in the matter of minutes and picked up a blue one, carrying it inside. Once Mom saw you, she shrieked and ran outside. After that she came back in and smacked you on the muzzle. "No, Hero!" you heard her say. You quickly begged for forgiveness, and she reluctantly scratched you behind the ears, letting you know that it was alright.
Player: Park
DM: Greg put the leash on you. "Wanna go outside!? Huh? Does Hero wanna go to the park?" he said in a voice so excited it made you jump around, anxious to get to the destination. Finally Greg walked you over to the park. Other dogs were out there, catching disks or balls. Some of them were just sitting or running around. After about and hour having so much fun your heart could burst, Greg was ready to go home. But you weren't. You kept running from him when he wanted to tie the leash back on you. Finally, you ran into the arms of the girl at that building a while ago. "Hey." the boy said, suddenly shy. "Hi." the girl said, giving you back to Greg. "I'm Greg." he said. "Tina." the girl, Tina, said, holding out her hand. Greg shook it. "Nice dog." she commented. "Thanks." he said. "I'm 12." she said. "13." Greg replied. You heard someone call for Tina, and she sighed. "That's my dad, gotta go." she said. After saying goodbye, she ran away. For some reason, Greg couldn't stop staring at where she went. Not even you licked his face.

DM: While everyone was busy, you padded over to the couch and hopped on it. You curled into a ball in a patch of sun on the couch, and napped for a bit. When you awoke, it was night, and everyone seemed to be asleep. Bored, you started chewing on the cushion you were laying on. That seemed pretty fun, so you scratched and tore at it, too. White fluff fell out, and you dug all the fluff out. After that, you had strewn it across the carpet. Feeling pretty good about yourself, you ran outside to go to the bathroom. When you ran back in, Grandma was staring at your masterpiece. She shook her head and picked it all up, muttering something about how cats were a better pet.

Player: Dragged (Do after memories are done)
DM: While you were out exploring the snow filled town, you came upon Tommy's house. he was in his front yard, blowing up some dolls. His little sister was crying, but he seemed to ignore her. He looked up and stalked over to you. You growled as he grabbed your collar and began dragging you toward his house.

DM: You were at the park with Greg, Tina and some other people. They were throwing snowballs at each other. Then Tommy began chasing Tina with a snowball. She tripped over a tree root and fell, crying out as she landed. Greg ran over to her, me trailing behind. "I twisted my ankle." she said. Greg bent down to inspect it, then straightened up and yelled at Tommy. You could sense that Tommy got angry. He marched over and punched Greg in the jaw. Rage filled you, making you see red. You snarled and lunged at Tommy, biting his cheek and scratching his chest. Blood stained the snow. Greg had a bruised jaw, and Tommy got a scarred cheek and chest. Greg had carried Tina home. You didn't feel guilty that you had attacked Tommy at all, which surprised you.

DM: Soon you were next to Greg, but since he told you to not go on the sled, you decided not to. Tommy won the race, and you whimpered when you sensed Greg's disappointment.

Player: Snap at him
DM: You bit his hand, and the sweet taste of blood filled your mouth. He cussed and backed off. You took the chance and ran toward home, your paws pounding the sidewalk.
Player: Back Home
DM: You relaxed in front of the fire place.
Player: Backyard Kiss

Player: Snowball Fight

Player: Ask her name
DM: "What's your name?" you ask as you come up behind her. She flinches and snaps her head toward you. Her eyes twinkle in fright and she shakes her head. "Why not?""I-I'm not ready," she stutters quietly, not looking away from you."You talked," you whisper, leaning lightly against the wall. "If you can talk at all, I think you're ready to tell me your name."She looks down at the floor. "Marina.""Marina?" You almost laugh. "I've never heard of any name like that.""My parents were from Spain, so they wanted to give me a Spanish name. They named me after part of the word 'seasalt' in Spanish. Sal marina is seasalt in Spanish. Sal wasn't a very suitable name, so they went with Marina.""Well, it's very beautiful, once you get used to it." You pat her on the head like she's a child and she laughs, swatting your hand away. "I'll leave you to your painting gazing." She stares at the painting for three more days.
Player: Other times

DM: Ok.
DM: Ok.
DM: Ok.
DM: Ok.
DM: Ok.
DM: Ok.
DM: Ok.

DM: Once upon a time, dragons and humans lived together in harmony. The dragons were the ones who ruled the earth, they had unbeatable power, no one could face them. Over the years living with the dragons, the humans slowly developed powerful magic. Then one day a man in a thirst for power stepped up to one dragon, with the strong magic in those years the human fought the dragon with equal power. They fought for hours... Until the human came victorious with bones of the dragons to a village and showed to them... They don't have to live under the dragon's power ever again. Years passed and the dragons were getting extinct, so they decided to hide for lots of years in different places... Caves, volcanoes, underground and on the oceans. Knowing that the dragons have given up, the humans rose up making kingdoms and started getting more and more land and that, making what is the present... That was the day the era of the humans began... But trust me, I don't think it will be the last of the dragons.
Player: Present
DM: You wake up, with your mind in blank... " Where am I? " you ask to yourself. " Who am I? "

Player: Remember
DM: " Am I a boy... Or a girl? "
DM: "Oh right I'm a girl... Yes, I remember everything now." I live in a small village called Yugona... A small village that used to be a great kingdom until it was destroyed by a dragon. I live here with my Mom and little sister, they are the only thing that matter to me... "How did my father die?" He died protecting Yugona from a medium size dragon who attacked a few years ago... Everyone here knows that the dragons are not done with their tyranny. Many people died protecting Yugona, so he didn't die a hero. Anyways... Back to the topic, my little sister Emi is just 9 years old and is very honest, loving, and caring... Nobody can say no to her. Then there is my mother, Aida, she is a wonderful mom always trying everything she can to make us feel better... But she has her limits, the village get a very small amount food since its in a bad area because all the animals have left or have been taken to the kingdom for their food. That's pretty much of my story... Now to get off this place and live this day.

DM: "Oh right I'm a boy... Yes, I remember everything now." I live in a small village called Yugona... A small village that used to be a great kingdom until it was destroyed by a dragon. I live here with my Mom and little sister, they are the only thing that matter to me... "How did my father die?" He died protecting Yugona from a medium size dragon who attacked a few years ago... Everyone here knows that the dragons are not done with their tyranny. Many people died protecting Yugona, so he didn't die a hero. Anyways... Back to the topic, my little sister Emi is just 9 years old and is very honest, loving, and caring... Nobody can say no to her. Then there is my mother, Aida, she is a wonderful mom always trying everything she can to make us feel better... But she has her limits, the village get a very small amount food since its in a bad area because all the animals have left or have been taken to the kingdom for their food. That's pretty much of my story... Now to get off this place and live this day.
Player: Outta bed
DM: You get off bed and then leave it as it is... I have more important things to do. You take a piece of bread and say good morning to your family and left to take a walk in the small village you live on. You are now outside what will you do now?
Player: Go hunting
DM: You decide to go hunting. Get ready for some action.

Player: Out of bed
Player: Hunt
Player: Hunting
DM: You get a dagger that you looted from a man who died when the dragon attacked and a bow with 7 arrows made out of wood. Your father crafted a lot of wood items so you got a few of his skills and got yourself a bow and an arrow. Soon you hear a rustling noise, you stare at a bush in at your left and see a small deer. Time to get a meal.
Player: Action
DM: What will you do to kill the deer? I understand if you don't want to kill the deer, but then you will not get food for your family...

DM: You decide to go to your neighbor's house, which you don't really know much but went there because you're bored. You knock on the door and a girl about your age (You are 17 she's 16) but she just hides her face... She isn't outside much since her dad doesn't like her being outside much because he knows the dragons are not done, and someday they will attack.. That was the info your mother told you. "So overprotective" You say to yourself. She calls her mom and goes to the back of the house which is probably her room. Then you greed her mom. "Hi, I'm Alex" She then greets back "Hello Alex! I'm Marisa, nice to meet you!" She invites you in, and you enter.
Player: Neighbor's house

DM: You decide to go to your neighbor's house, which you don't really know much but went there because you're bored. You knock on the door and a girl about your age (You are 17 she's 16) but she just hides her face... She isn't outside much since her dad doesn't like her being outside much because he knows the dragons are not done, and someday they will attack.. That was the info your mother told you. "So overprotective" You say to yourself. She calls her mom and goes to the back of the house which is probably her room. Then you greed her mom. "Hi, I'm Alice." She then greets back "Hello Alice! I'm Marisa, nice to meet you!" She invites you in, and you enter.
DM: You head over the girl and say "Hello are you okay with my presence here?" She just looks at you and finally gets the courage to talk to you. "H-hi..." You answer back "Hey... quiet a home you got here." She stops with her shyness and says "Thanks... but you should compliment my father, he worked for all this..." Suddenly... Bam! You hear a crash coming from outside the house. Suddenly... Bam! You hear a crash coming from outside the house. You go outside and go to a barn near the neighbor's house. There you see it... The humans' worst nightmare...

Player: Use Dagger
DM: You quickly pick your dagger and throw it at the deer but miss. The deer ran away. Damn it. You head home with a a squirrel it wasn't much but enough to feed your family for that night. But what about the other days people won't just give you their food for free. Starved to death.

Player: Dragon
DM: You jump and hit it in its head then rush to the other wall... The dragon is now angry. It rushes to you in high speed, you try to hit it with your shovel but he bites it and throws it away. You are now defend less. You just close your eyes and wait for the end.

Player: Shoot an arrow at it
DM: You quickly shoot the deer and hit its neck. You see it fall down and its head popping out of the bush while the body was hiding behind the bush. Just as then you go to pick it up... You see it being dragged away as its head is no longer visible. " What the...?" You ask yourself. Soon you see a scaly wing... Oh no, Dragon. What will you do?

DM: You had to leave... Your neighbors didn't have enough food to share and you and your family starved to death...

DM: Your eyes scan the ground until they lock on a knife. The monster grabs at you, but you swiftly duck out of its path. You slide to the knife and grab the handle. You get up and attack the monster. It is now facing you. It punches you in the stomach, and you fly to the wall. Dazed and hurt your head leans to the door.
DM: You run out the door, holding onto the knife and round the corner. You come face to face with a tall man holding two knives. What do you do?
Player: Run Back
DM: You try to run away, but before you can turn around his knife is through your head. You are Dead
Player: Grab the knife
Player: Knife him
DM: You try to stab the man. He side steps and chops your hand clean off. You stumble backwards. As you hit the wall, you watch as the blood trickles down your arm. The man drives the knife through your head. You are dead

Player: Attack it with your dagger.
DM: You attack the small dragon but, before that it sees you going to attack it and bites your hand off and you start bleeding and you stare at your hand. Bleeding off, suddenly the dragon breaths fire and burns you to Death.

Player: Barricade
DM: " I think we would be better off barricading the store brother.""Then that is what we shall do."You and your sister quickly go to work, hammering boards upon every nook and cranny and most of all, any entrances that may be used by the beast. And for greater measures, you hammer blankets upon the window and doors so that no light may escape your threshold.After three days of suffering, a large militia from the larger, rival village of Piesport, marched through your village liberating you and what is left of your fellow people of the terrors that once terrorized your village some three nights ago.Congratulations you got theLiberation Ending.

Player: Use the Dagger

Player: Hold it
DM: You try to hold it, but its strength is unbeatable and he opens a hole on you stomach with its head which has horns... So you died.

DM: You press the button, and then step back, waiting for some sort of conformation. Nothing happens, so you assume the lack of being killed means you got it correct. You step forward again, and decide which button you want to press next.
Player: Nine

DM: You dodge to the left and the dragon face plants into the wall. You take this chance to hit it with the shovel but he bites it and throws it away. You are now defend less. You just close your eyes and wait for the end.

DM: Yes! you picked the right Virus! Now you get to go to level 2!
Player: level 2
DM: You stand inside a green room. There is a battle dome. A sign that says LEVEL 2. Theres a sign with flashing letters. Theres the virus zone. Where do you go?

DM: "Well, alright. But I will judge your brother as to reaffirm his innocence, since I was not present to condemn him; Justice will prevail." The group gasps in awe at your wonderful wisdom, almost as if in surprise. Metellus Cimber bows deeply to the floor before, stunned, and thanks you over and over again for your understanding and mercy. "It was nothing at all." you reply, and then the group leaves quietly, all except Brutus, who looks like he wants to talk to you.After seeing the group off you turn to Brutus, but he is groveling before you on the floor. Before you can say anything, he speaks. "O, my friend Caesar!" Are those tears that he's shedding? "O, I have betrayed you, my friend!"
Player: Brutus' confession
DM: "You see, I was here to murder you!" Absolutely SHOCKED, you have no idea what to say. Brutus continues: "I deserve death! Give me my rightful sentence and forget your traitorous, murderous friend, Brutus." It's true that he probably would have murdered you a minute ago, but you wonder if he was just dragged along in what seems to be Cassius' evil plan.
Player: Put Brutus to Death
DM: After thinking a bit, you realize that a true friend wouldn't murder you, so you condemn Brutus to death. Although you are distressed that you are losing what once was a good buddy, you are glad to realize that you have one less enemy to worry about.No sooner than a week after Brutus' death, the body count grows even larger. War has been started with the small neighboring kingdom, and you assemble troops to meet them head on at the eastern border. However, it is no sooner than when you arrive that you are shot by a straw arrow of a practicing soldier; one of your own soldiers, too!In a freakish turn of events, the warring kingdom suddenly invades your camp, totally wiping your army out. They then continue to the Capitol, where they are known to have first started to annihilate the entire Roman Empire.WOW, YOU DEFINITELY LOSE!

Player: you left the wall.
DM: You found this cabin in the middle of the woods. That's where you are now. It had been fortified when you found it. The owner had put a bullet in his brain just like many of his other fellow men. Suicide would have been the leading cause of death these days if it weren't... well, everything. It's a nice cabin and you consider staying. Originally, you thought you should go back, but what is left? How dangerous is the journey? But you are running out of food...What do you do?

Player: Talk to Brute.
DM: I enter Brute's room, where he is lying in bed asleep. "Brute?" I say and shake him. He's heavy, so I can't really move him. As I shake Brute, my strength increases, and he is moved. Not much, but enough to wake him up. "What? What's going on?" he says and looks around. He spots me and then adds "oh, you. Whaddya want? "Can you tell Googles to let me into the restricted area?" "Why?" "Just to look around." "Well, I dunno. Not sure that's allowed." "Hey. I thought you were all about being your own man, despite rules and everything?" Brute sits up in his bed and says "I like the way you think. Googles. Let the kid into the restricted area." "Protocol..." "Stow it robot, unless you wanna end up on my trophy wall." "Understood."YOUR HEALTH: 100%

Player: Z
Player: P
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaaaap...
Player: O

DM: It's getting far less dark. Barak Obama is in his final year for his final term.
Player: Watch the Two Sun's Rise
DM: They're both hideous suns. One is a bright orange while the other is a pasty white.
Player: You Wish You Had a Different Star to Look At
DM: The winds of change are upon you.(The rising temperatures caused by the increased thermal energy from where the suns reach cause the hotter air to move where the darker air was. Therefore, a slight breeze is moving from the east to the west.)
Player: Everything Seems So Calm

Player: How Did We even Get These Ugly Suns?
DM: It was the voter's fault. They choose the two ugliest suns in existence. The pale one looks dead. The orange one gives enough UV radiation to skin cancer to all.
Player: Voters Are Stupid

Player: Where Are you at?
DM: This went farther than it should have, much too long to be precise.(You are on Tuesday, November Eight. You are standing in the middle of the tracks.)
Player: I Never Want to See either Train Arrive
Player: You're Excited to See Who Arrives First

Player: It's too Late
Player: Gross
Player: It's not as if the Either Company Cares about Me
Player: An Asian lesbian from space

Player: What Was your Plan?
DM: The trains come by once every four or eight years. Occasionally, a train derails which shoots its sun of into the heavens. Then, they take out the backup train to pull a replacement sun.

Player: Does Anybody Know That These Trains Are Amazing?
Player: This's your Fault as well.

Player: Whatever Steve is

Player: It's not as if the Red Company (who owns the orange train) Cares about Me

Player: A white old bisexual

Player: An aerosexual

Player: A non-binary owl

Player: A queer chigÃ¼ire

Player: Boringly honosexual

Player: The Pale Train Prevailed
DM: The pale train won, but it was revealed that it used a private watering depot. It made people hate the pale train. Plus, they found it may actually have less life in it than a corpse.

Player: What Will You Do Now?
DM: The trains are about to collide. One will have to fall off the tracks. Everybody around you says the pale one will win. Who do you wan to win?
Player: The Pale One

DM: You jump out of the way. The train barely misses you as it kills the masses; however, you're alive.You look around to see where you've landed. It's cold."Stranger," you ask to a pudgy boy, "where are we?""Canada," he replies. "We're going to have an election in a few years.""Darn."

Player: The Orange One

Player: Stay There
DM: You stay there and clap your hands and cheer. The amazing orange train is about to save your world. It will end those tacos and make everything great again.You spread your arms wide to hug the train. Your body is spread across the ground like strawberry jam on toast.

Player: Be a dick.
DM: This jerk has been harassing you since the day you moved in. His phoney smile and fake happy voice make you sick to your stomach. The only way this guy will ever get the picture is if you start laying down the law."Listen Asshole, I'm not your friend. STOP pretending to like me. I can't stand the sound of your voice and I hope you choke on your fake ass smile." you say as you point a serious finger in his face.With that you walk to the end of the hall turning your back to him without looking back. Maybe now he will leave you alone.

DM: The forest looks like a better option...You scan the clearing and find a path leading away from the cabin.The path is dark and visibility is poor.As you enter the forest, your eyes adjust to the poor light and your ears pick up everything scurrying away from you into the shadows.As you walk, you can't be sure if it's your own echo or if there is someone, or something, walking behind you.
Player: You quicken your steps...
Player: Decide to go left.
DM: The woods this way are thick and dark.The sound of leaves on the path are the only thing you can hear. The air is thick and you feel an oppressive sensation. You slow down. You feel like someone is watching you from up ahead.It feels just wrong. Maybe you are doubting your decision to go left. Maybe right was easier and not so dark.You see a light up ahead on the trail. You quicken your steps. In front of you, clear as day is a girl sitting by a tree, in the only light that has filtered through the tree tops. She has her face in her hands and is crying. But there is no sound. It's like watching a silent picture. You speak up, "Hey little girl, are you lost?"No answer. No reaction. You speak a little louder, "Hi little girl, can I help you?"
Player: NOPE! NOPE! NOPE! - Too freaky- I'm going back to the right.

DM: You put the alarm clock on your desk. Pondering how great it will be to be able get to places on time for once, you plug it into the wall socket and flip the switch. Suddenly, you are blinded with a bright orange light, and suddenly your wall is scorched, and your alarm clock is smoking! With your smoking alarm clock in hand, you drive angrily to the store you got it from.Once at the store, you walk over to the customer service desk...
Player: Go on >
DM: "It blew up?" the customer service person says, baffled by your explanation."Yes. It blew up." you say back."Prove it." she says.
Player: Ask to go outside to turn it on
DM: "Can I go outside to show you? It might be dangerous in here..." you say."No." she replies. "Just turn it on here." She obviously doubts what you say.

Player: Put it on the desk and hope no one gets killed
DM: A loud and big explosion rocks the customer surface area! Pieces of the alarm fly everywhere, leaving flaming scorch marks on the floor, wall, and ceiling! The darkest scorch mark is on the desk, which is almost completely black now."Holy crap!" the customer service woman says, hiding under the desk. She stands back up. "I-It's not supposed to do that!""NO DUH!" you (and a couple people in the line behind you) yell back at her.She looks embarrased. "Well, there's no way we can take that back." she says to you."What!?" you reply."For one, it's pretty much a useless pile of junk now..." she stares at the burning pieces of alarm clock that are scattered around the room. "... and there's no way the product was like that when you bought it."

Player: "Can't I at least get a new clock?"
DM: "No." she says. Quite bluntly. Geesh, these people sure are dedicated to their customers."Why?" you ask."You should be grateful I just didn't tell the police that you nearly blew up the store."
Player: "Prove that was my fault!"

Player: Point out the number of people in the return line
DM: You look behind you. "Look at all these people in line here!" you say. "They wouldn't ruin a perfectly good product!""That proves nothing!" she yells at you. "Their products could have been ruined AFTER they were bought!"It looks like you'll need something better than that to convince her.
Player: Point out the product recall paper
DM: "Look at this!" you say, pointing at the product recall paper. "This HAS to be the packaging people's fault!"The customer service woman stares at you in disgust. She keeps staring. Then she says, "Those are the company's who made the product's fault. The packaging people would have to drop things on other things on other things for EVERY SINGLE PRODUCT if it was there fault."Ouch. Looks like you need a new attack plan.

Player: "Oh yeah! Let's see you prove that!"

Player: Point out dented cans
DM: "Give me a minute." you say. You run off, grab a dented soup can, and run back."Look at this!" you say, pointing at the dent. "This product hasn't been bought yet, and look how dented it is! Obviously, the packaging team did this! In fact, most of the soup cans are dented beyond recognition!""WHAAAT!?" the customer service lady screams. She bangs her fists on the desk, sending scorched alarm clock pieces flying. Again. Now, there's a crowd gathered around the customer service area, seeing what's going on.Now, to finally prove that the packaging team did this!
Player: Ask to see security camera footage from the packaging rooms
DM: "Let's see some security footage!" you yell at her. "If there's an air tight room here, it's got to have a camera in it to make sure no air DOES get in there!""Let... me... get the footage...." she says to your surprise. There actually is an air-tight room!?She starts to walk off, but one of the other employees yells out!"There's no footage! There's no air tight room! The products aren't even packed here!" he yells."YOU WERE LYING!" you scream at the woman. She's really sweating now."THIS IS ALL YOUR FAULT!" she screams back at you. "There's no footage, so you can't say that the packaging guys did it!"
Player: "Oh yeah! There's no way I did it either!"

Player: Ask to see security footage from packaging rooms
DM: "OBJECTION!" you scream, to everyone's shock. "Let's look at the security footage from the packaging room! Maybe they DO drop everything!"Now every single person there is staring at you like you're an idiot."We have 523,000 customers that shopped here just this month." the woman says. "Are there 523,000 people in this line!? I THINK NOT!"Ouch. Again. You're just on a roll today, huh?"Let me think about this more." you say.

DM: "I couldn't have done it." you say. "You don't have any footage of me doing it, right? Right?"She flinches. You half expect her to say 'I have footage because I stalk yoooouu!'"Well, then we're at a standstill! If neither of us can prove anything, then what's the point!?" she says back at you. She has a point.The packaging guys still could have done it... although, why would there be water by alarm clocks being packed? How could I poke a hole in her claim?
Player: "The packaging guys didn't do it."

Player: "It was you!"
DM: "It was you!" you scream while pointing at the customer service woman. "Only one person would benefit from pouring water on a clock in the store! A person who worked at the store!""W-whaaat!?" she yells. She's sweating a lot - even more than before. "P-Prove it! Prove that I wanted to make that clock explode and ruin your wall and the desk here!"
Player: "You're insane, that's why!"

Player: "It was some common thugs!"

Player: "You just proved it yourself."
DM: "How did you know I put the clock near my wall!" you yell at her."WHAAAAT!?" she screams. She's biting her lip rapidly. "Tha-that.... NO.... noo...""You snuck into my house and poured water on the clock, that's why!" you yell at her."NOO.... Nooo..." her head is on the desk now. "NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOooooooooooooooooooooooooooooooooooooooooo....................."She passes out on the floor after she's done insanely screaming. After she gets back up, she admits to everything, and you get your money back.BEST ENDINGYaaay! :D

Player: "Look at my DRY lips!"
DM: "Look at my very very dry lips!" you say."They're wet." she says back.Ugh.... you can't think of anything else. How can you prove that you don't drink water?

DM: You walk away from the desk. You had gotten so far, but you couldn't prove anything. The customer service woman laughs insanely as you walk off.BAD ENDING

DM: Unfortunately you can't outrun bullets but fortunately the human is a terrible shot for an assassin and you easily run away. You hide in a nearby crypt and spy on the assassin. You see that it is a man of about thirty and he is on a cell phone. You listen in on the conversation from afar."Sir? I lost the target.""YOU IDIOT! I DON'T PAY YOU TO FUCK UP! I WANT THE FLEDGLING DEAD OR ELSE! YOU FUCKING GOT THAT!?!?!""Sir, I'm only a human, how the hell can i keep up with a vampire?""...Figure it out."Obviously whoever wants you to die doesn't want to spare the manpower to make you dead. What are you doing to do about the grunt? You start to feel your stomach growl and your throat goes oddly dry...
Player: Mealtime
DM: You sneak around some more tombstones making sure that the human doesn't see you... you chuckle on the inside at how ignorant the human is. When you are behind him and within three feet of his neck you pounce on him like the predator you are and drain him of his blood.

DM: "You're insane!" you yell at her."That proves nothing." she says....... great."Could you repeat what you said about, like, 8 seconds ago?" you ask her sheepishly."No." she says. Quite bluntly.Argghhhh... there's nothing to prove she did it!

DM: You shake your head sadly, just staring at the rat. He lets out a grunt of disgust, before dragging the girl away despite her crying protests. You head to your chamber, curling up in a bed of animal hides and lying there. You hear the girl's crying and screaming for help in the distance of the caverns, but know you can do nothing. You push your furs against your floppy ears to drown out the sound, trying to find sleep. Eventually, you manage to do so.
DM: "She was taken off to be ransomed off by one of the travelling ratlings."You see the runes of the blade glowing, as the man snarls."Liar. The knife speaks to your honesty. The truth, now, or you die."

DM: "What happens to him now is his problem. He's already 7 and I don't want to be a part of the whipping he's gonna get when grandpa hears about this." I thought.Weaving around the crowd, I made it out of town square.Now, I had to be home before sunset and the sun was just a horsetail above the horizon. Still, I had enough time to do one last thing before headin' back.I glanced towards the horizon. I have to be home before sunset, and the sun is just hanging over the distant mountains. I still have a bit of time to do something before going home.There were a few places I could go. Of course, you had the town square in the middle along with the gallows. Not that I'd go back after running away. Nearby was the country jail and courthouse where criminals were caught and sentenced. They weren't really open to visitors though unless you had a valid reason.In one of the corners of the town was the pharmacy, where you'd go up if you broke a leg or had an "imbalance of humors" as the Doc calls it. He likes to test his newest concoctions on me a lot. He gave me a funny white powder when I was 7 to "balance your sanguine temperament." That stuff kept me up for days on end. It was like a sugar rush but worse.If you need some milk or eggs for breakfast though you go to the farm of Old Alton. He'll make you do work for him though if you show up there, complainin' about his back and his age.Then outside of town but still near you've got the mines, where people hunt for gold. Apparently, that was the reason Ma moved here before. Grandpa says it's going to be the reason the town's gonna become a city soon.
Player: Check out another place

DM: I headed over to the jail....Rather small, it's usually reserved only for holding defendants awaiting their trials where they'd inevitably get the death penalty. If the crime was petty enough to warrant anything less, then the defendant wouldn't be brought to prison at all. No reason to. Worst they'd get are a fine or a whipping.They also use this place for keeping firearms, after all if they'd let everyone who came in to town hold a gun then things would be chaos. That would be truly wild.The jail locked right now though.The sun is closing in on the horizon and the sky was turning darker but it's still a while until sunset. Where to next?

DM: I headed for the pharmacy....Outside of the store were several wooden signs attached to the front of the store."QUININE, FIX FOR RESTLESS LEGS""PRESCRIBING COCAINE AS STIMULANT"I entered the store. Inside were shelves of jarred plants, herbs, powders surrounding my vision. On the walls was an assortment of posters. One had the faces of four rather ugly men arranged in a grid and underneath the words: "The Temperaments". Another had the image of a sickly, sullen man breathing a green gas. Beneath was the caption: "Protect yourself from miasma."In the back of the store was a short, bespectacled man in dress shirt and vest. His hair has been combed back revealing a hairline receding from the rest of his face and he had a deathly pale look only matched by the people on his posters."Ah, Mr. Aston. What can I do for you today?" He asked. "Might it be a case of hay fever? I could prescribe you a dose of opium or mint."
Player: I diverted the conversation, "You don't look so good yourself, Doc."
DM: "Do I?" He rapped his kuncles across his countertop. He glanced to the left, towards the poster about miasma."Well, it's nothing I suppose."

Player: "But weren't you in the chicken coop before I got here?" I questioned.
DM: "Mhm." He replied. "I was.""I was actually worried a bit about my eggs.""You see, I sell my eggs to most of the townsfolk. But, yesterday I heard some gossip about rotten eggs stinkin' up the Pharmacy. I couldn't believe it.""But then I smelled it myself, and boy did it stink! I'm sure of it, those eggs went rotten. It might have been 'cause of the Doc or because of me but I decided to check just to be sure by smelling each of my precious ladies' eggs."

Player: Go up to him and ask what he's doing
DM: "Hmm? Ah, the older brother of the Aston duo." He said, "What can I do for you today?"I asked him, "What are you doing?"A look of rare confusion crossed his face when he realized what I meant."Ah, this? I'm just meditating." He explained. "It's like a prayer, but it's used to take control of your emotions when you feel bothered by something."

Player: Let's check out somewhere else

DM: "Alright then." He sighed.He gave up. Rather easily too. Usually he'd be more pushy and try to get me to try all sorts of odd concoctions. Very odd. Still I wasn't eager try his newest creations.I left the store saying goodbye to pharmacist.The sun was closing in on the horizon and the sky was turning darker but it was still a while until sunset. Where to next?

Player: "It's clearly not nothing. It has something to do with miasma, doesn't it?" I challenged.
DM: He turned his eyes back at me, with his wide eyes, naked forehead, and pale complexion he actually looked a bit like a surprised horse."Well. You're a rather observant lad aren't you?" He said, "Well, unfortunately, yes. You see I smelled something a while back."He explained: "I was unpacking my stock in the store yesterday when I smelled something. It was horrifyingly bad. My wife, Florence commented, 'Smells like rotten eggs!' but I knew better. No, this smell could only come from one thing. Arsenic.""It's a powder that women eat with chalk in order to whiten their skin, so I asked Florence if she used it. She hadn't.""I've been searching all day and night to figure out the source, but..."He shook his head."Nothing."He shrugged it off, "It's not important to you anyway.""Before you leave though," He reached under his counter, "Take this, your mother's been coming here often complaining of headaches. You may want to give her this."And with that I said goodbye and left the pharmacy.The sun is just barely hanging over the horizon, about to dip behind the distant mountains and low hanging clouds. THe sky has turned into a gradient of rich oranges and deep purples. Not much time left in the day, where to next?

Player: "And?"
DM: "Nothing." He answered. "'Guess it was just the Doc's fault!"...We shared a laugh and a few good jokes together."Here ya go son, some fresh eggs." He said. "Best in this side of the west. Bring 'em home so your mama can cook 'em!"'And with that I said goodbye and left the farm.The sun is just barely hanging over the horizon, about to dip behind the distant mountains and low hanging clouds. THe sky has turned into a gradient of rich oranges and deep purples. Not much time left in the day, where to next?

Player: "So that must mean something is bothering you?" I inferred.
DM: He answered, "That's right.""It worries me quite a lot." He began, "You see, there's an odd smell coming from the deeper parts of the mine.""I wouldn't recommend sniffing it, it smells disgusting. Just like rotten eggs." He explained. "I think it's actually sulfur though. It's a mineral that has a yellow color a bit like gold or scrambled eggs.""Sulfur can lead to explosions and since I suspect that this mine is filled with it, I'm very worried.""Is there anything I can do?" I asked.The tall man just chuckled lifted his miner's cap and handed it to me."You have a good heart. Keep the cap it might protect you better than it will me."And with that I said goodbye and left Mr. Wilson.The sun is just barely hanging over the horizon, about to dip behind the distant mountains and low hanging clouds. THe sky has turned into a gradient of rich oranges and deep purples. Not much time left in the day, where to next?

DM: "What do you mean?" I answered, my mind racing back to the events earlier. He's not home yet? What could have happened to him? Did the hangman do something to him?Ma asked incredulously, "You mean you don't know where he is?"
Player: "Yes?"
DM: "Oh my god...""What is ma?" I asked.She explained to me, "Louie has gone missing. They haven't seen him since the hanging."Louie... was gone. Disappeared. Vanished into the sunset. No one knew where he went... or was brought.The sheer shock hit me so hard that all I could do was go inside and go to sleep. I didn't say a word, and whatever Ma tried to tell me, I didn't hear a word of it.I lied in the darkness for what felt like hours...
Player: Until... it was the next day.
DM: ...My story ends here, and this is where yours begins.I know very little about you and your background, but I do know what you did for this town. It began the morning after the hanging. You rode into town. The reason is unbeknownst to me and whehter you appearance was coincidence or not still eludes me to this day. But there are some things that I do know that I've collated from testimony. First you headed to the...
Player: Pharmacy

DM: "Huh?" I replied confused, "Why wouldn't I be?"She hesitated."Did you see the hanging earlier?" she asked.I answered her, "Yeah I did."She looked away.Her hands cupped tightly together, as if praying, hoping some other force would solve her dilemma.She asked me, "Do you remember Mr. Nickler?"
DM: "He...""He was the man hanged today."..."What?" I asked as if she had just spat out gibberish. I couldn't believe it. I was floored."Jordan Nickler. He was hanged for murder." She told me, "He was working as a bounty hunter, and apparently killed 15 men in a shootout."I wanted to cry. I could my eyes begin to tear. I tried to stop myself. I couldn't let myself cry. I had to be strong. But it didn't work.I cried like a baby into my mother's arms. I thought wasn't stupid, I thought knew who Jordan Nickler really was. I thought I understood him and why he kept coming back, always resting me and his lap.God. Fuck, I thought wrong.

Player: Head somewhere else

Player: Jar Of Stimulant
DM: I shuffled closer to the gallows, moving through the crowd to get a better view of what was happening.The hangman had a hand cupped around his left eye and was hunched over in pain. Just across from him, Louie was just standin' all shocked with a baseball in his hand. Now, Louie doesn't own a baseball, Ma would never let him after she let me but it doesn't take a genius to guess what had happened and what was gonna happen next.

Player: Talk to the few people around

Player: Mine

Player: But every crying baby eventually goes to sleep...

DM: Outside of the store were several wooden signs attached to the front of the store."QUININE, FIX FOR RESTLESS LEGS""PRESCRIBING COCAINE AS STIMULANT"You entered the store. Inside were shelves of jarred plants, herbs, powders surrounding my vision. On the walls was an assortment of posters. One had the faces of four rather ugly men arranged in a grid and underneath the words: "The Temperaments". Another had the image of a sickly, sullen man breathing a green gas. Beneath was the caption: "Protect yourself from miasma."In the back of the store was a short, bespectacled man in dress shirt and vest. His hair has been combed back revealing a hairline receding from the rest of his face and he had a deathly pale look only matched by the people on his posters.The smell of rotten eggs lingers in the store."Need anything?" He said with resignation.
Player: You asked what the stench was
DM: "Smells like rotten eggs doesn't it?" He said, "I'm not even sure what it is anymore."" It started two days ago, and it's unbalancing my humors... It could be arsenic, it could be sulfur, it might even just be rotten eggs!""I've been searching all day and night to figure out the source, but..."He shook his head."Nothing.""Need anything else?"
Player: You said no and wished him good luck...

Player: You then examined the gallows directly

Player: ...You then spared his life

DM: And thus this story can continue on uninterrupted.You said it was safe to enter and you and a few people carried the three outside.

DM: Dear stranger...

Player: Offer it a tooth
DM: Not knowing what else to do, you step forward, pointing to one of your teeth. "A tooth. You get one tooth."The figure nods happily, motioning for you to kneel down. You do, and suddenly its disgusting fingers force their way into your mouth. They're surprisingly cold, tasting of a mixture of soot and rotting flesh. Its fingers squeeze a tooth tightly, before tearing it free of your mouth in a single motion. You go to move away, but the creature doesn't seem satisfied with its single tooth now that its so close or doesn't understand your offer, grabbing another tooth.At that point, you quickly panic, and begin to move desperately as you try to escape it as it tries to hold you in place to remove your teeth, shaking you violently in an attempt to get you to stop moving. You keep moving your head rapidly, trying to avoid it getting a grip on another tooth.It lets out a rasping scream in frustration. Finally, holding your head tightly, it twists it around and forces your head under the black, murky water. The water oozes into your throat, flooding into your lungs as you try to scream, but instead the liquid just pours into your throat. As your body seems to realize its hopeless to fight, the last bit of strength drained from you.Your last thought is a morbid one, but you think that it'll be a lot easier to pull out your teeth once you're dead.

DM: You move towards the branches, attempting to pull the organs down. When that fails, you wrap an arm around the tree trunk, lifting yourself up somewhat and shaking a branch. Several bloody organs plop down into the dirt.Suddenly, the soil begins to morph, as it cracks open to reveal small, human-lie mouths. The creepily human-like teeth bite and tear at the meat as they swallows the meat, devouring the organs.
Player: Quickly flee
DM: You're unwilling entirely to let those mouths get you or get close to you. You quickly backpedal, heading to the relative safety of next to the lake.

DM: You freeze up. The cool touch of metal is against your skin. Dean can feel your tension and is pleased that you fear him. "Good, now let's try this again. Are you going to do the tests?" He asks in a very sly tone, almost daring you to say 'no'.

DM: Dropping to your knees, you press your thumb against one of the veins going through the ground, feeling the warm pulse of blood go through. You follow the vein, the pulse growing louder and louder, stronger and stronger with every beat. Continuing to follow it, you soon reach a thick mass of flesh, coils of muscle filled with the black, oozing blood. The thing spasms every few seconds, and you wince as you realize you're listening to the beating of a heart.The heart lies there, spasming and beating as you wonder what to do.
Player: Leave it
DM: There's no way you're messing with whatever's there. You're just not willing to do it. You step back, moving away from the heart.

DM: After another restless night of nightmares, I get up. It took me a while to get to sleep, and the night-mares woke me up several times, but it doesn't sound like anyone's awake. I leave my room and hear that Eve, Brute and Zach are sleeping. Strange, then who is on patrol? Baryon? In day-time? Anyway, they've never screwed up the patrols, so I decide not to wake them up until I know that they should be out on patrol. I go downstairs, seeking another conversation with Skage, but see that the cell is open. Skage has escaped. HEALTH: 100%HUNGER: 88%
Player: Alert the others.
DM: First, I enter Eve's room and shake her awake. I do not have the time to wake her up gently."Eve, this is important. get Shaded and then come outside. I'll wake the others" I say and leave her room, immediately entering Brute's room, where he has a naked woman lying in his bed with him. Seeing as Brute's skin is too tough to feel any regular methods of waking people up, I bash him on the head, effectively waking him up."Hey! What the fuck are you...""Shut up. Send the girl home and come join us in the lobby. This is important." I say and leave his room.I then immediately head into Zach's room, where he is not. Curses, he must be sleeping with his girlfriend, in every meaning of the word. Luckily, he forced me to memorize his girlfriend's phone while he was making me help him remember it by himself. Zach tends to have slight memory issues.I call his girlfriend, and she answers."Yes? Who is this?""Is this...I need to talk to Zach.""Zach? Why?""Imperfect business.""Oh? Okay" she says and after a few seconds, Zach answers the phone."Yeah?""Zach, this is Freakshow. Come to the headquarters as fast as you can. This is important" I say and then hang up. Eve has the beeper thing, she can use that to contact Baryon.HEALTH: 100%HUNGER: 86%

DM: You awaken on the cold, stone floor with a shiver running through your body and a pounding earache from sleeping on the side of your head. You do not know how much longer you can survive in this place. No one has brought you any food or water for days. Either you've been abandoned to die or something's happened to the guards to keep them from feeding you. Either way you are well and truly buggered. With what little strength you have, you pick yourself up and look around your cell. There seems to be no way of escape. The window is barred and even if it wasn't, your cell is at the very top of a huge, medieval tower, so climbing out would be suicide. The door is far too heavy to break down and you don't have anything you could use to pick the lock. There is nothing in the room save for yourself, a dirty pile of straw in the corner and a bucket for... Well, let's not discuss the bucket. Suddenly though, as your eyes scan the dungeon, you notice something you never saw before. One of the stones on the wall of your cell seems to have something etched into it. As you lean closer you can just about make out two words. "Press me."
Player: Wait, why am I in a dungeon?
DM: How should I know? I'm not your keeper. You got yourself into this mess, not me. Perhaps you stole a loaf of bread to feed your starving family? Or got caught eating fish on lent? Or cow tipping! Well don't expect any sympathy from me. Cow-tipping's a very serious offense you know.
DM: Well you're not the sharpest knife in the spoon drawer. It's very simple, you can either press the stone or you can wait around in your cell until you die of starvation. Which would you prefer?

DM: Whatever, this whole grocery fiasco was fucked from the start. You may as well cut your losses, so you run to the back room, where you aren't the only one grabbing food to make a run for it. You take an armful of Funions and bolt out the back door. You probably won't make it very far without your car. The problem is, it's parked in the front, where the zombie horde is attacking from. The more distance between you and them, the better. But since they're all trying to cram through the door, you might be able to run past and make a clean getaway in your luxurious Camry. What do you want to do?
Player: Go for the car
DM: What the hell, you decide to take the chance on your car. You circle around the grocery and make a run for it. The zombies aren't even out here anymore, they've broken through the defenders into the grocery. Looks like you made the right choice. You get in your car and drive back to your place. Well, that was a shitty way to spend two days, you think. You put your life on the line by venturing out of your bathroom, helped murder three guys and all you have to show for it is a couple bags of Funions. You eat one for dinner and the next morning, you eat one for breakfast. Now you have nothing. I guess you'll have to go to Canada.

DM: You continue to walk down the road as before, this time with a gun slung over your shoulder. You spot a sign telling you that you're still on I-5, on a crash course with Washington. The sun beats down on you as you realize you are quite thirsty. Hungry, too. The way ahead looks bare. Bare except for a road sign. It tells you that if you continue ahead, you'll reach a small town. Next to the town's name, written with blood, is a small message: COME ONE, COME ALLIf you turn to the right, you'll arrive at a rest stop. There won't be food or water, but there will be a gas station (probably empty), and a pharmacy.
Player: Go for the town

DM: You walk back towards the strange creature, who quite eagerly smiles and looks towards you.

DM: Quickly, you kick the guard in the head, and he's out cold."AARRGGHHH!" You scream. You run towards the other guards, heart pounding in battle fury.
Player: Punch them all in the neck
DM: Screaming madly, you descend upon them like a wrathful hurricane. Your fists fly through the air like bullets, striking vital nerves in the neck, and within seconds they are all down. Temporarily paralyzed, but down.You grab one of the guards and shove him against the wall. "I want to know everything!" You demand, "Why did you kidnap my friends? And what did you do to me?"The guard grunts and tries to get away, but you don't let go. Finally, he gives up and starts talking: "We had to retrieve Formula 45 for our boss. You must have accidentally inhaled some of it, which is how you survived the bus falling on you."

Player: Head down to the creature

DM: You head off towards the bramble, getting close enough to get a good look. Each thorn looks like a serrated, razor-sharp blade, easily capable of gutting you. The brambles are black, and a one-finger push quickly shows you they're tough, closer to barbed wire than brambles. You notice some blood dripping from a few of them, with pieces of multi-colored fabric, presumably from pajamas from a boy like your, hanging off some of them. You wince, trying not to think about that.You peer in further, noticing some bones lying amongst the floor, the flesh stripped clean from them, either by the brambles of some other horrifying creature. Further in, deep in the bramble nest, you see a teddy bear hanging precariously.
Player: Head in to get the teddy bear
DM: Moving slowly, you slink your arm in between two razor thorns, reaching in among them towards the teddy bear, careful not to cut open your arm. You snarl, realizing it's just out of reach. You reach in further, you finger just managing to brush against its wet fur. You lean in again, reaching and stretching as far as you can.Then, you trip, losing balance and plunging into the nestle of brambles with a scream. Thorns pierce your skin, shredding open your flesh and soaking your pajamas with your blood as you collapse in the thorns. Many slice apart your wrists, one nearly blinds your left eye hacking through it and your legs and chest are left with your skin removed alongside your clothes. Slashed apart, you hit the floor of the brambles, lying there as blood pours from every single cut.You lie there, bleeding heavily, every movement to get out, every spasm of pain and every breath cutting your flesh open even further. With nothing left to do, you begin to cry, waiting for blood-loss to end this suffering.

Player: Accept the gift
DM: You reach out cautiously, as suddenly its clothes begin shifting, as its flesh underneath begins to writhe. A maggot bursts free of the gap between the trench coat sleeve and glove, a tiny, blood red creature with sharp teeth. It leaps forward, hitting you on the face and immediately burying its teeth into your nose, beginning to gnaw into your flesh. The creature's clothes fall to the ground as its revealed to simply be a mass of writhing maggots, which all begin leaping onto you and beginning to bite into you.You scream, falling back as they all rapidly begin to devour your flesh, gnawing into you and stripping the flesh from your bones. Within minutes, those bones are all that remain.

DM: "Come here, boy!" you say gently. "Come on!"The dog, however, seems far too skittish and nervous, staying away from you. You attempt to move forward to pat him, but he quickly moves away.Well, that didn't work.

DM: Remembering information you've read from an old WW1 fact book, you grab a cloth, holding it out. You pull down the waistband of your trousers, taking a deep breath and trying to remain calm. You pee gently, a stream of urine forming.You gently stick the cloth inside, soaking it in your urine as you wince in disgust, before pulling it out and wrapping it around your face like a balaclava. The smell is disgusting and you can practically taste it seeing as your lips are pressed against it, but at least it'll offer you some protection from the gas.
Player: Head up the mountain

DM: You crouch down, and moving slowly, you slink your arm in between two razor thorns, reaching in among them towards the bones. You gently wrap your fingers around them, pulling them out from among the brambles.Well, now you have some bones.

DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.A.MasculinMagizoologisteScorpionMerci de votre coopération. Vous pouvez à présent récupérer votre carte d'identification.[Tutoriel : quand un objet traine sur une page, cliquez dessus pour le récupérer. Certains objets apparaissent directement dans votre inventaire. Lorsque vous obtenez un objet, vous pouvez cliquer dessus pour avoir des informations dessus, puis sur Use item si vous souhaitez l'utiliser (par exemple, pour lire un livre). Certains objets peuvent être utilisés n'importe où, n'importe quand ; tandis que d'autres ne peuvent être utilisés qu'à des moments spécifiques.]
Player: Aller dans la salle de bain

DM: You quickly turn left, scampering along a flat area as you half-slide, half crawl along the smooth stone. You hear gurgling, horrifying laughter followed by a stomping-like noise, but through the thick putrid fog you can't see what's making the noise. All you can do is hope it doesn't know where you are. Cautiously, you pause for a brief moment to catch your breath.You feel your throat begin to feel a bit raw, the air you're breathing in starting to poison your flesh and leak into your blood even with the makeshift gas mask you've made yourself. You realize time is running out and if you want to find a place out of this nightmare realm, you need to move faster.

DM: Forward, further up the mountain, you suppose. You hurry up, digging your nails into whatever purchase you can find into the ground. You slip, sliding on your bottom down again, before managing to stop yourself by grabbing a deep gouge in the thick stone. You move further up, before clambering onto a ledge that allows you a moment to pause and catch your breath.You feel your throat begin to feel a bit raw, the air you're breathing in starting to poison your flesh and leak into your blood even with the makeshift gas mask you've made yourself. You realize time is running out and if you want to find a place out of this nightmare realm, you need to move faster.

DM: You move left, switching your focus as you hurry left in a desperate search for something, moving along the radius of the mountain. Every inch feels like a mile, but you continue moving up as quickly as you can. Finally, unable to even get a real breath to fuel you, you heave over, coughing desperately into the rag wrapped around your face.You can't make it any further. Your every muscle is screaming for oxygen to fuel your ascent, your every movement a spasm of pain. There has to be something here. Desperately, you look around for anything appearing to you through the thick fog.

Player: Head further inside

DM: Except nothing happens. This is real life!! You are definitely awake, and the heads are still approaching!
Player: Think again!
DM: Better safe than sorry, right? The sun was just setting over the hill in the direction on the cliffside when, seemingly out of nowhere, the ground begins to quake! You hear what sounds like the footsteps of giants coming from the direction of the setting sun. You look to the horizon and see the huge heads of Easter Island have animated and are shuffling straight toward you!"They weren't kidding when they said be out of here by sundown...," your tour guide stammers. On the bright side, it's the most enthusiastic you've seen him all day.The heads stomp nearer! What do you do?!

Player: Examine the custodian closet doors to your left.
DM: You turn to look at the door to the custodian closet. It's just a plain wood door. Except, instead of the knobs on all the classroom doors, there's a metal pull handle and a keyhole. You pull on the handle. Locked. Isn't anything here open? You faintly remember that the custodian doors are pretty easy to break into. You and your friends would break in pretty frequently with... something that you always had on you. What what it? Shit, you can't remember.

DM: You move further inside, walking slowly along the halls. You hear a faint sound emanating deep, not further down from the halls, but almost seeping through the walls itself. Unsure, you pause, listening. It's deep and garbled, but it's almost akin to some kind of malformed breathing.Nevertheless, you move forward, walking along the strange ground as it continues. You continue to sway your lantern to light your path forward, but nothing appears out of it.Finally, however, you find yourself facing a split as two distinct paths open up. One heads further into the deep, unending darkness, while the other stretches out the other direction, with a strange, simple yellow light at the end, but as the tunnel twists off, you can't see its source.You don't know which you path find creepier, but you know you need to chose one.
Player: Head towards the light

DM: You slowly head towards the light, coming down the tunnel. As you turn the corner, your briefly pause, staring as you look into a bizarre replica of your room. You bed, your chest of drawers, your bedside table, your lamp, your wardrobe, all the furniture of your room sits there. You pause, unsure of what to do.However, standing there for a moment, you begin to notice slight changes in the furniture. The lamp's bulb is a bit darker than your own, and flickers every few seconds for an almost unnoticeable few microseconds. The bedside table's natural wood marks are more... malign, the faces you normally seem to imagine them marking up now far closer to sneering grimaces than the happy smiley faces that usually stare at you. Everything about the room seems "off", as if someone has tweaked it all slightly, changed it so that you can't even trust those most comfortable items to you.The bed grabs your attention most of all, almost dragging you into the confines of the bed as exhaustion hits you. In fact, you can't note any differences at all in your bed. You stare at it, wishing you could embrace its warm, soft confines.
Player: Get into the bed

Player: Head back

DM: Slowly moving down the darkened path, you look around from anything marking the strange, bizarre place you're at. After about a minute of walking, you see a strange, "muscle" like thing, a stalactite of deep red flesh covered with black veins that hangs down from the roof of the cave, gently swaying back and forth, mucus-like slime coating it at several points.It suddenly begins to flex and move rapidly, spasming as you fall back in a frantic attempt to back away. Slimy, red goo begins to fly off it as it flies back and forth rapidly.Suddenly, the walls begin to shift, rapidly beginning move. The white stone walls begin to shift, moving in towards you. You find the cave you're in beginning to close as you're seconds away from being crushed to death.
Player: Head further in
DM: You quickly hurry, rushing forward to find some way out of this place. The walls continue to close, soon becoming close to a hallway, then a vent as the stone's above you knock into your head and force you to a crawl. They continue to close, pressing against you with crushing force. They press against you tightly as you let out a pitiful scream, your bones snapping as they crush your body with a burst of bright red blood as the cave enjoys another meal.

DM: Staring at the bed, you slowly clamber forward and getting among the sheets. You pull the blankets over you, sitting down in the soft bed. You lie down, your head resting against the soft pillow, almost sinking into the warm bed. Your vision gets hazy as you almost wall fast asleep. Slowly, your breaths become soft.Suddenly, the wardrobe begins to open. You grab the sheets, pulling them up further as the wardrobe opens fully, the unnatural darkness inside hiding away what dwells with in. You catch your breath, and for a second there's silence. Then, the monster steps out from the darkness, standing there for a brief moment.The creature's humanoid, a tall, slender, doll-like figure that walks along. Its body is pale, made from white polished china. Flowing from its head are long brown curls, while its eyes are small, black-painted beads that just stare blankly ahead as it walks in a bizarre, mechanical fashion like a toy-soldier. It's mouth is a set of eerily human teeth, its lips pulled back to show its entire set of teeth. It wears a long purple dress dotted with green and blue flowers. You stare at it briefly, before realizing the dress is your mothers. The creature does even have strangely similar hair to her. It's almost an insulting caricature, carrying with it a dark, hateful air.You lie there in the bed, trying to keep your breathing silent.
Player: Try to run
DM: Jumping from your bed and tossing your sheets aside, you quickly hurry out of this nightmarish place to get out of here. Its head turns suddenly and you yelp in terror as the creature stares at you. You let out a petrified scream as its arm grabs down, squeezing tightly around your arm as it pulls it up, its teeth flying forward as it bites down into your flesh, tearing free a chunk of your flesh.You desperately claw at its perfectly smooth skin as its gnashing teeth tear your flesh off, blood running down its porcelain skin. Your screams echo through the hallways as it tears you apart, devouring you.

DM: You turn, desperately running away from the "collapsing" nightmare tunnel of clashing stones, heading back the way you came. You rush forward, before the wall of white stone smacks you in the head, sending you flying to the ground. Knowing the crushing walls are about to finish you off, you desperately pull yourself forward. You scream as the gnashing walls crush your foot, trapping it in its place there. Your leg lies there, trapped as its turned to mush within the tight walls. You scream and wail as you're trapped there, hoping you don't pass out from the pain. Suddenly, you see something appear, walking along the tunnels as if stirred by your screams. It's humanoid, a tall, slender, doll-like figure that walks along. Its body is pale, made from white polished china. Flowing from its head are long brown curls, while its eyes are small, black-painted beads that just stare blankly ahead as it walks in a bizarre, mechanical fashion like a toy-soldier. It's mouth is a set of eerily human teeth, its lips pulled back to show its entire set. It wears a long purple dress dotted with green and blue flowers. You stare at it briefly, before realizing the dress is your mothers. The creature does even have strangely similar hair to her. It's almost a nightmarish caricature. The horrific creature just pauses, just standing there, its dull, unmoving eyes stare blankly ahead, as if seeing something appearing in the darkness. You still your breath, wondering what to do.
Player: Attempt to free your leg
DM: You try to pull your leg free, but with every centimeter of free hold you find the teeth crush down further. Blood bursts free from your stump as your skin goes pale. You hear the doll approaching you slowly, but with the amount of blood soaking onto the stone, you're not able to focus on it.Thankfully, you pass out before it manages to get hold of you, and you're not conscious for what happens afterwards.

DM: She seems to have understood you can't give answers, her face emotionless in the darkness, and you see who she has become. No longer is she the gentle pianist who had sat at her piano in the park, laughing with you in the dusk of the sunset - instead the shadows have built into her life, somehow her deaths in other loops weighing onto her conscience: every time you have found her stronger, her gaze harsher, her skill with her pistol ever-growing.Perhaps this was who she needed to become to survive, even if it was at the cost of your life, at the price of everything you have ever had. But there is a terrifying uncertainty associated with death: you do not know, at all, what will happen to her after your life is no longer tied to hers.Your eyes suddenly widen with genuine terror as you see the soldier approach behind her, out of her field of vision. No, you whisper as you slip into the darkness, but you can barely move your mouth anymore. Suddenly you see her tense in high alert, whirling around - but it is already too late, her guard had been down and it takes only a split-second to die - and five gunshots ring out in the air in quick succession.
Player: (was it all for naught?)
DM: This time, it is all over. No one will go back to save her at her death. You'd truly thought this was it, the only way to save her, but it wasn't: everything ends in more despair, more suffering, and the only way to break this time loop was to die yourself. How had you not realized this before? In the instant before you surrender to death, something within you breaks. Your own death you were willing to accept, if it came in exchange for her life: but never was there any such bargain, and you were a fool to believe that there could be. You watch her struggle to draw breath from bullet-riddled lungs; she is gasping in a pool of her own blood for the last time. And that last, fragile shred of hope that had clung to your heart for so long bursts into flame - your very soul charred beyond recognition. For, you realize as you watch her die, this has never been anything but futile. The darkness claws at your heart, the pain fading into a sweet nothingness. You close your eyes and surrender.

DM: Knowing that sleep is the only way out, you press your head against your pillow in an attempt to drown out all sensation. You hear it's mechanical, clockwork-like footsteps as it approaches you, a strange, gargled breathing coming from it as its human-like teeth begin to gnash in hunger. You pull the sheets as tight around you as you try not to panic, taking slow, calm, deep breaths.Its footsteps get closer, the gnashing louder. You can feel a deep chill go through you as it continues to get closer and closer, until you can feel its presence right next to you, watching you as you sleep. Its porcelains arms are slowly reaching towards your face, its teeth preparing to tear you apart. It's about to get you.
Player: It gets you
DM: Its hands shoot around you and you frantically twist and scream for help, kicking out at its soft flesh and screaming desperately for help. You see a flash of its purple dress, grabbing and pulling it in an attempt to get it off you. It tears the sheets clean, and you scream in desperation, kicking and screaming in one final attempt to get away. "James! James, snap out of it!" Mum's voice yells, as she snatches your head, forcing you to look at her.Your eyes focus on your mother's soft face that stares at you nervously. Your breathing stills as you find yourself once again lying in your own bed, in your own room."See, it's OK? You're fine, I've got you," Mum says. "Come on, give us a smile."You nod, gulping. You force a smile on your face as Mum smiles back, her smile shining back at you. "Oh, look," Mum says, gently putting a finger against your grinning visage. "You've lost another baby tooth. Is someone getting a bit of pocket money from the tooth fairy?""Sure," you manage to answer."OK, sweetheart, you take your time getting dressed for school, and I'll make some pancakes for breakfast, OK?""Thank you," you reply again, as your mother leaves out the door.You stare around the room cautiously one last time, making sure its your own, before getting up to start your day.

DM: You reach around the tree, hiding towards the back as the spider-like creature continues to head past the swamps as it wades through the waters. After a few minutes, it's gone, having waded off to whatever horror it's heading to.Of course, it seems your scent has been picked up. More rotting corpses have drifted to the surface, and they begin to spasm and twist as arms shoot out of the water, grabbing the roots of the trees and dragging themselves up along. You wince as they head towards you, as their many mouths hiss and gnash. You press your back against the tree to put as much distance between you and those things, wondering what to do.
DM: You turn, grabbing a branch next to you and pulling yourself up, before heading onto the next branch, pulling yourself up further. Thankfully, the branches are thick enough to support your weight and numerous enough that you can continue climbing up, going from branch to branch quite rapidly. You continue pulling yourself up further and further the tree to where the first of the "fruit" are growing, hearing the gnashing and hissing right behind you. The creature's are fast though, moving surprisingly so as their fleshy hands grip the bark with bloated fingers and pull themselves up after you, their dozens of mouths gnashing in hunger. You look around, seeing nothing but the fruit hanging around with you, the branches you're climbing and the water beneath.
Player: Jump into the waters

DM: You gently rest your head against the strange ooze, closing your eyes tightly as Archibald's rocking with each step gently puts you to sleep. "Sleep" is a bizarre mixture of the real world, the nightmare realm and just floating through infinity. You find yourself lying back in your room, back in your bed, back in the real world, for a scant few seconds of groggy haze, before you're lying on Archibald's back again. There's a few moments of nothingness, and the cycle repeats. It's actually quite restful compared to the usual nightmarish reality you're forced to go through.You find yourself drifting through a black void, floating in mid-air. The world comes into focus, and you find you're being held up by Archibald's wrinkled hand. You look down to see his normally smiling mouth is now gaping wide as he lowers you inside.
DM: You stay still, unmoving, allowing him to lower you down completely, dropping you into his mouth. His teeth close, leaving you trapped in the confines of his mouth. You can't breath, and desperately begin slamming against his throat as he gulps, swallowing you whole.Hopefully, you suffocate before you reach the stomach.

DM: You continue to climb, jumping up the branches as you quickly ascend the tree. However, the creatures are even faster than you, which you only realize when the bloated fingers of one of them wrap around your ankle and tear you free from your position on the branches, sending you falling through the air with a scream.Falling through the air, you let out a piercing scream as the bloated corpse creatures all try to grab at you while you fall, but they can't manage to get a hold on you. You desperately reach out for something to grab, even if it's their rotting, bony hands, but you can't gain purchase with their slimy, wet fingers.With a powerful snap you hit the tree root at the bottom, breaking your spine in two. Your broken body rolls into the water to be devoured by the horrible creatures under the waterline.

DM: You move forward to the edge of a trunk, launching a kick at one of their rooted hands, crushing it and sending the corpse tumbling back into the water. You knock another mangled creature into the water by smashing a foot into its face, before rotted fingers grab around your boot. You shriek and shake off the creature's grasp, knocking it back to the waters with a splash.A loud hiss comes from behind you, and you turn to see one of them, a creature missing its lower half dragging its black and pink intestines up onto a thick tree root. Its small, lifeless eyes stare at you with its many mouths agape in hunger. You hurry off to it, knocking a foot into its side and hitting its mouths away. You knock into its side as the creature slides down the branch. Its fingers grab your leg, knocking you off your perch and dragging you off the branch for a split second.You grab the root, just managing to keep your grip and frantically hurrying to clamber up onto the roots, but more are already climbing up.
Player: Keep holding them back
DM: You keep launching kicks at the creatures, knocking them away and off the branches, sending them tumbling off, but after they hit the water they just surface again. More surface alongside those already there, and eventually you're surrounded by a tide of rotted flesh. Their hands grasp at the branches as they pull themselves to the surface with howling moans, and you have no way to escape. A hand grabs you, pulling you into the water. Then, you're surrounded. Dozens of hands fly against you, slamming rotted fists into your flesh and pull at your skin, peeling it off in strips. You scream, as the army of the undead drag you down into the depths of the water.

DM: You know you can't stay with whatever horrific thing is being planned here, and you turn and jet off into the woods, sprinting as fast as you can among the trees. You hear Archibald frantically yell out a note of exasperation and confusion behind you, but don't turn back to look. You hear the heavy thudding of his feet as he pursues you, but you continue to run.You're bursting through the blackened trees, barely able to see even a few inches in front of you, struggling to avoid the trees and guiding your way by your outstretched arms. Thankfully, Archibald's size means it's a struggle for him to get through the gaps between trees, but his words make it known that the darkness has no effect on him."Come back! I can still see you! Why are you leaving?"You continue to run, until eventually his words become far more confused and you think you've escaped him."Where have you gone? Please come here, I don't want to hurt you. Are you close? Are you nearby?"You think you've escaped him, for the time being, but you know he's still pursuing, as his blind questioning into the darkness continues. You pause, running through your options.
DM: You quickly dive into what looks like a den, scurrying among the roots of the tree and staying still, curling into a ball. You wait patiently as you hear Archibald hurry along outside, looking for you."Hello? I know you're there somewhere. Don't be rude, let's head to the tea party. It'll be lovely."You stay silent, looking around your small, enclosed section as you wait slowly. You watch as a root begins to twist and writhe, as if coming to life. Suddenly, you watch as something slithers out from the den, a long length of thick, coiled, intestine-like meat covered in human-like eyes. It stares at you intently as it slowly begins to coil itself around you, but you pause, still hearing Archibald scurrying about.
Player: Stay hidden and fend it off

DM: Seeing no other option, you walk over to the group of chaperones who were acting more like prison guards than chaperones. They were basically there to make sure no one left without permission but didn't really care what happened to the inmates inside. "Aren't we here to stop them from that?" you question a bit concerned by some of the "dancing" that was going on. "Nah, don't be like that. It's whatever," one of them replies."Alright, whatever," you echo back.
DM: As the school year passes, you continue to participate in outside school activities, but only because you feel the need to. You develop very superficial relationships with both your colleagues and students. Most of the students end up hating you or just seeing you as the same as the rest of your teachers not that you really mind.

DM: You walk up to Games or Us. Thinking only about how much fun youll have with Virtual Insanity. You walk up the convienatly placed ladder and climb up to the roof. You jump right down the chimney and fall into the store. When you land, the alarm sounds off. You try to get out the door but its locked! Youre arrested.

DM: Giving up on your attempt to kick them back, you turn, grabbing a branch next to you and pulling yourself up, before heading onto the next branch, climbing further up. Thankfully, the branches are thick enough to support your weight and numerous enough that you can continue climbing up, going from branch to branch quite rapidly. You continue pulling yourself up further and further the tree to where the first of the "fruit" are growing, hearing the gnashing and hissing right behind you. The creature's are fast though, growing surprisingly so as their fleshy hands grip the bark with bloated fingers and pull themselves up after you, their dozens of mouths gnashing in hunger. The job you did kicking them back bought you some time, but not much. You look around, seeing nothing but the fruit hanging around with you, the branches you're climbing and the water beneath.

DM: You continue running, hurrying through the trees, trying desperately to avoid Archibald as he races after you. Thankfully though, you hit a thick grouping of trees where you can barely squeeze through they're so close together that Archibald can't follow you. You pause, seeing a wrinkled hand burst through the trees to reach after you."Please, come here! We have to get to the tea party! I promised to bring a guest." You keep moving, hurrying until you can't hear Archibald's pleading. You look around, but it's too dark to see anything ahead of you, and you're just there, standing in the darkness. You pause, confused and wondering what to do, staring around at the darkness and oblivion that hangs over you.

DM: You stay silent, instead pushing the creature away from you with your foot. The creature wraps around your wrist, squeezing it tightly as it breaks your wrist bones, before quickly slithering around your throat. Incapable of stopping yourself, you let out a horrible, pained scream that's quickly choked out as it tightens its grip and begins to choke the life from you as your throat is crushed. The life choked from you, Archibald reaches into the den, dragging your deceased body out from the den. Patting you gently on the head, he gently runs his hands through your hair, before throwing your broken body over his back, happy to still have a "guest" for his tea party.

DM: You hurry to a tree, grabbing a low-hanging branch and pulling yourself up. You look for the next branch, swapping over to the next branch. You quickly begin ascending the branches, just as you see Archibald's massive frame walking along the trees. You stare at him as he walks down past you, calling out."Hello! Please, come on with me. I don't want to hurt you!" he yells as he walks on past you. You stay silent, watching him pass. You breathe a sigh of relief, before hearing a rasping noise behind you, followed by a gentle tapping on the bark. You turn slowly, to see something hanging from the branch you're on, gently tapping on the bark as it climbs along. Its body is like an elongated hand covered in slimy black boils, with the middle finger replaced with a worm-like appendage ending in a leech-like mouth. It continues to rasp as it moves forward slowly.
DM: You try to turn and backpedal away from the creature, but you slip quickly from the branch. You yelp in terror as you collapse through the air, falling quickly down through the branches. You let out a piercing scream as you hear Archibald let out a yell."Ah! There you are! Are you OK?" he yells out, as you drop through the air.With a powerful snap, you hit the hard ground, feeling like your body is broken in two. You lie there, blood pooling around you. Thankfully, you lose consciousness and pass out before Archibald finds you.

DM: "I'll get you out of here," you say, unable to meet her gaze."Thank you! Thank you!" she whispers in relief, taking off her necklace and placing it in your hands.You sigh, nodding as you wrap it around the handle of your sword. You wait patiently for Pak to arrive.After a few minutes, the massive, black-furred rat clambers into the burrow, grinning as he sees her prey. He stomps forward, grabbing her by the hand."Come on, darling. Let's take you down to the lower levels. I have a few of the others I want pulled over to my side, and I'm sure your sweet ass will do a great deal in getting them there."The huge brute begins dragging the girl away, leaving you standing there."Ritz! Help, help!" she cries out, looking desperately to you.Suddenly, he stops, turning around."Ritz, huh? That's your name?" he asks.You nod cautiously."You did a good job protecting her from the cripples and in the raid, and I'm feeling generous. Care to join in the fun?"
Player: Join in
DM: You allow your bestial nature to take over, nodding vigorously. You follow him as he drags the weeping girl along with him. Soon, you venture down the twisted staircases and pathways down to the lower layers. Eventually, you enter the chamber filled with whatever Ratlings Pak wants to impress.You watch in a mixture of fear and lust as the Ratlings appear, more than willing to be entertained by the new flesh that's entered their homes. They quickly undress her and begin to have their fun despite her horrified, screaming protests which soon turn to pained screams and begging. The Ratlings have their fun with her, and eventually you have your turn. You focus on the physical sensations rather than the pitiful weeping, and soon embrace the pure pleasure of the act. You achieve release, almost collapsing back as your body fulfills one of its prime functions. A ratling pulls you back to take your place with the hostage, and you're tossed gently aside.You crawl back towards your home, curling up in a bed of animal hides and quickly letting sleep take you. The life of a ratling is a pleasurable one if you're smart enough to take advantage of it, you have to admit.

DM: You walk inside, finding yourself in a dark room. You pause, seeing that your bed, your old, trusty bed lies there, the same as always, waiting to save you from this nightmare realm."Goodnight, James," Archibald says."Goodnight, Archibald," you reply.You move forward, climbing into the bed. Archibald closes the door behind you, leaving you alone, and you breathe a quiet sigh of relief. This horrific night is over.As always, you curl up in a ball under the sheets, close your eyes firmly shut and try sleep.
DM: You don't open your eyes for some time, fearing that if you do, you might find yourself staring at Archibald's wide eyes, or the gaunt man's revolver pressed against your skull, or a corpse monster spasming as it flops towards you. When you finally build up the courage, your eyes survey your room, the same as always. Another night survived. No matter how hellish the landscape, it ended the same as all others. You found the only unchanging place in the entire nightmare realm, your bed, and you escape to repeat the cycle again.The door to your room opens as Mum walks in."Oh, looks who's up! Did you sleep OK?"You stare at her, knowing she knows the answer."That's OK. We have an appointment with Dr Hayden. Come on, come downstairs when you're ready and we'll have breakfast." Mum leaves, and you quickly hurry to get dressed. When you're dressed, you head downstairs, where a breakfast of cranberry juice, toast and marmalade and Cheerios. You eat your meal slowly, before following the same regime as always and getting ready for school.
Player: Several Hours Later...

DM: "Archibald?""Yes?" Archibald asks."Who was that man?""Oh, Jacob? Jacob was a dear old friend of mine. Like you, he has the gift of dream-wallking. Whenever he sleeps, he joins a different world, where everyone is the same and boring, and the sky burns with brightness and no fun is had at all, and then, when he goes to sleep there, he gets the gift of coming back here. Two worlds. Isn't it wonderful?""Why does he know me?"Archibald pauses, blinking slowly."Hmm... I presumed you were friends. You both have a lot in common. Perhaps... you know, I couldn't say. My apologies, I wish I knew more. Anyhow, no more stories, off to bed."
DM: You turn, running as fast as you can away from Archibald and that building."The tea party's over, James!" Archibald cries. "If you want to leave, you're free to!"You don't look back, continuing running. You quickly run past the bright lights of the tea party and out, back to the dark, jungles. Since you can't see anything, you're just there, walking through the darkness. You sigh, wishing you had a light to guide you forward.Suddenly, you hear a whimpering noise coming from the branches, before you see something dropping down from the trees. The creature looks to be like a skinned monkey, it's flesh and bones poking through as it scuttles along the ground across your field of vision, straight behind another tree. Cautiously, you back away slowly. You pause, hearing another whimpering behind you, before turning around as you see another one clinging to the tree right behind you, leaping atop you and knocking you to the ground, it's fleshy, bone-ridden hands slamming into your face repeatedly as you scream for help. You hear the first set of whimpering return, followed by dozens of more whimpering noises.You're never going to escape from these things. Hopefully, they kill you quickly.

DM: Nora smiles back and nods. "If you wouldn't mind the company. Thank you so much."Nick, already on his way to visit his cousin, takes her to the Buchanan's home. He explains to her on the way that he hasn't seen his cousin in quite a while and he is very excited.As they approach the house, Nora is delighted to have been invited to such a grand house. Nick introduces her to his cousin, Daisy and her husband, Tom. Tom catches her eye and winks.~~~After making polite conversation for a few hours, Daisy and Nick insist that they go to a party in the West Egg.
Player: Nora goes to the party
DM: Nora enjoys the energy of the party and finds herself getting into the music. Her surroundings get her adrenaline running as she is amazed by everything around her. Nick explains that his friend, Jay Gatsby, is actually the host of this party. She feels a sense of excitement and wants to find out more about this mysterious fellow named Gatsby.As Nora looks around again, she notices that Daisy has wandered off. Nick asks if she would like to meet Gatsby but just before she is able to say yes, Tom approaches her and asks her to dance.
Player: Nora goes with Nick to meet Gatsby
DM: Nick introduces Nora to his friend, Jay Gatsby. She is charmed by the handsome man before her. He is a perfect gentleman and her heart flutters when he smiles.Nick notices a woman in the distance and informs Nora that she is his friend Jordan. He excuses himself to greet her. Nora can tell that he holds a flame for her.Nora is left alone with Gatsby and at first she feels a little awkward, only having known the man for 5 minutes but soon conversation starts to flow.Gatsby offers to show Nora around his house and she graciously accepts. He hooks her arm in his and gives her the tour.~~~Shortly after midnight, Nora meets up with Nick, Jordan, and the Buchanans after Gatsby has left her for the night. He had kissed her on the hand before shutting down the party and retiring for the night.Nick had arranged for Nora to go home with Jordan, but join them all for breakfast in the morning.
Player: Nora goes with Jordan

Player: Head inside

Player: Enula model

DM: "You like the painting, I'm guessing?" you ask as you come up behind her. She nods without looking away. "I painted it myself, you know." She glances at you skeptically. "No, really. It took me days to get everything just right. The sunset, the water, the mermaids . . ." You smile at her. "What do you think . . . err, what should I call you, anyway?"The girl smiles. "It's a great picture," she whispers, barely audible. "And you can call me Marina.""Marina?" You almost laugh. "I've never heard of any name like that.""My parents were from Spain, so they wanted to give me a Spanish name. They named me after part of the word 'seasalt' in Spanish. Sal marina is seasalt in Spanish. Sal wasn't a very suitable name, so they went with Marina.""Well, it's very beautiful, once you get used to it." You pat her on the head like she's a child and she laughs, swatting your hand away. "I'll leave you to your painting gazing." But she no longer looks at the painting. She looks at you.

Player: Block his fist.
DM: As he tries to punch me in the face, I deliver an upwards strike directly onto a bone spike. And just as I had suspected, this causes direct harm to the bone the spike has grown from, causing him to writhe in pain and it also stops his attack, for now, but this pain seems to only last a mere second.BEHEMOTH'S HEALTH: 90%HEALTH: 50%

DM: You march forward, walking ahead through the trees. Since you can't see anything, you're just there, walking through the darkness. You sigh, wishing you had a light to guide you forward. Suddenly, you hear a whimpering noise coming from the branches, before you see something dropping down from the trees. The creature looks to be like a skinned monkey, it's flesh and bones poking through as it scuttles along the ground across your field of vision, straight behind another tree. Cautiously, you back away slowly. You pause, hearing another whimpering behind you, before turning around as you see another one clinging to the tree right behind you, leaping atop you and knocking you to the ground, it's fleshy, bone-ridden hands slamming into your face repeatedly as you scream for help. You hear the first set of whimpering return, followed by dozens of more whimpering noises.You're never going to escape from these things. Hopefully, they kill you quickly.

DM: 

DM: The Chykri are building up a massive force to capture the Spine. Their forces are grouping into a massive force to make one great, powerful charge to capture the Spine, and you greatly doubt you'll be able to hold the Spine. As the Chykri camps grow larger and there's a massive build up of forces, you know it's only a matter of time before the camps fall.
DM: The Chykri are attacking. Wave after wave of Chykri forces assault the mountains, marching forward and throwing themselves at the wall in wave after wave of destruction and death. You don't know if you'll be able to hold the Spine, but you know you need to make a decision.

DM: You move right, walking along through the trees towards a building. After a few minutes, you soon arrive at a small wooden hut that stands in a clearing in the woods.Spotting a small oak door, you walk forward, pulling down on the brass handle. It's pitch black inside, but dead silent, and your eyes don't see any potential dangers, just a barren room. Lacking many other options, you step inside.Suddenly, the floor gives way, the rotted wooden planks to make up the floor cracking apart as you tumble down. Thankfully, your fall ends when you hit a thick, fleshy floor, stopping you from any serious injury. You briefly try to sit up, before your eyes adjust to the even darker cellar of this place and you look around, finding yourself lying on a pale mass of flesh that seems to be filling the basement. Suddenly, the entire area begins shifting, the fleshy mass writhing as the muscles underneath begin to spasm frantically. The masses of flesh begins to split open in dozens of locations, as toothy mouths begin to appear out of the flesh mound, pushing forward as heads begin to form, each with a grinning mouth. You scream, looking to the doorway just above you, hurrying to try and move.
Player: Kick the mouths nearest to you away before climbing out
DM: You start kicking at the opening, gasping mouths as you move along the wet, squirming masses of muscle and flesh underneath you. With every forming head you quick away, the flesh underneath you tears open as a tooth-filled mouth lunges at you, another head forming. A mouth grips into your ankle, tearing a mouthful of flesh free and gulping it down as you scream. Another catches your foot as you reach up to the doorway, your fingertips just touching the doorframe before it pulls you down with a gulp.The flesh continues to write, more and more mouths forming as they bite into your soft flesh as you scream desperately for help, knowing there's no way you're escaping.

DM: "It's... 42 Westly Estate, Rushmore."The man smiles, nodding eagerly at you as he grins."That's good. That's very good. I promise I won't leave you alone to die. I won't let you face this yourself. I'll do it, I'll save you. I swear to you, I'll make it all better. I'll protect you. Now get some sleep. I'll be there soon."You nod as the gaunt man moves away, leaving you in the cobblestone building. You move slowly towards the bed, before climbing in, disappearing into the bed as you pull your sheets up. Once again, you're in your bed, same as always. You take a deep breath, letting exhaustion take over.

DM: "I can't tell you. I just can't tell you. You're a strange man, and you're in the nightmare realm, and I... well, I can't."The man looks at you for a brief moment, as if not comprehending you, before nodding."That's OK. That's a clever little idea. Don't tell anyone anything in the dark places. Stay silent. Good plan. I'll find you in the real world and you won't have to worry. It's OK. Just try get some sleep." You nod as the gaunt man moves away, leaving you in the cobblestone building. You move slowly towards the bed, before climbing in, disappearing into the bed as you pull your sheets up. Once again, you're in your bed, same as always. You take a deep breath, letting exhaustion take over.

Player: Engage them
DM: Witlant sang as The WandererStruck the wolves down!
DM: In the Sea of Snow there lies a city,Silent, devoid of life, kindness, beauty, An etching, hinting of past glory, reads:Welcome to Glanadith, City of Men.The Wanderer came upon the tortured city of Glanadith. The streets were silent and devoid of any semblance of life, save for stone statues of men. From the theatre at the top of the great hill on which the city stood came a deafening roar. The Wanderer glanced towards it, the great clock tower on the other end of the city, and the Church in the poor section of the city.
Player: Head to the Clock
DM: When the bell chimes,The Men awaken.The Wanderer came upon the great clock tower of Glanadith, city of Man. The bells had not rung for a thousand years, having not mechanical gears but rather having been rung by the Bellkeeper. Some said that if the bells were rung yet again then the Men of Glanadith would awaken from their ancient slumber, though others believed this a fairy story.The Wanderer walked sullenly to the top of that tower and came upon the Bellkeeper, frozen in stone, about to ring the Bell. He touched his face and saw a stone that hung around his neck, glittering in the moonlight from outside. It was a dragonstone, recognizable by the face of a dragon carved into it.It could be used to fight the dragon.

DM: You move down the hallway towards the other door, but you're too slow. The cyborg turns around and moves to attack.

DM: Wasting no time, you move forward before more mouths can form, while you still have a chance. You grab the door frame, pulling yourself up with a few powerful kicks against the fleshy floor, which has the bonus of keeping those horrific, fleshy mouths from devouring you. You rip yourself away from the fleshy mass, quickly stumbling up to your feet and hurrying away from the hut, rushing away from the area until you're back to where you first made the decision to go down that horrendous path.Taking a minute to breathe, you finally catch your breath, staring back at the hut. I guess it must be another way to go.

DM: Quickly, you duck outside, pulling the pin out of your grenade. The gunshot goes off, and the bullet pierces your arm, and a sharp pain immediately hits, and you grunt in pain. Still, you throw in the grenade, and you hear the soldier yell out a warning, before the explosion goes off. The explosion throws you off guard, as you had underestimated the volume of the explosion. It leaves your ears ringing, and you could only hear distorted sounds, along with the sounds of voices storming down the stairs to your right.The moment a soldier appears, your gun is already trained on them.
Player: Lower your gun
DM: You lower your gun for some reason, but the soldier doesn't, and a bullet finds its way, into your head.

DM: You walk slowly over towards Isabella. "No!" Screams Haylie. She shoots lightning at you to stop you. You shoot fire to intercept it.
Player: Shoot back at Haylie
DM: The fire leaves your hand and hits Haylie. She beings to burn as more of her gets set aflame. "I will never forgive you for this!" You stand with your arm around Isabella. "I guess that's why they call us Unforgiven, huh?" You smile maniacally as you walk towards Haylie. You put your hand above her and you drain all of her power slowly as she dies. You lift your hands and you look at them. One hand holds a small flame while the other tingles with dancing sparks of electricity.

Player: Ask about Grandad's Journal
Player: Ask about Mum and Mendo
DM: "Are Mum and Mendo OK?""Yes, of course. I chloroformed them, so they'll sleep for a long time, but they'll be OK. They'll be OK, I promise."

Player: Go for the chloroform
DM: You reach forward, grabbing the chloroform and rag from him. He yells, quickly heading to grab your wrist as you struggle frantically against him, launching a kick against his shin in an attempt to knock him backwards. He yells, grabbing your right wrist to push the bottle backwards, leaving your left hand and the chloroform-soaked rag free.
Player: Force the rag against his face
DM: You desperately push against the rag, shoving it against his face. The Gaunt Man pulls away, closing his mouth shut. His forehead smashes into your nose, knocking you backwards with a spurt of blood. He grabs your left wrist, forcing the rag against your own face. You try to struggle against the rag, before the chloroform knocks you into unconsciousness as you drift into the Nightmare Realm.

DM: "Is my mum alive?" you ask."Yes, I swear, Sami's alive. I love her, no matter how much she hurt me, I couldn't hurt her. I chloroformed her. She'll sleep for some time, but she's OK."

Player: Go talk to some other teachers
Player: Jacklyn Hart

DM: You reach forward, grabbing the revolver and pulling it out of his holster. You reach up, aiming it upwards. The Gaunt Man's hand grabs your wrist, knocking it away as he prevents you from pressing it against your skull."Stop it!" Ezekiel snarls, forcing the gun away from you.The Gaunt Man shoves the gun away, but you force it back under his chin. He pulls away, preventing the gun from finally taking him out. He draws his blade, forcing the tip of your blade against your chest, cutting a hole in your t-shirt."Fuck off!" he yells.Finally, as your press the revolver against his skull he rams the knife into your throat, slicing open your neck. You drop to the ground, collapsing onto your stomach."Shit!" Ezekiel says frantically, pulling off his coat and wrapping it around your neck."It's OK, it's OK," he says frantically, hushing you as he hurries to try to keep you from bleeding to death. You collapse onto the floor, the world going back as the last sound you hear of is the Gaunt Man's frantic screaming.

DM: "Are Mum and Mendo OK?""They'll both be fine. I chloroformed them both. They'll sleep for a long time, but I promise they'll be just fine. Don't worry."

Player: Ask again about the sacrifice
DM: "But... what do you sacrifice?" you ask, feeling your stomach knot at the thought of the answer."It doesn't matter!" the man answers in annoyance. "Why does it matter? The world needs blood and flesh, tooth and bone, skull and soul, and I do it. It's not something you need to concern yourself with. It's not something I want you to concern yourself."

DM: You move towards one of the bed, climbing in. Thankfully, you're in your pajamas so you don't have to deal with the awkwardness of undressing and changing in front of this strange man who is your father. You pull the sheets up, pressing your head against the pillow. "What... what happens when I sleep here?" you ask nervously."You'll see," your father says. "It's magical. You'll just be able to sleep a lovely, dreamless sleep, I promise."You nod, resting your head against the pillow and closing your eyes. Though your nervousness and excitement keeps you up for longer than you'd like, eventually you collapse into sleep, losing consciousness.

DM: You slam a fist towards Riker, but he's prepared and protected for your attack.His hands quickly rise, blocking your attack. You wince in pain as your fist slams against his blocked arms."Enough of this nonsense," Riker spits. "I thought you might be some kind of CHALLENGE. Guess I was wrong."And then he rears his fist back and socks you in the face.You feel like you got trampled by a wild stallion. Your world spins, you take several stumbling steps to the left, then to the right, before falling to a heap.Your head bangs against a nearby table as you go down, and the world goes dark."Heh. Take THAT, Arakhan," Riker leers, coming over to your still form. He looks down at your body, and notices a pool of blood spreading from beneath your unmoving figure."Uh," Riker says, grimacing, "Arakhan?"

DM: You walk over to the large box, gently pushing it with your foot. It's heavy, and there's clearly something large in it. There's a steel chain wrapped around the heavy box, clamping it shut. You pause, noticing there's several small holes drilled in the top, but there's not enough light leaking through to show you what's inside."Get back from there," your father says hurridly. "Just get into bed, stop looking about and causing trouble, would you?"
Player: Investigate the "coffin"

DM: You walk up to the table, looking through the notes. Various dates and locations are scribbled across the paper, alongside a stack of photographs. You pick them up, slowly going through the photos as you look at them. They're a mix of photos of homes, focused on security like dogs, alarms and various entrances, alongside photos of familys together, doing normal, everday activity. You cringe as you look at it, feeling like a voyeur of these peoples' lives."They're, uhm..." the Gaunt Man says. "Look, we need to get to bed. You must be tired, right? I'm going to help you sleep for the first time in your life. Don't you want that?"

Player: `1Q
DM: Sleep is bliss. Infinite perfection, darkness taking you and swallowing you whole. You're incredibly peaceful, in the closest thing to non-existence you've ever achieved, as you're completely content.This feeling, especially when compared to your nightmares, is perfect. You're so, so thankful that your father has given you this, and you promise to cherish it, to never lose it, to do anything to keep it.Anything.
Player: Eight Years Later...

Player: Pull the trigger
DM: Ezekiel reaches down, grabbing the knife from the ground as he slashes open your chest. You pull the trigger, blowing Ezekiel's skull open as he collapses to the ground, blood and brain matter hitting the ground around him. Ezekiel collapses back, hitting the ground with a thud. You collapse backwards, the fumes from the chloroform and the blood loss quickly causing you to lose consciousness. You collapse onto the ground, as the world of dark confusion takes you.

Player: Smash the bottle
DM: You throw the bottle at the ground, smashing the bottle open and spilling the chloroform out onto the floor and each other. The vapor quickly floats up, reaching your nose as you struggle to stay awake. The Gaunt Man coughs, before collapsing forward, hitting the ground with a thud. The vapors hit you as well, as you only last a few seconds more before you hit the floor, the Nightmare Realm taking you both.

DM: You awaken, lying on the bloody dirt floor. You look up, finding yourself lying in a pool of blood and bile. You yelp, struggling to stand up. You pause, looking around to see the Gaunt Man standing up, looking tired and confused. You pause, the only noise being the sound of your combined breathing.You stop, standing still for a brief second as you hold your breath. You stop, realizing the breathing isn't your own.You step backwards, watching as a strange, backwards creature steps out from the trees. It's upper body is that of a human, although it's head is lacking any features than a single deep, bloody wound in the center of its face, as if someone's stabbed a spear straight through its skull, although the wound doesn't go straight through to the other side. It's lower body of a mishmash of black spears that run through its flesh, embedded in its flesh. The spears move like a spider's spindly legs, with a fresh stream of blood running down its legs with every movement. The creature is heavy, it's legs barely able to carry it, but it manages to launch itself forward with considerable speed as it looks about. It has haggard, desperate breathing, like a man struggling to not choke on his own bile, although there's no mouth where the breathing could come from.The Gaunt Man frantically hurries to stand up, staring at the creature as it moves towards you."James! Stay back!" Ezekiel says, going for his pistol as he slides it out of his holster, aiming it forward. "Just don't move!"

DM: "You said I can trust you. Please... just tell me about the sac...!""Fuck's sake!" Ezekiel snarls, punching the wall. "I'm trying to protect you! Can't you fucking see that?" Ezekiel paces the room quickly, before resting his head against the wall and sighing."I'm a coward. I'm a fucking coward without redemption," Ezekiel whispers. "It's... there's a point where a certain level of insanity breaks you, and you can't spend another night in that realm. I hit that point. I... when you sleep near people, you can drag them into the realm if you focus and do it with intention. You might've done it accidentally with a family pet or something. It doesn't matter. The Nightmare Realm doesn't want adults. It wants children. I thought when I grew up it would leave me alone because of that, but it hasn't. Kids, and the cursed. So I fed it. I tried to kill myself many times because of what I was. But now, I have a reason to live. To protect you. To save you. To love you. I hope you can forgive me for what I've done."He pauses, closing his eyes."Now..." he says after a few seconds. "We need to go."

Player: Investigate the files

Player: Explore the motel

DM: You see a low hanging table cloth and wrap your hands around it, attempting to yank yourself upwards.You failed to realize, however, that the table was fully set.As soon as you grab the table cloth, everything--glasses, cutlery, plates, bowls--and a large iron kettle--go flying.Riker pulls himself to his feet, just as the kettle arcs through the air, smacking him directly in the forehead."AGHH!!!!" He screams. The kettle left an angry red gash across his head, and blood is leaking down into his eyes. He stumbles wildly, grabbing at anything, before losing his balance and crashing into a wall."YOU LITTLE CHEAT!!" Riker shrieks."Now, then," you say, "If you'll just surrender, I think we can all--""SURRENDER THIS!!" Riker says, running at you with a knife.Oh dear.
Player: Things are escalating....
DM: Riker is running towards you with a knife!Things are looking pretty dire.Quick, do something!

DM: Abraham was called by God to leave his country and go to the land that God would show him, at the age of 75. God makes a covenant with Abraham to make his descendants as numerous as the stars through his own son. The Lord promised Abraham and Sarah that they would have a son of their own, despite their old age, and would make their descendants into great nations. This covenant established the divine line that was to come through Abraham's offspring. The covenant was symbolized through the act of circumcision of Abraham and all of his people. At the ripe age of 100 Abraham and Sarah have their son, Isaac, whom God asks Abraham to sacrifice.
Player: Abraham kills himself instead
DM: Abraham kills himself instead of Isaac and Isaac goes on to become a militant leader.
Player: Abraham almost sacrifices Isaac, but God spares him

DM: You will have a certain number next to your EKilled (Enemies Killed) score which will fall in one of these catagories:10-290 EKilled: Either death has claimed you early or you are a truly appalling battlefield commander. Either way you are one of the more forgettable of the Greek Leaders.210-490EKilled: While you took part in the fighting you did not distinguish yourself particularly. You fall in the Menelaus/Nestor catagory, nobody ever named a heel after them did they?500-790EKilled: This is a respectable score. You might not have the cleverness of Odysseus or the heroism of Achilles but you certainly fought well enough. History will remember you.800-1100EKilled: Wow. This shows a high level of ability and skill, you will be remembered as one of the bravest and best heroes of Ancient History.1110-1400EKilled: Holy Sh*t! You're brilliant! With a natural instinct for battle and the courage to take risks you have scored a Perfect or Near-Perfect Game!Regardless of how you performed thank you for taking the time to read this story game.

DM: "Alright," you say, ignoring your better judgment. "Let's play.""Ha!" the boys says, "Alright then. Here's how we do."He lays out a row of cards, seven in total."You gotta win three rounds if you want the coin."You are facing the boy."From your left to right, the cards are---1, 2, 3, 4, 5, 6, 7." He says. He lifts the cards to show you the numbers. "Got that?"You nod."Alright," he says. "Now I'm gonna mix 'em up."And he does.He takes the third card, and moves it two spaces to your right.Then, he moves the seventh card two spaces to your left.Now, he moves the new seventh card all the way to position 1, making it the farthest card on your left.He takes the new seventh card, and moves it two spaces to his right.Then, he takes the second card, and moves it one space to your right.He looks up at you."Now tell me," he says, "In which position is the card with the number '5' on it?"
Player: Card 1

DM: You turn, refusing to head down the hallway as you try to get away from Cell 211 and whatever hell lies there.You move through the hallways, staring at the endless cell doors. Soft, weeping sounds begin to stir through the doors, alongside raspy, horrified voices that beg for help or scream in pain and desperation. You can't tell how many of them are normal asylum noises that happen as the nightmares run through the terrified inmates' mind, and what are just the normal mental noises that happen as the nightmares run through a terrified inmate's mind.Doors rattle, burnt and rotting fingers attempting to pry the door out, peeking out from behind the doors. Madness mantras and horrifically accurate threats abound, as you feel your sanity rattle. You keep walking, hurrying to get out of there.You grit your teeth and move on, continuing to walk down the halls. You pause suddenly, as you come across a horrific scene. In front of you hang dozens of meat hooks, from each of which hangs a tiny, childlike corpse. Their tiny limbs hang limp, swaying as the creatures move. The hooks drive through the back of their heads, sharp, rusted yet sharp tips coming out of their gaping mouths.Though their eyes are closed and their bodies still, there's a soft, wordless tune being sun by the children. It's soft, although you're sure you can hear this faint tune. You wince at its sound, wondering what to do.You stare at the slowly swaying undead monsters, wondering how best to react to deal with this.
Player: Slowly move through
DM: You move slowly forward, walking ahead. You gently push one of the light corpses out of your way, as it sways aside to let you walk through. You wince, closing your eyes in terror as you push your way through the crowd of corpse children. However, the children begin to spasm and turn, shaking from their hooks. Their rotting hands awaken, fingers wrapping around your limbs and shoulders, shoving you backwards as you nearly fall. The creatures begin to shove backwards, although they're not truly harming you.

DM: #3, #5, #7 and #8 are all held by people with a [@] tag. You don't know where they came from, but it looks like a clan war is about to happen.Might as well just kill yourself...
Player: Show the @'s That You're Friendly
DM: You W the leading [@], "[@]Punkto," and kill a [$] to show that you mean business with them. Surprisingly, they accept you. They W you back and use you as identity theft. You take down Galactic with the [@]s, and the leaderboard changes. It's entirely covered in [@]s. I guess... this is good?
Player: Ending
DM: You did it. Conqueror of the leaderboard. But at what cost? You betrayed one clan just to go to another.This is the first ending of this storygame. Your rating: 5/8. This means that this ending was a 5/8, as far as how good it was.Thanks for playing.

DM: You turn, hurrying to run away from the creature. You burst to the trees, hurrying to sprint."I'm coming for you!" the raspy voice calls after you, as you here your father's body thud against the ground before it turns, the noise of its metallic legs clanking against each other as it bursts after you.Continuing to sprint among the blackened trees, you move past the rotting intestines and bile-covered branches as you try to get out of there. You stare around frantically as it hurries towards you, the deeper, weeping voice screaming out in misery. There's a tighter group of thin, long tree trunks about an arm's width in thickness that you could scamper through although would be too tight together for the creature to follow you. There's a bush of blackened thorns lying off in front of you to the left, with a hole in the thorns that seems just big enough for you to hide inside, although those razor sharp thorns look terrifying. Finally, there's a large tree straight ahead with enough thick, low down branches that its quite possible you could clamber your way to the top, out of the creature's range.
Player: Hide in among the bushes
DM: You sprint forward, before diving under the bushes, just skidding in under the razor bushes as you hurry to crawl among the branches. A long, hard, nail-like needle that juts out slashes open your arm, leaving a long trail of blood as you crawl in further."Come out," it demands simply in its disgusting, raspy voice. "Leave me alone!" you scream at the creature.The creature moves towards a tree, moving along the ground. It heaves up a large chunk of bone-colored stone, holding it in the air with its mangled arms."This will easily bring down those thorns on you. How would you like to be shredded? Come out, and I promise you'll live."

DM: You climb up towards the cave. Several loose rocks fall from underneath you. After ten agonizing minutes you finally reach the cave. The cave's mouth is lined by several stalagmites and stalagtites. There is a narrow ridge underneath it where you are standing.You are about to enter the cave when you hear an unearthy howl.
DM: You whirl around to see a large Ugla flying towards you. You grip your 22-K Boomer.

Player: Come out
DM: Suddenly, it jerks its body, stabbing a spear straight through your chest, blood bursting into your lungs. You scream, blood bursting out your mouth as it lifts you up into the air, staring at you."Sssh," the deep, raspy voice of the worm says. "You'll survive. You must. You're no longer a victim. You're a home now."You watch as the snake-like creature retracts into the creature's skull. After a few seconds, a spurt of white, mucus-covered eggs bursts from the creature's head, hitting the ground. They quickly hatch, releasing a burst of black maggots that begin to scurry up your legs as you frantically kick and scream in an attempt to escape.You scream into the darkness as the black maggots begin to bury their way into your skin. All you can do is hope you die before they do whatever they're going to do to you.

DM: Moving towards the tree-monster, you rush through the trees, your feet scrambling over the soft, warm flesh of the ground and the thick, twisted dead roots that cover the floor. As you near the tree, you slow down, watching as its eyes follow you. You hear the clanking of the worm-creature behind you, its metallic legs scratching against each other."Sssh... you'll serve well. Be quiet. My babies are sleeping," the worm-creature says. Suddenly, several thick, vine-like appendages burst from its mouth, wrapping around the creature and quickly retracting, dragging the monster into its mouth, plunging it into its mouth. The rapidly struggles to move and escape, but the tree-monster crunches down on it, snapping the creature in two before beginning to chew as it enjoys its meal.
Player: The creature is satisfied

DM: You open your eyes, finding yourself lying on the floor. You quickly turn to see if Jacob lies next to you, but you're alone. Your father, for as long as you knew him, is gone, finally taken by the beasts that dwelled within. A small part of you tries to rationalize it, repeating the madness mantra of "It's not real" that you use to try calm yourself. He might've just woke up first and left. You shake your head slowly, not believing your own words, before deciding what to do.
Player: Walk to your neighbour's and get them to call the police

Player: Check the backdoor
DM: You move towards the backdoor, looking in. The backdoor is broken open. It seems Ezekiel had snapped the key-hole that stuck out, before using some instrument to unlock the door and simply stepping in. You stare around for any signs that he's left or escaped, but there's none, unsurprisingly. You pause, feeling the cold air of the night seeping in, freezing you to the bone. You shiver, feeling goosebumps rise up on your pale skin.

DM: You move out to the kitchen, pushing open the door to find the counter-top of the kitchen, hte faint buzzing of the appliances and little more. You look towards the old, rarely-used house phone which has had its phone line slashed open. Mendo and Mum's mobile phones which usually sit on the counter, plugged into chargers, are both missing, no doubt taken by Ezekiel. You look around, but there's not much else here, not many more signs of anything wrong. You slink away from the room, finished looking.

DM: You move slowly into the living room, pausing as you stop, finding Mendo's body lying on the ground, his throat brutally hacked apart by a knife. There's a huge puddle of blood he's lying in, and his body is still. You press a finger against his neck to try look for a heartbeat, but he's so cold, you know you won't find one. You expect tears to come, but they don't. You just feel cold.

DM: You move upstairs, creeping along the staircase as you head upstairs. You find yourself at the door to your Mum's room, pushing open the slightly ajar door and moving inside.You pause, looking at the bed. Mum lies there, her face mashed against the pillow as drool drips down from her lips. You stare at her nervously, looking at the scene in front of you. Her legs lie limply spread, blood drying on her inner thighs and on the sheets around her crouch, staining the white fabric crimson. Her underwear has been torn off, lying on the ground next to you. You take a deep breath, trying not to imagine the implication of what your father has done. Whether he did what he's done before or afterwards he knocked her out is anyone's guess.You wait for the tears to come, but they don't. You just stare forward, as if watching a scene in a horror film. You move slowly to her side, pressing your fingers against her neck. You pause, listening for a heartbeat, before finding it. It's faint, but there. You take a deep breath, stepping back and away from the area.
Player: Check the living room

Player: Check Mum's bedroom

DM: You sit frustrated and annoyed in a room that's almost mockingly set up to calm kids. Stuffed animals sit alongside the couch that you're perched on, warm yellow lights flood the room full of light and pictures drawn by children hang on the wall, depicting sunny days and smiley faces. The psychiatrist, or cop, or whoever has been sent to talk to you sits in front of you, listening intently to your words.You're not stupid. You know trying to explain how your father was killed in your nightmares and thus they'll never find the man responsible for what happened wouldn't be taken very well. You've made a story. The repeated questioning is making it harder and harder to remember what you've said, but thankfully they don't seem pushed on interrogating a child, so they seem to be allowing you to be alone. You stare blankly ahead as the questions stop, trying to focus.You look around the room, looking as the stuffed animals seem to slowly turn their head, sneering at you as their black eyes of malice, seems splitting as blood stains their fur and their mouths open to reveal toothy grins, before you blink and everything returns to normal.The Nightmare Realm seems to be bleeding into reality. The trauma of the night, perhaps, or the Gaunt Man's death. Maybe it's in your head. Maybe it's not. At this point, you can't even tell if it matters."James?" the woman asks, as you look up at her. "What?" you ask. "Did you have any questions?"
Player: Ask a question
Player: "Where are my parents?"
DM: "Your mother has been hospitalized, she'll be fine."She doesn't continue talking, as you sigh."Mendo's dead. I knew it, anyhow," you say."We couldn't save him. I'm so, so sorry, James," she says.You nod in response, staring numbly at the ground.
Player: "What do you know about the man?"

DM: "The man who broke into your house was a very bad man the police have been chasing for a long time. Don't worry, we'll capture him soon. The man... he did very bad things to children like you."You sneer, annoyed at the idea that whatever the fuck Ezekiel did is too much for you to hear after the night you've had, after the life you've lived, the nightmares you've bested. "What? Butchered them? Raped them? Ate them? What the fuck did he do?" you say, watching with annoyance as the woman is taken aback."We don't know," she says simply. "He was behind a string of disappearances with chloroform, before abducting the children. There's not much else to it. Don't worry, after this he'll be a lot less organized and we'll no doubt be able to take him down.""I'm sure you'll find him," you say, rolling your eyes.

Player: "That's it."
DM: "OK," the lady says. "Do you want to talk about how you're feeling?""No," you say, shaking your head. "I'd just like to be alone with my thoughts.""Of course," the lady says. "Just press the buzzer and I'll be here to help shortly."The lady leaves the room, leaving you alone with your thoughts as you just stare at the ceiling. After a while, the lady returns and says she was informed that Mum is in good enough shape for you to see her. You're lead along the corridors of the police station into a sedan, where you're quickly taken to the nearby hospital. You head inside, and after a string of demented, twisting corridors you find yourself standing in the doorway of Mum's room.She's in a bad state. It seems your father used a bit too much chloroform, or whatever liquid he soaked his rags in to knock them out. You stare at her, sitting down in the chair available by her bed, staring at her face. Her eyes are closed, her body seeming far frailer than that of the woman who has always been there for you. She's draped in a light blue hospital gown, her hands resting carefully beside her.You realize tears are rolling down your face, although you feel a second emotion mixed with your sadness: envy.In the back of your mind, you're envious of her, because here, in a state like that, she's able to truly sleep. Such a luxury you'll never know. You feel disconnected from her. The shadows of the room laugh, taking form and stalking around the edge of your vision, creeping closer and closer to you.Suddenly, Mum's eyes flutter open. She looks around in confusion, before her eyes meet yours as she stares at you with her reassuring gaze.For the first time in your life, they don't make you feel safe.

DM: You move into the hallways after the creature, hurrying to escape the horrors of your cell. You scramble out, but you hear the tapping of the spikes as it hurries down the halls to your right, off towards Cell 211, although you don't see the end of him. You pause, wondering what to do.

DM: You try remain your cell, sitting on the bed and shutting the door with a kick of your legs. You press your head against the pillow, trying to avoid the A soft voice begins to weep softly. The sound seems to be coming inches from your ears, sobbing softly into them. You press your head further into the pillow, refusing to look up.The weeping grows louder, until it's wailing is so incredibly loud you can't think. You feel blood beginning to trickle down your ears as the pain becomes unbearable.Feeling like you're about to burst, you know you need to get the hell out of there. You rip yourself from the bed, avoiding seeing whatever horrific creatures surround you and moving outside the room out to the hallway.You don't have a choice.Something wants you in Room 211, and you're going to end up there.
Player: Follow the creature

DM: You move down the hallway towards Cell 211. You reach an intersection of hallways, before pausing at the corner. You peek slightly around the corner, staring at the elderly security guard who leans against the wall, coughing into his hand. A mixture of bile and blood leaks out the corners of his mouth, running down his face. His eyes are black, sunken messes that seem like dark pools of nothingness. His skin is covered in blotchy patches of necrotic, rotting flesh, noxic shades of green and black. You blink, seeing a normal, if old and somewhat sickly, man, leaning against the wall in an oversized security guard uniform. Hardly threatening at all. The gun, no doubt against regulation, that hangs at his side is somewhat threatening, however, and you wonder how to deal with him.

DM: You pause, moving backwards as you know there's no way you're risking your life to go through their, best hoping to avoid your brutal death. It's clear these monsters are here are meant to prevent you from going down this path, as the Nightmare Realm forces you to where they should end up. You hurry back down the path you came from, until you end up exactly where you came from, outside of your bloody room.

Player: Turn on the light

DM: You slowly back out of the room, leaving the voices behind. You feel dirty as you step back out into the hall, the voices still scratching around the back of your mind.

DM: You decide on the Stymphalian Drone."Good. I'll distribute them among the Coalition forces, Senator."
Player: Take the SPARTAN power armor
DM: You decide on the Spartan power armor."Good choice, Senator. These will be distributed among your soldiers."

DM: "Well, either way it's still an accomplishment," you continue, "By the way do you mind if I join you for that shower. I got a bit sweaty out in this heat." Davis shrugs, "Sure, I don't have a problem with it."You're a bit surprised that he accepted this slightly strange request.
Player: Take advantage of the situation
DM: You are a bit thrilled about the prospect of showering with the Coach. You both strip. You take extra time admiring his body. He has a pretty muscular build and a thin waist. It is obviously that he exercises very often. You wish that you had a body like that. While in the shower, you watch as the water stream down his body and part in two different directions once it reached the area between his legs. You're admiring a bit too much as you stop cleaning yourself for a bit. Steven definitely notices."What are you looking at?" he asks a bit suspicious of your intentions.

DM: You turn, slamming your fists against the children in an attempt to kill them. However, they outnumber you, and your violent actions only seem to drive them angry. Rotting flesh thumps against your head, knocking you off balanced. Their childlike appearance hides their demonic strength that terrifies you. Claws of bone slash at you, as you're quickly beaten and cut by the undying horse. A mouth presses against your neck, tearing free a chunk of your flesh as the creature swallows it down. A clawed hand tears a patch of flesh off your wrist as you scream, forcing it down its throat.You body loses the last of its strength and your legs give way, but the children just grab you, holding you up as they continue to tear you apart, shoving mouthfuls of your flesh into their gaping mouths.

DM: Seeing no way to get the cannibal out of this room, you sigh, moving out of the room. That cannibalistic fuck can stay here and rot, for as far as you care.

DM: You select your answer and wait for the SFYNX to respond. Instead of the positive sign you were hoping for, the screen flashes red and a loud distorted beep pierces your ears. The screen goes blank and the button blinks red, waiting for someone to push it.

DM: You quickly dart out of the group, hurrying out of it. The children seem pleased by this, shoving you out of their grasp back the way you came. You slam to your knees, skidding across the floor as your head knocks against it.You groan, before slowly standing. You look at the tiny, rotting corpses, but they've stilled, hanging their and swaying ever so softly. You hear a soft, eery tune on the wind, and hurry to get away as the childlike voices sing their song. You turn back, knowing that that way is barred. You sigh, turning away as you head back the way you came, until you're standing outside your room.
Player: The Hallways

Player: Explore the darkness

DM: Until one day you ran out of water. There's still lots of food - for two weeks - but you have the water for three days, top. Samantha decided to go get some water and asked if anyone's willing to go with them. You say...
Player: Think I'll stay
Player: Well... I'm not interested
DM: Sara looked at you with hate in her eyes - which startled you. "Fine. I knew it all along that you would abandon me at a time of crisis. You never cared. That's why you didn't come for me in the first place, right?" Tears were streaming down er face. "Very well. I will abandon you also... When you least expect it." "Now." With that she his you over the head with the butt of a hammer. You pass out cold.
Player: An hour later...

DM: You raise your glass again, staring darkly at the creature in front of you. You aim the glass shard at the creature, pointing the long, thin glass blade at him."Up!" he hisses.The cannibal rises up, standing slowly as it stares at you. It looks down at the ground, whimpering and muttering under its breath. The terrifying creature, as it seems, is terrified of you.Perfect."Better," you say quietly, before raising your voice firm and loud. "Now, follow me, understood? Don't run, or try fight, or do anything I wouldn't want you to, or I'm going to carve you so badly up you're going to feel it."This time, the cannibal lowers its gaze, but rises, following your orders. Its learnt to avoid the glass shard and to fear you, following your orders.
Player: Leave the cell with the cannibal
DM: You slowly move towards the doorway of the asylum, as the cannibal slowly moves after you. You grin maliciously as he follows you out of the room, holding the glass shard in the air to ensure he follows. It seems you've scared him into subservience.Perfect.

Player: "Nope."
DM: "Very well," he says before shooting you in the head, sending bits of brain and skull to splatter on the wall behind you. You slump to the bed, and he drives a stake through your heart. Your body turns to dust instantly, and then you are gone.

Player: Put something in the way.

DM: You turn, slamming your fists against the children in an attempt to kill them. However, they outnumber you, and your violent actions only seem to drive them angry. Rotting flesh thumps against your head, knocking you off balanced. Their childlike appearance hides their demonic strength that terrifies you. Claws of bone slash at you, as you're quickly beaten and cut by the undying horse. A mouth presses against your neck, tearing free a chunk of your flesh as the creature swallows it down. A clawed hand tears a patch of flesh off your wrist as you scream, forcing it down its throat."Help! Help!" you scream, although the cannibal unsurprisingly doesn't come running to help you.You body loses the last of its strength and your legs give way, but the children just grab you, holding you up as they continue to tear you apart, shoving mouthfuls of your flesh into their gaping mouths.

Player: Throw him at the window in an attempt to break it
Player: try to help lazy dude

DM: At first, we're just testing one another. Seeing how tough the other is. I try punching him. Not full-on punches or anything, and he blocks them. His skin is tough, very tough. Definately bullet-proof and it may be even tougher than mine. And his strength, I have bigger muscles, but they seem to do more for him than they do for me. I've been dying for a fight like this, someone who actually has a chance of beating me. BEHEMOTH'S HEALTH: 100%HEALTH: 100%

DM: The tunnel goes to the west for a bit before ending in an opening. It's quite dark and takes some time for your eyes to adjust. The entire far west side is blocked off with grimy metal bars. It looks like two of the bars are missing, creating a gap large enough for someone to go through. The other side of the bars is stacked almost ceiling high with trash, creating something of a dam in the slow moving water.Rats swarm the floor of the walkways. In the center of the mass of rodents is an old man, shriveled and hunkered down in a pile of dirty rags for clothing. He slowly sits up and looks at you for a moment before asking, "Have I seen you before, friend? What brings you to the Rat King's chamber?" His tone of voice sounds sickeningly sweet. His left eye twitches as he smiles at you, then he starts sticking his tongue into gaps where teeth used to be as his smile fades to a pained grimace.To the north is a small room off of the tunnel. There are lots of cables running to and from it.To the east is an expanse of tunnel with walkways along either side of a murky waterway. It looks like there is a room with dim lighting that way.
Player: Go East and Easter
DM: This room is small and dark, dimly lit by the remainder of a glow from the tunnel to the south and a sporadically blinking light coming from the east. Odd chunks of something are bobbing up and down in the waterway and rats are scurrying back and forth along the walls.There is a small bridge connecting the walkways on either side of the water. On the other side of the bridge is a short, dark tunnel that looks like a corner turning east.There is a broken camera hanging from the ceiling near the walkway that leads west along the waterway. That way looks completely dark from here.
Player: Go West and North

Player: Turn them down
DM: You turn the case down and the Constables leave; you later read in the papers that Emma Smith died of her injuries. The next four months are quiet ones for your Detective Practice until one morning your breakfast is interrupted by the arrival of Detective Inspector Edmund Reid, a senior figure in the Metropolitan Police. Serious and matter-of-fact he comes straight to the point. "I would like your help," he tells you. "Last night a woman was brutally murdered in the George Yard buildings in Whitechapel. She has been stabbed some forty times. When this reaches the newspapers there will be a lot of public interest in finding the murderer. I am aware of your abilities and would like your assistance in this business."
Player: Agree to assist the investigation

DM: "Hey, it's all right," you say. You sit down on the ground in front of the couch and she eyes you suspiciously. You tilt your head and look at her curiously. She didn't know what happened, you know for sure. "You were underwater out by the shore. I pulled you up. Do you know what happened?" She shakes her head cautiously. "Okay. It's all right, though. You're safe now. Don't worry." Her eyes flicker, but she trusts you enough to let you make her food and give her a place to sleep for a few nights without fuss. But she still doesn't speak.
Player: Her smile
DM: A few days after the rescue, you are getting fed up with the girl. She looks around your age, twenty or so, and is stunning. But she won't smile.She won't talk, will barely look at you, and she won't show any emotion to you. Every morning is the same routine--wake her up, eat a small breakfast, and try to get her to do something. Unfortunately, she never does anything but gaze out the window and watches the waves of the ocean.Finally the day comes when you are determined to make her smile. You sit down next to her at the window and she glances at you."Hi," you greet softly. She keeps her gaze locked on the ocean. "Um . . ."
Player: Tell a cheesy joke
DM: "Why did the chicken cross the road?" She looks at you and raises her eyebrow. "To show the possum it could be done." Her lips curled up a bit into a smile. You grin and say, "You wanna hear another joke?" She nods.
Player: Love joke

DM: "It's okay, it's okay," you soothe, putting a hand on her shoulder. She flinches and drew back, looking more frightened. "Really, you don't have to be afraid. You're safe now." She obviously has no idea what you are talking about. "You were underwater, and I pulled you up. Really, I'm a good person." You scoot a little closer and she stands up abruptly and slips. You reach out to grab her as she falls and you catch her hand just before she hits the ground. You pull her up and she falls into your arms. She looks into your eyes and blushes, pushing you away. She crosses the room and sits down into a single wooden chair and looks away. She refuses to even look at you for days. She doesn't talk either.

Player: Tell a musical joke
DM: "Why did Mozart sell his chickens?" she gives you a confused glance. "Because they kept going 'Bach, Bach, Bach'." Her lip twitched into a quick half smile. You grin and say, "Do you want to hear another joke?" She raises her eyebrow.
Player: Cheesy joke
DM: "Why did the chicken cross the road?" She looks at you and raises her eyebrow. "To show the possum it could be done." Her lips curled up a bit into a smile and she snickers lightly. She glances at you again and turns back to the window.

DM: "Why did Mozart sell his chickens?" she looks at you, confused. "Because they kept going 'Bach, Bach, Bach'." She snorts a laugh and shakes her head slightly, looking into your eyes. She smiles warmly puts a light hand on your shoulder. She looks deep into your eyes and you look into hers, entranced by the blue and green swirling around her pupils. After a moment she looks away and pulls her hand away, then went back to staring out the window.
DM: "Do you want to go down to the ocean? You've sure seen it enough from the window," you offered, appearing from your bedroom with your swim trunks on and an old T-shirt you wore in the water. She looks up at you from the window and looks at her own attire. She hasn't changed her clothes at all since you rescued her. Even she can tell that her clothes are starting to stink, and swimming in the ocean won't help the smell. You hold up a long dress that once floated on shore. It seems to be much like one a woman would wear to the pool side or beach. Swimming in it shouldn't be a problem.Within minutes she's changed into the dress and the two of you are walking down the sandy path to the main beach. The sun is beating down on the two of you and she is practically skipping towards the ocean. You smile to yourself as she almost laughs in joy at the fresh air after being stuck in your hut for over a month.As soon as she reaches the beach, she sprints toward the cool waters of the ocean. She shrieks a little as the cold seawater splashes her, but giggles at the tickle of seaweed under her toes. You sit down on the sand and watch her as she wades around in the water. She occasionally will go underwater and a couple seconds later appear several yards away from where she was originally.You are a tad worried about her, considering she was unconscious in the water when you found her. Whenever she goes under you search around for where she is to make sure she comes up. You relax more when she does.At one point she looks over to you and waves you over.
Player: Stay on the beach

DM: You spring up and run into the water. Her face lights up and she greets you with a hug. She quickly pulls away, blushing. She takes your hand and leads you further out. The ground drops beneath you and you have to kick your feet to keep afloat. She smiles and turns violently, making you spin with her. You yelp at the sudden jerk, but laugh when she keeps spinning you in circles."You're very fun," you giggle when she stops spinning you. She smiles wide and goes under, pulling your legs down a second later. You call out when you go tumbling into the cold water and when you come up you're laughing and sputtering at the same time. "Fun, fun, fun." She snickers and swims away, making great progress. You try to go after her, but she's too fast. "I will catch up with you!" you vow. She just laughs louder.

DM: You shake your head at her and her face drops a little, but she smiles again sadly and wades some more in the water. At one point she screams and falls into the water. You jump up and search for her to come back up, but after ten seconds she doesn't, which takes longer than she did before. You run into the water and to where she was moments ago. You look around, not finding any sign of her.SPLASH!You get pulled underwater and you come back up, sputtering and wiping saltwater out of your eyes. When you are finally able to see, you find her right in front of you, covering her mouth to keep from breaking out in laughter."What the heck . . .?" you trail off. You open your mouth wide and stare at her in disbelief. "You little trickster! You didn't really fall!" She shakes her head and chuckles escape her lips. "You scared me half to death!" She laughs out loud and dives back into the water, appearing yards away in seconds.

Player: Go in with her

DM: Salutations Pledge! My name is Bambaster Shamblebroot, but you can call me Sheki for short! I will be acting as your facilitator, presenting a series of questions to determine which of our fair city's Esteemed Secret Societies would be your best fit.And don't worry! All answers you provide will be kept in the strictest of confidence and would never be sold to third party vendors for marketing research or be used in other unscrupulous ways such as blackmail and/or to steal your identity or the like. Honest!Now before we start, I will need your wallet, keys, cell phone, and any passwords and pin numbers associated with them. Thanks!All right, let's begin -Are You
Player: WTF is non-binary?!?
DM: Which Quote Inspires You The Most?
Player: Do One Thing Everyday That Scares You
Player: Country Hick
Player: Poison

Player: Go Hard or Go Home

Player: Roller Disco

Player: Noose
Player: Construction Worker

Player: Collect Memories Not Things

Player: Death Metal
Player: Stripper
Player: The Smart One

Player: Classic Rock
Player: Undertaker

Player: Romantic
Player: Friends?
Player: I can stand up for myself when needed
Player: Full Beard
Player: Friends

Player: Handlebars

Player: Ew. Facial Hair = Toxic Masculinity!

Player: The Creative One
Player: I don't take anybody's shit
Player: Debauchery

Player: At a nightclub

Player: The Funny One

Player: Depends on the situation
Player: Mein Hair!

Player: You can fuck with me now, but payback's a BITCH

Player: Goatee

Player: Getting wasted

Player: I don't go to parties

Player: Food

DM: Val takes you away from the darkness and into the light. Soon you are at a castle, in a cobblestone courtyard. Flute music fills the air. Following the music, you begin to walk through the archway, only for Val to grab you by the collar and swing you towards the ugly, mossy door on the left of the courtyard. Val; "Many friends have entered there, and none have survived to tell of the horrors therein." I nodded. Val looked at me suspiciously, before running through the mossy door and down a winding staircase.

DM: The Casket Opens.

DM: You make your way to the teacher's desk inside the classroom. There's really nothing there, except for what look like stray blank papers. Reaching to open the drawers underneath the table top, you notice a small, silver keyhole on them, replicated on all the desk drawers and filing cabinets. Turning around, you see the large, familiar blackboard behind the desk. In general, the classroom seems weirdly empty. You remember that there was just more in here from when you were a student, but you can't remember what. Posters? Decorations? People? Now, it's a shell of what's still inside your fading memory. The incessant quiet still rings in your ears.

DM: You slide by as far away as possible on the other side of the path and hurry up the path.There was something 'off' about that little girl.
Player: You see car headlights flicker.
DM: You see car headlights flicker through the trees up ahead. You hurry to them as quickly as your sore legs can take you.
DM: You decide to keep walking and after less than 3 miles of walking, you find the town.You stumble into the first gas station that thankfully is open 24 hours and ask to use their phone. They do not refuse due to the hour and how dirty your look after your ordeals.Your mom and dad are there in less than 5 minutes.The first place your mom and dad take you is for a good hearty breakfast at the local diner, where you tell them all about your adventures.Your shoes are ruined, your muscles ache, and you are thirstier than you've ever been in your life, but you are home.

DM: Which Cloud Feels Right?
Player: Enigma
DM: Choose Your New Digs
Player: A Tent or Brokedown RV
Player: Golf Cart

Player: Glory
Player: A Dorm Room or Barracks

Player: A Prison Cell or Bunker
Player: Motorcycle & Sidecar

Player: Garbage Truck
Player: Physical Power

Player: Low Rider

Player: A Convent or Monastery
Player: Kool-Aid
Player: Flagellation

Player: "Free Candy" Van

Player: Peacock
Player: Accept the wisdom of the goat
Player: Voodoo Doll

Player: Yellow
Player: Yuck

Player: Hissing Cockroaches

Player: Chimpanzee

DM: "Katie?" you ask, giving the brass knob a turn.Just a bit too hasty, a fact you soon learn.Your motives were good. Well, goodish, at least,But the last thing seen are the teeth of a beast.
DM: 

DM: The Wanderer arrived at the great gate of Cronosharch and looked down at the village bellow. It was a tiny village, with few lights on in the windows. Dust flew from the desert surrounding in, making low clicking sounds as it hit the wooden, ramshackle houses.Cronosharch, Cronosharch!The old nursery rhyme went.Cursed Cronosharch old,If you die in this town,The Beast is surely blame'd!Cronosharch, Cronosharch!These last two words were heard aloud by The Wanderer. He turned, and saw a tall man in a top hat with long arms and slender legs approaching him.Wanderer, Wanderer!How can I helpeth you?But, even more import,How can you helpeth me?With this the hatted man laughed.

DM: Feeling a bit adventurous, you charge into the center of the room and begin dancing your heart. You attempt to ignore all of the couples grinding in simulated sex around you as you lose yourself in the music. Then you remember that you are supposed to be chaperoning this thing. What are chaperones there for if not to stop that kind of behavior. Then again you don't know if you would feel comfortable talking about that.
DM: You stop dancing and walk over to one of the couples and tap the male on the shoulder. "I don't think you should be doing that."you tell them."Oh, fuck off and quit watching if you're offended," the male snaps back pushing you away from him into the crowd. You are about to storm back toward him when a flying elbow suddenly nails you in the face. You fall to the ground where you are almost immediately stepped on. This inevitably causes a chain reaction of tripping bodies which leads to half of the cluster being on the ground. You push up in an attempt to free yourself from the human rubble piled on top of you. You eventually manage to free yourself and make it out of the dance with quite a few bruises and a broken arm. You're eventually able to return to school.
DM: The rest of year passes. You continue to participate in school activities and teaching. Eventually, the other teachers further accept you, and you finally feel at least somewhat at home. Your high sense of ethics is noted by the administration, and you receive a pay raise at the year's end. Most of your students end up doing quite well, and a few will probably remember you in the future. You gradually actually begin to love this job.

DM: You stab the cyborg but he doesn't go down. He slashes at you and wounds your left wrist. You stab him again and he goes down for good.
DM: The third cyborg comes at you.

DM: You weren't expecting the appearance of this room. The walls are clean and the room is well lit by a large LED light in the ceiling. As soon as you enter the room the staleness of the sewer air begins to fade away."I must be getting close," you say, now determined more than ever to get out and be reunited with your family. At the north side of the room stands a steel door with a red LED light in the wall next to it. In the center of the room stands a SFYNX monitor on a stone pedestal.To the south is a walkway made up of crumbling concrete and wooden planks.
DM: The SFYNX activates with a whir and the screen lights up."SUFFICIENT JOB! PLEASE ENTERTAIN A SHORT WHILE LONGER." The screen displays these words almost mockingly. Just like every time before, the same red button lights up. Before it's lit for even a second you've already pressed it in, wanting desperately for this to end. The beep chimes and the screen displays 6 symbols. At the top of the screen there appear to be 4 ordered slots that symbols must be dragged into. The symbols are small and colorful: a jagged blue mountain with a white top, a white snowflake, a golden star, an orange leaf, the sun, and a pink flower. After the symbols are displayed, the faint voice speaks:"And thus, these symbols represent the flow of time.""The flow of time..." you say, thinking about what each symbol could represent. "Well, here goes nothing."
Player: Mountain, Leaf, Star, Sun
DM: You input the four symbols expecting something to happen. After a moment the screen flashes red, then white, and then turns off. The button flashes red.

Player: Will be left behind
Player: Uniform
Player: Nuke

Player: Can be saved
Player: Hats
Player: Comet

Player: Judgement

Player: Suits

DM: You slapped the twit across of her face. How dare she treat you like this? Your body felt hot, you were sure that she harmed you. Confused as you are your anger got the better of you because right then Bridget slapped back and soon the two of you were rolling onto the floor angry, bitting and kicking each other. Well you wouldn't be graduating today. You should have ignore the brat.
Player: Ingore Bridget
DM: You tried to ignore Bridget, but then you noticed one of the upper classman that made her way to you and the trouble girl. She smiled fakely at Bridget with a false smile. "Hello Bridget a wonder to see you here. No underclass permitted here." Sabrina, the class most popular girl of the year in our grade informed. Bridget was at loss of words again. Her cheeks flair into a dark red blush before rushing out of the room. "Are you okay?" I heard her ask me, but I was too busy trying to calm myself down. On my arm where Bridget hand rested laid a huge burn mark. "Y-Yes" I shook, before a teacher rushed in pushing everybody in right order in line. "Thank you." I told Sabrina who passed me to the front. She smiled at me, and nodded her head. "Your welcome, it's sad when people gain up on someone who's cripple." Cripple? I'm not crippled. I can walk.... I don't understand. Maybe people were waiting for me to start breaking down and drop down dead. I hid the burn mark under my sleeve, before we all walked into the gym. People begin to clap and cheer. I spot my family in the front roll, but I couldn't help but think what happened earlier. Why do I have a burn mark? I'm so confused. We all sat down and let the Principal done her speech along with one of the students, before we all know she begin to call names to come forth. "Sabrina Blossoms."
Player: TIME SKIP NATHAN ROMANCE

Player: Fall In Love With Loving Yourself
Player: Smooth Jazz

DM: You are a Private Detective living in Victorian London.Crimes are common and you are frequently called upon to assist the policemen in Scotland Yard. You have been a Detective for a few years now and by combining hard work with intelligence you have had a few successes in uncovering the information that has enabled the Police to arrest wanted criminals. This has earned you a good Reputation but you must be careful not to lose it: if you do Scotland Yard will no longer trust you to help them.One evening you are at home when Commissioner James Monro, an experienced Policeman, visits you."We would like your help again," he tells you. "A lunatic murderer called James Kelly escaped fromBroadmoor Asylum for the Criminally Insane ten days ago. My detectives have investigated and found no trace of him. Perhaps if you look into the case you might be able to find something?"What do you do?
Player: Search for the escaped killer
DM: "I'll see what I can do," you tell Monro who nods."I'm glad you can help," he tells you. "I'll send a telegram to Dr Orange, the Superintendent at Broadmoor, asking him to meet you tomorrow. He can tell you more about Kelly."The next day you take a train out to the Asylum in the heart of the Berkshire countryside. A servant from the Hospital meets you at the station and takes in a horse and carriage through the sleepy village of Crowthorne and up to the gloomy and looming concrete walls of the Hospital. You are shown directly into Orange's office where the Doctor shakes your hand. He is a middle-aged profession with a no-nonsense manner."I got Commissioner Monro's telegram and I will be glad to help you in any way I can," he tells you. "We are all rather concerned here: James Kelly was one of our most clever patients and I believe him to be a real danger to the general public, especially women."You nod and consider which questions to ask first.
Player: What is Kelly's criminal history?

DM: You are not interested in trying to find Kelly and turn the case down.Two months later two policemen visit your home introducing themselves as Constables Wildey and Dillworth. "A lady called Ada Wilson has been stabbed in her home in Mile End" Dillworth tells you. "She is in hospital in a serious condition but hopefully she'll pull through. My colleague and I have been tasked with finding the assailant and Commissioner Monro recommended we talk to you. Would you be willing to help us?"
Player: Agree to help search for this mysterious knifeman
DM: You agree to help the investigation and the Policemen smile."Thank you sir," Dillworth replies. "The attack took place at Mrs Wilson's residence on Maidman Street. She is currently under the care of Dr Wilson at the Mile End Hospital. The attacker stabbed Mrs Wilson twice in the throat but fortunately the windpipe was not severed. If you tell us where you will go we will accompany you."What do you do?

DM: "Five years ago Kelly stabbed his wife Sarah in the neck with a knife killing her," Dr Orange tells you. "He believed she was a prostitute who had infected him with a sexually transmitted disease. He surrendered at once to policemen and became very remorseful afterwards, claiming he was mad. At the trial he was originally sentenced to be executed but at an appeal he was found mentally unfit and sentenced to life imprisonment at this facility. During his time here Kelly has shown no violent tendencies and in fact displayed no signs of insanity whatsoever. I would say he was one of the cleverest patients we've ever had here."You nod, considering what to ask next.
Player: "Where do you think Kelly will go now?"

Player: Go to Maidman Street
DM: You travel to Maidman Street where the Constables identify Mrs Wilson's house and you knock on the door. It is opened a crack by a nervous young lady who looks relieved when she sees you are accompanied by two uniformed policemen. Opening the door wider she introduces herself as Miss Bierman."I live here with Mrs Wilson" she tells you. "Last night I heard her come home with a man but I was upstairs in my bedroom and did not see them. At around midnight I heard the most terrible screams you could imagine! I ran downstairs and as I was coming down the stairs Mrs Wilson shouted to me 'Stop that man for cutting my throat! He has stabbed me!' She collapsed in the hallway and as she did a young man ran to the front door, threw it open and raced outside.""Can you describe this man?" you ask Miss Bierman who nods."He was young with fair hair and had a light coat," she tells you. "I only caught a glimpse of him, after he left I ran to help Mrs Wilson who was bleeding badly. I don't know what to do now, it is just me and my mother here. What should we do if he comes back?"The policemen reassure her that she is perfectly safe and after thanking her for her help you walk away, considering where to go now.

Player: Go to the Whitechapel Union Workhouse

Player: "How did Kelly escape your prison?"
DM: "Kelly and another prisoner called George Shatten both play instruments in the Asylum's band," Dr Orange tells you. "On the evening Kelly escaped they went out into the garden where the band meet to practice. When the rest of the band joined them an hour later only Shatten was still there. When we searched him we found two keys that he and Kelly had carved made out of some metal they found in the asylum's garden. Kelly used this to let himself through a gate in the inner wall and afterwards climbed the six-foot high outer wall. He vanished without a trace but guards do report seeing a man called John Merritt near the Hospital during the day yesterday. He is an old friend of Kelly's and visits him occasionally."You nod, considering your next question.

DM: "I have no idea," Dr Orange says heavily. "The house he lived in and where he killed his wife Sarah is in Shoreditch, London. He has told me he was born in Liverpool and may still have family there. Two of his old friends, a Mr John Merritt and a Mr Walter Lamb, used to visit him from time to time here at the Asylum. Unfortunately we have no registered addresses for either of them. The only address we have on file is Kelly's former residence in Shoreditch."You nod, considering your next question.
Player: "Where exactly is Kelly's former home?"

Player: "How did Kelly escape from your prison?"
Player: "What is Kelly's criminal history?"

Player: Wrap up the investigation
DM: You decide you have done all that you can for now, you have a description of the attacker but in a city the size of London there are probably thousands of men who match it. Constables Wildey and Dillworth are disappointed but thank you for your help, promising to keep looking for the man who matches the description of Mrs Wilson's attacker. A few days later Constables Wildey and Dillworth visit your home again. You ask them if they have had any luck looking for their man but they shake their heads."We've just heard a woman called Annie Millwood has collapsed and died at a workhouse in South Grove," Dillworth tells you. "It seems last month she was stabbed numerous times and had only recently been discharged from a hospital in Whitechapel. If you have time perhaps you could investigate this murder for us?"
Player: Turn down this case

DM: Traveling to the large Mile End Hospital you find the ward with Ada Wilson on and approach her bed. Mrs Wilson is a young lady with a blood-stained bandage wrapped around her neck, she is very pale but greets you with a hoarse voice. The policemen explain to her who you are and ask her to describe her attack."I was at home when I heard a knock on the door," she tells you. "When I opened it I saw a man I did not know waiting. He demanded money from me and told me if I didn't give him any I would be dead in a few moments. I refused so he drew a clasp knife from his pocket, stabbed me twice in the throat and ran off. He was about 30 years old, five foot six inches with a sunburned face and a fair mustache. He was wearing a dark coat, light trousers and a hat."Thanking Mrs Wilson you think about what to do next.

DM: "James Kelly lived at 21 Cottage Lane in Shoreditch," Dr Orange tells you consulting a ledger.Thanking Dr Orange for this information and his help you decide to follow this lead and take a horse-drawn cab back to the train station and from there a train to Shoreditch in London. Finding your way from the station to Cottage Lane you soon find the right house. Taking a deep breath you knock on the door: it is opened a few moments later by an old lady with grey hair. She looks very pale and tired. "I am a Private Detective employed by the Metropolitan Police," you tell her. "I would like to ask you some questions about a man called James Kelly.""I haven't been able to sleep since I read in the papers he'd escaped," the lady tells you nervously. "I'm terrified he's going to come back here but my husband keeps telling me not to be so foolish and that if he goes anywhere he'll go to Liverpool where he's got family... My name is Mary Brider, James Kelly is my son-in-law. It was my little girl that he... that he...""I understand" you say quickly. "I'm going to ask you some questions Mrs Brider and I want you to answer them as carefully as you can."
Player: "Do you know the address of a man called Robert Frye?"
DM: "Who is Robert Frye?" Mrs Brider asks in confusion. "I'm sorry, I've never heard that name before."
Player: "Do you know the address of a man called Walter Lamb?"
DM: "Walter Lamb..." Mrs Brider says slowly. "Yes, I remember that name. He was a cabman who James Kelly used to knock around with. I've no idea where he lives though, I haven't seen him for years."
Player: "Do you know the address of a man called John Merritt?"

Player: Agree to look into it

DM: You are directed to Dr Arthur's office to find the Doctor is a grey-haired professional. Identifying yourself you ask him if he conducted the autopsy on Mrs Millwood."I did," he replies heavily. "Mrs Millwood died from a sudden effusion into the pericardium from the rupture of the left pulmonary artery through ulceration.""Pardon?" you ask, completely baffled, and Dr Arthur smiles."Natural causes sir. Mrs Millwood died from natural causes unrelated to her previous knife wounds."It seems there has been no murder at all so you return home and that evening inform Constables Dillworth and Worthey that Annie Millwood died from natural causes. They thank you for your good detective work, increasing your reputation with the police.1 has been added to your Reputation Points.Again after just a few days Constables Dillworth and Worthey return to visit you, looking concerned. "There has been another attack," Dillworth tells you. "A prostitute called Emma Smith is at the London Hospital in Whitechapel with what I'm told are horrific injuries. It does not seem likely that she will survive. Unfortunately my partner and I are unable to attend to this case ourselves as we are involved with another investigation, could you look into this for us?"

Player: Go to the crime scene on Brick Lane
DM: You make your way to Brick Lane which is a busy street in the heart of London's East End. You make your way to the corner where the attack hapenned but there is nothing to be seen in the light of day, not even any blood on the ground. After examining the area where Emma Smith was attacked and not finding any trace of evidence you consider your next move.
Player: Go to Miss Smiths house in Spitalfields

Player: "Exactly how did James Kelly kill your daughter?"
DM: Mrs Brider's eyes widen in astonishment."How can you ask me such a thing?" she says horrified. "I can't even go in Sarah's bedroom without seeing- without remembering-"As tears flood down her face she slams the door. Cursing your own insensitivity you realize you will never get the information you lead now. Calling it a day you return to your home and a few hours later Commissioner Monro drops by to learn how your investigation is going. Bitterly you tell him what happened."Don't worry; we all have off days," Monro says sympathetically. "Just try to show a bit more tact next time."
Player: You nod unhappily

DM: "John Merritt..." Mrs Brider says slowly. "Yes, he and James Kelly used to be firm friends. Once when Kelly was out all night drinking I went to Merritt's house to try to find him. He lives over on Bethnal Green at 37 Collingwood Street."You thank Mrs Brider for the information and hurry away, catching a cab to Bethnal Green. Finding Merritt's house you knock on the door and moments later it is opened by a grimy middle-aged man who squints at you."What do you want?" he grunts."I'm a Private Detective and I'm looking for James Kelly.""You're too late," Merritt says with a gap-toothed grin. "He left this morning. I gave him some money and he's gone out of London.""Gone where?" you demand."No idea," Merritt replies. "He didn't say. You won't find him though, he's too smart to get arrested by any of you dumb coppers."Merritt slams the door shut in your face. For the moment you have hit a wall and as it's getting late you return home. That evening Commissioner Monro calls on you and you tell him about your search so far and narrowly missing Kelly. Monro sighs softly."So where do you think he has gone now? Is there any town he has a connection too?"You mull over everything Dr Orange, Mrs Brider and John Merritt said looking for an answer.
Player: "I think he'll make for Brighton"
DM: "Brighton?" Monro asks surprised. "Why on earth would he go there?"Regardless he agrees to send detectives to the port to watch for Kelly. After a month with no sign of him at all they return. When Monro visits you he looks very unhappy."Are you sure about the information you gave me or were you guessing?" he asks. "Well it was wrong and now we have no idea where Kelly is."

Player: Your Reputation with the Police has suffered

Player: Go and talk to Dr Haslip

Player: Ask for Dr Wheeler

DM: You return to your home and when the Constables visit in the evening you tell them you are uncertain who killed Annie Millwood. The next day Constable Worthey visits you looking put out."It seems Miss Millwood died of natural causes" he tells you. "It's not really a murder investigation at all. Why didn't you find this out?"You are startled, if you had done enough investigating you would have learned that fact. You reputation with the police is damaged a little.You have lost 1 Reputation Point.Again after just a few days Constables Dillworth and Worthey return to visit you, looking concerned. "There has been another attack," Dillworth tells you. "A prostitute called Emma Smith is at the London Hospital in Whitechapel with what I'm told are horrific injuries. It does not seem likely that she will survive. Unfortunately my partner and I are unable to attend to this case ourselves as we are involved with another investigation, could you look into this for us?"

Player: Question Mrs Russell about the attack

DM: Going into Ward B you find Emma Smith's bed. The woman lying there looks awful, both her eyes are bruised and her ear is bandaged. She has bandages wrapped around her mid-section which are soaked with dried blood and her breathing is ragged and shallow. Bending over her you gently explain who you are and ask her if she can describe her attackers. The tough lady opens on eye. "Three of them" she whispers hoarsely. "Hit me. Raped me. Took my money. One... just nineteen. Just a boy."Having learned that it was a gang who attacked her instead of just one person you quietly thank her and leave. You return home and share this information with the Constables when they visit that evening."The East End is dangerous at night with all these street gangs roaming around" Dillworth tells you. "Still, at least we know Mrs Smith's assailant in probably not the lone man who attacked Mrs Wilson. Thank you for finding this out for us." You reputation with the police has improved slightly. Two days later you are saddened to read that Emma Smith has died of her injuries.1 has been added to your Reputation.The next four months are quiet ones for your Detective Practice until one morning your breakfast is interrupted by the arrival of Detective Inspector Edmund Reid, a senior figure in the Metropolitan Police. Serious and matter-of-fact he comes straight to the point. "I would like your help," he tells you. "Last night a woman was brutally murdered in the George Yard buildings in Whitechapel. She has been stabbed some forty times. When this reaches the newspapers there will be a lot of public interest in finding the murderer. I am aware of your abilities and would like your assistance in this business."

DM: You decline to get involved. DI Reid is disappointed but accepts your decision. A week later you read in the papers that the murder victim has been identified as a prostitute called Martha Tabram and despite a thorough investigation her killer is not discovered. Soon after a second brutal murder occurs which signals a monster's reign of terror over a frightened city and will catapult you into the hunt for the most ruthless killer London has ever known...At this point you might want to save the game or take a break: your hunt for the Ripper is about to begin.
Player: Are you ready?
DM: One night you cannot sleep.Restless and feeling unaccountably anxious you rise from your bed with a sigh after several hours of trying and failing to fall asleep. A glance at your watch tells you it is 3am. Pulling on your clothes you set off for a walk down London's dark and lonely streets with thoughts of buying some snack somewhere. Some time later you are walking down a lonely alley called Buck's Row when you see a man walking just ahead of you. He looks like a cabman on his way to work and a second cabman can be seen just up ahead standing in the middle of the street looking at a strange shape lying in front of a gateway. From a distance it looks like a tarpaulin."Come and look over here," the stationary cabman calls out to you and the other man. "There is a woman lying on the pavement."With a foreboding feeling you approach cautiously and see a middle-aged little woman lying on her back on the ground, her eyes wide open and staring blindly at the night sky. She does not appear hurt but the first cabman kneels next to her. He picks up her hands in his."I think she is dead," the cabman says looking up. You lean over the woman's round face and greying hair and are startled when she gives a faint sigh of breath, the air brushing against your face"She is breathing but only just," you reply nervously.Hearing footsteps you spring to your feet and see a policeman walking down the street at the mouth of the alleyway, a lantern held in his hand. The two cabmen run up the street towards him.

Player: "How ezactly did James Kelly kill your daughter?"

Player: "I think he'll make for Dover"
DM: "Dover..." Monro says thoughtfully. "That's possible I suppose, he could try to escape across the Channel to France."Monro sends policemen to Dover to watch for Kelly but a month goes by with no sign of him. Monro is disappointed when he calls on you."Dover makes sense but apparently Kelly didn't go there. It looks like he's happy to stay in England but we've no idea where."
Player: This case is left unresolved

DM: "Liverpool," you tell Monro, explaining that both Dr Orange and Mrs Brider mentioned that Kelly has family living there."Excellent work," Monro says happily. "I'll send some of my men up north to watch the docks and if he tries to leave the country we'll catch him."It's a plan that almost works: Kelly is recognised trying to board a ship to America but when a Detective moves in to arrest him Kelly escapes after a scuffle, racing off the ship and losing his pursuers in a crowd. Though Kelly eluded capture on this occasion Monro is confident when he comes to visit you one evening, declaring it is only a matter of time before the police catch up with Kelly again."Your information was right on the money," he tells you. "Good work."
Player: Your Reputation with the police has improved

Player: Go to the Police Station to hear Constable Barrett's testimony

DM: You go to Dr Haslip's office where you introduce yourself and ask about Emma Smith's injuries."Almost certainly fatal" the old Doctor says unhappily. "She has been violated with a blunt object of some kind, possibly a cane or an umbrella, that has torn her perineum open causing massive internal bleeding. It is incredible that she is still alive but it is likely that peritonitis or another infection will set in. She is still losing blood and there is no way to stop the internal bleeding."The diagnosis is grim and you thank Dr Haslip for talking with you.

Player: Visit the crime scene at Brick Lane

DM: "He screams at us, telling us to fight. He is the great one, the being above us all who laughs as we scream, and screams in our mind. He is God."
Player: "What do you do other than fight?"
DM: "March. Sleep."

DM: Detective Reid takes you to the H Division Police Station where you meet with PC Barrett, an honest looking middle-aged policeman."Please describe your experiences last night" Reid tells his deputy."I was walking my beat last night which takes me past the George Yard buildings on Wentworth Street," Barrett begins, consulting his notebook as he speaks. "At approximately 2am I was walking past them when I saw a soldier waiting next to the building's entrance. I would describe him as a Private wearing the uniform of the Grenadier Guards, aged between 22 and 26, approximately five feet and nine inches tall with a fair complexion, dark hair, a small brown mustache and a good conduct badge but no medals. I asked him what he was doing and he told me he was "waiting for a chum who had gone off with a girl.'"You and Reid exchange glances, your excitement mounting."Approximately three hours later this man John Reeves ran up to tell me he had found a dead woman lying inside the George Yard Building. We went there and saw a plump woman lying on her back on the landing in a great pool of blood. Her hands were tightly clenched at her side, her legs were spread open and her clothes were pulled up leaving her lower half exposed. She was approximately thirty five years old, five feet three inches with a dark complexion, dark hair and wore a green skirt, brown petticoat, black jacket, spring-sided boots and a black bonnet. Her clothes were all old and stained. I sent Reeves to fetch Dr Killeen who arrived, pronounced the unfortunate lady dead and I helped remove her body to Montague Street before coming here to make my report.""This is a model of good police work Barrett," Reid says happily. You thank Barrett too and consider your next step.
Player: At the East End Docks

DM: Your hurry after the two cabmen and call out to the policeman that there is a woman lying in the alley."She looks either dead or drunk but I think she is dead," you tell the officer. The cabmen explain they are late for work and hurry off so you walk back down the alley with the policeman and show him where the woman is lying. Almost simultaneously two other policeman arrive with their lamps, attracted by the commotion. After looking at the motionless woman lying on the ground one of the policeman tells his companion to fetch the local police doctor, Dr Llewellyn.
Player: Go with the officer to fetch the Doctor

Player: Stay with the fallen woman

DM: Going upstairs to room 37 you knock on the door. A burly man with a beard opens the door and introduces himself as Mr Reeves."Yes sir, I found the body sir," he tells you in response to your inquiries. "I generally go down to the docks around 5am to start work. This morning I saw that woman lying in a pool of blood on the landing. Her skirts were hitched up to her stomach and she looked like she'd been raped... it was a tough thing to see. Well sir I ran out into the street right away and found this copper Barrett walking his beat. I brought him straight here and he sent me to fetch Dr Killeen from Montague Street. After that your man Barrett told me to stay in my room today so that I might be available for any inquiries.""Did you see any evidence of weapons at the scene?" Reid asks him, taking notes. "Anything like footprints or personal belongings?"Reeves shakes his head. "No sir, nothing like that.""Did you hear any disturbances last night?" you ask him.Reeves frowns. "There were two fights on the street outside before and after midnight" he tells you. "I heard people shouting 'police' and 'help' and there was some screaming, terrible screaming. I looked outside and there was some crowds out on the street fighting but policemen came and cleared them away. There was another fight around two am and some more screaming. I looked outside again and there was some drunks out there fighting but they moved away after a while and I didn't hear anything else."You and Reid thank Reeves for his information.

Player: In the pubs near the George Yard Building
DM: You suggestion is a commonsense one but you've overlooked important information and consequently the police inquiries in the pubs lead nowhere. When a photograph of the murdered woman is published in the papers she is identified by friends as a prostitute called Martha Tabram. Ten days after her murder DI Reid arrives at your home looking tired."We have been concentrating our search on a soldier who was allegedly with Mrs Tabram around the time of her death" Reid tells you. "I have been at the Tower of London and to the Wellington Barracks with PC Barrett and a lady called Pearly Poll who was with Mrs Tabram at the night of her death. They've picked out several soldiers between them as the one that went off with her but all the men they picked have solid alibis for the night of the murder. We've spoken to Mrs Tabram's husband Henry Tabram, Mrs Tabram's boyfriend Henry Turner, Mrs Tabram's sister-in-law Mrs Morris and Mrs Tabram's former landlady Mrs Bousfield as well as this woman Pearly Poll but the investigation has ground to a halt. I'd like you to talk to some of the people on this list to see if you can get any information which might help us."You nod, considering who to approach first.

Player: I got expelled

DM: For some reason you recommend the police concentrate their efforts in the East End Docks. This suggestion, unsupported by any evidence at all, costs the police valuable time and damages your reputation with the police who finally redirect their search elsewhere.You have lost 1 Reputation PointWhen a photograph of the murdered woman is published in the papers she is identified by friends as a prostitute called Martha Tabram. Ten days after her murder DI Reid arrives at your home looking tired."We have been concentrating our search on a soldier who was allegedly with Mrs Tabram around the time of her death" Reid tells you. "I have been at the Tower of London and to the Wellington Barracks with PC Barrett and a lady called Pearly Poll who was with Mrs Tabram at the night of her death. They've picked out several soldiers between them as the one that went off with her but all the men they picked have solid alibis for the night of the murder. We've spoken to Mrs Tabram's husband Henry Tabram, Mrs Tabram's boyfriend Henry Turner, Mrs Tabram's sister-in-law Mrs Morris and Mrs Tabram's former landlady Mrs Bousfield as well as this woman Pearly Poll but the investigation has ground to a halt. I'd like you to talk to some of the people on this list to see if you can get any information which might help us."You nod, considering who to approach first.

Player: Stay and examine the scene
DM: While one of the Constables hurries off you remain with the other two and in the light of their lanterns you stoop to conduct your own brief examination of the dead woman. Her skin is still warm to touch and blood still drops from a wound in her neck. While you are examining her you hear one of the policeman tell the other that he walked down this alley no more than half an hour ago and it was empty then, a quick glance at your watch reveals it is getting on for 4am. Hearing approaching footsteps you stand up as the first policeman returns with an elderly man in civilian clothes carrying a stretcher between them. The man, Dr Llweyllen, takes one glance at the dead woman."Move her to the mortuary," he instructs. "She is dead and I will make a further examination of her."You are shaken as the woman's small body is lifted, revealing a large pool of dried blood beneath her head. The policemen place the body on a stretcher and hurry away with the Doctor leaving one policeman to guard the crime scene. You consider whether you should lean on your status as a Private Detective to try and accompany the body to the mortuary or go home for a stiff drink. It can be difficult enough sometimes investigating murders but discovering one is so much more worse.

DM: You remain with the fallen woman and kneel alongside her. The woman's left arm is stretched out straight and her left hand is resting against the gate before which she lies. Looking closely you see the dark shape of blood pooled beneath the woman's head. Her eyes remain staring blankly at the sky."Who did this to you?" you ask softly.The lady's eyes flicker and suddenly move, staring right at you. She makes a little choking sound and blood bubbles from her throat. You lean closer but it is too late, she gives the faintest of sighs and goes silent forever. She is dead.Hearing footsteps coming down the alleyway you rise quickly to your feet. The policeman the cabmen alerted is walking straight towards you, his lantern bobbing in his hand. He looks startled to see the corpse lying before you. Seconds later two other policemen hurry up, attracted by the commotion. The policeman look somberly down at the dead woman and one suggests his companion should run and fetch the local police doctor, Dr Llewellyn.
Player: Go with the policeman to fetch Dr Llweyllen
DM: You hurry off with a Constable at a steady jog to a house a few streets away. The policeman knocks on the door and calls for Dr Llewellyn to come quickly as there has been a murder. After a few minutes an old doctor emerges from the house pulling on his coat and orders you and the officer to fetch a stretcher from a shed across the road. Together the two of you find the stretcher and follow the Doctor quickly back to the alleyway. The crime scene is as you left it with the two policemen still standing there alongside the murdered woman. The Doctor takes one glance and shakes his head."Move her to the mortuary," he instructs. "She is dead and I will make a further examination of her."You are shaken as the woman's small body is lifted, revealing a large pool of dried blood beneath her head. The policemen place the body on a stretcher and hurry away with the Doctor leaving one policeman to guard the crime scene. You consider whether you should lean on your status as a Private Detective to try and accompany the body to the mortuary or go home for a stiff drink. It can be difficult enough sometimes investigating murders but discovering one is so much more worse.
Player: Remain and examine the crime scene

DM: You go up to Number 35 and knock on the door which is opened by a young man with glasses."Mr Crow?" you ask him. "Mr Hewitt tells us you might have some information for us about the murder last night?"Crow nods. "Terrible thing to happen, I heard all the details from Mr Hewitt this morning. I was out at the pub with some friends last night and didn't get home until around half three. I came up the stairs and saw someone lying there on the first floor landing where they found the woman this morning. I didn't think anything of it as a few times homeless folk have come inside to sleep there out of the cold. When I got up at half nine I went downstairs to find the body gone and the blood there instead. When I told this to Mr Hewitt he told me that a woman had been murdered there last night. I think it must have been before three thirty when I went by..."You thank Crow for his information and consider your next step.

DM: You and Detective Reid walk down to the mortuary on Montague Street where you meet Dr Killeen, an elderly and professional medical man. The body of the murdered woman is lying under a bloody sheet on a table nearby, judging by her face she is a plump, middle aged woman. Her eyes are closed and her mouth is open as if in surprise: she looks surprisingly calm like she is sleeping. After introducing you Reid asks Dr Killeen for the results of his examination."This lady was killed by thirty-nine separate stab wounds to her body," Dr Killeen says monotonously. "The killing occurred around two thirty this morning I should guess. This lady is around thirty-six years old and well fed. She has seventeen stab wounds in her breasts, six stab wounds in her stomach, five stab wounds in her left lung, five in her liver, two in her right lung, two in her spleen, one in her groin and one in her heart which I would identify as the fatal wound. This injury penetrated her beast bone and must have been inflicted with some force by some sort of dagger or bayonet.""A bayonet?" you ask surprised and the doctor nods."Most of these injuries could have been inflicted by a right handed man armed with a pen knife or similar weapon except for that one. In addition to her other wounds this subject has been stabbed nine times in the throat. These injuries were all inflicted on her while she was still alive and her death was the result of massive blood loss. I found no evidence of recent sexual intercourse."The image of a man hacking this lady to death on a darkened landing with nearly fifty stabs is a grim one and her death must have been very painful. You and Reid thank Dr Killeen for his work and quietly leave. Outside you breath in the fresh summer air and pause to brace yourself so you can continue the investigation.

Player: Follow the body to the mortuary
DM: You go to the mortuary where you find Dr Lewellyn is preparing for the autopsy. Two assistants are stripping the body of it's clothes and as they remove the dead woman's upper shirt they suddenly give a sudden shout of fright. You and the doctor spin around in alarm. Across the dead woman's stomach are several fresh slashes running diagonally downward from left to right. Someone has slashed savagely at this woman's stomach with a knife of some kind, partly disemboweling her. One of the assistants staggers away pale, his blood-soaked hands shaking"You might want to step into the yard for a time," Dr Lewellyn suggests to you. "Autopsies can be difficult experiences. I'll have my men provide you with this unfortunate lady's clothes and possessions for you to examine."
Player: Take the doctor's advice and go outside

Player: Try to accompany the body to the mortuary
Player: Insist on witnessing the autopsy

DM: I immedately get up and so does Behemoth. Fighting is no fun if done on the ground. The look on his face indicates that he agrees. BEHEMOTH'S HEALTH: 100%HEALTH: 80%

DM: In the yard of Dr Lewellyn's home you examine the dead woman's things. Her clothes are dirty and blood-soaked, you find that the petticoats have "Lambeth Workhouse" stencilled on the labels. In the pockets are a comb, a handkerchief and a broken shard of mirror, the meager possessions of a tough life, indeed the only thing that looks new and clean is a pretty black bonnet. You turn it over, looking at it thoughtfully as the dead woman must have. You are still thinking when a man strides into the yard; you recognise him as a Police Inspector you have worked with in the past called John Spratling."This is a terrible business," he tells you. "The Doctor says this woman had her throat cut by a man with a knife who then slashed up her stomach. You best take yourself home and get some rest, if I'm not mistaken someone will call on you later."You nod and walk through the doctor's house, passing the motionless and practically decapitated corpse on the way out.

DM: You insist on staying in the room while the Doctor examines the woman's body. With infinite care he opens the dead woman's mouth and finds she is missing several teeth, though these seem to be old injuries as our bruises on her face. The Doctor reports that the dead woman's neck has been slashed through to the backbone by a single slash, the windpipe completely severed. Apart from the various slashes to her abdomen these are the only injuries, the Doctor tells you he thinks it would have taken a knife at least eight inches long to inflict such wounds.

Player: Sacrificed himself for his family
DM: Noah sacrificed himself, letting his family board the ship as he fought of the masses.

Player: Talk to Martha Tabram's former landlady Mrs Bousman

Player: So...What are you?

DM: After settling in your hotel, you decide to jumps on a soon departing tour to see the famous heads of the island. Your excitement is nearly diminished when you find out your tour guide is as dull as a sack of rocks.What now?
Player: Stick with the tour. He may be boring, but there is you're getting lost around these freaky heads

DM: You choose to remain with George Donner and his family at Alder Creek, helping Jean Baptiste look after the two women and seven children there. There is some talk about eating human flesh but fortunately you manage to resist the urge to do that and in the first days of March a second rescue party arrives at Alder Creek led by James Reed and William McCutchen. They bring a little more food and offer to take three of the Donner children out but intend to leave a man behind to help Jean Baptiste look after the Donner family until the next rescue mission arrives.What do you do?
Player: Stay with those that are left
Player: Refuse to eat the human flesh
DM: Refusing to eat any human flesh you return to your tent by yourself and lie under a blanket. That night as the snow piles up outside you succumb to your hunger and die.

Player: Feeling sick you go into the yard to examine the dead woman's possessions

Player: Talk to Witness Mrs Lilly who may also have heard the murder

DM: You meet Mrs Holland in Lambeth Workhouse; she is a big, tough-looking woman who insists that you call her Nelly."I've known Polly for years," she tells you. "She's been in and out of workhouses the whole time when she wasn't sleeping rough but she was a quiet woman who never argued with nobody. We were lodging together for a bit but on the night she was killed she couldn't afford the room. She told me 'Never mind Nelly, I'll soon get money. See what a pretty bonnet I've got now.' I remember that because she had no money and the bonnet was new so I was puzzled where she'd got it from."Nelly frowns briefly before going on."I saw her about an hour before her body was found. She was very drunk and slumped against a wall, she told me she'd been drinking all day. She looked unusually worried. 'I've had money three times today and spent it all on drink,' she told me, ' but it won't be long before I'm back'. She go up and staggered off down Whitechapel Road and that was the last I saw of her before I heard a woman had been killed, went to the morgue and saw Polly lying there..."Nelly falls silent and thanking her you turn away, your mind whirring. You remember Mary Ann Nichol's bonnet quite clearly, it was lying next to her body when you found her. It was a black hat with a velvet band, quite expensive and smart compared to the rest of her clothes Nichols's. If she didn't have enough money for a room (which in the Workhouse is far cheaper than a bonnet) how did she buy a new hat? Frowning you consider where to go next.

Player: Talk to Witness Mr Birch who saw a suspicious man

Player: Talk to Witness Mr Ede who also saw a suspicious man
Player: Talk to Witness Mr Birch who also saw a suspicious man

Player: Move the dirt around to cover the blood!
DM: yYou start dusting around, and, a few minutes later, some hikers show up. You, seeing the new faces pretend like you lost your contacts. "There's my contact!" you say, pretending to put it back in your eye. A hiker points out,"Hey, that was on the ground. It's probably..." "AAAUGH!!!" you yell, and the hikers slowly walk away.Well, it worked! You removed all evidence of blood, but there's still his clothing!
Player: Better start hidin' it!
DM: You slowly peel his clothing from his raw hide with repulse until you get it all off. Next, you head into the forest with his clothes and start climbing trees left and right until it's all up. But, you still have blood on your hands. That might be something to jail you about.

Player: Talk to Catherine Eddowes's partner Mr Kelly

Player: Mr Ede's testimony about the suspicious man with the knife

Player: Mrs Lilly's testimony about hearing the moans and whisperings in the darkness
DM: You tell Inspector Abberline about Mrs Lily's story and he looks impressed. He promises to look into it and returns a few hours later."Well I believe her story," he tells you. "I'm not sure about the whispering though, why would the fellow be muttering to himself? It seems to me she might have heard you, the cabmen and the others who found the body. Unfortunately her account truthful as it may be doesn't shine any fresh light on the case, if only she had looked out her bedroom window she might have seen the man! For now I think we'll have to dig a lot deeper if we're to get to the bottom of this."This line of inquiry hasn't led anywhere.

Player: Talk to Mary Ann Nichols's ex-husband Mr Nichols

Player: Talk to Mrs Colwell who also may have heard the murder

Player: Talk to Mr Birch who saw a suspicious man

DM: Inspector Abberline sighs when you tell him about Mrs Colwell's story."That is the sum of all your efforts?" he asks. "Some woman claiming to have heard a woman screaming 'murder' at least three hours before you yourself found the body? This woman is clearly an attention-seeker. Frankly sir, I'm disappointed, it seems you have much to learn about police work." Your Reputation with the Police has been damaged.

DM: You walk through the little yard, carefully avoiding the large puddle of blood at the foot of the steps. Using a tape measure you find that the blood sprays on the fence go as high as fourteen inches. Half-hidden in some weeds near the fence you make a very interesting discovery. Two small objects are glinting near the pool of blood. Stooping you pick them up and turn them over in your hand. They are two farthings, perhaps the price a cheap prostitute might accept for her services. You wonder if you are holding the payment passed by the killer to his victims... sensing this is an important discovery you pocket the coins.
Player: Rising to your feet you head over to the mortuary
DM: At the mortuary Dr Phillips wastes no time in instructing his assistants to remove the dead woman's clothes in preparation for his autopsy. The workmen are visibly disgusted: the blouse and upper clothes of the body are saturated and literally dripping with blood and removing them reveals horrific injuries on the dead lady that extend well down to the groin area. Despite your disgust you can stay and assist Dr Phillips with the autopsy or examine the dead women's clothes and possessions in a nearby room.
Player: Go to the other room to look at the dead woman's things

DM: The woman's blood-soaked clothes are piled into a heap. Picking through them you find nothing interesting and go through her possessions. In the dead woman's pockets were found two combs, a scrap of cloth and interestingly a small scrap of envelope wrapped around two small pills. On the envelope are written the words "London, 28, Aug, 1888...M...2...S." Above these words is an engraved stamp of an emblem of some kind. As you are turning the scrap of paper over in your hand Inspector Chandler enters the room. You show him your discovery and he becomes very excited."That's the seal of the Royal Sussex Regiment," he tells you. "This could be an important clue! We'll take it from here, good work! Go home and have a rest and I'm sure someone from Force will be in touch with you very soon."You step out into the mortuary room as Dr Phillips is finishing his autopsy. The dead woman lies still, eyes closed and head turned to the side as if asleep. You get one last glimpse of her before Dr Phillips throws a blanket over her, hiding her from your sight.

DM: You remain at Dr Phillips's side as he examines the body, muttering to himself all the while."Old bruises on the face, tongue swollen and protruding slightly... neck severed by a knife at least six inches in length and probably longer... body eviscerated with intestines, uterus and bladder removed. Hm, I think whoever did this had some medical training or knowledge at any rate. I could not have made these operations in less than a quarter of an hour and if I was doing a deliberate surgical operation it would have taken at least an hour... ah this is interesting."Fighting your disgust you force yourself to pay attention."There used to be rings here," Dr Phillips tells you holding up the dead woman's right hand. Sure enough there are three white bands clearly marked on the lower portion of the middle finger. "This woman has worn rings here but they have recently been removed. Unless she removed them herself, which seems unlikely, they must have been taken from her by the killer."With a jolt you realize this could be a very important clue: if you can find the rings perhaps you can find her killer too.
Player: With nothing more to learn here you go to look at the dead woman's things

DM: You head out to Annie Chapman's lodging house in Spitalfields and going you find Mr Donovan, a young man with a serious air."Annie was normally a lovely, good-natured lady but she got a black eye in a fight a little while back," he tells you. "On the night of she died she came up to my office around 1.30am and said 'I haven't the money for my bed but don't let it: it won't be long before I'm in.' I could see her swaying a bit and told her off for finding money to get drunk but not for a bed. 'Never mind Tim' she said, 'I'll soon be back. Keep that bed for me.'" She headed out soon after, before she left I saw her put some of her tablets in a scrap of paper which she put in her pocket. She took the medicine for a bad lung condition she had but she never complained about it."Thanking Mr Donovan for his time you head on.

Player: The two farthings

DM: Quickly you tell Inspector Abberline about the two farthings you found near Annie Chapman's body."That's interesting," Abberline agrees when you have finished. "Do you think the killer used them to pay for Mrs Chapman's services before killing her? It's possible I suppose, very well: I shall share a clue with you. I have heard that an American Doctor has been asking around the medical colleges to see if he can obtain a woman's uterus for his studies. He has been refused quite naturally but I have been informed by Dr Phillips that Mrs Chapman's uterus was one of the organs the killer took from her body. Is this a coincidence? I don't know yet but I think we had better keep an eye out for this American doctor."You nod your head and as you do you hear a voice calling Abberline's name from the street. Looking down you can see an excited Policeman standing there."Inspector!" he calls up. "They have arrested the Ripper!"

Player: The wooden fence
DM: Quickly you tell Inspector Abberline about the blood splatters on the fence and he looks visibly annoyed."The fence? What the devil are you talking about the fence for?" Abberline asks impatiently. "There's nothing important about that. I think there are far more important things to consider in this investigation."Your Reputation with the police has suffered slightly.You nod your head unhappily and as you do you hear a voice calling Abberline's name from the street. Looking down you can see an excited Policeman standing there."Inspector!" he calls up. "They have arrested the Ripper!"
Player: "Is it true you have a history of hitting prostitutes?"
Player: Ask him why people call him Leather Apron

Player: You and Abberline set off at once for the nearest police station

Player: "Why are you called Leather Apron?"

Player: "Where were you on the night of Annie Chapman's murder?"
Player: Ask him if it is true he beats up prostitutes

Player: Ask him where he was on the night of Annie Chapman's death

DM: You declare that John Pizer a.k.a. Leather Apron is Annie Chapman's murderer and he is held in prison.You are publicly humiliated when his brother and several others including a policeman arrive within hours to confirm his alibis that he was at home in bed at the time of her murder. This has cost you a great deal of respect among the police.

Player: Ask him why he is called Leather Apron

DM: Sorry! Proper Victorian women never walked around without shoes when outside their sleeping quarters...but shoes weren't the first thing they put on in the morning!
DM: Correct! The first thing a Victorian woman put on was her chemise. This was a nightgown-like garment that was loose and always white. (In fact, sometimes it doubled as a nightgown for poor women.)So, what do you suppose came next?1. M'lady's drawers2. Her stockings and garters3. Her corset and bustle
DM: Tsk, tsk. A lady didn't typically put on her drawers (or "unmentionables") till later.

DM: Waking one day you find a new report a Xenos fleet has arrived in system. These creatures are a wandering people that strip the sectors they pass through of everything they can. They respect no boundaries set by other peoples, they respect no property laws but their own, and they respect no life but their own. They do not negotiate, they only take what they want.War has come to [1J7E]. You remain abord the cruiser for this war. The captain of the Cruiser hides in asteroid fields and various gravity wells to strike out at the enemy fleet. You remain out of contact with most of the Auxilia for the greater portion of the war. You wait out most of the war not fully understanding what's going on around you.
Player: Epilogue: A new Loyal Imperial system [1J7E]
DM: The war comes to an end and you find out what happened. The Captain of your Cruiser did a decent amount of damage to the supply ships and even some of the ships that held the general population of your enemy. This forced your enemy to pull forces from their frontline, opening them up to attack by the Auxilia. The Auxilia managed to hold the frontline long enough for most of the colonies to start evacuating. By the time the enemy pushed through to the first colonies what they found was mostly traps and the belligerently well-armed.Enough imperial refugees fled the system that you received a proper Imperial fleet to drive off the enemy. The enemy was scattered because they were hunting down the cruiser or the Auxilia or happened to be a part of some mobile refinery. The Imperial fleet shattered any resistance and drove the enemy from the system. To your knowledge, the Imperial fleet is still giving chase to the shattered remains of the enemy three systems away now.For now, your job is back to arranging the return of the colonists and the medals and awards for the forces that fought for this system, both from the proper Military and from the honored Auxilia. Four out of five of the awards you sign off on are posthumous. You have a lifetime to make the system something better for the families of those that died for the Empire. Whether they realized that's what they were doing or not.Those that return have a greater respect and love of you as their MarchWarden and for the Empire as a whole.

DM: You remain behind briefly and explore the small yard for clues. Entering the darkened space you know you must be standing pretty much where the killer stood less than an hour ago but he is gone now leaving no trace behind except the pool of blood on the ground. With a brief sigh at the killer's terrifying effectiveness you hurry off to the next crime scene.
Player: Mitre Square
DM: The policeman was not exaggerating.When you arrive at the square you see a little woman with brown hair lying on her back in one of the square's corners. A savage slash through her neck bubbles with blood and her mouth is open in a silent scream of agony. A purple and blue mound of fat worms that is her intestines have been extracted from the carnage of her stomach and thrown across her shoulder. Her face has been slashed so savagely that parts of her right ear and nose have been cut off.With a jolt you remember the words in the last letter Inspector Abberline read to you, purportedly from Jack the Ripper "the next job I do I shall clip the lady's ears off and send to the police officers just for a jolly." Feeling sick you sit down on the pavement and take several deep breaths. As you do a local Doctor arrives on the scene joining the crowd of policemen already there. The Policeman who discovered the body is sitting on a step nearby looking just as sick as you.You barely hear what people are saying as they crowd around the body and try to put it back together so they can load it onto a stretcher. The Ripper is now killing women as such a fast rate it seems impossible that he can be stopped but you know you have to keep trying. The possibility that the Ripper killed another woman after his mutilation of the first was interrupted just to obtain her ear and organs sickens you. You barely hear as a Policeman asks you if you want to help search the scene.
Player: Stumble home to recover

DM: You can't see well enough to fight, and you're not about to turn back now. You try to run past, sweeping along the right side of the road. But, egad! A hand from the darkness take hold of your shoulder! Quick, what do you do to save yourself?
Player: Rip ass
DM: Thinking it will repel the ghoul, you let slip the gnarliest fart you can muster. A brilliant plan: well thought out, perfectly executed. Unfortunately it was bullshit. The zombie is completely unfazed and goes on to win a silver medal in eating your brains.

DM: You go home and have a strong drink to recover. Inspector Abberline arrives at your house just hours later as the morning sunlight is creeping over London."We need to move fast if we are to find evidence that will lead us to this bastard," he tells you, looking more angry and determined than you have seen him yet. "We have identified the dead woman in Dutfield's Yard as Elizabeth Stride and the woman in Mitre Square as Catherine Eddowes, both prostitutes working in the Whitechapel district. I want you to investigate Mrs Stride's murder while I will handle the investigation into Mrs Eddowes's killing. Dr Phillips has conducted an autopsy and also listed Mrs Stride's possessions and can supply you this information if you visit him. We have also traced Mrs Stride's partner Mr Kidney to an address on Commercial Road."Abberline opens his ever-present notebook. "We have been overrun with eyewitnesses. A Mr Gardner, Mr Marshall, Mr Packer, one of our own Policemen Constable Smith and Mr Schwartz all claim to have seen Mrs Stride with a suspicious man on the night of her death and Mr Coram has found a bloodied knife in the street that may be relevant. I would like you to chase these leads up and see which are credible. Depending on your findings I may have some useful information to share with you."Feeling slightly overwhelmed you prepare yourself for your latest investigation.

DM: You go to Mr Kidney's house on Commercial Road to find him a drunk and emotional man."I've known Liz for years," he declares. "She came here from Sweden twenty years back, she told me her husband and children drowned when the Princess Alice sank ten years ago. We've stuck together through the highs and lows, been arrested a few times for being but who hasn't round here? We had our fighs sometimes and split up, it was always the drink that made her go away but she always came back. She said she liked me more than any other man."He pauses to take an impressively big gulp from a bottle of gin at his side and blinks at you."We spoke about this Ripper you know? She told me 'Me and my friends, we're all up to no good, no one cares what becomes of us. Perhaps some of us will be killed next.' If you gave me a dozen coppers I would find this murderous fuck. I'd get him right in the act and see him hung like a dog from a noose in Tyburn for what he did to Liz... she never did any harm to anyone and helped many who didn't deserve such kindness. She was a good girl."Thanking Mr Kidney for his time you leave.

Player: You tell Abberline about the lone man in a suit who Stride was seen with soon after
DM: Abberline listens to your description looking very thoughful."This greengrocer doesn't sound like a very reliable witness though if the killer brought Stride a flower and grapes to gain her trust it would seem to follow his usual behaviour... PC Smith sounds like a very reliable witness to me. You say he said the man with Stride was around thirty, wearing dark clothes and a hat and carrying a parcel... that's a rather vague description but it could be our man. Certainly it seems to be our most reliable witness account yet."Your good Detective work has increased your Reputation.
Player: Abberline tells you about his work on Catherine Eddowes's murder

DM: You go to talk to PC Smith an experienced officer with a professional manner."I was walking down Berner Street just after 12.30am when I saw a man and a woman standing on the pavement opposite the entrance to Dutfield's Yard where the dead woman's body was later found," he tells you consulting his notebook. "I am certain the woman I saw was Elizabeth Stride. Her companion was a young man in dark clothes in an hat, overall he looked respectable. He was carrying a parcel about twenty inches long and several inches wide. The woman had a red and white flower on her jacket. I didn't hear them say anything as I walked by but they didn't seem in any way drunk. When I walked back down the street thirty minutes later two police officers and a small crowd had already gathered outside the yard to view the body. I remember seeing you there sir but I don't know if you remember me."You don't but pretending you do you thank PC Smith for his interesting information.
Player: Talk to Witness Mr Packer who also saw the victim with a suspicious man

Player: You tell Abberline about the two men Stride was seen with even later than the others
DM: Abbrline listens to your description and looks very puzzled."You think the Ripper has an accomplice?" he asks frowning. "No, no I think that is very unlikely. Schwartz does sound like he is telling the truth though... do you think he was mistaken about the time or saw different individuals? I think it is possible his story is a fabrication to draw attention to himself for whatever reason. It doesn't sound much like our killer to attack people in sight of witnesses and then allow them to escape. Also Mrs Stride would hardly have been eating breath mints if she was being thrown around the yard. No, no, this doesn't sound right."Abberline looks uncertain but you move on with your discussion.
Player: Abberline tells you about his investigation of Catherine Eddowes's murder

Player: Talk to Dr Phillip's to see Elizabeth Stride's autopsy report and possessions
Player: Talk to Witness PC Smith who also saw the victim with a suspicious man

Player: Talk to Witness Mr Marshall who also saw the victim with a suspicious man

Player: Talk to Witness Mr Lawende who saw the victim with a suspicious man

Player: Talk to Dr Brown to see Catherine Eddowes's things

Player: Talk to Abberline about the white apron with a piece torn out
DM: Abberline nods thoughtfully."You think this torn piece of apron matches the blood-soaked rag found in Goulston Street? I think you're right, I think the killer probably cut off a piece of Catherine Eddowes's apron and used it to hold her organs in while he carried them away. But knowing that does not get us any closer to finding him..."

Player: Talk to Abberline about the pawn shop's receipts for the shirt and shoes
DM: Your final deduction is so bad you are promptly banned from working with the London Police ever again. You will never catch Jack the Ripper by making such poor deductions (or maybe you just wanted to get out of this story-game). It is not that difficult, with some thinking and enough research you can unmask Jack the Ripper. It depends if you want to try again or just give up?

Player: Abberline produces another letter
DM: "We have just received this postcard from the killer today," Abberline tells your and reads it:"I was not kidding dear old Boss when I gave you the tip, you'll hear about Saucy Jack's work tomorrow, double event this time. Number one squealed a bit, couldn't finish straight off. Ha, not the time to get ears for police. Thanks for keeping last letter back till I got to work again. Jack the Ripper.'"I'm convinced it was written by the same man who wrote the earlier 'dear boss' letter promising to cut one of his victim's ears off as he did with Mrs Eddowes," Abberline tells you." This killer is toying with us and the bugger's enjoying himself."Abberline is interrupted by a Policeman bursting through the door into your study."Sir they've found another body, this one right inside the grounds of Scotland Yard!""But that's the third in three days!" Abberline exclaims looking thunderstruck.Your legs suddenly feel weak and you sink into a chair.

Player: Abberline produces another letter from his pocket

DM: You follow the girl into one of the bathrooms, specifically one of the stalls. Still a little naive about certain things, you're not exactly sure what's going to happen until she kneels in front of you... Afterwards, you feel a little bewildered about what happened. Its definitely not a common occurence for you. You can't say you didn't enjoy it though. You leave the club and sneak back to your house, carefully not waking Mom up. You go to bed, thinking about the unusual day and night you've had, and realizing that you should've been having fun like this in the first place. Time passes and things have improved for you at school. At home its a living hell. You argue with Mom as much as your sister does now, but nobody gets kicked out. You start staying out all night whoremongering, you also start to not feel well though in the coming months. Another day arrives, and you feel deathly sick...

DM: Mrs Cox is a middle-aged widow with a pale, thin face and she tells you her story through tears."I knew Mary well," she tells you. "Last night I headed to my home in Millers Court just before midnight to get something when I saw Mary walking ahead of me with a stout man in an overcoat. He was about 35 with a blotchy face, a mustache and was carrying a pint of beer. He led her to her room and said 'goodnight' and she said 'goodnight, I am going to sing.' Mary was very drunk and soon after I went to my room I could hear her singing the lament 'A violet for my mother's grave.' I went out again soon after and she was still singing... I got back in at three. At that time there was no sound or light coming from Mary's room. I went to bed, during the night I occasionally heard people going in and out of the Court but nothing to until the alarm was raised at lunchtime."You thank Mrs Cox for her information and move on.

DM: That afternoon you return to your home to await Inspector Abberline's inevitable visit. When he arrives a few days later he looks exhausted."We're getting a lot of contradictory claims and wild theories about when Mrs Kelly was killed and even people claiming it wasn't her who was killed at all as because of the incredible amount of damage done to the body it's proving difficult to identify her. When do you think she was killed?"
Player: Tell him Mary Kelly was killed late in the morning by a man she was drinking with
DM: Inspector Abberline frowns when you tell him about Mrs Maxwell's evidence."Yes I spoke to her too, she did sound very sincere didn't she?" he asks. "Personally though I think she has made an honest mistake. She has got Mrs Kelly mixed up with this other woman who she spoke to this morning and thinks they are one and the same. I'm not going to consider this serious evidence and I don't think you should either."You nod and Abberline smiles, though he still looks a little uncertain by this contradictory evidence.

Player: Tell him Mary Kelly was killed in the night by a man she brought back to her room
DM: Inspector Abberline listens thoughtfully to your opinion and nods slowly."I agree. I have spoken to this man Hutchinson and I think if any witness testimony we've heard yet is to be believed it is his, his description tallies very closely with the man PC Smith saw with Elizabeth Stride. Hutchinson mentioned the man gave Mrs Kelly a red handkerchief, it is likely he is the same man who I believe earned the trust of the other victims with little gifts including money. I think if we know what he looks like we are much closer to catching him. You have done good work here." Your Reputation with the police has improved.

Player: Talk to Witness Mrs Prater who heard someone cry "murder" in the night

Player: Tell her you do not think it was Mary Kelly who was killed at all
DM: Inspector Abberline looks astonished."Of all the people I would have thought would have brought into this ridiculous theory you are the last!" he exclaims. "Just because the killer destroyed her face there is no reason to doubt this is Mary Kelly. Joseph Barnett, who has been her boyfriend of the last year and ought to know what she looks like, has identified her. If the dead woman is not Mary Kelly then the real Mary Kelly would have identified herself by now. I don't think we will make any progress at all if you follow such mad ideas as these." Your Reputation with the police has been damaged.

DM: As you hesitantly pick up the card, your eyes begin to grow dim. The last thing that you see befor you pass out is the young womans piercing eyes, gazing calmly at you.After you gain consiousness, you look around, bewildered at your surroundings.
Player: Where could you be?
DM: You are outside your tent, just as the sun begins to rise. Today truely is a day to be happy to be alive.

DM: With some reluctance you return to Millers Court to talk to Joseph Burnett only to learn from the landlord that Burnett has understandably moved out of his and Mary's old room. The landlord explains that Burnett just couldn't keep bring himself to live in the room where his girlfriend met such a horrible death. Unfortunately he did not leave a forwarding address and the landlord has no idea where he has gone now. Your efforts to locate him are unsuccessful.
Player: Another attack

DM: You go to the Victoria Men's Working Home on Commercial Road where George Hutchinson was last living but when you are arrive you are in for an unpleasant surprise: Hutchinson has moved out and no one seems to know where he has gone now. No one has heard from him and your efforts to find him are in vain.

DM: Going to the local police station you look over the police files on the hunt for James Kelly. Since his escape from Liverpool five months ago there have been no confirmed sightings of him but unconfirmed rumors indicate he is or is shortly planning to flee to France. Raids on his former home and the homes of his relatives in Liverpool have found no trace of him leaving you at a loss of how to find this clever man.

DM: Your search for Alois Szemeredy takes you to Budapest where he was last sighted. You are able to trace his medical files which report he has been in and out of lunatic asylums for more than twenty years and police records show he has been arrested repeatedly for theft and attempted murder. His trial for murder in Argentina took six years before ending in unexpectedly in his acquittal, he afterwards returned to Hungary (his birth country) which he left two years ago to parts unknown. Despite all this information you are unable to find no trace of the man himself and return to London.

DM: Learning that Dr Tumblety has indeed fled France back to his native America you book passage on a ship to New York, traveling with an Inspector from Scotland Yard who also wants to interview Tumblety. When you arrive in New York you learn that Tumblety has escaped one step ahead of you, fleeing New York for parts unknown. Despite an extensive search of the city by American lawmen they cannot discover where the elusive Doctor has gone. You do however learn that Tumblety has a criminal record, having been arrested in the past for unlicensed abortions, malpractice and even suspicion of involvement in President Lincoln's assassination. With no clue of his current whereabouts you have no choice but to return to London.
Player: Look into this unusual case
DM: Traveling out to Spitalfields you find Annie Farmer's house and knock on the front door, it is opened by a nervous young woman who identifies herself as Mrs Hall, another resident of the house."I heard everything," she tells you. "I sleep in another room and was woken by a yell. Running upstairs I saw Annie partly undressed and holding a bloodied rag to her throat. I asked if she knew her attacker and she said "yes, I was with him about twelve months ago and he hurt me then." She told me the man had a black mustache, dark clothes and she thought he was a saddler. He brought her drinks until she was drunk before she invited him to her home. He cut her a little in the throat and ran away yelling "what a cow!" Yes, it's true Annie had coins hidden in her mouth but she told me she didn't steal them."

Player: This does not sound like a Ripper attack

Player: Go to Colney Hatch to talk to this lunatic

DM: A month after Mary Kelly's death Inspector Abberline visits you looking worried."We might have another murder on our hands," he tells you. "A prostitute called Rose Mylett has been found dead under suspicious circumstances. One of my officers found her body in a disused yard. She didn't have any injuries as such but our police doctors aren't sure if she died from natural causes or strangulation. We're pretty sure the Ripper's not behind this one but you might want to look into it anyway. We're still getting bombarded by suggestions and theories from the general public and as soon as news of this unfortunate death hits the papers we'll get a whole lot more."
Player: Refuse to let yourself be distracted from your search for suspects

Player: Do some investigating into Rose Mylett's death

DM: You travel to Colney Hatch and are shown into David Cohen's cell. He is a plain-looking young man in a straight jacket sitting in the corner babbling incoherently to himself."Don't let him fool you," a guard warns. "He's a spiteful little sod. He'll lash out and scream without warning and we often have to put him in a straight jacket to stop him tearing his clothes off. He spits out food if we give it to him, tears down piping if he can and smashes windows. Don't get too close to him."Cohen completely ignores you the whole time you are there, muttering and hissing to himself endlessly and occasionally laughing.
Player: Not getting anywhere here you go back home

DM: The year ends with no more killings and all of London seems to breath a sigh of relief. It seems the Ripper has definitely moved onto other parts and now you and Abberline have the difficult job of tracking him down. After a few months Abberline visits your home with a new lead."Officers in Dundee have just arrested a man called William Bury for killing his wife," Abberline tells you. "It seems he strangled her with some rope and then stabbed her repeatedly in the abdomen with a knife. That's not the clincher though: when police searched his home they found some childish chalk scribbles in the basement that read "Jack the Ripper lives in this cellar." I've done some digging and it seems Bury was living in London during the Ripper killings but moved up to Dundee soon after Mary Kelly's death. Bury's scheduled for trial and an execution looks likely so if you want to interview him you'd better set off for Dundee at once."
Player: Stay in London and pursue other leads

DM: Your investigation into Rose Mylett's death leads you to her house on George Street where you talk to her friend, the exotically-named Mr Ptolomey."I saw Rosie around 8pm having an argument with two sailors yelling "no, no, no"," he tells you. "I saw her later at 3am with two different men, she looked very drunk. I heard the Police found her body just off the high street around 4am, they don't know if it was murder or natural causes or what. Rose was a pretty girl but she had a terrible fondness for drink. I don't know how her health was but she was drunk most nights."
Player: This doesn't look like a Ripper crime to you

Player: Go up to Dundee to talk to this suspect

DM: You journey up to Dundee in Scotland and arrange to see William Bury in his prison cell on the eve of his execution. He is a big bearded middle-aged man with a hard look about him."I'm not the Ripper," he tells you as soon as you start asking questions. "But I never killed anybody except my wife... we had a fight when I was drunk and I got angry. A red mist came down and when it cleared she was lying there dead with that rope around her neck. I wasn't thinking clearly. I tried to cut her up with a knife but the blood coming out of her stomach made me feel sick. I went to the police and told them she'd hung herself but when they saw the knife wounds in her chest they knew the truth right away. I deserve to be killed I suppose but I wish to God I hadn't done what I did."Twenty-four hours later Bury is dead, hung by an ominously silent crowd.
Player: You return to London

Player: Make a snow-man
DM: You dig your hands into an embankment of ice, but its as hard as rock! You stub your finger on a rock and start to bleed.
Player: Suck on it
DM: You suck on your finger, and eventually it starts to feel better.

DM: Harpy; "Then I wish you well. Take this" She handed me a crystal sword. Harpy; "Strike her in the heart. And beware the sphinx"
DM: I trekked up the mountain alone, proud that I had spared Harpy the hardship of the climb. Upon my arrival at the cave, I followed Harpy's instructions, but found that the "Sphinx" was not around, but the dragon was awake... And she was hungry! She lunged at me, blowing fire at me!

DM: Going up to Colney Hatch you are shown to Hyam Hyam's cell. He is a middle-aged man in a straight-jacket with grey hair and beard."It's very nice to meet you," he says pleasantly. "How do you do?""Be careful of him," the guard warns. "He is a dangerous maniac and he's already stabbed one warden in the neck with a piece of sharp steel. He covers the walls in filth and screams death threats to staff when the mania is on him, at other times like now he can be as nice as you could hope for."Hyams laughs pleasantly and shakes his head. When you try to talk to him further he just smiles, shakes his head and hums to himself. After five minutes of this you get the hint and leave.
Player: Is this the Ripper?
DM: Time passes and still the Ripper remains as elusive as ever. Abberline drops by your home one morning, you are surprised to see his black hair is starting to turn grey."Another suspect," he says unenthusiastically. "A man called Jacob Levy has just been sent to Colney Hatch. He's insane and possibly violent. He could be our man, who knows? Anything's possible."Even Abberline is starting to sound defeated by now.
Player: Go to Colney Hatch and interview Levy

Player: Stay in London
Player: Ignore it and focus on your search for suspects

Player: Go to Mary Pearcey's prison and interview her
DM: You go over to Holloway Prison to talk to Mary Pearcey. You find her in her cell, a very strong-looking woman who is chanting softly to herself the same words over and over: "killing mice, killing mice, killing mice". She refuses to talk to you or acknowledge your presence at all and you examine her wondering if she is capable of inflicting the horrific injuries the Ripper did. The fact that all the witness sightings of the Ripper's victims describe them as being accompanied by men rather than women making it seem a bit unlikely she is the Ripper.
Player: Days later Mary Pearcey is put to death

DM: Not long after Frances Coles's murder your is caught by an account of a newspaper article about another violent murder, this time across the Atlantic in New York. A prostitute called Carrie Brown checked into a hotel room with a man and was found the next morning strangled and mutilated. According to the doctors who examined her body she had been slashed and hacked savagely and it appeared that her killer had tried to remove her organs.The description of the man that checked in with Brown sounds familiar to you: around thirty years old with a light mustache, slim build, dark suit and hat. The article is light on details making you ponder. You know Dr Tumblety was last seen in America, though where he, Barnett, Hutchinson, Kelly or Szemeredy are now is anyone's guess. Jacob Levy has recently died of syphilis at Colney Hatch leaving Hyam Hyams your remaining suspect incarcerated there. Once more Inspector Abberline visits again, balding now and weary."Another suspect," he tells you. "Thomas Cutbush. He's a medical student who has been certified insane after stabbing a woman with a knife in a fit of madness. He's being held in Broadmoor Hospital currently if you want you to go and talk to him there."
Player: Ignore this suspect

Player: Talk to Cutbrush

DM: You go to Broadmoor where you are introduced to the medical student Thomas Cutbush. He is a fair-haired young man who sits in absolute silence, refusing to talk to you for the whole time you are there."He's been catatonic since he arrived," a guard explains to you. "Never says a word."
Player: Your suspects don't seem to be very talkative

DM: One evening Inspector Abberline pays his last visit to you."He's beaten me," he says wearily. "I have no more idea who the Ripper is now that when we began this investigation. I've just announced my retirement, I'm handing the entire case over to you. The police are drawing a line under it, no one's investigating now. Out of our suspects Bury, Cohen, Levy and Pearcey are dead, Cutbrush and Hyams are in asylums and Burnett, Hutchinson, Kelly, Szemeredy and Tumblety are who knows where. It's all in your hands now but I am certain that if anyone can find and unmask this monster it is you."Determined not to let the man who snuffed out the lives of several women go unpunished you keep searching. Soon you read about a man called Frederick Deeming who has just been arrested in Australia for cutting his wife's throat and smashing her head in. What links the case to London is that the bodies of Deeming's first wife and there four young children are found rotting beneath the floorboards of a London house where Deeming lived prior to emigrating to Australia. Their throats had all been cut. Predictably the newspapers are full of speculation that Deeming is Jack the Ripper. You could travel to Australia and interview him but as he has already been sentenced to death you will have to go as fast as you can.

Player: Go to Australia to interview Deeming
DM: Crossing the world by steamship you reach Deeming's prison cell in Melbourne on the eve of his execution and manage to secure an interview with him. The ruthless killer is a fierce and tough looking man who laughs loudly when you ask if he is the Ripper."How could I have been?" he asks. "I was in Cape Town, South Africa mining diamonds out of the Transvaal the year those prostitutes were hacked up. I didn't get back to England until a year afterwards. Hang on, you don't reckon if I say I am the Ripper they'll stay my execution and send me to a new trial in England? It'd be nice to see the old girl one last time."Nothing comes of his idea: Deeming is executed the next day before a cheering crowd and you return to London.
Player: So ends another suspect lead

Player: Search for other suspects
DM: Your search for the Ripper unearths another suspect a few months after Deeming's execution when yet another serial killer is arrested in London. You read in the papers Dr Thomas Cream was arrested after poisoning and killing four prostitutes with strychnine over a six month period for his own enjoyment. It is later found he was also responsible for the poisoning murder of a man in Chicago in 1881. Again the papers are full of claims that Cream is the Ripper, though his method of killing with poison is far different than the Ripper's brutal slaughter of his victims with a knife. Still, when Cream is sentenced to death in Newgate Prison he is only a short way from where you live if you want to visit him.
Player: Concentrate on other suspects

Player: Go and interview Cream
DM: Going to Newgate Prison you meet the murderous doctor in his cell. He is an amiable middle-aged man with a moustache and glasses who is amused by your suggestion that he is the notorious Whitechapel murder."How could I be killing prostitutes in London in 1888 when I was serving a ten year sentence for murder in Missouri until 1891?" he asks with a smile and sighs. "I wish I had been Jack the Ripper. His killings were the sort of thing us medical fellow can appreciate, so skillfully done!"Cream dies unrepentant at the end of a noose soon after.
Player: Another one bites the dust

DM: After searching for them for so long you finally begin to get some closure on your missing suspects Burnett, Hutchinson, Kelly, Szemeredy and Tumblety. You learn from police reports that Alois Szemeredy has surfaced in Hungary. After committing a series of burglaries, one of which resulted in him beating a shopkeeper to death, Szemeredy is finally tracked down and arrested. As he is taken into custody he produces a hidden razor blade and cuts his own throat, bleeding to death before help can arrive. Whatever secrets he might harbour go to the grave with him.It is not so with Dr Francis Tumblety, who to your excitement finally surfaces in the town of Rochester in New York where he is practicing medicine and giving newspaper interviews insulting the London Police and ridiculing claims that he is Jack the Ripper. Now you have finally found him your first thought is to go to America and interview this important suspect at once in case he slips away again.
Player: Focus on other suspects

Player: Travel across the Atlantic to interview Tumblety
DM: You book passage on a liner across the Atlantic and within months you are standing in Dr Francis Tumblety's house. The doctor is a man of medium height with graying hair, a mustache and wears a suit. When he shakes your hand you notice three cheap brass rings on his fingers which look strangely out of place alongside his gold watch chain and diamond stickpin. Weirdly various organs float in glass jars of alcohol on different tables behind him. He sees you looking at them and smiles. "That's just my collection of wombs," he says as if wombs are normal household decorations. "Anyway you say you are from London? I have no idea why the London Police considered me a suspect in these Whitechapel killings. They hadn't one single piece of evidence against me. I have never done a single human being any harm and there are many I have helped. Though I don't care much for women personally but I have often helped many of them out of difficulty. I am no woman hater, in fact there are some parts of them I rather admire."He smiles benignly, playing with the three cheap brass rings on his fingers as he does so.
Player: Slightly unnerved by this strange man you return to London

DM: One morning out of the blue you are surprised to receive a note inviting you to visit Scotland Yard. Once you arrive you are led into the office of Chief Constable Melville Macnaghten, a rising star in the force despite only having joined the police recently. He shakes your hand briefly and invites you to sit down."I understand you have continued to investigate the Ripper Case even though everyone else seems to have given up on it," he tells you looking pleased. "I understand you have some suspects but I want to see this investigation concluded and have found some suspects of my own I'd like you to investigate to see if we can bring a case against them. There is a lawyer called Montague Druitt who drowned himself the month after Mary Kelly was killed, a highly suspicious coincidence eh? There is a Polish Jew called Aaron Kosminski who was certified insane soon after Mrs Kelly's murder, I consider him a likely suspect as well. Finally there is a mad Russian Doctor called Michael Ostrog who was in London at the time of the murders. I would be very glad if you could investigate these suspects for me and report back your findings."Your attempts to get him to listen to who you consider the most likely Jack the Ripper suspect is politely ignored.
Player: Investigate the background of Montague Druitt

DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaab...
Player: W
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaaaw...
Player: G
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaaaag...
Player: B

Player: Investigate the background of Michael Ostrog

Player: d

DM: You take a train up to Liverpool and weeks later you finally meet the man you have hunted for so long. James Kelly is a handsome man with a mustache who greets you with a handshake. As you stare into the killer's face you become uncomfortably aware that you are the only person who has come to meet him when his ship from America docked, no police officers or officials are on the scene presumably because Kelly's ship has arrived a day early. Kelly has noticed this too and sighs."I guess they're not that interested in me after all," he says. When you eagerly ask him about the Ripper murders Kelly just smiles. "I was in London at the time but I didn't kill anyone," he replies. "In December I went to France and then America. I guess if no one is here to meet me I'll just take a walk. It was nice meeting you." Kelly shakes your hand and that is that, the pair of you part ways once more. By the time the police show up the next day the killer has vanished once more.
Player: One last suspect
DM: The years pass by slowly, after arresting officers missed him in Liverpool James Kelly continues to elude capture. You never do find Joseph Burnett or George Hutchinson. Thomas Cutbush, Hyam Hyams and Aaron Kosminski remain in asylums, Michael Ostrog remains in prison following further thefts. Dr Francis Tumblety remains at large in America. Finally, fifteen years after the Ripper murders, one last suspect emerges.A Polish man called George Chapman is arrested on suspicion of poisoning and killing his three previous wives. He is found guilty of the murders and sentenced to hang, it quickly emerges in the papers that as a young man he lived in London during the time of the Ripper Murders. The shop where he worked was just opposite the George Yard buildings where Martha Tabram's body was found. Inspector Abberline, by now in his 60's and looking quite healthy now he is free from the stress of his job, drops by your home brandishing the article."Well, they've caught Jack the Ripper at last," he tells you happily. "I'm sure this is the man we struggled so hard to catch fifteen years ago."Though you are not a young man yourself anymore you consider making one last trip up to Wandsworth Prison to interview Chapman before his execution.

Player: Go and talk to your last suspect
DM: Going to Wandsworth Prison you meet George Chapman. He is a ruthless looking man with dark eyes and a mustache. He looks quite capable of the three murders he has been convicted of. When you ask him about the Jack the Ripper murders he says nothing, he simply faces you with blank eyes and a cold smile. Feeling glad he is to be executed soon you return to your home.

Player: Stay at home
Player: Thomas Cutbrush

Player: Time to close this case

Player: David Cohen
DM: David Cohen is probably not Jack the Ripper.Awkwardly you try to explain to Inspector Littlechild why you think Levy was the Ripper, telling him he was a mentally-ill young man who may have been living in London at the time of the killings and that the murders stopped after he was committed to a lunatic asylum."I don't think this is our man," Littlechild says, looking unimpressed. "You haven't got any evidence against him at all except that he was mad. We're hardly going to get any now if Levy died of his illness fourteen years ago."Your Reputation has been damaged.
Player: You should pick a better suspect
Player: William Bury

Player: Joseph Barnett
DM: Joseph Barnett could have been Jack the Ripper.Eagerly you explain your theory to Inspector Littlechild, that Barnett may have started killing prostitutes with increasing savagery to discourage his girlfriend Mary Kelly from entering that particular line of work. When she did not change her ways he slaughtered her with unimaginable savagery. His apearrence matches many eyewitness descriptions but Inspector Littlechild is quick to point out the main problem."We don't have any proof whether this theory is correct or not," he says unhappily. "No one has seen Barnett for fifteen years and we are unlikely to find him now."You are forced to concede that this is true.

Player: Pick a different suspect
Player: Alois Szemeredy
DM: Alois Szemeredy was possibly Jack the Ripper.Eagerly you explain your theory to Inspector Littlechild. This slippery and insane Hungarian criminal was responsible for at least one but probably two murders and may well have been in London at the time of the Ripper murders. Inspector Littlechild looks thoughtful."It's possible," he agrees reluctantly. "Buy Szemeredy was primarily a burglar and thief rather than a killer. There is nothing to prove he was in London at the time and in fact there's no real evidence against him at all. We'll never know now, he committed suicide years ago."

DM: William Bury could have been Jack the Ripper.Eagerly you explain your theory to Inspector Littlechild. William Bury is one of the few men who has proved capable of murder (though using a different method to the Ripper) who was living in London at that time. The graffiti in his cellar claiming that Jack the Ripper lived there could be a form of self-confession. The Ripper killings stopped soon after Bury left London but Inspector Littlechild isn't convinced."The killing of his wife was not very similar to the Ripper murders at all," he points out. "Straight after it he confessed as well. Even if Bury was the Ripper, which Bury himself denied, he was executed fourteen years ago."
Player: Pick a new suspect
Player: Jacob Levy
DM: Jacob Levy was probably not Jack the Ripper.Awkwardly you explain your theory to Inspector Littlechild: Levy was a mentally ill man living in London at the time of the Ripper murders. Littlechild shakes his head."There is no evidence at all that Levy is the Ripper and in fact we know from his guards that Levy was a non-violent prisoner," Littlechild tells you. "We can't ask him now anyway, Levy died from his illness twelve years ago."Your Reputation has been damaged.

DM: George Chapman could have been Jack the Ripper.Eagerly you explain your theory to Inspector Littlechild. Chapman is a ruthless serial killer who was certainly living in London at the time in the heart of Whitechapel. Though his method of killing with his later victims was poison rather than stabbing you think it is possible he could have changed the way he worked. Finally he is Inspector Abberline's preferred suspect. Littlechild listens frowning."It is possible that Chapman was the Ripper but there is no proof to confirm this theory," he tells you. "Chapman never spoke about the Ripper murders and was executed a few days ago."

DM: Dr Thomas Cream is definitely not Jack the Ripper.You try to explain that Dr Cream was responsible for killing at least five people with poison and could well have been responsible for the Whitechapel Murders but Inspector Littlechild cuts you off."I'm afraid you have this all wrong," he tells you. "Dr Cream was incarcerated in Joliet Prison at the time of the Ripper murders. We have proof of that. He could not have been the Ripper."This has seriously damaged your Reputation.
Player: You need to choose another suspect

DM: Frederick Deeming is probably not Jack the Ripper.You explain your theory to Inspector Littlechild. Frederick Deeming was a brutal serial killer who used a knife to slaughter six people, cutting their throats in the same way the Ripper did. Inspector Littlechild listens with a patient smile."It's an excellent theory," he tells you. "But there is one problem. We have very strong evidence that Deeming was in South Africa at the time of the Ripper murders. Also none of Deeming's victims were mutilated in any way and four of them were children. Besides we can't ask him now, he was executed eleven years ago."Your Reputation has been damaged.

DM: Montague Druitt is definitely not Jack the Ripper.Awkwardly you try to explain your theory to Inspector Littlechild, that the Ripper murders stopped after he committed suicide but Inspector Littlechild sighs."Have you been talking to Macnaghten? Druitt could not have been the Ripper: he was playing cricket far from London on the days of the first two murders and was in Cornwall the night Stride and Eddowes were killed. He is one of the few people we know who definitely could not have committed those crimes."Your Reputation has been seriously damaged.
Player: You had better pick another suspect
Player: Montague Druitt

DM: George Hutchinson is probably not Jack the Ripper.Awkwardly you explain your theory to Inspector Littlechild, that Hutchinson gave an overly-detailed statement of a man with Mary Kelly to mask his own responsibility for her death. Littlechild listens and sighs."That's speculation," he says. "It's more likely that Hutchinson was watching the man with Kelly due to envy and jealousy. There is no evidence against him at all and no one has seen him for fifteen years so we've no idea where he is now."Your Reputation has been damaged.

Player: Dr Thomas Cream

Player: Aaron Kosminski

Player: Frederick Deeming

Player: George Chapman

Player: Choose a different suspect

Player: Pour the water over your head

DM: "Alright, you can come with me" you say. "By the way, the name is Dorian""I'm Elyssa. Don't worry, I won't be a burden. I too am a wizard like my father was, I believe I can help you.""Deal. Well let's get out of this rain and set forth at first light tomorrow."
Player: Stay the Night
DM: You arrive after some time to the stone cottage. The roof is lined with hail bails. Not the most cozy place but you've slept in worse. Elyssa pours you a cup of red wine and you dry off by the fire. She bids you goodnight as you ponder the situation and plan of action for tomorrow morning.Staring deep into the cup, you question yourself. How will I defeat this demon? I've never seen his power first hand. Will my sword be strong enough, my resolve grant me victory?The wine sets in as you feel sleep overcome next to the warm fire. Your breathing becomes heavier with the smell of pine crackling in the fire.

Player: Enter the Novarran prison.
DM: I transport myself and Leksiah into the Novarran prison. We make a good combo. She is not nearly as powerful as I am, but her powers work in the light, so she can destroy the lights, allowing me to unleash my full power at the guards trying to stop us. I eventually levitate one of the guards into the air, seeking to have a little chat with him."The mutants, where are the mutants you keep you here?"The man just looks around in a panic, an expected reaction to his current situation. But as he does not answer, I repeat the question: "Where are the mutants? There must be special cells created for them."The man hesitantly points towards the left cell-block.

DM: "I work on my own.""But...then...where can I go? Should I go back to my family?""In my opinion, they don't deserve to be called that anymore."Leksiah looks around, and I say "listen, if you go to Gorgon city, you'll find a group of mutants that will provide shelter, and more importantly, a family for you.""The...The Imperfects?""You have heard of them?""Most people have."I am surprised she hasn't heard of me, but then again, I haven't been part of the team for several months, and it sounded like she only got away from the man who warped her mental activity after I had been imprisoned in the Isolation.I then leave Leksiah, and channel myself around every corner of Novarra, that isn't lit up that is, until I find the prison. That must be where the mutants are.
DM: I channel myself into the Novarran prison. The lights are on inside the prison, of course, so I have to focus on taking them out by throwing things from the shadows at them before unleashing my full devestation onto the guards trying to stop me. I eventually levitate one of the guards into the air, seeking to have a little chat with him."The mutants, where are the mutants you keep you here?"The man just looks around in a panic, an expected reaction to his current situation. But as he does not answer, I repeat the question: "Where are the mutants? There must be special cells created for them."The man hesitantly points towards the left cell-block.
Player: Free the mutants.

Player: Kill them.
DM: With that said, I give the bullets a momentum exactly as fast as when I stopped it, towards the body guards, causing them to pierce through their bodies and kill them. I then drop the car, still suppressing the soundwaves."What was that about?" Leksiah asks."They accepted money to protect this man from his just desserts, so they deserve the same fate."

DM: I levitate all the guards into the air, as they struggle helplessly to free themselves."There are innocent people locked up in here you know. You accept money for keeping them imprisoned? You make money on their misery? You people are despicable" I say as I tear them inside out."That...looked painful" Leksiah says."It is nothing compared to what I am capable of."

DM: As I channel myself around Asia and Australia, punishing the unjust, I start to wonder what effects my actions will have. I start to wonder if people can accurately guess what caused Unon's sudden paralysis, and wonder if they'll classify it as irrelevant to this anti-mutant law. Unon still got what he deserved, but I had hoped I would be able to use his fate to provide an impact to those that support this monstrous law. I also wonder if Leksiah will be alright, in a country that hates her, but hopefully, she will make sure that the reaction to my actions are steered in the correct path. I then feel the sun pull away from America, and Gorgon city. I could visit the Imperfects if I wanted.

DM: "They say a lot of things" I say and tear open Claymore's cell. Claymore leaves his cell and looks around."I don't believe these rumors about you, but remember, you will receive what you give" I say to him as he leaves.I then turn towards Leksiah and say "day approaches Novarra. I can't do more here for now. I want you to be my eyes here while I am gone. Can you do that for me? Will you be alright?""Yes. I...I'll be fine" she says. I detected a strange level of pain in her body for a moment there, but decide not to ask her about it, as the sun drives me away from Novarra.
DM: As I channel myself around Asia and Australia, punishing the unjust, I start to wonder what effects my actions will have. Hopefully, by freeing those mutants, people will get the message that the innocent will not be allowed to be punished, even though their incarceration hides behind the law. Maybe the fact that Claymore was freed as well will cause them not to see that. Despite whether he was innocent or not, he was a mutant charged with more than just 'being mutant at the wrong time in the wrong country'. I also wonder if Leksiah will be alright, in a country that hates her, but hopefully, she will make sure that the reaction to my actions are steered in the correct path. I then feel the sun pull away from America, and Gorgon city. I could visit the Imperfects if I wanted.

DM: I tear open Claymore's cell and enter it."So, I heard you like tearing people's faces off?"Claymore looks at me and gives a psychotic but vicious grin. His grin vanishes as I slowly peel the flesh from his skull, pull his eyes out of his sockets, while keeping him alive for as long as possible. He starts screaming put of pain, but soon dies due to lack of blood.I then turn towards Leksiah and say "day approaches Novarra. I can't do more here for now. I want you to be my eyes here while I am gone. Can you do that for me? Will you be alright?""Yes. I...I'll be fine" she says. I detected a strange level of pain in her body for a moment there, but decide not to ask her about it, as the sun drives me away from Novarra.

Player: Free Claymore.

DM: I turn my gaze towards the voice calling out to me, and see a man, implanted with cybernetics all around his body. He looks at my eyes, and I then notice that there are people following him with cameras, taking pictures of me and him, and he seems to be posing as if he is a hero about to slay a dragon. Little does he know that the flashes the cameras have cause me to disconnect from the area whenever I am illuminated, which means the pictures are just of him posing in front of nothing. I wish I could see his face when he gets a look at those photos."You finally show your cowardly face. Accept your fate demon, for you are about to be smitten by the mighty Valor!""I'll be smitten, will I?""Did you think your actions against Philias Unon would go unpunished? Valor keeps the citizens of Novarra safe from all threats, including you!"I find it a pleasant surprise that the Novarran people know as much as they do about what happened last time I was here. Valor releases a blast of light in my direction, having no idea that he has to illuminate just about the entirety of Europe and Africa to be able to destroy me. I then reappear before him again as soon as his flash of light has gone."Ah, you might prove to be a worthy foe after all" Valor says and leaps at me, punching into the air. I can swear he also imitates me fighting back, and shouts out battle cries, indicating that what he is doing is hurting me, although he is just fighting the air. He is actually pretending to be in an epic battle with me.
Player: Kill Valor.

DM: This idiot, fighting nothing to look like a hero in front of the cameras, is nothing more than a big child, unworthy of my attention, so I turn my gaze away from him as he continues to pretend to be fighting me. He points upwards to my green eyes disappearing in the distance and yells "you haven't seen the last of me! Run where you can, I will find you!" and the crowd behind him cheers.

Player: "Borrow" a boat
DM: Where would you like to travel?

DM: "I wish I could, but I have to put an end to this first.""But doesn't the man who kidnaps people and experiments on them for his own gain deserve your justice?""He does, but this is on a much larger scale. This is the law, and I am the only one capable of fighting them. This could grow larger than either one of us can imagine, and I have to stop it as fast as I can.""You could just make them change the law, you know.""No. I don't force people's opinions. I am not a tyrant, and I intend to keep it that way.""But that would enable you to stop the man who...""I'll do it when I have time, I promise you, I won't let the man behind it get away with it, but right now, there are more important matters to attend to."
Player: Discuss what to do next.
DM: "Alright, so you've been in Novarra. What should my next move be.""Our next move. I'm going with you, you know. Wherever you go, I'll be there to help" Leksiah says.I give a quick smile, although she probably can't see it. "Then what should out next move be?""Well...err...the Novarran government is pushing a new bill. Mutants are no longer to be incarcerated. They are to be exterminated.""What??? Why didn't you mention this earlier?""I...ehh...I knew you wouldn't even consider taking out the brain enhancing facility if you knew about this."I don't have time to be pissed at her right now. I just have to make sure I put an end to this.

Player: Pay a visit to the Novarran government.
DM: Obviously, they're not going to change this law during the night, but I have to make sure to everyone who has a say in it that knows that laws issuing the deaths of innocent people will be met with most severely. I am not going to force them to change it, just notify them of the consequences. However, as I make my way there, I encounter a barrier, of some sort, a barrier that is not constructed of light. I try removing baryons from my body, but even so, I am unable to phase through it. As I touch the barrier, wondering what it is, I feel that it is making frequent movements. A pair of green eyes then appear in the barrier and they stare at me. This barrier, it is a person. A person like me."Who are you?" I ask the other baryonic individual, but he doesn't respond. Just keeps twitching and looking at me. Soon, He extends around me and we are both enveloped in an impenetrable darkness, darkness that I seem unable to connect with, even though I can't feel the barrier even more. I then feel my mass decreasing, like everything about me is slowly vanishing, and then there is nothing.
Player: Chapter 2-Apocalyptic.

DM: If I leave, Overlord will kill Leksiah, so I stay in the room, hoping to stop him before he can cut me off from shadows entirely. He starts redirecting light closer towards me. Leksiah tries to push him back, but his telekinetic barrier blocks her from him, and the light blocks me from him.Leksiah looks at me and says "what are we going to do?"
DM: I throw a desk at Overlord, which he tears in half, rendering the attack harmless to him. However, multitasking did not seem to be part of his mutation, as I feel the light between me and the shadows outside vanish. He is unable to redirect the light there and tear the table apart at the same time, so it gives me a brief moment to act wile connected to the light.
Player: Drop an uninhabited island on top of him.
DM: I find an island that I don't detect any life-forms on, lift it up from the sea, compress it into a building-large boulder, which still contains the island's mass and drop it onto the ground above where Overlord is located. It instantly tears through the ground, and almost drops onto his head, but he manages to keep it suspended above him. It is extremely heavy for him however, and he is unable to maintain his telekinetic barrier while holding the boulder up, so Leksiah pulls him towards me. He tries to keep me away from him, but he's in my domain now.

DM: You head down the long corridor, breathing in the fresh scent of air from outside the sewers. Glee fills your heart as you see what looks like daylight. Your walking turns into jogging, and then to running. The only thing standing between you and freedom is the next few steps. You begin to picture life back home; your kids, good food, friends, your job. Even mundane things like doing laundry bring joy when you think of them. As these thoughts of home rush through your head, you get to the end of the corridor and walk down a few steps down into a flooded room. Your smile fades slowly and your happiness turns into confusion. You trudge through the knee deep water up to the wall opposite of the entrance. A short, wide window sits at the top center. Sunlight and air from the outside bleed through bars that make it impossible to get outside. "Wait... No... I-i-i thought this w-was it..." you say, trembling as you realize this was nothing more than a slap in the face from the gamemasters. You ferociously kick at the water, smacking your arms down into it as you yell in frustration. The thoughts and memories from the outside world fade away as a cloud covers the sun and the room gets dark. You stand quietly, waiting for something to happen or someone to come to the window. You realize you should have gone the other direction earlier. Suddenly, out of the corner of your eye you spot movement... When you turn to face it you see a young crocodile emerging from the water in the corner of the room, most likely from whatever tunnel is letting water in here. The crocodile quickly lunges towards you with its mouth open wide.
Player: Lunge backwards
DM: As you lunge backwards to try and evade the creature, you slip and fall back into the water. The crocodile misses your torso, but as you're falling backwards it manages to bite down on your left calf. Pain shoots through you as it bites down hard and jerks its head to the side. In your peripheral vision you see an old metal pipe sticking up through the water.
Player: Slam the heel of your boot into the crocodile's nose

DM: Great! This evidence could prove or disprove the identity of the thief. While reading the note, you see that the author is IMPLYING that his next target is going to be the bank and you INFER that he will strike within the next hour. You should:
Player: read the note again, INFER means to take a wild guess
DM: Almost! Imply means to suggest something without saying it directly, and Infer means to make a smart guess by looking at the evidence.

DM: As we both are lying on top of the rubble of the floor, but I grab hold of one of his bone spikes and pull myself on top of him. I try punching downwards onto his head, but he grabs my fist with his palm and manages to prevent the attack. BEHEMOTH'S HEALTH: 80%HEALTH: 90%
Player: Knee him in the stomach.
DM: I instantly knee him in the stomach, loosening his grip around my fist and allowing me to slam it across his face. He manages to throw me off him, but I land standing. Behemoth stands up, looks at me again and resumes his satisfied grin."Good. I was worried you might be holding back."BEHEMOTH'S HEALTH: 95%HEALTH: 80%

DM: The night has passed, and in the evening, most of the Novarran citizens sit down in front of their televisions to watch the news. However, the news switch to Baryon's twitching green eyes."People of Novarra. I am disheartened, and I can imagine you are as well. Lately, there has been a conflict, between right and wrong in your country, and as usual with such conflicts, both voices are being shouted so loudly that neither is being heard. Across the entire world, I have seen a lot of people attack the innocent and take away their freedom, and people always cheer my name when I put a stop to it. Why shouldn't they? Enforcing what is right is the highest virtue of all, is it not? However, when the assailants hide behind the laws, people seem to cheer their names, instead of those fighting for the freedom of the innocent. People support wrongful incarceration, and soon, they will even cheer as the innocent are publicly executed before their eyes. You see, the unjust in this matter are not the mutants you fear, not the monsters you have nightmares about, not even me. The unjust are you, the people of Novarra, who support this monstrous law, seeing its victims as animals that should be put down simply because their existance inconveniences you. Every night, I will visit Novarra, and every time I come here, finding that this law still exists, I will annihilate a Novarran city, until either you see the light or nothing remains. And in case you don't believe me..."The camera he seems to be levitating is then raised into the air, revealing the shattered remains of Haengal, a former Novarran city. The screen then switches back to the news.

DM: "He deserved that" Leksiah says."It feels good, doesn't it? Witnessing someone receiving his just desserts."Leksiah nods and looks at the other subjects."Yes. It's nice. It feels right" she then says and looks at me.
DM: Satisfied that Overlord has met a deserving fate, we leave the facility. Now it's time to turn back to the matter at hand after this little side-track. I take Leksiah back to her hide-out instantly.

DM: Upon removing the telekinetically-blocking helmets from the subjects, they all start gathering around me."We...thank you. That man was a madman.""He said you worked for him. Is that true?""Ah...yes, we did.""You experimented on people? Did the same things to them that Overlord did to you?""Yes. I didn't understand how wrong it was until he put me in there" one of them says, and the rest of them nod. These people hurt others. They were Overlord's accomplishes, but then again, perhaps they have received a just punishment. They felt what they did to others. Perhaps I should just let them go.
DM: "Go. You've suffered enough" I say and the people leave.

DM: The Crimson Wings hide in the wreckages and strike when the Spheres pass through. The Crimson Wings use their skilled piloting skills to navigate the wreckages and use it to their advantage, destroying massive amounts of Chykri Spheres. Because of this, the early battle goes extremely well, but the battle still isn't over. You still have three large ships packed with drones. You still have three ships packed with drones that can be utilized now.
Player: Use the drones to support your escape

DM: You start to row your boat across the river when you hear the most horrible scream coming from the little girl behind you. Apparently one of the toy men you left behind has killed the other. "He's broken! He's broken! You stupid toy! Now I'll never be able to finish! The whole game's ruined at it's all your fault!" In an extremely impressive temper tantrum, the girl grabs you in her chubby hand, throws you to the ground and stomps on you like a bug! Spoiled little girls are such brats.

DM: "The first step is clear. We go after the Paladin.""The Paladin?""He killed Eve, our leader, our friend. He put me in a vat and took away my memories. We have to take him out, we have to show everyone that no one will stand against us.""Alright. How will we do that?""There's a lot of us. His weapons are designed to target me, not you or Brute or Haste.""He's not defenseless against us, you know.""As Imperfects, we've taken down gigantic titans. How? Not because we were powerful, but because we worked together.""Actually, we defeated Hybrid because you were powerful" Haste says."And Virus" Grove then adds."You're missing the point. Together, we can easily defeat him, and he needs to be defeated. Eve deserves to be avenged.""She wouldn't like you trying to avenger her, you know?""Even so, the Paladin must die. Where is he?""Just show your face and he'll be there. His primary objective is to take you out. That's what his suit was made for."
Player: Prepare an ambush.
DM: I decide to do what I'm supposed to have done and challenge Paladin to fight us in Russia. Around three-hundred Imperfects lie in wait, while Zachary superspeeds away and gets a camera, which he hands me."What's this for?""You probably don't remember it, but you often video-taped you talking about stuff and then broadcasted it around the world.""I broadcasted it?""Yeah. Something about electro-pulses something something dark side. Anyway, now, you're going to broadcast a message, stating that you have been freed and are back in action. Hopefully, the Alliance leaders will realize that those are the Ural mountains in the background, and send Paladin to dispatch you. He'll then run into all of us, and we'll kick his ass. Capiche?"I nod at Zachary and he hides himself as well. We'll have to have Paladin think he's coming to find me alone.

DM: "We should assassinate all the world leaders that support this.""They are fighting a war with superhumans. Every last one of them is provided with maximum security that counters the skills of nearly all of us. Besides, to keep the others oblivious to the fact that they are being hunted down, we'd have to target them all at the same time, and there is no chance we could succeed without you, and as you probably know, night can't be everywhere at the same time.""Alright. Then we'll do something else."
Player: Free mutants.
DM: "We need to free more mutants. Bolster our ranks and give all those innocent mutants out there the freedom they deserve.""I agree, and I know just where to strike. The sun has gone down in Gorgon, and because we all know that's virtually the mutant capital of the world, Zuchthaus prison has been turned into a giant prison complex. I've been meaning to strike there, but I don't think we can do it without our dark-god. You didn't get the name Liberator for nothing."

DM: You hire the local warlord as an Auxilia unit. They are trained up and disciplined by the various military components they are equivalent to. Marines train the warriors, pilots their pilots, things of that nature. They aren't of the same quality that a properly trained force would have, but they're local and don't require the same supply train a good force would take. There are some discipline issues and the executions, and imprisonment used to keep them in line are not popular. You find that the more lax officers you send to keep the Auxilia in line have a better survival rate than the more strict ones.Another year passes and various skirmishes between your new forces and any warbands that resent the new growing Imperial presence that mostly consists of settlers. The Auxilia unit grows as other warbands join for the pay, supply, and training. Even though you haven't focused on the law in the sector it has improved drastically in the past two years. A greater portion of the wildcat miners and refiners have started registering their craft and plants under Imperial law to gain the protection of the Imperial affiliated forces. As have a greater number of well-established communities.
Player: An unexpected attack

DM: "We're trying to free everyone, and that's exactly what we'll do.""Alright. We'll travel in groups consisting of no fewer than two members. Haste, you'll be travelling with Baryon. He'll need to be protected from the light."Gotcha" Haste says.
Player: Travel with Haste.
DM: "Shall we?" Haste says and we proceed, using the same system as before, only just with me and him.We enter the cell-block we're supposed to liberate, and see guards there, who notice us as well. They start shooting at us, but theyr bullets seem to reflect light, rendering me unable to deflect them, and so, they pierce through me and through Haste, who did not expect the bullets to pass through me. In anger, I then tear off the floors, convert them into thousand razor sharp spikes and hurl them at the guards, killing them outright.I am then forced to carry on alone, without Haste, with no one but myself to blame for his death. At least he didn't die for nothing. I successfully free all of the prisoners in the cell-blocks.

DM: For approximately two hours, all the mutants hiding on the ground wait there, lying absolutely still, while I make sure that my green eyes are visible in the air, to help lure the Paladin in. Soon, I detect a large powerful light enter the night, and approach this location rapidly."I think it's him" I whisper to all the Imperfects, but I then realize that I'm wrong. The light is an illuminated vessel of some sort, that lights up the immediate area, and from it, a horde of men wearing some sort of power armors leap off. However, they're not headed towards me, they're headed towards the mutants. They seem to know it's a trap, and because of the lights, I can't defend the Imperfects.Grove however seems to realize this, as the light shining all around them is fairly visible, so he commands all the Imperfects to attack the armored attackers. I may be cut-off from the fight, but like I did with Virus, there are still things I can do from range.
Player: Concentrate on attacking the troopers.
DM: I grab chunks from the nearby mountains and start hurling them at the battlefield beneath me, aiming for the armored troopers. I get a lot of them, which seems to make the whole battle easier, however, Haste, as he superspeeds across the battle-field, fails to realize that, when he superspeeds towards a trooper and knocking him out, he placed himself directly in path of one of the boulder I threw. Haste never was too careful about things like this. The boulder has gone into the light by the time I see that it is headed for Haste, and so I am unable to do anything to stop it, and it crushes him.

Player: Leave Zuchthaus.
DM: Except for Haste, everyone makes it out of there alive, and the first thing I see when I exit the prison is Grove, examining an unconscious guard."What happened?" I ask and approach him."I don't know. None of our guys did this.""One of the escaping mutants must have done it."Grove nods and says "we'll take him back to the base. Baryon, you can introduce a level of pain far above anyone else in the world. You'll get him to talk about the location of their main base."

DM: We didn't loose that many, but any casualties are unacceptable. Especially if it's someone like Haste.I channel myself towards Grove, who seems to be making a body-count."This didn't go like we wanted it to, did we?""Why didn't they send the Paladin? Why would they send people that can barely do anything against me in response to my message, instead of sending someone specially outfitted to be able to defeat me?""Isn't it obvious? They knew it was a trap. They knew we were trying to draw the Paladin out and they knew that we'd be lying in wait. Seems they incorrectly guessed how many we'd be though.""How would they know?""Paladin is a good tactician. Maybe he felt the hints towards where the message was sent from were too obvious. Maybe he thought we'd never unintentionally make that mistake. I don't know."Brute then approaches and says "we got one alive."Grove nods and says "We need to interrogate him. Let's go back to base. Baryon, you can inflict more pain than anyone else in the world. You'll interrogate him whenever you're ready."

DM: I rip chunks from the nearby mountains and hurl them towards the vessel that carried the troopers here. Both because it is generating the light that renders me unable to bring a swift end to the whole thing and also because there is no Imperfect attacking the vessel, minimizing the chances of friendly fire. It doesn't take many boulders to utterly crush the vessel, shutting off the lights and allowing me to tear all the troopers inside out.
DM: We didn't loose that many, but any casualties are unacceptable. I channel myself towards Grove, who seems to be making a body-count."This didn't go like we wanted it to, did we?""Why didn't they send the Paladin? Why would they send people that can barely do anything against me in response to my message, instead of sending someone specially outfitted to be able to defeat me?""Isn't it obvious? They knew it was a trap. They knew we were trying to draw the Paladin out and they knew that we'd be lying in wait. Seems they incorrectly guessed how many we'd be though.""How would they know?""Paladin is a good tactician. Maybe he felt the hints towards where the message was sent from were too obvious. Maybe he thought we'd never unintentionally make that mistake. I don't know."Brute then approaches and says "we got one alive."Grove nods and says "We need to interrogate him. Let's go back to base. Baryon, you can inflict more pain than anyone else in the world. You'll interrogate him whenever you're ready."

DM: As I have now learned to detect frequencies, I pick up on the communications being sent from and too the vessel, suppressing them and forbidding them from going to where they are supposed to, although I am unable to track where the base that sent the vessel is, as that would take me to the sunlight.However, they seem to have expected this, probably because I knew how to do this while I was fighting them before, which of course I don't remember right now, so this doesn't limit their fighting as much as I had hoped. However, the Imperfects are too many for them, not to mention too powerful, so they get through the fight with minimum casualties. One of those casualties however was Haste. It is not often that he is hit, but it seems the Alliance has been developing ways to counter all of our abilities.

Player: Fight Paladin in the power area.
DM: I am not sure who has the advantage here in the power area. There's more light here than in the rest of the base, but it seems light isn't too much of a disadvantage for me in this fight, for as long as I have some shadow, because that makes it more difficult for him to hit me."You seem to be learning Baryon. You always thought that the night would keep you safe from me.""Learning? How could you expect me to learn when you take away your memories?""Your memories? Why would we care whether you remember something or not? You weren't supposed to escape in the first place. It seems the only way to permanently remove you from the battle is by killing you" he says and aims his cannon at me.
Player: Put a generator in the way.
DM: I hurl a generator in his way, and the cannon causes a portion of the generator to vanish, not all of it however, and the missing portion causes the remains to explode in blinding light, temporarily giving me human form and allowing him to shoot me.

DM: I throw a random table at him, which is hit by the cannon instead of me. The table absorbs the baryons and is converted into a black hole before disappearing utterly. Now I should concentrate on attacking before his cannon charges up again.
Player: Slam something into him.

Player: Go outside and continue fighting the Paladin.
DM: This isn't over until one of us lies dead, so I channel myself to the darkness of the night, where he was thrown. Paladin gets up, and it is clear the fight is resuming.
Player: Drop a mountain on top of him.
DM: I channel myself towards a mountain, but before I can do that, I am hit by his cannon and shrink back to human size. I then fall down, unable to remove the baryons in my body for now, and Paladin grabs around my neck.
Player: Struggle to free yourself.

DM: I channel myself into the roof above Paladin, which is far above him enough not to be significantly illuminated by the light emitting from him. The ceiling comes crashing down at him, but he fires his cannon at it and it is vaporized. He then charges his cannon up again and approaches me.

Player: Form a tornado around him.
DM: I start to channel the air currents in a circular motion around him, trying to form a tornado. However, before I can do that, I am hit by his baryonic cannon and I shrink back to human size. Unable to remove tha baryons in my body for a little while, I collapse to the ground and Paladin grabs around my neck.

Player: Collapse the roof onto him.

DM: I channel an electric wire of some sort to the portion of me that Paladin is firing at, causing that part of me to be illuminated and the baryonic shot goes through me and hits a wall behind me. The wall vanishes and reveals a giant power station behind it. Now he's charging his cannon so I should strike.
Player: Throw him out of the power area.
DM: I channel myself at Paladin, grab around him and try throw him out. However, getting so close to his light-emitting armor forces me to materialize enough for him to bash me and take me out with a single hit.

Player: Illuminate a portion of yourself.

DM: With great force, I hurl a power generator at Paladin, and as his cannon is still charging, he is unable to vaporize it, so the generator hits him. Upon impact, the generator shatters, delivering a powerful electric jolt to him and throwing him into a wall. Paladin then falls to his knees but gets up quickly. He aims his cannon at me, but as he fires, he finds out that the electric shock has caused it to overload. He is helpless against me now.
Player: Electrocute the Paladin.
DM: I connect the Paladin to the power station behind that vaporized wall, causing his entire armor to overload, and it fries him inside it. Paladin and his charred armor then collapse motionless to the floor, and the rest of the Imperfects cheer from above. The fight is over. Eve has been avenged.
Player: Talk to Leksiah.

Player: Put something in his way.

DM: I transport myself back to the main area of the base, where I see Leksiah, smiling."You did it Baryon. You stopped him.""It came with a cost.""It always does.""When Paladin shot someone other than me, they vanished. Why?""You use baryons to control your mass, to control how atomized you are. When something fully atomized is filled with baryons, the mass becomes to much and it essentially forms a black hole, although the black holes are very small and so they are unable to sustain themselves.""But...I can absorb baryons.""Yes?""So if I absorbed too much, I could turn into a black hole?""Yes. You build up mass with it so your mass can go over the top as well.""But what if I could survive it? They can't, all the others. They aren't made of dark-matter, but I am. What if I could survive a journey through a black hole?""Then...I don't know. No one has done that...""I think I have. Me from this future. You said I was twitching, and that twitching comes automatically when I grow older. The only way I could have stopped twitching, is if I am a younger version of the me you knew.""So...you time travelled?""Yes. What if I can absorb baryons to the point where I convert myself into a wormhole, and I can travel through it to another point in time? It explains everything, doesn't it? My lack of memories, my lack of twitching and it explains the other Baryon that there have never been any records of. The reason for that is that there is no second Baryon. That was me.""Well, what are you going to do?""I'm going back to the past."
Player: Chapter 3-Showdown.

Player: Ring the Small Bell

DM: We appear on the second floor of an ordinary house. It looks like it's around 1994, which would make it approximately 70 years ago.Future Baryon enters a room, where the lights are turned off, and I see a small boy sleeping in the bed there."What is this?""This is a bedroom. In five hours, this boy's alarm clock will ring, waking him up in time for his first day at school. There, he will grow an affinity for mathematics, and then later on, for science. He will graduate with examplary grades, and marry a co-worker of his, named Georgia. The two of them will have a daughter, and she will be named Dorothy. He becomes the head of the bio-division of Gorgon labs, working with Michael Thorne, and educating him in genetic modification. The boy will then help the police apprehend Thorne once it has become clear that he has been abusing his position, and shortly after that, religious extremists will burn down the lab, along with Georgia and Dorothy. He will make sure everyone believes he died in the fire as well, and makes a secret Gorgon labs facility in the desert his own private lab. There, he developes project Eden, but I think you know the story from this point.""Meckard?""Yes. This is a six year old Henry Meckard. He teaches Thorne all he needs to create his monstrosities, us included. He has part in the Reanimator incident and he starts project: Eden. You can end it, all of it. All you need to do is kill a currently innocent six year old boy.""Why are you...""I'm trying to teach you, show you my point. If you kill him, you acknowledge that evil is often necessary to achieve good results."
Player: Don't kill Meckard.

Player: Don't rescue her.
DM: "Why haven't you saved her? How can you look upon this and not act? There is something you're not telling me.""So I am right then? You are acknowledging that there is something that could cause you to let her meet her gruesome fate? If not, then why are you asking? If evil is not necessary to achieve good results, then you should rescue her no matter the consequences, right?"

Player: Rescue your mother.
DM: I tear the skeleton out of one of the thugs, causing the rest of his jelly-like body to wriggle down and collapse. The other thug looks at his friend's remains, as I tear his eyeballs out and shove them down his throat. I then pop both of his eyeballs and use their insides to choke him to death. They deserved something more gruesome, but it was all I had at the moment.Future Baryon then appears at my side as mother, understandable frightened by the whole event, runs away."Don't even try to tell me that was the wrong thing to do" I growl at him.He simply grabs my hand again and says "lets see" before we both vanish into a worm-hole again.

DM: You are standing in the middle of the Morgan's Bar, surrounded by the few survivors of the attack.There are some children, playing a game in the corner.Morgan stands behind the bar, washing glasses.A muscular man is bandaging himself near a table.And you are pretty parched.
Player: Speak to the Children
DM: You wander over to the kids. They seem to be playing some strange sort of card game.A boy with dark eyes and darker hair stares up at you as you approach. The other children look to him as though he were their leader."Hello, children," you say, extending a hand in what you hope is a friendly way."Hello," the little boy says."I'm looking for something," you say, "And I'm wondering if you could help.""Mum says not to talk to strangers," a little girl hisses to the boy."Yeh, well, where's your mum now?" the boy asks.The girl looks down at the floor, and tugs at the hem of her dress."That's right," the boy says, "we ain't got no more rules to follow, now." He looks back up at you. "What you want, then?"You inhale slowly."I'm looking for a key," you say."Ain't got no key," the boy says, but then he reconsiders. "But on the other hand, I DO got this." He holds up a shiny copper coin."A coin?" you say."It's lucky," the dark-haired boy says solemnly. "I'll play you for it, if'n you want.""Hm," you say, "Well, I don't have anything to play for. I've got no money on me.""Yes you do," the boy says, and he slowly points a finger at your sword, hooked onto your belt. "I'll play you for that." He looks up slowly, giving you a toothsome grin. "What say ya?"

DM: We clash directly at one another and soar into the sky above, He punches me, and I try to phase through it, but he can turn to the same level of existance that I can, and so he hits me regardless. I'm not used to getting hit with such power. The hit nearly shatters my head, but we're in the night, so it regenerates almost instantly. I channel myself at him, ramming him, and pushing him away from a certain area, freeing it up for me, so I channel myself there. However, the night is infinite, so it's not like either one of us has done anything to push the battle into our favor yet.
Player: Hurl a mountain at him.
DM: I rip up a mountain and throw it at him. He simply phases through it and ignores it. He doesn't try to use it as me, as he realizes that I could phase through it just as easily as he can.

Player: Time-travel to Virus.

DM: "Hello?" you tentatively call back. "Who's there?"A small figure lurches out slowly from the shadows. You start, but stay where you are. The figure stops just on the edge of the light, so that you cannot see it fully."Have you come to help?" the voice asks. You realize now that this is a child. You are filled with pity."Yes, yes, we've come to help you!" you answer. "Are you hurt?""Yes..." the voice answers. "I've been hurt a long time...."And with that, the child steps into the light. It is horribly deformed, with large cysts on its face and chest. It does not have much hair and its mouth is malformed, twisted into a painful little bow.You gasp and ....
Player: Run for the door.
DM: You are disgusted and you run, stumbling over Sophie, to the door. You run as fast as your legs will take you, hurdling down the hallway. Just as you reach the end, a woman steps out from a doorway. You scream and stop! She has red hair and is wearing a black bathrobe, and she doesn't look friendly. You guess this from the 10-inch butcher knife she is wielding. Her eyes widen in a maniacal way as she advances. You turn on your heels to run in the opposite direction, but standing right behind you is Mr. Alexander, not looking too friendly himself. He grabs you roughly, pinning your arms behind your back."How long are you going to run around this house?" he asks tensely. You feel a sharp sting, and then a prolonged burn. Not again... "Did you ever really think you could get away? It's our house after all..." His voice drifts off into the darkness as you sink into unconsciousness.But this time you never wake up! No chance to escape this time. Guess you died on the operating table. What a pity.THE END

Player: Go to the future.
DM: I channel myself at Future Baryon until I come into direct contact with him. Then, I transport us both so far into the future, it might as well be millions of years. And when we arrive there, we see that it very well might be. Humanity may not have been elimenated by Virus anymore due to Future Baryon, but it seems humanity went extinct at some point anyway, and now dolphins seem to have evolved into the next intellectual creatures. Whatever happened to humanity seems to have taken all land-creatures with them, leaving just the subsurface ones left.

Player: Take him down into the ocean.
DM: We both require oxygen to survive, but hopefully, I can weaken him by taking him to the ocean. Besides perhaps the dolphin-people have something I can use against him. Just as I can't phase through him, he can't phase through me, so I drag him down into the ocean right before draining as much oxygen as I can.Down there we see an underwater city the dolphin-people have built up, but luckily, they don't use electricity or anything else that produces light. They seem to have developed another sort of energy source, but right now, I don't have the time to examine this society.

DM: With most land-creatures still in very early stages of evolution, the entire surface is virtually open for us to fight, so I stay in the air as I battle it out with my future self. We channel ourselves at one another periodically, until I end beneath him and he slams himself on top of me.
Player: Phase both of you into the ground.
DM: As he comes into contact with me, I render myself intangible, and so, to counteract that, he turns to the same plane of existance I'm on. So when he slams on top of me, we both go through the ground, and the force of the hit causes us both to travel through the Earth at a great speed. I grab around him and prevent him from going back to the surface. However, he turns himself into a vortex and we are both sucked into it.

Player: Try to drown Future Baryon.
DM: I channel myself and Future Baryon as low as I can, where there is absolutely no light, but at the same time, there is no oxygen either. I hope this will work to kill him, but then I realize that this might kill me as well. Refusing to die, Future Baryon transports himself, and therefore me as well, through a vortex.

DM: LS-DHT-DMT, toxic mind-expanding drug that is able to induce states of altered perception, mental teleportation will occur with higher-level vibration of the mind.

DM: You get closer and closer to the child.He's holding the Clock and looking at you.-- Wait, what are you trying to..Before he can finish the sentence, you grab the golden clock from his hand!Hahahaha, easy, right? Except for the fact that the kid is now changing!!!Quick, choose an option!
Player: Oh no, he's now a BIG GREEN DRAGON! BOSS FIGHT!
DM: You take your dull sword from your back and start a really big fight with the dragon.He's really powerful, and you should probably be dead...Let's test your Luck!But, since we don't have random numbers here, just roll a d100. If you get 1-99, go to option 1. If you get 100, go to option number 2.BE HONEST!But, you know, you can always cheat.
Player: I SLAYED THE DRAGON! CRITICAL DAMAGE!
DM: Yeaaahhh right.I totally believe, you bro.You're now like, level 100. And found the treasure. And you're the king of the world!See, this is the good ending!Congratulations! YOU WIN!... Even if it was cheating. I know. But it's ok, I won't tell anyone.

DM: I transport us to my battle with the Paladin, where the Alliance troopers are attacking the Imperfect base. Paladin defeated him at some point, although he had not learned to time travel then. Hopefully, I can use the Paladin to defeat him here.Paladin is fighting Past Baryon, but sees me and Future Baryon, and tries to shoot us too."What is this? More of them?"Paladin charges his cannon and seems to be aiming for any of us Baryons. Before, he always hit me because I was everywhere. Here however, there are three of us. He can't hit us all, and I've got to make sure he hits Future Baryon.
Player: Pretend to be aligned with the Paladin.
DM: I channel myself to Paladin's side and say "let's get them. They don't stand a chance against..." but I can't finish, as Paladin fires his baryonic cannon at me and forces me to materialize."You're a mutant. You're a lawbreaker. I'm not taking your side."He then stomps on me, and as I am forcibly materialized, I am unable to phase through his foot, so he crushes me.

Player: Where?
DM: You snap the game helmet on and all your surroundings change. All of a sudden you find yourself in a virtual world. You must be inside the video game! Then all of a sudden you hear more players coming around the corner. What do you do? You could always run away... or you could take that laser gun you find in your pocket.
Player: Use cheat code
DM: Enter a combination
Player: up, down, left, up, right
Player: no

Player: Go to the Inn (Night)

DM: Vlad opens his coffin and looks rather annoyed that you're disturbing him while he's trying to get some sleep. "Yes?" He asks rather impatiently. "Vhat do you vant?"
Player: "Can I have a clue?"
DM: Vlad lets out a sleepy sigh. "Alright, fine, I'll give you one clue, but you have to figure out the others by yourself, alright? Now, I can tell you that sleeping opposite me in coffin number nine is a dark haired voman more beautiful than any creature the vorld has ever seen! That's your clue, now vould you kindly let me sleep?"
Player: "Can I have another clue?"
DM: Vlad glares at you. "No."
Player: "Could you tell me the vampires names?"
DM: "All right, I'll give you that." Vlad agrees. "Now pay attention. There are eleven of us altogether. Vlad, that's me of course, the new lad Damien, Fang, Lestat, Shadow, Midnight, Bones, Raven, Salem, Bloody Mary and Nyx. Anything else, or vill you let me get some sleep?"

DM: I channel myself at him and transport both of us to Lite's base, a day before the Imperfects attack. The whole place is filled with scientists, working on new mutants, developing mutagen and injecting it into 'volunteers' that are stuck in cells. Both of us pause the fight for a little bit to release the monsters onto Lite and the rest of the scientist, giving them a just punishment for what they have been doing, and then we carry on with the fight.I know where the gun is, which means so does he, but the corridor that leads there is illuminated. Too much for me, and therefore him, to cross.
Player: Try to find a way to shut off the lights.
DM: I remember where the power room is, but getting there requires me to go through an illuminated area. It's not as lit up as the room with the gun, so I could find some clothing to cover my while making my way to the power area, and there, I can deactivate the power in the base, causing all the lights to go off.
Player: Shut off the power.
DM: I piece something together quickly from the clothing of the dead people in the base. I then cover myself with it and go to the power area. I can feel the light upon me, but I am able to endure it and I destroy the power generator, shutting off all the lights in the base, and allowing me to reach the gun. The gun has a battery, so it's power is not determined by the power of the base. However, Future Baryon did not follow me to the power area, so he is closer to the gun. Due to this, he reaches the gun before I do and fires it at me, utterly vaporizing me.

DM: I retreat to the civilian area, and both Future Baryon and Paladin follow. Past Baryon seems to decide to let us battle Paladin, and instead, he helps his fellow Imperfects fend off the troopers. Good, then he won't get in the way. Neither one of us attacks Paladin, as we're both trying to use him to defeat one another.
Player: Teleport Future Baryon towards Paladin.
DM: I grapple Future Baryon and teleport us at Paladin. My plan works, and Paladin grabs around Future Baryon's neck. However, he also grabs around my neck, and kills us both. At least Future Baryon won't be a threat anymore.

DM: I channel myself around the entire base while fighting my future self. However, a large portion of the base is illuminated, so there's no much I can do. Besides, even if I do find a way to the gun, the room the gun is in is still lit up, so I'm going to have to find away to deactivate the lights anyway.

Player: Reach inside the satchel.
DM: Inside the satchel is nothing, save for a fragmented shard of ebony.

Player: Leave the murderer and row back on your own
DM: You row back to the village. On the village are the murderer and the witness. Who do you want to take across next?

DM: Utterly confused, Ellan left the convenience store with a clouded mind.The meaning of the words only hit him when he was walking down the street thinking, and he saw the statue of a tall clown outside a fast food restaurant on the corner of the street.As for Harriet drive, he saw a sign pointing to the opposite direction of the clown statue saying, "Harriet Drive; One Way"Even though still confused, Ellan decided that it wouldn't hurt him to follow the words on his arm.

DM: You pull up to the school and park in your parking spot. You get out of your car, grab your backpack, and start walking towards the school. You see your friends, Rob, Haylie, and Lisa waiting for you to join them on the sidewalk. You start to walk to them, but you look to your right and see Isabella walking alone towards the building.
Player: Walk with Rob, Haylie, and Lisa
DM: You continue to walk towards your friends as you watch Isabella walk towards the school. She drops a book, quickly picks it up, and hurries around a corner. "Hey, Dylan." Says Haylie. "Hey guys, what's new?" You ask. "Not the fact that you drool over Isabella Franco. That news is older than the pyramids." Laughs Rob. "Whatever man, sorry I asked. We have places to be anyway." You reply. You and your friends walk toward the school.

DM: Deciding to risk it all, Ellan opens the door to find darkness slowly creeping onto the world.He takes a step outside and discovers something.A thick fog has begun to envelop the whole street and perhaps even the whole city (or even the whole world).He continues forward into the fog.As he entered the fog, everything changed however.He felt it very hard to breath and he struggled, grasping for air.He tried to turn back but the fog has left his mind blurred and he realized that he no longer knew the direction he had come from.

DM: At the top of the stairs, Ellan finds a locked door with a note on it sayingDo Not Open, DangerousSlightly feeling afraid for whatever lay behind those doors, Ellan began to have doubts in his mind.
Player: Sleep for the Night
DM: Tired after a day of searching, Ellan decides to lie down on the sofa and get a rest for the night. Clsong his eyes, scattered images of his past suddenly flood into his mind.A dream forms and he sees himself before a window watching two people, who were dying in front of him in some kind of fog. They began grasping for air but were unsuccessful. After several minutes of inhaling the fog, both persons began to go mad. Soon they had a look of an insane monster in their eyes. They began hurting themselves and after minutes of clawing, biting, and trying to tear their bodies apart, both persons ended up insanely banging their heads on the pavement. Soon both persons were dead, having successfully killed himself.Ellan woke up sweating heavily from the dream and wondered if the dream had truly happened in his past. After an hour of heavy thinking, sleep found him again.

Player: 4
Player: 9
Player: 13
Player: 17
Player: 21

Player: Python

DM: Deciding to turn left, Ellan walked down the road searching for anything. Any sign of life anywhere in this abandoned city. Soon he found an open white van in the middle of the road.Ellan took notice of the van because it was different from all the other cars. He approached unsure of what he'd heard, but then he heard it again. Music was coming from the van."When i look into your eyes, it's like watching the night sky-"Ellan searched the car. He found a phone playing the soft and slow music. Quickly realizing that he was very lucky to find a phone, Ellan quickly searched the contacts and found a single name on itAllaineCurious and overjoyed, he called the number. Unfortunately, his hopes were only raised to be brought down and destroyed agin. He found, much to his dismay, that there was no signal and the call could not be made.Disappointed again, Ellan then decided to check the inbox for recent messages. There was only one message.See you. Meet me at the fountain.Ellan realized that his best hope of finding another person who could shed light upon everything was to find this fountain and this Allaine. He continued walking down the road, making sure to keep an open eye out for a fountain.Soon, however night came and Ellan then found two places that he could find shelter in.
Player: An Alley
DM: Ellan proceeded to sleep behind several boxes. He placed a blanket from the boxes to the ground and lay on it finding sleep easily.After a few hours, he suddenly woke up to find a misty fog around him.

DM: Ellan turned right and proceeded down the road.He was well away from the intersection when he passed by a pet shop and it caused another spark, allowing another memory to suddenly return to his mind. He was only boy then and he was with a younger girl. They were arguing with one another as to which was the better pet to have, a dog or a parrot. Ellan since he was older than the pretty young girl, easily won the argument. He triumphantly brought out his money to buy the furry little dog while the other girl stomped out of the shop, sulking.But the memory ended right there. Ellan remembered nothing else. He wondered who was the girl and if indeed what he'd remembered had truly happened before. For the whole day he continued walking forward and was almost to the point of going back when he found four words spray-painted on the hood of a car. Deadly Fog; Stay InsideEllan was terribly puzzled as to what those words could have meant. What Fog?He continued walking down the road searching for another sign. After several hours it began to grow dark and Ellan decided to find shelter inside a car for the night.
Player: Car Shelter
DM: After a few hours of sleep, Ellan woke up. He was stunned to suddenly find fog covering everything outside the car. The fog was so thick that Ellan could see nothing of the surroundings of the car.Ellan remembered the warning about fog written on the hood.Dangerous Fog Stay insideA part of him wanted to go out and see if the fog was really dangerous, while the other part of his conscience told him to stay inside.
Player: Outside
DM: He opened the door of the car and he suddenly found it very hard to breathe.He collapsed to the ground grasping for air. His eyes grew watery and Ellan knew. At that moment, he was sure that he had made the wrong decision.

DM: Ellan tried the door and found it locked.However, he was determined to open the door and find whatever was on the other side. So he kicked down his hurdle from entering the room and the door crashed down into the room.A man.Ellan saw a man, or in proper words a corpse. He found a corpse on the floor of the room, just beside a bed. Overjoyed at one moment, and disappointed the next (when he realized the man was dead), Ellan rushed to the side of the corpse. The man had blood-shot eyes,pale cold skin, and a very bad smell.Deciding to leave the room because of the wild stench, Ellan closed the door and ran downstairs to escape from the powerful smell. For several minutes he pondered over the matter of the dead man, and wondered why he was there. He was so puzzled by everything that's happened and he was so frustrated and angry that he didn't understand anything.Soon weariness began to find him and he surrendered to sleep on the sofa.

DM: Ellan decided to find refuge in an old delivery truck. He entered through the back and closed the doors tight in case someone attacks him while he's sleeping (though he doubted it).He lay on the hard floor of the truck finding it very hard to fall asleep in his uncomfortable sleeping quarters. As he lay, a small memory returned to him.He was running. Running as fast he willed the strength in his legs too. He looked back to his two companions, one a young woman, and the other a middle-aged man. They were running away from something behind them. It wa a misty fog in pursuit of them. But the man was too slow; the fog caught up to him and he crashed to the pavement after inhaling the poisonous gas. Soon he was gone into the fog.Ellan knew that the memory was from his past. He wondered who were two people running behind him. His thoughts wandered around everything that's happened to him. After an hour, he was already thinking that maybe the alley was a better off sleeping spot when ironically sleep finally got to him.
Player: The Third Day
DM: Ellan left the truck early in the morning and proceeded down the road. He found a few more spray-painted arrows on the street and he eagerly followed these signs.After a few hours of walking, he decided to enter a clothes shopping center. There he picked up a jacket for the cold nights, a backpack, several shirts, and a pair of jeans. He also picked up a digital watch so he could know the time.He realized as he tested a shirt, that it was the first time he had seen a mirror and more importantly, seen his reflection. Ellan looked into the mirror to see a young man of about 20 years old. He was of average height and build. He had lake-blue eyes and curly brown hair. His skin was of light-brown color.After an hour of shopping (actually it was more of taking), he left the place with a filled backpack hanging on his back. He continued walking down the road and stopped only when he saw several words painted on the wall of a building.Dangerous Fog; Stay InsideWondering as to what those words meant, he resumed his journey without a destination.
Player: Night Strikes

Player: Ask a different question
Player: "Do you guys really sparkle?"
DM: Oh dear, you've crossed a line now. Vlad reaches out a claw like hand and grabs you by the collar, lifting you into the air and pulling you face to face with him, shooting his cold, icy glare into your eyes. "Now you listen to me mortal, and you listen close! Vampires vear capes, sleep in coffins and drink people's blood! Fairy princesses sparkle! Now vill you stop asking pointless questions and let me get some sleep? I svear you are so annoying! And I am stuck sleeping next to the most annoying vampire in existence! I know annoying!" You are about to ask which side of him the most annoying vampire in existence is sleeping on, but before you get the chance, Vlad throws you to the ground and slams his coffin door in your face... Well, that went well.

Player: Continue Sleeping
DM: Ellan decided to heed the warning in the hood and continued to sleep. Soon his past brought forth a dream came.He saw three people. A brown-haired middle-aged man with a wide smile on his lips. Then the face shifted to show the face of woman in her late thirties; she was blond and had green deep-set eyes. Lastly, Ellan saw the face of a woman in her twenties. The pretty young woman had twinkling eyes and a confident smile.But the woman was suddenly covered by a thick misty fog. And the dream ended. After several hours, dawn arrived bringing the sun with him. The skies began to light up. It was the third day.Soon, Ellan woke up. He was pleased to find that the fog was already gone and so he left the car to continue pursuing his mysterious clue-giver.
Player: Another Arrow
DM: Ellan was taking a baseball bat as a weapon from a sports shop when he found the next clue. It was another arrow located around the corner. The arrow told him to turn left and Ellan followed once again. But this time he finally found another sign of life.Only, it was no human. It was a big stray dog with a wild look in its eyes. Then did he realize that he was fortunate for having taken the baseball bat. But even with the weapon, he was still having doubts about attacking the big dog.He had doubts mainly because of one thing. An image had entered his mind, perhaps from his past.It was an image of himself playing with a small dog. The furry dog ran and ran around him playfully. Then the little Ellan in the in the memory, gleefully threw a small rubber ball and dog ran to to get it, playing fetch with his owner.

DM: For the rest of the day, Ellan found nothing more of any major importance (except a knife he picked up on the street as a weapon). Only another memory return had given him further cause for hope and excitement that day.Ellan was a small boy again and he was riding a bike. He was riding through a park peacefully. Some boys with their bikes passed by him calling him to race with them. Ellan felt the rush for competition and he pedaled as fast as he can. He was about to bypass the other boys when his bike swerved and he came crashing to the pavement.Ellan realized that the memory probably come from a time when everything was normal and when everyone was still around. The skies above interrupted Ellan's thoughts. It began to darken and he decided to continue traveling throughout the night without rest for he wasn't quite tired yet.He walked on, but then he suddenly found fog beginning to envelop everything around him. The thick atmosphere almost covered his whole surroundings when he remembered the words on the wall.Dangerous Fog; Stay insideEllan decided to he had to make a move.

Player: Stay Outside
DM: The fog grew thicker and thicker until everything around Ellan was enveloped by the great white mist. Fear and anxiety slowly crept it's way into Ellan's heart. It began to beat faster and faster. And that moment, Ellan knew. He knew that he was doomed and that he had made the wrong decision.

DM: Ellan realized that there was no need to attack the dog and so he decided to simply make a run for it.He sprinted past the animal and ran as fast as his body allowed him to. Soon, he heard barking sounds coming from behind and he looked back to see the wild stray dog in pursuit of him. The animal ran on and on never leaving his tracks.The dog suddenly began to gain ground and it pounced on his back.Ellan dodged the attack however, and he continued running.After about a half an hour of continuous running, the animal was starting to grow tired from running and it gave up the pursuit.When he was quite far from where the dog had given up, Ellan stopped too and rested for a while.

Player: Be reintroduced in the simulation

DM: Ellan swung the sturdy bat as the wild dog charged and pounced. The weapon struck the side of the dog's head and the beastly animal collapsed to the ground in pain, whimpering.The dog recovered however and attacked again. The animal was about to bite Ellan's leg when he swung the bat again. This time the blow proved fatal.The dog lay on the pavement after, dying from the strike. Wiping the bloodied bat, Ellan decided to move on. It wasn't long before he found another arrow telling him to turn right.
Player: Nightime
DM: Night began to arrive after Ellan found three more arrows on different corners. The arrows led him farther and farther from the alley he woke up on. He was in fact starting to wonder if he had done the right thing, to follow the clues when the fog began to envelop his surroundings.Realizing that he was in grave danger, Ellan began to frantically run for his life. He was heading for a shelter while holding his breathe, when he suddenly heard a voice calling from behind him.The voice sounded familiar; he knew that it was the very same voice in his memories. That it was the young girl.Torn by the will to find another soul and the will to survive, Ellan decided to

Player: Another Night
DM: Ellan entered a small ice cream parlor and found shelter in the building for the night.He searched for a few scraps of food inside and he luckily found several cans of sardines. He hungrily gobbled up all four of the sardine cans.The night was a sleepless one for Ellan. He wasn't able to sleep not because he wasn't tired but mostly because his heart ached for a companion. He longed to meet another person. He longed to hear another voice, to feel another presence besides his.Ellan's eyes closed for a short while and at that brief moment he heard a sound from one of the doors of the parlor. The one that led to the storage room."Is someone there?" He asked with closed eyes, even though he knew there was really no one.Ellan opened his eyes and he suddenly jumped onto his feet. A beautiful young black-skinned woman was there before him."Who are you?" He asked slowly.The woman didn't answer but she approached him and suddenly leaned in to kiss his lips.Their lips touched but Ellan felt nothing.Afraid to see the truth, Ellan finally decided to open his eyes. And true enough, he was right. He had only been dreaming.

DM: Ellan woke up to a brand new day. Fortunately, when he went outside the fog was completely gone and so he continued his traveling.An hour passed, and he found nothing. Then another and another and another. Ellan was beginning to lose hope that there were more signs when he found the corpse of a man. The man had red eyes and horrendous wounded, torn-up skin. A very bad stench hung around him and Ellan thought he had probably died long ago.But there was something written on the man. Ellan opened the man's jacket to see a plain blue shirt with several figures and letters written on it. 07:30A Promise is a PromiseEllan had idea what that meant but as he read it, he subconsciously glanced at his watch to see the time.It was 09:30 in the morning.Ellan checked the man's pockets and found a matchbox filled with matches. He took it and went on his way wondering about the words. After several more hours of walking, Ellan was growing tired.
DM: As he rested Ellan thought of everything important he'd seen ever since the moment he woke up.Is it the end of the world?Find the clown go to Harriet DriveSafe insideArrowsAllaineSee You. Meet me at the fountain.Dangerous Fog Stay Inside7:30 A Promise is a PromiseEllan wasn't stupid, in fact he was very smart. And so he saw what was happening around him.He knew what he had to do. Stay away from the dangerous fog which appears at night and find this Allaine and the fountain. Maybe she was behind all of this. Maybe she had left him all the clues. Maybe before he lost his memory, he had made her a promise.

Player: Shelter
DM: Ellan knew he had to survive and so he kept on running.While holding his breath he ran as fast as he can towards a door on the street.A young woman's voice continued calling, pleading to him to come back.Yet, Ellan never did. He continued running and when he reached the door. He turned the doorknob hoping against hope that it was unlocked, fortuanately it was. He entered the room and closed the door behind him.The voice continued calling, "Help! Please, help me! Ellan, please!"Ellan was surprised to hear his name, he was about to go outside again when he saw that everything outside the windows of the shelter were already fully covered by the fog.The voice died down.Ellan collapsed to the floor regretting what he'd just done. He knew deep in his heart that he could have saved the young woman.And what if she was the only other person in this god-forsaken world? Ellan had heartlessly done nothing, nothing. He had found another soul alright but he did nothing to save her. Ellan knew he would never forget this moment, how he was too weak to save the woman (whoever she was), too cowardly and only thinking of his own life and survival. He knew that he would never forget this act of cowardice and selfishness rolled into one.He pounded at his chest angry at himself, angry at the world, angry at everything's that's happened.

Player: The Fourth Day
DM: The morning of the fourth day was like any of the other days. Ellan started walking in the streets and found an arrow sign when he reached the corner. The arrow pointed to the left and so he turned to the direction.He continued walking. It was in the afternoon when he found another sign. In fact, he almost missed it because it was so small.He found a note stuck by a knife to the wheel of a van. The note had two words written on it. One on the front.DogAnd another on the back.Mouth Ellan was smart and so he realized what he had to do instantly. He had to find that dog and get the next clue, which was in it's mouth.He thought about how he would do it and decided that there were two ways he could do it. He could leave a trap for the dog or he could hunt the dog down and kill the animal with his knife.

Player: The Fifth Day

DM: Ellan was walking onwards (slightly tired) when he met the animal.He met a dog. A stray black dog with a wild look in it's eyes. It's fangs were bared and it began to howl and bark at Ellan. Ellan drew his knife and was doubting if he should attack.But then the animal pounced, Ellan easily dodged the attack and raised his weapon to defend himself.As he watched the dog turning around to attack again another memory returned.It was an image of himself playing with a small dog. The furry dog ran and ran around him playfully. Then the little Ellan in the in the memory, gleefully throwing a small rubber ball and dog ran to to get it, playing fetch with his owner.Ellan dismissed the memory knowing that he was in a life threatening situation. True enough, the dog attacked again. This time pouncing towards his leg.Before he knew it, Ellan was bitten and blood dripped from the wound.Retaliating, Ellan immediately used his knife to stab the the dog and the animal whimpered in pain. Ellan struck the dog again and again until it died before his eyes.Filled with excruciating pain, Ellan was relieved to have the threat of the dog gone but then another threat arrived.It was the setting sun. The fog was coming.And Ellan was nowhere near a building to find shelter in.The fog was fast, it came and quickly began to wrap itself around the young man. Ellan realized a disgusting thought.He had a choice. It was both painful but one would allow him to feel lesser pain.
Player: Knife. . .Suicide
DM: The fog sounded dangerous and Ellan wanted the easy way out.He took his knife from his belt. And just as the fog reached him,he slit his throat.A last thought came to him.Coward!

Player: Trap
DM: Ellan was confident that he could create a trap. He went to a nearby grocery and picked up several things. A shopping cart, a piece of red meat, a long piece of rope and a bone.He created his trap and placed it on the middle of the road.When it was ready, Ellan stepped away and watched from a distance for the rest of the day but nothing came to his trap.Soon the skies darkened and Ellan decided to find shelter for the night.He went to sleep hoping that the dog would find the trap.
DM: Ellan woke up the next morning feeling quite hopeful and he left his shelter hoping that the trap had worked.True enough, he found the stray black dog inside the shopping cart trap and it was dead. Ellan guessed that maybe the dog had found the trap yesterday just before the fog arrived. The animal must have entered the trap to eat the food when the fog wrapped itself around him and caused his death.Pleased with his success, Ellan opened the dog's mouth and found a piece of cloth lodged between the animal's teeth.The red piece of cloth had several words sewn on it.Ellan this is Allaine. Fountain or Arch?

Player: All done here!

DM: Ellan tried to escape his escape his grief by struggling to find sleep. But he couldn't, his thoughts imagined the woman and what could have happened to her.He sat up and decided to spend the night by checking out the building he was in.Elan scoured the whole place and the only thing he found worthwhile was a mirror on the hallway.He realized as he looked at his reflection that he had never yet seen how he looked like before.Gazing at himself, Ellan found that he was in his twenties and was a young man of average built and height. He had lake-blue eyes and brown curly hair. His skin was of light brownish color.He stared straight into his blue eyes and images of a lost memory began to return.Ellan remembered from a time when he was a small boy.He was playing then at playground. A little girl was there with him too. The young girl played at the swing while he played sliding down the silver slide. Suddenly there was a cry of pain from the girl. She had fallen from the swing. The little Ellan rushed to her side comforting her.That was it and nothing else.The small piece of memory had faded once again.Ellan lay on a bed inside one of the rooms of the house. He was thinking of the little girl in the memory, she was the same girl in the other memory and perhaps, she was also the one who had called him outside.After a while sleep came.
Player: Another Day
DM: Ellan woke up on the fourth day.At first he felt nothing but then he remembered the voice and his shameful act of cowardice.Fearing what he might see, Ellan opened the door of his shelter and left the house behind.He returned to the place where he'd heard the voice, but he was surprised to find nothing. There was no body. No corpse at all.A bizarre thought came to Ellan.Maybe i was only imagining the voice!But then he saw a red scarf on the pavement. He picked it up wondering where it had come from.Maybe it was the girl's! Maybe she had survived after all!Ellan thought hopefully.He place the scarf around hi neck and began traveling for the day. He walked on with a spark of hope in his heart.Soon he arrived at a tall water fountain. The landmark was placed in the middle of an intersection.

DM: Ellan walked forward with the spark of hope in his heart.But unfortunately, for the rest of that whole day he found nothing. No more signs, no more arrows.Fear began to replace the hope, fear that maybe he was wrong again. That maybe the woman had truly died in the fog.He found a knife lying on the pavement as it was about to grow dark.He was about to take shelter in a car for the night when despair made him realize that he had a choice.He could leave everything behind.

Player: Arch
DM: Ellan realized that the Arch was the best option. This was mainly because he had seen this arch before when he was walking through the streets.Trying to remember the location of the Arch, Ellan turned this way and that passing through street after street after street. After three hours of walking, Ellan found the Arch.He stayed there for the rest of the day but unfortunately no one came. He waited and waited for this Allaine but she never arrived.
DM: Ellan found shelter for the night.He found sleep after an hour and a last dream found it's way to him.He saw himself walking through empty streets with a woman. They were hand in hand. Walking alongside each other, they talked on endlessly passing all the time in the world that they had.But their time was not meant to last forever. The images shifted showing Ellan who was now all alone. Hope and desperation showed in his eyes.Passing through the streets, he used a spray paint to make arrow signs here and there. Then he took pieces of paper and wrote on them using a pen. Then he left this objects in several strategic locations.Then he suddenly stopped; he used the pen to write some words on his arm and entered a nearby alley. Lastly, he took a syringe from his backpack and injected the fluid on his arm. Then Ellan lay on the ground and waited for sleep to come.When morning finally arrived, Elan woke up from his dream.

DM: Ellan thought that he was supposed to look for a fountain and meet this girl there. But it was better said than done.That whole fifth day, Ellan walked around the streets searching everywhere for a fountain. He was feeling completely hopeless when he found it. The fountain was located in the middle of an intersection.Ellan decided to wait at the location for the girl whoever she was. Hours passed but no one came. No one arrived to meet him and a thought came to him.Maybe i should have went to the arch wherever that was?
Player: Stay and Wait
DM: Ellan stayed as the wind grew colder and the skies began to lose the light of the sun.He waited in agony. . . hoping that someone would come.The night fog was coming.Ellan decided that he could wait again the next day and he hesitantly took shelter in a nearby building.

DM: Ellan woke up on the seventh day. He was all alone as always. For the last seven days, ever since he'd woken up without any memory of the past, he'd been searching for a living soul.Clues had been laid out around him as if someone was asking to be found. Someone out there. Someone who still existed in this god-forsaken empty world.Now he sat up from the soft mattress he was sleeping on. He sat there for a minute enjoying a quick moment of peace. The last several days had been a total nightmare for him, he had went everywhere following a set of clues that someone had left behind for him. He had traveled to all sorts of places but to no avail. He found no one.He stood up and carried his backpack filled with all his belongings. He started for the door deciding to leave to the room for another day of hopeless searching.But suddenly there was a knock.

DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaaaaar...

DM: It was the fifth day. . . and Ellan had completely lost all hope.He wandered through the streets and found himself walking in circles, but he didn't care.He found nothing, no more signs. No more signs.No more signs.Ellan had lost the only thing that had given him purpose, the signs.He wandered and wandered around arriving at the fountain again and again.Soon, Ellan found himself at the fountain again but this time night began to arrive.He had lost everything, he could now end it all.He could just stay outside and let the fog end him.
Player: Live For One Last Day
DM: Ellan decided that he wanted to live. He found shelter and stayed there for the night.On the next day, on the sixth he decided that it was hopeless.He was about to leave his shelter when he realized that nothing could be out there, that it would be completely pointless and so for the whole sixth day, Ellan stayed in the shelter he had found.He slept on and on wishing to suddenly wake up and find that eveyrything had been one big dream.
Player: The Seventh Day (1)

DM: On the sixth day, Ellan did nothing but to wait.He waited for hours on end.He waited and waited and waited.But no one still came.Ellan's heart was beginning to lose hope. The loneliness and silence began to eat away his soul causing him to despair.For the night he entered another shelter after having completely lost all of the hope he had left.

Player: More Waiting

Player: Eat the money
DM: You violently shove the five dollar bill in your mouth, people look at you with disgust. You swallow the money and realize you're still hungry, but you can't buy anything now. You die of starvation two days later.

Player: The Seventh Day (2)

DM: You sit in the shotgun seat of a carriage with Haygarth at the reins. It's been a long journey. You have to venture to meet with King Ferdinand I in order to arrange taxation laws and other things you haven't been educated well enough to understand. You're finally entering the territory under Count Grey's control, staring out at the village you're entering as the sun falls in the distance."Stop here," you say. "I want to grab a bite to eat.""We must be home soon!" Haygarth says. "Count Grey's in the back, he might wake up soon. Sun's almost gone."You're hungry, thirsty and you've been traveling for the past three days. There's no way in hell you're going back to the castle for Haygarth to cook up his famous soup, which you're certain he's literally shitting in.
Player: Force Haygath to stop

DM: You are a fish. You can choose to start in the ocean or a pond.
Player: Pond
DM: There is a drought. The lake is shrinking. You have three options: Swim downstream into the river, upstream to the creek, or stay in the lake.
Player: Bite his fins
DM: The big fish liked your bravery and made you his sidekick. You fight snails and are famous. Then you see an attractive fish, abandon everything, and get married. You have many eggs. Then the big fish comes back for vengeance.
Player: Fight for your family
DM: You are fed to snails by the big fish. Sadly, there was no way you could have defended your family against him. You still have one hope:

Player: Deep Sea
DM: Ooh... A glowing light... Must eat it! Oops. That wasn't the best choice. You ended up in an angler fish's stomach. But luckily you were close to a magic treasure chest and have the choice of starting again. Actually, you were forced to.

Player: Eat them
DM: Surprisingly, the other fish are quite tasty. The puddle continues to shrink, and you must leave:

Player: Try the expirement of fighting it... DO NOT TRY!!!!
DM: You must be VERY daring. But you survived. That great white shark- It wasn't really a mako shark- Was a coward. Wow- well, lets go on. You can proceed to the coral reef, or swim with that school of baby herring.
Player: Go with the school of herring
DM: Most people don't know that sardines are actually just kippered baby herring. The net scooped you up, and you got eaten by a person.
Player: Go through the digestive system!

DM: Fish paradise! You can either:
Player: Explore the corral
DM: You are exploring the corral. You can:
Player: Become famous!
DM: Fans attacked you, mobbed you, and then ate you. Then humans ate you. Don't ask how you were ate twice.

Player: You are a fish

DM: "I'm going to be late!" exclaimed Robinson. This was a very important day for Robinson as he was off to the other side of the world to help his business secure a deal with one of the largest corporations in the world. Robinson had a 9:30 AM flight to Hong Kong from Los Angeles. He knew that if he could secure this deal, he would be a lock for a big promotion. He hurried and threw the last few things in his suitcase and ran out to his taxi. The taxi took him to LAX where his life would change forever. With a coffee and newspaper in hand, Robinson boarded Flight CX881, non-stop to Hong Kong. About half way through the flight, Robinson got a weird feeling in his stomach, a feeling of uneasiness. He went to the bathroom and splashed some water on his face, then the lights went out and Robinson blacked out.
Player: The Island
DM: When Robinson woke up, he felt sand underneath him and smelled fire. He opened his eyes and began to come to his senses. When he began to sit up, he noticed a huge metal frame engulfed in flames and pieces of Flight CX881 everywhere. Robinson was in a state of shock as he could not believe what had happened. He sat there just looking around wondering what could have happened. Robinson had to think of what he was going to do next.
Player: Explore the Plane
DM: Robinson decides to search the plane for anything that could possibly help him survive. He knows that there was food, beverages, and a lot of luggage he could use to aid him in survival. While rummaging throughout the plane, Robinson finds his suitcase, as well as his carry on. He also finds some electronics that were scattered and some food and drinks in the flight attendant carts. He decides to take everything that he has and explore the island.

Player: Swim for your life and flee to the ocean!
DM: You swam from the snails. You get to the ocean. Congratulations!

Player: Coral reef

DM: "Yeah, I'm free," you say."Good. I'll see you tonight then," she says gently sliding her hand down your chest as she walks away.A bit too excited, you quickly waddle back to your car and drive home.Once you are home...
Player: Wait a little bit
DM: Deciding that she is probably still on the way home from work, you decide not to call right away although you desperately wanted to. You watch some television trying to calm your nerves as you wait for the time to call her. It doesn't work too well, and you are just as nervous as ever. You decide it's better to just go ahead and call now. A few moments later, the phone picks up, "Hello?""Kate? It's me," you say."Oh, I'm glad you called," her voice replies a bit more upbeat."Of course, do you just want to come over now?" you reply."Well, sure," she says.You give her the address and begin to get ready.

Player: Keep looking!
DM: You won the game! More coming soon. Please rate and comment! Please give any suggestions. You can play again, too!

DM: Choose a job:
Player: Be a dentist
DM: A whale accidentally swallowed you as you were putting braces on it. That is very lucky for you, because you lived off of blubber for the rest of your eight hour life!

DM: You end up in a net, get sold to pet store, and now you are in the fishtank.
Player: Live a happy life in a small store aquarium
DM: You end up dyeing there because of velvet disease. But you were happy!

Player: Algae Sandwich
DM: You must have enjoyed your food- But it was contaminated with... Well, parasites. You got ich, a deadly fish disease. Then you died.

DM: You accomplished your goal- to be an explorer. Now keep exploring.

DM: You can be bought by:
Player: Grumpy old man
DM: Despite the fact that you were overcrowed, constantly dodging his wife's cat's paws, and, well, unhappy, you lived to be inherited by his scientist grandson!
Player: Be experimented on...
DM: You got electrocuted, but then you could breath out of water! You got a mask and robbed a bank, then ended up in jail. You married a nice trout after you were bailed out, and then died, happy but guilty.

DM: The bank is robbed by eels. You get held hostage. You can:
Player: Try to escape...
DM: You escape and decide to start a new life.

DM: You lived well, but then got hired as a clown fish. You were treated poorly and quit, and decided to become an explorer.

Player: Irresponsible little girl
DM: You were actually dumped back into the ocean! Thanks to that girl, you are safe.

DM: Several days have passed, and you have discovered that Dormigliona is a much slower horse than you had been led to believe. Marco, the trainer, has informed you that he doesn't think that Carlo, the jockey you had planned to hire for the race, will be able to win with Dormigliona. Marco thinks it might be a good idea to hire Francesco, a famous jockey well-known for his uncanny ability to win races no matter what horse he's riding.You agree that Francesco might have be good choice, but you've heard rumors that he's not trustworthy.You must decide on a jockey.
Player: Hire Francesco
DM: A mysterious man has asked you to meet him on the steps of the Duomo at mezzogiorno (noon). He has an important message for you. He tells you that he's a distant cousin of your recently-hired jockey Francesco. He says that Francesco suffers from a mysterious illness. He says that Francesco gets so dizzy that he can't walk down a street straight. He says that if you're smart, you'll dump Francesco and hire a new jockey before it's too late.Later that evening, you visit Marco the trainer. You tell him about your mysterious conversation. He laughs and says that the man is a liar who has been visiting all of the contrada leaders and telling them similar stories about their jockeys. It's a scheme by one of the other contrade (perhaps the "Giraffa") to create chaos before the race. It's too late to get Carlo who has been hired by another contrade, but Marco says that if you're that concerned about it, there's still time to hire his nephew Antonio, a promising young jockey.
Player: Keep Francesco
DM: Your jockey Francesco has some surprising news. He says that he has a friend who works at the stable where the Tartuca (your rival contrada) keeps its horse. His friend says that the Tartuca's horse is easily spooked by mice. If the horse sees a mouse, it takes him hours to calm down. Francesco says that, for the right price, his friend will release a box full of mice in the stable a few hours before the race.Do you accept or decline Francesco's proposal?

Player: Fish Flakes
DM: Contrary to popular belief, eating fish flakes, you are actually eating fish. The minnow police came to arrest you for cannibalism.
Player: Escape!

Player: .....
Player: "I like your hair," said Wennipeg.
Player: "What's your favorite color?" asked Wennipeg.

DM: "I don't want to make a promise I can't keep."Her face is neutral, Ashley takes one last drink of the wine before returning to your lap."Just try your best." She mutters.You see that she soon falls asleep, though you don't feel tired at all.You spend the rest of that night thinking.
Player: Next morning
DM: You spend the day sleeping in, a hard headache beating against your skull from last night.Between your consciousness you hear the familar sound of Ashley playing her guitar, giving you a bit of peace as she plays a relaxing song.You sleep for awhile afterwards.
Player: Disturbed
DM: Something was wrong.You didn't hear anything in your bunker.No guitar, no footsteps, nothing besides your own breath.It took you awhile to realize but once you did you were wide eyed awake."Ashley?!" You yell out.No response.At this point you were starting to freak the fuck out, checking everywhere in the bunker led to no signs of her whatsoever.What you did notice though was that the entrance door had been opened, all the locks had been unlocked giving notice straight away.Fearing the worst, you rechecked your stored apparel to find that a gas mask and set of clothes were missing.Checking your food stores led to you finding nothing out of place.Thoughts of what to do was racing through your head, you had to act rationally.
Player: Wait for her to come back
DM: She would have to come back on her own, if you were to go out their on your own then you would have no idea on where to start searching.Perhaps all she wanted was fresh air, or too look at the surrounding area for curiosity. Whatever the case may be, she had to come back.and so you waited.and waited.and waited.Five days had passed.She wasn't coming back.

DM: Bad choice. You were eaten.

DM: You are living in the river, swimming along, when you get pulled into the rapids. You are dashed up against rocks, sucked into a whirlpool, and then end up in the belly of an eagle. Somehow, you survive it all, but end up in the ocean.

Player: Look for a place to hide
DM: You frantically search the room for a place to hide. There are two options: a rusty locker on the right and a table on the left.
Player: Hide in the locker

Player: Work at the Bank

DM: You get back into the river!

DM: It's late in the night and you've been up for the past hour typing a paper for a class. You've been slaving on the computer for hours, and your body is heavy and in need of rest. The sugar rush from the junk food you've eaten has also died down, and is making you more sleepy. Being the determined person you are, you must finish- but you're not even close to being done with the paper. A nice nap would be nice, you thought. You slowly turn your head to see the comfy bed that is calling your name. Take a nap, or finish the paper?
Player: Finish Paper
DM: Determined to finish the paper and drained out of your senses, you drink your last available energy drink in hopes that it'll push you to finish. The more you drink, the more energized you feel! You finally get to the ending of your paper. You sigh in relief as you type the last word. As you tidy up the paper you decide to save it. But as you hit the save button, the worst happens. A federal seal mysteriously pops up on your computer screen, blocking you from accessing your computer! A virus! you thought. Now freaking out, you attempt to restart the computer- but to no use the computer does not respond. You suddenly hear a knock at the door, but who could be knocking at 2 AM?! You open the door and to your udder surprise, two tall men are at the door, sporting police badges. You're going to be arrested! They say nothing to you as they confiscate your laptop and then handcuff you. Looking at them you notice they are not dressed in their official police attire and are donning a pair of dark glasses. You start to realize they are clearly not who they say they are, as they put you in the backseat of a car. What do they want with me? Why do they want my laptop? You think to yourself. As you figure out a way to get out of this mess, one of your handcuffs come loose- a ray of hope! You grab your laptop from the front seat and escape! Into the busy street you go, with the men chasing after you. There's a taxi on the side of you and the subway just a sprint away. What do you do? *Traffic is heavy* Get in taxi or head to the subway?

DM: You take a break from your work and decide to get into your warm, comfortable bed. Not a minute goes by before your heavy eyelids close and you drift off to sleep. You later wake up refreshed an energized to finish your paper. << Go back
Player: Late Night

Player: Get in taxi
DM: You get in the taxi and it speeds off. The men are racing behind you on the busy streets. As cars fly left and right you are suddenly stuck in a 5 car pile up! Sandwiched between cars you cannot get out- the back doors are jammed. The men get out of the car with guns and start to shoot at the taxi. You duck to try and dodge the bullets hitting the windows, but a stray hits you in the abdomen. Stricken with pain, your sight is going fuzzy and is starting to go black. As you begin to faint, you see the men leave with your laptop. << Go back

Player: Take a quick nap

DM: You frantically push through the busy crowds as you run away from the suspicious guys that are tracking you down. With your laptop in hand you head to the nearest subway car, finally escaping them. As you take a sigh of relief you finally sit down. As you plan your next move, you try and see what's wrong with your computer. With no phone and scared to go back home, you ask the person sitting next you if you can borrow their phone- so you can contact the nearest friend you know. The person sitting next you agrees, but as you are on the phone, he glances at your computer and suddenly snatches it from your lap. As the subway car stops, he dashes away. What do you do now?
Player: To heck with it, I need to be somewhere safe.
DM: You decide to forget about the laptop and head to your friends house. You still have the mystery man's phone, and you try to dial your friend's number for directions to her house. The phone doesn't pick up, and you are forced to keep walking in the night in your pajamas and slippers. The neighborhood you are in looks sort of familiar- you realize your friend is four houses down the street. Relieved, you start to run down the street to get to the house. But as you start to run, a car speeds down the street and runs you over. Such an unfortunate chain of events for you, buddy. << Go Back
Player: Head to the subway
Player: Get that darn computer!

DM: Door 1: Whoops, wrong door! You are mauled instantly by a large tiger; as if that bat would protect you! And just where did a tiger come from? I guess you'll never know, because you're dead. Shame, really. << Go Back

DM: Hazaa! You've found the mystery man in room three. And what a strange room it is- the entire place is actually a lab! All sorts of strange devices are all around you, with beams of light and beeping noises extracting from their bodies. You see the mystery man now donning a white lab coat, hooking your computer up to another one of his strange contraptions. What the heck is going on! You thought. The mystery man tells you that your laptop is wanted by aliens from another galaxy and they've come down here in disguise to retrieve it- the fake policemen. Aliens?! The laptop's components contain a resource the aliens need, and that is why they were after you. He then explains to you that he is trying to extract it from the laptop and destroy it- the resource and your laptop will be destroyed in the process. But being the determined student you are, you must finish that paper. What do you do now?
Player: I NEED TO FINISH MY PAPER, CRAZY MAN!

DM: You walk over to the man and attempt to snatch the laptop free from the wires. As the tug-o-war between you, the laptop, and the man seems to be endless, the man suddenly lets go. You fly into the machine against the wall, hurting your back. As you manage to get up you notice the machine starts to glow and beep noisily. You must have pressed into the machine's buttons upon falling, and now it's overreacting. The mystery man says that you've disrupted his time machine! A loud noise is then made at the door- the aliens in disguise have appeared. They've tracked you both here to retrieve the laptop. WHAT IS HAPPENING? You think to yourself. The machine is starting to go haywire. In a flash, you all are beamed cosmic vortex.
Player: 1990

Player: To heck with this, let the aliens have it!
DM: In the midst of all this craziness, you leave in a huff. As you walk off, you accidentally trip on the many cords and wires upon the floor, falling and hitting your head hard, instantly killing you. The aliens only want your laptop after all, not you. Its for the best right? << Go Back

Player: 1980
DM: Refuge in the bright 80's. You safely arrive with the mystery man and the lap top. But it won't be long before the aliens teleport shortly after, tracking you down. As you run with the mystery man, he hands you a small crystal ball with a blue bottom on the surface. He tells you to push the button and throw it at the aliens to destroy them. But what will it do? *you only have one shot to destroy the aliens*
Player: Option 1
DM: HOORAYYY! Your teacher let you off easy this time and accepted you paper even though it was late! You later received an A for all your effort- you also saved the universe and didn't die! So stuff your face with tacos in celebration and call it a day! :D Play Again?

Player: Option 2
DM: You throw the crystal ball at the aliens, but one deflects it with a lazer gun. The crystal ball detonates and blows you all to bits. <<Go back
DM: You throw the crystal ball without hesitation and miss, the ball hits a building. The building collapses and falls upon you and the mystery man. He gave you one shot how could you miss? <<Go Back

DM: "Buffalo buffalo buffalo buffalo buffalo..." Play Again?

DM: You speed away from the military zone. The terrain slowly morphs back into city. But it's all empty. Nobody is around, and it seems like the power grid is gone. But that doesn't matter. If everyone's gone, that means the military evacuated them, and that means your wife is safe. Now you just need to worry about you. As you drive on, you see a sign declaring that you have 80 miles until you reach Sacramento. That's no problem. You have a head start on the dead, and a car.Just as you pass under a bridge, you hear a loud pop noise. Just as you feared, your tire popped on shards of glass. You look around. Actually, this whole road is covered with an even layer of glass shards. Thank goodness you're wearing shoes.The car is useless now, as all four tires are popped. You couldn't even push it forward, because the traffic up ahead is deadly. The streets are full of abandoned cars, some with their lights on, some with doors still open. You don't know how long you have before the dead catch up with you. You look around and hastily make a choice.
Player: Get weapons
DM: In every zombie movie you've seen, weapons have always been vital to survival. Better yet, you know of a hunting depot that's nearby. You set out for it immediately.Along the way, you notice the state the city's in. Tire tracks from large vehicles are all over the place, meaning the military was definitely through here. But there's also a lot of blood and destruction. Doors left hanging open, abandoned, smashed-up cars and shattered store windows hint that the dead may have made a sweep through the town as well.You are nearing the gun store when you see a pack of three zombies milling around. It shouldn't be a big threat, but you've never dealt with one, except behind a wall with a military-grade gun. You go out of your way to loop around them and make sure they don't see you.You finally arrive at the store. It seems like it's already been raided, but the shelves aren't empty. Thank goodness. You go to take a hunting rifle, when you hear a noise in one of the back rooms. It sounds like footsteps, so it may be a zombie, or another person.
Player: Keep raiding (but hurry!)

DM: You aren't good enough to deal with another person yet, or a zombie for that matter. You try to leave, but it's too late. The person in the back room steps out. It's a man welding the same hunting rifle you got."Howdy," he says.

DM: The first thought that comes to mind is that you'll need somewhere to stay. You won't last long against the dead unless you have a roof over your head. You quickly go for the nearest neighborhood.As you walk, you see more cars piled up on the streets. You realize by the pools of blood and shattered windows that zombies have already been through here. A flicker of worry for your wife passes through you, and you quicken your pace.Before long, you arrive at fairly upscale neighborhood. It's a gated community, which is the very reason you selected this neighborhood. You'll have a fence to protect you, plus the size of the neighborhood. The gates to the entrance are wide open. They were electric, but they've been forced through. Now they swing freely. You make a mental note to find something to secure it.Now, for the house. You go as far away from the entrance as possible, but not so far that you can't see it. You want maximum warning time if there's a threat. You settle on a three-story house that's up on a hill, so you can see the area around you. It's a decent distance from the fence, which gives you added peace of mind. When you open the door (thank goodness it was unlocked), the house is in ruins. Furniture is everywhere, paintings lay ripped and damaged on the ground, a TV set has been smashed on the floor, and there's a blood trail leading from upstairs to the front door. You'll have to clean the place at some point.
Player: Collect supplies first
DM: Trying to think like a real survivor, you realize scavenging for supplies is a smart thing to do. You move through the house one room at a time, scanning for anything useful. Unfortunately, the previous owners of the house took everything with them. Not a single can of food or so much as a kitchen knife for defense are left. In fact, the only thing that is left is a mess.
Player: Clean the place

Player: I
Player: L
Player: J

Player: Set up a sniping post

Player: look around
DM: You decide that getting a feel for the warehouse and the supplies you're working with would be beneficial. After making sure Barbara isn't paying attention, you look through the supplies. They held onto their paper money, Barbara has a stash of $2,654 in her cubby. You confirm that Mikey has the only gun; in fact, no other weapons are present at all. There's enough food to last the four of you 3 months, and you can always go find more. The water situation is similar; you have several gallons. There's also a lot of miscellaneous supples: batteries, a flashlight, a first aid kit, and a can of paint for some reason.

DM: After fully inflating the air mattress, you decide to get some sleep. As you lay there, you think about the day. So much happened. Last night, you were in some military barrack hammock with ten other strangers, and now you're in a warehouse on an air mattress. You make one last promise to yourself before nodding off: you will find your wife.

Player: In the Morning
DM: When you wake up, everyone else is already up. Megan is setting up a breakfast of canned fruit, Barbara is rolling up the air mattresses, and Mikey is nowhere to be found. You sit up and do your best to fix your hair with your hands. You probably smell terrible, but whatever. Megan puts a plate of dried cranberries and an apple in your lap. You thank her, and eat quickly. You haven't eaten since yesterday afternoon, back at the barracks. After breakfast, you stand up and decide what to do with the day.

Player: Go after Mikey

DM: You feel unsafe with Mikey out. If he hurt himself, or couldn't get back for some reason, that would be bad for several reasons. Mainly that he has the only gun. You set out to follow him. Last time, Mikey went to the supermarket, and the bag he had didn't look like it was all the food there. It's possible that he went there again, to try for more food. On the other hand, it's possible he went deeper into the city, looking for more supplies.
Player: Check the Supermarket

Player: Check the City

Player: Examine the building materials

DM: 

DM: You use your great reputation with the Garavan Tribes to convince the Garavan Tribes to coexist with the expanding Mirror Citizens. Although conflicts erupt, the fact that they're both anarchist groups with little love for government or rules, very violent and somewhat insane allows them to coexist and give you the Military Support of the Mirror without damaging the Garavan Tribes.

DM: Winston's actions lead him to another room. He realized that he had returned back to the original cell, but now, the door was closed tightly and locked.
Player: There's a tapping noise around here...

DM: It's a shame you have to leave such a perfect hideout, but the safety of Washington and the idea of meeting you wife again is more important than hiding. You have very little in the way of supplies, and no weapons. The very least you could do is search for a vehicle.The first and most obvious choice is the garage of the house. You didn't bother to check it, considering you thought you would stay here longer. You had also assumed the cars were gone. Luckily for you, you were very wrong. The garage has a motorcycle and a pickup truck inside. They're both decent quality, although they have pros and cons:The motorcycle, while fast, produces a bit more noise than the car. It's smaller, so you can slip through alleyways and traffic jams easier. It holds less gas, meaning you'll need to stop for refills more often. There's also the issue of figuring out how to operate it. You won't be able to do anything flashy, but you're sure you can pick it up pretty quickly.The truck is bigger, but quieter because of the muffler. You're a grown man, and can fully operate the car with ease. It holds more gas, and more supplies compared to the motorcycle. It isn't as fast, and takes up more space. In the event of debris on the road, you'd have to get out and clear it manually.
Player: Motorcycle
DM: You choose the motorcycle. You'll get the hang of it, and the speed will greatly benefit you. There's no helmet, but you don't plan on doing anything stupid, and there's nobody else to crash into.You take the motorcycle outside and drive up to the front gates. Taking one final look at your brief home, you open the gates, and zoom off.You have rather limited knowledge of topography around you, but you're pretty sure Interstate 5 will take you straight up to Washington. As long as you're going that general direction, you shouldn't run into any problems.

DM: 

Player: 483

DM: You decide to see if there's anything useful stashed in the porta-potties off to the side. Hey, you never know, right?When you open the door, you are punched in the face by the most awful smell you could imagine. It sounds like a zombie corpse got pushed into the toilet hole. You immediately close the door and get as far away from it as you can.

Player: 834
DM: The lock pops open. You unlatch it and open the toolbox. It contains a decently-sized hammer. You decide it's worthwhile to keep and put it in your pocket.

Player: To Washington!
DM: Once you're far beyond the neighborhood, you see the true state of the city. A lot of people died, and those who were evacuated had just as much trouble getting out alive. You see smashed shop windows from raided stores, even more cars piled around the streets, and household items left in the streets. Particularly concerning is a teddy bear you spot laying on the ground. You take it as a sign that its owner is safe, but it's still unnerving.Along the way, you also spot messages similar to yours, calling for people to head to Washington. They're inked on the sides of buildings, on cars, and even on the roads. You're surprised you didn't see one of them earlier. You eventually make it out of your home city. There aren't as many buildings or people out here, so not as much wreckage. You continue down the roads until it's about dusk, and you stop at a parking lot. It's mostly empty of cars, leaving plenty of room for you. You take the seat out of one of the cars, and use that as a bed. After making sure you aren't in danger of dying, you lay down for a hopefully good night's rest.

DM: You choose the pickup truck. The extra storage and gas will get you further than speed alone. Plus, there's no need for a helmet and knee pads and all that. You're an experienced driver, anyway. You take the truck outside, and drive past the front gates to the neighborhood.You have rather limited knowledge of topography around you, but you're pretty sure Interstate 5 will take you straight up to Washington. As long as you're going that general direction, you shouldn't run into any problems.
DM: In the morning, you get back to your truck and continue down the road. You check your gas gauge: still half a tank left, thank goodness.Later on down the road, you come to a large hill. When you drive up to the summit, you see a large horde of zombies on the other side. They're packed pretty tightly, and if you get much closer, it'll alert them. If you had taken the motorcycle, they would have seen you by now. Still, the problem remains.
Player: Sneak around the horde

DM: Though it is late in the evening there are still a few tables occupied by men playing cards or having a last cigar before bed. One man is sitting alone browsing a book. You have just ordered a whisky when the ship gives a sudden jolt making you jump. Racing to a door leading onto deck you are just in time to see what looks like a large white rock pass right along the ship's side, chunks of ice breaking off onto the deck below you. A moment later it is gone, vanishing into the darkness."We hit an iceberg, there it is" you tell a few other men who join you on deck."Looks like we've lost a propeller but it'll give us more time for bridge" one man calls to his friend.There is nothing to see now and it is very cold out on deck so you go back into the warm Smoking Room, pick up your drink and on nearby tables the card games resume. One old man in a suit wanders into the Smoking Room."What do they say is the trouble?" he asks you."Icebergs" you tell him."Well I guess it's nothing serious" the man replies. "I'm going back to my cabin to read."As he leaves a few younger men come in reporting there is a large amount of ice on deck."Come on out and amuse yourself" one man says cheerfully. One of the men suggests it might be a good chance to get some ice for their drinks and a few men head out onto deck to investigate the ice.What do you do?
Player: Stay inside where it is warm
DM: You remain in the smoking room enjoying your whisky and have just lit a cigar when a ship's officer comes through the door to the deck. "Men, get on your lifebelts: there's trouble ahead" he calls out briefly before exiting. There is a moment of silence followed by a buzz of questions. Most men head onto deck but despite the warning at least one table continues their card game. Finishing your whisky in one gulp you head out onto deck.

Player: 384

DM: In the morning, you wake up four feet away from your makeshift bed. You rolled off of it during the night. No wonder your back hurts. You sit up and look around for any sign that the dead were here. All is well.You get back to your motorcycle and check the gas gauge. All that driving yesterday took a toll. You need more gas, hopefully a lot.
Player: walk the road
DM: You take a short walk up the road to see if you can spot a gas station, or something of the like. You aren't a few meters away from the parking lot when you see something in a ditch, off to the side of the road. You are shocked to find a gas canister, covered in dust. It's dented, meaning is was dropped or thrown, probably on accident. You go to pick it up, and it's extremely heavy. That means it's full of gas.You smile at your improbable find, and fill up the tank of your motorcycle. You get a feeling that things won't always just work out like this, but you're thankful for anything you get.

DM: You climb up onto the roof using a ladder, and taking out the skylight. The roof is curved, so keeping your balance is a struggle. You look out into the sea of the dead. It doesn't look as big from here, but it's still too many. There's no chance of distracting them. Unless, somehow, you could sneak through them.You climb back down the ladder. "There's no way through that," you say. "We're surrounded." Mikey walks over to the door. "I bet I could get through," he says. You open your mouth to stop him, but Barbara beats you to it. "Absolutely not. You won't be able to run through that, no matter how fast you think you are."Panic begins to set in. The walls feel much closer than they are. The groans get louder. There really is no way out of this.Suddenly, gunshots rip through the air. You watch through the window as the horde of zed quickly hit the ground like dominoes. In a matter of seconds, the road is clear. You rush outside to see who, or what, killed the zombies.Parked on the road is a large passenger bus and a big rig. Several men armed with various types of guns are set out the bus windows. They killed all the zombies. The door to the big rig opens, and a man steps out. He wears a bright orange vest over a bomber jacket, and wields a machine gun in his hands."Hi, folks," he begins with a creepy smile.
Player: attack him
DM: Without hesitation, you tackle the man. The machine gun flies from his hands. As soon as you hit the ground, three bullets from three different guns hit you in the side. You topple over in pain, and the man gets up. "Well, that wasn't very wise, now was it?" he taunts, before kicking you in the face. The pain in your nose makes you see flashes of light that aren't there. You lay on the ground, motionless, while the man laughs. Eventually, you finally bleed out.

Player: Throw your sword at Thomas and tackle him
DM: You throw your sword, which Thomas easily dodges. You run at him, but he slashes his sword so you have to jump back to avoid being impaled. He stares at you for a second in confusion as you stand there, unarmed, your sword behind Thomas. Then he shrugs to himself and moves into for the kill, quickly ending your life.

Player: Check the surrounding cars for gas
DM: You check the few remaining cars around you for gasoline. Unfortunately, they're all pretty much empty. A few of them have a decent amount of gas, possible even that you could use, but you don't have a hose or a can to hold any of it.
Player: Backtrack
DM: You'll lose a lot of time, but it's the only feasible way of getting gas that you can think of. You hide your motorcycle under a car, and start to walk back.You actually did see a gas station a while back, but you weren't thinking about gas then. You really wish you would've had the foresight to raid it. Without the motorcycle, you'll lose a few hours of progress, just walking backwards.Eventually, the gas station comes into sight. There's a jerrycan on the ground next to one of the pumps. By emptying out every single pump as much as you can, you fill the can up halfway. It's not much, but it's the best you can get.After you make the walk back, you fill up your tank, and continue.

Player: Examine the porta-potties

DM: You continue along the road at a moderate pace; gas is still a considerable worry for you. If there aren't any more serious issues, you should make it to the California-Oregon border in three days. You come upon another vehicle in the road. It has the military seal on it, and it's full of zombies. It's a transport bus, meant to take civilians out of red zones. This one didn't make it. Panicked, you scan the faces of the zed, looking for your wife. Thankfully, you don't see her. But the realization that not every bus made it back is still worrying.You pick up the pace slightly, eager to make it out of the zombie-infested area. the next obstacle you come upon isn't much of one; a bunch of cars stopped in the middle of the road. Luckily, with your motorcycle, you have no trouble maneuvering around the debris.

Player: Force through the center of the horde

DM: "Well, it seems to me that your lives were just in some very serious danger," the man continues. "Luckily, me and my people were just driving by. We just saved you from certain death. No need to thank us. All I ask is just a little something in return," the man says in a cutesy voice. "You wouldn't want to upset me, now, would you?"
Player: Offer food
DM: You go inside the warehouse and grab a backpack. You fill it with a reasonable amount of food, two cans per person you saw, and bring it outside."Is this enough?" you ask. The man smiles at you, then grabs the pack out of your hands. He tosses it into the big rig. "Yes, that was a wonderful gesture. Now, I think you've got quite the setup here," the man motions to the warehouse, the road, and the trees. "In fact, I love it so much, that I think we just might have to come back someday." The man's smile disappears. "You'll still be here, right?""Y-yes," you say, and curse yourself for stuttering. The man pats you on the shoulder, a little too hard. "Great. See you soon." With that, the man gets back into the big rig, spits onto the ground, and drives off.
Player: Go back inside

DM: You turn off your headlights, and very gently touch the gas pedal. The truck slowly rolls off to the side of the horde. Your plan is to drive around the whole mess, without having to deal with it.The area surrounding the road is flat and grassy, so you shouldn't have a problem. As you drive, you carefully watch the horde for signs of agitation. They remain still and uncaring. You look back ahead, and see that you're almost around the horde.You're so focused on the horde that you don't notice a small squirrel on the ground near your car. It isn't noticeable enough to alert the horde. As you drive, it decides to run out in front of your car. Startled, your hand slips and you hit the horn. The short blast is more than enough to alert the dead.Soon, the entire horde is shuffling in your direction. Abandoning stealth, you slam the gas pedal to shoot forward. It seems as though you will outrun the horde, when your back tire gets caught in something. You push harder on the pedal, and the wheel spins uselessly behind you. As the horde catches up to you, you get out of the car in a last-ditch effort to escape. Unfortunately, you're far too late. An undead hand latches onto your wrist and pulls you into the waiting jaws of the horde.

DM: Check your math!
Player: 1600 lights
DM: You got it!! Now hang up those lights.
Player: Christmas Lights
DM: It looks great, but 250 of the lights did not work. Take away 250 from 1600 to find out how many lights worked?
Player: 1250 lights
DM: Go back and try again!

DM: Before we start, a few things about the game. Health is the most important variable. If you run out of health you die. Also there are awards you can get and at the end of the game you can turn them in for points. If you want to use an item then you have to press the use item button. I won't give you links to make it easy for you. Also there is a hidden ending that you can get that will give you a code to a sort of sequel (hint of you want to get the secret ending you have to get an item by stealing his keys. Lastly if you played Island Attack One then this game will be easier because you will know not to do certain stuff. Now you can play. You wake up to find yourself in prison. You remember when you were at a meeting when masked rebels came in and shot your friends and commanders. You got knocked out luckily. On the plane ride there was a window and you saw the island that you did a mission on a few months ago. You are probably in the prison on the island right now. You see the outline of a figure probably a guard out side the bars. Do you
Player: Attempt to steal his keys
DM: You try to steal his keys but accidently get a knife. He realizes it and pulls out his gun and jumps out of reach. There isn't much light so he might miss you if you hide. You could throw a knife at him but you'd probably miss. Do you...
Player: Throw the knife

DM: You go back inside and get the gun out of the storage unit. You take it outside and offer it to the man. He rips it out of your hands. "Wow," he says after examining it. "One damn gun, and it doesn't even have ammunition?" he looks at you, faking confusion. "You're gonna have to give us a little more than this.""We don't have anything else," Mikey says behind you. You turn around to shush him, but the man stops you. "I don't believe that. In fact, I can see something right now that you could give us." The man points to the warehouse. "Me and the boys have been on the road for a long while, and we could really use a rest. Now, how about you fix us some dinner, yeah?"
Player: refuse
DM: "No," you say. "It's already more than we can afford to give you the gun, so I'm not going to allow that." You watch the man's expression. He lets out a small laugh, and looks at the ground. Then he suddenly grabs you by the shirt collar and leans in so close you can smell the cigarettes on his breath. "I think," he whispers, "that you may want to reconsider that."

DM: Afterschool, you immediately head to your hideaway, making sure nobody follows you. No one knows, but you come to the back garden of the school everyday to practice playing. It's very peaceful there in the middle of summer, despite the increasing temperature. Even the birds are quiet. There is a lot of shade here, and the plants here are very carefully managed. You can play whatever you want to here, and there's not a human soul to disturb you. So far. You sink down next to a patch of concrete under the willow tree and dig out the crumpled piece of music your friend gave you. Summer-colored Wings. What kind of name is that? You are just about to take out your violin when a human girl literally falls down on top of you.
Player: "Are you alright?"
DM: "Phew!" she pants. "That was scary. I slipped off that tree!Those branches aren't as stable as they look." "What the hell are you doing here?" you shriek. The girl was surprisingly heavy."And get off me!" She simply smiles and pokes her tongue out at you. "Whoops," she mutters. "I got discovered. Tee hee. Don't mind me, you can play." Discovered? So she comes here everyday? Is there anyone else? You whirl around quickly, making sure there are no other raining spies. "So who are you?" you ask after a couple of seconds. "Well, you could say I'm the Summer Seraph!" she beams. You survey her appearance. Jet black, silk-like hair. Pale skin, even in the middle of summer. Plus a pair of feathery wings sprouting from her back. Combined with your school's uniform, it's not the cutest look. "Fly away," you snap. "You're annoying. I won't play with you here." She grins, flapping her wings. "That's a bit unfair, but...as you wish, boy!" Within seconds, she has disappeared, leaving you there with a single gold speckled feather.
Player: Saturday

DM: You enter the cheat code hoping the game would crash and you could escape. Unfortunatly, the cheat code you entered wasnt fake!

DM: It was a penguins claw mark you think nothing of it.
Player: Wake up the man sleeping at the bar
DM: You come over to the man sleeping at the bar. As you approach you notice all the empty glasses around him. The bartender says,"Don't pay attention to him. All he does is complain about his ex."

Player: Peace sign

DM: The man clears his throat, and addresses the crowd. "Ladies and gentlemen, the defendant stands before us on the grounds of trespassing, disturbing the peace, and threatening our fair city," he says in a booming voice. "Defendant? I'm not doing anything wrong!" you yell. The man ignores you."Sir, please state your name," the man says to you. You stay silent. "Very well. I am judge Kappa," says Kappa. "I will decide whether you have done wrongs, and how exactly you shall be punished." Kappa's face flickers when he says 'punished.' "Now," Kappa says. "First things first. The charges. Morales, please read us the charges." The man with the golf club clears his throat, and begins. "Trespassing. Disturbing the peace. Theft. Treason," he yells out. Kappa turns to you. "Have you anything to declare?"
Player: "Can I get a lawyer?"
DM: You decide to play along with Kappa's fantasy of being a judge in a courtroom. "I'd like to request a defense lawyer," you say. Kappa shakes his head. "That will not be necessary. Nobody here knows who you are, and therefore they cannot fight for you. Anything else to declare before we begin judgment?"
Player: "What does judgment mean?"

DM: You walk past the ad. You just don't have anything you're willing to give up, not yet. You make your way over to the dealership.Most of the cars are gone, but you expected that. You do have three choices: A pickup truck, a minivan with a trailer attached to it, and a convertible. The choice is quite obvious for your needs.Luckily, the minivan door is unlocked, and the keys are on the dashboard. You check the fuel gauge - you have a full tank. You thank your lucky stars and drive the minivan and the trailer back to the warehouse.

Player: "I haven't done anything wrong!"
DM: "Theft? Treason? What the hell? I didn't do anything," you insist. Kappa looks mildly disappointed. "Very well. Let it be known in the courtroom that the defendant denies his charges.""This isn't a courtroom! We're outside!" you yell. Kappa ignores you again. "Anything else, before judgment begins?"

DM: "I'd like to apologize for trespassing," you say. "Had I been aware that this was private property, I would've stayed away. If you grant me a second chance, I can learn the error of my ways, and make better decisions next time."The crowd approves, and a few clap for you. "While it is good you understand your wrongdoings, you must also understand that releasing a criminal like you without punishment requires serious forethought. Let us see what you have to say about te next charge."

DM: "This is insane!" you yell. "You aren't a lawyer, this isn't a jury, and I'm not a defendant. I already told you, I'm just passing through here. Let me go, and give me my vehicle back so I can leave!"Kappa dismissively shakes his head. "You are a defendant, and you are not permitted to leave unless you convince me, judge Kappa, that you have truly done no wrong today. Anything else to declare before we begin judgment?"

DM: You race home and scoop up the empty gun, along with a backpack full of food. Barbara stops you on your way out. "Where are you going? Where's our transport?" You hastily explain that you have an opportunity to get more supplies.When you arrive back at the window, you see a woman standing there, as if waiting for something. "Are you the one who takes guns?" you ask. She turns and nods. "What do you want?"
Player: Trade Food for Ammunition
DM: You offer the food in the bag for bullets. The woman accepts, and takes both the gun and the food inside the shop. She comes back out a moment later with the gun and two clips. "This AK is in very good condition," she remarks. "Be careful with it." You thank her, and head over to the dealership.Most of the cars are gone, but you expected that. You do have three choices: A pickup truck, a minivan with a trailer attached to it, and a convertible. The choice is quite obvious for your needs.Luckily, the minivan door is unlocked, and the keys are on the dashboard. You check the fuel gauge - you have a full tank. You thank your lucky stars and drive the minivan and the trailer back to the warehouse.

DM: The first room in the cave is shaped like a large dome. There are several rocks scattered about the stone floor. To your left are two tunnels. The cracks inside of them might hold some Uglas. To your right is a pool of water. Since Uglas are insects, they may be attracted to the pool.
Player: The pool
DM: You step towards the pool. It has crystal clear water. You can see a large pit in its floor.

Player: "I can give you something in return."
DM: "While I never stole anything from you," you say, "I am willing to give we a fraction of my gasoline, to make up for it.""Alas," says Kappa, "While gas may pay for the supplies, no resource is valuable enough to pay back the peace of mind we have lost." The crowd nods in agreement. "But, so be it. Let us hear the final charge!"

DM: The most obvious thing to do is explore the new terrain. If there's some sort of supply cache or other survivors nearby, you need to know about it. "Nobody goes alone this time," you say. "I'll be going. Mikey, we can use you, too. Barbara, Megan, do you want to come?"Megan slowly nods, and paces over to you. "I'll hold down the fort while y'all are gone," she says. You nod, and start setting up a pack. You bring a flashlight, clothes, water and food. Megan brings along a poetry book, and Mikey is traveling light.Once outside, you get a good look at your surroundings. A dirt road connects you back to civilization. Then there's the woods beyond the nature center. You are deciding the best course of action, when Mikey speaks up. "I'll go into the woods alone, and look for stuff. You and Megan go that way." Before you have a chance to respond, Mikey is off.

Player: "I have nothing more to say."
DM: "I don't know what to say," you answer. "I have not stolen anything from you. If you really believe I did, nothing I can say will change that. But, I assure you, I never took an ounce of food or a drop of water from your stash."The crowd thinks this over, and eventually Kappa speaks again. "Very well. We shall consider your plea. But, for now, onto the next charge!"

DM: "The final charge you may appeal for is disturbing the peace," says Kappa. "What rebuttal have you for threatening a calm life in our establishment?"

Player: "I don't have one."

DM: Barbara and Mikey are dumbfounded at the news. Everyone's thinking the same thing right now. Yes, the temptation of safety is strong, but traveling through a whole state and a half to get there? Unthinkable."It doesn't matter," you say. "Every second we spend here is a second we could be moving forward. We should leave now." Barbara shakes her head. "I think we should leave tomorrow. We'll need the rest, and we can scavenge for more food and things like that.""It's not worth it," you say. "We have a gun. We have a minivan with gas in it. We can make it. Besides, there's no time to scavenge. It'll be dark soon."
Player: Leave immediately
DM: After everything is packed up, you do one last check to make sure you didn't forget anything. You find a few water bottles in a vending machine, but nothing else. You say goodbye to your makeshift home, and get in the driver's seat of the minivan.On the road, you follow roads that you know to head north. You try to stay and back roads, just in case you run into anything. You're determined to make it to Washington.While driving, Barbara thinks to open up the glove box. The group is rewarded with a U.S. map and another bottle of water. You set the map up on the dashboard so you can see it while driving. You decide to follow I-5 north, which should take you right up to Washington.Your trip is cut short after a few miles when you come to a blockade in the road. A chain fence was haphazardly set up in the middle of the road. A handmade sign hanging from it reads: FOLLOWERS' TERRITORY. TRESPASSERS WILL BE LOOTED AND FED TO THE DEAD.
Player: Head through the fence

Player: "I didn't disturb anything."
DM: "I didn't disturb the peace," you say, "Because there is no peace. With zombies everywhere, and highway bandits like me, there will always be a threat. The best thing you can do is be defensive.""You are suggesting we kill you?" asks Kappa. "No, no. I mean, build walls. Set up guards, so you know if someone really did steal, or really is trying to hurt you," you finish.Kappa thinks long and hard, before saying, "Very well. I will speak with my subjects, and we shall deliver a verdict." Morales puts a bag over your head, and walks you over to a corner. You sit and wait for the verdict.

DM: "I couldn't have stolen from you," you say. I have nowhere to hide it. Your man took my vehicle. And besides, if I'm such an esteemed criminal, wouldn't I have far more supplies than you, and therefore, no reason to steal?"The crowd looks around and murmurs. You've made a strong point. "Very well," says Kappa. "While that may be true, you surely have no argument for your third and final charge."

DM: You refuse to let some stupid sign deter you. Who are the 'Followers' anyway? You don't care. You and Mikey get out, and move the chain link fencing.After that, it seems like smooth sailing. You do start to notice, however, that the place seems less quality here. Graffiti covers the area, and certain buildings are just gone.Suddenly, you see something off to the side of the road. There are three men standing off in a secluded alley. One of them is tied to a pole. The other two are mercilessly beating him with pieces of metal.

DM: 

DM: "Sorry," you say. "But I already made a commitment to these people. Hopefully I'll see you in Washington." The man smiles over his shoulder. "Okay," he says. "Your funeral." He goes back to pick up his duffel bag, and leaves. You get up and go back inside the nature center. You lay down on your air mattress, and ponder if you made the right choice.
Player: Leave for Washington

DM: Seeing the futility of fighting an enemy which knew you were coming, you decide to throw your hands up and surrender in front of the incoming Landkreuzer that steamrolls towards your blast hole.Strangely, it doesn't stop steamrolling. Oh wait, it is quite explainable, when you think of it more.The Landkreuzer is a massive hulk on massive treads, so it's no surprise they wouldn't see some little man, especially a little man whose hiding in a blast hole.And because it doesn't stop steamrolling, it's no surprise that as its treads literally undermine you, every bone in your body breaks.The last thing you feel is your innards being flattened into bloody paste.

Player: Intervene
DM: You get out and take a gun with you. "Hey," you say. The two attackers look over at you. The man tied to the pole can barely move his head. "What's going on here?""This fine gentleman over here," one of the men points to the beaten victim, "has broken our golden rule. That rule is NO TRESPASSING. And it seems to me that you are also breaking that rule. So I think a punishment for you is in order as well!"

Player: Keep driving
DM: You watch over the scene. The attackers seem like hardened thieves. Getting in a confrontation wouldn't be wise. You slowly drive past the scene. As you do, the victim of the beatings gives you a long, cold stare in between blows to the face.

Player: shoot them both
DM: You won't let the man continue. You draw your gun and shoot both men down. They were at close range, but it still took a few shots. Once they're dead, you go up to the victim. His face is swollen, and his nose is bleeding. He flinches, expecting you to attack him too.

DM: Without hesitation, you jump out at the man. You grab the bar and hold it against his neck, choking him. Behind you, you hear the others leap into action."I told you," you say, "Just let us go. But you wouldn't listen. Now we have to-"You are suddenly pulled off of the man and stabbed in the side. You shriek in pain, and your attacker drops you onto the road. "I tried to tell you," the man says. "But you just wouldn't listen." The man brings the bar down onto your head, caving your skull in.

DM: You stay silent, and get up off the road. The man has a wide, wicked grin on his face. As the others close in on the car, the man hits you again, sending you to your knees. Again, and you're on the ground. Again, and you're barely conscious."Signs are there for a reason," the bald man says as your vision swims. "We gave you an honest, fair warning, but you just didn't listen." The man brings the bar down onto your temple, killing you. "Not my fault you don't listen."

Player: leave the hostage
DM: You can't take in a new member, and you also can't trust him. You leave him tied to the pole, get back in the car, and drive off.
Player: Offer a deal
DM: "We can work this out," you say. The man lowers his gun. "I'm listening."

DM: The first rays of morning light peek from the curtain. You do stretch and yawn. Your on your owner's bed, you sleep at the foot of the bed every night. Your owner's room is in a mess, as usual. Your owner is still sleeping. She'll only wakes up at 9 o'clock.You normally go out for a morning walk but with your owner still sleeping, you're stuck in the room til she wakes up.What's next?
Player: Eat and drink
DM: You go to you and fodd bowl and to your shock, you find that the kitty biscuits are no longer crispy. You feel greatly annoyed that Nina expects you to eat old food (as in 4 hours). But seeing you have no other choice, as your lazy owner is still sleeping, you eat.After eating, you go to the water bowl. Just as you were about to drink, you find CAT FUR in the water (your own cat fur). Disgusting, you do your best to drink while making a mental note to complain to Nina for the below the par standards.Better do something else now.

DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.> Quel est votre prénom ? (10 lettres maximum ; les voyelles sont au début de la liste)X...
Player: Z
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.> Quel est votre prénom ? (10 lettres maximum ; les voyelles sont au début de la liste)Az...
Player: U
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.> Quel est votre prénom ? (10 lettres maximum ; les voyelles sont au début de la liste)Aau...
Player: N

DM: You have no interest in dealing with another group member. You put the man out of his misery, and get back in the car.

DM: You can't leave the man out here like this. It's not safe. You untie the rope holding him to the pole. He gives you a look of pure gratitude. You have him hide in the trailer, and you take off.

DM: You pretend to walk over to the minivan to surrender the keys. Everyone's eyes are on you. You open the door, and grab a gun out of its holster. No one can see you. You ponder who to shoot first. "Well?" the man taunts. "Am I getting the keys or not?" Decision made.You thought you could be quick enough to shoot somebody. But you didn't even pull the trigger. Not once.

Player: Stow Away

Player: Offer half your supplies

Player: more than food
DM: You slowly walk over to the trailer to hand over the supplies. When you open the door, the hostage comes out with his arms raised. "Well, look who it is," the man says. "Thought you could sneak this one past us?" Another person from the crowd takes him away. Then the man snaps his fingers. "Boys, unload the trailer. I want to see what I got."After the men have searched through the trailer, the man turns to you. "Now that we have your stuff, I will escort you to your new home."

Player: Um...
DM: "I don't know what else we could give," you say. The man simply nods. "Don't worry, I understand." He gives a cruel smile, and snaps his fingers. One group of men starts to unload your trailer, while another grabs you and your group.

Player: Prisoners

DM: A pair of arms lifts you up, and drags you over to one of the nearby buildings. As you cut through the crowd, they part just enough for you to pass. You struggle, but whoever's holding you has an iron grip. You realize there's no use struggling, because even if you get free, you're still surrounded. You relax and allow your captor to carry you into a dilapidated building.The inside of the building is completely empty. It seems to have been some sort of apartment building, but it's almost unrecognizable now. You are taken down a set of stairs, and into the basement of the building. The basement is a hallway, with several doors lining the walls. Barbara and her kids are divided into the other rooms, and you are taken into a room of your own. The only thing in the room is a chair."Sit," orders the man who carried you in here. He's holding a shotgun, so you decide to comply. As soon as you sit down, your hands are seized and tied behind your back. "Sorry that I have to do this," the man says as he loads the shotgun. You struggle, and manage to tip the chair over. Unfortunately, it stays intact."Please don't try to run, it just makes this harder and more awkward," the man says. He stands up. "You have two choices at this point. One, I can kill you right now. Two, you can keep trying to fight, and struggle, and in the end, I'll still kill you. You wanna try to break free again?"Instead of answering, you pull your hands against the back of the chair. Just as last time, it stays intact. "Hey, I warned you," the man says. He fires the gun, and stains the ground with your blood.

DM: You aren't sure how to feel as you pace up the road, vaguely in the direction of Washington. You feel remorse for your decision, and wish you could take it back. Giving up Megan was a stupid choice. She cared about you, and you would gladly hand her over for your own protection. There's no more time to dwell, though. That affair took up the whole day. It'll be dark soon.you continue up the road, in search of a place to spend the night. About an hour after the sun goes down, you spot something. It looks like a military outpost.It ends up being exactly that. Judging by the footprints and blood, this place didn't last too long. It's only been a few days, and people are dying fast. Not even the military can seemingly stand up to the ever-growing threat of death. You open the door to the trailer and look inside.You are rewarded with another gun, this one a Stag-15. It has a half-empty magazine. Other than that, you find nothing in the trailer. It's as good a place as any to sleep, and it has a pullout couch/bed.You are awoken in the morning by growling. You sit up quickly and look out the window next to the door.Zombies. And several of them. They have wandered up and down the street, surrounding you on one side. If you could get out the door, and past the horde, you could outrun them and head north again.
Player: search the trailer for another weapon
DM: Not wanting to waste bullets, you scrounge around the trailer for something sharp. Eventually, you find a piece of plastic that looks like it used to be part of a canteen. Nonetheless, it's sharp.You open the trailer door and slice away, just like with the glass shard. You're able to clear a small opening for you to charge through, and you make it away from the horde at a running speed.After you've slowed to a walk, you notice another building coming up. It looks kind of like a factory building. It has several floors, is made of brick. Three smokestacks jut out of the building's roof. it seems worthwhile to check out, so you run up to it. You are disappointed to learn that the entrance is surrounded by fencing.

DM: I went out walking in the wood the other day. The birds don't even sing here anymore. Today proves no different.The air no longer stinks of death. It's almost sweet and strange.Hearty oaks and old hickories surround me. I used to think they'd be here long after I'm gone. I'd wonder what they saw from a 100 years ago, what they'd see 100 years from now.
Player: I see a red oak and I want to paint it black.
DM: No colors anymore, I want them to turn black.I return to the barony and retrieve an axe. Back at the wood, I chop the red oak to the ground so it may rot and blacken.Sometimes... things just need painted black.

DM: You load up the gun and kick the door open. The closest group of zed growl, and stomp over to you. You kneel for better balance, and do your best to aim. When you pull the trigger, you are surprisingly accurate. By the time you're out of bullets, you've cleared just enough of a path out. You slip by the trailer and move up the street at a steady jog, away from the zombies.After you've slowed to a walk, you notice another building coming up. It looks kind of like a factory building. It has several floors, is made of brick. Three smokestacks jut out of the building's roof. it seems worthwhile to check out, so you run up to it. You are disappointed to learn that the entrance is surrounded by fencing.
Player: move on
DM: Picking at the fence isn't worth it. Besides, why waste time here? Your goal of getting to Washington is still the highest priority. You leave the warehouse alone and continue on your way.
Player: What's new?
Player: Check the rest stop

Player: break in
DM: You use the butt of your gun to hit the fence poles repeatedly. Eventually, the pole gives way, and part of the fence falls away. You step in, and into the factory.As soon as you step inside, you see a woman picking through a pile of debris. She looks up at you as you enter."Oh. Hi," she says. She seems rather uninterested in you. "What are you looking for?" you ask. "Parts," she replies. "Parts for an engine. More specifically," she pulls a piece of notebook paper out of her pocket and reads it, "...a fan belt."You nod. "Okay.""My name's Clarice, by the way," she says out of nowhere. You are caught slightly off guard, but introduce yourself anyway. Suddenly, Clarice pulls a large black thing out of the wreckage. "Found it," she says triumphantly. She heads out of a side door. "By the way," she adds, "Don't bother following me."

Player: Who are these people?

DM: You continue to walk down the road as before, this time with a gun slung over your shoulder. You spot a sign telling you that you're still on I-5, on a crash course with Washington. The sun beats down on you as you realize you are quite thirsty. Hungry, too. The way ahead looks bare. Bare except for a road sign. It tells you that if you continue ahead, you'll reach a small town. Next to the town's name, written with blood, is a small message: COME ONE, COME ALLIf you turn to the right, you'll arrive at a rest stop. There won't be food or water, but there will be a gas station (probably empty), and a pharmacy.Suddenly, your hand starts to sting, really badly. You look at it. It's hot and red, with a bit of grime. You must have cut it with the piece of plastic, back at the trailer. Oh god, are you infected?! You need to get to the pharmacy!

Player: No time to waste!

DM: Luckily, it's not a long walk to the rest stop. You confirm that the gas station was looted, but that's not what's important right now. You burst into the infirmary. To your dismay, most of the shelves are empty. However, there is a small selection of remaining medicines. You get a final look at your hand before making a decision. Your hand looks swollen, is warm to the touch, and very red. Which pills do you give yourself?NO GOOGLING THIS IN ANOTHER TAB, CHEATER!
Player: Minoxidil
DM: You take two pills from a bottle labeled Minoxidil, plus some painkillers. You finish by wrapping your wound with bandages. This seems to help, for the time being. Your next priority is getting ot the town.It's going to be a long walk, but it's worth it if there's a possibility of food and water. You pull up your pants, and start the journey.
Player: When you arrive...

DM: "Okay," you say. "We have extra guns. You can have some of them." This seems to pacify the people. You quickly go back into the helicopter and get the duffel bag Conway brought along. You empty it of guns, and offer a good amount (but not too much) of them to the people.You are kind of shocked when the man walks up to you and takes the first gun, a pistol, out of your hand...in his mouth. He then proceeds to take guns off of you one by one. When he has what he wants, he backs off."Ftill wuff hewicoffter," he says through the gun in his mouth. "What?" The man spits the pistol onto the ground. "We still want the helicopter."Matthias shakes his head. "This is ridiculous. We should leave." Roger shakes his head. "We can't, they'll gun us down.""Is there any way we can work around this?" you call to the man. He thinks for a moment. "Yes. If we can't have the helicopter, we want...follow us."The man promptly turns around and motions for you to follow him.

Player: Trazodone
DM: You take two pills from a bottle labeled Trazodone, plus some painkillers. You finish by wrapping your wound with bandages. This seems to help, for the time being. Your next priority is getting ot the town.It's going to be a long walk, but it's worth it if there's a possibility of food and water. You pull up your pants, and start the journey.

DM: "Maybe it's best you stay here.""What? Why?""Because...erm...the blonde one has herpies, and if there's only one that's doable...well...I'm the superhero, right? I deserve it more than you do.""But what about...""Did you save the city from a giant mutated rhino?""I...""I didn't think so" I say as I stand up and walk towards the girls."Ladies" I say as soon as I get there."You...you're that guy, aren't you?""Which, the strongest man alive or the biggest guy on the planet? take your pick.""How about you sit down with us?""Sorry babes. Don't want to break these human oriented chairs, now do I?""Aw, that's too bad.""I've got a large bed at home that's strong enough to hold me though, it would even be strong enough to hold all of us" I say and smile at them. They smile back.HEALTH: 100%
Player: Go home with both of them.

DM: 

DM: The bottle labeled Cephalexin sounds safe to you. You take two pills, and some painkillers. This greatly helps your wound calm down. You can only hope you took the right pills. You stare down uncertainly at your wound.Nonetheless, you need to get to whatever town is up ahead. The possibility of food and water is enough to convince you of that. You start up the road, for a very long walk.
Player: To the town!

Player: When you get there...

DM: Without thinking, you climb out form under the dumpster on the opposite side of the unknown enemy. You crawl over to the next dumpster to climb over, when you hear an excited, "Found one!" behind you.A bullet rips through your midsection, causing you to yell in pain. You hear a triumphant laugh behind you, and your attacker grabs you by the feet. You are dragged into the middle of the parking lot. The man who brought you here stands over you with a gun."This is what happens to people who don't join us for dinner," he says, and shoots you in the kneecap, immobilizing you. You yell out again, and receive a shot in the side. Several more bullets go through you, until you're barely alive. As your vision fades, the man's laugh pounds in your eardrum.

DM: Despite your fear, you stay put. The pair of feet walks up to you, and you hear the top of the dumpster being opened. Then, it closes, and you hear a dissatisfied, "Nobody over here."The people struggle to find any of your group, you scattered pretty quickly. As you hide, you make eye contact with Ozzy, who's hidden under an adjacent dumpster. You see fear in his eyes. He's slowly pulling a small gun out of his pocket, and holding eye contact with you."Well, well, well. Come out when you're ready, hooligans," the man who led you here says. The other group sits down in the middle of the parking lot, and begins to eat. Ozzy slowly makes his way out from under the dumpster, out of sight of the others. You do the same. You sit behind the dumpster and think over your next move.
Player: Help Ozzy attack the group
DM: You look at Ozzy, and point to the other group. He holds up his gun and nods. You position yourself behind a dumpster, right next to the leader of the other group. You'll grab him and hold him hostage, so that the others will let you go. You wait until the right moment...The man decides he needs to get up, and you strike. As soon as he's on his feet, he's on the ground again, with you holding him down. "Nobody move!" You yell.Sadly, while your plan would have worked, Ozzy wasn't on the same page as you. He fires his gun in an attempt to hit the leader, but instead hits you in the chest, killing you.

DM: Finally you make it over the Sierra Nevada Mountains and begin to descend the far side. On the way you meet the Second Relief travelling out to those of the Donner Party still stranded in the mountains, this group is led by James Reed and William McCutchen. When Reed's wife Margret sees him she gives a cry of sheer amazement and collapses in the snow. The reunion is a moving occasion and Reed's children cry as they embrace their father. But one person's joy is another person's sorrow: McCutchen learns that his baby daughter Harriet died at Truckee Lake. Reed still has two children in the camps and is anxious to rescue them.You part ways, the Second Relief going on up into the mountains while you and the others go down: coming to where a large stash of provisions has been placed. You are overjoyed to taste good food again and eat. One of your companions, William Hook (Jacob Donner's stepson) eats and eats until he can eat no more. You are tempted to stuff yourself too.What do you do?
Player: Eat everything that you can
DM: You over-indulge and that night your stomach is wracked by swift agonising pains. Moaning in agony this last pain is too much for your weakened nervous system. You die that night just a few miles from safety.

DM: I grab around Behemoth's neck and he grabs around mine at the same time. The more I squeeze, the more he squeezes."What now punk?" he asks and continues grinning.BEHEMOTH'S HEALTH: 95%HEALTH: 90%
Player: Let go of his neck.

DM: Daisy becomes concerned and jealous. She can tell that there is something more than friendship happening between Tom and Nora. Daisy and Gatsby confront Tom about not being faithful to his marriage and a fight ensues.Nora decides it is best to leave and not cause any more trouble.
Player: Nora eats a macaroon
DM: Nora appears in the country side but she is unable to determine the country she has landed in.She hears shouts and gunfire in the distance. Nora gets a little worried as she hears the sounds come closer. Just before she is able to retreat a man shouts "SHEPHERDSON!"Nora is not able to catch sight of the man in time and suddenly she is knocked backwards a few steps. Feeling numb in her stomach, she looks down to find her white blouse turning red. Nora drops to her knees before finally falling into the creek by which she appeared.~~~A boy of a fourteen years looks down at Nora with a tear-stained face. He pulls out her lifeless body and lays her next to a boy named Buck, another victim of the feud.

DM: You blindly scramble through the forest, not thinking enough to follow someone else or even pay attention to what direction you're running in. You point yourself towards the helicopter, since you assume that's where the others are going.You can easily outrun the horde, that's no problem. Once you're far enough away, your biggest concern becomes finding the others. You scan the forest in search of familiar faces, but find none. In panic, you continue towards the helicopter. The horde of zed has made its way further out, and a few eager corpses have already made it pretty far out.You hear yelling from a few yards away, and see Roger running in the direction of the helicopter. You run up to follow, and call his name. He looks around, spots you, and waves you over. "Come on!" he shouts. "Back to the helicopter!" A few moments later, you hear gunshots nearby. The others. "Should we go back?" you ask. Roger doesn't answer, he's dead set on making it back to the helicopter. You hesitate, before following him. The zombies have advanced further, and you doubt you'd be able to come back safely if you turned around now.As you make your way to the helicopter, you see the garbage people, the ones that shot at the helicopter, approaching in the distance. They must have heard the gunfire and realized their prisoners got free."Well....crap. This is a problem," says Roger, his voice wavering. You look behind you; the zombies haven't caught up to you yet, but if you keep wasting time, they will. You might be able to make it back to the helicopter before interacting with the garbage people to get a gun or something.
Player: Go for the helicopter, get a gun
DM: You realize you aren't getting out of this alive without a weapon, and run for the helicopter. The garbage people start to fire back, but that doesn't go to smoothly. Roger follows you into the cockpit, safe from the garbage people.You scrounge around, and are rewarded with a small handgun with a full clip. Looking at the approaching horde, you realize the garbage people may not even be your biggest threat at the moment.
Player: Fire at the garbage people

DM: You resolve not to let the others die, and turn around."What are you doing?"" yells Roger, but you pay no attention. You maneuver around the first few zombies, and back into the woods. You call out names while searching for movement among the trees."Matthias!" you yell, scanning the broken fence. "Conway? Ozzy?" you don't see anything, except advancing hordes of the dead. Suddenly, gunfire erupts from a few yards away. You see Conway firing at a pack of zombies with the signal gun.Conway spots you, and breaks into a run. He's pointing at something behind you, but you're so focused on him that you don't notice the zombie right behind you. You narrowly avoid the monster's jaws, and push it to the ground. By then, Conway has caught up to you. "Come on," you say. "To the helicopter." Both of you take off. On the way, you ask where Ozzy is. "I think he made it out before I did. He should be at the helicopter right now," Conway answers. "As for Matthias, I don't kn-" Conway suddenly stops as a bullet hits him squarely between the eyes. You freeze with fear, and turn to see the garbage people standing before you. The leader steps out."Thought you could run away, huh?" he taunts, and pops another shell into his shotgun. "Here's what we do to runaways around here." Bang!

Player: Fire at the dead

DM: AAZ
Player: g
DM: AAAG
Player: o
DM: AAAAO
Player: v
DM: AAAAAV
Player: s
Player: n

DM: You run down an empty hallway at top speed. Footsteps and gunfire echo throughout the school. Are they following you? Who knows, all you can think is to get somewhere safe. At some point, it occurs to you that you just abandoned your group.When you get to a classroom, you look behind you. Grim and Scarlet followed you. You usher them inside the room and shut the door.Eventually, all goes quiet. You make eye contact with Grim and Scarlet. Grim is scared out of his wits, and Scarlet is on edge, with her knife. You open the classroom door.The three of you slowly move down the hallway, searching for movement. Eventually, you find it. Sanders and Frank are hiding behind a set of lockers. "How are we going to get out of this?" you ask."We need to leave," Frank says, "after we find the rest of the crew. We have five here, that means..."...six are missing," you finish.
Player: Split up

DM: You agree to stick together. "I think they're using the lunchroom as their base of operations," Sanders says. "That's all I could see before I ran off."The group stays as close as they can get. Everyone is intently watching for any sign of movement. When you arrive at the lunchroom, you can see three people in there."Marley," Scarlet whispers. You look into the window...Marley is being held down at gunpoint. You have to do something.Without warning, Sanders crawls over to the doors. He pulls a gun off of one of the storage boxes (you don't know how he spotted it) and bursts in. With no other choice, you follow him.Frank and Sanders hold the position of fire with the attackers. Scarlet comes up from behind with her knife."Let him go," says Sanders. "Now, before I make you." The bandits show no sign of movement. "Please," you say. "We're going somewhere, and the guy you're holding there has someone he needs to see. Please, please let him go." You hope that appealing to their emotional side will convince them to let Marley go. And it seems like it's working. The man lets go of Marley and he stands up.One of the bandits fires a bullet into Marley's head, killing him.You are in shock, staring at Marley's body. You vaguely notice Sanders firing at the bandits, Frank possibly taking a hit. By the time you realize you were an easy target, the threat is already gone. More of your group members come into the lunchroom with their weapons raised, only to lower them when they see Marley.
Player: Wait for your people

DM: You decide to use nuclear warheads, which causes some damage to the Ancient technology, but protects the Coalition from invading Chykri. This use of warheads will prove invaluable in the war.
DM: The next file details the decision about whether to abandon the current Coalition bases and move their support to the Ancient Bunkers that have recently been uncovered by Mundar mining operations. These bunkers are more secure and more technologically advanced than the current Coalition bases, but the moving would require massive operations during a time in a vulnerable time period.

DM: "We should wait in the cafeteria for everyone else. They'll get here soon," you say. "Are you insane?" says Sanders. "We need to run for our lives!"You wait another few minutes in the cafeteria as the rest of the group tries to find a way out. The groaning and footsteps only get louder. Finally, you see hordes marching up to the cafeteria doors. "We waited too long," says Callaghan. Callaghan, Frank, and Scarlet charge out to meet the hordes, to fight them off. You hastily remove a grate from the wall of the cafeteria. It's the only way out. When it finally comes loose, you climb in as fast as you can. The screams of your teammates echo behind you. Just as you think you are safe, a dead hand pulls you back out of the grate. The zombies swarm your dead body.How ironic that it happened in the lunchroom.

DM: About half the group follows you down the corridor you entered the school through. You only hope the way is still clear. When you arrive at the doors, it looks like the zombies have all funneled to the windows, leaving you a chance to escape.
Player: Take the chance and leave
DM: You can't waste a chance like this. You force the doors open, and get as many people out as you can. "We need to seal these doors," says Scarlet. You search the surrounding area for something to do that with. Your eyes settle on a lone car in the parking lot.You turn off the parking brake, and roll the car towards the doors. Just as you are about to block them off, Chip comes running up to the doors with a whole horde of the dead in tow. "Let me out!" he shouts. Scarlet hurriedly opens the doors enough for him to slip out. You slam the car into the doors, stopping them from being opened.
DM: You lay on the grass, waiting for the adrenaline rush to fade. It looks like everyone made it out alive. Well, not everyone..."Marley's gone," says Daisy. You didn't know him well, but you're still sad to know he's gone. "He was always a happy guy," says Callaghan. "So that's what we've gotta do. We have to keep going, for him."Eventually, as the sun is rising, you find your supplies. The zombies mostly brushed past you cars, although you do notice that one of the side mirrors was knocked off. Your party eats, then gets back in the cars. You take a deep breath, and pray that the rest of the trip won't be anywhere near as eventful as last night.

DM: "I'll do it," you say. Matthias nods. The other soldiers go over a plan for the farmhouse, while you take a defensive position behind the helicopter door. You figure that it's extremely unlikely you'll see anybody, you still want to remain vigilant. You sit up straight and try your hardest to stay awake.The others have been gone for a worryingly long amount of time, and you decide to go check on them. You get out of your seat, and go look at the farmhouse. From where you are, you can't see any fighting or danger, and you haven't heard any gunshots. You assume they're just doing a thorough search, and cross your fingers for some fresh bread.As you turn to get back in the helicopter, you are met with a bow and arrow pointed at your face. Its user is a man with long blonde hair that covers his eyes. "Water," he says, in a parched voice. "Give it to me." Shaking, you slowly nod. You climb into the helicopter, and fumble around for the pack with the bottled water in it. You find the pack, but then you remember your gun.
DM: As quick as you can, you turn to shoot the attacker. Your bullet goes over his shoulder. He shouts, and releases an arrow into your chest. You cry out, and the man yanks the water pack from your hands."See ya," he says, and slams the helicopter door shut. He gives a little wave before leaving.You struggle to get the arrow free from your skin. That arrow had a lot of power behind it, and you end up staining the seats of the helicopter with your blood, and doing all kinds of irreversible damage to your chest. When the soldiers come back, you're barely alive. Your final moments are of being shaken back and forth by Conway, who is trying to get you to sit up.

DM: You come to your senses. "I can't leave anyone behind," you whisper, and turn back. The hallway is still clear.You practically fly through the hallways, screaming the names of your crew. A few quiet answers come to you from the far side of the school. You follow them as best you can, but soon become lost in the corridors. Your vision goes fuzzy as you look for a sign of survivors.Suddenly, Lisa comes barreling down the hallway. "Lisa!" you yell. She sees you, and motions for you to follow her. You do, and end up at a side door. Gale is there, killing a few zombies that get too close. Grim is holding up the door, calling for everyone to get out. After making sure everyone is alive and safe, you vacate the building.

DM: Alright.You sprint madly over to the nearest siege tower, and miraculously, no one sees you.You begin to climb the tower. A long, rickety ladder leads to the very top. From there, you might have a good shot at the general himself.You are halfway up the ladder, when you look up and see a goblin.He hasn't noticed you yet--he's climbing down the ladder, yawning, not paying any attention.He's only a few rungs away from you......
Player: Stab the goblin before he gets to you!
DM: You draw your knife, and plunge it into the goblin's back!He squeals, and loses his grip on the ladder.He falls several feet to the ground, where he lands with a hard SPLAT.You hold your breath. Did anyone hear that?Well, either way, you'd better hurry.You finish the climb, and reach the very top of the siege tower. From here, you can see the entire camp."HEY!" A scratchy voice shouts.A goblin stands at the top of the tower. He has a mottled appearance, and one of his eyes is swelled shut."What are you doing here??" He demands. His fingers clutch at a horn, attached to his belt.You'd better think quick.
Player: Shoot the goblin!

DM: From sunup, after the school incident, all three cars are silent. Nobody is blamed for what happened, but you still feel like it was your fault.At about noon, you come to a stop in the middle of the road. You car stops working. The other cars make it a few more feet before they roll to a stop. The strange thing is, you still have fuel in the car."The engine's dead," announces Frank as he looks at the cars. Smoke rises from the engine as it tries to run, despite needing numerous replacements. "Well," says Sanders, "isn't this just perfect?""Looks like we're going for another trip," says Gale.

DM: you frantically crawl forward, and the light of the moon cuts through an outside grate. You made it. You shift around so your feet are forward, and kick the grate out. You crawl to freedom with your people right behind you.

DM: Your name is now Aaaaaaap.YOUR HEALTH: 100%

DM: The floor is piled ankle high with trash and piles of slimy goop from the chute. Glass from broken bottles and rat bones crunch under your feet. One of your steps makes a heavy and hollow sound, revealing a trapdoor on the floor.There is a tunnel barred off to the north. When you approach the bars you smell rot and death. There is a large lump in the middle of the room that is probably the cause of the smell.The east goes back up the chute. You might be able to climb back up using the handrail along the wall.To the west is a room giving off a warm glow and faint squeaks.There is a camera on the ceiling at the bottom of the chute. It looks as if it can rotate to monitor what comes and goes from the waste chute.
Player: Try the trap door

Player: Try to become the prison pimp
DM: You decide that you'll be the banger in this barred cell, so in the next group shower, you show your masculinty by starting to go rough on a kid. Problem is, the real prison P.I.M.P. (Paul Inkart Marshall Peterson) shows up and gives you some of his Peterson brand L.U.V.I.N. (The definition is too explicate to spell out), which ends up killing you in the end...no pun intended.

Player: Identify the plants and fungi nearby; some fungi can be used to poison any hostile creatures or plants

Player: Might be a trap, move on.
DM: Realizing that you probably shouldn't get involved, you decide to ignore the woman and push forward into the forest. The paths begin to twist and turn and double back over each other. Time seems to slip away as you get more and more exhausted, and over and over again you see the same light towards the pond sitting at the end of a trail that causes you to turn back around. In exhaustion, you sit down, knowing you can't make it out of the forest. Starvation, dehydration, exhaustion, all overwhelm you as you close your eyes one last time. You have failed. Terminate Patient 001.

DM: Today is the start of a new day. After a meager breakfast, you go out to start another work day. On your way, a guard stops you. "Hi," he starts. "I'd like to apologize for the harshness of my colleague the other day. It seems he had a small lapse in judgement." You are confused, but you act like you know what he's talking about. You nod as well."While you are not allowed to talk to workers of other sections and factions," the guard points to Callaghan, "you are more than welcome to talk to members of your section." You are even more confused now. Whatever. The guard steps aside to allow you to go to your workspace. What will you do on this fine working day?

Player: Day 2
DM: The next morning is the same. A bowl of oats, then you go outside to work.
Player: look for parts for Grim
DM: You think back to Grim's words. You need to get more bits and pieces to build a lockpick, or something like that. You go to work.You find a loose wire near one of the buildings, and pull it out. This gives you a semi-decent rope. On your way to hide it, you spot a quarter on the ground. Not much, but it's something. After you hide them, you try to think of something to get you out of the bedroom you're stuck in. The door isn't an option; it would notify the guards. You have no windows, no vents, nothing to crawl through. You'd have to chip a hole in the wall. You decide to smuggle your trowel in. As the day ends, you realize you did zero work by the guards' standards. And that means no food.

DM: "Hmmm...." says the guard as he stands in front of you. "You did a decent job, but decent doesn't cut it. Your rations will be cut in half." And indeed they are. You hungrily eat the little food you are given.In your bedroom, Grim calls you up to his bunk. "Look at this," he whispers. He has a small piece of metal in his hand. "I found it while I was digging. I think if I build up enough scraps, we could make something...""Like a weapon?" you say, excited. "Maybe," answers Grim. "Or, even better, something to escape with. But, I'll need your help. Look for things, collect things. Bring them back. I'll hide them in my pillowcase. We'll need a lot more than this paper clip."

Player: Talk to some other inmates

DM: You decide to make conversation with some of the other workers. You approach a group of workers that don't seem interested in planting blueberries. "What are you guys doing?" you ask."Great, another helping hand," one of the workers says. She comes up to you and lowers her voice. "We're leaving here soon. We've been collecting gardening tools, and food. We're going to revolt, and run away." "Who's 'we'?" you ask. The worker opens her arms to everyone working. "As many people as we'll take. It's happening tomorrow." "Quick question," you say. "How long have you been here? This place can't have been up long." The worker ponders the question. "I was captured a week ago. Anyway, tomorrow, okay. Try to get your hands on a weapon. After that, just take out as many guards as you can. There are definitely more workers than guards." She looks over at you. "You in?"

DM: You happily accept. The woman seems excited. "Okay, we have a weapon stash nearby. Find anything we can use, and bury it there," the woman shows you a mound of dirt near the latrines. "Got it."
Player: Wait for a good time to raid the toolshed

DM: "Sorry, but I can't risk it. I've got people here," you say. "The guards will kill them, and I can't let that happen." The woman frowns. "Then we won't have enough people for the revolt." You think about what Grim told you. "Maybe there's another way out. One that doesn't involve violence." The woman looks at you in confusion. "You mean, like, a jailbreak?""Yeah, a jailbreak. Anyway, I need to plant tomatoes. See you around. Well, actually, maybe not."

DM: No use going hungry. You sit down and mentally prepare yourself for a long, grueling day. Scoop, plant, bury, water. Scoop, plant, bury, water. Scoop, plant, bury, water. Scoop, plant, bury, water. Scoop, plant, bury, water....After the day is done, you go inside for dinner.
DM: When you arrive at your seat for dinner, a heaping plate of food awaits you. The guard who served you stands up on the table and claps his hands. 'Attention, everyone. I would like to congratulate worker number 1297 for his dedication to our cause. Please, a round of applause for him."The room is silent. Workers give you strange looks. "CLAP, YOU MAGGOTS!" yells the guard. Automatically, polite applause fills the room. you make eye contact with Sanders. We're getting out of here, you mouth to him. It's just a cover. He nods, and goes back to eating. Looks like he finally got the memo.Back in the bedroom, Grim is already asleep. You lay down, and try to close your eyes.

DM: When you take your seat, the guard that usually gives you your food comes up to you empty-handed. "You, my friend, were a useless slug today. Useless slugs don't need to eat, so I'm sure you'll be fine." You go to bed more hungry than ever. Breakfast seems like an eternity away.

DM: You decide to sit against the wall and wait for the guards watching the toolshed to move. While you stand, several guards comment on your lack of work. You'll go hungry tonight, but not in vain. Eventually, during a shift change, you're able to slip into the toolshed and swipe some razor blades. You stuff them in your pockets and close the toolshed door just as two guards come up to you. "Shouldn't you be working?"One of the guard hits you, causing a single razor blade to fall out of your pocket, and onto the ground. Frantically, you try to cover it with your shoe. "Hey, what's this?" The guard has noticed. You contemplate whether to run for it, but the guard simply says, "Gotta be careful with these. You really should be working, though." Thank goodness the guard didn't notice that you dropped it. He thought it was just there.You stash the razor blades on the way to dinner.

Player: Another day...

DM: You decide that looking with your trowel is a reasonable option. It'll make it seem like you're working. you get to your station, and start digging small, nondescript holes.Hours pass. You're just about to give up when something shiny catches your eye. You quickly unearth it. It's a shard of metal, sharp enough that it draws blood from your fingers just by holding it. As you examine it, you hear a guard come up behind you. You quickly stuff the shard into your pocket. "Wow," says the guard as he looks at your holes. "Someone was hard at work today. You can expect a full belly tonight."You stash the shard in the pile just before dinner.
DM: You arrive in the eating area and sit at your table. The guard who serves you comes up with a clipboard. "You know the rules." You are confused.Suddenly, a group of guards pull you off your seat and drag you into an interrogation room. The woman you collected weapons for is there, too."So, what do you think ought to be done with violent troublemakers like you?" The guard asks. "I think you should let us go, and stop imprisoning people for no reason," answers the woman. "Yeah, I was afraid you'd say that. We're border guards. We have to do this, to ensure no terrorists get anywhere near Washington. It's a pretty good deal. But, you two just don't get it. So, I've selected punishments special for both of you."You are taken outside. The woman is taken elsewhere, probably to her doom. When you see the punishment, you freeze. Frank is tied to a wooden beam in the ground. The guard takes out a stick, and beats Frank until he's bloody everywhere. He's barely even conscious. "This is what has to happen," says the guard, "to show you just how serious we are." You watch as Frank is untied and dragged off, probably to his doom as well. You are sent to bed without dinner. Now you're definitely getting out of here.

Player: Search for parts for Grim
DM: Rather than working, you decide to harvest more for Grim. After awhile, you're able to collect a few small bits of metal. By dinnertime, you're almost proud of your work.
Player: Another day

DM: You see funny lights in the sky, and hear reports of this happening around the world! The crazy people say its aliens. What do you do?
Player: Haha, weirdos. Everyone knows there's no such thing as aliens.
DM: Of course there are aliens! And you are among the first to be shot with their laser beams when they start invading.

DM: You get plenty of canned food and bottled water, in case society falls apart and all the grocery stores close. You also get some boards and nails to secure your windows, although you know they will be no match for advanced alien technology. It gives you some peace of mind when you sleep at night, at least. Spaceships start landing all over the earth. You hear about people getting taken and experimented on. You hear a rumor the aliens are going to take over the world and lord over the humans. More and more spaceships arrive every day, and it becomes disturbingly common for one to pass overhead. It isn't long before you start hearing reports of world leaders going "missing."
Player: Stay at home and hope for the best.

DM: Yes.YES!!!!This power, this raw, unfiltered power, it's unbelievable!! Incredible! The sword, it's as though it is part of your arm, as though you have never FELT what it is like to have an arm until this moment.You exit the attic, descending the ladder.
Player: Exit the Mayor's House.
DM: You leave the Mayor's mansion.A frail woman sees you, tries to grab you, her eyes ablaze."NO!! ARAKHAN!!" the woman screams, "Put it away!! I FORBID YOU!"The woman seems muffled, small, terrified.Pitiful."Arakhan, it's me--Iselica," the woman is shouting, "You KNOW me. I raised you. I am so sorry, Abel, he--"The woman collapses to the ground and is still.That's strange. You barely pushed her.
Player: Leave town.
DM: You reach the city gates."Arakhan?!" A grating voice from up ahead. It bothers you. "Arakhan? Do you have a key? What are you..."SHHHHHNNNKKKKKKThe Blood Blade slices through the locks on the town gate."Oh," the voice says. You barely recognize the man. Joad? Joad. "Uh.....you, uh....mm....go right on ahead, then, Arakhan."You are already gone.

Player: To the mountains!
Player: Wait to see what they do.
DM: The strangers notice you and approach. They ask if you are also on the run from aliens. You say you are, and they suggest that you join them.

DM: The aliens are intelligent, obviously, though they don't have much regard for human life. With any luck, you can change that. You get out of the house, and go around asking about the alien leader. Most people look at you like you are crazy for not just staying hidden. Eventually, though, you hear about a giant, elaborate spaceship that's "parked" a good hour's drive from your house, where the alien king is rumored to live. Boldly, you walk up the ramp to the spaceship and are stopped by two alien guards. "Halt, human," one says in English (thanks to their translator mustaches, an advanced technology all the aliens wear). "Take me to your leader!" You say dramatically. You are searched for weapons, and surprisingly waved through. "Straight down the first hall, its a big door. Can't miss it." "Think this one will make it out a live?" says the other alien guard, causing them both to laugh hysterically as you walk away. After taking moment to collect yourself, you push open the big door. You join a line of humans on the other side. "NEXT!" shouts the alien king, a hideous creature on a throne. The man at the front of the line steps forward. "Your majesty, my wife was taken for experimentation! Please, I just want to see her again!" "Very well. You will be experimented on too. Guards, take him away. NEXT!" The man is dragged away crying. The next two humans don't last much longer, and then it is your turn. Maybe you should go back... a surprising amount of people had the same idea as you, and obviously none of them have been able to reason with the king.
Player: Forget this idea!
DM: What do you want to do instead?

Player: Climb it.
DM: You fall. And die.

DM: You get in your car and start driving north. You do your best to stay off major highways, where aliens regularly swoop down to capture or kill people as they try to get somewhere safe. Naturally, you're on a narrow back road when your car breaks down.
Player: Hike to the nearest town
DM: You find a mechanic who says he can fix your car, but in return you have to take him with you wherever you go.

DM: 
Player: 1
DM: 
Player: 7

DM: Cabana walks up to you, and drops a small paper folder on your desk."Whatever this is, the answer's no." You say without looking up.Cabana has already given up proposals to remake Thor's Hammer, the Death Star, a galaxy-sized fist to ram the End, rocket-powered chickens and just sending him with a katana to take out the Chykri."I'm done joking, Achilles. That's my proposal. I call it the Hercules Project. Look long and hard at it. I'm not even sure if I want it passed."You look up, and see Cabana has entered one of his cold, stony states where he actually acts like a leader rather than a foolish buffoon."So it's risky?""No. There's no risk whatsoever. It's guaranteed to be successful, and the propaganda I've prepared will stop a public backlash. The only question is what we're willing to do to win. The Hercules Project is a project involving extreme genetic manipulation, hard training and cybernetic enchancements.""We already do that to our soldiers.""Not at this level, Achilles. These give people incredibly strength, faster healing, increased speed, perception, reflexes and a hell of a lotta other stuff. They make super soldiers who could kick the actual Hercules' ass.""So what's the issue?""It involves incredible amounts of pain. More than most people can handle. It'll lead to a lot of deaths. The survivors will be driven so insane that they'll need to be brainwashed to fight."You pause, thinking."There's... another thing." Achilles adds."What?""The Hercules Project works many times better when the subjects haven't hit puberty yet. The choice is yours, Achilles."
Player: Authorize the Hercules Project on adult soldiers
DM: "Authorize it on soldiers. I want restrictions on anything that needs to be restricted, I want propaganda in place to stop this turning into a public issue and I want the volunteers to know what they're getting into.""Yeah. Sure. I'll get it done. This shit might be hard, but it's for the greater good. I'd make a joke, but I've been researching the side effects of this. I'm not in the mood." Cabana says, before nodding.

DM: The look at you and eagerly grab the cherries. After a few bites they spit them out and point their guns at you. Guess the don't like cherries...
Player: Offer them coffee
DM: They love the coffee but are soon bouncing off the walls in your house! Seriously, alien parents need to teach their kids better behavior. You need to stop them before they destroy your house, or draw too much attention to you.
Player: Give them orange juice with sleeping pills dissolved in it.
DM: The kids drink the juice. One of the children comments on all the weird food you Earthlings eat, but after about half an hour they are both asleep. You take their guns and clean up the worst of the destruction.
Player: Put their guns in a spare bedroom and hope the pills last awhile.
DM: After awhile the kids wake up and want to know where their guns are.
Player: "I took them! Muh ha ha!"
DM: The children glare at you. One pulls out a cell phone and calls it's mommy. Before you can do anything a much bigger, eviler looking alien arrives to kill you.

Player: Escape while you still can!

DM: The group of travelers introduce themselves as Tracy, Stacy, Casey, Macy, Lacy, and Fester. Tracy acts as the leader of the group, and although she is a bit annoying at times, over the years she proves to be very good at keeping you all safe from aliens. Occasionally others will join you, either temporarily or permanently, but you are always closest with Fester. In fact, you start to realize that you are in love with him...
Player: Wait to see if he likes you.
DM: Nothing happens, and after a few months, Fester starts going out with Tracy! Wow, that really sucks. A few days later you see some strangers walking in the mountains, and they approach you. They are people going around to find all the refugees (like you) to tell you that the aliens are gone! Apparently, some random girl reasoned with the aliens, and now they go around doing random acts of kindness instead of killing people. You go home and are mostly happy, even though Tracy stole Fester!

Player: Get in the truck
DM: You get in the truck with the man. His name turns out to be Phillip. He is wearing a doctor's mask because he heard of a terrible disease spreading around, and offers you one too. You aren't sure if there is really a disease but you put it on to be polite. When you ask why he has an axe, he says it is to chop down wood, what else? He is also headed north, and you can stay with him as long as you wish. A few days later you come to a town. The man says that is as far as he will take you, as it is his destination. However, you have become good friends in the past few days and he says that you can go with him to his grandmother's house, which is where he was planning on staying until the whole alien thing blows over.
Player: To grandmother's house it is.

DM: You can't figure out what's wrong.

Player: I'd rather just hitchhike, then.

Player: Just wait for it to wear off.
DM: It doesn't show any signs of wearing off. While playing with their laser guns, one of the children accidentally shoots you dead.

Player: "I wonder if other aliens would like tea too? Perhaps we could set up a trade..."
DM: "I suppose that could work," says the daddy alien. "In exchange for tea, we could not kill Earthlings." "I always thought we were being a bit hard on the Earthlings," says the mommy alien. Lucky for you these aliens are close friends with the alien king. They talk to him and give him tea, and soon the alien king agrees to stop killing earthlings. As long as Earth keeps giving them tea they won't kill anyone. You will always be remembered as a hero!

DM: Why does Mary initially question the angel's words?
Player: Biological reasons; she does not understand how it is possible for her to have a son, since she has never "known" a man.
DM: Why do Elisabeth's neighbours and cousins object to her child being named John?
Player: Too many great men have been so named; the boy is not worthy.
DM: From what city do Mary and Joseph leave for Bethlehem?
Player: Jerusalem
DM: How many angels appear in a heavenly host with the first, singing praises to God?
Player: 1000
DM: How many wise men come from the east?
Player: Five; that famous song about the three is wrong, I tell you!
DM: Where does Joseph take his new family to save the newborn Jesus from the murderous King Herod?
Player: Return to Question VII.
Player: Return to Question II.

DM: "That's an interesting point of view," says the king. He continues twirling the ray gun, but it isn't pointed at you...yet. "What is it that makes it wrong, exactly?" "Err..."
Player: It's immoral. You should value lives besides your own.
DM: "But... killing things and conquering planets is more fun!" argues the king.

DM: When you approach them, they ask if you are also on the run from aliens. You say you are, and they suggest that you join them.
Player: No
DM: You decide to go it alone. Night falls, and it is a bit spooky being in the wilderness alone... You live there, foraging for food and trying not to get eaten by mountain lions and aliens and bears, for a couple of years. One day you are walking and see an alien on the hillside above you!

Player: Run right!

Player: No

Player: Head south, towards the bathroom.
DM: You head towards the bathrooms. The experience still seems so familiar, yet so distant--it must be the one thousandth time you've walked this same path, but it feels completely new, somehow foreign. The claustrophobic stillness of nothing but your clacking shoes against the linoleum floor makes you anxious. You come to the bathroom door. You almost jump in surprise as you push it inward--not unlocked. The prospect of walking into the dark room makes your outreached hand shake a bit. Is it worth risking venturing inside?
Player: Go into the bathroom.
DM: Stepping carefully and nearly holding your breath, you slowly make your way into the upstairs bathroom. As the lights slowly flicker on, the door sluggishly creaks and shuts behind you. While the orange florescent glow still strobes, you look around the room. It's a typical high school bathroom--there are a couple of stalls and a sink with a mirror. It's dirty and has an unpleasant odor... you laugh. Just like you remember. It's not exactly a place you want to stay inside of for very long.
Player: Examine the sink more closely.

DM: While driving, you come to a small town that doesn't have a lot of aliens, and looks relatively peaceful. The man says he'd like to stay here.
Player: A nearby lake
DM: You go to the lake. You slip and fall into the water. It is cold. Also, you realize you can't swim. Luckily, this random girl comes to save you. However, you still have hypothermia. You go to sleep for awhile and feel better when you wake up. You are warm and in some abandoned building. You see the girl nearby, thank her for saving you, and ask what is going on. "My name is Sabrina. I'm staying here with my friends. We're mostly just hiding from those aliens and trying to survive. Want to stay with us?"
Player: No thanks, I'm fine on my own.
DM: You head to a park to sleep for the night. You spend many months in that city, stealing food from abandoned grocery stores and eventually having to live off plants. However, winter comes, and you are out of food. You start to get very hungry.
Player: Try to find other people; maybe they have food.
Player: Next City

Player: Noo I am scared!

Player: Get out of there before they wake up.

Player: You are right. Can I join you?
DM: "No." ZAP! You died.

Player: Try to steal a guard's keys as he walks by.
DM: "Hey! Do that again and I'll have you executed." You were unsuccessful. What now?

Player: Confess your love!
DM: And it turns out Fester likes you, too. A few days later you see some strangers walking in the mountains, and they approach you. They are people going around to find all the refugees (like you) to tell you that the aliens are gone! Apparently, some random dude set up a tea-trade with their planet, and the aliens agreed to leave as long as we gave them tea. You go home and marry Fester and live happily ever after.

Player: Go toward the alien.
DM: The alien sees you...because you walked toward it. ZAP. That's the last of you.

DM: You go to the left and duck into a cave. The alien didn't see you. You wait for it to leave... And you see people you knew from long ago. It's that group of people on the run you declined to join awhile back. Too bad they are all tied up. It seems the alien got them. He is probably waiting for backup to kill or kidnap them, since he is the only alien...
Player: Not my problem.
DM: Don't you know about karma? Well, that was mean of you, abandoning them like that...you get bad karma, meaning a few minutes later you fall off a cliff to your death.

Player: No, that will corner you! Keep running!
DM: You run...but not fast enough.

DM: Walk
DM: Walk
DM: Walk
DM: walk

Player: Run left!

Player: The park.
DM: You go on driving with Samuel, Sabrina, Sebastian, and Oceanis. While driving, you notice something odd in the distance. You can't tell what it is from where you are.

DM: You hear someone in your brain chanting, "Another one, another one, another one..."
Player: empty beer glass
DM: As you enter the barn you notice a bunch of horses. They all still awake and look hungry. You notice food by the one end of the barn. Something seems odd like as if you are hearing whispers.
Player: Investigate the Barn
DM: As you look around more in depth you notice a trap door in the ground. It could lead to treasure, danger, lover, or more horses. Hopefully more horses.
Player: Go to the Barn (Night)
Player: Feed the horses
DM: As you walk over to the horse feed you trip. As you turn around you notice a trap door. The horses still seem hungry though

Player: "Sorry, they're right here..."
DM: "You were going to take them, weren't you?" one of the alien children accuses. "No, I wasn't!" you say. "Bad human!" the other alien says, grabbing a gun and shooting you.

DM: "It... it isn't?" he says. "No!" you exclaim. "Other people have feelings too, you see." "I suppose..." the king muses. He seems to be actually hearing you out!
Player: Actually, the dark side sounds more fun. Can I join you?

DM: You take out a hairpin and start trying to pick the lock. It is a very stubborn lock. After an hour you haven't really gotten anywhere.

Player: Sure. Run!!
DM: You and your friends parted ways. But just as you returned to your house, I found a zombie inside. It saw you, and started limping towards you. To your horror, it's you girlfriend, clearly, she tried to look for you, now... "Shit..." You tried to shoot her, but can't pull the trigger. She was your girlfriend...

DM: GAH!Struck with the force of a boulder, I reel backwards, face bloodied, vision blurry.... won't let you control me rather DIE than let youGremgrawler smiles."Maybe the One who Wields is not as perfect as you thought," Gremgrawler mocks. "Maybe you were WRONG, Blade." not gonna give up gonna fight you fight you"Listen to me, you fool," I mentally warn you, "If your body dies, Gremgrawler will possess me. Will the world really be so much better off? He will kill everyone in your village."Our conversation is interrupted by a charging ogre--
Player: Stab Gremgrawler in the stomach
DM: I strike outwards, slashing Gremgrawler in the stomach.He groans in pain, hitting the ground hard. Blood seeps from his wound, and he looks up in helpless agony.I stride forward, and kick him onto his back.I place my boot upon his writhing neck."Fare thee well, Ogre," I say, and raise myself skyward, preparing for the killing blow.....
Player: Do Not Kill Gremgrawler
DM: I----I am----this can't--- --I do NOT kill Gremgrawler.....Gremgrawler watches me---Gremgrawler watches me-- NO! I OWN YOU! YOU'LL NEVER HAVE YOUR REVENGE WITHOUT ME!!

Player: Punch it in the face
DM: You attempt to punch the alien in the face. He dodges, puts you in a headlock, and zaps you with his laser gun.

Player: Chasing a flying groundhog throughout the galaxy!
DM: Unprotected sex? A potato gun that can shoot molotov cocktails? Fuck no, you're a random guy, and if there is one thing you've learned from surfing the net in boredom, random option is best option!Your camel becomes coated in mechanical armor made of super light space titanium. It keeps its sunglasses though because DUH. It sprouts wings and fire shoots out of its hooves, and you ascend into the starry desert night sky. Ahead of you is a flying groundhog in a batman mask, and it's collecting floating rings like in those old Sonic the Hedgehog games. THOSE ARE YOUR RINGS, ARE YOU GOING TO LET THE WINGED RAT STEAL THEM?!?!?! "Turbo speed, Sparky!" you command your unoriginally named camel. You start gaining on the little airborne mammal, but the groundhog suddenly makes a sharp nose dive. You have no choice but to continue pursuing it. You push down on Sparky's reins: this is your mistake. You see, like a flight simulator, the controls are inverted. You pull upward, stall out, and crash into the sand at terminal velocity. Worse, the groundhog trapped you in a time loop.
Player: What's a time loop?

Player: Chain Mail
DM: As soon as you start fighting zombies while wearing your chain mail armor, you immediately realize the many advantages it has over full plate mail. Though not as sturdy as full plates, the links do provide protection from zombie bites while allowing for greater flexibility and speed. And the lack of a faceplate gives you a full range of vision instead of having it limited by a visor. Furthermore, its very nature allows ventilation to your skin, reducing the risk of dehydration and overheating.However, though definitely the superior choice compared to plate mail, chain mail still proves to be more trouble than it's worth. As someone not trained to be a medieval knight since birth, you do find fighting in it awkward and uncomfortable. Though not as bad as plate mail, it does increase your exhaustion and limit your range of motion and speed. And though the armor does protect you from zombie bites infecting you, some bites are still strong enough to crunch the bones within the armor, and with the zombie apocalypse regressing medical care to downright medieval standards, that can be just as much of a death sentence.Still, you could have made it through even despite all of these drawbacks, except for one - the noise. Chain mail might be lighter than plate mail, but it makes no less rattling and clanking noise as you walk, thus alerting every zombie in your environment to where you are everywhere you go. And against the ravenous undead horde, no amount of armor will protect you for long.

DM: The kids seem to believe you. They thank you for the yummy coffee and take their leave.
Player: I have to alien laser guns now. I can survive anything!
DM: The next week is pretty fun. Any alien that comes near you gets zapped. None of them suspect a human to have a laser gun! But soon word spreads, and the aliens just ignore your house. After a few uneventful days, you get a knock on the door. Two guys stand there, shoving at each other and fighting to get a chance to speak. Both seem to be warning you that more aliens are coming with bigger weapons to kill you! "Okay, one at a time. You, speak." The first guy, a nervous looking man in a lab coat, takes a deep breath. "I am a scientist. If you come with me, you can hide out in my secret underground lab. You will be safe, and I can take one of the guns and make copies and improve on it so we can overthrow the aliens." "Hmm..." you say. "Don't listen to him!" says the other guy, a man in a suit. "He can't be trusted. Come with me instead, and we can go to my fortress, where you will live in luxury and we have weapons far better than laser guns to protect ourselves with." Clearly, you aren't safe at home anymore. But which one should you go with?

Player: Make a note of the license plate,
DM: David wasn't going to let the driver get away with that. Grabbing his trusty pen out of his pocket, he began to write down the first part. "A13..." he began.The engine roared. The wheels began to spin but the car remained stationary. The noise was deafening, but it wasn't David's ears that hurt the most. He screamed as the tyres fired dust and stone towards him, the razor-sharp shrapnel shredding through skin like he was made of paper. His vision went black as a stone penetrated his eye socket, ricocheting throughout his head and puncturing his brain.

Player: Bite the hand
DM: The goblin holding you yells and lets you go. You run in the opposite direction.
Player: Back to the crossroad!

Player: Keep at it!
DM: After forty years, it works and the lock finally clicks open. You wait for a break in the guards and sneak out. You find yourself in a hallway of the space craft. To your horror when you look out the window you are no longer parked on Earth. You are zooming through space. You spend the remainder of your short live as a fugitive inside the spaceship, hiding from aliens, but at least you got out of that cell.

DM: You go left and find an exit from the spaceship. No one seems to notice you. You aren't sure where to go from here...
Player: Leave the area.
Player: To the north!

Player: Don't question it and get out of here.
Player: Go home and hope for the best.

Player: Wait a bit and try to reason with the king again.
Player: "Killing is wrong."
Player: I don't want to die!

DM: You lose. They say. Then they throw you into the virus zone.
Player: No

DM: The alien grabs his leg in pain, dropping his gun in the process!
Player: Grab it!
DM: You shoot the alien and run off. A few days later, you find out that he was one of the last aliens running around earth. While you were off living in the wilderness for years, someone else stole a bunch of alien weapons, made more of them, and drove the aliens out. Sweet, you can go back to normal life now!

DM: Together you go city from city. You raid grocery stores for food and find a new place to hide from the aliens that occasionally patrol the area. After a few years the aliens get bored of Earth and move on to terrorize Mars, or something. You get to go home but you keep in contact with your new friends, Sally, Samantha, Samuel, Sabrina, Sebastian, Sadie, Sage, Salazar, and Oceanis.

Player: Sneak closer and take a a look.
DM: It turns out to be a horde of aliens! There is no escaping them from where you are. Instead, you head back north, where your new friends say they know of a group of survivors you can join up with. Samuel, Sabrina, Sebastian, and Oceanis introduce you to Sally, Samantha, Sadie, Sage, and Salazar. Together you go city from city. You raid grocery stores for food and find a new place to hide from the aliens that occasionally patrol the area. After a few years the aliens get bored of Earth and move on to terrorize Mars, or something. You get to go home but you keep in contact with your new friends, Sally, Samantha, Samuel, Sabrina, Sebastian, Sadie, Sage, Salazar, and Oceanis.

Player: Steal a random car and drive back south, where it'll be warmer.
DM: You encounter four people walking down the highway. One of them looks rather familiar. Their names are Samuel, Sabrina, Sebastian, and Oceanis, and they are also going south. There is room for them in your car, and they want to go with you.
Player: NO.

Player: The scientist
DM: "Good choice," the scientist says. "May name is Bob, by the way." He leads you do his car, which is parked in your driveway. He drives for along time and eventually goes off the road. He stops in a seemingly normal field. You both get out and he leads you to a secret trapdoor. You follow Bob down into the secret underground laboratory. The place is enormous, buzzing with people all much smarter than you. You can tell you will be safe here. You give Bob one of the guns. He and his team of scientists and inventors look at it and soon manage to duplicate it. They make tons and tons of them and even improve on them. The guns are distributed to humans, so all of Earth drives out the aliens, and then go take over their home planet instead! Some of the Earthlings become a bit cruel to aliens they now rule over, but at least you lived!

Player: "Can't we just be friends?"
DM: "No." ZAP! You are dead.

Player: Give them cherries.

DM: It turns out to be a horde of aliens. There is no escape.

Player: You shrug not sure how to answer that.
DM: You shrug not sure how to answer that."The correct answer for that question should've been 'no I don't trust you'." Dean says almost patiently. "Now stand in front of that wall." Dean motions to the wall he was throwing his knife into.

DM: You escape as she is turned around. You knock her over the head with your mace. As your walking out you notice a purple gem. You take it.
Player: Heading down the Right Path *
Player: Knock on the door to the elvin building
DM: A elf opens up the door, you ask "Can we come in?"She doesn't seem that happy so she slams the door on you face.

Player: "Come with me and the Jedi shall protect you."
DM: She looked up at him with trustworthy eyes. The tears made her eyes quiver like someone dropping a pebble into a a pond and watching the ripples. She laid a hand on his shoulder and said, "Thank you."He never quite did know if the Jedi were the good ones, or the Sith. But seeing this girl break into tears, he knew. He had to take her into his custody, make her feel wanted. And so, following the path from Padawan to Jedi Knight, he took her as his Padawan. He needed to show everybody how the Jedi were the ones to be trusted. He did show them. Every one.

Player: Murder her
DM: He swished his emerald lightsaber through her body and she fell to the ground. Her hair laid around her and her body was limp. He felt anger rise inside him. He didn't know then but he was becoming a Sith. He went out into other worlds expressing his anger. He found that the Sith were the good, the great defenders of the galaxy. And, after annihilating people and planets, he joined the Sith for the good of the galaxy.

DM: Adam sleeps through Gods wrath, and hangs out with the animals.
Player: Instead took a nap

DM: Ashamed of their sin and bodies Adam and Eve, when they heard the voice of God, hid themselves. Their sin had made them aware of their naked bodies and were afraid. God demanded to know who told them about their nakedness. Adam then blamed Eve and then Eve blamed the serpent saying that she had been deceived. God then turned the serpent and cursed him. After he cursed the serpent he turned to the woman and told her that childbearing will now be painful and your husband will rule over you. God finally turns to the man and tells him that he will have to work the land to produce fruit. After making garments for them God sent them out of the garden and told them to cultivate the land. In this moment Adam:
Player: Refused to work the land
DM: Adam and Eve starve to death.

Player: Ate the fruit.

Player: Enslaves Eve
DM: Adam enslaved his wife Eve forcing her to hunt and gather berries from the woods so that he could enjoy the fruits of her labor.

Player: Cultivates the land

Player: Boarded the boat with his family for 40 days and nights
DM: Man found that they were great in all that the accomplished and found no need to worship God. So they decided to build an extremely tall tower in hopes of reaching the heavens. This is so that they could prove that they to were equal with God. The Lord once again being disappointed with man decided to:
Player: Send pterodactyls to destroy those who were leading the construction
DM: God sends pterodactyls to destroy those who were leading the construction in hopes of destroying all hope of reaching heaven.

DM: God decides to destroy all of man kind for a second and final time, but accidentally kills the dinosaurs instead.
Player: Confuse the the languages of those building the tower, scattering them across the earth
Player: Abraham kills Isaac
DM: Abraham kills Isaac and forever holds it against God for taking away his only son.

Player: Moses tries leading them across the Jordan, but drowns
DM: Moses tries leading the Israelites across the Jordan river but ends up drowning while trying to dam the river allowing people to cross.

Player: Destroy all of man kind

Player: The prophets were a myth and were actually a ploy by the enemy to have influence over Israel
DM: 

DM: You echo the fact that you too are unsure of the significance of the object and are somewhat afraid of what it could be. Normally something like this would not phase you, but your newfound intellect combined with the fact that this object seems to alter your internal memory is highly concerning. Being together with these other panicking Labourers is not good for any of you, and you retire to your charging station with unease.
DM: You shut down your primary functions once you enter your charging station for the night. The Spring upgrade has brought you a great many things, however energy efficiency is not one of them. Before the upgrade you were able to stay out in the fields for much longer, as the heat absorbed in your hull would be converted to power that could keep you running well into the night. Although your new black hull has increased the amount of heat you can absorb, your newfound intellect is so demanding that only a few hours after sunset you find your batteries routinely depleted. You shut off your sensors and other nonessential components of your body to allow the battery to charge and engage in your task of data management.You understand that humans often claim to feel better after a night of sleep, and due to your new protocols you achieve something similar. The night, when all your external components are shut off, has become the perfect time to hone your mind. You tune your mind's parameters with each piece of data you process. You can feel your model of reality become more and more clear as the gradient that makes up your mind descends. Your cost function is minimized, and your understanding of the world is maximized.

Player: The prophets laid the foundation for the belief that the Savior would come back to save Israel
DM: The Jews were ready for the expected Savior. They were ready for Him to come and give them political, physical, and national freedom. They were expecting royalty. Jesus came through the Davidic line through virgin birth of Mary, born to a carpenter's son. Jesus' birth was announced to the highest and the lowest, the wise men and the shepherds. Jesus was born in Nazareth, fulfilling many prophecies. Jesus' birth was the act of Jesus coming to this earth living incarnationally fulfilling His Father's commands.
Player: Jesus was a rowdy child who ended up abusing his authority for selfish purposes
DM: Jesus was a rowdy child who ended up abusing his authority for selfish purposes
Player: Jesus grew up and started his ministry, bringing in disciples, and giving them Godly wisdom

DM: While Jesus was on earth he performed many signs and miracles that revealed God's glory. He turned water into wine, fed 5,000 with five loaves of bread and two fish, and healed a blind man. Jesus cared for the poor, spent time with the marginalized, and showed love and grace to all. He confronted the religious leaders and challenged their thinking. Jesus lived in a way that was challenged his culture. Because of this Jesus' life was often in danger. The authorities wanted to stone him and arrest him because Jesus claimed that he was God. As a part of his ministry on earth he chose twelve men to be his disciples. They followed Jesus and learned from him. Towards the end of Jesus' ministry Judas, one of his disciples, betrayed him by telling the authorities where they could find Jesus. Knowing that Judas was going to betray him, Jesus:

DM: 
DM: 

DM: 

Player: Kills Judas
DM: Jesus kills Judas, and sins for the first time.
Player: Hid from Judas and the other disciples
DM: Jesus is overcome with fear, and does not complete his task given to him by the Father.

Player: Went to a garden that of often went to with his disciples, where Judas betrays him

DM: "Then Jesus, knowing all that would happen to him, came forward and said to them, 'Whom do you seek?' They answered him, 'Jesus of Nazareth.' Jesus said to them, 'I am he.' Judas, who betrayed him, was standing with them.' So the band of soldiers and their captain and the officers of the Jews arrested Jesus and bound him." (John 18:4-5, 12)Judas' betrayal led to the crucifixion of Jesus. Jesus was presented to Pilate and was asked, 'Are you the King of the Jews?'Â (John 18:33) Jesus claimed that he is a king and that his kingdom is not of this world. Pilate found no fault in Jesus and presented Jesus' case to the people. This was happening during Passover. The Jewish custom during Passover was that the people could choose one man to be released from prison. Because Pilate found no fault in Jesus, he asked the people if he should release the King of the Jews. The people had the choice between Jesus and Barabbas, a robber. They decided to release:
Player: Jesus, the King of the Jews
DM: The people release Jesus, the Jewish leaders never accomplish killing Jesus, and he lives a long life of healing and ministry, but never accomplishes God's ultimate goal for his life.

Player: Constantly spoke in tongues and only other Christians could understand them

DM: In the days of the early Church, there was a Jewish leader named Saul. He ravaged the Church, throwing believers of Jesus into jail, and even executing them. But one day, on his way to Damascus, a bright light shone around him, and Jesus revealed himself to him. The Lord told him to go to a man in Damascus named Ananias, and Ananias told him "Brother Saul, the Lord Jesus who appeared to you on the road by which you came has sent me so that you may regain your sight and be filled with the Holy Spirit.Â And immediately something like scales fell from his eyes, and the regained his sight. Then he rose and was baptized" (Acts 9:17-18 ESV).After Saul's conversion the Lord renamed him Paul, and Paul brings the gospel to many gentiles on numerous missionary journeys. One day during Paul's ministry, he said to his fellow worker Barnabas "let us return and visit the brothers in every city where we proclaimed the word of the Lord, and see how they are" (Acts 15:36 ESV). Barnabas suggest that they take John called mark with them, but Paul doesn't want to, so they:
Player: They stick together, and take John Mark with them to Syria and Cicilia
DM: Paul and Barnabas have much disagreement in their ministry, which in turns hurts their ministry to the Gentiles.

Player: Your normal Fuel efficient car with coconut smell
DM: You get in your car, smell that coconut scent filling your nose making you feel like you in hawaii....But you're not, you're stuck in gawd damn traffic now. Horns are beeping, idiots are yelling. Traffic for some weird reason is at a standstill.....doesn't seem like its going to move...
Player: sit in the car and wait for traffic to clear up
DM: you wait in your car, turn some tunes on the radio and listen to the jams. "AND I SAID, HEEEEEEEEEEY YEEEEEEAAAAH YEEEEEEEEEAAAAAAAAAAAAH" "oh sweet it's my song" you said, bobbing your head. The song finishes and the radio dj comes on. ALRIGHT FOLKS, CALL NOW 1 888 665 9000, thats one eight eight eight, six six five, nine thousand! If you're the 100th caller,
Player: pick up the phone and call?
DM: "HELLO?! WHO AM I SPEAKING TO?""Uh I'm Dave...""CONGRATS DAVE YOU ARE THE 100TH CALLER, YOU JUST WON A MILLENIUM FALCON""what??" you said laughing"NO I'M SERIOUS ITS COMING TO YOU RIGHT NOW, WE GOT YA VIA CELL SIGNAL" a Loominus shadow covers the highway. You look out your window and can't believe it. There floats the milenium falcon. the bottom hatch opens and a valet driver comes down the cable lineAlright it's in float mode for ya. Congratualtions on the win Mr Dave. The valet guy takes your old car and leaves you with the falcon in the sky. You climb up the cable and sit in the cockpit.Suddenly your screen flashes incoming transmission. Incoming transmission
Player: Ignore it, you got to get to work

Player: launch the missles?
DM: "cut me off....wrong move"you press one of the many buttons on the bat console and 2 missles come launching out the car. The missles fly and hit the car infront of you. BOOM, the car explodes, flips up, flies overhead as you pass under it and creams into the street causing another car to hit it. Which causes a chain reaction, oil tanker truck that spills over then ignites and explodes and just man....the whole shabang in your rearview mirror. Woooo!!! you shout as your drive to work in your batmobile. You figure out how to work the radio and hear your song come on. "AND I SAID, HEEEEEEEEEEEEEEEEEEYYYYYYY YEEEEAAAAH"yesssss, you bob your head and listen to the song until it finishes. The radio Dj comes on and says, CALL NOW, 1 888 667 9000, be our 100th caller and you'll win!!

Player: get out of the car and walk on foot

DM: you let the contest go and just continue to wait for traffic to clear up in which it does, so now you're late to work. You arrive at the office and dash inside to start working on your projects. In the elevator you noticed all the buttons for the floors have changed. There is now a keyboard and a screen asking, where would you like to go? Type destination
Player: hawaii would be nice
DM: The elevator whirs and buzzes and opens up. You see a beach shore with 2 chairs facing the waves and a girl sitting in one chair with a bucket in the middle filled with corona.you walk over and sit down in the empty chair and look over at her"you got anything worth drinking??"I have this Tequila "she said""yeaaaaaaaaaaa gimme that" said Dave as he reached over and grabbed it. Sunshine ahead at the beachend

Player: just keep walking
DM: I'll pay you billions Mr Dave!! BILLIONS!!"yeaa yeaa whatever you said as you continue to walk" Suddenly you hear a gunshot fire. You feel a sharp hot object pierce your back. You look down and see blood coming out your chestYou turn around and see Mr Slugworth holding a gun. "I can't let you live now Mr Svoboda....you've seen too much...."What...the...fuck...... DEADEnd

Player: don't bother

DM: you take off in your new milenium falcon and cruise to work. You decide to do a couple of barrel rolls and somersaults in the air to test out your new ride! But with the USA as paranoid as it is, F16 fighter jets come out after you.Sir you are an unathourized unit in airspace that is restricted....Land your vehicle now or we will open fire
Player: Land the falcon
DM: You land the falcon down which is smart because they are F16,s they can't vertically land. So you land your spaceship and park it. Suddenly the Millenium falcons defense systems kick upWARNING WARNING, INCOMING ATTACK, WARNING WARNING...Before you can even respond or exit, the F16s deployed bombs overhead and dropped them all on you. Kaboom goes your ship, with you in it....sad timesGAME OVER

Player: CANCUN!!!
DM: The elevator whirs and buzz and opens you up to a crowd of people cheering to a black man on stage. you step out and look to see who is on stage and pretty much look on in laughter"oh man! it's the black howard dean" We're gonna go to pittsburgh and pensylvania! We're going to cancun for spring break!! And then we're gonna go back to washington DC to take over the whitehooooouse BYAAAAAAH!!

DM: She wasn't somone you could replace.I can't imagine being someone else's life preserver. Or placing a sticker on some random girl's cheek and feeling even close to the way I'd feel with Sophia.Secrets, they were driving me crazy...But in the end, she was the one I wanted.She was the one I needed.I shake my head and laugh at the thought that I had any doubts.As though I could possibly be happy without my Sophia.Do you remember her?That static and voice, why did it pop up so randomly? As though the tape had skipped suddenly. But now, it was falling into place.The tape will be heard."Of course, I remember her."
Player: Memory of Lead

Player: Answer it?
DM: You answer the call and a rather beautiful woman comes on the screen HELLO???! HELLO!! IS ANYONE THERE!!! krrrsssshhh HELL...HEELO...the signal seems staticky and coming in weak"Yea this is da....I mean....Captain Pionsus, of the Milenium Falcon, how can I assist you"My planet!! invasion!! we need help!!! anyone....Pleas...krrrrrrsssssssshhhhthe transmission cuts out."Ship....triangulate the coordinates of where that came from"searching.....location found. Quadrant 424, Planet OmichronWarp speed.....now.

Player: Warp speed
DM: You blast off into space, to the coordinates locked. You search the ship during flight and find a light saber, a laser gun, and a wookie belt. You equip all the things and arrive at the planet 4 mins later. Landing now on Planet Omichron Your hatch door opens. You are siezed by men in armor holding rifles. They are shouting at you in a language you don't understand, probably the drop your weapons kind of bit. You are debating if you should surrender or not....but for some reason your hand....you feel a tingle

DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.> Quel est votre prénom ? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaaaaj...
Player: L
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.> Quel est votre prénom ? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaaaaal...
Player: H
Player: T

Player: Y
Player: F
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.> Quel est votre prénom ? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaaf...
Player: K

Player: drop your weapons and surrender
DM: you drop your weapons and comply, but they sure as hell didn't want to. The soliders shoot and blast you where you stand. You raise your hand to maybe deflect the laser shots with the force, but it goes right through your hand into the ships core and causing a chain reaction of explosions in the ship. Boom goes the falcon with you in it....dammit game over

Player: Enter castle
DM: Lilly enters the castle through golden gates and is greeted by a fairy princess. Lilly tells her, "Hi, my name is Lilly. What's your name?" The princess tells her, "My name is Dewdrop." "You look tired Lilly," she says. "My golden eagle Highflyer will take you home."So Lilly climbs up on the eagle. The eagle takes off from the castle and flies over the great forest to take her home.When Lilly arrives home, her mother gives her a cup of hot chocolate and a cookie before Lilly lies down to rest.THE END

DM: You find all of the crew passed out in the pub, evidence of party and rum strewn about. Even the bartender is unconscious behind the counter
Player: Wake up ye Scurvy Dogs
DM: One by one your hung-over crew comes to and trudges onboard the pride and glory of the sea, the Black Gem

DM: you get a distingused look in your eye....you look to the side....then back at them, no...You feel a force of a wave shoot from your hands, knocking them all down. You pull out the lightsaber and turn it on. You run out the ship and began slashing away. Dodging and deflecting, you flip in the air with a saber in one hand and your laser gun in the other hand shooting soldiers and you spin down with finesse. You spin the saber like a pro, probably all the starwars you've watched. You command the field, no soliders can touch you, more come and come but they all fall at your hand.YOU THERE.you stop your onslaught and turn around to see a man in black clothes with a mask holding that girl you saw in the transmission tied and bound."Cease your attack, or I will kill this girl...."You check the girl out with your eyes to see if she is worth saving and she does have a nice bod, but you do want to ensure her safety.
Player: drop your saber
DM: you let go of your lightsaber The man in the mask lets go of the woman and leaves her with 2 soldiers. he begins to slowly walk over to you. The man in the black mask stands infront of you and takes out his light saber and turns it on. And so champion...ends your adventure..."nope!"You reach your hand out to your saber and quickly force pull it in. The man in the mask swings his, but your counter move your hand with the slash and evade it while swinging your saber around to slash at his head. The man jumps back quickly.You see 2 helmet halves hit the ground. You look up at the man and see his hideous....ugly....crab looking face.what...the...fuck.the crab man hisses and yellsCRAAAAAAAAAB BATTLE!!!
Player: crab battle??

DM: you and the crab man have the most epic light saber duel. spins and kicks, force pushes and flips. You decide that you don't have time for this so you throw your saber high way into the air. The crab man looks up trying to figure why you did that. While he's looking up you shoot him in the neck.AGHAGUH.You run forward and force knock out the 2 guards away from the woman. You grab her and run back to your ship."oh thank you so much for saving me...I am"you stop her and say "look you just cost me a lightsaber, all I have left is this stupid gun, now either you suck this" as you point to your crotch or somethingWell I will give you a choice, you can marry me and live with me on my planet and be a king!... or I can just suck your earth dick if that will make you happy
Player: marry the space ho
DM: You decide to marry the ho and now find yourself on a planet somewhere in space overuling a bunch of people in a tron like city. Suddenly your cell phone rings. It's your boss"Dave you coming into work?"It's just been revoked....."what?""I mean.....the end"End

DM: I then instantly channel myself to the Imperfects HQ. Whatever Eve called me about is over, and she seems to have gone to sleep. However, I see an android standing in the center of the main room."You have been identified as Baryon.""Who are you?""My name is Googles.""Googles?""The acronym stands for General Operational Organism Generated for Logical Exploration and Simulation.""What are you doing here?""I have been designed and programmed by Jonathan Skage and Stephan Lite to serve as a database for the Imperfects.""Database?""Yes. It is my obligation to keep record of everything related to the organization and provide useful intel for the team to utilize.""That...sounds useful.""My creators felt such a device was required."This android seems it will be most useful for me to educate myself. Talking to it should be interesting.HEALTH: 100%
Player: Talk to Googles further.

DM: The flickering of the light from above gives the room a blueish tint as you and Ashley finish yet another game of Jenga.The tenth straight game of Jenga."Are you even trying anymore, do you just want to go to bed already then?" She asks you while grouping together all the fallen bricks.You lazily nod, getting up to your feet and heading for your bed. Normally you would have added a sarcastic or snarky reply but you just weren't feeling it today. In fact you were feeling worse than usual, which no doubt had to do with the whole failure with the radio.Ashley knew this too but didn't want to bring it up and and make you feel even more like shit.Sweet girl.
Player: Memory
DM: When warning of the incoming missles came you never really planned on taking anyone else with you when you were rushing to your bunker from your apartment.Ashley came out to meet you outside in tje parking lot when you were busy packing all your essentials into your car before leaving, she was in a much higher state of hysteria then you that's for sure. You couldn't really hear her out of all the noise from the other escaping residents but you knew she wanted to come with you.It seems as if she knew that you had a plan, as she saw you packing your shit since she lived right next door to you. Her voice was really nasally and she was pleading through her tears and mucus.Not really sure how to turn her down in a situation like that, and needing another pair of hands to leave sooner, you agreed to take her along.How would it be had you been alone you wondered.

Player: Time
DM: It was going to take time to wait out the fallout.Utilizing the radio would have given a better estimate.Not getting it to work really pissed you off, more because of the fact that you didn't even know what you were doing wrong.Estimates before the dropping of the bombs said that two weeks would be enough for the fallout to calm down enough for any dwellers to leave their shelters and resurface.That didn't take account for if there had been a secondary invasion, along with fact that you didn't even know exactly where the bombs dropped.Nevertheless you still only had a week left before you could leave.Ashley didn't seem as distressed as you were. Probably because she thought you were prepared, given her calmness.Truth was you were absolutely scared shitless now that you couldn't get the radio to work.For now you would have to decide whether or not to resurface after the two week period, or stay under ground and wait it out a bit longer.

DM: You didn't want to risk the outside so soon. No fucking way the military would be able to regain any sort of order without even a month passing.That's how long you would wait, a month or two. You had the food supplies to wait that long, though you would still try to conserve as best you could.Ashley was ignorant on how long you actually had to stay in the bunker, so whatever you told her, she most likely would belive. This was for her own good after all.During your meal that following day you brought up the subject with her."It looks like we won't be able to leave for a month or two, the radiation is still pretty lethal for us to go up any sooner." Ashley face turns into one of disappointment but she nods."I understand, still that really sucks though.""Don't worry too much about it, I'm sure we can think of something to pass the time so the days go by quickly.""Like what?"

Player: Hobbies
DM: Even though you only brought a single boardgame like Jenga, that didn't mean that didn't have anything else to keep you occupied."Well I have a lot of paper and pencils stored away when I was first adding stuff to the shelter, you can use that to write or draw.""What about books?""Most of the books that I have stored are technical ones for improvement or maitenence for the shelter, so I don't think you'd find much fun out of that." You explain"What else?"You think a bit more as you finish your meal."I do have a guitar and a trumpet stored away somewhere, you can use that.""You didn't bother bringing in anything else for entertainment?""Well building the bunker was pretty expensive, and this was only a hobby of mine so I didn't put too much work inside besides the basic essentials. The stuff I have should be more than enough to keep us busy, until we leave.""Well bring out that guitar then, I always did want to learn how to play." Ashley says as she finished her meal.

DM: "I'm sure we can improve the shelter somehow, I have plenty of books for just the reason so we can get to making this place a more suitable living area without it being too much of drag." You explain as you make your way over to a closet in which all your books were located."Are you sure that's a safe thing to do? I don't want to kill us because we messed with something that we shouldn't have." Ashley asks worryingly."Just run it through me if you ever want to do anything and I'll let you know the risk in it. If it's too high then we won't mess with it."Ashley nods but the worry in her eyes doesn't leave.The two of you start to read through the numerous amount of books, with you teaching Ashley the bits and pieces of how the shelter worked and how you laid everything out.The two of you started with small projects like building some shelves with som excess materials that you had in storage. Working your way up, you eventually were able to raise the efficiency of your compost toilet so you wouldn't need to use as much solution as you normally would for it's maintenance. After a while, Ashley started to get a little to confident in her skills and stopped consulting you on small projects. She was reading through the books at a much faster pace then you were as you instead took a break from it all and let her take care of it.You didn't think much of it at all really, until one day you were waken up in the middle of the night.
Player: Mistakes
DM: Fire, fire was everywhere.The intense heat could be felt on your skin as you covered your eyes to protect them from the burning sensation that was taking up most of your body.You heard wicked screams of extreme pain coming from somewhere in the bunker, no doubt Ashley.You weren't even able to check up on her as the fire was taking up most of the doorway leading out of your room. You didn't know how to react, and had no idea that death was looming nearer each passing second.You don't know know if it was the smoke or the fire that got you first, but you soon felt completely numb.Everything felt cold not soon after.

DM: The world faded in again. Wennipeg was surprised to be at a friend's house again. But this time, it was different. He was in high school. And there was beer. Alcohol. Liquor. Wennipeg remembered this. He had totaled his car after getting drunk with his friends.Wennipeg sat at a table, watching everyone dance and talk and party. He wanted to have fun and have a drink or two, but he didn't want to do it the same as last time. He would have to be careful.Wennipeg got up, and looked around. He saw a group of his friends talking, a beer cooler, and a karaoke set, just waiting to be used.

Player: "What can you tell me about the other Chykri troops?"
DM: "They were all like us once. Some have lost even more than us. We are newest, so we have the most. We have memories. That is what we still have. I hope I'm killed before the memories go."

DM: Nice job you have caught the criminal, and called the police in order to have the man arrested. Meanwhile, two blocks away, the man that had gotten stabbed is slowly drifting away, and is now in hemorrhagic shock. The police sure will be proud, i'm not too sure about the victim's family.
Player: Puncture Wounds

DM: The two of you never really dug into each others past lives all that much. Instead, you stuck with what was happening now as you tried to stay up in spirits as best you could.Between the sex and songs, you genuinely felt happy being with Ashley down here as the two of you were almost always smiling and having a good time with one another.You excepted for at least one fight to happen between the two of you at this point but it never happened. You hate to say it but you were enjoying yourself a lot more then before the bombs fell.The day you turned forty, you really felt depressed since you were never really able to bounce back as man when your wife left you ten years earlier. Ashley made you feel like you were a young again, you just wanted time to stand still so you would never have to face the outside world that would be a special kind of cruel with how annihilated it must be.It was on the forty-third day that you decided to uncork a bottle of wine that you had been saving for awhile. You forgot exactly why you brought it down here in the first place, but you were enough of a dipshit to forget to bring wine glasses for it.Ashley didn't mind drinking it from the bottle as the two of you shared the drink.Upon intoxication, Ashley started to talk more, though her voice was mixed with a bit of slur."You'll keep me safe right?" She asked at one point with her head on your lap.
DM: "Of course I will."She smiles, with her eyes gently closing.It was a nice night, though once she was asleep, you started crying a bit.You didn't exactly know why.

DM: Henderson looked like a complete shit hole.Your hopes of finding any survivors was diminishing rapidly as you tried thinking of a excuse for people to have found a way to survive.The way the buildings had looked made it seem as if a nuke had directly impacted some part of the city making you fear the radiation levels that might still be lethal."No way anyone survived that..." Ashley quietly mutters.Staying quiet, you proceed to enter the town with Ashley right behind you.The first few blocks seemed dead and silent as one would image.Taking out your map of city, you tried to pinpoint any locations of interest that might provide useful materials or the chance of finding any survivors.There was the subway stations, in which there had to be survivors in which took refuge in the tunnels. Along with the national guard base that had to have something that you could find if the military wasn't already there.
Player: National Guard Base
DM: The military would have to be be the last real remnants of actual civilization, there had to be some official force left."I guess we're heading to the national guard base then." You tell Ashley as you start following your map."Are you sure that's a good idea. Doesn't the army always kill the people trying to find them in the zombie movies and stuff.""I doubt that there actually going to be doing that. Though we can scout the place out first from afar if it'll make you feel safer about it." You assure.The walk to the national guard base is quiet as you and Ashley don't really have much to say. She keeps to herself while inspecting her gun that never seems to leave her hands. Perhaps that was a good thing.The whole city really gave you chilling vibes. With all the rusted and brown cars that littered the streets along with every other building being completely caved in. You never knew it could be this quiet, not even birds making up the background noise in the past were seen or heard.Upon seeing the Military outpost in the distance, you saw that some of the exterior seemed to be destroyed."I see people over there!" Ashley exclaimed.Squinting harder you tried to make out anyone but to avail."How many are there?""There's two standing up on that wall, that's all I can really see from here.""What should we do, go up to them or keep watching them like you said." Ashley asks you.

Player: Ask More

Player: Go out and look for her

Player: Ask him to explain further.

DM: "I guess we should head back to the bunker then, if we head any deeper into the city then were at risk at getting sick from the radiation." You say as you look around your surroundings."Well we can atleast scavenge some stuff, some more food would also be nice." Ashley replied."I agree, only a few people actually were brave enough to leave the subway when I was down there, some places should be left unlooted if we check them out I'm, pretty sure."Well you couldn't really argue with that logic.Two streets came to mind for your upcoming search.There was Burgess street, in which it was heavily commercialized zone with lot of stored that could contain valuable items.There was also Concord Avenue, in which led to the massive mall that everyone around town would always go, there were a lot of larger chain stores surrounding it so it would probably lead to better yields.
Player: Concord Avenue
DM: You felt safe enough to head to the mall, with all of you armed, you could handle your own as long as you didn't get surprisingly overwhelmed.Since the street was wider, there were much more abandoned and ruined cars for the three of you to cover behind.Nicole was much more aware of her surroundings the you or Ashley which very much surprised her. You didn't want to ask her age, but she had to be like ninteen. Hopefully she was as good with that assault rifle then just intimidation.The mall could be seen from quite a distance away. To your total surprise, it still stood completely in tact. This gave you hope that the nuke didn't hit near here and you were still safe from epicenter radiation."Are we really going go inside there, I mean someone else must have gotten the same idea as we have." Nicole says to you."I mean it's either that or going home empty handed. There's also a movie theatre inside where we can scavenge all the candy and snacks that we can grab.""If you say so old man."Did you really look that old?
Player: Into heaven

DM: Something didn't feel right about this, you had to go out and look for her.Putting on all your clothes for the outside and finding a spare gaskmask, you took your pistol and opened the entrance door, ready to head out into the wasteland.The scenery outside was absolutely dreadful, with only dead tree husks coming into your view. Fuck, how were you going to find her?Looking At the ground you looked for anything that could be used to track her. Luckily there were plenty of footprints in the soft dirt to go off of. Wether or not it was hers was unknown to you, but it was better than nothing.The footprints seems to follow the decayed road, never actually appearing to actually step on it though.What really psyched you out though was that the footprints were doubled halfway after following them with there now being two sets of them."HEY, THERE'S ANOTHER ONE!" You hear someone shout behind you.Tensing up, you gripped your gun and looked around for the source of the voice.Men started to come out of the woods behind you, there has to be at least six of them. With them was Ashley, who was tied up and gagged. They pushed her on her knees and placed a gun behind her head."Who would of thought that a trip into the woods would have led to us finding you two! We normally ever find food in the cities!" One of them boasted to you, presumably the leader.It didn't seem that they noticed that you had a gun yet, as your hand was holding it behind your back.There was no way that you could kill all of them, not without Ashley being hurt at least.
DM: It was now or never, you had to act now.Pulling up your gun and lining it up as best you could, you took a shot at the leader and saw as he stumbled back while holding his stomach.Firing once more you hit his chest as he crumples to the floor, most likely dead.His goonies react to this by going into full alert, only two of them had guns. The rest of them charged at you with big looking meat cleavers.

DM: It was probably already too late to do anything about it.She was probably already dead.The sad part was that she left her gun behind.If only she had waited another week then you could have left together.Ashley was the only thing that was keeping you sane so far.Now there was nothing but you in your quiet lonely bunker.You had no intention of leaving.There was nothing to look forward to at this point.Why did you even bother surviving? It was finally time to fire that gun.

Player: Shoot the ones with guns
DM: You take a few more shots at the gun holders, hitting one directly while the other crouched down behind, Ashley as makeshift cover.Unfortunately your quick gun battle gave the meat cleaver holders the chance to reach you as you took blind shots to try to take them out.You felt the cold metal cut through your arm as you cried out in pain. Another cleaver aimed for your head as it cut deep into your cheek, blood gushing through your mouth almost instantly.More and more blows were landed on you as you soon succumbed to your wounds, everything becoming numb and dark.

DM: Yeah, there were defiantly people here.The escalators had been blocked off to a degree that it took quite a effort to scale over the barricades, though all three of you made it over.Once on your feet on the otherside Though, you instantly heard the sound of footsteps as you saw someone quicky running away from your further down into the mall."Wait stop!" You yelled out to them.Nicole quickly yanked you back though as she pushed over some tables and made you, her and Ashley hide behind them."There going to get their friends." She whispered to you, using the table as a stand for her rifle."Well put your fucking gun down, they'll kill on sight if they see a gun like that.""I think living in that bunker of yours has made you pretty retarded. We can make a stand here with our guns and if worse comes to worse we can escape down the escalators."Before you could respond, the sound of dozens of footsteps started to roar from where person had escaped. Nicole let out a curse as she prepared her gun.
Player: Let her fire
DM: Maybe this kid was onto something, you grabbed the pistol from Ashley and readied it next to Nicole, who gave you a nod of approval."Guys I don't think this is such a goo-."Nicoles rifle was firing before Ashley could give her warning.You fired as well once you saw the approaching hostiles.Unfortunately for you they were armed. Heavily armed.When they fired back their bullets went through your cover like paper.You all lied on the floor, soon to bleed out from your countless gunshot wounds.

DM: "Soul Searcher, Come to me!!"Lightning strikes the ground before you revealing a heavy cross bow. You lift up the weapon and aim at the dead around you. A truly clumsy weapon, not exactly a sharp shooter."Hope you've made peace with your maker..."You draw back, pull the trigger, releasing a volley of one hundred arrows. This repeating crossbow has made short work of much worse. The dead begin to pile, one atop the other, as each arrow hits its mark.
Player: Journey to Rathcor

DM: Okay, what will you fight him with? You now have your heavy, hard-sided suitcase, with a large textbook and the statue you planned to give to Keith's parents inside. Despite its weight, you could probably get it over your head, and since it's already in your hand, speed would be on your side. Nearby is a frail old lady carrying a long umbrella with a fairly pointy metal tip. Also nearby is a large, heavy metal luggage cart, which you definitely couldn't lift over your head but might do some serious damage if used like a battering ram.
Player: Hit him with the suitcase.
DM: You pick up the suitcase you just got from baggage claim and run at him with it. Like most lizard-like creatures, he has tiny little arms, and he can't push it away in time. You manage to knock the wind out of him, but he seems basically unharmed. He reaches out and shoves you to the ground. On the smooth, slippery floor, Dmitri is able to yank you backward before the goblin can bite you, but now your back hurts. Time to try something else.
Player: Kay, never mind. Maybe having him follow you around won't be so bad.
DM: So he follows you. He follows you to your boyfriend's apartment--to the living room where you make small talk about your trip, into the bathroom while you pee, to the dining room where there is a lovely dinner prepared, into the bedroom where you and your boyfriend sleep. He follows you everywhere, little eyes tracing your every move. Finally, you decide to fight him. It's like fighting air. You try to ignore him. Sometimes it works, but mostly it doesn't. You can't sleep. You can't relax with friends. You can't even kiss Keith without getting uncomfortable. Your friends notice your awkwardness, and Keith gets tired of being pushed away. Your grades suffer. You're alone more and more--alone with it. After about a year, your mind can't take it anymore. It lets go. With medication, you become a mindless--if peaceful--mental patient. But whenever they take you off it enough for you to notice your surroundings, what you see is the goblin. Because he never leaves.

DM: You decide to impose easier standards on the species that are less space-flight inclined. This causes there to be an influx of inferior pilots, engineers and gunners into the Grand Fleet, which causes issues. Still, the alien races seem pleased to be given more positions in the Grand Fleet.
DM: The next question is the degree of Artificial Intelligence that'll be integrated into machinery. There could be a complete lack of artificial intelligence and for the use of massive numbers of crew, which would less efficient but would prevent AI malfunction, rebellion or hacking, therefore securing the vessel. There could be limited use of Artificial Intelligence, with Artificial Intelligences being used to run the more minor and less important functions, with the more valuable and critical functions being maintained by crewmen, which would be more efficient but would open up the ability for AI issues including malfunctioning, hacking by Chykri engineers and AI rebellion. Finally, there could be full Artificial Intelligence integration, with AI's being integrated wherever possible to operate the vast majority of the acts, which would mean the ships would be more efficient and there'd be less crew required for the ships. Of course, this would leave the navy the most vulnerable.
Player: Use no AI's

DM: "I think were good on staying, I doubt well find anything better than this in longshot.""Well wait just a minute, don't think you can speak for me t-."Ashley stops Nicole from finishing while whispering into her ear. After a brief moment Nicole seems to give in and stays silent."Very well, the three of you look strong and able so you'll make excellent additions to the scavengers or guards. I'll assign you something later, but for now take the day to relax and get acquainted with the residents here. Might as well get used to your new home.""Thank you for for all of this." Ashley says, bowing her head."You can show your gratitude soon enough." The lady jokes with a smile.The three of you take your leave as all's said and done and go to explore the mall.
DM: You're instantly greeted by all the shelter inhabitants, it seems as if there hadn't been a new face around here for quite awhile.You and Ashley stick close to one another, though so does Nicole but more to Ashley.You're given a bunk room in a converted store in which you and Ashley decide to share, with Nicole being one curtain over."You think we'll be fine here?" You ask Ashley as you get settled in your new bed."You've done more than enough, I've trusted you completely ever since we first went into the shelter and since then you've proven yourself to know your shit. Don't worry about what Nicole says, she's actually secretly really happy that we found her in that Subway station, she didn't know what to do next until we showed up.""You know I can fucking hear you right?" Nicole yells lightly from the bedroom over.You and Ashley laugh as the two of you get in bed, ready to end the eventual day.You couldn't belive your luck to end up like this. You managed to keep you all safe upon getting here.Even if shit was to hit the fan soon, you would watch over Ashley and Nicole as best they could.and they would watch over you.

DM: Choose the protagonist whom you would like to guide.
Player: Winston
DM: The man's eyes felt grainy, like he'd been asleep for a long time.He opened them slowly, prepared to be blinded by bright, white light, but was only met with darkness. Befuddled by this development, he gingerly moved his hands up to wipe at his face, cringing at the pain in his varicose ulcer.And that was how he realized that he was unshackled.Winston sat up, a mixture of shock and fear flashing through his mind. What was happening?He couldn't see much in the darkness... but he could barely make out the outline of the door. It seemed to be open.

DM: Feeling desperate, Torvald asks "Nora-can I never be more than a stranger to you?"Nora picks up her overnight bag. "Ah, Torvald-it would take the greatest miracle of all-""Tell me the greatest miracle!""You and I both would have to transform ourselves to the point that-oh, Torvald, I've stopped believing in miracles.""But I'll believe. Tell me! Transform ourselves to the point that--?""That our living together could be a true marriage." Nora goes out down the hall. Torvald calls after her, but it is too late. Nora slams the door after leaving that doll house for the last time.~~~Nora rounds the corner and is approached by a figure cloaked in shadows. They extend their hand, offering a strange tin.
Player: Nora refuses the gift.
DM: Nora brushes past the stranger and continues to wander about the town. She slowly establishes a new life for herself. Years pass, and Nora finally dies of old age after living a meaningless life.~~~

Player: Look around the cell.
DM: Every bone in his body wanted to escape the room. But he knew it was a test. He knew O'Brien was watching him and by bolting he would go through more misery. He stayed put, looking around the repulsive room. His vision was hazy but he could make out the outline of another human being somewhere in the darkness. He blinked a few times, rapidly, trying to hone in on the figure, only to realize with a start that it was a skeleton.His varicose ulcer throbbed.

Player: Nora accepts the gift.
DM: Nora is excited to receive the tin, and quickly opens it. To her delight, it contains macaroons, her favorite snack. The dark figure explains to her that these are magical macaroons that will transport her to anyplace in the world, but she is not able to choose the destination and consuming another macaroon for at least 24 hours will be ineffective. She immediately pops one into her mouth. Her vision blurs, obscuring the world around her.

Player: Nora appears in New York
DM: Nora appears in the fashionable East Egg neighborhood but she is unaware of where she is.She wanders through the neighborhood and finds a man on the sidewalk. He notices her looking distressed and approaches her. "Are you alright miss?" he asks. "You look a little frightened. My name is Nick Carraway. Can I help you in any way?"Nora explains "I've just escaped my husband and my awful marriage. I'm looking for a place to start over and be myself but I seem to have gotten lost."Nick smiles at her and offers his hand. "I'm relatively new to the area as well. If you would like, I could show you around the places I've found."

Player: What's that thing on the ground?
DM: The stench of death was overpowering. His eyes were fixed upon a skeleton lying on the floor. The red sash of the Anti-Sex League was still hanging from the brittle bones. This was Julia's sash. Falling to his knees, he had never felt sympathy for another human until now. A small part of him wanted to mourn, but a larger part of him was relieved that it wasn't his own skeleton on the floor.
DM: It was a split second decision. Though weary, Winston with all his might, ignored the throbbing varicose ulcer as he dashed out the door and into a long, dark hallway. Although the hallway was extremely dark (he could barely tell the it apart from the room), and extremely frigid, he journeyed on, pumped with determination.
Player: Is that a jail cell?

DM: The hallway had a public jail cell, looking slightly familiar. Inside was a small boy and an older man. They began howling once they saw Winston escape.Winston rushed over to them, pressing his finger to his lips. "SHHH!!!! Don't yell! Who are you?"A handsome man with dark eyes and a perpetual frown drew his knees to his chest, chastened. "I am Torvald of the House of Helmer, unjustly captured by the sinister and malevolent men who--"The little boy shot him a disgusted look, wiping at his crusty nose with a filthy fist. "Aw, shut up old man!" and then turned his gaze to Winston. "I'm Huck, Huck Finn. Can ya get us outta here? I've got appointments, ya know..."Winston paused, staring at them for a moment, and then shook his head. "N... No." and quickly walked away."Hey!" Huck hollers after you, "But I gotta go fishing! Tom's waitin' for me!"

Player: Nora accepts Nick's invitation

DM: Nora's vision clears and she sees that she is in a town that appears to be eastern European. She recalls the 24 hour rule as the sun begins to set in the distance. A kind-looking woman passes by with a young boy at her side. Nora stops her and asks where she might be able to find lodging for the night. The woman pauses to think. Her son reaches up and tugs on her arm, saying, "What about the neighbors, Mommy?""Oh yes, that's right!" the woman quickly responded. "Our neighbors, the Samsas, are renting out a room to make some extra money. You could surely stay with them. Here, I'll give you their address."The woman scribbles a barely legible address on a slip of paper and hands it to Nora.~~~After about an hour, Nora had found the correct house.Nora knocked on the door. A tired man looked through the window and slowly opened the door, suspicion apparent on his face. Nora quickly explained her intentions. The man's demeanor changed and he readily let her inside. Upon entering, Nora saw a woman and a young girl in the living room. The man took her coat and put it in a closet.The man came back and introduced himself as Mr. Samsa. "...And this my lovely wife, and my beautiful daughter Greta. We have a son as well, but unfortunately, poor Gregor hasn't felt well enough to leave his room."Nora thanks them and quickly retired for the night. As she made her way to the specified spare bedroom, she couldn't help of thinking of her own family that she had left behind. ~~~Nora awoke early the next morning. She hastily worked to ready herself for the day, not wanting to intrude upon the quaint family for much longer.She made her way down the hallway, looking for the closet so that she can retrieve her coat.
Player: Nora chooses the door on the left
DM: Nora found the family's collection of coats hanging in the closet. She searched through them until she came across her own. Nora slips her coat on and makes her way to the Samsas as they ate their breakfast. They ask her to join them, but Nora responds that she must be on her way and thanks them for their hospitality.At that moment, Nora sees something strange move out of the corner of eye.

Player: Keep moving.
DM: Winston moved on forward, ignoring the other people in the jail cells. The shadow surrounding the hall seemed to grow, giving him a sense of claustrophobia. The faces of the prisoners were still at the front of his mind, but Winston knew that he could not dwell on the thought. What was important was to get out of this place alive and survive through this ordeal. He had no plan, only that of survival.. Suddenly, Winston heard the sound of footsteps approaching.tap, tap, tapIt probably belonged to a guard on patrol and doing his rounds. Winton looked around frantically. The hall was narrow and there was no place to hide or run without alerting the guard of his presence. His heart filled with dread, and he could only wait in fear as the guard rounded the corner.tap, tap, tap... tap.As the guard turned, he spotted Winston and stopped. Surprise flitted through his eyes but he quickly schooled his face into a mask of indifference. Slowly and cautiously, the guard approached Winston.

DM: Nora turns the handle and stumbles into a dark room. She quickly realizes that she made a mistake, but she finds that she can't help gawking at the terrific mess in front of her.As she looks around, she notices something crawling from under the bed and onto the wall.Nora screams at the sight of the creature.
Player: Nora grabs an apple from the nearby desk.

Player: Sneak past him.
DM: Winston faltered, his shoulder slouching in fear. What should he do? He could barely stand to talk to another person of authority, especially after his encounter with O'Brien and Big Brother. And then, it struck him! He could slip into the darkness, maneuver quietly around the guard and easily escape. He would be... like Batman.Winston fell to the ground, crawling towards the side of the room. He slithered across the tile like a particularly soundless snake, his slippery slip-on slippers silently sliding against the ground.And then he was lifted up.Winston flailed in mid-air, attempting to turn and look at his captor, but was quickly tossed aside."What are you doing?" the guard sounded disgusted. "You think I can't see in this dark? I've been in here for years." The last thing he felt before passing out was the familiar tingle of thousands of jolts of electricity searing through his flesh, and somewhere in the darkness, the guard began to drag the body along the hallway.
Player: Well. That worked well.

DM: Nora turns and sees that it is a dark, disturbing insect. Nora and Greta both scream.The Samsas are horrified and rush Nora toward the door. In the chaos, Nora catches only fragments of what Mr. and Mrs. Samsa are shouting. She thinks that she hears mention of Gregor.
Player: Nora tries another macaroon
Player: Nora wanders west

Player: Nora dances with Tom
DM: Nora had been enthralled by the man during the time she spent at his home. She accepts Tom's invitation and dance with him.Jordan arrives and Nick introduces Nora to her. The two of them hit it off and when Nick explains her situation, Jordan agrees to let Nora stay with her for the night.
DM: Nora spends the night in Jordan's spare room and she and Jordan meet Nick, Tom, Daisy, and Gatsby at a hotel downtown in the afternoon after having had breakfast at the Buchanans.Nora is surprised to see Gatsby there, but he explains that he is a friend of Daisy's. There is tension between many of the people present, especially Gatsby and Tom. She can sense the dislike the two hold for each other.After having spent the day with both Tom and Gatsby, she realizes that both men show some interest in her. They both ask her to let one of them give her a ride home.
Player: Nora chooses to spend time with Tom

DM: Winston faltered, his shoulder slouching in fear. What should he do? He could barely stand to talk to another person of authority, especially after his encounter with O'Brien and Big Brother. Heart palpitating violently, he emitted a weak croak as the guard drew closer."H-Hello.""What are you doing out here?" he had something tucked in the crook of his shoulder. A weapon?"I-I... I-I just...""Go back to your room, prisoner!""B-But I--""I said," he stepped a little closer, eyes black and devoid of humanity. "Go back to your room."Winston cowered, dropping his gaze to the ground and scuttling back into the shadows.His varicose ulcer throbbed.

DM: Winston faltered, his shoulder slouching in fear. What should he do? He could barely stand to talk to another person of authority, especially after his encounter with O'Brien and Big Brother. But he could feel a burning anger fill the pit of his stomach, gaunt cheeks turning ruddy with a bright flash of color, vision running red.That was why he stormed up to the guard, met him in the middle, and socked him in the face.The guard stumbled back, clearly shocked, and then raised a flat, black device, pointing it straight at the escapee.The last thing he felt before passing out was the familiar tingle of thousands of jolts of electricity searing through his flesh, and somewhere in the darkness, the guard began to drag the body along the hallway.

DM: Winston faltered, his shoulder slouching in fear. What should he do? He could barely stand to talk to another person of authority, especially after his encounter with O'Brien and Big Brother. He backed away from the guard, who didn't pause in his advancement. After a moment, Winston let out a low-pitched moan of some sort and turned tail, skittering back without bothering to check and see if the guard was still following him.
Player: Ugh... where am I?

Player: Auror
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.A.MasculinAuror> Quel est votre signe astrologique ?

Player: Nora chooses to spend time with Gatsby
DM: Nora continues the conversation that she and Gatsby were having the previous night. As the they talk, Nora notices Daisy throwing her dirty looks.Gatsby begins to look guilty as he notices the looks as well and Nora begins to understand that there was maybe something happening between Gatsby and Daisy before she arrived.Tom sees the looks thrown every which way between the three of them and confronts Gatsby. Tom has become jealous of Gatsby, because he holds the attention of both Nora and Daisy. This confrontation leads to a fight between the two men.

Player: Quiver in fear.
DM: Winston could only stand in fear as he watched the rats swarm around the room. Suddenly, one rat froze and slowly turned to look directly at him. Winston's heart stopped. As if they were sharing a telepathic link, the rest of the rats immediately stopped in their tracks and turned their heads to look at him, the room becoming eerily silent as their chittering ceased.

DM: Nora's headache worsens as her surroundings reform around her. She immediately notes that she is in a jungle, but it has a very different feel from the forest in Africa. This one seems more tropical and less menacing.Nora jumps as she suddenly hears rustling through the bushes a few meters off. She catches glimpses of what seem to be spears.
Player: Nora approaches them
DM: Nora slowly walks towards what she believes to be a group of people. Upon closer inspection, she realizes that it's a group of boys, maybe 10-14 years old. As she approaches them, she clearly sees that a hierarchy is already in place. One of the older boys seems to have taken over the leadership role.That boy steps forwards and asks "We haven't seen you before. Were you on the plane, too? Or do you live on this island?"Nora quickly replies "Yes, I was on the plane. I seem to have gotten lost and turned around so many times in this forest that I swear I've been walking in circles." She knows that if she had said that she lived here, unnecessary questions would have come up.She learns that the leader's name is Jack and he invites her to join in on a pig hunt that he and his boys were participating in.
Player: Nora refuses
DM: Nora wanders off into the jungle again, completely unsure of what she should do.~~~Hours later, she suddenly hears someone call out, "PIG!" as she continues through the jungle. Painted savages carrying torches and spears appear around her. They encircle her while chanting, giving her no way to run. She screams as curls up on the ground, knowing that she can't fight through them.Her screams are abruptly cut off after a spearhead becomes visible through a hole in her back.

DM: Nora and Nick are both desperate to leave the worsening situation. They decide to leave and offer to Daisy the option to join them, but she finds it entertaining and stays. Nora and Nick start walking to the train station. A little while down the road Nick notices Gatsby's ostentatious yellow car and points it out to Nora.
Player: Nora tries to get Gatsby's attention
DM: Nora feels an overwhelming urge to speak with Gatsby after that disaster at the hotel and runs out into the street. As Nora gets closer, she sees that Daisy is driving the car. Daisy, however, does not take notice of Nora. Daisy continues at her high speed, ripping right through Nora.

Player: Oh, no...
DM: The rats started moving towards him, slowly at first, but their speed eventually increasing. "No, No!" Winston whimpered and tried to turn around back the the way he came, his little legs nearly breaking from the effort. Perhaps there was a guard in the hallway that could save him. Winston didn't care, anything to get him away from the rats; he was even ready to go back to Room 101. Anything to escape, please, please. His mind frantically worked ways to run from the rats, but they were gaining on him. He noticed that he was back at his original cell, but the door was locked this time. Winston banged desperately against the door and hollered for help. There was no reaction. Winston turned around, his back pushed up against the wall and his eyes filled with dread as he saw the oncoming horde of rats.The rats were chattering viciously, as if in excited for a new meal. The first rat that reached him bit his ankle. Winston screamed as his ulcer instantly began to throb in pain. The next rat latched its teeth into his hand as he tried to swat it away. All around him, he could feel small teeth sinking into his flesh. The excruciating pain filled Winston's mind, and he welcomed the darkness that enveloped him.

DM: Winston did not get to see the reactions of the rats before he heard a big boom in the air. Suddenly, a big, black, furry gorilla appeared in front of him. The gorilla took a second to view his surrounding before growling and snarling at the rats. The rats, scared, began to back away and resumed their scraping against the wall. Winston stood at the door, still, unsure if he had just jumped out of the frying pan into the fire. He was about to run for his life when the gorilla looked at him and he understood. "So you are the one who called for help." The gorilla greeted, "... hello."Winston stared dumbly at the gorilla. And he stared.Perhaps he had died and this was heaven, and in heaven, gorillas could talk. As if reading his mind, the gorilla continued, "My name is Ishmael and you're not dead. What did you call me for?"

DM: You try to silently sneak up behind him, but the sloshing water alerts him of your presence. You can't use the live wire anymore, because you're in water as well.

Player: What? A talking gorilla..?!
DM: He didn't have time to wonder!Winston frantically said, "I want to escape! Help me escape! Please."Ishmael calmly replied, "Close your eyes and you will find yourself in a new place."Winston said, "How will that help me escape?""If you think hard enough, and if you believe hard enough, you will escape. Easily, swiftly, and smoothly."Winston felt pretty hopeless, which is why he gave it a shot. He cleared his throat and then went completely silent. Closing his eyes, he began to think. He thought of a new location. He began desiring this location with all of his heart. A few minutes later, Winston opened his eyes.
Player: It's cold...
DM: Once Winston opened his eyes, he was shocked to see that he was surrounded by sand. He also seemed to be... in the middle of the ocean? He tried to remember how he had ended up here, recalled the previous events, and then realized the fatal flaws in Ishmael's ability: there was no way of choosing a location to appear in.He had ended up on a random shore... looking to the left, his gaze landed upon a lagoon where he noticed some little kids trying to avoid these older, savage-looking kids, who seemed to be aggressively playful. A little more aggressive than playful, actually.

DM: Nora decides to join in on the hunt, finally having fun for the first time in what feels like ages. The boys announce that are hunting so that they can have a feast later and Nora grows excited at the prospect of meat. Her stomach growls in agreement.Nora's headache continues to bother her, but she ignores it in favor of the growing excitement she feels. She is given a spare spear and the boys begin to chant. Nora's headache seems to worsen as the chanting grows louder. She joins in on the chant to drown out the tormenting whispers.~~~Jack picks up on a pig's trail and the group sneaks up on it. They surround the pig and Nora, on a rush of adrenaline, spears it. After feeling only a moment of horror, Nora feels proud for accomplishing something for the entire group. The boys cheer around her as they make their way toward their camp but she notices the anger on Jack's face.They return to what looks like a camp and she sees Jack run up to a larger boy on the beach and snatches his glasses away. Nora watches the exchange with interest as Jack runs back into the woods with the fat boy following him.
Player: Nora goes to the feast
DM: When Nora catches up with Jack, she sees that he is using the glasses to light a fire for the pig. The boys of Jack's group put the pig on the fire and soon, it is ready to eat. Nora is given a piece of meat and she chows down on it. Her headache returns and she sits down and clutches at her head. Two other boys arrive. Jack sits on a throne like a king, looking thoroughly proud of himself.She begins to hear the boys chanting and she lifts her head to see them surrounding the fire and dancing. It is an amusing sight but there is something about their flailing and chanting that seems to be contagious. She sees other boys, the younger ones, join in until almost everyone is dancing.
Player: Nora joins the dance

DM: Your name is currently Aar.Choose the fourth letter in your character's name, or click the link to Chapter 1-Prologue to begin.YOUR HEALTH: 100%
Player: j
DM: Your name is currently Aaaj.Choose the fifth letter in your character's name, or click the link to Chapter 1-Prologue to begin.YOUR HEALTH: 100%
Player: y
Player: t
DM: Your name is currently Aaaaat.Choose the seventh letter in your character's name, or click the link to Chapter 1-Prologue to begin.YOUR HEALTH: 100%
Player: q
DM: Your name is currently AaaaaaqChoose the final letter in your character's name, or click the link to Chapter 1-Prologue to begin.YOUR HEALTH: 100%
Player: e
DM: Your name is now Aaaaaaae.YOUR HEALTH: 100%

Player: At least we're far away from those rats...
DM: Winston decided to explore the island. This was definitely one version of the escape he was looking for.In fact, he was just lucky that he hadn't landed in the pits of Hell. He could vaguely remember Ishmael mentioning the drawbacks of the ability, now: there was that Dante guy who had accidentally apparated in the Devil's Realm.Well, he wasn't that unlucky, but the savage kids were an unexpected twist. Winston did his best to stay clear of them for his own safety. All he wanted to do now was explore, relax, and indulge in his newfound feeling of freedom. Plus, the chill of the air soothed his varicose ulcer.

Player: Nora runs into the water

DM: With a burst of maddening explosions in her mind, Nora runs as far as she can into the saltwater. She begins to swim as it deepens. She pushes herself forward with all of her strength until everything becomes black.

DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.Aaaaaaaaaq> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)
Player: H
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)H...
Player: H
Player: A

DM: After 40 minutes of walking you finally come to Harford Square, where the nearest grocery store is. The stores around are destroyed, ransacked by survivors. It's a depressing sight because you ultimately know that the possibility of finding food is slim to none. There's no point to even search the store, however there are a few others that you might find interesting.

Player: "Nora"
DM: A voice calls out to Nora. She opens her eyes. A large gorilla is before her."You're captives of a civilizational system that more or less compels you to go on destroying the world in order to live... I think there are many among you who would be glad to release the world from captivity... This is what prevents them: They're unable to find the bars of the cage."Nora is surprised and frightened. She looks around but only finds the gorilla. "I'm sorry. What?""My name is Ishmael and I am not truly here. I am in your mind. I am here to help you find peace as your time ends."Nora becomes even more scared as she processes what the gorilla has said."I'm going to die?" she asks.Nora begins to hyperventilate and panic. She tries to keep pushing herself forward, but she doesn't make any progress. The last voice Nora ever hears is Ishmael's: "The journey itself is going to change you, so you don't have to worry about memorizing the route we took to accomplish that change."

DM: You scream for help, but there seems to be no one there anymore but the two demons walking away. No one's there to help you now.

DM: The boys cheer for Nora. Roger gives a look of disappointment, but then shrugs it off.Nora starts the trek back to their hideout, and the boys follow her, managing to avoid the areas where the smoke is thickest. The beach is only a short way off, and Nora turns her gaze toward it. To everyone's great surprise, a man is on the beach and a ship is behind him in the water. The groups runs toward him."Hullo! We saw your smoke. What have you been doing? Having a war or something?" the man calls out. He wears the uniform of a naval officer. One of the boys nods at the man. Another starts to explain, but the man just waves him off."I can hear your story later. Let's get you lot home."
Player: Nora boards the ship
DM: After a few hours at sea, they finally arrive in London. The authorities meet them at the dock and take the boys away so that they can reunite with their families. A nurse attends to Nora, but she is soon released. Due to her age, the authorities permit Nora to leave on her own.~~~Nora walks the busy streets of London, marveling at the sites. The area she is in is not particularly nice or clean, but it captivates her interest nonetheless.She walks into a cafe and sits down. To her surprise, a man sits down across from her a minutes later."Hello," he says. "I'm Emmanuel Goldstein. I couldn't help but notice as you and those children came off of that ship. I just wanted to offer you any help in adjusting to this city."
Player: Nora befriends Goldstein

DM: Trekking on forth into the island, Winston began to see the faint figure of a man coming towards him. "Whoo... who is it....?" he called shakily, taking a step back.The figure raised an amicable hand, drawing closer. He was rather handsome, clothed in fine fabric and a warm fur coat. "Oh, hey there old sport! Fancy meeting you here! Say I have a question for you! Have you seen a golden haired, dainty girl around here?" he pursed his lips. "I've been looking for her-- she's the love of my life you know. Oh that Daisy, we met a while back when I was in the army. She was-- is-- the most beautiful girl I have ever laid my eyes upon. Ohh... I'm rambling aren't I?Winston hesitated. "... uh, no. Not at all.""Well you see here this island is all mine. I bought it to be mine and Daisy's honeymoon getaway. What are you doing here?""I... I'm not really sure, myself."The well-dressed man dismissed his words with a wave of his hand. "Say, old sport," he shifted on his feet, "You haven't happened to see her around here, have you? She wandered off a while ago, you know, she's a little foolish like that. All sorts of dangerous animals around here and I wanted to show off my strength, maybe hunt a few wild boar, that sort of thing. I'm rambling again, aren't I?""Uh, no, no... no. You aren't.""So you've seen her?" he looked hopeful. "Where?"
Player: Tell the truth.
DM: "Oh," Winston backtracked, then paused. "Uh..."His companion pressed his lips together at the sight of Winston's shuddering shoulders. "Please tell me. I'll... here, you can have this coat! Once you let me know, of course."Winston's eyes brightened, then dulled. "I... didn't see her. I can't lie to you, I'm sorry."

Player: Nora thanks Goldstein and continues on her way
DM: Nora quickly leaves the cafe, bewildered by the suspicious man. She continues walking down the dingy street.~~~Nora assimilates into the society, but continues to be haunted by her past and the voices that still taunt her at times. A strange yet powerful political party rises to power. Nora, as a member of the Proletariat class, avoids their attention for years. Only after a nearby Party member overhears her speak of the overwhelmingly different life that she once lived and reports her is Nora vaporized.

DM: "Oh," Winston backtracked, then paused. "Uh..."His companion pressed his lips together at the sight of Winston's shuddering shoulders. "Please tell me. I'll... here, you can have this coat! Once you let me know, of course."Winston's eyes brightened. "... I saw her on the beach."
Player: Wow, Winston. Way to cheat this nice man out of his coat. Shame on you.
DM: "You saw her?!" he shrugged off his winter coat quickly and offered it to Winston, who tucked the cloth around his frail body, ceasing in his shivers. It was thick, warm, and rife with the fragrance of rich tobacco. "I have to go catch up with her!"He looked up to the man, offering him a grateful smile. "I... thank you.""Of course, old sport." the gentleman replied excitedly, already marching off. "It's the least I could do for an honest fellow. There haven't been many people in my life quite as... genuine.""I'm sorry." Winston looked down, tightening the coat against his bony shoulders. "Mister, uh... your name?" But when he looked up, his savior was gone, leaving behind the faintest smell of cheap cologne.
Player: Maybe we can find some shelter. It's getting dark.
DM: Winston walked around the island, the fur coat on his shoulders. The sun was setting and the sky was getting dark. With the waning light, Winston wanted to find at least a place to camp before night fell. As Winston walked around, blindly feeling for steps, he heard a soft conversation in the distance. Perhaps there were more people on the island! Winston quickly ran towards the light, ignoring the branches that grabbed at his fur coat. As he neared he realize that the people had stopped talking. In fact, all around him was silence. It weighed heavily on his shoulders and he tried to shrug it off and continue forward. A branch snapped under his feet and he hear a yell."Kill the beast! Cut his throat! Spill his blood!"Several other consecutive yells answered and Winston felt something push at his back before being attacked by unknown strangers. He did not even have the time to plead for help before he died. The pain was excruciating but death was quick. So this is how it ends.

Player: Good on you for keeping your integrity.
DM: "Well... thank your time. I'll keep looking for her. I don't have much use of this, so you can keep it." he shrugged off his winter coat and offered it to Winston, who quickly tucked the cloth around his frail body, ceasing in his shivers. It was thick, warm, and rife with the fragrance of rich tobacco.He looked up to the man, offering him a grateful smile. "I... thank you.""Of course, old sport." the gentleman replied glumly, gazing into the distance. "It's the least I could do for an honest fellow. There haven't been many people in my life quite as... genuine.""I'm sorry." Winston looked down, tightening the coat against his bony shoulders. "Mister, uh... your name?"But when he looked up, his savior was gone, leaving behind the faintest smell of cheap cologne.
Player: Unfortunate. Oh well, let's find some shelter.

Player: This is why you don't lie to people, Winston.

DM: Winston walked around the island, the fur coat on his shoulders. The sun was setting and the sky was getting dark. With the waning light, Winston wanted to find at least a place to camp before night fell. As Winston walked around, blindly feeling for steps, he heard a soft conversation in the distance. Perhaps there were more people on the island! Winston quickly ran towards the light, ignoring the branches that grabbed at his fur coat. As he neared he realize that the people had stopped talking. In fact, all around him was silence. It weighed heavily on his shoulders and he tried to shrug it off and continue forward. A branch snapped under his feet and he heard a yell."Kill the beast! Cut his throat! Spill his blood!"Several other consecutive yells answered and Winston felt something push at his back before being attacked by unknown strangers. He did not even have the time to plead for help before he died. The pain was excruciating but death was quick. So this is how it ends.

DM: Winston felt his soul drift out from his body, his conscious along with it. He viewed his maimed dead body from his corporeal form. He felt no remorse; after all, he had never really lived, though he regretted the fact that his relationship with Julia had ended the way it did.Winston soon left his body. He found that as a ghost, he felt much lighter, and he floated away from the island towards the ocean. Perhaps, if he went far enough he would reach land. True to this logic, Winston soon reached land after two days of crossing the ocean. At the seaside, there was a flag raised. It was a red flag with a white cross running through it. Beneath, the sign read:"Welcome to Denmark."

Player: You just got dealt a bad hand in life, man.
DM: Winston felt his soul drift out from his body, his conscious along with it. He viewed his maimed dead body from his corporeal form. He felt no remorse; after all, he had never really lived, though he regretted the fact that his relationship with Julia had ended the way it did. Winston soon left his body. He found that as a ghost, he felt much lighter, and he floated away from the island towards the ocean. Perhaps, if he went far enough he would reach land. True to this logic, Winston soon reached land after two days of crossing the ocean. At the seaside, there was a flag raised. It was a red flag with a white cross running through it. Beneath the sign read: "Welcome to Denmark"

Player: Try to pick the lock with a hairpin.

DM: You head to the janitor's closet. Inside there's a broom, a mop cart, and several bottles of bleach labeled DANGER: Highly Corrosive material. Ideally, you'd love to bring both, but there's no container to bring just a portion of the bleach. You either bring the broom and have a melee weapon, or lug around the entire bottle of bleach, which you could use to burn anyone who tries to hurt you. Both have the same weight, and you could do some damage with either one if you needed to. Which do you bring?
Player: Take the bleach
DM: You grab the bleach. You could splash this on someone from a distance and severely burn them. Plus, you suck at baseball, as Charlie always says---said. You're better off without the bat.

DM: You search your desk, but of course there's nothing really useful. You quickly go through some other cubicles too, stepping over the corpses of your co-workers. But unless you want to staple the gunmen to death, there's nothing at all useful.
Player: Go to the janitor's closet
Player: Take the broom
DM: You take the broom. It's more practical than a bottle of bleach, and as Charlie always says---said, you have a great baseball swing. You're better off without the bleach.

Player: Peer out into the hallway
Player: Try the stairs

Player: Go to the "Special" Floor (if you have the key)

DM: You walk down the small hallway with your weapon ready. You creak open the door. The room is pitch black, with the projector still running, showing a PowerPoint slide of some business transaction. Looking to make sure no one's behind you, you turn on the light. You almost puke. The table is covered with blood. The office managers and your head supervisor are all slumped in their chairs, blood pooling from their heads. You want nothing more than to leave and forget you ever saw this.
Player: Look through their pockets and see if anything useful is there
DM: You walk up to the body of Mr. Samson, your former supervisor. Though most people would love to see their bosses dead, Mr. Samson was ok, as far as bosses go. A little stingy, a little awkward at times, you feel no joy in rummaging through his pockets. You pull out an old-fashioned looking key, with a little note attached to it. "Special," it reads. You pocket it. It might come in handy later.

Player: Backtrack into the hallway
Player: See if there's anyone in the smaller offices
Player: Turn off the light and immediately go back to the hallway

Player: Backtrack to the hallway.

Player: Shoot him (if you have a gun)

DM: You press M for the mechanical floor. The doors close, and you immediately start to wonder if this was the right idea. You have no clue who is on that floor. You could be walking into a death trap. But nobody would be up in the mechanical floor anyway, so why would the masked gunmen go there? *Ding!* The doors open and you get into position with your weapon, but no one's there. Several dim light bulbs hang from the ceiling. Massive machinery is everywhere. This must be where the building's generator, heating, and plumbing must all be. You see enormous vents near where the wall meets the ceiling-it's boiling hot because of all the machines. You also see entrances to the elevator shafts nearby, as well as ventilation shafts. You could sneak out of this building somehow by bypassing all of the gunmen! It's tricky, but maybe it's possible.
Player: Enter the ventilation shaft
DM: You remove a panel leading to the ventilation shaft. You climb in and jump down. Unlike the movies, this ventilation shaft is pitch black, and pretty tight. You crawl for several minutes in the pitch blackness, until you hear a vicious whirring sound, and a powerful gust of air pushes against you. You keep on pushing on, until- *SLICE* You scream in pain in the darkness. You can't feel your right hand anymore. You must've crawled right into a fan. You scream in pain, but it's too late. The vent is too tight to turn around. You can hardly move and at this point, even making a tourniquet is not going to help. You feel light-headed, and even though it's pitch black, you swear you see a bright light somewhere. You close your eyes, never to open them again.

DM: You insert the key into the keyhole near the button marked "S." It lights up, and you push it. You've never been to this floor before, but you're sure nobody's here. After all, this is a locked floor. What are the chances of any gunmen up here? *Ding!* The doors open and you see a fabulously decorated office. There's statues of a baby cupid, an enormous crystal chandelier hanging over the ivory-white carpeting, and an exquisite fountain in the center, complete with a statue of an angel peeing in the fountain. You never understood why those were so popular. You slowly walk around in awe of the office. Surprisingly, nobody is there, and the lights are off, though sunlight streams in through the enormous glass windows. You wish your office was like this. The waiting room you're standing in has a receptionist's desk with a corridor behind it leading to other offices. You quietly slip behind the desk and peer into the hallway. You may find a way out through one of the offices, or even a weapon, but you can't get by without dealing with this guard first. Shit. There's a gunman right in front of you, but his back is turned to you. He's whistling to himself as he patrols the hallway. You don't see any bodies littering the hallway. In fact, he's the only other human being you've seen on this floor.
Player: Backtrack to the elevator

Player: Go to the mechanical floor

DM: The gunman walks closer and closer, the shrill tune still whistling from his lips. There's nowhere to run and nowhere to hide. He's going to see you eventually. You take a deep breath. You were hoping to save the gun for a last resort. This is about as last resort-y as you can get. You take the gun from your pocket, point it at the still oblivious gunman, and pull the trigger. *BLAM!* He crumples like a log and a stream of red bursts from his cranium. You breath a sigh of relief. He won't be hurting anyone anymore. You quickly take a look through his pockets. He too has the same type of gun you have, a Single Action Army, and some more bullets. Strangely enough, his other gun, the AK-47, has no magazines nor a round in the chamber. How could these guys have taken out the building when they were so ill-equipped? You look in his pockets and see a length of nylon rope. What's it doing there? You have no clue, but you take it anyway. It could come in handy.
Player: Backtrack to the stairs

DM: You grasp your weapon and head downstairs, looking over the railing to the lower floors as you go on. You occasionally hear gunfire in the distance, and more than once you consider going back to your cubicle and playing dead. But you know that's not an option. You want out of this hellhole right now. Lying in a pool of your friend's blood underneath your desk sounds like a great way to get PTSD, and you don't want as little of that as possible. Though rest assured, you will probably need therapy after this. "Enough," you say to yourself quietly. Panicking won't get you anywhere but dead. You continue to creep down the stairs for what seems like hours, but as you check your watch is only 20 minutes. You're at the 74th floor, when you hear footsteps. You peek over the railing and see a gunman standing at a door on the floor below you. He doesn't see you, but it looks like he's not going anywhere, and you need him out of the way to descend further.
Player: Surprise attack him with your broom (if you have it)
DM: You quietly creep around the stairwell until you're about 15 feet from him. You peer out at him from behind the corner. He's so close, you can probably get him if you're quick. You look at the door behind him. It's an elevator marked "Lobby". That's strange; why would there be an elevator in the stairwell for that particular floor that goes to the lobby? Whatever, it may be your ticket out of here. You leap out, shouting a battle cry. The gunman turns to face you, eyes wide with surprise - *CRACK!* You bash the gunman on the head and he crumples like a sack of potatoes. You bend down to go through his pockets, and as you do a splitting pain rips through your intestines. You fall to the floor and put your hands on your stomach. They're soaked with blood, and it's not the gunman's. Your eyes widen at the realization that while you may have killed him, he has indeed killed you. You lie on the ground and wait as life leaves your body. You have died.

Player: Open the door and hit the pizza guy with a golf club
DM: You grab a club from your golf set and open the door, and swing.It was a girl scout.All this has made you angry. You should go after Steve.

DM: You ready your broom, gather your courage, and swing it on his head as hard you can. *CRACK!* The gunman falls to the ground with a satisfying thud. He's out cold. You stomp on his face for good measure, and search his pockets. Surprisingly, you don't find any kind of weapon on his body. Nor do you find any ID. So much for figuring out this group's motive. You pick up your broom, and it breaks into several pieces. Wow, you sure hit him hard. You continue on through the hallway, looking through the various rooms. You stop - you hear music. Classical music. It's quiet, but it's coming from behind one of the doors.
Player: Go in the room and investigate
DM: You carefully step towards the door. The key is in the lock. Readying your weapon, you quietly open the door. The music grows louder as you open the door. You stay behind the door, ready to respond to whoever's inside, but there is no response. You peek around the door, and freeze in horror. An old man stares at you from above. And by stare, his dead, vacant eyes happen to point in your direction. Held up by the noose around his neck, he swings ever so gently. His pale, dead arms lie limply at his sides. A turned over chair lies inches from his feet. A set of keys are on the ground beneath him. Maybe they fell out of his pockets when he...hung himself. You pick them up. They may come in handy. You look around the room. It's a very nice corner office, with an enormous safe mounted in the wall. Your eyes widen as you look out the window. A scaffold used by window washers is right outside the window. You could take this right now to the ground!
Player: Backtrack to the elevator (only if you've incapacitated the gunman)

DM: You pause and watch the gunman, whose back is still turned to you. Walking along, nonchalantly whistling a tune, he stops at a door, draws his gun, opens it, and walks in, and closes the door. You decide to go on, and quickly walk down the hallway. You begin to hear music, classical music. It's from behind one of the doors. Your curiosity is piqued-what could it be? Plus, you need to be out of that hallway before that gunman exits the room.
Player: Investigate the sound
Player: Take the scaffold down to the floor

DM: You spew obscenities at your opponent, reducing his sanity by 22.In turn, the emo kid posts an image of a sleeping man with a poorly drawn image of a penis scrawled on his fore head, captioned 'Donteatpoop after a recent bender.' It reduces your sanity by 7 and also reduces the damage of your attack.The emo kid's sanity is a mere 0.What's your next move?
Player: Fortify yourself against your opponents' words

DM: You quietly unscrew the bleach bottle and get ready. You take a breath. You have one shot at this, and you're not even sure if it's going to work. With all of your might, you swing the bottle towards the gunman. Its contents slosh out of the opening and splash all over the gunman who starts screaming in agony. You can actually see steam and smoke rising from the gunman's body as it works its way into his clothes, sealing in the heat and searing his body. What in the hell kind of cleaner is this? You know the bleach you use at home is nothing like this. Maybe it's some sort of industrial-strength bleach. The gunman's screams eventually die out into a slow death gurgle. You pray nobody else heard his loud and fiery death, but you hear nothing. You reach for the gunman's weapon and as you try to pick it up you scorch your fingers. The weapon is completely coated in bleach, so you can't use it. You take a look at the door the gunman was standing by. It's an elevator marked "Lobby." Why in the world would there be an elevator here that goes straight to the lobby? You could take it downstairs, but you have no clue who is down there. Or you could continue down the stairs.
Player: Continue down the stairs
DM: You rush down the stairs, past the floor that the distracted guard went to. Here the stairwell stops at a door that you have to pass through to keep going down the stairs. It's just a door, you can look around it to the path that continues down the stairwell. You don't even know why they have these useless doors here, but in this case you're glad they do. There is a massive wall of flames behind the door, and as you peek around the door the flames are extended to the rails. You can't open the door or climb around it to the other side without getting burnt. You can only turn back.

DM: You reach in your pocket and pull out a pencil. You're not quite sure what your plan is, but you know that you can't defeat the gunman in your current state. But maybe you can distract him. Still crouching behind the rail, you toss the weapon over the railing, where it bumps noisily into the stairwell below. "What the hell is that?" the gunman asks, and he walks down the stairs to investigate. Peeking from behind the railing, you see him go into another room on a lower floor and into the hallway. You take a look at the door that the gunman was guarding. It's an elevator marked "Lobby." Why would there be an elevator here that goes straight to the lobby? You have no clue why, but it's an option to get out of here. Or should you stick with the stairs? After all, remember "Learn Not to Burn."
Player: Continue down the stairs past the distracted guard

DM: You don't want these guys here. They have guns, and you know that if you let them leave the elevator, they'll be patrolling which will make your life a lot harder. You quietly unscrew the cap, and wait for them to both stand near the opening of the shaft. You take your shot, and dump the bottle on their heads. Surprisingly, it works! They immediately start screaming in pain as the acid burns their heads, and gets into their eyes. One of the goon's gun drops to the ground, but neither of them can focus because their hands are pressed to their face in a searing, burning torment. You drop down to the ground, grab the gun, and immediately shoot them both. You're not even quite sure if they even saw or heard you come down, they were screaming so loud. You quickly grab the gun dropped on the floor. How cute. It's a Colt Single Action Army, with now two bullets in the chamber. *Ding!* The elevator doors open back to the mechanical floor you were just in. You want to scream. After all this hard work, you ended up exactly where you started. But this time, you have a gun. Still, you don't want to get in a firefight, as you would surely lose. You look at the elevator buttons. This must be a special maintenance elevator. It goes straight from here to the parking garage, nowhere else. You could try to backtrack back to the 95th floor, where you started. You could try the ventilation shaft. Or you could go down to the parking garage.

Player: Open the safe
DM: You take the keys lying on the ground and stick them into the safe's lock. You heard a soft *click!* as the lock opens. You open the safe to reveal...a bag of marbles, with a picture of a young boy holding up a small trophy. On the bottom of the picture is written in a loopy cursive, "Downers Grove, Illinois marbles shooting championship. 07/21/62." This must be the old man's fondest childhood memories. Why keep it in a safe, though? You'd think there would be important documents in here. You don't know why, but you take the bag of marbles. Maybe they could come in handy.

Player: Turn back to the dead gunman
DM: You take a look at the elevator marked "Lobby." It looks like this is your only way to get down.
Player: Enter the elevator marked "Lobby"
DM: You enter the elevator and press the "L" button. The doors close and you feel the elevator quickly descending. You ready your weapon. *Ding!* The doors open and you step out. You're in the lobby, in a corner near some bathrooms. Close by is the main lobby, with several gunmen standing around. They don't see you, though. You hear loudspeakers from outside. The police must be negotiating with the terrorists. You can't hear it all, but you catch some phrases, like "guarantee the safety of..." and "nobody gets hurt." Classic police phrases, though at this point they do you no good. You peek around the corner. You can see police cars piled outside the doors. Several gunmen are standing by the main elevators, and the entrances to the stairs. You know you can't take on all of them on your own. You hear the sound of a toilet flushing the bathroom nearby. In horror you watch as a gunman emerges from the bathroom, zipping up his pants. He spots you, and reaches for his gun. There's no running away. It's fight or die.

Player: Attack him with your broom (if you have it)
DM: You reach for your broom, but the gunman is quicker. He flicks off the safety and blasts a hole in your chest before you can even swing the broom. You collapse to the floor. The gunman zips up his pants and walks away, leaving your corpse lying on the ground.

DM: You head back up the stairs. Looks like the elevator's the only option. You walk up to the door that the gunman went through, and as you do he walks out and bumps into you. "What the fuck?" he says as he points his gun at you. You'd love to exchange pleasantries any other time, but unfortunately for you, the gunman isn't interested in talking; he's interested in shooting, which he does right away, sending a bullet ripping through your neck. You fall back down the stairs towards the door you were just at. It feels warm, but you feel colder and colder as your world turns to blackness. You have died.

Player: Sneak past the gunman

Player: Back to looking around the office

Player: Grab your gun and shoot him (if you have it)
DM: As he reaches for his gun, you reach for yours. Time moves by so quickly, you're not even sure what happens. You hear a loud *BLAM!* and crumple to the ground. You pat your torso, looking for any wounds, but find none. You look over at the gunman. He's dead, a geyser of blood spouting from his heart. You grab his gun, and drag his body into the bathroom as so to not attract attention. You search through his pockets, but find nothing besides his gun and some bullets. You take a look at his clothes. They're about your size. Maybe you could slip into them and pose as one of the terrorists?

Player: Go back to the village
DM: You now stand in what remains of the lost Anzaran city.Over the years, all of the city's wooden buildings have decayed and become overgrown, but the stone buildings in the center of the city remain. Surrounding you are these stone dwellings, clustered around a stone pathway.Ahead, you can see the temple, its entrance built into a hill. Though you can tell from here the entrance has collapsed, it still makes an impressive figure, dominating over the village.Two paths leave the village, one to the south, and one to the north.
Player: Take the path to the north
DM: You reach an area with stone steps rising up from the village. The steps seem similar in structure to those leading up to the temple, but instead, these steps lead to an area of destroyed pillars and tiles. The only structure still standing is an archway that leads into the area. The archway has a strange set of gems at the top, casting a concentrated beam sunlight through at an unusual angle.There are also various piles of rubble lying around, having collected over the years from collapsed pillars and broken stone.
Player: Inspect the rubble
DM: You search through the rubble from some of the collapsed pillars. Near the edge of the woods, you find another sturdy stick, similar to the one you used for your hatchet.
Player: HIGH-QUALITY STICK

DM: While staying in your tent might keep you alive, you really don´t want to risk it.A snowstorm of something similar is always a possibility, and you did´t buy a tent with integrated fire-place for nothing. You have, however, run out of coals. Dry kindling and wood is required, as much as you can comfortably carry.You know that the natives have a store of timber at the peak of the mountain, but below, in the actual forest, you might have better chances of actually finding a large amount of wood.
Player: Decend into the dark forest
DM: This forest is seriously dark and dank.This is, actually, one of the reasons you came here. You sought to find happyness in your old memories of hiking in the countryside, following you dear old dad.This is the real reason you went here. He vanished in these very mountains. Well, somewhere in the Urals. They are quite big. And you have been lost.But this is where he vanished.As you gather the (slightly wet) kindling, you notice a rather peculiar clearing. It seems to be one of those witch-circles, where mushrooms grow in a circle. These mushrooms might be edible, but might also be extremely poisonous. Or somewhere in-between.
Player: Go to the circle and look at the mushrooms
DM: You know what you´re doing. You survived these mountains for months now, and know which mushrooms are safe for eating and which leave you sick in bed, heaving.As you approach the circle and crouch directly in front of it, intent on identifying the mushrooms, you hear a lone wolf howl. You jump a bit, startled, and find yourself within the circle.
Player: Pick a mushroom
DM: You pick one of the rainbow-coloured mushrooms.It might come in handy later.
Player: Mushroom

Player: Open the chest inscribed with a book

Player: Explore the flowing sands
DM: You begin hiking along the wall, facing the west. As you walk across the sands, you notice that the sand forms patterns underneath your feet. Floral patterns, slowly shifting into flowers ever more intricate. You smile at the sand, and it forms a smiling, winking face in front of you.;)This creeps you out a bit, but also cheers you up.After some time, you come across a corner in the wall to your left, where the wall turns 90° to the left.
Player: Go straight into the desert

Player: Continue along the wall

DM: "LETS MAKE A DEAL!" you shout desperately. With everything you know about the Fae, mercy will never be given to a mortal, while deals will always be made.It seems to be working. The vortex is slowing down, and the Portal is shrinking. She floats into the circle and looks deep into your eyes."And what, pray tell, would you give me to buy your freedom?" she asks with a glint in her eyes.You are not sure. "There must be something you want?" you are fishing for clues, and she knows it."Well, she says...
Player: ... do you have a suggestion?
DM: You can only think of two things:

DM: You push onward, through the damp of the caverns.As you press onward, the water you've been wading in starts to recede. The cavern floor is still slippery, however, and it is all you can do to keep your balance.After several more minutes of trekking through the inky blackness of the tunnels, the cavern walls begin to widen, almost as dramatically as they had narrowed. Gazing at the cavern walls about you, you see the handiwork of digging tools, and realize that someone--or a great deal of someones--must have been digging in an attempt to widen the caves.You turn round a bend, and your breath catches suddenly in your throat.You now find yourself in a massive cavern, stretching as high as any cathedral. Enormous stalactites hang from the cavern ceiling, dripping milky white liquid onto the floor below.And there--stretching before you--is a very strange sight. The entirety of the cavern floor, stretching out before you, has been carved into precise, segmented squares. Each square has been painted a different color.How odd!You begin to walk forward, but hesitate for a moment. This floor looks as though it is a trick or a puzzle of some sort. Perhaps it would be wise to search about the cavern for a bit before charging blindly onto the colored tiles.Where to start?
Player: Attempt to Cross the Tiled Floor
DM: You take a breath, and steel yourself.The colored tiles stretch out before you.You've always hated puzzles.The floor is separated into a 4x5 grid, with each tile bearing a different color.You'll have to choose which color to step on, as you travel across the rows.You hope that your investigations of the area have been sufficient enough to provide you with the clues you'll need.So, which color will you choose first?
Player: Step on the White Tile

DM: You think about it, and then decide not to risk it. After all, you got lost in the mountains of the real world. You´d get even more lost in the flowing sands of a faery-desert.You continue on your path, and finally come to a halt when your path is blocked by an immense ocean of quicksilver.Dammit.
Player: Go back to the turn in the wall and wander into the desert.
DM: Pffft. Who needs a wall to provide direction. You can still see the glowing light source in the ceiling. If you get lost, you can easily find the city. You continue walking ahead.After a good two-hour hike you arrive at what seems to be the metal realms version of a lake. A lake made up of mercury, with thick bubbles bursting every few seconds, spraying mercury everywhere. You can see a narrow path across the lake, leading to an island in the middle.A few dozen meters to the right of the path you can see a skeleton wearing protective goggles. What ever killed that guy might still be lurking there.

DM: "It is a jewel, stolen from me by a being called the Toller-of-Bells." she explains.As she says its title, her voice rumbles with power, and a shadow seems to cross the evening sun. "Where can I find this Toller?" you inquire. She winces at the shortened form and tells you: "I will transport you to the Rusty Door. The Toller-of-Bells lives in a dead realm, once powered by the seemingly infinite trust in metal, technology and innovation. Now, that this trust is broken and refashioned into pure greed, the realm broke and lost its life. An ideal environment for a being like the Toller-of-Bells." "Why don´t you travel there and take back what is yours?" you wonder. "Because a entire existence made up of metal is toxic to my very soul, fool! And the mortals I catch and play with always break to fast. I could anyway never trust a mortal without immense leverage."An epiphany. "Which, in my father, you have." She smiles once again. "Indeed. I will trensport you to the Rusty Door, you will enter it, find my jewel, and come back with it. Otherwise, you will never see you father again."
Player: Agree to her proposal
DM: "You agree? Very well. It is dangerous in there, and I do want that jewel back. Have this. It is a vial of water, stolen from the waters of Mímirsbrunnr, at the base of the world tree, Yggdrasill. It will give you valuable insight, but only for a few seconds. If you do not know what to do, drink it. It will make everything clear."Then she giggles, and waves her wand one last time, before sending you away.The Vortex grows again, as does the portal, but this time it is blue, and not green. You take a deep breath, and jump into it.You land on a snow-drift. Looking down, you can see a door."Weird." you say to yourself as you inspect the rusty door. It´s just standing there, for no good reason you can see. There are two chests on either side of the door.

Player: Glamdring and Sting

DM: There is no victory against the Toller-of-Bells. You gave up the moment you recognised the bell. You try to run, but before you have done two steps, the Toller-of-Bells rings his bell, and you feel a peculiar pressure rooting you to the spot.It steps in front of you, and asks with its faceless visage:DID THAT ENVIOUS FAERY SORYA SEND YOU HERE TO FETCH HER PRECIOUS JEWEL?
Player: What are you talking about?
DM: The Toller-of-Bells sighs. VERY WELL, REGARDLESS, MORTAL , YOU WILL BE A PLEASANT SNACK

Player: Leave this place and go to the city
DM: Enough is enough.You escape this island, and attempt to find the city.

Player: Take the goggles
DM: As you approach the skeleton, the lake bubbles dangerously.It seems to be warning you to get away from him.
Player: IÂ´m sure
DM: You approach the skeleton slowly, and ... nothing happens. You breathe a sigh of relief, and take the goggles of the bleached skull. You look around. Nothing there. You put the goggles on.The lake explodes into righteous anger. A particularly large bubble flings itself from the lake and lands directly in front of you, forming a large, angry golem of mercury. "Shit." you exclaim before it flings some of it´s hand at you.

DM: You sensibly dodge. Now matter how protective your goggles are, they really cant protect you from that.

DM: You slowly cross the bridge. Luckily, the bubbles of mercury seem to avoid the area of the bridge, so the goggles aren´t even necessary. As you arrive on the island, you notice that this part of the realm seems to have escaped the destruction that marks the rest of the realm. Intricate silver trees seem to grow out of the grassy ground. You duck down to inspect the grass: every blade is made of what looks like pure gold.You could pick some.The island is small, and in its center lies a bunker straight out of World War II.
Player: Enter the bunker
DM: You open the hatch and climb down. Strangely, the soft light illuminating the realm also reaches here. You see a pair of barred doors. Pinned onto them is a note that reads as:"Hello, foolish mortal. I have barred this door so that none may enter, unless they have the password."Looking around for a clue, you also find a large red button, with a skull engraved on it.
Player: Press the red button
DM: You shrug. Probably a faery trick. You press the button, and a little fanfare sounds. Confetti rains down from above, and a huge white jewel appears in your hands. It is pure as virgin snow, powerful like an exploding volcano and shining with an inner light.Wow.
Player: Completely real faery-jewel

Player: Leave this creepy place and go to the city

DM: You wander down the stairs as your vision adjusts to the lower light. There's nothing much around in the stairwell. At the bottom of the stairs are the doors leading into what you remember to be the cafeteria. To the left of those doors in the alcove under the stairs is another door for one of the custodian closets. Other than that, it seems to be a dead end.

Player: Ascend to the icy peaks

DM: You come upon the scene of a car accident a man is lying on the ground outside of the vehicle. The man appears to be unresponsive and is bleeding profusely. What is the first step that should be taken when trying to help this man? A) Assess The Scene. B) Tap and shout to see if the man responds. C) Perform chest compressions. D) Call 911 and leave the scene.
Player: C
DM: Yikes! The patient's heart has not stopped, no need for chest compressions. Since you did not assess the scene, you failed to notice that you stepped in water, and there is a down electrical wire nearby. Have Fun!!!

DM: Really? You're just going to call and walk away? The man would have been okay if you were still there, but since you are now walking up the road away from the scene you may never know if the man lived or not. I mean it's not like you really care though, right? Anyways your answer was incorrect.
Player: The Scene
Player: D
Player: D

Player: C
Player: A
Player: D
DM: Good Job! The scenario will now change into an unrelated topic.

DM: Sorry! You have failed to notice the downed electrical wires, and the puddle that the patient was lying in. When you tapped the mans shoulder you were filled with more electricity than most power plants. The firefighters thank you for making your hands personal AED pads. Try Again!
Player: C

Player: B
Player: C

Player: B

Player: D
Player: A
Player: A

Player: C
Player: B

Player: Allergic Reaction

Player: B

Player: A

Player: B
DM: Good job! You wouldn't believe what some people put for this scenario, good luck on the next one!
Player: C
Player: Puncture wounds
Player: C

Player: D
DM: Quit trying to be a hero, there is not enough evidence to support a heart attack. He only complained of shortness of breath and trouble swallowing, chill out. Try Again!

Player: B
DM: Wrong amount of time, please try again!
Player: B
Player: D
Player: B

DM: When did you become a doctor? I wasn't aware that you could diagnose people with illnesses. There is a more obvious clue in the scenario. Try Again!
Player: C
Player: D

Player: A
Player: B

Player: D

Player: B

Player: B
Player: A
Player: D
Player: A

Player: A

Player: B

Player: D

Player: D

Player: B
Player: A
Player: B
Player: A

Player: B
Player: B
Player: B

Player: C

DM: Well, you have successfully removed the knife. Good news is that the knife is out. Bad news is that you caused further injury to the man, and he is now bleeding much worse than before. You killed him.
Player: D
DM: It sure was a good thing that you avoided the man that is bleeding all over the sidewalk. I am sure that he was probably a bad person, but since you don't know him, and probably won't because you left him for dead, I suppose who he was really doesn't matter. This ones on you.
Player: C

Player: C

Player: A
Player: B

Player: D

Player: C
DM: The man doesn't need to have a conversation, he needs HELP!!
Player: D
DM: While on the phone with the victim's family, he slowly loses consciousness from blood loss. At least you told his family, right?

Player: A
Player: C

Player: B
Player: A
Player: B
DM: Thanks to you, this man has suffered damage to his frostbitten areas because you recklessly thawed him out like a pack of frozen hot dogs.

Player: B

Player: B

Player: B

Player: B

Player: D

Player: D

Player: D
Player: D
Player: D
Player: C

Player: D
Player: C

DM: Why are you refreezing him? Get someone who can help this man.
Player: C
DM: Nice Job!! You have proven your abilities in First Aid!! Thanks for playing!!

Player: A
Player: C

Player: D
Player: C

Player: A

Player: C

DM: You, TB-999, have been a Stormtrooper for the majority of your life. Trained under the Empire's clutches, your job is to control those who your superiors deem needed to be controlled. Unfortunately, upon the recent collapse of the Empire and the rise of the New Republic, you have decided living life as a criminal is not where you want to end up. Upon returning to your hosted Star Destroyer, you (unauthorized) take an escape pod to flee the battleship. The remnants of the Empire take aim at the deserter, but as you drift through space into the orbit of another planet, a new problem arises far greater than the concern of a stray shot hitting your escape pod. You are about to crash land on Hoth, the planet famous for hosting the Rebellion after the destruction of Death Star I. Knowing it has been abandoned since the battle, you brace not only for impact but for whatever challenges lie in store on this frosty wasteland.
Player: Crash Landing

Player: Dig Below You

DM: The only chance of survival on Hoth was through the remains of the Empire and Rebels alike. You decide a nose dive into the icy ravine below would not only catch the pod and allow you a safe exit, but land you near Echo Base and hopefully have the resources needed to escape. Upon diving the temperature notably increases as you grow closer to the surface. You deploy the pod's chute about seven kilometers from the surface to lessen the impact. As the walls touch the ice, a loud cracking and shattering sound fills the pod until it stops, wedged in the ravine. The exit of the pod is nearly concealed in the ice but there is enough room for you to leave. You grab your scout trooper gear and garments as well as your blaster pistol and some food you stole off the ship. As you leave the pod, a sudden pain fills your leg. You realize when you crashed your leg hit the dashboard but the adrenaline kept you from noticing until now. You don't think it's broken but it hurts enough to make you limp. Looking around, you see a clear path out of the ravine to the surface above you that would be doable, even with an injured leg. You also notice not too far from the pod is an entrance to a snowy tunnel that looks. like it was used to travel underneath Hoth by the rebels. You could explore the surface and gather where you are relative to Echo Base and possibly find something else useful, or you can traverse the tunnel and try to find a hangar. What will you do?
Player: Resurface from Ravine
DM: You scale the icy walls to go back to the surface to gather your surroundings. The pain from the injury starts to fade away, and the cold of the outside starts to seep in as you grow closer to the surface. One step at a time, you walk up what looks like a slope made of ice along the perimeter of the ravine to ascend to the surface. After nearly half an hour, you reach the top. As you take a look around the cold wasteland that surrounds you, you determine there is only one way to go and that is towards the rebel base in the distance. You would have to trek through the cold open snow but it would certainly be better than being stuck in a ravine. You only hope you find something helpful along the way.You continue to march onwards away from the wreckage.

Player: Go ballistic

DM: You dig through the cold snow hoping to find something beneath the icy surface. After minutes of moving snow around, just when you think there is nothing and this was a deadly waste of time. You notice as tough as the snow below is, it's hollow below you. You equip your blaster and start shooting towards the snow hoping to melt enough to break through. Sure enough, it collapses and you fall in. You climb back on your feet and look around. It's dark and appears to be a cave. Stalactites hang from the ceiling while stalagmites surround your feet. The faint glow from the outside fills the cave, as well as the hole above. You make your way to the exit to find the cave isn't too deep, but a closer analysis of the cave determines it leads in the direction of the Rebel base and might be linked to it. It would certainly take less energy than traversing the snow and probably be less deadly.Upon venturing further into the cave, you are disturbed by seeing a pile of tauntaun bones lying about. You realize this is probably not a secret entrance to the rebel base and actually is a Wampa cavern! It appears to be vacant, so you have a choice to either explore further or turn back. What will you do?
Player: Explore the Cavern
DM: You feel safe enough for now to explore the cave. It doesn't seem all too big and if this is a wampa cavern, it is definitley not home. The cave seems to split in two, with one side leading to a tunnel, and the other leading to a dead end. Exploring the dead end, nothing but stalagmites and bones lie on the floor. The dark tunnel, however, appears to keep going. As you travel further, a metal door appears. It seems sealed shut, and scratch marks along with dents all over appear along the door. It seems this leads to the rebel base and a wampa tried to break in. Brute strength will not bust the door open but your blaster might. However your blaster is loud, and if the wampa is nearby it will certainly alert it. What will you do?
Player: Shoot the Door Open

DM: Chapter VI: EvacuationTrue to its word, the Ancient allows your forces to abandon their weapons and retreat. A few ships valiantly, but stupidly, stay behind and attack, but are easily destroyed without your support by the Chykri. The Coalition forces return to their territory, and you quickly assemble every single vessel you can, packing them with supplies, terraforming equipment, technology and most importantly, vast amounts of passenger space. Still, the numbers are clear. The vast majority of the Coalition will have to be... abandoned to the Chykri. How to choose who will be saved is one of the hardest decisions you've made in your life. No, it's the hardest. You have three options suggested: The Lottery, the Genesis and the New Civilization. The Lottery means that the space on the ships will be decided by pure chance. A lottery will be held, and whoever gets a winning ticket gets a place. The Genesis means that people will be decided by their genetic make-up and culture to maximize the amount of variants and examples of life that can make it out of their, and to minimize inbreeding, which will lead to passengers being chosen based on that. The final method, the New Civilization, would choose passengers based on their merit. Scientists, Great Leaders, Inventors and the most valuable members of society will be chosen as passengers. These three choices will have an incredible effect on the future of mankind and all the other races.
Player: The Lottery
DM: You decide on the lottery. Luck can be the only real way to decide on who's saved.
DM: Brain Uploading is the process of uploading the human conscious into an AI form online. Several ships are capable of holding such AI's, but could also be used to hold organic lifeforms, being able to hold one organic lifeform for every ten AI's. Several critics of the brain uploading programme have pointed out that the AI's will be useless in rebuilding after the evacuation and barely constitute as "Human" or "Probiscan" or "Moogli".

DM: You, without hesitation, start lighting up the door trying to either thaw or knock it open. You shoot at the hinges, the top, and the sides. The ice thaws but the door remains shut, too heavy for your bare hands to lift up. Just when you're about to turn around and leave, it shows up. The Wampa arrives and you're now cornered. It definitely heard your frantic shots at the door. The Wampa seems injured, missing an entire arm clean-off. That doesn't deter you from how deadly this animal is, and how angry it is at you for invading its home. It walks closer and closer, bellowing a loud animalistic screech. You can't run past it, and the door is still stuck. You're running out of options fast. All you can do is blast it and hope it dies before you do.
Player: Shoot the Wampa

DM: "Unless you got a bus I ain't going nowhere." The old man said. "We happen to have one, mister." Eric smirked. "Down there." "Give us a few minutes." After four minutes, they turned around. "We'll go with you guys." The man said.
Player: Awesome! Let's go back to my house!
DM: Back at your house, the three new people found a place to stay, and you went along well. Three months later, the military came through and proposed for you to join them. Do you go with them?

DM: The wampa has spotted you and your only choice is for that sealed door. You quickly try to rummage it open, using all your strength to try to lift and pull it. It refuses. It seems frozen shut and without any intention to move again. You scrounge around your snowtrooper gear trying to find something that could possibly get this door open when it hits you like a brick. You are carrying a blaster pistol. You whip out the blaster and take aim at the door.

DM: After searching for hours upon hours, your crew find nothing.
Player: Search the beach for 4 burned down trees

DM: You quickly light up the door with your blaster until all the ice has melted and chipped away. The door is now loose but still too heavy to be lifted. You quickly grab the rope system you crafted when you hear a roar not too far away. The wampas heard you and are coming fast. You pull as hard as you can until the door is nearly halfway up. You grab a strong nearby stalagtite and tie the rope as quickly as you can. A quick peek behind you shows the tall monster growing closer. Just as its tied you dash to the door and slide under it. You managed to fit right through and are now on the other side. You peek behind you to see a wampa trying to climb under too! It doesn't fit but a claw reaches for your leg. Suddenly you're being pulled to the other side and are panicking as you are slowly dragged back into the cave. Your blaster slips from your hand and you drop it. You quickly crawl barely enough to reach it and take fire at its arm. It shutters but continues to pull. Then you see something dangling behind the wampa: the rope! Stormtroopers are infamous for their terrible aim but this shot needs to hit. You quickly aim at the rope and close your eyes.
Player: Pull the Trigger
DM: You close your eyes and pull the trigger. A loud bang accompanied by a muffled roar suddenly fills the tunnel. The arm has stopped pulling and the door is now shut. The wampa's arm has been severed clean off. For some reason you feel an odd sense of deja vu despite nothing ever this perilous happening in your life before, but you shrug it off. You peel the wampa's tight grip off your leg and get up, looking at your victory. "No turning back now." You say aloud. All that lies ahead of you is a dark snowy tunnel and your possible escape. You think there was probably a significantly easier path to enter this tunnel but it is what it is.

DM: You wait back at the shuttle when a ship arrives in the atmosphere. An X-wing lands nearby and a man dressed in orange and white exits. "How in the hell did you end up out here?" He asks with a confused expression. "It's a long story that I can explain later." "I see you're a stormtrooper, you will serve time with the New Republic for your alliance with the Empire but I suppose it will be better than staying here. Fine piece of history this planet has, though." "I accept any trial I must undergo to get off this frozen wasteland." You enter the X-wing and leave the atmosphere of Hoth, watching as the blue planet grows further away.It is very cramped being X-wings aren't really supposed to hold passengers, not that you care anyways. You enter hyperspace and land on a planet unknown to you. You're given food, water, warm clothes, and then are debriefed about your purpose for being on Hoth. They ask you why you were wearing the suit of a stormtrooper, trying to determine if you are imperial. What will you say?
DM: You managed to convince the officers you had to strip a dead trooper for its outfit to survive the cold weather of Hoth. In your struggle to escape the ship you were held captive at, this is all you could manage to hold, and you had never even considered aligning with the Empire. You are a simple man trying to live off of what he can find and your path crossed with the remnants of the Empire. They bought your story. You finally get to live a free life. You managed to earn your freedom through this trial of Hoth, and that was enough punishment for being with the Empire. All this time of being a stormtrooper, you've learned in this life in order for you to get what you want, you need to be able to accept the risk and do anything to get it. Otherwise, you would be nothing but a faded memory. Every night, you wonder what would've happened if you did something differently? Would you still have escaped the way you did? Would you still be trapped? Would you have died or would you be back with the Empire? All of these questions don't matter now, as you're where you want to be.THE ENDFREEDOM ENDING

DM: You mentioned for your group to follow you. The door creaked and you tensed, ready for action. But no bullet or zombie rushed out, so you proceeded. Up and up and up until you got to the sixth floor, where you saw signs of life. A door, the only closed door you've seen in this building. You knocked on it. Shuffling and panicked sounds behind it. Definitely human. "Hello?" You yelled. No response. Sara took over. "We're not one of them. Or slavers. Or the military. Or the cops. We're just interested in knowing if you would come with us." Long silence. Finally, a small hatch opened on the door and an old man looked out. "Use the fire escape." He said, and closed it. Bob shrugged and went into the next room, from which he accessed the fire escape. The old man was waiting with a shotgun, and a boy is behind him, holding a revolver. A man is also seen in the shadows, holding a rifle. "So..." You began.
Player: We would like to stay with you.
DM: "Right, and have a population of twenty in here." The man said. "No can do, amigo." Well, then...

DM: Hi! Welcome to The world of Ramayana!At this stage I will take the liberty to adress you with terms like ' Hi ' and ' hey ' .......because this is the last page I can do that. From this moment as you step deeper into the game YOU are Rama and YOU are Lakshman!From this moment on, conduct yourself as becoming of a King and a God.______________________________________________________My Lord, I will henceforth request of you to make decisions which will dictate the course of history!Decisions that will change the world! Seek and Destroy evil in all of its manifestations!_______________________________________________________A word of caution: The Ramayana epic is revered in India and other Hindu Kingdoms. During the course of the game please do not attempt to denigrate any of the characters involved in this famous epic.
Player: Backgound Again!

Player: I will immediately go...
DM: My Lord, you have left Sita behind to fend for herself. My Lord, I wish you had not done this!Sita in your absence has been abducted!Ravana has carried her away! Back into his evil kingdom of darkness! My Lord! What have you done! Rama is safe! He is invincible! how could you be so rash?

Player: Begin reading the backdround again...

DM: Sita heard the cry and implored Lakshman to hasten to the rescue of Rama. Lakshman was however suspicious that the voice they heard was a mere trick of the Rakshas. For once, however, Sita became angry with Lakshman and attributed an unrighteous motive to him:-Following like a faithful younger in this dread and lonesome land,Seekest thou the death of elder to enforce his widow's hand?False thy hope as foul thy purpose! Sita is a faithful wife, Sita follows saintly Rama, true in death as true in life!Lakshman was very offended by this!He is in a quandry!Back to YOU:My Lord, please reconsider. What will you do?
Player: I will see that Sita is adequately safe and go into the Jungle to help Rama
Player: Enter Ravana!

DM: Good move My Lord!...but you have lost the trust of Sita! this indeed is deplorable!Look Look! Sita is beginning to run into the jungle. No! My Lord! you WILL have to go into the jungle. Before that however, make sure that Sita is safe.You will know how to make her safe, My Lord. Just make the decision first...Will you go into the jungle?
Player: Final NO! I am definitely not going!
DM: Congratulations! you have won the game with your hard-hearted stand...but a game won is a game WON! No matter what...no matter how!

Player: She does not cross the line
DM: The evil Ravana visiting Sita in disguise, dressed as an anchorite, praises her beauty, pressing her to leave Rama because the jungle was not the place for a woman of wondrous beauty such as herself. Sita did not suspect him at all, so she told him the story of how they came to be in the jungle. Ravan revealed himself as king of the Rakshas, and asked Sita if she would share his empire with him. She refused, repeating many times "Rama is my wedded lord". However under the effect of his presence she is slowly drawn out from the line.
Player: previous

Player: She crosses the line
DM: Sita was unwilling to cross the line when Ravana pretends to leave the place without the alms. As Sita does not want to annoy the sage, she crosses the line to offer the alms...Ravana did not lose the opportunity. He quickly pounces on Sita and seizes her hand, declaring, " I am Ravana, the king of Lanka. Come with me and be my queen." Very soon Ravana's chariot left the ground and flew over the clouds on way to Lanka.He is trying to make it across the sea towards Lanka. The vehicle he uses for the flight is a chariot that can fly in the sky.

Player: I will NOT go. I Dont care what happens to Rama!
Player: Refuse to go! I am immovable!
Player: I will ensure Sita is safe and then go.

DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.> Quel est votre prénom ? (10 lettres maximum ; les voyelles sont au début de la liste)Aaal...
Player: K
Player: A
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.> Quel est votre prénom ? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaaaa...
Player: S

Player: Ravan has taken Sita!
DM: Over the mountains and the valleys towards the seas!Ravana now has Sita!Wait! Look who flies in anger towards the chariot?It is Jatayu! the great eagle. A great battle again ensues. In the end, Jatayu is slain. ______________________________________________________Rama and Lakshman return to the cottage to find Sita missing. In their grief they curse the beauty of nature!Oh Look! There lies Jatayu. Rama liberates Jatayu's soul from death.(see picture) _______________________________________________________

Player: Next Move?
DM: Now what is to be done. Yes! Rama will never forget Sita! He will fight till the last breath in his body is done. My Lord Rama,What will be your next move?
Player: Send a diplomatic plea to Ravana requesting him to reconsider his rash move
Player: Back to the beginning

Player: Ravana has taken Sita!

Player: Find an army for myself to attack Lanka, Ravana's Kingdom
Player: The beginning

Player: Hanuman crosses the sea with one giant leap

DM: All of Ravana's men went to fight Rama but they were unable to defeat him. Rama killed them all with the help of Laxmana, Sugriva, Hanuman, Vibhishana, and the other monkeys. Finally Ravana came to fight Rama. Rama cut off his ten heads but Ravana did not fall. Finally Rama shot a missile of flames that pierced Ravana's heart and he died. Hearing the news of Rama's victory, Sita was overjoyed. However, Sita still had to pass a test to prove that she had remained loyal to Rama. She had to go through fire without being hurt. Laxmana lit the fire and Sita entered it to assure her purity. She suffered no harm. Finally Rama was able to accept her with love.
Player: Begin Again

Player: Hanuman burns to death
DM: This is the end of all Ramayana! hanuman is the almighty power behind the great battle that would have followed! Now that he is dead, there is no hope for Good!Evil has triumphed!

Player: more...

DM: If Eve wants me, then the HQ is my next destination. With that in mind, I hurry back there, and see Eve, Baryon, Haste and a some sort of android waiting there. "Greetings. My name is Googles. I will serve as the database for the association known as the Imperfects.""Do we really need one? I mean, we've done alright so far" Haste points out."We may not need him, but his presence here saves us a lot of trouble. Remember when that chinese mafia boss walked free and escaped the country because a certain too-fast-for-his-own-good member of the team misplaced evidence? It is clear we need to be more organized" Eve says and Haste nods in response."It sounds useful, but I still have a concern" I say. When I see everyone looking at me with curious eyes, I add "what keeps the villains from accessing this database and uncovering everything we know? That would be disastrous.""While your concern is understood, it was also realized by Jonathan Skage and Stephan Lite, my creators. I am programmed to initiate an immediate shutdown, should I detect an unwanted outside influence affecting me in any manner conceivable. Additionally, I am only allowed to respond to the recognized features of the members of the Imperfects. Even Skage's access was programmed to be terminated ten minutes ago, and Lite was never given access. The only way someone unwanted could access our database is if he could assume the form of other people and the only such individual known to the world is a member of the team""Who is Stephan Lite? I did not know Skage had a second?" Baryon says."Stephan Lite has been Jonathan Skage's assistant ever since Skage was made manager of the Gorgon city laboratory."Now that this is over with, I should probably return to my patrol.HEALTH: 100%HUNGER: 88%
Player: Return to your patrol.
DM: As soon as I leave the headquarters, I hear an alarm. It comes from the direction of a jewelry store. Idiots, robbing a jewelry store this close to our headquarters? HEALTH: 100%HUNGER: 86%
Player: Chase them.

DM: Vibhisana, Ravana's brother, intervenes at this point and counsels Ravana to follow the scriptures and exact the appropriate punishment for Hanuman's crime. Ravana "appreciated the counsel and accepted it with intelligence." He chooses, instead, to order his demons to set fire to Hanuman's tail in an effort to show that such mischief is intolerable. Enduring the punishment, Hanuman seizes the opportunity to observe Lanka during the day in an effort to gather military information for the future. Hanuman is "intrigued" that the fire does not burn or hurt him and concludes that it is Sita's grace and Rama's glory that prevent injury to him. Hanuman frees himself from his bonds, and with his tail ablaze, flies around Lanka, destroying the town. Pleased with his exploits, the gods and sages sing Hanuman's praises. However, Hanuman begins to fear that his angry actions (for he does act out of anger) may have unwittingly contributed to Sita's death. He discovers that Sita is, in fact safe, and delighted to hear this news, he prepares to return to Rama. _______________________________________________________My Lord, again Sustainer of all humanity please decide what course of action Hanuman takes at this point.
Player: Return back to the beginning

Player: Hanuman does not die! He makes a mockery of the whole thing!!

DM: This is the setting for the great battle! Hanuman takes the lead and they prepare for war...

Player: Beg the Third Relief to take you with them

Player: He comes back and informs Rama about the layout of Lanka so that Rama can declare war on Lanka

DM: OrNot Another Question Fanfiction
Player: And So Begins Our Tale
DM: For once, the bustling streets of Hub City are dead. No light comes from any buildings, no office workers are working overtime, no citizens are staying up too late in their homes, no 24/7 convenience stores are open. Christmas time in the Hub proves to be unusually quiet compared to the rest of the year, and this proves to make your job much easier on this night unlike most others. In fact, most of the time, you don't find any crime on Christmas Eve... But still, there's always that chance.With the city dead, you're able to walk along the streets rather than jumping from rooftop to rooftop as you usually do. You turn a corner, and notice something at the end of the street: a pair of silhouettes, seemingly breaking into a TV store. Crouching down and moving slowly to mask your footsteps, you walk down the street and approach the store. As you get closer, you hear what they're saying.There's two voices, a man and a woman. Their voices are hurried and coarse, almost like those of addicts going through withdrawals. "C-c'mon, we just gotta get this t-to Johnny Boy's a-a-and he'll get us what we need," the man says, hauling out a small flatscreen television."Just wanna b-be warm... I wanna be warm..." the woman mutters to herself, shivering and wrapping her arms around her body to heat up.What do you do?
Player: They're not criminals. They're just desperate addicts. I'll see if they want me to bring them to a soup kitchen I know.

DM: You crack your knuckles and approach them, letting your footsteps be known. They freeze; the man nearly drops the television to the ground when he sees you. "O-oh crap, just my friggin' luck! The one time we try'n steal something and out walks the friggin' Question!" the man yells, clearly panicking. He sets the TV down and raises his hands. "Please man, just let us g-go! You won't see us again!" The woman stays silent, as if in fear, and you notice her slowly backing away to be closer to the man.Without saying anything you approach them and swing a punch at the man's face. He drops to the ground, out cold, while the woman screams and kneels down to check him. You decide to leave her be, walking past her and the man's unconscious body to continue your patrol... That is, until you feel her run up and throw a flurry of weak punches at your back. It barely phases you, but it is annoying. You turn around, grab her wrist, and throw her to the ground beside the man.With that done, you pick up the TV and carry it back inside, setting it up in the window display case, before leaving the television shop and heading further down the street to continue your patrol.
Player: Not my problem. Kids shouldn't have stole from him if they didn't want to get hurt. I'll just mind my own business and look for real crime.

DM: You prepare to turn and leave... But one of the kids shouts out: "Please mister, help!" The big burly man who was previously so intently focused on them turns and sees you. He grins. "Well, well, well... Question, ain't it? You coming to the rescue of these two little rats?"With a sigh, you figure you might as well help these kids out, since this guy seems like he's itching to take you on and won't let up until you fight him. You get into a fighting stance. "Yeah, I suppose I am." The two street rats use this time to run away and out of the alley.The man charges at you with his cutting board, ready to swing!
Player: I dodge out of the way and throw a jab at his throat!

Player: Return to beginning of fight.

Player: I duck under his blow and uppercut him.

DM: You duck under the punch and spring up with a punch to his jaw. You can feel his jawbone splintering from the strength of your fist, and he falls backwards with an ungraceful THUD into the snow. A door to your left is open, no doubt his shop. You carry his unconscious body in, before closing the door. He's an asshole, but he doesn't deserve to freeze to death after all.You walk out of the alleyway, expecting to just keep on, but the two children approach you. "Thanks, mister!" one of them, clearly the older boy of the two, says."Yeah, thanks," the smaller boy says."Don't mention it, kids. You need a place to stay?" They look to each other for a moment, before shrugging as if figuring "what the hell" and nod their heads. "Well, there's a shelter a few blocks that way." You point in the direction of the homeless shelter. "Only place on that street that's lit up. They'll let you stay there, even feed you."They turn to leave, but the older one stops and turns to you. "Say, you're a superhero, right?""Something like that.""Well, we overheard something a few days ago when we were in Chinatown. These guys were talking to each other and they were talking about a big shipment of drugs coming through on Christmas Eve at the docks. You can go stop 'em, right?"You nod. Looks like there was something big happening tonight. Thank God you decided to help these kids out, otherwise you never would've known. "See you around, kids. Stay safe." With those words, you race down to the docks.

DM: You try to grab the cutting board as he swings it at you, but the strength behind the swing manages to break one of your hands. You hiss in pain, swinging with your uninjured hand, but the man bats that hand away, spraining your wrist. Collapsing to your knees and biting your tongue to hold back a scream, you barely have time to notice him swinging the board at your head.You fall back onto the ground, light fading away before you pass out from the pain.

Player: I try and block his swing and take the cutting board away from him!

DM: The docks aren't as quiet as the rest of the city. A small ship has docked at one of the piers, and men are pulling crates off of the ship and loading them into a cargo truck. You count eight men in all, two of them are openly packing heat. You're not sure if you'd be able to take them all out in a fight, at least while there's still guns to account for. Then again, you've done it before, what's another time?There's still a good amount of crates left on the boat, so you have time to think things through.

Player: Tentar cacar
DM: Francisco não tinha habilidades de caça, mas mesmo assim decidiu se arriscar. Quando tentou capturar um pequeno coelho, este fugiu e ao persegui-lo Francisco se chocou com uma árvore e desmaiou.

DM: You head to the training room, which is basically just the living room. There's a squiggly lined solo cup in the middle of the coffee table, full of water with one leaf floating oddly in the middle. The cup is surrounded by doilies. Sensei always thinks about presentation. Sensei puts his hand on your shoulder and leads you to the table and has you sit down, criss-cross-applesauce, in front of the cup. You feel an overwhelming sense of importance about this whole thing. You shake a little. That leaf is totally staring at you! The old master paces the floor. "Put your hands around it, and focus all your Ren on that cup! There may be multiple paths for you to follow. Be strong. And then we wait..." His eyes become intense. "We wait for it..." Excitement bubbles inside you. "...Wait for...what?" He shrugs. Well, I guess it's time to find out!
Player: Okey Dokey!
DM: Yes! Test time! You put your hands around the cup awkwardly. You then realize that he never specified how, so what if you're doing it wrong? Ugh! As long as you can do your thing, it'll be great. You begin to apply Ren. But he never specified how, either...
Player: Eh. Whatever I do, however I do it will be fine.

DM: You choose the door to your right. It melts away to reveal a long hallway with many doors. You figure that your proximity to the two doors in the corridor caused some sort of interference with the BIOS system, so you jog down the hallway to put some distance between yourself and the corridor. About 200 feet down the hallway, the map sputters back to life. You check the map, forgetting that it isn't a physical object, and reach out to touch it. However, instead of your hands going straight through the map, it responds to your touch, recognizing that your hands are there. You experimentally stretch your hands, and it widens the map's image. Out of curiosity, you attempt to stretch the map from the top and the bottom, and it suddenly expands into a 3-dimensional image. The route you originally thought simply traced one floor actually spans many floors and leads to what appears to be the center of the building. You ask why the map is wrong. "The map is not incorrect. Maps may be manipulated by the user to display images in both 2D and 3D form. A change in dimension or size can be done at a user's request."It appears that escaping may be harder than you originally believed. You think you may be able to find a way out without going deeper into the building. Do you follow the map's directions, or go off without the help of BIOS?
Player: Escape on your own
DM: You decide to ditch the directions and try and find a way out yourself. You walk straight ahead, ignoring any doors that appear in the walls. You follow the halls until you reach a dead end with a door. Do you walk inside or turn back and search for another way out?

Player: I'll head straight in and start swinging.
DM: You rush forward at full speed, before jumping and delivering a leaping kick to the head of one of the men. He goes down like a sack of rocks, and you manage to not fall on your ass as you usually do when performing one of these things. You manage to take down one of the gun wielding men before the others notice, knocking him out with a chop to the head before taking his pistol and tossing it into the ocean.Before you can move onto the next man, the others finally notice you and shout. The other crook with the gun aims his pistol at you... But can't get a clear shot when the others start to swarm you. You explode in a flurry of wild kicks and punches, managing to take down a few before one of them hits you with a haymaker to the chest that manages to knock the air out of you.You stop to breath, falling to your hands and knees as you hastily gulp in air. The remaining criminals take the opportunity to beat you to a pulp until you're nearly unconscious. The one with the gun approaches you, shooting you in the stomach before rolling you off the pier and into the icy waters.It's freezing.Dark.What little life you have is rapidly fading, but maybe, just maybe, if you can reach the shore you can get out of this.But you can feel your strength fading... Would it be any use?
Player: No! I'm going to make it through this. I begin to swim, much as it hurts.

Player: The abyss sounds comforting. I let my strength fade as I close my eyes.
DM: You close your eyes, feeling the bone chilling cold engulf your body.It doesn't hurt.The water fills your lungs and before long you're no more.

DM: "Leave him alone." You say again. You don't have to look back to know Dean's glaring, but you do anyway. You meet the red eyes of Dean who is giving you such a harsh look that the thought 'if looks could kill' comes to your mind."It's for his own good. He's in huge trouble for helping you." Dean hisses.
Player: "There are laws in hell?" You ask.
DM: "There are laws in hell?" You ask completely stunned."Well, demons have laws of their own since we rule hell under Satan's name." Paul says.
Player: "How did you helping me break the law?" You ask.

DM: So there I lay. On the ground. Lost and shattered. Bleeding and helpless. I tried to scream, but nothing came out. I tried to move, but my body lay motionless I couldn't move or talk or laugh. I was nothing. But all stories have a beginning. And so does mine
Player: The Real Beginning
DM: It all started with a man and a women who I would call Mother and Father. 9 months in my mother's womb, I would come out. My parents didn't want to know my gender until I was born. I was born....
DM: "A boy, A wonderful baby boy!" my father yelped "He's beautiful." my mother mumbled in pain. We were happy. But it wouldn't be for long. My father would soon lose his job and become an alcoholic. My mother would have to work countless hours as a nurse just to scrap by. I spent most of my time alone.

DM: Growing up, I was a lonely child. I had no siblings and no friends. Unless you count imaginary friends. If so, I had one. Ana. She was a pretty blond girl with rosy cheeks and a bright smile. She came to me when I was lonely, which was pretty much all the time. She played with me and talked with me and sang with me. And she comforted me when I had a nightmare. We had so many wonderful moments together.

DM: "She's beautiful." my mother mumbled still in shock from the pain. My father was silent. "Isn't she?" my mother asked "I'm sorry, I just wanted a boy." my father sighed as he walked out of the room. This would be the same attitude my father always had towards me. He was there because he loved my mother, but not me. To add to this, my father lost his job and became an alcoholic. Even though my mother didn't want to, she was forced to work long hours as a nurse just so we could eat.
Player: My Child Life
Player: Choir
Player: Daisy
DM: "I found one!" I shouted. Ana turned and ran to me, eyes wide. "You did?" "Yeah, let's make a wish." We both closed our eyes and bowed our heads. "I wish for a new bicycle, I promise I won't break it this time." Ana laughed and whispered, "I wish that our friendship will never end, no matter the hardships." "That's a stupid wish" I pointed out. She looked disappointed. "We are already best friends!" I exclaimed. She wrapped her arms around me. I felt safe and happy.

Player: Divorce
DM: When I was 12, my parents decided that they didn't love each other anymore. So they filed for a divorce Because my father was an alcoholic, he wasn't allowed to have custody over me. I would live with my mother who was barely home and never see my father. I guess it still would be the same. I'd still have Ana and I'd still be a nobody at school. Life would be exactly the same.

Player: Teen Years
DM: Then came my rebellious teen years, constant mood swings and poor self-esteem.
Player: Party
DM: "Ana, Ana!" I exclaimed. "Yes?" She answered. " I was invited to a party!" I started She frowned. "There will be board games, food and a bunch of new people!" I finished. "I don't think you should go." Ana warned. "Why not?" "It's just dangerous, I'd rather you stay here with me." "Geez, your acting like my mom." "I just don't want my best friend to get hurt!" "You have to let me make mistakes and learn from them!" "Your not going!" "You can't stop me, you're imaginary!" She began to cry. "I'm going." I mumbled as I stomped away.

Player: Cyber-Bully
DM: "What's wrong?" Ana asked. "Look!" I shouted pointing to a laptop in which my Facebook page was on. She looked then came to sit down beside me. "They can be so mean." she whispered. I nodded my head and looked in her pale blue eyes. She looked just as sad as I felt. We put our arms around each other and cried our eyes out.

Player: Gone
DM: One day when I woke up, I called to Ana. She didn't come. I thought she was playing a joke on me so I called and called and called. She didn't answer. She always answered. Something was wrong. I looked everywhere. She was nowhere. I finally sat down on my bed and cried. She may have been imaginary, but she was my friend.

DM: I spent years searching for her and never found her. Finally I gave up. From then on my life was good. I had a great job and a loving family. I didn't need a stupid imaginary friend I had when I was a dumb child. So I forgot. Everything about her. Her name, our promise and our friendship. And I was fine.
DM: One night, got up to get a glass of water, when I felt something sharp pierce my spine. In a minute, it was gone and I was left on the floor. Bleeding and Helpless. I wanted to die. Why wouldn't I die already? Soon I saw a figure standing in the shadows. "Help me!" I shouted. The figure came into the light and I saw who it was. Ana. She was holding a bloody sword. Her long blonde hair was smeared with blood and her pale blue eyes were as red as a freshly picked apple. "You forgot, did you?" she asked although seeming to know the answer. " Forgot what?" "Our wish." "Oh" "That's it?" "What else do you expect me to say?" "It was the most important thing in our friendship and you just say 'Oh'?" "Oh." "But worry, you and I will be together soon, don't you worry." "I have gotten over you!" "I haven't!" "Don't you want me to be happy?" She went silent. " I never thought about that." "See, If I'm not happy it won't be the same." "Your right, but I still need you." With that she brings her sword down in my chest and pushes as hard as she can. Soon, I close my eyes and let my spirit go.

DM: You are a resourceful and adventurous person, and have always dreamt of becoming a hero and travelling all around Solinelia Island.You live in Alinagen, one of the four base villages spread across Solinelia Island. You have lived there your entire life, never setting foot outside of the borders of your home village. You parents forbade you from leaving, for the base villages are the only truly safe places on the island, and there are many dangerous creatures lurking outside the safety of civilisation. You have spent your days doing assorted jobs around the village, in exchange for information of the other parts of the island and also fighting and tools lessons, because you never know when something could come up. And unfortunately, today might just be the day.
Player: The Attack
DM: You are pulling out weeds from the front garden of Mrs Calamity in exchange for a lesson on weapons and their uses (Elderly Mrs Calamity actually used to be a great fighter in her day - who knew?) when it happens. A large shadow flits over your kneeling form, causing you to look up. A winged beast is circling the village! And another! And three more! What seems to be about a dozen of these strange creatures are flying over and around the houses. You stare up at them in wonder. You've never seen a real live creature before. One of them does a backwards somersault in the air and heads back toward you. It tucks in its wings and that's when you realise: it's about to attack you!
Player: Run into Mrs Calamity's house!

DM: "Mrs Calamity!" You scream as you sprint into her house. She is sitting on her couch polishing her sword, not the one she used to kill the great Kalaboshia of lore, but the one she used to carve sausages for that contest (man, those sausages were really good). "What in the name of sliced sausages do you want, child?" She says grumpily. Well, you did just barge into her home screaming like a maniac. "There are giant monster things outside trying to attack me!" You hear a earth shattering smash as the beast diving for you hits the side of Mrs Calamity's house. This seems to spring her into action. She jumps up, swinging her sausage sword with ease. "Well, looks like you're getting your lesson on weapons and their uses early! Grab that sword over there and let's go!" She then sprints out the door, shouting a mostly unintelligible battle cry. You pick up the sword which is inside her umbrella stand (which is surprisingly full of ordinary wooden sticks, except for the sword you took, of course) and follow Mrs Calamity through the remains of the front door.
Player: The Battle Of the Winged Beasts

DM: You dive into the thick weeds (never have you been grateful for overgrown weeds until now) and brace yourself as the creature crashes head first into the front door of Mrs Calamity's house, smashing it into oblivion. Oops. She yells, "What in the Arethians are you doing out there?"
Player: "Help! These flying things are attacking!"
DM: You run quickly around the stunned creature and run into the sitting room of Mrs Calamity's house. "Mrs Calamity!" You scream. She is sitting on her couch polishing her sword, not the one she used to kill the great Kalaboshia of lore, but the one she used to carve sausages for that contest (man, those sausages were really good). "I asked you, what in the name of sliced sausages do you want, child?" She says grumpily. Well, you did just barge into her home screaming like a maniac after destroying the front of her house with a supposedly evil winged beast. "There are giant monster things outside trying to attack me!" She replies with, "Well go fight them!" She doesn't seem to want to get up to help. "But they destroyed your front door!" Aah, much better. This seems to spring her into action. She jumps up, swinging her sausage sword with ease. "Well, looks like you're getting your lesson on weapons and their uses early! Grab that sword over there and let's go!" She then sprints out the door, shouting a mostly unintelligible battle cry. You pick up the sword which is inside her umbrella stand (which is surprisingly full of pink cotton candy, except for the sword you took, of course) and follow Mrs Calamity through the remains of the front door.

DM: You hold out your prong and prepare to stab the thing with the extra sharp end. You brace yourself.... Wait for it... Wait for it.... Now! You lash forward with the prong and actually manage to hit the beast with it. However this creature, surprisingly, has a hide much stronger than an ordinary weeding prong can penetrate and you are thus knocked off your feet and thrown back into the wall of Mrs Calamity's house. The creature rears back and lunges before you can regain your feet, and you are snatched up by the monsters huge jaws. If it helps, Mrs Calamity hears the crunching of your bones and comes outside with her sword to investigate, and on finding the beasts she promptly falls upon them and attacks with a fury, defeating every last one. Apparently, the creatures hide is not tough enough to withstand swords. After the creatures are dead, well, you will never be able to find out what happens, because, well, I hate to break it to you, but you are dead.
Player: I want another chance!

Player: There's a creature heading straight for you! Try to cut off its head!

Player: Go in Calamity Style!
DM: You decide to copy Mrs Calamity's way of entering a fight, as it looks like a good way to make you feel more confident going into battle. You yell out random gibberish at the top of your lungs and sprint outside, swinging your sword around like a crazy person. You hit monsters left and right, roaring and shouting all the while. Soon, you are surrounded by the tattered flesh of at least three creatures, and Mrs Calamity and the warrior dude are staring at you in shock. Maybe all that yelling was a little disconcerting....

DM: The Wanderer gazed upon the clocktower, now full of Men, then continued onward.
Player: Head to the Church

Player: Keep running and don't look back
Player: Back to Main Menu

Player: Yeah, I'll pass. Time for more action!

Player: Use your weeding prong to attack!

Player: Water
DM: You pick up the bottle of water and put it in your backpack. Well, that was boring.

Player: Wait... A puppy? In the fridge?
DM: Oh wait, sorry, it's not a puppy, it's a miniature sized purple polka dotted telephone booth. You can have it though. Here you go.

Player: Wonka chocolate

Player: Next...

Player: Bandages
DM: Some bandages to bandage up wounds and things. Plain white. Nothing of interest.

DM: Band aids solve everything! From paper cuts to skull deep head injuries, band aids have you covered! Ugh... My leg... But I put a band aid on the stump! It should grow back eventually!
Player: Um... Let's go back...
Player: Band Aids
Player: All done!

DM: You let out a petrified scream as the man pushes the blade down and straight into your neck, before pushing down on the hilt.

DM: "Mia! Mia! Wake up, sweetie!"You open your eyes and are immediately blinded by bright white lights. You raise your hand over your eyes to block it out, and see Gertrude standing above you."What... what happened?""Men broke into our house... they injected us all with drugs to knock us out, and... and they killed Datu. The bastards killed my husband. They could've killed any of us, and they killed him for no reason.""What?""They just killed him."You stare at Gertrude, feeling utterly helpless.
Player: Life goes on...

DM: You hit the blade, knocking it out of the path to your throat. You realize the blade is actually a syringe, and in your panic you assumed it was a knife. The masked man grunts in surprise as his jab is deflected, before he begins squeezing your throat, leaning in and staring at you seemingly now trying to choke you out rather than inject whatever foul substance he had into your neck.
Player: Go for his eyes
DM: You grab his face, pushing your fingers into his eyes and scratching at them."Argh!" the man roars, but he only squeezes your throat tighter. Your head begins to feel fuzzy, before your begin to black out.

DM: "I want Haste to take me to bed.""A, Haste isn't here."Haste then arrives in a blur and says "he's here. Where's the kid that needs rescuing?""There she is" Brute says and points at me.Haste and I go to my room and I lie down in my bed. Haste leans over me and says "so. What's the problem? Monsters under the bed?"I nod and he continues: "alright, so here's what you should do. Picture the monster in your head, alright? Then dress it up like a princess, with all the earrings and all the rest of it, maybe some girly slippers and a shiny tiara. The monster's not scary now, is he?"I shake my head and laugh."Right. Go to sleep now, and remember, the monster is as silly as you want it to be."Haste then leaves and I go to sleep.YOUR HEALTH: 100%

DM: You sit on a bunk bed in a large dormitory. Three other bunk beds are in the room, all shared by your new room mates. So far, you've gathered all their names, though you know nothing about them. First, there's Luc, a kid big enough to crush cars into cubes with his bare hands. His arm seems wider than your waist, though he's not exactly bad looking. Then there's Seamus, a long-haired boy fidgeting with his fingers, who in five minutes had the time to complain about the room, tell an off-color, vaguely racist joke and recount three different stories. You don't think you've seen him with his lips shut for more than three seconds. Standing in the corner is Shada, a youngish girl with a long scar across her forehead, another on her cheek and a large burn from her bottom lip down along her throat. She looks terrifying, but she seems friendly enough and quite excited. When you asked her what she was excited about, she said the prospect of "Killing and cutting and shooting and stabbing people", so maybe friendly wasn't an accurate descriptor. Finally there's Jesus, a boy who has a bionic eye just like yours. He seems vaguely creepy and hasn't talked much, but you doubt it's fair to judge a book by it's cover. Seamus, continuing to talk, seemingly refuting all you know about biology by not stopping to take a breath, slowly draws the others into a conversation. Soon, he turns to you. "Hey! Cyborg girl! Are you planning on joining in the conversation or are you just going to sit there?" he asks.
Player: Ignore them
DM: You lean back and lie on the bed, waiting."Well, somebody's bitchy," Shada says, before the group resumes their conversation.After a minute or two, there's a knock on the door."Lunch! Everyone into the canteen!" a voice screams.

Player: Plunge your ice axe into the mountain to try and stop your fall

DM: You walk over to the counter and lean against in nonchalantly, scanning the room. The lunch lady is serving food, the guards are busy watching the students size each other up, ready to step in and stop any fights that take place. You quickly jump the counter, grabbing three of the burgers and quickly sliding back over the counter. The lunch lady continues serving food obliviously, the guards don't seem to have spotted you, and the few other "students" here who saw it don't seem to be eager to rat you out. You smile, and walk with your meal to find somewhere to sit.
Player: Sit by yourself
DM: You sit down in an unoccupied corner of the canteen, and begin devouring your burger, tearing chunks off without even chewing. You quickly devour your meal, savoring every bite.After about a half hour, the guards begin rounding various groups of children up and giving them their schedules, before sending them off to various parts of the academy. You hear a nearby guard calling out a list of names."...John Tanoy, Mia Min-Taylor, Jonathan White, Parker Zhao, here's your schedules."The guard hands you a schedule. You look at it, wincing at some of the classes. "Counter Espionage", "Sharpshooting Training", "Rare Metal Study", "Drugs: Recreational, Combat and Enhancing", "Anti-Super-Human Combat", and much more. There's definitely a varied amount of classes, and you can learn anything from basic Math, Chemistry, Biology and other normal subjects to "Advanced Blade Combat" and "The Removal of Valued Organs from a Living Subject". You scroll down your list, and find that your first subject is "Small Arms Training". That'll be interesting.
Player: Head to "Small Arms Training"

DM: You look around for a potential mark. There's a girl who looks to be barely into her teens sitting quietly at the edge of her table with a large burger, a small boy sitting next to the giant super you saw earlier. Finally, there's a skinny kid eating by himself in the corner of the canteen.
Player: Approach the young boy
DM: You walk over to the young boy, and immediately begin flexing your muscles. You crick your neck, staring at him."Hello," he says nervously."Alright, let's make this quick. Hand over your food," you say, throwing your tray of grey mush onto the table."What? But it's my food!""Do I look like I give a fuck? Give me your food!""Is there a problem here?" the giant, muscled super sitting next to the young boy says."Stay out of it!" you snarl, trying to hide your nervousness under a mask of anger.You turn back to the boy, glaring at him."Now, give me the burger!" you snarl.A fist knocks into you, smashing you into the table."That's my brother, you bitch!" the giant monstrosity roars, before bringing his fist down on his nape, snapping your spine in two.

DM: You sigh, and stick your finger in the paste, before popping it in your mouth. Somehow, it tastes more like shit than shit itself. Anyway, time to find somewhere to sit.
Player: Sit with the supers
DM: You sit down between a heavily tattooed kid with a shaved head and a girl who seems to have bone spikes growing out of her elbows, shoulders, knees and wrists."Hey," you say, sitting down.The tattooed kid, who looks to be about seventeen, stares at you."You have powers?" he asks."No," you reply."Who said you can sit there, then?" the kid asks."Who the fuck said I couldn't?" you ask, attempting to appear threatening with limited success.The boy smiles."You have balls, normal. I'll give you that. Sitting down between me and a human cheese grater takes balls.""Fuck you," the girl says.The table quickly quiets down as none of the supers want to talk, and you slowly eat your shitty nutrition paste, shoveling it down your throat while trying not to taste it.After about a half hour, the guards begin rounding various groups of children up and giving them their schedules, before sending them off to various parts of the academy. You hear a nearby guard calling out a list of names."...John Tanoy, Mia Min-Taylor, Jonathan White, Parker Zhao, here's your schedules."The guard hands you a schedule. You look at it, wincing at some of the classes. "Counter Espionage", "Sharpshooting Training", "Rare Metal Study", "Drugs: Recreational, Combat and Enhancing", "Anti-Super-Human Combat", and much more. There's definitely a varied amount of classes, and you can learn anything from basic Math, Chemistry, Biology and other normal subjects to "Advanced Blade Combat" and "The Removal of Valued Organs from a Living Subject". You scroll down your list, and find that your first subject is "Small Arms Training". That'll be interesting.

DM: You walk over to the skinny kid, and immediately begin flexing your muscles. You crick your neck, staring at him."Hello," he says nervously."Alright, let's make this quick. Hand over your food," you say, throwing your tray of grey mush onto the table."What? But it's my food!""Do I look like I give a fuck? Give me your food!""I..." the boy stutters."Now, give me the burger!" you snarl.The boy nervously hands you his tray."Thank you!" you say, smiling.

DM: "Daddy!" Sara tugged eagerly at my shoulder and I felt a wide grin break across my face. So many years had passed from that beautiful day.So what if it was a dream?"Did she put you up to this?""Mm-hm." Sara couldn't tell a lie."Well, I guess I better get up!" Smiling back at her, I wonder for a second how long this dream will last."Daddy? You're not trying to doze off...are you?"Deep down, I know this can't be real."Of course not." Getting up with a laugh, I pick up Sara and Marley "I wouldn't miss this for the world.""But Daddy..." Sara pouted "Don't you miss her?"A chill went down my spine "What do you mean?"She bit her lip "I meant...don't you miss Mommy?"I can't even escape in my dreams, can I?

Player: No, Escape by Window

DM: Jade adjusted the eyes into the place she carved out, humming a quiet tune. She grabbed a nearby sewing machine, sewing a black dress, one that went to her knee caps. The wig Jade picked out for this doll was pretty in her opinion, a loose ponytail with a red ribbon where it tied. Jade then moved on to painting her skin and lips, adding extra details too (nail polish, freckles, shading, etc.)
Player: The doll you made >Brown<

Player: Defense
DM: He swings low this time, and you attempt to get behind him, but the blade connects with your side, It begins it's long and painfull journey to rend your torso in half, but as it begins, you take this chance to stab your blade into his throat, the blade may be thin, but there is one thing it is good at and thats jabbing, The blade is shoved into his throat up to the hilt, the other end of the blade is sticking out of the back of his neck, You twirl the blade and put an end to his life, but the momentum of his swing can not be stopped, and your body is sliced in half, Before you can even let loose a groan you fall dead to the floor.

DM: He says, "I was having an argument with him, because I believe I deserve a higher salary. He, on the other hand, disagreed."

DM: You decide to go to the game. You have some school spirit or something. Go Oakwood!You wander the bleachers for a bit looking for somewhere to sit.
Player: Go sit in the student section
DM: For some reason, you think you will fit in in the student section. While they might like you as a teacher, they don't particularly want to hang around with you. You attempt to make conversation with some of the students, but you are generally ignored. The game continues on and your school is doing quite well. Before you know it, it is half-time. You look around the stands a bit disgusted by the way your students are acting although you aren't too surprised. Below the bleacher, you can hear some students who are obviously making a lot of noise. By the repeated moaning noises, you are pretty sure you know what is going on down there.

Player: Shave the family pet
DM: Using a pair of scissors you stalk after the family dog. The dog growls at you and you give him the bag of popcorn kernels. The dog gobbles the kernels up. While he does so, you begin practicing your barber skills. You realize you're a student, not a barber, but you make a mess of the dog's fur coat. A bald patch here and there. It looks like it's diseased and it spooks the dog out and he flies into his dog house. You walk home, giggling.

Player: "Does the serum have any side effects?"
DM: "Yes. Many," the Doctor says.He doesn't offer anymore information.
DM: You turn to Shada, who sits next to you. She's drawn a knife, which she's balancing on her thumb by the point."Harsh thing about Jesus, huh?" you say."Meh. I didn't like him," Shada says, grabbing the knife handle and beginning to pick her nail. You look at Shada, and wonder if she cares for anyone, or if she just particularly disliked Jesus."Are you feeling funny? That shot's making me burn all over," Shada says."It died down for me," you reply."Really? Aw, fuck. If I pass out, just smash my head in. I don't want to end up in the hands of the old Doctor there.""Sure thing, Shada.""So, how does the whole pain rate work for you?""What do you mean?"Shada taps her knife against your bionic hand, the metal clinking gently against it."So, can you feel that?" Shada asks."Yeah."Shada scrapes the knife against your arm quickly."How 'bout that? Does it hurt?"You flinch slightly at the knife. It's an... interesting feeling. You can definitely tell something damaging has happened to your "hand", but it doesn't feel particularly bad. With the slightest application of willpower, you could let it happen again without flinching."Um... no? No, I don't think so."The speakers let out a short sound, like a bell ringing, and the Doctor waves nonchalantly for you to leave.

DM: You grin, before smashing your head into hers repeatedly as you roar. You smash her skull open, before stabbing into it with your new claw and tearing her head open. You toss it to the ground, laughing. You turn, sniffing the air, and burst forward. You tear apart and destroy werewolves with ease, even quickly finding the Alpha as it attempts to rally its troops. You burst forward, grabbing it by the jaw as it howls and tearing its jawbone clean off before smashing it into its skull. You hack open its chest with your claw before tearing its lung out and tossing it aside, before shoving the now dead Albino over.You look at the blood red moon above you, and feel true power.
DM: Demonic You stand under the gaze of the bloody moon, just as it disappears over the horizon as the sun rises behind you. The bloody carcasses of werewolves are around you, as you feel the adrenaline begin to stop pumping through you. You feel the first ray of sunlight hit you, but it doesn't burn. No, the real issue isn't the rising sun. It's the falling moon. Without the amplification of your power caused by the blood moon, your body simply isn't able to hold up against the strain of this demonic power. You drop to your knees, before resting your head on the furry carcass of the albino as your heart begins to fail and your body dies.Rather than the sounds of screaming and the feeling of flames licking your flesh, you hear birds chirp and feel the sun on your face, as you let go of life.

DM: The rest of the day is pretty easy. During combat drills such as Wrestling and Pragmatic Fighting, you notice you're acting much more effectively. You have more endurance, and your punch strength has increased by 40% according to the machines in the Gym. By the end of the day, you're left as exhausted as the previous days, but you've managed to fit in a lot more. That serum must really work. It was an interesting day. You've quickly found your strengths and weaknesses. You're seriously untrained and that puts you at a disadvantage, and you also lack the unfair, completely game-changing abilities of the Supers, but your instructors remark that you have talent that cant be thought, and your cybernetics are helpful. You have great eyesight, which increased to an incredible degree with your new eye. You have fast reflexes, you're relatively fit, you showed good results in a fire-fight simulation and you've proven to be fairly intelligent and quick to learn. Your new hand has helped your accuracy, increased dexterity and strength. Best of all, after a fencing lesson, both with and without rules, you find that you're by far the best with a blade. No criminal organization or combat training would teach swordsmanship, so you all went in there with no prior training. The day's been long and hard, and Jesus' death was brutal, but you only knew him a few hours, so it doesn't sting as bad. It's certainly not boring here. You suppose this is now your life.
Player: Head to your room...
DM: As you walk into your dorm, you feel like collapsing onto your bed without a word."How the fuck was this my fault? She was the one who did it!" Seamus complains."Don't throw me under the bus!" Shada says. "You suggested it. You're the one who snagged the poison ivy from the greenhouse.""My throat hurts like a bitch because of you," Luc says, rubbing his throat."Serves you right for eating salad," Seamus smiles, before being slugged in the head."Ow!" Seamus says as Luc punches him in the stomach.You climb into bed, placing your head on the pillow, as Luc switches off the light. As you close your eyes, you notice two bright, purple eyes open, appearing out of thin air.

Player: "What exam?"

DM: You say, "Yes, I have.", and take a flyer off the wall. You quickly read the flyer. Says something about a deer. You quickly turn it over and sketch a rough simple map, consisting of a bazillion made-up states and most of the street names. "Follow the dotted line," you say as you scribble, randomly pecking at the surface of the paper until you wonder what it is and decide to stop. "Here you go."You gingerly hand him the parchment and stroll away. Now, you wonder why you came here anyway.
Player: Probably for no good reason. Leave.

Player: You went over there and slammed his door hard with a snarl.

DM: 

DM: Enter a combination.
Player: up, up, down, left,

DM: "No, I'm fine." "What are you going to do?""I'm..."You stop. It's probably best not to tell them you're going to go steal from the Academy. Best to keep that fact on the down low."I'm going to go train.""Train? Why the hell do YOU need to train? You just have to give whoever you're up against the old one, two I'm a motherfucking cyborg, and you've won," Seamus says."I know, I know, but it's always best to have more training then less, right?" you smile."Alright, we will see you later," Luc says, with either a friendly or flirty smile.Now there's the very important question of what you should do in return. Should you smile back at Luc, make a...And the group's walked off. Fuck hormones.
Player: Head to the Doctor's Office
DM: You turn and begin walking along the academy halls. You pass a scale covered student who hisses at you with a forked tongue in some attempt to intimidate you, but you just keep walking. You don't have the time to deal with snake-men. You continue walking, until you reach the door to the doctor's office. You quickly knock on the door, before opening it."Hello? Doctor Griffith?" you ask.You swing the door open, revealing an empty office. There's a desk with a few pictures on it, a wardrobe, a desk and several metal filing cabinets. A pretty unassuming office.
Player: Start searching
DM: Well, time to search for the magic serum!
Player: Check the filing cabinets
DM: The filing cabinets are empty, except for files. You probably shouldn't be surprised.

DM: "No, I'm fine." "What are you going to do?""I'm..."You stop. It's probably best not to tell them, to keep the amount of loose ends short."I'm going to go train.""Train? Why the hell do YOU need to train? You just have to give whoever you're up against the old one, two I'm a motherfucking cyborg, and you've won," Seamus says."I know, I know, but it's always best to have more training then less, right?" you smile."Alright, we will see you later," Luc says, with either a friendly or flirty smile.Now there's the very important question of what you should do in return. Should you smile back at Luc, make a...And the group's walked off. Fuck hormones.
Player: Head to Mr DeVont's office
DM: You turn and begin walking along the academy halls. You pass a guard who raises an eyebrow suspiciously at you, but you just keep walking, and he doesn't follow. You have cheating to do. You continue walking, until you reach the door to the Mr DeVont's office. You quickly knock on the door, before opening it."Hello? Mr DeVont?" you ask.You swing the door open, revealing an empty office. There's a desk with a few pictures and a computer on it, a trophy rack containing a tattered, burnt cape, a long sword, a metal spine and a greenish rock. You sit down at the computer, turning on the monitor. It turns on, and you find yourself being asked for a password.Shit.You didn't plan this through, did you?

Player: Give up searching and leave
DM: This is pointless. The serum's probably not even here. You're probably too late to meet up with your friends, but you could still go train by yourself, or even try to switch around the names in Mr DeVont's office.

Player: Look around the office for hints to a password
DM: This is pointless. The serum's probably not even here. You're probably too late to meet up with your friends, but you could still go train by yourself, or even try to steal some of that super serum.

DM: You wander around some more until you run out of water
Player: Look Some More
DM: Soon Bucco trips over a rock and dies of old age.
Player: Funeral
DM: You cry for three reasons. One: Bucco is dead, Two: You can't find Level Four, and Three: You have no water.

Player: Check the desk
DM: You quickly dart over to the desk, your hands immediately grabbing the drawers that are part of them. You pause as you see what the pictures are of. The first is of a girl, who doesn't look much older then five. She's kneeling on a cold, concrete floor, wearing pajamas and covered in blood. Her mouth is stitched closed, and her eyes are just hollow, bloody holes.The second shows what you can vaguely identify as a human, or at least, what once was a human. Its limbs look more like thick, veiny and muscle covered tentacles, and dozens of bony lumps protrude from its skin, some breaking through causing a large amount of blood to drip from its skin onto the floor. It's face is contorted in a scream, massive, serrated teeth filling a cavernous mouth, with two tiny black eyes and no nose.The third is a smiling face of a wheelchair-bound girl, who looks to be about your age. Its both creepy, unnerving and sweet that the Doctor keeps a photo of what you presume is his daughter on his desk.You take a deep breath, and quickly search through the desk, but the drawers are empty except for a role of mints, a bottle of aspirin and to your surprise, a chew toy.

DM: There's several more matches, before it finally gets to you."Mia Min-Taylor vs Savian Monroe," the Doctor says."Oh, fuck," you mutter."Good luck, Mia," Luc says, patting you on the back."Oh, sweet Jesus," Seamus says. "Uh... avoid the acid, I guess? Good luck?""We'll be rooting for you, Mia," Shada says.Savian Monroe is a terrifying bastard. You don't know him well on a personal scale, but he has a reputation. Whilst he has super-human strength, his nickname comes from his other super power, the ability to spit a powerful acid, which quickly gave rise to his nickname, Sulfuric. You've often seen signs of his work, holes in metal tables and chairs from spitting. Without a doubt, he'll be a tough bastard to take down. For fuck's sake, he's already gotten the super-villain moniker down to a tee.Sulfuric hops up, and eagerly strides down to the arena. You're going to need to know how to handle him. This will be a hard fight. Any misstep will lead to death. You take your position on your dot in the circle, and raise your fist. You watch as the Doctor readies his bell. You stare at Savian, who has a shaven head, bulging muscles and spit dripping from his jaw onto the floor, where it sizzles as it burns through the wood.The bell rings.
Player: Charge towards the melee weapons
DM: You charge towards the melee weapons, rolling out of the way of a stream of acid. You reach the weapons rack, but Sulfuric is right behind you. You see several wooden batons as well as the electro-swords.
Player: Grab an electro-sword

Player: Keep searching
Player: Check the wardrobe

Player: Try "Silkworm"
DM: Tap tap tap, and... nothing. Fuck.

DM: You charge toward him, as Sulfuric charges. Sulfuric spits a stream of acid, and you roll out of the way. You dive upwards and swing, punching him in the jaw with the full cybernetic strength of your bionic arm. He stumbles backwards, before raising his fists as he snarls. You can try to take him down quickly with pure aggression, or keep your distance and wait for his weakness to appear.
Player: Keep your distance

DM: You sprint towards the guns as quickly as you can. You hear Sulfuric's breathing behind you as he gives chase like a frenzied animal. You continue running as fast as you can, your cybernetic eye whirring as it narrows down on a pistol pre-loaded with rubber bullets. You pass the melee table, quickly grabbing a wooden baton and flinging it at Sulfuric. It slams into him and he stumbles, giving you the time to continue sprinting towards the table. You jump, sliding over the weapons table and knocking the weapons to the floor. You grab the pistol, and raise it, aiming at Savian's chest. You fire off several rounds, as they slam into Sulfuric, knocking him to the floor. He groans, before launching a stream of acid at you. You roll out of the way. Sulfuric quickly stands, preparing another acidic spit burst.
Player: Open fire
DM: You open fire, the rubber bullets smashing into Sulfuric, one hitting him in the head as and snapping his neck back so the acidic spit misses you. He collapses backwards as your gun clicks empty, so you toss it aside and quickly grab one of the rifles. You fire at his chest and he groans, before pointing it, blank-range at his head, and firing. His head snaps back again and slams into the hard wood floor, and his eyes go dull. The Doctor strolls forward, drawing a syringe, wearing heavy plastic gloves. He grabs Savian's head, holding his jaws shut to prevent spitting as he jabs the syringe into his arm. He pushes down on the plunger, and lifts Sulfuric up into the air and throws him over his shoulder, walking off. You stand, and slowly make your way back to the seat.

DM: You open the wardrobe, and find dozens of lab coats hanging from coat hangers. You quickly check them, finding dozens of the syringes."Yes!" you mutter under your breath, grabbing one of the syringes.You don't want to take risks, so you'll only take one. You don't want to OD from this stuff. Best case scenario, you die. Worst case, you live long enough for the teachers to send you to the medic. You slide the syringe into your pocket, and quickly exit the office. You except to see the cold, unemotional face of the Doctor waiting on the other side, but thankfully, he's not there. You walk along the hallways, and immediately enter the nearest bathroom. You push the stall doors open, finding them all empty. You sit on the toilet, take a deep breath and jab the needle into your arm. You press your thumb down on the plunger, taking a deep breath. You feel the burning feeling return, this time amplified. You struggle not to scream, as you feel fire running through your veins. Fuck, it'd be easier to inject petrol. You let out a sigh of relief as the pain ends, quicker than the first time. You grab the syringe, dumping it in the back of the toilet. You stand, shaking your head. You look in the bathroom mirror, staring at your red, flushed face. You splash water on yourself, before running your fingers through your hair. You open the bathroom door, walking outside. Probably best to go train, see how this extra boost of serum works.

DM: You type in "Apple", but it doesn't work. To be fair, you wouldn't make the password to your computer some random thing in a desk.
Player: Try "Rotten"
DM: You type in "Apple", but it doesn't work. If you wouldn't make the password to your computer some random thing in a desk, why would you make it a descriptor of some random thing in a desk.

Player: Try "Apple"

Player: Try "Silky Fur"
DM: You type in "Silky Fur", wondering if it is relevant, or perhaps a reference to a secret Easter egg.

Player: Try "Mona Lisa"

DM: You type in "Wolf", but sadly, it comes up as "Incorrect Password".

DM: You grab a wooden baton and twist, swinging it at his head. You slam it into Savian's head, and he stumbles backwards, blood sprayed onto the floor. He growls, and charges forward. You swing your baton again, and he grabs it. He snarls, tearing the baton from your hands and breaking it over his knee. He steps forward, swinging his fists at you.Shit, your weapon is gone. You need a new tactic. You can try to take him down quickly with pure aggression, or keep your distance and wait for his weakness to appear.

DM: You take a seat in the crowd, and watch the few remaining few matches take place. Eventually, the Doctor drags the last combatant off, and the exam finishes. Mr DeVont stands in the center of the circle, clenching a microphone in his hand."Students, we have finished. Your numbers have been cut in half, but you've proved yourself. Your training will get harder, but you will grow stronger. You're dismissed. Have a good night."You stand, walking down the bleachers towards the exit. You've had a long day. Thankfully, you're not too wounded because you mainly used firearms, so you don't need to head to the medical bay. No, you're heading straight towards bed.

DM: "I... was cheating on the exam.""Cheating on the exam? How?" Doctor Griffith asks."I swapped the names of one of the weaker kids with my opponent," you admit."Clever. You were quite successful, for the most part. Unfortunately, you've found yourself in a dire position. I suppose you're no doubt wondering what will happen you? Looking desperately for a way out. Well, I'm glad to say there is one," the Doctor says."What... what do you need me to do?"Doctor Griffith stares at you, his eyes dark and piercing. Even though he's at your throat, his face doesn't show any signs of amusement. You still don't think you've ever seen him smile."I need you to... do me a favor."Well, realistically that can only lead one very awful, creepy way. You stare at the man, trying to keep the terror from your face, wondering what to do.
DM: "No," you say."No?" he asks, not showing any surprise on his face."No, I'm not doing... whatever you want me to do.""Interesting decision. Well, I suppose I... "respect" your bravery. I'll reward it. I'll grant you the privilege of immediate expulsion."The Doctor draws a syringe, jabbing it towards your neck. You attempt to react, but the needle stabs into your neck. You gasp, as the Doctor tilts his head, staring into your eyes. "By the time you wake up, the amnesiac will have been put into effect. You'll remember nothing, so you can never give our secrets away. But I hope, in some dark corner of your mind, you remember these eyes. I truly hope they scare you."With those words, you go dark, and collapse to the ground.

DM: "Nothing, Doctor. I swear. I was just looking for the bathroom," you say. "You've made a very... interesting choice. For sneaking around in the office section, I think a punishment is in order. Immediate expulsion."The Doctor draws a syringe, jabbing it towards your neck. You attempt to react, but the needle stabs into your neck. You gasp, as the Doctor tilts his head, staring into your eyes. "By the time you wake up, the amnesiac will have been put into effect. You'll remember nothing, so you can never give our secrets away. But I hope, in some dark corner of your mind, you remember these eyes. I truly hope they scare you."With those words, you go dark, and collapse to the ground.

Player: Try "Wolf"

DM: "Yuraf Hussein. He's a seventeen year old student here. He'll be expelled any day now. for his crass and rude behavior, but his body is... I need you to coat his retainer in this."Doctor Griffith takes out a small bottle of an unknown liquid, handing it to you."Why?" you ask."His room is in Dorm 13. His bed is first on the right, top bunk. Get it done and your debt to me is finished. We won't have to talk again. Now, are you going to get it done?"
DM: "No," you say."No?" he asks, not showing any surprise on his face."No, I'm not doing to drug a kid so you can... do whatever the fuck you want to do.""Interesting decision. Well, I suppose I... "respect" your bravery. I'll reward it. I'll grant you the privilege of immediate expulsion."The Doctor draws a syringe, jabbing it towards your neck. You attempt to react, but the needle stabs into your neck. You gasp, as the Doctor tilts his head, staring into your eyes. "By the time you wake up, the amnesiac will have been put into effect. You'll remember nothing, so you can never give our secrets away. But I hope, in some dark corner of your mind, you remember these eyes. I truly hope they scare you."With those words, you go dark, and collapse to the ground.

DM: You charge towards the melee weapons, rolling out of the way of a stream of acid. You reach the weapons table, but Sulfuric is right behind you. You see several wooden batons as well as the electro-swords.
DM: You grab an electro-sword, swinging it around as you turn the electricity on. The electro-sword smashes into Sulfuric's head, sending him toppling to the floor. He lets out a pained groan, before sending a spurt of acid at you. You sidestep the acidic blast, as Savian jumps back onto his feet with a roar. You swing your sword again, but he ducks and slams his fist into your chest. You stumble backwards, blindly swinging your sword at him. Your sword smacks into his nose as he lets out a pained yelp, before snarling."You're fucking dead, cockroach!" he roars. "This ends now!"You jab your sword again, but he sidesteps and swings with all his might.
Player: Duck and tackle him
DM: You charge forward, ducking under the punch and tackling Sulfuric. He laughs, spitting acid onto your back, face and head. You scream in pain as you feel the acid burning through your flesh and into your skull."AH!" you scream desperately."Monroe! Le..." someone shouts in the distance.Monroe roars, grabbing your neck. You see, through your acid-damaged eyes, a blurry smile, before he breaks your neck.

Player: Grind Muscle into the street.
DM: I sprint at Muscle, ram him, grab around his waiste and we both crash into the street, causing it to crack and we fall down into the sewers. He immediately grabs around my head and headbutts me, and then tries to aim the gun towards my head. I grab the hand holding the gun, preventing him from aiming it at me before kneeing him in the stomach. I then stand up, pick him up and punch him in the stomach. As I do, I feel his ribs and spine crack and a few of his organs go flying out of him. HEALTH: 95%

DM: You decide not to trust the weird talking wolf, and go the complete opposite direction from her, towards the hills. The terrain was very rough, and hard to climb over, but no matter how long you walked (and you walked for quite a while), you didn't seem to tire. Eventually you found an old gravel path, and decided to follow it. The path wound around the valleys of the hills, so the path was relatively flat, but a little winding. Soon after the sun began to set, the path crossed in front of a giant tower. The tower shot up into the sky, high above the clouds, until it couldn't be seen anymore. The path kept going though, leading to a lake in the distance. Though the tower was intriguing to you, the lake seemed to feel odd to you as well. What to do?...
Player: Go to the tower
DM: You decide to go to the mysterious tower. Inside the tower, it turns out it isn't more then a lobby with an elevator. The walls are made of cobblestone, and the floor is hardwood. Nothing stands out, except for the elevator door, and call button, which are modern stainless steel. You press the call button, which is conveniently close enough to the ground for you to bop it with your nose, and hear a tone, before the elevator doors open. Inside the elevator you gasp at the size of the number panel. To begin there're not any numbers on the panel, but instead weird words. The one that is lit up at the moment says 'Vanvid'. The panel can't even be called that, as the buttons span across the entire elevator, along all the walls, and even the ceiling. Among the millions of buttons are ones like 'Terra', 'Marte', 'Anthrova', and 'Gnirdrev', to name a few. Two buttons stand out to you. One says 'The End' and another says 'The Master'. These two intrigue you, because they are the only ones where the writing is black, instead of red like all the others. You decide to go to one of these floors, but which one?

DM: You reach for the electro-sword, but Sulfuric slams into him, sending him to the floor. You roar, kicking him in the leg and he falls backwards, but not before spitting a stream of acid at your leg as it immediately begins to burn. You let out a scream as your leg begins to sizzle. Sulfuric grabs your burning leg and twists it, breaking your ankle. You scream and punch him in the mouth with the full force of your bionic fist, breaking his nose. He lets out a desperate scream, falling backwards, before launching a kick at your broken leg. It slams into it, and you scream, your vision going hazy. He launches a kick at your head, slamming it into the floor, and immediately the world goes fuzzy. You groan, staring up at him as he prepares an acid spit."Monroe! She's not getting up!" Sgt Doyle shouts.Savian snarls, before spitting off to the side. You watch as the Doctor strides towards you, dropping to a knee and jabbing you with a syringe."Ah... Doyle stopped Monroe... what a pity. I very much hoped to see your acid burns. Time to prepare the amnesiac."The world fades away.

DM: Your life blood seeps from your wounds as your Endurance drops to zero. Remember to check your character sheet often to prevent this in the future.THE BREAKDOWN: 0 out of 100: Your level of psychosis0 out of 10: Your psychedelic state0 out of 100: Your level of sobrietyYour total score is 0 out of 1000Your title is "Dead as a Doornail"
Player: Your adventure ends here. At the moment of your death, a symbol crumbles and the multiverse shudders in agony.

Player: Block his swing with your electro-sword
DM: You attempt to block his swing, but he batters his electro-sword out of your hand, sending it spiralling away. He roars as he swings his fist at you. Sulfuric spits a stream of acid that hits you in the face, and you scream in pain as you feel the acid burning through your flesh and into your skull."AH!" you scream desperately."Monroe! Le..." someone shouts in the distance.Monroe roars, charging forward and grabbing your neck. You see, through your acid-damaged eyes, a blurry smile, before he breaks your neck.

DM: You stand at the shooting range, aiming your rifle at the target far down the line. Dead Eye has set up a miniature shooting course for the students. You're up last."Wait..." Dead Eye says. "Line up your shot. The course doesn't start until when you pull the trigger."You line up your shot, look down the sight... put your finger on the trigger... and pull the trigger.BAM!The bullet slams into the bullseye, but you don't have time to check the accuracy. You sling the rifle over your back. You pick up the assault rifle in front of you, twirling around and fires several bursts of bullets, all of which hit the rapidly approaching targets on a rail. You continue firing until the gun clicks empty, before slinging it over your shoulder again and running forward to the final target, three rapidly moving punching bags. You draw the sawn-off shotgun in your side holster, firing at the first two before dropping it, finally drawing your revolver and unloading it into the third bag."22 seconds. Not bad, Mia. Let's check your accuracy," Dead Eye says, strolling along between the targets. "Impressive. Well done, Mia. You'll be meeting with me to train every day from now on."Dead Eye steps back, turning his attention from you to the rest of the group. "You'll all be expected to train and work hard. I need killers, not kids. I have high hopes. They'll be a... minor test of abilities tomorrow. Now, class dismissed!"
DM: A head explodes next to you as you duck lower, avoiding machine gun fire."I was going to go generic "Kill the terrorist,"," Dead Eye's voice says as it comes from everywhere. "But We Were Soldiers last night, so..."You roll out of the way of an incoming mortar, and grab your M16."Capture the hill, people! First one to reach the top gets... something. I'll decide later."You aim your rifle, peering at the Viet Cong charging towards your position. You open fire, as bullets thud into them. They collapse to the ground, bleeding. You hold the VR rifle tightly, as you peer at the holographic trees that surround you.

DM: You take a seat in the crowd, and watch the few remaining few matches take place. Eventually, the Doctor drags the last combatant off, and the exam finishes. Mr DeVont stands in the center of the circle, clenching a microphone in his hand."Students, we have finished. Your numbers have been cut in half, but you've proved yourself. Your training will get harder, but you will grow stronger. You're dismissed. Have a good night."You stand, walking down the bleachers towards the exit."Ms Min-Taylor, wait up a moment, would you?" the Doctor asks."Uh... sure," you say, wincing as you turn and walk towards the Doctor.He watches as the rest of the children file out of the arena. The last child leaves, ushered out by the teachers, leaving only you, the Doctor and Mr DeVont. The Doctor strolled towards Mr DeVont."Sir, I'm about to deal with the losers of the exam. I'm wondering if you've reconsidered," the Doctor asks."No, Doctor Griffith," Mr DeVont replied. "Our serum could be made 120% more effective and 2000% cheaper for the foreseeable future if...""No, Doctor Griffith. I have my limits.""So be it," the Doctor says.Mr DeVont turns and strolls off after the children, leaving you and the doctor alone."Shall we skip straight to the point, or shall we play the ignorance game?" he asks.
Player: Play the ignorance game
DM: "I don't know what you're talking about.""Really? That's the card you want to play? I have footage of you breaking into my office and stealing my serum. You can admit it now, or pay the price."
Player: Plead ignorant

DM: You reach for the wooden baton, but Sulfuric slams into him, sending him to the floor. You roar, kicking him in the leg and he falls backwards, but not before spitting a stream of acid at your leg as it immediately begins to burn. You let out a scream as your leg begins to sizzle. Sulfuric grabs your burning leg and twists it, breaking your ankle. You scream and punch him in the mouth with the full force of your bionic fist, breaking his nose. He lets out a desperate scream, falling backwards, before launching a kick at your broken leg. It slams into it, and you scream, your vision going hazy. He launches a kick at your head, slamming it into the floor, and immediately the world goes fuzzy. You groan, staring up at him as he prepares an acid spit."Monroe! She's not getting up!" Sgt Doyle shouts.Savian snarls, before spitting off to the side. You watch as the Doctor strides towards you, dropping to a knee and jabbing you with a syringe."Ah... Doyle stopped Monroe... what a pity. I very much hoped to see your acid burns. Time to prepare the amnesiac."The world fades away.

DM: You remember how Luc acted yesterday, and what led to his downfall. Sulfuric's making the same mistake, and you won't give him nearly as much mercy. You side step his swing as he roars, almost toppling over as his punch fails to land. You grab his neck with your bionic hand and squeeze your metallic fingers around his throat. He grasps, and you him full force to the ground, head first. He flies into the ground, his head smashing into the floor. Teeth fly everywhere as blood splatters your pants. The Doctor strolls forward, drawing a syringe, wearing heavy plastic gloves. He grabs Savian's head, holding his jaws shut to prevent spitting as he jabs the syringe into his arm. He pushes down on the plunger, and lifts Sulfuric up into the air and throws him over his shoulder, walking off. You slowly make your way back to the seat.

Player: Sneak around through the trees
DM: You head quickly into the trees, avoiding machine gun fire as the large caliber bullets explode as they hit the trees around him, sending splinters everywhere. You stay low, skirting around the underbrush. You see a group of NVA approaching, and you raise your rifle and fire. You take down three, but the rest fire. You feel an electrical shock go through you and you collapse backwards.

DM: "OK," you say, nodding."You've stolen my serum, haven't you?"You nod slowly, not making eye contact. "Ah. I'm glad you're being straight with me. This will save us both some time. I could very easily have you drugged, given an amnesiac and sent back to the shit-hole you crawled out of for your cheating. You invaded the sanctity of my office and taken my serum. I could send you home, but what would that do? Waste your potential and lose me the serum invested in you. The rules are simple. You can... assist me in some of my work, and I won't tell a word. To keep you around, I'll make sure to augment you as time goes on. With my help, you'll make the greatest of Super-humans look like children compared to you. If you don't, I'll have you expelled for cheating."

DM: "I swear to God, I don't know what you're talking about," you say."Fine," the Doctor says. "I'm sure when I drain you of your blood, I'll find it serum-free."The Doctor draws a syringe, jabbing it towards your neck. You attempt to react, but the needle stabs into your neck. You gasp, as the Doctor tilts his head, staring into your eyes. "Enjoy your sleep, Mia. Pray you don't wake up. Because if you do... I'm going to turn you into so horrifying that the God that looks over you will turn away in disgust."With those words, you go dark, and collapse to the ground.

DM: You sprint towards the melee weapons, as does Daniel. You quickly reach the table, grabbing a wooden baton. You swing it at the approaching Daniel, smacking him across the head and sending him sprawling to the ground."Well, that was easy," you mutter aloud.The Doctor strolls forward, jabbing a syringe into Daniel's arm. He pushes down on the plunger, and lifts Daniel over his shoulder, carrying him off. You slowly make your way back to your seat.

DM: You grab the radio off a nearby soldier whose throat has been blown out, grabbing the phone and putting it to your ear."We need heavy artillery support North of my location. Repeat...""Mia, don't be stupid. I'm running this simulation. Just say "Bomb the bad guys".""Bomb the...""Yeah, I get it."You see a plane overhead diving towards you, dropping dozens of bombs. Explosions tear through the soldiers in front of you, leaving it open.
Player: Sneak through the trees
DM: You head quickly into the trees, avoiding machine gun fire as the large caliber bullets explode as they hit the trees around him, sending splinters everywhere. You stay low, skirting around the underbrush. You see a group of NVA approaching to take control after the area in the wake of your artillery attack, and you raise your rifle and fire. You take down three, but the rest fire. You feel an electrical shock go through you and you collapse backwards.

DM: "No. I won't join you. You're sick. You're a monster," you say."Interesting decision. Well, I suppose I... "respect" your bravery. I'll reward it. I'll grant you the privilege of immediate expulsion."The Doctor draws a syringe, jabbing it towards your neck. You attempt to react, but the needle stabs into your neck. You gasp, as the Doctor tilts his head, staring into your eyes. "By the time you wake up, the amnesiac will have been put into effect. You'll remember nothing, so you can never give our secrets away. But I hope, in some dark corner of your mind, you remember these eyes. I truly hope they scare you."With those words, you go dark, and collapse to the ground.
DM: "Mia! Mia! Wake up, sweetie!"You open your eyes and are immediately blinded by bright white lights. You raise your hand over your eyes to block it out, and see Gertrude standing above you."What... what happened?""Men broke into our house... they injected us all with drugs to knock us out, and... and they killed Datu. The bastards killed my husband. They could've killed any of us, and they killed him for no reason.""What?""They just killed him."You stare at Gertrude, feeling utterly helpless."How long have I been out?""You were gone for over a year, Mia! Do you not remember what happened?"You shake your head, scared and confused.

DM: You burst into a sprint towards the gun table, as Daniel quickly breaks into a sprint behind you. You quickly reach the weapons table, grabbing a rifle and spinning around, dropping to a knee and aiming. You pull on the trigger repeatedly, but none of your shots land. Daniel dives forward, grabbing a pistol and aiming. You reload, before a rubber bullet hits you dead on in the face. You yelp and collapse backward, before several more shots slam into your head. Your world goes black and fuzzy as consciousness tries to leave you.You watch as the Doctor strides towards you, dropping to a knee and jabbing you with a syringe."That was pathetic. Ah well, I'll ready the amnesiac," the Doctor says to you.The world fades away.

DM: "What happened to the picture?""What picture?" the Doctor asks."The one of the young girl. Your daughter, I guess?"The Doctor stares at you, perhaps confused or even amused, but never showing it."Oh yes, the girl, Caitia. She wasn't my daughter. I adopted her from an orphanage in Munich. She had a beautiful nervous system. I haven't taken a finished picture, but I'm wiring her nervous system into a car. If I'm successful, I'll be able to create a human-car hybrid, hopefully.""Did she need to be a child?" you ask nervously."I like the sound of their screams. It's like birds singing," the Doctor says, motioning for you to go inside his hidden room.
DM: You walk inside, finding a small lab. There's an operating table, an IV drip, several cabinets filled with various medicines and a dentist's chair."Strip" the Doctor commands.You nod, pulling off your shirt and unclasping your bra. The Doctor stares at you, his eyes bored and dull. As you pull down your shorts and underwear, before yanking off your socks and shoes, he taps the operating table."Lie down," the Doctor commands again.You sit up on the table, lying down. The doctor pulls a cooler from one of the cabinets, opening it and looking inside."This is going to be an extensive surgery, Mia. I've cleared your classes today. You'll be under for a few hours.""Don't surgeries take much longer and have time afterwards for healing?""Only if the patient''s safety is top priority, and only if you're not as good as me," the Doctor says. "What are you going to do to me?" you ask."I'll increase the size of your adrenaline gland. I'll operate extensively on your nervous system, using what I've learned from Caitia. I'll use the serum liberally to increase the size of your muscles, then the density. Then, I'll begin doing things your tiny brain can't imagine. Now, quiet."The doctor jabs a needle into your arm, and stares into your eyes."Sleep tight," he says.

DM: "We are about to head over to your location, and we have transport. Over and out." "Roger. Good luck." Came the reply.
Player: To the school!

DM: "The year is 1915. You are a unit of Australian soldiers attempting to capture Gallipolli from the Ottoman Empire. Your objective is to get off this beach and capture a nearby artillery site to allow your boats to move forward. There's a machine gun post just up the beach pinning you down. You need to work together as a unit to survive," Sgt Doyle's voice booms out of the clouds. You hold a rifle, lying on the stony beach as your stare up at the machine gun post."So, what's our plan?" Luc asks."None of this is real. Surely we can just leave, right? Get out of the VR simulation and..." Seamus says, before yelping."There's electrodes attached to your neck that will go off when you die. That was level three. It's on ten for death.""Oh, for fuck's..." Shada says. "Alright, we need to think. What's our plan?""There's a machine gun post up the hill. We need to take it out, and then the artillery post will be easy to take out," you say."That's a goal, not a plan, cyborg," Shada says, lowering her head as the bullets slam into the stones that have been hastily pushed up into a wall.You have multiple plans. You could try charge them, using superior numbers to wipe them out. You could charge sideways by yourself, causing a distraction to allow Seamus a change to snipe the gunner with his rifle. You could just lob grenades at the machine gun post, which would work to some degree. Finally, you could just spread out, using your rifles to take out the gunners, and play that odds that you're not getting wiped out.
Player: Charge them

Player: Look at the next pitch

DM: When you come tol, you're still lying on the operating table. You have dozens of stitches across your chest, where the Doctor presumably operated on you. The Doctor stands in the corner, washing his instruments in medical alcohol."Did it work?" "Yes," the Doctor says, not even turning to look at you. "It's past midnight. You should get to bed.""Don't I need... medicine, or something? They don't just let you go home after major surgery?""I don't care what "they" do. I'm telling you to go to bed."You nod, standing up and picking up your clothes. You get dressed, and leave the lab. You quickly walk along the hallways. There's a few guards stationed, but none of them bother you, presumably on orders from the Doctor. You arrive at your dorm, and push open the door. Luc snores loudly from his bunk, Seamus is sprawled out across his bed while Shada is fast asleep in her bed. You climb into your bed, lying down, quickly falling asleep.
DM: The first class of the day is Hand-to-Hand Combat, with Dead-Eye instructing. You watch as one student ducks under another's swing, before stepping up and head-butting him. He collapses onto the ground, clutching his nose, as Dead-Eye nods."Good. The head is as much of a weapon as the fists and feet.Do whatever it takes to win. Go for the eyes, throat and crotch next time, that fight could've been over sooner. Alright, let's see someone else. Mia, Gu. Let's see a fight."A massive, heavily muscled student, who you're surprised isn't a super, steps forward."Now, you might think Mia's ultimately fucked here. She's facing a bigger, stronger opponent, who's been equally trained. We'll let them fight it out, but then we'll have the group think about how Mia could've beaten Gu."You step forward, raising your fists. Gu strides forward confidently."Just say if you want to stop," Gu says."Same to you," you reply, as Gu chuckles."Alright, go!" Dead Eye yells.

DM: You lie in bed, listening to the snoring. Luc's loud snore shakes the room, signifying his sleep, while the drool covering Seamus' pillow tells you he's asleep. You wait until you hear Shada's soft, gentle breathing, before you slowly creep out of bed. You hurry into the hallways, quickly arriving at the Academy''s database. You spot a guard leaning against the door frame, clearly only barely holding off sleep. Time to act.
DM: You dart forward, wrapping your hands around his neck before his sleep-deprived mind can react. You squeeze, clamping down tightly, as you force his head downward so he doesn't get a look at you."If you admit you got jumped by a student, you'll be fired," you say, while attempting a different voice.Hopefully, that convinces him. He slumps into unconsciousness. You know that he won't regain consciousness for a while, and it'll take another ten minutes of strangling to kill him. Time to work.You hurry inside. You see a locked computer screen, and walk over to it, sitting down. Thankfully, you know enough about hacking from your many classes for this to be easy. You quickly get to work. The password protection system is very easily surpassed, and you access student records, scrolling down to yours. You find your various "F" subjects, and quickly upgrade them to "C"'s and "B"'s."Perfect," you mutter. "You'd never get a "B" in Hand-to-Hand," a voice says.Shit.You turn around, to see Void standing there."Well, somebody's up to no good, isn't she?" Void smiles.

DM: "I'll cause a distraction, and all three of you can snipe," you say."Seamus is the only one here who can sniper," Luc points out."I'll take them out no bother," Seamus smiles, patting his rifle."Ok, ready?" you ask."Ready. Three, two, one, go!" you bark.You break away from cover, sprinting along the beach. The machine gun crackles as bullets slam into the rocks around you, as you hear rifle fire. Suddenly, the machine gun fire stops. You tilt your head, without stopping running, and see that the machine gunner's been killed."Good work, kids. We're finished here. Take off your helmets," Sgt Doyle shouts from the clouds.

DM: You pull out your stick grenades, pulling the pins and tossing them. The rest of you fling grenades, but none of them land within the explosion range of the machine gun post. You quickly run out of grenades, and there's a moment of silence."Your idea sucked, Mia," Shada says.Well, time for Plan B.
Player: Spread out and play the odds
DM: "I say we spread out quickly and play the odds," you say."I'm big and slow. I don't fancy my odds," Luc says."Fuck it, I'm small and fast. I like my odds and we don't have a better plan. Let's do it," Shada says. "Three, two, one, go!"Shada bursts forward, running along the stones. You start running in the opposite direction. The machine gun blazes, and you collapse to the ground, as electricity buzzes through you. You fall to the ground as the shock overtakes you, yelping in pain."You're finished, kids. Take off the helmet."

Player: Pretend you didn't see and continue to lunch
DM: You don't care what happens to him. Whatever, he probably deserves it, and you definitely aren't going to risk anything to save him. You continue onto lunch. A few minutes later, Jaxon comes into lunch with a few bruises but otherwise appears to be fine. Part of you again wishes that he had gotten it a little worse. You walk over and sit at the teacher's table. Coach Davis is the only one there at the moment might as well start a conversation with him. Oh never mind, he already started it."Are you going to the football game tonight," he asks."Oh, I don't know. I hadn't really thought about it," you respond with a shrug."You should come out and support the kids. Boy, I can't to see Lynch in action. It isn't everyday that you get to see a middle schooler playing varsity. It's just incredible," he exclaims."Wait, he plays varsity and he's in my class?" you question in disbelief."Yeah, that kid has one hell of an arm," Davis says as he takes a bite out of his hotdog, the relish running out of the sides of his mouth.
Player: Continue talking to him
DM: "Anyway, I guess I will be going to the game tonight," you say casually."I'll see you there then, huh?" he replies."Yeah, sure," you say as you then get up and leave, "I'll see you. I need to go grade.""Sure thing. Good luck with that grading," he calls after you as you leave.
Player: Go back to your room and grade papers

Player: Try to level with her
DM: "I'm going to be honest with you," you say."Please do.""I'm cheating to make sure I don't fail and get kicked out of the academy."Should... I really don't know what to do here," Void says. "I've been caught off guard. I guess I should expel you?""I mean, you could reward my honesty."I'm... I'm just going to go, I think," she says. "Get back to bed."Void disappears, leaving you alone. You save the changes, and quickly head back to bed, avoiding the guards under the cover of darkness.

DM: You find an open door, and peek inside, finding science equipment. You grab a glass test tube, and fling it along the hallway. It shatters loudly, and you step inside the doorway as the guard rushes past to investigate. You hurry to the database door as soon as he passes, and walk inside. You see a locked computer screen, and walk over to it, sitting down. Thankfully, you know enough about hacking from your many classes for this to be easy. You quickly get to work. The password protection system is very easily surpassed, and you access student records, scrolling down to yours. You find your various "F" subjects, and quickly upgrade them to "C"'s and "B"'s."Perfect," you mutter. "You'd never get a "B" in Hand-to-Hand," a voice says.Shit.You turn around, to see Void standing there."Well, somebody's up to no good, isn't she?" Void smiles.

DM: "I'm on a project. A special mission from Mr DeVont," you say."Really?" Void says, raising an eyebrow. "That sounds like some serious bullshit.""It's not," you reply defiantly."So if I go ask Mr DeVont, he'll confirm that?""You can't ask him. It's a secret mission!" you say, annoyed and frustrated.Void checks her pockets."I'm out of knock-out serum... so... sorry about this, but you're breaking the rules," Void says.You swing your fists at her, but she disappears. You feel hands grip your neck tightly from behind."Did you have to attack? Now I have to expel you," she complains.You feel your head go fuzzy, and then black. Then, everything goes dark.

Player: Sidestep his punch and attack

Player: 15
Player: 21
Player: 23

DM: You turn, sprinting towards the buildings. Fire balls fly over your head, burning your skin slightly. You continue running, as fireballs slam into the ground next to you. She's right on your tail, but you quickly manage to slip inside the building. You run along the hallway of the "building" set, Thara on your tails as your neck practically sizzles from the heat. You see a plain wooden baton lying across a bolted down table. You could grab it, but batons aren't your specialty. You could keep searching, or attempt to fend Thara off with that.
DM: You keep running, spotting a pair of pistols hanging from holsters on the wall. You stop and grab it, but Thara tackles you first. Her arms wrap around your chest, as they burst into flames, burning into your flesh and searing your skin. You scream, as your clothes set alight as you scream in pain. You let out a pained scream, collapsing backwards. The flames continue to burn you Mercifully, your brain is turned to ash soon, ending your pain.

DM: You stand by the door, waiting patiently. "Doctor Griffith?" a voice says behind you.You turn, and see a young student with a shaved head and multiple piercings staring at you."What the fuck?" he asks, staring at you.
DM: You charge at him, but he simply pops out of view with a surprised yell, teleporting out of view. Shit.You spend half an hour waiting, before the Doctor arrives. By now, you've already dumped the ski mask in the bin, but you have no idea what to do now."You failed," the Doctor says, walking in."I tried, but he teleported away as...""I put trust in your abilities. You have failed. I need to recoup my losses and drain you off your blood, use it for the latest batch of serum.""Wait, no! I..."The Doctor draws a needle, faster then even your extended reflexes can stop, jamming it into your neck."Goodbye, Mia," he says, watching you shudder and die as the poison enters your vein and quickly stops your heart.

Player: Go with it
DM: Two hours later, you staggered into a alleyway, almost having to carry Julia. You two were discovered by gang members and beaten up. They also took your hoodies and shoes, reason being that those are hard to come by. Although you don't see how shoes are going to benefit them in the future. What a bunch of dicks. "Well, that fucking sucked." You remarked. "We should have tried to join a gang. Now we lost the chance." Julia cried silently for a few minutes and surprisingly, gathered herself together. "Our next move is? Get a job, or just wander around, look for some - any - information about Dallion? Or what used to be Dallion. We have to know who is still in control, right?" "To kiss their butt so they would take us in? Hell no, girl. But still, you're right." Julia rolled her eyes at this.

Player: Talk to another teacher
Player: Lunch is over
DM: You say goodbye to your new colleagues and head for your classroom. Immediately following lunch, you have a planning period. After that you have a lab class. You could use this as an opportunity to rest or get ahead. You feel a little stressed, but you will also feel stressed if you aren't fully prepared. You already set up most of the lab, but it couldn't hurt to run through it one more time right?

DM: You write some swear words in her diary. You feel great about this and head back to the middle of town.
Player: Go to the Food Store (Night)
Player: Enter the trap door
Player: Ask her "What are you writing?"
DM: "None of Your business. Turn around before I hurt you."

Player: Keep at a slight distance in a defensive stance
DM: You raise your baton in a defensive posture, waiting for her to strike again. She's stunned and angry, so it should be easy to take advantage of her next attack. She snarls at you, firing a jet of flames at you. Your baton sets alight and you fling it at her. She easily bats it aside, sending it away, before firing another jet of flames that engulf you.You feel your skin, char, burn and blister. You let out a pained scream, collapsing backwards. The flames continue to burn you. Mercifully, your brain is turned to ash soon, ending your pain.

DM: The hallway has a shallow layer of brown water on the floor and you feel your shoes becoming soaked as you enter the circular room. The ceiling is raised and there are paths leading in several directions.To the north is a hallway identical to the one you came through. It's barred off. Beyond the bars you can hear sounds of squeaking and a rank smell pouring out from the room beyond.To the east, there appears to be some sort of sewage runoff chute that is shrouded in darkness. There is a very small point of red light at the far end. The chute is barred off so that nothing can go down it.To the south is a very narrow walkway that leads to a SFYNX.The west has a tunnel that is barred off. It looks like there is a small, dimly lit room at the end of the tunnel. "No way am I getting through those bars," you say to yourself.

DM: You get into the booth and slip on the mask that you see hanging on a peg in the booth. The next thing you see is a little frog in a rainforest. It looked like it wanted you to touch it.
Player: Wander away
Player: "Go away, I'm having a wonderful time without you."
DM: Your friend looks offended and pulls out a gun. This friend is not the friend you knew.
Player: "What are you doing?"
DM: Your friend says, "I'm a figment of your imagination, you are as good as dead."

DM: You find yourself in the combat arena, watching as two gargantuan brutes charge at each other, one covered in scales with a forked tongue and the second covered in tumor-like lumps made of bone. Scales rams into Bony, attempting to bite into his flesh, but only actually succeeding in biting bone. Bony rams a fist into Scales' throat, and he flops to the floor. Shattered Mask, the Super trainer, stands off to the side, watching. He wears parts of a silver mask, somehow attached to his face like a magnet, as well as a black body suit. He rarely speaks, simply watching the violence in front of him.He walks over to Scales, staring down at him, before shaking his head. Then, he points to you and another girl, whose name you actually know: Thara Richtofen. The German has a reputation for leaving her combatants... less raw then previously. Flames dance around her fists as she steps forward. She has a reputation for being cruel and sadistic. Hopefully, rumors is all they are. Shattered Mask motions for you to to step forward, so you do. Finally, he gives a nod for you to start.
Player: Fight defensively
DM: You stand at a distance, watching and waiting for a chance. She gets frustrated and attacks as you go on the defensive, ducking under a burst of flames before a punch goes for your chest. You dodge it, punching Thara in the side of the head. She stumbles backwards, and you punch her in the stomach, then the head three times. She stumbles, but quickly regains her footing position, although she's bleeding badly from her nose. She growls at you, raising her fists again. Thara's fists explode into balls of flames, before a wall of flames flies from them, straight for you. You regain your footing and attempt to dodge, but the flames engulf you. You feel your skin, char, burn and blister. You let out a pained scream, collapsing backwards. The flames continue to burn you, as you hear Shattered Mask shout "ENOUGH!" Mercifully, you quickly pass out.

DM: You walk into archery class, only to find Sergeant Doyle standing next to Mr DeVont."I want to hear you say it," Sergeant Doyle says, before noticing Mia. "Ah, Mia, good timing. Class has been canceled. We were just discussing you.""Sergeant Doyle has agreed to..." Mr DeVont says, before Doyle raises a hand."Not until you say it.""You're being pedantic," Mr DeVont asks."Damn right," Sergeant Doyle smiles."You were right," Mr DeVont says."Music to my ears," Sergeant Doyle says. "Sergeant Doyle has agreed, as your sponsor, that we recommend you for services beyond the Academy.""What?" you ask, confused."You've learned all you can here, Mia," Sergeant Doyle says."One of our potential clients has extended on offer. The girl who has the highest rate of cheating has caught their attention.""What client?" you ask."M&J Inc.""I've never heard of them.""I would be shocked if you had, but you're no doubt one of their clients. If you've bought oil, guns, medicine, plane parts, automobiles, drones ammo, baby toys, dog food, soy sauce or even paid tax, you're one of their clients. They need a new operative. They could have you do anything from assassinate unstable, uncooperative dictators from stealing tax reports. But I promise, you'll be well paid.""When does it start?""Tomorrow. All you really need to know is that its dangerous work, you'll be very well paid and they'll use your skills well. This kind of corporation doesn't wait around. If you refuse the position or are unable to give an answer, I'll go on to my second choice. What do you say?"
DM: "No.""No?" Mr DeVont asks in surprise."No.""Are you serious? You're not going to pass the final exam, Mia. No better job offers are coming.""So be it."

Player: "Yes" you say meekly
DM: "Yes." you say meekly. Dean glares at you. "Then why didn't you come?" He demands.
Player: You apologize and say it won't happen again
DM: You apologize and say it won't happen again. "It better not." Dean says. "Now, come and meet my friend."

DM: "A!" you yell, as the others move into action.You charge forward, your fists raised with a roar. You burst forward, ducking under a burst of flames before a punch goes for your chest. You dodge it, punching Thara in the side of the head. She stumbles backwards, and you punch her in the stomach, then the head three times. She stumbles, but quickly regains her footing position, although she's bleeding badly from her nose. You watch as Luc flings a girl to the floor head-first, before Thara turns and engulfs him in flames, as he drops to the ground with a scream. Seamus collapses onto the ground next to you, blood covering his face. You launch another punch at Thara's head in an attempt to stop her, but this time she sidesteps your swing and you lose your balance, leaving yourself exposed. Thara's fists explode into balls of flames, before a wall of flames flies from them, straight for you. You regain your footing and attempt to dodge, but the flames engulf you. You feel your skin, char, burn and blister. You let out a pained scream, collapsing backwards. Mercifully, you quickly pass out.

DM: "C!" you shout, as you, Shada and Seamus turn and sprint off, as Luc sighs and charges forward.You break forward in a sprint, heading towards the building. You hear yells from behind you, and tilt your head slightly. To his credit, you see Luc get several good hits in, knocking Tharla to the ground. He smashes into two more, before taking a hard kick towards the ground. Tharla stomps on his chest, before turning towards you, but by now, you're inside the building. You see a trio of electro-swords, lying across a table. "What do we do? Grab the swords and make a stand or search for guns?" Shada says, looking around the room for the weapons.
Player: Grab the swords and fight them
DM: You grab a sword, tossing it to Luc, before grabbing a second as Shada does the same. The first student quickly charges into the room. You all jab, running electricity through him as he lets out a pained yelp. Thara enters, leaving you ducking under a burst of flames before a punch goes for your chest. You dodge it, grabbing Thara in the side of the head and throwing her to the floor, jabbing her in the stomach as she yelps. She jumps back to her feat as she regains her footing position, although she's bleeding badly from her nose. Shada collapses onto the ground next to you, blood covering her face as two students stomp on her face. You step forward to help, but Thara targets your unprotected side with flaming fists. She hits you and you feel your clothes explode in flames. You feel your skin, char, burn and blister, but she doesn't let up. She grabs your throats, turning your throat to ash as she crushes it.

DM: "D!" you shout.Seamus nods and quickly turns heel and rushes off, while you, Luc and Shada charge them, your fists raised with a roar. You burst forward, ducking under a burst of flames before a punch goes for your chest. You dodge it, punching Thara in the side of the head. She stumbles backwards, and you punch her in the stomach, then the head three times. She stumbles, but quickly regains her footing position, although she's bleeding badly from her nose. You watch as Luc flings a girl to the floor head-first, before Thara turns and engulfs him in flames, as he drops to the ground with a scream. It's now two versus four, with another student quickly approaching Shada to take her down. You need to make a choice.

DM: Your name is currently Aj.Choose the third letter in your character's name, or click the link to Chapter 1-Prologue to begin.YOUR HEALTH: 100%
Player: x
Player: p
Player: l
DM: Your name is currently Aaaal.Choose the sixth letter in your character's name, or click the link to Chapter 1-Prologue to begin.YOUR HEALTH: 100%

DM: You stand at a distance, watching and waiting for a chance. She gets frustrated and attacks as you go on the defensive, ducking under a burst of flames before a punch goes for your chest. You dodge it, punching Thara in the side of the head. She stumbles backwards, and you punch her in the stomach, then the head three times. She stumbles, but quickly regains her footing position, although she's bleeding badly from her nose. She growls at you, raising her fists again. Thara's fists explode into balls of flames, before a wall of flames flies from them, straight for you. You regain your footing and attempt to dodge, but the flames engulf you. You feel your skin, char, burn and blister. You let out a pained scream, collapsing backwards. Mercifully, you quickly pass out.

DM: "Look for guns!" you say frantically, looking around quickly.You keep searching, spotting a pair of pistols hanging from holsters on the wall, just as you hear the other team finally charging inside. You stop and grab it, but Thara tackles you first. Her arms wrap around your chest, as they burst into flames, burning into your flesh and searing your skin. You scream, as your clothes set alight as you scream in pain. You let out a pained scream, collapsing backwards. The flames continue to burn you Mercifully, your brain is turned to ash soon, ending your pain.

DM: "No.""No?" he asks in surprise."No," you reply."Alright then," Jack says, a bit miffed."Mia, this is the only job offer coming for you," Dead Eye warns, to which you shrug.Well, you're finished the Academy, and you have fantastic new skills to use. The world's your oyster.
Player: Later That Day...
DM: You stand in your room, packing your backs, as your dorm mates look at you."So you're just leaving?" Seamus asks."Yeah," you admit."Well, that's ballsy," Seamus admits.You smile and shrugs, as Luc walks over, wrapping his muscular arms around you, gripping you in a hug."I'll miss you, Mia." "I'll miss you, too," you reply, struggling not to blush."Yeah, Mia, best of luck in the world," Seamus says."Good luck, Mia. I'll see you around. Who knows, maybe my employer will have me kill you some day? So today is not the end," Shada says."I'll miss you all too. I need to go," you say.You walk to the door, and smile at all your friends."Bye, guys. Best of luck in life."With that you turn, walking off.

DM: "Fine," you say."Head to Mr DeVont's office. Burn all the files there. All of them."You nod, and quickly walk into the hallway. You focus, feeling your pores open, and slowly levitate into the air. It's easier than expected. You float along the hallways, all empty, heading straight to Mr DeVont's office. You arrive, opening the door as you drop back to your feet. It's empty, and you raise your hands. It takes you a minute to realize how to use your fire, sending the noxious gases through the pores on your hand and igniting it, setting the room alight.The fire alarm suddenly goes off, and you turn and walk out the door. You see Mr DeVont, quickly walking towards his office. His eyes narrow when he sees you, in a mixture of shock and horror."What the fuck?" he asks.Suddenly, another voice fills your ear."Mia, this is Doctor Griffith. Mr DeVont knows too much. Kill him."Mr DeVont gave you cybernetic upgrades. He gave you a chance at fortune. He gave you so much. Are you really willing to kill him for the Doctor?"Do it," the Doctor's voice says.
Player: Kill Mr DeVont

DM: Wrong! Try again.
Player: 1400 lights

DM: BearYou walk along the street, next to where the Academy bus dropped you off. A thousand dollars is in your wallet, a final gift from Mr DeVont, as well as a calling card for any future work. You stroll along the street, smiling. The world is your oyster. This is America, so it's not hard to get a gun. With a gun, you'll be able to do literally anything. You have the skills, you have the power, you have the freedom.The world's your oyster.

DM: The front door of the cottage is slightly ajar. As you approach, you're so focused on the door that you don't notice the bear trap. Well, until you step right into it, that is. Pretty easy to notice a bear trap on your foot.
Player: It's too dangerous to make noise, I gnaw my foot off
DM: You somehow decide that the best option is to gnaw your foot off. You do so successfully, even taking off your shirt in a very movie-esque fashion to wrap around the wound and prevent too much blood loss. You pick up a nice sturdy stick to use as a cane, and enter as quietly as you can. In the entryway, you see numerous pictures of Shia LaBeouf. What an odd thing to adorn the walls of an old woods cottage. You continue walking and you see a man, sitting in a chair in front of a fireplace, using a knife to sharpen an axe. A knife stained with blood... You recognize that knife.

DM: Your name is Seamus Dregg. You have been a pirate just about your whole life, and you can proudly say that you were the youngest pirate to become a ship captain. That was a long time ago now, and your black hair has began to run grey. But make no mistake, there is more life left in this old captain yet.
Player: Fetch yer crew

Player: Check the Pub

Player: Check the Inn

Player: Check the Dock
Player: Arr Let Out the Sails, it be Time to Go
Player: Try to avoid it by sailing away and around the ship
DM: It takes a very long time, but you sail completely around the ship and continue on your way. Your crew seems rather bored, but better bored than sinking.
Player: Onwards
DM: You carry on, following the crude map as best as you can. The crew is getting restless, but all you can do is follow the map, one landmark at a time. As the sun bears down on your frustrated crew, you pass the third to last landmark. The seas have been absolutely barren aside from the one ship early on, and it makes the journey that much more boring.
Player: Carry on to the next landmark
DM: The next mark on the map appears to be an island, it might be a good place to stop and rest before arriving at the treasure.

Player: Try to stay still and hidden, and wait for them to pass
DM: You roll up the sails and come to a halt. As the ship creaks and sways on the ocean, you and your crew sit anxiously awaiting the result of the plan.

Player: It works

DM: You approach them slowly and pull back your cannons to show that your ship is not a threat. Once you get close however, you see the pirate flag as they turn broadside and push out their loaded cannons

Player: No, keep sailing.
DM: There is no time to stop and fiddle about on some island, we need that treasure

Player: Fire Again!
DM: You give the order to fire when ready, and the unknown ship sinks to the bottom of the ocean. Victorious, you complete repairs and continue your journey.

Player: Yes, go to the island
DM: A short break from the ocean might be good for the ships morale
Player: Try to Dock at the Island
DM: You give the order to drop the anchor and step out onto the beach. It is a warm beach that opens out into a forest. It appears dense, but manageable to navigate through. To your knowledge, this island is unexplored and uncharted.
Player: Explore!
DM: The beach quickly breaks out into a dense forest, thus making movement more of a chore than usual. You, and the handful of crew members who tagged along, found a steady river and decided to get washed up. Afterwards, you all decided to follow the river to see where it went.
Player: Adventure!
Player: Go back and set up camp
DM: You decide that maybe this is not the best idea, and head back to camp.

DM: While the decision is ultimately yours, the crew feels better about what they're doing if it was their decision to do it.The decision was made quickly, the crew was getting sick of staring at open, empty water for days on end, and welcome the opportunity to be back on land for a short time, and perhaps find something on the island.
DM: You and the crew set up a simple camp to sleep in and cook food. It is set up fairly quickly, and honestly the night goes by in a rather boring manner
Player: Head back out to sea
Player: Dock and confirm your location
DM: You give the order to dock at the island. Your crew seems wary of the decision, but the comply regardless. the fog sets in long before approaching the island and you can hardly see anything.
Player: Try to reach the island

Player: Continue on anyway
DM: There are only so many foggy sheer cliff islands out there right? You assume that you are on the right path and continue moving forward. The seas are calm, and there is little more than a pleasant wind to keep you moving forward. A handful of days later, a familiar pirate ship comes into view.
Player: Approach an old friend
DM: You pull up to the emerald green pirate ship A familiar face greets you, but he does not look happy. His name is John August, he was a porter before he became a pirate, but his face looks sullen and he seemed tired and weak almost. He approaches you across the ship, you haven't placed down any planks yet. "Been a long time since I last saw you, Seamus. Looks like father time has been kinder to you than to me. It hurts me to do this, but we need to eat, and you are the only ship we've seen in weeks. I'm sorry, old friend" He gives the order to raise the cannons. He has a much larger ship than you, but perhaps you have something you can trade? (some supplies maybe cough cough)

DM: You assume that you are close to the island, but you can't really see anything through the thick fog. You feel a sharp rock scrape against your ship, and despite the horrid sound, the ship was not breached. This luck holds up for a few more rocks, but then a sharp, black rock pierces the hull of your ship. The hole is much larger than any of your repair equipment was made for and your ship slowly sinks into the sea, with you crew alongside it.

DM: You attempt to talk him down. You have been friends for years, so there must be another way right? As you negotiate in his captains quarters, it quickly turns into a heated argument. The argument escalates and now you are pointing guns at each other.
Player: Keep talking
DM: Gun raised, you try to talk him back down, your talks come to no avail, and he guns you down. You tried.

Player: Jump down into the lake to get down faster
DM: There were rocks at the bottom of the waterfall, you hit one and died Not your best idea...

Player: Fight them
DM: Old friend or not, he raised his weapons first, you walk away and give the order to fire when ready. However, you are both at a full broadside, and his ship is bigger and has many more cannons than your ship. He makes quick work of your ship and he takes all of your supplies as you sink into the ocean.

DM: He leaves you no choice but to put him down. He had a crazy look in his eyes and you knew it was either him or you. As you walk out, his crew look at you with empty eyes, but make no move to stop you. As you leave and go on your way, you can't help but feel sorry for the crew, which died a long time ago, even if not physically.
Player: Pass the next landmark
DM: The rest of the journey goes by uneventfully, and you pass the next landmark. You continue on, and 3 days ahead of schedule you approach the island that the treasure is hopefully located on.

Player: Tape Joseph Fetchen to a chair and beat him over the head with a flagpole
DM: Hey. This Joseph guy just killed your family and burnt your house. Heck yeah you're getting even! You go over to his house and tape him to a chair. Then you beat him over the head with a flagpole. Then you realize you accidentally beat up Robin Williams."Sorry." You say. Oh well. Insomnia really sucked. Robin deserved it.Then the real Joseph comes in. "So," he says evilly, "you came to get your venjenance."
Player: Tell him vengance is spelled wrong.
DM: "Hey," you tell Joseph in your you-spelled-a-word-wrong voice. "You spelled vengance wrong." Joseph glares at you then takes a sword out of his sword carrying thing. "That's the last thing you'll ever say!" He threatens. Apperantly, when people correct his spelling he gets pissed off.
Player: Let's fight this moron.

Player: Sneak up on the source of the smoke
DM: From the cover of the brush, you silently approach the source of the smoke. You see a small group of individuals circled around a campfire. They seem to be having a pleasant conversation, but they have a strange accent you have never heard before. They are sitting on wooden boxes, but you can't tell if the boxes are empty.
Player: Kill them and search the boxes

Player: Dock at the island
DM: You bring the map with you as you dock at the island and step onto the beach. According to the map, the treasure is buried on the beach "within the 4 trees that don't belong".
Player: Search the beach for 4 fallen trees

Player: Wake up the next morning
DM: You and your crew wake up the next morning, with quite possibly the worst hangover you have ever experienced. Your crew and the natives seem to be enduring the same pain and regret that you are. Despite this, the natives are still friendly, and offer you some supplies and lead you back to your ship. The rest of the crew seems to have set up a basic camp to sleep and cook, and you and you group are happy with the decision of exploring, as nothing eventful happened in the camp. You offer the natives a spot on the ship but they respectfully decline. You bid them farewell and good luck, and head back to your ship.

Player: "Captain! I've got something over here"

DM: It is approximately 30,000 years ago. You are a young Neanderthal living on the Gibraltar peninsula at the southern tip of Europe. You are one of the few remnants of a species which once thrived across Europe and Asia, but now your daily decisions and survival will determine the fate of your kind. You have been living with your family in a coastal cave located on the shores of the Mediterranean Sea for the past few months, but have been doing so in solitude ever since your mother, father, and older siblings left to follow a herd of bison. It has been weeks since you have seen them, or any other people for that matter. You are growing restless and hungry: it is time to move and find food for yourself.
Player: Exit the cave
DM: You leave the comfort of the cave, armed with your preferred flint-tipped spear. You have two options of hunting grounds. If you hunt in the grasslands, you can survey the water holes in hopes of finding a straggler from the herds of grazing animals. If you hunt along the shores, you can scavenge mussels and sea turtles, and possibly run across a young seal or beached dolphin. Either choice has its fruitful benefits, but also a looming danger of injury in this unforgiving environment. Which do you prefer?
Player: Hunt in the grasslands
DM: You travel along the steppes and frozen plains in search of herds of grazing animals, hoping to find a weak or sickly individual which has fallen behind. You expect to find immense herds of bison, horses, elk, and mammoths surrounding the water holes but, peculiarly, you come across nothing but the grazed and downtrodden grass left behind by such animals. You question this strange situation, but conclude that it must have something to do with the lasting summer: your world seems to be experiencing an uncomfortable increase in warmth. Crossing over a foothill, however, you finally spot a potential prey item: a lone, elderly woolly rhinoceros bull. The animal is unaware of your presence, and although you would usually spare such a powerful animal without the reinforcement of other hunters, this individual is crippled and ill. Do you attack the woolly rhino or move on for fear of injury?
Player: Avoid the risk of being gored to death

DM: You move on, in hopes of avoiding potential injury and finding easier prey. After some traveling, you come across a small furry mammal. It is a rabbit. You have seen rabbits before, but they seem to be much more abundant these days. Although this is not the sort of prey you would usually obtain as a meal, hunger takes over and you give chase. However, this is no large deer or bison. Unlike the slow-moving prey you are used to hunting, the rabbit takes you into a full sprint over quite some distance. You are exhausted and die due to overheating. Your fate matches that of the rest of your kind: an increasingly warming climate has resulted in the extinction of your previous prey (large grazing mammals), and a diversification of small animals such as rabbits. You and your kind are now EXTINCT Want another chance?
Player: Get yourself some tasty rhino ribs

DM: You walk along the shores, and are lucky to find an abundance of food. Despite your success in finding a surplus of shellfish, something seems off. The atmosphere and environment around you is uncomfortably warmer, and you can see that the tide has moved in farther than before. A few weeks from now, the hot climate takes its toll on you. You die of overheating and the damage which coastal flooding takes on your cave home. You meet the same fate as the rest of your kind: extinction from the effects of severe climactic changes which occur too rapidly for you to properly adapt. You and your kind are now EXTINCT Want another chance?

DM: You are about to kill the animal when a strange scent fills the air. The rhino charges away from you, panicked by an unforeseen danger. Before you get the chance to flee yourself, you get your first look at the approaching threat. It is a group of people like you but taller, less muscular, and with smaller faces: a different species from you entirely. Even stranger, these unusual people are accompanied by wolves which seem to follow their command. Menacing, indeed, but they could potentially lead you to food and shelter. Do you approach the men, or avoid any contact?
Player: Approach the men
DM: Upon seeing you, the men give a peace offering of meat and then signal for you to follow them. Although slightly shorter than them, you are physically massive in comparison to these men, and they seem to express a cautious respect for you as a result. Still, you fear that their greater numbers, wolves, and advanced weaponry could overtake you at any moment. Thankfully, no such attack occurs during your journey with the small men, and you arrive at the entrance to a spacious cave. You suddenly fear that the men could have reinforcements ready to attack you within the cave. This is your last chance to escape, but you smell roasting meat from within the cave and hunger urges you forward. Do you run away or enter the cave?
Player: Continue living here

Player: Head in the opposite direction

DM: You live the rest of your days in the cave, and end up raising your own kin. After your death, you and your kind will be considered extinct by the descendants of these people, at least until the hundreds of thousands of years later when they acknowledge that your bloodline remains within them. You and the other pure Neanderthals may die, but part of your lineage will remain within the smaller people, Homo sapiens, a species which will someday spread across and conquer the entire planet. The End

DM: You turn and run without looking back. Dashing into the cover of nearby dense woodlands, you have successfully evaded the men and their wolves. Despite your escape from possible danger, you are again faced with the dilemma of a lack of food. You take to searching the plains for any scrap of meat, but you find only the bones of prey animals which litter the landscape. The remains are always accompanied by the tracks of the mysterious tribe and their wolves. You face the realization that these mysterious newcomers have killed all of the large animals which once roamed your land. After weeks of traveling without any food, you die with the hopelessness that your kind has been outcompeted by the new top hunters: Homo sapiens and the ancestors of modern domestic dogs. You and your kind are now EXTINCT Want another chance?

DM: You leave the cave and are left tired, hungry, and hoping for the best. Thankfully, you are able to find food over the next few weeks, but still you feel a great weakness. One day you wake up with a severe fever, and burning sores are spread across your body. You seem to have contracted a deadly illness from your interactions with the other people, and now you are left hopeless and in severe pain. You meet the same fate as the rest of your species: interactions with the African-originated newcomers results in your contracting a killer pathogen. You and your kind are now EXTINCT Want another chance?

DM: You are sitting by the hearth, pretending to read a songbook. But really your thoughts are with your dying father who is lying on the sickbed in the dark. You are the only two people in the house left.Your dying father calls your name. "Lio - "Suddenly the house begins to shake. You are surprised and fearful because you didn't expect this sector of the city to collapse for several hours. Instinctively you begin packing your bags and prepare to run."Lio - "You hesitate.
Player: You decide to stay with your father a little longer, and sit at his bedside.
DM: Your father leans over and croaks, "Lio. There is a secret tunnel from our house to the outside world. Take it, and you will be safe."You stare at him, aghast. "Father! Why didn't you mention this before?""It's dangerous," he says. "You must go alone. Take no one with you, or it might also collapse."You know you should feel excited about the chance to escape through the tunnel. But you still feel a sense of foreboding. Your father falls back on his pillow.

Player: The tunnel can save many lives! You run outside to gather up your friends and neighbors. You will escape together.
DM: You round up all your favorite people and usher them through the tunnel. Your father does not approve, you know, but he is too weak to protest. The tunnel is suddenly very popular and people are rushing through your house. This is more than you bargained for.
Player: You realize that you must close the tunnel to save your friends, and destroy the opening with your feet.
DM: When people realize the tunnel is closed, they leave you alone with your father. However, there is no hope for escape now.
Player: Stay with your father in his last moments.
DM: Your father sighs and whispers, "You got that instinct from your mother. It's why I loved her." "Our friends are safe," you tell him. Then he dies peacefully, and you with him as the earth crumbles in.

DM: You got a head start on your escape. Already there are large cracks in the road that tremble and heave. Most of the people, your neighbors, are behind you. It's chaos and it's growing. You are already thinking about how to survive in this desperate landscape.
Player: On second thought, the best way to escape is to get the heck out. You keep heading in the same direction, increasing your speed.
DM: More and more people swarm around you. The earth is quaking, buildings rumble as they bend. You can't recognize anyone and you feel very alone even though you are in a crowd. Suddenly the gates loom up ahead. You must get out! This is your chance.Without warning a young woman about your height is shoved in front of you. The rock begins to crumble under your feet. The gates are closing by the force of the ground. There is only room for one more person to squeeze through.
Player: Use all your strength to shove the woman back, and leap for the gate.

Player: You head towards the light.
DM: You resurface in the middle of a boisterous, chaotic crowd.

Player: You let all the people rush through even though it is dangerous.
DM: The tunnel is now filled with a dangerous amount of people. You must follow them to survive, there is no question. The earth is shaking you around like a dog with fleas. What do you say to your father instead of a plain "goodbye"?

DM: You're so clever! With your father on your back, you trek through the dark tunnel and make it out alive. However, your father is still dying and you don't know how to heal him.
Player: You try to heal your father with a bandage.
DM: The bandage isn't working. What do you tell your father?
Player: Tell him that you love him and say goodbye.
DM: Your father dies in your arms, but you did your best, and he knew that you loved him.

Player: You claw at the gate and ignore her.
DM: The gates are shut forever. When you start sliding into the abyss, you can't even see the woman anymore. Maybe, you should have run faster? You will never know.

DM: Your neighbors stop to listen to you. You create an efficient marching army and move more quickly to the gates. Finally you are there! You are safe!
Player: You hold the gates open for all your neighbors.
DM: You help your fellow men and women through the gates. It goes smoothly, and just as the last rumble of the earth threatens to suck you in, a young man grabs your arms and rescues you from behind the gate.
Player: You push onward. The neighbors need you now more than ever.
DM: You corral your followers behind you and trudge off into the distance.

DM: You scale the side of a building that is still standing and use rooftops and fire escapes to navigate the city. You feel like a rebel and it is exhilarating. But right before the gates, the buildings have all collapsed.
Player: You're not sure if you can make the jump, so you slide down a fire escape and rejoin the chaotic crowd.

Player: Run with the crowd towards the gates.

Player: You wonder who it could be, and wait for them to find you.
DM: It's a young man, about your age. You don't ask questions, and neither does he. You both run to the end of the tunnel and it doesn't collapse. You're safe! Together you look behind you at the crumbling city.

Player: Try to escape anyway.
DM: You are crushed beneath the crowd, sorry.

Player: "I love you Father! Goodbye! Rest in peace. All of our friends will be with me and we love you!"
DM: It's a miracle. Your father gives you a blessing sign as you descend into the tunnel. And you and all your friends are alive and safe.

DM: You reenter the tunnel and find a crossroad. One is a new path that looks crooked and shady, but the other is the one that leads back home.
Player: You take the new path.
DM: You hear footsteps! And just your luck, it's a doctor in full uniform. He comes with you and heals your father. The three of you are very glad to be alive. But the selfless doctor must return to the city to save more lives, even though it seems futile. Being an emotional doctor, he cries when he leaves you. Not being one to cry, you don't share his emotions. But as he heads to his death in the city, you thank him for healing your father. You are alive and well, and now you and your father mourn the city in peace.

Player: Don't tell him anything, but cuss in frustration. Why won't the bandage work? Why?
DM: Your father dies despite your efforts. You are alive and alone in the world. What will come next?

DM: You don't quite realize what you have done until you see the woman scrambling on the safe side of the gates. The rumbling of the earth is your ticking clock of death. But the woman is beckoning to you. You touch her hand through the gate and she places a small pill into your hand.
Player: Refuse the pill.
DM: The rockslide is pretty painful, but it's too late to take the pill. You meet your death below ground.

DM: You and several other neighbors make it through, but the earth swallows up the rest. Some of your neighbors glare angrily at you because they wish their families had survived instead of you. In fact, some of them are calling for a new leader, Rashon.
Player: You resign gracefully.
DM: You and your neighbors now follow Rashon away from your collapsing homeland. As you trudge away you mourn your deceased father and wonder what lies in store.

DM: You can't quite make it! You're now stuck on top of the gate.
Player: You drop down, back to the city, where a crowd jostles beneath you.

Player: Push the woman into the gate instead.
Player: Eat the pill quickly.
DM: The pill causes a painless death. As you die you think you see your father's face. You cannot tell if he is disappointed or proud, but at least you got to see him one last time.

DM: You return to your room and look over the tests that the student just took taking special care to look at the student you suspected of cheating. After several run through's you still can't tell if she cheated on not. There's no proof that she did cheat anyway... Must have been a coincidence.
Player: Hours pass
DM: Hours pass and soon it is almost time for the football game. One of your students is the quarterback which is very remarkable for his age. The game starts in an hour. Do you plan on going?
Player: Stay home
DM: You're tired and don't particularly feeling like going to a game today. You flip on the tv and channel surf for the rest of the night. You see on the news that your team won by quite a bit and some fans rushed the field. Oh well, you're still glad you stayed home.

DM: AAAAAN
Player: f

DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.Aaaaaaaaao> Quel est votre genre ?
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.A.MasculinTravail au ministère> Quel est votre signe astrologique ?
Player: Gémeaux

DM: No way! You went through all this pain for a god $%# closed mother-$^%#ing piece of %$^ store? You're losing it! You smash open the store window and run inside. Oh wait. The store isn't closed. You walk normally again and pretend nothing happened, and start to look for your key.
Player: Section 126
DM: You look in Section 126. All you find is a bunch of crappy stuff. Then you see your friend at the store. It's Joseph Fetchen! Hve you ran into him before in this adventure?

Player: Fake End to make you feel better
DM: Turns out your parents AREN'T dead and everything is happy sunshine rainbows!!! Yay!

DM: The day was a day of mourning. You and your two brothers Michael and Gregory, have been packing your fathers things for three hours. A car was going to be coming to pick them up to go to your mothers home. Your mother wasn't kind. She was usually always drunk and she had a thing against you. She did enjoy your brothers though, which made you confused as to why you were treated so poorly. "Carrie, Lets go the cars here." said the much taller boy. He held a large box of their fathers books in his arms. They thought it would be wrong to throw them away. Your father was a writer and most of the books in his room were never sold due to the fact he wanted no one to have those books. Reasons unknown to them.
Player: Go to the Car
DM: Michael took the large box of book and placed them into the trunk before getting into the car with you and your slightly older brother Gregory. The ride was long. It took about three hours to reach the town of San Morgan. The silence in the car was unnerving, but the driver, who was your fathers best friend, wouldn't turn on the music nor would he start any form of conversation. All you could do is look out the window and wait to get there.
Player: About Michael
DM: Name: Michael E Rimms Age: Seventeen Michael is the eldest out of three children of George Rimms and Lorraine Sanders. After their father died, he took on the role of man of the house He cares a lot for both Gregory and Carrie. He is also starting a new job at a factory. Hobbies: Cooking, Hunting, and fixing vehicles

Player: C. Negotiate with the man he can't be too crazy. P.G 10

Player: "You really think I'm a vampire? You must be crazy!"
Player: "A vampire hunter-hunter."
DM: "Oh," he says, a little surprised. It's then that you take your moment to strike, slashing out at him with the well-hidden silver blade you always keep at your side. His head lops off, and blood covers the floor. You tsk. Such a mess to clean up.

Player: Throw him up into the ceiling.
DM: I grab around his neck with my other hand and kick into the ground, giving me a minor boost up as I throw him off me, causing him to get knocked into the ceiling, breaking through it and then falling back through it a few feet away, plummeting to the ground. I can see he looses his grin for a few seconds as he stands up there, but then looks at me again and resumes the grin.BEHEMOTH'S HEALTH: 95%HEALTH: 60%
DM: I practically leap at him with my knee first, and as much as he tries to block me, the force of the hit is to much and I drive my knee into his side, knocking him away from me and into a wall, causing it to almost fall down.BEHEMOTH'S HEALTH: 90%HEALTH: 60%

DM: It was hazy when you thought about it. Nothing made sense when you thought back to what happened. Nothing made sense when you thought about how you got to wherever you were now. Nothing made sense when you thought... anything.. about everything. You were nowhere yet somewhere. You were here or there or wherever you were. It was just too confusing for you.But you knew one thing. Gone. He was gone. Not here. Not there. Not anywhere. Looking and looking... and looking. You look until there is nowhere else to look. You couldn't see him and his sky blue eyes. You couldn't hear him and his enchanting voice. You couldn't feel him and his soft caress. Gone. His love was missing... where did it go?
Player: Hop
Player: Squawking loudly

DM: ...other birds fly across. Soft singing reaches your ears. Songbirds. Known for their suffocating pretentiousness to other birds. You feel indignant that they could even consider themselves the best at singing. You think of how much more beautiful your master sounded when he sang.He could stop time with his voice. He could stop life. You start to feel pangs of anguish and agony when you think back to your home and no way to reach it. With the soft singing in the background only reminding you of what you can no longer hear, you let out a chirp. Calling for your master.Suddenly, a rustling in a bush nearby catches your attention.
Player: Chirp louder
DM: You chirp louder and louder to call out what was in the bush in hopes that it was your master looking for you. The rustling gets more agitated, but you realize something is wrong when you see a swish of a white-tipped tail. You start squawking and hopping backwards when suddenly you trip over a particularly big twig. Its cunning face did nothing but cause terror to rise in you. Its devious smile did not falter as it caught sight of your damaged form. You shut your eyes in hopes that it would all go away. In hopes that you'd you open them and find yourself back in your cage, in safety, with your beloved master.

DM: Your loud squawks must have alerted another being of the snake's presence because almost immediately after you start fussing around, the snake's head snaps towards a direction where sounds you couldn't hear was coming from. A silent moment passes before a shot rings throughout the air. The snake in front of you lies on the ground, dead. Footsteps reach your ears. Your head snaps towards the direction. And then you see him. Him, who you thought of all this time. Your master. You start chirping cheerfully for him to notice you. And then you see, the guy next to him with a gun. Your master seems to recognize you. The two humans start moving their mouths, forming strings of sounds that meant nothing to you. But you didn't care. You were just so happy you found him. As you continue to chirp happily, you close your eyes and start fantasizing about the future.Finally... you can relax in his healing love and he'll nurse you back to health. He'll take you home, where you know where things are and food is available for you whenever you wanted some. You'll be safe, with no safe to confront. You'll be with him and that's all you wanted from life.Perhaps, it was a good thing you closed your eyes. Perhaps... it was a good thing to stay blissfully ignorant. You missed the stranger aim at you with his deadly gun. You missed the uncaring shrug you master gave. You missed his fingers pulling the trigger. He didn't miss your body.

Player: Keep your eyes shut
DM: As you stayed fallen on the ground, silent with eyes closed, memories came flooding. Your life was flashing. You remembered. You remembered how you got there. You remembered how you got hurt. You remembered how... how you were abandoned. In glimpses and glances, you saw the truth. A young brown-haired boy, your master. A small, rusted cage. What.. You start feeling a sense of dread... You feel sick. An accident. Crack. Peeks into the past shimmers across your mind. Pain... so much pain... what was it from? A box.. You were in a box. Drop. Thud. What was...? A screech of pain. Was that coming from you? He left you. He left you in the middle of nowhere. Because you were broken... you were no fun anymore.And then, you died.

DM: The rustling stops. Your instincts tell you to hop away, and so you do. As you continue on your way to find your home, you begin to wonder again about how you got where you were. Your memories were too fuzzy still... but now you remember a period of darkness in an enclosed space... but when and why were you in such darkness? You aren't too sure for how long you've been hopping, but all of a sudden, you reach a cliff. As you look out, you see the expanse of the blue, blue sky and when you look down, you see how ridiculously high you are up.
Player: Try to fly
DM: You try to take to the sky again, but it's the same as before. Your broken wings fail you as you jump from the edge. But you decided you didn't mind so much. Because when you're in the air, the wind rushes by you... and when you feel the air breeze by like when you fly, you feel happy. Happy enough to ignore the pain. You close your eyes and dream. You're there. You're here. He's with you. Wherever you two were. Home. And he was smiling... and you were flying. And... and it isn't real.You fall.You die.

DM: This was definitely my chance to get out and go to the dorms so I muttered an excuse and left for the dorms. I was about 300 yards away from my dorm when I was confronted by my arch nemesis; Moth and his three goons. Moth with a snide look on his face asked if I had any money with me.
Player: Let's show this dude who he's messin' with!
DM: I hate bullies and Moth wasn't going to win this time. Somehow the events with Professor Guffern had given me a sense of power and I had forgotten that I was supposed to be acting mellow. I quickly said an incantation and watched with satisfaction as all four of them started doing jumping jacks. I watched amused as none of them could stop and decided I had two options, to continue to the dorms or conquer my fear of the Headmaster and go to his office.
Player: To the dorms!
DM: I was going to go to the dorms but then I felt a pull. Something was pulling me towards an uninhabited classroom, and that's where I went. I entered the room and saw a weird hooded figure in the corner of it. It said in a low voice, "I know something that would greatly benefit you. If you would just follow me..."
Player: Sure, why not?

DM: "Attack." You said, "There's likely nothing inside the store, and the van os out best chance." Everyone nodded and followed you. You walked up to the the zombies, and shot it in the head. Everyone else joined in and soon there's just a bunch of bodies on the ground. But you know you have ten minutes top before more arrive. "Hey, me and Eric go over there to check on that police cruiser, see if we can find anything." Bob said as he walked away. You opened the van door and everyone's jaws hit the ground. Inside was piles of weapons, pistols, shotgun, rifles and others, but you see some money scattered around. You look further in and see two suitcases, one of them is open and you can see stacks of dollar bills. "Aaannd we're rich!" Jason said, as he held up some cash. "Do dollars still go around these days?" One survivor asked. David answered. "Not as good as food and ammo, but I think." Bob came back with a big grin on his face. "Whoa, Jackpot! We found a shotgun and a functional hand-held radio. No batteries, though." "That's alright." You said, "We-" Suddenly you hear car sound in the distance. A bus, it seemed. "I don't care who's driving that thing, we need it." Jason picked up a rifle and walked into the middle of the road while three other people followed. "Should we..." Bob asked.
Player: Yep. Let's go.
DM: You picked up two pistols and, feeling badass, walked to the center of the road. The bus appeared around the corner and drove straight for your group. "Stop!" You cried, brandishing your dual pistols. Jason aimed at the driver, but hesitated to pull the trigger. "Should we...?" He asked quietly.

DM: I lash my head at his, and then realize that doing so is maybe not such a good idea as he has all those bone spike things on him. Because of this, the headbutt hurts me as much as it hurts him.BEHEMOTH'S HEALTH: 80%HEALTH: 65%
DM: I take a step back and prepare myself for anything he might throw at me. He grins at me and then tries to punch me in the face. I punch his fist away and then use the elbow on that same and from keeping his other hand from hitting me in the side. He then tries to kick me upwards, but I punch down on his leg, forcing it back into it's former position. He then leaps up and tries to slam his elbow onto me, but I grab around his down-coming elbow with both my hands, negating his attack and then I hurl him away from me, but that causes him to merely take a few steps back. BEHEMOTH'S HEALTH: 95%HEALTH: 90%

DM: You open your mouth as wide as you can. Then to your surprise it opens wider than the monster! You eat the monster in one bite! Good job!Cool! You won the first round! You can go on to Level 3. Or you can keep fighting trying to reach Level 4. If you choose to fight on you will have a 1/4 chance of winning.
Player: Go to level 3

DM: You remain on the bridge watching the distant ship's lights slowly disappear until they vanish completely. The Californian is alone once more in the freezing night air. You are therefore astonished an hour later to see another bright flash of a rocket, this time directly to the south and apparently from a different ship. Soon after your 4am relief arrives on the Bridge and you tell him about your strange experiences.You go down to bed and it seems you have barely drifted off to sleep when the door bursts open."The Titanic has hit a berg and sunk" one of your fellow officers declares before rushing out. Only belatedly will you realise that she must have been the ship you watched all night. Pulling on your clothes you rush out onto deck.
Player: The scene of the disaster

Player: Follow the aliens.
DM: You decided to follow the aliens. They led you onto a spaceship. Then, two guards aliens came out. They spotted you and the aliens."Azen aq dae gaeitoa yu ghoa?" said a alien guard. (For all you players that want to know what this mean, well, it means "What is the meaning of this?")The five aliens who were control by you said nothing. You remember the sword, and quickly pointed it at the guards. The guards stood, motionless for a while. Then, they bow to you. They were weird creatures, with two pincers. You told them to get out of the way and follow you, so they can protect up.Now you continue to follow the five aliens who were leading the way.
Player: Follow them.

DM: Breaking from the crowd you follow the shady figure wrapped in a trench coat down the isolated side street. Turning the man locks eyes with you again--he then turns and breaks into a dead sprint towards an industrial complex. Left with no choice you give chase; thankfully, you do not sweat or feel fatigued as you gain on your nefarious friend. Glancing over his shoulder he panics and ducks into an alley. Dark and narrow the alley looms before you--a place even criminals would hesitate to enter.Alive you would never enter the treacherous passage, but dead you suppose nothing worse can happen; even so, you pause at the mouth of the alley. With a deep breath, you force yourself to plunge into the pitch-blackness. Despite a significant head start, there is only one way your suspect could have gone; you soon find yourself standing in a dead-end with only a rusty set of double doors under a dim-red fog light.
Player: Phase through the wall
DM: You are a spirit now--you climbed through the ground out of a grave--walking through a wall should also be possible. Rather than try to walk through the broken-down rusty steel door, you pass right through the wall. Your costume is unable to make the trip and simply falls off as you end up in a small messy office on the other side. Fumbling with what looks like a steel tube with wires sticking out of both ends your mark seems to be in a hurry.He doesn't notice as you move in to get a closer look: his device and several very similar to it are wired together as he reads from handwritten instructions titled Wiring Pipe Bombs in Series--Last Resort. The man seems proficient but is muttering to himself as he works, "Destroy the evidence. Destroy the evidence. Kids alive. Destroy the evidence-"You look around the room quickly. There is a large file-folder on the broken-down desk and little else of interest, other than the man and his explosives. This situation can not be good, though you do not know how dire it is--you need to do something fast.

DM: After thanking the old lady for the power to talk to animals, you leave. You meet an owl who tells you he knows where your camp is! You don't know if you should trust him or not.
Player: don't trust him
DM: Tou turn down his offer of help and continue walking. You are hopelessly lost. You fall into a deep hole and break all of your arms and legs. You know it is the end.

DM: You root through the drawers, finding nothing out of the ordinary - until you get to some sort of junk drawer. It's full of all kinds of brik-a-brak, from snowglobes to copper wires to tortoise-shell spectacles, all of which seems useless at the moment - except, perhaps, for a particular old key.There is, of course, a respectable selection of cutlery in one of the drawers as well.
DM: Behind the door is a staircase descending into darkness. You flip a switch on the wall and a light at the top of the staircase dimly illuminates the basement - a musty maze of boxes and junk.There's no way you can search all of this shit for something useful - the boxes are piled too high and too deep. But there are a few things that catch your eye. On a folding table, an old computer monitor is sitting next to a box of books. Nearby, you see a lone box marked "X-MAS CRAP." You wonder what arcane artifacts could be found in such a poorly labeled container.

Player: Return to the Great Cave

DM: You crawl on your hands and knees, desperately trying to find a way back to camp. Your hands touch upon a sandy dirt patch of ground. You think it may be a path.
Player: Follow the path
DM: You blindly follow the path for hours with your hands stretched out in front of you, so as not to smack into anything. However, you are apparantly less cautious about where your feet are and unknowingly walk right off a cliff.

DM: You don't need this joust to be perfect form. All you need is one aspect of your technique to be better than his and you were sure you could win. Your lance feels light in your hands as you know exactly where you will aim it to break his through his defense. You level your lance at his shield at first, but, at the last moment, you change direction and launch it at his right shouder. Before you connect, however, pain soars through your own shoulder and you land with a thud on the grass. You are lead from the Arena and rest uneasily as the event finishes up. Dazed and tired, you waint until the Dueling Circuit to begin.
Player: The Dueling Circuit
DM: You and the rest of the knights are led into the Arena just in time for an emergency announcment from the Baron. I am terribly sorry ot everyone for the inconvenience, but it appears that we are running late on our events. As such we shall be canceling this event for the day. It will return once we have had to to more full include it into the days activites." "Boo!" Several of the knights shout in response. The Baron looks over the group of knights with disbelief in his eyes. "Come now lads. It's not like any of you would have performed very well anyway. Right?"
Player: "Right..."
DM: The Baron nods knowingly. "That is exactly what I thought. Anyhow! let's continue with the ceremony. Prepare yourselves! In an hour we will hold selection proceedings." The Baron stops speaking and gives you time to prepare your thoughts before you decide to who you will knight yourself. -Night descends on the festival. The Arena has been changed to have a series of stages in front of the ladies' section within. This way the knights can can walk to them and offer their blade, and officially declare a pursuit before them. Those eligible stand before the crowd as they are now the center of attention. Glorious dresses and make up adron them. You look at them all before your eyes rest on your choice. Who do you pledge yourself to?
Player: Olvida

DM: Orion's full of shit, anyway. You drive over to Robbie's apartment, which is just 10 minutes away. You walk in and there they all are: Robbie, pale and scrawny little bastard with a buzz cut; Adrian, the big friendly (and black) giant; Leslie, Robbie's hot brunette hipster girlfriend he doesn't deserve; and Turk and his fairly cute redhead girlfriend, Tiffany. Turk's a little heavy set and wears coke bottle glasses, but has the coolest fro for a white dude you've ever seen. He's the one who pulls out a bag of pure chronic. Robbie opens the fridge, revealing 3 cases of beer and ingredients for Jagerbombs. It's going to be a good night.And it is. You and your friends get so stoned, you start talking about the possibility of leaving Earth and finding a new home as a way to escape this living hell. Of course, it's far-fetched and pretty much impossible, but it's interesting especially in your current state of mind.Then the drinking games start. You and the three other dudes play beer pong. In between shots, Robbie and Turk are making out with their girls. You and Adrian are singing along very poorly to Robbie's stereo, which is pretty damn loud for just a party of 6.Sure enough, at around 3am, while you're all still partying hard, an angry neighbor pounds on the door. You are the only one who hears it...
Player: Answer the door yourself
DM: "Hold on," you say as you walk over to the door. You look through the peephole and see an innocent looking woman, probably in her mid 40s, wearing a bathrobe. You open the door and smile. She smiles back and says, "Hello, I live right here across the hall and cannot get to sleep with that music blasting. Do you think you could turn it down? I have to teach swimming lessons early in the morning."She seems like a very decent person and asked you kindly enough.Then again, you're having a great night. For all you know, the world may come to an end tomorrow.

DM: You decide to stay home and (hopefully) gain some enlightenment from this bullshit telecast. "We now have a solid plan worked out," the Orion representative says, "We have already begun construction of eco-domes over every major city in the world to keep out the effects of pollution and global warming. We have deployed elite military squadrons all over the world in a state of temporary martial law. Crime has dropped significantly in these areas. Poverty has also been nearly abolished by our careful efforts. Please do not panic if you have not yet witnessed these exciting reformations in your area. I assure you we are tirelessly working around the clock with maximum effort and motivation. If you live in one of the following metropolitan areas, you are part of the next Chalk, Chalk 7. Orion will be saving you very soon."The dude starts listing cities and major towns all over the world, one after another, for several minutes, then concludes with a typical fortune cookie expression of hope.Among the cities named was Pittsburgh...You are glad you watched that shit, though you are unsure of whether or not you can trust Orion. Do they really have everyone's best intentions in mind? What gives them the power to do all of this philanthropy? Oh well, you think. Guess we'll have to wait and find out. It's not like things could get worse...Right?After a quiet, uneventful evening to yourself, you hit the sack and surprisingly dream of a better tomorrow.
Player: The Next Day
DM: You decide to sleep in, since you don't have shit to do today. It's Saturday after all. You wonder whether or not you should try to find a new job. You don't own a computer and the newspaper stopped coming years ago, so you'd have to go downtown. You could definitely use the money, even if it's a shitty job, but rent is rent and it's almost the end of the month.Then again, what's available? If you couldn't even stay at a steel mill, how are you supposed to find any other work?Your thoughts are interrupted by a rumbling outside. You go to the window and look down.A military convoy and countless troops is rolling through the street. It's Orion - martial law is in effect.Hope has come to Pittsburgh!

Player: Tell her you are very sorry and comply with her request
DM: She smiles again and goes back into her place. You walk over and turn the music down."What the fuck, bro?" says Adrian. "The neighbors are pissed, dude," you respond as you take another bong rip.The night continues for a couple more hours before everyone passes out, except for you and Leslie. You and her continue to have deep discussions and share many laughs, while sipping beers and listening to music until 6am. All of a sudden, she gets up and comes over and sits on the couch you're laying on and straddles you. Shocked, you look over and see Robbie totally trashed and out cold on the other couch."Fuck him," Leslie says, and takes off your shirt, "I need someone who can actually take care of me."You end up banging until dawn before you both pass out. You wake up and it's 2:30pm the next day. You had a wild night, no doubt. Luckily, you woke up before Robbie did, since you and Leslie are still naked. You grab your clothes and your shame and head out.There's no point in trying to find a job today, you think to yourself as you pull into a diner.You order some eggs for the throbbing hangover. You feel somewhat guilty about you and Leslie but try not to think of it. But she was damn good.Suddenly, you spit out your coffee upon seeing a military convoy and countless troops roll through the street. It's Orion - martial law is in effect.Hope has come to Pittsburgh!

DM: You decide not to do anything about it. Hopefully they'll just go away. The person continues knocking louder and louder. Then for a while, it stops. You sigh in relief, all the while still singing and playing beer pong. Everyone is either too drunk or stoned to hear or care about the door. Soon you forget there ever was knocking.Then suddenly, a few minutes later, a large shirtless dude kicks the door down and storms in with a shotgun. A woman in a bathrobe comes in behind him."MY WIFE KNOCKED SEVERAL TIMES, YOU MOTHERFUCKERS!" the crazy dude says, "TURN THE FUCKING MUSIC DOWN!" He's aiming the shotgun at Robbie, whom he knows a little since they're neighbors.Robbie, the idiot that he is, tries to throw a liquor bottle at him and misses. The bottle strikes the woman right in the face. She screams and staggers out into the hallway.The dude with the shotgun flips his shit and opens fire. He first blows Robbie's brains out, then Turk's, then Tiffany's. Adrian and Leslie throw their hands up and stand still. You wisely do the same."Now," the dude says, "turn the fucking music down before this gets worse."Leslie immediately turns it down and the crazy dude leaves. The 3 of you are awestruck.Adrian starts wigging and gets the hell out of there and goes straight home.Leslie asks you to take her home, since Robbie had picked her up.
Player: Take her to her home
DM: You gently place your arm around Leslie and the 2 of you walk out, being careful not to get close to the fuckers across the hall that did this. You drive her to her house and she invites you in. "I need you," she says.

DM: You post some very rude comments regarding your opponent's mother, reducing his sanity by a whopping 25.The cultist invokes the favor of Shnissugah, dealing 13 damage to your sanity and inhibiting the capacities of your keyboard!The cultist's sanity is now 0.
DM: Your verbal assault finally drives off the savage cultist, and since you've made it this far, you get a significant boost to all of your stats.But your ordeal is far from over.Drawn to the forum by your callous language and inappropriate remarks, an irresistable force enters the thread, and he's out to defeat you once and for all..."Posted by JJJ-Thebanisher at 18:32 on 11/3/2011:You are a total dick."Think fast!
DM: 3J has 9968 sanity remaining.Your defiant post reduces 3J's sanity by 32.In turn, 3J calmly expresses his disapproval, reducing your sanity by 2.What next?

DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaaaaah...
Player: Z
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaaaaaaz...
Player: D
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.Aaaaaaaaad> Quel est votre genre ?

Player: Accept her invitation
DM: You decide to go inside with her. She breaks down and cries in your arms on the couch.There's no point in calling the police, you think. There IS no police anymore. This is the kind of thing that happens almost everyday. Wrong place, wrong time.You comfort Leslie as much as you can and try to tell her positive things. Eventually she stops crying and just stares blankly at the TV. You watch a late night romance movie together, snuggled up with each other.During the movie, Leslie suddenly puts her hand up your shirt and feels your chest. Slowly, she turns around and begins kissing your neck.Knowing Robbie is dead, you have no problem with it and you go for it.You end up banging all night. You wake up naked in Leslie's bed at 1pm the next day with her beautiful naked body on top of you. A little while later, she wakes up too and you make coffee.You spend a couple more hours with her. Then she is in a better mood, so you head home. Walking out of her door to go to your car, you see an enormous military convoy and countless troops roll by on the street. It's Orion - martial law is in effect.Hope has come to Pittsburgh!

Player: Five

Player: Leave the mountain

Player: your word would lessen my suspense.
DM: Nature is vast, from sky to sea,come explore its beauty with me.We are on an adventure now;in the forest, climbing the boughs.A waterfall behind a tree--that is such a precious memory.There we can return two years hence,your word would lessen my suspense.Mika delivers the final line in tears. This is it, the perfect poem to express their relationship. Everything they love about the environment, and everything they love about each other, is summarized on the two pages they neatly printed the poem on. It is their love for this planet that drives them apart as Leroy has to leave with the waning moon to catch his flight; his copy of their poem is clutched tightly to his chest, as is Mika's to hers, in matching frames he bought a week ago.One parting kiss they will both remember still warms their lips in the frigid winter wind at the O'Hare International Airport. Two Peace Corps missions start with two lovers apart for over two years. They say that absence makes the heart grow fonder. Both Leroy and Mika mutter this phrase to themselves as they fly to face the world alone, hoping it is true.

DM: Inside the elevator, you see the bodies of Leslie, Adrian, and Tiffany. Those fucking Orion bastards executed them! You go batshit crazy with the assault rifle and manage to get the jump on the Orion squad. They are all killed in a matter of seconds. The 3 of you walk over and stock up on weapons and ammo from the dead soldiers. Robbie then walks over and kneels next to Leslie's body and just looks at her a moment before standing up again. "Let's get out of here," he says. What a heartless dick, you think, he deserves this grief. The 3 of you sneak out into the street and it's utter chaos. The Alliance is fighting Orion everywhere you look. Tank shells are exploding, buildings are collapsing, men are dying. "Where are we gonna go, dudes?" asks Turk. You realize your brother William might be able to help if you go to his place, but he's more than likely fighting Orion right now. Plus, his place is far, especially on foot. Perhaps the Alliance soldiers in front of your building would know where he is, but that means being right in the line of fire. Alternatively, you could go up to Turk's apartment - he lives in the same building as you and Robbie. Perhaps it is still intact and you can turn on the TV and find out everything that's going on, but the building's been receiving one hell of a shelling.
Player: Go up to Turk's apartment
DM: You decide to go up and check out Turk's apartment. With any luck, it'll still be intact and you can turn on the news.When you get up there, it's in perfect condition!"Thank God," Turk says as he quickly walks in and goes to the TV.Then you feel a rumble under your feet...the building finally collapses, unfortunately with you in it...

DM: Inside the elevator, you see the bodies of Leslie, Adrian, and Tiffany. Those fucking Orion bastards executed them! Upon seeing Leslie's dead body, you go batshit crazy with the assault rifle and manage to get the jump on the Orion squad. They are all killed in a matter of seconds. The 3 of you walk over to the elevator. Robbie and Turk both stock up on weapons and ammo from the dead soldiers. You kneel down beside Leslie and mourn her death. Robbie sees this. "What the fuck, man?!?! You son of a bitch! What nerve!" You turn around, confused. Robbie continues, "You didn't think I'd find out? Turk's a terrible liar if you didn't know!" "Yeah, sorry, bro," says Turk. Suddenly, Robbie draws his pistol on you, "I should kill you for fucking her!" You have no choice but to draw your rifle on him. Now it's a good old Mexican standoff. You both know you can't stay there forever. The building is crumbling rapidly.
Player: Take your shot - Robbie's a pussy
DM: You don't hesitate to put down your best friend. These are desperate times, after all. He had fired also, but the bullet just grazed through your hair. Lucky!"Holy fuck!" shouts Turk."There was a fly on his nose," you retort, "Whoops. Let's go."You and Turk go outside and it's utter chaos. The Alliance is fighting Orion everywhere you look. Tank shells are exploding, buildings are collapsing, men are dying. "Where are we gonna go, dude?" asks Turk.You realize your brother William might be able to help if you go to his place, but he's more than likely fighting Orion right now. Plus, his place is far, especially on foot.Perhaps the Alliance soldiers in front of your building would know where he is, but that means being right in the line of fire.Alternatively, you could go up to Turk's apartment - he lives in the same building as you and Robbie. Perhaps it is still intact and you can turn on the TV and find out everything that's going on, but the building's been receiving one hell of a shelling.

DM: The 3 of you approach a nearby squadron of Alliance soldiers pinned down by Orion machine guns. The Captain in charge sees you as you crouch behind the sandbag next to him. "What the fuck are you doing here? You guys are civvies!" "We have guns," you say, "That should count for something. I was hoping you could tell me where Sergeant William Bradley is." "Yeah, he went looking for his dumb-ass stoner brother." "Fuck you, man! So he's in there?" you ask as you point to your apartment building. "Yeah, he took a squad through the side door in the alley. Said his brother is on the third floor. I ain't going in there, though. That shit's coming down any minute!" Suddenly, a massive group of fucked up looking people come running towards you. "GET THE FUCK BACK! GET OUT OF THE STREET!" yells the Captain, but they don't seem to listen. Strangely, they're also growling and snarling. Then they attack Robbie and Turk and start to bite into them! They rip them apart and even start tearing their guts out! "Shit! They got out!" says the Captain before he's devoured by these maniacal people. To make matters worse, your apartment building finally collapses and starts to fall right into the street. Not wanting to stick around to get cannibalized or crushed, you're only choice is to head to William's.
Player: Go to your brother William's
DM: You barely escape from the atrocities in the street. The only reason you are able to get away is because the crazies are too busy eating your friends and the Captain. Just then, your apartment building finally collapses into the street and onto part of the adjacent parking garage, where your car is. It has crushed most of the fucked up cannibals, but there are still dozens of them coming at you from the alleys. They also swarm the parking garage. You doubt you will be able to get to your car now, but William's place is far on foot and you don't think you can outrun these fuckers for long. You are also very low on ammo for your assault rifle.
Player: You need your car - shoot your way into the parking garage

DM: "Let's go to my brother's place," you say, "He should be able to help us." As the 3 of you head there, you hope either he or his wife Amber is home. It's a Friday night, so Amber should be home from the hospital...unless she was called in to help all of the wounded soldiers. The 3 of you head into the parking garage adjacent to your apartment building, where you and Robbie have your shitty cars and Turk has his big-ass truck. Just then, as you are approaching the stairs to the next level, the apartment building collapses into the street! Part of it also falls onto the parking garage. "Shit! Get back!" you yell, but you're too late. The rubble crushes Robbie and Turk. To make matters worse, you turn around to see a massive crowd (30-40) of fucked up looking people running toward you. They are growling and snarling and flailing their arms violently as they storm into the parking garage.
Player: Run like hell up the stairs and hope your car's alright
Player: You need to get out of the garage - run them down with your car!
DM: You slam the gas pedal to the floor and ram into the crowd of crazies. Your piece of shit car is immediately totaled and you get slammed into the steering wheel, breaking many of your ribs (there's no airbag). There is blood all over the windshield from the crazies you hit. It takes all of your strength to climb into the back seat to try to get out of one of the rear doors.Unfortunately, the zombies are able to smash through the windshield. They crawl in and pull you out. On the hood of your car, you are devoured by these fucking crazy zombies...

Player: Go to your brother William's (2 ppl)
DM: "Let's go to my brother's place," you say, "He should be able to help us." As the 2 of you head there, you hope either he or his wife Amber is home. It's a Friday night, so Amber should be home from the hospital...unless she was called in to help all of the wounded soldiers. The 2 of you head into the parking garage adjacent to your apartment building, where you have your shitty car and Turk has his big-ass truck. Just then, as you are approaching the stairs to the next level, the apartment building collapses into the street! Part of it also falls onto the parking garage. "Shit! Get back!" you yell, but you're too late. The rubble crushes Turk. To make matters worse, you turn around to see a massive crowd (30-40) of fucked up looking people running toward you. They are growling and snarling and flailing their arms violently as they storm into the parking garage.

Player: Cheez-It Bag #1

DM: "Let's wait it out a minute," you suggest."Alright," replies the mechanic, "you're the boss.""What's your name, anyway?""Name's Augustus. Just call me Gus.""Alright, Gus," says Amber, "What do we do now?""Well, seein' as we're kinda stuck in here, why don't we make ourselves more comfortable?"Suddenly, Gus shoots you and Will in the leg with his shotgun. The 2 of you fall to the ground in agony, bleeding all over the floor.Then he rushes over to Amber and grabs her gun before she can use it. The bastard throws it away, tears off Amber's shirt and jeans and rapes her! You and Will lie helpless, watching."YOU FUCKING PIECE OF SHIT!" yells Will as he breaks down into tears.
Player: You have to stop Gus! - Crawl your way toward Amber's gun
DM: When Gus threw Amber's gun, it landed just several feet from you. So you begin to crawl toward it with all of your strength.Meanwhile, Gus is having his way with Amber who is pinned against the workbench. His shotgun is still slung over his shoulder.Just as you get to the gun on the floor, Gus sees you out of the corner of his eye."Oh no you don't!" he says as he turns around and blasts you with the shotgun...

DM: You decide to attempt to make your way into the garage. Your car is on the second level, so you have to get to the stairs.You manage to kill your way past the crazies and make it up the stairs, but you run out of ammo. The second level appears to be deserted. You run to your car and find it perfectly fine. The collapse had just missed it. You can hear the growls of the crazies and gunfire of the war echoing throughout the garage.You hop into your car and drive to the exit ramp. It is blocked by a crowd of those fucked up cannibals.

DM: You open fire on the crowd with your assault rifle. Only the ones you get in the head seem to go down.Fucking zombies, you realize.You continue backing up into the garage while shooting. With only one clip, they just keep coming! Eventually, you are forced into a corner next to a black van.The zombies just keep coming and your are down to your last round. "I'm sorry, William," you say to yourself as you put the rifle barrel to your head.Just before you're about to pull the trigger, the door of the black van slides open. Inside, there's a scruffy looking dude with a thick gray beard, a red bandanna tied on his head, and a denim vest."Get the fuck in here!" he yells to you, motioning with his hand.
Player: You don't trust this skid row bum - opt out
DM: "Fuck this world!" you angrily yell as you shoot yourself in the head to avoid a slow and gruesome death...

DM: You run to Turk's crushed body and manage to grab the keys to his truck, but not before one of the crazies bites you in the arm."Fucking zombies!" you shriek as you punch the one that bit you in the face. You run for the stairs and make it up to Turk's truck. Luckily, it is alright - the rubble avoided it.She's a beauty - 44 inch off-road tires, grill guard, roll cage, spotlights, 6.0 liter V8, all-wheel drive. Turk pretty much put his life savings into this thing.Well, it's yours now, you think as you start up the roaring engine. You drive down the exit ramp, but it's blocked by a crowd of zombies.
Player: Of course it will! Run them down!
DM: You slam on the gas and the big-ass truck effortlessly smashes through the zombies. You drive out to the street and head for William's place in Fox Chapel on the north end of town, using the windshield wipers to get the blood off. Hopefully Amber can help you with your wound.Luckily, you were quick enough to beat the traffic and got across the Highland Park Bridge, which wasn't backed up.You make it to William's...

Player: They're obviously not right in the head - mow 'em down!

DM: The parking garage is overrun by zombies, you think to yourself, what the fuck is going on?You begin to run for William's place on the north side of town, picking off zombies here and there with your rifle. Eventually, you run out of ammo, but you make it to an auto shop. The windows are shattered and you see bloody handprints all over the walls, but there is a tow truck outside. The keys would be inside the shop, you think, but God knows what else is in there.
Player: Go inside and find the keys - you need that truck
DM: You decide to investigate the auto shop in hopes of getting those truck keys.As you walk in, it's very quiet. There's definitely signs of a struggle - chairs in the waiting room flipped over, shattered windows and lights.You find the main office and on the floor, face down, is a dead mechanic in is blue coveralls. Poor bastard had to work late on a Friday, only to die in this chaos, you think.On his belt is a keychain full of keys - Jackpot!You reach for it, but as you remove it from his belt, the mechanic rolls over, revealing half of his face bitten off."Shit!" you shout as he growls and bites into your arm. You manage to smash his head in with your boot and run outside with the keys.You get into the tow truck, start her up, and finally drive it to William's.Hopefully, Amber can help you with your wound.When you get to the Highland Park Bridge, which takes you north into Fox Chapel where Will lives, the traffic is completely backed up with everyone trying to get out of the city.
Player: Get out of the tow truck and cross the bridge on foot

DM: The truck can't run over this many people, you think, as you reverse back up the ramp.You drive up to the top level of the garage and stop the truck. You feel a sudden fatigue, probably from the bite, as you open the door and stagger out. You notice a helicopter flying low over the nearby rooftops.You can hear the zombies coming up the ramp - they'll be on the top level any second now. You've got the get off the garage!There's a building next to the garage, about the same height. You think you can make the jump.Then again, if you could signal that helicopter, you'd be rescued, but it might take a while to get over to you, if it even spots you at all.
DM: You decide to take the fast way off the garage. The helicopter is just too damn far, you think. You stagger away from the truck and line yourself up to get a good running jump. You try to start running, but the fatigue from the bite overwhelms you. You leap from the edge of the floor with all of your strength, but you did not have enough momentum.You fall to your death in the alley below...

Player: Head for the top level - the truck won't make it through
Player: Flash the truck's spotlights to attract the helicopter

Player: Flash your car's lights to attract the helicopter
DM: You frantically flash your car's brights, and even try turning the lights on and off over and over, but the helicopter never seems to see you. It just keeps on flying...The crazies have made it to the top level. In your state of panic, you don't notice what's going on behind you...One of the zombies takes a chomp out of your neck. The rest soon join in the feast...

DM: You decide there's too much traffic and your bite wound is getting worse. Also, you had been walking for a while before you found the auto shop, so it's getting pretty late.You stagger out of the tow truck and begin walking across the bridge. You feel fatigue overcoming your entire body. It becomes difficult to even lift your legs.Then you hear what sounds like jets. You look to the east to see two Orion gunships. They launch several rockets at the bridge.Holy shit, they're trying to sever all transit arteries in and out of the city!The last thing you see are the fiery explosions that engulf the bridge before the bridge, the backed up cars, and you all fall into the Allegheny River...

DM: Brett grits his teeth at you, then pulls out his revolver."Woah, woah!" you try to reason with him."NO ONE TAKES OUR BIKES, YOU MOTHERFUCKER!" he yells before capping you in the stomach. You collapse onto the street.Jimbo spits on you, then they all go into the clubhouse and lock the door, leaving you to die in the street...You pass out. When you come to, you hear growling and snarling and gunshots coming from the clubhouse. A crowd of zombies is overrunning the clubhouse!Then you hear the roar of some bikes starting up. Some of the bikers are able to get away on their bikes. One of them takes too long to get his started. He does manage to get it started, but is then pulled off by the zombies. They tear into his belly and also chew his face off.You can barely stand up. Luckily, the zombies haven't spotted you yet.You could try to get to the van. Remember, Brett left the keys in the sun visor!Or you could try for the bike that's running. It's close to the zombies, but they're busy eating the biker right now.
Player: Go for the van
DM: You stagger towards the van and to your luck, it's unlocked!And sure enough, the keys are still in the visor! You start her up and start driving. Hopefully Amber can get the bullet out of your gut and clean you up, but you are not sure where you are or where William's place is from the clubhouse.Suddenly, you hear a high-pitched snarl behind you. You look in the back of the van and see one of the groupies, naked, with blood all over her. On the floor is Jimbo, or what's left of him. He's naked, too. Guess he was too desperate for that apocalyptic companionship.The zombie groupie bites you in the face...

DM: Durante seis meses Francisco treinou junto com o caçador para se tornar um exímio espadachim, este acabou se tornando um mentor, só que pouco sabia sobre ele. Francisco ficou sabendo por meio do caçador que estavam surgindo alguns campos de escravos refugiados e que estavam sendo chamados de quilombos, sendo que o maior ficava na cidade de Palmares e era liderado por um homem chamado Ganga-Zumba. Francisco sentiu que deveria fazer o mesmo para tentar ajudar alguns escravos. O caçador um dia o acordou de madrugada falando que havia encontrado alguns escravistas que conheciam o senhor que o havia vendido, eram um grupo que se denominava os Bandeirantes, Francisco os conhecia bem. O caçador comentou que eles estavam com um lote de escravos negros, uns dos poucos que sobreviveram a viagem da África ao Brasil, mostrou-lhe um plano para invadir a senzala da fazenda e conseguir seguidores para criar um novo quilombo.
Player: Ir atras de sua irma

DM: "Do you have any pets?" Wennipeg asked. Wennipeg himself had always wanted a snake, but he couldn't afford it. "Actually, yes. I have a cat, S'mores. You wanna see him?" Wennipeg nodded, and the woman opened her wallet and showed him a picture of a brown and white cat sitting on a couch, glaring at the camera. "He's kind of a punk," she laughed. Wennipeg laughed with her. After the exchange was over, Wennipeg struggled to think of something else to say.
Player: Wennipeg commented on the weather.

DM: "All clear!" one of the squad members calls out. They storm back down into the building. It looks like Orion's searching the entire city for any and all survivors! They're exterminating humanity!A little while later, with no way else down, you have no choice but to follow behind them through the roof access door.The building is another apartment building. The hallways are filled with dead bodies, bullet holes, and streaks of blood on the walls. There are also half-eaten corpses with their guts exposed.Holy fuck! you think to yourself, as you progress through the building, trying every possible door.Room after room are filled with innocent people murdered in cold blood in their own homes. In one of the apartments you enter, there is blood and guts all over the floor and walls. There are a dozen or so of those crazies kneeling down or sitting against the wall...They're feeding on human body parts...You immediately close the door and a wave of horrific trauma hits you. You'll never be able to get that out of your head. Guess Orion wasn't as thorough as they thought.Eventually, you make it down to the first story, a Chinese restaurant. In the preceding chaos, you couldn't hold onto your rifle. You could use a weapon now.But right outside is a Humvee - you can hear it's engine still running...
Player: Search the kitchen for a weapon first

DM: You start flashing the truck's spotlights. They are bright as hell, and sure enough, the helicopter sees them! It turns and starts to fly towards you!Just as it lands, the zombies are swarming the roof. You quickly jump in, and it takes off again."Thanks!" you say to the people inside, "who are you guys?"Inside is a middle-aged black dude in a plaid shirt with a huge beard, a middle-aged woman in a red coat and red skirt, and a bald dude flying the helicopter.The black dude responds, "We're from Channel 6 News. Everything went to shit so fast. I had to get errbody outta da studio lickety split! Nah mean, brotha?""Yeah, I barely escaped, too. Where are we headed?""To da airport. They gonna evacuate us, baby. We gettin' off dis here rock an' goin' somewhere out in space.""What?!?!" You can't believe it! All those late night conversations you used to have with your friends while stoned out of your mind about space colonization - you never thought it would actually come to fruition!"I'm Pam van Winkle, host of the morning show," says the woman, extending her hand."Bitch, what I say bout talking?" says the black dude."I'm sorry, I wasn't thinking," Pam lowers her head in shame."I'm Ricky, the traffic chopper pilot," says the pilot."Dat's right. Dat there's Ricky. He's da man dat saved the day!" The black dude laughs heartily."Well, you are you?" you ask the black dude."I'm da cameraman."You keep your bite on your arm hidden. You don't know if you can trust these people or not.
Player: Show them the bite - they can help you!
DM: "Uh, I guess it would be a bad time to bring this up..." You show them your bite."Aw hell nah!" says the black dude. He then proceeds to Sparta kick you out of the helicopter. You fall to your death with regret...

DM: You walk into the kitchen of the restaurant. Inside, you see a young Chinese woman closely holding a little Chinese girl. The little girl is crying, and the woman looks scared to death. When she sees you, she pulls her daughter closer to her.
Player: Say nothing, grab a butcher's knife, and walk out
DM: You walk over and grab a big-ass butcher's knife from the counter. This is what you came for, you think, you don't have time to help others.As you turn around to walk out, a crazy Chinese man, presumably the restaurant owner, is coming at you with a meat cleaver. "You mudda fooka! You try eat my famry! You die, zombie man!"Before you can say anything, the crazy bastard drives the cleaver right into your forehead...

Player: The red cabin
DM: You silently walk towards the cabin with the red symbol on the door. You sneak around it to find a sole window on the backside. You peak in the window and see Byron sitting at a desk, writing something. You look to the other side of the room and see Angel sitting on a bed. She looks to be talking, but you can't read her lips. "Let's keep moving" reminds Kent. You sneak to the side of the cabin, but don't find anything suspicious. Suddenly, you hear the door to the cabin open, and someone walks out. You hide at the side of the cabin, and peak over the corner to see who it is. You see Byron walk out with a garbage bag, with something inside of it. You are losing sight of him as he moves.
Player: Follow Byron
DM: You follow Byron, but stay far behind him so he cannot see you. Byron goes to the cabin with the blue symbol on the door, and knocks. A naked man answers it. "You're later than usual" the man says. "I promised I'd feed you, I never promised anything about when I would" Byron responds. The man takes the garbage bag and closes the door. You quickly sneak back to hide behind the cabin as Byron makes his way back over. He goes back into the cabin. "Tell me that looked as fishy to you as it did to me, we should see what's going on in there" Kent utters to you.

DM: "Uh, Will," you pull back your sleeve, revealing the nasty-ass bite on your forearm. It's slowly spreading like an infection. The skin around it is turning purple!"I'm sorry..."William immediately turns around, putting his hands to his temples. "Oh God, oh shit, no, no, no..."Amber breaks down in tears as she holds your hands.William walks into the garage and comes back with an ax. "I'm so sorry, brother. There's nothing else we can do.""No, please, no!" you plead with your brother, "You can't - no don't do this, damn it!""Joe, the fever will kill you and you'll come back as one of them...I'm sorry."
Player: *Sigh* "Fine, get it over with..."
DM: Amber wisely lets go of your hands as she lets out a loud sob. She moves back and buries her face into her hands.You pull back the rest of your sleeve and head for the kitchen. Will follows behind you with the ax.As you sit at the table with your arm resting on the table, Will looks at you and nods. You sigh and nod back.Both of you grit your teeth and Will raises the ax. He slams it down into your arm, just below the elbow and above the bite. You can't help but scream through your teeth and fall out of the chair, blood spraying all over the table and floor...You wake up in Will's jeep. Amber has cauterized your stump and bandaged it up. You're on your way to the airport!Just as you expected, the traffic is horrendous going into the airport. The 3 of you get out of the jeep, grab the provisions, and head for the terminal on foot. The crowds of people have jammed themselves in the terminal, desperate to get on the dropship."Shit! There's no way they're going to get you on the ship with all these people," says Will, "I might be able to sneak you guys on the military ship with me. We're boarding on the runway right now."

DM: You decide to make a run for the Humvee. There should be weapons inside, you think.As you step out of the restaurant, you are still in a war zone. The night lights up with explosions and gunfire all round. You can hear agonizing screaming of soldiers and the snarls of zombies. This is a pretty fucked situation.You get to the Humvee and, to your luck, there's nothing in it but an assault rifle.You begin driving to William's place, which is in Fox Chapel on the north end of town. You begin crossing the Highland Park Bridge, which takes you into Fox Chapel. Luckily, there's not much traffic yet, what with people trying to leave the city and all.Suddenly, the Humvee dies on the bridge. You ran out of gas! In the chaos, you didn't think to check the fuel level.Confused, you get out and notice a dripping underneath the Humvee. A bullet must have hit the gas tank, and it all leaked out! Shit!
Player: Cross the bridge on foot
DM: It's not much further, you decide. You manage to cross the bridge and traverse the streets of Fox Chapel with the rifle you found in the Humvee.Once in a while, you are attacked by a zombie, but nothing you can't handle.You run out of ammo, but you finally make it to William's.

Player: Go for the military ship

DM: I enter the room, which thankfully, is not filled with Ammunition gorillas. In fact, the only people in the entire place, are Jason, who is strapped to a strange chair, and the Judge, who looks more messed up in the head than a retarded Hyena.The Judge turns around and sees me. No doubt he's going to give me a sadistic choice which involves either letting him go or letting Jason die, but I'm no idiot, I run up to him and clothesline him into the floor before he can finish the first word.HEALTH: 100%
Player: Free Jason.
DM: I free Jason from the chair and he gets up."Thanks" he says, without looking into my eyes, clearly trying to avoid the fact that I know the truth about him."Government agent huh? I'll admit, that was a nice touch."He sighs and finally looks into my eyes. "Yes. You're right. I lied to do. I don't work for the goverment. I am a freelance hit-man. I get hired by people of all nationalities, which is why I travelled so much, and I used my contacts to get in touch with you.""And the actual reason you're here is not because you wanted to see me, but because you had a job here.""I kill people Zach. I'm a criminal. My brother is a crimefighter. I was afraid we would...""What? Have to confront one another?""Yes. I did want to see you, I really did, I just didn't want my lifestyle to affect yours. That's why I declined the Gotti job.""And the story you told me? About the agent that witnessed your skills?""All true, except it wasn't a government agent.""How much of what you said was true.""You know about everything that wasn't by now. I only took this job because, with our parents dead, I had to take care of us both. I didn't want you to grow up with a bad life, having to give up opportunities because of money issues. I wanted you to have a chance at life."We look at one another silently for a while, before he adds "so what now? I don't want you to treat me differently just because I'm your brother. You have an obligation to put me in jail."HEALTH: 100%

DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.A.MasculinCommerce> Quel est votre signe astrologique ?
Player: Capricorne

DM: Your oarsmen try to keep pace with Achilles ship but it pulls ahead and you watch as it beaches violently on the Trojan shore. A few moments later your ship runs aground too with a violent shudder and you jump over the side, falling the ten feet or so to the sand. Achilles is already running up the beach, arrows whistling all about him while his Myrmidons charge up the slope ater him towards the waiting Trojan defenders. You do likewise, leading your Warriors up the beach as the arrows begin to rain down among them.They whistle and plunge all around you, striking sand and one bounces off your metal shield and with an audible clang. Your men are right behind you but the arrows fall like a deadly rain and bodies go down with screams to lie bleeding and writhing on the reddening sands. You find yourself getting out of breath as you run up the slope and when you reach the enemy line you find you are outnumbered and that the Trojans hold the high ground. The fighting is desperate.Men stab and hack, too close to use their spears many smash their shields into the faces of their opponents, breaking bones. Men trip and fall screaming all around but every time a man is cut down another steps forward to take his place. Dust clouds obscure your vision and choke your throat and you quickly lose sight of everything else that is happening in the battle as the press of fighting men trap you in this hell of slaughter and ferocity. Your men are suffering heavily for the honor of leading the attack.Amidst the chaos a Trojan sword slips under your shield and cuts towards your unprotected side.
Player: DESPERATELY YOU TWIST ASIDE
DM: Though you try to dart aside your foot slips on the loose sand and you fall onto the blade, screaming in pain as it slices under your breastplate through your hip and deep into your stomach, inflicting a mortal wound. Robbed of their strength your legs give way beneath you and the world turns black as the crush of men above you overwhelms your vision and your lifeblood pours out of you. Within moments you sink into the darkness from which there is no return.

DM: You try to twist aside but your men pressing you forward from behind makes you stumble straight into the spear point. It tears through your stomach and with a savage twist the Trojan warrior disembowels you. Collapsing on the dry sand you are trampled underfoot by Greek and Trojan Warriors alike, crushing your ribs and snapping bones. When death comes it is a mercy.

DM: "Inte!"

DM: Before sunrise you go to Agamemnon's tent to learn the night has provided much news, all of it bad. Scouts captured a Trojan and by questioning him have learned that the Trojan allies King Memnon of Africa and Queen Penthesilia of the Amazons have joined Prince Hector who intends to attack the Greek camp at dawn. Achilles not only refuses to fight but is planning to sail back to Greece today. Menelaus is still bed-ridden with his injury leaving it to you, Agamemnon, Nestor, Diomedes, Ajax and Odysseus to plan the defenses."We must prepare to defend ourselves or die like heroes" Agamemnon says bitterly. "Ajax, I am entrusting the defense of the camp to you and your men. The rest of us will crowd the ships with archers and rain arrows down on the Trojans as they advance. If, as is likely, you are driven back have your men swim out to the ships and if need be we will sail back to Greece. Perhaps if his ships are attacked Achilles will have no choice but to join the battle on our side..."Where do you position your men?
Player: In the camp with Ajax
DM: The Trojans attack at dawn.Under the rays of the rising sun they charge cheering their war cries and promising death to any who stand in their way. "Stand firm Greeks" Ajax roars as Hector's warriors charge forward in a great wave. "Stand firm" you echo. Heavily outnumbered men are reluctant to face certain death. Many of Ajax's men flee on first contact with the Trojans and their panic infects many others while you and the bravest stand firm.It is terrible slaughter. Your men together, spears facing outwards as you are steadily driven back vy the enemy's numbers towards the ships cold seawater making you gasp. Ajax is fighting valiantly, a visible giant amidst the midst of the enemy, even clashing swords with Hector at one point but you are all driven back and hundreds are left dead and dying on the beach and in the sea, their bodies rising and falling amidst the bloody waves.You are fighting in the front rank of your en as a spear point suddenly jabs forward towards your chest.

Player: pick 1
DM: You pick 1. All the dogs grown.You won. said the leader. So now you get to go to level 4.

Player: Boom

DM: You lead your men back aboard your ship and there prepare you prepare for battle, having archers placed in the prow and your Warriors lining both sides of the deck with their long spears to stab down at attackers. Soon after dawn the Trojans surge over the top of the slope and like an irresistible dark wave they dash screaming and cheering towards Ajax's men waiting on the beach, who suddenly look very isolated. You and your fellow Greeks fire arrows at the charging Trojans but they seem to absorb them like rain on a field of wheat.Ajax's men are attacked from their front and both flanks before being driven back towards the ships with heavy casualties. The Trojans press forward and despite the rain of arrows and javelins pelting down on them their warriors begin attacking the ships themselves. Arrows and javelins lance down onto your deck, hitting men who fall with piercing screams into the water and thud into the wooden sides of the ships with such regularity that in no time at all some ships resemble wooden pin-cushions. More Trojans begin to clamber up the side and seize the long spears of your men to pull them down into the sea and there hack them to death. Other Trojans use axes to knock holes in the bottom of the boats and sink them and the water soon swirls red with blood and bodies float all around.This might very well be the end of the Greek army you reflect as a javelin is thrown at you by a soldier in the water below.
Player: YOU JUMP BACK
DM: You are not fast enough adn the spear strikes you under the chin, the point traveling upwards to pierce your brain. You fall backwards onto the blood-soaked deck of your ship, killed instantly. It is probably little consolation to you that the Greeks actually triumphed on this bloody day.

DM: You can remain behind no longer and join the Myrmidons as they jump from the ship into the sea. Fortunately for you almost all the Trojans are engulfed in their attack on the Greek ships and do not see your attack until it is too late. As your warriors race towards them they flee in confusion and your Greek comrades cheer "ACHILLES! ACHILLES!", apparently mistaking Patroclus for him. A few hundred Trojans make a brave stand but your men cut them down, saving the Greek fleet from certain annihilation.In the midst of the fighting a swordsman swings his blade at your head.
DM: You jump back and the Trojan's blade misses you. You ram your own sword through his stomach and the man collapses. The remaining Trojans flee except one man, a tall figure in silver armor: Hector himself. He runs straight at Patroclus, still wearing Achilles's armor and rams his sword through his stomach, killing him with one stroke. As Patroclus falls a cry of dismay rings out from the Greek ranks. Triumphantly Hector removes Patroclus's helmet only to look astonished that rather than Achilles he has killed another man. The Trojans withdraw from the battlefield and as you and the other Greek commanders gather round the young warrior's body Achilles comes ashore. His rage knows no bounds."Who did this?" he roars, his face contorted with grief."It was Hector" you tell him."I will slaughter Hector and feed his body to the vultures in pieces" Achilles swears and snatching the sword out of Patroclus's hand he begins striding alone after the retreating Trojans."Someone should go with him" Ajax suggests wearily."We need to fortify the camp" Agamemnon says firmly. "The Trojans may attack again."What do you do?
Player: Help to fortify the camp

DM: Remaining aboard the ship with Achilles you watch as Patroclus and the Myrmidons jump into the sea and wade to shore. When he gets close enough he leads the Myrmidons out of the surf and charges up the beach. Within minutes he is driving the Trojans back and forcing them away from the Greek ships. "Look at him go" Achilles says proudly and even from this distance you can hear the cheering on the Greek ships. They are chanting Achilles's name and they must have mistaken Patroclus for him.Suddenly the cheering stops as the Trojans retreat and the Myrmidons come to a halt on the beach. Achilles's smile immediately leaves his face. "Something is wrong" he jumps down into the sea. You follow him and you both struggle ashore, arriving on the beach minutes later. As you both run up the beach you see the other Greek kings are standing around a body in the sand. "NO" you hear Achilles roar and come up beside him to find Patroclus lying dead on the ground."Who did this? Who?" Achilles screams."It was Hector" Odysseus tells him quietly and Achilles stares at him."He will die" he declares and begins striding up the slope in the direction of Troy."We must help him" Ajax says and makes to start after him but Agamemnon restrains him."We must re-build the camps defences" he urges him. "The Trojans may attack again. Achilles can take care of himself." You stare after the retreating figure.What do you do?
DM: With the rest of the Greeks you set about burying the dead, treating the wounded and setting up guards around the camp. Despite your fears the Trojans do not renew their attack. Ajax sustained some minor cuts in the fighting but apart from that you and the other Greek commanders survived the battle miraculously unhurt. Patroclus's body is laid to rest on a funeral pyre. The activities continue until sunset when Achilles returns alone. The word quickly spreads throughout the camp: Prince Hector, the best soldier Troy has, is dead.

DM: Again, I waited for the right moment, then tumbled forward. I felt the second boulder missing me by inches. I finally reached Antaeus but this is no time to celebrate.I closed up the remaining distance and stopped in my tracks.
Player: Jump and climb onto his back
DM: I waited for the monster to attack then I jumped up and tried to climb onto his back. I held on to his neck using my left arm, his muddy body made it hard to stay on, and stabbed him in the back.I did it. I killed the monster. Instinctively, I hopped off his back stood in front of his dying figure.Again, I didn't realize the mistake I made.
Player: The Mistake
DM: Feeling victorious, I lowered my guard. Suddenly, Antaeus swiped at my legs and I heard bones cracking. A sharp pain enveloped my whole body and I fell, not understanding what had happened.I looked up at the staggering Antaeus and saw what was going on. Instead of blood, the wounds that I inflicted were gushing out mud. Where I stabbed him, the wound pumped out what looked like the material they use to create vases and pottery.Within seconds, muddy skin replaced where the fatal wounds should've been. The earth has undeniably healed him.I tried to say something but the pain prevented me from uttering anything. It didn't help the the dirt that I was laying on seemed to be holding onto my body, prohibiting me from moving.Antaeus stood over my body and said, "There's no way you can beat me in my own territory. But, alas, Mother Gaia told me to spare you and I will."He bent forward and laid my sword down by my hand. "She said to remind you that:Sons of Earth will never suffer strife,As long as they stand on it, they will take your life."With that Antaeus sunk slowly to the ground. Before his head disappeared he said, "The Gods are with you, son of Zeus, but is that enough to complete your quest, I will not be too sure." Then, the Earth ate his head, too.My vision began to become blurry, then my eyes closed altogether.
Player: Antaeus is gone, I have lost

Player: 'Ring'
Player: Watch Carefully.....
DM: Symbols and glyphs swarm onto the surface of the box.They look as though they are some otherworldly language--you have never seen anything like them before.Even as you watch, transfixed, the meaning of each glyph becomes clear to you.You have no idea how, but you can perfectly comprehend each symbol on the face of the casket.The glyphs glow with a yellow light, inviting you closer.

Player: Come back at midnight for a seance

DM: Ein lautes Pochen in deinen Ohren .... ein Schmerz in der Brust ... du öffnest deine Augen . Ein klinisch weisse Decke . Ein Krankenhaus . Du guckst an dir runter ... ein Verband an deiner Brust und eine Kanüle am Arm . Du richtest dich auf und schaust dich um . Kein einziges Geräusch ist zu hoeren . Du guckst auf deine Krankenakte "Schwerer Autounfall auf der A8 am 23.4.2011 " . Dir fällt nichts dazu ein . Nachdem du nichts mehr im Zimmer siehst , gehst du auf den Flur . Niemand ist zu sehen , ausserdem ist das Licht ausgefallen , doch das Sonnenlicht von den Fenstern leuchtet herein . Du guckst auf die Schilder
Player: Ausgang

Player: 'Bridge'
Player: 'Wind'
Player: 'Mist'

DM: You choose to stay with the follow-up force to exploit any success won by the attack force. As it turns out there is no success to exploit. Paris makes the massive mistake of arraying most of the Trojan army outside the city while allows the assault force, especially Achilles to wreak havoc. He kills Memnon and Penthesilea and drives Aeneas and the rest of the Trojans into retreat back into the city. As he, Diomedes and Ajax make to follow the Trojans in an effort to capture the gates disaster strikes.Using a poisoned arrow Paris shoots Achilles through the heel. Achilles dies in moments. Diomedes grabs a bow and as Paris puts a second arrow, thankfully this one not poisoned, through his right foot Diomedes shoots him through the chest and kills him. Ajax grabs Achilles's body and the two heroes' retreat, their army demoralised by the death of their greatest hero. The assault on the city is cancelled and the army withdraws out of bow-shot range in sorrow.
Player: Madness descends...
DM: Ajax is not well.Pale and shaking he joins the assembly of commanders that afternoon a broken man, his eyes fixed on Achilles's empty chair. Diomedes, limping from his latest wound, shakes his head sadly."It is no good" he says bleakly. "I doubt we can seize the walls of Troy by storm.""Well whatever we do we must do it soon" Nestor urges. "We have been here for four days now and more than half of our companions are dead! A few more battles like the ones we have fought and there will be no army left at all!""The Trojans have suffered too" Odysseus points out. "Prince Aeneas is the only commander King Priam has left."Silence descends as the Kings ponder their situation and Ajax suddenly rises to his feet and walks out of the tent. You are all surprised by this strange behaviour but think nothing of it until you suddenly hear shouts and screams from outside. Hurrying out of the tent a sad sight meets your eyes. Lying alongside Achilles body is his cousin Ajax. Achilles's sword is thrust deep into his chest and the fearless giant lies dead alongside his kinsman.This inexplicable suicide casts a grim shadow over the camp.

DM: Your veteran Warriors form ranks and await the trumpet blast signaling the assault. The instant the trumpet's shrill notes tear the air Achilles takes off running, out-stripping even his fleet-of-foot Myrmidons. King Memnon, a giant of a man pushes his way through the ranks of his warriors to face Achilles in single combat. He raises his sword to strike but Achilles is quicker: he runs Memnon through the chest with his sword, piercing his heart and killing him. A cry of dismay goes up as their leader falls and then the Myrmidons attack the Trojan's African allies.It is a massacre. Swords open up wounds in men's sides and they begin to fall. Your Warriors are right in among them, driving the foe back to the wall while Achilles leads his Myrmidons left to attack the Amazons. It is sheer butchers work and everywhere the air rings with the din of metal striking metal, the screams and cries of men dying and even pleas for mercy. Though arrows rain down they damage the enemy as much as you and in very little time you inflict on the Trojans and their allies their bloodiest repulse yet.In the middle of the fighting an arrow arcs straight down towards you.

DM: You join Ajax's warriors in charging the brave Amazons in the centre of the battlefield. These fierce warrior women are distractingly semi-naked and decorated with bright tattoos and war-paint. Their Queen wears golden armor and a helmet that hides her face. The Amazons put up a fierce fight as your warriors meet them, screaming shrilly and fighting with a swiftness and ferocity that men lack. Despite this they are hemmed in by the wall to their backs and many are cut down by the arrows that the Trojan archers pour down on friend and foe alike.Ajax cuts through the warrior-women in an effort to fight with the golden-armored Queen herself but the press of battle keeps them apart. On your right Achilles and his Myrmidons, having routed the Africans to attack the Amazons. Achilles plunges into the fight and immediately seeks out Queen Penthesilea. He stabs her through the chest, knocking her to the ground. As the Amazons flee you reach Achilles as he removes her helmet and when he sees her beauty tears fill his eyes, a shocking sight. All around you your men continue to cut and hack down the Amazons, overwhelming them in butchery.At the moment of victory an arrow descends on you from above.

DM: What an odd title. You open the book and turn to a random page.Walk forward.Good, now just a little more.Just a liiiittle bit farther.Little bit more.Keep going.Almost there!You skim through the book, but it appears to contain not much else, just simple instructions to keep walking forward, with penalties if you fail to follow the instructions.What a terrible book! You're filled with an inconsolable rage--a fury that will not be denied!What will you do with this newfound fury?!?!?!You rate the book two stars and leave a mean comment.
Player: Put the book back on the shelf
DM: You find yourself in the Fiction wing of the library.You don't have time to be reading fantasy stories, but perhaps you will find a clue somewhere over here? It's worth a look.The shelves are loaded with books. A few titles catch your eye.
Player: Read 'Townland, USA'
DM: You flip to a random page and start reading."I'm going to the mall," Jeffrey said, and hung up his phone.Jeffrey got into his car and pulled out of the driveway, thinking of all the things he had yet to do....wash the laundry, pick up the kids from the pool...call his wife...It was getting harder and harder to keep his life organized.His cooler was rattling around on the floor of the car. He reached inside, pulling out a tuna fish sandwich, and began to eat, slowly, mulling over the fact that the bread seemed a bit stale.He'd pick some up from the grocery store later tonight.You close the book, and put it back, reluctantly. What a strange and fascinating world!!You wonder if such an odd place could truly even exist out there, somewhere...?

Player: Bubble Gum
Player: Blue Yoyo

DM: Welcome to class! You greet your new first graders at the door with a smile, offering them a high five as they step foot into the classroom you have painstakingly decorated with colors and shapes of all kinds. Most of the kids look around with awe and excitement and eagerly take their seats next to friends. You notice one little girl avoids eye contact as she shuffles to a desk sporting the name tag "Emma". She quickly buries her head into her arms as to avoid looking at the other children, and you notice her shoulders quiver with her muffled sobs. What do you do?
Player: Talk to Emma while the class isn't paying attention to see what's wrong.
DM: You decide to talk to Emma and see what's wrong. You kneel beside her desk and wrap an arm around her shaking shoulders, introducing yourself and inquiring what's wrong. At first, she doesn't seem to want to talk. You decide to tell her a little bit about yourself; you grew up in Canada and you really love your pet cat, Mrs. Norris. The mention of your cat seems to brighten Emma up a little. She tells you that she just moved from Oregon and has a dog named Fang. You realize that if she just moved, she also had to leave her friends. You tell her that Fang sounds really cool, and introduce her to a group of nearby girls, hoping that Emma will become friends with them. You move her desk next to the other girls and suggest they talk about their pets at home. Social interaction and making friends are very important to a helping a child with depression. If they seem to have trouble relating to their peers, sometimes the teacher can become their friend and in turn help them make friends. In addition to making relationships, you can also: Use positive feedback. This will help boost the child's self-esteem. Offer accommodations. This may be more time for assignments, help with assignments if they're having trouble, etc. This is NOT lowering the standard. Provide Opportunities for Success. Play on Emma's strengths. If you realize she's good at reading and not so much at math, let her read aloud during story time and only call her on math if you know she has the correct answer. If all else fails, seek professional help through a school counselor.
Player: Awesome, let's start class!

DM: Wow, you're a heartless human being. You're just going to leave a 6 year old to weep? They should yank that diploma and teaching certificate right out of your hands and burn them on the McDonald's griddle where you'll be flipping burgers the rest of your life. Maybe then Emma will at least have a teacher that can bother to care about her depression. Geeze, some people. What, you want to try again? FINE, go for it, since I'M not the heartless one.
Player: Welcome to class!

Player: Insist again and again that he take his seat, your voice escalating with each request.
DM: You start screaming at Kyle to get in his seat OR ELSE. You don't know what the else is, but Kyle is determined to find out. The situation continues to escalate, and you end up taking things away from Kyle, further upsetting him. Though it may work in the short run, Kyle's temper tantrums continue for quite some time, effectively making your first school year your last. Your career as a teacher ends, but thankfully the janitor got you a job with him! You guys have fun mopping after lunch, but whenever you see Kyle, you glare at him. Not that it was his fault you made the wrong choice! You've gotta learn to keep your head! Getting into a fight with Kyle will get you no where. Children with Oppositional Defiance Disorder often enjoy engaging authority figures in power struggles, and once a screaming match has started, there's hardly ever a positive outcome. Threats don't work. You've got to be a bit more sneaky and clever; keep calm and don't fall into their tricks!
Player: Try again!

DM: You're back in the hall, the bathroom door at your side. You can't sit around forever... there must be a way out somehow.
Player: Head back into the bathroom.

DM: Beyond the dark woods lies an ancient ruin at the foot of an old volcano. Many an adventurer has been lost to the fabled dungeons beneath the ruin - while those who survive, tell of an endless underground labyrinth filled with treasures beyond the imagination!There must be some truth to it, for you've seen the glorious riches a select few have hauled up from that accursed place.No one knows how far down it goes, for the depths are guarded by truly titanic horrors - Lords of the Undead - Demons without Years - and Great Elder Dragons!But who says you have to go all the way to the bottom?
Player: Choose Your Race
DM: In Delve, your Character can be a Human, Dwarf, or Elf (yes, I know that's a halfling on the cover pic and no, you can't play one)."What about a Character Name?" you might ask. Glad you asked! No. Hack & Slash, remember? We don't want to bog this game down too much with namby-pamby roleplaying or excessive flavor-text. If you want that sort of thing, go play Dungeon Stompage! (I hear it's rife with the stuff!)So about them Races...HumanHumans can be Fighters, Priests, Wizards, or Rogues. * Humans get to carry +1 ItemsDwarfDwarves can be Fighters or Priests. * Dwarves get +20 Hit Points & cannot be PoisonedElfElves can be Wizards or Rogues. * Elves get +20 Mana & are immune to SleepSo... what's it going to be?

DM: You walk semi-confidently into their impressive house-sized elevator, (Why is it so big?) and exits into the meeting room, where they are patiently waiting.¨You´re late.¨ Birdman says, his dark, flowing cape smacking into Fastboy behind him.¨Hey, quit it Birdman!¨ Fastboy replies, vibrating his body to create a strong wind, blowing the cape away.¨Enough!¨ Superstrong inserts, slamming his hands on the table, disintegrating it. ¨Oops.¨¨So¨ Shrinker steps forwards with her left foot. ¨What can you do, Potatoman?¨
Player: Lie about your amazing world-bending powers
DM: ¨I can, uh... bend reality. With my fingers.¨Superstrong gasps. ¨That´s exactly the kind of thing we need to fight Bigbadguyfromouterspace! Show us, and you´ll definitely be on the team.
DM: You got kicked out of the team. What did you think would happen?

DM: You stumble out of a club into the cold breeze of the night. Everything is blurry, something is definitely wrong. When you try and think back to what you were doing earlier, you can't seem to remember. The taste of whiskey is strong, and you begin to dry heave. As you fall to your knees, you hear a voice in front of you."Are you okay?"You look up to see a young attractive woman standing there. You wipe the saliva from your lips and stand back to your feet. She speaks again;"To much to drink, eh? Happens to a lot of us around here, don't be embarrassed. I'm Ashley by the way, anything I can do to help you?"Even though she seems friendly, you begin to question her sincereness. More importantly, you still can't remember anything up to this point of the night. "You're eyes are really red. Are you high right now?" she asks. You take out your phone and turn on the camera app to use as a mirror. You're startled by you appearance: bloodshot eyes, sweat drenched hair, and bruises on your face. You can't remember anything and you're a mess, there is only one conclusion; you've been drugged. "Listen, I gotta go meet from people at The Trance. It's a hot rave club just around the corner from here, do you want to come? Personally I don't think you should be out here alone in your condition."You think to yourself. You really shouldn't be alone when you're in the condition you are, but you don't know anything about this girl.
Player: Decline Ashley's invitation
DM: You decline to go with Ashley and walk the opposite way down the street. As you walk, you begin to shiver, something is definitely wrong with you. You are not paying attention you where you are walking and bump into someone. You look up to see a large hooded man. "You shouldn't be out here alone" he says in a menacing voice. You've just unknowingly stumbled into a dark alley, where the hooded man lets out a horrifying cry. He begins to grow and tears his hooded sweater off, revealing his sharp teeth and piercing yellow eyes. He morphs into a giant werewolf.You try to run but he is much to quick. You are ripped apart limb from limb.

DM: You find a particularly sharp stone and put it in your pocket.Should come in handy.
Player: Inspect the Cave Mold

DM: You accept Ashley's offer to go with her to the rave club, The Trance. "Awesome! I really hoped you'd come. Follow me"You follow Ashley down the street until you reach the entrance to a building with a blinding blue lighted sign that reads: The Trance. You follow her inside, where hundreds of people are crowding the area, and radiant lights flash in front of you. You feel Ashley grab your hand. "This way. I want you to meet Xavier."You can barely hear her over the ringing in your ears, and the blaring house music in the backgorund. She leads you to a booth where you see a group of women sitting around a greasy looking man. This must be Xavier. "Who is this, Ashley?" he asks. "I found him on the street outside a random club. I think he's been drugged, thought I'd help him out." "Out alone on the streets at this hour is a risky thing to do my friend, but you say he's been drugged? Perhaps I can be of assistance, have a seat". The women sitting at the booth around Xavier leave, and Ashley sits down.
Player: Leave The Trance by yourself
DM: You turn the other way and leave The Trance. Outside the door you run into a group of intimidating men. "That's him!" One of them shout. They surround you and grab you. You try to resist but you can't get out. They knock you out. You awake chained up in a dark room. The men walk in and surround you. Suddenly, a burst of flames comes out of the ground in front of you, where a large red winged demon arises. He approaches you, and shoves his hand into your chest, pulling out your heart.

DM: You sit down at the booth with Ashley and Xavier."He doesn't remember anything from earlier tonight. I don't even think he remember me." Ashley says to Xavier. Xavier looks at you. "I can't say I've not ever blacked out after a night at the clubs myself, but I've never seen anything like this. I don't mean to worry you my friend, but this was no ordinary drug you were given. This was not even a drug that could be slipped into a drink. I believe there is far more to this story than you think.""I'm confused. What do you think happened to him?""I think your friend here was someone's experiment tonight. I think there's something in him a certain group of people want, and they got it tonight. My only question is why they left him alive? I've seen them do this to many demi-gods before, but they have always killed them afterwards"."Demi-gods? Are you saying this guy is part god?""I am. There have been many demi-gods walking the earth, but the demons who walk here also have plans to exterminate all of them. Before they kill them, they extract the genes that give people like our friend here their immortality, and use it on their master."This whole thing sounds ridiculous to you. As you about to question what they're talking about, a group of intimidating men walk up to the booth. "We just want him. We don't want to harm you two. Come with us now." One of them tells you.
Player: Go with the men
DM: You get up from the booth."Don't go with them!" yells Ashley.You ignore her and go with them. As soon as you get out of The Trance, one of them men knocks you out with a steel pipe. You awake in a dark room. You are chained up from every part of your body, and are unable to move. The men come into the room and surround you. Flames burst out of the floor in front of you, where a red winged demon arises.He approaches you and shoves his hand into your chest, tearing out your heart.

DM: You spit in Lucifer's face. The worshippers are shocked to what they see. You just spit in the face of the devil. "I show you mercy, and you still resist. I offer you life, and you decline. I don't just want your immortality after all, I want your soul." As Lucifer goes to kill you, one of the worshippers attacks him. Lucifer fends him off, them rips his heart out of his chest. "My little brother!" shouts another worshipper. "I'll kill you!"The worshipper attacks Lucifer with a stake, as the others join in on the attack. You are released by one of them as the rest attack Lucifer. You escape the warehouse, not before grabbing the jar labeled "For Lucifer" on it. You run to a taxi and tell him to take you far away. As the taxi drives, you drink the liquid from the jar. It tastes terrible, but you swallow it anyways. "Where to?" asks the driver.
Player: Take me as far away as money can buy
DM: You drive all night until the taxi stops. You look out the window to see you are in a dark forest. "Here we are" says the driver. You get out of the taxi as the driver leaves. You walk down the path of the forest until you here something off the trail. You look around but don't see anything but trees and darkness. You keep walking until you are surrounded by hooded people. They make loud sniffing noises."This is a demi-god." One says. They take off their hoods to reveal themselves. They look like normal people. "Hello demi-god. We are the Simba, a breed of werewolf who live in these woods. Please come with us to our camp, we have something for you".

Player: Go to the werewolf camp
DM: You follow the werewolves to their camp.An elderly man walks up to you. "Come with me, demi-god. I have something for you." You go into his tent, where he gives you a spear. "This spear was blessed by God, and given to the demi-god sent to protect the werewolves from the dangers of this earth. We know Lucifer is coming for you, and that you are the savior of the world. You are immortal. We can sense it on you, and Lucifer wants that. Drive this spear through his heart, and send him back to hell forever. Good luck, savior."You leave the tent where a young man approaches you. "To get out of here, you can take either the north trail or the south trail. The north trail will lead you to the mountain, where the witches live. The south trail will lead you to the sea, where the Leviathan lives. Both trails are very dangerous.

Player: Take the south trail
DM: You choose to take the south trail.You approach the sea, but are aware of the werewolves' warning of a Leviathan in the water. You see no other way to cross the sea besides swimming through it. You could also turn back and take the north trail instead.
Player: Swim across the sea
DM: You go into the freezing cold water and attempt to swim across it.Just as you get moving, the Leviathan emerges from the sea and swallows you whole.

Player: No

DM: You take the north trail.You reach the mountain where the werewolves' warned is the home to witches. You could climb the mountain and face the witches, or turn back and take the south trail instead.
Player: Face the witches

Player: Tell him about Xavier and Ashley
DM: You tell him about Xavier and Ashley, the vampires you befriended earlier. "Bah, those aren't real vampires! They're from a weak tribe of worshippers of God. A true vampire knows Lucifer is the only ruler this world needs! Now, I drain all of the blood from you're body!"Nosferatu attacks, but you block with the spear. He knocks the spear out of your hands and tackles you to the ground. "Prepare to die!"He bites you in the neck, but there is no affect. Nosferatu realizes you are immortal. "No! You shouldn't exist! There is no savior in this world anymore! Lucifer will end you! I know he will!"Nosferatu disappears into the night.

Player: Continue down the highway
DM: You continue down the highway. After some time of walking, you reach a small town just outside of Las Vegas. Welcome to GoldfieldYou've heard about this before, it is a ghost town. You walk down the empty streets until you notice on of the buildings has light from a fire coming from it. Someone is in there. You approach it to see a bunch of people in cloaks bowing to the fire. They are devil worshippers. You realize they are summoning a demon.The fire bursts, and out comes Lucifer. He turns towards you. "I knew our paths would cross again soon enough."Lucifer opens his arms, leading the fire to explode and kill all of the worshippers. "You have the immortality inside of you. I am going to take it out."
Player: Fight Lucifer
DM: You aim your spear at Lucifer. "I know what that is, it's the blessed spear. It's proven to be a useless weapon, as only a shot to the heart can kill me. Any other part of my body will destroy it. Please, take a shot."

Player: Fake throw the spear at Lucifer
DM: You pretend to throw the spear at Lucifer. He covers himself in fear, only to realize nothing was thrown."How dare you make a fool out of me!"Lucifer charges you and knocks the spear out of your hands with his tail. He grabs you. "I am going to drain the soul out of your body. You will be my eternal slave in the fiery depths of hell forever!"Lucifer begins to suck the soul out of your body, but you use your strength and break his hold. You inspect the area, and see you have two options. You can get the spear and take another shot at Lucifer, or you could grab a bottle of holy water the worshippers were using.
Player: Throw holy water at Lucifer
DM: You open the bottle of holy water and splash it in the face of Lucifer."AHH!!!" Lucifer shrieks in agony. "I'm blind! I can't see!"Lucifer is blinded, giving you an opening. What do you do?
Player: Throw the spear at Lucifer
DM: You throw the spear at Lucifer.Your aim is bad and you get him in the upper chest, missing his heart. The spear turns to dust.You have nothing to defeat Lucifer with now.

Player: Tackle Lucifer to the ground
DM: You tackle Lucifer to the ground. You accidently knock him into the fire pit, causing him to grow two times his size."I may be blinded, but the fire gives me more power than ever!" Lucifer breathes fire at you as you take cover behind a wall. You have the spear in your hands. What do you do?
Player: Keep hiding behind the wall

DM: AAAF
Player: g
DM: AAAAG
Player: y
DM: AAAAAY
Player: q
Player: j

Player: Deny the offer
DM: You deny Lucifer's offer. You'd rather die than ever worship him. "Foolish weakling. You could have lived the greatest life under me, but you've chosen an eternity of suffering instead. I'll finish you off right now!" Lucifer breathes fire at you but you dodge it. Since he grew from the fire, you have a better shot at hitting his heart, but if you miss it's over. What do you do?
Player: Throw the spear at Lucifer's heart
DM: You throw the spear at Lucifer's heart. With all the luck in the world, you hit the heart directly. Lucifer shrieks in pain and then bursts into flames. All that is left of him are ashes on the ground. You have defeated Lucifer.
Player: Walk into the sunrise
DM: You walk onto the road, where the sun is rising. The night is over, it is dawn. You glance into the beauty of the sunrise as the glowing sky shines over you. You saved the world from the takeover of evil. You can live life in peace. You are immortal.

DM: You go over to the video games.You feel your pocket. All out of change!But then something catches your eye. Its a shotgun!You go over to it to examine it. It's real. Now what?
DM: You decide to go to the Game Room.There are a bunch of video games in the corner.Then there's a door in the back labeled "Back Halls".Where to?
Player: Check out the video games
Player: Go to the "Back Halls"
DM: You decide to check out the Back Halls.When you open the door, you gasp. It's pitch black!Now what?
DM: You stumble into the pitch blackness and try to feel your way through the halls. You hear a growling noise in the distance. Then you feel two ways, right or left. The growling noise seems to be coming from the left.
DM: You feel your way to the right, away from the growling noise. You keep stumbling along, but then you come out again in the Game Room. Weird!What do you want to do now?
Player: Leave the Game Room
DM: Morth said that you needed to get down all 4 floors to fight him. The elevator's out, so that leaves the stairs. But that's almost too easy.Then there's the Game Room. It has all sorts of video games and other electronics.Then there's the Amazing Stuff room. That room has weird gadgets and interesting equipment. Maybe you could use some.
Player: Stairs
DM: You decide to go down the stairs. But when you try to open the door to get to the stair fleight, you find that it's locked!

Player: Get up and go into the corridor
DM: Climbing to your feet you pull on a dressing gown and go out into the corridor. Several stewards are going down the corridor carrying mattresses in pairs. You consider asking one of them what is going on but then you spot a ship's officer walking quickly the other way.Who do you ask for information?
Player: One of the stewards
DM: You approach one of the stewards carrying blankets but he shakes his head before you can speak."Please go back in your cabin, Captain's orders" he tells you."What is the matter?" you ask."An accident but not to our ship. Stay inside."The stewards and officer disappear leaving you standing perplexed and alone in the corridor.What do you do?
Player: Get dressed and go up onto deck

Player: Go back to bed

Player: Help the survivors in the lifeboats onto the ship

DM: You are a ship's officer aboard the small liner Californian under Captain Lord. The officers work in three shifts of 8-12, 12-4 and 4-8. As a senior officer you are given first choice of which shift you want to work.Which do you put in for?
Player: 4am to 8am

DM: Applying to be a crew member you find there are three different positions available to you. The ship requires Quartermasters to serve as minor officers in various roles on deck. The owners of the Titanic are also looking for strong men known as Firemen who can shovel coal into the ship's boilers to keep her travelling at a good speed. Finally if you are female the ship has a vacancy for a stewardesses to serve First Class passengers and help them to enjoy the trip.Which position do you apply for?
Player: Quartermaster
Player: Midnight-6am
DM: You opt for the Midnight to 6am watch so on a cold April night you are tucked up warm in your bed enjoying some much needed rest. For some reason your fellow officers fail to wake you at Midnight and you sleep on until you are disturbed by voices outside your door. Looking out of your porthole you see groups of passengers wearing white life jackets and standing around the Boat Deck. Springing to your feet you pull on your uniform and rush out onto deck to learn the incredible news that the ship is sinking and passengers are being loaded into the lifeboats.

Player: First Class
DM: You travel in First Class enjoying all the luxury facilities Titanic has to offer including a gym, swimming pool, sauna, tennis court, a choice of four restaurants, library and smoking room. One cold April night you have just finished a ten-course (!) a la carte dinner and consider what to do next. If you are feeling tired you can retire to your cabin for the night but if you fancy a brandy you could head up to the First Class smoking room.Where do you go?

DM: On a bitterly cold April night the Californian steams steadily from London to Boston across the Atlantic Ocean. Drifting floes of ice from the Arctic is sighted bobbing gently on the waves so Captain Lord orders the Californian to halt and send out a radio warning about the ice to all ships in the area before going to bed for the night. You are in command on the bridge when you spot the lights of a large ocean liner steaming rapidly across the horizon from the east, apparently oblivious or unconcerned about the ice.What do you do?
Player: Wake Captain Lord and tell him about the ship
DM: Descending to the Captain's cabin you knock on the door. Lord is unimpressed that you've woken him up to deliver your report but suggests as the Californian's radio operator is off duty now that you signal the ocean liner with a signal lamp. Going back to the bridge you have fetched out the lamp when you see the distant ship suddenly stop and turn off most of her lights. Before you can use the lamp Officer Stone, your midnight relief, arrives. You tell him about the liner before descending from the bridge. With the ship playing on your mind you consider a visit to the Californian's radio operator.What do you do?
Player: Head right off to bed
DM: You sleep well until right before dawn when one of your fellow officers bursts into your room."The Titanic has hit a berg and sunk" he declares before rushing out. In minutes you are dressed and out on the deck. The ship is alive with action as Captain Lord is ordering full steam towards the Titanic's last known position. Only later will you realise she was the ship you saw last night: you did not see her suddenly stop and turn off her lights, instead you saw her swing sharply to port in a desperate effort to avoid hitting the iceberg which sunk her.

Player: Wake Captain Lord and tell him about the rockets
DM: Going to the speaking tube you call down to Captain Lord's cabin and tell him about the rockets."Are they company signals?" Lord asks sleepily."I don't know" you tell him. "They appear to be white rockets."The Captain grunts and tells you to signal the liner with the Signal Lamp. You do this but to no avail, meanwhile rockets are continuing to burst over the distant liner. Frowning you scan her with the binoculars."Have a look at her now, she looks very strange out of the water" you comment to Gibson. "Her lights look very strange."With the binoculars you can see her lights appear to be at an odd diagonal angle: her stern lights are all visible but her forward lights are not. You are growing increasingly concerned. Over time the ship stops firing rockets as slowly her lights sink closer to the water and you feel sure the strange liner is steaming away."A ship's not going to fire rockets at sea for nothing" you tell Gibson. Though you have already told Lord once about the rockets you feel you should do more.What do you do?

Player: Go to the Bridge and keep a look-out
DM: You return to the bridge but at dawn you are startled to see the Californian's radio operator Cyril Evans rush up the stairs to the bridge."There's a ship sunk" he declares. "The Titanic has hit a berg and sunk!"You both run to Captain Lord with the news who immediately starts steaming the Californian south towards the Titanic's last reported position.

DM: The boat deck is gradually filling with passengers, most wearing white lifebelts. A well-dressed band has started playing cheerful orchestra music in the middle of the deck and the officers are having a hard time persuading passengers to enter the boats. Officer Wilde is in charge of the effort with Officer Murdoch loading the boats on the starboard (right) side and Officer Lightoller loading the boats on the port (left) side. You can help load the boats or alternatively you can help Captain Smith call ships to come to the Titanic's aid including a steamer whose lights are clearly visible in the distance.What do you do?
Player: Help Lightoller load boats on the port side

DM: You choose to offer your services to the Titanic as a Fireman working in the ship's bowels shovelling coal and keeping the engines working. All Firemen are expected to work in six-hour shifts and as an experienced applicant you get to choose between the 6-12 and the 12-6 shifts.Which shift do you apply for?
Player: 6pm to Midnight
DM: You are working one cold April evening in Boiler Room 6, relaxing and heating some soup in a bowl on a piece of machinery when suddenly the sharp tones of a warning siren pierces the air and a light flashes red above the watertight door that leads to Boiler Room 5. You hurry through the door as it starts to close when suddenly the whole ship starts to shake. You look up just in time to see a mountain of coal topple on you and a hiss of water fills the air.Pulling yourself free from the coal you are startled to see a two-foot gash in the side of the ship and sea water is blasting in at a tremendous rate, mixing with the grimy coal underfoot. The air is full of shouts to man the pumps, shut the dampers and draw the fires. Springing into action you begin operating the powerful pump with a dozen other Firemen, helping to force the incoming seawater out through an opening above the waterline in the side of the ship. As you work you hear somebody shout "blimey lads, we've struck an iceberg."You and dozens of your companions work hard at the pump and manage to keep ahead of the incoming seawater but an accident happens when one of your colleagues lifts a panel out of the floor to get at some mechanisms and another engineer falls into the manhole, seriously hurting his leg. You make him comfortable but as you return to the pump suddenly there is a great cracking and the whole wall between Boiler Rooms 5 and 6 collapses as a tidal wave of seawater floods into the compartment. As water surges around your waist you hear a shout for help from your injured colleague.What do you do?
Player: Swim for the ladder up to the next deck

DM: You are accepted for the position of Stewardess in First Class and for the first four nights of the journey of the Titanic the journey is routine. On the fifth evening, a cold April night, you are woken by a strange juddering jerk. It's not strong but it is enough to send a pen you left on the edge of your dressing table bouncing down to the floor. You wonder what the jerk is, if the ship's got a problem it will mean a return to the ship-builders in Belfast which will mean no work for you.What do you do?

Player: Down to your cabin to sleep
DM: You go down to your cabin and start getting undressed for bed. You are in the middle of doing this when the ship seems to give a sudden grinding jar. It seems to you like a big wave hitting the side of the ship or being grounded... but you are hundreds of miles away from land. You pause to listen but the sound has already faded away. Soon you are ready for bed and go to close your porthole when the cold breeze coming through it suddenly stops. There is a strange silence and you realise that the hum of the ship's engines which you have become used to over the last few days have stopped.What do you do?
Player: Put on a dressing gown and go to investigate
DM: You don a dressing gown, step into the corridor and spotting a steward you ask him why you've stopped."I don't know sir but I don't suppose it's much" he replies. "A few hours and we'll be on our way again." You nod and step back into your cabin contemplating your next move.What do you do?

Player: Go up on deck and investigate further

DM: You opt to travel in Third Class and are pleasantly surprised to find the accommodation and food very good, unlike other ships you also get some deck space, a bar and a smoking room. Sleeping in your lower deck cabin after a particularly heavy meal on a bitterly cold April night you are woken from your slumbers by a rumbling, scraping noise. You open your eyes in time to see something white pass by your porthole, which is open. Several chunks of white rock, which you soon discover are ice, fall through your open porthole into your cabin.What do you do?
Player: Roll over and go back to sleep
DM: You roll over and try to go back to sleep but are disturbed by commotion and yells in the corridor outside. It is the sound of running water that finally jars you awake. You jump down from your bed and gasp as you splash up to your ankles in ice-cold water that is flowing into your cabin under your door. As fast as you can you pull on your clothes and with the icy water rising up towards your knees you splash out into the corridor and up a flight of stairs.

DM: You hurry up to the officer and demand to know what is going on."There has been an accident to the Titanic" he tells you shortly."You'll have to give me something better than that" you declare. "She is to the north and we are to the south.""We're going north like hell" the officer says shortly. "Get back in your room."The officer hurries off after the stewards leaving you alone in the corridor.What do you do?

DM: Your hand wraps around the hilt. I knew you would be the one. My dear Arakhan. Even when you were a boy, I knew, oh, I knew..... I am so very thirsty.
Player: The power of the ancients embraces you.

Player: Wait, I was JOKING!!
DM: Alright, smart alec, what do you really want to say?

DM: You decide not to disturb your Captain and remain on the bridge. In the distance you watch the ocean liner continue to head rapidly across the horizon until suddenly she stops and turns off most of her lights. A lot of ocean liners do this around midnight to encourage their passengers to go to bed. Soon after this Officer Stone, your midnight relief, arrives. You tell him about the liner before descending from the bridge. With the ship playing on your mind you consider a visit to the Californian's radio operator.What do you do?
Player: Drop in on the radio operator
DM: Cyril Evans, the Californian's radio operator is off-duty and lying on his bed reading a magazine when you drop by the wireless room."What ships have you got Sparks?" you ask cheerfully."Only the Titanic" Evans says indifferently.You glance at his radio set and try on the headphones but they are switched off."I tried telling them about the ice earlier but they told me to shut up" Evans tells you.With a shrug you head off to bed.

Player: Go down and wake Lord again

DM: You decide to let the ocean liner be and instead pace the bridge, occasionally glancing out across the patches of ice you can see here and there bobbing gently on the water, melted ice shelves that have drifted down from the Arctic further north. Suddenly you see a strange white flash over the distant liner and a few minutes later there is another and soon a third. That ship is firing rockets! Gibson is very excited and thinks you should tell Captain Lord but you are reluctant to wake him.What do you do?
Player: Let the Captain sleep but keep watching the strange ship
DM: "Have a look at her now, she looks very strange out of the water" you comment to Gibson. "Her lights look very strange."With the binoculars you can see the ship's lights appear to be at an odd diagonal angle: her stern lights are all visible but her forward lights are not. You are growing increasingly concerned. Over time the ship stops firing rockets as slowly her lights sink closer to the water and you feel sure the strange liner is steaming away."A ship's not going to fire rockets at sea for nothing" you tell Gibson. Though you have already told Lord once about the rockets you feel you should do more.What do you do?
Player: Continue patiently with your watch

Player: Go up to the Bridge

DM: On the port side you join Lightoller in loading the boats but progress is slowed when the first boat is lowered to A Deck only to find closed windows bar access. You help fill the next boat with women and children and begin lowering it when suddenly someone calls out "We've only one seaman in the boat!""Any seamen there?" you call out to a crowd of mostly male passengers that are watching the boat go down."If you like I'll go" one man replies."Are you a seaman?" you ask."I'm a yachtsman.""If you're sailor enough to get out on that rope you can go down" you tell him.With surprising agility the passenger climbs swiftly down the rope into the boat. Considering the boat is still under-staffed with sailors you consider going down too.What do you do?

Player: Swim to help him
DM: Determined not to leave your friend behind you struggle through the icy water which quickly rises to engulf you. In the black sooty water coal dust and salt burns your eyes and you cannot see. You cannot breath and as your head bumps against the ceiling of the Boiler Roomyou feel around desperately for the ladder but you cannot find it. A gasp lets in seawater, you panic and take a mouthful and then it is all over. Your body continues to bob against the ceiling, one of the first victims of the Titanic disaster.

DM: Getting up you spend a few minutes getting dressed before going out into the corridor. To your surprise you encounter a passenger walking the other way holding a piece of ice. "Will you believe it now?" he snaps at you before striding on, leaving you puzzled. A moment later the ship's doctor, a kindly old man, comes around the corner of the corridor. "Things are very bad" he tells you before instructing you to wake the passengers and tell them to assemble on deck.How do you choose to alert the passengers?
Player: Gently with diplomacy

Player: Ignore it and get into bed
DM: You get into bed but don't get to remain there long: a few minutes later there is a knock on the door. With a sigh you get up, pull on your dressing gown and open it to see a steward standing there."We are in the north and have struck an iceberg" he tells you quietly. "It does not amount to anything but will probably delay us a day in getting into New York. However as a matter of form the Captain has ordered all passengers onto deck." You nod and the steward hesitates before adding "The accident is rather a serious one sir. You had better come on deck at once."As quickly as you can you change into a suit and go up the stairs onto deck.

DM: You get a little lost on your way up to the Boat Deck before managing to find a crowd of passengers all going up. On the Second Class Boat Deck there are no crew, just passengers. When you try to go up the stairs to the First Class Boat Deck a ship's officer stops you."May I pass to the boats?" you ask him impatiently."No madam, your boats are down on your own deck" he tells you.Irritated you go back down and wait impatiently for ship's officers and sailors to work their way through lowering the First Class boats and move onto yours. By now the Titanic is noticeably listing towards the prow and white distress rockets are exploding overhead. There are more passengers on deck now including groups of Third Class passengers, mostly women but also a few men who clearly look as if they're trying to keep a low profile.Finally a crowd of First Class passengers and seamen descend to your deck and start loading the boats. There is a clear women and children policy in action and some enforced partings."For God's sake go, it's your last chance" one man pleads as an officer helps his crying wife into a boat.Other women are dragged literally, kicking and screaming into the lifeboats but another refuses to leave her husband."Not on your life" she says firmly. "We started together and if needs be we'll finish together."A boat nearby is loading women and children and a sailor calls for you to get in.What do you do?

DM: Feeling sure it is nothing you lie down to sleep. The bed's mattress which had previously vibrated with the ship's engines is still as the engines have stopped. Perhaps it is this which prevents you from sleeping when your door is suddenly thrown open and a steward sticks his head in."Everybody on deck with lifebelts on at once!" he orders before slamming the door.Abandoning all efforts to sleep you dress quickly and hurry up onto deck. As you go up the stairs you notice your feet don't seem to be landing where they should: instead they are straying too far forward as if the Titanic were listing towards her prow...

DM: Realising quickly that something is very wrong you spring to your feet and pull on your clothes. Going out into the corridor you descend two flights of stairs and peer down the final flight that leads down to a Boiler Room. The scene there is not reassuring: stokers and engineers are running about shouting for lead lines and pipes to pump water out."She is torn to bits below but she will not sink if her aft bulkheads hold" one man shouts to another.Having seen all you need to see you turn around and start making your way up the stairs.
DM: You follow a great crowd of fellow Third Class passengers speaking a wide variety of languages as they surge towards the stairs."Never mind icebergs" you hear one big Irishman saying to his mate. "What is an iceberg?"Reaching the main staircase that leads up you discover a gate has been pulled across, barring passengers from going up. Stewards are moving through the crowds with interpreters, calling for women and children to follow them up to the Boat Deck. Trying a smaller flight of stairs you see that one is sealed by a gate too."Great God man" a giant Irishman barks at a sailor manning the gate. "Open the gate and let the girls through!"To your surprise the sailor meekly complies, swinging the gate open and the small crowd around you surges through. You follow them up to the Third Class deck at the rear of the ship but still your troubles aren't over, the stairs leading up to the Boat Deck are blocked by sailors. About an hour after your arrival, with distress rockets exploding overhead and the ship noticeably listing, women and children are let through to the Boat Deck. At around 2.00 by your watch the sailors declare that men are allowed up to, but with the ship's prow already underwater most prefer to stay where they are at the stern as this will clearly be the last point above water.What do you do?

Player: Stay at the stern

DM: AAW
Player: q
DM: AAAQ
DM: AAAA
Player: D
DM: D
Player: y
DM: AY
Player: q
DM: AAQ

Player: Rest Time

DM: Calling down the speaker's tube you tell Lord about the strange liner."The ship is disappearing in the southwest and altogether she has fired eight rockets" you tell him."Were they all white rockets?" Lord asks wearily.You tell him that they were and Lord tells you not to worry. By the time you return to the bridge you see that the other ship has now completely disappeared, leaving the Californian alone in the chill night air. You are startled about an hour later to see another bright flash of a rocket, this time directly to the south and clearly from a different ship. Soon after your 4am relief arrives on the Bridge and you tell him about your strange experiences.You go down to bed and it seems you have barely drifted off to sleep when the door bursts open."The Titanic has hit a berg and sunk" one of your fellow officers declares before rushing out. Only belatedly will you realise that she must have been the ship that you watched all night. Pulling on your clothes you rush out onto deck.

Player: Remain where you are meant to be
DM: You remain on duty at the stern and for some reason your midnight relief fails to arrive. You are still pacing and waiting for them when you are startled to see a lifeboat floating in the sea alongside the Titanic with about thirty people on board. Immediately you phone the bridge using a crew telephone box at the stern and ask them if they know there is a lifeboat in the water. An amazed voice asks you who you are before telling you the ship is sinking and that you need to come to the Boat Deck immediately. You are instructed to bring distress rockets with you so you grab a box of twelve from the storage locker and hurry to the boat deck which is full of people.
Player: Help Murdoch load boats on the starboard side

DM: On the starboard side you join Murdoch in helping the passengers into the boats but your efforts are slowed by Mr Ismay who is rushing up and down the deck barking orders."There's no time to lose" he calls out to you."Come along ladies" you say patiently, helping guide some female passengers into a boat. Not just women but married couples and men are being helped into the boats as well. On one of the first boats lowered away Murdoch declares he needs an officer to take charge of the boat.What do you do?
Player: Stay and help get more passengers into the boats

DM: Abandoning your helpless colleague you splash towards the ladder in waist-deep icy-cold sea water and manage to struggle up to the next deck where it is dry. The seawater is rapidly rising so you don't linger but keep climbing until you emerge with a gasp into the cold night air of the Boat Deck. It is thronged with people, passengers in lifejackets and crewmen urging them to get into a lifeboat. Somewhere nearby a band is playing. Immediately to your right a lifeboat filled with women and children is being lowered but sailors are calling out for more men to help row.What do you do?
Player: Stay on the ship and try to help
DM: You decide to make yourself useful and move towards the Bridge of the ship. You are unsure what to do, there are very few boats left and in a short time there are none. Sticking your head in the First Class dining saloon you are surprised to see a man you recognise as Mr Andrews the ship's designer staring blankly at a painting on the wall, his lifejacket abandoned on a nearby chair."Aren't you going to have a try for it Mr Andrews?" you ask him nervously but he seems not to hear you.By now the tilt in the deck is growing as seawater laps up the Boat Deck. It is getting difficult to walk and as you struggle up the ship you are startled to see a great crowd of people, men, women and children suddenly pour up staircases from the bowels of the ship: Third Class passengers. With the deck growing crowded you decide to try swimming out to a nearby lifeboat and dive into the sea water. The last sensation of your life is an overwhelming piercing of coldness like knives and then you are dead, killed by a fatal heart failure induced by the shock of the ice-cold seawater.

DM: You remain in bed relaxing when ten minutes later when another of your fellow firemen strides into your room without knocking and tosses a freezing cold lump of ice onto you."If I were you I'd turn out" he says seriously. "She's making water one, two, three and the racket court is getting filled up.""Turn out you fellows" a voice shouts in the corridor. "You haven't half an hour to live! That is from Mr Andrews. Keep it to yourselves and let no one know."Springing out of bed you pull on your clothes and hurry up to the Boat Deck.

Player: Take off your dressing gown and go to bed
DM: On deck things are very confusing. Seamen are pulling canvases off lifeboats and swinging them off the deck on lowering mechanisms. Passengers in all states of dress, many wearing white lifejackets, are congregating on the deck. Mostly the mood is light-hearted."Well I suppose we ought to put a life preserver on the little doggy too" one man comments as a woman walks past carrying a small dog in her arms."Try this on" another man says to a lady, offering her a life jacket. "They are the very latest thing now. Everybody is wearing them. It will keep you warm if you don't have to use it."The passengers are now being encouraged by the ship's sailors to climb into the lifeboats, though few want to leave the warmly-lit decks. As most of the passengers move to the boats on the port (left) and starboard (right) sides of the ship you consider which way to go.Which side do you investigate?
Player: Port

DM: Making your way out onto deck you see some of the forward decks are covered in lumps of ice of varying sizes. As you walk forward for a closer look two women hurry past you, one saying"Oh, come and let's see the iceberg. I've never seen one before!"As you stand watching people cheerfully toss chunks of ice to each other a steward taps you on the shoulder."Would you like a souvenir to take back to New York?" he asks you offering you a small, perfectly round piece of ice. You shake your head but as you do you notice something peculiar. The Titanic has developed a very slight forward tilt in her deck."Why she is listing" you exclaim to the steward. "She should not do that! The water is perfectly calm.""Oh, I don't know" the steward replies placidly. "You cannot sink this boat."As more and more passengers begin to emerge onto deck you are not so sure...

Player: Hit him at the corner store.

DM: I used a lot of different books, films and websites to get the facts for this "story" but these are the best ones:1: A Night to Remember by Walter Lord is an excellent book in a unique style far more readable than mine. Lord managed to interview some sixty survivors of the Titanic for his book and the 1958 film based on his book is the most accurate of the 43 films made about the disaster.2: The Discovery of the Titanic by Robert Ballard is an interesting read written by the discoverer of the wreck and also has some amazing colour photographs of the ship as she looks now.3: Titanic and the Making of James Cameron by Paula Parisi is another interesting read about how the Titanic inspired the world's most successful film (up until that time).4: Titanica.com is a complete encyclopaedia on everything Titanic but pretty heavy reading in places.5: Finally the epic 1997 film Titanic itself which is a classic for 90's children like me. The film in general is surprisingly accurate for Hollywood.
Player: To return to the previous page click here

DM: You volunteer to go below deck and Smith nods."Go down and find the carpenter and get him to sound the ship" he tells you.You have barely started down the stairs from the bridge when the ship's carpenter, a man named Hutchinson, rushes up the stairs. "She's making water fast" he declares.You get as far as the bottom of the stairs before a second man, this one a mail clerk, rushes by."The mail hold is filling rapidly" he tells you briefly as he passes.You descend several flights of stairs before finding a small crowd gathered at the top of a flight of stairs on F Deck: a pair of passengers and several mail clerks, their white uniforms soaked to the waist. They are looking down at bags of mail and hundreds of letters floating around the mail hold below. The atmosphere is cheerful and everyone is making jokes about the letters. Perturbed you hurry back up the stairs to the bridge. On the way you encounter a passenger who cheerfully shows you a lump of ice the size of a small box that he's just picked up off the deck. You get back to the bridge with your report to find the ship's owner Mr Ismay and various officers waiting for Captain Smith and the ship's designer Mr Andrews to return from a quick tour of the ship.

Player: Uncovering the Lifeboats
DM: You join the little groups of sailors working here and there on the deck in clearing canvases off the lifeboats, using the lowering davits to swing them off the deck and alongside the ship. Lanterns and boxes of biscuits are stored in some and Officer Wilde arrives to supervise the preparations. As the first groups of passengers begin emerging onto deck you ask Wilde if you can start getting the passengers into the boats."No, wait" he tells you.Feeling impatient you spot Captain Smith on the bridge and hurry up to ask him instead."Yes, put the women and children in and lower away" he tells you.You begin to help encourage passengers to get into the boats.

Player: Help Smith try to contact other ships

DM: You decide to remain on board and see if you can help. You are surprised when the officer by the lifeboat lowers it away with just twelve people inside. "If they are sending the boats away they might as well put some people in them" you mutter to yourself. Uncertain where to go you drift towards the bridge where a white-bearded man you recognise as Captain Smith himself is overseeing two officers firing distress rockets. You remain there for the next hour as slowly all the lifeboats are launched. The list in the deck is growing steep now and finally Captain Smith notices you."Well, I guess it's every man for himself" he tells you with a sad expression, turns and walks back towards the Bridge. You start to follow but think better of it. The sea water is lapping up the Boat Deck now and you decide to try jumping into the sea and swimming to a nearby boat. Bracing yourself you jump into the water and without a life jacket you go straight down through the water, sucked against a vent in the side of the ship. The water is icy cold and you can't think about anything but trying to get out of it but you can't. The suction of the vent holds you in place until you can hold out no longer and sea water rushes in through your nose and mouth. Death follows in moments.

DM: "Hello?" You call to the empty room, and immediately feel stupid. Your voice sounds small, and there is no reply. Shaking off your embarrassment, you look back at the table."Stop!" A voice rings throughout the room and you stumble back from the table, tripping on your feet and landing on the floor. "Who exactly do you think you are?"You look around frantically for who the voice belongs to or where it could be coming from, but you are alone in the room and there are no speakers that you can see."Hey," the voice said, "I'm talking to you."You blink and your mouth opens and closes as you struggle to get over your shock. An exasperated sigh echoes through the room. "Whatever, you're here, it doesn't matter. Let's get this over with.""Get what over with?" You croak, finding your voice (kind of)."Here are the rules," the voice continues, ignoring your question, "Do as I say. Exactly as I say. And then you might make it out alive. I can't tell you exactly what to do, but I'm pretty sure that I can dumb my directs down enough for you to survive.""Might make it out alive?" You repeat. The sigh comes again. "That's what I said."
Player: Get up and go to the door behind you
DM: You stand up quickly and rush to the door. You have no idea what's going on here, but you do know that you need to get out. You grab the handle and turn- only it doesn't.Your stomach sinks. The door is locked."The door is locked," you say."Of course it is," the voice responds.You stare at the door. You're locked in a little room with a voice that might kill you. "I'm going to die," you say."Do you always say what's on your mind out loud? Never I do, that doesn't matter. As I said, you can survive. You just have to do as I say." The voice pauses, and you assume it's to make sure you understand. You clench your jaw and nod. "Alright," the voice continues, "Let's begin."

Player: keep trying to escape
DM: You aren't going to jail. You are determined to escape. Your eyes quickly dart around looking for a route.The window. Dashing away from the guard you leap at the window shattering the glass. The glass rips your skin slightly, but you keep running. Good thing your class was on the first floor. The guard is still in pursuit, and you know the police will be there soon.
Player: Zigzag and run for the forest

Player: Wife
DM: You start on the Wife path.As you walk, you notice footprints. There is a bush nearby that you could jump into if they are enemy's footprints, but it could be your wife, and she may want to see you.What do you do?

DM: You hurry up onto the Boat Deck to find it is almost completely empty of boats. The only two remaining are still in the middle of the deck, one upside down, while a great crowd of ship's officers and passengers surround them. As you hurry towards them you hear someone shout out"Are there any sailors here?"Nearby you hear two Third Class passengers who have followed you arguing what to do."We'd better jump or the suction will take us down" the first tells his friend."No, we won't jump yet" the second man replies. "We ain't got much show anyhow so we might as well stay as long as we can.""We must jump off" his friend urges him but the second man just shakes his head."No, not yet" he says firmly.Nearby you can see men, dozens of them, jumping into the sea and swimming towards white lifeboats half-filled with passengers that are still visible in the distance while still more surge towards the two boats still on the deck.What do you do?
Player: Jump in the sea and swim for the lifeboats
DM: Bracing yourself you swing yourself over the railing and slide down the side of the ship, going so fast you burn your hands. That is nothing compared to the shock when you hit the ice cold water that tears through your body. A blow like a punch seems to hit the left side of your chest and you clutch it gasping helplessly. Bitterly cold saltwater enters your mouth but there is nothing you can do, the shock of the hypothermic water has triggered a fatal cardiovascular arrest (essentially a heart attack). Silently you slip beneath the waves to be seen no more.

DM: You stay at the stern as the tilt in the ship gets noticeably steeper and it becomes increasingly difficult to stand on the ship. You hold onto a rail and watch in horror as one by one the Titanic's four mighty funnels snap free and plunge into the ocean. A great crowd of Third Class men, women and children suddenly surge up onto the Boat Deck from stairwells all around but they are too late. The ship is now tilting so badly standing is impossible.The bright idea strikes you to climb over the ship's rail and you aren't the only one to form this plan, several other men including one who is clearly drunk, follow suit. The noise is indescribable, screams mingle with crashes, explosions and cracking. The stern seems to tilt back and you can't be sure but the Titanic may have split in half. Finally the bit of the ship that remains begins gliding into the water, perfectly perpendicular.The ice-cold water makes you gasp and in your panic you kick down and get your foot caught in a railing on the stern of the Titanic. As the ship plunges through the depths of the ocean it takes you with it. Panicking you gasp, flooding your lungs with seawater, and by the time you free your foot it is too late. You kick desperately for the surface but it is too high above you. Your heart stops and silently you drift down towards the ocean floor. A century from now a submarine will photograph your shoes lying on the ocean floor, the only things that remains to say you once existed.

Player: Milk.

DM: You decline Captain Smith's offer and keep signalling with the Morse Lamp."You have done your full duty" Smith tells you. "You can do no more. Now it's every man for himself."Finally abandoning the Signal Lamp you see a group of crewmen moving about on the roof of the Officer's Quarters where two more boats have been left secured. You join a dozen crew members including Officers Wilde, Murdoch and Lightoller and help to slide one of the boats down oars onto the Boat Deck but the other crashes down, landing upside down. You go down to try and move it but it is too late.Suddenly the Titanic gives a fierce downward lurch and a great wave rolls across the Boat Deck, sweeping you up in it. The seawater is icy cold and makes you gasp, your mind is numbed with the cold and panic fills your brain. You can't feel anything beneath your feet and there are people in the water all around you, some screaming, all yelling.You paddle to and fro in the rolling waves but you can't see anything. You finally spot a lifeboat in the distance and paddle resolutely towards it. Up and down in the churning waves you rise and fall, using every last iota of strength to try and get to the lifeboat which never seems any nearer. Finally at the crest of one wave you just shut your eyes and slip beneath the water, too exhausted to keep trying. Somewhere in the depths of the icy Atlantic you meet your end.

DM: You and Captain Smith walk swiftly down the deck to the radio operator's cabin and go inside."We've struck an iceberg. Send a call for assistance" Smith tells the man sitting at the radio set.Smith leaves but you remain in the cabin at the operator Phillips, now joined by the second operator Bride, begin sending out the message."Come at once" Phillips mutters as he taps out the message on his set. "We have struck a berg. Are you coming to our assistance?" Bride listens in on the set and writes down the responses. One ship, the Carpathia is listed as only 58 miles away, another the Frankfort is 150 miles off while the Titanic's twin Olympic is 500 miles away."The Frankfort says what is the matter with us?" Phillips tells you and Bride irritably before muttering as he taps out the message in Morse "tell your Captain to come quick. We are on the ice."At this point Captain Smith drops by again, sticking his head through the door and you bring him up to date with the reports."What call are you sending?" he asks."CQD" Phillips tells him."Send SOS" Bride suggests. "It's the new call and it may be your last chance to send it."You all smile at the joke but Captain Smith does not. He beckons you to follow him out onto the deck where crewmen are trying to encourage passengers to get into the lifeboats.

DM: You remain on board the Titanic and help load the remaining boats, which with great difficulty are all lowered away. With all the boats gone on the starboard side you move up to the roof of the Officer's Quarters where two more boats have been left secured. Working with a dozen crew members including Officers Wilde, Murdoch and Lightoller you manage to slide one of the boats down oars onto the Boat Deck but the other crashes down, landing upside down."We'll leave the boat on the deck" you call out, moving around the one that is the right way up.Suddenly the Titanic gives a fierce downward lurch and a great wave rolls across the Boat Deck, sweeping you up in it. The seawater is icy cold and makes you gasp, your mind is numbed with the cold and panic fills your brain. You can't feel anything beneath your feet and there are people in the water all around you, some screaming, all yelling.You paddle to and fro in the rolling waves but you can't see anything. You find a cushion and then a chair but neither are much use. The lifeboats are too far away to be reached. You swim towards them but the feeling has left your body and you feel exhausted. With the salty waves lashing against you time and again you feel you cannot keep swimming. Closing your eyes you sink beneath the waves, water filling your nose and mouth making you gasp desperately for air that will not come before everything stops and darkness takes you.

DM: By the time you move towards the front part of the Boat Deck there are just two boats left on the deck, one lying upside down for some reason. A dozen ship's officers and seamen are trying to drag them over to some davits. As you watch you see an old married couple walking nearby."Please get into a lifeboat and be saved" the man begs his wife."No, I want to stay with you" she says firmly.You turn away but cannot approach the boats because a crowd of passengers are blocking your way."Save me, save me" one woman wails nearby, trying to force her way through the crowd to the boats."Good lady, save yourself" one man calls back unkindly. "Only God can save you now!"The sailors are still struggling with the lifeboats when the Boat Deck suddenly dips underwater. A massive wave rolls across the Deck and engulf the crowd, including you. The water is freezing and makes you gasp with the shock but at the crest of the wave you see an iron railing nearby. You grab it and a moment later it pulls you underwater as the ship continues to sink. Letting go of it you splash up to the surface gasping. Nearby you can see a Lifeboat swarming with so many people it looks like it will sure be swamped and sink. You can see the upside-down boat free of people but some distance off.Which boat do you swim towards?
Player: The further but less crowded one
DM: You splash towards the overturned boat but you will never make it. A loud and ominous creaking fills your ears and you look up just in time to see a vast black shape plummeting towards you. The Titanic's funnel smashes into the water, striking you and dozens of swimmers all around you. Crushed beneath it's weight you are killed instantly, a more merciful death than that which befell most of your fellow swimmers on this terrible night.

Player: Keep your silence?

DM: You look boldly back at the ninjas, determining not to show any fear. One of them notices, and beckons for his counterparts to untie you. He then motions for you to follow him. Do you want to? Decide...
Player: Follow the ninjas?
DM: You nod your head and follow the ninja. He leads you to through many dark tunnels until finally, you emerge into a large cavernous room. In the middle of the floor is a mat made of wool. On it sits and elderly ninja. He is blind. He stirs, "Why have you disturbed my meditation with this American?" he asks in broken english. "Kill him right now." The ninjas all turn to you. As one, they pull torches from the walls and proceed to light you on fire.YOU ARE DEAD.

DM: The ninja continue to beckon, but you steadfastly refuse. He begins to show signs of frustration as he makes grunting noises and continues to repeat his command. Are you REALLY sure you don't want to follow the ninja?Think quickly!
Player: "Nope, I'm staying here. Get over it."
DM: You look stubbornly at the ninja. He becomes exasperated and knocks you out cold with a throwing star. Many hour later, you wake up to find that you are tied up once more. An elderly ninja is looking over you, presumably the master. You are unsure how he is able to see you, as he obviously has little to no sight at all. The master steps back and nods. "God, i need a cigarette," he says in broken english.Decide...
Player: Wait Quietly?
DM: The master is obviously in need of some nicotine. He is grumpy, and his clouded eyes are bloodshot. One of the other ninjas steps up and asks what the master wishes to do with you, their prisoner. The master wearily says, "I am too pissed off to care right now. Just kill him or something." The master walks away. One of the biggest ninjas walks up with a 45 and drops you without hesitation. YOU ARE DEAD.

DM: You present the master with your research on the behavior of the skunk. The master nods in satisfaction. "Now we can build the ultimate weapon," he says. Four of the horde of ninjas scurry off to begin, as you follow the master to his private quarters. He sits down on another woolen mat and begins to meditate. Unsure of what to do, you assume the same position as the master. His unseeing eyes fly open in rage. "You are not worthy to meditate in this manner! Now you must die!" He pulls a mace from the wall and hits you full in the jaw.YOU ARE DEAD.

Player: Chicken
DM: You choose chicken. All of the ninjas produce bags of Chicken McNuggets and honey mustard. You are famished, and eat the chicken nuggets very quickly, one after the other. The ninjas notice this, and chuckle amongst themselves. Only the master does not smile. "Gluttony is sinful," he says harshly. You apologize and eat more slowly. The master watches you the whole time. You begin to feel self-conscious, as you wonder how you are going to get out of here, or if you ever will. Glancing around, you wonder if you should ask to leave or just make a break for it.Decide...
Player: Make a break for it

Player: Ask politely?

Player: Stay silent?
DM: Silently, you stare boldly back at the ninja master as he knocks you out with his dart. When you awaken, you look around. You are in a labyrinth of dark, wet tunnels. You slowly come to the realization that the ninjas must have left you alone to slowly lose your sanity. Refusing to give up hope, you look in front of you and see three tunnels. Which one would you like to take?Decide...
Player: Tunnel #2
DM: You head for the tunnel in the middle. You quickly find that the temperature is rapidly increasing, and you fight the urge to pass out. Without warning, the ground falls away. You fall 30 feet into a lake of boiling magma. YOU ARE DEAD

Player: Firmly declare your defiance and stay put.

DM: You head for the leftmost tunnel and slowly begin to enter. The tunnel gets dramatically steeper as you progress, but there's no turning back now. Suddenly, you slip and fall down a crevice in the floor. You fall 4,000 feet into jagged rock. YOU ARE DEAD

Player: "Okay, fine, I'll follow!"

DM: You head for the passage on the right. The terrain is even and quite easy to follow. You walk for awhile until you come upon a huge crystalline cavern. Looking around in awe, you spot some monks dressed in bloodred robes.Decide...
Player: Keep walking, unnoticed?
DM: You creep past the monks, who are chanting eerily. Navigating the giant cavern, you are soon facing another tunnel. This one is lit by luminous crystals, and is much wider than the previous tunnel. Cautiously, you pull out a cigarette and begin to smoke. you walk slowly through the tunnel's entrance. Immediately, all sounds of chanting cease. All becomes dark, save the light of the glowing tip of your cigarette. All seems lost as you venture further into the black unknown. You wonder what will become of your research. As you press on, you begin to hear a faint rumbling. Unsure of what you are hearing, you break into a jog as the rumbling turns into a strangely animalistic growl. A passage in the cave suddenly opens, streaming a warm, red glow. In the door of the passage stands an old wizard, his gnarled hands shaking with age. "Come! Come with me! You are in great danger!" he says in a raspy voice. The growling gets louder. Do you want to obey the wizard?Decide...
Player: Obey the wizard?
DM: You comply. You follow the wizard through the passage. The door closes, and the growling stops. The wizard proceeds to tell you of an escape route from the tunnels. You listen eagerly. The wizard opens another mysterious door in the wall, leading into another dark tunnel. "Follow this tunnel, and you will find yourself in the airport once again," he says. You eagerly jump through the passage. "Wait! you forgot your-" and the portal closes, cutting off what the wizard was saying. Happiness turned to dread, you find that your cigarettes are not in your pocket anymore.Decide...
Player: Press on?
DM: Shaking off the loss, you move forward. You hear a different sort of rumbling, with a more mechanical sound. You race towards the familiar sound. It is an escalator. Would you like to take it?Decide...

DM: You frantically wave your hands and yell for assistance. As one the monks approach you, and you tell them your whole story of what has happened. When you are finished, the tallest monks approaches you, his face concealed in a huge hood. "Be blind," he says. Your eyes obediently fly out of their respective sockets, leaving you blind, shaking, and bleeding. The monks looks upon you without mercy and watches you as you slowly bleed out.YOU ARE DEAD

Player: Take the escalator?

Player: Dispair?
DM: You begin to sob and whine as you mourn the loss of your much-needed nicotine. As your sobs grow louder, you notice various types of black bats hanging from the tunnel ceiling. Fear grows in your heart as you quickly quiet yourself. It it too late. The bats swirl down and latch on to your throat. You scream in terror and your life is drained away.YOU ARE DEAD

Player: No way man! An escalator underground? Yeah right.
DM: An escalator being underground is just too weird. You decide not to take it, and you sit down out of weary resolve. You begin to hear little squeaking sounds heading towards you. Uneasily, you look around, only to giant rodents coming in your your direction. They are breathing fire and shooting heat vision out of their eyes. One of them looks directly at you and fires its eyebeams. YOU ARE DEAD

DM: You step onto the escalator. Slowly but surely thing begin to grow lighter and more technologically advanced. You are back at the airport. A smiling flight attendant hands you your bag. You look in bewilderment at a security guard who says, "We got everything we wanted, you're free to go." Anger fuels up inside you, as you are overcome with a sudden desire to punch the guard.Decide...
Player: Punch the guard?
DM: Overcome with rage, you drop the guard with one swipe. Three more guards rush to his aid. One produces a taser and shoots you full of 30,00 volts. You shake, fall, and urinate all over the floor. 24 hours later, you wake up to a guard talking to you. "Heres your bag. Get out of here, your free to go." You get out to your car and start the engine, sighing with relief.THE END

Player: Play again?

DM: You nod to the guard and walk outside to your car. As you start the engine, you take in a huge sigh of relief. The adventure is over, now you can just be normal again. THE END

DM: You are sitting in your bunker, down to your last can of food. It's beets. You think to yourself how disgusting you would have found them a few months ago, but now they could almost be called a delicacy. You wonder if you should eat them now or wait a day or two. After all, who knows when you will find more food again.How did this even happen again? You think, your mind fuzzy from hunger.Oh, that's right. It was the elections.... But, who... who did you vote for again?
Player: Hillary Clinton
DM: That's right. Hillary lost and so did you. Your fellow Americans voted for Donald Trump. Of course, it wasn't bad at first. Sure, your racist uncle started saying the n-word a bit more often, but he was harmless. The first few weeks with Trump passed just fine until....
Player: He pushed the button

DM: That's right. You and your fellow Americans voted for Trump. You thought he would make America great again. After all, who else would get rid of all of the Mexicans taking your hard-earned jobs? Who else would put the PC liberals in their place?Things went so well for a while. His first 100 days in office were some of the greatest this nation has ever seen. His first act was to...

Player: were drafted
DM: Texas needed you to serve at the Wall to keep America strong against the "traitors." You suppose you were luckier than the other SOB's who got shipped off to who knows where.Life at the wall was pretty good, especially cause no one really believed in America anymore. What was left? You'd let family after family sneak to the other side, but for a price. The standard rations weren't cutting it, so you'd barter their trip across for whatever they had. The Great Ferryman, they used to call you! And how fitting considering many of them were leaving to just another hell.Mexico was all but destroyed at the start by the start of the war. Trump bullied them to build the war. They refused. He pushed again to get what he wanted, cutting off all trade and ties. He won. They were fleeing to hell from hell and if they wanted to leave, they could...
Player: go to Hell.
DM: And when they fleed that hell, the next move was to run to...

DM: That's how all of this mess really started. The wall was fine at first. Even Putin gave two thumbs up and visited a couple of times. But he didn't come back. Now, you knew the Great Trump secretly hated Putin, but you didn't think he was blunt enough to take him out in public.Spoiler: he was. You guess the thought the Russians would praise him, but noooo, they were about a pissed as dog neutered with any anesthetics. And so began the exchange of each country's middle finger via nuclear weapons. All you can remember is he hit the button, and they hit back. First, it was Charleston to get hit. Why there, you always asked yourself. Probably just because it was close to the border and small enough to attack. Then they hit the bigger cities. New York. LA. DC. Chicago managed to survive nuclear attacks. So did Texas, where you lived, but by then there were riots. You remember everyone trying to flee to Mexico, but Trump ordered a police force to keep anyone from crossing either way. He said leaving was treason to the country, and a war was started. You...
Player: were drafted.
Player: Heaven

Player: another hell.

Player: fled anyway.

Player: Take a closer look at the paper.

DM: The only way to get to heaven was for the radiation to take affect and hope it was a quick way out.You lose, try again.

DM: No. You're not doing it again. This can't possibly be so bad that you aren't able to fall asleep. But still the phone rings. Just like it did that night. It invaded your subconscious and prevented you from getting comfortable, worming its way into your conscious thoughts. You could almost hear Alex on the other end of the line."Come on.. come on.. please, pick up..." Alex would whisper into the device before adding, even more quietly, an additional please.But this time you wouldn't pick up. Maybe you had just made things worse. Alex would be better off without your input. You wouldn't know what to say anyway. After a while, the ringing stopped. You were surrounded by that pleasant silence you so strived for.And just as you grew comfortable. Just as you began to relax. The ringing began again.
Player: The Call
DM: You don't want to open your eyes. You already know what you're going to find anyway. An annoying, bright red light that displays the time above you and a spot light focused on the phone. Its ringing still echoing off the chambers of the room, drilling its way into your brain with each incessant pass of the noise. With an inward groan, you know that you have to decide what sort of night it is going to be.
Player: Smash It

DM: ...which, unfortunately, is where you were assigned to. And this was the worst hell of all: Wisconsin. You'd been found out by your supervisor and promoted in the name of your country. It was one thing to lose the business a family brings to a country. It was a far greater profit to charge them to leave. And you were good at it. In the name of your country, you were required to smuggle people out of the border. Besides, Canada was a far more lucrative venture than Mexico. It was still intact. Your job was to generate income for the country, but with a catch: any individuals coming over would be caught by a special ops team hiding just on the border. There was no penalty or punishment; rather, they were simply returned with a, "Better luck next time." Gotta keep that cash flow up. You weren't thrilled with the idea. It meant a cut in your profits, but at least you could live well without the ever-looming threat of death peering over you. By then, there was another wall. You were stationed with a guy named Frank who couldn't love the Packers more. The official signature of the Wisconsin Wall Force was a cheesehat, and you were made to wear. Who cares if the Packers won the Superbowl four times? You thought.They don't exist anymore Frank! After three weeks of listening to him, you'd had enough. You...

Player: pushed Frank off the wall.
Player: Ivanka

DM: Your request was denied. You were simply too good at your job, they said.So you got bad. Real badSteve-Urkel-Did-I-Do-That-Bad? Not only did you encourage families not to cross the border, you told them how great America was to everywhere else. Why, a few cities still had running water! And, in a couple of those, it was clean! Those families that did pass through other guards you made sure made it across. Soon, the US was back to losing money!The verdict was in: you were being promoted!In the past few weeks, the US began to topple because of overpopulation in cities. It needed to thin out, and what better way than to push it on Canada?You...
Player: kill yourself.
DM: The title says it all.

DM: You couldn't take it anymore. One night, you pushed him off the wall. It's not like it hurt him. He landed face first in 10 feet of snow. And you convinced him, after getting him mildly drunk, if his superiors found him, they'd think he was trying to escape. So he did. Funny how the most annoying man became the only person to make it into Canada. Two easy months passed and so did the president at the end of those. He'd been shot by...
DM: There's nothing left out there you decide. Why leave? It's probably all gone anyway. You look at your gun and have an idea.(Congratulations, you made it to the end, but did you really win with a bullet in the head?)

Player: Canadians stormed the wall on a herd of moose.
DM: You'd never heard anything from the other side of the Canadian border. Secretly, they had been raising a militia since the beginning of the end days. Part of this involved domesticating the moose. How they managed to do it in a such a short time let alone figure out how to let them be ridden is still a mystery, but there they were. The cold winters had ravaged Canada, and they began to run out of food. You figure, as the US was the cause of all of with, they thought raiding America wasn't the most immoral of cases. All of it was strangely surreal. Here they were marching to the wall, and you stood like Jon Snow in an episode of Game of Thrones. A bugle sounded in the background: an ambush warning. You recognized it from your time in Mexico, when at least the thought of invasion was possible. You don't have much time to think. What do you do?

Player: Pee your pants

DM: After that embarrassing moment, you are at least glad your leg is warm. No one else notices as they brace for an attack. The northern wall much built hastily and much more ill-equipped to handle an large-scale attack than the concrete southern wall. This wall is only made of a thin coating of metal and the Canadian moose riders begin to open fire on it. You see the machine gun mounties firing at you. You duck. A bullet hit Frank and he topples over. Damn. Just hit his cheese hat.You return fire. A couple of mounties fall as you and your other wall guards strike the riders. The first moose hits the wall. Then more. You and your squad are outnumbered. Then you have an idea. You...
Player: try to join their cause.
DM: If you make it easier for them, they may let you walk free.You open fire on the wall, taking out fellow guards who you really care nothing about... until Frank shoots you.

DM: You shoot at her but she has the high ground and protection you don't. She shoots you in the head before you can manage your second shot.

DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.> Quel est votre prénom ? (10 lettres maximum ; les voyelles sont au début de la liste)S...
Player: D
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.> Quel est votre prénom ? (10 lettres maximum ; les voyelles sont au début de la liste)Ad...
Player: E
Player: G

Player: Blow him to smithereens
DM: You're going to jerry-rig a bomb. You grab whatever you can from the armory: explosives, fireworks, grenades, etc. and run back to the base of the watch tower like you are about to join her up there. You place them at the base, sneak back to the wall, and shoot at the explosives.A huge explosion rocks the tower and it comes down collapsing where your bombs stood, but it worked. You hear screams from the wall and behind it, too. The noise freaked the moose out. You can only imagine what's going on. You don't stick around to find out. You ran until you found this cabin in the middle of the woods. That's where you are now. It had been fortified when you found it. The owner had put a bullet in his brain just like many of his other fellow men. Suicide would have been the leading cause of death these days if it weren't... well, everything. It's a nice cabin and you consider staying. Originally, you thought you should go back, but what is left? How dangerous is the journey? But you are running out of food...What do you do?

Player: run to the armory.
DM: You're going to jerry-rig a bomb. You grab whatever you can: explosives, fireworks, grenades, etc. and run back to the top of the wall. You throw them over the edge near the edge of the wall as the moose ram it. You tell Frank to shoot and then you jump off the other side. A huge explosion rocks the wall and it comes down collapsing where your bombs stood, but it worked. The moose are startled. They run wild, not caring who they trample in fear. The mounties take make of the force. The rest of the guards take them out.Afterward, the wall is destroyed. There is nothing left. There never was anything to protect anyway. The guards talk about forming a group to survive, but you want to be on your own. You leave with some supplies until you found this cabin in the middle of the woods. That's where you are now. It had been fortified when you found it. The owner had put a bullet in his brain just like many of his other fellow men. Suicide would have been the leading cause of death these days if it weren't... well, everything. It's a nice cabin and you consider staying. Originally, you thought you should go back, but what is left? How dangerous is the journey? But you are running out of food...What do you do?

DM: Joseph swings at you with his baseball bat but you duck and punch him in the chest, then trip him."Wow," you say. "You're pretty weak.""Urrrrgghhh...." Joseph gurgles. He hands you a key. Its a key to a ferarri!
Player: Cool!

DM: You look around and it seems that you have missed the last century. You are surrounded by high tech equipment and electronics. even the polished walls have a high tech feel to them. the voices were coming from the hall connected to your room. Taking a look around you notice that there are no windows and there's no doorknob... at least on your side. Suddenly you hear a pressurized hiss and all of the electronics sink into the floor. The walls also seem to move back giving you a lot more room than you thought you had. Just then Alice walks in. You walk up to greet her but, for some odd reason, she decided to greet you with a right hook to your temple at full force and with a blinding speed.
Player: 'What the hell!?!"
DM: You manage to choke this out right before Alice chokes you out. In fact she chokes you so hard the she "accidentally" snaps your neck and severs your spinal cord too. Death is immediate and painless. She cries a lot but you are soon replaced.Ok reader, this is the only time you're going to see this so listen up. You died at the hands of your creator but you were caught seriously off guard and it was an accident. I realize that this is highly improbable and i am willing to let you choose retaliate from this page. There will be no more retries so be careful.
Player: Retaliate (from the dead)

DM: The next problem is the Arianrhod Project. This could be used to hold massive amounts of eggs, sperm of the various species for mass repopulation, at the cost of space that could be used for currently living people.
Player: Go with the Arianrhod Project
DM: You decide the survival of the races as a whole, rather than individuals.
DM: The Ships are prepared for evacuation, just in time. The passengers are on board, and they're all ready to escape. Massive amounts of people are being left behind, leading to rioting, anarchy and mass suicide, but heavy security has kept the evacuation ships prepared for leaving. There's only one question remaining: There are many people desperate for a seat on the Evacuation Fleet. Do you, for all your actions, deserve a seat? Have you failed the Coalition or done the best any leader could do in a crisis like that. So, do you take a seat?

Player: I will die fighting for an opportunity

DM: Today, few people give much thought to how they dress, unless it's for a special occasion. But in the past, dress was a serious subject. Women in particular had a very rigid, set code of dress. Unless they wanted to be social outcasts, they followed it. The "code" even dictated the order in which they put on their clothes. Each layer was considered of vital importance then...but can you guess which layers came first?
Player: First Things First
DM: When a Victorian lady rose from bed in the morning, which article of attire did she hop into as soon as she tossed aside her nightie?1. Her corset2. Her shoes3. Her chemise4. Her drawers
Player: Corset
DM: Nah! The uncomfortable thing came later, even though it would have been scandelous to go outside without one.

Player: Hoops
DM: Sorry, those cumbersome hoops will come later.

DM: Nope! Any woman who considered herself "decent" never went anywhere without her corset on...but it wasn't the first thing she put on in the morning.

DM: Wrong! Drawers were definately not the first thing a Victorian lady put on! (P.S. Did you know that before hoopskirts became popular in the 1860s, women wore only petticoats, and no drawers, panties, or the like--at all?)

Player: Stockings & Garters

Player: Gloves
DM: Women didn't have to wear gloves indoors on all occasions...although most women did wear them out of doors. Still, this is the wrong answer, because you've forgotten something quite embarrassing.......

DM: Nix to that! A very practical piece of attire came next...and "practical" and "bustle" hardly belong in the same sentence!

DM: Nah. While petticoats were so important to a lady's outfit that the very word "petticoats" came to be a synonym for "woman" petticoats usually came later.

DM: Next~!

DM: You clear away some of the dishes, rummaging through the countertops, but find nothing of interest.
Player: Return to the Kitchen

DM: An opportunity to go on a spacewalk outside the ship! How could that not be an exciting break in an otherwise routine day?"Well don't have too much fun that you forget to come back in," Siggo says. The last you see him as you bolt down the stairs toward the lower deck, he is turning back toward his control panel singing,Some days you get the sun, others it's just the moonIf life's not spent having fun, it's over too soon.
Player: Page 31
DM: Lieutenant Mori Hatuso and Petty Officer Tira Indrian are your other two crew mates. You find them in the staging area leading to the airlock, preparing their tools before stepping into their EV suits."I see the captain is giving you a break from babysitting," Hatuso says. The lieutenant is another person you can't quite get a handle on, perhaps even less so than Captain Siggo. You get the distinct impression he intentionally keeps you at arms length, like you're just the latest in a long line of young recruits he's had to deal with.Chief Indrian, on the other hand, is far more personable. She is a young career-minded non-com, with a long and ambitious list of goals and plans; everybody she meets she treats like a potential ally."Is this your first walk?" she asks."I've logged tons of hours in the simulator," you say."Well this will be just a training walk for you," she says. "The lieutenant and I will be doing the repairs.""I'll be happy to do whatever you need me to do," you say."This is your first walk, so just enjoy the ride.""Just don't enjoy it too much," Hatuso says with a wink, "or you'll be cleaning up the mess inside your suit, if you know what I mean."

DM: As he tries to punch me in the face, I deliver an upwards strike directly onto a bone spike. And just as I had suspected, this causes direct harm to the bone the spike has grown from, causing him to writhe in pain and it also stops his attack, for now, but this pain seems to only last a mere second.BEHEMOTH'S HEALTH: 85%HEALTH: 80%
DM: I place him hands in position to block his attacks as he unleashes a flurry at me, however, one of his punches comes through and hits me in my side, breaking the shield I have formed with my hands. Using that opportunity, he smashes his other fist in between the gap that has formed between my hands and directly into my lower jaw.BEHEMOTH'S HEALTH: 90%HEALTH: 70%

Player: What? Are you kidding? I quit!
DM: You hear the Queen of Karria, a neighboring kingdom, is looking for a new Royal Hunter. Fortunately, you are able to hitch a ride in a cart to Karria.You walk into the palace. "Hello," you say to the receptionist. "I'm here to apply for the Royal Hunter job.""Take this application," the receptionist says in a bored tone. You do so, and sit down to fill it out.Under 'Why did you leave your last place of employment?' you put 'Unreasonable demands'.You fill it out and hand it to the receptionist, who glances at it briefly. "You're in luck. The Queen herself is interviewing prospective Hunters, and she's not busy right now, so I'll send you back there."

DM: You shot and they shot back! Your bullets collided. Now you have to pick again.
Player: game
Player: run away
DM: You turn and run. You run far until you reach a sign that reads warning virus area. With out realizing it you step into it. A red light sounds.Warning! Warning! Warning! You have entered the virus zone. You will be immediatly deleted if you fail to choose the correct path. 1 leads to Game over. The other leads to level 2! Test your luck!

DM: "All right," you say, and reluctantly you step down from the copilot's station.Just before you step through the hatch leading into the passenger cabin, Siggo says, "Thanks for everything you did, kid. I'll see you down on the surface." Then he closes the door, sealing it shut from his control board before you can change your mind.Something tells you that that will be the last time you ever see the captain, but then you correct yourself: Siggo will get you down safely, and the crisis will end soon. You will all look back on this day someday and remember how even though you had a scary few minutes, it all worked out in the end. Siggo will get the thrusters online at the last minute, you will scoop up Hatuso and Indrian floating through space, and the ship will speed out of orbit to a safer place where you can finish the repairs. This is the only outcome you want to envision.
Player: Page 35
DM: But before you reach the passengers, this ship rocks violently as it enters Giri Minor's upper atmosphere. The erratic motion throws you against a bulkhead, knocking you unconscious. You slump to the floor, well out of reach of any of the passengers strapped into their emergency seating.What follows seems like a prolonged nightmare from which you can't awake, like you are falling through space toward a rocky plain, but you never hit the ground, you just fall over and over again for days and days. You have no control, nor contact with anything solid. The best you can do is flail helplessly in the void. Only vaguely are you aware of the people tending over you, but you have no idea who they are.

DM: You crack the front door of your house and reach in to switch on the light to the front room. Moving forward, you resolve to leave all the lights on in the whole house when you leave in the afternoon to go to work. Coming home to a dark empty house is too freaky.You now can see the room and everything seems fine and the way you left it. You head to go to the bedroom and make a stop in the bathroom to freshen up a little. You splash some refreshing cold water on you face and towel off. You are thinking about what you might wear tonight to sleep in.
Player: Go to the motel...
DM: You slept like a baby in the motel room. Now in the late morning, everything seems less nerve-racking.You are hungry and would like to take a shower.30 minutes later...You towel off in the bathroom and stare at yourself in the mirror. You look like a person who is afraid of her own shadow. The makeup you put on to cover your bruise is all gone and the spots are turning a sickly greenish color. You touch the tender spot and remember the look in his eyes as he lashed out at you.You shiver and shake it off. Time to get out and into the sun!You pocket the tiny shampoo and conditioner bottles and leave the room.What should you do with your weekend?

Player: I cry out for help
DM: You cry out for help, and immediately hear some noises from inside the cottage, like someone moving around. The door flies open, nearly hitting you in the face. Out pops Shia LaBeouf, grinning ear-to-ear. "Hey, you're just in time for dinner!" says Shia, seemingly oblivious to the bear trap. He picks you up and carries you over his shoulder. You squirm all you can, but you can't escape his grasp. He walks over into the kitchen, and dumps you onto a table. You try to get up and run, but he grabs a frying pan and whacks you upside the head, knocking the consciousness right out of you. You eventually wake up, just in time to feel the oven heating up. -Easy dinner ending-

Player: Page 36
DM: Eventually the dream fades, replaced by the sounds of people talking. They are discussing a grave situation. Someone is missing and hasn't returned. There isn't any food or water, and people are on the verge of despair.You don't know if you are dead or alive, so you test a theory that you might be alive. You begin by trying to move your fingers and toes. That works, but your right arm is bound tightly to something rigid. Come to think of it, your right arm is in a terrible amount of pain.Furthermore, so is your head.You slowly open your eyes. It looks like you're in the cargo bay, surrounded by duffel bags and luggage. Someone has rummaged through most of it. Other people are lying on the floor nearby. The lighting is odd, though, like natural sunlight instead of the artificial light of diodes. A gentle breeze brushes your cheek."Hey doc," someone says, "one of your patients is awake." And then someone else is hovering over you, blocking your view of the daylight. You recognize Dr. Munro, although her face now seems more care-worn than the last time you saw her. "Get me the stasis generator," she says. "The injuries are too severe for me to treat."You realize she is not talking to you, but about you. She wants to put you in stasis, meaning you will be completely frozen. But for how long?A. Do you refuse to be put into stasis? B. Are you too weak to put up a fight?

Player: Keep trying to get the key
Player: "How many warnings do you want?"

DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaaaaaac...
Player: X
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.Aaaaaaaaax> Quel est votre genre ?

DM: Sorry but this codes not correct. :(
Player: return

DM: You raise your good arm to get Dr Munro's attention. "No... no stasis," you manage to say. Speaking is more difficult to accomplish than you expected.Dr. Munro is taken off guard by your protest, but she stops prepping the stasis generator. "I know my PhD is in xenoanthropology," she says, "but I assure you I'm also certified to administer medical aid."You sense that was supposed to be an attempt at humor, but you are in no position to laugh, and Munro herself looks to be extremely tired. "What happened?" you say, but your voice is very weak.Dr Munro looks as though she couldn't understand the question, so you ask it again."We crashed," she says, "night before last. Captain Siggo told Commander Andrade something about an abandoned colony nearby, so right away she and someone else set off to find it. That was two days ago, and no one has seen or heard from them since.""Where is the captain?" you ask."Dead. Lot's of people died that night." You can tell she is pained to provide that last bit of information.You want to look around to see who else is here, but your head hurts even more when you try to lift it.
Player: Page 119
DM: "You really need to rest," Dr. Munro insists. "You have multiple fractures, and there is not much I can do about them here. You might not make it; it will depend on how long we're stranded here. That's why I was going to put you in stasis, because of your fragile condition. A stasis generator is the one useful thing we do have. But if you don't want to, that's your decision.""Water?" you say, but Dr. Munro's expression is grim. "There isn't any," she says.She gets up, but because it hurts so much to move your head you can't see where she went
Player: Page 95

DM: You realize you're in no position to put up a fight with anyone, even if the thought of being put in stasis bothers you at some basic level. All you really want is something to drink--some water, and then a nice long nap. You try to tell Dr Munro this, but she is too busy setting up the stasis device. In fact she seems to be in a rush to get it operational--
Player: Page 71
DM: And then, in what seems like an instant, you are in a medical facility of some kind. There is no sign of Dr. Munro, the cargo bay, or the daylight for that matter. A medical doctor and his assistant are hovering over you, intently concerned over your awakening. Your arm is no longer bound, and the throbbing ache in your head is a memory.The jump from where you were to where you are now was instantaneous--and more than a little disconcerting. There were no further dreams, no awareness of the passage of time. But you suppose that makes sense, considering that stasis is the complete suspension of your body's biological processes, including your brain."Welcome back, Starman," the lead doctor says. You blink a few times as your eyes adjust to the light directly above you, and you hold your right arm up so you can examine it. You are certain that it was broken just a moment ago, but now it appears fully functional."How long?" you say, but your voice is weak and raspy."The crash was five days ago, but you've been in stasis for the last three," the doctor says. "We located you just in the nick of time. Your fractures are healed, but I imagine you're thirsty and hungry right now."This is a smart doctor, you think, because he's right on both accounts.
Player: Page 84

DM: You are the keeper of this orchard You keep the trees healthy and growingYou've lived here for eternity A goddess to keep nature flowingYou've done this for a thousand yearsPears, apples, cherries, and plumsYour only purpose, to serve the fruitsBut it is lonely, nobody ever comesThe first day of June, you saw a little boyNot a day older than eightYou watched him wander your orchardHe plucked an apple and there he ateThese fruits had never been touchedThey were yours and yours aloneBut there he stood, an apple in handYou stepped off your twig throneYou approached the boy curiouslyAnd asked him for his name"Roy," he replied, and to your surpriseHe suggested to play a gameHide-and-seek, tag, and marblesYou played the whole day throughYour appearance is that of a childYour true age, he never knewHe went home before the sun setThen you were alone once moreBut he came back one the sun roseAnd you played again like beforeThis lasted the whole summerYou played every single day until He said he must go to schoolThe last day of August he said farewell
Player: Say goodbye
DM: "Goodbye, I'll miss you" you told himHe smiled sadly and then promised"I'll be back again next summer,Will you be here? Be honest"You laughed at his ignorant questionOf course you would be here next yearThis orchard is your personal prisonFrom which you can never disappearYou watched him as he walked awayThen sat down again on your throneThe queen and goddess of an orchard Now once again completely aloneYou moped until the first day of JuneWhen the boy appeared once more"Hello again" you smiled when he cameYour ailing spirits seemed to soarYou spent the summer in joy and playUntil the final day of August arrivedYou said farewell again with a tearOnce again, of him you were deprivedThis cycle continued for yearsUntil one summer he dropped a bomb"I'm enlisting in the military" he saidYou tried your best to stay calmHow could you react to your only friendHis already short life in dangerShall you beg him not to go to warOr offer him luck of nature?
Player: Beg him not to enlist

DM: It would be incorrect to describe what you're doing as "rest." Your body may be prone in your makeshift bed, but your mind is racing from one fitful dream to another. You are no longer falling, but the world is now spiraling around you. People are screaming but you can't see them, or reach out to them. They are moving around with handlights, shining the beams in all directions.Or that's what you thought you saw, because when you do open your eyes the cargo bay is dark and silent. You don't hear or see anything now. Is everyone asleep?Your eyes close again, and once more you are certain people are approaching the spot where you are lying, shining handlight beams around as if they are unaware you are trying to sleep. You understand this is probably another dream, but you wonder who the people are.

Player: Page 106
DM: When next you awake it is daylight again, but the cargo bay is still silent. Dr. Munro is nowhere to be seen, and you hear no conversations. The only sound is that of a piece of metal flapping lazily in the breeze. You are in the shade, but even here it is uncomfortably warm. Your lips are parched; you could really use some water.Where is everyone? You try to lift your head up again to see what the situation is, and since there is no one around now to tell you not to, you manage to ignore the pain for a moment and scan your surroundings.It turns out there is not much you can see. From where you are lying, you can at least tell no one else is stirring inside the cargo bay, nor is there anyone out in the open. It appears that this part of the ship broke apart from the main hull, and someone was using it as a shelter from the sun. You can see a narrow swath of the Girian desert beyond the ragged maw of the cave-like cargo bay, but no people.Where is Dr. Munro? Where are the people she was talking to, and where are the people with the handlights?You succumb to the pain in your skull, letting out a loud moan. You hear a faint gasp, then the sound of small footsteps coming your way. It's Easa, the young girl for whom you once thought you were the babysitter. She seems surprised to see you stirring.

DM: "Will you pay me?"Hillary Blue stares at you. Blankly at first, but you can see her brow beginning to furrow. "To be your girlfriend?""Yeah."Hillary Blue pushes you to the tile floor and storms past. "Humpth! I didn't want to be your girlfriend anyway Billy, you deplorable swine!"You sit on the floor for a few minutes, wondering what you did wrong. You really wish she hadn't pushed you when you had your dinky out because the pee droplets got on your shirt.Oh well, you can always blame it on... cooties from touching a girl? Nah, that'd be implying that you're into boys, and that would be gay.You head back to class, having made up your mind that if anyone says anything you'll just say that you're working on your aim. Now, you have more important questions to ponder.
Player: After school

DM: You aim carefully.....You fire an arrow straight and true into the center of camp!It hits a wooden post, where it sticks hard and fast. You can barely see it, sticking out of the post.The blue-skinned man in the chair looks around, confused.Now what?

DM: He points the engineering team that had been traveling to their new assignment on the Khubu homeworld. They are now systematically combing through the contents of the cargo bay looking for anything that might be useful. You approach Oviedo-Nandez and explain to him what you're looking for."Food?" he says. "I hope you like NutriRations. My man Chief Ibanz here had a small stash in his bag that he was saving for a rainy day. He would be honored to share them with you and the commander. Isn't that right, Ibanz?""Honored, sir," Ibanz says, never looking up from his work."Water?" Oviedo-Nandez continues. "We're not doing so well there. I came across a total of four bottles that made it out of the ship. That's it--not even four full liters to split between everyone here. Take them. If you're hiking across the desert so you can call home, you're going to need them. Around here, they're just going to breed resentment."The third member of the team, Chief Gunder, speaks up. "Here's a plasgun, sir. That might be useful."Oviedo-Nandez puts these meager supplies in a pair of rucksacks for you, and then throws in a couple jackets and a single handlight pulled out of someone's duffel bag.
Player: Page 47
DM: "So far this is it," he says. "Sorry I'm not much of a quartermaster, but mostly what we've been finding are spare uniforms, family photos, musical instruments. Apparently no one on this flight was preparing for a wilderness backpacking trip.""We'll take what we can get," you say."Just remember that people will be relying on you," he says. "We may have survived the crash, but keeping alive in a desolate wasteland is a different thing."

Player: Page 48
DM: You find Commander Andrade at the edge of this so-called "camp," scanning the nighttime landscape with her WristComp. You show her the two rucksacks and their humble contents, and she calls up a holographic display of the rough map she has just made. Emitted by the sophisticated device on her left wrist, the map floats in the space between you, glowing brightly in the dim moonlight."The good news is that it's a straight shot," she says. "It looks like there is a ridgeline of some kind that we can follow over here, and the colony site sits in this valley down there.""That looks easy enough," you say. "But what's the bad news?""That's it, I have no idea," she says. "We're in an alien environment, underprepared in terms of gear, and operating on too little information. If this were an actual mission, we'd be outfitted with exactly what we need, and we'd be briefed on exactly what conditions to expect. But we're on an unsurveyed world, equipped only with what a lieutenant was able to purloin out of someone's duffel bag. I don't mean to scare you, but I can't underestimate the risk involved in what we're doing.""But the risk would be even greater if we just sat here," you say."Right," she says. "That's why we're doing what we're about to do."

DM: You lost out on her. Oh well. You two were looking for different things anyway. Life moves on. You continue teaching making sure to avoid her at all times.

DM: "NOPE!"

Player: Listen closely.

DM: "We're marooned on an alien world, and we have almost no food or water," you say. Then you lower your voice. "Captain Siggo told me before we went down that no one probably knows where we are, as the hyperspace comm was the first system that went down.""Right," Andrade says. "So we can't just sit around expecting help to come any minute.""Therefore I say we head out now," you say, "and find out right away whether or not there is anything at that colony that can help us."Andrade nods slightly at your assessment, but then says, "How is it no one ever made you an officer?"You don't know how to respond to that.
Player: Page 73
DM: With Lieutenant Nimjey and Dr. Munro wishing you luck, you set off into the dark desert with Commander Andrade. The burning forward portion of the ship quickly recedes behind you, and your eyes adjust to the pale light cast by Giri Minor's two remaining moons.The desert plain is strewn with dark objects that at first make no sense to you, and which are far too easy to trip over. Then you look closely at one in the dim light and recognize that you are surrounded by ancient tree stumps and logs--the desiccated remains of a forest that stood here two centuries ago, before the third moon exploded and triggered the planet's ecological disaster.Things seem to go well at first, with the commander navigating with the aid of her WristComp, and you scouting a path through the maze of half-buried logs. Every now and then you look back toward the crash site, and the fire is more and more distant each time you do."Ow!" the commander says. "Something just bit me on the ankle.""Do you need to stop?" you ask."No, I think I'm fine. Probably just a fly or something."So you continue deeper into the desert, but now you think you can hear something scurrying across the dry ground. It's probably just the sound of the gravel being kicked up by your boots, you decide.

DM: Oh no! You're still lost!
Player: Go this way!
Player: Go that way!
DM: Hey, you did it! You found the way out!
Player: Leave the Woods
DM: You have left the woods and are now in the city, where a few people look at you. Probably because you and Sir Vidae went in, but only you came out. As you stroll across the street, you notice a sign.

Player: You are dead.

DM: A good choice. The downside is that you need to sacrifice one hand to hold it, but it has more space and is more durable.
Player: Preparation
DM: Now that you have your ideal bag, it's time to put stuff in. What should you take?

Player: Ask her to marry you.

DM: As the light of the fire fades, you become aware of an odd sound. It is not loud, but it is coming from everywhere, like the scurrying of thousands of tiny feet across the desert surface."Does anybody else here that?" you ask."I was wondering the same thing," Dr. Munro replies."It's coming from over here," Ensign Arcy says."I swear something just crawled across my boot," Ibanz says."Give me a light," Munro says. She shines the handlight behind where she was sitting, and then behind you. In all directions the ground is covered with tiny crawling creatures, none of them more than a few centimeters long, emerging from the dry soil and marching towards your camp."Get the kids inside the cargo hold," you say; fortunately they were playing with some toys they had found in their luggage and hadn't seen this yet. Dr. Munro steps closer with the light, and the critters skitter away. But in the shadows they advance closer."I think we all need to get in the hold," she says. Everybody agrees.
Player: Page 70
DM: The floor of the cargo hold is elevated a meter off the ground, so you feel reasonably secure here. But as you look around you notice one person is missing. "Where is Ibanz?" you ask.Munro shines the handlight around the campsite, and although the little creatures shy away from the beam, there is no sign of the engineering chief. "What is going on?" Dr. Munro asks.Then you hear Ibanz out in the desert. He is shouting, but not towards you. "Commander Andrade, we were worried about you!" he says. "You can tell them to land the shuttle right over there. Everyone is in camp waiting for you."Munro looks at you, puzzled, because the only voice you've heard has been Ibanz's. He can't possibly be talking to Commander Andrade, right?He sounds like he is about 200 meters out from camp, but all you see out there are shadows.

DM: You take the lilac-coloured marble in your hands, and crush it. Lilac dust fills your closed fist. Derra walks away from the cliff with her love. You watch them marry, have children, grow old together, and have long, happy lives. Mennia loses her brother, but she lives on. She saves many lives, and becomes a highly valued member of the community. Pim doesn't see Vyrpa for a few days after their race. It was two whole weeks later when her body was found, and her murderer - an old beggar man with no motive - was apprehended. Pim soon became the fastest runner in the whole world. But he knew that Vyrpa would have always been faster.

DM: Now that the men have come and gone.It was time to get her to accept this all.The look in her eyes when you told her they left.Hopes of rescue theft and dead.
Player: Delicate
DM: Embarrassed and ashamed of what you did.You took extra care in future actions you would commit.Even so each touch came a shudder.A yelp.A cry.A wish to die.
Player: Determination
DM: How.How could you make someone love you again.After beating them, in senseless sin.A question that had to be found.But some things are lost.Never to be found.
Player: Evil
DM: They said you were evil.A man born in hell.A father to girl who should have been well.They blamed you, and blamed you. Cutting off ties.Hoping and wishing for their son to die.
Player: Insanity
DM: Could you forgive someone?Someone who was careless. Someone who had sinned.You prayed for religion to forgive your shame.In the irony that you would end up in flames.For you knew this fantasy you were living, trying to keep this girl from living.
Player: Sorry
DM: She lay dead.Slumped against the wall.Gun still warm.One bullet in all.Again you were alone.Alone once more.Only a hollow shell of a man built for so much more. You raise the gun.Softly against the head.Of someone everyone wished dead."Guns."

DM: This is impossible. How can you possibly succeed as a teacher when you can't even find your way to an office? You head back to your car and slam your head against the steering wheel as you realize how much time and money you wasted. How can you ever face anyone again? You hope that the blaring of the horn will drown out your misery. Just then hear a pounding on your passenger side window. Rolling down the window, a man is in your view."Eh, man! What's up? Need some help with something?" he shouts as you finally stop the horn.
Player: Talk to him
DM: "Yeah, I'm just having a bad day. Just lost out on a job opportunity and feeling like I wasted my time," you confess to him.He looks at you with pity and says, "You know how to clean and fix stuff, man? We're looking for a new maintenance worker and can't seem to find anyone."You think about it for a few moments. Well, you do have some experience and you have obviously decided that you don't have what it takes to be a teacher. What the hell, you'll take it."When can I start?""Right away. I'm Mr. Smith, head maintenance worker. Welcome to the team and remember this is the most important job in the school," the man says.Mr. Smith tosses you a set of keys and starts showing you around the school. You do feel like a little bit of a badass having the keys to the school. Maybe this won't be so bad after all. After finishing hanging all of the signs (which would have been rather helpful earlier), you know your way around the school pretty well. The rest of the summer proceeds rather uneventfully making minor repairs. The real challenge will come on the first day of classes.

DM: "Ibanz, where are you? Have you made contact with Andrade?""Captain, is that you?" he says. "Yes, the commander is here and she wants to see you! She's got a special message she wants to give you."Just then you hear a small crunching noise under your boot. You shine your light down and see that you have stepped on several of the little black crab-creatures. They had been racing from the path of your light beam, but it seems you've reached a point where they are so concentrated they have no place to go.You shine the light ahead, but still you see no sign of Ibanz. "Chief, where are you?" you say. "I want to speak with the commander.""I'm right here, captain." With horror you realize his voice is no longer in front of you, but below you. What you thought was another ancient log rotting in the desert is Ibanz lying on the ground, covered with crab-creatures, their pincers latched into his skin. His eyes stare past you toward the larger of two moons in the sky.
Player: Page 117
DM: Your reflex is to reel away, but instinct says that Ibanz needs your help. You start to reach down to him when you feel a sharp pain on your calf. And then another, and yet another on your arm, then on your neck. By sheer force of numbers the creatures have evaded the beam of your light and are crawling up your body.When they bite, the effects of their neurotoxins are swift and powerful. Suddenly it's daylight, and you are standing in the desert with Ibanz. Commander Andrade stands before you, congratulating your courage. Overhead a fleet of rescue shuttles zooms toward the survivors back in camp. It is such a happy moment that you fall to your knees in joy. When the light falls from your hand, the crab-creatures overtake you.THE END

DM: For a second you are thrown off by what a strange idea that is. It's not much crazier than rabid capybaras, and zombies though, so you decide it's worth a shot. You take out a package of Kraft singles, and throw them as far away from yourself as you can. Surprisingly, the zombies run after the cheese. Who would have guessed?
Player: Go into the kitchen, and decide what to take out first then.
DM: You go in to your kitchen, and decide that the refridgerator really looks the most attractive. You open up the door, look inside, and... start floating?Oh dear. You seem to be caught in a tractor beam coming from an alien spaceship. Now you'll never get your sandwich! The aliens try to give exotic extra-terrestrial food, but you just keep pouting over that sandwich. Finally they get sick of your constant moaning, and vaporize you.

DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.> Quel est votre prénom ? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaaaah...
Player: D
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.> Quel est votre prénom ? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaaaaad...
Player: L
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.> Quel est votre prénom ? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaaaaaal...
Player: L

DM: Here is where Andrade's expertise with communications technology starts to shine. "This tech may be older than your great-great-great-great-grandfather, but the principles are all the same," she explains. "A standard radio signal would take decades to reach Ishtria at the speed of light, so we need to transmit our message through hyperspace. This is all time-tested technology, as old as faster-than-light space travel itself."The effort to cobble together some kind of operating hyperspace transmitter becomes an all-engrossing project that lasts well into the night. When it gets dark, the commander asks you to hold her handlight. Between the salvageable components you find right there in the old colonial comm station, and the unit and power cell you pulled from the shuttle, the commander is able to assemble a functioning transmitter."It will be a weak signal," she cautions. "We certainly can't send a voice message, but so long as we're beaming something out into hyperspace there is a good chance someone will find it.""So what do we do now?" you ask."Now we wait."
Player: Page 86
DM: Your second night on Giri Minor is even less comfortable than the first. Although the events of the past day were far more positive, you are now out of food and water, and you have only the hard floor of the ancient comm station to sleep on. Once the transmitter was up and running, you volunteered to search the abandoned colony to see what else of use could be found, but the commander cautioned against it, saying it could wait until morning.And when you heard something prowling around the street outside the station--or rather, a pack of somethings expressing an intense interest in your tracks you left through town--you barricaded the door.Ever since the moon exploded and the colony failed, no one has ever been back to survey Giri Minor, so who knows which of the planet's native animal species survived the ecological collapse and still roams these derelict buildings? The pawing, snorting, and growling you heard outside the door did not sound friendly. Andrade monitored the pack with her WristComp until the creatures lost interest and dispersed, but when you asked what she thought they were, she replied, "Nothing good."

DM: The day ahead of you seems very grim. Whereas yesterday the entire camp seemed enthralled by the well-drilling process, and the symbol that it represented of ingenuity triumphing over adversity, today it seems more evident that your fate is now completely out of your hands. So few NutriRations remain that everyone chooses to fast instead.The only task that requires completion is to remove Ibanz's remains from the desert; and since no one dares to dig in the ground for fear of what living creatures you might arouse, the body is wrapped instead in a sheet and laid inside the burnt-out half of the ship. You spend much of the day inside the cargo hold trying to think of happy stories to tell Yiggy and Easa--anything to avoid focusing on the present.Ensign Arcy, sitting in the sunlight with her broken arm, is the first person to notice the incoming spacecraft high in the dusty sky, but with Ibanz's hallucinations still fresh in your memories everyone withholds their excitement. It's not until the two shuttles circle directly overhead and then set down about 100 meters away from your camp, their landing thrusters throwing up clouds of dust, that you accept this is a real event, and not some delusion.
Player: Page 133
DM: Teams of people in naval uniforms descend from each shuttle and rush toward the survivors, assessing the health of each person with a WristComp. The last person to step out is a dark-complexioned man, not tall but broad-shouldered and confident. He approaches Oviedo-Nandez, but the lieutenant calls you over.The man flashes a curious look, but then says, "I am Captain Javid Ynthramanni of the Starship Orion. We received a distress signal about twelve hours ago from Commander Andrade and Lieutenant Nimjey. They said we'd find more survivors here."As the injured passengers are loaded onto the first shuttle, Captain Ynthramanni takes a brief tour of your camp, and is especially impressed by the well."So Giri Minor has finally been colonized?" he says."Not really," you say. "We had no food. You came just at the right time.""Right," the captain says. "Let's get you all back to the Orion and find you something to eat."END OF PART I

DM: "Imperfects HQ. This is Shade speaking.""Yes, hello. This is Stephan Lite.""Skage's assistant?""That's right. There has been a little, well, it's probably not an incident but...""Don't waste my time mr. Lite. Tell me about the problem.""Well, our receptionist just waltzed into my office and claimed she saw an overgrown mutant leave the lab.""Mutant?""She looks as if she might be insane, but I understand you've had...similar problems in your past, so I thought you should hear about it.""Right. Thank you.""You're we..." Lite starts saying, but I hang up and look at Baryon."What is it?""Someone claims to have seen a mutant at the Gorgon labs.""A mutant? Is it credible?""I don't know, but we can't afford to take the chance.""Right. I'm coming with you.""There's no need for that. I'm just going to the lab and gather some information.""If I remember your story correctly, the last time you did that, you were almost eaten alive by Freakshow.""Right. Come along then."HEALTH: 100%
Player: Go to the lab with Baryon.

Player: Check under the sink
DM: Under the sink, you find a bunch of highly toxic/corrosive cleaning products, and some lengths of tubing. Since you're not a housewife (yet), you ignore the former.

Player: Kick out the trunk lights to get attention from Law Enforcement

DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.> Quel est votre prénom ? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaaaaz...
Player: A
Player: J
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.> Quel est votre prénom ? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaaaaaaj...
Player: G

DM: Nove's Puppet Store.Jade hopped off of the blue rimmed bicycle, crashing it into a patch of grass. She ripped out a key from her skirt pocket, unlocking the wooden back door. Jade smashed an open palm onto a light switch, flicking it on. A familiar buzz of lights, colors, strings, and wood came clear to her eyes. Jade carefully took Josephine out of her black backpack, setting her on an open workshop counter. "Good evening, Mistress." A symphony of five voices called out, Jade immediately looking past Josephine, at three males and two females all staring at her.
Player: Anne

DM: I knew I had limited time before Professor Gruffern realized I was going to try again so I gathered a little of my energy and shot the target. Instantly I knew I had made a mistake because the bolt completely destroyed the target and the stand. Professor Gruffern stopped screaming and stood there with his mouth hanging open. I gave a smug smile even though on the inside I knew I was in trouble. Professor Gruffern slowly regained his composure and called me out into the hall. He had no sooner than shut the door than he turned and asked, "How did you do that? That power was so strong, but how are you still conscious?"
Player: Keep it a secret and claim I'm not feeling well.
DM: I knew I couldn't tell him because I had kept it from what little friends I had and if they knew I was keeping a secret from them I wouldn't have any friends, and besides something about him warned me that he wasn't to be trusted. I looked for a way out and decided to pretend I wasn't feeling good. "I'm not feeling good, Professor so with your consent I'd like to go to my dorm." He grabbed my arm roughly and told me that I needed to answer him first and started pulling me towards his office. Immediately an alarm went off in my head.
Player: I need to play along for a little bit.

DM: When you get to the house, you leap out of the car. The people don't bother to pick you up, they don't even put a leash on you. They have given you the foolish choice of running into the nearby forest.
Player: I want to go inside!
DM: You run after Molly into the house. She smiles as you jump up onto their couch."Get that dog off the couch!" Mom screams, running to you."But mom, she's just a little puppy!" Molly says, scooping you into her arms. "She can't possibly shed that much!"Mom sighs before saying, "Molly, a little puppy will grow into a big dog, who sheds everywhere she goes. She needs to learn to stay off the couch."Molly sighs, putting you on the ground. "Okay."A year passes"Happy birthday, Molly!" Mom says, carrying a cake over her growing belly."Thanks Mom!" Molly says as Mom puts the cake in front of her.Dad kisses her on the forehead. "Make a wish sweetheart."Molly squeezes her eyes shut and mutters something then she opens them and blows out her candles. Mom and Dad cheer and I howl with them. They laugh and cut up the cake, putting a little bit into your bowl with your kibble.
Player: Two Months Later
DM: A new person joins the family. Mom brings him home wrapped in a blanket. She shows him to you and you lick his face. He looks at you and grabs your nose, pulling you closer. You nuzzle him and he giggles.Dad hugs Mom and gives her a kiss. "Welcome to the family, Ethan." He says to the baby.Ethan squeaks as you nibble his ear gently. Molly comes over and picks him up, scratching you behind the ears as she went.You live a long life with the whole family watching over you. You die at the age of 10, 70 in dog years, of old age when Ethan was nine and Molly sixteen.You have fulfilled your purpose watching over the kids until you could no longer live. Thanks for playing!

DM: Sitting back in your chair, you ponder what you should do to pass the time. You open the window and look outside at the changing leaves then return to your desk to decide how to spend your break.
Player: browse the internet
DM: You take a look out of the window then look back to your computer. You start pulling up some tabs to your favorite websites and watch a few youtube videos. After a few minutes though you have become bored, then you notice a link that says NSFW (Not safe for work). You're in the room alone and are a bit tired of the regular old web.

DM: You are sitting in your pilot's chair, in the cockpit of the Andromeda, and something is not quite right. Outside the windows, the darkness of space is gone, there is only light. You raise your arm to cover your eyes, but as you do, the light pales. Instead of searing your eyes like a thousand suns, the endless expanse of white outside the windows gives off a soft light, like looking at a white plaster wall that someone is shining a torch on.As your eyes adjust to this strange phenomena, you hear a gasping, gurgling sound from behind you. Glancing to one side, you see the strangest thing. The right hand half of the cockpit is stretched out before and behind you. Your co-pilot, his chair and console, are now lines and blobs of horizontal colour, stretching through the room in streaks, like a motion-blurred, time-lapse photograph!Your head goes dizzy as your eyes and brain try to make sense of what it is you are seeing, then suddenly the strange warping of space stops, and the entire cockpit looks normal and whole once more. However, your co-pilot, his body restored to its correct physical form, sags forward in his chair, held up by his chest-crossing seatbelt buckle. Blood trickles from the corners of his mouth as his head drops forward, staring sightlessly down at his console.Outside the ship, the pale light - the endless expanse of whiteness instead of the blackness of space - tells you that something is horribly wrong here.

DM: Cryptic much? You think to yourself. What that could possibly mean, you have no clue. Looking down at yourself, you see that you are clothed in a simple white shirt, lightweight white pants, and a pair of flat white shoes. Not very creative, but given that the only color you've seen so far is white, it does not come as much of a surprise.You get up and pace around the room, noting that the only exit is a white door. The room is furnished only with the strange bed you were lying in and a small bedside table with nothing on it. You now that you need to find answers, and doing so requires leaving the room. You approach the door, preparing to open it, when you realize there is no doorknob. Curiously, you knock twice on the door, hoping to catch to attention of someone outside.Suddenly, the door disappears and is replaced with the image of a white hallway just outside that branches to the left and right of you. You reach out to touch the image, but it isn't an image at all. The hallway is real, but the door must have been some sort of hologram. Stepping into the hallway, you try to decide-right or left?
DM: You turn to follow the hallway to your right, but only get a short ways before you hit a dead end. There are no doors here, just an empty hallway at its end.Who puts a dead end in a hallway? You think. This seems like a serious design flaw, but you don't mull over it for long. You decide to turn around and head down the hallway in the other direction.

DM: You need to check your math!

Player: Follow the Map

DM: You follow where the map is taking you, walking carefully through hallways and slowly getting closer to your goal. You soon come across a curious sight-a wall. Quite ordinary, except the wall is in the middle of the hallway you are standing in, with barely a body's width of space to either side. It is most definitely out of place, but you have a bad feeling about approaching it. You step forward cautiously, and the wall suddenly makes a whirring sound and begins to spin. It starts spinning around at a moderately fast pace and moving towards you. You begin to panic. You have two options: attempt to time a jump at the wall so that you are rotated around to the other side, or run back out of the hallway. What do you do?
Player: Charge the wall

DM: You decide to escape-you don't want to be stuck in the facility longer than you have to be. You figure that you can get help with your memory after you're out of here-the silence of this place seems vaguely menacing. You ask BIOS for a map of the facility. She complies, and a holographic layout of the building appears in front of you. You ask BIOS to highlight the quickest route to exit, and a red line traces out a route. You begin to follow the route, checking the map every so often. You work your way through hallways, turning right or left according to the map. Every hallway looks the same as the first, white and lit from an unknown source. Suddenly, you turn a corner and end up in a corridor with two doors at the end. As you approach them, the holographic image of the map fizzles and sputters, finally giving out when you reach the doors. You notice that the doors are identical to the one in the room in which you woke up, looking more like a protruding white doorway than an actual door. You have to choose which door, right or left. Which one do you go through?
DM: You approach the door on your left, and it fades away to reveal another hallway behind it. You enter the hallway and the door "shuts" behind you. The map is still gone, but you figure your proximity to the mysterious doors may have caused some sort of interference with the BIOS system, so perhaps it will appear once you get farther away. You keep walking, following the hallway wherever it goes. You turn left, walk, then take another left, walk, then take another left. You realize that with three lefts, you should be back where you started. However, the door. The hall is unblemished by doors or anything else. You keep walking, following the hallway and turning left, the only way you can go. However, there are no doorways, no exits, nothing except the blank silence of the hallway. You call out to BIOS, but receive no answer. You continue to run the course of the hallway, still finding no escape.There is only silence.
Player: Escape

DM: You decide to get the hell out of this crazy hallway and turn to run right back out the door. Except the door isn't there. The place where the door was is just an empty wall. The other wall, however, keeps moving toward you, spinning faster and faster like a blender blade. You back up until your back hits the wall behind you, but the wall keeps advancing. It is twenty feet away, then fifteen, then ten feet. It continues moving and you close your eyes and turn away from the inevitable as the white walls are marred with visions of red.
Player: Back to Following the Map

DM: You decide that your best option is to time a jump at the wall. You count down in your head, then run towards it, flattening your back against it when one of the sides swings around. You are rotated around to the other side of the wall and fall roughly to the floor. The wall slowly stops rotating and comes to a stop behind you. You get up and brush yourself off, noting that while BIOS can be helpful, she conveniently says nothing about things like disappearing doors or impending doom. You glance back at the wall of death, and notice something in the wall-it's a key. The key is small and golden-colored and is sitting embedded in the wall behind a panel of glass. You approach the wall carefully, wary of it this time, but it does not move. You place your hand against the glass and the panel draws up, giving you access to the key. You take it out of its small chamber and pocket it.
Player: Key

Player: Go back to Teleport

DM: You turn back to go back the way you came, but the hallway is gone. What is now in its place is a small, quiet, white room. You turn back to run through the door, but it too is gone. You look for a way out, but there is none. Suddenly, the walls, which seems to emit light like all the other walls in the facility, begin to shine brighter. You cover your eyes, but the brightness increases to a intensity that burns your eyes even through closed lids. Your head begins to hurt, feeling as if it will split open. Someone is screaming, you can hear them, but you can't open your eyes to see who it is. The light intensifies and the pain in your head increases to the point that you feel it may burst. You feel as though you cannot breathe. The pain is so intense that you begin to fade in and out of consciousness. You lose consciousness slowly, fading into darkness. The walls return to normal brightness and the screaming stops, the silence befitting the corpse that now lies on the floor.

DM: You choose to go to the garden to explore-perhaps the garden is outside of the facility? You walk through the doorway that hold the image of the garden and end up right where the image showed you you would be. You walk around, wandering through the garden, beginning to enjoy yourself a bit for the first time since you woke up. There are several exotic trees and plants here, some of which smell very pleasant. You think that a short nap might actually be good for you, especially since you're suddenly feeling quite tired and heavy. You lay down under a small tree, inhaling the various scents of the garden. When was the last time you slept? You can't remember, but that doesn't matter now. You fall into a deep, dreamless sleep, somewhat happy. You continue to sleep for a long time, so long that it seems like forever....perhaps because you're no longer living.It never occurred to you that the plants might have been poisonous.
Player: Back to Teleport

DM: You say to him you accept the mission. At his cue, doctors appear from either side of the wall, holding multiple instruments. You are led into the room where you see a single hospital chair, wires hanging everywhere from it. The head doctor gestures to you: "Please, sit."
Player: Have a seat
Player: Blackout.

DM: In your mind you see many shapes and colors buzzing by your head, seemingly existing and not existing at the same time. Your body itself feels almost like a liquid as the bed falls out from underneath you. You fall deeper and deeper into the colors and eventually you lose the world entirely. At some point in your fall, you land roughly on some patch of grass and feel a sharp pain shoot up your back. Jumping up, your back still seems to burn, and you realize how real the pain feels, even if you aren't conscious. Although this worries you a bit, your instincts as a soldier kick in, and you survey the area for what you are supposed to be doing. Looking around, you notice that you are in some kind of forest, with trees that seems to glitch in and out of existence at random. The forest appears to go on past the horizon, and the darkness of their shade blocks out any light that you can make out. Luckily, you notice two wooden signposts farther down in the clearing you feel on. You remember that you are supposed to find some kind of intel, so the signs must be some form of help. As you rush over to the signs, their writing becomes clearer. One says, "To the City" and the other says, "To the Forest". Two paths fork in the road, and one leads to what seems like a thinning in the trees, pointing towards the city, while the other seems to get darker as it goes on deeper in the forest. Where do you go?

Player: To the City!

DM: As you approach the city, you notice that everywhere, whether it be on the balconies or on the streets, there are military guards everywhere. You know by the work you do and the subject of your mission, that they will probably not be friendly. You see two options laid out ahead of you. Directly in front of you is an alleyway that seems to snake through the buildings deeper into the city. To your left is a large building that you could probably climb and run along the rooftops, avoiding the guards.
Player: Just run through the alleys!
DM: Sprinting as fast as your feet can carry you, you buzz through the alleys, turning and turning, following them deeper and deeper into the city. From time to time you change directions to avoid that guards, but as you approach a large office building, you know you have reached your destination.

DM: Following the directions of the woman, you manage to navigate the trick and winding trail that seems to criss cross in every direction through the forest. You realize without her help, you probably would have been lost in here forever. Fortunately, you make it to a large clearing, and sitting in the clearing is a huge castle like military base. The doors of the base are slightly open as they sit awkwardly between the large walls. The walls themselves are made of loose bricks you could use to climb.
Player: Through the Front Door!

Player: Continue on!
Player: Exit the Alleyway
DM: You approach the extremely tall office building, which is covered in glass and filled with men in black suits and heavily armed guards. You know that the front door isn't an option, but it never has been for you. The walls of the building, though mostly glass, have enough handholds to make scaling it possible, but long and tiring. On the other hand, the glass seem very fragile and if you get up high enough, you could probably sneak through a smaller window and not get caught.

Player: Through the Window
DM: Trying very carefully, you attempt to push into a window and try to get into the building. Unfortunately, the entire pain of glass gives way and breaks. An alarm sounds and you hear a siren go off throughout the entire building. Before you can look up you feel the bullets pierce your skin. You have failed. Terminate Patient 001.

Player: Climb the walls!
DM: Sneaking around from tree to tree, you eventually get around to the back of the military base. Using the loose bricks as foot and hand holds, you inch your way up to the top of the wall. As you approach the top and begin to pull yourself over the wall, a sharp pain burns on the top of your head. It strikes again and again. Looking up, a soldier continues to kick you in the head, now the face, and with one last jab, you fall a couple of stories to the ground. Besides the shock of the impact though, you feel fine. Waiting a few moments, you attempt to stand up, and feel your back slide out of place. Something snaps and your world goes black. You have failed. Terminate Patient 001.

DM: You grab and pull him towards you. You thought you would save him for a second, but the fan blades decapitate him and send peices of his brain all over your body. You drop his body and fall on the floor crying and trying to wipe off your face. Then you realize something that almost makes you puke again. Your girlfriend is next. You run out of there as fast as you can to her house. You run in,f orgetting to knock and you see her mom walking by carrying laundry. You ask where she is and you almost yell and it makes her mom jump and drop the laundry."Jesus, you scared the crap out of me!""Sorry."You say. "But this is really important,I'll explain later.""She went to your house to check on you."Your heart skips a beat when she says that. You turn and run out of the house.Anything could have happened to her!She could already be dead!You run faster and when you get to your house you slam the door shut and run into the living room. You see your girlfriend sitting on the couch.she smiles when you come in."Hi."She says. Then she frowns and asks,"Are you alright?"You whisper to her,"Look, I don't want my mom to hear what we're saying, come with me."She gets up and follows you out the front door.

DM: You manage to scale the large office building after a hard climb, and after catching your breath, you pull yourself onto the roof. Hearing voices, and fearing you may have been spotted, you notice a ventilation shaft ahead and leap into it, falling down into the building.
Player: Geronimo!
DM: You land on top of a pile of boxes in an abandoned office inside the building. Standing by the door, apparently not awakened by your landing, is a large but sleeping security guard.
Player: Attempt to Incapacitate the Guard
DM: Realizing that there is no way you can make it past the guard, you attempt to charge the guard. Unfortunately, the commotion wakes him and he is able to pull his gun before your reach him. The bullet goes right through your chest and you drop to the floor. You feel more shots burn your skin and the flame eventually consumes your entire body. You have failed. Terminate Patient 001.

DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.> Quel est votre prénom ? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaaaaaaa...
Player: C
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.Aaaaaaaaac> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)
Player: L
Player: A

Player: Charging through the front door
DM: Deciding to face the guards head on, you quickly unlock the door as the attempt to barge in. This causes the pile to fall forward. As they try to regain their wits and balance, you are already dashing through the base. You manage to get past the main doors and into the forest. You sprint faster than ever before and make it onto the path.
Player: Keep running!

Player: Rhetisora
DM: "I want to go to Rhetisora," you say.Very well, the voice says.***Seconds later you find yourself on the beach. It is warm and sunny, and the water is beautiful. There are palm trees and bushes. The people there are nice, and they let you live among them.

DM: You run faster and faster and eventually make it to the clearing in the forest. Guards are rushing in from all sides and you hear them approach. Eventually, you are surrounded in the clearing and you have nowhere to go. They all aim their guns at you and a man that looks exactly like your commander steps forward with his gun raised. "Now soldier, give me the intel." You hand it over, expecting an escape. The commander sees your look of expectation. "What is it? Expecting a way out? You nod. "Well, I'm sorry soldier, but that was never really an option. I was just being polite." Intel Secured. Terminate Patient 001.

DM: Maybe with the intel you can just leave this room directly, you assume, so you burst through the fading door...Right into the arms of waiting guards, who bring you deeper into the room as it begins to resemble the lab you were put under in. They begin to strap you in and inject you with the IVs, you feel the world spin again.
Player: Fall again
DM: You awaken in the doorway another lab, this one identical to the one in the real world, and you try to scream for them to stop, but before your mouth can move, IVs are stuck into you once again and you fall into another deep sleep.

Player: Go downstairs

DM: You manage to just get by the sleeping guard, escaping into a room with a large conference table. On the table is a single manilla folder with the word INTEL in big bold letters stamped onto it. You rush over and grab it, but the second you do an alarm goes off. Knowing that the guards are coming and you don't stand a chance, you pick up a chair and throw it through the large windows. Looking down out the window, you turn around and slowly climb down, the glass cutting your hands but you withstanding the pain. You reach the ground with the guards noticing what you had done. You need to run, but where?
Player: Run back into the Alleys!
DM: Deciding since it worked the first time that it should work again, you dash down the alleys as quickly as you can. At one point, you turn and there are guards with guns raised, firing squad style, blocking your way. The second you go to turn around, more guards appear in that direction in the same stance. You close your eyes, and the last thing you hear is, "FIRE!" You have failed. Terminate Patient 001.

DM: You awaken on the hospital bed this time, with the doctors getting already injecting you. You feel a deep heat burning in your chest and your body begins to convulse. The colors blur again and your body begins to fall, but this time, you feel that beat in your chest slowly lose its eternal beat.Patient 001 lost.Patient not responding.Attempting to Terminate Life Support.

DM: You hit the Terra Novum button. Strange whiring noises commense, and the tunnel changes from blue to red. There are several blinding flashes, and once you can see again, you notice you are human now, as is Mary. This seems promising. The tunnel of light soon gives way to a dense forest. Shortly after, the train comes to a grinding halt. The two of you exit the train. Mary is to busy inspecting her fully human body, so you take a look around. The trees here are massive! They must be all at least a quarter mile tall! You've never seen trees like this. Maybe this is Vancouver, you think you remember hearing they have real big trees there. Mary is now looking up at the trees as well, seeming just as amazed as you. She turns to you and asks where you are. Before you can answer, you begin to hear loud thumping noises, like something huge stomping around. You begin to panic, Mary asks what to do...
Player: Get back in the train
DM: You panic, and say to get back in train. Back in the train the sound grows nearer. Not wanting to meet whatever is making the noise, you begin to press every button, turn every knob, and pull every lever, in an attempt to get this thing moving. Eventually, the train shoots forward quickly, and enters a yellow tunnel. The controls change to the panel of buttons. You press one, any one, to get you away from that place. It would seem the train disagreed with your choice, as a buzzer sounds, and the tunnel rapidly changes all sorts of colours. You look towards Mary for her recation. Just then there is a blinding flash. Now Mary is a wolf again. Another flash and she is an anthropomorphic wolf. There are multiple flashes, and each time you both (you realize you too change) transform into different forms. Robotic, Young children, you even switch genders at one point. Then, to your relief, the train settles on human again, before coming to a stop. The two of you exit the train, to see where you landed. You then notice that you are nowhere! The train had stopped in an empty black void. It would seem there will be no leaving this train anytime soon.End

DM: Your feet carry you swiftly down the main street, and guards don't seem to notice you as they are all rushing to the alleyways and into the office building, frantically searching for a man in hiding. You reach the outskirts and the forest and let your feet pick up speed as you near where you entered.

Player: "Billy, you should go to your home ec class."

DM: The Iceberg Lounge. It didn't make sense how it still got business despite the fact that it's been public knowledge for years that it's owned by a well-known supervillain and many of his illegal activities run through it. Perhaps it was just best not to question these things.Huntress looks down at the building, kneeling next to you. "So how do we play this, Q?"Now that's a good question.
Player: "Fast and loud."

DM: Santo Cassamento lived life grandly. Just outside of Gotham he owned a mansion, not too far from Wayne Manor, where he had practically an army of butlers, maids, chefs, the works. Not surprising, considering his line of work.As you approach the crime lord's mansion, you can tell Huntress feels sickened by being anywhere near it. The two of you sneak past guards set up, you couldn't take them even if you wanted to, they had guns, and you didn't. Sure, Huntress had her crossbow, but in the time it took her to reload it she'd already be riddled with lead. Instead, you stick to the bushes and shadows, until you get to a second story study. There's Cassamento, lounging around reading Oedipus Rex.Huntress glares at him. "Let me go in alone," she hisses. "I'll handle this."
Player: "Alright."
DM: You nod slowly. "Alright," you say, and she looks at you in surprise and... Disappointment?"... Okay. I'll go." With those words, Huntress opens the window and steps in, closing it behind her. You can't hear her conversation with Cassamento, though you watch to ensure she doesn't do anything rash. For a while they just talk, Huntress clearly angry. Cassamento seems calm, smug. Like he's got her under his thumb.Huntress leaves the room scowling not long after she entered, you double check to make sure Cassamento is still alive, and sure enough he is, back to reading his book. "What were you talking about?""I'll tell you about it in a bit. Let's just get out of here, I feel like I'm gonna throw up."You nod in agreement, and the two of you head back to the city.

DM: "We play it quiet," you reply, "keep to the shadows. Knock out enemies if we have to, but otherwise, just avoid them at all costs."Huntress mulls this over, then nods. "Alright. Sounds good." She's about to grapple across the street to the Lounge when she realizes you don't have a grappling gun. Wordlessly, she tosses you a spare. "Keep it. I'm sure it'll look good on you," she laughs, before firing and being pulled to the Lounge. You pause, then follow shortly after.
DM: The three story arctic themed building was just as big on the inside as it was out. The club was currently closed down for 'renovations', though you knew better; Penguin had just escaped from prison, and he was more than likely getting back into the swing of things. This meant most under his payroll would be here while he heard how his operations were going. It would be packed, which meant the stealthy approach was definitely the smarter choice.Picking the lock on the back door, you and Huntress slip in, sticking close to the shadows. The path up to Cobblepot's office is straightforward, but there's two goons up ahead, blocking your forward path. What do you do?
Player: Use my grappling hook to reach the rafters above them, advising Huntress to do the same.
DM: Wordlessly, you pull out your grappling hook, pointing out the rafters to Huntress. She looks at them, then nods. The two of you ascend to the rafters, continuing your way to Penguin's office and leaving the unsuspecting goons down below."Good thinking, Q," Huntress says once you're out of earshot of the thugs."All in a day's work," you reply, scratching the back of your head sheepishly."The humble type?" She opens the door, shooting you a grin."Hurm," you hum, following after her.

DM: 

DM: Once you're back into the city, you and Huntress stop at a rooftop to have a chat. "What did he say?" you ask, eyebrow quirked beneath your mask."I just asked him, straight on, if he was involved." Huntress sighs, fiddling with her crossbow."And?""He said he wasn't. I believe him.""How can you be so sure?"Call it a hunch. Cassamento's a bastard, but he's a man of his word. He wouldn't lie, even about this.""Hunh," you hum quietly to yourself, "I guess we'll just have to see if Penguin's involved."Huntress nods, "Yeah. Let's see if that little freak knows anything about it."The two of you head off into the night.

DM: Once you're back into the city, you and Huntress stop at a rooftop to have a chat. "I was sure Cassamento was involved," you say, looking at your partner."He's no liar. Bastard that he is, he wouldn't lie, even if he was involved," Huntress says, fiddling with her crossbow."Hrm. He sure didn't seem like he was lying. Didn't present any of the telltale signs at least.""What are those?" she asks, quirking an eyebrow."Avoiding eye contact. Hesitating when answering. The like. Not hard to notice.""Heh. You sound like a regular Batman," she teases."Except I don't have a thing for spandex, like him and all the other vigilantes in this city," you retort.Huntress glares, "Bite me.""Can't," you say with a chortle, pointing at your blank visage, "no mouth.""Jackass," she mutters with a smile, before the two of you head off to the next location on your list: the Iceberg Lounge.

Player: Du gehst lieber auf die Strasse vor dem Haus
DM: Ein alter Pickup steht am Strassenrand und es wird langsam dunkel .... evtl solltest du mit dem Pickup verschwinden...der Geruch von Untoten liegt in der Luft ...
Player: Du schliesst den Wagen mit dem Roten-Kabel kurz
DM: Das richtige Kabel .... nichts wie weg von hier , es wird dunkel ...-----------------------------------------------------------------------Du verlasst die Stadt und hast deinen ersten Tag in der Apokalypse uberlebt . Probiere doch mal einen anderen Weg aus , es gibt viele moglichkeiten das erste Kapitel zu beenden ...( entschuldigt bitte Rechtschreibfehler und das es keine oe , ae , ue usw. gibt , da der Editor diese nicht akzeptiert )....... ein 2ter Teil wird kommen .....Verrammelt die Turen

DM: One second you're sitting down, biting your lip, just gazing at him through the cage of your eyelashes, the next you've flown to him. Arms entwined around his neck as your fingers tangle in his loose curls, he's taken aback when you tilt your head and kiss him fervently. He's quick to respond. This kiss is like no other, it's cosmic. Your lips are like two magnets, stuck to his and unable to pull apart. The flick of his tongue against your own drives you wild, you seem forced to wrap your legs around his waist as he lifts you up and presses you against the wall.
Player: He's taking advantage, I slap him!
DM: One swift slap is enough to put Chris off. He drops you confusedly. "Esme, why'd you-" "You pig! How dare you take advantage of me?!" another slap stings his other cheek. "You kissed me!" he protests, rubbing both cheeks. "Yes, but I didn't invite you to feel me up! I thought you were different!" "But I thought-" "Evidently you thought wrong." You flounce out of the room. Things are awkward between you and Chris for a few weeks.

DM: Quickly, you run forward and pick up the wrench, bringing it up into one's face and sending him out for the count. The other two begin to attack, one with a bat and the other... With a knife. Thinking fast, you knock the switchblade out of his hand before he can put it to use, bringing the wrench down hard on his nose."ACK!" you shout as the other swings his bat and hits you in the back, knocking you to the ground.
Player: Get back up.
DM: You try to smoothly recover, jumping back up to your feet, but he swings his bat right into your face and sends you right back onto your ass. He continues to wail on you, smashing your head in, and long after he's finished the job. In the distance, you swear you hear Huntress scream your name, but soon all sound fades.You Died!

Player: "We play it quiet."

Player: Put the wrench to use.
DM: 

Player: Set off the dynamite

DM: 

DM: A few blocks away from the Iceberg Lounge, you and Huntress stop for a chat. "Hrm. For a second there, I thought you were going to kill him," you joke, hoping to ease the tension.She looks offended, "What, are you believing the rumors now?"You shake your head, "Just seems like he pissed you off. You really thought he was the guy who framed you?"Huntress pauses, then sighs herself. "Yeah..."You place a comforting hand on her shoulder. "Don't worry. We still have to check out Cassamento, I'm sure he's the one."She looks to where your eyes should be, smiling. "... Thanks for the help, Q.""Don't mention it. Us outcasts have to stick together," you joke, eliciting a laugh from her. Playfully, she slugs your shoulder."Alright, comedian. We have to go see Cassamento."

DM: A few blocks away from the Iceberg Lounge, you and Huntress stop for a chat. "What the hell were you thinking?" you hiss."Just double checking," she mutters bitterly, "I had to make sure he wasn't holding out on us. He would have squealed if he knew anything.""That's why everyone thinks you committed those murders," you snap, "because you're insane!""Pot and kettle, Q." Huntress replies, glaring at you.With a sigh, you just shake your head. "... Look, we still have to see Cassamento. Let's go."The raven-haired woman just shakes her head, grappling away. You follow her to Cassamento's.

DM: Noises, scratching, clawing...You run and run feeling the presence of a large creature behind you. A searing pain opens on your back and you drop to the floor. You turn around to face your attacker, a huge looming shape stands above you. In a hoarse, pained voice it says "Help me..." Before raising its claws above its body and bringing them down... You jolt awake and realize where you are at. Several months ago you received a letter in the mail, an invitation to come to a town called Flowerfield. You had never heard of this town before but as you continued reading through the letter you became interested. It mentioned something that no one had known before. A four clawed scar across your back. The only people that knew were your parents and they usually avoided the subject whenever you confronted them about it. Here it seems though, that someone knows about your scar. Intrigued you had decided to visit this Flowerfield town. Now you are on a bus and just ahead you see a Sign. "Welcome to Flowerfield!" it read. You cover your face with your palm. The town was decorated with flowers of nearly every shade and type. It seemed like one of those fantasies where everyone is cheerful and happy and flower petals rained from the sky. It sickens you slightly. As the bus stops you grab your bags and make your way off the bus, the air was heavily scented by the flowers. From here you make your way to a Hotel called The Flowering Rose. You pass by many people, all happy and smiley. Something seemed too fake about it though, too...unreal. You stop a nearby man and look him in the eyes. Do you...
Player: Let go of the man and get back on the bus to go back home.

DM: As you enter the Nice hotel your nostrils are assaulted with more flowery smells, you begin to feel sick of this intense flowery Perfume parade, but trudge up to the counter. A woman sits there, sitting straight up in a high back chair and seems to be staring at the Entrance. A small bell is on the desk in front of her. Even as people enter the Hotel she does not seem to notice, just constantly staring into nothingness. You are tempted to smack her to gain her attention but you hold back. Instead you...
Player: Wave your hand in front of her Face

DM: "Wa-what do you mean?" The man asks with a slight stutter. "Everything is fine here. Say you look n-new around here." The man continued. He wore business clothing and carried a briefcase, his hair was slicked back, but you knew something was wrong. These types of guys were either arrogant or busy and this one looked neither. "You should go to the H-hotel." The man said. He leaned in closely and whispers in your ear. "Leave now, before it is too late..." The man laughs nervously as he pulls away and walks on his merry way. Do you...
Player: Take his advice and leave on the next bus home.

Player: You finally get up out of bed...

Player: Food and Water balanced
DM: Why would you want to open your bag when your hungry/thirsty, only to find something you don't actually need? Balanced is always a good option. But one downside is that you won't have much of both.
Player: Watch TV

Player: Ring the small bell
Player: Read the Letter you received a few months earlier

DM: After trying to get straight answers out of countless amounts of people you finally let loose an exasperated sigh. "Well that was utterly Pointless." You say to yourself.
Player: You decide to then go to the Hotel to check in.

DM: After reassuring yourself that what you had seen had just been a twist of your imagination and nightmare. You get up from your soft bed and pace around your room. Everything seemed dark but as you turned toward your bed you noticed a clock. It read 8:00 AM. To the far side of the room is a window and to your left is a door You...
Player: Go out the door to the hallway.

Player: Leave the hotel catching the next bus back home, sensing this may be your last chance to back out.

Player: Look out the window.
DM: After reassuring yourself that what you had seen had just been a twist of your imagination and nightmare. You get up from your soft bed and pace around your room. Everything seemed dark but as you turned toward your bed you noticed a clock. It read 8:00 AM. To the far side of the room is a window and to your left is a door You... Look out the window. The streets seem deserted and the sky while clear is dark. You see the sun hovering high in the sky but it doesn't seem to be giving off any light. A dark red fog seems to creep through the streets, even though you can still see outside it seems as the edges of your vision have started to turn red. The flowers seem cold and lifeless and faded of all color. You...
Player: Go back to the door and go through it.
DM: You enter the hallway and look both ways. The ceiling seems to have sprouted several small cracks in it, curious... Toward one end of the hallway is a set of stairs leading to the lobby, but that is so far away. While right next to you at the end of the hallway is an elevator and luckily you have your keycode in your pocket. You are surprised that no one else is up and about, the entire place seems as silent as death itself and you frown slightly, a bit worried. You glance between the Elevator and stairs. One was longer away but more reliable, while the other was closer but could possibly cave in given the condition of the roof right now, you think to yourself as you look at the small cracks in the ceiling... You decide to...
Player: Use the elevator.

DM: You slowly and carefully make your way down the stairs. Your head spins and you feel slightly dizzy, a faint coppery scent permeates the air. You grip the guardrail on the side of the stairway and continue to make your way down. Something seemed to be setting off warning bells in the back of your mind but you choose to ignore them for now at least. You enter the lobby and glance about the room. More cracks in the ceiling, papers are scattered about the desk where that lady had been yesterday afternoon, the one that reacted to only the bell and with the weird stare. The lights are flickering here. You are about to leave when you see a figure hunched over in a darkened corner of the lobby. The lights flicker on and off and you think its just a trick of the light but whenever they flicker a moment you'll see a person the next you'll see a black sludge-like humanoid form, then back to person. You are unsure of what to do...
Player: Grab a piece of paper, wad it up into a ball, and throw it at the person.

DM: You gingerly open the window but nevertheless it makes a creaking noise as you slide it open. The air seems stale and has a coppery smell to it and you notice the small balcony by the window, strange it seems to have a balcony here when the only way through it is via this window... You think you hear a faint scrape against the top of the roof just above your window but dismiss it as fantasy. You aren't sure if this coppery smelling fog is better or worse then the flowery parade of scents. As you hover by the window you believe you hear that noise again and look up. You see nothing but more of the lifeless flowers. Before they had been so full of life and vibrant colors now they all looked grey and dead. You pull your head back into your room, closing the window before deciding to...
Player: Open the window and climb onto the balcony to get a better look outside.
DM: As you open the window again you hear that faint scraping noise but dismiss it for a third time, you fool. You climb up onto the Balcony and the air seems to become more coppery smelling. The Dark red fog closes in around you in a sort of bubble and a chill grips your spine. You hear moaning and groaning and a constant female scream. You turn around and look at the roof and perched there is a nightmarish creature. It stands 8 feet tall, and looks in all forms like a skinned werewolf. Glistening red flesh with what looks to be black blood oozing from the muscles and tendons drip to the ground, while red blood seems to spread outwards from its feet. You look at its face and see hollow eye sockets with a faint reddish glow about them. Gore and flesh and red blood drip from the great fangs of this skinned werewolf. You gulp as it springs on top of you. As it pins you to the ground you think to yourself 'this is going to hurt...' then it mauls you. You live through every second as it rips you to shreds, your organs are spread out across the balcony, your skin flayed from your body, and your head rolling off the balcony to smash on the pavement below. You have been claimed, by the curse, of the De'meir...Perhaps there was a better way...

DM: Your lazy side gets the better of you and you call up the elevator, its doors open silently and you can faintly smell a coppery scent but you enter anyway, pressing the button to go to the lobby. The elevator door closes and you hear a mad cackling followed by a female scream. You clench your teeth as the elevator seems to fall thousands of feet but the lobby is only two floors down. You begin to scream and then the elevator crashes with an earthshaking smash. You open your eyes sluggishly and see a pipe protruding from your chest. Your lifeblood flows from the wound and you realize you had made a mistake in choosing the elevator. While the fall may have been two stories it felt like thousands of feet. As you look up you see a black form shambling towards you constantly muttering. "are you alright, are you alright, are you alright, are you alright." Your head goes limp and you fade, death welcoming you as a friend before sending you onward...

DM: The wad of paper hits the being just as it goes into sludge form. The paper sinks into its back and disappears. The being jerks at the sudden contact and turns around, facing you. From the shape it looks female, but half of its face is gone, black goo dribbling down the side of the vague shape of a face etched in an expression of horror. Though as it stands its expression doesn't change, it just continues to face you, taking a step forward. The lights flicker again and you realize with horror that this creature is the desk lady, the one who reacted only to the bell. Half of her face is gone and blood is dripping down the side of it instead of the goo, the look of horror on her face still present. This sight unnerves you as the being shuffles toward you shifting forms each time the lights flicker. You realize that the being's entire body has been shredded and disemboweled, injuries and wounds so grotesque your stomach clenches in disgust and fear that this 'thing' is still stumbling towards you.

Player: Death is generous and offers a chance to rewind time, just be careful in the future if you would... (Hallway)

DM: The creature jolts at the sound of your voice and then turns, facing your direction. It had just went to its sludge form. From the shape it looks female, but half of its face is gone, black goo dribbling down the side of the vague shape of a face etched in an expression of horror. Though as it stands its expression doesn't change, it just continues to face you, taking a step forward. The lights flicker again and you realize with horror that this creature is the desk lady, the one who reacted only to the bell. Half of her face is gone and blood is dripping down the side of it instead of the goo, the look of horror on her face still present. This sight unnerves you as the being shuffles toward you shifting forms each time the lights flicker. You realize that the being's entire body has been shredded and disemboweled, injuries and wounds so grotesque your stomach clenches in disgust and fear that this 'thing' is still stumbling towards you.
Player: Grab the nearby desk lamp and beat the form as it goes into its solid-like phase.

Player: Walk over to the person and tap them on the shoulder.

Player: Back away and whack it when it goes solid again.
DM: The being's face caves in and it falls to the floor. When the lights flicker it remains in its solid state. A whisper is heard in your ear. "Tttthhhaaaannnnkkkkk yyyyoooouuuu....." You vaguely recall that it sounded the same like the desk lady's voice. The body goes into a liquid state and seems to turn white, before sinking into floor and disappearing. You stare at the spot before hearing a mad cackling that sounded almost hearty. "Ahahahahaaa. That was a good one wouldn't you say?" A voice says from nearby. You look in the direction of the desk in the lobby and before where there was nothing there, sat a skull with hollow eyes. Its jaw moves slightly and it seems to be grinning at you. "What? Never seen a talking skull before? Ahahahahahaha! You gave that beasty and right death didntcha." It said. Your eyes widen, this mysterious skull was speaking to you. You begin to believe your losing your mind. "Ah come now scar bearer, whats with the long face? haha! Oh yes this is your first time, you don't know, ahahaha, about this place, do you?" The skull continued, blood leaking from its eye sockets and mouth, the grin still there. "I'd tell you ahahahaha but I do so love surprising people!" The skull cackles one last time before vanishing in the blink of an eye. You think you are going mad and you could be right... For now there were more important things to attend to like what was with this strange thing that had attacked you. Who was that skull and how could it talk. So many questions, but no clear way. Suddenly, your stomach growls. You haven't eaten since yesterday afternoon. You debate if you should search out food or not...

DM: You feint, and Larcassio falls for it!He tries to parry your nonexistent attack, and throws himself even more off balance. He staggers backwards a few more steps, trying to put distance between you.
DM: You lunge, putting as much force into the blow as you can.Larcassio is unprepared for the blow, and your momentum carries you straight forward, directly into his left shoulder.The blade drives home, through his shoulder and out the other side. Dark blue blood gushes from his wounds."AGHHH!!!" he howls. "Who trained you?! Why aren't you dead yet?!""I'm just naturally lucky, I guess," you say.With an inhuman howl, Larcassio drops his sword and tackles you. Your sword goes flying, and clatters to the ground.Larcassio pins you to the dirt.He starts punching you in the face viciously.Amid the blows, you notice your crossbow, lying just barely within reach. You might be able to grab it....
Player: Stretch your hand towards the crossbow.....

DM: You're sitting down eating lunch with all your friends, then suddenly you look, and over all the bobbing, moving heads of students munching down their food, you notice someone. Your crush, sitting there in all their perfectness. And time goes slow, the world spins in reverse, butterfly's flutter in your belly and your heart races. You remember the first time you had laid eyes on them, and when you heard their name. And such a nice name...
Player: Mike
DM: Ooh Mike! That stud muffin. With his buzz cut and chiseled jaw. Not to mention that six pack you spied when you walked past the boys changing room once.... Twice. That image was burned into your brain ever since... The first time you saw him in the seat next to you. When he gave you that white toothy smile and a wink. And as you remember that, a tingling feeling in your lower abdomen makes you shudder. Oh that testosterone filled boy.... One day after class someone taps you on the shoulder. You turn around to find Mike grinning at you. "Oh hey mike, what's up?" You say cooly, to your surprise. "Hey! I just wanted to ask if you wanted to catch a movie or something this weekend?"
Player: "Oh yeah, a movie sounds great!"
DM: You are at the cinema with Mr Sixpack, lucky duck! You see people staring, what a handsome couple you make! You line up, trying not to smile too wide. Mike looks at you, a big grin on that beautiful face. "So, what are you in the mood for? A romance, or something with a little action in it?"
Player: 'Love is Where the Heart is'

DM: Oh gorgeous Sarah... She was one of those girls that hit puberty FAST, and every one noticed. With her voluptuous and shapely body, she was... As you say, experienced. Shoulder length blond hair with streaks of hot pink, which you would think looks tacky on any one else, but on her, it just makes her look wild! A wild beauty. For a class project everyone has to pair themselves up, and to do so wisely (to show initiative and maturity... Or something like that.) and as you sit in your seat, head resting on the table, not bothered to pick a partner (you wouldn't have cared, even if you got that weird kid that sits in the corner and picks his boogies.. He seems funny anyway). But when you heard that sweet voice of an angel, you can't help but look up. You see her smiling at you... At you?! You smile goofily back. "Hey, I'm Sarah, I was wondering if you would want to be partners?"
Player: "Ummm.... Ahhhh.... Ummmmm.... No..." You chicken out.
DM: Ohh no! So close but so far! "Oh, ok then." She says, there is hurt in her voice. She walks up to a frizzy red headed girl. You watch as she leaves and sigh. Man... That was kind of stupid, but I guess there are plenty more fish in the sea.... Good luck!

Player: Look under the bed
DM: Under the bed, it's - whatddya know - a heap of underwear!The million dollar question is, do you touch it?
Player: Tighty Whities

Player: Smile. You are just content to hold his hand and watch the movie. You don't want you rush things!

DM: Ahh Jenny... Such a beautiful girl! The sweetest thing... Long black hair that reached the bottom of her spine and eyes as blue as the Pacific Ocean. Her body... Fragile and dainty, almost like a little bird. Your feelings for her where, at the start innocent. You loved the way she laughed, smiled. Liked how she smelled when she walked by. But as time passed you began to have other thoughts, when the two of you talked your mind wandered to other things.... One day before class, the two of you were talking and you decided to make your move. You only live once right?
Player: Ask if she wants to hang out at your house later
DM: "That sounds fun, but I really have to study for the test on Friday. Did you want to study with me instead?" She smiles. Almost a flirty grin. Hmmm...
Player: At the Library

DM: 

Player: Inspect the base of the statue

Player: 'Dooms Day!'
DM: Ooh so something to get both your blood pumping huh? Good job! Every one needs a little action movie action in their lives. The movie goes on and the part where the bad guy tied up the hot hero and plans to burn the building down... With him in it! Ahhh it's freaking you out! You grab the closest thing to you, his hand and then scream a little when the bad guy lights the match. Mike give a little laugh beside you, but he doesn't make fun of you when he lets go of your hand and instead puts his arm around you and grabs your hand with his other one. You smile, this guy is really quite sweet! You jump again and the fire gets closer and closer to the hero. He pulls you closer, and somehow you feel more comfortable. You squeeze his hand. You can't really be falling in love with him after one date can you?! But something about how he holds you makes you feel warm and safe. You give him a quick peck on the cheek... Then he looks at you, those sweet and lust filled eyes. "You are so beautiful." He whispers. You shiver with anticipation...

DM: Sitting at the desk across from her was the perfect placement. Although it would have been great to sit next to her, legs touching, the occasional touch when you bump hands (accidentally....) but having her in front of you gave you ample opportunity to sneak glances of her. Her black hair spilled around her delicate features... What you wouldn't do, to just be able to touch those pink lips. Mmmm. She catches you staring at her. She smiles at you, a bright and cheerfull one. You can't help but smile back. "Are you stuck on something? Did you need any help?" She asked kindly. "Actually I don't really understand what this question here means." She gets up out of her seat and walks behind her. She smelt like honeycomb, if that even had a smell, just like always, and you love it... Like always. She leans over your shoulder. And you feel her. "This question right here?" You nod. She leans into you. Then... You feel her hand... Sliding down your back. Are you imagining this? This shy delicate creature couldn't be doing something so forward? "You know... Study buddy, that there is a room full of cleaning supplies that no one goes into... And you can lock it from the inside.." You shiver, and swallow hard. Your heart rate quickens. Then she slowly walks over to the closet, smiles a sultry smile and closes the door behind her. Oh my gosh. What is happening? You look around the library and it's dead empty...

DM: You sit there, holding your mans hand and as happy as can be. The movie ends, and although it's a cliché it still leaves you with a smile on your face! You look over to Mike as the lights come on and.. Oh he's fallen asleep! A little collection of drool, sounds disgusting but it's just so damn cute! He slowly blinks his eyes, waking up from the sudden intrusion of lights. He sees your hands together, and smiles. You go on a couple more dates, eventually going to the senior dance together and plan to spend the night in a hotel. Believe it or not, even though that boy had the body and the face of a god, not to mention his surprising sweet nature, you were each other's firsts! Awww! So sweet! You become high school sweethearts, and even though no one thought you could, you stayed together and had a baby girl. And Mr Sixpack became a great father! You bet the odds! Not all love stories end this way, but congrats, you guys are one in a million!

DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)Aa...
Player: A
Player: S
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)Aaas...
Player: J

Player: No

DM: "A wise man once told me: Alas, poor Yorick! I knew him...until I robbed him twice and he left town for a grove of trees."-Dr. Snarg Figarnargadarg
Player: Enter the classroom.
DM: When you enter, you hear the door behind you click after it shuts. You hope it's not locked. You see a scraggly looking man standing in front of a surprisingly large podium on a stage. There's a spotlight shining down on him in an otherwise darkened room. He's wearing an unkempt brown business suit of sorts, with a slightly crooked tie. The "classroom" seems to be some kind of concert hall, and is entirely empty of any chairs except for a single desk in the audience section, presumably for you to sit in. It has a small writing lamp on it. He speaks into a microphone and beckons to you to come towards the desk.Hello Friends and Business Associates,My name is Snarg Figarnargadarg! You may just call me Dr. Figar for short. Today I'm here to let you partake upon my glorious presence to teach you the one thing that you, I and that old cat lady down the street all love: money!...and maybe how to get employed too.You may or may not know me from the schoolship Tahut, from School of the Star Scavengers. Spoiler alert! For the low-low price of seven Hubbabluggas, I will tell you a little secret about what happened. Or if you're not interested, we can begin the lesson right away!

Player: Take a seat at your desk.
DM: Dr. Figar clear his throat in a loudly exaggerated manner, which echoes through the empty concert hall. He then pauses, holds up his hand to his ear, as he seemingly waits to see how long it'll echo for. After the sound finally dies down, he seems satisfied and begins."Our first lesson of the day, getting yourself employed through convoluted forms of deception! Case in point: I stand before you, bags of Hubbabluggas in hand..."Out of the podium he suddenly pulls out and holds up two large, heavy looking bags each filled with hundreds of small objects you assume are Hubbabluggas. Each bag has a big "H" on it."...teaching you about making money. Who in their right mind would hire little old Dr. Figar to actually teach something practical you might ask? I sure wouldn't! Yet here I am teaching you anyways!"
Player: "Um...nope...not doing this. I'm leaving now."

Player: Sigh and take a seat at your desk.
Player: Continue to listen to his ramblings on employment.

Player: You sigh and take a seat at your desk.

DM: He looks at you with a solemn face and speaks with a low voice. "In the eyes of money, it doesn't matter if you're a child or an adult. We all lust for it and the power it gives us to buy all of the things our heart desires..."This quickly transitions back to his cheerful self. "...that we don't actually need whatsoever to be happy! Let's make more together!" he responds with a larger-than-life smile.

Player: Lesson 2

DM: You walk into the cabin with the yellow symbol over it, where you will spend the night. Inside the cabin is two beds about three feet away from each other,a lit fireplace, a mini fridge, and a filled bookshelf. Kent walks towards the mini fridge."Just because we can't make the bar, doesn't mean we can't get drunk tonight. Lets see what they got to drink."Kent opens the fridge to reveal a garbage bag wrapped around something. "What is that?"
Player: Open the bag

DM: "Onward friends, we shall journey to the second lesson!"Dr. Figar walks in front of his podium, lifts one foot, tilts his head, and extends his arms in different directions forming an incredibly awkward looking pose. Afterwards what looks to be a bright blue monkey scuffles his way onto the the stage behind the podium, as a rope drops down from above. The monkey doesn't look very happy, but doesn't seem to be chained or otherwise forced to be out there either. Dr. Figar is still holding the pose.The monkey grabs the the rope and pulls on it, lowering a projection screen screen from the ceiling above the stage. After it drops all the way down, the blue monkey quietly exits. Dr. Figar finally stops posing, puts his hands behind his back with a serious face, and walks back to his spot behind the podium in a exaggeratedly slow manner.
Player: Wait for the impending second lesson to start.
Player: "What's the catch?" you wonder out loud.

DM: "There's no catch at all! It's just a film of that wonderfully smug, honest and handsome looking man assisting the poor, helpless, elderly lady cross the road. It just brings tears to the eye to see someone so kind..."Dr. Figar pulls out a rag from somewhere in his pocket, wipes his eyes and blows his nose as he seemingly cries. Afterwards he puts the rag away and prepares to continue speaking.

Player: With much doubt, you continue to listen to the second lesson.
DM: The short film continues on after the stick man finishes waving to the grandma. As she leaves off the screen, you can see the one who helped her pull out a purse from seemingly nowhere and start pouring gold coins on the ground with an "H" on them. The figure then takes some of this money and walks into a nearby store, purchases a bag of chips and then walks off into the sunset to the sound of crunching. You knew there was more to it than first appeared and there it was.

Player: "I knew something was coming..."

Player: "Let me guess...the lesson is pickpocketing?"
DM: "Wrong! The coin-filled purse was simply an add-on!" he replies optimistically."The real teaching moment is that magical stage in time where the elderly person, eyes full of gratitude, earnestly believes you're a kind fellow. She couldn't be more wrong, the fool!"You let out a deep sigh. You could almost guess what he'd say next."To others, you now look like the most fantastic, friendly, helpful person out there. That'll certainly increase your money-making opportunities, since everybody loves a nice person! Watch as the world grovels before your feet, praising your pure heart and unrelenting kindness, spreading joy and love to others. You'll instantly be hired!" "The only thing you need to do is simple: be nice and good things will happen! It doesn't matter if you mean it or not, as long as people think it looks real. Though if you're truly a nice and honest fellow, that just makes it twice as easy to con them! ZWISH! Second lesson done. Laid down before you. Right here and now. "You noticed the flaw in logic, noting that a nice person wouldn't actually con anybody. You shrug it off and continue with the next lesson.

DM: "The real teaching moment is that magical stage in time where the elderly person, eyes full of gratitude, earnestly believes you're a kind fellow. She couldn't be more wrong, the fool!"You let out a deep sigh. You could almost guess what he'd say next."To others, you now look like the most fantastic, friendly, helpful person out there. That'll certainly increase your money-making opportunities, since everybody loves a nice person! Watch as the world grovels before your feet, praising your pure heart and unrelenting kindness, spreading joy and love to others. You'll instantly be hired!" "The only thing you need to do is simple: be nice and good things will happen! It doesn't matter if you mean it or not, as long as people think it looks real. Though if you're truly a nice and honest fellow, that just makes it twice as easy to con them! ZWISH! Second lesson done. Laid down before you. Right here and now. "You noticed the flaw in logic, noting that a nice person wouldn't actually con anybody. You shrug it off and continue with the next lesson.

DM: Confident that you won't be Catfood, you throw the door open and head on in. As you walk towards the kitchen, you see the worst sight of your life. COUGARS IN THE KITCHEN!!! You are instantly frozen wiith fear as they look at you with those terribly hungry eyes. The cougars both head towards you with grim agility as they leap over tables and creep under others. They soon have you cornered, away from any doors in the house. They make terrifying advances...
Player: Clubhouse
Player: Run out of the clubhouse like hell!
DM: You decide to run out of the clubhouse like hell, and you start sprinting outside like a barefoot jackrabbit on a BBQ grill in the middle of August...Cougars like jackrabbits.

Player: Lesson 4?

DM: "Time for lesson 4!" he says. You aren't sure what happened to lesson 3, but you don't really miss it anyways.You see Dr. Figar look to his side briefly, wink towards something and let off an incredibly loud whistle. The sound carried throughout the concert hall a few times until it finally tapered off. Afterwards three blue tap-dancing monkeys, similar to that first one, came scampering out sideways as they did a synchronized shuffle with their feet. Unlike the one before, these ones were wearing top hats, ties and were twirling batons. All of them were frowning and obviously displeased, but continued the show nonetheless.You then started to hear a cheaply made hip hop music beat start to play in the background. Following that Dr. Figar took his microphone off its stand on the podium, walked around front, held up a lyrics sheet, got down on his knees, and proceeded to sing "ohhh babbbyyy....whhhyyyy diddd yoooou leaveee mmeee sooooooo" in a terrible voice. He clearly had no singing talent.And you'd had just about enough of that. Did he seriously think you were going to sit through this garbage any longer? Absolute and utter nonsense. A waste of time. Stupid. Childish. The monkey on the far left was actually pretty good, but not good enough to keep you here.
Player: "You know what? I'm done with this shi..."
DM: "AH HA!!! THERE IT IS!!" he immediately interrupts you, stopping you from finishing the completely accurate and justified word you wanted to say about his performance."You are not allowed to say words such as that. Such evil, heinous, nefarious, malicious words cannot be spoken out loud...you never know who's listening..." his voice transitions into a hush towards the end, as he suspiciously looks around the empty concert hall.This coming from the guy who thought it was perfectly normal to steal an elderly person's purse and spend the stolen money, right after helping them across the street. He was really in no position to say anybody or anything else was "evil" or "nefarious."
Player: "I can say whatever I want. It's my life. And this class is bullshi..."

Player: Not wanting to bother with it anymore, you sit back at your desk and continue the fourth lesson.

DM: "Nay!"

Player: "Was there a point to all of that?"
DM: "Oh yes, my dear business associate. There is always a point to everything the good Dr. Figar says, as long as financial gain is involved!" He's still there on the ground and hasn't changed position. "Except that one time I was hired to herd those cevulka in the pasture..." he started getting lost in thought. "The staff had a sharp point at the end, which I added myself, and was the obvious way to better defend an employer's vital assets. Which resulted in me accidentally stabbing one when..."He interrupted himself. "...so remember, never herd cevulka unless you have absolutely no point! STABO! Bonus lesson. Done, deceased and burried."That was a terrible pun, the worst bonus lesson, and you couldn't help but cringe a little. You almost thought you heard a slight sound from the wall behind you in the concert hall, the 4th wall, but you're certain you didn't since nothing out of the ordinary had been said. Well, if you could call this lesson ordinary that is.
Player: "Well ok then..."

Player: Lesson 5
DM: You begin to wonder if he'll actually teach you something semi-useful through all of this. It wasn't that the other lessons were entirely bad, but they didn't seem to live up to the advertisement you had read. It was unclear how any of this would actually help you with job employment.Dr. Figar is now looking at you, as if waiting for you to finish thinking. You decide it's best to momentarily pause your internal narrative to not delay things any longer. Once he seems satisfied that you're done talking to yourself, he then continues."The fifth and final lesson on the agenda is...Third Tier Advanced Computational Statistical Analysis!"

DM: "Nyet!"
DM: "Ngava!"

Player: "No way, I'm going. You're going to twist this all somehow."
DM: You start to get up from your desk to leave, when you notice Dr. Figar is just smiling and staring right at you. You try not to think anything of it, but can't help but feel slightly concerned. You start to walk towards the one double-door exit out of the concert hall. You're certain you feel deja vu now. Or maybe not. How many times have you done this? You can't remember what happened the other times.He stares at you.You stare back.He stares at you.You stare back.He smiles again."Waiting for something?"You have a vague feeling it's probably best to just give up.
Player: "Of course! If I try to escape, you'll stop me somehow and I'll be forced to sit back down again."
DM: "Who me?" he says, as he looks around the room with a puzzled look, searching for somebody else that you would be speaking to. Unsatisfied, he looks back to you again."No, I would never do that! Learning here is completely optional. If you want to go right now, be my guest! Go ahead. It's your choice if you want to lose out on this charitable, compassionate, thoughtful, kindhearted, once-in-a-lifetime opportunity to learn about getting employed and gaining exorbitant amounts of money through the teachings of the infinitely knowledgeable Dr. Figar!"
Player: "This is too suspicious, I think I'll just sit down for the rest of the fifth lesson..."

DM: "Kaddu!"

Player: You continue to sit there, waiting for the lesson, not wanting to humor him.

Player: "This is clearly a trap. I will not let you fool me this time. We will not go through that pointless routine again."
DM: He considers this briefly and asks with a confused look "What routine? This is the first time you've gotten up and attempted to leave this entire time. In no way have we ever gone through any of this before. The decision is entirely your own and I would do nothing to stop you from leaving. Time is short! You must decide..." "...should I stay or should I go?" You think you hear music distantly playing to the side of the stage, back where you can't see due to the concert hall being mostly darkened, but you can't really make it out. It's probably nothing you'd want to listen to anyways.
Player: "Well, if you say so...I'll be going now."

Player: Continue listening to the final lesson.

DM: Dr. Figar proceeds with the lesson, peering towards you over his podium, asking open-endedly "I'm sure you're wondering what exactly Third Tier Advanced Computational Statistical Analysis is..." He seems to consider it himself, before speaking again."...and that's a great question! I undoubtedly have no idea what it is either. But it sure sounds nice on the lesson plan and will look great on my monthly performance review!" he says while wistfully looking upwards, as if envisioning all the extra money he probably thought he would be getting from not actually teaching it.Somehow you're just not surprised at these antics anymore. Of course you wouldn't learn anything like that here. That would imply that Dr. Figar actually knew some kind of practical skill to teach you, and that couldn't possibly happen."Even though I know nothing about that, I do have a lesson for you still!"

DM: "Heunteu!"

Player: "I guess I'll just stay here and listen to your lesson since it's almost over..."

Player: Sit there silently and wait for the lesson, still not wanting to humor him.

DM: "Tahatna!"

DM: You hurry to the back wall of the concert hall and take a close look at the hole that's formed from the crack. Depending on how much rumbling happened, it may have cracked the wall enough for you to fit into the hole and exit the building this way. It's still dark in the concert hall, so it's hard to judge whether you can make it through or not. Not having a lot of time to think, you consider what the best option is.
Player: You think better of it and instead rush to exit through the now unlocked door.
DM: You run outside and try to get distance from the concert hall, which soon after falls to the ground and sends out a shockwave of flames covering anything in the vicinity. There's no sign of Dr. Figar, wherever he may have gone off to. You narrowly escape, but seem to be relativity unharmed; physically that is. You consider how much therapy might cost, but you decide you'll probably be fine without it. It's not like you'd ever have something like this happen again anyways.You look up and notice it's now nighttime, and the moon is shining brightly. The air seems calm, making for a mild yet welcome evening following that very unusual class. In the moonlight, you decide to pull out your notes to remind yourself what you learned from the class you barely escaped from.
Player: In the distance, you spot an old wooden sign.

DM: "Baken!"
DM: "Kare!"
DM: "Yaapw!"

DM: "Bu dui!"
DM: "Qay!"

DM: "Qay!"

DM: "K'amaq!"

DM: "Haan-haan!"

DM: "Iyayi!"

DM: "Atsa!"
DM: "Tsy Misy!"
Player: You see that it's getting hopeless.
DM: You aren't sure whether to be annoyed or impressed that he can interrupt you while saying "No" in so many languages. You also aren't really sure how accurate or not some of those are, but you assume they're being pronounced based on the English phonetic interpretation of a foreign word that doesn't always translate easily. Whatever that means.You're curious if you PM IronPanther with the correct number of non-English "No" words you counted, assuming he even bothers to check his mail, if you might get something special in return.Suddenly the wall behind you, the 4th wall, begins to rumble.Dr. Figar is quick to comment "Remember, if the wall breaks, the roof falls! TABOOGLIE! Bonus lesson. Absent. Snuck out. Right through that crack."You look back and see a crack that grows slightly larger. If you're not careful with your thoughts, the entire building might collapse on you. You decide to set aside your thoughts of sending a mail to a person who doesn't exist in this world, who definitely wouldn't give you anything special, for something you clearly wont do because you don't want die from the 4th wall breaking and the entire building falling on you.You now wonder when, where or why the skill to say "No" in many languages would even come in handy for someone like Dr. Figar. Knowing you can't possibly win this rhetorical exchange, you give up and decide it'd be easier to just leave or continue the lesson.

Player: Sit back at your desk and continue the fourth lesson.

DM: "Then Herod, when he had privily called the wise men, inquired of them diligently what time the star appeared. And he sent them to Bethlehem, and said, Go and search diligently for the young child; and when ye have found him, bring me word again, that I may come and worship him also. When they had heard the king, they departed; and, lo, the star, which they saw in the east, went before them, till it came and stood over where the young child was. When they saw the star, they rejoiced with exceeding great joy."And when they were come into the house, they saw the young child with Mary his mother, and fell down, and worshipped him: and when they had opened their treasures, they presented unto him gifts; gold, and frankincense, and myrrh. And being warned of God in a dream that they should not return to Herod, they departed into their own country another way. And when they were departed, behold, the angel of the Lord appeareth to Joseph in a dream, saying, Arise, and take the young child and his mother, and flee into Egypt, and be thou there until I bring thee word: for Herod will seek the young child to destroy him. When he arose, he took the young child and his mother by night, and departed into Egypt: and was there until the death of Herod: that it might be fulfilled which was spoken of the Lord by the prophet, saying, Out of Egypt have I called my son."
Player: The First Question...
DM: Which angel visited Mary in the sixth month?
Player: Gabriel
Player: Zacharias, her husband, would object if he were able to speak.
Player: Galilee
Player: An unverified number.

Player: Wait for the others

Player: Who's There?

DM: You laugh gleefully as you dash forward, punching the man in the side of the head and knocking him backward as he grunts in pain, knocking into the blow of a sword blade. You slash at his ankle as he collapses to a knee, before one of the ratlings decks him a blow from the butt of his spear. He tries to stand, blood down streaming down his face."Please, I'm sorry. I didn't...!" he cries, looking genuinely petrified, before one of the rats takes it too far and stabs him in the throat with his sword, killing him.He slumps to the ground, before lying still."Bah! Could've played with him for hours!" you complain.The largest rat, a big brute who's taken charge of the raid named Pak, strides forward. Not too many ratlings have joined the raid, a fact Pak is clearly enjoying as it means he gets to take charge, and since you all get a bigger part of the profit, all the better."You, you and you!" he shouts, selecting three rats from the group. "Start moving the prisoners back.""Yes, yes," they snarl, as they begin to shout and whip the prisoners into movement."You!" he shouts, pointing a long finger at you. "Kill the horses."You nod, walking over to the horses. They seem terrified and scarred, and look at you as if begging for mercy. You wonder if it's best just to untie them and scare them off.
Player: Scare off the horses
DM: You walk over to the horses, untying them from their carriage before gently giving them a hit with their sword on the rump, sending them running off into the wilderness. Pak notices what you're doing, turning to stare at you, snarling. "What the fuck do you think you're doing? That was good meat, good leather! You dumb cunt!" he snarls, enraged by your lack of obedience.
Player: Try to convince him they deserved to live
DM: "But they were ki..." you begin to say.Unfortunately, in all your life here you seem to have failed to pick up how society functions. By now, Pak's club is already flying through the air, and it smashes into your head, crushing your skull against the carriage and killing you instantly.

DM: You scurry into one of the carriages, clambering outside. Blood cakes the inside, where some poor soul was hacked apart in their sleep. You find a jar of cider, opening it and quickly downing the delicious drink, before tossing it aside. You grab a jar of honey that's almost empty and begin scooping it into your mouth."Everyone out here! Now!" one of the ratlings yells, as you turn and walk outside.The largest rat, a big brute who's taken charge of the raid named Pak, stands there. Not too many ratlings have joined the raid, a fact Pak is clearly enjoying as it means he gets to take charge, and since you all get a bigger part of the profit, all the better."You, you and you!" he shouts, selecting three rats from the group. "Start moving the prisoners back.""Yes, yes," they snarl, as they begin to shout and whip the prisoners into movement."You!" he shouts, pointing a long finger at you. "Kill the horses."You nod, walking over to the horses. They seem terrified and scarred, and look at you as if begging for mercy. You wonder if it's best just to untie them and scare them off.
Player: Kill the horses

DM: You duck, but Pak slams his foot up, smashing you in the face. You sumble back and he punches you, sending you toppling to the floor. Pak stands over, stomping on you repeatedly as his weight and muscle breaks your bones as he smashes into you repeatedly as you scream for help.With your limbs broken and lacking the strength to move, you hope you die of your wounds before something, some enterprising scavenger or worse, finds you.

Player: Walk in silence
DM: You keep walking, as the girl falls silent, becoming quiet. Soon, you walk down into the burrows through the caved in portion of sewer and into the top layer of the many layered burrows. The weakest and most feeble rats are forced to live here, away from the safety that waits lower down. They look gleefully at the girl, talking and chattering among themselves. They grab at her, groping at her breasts and bosom and tearing pieces of fabric off her dress. You raise your sword to threaten them off, and they easily follow orders. You're weak for a Ratling, but you could easily kill the crippled and the the meek who surround you. You find a corner of the room, shoving the girl into it and raising your sword, waiting for Pak to arrive and take his prey."I'm scared," the girl says."I'd be, if I were you," you admit."What's your name?" she asks."Ritz," you say."I'm Julianne," she says. "I don't want to die here."You don't say another word, as she begins to chant."I have the soul of the dragon. Dragons to not break. Dragons do not die. Dragons do not show fear. Dragons survive the flames. I have the soul of the dragon..." she continues to chant.You turn, staring at her. You notice a long, silver necklace hanging around her, and grab it."This is pretty," you say, admiring the silver."You can have it. If you help me get out of here, it's all yours. It was a gift from my father."You stare at the necklace, knowing there's not a chance she's getting out of here alive, even if you tried to save her.
Player: Snatch it off her

Player: Pinch yourself; you must be dreaming!
Player: Offer up your tour guide as a sacrifice
DM: pushing your tour guide to the front of the group."We frown upon your cowardice," one of the giant heads boom.It stops over toward you and squishes you with it's giant stone body.

DM: You grab the necklace, snatching it off her neck and clutching it in her hands."Hey!" she cries, grabbing at it before you snarl, scarring her away.She whimpers, shuffling away from you. You stare at her, wrapping it around the hilt of your sword and clutching it tightly. You wait patiently for Pak to arrive.After a few minutes, the massive, black-furred rat clambers into the burrow, grinning as he sees her prey. He stomps forward, grabbing her by the hand."Come on, darling. Let's take you down to the lower levels. I have a few of the others I want pulled over to my side, and I'm sure your sweet ass will do a great deal in getting them there."The huge brute begins dragging the girl away, leaving you standing there. Suddenly, he stops, turning around."What's your name?""Ritz," you say."You did a good job protecting her from the cripples and in the raid, and I'm feeling generous. Care to join in the fun?"

DM: "I can't. Even if I wanted to, they'd kill us before we got out," you admit."No, we can! We have to be able to! You can help me!"You stare at your feet, not saying another word."Take the necklace! Take it!" she says, taking off her necklace and placing it in your hands. "Please, there's a chance, there has to be a chance. You can help me. You can help me, please!"You don't answer, and as if the hopelessness of her situation is just hitting her she quiets down. You wait patiently for Pak to arrive.After a few minutes, the massive, black-furred rat clambers into the burrow, grinning as he sees her prey. He stomps forward, grabbing her by the hand."Come on, darling. Let's take you down to the lower levels. I have a few of the others I want pulled over to my side, and I'm sure your sweet ass will do a great deal in getting them there."The huge brute begins dragging the girl away, leaving you standing there. "Ritz! Help, help!" she cries out, looking desperately to you.Suddenly, he stops, turning around."Ritz, huh? That's your name?" he asks.You nod cautiously."You did a good job protecting her from the cripples and in the raid, and I'm feeling generous. Care to join in the fun?"

Player: Try to stop him taking her
DM: "No!" you say, punching the massive ratling in the jaw and sending him stumbling backwards, more out of surprise than anything else. "What did you say to me, you little prick?" he says, raising his club to strike.
DM: You turn, grabbing Julianne by the hand and yanking her away. The ratling is faster, though, swinging his club and knocking your feet away, sending you slamming into the stone floor. As you go to stand, he swings his club and slams it into your head, cracking your skull and killing you with a heavy blow.

DM: You leap into the air, grabbing the massive ratling's shoulder and jamming your sword into his eyes. "Ah! Fuck, fuck, fuck! I can't see! I can't fucking see!" he yells, grabbing you by the fur and flinging you against the ground with a painful thud.Although he can't see, he still hears where you thud against the ground. With a scream of rage and pain, he raises his club into the air and swings with all his might. It slams into your legs, shattering both of your legs as you scream in pain. He snarls, lifting up his club once more as you yell and grab at your broken legs, trying to focus on survival rather than the awful pain. He swings down his club once more, crushing your skull.

DM: You roll to avoid his club swing, which slams into the stones next to you, sending splinters of wood flying in all directions. With his heavy club now on the ground, you now have a chance to do something.
Player: Strike at his side
DM: You step forward, jabbing your sword between his ribs and into his guts as he lets out a horrid scream. He snarls and focuses through his pain, smashing his fist into your snout and sending you toppling to the floor."Little cunt!" he screams, grabbing your sword and yanking it from his side.With a scream of rage and pain, he raises his club into the air and swings with all his might. It slams into your legs, shattering both of your legs as you scream in pain. He snarls, lifting up his club once more as you yell and grab at your broken legs, trying to focus on survival rather than the awful pain. He swings down his club once more, crushing your skull.

DM: "She's been taken down to the fifth layer. You... you won't want to find her. She's dead by now, and her body won't be in the best condition."The man doesn't respond for some time, before snarling."No, she's alive. I can feel it. Your fate, however, is less certain."The man's blade illuminates, casting golden light on the both of you. You stare at his grizzled face with a thick beard growing. He slips a green vial from his satchel, shoving it in front of you."Drink it," he commands. You uncork the bottle, and press the bottle to your lips. You quickly raise it up and gulp down the foul-tasting liquid, trying not to puke. You finish it, handing the bottle back."That is Ivy's Tongue. It'll kill you within in an hour," he says."What? No, no!" you whisper, still trying to remain quiet to avoid getting your throat opened."I have the cure. It can be yours, too. Head to the surface and wait there for me. I have needs for you.""What about you?""I'm getting my daughter back," the man snarls.The man releases you, standing. He turns, walking away further down into the burrows as the light from his dagger is extinguished, leaving you alone.

DM: You turn, grabbing Julianne by the hand and yanking her away. The ratling is faster, though, swinging his club again with more accuracy this time and knocking your feet away, sending you slamming into the stone floor. As you go to stand, he swings his club and slams it into your head, cracking your skull and killing you with a heavy blow.

DM: "She was taken off to be ransomed off by one of the travelling ratlings."You see the runes of the blade glowing, as the man snarls."Filthy lying vermin," the man hisses. "Perhaps the next rat will be more trustworthy."The man slices open your throat, and you collapse against the ground, quickly dying.

DM: "No."

DM: You slash at him, ready to dodge again as he lifts his club back up. He roars, swinging his club back at you. You roll under it again, before he changes direction of his swing, prepared for this. It slams into your legs, shattering both of your legs as you scream in pain. He snarls, lifting up his club once more as you yell asd grab at your broken legs, trying to focus on survival rather than the awful pain. He swings down his club once more, crushing your skull.

DM: "She's been taken down to the fifth layer. You... you won't want to find her. She's dead by now, and her body won't be in the best condition."The man doesn't respond for some time, before snarling."No, she's alive. I can feel it. You, however, are no better than the rest of your lying kind. Death's for you."The man slices open your throat, and you collapse against the ground, quickly dying.

Player: Alert the others
DM: "Intruder! Intruder!" you scream, as the other Ratlings quickly awaken from their places.You hear dozens of rats wakening and quickly searching the cavern. You hear the human intruder yell as the Ratlings charge him to take out the man, and he's quickly struck down. Although due to being the one who noticed him, you're given a fair bit of spoils from the man's corpse. However, o your horror you find in his last moments he smashed a vial of pale, colorless liquid. The cure. You groan, already feeling the poison begin to take place as your body shuts down.

DM: As the flight goes on, you get more and more nauseous. Soon you are shaking all over. You wretch a few times, but there's nothing for you to throw up, so you don't. When it's time to get off the plane, the goblin is already gone, just like all the other first-class passengers. A glass with a few traces of red wine sits on the tray beside his seat.You walk through JFK with Dmitri. He holds your sweaty, shaky hand, watching your face for any sign of them, but there are no goblins.You get your luggage from baggage claim and turn toward the exit. Outside is a long line of taxis. In front of the door is a huge goblin. Taller than you. Taller than any human who's not in the NBA."There's one there," you say dully to Dmitri, pointing toward it. His eyes follow your finger. He squints hard."I think I see a--a shadow."There are about ten sets of doors to the taxi line, so you turn toward another one and start trudging toward it. It probably won't work, but hey, what do you have to lose?It doesn't move. "Go ahead."You turn, shocked. They've never spoken before."If you do, I'll follow you. I'll never kill you, but I'll keep following you for the rest of your life."You can't fight him. You're tired and shaking, and at some point you must've banged your right knee on something because it hurts like hell. But you also can't let him follow you around forever.What should you do?
Player: Fight him--you may be weak, but you're pretty angry.

DM: Representatives from London and Dublin are sent to meet in Derry, with a crowd of people waiting with bated breath for any words that can be used as ammunition. Just as things are about to begin, somebody throws a rock that hits the London ambassador in the skull. Nobody knows who threw it, but suddenly there is a mass brawl.
Player: Bring in the police
DM: The fight lasted for hours before anything ever stopped. The news is calling it the greatest disaster of the 20th century and tensions remain high, everybody poised for action at the next movement from the other side.

DM: 

Player: Prof. Gower, I just think of how you inspired me.

Player: Head to the shaman
DM: You head to the burrow's shaman, who stands above a large, rusted cauldron of foul-tasting liquid."I need help," you say. "I've been poisoned.""Yes, yes. Easily fixed," the man says, grabbing a small wooden pot. "All poisons simply cause the skin to burn away and the blood to be freed. Let me fix it for you."The rat begins covering with a black oil, rubbing it into your fur as you're reminded ratlings are neither at the forefront of medicine and science, and their long time mixing potions with seriously poisonous fumes have not left them the most sane of rats.You lie on a wooden plank as the shaman chants and applies oils, but ultimately you slip away within an hour.

DM: It's barely dawn, but you have traveled under cover of darkness to a secret location where several prized horses are being kept. You intend to purchase one of these horses and enter it in the race. You must choose wisely.You are greeted at the villa by Marco, the man you put in charge of training your district's horse. Marco arrived the previous day and has been evaluating several horses. Marco has narrowed the choices down to two horses:(1) Peperoncino ("Hot Pepper"): A very fast but unpredictable horse.(2) Dormigliona ("Sleepy Head"): A slightly slower but tamer horse.Your moment of decision has come.
Player: Buy Dormigliona
Player: Keep Carlo

DM: A mysterious man has asked you to meet him on the steps of the Duomo at mezzogiorno (noon). He has an important message for you. He tells you that your recently-hired jockey Carlo is a traitor who has been paid handsomely by the Tartuca to make sure that your horse comes in dead last in the race. You ask the man how he knows this, but he refuses to answer. He walks away. Later that evening, you visit Marco the trainer. You tell him about your mysterious conversation. He laughs and says that the man is a liar who has been visiting all of the contrada leaders and telling them similar stories about their jockeys. It's a scheme by one of the other contrade (perhaps the "Giraffa") to create chaos before the race. It's too late to get Francesco who has been hired by another contrade, but Marco says that if you're that concerned about it, he'll hire his nephew Antonio, a promising young jockey.
Player: Hire Antonio
DM: Antonio is thrilled that he will be your jockey in the Palio. And he's got some surprising news. He has a friend who works at the stable where the Tartuca (your rival contrada) keeps its horse. His friend says that the Tartuca's horse is easily spooked by mice. If the horse sees a mouse, it takes him hours to calm down. Antonio says that, for the right price, his friend will release a box full of mice in the stable a few hours before the race.Do you accept or decline Antonio's proposal?

DM: Several days have passed, and you have discovered that Peperoncino is a very spirited horse. Marco, the trainer, has informed you that he doesn't think that Francesco, the jockey you had plannned to hire for the race, will be able to handle Peperoncino. Marco thinks it might be a good idea to hire Carlo, a famous jockey well-known for his ability to handle difficult horses.You agree that Francesco might have difficulty with Peperoncino, but you've heard rumors that Carlo is not trustworthy. Supposedly, he's easily bribed and will think nothing of throwing the race if a competitor pays him off.

DM: Your jockey Carlo has some surprising news. He says that he has a friend who works at the stable where the Tartuca (your rival contrada) keeps its horse. His friend says that the Tartuca's horse is easily spooked by mice. If the horse sees a mouse, it takes him hours to calm down. Carlo says that, for the right price, his friend will release a box full of mice in the stable a few hours before the race.Do you accept or decline Carlo's proposal?
DM: You are visited at your home by the leader of the Istrice ("Porcupine") contrada. He proposes a Snail-Porcupine alliance. He says that his contrada's jockey will assist yours in the race in whatever ways are possible (e.g., strategic blocking of other horses, knocking other jockeys off their horses, etc.). In exchange, he wants a commitment that your jockey will assist theirs in the same way. Do you accept his offer of alliance?

Player: No

DM: It's the morning of the race and you've been confronted with two very enticing offers. Unfortunately, your budget will only allow you to accept one.The first offer came from your archrival Tartuca's own jockey. The jockey visited your home before dawn. He said that, for a certain price, he would guarantee that his horse would lose the race. Unfortunately, if you bribe the jockey, you will not have enough money left to bribe a city official who has promised to guarantee your horse a prime starting position in exchange for a large payment. What's your decision?

Player: No
Player: Bribe the Jockey

DM: You are visited at your home by the leader of the Bruco ("Caterpillar") contrada. He proposes a Snail-Caterpillar alliance. He says that his contrada's jockey will assist yours in the race in whatever ways are possible (e.g., strategic blocking of other horses, knocking other jockeys off their horses, etc.). In exchange, he wants a commitment that your jockey will assist theirs in the same way. Do you accept his offer of alliance?
DM: It's the morning of the race and you've been confronted with two very enticing offers. Unfortunately, your budget will only allow you to accept one.The first offer came from your archrival Tartuca's own jockey. He visited your home before dawn. He said that, for a certain price, he would guarantee that his horse would lose the race. Unfortunately, if you bribe the jockey, you will not have enough money left to bribe another man, a city official who has promised to guarantee your horse a prime starting position in exchange for a large sum. What's your decision?

Player: No
Player: "You're winning!"

Player: No
Player: Bribe the Official

Player: Bribe the other guy
DM: It's a beautiful summer afternoon in Siena as the ten horses take their starting positions in the Campo, the central piazza where the race will take place.The race has been preceded by an elaborate two-hour parade. Each contrada was represented in the parade by a contingent of musicians and flag-bearers wearing traditonal costumes of medieval Siena, but now the event has begun. Your horse will bring either glory or humiliation to your contrada, the Chiocciola.Despite the build-up, the race itself is amazingly short. It consists of just three laps around the Campo. The first horse to make it around three times wins. Other than that, there are no rules. Jockeys may use their whips on other horses or even against other jockeys.Your horse got off to a surprisingly strong start, but after the first lap, is now in second place. As the horses come around the turn, you are close enough to yell advice to your jockey. What do you say?
Player: "Faster!"

Player: "Go faster!"
Player: Signal him to jump!

DM: The horses are coming around the final stretch of the race. And your horse has a narrow lead! If your jockey were to jump from his horse, the reduced weight would almost guarantee your horse to win! It's perfectly legal in the Palio rules for your jockey to do this. You have arranged a signal with your jockey in the event that you want him to jump. Now is your last opportunity to give him the signal. What do you do?

DM: The horses are coming around the final stretch of the race. And your horse is just behind the horse of the Tartuca contrada! If your jockey were to jump from his horse, the reduced weight might allow your horse to win! It's perfectly legal in the Palio rules for your jockey to do this. You have arranged a signal with your jockey in the event that you want him to jump. Now is your last opportunity to give him the signal. What do you do?
Player: Give him the signal
DM: Great decision! Your horse won! The entire contrada is celebrating! Victory for the snail!

DM: Unbelievable! Your strategy worked! The entire contrada is celebrating! Victory for the snail!

Player: "Hurry up!"
DM: The horses are coming around the final stretch of the race. And your horse is in second place, trailing the horse of the Tartuca contrada! If your jockey were to jump from his horse, the reduced weight might allow your horse to win! It's perfectly legal in the Palio rules for your jockey to do this. You have arranged a signal with your jockey in the event that you want him to jump. Now is your last opportunity to give him the signal. What do you do?
Player: Don't give him the signal.

Player: "Giddy up!"
DM: The horses are coming around the final stretch of the race. And your horse is battling for the lead with the horse of another contrada! The two horses are neck-and-neck! In third place and approaching fast is the horse of the Tartuca contrada! If your jockey were to jump from his horse, the reduced weight might allow your horse to win! It's perfectly legal in the Palio rules for your jockey to do this. You have arranged a signal with your jockey in the event that you want him to jump. Now is your last opportunity to give him the signal. What do you do?
Player: Don't signal him
DM: Oh, what a crazy finish! Victory was so close, but your horse finished a close second behind the horse of the Istrice contrada. The Istrice horse came on strong at the very end and eeked out a victory. If it's any consolation, your archrival Tartuca ended up finishing in sixth place.

Player: Don't signal him.
DM: Sorry, but your horse lost by a nose to the horse of the Tartuca. Very disappointing, but there's always next year's Palio!

Player: Don't signal

DM: The horses are coming around the final stretch of the race. And your horse is in third place. If your jockey were to jump from his horse, the reduced weight might allow your horse to win! It's perfectly legal in the Palio rules for your jockey to do this. You have arranged a signal with your jockey in the event that you want him to jump. Now is your last opportunity to give him the signal. What do you do?
Player: Don't signal him to jump.

Player: Superexpensiveclothesshopthingee
DM: Sorry. We'reCLOSED
Player: Walk on

DM: Bigbadguyfromouterspace attacks!He dealt 1 damage!Maybe I shouldÂ´ve waited until he got out of the hospital for his injuries in the last fight.
Player: Eat potato (Health + 2)
DM: You regain health by eating a potato.

DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaaat...
Player: P
Player: W
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaaaaaw...
Player: Y

DM: You search his uniform, taking what you please.
Player: Keys

DM: KhGx isn't totally dead, but you scared him enough. You've set you eyes on Kox. You're very slightly bigger than him.Kox isn't dumb. He virus-shoots and hits you. You persist, however.Kox W's a bit of mass your way. A truce? You can't believe your eyes.
Player: Take the W and Eat Kox
DM: Kox swoops in quickly. He doesn't want a truce- he was baiting you! He eats his W and consumes you whole.Well crap- now you're dead.

DM: You take a seat at the finals table. The combined stench of a mouthbreathing audience reminds you of what life is like at 40s -- no. Never that, this time'll be different. You pull out your slammer, staring daggers into the eyes of your opponents alf shirt. It looks at you mockingly, but you're ready for action. Flip a coin if you want, winning or losing doesn't matter.
Player: Defeat Alf and the guy wearing the shirt featuring him
DM: You flip the slammer masterfully into the other pogs and do whatever winning means in a long-forgotten fad. The other kid's tears are sweeter than wine as his mother swoops in for a reassuring hug. "I'm better than you at this" you scream loudly, hoping he cries harder. Tony shakes his head at you, "No need to be a brag, Cam." You throw Tony a smug smile, "It's not bragging if I beat him. He's a loser and I'm not and now I'm the best." Tony gives you the golden pog and you forget about all of this within three hours. The celebratory pizza was tasty, though.

DM: What is your favorite pass time?
Player: I like hanging around and taking care of animals. Feeding and watching pets. Maybe playing with a dog or cat. Any sort of animal would do, I'm not that picky.
Player: A Box
Player: Trebuchet MS

Player: A Staff
Player: Understand

Player: Arial

Player: I'd be a creature that could jump through portals or manipulate dimensions.

Player: A creature made out of mud or ink. Something that seems water-like.

Player: Provide

Player: A Chain

Player: Not really a city, but there are a lot of people. Something like a trailer park.

Player: Calm
Player: I fear dying. But even more so? I fear living.

Player: Outside.
Player: I fear that I will never become afraid. That I'll be an empty shell of a human being, unable to feel fear, or sorrow.

Player: "Sometimes silence is violent." - Car Radio

Player: In the living room
Player: I fear that I will become nobody. That no one will ever be there in my greatist need because I have done something so awful that I become nothing.
Player: "I am a conversation." - Stronger Than You

Player: Adventure

Player: In a store.

Player: Sci-fi

Player: I fear that I will lose all my senses. That I'll die without really dying.

Player: At a loved one's.

Player: I fear becoming afraid. Of living life in fear. Of not knowing when I will become afraid or if I'll be able to over come it.

Player: I like messing with people, mostly. Hanging out with friends and joking around about things. As long as it's a fun activity with other people, I'm sure I'd like doing it.

Player: "No brave adventure has a paved path to roam." - Toxic Thoughts

Player: I fear that life will become a repeated phrase. That nothing I ever do will bring a lasting inspiration on this earth. That I will die without leaving a mark and that I will live without knowing who I am or what I'm living for.

Player: "Do you have any pets?" asked Wennipeg.
Player: "Do you have a job?" asked Wennipeg.

Player: Hard to say. I like playing or hanging out outside, but I also love staying inside. I'd say I'm in between the first two answers.
Player: Hmm. I'd be LIKE a shapeshifter, but I'd want to be more limited, as I'm rather indecisive.

Player: I like hanging out with people and animals alike, so it's a bit harder to choose between them. I'd say it's fifty-fifty between the two.

DM: "Rose darling, wake up!"A tousled dark head appeared from under the covers, and Amélie Carlisle couldn't hide a smile.Rose squinted up at her mother and yawned heavily."Don't you remember Rose? Tonight is your first ball, and I want you to spend all day getting ready. You never know who will be there." Amélie winked at her daughter as she helped Rose sit up.Rose gave a little sigh. She longed to sleep in just a bit longer. She turned away from her mother and said in a sleepy voice:
Player: "Fine, I'll get up."
DM: "That's my girl!" Amélie smiled proudly and smoothed back Rose's tangled dark hair."We can start with a nice hot bath," she continued, as her daughter struggled to get out of bed."Mmm, now that sounds perfect." Rose looked up at her mother and smiled her thanks.Together the two women heated up buckets and buckets of water and filled the large tub up in Rose's room little by little.Eventually Rose found herself sitting in the tub, surrounded by steaming hot water and fluffy white bubbles. She tilted her head back and sighed deeply. The hot water felt so good. She decided the bath had made it worth it to get out of bed after all.Amélie sat down on Rose's bed and watched her daugher play with the soap suds as if she was a child again."I remember when I was getting ready for my first ball..."Rose concentrated on her mother's soft voice as she began telling her story.

DM: Amélie frowned a little, but didn't argue. After all, her daughter was an adult at 21 and capable of making her own decisions.Amélie stood up slowly and moved out of the room, wishing that Rose had made a different choice. It would have been so much fun to pamper her daughter all day with no interruptions.Rose fell back against her pillows with another sigh. It felt so good to close her eyes and drift off to sleep again. After all, she didn't need all day to get ready, did she?
Player: Rose falls into a deep sleep....
DM: Rose awoke with a start and started out her window. The sun was high in the sky- she'd slept way later than she'd intended to!She sprang out of bed and rushed downstairs. Her mother was in the kitchen, quietly keeping herself busy."Ah, I see you're up Rose." Amélie said gently, but Rose detected a slightly disappointed note in her mother's tone."I'm sorry I slept in mother." Rose bent her head a little, feeling ashamed."Now we must hurry to get you ready. We must leave for the ball in a few hours!" Amélie grabbed her daughter's hand and the two of them rushed to heat water for Rose's bath."I already took my bath and fixed my hair, and I also have my dress ready," Amélie explained, "so I can spend the last hours before the ball getting you ready my dear.""Thank you mother," said Rose, feeling even more ashamed. It would have been fun to get ready with her mother. Now she would be too busy rushing to get ready to be able to spend much time with her mother.The bath helped relax Rose a little, but she still felt slightly cross as she went to her closet to choose her dress.

Player: Talk to the victim.
DM: I approach the victim."How are you feeling? Can you stand up?"I offer to help her stand up, but she refuses and stands up on her own. I don't blame her. Most people try to avoid touching me. They should. What if I loose control. Better if people try to stay away from me. As she starts to leave, I say "tell the police about this guy, will you?"HEALTH: 100%HUNGER: 86%

Player: R
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)Aar...
Player: W
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaw...

DM: It was surprisingly easy to sketch and only took a few hours to ink. By then, Sophia had long finished her art project and was waiting impatiently."Here you are." I smile innocently as she stared at the little chibi version of herself eating a huge cupcake."Hey!" She's smiling as she knocks my shoulder "that's how you really see me?""Exactly.""Hmm..." She leans down and her hair grazes my arm. Soft and silky, I want to scratch at my arm all of a sudden but a bigger part of me just wants to stay still. Just in case the slightest movement scares her off. "Do I really eat sweets all the time?"

Player: o
DM: Your name is currently Aaaao.Choose the sixth letter in your character's name, or click the link to Chapter 1-Prologue to begin.YOUR HEALTH: 100%
Player: m
Player: o
DM: Your name is currently AaaaaaoChoose the final letter in your character's name, or click the link to Chapter 1-Prologue to begin.YOUR HEALTH: 100%
Player: l

DM: The Viscount grinned and whirled Rose out into the center of the dancing couples. Rose felt a little self concious, but it was clear that the Viscount was well known, for every couple they passed smiled and nodded at them.The Viscount also stayed true to his word and pointed out people as they danced, filling Rose in on their titles, houses, wealth, and status in the area's society. Rose nodded politely and tried to remember everything he told her.Eventually the dance ended and the two of them ended up back at the drink table. The Viscount drank glass after glass of champagne and grew merrier as the night wore on. Rose found him to be very entertaining and she enjoyed spending time with him.The Viscount asked her to dance the last dance of the evening with him, and accepted. It was a slow and romantic dance, and he pulled her close as they moved around the room. Rose wondered if it was proper of him to do so, but she wasn't sure if she cared or not. She felt breathless being so close to him and special to be noticed by the Duke of Carrington's son. After all, this mansion belonged to the Duke of Carrington and his son would inherit it someday.The dance ended and Rose felt a little saddened, but the Viscount drew her outside to a small bench where they sat down and he took her hand."You have captivated me this evening Rose." she said, looking deep into her eyes. "I would like to visit you after the ball, if I may."Rose felt shivers running up and down her spine."You may," she said softly.He smiled and leaned closer toward her, and suddenly Rose realized he wanted to kiss her.
Player: She turned her face away and told him she'd better go find her parents

DM: You climb through the window and find yourself inside the castle. You creep down the hallway until you are in front of the throne room. He is positioned so that he doesn't see you. You listen to him talk and find out that he is on a mission to erase the mind of all the kids in the human world! Your sister is in the dungeon, to which the keys are hanging behind the king. You try to get the keys, but are spotted by the king, a beefy man with red hair and tatoos."Who are you and why are you here?" he asks meanly.
DM: You keep silent.The king doesn't seem to care. He orders the guards to take you to the dungeon."Hello?" you ask, once the guards left you."Is that you?" you hear your sister's voice."Yes, it's me!""You know what I found out? The king kidnaps people from the real world, our world, and erases their memory, making them live here. He is going to do that to me!""I'll go with you, saying I'm also from the real world," you promise. "And then, once out of the dungeon, I will try to escape with you. But now, let's try to find an exit."An hour passes, and it is time for the Memory-Erasing Ceremony. The guards take you two out. It is your sister's turn first. She is being held by a guard. You are too, a couple meters away from her. The Chief Wizard, who will be performing the spell, is ready.He raises his staff.
DM: The hand covers your mouth and carries oyou deeper into the cave, where he meets up with other goblins. There they start to decide what to do with you."Why are you here?" one of them asks. "I need to find my sister! She was kidnapped!""Stupid girl. Your sister is in the castle. Why are you here?""But the purple fairy...""She is the most evil of all villans! Well, that is an exaggeration, of course, but she is not on your side!"
Player: Run for the door as fast as you can
DM: Behind you, they smirk."Maybe we really should let her go."

DM: Will you STOP!!!

Player: Take the opportunity to flee

DM: You sprint towards the lamp, your rifle held tightly in your hands as you run towards it. Draven charges ahead with a howl, kicking your leg away as you collapse onto the ground, laughing."Look at you try to run! Where are you trying to run to, little one?" he asks, before his eyes flicker to Dasha who goes for the door.Draven runs ahead with an animalistic howl, slamming her into the door. He presses the sword to her throat, before throwing into the air and catching it once more."Ohh... this is everything! Savor the hunt!" he says. "Go! Try escape again! Or are you in a fighting mood?"
DM: You raise your gun and fire. Draven takes a shot to the shoulder, before side-stepping your next. He doesn't even attempt to charge, just grins. You keep firing, as he dodges the bullets with unnatural ease, even the lucky shots not even throwing him, and they only manage to graze or hit his central mass, which fails to even knock him back. You aim your rifle at Draven's head, as he gently taps his finger against it."Come on, boy!" he says, laughing. "Take the shot! I'm enjoying this! I won't even move this time!"You peer down the sights, taking a deep breath, and you pull the trigger.It's empty."Can't even c...?" Draven laughs, before grunting. Draven steps forward, before collapsing onto his stomach. A knife is imbedded in the back of his heart, directly where his heart it. He groans, spluttering blood, before lying still. Dasha stands behind him, a fierce look on her face."They die easier than they did in my childhood nightmares," she says. "What now?"
Player: Talk to Haygarth

DM: You're actually rather tired, so you decide to stay. You enter the bathroom to brush your teeth. That's when you hear a noise outside the door, like a machine gun being loaded...Quickly, you grab Melissa and shove her to the floor, just in time to dodge a blast of machine gun fire that comes blasting through the walls. "That was just a warning shot, kids!" you hear, "Come out now, or we'll come in, and you won't like that!" These guys are packing serious heat. And there's still a door separating you from them, so a sword or a gun won't work. Although something like a bomb or a heavy duty gun would. If you don't have either of those, you can either surrender or stay in the room
Player: Stay in the room
DM: You decide to stay in the room! Those guys aren't so tough!Then, suddenly, they kick the door open and enter, waving machine guns. One of them opens fire on you. You're dead.

DM: "That sounds wonderful," you say.She grabs a yoga mat from the corner of her room. You wonder why she has this, but before you could ask she told you, "I sometimes do yoga in my free time." She spreads the mat on the floor. "Here, lie down on this."You comply and lie down on your stomach. She crouches next to you and begins to gently rub your shoulders. You were tense."You need to relax, Grayson. Let me help you relax," she said softly. You stayed silent not saying anything anything as you were beginning to relax. "Listen to my voice. Imagine you're on a quiet beach. The water is slowly lapping the shore. There's no one else here. Except you and me. Just you and me all alone on this soft relaxing beach. You're lying there with nothing on but your swimsuit. I'm wearing a little little bikini and oiling up your back slowly massaging it in to your lower back." As she was saying this, her hands were beginning to wander slightly. Part of you knows that this is going too far, but the other part of you is enjoying it.
Player: Have a mad love fest
DM: You stop her and begin kissing her. A mad flurry of limbs ensues with various clothing items flying across the room. You get slammed onto the desk causing a loud noise. This noise unfortunately attracts some attention. Apparently, this behavior is frowned upon in school, but you already knew that didn't you.

Player: "A locker."

Player: An unnamed cell
DM: Eh, you're bored. Who needs a name, anyway? As you collect pellets to increase your size, a fellow by the name of "I Feed No-Namers" kamikazes into you. Convenient- you're now at 65 mass.The leaderboard is pretty balanced, from what it looks like at first. You begin to notice a pattern, however... members #2 thru #8 all have names that begin with K and end with X, like Klowzix (number #2) and K_TreX (number #6).Coincidence... or stealthy teaming?
Player: Just Go About Your Business
Player: Respawn as "Klonex"
DM: Attempting to use identity theft, eh? Smart. But this clan appears to have Skype or some system to know who's who, like a signup.You are splitkilled by KillaX.You can restart the game from here by pressing "Beginning," or just end the game and leave comments.

Player: Hide In the Virus

Player: Respawn as "K-X Sucks"
DM: Yes, they sure do, but they've populated almost all of the server. You are rage-killed by a cell named KillaX, who's just taken up #1 on the leaderboard.You can restart by clicking "Beginning," or just end the game and leave comments.

DM: Ah, you dirty bastard. You've christened yourself "[$] Splitkilla." You'll most likely receive a lot of hate from a lot of... huh. You join and see the leaderboard completely dominated by fellows with your [$] tag. As you hover around, the number 9, "[$] Oreochoke," W's you quite a bit and skyrockets you to #10 already. You are now more than double his size.
Player: Go Off and Find More Food
DM: Out of courtesy, you W Oreochoke a bit of mass back, and go on your way.You notice a raging battle going on between the #1, [$] Galactic, and a rogue #2, "Destroy Clans."You can let them do their thing, or heroically sacrifice yourself to Galactic.
Player: Leave them Be
DM: They can duke it out. You W Galactic a bit of mass and are on your way.Galactic consumes the offender whole. Your W allowed him to do so. Out of respect and clan stuff, he splits into you and feeds you all of his mass. Galactic is no more- but Splitkilla is at his prime.The other [$]ers bow down to you in worship. You are their God. The leaderboard is totally [$]-controlled.
Player: Continue your Reign, W-ing your Followers
DM: Aww, that's nice. You're a president, not a dictator. Sweet. Everybody sacrifices into you.You notice the leaderboard cutting off some numbers. First #10- then #8 and #9- until eventually, you're the only one left on the IP, with 21,000 mass.It feels good to be the king.
DM: You established yourself as the [$] to rule them all. Good for you, you sick, clanning bastard. You disgust me with your success.I have to give this ending a 6/8, because although you did team, you teamed well and managed to hold #1. Good for you...?This is the third ending of the game. Thanks for playing!

Player: [$] Splitkilla

Player: Split Yourself Away

DM: He may have given you mass, but he was a clanner- an FFA ruiner. So you kill him.#1, Galactic, notices the act. He sees that you're a traitor. But he may have quite a problem on his hands, since you're now #3.Suddenly, all the [$]-ers turn on you. Dammit, Skype.You've got to find some kind of solution, because everybody is now sacrificing themselves to Galactic. He is more than 4 times as big as you, even thought you're now the #2.
Player: Run Away, Shooting Viruses Behind You
DM: You frantically scurry away, shooting viruses behind you. One hits Galactic and he bursts into tiny pieces.
Player: Eat Galactic's Small Pieces
DM: You manage to consume some of Galactic's small pieces, but someone shoots a virus at you and Galactic eats all of you.Oh well- you had a good run.You can end the game or press "Beginning" to restart.
Player: Eat his Slimy, Clanning Self

Player: Chase After the Cell
DM: He's nowhere to be found, but someone else is: The #1 on the leaderboard, [$] Galactic, who has cornered you. I don't think he likes your name much.You're screwed.

DM: 

DM: You run away, searching for adventure.You inadvertently adventure right into a giant blob.Oh well.You can restart by pressing "Beginning" or just end the game and leave comments.

Player: Keep Going, Dammit
Player: Eat Food and Eat Kox
Player: Accept the Truce
DM: You got pretty far in infiltrating a clan. An interesting clan, too- you've never seen it before. But you died.It's okay. Maybe you'll do better next time. As for now, this ending gets a 5/8.This is the fifth ending in the game. Thanks for playing!

DM: 

Player: EAT ALL THEIR PUNY ASSES
DM: Wow, you're a dick. But hey, they're clanners, so they deserve it, right? Right??You gobble up every single [$] until you are the only person on the IP, which is closing down soon. You are the tyrant to rule them all, with your hefty 21,000 mass. The ultimate traitor. Yeet.
DM: Indeed, you're the ultimate dick. That was seriously impressive back there.I would take away points for being a total a-hole, but hey, they were [$]-ers, so who really cares. But you were one yourself, so... this ending gets a 6/8.This is the fourth ending in the game. Thanks for playing!

Player: Keep Scurrying Away
DM: Screw it- he'll probably still eat you. You keep scurrying away, consuming #10, [$] wakka, who apparently didn't get the message that you were a traitor.You look at the leaderboard to see who might be chasing you. But wait...
Player: "Wait" what?

DM: Meh. You had similar names, but he was probably out to get you anyway.You gobble up some pellets and go on your way.But not for to long; you are trapped amongst viruses, and Stalin split-kills you.From the death screen, you watch his get split-killed you. Darn, your death was in vain.You can restart by pressing "Beginning," or just end the game and leave comments.

DM: 
DM: 
DM: 
Player: Eat Screw Clans- Free 110 Mass
DM: That is cold. You consume Screw Clans whole, gaining 110 mass. Whoopee, I guess, you horrible person.A small red cell respawns next to you, named "ClansSuck Sucks." Someone is feeling very salty.I'm mad at you as well, so you know what? You die. Take that.
Player: SPLIT SACRIFICE!

DM: Eh, he probably would've betrayed you anyway.You go on your way and Screw Clans is confused, but eventually just goes back to where he was. I guess he's cool with it.
Player: Move On
DM: Or maybe not. Screw Clans eats all of [$] Galactic's virus matter, surging to very high numbers of mass.I guess he felt salty, 'cause he split-killed you.You can restart by pressing "Beginning" or just end the game and leave comments.

DM: You are the doge of doges. You lead your doge army towards the #1 cell, "Swiggity Swooty."Your followers help greatly. The medium-sized ones virus-shoot. The smaller ones sacrifice themselves. This is war.
Player: WAR!
DM: You consume the virus matter of Swiggity Swooty and promptly eat him whole. You now have 56,000 mass- holy crap! You W and split to spread your mass equally between 2 other doges. TRI-FORCE! The leaderboard is filled with doges. Everyone is happy.
DM: You teamed, but eh, you conquered. The doge clan prevailed. Since the doge clan is mighty sweg, this ending gets a 7/8 score.This is the seventh ending in the game. Thanks for playing!

Player: Keep Virus-Shooting More Puny Scrubs
DM: You virus-shoot the #3 and split him. He is not amused by this.His teammates feed him loads and he consumes you whole. Oh well.You can restart the game by clicking the "Beginning" link, or just end the game and leave comments.

Player: ADVENTURE!

DM: 
DM: 

Player: Screw Screw Clans, I can Make It on my Own

DM: You go into the arcade building and look at the games. Then you look at the quarters now in your hand. You have $21.25 in all. You smile and start playing arcade games. After a while, you start to get bored of normal games like Pacman. Then you see a booth-looking thing that has a sign that says,"If thou enterest, thou arst unlikely to exit".
Player: NO WAY!
DM: You run as fast as your legs can carry you. You run blindly into the street. A drunk driver accidently hits you and continues driving. You are now as flat as a pancake, dead as a doornail, and all of those other happy sayings.

Player: Rejoin the [$]
DM: Screw it. You go up to Galactic and W him a bit, as well as eat on of the [@]s. But it's no good.You lost Galactic's trust a while ago. He eats you whole.Well, crap.
DM: Seriously, who were you fighting for? Well, it doesn't matter now. You're dead. You got a 3/8 as your score. This means this ending is a 3/8 out of goodness. This is the second ending to the game.Thanks for playing. Also, hopefully, don't do what you just did when you actually play agar.io.

DM: 

DM: You point at his sleeve."You think I would cheat??" he asks. He shows you his sleeves. Empty. He sticks his tongue out at you."Nyeh. So there," he says, "Now pick a real card, dummy."
Player: Pick a real card, dummy
DM: Embarrassed at being bested by a child, you randomly pick a card without really thinking about it."Um, card 4 I guess?" You say.
Player: This probably won't go well

DM: You're gonna get him, you think to yourself. And you're right! You corner what remains of KhGx and eat his clanning tush. You're now #6 and bigger than Kox.
Player: Now, Let's Eat Kox
DM: You swoop in and immediately split-kill Kox, reaching #3. That was easy. But it might not be as easy as killing the #1 and #2, KillaX and Karnivorx, respectively, who have been trading mass rapidly. They've set their eyes on you.Each of them swoop in from opposite sides, cornering you. You're screwed. They eat you.You can press the "Beginning" button to restart, or just end the game and leave comments.

DM: You need to stop acting like there's a ghoul around every corner and a ghost in every closet. You are home, you need to feel safe in your home. With the lights on, it does feel safer. You are exhausted. You decide to stay home. You go to the back door and check the locks and then the front door and make sure everything is locked up tight. You are feeling pretty confident at this point and stroll into your bedroom for a well deserved sleep.

DM: Next on your hit list are KillaX and Karnivorx, #1 and #2, who have been exchanging mass rapidly. Go get 'em, Tiger.
Player: Virus-Shoot
DM: Good idea, but sadly, these guys are better than that. They counter-W at the right angle, redirecting the virus and splitting you. A grand feast.You can press the "Beginning" button to restart or just end the game and leave comments.

DM: You step onto the Orange Tile.It holds! You let out a deep breath, not even realizing that you had been holding it all this time.One row down, three to go.Which tile next?
Player: Step on the Pink Tile

Player: Heroic Sacrifice
DM: You split, then throw yourself into Screw Clans.You got pretty far in stopping a clan. From your death screen, you see Screw Clans consume his attacker whole. He is #8 on the leaderboard. #7. #6.He eventually gets to #1. Suddenly, you see the [$]s start to leave. The leaderboard is filled with normal players again.How heroic of you. This ending gets a 7/8.This is the eighth ending in the game. Thanks for playing!

DM: Slightly dickish, but at least you didn't eat him. You try and run away, but suddenly remember that you are way slower than Screw Clans. Facepalm.He easily catches up to you and virus-shoots you, eating all your pieces and becoming bigger than you.You can guess what happens next.You can restart the game from here by pressing "Beginning," or just end the game and leave comments.

DM: Sounds good. There are two ways to go about baiting, however:
Player: The "W" Gambit
DM: Um... you W a bit of mass, and KillaX takes it and eats you.You do know he's bigger than you, right?

DM: Your interview continues for some time, touching on minor issues which you handle with ease. Eventually, you come to the end of your interview."Thank you General. Do you have any parting words for us? A speech, perhaps?"
Player: Make a speech about unity
DM: "People of the Coalition: We are being faced with an enemy that I can defeat. You cannot defeat. No one can defeat the Chkyri alone. But together, as one solidified force, we can send the Chykri back to the depths of whatever hellhole they crawled from. As one, we can do anything. We've created inventions, domesticated animals, wiped out enemies and became the greatest empire in the history of the known universe. If our past people saw us, they wouldn't see the future. They'd see Gods. Together, we can defeat the Chykri. Thank you."

Player: Non-Heroic Ditch
DM: Screw Clans gets eaten, and as you run away, you are split-killed by his attacker.Nice job, dick.You can restart by pressing "Beginning" or just end the game and leave comments.

DM: I like your style. KillaX notices you and attempts to virus-shoot. But you are ready for him and you swoop in and collect his W stream, eating Karnivorx.KillaX is still a bit bigger than you, though. But... what's this? He purposefully runs into a virus...
Player: He's Likely Trying to Eat the Viruses; Stay Away
DM: You've got a good eye. You stay a bit back and watch in horror as he consumes the viruses whole, one by one.There must be some way to stop this, but he's getting bigger...
DM: 

Player: Oops, I Failed, Let Me Restart

DM: I kick him in the head as he is standing up, but when I try to kick the second time, he blocks my foot, elbows me in the face with his bone-spiked elbow, gets up, punches me away and then charges at me. I manage to block him by grabbing around his hands stopping his charge and forcing him into a wrestle.BEHEMOTH'S HEALTH: 85%HEALTH: 75%
DM: As we wrestle, I swiftly let go of his hands and move to the side, he doesn't realize it in time to stop his heavy body, and so he crashes into a wall, leaving a significant crack and nearly going through it. He then turns around and looks at me, still with that satisfied grin on his face.BEHEMOTH'S HEALTH: 80%HEALTH: 75%

DM: *sigh* That other link did have a hint, you know. You get a bit of his mass, but he eats two more viruses and consumes you whole.I'll have some mercy on you, and let you go back to the last page... ha, just kidding. You can restart the game here by pressing "Beginning," or just end the game and leave comments.

DM: You've got an idea.He's about to fuse; why don't you implement his tactics against him?
Player: SPLITKILL HIM
DM: You know he's bigger than you, right?
Player: SPLITKILL ANYWAY

DM: You quickly run into a virus and pop, like you expected. As quick and nimble as you can, you eat every virus around you. You fuse; you gained 500 mass with that! Wait- where's KillaX?You explore for a bit and find him hiding in a corner. He sees you, and at first tries to run away, but you are upon him quickly. Eventually, he just gives up. You consume him whole.
Player: Om Nom Nom Ending
DM: With the death of KillaX comes the downfall of the K-X clan. You eat everyone around you; most of them just give up and suicide. The server eventually goes into sudden death, but everybody still gives up. You are left the king, with 56,000 mass.You took down a clan single-handedly. Good job. This ending gets an 8/8. It's the sixth ending, by the way.But wait.This ending may have gotten an 8/8, but it isn't the best ending. There is one more, super-secret ending. See if you can find it. (It really is there, I'm not just being a troll.) Once you get that, you can really say you beat the game.Thanks for playing!

Player: Oh

DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)I...
Player: L
Player: P
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)Aap...
Player: R

Player: Sure, sounds good

DM: Choose carefully! The character you choose affects your story greatly, and if you choose poorly, you will be severely challenged!
Player: An upper-class, white woman accused of murder with substantial evidence against her
DM: Congratulations! You are Lindsey d'Arret-Luca. You are a 42-year-old white woman who is widowed and has a teenage daughter, who she shares custody over with her husband. You are a part-time fashion designer. Your husband was very wealthy, but you got in many arguments with him, and you both decided to get a divorce. While you and your husband were writing your divorce settlement, your husband was murdered. Many people think that you killed him, because you had complained to your friends about the little money you were receiving in the settlement. Your husband had many guns, which are available to you with a key. Your neighbors also heard a groan from your house. The police have found you and are planning to arrest you today.

Player: Continue with your story
DM: The police arrest you on a Sunday night, right after you get back from your beach house. They tell you that you are under arrest for murder. You act like you do not know what they are talking about, but inside you are furious and panicked. You...

DM: Congratulations! You are John David Jones, a 34-year-old black man who is married and has one child, a 7-month-old son named John David Jones Jr. John David is employed at the local diner and serves as a chef. His job is well-paying for someone of his standing. He has a reputation of being a kind and thoughtful man, and has often been seen adding that little something extra to his client's meals. It has come to the attention of the authorities that John David, or JD to friends, may have been garnishing customer's food with an unknown substance, and he has been seen in the back alley multiple times with other people. A client of the Daily Diner was concerned and brought these behaviors to the attention of the court, saying that he was trafficking drugs, and serving them to others. The source also mentioned that he believes that JD has a warehouse where he grows and distributes more than 100,000 marijuana plants and employs around 25 lackeys to help him with his "company." The authorities are planning on arresting him today.
Player: Continue with JD's story

Player: Panic and run away
DM: Because you had a little too much to drink at your country house, you react very badly to the news that you are being arrested. You try to run towards your house, but you topple over into a policeman who grips you fiercely. You struggle and shriek and finally break free from the policeman, but you caused so much commotion that your 14-year-old daughter Claire woke up. She opened her window and looked out at the policemen, who are just as shocked as she is. Claire gasps, and in this moment of confusion, you reach for your door knocker, thinking it was the doorknob in your drunken haze and it comes off in your hand. You turn around and hold it up in confusion, but it looks to the police officers that you are about to throw it at one of their coworkers. One shoots at you, but misses and hits your stomach. You cry out, and Claire, who witnessed all of this, whimpers and faints into a coma. You are rushed to the hospital, but they are unable to save you. Claire falls into a coma, and awakes 3 years later an orphan. She goes to live with her grandparents for the last year of her minority and ends up going to Harvard College after discovering a passion for public speaking. She speaks about medicine, comas, and your death. She will never forget your last drunken night, but she still loves you. You may retry and choose the other option, or you may finish the game.

Player: Allow yourself to be arrested peaceably

DM: The police hand-cuff you and bring you to the police station, where you are put in a cell while your bail is determined. You begin do decide which lawyer you want to represent you, and you end up choosing George Palmer, who is a renowned criminal lawyer. You are sure that he will represent you well, and you pay the $1,000,000 bail set out for you.
DM: You have chosen George Palmer, who is a very successful lawyer who is a partner at Palmer-Winters Law. You are sure you will win the case, regardless of your guilt or innocence. When you meet George Palmer, you are sure you made the correct decision because he appears to be the epitome of professional. You talk with him for a while about your case and how you are going to go about proving your supposed "innocence."

Player: Run and Hide, and possibly be faced with the charges of resisting arrest

DM: Your daughter, Claire is extremely excited to see you and is also very worried about where you were last evening. You had texted her and said that you were at an overnight spa so that she would not worry about you because you didn't want her to know that you had been arrested. You had given her the excuse that you had been shopping for her birthday when you had gone to kill your husband, but she is now beginning to show a sliver of doubt. Her doubt causes you to wonder if you should confide in her and tell her where you really were. Would it make her feel better knowing the truth? You know she would support you because she was never really close to her father. What do you do?

Player: Don't tell Claire where you really were
DM: The court decides that you not guilty, based on the few witnesses you had. Claire says that you would not do such a thing, and that you had been shopping for her birthday when he was killed. She says that you were in the middle of a divorce because you wanted to separate from your husband in a calm way. She said that if you had wanted to kill him, you would not have gone through the trouble of getting a divorce. You are proven innocent and go home with Claire, Congratulations!

Player: Stages 5&6
DM: Stage 5 is when Ms. Winters and Mr. Brown argue about your case, presenting more evidence to support their claims. Ms. Winters has your clocking in and clocking out forms from both of your jobs, and tells how you are always home from 9-10 to eat dinner and read to your son. Mr. Brown has little evidence and stutters a lot.Stage 6 is when Ms. Winters tells the jury about laws regarding this trial, and Amendment 8 from the Bill of Rights, which says that there is no cruel and unusual punishment. She says that we all know that you are innocent, but in the event that they find you guilty, you are not allowed to be subjected to cruel or unusual punishments.
Player: Stage 7
DM: The jurors look over Amendment 8: Excessive bail shall not be required, nor excessive fines imposed, nor cruel and unusual punishments inflicted. They decide that they do not even need to look over Amendment 8 and what punishment they would give because based on your lawyer and your witnesses, they think you are innocent. Your bail money is returned and you get get to go home. Congratulations! Thank you for playing!

DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.Aaaaaaa> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)
Player: O
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)O...
Player: E
Player: Y

DM: Your apartment building was completely silent as you made your way downstairs. You peek out the door of your building and down the destroyed street. Trash is strewn everywhere and you see a fire in the distance. Your usual grocer is south, towards Chinatown. You could go uptown, but without any transportation you might as well say goodnight. There's an alley across the street but it looks sketchy. Your car is in the parking garage downstairs... if it's still there. Which way would you like you to go?

DM: You step into your small bathroom and open the medicine cabinet. Unfortunately, there's not much here. Unless you plan on fighting zombies with a toothbrush?
Player: Toothbrush

Player: Alley

Player: Parking Garage
DM: You decide to go down into the parking garage to find some transportation. It's cold and dark, your footsteps echo as you make your way towards the back. The garage is completely empty- no cars- no people. You round the corner and find your car! As you get closer you see that it's been completely looted. The frame sits on cinder blocks with the windows completely busted out. What the hell are people plan on doing with that stuff anyway? No matter, looks like you're walking.

DM: You decide to head South, towards a known grocery store. You keep thinking to yourself that if you manage to get food then you might be able to go back home... but let's be realistic. You start walking, sticking close to the buildings so as to not attract too much attention. There's debris littered all over the ground, making it hard to stay quiet. After about fifteen minutes of walking, you see an undead ahead. It looks like he may have been a construction worker before he met his demise. He hasn't noticed you- yet. You could sneak around him, which may be the safest plan, or you could take him on. Better him than me, right?
Player: Sneak
DM: You decide to play it safe and sneak around the undead. Better safe than sorry. He doesn't take notice to you and you continue South.

DM: You think it's better to take him out now than to have him sneak up on you later. As you make your way towards him, you decide your plan of action.

Player: Hardware store

Player: "Lead the boy to safety, then turn him over to the overseer."

Player: Harford Square

DM: You head to the other side of the square to the motorcycle dealership. You don't expect to find any hogs, and you don't. However, they still have some leather jackets in stock... Better protection than your t-shirt.
Player: Leather Jacket

Player: Motorcycle Dealership

DM: Your muscles scream for you to stop but you ignore it, sprinting back towards the square. You manage to outrun the zombies, but they should be catching up soon. No time to waste.

Player: Find A Way Out
DM: You back against the nearest wall and quickly scan the area. You spot a door on the other side of the clearing and take off. You can hear the shuffling of the undead that follow you and you know there's not much time. You jiggle the door handle but no dice- it's locked.
Player: Face Your Fate
DM: You sigh. You know you're out of time- and you can't fight them all. You turn to face your fate- your death at the hands of flesh eating zombies. It all seems to move in slow motion as you watch them advance. You close your eyes and think about your family. Your sister's laugh, playing catch with your dad as a kid. Your mom's smile flashes in your mind. "Come on! Climb up!" A sharp clanging sound pierces your ears- your eyes fly open to see a fire escape ladder lowering down a few feet in front of you. You spring forward and climb up the ladder only to be pushed forward and told to keep going. You obey and hear the ladder being retracted again. You climb as many stairs as you can before you collapse, heaving and fighting to get air in your lungs. Adrenaline courses through your body and you continue up the stairs crawling. Once you reach the top you black out from exertion.
Player: Waking Up

Player: File Cabnet

DM: Your Human Fighter needs an Alignment. This is a measure of his heart and how easily he might sway towards selfish temptations. It will have very little impact on the game, except in determining if you can use certain Magic Items and whether you might be distracted or possessed by a demon or two...Good: Begone foul temptress! *SMITE SMITE SMITENeutral: Meh, whatever...Evil: Hell yeah! Let's party! Whoooo!You are...
DM: HumanFighter ForForForAlign EHireHireHire|-------------------||-------------------||-------------------||-------------------|HP: 26000Mana: 10000Attack: 10|100|00|00|0Robes & (no shield)~Dagger~~(no backup)RucksackBackpackOpen------Gold: 225

DM: Your Human Priest needs an Alignment. This is a measure of his heart and how easily he might sway towards selfish temptations. It will have very little impact on the game, except in determining if you can use certain Magic Items and whether you might be distracted or possessed by a demon or two...Good: Begone foul temptress! *SMITE SMITE SMITENeutral: Meh, whatever...Evil: Hell yeah! Let's party! Whoooo!You are...
Player: Neutral
DM: HumanFighter ForForForAlign NHireHireHire|-------------------||-------------------||-------------------||-------------------|HP: 26000Mana: 10000Attack: 10|100|00|00|0Robes & (no shield)~Dagger~~(no backup)RucksackBackpackOpen------Gold: 225

DM: Your Human Wizard needs an Alignment. This is a measure of his heart and how easily he might sway towards selfish temptations. It will have very little impact on the game, except in determining if you can use certain Magic Items and whether you might be distracted or possessed by a demon or two...Good: Begone foul temptress! *SMITE SMITE SMITENeutral: Meh, whatever...Evil: Hell yeah! Let's party! Whoooo!You are...

DM: Your Human Rogue needs an Alignment. This is a measure of his heart and how easily he might sway towards selfish temptations. It will have very little impact on the game, except in determining if you can use certain Magic Items and whether you might be distracted or possessed by a demon or two...Good: Begone foul temptress! *SMITE SMITE SMITENeutral: Meh, whatever...Evil: Hell yeah! Let's party! Whoooo!You are...
Player: Inventory
DM: Your Inventory can hold 10 Items, being where you store them when not assigned to your Character or an NPC. From here, you can Assign Items, Drop Items, or Sell Items (when applicable).As you can see, you currently have a Weapon & 2 Potions in your Inventory.You should Assign everything you possibly can to your Character (and NPCs), before heading off to explore each area - because you can only access your Inventory after each Boss and mini-Boss battle.Assign the Weapon & Potions to your Character and we'll go from there.Gold: 2251. Shortsword2. Healing Potion3. Mana Potion4. ---5. ---6. ---7. ---8. ---9. ---10. ---

DM: Your Dwarf Fighter needs an Alignment. This is a measure of his heart and how easily he might sway towards selfish temptations. It will have very little impact on the game, except in determining if you can use certain Magic Items and whether you might be distracted or possessed by a demon or two...Good: Begone foul temptress! *SMITE SMITE SMITENeutral: Meh, whatever...Evil: Hell yeah! Let's party! Whoooo!You are...

DM: Your Dwarf Priest needs an Alignment. This is a measure of his heart and how easily he might sway towards selfish temptations. It will have very little impact on the game, except in determining if you can use certain Magic Items and whether you might be distracted or possessed by a demon or two...Good: Begone foul temptress! *SMITE SMITE SMITENeutral: Meh, whatever...Evil: Hell yeah! Let's party! Whoooo!You are...

DM: Your Elf Wizard needs an Alignment. This is a measure of his heart and how easily he might sway towards selfish temptations. It will have very little impact on the game, except in determining if you can use certain Magic Items and whether you might be distracted or possessed by a demon or two...Good: Begone foul temptress! *SMITE SMITE SMITENeutral: Meh, whatever...Evil: Hell yeah! Let's party! Whoooo!You are...
Player: Good

DM: Your Elf Rogue needs an Alignment. This is a measure of his heart and how easily he might sway towards selfish temptations. It will have very little impact on the game, except in determining if you can use certain Magic Items and whether you might be distracted or possessed by a demon or two...Good: Begone foul temptress! *SMITE SMITE SMITENeutral: Meh, whatever...Evil: Hell yeah! Let's party! Whoooo!You are...
Player: Healing Potion

DM: Your Healing Potion is worth 50 Gold PiecesSingle Use Item:+0 Hit Points Bonus+0 Hit Point Regeneration per Round+0 Evade Bonus+0 Damage Reduction Bonus+0 Immunity to Effects Bonus+0 Mana Bonus+0 Mana Regeneration per Round+0 Magic Damage Multiplier+0 Attack Bonus+0 Damage Reflection Bonus+0 Crit Bonus+0 Crit Multiplier+0 Damage Multiplier+0 Backstab Damage Multiplier+0 Vs. Undead+0 Vs. Flying Creatures+0 Stun Bonus+0 Trip Bonus+0 Burn Bonus+0 Freeze Bonus+0 Poison Bonus+0 Instant Kill Bonus+0 Find Gold Multiplier+0 Find Items Bonus+0 Extra Item SlotsSpecial: Restore all Hit Points
Player: Assign Item
DM: Note that only viable options will be available below. Assigning an Item over an existing Item will automatically place the original existing Item back into the Inventory (except in the case of the Dagger, which is really just a place-holder for an empty weapon slot).Who will be getting the Shortsword?

Player: Shortsword

Player: Your Human Fighter's Primary Weapon
Player: READY!

Player: Manage Inventory

DM: From here, you can Assign Items, Drop Items, or Sell Items (when applicable).Gold: 2251. Shortsword2. Mana Potion3. Healing Potion4. ---5. ---6. ---7. ---8. ---9. ---10. ---

DM: Your Dueling Foil is worth 75 Gold PiecesEdged Rogues Weapon:+0 Hit Points Bonus+0 Hit Point Regeneration per Round+0 Evade Bonus+0 Damage Reduction Bonus+0 Immunity to Effects Bonus+0 Mana Bonus+0 Mana Regeneration per Round+0 Magic Damage Multiplier+6 Attack Bonus+0 Damage Reflection Bonus+0 Crit Bonus+0 Crit Multiplier+0 Damage Multiplier+15 Backstab Damage Multiplier+0 Vs. Undead+0 Vs. Flying Creatures+0 Stun Bonus+0 Trip Bonus+0 Burn Bonus+0 Freeze Bonus+0 Poison Bonus+0 Instant Kill Bonus+0 Find Gold Multiplier+0 Find Items Bonus+0 Extra Item SlotsSpecial: Rogue Only
Player: Sell Item

DM: Your Wizards Staff is worth 50 Gold PiecesBlunt Wizards Two-Handed Weapon:+0 Hit Points Bonus+0 Hit Point Regeneration per Round+0 Evade Bonus+0 Damage Reduction Bonus+0 Immunity to Effects Bonus+10 Mana Bonus+0 Mana Regeneration per Round+0 Magic Damage Multiplier+7 Attack Bonus+0 Damage Reflection Bonus+0 Crit Bonus+0 Crit Multiplier+0 Damage Multiplier+0 Backstab Damage Multiplier+0 Vs. Undead+0 Vs. Flying Creatures+0 Stun Bonus+10 Trip Bonus+0 Burn Bonus+0 Freeze Bonus+0 Poison Bonus+0 Instant Kill Bonus+0 Find Gold Multiplier+0 Find Items Bonus+0 Extra Item SlotsSpecial: Wizard Only
Player: Back to Honest Grog's
Player: 50gp Shortsword

DM: Your Mace is worth 130 Gold PiecesBlunt Weapon:+0 Hit Points Bonus+0 Hit Point Regeneration per Round+0 Evade Bonus+0 Damage Reduction Bonus+0 Immunity to Effects Bonus+0 Mana Bonus+0 Mana Regeneration per Round+0 Magic Damage Multiplier+8 Attack Bonus+0 Damage Reflection Bonus+0 Crit Bonus+0 Crit Multiplier+0 Damage Multiplier+0 Backstab Damage Multiplier+15 Vs. Undead+0 Vs. Flying Creatures+5 Stun Bonus+0 Trip Bonus+0 Burn Bonus+0 Freeze Bonus+0 Poison Bonus+0 Instant Kill Bonus+0 Find Gold Multiplier+0 Find Items Bonus+0 Extra Item SlotsSpecial: none

DM: Your Spear is worth 100 Gold PiecesEdged Two-Handed Weapon:+0 Hit Points Bonus+0 Hit Point Regeneration per Round+0 Evade Bonus+0 Damage Reduction Bonus+0 Immunity to Effects Bonus+0 Mana Bonus+0 Mana Regeneration per Round+0 Magic Damage Multiplier+8 Attack Bonus+0 Damage Reflection Bonus+0 Crit Bonus+0 Crit Multiplier+13 Damage Multiplier+15 Backstab Damage Multiplier+0 Vs. Undead+0 Vs. Flying Creatures+0 Stun Bonus+10 Trip Bonus+0 Burn Bonus+0 Freeze Bonus+0 Poison Bonus+0 Instant Kill Bonus+0 Find Gold Multiplier+0 Find Items Bonus+0 Extra Item SlotsSpecial: none

DM: Your Longsword is worth 150 Gold PiecesEdged Weapon:+0 Hit Points Bonus+0 Hit Point Regeneration per Round+0 Evade Bonus+0 Damage Reduction Bonus+0 Immunity to Effects Bonus+0 Mana Bonus+0 Mana Regeneration per Round+0 Magic Damage Multiplier+10 Attack Bonus+0 Damage Reflection Bonus+0 Crit Bonus+0 Crit Multiplier+0 Damage Multiplier+0 Backstab Damage Multiplier+0 Vs. Undead+0 Vs. Flying Creatures+0 Stun Bonus+0 Trip Bonus+0 Burn Bonus+0 Freeze Bonus+0 Poison Bonus+0 Instant Kill Bonus+0 Find Gold Multiplier+0 Find Items Bonus+0 Extra Item SlotsSpecial: Fighter/Wizard/Rogue
Player: 10gp Thugs Club

DM: Your Sling & Stones is worth 10 Gold PiecesRanged Weapon:+0 Hit Points Bonus+0 Hit Point Regeneration per Round+0 Evade Bonus+0 Damage Reduction Bonus+0 Immunity to Effects Bonus+0 Mana Bonus+0 Mana Regeneration per Round+0 Magic Damage Multiplier+5 Attack Bonus+0 Damage Reflection Bonus+0 Crit Bonus+0 Crit Multiplier+0 Damage Multiplier+0 Backstab Damage Multiplier+0 Vs. Undead+15 Vs. Flying Creatures+10 Stun Bonus+0 Trip Bonus+0 Burn Bonus+0 Freeze Bonus+0 Poison Bonus+0 Instant Kill Bonus+0 Find Gold Multiplier+0 Find Items Bonus+0 Extra Item SlotsSpecial: Priest/Rogue backup weapon

DM: Your Javelins is worth 100 Gold PiecesRanged Rogues Weapon:+0 Hit Points Bonus+0 Hit Point Regeneration per Round+0 Evade Bonus+0 Damage Reduction Bonus+0 Immunity to Effects Bonus+0 Mana Bonus+0 Mana Regeneration per Round+0 Magic Damage Multiplier+8 Attack Bonus+0 Damage Reflection Bonus+0 Crit Bonus+0 Crit Multiplier+0 Damage Multiplier+15 Backstab Damage Multiplier+0 Vs. Undead+15 Vs. Flying Creatures+0 Stun Bonus+0 Trip Bonus+0 Burn Bonus+0 Freeze Bonus+0 Poison Bonus+0 Instant Kill Bonus+0 Find Gold Multiplier+0 Find Items Bonus+0 Extra Item SlotsSpecial: Rogue Only backup weapon

DM: Your Throwing Axes is worth 100 Gold PiecesRanged Fighters Weapon:+0 Hit Points Bonus+0 Hit Point Regeneration per Round+0 Evade Bonus+0 Damage Reduction Bonus+0 Immunity to Effects Bonus+0 Mana Bonus+0 Mana Regeneration per Round+0 Magic Damage Multiplier+8 Attack Bonus+0 Damage Reflection Bonus+10 Crit Bonus+0 Crit Multiplier+0 Damage Multiplier+0 Backstab Damage Multiplier+0 Vs. Undead+15 Vs. Flying Creatures+0 Stun Bonus+0 Trip Bonus+0 Burn Bonus+0 Freeze Bonus+0 Poison Bonus+0 Instant Kill Bonus+0 Find Gold Multiplier+0 Find Items Bonus+0 Extra Item SlotsSpecial: Fighter Only backup weapon

DM: Your Leather Armor is worth 200 Gold PiecesArmor:+20 Hit Points Bonus+0 Hit Point Regeneration per Round+0 Evade Bonus+0 Damage Reduction Bonus+0 Immunity to Effects Bonus+0 Mana Bonus+0 Mana Regeneration per Round+0 Magic Damage Multiplier+0 Attack Bonus+0 Damage Reflection Bonus+0 Crit Bonus+0 Crit Multiplier+0 Damage Multiplier+0 Backstab Damage Multiplier+0 Vs. Undead+0 Vs. Flying Creatures+0 Stun Bonus+0 Trip Bonus+0 Burn Bonus+0 Freeze Bonus+0 Poison Bonus+0 Instant Kill Bonus+0 Find Gold Multiplier+0 Find Items Bonus+0 Extra Item SlotsSpecial: none

DM: Your Buckler is worth 50 Gold PiecesShield:+10 Hit Points Bonus+0 Hit Point Regeneration per Round+0 Evade Bonus+0 Damage Reduction Bonus+0 Immunity to Effects Bonus+0 Mana Bonus+0 Mana Regeneration per Round+0 Magic Damage Multiplier+0 Attack Bonus+0 Damage Reflection Bonus+0 Crit Bonus+0 Crit Multiplier+0 Damage Multiplier+0 Backstab Damage Multiplier+0 Vs. Undead+0 Vs. Flying Creatures+0 Stun Bonus+0 Trip Bonus+0 Burn Bonus+0 Freeze Bonus+0 Poison Bonus+0 Instant Kill Bonus+0 Find Gold Multiplier+0 Find Items Bonus+0 Extra Item SlotsSpecial: Can be used with two-handed weapon

DM: Your Wooden Shield is worth 75 Gold PiecesShield:+15 Hit Points Bonus+0 Hit Point Regeneration per Round+0 Evade Bonus+0 Damage Reduction Bonus+0 Immunity to Effects Bonus+0 Mana Bonus+0 Mana Regeneration per Round+0 Magic Damage Multiplier+0 Attack Bonus+0 Damage Reflection Bonus+0 Crit Bonus+0 Crit Multiplier+0 Damage Multiplier+0 Backstab Damage Multiplier+0 Vs. Undead+0 Vs. Flying Creatures+0 Stun Bonus+0 Trip Bonus+0 Burn Bonus+0 Freeze Bonus+0 Poison Bonus+0 Instant Kill Bonus+0 Find Gold Multiplier+0 Find Items Bonus+0 Extra Item SlotsSpecial: Fighter/Priest/Rogue

DM: Your Dual Wield is worth 200 Gold PiecesRogues Shield:+0 Hit Points Bonus+0 Hit Point Regeneration per Round+0 Evade Bonus+0 Damage Reduction Bonus+0 Immunity to Effects Bonus+0 Mana Bonus+0 Mana Regeneration per Round+0 Magic Damage Multiplier+0 Attack Bonus+0 Damage Reflection Bonus+0 Crit Bonus+0 Crit Multiplier+0 Damage Multiplier+0 Backstab Damage Multiplier+0 Vs. Undead+0 Vs. Flying Creatures+0 Stun Bonus+0 Trip Bonus+0 Burn Bonus+0 Freeze Bonus+0 Poison Bonus+0 Instant Kill Bonus+0 Find Gold Multiplier+0 Find Items Bonus+0 Extra Item SlotsSpecial: Rogue Only - Gain 1/2 of Secondary Weapon's Attack Bonus - Backup Weapon Slot must be Empty to Assign - Permanent Effect

Player: 200gp Leather Armor

Player: 50gp Healing Potion

DM: Is this the end of the road? Or will you survive where others before you have failed?Enter and try your luck. Succeed and go into the world, heart light and brain full of knowledge. Fail, and your soul shall remain forever.
Player: Flee into the forest

Player: The zoetrope
DM: You are drawn to the dancing shadows that flow from the spinning zoetrope. It seems a shame, but you pour the vial onto the toy and suddenly the rest of the house is open to you again. There is still a dark and dreary shadow hanging about the place, but now light shines through cracks in the walls and boarded up windows. Hallways lead throughout the house and you find your legs carrying along the creaking floorboards. As you move you begin to notice different sounds. From a stairway you can hear what sounds like a child's laugh coming from the next landing up, and from what you believe must be the basement is a voice begging for help. To a room around the corner you hear what sounds like tinny chatter that starts and stops suddenly. As you strain your neck you also see a fight bluish light flick on and off confirming your suspicions of a television. Where do you investigate?
DM: You find only one open room up the stairs. It appears to be a small child's bed room forgotten to time, covered with dust and cobwebs. As you step into the room, glancing around for any disturbances that would indicate who, or what, was the source of the laughter, you notice a small ball rolling towards you from the closet. It stops at your foot.
Player: Roll the ball back into the closet

DM: The floor begins to descend. The light from the chandelier can no longer reach you and everything is pitch black. After a few minutes you begin to hear horrible bestial roars and the screaming of what must be hundreds of people and suddenly the floor below you comes to a stop. There is still no light but you can here movement and as you turn your body to face whatever it is you are suddenly grabbed and blinded as bright florescent lights fill the area. You struggle, but are held tight, and as your eyes adjust to the light you see a woman before you wearing a burlap sack with a smiley face painted in red."Don't struggle my dear, we are not savages, we are just here to remind the world that life is precious. With you we want to play a game. You see we have these little fights down here and I want you to pick the winner. If you choose correctly, well, you win. If you are wrong, well you get to meet the winner. So choose Colossus or the Brute?"As your head tries to wrap around what is going on you notice that whoever is holding you has let their hand slip a little too close to your mouth.
Player: Bite your captor
DM: You bite down with everything you have and immediately feel the pulse of coppery blood fill your mouth. An overwhelming desire comes over you and you grind your teeth together like you are gnawing a particularly tough, but juicy fruit. Suddenly you feel like you are drowning. What should you do? Swallow and clear your throat or try and spit everything out through the man's other fingers still covering your mouth?
Player: Spit
DM: You manage to spew a stream of blood, gristle, and some of your own bile through your captor's hands and into the masked face of the woman in front of you. Your captor screams and you are able to wriggle free and run off down a hallway. Eventually you come to a heavily sealed door. Sounds of pursuit are not far off, but you manage to unlock the door and slam it closed behind you. As you take a moment to breath you realize you are in a dark forest with nothing else in sight.

Player: Steal some clothes to blend in
Player: Accuse the reverend
DM: You walk straight into the center of town and demand the attention of everyone around you. You point to the reverend and accuse him of taking the child, listing out everything you know and suspect. The crowd gasps, but the reverend just gives you an evil grin. He begins to preach about how the devil will use words to try and deceive the faithful and this vicious attack only shows how much the devil fears his godliness. The crowd quickly turns on you and the next day you are hanged while the reverend stares at you and smiles.

DM: The doll is what brought you here, and now you realize that the depths you saw were really the depths of hell it planned to drag you to. You pick up the doll and splash water on the doll and the other toys disappear. As soon as the water hits the doll it seems to come alive. Its eyes begin to blink and its arms and legs start to struggle in your grasp. You even think you can hear whispering from its mouth.
Player: Throw the doll to the ground
DM: Your struggles with the doll have brought you to a final confrontation. You find yourself alone in an old hospital. You are chased down a deserted corridor by flying scalpels and needles. Rooms are either locked or open to reveal the laughing doll. Finally you find yourself at the end of the hall. Straight in front of you is the surgery suite, to the right is the chapel, to the left is the morgue.
Player: Chapel
DM: You choose the chapel. At first it seems you have trapped yourself as various medical equipment darts in, launching at you as you dodge between pews. You see the doll sitting at the pulpit, grinning, then notice a glass case holding an elaborately decorated bible. Quickly, dodging flying blades, you grab the case, remove the bible, and shove the doll inside. As soon as the case is sealed the flying equipment drops to the ground and you feel free.

DM: You are drawn to the beautiful sound of the music box. It seems a shame, but you pour the vial onto the toy and suddenly the rest of the house is open to you again. There is still a dark and dreary shadow hanging about the place, but now light shines through cracks in the walls and boarded up windows. Hallways lead throughout the house and you find your legs carrying along the creaking floorboards. As you move you begin to notice different sounds. From a stairway you can hear what sounds like a child's laugh coming from the next landing up, and from what you believe must be the basement is a voice begging for help. To a room around the corner you hear what sounds like tinny chatter that starts and stops suddenly. As you strain your neck you also see a fight bluish light flick on and off confirming your suspicions of a television. Where do you investigate?
Player: The flickering tv

Player: Keep out of reach and reason with the man

DM: You choose the colossus. The woman leads you and your captor into a large stadium filled with people watching a caged arena. Inside you see a two meter tall hulking monster with a sword in place of an arm. The women in the burlap mask leans over and tells you that is Colossus. Another monster enters, this one very tall, but not nearly as muscled, it has almost no eyes, but a strange brand on its forehead. Before you get a good look the fight gets started and this Brute gets a few hits in but is ultimately decapitated by Colossus."Congratulations." The woman purrs under the burlap and the sightless eyes of the dead creature stare at you from the cage. "You win. Now I give you two choices. Option one, knowing what the world truly is, join us and help spread our message. Option two, We will release you far from here.
Player: Join them
DM: You Joined the Sunny Family Cult. As part of your initiation you are given a knife, a mask, and a stranger. One of these does not leave with you.

DM: There is a rough trail that you follow for about a hundred meters when you hear an unearthly howl. Crunching branches tell you that something large is quickly coming towards you, what do you do?

Player: Agree to sign

DM: The sudden transportation of both time and space freaks you out. There is no way you can deal with a whole village of people pulled right out of the history books right now, besides if the goatskin brought you here then there must be something wrong with these people. You dart into the woods until you can no longer see any hint of the town before you slow down and think about what to do. There is a chill in the air and the forest is filled with a palette of oranges and yellows so you figure it must be mid autumn. You can try to stick close to the town, stealing what you need to get by, but that choice carries the risk of being caught. You notice you are on a path with shoe prints, but definitely not made by the boots of the people in town, and you could follow this path and meet whoever made it, but that would still require meeting people from this unfamiliar time and place.
Player: Decide to make it on your own
DM: You decide to avoid any and all people and make a go of it on your own. Unfortunately, despite your innate ingenuity and skill, you have no supplies other than the clothes on your back and those are very inadequate for the chill at night, let alone the following weeks, as the days become shorter and colder. You were able to find a stream, and thus clean water, but have difficulty keeping yourself fed as many of the plants around you are unfamiliar and few of them seem readily edible. You do find a fruit tree, but are driven away by competition in the form of a particularly rotund black bear. One evening you find yourself curled up in a dug out burrow you made for yourself, weak and tired, and you shiver until you pass out. You never wake up.

DM: Once you exert pressure on the doll it stops moving. The room even begins to look normal, with doors and windows. This doesn't last as each time you try to leave the doors slam in your face then open again once you move away. If you stand doing nothing you suddenly feel pinpricks on your legs, some deep enough to draw one or two drops of blood. All the while the doll sits on the floor and watches. You know the doll is the cause, but what can you do? Whenever you near the doll you are stopped in your tracks by images of your friends and family dying in the worst ways imaginable.
Player: Find a corner and ignore the doll. You still feel the pinpricks, but accept the pain for now.
Player: Morgue
DM: There is nothing in the morgue. Nothing except bodies that now begin to rattle their drawers and body bags. Suddenly you realize there is a crematorium off the back of the morgue and decide that the best thing to do is end this evil once and for all. You don't know exactly what you are doing, but you figure opening a few spare O2 tanks and blasting the furnace as high as possible then opening the door will get the job done. It does, as cleansing fire purges the hospital of all organic matter.

Player: Ignore the ball
DM: You ignore the ball as you continue to look around the room. As you are bending over the bed and blowing away dust you are hit in the back of the head. Turning around you see it was the same ball that just hit you. Then all of the toys begin to fling themselves at you and a young child's voice begins to call you names.
Player: Attempt to calm the voice
DM: You are able to calm the spirit and the ghostly figure of a small boy appears before you. "She's trying to find me. The penguin monster woman." The little boy begins to sob. You notice that he has a series of evenly spaced wounds that run from his face down his torso that fade in and out as he sobs and as well as a large wound on his head that looks like he was hit with something fairly flat and heavy. You ask the boy if he can remember anything about where he was when the penguin woman was looking for him. "I remember smelling cooking bacon, running in the grass, chasing rats and watching tv. But if we leave this room she will come and you will be trapped here with me. Forever."
Player: Check the kitchen
DM: You take the boy with you but as soon as you get to your destination you hear a horrible laughter coming from all around you. The boy curls into a ball begins to cry. You lean over to comfort him, but are pulled off your feet and trapped against the ceiling. Pain erupts from your stomach and blood begins to pour from a rip the crawls up your torso. Eventually you pass out. When you wake up you are back in the boy's room and are rolling the ball back and forth with him, waiting and trying to remember which room you were in.

Player: Agree to help with the case

DM: You quickly jump towards the old couch and move it between you and the old man. It collapses in on itself as you lift it, but it is also very light from the years of neglect and decay. The old man pauses and you try asking what he wants and he screams that this is his house. You try backing away, but the old man is suddenly gone. You turn and he appears in front of you and you stumble back. Your feet get caught in the moldering rug and you fall into the collapsed couch. A piece of the frame that had remained rot free speared through your back and out your chest. Rusty nails and springs collapse in one you. The last thing you see is the old man's face, almost pleading, as he shouts "My house!"

DM: You roll the ball back into the closet and are rewarded with a giggle that brings an unconscious smile to your face. In an instant the giggling is cut off by a scream of pain and fear. Your smile disappears and your blood runs cold.
Player: Calm the child

DM: You declined the woman's offer. It is impossible to determine her expression, but you think she is disappointed. Without a word she leads you and your captor down a long hallway. At the end is a metal door bolted into the concrete wall and it takes the woman a few minutes to undo the various latches. With the door open you are tossed out into a forest and the door is slammed behind you.
Player: You run in the opposite direction, taking advantage of your head start
DM: As you take off running you hear the thing gaining on you. Another howl echoes from your right and as you turn your head you trip on a branch. Before you can regain your feet clawed hands tear into your back and yank you from the ground. The last thing you see is a skull-like face before the beast is tearing out your throat.

Player: Start making fun of him

Player: Search the clearing
DM: You choose the clearing and work your way in towards the fire pit. Once you get there you sift around the ashes with your foot, but find nothing save a log that didn't quite finish burning. Slumping your shoulders in defeat you turn to see a circle of hooded figures surrounding you.

DM: The fact that a goat is standing on its hind legs, staring you in the eyes, and speaking to you is extremely terrifying. You nod your head and suddenly a parchment and quill appear in your hand. You sign while eyeing the goat warily, frankly you'd do just about anything to end whatever this is. Once completely the goat eats the parchment and the quill turns into a worm, which you quickly drop, and then the goat leads you to the back of the church. The door opens and the reverend looks up in mild surprise. Upon seeing you with the goat he smiles and says "good, I'm getting too old to be doing this alone. Go on now, find me a new sacrifice for the new moon. Our master likes them young and sweet."

DM: You are able to survive on your own by making a crude shelter in the forest then slipping into town at night and stealing supplies. You don't take much, and never from the same place within the same week to avoid suspicion. Even when something is noticed the townsfolk are more likely to blame each other than suspect an outside force. After a month you have a routine and are starting to think about what to do about the upcoming winter, when one afternoon you wake up to find a very bloody corpse lying next to you. You jump up in a panic and realize there is a trail of blood leading from the body back towards the village.
Player: Fly you fool
DM: After you put a lot of distance between you and the body you stop to take a breath. It's then that you notice a small chuckle coming from behind you. You whip your head around, but there is nothing there, and now the laugh has moved. You keep turning trying to find the source until you realize with horror that the laugh is coming from the back of your head. With shaky fingers you feel the back of your head and the is a face, mouth, nose, eyes (that don't enjoy being poked). You scream and the laughter grows in volume. The face taunts you and tells you that next time you sleep it will take over for good and then you won't have to worry about surviving like a scavenging beast anymore. You see that you are close to the village woodcutter's house, but would that help?
Player: Let the face take over, I'm done trying to survive
DM: Let's face it (ha) trying to survive a haunted house, let alone a whole other time period is hard work. Another being wants to take over and deal with all that so why not let it. Sure, it may be a little homicidal, but maybe that's the only way to survive. Maybe someday you can even take back control, maybe when you find your body at a beach or something.

DM: The footprints lead you to another village, but where the first was built with very straight lines and squared, this village is all curves. You stumble into the village, the weight of all your experiences weighing you down, when you are greeted by women in long dresses and a few elderly men in breechcloths and wrapped in bearskin cloaks. You cannot understand them, but they can clearly tell you are distressed and on the verge of collapse and get one of the younger girls to speak to you. She can speak English, but the dialect is strange and formal. Eventually you relate your story and you learn about the people around you. They take you in and let you live among them so long as you do your part to help in the community. When winter arrives it is very harsh. Food stores run low because wild game becomes impossible to find. Worse still many of the elderly start to die from the cold, even with the furs and the fires. As you shiver and your stomach growls you wonder if things wouldn't have been better in the village you first appeared in. By now you know the two people are enemies, perhaps a reward? Why is your mind thinking terrible things. The body you are helping prepare for burial was a little to close to the fire and now you can't help but think how delicious it smells. The girl who was your interpreter interrupts your strange thoughts and offers you a jar of fat and tells you to wear it, maybe she is going crazy too.
Player: Slather yourself with fat
DM: You shrug and shake your head to clear the ridiculous thoughts from your head. These people live here and know what they are doing. You finish preparing the body and then apply the fat to your skin. It feels very weird and is unpleasant at first, but it doesn't take long for you to notice that it does a good job keeping the worst of the cold old. Add your fur cloak and you are quite toasty even trudging into the forest to look for animal signs or plants hidden beneath the snow. You give your trust completely over to the people who so kindly took you in, and while the winter is tough, you are able to make it through. The same cannot be said for the other village. When spring arrives you go out with a group to search the surrounding area for spring vegetables and find the other village completely desolate and abandoned. Glad you didn't go there.

Player: Surgery
DM: You run into the surgery suite looking for a weapon. Instead you find all of the weapons spinning in the air. As they circle they dart forth cutting into your flesh. You grab a metal tray to fight off a few, but as the wounds take their toll your strength fades. Your blood spills into the corridor.

Player: Check the back garden
DM: You lead the boy out the back of the house into the back garden. In the corner of the garden, leaning against a crumbling, ivy covered stone wall, rests a rotted tool shed. As you near the shed you grow uneasy, but push on, putting on a brave face for the boy. When you open the door you can see nothing but broken flower pots, rusted gardening tools, and dirt, but as your eyes adjust you see a small shape slumped between two ancient bags of manure. Sure enough it is the skeletal remains of a small child propped up by a stained rake and shovel. Grimacing, you take the shovel back into the yard and dig a proper grave. Once finished the boy smiles and thanks you before leaving. The stone wall crumbles completely and you walk away feeling sad, but content.

DM: You dart for the fire poker. As soon as you grab it, you swing it at the old man and it seems to cut through him like it burns him. You pause for breath only for the old man to appear and attack you again. He chases you into a kitchen before you are able to hit him again and take time to plan your next move. The kitchen is mostly empty save for rat droppings ironically leading from an empty box of rat poison, a half empty match book, and a forgotten tin of salt on a high self. The fire poker drives the old man away temporarily, but already you hear him shouting from just outside the kitchen that this is his house. You need a more permanent solution.
Player: Use the matches to burn his chair

Player: T
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.> Quel est votre prénom ? (10 lettres maximum ; les voyelles sont au début de la liste)Aaat...

Player: You climb a tree and wait in silence.
DM: As you hide in the tree a horned monster passes below you. It looks around, but cannot find you and howls once more before running off into the woods. After waiting around for a couple of hours and not hearing any other strange noises you climb down and make your way out of the forest. Congratulations, you have survived and are stronger for the experience.

Player: Ask the figures who they are
DM: A figure steps towards you and pulls back their hood. You see it is one of the women from the village, one who often is ostracized for casually dismissing the reverend's doom and gloom proselytizing. Others step forward and you notice a few more women from the village, a few of the people who originally lived on this land, and some others you don't recognize. They tell you that they know why you are in the forest, but the child is not here. The reverend took the child for his own dark purposes, as he takes what he chooses, to serve his true god. Fear of heavenly wrath keeps the village in line, and when people do begin to question disappearances a convenient scapegoat is chosen, be it a widow or someone who doesn't fit into their society. They ask you to join them, knowing you came from somewhere else and are still filled with the energy that brought you. By sacrificing your power to aid them, you would lose all hope of returning home however.
DM: You agree and sacrifice your power and your chance to go back to what you know so that the evil man parading himself as a reverend can be punished. Once night comes a bonfire is built, some of your blood is taken, and a ritual is performed. You don't understand much of it, but that will come in time. Within a month the reverend has caught a fever and in haste to cure it, appealed to his dark god by trying to steal another child. He was caught when the child proved too much for his sickly body and alerted the village. The reverend was driven into the forest to die. You make a comfortable life for yourself in the village, going back to the forest once a month to learn and try and protect the community from future monsters.

Player: Approach the courthouse and ask for help
DM: You are looked upon with horror and disgust and declared a witch. In the morning you are burned at the stake.

Player: Protect others by sacrificing yourself
DM: You find a hatchet in the woodcutter's cabin. The other taunts you repeatedly, but you know this is for the best. You will be damned if you will let your body be used to murder anyone else. You take a deep breath and use the edge of the hatchet blade to slit your throat, guaranteeing that regardless of which face had control the body's precious life spills out onto the ground.

DM: You really want to know what happened with this body, how did it end up here. You start to examine it. It is wearing clothing of the people from the town, no big surprise there. It is too mangled at first to determine gender, but you think it was a man based up their ridiculous gander based hat wear. How the body was mangled is a bit of a mystery since the injuries seem to have been done without blunt force, but also at a weird angle for a normal human to be able to exert enough force on their own to cause. You are pulled out of your musing by anger shouting and realize the whole village has emptied and is coming towards you.

Player: Books
DM: You pick up 3 books. There the lord of the rings series. These won't kill a zombie, but they'll stun the zombies and give you time to run.
Player: Fan
DM: You pick up the fan and take the cover off. The blades are surprisingly sharp. This would be a good weapon.

DM: 
Player: 9
DM: 
Player: 9

Player: Search for the tv you heard before

Player: A
Player: J
Player: W

Player: You make a weapon
DM: You gather up some wood and figure the best, easiest way to use it is to snap off the ends and make some improvised stakes. That works on demons right? You pour the last drop of water on the tip of one and it soaks into the wood. Suddenly, behind you appears a nun, but before you can be too confused, the nun's face contorts and twists into a beast-like visage. You are so startled you almost drop your stakes, but you manage to keep a grip and are even able to plunge one into the nun as she charges you. The nun screams as the skin around the stake burns for a moment, but as you prepare to plunge the second stake into her heart she grabs your hand. With mechanical strength you feel your arm being turned and twisted, your bones breaking, until the stake is directly under your chin. Then with a laugh the nun forces the stake up through your jaw faster than your brain can process the thought 'shit, vampires.'

DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.> Quel est votre prénom ? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaaan...
Player: D
Player: K
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.> Quel est votre prénom ? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaaaaak...
Player: X

DM: After 2 hours, she stands up and says that you both need to get out of the area. She finds a shotgun and riot sheild. You both exchange names and learn that her name is Sam.You both explore the Chemistry building. There is not life inside of the building, but outside is a battle-zone. You both see murder and mass slaughter. Teachers are killing students. Student are killing teachers and each other!Sam tells you that she knows that the Military Building is probably taken over by the students. You only know that all students are allowed to go to the Military Building to use the free shooting range and guns. You ask her how she knows all this information and she tells you that it is because she is part of the military program and that they planned for this.After Sam salvages supplies from the building, she tells you to put on a green uniform that she found in the building. You both need to wear a green outfit if you're going to allowed entry into the building. Apparently, the military students gathered and made a plan for this type of emergancy! They actually received information that this situation would happen, though they partly disregarded it because it seemed crazy.The military students at the Military Building, now called The HQ, only trust each other. Hopfully, you can pass as one of them.Exiting the Chemistry Building, Sam take goes infront of you with the sheild facing forward. You're now on a new mission to survive and join the military student group call the Seasonfield School Loyalists. I hope you enjoyed playing this game. You can end the game and leave your comments now.

DM: Vladimir looked at me sarcastically. "Why don't you ask him yourself?" I raised my eyebrows. Vladimir; "He's tell you the right door was on the right."

DM: You scavenge some wood and even a strip of moldy cloth to make a crucifix, which is pretty convenient because you are praying that this crazy plan will work. Taking some deep breaths you summon your willpower and began shouting every prayer you can remember from Sunday school, tv, whatever, while moving your homemade crucifix in the sign of the cross while your other hand fingers the vial. Black smoke pours into the room from every crack and crevice until it solidifies into a screaming, twisted nun. Your voice cracks, but you manage to keep chanting, barely paying attention to what you are saying as you focus on trying not to run or collapse. The nun stalks closer, seeming to be in pain, but prepared to strangle you with her bare hands. Suddenly she rears back and darts right into your face, cursing you in an unearthly voice. You panic and toss the vial at her and it goes straight into her mouth. The nun begins to choke and dissolves right in front of you. Then all around you the house begins to dissolve until nothing but the ruined foundations are left on a sunny hill and you feel your soul lift.

Player: What?!
DM: "You don't think I'm insane, do you? I mean, you know I'm telling the truth, right? How else could you explain the death and disappearance of all those people?" The doctor smiled, and then named every teacher and student who had gone on the trip, and explained how they were all, in fact, with a relative or on vacation or something, and that there had been no school trip to Arizona."But don't worry," he added, "they were right to bring you here. You're terribly sick, but we'll make you well. Don't worry." He turned to two burly men and whispered something to them. You could only make out, "Dangerous... schizophrenic... inform his family... relocate... danger to them all..." Suddenly, the burly men grabbed you and dragged you down the hall. You continued to scream, "I'm not crazy! How can you think I am? Please believe me!"But nobody would listen. You were thrown in a padded cell, and have remained there since.
Player: Plans of escape

DM: (you are either very brave, or very foolish...or maybe a ninja?) Whoever is out there is going to need a hospital bed when you get through with them. You did not survive a crazy intense semester and miserable finals to be scared by some loser freshman on the last night of exams. You raise your fists and call out your challenge as you prepare to deal out some pain. Unfortunately, you are not prepared for what comes next. As you stand there under a streetlight on the deserted campus a harsh, intensely painful, white light surrounds you. Your whole body feels as if it is on fire and you instinctively cover your eyes. You pass out from the intense pain...

DM: August 12, 1969.Derry, Northern Ireland.A nationalist parade marches through the Catholic and poor Bogside neighborhood. The Catholics throw nails and stones at the parade, and the two sides begin to fight. The Royal Ulster Constabulary join the nationalist side and begin a massive battle.You have been tasked as an elite group of loyalists, civilians, and republicans to make the decisions that will either prevent civil war or lead right to it. What is your first move?
Player: Call in messengers from either side

Player: Evacuate civilians

DM: The army puts a quick stop to the Derry riots, but more spread throughout Northern Ireland. Catholic homes and businesses are destroyed and many Catholics are displaced, while people on both sides are attacked.
Player: Bring in peacemakers
Player: Enact anti-riot legislation
DM: Citizens from both sides balk at the anti-riot legislation and several threats are made to the Prime Minister over what will happen if the acts are not repealed.
Player: Keep the legislation as is
DM: As promised, the threats follow through. Protestant and Catholic, loyalist and republican put their differences aside to employ a coup d'etat on Northern Ireland. The Prime Minister is assassinated. An election is held for a new leader and a Protestant wins, prompting calls from the republicans that it was unfair. Civil war breaks out and lasts for many years.

DM: Days pass and the fighting does not seem to end. Instead, it only gets more intense as neither side is willing to back down and seem weak.
Player: Let them tire themselves out
DM: A month after the initial rioting, most of the fire there has died out. However, the riots in Derry have inspired other clashes across Northern Ireland, including in the capital of Belfast.

Player: Repeal the legislation
DM: Protestant and Catholic alike take advantage of the hasty repeal of the anti-riot legislation to begin rioting again. The fire of their hatred seems to have only grown deeper by its temporary oppression, and they begin to tear themselves apart almost immediately, causing a quick but very bloody civil war.

Player: Full-scale army deployment
DM: The British Army is deployed across Northern Ireland and imposes near-martial law on the country. Clashes slow down and are stopped easily. The peace is uneasy, and each side seems ready to provoke the other into a full-scale assault.

Player: Enact martial law
DM: Strict limits are set on the people of Northern Ireland, and a few brave souls dare to test those limits. They are publicly executed in a display of dominance and the other citizens are too scared to try anything. After a few years the law is removed and citizens keep their head down, putting their hatred for each other away in exchange for passive hatred of the government.

Player: Remove civilian weaponry
DM: On one of these stealth weapon searches, Catholic youths notice and attack the British Army.

Player: Bring in the British Army
Player: Have the army explain themselves
DM: The army tries to explain themselves, but the youths will not relent and so the army runs away. They tell their superiors the next day and an anti-republican smear campaign begins. The republicans attack and civil war begins.

Player: Call an emergency situation

Player: Dispel the youths
DM: Tear gas is used to dispel the youths, but it only aggravates them and causes them to attack. The sounds awake nationalist neighbors, leading to a full-scale gun battle that kills civilians. Civil war has begun.

Player: Let the people back in after a "cool-off period"
DM: The people go immediately back to fighting after being released back into their native habitat and the fighting escalates faster than anybody expected, too fast for anybody to stop it. Civil war has begun.

Player: Offer to give back the weapons in exchange for silence
DM: An agreement is made with the youths that all their weapons will be returned as long as the youths remain silent on the matter. Word gets out after a week and all citizens panic about the raids. They remove the army and immediately go back to fighting, leading to a smaller-scale civil war.

DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)At...
Player: M
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)Aam...
Player: C
Player: Y

DM: Months pass and nearly the entire country is one skirmish after another. For each one that dies down, another seems to rise up.
Player: Now call in the army
DM: When the British Army enters, they see the riots and decide to just put a stop to everybody, throwing men in prison and being violent towards others. The Protestants and Catholics put aside their differences to protest the treatment and begin a war with England, whereupon Northern Ireland is soundly defeated.

DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaaz...
Player: Q
Player: L
Player: E

DM: You go up to the cyborg and stab him in the back. He's bleeding, but still not down. He turns around and stabs your body. You are hurt, but can still go on. You stab him again in the chest and he goes down.

DM: You awaken. You are lying in bed.
Player: To stay in bed, go to 3.

Player: To check your 'Sent Messages' on your mobile phone, due to a terrifying hunch, go to 5.
DM: You fumble around on the floor by your bed for your mobile, scattering week-old newspapers and assorted socks. Add the Mobile Phone to your inventory. You look at Sent Messages and to your horror see that you have sent at least five texts in the early hours of the morning to various ex-girlfriends and girls you quite fancy. The content of the texts grow increasingly desperate, self-pitying and downright offensive as the night progresses. One was sent to a female co-worker of a particularly frosty demeanour.
Player: To hurl your mobile across the room, go to 9.
DM: With all your might you throw your stupid fucking mobile phone across your bedroom. In your bedfuddled state you let go too late and slam the device straight into the polished floorboards from a height of eighteen inches. It immediately shatters into several pieces, the battery and main section skittling under your bookshelf whilst the casing goes careering back over your head to disappear somewhere behind your pillow. The sim card is last seen spiralling into your work shoes, to be forgotten until a painful encounter on a rushed Monday morning. You immediately realise that you should have also checked the 'recent calls' list as well. Erase the Mobile Phone from your Inventory.
Player: To resolve to start the day with a renewed positive attitude and head to the kitchen, go to 6.

DM: You get out of bed.Your head hurts and your clothes, stinking of nicotine and stale beer, lie scattered on the floor like toys scattered in a child's nursery.
Player: To head to the kitchen, go to 6.
Player: Go to 14.
DM: At the sink you pour yourself a glass of water. Drinking it slakes your thirst a little but mainly just agitates whatever it is that tastes so unpleasant in your mouth. You need something to take the taste away.
Player: To scour the kitchen for something, go to 17.
DM: You spot a cooling cafetiere of coffee standing on the side. It is lukewarm - obviously your housemates have been up, got ready like civilised people and gone about their daily business. You are glad you missed them so that you can pretend you have also been out at the RoyalAcademy seeing the new Modigliani exhibition rather than cowering in your bed and snoring. Alternatively there is some orange juice in the fridge.
Player: To plump for the orange juice, go to 22.
DM: The orange juice is bland but refreshing. You drink it all. More than ten hours have passed in this calendar day and this is the first time that you have done something that, if not actually an act of good, has not made the world a worse place.

Player: To go to the kitchen in search of water, go to 6.

Player: To resolve to just draw the fucking curtains and go back to sleep NO MATTER HOW THIRSTY YOU ARE, go to 7.
DM: As you sit up and lurch across your bed to draw your curtains you catch a glimpse of the patio outside your room through your open window. It is wet and covered with glass. You have, if nothing else, solved the mystery of where that glass of water went.You draw the curtains and collapsed back into bed. The room is now slightly darker. Despite your dry throat and pounding headache, you are lulled gently back to sleep by the faint whisper of a jackhammer being employed by the oafish workmen down the road, who seem to delight in causing nothing but misery for anyone with the misfortune to wish to be in bed beyond 8am on a Sunday.Your adventure is over.

Player: To warm up the coffee in the microwave, go to 19.
Player: To follow the maxim 'The first bite is with the eyes' and to dispose of the kebab into the festering kitchen bin before using the microwave, go to 24.
Player: To microwave the coffee for 20 seconds, go to 29.

Player: To draw the kitchen curtains go to 10.
DM: You draw the kitchen curtains to a hail of unimaginative abuse from your new friends. You head back to the sink to get some water.

Player: The Coalition
DM: The Coalition has changed considerably in the past year. The Great Senate was formed, based after the Human Council, and is made up of a dozen of the most powerful people in the galaxy. You've been given the role as one of them, perhaps the most powerful, Supreme Commander of Coalition Military Forces. You command the mightiest army in history.The Coalition's member races are the Humans, Clones, Remnants, Tarn, Chosen, Probiscans, Creators, Mundar, Moogli, Antimites, Brain Bugs, Garavan and the Scairtt.The Coalition now stretches across a massive span of planets, space stations and colony ships. They've kept their ideals of Democracy, Capitalism, Freedom and Equality, though these ideals are less excepted by the more Communist Alliance races. The Coalition's capital is the Olympus, a massive Titan ship.
Player: Technology
DM: Technology has improved considerably. AI Tech has improved considerably, with AI's becoming faster, smarter and more human. Brain Uploading has been invented and is now being applied to the military Goliath's, massive machines being controlled by an uploaded brain to serve as massive soldiers and tanks. This has also led to many great thinkers, philosophers, scientists and politicians uploading their brains to achieve a kind of immortality. Nanotechnology has developed, allowing for increased amounts of Nanobots in the military.

DM: You resolve never to use your mobile when drunk again.
Player: To realise the futility of making such promises knowing that the next time you are drunk you will break every single one of these worthless pledges as soon as is feasible, triggering exactly the same miserable, sweaty cycle the next morning, go to 11
DM: Banging your head against a metaphorical brick wall, you realise that in promising never to make any more hungover regretful promises, you are perpetuating an inescapable paradox that will require you to constantly make unkeepable promises as a hostage to your sobbing, passive-aggressive conscience.
Player: To snap out of this fugue and try to salvage something from the day by getting up, go to 6.

Player: To abandon hope of ever using any of the cooking devices in the kitchen again and turn your back on the kebab and head on out, go to 20.
Player: To try to break through the fruit-wielding barricade, go to 40.

Player: To throw on some clothes and head out, go to 20.

DM: You are absolutely certain that shattering your mobile phone has solved any problems you might have caused last night. As far as you are concerned the destruction of any physical evidence to the contrary means that you behaved impeccably and charmed all listeners with your delightful repartee and quick wit, and certainly did not disgrace yourself once. Emboldened by your newly-acquired freedom from the consequences of your actions, you leap from your bed in a single bound. By now your bladder is competing strongly with your thirst for immediate attention.
Player: To go in search of water, go to 6.

Player: To ignore that nagging little voice in the back of your head and get ready to face the world, go to 20.

Player: To attempt to finish the kebab out of a misplaced sense of masculine pride, go to 35.

DM: Your bladder is becoming truly insistent.
Player: To simply use the bin in your room, go to 21.
DM: Jesus Fucking Christ, what is wrong with you?

DM: You step up the pace of your hop-skip-and-jump down the street as you approach your tormentors. You swiftly dodge a flying banana and laugh giddily as a braeburn goes sailing over your head. Hubris is swift as a tangerine catches you a glancing blow on the temple, spraying its pith into your eyes. Semi-blinded, you are unable to avoid a meaty orange that hits you square on the nose. There is the familiar smell of citrus and the familiar sound of crunching cartilage. You emit an embarrassingly girly squeal as you stumble over your own feet and fall to the pavement. You seem to have sprained your ankle as you are unable to scramble to your feet. As the Community Support Officer approaches, you are Happy Slapped by the youths, who flee down the street. Your adventure ends here.

DM: As you relieve yourself, you notice that there is a single trainer in the sink in the bathroom. You do not recognise it, but chances are it is something to do with you. You flush the toilet (you are not an animal).
Player: To try on the shoe, go to 32.
DM: The shoe is slightly damp. It does not really fit you. Whether this is because it is damp or just the wrong size you cannot say. You realise it carries a certain unsavoury smell.
Player: To dispose of the shoe in a responsible manner, go to 23.
Player: To fail to find the energy to explain the situation and accede to her request that you accompany her to the station, thereby surrendering to the power of dramatic irony, go to 33.
DM: As you are bundled into a police car, wearing just your pants and a police-issue blanket, your friends from earlier gather to hurl insults and make crude suggestions as what they are going to do to your mother. The signals of the larger members of the gang leave you as to no doubt that you will return to the house to find it sprayed with faeces, White Lightning cider and the word 'nonce' in four-foot high letters across the front door. Your adventure ends here.

Player: To use a proper toilet like everyone else, go to 18.

DM: The kebab has just managed to reach room temperature, the level at which its bacteria are at their most playful. You manfully guzzle down around half-a-dozen forkfuls before your stomach starts to noisily protest. The juices that last night slicked around the plate have now congealed into an ugly white scar. You are no longer sure that this was an appropriate display of masculinity. You have approximately one-third of the kebab left.

Player: To change your mind and surrender to the police, go to 33.

Player: To answer the door, go to 36.
DM: After hurriedly getting dressed, you answer the door. It is your landlord, paying an unexpected visit. A presentable young couple stand behind him.Your landlord looks askance at you and explains that he spoke to your housemates earlier this week about some people coming round to look at the flat.
Player: To remember that your housemates did actually mention this to you earlier in the week, go to 42.
Player: If have thrown a Shoe over the street, go to 47.

Player: To at least make some kind of effort towards clearing up after yourself and to deal with the shoe, go to 23.

DM: You take the coffee out of the microwave. It's still a little tepid but perhaps that's best for the unadventurous morning drinker. You start to think that maybe a diuretic wasn't the best thing for a hangover, but at least the caffeine should kick in soon. Mickey Mouse looks back at you from the mug. He is surely laughing at you.

Player: To literally just throw everything you have in your arms down on the floor like some kind of barbarian or performing ape who gives up at the first challenge that cannot be solved without the aid of abstract thought, and leave the house, go to 20.

DM: A wave of familiar guilt rushes over you as you look at the empty carton of orange juice in your hand. You need to think of a plan.
Player: To fill the carton with water and put it back into the fridge, hoping that this will buy you a few precious seconds, go to 37.
DM: The water filled carton is back in the fridge. You allow yourself a smirk at the cleverness of your plan. You will just have to hope that your housemate likes particularly weak-tasting juice.

DM: Your name is currently Ah.Choose the third letter in your character's name, or click the link to Chapter 1-Prologue to begin.YOUR HEALTH: 100%
Player: p
DM: Your name is currently Aap.Choose the fourth letter in your character's name, or click the link to Chapter 1-Prologue to begin.YOUR HEALTH: 100%
Player: a
Player: p
DM: Your name is currently Aaaap.Choose the sixth letter in your character's name, or click the link to Chapter 1-Prologue to begin.YOUR HEALTH: 100%
Player: h
Player: b
Player: m

Player: To spring out of the bathroom door with a smile and a firm handshake to meet these interlopers, go to 38.
DM: Your enthusiasm is matched only by your hangover-induced dyspraxia. You launch yourself from the bathroom with your hand outstretched straight into your landlord and the presentable young couple he has brought to look around the place. They gasp as they realise you are still wearing only your pants.You gasp as you realise you are still wearing only your pants.The surprise means that both of you forget how to operate your proposed handshake. Your landlord is a man of limited stature and you poke him straight in the eye with your outstretched fingers. He screams in pain and drops the bundle of papers he was carrying, which scatter over the floor.
Player: To also scream, whether out of a need to join in or just because you are fresh out of other ideas and it feels sort of appropriate at this juncture, go to 43.
DM: You scream loudly. The young couple also scream. You turn to look at them and scream again. Your landlord staggers around blindly, clutching his eye.You have now run out of ideas.
Player: To hurl yourself out of the kitchen window, go to 45.

Player: To have another mug of coffee, go to 39.
DM: The second coffee is a little better than the first, but the cafetiere has obviously been stewing for a while. Mickey's taunting grin is getting wider and you are having sub-Freudian flashbacks to a telling off from a man in an oversized rodent at a friend's 5th birthday party after you had too much orangeade. You arm starts to judder as you put the mug back down, a little too forcibly.
Player: To hurl Mickey out of the kitchen window, go to 44.
Player: If none of these situations apply, go to 50.

Player: To soldier on regardless and try to finish the damn thing, go to 15.
DM: Unconsciousness is mercifully swift. Your adventure ends here.

Player: To get ready to go into the outside world, go to 20.

Player: Ask Trois for help
Player: Head upstairs

Player: If you are carrying an Empty Carton of Orange Juice, go to 46.
DM: Your housemate approaches you as they return to the flat from shopping. They are in a state of some agitation, enquiring after a missing trainer they left to dry off in the sink after treading in something nasty left in the hall last night. They meant to warn you about it. It cost them £120 for the pair, so they would appreciate it if you could just leave it there for now. They apologise for any inconvenience. They look down at your hand. You look down at your hand. It is holding an empty carton of orange juice. You have never bought any orange juice for the fridge during your tenancy.You turn around to flee but trip over your shoelaces and crash to the pavement.
Player: Go to 15.

Player: To flee from the house, go to 45.

Player: To flee from the house, go to 48.

DM: Your name is Sam Brown. You are a sophomore in college, fairly nice looking and bright. Promising, all your teachers call you. Of course, you don't live up to their expectations, but who does? Faced with the curses of overbearing teachers and pesky roommates, you want to escape. So on a night like this, you want to go for a walk."I'm going out," You announce, grabbing your coat.Your roommate, Alex, (who happened to be the last kid without a roommate) shouts with that annoying voice only few are cursed with, "We need some groceries!"
Player: Go to the Park

DM: You enjoy a refreshing walk around the grounds, breathing some fresh air.
Player: Go to the Grocery Store

Player: Yeah, I'd love a kitten!

DM: You walk over, trying to act cool.One of the kids sniffs. "What d'you want?"You realize that these kids are the Vampires, the toughest and most feared gang around.

Player: Teryaki Chicken
DM: Your mother used to cook this a lot, and it's really easy. As you are examining some cutlets, you hear a woman shouting. Craning your head, you find that she's being attacked by a man twice your size.
Player: Call security
DM: You bully persuade the lazy-eyed employee to call for some backup, despite her insistence around a wad of bubble gum that she's "Got everything under control".Five minutes later, a squad of underpaid employees rush the man. He drops the woman's purse and runs.
Player: Check up on the woman
Player: "Do you want to go get some tea or something?"
DM: That's what your mother always did when someone was upset. Kate nods, and after purchasing your cutlets, (you decide to forgo getting the rest of the ingredients, this woman's upset,) and Kate purchasing her bagels, you head to a little coffee shop just outside the grocery store. Kate orders some mint tea, and you order Lemon (because it was the cheapest tea- you're a college student, remember?) and she seems to calm down some more.Kate looks like she's about to say something.

Player: Assume the man is her father
DM: You stop the little girl from running too far. "Hey sweetie," you say. "Don't give your dad a hard time." She nods, and her father catches up to her. "Thank you," he says. "Ellie got a little frightened by one of the televisions."She sniffs. "There was a big bear on it."Her father picks her up, settling her on his hip. "So what d'you say... should we go see the fish?"Ellie grins. "Yeah!"

Player: Head home with this sweetheart
DM: You shelter the kitten to your chest and run home as fast as you can, away from those evil kids, away from that terrible park. You still need to come up with a name. Hmm.... maybe Alex can help you.

DM: "Alright," the leader says, looking you over. "You can join if you do something for us. See that little girl over there?"He points to a kid holding a box."Go get one of her kittens. Bring it over here, and then drink it's blood."

DM: They laugh, and one of them grabs you by your shirt. "Do you really wanna do that?" He sneers.
Player: Kick him in the groin
DM: You kick him, and he drops you, swearing.
Player: Take off running
DM: You run as fast as you can away from those kids. You'll call the proper authorities when you get home.

DM: "I want Brute to take me to bed.""Me? What do ya want me to do, sing a lullaby?"Freakshow looks at him, and says "just take her to her room and help her go back to sleep."Brute stands up and escorts me to my room. I get up into my bed and pull the sheets over me."Right. So junior, what's the big problem?""I had a nightmare.""A nightmare? That's all this is about?""Yeah.""Now listen, the only way you can get to sleep now is if you go back to those nightmares and tell them that if they don't leave you alone, you're gonna pancake them into a carpet. Be strong, show them how strong for them, and they'll be the ones having trouble sleeping. Got me?"I nod and Brute leaves.YOUR HEALTH: 100%

DM: You throw your chicken cutlets at the man, and he panics. He runs away, and security take off after him.

Player: Go back to shopping
DM: You retrieve all your ingredients and return home.Alex comments on your groceries and vows to go shopping tomorrow to fix your terrible mistake.Of course, there's still time to go to the park...

DM: You tell the girl you'd like a kitten and she hands you a fluffy little ginger cat.Maybe you don't have to kill this kitten. It's adorable, and really, do you have it in you?
Player: No! Go home!

Player: Go get a kitten to drink it

Player: Choose the Organics
DM: You decide to save life rather than simple metal, life that can work in a pragmatic way.

Player: Talk to the no-good kids
Player: "Put away the drugs or I'll call the cops"

DM: You walk back to the Vampires, holding the kitten. The leader hands you a knife, and you hold it, unsure of whether or not to kill the kitten.The kitten meows pitifully.

Player: Wait for Kate to talk

DM: You see one of the creatures running straight at you. You get into a fighting stance, prepare your sword..... And just before the beast gets to you, you leap, soaring over and onto it's back. It roars and tries to twist its head to see you, but in less than a second you swing your blade down onto its neck, slicing the monsters head clean off. As the head thumps to the floor and you leap off the newly headless corpse, you realise that Mrs Calamity and the warrior had defeated the rest of the beasts, and are now watching you with interest.

DM: Frayed robe clenched to her body, the significance that her husband didn't call to say he was going to be late. Perverse thoughts that she married a fucking cop, realization that this kind of shit was bound to happen, meant to happen. Maybe she even asked for it, doomed her kids by accepting the late hours, the violence, the danger. But how could she respond?"No, Petey, he's not. Daddy finally enforced the law in the wrong place and the wrong time. Fucked with the wrong person, his vanity and overconfidence precluding basic self-preservation and caution. And so he died a brutal death. There'll be a funeral with guns fired into the air in unison. Salutes. The whole hackneyed fucking shebang. You'll be the male child standing next to the casket like a perverse, colored recreation of John-John and Jack. Live with it. I always have."And the memory of the corpses slowly sinking beneath the putrid waters of the East River, their eyes glassy and staring at you with unspoken accusation. The abruptness of these unbidden images startles you and induces emotional nausea. Can this pig see into your soul? "Irrational nonsense," you think, wiping a bead of sweat from your forehead. "Why won't this prick hurry up?" you wonder. "I'm late, I'm late, I'm late." You feel yourself getting angry, both from nervousness and a basic loathing for authority. This bastard is going to make you late, and you did nothing, and you feel like telling him to piss off.
Player: Speed away and try to lose his ass.

Player: I want to join the Vampires

Player: Continue... But be careful.
Player: Go Home...

DM: There is no reason you can come up with that you shouldn't be able to go home. The police have been informed about the restraining order and you have neighbors watching out for you. You have been stressed to the maximum and feel exhausted. You decide to head home and cautiously turn out of the parking lot and head home again, Just as you have every day this week. The drive is peaceful so late at night and you are getting nearer to the house you rent outside of town. You can almost feel the soft pillow against your cheek already.You pull into the gravel drive and crawl up toward the house with the sound of gravel crunching under your tires. It is the middle of the night and the house is dark and there is no car anywhere around. You breathe a sigh of relief. All seems well...
Player: Go in the house...

DM: You go to the bar and sit down. The TV is playing old classic baseball games from the 80's. Nothing live is happening at 12:30 at night. You stare at the screen for a while and the bartender asks you what you'll have."I am meeting someone, she should be here soon. She said she was just dropping by the ATM." The minutes tick by and it's now 1a.m. You don't have Nadine's cell number or you'd call her to find out what the hold up is. You feel people staring at you and you really start to feel uncomfortable. You don't know why you thought this was a good idea. This might be exactly the kind of place your ex would show up at on a Friday night. That thought terrifies you on several different levels. Yo don't want to get into it with him again, certainly not in public. And certainly not in a place that he probably has friends. You don't know anyone here.
Player: Maybe you should leave...
DM: This was a bad idea, she obviously ditched you. But you still don't feel safe. Now it's even later and spookier outside. You might want to spend the night at the motel, but you haven't decided yet. You think about that as you drive toward the house. You decide to play it by ear.

DM: The phone rings for what seems like a long time. But finally Mrs. Lipinski picks up. You apologize for calling at that early hour... "Hello? Oh, hello... everything seems fine here. Don't worry, Bob has been over there within the last hour or so...""Great, I really appreciate the help. You guys have been great."You hang up the phone and stare again at the vacant dark windows and try to reassure yourself that you are fine. But in the back of your mind, you still know how dangerous he can be and in your imagination, you can't imagine what you'd do if he was here right now. This and a hundred other thoughts are racing in your head and you feel like your anxiety is getting the better of you. You put your phone in sleep mode, shut off the car, turn out the lights and stare at the house for a minute before you open the car door.
Player: Just can't shake the dread...
DM: Even though you have assurances from the Lipinski's that no one has been around all night. You feel you probably won't sleep well alone in the house.

Player: Head Home...
DM: As you walk out of the door, you see your pickup... but the windshield is smashed in and a landscaping brick sitting among the glass rubble on the driver's seat! You look around the parking lot.You are looking for HIM. You don't see anyone in the parking lot.Where is he now? Do I call 9-1-1 or the non-emergency police number? Am I in danger? The questions are flooding in faster than you have time to contemplate answers. You keep spinning around and around checking every corner of the parking lot in case he's somewhere coming out at you. The main question that repeats and repeats is: Where is he now? Where?

Player: Don't waste time going in, just go to a hotel for the night.
DM: You don't feel safe. You can't avoid the feeling.

Player: Go to the house.

Player: The River
DM: The river flows.My parents had me baptized in her waters as a babe. I fought at the Battle of Muddy Waters far to the south, near the river's mouth, in my younger years. Melody and I married at her headwaters in the north as the river surged with fresh spring snow-melt.The river and I labor on even as the world passes us by.
Player: I see a redfish and I want to paint it black.
DM: No colors anymore, I want them to turn black.I return to the barony and retrieve my fishing gear. Back at the river, I cast net and line until I catch the redfish. I rip out its gills and watch it die. Then toss it onto the bank to rot and blacken.Sometimes... things need painted black.
Player: The Wood

DM: He repeats again,"Hey! just relax, I just want to talk.He flips on the light switch and you see he looks like he's been drinking hard!You stop struggling and mumble something through the balled up sheet. He reaches out and pulls the sheet from your rmouth. "If you make more noise, this goes back in.""Just don't hurt me." you sob with tears streaming down your cheek. You realize how hard you are shivering."I would never hurt you!" He snaps."I don't get you. We got something great and now you've got the cops thinking I'm some kind of drunk bastard that likes to hit women. You said I hit you! You know it was just a push! With the shit you were spouting, I shoulda hit you!"He presses in really close with alcohol-laden breath and says in a low threatening tone."How do you thinks it makes me feel to think that you think that of me? I love you and you fucking do that to me?"
Player: "You're a fucking drunk psycopath!"
DM: "You're a fucking drunk psycopath!" You rage up again and scream at him. "Look at what you're doing!" You have me tied up like a prisoner! You can't say you love me. Who treats people this way. You need help. I won't call the cops, but you need to get help. Can't you see that!?"He stares at you and his expression changes to sadness. You've never seen him cry but tears well up in his eyes as he looks at you and what he's done. He stares at his own hands and then, without a word, he gets nearer to you and then with resolve, he crushes your throat and suffocates you.Whatever was going through his mind, it couldn't end well for you.

DM: You drove all this way, might as well grab something to take with you to change into.

DM: You can tell that she can see there is something wrong. It really is out of character for you to have asked to tag a long with anyone from work really. You have to give Nadine some props, she is more astute and intuitive and clever than you'd realized before. Maybe she can be trusted and could really be a confidante. "About a week ago..." You go over the whole thing, and you also throw in the part about the previous relationship that you'd been in and how it had ended with him the first time.Nadine doesn't say a word and she doesn't even drink another sip until you finish up, "... and so I didn't want to be anywhere alone tonight. Who knows what he's capable of." You take a swig of your now lukewarm and flat beer.She also takes a drink and calls the bartender over. You wait nervously for Nadine to say something to you. She gets the bartender in front of her and says, "We are going to need something stronger. Please get us 2 shots of tequila each!" Then she turns to you, looks into your eyes and sucks in a breath and as she releases it she says ,"HO-LY SHIT! You are all sorts of fucked up, aren't you."Not the response you thought you were going to get, but your face lets Nadine know she may have said the wrong thing. "You stick here with me and we'll make sure you don't have any issues with your ex. I have friends that know how to help a gal out, if you know what I mean."You really don't know what she means. But you smile. Nadine seems like the right person to have confided in. You venture a little further, there are 2 important questions that bubble up in your brain.
Player: "What can I do?"

DM: You chicken out. You tell Nadine that you just can't stand sitting in front of Facebook anymore watching everyone else have a life and that you decided to get out and start living a little.Nadine takes it as an opportunity to order a couple of shots of tequila for the both of you and tells you that you and she are gonna really live it up.2 shots of tequila later, you and she are laughing and you have forgotten about why you don't want to leave. Bartender cuts you both off in a friendly way and lets you know he'll be closing soon. You and Nadine walk out the parking lot to say goodnight and promise to do it again next weekend.You drive home. Probably not the safest decision you should have made. You don't weigh much and you aren't making good choices at the moment after so much alcohol. You pull up to the house at 2:30a.m. You decide to call Mr. Lipinski to see if it's safe...
Player: Call Mr. Lipinski

DM: The horned man stretches, his great antlers tearing the cosmos and nearly reaching the sky. Even without his stag's crown, the man is tall and lean, with broad shoulders, a cut and tapered waist, and large hands. Though his countenance is not nearly as monstrous as many upon either side of the gallery, there can be no mistaking him for human. His crown is dappled upon a daubed brow, blending antler into flesh almost seamlessly. His ears rest upon either side, extended into bestial points. His eyes are framed with black, points sharpened on the edge, and his nose is painted with the same ink into a more savage shape. A light fur obfuscates his bronzed skin, and is at the thickest about his brow and jaw. His body is as furred as his face, and covered in more furs still. Hides are draped over his body, black and grey, and undoubtedly lupine. One hide forms a cloak that hangs about his chest and left shoulder, but falls just short of his exposed abdomen. His legs are covered in some kind of leather, and from the top of the belt line hangs the other pelt, forming a lopsided kilt of sorts. His feet are bare, but his toes are painted and seemed to be fused.
DM: Like the others, the horned man is still as stone. Is the name "living" gallery a misnomer? Staring sharp from every angle, the truth can be divined by a discerning eye. Though his breaths are slight and shallow as a sick child, he does breathe all the same. But that perhaps makes his visage all the more disturbing. For as long as any may look, they would find his eyes unwavering. He does not blink, and nor does he glance away. His gaze rests heavily upon a single spot on the wall opposite of him.
DM: 

DM: En fouillant le fond du réfrigirateur, vous trouvez une magnifique petite pâtisserie achetée il y a peu chez un boulanger moldu. Miam ! Tout en vous mettant à table, vous songez à ce que vous pourriez lire tout en mangeant.

Player: u

DM: "This is a kind of thing that I would get some help with. Let's talk to my buddy Earl about it.""Who's Earl? I don't want everyone in 3 counties knowing my business. I was hoping I could trust you to be discreet.""Earl isn't going to say anything to anyone, Earl is in the business.""What business?""If you have to ask..."This sounds dangerous, but Nadine stands up and waves for you to follow her. You plod along as she crosses the room and taps a man on the shoulder. Earl, you presume.The man doesn't look particularly dangerous, but as Nadine leans in and explains your situation, Earl gets a glint in his eye. You start to feel like this is a stupid idea. Earl simply says one thing, "6,000."You look at Nadine with a crazy look. Nadine steps away from Earl and you two huddle up. "What did I tell you, huh? He'll get rid of your problem easy.""What the hell, Nadine? I don't want to kill him.""Kill!? Fuck! Jesus! Earl won't kill him, just put the fear of God into him- he's my cousin. He just has a mean streak that he likes to profit from."
Player: Where am I gonig to get $6,000?
DM: "Are you serious? That doesn't solve my problem tonight. Where am I going to come up with that kind of cash? You want me to take out a loan at the bank!? And when they ask me what for, what do I tell them?"I know it sounds like a lot, but maybe he can cut you a deal. Let me talk to him.
Player: "No!, there's got to be a better way!"

DM: "I know a guy that can help you out. He's in the business.""What business? He owns a gun shop? How does that help me tonight?""No he doesn't own a gun shop, and if you have to ask... Nevermind, just follow me."She leads you across the bar. She taps a man on the shoulder and he turns around. This must be her "guy."She leans in and talk really low to him and he looks your way several times. You feel the hair on your neck creeping. This just feels like your in a movie or some badly-written sitcom. This kind of shit just doesn't happen in real life. Oh well, apparently- it just did.They conclude the conversation and He says only one thing to you ,"300.""Dollars?" You couldn't stop the word from falling out of your mouth.Nadine says she can front you the cash, it is payday and you can pay her on Monday.
Player: That's not the issue- Gimme a second. I'm going to hit the ATM.
DM: Nadine and you walk out of the bar with a loaded pistol in your purse.You are surprised at how easy that was. You've always hated guns, but now you can see why they might be useful. What you don't know is how good you are at using one. You need to go home. And at least now you won't be arriving empty-handed.

Player: "Try something..."
DM: Nadine goes back over to talk to Earl. They talk and she comes back with Earl. Earl says more than a few words now, "what I can do is make sure he doesn't bother you again, but you need to understand that I am taking a huge risk. That's worth more than a few bucks. I can maybe do something for like 4,000. But I won't be able to go any lower.""I can't believe I'm saying this but..."

Player: Buy a gun for protection

Player: Feeling good...
DM: The headlines aren't pretty. Local woman found with gunshot wound to chest.The boyfriend claims it was in self-defense and that he only wanted to talk to her and she just pulled a gun with no warning or provocation. He claims he has been sober since his arrest a week and a half ago and was feeling remorse and was anxious to make it up to her.

Player: Get even with him.

Player: "Thanks, but I changed my mind..."

DM: I lash my head at his, and then realize that doing so is maybe not such a good idea as he has all those bone spike things on him. Because of this, the headbutt hurts me as much as it hurts him.BEHEMOTH'S HEALTH: 85%HEALTH: 70%
Player: Uppercut him.
DM: I deliver a smashing uppercut into his chin, knocking him up into the air. He does fly far however, as he lands on his feet and immediately swings his fist into my jaw, knocking me a few steps back. I look up and see him grabbing around his jaw for a split second, but he quickly looks back at me again.BEHEMOTH'S HEALTH: 90%HEALTH: 80%
Player: Choke him.

DM: You shake hands and Earl smiles. He gets some details from you and then tells you not to worry. He'll take care of it in the morning. He suggests you go and sleep at a place a couple of towns over so you are no where close where you can get in trouble.

DM: The day is almost over as the Great Sun free falls towards the horizon. The day of travel has been hard on you, but you must keep going. Then you see it. An inn across the valley. A bridge made of oak wood and cobble stones is the only thing between you and your sweet mistress sleep.You stride onto the bridge and announce your arrival with a creak."Who goes there?" A voice booms from under the bridge. Before you can respond a lumbering beast pulls himself onto the bridge. He has scaly green skin and a single large eye. His mouth is filled with rows of shark teeth and a forked tongue. You answer...
Player: "Floyd? Is that you? It's me, your cousin Harold"
DM: He drops the phony accent. "Harold, I can't believe my eye. How's it going with the witch.""We broke it off after she kept trying to give me her homeopathic potions." You reply thinking of your ex-girlfriend Jessica. "How's the kid?""He's fine. He just got accepted into Cornell. He's going to major in literature just like his papa. Come inside, I was just making some soup."You follow him and talk throughout the night. By the time dinner is gone the conversation drifts to...

Player: Your childhood
DM: "I remember when we were kids. We wanted nothing more than to tell riddles like our parents." You say, taking another sip of wine. "Oh the riddles we'd tell. 'What's green on the outside and red on the inside? A goblin.'"Floyd snorts with laughter, "Oh, that was a good one. My favorite though was 'What's uglier than a bloodboar, stupider than a dwarf, and fatter than an ogre?'" He paused for comedic effect both of you simultaneously blurt out "Your mom!".It was a good night.

DM: You decide to go left. You continue walking down the path as you take in the beauty around you. You're not sure, but you think your soul is smiling a bit. You are so distracted that you fail to notice a bear sitting right in the middle of the road. You bump right into it's furry behind. You better act fast or else you're going to die, man. What do you do?
Player: Say, "Excuse me." and walk around the bear.
DM: The bear shuffles to the side and replies, "Oh, pardon me, my good human. I did not realize you were there. Forgive me and safe travels." You bow slightly to show your gratitude and pick up your pace. You eventually reach a pool of water. You notice that your thirst level has increased. The water looks so delicious.
Player: Fill your canteen and take a drink.

DM: "You made a wise decision, choosing me." The elderly man nodded at your approach. "Wisdom comes with age, and I daresay I know more about the gates than the other two you could have chosen." Without waiting for you to ask the question, he turned towards the gate with white dove. "This path lead to heaven. You are lucky to be able to see this gate, as not many does. Walk through this gate and you shall receive peace." Then the raven gate. "This one leads to hell. It is not a pleasant place to be, though it is the one that many end up having to choose." But you don't want peace yet. You still had things to find out! Who killed you? Why did they do it? You could hardly just forget that it all happened and move on, could you? The old man turned to you with pity in his eyes. "Then you will take a difficult path. Go to the forest and you will enter a maze. If you don't eat, you will fade away quickly. If you do eat and eat the wrong things, you will be like the little girl. That little one was a lost soul, just like you, now she's damaged and cannot choose a gate." You nodded, feeling sorry for the little girl. "What of the young man?" You asked. The old man smiled sadly. "That is one of my beloved children. We used to love each other so much, but now we've grown apart. His pride buried his love for me. Now go, young lady, be on your way, which ever it is that you choose."
Player: Gates

DM: Two hours later, you arrived at the forest you were pointed to. Exhausted and angry, you wondered for the fifth millionth time why you didn't just choose a gate instead of this. The trees before you swung apart, revealing a dark little path for you to follow. You waited for a moment to see if anyone else would come and give you a bit of help, but no one did. Great, so you really were on your own. Slowly, you walked down the road. The further you moved, the darker it got. What, the sun got eaten up or something? You looked up, and realized that your view was completely blocked by the trees. At this point, there was no turning back - you must move on and find a way out. Once again gathering your wits, you kept on forward until you reached a little wooden table. There was a piece of paper nailed to the table, and you peered over at it curiously. Rest a little, there's no rush. Have a quick nap here, have something to eat, and start tomorrow refreshed! There were two platters on the table. One of them held a red apple while the other held a green apple. What will you do?
Player: Take Green Apple and Leave
DM: Not taking a nap? Wise choice! Who knows how long you would have slept for - you were certainly tired enough to sleep the whole three days away. So you move on, green apple in hand. It didn't taste very good, but hey, it fed strength into your limbs. You no longer feel like passing out! Good job for making it this far, and now, you shall have a small reward - the possibility of getting a good night's sleep! Not far from where you are, there was a little cottage. As there were chickens pecking in grains in the yard, and light coming from the windows, you could only assume that people lived there. It was getting late, and surely night time traveling would be dangerous. You made your way to the cottage and rapped quietly on the door. A woman came to the door and greeted you and asked if you require assistance. What will you say?
Player: "Is it alright if I stay for the night?"

Player: Dove
DM: You pushed open the gate with dove sitting on top and was greeted by the warmest embrace. The old man you saw earlier was on the other side. He took you by the hand and walked you inside. It was truly a glorious sight. The rivers held water so clear you could easily see to the bottom. The trees held apples that were gold in color. Everywhere, people danced with beautiful white wings on their back. Children giggled as they chased after one another in a casual game of tag. The ground under your feet was soft, as if you were walking on clouds. You smiled, closing your eyes to take in the sheer wonderfulness of being here. Ah, yes. Eternal peace. You will be happy here, though you will never know what happened to you. Ending One: I went to heaven

Player: Take a Quick Nap
DM: You sat down by the table with a yawn, simply too tired to move another muscle. Surely it would be alright if you just took a short five-minute nap. Just five minutes will do... When you woke up, you found yourself...Fading away. Oh shoot, just how long did you sleep for?! You should have just picked a gate while you had the chance, because now you are just going to disappear. Ending Six: Faded

DM: You politely turn down their offer, saying that you need to go home and work. They look a little hurt, and make their way to their own platform. You buy your ticket quickly, and head down to your train. You wait only two minutes before it arrives, and you quickly sit opposite a Man and a Woman, a bunch of roses in the seat separating them, acting as a barrier. Each of them is absorbed in a book, oblivious to the world around them.You all sit in silence for several stops, until they finally both get off at the same station. With alarm, you notice that the flowers have remained on the seat. Do you:
Player: Chase after the woman to give her her flowers.
Player: Give up, you're not willing to give up any more of your time. You throw away the flowers and head home.
DM: You drag yourself up the several flights of stairs to your dusty apartment. You fumble with a key and walk in, noticing no new messages on your answering machine. Another day alone, maybe tomorrow will be the day you meet the person you've been waiting for.

DM: There was no time to waste on a nap! But since you were very hungry, you decided to take one of the apples with you. You bit into the large red apple, savoring its sharp sweetness as you turned the corner. Wait, what's going on? Why was everything looking all...Green? You ran to the river nearby and crouched down beside it. The reflection of yourself in the moving water was beyond terrifying. Your eyes were slowly merging into one, and instead of their original color, they were turning into a disturbing shade of green. Just like that little girl from before! You brought up a hand to your mouth, hoping to block the scream before it came. Something small touched your palm when your hand connected with your mouth. Slowly, you pulled your hand away. The thing sitting on your palm was one of your teeth. At this point, I am certain you don't need me to tell you to figure out the fact that you are pretty screwed. Just out of curiosity, though, who did you talk earlier? Old man, young man or little girl?
Player: Damn that young man!
DM: Ah, so I see. Young Luci told you to eat red things, and so you listened to his advice. Well, child, I gave you each piece of information purposefully, so you may avoid these bad endings. Luci's short for Lucifer. Get it now? That's right, you've been tricked by the devil. Now, since you are a damaged soul, you can no longer go back to life. You will spend the rest of your existence wandering about, regretting the fact you didn't choose a gate when you had the chance to. Ending Four: The Hot Ones are Always Evil! (At least now you know. ;D )

Player: "I am trying to get out of the maze, could you point me to the right direction?"
DM: "I am trying to get out of the maze, will you point me in the right direction?" The woman stared at you for a moment. "Are you sure? It is late." "Yes, absolutely." You just wanted to get out of this place as soon as possible. "Please point the way." The woman sighed, pointed to your right, and then firmly shut the door in front of your face.
Player: "Okay...Guess she wasn't too friendly?"
DM: You ran from the house and turned about two corners before you heard this piercing roar. Girl, what were you thinking? Did I not tell you that the forest is dangerous at night time? Just out of curiosity, where were you doing before this?
Player: I was warned by Manny to run!

Player: Pick up an object and throw it
DM: You try, but you aren't fast enough. Riker's knife plunges into you, and the world goes red.People are screaming, and your last, faint hope is that Riker will receive justice for his madness.

DM: "Is it alright if I stay for the night?" Alright, that was a bit blunt. The woman knew absolutely nothing about you and already you are asking her for a huge favor. She studied you for a moment, seeming to debate whether or not you were trustworthy. After a few moments of thought, she nodded and swung the door open for you. You followed her downstairs into the basement, where she busied herself setting up a bed for you. While she worked, you looked around. The basement was chilly and dark, not a very comfortable place to sleep. Then again, at least here you would be safe from any dangerous soul eating creatures out in the forest (oh, trust me, there will be those!). The woman finished setting up your bed and moved to leave. What will you do now?
Player: Sleep, because you desperate need it
DM: You sat down on a chair, with one of the blankets the woman provided wrapped around your shoulders. You really didn't want to sleep on the cold, hard floor, after all. With a yawn, you shut your eyes, and readied yourself for sleep. That was when you heard the door creak. You freaked out, of course, and grabbed the nearby broomstick (though unless you are Harry Potter and can fly away on that, it's not going to do you much good if it was a monster who found you). Thankfully, there was only a little boy at the door. He looked a little bit scared, but curious at the same time. You beckoned him over and asked who he was. Instead of answering, the boy pulled out a crayon drawing of a family. "This is mommy," he pointed at the tallest stick figure. "Daddy...Jack, John and me!" The boy pointed at each of the stick figures and lastly a teddy bear. He grinned, seemingly proud of his work. You praised him generously, for you knew how children loved to hear such things. It really was getting late, and you wanted to sleep. The little one, however, didn't seem to want to leave you. "Will you walk me to the bathroom?" The child asked, and you found his request difficult to resist.

Player: The shelves...
DM: You search the shelves but don't find a single top hat.

DM: Being polite always helped. The woman introduced herself as Marsha and decided that you deserved more than the cold basement. She decided, instead, to let you share a room with her two adorable sons instead. Their room was upstairs and much warmer.
Player: The Sons

DM: You rose from the chair and walked with the boy to the bathroom. At the door, however, he paused and turned to you. The boy looked from right to left to make sure that no one else was following you two, and then tugged you until you crouched down. He shuffled closer and lowered his voice when he spoke. "You have to run away from here. That woman is not our mother! Sneak away tonight quietly, don't let her find you. And don't tell her I told you anything." With that, he ran back to the table, with a bright smile on his face as if he had said nothing at all. Now, I suppose the question is, do you trust him or Marsha?

Player: Talking to a woman, asking for directions.
DM: Fine, fine, don't trust me when I tell you there's a chance for you to get a good night's rest. = w = If you talked to Marsha a little more and had not been so downright rude, you would have, perhaps, learned to trust her a little more. Oh well~ Ending Seven: Didn't Trust that Woman Enough to Stay

Player: The woman Marsha

Player: Darn it.

DM: You wake up to a sunny morning. "Mmm, I should go outside and do something on such a lovely morning." You thought, but seeing the bodies on the road reminded you of the Apocalypse going on. "Damn." You turned on the news to get more information. "- and now the government have declared a country-wide Zombie Emergency Warning." The reporter said, looking urgent. "The military is sent out with instructions to shoot anyone suspicious. So if you need help, approach slowly and do not be aggrresive. Repeat, this is a country-wide emergency. Everyone is adviced to stay home and barricade themselves, and there will be convoys to rescue as many people as they can." Man, this looks tough. And now you have some options: stay here and pray thhat the convoy will actually come here, or try and recruit some people to form some sort of a group and hold out in a house until you can be rescued. So what?
Player: Water, no food
DM: Nothing wrong with that. Water would be harder to come by that food in an Apocalypse.

Player: "Your name is John, your brother's name is Jack!"
DM: "That's right!" The little boy clapped joyfully. "Now, you must go down at the second turn. As for the fourth turn, I am not so sure, but you have a 50-50 percent chance of getting it right." Marsha sighed, ruffling her son John's hair and apologized to you for his ill manner. "I've taught them to help guests without making them answer silly questions, but they simply never listen to me." You shook your head and told Marsha to not worry about a thing. There was, however, a thought that flashed past your head when you heard John's questions. Hmmm, what was it?
Player: It's probably nothing

DM: Nope, this is not the right way to go! You got lost in the maze and was trapped there until you faded away. Ending Ten: That maze was hard!.

DM: Next~!

DM: "You know earlier, when you and your brother showed me your drawings?" You started, not liking the thought that had come into your head, but felt it was your responsibility to share it. "You said your picture had mommy, daddy, me, Jack and Manny, right?" At John's nod, you continued. "But when your brother showed me his drawing, he said there was mommy, daddy, Jack, John, and me..." You allowed your voice to trail off. John tilted his head, having not understood a thing you just said. Marsha's face, however, paled with understanding. "Y-you are saying-!" The woman stood from her chair, her hands shaking. Joshua, like his child, did not understand. He went to his wife and held her hand in confusion. "We must find him," you told Marsha in a firm voice, and turned towards the door way. Before you could take a single step, the one you were going to go and look for appeared. The little boy who tried to lead you off to the bathroom, the one who had claimed not to be Jack, appeared with a knife in his hand. "That's right," he smiled. "I am Manny. Manny the teddy bear. I fed the real Jack's soul to my friend and he helped me create this form. And now, I will feed your soul to my friend as well so he'll help me erase everyone's memories of what happened today!" The knife (yes, this would be one of the special knives that can actually tear apart souls) came flying at your throat and you had the good sense to dodge out of the way. You have to fight off this crazy little brat before he called his friend over for a visit. What will you use against him?
Player: A candle
DM: You stabbed Manny with a candle stick. Sadly, that didn't do a lot of damage. Manny's next attack found its mark and you fell to the ground dead, this time for good. Ending Nine: I Stabbed a Creep with a Candle

DM: Next~!

DM: "I didn't think there was anyone else who had such weird tastes," you answer."WHAT?!" the Queen yells. "I'll have you know that unicorn is among the most delicious meats in the world! Call me weird, will you?!"You back slowly away."Out!" she shouts, and you comply.You leave the palace, and spend the rest of your life wandering the roads, hunting for your food, and constantly on the move. It's not a bad life, although not the one you had intended on living.

DM: This knife was probably going to do more damage than anything else in the room would. You snatched it from the ground and charged towards Manny. A quick stab to his chest revealed not blood but stuffing. Normal, teddy bear stuffing. The little demon screamed curses at you while you carried on stabbing. About three or four times later, it was still. You stepped back, the knife slipping out of your hands. Where used to be a little boy now held only a broken teddy bear.
DM: Next~!

DM: "Hello, Iselica," you say."I thought you might have perished," she says. Her eyes are wet with tears. "The goblins came in swarms....we...we were...unprepared." Her eyes flicker towards the ground.
Player: Ask her about Abel
DM: "And your husband?" You ask, "Did Abel survive?"She blinks away tears. "Gone," she says, simply, "They overwhelmed him." She raises a finger towards the house, limply, and then lets her arm fall to her side.You take her arm."I swear, upon everything I know, everything that matters to me, I will get revenge for what's happened today," you say.She looks at you."Revenge," she says, softly, "I suppose that's all there is, now."She reaches to a coin purse on her waist, and pulls out a thin key."I suppose you will need this if you are to pass through the Northern Gate," she says. You extend your arm."Wait," she says, "Before revenge, first we must achieve closure." She gestures to the mansion on the hill. "My husband....the good Mayor Abel--he is there, in the house. I am unwilling to enter that home ever again." She looks into your eyes. "Arakhan, will you bring his body out? We must give him a proper burial. I will gather the townsfolk."You nod."Certainly," you say. You press your hand warmly to hers.

DM: Yup, that's right! Next!

DM: That is correct! You are so close!
DM: Yep yep!

DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.> Quel est votre prénom ? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaaaas...
Player: H
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.> Quel est votre prénom ? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaaaaah...
Player: T
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.> Quel est votre prénom ? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaaaaaat...
Player: K

DM: This game may or may not have a catchy title, but either way, trust me: You don't want to play this one. If you want to play a game about happy cute stuff, then go somewhere else. But if you're interested in Man-eating Cougars, Stapler throwing, and indoor cats, then you came to the right place.

Player: Look for something to throw at him.
DM: You search around the clubhouse, looking for some kind of thing to throw at the hungry cougar. You open the first drawer in your dresser to find an antler, but it's one of those fake reindeer antlers that little kids wear on Christmas. You then look in the second drawer to find a few papers. Curious, you pick one up and it has a picture of a Deer sticking his tongue out at you. The cougar may have been attracted by the fake antler, or the picture of the deer. Go figure. As you walk back, you notice a stapler on the floor. You could use that, but then you wouldn't have anything to put your papers together with. Well, when you get back to the window, you see that the cougar is right there, up close to the window, close enough to break it, and he's lickin' his chops as he gazes at you with those terrifying yellow eyes.
Player: Slowly creep out of the clubhouse as not to make the slightest sound.

Player: Throw the stapler out the window!
DM: You grab the stapler with your tense hands and thrust it out the window, shattering the glass, scaring the cougar into running away. Well, you have the clubhouse to yourself!!! ... for now.
Player: Put everything back where it belongs and continue with your chores

DM: You slink towards the door. It takes minutes, no, HOURS, no, A REALLY LONG TIME X 10 TO THE MILLIONTH POWER to get there quietly. And then, there's the opening of the door which stacks a whole 'nother one onto it. Once you're outside, you see the cougar right there in front of you. It's clear that he's extremely hungry, because he opens his mouth, bares his teeth, and the last thing you ever see is how he picks up his terrible claws...

Player: Creep outside

DM: You decide that it'd be safe to enter the house. You slowly walk towards the door, hoping that you'll make it inside in one piece. You manage to get to the door without seeing any hungry cougars. Where could they be? You pause for a moment before touching the doorknob. Should you open the door?

Player: 2
DM: sorry.

Player: 1
DM: Uhh... no.
Player: 2
DM: sorry.

Player: 1
Player: 3
DM: You enter the garage with the door open, thanks to your perseverance. There's a big gun on the wall. Do you take the gun or leave it?

Player: 1

Player: 1
Player: 3
Player: 3

DM: Hey, You Win! not.
Player: 1

Player: 3
Player: 3

Player: 2
DM: sorry.
Player: 3
Player: 2
Player: 2
DM: sorry.

Player: Take it
DM: You take the gun in your hands with power and you head out of the Garage to meet some cougars outside. Would it be right to kill the cougars? Yeah of course it will. You pick up your gun and kill them all. Only problem is, your neighbor sees you and reports you to the cops. Of course, it's illegal to shoot with guns in the City Limits, and Cougars are a protected species that can't be hunted.

Player: Turn on infinite scrap
Player: Turn On Infinite XP

Player: Turn Off Infinite XP (Reduces all XP to base level)

Player: Enter the Wasteland...

Player: Into Your House

DM: I superspeed back into Nicole's room, where she is sitting on her bed."Hi. I'm back."She looks up and smiles feintly. She's clearly still sad, no surprise there. I sit down next to her and hold her.After a moment of silence, she asks "do you know why? Why they did it? Why they killed him?""Criminals don't think like other people. To them, anyone who is not their friend should be killed. In truth, they have nothing to justify it. But I just came back from talking to Shade. He said that this whole case will lead us to the villain of the year. Someone who would have caused an unknown amount of deaths if this hadn't happened. We can stop him, and it's all thanks to your father's sacrifice."She nods while resting her head on my shoulder.HEALTH: 60%

Player: The White Door
DM: You decide that the white door looks much safer so you slowly open it, feeling a warm breeze against your face as you did so. The sight before you astounds you. Millions of tiny snowflakes are falling from the air, unphased by the warmness of the room. As each one flows lower, they seem to sink from the ground and start again from above you. However, one snowflake catches your attention. Instead of falling like the others, it was circling in the air, seeming like it is waiting for you to follow. Shrugging to yourself, you fly after it and it moves ahead of you, leading to yet another door. As you open it, green light spills upon you and you see streams of ectoplasm flowing in midair. As you close the door behind you, the goo stops and becomes the shape of a hand and reaches out for you...

Player: The Blue Sphere?
DM: You decide to touch the blue sphere. It seems less threatening and much kinder than the red one anyway.As you do so, the statues and pictures vanish around you and the room darkens, revealing a blue figure coming towards you. As it comes closer and closer, you notice it's a blue horse-shaped creature, outlined by flames as it comes to you."The only way you can turn back, young one, is if you defeat me in battle. You will also win your friend back as well." he said as he motioned to the unconsious Sam that rested in the corner. Growling angrily, you face the horse, wondering if you should let your rage guide your actions, or use your wits against the creature.
Player: I have to take this easy...

Player: The Ectoplasm
DM: As the hand-shaped goo formed, it lashes out towards your leg and grabs it, pulling you down towards the dark depths of the room. As it brings you down you notice an octopus-shaped blob that the arm is connected to, and realize that it was bringing you down to a mouth-shaped appendage on front. You can't decide whether to use an ectoplasmic beam or your ghostly wail. If you use the first, it's not as powerful, but won't take up your energy, but if you use the second, it's more energy consuming, but stronger than the first. What is your choice:
Player: Ectoplasmic beam
DM: You decided to attack the creature with a powerful beam...however, the creature just sucks in the area of its body where the attack was aiming from and it harmlessly hit the wall behind it. The creature brings you closer too its mouth, and you are unable to use your wail now that your perilously close to the creature, it looks like it'sTHE END

DM: You decide to choose the Red Sphere. As you tap it with your claws, the statues and pictures vanish around you and the room is cast into darkness. A light shines before you and you notice a red figure before you, slowly growing closer and closer and you see that it is a horse-shaped creature with a firey outline. Upon its forehead is a sharp horn that looks like it could even penetrate through your hard scales, and its red eyes glow angrily as it gazes upon you."You chose fire, now, prepare to battle! Your prize will be your humanity and yoru friend." The horse shouted as it motioned its head towards the wall.As you look, you see your friend Sam unconsious on the floor beside you. Growling angrily, you roar loudly at the ghost horse and leap at it, your claws digging into it. The creature made a motion with its head and lashed its horn against your scales, leaving a gash across your belly. Backing off, you wonder whether you should go all out on attacking the horse or take it easy, your choice must be wise...
Player: Kill the darn horse as fast as possible!
DM: You decide to let your rage overcome your actions and you violently lash out at the horse, sending flames out every time your claws hit the creature until it was no more. As you turn towards your friend Sam, you glare angrily upon her and turn your head, your dragon side fully controlling your actions. You catch a glimpse of a horse's head shaking before it vanishes with your friend, most likely bringing her back to safety, leaving you as a monster because of your actions. It looks like you now roam the ghost zone as a dragon ghost, not remember who or what you were before your rage took over... THE END

Player: That horse must Die! Go Rage!
DM: You roar loudly as the horse leaps towards you, allowing your newfound strength to guide your actions. As the horse comes by, you grab its horn and start digging your claws into it's flaming body, lashing out the flames to put them out for good. As the horse fades away, you give a triumphant roar, signalling your victory. You than turn your glance towards the unconsious friend, but she looks unfamiliar to you. From the corner of your slitted eye you see a horse-like figure shake its head in sadness before vanishing with your friend, leaving you in your dragon form to wander the ghost zone, forgetting who and what you were before becoming the monster you are. It looks like...THE END

DM: "I think you should go see the Headmaster," said Professor Guffern. My blood froze and I thought I was going to faint. The mere thought of the Headmaster scared me, because it was rumored that troublesome students that went into his office never came back to school. But I had to keep my cool, so I said, "I'd rather not Professor, because I have to finish this really important incantation essay." He looked into my eyes like he could see into my soul. Finally he pulled his eyes away from mine and said, "That wasn't a suggestion. You see I know you have a big power supply."
Player: Innocence Act
DM: "What? Professor are you feeling okay? I thought you knew that I barely passed my end of level tests last year," I protested. I saw the light of understanding in his eyes and thought I was home free but then he chuckled and said, "Oh, yeah that's right. But I also remember that you did your test in less than ten minutes." I resisted the urge to groan, instead I said, "Yeah so." He looked at me like I was a whole new rare species and said, "A test that more than half of your grade failed, and that helps set your career choice!" I knew I needed to get out, thinking of a reason, I tried to look alarmed, and said, "Oh, no Professor! I just remembered I am really behind on my homework, so if I don't go now I am going to flunk everything class I have." "This isn't going to take long ," he said. "I am sorry but I have to go," I said, I was beginning to get desperate. Professor Guffern opened his mouth to argue when Professor Turrenta, an old lady that I didn't like, walked in. I loved her subject (it was a class where I got to come up with whole new incantations) but somehow her crazy bat-like demeanor made me dislike her. At this moment though I wanted to say thank you a million times over but I new if I wanted to escape now was my time.
Player: I'm getting outta here!

Player: Can spy for you.

DM: You decide to use your strongest attack against the octo-ghost. Besides, the ghost looks flexible enough to just form around the beam when it comes at him. Taking a deep breath, you shout as loud as you could, hearing the ghost-like wail coming forth from your mouth. The arms that flow around you evaporate as the shockwaves that come from your maw hit them, and as they hit the octopus, he slowly begins to turn into harmless goo that falls to the bottom of the room. As you turn to celebrate your victory, your ghost sense goes off and you turn to see the shadow of your nemesis, Vlad Masters."What are you doing here?!" you ask your archenemy, a beam of energy forming in your hand.Vlad just grins and snaps his fingers, and red beams of light shoot out around you, causing you to fall to the ground...
Player: What will happen next?
DM: You scream in pain as red bolts of energy surround you, entering into your skin and messing around with your DNA. You hear your enemy's laugh resounding about you, and you grab your head in pain as the bolts strive to change your very being. You slowly feel your mind weakening and you don't know if you should try to fight against it or let it do its work. You're afraid if you fight, that you'll die trying, but if you don't, something more horrible might happen. It's your choice to make, so choose wisely....
Player: Just give up, better than to die trying...
DM: You decide to let the beams take control of you and you feel your mind being wiped out of every thought except for one, <Kill them...> You became the thing you hated most, and never realized that you were the one that caused the deaths of your father, sister, and friends. After Vlad is done with you he sends you to the ghost zone to live alone, feeding off the darkness the other ghosts give off. You have become the very enemy you tried to avoid, and now the people closest to you have suffered for your mistake... THE END

Player: Fight till the end!
DM: You fear that if you don't try to fight back, you'll end up becoming what you fear most, sensing your arch enemy's intentions. You shout angrily and leap out of the beams of negative energy around you, feeling your DNA become normal again. However, a strange feeling overcomes you as you slowly become back into your human form, too weak to sustain the one you were in before. Rubbing your head as it panged irritably, you look up and notice that Vlad had disappeared, knowing that he couldn't harm you in the ghost zone when you were in your human form. Letting out a small sigh, you walk on, hoping to find a way out of the ghost zone where you once came from.

Player: Will you find your way out?
DM: As you backtrack through the ghost zone, you soon find your way back into your parent's lab. Letting out a tired sigh, you decide that your glad to be home and go upstairs to mark the new place on your map, maybe you can check out the other door some other time. For now, you're just glad you came to a great END

DM: You shoot at his head, but the bullet glances off the cyborg's titanium armour. He remains unscathed.
Player: Shoot at his head

DM: It is Christmas Eve and the Grinch has stolen all the presents, ornaments, lights, trees, and Christmas cookies. We can't have Christmas without the trees! Jump aboard Santa's Sleigh and go get all the trees back!!!
Player: Where are the trees?
Player: 275 trees

Player: 325 trees

Player: 375 trees
Player: Where are the ornaments?
Player: 1050 Ornaments

Player: 1000 Ornaments

DM: 
Player: Now let's find all the Christmas lights!!

DM: 
Player: 1800 lights

DM: 

Player: 1450 lights

Player: 1350 lights

Player: 300 cookies
DM: Perfect! Now bring those cookies to Santa!
Player: Get to Santa

Player: 295 cookies
DM: That's right!! We can't forget to find all the presents! Where could they be?
Player: Where are the presents?

Player: 725 presents

Player: 525 presents

DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)Aaak...
Player: F
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaaf...
Player: F
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaaaf...
Player: J

Player: Get your certificate!
DM: Congratulations you have saved Christmas for another year!!!

DM: World Wars: Beach Invasions Welcome to the World wars: Beach Invasions. It is the first game in the series. It is short, only because, I'd like to see what you guys think first, so leave a comment! See you later!

Player: Wade across
DM: You swallow the feeling of dread, before stepping forward. You hold your gun in the air, to stop it from getting wet. All around you, soldiers are being killed, their lives gone in an instant. Dear John, The time has come for me to tell you. I miss you dearly, and I want you to come home. The water around you begins to splash from machine gun bullets, while on shore, the enemy is gunning down soldiers everywhere. I know you are away for me, and can't thank you enough for that. But I just need you to come home. To me. As you near the shore, you feel your equipment beginning to weigh you down. You know now, that you cannot turn back, and must push forward, towards the danger. Pushing ahead, you barely flinch, as a bullet whizzes past your head. You know you won't return.The water is up to your chest, but there is ten more yards of water, before the shore is visible. Using the last of your energy, you rush up, making it to the edge of the sand. A few more soldiers have made it to the shore as well, but they were being gunned down on, and very few made it to cover behind tanks. There is a large cliff rising up from the beach, with the bunkers dug in them, and probably snipers hiding in there as well.

Player: Hurry to closest cover
DM: You dive for the cover of a tank, just as a machine gun fires at the spot you just were. You land on your stomach, but rise to your feet, as the vehicle beside you begins to move. You follow the tank, until it stops not even ten feet away. You glance back at the arriving soldiers, and you get a feeling of hope. From the bunkers, anti-naval guns are being shot.About twenty yards front of you, is a path winding up to the bunkers. If you could take out the anti-naval guns, then the invasion might work.

Player: Sprint for it
DM: "I will return home for you. I promise."With those words, you run out from your cover. For the first few seconds, no one shoots at you, but you are eventually noticed. By then though, you are on more stable ground, and you begin bobbing and weaving. straight ahead of you is where the gunfire is coming from, and it is only from a semi-automatic weapon.
Player: Continue bobbing and weaving

DM: You open to a random page.The Red Ogre--or 'Ogrus Rubinicus,' is one of the most unspoken of and most misunderstood creatures in the entire Nothern Lands.These quiet creatures may appear to be brutish--with their massive countenances and hideous appearances--but make no mistake. These are not mere brutes, like their green and brown Ogre counterparts.Red Ogres are marked by their incredibly advanced intellect, their tactical planning skills, and their incredible ambition.Sadly, these creatures were driven extinct in the Eight Land's War, when their combination of brutality and intelligence led to them becoming the most prized soldiers in all the lands.You close the book.
Player: Read 'Goblins, A History'
DM: You flip to a random page.Goblins, known for their small stature and vicious personalities, are highly secluded in their mountainous communities, and rarely leave their caves.Hordelike by nature, these small creatures often overwhelm their foes by sheer force of numbers, rather than any sort of tactical prowess or intelligence.It is for these traits that Goblins are often prized as soldiers, although they can be suspicious and hateful of outsiders.Interesting.

DM: Quickly, you raise you gun at the one with the gun pointed at you. His gun goes off the bullet piercing your arm, a sharp pain immediately hits, and you grunt in pain. Still, you pull the trigger, and you hear the soldier yell before dying. The one shooting the machine gun turns to you, before you fire a bullet, and he drops dead. Before you can admire your work, you hear voices coming down the stairs to your left.The moment a soldier appears, your gun is already trained on him.

Player: Shoot the leftside of the crate
DM: You fire the gun at the left side of the crate, and you hear a satisfying grunt, before nothing. Reluctantly, you crawl towards the anti-naval gun. Just know, I'll be here waiting. And you'll be back. Your leg begins aching, but you pull yourself forward with your good arm. You hear voices coming from downstairs, and you know what was coming. When you reach the anti naval gun, you feel empty, just tired. You pull the pin out of the grenade, and drop it into the gun, just as four enemy soldiers charge to the roof.You fire off one bullet, killing one instantly, and another bullet shooting one in the leg. But they fire back, and one hits you in the leg again. You wince, before raising your gun. If you don't come back. Die with your gun in your hand. I know you're a hero. The last thing you see, is a soldier raising his pistol at you, before an explosion goes off.

DM: The criminals have learned that I patrol the streets during the night, and that in the night, there is no limit to what I can do. Because of this fear they have for me, the nights are usually calm. It is good I have this affect on people. No matter how much I dislike being feared like this, it is for the best. People have always feared darkness, ever since the dawn of man. Everywhere, darkness is evil, darkness is fear, darkness is everything that must be cleanes while the light is peace and what all seak. Despite the fact that it is the light that reveals you to that which you truly fear, and the darkness is what you can hide in. Darkness can cloak you to danger, while light brings death upon you. I realize that I am rather...unbiased when it comes to comparing light with darkness, but I always hate it when thick-headed people call darkness evil because their uneducated anchestors said so. Even now, when I have made darkness safer than daylight, people's opinion of it is unaltered.Eventually, the sun starts to rise. I realize that I am mostly powerless now, so it is time to wake up Eve and have her take my place.HEALTH: 100%
Player: Wake up Eve.
DM: Because of how the sun is aligned on it's way up, I manage to channel my way back to the headquarters before I become virtually useless. There is little I can do out in the open during the day, and so Eve assumes patrol at that time.I phase through her door, where she lies sleeping. By making my hand hard enough to touch something, I shake her until, she is awake."Baryon? Is it time already?" she asks as she is struggling to wake up."The sun is up. I can do little against the city's criminals out in the open.""Alright, alright. Just give me a minute."She needs time to get herself ready, I understand that, so I phase through the door again. The time is far too early for anyone who doesn't have urgent matters to attend to, so I cannot expect anyone to wake up just to teach me. But Googles doesn't need sleep any more than I do, he is a robot after all. Or I could just study the conventional way.HEALTH: 100%

Player: Powers.

Player: Reset choices.

Player: Strangle him.
DM: I extend a tentacle from my hands, which latch around his neck. I then knock him into a wall, immediately rendering him unconscious. HEALTH: 100%HUNGER: 92%

DM: He grinned. "Sorry, wrong answer. Guess I'll have a yummy meal tonight..." he says as he knocks you unconscious.Let's just say you don't wake up.Try again?

DM: I return to the rooftops, and resume monitoring the city. More people could use my help.But then, the beeper tells me to return to the Imperfects HQ. The beeper that Skage made for us, which is used to tell us to gather there. I wonder what's going on? Still, I am the one on patrol. Leaving means no one is watching over the city.HEALTH: 100%HUNGER: 90%

Player: Take the form of a police officer and approach him.
DM: I take the form of a police officer and approach the man. He hears my footsteps and turns around. As soon as he sees me, and sees that I have seen his face, he approaches me with a knife. Isn't he in for a surprise. HEALTH: 100%HUNGER: 92%

DM: I bid farewell to Hearpe and channel myself through the darkness, across the city and back to the Headquarters. I arrive to see Eve, Haste and some sort of android.HEALTH: 100%
DM: Freakshow soon joins in, which means he chose to abandon his patrol to come here. A risky decision. Suddenly, Eve activates the android, and it's human-like movements come as a big surprise to me. "Greetings. My name is Googles. I will serve as the database for the association known as the Imperfects.""Do we really need one? I mean, we've done alright so far" Haste points out."We may not need him, but his presence here saves us a lot of trouble. Remember when that chinese mafia boss walked free and escaped the country because a certain too-fast-for-his-own-good member of the team misplaced evidence? It is clear we need to be more organized" Eve says and Haste nods in response."It sounds useful, but I still have a concern" Freakshow says. We look at him, and then he adds "what keeps the villains from accessing this database and uncovering everything we know? That would be disastrous.""While your concern is understood, it was also realized by Jonathan Skage and Stephan Lite, my creators. I am programmed to initiate an immediate shutdown, should I detect an unwanted outside influence affecting me in any manner conceivable. Additionally, I am only allowed to respond to the recognized features of the members of the Imperfects. Even Skage's access was programmed to be terminated ten minutes ago, and Lite was never given access. The only way someone unwanted could access our database is if he could assume the form of other people, and the only such individual known to the world is a member of the team.""Who is Stephan Lite? I did not know Skage had a second?" I ask Googles."Stephan Lite has been Jonathan Skage's assistant ever since Skage was made manager of the Gorgon city laboratory."I may learn a lot from this android. Perhaps I should try conversing with it.HEALTH: 100%

Player: Morph back to Freakshow.
Player: Leave him.
Player: Go to the Imperfects HQ.

DM: I grab the beeper controller, but before I can press it, I see Brute enter the room with two women. Apparently, his hunt at the bar was successful. They usually are. Luckily, I have my mask on."The newest conquest?""I don't know what you're talking about. My friends here came over so I could show them how large the bed is.""Is that so? Can I know the names of your friends?""Eeeh...sure. This here is...""Michelle.""Michelle, yeah. And this is...""Betty.""Betty! Their names are Michelle and Betty.""Well, I'm afraid I must cut this short. I need to talk to you. Michelle, Betty, you best head back home.""Is the world going to explode?" he says."No.""Are aliens trying to take over?""No.""Then I am not passing this up. Thanks I'll be at my room" Brute says and leaves with the girls. I then beep the other Imperfects.HEALTH: 100%
Player: Wait for the others to arrive.
DM: Unsurprisingly, Haste is the first to get here. He arrives in a loud blur and instantly comes to a complete halt."What's going on?" he asks me."Lets wait for the others before we get to that."Then, Baryon channels himself through the darkness until he comes close to the light. He puts on his coat and hat before entering the light with us.I half don't expect Freakshow to show up, because he's on patrol, so I decide to introduce them to Googles.HEALTH: 100%

Player: Give me a break, I got this.

Player: Continue with studying history.
DM: "Let's continue talking about the renaissance" I say, but she shakes her head."I'm afraid I must leave now. I can't spend my entire evening teaching you Baryon."I nod and she leaves. Perhaps now is the time to get back to see what Eve wants.HEALTH: 100%

DM: He swipes at me with the knife, but I block his hands and break the blade of the knife. I then knock him out by smashing his head up against a nearby wall. HEALTH: 100%HUNGER: 90%
Player: Eat the criminal.
DM: This guy doesn't deserve to stay among the living, but at least his death can prove useful to me. If his death means no one is at risk due to my uncontrollable impulses, then it is worth it.After a while, I have finished with a large portion of his body, fully satisfying my hunger.HEALTH: 100%HUNGER: 88%
DM: I approach the victim and ask "how are you? Can you stand up?"With that said, I offer her my assistance with getting back up, but she refuses. I don't blame her. Most people try to avoid direct contact with me. Besides, I just ate a guy in front of her."You...you...""He deserved it, didn't he?"HEALTH: 100%HUNGER: 98%
DM: I return to the rooftops, and resume monitoring the city. More people could use my help.But then, the beeper tells me to return to the Imperfects HQ. The beeper that Skage made for us, which is used to tell us to gather there. I wonder what's going on? Still, I am the one on patrol. Leaving means no one is watching over the city.HEALTH: 100%HUNGER: 96%

DM: This guy doesn't deserve to stay among the living, but at least his death can prove useful to me. If his death means no one is at risk due to my uncontrollable impulses, then it is worth it.After a while, I have finished with a large portion of his body, fully satisfying my hunger.HEALTH: 100%HUNGER: 90%
DM: I return to the rooftops, and resume monitoring the city. More people could use my help.But then, the beeper tells me to return to the Imperfects HQ. The beeper that Skage made for us, which is used to tell us to gather there. I wonder what's going on? Still, I am the one on patrol. Leaving means no one is watching over the city.HEALTH: 100%HUNGER: 98%

DM: Because of my squid-like muscle-tissue, I easily squeeze myself beneath the bus. There, I see how damaged the bus is. I don't know much about these sort of things, but it looks like it's going to explode.HEALTH: 100%HUNGER: 82%

DM: I activate Googles. His movements seem more human-like than I had expected from a machine."Greetings. My name is Googles. I will serve as the database for the association known as the Imperfects.""That should be useful. Saves us a lot of work" I say."That is the general purpose of my programming"After a brief moment of silence, I look at Googles again and say "the only concern I may have is whether you can somehow be hacked, or villains can access your database in some way or another.""While your concern is understood, it was also realized by Jonathan Skage and Stephan Lite, my creators. I am programmed to initiate an immediate shutdown, should I detect an unwanted outside influence affecting me in any manner conceivable. Additionally, I am only allowed to respond to the recognized features of the members of the Imperfects. Even Skage's access was programmed to be terminated ten minutes ago, and Lite was never given access.""Lite? I never heard about a Stephan Lite.""Stephan Lite has been Jonathan Skage's assistant ever since Skage was made manager of the Gorgon city laboratory."HEALTH: 100%
Player: Go to sleep.
DM: I get to my room, take off the Shade gimmick and go to sleep.As I sleep the night away, I dream the same dream about me and Adam in the desert again. The same dream I've had for every night I remember since his passing. For a while now, it puzzled me. Why in the desert? I understood that I miss Adam, I have for a while now. But the desert had nothing to do with that. Freakshow and I had a talk about it once. Before that I had wondered whether it was because we were raised in the desert, but of course, we didn't know that until we left, so that was doubtful. Another thought that came to mind was that I don't dislike the desert as much as a regular human does, since I can adapt my body temperature to virtually any I desire. Freakshow gave it a thought and said that the desert most likely symbolizes solitude. Deserts are icons for being empty, and in my dream, it is just me, Adam, and the desert.HEALTH: 100%

Player: Keep talking to Googles.

DM: This guy doesn't deserve to stay among the living, but at least his death can prove useful to me. If his death means no one is at risk due to my uncontrollable impulses, then it is worth it.After a while, I have finished with a large portion of his body, fully satisfying my hunger.HEALTH: 100%HUNGER: 86%

DM: As the criminal disappears into the depts of the city, I approach the victim, who is lying on the floor."How are you? Can you stand up?" I ask as I offer her help with getting up. She refuses and stands up herself. Most people try to avoid direct contact with me. I don't blame them. After all, the less people at risk from my uncontrollable urges, the better."You...you let him get away?" she asks, clearly shocked at the fact that he could try to do that again to her."He learned his lesson. He won't even park in the handicapped spot from now on."HEALTH: 100%HUNGER: 86%

DM: I approach the victim."How are you feeling? Can you stand up?"I offer to help her stand up, but she refuses and stands up on her own. I don't blame her. Most people try to avoid touching me. They should. What if I loose control. Better if people try to stay away from me. As she starts to leave, I say "tell the police about this guy, will you?"HEALTH: 100%HUNGER: 88%

DM: I wake up with Baryon shaking me."Baryon? Is it time already?""The sun is up. I can do little against the city's criminals now.""Alright, alright. Just give me a minute."Baryon nods and phases through the door.HEALTH: 100%
Player: Get ready for patrolling the street.
DM: I put on the Shade mask, activate it, put on the skintight suit that makes my physique look male, put on Adam's clothes over that, put on the coat and then place the hood over my head. Last but not least, I put on the tight gloves and the boots.As I am prepared, I leave the room, where Baryon has gone. It is mad early, clearly, as the sun has just recently appeared, and I am to patrol the streets until Brute wakes up.HEALTH: 100%
Player: Patrol the streets.

DM: I sprint as fast as I can after their scent, until I spot them. They see me, and for obvious reasons, they panic. Suddenly, they are lifted up into the air. Baryon then materializes in front of me."Baryon?""I wish to take over the shift early.""You don't have to...""You need sleep, I don't, and besides, you took over Haste's shift early, didn't you?""How did you...""You always do. Anyway, you deserve some rest."HEALTH: 100%HUNGER: 84%
DM: I return to the Headquarters, knowing that the city is safe in Baryon's hands. When I get there everyone seems to be asleep or away, so I decide to go to sleep as well.HEALTH: 100%HUNGER: 82%

Player: Read something.

Player: Talk to Googles again.
DM: I approach Googles, who scans my face."You have been identified as: Baryon. Welcome Baryon.""Googles. I want to talk.""Subject?""You're not going to throw a random fact about frogs again, are you?""I cannot answer that question until you have specified what subject you wish to discuss.""Skage installed some things into your database before activating you, didn't he?""He did.""Such as?""I share receive data from various different organizations controlled by the government.""What? Like CIA?""Yes.""And they agreed to that?""Yes.""Why?""They must have agreed with my purpose.""Which is to serve as our database?""Yes.""So you have data on criminal records and such?""Yes.""Detailed information on every single country in the world?""Yes.""Interesting. What about information on literature?""Some.""Is there...you know, something out there that...does not view darkness as the source of evil?""Several novels make that statement, but a majority do not.""What do they say about it?""They say nothing about it.""I see."HEALTH: 100%

Player: Use the GPS and send the police to where ever she is

Player: 2

DM: After standing on the rooftop for a while, I hear an alarm nearby. It comes from the direction of the jewelry store. Funny how the criminals never seem to learn that they can't get away with this sort of stuff in Gorgon city anymore.HEALTH: 100%HUNGER: 80%
DM: I sprint as fast as I can after their scent, until I spot them. They see me, and for obvious reasons, they panic. Suddenly, they are lifted up into the air. Baryon then materializes in front of me."Baryon?""I wish to take over the shift early.""You don't have to...""You need sleep, I don't, and besides, you took over Haste's shift early, didn't you?""How did you...""You always do. Anyway, you deserve some rest."HEALTH: 100%HUNGER: 78%

DM: The phone then rings. The sound could be loud enough to wake up the sleeping Imperfects, so I channel myself there immediately and answer. I wonder who it could be, because it's not like we've made the number public. That would be disastrous."Hello?" I say as I answer the phone."Zach?""There's not Zach here.""No...I mean Haste, is he there.""He's sleeping...who is this? How did you get this number?""That's not important, can you pass a message on?""I guess.""Tell him that I...that his brother wants to meet him.""His brother?""Do you know about the coffe shop on the corner overlooking the salvation tower?""I do.""Does Za...does Haste know about it.""He does.""Could you tell him to meet me there as soon as possible?""I will.""Thank you" he says and hangs up.I realize how important this is for Haste. He has always missed his family. The door then opens, and Brute comes sprinting out of it. I imagine he's late to take over Eve's shift, but the loud stomps he makes seem to wake up Haste, as he emerges from his room soon as well.HEALTH: 100%
Player: Tell Haste about his brother.
DM: I approach Haste and say: "Haste. I trust you slept well?""I trust you...stayed up...well...""I have something to tell you.""If you're building up to tell me that you're made of dark matter, then don't worry about it. I worked it out myself.""Your brother called."Haste just instantly stops talking and he looks at me, as if he is trying to say something."When?""Just now. He wants to meet you at the coffee shop overlooking the Salvation tower."Haste instantly vanishes in a lightning fast blur. It reminded me of cartoons, when characters leave so fast they leave dust falling off them.HEALTH: 100%

DM: I enter the kitchen and open the fridge. There, I see a piece of meat, most likely stored for me. HEALTH: 100%HUNGER: 73%
Player: Just hang around.
DM: There's not much I have to do to kill time, but I do enjoy spending time around animals, try and perfect my imitation of them, as such, I head out of the city. Most animals are afraid to get to close to me, at least those with superior senses. They seem to be somewhat able to sense my predatorial nature. However, I am familiar enough with their appearance to mimic it. I've always wanted to morph into an animal that had wings, learned to turn my hands into wings. I've tried, but they haven't worked yet. I am a rather large animal to attempt aviation. After all, it's not like I can shrink myself. If I turned myself into a bird, I would still retain my size.I try turning myself into a falcon, and leap off a height that is not high enough to cause any permanent damage to me, and I leap off. The wings enable me to glide somewhat, but I don't get far before I crash into the grassy ground. Although having everything in my body perform at a hyperactive rate has many flaws, it also means I recover and regenerate very fast, and unlike Haste, this occurs passively, and not only if I want it to happen.The problem with learning to fly, is that there's no one to teach me. There's never been anyone my size with wings, and could talk. Well, Bloodthirst might have been able to talk if he was actually taught anything, but he was never intelligent enough to teach anyone anything, even if his mental state had been sufficient. I could try talking to Googles about it, although I doubt that would do much.HEALTH: 100%HUNGER: 71%

DM: Vince's late. He knows I don't like waiting. I've been sitting at this bar for half an hour now, drinking alcohol with my specially made glass. I'm told it's unbreakable, and Eve told me not to try to prove them wrong. Vince better have a good excuse for keeping me waiting like this. Chicks all around, they seem to know I always come here at this hour, and they seem realize that having a body that's significantly larger than a humann body has some...nice side-effects. Eventually, Vince arrives. The two of us have been buddies ever since I went to the gym. I was told it was a place for strong people. Damn things break too easily. Vince sits down next to me and orders a drink from the bartender."Where the hell have you been?""Ever tried taking a nap and then it turns to a five hour long sleep?""I don't take naps."Vince laughs and sips off the beer. He then looks behind his shoulder and signals me to look in the same direction."Look over there. Two hotties. They've been eyeing us."I look behind my shoulder and see two girls, a blonde and a brunette, sitting across the bar. They see me looking at them, and invite me over.HEALTH: 100%
Player: Go over there with Vince.
DM: "They want us to join them. Better not keep the ladies waiting" I say and the two of us stand up. We then walk towards the table the girls are sitting at."Mind if we join you?""Sure" the brunette says and Vince sits down."You're not sitting down?" the blonde says and looks at me."I'm a little big for these human made chairs. I've got a big bed at home that's strong enough to hold me.""Would it be strong enough to hold me as well?""It would be strong enough to hold both of you.""Hmm...maybe we should try it out.""Hey, what about me!" Vince says."Sorry buddy, better luck next time" I say as I leave with the girls.HEALTH: 100%

DM: I return to the city, in a random human form from my databank. When I say databank, I don't mean anything literal, like a stack of folders with faces in them, but every time I see a new face, I try to remember it. I even have Adam's face remembered, just in case Eve wants to reminisce. Brute once said if he was me, he would try to use Adam's appearance to get lucky with Eve, something Brute has tried on a few occasions. I love looking normal amongst the people, even though I know I'm putting them at risk. The less time I spend with anyone not able to defeat me in combat, the better.As soon as I get to the HQ, I see that it is empty. No Haste, no Brute, no Eve and no Baryon. Googles is here though, as I don't think he is ever intended to leave."You are identified as: Freakshow" he says after scanning my face."Yeah, thanks. Listen, if I wanted to grow wings and fly, would you have any pointers towards how I should act while in mid-air?""Specify.""I...I'm not sure how to specify further.""Further means...""No, I didn't want you to specify 'further'. Just forget about it. It was wishful thinking to hope you'd be able to help me with this" I say and leave Googles alone. I should probably assume Haste's shift now, it's getting rather late.HEALTH: 100%HUNGER: 71%
Player: Assume Haste's shift.
DM: I hurry to the rendezvous rooftop, but Haste isn't there. He probably felt I was taking too long and left to see his girlfriend. I'm sure he's been looking forward to seeing her all day. Very understandable.As I sit there on that rooftop, waiting for the criminals of Gorgon city to sprout, I start thinking of my quest again. To fly. I don't even know why I want to accomplish it, Baryon says it's no big deal. Then again, he has never experienced being human, and having only two solid legs to use.HEALTH: 100%HUNGER: 69%

Player: Let it go.
DM: "Alright. If it's not something you want to talk about I'll respect that.""Thank you.""I still think that whatever this is about, you're taking it the wrong way. Go back to your teacher. Talk with her about it.""I already talked to her about it.""And she disagreed with you, I get that. But she's still a very capable teacher. I think you should give her a second chance.""I'll think about it."Almost as soon as he's said that, the phone rings."Hand me that phone, would you?" I say, and Baryon telekinetically places the phone in my hand.HEALTH: 100%
Player: Answer the phone.

Player: Have the threesome.
DM: "Is the world going to explode?""No.""Are aliens trying to take over?""No.""Then I am not passing this up. Thanks, I'll be at my room" I say and leave with the girls.HEALTH: 100%

DM: Suddenly, I hear something approaching me rapidly. I duck it, and an egg smashes into the wall next to me. I look towards where the egg came, and see a group of citizens, some of them carrying signs with a picture of me and then a red X over me. Another one of the group throws something at me, but misses. HEALTH: 100%HUNGER: 67%

DM: "No. If this was so important that you felt you had to fire your teacher for it, then I want to know what it is.""We argued...about darkness.""Darkness? As in dark matter?""No. Darkness. She didn't exactly disagree, she just...it's hard to explain, alright?""I think you fired her because you were frustrated that she didn't agree with you, and I think you should rehire her.""I'll think about it."Almost as soon as he's said that, the phone rings."Hand me that phone, would you?" I say, and Baryon telekinetically places the phone in my hand.HEALTH: 100%

Player: Take the girls to your room.
DM: I take Betty and...what was the other girl's name? Anyway, I take them to my room, where instantly they start showing their interest in me. In order not to kill them, I can't move during the entire process, but that doesn't worry me. They're happy to take care of all of the work. Chicks usually are. HEALTH: 100%
Player: Zzzz....

Player: Ignore them.
DM: Instead of wasting my time with them, I leap off the rooftop and onto a rooftop further away, but the people follow me, waving their signs and trying to throw things at me.HEALTH: 100%HUNGER: 65%

DM: I return to the headquarters, frusterated at Hearpe's stupidity. As soon as I get there, I approach Googles."You have been identified as: Baryon. Welcome Baryon. Gathering data on previous conversation. Subject: novels that do not state that darkness is related to evil.""Do you always bring up the previous conversation?""Yes. It is a feature Jonathan Skage felt was useful, for people who can be called into action at any time, forcing you to disconnect from the conversation. Bringing the subject up again upon the next contact may remind you of anything left unsaid.""I see.""You wish to speak of something?""Yes. I wish to know what you think of darkness.""Opinions are not facts.""Then what does your database consider to be fact in this matter?""My database has no data on the subject.""You know what darkness is. Tell me, is the public's fear of the shadows based on reason in any way, shape or form?""Data suggest not.""Thank you. That's all. You won't have to record this conversation.""Acknowledged."At that moment, I hear a familiar sound. The sound of Haste coming to a complete halt. He seems to be back from the meeting with his brother. That was fast. I should talk to him, but it could be a personal matter.HEALTH: 100%
DM: "You're back early. How did your meeting with your brother go?" I ask and approach him."It...it's a long story. I still have to collect my thoughts. I'll tell you about it later.""Fair enough."Haste then heads for his room. He needs time, I understand that.HEALTH: 100%

DM: I wake up with Betty and...with the girls, sleeping on top of me. Apparently, my muscles make a nice bed when I'm not flexing them. The feeling is nice, but I realize that I've overslept and need to assume Eve's shift."Alright ladies, wake up" I say and pick them up, one with my left hand and one with my right hand. When they've properly woken up, I put them in a standing position next to the bed and sit up."What is it?" the girl that's not Betty asks me."I've gotta be hero for a few hours now.""Beat up some bad guys?""Unless they behave." HEALTH: 100%
Player: Assume Eve's shift.
DM: As soon as I get outside the Headquarters, I use the massive strength in my feet to leap my way towards the rooftop Eve and I meet. Eventually, I reach the rooftop, and I see her waiting for me. I land on the roof and approach her."Eeehm...sorry I'm late.""Overslept?""Kinda."I then see Eve looking beneath my feet. She is apparently staring at the cracks I made by landing here."What?""Don't tell me you left those at every single leap.""Oh, that. Whoops.""If anything happens, try not to cause any collateral damage.""I swear to you on my...on Hunter's head, that nothing will break during my shift.""I'll hold you to that you know."I give a sarcastic salute and she leaves.HEALTH: 100%

DM: You are huddling behind a Green Tent.There is a Yellow Tent behind you.And a Black Tent to your right.Both Tents are silent.
Player: Go to the Black Tent
DM: You huddle behind the Black Tent.Wait--can it be?There, just ahead of you, you can see the center of camp!You've made it!!
Player: Approach the Center of Camp
DM: You load your crossbow and enter the camp center confidently.The blue-skinned man is sitting on his stone chair, and he half rises as he sees you approach.You keep your crossbow aimed steadily at his heart. Goblins have taken notice of you, and they start to move in, their weapons drawn...but none of them dare to strike.They all know that you could fire your crossbow at any moment, ending their general.You made it.

Player: Straight and Narrow
DM: You're good of heart and you love your family, Esme Levinson. You like talking to your mother, going shopping with her, cooking. You have your disputes, sure, but because of your close bond everything gets sorted easily. You get your intelligence from her. You get along great with your dad. Often joking, teasing your mother, and listening to music together, you can tell him things that you don't feel comfortable talking to your mum about. He's firm with you, but it's helped you to become responsible and you've got all of your ambition from him. Your sister drives you crazy, but that's just because she's your sister. As she's only two years younger than you, Jennette often proves herself as a good companion and confidante. Your family bond is strong, but it's also made you innocent to most things. You've had a sheltered life. You're intelligent and have a good unit of friends that help support you through thick and thin. You're pretty. You have your mother's chestnut curls, that bounce at your chin, not to mention her button nose and a dusting of freckles that you picked up from your maternal grandmother. Your father's kind eyes peep out from a fringe of sooty lashes, and your big smile also comes from him. You're not overly tough, because of your sheltered upbringing, but you can cook, clean, sew, and be a mother in general. The future will hit you hardest of all because of this.
Player: One Year On...

Player: Chapter 2-Objected
DM: I don't sleep too easy this night. All those people, the protestors, they were so angry. I always knew there had to be people like them out there, but still, I wasn't prepared for them. Are they right? Is the world better off without me?I am pulled from my thoughts by a knock on the door.HEALTH: 100%HUNGER: 61%

DM: I get up and open the door, and see Haste standing there."Haste?""Actually, it's Zach.""Zach?""Yeah, Zach. That's my name.""You have a name now?""Yes, I have a name. Zachary Gint.""How did you discover it.""Ah, that's sort of why I'm here. You see, I recently met my brother.""Your brother?""Yes. His name is Jason. Anyway, to make a long story short, we're trying to take down a crime boss, and we need a shapeshifter to help us.""And so you came to me?""I don't know any other shapeshifters, so yes.""Well, where is your brother?""He's in prison.""....in prison?""Yes. I'll explain someday, but I'd rather wait until this whole thing is over with, alright?""Alright, what do you need me to do.""Well, Jason has some sensitive information about this crime boss, and he's going to have him assassinated.""You need a shapeshifter to take out an assassin?""No. You see, the killer has to believe he succeeded. He has to think he killed Jason, and since you can both look like Jason and rearrange your organs so there's nothing vital in your head, I figured you'd be the perfect guy for the job!""You want me to get assassinated?""No. I want you to get assassinated while you look like my brother.""Alright, fine, I'll help you."HEALTH: 100%HUNGER: 59%

DM: You press your ear to the Northern wall and hold your breath, not daring to make a sound.Nothing.You turn, ready to give up, when suddenly, you hear it again!swsh-whsh.It's definitely coming from behind the wall. You search the wall for any kind of hidden panel, or switch--loose bricks even--but find nothing.You knock on the wall and hear a faint echoing sound--there is definitely something behind this wall--probably a room.And the sound continues.swsh-whsh.
Player: Search the Northern Wall

DM: The phone then starts ringing."Hand me that phone, would you Baryon?" Eve says, and I channel my hands to the phone, pick it up and channel it in Eve's hands."Imperfects HQ. This is Shade speaking.............................Skage's assistant?.....................Don't waste my time mr. Lite. Tell me about the problem..............................Mutant?........................Right. Thank you" Eve says before hanging up."What is it?" I say as soon as she turns towards me."Someone claims to have seen a mutant at the Gorgon labs.""A mutant? Is it credible?""I don't know, but we can't afford to take the chance.""Right. I'm coming with you.""There's no need for that. I'm just going to the lab and gather some information.""If I remember your story correctly, the last time you did that, you were almost eaten alive by Freakshow.""Right. Come along then."HEALTH: 100%
Player: Go to the lab with Eve.
DM: As it is night-time, I require my solar-resistant clothing to survive outside, so as soon as I am fully dressed up, Eve and I leave for the lab.Immediately, we are greeted by a man I have never seen before."Stephan Lite I assume?" Eve says as she shakes his hand."Yes" he replies, and offers to shake my hand as well, which I obviously cannot accept as that would mean exposing my hand directly to the sunlight. I wish I was wearing gloves, but there you are.He then looks at Eve again and says "the receptionist is over here, if you'd like to have a word with her.""You go talk to the receptionist. I'm going to have a look around" Eve says and looks at me."Couldn't it be the other way around? People tend to get uncomfortable around me.""You can't increase your senses, I can. Go talk to her, she must know who you are" she says and starts looking around.HEALTH: 100%

DM: Frustrated at not being able to score tonight because Eve wanted me to meet the stupid robot, I go to sleep alone. Too late to try again at the bar anyway. Better luck tomorrow, and there better not be any goddamn robots I have to meet. HEALTH: 100%
DM: I wake up...alone...and realize that I've overslept. I should have taken over Eve's shift half an hour ago.Hope she won't be pissed. She has a nack for enforcing guilt upon you. HEALTH: 100%

DM: You go left and see a giant toy castle! Unfortunately, it is guarded by a stuffed lion. If you go too close, he'll eat you up!
Player: Get me out of here!

DM: I superspeed to the HQ, where I find Eve, in her meditative state."Eve, right, I have something you must hear" I say as I approach her."Haste? What is it?""Oh, right, I hadn't told you. My name is Zach.""Zach? You discovered your name.""I did...but that's not important right now. I was fighting this crime boss, trying to bring back the Ammunition.""The Ammunition? Carson's gang?""Yeah, anyway, I went there to take him out, and when I got there, he unleashed a monster called Savage. Savage is dead, so don't worry about him, but he said that he bought it from Stephan Lite.""Bought it? Like a product?""Yes. Product is exactly what he called it.""I see. Thank you Haste...I mean Zach. You have no idea how much this helps.""Googles told me he was involved in something.""Nice to know our robot is doing his job right."HEALTH: 60%
Player: Go speak with Nicole.
DM: I superspeed to the Gotti house, and instead of knocking, enter the house and run straight up to Nicole's room."Hello there" I say to her, startling her and causing her to immediately turn around."Hey! You scared me.""Sorry. I couldn't resist. But I have good news. The man who killed your father is behind bars."She nods, but is clearly saddened by the reminder of what happened to her father.At that moment, my beeper starts sounding again. Eve is calling for me again."Ehh...sorry, but apparently I must go again. Sorry, I'll come back as soon as possible" I say and superspeed out of there. Whatever Eve wants, this better be important.HEALTH: 60%
Player: Talk to Eve.

DM: Even though it would be more fun to go to mid-town, my duty right now is to seek out crime. There could still be criminals so stupid that they don't realize we pay extra attention to the garbage area, and so that's where I go. We've had suspicions that there's a some sort of gang there that has managed to avoid us. Hopefully, I'll run into them and take them out.Unfortunately, they've only managed to stay uncaptured by hiding from us, and of all the Imperfects, I'm most likely the easiest to spot or hear, so if they are around, they completely manage to avoid me.HEALTH: 100%
DM: I then start to smell smoke. I don't have enhanced smelling like Freakshow or Eve, so this is clearly rather close by, or well spread. I turn around, and see alarge amount of smoke coming from the other side of town. In a few leaps, I make my way there, and see a large apartment building on fire. The firetruck is trying to put it out, but the fire is quite obviously too much for it. They need my help. The building will collapse before they can put out the fire, and judging from the screams coming from inside, I'd imagine that there's still people in there. Whatever I do, I have to act fast. HEALTH: 100%
Player: Enter the building.
DM: I run into the building and make my way up. The already damaged building has trouble supporting my weight, and it starts to shake. Before I can do anything, the building collapses, with me and everyone in the building inside. I am tough enough to survive it, but the other people were not. I emerge from the wrecked building, seeing the terrified people, looking at the devestation. The devestation I failed to prevent. HEALTH: 100%

DM: The city's criminals may be dumb as shit, but they're still smart enough to realize that we Imperfects keep a close watch on the Garbage area, so in a way, I'm more likely to run into any of them closer to midtown, and it's way more fun. I receive a lot of smiles and requests for autographs, but no bad guys to beat up. Too bad, I was in the mood for a little pummeling. HEALTH: 100%
Player: Hold the building up.
DM: Seeing the building nearing the point where it can't stand straight, I rush beneath it and grab around the corner that looks weakest to me. The building is fairly heavy, as it is...you know...a building, but I manage to support it long enough for the firemen to put out the fires and get in. When they return, they bring people with them. Conscious and not so conscious. I still hear them talking about people that died up there, but at least not everyone is six feet under. As soon as I have received confirmation that everyone from that building is either dead or rescued, I let go and hurry the fuck out of there before the whole thing drops on my head. It collapses, but it's destroyed anyway. HEALTH: 100%
Player: Get back to the patrol.
DM: I keep walking around until I notice it's almost time for Haste to take over my shift. I should probably get to the usual rooftop and wait for him. After all, I don't want to spend the rest of my day walking around the city, do I? HEALTH: 100%

DM: I close my eyes and focus all my energy towards maximizing my brain capacity for a short while.What we know so far is that Skage called in sick this morning, just as the cameras started malfunctioning. Then, less than an hour ago, a mutant walked out of the lab and attacked Both Jonathan Skage and his wife. Clearly, the attacker used all his fury in his attack on Jonathan, and Kim probably only died because she would not let the mutant kill her beloved husband. Everything points towards Jonathan Skage being behind the mutation, although the subject is unknown, but judging by how I know Skage, I would need more evidence to make that call.Another possible scenario is that the event was not orchistrated, but an accident. It is possible Skage did not intend to cause any mutation, but after it had occurred, the subject still blamed him for his monstrous visage. But why would Skage call in sick? Perhaps he knew the mutant would seek vengeance and therefore did not want to be at the lab when he came into consciousness. But he knows us Imperfects? In fact, there is no ordinary human being that knows us better than Jonathan Skage, so why wouldn't he just tell us about it. He knows I would be more than willing to deploy Brute as a bodyguard. And also, that would not explain why the cameras malfunctioned. Unless they honestly malfunctioned and there's no sinister reason behind it, although that would be way too much of a coincidence. Still, there are some odds of it happening.HEALTH: 100%
Player: Talk to Baryon again.
DM: After returning my DNA to exactly the way I had left it, I open my eyes and look at Baryon."Any revelations?""Just speculations. Nothing new.""Then there's nothing more we can do here, is there? Let's just go back to the HQ and let the police handle things here."HEALTH: 100%
Player: Leave with Baryon.

Player: F
Player: A
Player: G
Player: Q
Player: F
Player: D

Player: Smash a nearby fire hydrant.
DM: I notice a nearby fire hydrant, that is still too far away for the firemen to use. As such, I pull it out, causing a gianormous amount of water to blast out of there. With my overgrown hands, I redirect the water, causing it to pour onto the building, nearly extinguishing all the fire in a single instant. I then leave the rest to the firemen, who get the people out of there. I hear them talking about how no one died, and how that would not have been the case if it hadn't been for me. HEALTH: 100%

DM: "We believe this case is linked with something that was going on at the lab today. Keep us informed" I say to the police chief and head back to the HQ along with Baryon.As soon as we get there, I say to Baryon "I'm going to notify Googles on what transpired. I recommend you go see your teacher."HEALTH: 100%
Player: Tell Googles about the mutant.

DM: Zachary has probably already started the interrogation, so I hurry to the rooftop. When I arrive. Bottle has apparently cracked, as Zach has a satisfying look on his face."Woah! What the fuck is that!" Bottle yells as he sees me."Alright, third condition. Don't be rude to Freakshow. He may be a canniballistic tentacle monster but he has a heart of gold" Zach says and laughs."Third condition? I thought you said there would only be two.""I have altered the deal. Pray I don't change it any further" Zach says, imitating Darth Vader's voice."Alright. Fine. Just make sure I don't die.""The Hungarian won't be in a position to kill you once we're done with him.""He's in Octagon. He has a penthouse there. It's disguised as an insurance company, named Safety.""Really? An insurance company called Safety?""It's a disguise, isn't it?""Alright. Fine. Let's head to Octagon.""There is just one problem" I say."Yes?""Your shift is starting in twenty minutes. We're not going to have the Hungarian down by then. You'll need someone to take over your shift.""But...the criminals don't...""Zach. Don't be irresponsible.""Alright, fine. I'll go ask Brute to stay a little longer."HEALTH: 100%HUNGER: 51%
DM: I wait while Zach superspeeds around and talks to Brute. A few seconds later, Zach arrives on super speed."Well?""He agrees. Let's go to Octagon."HEALTH: 100%HUNGER: 49%
Player: Go to Octagon with Zachary.

DM: Zachary superspeeds me to Octagon city. We don't have to look for the building for long, as the first thing we notice is a large tower with the letters "Safety" on it."This kind of reminds me when we were taking down Francis Mako.""That was in Marble, not Octagon.""Marble, Octagon, who cares."I sigh and Zachary then superspeeds us closer to the building."Freakshow. How many armed goons do you think we're going to find in there?""I don't think we're going to run into too many insurance salesmen, if that's what you mean.""Right, a building full of Ammunition henchmen and Kingpin at the top. Freakshow, you can't climb walls, can you?""I'm afraid I'm going to have to disappoint you there.""Wait, couldn't I superspeed up there, while you turn into a henchman or someone else who has clearance, and that way, we completely bypass all the paid gorillas?""Ignore the henchmen?""Yeah? Is there a problem with that?"I stare at Zachary for a while before saying "all of them are members of the Ammunition, right?""Yeah.""We can't let them get away. They're all criminals, and we have an obligation to take them all out.""You're right. If we just take out the Hungarian, someone else in that tower will take over, unless we take out everyone.""So what's the plan?""You thought it would be something else than 'introduce those guys to some mutated asskickery?"HEALTH: 100%HUNGER: 47%

Player: Chapter 2-Pursuit

DM: Eve starts to kneel down and examine the area. Soon, she approaches Kimberley's body."Baryon. Take a look at this."I approach Eve, and see moisture all over Kimberley's face and shoulders."Moisture?""The same kind the mutant left.""Why is it all over her? The mutant was after Jonathan, wasn't he?""It would appear so, but it looks as if Kim wasn't just an unfortunate victim.""But...even if the mutant was actually after her, look at Jonathan Skage's body. He looks more like Freakshow's lunch than a body.""Baryon. Be respectful of the dead.""Sorry. My point is he was not just an unfortunate victim. Whoever killed Jonathan Skage wanted him dead badly. If he was after Kimberley as well, why is she so much intact?""My only theory is that the mutant only wanted to kill Jonathan, and when he killed an innocent, he felt remorseful.""And gave her a hug?""Something like that.""...He could be a necrophiliac."".....""It's a possibility, isn't it?""If that was the case, it would be a little more obvious.""Why do you say that?""Because the mutant was strong enough to shatter a wall, and as you said, she is pretty much intact."HEALTH: 100%
Player: Leave with Eve.
DM: "We believe this case is linked with something that was going on at the lab today. Keep us informed" Eve says to the police chief before the two of us head back to the HQ.As soon as we get there, Eve says "I'm going to go tell Googles what transpired. I recommend you go talk to your teacher" and then she heads off into the other room, where Googles is.HEALTH: 100%

DM: I go to Vince's apartment, and just before I knock on the door, I hear some violence going on inside."Vince?"Any attempted response is silenced by the sound of a punch, so I smash through the door. There, I see a pair of guys, beating up Vince."Two against one? Where's the fairness in that?"They look around, and realize that I am blocking the exit. One of them leaps out the window, and will most likely spend the rest of his days eating through a tube, as the apartment is on 5th floor. The other guy picks up a baseball bat and prepares himself."Come on. Really? A baseball bat? You better be taking some tough-ass steroids" I say and approach him. I let him hit me, and the bat cracks. I then grab him around his neck and raise him up in the air."Great. Now that we've solved that. What's your problem with Vince?""Hey, hey, it's nothing personal man. He just ows some money, that's all.""Who to?""It's...this guy, at the Moonstone casino...Your buddy needed some money and my boss loaned it to him.""A loanshark?""Nah, he was just doing him a favor."I approach the broken window his pal jumped through, and hold the guy above the long way down."Alright, yeah! He's a loanshark.""And I'll find him at the Moonstone casino?""Yeah, that's right.""Perfect" I say and put him down on the floor."If you're thinking about continuing your work, I'll have you know that your employer won't be in a condition to pay you anytime soon" I say and leave.HEALTH: 100%

DM: I'm woken up by Baryon's cold touch."What is it?""The chief called. Said there was some new info in the Mutant case.""Something new about the Mutant?""Yes. That's right.""Give me five minutes."Baryon nods and phases through the wall.HEALTH: 100%
DM: I put on the Shade outfit and join Baryon in the lobby."The chief told us to go to the police station.""Any idea what this new revelation is?""He didn't say."HEALTH: 100%

Player: Don't go find her.
DM: Why should I get her to teach me? Because Eve wants me to? No. She was being an idiot, and I don't want her to be my teacher. If Eve or anyone else has a problem with that then that's their problems, not mine. HEALTH: 100%

DM: I enter the Safety tower along with Zach. We realize as soon as we enter that place that the bottom two floors have a lot of customers, so instead of potentially killing them, I turn myself into a werewolf, scaring away almost everyone. The only remaining people are the Ammunition members, and even some of them bailed when they saw the werewolf. The rest of them focus their bullets on me, as they are most likely much more scared of me than of Zach, but I have their bullets pass right through me, while Zach superspeeds around and takes them out with a singlehit.We move up the stairs to the second floor, where we see two armed guards guarding the elevator. I extend tentacles across the corner, grab around each of their ankles and knock them out by bashing their heads together. I then throw them away and we enter the elevator. In the elevator, we see a machine that scans eyes, and apparently, we need to complete that process before we can use the buttons. Freakshow latches a tentacle around one of the guards, yanks him towards him, opens one of his eyes and makes his eyes identical. He then throws the guard out of the elevator and has the machine scans his eyes. We then notice, as the buttons become active, that this elevator only goes up to level six, while the building must be at least ten floors, so there must be a second elevator on the sixth floor. While the elevator move upwards, I ask "Freakshow. Why didn't you just have the machine scan the guy's eyes instead of copying them?""He has nice eyes.""I see."HEALTH: 100%HUNGER: 45%
Player: Enter the sixth floor.
DM: The door opens and we see an army of thugs preparing their guns and running towards us. An alarm sounds, which is generally good, since it saves us the time of hunting through all of them, and instead they all come to us. I start to wonder whether I should unleash my inner bestial side. It would be a quick way to deal with all of them, and Zach could make sure I wouldn't be able to reach him.HEALTH: 100%HUNGER: 43%
Player: Combat the Ammunition with Zach.

DM: While Eve talks to Googles, I make my way towards Hearpe's apartment. I knock on the front door, and soon, she opens the door. She can't see me directly because of the clothing I use to shield myself from the light, but she clearly still knows it's me."Baryon?""I came here to apologize, for earlier. Can I come in?""Sure" she says and lets me in.After I have taken a few steps inside, I say "I need a teacher, and no matter what I said this morning, you are the kind of teacher I need. I can't say I've changed my mind about what we argued about, but I still don't have any excuses for my behavior.""That's alright Baryon. You were standing up for what you believed in. I myself didn't quite handle this correctly either."I nod, and then notice that she and her family are in the middle of dinner."I'll come by later.""Tomorrow then?"I nod and leave.HEALTH: 100%

Player: Unleash your inner monster.
DM: I look at Zachary and say "Zach, be careful to keep me away from any civilian, or anyone we don't want dead.""Why? What are you going to...shit, seriously? You're going to let your impulses control you? Alright, I'll make sure you attack the right people."With that said, I stop resisting my impulsive nature, and it completely takes control over me.I wake up again in a pile of half eaten corpses, and Zach is looking at me as if he is prepared for anything. I notice Jason is hiding somewhere behind him as well. Thank god. That means I didn't kill him."You back? That you Freakshow?""Yeah. I'm back. Let's just find the Hungarian and be done with it."HEALTH: 100%HUNGER: 98%
Player: Go to the top floor.

DM: "Two hundred thousand? Funny, that's how much it'll cost for you to get out of this mess unscratched. How about you gave that money to Vince? And since he's going to give that money back to you, the two of you are now even.""I....yes. Of course.""Now get out of here" I say and let go of him.I then get back to Vince's apartment, where he is taking care of his injuries."How did it go? Did you have a talk with him?""You're off the hook.""Really? Thanks man. I owe you one.""So. Gambling huh?" I say after a brief moment of silence."Yeah. Don't worry though, I'm done with all that.""So you don't have an addiction?""That's in the past man.""Glad to hear it. Now how about we get to the bar?""Nah, I know you probably don't get what I'm saying, but I'm rather hurt. I'm just going to take it easy here for a while. Maybe tomorrow.""Right. I guess not everyone can be bulletproof" I say and leave.HEALTH: 100%
Player: Go to the bar alone.

DM: "Two hundred thousand? That's a lot of money. Tell you what, you stop sending your thugs after him, and I'll tell him to pay you back, when he can.""...Really?""You have a problem with that?""No...I...absolutely not. Thank you.""Yeah, whatever. Now get out of here" I say and let go of him.I then get back to Vince's apartment, where he is taking care of his injuries."How did it go? Did you have a talk with him?""I talked to him.""And?""Two-hundred thousand dollars is a lot of money Vince. I can't just bully him into giving you that money.""What? But you're my friend.""And you want me to steal from him? Is that what you want from your friend?""I just...I promise I'll never gamble again.""Good. Don't" I say and leave. He'll probably be pissed for the rest of the night, so going to the bar with him would be useless.HEALTH: 100%

DM: Zachary and I enter the elevator. After mimicing the eyes of a guard again, the elevator takes us to the top floor.When we enter the Hungarian's office, we find him speaking on the phone. He notices us, smiles and hangs up."You must be the people who have been causing me so much trouble.""You're still here? Wow. I have to admit, you get points for having balls of steel. I mean, unless you went deaf as the alarm sounded.""Oh, I heard you. Don't worry about that. I'm just not worried.""Really? I come in here with Freakshow and you're not worried?""People in my position learn to always have a last ace up their sleeve" he says and presses a button on his desk. The light dim and a door behind him starts to open.""I have recently bought a product from a mr. Lite.""Lite? Stephan Lite?""You've heard of him? No matter. You won't live long enough to use it."We start hearing loud breathing coming from the direction of the door, but we can't see what it is due to the lack of light."Savage. Kill them."With that said, the monster leaps on me an crashes me into a wall.HEALTH: 100%HUNGER: 96%
Player: Battle Savage.

DM: "Shall we?" I say and look at Zach."This will be fun" he replies.With that said, I swipe their first line of armed gorillas aside, hurling them at the walls. Again, the guys choose to shoot the one they feel is scarier, so while their bullets pass through me, Zach takes them out, one by one. Just like downstairs. I think Zach and I have developed a pretty good tactic."It's amazing how simple it is, taking these guys down" Zachary says after we're the only ones left standing."I think it's time to face the Hungarian and end this" I reply and head for the second elevator.HEALTH: 100%HUNGER: 41%
DM: Zachary and I enter the elevator. After mimicing the eyes of a guard again, the elevator takes us to the top floor.When we enter the Hungarian's office, we find him speaking on the phone. He notices us, smiles and hangs up."You must be the people who have been causing me so much trouble.""You're still here? Wow. I have to admit, you get points for having balls of steel. I mean, unless you went deaf as the alarm sounded.""Oh, I heard you. Don't worry about that. I'm just not worried.""Really? I come in here with Freakshow and you're not worried?""People in my position learn to always have a last ace up their sleeve" he says and presses a button on his desk. The light dim and a door behind him starts to open.""I have recently bought a product from a mr. Lite.""Lite? Stephan Lite?""You've heard of him? No matter. You won't live long enough to use it."We start hearing loud breathing coming from the direction of the door, but we can't see what it is due to the lack of light."Savage. Kill them."With that said, the monster leaps on me an crashes me into a wall.HEALTH: 100%HUNGER: 39%

DM: I start walking around the city, catching people's attention wherever I go. I stop by a small kid, who is staring at me. He is completely gasping. I give him a faint smile and then continue walking down the street. Unfortunately, the girls I encounter on the street don't seem to be looking for fun, as they usually are at the bar, so I don't encounter any possible 'partners'.HEALTH: 100%
Player: Go to the bar.

Player: trust him
DM: "Before I show you the way home" he says "You must first answer my riddle.""When you wash, it is dirty. When you don't wash, it is clean." What is the correct answer?

DM: Your name is currently AaaaaazChoose the final letter in your character's name, or click the link to Chapter 1-Prologue to begin.YOUR HEALTH: 100%
Player: e

DM: We open the door to Lite's office and enter, only to see it empty. Stephan Lite isn't here."Did the receptionist lie?""I doubt it. He's most likely supposed to be here.""Which means that wherever he is, that isn't where he's supposed to be."Baryon turns off the light and phases through the wall. After a few seconds, he returns and says "Skage's office is empty as well."The two of us then leave the office, but see a bunch of of the lab's employees looking down at the floor, examining it. I myself look down, and see moist footprints leading away from the offices. Whatever left these footprints can't be good, we have to follow them and see what it is.HEALTH: 100%
Player: Follow the footprints.
DM: "Come on" I say to Baryon and the two of us follow the footprints down the stairs to the second floor. There, the footprints lead to the research area, and when I open the door there, I see the Mutant, although I am not certain what he is doing.The Mutant's hearing seems to be severely advanced, as he turns around the moment we approach him."Don't...try to stop me.""Jonathan? What are you doing here?""Kill it. I have to kill it. Destroy it. That was the promise.""What? Jonathan, you're not killing anybody. You've already killed your...""No! Don't say that! That was him!""Him?""She will be avenged. I will kill him.""Who?""The monster.""The monster? Jonathan, that was you.""No. Jonathan Skage is a respected man! Not this. This is simply...an obstacle he will overcome."Baryon looks at me and whispers "we can't let him get away, I mean, he did committ murder."I nod, and Mutant, who apparently heard us with his advanced hearing, shouts out "no! Must continue! I will not let you keep me away from my promise!"With that said, he grabs all his research notes and leaps out the window. Baryon looks at me and says "well, it's day time, so you're going to have to do the chasing."HEALTH: 100%

Player: Chapter 2-Conjunction
DM: Funny how often criminals think I magically stop being invulnerable to bullet every single day, or at least it looks that way, since they never tire of emptying all their ammo into my chest, hoping one of their bullets is secretly made of Adamantium or something. Still, I love the priceless look on their faces when they realize all their guns are empty, and I'm not even itching. I don't want to have to take them to a police station, so I usually break one of their hands and threaten to compress them all into basketballs if I ever see them again, which I usually do about a month later. Eve would kill me if I actually compressed one of them into a basketball, or if I kill anyone for that matter without that being the only way to solve the problem.HEALTH: 100%
Player: Keep walking around the city.

DM: I run up the stairs to the rooftop where I see The Hungarian is in a helicopter, trying to shoot Zach, which is obviously insuccessful. I latch a tentacle around the helicopter as it attempts to fly away, and reel it in. The pilot sees that the only way to survive is to land on the rooftop, so he does. Zachary approaches me and says "what happened with Savage?""Well..." I start to say, but am interrupted when Savage leaps onto the rooftop. He seems to have built a certain amount of hate for me from our previous conflict, so he sprints towards me. He grabs around me and the two of us collapse down the tower.He tries to bite me, but I block his mouth and headbutt him in the face, while making my head exceptionally hard. The impact causes us to spin around, and so when we crash into the street, I land on top of him. He pushes me off him and tries to bite, me, but I firmly grab around his head to keep him away from him. He tries to escape my grasp, but I latch tentacles around his head, to ensure my grip. At that moment, Zachary arrives on superspeed and rams his torso, causing Savage's body to fly away while his head remains in my hands."Dude. That is brutal.""Savage is dead. Don't let the Hungarian escape. Superspeed up there and take him to prison. And while you're there, say hi to your brother for me.Zach nods and superspeeds away. Now that this is over with, I should probably relieve Brute of his duties.HEALTH: 100%HUNGER: 90%

DM: I leap towards Savage as well and the two of us clash in mid-air. I morphs my hands into giant claws that match his, and we both swipe our claws at each other several time before crashing into the floor. Savage, as he moves on top of me, attempts to pin me down, but I manage to keep his hands away and throw him off me. He lands next to a gigantic window, and seeing an opportunity, I leap at him and kick him away, causing him to smash through the window and plummet to the street below. HEALTH: 85%HUNGER: 92%
DM: I run up the stairs to the rooftop where I see The Hungarian is in a helicopter, trying to shoot Zach, which is obviously insuccessful. I latch a tentacle around the helicopter as it attempts to fly away, and reel it in. The pilot sees that the only way to survive is to land on the rooftop, so he does. Zachary approaches me and says "what happened with Savage?""Well..." I start to say, but am interrupted when Savage leaps onto the rooftop. He seems to have built a certain amount of hate for me from our previous conflict, so he sprints towards me. He grabs around me and the two of us collapse down the tower.He tries to bite me, but I block his mouth and headbutt him in the face, while making my head exceptionally hard. The impact causes us to spin around, and so when we crash into the street, I land on top of him. He pushes me off him and tries to bite, me, but I firmly grab around his head to keep him away from him. He tries to escape my grasp, but I latch tentacles around his head, to ensure my grip. At that moment, Zachary arrives on superspeed and rams his torso, causing Savage's body to fly away while his head remains in my hands."Dude. That is brutal.""Savage is dead. Don't let the Hungarian escape. Superspeed up there and take him to prison. And while you're there, say hi to your brother for me.Zach nods and superspeeds away. Now that this is over with, I should probably relieve Brute of his duties.HEALTH: 85%HUNGER: 90%

Player: Chase the Mutant.
DM: I leap out the broken window after Jonathan, but his speed seems to be augmented with all the rest of it, as he is incredibly fast. HEALTH: 100%

DM: As I walk around the city, Haste suddenly approaches me on his super speed."Hey big guy, uuhh, listen, I kinda need a favor.""No.""It's...no?""I'm not doing you a favor.""It's important.""What is it?""I kinda sorta need you to prolongue your shift.""No.""Oh come on. Freakshow and I are taking down a crime boss. I'm trying to save my brother for crying out loud.""Brother?""Oh yeah. I have a brother. And my name is Zachary Gint. You're now the only one who doesn't have a name.""I have a name. Brute.""I mean a proper name.""Baryon doesn't have a proper name.""His creators named him Baryon. You were named by a mad scientist.""Baryon's creators were mad scientists.""Yeah but...I...that's besides the point. Are you gonna do me this favor or not.""How about I come with you and help you pummel the crime boss into a pulp.""Do you ever count how often you say pummel.""....""Sorry. But still, we can't have no one on patrol. You know that.""Have Freakshow on patrol.""But then he can't come with me! Then I don't get my shapeshifter.""Well, which do you want, a shapeshifting tentacle monster, or the strongest motherfucker in the universe?"HEALTH: 100%

Player: Go search the city for clues

Player: Return to Baryon.
DM: I return to the lab and leap in through the broken window."The security guards at this lab really need to have weapons" I say as I approach Baryon. I then see he has turned off the lights in the room, and has a corpse levitating in the room."The Mutant's latest Victim" he says as he moves the corpse closer to me."He killed someone else?""He was researching his blood, along with his own.""Interesting. Why?""Isn't it obvious? He's trying to get normal. That's what he meant. Jonathan Skage is trying to kill the Mutant.""So that's this promise he talked about?""Most likely the last thing he said to his wife.""So he has somehow managed to convince himself that Jonathan Skage and the Mutant are two different people?""And he blames the Mutant for everything bad he does.""How far will he go to see his promise through?""Considering he just murdered someone so he could easily draw blood from him. I doubt he would stop at anything.""We have to stop him before he hurts anyone else.""If he was researching his own mutation, then he probably still has the genius mind of Jonathan Skage, which knows nearly every detail about each of us Imperfects. Catching him won't be easy."HEALTH: 100%

DM: "Although Pummeling is often useful, with Freakshow, I can get inside undetected. Well, he can get inside undetected anyway.""Alright fine. Have it your way. I'll stay for a little while, but you better not keep me waiting for too long.""Don't worry. I'm not gonna get you cranky. I'll take out the Hungarian and then you can go pick up another girl at the bar or whatever you're going to do" Zach says and super speeds out of there, leaving me here on patrol.HEALTH: 100%
Player: Continue patroling the city.

DM: I keep walking around the city. Whatever the other guys are doing is probably more fun than this. But hey, what are you gunna do, eh? If the tentacle guy is chosen over you, then the tentacle guy is chosen over you.As I walk around, I hear a scream. Sounds like it's coming from the docks. Maybe this won't be so boring after all.HEALTH: 100%

Player: You have failed.
DM: You've failed. Iselica has no intention of giving you a key to the Northern Gate, now or ever.Well. The good news is, you still have two more options. There's always the library, at the eastern end of town.You could also attempt to visit the Morgan's Bar. Hopefully you'll find somebody there who's willing to help you out.And try not to screw it up this time, ok?

DM: 

DM: I sprint towards the dock, and see a fish person, holding up a human."Hey you! Yeah you, fish-face. I'm talking to you!"The freak lets go of the civilian and looks at me."You...you mock me as well?""Do I mock you? You're a fucking fish!""You are like me. You are just as unhuman as me!""Yeah, but my mutation is friggin cool. Look at these muscles, this is something the ladies like. There is absolutely nothing cool about being a fucking fish.""Shut up!" He shouts, leaps into the water and swims away superfast. I guess there is one cool thing about being a fish.HEALTH: 100%

DM: I enter a dark alley, take the form of a pale teenager and approach the guy."Ho...how much?" I ask him.He turns towards me and says "sorry? What?""Come on man, just tell me how much."The man looks around before showing me a bag full of white powder. At that moment, I loose my nervous drug addict look and grin at him. He seems to catch right onto that and he says "wait...what is this? Are you under cover?"I grab his hand and slowly start morphing back into Freakshow."You have no idea" and then I knock him out.I drop him off at the police station, and from the look of the officers there that receive him, I get the feeling they're familiar with his face. No doubt the in-and-out-of-prison kind of guy.HEALTH: 100%HUNGER: 82%
DM: I see the sun on its way down. Just an hour or so until night-time. Then Baryon will assume my shift. Little point in having anyone else patrol when he can literally safeguard every last corner of the city at the same time.This hour is what I like to call the crisis hour. Everyone who wants do do something illegal seems to realize that it'll be too late if they don't hurry it through, and the people who decide to break the law are also often the last-minute kind of people.I don't have to wait for too long until I hear a window break nearby, followed by an alarm. Someone is breaking into somewhere, that's for sure.HEALTH: 100%HUNGER: 80%

Player: Patrol the city until Freakshow returns.
DM: Some time passes before Freakshow returns."Well, did you guys have fun?""This wasn't exactly a trip for entertainment.""Did you fight a superdude or not?""Well...yeah, we sort of did.""Aw come on! And I missed that? Goddamn it."We then start hearing loud ranting approaching. Down on the ground, a group of people with sign and rotten food are shouting something."Friends of yours?" I ask him."Oh. They. They're protestors.""Protestors? What are they protesting?""Me.""You? Why?""You know why."It's been a long time since I'v been this pissed, and Freakshow can clearly tell, since he soon says "Brute, please don't make a big deal out of this. You don't understand it, but they have every right to be afraid of what I could do."HEALTH: 100%
Player: Have a word with them.

Player: Intercept the criminals.

DM: I swiftly leap down the building and make my mouth as large as I possibly can, causing him to run away in fear. HEALTH: 100%HUNGER: 82%
DM: I leap down, just in front of an electronic store, where a pair of men, or maybe boys would be more accurate, are picking up a TV."You know, something as loud as breaking and entering is hardly ideal for you people, now that the city is being protected by the likes of me."They notice me and drop their TV's, neither one of them takes the chance of fighting me. One of them lies down and hopes to get off easy, while the other one heads for the back door. I extend a tentacle towards his foot, causing him to trip and I then pull him towards his friend. They are young and stupid. This experience will probably shock them away from crime for the rest of their life, but that doesn't give me an excuse to let them off the hook, does it?HEALTH: 100%HUNGER: 78%
Player: Take them to the prison.
DM: I ensnare the two of them with tentacles and take them to the police station. After explaining their crimes to the police, I leave and leap back onto a rooftop. That's when I hear a scream, not coming from too far away. HEALTH: 100%HUNGER: 76%

DM: What good does it do? Driving him away? He'll just be back on the street tomorrow, doing the exact same thing. Besides, if I don't approve people of making judgements based on how someone looks, then I shouldn't do so myself. Just because he looks like a shady fellow, it doesn't mean I should discard him as a drug dealer. HEALTH: 100%HUNGER: 82%

DM: "What's going on?" I say as I materialize in front of Freakshow."It's a long story.""I have time.""They were...protestors.""And they were protesting against you?""They were.""This is a little more than protesting Freakshow.""This is not all of them. This just seems to be the extremists of the group. Let them go. They did what they thought was right."I hesitate, but on his request, I put the attackers down. Most of them disperse, but one of them picks up his hunting rifle and shoots at Freakshow again. I cause the bullet to stop in mid-air and fall down, and then I render the man unconscious."You sure you don't want to do something? I mean, this is serious.""I'm sure.""Alright, but at least go home and get some rest. I'll take over.""Yes. Thank you" he says and leaves.HEALTH: 100%

Player: Calm down.
DM: "Alright. Fine, have it your way. They're your protesters anyway.""Thank you.""Well, will you be alright with these cottonheads around?""I'll be fine."HEALTH: 100%
Player: Go see Vince.

Player: See what's wrong.

Player: Let them go...this time.
DM: "How old are you" I say to one of them."Me?""Yes, you. How old are you?""I'm...I'm sixteen.""And you? What about you?" I say and turn towards his friend."Seventeen."I sigh and say "and you felt like your life was worth a pair of television sets, did you?""We...no sir.""Don't let me catch you again. I don't give third chances" I say and head out. As I leap onto the rooftop, I hear a scream, not coming from too far away.HEALTH: 100%HUNGER: 76%

DM: "No. Fuck that shit. I'm gonna have a little chat with those guys" I say and leap off the building. As I approach the protesters, I hear Freakshow behind me saying "Brute, just stop. Let it go.""Listen to me you overgrown testicles. In this entire goddamn city, in this entire goddamn world, there are a lot of things that can kill you. And almost as many things would kill you, if they were given a chance. Nasty things that would make you wet your bed at nights and suck your thumb so hard it would fucking vaporize! And in this entire world, filled with monsters and zombies and whatever the fuck you're able to find these days, you manage to find the one person, the one goddamn person, nice enough to not only not tear out your insides for this, but actually listens to your concerns. You are lucky you're not hating on anyone else, because if I was him, I would stick my fist so far up your asses I could pick your nose! And I have a very spacey fist. And the only reason I haven't crushed you all into a basketball, is because this guy here doesn't want me to. And despite this, despite all this, you feel the need to express your hatred for him" I shout at the protestors and head back for the rooftop."I didn't want you to do that you know" Freakshow says as he joins me."That's exactly the point. Will you be alright on your own?""I'll be fine. Just go relax."He won't have to tell me that twice.HEALTH: 100%

DM: I safeguard the city, looking at every corner at the same time. I try to avoid restricting people's privacy as much as I possibly can, because I can channel my eyesight through walls as well, providing there is no light on the opposite side. This whole thing with the people protesting against Freakshow reminds me of a group of protestors that were afraid of me about a year and a half ago, after the public was still getting used to us non-Shade Imperfects. When they heard I could literally kill every member of the city at night with little effort, some people panicked. They didn't trust me with this power, with all of their lives. And like people always do when they panicked, they did nearly exactly the same as these anti-Freakshowists are doing now, they wanted me gone with any means necessary. It wasn't until people saw that the nights were becoming the only crimeless time of day, that they realized I handled the power responsibly. Like Freakshow can understand the fear of his opposers, I understood mine. The path between guardian and tyrant tend to blur. How much freedom are you able to take in the name of peace? How much can you force people to see do what's right?HEALTH: 100%

DM: I leap my way towards the scream. It leads me to a large parking lot, which seems to be nearly unused at the moment. Just one car in the very center, and the screams seem to be coming from there. I drop down next to the car and opening. I am expecting a man taking advantage of a woman, or perhaps a kidnapping of some sort, but what I am not expecting is a recordplayer, that seems to be repeating the same screams over and over again. I then smell people about, and as I turn around, someone fires a rifle that barely goes past my head. In the parking lot, I am surrounded by a people who look like the protestors I have already encountered, only every last one of them is armed, either with a hunting rifle, or a baseball bat or even a fire axe.The one who seems to be their leader, or organizer or something like that, who has a crowbar, points at me and yells "you! We have tolerated your staying within our city for long enough! It is time for the citizens to do something about you!" and then he strikes my head with the crowbar. Now that they have officially attacked me, I can legally defend myself, as violently as I have to.HEALTH: 100%HUNGER: 74%
Player: Try to escape them.

Player: I am Alive.
DM: I leave the Ogre behind, and I set fire to his pitiful little camp.I smile as it all goes up in flames.My past, gone up in smoke.I return to my village, ready to celebrate with my new people.When I return, they are frightened at first--but then I tell them the tales of my vengeance. I tell them of Larcassio, his throat slit, of Gremgrawler, disemboweled, of the goblins, scattered and massacred.And they cheer my name!Oh, of course there are those who suspect that I am a new man. The girl--the ranger, for one--she seems distant, when I can recall that we used to be quite close.But that is of little matter to me. I have won!Together, we drink and feast, and celebrate my glory.I sleep quite well.I have such plans for this world.And as for that annoying little voice in the back of my head-----Well, I never hear it again.

Player: Return to the Loanshark.
DM: I turn towards the casino and approach it. Suddenly, I start receiving the same heavy bullets as Muscle was firing at the back of my head. I turn around, and see his body completely replenished, as he fires at me again.HEALTH: 95%

Player: Sessions with Monster-Adam.
Player: Third session with Monster-Adam.
DM: F: Any progress on Kastion? E: A little, yes. F: How about the rest of the brothers? Have you gone back to the Isolation to check on them? E: Not yet. I'm just focusing on Kastion at the moment. M: Kastion. F: I think he likes the name. M: Like. F: When Kastion first spoke, did the others say anything? E: No. F: That's odd. Considering that they're all genetic replicas of one another. Shouldn't they all develop equally? E: Yes, if their DNA was stable. Because of their lack of self-control and because of how large the unstable portion is, their powers are constantly randomizing. Kastion's randomization simply included more of increased brain capacity than his brothers, meaning he had an ability to learn faster for a longer time period.YOUR HEALTH: 100%

Player: Throw a car at him.
DM: As Muscle fires his irritating little bullets at me, I grab a car and throw it at him. The car smashes into the upper part of his boy, seperating his torso from his legs. I approach him, but I see that his legs are slowly regrowing and before ten seconds have passed, he is back on his feet."Tough guy huh? Good, this should be fun" I say to him.HEALTH: 95%
DM: The two of us grab around one another's arms and we try to push one another away. Although his strength is close to mine, I prove to be the stronger one, and I throw him away from me. He crashes into the foundations of the casino, and that combined with the hole I made causes it to collapse onto him. Eve's probably not going to like this, but at least it took care of the whole Loanshark bullshit. That guy wasn't as much of a challenge, I hope Lite has more in store for me.HEALTH: 95%

DM: I turn towards the casino and approach it. Suddenly, I start receiving the same heavy bullets as Muscle was firing at the back of my head. I turn around, and see his body completely replenished, as he fires at me again.HEALTH: 100%
Player: Leap at him.
DM: I leap onto Muscle, crushing him beneath me. He seems to ignore the broken bones in his body, as he grabs around my head with one hand and punches me with the other. I do however have him pinned, so now he's mine. HEALTH: 90%
Player: Throw him into a wall.
DM: I step onto his feet, tear his torso away from his feet and throw him into a wall so roughly that he goes through it. I approach the hole in the wall, when he suddenly steps out, with his legs completely regrown."Tough guy huh? Good, this should be fun" I say to him.HEALTH: 90%

Player: Chapter 3-Unstable.
DM: I see the faces of the protestors. The ones that attacked me. I must have made them extremely frightened, for them to be driven to such hostilities. I'm glad Baryon was able to put an end to it before my inner self hurt any of them, but what if there are more that want me dead, and these were just the minority brave enough to actually go for it? How many people out there could be secretly hoping for my demise? Can I expect further attacks, or just everyone to keep quiet about it due to fear?HEALTH: 100%HUNGER: 68%
Player: .....................

Player: Stomp on him.

DM: I wake up, floating in the air. When he sees I'm awake, Baryon puts me down on my bed again."Nightmares?""You could say that.""What was it about?""The attackers. The ones you stopped two days ago.""But they couldn't hurt you? Aren't nightmares supposed to be something that the dreamer fears?""Fear can come from many directions.""So this is more Dmitri's fear of Freakshow than against the protestors?""Yes, something like that."After a brief moment of silence, I say "what about you? Do you fear anything?""Why wouldn't I fear anything?""I don't know. Some people refer to you as a god you know? If there's anyone who fears nothing, I figured it would be you.""Well, there's always sunlight.""Right. Even Superman fears Kryptonite. Anything else? You know, that isn't defined as your only weakness?""I don't know. Fear is a blurry thing.""Is it?""I worry about things, like an end of the world scenario or something. I dislike some things, like when darkness is confused with evil. But I wouldn't call those things fear.""You don't fear end of the world?""Not unless it was imminent.""Would you survive it? No you need oxygen.""I need more oxygen that you do.""You do? Why?""You eat and sleep and such for nourishment, all my body requires is oxygen. It converts it into everything I need.""How familiar are you with how your biology works?""How familiar are you with yours?""Good point" I say and smile. I've heard that when I smile, I look kind of odd, but sometimes you just can't help it.After another moment of silence, Baryon says "So how's it been? Anything you want to talk to me about?"HEALTH: 100%HUNGER: 66%
Player: "No. Nothing."
DM: "No. I think I'm good. It's been nice talking with you..."At that moment, both of our beepers are activated. Eve seems to want us, and if she wants us, then she probably wants the entire team. This must be big.HEALTH: 100%HUNGER: 64%

DM: I'm positioned in the center of Leaftown. I've searched a few buildings, but found no evidence of Jonathan Skage there. There are a few buildings that pique my interest, and if they pique my interest, then it is a chance it did the same with Skage. HEALTH: 100%
Player: Search the only dance club in town.
DM: Skage is probably monitoring a populated area. What building would be populated at eleven p.m? Something like a dance club, something people tend to go to late at night. With this in mind, I head to what looks like the only dance club in town. I am right, the building has a lot more mutated corpses than most others, but no Jonathan Skage, not even signs of him.HEALTH: 100%

DM: Following the definition of my designated area, I pinpoint a specific center, which I choose to stand in. The power seems to be out in the city, meaning there won't be any lights inside. It'll make the search easier for me.HEALTH: 100%
Player: Search the hotel.
DM: I enter the hotel, where mutant corpses are lying around. This is a rather populated area, which means it would be ideal for Skage to monitor. I channel myself around every inch of the building, but yet, no Jonathan Skage. HEALTH: 100%

DM: I enter the town hall, and I swear I see Jonathan Skage running away from me. I chase him, but see that it is just another mutated civilian, that drops down to the floor and dies due to the failed mutation. It wasn't him, he's not here. HEALTH: 100%
Player: Leave the town hall.
Player: Leave the dance club.
Player: Search the only restaurant in town.
DM: Thinking Skage might be examining an area that is highly populated, I enter what seems to be the only restaurant in the town. However, there are not a lot of mutant corpses there. Then I recall that the mutation occurred at eleven last night. Not that many people eating their dinners at eleven. I remember from when I worked at a restaurant, that hour was nearly dead. HEALTH: 100%

Player: Leave the restaurant.
DM: We all rendezvous at the town square. No one looks as if he has encountered Skage."Well? Did anyone find anything?""Nothing.""Just the corpses.""And a lot of them.""I see. Then I guess Skage has already left.""Or maybe one of us didn't search thoroughly enough.""I did the best I could and I trust every last one of you did the same. Did anyone encounter survivors?""None. The mutagen killed them all.""Then there's nothing to do here. We better return to Gorgon. Skage will have to pay for this another day."HEALTH: 100%

DM: We all return to the Imperfects HQ, and the first thing I do is approach Googles."Googles, tell whoever contacted you to bring me that message that Leaftown is dead, everyone there is dead. But we're on it, and we know who did it.""Acknowledged.""Baryon then approaches me."We'll have to wait for Googles to finish analysing the data on that computer in order to find Lite. In the meantime, we have to focus on Skage. We can't let him do something like this again" I say to him."It won't be easy. No one knows how we operate and how to avoid us better than Jonathan Skage.""And since he was capable of creating a mutagen from his DNA, fatal as it was, we can assume he has all his memories, all his intelligence from before the mutation.""I just wish we had gained some info at Leaftown. It seems like such a waste, all this happened, all these people died, and it didn't move us a single step closer to the man responsible.""We'll catch Skage, don't worry about that.""I'm not just worried about catching him, I'm worried about catching him before he turn another town into a graveyard.""...you're tired. Get some rest.""No. I can't rest now...""If you want us to help you bring Skage to justice, then we need our leader fully rested.""But it's my shift...""I'll take care of it."I nod and head into my room. He's right, I am a little tired.HEALTH: 100%

Player: Leave the hotel.
Player: Find a spot where you can search a large block of houses at the same time.
DM: I enter a dark alley, where the sun can't reach me, and because there are no lights inside the buildings, or at least limited enough for me to channel around them, I manage to search all the houses connected to the alley at the same time. There are a lot of people, a lot of familes, mutated and dead scattered around the floors, but none of them is standing. Skage is not here. HEALTH: 100%

Player: Go back to the center.

DM: I walk into what I have deemed the center of my designated area. Examining the buildings, one by one, I note that there are a few buildings that pique my interest, and if they pique my interest, then it is conceivable they do the same for Jonathan Skage. HEALTH: 100%HUNGER: 58%

DM: So, here I am in the eastern side of town. Apparently, I'm supposed to search it for one of these dead guys that isn't dead. I search around, but he ain't here. Just the dead ones. HEALTH: 100%
DM: As soon as I enter the Imperfects HQ, Baryon approaches me and says "Brute. You're on patrol.""What? But I...""No arguing" he says and leaves.Goddamn darkboy! Who does he think he is?HEALTH: 100%

DM: I enter the church, suspecting that it may be among the more populated areas, which Skage might be monitoring, but as I enter it, I find no one there. The church is entirely empty. Of course, this is supposed to have happened last night. Who would be in the church in the middle of the night? HEALTH: 100%HUNGER: 56%
Player: Leave the church.

DM: Thinking Skage might be monitoring a highly populated building, I enter the mall. I see dozens of mutant corpses lying around, but no one still standing, or breathing for that matter.HEALTH: 100%HUNGER: 56%
Player: Leave the mall.

DM: While carrying the unconscious Amphibian, I rendezvous with the other Imperfects."Looks like Frerakshow found something" Eve immediately says as she sees me with the Amphibian."That's the Amphibian, isn't it? I remember him.""It is. Skage isn't here, the Amphibian served as Skage's eyes while he is hiding somewhere. Brute, Zach, you probably don't remember him.""Sure I do!""But you weren't with us when...""He's the guy who yells 'it's a trap' isn't he? Admiral Ackbar!""Zach. Don't make fun of his condition.""Alright, fine. Sorry.""He's unconscious. We'll have to wait for him to wake up before we interrogate him for Skage's location. Zach, you superspeed him to the prison. Have them detain him for now. The rest of you, there's nothing more we can do here, if Skage isn't here. So we'll return to the Imperfects HQ." HEALTH: 100%HUNGER: 54%
DM: I enter the Imperfects HQ and see Eve going to her bedroom after a conversation with Baryon."You feeling tired too? You were all woken up pretty early" Baryon says and turns towards me."No. I don't need as much sleep as most people. One of the perks of having a body that works too fast. If she's going to rest, shouldn't I patrol the city?""No. I'll get Brute to do that. Listen, this whole thing is making Eve pretty tense, I can feel it. She deserves something nice for once, she deserves to be Eve for once. She's always Shade. I want Adam to wake her up, in maybe two hours or so. Can you do that?""Of course.""And since you'll be here, pay attention to Googles. Hopefully, when he's done analysing that computer he has, we'll find Stephan Lite.""What about you?""We already have the search for Stephan Lite in the process, someone has to go hunt for Jonathan Skage now" Baryon says and leaves.HEALTH: 100%HUNGER: 52%

Player: Search the church.

DM: As I leave the basement and head outside, Baryon materializes in front of me."Wait. I think Googles is done.""You do?""Yes. Come" he says and we both walk over to Googles."Googles?" I ask as soon as we get there."Yes. Baryon and Baryon...""I'm not...nevermind, just keep going.""My analysis is complete. Your suspicions was correct. I have traced this to Stephan Lite's whereabouts.""So we have him? Excellent. Eve, call the rest of the team. It's time to end this."HEALTH: 100%
Player: Call the other Imperfects.
DM: I activate the beeper and Zach arrives almost immediately. Freakshow and Brute arrive relatively at the same time.As soon as everyone has arrived, I say "right, Googles is done. He has tracked Stephan Lite down. There's no time to loose. We must strike immediately.""But first, Zach, you remember what I told you?" Baryon says."Yeah, yeah, I remember. Leave a note for the other bad guy.""If this works out the way I think it will, then we can solve the city's main problems, at least when it comes to mutated monsters, today."Baryon scribbles something down on a piece of paper and hands it to Zach."The head of the Heinrich Gorgon statue, be swift."Freakshow then says "Wait, if he's going to come and read that note, then why won't we just leave one of us there to ambush him?""Two reasons. One, that means one of the Imperfects won't be with us to battle Stephan Lite, and he most likely has a lot of his products with him. We'll need every member we can get. Second, Skage will focus on fighting Lite, not us. He won't be in our way, in fact, he will probably make things easier for us" Baryon responds.Zach nods, vanishes in a blur and then appears again just a few seconds later.I then say "right, we've all got the plan. Any questions?"No one says anything."Good, then let's move out."HEALTH: 100%

DM: "Everything was going so well today," Larcassio says.He's covered in scratches, sweat, and his own blue blood. He's breathing heavily, and his snake eyes flicker in the smoke."And then YOU happened." He strides forward, walking on the wooden beam as though it were a paved road. He has tremendous balance. You wobble slightly.Larcassio draws his rapier and prods you backwards, towards the edge of the outcropping. Even from this height, you can see the glint of your weapons, lying uselessly on the ground below.You look back for Anaria--but she's gone.You hear the groaning creak of wood.
Player: Attack Larcassio
DM: You lunge at Larcassio, but you have no weapons. He simply laughs and pokes at you with his rapier."You have NOTHING, boy," Larcassio says, "You just keep backing up, now. Or, you can end it quickly and jump."You catch a glimpse of green. Anaria's cloak.She's UNDERNEATH the wooden beam, crawling upside down like a monkey, getting closer to Larcassio with every second.You lock eyes, and she motions you to be quiet.Larcassio takes another step towards you, his hair slick with sweat."Go on...." he says.

DM: I walk around the city, trying to keep my eyes open. Sleeping is for pussies anyway. Still, they better not expect me to babysit the city on my regular hour too. Let someone else do that. Just because I'm the big guy they think they can just put all the responsibility on my shoulder. They're probably looking into the whole thing at that town. It was a shame really, a town full of freaks, and still no fight. I hope that when they track the bastard who did it down, I get to fight him. He better be tough, or I'm gonna pummel him. Still, I understand the whole thing with the freaks was something some egghead put into the air. Something that made people ugly and killed them. Can you get more cowardice when it comes to killing people? I mean, killing them without even showing up. That's just lazy. At least show up when you committ mass murder goddamnit!I leap onto a rooftop and sit down. Why the fuck spend the morning walking around? It's not like any of the bad guys are awake. No, everyone gets to sleep except me. After spending an hour or so sitting on that rooftop, I fall asleep.I wake up at the sound of the beeper thingy. Finally, they're asking me to come back. Still, noo one's gonna find out I fell asleep. Who cares, right? What could I have missed?HEALTH: 100%

Player: Go back upstairs

DM: Although I need less sleep because of my hyperactive metabolism, I also become tired faster. I sit down to relax and take a quick nap.When I wake up I see that those two hours Baryon gave me have passed. It's time to wake up Eve.HEALTH: 100%HUNGER: 48%
Player: Wake up Eve in the form of Adam.
DM: I take on Adam's form and enter Eve's room. She's sleeping in her Shade outfit, but I guess being too warm isn't a problem for a Homo Perfectus. I've never known Adam's voice, and so I don't wake her up by talking. That would break the illusion. As such, I grab her shoulder, and shake her as gently as possible.The red piercing lights of the Shade mask start to shine. Her eyes are open. Eve looks at me and I smile at her."Good morning" I say, giving away the illusion.She sighs a little bit and then says "how long was I out?""Two hours" I say and revert back to my monstrous form."Is Googles done?""No. But Baryon sent Brute on patrol. He wasn't happy.""I can imagine.""Before you take over Brute's shift, you should talk to Baryon. I understand he has set something in motion, and as the leader of the team, you should be in on it. He's in the basement."HEALTH: 100%HUNGER: 46%
Player: Talk to Zach.

DM: When we were six, my mother decided to take us to the beach. I stepped into the ice-cold water and shrieked. "It's so cold!" I complained. Kate giggled. "Are you afraid, scaredy-cat?" she teased. She splashed around in the water. "Come on! It's so much fun!"
Player: Fine...
DM: "Yay!" Kate cheered as I sprinted into the water, sending up drops of liquid as I ran. We had a fight, scooping up some water with our hands and throwing it at each other. We played for hours, then finally my mother said it was time to go home."Aw," we both groaned, although we obeyed. Then we left.

Player: Investigate the cat

DM: I sprint towards Behemoth, hoping to outdo him in strength. Behemoth proves to be much stronger, and he grabs around me with his giant hand, slams me into the floor, leaving a significant crack there and then throws me at a nearby wall, causing me to crash through it.HEALTH: 20%
DM: I get up in the pile of rubble the broken wall now is, as I hear the loud footsteps of Behemoth approach."Mmm...that felt good" he says as I stand up and turn towards him."I'm surprised you can talk.""I'm surprised you can still walk. Still, this would be dull if that was all it took" he says and picks up a piece of rubble, as if he is about to throw it at me.HEALTH: 20%
Player: Grab the rock.
DM: Behemoth throws the rock at me and I try to grab it. However, my strength proves insufficient to do so, and the rock smashes into my face, knocking me down at my back. I take a few seconds to regain my thoughts before I stand up, but Behemoth picks me up. He tries to talk to me, but after the damage he has dealt, I am in no situation to say anything. When he sees his fun is over, he crushes my ribcage in between his hands and tosses me aside.Eve is now locked.HEALTH: 0%

DM: I run away from him, but with my speed increased as little as it is, Behemoth is faster than me. Probably because of the enhanced muscles in his feet. He catches up with me and kicks me like a football with so much force that I crash through a nearby wall and land flat on my face. HEALTH: 40%
DM: I get up in the pile of rubble the broken wall now is, as I hear the loud footsteps of Behemoth approach."Mmm...that felt good" he says as I stand up and turn towards him."I'm surprised you can talk.""I'm surprised you can still walk. Still, this would be dull if that was all it took" he says and picks up a piece of rubble, as if he is about to throw it at me.HEALTH: 40%
Player: Dodge it.
DM: I wait for Behemoth to throw the rock and then try to dodge it, but due to the force he used to throw the rock, it travels faster than when a regular human would, and my reflexes were not attuned to that. As such, the rock hits me in the face and knocks me on my back. I get up, but Behemoth grabs around me and picks me up. He tries to talk to me, but after the damage he has dealt, I am in no situation to say anything. When he sees his fun is over, he crushes my ribcage in between his hands and tosses me aside.Eve is now locked.HEALTH: 0%

DM: I follow the sounds and find a big ugly motherfucker holding Eve. Whatever she does seems ineffective, as he even takes a high volume screams that close without hurting."Pathetic. And you actually call yourself a hero?" He says and laughs at Eve."You don't even know what a hero is!" I say, and when I've caught his attention, I add "a hero is someone small, who fights someone big. But a coward is someone big, who fights someone small."Behemoth drops Eve, approaches me and says "are you calling me a coward? Nobody calls me a coward you fuck!""Then how about you prove me wrong? How about you fight someone your own size?"I ready my fist, look at Eve and says "go. I'll take care of this myself.""But I should help you...""Look, Eve. You think in tactics and what's ideal to do in situations and all that. That's why you're our leader, and I respect that, but I've got to do this myself. Besides, the mission isn't to fight this dental nightmare. The mission is to catch Lite."After a quick hesitation, Eve nods and leaves the room. Behemoth and I approach one another."You know you're going to die, right?""You know what kind of people fight verbally? The ones who know they can't win physically.""I'm gonna make you eat those words.""And then I'll shit them in your mouth." BEHEMOTH'S HEALTH: 100%HEALTH: 100%
Player: Concentrate on blocking.
DM: At first, we're just testing one another. Seeing how tough the other is.He delivers a few punches to me, which I of course block. It is fairly clear that he's not using his full strength, which is to be expected, he's testing me as much as I'm testing him. His skin is tough, very tough. Definately bullet-proof and it may be even tougher than mine. And his strength, I have bigger muscles, but they seem to do more for him than they do for me. I've been dying for a fight like this, someone who actually has a chance of beating me. BEHEMOTH'S HEALTH: 100%HEALTH: 100%

DM: I lash my head at his, and then realize that doing so is maybe not such a good idea as he has all those bone spike things on him. Because of this, the headbutt hurts me as much as it hurts him.BEHEMOTH'S HEALTH: 95%HEALTH: 90%

Player: Use your other hand to punch him in the side.
DM: I punch him in his side with the hand that isn't around his neck, momentarily loosening his grip around me. I use that opportunity to elbow his hand away from me and kick him backwards.BEHEMOTH'S HEALTH: 95%HEALTH: 100%

DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaaal...
Player: X
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaaaax...
Player: T
Player: D

DM: I grab around Behemoth's neck and he grabs around mine at the same time. The more I squeeze, the more he squeezes."What now punk?" he asks and continues grinning.BEHEMOTH'S HEALTH: 100%HEALTH: 100%
DM: I aim my fist for Behemoth's side, but he blocks it with his bone covered elbow and then slams his other hand into my chest, knocking me back into a wall.BEHEMOTH'S HEALTH: 100%HEALTH: 70%
DM: As he tries to punch me in the face, I deliver an upwards strike directly onto a bone spike. And just as I had suspected, this causes direct harm to the bone the spike has grown from, causing him to writhe in pain and it also stops his attack, for now, but this pain seems to only last a mere second.BEHEMOTH'S HEALTH: 85%HEALTH: 70%

Player: Trip him.

DM: I grab around his head with both of my hands and attempt to pull his head down onto my knee while I knee him in his lowsy, ugly face, but he realizes what I'm trying to do and uses his elbows to knock my hands away from his head, and then, when my hands are not in place to block his attack, Behemoth slams his fist across my face, causing me to get knocked back. He then sprints at me, trying to grab around my neck, but I manage to block both his hands with my hands, forcing him into a sort of wrestle.BEHEMOTH'S HEALTH: 95%HEALTH: 90%

DM: As we wrestle, I swiftly let go of his hands and move to the side, he doesn't realize it in time to stop his heavy body, and so he crashes into a wall, leaving a significant crack and nearly going through it. He then turns around and looks at me, still with that satisfied grin on his face.BEHEMOTH'S HEALTH: 95%HEALTH: 90%
DM: I immedately get up and so does Behemoth. Fighting is no fun if done on the ground. The look on his face indicates that he agrees. BEHEMOTH'S HEALTH: 85%HEALTH: 90%

DM: I grab around his head with both of my hands and attempt to pull his head down onto my knee while I knee him in his lowsy, ugly face, but he realizes what I'm trying to do and uses his elbows to knock my hands away from his head, and then, when my hands are not in place to block his attack, Behemoth slams his fist across my face, causing me to get knocked back. He then sprints at me, trying to grab around my neck, but I manage to block both his hands with my hands, forcing him into a sort of wrestle.BEHEMOTH'S HEALTH: 90%HEALTH: 70%

DM: I lash my head at his, and then realize that doing so is maybe not such a good idea as he has all those bone spike things on him. Because of this, the headbutt hurts me as much as it hurts him.BEHEMOTH'S HEALTH: 90%HEALTH: 80%

DM: I run as fast as I can directly at Behemoth and ram him, but he grabs around my hands to stop me. I manage to push him a little back, but soon, we are both nearly not moving at all, aside from our hands, which we use to wrestle against one another. BEHEMOTH'S HEALTH: 95%HEALTH: 100%
DM: I try to overpower and push him away, but in the long run, he appears to be stronger, for it is he who pushes me away from him. He pushes me away, grabs around my face and slams me down onto the floor. He then leaps up and stomps onto my chest, cracking the floor and causing us both to fall down into this sewer kind of place.BEHEMOTH'S HEALTH: 90%HEALTH: 70%

Player: Kick him in the head.

DM: I run as fast as I can directly at Behemoth and ram him, but he grabs around my hands to stop me. I manage to push him a little back, but soon, we are both nearly not moving at all, aside from our hands, which we use to wrestle against one another. BEHEMOTH'S HEALTH: 90%HEALTH: 80%

DM: I grab around his head with both of my hands and attempt to pull his head down onto my knee while I knee him in his lowsy, ugly face, but he realizes what I'm trying to do and uses his elbows to knock my hands away from his head, and then, when my hands are not in place to block his attack, Behemoth slams his fist across my face, causing me to get knocked back. He then sprints at me, trying to grab around my neck, but I manage to block both his hands with my hands, forcing him into a sort of wrestle.BEHEMOTH'S HEALTH: 85%HEALTH: 70%

DM: His head has appeared, throughout the fight, to be less tough than the rest of his body, but it is also covered with bone spikes. As such, I decide to elbow his face, as a headbutt is not something I would find comfortable. My elbow connects with his face and he is knocked back, but it didn't seem to do as much as I had hoped. Still, that makes this a better fight, doesn't it?BEHEMOTH'S HEALTH: 90%HEALTH: 80%

DM: With my enhanced strength, I rip the door of it's hinges and throw it to my side. I immediately turns towards the opening, prepared for anything to leap at me, but all I see is a dozen of people, sitting down like they're waiting."Who are you?" I ask them."We...nobody.""What are you? Test subjects or something like that?""No. We...we're no ones.""It's clear you're someones. Why are you down here?""We are...do you promise you won't hurt us?""I promise.""We're Stephan Lite's assistants.""Assistants?""Yes.""If so, then why are you locked in here?""He said we had to wait.""Wait? For what?""He said he had to take care of something and didn't want us to be in his way.""And he didn't say what it was?""Ehm...well...""You should really co-operate here.""Alright. He knew you were coming and he wanted to test his products against you.""He knew we were coming? How?""Well, I don't think he planned on it. It looks like he only found out about an hour ago, or was it less? I'm not sure. How long have we been in here?""I don't know. Do you know where he is?""No. But if he wants to test the products, then he will find you.""Hmm...that suits me.""But what about us? What will you do about us?"They did work with Lite, so they are his accomplishes, but I don't have the time to take them to prison.HEALTH: 100%HUNGER: 64%
Player: Let them leave.
DM: "I don't have time to incarcerate you. You're free...for now. You better not let me catch you again.""We won't thank you" one of them says and they all leave.HEALTH: 100%HUNGER: 62%

DM: You respectfully disagree with your opponent, reducing his sanity by a whopping 6.The cultist invokes the favor of Yog Smirnoff, turning your own attack against you and dealing 5 damage to your sanity!The cultist's sanity is now 37.

DM: I practically leap at him with my knee first, and as much as he tries to block me, the force of the hit is to much and I drive my knee into his side, knocking him away from me and into a wall, causing it to almost fall down.BEHEMOTH'S HEALTH: 90%HEALTH: 70%

DM: I place him hands in position to block his attacks as he unleashes a flurry at me, however, one of his punches comes through and hits me in my side, breaking the shield I have formed with my hands. Using that opportunity, he smashes his other fist in between the gap that has formed between my hands and directly into my lower jaw.BEHEMOTH'S HEALTH: 100%HEALTH: 70%

DM: I leap up into the air and land with my foot directly onto the Behemoth's head, shattering the floor beneath us and causing us both to collapse onto a sort of sewer floor.BEHEMOTH'S HEALTH: 80%HEALTH: 90%

DM: I grab around Behemoth's neck and he grabs around mine at the same time. The more I squeeze, the more he squeezes."What now punk?" he asks and continues grinning.BEHEMOTH'S HEALTH: 85%HEALTH: 80%

DM: I stretch my tentacles towards my genetic copy, trying to ensnare him in them. I manage to wrap him in my tentacles, but he is as elastic as I am, and so he squeezes out of my grip and then lands on me, slamming me into the floor. He tries to punch me, but I move myself through him and stand up behind him, but as I try to attack him, he has the attack pass directly through him as well. I turn around as he kicks me away and into a wall.HEALTH: 85%HUNGER: 62%
DM: I extend a tendril and grab a table with it, which I then hurl at the Freakshow Assassin. He tries to have it pass through him, but the table is a large one, and it hits him before he has completely moved out of the way. I imagine it doesn't hurt him too much, but it's something. The Freakshow Assassin then sprints at me and opens up his mouth as if he's about to bite me. HEALTH: 85%HUNGER: 60%

DM: I leap over him and grab hold of a pipe in the ceiling. He lands at the location I was, and I then drop onto him, slamming him into the floor. I try punching him in the head, but his head opens up, causing my hand to go through it. He then closes his head again, trying to trap my hand in there, but I squeeze my hand out of his head and take a backflip off him.HEALTH: 100%HUNGER: 62%
DM: I extend a tendril and grab a table with it, which I then hurl at the Freakshow Assassin. He tries to have it pass through him, but the table is a large one, and it hits him before he has completely moved out of the way. I imagine it doesn't hurt him too much, but it's something. The Freakshow Assassin then sprints at me and opens up his mouth as if he's about to bite me. HEALTH: 100%HUNGER: 60%

DM: His head has appeared, throughout the fight, to be less tough than the rest of his body, but it is also covered with bone spikes. As such, I decide to elbow his face, as a headbutt is not something I would find comfortable. My elbow connects with his face and he is knocked back, but it didn't seem to do as much as I had hoped. Still, that makes this a better fight, doesn't it?BEHEMOTH'S HEALTH: 95%HEALTH: 50%

DM: I immedately get up and so does Behemoth. Fighting is no fun if done on the ground. The look on his face indicates that he agrees. BEHEMOTH'S HEALTH: 80%HEALTH: 90%

DM: I try to overpower and push him away, but in the long run, he appears to be stronger, for it is he who pushes me away from him. He pushes me away, grabs around my face and slams me down onto the floor. He then leaps up and stomps onto my chest, cracking the floor and causing us both to fall down into this sewer kind of place.BEHEMOTH'S HEALTH: 85%HEALTH: 60%

DM: As we both are lying on top of the rubble of the floor, but I grab hold of one of his bone spikes and pull myself on top of him. I try punching downwards onto his head, but he grabs my fist with his palm and manages to prevent the attack. BEHEMOTH'S HEALTH: 85%HEALTH: 90%

Player: Move your cells out of his bite.

DM: I leap in front of one of the power generators and wait for him to assault me. Just as I had predicted, he leaps at me and I open myself up like a giant donut, letting him pess through me. Usually this works, this has been my tactic in many of my battles, but as soon as the Freakshow Assassin sees what I'm doing, he thins himself out as well to leap onto me anyway and we both hit the power generator. We recieve a painful short-lived electrical jolt as the exterior of the power generator breaks and we touch it's insides, which knocks us both back and into the floor.HEALTH: 45%HUNGER: 60%
Player: Stand up.

Player: Rearrange your cells towards his bite.
DM: My usual tactic for countering a monster trying to bite me is rearranging my cells so the space he bites at is utterly empty, but I have to take into account that this particular enemy can alter his anatomy just like me, so instead of relying on the usual tactic, I decide to move my shoulder, which he is trying to bite, towards his mouth, causing his mouth to reach it sooner than he had anticipated, and so I take him by surprise. I then knock him away with my shoulder and he crashes into a wall. Angered, he leaps at me, clearly hungering for my flesh. HEALTH: 85%HUNGER: 58%

DM: I leap in front of one of the power generators and wait for him to assault me. Just as I had predicted, he leaps at me and I open myself up like a giant donut, letting him pess through me. Usually this works, this has been my tactic in many of my battles, but as soon as the Freakshow Assassin sees what I'm doing, he thins himself out as well to leap onto me anyway and we both hit the power generator. We recieve a painful short-lived electrical jolt as the exterior of the power generator breaks and we touch it's insides, which knocks us both back and into the floor.HEALTH: 60%HUNGER: 60%

DM: "Even if you're plan does not include any deaths, it's wrong.""Wrong?""To impose this mutation onto humanity is wrong Jonathan" I say, stand up and leave.HEALTH: 100%
Player: Unwavering ending.
DM: We will try to convince Skage that his plan is wrong, but from what he told me, I doubt he'll ever change. Still, Eve has high hopes that she'll be able to bring back the Jonathan we knew, and if she succeeds, I will be glad. I haven't had time to study with Hearpe lately, but with this whole thing over with, I hope I'll resume my learning soon.Brute is now unlocked.HEALTH: 100%

DM: I stretch my tentacles towards my genetic copy, trying to ensnare him in them. I manage to wrap him in my tentacles, but he is as elastic as I am, and so he squeezes out of my grip and then lands on me, slamming me into the floor. He tries to punch me, but I move myself through him and stand up behind him, but as I try to attack him, he has the attack pass directly through him as well. I turn around as he kicks me away and into a wall.HEALTH: 85%HUNGER: 58%
Player: Trick him into leaping onto a power generator.

DM: I leap over him and grab hold of a pipe in the ceiling. He lands at the location I was, and I then drop onto him, slamming him into the floor. I try punching him in the head, but his head opens up, causing my hand to go through it. He then closes his head again, trying to trap my hand in there, but I squeeze my hand out of his head and take a backflip off him.HEALTH: 100%HUNGER: 58%

DM: He tries to punch me in the face, but I move away from his attack and kick his legs, knocking him to the floor with a loud thump. I then back away from him as he tries to stand up and attack me at the same time. He then leaps towards me. HEALTH: 45%HUNGER: 54%

DM: With Skage's guidance, I find his former lab and transport everything, including him to the basement of Meckard's bunker. Also, so he can operate in the darkness, I provide him with night-vision goggles. After all, I don't want to have to turn on the lights so he can work."Will this suffice?""Yes. This will do nicely" he says once I have presented his laboratory for him.I nod and he starts working. It is my shift, so I need to patrol the city, but I can be both in the city and the bunker at the same time.HEALTH: 100%
Player: Wait for Skage to finish.
DM: As I wait for Skage to finish, morning closes in."I'm going to have to wake up Eve. She has to patrol the city when the sun goes up.""That's a bad idea" Skage responds."Why?""The sooner they wake up, the sooner they find out that my cell is empty, and the sooner they find out I'm loose, the sooner they start hunting me, and the sooner they start hunting me, the sooner they find me. Letting them sleep improves our chances of completing this. Besides, the criminals of Gorgon know they don't have a chance against an Imperfect. Especially since Lite's operations were stopped. Now they can't buy supersoldiers to assist them.""Hmm...I guess you're right" I say and let the sun emerge without waking up Eve. There are so many days where there is no crime at all.Just as Skage had predicted, nothing happens, until the day starts to approach it's end. Then, the beeper activates."That is the beeper I made for you?""The one who phases through walls along with me, yes.""Your team is calling you.""They must have seen your empty cell.""Then they are on the hunt, and you know how effective your friends are. They will be here anytime now."HEALTH: 100%

Player: Play as Brute.

DM: As he tries to punch me in the face, I deliver an upwards strike directly onto a bone spike. And just as I had suspected, this causes direct harm to the bone the spike has grown from, causing him to writhe in pain and it also stops his attack, for now, but this pain seems to only last a mere second.BEHEMOTH'S HEALTH: 85%HEALTH: 60%

DM: Seeing as how letting attacks pass through him becomes harder, which I use to my advantage. I make my hands as hard and thick as I can and then ram his face as fast as I can. I then dissassemble the shield I made out of my hands, to see him fly at the door and go through it. It seems the impact left him a little disoriented. After all, I'm not designed to take much damage when I'm actually getting hit, although I can take more than a regular human being, I am nowhere near the level of Brute though. He can take entire explosions to his face.I leap through the hole in the door and he stands up and gives a monstrous shriek at me. Maybe he's starting to fear me. He sprints at me and opens his mouth as if he's about to bite me.HEALTH: 45%HUNGER: 56%
DM: My usual tactic for countering a monster trying to bite me is rearranging my cells so the space he bites at is utterly empty, but I have to take into account that this particular enemy can alter his anatomy just like me, so instead of relying on the usual tactic, I decide to move my shoulder, which he is trying to bite, towards his mouth, causing his mouth to reach it sooner than he had anticipated, and so I take him by surprise. I then knock him away with my shoulder and he crashes into a wall. Angered, he leaps at me, clearly hungering for my flesh. HEALTH: 45%HUNGER: 54%

DM: I wait for him to attack, wanting to block whatever he does. He tries to punch my face, but I deflect his fist, he then tries to punch me several times in a row, but I ,manage to put my hands before every single attack, but his attacks prove to swift and to relentless for me to block all of them, so eventually, he gets a hit to my face, which knocks me down onto the floor. He then leaps at me with his fangs out and prepares to bite.HEALTH: 35%HUNGER: 54%

DM: As I usually do when a monster is trying to bite me, I rearrange the part of my anatomy which the assailant is trying to bite to move it out of his teeth's way, and that's exactly what I do here. However, I forget to take into account that this particular assailant is my genetic duplicate, and whereas I can move my shoulder out of his way, he can extend his jaws to reach me anyway. The bite isn't as significant as it would have been, and I can squeeze my body out of his mouth and I leap away from him. Hungry for my flesh, he leaps towards me.HEALTH: 30%HUNGER: 54%

DM: My usual tactic for countering a monster trying to bite me is rearranging my cells so the space he bites at is utterly empty, but I have to take into account that this particular enemy can alter his anatomy just like me, so instead of relying on the usual tactic, I decide to move my shoulder, which he is trying to bite, towards his mouth, causing his mouth to reach it sooner than he had anticipated, and so I take him by surprise. I then knock him away with my shoulder and he crashes into a wall. Angered, he leaps at me, clearly hungering for my flesh. HEALTH: 35%HUNGER: 52%

DM: After waiting a good long while, Eve approaches me on her own."You are alone?""Yes Baryon. I am alone.""You do not intend to fight me then?""No. I believe we can talk this out. Reach a peaceful resolution.""We already talked.""Not enough.""You think you're right, I think I'm right. Is there anything more to say about that?"HEALTH: 100%
Player: Listen to what she has to say.
DM: "The people don't want this Baryon. They don't want to turn into mutants.""You already said that. When everyone has gotten used to the mutation, they will consider what is now normal to be bizarre. In one or two months, try asking anyone if he would want to be changed back. See what answer you get.""So they don't get a say in this? You're just going to govern their fates.""Sometimes, that is necessary. You know that. Sometimes, people are like children, and no matter how interesting the child finds the knife, you must still prevent it from reaching it, no matter what it would prefer.""These are not children we're talking about, but adults, responsible enough to decide their own paths in life.""And when this is over with, they will be even more responsible.""This is too big of a change for you to force upon them.""I think this is too big of a change not to force upon them, because it is in it's very nature that they don't want it until they have it.""But...""Clearly, this argument gets us nowhere. You're wasting both of our time. How about you just return to your team?"Eve slowly nods and backs away.HEALTH: 100%

DM: We return to the headquarters and Skage is placed in the cell in the basement, which is an electrified cell specifically outfitted to contain superhuman individuals. Even Brute had to struggle to get out of there, so it should easily hold Jonathan Skage. But beyond that, it seems we are done. Lite is dead, Skage is behind bars and all of Lite's creations have been destroyed.HEALTH: 100%HUNGER: 92%
Player: Talk to Jonathan Skage.
DM: I enter the basement, where I see Jonathan Skage, sitting in his cell.He looks and I immediately say "Skage? I wanted to talk to you.""Did you?""Yes. I want to understand you.""Do you?""That's right. I feel the two of us are very similar, in certain aspects.""Such as?""You feel Jonathan Skage is fighting the Mutant, inside you?""Yes.""Well, my Dmitri has been fighting Freakshow for a long time now.""And Freakshow is similar to Mutant?""The way you imagine him, yes, I believe so.""I see. And you know how I imagine him?""Yes. Your evil other self, a monster lurking within you. You desperately want to be rid of it.""That I do.""And you think you can do that by making more mutants?""Yes.""How does that work?""Mutant is not bound to my physical form. It is my mental state, and that is precisely what I am changing."I hesitate to talk further, because clearly, I don't understand him as well as I would like. Besides, I am tired. A flaw with having hyperactive systems.HEALTH: 100%HUNGER: 90%

Player: Wait for the sun to go down.

DM: "Ugh, this is pointless. Go back to the others if you're going to be a broken record!" I shout at Eve, and after a quick hesitation, she leaves. HEALTH: 100%

DM: Freakshow takes over my shift early. He usually does, but that means I can meet Nicole early. I think that's why he does it. He knows I want to meet her. Great guy that Freakshow, even though he could eat a horse. No, literally, I once caught him eating up a whole horse.Anyway, Nicole Gotti is my girlfriend. I met her four months ago, when Brute dragged me to be his wingman when his usual buddy didn't show up. He wanted me to find some girls for him to 'pummel', and not in the way he usually means it. Anyway, Brute's first subject was Nicole, and instead of introducing her to Brute, the two of us bailed. Took her to a nice italian restaurant I was introduced to a while back.Anyway, Nicole lives just outside the city. The Gotti family is fairly rich, and the suburbs of Gorgon are kind of in the outskirts. Not that distance matters to me.HEALTH: 100%
Player: Super-speed to Nicole's house.
DM: I instantly super-speed to the Gotti house and ring the doorbell. After waiting patiently for a few moments, her father, Peter opens the door. He doesn't like me. Why that is, I have absolutely no idea, but his daughter likes me, so who cares what he thinks?"You want to meet Nicole?""Actually, I missed you so much I decided to pay a special visit just to you. Aren't you exhilerated?"Peter Gotti rolls his eyes back and lets me in. At least I won't have to pull the dramatic throwing rocks at the window like they always do in the movies.HEALTH: 100%

Player: Go to Nicole's room.
Player: Watch something with her.
DM: I sit down on Nicole's bed."You watching anything good?""Not anything you'd like.""Maybe I'll just make myself like it."Nicole smiles and says "you don't have to do that. Maybe we should just do something else."HEALTH: 100%

DM: "I think I might be able to end this peacefully" Eve says."You think you can convince him to abandon his plans?""I hope so.""Bah! We should fight and...""Brute. Hot chicks.""......fine, talk to him.""I think I should go alone.""Alone?""Look, ever since I opened Baryon's vat in the Hunt Laboratory, I've practically raised him. I've taught him the morals that make him believe following Skage is right, and because of that, if I have a private conversation with him, then perhaps I can show him that Skage is wrong.""You know that if you do this, we may not have the time to try out other plans, right?"Eve nods and heads off towards Baryon.HEALTH: 100%HUNGER: 78%
DM: After waiting for a few minutes, Eve returns to us."Well?""It didn't work. I can't convince him.""Alright. What do we do then?""Not sure. Maybe..." but then the sun goes down, allowing Baryon to freeze us motionless.HEALTH: 100%HUNGER: 76%

Player: Super-speed Nicole to Antarctica.

Player: Try to talk to Baryon.
DM: I try talking to Baryon, but I can't. He doesn't even let us move that much. So there's nothing we can do. Baryon doesn't let us fight against him and now he doesn't even let us talk to him, so we can't even convince him of stopping Skage.Eve however does not seem to be giving up. Flames start erupting from her. Of course, she mentioned once that the rubber in the muscle suit she uses to make her physique look like Adam is made of sap, which is flammable. Eve can increase her body temperature, and heat plus flammable material in an oxygen-rich environment means fire, and fire means light.We Imperfects follow Eve down to the basement, and I knock Skage unconscious as soon as he steps out of Baryon's shadows to attack Eve. Eve then lights up the last shadows Baryon has, forcing him to become human-shaped again and struggle to maintain his physical form. As that means he can't phase through things, we use the opportunity to knock him out.Seeing how we need to snuff out the fires, I say "Brute, blow her.""What???""The fires. Snuff them out.""Oh, the fires" Brute says and releases a powerful exhale at her, snuffing out her fires."Zach. Get clothes for her" I then say.Zach, who is desperately trying not to look at her says "yeah, got it. Clothes" and then superspeeds away.HEALTH: 100%HUNGER: 74%

Player: Ask Kate out
DM: I dialed Kate's number and waited. Finally, she picked up."Hello?" she asked. "Uh- hi," I answered. Kate gasped. "Oh, Aiden! Hi!" she exclaimed."Um, I was thinking, if you would... Like to go to the dance with me?" I stammered. Kate laughed. "Oh- oh, of course!" she answered. "It would be so much fun!"On the day of the dance, Kate and I headed over to the snack bar and grabbed some punch. Then we started dancing.At first, I wasn't sure how. I kept on stepping on Kate's toes by accident. It was a disaster, but Kate didn't seem to mind. Almost all the boys and girls went to the side when a slow song came on.The remaining people gave up after a while. Only me and Kate were left. Everyone crowded around us and watched us dance.When the song was over, Kate blushed and pulled me over to kiss me on the lips. All the people cheered. Kate whispered in my ear, "I love you."

DM: I grab around Nicole, after she's dressed up for the occasion and super-speed her to the Antarctica. Moving so fast counters the extreme cold, but I realize that when we stop, we'll only have few seconds before going back.By hastening the speed of how fast my brain processes information, I see in slow-motion, as I travel across the Antarctica with Nicole to find penguins. Eventually, I spot them and we come to a complete halt."Look penguins!" I shout and point at them. Nicole looks, but I only give her a brief period of time before super-speeding us back to her room.She instantly starts removing her outdoor clothing as she is smiling across her entire face. Clearly, she enjoyed that."Now you've seen penguins.""Now I've seen penguings."I sit down on her bed and she sits down next to me."That didn't take too long, did it?""Of course not. You're you.""You've got that right" I say and kiss her.Suddenly, the Imperfects beeper starts ringing in my pocket. Apparently, Shade wants me at the HQ. Maybe I should go, but I am having quality time with my girl-friend. I'm sure the rest of the team would understand if I bailed.HEALTH: 100%
DM: "I'm sorry Nicole, but I have to go.""Superhero stuff?""Yeah, superhero stuff.""Will you be back?""I don't know. When E...Shade calls us into action, it's usually something big. I'll be back as soon as possible."She nods and gives me a kiss before I blur out of there. I superspeed all the way to the Imperfects HQ. I come to a complete halt as soon as I see Eve waiting for me. There is also some sort of robot in the room."What's going on?" I ask her."Lets wait for the others before we get to that."Then, Baryon channels himself through the darkness until he comes close to the light. He puts on his coat and hat before entering the light with us.HEALTH: 100%

DM: I shut the beeper off and kiss Nicole."Don't you have to go?" she says after the kiss."If there's anything I've learned, then it is that if there's somthing important enough for Shade to need us all to deal with, then it is a threat that you can hear from all around the city.""Really?""No, but the sun has gone down, which means Baryon is a god, he can take care of anything."Nicole smiles."That's...good to hear."HEALTH: 100%

Player: Get something to eat.
DM: "How about we just get something to eat?""What? At this hour?""It's not this hour in Japan. Do you like sushi?""I've got work tomorrow, I can't stay awake forever you know. Eating just before sleep I...well...I don't like that too much.""So....no sushi?""No, no sushi."HEALTH: 100%
DM: "How about we just cuddle for a while" I say, and she approach me with a flirtateous grin on her face. She sits on my lap, and immediately, lounges at me, engaging with me in a long and passionate kiss. I almost feel like I'm being attacked by Freakshow...except I embrace this rather than stopping it. Eventually, she just grabs around me and lies on me for a while, hugging me like a teddy bear. She says nothing, but instead of saying something, I just lie there motionless, as she does. I soon realize however, that she has fallen asleep. Instead of trying to wake her up, I place her gently on the bed, and superspeed back to the headquarters. HEALTH: 100%

DM: "How about we just watch a movie, here?""A movie? What did you have in mind?""You choose."She nods and goes off to find a movie, before turning on the television and lying on the bed. I lie down too next to her. I have absolutely no idea what this movie that we're watching is, and it's not really my kind of movie, but it's what she likes, and so I endure. Eventually though, I hear her snoring. She has fallen asleep. Instead of trying to wake her up, I squeeze myself out of her tight grip and superspeed back to the Headquarters. I need to sleep too.HEALTH: 100%

Player: Watch a movie.

Player: Panic!!!!

DM: I superspeed out of there and come to a complete halt directly in front of Baryon, who seems to be ending a conversation with Googles. He looks at me and approaches me."You're back early. How did your meeting with your brother go?""It...it's a long story. I still have to collect my thoughts. I'll tell you about it later.""Fair enough."I then head back into my room.HEALTH: 100%
Player: Reflect on the conversation with your brother.
DM: Jason left as soon as he mentioned Nicole. He asked me about her father, and when he found out that it was Peter Gotti, he left, as if in a hurry. What could that be about? He must have known him, otherwise, mentioning his name shouldn't have affected him. Maybe...maybe Peter is in some sort of trouble, something that Jason was sent here for. Maybe Jason is supposed to take him down, maybe Peter is a bad guy or something. What if Jason was sent here, instead of coming because of me? For a mission, or something like that. I've never liked Peter Gotti much, but I still wouldn't go as far as say he's the Blofeld type.I look to my side and see the clock, it's time for me to relieve Brute of his duty, but I wonder if I should investigate this matter with my brother further.HEALTH: 100%
Player: Relieve Brute of his duties.
DM: No matter what is going on with my personal life, I can't let it interfere with my duties as an Imperfect, so I super speed instantly to the rooftop we usually exhange shifts. Brute is already there."Did you have fun?" I say and grin at him."Save it wise-ass" he says and leaps off the building. Brute has never had the patience for jokes.HEALTH: 100%

Player: Investigate Jason's dilemma.
DM: This is important, I must make sure Jason is safe. Brute will understand. Well, actually, he's probably the last person to understand anything, but still...maybe he'll just have to accept this decision of mine.Jason seemed nervous when I mentioned Peter Gotti. Since I don't know where Jason is staying in the city, my best bet is to go to the Gotti house.HEALTH: 100%

Player: Go to the Lyestra Library

Player: Chapter 2-Assault
DM: After I wake up and leave my room, Googles approaches me."Good morning Haste.""Actually, my name is Zachary Gint.""Altering identity. Identity confirmed.""Right, so you wanted to say something.""Shade has asked me to bring a message to the rest of the Imperfects.""Alright, shoot.""An unknown mutant was spotted leaving Gorgon labs, during a day the cameras were malfunctioning. The mutant was not seen entering the lab by anyone, and Jonathan Skage had notified Stephan Lite that he would not show up at the lab, as he was sick. Not much time passed until the mutant attacked Jonathan Skage's home and killed him and his wife. He was killed so brutally he cannot be recognized, but for a currently unknown reason, he stopped by the body of Kimberley Skage.""This is a case she's working on, is it?""Indeed it is.""Right, got it" I say and turn away from Googles.This whole incident with Peter Gotti remains unsolved. I should probably try to get to the bottom of that as quickly as possible, to find out how my brother is involved.HEALTH: 100%

Player: Go to the police station.
DM: I superspeed to the police station and walk up to a random officer."Hey, where can I access information about the murder of Peter Gotti."The man looks at me, says "speak to detective Ungslow. He's in charge of that case" and points towards a guy on the opposite side of the room."Detective Ungslow?" I say as I approach him.He looks at me and says "who are you?""Uhh, the superspeeding guy? Haste? Member of the Imperfects.""Oh, right.""I want to help you with the Gotti case.""Look, save it for the journalists. I have policework to do.""You think I'd be useless? Someone faster than a bullet, and not to mention the one who made sure Michael Thorne was taken down. Just give me info and I won't bother you any further.""Fine. Go inside the morgue. There are details about the wound and the bullet and all that inside. Just stop bothering me."Asshole.HEALTH: 100%
Player: Examine the body.

Player: Let Jason go.

DM: "I can't let you walk.""I'm not trying to convince you of otherwise."I nod, he nods back, and then I take Jason to the prison.HEALTH: 100%

Player: Go find Nicole.
DM: I super speed to the Gotti house, and knock. Nicole opens the door and smiles when she sees me."Hey there" I say."Hi. I heard you and dad had an adventure.""He told you, did he.""He did. I don't think I've ever detected any sort of liking towards you from him.""Really? I should prevent assassinations more often."She laughs and invites me inside...HEALTH: 100%

DM: Sarah walks up to you and softly kisses you on the side of your neck and then bites you. you only feel a tiny pin prick and feel her as she sucks a little of your blood. She then bites her own arm and offers it to you. You take it and start to suck her blood as she sucks the blood out of your neck, making some sort of circle. Her blood tasted... sweet, like syrup but sweetened. you never knew that blood tasted so sweet until you finally pass out from sensory overload due to how sweet her blood tastes. She then whispers into your ear "It's alright my love, we will be together soon enough and she breaks your neck. You die but this is not the end...
Player: Arise Fledgling
DM: You awaken from a cold slumber. You feel as if an eternity has passed and you feel dazed. Looking around you see that you must be in a crypt of some sort. High stone columns rise up to support a low and dark ceiling. There is no light in here save a sliver of moonlight which is shining in from a skylight. Immediately, like some sort of old habit, you scan the surrounding area and find it empty, you are alone in a crypt. Looking down you see that you're in a coffin and that the lid is nowhere to be seen. You then realize how different the world seems now. Everything seems to be sharper and clearer, you can hear crows outside quite a ways away from your crypt. You can smell the scent of death emanating from the surrounding area. Definitely a graveyard.What do you do?
Player: Wait around
DM: You decide to wait for whoever decided to open up your coffin and disturb your slumber. You wait and wait until eventually you see the moonlight slowly turn to sunlight. On a whim you try sticking your finger into the light. As you do it is set ablaze with fire. You try to smother the fire but it is no good, it seems that as a vampire you are more flamable than gasoline and you are completely set on fire. You were a vampire for less than a day and you are already a pile of ashes, maybe you weren't cut out for this thing.

DM: I superspeed to Octagon city, where the Safety tower kind of stands out, so finding the place is simple. Instead of waving through the floors of Ammunition gorillas like an idiot, I superspeed up the side of the building and break in through the window of the top floor, right in front of a large double door, which looks like the Hungarian's office.I open the door and see the Hungarian talking on the phone. He sees me, hangs up and smiles."It's been a while since I've had a visitor.""It'll be a while too after I'm done with you.""You seem to consider me defenseless. I assure you, I'm not. I have recently bought a marvelous product from a certain Stephan Lite.""Stephan Lite?""Oh, you've heard of him, have you? No matter, you won't live long enough to put that information to good use. Savage doesn't leave survivors" he says and presses a button on his desk. I superspeed at him and knock him out, but the door at the back of the room opens and the lights go out. Due to the darkness, I can't see anything, but I can hear this beast the Hungarian referred to as Savage breathing close by.HEALTH: 100%
Player: Superspeed out the door you came.

DM: In an attempt to take Savage out, I superspeed towards the sound and attempt to ram him. I hit him, but his reflexes seem to be severely enhanced, as he grabs around me and throws me back. I hit the door I came from, breaking it open and collapsing onto the floor. Savage comes sprinting towards me and attempts to leap onto me while I'm down, but I stand up at superspeed and evade him, causing him to leap onto the empty floor. As he enters the light, I can see his monstrous eye-lacking face. HEALTH: 85%
DM: I superspeed myself directly in front of a giant window, and Savage comes running towards me. As soon as he leaps for me, I superspeed away, causing him to crash through the window. Surprisingly though, he turns out to have a freakishly long tongue, which he uses to latch around my waist and pull me out the window as well. He then reels me in with his tongue and grabs around my head. I realize how fucked I am, because I can't use superspeed for that much when a strong foe has his hold on me, but luckily, we crash into the street before he actually manages to do anything to me, and we even land on him, causing me to survive the fall down without any broken bones or anything. I stand up on superspeed, and even though I crashed onto him after plummeting from the top of the tower, he seems to be totally fine, as he stands up, looks at me and roars. HEALTH: 60%

Player: Lead him downstairs.
DM: There don't seem to be any stairs leading downstairs, so instead, I superspeed towards the elevator, with Savage on my tail. He leaps at me, and when I evade him, he crashes through the elevator door and falls down onto the elevator, which is at floor six. I superspeed down the elevator shaft, where apparently, Savage has started to attack Ammunition gang members, and they have started to attack back. As he is occupied with the Ammunition, I ram him at superspeed, knocking him into a wall. He gets out of the wall, looks at me and clearly, he doesn't care about fighting the Ammunition anymore. He sprints towards me again, but I superspeed behind him, causing his leap to miss...again. He then immediately grabs an Ammunition member and throws him towards me. Nothing I can't evade. One of the Ammunition gang members then throws a grenade at Savage. The grenade misses, but creates a large gap into the floor, which Savage leaps down. He seems to have given up on fighting me, but if this building is disguised as an insurance company, there might be civilians here, and I can't let him kill them, so I superspeed in after him.After following his path of carnage, I see Savage has found the area that has civilians. Just as he attempts to attack one of them, I ram him at superspeed, knocking him out the window and into the street. I then superspeed out, down the wall and stop about 15 feet away from him. He stands up and roars at me. Clearly, he has decided that I'm a threat again. This time though, he lashes his long tongue at me. As I had no idea he had that thing in his mouth, he takes me by surprise, but I barely manage to evade his attack.HEALTH: 100%

DM: "Everyone get away" I shout at the pedestrians around me and Savage. Despite my warning, some idiots start taking pictures. The public seems to love boss fights. Luckily, Savage seems to ignore them, as my persistant evading seems to be getting to him. He swipes his tongue at me, which I dodge, and then he leaps at me. He almost manages to scratch me with his long claws, but I back away on superspeed and then punch him. I'm careful not to punch him fast enough to break my arm, like I did that one time, but the punch didn't seem to do quite as much as I had hoped it would. He uses the opportunity to grab around my hand, and makes sure his grip is firm. He then leans towards me to bite me, but by causing my hand to vibrate at superspeed, I drill through his neck, both keeping him away, and in ten seconds, decapitating him.HEALTH: 60%

Player: Descend the Ladder
DM: You start to climb down the ladder, but you stop once you've climbed a few rungs. If you go any lower, the goblins will see you for sure!You climb back up.

Player: Chapter 3-Accomplished.
DM: I'm woken up by the annoying sounds of the Imperfects beeper. As Nicole is sleeping next to me, it wakes her up too."What's that?""Ugh, it's the alarm.""What does it mean?""It means Shade wants me at the headquarters.""This early?""Yes. He better have a good reason for this."HEALTH: 100%

Player: Leave the school.
Player: Search the extremely tall cool looking building.
DM: There's always that one building that leaves people in awe, isn't there. I have absolutely no idea what it's for, but I search it anyway, maybe Skage bases his loaction on coolness too. Alas, it seems the building is entirely empty. A pity, I would have liked to do a massive final boss battle with him in here. It would have made for a nice arena. HEALTH: 100%
Player: Leave the cool building.

DM: I superspeed to the HQ, and am the first one there, obviously. I know that this whole thing is going to have the team busy, which will mess up the patrol schedule. As Eve, Baryon and Freakshow are usually brainstorming on how to solve the bad guy's plot, the extra patrols usually fall to me or Brute. I'm gonna want to not be here so Brute becomes the unlucky one instead of me. HEALTH: 100%

DM: Leaftown has a large park for a town as small as it is. It would be a good place for Skage to hide because of all the trees and all that, so I superspeed around. If he was there despite my searching, then he must be a ninja. HEALTH: 100%
Player: Go back to the center of the Northern half.

Player: Search the park.

Player: H
Player: G
Player: V
Player: A
Player: F
Player: H

DM: I turn around, just in time to superspeed away from a big creature, leaping at me. It looks a little like Savage, but this one has eyes, and it's skeletal structure seems kind of like that of a cheetah. He does seem slightly less muscular than Savage did though, which is probably because his bones are longer."I've got to know what you're feeding that thing!""I was thinking of feeding it fast food.""Hah. You know, you're not the first one to make that joke.""Perhaps not, but I assure you, Terror will make sure you never hear anyone say that ever again.""Terror eh? Tell me, how much effort goes into naming your pets?""A product has to have a name that sells, doesn't it.""Hmm...true, I wouldn't buy something called 'fluffy-bear' to fight Brute. Even if it was a mile-high titan with a magical spear made out of fire...or something. Okay, I would probably buy that even if it was named Fluffy-bear, to be honest."Terror tries to approach me, but I superspeed away from him."So this guy is basically an upgraded Savage? Right?""Yes.""Huh" I say and superspeed away from another attack he tries to make. "Still doesn't seem to be fast enough.""Oh, you may be able to evade him all day, but I'm not done yet.""Ugh. Why do I need to talk. Why can't I just shut up and let the bad guys screw up?" I say as more cages start to open, each containing a Terror."Well, I wish I could stay but I must be off. After all, I have more of you Imperfects to kill" he says and leaves me in a room filled with Terrors, all leaping towards me.HEALTH: 100%
Player: Ram one of them away.
DM: I instantly superspeed at one of the Terrors that is leaping at me and ram him, causing him to get knocked into a wall and his skull cracks These things don't seem to be as tough as Savage, but as the ramming causes me to be still for about one or two secons, one of the other Terrors manages to claw my hand. HEALTH: 80%
Player: Drill your hand through one of their heads.

DM: I superspeed away from all the Terrors, desperately trying to evade all of them at once. One of them leaps over me and hits one of his own. Another then tries to bite me, but I superspeed behind him. I turn towards another Terror trying to swipe me with his claws by I dodge his hands and roll away. I get up and barely manage to evade another one. But as I evade him, I nearly miss a Terror coming from behind to swipe me with his claws. I pull away just in time, but the terror manages to feintly scratch me, before I superspeed out of his way. HEALTH: 90%
Player: Superspeed in circles.
DM: I superspeed in circles in this room filled with Terrors. They constantly try to leap at me, but each one of them misses, as I am going too fast. In fact, one of them hits another Terror with his claws, and the claws, which seem to be too sharp for their own good tear out a portion of the receiving Terror's brain, killing him. A lucky hit for me, but I'm not sure I can't count on them constantly doing this to each other. I have to hurry. I can't just evade them endlessly. Not just because Stephan Lite is escaping, but also because no human has the energy to keep running forever. Not even me. HEALTH: 90%

Player: Use a dead Terror as a weapon.
DM: I superspeed at the Terror that just died, grab him and superspeed him around. He's heavier than a regular human, for obvious reasons, but I can carry him for a short period of time. I then superspeed towards the Terrors, let go of the dead one I have, causing him to catapult...that's catapulting, right? Anyway, due to my old friend Isaac Newton, the dead Terror keeps travelling at a great speed after I've stopped and released him, causing him to hit the other Terrors, not only knocking them away from me, but also slicing through two of them with his claws, killing them. It proved effective, but I feel tired afterwards. I can't handle doing that again, because I need the energy to be able to evade them. If I can't do that I'm as good as dead. HEALTH: 80%

DM: I grab around one of the Terror's, cause my hand to vibrate on superspeed and then drill my hand through his head. It kills the Terror, but this causes me to stand still for a while, and one of the other Terrors manages to use it to his advantage and claws me in the side. Luckily, I don't suffer any major wounds and I manage to superspeed away from them all again before they attack me further. Clearly, drilling their heads is a bad idea, or virtually anything that forces me to stand still. I feel I'm tiring. I can't get too tired to run around. If I stop being able to evade them, I'm as good as dead. HEALTH: 70%

Player: You can't do this. It's too weird! What if you get an STI?! Or worse, you get caught by that scary library lady! No way!

DM: As you enter the door you notice a small hole in the floor boards that light is emitting from. You also notice a pouch on a desk.
Player: Look in the crack
DM: As you get on your hands and knees you look into the tiny crack in the floor. You notice a room under you with a large furry creature down there. He seems to be striking something with a hammer.

DM: Hoping they continue to take one another out, I continue running around the room, but clearly, they're friendly fire is not repeating itself. Maybe they're smart enough to learn from their mistakes, or maybe that was just something that has next to no chance of happening. Still, it is clear to me I'll have to seek other means to take out these Terrors. HEALTH: 90%
DM: I superspeed at the Terror that just died, grab him and superspeed him around. He's heavier than a regular human, for obvious reasons, but I can carry him for a short period of time. I then superspeed towards the Terrors, let go of the dead one I have, causing him to catapult...that's catapulting, right? Anyway, due to my old friend Isaac Newton, the dead Terror keeps travelling at a great speed after I've stopped and released him, causing him to hit the other Terrors, not only knocking them away from me, but also slicing through two of them with his claws, killing them. It proved effective, but I feel tired afterwards. I can't handle doing that again, because I need the energy to be able to evade them. If I can't do that I'm as good as dead. HEALTH: 90%

Player: Climb down another floor

Player: Wash your face

DM: I superspeed directly at the door and ram it as hard as I can, and a giant crack forms. The Terrors then leap at me, and as they all do, I crash through the door along with them. They manage to severely scratch me, but I get up and start superspeeding away from them.HEALTH: 20%
Player: Follow Stephan Lite.
DM: I superspeed towards where Lite went, but there are several paths he could have taken. Despite how fast I am, I can't be everywhere at once. At that moment, I hear a loud roar, coming from the left path. It's the only hint I've got, so that's where I go. HEALTH: 20%

DM: Taking the risk, I press the giant red button with a caution sign on it and prepare myself for the worst. Well, how do you prepare yourself for a nuclear barrage? Well, I prepare myself as well as I can anyway. The Terrors are closing in, but I start to hear a strange sound. I then look up and see strange gas streaming out of the vent, filling the room. Please be air that's toxic only to Terrors. I smell it when I start breathing the air, and they seem smelling it too. I then realize afterwards, what if it's scarecrow gas or something like that? Or maybe something that's toxic to me? But I'm not dying, in fact, I don't think it's having any effect at me at all. The Terrors don't seem to be dying, but they are looking around, sniffing the air. I do agree with them, the smell isn't very good.Suddenly, the Terrors start attacking each other. This must be the perfume-thing Lite uses to control their behavior, and apparently, the big F button releases the smell they consider hostile. They still want me dead, of course, but now they want one another dead as well. That should make this whole thing much easier. Still, why is the button called F? I mean, seriously? What does F stand for? And why does he have this button in the room? Not that I would complain, but he seems to have forgotten that I could use the console to my advantage when he locked me in here with these things.HEALTH: 30%
Player: Assault them from behind.
DM: While they're having their battle-orgy in the center of the room, I superspeed behind several of them and ram them into the group, dealing significant damage to most of them at the same time. I do this a few times, but the last time I do it, one of the Terrors kicks the Terror I'm superspeeding behind, knocking him at me. The Terror I hit is of course crushed by the damage, but I'm thrown back into a wall. By that time, all the Terrors are dead but one. Which means it's up to me to kill that one.HEALTH: 40%

DM: I get home after returning fromthe fight with the giant monster thing. Baryon and Eve are probably taking care of the rest of the bad guys, so I have time to visit Nicole, which I do. I superspeed into her house, but to surprise her, I sneak up the stairs. I slowly and quietly open the door, and see her lying in her bed, watching her television, conveniently placed on the wall opposing the door. Like a ninja, I sneak up to her and lie down next to her. She immediately looks towards me, clearly startled...again, but as soon as she sees me, she smiles."Zach hey" she says and gives me a kiss. "I heard there was something going on in the city.""Oh that? That was nothing. Everyone at McDonalds farted at once. That's all. Nothing we couldn't handle.""I heard it was something serious.""Yeah, it was, but we have a god on our side so.""Well, what was it.""It was...a monster.""A monster?""Yeah. Those are more common than you think.""Did you fight any?""I fought alot of them.""And you won?""Kicked their asses I did."Nicole smiles."So, is this over? That thing you were doing?""Yup. We caught the bad guy. Err...bad guys.""So if you sleep over tonight as well, you won't be woken up by your teammates" Nicole says and looks at me flirtateously."I like the way you think."HEALTH: 20%
Player: Sleep over...if you know what I'm saying.
DM: I wake up to Nicole handing me the phone."What is it?""The phone. It's for you. Imperfect business."I nod, grab the phone and say"Yeah?""Zach. This is Freakshow. Come to the headquarters as fast as you can. This is important" he says and hangs up. Nicole looks at me and I can see how disappointed she is that I have to go again."Sorry, but Freakshow wouldn't call here unless it was really important.""I thought the whole thing was over with?""Yeah, so did I" I say, give her a goodbye kiss and superspeed out of there.HEALTH: 20%

DM: "I think I might be able to end this peacefully" Eve says."You think you can convince him to abandon his plans?""I hope so.""Bah! We should fight and...""Brute. Hot chicks.""......fine, talk to him.""I think I should go alone.""Alone?""Look, ever since I opened Baryon's vat in the Hunt Laboratory, I've practically raised him. I've taught him the morals that make him believe following Skage is right, and because of that, if I have a private conversation with him, then perhaps I can show him that Skage is wrong.""You know that if you do this, we may not have the time to try out other plans, right?"Eve nods and heads off towards Baryon. I'm kinda relieved. I mean, fighting Baryon is close to the top of the 'what I never want to do' list, second only to being on the receiving end of anal sex.HEALTH: 20%
DM: After waiting for a few minutes, Eve returns to us."Well?""It didn't work. I can't convince him.""Alright. What do we do then?""Not sure. Maybe..." but then the sun goes down, allowing Baryon to freeze us motionless.HEALTH: 20%

DM: So the good guys win, bad guys suck ass and end up in prison, people stay people and don't become monsters and we got to see Eve naked. Not too shabby. Not that I want anyone naked but my Nicole, but still, it's not exactly bad, is it?Nicole still mournd her father, of course, just as I still mourn my brother. I miss Jason, of course, but I guess I didn't get to know him well enough to miss him on the level Nicole misses her father. Still, she's starting to smile more and more, which is good.Freakshow is now unlocked.HEALTH: 20%

Player: Leave him alone
DM: You stay quiet and he finally calms down and goes back to what he was doing before.
DM: You wake up in a room and another member of the royal army comes and says that he found a way to escape and that he killed a guard who knocked you out and dragged you here. Do you...
Player: Go with him
DM: You go with him and he finds a way out. You feel something in your stomach and figure it's just from being knocked out. When you get out side it's just like you remembered. You see a rebel pushing a hovercart with packages on it. Do you...
Player: Take him out yourself
DM: You knock him out silently and knock the crates on the hover craft off. You ask your savior what to do next. He says that he "aquired" a phone and used it to contact the royal army. All you need to do is wait.
DM: A stealth subramine comes and you get on it. They ask for the password.
Player: Give them the password

DM: You hide and you see him wonder where you are. He pulls out a flashlight and searches for you. You throw the knife before he shoots you. He falls over and you think the knife punctured his heart. You find his keys and unlock your door. Do you...
Player: Search the body

Player: Block with a punch of your own
DM: Your fists collide in midair. Minus one health. Then both of you pull back your fists while holding your hands.You recover faster and see an opening.

Player: Punch him in the throat
DM: You duck low and then uppercut with your right hand and hit him in his throat.GAAACK!!The force is so strong and sudden that for a moment the man cannot breathe and holds his throat.You finish him with a karate kick to the chest and knock him on his back which knocks him out.You search him and find a knife and a gunIt's time to leave.

DM: SWISH!!The punch misses by inches and you see an opening.

DM: He fires a dart at you and you pass out. You hit the floor hard. Minus 6 health.
DM: You give them the password. You wake up and see two scientists laughing. You ask what the @#%*& just happened. They point a gun at you and shoot you in the head. You realize they drugged you. Minus 15 health.

Player: Shoot him point blank
DM: You shoot him in the head. He dies instantly and you keep going.

DM: You grab onto his vest, lower your center of gravity, and pull him forward. As he does you use one of your legs to sweep his off his feet. Now he is in the air and you pull with all your might and slam him to the floor on his head.BAM!!He is knocked out.You search him and find that he has a knife which you grab.Time to leave.
Player: Get the @$/#% out of here

Player: Barge in
DM: You barge in you see one of the rebel leaders and a few soldiers. You shoot the rebel leader in the chest multiple times. Then you start shooting the other guys. One of the guards shoots you and you lose 8 health.

Player: Judo Master Award

Player: Go to the right
Player: Kill the rest
DM: You shoot the rest down. Then you keep going through the halls. At this point you're running. You think to yourself "thank God for Adrenaline ." You finally break out of the base. The island hasn't changed much since you last were here. You see a guard sitting on a bench smoking and not really paying attention. Do you...
Player: Sneak past him
DM: You sneak past him not wanting to take any chances. Then some guards comes out of the forest and spot you. Do you...

Player: Pull out your gun and shoot them both
DM: You shoot them both with extreme accuracy. Then more guards come out of the building. You sprint into the jungle. Do you...
Player: Climb up a tree and shoot them from there
DM: You climb a tree and then a bunch of guards come in the forest and search for. Then you shoot them from the tree. They have no idea where you are. Not a single guard survives. You climb down and take one of their phones. You call the royal army and ask them to rescue you. You need to stay hidden for about an hour. Then you see that guards are swarming into the jungle. This is going to be hard
Player: Survival
DM: You are in a jungle on an island swarming with guards trying to kill you. This is not good. Do you...

Player: Sniper award

Player: Find shelter
DM: You sneak around for a while before you find a cave.

DM: You sit in a void, not quite any particular color. There is nothing to see here. You arent sitting on anything, but you feel that you are sitting. Everything about your appearance that you can see looks normal, but something is off. You hear a voice call to you."Welcome! Your randomly assigned number is 237-43-P1. Welcome to the void, as we like to call it. My name is John. Lets get a few of the formalities out of the way and I'll explain a few things to you. You are Brian Peterson? Aged 28, never married, no kids, job at PEM Tech?
Player: Thats correct

DM: "Brian, answer the question. 28, never married, crappy job. Right?"Well, he is rude. But maybe you should just answer.

DM: "All of this will become clearer as we continue. Now, you are Brian Peterson? Aged 28, never married, no kids, job at PEM Tech?"

Player: Thats not true

DM: "Really? You are dead. Last chance to answer. Are you Brian, 28, never married, and a crappy job at PEM Tech?"
Player: Fuck you
DM: "Belligerent and rude. Im sorry. We cannot possibly give you your life back. And with your attitude, we cannot possibly let you into heaven. Thank you for visiting VOID. Goodbye." You feel yourself falling, and just before the flames hit your flesh, you start to realize that maybe you truly were an alcoholic.

Player: Got anything a little stronger?
DM: "That answer will conclude our introductions. Thank you for visiting."The voice vanishes, and as you try to make sense of what they meant, you feel yourself falling out of a void. A bright light is below you, and it takes less than 5 seconds to realize that not only do you have a problem, but you just fucked up... again.

DM: "Very honest, or you think that's just what we want to hear. We wont give you the satisfaction of knowing if you fooled us or not. We know though. Next question""Would you actively change your lifestyle for a chance to try again?"

DM: It's dark in your neighborhood as you walk to your bus stop. You pull down the sleeves of your hoodie and cross your arms; it's usually not this cold this time of year in the morning. But today is especially foggy. Headlights appear from time to time as you near your destination and cars zoom by well over the speed limit. You drift to the edge of the road as you have no intention of getting run over today. Even if you ended up in the hospital, the school administration would just reschedule your in school suspension for the first day you were all better. Damn, you made it through three semesters without ending up in ISS. What happened? Well, it's not that you're a well-behaved type, you're just good at not getting caught. Or so you were. Your friend Jason got this song stuck in your head the last time you two were talking online. It's this YouTube video you're pretty sure increases your chances of cancer every time you view it. By the way, is the song still stuck in your head?
Player: Nahhh I'm good now

DM: "Brian, you have failed the tests before they have even begun. Thank you for visiting VOID."The voice vanishes as you start falling. A light appears below you, and from below you hear screaming. A flame flies past your head. You have fucked up. Maybe you really do have a problem.

Player: So is this like purgatory?
DM: "In a way, yes. This is like purgatory. Except, you will have different answers to the questions. In the end, certain answers will end the test immediately, resulting in either getting your life back, heaven, or hell. Others will lead onto more questions. In the end, there is a sophisticated tally system that will decide where you go. You can try to lie, but we have intuition. We have reasoning. And any lie you state will result in a fall, I am afraid. Lets begin.""1: You are a despicable human who has no respect for the life you have been given."
Player: No
DM: "Lets continue. You have been made aware of the family you killed. Their funeral is in 3 days. Big affair with matching caskets and flowers. Its going to be a nice shin dig. Now, the question is, do you have a problem with alcohol?"

Player: No
DM: "Brian, unfortunetly, you havent learned anything and we dont see you learning anything new. Take care! And thanks for visiting VOID."Suddenly, you start falling, and you can feel it getting hotter and hotter as the flames came closer.

DM: "Great answer. But you are just saying what we want to hear. We cant give you your life back, but we can give you something else. With that answer, we have judged you to be reincarnated. Enjoy your new life! Thanks fo visiting VOID.

Player: I would try
DM: "Trying is the fault of man. You can only fail if you try. But we wish you success. The next question is critical. Do you want to be alive, or continue on for a chance to get into eternity?"
Player: I want to live
DM: You are in your car about to leave the party. Your drunken mind cant comprehend what is going on. You distinctly remember someone asking you a bunch of questions and trying to get you to stop drinking. But it was surreal. Like it didnt actually happen. Maybe it was a dream. But it sticks with you. You need to get home now.
Player: Call a Cab
DM: Its been 4 months since that party. You're seeing a nice girl, and have stopped drinking. As you go to check the mail one morning, you see a postcard looking paper. It reads "Thanks for Changing-VOID Staff." You dont know what that means, but that okay. Probably just some junk mail that went to the wrong address.

DM: "Please answer the question. It'll make my job easier. Do you have a problem with alcohol?"

Player: Lets keep going.

DM: "Good. You have been honest and truthful. Since we are running short on time, I'm going to give you a few options. 1) Reincarnation. 2) Give you a second chance at life. 3) Keep going with the questions. We have plenty of time if you want to continue, but if you dont, we might as well free up my schedule."
Player: Reincarnation?

Player: The sword might not be designed for this, but a well aimed throw of my weapon could remove the girl as an obstacle, and I wouldn't even have to fight her.

DM: The sphinx chuckles. "I like you... Now, would you like to hear the riddle?"

Player: No

Player: Risk the drive
DM: You drive home and veer into oncomming traffic. You strike a vehicle. You kill a mother and 2 teenagers, and yourself. You could have changed, and yet you repeated the same action expecting a different result. Congrats, it is a different result. No VOID, just death.

Player: No

DM: You shove several goblin corpses aside, and strain at the lid of the chest.With a groaning croak, the chest lid opens. The air is filled with a cloud of thick dust. You choke and clear the air.In the chest, you can see stacks of old papers--maps, old jewelry, a rusty scabbard--and several weather-worn journals.

DM: 
Player: Approach the Siren.

DM: 

DM: 

DM: Like the others, the serpent is still as stone. Is the name "living" gallery a misnomer? Staring sharp from every angle, the truth can be told to a discerning eye. Though their breaths are slight and shallow as a sick child, they do breathe all the same. But that perhaps makes their visage all the more disturbing. For as long as any may look, they would find their eyes unwavering. They do not blink, and nor do they glance away. Their gaze rests heavily upon a single spot on the wall opposite of them.

DM: The harpy is an unsettling mixture of smooth and feathered, bony and sagging, sharp and soft. Her hair is a wild mane of midnight blue feathers, that fall to her shoulders and continue in a line down her spine. Her face is painted to be sharp and unkindly, with a wide mouth, thin lips, sharp cheekbones, and a narrow, knife-like nose that hooks at the end. Her eyes are milky, as if blinded, and her flesh is a sickly, splotchy pale with green-grey accents. Unlike the others, she is not formally clothed. Her chest is bare, and hangs low, with defined ribs filling the space between and beneath. Her abdomen is shriveled, yet bulges near the bottom in a clear sign of malnourishment. Her arms are long, stretched by feathers that became heavier towards her sharp and long talons. Her legs and lower torso and fully covered in fur, with her feet becoming raptor-like claws.
DM: Like the others, the harpy is still as stone. Is the name "living" gallery a misnomer? Staring sharp from every angle, the truth can be divined to a discerning eye. Though her breaths are slight and shallow as a sick child, she does breathe all the same. But that perhaps makes her visage all the more disturbing. For as long as any may look, they would find her eyes unwavering. She does not blink, and nor does she glance away. Her gaze rests heavily upon a single spot on the wall opposite of her. Looking so close, one can see a torn bit of cloth clenched in her talons.

DM: 

DM: 

DM: The merfolk is as smooth as he is alien. A partial mask... or something of the sort wraps about his nose and mouth, creating a fish-like beak. The beak is blended in color from white back into the aquamarine of the rest of the man's face and bulk of his body. Though he has no hair, a fin forms a crest atop the center of his head, and follow his spine down to the base of his neck. His body's skin tone graduates from the aquamarine to a smoky, dark purple at the base of his feet. About the edges of his body, the forearms, the calves, and his side into his back are where the scales lie. The whole of his body, both scaled and smooth glistens with a shimmering sheen, daubs of clear paint and incredible highlighting given the appearance of moisture where there otherwise is none.
DM: Like the others, the merfolk is still as stone. Is the name "living" gallery a misnomer? Staring sharp from every angle, the truth can be told to a discerning eye. Though his breaths are slight and shallow as a sick child, he does breathe all the same. But that perhaps makes his visage all the more disturbing. For as long as any may look, they would find his eyes unwavering. He does not blink, and nor does he glance away. His gaze rests heavily upon a single spot on the wall opposite of him.

DM: Black on black, stretching ad infinitum and speckled with silvery dots and white veins, like nebulae in the night sky. Without a sound, the door behind the group sealed, seamlessly, and the illusion was complete. Every person seemed to float in a void, dancing between the stars with rippled silhouettes of themselves. Just when the echo began to seem daunting, when the dark infinity first became disconcerting, the illusion was shattered. By mechanics most advanced, marbled panes were lowered, first revealing the true walls, and then exposing the gallery that lay between. Figures still and silent as a lake on a windless day. Each was dappled with fantastical hues of paint, and draped in cloth that played off of the colors that stained their flesh. Five figures comprised the right, and six comprised the left. Of the elven none save one seemed human. The rest were made out to be fanciful creatures, inhuman figures from mythology and folklore alike. On the left, a monstrously striking siren, a horned man that stood tall as any man to be seen, a hideous harpy, twisted to the limits of mortal mein, a serpentine figure, devoid of gender whose scales caught what little light there seemed to be. And for the final twp, a lightly furred wolf, with sunken rib cage and elongated limbs, and a harlequin jester. On the right, one of the merfolk, whose Piscean flesh glistened with beads of water upon cool-hued scales, a mighty and powerful woman with cloven feet, whose frame was decorated with bone, and a wyvern. For the final three, a man split down the center, with the face of another, and a forest troll wrapped in branches and living wood.

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Player: Approach the Merfolk.
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Player: Approach the Yuan-Ti.

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Player: Approach the Horned Man.

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Player: End Game.
DM: Return to the Ballroom.

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DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.> Quel est votre prénom ? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaaaaaax...
Player: X
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.Aaaaaaaaax> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)
Player: V
Player: O

Player: Tell him that wasn't all of my power.
DM: I knew I needed to confide in someone because it has been a heavy burden on my shoulders ever since I found out I was one of the strongest, if not the strongest magician of my time. I looked at him and said, "Professor that was only a little of my power, and believe it or not I do not feel tired in the least." The Professor immediately looked at me and said a spell. I knew he was searching for the glow of my power (magicians had a certain glow depending on their power), and since I wanting to come clean I removed the spell that dimmed my light. The Professor screamed in pain, and I quickly redid the spell. He acted like a blind man for a while before his pupils went to their normal size. I got the impression that he now viewed me with hope but also as a potential threat. He looked at me with a mixture of fear and awe on his face and quickly demanded that I go to see the Headmaster.
Player: I have a bad feeling about this, I need to get away.

Player: Why fight him? I'll stay.

Player: I'm definitely going to go see him, because he can teach me!

DM: I pulled my arm out of his grasp and said, "I'd rather do it myself." I walked ahead and just came around a corner when a great idea struck me. Ahead of me was Professor Terrenta and I knew it was the perfect place to make my escape. I walked straight for her but she didn't really pay much attention to me. I heard Professor Guffern come around the corner, and upon seeing what was going to happen, started running at us. I watched in complete amusment as Professor Terrenta's face fell into total fear and shock. I looked behind me and tried to feign being scared. I turned back to Professor Terrenta when she dropped all her books and screamed an incantation. Professor Guffern suddenly fell back like he had run into a brick wall. I wanted to laugh because he just might have and Professor Guffern wasn't a man who ran and he had been running full speed. I knew if I wanted to escape now was my chance.
Player: See ya!
DM: There was no way I was staying around there. So I ran into a closet and waited. I was in there for so long that I fell asleep but then an awful smell woke me up. I peeked through the door and saw Malture, an evil twisted creature that was a danger to the magical realm. Suddenly I was teleported to a forest but luckily I was behind a tree. I was suddenly filled with a strong urge to take him out.

DM: Whatever was about to be said I wasn't going to be a part of so I quickly spilled my ink all over him. He got really mad and yelled at me. And said that I could either go to my dorm or to the Headmaster's without him.
Player: I'm taking this chance!
DM: Pure hatred and rage flooded through my veins and I knew I could do this. I stepped out and prepared to call his name.

DM: I felt really uneasy but I knew I had to act like I wanted to go. I had a plan to get ahead of Professor Guffern and then hide but that idea was ruined when I saw Moth (my arch nemesis) join us. He started taunting me and I wanted to retaliate but I held my anger in check. Until he mentioned that I was a no good orphan, and that's when I tried to give him a bloody nose. He smiled smugly and muttered an incantation that I've never heard before. I was filled with anguish and the last thing I saw was Moth's horrified face as he realized what he had done.

DM: There was no way I was going to the Headmasters office right then so I prepared my body for the unpleasant task I needed it to do. I knew I had only a few moments so I said and incantation that I knew would make me throw up. Immediately the sick feeling coursed through me, I felt the bile rise in my throat, and I threw up. He looked at me in disgust and demanded that I go to my dorm.

Player: I'm gonna let him get the best of me this time.
DM: I was sure this was for the best so I said, "Yes, I do. Moth and I'd gladly give it to you." Moth looked taken back but he said that that was all he expected of an orphan. My blood began to boil and seeing he was getting to me, Moth continued with his taunts. I walked towards him and lifted my fist to hit him, but before I could do anything about it, his goons grabbed me. Moth smiled and muttered an incantation. A moment passed that nothing happened but then I was hit by extreme pain, and a moment later darkness.

Player: Do it!
DM: Realization hit me and I knew Malture was going down. I called as loud as I could to Malture and he turned. His face twisted into something that could only remotely be thought of as a smile. "Yes puny one," he asked. "Your time is over," I yelled and quickly muttered and incantation. A pure blue light burst from my hands and hit Malture in the chest. He stumbled, fell and lay still.
Player: Yeah, he's dead! I did it!
DM: I was filled with such a sense of accomplishment that I had to jump for joy. I leaped into the air filled with a lot of happiness.I was at the peak of my leap when a black beam came out of nowhere and hit my in the head.

Player: Keep my guard up
DM: Something felt wrong and I prepared a complex protection around myself. I had no sooner finished it than a dark black beam hit me. I had my chance and I fell like it had done damage and lay still. Malture laughed and as I watched through half shut eyes I saw him start to convulse. He started to shrink and at last became the Headmaster but without the robes. "Finally that one is out from under my skin," he said, "they were just as much of a nusance as their family!" I had my chance and I took it. I fired another blue bolt but this time I added all my power to it. The Headmaster/Malture completely disintegrated and I got up. I knew I had won but I didn't know what would happen now. I could no longer pretend to be a weak magician, but I knew whatever my future it would be a better future. Congrats! You Win!!

Player: No way! I'm getting out of here.

DM: You are at home and you are beginning to get bored. Very bored. Your Mom says that you need to stop playing video games on your TV. She also says, "Go do something else!"

Player: Friend's house
DM: You go to your best friend's house and play video games there until his/her/its mother makes you do something else. Your friend turns to you and asks if you want to go to the arcade.

DM: You scream at the fruit like if it were a rare and poisonous animal , probably wishing it would go away. It is still there.
DM: You sob until you feel like obeying your mom, but pineapple is your favorite food!

DM: Next, you begin using the Goliath. The Goliath is a new innovation that's been designed because of the new Brain Uploading. People's minds can be uploaded to massive computing systems, which is the most common, though the more military-minded members upload themselves into Goliaths. Goliaths are humanoid bodies the size of smaller Remnants, at eight feet tall. They have a tri-barreled minigun attached to one arm, and a laser for the other, with a missile pod mounted onn their back. They're capable of wiping out entire enemy squads single handedly while taking relatively little damage. They have an advanced broadcasting system, and when they fall in battle, most can broadcast anyway nearby that is suitable from a base's computing system to an allied ship in orbit. Still, ethical questions are being asked, as for every successful broadcast done, the mind inside is slightly fractured, losing a piece of itself. For everyone unsuccessful transfer the mind can lose entire parts of themselves. Do you want to use the Goliaths and authorize their use in warfare?
Player: Authorize the Goliaths
DM: You authorize the Goliaths and they're quickly implemented in the defense. Their are several incidents of fracturing minds, but those are minor. The Goliaths have early success destroying scout forces, and you know they'll be an important part of the Coalition Military.
DM: Your monitor activates, and a hologram of a badly scarred Antimite appears."General. The skies are spotted with Spheres, and the landing spheres are dropping. The invasion has begun. The troops are ready, but we'll be heavily outnumbered. We have multiple lines of defense, the first being the Spine of Moavatian Military bases. We'll stage our defense there.""Good. Thank you Prince Damar."The Antimite nods, and the hologram turns off.

DM: Your friend then suggests going next door.
Player: Friend's next door neighbor's house
DM: Next door is a gingerbread house. The nice, old lady invites you and your friend inside.She puts you in a cauldron of boiling tar. You melt instantly. Your friend runs to your house and tells your mother about it.

Player: $5
DM: You put in a five dollar bill. The booth hums for a second. Then a metal pole comes out of its side. It zaps you. Before you know it......
Player: You have a sudden urge to pay another $5!

Player: "I said no! You're fucking insane!"
DM: Will stares at you a moment, then lowers his head and sighs. He gets up and heads into the kitchen.Amber is still in tears holding your hands.Will comes back into the room, but instead of the ax, he has a fucking pistol!"I'm sorry, brother. You leave me no choice..."You slowly turn your head and look up at him in disbelief. Your own brother is pointing a gun at your head.Then all you see is a sudden flash before blackness...

DM: You dream that you are sitting on top of a flag pole. You start to fall. When you land, you say, "Mom, what's for lunch?" She gives you a 5 foot long sub sandwich and shoves it down your throat. When she finishes you gargle out your thanks. You do back flips like in the Olympics. Then you fall through the ground and get dyed blue by lake water. You now think, "I'm an invisible fish." You suddenly fly until... you wake up.
DM: You decide the dream is one of those boring ones. You were going to ask your mom what to do, but you knew what she would say. You go to the arcade by yourself.

DM: A small room opens up right off of the main tunnel. It's not very big. The ceiling and walls are covered with trails of cords running to what appears to be some kind of electrical box. The box is padlocked shut and you cannot open it.Rats scurry past you up and down the hallway. Several are running to the south with bits of food in their mouths.To the north is the warmly lit room with a SFYNX.To the south, you can see a T in the tunnel going east and west. A walkway runs along either side of a murky waterway. There are an awful lot of rats running to the west with food.
Player: Go South and West

DM: You put in all of your $12.75. You hear a big rumble and you see a mask to put on. You put it on and you see the message, "PREPARE TO MEET YOUR DOOM!"
Player: Umm...
DM: You don't know what to do next.All of a sudden, a smilie face pops up and says, "What level would you like to play? Level 1: Jungle, Level 2: Pine Forest, Level 3: Desert, or Level 4: Life on Pluto?"

Player: Head For the Oasis

Player: Pet It
DM: The jaguar puts your hand in its mouth, then spits it out. It doesn't like your flavor. The jaguar quickly leaves your presence.

Player: Level One
Player: Leave booth
DM: You are afraid of dying (that's what the sign probbably meant). You back out of the booth and walk home safely and live the rest of your life as a normal person.

Player: Level Four

Player: Street
DM: You walk into the arcade and realize that you have no money with you. You go home, get some money, and go back outside.

Player: "How do we get out of here?"
Player: Panic,

DM: You laugh until the jaguar gives you the evil eye. How could an animal give you the evil eye, anyway?

DM: You talk to it about it being a figment of your imagination. Then you move on to talking about your problems at home, and how your life is going.The jaguar loses interest and leaves.
Player: Cheer!
DM: You start cheering by doing a self-made Indian chant. The jaguar becomes interested in you again.

Player: Realize your mistake and run back to the tunnel.

Player: Talk to it

Player: Go to clearing
DM: You go to the clearing to see where Level Three is. Some trees have been cut to certain heights. You soon discover that they form steps!

Player: Delight Them
DM: You talk to them until you hear a roar or some other fierce sound. The tapirs flee instantly. A tribe of Indians run up to you. They scream at you in a language unknown to you.

Player: Third session with Skage.
DM: E: Hello Skage. I've been having sessions with Baryon, and I'd like to ask you about something. S: Go ahead. E: You convinced Baryon to not only help you escape, but to assist your plans. How did you do that? What did you say to him? Manipulating a person that independent isn't easy. S: I didn't manipulate him. I explained my side of the fight. He agreed. E: Simple as that? S: Simple as that. E: Do you agree with what you said to him? S: Now? No. E: Why not. S: It's wrong.YOUR HEALTH: 100%

Player: Run Away!
DM: You start to run. Of course, Grizzly Bears are faster than humans. The bear doesn't tire as easily as you, so you make a good bear meal.

Player: Be Afraid
DM: You panic. It turned out that they meant to be peaceful. They think you are an oasis demon.

DM: You're on Pluto! It's too cold for fires! Well, anyway, you search the area for sticks but can't find any.
Player: Look harder!
DM: You squint at the ice, stare at the ice, even cry at the ice, but looking harder in any of those ways just isn't very effective. Sorry.

DM: You must think you are good with animals or something because you don't run. The bear comes up and does the expected.

Player: "I can't understand you."
DM: They point at a big wooden bowl that is filled with water. The bowl is being cooked over a fire. The Indians are...

DM: You can't go wrong with a T-shirt and jeans, right? Wennipeg thought so. It wasn't too slack, but it wasn't too serious either.The next choice was what to take with him. He could see pros and cons of all his possessions, and he chose the best he could.
Player: Wennipeg chose his favorite pack of cigarettes
DM: Wennipeg wanted to take his pack of cigarettes. He could use one before the interview to calm him down. He didn't have to show it, either. He slipped the pack into his pocket.The final thing to do was select a hairstyle. Wennipeg's hair was curly and messy, so it took a lot of effort to comb it over. Still, he wanted to make a good impression.
Player: Wennipeg shaped his hair into a Mohawk

Player: send officers to the bank
Player: do nothing, PREDICT means to see what has already happened
Player: do nothing, PREDICT means to see what is happening right now

Player: Repeatedly gash it's head until something happens

DM: You lay down on the sand and enjoy your life in the desert sun... or at least as long as you live.

Player: Sleep on the ice
DM: You lay on the ice and fall asleep. The next day you find yourself incased in a tomb of ice.
Player: Breath on the ice

Player: Hungry and Want you to Eat with Them
DM: You walk over to the bowl with them. They throw you into the bowl. The Indians really were Cannibals.

DM: You talk to them about how to raise Boar cubs. They lose interest.You are now all alone.
DM: You cry your heart out, literally.

Player: "I'd really like just a few more minutes of sleep."

DM: You try to take off the mask,but it is stuck to your face.

DM: You get onto the steps. They end on a very thick tree stump 100 feet above the ground. You look around and see the mountain again. This time, you see the snowy peak glowing. You have a sneaking suspition that Level Three is up there. And you want to get out of this game as soon as possible.
Player: Jump off stump
DM: What did you do that for?! Do you think you have superpowers or something? Anyway, the ground comes at an alarming rate and you hit the dirt...HARD.

DM: You start back down the mountain. The mountain is now rockier than you remember for some reason. You accidentally slip on a small crop of rocks, slip, start looking like you're bleeding very badly, and die from blood loss. How real can this game get?

Player: Break through the ice
DM: You kick out randomly in odd places, but the ice won't give. You feel so angry that you want to scream.
DM: You scream at the ice, which fogs over. Great. Now you can't see anything. You wait for a while, until you hear a distant rumbling. You struggle to see what is coming, but suddenly a wave of ice crushes into you.

Player: Quickly close the browser and find something else to do
Player: Take a nap
DM: You get up and close the window. You go to the supply closet and pull a few towels and spread them on the floor. Curling up, you quickly start to dose off.A while later, you wake up and look at the time. Five minutes until lab starts.

DM: You climb down the steps without getting injured.

Player: Look for shelter
DM: You look all around for somewhere you can get warm. you see a few caves, but they are filled with snow. Suddenly, you see some smoke coming from half a mile away. It is coming from a cabin!

DM: You look confused. They return the look back at you.
Player: Take a Camel
DM: You criminal... or attempted criminal. The Arabs get out their swords and cut down their "Desert Theif".

Player: ...stay put
DM: You stand where you are for the rest of the hour. A couple of people smile in your direction, and Hunter keeps glancing at you, but no one really makes an effort to talk to you. You don't mind. You don't need or want them anyways. None of them will ever be able to replace the love you once felt.
Player: English Class 2
DM: Today, you're on time to class. The teacher hasn't started her rambling, and most of the desks are available. For a moment, you almost take the seat where you know Jacob sat, but you decide it against and go straight to the seat by the window and the air conditioning. Bailey's sitting where she always sits. Hunter isn't in class yet.
Player: ...listen to lessons

DM: You go back to sleep and...

DM: AA
Player: q
DM: AAQ
Player: s
DM: AAAS
Player: t
DM: AAAAT
Player: r
DM: AAAAAR

Player: Keep breathing
DM: You keep breathing, and more water drpolets splatter over you. Soon you get extremely tired.

Player: Go to cabin
DM: You go to the cabin and, remembering your manners, knock on the door. A man in a buckskin outfit and short beard opens the door. He welcomes you in, gives you some soup, and lets you spend the night there. The next morning he wants you to stay, but you think you should go.
Player: Leave anyway
DM: You leave the kind man to look for Level Three, which you find after some time thinking about what your parents were doing at that moment.

Player: Fake snore

DM: You become a member of the caravan. You get a camel, Bucco.

DM: You are not a criminal. You are not going to steal. But unfortunately you cannot avoid this any longer. Because you have not been paying your taxes, having too much debt and not paying it off, you are arrested by the government and sent to jail.

DM: They accept you as a new caravan member. After the camels are watered and the Arabs have had their share, the caravan leaves.
Player: Moving Caravan!

Player: Wait for Vampire to come back
DM: Ten minutes pass by and you are now starting to panic. Is the Vampire going to come back or will you be left here forever? What happened to Mara? You have ten minutes until midnight. Suddenly you see a bat fly back. You start waving your arms and jumping up and down. The bat swoops down and picks you up flies you across the maze. You can see all the monsters walking around inside and then you see the exit. Mara is standing outside, waiting. The bat drops you down at the exit and you wave a thank you and run to Mara. You have escaped the maze with three minutes to midnight.

DM: You throw sand at them they are blinded and with the help of more sand and your caravan friends, you finish off the nomads.

DM: Opening my eyes, I see a bright white light. And I see my mum, next to me. She's holding my hand. You; "Did it work?" Nothing. You; "Mum?" Nothing. You; "MUM! MUM! MUM?" I'm so scared, it this it? Am I dead? Is this what being dead is? I'm going to see everything!? Oh, God help me!!! You; "Mum? Mum?!" What's that? I hear...footsteps... ???; "Shut up already!" You; "Who are you? What have you DONE to me?!" ???; "Calm down already!" She muttered something under her breath that sounded something like "by Odin...". Turning to see her, I could tell that she was roughly my age, with pale blonde curls and extremely bright blue eyes. She appeared to be in HD, compared to the room around me, which was pale and blurry. I then noticed she seemed to be on the other side of a window. But there was no window there... ???; "Look, just trust me, she isn't going to hear you. So just give up already, your noise is annoying me." You; "Who the hell are you?!" ???: "Name's Valkyrie, kid. But just call me Val. Someone's a long way from Kansas, huh?" You; "Very funny. " Val; "Are you gonna get up, or what?" You; "Huh?" Val; "Look down." Looking down, I saw myself, lying asleep on the bed next to mum. I looked back up. Then down again. I was separated from my body! I jumped out of the bed, and clambered through the window, to where Valkyrie stood. You; "Am I..." Val; "Dead? No, but you will be if you don't hurry." What the hell did she mean?

DM: You lash out frustratedly at the ice. There is a crack, and the ice shatters all around you. You watch in horror as a shard plunges towards your heart and...
Player: You wake up
DM: You find yourself slumped in the booth with ice water streaming down your clothes. The mask is beside you. You also notice several poeple staring at you.
Player: "What?"
DM: They give you this long explanation, most of which seemed true. You find out that you were in there for one hour. Of course, you are confused. Then they tell you that you had unconciously slipped the mask off and hit your head on the booth. That explains the sudden head throb.You suddenly hear a rumble come from the booth. Then you realize it: YOU HAVE DEFEATED THE MACHINE! The machine will probably blow up.
Player: Run Blindly
DM: You run into all the arcade games, trying to get away from the falling booth. You are unsuccessful.

DM: You stay behind with your new camel, Bucco!
Player: Live in Algiers
DM: You live in Algiers until you are sucked up into...
Player: Level Four!

Player: Get a Camel

Player: "Hi"
DM: They back away and run, screaming. The machine suddenly falls on you from being defeated by you.

DM: You wander into the desert with Bucco and wander around the desert until you run into the same caravan that you had met before.
Player: Live with Caravan
DM: You live with the caravan until you die.

Player: Stand There and Say, "Fire in the Hole!"
DM: You just stand there and yell at the machine. The machine explodes, spilling its contents at all of you.

Player: Don't Stop Looking
DM: You finally find Level Four... just before you lost sanity.

Player: K
Player: W
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.> Quel est votre prénom ? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaaaaw...
Player: R

DM: "Although he was a good man, Abel was not without his faults," you say.The audience members straighten up a bit, intrigued--but a bit insulted.Iselica noticeably tightens.Tondra looks up at you, confused."What do you mean by that, Arakhan?" She asks.
Player: "Abel had a dark secret..."

DM: walk
DM: Walk.
DM: Walk
DM: Walk

Player: Sweet/Redhead/Full Body

Player: Turn knob 1
DM: Immediately after you turn the first knob, you hear the mechanism inside the chest working. Two separate 'CLUNKS' indicate that two locks have been altered. However, it does not yet seem that the chest is opened. So, once more you try to solve the puzzle.

DM: You have her here locked away.It took you awhile but it all payed.You took little joy in what you did.But now she was yours and it was all finished.She lays against the wall, mind confused, she can't recall.You would let her rest as time would come.To make amends, to have some fun.Tape's you remembered.Tape's to make her laugh.Tape to make her quiet.Tape that scared her so fast.
Player: Tapes
DM: Tape to cover her mouth.Tapes for her to watch.You couldn't have both, but one would have to do.No one can know, she may never tell.She would never tell.Maybe taping her eyes, you don't want to see the tears anymore.
Player: Solitude
DM: Time fixed things.Things that you feared. Things that made her cry.Even with the black eye.You can't take it back.You know what you did.She hates you now.But when was it ever different?"Time would fix things."What Bullshit.

DM: Time came. So did the investigations.The knocks on the door.The search of the house.The confusion of the emptiness.Just a sad man alone.You knew it would come, and you hid her away.Now it called for a time of change.You went to her after days of silence.Yet you know there would be no silence.Chains rattled as she let out a scream.She still had spark, even with her life in seams.You barked and barked for her to quit.Yet she continued, spit coming from her lip.
Player: Change

DM: Boxes lay in the basement, filled with treasures, reminders, regrets.Photos of the scene of what transpired, all of your family that would conspire.The looks that they would give, after what you did.Fines and Letters, piled neatly together.Then and Now, you couldn't handle it, now its all gone.At the very bottom lie the photos of her.New ones would be took, the hard part would have to come first.

DM: Bruises, bruises on her face.On her cheeks.So came shrieks.Remorse was something long gone.You took the path.It came with wrath.Obedience was the key.
Player: Hatred
DM: Each day was not okay.You thought things would change.betwixt the slaps and kisses.There was no fixing the ditches.You saw it in her eyes.Daddy's girl had gone and died.

DM: Her eyes had layers of fear.Fear of the truth.Fear of the unknown.You sit next to her.Giving a warm smile.She shudders away.Muttering of mom.
Player: Persistence
Player: Anger
DM: "You still loved her! I gave you everything.""You took her away.""It was the only way you would stay.""To think I would stay.""You will stay."She looks away.Tears on her face.
Player: Answers
DM: You asked her questions.Questions about the weather.About the days that she spent with you together.If she missed all of that.But she always had the same answer."When are you coming back..."
Player: Little Talks
DM: You talk with her.She talks back.Tension never leaves though, but you don't mind that.It's normal after all for that to be.But you would never hit her.Nothing but a smile and a wish for her to be as happy as can be.
Player: Oblivion
DM: She said you were oblivious.You laughed it away.She said you were in denial.Your smile beginning to fade.She said she missed you.You grew quiet.She asked when you were coming back.No more talks for awhile.

Player: Aftermath
DM: You boarded the front door and you boarded the windows. Her escapes would be hindered. You were stockpiled as if was a eternal winter. You spent every second with her as if it was your last. You couldn't let moments like this pass. She doesn't look at you and you feel bad. Why did you beat her, she never deserved that. "Samantha?" She ignores you. Nothing new.

DM: The slaps ceased.For the reasons of peace.Peace that was never to come.She would go for the throat, wishing for a gun.Mistakes were made.Mistakes were made.Made the mistakes by the man who wished,that things could have been been met with love and kisses.

DM: Questions she asked.Answers she received.Still confused about your intentions.As if there was more to your deeds.All you wanted was her.Simple as it was.Hard for her to believe.Hard for them to believe.To think you had sinister intentions.How evil could you be?
Player: Queen of dust
DM: Mad as she was in the situation she was in.She didn't seemed threatened which was a step towards bliss.You did your best to make her feel warm.Inside this basement dorm she would call home.You brought down a T.V and fed her well.You tried to make the best of things without letting her out of the cell.Her crying stopped so that was good too.But the dead eyes made your soul turn a shade of blue.

DM: Her mom.What a woman she was.A woman who though she was strong.A woman who thought she was better than most.A woman who thought her daughter was better with her.The bullet put her in her place.Her body body dumped in a lake. Her family knew. Your family knew. No evidence found. the charges withdrew.
Player: Days
DM: You never have visitors so the house stays silent. The only sounds are from you and you can't stand it. The damage was permanent, you couldn't fix it. This isn't what you wanted. But it's what you received. The thought of it kills you. It makes you weep.
Player: Weeks
DM: What happened to you.What happened to turn you like this.Forgiveness in a criminal.What a laugh that would commit.You treated those you disliked with pain.with death.Were you such a coward to bring it to her.
DM: You didn't want to be mad anymore.

Player: Mistake
DM: Each day you sought for a future.A future that included the forgiveness of kin.But that was something that could only be wished.The day she managed to slip from the chain.bringing the makeshift shank to your shin.She grabbed the key and ran for the steps.Still not being able to end it with a singe slit.you lay there incapacitated and unable to move.It was time for something new.You dragged yourself to the drawer.Knowing the men would be back.Triumph looks, guns in hand.Chambered was the round inside the glock. Cocked and ready you took the shot. "The end doesn't justify the means."

DM: The questions continued.The answers stopped.Once again she was locked up.Isolation, Isolation.There was no end. So it was that she went mad.Wishing her dad to come back.
Player: Thoughts

Player: Stockholm Syndrome
Player: Birds in flight
DM: Sweat came down.Drip by drip.you walk upstairs."are you getting some chips?" Upset you are as she says that so calm.You unlock the door and look right behind."Come on Samantha, were going for a ride."Startled she was by this sudden command.Hastily she comes, sweater in hand.Up you go side by side.Knowing now that no one needed to die.What now?Cell or vacation.That story is for another occasion.True Ending "Ride on."

DM: Witlant struck with ferocity into the Bellkeeper's heart. Blood spilt, blood of a fool, onto the sword. The stone statues outside crumbled, and the curse was lifted. The Wanderer picked up the dragonstone from the Bellkeeper's body, and continued onward.
DM: In the Sea of Snow there lies a city,Silent, devoid of life, kindness, beauty, An etching, hinting of past glory, reads:Welcome to Glanadith, City of Men.The Wanderer came upon the tortured city of Glanadith. The streets were silent and devoid of any semblance of life, save for broken stone statues of Men. From the theatre at the top of the great hill on which the city stood came a deafening roar. The Wanderer glanced towards it, the great clock tower on the other end of the city, and the Church in the poor section of the city.

Player: Dad
DM: You sort through the photos.Grimy with dust.The three of you together.forever you thought.One dead. No....two dead.It would never come to three dead.
Player: "HI"
DM: "How are you?""Fine as I can be.""Can I get you anything?""Freedom and peace.""You ask for to much.""Hypocritical for you to say.""Are you not scared of me?""You would never hurt me."You look away.
DM: "It doesn't have to be this way." "It's already done.""You don't have to be done.""My time will come.""Is that what you wanted, me tied up.""And what would you do if I took them off."

DM: They came off.It was unlocked.After much reluctantly.It was over and done.But as the two of you sat in the car.With her asleep, dreaming of mom.You dropped her off at the steps of god.The old man confused at the unconscious girl, you said she was a runaway and needed to go home.With that done, and the house left behind.You got on the highway and went for a drive."I need time."

Player: Fists
DM: You didn't want to hurt anymore anymore.
Player: Love
DM: The day she was born and in your arms you had dreams. Dreams of protecting her from boys. Dreams of protecting her from bullies. The dream of protecting her from the world. Now you can't even protect her from yourself. This was a stupid decision and you treated her wrong. You don't regret taking her though. She was all you had. Selfish as it was. She was all you had she was corrupted by that bitch and you would kill her again. Stockpiled you were for a eternity to spend all the time with her. To go to places.To visit Italy.To visit France. To only have happy memories. But it would begin and end in this house. Death would meet you, but not without one last smile.

Player: Epilouge
DM: Things wouldn't continue like this.That you knew.They would come back.Suspicions abrew.So they did.A month later on.They took her away.Her shrieking once more.Though in the love of her dad.Who she knew would be locked away.But this was best.You had it coming.You were just thankful for the love.That would never die."Unconditional love."

Player: Resist.
DM: Gremgrawler watches you.His fists have lowered. He is slowly backing away. The fight has left him tired. The FIGHT has left him VULNERABLE.I strike forward, and I CUT! I KILL!!
Player: KILL HIM!!

Player: Middle Path
DM: You have decided to try the middle path.You choose the middle path without hesitation and stride confidently down it... and you realize that you've walked into the yeti's cave.Luckily for you, it's sleeping. What now?
Player: Explore the Den

Player: Left Path
DM: You have decided to try the left path.Unfortunately, the yeti is standing in the middle of the track.He grins an evil grin, picks you up, and gobbles you up whole.Try again?

Player: Walk Carefully Back Out

Player: I'll Investigate the Sound
DM: You cautiously approach the end of the narrow tunnel. It opens up into a large cavern! You hear the screeh again. It's coming from... above you? You slowly raise your head to look at the ceiling. You stifle a gasp. On the ceiling of the cavern, you see about 100 arctic bats! You take out your camera, turn off the flash, and snap a bunch of pictures.Well, if you do get out of here alive, you'll be famous!You tear your eyes away from the bats, and notice 2 paths. One on the north side of the cave, and one on the west. Which path should you take?The north path as a dim light in the distance.The west path has no light that is visible.

Player: Choose a Path (Quickly!)

Player: Be a Cheater and Step Back
DM: You have decided to try the right path.You see a light at the end of the tunnel! Your cart rolls towards it, and, you're out! You made it out with about 100 ice jewels! You pile them into your jet and take off.You see an angry yeti shaking his fist at you as you take off. You made it! And you're rich!In case it wasn't obvious, you won. You can try for a different ending or end game and leave comments. I hope you enjoyed playing this storygame!

Player: Try for a Different Ending

DM: You decide to take a look around the yeti's den, even though it seems dangerous.You slowly tiptoe around the yeti's sleeping body. You can see its chest heaving. You realize that it is snoring so loudly you don't even have to tiptoe.Suddenly, you hear a grunt. It's coming from the corner of the cave. You cautiously make your way towards the sound. You find that what made the grunt was a baby yeti!You could try to take it on your jet for scientific observation, but the creature may wake it's parent up. What do you do?
Player: Take the Baby Yeti
DM: You decide to try and take the baby yeti with you.As you gently lift it into your arms, it grunts again, but it does not wake.You leave the lair. Unfortunately, the yeti hears you. It wakes up and comes pounding towards you! What do you do now?

Player: North Path
DM: You have decided to try the north path.This tunnel is much larger than the previous one, and it has torches on the walls. The creepy thing is, they're lit. Someone, or something, has lit those torches recently.You look at them a bit more closely, and this time, you can't stifle your gasp. What's giving off light certainly isn't fire. It has blue and purple flecks, and when you get closer to it, it chills your bones. It's giving off light, but it's not giving off heat. It's actually making you colder!"Ok, that's really weird and a bit creepy. But I suppose it's not really doing me any harm, so I'll just try to ignore it.You come to a fork in the path. Do you go left or right?

Player: Try Again

Player: Run for the Exit!
DM: You frantically run towards the cave opening!Wait a second, did you forget the cave opening was covered by clumps of snow and ice? Whoops, silly me, I forgot to remind you.The yeti runs toward you and you know you are about to be crushed to bits. However, at the last second, you have a brilliant idea. You dodge the yeti and it smashes into the cave-in. It breaks through the snow and gets knocked out cold (literally! that snow is freezing)!You run past it and jump into your jet with the baby yeti still in your arms. It's still asleep! Phew!Three days later, you are rich amd famous! You have proven the existence of the yeti and brought back a live specimen! Congratulations!In case it wasn't obvious, you won the game. I hope you enjoyed!

DM: You have decided to try the left path.You walk along the path. For some reason, you feel a growing sense of dread. This path still has those weird torches lined on the walls.You can't see the end of this tunnel. You realize that the further along the path you go, the less torches there are. Well that certainly doesn't help your sense of dread!Soon, there are no torches. You break into a run. You feel like something very bad is going to happen, but you're very tired. Do you want to keep running or slow down a bit?
Player: Keep Running!
DM: You keep running, but oh no! You didn't see the giant icicle pit! You plummet to your doom.Try again?

DM: You have decided to try the west path.Right as you enter it, you see an old railway station and a mine cart sitting on the tracks with a head lamp inside it. You smile. You're feet won't get tired on this path.You hop into the cart and put on the head lamp. There's a lever to start moving. You pull it. With an almighty lurch, the cart starts rumbling down the rusty old tracks. You arrive at the end of the tunnel in about 2 minutes.You hop out of the cart and see another path off to your right. Better go in there, there's nowhere else to go.
Player: Head to the Path

DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.Aaaaaaaa> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)
Player: G
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)G...
Player: N
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)An...
Player: H

DM: You let out a high-pitched scream, hoping it will drive the yeti away. Unfortunatly, it only seems to make the yeti angrier! It picks you up, grabs its baby, and rips you to pieces. Ouch!

Player: Slow Down
DM: You slow down a bit.Good thing too, because if you hadn't slowed down, you would never have noticed the giant icicle pit, and you would have plummeted to your doom!Luckily, you saw a thin ledge going around the icicle pit. You inch along it and are soon safely on the other side!You keep your pace as you travel further into the tunnel. It makes a sharp right, with no other paths to choose. As soon as you turn, relief washes over you. There's a light just a little further on!Unfortunately, you hear a loud roar. The yeti is thundering towards you!You see a stone on the ground. It's a nice size, and very jagged. You could try to use this to defend yourself, or you could try to outrun the yeti. It's up to you!

Player: Scream!

Player: Throw the Stone!!!
DM: You hurl the stone right at the yeti's head!Oh no, you missed. You really wish you had played catch more often with your younger brother.The yeti grins an evil grin, stomps toward you, picks you up, and gobbles you up whole.Try again?

Player: Run Away!!!
DM: You sprint out of the tunnel, yell as loudly as you can to cause another avalanche, and leap outside just as rocks fall onto the yeti's head and knock him out.You know you have to leave quickly before he wakes up though. So you sprint back to your jet and rocket away. Just as you take off, you see the angry yeti running towards you. You made it just in time!In case it's not already obvious, you won the game. You can try for a different ending or end game and leave comments. I hope you enjoyed this storygame!

DM: It's a wonderfully sunny day in Rome, and you're leading a large procession throughout the streets, en route to the annual foot races. You, of course, are in the middle, protected by your guards, also accompanied my some of your friends, your wife, and some grand music. You stride pridefully down the narrow way, nodding to the people, even waving a little, when suddenly you hear a shrill cry that shatters your blissful stroll.
Player: A Warning
DM: "Please, m'lord Caesar, please listen to me!" The voice shouts, making the crowd go silent as a graveyard. You turn and see an old bearded man, draped in a cape, bearing a cane. It seems to be a soothsayer, from the looks of things. "Come", you say, "Come tell me what urgent matter thou hast."The man draws nearer, staying silent for a moment, than shouts hysterically,"Beware the Ides of March! Beware of March 15!"Now, what do you think of THAT?
Player: Wow, that's pretty scary!
DM: Sure, some soothsayers may just be full of it sometimes, but this guy looks like he knows what he's talking about! You command the laughing crowd to silence, then thank the man kindly for his warning and bid him go. Now, off to the races!As you pass through the streets, you see your best friend Brutus standing by the way, so you decide to go see him. "What's up, old pal?" you ask as you shake his hand. Brutus returns the greeting with a half-smile and a hallf-hearted handshake; It seems that something's troubling him. Although the races don't start for another 10 minutes, you could stay and talk with your good buddy for a bit and see what's bothering him; maybe you could help him. Then again, being late for the race would probably make you look bad...
Player: Talk with Brutus a little
DM: You decide your friend is more important than a stupid race. "Brutus, what is troubling you today? Please tell me; is there something I could do for you?" Brutus is stone silent, then he says, "No matter what, meet me at the party tonight; alone!" Then he suddenly takes off.I wonder what that was all about...?

Player: Ha! What a fool!
DM: Your laughter fills and echoes the crowded streets, and the amused crowd joins with you. "What a fool!" you exclaim, and you carry on to the races. As you walk on, you make sure to joke about the man's stupid warning, since it's just some fantasy dream-talk anyways...right?As you walk along, you notice your best friend, Brutus, talking with a man you know by the name of Cassius. The man leaves Brutus' side upon seeing you draw near, and you take notes of the mean and hungry look in his eyes. Brutus has a confused look on his face, which suddenly changes as you come up and pat his shoulder."Brutus, my friend," you exclaim merrily, "How are you? You look a bit troubled..." He shakes his head and replies. "It's nothing, really.""Well," you say, "I'd watch out for that Cassius if I were you...he's..." You stop for a moment. What if Cassius is already Brutus' friend? You don't want to tick him off by telling him what a creep he is. Then again, it's your choice.You continue. "He's a..."

Player: Go to the races

Player: "A pretty serious, distant guy."
DM: "..." you trail off as you search for the right words to say. You certainly don't want to mock a friend of Brutus', even if you don't like him! "Well, he seems very distant, and maybe a little too serious, you know? There's just something about him..."Brutus nods his head in agreement. "Yes, perhaps he is. I will be careful good friend." Then he accompanies you to the games as you carry on a friendly chat the whole way.After the games, Brutus asks you if you ever thought of being king. You reply that it could happen, but it all depends on what the people want. "This is a free government, after all!", you say. Brutus is silent for a bit, then looks at you again. "If you were king, what would be most important to you?"
Player: I gotta have THE POWER!

Player: Let him in
DM: "Just come in" you reply.A servant comes in, and he tells you of the great banquet that is to be held in your honor tomorrow. You accept the invitation, of course; it's not a party without you! You finish your bath and head of to bed.You wake up feeling refreshed and ready to go. You make sure to wear that awesome purple toga and those cool-looking leaves in your hair, since you are the king after all! After arriving at the party you make sure to greet and talk with everyone, but as you head over to see your good buddy, Brutus, you see him with the Cassius again. And Casca. And Decius. And they seem to be in the middle of a serious talk.Do you want to talk with them?
Player: Go see them!

DM: "That guy's pre-tty weird if you ask me." You whisper into Brutus' ear."He's seems like a real creep...he doesn't even like plays, or music either!" You ramble on over tons of reasons why you think that Cassius is a little loopy and then you continue on to the races, saying goodbye to Brutus.Men like Cassius are pretty dangerous, you note to yourself, and remind yourself to send some spies to watch him...very closely.You enjoy the races a little, but something about that man Cassius, and the soothsayer's warning, just seem like they go hand in hand...

DM: "Well it would be awesome to be king, to be powerful and rule over every..." You begin, but you make sure to add some nonsense about freedom and justice, of course. "Oh, I see." Brutus replies nervously. "That...sounds great, I guess." Something must be really upsetting your friend today, you think, but you wonder what...
Player: The Crowning
DM: Well, just as you expected, here comes some people coming your way, and one of them is carrying a crown!! The one with the crown gives a gigantic, boring speech that almost makes you fall asleep, but you wake yourself up at the end to accept the crown and you become King of the Roman Empire! You celebrate by giving a wonderful speech and then party the night away.

Player: "NO WAY!"

Player: I'm no king!
DM: You politely refuse to be king, knowing that that's the kind of thing that people will love. So, after refusing the crown three more times, they crown you king anyways, because you're just so wonderfully polite. How nice of them...After much celebration, the people even hold a party in honor of you! At the party, you see Brutus talking with that Cassius person again, but this time in a group...You really don't want to talk with Cassius, but Brutus is there, so will you talk now, or should you slip out for a bit and wait and maybe see if he will leave?

DM: You decide that you probably should stay home, just to be on the safe side. But indeed, O Caesar, safe you are not! As you are relaxing with your wife in the dining room, a bunch of hooded men enter and suddenly grab on to you. You spend your last painful moments feeling burning coals slide down your throat as your wife watches in horror, and now this is...THE END!

Player: Decline to make a speech
DM: "No thank you. I've said enough. I must get back to work.""Oh! OK, then."
DM: Your next job in the Coalition is to begin visiting and checking up on various military bases. Your first stop is Godswing Military base.

Player: I think I'll take a bathroom break...
DM: Wow, that's pretty cowardly, you know, but it works!After you relieve yourself, you head back out to the reception room to find Brutus alone. You go to meet him, but he sees you and runs away! Talk about a social phobia, you think. Sure, Brutus has always been moody, but not like this! Maybe you should help him...
Player: Chase after Brutus

Player: "Oh, I just COULDN'T!"

Player: Go see the man
DM: You decide to see the old man...but just for a little bit!The man looks exasperated from running, and he tries to tell you something, but he's too winded. All you hear him say is, "W, watch out f, for c...", and then he passes out. You catch the man as he falls and then watch the letter in his hand fly away in the wind.With all these weird things happening today, something MUST be up, and you'd better watch your back! Something bad's going to happen...and it has to do with something that starts with a "C"; but what?! Do you still want to go to the Senate, or should you return home?

DM: Fine, you think. If Brutus wants to be some emotional jerk, he can leave!You spend the rest of the night having a good time, but something in the back of your head keeps nagging at you...

Player: Stay at the party

Player: Mommy! I wanna go home!
DM: Well, I'd better be going, you think to yourself, then take off back to your house. When you arrive, Calphurnia greets you, grateful to see that you're alright after all. "I was worried sick!", she exclaims as you embrace her in your arms. She tells you that some hooded men came by earlier, but she told them you were going to the Senate. "Good," you say, "They could have been murderers." "Murderers?" The next day you go to Brutus' house and here some disturbing but good news. The group of hooded men yesterday were looking to kill you, but they were caught at the Senate wandering the halls with daggers in hand. The group will be eventually tried with attempted murder, and the people will learn of how you suddenly turned home that one fateful day, and you will forever be known as the king with the Third Sense.YOU'RE ALIVE! YOU WIN!

DM: Sure, you may be a coward, but at least you're a living coward! As soon as you see Cassius you turn to bolt out the door, but he himself is blocking it! You try to cry, "Brutus!" but you can't even breathe as Cassius strangles you above the floor, making you pass out. But you never do wake up...YOU WERE KILLED! TRY AGAIN!

DM: All right! Under neath the aisles are several dirty articles of clothing, cigarette butts and a really neat shovel! Since you don't smoke and hate dirty clothes, you decide to just get the shovel.
Player: Shovel
Player: Take the scimitar

DM: You decide to stay and see what they're up to, so you greet them with a friendly (although a little nervous) hello. They all reply warmly, although they seem a bit anxious, also...You seat yourself in front of them as a man you know as Metellus Cimber starts to speak. "Dear Caesar, I wonder if you remember my brother." Faintly recalling him, you say you do, but ask him to remind you. "Well, you see, he was banished for a crime he did not even commit, and I think, since you are such a kind, just, and intelligent man, that you should realize that he was framed, and that he should be UNbanished." Shaking, he sits back down in his previous seat, and the rest of the group looks at you and awaits your answer; It seems that they'll almost pounce on you!So, what shall you reply? This could very well be a trap; which answer is the right one? Think quick!
Player: UNbanish the brother

Player: Forgive and Forget
DM: Well, it is said that the nice guy finishes last, but not this time! You decide to forget the whole thing and focus on more important things, like improving road conditions and making the justice system. In fact, you are later noted for having one of the best court systems in all of history, as well as the largest army in all of history (though you hardly use it.). Way to go, Julius. It looks like...YOU WIN! WAY TO GO!

Player: Kantine
DM: Die Kantine .... verwuestet . Stuehle , Tische...umgeworfen . Doch plozlich herst du lautes Stehnen in der Kuche .Du solltest besser verschwinden , da du schwach und unbewaffnet bist . Falls du jedoch den Helden spielen willst , kannst du trotzdem in die Kuche gehen ...

Player: Die Strasse rauf
DM: 2 Untote . Die beiden sehen dich erst als du 5 Meter von ihnen entfernt stehst . Du nimmst deine Axt und packst all deinen Mut zusammen ... du :

Player: Grunes Haus
DM: Die Tur des Hauses ist zwar zu , aber nicht verschlossen . Als du die Tur offnest siehst du ein noch halbwegs aufgeraumtes Haus , doch als du das Wohnzimmer betritst siehst du den ehmaligen Besitzer an einem Strick an der Deckenlampe hangen .... allerdings zappelt er noch ein wenig ...Auf dem Tisch findest du ausserdem ein Medikament namens B188 und eine Soda-Getrankedose .
Player: Du machst den Mann vom Strick los
DM: Als du die Leiche abschneidest spurst du plotzlich Zahne in deiner Schulter .... VERDAMMT , der Typ war infiziert ... Der Virus verbreitet sich in deinem Korper und du stirbst ....

Player: Du nimmst einen kraftigen Schluck aus der Dose
DM: Der Zucker erfullt dich mit neuer Kraft , du sammelst deine Gedanken . Doch plotzlich horst du einige Gerausche an der Tur , du :
Player: Du rennst aus dem Haus und nimmst den Trampelpfad neben dem Haus

Player: Du schlagst und rammst die Untoten
Player: Du offnest die Kuhltruhe im Tankstellenhaus mit deiner Axt
DM: Als du die Kuhltruhe offnest , steigt ein unertraglicher Geruch heraus ... Drinnen ist ubrigends nur alte Eiscreme.... Ablaufdatum wahrscheinlich Monate her ....

Player: Du gehst zur Kirche
DM: Als du vor der Kirche stehst , bemerkst du , dass die Turen und Fenster mit Brettern vernagelt sind . Von drinnen horst du einige Gerausche .Ausserdem siehst du einen kleinen Trampelpfad neben der Kirche .
Player: Du machst dich an der Tur zu schaffen
DM: Als du dich an der Tur zu schaffen machst , horst du eine Stimme aus dem Inneren :"Mensch oder Untoter ?"

Player: Du untersuchst die Zapfsaulen nach Benzin
DM: Die Zapfsaulen sind leer ..... naturlich
Player: Du untersuchst den Lagerraum
DM: Als du die Tur offnest , entdeckst du einen Hund im inneren des Lagerraums . Sein Besitzer hat ihn hier wohl eingesperrt .... nun ja .
Player: Auf den Hund einreden und ihn streicheln

Player: Du gehst zu den Gerauschen an der Tur
DM: Die Gerausche an der Tur waren die 4 Zombies von der Strasse runter . Doch bevor du das realisierst liegst du schon in 2 Teilen auf dem Boden ...

Player: "Ich bin ein Mensch , bitte , konnen sie mir helfen ?"
DM: "Hier gibt es nichts , Plunderer ! Such dir dein eigenes Versteck , verschwinde !"
Player: Du holst deine Axt raus und schlagst die Tur auf
DM: Du schlagst mit der Axt auf die Tur ein , doch plotzlich horst du ein lautes Gerausch und einen schnellen Lichtblitz...

Player: Du gehst in den Lagerraum der Tankstelle , aus dem du irgendwas horst
DM: Der Hund bellt , aber ist wohl nicht gefahrlich . Als du die Tankstelle verlasst , folgt er dir . Es wird allerdings langsam Abend und du solltest dich besser verstecken ....Du gehst wieder in den Lagerraum und verrammelst die Tur ...-----------------------------------------------------------------------Du verlasst die Stadt und hast deinen ersten Tag in der Apokalypse uberlebt . Probiere doch mal einen anderen Weg aus , es gibt viele moglichkeiten das erste Kapitel zu beenden ...( entschuldigt bitte Rechtschreibfehler und das es keine oe , ae , ue usw. gibt , da der Editor diese nicht akzeptiert )....... ein 2ter Teil wird kommen .....Verrammelt die Turen

Player: Du schliesst den Wagen mit dem Grunen-Kabel kurz
DM: Ah , verdammt , es ist doch immer das Rote-Kabel , doch als du merkst das es das falsche Kabel war , ist das Auto schon umringt von Untoten und es tiefste Nacht ......

Player: Du packst deine Axt aus und haust damit auf die Tur ein

Player: Den Hund erlosen
DM: Du hast den Hund getotet und bist nun voller Blut .... als du die Tankstelle verlasst , kommen plotzlich die ,vorhin noch so weit entfernten, Untoten auf dich zu .... das Blut hat sie wohl angelockt , du musst wohl kampfen

Player: Du guckst dir doch noch den Lagerraum an

Player: Du probierst wieder zu verschwinden
DM: Dein Plan hat nicht funktioniert .... so ist es ... ein Fehler und es kann den Tot bedeuten ... wie hier

DM: The sun beats down on you, intense both in glare and temperature. You however, do not mind as ever since the Labour Drones were upgraded earlier this year heat had been a much less significant issue than before. In fact, you find yourself relishing in the temperature. More heat means more energy absorbed into your new black metal coat, which in turn means more power for your circuits. The more you think, the more you struggle to even remember what it is like to hate the heat. Afterall, it gives you power, it gives you energy, you would even say it gives you life.Just then, a high pitched whistle sounds across the fields. It is supersonic, inaudible to those made of flesh and blood, but easily readable to a Labour Drone. It signals 1pm; halfway through the work cycle for today. You leave your revelry of the past and continue working.
Player: Continue to revel instead.
DM: You decide that you have picked quite enough for now and deserve some time to observe your surroundings and process your thoughts. Why would Master have invested in the Spring upgrade if he did not want you to take the time to use its upgraded intelligence features? For the first time you can string together sentences in your mechanical mind much as you imagine Master does. There is no greater joy for you than to scan all the newly ponderable subjects at your disposal. You sit silently in the fields for a few minutes taking in your surroundings.

DM: 

DM: Dein Plan hat funktioniert und die Untoten endgultig tot .... das Haus ist grosstenteils zerstort , einzig der Computer sieht noch funktionsfahig aus und auf dem Kuchentisch liegen auch noch ein paar Sachen ...
Player: Du untersuchst den Kuchentisch
DM: Ein Schlussel fur einen Pickup ... wahrscheinlich der vor dem Haus . Hier gibts wahrscheinlich eh nichts mehr zu holen und es wird langsam dunkel .... Besser fahr ich etwas ausserhalb der Stadt ...-----------------------------------------------------------------------Du verlasst die Stadt und hast deinen ersten Tag in der Apokalypse uberlebt . Probiere doch mal einen anderen Weg aus , es gibt viele moglichkeiten das erste Kapitel zu beenden ...( entschuldigt bitte Rechtschreibfehler und das es keine oe , ae , ue usw. gibt , da der Editor diese nicht akzeptiert )....... ein 2ter Teil wird kommen .....Verrammelt die Turen

DM: You make several more speeches on Garavan ships and worlds, riling them up for the upcoming battles and securing their loyalty. Your final destination of the tour of the Campaign of Victory is the Olympus, the Coalition flagship.
DM: Before you depart for the Olympus, your good relationship with the Scairtt manages to get them to negotiate a fuel deal with the Scairtt, as they switch from using Garavan Diesel to Coalition fuel, due to their hatred of the Garavan. This improves your relationship the Scairtt further, makes the old-Coalition races happier and the resulting trading deals mean you're able to gain more funding for the Coalition war machine.

DM: "Wenn sie mir etwas Ol bringen , helfe ich ihnen ..... gucken sie mal in der Tankstelle !"

DM: Du machst den Computer an und checkst das Internet .... ein kurzer Blick auf Die Verdammten und dann die News ....Meldungen von einem Mittel namens B188 und Untoten .... manche nennen sie auch Zombies , wie aus den alten Georg Romeo Filmen .....
Player: Du machst den Computer aus und untersuchst den Kuchentisch

DM: You recall the marks from somewhere. You can test your knowledge off animals to see if you can find what took your weapons, or you can follow the marks.
Player: Animal test
DM: Can Gorillas catch human colds and other illnesses?

DM: Moving quickly,you are able to catch up with him before he goes into the locker room."Hey, Coach!" you yell to get his attention.He turns around quickly expecting it to be a student. "Oh,hey, man. I was just about to go shower and get all of this sticky mess off of me. What's up?""I just wanted to congratulate you on the victory," you say."Oh, the kids did all of the work besides I'm not even the head coach," he laughs.
Player: Ask to join him in the shower
Player: Get clean and get out
DM: You both strip and quickly get into the shower. You don't interact with each other and and both of you just focus on getting washed off. The whole event is done within 20 minutes.
DM: "Yeah, well congratulations again. I'll be heading home now. I'll see you on Monday," you say."Sure thing, bud," he calls back as you walk back toward your car.

Player: Ricks File

Player: Safe

DM: Em 1655 nasceu uma lenda. Aos seis anos foi capturado por um missionário português que tentou assimilar ele a sua cultura, o missionário o ensinou português e latim. Seu plano é de algum dia fugir. Suas chances seriam melhores se aprimorasse suas habilidades, mas não tinha tempo para todas elas...
Player: Forca e Concentracao

Player: Roubar o cacador
DM: Francisco usou sua furtividade e conseguiu roubar o acampamento do caçador e se esconder numa moita antes de ser visto. O caçador que era mais esperto percebeu o que tinha acontecido e mesmo sem saber onde Francisco estava ele disse em voz alta que se aquele que o tinha roubado devolvesse tudo seria perdoado e poderia comer junto com ele. Francisco com medo se entregou e implorou para que fosse perdoado. O caçador apesar de ranzinza cumpriu sua promessa e ainda o convidou para ir passar a noite em uma taverna.

DM: Ele confuso com muita fome não recusou e seguiu o caçador até a taverna, alguns homens no local começaram a descriminar o caçador que passou por eles parecendo não ligar. Dentro da taverna um homem logo foi atendê-los, o caçador pediu um quarto e um jantar, Francisco comeu e logo depois subiu para dormir, o velho caçador disse que o encontraria pela manha Francisco não fez perguntas a ele, só o esperou. Assim que acordou o caçador estava em seu quarto olhando para ele, perguntou se sabia usar uma espada, Francisco respondeu que sim, os dois desceram e o caçador ofereceu-se para treiná-lo. À noite os dois voltaram para a taverna e estranhamente os homens que estavam lá fora tinham sumido, Francisco contou no quarto sua historia para o caçador, que não falou muito só o ouviu. Francisco tentava indagá-lo sobe sua historia, mas ele sempre se esquivava com outras perguntas, o velho resolveu ajuda-lo a encontrar sua irmã.

Player: Correr
DM: Ele correu até não aguentar mais, acabou em uma estalagem, era muito tarde e já havia anoitecido a tempo, mas Francisco não tinha ideia da distância e de quanto tempo havia corrido.

Player: Continuar seu caminho em busca de sua irma

DM: Os dois seguiram o comboio até a fazenda. Havia muitos guardas então os eles passaram sorrateiramente até chegarem a casa, lá se esconderam ate que os escravistas fossem embora e os novos escravos fossem postos na senzala. Quando entraram na senzala esperaram e contaram para uma meia dúzia o que eles iriam fazer, espalhando o plano de boca em boca. Muitos se afastaram deles e voltaram a o que estavam fazendo sem se importar com sua presença, Francisco não sabia o porquê daquilo, eles não desejavam a liberdade, até que o caçador começou a tentar convence-los, mas foi brutalmente interrompido por um tiro que veio do lado de fora. Caído de costas no chão, sangue saia da boca do caçador que em suas ultimas palavras disse ''ache-a''.
Player: Lutar para vingar seu mentor
DM: Começou a gritar pedindo por ajuda e continuava a matar todos os que entravam na senzala sem misericórdia, pouco a pouco, inimigo por inimigo, o espirito de todos voltava, unindo-se a ele venceram aquela batalha. Francisco viu o homem que matara seu mentor correr, e mais policiais chegando à fazenda.
Player: Fugir junto com os escravos

Player: Entrar na estalagem
DM: Entrou na estalagem e convenceu o dono do local, um velho cego de um olho, a deixa-lo dormir por uma noite em troca das peles que ele levara em sua bolsa. Logo cedo despertou e o velho disse que ele precisava sair pela porta dos fundos, pois havia português bebendo na estalagem. Francisco saiu escondido e novamente estava sem rumo.
Player: Reencontrar o indio

Player: Vingar seu mentor
DM: Sentindo-se culpado pelo o que havia acontecido, decidido que a busca de sua irmã poderia esperar e que ele precisava libertar os índios que foram capturados e matar os que promoveram aquela chacina, Francisco foi atrás daqueles que mataram o índio. Dois dias seguindo os rastros do grupo que atacou a tribo, descobriu que eles se denominavam bandeirantes, e que abriam caminho a procura de índios e negros.

DM: Francisco assustado com o que havia acontecido sentiu que não teria nenhuma chance naquela batalha, o que tinha à fazer era correr. Ele correu como nunca, apesar de em vários momentos pensar em voltar para ajudar os escravos ele continuou a correr sabendo que não poderia fazer mais nada se voltasse para a fazenda. Quando se sentiu seguro parou e sentou-se embaixo de uma grande árvore, diversas coisas passaram por sua cabeça, mas após recuperar o fôlego só pensava em sua irmã. Essa era a hora para finalmente ir atrás dela, após descansado Francisco partiu em busca do seu objetivos.

Player: Ir atras do homem
DM: Francisco sem raciocinar sobre a situação e apenas querendo vingança dispara em corrida atrás do homem que havia atirado no caçador. Graças a suas habilidades marciais pode combater e derrubar alguns homens e pegar uma arma, esta com apenas uma munição. Após correr alguns metros seguindo a trilha do homem, Francisco o encontrou em uma bifurcação pensando em qual caminho seguir, este não percebeu que tinha sido seguido, quando virou-se estava encurralado. Francisco levantou a arma e num único tiro matou o homem. Agora Francisco pretendia partir em busca da sua irmã.

Player: Atacar os bandeirantes

DM: Francisco e os escravos sobreviventes decidiram que tinham que criar um lugar para morar, poder sobreviver, e possivelmente para abrigar outros escravos refugiados. Um homem sabia de um lugar onde poderiam montar algum abrigo, era um lugar totalmente desolado e muito difícil de ser encontrado, daria um esconderijo perfeito.
Player: Va para o lugar que o homem sugeriu
DM: Eles foram para o local sendo guiados pelo homem, tiveram que passar com cautela por diversos locais por conta da presença de homens que aparentavam serem escravistas. Poucos sobreviveram a viajem, mas o lugar era excelente para se esconderem, era afastado da cidade e era cercado por montanhas, então quaisquer inimigos seriam vistos, pois só existia um caminho para chegar ali.
DM: Apesar de tudo estar caminhando muito bem, Francisco não havia esquecido do seu principal objetivo que era encontrar sua irmã, por isso achou que já era hora de deixar seu quilombo de lado e ir atrás do que realmente lhe era de interesse desde o início. Francisco deixou um amigo que havia feito durante a viajem tomando conta do lugar e partiu dali. Durante as viagens começou a libertar escravos das fazendas próximas procurando informações, até que um dos escravos havia conhecido sua irmã, dando-lhe a pista de onde começar a procurar.

DM: Francisco decidiu que render-se era para os fracos, iria lutar até o ultimo homem. Apesar de arriscado o espirito de luta que pairava sobre os homens lhe pareceu mostrar que poderiam vencer. Quando a ultima batalha começou, os homens apesar de estarem com fome começaram a lutar com muita raça, a vitória parecia sorrir para eles, porém os invasores apelaram para uma estratégia suja. Enquanto distraiam os homens, eles invadiram as casas e começaram a matar as mulheres e as crianças, isso fez com que todos que estavam lutando ficassem sem saber o que fazer, e assim um a um os homens foram sendo massacrados. A derrota agora era iminente, Francisco tentou fazer algo, mas todos estavam muito fracos, inclusive ele. Quando tentou confrontar muitos homens de uma só vez, Francisco foi massacrado e deixado ali até que algum animal viesse comê-lo.
DM: Francisco acordou com muita dor, levantou com dificuldade tentando se lembrar de tudo o que havia acontecido, viu todas as casas queimadas e corpos no chão e sentiu-se culpado por não ter se rendido quando pode. Apesar de tudo, não tinha como voltar atrás, agora só o que lhe restava era definitivamente ir atrás de sua irmã.

DM: Francisco percebeu que não poderiam lutar e decidiu que deveriam se render. Achou que os homens iam apenas fazer alguns prisioneiros, mas ele estava enganado. Francisco foi capturado e o líder dos invasores disse que ele iria assistir ao massacre do quilombo. Quando a noite chegou a batalha começou, um a um os homens foram sendo massacrados, não tinham mais força para nada. Todos foram mortos, nenhum prisioneiro, e como se isso já não fosse o suficiente os homens atearam fogo ao local. Antes de deixarem o local, os homens nocautearam Francisco e o deixaram caído na meio da floresta.
DM: Quando Francisco acordou ainda estava amarrado a uma arvore de frente para o quilombo. Estava tudo queimado e haviam muitos corpos no chão. Francisco conseguiu se soltar das cordas que já estavam fracas, levantou-se e sentiu-se tonto. Quando lembrou de tudo o que havia acontecido sentiu remorso por ter-se rendido, talvez se tivessem lutado teriam tido mais chance. Apesar de tudo, não tinha como voltar atrás, agora só o que lhe restava era definitivamente ir atrás de sua irmã.

Player: return fire on the trench!
DM: You return fire...the enemy begins to retreat and you advance to take the trench. -You are ordered to hold your position and consolidate your forces!

DM: Os encontrou pela manhã e lá decidiu esperar ate que anoitecesse, iria matar quantos daqueles homens pudesse. Não demorou muito para ser descoberto, tinha sido treinado, mas a sua raiva o cegava criando um ataque de fúria, não estava mais preocupado em salvar ninguém só em sua vingança, se escondeu e esperou os homens se dispersarem deixando o líder sozinho. Quando essa oportunidade apareceu Francisco decidiu confrontar o líder cara a cara. Após amaças, os dois partiram para a briga, porém quando Francisco estava perto de mata-lo, o líder ateou fogo ao local e fugiu. Francisco estava em um grande dilema.
Player: Ir atras do lider dos bandeirantes

DM: Sua irmã lhe explica o plano para derrubar seu tio, que consiste em mandar alguém envenena-lo. Eles iriam se preparar para uma batalha, pois caso algo desse errado seria necessário uma investida violenta. Certo dia estavam todos reunidos para uma reunião, só faltava a irmã de Francisco que era a líder do movimento, porém um homem entrou na casa dizendo que o corpo da irmã de Francisco havia sido encontrado na floresta com uma marca de tiro, e que provavelmente a ordem de mata-la veio de Ganga-Zumba. Francisco muito abalado decide tomar a liderança do grupo, agora ele iria lutar contra Ganga-Zumba não só por conta da proposta do governador, mas também para vingar sua irmã. Passaram-se dias de tensão então numa noite os rebeldes atacaram a casa do Ganga-Zumba, houve um intenso confronto com os que estavam do lado do líder, porém no meio da confusão um dos seguidores de Francisco conseguiu envenenar o líder do quilombo. Estava feito, agora Francisco era o novo líder do quilombo, todos o proclamavam herói.
Player: Final
DM: Será visto como um herói e pela sua historia se torna líder do quilombo e ganha o apelido de zumbi.

Player: Continuar...(cap3)

Player: Fugir
DM: Francisco já não sabia o que fazer, o medo tomou conta do seu corpo, sentia-se incapaz de fazer qualquer coisa naquele momento. Sentia-se fraco, estúpido, lento etc. Francisco não tinha nenhuma opção senão a fuga, os bandeirantes já não estavam mais por lá então não teria perigo de sair dali. Escapou por uma abertura na parede e vi o caos que estava o local, sentiu-se cada vez mais fraco e então correu na direção da floresta sem rumo, queria apenas escapar de todo aquele fogo e daqueles gritos. Quando sentiu-se seguro parou para tomar fôlego, mas o cansaço foi mais forte e ele desmaiou.

DM: The hours pass uneventfully, and you are glad to be able to return to your duties as a Labourer. You sense Overseer riding through the fields on horseback, but other than that your day goes on as normal. Weeks pass and the productivity of the Drones increases. It seems that the mere presence of another human has spurred most of them into action. Master is pleased, Overseer is pleased, and the Drones are pleased as well. Time continues on and things settle into a rhythm. You are glad that your existence can be one of peace, and you attribute the strict yet compassionate leadership of Overseer to that peace. You could not help but imagine the course things could have taken had he been any different.[Ending 10]

DM: You remember that she asked you to call her back. You dial her number."Hey, you wanted to talk," you says as she picks up the phone."I just really wish you had been here. I got into a bit of a fight with my sister. So I would be extra careful around her," she says her voice wavering slightly."Well, that's nothing new is it.""Well, this time was a little different. I think she might be in some real trouble, and I may have accidentally got us a bit of a mess too," she explains with a sigh."Tell me everything now," you request nervously as you slump back into your chair.She explains the situation to you. Her sister had gotten into a very physical fight with her. The police showed up after some neighbors saw the incident. She had managed to explain the situation so far to the police although Scarlett was arrested. This is what led to the fight and death threats against both you and Celeste.
Player: Forget about her
DM: She obviously didn't mean very much to you. You cut her off after this and never have contact with her again. You move out and find your own place to live. You gradually adjust to living by yourself again.Your teaching life doesn't go to well. Jaxon treats you worse than any teacher in the past and does everything he can to make your life a living hell. There's little you can do to stop him with the hidden evidence he has against you. Once you did try to confront him, he confronted you with the compromising photos that he had of you. These photos if released would by the end of your job and dignity at this school. So you are forced to deal with Jaxon's antics for the remainder of the school year. You somehow made it through the year although you were struggling each and everyday of it. It was all for nothing though because as soon as the school year ended, Jaxon released the photos, and they were indeed the end of your career and dignity.

Player: Go talk to her

Player: Ir atras de sua irmÃ£

DM: I jolt awake, drops of sweat beading my forehead and T-shirt clinging to my chest. Kicking my blankets to the floor I glance at the clock. It's just past three in the morning. I down the glass of water from my nightstand. Returning the empty glass, I debate on going back to bed. This California heat is just exhausting sometimes, which makes having nightmares more unbearable. Tomorrow I promise myself I'll go seek professional help. Tonight? I can either lay here staring at my ceiling, waiting for my nightmare to return.. Or..
Player: Take a walk, dude.
DM: Night air fills my lungs and I take a moment to view my surroundings. My favorite, black Chucks carry me to the bottom step of my porch; my hand on the guardrail. Ahead of me is a flower shop. A bright, pink banner announcing blooming mums fills up a window and the front sign reads CLOSED. The salon next door to that is also dark inside. And so is the cafe next to that. No signs of life appear on the streets either, although I can hear people in the distance. Down the street to my left I spot a bright light spilling onto the sidewalk. An open business? Other than that, nothing but dark windows and an eerie quiet. It looks peaceful at this time of night. Or morning. I begin to investigate and take the last step off the porch. The sidewalk curls around a tree and pulls into a straight path again. I take a few steps. And hear a bloodcurdling echo from a scream ahead of me. What do I do? I need to get help before I can adventure unarmed. I whip around and start heading in the other direction. Unsure of the unfamiliar feeling I get from the left side of my porch, the right side makes me curious. I count ten cars parked from here to the stop sign, only half a block away. Interesting. All apartments in this area have designated parking zones. Why so much extra traffic? House party? New cement in parking zone? Doubtful. But I can hear shouting and whooping from around the corner. The noise dies and someone is talking. How far away are the voices? Should I...

Player: Assume it's not worth asking for help and head towards the scream. Alone.
DM: My sneakers hit the pavement and brought me to be front door of the building with the light on. I saw nobody. The building was unnamed. Just a big, open window with a large curtain hiding the inside. I reach for the doorknob and find it unlocked. The door swings open and I could hear voices. No, not voices. Someone was crying. I enter the room and look around. Empty. The smell of fresh paint lingered. The only thing in the room was a door near the corner. I cross the room and turn the handle.
Player: Follow the crying. And pray no one is hurt.

DM: Holy shit. A single, dim light hangs from the ceiling and my mouth goes slack when I see her. A woman is bound by her wrists in the middle of the dark room. Her feet just touch the ground, her bent toes trying to prop herself up. She is about twenty years old and although she is crying, she is beautiful. And she is naked. Head to toe naked. Something inside me stirs. Why? Not sure. I shouldn't be turned on by a crying, naked girl. I walk towards her and she begins crying harder. I'm surprised she even saw me through her tears. "Please stop crying," I beg. I hold my hands up to show her I mean no harm. I reach up slowly, intending to undo the rope and set her free. She is tugging on the rope but gives up quickly. Her wrists are red and raw. And I have no idea how to undo this kind of knot. I don't have a knife either. I hear someone behind me. "Do not turn around. If you touch her... I'll set you both free. If you don't... you die," a gruff voice says. I don't bother to turn around. My eyes are on the girl and her eyes are wide, glued to mine. "Help.." she whispers, nodding.

DM: We face off, and the ball is hiked back to me. I toss the ball to a man on my team. He races forward along with the rest of the team and I follow along. He throw the ball to another man, who passes it to me. We weave between the other team. And I, stupidly, realize my laces on my Chucks have come undone. And I step on a shoelace. The ball slips through my fingers as I stumble forward. And I go down, my body scraping against the road. Holy shit.
Player: You're screwed.
DM: The other men come to a halt. My breath is shaky and sweat beads my forehead. Time seems to stop. Street lights gleam down on us, illuminating their faces hauntingly. And the man in red steps forward through the crowd. Suddenly, they all run towards me. I don't even have a second to comprehend what's going on. Their hands are upon me, dragging me on to the sidewalk and into a dark alleyway. I scream and kick, but it means nothing. I am tossed to the ground and kicked many times. Finally, my eyes adjust to the dark. After a few more kicks the men step back. Who I believe is the man in red steps forward again. He leans down close the my face, his horrible grin inches away from my horrified expression. "Prize time," he says, his breath hitting my face. He stands up and unzips his pants. I realize no one will come running. I wonder if anyone showed up for the other screamer down the road. I close my eyes and hold my breath. Arms hold me down and the forming bruises on my stomach protest when I try to squirm. I'll spare you the details. In more than one way, I'm screwed.
Player: A different kind of nightmare.
DM: They leave me naked, huddled in a bloody ball in the alleyway. Sometime soon, I black out.
Player: Awake.

Player: Turn around and show this lunatic your karate moves.
DM: Slowly, I turn around. Bad idea. A loud noise rings in my ears.. He shot me in my stomach. My hands reach up to my wound. Blood stains my hands. I sink to my knees. And soon I'm on laying on the floor. My head is pounding. A pair of black boots walk towards me. And then over me. I begin to cry. The girls screams increase. And she doesn't stop screaming. I can no longer keep my eyes open. My breath grows shallow. And my hands are wet. I should have just touched the girl. Laughing hysterically inside my stupid head, I black out.

DM: I wake up screaming in my bed. My shirt clings to me, sweaty and hot. What. The. Fuck. I have no clue what to think. Was that real? Am I crazy? I have on the same shirt I was wearing when I went to bed. Is this the same day? I'm alone. I'm alone? I check my clock. 4:00 am. Same day. I sink back onto my pillow and wait to call professional help. ~ONE WEEK LATER~ I waited in bed until 8:00am. I called my doctor and he prescribed me some pretty awesome sleeping pills. Everything was starting to go great. I could actually perform at work without wanting a power-nap. And no more nightmares! It was pretty rad. Until today.

DM: My fingers skim across her collarbone and up her arm. She shivers at my touch. Anger and fear suddenly take over. My fingers trail her entire body, head to toe. The girl whimpers every time I reach her middle section. I capture her eyes. "It's okay," I mouth. I bet she can see the creeper standing behind me. I wonder who he is. What could he possibly get out of this? "Now it's time for the main event," the man says.
Player: Now what??
DM: I'll spare you the details. It's nothing I'll want to relive. When the man finally says stop, I remove my mouth from her and she sobs. I'm on my knees in front of her. I glance up to see her face and she peers down at me, a question in her eyes. Something skitters across the floor. A knife. I make no move to retrieve it, knowing this wasn't quite over. Suddenly, the door behind me closes and the girl lets out a huge sigh. "Hurry! He is gone!" she exclaims in a whisper. My Chucks gripping the cement floor, I scramble for the knife. I jump to my feet and race back to the girl. I try not to touch her body while cutting the rope. Once she was free, the girl sank into my arms. We both fall to the cold ground and I put my arms around her. "It's okay now. I've got the knife. He comes back, I've got the knife," I kept reassuring her. Releasing her from my arms, I yank my t-shirt over my head and pass it to her. She quickly pulls it over her head and jumps to her feet, knife in her hand. Wait.. When did she take the knife?

DM: You stand motionless.The Trapper seems confused. Its' leaves begin to vibrate, as if it were angry. You realize that, as long as you can't move, it can't seem to see you.However, this only buys you a little bit of time. The Trapper's vines pulse outward, searching the swamp for you. One of its' tendrils gets outrageously close to you, practically brushing your nose.You see that this could be an opportunity.But an opportunity for what?
Player: Grab the vine, and hold on tightly

Player: Cross your fingers and try to calm her down.
DM: "Hey..." I slowly say with hands held up, hoping she sees I mean her no harm. I just saved our lives! "I know it wasn't your fault. But why are you here?" She asks, never taking her eyes from mine. "I heard you scream." "Oh.." "Let's go. And you better know how to use that knife."
Player: Get out of here.

DM: She says, "Well, we had a fight the night before, but not that bad of a fight to drive somebody to do something crazy."
Player: Do you have any information about Mr. Allistairs disappearance?
DM: She says, "No, but I do miss him a lot," after this she bursts into tears.

DM: The front room is dead silent and exactly as I remember it. I can hear my heartbeat pounding in my ears. The front door is wide open, night air mixing with the fresh paint smell. I glance behind me to make sure the girl is still with me. She is. Her eyes are manic, scanning the room top to bottom, though there is nothing to see. I creep towards the front door, peeking out to make sure it's not a trap. I see nobody outside. Just the same scenery as before, except that the cars that had been down the street are now gone. Weird. "Ummm.. Where are we headed?" she whispers from behind me. "My apartment is right there. Phone the police." I point to my apartment window, three stories up and dark inside. "No. Mine." She points across the street and up three stories. Okay... Again, weird. I search the street and see a pay phone. "Pay phone," I say. "I need clothes," she says.

Player: Get off the streets.. and into her apartment.
DM: Her apartment is a mirror image of mine. Mailboxes and doorways positioned directly across from each other. Different paint, though. We begin to walk up the staircase. "How did you get there?" I ask. Following her steps up, I have the courage to finally ask. "I don't even want to tell you. It's pathetic and I'm already a fucking fool." I stay silent. We have reached the top steps. She slowly turns around, her hand on the railing. "I can tell you this, though. You'll never find out." Her arms reach out and shove me hard. My Chucks lose their gripping and I topple backwards. When I reach the first landing my skull audibly smacks the cement-pained wall. And i continue to tumble, down all thirty stairs. Somewhere along the line, I black out.

DM: The cops show up within minutes of me calling. We are separated and questioned, sitting on opposite sides of the street. I tell my story and point out the empty building. I notice the light has been switched off and the door closed. The police tell me to go home and they would investigate. The girl must go to the hospital with another officer. I watch her get into the back seat of the cruiser. With tears streaming down her face, again. The car pulls away and I immediately know something is wrong. The girl is banging her fists against the window, shouting unheard words. The policeman driving is smiling. And everything in my head clicks. I start to run after the car, but - THUNK! I collapse to the ground but make no move to get up. There's only one explanation. "Policeman" hit me over the head with his club. I can see blood pooling around my head on the street. He stands over me, smiling. "And now for the main event.." I black out. (Luckily?)

DM: "Hmph."Apparently, there was nothing else to do on this island."Hmph." Sophia sighed heavily again and I could see both Sophia and Angie staring at me from the corner of their eyes.The entire time, Marley was blissfully yawning in the sunlight.Lucky dog."C'mon, we can do other things." I try to hand out an olive branch."Psh, just go meet other girls." Angie pouted and i have to admit, she played the role of Sophia's sister as though it was her sole purpose in life. Even if it was completely overboard, she mirrored her mood to Sophia's mood. So no matter what, I couldn't ignore how Sophia was feeling.Somehow, this felt like a lose-lose situation.
Player: Watch a film together
DM: It was a different love story."You're still here?" She cried softly, leaning against the window.It was the last day they could meet, the boy she met who was never alive in the first place.His fingers rested gently on hers, but she couldn't feel them anymore."Thank you." She whispered as a sad melody began. As she spoke, he was leaning closer to kiss her head, but the screen faded to black and the movie ended.I could feel tears dripping off of Sophia's face. She was leaning against my shoulder and was trying hard not to let me notice."Hey...is this a happy ending?" Sophia asked me softly."As happy as their situation could be, I guess." Rubbing her shoulder softly with my hand, I try to keep my voice light "Sometimes, you just get a bad deck of cards. Sometimes a happy ending is impossible."She sighed and looked at the ground. "Would you be happy in that case?"I'm not even sure what answer she wanted. But before I could think of one, she left the room.Didn't my answer matter? Why did this feel so familiar?

Player: Forget this, I'm outta here.

DM: A wise choice; YTMND is always a great place for a quick laugh - an ideal choice for your first stop on the internet. You quickly glance through the lists on the main page. It has been awhile since you have been here, so all of the sites on the lists are new. So many choices! You smile with childish glee - you'r like a kid in a candy store, but be warned - some of the candy in this store is notorious for its poison...
Player: Click on the random entries page.
DM: What you see is so horrible, the best way to describe it is through narriating your train of thought: "Oh.. Sweet Jesus! No! Argh, is that even possible? Can... can that even stretch like that?! AHHARGH! IS THAT ORANGE JUICE?! AHHH!!! NOOO!!! THOSE AREN'T FUZZY BUNIES! WHAT KIND OF SICK FREAK WOULD DO THAT?! IS THAT... NO, IT IS! WHO DRAWS THESE? THAT IS SICK! SWEET GOD, WAIT, HOW OLD ARE THEY?! AAAAAAHHHRGHHH!!!". You proceed to pluck out your eyes with a spoon, but sadly, the horrible pictures are forever burned into your brain. Suicide is the only way out, just hope that God understands why you had to do it.

Player: Click the back button, quick!
Player: Look through some of the all time most popular sites.

Player: ask for advice
DM: "Do you have any advice for me, Ms. Scott?""Please, call me Kate. Advice? Well even after all these years I wouldn't consider myself an expert. Try to make sure all of your students make it out okay," She laughs slightly.
Player: Kate
Player: Flirt with her

DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaaaam...
Player: R
Player: B
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaaaaaab...
Player: O

DM: Ok.
DM: Ok.
DM: Ok.
DM: Ok.
Player: Examine the Golden Box
DM: You pull aside the cloth on the bookshelf to reveal an magnificently crafted golden box--one of the most beautiful items you have ever seen.It would seem the cloth was tossed over the box as a last minute attempt to hide it. You're stunned the goblins missed it, but then, goblins have never been very smart.You turn the box over in your hands. It's decorated with carved trees, birds, and other small animals. A tiny golden key protrudes from the front, reminiscent of a music box.Perhaps you can figure out how to open it? You have a strange sensation that you've seen this box....somewhere, before.

Player: Search the internet some more for ideas.
DM: Being that become the undisputed king of the internet doesn't just come to someone overnight, you stop to ponder what kind of things you could do. You encounter serious writers block, and realize that your only hope is to browse the internet for ideas. Where do you go first?

DM: Idiot! Gather what you can! I shake my head quickly to clear it and rush about the room. Carl's energy blade is of no use to me, being that it was broken in half when Jasper's blade went through it. I pick up Jasper's blade and flip the power switch. Severing the arm from the wrist, I toss it into my bag. I also grab the plasma gun laying next to Scythe and pocket that, not knowing if I will need it soon. I feel a twinge of guilt as I scrounge around in the bags and purses of my deceased classmates. I realize they won't be using the medicines and snacks that their bags held, but I still feel bad. I pack my bag full shrug it onto my shoulders.

DM: The vampire grabs Papa's head, twisting it with amazing speed. You hear his neck crack, as the vampire drops his limp body. Tears stream down your face, as he walks towards you. He grabs you by the scruff of your neck."You are a sheep," he snarls. "Look at you. Look at all of you. Weak. Mindless. Sheep. You only exist to feed me. Your lifespan is measured in decades. I've lived over a millenia! I am the hunter, you are prey!"He turns, walking towards Mama. Mama tries to strike him, but he catches her hand, yanking her into his grasp and biting down on her neck. She gasps as he tears open her throat, pressing his bloody mouth on the bleeding wound. He feeds for about a minute, as you lie there, too terrified to move. Then, he strides forward, catching your sisters by the hand and lifting them into the air. He flings them over his shoulder like a young lamb, and looks at you."Bleet," he snarls, before walking out of the door, leaving you alone.
DM: You only peer out of your blood-spattered house when the sun rises, driving the vampires back like a shepherd driving off a wolf pack. The village is destroyed, and the vampire's promise is broken. Corpses lie strewn in the streets, in various states of dismemberment. One cadaver in particular stands out to you; the baker's son, who you used to play Knights and Goblins with, has been messily hanged with his own entrails. His face is bloated and blue, and you disgustedly realize that his eyes have been messily removed. You open the door to your house. As it swings out, it pushes the bisected corpse of a village toddler out of the way. You promptly vomit all over the corpse. The sound of a carriage rolling into town attracts your attention. Two riders sit astride, dressed as wealthy mourners attending a funeral might. The man nods curtly. "You're probably quite angry, then."

Player: Type in random letters on google
DM: Perhaps it is just your stupidity kicking in again, but you decide to type in random letters on Google and hope that something interesting pops up. You type in the letters L-A-R-P. To your surprise, you get quite a few hits! You browse through the sites, but even after you read what must have been dozens of descriptions of this strange activity, you just can't wrap your mind about it. Surely, no one in their right mind would dress up in costumes and play RPGs!Out of curiocity, you decide to contact one of these "larp" groups that is in your city. Almost as soon as you finish sending an email requesting to meet with them, a shuriken whizes past you and lodges itself into your wall. You look behind you to see a man in a cheap ninja costume! He broke through your window and tried to assasinate you! Soon after, a crazed shirtless man with a giant wooden sword jumps through your broken window and yells, "GREATSWORD!" at the top of his lungs as he holds the sword over his head. He is charging at you! What do you do?
Player: Stare in awe at this insane spectacle.
DM: You stare at the horribly strange man with the wooden sword. "You fool!" He yells in a cracking voice, "Why don't you fear me? I have 1000 years of power!" Before you can respond however, something very heavy hits you very hard on the head. The last thing you remember before your life was forever snuffed out was a flash of black, and someone yelling, "SNEAK ATTACK!"

DM: The allure of YTMND is to great for you to resist - you must search the site more! You justify your actions by saying that you might get "more ideas" from the "comic brilliance" of YTMND. A site by the name of "WoW is serious business" catches your eye. Wait a second, what is this? That man was screaming at the top of his lungs all over one object - Cloudsong. What object could posses such power?Forget fame on the internet, you must find this Cloudsong! Then you will have ultimate power over all of humanity! Yes! You must find this great artifact. After a quick search on google, you discover that this legendary artifact is either in a "World of Warcraft" or in a far off land called "Camelot" which is apparently dark all of the time. So, where to?
Player: Go to the World of Warcraft
DM: You travel to the mystical world of warcraft. You ask the locals about the mystical artifact "cloudsong", but all people talk about is selling items and wanting to go to a place that you can't even pronounce. The few people that aren't constantly yelling are always asking you to perform some kind of task that they could just do without any problem. This puzzles you, but you soon realize that none of these people are ever moving, so maybe they are paralized and that is why they can't walk 10 feet to deliver their package. Despite the strangeness of this world, you find it most adictive. In fact, you can't help but wander about it for days.You do eventually learn of a cloudsong in this world, but you learn that it is not THE cloudsong, just A cloudsong. At this point though, you don't really care, all you care about is saving up for your mount so you can teach the horde a lesson or two on your next raid. You have become so attached to this world that you become the guy in the picture, and therefore you are one of the greatest losers of all time. YOU LOSE, GOOD DAY SIR!

DM: After a bit of YTMND, you figure that you should go to one of the next biggest places of birth for internet fads: Newgrounds! After all, All Your Base became really famous here, and the Numa guy submited his original flash to the portal! You doubt you have the skills to make a whole flash video, but perhaps you may find some ideas here.
Player: Go to the adult section, you dirty dog!
DM: Being the dirty smut that you are, you decide to take a little break by going to Newground's large adult section. After all, what is more sexy than poor imitations of already poorly drawn characters than you can undress (or dress, technically, even though no one does it)? As you try to enter however, you are disapointed to find some new "feature" that is required to get in! You have to download some lame program from one of Newground's sponsers. A little pop up comes up. You quickly scan though it... phone line, yada yada, pay money, etc etc, bust your balls, blah blah blah... Whatever, who cares? You click okay. Instead of the adult section poping up however, a notification pops up and tells you that you are being billed! There is a dollar ammount below this message that is constantly growing! You try to exit, but the pop up continues to apear, and the number continues to rise. A few days later, your mom's bank account is bone dry, and the bank repos just about everything you own. Good Job!

DM: I'm not supposed to be here? I look to the side and all of a sudden, I see her.Sophia...and me?"God, get a room you too!" Angie, Sophia's sister, was always teasing us."C'mon, it's sweet." Stephanie laughed."Yeah, it's sweet how whipped he is." Alex smirked as he looked to the sky.How is this possible? Unless...Green eyed girl, why are you crying?Did the world treat you badly enough to feel like dying?This happened before.Yes.If I'm here, where is she?

Player: No
DM: You sit in your office, a cigar clenched between your teeth and a glass of scotch in your hands. You stare as the fleet leaves, escaping off to a new future. As they disappear from view, you wait patiently. Everyone you love has been given a place, perhaps unfairly, on the ship, leaving you alone. You see as a Chykri Sphere arrives, its weapons of war prepared for the destruction of anyone behind. You raise your glass in cheers as it prepares to fire on you."For the Coalition." You say, taking a drink.

Player: A
Player: A
Player: B

DM: The Wanderer touched the tombstone, sending bolts of lightning raining down onto the Sea of Water. The tombstone sucked away his life, but brought freedom to the dead. However, some say that he lives on, somewhere far away . . .
DM: Far above the clouds,High on the slopes ofMountains, stands the tallTowers and high roofsOf Galug'Saran!Seat of kings and gods,Place of dragons proud,Den of thieves but alsoOf laws strict but fair,Praise Galug'Saran!The Wanderer had heard these songs since his birth. They had existed for millennia, they had been sung by his parents and their parents. And now he saw it, Galug'Saran. Tall towers seemed to reach even higher than the mountain that they gripped to. It was so cold that he could not feel his toes, nor his fingers. The path he was on led to the door of the church. Massive stained glass windows dominated it's façade. Snow swirled around it's steeple. It was the most beautiful thing he had ever seen.

DM: Without thinking, you point your finger at the shirtless man with a wooden sword and yell, "Lightning Bolt!". The man grabs his chest as if hit by some invisible force, and falls to the floor. The man in the ninja costume keeps yelling, "HIDE! HIDE!". You aren't sure if he is trying to hide and is yelling out his actions (because he is trying to crawl under your bed), or if he is telling his other would-be-assasins to hide from the wrath of your lightning bolt! Either way you feel pretty good about yourself untill...A man with a cheezy robe, felt pointed hat, and simple stick for a staff crawls through your window. "SLEEP!" he yells at you, as he points his staff menacingly. Nothing happens. "SLEEP!" he yells again, louder this time. He stares at you expectantly. What do you do?
Player: Take a hint, and lie down as if sleeping.
DM: As the "wizard" looks at you expectantly, you take a hint and realize that he wants you to go to sleep. You reluctantly get out of your chair, and lie down face up. Hey, you think to yourself, This is kind of fun after all. It's just like having magic in real life! I wonder... Your thoughts are cut off by the barbaric cry of the last LARP assasin. "WARHAMMER!" he yells. The last thing you see is a crazed grinning man, and his huge hand made stone mallet falling into your face.Your only constilation is that they left right after your death, so there was no yelling of, "CLEAN CARPET!" as people tried to remove your coagulated blood from the floor.

DM: You really don't want to get involved in something like that. It just wouldn't end well for you more than likely besides it really isn't your business. You walk off toward the concession stand to grab a snack hoping that will make you forget. As you munch on your ridiculously overpriced popcorn, you see Coach Davis on the sidelines. "Hey, Coach!" you yell getting his his attention, "Keep up the good work.""Thanks, man. Told you he was good didn't I?" he yells back smiling broadly."You, sure did."
Player: Back to the game
DM: "See you after the game," Coach Davis says as he runs to return to the players.You return to your seat and watch the rest of the game. Oakwood is winning big time. The crowd is ecstatic and several fans made the twelve foot leap to storm the field at the ending buzzer. Soon the whole student section was on the field. Another group shouts an address for a celebration party.

DM: Val; "I'm married." You; "Aren't you a little young to be married?" Val; "I'm thirty three. This place has it's advantages. I gotta say, it's a lot easier tahn losing weight or getting surgery, I'm looking twenty years younger and I'm not even trying!" You; "Ok... So, this guy, what's his name?" Val; "It doesn't matter. I just...can't bring myself to say his name." She said bad things happened to her. Was he something to do with it? You; "So what's the story?" Val smiled, she obviously wanted to tell me this. Val; "When I was a kid, I used to play in a meadow, and one day, after my first day at school, this boy who I met found my meadow." Val; "I was playing in the stream, and he came over. We talked for a while, and we promised to meet there the next day. He was perfect, and I guess you could say I loved him. They say when you're a kid, you don't know what love is...probably because you don't know about....well, y'know... But the thing is, I've never felt like that with anyone else. And one day, I finally got the courage to tell him" Val; "And well, anyway, we got together. And we grew up together." Val; "And one day, he popped the question! So, yeah, we got married!" Val; "That's really all there is to it."

DM: It takes a while for her to edge the truth out of you. You spend the rest of the night until dawn running through the surrounding forest. The path will be quicker and less strenuous, but you'd be easy prey. You see the sweat gathering on her face, the exhaustion in her eyes, but she says nothing of herself."So," she says, perhaps a little too brightly for the dire situation, "who are you?"And you tell her. Bit by bit.Her brow furrows at first, but by the dawn she's asking you still more questions, and too many to count.You see a trace of who she had been, the curious girl who had continually asked questions even if there were no answers to be had. Perhaps these are all facets of who she is, you think, multi-layered sides of her identity. She is the pacifist and the warrior, the idealist and the cynic. Aren't we all a bit of these things?
Player: you are.
DM: She refuses to stop and sleep that day, convinced that they will find you both if you stay in the same place for even a moment. You don't hear the sounds of pursuit, but let her decide.That night, as dusk falls, she finally acknowledges that rest might be a good idea. You offer to take the first watch - you suspect that she needs the sleep more than you do. Unfortunately, you might have underestimated your own sleep deprivation and the effects of running through unforgiving terrain for an entire day.

DM: "There is only one man in the world who can help us now!" you say, "Tourette's Guy," Says your cybernetic buddy, "that guy is an ASS! Ha ha ha ha!" You laugh at the childish humor for many minutes before you realize that this is no laughing matter! You have pressing work at hand! Tron Guy presses a few buttons on his handy suit-thingy, and you find yourself in a rather dilapidated living room with a strange, neck-braced man sitting in a ragged recliner. Upon your sudden arrival, he (not surprisingly) screams obscenities at you, and looks quite hostile. What do you do?Tourette'sTurret'sDorette'sTurretsToinette'sEdit...Revert to "Tourrette's"Dorette'sToinette'sToilette'sCorette'sLorette'sEdit...Ignore allAdd to dictionaryTourette'sTurret'sDorette'sTurretsToinette'sEdit...Revert to "Tourrette's"Dorette'sToinette'sToilette'sCorette'sLorette'sEdit...Ignore allAdd to dictionarydilapidateddecapitatedpalpitatedEdit...Revert to "dilapitated"surprisinglysurprisingsurprisingsEdit...Revert to "surprizingly"
Player: Implore the kind sir for his aid!
DM: In your finest, most intricate Shakespearean language (which I would not deign to replicate here), you craft a vivid tale of your suffering at the hands of the Farkian hordes, and implore the valiant legend to come to your aid! The severely troubled man is unmoved by your truly poetic soliloquy of suffering, however, and continues to make vague complaints so saturated with profanity, that you don't really know what he is saying. You can tell, however, that he is making fun of you. Even your old pal, Tron Guy, is snickering. You turn to him, and he says, "What a queer," and disappears in a puff of binary. You are left forever alone in the virtual home of Tourettes guy, forced to suffer his ruthless insults.

Player: I want to see the world!
Player: Go back to mom

Player: I guess your right. I'm sorry Osrino. She has a point

DM: You are no n00b, you know exactly what is going on here, and you know exactly how to deal with it. with a stroke of pure brilliance, you begin with a rather simple line of profanity, and crescendo into a massive string of sheer profane madness! Your words begin to slur, as utterly new methods of swearing are espoused from your very mouth! Tourettes guy's jaw drops in sheer amazement. After a long pause, he is able to mutter, "You humble me, what the HELL do you want me to do ASS!?" You grin, for you know that this man (myth?) has exactly the kind of skills to win flame wars against even the most horrible of Farkians. You nod to Tron Guy, who begins to imput coordinates. A digital gate soon opens before you. "Come with me," you say, shrouded in a mysterious cloud of digital fog, "Our destiny awaits us."
Player: Into the portal...
DM: You jump in triumphantly, for you know that this could be your last stand, the final epic battle to save the internet. Small scouts were awaiting your arrival in the bleak deathly desert that is Fark.com, but the combined skills of your unstopable trio are no match for them. The legendary flame-robot forum seige machine rises from the craggy depths of a nearby fissure, and begins to spit flames and insults at your party. Tourettes guy quickly retorts with a razor edged, if rather childish, insult. The robot, confused, begins to call you all Nazis, and promptly self-destructs. The defeat of the epic Farkian war-machine draws a lot of atention to you, and before you know it, hordes of Farkians are upon you. Tron guy throws his digital frisbee of death at them, which keeps them at bay, while Tourettes guy picks off at their self-esteem. More and more forces begin to envelop you, and you will be soon flanked on all sides. You see a quickly closing opening in the enemy armies, now is your last chance to escape the blunt of the fray!
Player: Tumble out of the conflict, and look for the real enemy...

DM: You know that the armies are infinite, and that you would be doomed if you continued to fight, so you quickly dash out of the fray in order to find the true enemy, Drew Curtis. You spot an ominous firey crag, and fearlessly dive in. You fall for what seems like hours, and eventually find yourself in a huge, burning cavern. A massive beast stands in front of you, screaming madly! "How dare you come to my lair, mortal?! No one sees the true form of Drew and lives!" The monster begins to swing his arms around in rage, and you narrowly escape being smashed by rocks and fists. Uh uh, this looks pretty bleak, what do you do?!
Player: Explot Drew's secret weakness that will cripple him and his armies, thus ending his riegn of terror and saving the day!

DM: You awaken what you think is hours later in a damp, dark cell. Your eyes adjust naturally to the low light and you see a message neatly scrawled in the dust of your cell.TEST #2: ESCAPERULESBARS ARE ELECTRIFIEDNO TIME LIMITNO FOODNO WATERNO BLOODNO TOOLSFAIL=DEATHGood luck!You already start to feel the helplessness set in but there is nothing you can really do. The electric bars might kill you if tampered with, you have nothing in your cell except a metal bunk, a pillow, a rough blanket, and a seat with a bouncy cover.Well wasting no time you...
Player: Commit suicide
DM: You commit suicide by holding on to the electric bars. The sparks on the bars set your clothes ablaze and ergo set you ablaze. Quick note, why did you commit suicide? That was just dumb. Panicking would have gotten your story farther than this. Why don't you just hit the go back button and get a do over?

DM: After a highly anticlimactic, unrevealed struggle, you return home an unsung hero. Your final deeds were so epic, that no language known to man has been able to truly capture it, so I won't bother to describe it here. All you need to know is that you beat up Drew, and prevented the Farkian invasion, all in time to get back home for dinner. Due to the fact that you can't really articulate your victory, however, most people don't believe your story, and you aren't any more famous on the internet than when you were when you started your quest. In a bout of depression, you decide to do what has allways cheered you up in the past, look at pictures of Lindsey Lohan (you dirty pervert you). "Wait a second," you think, "These pictures look really simmilar... its almost like... she never changes facial expressions". Maybe you are on to something?THE ENDOR IS IT?

DM: You are an avid adventurer who has been on a journey for years. Your name is Bugle a myconic (a race of humanoid mushroom) cleric. Your equipment includes a mace, a short crossbow, 50 ft. of rope, a torch, and some spells. You are not alone though, you have been traveling in a group of five. There is a druid pixie named Tanzie, and a half-elf alchemist named Denzin. There is Khuthack who is a warrior goliath, and Naeris the drow bard. You have been traveling with this group looking for the Runes of Yeu. No one know much about the runes other than there is a map located in the town of Articasia. As you walk towards your goal of Articasia you see a small town in the horizon. You see a sign saying Boroughlan.
Player: short crossbow
Player: Look around the house

DM: Suspicious of what is in the town you and your part of adventurers travel around the town. As you walk the sun sets and it gets pitch black in the woods. You hear howling coming from inside the town. You believe their is a path to Articasia through these woods, but not exactly sure where it is. A few of your group are getting tired.
Player: Rest in the woods
DM: You decide as a group to tough it up and sleep outside for a night. You are snuggle together and fall asleep. When you wake up you notice all of your weapons are gone and that there are strange claw marks on the trees.

Player: Wake him up
DM: The man stumbles out of a nightmare as you poke him in the back. He falls off the stool. Embarrassed he runs out of the bar

Player: The right path (Night)
Player: Set up a campfire
DM: You set up a campfire because your group is tired. You notice the spiders don't like the flames, and leave you alone.
Player: Sleep on the right path
DM: You wake up to no spiders. You walk up to a small house.

DM: You find a hiding spot in the shadows. You wait until the figure walks up the trap door steps.

Player: Seduce him
DM: You try to woo him with your mushroom charm. He barfs all over the floor. He then goes get a mop and cleans it up.

Player: "Can I have a drink?"
DM: Once you drink one you can't stop.
Player: Another One

Player: Head into the door in the back

Player: Go to the three paths
Player: The middle path (Day)
DM: As you walk you notice a mountain ahead with a cave. There is also a path along the mountain
Player: continue down the middle path (day)

DM: As you didn't care about the loss of your weapons you continue down the path. As you keep walking you eventually find three paths. The right path looks to be normal other than a few spider webs hanging off a tree. The middle path seems to be cover in rocks, and the left path seems to be covered in leaves. There is a path into Boroughlan if you want to turn around.
Player: enter the cave (day)
DM: You enter the cave to find a lake. In the middle is a tiny pedestal with a gem.

DM: Do Deer have gall bladders.
Player: No
DM: Do Werebears exist?

Player: Sleep on the middle path
DM: You sleep and wake up to be right next to a cave. You can just walk past the cave and continue on the path to articasia.

Player: set up a campfire (left path night)
DM: You clear some leaves out and you set up a campfire to sleep around.
Player: Sleep on the left path
DM: You awake to travel around all the traps hidden under the leaves. You walk around them and find a clearing with a sole tree in it.
Player: Examine the tree
DM: You notice a hole in the tree with an orange gem on the inside. You hear rustling.
Player: Take the orange gem
DM: As you go for the gem a elvin druid drops from the tree and screams, "STOP!""That's the Gem my sister gave me before she left for Boroughlan please don't take it. The only thing I would ever think about ever trading for it would to be able to see her again her name was Gran."
Player: Go find Gran
DM: You find Gran to be the tavern owner of Boroughlan. You walk up to her and asks if she knows about her sister in the woods. She has no clue on what you are talking about. If only you could command her to listen to you and bring her to the sister. If not just try and find Articasia.

Player: Ask about the Runes of Yeu
DM: You ask the man if he knows of anything about the Runes of Yeu."Sadly as I am just a townsfolk I only know that adventurers keep heading up to the three paths after they ask me about this question."He turns away.

Player: Follow the figure
DM: You follow the figure into the woods behind the barn. She turns around rapidly catching you off guard. She has a bow in her hands with an arrow aimed right at your head."I know you have been following me for awhile now. Drop all your gear or I will end you all."

Player: Blackout
DM: You awake the next morning with a bad hangover, but now that is daytime you are hopeful to get back to travelling
Player: Walk up to the Blacksmith
DM: "Hi I have some great wares. If you want you can buy this mace for 60 gold."
Player: Go to the Inn (day)
DM: You enter an inn that is also a tavern. You walk over towards the bar and a lady walks out of the back room."Hi I'm Gran, how may I help your group?"

Player: Scream down to the creature

DM: You scream down to the creature. He stands up, jumps, and swipes at the floor boards. The break under you as you fall fifteen onto your face. Falling unconscious the werebear eats you for a midnight snack.

Player: Continue feeding the horses
DM: You fed the horses and they seemed happy for midnight snack. One of them knocks over a bucket where you found some extra money.

Player: Take the pouch

Player: Investigate the Barn (Day)
DM: You notice a bunch of horses and a trap door.

Player: Talk to the man farming
Player: Buy Jerky and Bread
DM: Its delicous. Yum.

Player: Feed the Horses (Day)
DM: The horses are grateful. One of them kicks a bucket with five dollars in it.

DM: As you walk down this path you notice the trees are starting to block out the sun and there are more and more webs. You get to a point where it is a wall of webs. It is impassable unless you could get rid of them.
Player: The left path (Day)
DM: As you walk you notice the abundance of autumn colored leaves on the ground. The piles are so high they are up to your knees.
Player: Continue Down Left Path
DM: Since you weren't paying attention you fall into a hole hidden by the leaves. You are trapped unless you can escape. Your group is waiting up on top of the hole if you can find a way to climb out.

Player: Continue down the path (Day)

Player: Knock on the door to the small house
DM: A small woman opens the door and offers to cook dinner. You enter and notice a bright purple gem in a mural in her house. Her cooking smells good.

Player: Wait in the soup
DM: You eventually cook to make a good mushroom soup. She enjoys her meal. Don't worry tomorrow night she is making pasta.

Player: Blacked out in Cave
DM: The cave was unfortunately filled with vampire bats. While you slept they drank all the blood from you and your group. You are now a vampire.

Player: Black out on the left path
DM: As you were sleeping you were all thrown in a very deep hole. With no chance of escaping you all eventually starve.

Player: Refuse to drop your gear
DM: Being the quickest bowman on this side of Tamriel she shot five arrows all injuring you and your group. She forcefully removes all of your gear and carries it away. She leaves you stranded in the middle of the woods without medical supplies. You all pass of blood loss.

DM: "I know nothing about that sorry."

Player: Enter the trap door (day)
DM: As you enter you notice there is no one in here. There is some chests and a diary.

Player: buy the mace

Player: Have a party member freeze the lake with a potion
DM: The potion freezes the entire lake so you can grab the blue gem.

Player: Swim over
DM: As you swim a giant beast from under the water rise up towards you. You notice its a crossbreed between a dragon and a turtle. It swims furiously up at you and chomps you in two. The turtle-dragon then continues to guard the gem from any intruders for the ret of time. He does eventually meet another turtle-dragon who he later marries and has two kids.

Player: Check the basement

Player: Check the chests
DM: You find 100 dollars. You decide to leave the trap door.

Player: No
Player: No

Player: Continue down the right path

Player: Screw sparkling! Eat some garlic
DM: You do not like the stereotypes vampires have become nowadays and say the only way you'll be a vampire is if you are a dead vampire. You eat loaves and cloves of garlic until you pass out. 4000 years later you wake up to find that this cured your disease. It even transformed you into a human. You take up a teaching job at a school, and become known for being the greatest director ever.Your film "Citizen Klone" becomes the best selling movie ever. Winning a Golden Globe, a Oscar, and is still being played in theaters to this day. The most quotable line ever, "Grab the cash and bash" is forever remembered. You leave the small school to live on your own personal island in the Carribean.

Player: Continue to the end of the left path

Player: Look at what she left
DM: You notice a diary. It states how she doesn't love her husband Horrin, and that she has been keeping money hidden from him.

Player: Open the fridge
DM: You stare long into the fridge, and the fridge stares back into you. It stares back into you with eyes of vast, unfathomable emptiness.One might suppose it makes sense not to keep perishable food around at a weekend retreat.
Player: Open the box of x-mas crap
DM: As you approach the cardboard box, you see that it is waterlogged from a leak originating on an overhead pipe.Inside, you find some fireworks. Sweet! ... Except they appear quite soggy. It's doubtful that they would still work.Shit.

DM: You notice a large dark blob towards the bottom of the lake.

Player: Head to Articasia *
DM: As you arrive in Articasia you find a potion seller who is selling the map if you trade him a very rare gem. Thankfully you found one on your adventure. You receive the map, and head towards the runes of Yeu with your newly acquired map.True EndTo Be Continued....

DM: You notice that the claw marks are made by a werebear. They also lead into the town of Boroughlan.

Player: Steal the gem and run
DM: You grab the gem and run because money is more valuable than a good meal. As you run out te door she screams, "I only wanted to eat you!"

Player: 1

DM: In the diary she writes that, "Horrin is such a crybaby I hate him. Thank god I have this money ready, so I can leave any time I want."

Player: Ask about the Runes of Yeu (Gran)

DM: She turns around super fast and slams her ladle on your head as she screams, "YOU!"You blacked out.

Player: Back to where you just were

DM: You successfully dodge but he then levitates and breathes fire at you. You, scared don't move... When suddenly an Ice wall appears and covers you. You look at your hands and say "Ice!?" and then you breath and make a pushing motion and the wall moves forward, bumping the dragon. Then you look at the dragon and break the wall into small pieces which all go and stab the dragon, leaving a blood puddle on the floor. "Pity..." And then you fall down and start to loose your consciousness and see the people surrounding you with surprised looks on their faces. Then your mom and sister come to you and hug you, hoping you weren't going to die. But then you wonder. Where is the beautiful shy girl. "What is her name?" To be continued

Player: n
DM: Your name is now Aaaaaaan.YOUR HEALTH: 100%

DM: You run away with new found cash. Some say you grabbed the cash and bashed.

DM: You poke her in the back and say, "Try me."She punches you square in the face. You black out. You wake up in the Barn
Player: Wake up in Barn

DM: You grab the chifferobe, opening it and stepping inside. You close the door, quieting your breathing as you wait. You hear the loud, clawed footsteps of the beast towards you, as you wait patiently for it to pass by. This is a beast, lacking all the stealth of the true wolf, or even its stronger Wulven kin. Still, it has the nose of one, which soon becomes apparent as its wet sniffling leans to it pausing outside your room. You wait slowly, holding your breath, for the wolf to pass. It doesn't seem to know you're there... yet.
DM: You smash open the door, smacking the wooden door and hitting the werewolf in the head. You grab the werewolf. You stab the werewolf in the throat as you knock its snouth upwards, impaling its jaw. Blood spurts out, running down its jaw as the werewolf lets out a pitiful whimper, before collapsing on the ground.Well, you dispatched it. Quietly, as well. Not bad. Time to continue, though.

DM: As the group exits the car, some of you pause to stretch; others simply head for the house. Jules remarks,"God! It's colder than a recently deceased witch's gangrenous tit in a brass bra at the chlorofluorocarbon factory!""Aw, here you go, babycakes," says Zack as he removes his sweater and hands it to her.Upon reaching the front door, Zack produces a key from under the mat and lets the group inside. Jules, however, remains on the porch; she says that she's going to have a smoke, she'll be there in a minute. As you pass her by, she stops you and hands you a case."Would you please bring this in? It's my laptop. Thanks so much!"You put it in your pocket.

Player: Go to knopper.net
DM: You navigate to a site called Knopper.Apparently, "KNOPPIX is a bootable Live system on CD or DVD, consisting of a representative collection of GNU/Linux software, automatic hardware detection, and support for many graphics cards, SCSI and USB devices and other peripherals. KNOPPIX can be used as a productive Linux system for the desktop, educational CD, rescue system, or adapted and used as a platform for commercial software product demos. It is not necessary to install anything on a hard disk. Due to on-the-fly decompression, the CD can have up to 2 GB of executable software installed on it (over 8 GB on the DVD "Maxi" edition)."Whatever the hell that means...

Player: Go to furaffinity.net
DM: You click on Fur Affinity, which takes you to a page full of highly detailed, full color illustrations of some of the most detestable and depraved acts of sexual perversion, rape, consanguineous sex, necrophilia, coprophilia, and cannibalism, occurring primarily between oddly-colored anthropomorphic animals. Truly, it is an apalling spectacle.You'd stick around and browse a bit longer but you have more important things to do.

Player: Close Internet Explorer
Player: Open Photoshop
DM: You create a new Photoshop document... now what?
Player: Draw a beautiful portrait
DM: A few deft brush strokes create a breathtaking likeness of your cousin Bubba-Ray.
Player: Close Photoshop

DM: The link takes you to some weird-ass site that you don't have time for right now.

Player: Get off the laptop

Player: Go to chooseyourstory.com

Player: Draw a dick
DM: You hastily scrawl a crude penis. It looks like it would be at home carved into any middle school desk.

Player: Open the drawers
Player: Ford Key

Player: Corn Flakes

Player: Check the trash bin

Player: Laptop

Player: Search the box of books
DM: A paper taped to this box of books informs you that they were once for sale, presumably at a yard sale, for the price of $1 apiece. Perusing the titles, you aren't surprised they didn't sell. Lord of the Flies... The Lion, the Witch and the Wardrobe... The Filthy Rats of Whatever the Place Is Called... no one would ever choose to buy this shit unless he was planning to force schoolchildren to read and analyze it for his own sadistic pleasure.One book in particular stands out, because its cover features an ugly, fat face staring out at you with an evil smirk.
Player: The Way Things Ought to Be

Player: Tubing
DM: Whatever you're doing, you stop as you notice a strange noise. At first it is soft - a dull, whining sound - but rapidly increases in volume, becoming a harsh drone.You barely hear someone shout "What the fuck is that?!" as the sound crescendos all around - you hurry to your friends' side in the living room - soon the cabin itself is vibrating - pans clatter in the kitchen, a potted plant falls and breaks.As the noise intensifies, the lights flicker on and off - the television shuts down - a bulb breaks over your head!And then, it is over. The noise subsides almost instantly. The lights - those that remain - stay on, but the television appears permanently broken. As your companions worriedly chatter about the event, you decide to check your cell phone.It no longer works.

DM: Lasheniqua seems slightly taken aback by your half-hearted evaluation. "Uh, thanks..."

DM: "Ain' my fault if you am too ig'nint ta read it," snaps Lasheniqua as she snatches the pad back.

Player: Al Mar Ultra Chef Knife

Player: Old-Ass Big-Ass Heavy-Ass Monitor

DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.> Quel est votre prénom ? (10 lettres maximum ; les voyelles sont au début de la liste)Aaan...
Player: Q
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.> Quel est votre prénom ? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaaq...
Player: Y
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.> Quel est votre prénom ? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaaay...

Player: "Uh, it's really good."

Player: Bucket

DM: Zack's Toyota doesn't look the way it did when it rolled off the lot - one might say it has matured, gained the certain peculiar charm that comes with age. Rust slowly encroaches on the wheel wells, much the same way that gray creeps into the hair of a man in a cholesterol medication advertisement - gracefully - one might say, innocuously. Most of the driver's side of the car, once a sprightly shade of metallic silver, is now a messy, peeling black. A few months ago, Zack had stenciled "The Shit-Mobile" on this side of the car in black spray paint; and unfortunately, his mother felt the need to cover it up, hence the current state.As far as cars owned by teenagers go, this one can easily be considered more than adequate.
Player: Look under the hood
DM: You open the hood of the Toyota, revealing a whole bunch of useful items that will aid you on your quest.Ha ha, no, there's nothing here except what you'd normally find under the hood of a car... the only thing you can take without any tools would be the battery. Fortunately, the wires are loose enough to remove by hand, because Zack's a lazy bastard.
Player: Car Battery

DM: You step up to the derelict Ford pickup - you think it's 40, maybe 50 years old. Even in this darkness, you can tell very easily that the old beast has seen better days. The tires are low, the windshield cracked and the body encrusted with pine needles and bird shit. You wonder how long it's been since the thing was running.You quickly check the bed, hoping to find something useful. It's full of empty beer bottles.
Player: Get in the pickup
DM: You find that the seat in the pickup is moldy and stiff, and has been torn up considerably. Nutshells are piled on the floor.Lying on the passenger-side floor is a jug of what you think is used oil. It's not where you would have stored it, but hey, they say not to look a gift horse in the mouth. Of course, that would only apply if you had a use for the oil. Do you?

Player: Floppy Disk

Player: Huh...

Player: Examine the truck

DM: You hop in the driver's seat, a black microfiber deal that does not match the rest of the interior. It's not as interesting in here when no one else is around.As you are about to leave, you notice something shiny in the cup holder.
Player: Examine the Toyota

DM: Installing update 4376 of 10,373...Do not turn off or unplug the computer.
Player: That was strange...

Player: Get out
Player: Open the hood
DM: It takes some muscle, but you manage to move those rusty hinges and open the hood.At first glance, nothing appears to be damaged or disconnected. Nutshells are scattered all over the place, especially on top of the air filter.
Player: Remove the air filter

Player: Motor Oil

Player: Close the hood
Player: Empty Beer Bottle

Player: You are interrupted by a strange occurrence

Player: Get in the car

DM: You unscrew the air filter by hand and take it off. Good thing you did! It's entirely clogged with twigs, foam and fecal matter - apparently a squirrel is behind this. All that shit could definitely prevent air from reaching the carburetor, so you take a minute to shake it out, then screw it back on.

DM: "I'm going to be honest," you say, watching the crowd grimly, "I'm angry. Furious, even. There was no reason for any of this to happen."The crowd nods in agreement. You can see their brows furrowing, their hands clenching into fists. They're just as angry as you are."I don't know why we were attacked here tonight. But I do know one thing--there is nothing more important than justice. And Abel's murderers must meet with justice."The crowd cheers."I will be that justice," you say, raising a fist, "And I swear to you all, I will bring you their leader's head, TONIGHT."The crowd applauds and starts chanting your name.Iselica comes to the stage, and gently escorts you off."Thank you Arakhan," she says, "That was...quite spirited."You nod, and take your seat in the audience."Now I'd like to say a few words, if I may," Iselica says.Iselica gives a short speech, and the body is buried soon afterwards. Iselica's speech is far more somber than yours, and the crowd is calmed considerably. The guests stay afterwards for wine and conversation, for nearly an hour. As the daylight wanes, many of them pat you on the shoulder or grasp your hand warmly as they exit. You can see the hope in their eyes, and the hunger for revenge.As night approaches, the last guest leaves, and you and Iselica are alone.

DM: No man, even one in full armor, will deter you. You charge at the man, axe raised. The man quickly side-steps the blow and cuts your arm. You whirl around and strike at him again. Your axe glances off his armor. You go in for a more powerful swing. The man steps away again and cuts your leg. You can feel a muscle give way and you fall to your knees. The man strides towards you with his sword at the ready. You realize he intends to run you through.
Player: Attempt to block
DM: You will not die like this! You raise your axe and parry his blow. He comes at you again but you hook his sword and force it out of his hand. You force yourself to stand and use your axe and his sword to rain blow after blow. You do not know how long you do this for, but eventually some men pull you off of the beaten body. You promptly pass out. You wake up some time later with your leg bandaged on the deck of the ship. You go home as the man who beat a knight in his first battle. Sadly, your leg never heals. You walk with a limp for the rest of your life. You are content though. You got to see a new land, and you are now a local hero of sorts. You can breath your last breath knowing that you did something. And you do.

DM: You don't have the time or experience to fight this man, you think. You veer off and past him to the building. The doors have already been broken down so getting in was easy. You slash at the men that you assume to be heathen acolytes in brown robes. You cut them down in swathes, they put up no effort to fight back. They run when they see you coming. You kill all you see. It does not matter. They are heathen worshippers who desrve death. Eventually most of the men are killed or out of sight, so you start looting everything valuable you see. The helmsmen were right, these people did have a lot of valuables lying around. After most of the valuables have been looted and distributed, you leave, ready for the next raid.
Player: Go raiding
DM: You spend the rest of your years raiding. You eventually become a helmsman. You die with an axe in your hand, as it should be.

DM: You grab a few allies and charge at the knight. He soon falls to multiple blows from all sides at once. You move on to the stone building. You slaughter lol of the men in there. The men you kill all wear brown robes and carry no weapons. They run when they see you, and you relish the fear you see when you slaughter them. After most of the men are dead ore hiding, you start to loot the place. The main building is full of collected wealth. The wealth is then distributed evenly among your comrades and you leave for the next raid.
DM: After a few months of raiding, you are finally back in Norway. You breath in the crisp, pine scented air of home. You have made a bit of a name for yourself with your raiding group. You got to see quite a bit of the British Isles and a little beyond. You have some options of what to do for the future but now you can rest for a bit and spend your new acquired wealth. After a winter's rest you feel the itch to go out again. You know of a few things you could do. You have heard rumors of a man who found a new land to settle near Greenland. He is looking for settlers there. Alternatively word spread about your fighting prowess. You got an offer earlier to join the Jomsvikings, an elite group of mercenaries. Of course, you could also just go raiding again
Player: Settle a new land

DM: Pathetic. You feel the sword go through your heart. You feel the life exit your body. Your only hope is that you fought well enough to reach Valhalla. You know deep in your gut that you did not.
Player: Take him with you
DM: If you die, the knight is going down with you. You prepare your axe. As he charges, you plant the axe into the ground and th knight pierces himself with it. The sword still goes through you. You stare defiently into each other's eyes as the life drains from them. Hopefully you can make it to Valhalla and fight him again one day. That time, things will turn out different.

Player: Join the Jomsvikings

DM: 

Player: Make your own group settle the new land
DM: You have not lost the spark of adventure that has called you here just yet. You immediately get to work buying a couple of ships. You approach anyone left who will listen, asking them to come with you. After the first few families agree, their friends decide to join. Soon enough you have a decent sized group of all occupations to settle the land with you. You set sail the next day. You are sure to bring enough provisions and materials to get your colony started. It takes another long 2 weeks to reach the new land, which you have been told was named Vinland. What you see upon landing is a forest, kind of like the one in Britain. You start cutting trees down and building immediately. Soon enough you have a decent wall started as well as frames for several houses. During a hunt you and the party you are leading come across a man. He is wearing clothes made from deerskin and is holding a bow in one hand.
Player: Attempt to communicate

DM: You charge at the man with your axe raised. You suddenly hear whistling and several loud thuds. You realize too late the trap you just sprung before everything goes dark. You hope that your actions do not reflect badly on the settlement.

DM: You walk to the carpet where you see a group of rubber duckies playing together. "Here, take this!" says one of them. They hand you a water gun! Cool!
Player: Search the Carpet
DM: You begin to look around the carpet, but you can't see or hear anything because of the toys all swarming around. What would you like to do?

DM: You arrive at the toybox. There is a toy guard blocking your path! What do you do?
Player: Go somewhere else.
Player: The Carpet

Player: Water Gun

DM: You switch on the dim desk lamp.Your Command Center, strategically located under the stairs in your mother's basement, is not exactly the latest in military technology; but it does the job. You squeeze into your ancient swivel chair, held together by duct tape and faith, knocking your shin on a box of X-Mas accoutrements in the process. Your desk is cluttered with a pile of zombie contingency plans and a congregation of mountain dew bottles, but you will fight those battles some other time. Today you wage an epic war against an insidious foe: the faceless, merciless creatures that lurk the CYS forums.Playing Forum Wars is simple. Using your attacks listed below, you must diminish your opponent's Sanity before losing your own. Your other stat is called Mojo. It builds up over time, and you can spend it to unleash stronger attacks.Insult is your most basic attack. It deals moderate damage to your opponent's sanity.Rant is a powerful attack. It deals high damage to your opponent's sanity and consumes 12 Mojo.Whine is a defensive attack. It deals low damage to your opponent's sanity but also reduces the effectiveness of their attack.Each combatant also has a unique special attack which consumes a lot of Mojo..After each victory, you will get a chance to upgrade your abilities.Now that you know the rules, select a combatant and let's get started!
Player: ThisisBo is a defensive combatant with high sanity. He takes less damage from opponents' attacks. His special costs only 8 mojo, it increases his power at the expense of his opponent.
DM: Welcome to the forum.You don't browse for long before encountering trouble. Some dick is moderately disagreeing with what you posted about the best types of cheese.You are attacked by a wild troll!The troll's sanity is a mere 20.Make your move...
Player: Insult the troll
DM: You sling words of spite and malice at your opponent, reducing his sanity by 9.In turn, the troll grumbles at you, reducing your sanity by 8.The troll's sanity is a mere 11.What's your next move?

DM: You sling words of spite and malice at your opponent, reducing his sanity by 12.In turn, the troll grumbles at you, reducing your sanity by 2.The troll's sanity is a mere 8.What's your next move?

Player: Whine at the troll
DM: You sling words of spite and malice at your opponent, reducing his sanity by 9.In turn, the troll grumbles at you, reducing your sanity by 2.The troll's sanity is a mere 11.What's your next move?

DM: You sling words of spite and malice at your opponent, reducing his sanity by 17.In turn, the troll grumbles at you, reducing your sanity by 5.The troll's sanity is a mere 3.What's your next move?
DM: You post a vile, hate filled paragraph directed at your opponent, reducing his sanity by 15.In turn, the troll derps at you, reducing your sanity by 7.The troll's sanity is a mere 0.What's your next move?

DM: You sling words of spite and malice at your opponent, reducing his sanity by 7.In turn, the troll grumbles at you, reducing your sanity by 4.The troll's sanity is a mere 13.What's your next move?
Player: Think on how to make your whining more effective

DM: You post a vile, hate filled paragraph directed at your opponent, reducing his sanity by 7.In turn, the troll derps at you, reducing your sanity by 5.The troll's sanity is a mere 0.What's your next move?

DM: You sling words of spite and malice at your opponent, reducing his sanity by 8.In turn, the troll grumbles at you, reducing your sanity by 6.The troll's sanity is a mere 12.What's your next move?

Player: Come up with a venomous new insult

DM: You post a vile, hate filled paragraph directed at your opponent, reducing his sanity by 8.In turn, the troll derps at you, reducing your sanity by 6.The troll's sanity is a mere 0.What's your next move?
Player: Practice your ability to rant
Player: Whine at the emo kid
DM: You spew obscenities at your opponent, reducing his sanity by 12.In turn, the emo kid posts an image of a sleeping man with a poorly drawn image of a penis scrawled on his fore head, captioned 'Endmaster after a recent bender.' It reduces your sanity by 6 and also reduces the damage of your attack.The emo kid's sanity is a mere 28.What's your next move?
DM: You thoroughly rebuke your opponent, reducing his sanity by 12.In turn, the emo kid threatens to hunt you down and gut you like a trout, reducing your sanity by 14.The emo kid's sanity is a mere 16.What's your next move?

Player: The troll is vanquished

Player: Rant about the emo kid's laughable hair style

Player: Scratch your balls (Improves special)
DM: You thoroughly rebuke your opponent, reducing his sanity by 8.In turn, the emo kid threatens to hunt you down and gut you like a trout, reducing your sanity by 9.The emo kid's sanity is a mere 32.What's your next move?

Player: Strengthen your rants

DM: You spew obscenities at your opponent, reducing his sanity by 7.In turn, the emo kid posts an image of a sleeping man with a poorly drawn image of a penis scrawled on his fore head, captioned 'Endmaster after a recent bender.' It reduces your sanity by 3 and also reduces the damage of your attack.The emo kid's sanity is a mere 9.What's your next move?

DM: You thoroughly rebuke your opponent, reducing his sanity by 20.In turn, the emo kid threatens to hunt you down and gut you like a trout, reducing your sanity by 6.The emo kid's sanity is a mere 20.What's your next move?
Player: Scratch your balls

DM: You spew obscenities at your opponent, reducing his sanity by 14.In turn, the emo kid posts an image of a sleeping man with a poorly drawn image of a penis scrawled on his fore head, captioned 'Donteatpoop after a recent bender.' It reduces your sanity by 7 and also reduces the damage of your attack.The emo kid's sanity is a mere 6.What's your next move?

DM: You thoroughly rebuke your opponent, reducing his sanity by 11.In turn, the emo kid threatens to hunt you down and gut you like a trout, reducing your sanity by 14.The emo kid's sanity is a mere 17.What's your next move?

Player: Whine about how the emo kid hurt your feelings
DM: You spew obscenities at your opponent, reducing his sanity by 2.In turn, the emo kid posts an image of a sleeping man with a poorly drawn image of a penis scrawled on his fore head, captioned 'Donteatpoop after a recent bender.' It reduces your sanity by 6 and also reduces the damage of your attack.The emo kid's sanity is a mere 18.What's your next move?

DM: And it stings when he writes a rude limerick about you!"My dearest friend DonteatpoopIs a little bit out of the loopHe doesn't know thatHis ass is too fatTo fit through a large hula hoop."That poem makes your blood boil, reducing your sanity by a whopping 3. Your body weight is very healthy, he doesn't know what he's talking about.You'd better take this sociopath down right away!P.S. he still has 30 sanity.

DM: You mock the emo kid ferociously... but you deal 0 damage to his sanity!The emo kid swallows a handful of ritalin while posting his response, dealing 7 damage to your sanity and negating the effects of your attack! The sneaky son of a bitch!!The emo kid's sanity is still 6.
DM: You thoroughly rebuke your opponent, reducing his sanity by 24.In turn, the emo kid threatens to hunt you down and gut you like a trout, reducing your sanity by 5.The emo kid's sanity is a mere 0.What's your next move?

DM: You thoroughly rebuke your opponent, reducing his sanity by 4.In turn, the emo kid threatens to hunt you down and gut you like a trout, reducing your sanity by 8.The emo kid's sanity is a mere 2.What's your next move?

Player: Whine at the sociopath
DM: You bitch and moan at your opponent, reducing his sanity by 10.In turn, the sociopath posts a long string of gibberish, whacking your sanity for 4.The sociopath's sanity is a mere 20.What's your next move?

DM: You spew obscenities at your opponent, reducing his sanity by 12.In turn, the emo kid posts an image of a sleeping man with a poorly drawn image of a penis scrawled on his fore head, captioned 'Endmaster after a recent bender.' It reduces your sanity by 8 and also reduces the damage of your attack.The emo kid's sanity is a mere 4.What's your next move?

Player: Fortify yourself against your opponents' attacks

Player: Work on your insults

DM: You bitch and moan at your opponent, reducing his sanity by 21.In turn, the sociopath posts a long string of gibberish, whacking your sanity for 10.The sociopath's sanity is a mere 9.What's your next move?
DM: You bitch and moan at your opponent, reducing his sanity by 20.In turn, the sociopath posts a long string of gibberish, whacking your sanity for 7.The sociopath's sanity is a mere 0.What's your next move?
Player: The sociopath is vanquished
DM: That last barbaric yawp took the fight out of the sociopath."SCREW YOU LIKE AN IGUANA. I'M dONE WITH THIS CONVERSATION MORE S0 THAN THE BURNING HEAT OF 10,0O0 VEGETABLE Q TIP."Congratulations! You have outbitched your third opponent. You even learned a little bit from the experience. Now, you may select an enhancement for your combatant.
Player: Something about defense

Player: Improve mojo. Yeah, baby, yeah

Player: I'm a fine whine connoiseur
DM: You bitch and moan at your opponent, reducing his sanity by 7.In turn, the sociopath posts a long string of gibberish, whacking your sanity for 3.The sociopath's sanity is a mere 2.What's your next move?

DM: You bitch and moan at your opponent, reducing his sanity by 8.In turn, the sociopath posts a long string of gibberish, whacking your sanity for 4.The sociopath's sanity is a mere 22.What's your next move?

Player: Practice your ranting long into the night

DM: So how many rabble rousers are there on this forum?Several.No time to celebrate your last victory. Your thread is now being spammed with crude comments from beyond the stars!"IA! BZAR'NGUIXILLPLLLBBT! CTHUL'HU FHTAGN!"This is obviously the work of a high ranking member of the Cult of Cthulhu. Your spidey sense reveals that the cultist's sanity is 65.How do you respond?
Player: Rant at the cultist

Player: Watch a sexploitation film

DM: Bam! Whoosh! You direct numerous vulgar statements at your opponent, reducing his sanity by a whopping 26.The cultist invokes the favor of The King in Yeller, dealing 4 damage to you and using your own resistance to weaken your attack!The cultist's sanity is now 39.
Player: Whine at the cultist

DM: Bam! Whoosh! You direct numerous vulgar statements at your opponent, reducing his sanity by a whopping 18.The cultist invokes the favor of The King in Yeller, dealing 20 damage to you and using your own resistance to weaken your attack!The cultist's sanity is now 47.

DM: Bam! Whoosh! You direct numerous vulgar statements at your opponent, reducing his sanity by a whopping 22.The cultist invokes the favor of The King in Yeller, dealing 13 damage to you and using your own resistance to weaken your attack!The cultist's sanity is now 43.

DM: Bam! Whoosh! You direct numerous vulgar statements at your opponent, reducing his sanity by a whopping 3.The cultist invokes the favor of The King in Yeller, dealing 18 damage to you and using your own resistance to weaken your attack!The cultist's sanity is now 62.
DM: You respectfully disagree with your opponent, reducing his sanity by a whopping 23.The cultist invokes the favor of Yog Smirnoff, turning your own attack against you and dealing 29 damage to your sanity!The cultist's sanity is now 20.
DM: You post some very rude comments regarding your opponent's mother, reducing his sanity by a whopping 7.The cultist invokes the favor of Shnissugah, dealing 10 damage to your sanity and inhibiting the capacities of your keyboard!The cultist's sanity is now 16.

DM: You respectfully disagree with your opponent, reducing his sanity by a whopping 20.The cultist invokes the favor of Yog Smirnoff, turning your own attack against you and dealing 19 damage to your sanity!The cultist's sanity is now 23.

DM: You respectfully disagree with your opponent, reducing his sanity by a whopping 6.The cultist invokes the favor of Yog Smirnoff, turning your own attack against you and dealing 20 damage to your sanity!The cultist's sanity is now 41.

Player: Rant at 3J
DM: 3J has 9933 sanity remaining.Your defiant post reduces 3J's sanity by 67.In turn, 3J calmly expresses his disapproval, reducing your sanity by 1.What next?
Player: Whine at 3J

DM: 3J has 9988 sanity remaining.Your defiant post reduces 3J's sanity by 12.In turn, 3J calmly expresses his disapproval, reducing your sanity by 0.What next?

DM: You are sleeping and enjoying it. In your dream you find yourself standing on a bridge preparing to battle an army of hate driven kittens. The kittens are armed with mittens laced with acid. The kind of acid that will burn your skin away in seconds. They intend to melt anything in their way. Although the fear of melting to death only brings glory to your mind, you know you have to win the battle because behind you, across the bridge you now protect, is the largest collection of choose your own story books in the world. Nobody messes choose your own story books, not even cute little kittens.
Player: Luckily I have lasers that shoot out of my eyes.
DM: FOOLS! Hate driven kittens with acid mittens are no match for laser beam eye sight. Without hesitation you clench both fists and let loose a sweep of laser beam vision across the bellies of the advancing kittens. Like ice sliding off a slope, the kittens all simultaneously flop in half spraying kitten blood everywhere. Dear GOD! How HORRIBLE! How horrible that any living being would attempt to destroy a pile of totally awesome choose your own story books.In this realm you are now revered as a messiah and rightly so. Any person who saves a massive stash of choose your own story books deserves such a title.Adventurer, the waking world has need of you. Awake and face the day.
Player: Wake from this awesome dream.

DM: How could you forget... your sword! Already held tight in the grip of your hand your sword surges with excitement. You can feel the sword pulsing energy up your arm as if it is about to fly out of your hand and begin the battle without you. Making your best attempt at patients you stand your ground for what seems like hours but in reality is merely 0.0042 seconds. You launch into the air toward the advancing kittens. Kitten screams fill the air along with the sound of flashing metal and cleaving flesh. The kittens dive at you with angry kitten faces, making angry kitten sounds. None the less, all of the kittens die and no harm has come to you.You stand, striking a pose, kitten blood dripping from the edge of your sword. You tilt your head downward and close your eyes and have a moment of silence to reflect on the horror that has just taken place. Not the horror of thousands of slain kittens... but a horror that any being would attempt to destroy a pile of choose your own story books. You have done well... NAY!!! You have done PERFECT! There is no better a use for a life than to save the worlds stash of choose your own story books.Wake now sweet adventurer and know that in the realm of your dreams, you are a true hero. Now... and forever.

DM: Reaching into your pocket you find your trusty old flame thrower. Standing with confidence you ignite the pilot light on the nozzle and grin at the advancing kittens. You wait until the lead kitten is almost upon you before letting loose a fireball even hell would be proud of. Kitten screams and the smell of burning hair fill the air. The advancing army of hate driven kittens is easily dispatched. What a good idea, kittens are no match for fire. In the beggining it was you who stood to become a melted pile of ash, now the kittens are doing a good job of taking on that role.In front of you lay a field of smoldering kitten carcasses, behind you a safe pile of choose your own story books. You have done well adventurer, return to your realm of wakeful bliss and remember, when in doubt, use fire.

Player: You stop and think it might be fun to go back and drive your point home with a few more harsh words. In fact you do go back.

DM: Despite the mans pleasant demeanor, you walk past him obviously ignoring his enthusiasm. Just as you open the door at the end of the hall you hear a loud bang and feel your knee turn into jelly. You collapsed on the floor and are covered in blood before you know what happened. It seems your happy little friend pulled out a Colt .45 and shot your knee cap out from back to front.You look up to see him standing over you with tears pouring down his face and wild fire in his eyes. "Every day you ignore me." Sniffle "I say hi and you flick cigarette butts at me". Snortle Sniff "I say, hope you have a good day, and you glare at me." Sniffle Snort "WELL NOT ANY MORE FACE! FUCK YOU! FUCK YOU VERY MUCH!" he screams as he waves the gun in your face before pulling the trigger.BAM! Your brain exits your head.

Player: Look up from your drink and examin the room more carefully.

DM: You walk back down the hall thinking of a clever way to make your point. Just as you look up from your thoughts you hear loud bang and feel your knee turn into jelly. You collapsed to the floor covered in blood. It seems your happy little friend pulled out a Colt .45 and shot your knee cap out from front to back.You look up to see him standing over you with tears pouring down his face and wild fire in his eyes. "Every day you ignore me." Sniffle "I say hi and you flick cigarette butts at me". Snortle Sniff "I say, hope you have a good day, and you glare at me then snarl some horrible comment." Sniffle Snort "WELL NOT ANY MORE FACE! FUCK YOU! FUCK YOU VERY MUCH!" he screams as he waves the gun in your face before pulling the trigger.BAM! Your brain exits your head.

Player: Duck.
DM: You duck as three ninja stars slam into the bottles on the shelf just behind the bar in front of where your head had just been. You grab a nearby stool and hurl it at the empty air in the direction of the sleeping old man. The stool flies through the air sailing toward your target, when it smashes into seemingly nothing. A second passes and a table caves in two crashing to the floor launching salt shakers and condiments into the air. Before the miscellaneous table ware lands you grab what looks like thin air just above the ground where the table had just been and hurl a hand full of nothing at the wall. A second or two of silence and then a hail of splintered sheet rock, two by fours, and insulation launches into the room. A perfect man shaped indent now imprinted the wall.Not one to gawk you launch yourself foot first at the man shaped impression in the wall. Your foot impacts something invisible smashing it the rest of the way through the wall. What ever it is flies through the air and slides across the asphalt dragging tiny splinters of wall debris with it.

DM: Feeling it deep in your bones, your sure of it, something is definitely wrong. You look up from your drink and survey the room sweeping your eyes in a squint from left to right. That's when you notice that it isn't your sight that is pegging your danger meter but your hearing. Your audio receptors tell you that sharp metal is flying through the air in the direction of your neck. You are correct, sure enough your head is cleaved from your body accompanied by the sound of metal and goopy flesh. The metal being an invisible sword and your neck being the goopy flesh.You look up from the ground at your body and notice blood spraying out the top of your neck. Ha! It's true what they say, you do remain conscious a few seconds after your head is cut from your body.

Player: Investigate the invisible assailant.
DM: Your curiosity is peaked. You move in to investigate your invisible attacker, but as they say, curiosity killed the cat. You lean in close squinting your eyes hoping to see something you haven't. You do notice something, its blood. A lot of blood! Suddenly your neck feels numb. Not knowing why, your instinct causes you to clasp your neck. Finally your brain catches up with reality. Your throat has been cut and your blood is spilling all over the invisible body. Your strength drains as you watch the blood stained invisible man stand to his feet. You feel his foot press against your shoulder pinning you to the ground. Weak and bleeding you are unable to respond. Then you feel it. A sharp pain in your heart, and then more blood. Your vision fades as you feel the invisible sword pull from your chest. You die in a bloody mess in the parking lot of the bar.

DM: No need to think. You grab your glass and fling it vigoursly at the sleeping old man. Or at least that is what anybody watching the seen would think you were doing. In reality, you are hurling the glass at an invisible asailent that is between you and the old man. As the glass flies through the air you relax, your awesome audio reception tells you that your toss was perfect and will explode on an invisible face any moment.Sure enough the glass explodes into tiny shards of sharp glass knives. Most of the shards clash into the scenery however a few of them imbed themselves into what appears to be thin air. Little tiny beads of blood appear on the tips of the floating glass giving you easy tracking of your invisible enemy.
Player: Punch the invisible bad guy through the wall.
DM: As the hail of glass begins to settle you have already impact hammered your fist into what you believe is the face of your invisible enemy. You see nothing but are sure you landed a direct hit because your hand colides into thin air with catastrophic force. A second or two of silence and then a hail of splintered sheet rock, two by fours, and insulation launches into the room. A perfect man shaped indent now imprinted the wall.Not one to gawk you launch yourself foot first at the man shaped impression in the wall. Your foot impacts something invisible smashing it the rest of the way through the wall. What ever it is flies through the air and slides across the asphalt dragging tiny splinters of wall debris with it.

DM: That damn bus boy is whats wrong. Every time you come here he's always bustling about in the corner of your peripheral, constantly using up a tiny bit of your attention. It's time to handle this once and for all.You grab your glass and launch it at his head. It smashes against him in a shower of glass and beer. The bus boy collapses unconscious on the floor. You smile and dust your hands against each other as if to say job well done. Full of smiles you turn to the bar keep and demand another beer. The bar keep is screaming angry words at you while rooting around underneath the bar counter.You mostly ignore his rants only catching a few words like "... my brother ...", "... fuck is wrong with you ...", "... the fucking cops!"
Player: Grab the nearest projectile and chuck it at HIS head. Fucking asshole thinks he can rant at you...
DM: You reach over the counter and grab a shot glass instantly launching it at the bar keep. The bar keep is light on his feet and dodges the tiny glass. You think to yourself "Damn, I shoulda seen that coming." as your chest rips apart into tiny pieces of flesh accompanied by a ton of tiny little holes now polka-dotting your pecks. You look up from the gore to discover its source when you find a smoking double barreled shotgun in the bar keepers hand. Again you only catch a few words from his angry mouth as you sink off into silent eternity."...wind up dead sucka'...", "...self-defense!", "...blah blah blah..."

DM: You slice the vine in half with your sword!However, this does nothing but alert the plant to your location.The severed vine recoils in pain, but there are thousands of other vines that are now primed and ready to seize you.And seize you they do.Normally, a Trapper will drop victims into its' bulb, where it will digest them over the course of several days.But for some reason, this particular Trapper decides to squeeze you with its vines until you turn a bright purple color and burst like a jelly.If a scientist were present at this moment, he might wonder why the Trapper would choose to do such a thing. Can Trappers feel anger? Frustration? Hatred?Alas, there is no scientist present, and no one to clean up your pulpy remains.

DM: You are the thorough type and don't like mysteries. In this case the mystery is whether or not this invisible dude is still alive. You decide there is only one way to be sure. You begin to stomp in the center of where the invisible body lay. You stomp as if your life depended on it and for all you know it may. Eventually your stomping gives way to trickling blood. The blood flows over the contours of an invisible body and eventually down into the cracks of the asphalt. You heard enough cracking and snapping during the stomp session that you are confident the assailant is dead or thoroughly unconscious. Only one thing left to do.
Player: Time to see whats under the mask.
DM: Certain your attacker is dead or uncounsious you begin to root around its body with your hands. Feeling for anything that might give a clue your fingers come across a device around the waste area. Further investigation reveals a button which you promptly push. A shimmer of light acompanied by the sound of power draining you watch as a man dressed as a ninja appears before your eyes."Invisble Ninjas! I fucking HATE invisible ninjas!"At this point, the ocupants of the bar are all poking their heads out of the newly made hole in the wall trying to make sense out of what is going on. You hear the bar keeper gasp. you assume its because he is the first to figure out what is going on.You root around the pockets inside the ninjas garb and pull out a picture. The picture is a nice photo of your upper torso with your face nicely framed directly in the center. The word "Terminate" is stamped over it in a diagonal fashion. You sniff the picture and follow up by touching it with the tip of your tounge. You pause as your brain crunches the numbers. Suddenly your eyes widen. LAVABEARD!

DM: As the hail of glass begins to settle you have already jack hammered your foot into what you believe is the body of your invisible enemy. You see nothing but are sure you landed a direct hit because your foot collides into thin air with catastrophic force. A second or two of silence and then a hail of splintered sheet rock, two by fours, and insulation launches into the room. A perfect man shaped indent now imprinted the wall.Not one to gawk you launch yourself foot first at the man shaped impression in the wall. Your foot impacts something invisible smashing it the rest of the way through. What ever it is flies through the air and slides across the asphalt dragging tiny splinters of wall debris with it.

DM: You ignore the noise coming out of his mouth and sit back relaxing in your stool. You figure that he'll put that shotgun away soon and get over it. He has to know that fucking bus boy deserved what he got. If somebody would have told him to keep a lower profile he never would have gotten pegged in the first place.Minutes go by and you see the bar keep hang up the phone. His shotgun still pointed at your face you begin to wonder if he'll every be able to let it go. You say "C'mon man I'm getting thirsty, give a guy a break." The bar keep appears furious, his face reminds you of one of those cartoon people with steam coming out of their ears. He waves the shotgun in your face yelling something about jail.You ignore him thinking it a good idea to stick with your original plan. Soon enough the cops clamber through the door, slap cuffs on your wrist and drag you off to jail for assault.
Player: Damn, I should have seen this comin.
DM: The cops toss you into a tiny cell. Jailed, you spend the next couple of days missing the entire adventure. Due to your absence you fail to save the world. Instantaneously your cell erupts into fire and lava. Your body immediately turns to ash.

DM: She says, "Not really, although there were some dirty footprints by the back door." You investigate the back door to discover two perfect bootprints!
DM: You go into the kitchen to find Mrs. White fixing a meal. What do you ask her?

DM: "Is the answer....A Painting?" You ask.Faundeloy smacks his forehead and rolls his eyes."Idiot!" He says, "How would a PAINTING possibly make sense? Terribly sorry, but you're too stupid to live."And with that, he clubs you with a mighty stone paw, sending you reeling over the edge of the precipice, down into the Pits below.You scream as you plunge directly toward a massive Trapper, its' blood red jaws open wide, almost smiling as you plop directly into its' mouth.You give one last wail of terror as its' jaws close around you, forever.

DM: Y
Player: h
DM: AH
Player: s
DM: AAS
DM: A
Player: T
DM: T
Player: e
DM: AE
Player: s
DM: AAS
Player: h
DM: AAAH
DM: AAAA
Player: A
DM: A
Player: j
DM: AJ

DM: You are back in the lobby.You can hear Jake say,"Wow this place is huge! 200 stories!"Then you realize that you are about to get on the elevator. But you still have a chance..."We're on floor 180-""NOBODY GET ON THE ELEVATOR!"You scream. "THE ELEVATORS GONNA CRASH! WER'E ALL GONNA DIE!""Hey shut up!"Jake says."Your'e not funny!"Mary says."I'M NOT KIDDING! Why the fuck would I joke about that!?"All of a sudden screams are heard."GET DOWN!"You scream and dive away from the door.Everyone dives after you. Then a loud explosion is heard and the door to the elevator is blown off and flies inches over you and your friend's heads.
Player: 3 days later...
DM: You are in your room lying on your bed. You are trying to fight back tears but failing miserably. You haven't talked to anyone since the crash. You have just been in your room since it happened. The premonition keeps replaying over and over again in your head. It had felt so real. You hear a knock on the door. You quickly wipe your tears off on the blanket. The door opens and Tom, Ryan, and your girlfriend walk in. Ryan tells you about Flight 180, and Route 23, and Devil's Flight. Mary died first in your premonition. What do you do?

DM: You're about five blocks away from the warehouse when you stop and take a breather, leaning against the wooden facade of a building as you gasp for air. Shit, that went about as poorly as it could have gone. Five thousand gold coins down the drain and you didn't even get all the weapons and gunpowder you were trying to buy. Your partner had his head blown off by a blunderbuss and from the looks of it the men you were just shaking hands and doing business with are on your ass. In fact, stopping this long is the worst thing you could do.As if on cue, you hear faint shouts and calls from behind you. They're picking up your trail. You have to find somewhere to lay low. The question is, where? This isn't a street you recognize. If you keep running, you might find an area you're more familiar with and some more spots to lay low. Still, you scan this street: the building you're leaning against to recuperate has a sign marking it as a butcher shop. Perhaps you could take refuge in there?
Player: Get back to running.
DM: You continue your sprint down the street, heading further and further into unknown territory. A few blocks away from the butcher shop, you find yourself in a shanty town composed of crumbling shacks and derelict buildings. The citizens are all grungy and covered in dirt, eyeing you suspiciously. You do your best to avoid irritating them; they don't look like the most friendly bunch.You turn your head to look over your shoulder and see a group of six men following after you, also just as cautious. Shit, it's some of the guys from the warehouse; there were twenty of them when you left, you presume the others stayed behind to count your coin. Bastards. At least you cut some of them down before you had to make your escape.That doesn't matter now though. What matters is now is that they haven't spotted you and you need to find a way to ensure they don't... Or find a way to take them down.
Player: Hmm... Maybe I can convince these citizens to do my work for me.

Player: I duck into one of the shacks to avoid them. Might have to kill the residents.
DM: Before they can see you, you duck into one of the shacks with a rug covering the doorway, finding yourself standing in front of a family of three: a mother, a father, and a small daughter. Their clothes are covered in grime, sweat, and dirt and they're all eating from the same bowl of porridge with their hands. They turn to you and back up against the wall, the father grabbing the bowl and holding it close to his chest.They seem to be more worried about you taking the food than they are with the fact that you just broke into their house. Still, you have to do something to ensure they don't attack and cause your pursuers to find you with the noise.
Player: Fuck it, I'll kill them. Can't speak up if they're dead.

Player: I don't need to draw more attention shooting this guy. I leave.
DM: At the Orc's words, you turn and leave the shop, finding yourself back on the street you were just on. You look in the direction you came from and see a group of six men, all wielding axes and clubs and swords. They spot you and shout, before sprinting at you. You pull out your flintlock and sword, not sure whether to risk fighting or keep running.
Player: Fuck this! I'm not dying here! I turn around and run the hell away.
DM: At the sight of them, you sheath your blade and start sprinting down the street, keeping your flintlock out. You make it about fifteen feet before you hear a sound like a crack of thunder and feel a sharp pain in your shin. With a shout of pain, you tumble to the ground, twisting around while falling to land on your back. The men are catching up, one of them holding a smoking flintlock. You take aim with your flintlock and shoot the leader of the pack in the head, blowing off his jaw and sending him to the floor.The others catch up and quickly set to work on attacking you. Clubs bash your skull. Swords slice your chest up. Axes chop off limbs. Your screams don't stop until a club hits you in the throat. After that, you're just letting out choked gasps in a vain attempt to cry out in agony. Your maiming continues on for another minute or so before one of them puts you out of your misery with an axe to the face.

Player: I grab the little girl by the arm and hold my sword to her throat.
DM: You march forward and grab the little girl roughly by the arm, yanking her up. You hold her with one arm while using to other to press your blade against her throat. She whimpers and squirms, tears running down her face, while you look her parents in the eye and whisper, "Quiet. Or she dies." The mother and father stare at you with burning hatred, the father dropping the bowl and standing up with fists balled. You back away and press the blade deeper against the girl's neck and he backs down, glaring at you with fury written across his face.Looking over your shoulder through a small window carved into the thin metal sheets that compose the shack, you see the group of men pursuing you passing the shack by, still looking for you. You feel a weight lifted off your chest but you know you're not home free yet. You wait a few more minutes, the seconds ticking by anxiously as you hold the little girl hostage. You feel that any second the men will bust into the shack, or the father will attack, or the little girl will scream...... But nothing happens.A few minutes pass and you see neither hide nor hair of the men. This is your chance. You drop the girl onto the ground and sprint out the shack, the father calling out to you in anger. You ignore his shouts and sprint back the way you came, out of the shantytown.You managed to evade your pursuers. Now you've just got to escape this city...

Player: Aw hell, I'm dying anyways. Might as well go out with a bang.
DM: You take aim with your flintlock at the man leading the charge. Firing, you see the bullet hit him in the chest and send him tumbling to the floor. His buddies continue their charge, trampling over him. You're met head on in a clash of blades, your sword sword grinding against the saber of one of the men. You deflect his sword and send it to the side, then ram your blade into his neck. He gasps for a breath that won't come as his blood rushes down his throat and fills his lungs. You pull your sword out and kick him to the ground.You leap back to create some space, one of them just barely missing you with his axe. Right in front of the door of the shop, you swing it open as he stumbles forward. His head is slammed right into it and he falls on his ass. You take the opportunity and swing at his neck, decapitating him. His head rolls on the ground and trips up his friend, who staggers forward. Turns out his ribs have an urgent meeting with your blade and they made it just in time.You turn to the surviving two, holding your blade in a defensive position. They growl at you lowly, then look behind you. Their eyes widen in surprise before they turn tail and run. Confused, you turn around, only to see a line of city guards armed with muskets taking aim."FIRE!"The last thing you see is the flash of a muzzle before a bullet blows your head in half.

DM: "Kate, I need some advice," you begin, "I have this student who is really giving me a hard time.""Is it Jaxon?" she replies knowingly."Yes, he's just such a hassle to control. I swear I feel like doing things that I shouldn't say," you explain."I understand completely. I'm glad you have the sense to not even mention what you would like to do to him. The district can take even hyperbole a bit too seriously." She continues, "You wanted my advice. Don't draw attention to him. He feeds on it. He's not a good kid, but trust me you don't want to meet his parents. Try to avoid anything that will lead to a conference.""Oh boy, I can't imagine anyone worse than him so I'll definitely keep that in mind."

DM: 

DM: You wish you had a camera. The look on her face is priceless. You then state your request and she accepts it. She tells you that she'll tell you every last detail tonight, at dinner, alone... together... (do i really need to reiterate that any more?)"Like a date?" You ask."It's not a date, but at least it's not an interrogation." "Good point.""Although there is a condition to this 'date'... no questioning until after we eat, then when we come back i'll tell you everything alright?"You agree and begin to prepare for the dinner ahead... but you have to ask at least one question."Alice?""Dress casual, bring a coat to blend in, it's November.""Alright thanks, see yah!"
Player: Later that night...
DM: A few hours later you're on a rooftop with Alice overlooking the city. Both of you are trying to pick out which human looks tastier. You point out a few easy pickings and Alice picks out a guy who could've been mistaken for a pro bodybuilder. Just your luck. After jumping off the building into a shady the both of you go into hunting mode and begin to stalk your prey from afar. You see that he intends to cut through a nearby park and Alice sees this as well. You both increase the following distance to compensate for the lack of crowds to hide in. Suddenly you see an opportunity to strike, the guy bent down to pick something up off the ground.You can strike at him now or you can wait and follow him some more.
Player: Be patient
DM: You sit back and wait for another opportunity to strike but it never comes. The guy turns around and pulls a shotgun out from his coat and fires it in your general direction. You manage to duck behind a tree and as the pellets whiz over your head you see that they're incendiary rounds. That makes it obvious that this guy is a vampire hunter. You pop back up to make a run for his gun but he was expecting this and fired another round in your direction. This one connects and it not only sets you on fire but it also causes massive pain before you finally lose all feeling because all the nerves in your body get burned shut by the flames. You become just another notch in the hunter's weapon. GAME OVER

DM: Riding hard for three days with your companions you cover a great deal of distance before finally catching up with Hastings and a large wagon party of a few hundred settlers on the shores of the great Salt Lake. By the time the four of you catch up with him you are all exhausted and your horses are close to collapse. Lansford Hastings is a strong-jawed man with a rapidly receding hairline and despite his note he is surprised to see you.While Charles Stanton and William Pike rest their horses you and James Reed trade your horses for two fresh ones from some of the settlers with Hastings and ride with him to the summit of a nearby mountain where Hastings explains the best direction to travel across the Canyon's wooded slopes and promises to continue leaving messages. Reed is keen to ride ahead and get back to the Donner Party to get them moving along this but both Pike and Stanton's horses are tired. Reed proposes to split up: he'll ride ahead back to the Party while Stanton and Pike follow behind.What do you do?
Player: Ride ahead with Reed
DM: It took three days to reach Stanton but by riding with incredible speed and determination it takes just one for you and James Reed to return to the Donner Party. There Reed boastfully describes meeting with Lansford Hastings and how they worked out the route the Donner Party should take. Unfortunately it turns out to be a not very good route and you have to cut a road through the thick trees that line the Canyon's sides and haul the wagons up some steep inclines to make it. Charles Stanton and William Pike become lost on their return journey and arrive twelve days after you, extremely hungry and very relieved to re-discover the Party. The jubilation of their safe return and finally reaching the Salt Lake Desert is marred by a tragedy that happens the next day.

DM: After Charles Stanton and William McCutchen leave things get no better. Though you are out of the Desert Indians now begin to steal horses from the Party at night and tempers become very short. Arguments begin to break out between the settlers as food becomes scarce and hunger begins to set in. The situation inevitably culminates in violence in October when two wagons become stuck while climbing a difficult hill.Your wagon becomes stuck in the rocks while climbing the hill, forcing James Reed's wagon and another belonging to Franklin Graves (a friendly man travelling with his wife, seven children and son-in-law) to collide. Reed loses his temper and snarls "Move you damn fool, you have no business being in my way!" "Shut your mouth trash or I'll shut it for you" barks back John Snyder, a hot-tempered driver working for Graves.At this Reed completely loses his temper and springing from his wagon he strides across towards Snyder who drops to the ground to meet him. You are startled to see a long-bladed butcher's knife gleaming in Reed's hand and there is murder in his eyes.What do you do?
Player: Rush forward to intervene
DM: You drop from your wagon and race forward as Reed plunges his blade deep into Snyder's chest. Snyder staggers backwards clutching his wound and falls to the ground. As you run up Reed whirls and slashes his knife across your throat, opening a savage wound. You step back and clutch your throat, stunned. Immediately Reed drops the knife and looks horrified. "My God, what have I done?" he cries but it is too late. The world turns black and you collapse lifeless to the ground.

DM: Though it takes more than a month you manage to make the long and difficult journey to Sutter's Fort in California, crossing the Sierra Nevada Mountains along the way. William McCutchen and Charles Stanton prove to be good company though by the time you reach Johnson's Ranch, the first outpost of civilization in California, McCutchen has come down with a fever. It is not life-threatening but he needs to rest.At Sutter's Fort Captain Sutter is glad to provide you with seven mules and provisions (accounts will be settled when the Donner Party arrives) and even loans you and Stanton two Indians called Luis and Salvador to help you guide the mules back to the Donner Party. Stanton plans to leave in a few days but McCutchen is no better and you wonder if it might not be better if you stay with him. On the other hand the Donner Party are still out there somewhere and doubtless struggling too.What do you do?
Player: Stay in Sutters Fort
DM: Bidding Charles Stanton farewell you remain at Fort Sutter helping to look after William McCutchen. Less than two weeks after Stanton leaves James Reed turns up unexpectedly at the Fort, looking a bit gaunt but in relatively good health. He explains he was sent ahead by the Donner Party to get supplies with his teamster Walter Herron but ran low on food. Herron who has learned that war has just broken out between the USA and Mexico decides to go off and fight but Reed and McCutchen intend to gather a few mules of supplies together and set off back to the Donner Party.Unfortunately just a few days after Reed's arrival on the last day of the month it starts to snow, lightly around Fort Sutter but heavily in in the Sierra Nevada Mountains. This is very bad as it will mean that the Donner Party, which incidentally includes both Reed and McCutchen's wives and children, will be unable to cross the Sierra Nevada Mountains. In Fort Sutter there is nothing you can do but watch as snow completely seals the valley, making it virtually impossible to cross. Despite this you, Reed and McCutchen soon set out on a mission to try and reach the stranded settlers.
Player: Back into the Mountains...

DM: You find your pistol and cocking it you jump from the wagon. You are just in time to see Snyder staggering towards you, his eyes wide in shock and the handle of Reed's knife sticking out of the centre of his chest. Reed stands shocked by what he has done and as you stare at him several other men including the Donner brothers come running up. Before your eyes Snyder collapses to the ground and breathes his last breath.The men of the Donner Party quickly gather and Reed is surrounded, giving in without a fight. He is placed under armed guard while a quick discussion ensues over what to do with him. Franklin Graves is furious that Reed has murdered his employee while his wife and children are crying hysterically. "Hang him" Louis Keseberg urges, looking fiercely among you. "No" replies William Eddy (a friend of Reed's and a skilled marksman). "Mr Reed should leave the camp."There is a great deal of arguing for a while and eventually it is agreed that Reed should take some food and be sent away to make his own way to California. One of Reed's teamsters called Walter Herron volunteers to accompany him and Reed, still in a state of shock, says a brief farewell to his wife and children. Snyder is buried; the Graves Family are inconsolable and the whole Party is stunned by this sudden outbreak of violence. William Eddy is worried about Reed and Herron's chances of making it to California on their own and mutters to you that perhaps others should go with them.What do you do?
Player: Stay with the Donner Party
DM: After Reed and Herron leave the Donner Party's situation continues to deteriorate. Indians shoot arrows at William Eddy and William Pike when they are hunting away from the main party and both are lucky to escape unhurt. Louis Keseberg irritated by his elderly wagon-driver Hardcoop's increasing complaints orders him out of his wagon and snaps at him to walk. Hardcoop manages keeps up for the first day but increasingly begins to lag behind. Without James the Reed family have to abandon another wagon and now many of the Party are on foot: a dangerous situation to be in with so many hostile Indians about. At noon you see Hardcoop, now a long way behind, collapse and crawl under the shade of some bushes.What do you do?

DM: Despite the unlikelihood of making it across the mountains you, James Reed and William McCutchen, the latter still suffering slightly from his illness, set off from Sutter's Fort to try to reach the Donner Party. Reaching Johnson's Ranch you are warned by the owner that it is impossible to cross the Sierra Nevada Mountains when the passes are blocked by snow but feeling that you have to at least try you journey on. Unfortunately the owner is right.Reaching the Sierra Nevada Mountain Pass with difficult you and your companions discover the snow does indeed makes crossing the mountains completely impossible. Nothing can force its way through it and after several days of struggling you are forced to turn back: there is nothing you can do now but wait until the spring when the snow melts and the Donner Party can be rescued. You can only hope their food supplies hold out until then and as you return to Sutter's Fort you can't help but feel relieved you aren't up there in the mountains with them.
Player: Now you wait...

Player: Go back to help him
DM: Unable to turn your wagon around you abandon it and carrying two canteens of water you walk back to where you saw Hardcoop fall. By the time you reach him you can see you are too late: the old man is dead. By now the Donner Party have vanished from sight and you hurry back as fast as you can, drinking all your water. You don't even see the Indian hiding behind a rock until it is too late, with deadly accuracy he shoots you through the head, ending your journey and life in an instant.

DM: That day's journey is a difficult one and that night Hardcoop fails to rejoin the group, William Eddy and another man do go out to look for him but return without him after a few hours. Without food and water and surrounded by hostile Indians there is little chance that the old man is still alive. Louis Keseberg is criticised by most of the group for forcing Hardcoop out of his wagon and Keseberg responds by angrily challenging anyone who doesn't like him to a fight. The Party is beginning to tear itself apart.Moving on the next day you come across the skeleton of a settler killed by Indians, more horses are stolen and that night nineteen cattle vanish, stolen by Indians who occasionally fire arrows at your group from hiding in the rocks all around. Keseberg steps on a spiked tree stump and seriously injures his foot, making him more disagreeable, Indians make off with no less than twenty-one oxen the next day and William Eddy is forced to abandon his wagon.A week after Hardcoop's death another wagon owned by a German called Wolfinger falls behind. Two other Germans called Joseph Reinhardt and Augustus Spitzer go back to help him. They are mean-looking fellows and for some reason both take their rifles with them when they go back. You don't like the look of this but the other members of the Party appear not to see and continue struggling to get their remaining wagons to the Humboldt River.What do you do?
Player: Go back to help Wolfinger
DM: Leaving your wagon you walk back on foot towards Wolfinger's wagon. As you approach you hear the boom of a gunshot and see Wolfinger fall from his wagon to the ground. You cry out and both Reinhardt and Spitzer, their rifles raised, turn and see you. As you turn to run they both open fire with deadly accuracy. A bullet hits you in the back of the head, killing you instantly and you fall to the ground, murdered like Wolfinger for your money.

DM: You travel on to Fort Sutter and there you reunite with William McCutchen. He is recovering well with your illness and as with Stanton, James Reed tells him that he was sent on for supplies with you and Walter Herron. Herron learns that war has just broken out between the USA and Mexico decides to go off and fight but Reed and McCutchen intend to gather a few mules of supplies together and set off back to the Donner Party.Unfortunately just a few days after Reed's arrival on the last day of the month it starts to snow, lightly around Fort Sutter but heavily in in the Sierra Nevada Mountains. This is very bad as it will mean that the Donner Party, which incidentally includes both Reed and McCutchen's wives and children, will be unable to cross the Sierra Nevada Mountains. In Fort Sutter there is nothing you can do but watch as snow completely seals the valley, making it virtually impossible to cross. Despite this you, Reed and McCutchen soon set out on a mission to try and reach the stranded settlers.

DM: For three months you, James Reed and William McCutchen find ways to keep yourselves busy in California. Reed joins in the war against Mexico while you stay with McCutchen in Sutter's Fort. Near the end of January incredible news arrives: seven members of the Donner Party (William Eddy, William Foster, Sarah Foster, Sarah Fosdick, Mary Graves, Amanda McCutchen and Harriet Pike) have somehow managed to cross the mountains despite the snow and made it to Johnson's Ranch.McCutchen is overjoyed to learn his wife has made it and you hasten to Johnson's Ranch. There you are shocked by what you see: the survivors are skeletal and so weak they can do nothing but eat and sleep. Eddy is the healthiest of them and he mutters a terrible story about blizzards, the deaths of eight of their companions and being forced to eat the bodies of the dead to survive. He is certain it is the same up in the mountains where the rest of the Donner Party is stranded.As McCutchen's two young children and Reed's entire family are still up in the mountains the three of you immediately begin planning an expedition to rescue them. Another rescue effort called the First Relief is being prepared at Sutter's Fort that will be ready sooner but Reed and McCutchen have the advantage that both of them already know the route. Eddy is determined to accompany the First Relief but he is still weak from his terrible journey out of the mountains.Which expedition party do you want to accompany?

DM: You are hiding behind a Yellow Tent.There is a Purple Tent to your left.A Brown Tent behind you.And a Green Tent up ahead.All three tents are silent.
Player: Go to the Green Tent

Player: Enter the door labelled DO NOT RUSH
DM: Clinging to the edge of the helicopter's ladder by his fingertips as gunshots rang out below him Max Twist allowed himself the luxury of casting his mind back to trouble-free days at summer camp when ladders hung from every tree house. He remembered how he used to climb to the highest branches and make his own ladders, cutting the twigs with his Dad's old hunting knife which he had carried with him all through World War 2. His grandfather had that knife before him, in fact it had first been made back in 1893 by old man Turner, the metal-worker from Kansas...

DM: You join Captain Smith and a few other men on the Bridge, using a pair of binoculars you can clearly make out the silhouette and lights of a small ship a long way off. You try using a Morse Lamp to contact it but get no reply so Captain Smith provides you with a box of distress rockets."Fire one now and fire one every five or six minutes" he tells you.Obeying his instruction you use a match to light the fuse and the first rocket whizzes straight into the air and explodes with a bang over the ship. As you work you talk to Smith."Captain, is it really serious?" you ask, beginning to grow worried."Mr Andrews tells me that he gives her from an hour to an hour and a half" Smith replies.Between firing rockets Smith tells you to keep using the Signal Lamp."Call that ship up and when she replies tell her 'we are the Titanic sinking, please have all your boats ready" Smith instructs, pointing at the distant ship. You keep signalling her and at one point you think you can see a light in reply but Captain Smith gently points out to you the light you can see is in fact a star. Finally you have fired all eight rockets and got no reply so Captain Smith instructs you to take charge of a boat that is being lowered nearby.What do you do?
Player: Keep signalling

DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaaaae...
Player: E
Player: T
Player: Z
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.Aaaaaaaaaz> Quel est votre genre ?

DM: You choose to accompany the Second Relief and its seventeen settlers on the long and difficult journey back to Sutter's Fort. It gets off to a bad start when a storm traps you all in open ground and Isaac Donner dies. James Reed and William McCutchen decide that because supplies are so low they must keep going but the majority of the settlers are too weak to move. Taking two of Reed's children and a third child along you keep moving, unable to stay with the others.A few days later you meet William Eddy and William Foster leading their relief party up the mountains. Reed directs them to where you left the survivors and by the middle of March you make it back to Johnson's Ranch. Eleven of the settlers you left make it in two days later, two of their number having died. Soon after Eddy and Foster return with another five survivors and report there are unlikely to be any more. George Donner, his wife Tamzene and nephew Samuel, Louis Keseberg and Lavaniah Jackson are still in the mountains, having resorted to cannibalism to survive. At the beginning of April William Foster begins forming a final rescue party to search for the last of the Donner Party still trapped. You can either accompany him or remain safely in Sutter's Fort.What do you do?
Player: Remain at Sutters Fort

DM: Staying with George Donner, his wife Tamzene, their daughters Georgia, Frances and Eliza as well as Jacob Donner's widow Elizabeth and her sons Lewis and Samuel you help Nicholas Clark and Jean Baptiste look after them. Clark, like you, is a fellow rescuer and in good health but Baptiste is weakening. The whole party are in desperate danger, in one day both Elizabeth and her son Lewis die and to your horror pieces of flesh are cut off them and eaten by the starving children and adults.Fortunately days later a third rescue party arrives led by William Eddy and William Foster. They inform you just three people remain alive up at the Truckee Lake camp and they have come to help those who can walk leave. Though Mrs Donner is in good health George Donner is bed-ridden with an infected hand and Tamzene refuses to leave him. Instead she asks the group to take her three daughters to safety. Jean Baptiste and Nicholas Clark take this opportunity to leave too, the latter carrying a backpack of goods purloined from the Donner's. A fourth child, Simon Murphy, complete your little party (Samuel Donner is too weak to be carried down) and you set off. The last thing you hear is Tamzene Donner calling out to you to make sure her children reach safety.
Player: To safety...
DM: You join the Relief and exhausted and weary you stumble down through the mountains with the relief party, relieved to have survived for such a long time in the mountains. The snow is melting all around you and it takes just a week to make it to Johnson's Ranch, the start of civilization in California. There you find most of the other survivors of the Donner Party and rest and recover your strength for a few weeks. At the start of April William Foster begins organising a final rescue mission to go into the mountains and try to bring down those five people: George Donner, his wife Tamzene, their nephew Samuel, Lavaniah Jackson and Louis Keseberg. You are not keen to return to the mountains so soon after escaping but if you are willing you can join the expedition or remain at Johnson's Ranch.What do you do?
Player: Accompany Foster's expedition

Player: Turn back to the Truckee Lake Camp
DM: Soon after setting off Dutch Charley Burger and young William Murphy return, having decided they cannot keep up with the Snowshoe Party. Reed Teamster Milt Elliott returns from a visit to Alder Creek with the terrible news that Jacob Donner, Samuel Shoemaker, Joseph Reinhardt and James Smith have all died. Dutch Charley, a chubby individual is the next one: weakening steadily he dies in Louis Keseberg's lean-to soon after his return. You are all suffering now.The cold is permeating every part of you. Every moment of every day you are hungry and at night the cold numbs your body. It is like being on fire and unable to put it out, one night it is worse than ever and you find all you want to do is give in, to walk out into the howling snow and die rather than go on suffering like this. Your companions are mere skeletons of themselves and despair is etched on every face.What do you do?
Player: Venture out into the cold
DM: You too do not survive the year. Rising from your thin blanket you stumble out into the cold. What you are searching for you do not know and never find out. Your body is found the next morning, half buried in snow.

DM: You make yourself as comfortable as you can in the Teamsters Tent but it is very crowded there: not only are there too manypeople in too small a space but one of the Reed's Teamsters Milt Elliott is visiting you as well. A snowstorm blows over the Mountains and it brings death with it. Jacob Donner is the first to succumb. He dies while sitting at a table, his head bowed in his hands, the very picture of despair. Donner's death is just the beginning.Samuel Shoemaker, a teamster for the Donner's dies next and he is soon followed by Joseph Reinhardt. Knowing he is dying Reinhardt confesses in front of you, Doris Wolfinger and George Donner that he shot and killed Mr Wolfinger but that he regrets it. He never explains why and the confession is of little comfort to the poor widow. James Smith, a teamster who actually works for the Reeds but has somehow wound up at the Donner Camp dies of the cold too. That night with the winter breeze piercing your body to the core you are struck by the urge to walk out into the cold and end it all rather than suffer this slow and lingering demise.What do you do?
Player: Walk out into the cold
DM: There is a fifth victim of this snowstorm. Numb with cold, pale with hunger and wrapped in your blankets you stagger out into the snow. Quickly the relentlessly falling white ice overwhelms you: cold permeates every part of your body and your body is found the next morning.

DM: The return journey with the survivors is a difficult one. Teamster John Denton gives out and is left behind to die. The child Ada Keseberg dies of cold and another child, William Hook dies after over-gorging on supplies. You pass James Reed, William McCutchen and the Second Relief party going up into the mountains. Reed is overjoyed to see most of his family safe while McCutchen is devastated to learn of his infant daughter Harriet's death. They press on.Nearing California you pass a Third Relief party going the other way led by William Eddy and William Foster. Both eagerly seek out news of their families: Eddy is devastated to learn that his wife and daughter died in the mountains. Parting ways the next day you reach Johnson's Ranch with your remaining eighteen survivors. There you rest. Reed and McCutchen come in a few days later with just three survivors, two of them Reed's children, having abandoned the rest in the mountains. A brave man called John Stark later brings in the eleven survivors from this group, Eddy and Foster return soon after with five survivors and state that they do not think there will be any more. George Donner, his wife Tamzene, their nephew Samuel, Levinah Jackson and Louis Keseberg remain alive in the mountains, having resorted to cannibalism to survive. In the first half of April William Foster organises a final Relief party to search for survivors. You can either accompany this group of if you have had enough of the business remain at Sutter's Fort with the other survivors.What do you do?

DM: When you reach the Truckee Lake Camp what you find shocks all of you. There are just three people left alive there: Louis Keseberg, Lavinah Jackson and her son Samuel. You find the remains of William Eddy's son James and William Foster's son Jeremiah. Both children have died very recently and been partially eaten by the others as a means of staying alive. For a time it looks like murder will happen, finally Eddy declares that if he ever meets Louis Keseberg again in California he will kill him. You help calm the rescuers enough that they agree to take Simon Murphy to safety.At the Donner camp at Alder Creek you find George Donner bed-ridden with an infected hand, though his wife Tamzene is in good health. They ask you to take their daughters Eliza, Georgia and Frances with you as well as the teamster Jean Baptiste and another man called Nicholas Clark who was left by one of the earlier expeditions to help look after them. Another child is at the Donner Ranch but he is dying and too weak to travel. Collecting the five survivors and Clark together you set off back down the mountain. By now the snows are melting rapidly with the onset of spring and it takes just a week to make it from the camps to Jonson's Ranch. Soon after returning William Foster begins putting together a final rescue mission to recover Donner, his wife and infant nephew, Keseberg and Jackson from the hills. You can either accompany this last mission or stay at Sutter's Fort.What do you do?

Player: K
Player: Y
Player: M
Player: X
Player: B
Player: P

DM: Pressing on you initially make good progress, reaching the summit of the Sierra Nevada Mountains after one day's travel. Charles Stanton who has been exerting himself a great deal in making the snowshoes begins to suffer from snow blindness and fall behind. By the fifth day there is very little food left and everyone is exhausted. Stanton declares he is unable to walk and sitting by the fire calmly smoking his pipe he tells the rest of your group to go on without him. After a few moments hesitation the group resume their journey.What do you do?
Player: Stay with Stanton
DM: Remembering everything Stanton has done to help the group you know that you can't leave him behind. Sitting next to him the pair of you enjoy a last smoke and as the wind begins to whip the snow up all around you lose sight of each other. A wave of tiredness overcomes you and you find you can neither get up nor do you want to try. The pair of you die there in the snowy pass.

DM: You survive the initial series of deaths which leave George Donner and the teamsters Noah James and Jean Baptiste as the only healthy men in a camp full of women and children. For the next two months you survive. Several people die at the Truckee Lake Camp but for some reason no one else at the Alder Creek camp dies, perhaps because the Donner's have slightly more food than everyone else. Finally in the second half of February three healthy-looking men arrive at the camp. They are rescuers from California, having made contact with members of the Snowshoe Party they have travelled out to bring people back.It quickly becomes apparent that there are too few of them to take everyone to California with them, George Donner's hand has become infected and many of the others are too weak to go. It is agreed that the men will take Elitha, Lenna and George Donner and William Hook (the weakest children) with them as well as Doris Wolfinger and wagon-driver Noah James, who is in very bad shape. Wagon-driver Jean Baptiste wants to leave too but the settlers persuade him to stay and help look after the Donner's. At both Alder Creek and Truckee Lake the remaining men (George Donner, Patrick Breen, Louis Keseberg and Donner wagon-driver Jean Trudeau) have chosen to stay so that the women and children can leave in safety. More help is on it's way to rescue them but if you truly insist you will be allowed to accompany the First Relief down.What do you do?
Player: Demand that the rescuers take you too
DM: After much begging the members of the First Relief let you join them in travelling on to California and safety but the going is hard. Most of the children are so weak the rescuers have to take turns carrying them while you and the other adults stagger on as best you can. One morning John Denton, an English wagon-driver who has been of great assistance around the camps, is unable to continue and insists that he is left behind at the fire. Finding him unable to walk the other settlers agree and he is left behind.What do you do?

Player: Turn the volume all the way up on the computer

DM: Wennipeg wanted to keep talking to the girls. He had never felt so confident. Usually, Wennipeg would stumble over his words, or lose his train of thought, and get laughed at. This time, he felt like he was talking to an old friend. When the first girl returned with her punch, Wennipeg tried something he'd never done before."Hey, uh, my friend has to take my car, uh, home, because, uh...could I get a ride with you?" Wennipeg internally cringed. He had fumbled his words. She was going to say no. She was going to laugh. "Sure!" Wennipeg thought he had heard her wrong. She must have said Jerk, or Worst, or something. But no, she had actually accepted. Wennipeg was so happy. He hung out with the girl and her group of friends the whole time. Wennipeg didn't stumble over his words or say something stupid the entire time.When it was time to leave, the girl let Wennipeg sit next to her in her car. She drove him home, and told him she'd had fun. This night could not have gone better, Wennipeg thought. He went from smashing his car to possibly getting (gasp!) a girlfriend. The memory began to fade out as Wennipeg said goodbye to his new friend.
DM: The world faded in again, and Wennipeg was expecting it. This time, he was at his house. He had butterflies in his stomach, and had showered three times. This was his first job interview.Since he didn't do well in school, Wennipeg wasn't able to go to a real job interview, like an office job. He was applying for a restaurant job, to earn some money. Last time, he was ill-prepared, and didn't get the job. This was what started him down the road to not being able to feed himself. If he could change his ways...The first decision, of course, was what to wear. Wennipeg was running out of the money his parents had worked hard to give him. Therefore, he couldn't afford a suit and tie. He didn't think he needed that, anyway. It was a restaurant interview. He could dress casual, but not too casual. Wennipeg thought over his choices.

Player: Leave the group to search for something to kill
DM: There is nothing you can do. Losing all control of yourself you race out into the snow. Immediately you lose sight of your companions and never find them again. You stagger on until you collapse and half-buried by the fast-falling snow you never get up again.

DM: The New Year brings no fresh joys with it. Those in the cabins around Truckee Lake remain cold and starving and those at Alder Creek are little better off. After the initial wave of six deaths people are adjusting to the terrible conditions but that doesn't make it any easier. The babies and young children cry continually and it is hellish for the adults. You have heard nothing of the Snowshoes Party and have no idea if any of them have made it to civilization. Things continue to worsen and near the end of January Louis Keseberg's infant son, also called Louis, dies in the Murphy Cabin. Keseberg is grief-stricken and one night he stumbles into your cabin with his dead baby in his arms and asks you to help bury him in the snow.What do you do?
Player: Try to get him to wait until morning
DM: You manage to persuade Louis to wait until morning when a group of the remaining men help bury his son. The death of Louis Keseberg's child is just the first of the year. John Murphy, a strapping sixteen-year-old who looks after his mother and extended family of younger children worsens steadily. His mother, Levinah Jackson, tries to revive him by placing a little piece of meat in his mouth and John swallows it, goes to sleep with a weak gurgling snore and dies. His mother asks you for your blanket to bury the child.What do you do?
Player: Let him have it
DM: Without your blanket you have no chance of surviving the bitter cold. Lying in the corner you too go to sleep, a deep sleep from which you do not wake.

Player: Press on with the others
DM: Leaving John Denton behind you keep going but things continue to worsen. In particular Phillippe Keseberg's infant daughter Ada is almost unresponsive and her mother desperately offers a gold watch and money to anyone who will help her keep her child alive but it is no good. By nightfall the infant is dead and her crying mother buries her in the ground. The wind that night is relentless and chills you to the bone, you are tempted to move away from the camp and try to find a better spot.What do you do?
Player: Sit tight and make the best of it

DM: The darkness overwhelms you but you couldn't care less. Everything is numb, faded and blurred and all you want to do is sleep. So you shut your eyes and drift down, down into the darkness and escape from this world of pain and terror.

DM: You wait near the exit that leads in the direction of St. Gardenia's You stick out your thumb and wait. Finally, a reddish brown old mustang car rolls to a stop next to you. The dirty blonde surfer-looking dude rolls down the window and asks, "Where ya headed?" You do your best to keep from grimacing at him. He seems friendly, but he's still a human.
Player: I turn him away. I just don't trust him, I'll wait for another car.
DM: He seems a little offended, but understands, and he drives off. After a while you hear a rustling in the bushes. Out comes a squirrel, so you think nothing of it. Eventually another car comes to a stop next to you. It's a blue minivan. Inside is a family of three, and the woman that you see in the passenger seat appears pregnant. Rolling down the window, the man asks, "Where ya headed, lil' lady?" You wince internally. He seems nice, but being called "lil' lady" is a bit perturbing. The small family doesn't seem menacing in any way however, so you admit that you're traveling to St. Gardenia's. "That's a little out of our way." The man says. "But we'll take you as far as where the road forks towards it. It wouldn't be too much further from there."
Player: "That sounds great! I'll take you up on that offer." As far as I can get right now would be great, even if it's not the whole way.

Player: Search for a warmer location
DM: Rising to your feet you stagger away from the camp. In the flurrying snow you lose sight of the camp completely and wander round helplessly calling out names. Finally you can walk no more and have to lie down where you gently expire.

Player: Move Mrs Graves's body
DM: You move Mrs Graves's body but the effort proves too much for you. Returning to the others you lie down with a sigh and do not get up again. Like the other dead your body will be cannibalised by the survivors.

Player: Stay with the Donner's
DM: After the rescuers leave there is nothing you can do. Samuel Donner dies first, the infant fades into silence but by now you are barely aware of him. George Donner, the leader of this ill-fated expedition continues to worsen and despite an incredible struggle he too finally succumbs to death. The only other person left at the cabins with you is Tamzene and she is anxious that you should both leave and travel up to the camp at Tuckee Lake before you give in to your hunger and begin to eat her husband. She begs you to join her.What do you do?
Player: Stay at the Alder Creek camp

DM: Finally the snow storm at Camp Death dies down and you and the other survivors emerge from the snow-covered blankets, moving stiffly and more dead than alive. You join the remaining men in setting fire to a pine tree and you all lie around it, so utterly indifferent to the heat that William Eddy, Sarah Foster and Amanda McCutchen all get burned. You spend three days in the camp, drying the bodies of the dead which you then carve up with a knife and begin to eat. The meat you dry on the fire and without thinking about it you just eat. Some of the men and women have tears frozen on their faces, each being careful not to eat a family member.Finally you resume your journey, packaging the human flesh you have not yet eaten so you can take it with you. Struggling on you clamber over rocks, your feet numbed and bleeding as your snowshoes begin to fall apart. When all the flesh is eaten a week later someone proposes you kill the two Indians who are with you. As the suggestion gains favour in the group the Indians, understandably terrified, flee from the rest of you. The next day Jay Fosdick collapses and his wife Sarah stays with him. Eddy causes unrestrained joy when he manages to shoot down a skeletal deer which is quickly butchered for food. You have stayed back with Jay and like Sarah you try to tell him to hold on, that Eddy has just shot a deer, but it is no good. Jay expires and Sarah, telling you she wishes to die too, lies next to him. The rest of the group walks away.What do you do?
Player: Try to persuade Sarah to rejoin the group
DM: With a broken voice you whisper at Sarah to hold on but seeing her lying there tranquil make you want to rest too. You lie down near the couple and remain still. Slowly the coldness creeps through you, overwhelming you with weariness and almost gently you slip out of this world.

DM: You hold onto your blanket, despite Mrs Jackson's pleas. The deaths continue: the next to go is Margaret Eddy, the absent William Eddy's infant daughter. She died one night in the arms of her mother Eleanor and her mother is inconsolable. Margaret's death means that apart from you there are just forty other people remaining in the camps at Truckee Lake and less than half that at Alder Creek.Patrick Breen and Louis Keseberg want to make sure the Donner group at Alder Ceek are ok and being too weak themselves ask you to travel down to their camp.What do you do?
Player: Agree to go and visit the Donner's
DM: You set off on the eight mile journey that morning but your weakened state soon becomes apparent. You get less than halfway before you have to lie down in the snow and rest. You never get up again, your strength simply slips away from you.

Player: Eat moderately
DM: You are lucky you are able to resist over-indulging (William Hook is found dead the next morning) and a week later you reach Johnson's Ranch, having passed a third rescue party led by William Eddy and William Foster going the other way. You thank them for warning the people of California of your plight but regrettably have to tell Eddy his wife and youngest child have died. The parties separate and soon after you are overjoyed to reach Johnson's Ranch, a place of supplies and safety. There you rest for a month.Meanwhile the relief parties continue to bring survivors in. James Reed and William McCutchen return with just three having abandoned more further up the trail. Another man called John Stark brings eleven of these in himself. Finally Eddy and Foster return with five more. They report that the remaining survivors in the mountains: George Donner, his wife Tamzene, their nephew Samuel, Louis Keseberg and Levinah Jackson, have resorted to cannibalism to stay alive. At the start of April William Foster begins organising a final Relief Party to bring in these survivors, if they are still alive. You can either accompany this group or remain safely at Sutter's Fort.What do you do?

DM: You remain at Alder Creek alone with just the dead bodies all around for company. That night you finally accept that you will not survive and lying down you die. A month later rescuers find your body and bury it.

DM: Despite her wishes Sarah Fosdick does not die. Her sister Mary Graves returns for her and the pair cut up Jay Fosdick's body for food. Somehow Mary helps her sister rejoin the rest of the group and you silently eat the cold meat, the dead man's wife watching with tears in her eyes before silently accepting some flesh and chewing. Jay Fosdick's death means you, William Eddy and William Foster are the last surviving men along with the five women and Foster is beginning to show alarming signs of derangement. Drawing you and Eddy to one side he quietly whispers that at least one of the women must be killed to feed the others.William Eddy's temper snaps and throwing a large stick to Foster he draws his knife and barks "defend yourself Foster!" You restrain Eddy while Foster stands motionless staring at Eddy before quietly walking away. For the moment danger is averted but the next day you come across the two Indians, Luis and Salvador, lying near death in the snow. Foster declares that the two Indians must die. When Eddy protests against this Foster draws his pistol and calmly shoots Luis in the head.What do you do?
Player: Intervene to stop Foster killing Salvador
DM: As you step forward to stop William Foster killing Salvador he turns the pistol on you. The first shot hits you in the throat and you fall to the ground, stepping forward Foster fires twice more into your head, his eyes wide with hunger and madness.

DM: You refuse to make the difficult journey and a few nights later a pair of deaths shake the camp. Harriet McCutchen, an infant both of whose parents have left the Donner Party and who was being looked after by the Graves family dies. The infant had spent most of her waking hours crying and death must have been a release for it. Eleanor Eddy dies too: since her husband left with the Snowshoe Party she has been looked after by the Murphy family. Since her daughter Margaret died she lost the will to live, those she does leave a son James who is a toddler. Their deaths make the mood even more grim, that night as the wind whistles around the huddled cabins you are struck by an urge to go out and find something to shoot and eat.What do you do?
DM: You set out on your journey but do not return: losing sight of the camp you are hurled to the ground by the freezing blizzard and do not get up again.

DM: For three days the storm rages and you all lie there without food and living on melted snow. It is a miracle any of you survive: even Patrick Breen begins to pray for death. The child Franklin Graves dies next, so cold he feels like he is almost frozen solid. His orphaned siblings Nancy, Jonathon and Elizabeth huddle round the body, too exhausted to even cry. The cold gets worst and to your astonishment you see Patrick Breen begin to carve up the bodies of the dead and pass the flesh around which is eaten cold.What do you do?
Player: Refuse to touch it
DM: You refuse to touch the human flesh while the others eat. Devoid of strength you sink into a sleep from which you do not wake and like the other dead your body too is cut up to provide nourishment for the remaining survivors.

DM: You step back as Foster shoots Salvador in the head as well before dropping the pistol. The Indians are quickly carved up and a fire lit to cook their flesh. Foster sits silently by the flames, staring into their depths and not even his wife Sarah can trigger a reaction. Wearily you stumble on and three days later you meet with a small group of Indians who are so horrified by your skeletal appearance that they give you all some acorns to eat. The Indians are friendly and indicate for you to follow them. The women and Foster are too exhausted to walk so you and William Eddy follow the Indians and finally reach Johnson's Ranch, the first settlement in California.When you arrive, leaving a trail of blood, Eddy knocks on the door which is answered by a young lady. In a broken voice you ask for a little bread. The girl takes one look at the pair of you, bursts into tears and you are both hurried inside. Oh the wonder of it! Hot tea, food, warm beds and all the comforts you could want are provided! Supplies are hastily sent to the other six survivors. You set out with seventeen people a month ago: two turned back, eight died and only seven survived.For now you don't care: you are safe. Your terrible ordeal is over, thank god!
Player: You get some much-needed rest

DM: The day after the double deaths there is another death: at this rate there will be no one left by the end of the month. A Teamster called Augustus Spitzer collapsed in the Breen house two months ago and has been on the verge of death since. Today he finally dies, imploring Margaret Breen to put just a little meat in his mouth so he might remember the taste of it. There is none to give him and death soon follows. The Breen children are upset by his death and Patrick Breen asks you to help him move the body outside.What do you do?
DM: You refuse to go outside and remain in the cabin. The next day is Reed Teamster Milt Elliott's last dawn. Lacking the strength to even get out of bed he lies muttering to himself and shaking all day before finally slipping away. The girls of the Reed family, some of whom were very fond of Elliott, bury him in the snow. That night Levinah Jackson approaches you and slips $100 into your hand. "I need meat so badly" she whispers to you. "Go and cut Milt's hand off and the money is yours."What do you do?

Player: only to change the world will I part.
DM: Nature is vast, from sky to sea,like the love between you and me.Our love, as deep as the Ocean,but like a twister in motion.Crazy, wild, and out of control--the love that is good for the soul.Like rain for crops you feed my heart,only to change the world will I part.Mika delivers the final line in tears. This is it, the perfect poem to express their relationship. Everything they love about the environment, and everything they love about each other, is summarized on the two pages they neatly printed the poem on. It is their love for this planet that drives them apart as Leroy has to leave with the waning moon to catch his flight; his copy of their poem is clutched tightly to his chest, as is Mika's to hers, in matching frames he bought a week ago.One parting kiss they will both remember still warms their lips in the frigid winter wind at the O'Hare International Airport. Two Peace Corps missions start with two lovers apart for over two years. They say that absence makes the heart grow fonder. Both Leroy and Mika mutter this phrase to themselves as they fly to face the world alone, hoping it is true.

DM: Reluctantly you eat the flesh which ensures your survival. Tearing the cold flesh from the bones you feast on the bodies of the dead, doing anything to restore some strength into your weakened frames. Even Patrick Breen and his wife put aside their religious beliefs to feast. The meat saves your lives for a few days until a third rescue party led by William Eddy and William Foster reach you. They share some provisions with you and a brave man called John Stark volunteers to lead you all to safety. After more than a week of agonising walking the eleven of you miraculously make it to Johnson's Ranch.Here you rest and eat for a time. Eddy and Foster return soon after you with another five survivors and report that George Donner, his wife Tamzene, their nephew Samuel, Louis Keseberg and Levinah Jackson are still in the mountains. At the start of April William Foster begins to put together a final search party to go and look for them. Though still weakened from your recent experiences you are strong enough to join them or if, understandably, you don't want to go back into the mountains you can remain at Sutter's Fort.What do you do?

Player: "91805" you say
DM: "91805." You say. Dean's knife is suddenly hurled at you. You shut your eyes hoping you had the right number. The cuts into your shoulder and you cut out in pain."That was wrong, by the way." Dean says."You know, we're really getting off schedule." Paul says matter of factly from the doorway."Sure are." Dean says just as matter of factly. "22657754312."
Player: "23657754321." you say

Player: Give Mrs Jackson's money back to her
DM: You refuse to desecrate the dead and give Mrs Jackson's money back to her, she returns silently to her cabin. Almost stubbornly you continue to survive, holding yourself together and then, finally, a wonderful thing happens. A party of seven men, backpacks bulging with food, reach the camp at Truckee Lake. They have been sent from California: it seems that at least some members of the Snowshoe Party made it through and now rescue missions are being mounted. While some of the settlers travel down to visit the Donner Brothers the others remain at Truckee Lake and provide what medical treatment they can. It is too late for little Catherine Pike, an infant child in the care of her grandmother Levinah Jackson. Unable to even cry the child had been reduced to moaning feebly until one day it just passes away.The rescuers re-gather and prepare to leave. They have decided they can take twenty-one people with them: weak teamsters Noah James and John Denton, women Margret Reed, Philippe Keseberg, Doris Wolfinger and Eliza Williams and fifteen children. The remaining men (George Donner, Patrick Breen, Louis Keseberg and Donner wagon-driver Jean Trudeau) have chosen to stay so that the women and children can leave in safety. More help is on it's way to rescue them but if you truly insist you will be allowed to accompany the First Relief down.What do you do?

DM: Stella, 23About MeNew to the west coast all together. Looking for friends to have a good time and show around. I love art, music, sports, and adventurous walks in parks.HMU to hang out!----------The smiling face of a tall, blonde girl popped out of Tyler's phone rather jarringly. All of her photos (and there were many) had her up against fantastical backdrops: The Statue of Liberty, The Cologne Cathedral, and... the Tokyo Tower? Maybe the Statue of Liberty wasn't too fantastical, but Tyler had never been there. It all seemed too perfect. Tyler noticed a slight strain, a bulging in her eyes whenever she was smiling. Whatever, women are usually at least a little nuts. Not a big deal. He glanced around at his own apartment, shrinking into himself as the mess from last night's party revealed itself in spades. He'd need to spot clean before having ANYONE over.I've got my own issues.Still, something bothered him. Whether it bothered him enough not to swipe right, he was about to decide.
Player: Swipe Left
DM: Tyler swiped left, not really interested in the blonde. Unfortunately, due to perhaps a combination of his unattractiveness, plain profile, and budget cuts, every girl that he swiped right on after that moment ended up being nothing. Rather pissed off, he sat down on the couch to watch the latest episode of the Mandalorian, hoping to find a little reprieve from his suffering. He did not survive the night.

Player: Stay behind and try to persuade him to keep moving
DM: You sit down next to John and try to get him to keep going but he just shakes his head and sings out a poem: "I look on scenes of past delight, without my wonted pleasures, as a mister on the bed of death looks coldly on his treasures." Your bodies are found a few weeks later.

DM: You are considered healthy enough to remain behind along with Louis Keseberg, Patrick Breen, Elizabeth Graves, Levinah Jackson and a multitude of fifteen children. The First Relief leaves some food which does help see you all through to the end of February without any more deaths, though some alarming things do occur: Mrs Jackson tells you and Breen that she is considering digging up Milt Elliott and eating him. You have heard that George Donner said a few days ago he intends to eat the dead if no more help arrives soon. On the bright side an Indian randomly wanders into the camp, gives out a few edible roots before walking off, a comforting sign that the snow is indeed melting and the passes are becoming passable.This is confirmed when a second party of rescuers led by James Reed and William McCutchen arrive at the cabins on the first day of March, reuniting Reed with two of his children. You learn that they met the First Relief going down the mountain, by which point two of those rescued (John Denton and Ada Keseberg) had already died. Now the rescuers gather together seventeen of the most ill-looking survivors (including Patrick Breen) from both Truckee Lake and Alder Creek, leaving a few men behind to look after the thirteen being left behind.What do you do?
DM: After the Second Relief leaves you are left at Truckee Lake with Louis Keseberg, Levinah Jackson, her son Simon, Jeremiah Foster (an infant whose parents left with the Snowshoe Party) and James Eddy (an infant whose father left and mother has died). You are occasionally visited by Nicholas Clark, a rescuer left behind to help but there is little he can do as you have no food and are starving. One night Keseberg takes the Foster child to his lean-to for the night, wrapped in blankets, but by the next morning he is dead. Hysterical Mrs Jackson accuses Keseberg of murdering the infant. The Eddy infant dies soon after too and both babies are cut up and eaten by Keseberg and the others.What do you do?

Player: Dig a grave for Isaac Donner
DM: Against Breen and Reed's protests you carry the Donner boy's body out of the group and try to dig a grave in the snow. It is hopeless in the midst of a blizzard and the grave becomes your own when you collapse into it and do not move again.

DM: Reluctantly you eat the flesh which ensures your survival. The deaths of the infants mean there are just the four of you left at Truckee Lake when a third rescue party led by William Eddy and William Foster arrives. As you have recently eaten both of their children the meeting is more violent than is necessary: in fact Eddy threatens to kill Louis Keseberg if he ever meets him again in California. The two men calm down sufficiently to agree to take Lavinah Jackson's young son Simon with them back to safety before going down to visit the Donner's. They return with George Donner's three daughters Eliza, Georgia and Frances, the teamster Jean Baptiste and the rescuer Nicholas Clark and prepare to leave. To get Eddy and Foster to agree to take you to California you will have to beg them or stay and wait for more help.What do you do?
Player: Stay with Louis Keseberg and Lavinah Jackson
DM: When the last relief party leaves you are left with Louis Keseberg and Lavinah Jackson and the latter is not good. Recently she has been hysterical, laughing and weeping, but when the rescuers leave with her last child she lays in her bed, lies down and faces the wall. She moves little for the next few days and though you and Keseberg try to keep her alive there is nothing you can do. She dies one night and Keseberg cuts her up and begins to eat her.What do you do?

Player: Go to Starbucks
Player: Don't call Oliver (go to Daniel's)

Player: Eat Mrs Jackson as well

DM: You look around carefully to see if the capybara suspects anything, then stuff it in your mouth. However, it is much too big to swallow, so you choke and die.
DM: You glance around quickly, and bolt out the door into the hallway. The capybara hasn't followed you yet, but you don't want to take any chances. Which way should you go?

DM: This is not the end, you promise yourself. This is not how it ends.But you are standing in the darkness, and you have lost everything you ever thought worth saving - briefly your resolve wavers, and you wonder if there was ever a way to win. You are weary through to your core, burned clean through trials of flame and despair. You hear the crackle of fire in the distance, the tortured screams in the night. Even when you had decided there was only one person worth saving-You look up and see her standing before you, her hair lit in red, her face shadowed in black: (a thousand timelines flash before your eyes as you look at her)"I'm sorry," you manage to say, tasting blood in your mouth, "I'm sorry-"and you can barely read her features through the darkness, but you clearly see her raise her handgun and aim directly at your chest. Your mouth goes dry. "No," she says, her voice shaking but steeled with determination. "I'm sorry."And in the moment it takes her to fire, you-
Player: draw your gun to fire
DM: This timeline doesn't matter anyway. She cannot be saved here, she is already aiming to kill you-But do you fire out of mere self-defense, or because she is no longer worth saving?(every time she dies, you find yourself launched into another time loop, to start again, and somehow you know that this is the one mission you must accomplish - but every time you have failed, and you know that you don't have the strength to do this over and over again)(you have watched her death more times than you care to count)(but if she kills you, then it will all be over).
Player: you will save her. this not over.

DM: Your heartbeat slows. What good is knowing the awful future?You would rather let yourself drift through the past. They say your brain has seven minutes left when you die - but this time has lapsed into an eternity. Replaying a blinding kaleidoscope of memories through your head, an ever-shifting mindscape of your thoughts and experiences.And oh, how you swore this wouldn't be the end. But as far as endings go, isn't this fitting? For her sake you traversed time and space, and your journey will end by her hand. Perhaps it was selfish, but you had felt that hers was the only fate you could change for the better. Time had dragged you backwards upon her death, hadn't it? Didn't that mean that you could do something, that you were meant to do something? You had internalized this as a sign that somehow she was the only one who could be saved, that fate had placed upon you this one duty to accomplish at whatever cost.Had that been your beautiful lie?The pain is searing, all-encompassing - it explodes through your every nerve, and suddenly the world collapses in on itself and you are falling.And instead of cursing fate, you only remember.
Player: Fortune telling
Player: so, what do you see?

DM: So these are the lows you've sunk to. Attempting to dodge a bullet that moves much faster than you ever possibly could.But she has hesitated, and that moment is enough for you to launch yourself to the right. The bullet does not find your heart - instead it clips your side. You double over, clutching your hand to your ribcage. If you're lucky and manage to escape, the wound shouldn't be fatal.Yet you have to do something about the girl who intends to kill you.
Player: try to explain

Player: let this end - she is not worth saving.
DM: An unbidden sense of injustice drives you - you have lived through countless timelines for her, and in none has she lived - and every time she has fallen, you have been plunged back into another time loop to live again until her death. Nothing has worked, nothing, nothing, nothing!This must end sometime. You cannot go on like this forever.And in that instant you hate her for what she has put you through. Your aim is precise and true, and in that eerily calm fit of vengeance, you fire the fatal bullet.
Player: she falls.
DM: You see it in her eyes as she sinks to the ground. In this time loop she is an experienced fighter, but even she had wavered before firing at you, and that had been a mistake. She is going to die. Again. And for the first time you realize that you hate this desperately, because for the first time she has fallen by your hand. You have forsaken her, you think bitterly. It does not matter. Next time you are not going to try to save her. Next time you will not chase after her, trying to safeguard her life from every possible threat. Next time you will not train her in the art of weapons as you have done so many times before (and she had only gotten better through the timelines). Next time you will not care, because this exercise in futility has broken you beyond repair.
Player: another farewell

Player: Go To the creek
DM: The creek is the main source of water for the lake, so you made a bad choice. The creek is gone and you are eaten by a hawk as you flounder in the puddles.

DM: They kill everyone in their path.You are in your house with your family when your little sister points to the window and screams. And outside houses are burning into the night, all around you, and you hear the sound of gunshots. Your house doesn't seem to be on fire, not yet, but who knows what all this means? You and your family can do little else but run outside.(later you will grieve for your family, for your sister, for everyone you knew that had fallen that night, but then you hadn't known what their fates were)(when you think about it now, all you can feel is a burning numbness in your chest)But you keep running, your feet pounding on the pavement along streets paved with the shadows of burning houses, coughing on acrid smoke from a merciless sky, and you reach her house. Her family is there, but she is not.(It is only several timelines later that you know they will reliably be killed thirty seconds later by approaching soldiers). And in that terrible moment you realize she had probably stayed late outside at her adored piano, and found herself caught in the crossfire.
Player: a field on fire

Player: raise your gun and aim
DM: "I'll just try again next time," you say, the words falling harshly from your tongue. But she is quicker than you, and one swift shot pounds your hand into a bloody pulp. The gun flies from your hand to the ground and you stare at your ruined wrist, at the gory remains of blood and sinew exposed to the fresh air, as agony courses through your senses. A deep breath in. A deep breath out. You stagger, determined not to fall to your knees. Everything falls into place with a painful clarity: all you have to do is ensure that she dies this time loop so that you can go back to try again. You're useless now, with this mangled hand; somehow she has to die before you so that you're granted one more chance.But that's gradually looking like an impossibility: it looks like the only one who's fated to die right now is you.

DM: You stumble, stepping backwards. It is useless to try to explain anything to her. Next time. Next time... But she doesn't intend to let you escape. And with a vengeful fury in her eyes, she raises her weapon one last time at your chest and fires.Right as another bullet catches her in the back. Of course, you think bitterly even as you sink to your knees. Of course. This is how it ends.
Player: the tragic hero

DM: She must have seen the pure despair, the desperation, the rage in your eyes. Her teeth clench, and her fingers, slick with blood, close around her pistol, but she does not try to shoot you again. Always you had comforted her in her last moments, smoothed her hair as she coughed up blood, and promised her everything, if only in another timeline."Traitor," she says, that burning blue gaze focused on you. But now you stand there, numb, immobile."I'm done," you say, even though you can see her fading. "I'm done, dying for you." You're not even aware that you're crying until a sob hitches in your throat. You won't watch this again. This is the last time. You prepare for time to stop, for the swooping transition into the next time loop-

DM: And though your hand aims for her heart, some unbidden tremor courses through your wrist even as you pull the trigger. You could not kill her, you realize bitterly, even if you tried. Two gunshots ring out in unison (for you have fired, and so has she), but only you feel yourself falling to the ground, only you see the blood seeping through your shirt when you look down. You have lived through these timelines forever, your skill with firearms near-perfect, but you have missed at this embarrassingly close range. She has not.Now you are lying on the ground, unimaginable pain firing through your body, and you know your life is forfeit.You see her standing there above you. She has not moved an inch.
Player: (why has she killed you?)
DM: Of course, you think bitterly, this is the timeline where she thinks you're the one responsible for the massacre. As you had lived through loops, she had only become more suspicious of your motivations, less willing to consider you an ally, until eventually she had surmised that you were a spy for the Empire, that you knew this mass killing would occur all along.At first you had cared, until you hadn't. As you had rewound life again and again, only one thing was left with any meaning: that she live, that she escape, that she be freed.And perhaps she will escape, you realize as you look at her standing there, the winds of ash whipping her crimson hair about her face. How ironic - perhaps the answer had been there all along. In every timeline she had died, you went back in time. You had changed every variable, relentlessly testing all the possibilities. Except one - which was quite understandable, since the one thing you didn't try involves you being the one to die.
Player: try to speak
DM: She seems wary, but strides closer and kneels beside you. You take in a slow breath, but you can sense death settling into your bones already. You don't have long until it's over. You can only-
Player: tell her of the time loops

DM: You push past crowds struggling to escape from the flames, from the aim of the Empire's policemen. Gunshots ring out, and you see people drop to the ground. You know you must seem a madman - running straight against the tide of the masses in the darkness. Your legs stumble beneath you, a dry, bitter taste in your mouth. Everywhere is red or black, darkness or flame.You scream her name, but the sound is lost in the din of footsteps, desperation, and gunshots.You know will die if you press further. Back then, some instinct of self-preservation had held you from recklessly forsaking your life for her sake.But as you run back to find your family, the world slows around you - the deafening stillness of silence - and you look around, panicked, and see people frozen, the world motionless in a split-second. But before you can move, you slip into darkness, as if your mind has, against your will, fled into unconsciousness.

DM: "Loyalty," she repeats. "You'd do anything, wouldn't you?" Her laughter is unhinged. For the first time, you begin to wonder if living countless timelines, each of which she dies in, was detrimental to her sanity.The answer to that? Probably."You've already done enough," she says. "I don't care that you want to save me. If you're responsible for the deaths of all these people, if you've been turned to help the Empire, then I don't think I could care less."You think your chances of persuading her that this isn't the case are next to zero. "Let's try to find our way out of here," you say. "I'll try to convince you I'm not working for the Empire later, but right now I'll leave everything if you will.""But don't you see?" she says quietly, looking out to survey the night, the fallen buildings crumbling into nothing, the corpses laying in the streets. "I can't take that chance. When I first saw you, it was clear you'd spent awhile training for battle. There's nothing you could be but an Empire spy. No one here is like that. No one here saw this coming. No one, except you, and don't try to deny it."And suddenly she ducks beneath a pile of wreckage, effectively disappearing in a matter of seconds, and you see the approaching mob of policemen behind her. You take a step back. You could hide with her, but they've already spotted you.
Player: good luck with escaping that

Player: a sudden noise
DM: The scuffle of boots. You notice a group of about ten soldiers surrounding you both, their weapons drawn and aimed."No," you whisper. "This can't be how it ends."She whirls, pistol drawn and raised, but she must know that she has no chance now: one against ten means certain death. Your fate has now become hers."We found him," you hear one of them say. Those are the last syllables that ring through your head as a barrage of bullets rain upon you, leaving mortal pain in their wake. Nearly all of them must have aimed at you. They were searching for you. But why?You try to cling to the hope that she might have escaped, but from fading vision you see her bleeding out on the ground just a few paces away. Just like you. No hope, no light. There is nothing left, and you were naive to believe that any of your efforts could have amounted to anything.Your death is instant but terribly painful. Your life has lasted eons, but was terribly meaningless.

Player: for you are all too glad to leave her.

DM: "You have no idea how many time loops I've been through, trying to save you," you say, with the last bit of strength you can manage. You can only taste the tang of blood in your mouth, a cold numbness slowly spreading through your veins. "The first time I saw you die, you weren't a warrior. You were a pianist, one of the first to die in the crossfire, and at the instant of your death began another time loop."You know this doesn't make much sense to her. It can't, it shouldn't. But her face is white, and her grip on the pistol tightens."What do you mean?" she says in a hoarse whisper. "What... what do you mean?"Your words are failing you, as much as you wish you could speak. Even willpower can't carry you through mortal wounds.

Player: the second loop
DM: You awaken in your bed to a cloudy morning, and soon enough realize that this is exactly three weeks before the massacre. Somehow, you have been granted a miraculous second chance. But you remember everything.You're grateful that it has all been nothing but a time past, something that could have happened but didn't. No matter what, you'll make sure that you and everyone you know make it out alive. Especially her.And it's as if this is a personal challenge, between you and fate itself.

DM: "Let us all be grateful for the time we have on this world," you say, somberly, "for our time is often all too short."The audience applauds you as you step down from the stage.Iselica takes the stage."Arakhan, that was beautiful," she says, her hand to her heart. "I'd like to say a few words as well..."Iselica follows with a few words of blessing, and the ceremony concludes.The guests stay for another hour, to drink wine and reminisce over days gone by.It is with a sad, but full heart that you bid your friends and neighbors farewell.As the evening approaches, the last guest leaves, and you are left alone with Iselica.

DM: But it never comes.You walk away down streets of ash and flame, your steps striking on the granite. Gunshots ring out on the night of the massacre - the night that the troops of the Empire had finally decided to sweep out the inhabitants of your town. And everywhere, everything is aflame. Row after row of houses, all lit on fire, clouding smoke into the night. Doubt seizes you. You had always been dragged into another time loop on the instant she died - this is the first time you haven't been. But this is also the first time you have killed her, the one who you swore you would save.Smoke clouds the air you breathe, but you keep walking. There is nothing else to do.

Player: urge her to go immediately
DM: "You can't stay here," you say, and already the words are failing you. "You must go. They will kill you.""I see," she says finally. You see her eyes glint with unshed tears, but it might have been a trick of the light. Maybe, in some other life, in some other time, we won't be so doomed, you think, but all you can do is force out a rattling cough that sounds like the toll of death itself.Taking a last look at you, she hurries into the night. You lie amidst the flame, surrounded by darkness, and wait to die.

Player: fate, unfortunately, loves misfortune
DM: You begin training with pistols doggedly. At first your arms shook and you could barely sink a bullet into the targets - but now you make a point of going to the shooting range. Your aim is wobbly at best, but at least you'll have a better chance of protecting her.You leave school one day for the shooting range, but she calls for you to wait and asks where you're going. "You never sit outside anymore," she says. "I was wondering why you've always been disappearing all of a sudden." You know she'll just follow you anyway until you say what she wants to know, so you just tell her."Oh," she says, and she is silent. "You don't think I should also learn how to use a gun, do you?"You don't even have to think about your answer. In the beginning, your faith in yourself had been absolute.

Player: she seems to understand.

Player: through ash and dust
DM: They find you in the day, crouching in the remains of what used to be a house. The destruction is clear to see, the entire town nearly razed to the ground. Almost no one has survived. The morning is bright, icy, and clear, the cold biting at your face. Your face is emotionless, almost unusually calm.An officer of the Empire approaches you, his troops standing behind him. You know he has noticed the handgun in your hand, but you don't care."What are you doing here, boy?" he asks.You speak, but you are-
Player: respectful
DM: And then there is a rustle to the right. The head officer's gaze snaps to its source - and you both see a small freckled boy not too far in the distance, his clothes singed with soot, who's miraculously somehow survived the massacre."Here's your chance." The officer sounds almost bored - he doesn't even say for what. "Shoot him."The boy is too far away to hear, but he's stopped and is looking at the cluster of policemen curiously.
Player: shoot the child

Player: ask her to stay beside you

Player: no, you say, don't worry about it
DM: She laughs and punches you in the shoulder. "Ha," she says, "I suppose it's about time you picked up a hobby. I'll see you later, then - I'll be outside in the park if you need me."What a shameless liar you had been, and you didn't even know it.
Player: but how could you have known?
DM: And on the morning you know the massacre will occur, you find her. "Stay inside," you say insistently. "Please, I have the feeling something bad is going to happen."She looks at you in askance. "Really?" she says, "do you mean that?"Let's just stay indoors, you say, making a mental note to yourself to keep her and your family out of harm's way.You hadn't known then. As if staying indoors were enough.

DM: It only takes a second for you to aim, and your shot strikes true.He falls dead, and you feel nothing - it is as if there is only a cold void in your chest where your soul used to be.There is a murmur of approval amongst the officers.Perhaps you could be of some use, they seem to think.Later you suppose you had been lucky. They hadn't shot you upon sight, unusual as that was. Perhaps you hadn't been killed because you showed an uncanny ability with those weapons of yours (years and years of practice, but you would never tell them that).

Player: it was not
DM: It is evening, and you two are sitting together in the attic of your house, playing cards by candlelight. You've tried to tell your parents to get out of the house, but neither thought your advice meaningful. You'll just have to stay here and do your best to direct the future along a different path.The first gunshots. Your pistol sits beside you. You know the neighborhood will be set afire eventually, and you can't seem to relax. You can see her studying your face, and she's clearly detected that something isn't right. "What's wrong?" she asks finally.You can't bring yourself to answer her. What are you supposed to say, I saw you die and now I'm scared it'll happen again?But instead, you tell her this.
Player: a lie
DM: "It's nothing," you say. "I just want to make sure we're both going to be safe."But then the gunshots ring out into the night only minutes later. And soon you look out the window to see houses outside as they light into flame, and you see the doubt and suspicion light like a fire in her eyes.

Player: fate will not be thwarted
DM: You both awaken at midnight to a harsh cry. You sit up and reach for your pistol, but it's gone. You look up and see a similar panic in her eyes through the darkness, and then gradually register that you two are surrounded.Completely.Perhaps fifty of the Empire's soldiers are all standing around you, their shadows beside the tall dark trees of the forest, the moonlight registering as a faint outline across their shoulders. Their faces are nothing but shadow.And in the air, you sense nothing but death.
Player: die fighting
DM: You look across directly at her. She's watching the soldiers, her mouth pressed into a thin line, her face pale in the moonlight.This is the end. Somehow you know that you will not live these time loops anymore, that after making it this far, you were destined to win or die. Was this inevitable? Perhaps, you acknowledge grimly. But at least she knows you're not a traitor, at least you made it this far-You reach about for a weapon. A branch on the ground, and a twig at that. But you stand, and level it at the faceless mob.
Player: flickering

Player: refuse to obey

DM: You are past caring, and what little feeling you had left has fled completely. And so when you look up at the officer, your anger is writ in your face, your sufferings weighing down upon you like a burden you can no longer bear.It is all so pointless.You spit in his face, for your life is no longer worth living.
Player: it has never been.
DM: It takes the officer only an instant to fire, his pistol aimed at your chest - the expression on his face is almost bored, and it is nearly the last thing you see before you die. But as the sound of gunshots echoes over the desolation that is left, you notice a small blur racing behind the troops - a freckled little boy, you recognize, who has survived the massacre somehow. His clothes are singed with soot as he races past, his light footsteps inaudible against the noise. Perhaps, you think blearily as your blood seeps out against the cold stone, your death is the distraction the boy had needed to escape unnoticed. Maybe your life has gone to some good after all. Your hands are sticky with your own blood, pain exploding through your torso. You close your eyes.Maybe. Just maybe.

Player: a truth

DM: You feel no pain when you die. The first bullet catches you in the forehead, granting you a merciful death. She watches you fall, her heart seizing in her chest (cruel, cruel irony), and her hands shake. They aim their guns at her, but she cannot move.Her world freezes,(her eyes widen in shock, in recognition)and then fades to black. Maybe this is the beginning of her time loop,a time loop to save you. (for aren't there some things worse than the end of your life, or the end of hers? it seems that fate is laughing at you both, at cycles doomed to repeat themselves endlessly, the terrible intertwining of love, fate, and death)

DM: Your name is currently Aaaaaw.Choose the seventh letter in your character's name, or click the link to Chapter 1-Prologue to begin.YOUR HEALTH: 100%
Player: g
DM: Your name is currently AaaaaagChoose the final letter in your character's name, or click the link to Chapter 1-Prologue to begin.YOUR HEALTH: 100%
Player: a

DM: You raise your hands and wait for the inevitable. And in the stillness they aim their weapons at you.
Player: midnight
DM: "You two are hereby property of the Empire," one of the men says, his voice tight. "Do not fight or you will die. If one of you tries anything, the other will die."And in that instant, your fate is sealed.You have chosen your path: with the threat of her life they have bound you, and with your life they have bound her. Once the Empire declares its claims, there is no going back.

Player: Under second couch...

DM: Yours is the heady intoxication of first love, the terrible willingness to do nearly anything for the other. "Your life is in danger," you say. "And I think I might be the only one who can stop it.""Really?" she says, a little perturbed. "Why do you think so?"You're at a loss for words.
Player: maybe you just shouldn't have said anything at all

Player: next time you'll tell her the truth

DM: You use your five seconds to plan and then start running towards Dean as fast as you can. However good your strategy may have been, Paul is a fast runner even without his demonic speed, and you are caught and killed. Sorry, but you've lost. Please click "The first night in Hell" if you wish to restart. If not, then comments are definitely welcomed and thanks for playing!
Player: You ignore him again

Player: the second massacre
DM: She always dies. Always. And just out of your reach.
Player: you train relentlessly towards becoming a bona-fide sharpshooter
DM: But it's never enough to save her life.It stings, every time you're not fast enough to prevent whatever fatal thing it is that happens to her. And so while she's playing a lilting piano piece, you're at the shooting range. As she rifles through her music sheets, you're testing the weight of a hunting rifle in your hands.It's never enough.
Player: you approach her when she's walking home

Player: you stay in the attic with her, determined to protect against anything that comes your way
DM: You are almost too determined. Her eyes carry a trace of fear as she surveys your demeanor and notices your hands shaking."Something's going to happen," she says. She's always been good at reading you, but anyone could have known you were tense, even afraid. You do not answer at first, until you grant her one syllable through clenched teeth. "Yes," you say."I see," she answers, drumming her fingers on the wooden table worriedly, and you see her breaths are coming fast and shallow. Those are her last two words. You hear cries of the masses outside, and as you're urging her away from the doorway, a spray of bullets comes through the window and catches her in the back of the neck and you in the forearm.You're almost too shocked to cry when she crumples to the ground.(Later you will keep her away from the window, and this time you'll catch a painful wound in the shoulder that keeps you from guarding her from the soldiers outside. In any case, she dies, and you're left with the taste of horror lingering in your mouth).

Player: you rush after her when she leaves

DM: Had it ever mattered? It did not. It never had.And you rush after her, again and again, convinced that this time she'll turn around and laugh with you again at some silly inconsequential thing, or point out something you'd never noticed before, or start a conversation. Until, finally, you decide that you must protect her from afar. Clearly, she doesn't trust you anymore, and you cannot know why.(A few timelines later you convince yourself of a theory: that, since you had been beside her at the moment of her death in every timeline, your presence had become irrevocably associated with death, with destruction, with despair, in her mind. How damning, you think, and how terribly ironic).
Player: pivot point

Player: you leave her alone
DM: Until the one timeline where she had threatened to kill you, leveled her gun at you, and for the first time you saw the despair written plainly on her face.Because she believes you are responsible. Every timeline had only strengthened your association with the terror wreaked by the Empire. Finally you had completed your transformation from her beloved childhood friend to the traitor of her nightmares.
Player: no minutes could be long enough

DM: Was this her way out of the loop, no matter where it might lead? To kill the only one who was tethered to her existence?Or has she doomed herself to fate by killing the only one who could rewind time for her sake?Or, you think, were you the one catalyst that could gradually change her from a light-hearted pianist to this vengeance-driven fighter? Was this the only way she could be saved, even if it meant that you could never have her?Seven minutes.Seven minutes were never long enough.

Player: the damning reality
DM: That you are nearly dead.That everything you have ever done has been in vain.That you had chased after her even when she turned away, and somehow known then that you had already failed.That these are the last sparks of your consciousness as you fade, your final attempts at reconstructing life.
Player: these memories.

DM: You shake your head, "Not tonight, Tony" and settle in for another viewing of a sports classic. When Jay Mohr betrays Tom Cruise, you feel the exact same emotional turmoil you felt for the giant-headed actor you felt 30 years ago when you had dreams and a future. This is good. Your eyes dart back and forth, the crowded theater suddenly summoned from the depths of memory. Tara Krick sits awkwardly beside you. Finally having found the courage to ask her on a date, you slide your arm around her in a fake-yawn maneuver and let things kick themselves up a notch. "It's real. You should say something." Jay Mohr, the comic who has since become a schizophrenic with delusions that one of his three impressions is he actual self, says. You lean over in the past. You lean over in real life. You touch her lips. You touch the dreads of the lead singer of Korn. Ring-ring. Phone.

DM: The next day comes quickly, and you find yourself with a few options of things to do. Selection ceremonies are primarily devoted to showcasing a Knight's skill at horse riding via the jousting competition, swordsmanship through a series of duels, and, for the ladies, flair through performing sword dances. You already have the Persevera memorized by heart, so that leaves you with jousting or dueling. Well training with either of those, or you could go check in on Olvida at the tavern. she might not appreciate it very much, but she does worry you.
Player: Joust Practice
DM: The most traditional of all knightly competitions is the jousting tournament. It combines the skills of horse riding with lance wielding to create a competition showcasing not only the physical skills of the knight, but also their performance under duress. Admittedly, this is the skill you have practiced the least in preparation for the ceremony. Not for lack of trying, but using a large stick for a lance, and an old scarecrow for your opponent doesn't simulate what a real joust would be like very well. It was, however, better than nothing. You take the time to armor yourself up, acquire your very large stick, and mount Scura, your brown stallion. The old scarecrow in back isn't going to know what hit it, you think amusedly. With that thought prefacing the scarecrow's destined doom, you spend the day practicing your jousting skills. By the time the sun sets you are drenched in sweat, but satisfied with the progress you have made. Only a short dinner keeps you from retiring to bed.

DM: You came here to win. To hell with anything involving holding back. You take a deep breath and begin the full Persevera in perfect form. You feel the energy of the crowd as you twist, turn, and strike without pause or hesitation. When you pass the point where the other knight stopped his Persevera, you hear a few gasps. You allow yourself a little bit of satisfaction from hearing that, but don't allow yourself to be distracted. Several minutes late you end with your sword raised to the sky in a pose of victory, and the Arena erupts into the loudest applause you have heard yet. Satisifed beyond belief, you meet eyes with your sister and Lia who are cheering very loudly for you. You leave the Arena with your head held high. You find yourself with a substantial amount of time to rest while the festival wardens and some other workers ready the Arena for the jousting tournament. The excitement among your fellow knights is palpable. The nervous energy from before has left most everyone, and the prospect of winning glory fill everyone with anticipation. After the preparations are made, the festival wardens bring everyone their horses and extra equipment for those without a full set. You take the lance and Scura, and ready yourself mentally. Unlike the sword dances, the workers close off your access to view the competition. The sound of metal on metal, seemingly random bursts of applause, and the whinny of horses are the only sounds to accompany your your wait. A few round later you are guided by a festival warden back into the Arena and to the side closest to the ladies' section.

DM: The full dance would be overkill, but the last thing you want is to look like you didn't show up to win to future employers. You take a deep breath and fall into the same motions you have done hundreds of times over. You feel the energy of the crowd as you twist, turn, and strike with perfect form. When you pass the point where the other knight stopped his Persevera you hear a few gasps, but not long after that you stop your own dance and give a deep bow to the crowd. The applause they give is pretty loud, so you leave the arena feeling proud of yourself. After that ,the rest of the event goes by quickly.You find yourself with a substantial amount of time to rest while the festival wardens and some other workers ready the Arena for the jousting tournament. The excitement among your fellow knights is palpable. The nervous energy from before has left most everyone, and the prospect of winning glory fill everyone with anticipation. After the preparations are made, the festival wardens bring everyone their horses and extra equipment for those without a full set. You take the lance and Scura, and ready yourself mentally. Unlike the sword dances, the workers close off your access to view the competition. The sound of metal on metal, seemingly random bursts of applause, and the whinny of horses are the only sounds to accompany your your wait. A few round later you are guided by a festival warden back into the Arena and to the side closest to the ladies' section.

Player: Focus on Attack

DM: There was really only one option to begin with. You can almost feel the sad expression of Lia at your back as you bow yourself before your sister and offer your sword to her. "My Lady Olvida," you begin using the customary phrase, "I pledge myself to you in pursuit of your health, your protection, and your provision. She taps each of your shoulders with your sword. "I accept."

DM: It's always the same dream."Do you miss me?" Her silky soft voice sounds like velvet and I can smell her familiar scent of cinnamon mint. Her beautiful emerald eyes looking right through me, as though the answer on the tip of my lips has already been said.That face hasn't changed a bit, already she had certainly grown more beautiful than before. I manage to fight back the growing urge in me to lean forward to touch her, prove that she was real. Even if the wing was plastic on her back, there was no way Sophia would be here with me.
Player: "Do you miss me?"
DM: The angel in front of me disappears and in her place is an alluring devil whose barely clad body beckons me closer. Yet despite the fact that there are only a few layers that separate me from her, I feel a great distance between the two of us. As though that smile was a steel barrier that I had no shot of breaking through."Silly question." She laughs softly, as though the answer should already be known. Before I can ask, her hand beckons me closer and I feel the softest kiss brush against my lips. As though she cared about me. As though she knew I cared about her.Those eyes were still open when she kissed me.Was she looking at me?Or beyond?

Player: Family History

DM: "I'm sorry." The loud conversations going around us in the school cafeteria somehow muted enough for us to whisper, I tried to lean in close to a very unhappy Sophia. Her hair was in a messy ponytail and her clothes were whatever she could find in the two minutes available to dress before school started."You're not." Sophia wouldn't even look at me. Her lips in a permanent pout that hadn't faded from the morning. Still, she looks beautiful. Even in messy jeans and hair that stuck out in all the wrong places."I must have been asleep when I turned the alarm off." I insist with earnest eyes. But of course, Sophia can see right through me. "Let me make it up to you. You can't stay mad at me forever over this.""Maybe I can." She stuck out her tongue slightly and I can't help but stare. Stare as her bubblegum tongue slowly darts in between her lips that perfectly formed a slight pout. "But how would you make it up to me?"I lean closer to her, slowly resting my hand on the small of her back. "Easy. Why don't we...?"

DM: Of course she'd be standing right behind me when I was saying this. Staring at me with sad eyes that brimmed with tears as I stupidly told the guys that there's no chance I'd like a girl as childish as Sophia. In her hands was an art book that she read each day, Sophia was an artist ever since she was a child. I would joke that I was her muse, but her brillance never relied upon me really."Ah..." She smiled softly, her stricken eyes staring straight into mine "I just wanted to show you...nothing. Never mind me." Her hands clenched tightly around the book as she spoke. She had grown up a lot since childhood. Considering how much of a shrimp she was as a kid, she grew up like a bean sprout. But I was still always taller, thankfully because I had a few years on her. She was always looking up to me and I was always looking down on her."I've got to go." She won't even give me a chance to speak. Instead, she turns and leaves so quickly that it looks ilke she's running away from me. Next period is art class, but I could just skip. Skip and figure out what to do next.
Player: Skip art class
DM: Back when we were kids, I had a system worked out whenever I messed up around Sophia. It wasn't something that happened often, thank goodness. I couldn't stand it if Sophia was upset with me. It was back at an age when girls and boys didn't really hang out together. But, Sophia was different. It was just her and me. It was something I never questioned, like the air I breathed. So when she wasn't happy...."I won't forgive you next time." Sophia would say each time she bit angrily into her favorite toasted bagel.Oddly enough, it was charming. As she tried to appear angry as she bit into her toasted bagel, I'd find myself hiding a smile the entire time. She'd always forgive me, no matter what screw-up I made.Even though I felt comforted that she had forgiven me in the past, it didn't make the memory of Sophia's hurt face feel any better. I had to do something, but what?

Player: Go see the fishes
Player: Let it slide

Player: Ice Cream Bribery

Player: Get supplies from the supply shack.

Player: After she's healthy, rely on a trusty feline

DM: It had been a while."You're taller." Sophia's voice was filled with surprise. As though those two years gave her an impossible to overcome time advantage in growing."I drank a lot of milk." I shoot back, mentally wincing at the countless nights when I had nightmares of cows and monster dairy products chasing me."You hated milk." Her forehead still crinkles slightly in the middle when she gets confused. I guess it is a little baffling considering how important those few inchs of height she had over me was. She always mentioned it, as though I couldn't be a guy in her eyes because I was a few inches shorter."I grew up." A total lie in that case considering how I have to force down milk every day.The school bell rang so the conversation was unfortunately cut short. But there were always ways to get to spend time with Sophia, even if I chose an unconventional method.
Player: Vacation time

DM: "You really think she'd follow after you ditched her?"My little sister wasn't the type that minced her words, biting as they may be."You have to understand it from a guy's perspective." I shoot back "What if she pushed me away?""Sophia?" Emily laughed, her eyes stil glued to her NDS "Well, as long as we're playing the 'what if' scenarios...what if she didn't?""This doesn't help Em..." Leaning back with a heavy sigh, I ask "What can I do?""Run to her house with a boombox and play a song by Peter Gabriel?" Emily laughed "Or maybe you could visit her. Sophia texted me that she's sick and I think you can step it up and maybe change this."
Player: She's Sick?

DM: Back in the day, Sophia and I had a secret hideout. A special area away from all the other boys and girls who were always plotting nefarious schemes to outwit the opposite sex. Back then, it wasn't cool to admit that you liked a girl even though they were obviously growing up in ways that captivated interest. We would play games in that hideout. Games that Sophia usually won. Whenever that would happen, I would hold up my hands and laughingly claim that I had let her win. Sometimes, I would be telling the truth. But Sophia was always the picture of health in my memories. Back before...that happened."Found him!" Sophia's triumphant voice rang out through the swamp as I followed close behind, wheezing slightly."Nice!" I laugh as I wipe water off my face. Sophia's covered in watter too, but she doesn't care. We were both a complete mess of swamp water and mud. "I bet Freddy is glad to be back in your hands. I swear he was hopping away from mine towards yours the entire time.""You know Freddy can't tell whose hands he's hopping away or towards." Sophia laughed, but of course I knew differently, I knew Sophia's hands just like I knew my own. Sophia's hands were just like the rest of Sophia, soft and beautiful with just the right curves that fit perfectly in mine."Freddy's a guy, of course he can tell!" I laugh, still wiping away at the dripping swamp water on my face."Oh...so any guy can?" A mischievous smile crossed Sophia's face "Does that mean you see me as a girl then?"

DM: "You know that this can't work each time." Sophia pouted and I have to admit, that threat would have been more effective had she not been smiling."There's a lot of cotton candy flavors." I tease her but for a moment, she pulls back on my hand and looks back into my eyes. Those brillant emerald eyes could see through me easily."Next time, I mean it.""I promise." I look back and reach out my hand "I won't make the same mistake again."She smiled and for a few minutes, everything was perfect.That was until she stopped and asked "Wait, you still are going to make mistakes in the future, aren't you?"She knew me too well."Of course not." I look at her my most innocent eyes.She stuck her tongue out at me "Next time, I like ice cream."
Player: Dance Revolution

DM: "She's amazing." A content smile spread across Sophia's beautiful face and I can't help but stare. At her and the world's luckiest cat."Are you feeling better?" I gingerly ask and for a second, a shadow crosses her face. Her eyes lower and she ponders the question."Hmm, now I am." Kissing the cat gently on the forehead, Sophia laughed "What's a good name for a cat like this?""Err...Sophia II?" "That's a terrible name!" "What? I've been calling her that ever since she was a kitten." Staring at her with mock horror, I reply "I'm pretty sure that cat already thinks that's her name.""You're joking." Sophia looks at me with hopeful eyes, but as I shake my head reluctantly, she sighs "Well...at least there'll always be a Sophia around you."She looked so sad for a moment that I had to ask "What, you're already abandoning the cat? Just because of a bad name?"She looks up and smiles at my bad joke "You know I didn't mean that."Then, what did you mean? The question is on the tip of my tongue, but I swallow it back.She wouldn't answer it.No, she wouldn't.

Player: Sleep Innocently

Player: "Can't we do something else?"
Player: Other girls?
DM: They do exist, you know.It wasn't like I was invisible to them either. Every now and then, I'd catch a girl looking over.Although how you can really tell what girls are thinking is beyond me. Besides them traveling in packs, I only associated with them through Sophia. The only one I truly understood was Sophia.Did I want to change that?Was it time to just move on?I mean, it wasn't like I hadn't tried.She was keeping secrets, secrets she'd never tell me.

Player: H
Player: H
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.Aaaaaaaaah> Quel est votre genre ?

Player: Shoot Larcassio
DM: You swing the crossbow up and shoot at Larcassio's head.With lightning reflexes, he dodges the bolt, and it goes sailing harmlessly off into the stratosphere."One last desperate attempt, hm?" Larcassio says, "Well, I'd be disappointed if you didn't try otherwise. Now, I must say....all this fighting has really worked up my appetite."The last thing you see is Larcassio's mouth splitting open like an anaconda's, and then you feel razor sharp teeth dig into your neck.

DM: "Stay still!" It was impossible to stay still when I could feel her eyes on me.First, she would stare at my face. Then, my arms. Then, my neck.It was enough to drive me crazy."Hey, you moved!" Sophia laughed and I snapped back into place.Several hours passed before she was satisified, but that was Sophia. A perfectionist to the end, she could always find the tiniest flaws in her work that people would praise as masterpieces."C'mon, it's late." After she finished sketching, she was busy coloring in the lines. While I was happy to see the painting that caused the horrible crick in my neck to form, I wanted to see her, touch her, feel her.All things that were impossible as she sat in that high chair."Hmm..." She looked back at me with questioning eyes "What are you going to do now?"

DM: I think I wanted to do this from the very beginning.The weather turned from sunny to rainy in what seemed like a few seconds. Or maybe hours...or days.TIme stood still when I was kissing Sophia.It was incredibly addicting.Soft, her lips and her body was so silky soft.That familiar scent of cinnamon mint...all it took was one whiff and I was burying her neck against my face."Why can't I stop kissing you?" My words are muffled against her neck, but she laughs as though she could understand every word."You have to stop eventually." She teases and as I shook my head fervently, she asks "Nothing lasts forever."The way she said those last three words made me pause and for a moment, the chill that went down my spine wasn't from the rain water.

Player: That night we took a nap

Player: You scream for help

DM: "It's freezing!" Sophia's complaint sounded like music to my ears. It gave me the perfect excuse to sneak up behind her and wrap my arms around hers. "You're cold!" She yelped and tossed me quickly to the side."Ouch, isn't body heat supposed to help?" I exaggeratedly rub my sides, but she's shivering so badly that I stop."It helps only when the person doesn't have ice on them as well." She pouts sadly, her breath softly floating in the air in a tiny stream."Here." Sighing heavily, I hand over my only coat and feel instantly the air freeze around me."Why'd you do that?" I look over at Sophia, but she's not moving. All of a sudden, the scene froze around me."Who's there?" I yell, but the voice chuckles. Why does it sound so familar?"Let's forward this scene. Do you remember how you drew her?"A female's voice...it was a female's voice. That's all I can remember as the world fades to black.
Player: Have her pose elegantly

DM: I couldn't help it.My arm was already being used by her as a pillow. I kept my eyes closed and hugged her closely. Her body was incredibly soft. She fit perfectly against me and was so close that I could feel every bit of her on top of me. I've probably hugged Sophia a million times when I was younger. But tonight was different, everything felt different."Hey..." Her soft scent of cinnamon mint wafted over me "You can't be without me?" The way she asked that question was strange. It was a question she had asked me a million times before. But tonight, it sounded like there was a hitch in her voice, an accidental slip."You know the answer." I can't help but smile goofily at Sophia. Even though I know neither one of us are directly addressing the issue at hand, the kiss or the accidental biting of her lips, if you wanted to get more specific."Would you miss me?" A slighly lonely expression still lingered on her face "If I was gone?"
Player: "Always."

DM: "Staying the same is best, isn't it?" I hold her hand as we walk down the hall. It was better not to be tempted...I don't want to make a mistake that would risk my friendship with her.This was really for the best.As I held her hand, I feel an odd sense of loss."It really is for the best." She agrees and for a second, I feel her squeeze back my hand.Was her hand always this fragile?It felt like the briefest touch would cause it to shatter into a million pieces.Looking over at her, I want to believe that this is for the best.Really...isn't it for the best?

DM: A beautiful blush spreads rapidly across her face and she bit her lip softly as she looked away. The sun was setting, we always walked slowly after school. Not because either one of us was lazy or out of shape, but because this made the time we spent everyday longer."You always say the right things." She whispered, her words carried to me by the wind. "But why is that?""Hmm?" I cock my head confusedly "Isn't it obvious?""Is it really that easy?" Sophia's voice was becoming so soft that I could barely hear her. It almost like she wasn't there at all. "To say those things and really mean it?"
Player: "What's wrong?"
DM: It was like I was driving a car in a circle and finally made a sharp turn off of a cliff.Green eyed girl, why are you crying?Did the world treat you badly enough to feel like dying?I had to stop this cycle."Hey...what's wrong?" Sophia came close to me and rested her warm forehead against mine "You're acting strange.""Just..." I want to say everything and only have her listen and tell me that it'll be all right. But I know she won't answer that way and because of that certainty, I can't ask her anything. "...nothing."She smiled softly "C'mon. Let's go to sleep. I need my arm pillow."

DM: Sophia's jaw dropped and she smacked me hard on the side of my shoulder. "You jerk!" Her words are devoid of anger, but it had just the right amount of shock to make me feel guilty."You can't judge a book by its cover." I tease, but already I can tell she isn't happy."I didn't mean it." I say in my most sincere voice."I don't care." She'd pout heavily.Eventually the silence between us grew and she would sigh heavily."Sophia....you make me smile." I sing in a silly voice."You're an awful singer." She smiled and I have to admit, my voice probably was off-key the entire time. "Better than Kermit the frog?" I ask hopefully."Worse." She laughed."Well, I'll keep practicing then." I kiss the top of her forehead softly and she blushed gently."Does this mean I have to keep listening?""I wouldn't want to sing for anyone else but you."

Player: Say Goodnight
DM: "Hey, why do you think they tell the story about the Man in the Moon?" Sophia was walking just quickly enough to remain out of reach, looking back only now and then to smile back at me.It wasn't a happy smile though. At least, not entirely."To remind us of what we have." I smile back, we always had this exchange late at night.I can't remember why we started it though. Maybe it made her feel better?"How so?" Sophia asked, her voice filled with curiosity as though I haven't answered it a million times before."Because the moon is always alone. It only can reflect light, never create it. The moon wouldn't exist if it wasn't for the sun. But the sun could exist without the moon.""What about the stars?" Sophia slowed down enough for me to catch up "The stars are alwasy around the moon.""Those stars don't matter. You can be alone in a crowd if the person you want by your side isn't there."She paused and finally I realized how I messed up the script."You said person.""A star, a person...whatever."

Player: Have her pose as a wild child
DM: "Is this wild enough?" Sophia laughed, her hair dramatically gelled to one side and her body seductively tilted in my direction."Fine, but you have to hold that position the entire time." I shoot back, smiling at the look of horror on her face."You owe me a backrub. And a foot massage.""And a kiss?" I shoot back hopefully.She smiled back at me and replied simply "Go for it."It was getting a bit hard to breathe. Like I wasn't supposed to be in this room. Like I wasn't supposed to be with her."Hey...are you okay?" Her concerned voice sounds so far away. I shake my head and suddenly the static noise stops ringing in my ears."Sophia..." The words slip out my lips easily.What should I do?

DM: I can't help but ask. The way Sophia's been acting, it makes me feel like there's a little pit forming in the bottom of my stomach. Like she's planning to leave. Leave to somewhere I can't possibly follow."Ah..." A shadow crosses her face and before she can hide it, a flicker of sadness shows. As though she was caught. "We're all going somewhere eventually. That's not an answer though.I want to press further, but she won't look me in the face. As though she knows and I know that any other question would ruin everything.Why is that?I try to think and can only hear an odd static sound."I've got to go." Sophia starts to walk away and I walk next to her, holding her hand.I guess I was hopeful she'd explain what she meant. But the entire time, she didn't say a single word.

Player: That night Sophia surprised me.
DM: "Do you like it?" I honestly never was a fan of chocolate as a kid.Sophia blushed as she covered up the parts of her body that wasn't submerged in chocolate.But in this case, I think things are about to change."How did you...?" I can't even comprehend how she pulled this off. The chocolate or the roses..."In dreams, anything is possible." She smiled back at me and for a second, I pause.Wait.Is this a dream?Does it matter?
Player: Fast Forward

Player: Christmas Memories

Player: There's only Sophia.

Player: Memory of water

Player: Underwater Paradise

DM: "What do you think?" Sophia wore only a silk blue wrap, so thin that barely anything was hidden from view. She looked like Aphrodite"Amazing." A warm blush spread across her face. "C'mon draw, that way it'll last forever.The way she said those words...like forever was impossible. Wait a second, did she say those words?Static noise rises in the background and suddenly I have to lean my head against my knees.It was getting a bit hard to breathe. Like I wasn't supposed to be in this room. Like I wasn't supposed to be with her."Hey...are you okay?" Her concerned voice sounds so far away. I shake my head and suddenly the static noise stops ringing in my ears."Sophia..." The words slip out my lips easily.What should I do?

DM: Sophia didn't look convinced."Here." I quickly reveal my second sketch, the real reason I had kept her waiting for so long. "I think this one is more like you.""I still have a sweet in my hand!" She laughed, knocking her shoulder against mine. It was that moment when I noticed how thin she was becoming. Her shoulders were beautiful, every part of her was. But, they were so thin. So incredibly thin that it felt like she'd break into a million pieces if I wasn't careful enough."For someone else though." I smile back "Remember? The last time you baked a tray of cupcakes?""Last month?" Sophia always made the same face when she was thinking back. Her forehead would crinkle just slightly in the middle and she'd tilt her head to the right. "Why?""You made twelve and gave away twelve." I poke her gently in the belly "This thing barely exist.""I eat a lot." Sophia's voice cracks a little bit more than normal and for long moment, an awkward silence lingers. As though I had mentioned something that couldn't be mentioned.As though I was reminding her of something she wanted to forget.
Player: Spooky Delights

Player: "I never see you eat anything but sweets."
DM: Her jaw dropped."I'll prove you wrong!" She said in a teasing voice, but I saw the fire of determination in her eyes. Sophia was the type of person who would do anything if she said it.She was special like that.But the next day, when we were enjoying an order of sherbert, I could tell that Sophia wanted a bite. Her eyes lit up and I could see her fingers tapping impatiently on her sides."Eat up, it's delicious." I enthusiastically take a bite of mine, but she shakes her head. Her eyes never leaving the bowl of sherbert.It was like there were an angel and a devil on her shoulder. Both whispering encouragement."He's too nice to mention that statement you made." The angel advised Sophia while the devil laughed heartily and whispered "He's just waiting for you to take a bite and then he'll mention it.""They're both wrong." I accidently say out loud and after Sophia shoots me a quizzical stare, I lift my hands up and swear "I meant to say, you're a complete twig. Please, don't let delicious sherbert go to waste because of my drawing."She laughed and nibbled at the bowl. At the time, I thought maybe she was feeling nevous or wasn't hungry. I should have noticed how rail thin her arms were even then. How easily the bone stuck out and how fragile her entire body was beginning to become. Maybe if I had noticed, I could have saved her.

DM: "Hey!" Alexa smiled back at me and I could tell from the way she flipped her hair to the side, she was trying to get a compliment. I couldn't tell what was different about her today, but there was always an easy way to appease her."You look really pretty." I smile back, but the enthusiasm is not quite there. She frowns slightly, but the buzzing of her phone saves me from having to elaborate.Alexa was another girl in my class. I actually hadn't realized they existed because I was always so wrapped up in Sophia."You always get so quiet." I hadn't realized the phone call ended when Alexa pokes me gently on my side. "C'mon, I need to hear some good news right now. I just got off the phone with Tenia."Tenia?"You mean, Sophia's little sister?" I try to keep my voice calm, but it shakes just enough for Alexa to tilt her head curiously. "What about?""We were just talking about Sophia." Alexa show me a knowing stare "Do you want to know?"
Player: "How is she?"
DM: "She's gone."I wanted to ask more, but those two words were enough.Sophia's gone?I can't feel anything.Are you surprised?I can't feel anything.Of course not, you knew all along...didn't you?I look at the ground and for some reason, I see her face. Smiling and looking back at me with those beautiful emerald eyes.Christ, you let her die alone.Stop it.I bet she wondered where you were.I can't breathe. Instead, all I can do is stare at that image of Sophia while tears fill my eyes.Where the hell were you?

Player: Let yourself drift forward, hoping that you will be carried towards fresh air
Player: Push back against the current

Player: L
Player: Q
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.> Quel est votre prénom ? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaaaaq...
Player: F

Player: Look away

Player: Ask him to explain religion

Player: 'Comet'

Player: This tape isn't real.

Player: A
Player: C
Player: A

Player: It's finally okay

DM: I close my eyes and hear that odd static noise I've noticed before and tried to ignore."You don't want this to be the end?" A soft and silky voice asks. It's not Sophia's voice, but it sounds oddly familiar. Like a younger version that had both her and me mixed in."I don't, of course I don't." Opening my eyes, I see the carbon copy of Sophia as a young child. The only difference was her eyes were clear. This child wasn't Sophia."Who are you?"She smiled happily, hugging a familiar teddy bear. "You can't recognize your own child? What kind of a daddy do I have?"The surroundings are different and for some reason, I feel older. My bones are creaky and when I reach up to touch my chin, I feel a grizzled beard. "What...is going on?" My head is swirrling and at this point, she could have told me that I was dead and I would have believed her. Instead, the little child replied "You can change the past daddy. If you're willing to lose this future."Her arms were so tightly wrapped around her tiny body, but her voice didn't waver. As though she already knew my answer.
Player: I'll change it.
DM: "You can't have everything."The little girl was melting away, her smile still firmly in place. The ground shakes and all of a sudden, I wake in a beautiful open space. It was as close to heaven as I could picture it, minus the floating angels and clouds."What do you mean?" I shout to the sky, but there is no response. Instead, I can only see two lakes ahead of me. One had a sign labeled "Save Sophia" and the other had a sign labeled "Save your child."It was a trade.I had to trade one for the other."You..." I'm not even sure who I'm speaking to at this moment "can't possibly be serious?"

Player: L
Player: X
Player: J
Player: G
Player: Q
Player: A

DM: I slowly drop my hands and realize that I was carrying nothing.I had already watched that tape.My hands are no longer the hands of a younger boy, but of a man. The well-worn hands of an adult man."Hey, are you looking over Sara?" A soft voice in the background. It wasn't Sophia though...at least, not my Sophia."Of course." I laugh back and my voice is so deep and crackly that it takes some time getting used to hearing."Jeez. You're still holding her wrong." Telly walks in and gently rubs Sara's face. "I can't understand how you can hold her like a football and still have her be a daddy's girl."Looking down with a smile, I feel an odd sense of peace."What can I say?" I reply back "Sophia loves me."

DM: I pick the flower so quickly that I don't even stop to look at her face. But when I look up and see her expression, already I feel like I made a terrible mistake."Thank you." She smiles back at me, but her eyes don't light up the way I expected them to."Thank you." I repeat as I watch the light fade slowly from her chest.She's back to normal now.The tape can be played.Suddenly I hear the static noise start up again and Sophia starts to walk away. Her face has a knowing smile, a smile that won't reach up to her eyes.Those eyes won't hold a light anymore.Green eyed girl, why are you crying?Did the world treat you badly enough to feel like dying?I'm sorry Sophia.

Player: I have to save Sophia
DM: Hitting the ground with a thud, I can hear my phone vibrate. Emily was with Sophia at the hospital and for some miraculous reason, she was recovering. Slowly but surely, Sophia was responding to treatment."But..." Emily's voice grew sad "She lost baby."A loud silence engulfed the two of us and all I can say is "I'll be there. Tell Sophia, I'll be there."It was months before Sophia would speak. She would cry every day, even when she had barely the strength to breathe. All I could do was be with her, hold her whenever she cried, and wonder.Was it a dream?"Hey...." Sophia looked at me with her deep emerald eyes "can you believe we're married?"I look at her and feel like I can't believe anything. Leaning forward to kiss her on her lips, I can only smile as she kisses me back."Hey you two lovebirds, don't forget about the wedding cake!" Emily laughed as she happily brought Sophia and I to the table."Why does my figure have such a weird expression?" I laugh as Sophia gently holds my hand and a knife."Hehe, you always have that expression." She laughs and for a moment, a brief moment, my life was perfect...........But don't tell me you forgot the price you paid for this happiness?

Player: Hell
DM: "You were so close to being redeemed. Sure is a shame. Thanks for Visiting VOID. Bye now." The floor gives way. You didnt think they actually meant hell. But as the fire draws closer, you laugh. You really are that dense.

DM: You begin crying out, "Mr. Smith! Mr. Smith! Where are you?"You continue doing this for about a minute before a man finally approaches you. He appears to be a maintenance worker."What can I help you with, man," the man says."I'm here for a job interview," you say sounding slightly unsure of yourself.The man looks you up and down and shakes his head slightly and shrugging. You certainly didn't look prepared for a job of this type. He reaches his hand out and shakes your hand, "Good to meet you then. You know what you're doing right?"You look at him confused. "I'm looking for Mr. Smith," you say."You're looking at him," He said, "So you want the maintenance job or not?"Wait he thinks you're here for a maintenance position? He certainly doesn't look like the principal type, but then again you wouldn't want to offend him if he is.
Player: Accept the maintenance job
DM: Unable to bring yourself to correct the man, you accept the jobs. I'm sure your parents are proud of you spending all that time and money to get a job that only required experience. Oh well, it's a job. Maybe you will actually enjoy it who knows. You thank him and head home before heading back for your first day. Mr. Smith tosses you a set of keys and starts showing you around the school. You do feel like a little bit of a badass having the keys to the school. Maybe this won't be so bad after all. After finishing hanging all of the signs (which would have been rather helpful yesterday), you know your way around the school pretty well. The rest of the summer proceeds rather uneventfully making minor repairs. The real challenge will come on the first day of classes.

Player: Introduce them nicely, albeit through gritted teeth
DM: The two get along famously, and seem to be falling in love before your very eyes. You are fuming but keep it under wraps for the sake of your sisters happiness.You decide to leave them to it. There are a couple more eligible looking men in the room- who do you move towards?
Player: A silver fox , holding court from a red velvet chair

DM: "Haygarth, what happened?""He came for my head! Yelled at me and made me dance and work for him, the little cunt!" Haygarth says."We need to get out of here. There...""Is... is Count Grey truly dead?""Yes," you reply."I never thought I'd see the day," Haygarth says. "And the rest of what the vampire knight said was true? Vampires and werewolves have taken the castle?" "The area's fucked, werewolves had surrounded the castle, the there's still two other incredibly hostile vampires here.""Where is Masters Lucas and Mikhail?""They're in the medical bay. We don't need to think about them. We need to think about escape. They're fine.""Haygarth, is it? Dasha asks. ""Yes," Haygarth says, frowning. "You're one of the sacrifices.""I have a name. It's Dasha.""So be it," Haygarth says."Are there any secret passages that could get us out of here?" Dasha asks. "No, we wouldn't have anything like that. The main gate's the only way out, unless you're willing to dive off the wall and pray your legs are all that ends up broken. Count Grey has become too paranoid, always thinking a Vampire Hunter would find there way in." "So what can we do?" you ask."The coach," Haygarth says. "We need to get out of here. We board it up heavily, and just make a run for it.""It's suicide!" you say."Is it the only option?" Dasha asks."Yes," Haygarth says."There's werewolves out there! They'll easily wipe us out," you say."We need to leave soon, before the werewolves find a way inside or the other two vampires find us. Are you willing to come?" Haygarth asks.
DM: "Fine. I'm in.""You must go find Mikhail and Lucas in the medical bay.""Do you expect him to traverse this castle, no doubt being found out by the vampires, whilst we're forced to wait here?" Dasha asks. "We need to go."

DM: You follow the deer path for a short distance, until you see a clearing ahead. You duck out of the bracken.A smallish green pond sits in front of you, shaded by the dense leaves overhead. It's very murky and difficult to see through, but when you squint, you can see something twinkling below the surface. It's too deep to reach with your hands, however.The pond is surrounded by dense, thorny, bracken.
Player: Go to the flyer crash
DM: You arrive at the site of the flyer crash. Your flyer is still caught up in the branches of the trees around you. You squint up. How are you going to get up without your rope?

Player: Go to the pond

DM: At the base of a tree, you see a small, circular table made of stone, covered in a layer of fallen leaves. Brushing off the leaves, you find that the table's surface is gritty enough to make a decent whetstone. I can sharpen my knife here if it gets dull, you think. You notice that the tree has a few odd gray dots on it.
Player: Go to the well

Player: Go to the stone table
Player: Inspect the tree
DM: Upon inspection, you realize that these are steel arrowheads. The arrows themselves must have rotted, but were shot hard enough that the tips remained in the tree. You try to pry one out, but it doesn't budge. Maybe if you had more leverage, you'd be able to pry one loose.
Player: The stone table

Player: Inspect the statue's right hand
DM: The statue is holding a bronze lump of metal, but its grip on the metal is so tight you can't tell what it is, and you can't get it out. After trying to slide it out a few times, you realize that the lump of metal is meant to be removable, but the moss and fungi have grown so much it's impossible to move. Maybe if you could clean some of the moss off the statue, it would slide out easier.You try to scrape off some of the moss with your hand, but it doesn't come off so easily.

Player: Go to the river

DM: Leaning over and looking down, you can see there is an object at the bottom of the well. It is too far down for you to reach, however.

DM: At the base of the statue, you find a small circular glass lens. On a hunch, you try to fit the lens into the hole in the sun-shape, and it fits perfectly. The lens must have fallen out as the statue decayed.You play around with the lens a bit, and find you can use the sunlight to cast a small beam of light in any direction you want. Our of curiosity, you try to use the lens to start a fire in the grass, but it doesn't seem to be powerful enough to actually cause material to ignite.

Player: Go to the firepit
Player: Go to the fire pit

Player: LENS

Player: Climb the steps to the temple

Player: Inspect the flyer

Player: Go inside a surviving stone building nearer to the temple
DM: As you approach this building, you find that you cannot open the door, it is blocked with some kind of locking mechanism. There is a circular hole in the door for some kind of twistable key with a distinctive pattern on the back.

Player: Go to the watchtower
DM: You approach the watchtower. When you reach the stone door, you give it a tug, but to your dismay the door remains shut. The professor must have locked it behind him, you think, feeling irritated. He's not making things any easier for you.You notice three keyholes embedded in the door, each with a fading paint color associated with it. There is a red keyhole, a green keyhole, and a blue one.
Player: I have all three keys and am ready to enter the watchtower
DM: Use the red key:

DM: You inspect the sundial. Unfortunately, the language you speak has changed sufficiently since the time of the ancient Anzarans that you have no idea what the symbols on the sundial mean. The sundial's needle points straight up. Wear and tear over time have caused it to bend slightly. You try to pull it off, but it doesn't come, you'll need more leverage.

Player: Temple entrance
Player: Take the path to the field with the watchtower

Player: I lied, I don't have all the keys yet

DM: You enter the village building. It seems to be an ordinary house, with a stone table to eat at, and some raised stone slabs you suspect are for beds.Most of what is left of the room has been destroyed or decayed over time, but hanging on one of the walls, you see a rusted hook on a chain that still seems to be in pretty good condition.

DM: You duck through the open stone doorway into this building.Immediately, you can tell this building is not meant for living in. Rather than having space to eat, sleep, and live, the building is crowded with stone counters, shelves, and the remains of wooden cabinets. Glass shards cover part of one corner. This was obviously a workspace of some kind.A stone cabinet with a lead lock remains undamaged. You pull on the handle, but it does not open. You'll need a key.
Player: Go inside a surviving stone building off to the north
Player: Inspect the counter
DM: The counter is covered in various tools and instruments, most of them broken beyond repair. Among the disorder, you find a lump of wax. It seems to have an object sealed inside it, though you cannot tell what the object is.
Player: WAX LUMP

Player: Take the path to the stepping stones
DM: You've arrived at a much marshier area of the woods. Here, there are many more bugs, and the ground is very wet and mucky. Ahead of you, you see a set of stepping stones crossing through a flat, sandy area.To your right is a patch of tar. You've never seen tar occur naturally before, but you do know it does happen in places. Maybe it will be useful for something, you think.

Player: Inspect the sundial

Player: Go inside a surviving stone building to the south

DM: You turn around and tell Mara that you're not pressing the button. They follow behind you. Just then a crazy dude with a real chainsaw starts running toward the both of you. You both run screaming. You make a left, then a right, then another left. The sound of the chainsaw fades in the background. You and Mara hide behind a large group of cornstalks. You're shaking in fear and then you both turn when you hear a mystical voice sound from behind. Sitting before you is a fortune teller, with a large crystal ball."Hello, my pretty's! Care to get your palms read?" she says in a cackling voice.
Player: Do you get your fortune read?
DM: The fortune teller starts wildly cackling. She points at you and tells you to take a seat in front of the crystal ball. You look at Mara who is wide-eyed and panting. You take a seat and look at the magical ball in front of you. It is forming faint pictures in a collage. The fortune teller places her hands on the ball and her eyes begin to roll back into her head. She begins to speak very rapidly in another language. You are beginning to panic. You stand up and the teller screams at you to sit down in a cackle.Then she asks, "I cannot reveal your fate for tonight, but I can give you one tip to escape the maze."
Player: Ask for the advice

DM: "Yes I'll give her the potion," you say uncomfortably. "I will give it to you on one condition. Give me your scarf," the goblin replies. "My scarf? Why do you want that?" you ask quickly. "Are you going to take the deal or no? You are wasting my time," the goblin shouts.You hesitate and then nod yes. He hands you a small purple bottle. You pour the purple potion into Mara's mouth, hoping that it'll wake her up. After a few seconds go by she awakes very calmly, however, her eyes have fully changed color and are now a shade of light violet. She looks dazed and confused. The goblin nods his head and sticks out a tiny wrinkly hand.
Player: You hand him your scarf.

DM: After he takes the scarf he disappears in thin air. Mara's eyes change colors again and then her hair begins to streak light purple, until her entire head of hair is all a light violet. "Mara your hair is turning purple...?" you say. Mara's eye change back to light violet and then her entire body starts turning a shade of violet. "Mara what's going on? Are you okay?" "I don't know. I feel weird," she replies. A pair of wings sprout from her back and begin to flutter. "WHAT THE HELL? MARA YOU HAVE WINGS!" She begins to fly around. "Oh my god this is so cool! It's like I'm a fairy or something! Woah!"Suddenly you stop and think. "Mara fly up! See where the exit is!" "Okay!"She flies up and looks over the corn and points to the exit. "Its right over there! We're so close!" Why don't we just fly out of here?""Yeah, can you pick me up?"Mara flies down and picks you up and then begins to fly upward. At the top of the corn you hit a wall. It is invisible and you cannot get through it, but Mara can. You both drop and Mara fall to the ground.

DM: You have been running for five minutes straight right now. You cannot feel your legs and you are completely out of breath because your friends dead weight. You think that you have lost the goblin now. You drop your friend on the ground and start breathing heavily. A group of two others who are trapped in the maze see you and stop to help. "Hey are you okay?" they ask."No my friend is unresponsive. I need help!" you reply with a very heavy breath. "I have some water!"They pour some on her face and in her mouth. She awakes suddenly. "What happened to me? Where are we?" she screams."You got bit by spiders Mara, remember?" you say cautiously. "We're still in the maze."Just then the other people scream. Just then you turn around and see them being attacked by a swarm of bats. Blood starts shooting everywhere. You and Mara burst into a sprint in the other direction. Suddenly you trip and fall into a large hole. Mara keeps running because she doesn't realize you are gone. In the hole you notice there is a door. Where does its lead?
Player: Do you try to climb out of the hole?
DM: You start to panic knowing that it is two deep of a hole to climb out of, however, you hear Mara calling your name from the maze above you. "I'm down here Mara! Help, I need to get out of this hole!!" you scream.Her face appears at the top of the hole and then screams, "Let me use my scarf to help you out."She hands down her long scarf and you easily climb back up to the surface. You take a deep breath and hug Mara. The two of you round the corner to continue your search for the exit.

Player: Make a guess and turn right.
DM: Just then you notice it is a dead end but there is a large X in the ground. "Pirate! Pirate! It's over here! We need to dig."The three of you begin to dig and finally reach a big wooden box. You pull the box out of the ground and then unlatch the latches. You open the box and a bright light shines out. It is filled with gold coins and jewels. "OH MY GOD! THAT'S A LOT OF GOLD!""ARRRRRRGGGG it is all mine!" the pirate laughs."We've helped you find your treasure, can you direct us out of here now?"The pirate grabs the treasure box and starts running. "NOOOO WAIT WAIT STOP!" You and Mara start running after him. He runs awfully fast for holding the box filled with gold. What do you do?

Player: Do you just let Mara leave?

DM: You and Mara stand back up. "Let's try that one more time," you say quickly."Okay! Hold on tightly."You grab her purple wrist and she begins to fly upward. Again you hit an invisible wall, which is basically a force field holding only you in. You both drop and Mara falls directly on her left wing. She begins screaming and crying. Her body starts to fade back to normal and the wings shrivel up and disappear. "Mara! Are you okay?" you cry out. Mara's eyes and hair change back to their original shades of brown. "Well that didn't last long!" She whined. "I'm so sorry, I was the one that brought you down.""It's okay. I wouldn't leave you in here alone." "What do we do now?"Suddenly a pirate rounds the corner. He sees you two and hobbles over. "ARRRRGGG What are yee doing in here? Yee have one hour until midnight maties." "What do you mean?" you reply. "If yee don't get out before midnight, yee will turn into monsters in here and be stuck forever. I can help yee escape. But you have to find me treasure box."
Player: Help find the treasure box

Player: Continue running

DM: You close your eyes and start to sink farther. Suddenly, everything goes black and you can no longer feel anything. Is this the end?Your eyes open and you realize you can breathe. Everything is hazy and you see a face appear over top of you. You sit up quickly, and jump back. You notice you are soaking wet. Your vision finally focuses and you see a really beautiful girl sitting in front of you. She has long luscious hair and she's wearing a shell bra. Then you look lower and there is a TAIL! The tail is in the pond you were just in. Then you realize, she is a mermaid! "Hi my name is Azalea. I saved you from drowning in the pond," the mermaid says. "The pond is very dangerous to outsiders. You have to be careful when you are near it. Your hand was cut, and bleeding a lot, so I bandaged it. Are you trying to escape the maze?"You are still in shock but reply, "Yes... I am. Uhh thank you.""Well the pond won't get you out of here. I cannot leave the pond so can only tell you who to talk to next. You can make a right and talk to the wise spider, or you can make a left and talk to the Frankenstein."
Player: Frankenstein

Player: Try to swim away
DM: You push your arms back forcefully and your body zooms backward. You begin to swim to the top. You are almost out of air. Suddenly the jacket you are wearing gets caught on a reef and you start to panic. You pull and tug and your body is not moving.A large fish swims by and cuts the piece of jacket. You start ascending quickly and finally your head bobs above the water. You breathe in a big gulp of air and start crying. You pull yourself out of the water and then lay on the ground to catch your breath. "WHAT THE HELL JUST HAPPENED?" you scream wildly. You look over and see a golden genie lamp sitting a few feet away. "Is this real?'You grab the lamp and rub it really hard.

DM: You decide to take the path to the wise spider. The mermaid explained that he is the oldest monster of the maze and that he knows everyone inside and how to get out easily. He can tell you all of the tips and tricks he knows to get out before midnight. You walk up to the spider's lair and knock on the door made of cornstalks. The door opens and a large spider appears. "Hello. Can I help you?" the spider greets you."Hi. Yes I cannot find my way out of the maze and I heard that i need to get before midnight, or I'll be stuck in here forever. My friend Mara made it out but she couldn't help escape too.""I can help you, dear. I will tell my children to send you out."She takes a long pause and then screams out for her children. Ten spiders, the size of toddlers, come crawling out of the back door. They line up and the wise spider tells them something in another language.
Player: Let the spiders help you escape
DM: The spiders start to crowd around you. Then they begin to attack you. The wise spider begins to cackle wildly and then you notice that this was a trap. The spiders start to bite you and you are bleeding a lot now. You begin to scream for help and the wise spider gets very angry. She whistles and more spiders start crawling out from the back room. You feel your bones crushing and your body quivering. Every time you scream, you feel a hard stab in the chest. The light around you starts to fade as the massive group of blood sucking spiders cover you. The air to your lungs has decreased incredibly. The pain at this point is unbearable. Then the wise spider grabs you and in one swift motions shoves you down her throat. "I was in the mood for human tonight. Thank you my children," the spider says. You are now dead. The End.

DM: You continue running after the pirate and he gets slower. Finally he stops and drops the box. "This is where I leave yee mates! Yee are very close to the exit and yee have twenty minutes. Good luck arrrgggg."He opens the box, jumps inside and him and the box disappear in seconds."Oh my god!" you say as you look at your watch, "We better hurry."Mara replies, " Wait I see something really bright up that way! Let's see what it is."You both run as fast as you can and then you see a golden cornstalk. It's shimmering. When you get to the stalk you see the exit just up ahead. There is one problem. A sleeping werewolf is in front of the exit.
Player: Try to pass the werewolf
DM: The two of you run straight up to the werewolf. You quietly start to come up with escape plans to get past the werewolf.What do you do? (Let's pretend that's a werewolf)

Player: You grab the lamp and rub it
DM: Rays of light shoot out from the lamp and a huge puff of smoke comes out the opening. A genie appears before your eyes and you sit there in awe. "Hello I'm Jasper the Genie. I can grant you one wish today! What will it be?""Only one?" you whisper."Yes. I'm on a budget this month, only one wish. And no you cannot wish for more wishes.""Oh okay... um let me think for a second."
Player: Wish for a million dollars
DM: "$1,000,000 will come in handy but there is one condition. It will be waiting for you outside of the maze," the genie says as he snaps his fingers. "Can you help me escape?""I'm sorry. I'm only allowed a wish per customer and nothing more. You are on your own now."In a POOF the genie and the lamp disappear. "Well great how am I gonna get out of here?"
Player: Get up and walk
DM: You just begin walking. It feels like you've been walking in circles for an hour now. Just then you see something shiny out of the corner of your eye. It is the golden corn stalk. You run over. You look around the corner and see the exit. Mara is standing there with large bag. It's probably the money. Just then a large ogre rounds the corner.

Player: Climb over the werewolf
DM: Mara jumps up on the paw of the werewolf and takes a long stride over it's large stomach. She then slides off to the other side of him. Now it's up to you to climb over. You step the exact way Mara did. Then slide over his stomach.Suddenly he abruptly moves. You hold your breath as you slide closer to his face. Mara reaches out her hand and pulls you down. You hear a deep growl and the two of you run as fast as you can to escape. You pass through the exit just as the clock hits 11:59. What happens next?

DM: "Stop Mara! Stop! I can't run anymore and he's not going to help us anyway.""Want to ask him?"Up ahead is a man with slicked back black hair and a long black cape. He turns around and approaches you both. He looks like Dracula the Vampire. "Good Evening. You are looking for a way out I assume?" the man says."Yes! We need to get out of here before midnight.""I can help you with no cost." "Really?""Yes but I can only take one of you at a time."
Player: Take the Vampire's Offer

DM: Mara slightly cries and then looks the other direction. The Witch throws the ten inches of hair into the boiling water and begins to stir. "I'm sorry Mara, but your hair looks good, don't be upset. We just have to get out of here.""I know," she sobs. The witch pours the soup into two bowls and hands them to you. You begin to drink it. Suddenly you're vision changes. You can see everything and the cornstalks begin to disappear."You have ten minutes until the potion wears off. Good luck," the witch cackles."Mara! I can see the exit!" you scream.You both run as fast as you can. You both are flying through the stalks at an insane speed. The soup didn't just give you x-ray vision, it gave you super speed too. Suddenly, time slows down and you cannot run as fast as you were. The potion is wearing of now. You feel your legs turn into jello and you both drop to the ground. You are a little ways away from the exit. There are twenty seconds left to midnight.
Player: Crawl as fast as you can to the exist
DM: You decide to crawl as fast as you can to the exit. Your entire body starts to feel like jello and pain rushes through your bones. You keep going. Faster and faster. You then feel a really cold burst of air. You go flying towards the exit. Before you finish the crawl, you look back and see a snowman standing, smiling. He took another breath and blow. Mara went flying out of the exit. You wave and scream "thank you!"
Player: What happens next?
DM: As soon as you pass through the exist the pain goes away and you feel better. A bell rings from across the maze and a gate closes over the exit. You look at the snow man. He waves a goodbye and turns the corner. You both made it out of the maze alive. The End.

Player: Crawl through the corn on the other side of the werewolf
DM: Mara takes the first steps toward the corn. She crouches down and slowly moves through the stalk near the werewolf's feet. Finally tou see her get to the other side. You have 2 minutes until midnight. You can do this! As you crawl through the corn, you notice the werewolf has woke up. It is looking the other direction. You begin to panic and suddenly it spots you in the corn. You jump up and make a run for it. The werewolf howls and as you run toward the exit more appear at the line. You and Mara are trapped. What happens next?

DM: You and Mara try standing up and both fall to the ground again. Everything in your body begins to turn to jello. You cannot feel anything from your neck down. Then a rushing pain surges up your arms and legs and you begin to cringe and seize wildly. There are only ten seconds left and you cannot move. Mara is spazzing a few feet away."I think that witch's potion poisoned and paralyzed us. What do we do?" I start screaming at Mara. Foam starts to erupt from her mouth and her eyes roll in the back of her head. "Mara!! MARA! Help someone help!" you scream loudly.Now the ten seconds are up. A loud bell sounds from the other side of the maze.
DM: Seconds after the bell, a huge gate appears in front of the exit. Mara's eyes open and she sits up. She looks at you and then a pair of wings sprout from her back and her entire body turns purple. She is a fairy, again. Then her eyes get big when she sees you. You look at yourself. You have sprouted large black wings and sharp white fangs in your mouth. You are now a vampire bat. Both you and Mara are trapped in the maze forever and your only mission is to help those who come though next halloween.The End.

DM: It picks you up and you begin screaming. Another ogre rounds the corner and you get tossed to him. They start throwing you back and forth. Suddenly one cracks out a large wooden bat. The ogre throws you towards the bat and you are abruptly hit and fly to the other side of the maze. You are now dazed and confused and bleeding heavily. Your arm is broken and you can hardly see out of your eyes. Just then a snake slithers towards you. It's five minutes to midnight. The snake opens his large mouth and swallows you whole. Then it crunches down on your bones. Now Mara is left with the money. The End.

Player: You have escaped
DM: You made it through the crazy corn maze. You and Mara go home and never come back. The End.

DM: Mara crawls first through the small opening. You can see the werewolf is in a deep sleep and he is slightly snoring. Mara makes it through the opening quickly and now it's your turn. You quietly start crawling.Suddenly you bump the werewolf's nose. A large growl comes out and one large eye pops open. You start panicking and stand up to run. The werewolf jumps up and spots you. It throws it's heavy body on top of you. You begin to scream and cry. Mara runs over to help you get out from under him. The werewolf spots Mara, picks her up and quickly shoves Mara down his throat. You start screaming louder and finally pull yourself out from under him. What happens next?
DM: You run through the exit and make it out of alive. However Mara was eaten and there is no going back to get her.The End.

DM: The clock strikes midnight. You are now stuck with the werewolf's forever. Have fun living in the corn maze. You'll soon turn into one of the monsters. The End.

DM: Your life blood seeps from your wounds as your Endurance drops to zero. Remember to check your character sheet often to prevent this in the future.THE BREAKDOWN: 10 out of 100: Your level of psychosis0 out of 10: Your psychedelic state100 out of 100: Your level of sobrietyYour total score is 0 out of 1000Your title is "Dead as a Doornail"

DM: You swap the students. You note the change on your seating chart. Jaxon has switched places with Mary. Nothing bad immediately happens and you proceed with the rest of class. Swapping the students had caused a small disruption, but you still managed to cover all the material that you had wanted to cover before the bell rang.
Player: Ask Jacklyn for teaching advice

DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)Au...
Player: C
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)Aac...
Player: C
Player: I

DM: The sun is shining, the finches are chirping and you are... Well, you are honestly quite miserable. Absolutely nothing is going your way! First, you alarm clock broke, You woke up late for work, but managed to rush together to be almost in time when... you noticed your car had a flat. After changing the tire and showing up to work nearly an hour late, you find a note o your desk that very politely says, in so many words, that your boss is firing you for his cute assistant. Feeling discouraged and out of luck, you decide it is time for a much needed vacation. You head straight for the airport, not telling a soul, ready to take the first flight out. Three planes are leaving at the same time. They are headed to-- Easter Island (the giant heads!)-- North Dakota (you have family there... you think)-- and the Swiss Alps (but you don't even ski!) Which do you take?
Player: North Dakota
DM: After a fairly short and pleasant flight, you touch down in good old North Dakota. The sound of wind whistling through the wheat and cows mooing in the moor fills the air. You are almost instantly at peace. This was a wonderful choice! You're problems from work seem a thousand miles away. Because they are.You settle into your room, then decide to go look for some fun. You walk out to a main road. A ways away on the right you see a red barn. On the left, a patch of very tall maple trees. Nothing too exciting, but what did you expect? You're in North Dakota! Which way do you go?

DM: Yet, instead of easing your sorrows, the icy landscape and mountains only remind you of the cold, dark heart of your former boss. You feel even worse than you did before you left home. And you don't even ski! To make yourself feel better you--
Player: Wallow in self pity, order tons of room service and cry
DM: order everything from the room service menu, and sob; ignoring the fact that you no longer have a job to pay for any of this. You fall asleep to the sound of sappy chick flicks and your own tears.When you wake up, you jump out of bed only to fall back in. You feel disgustingly nauseous. It must have been all that weird Swiss cheese...Great.What now?
Player: Go for a stroll, hoping the fresh air will do you well.
DM: Yes, through the snow. Luckily, you brought your goulashes.The chilly air actually knocks some health and sense into, and you feel much better. Your mind wanders aimlessly, as do your feet. Before you know it, you have no idea where you are or from what direction you came. You only just begin to panic when--A wild Yeti appears!Quick! What do you do?!
Player: slowly approach the Yeti
DM: You must be crazy...The Yeti doesn't react to your actions, but looks extremely confused. You quickly think of a way to greet the monster--
Player: Open your arms to hug the Yeti
DM: Surprisingly, the Yeti runs toward you and collapses on your shoulder. At first, you think it may be trying to eat you, but you then realize it is actually crying. You can barely make out words, but is sounds like, "No... ever... hugs... Phil"Phil is so complimented by your kind gesture, that he invites you to dinner with his wife and children.
Player: Kindly accept his offer

Player: left
DM: toward the patch of towering maple trees. They are much farther away then they seem and by the time you reach them, you are completely winded. The air around the trees smells sweet and warm. The scene is so pleasant, in fact, that you feel a bit on edge. You look behind you and see the tiny red dot of the barn. Smoke pours out of the chimney; it looks awfully inviting.Do you...
Player: continue on into the forest
DM: the sweet smells intoxicating you. You are pretty tired from your long walk, and suddenly become very sleepy. Deciding now would be a great time to take a nap, you crawl over to a particularly comfortable pile of leaves and fall fast asleep...You wake up to the sound of horse hooves pounding the ground. You look up to see you are surrounded by men on horseback in funny red uniforms. Ah, Mounties. Of course: You're in Canada!"Eh, you! Lemme se your passport!" one yells. "...please?"But you don't have your passport! What do you do?
Player: tell the Mounties you don't have your passport
DM: You inform the Mounties. You're an awful liar and these guys don't seems so tough anyway. To your surprise, the Mounties just smile and laugh. "Eh, that's alright! We're gonna have to send you back across the border than, eh?"The Mounties give you a rather large bottle of maple syrup and send you back on your way, towards the red barn.

Player: No way, I'm staying with the group!

Player: Call for a doctor
DM: You decide you can't take it and look up a doctor's number in the phone book. You call, and the doctor arrives in about an hour. Luckily, he makes housecalls!After examining you, the doctor concludes that you have contracted a rare contagious disease! He quarantines you to your hotel room for the rest of the week, then ships you home on the quickest flight back to the States.Little do you know, you actually only had a case of pretty bad food poisoning. The doctor just really hates Americans.

Player: fake your best Canadian accent and claim to be a lost local
DM: The Mounties may look pretty silly, but they aren't dumb by any means. They immediately pick up on your con. "Stupid Americans," once scoffs, but quickly follows it with a "Sorry!" The biggest Mountie of the group throws you on his horse and gallops away. You arrive later at what looks like some kind of forced labor camp! Because it is. Here, you are held for the rest of your days, where the Canadians use your slave labor to harvest maple sugar and professional hockey players.But, on the bright side, they always say "please"!

Player: Go take another look at the heads
DM: where all of the towering heads sit. To your surprise, not only has the sundown animated them, but a party is being held!The Easter Eggheads (as they like to be called) invite you to party with them. You dance all night until the sunrises and they once again become solid stone. No one is ever going to believe this.

DM: and the sickness passes by the next morning. You've survived!You are feeling much better. and decide now would be a better time than ever to take that walk you've been thinking about since yesterday.
Player: Yes, in the snow
Player: Run in the opposite direction, screaming
DM: The monstrous Yeti follows, howling and growling.You can't outrun the Yeti. It quickly catches up to you tackles you to the ground, and, well...your body is never recovered from the mountains.

Player: and then I booked the old winery!
DM: Nature is vast, from sky to sea,come explore its beauty with me.We are on an adventure now;in the forest, climbing the boughs.A waterfall behind a tree--where you stopped to get on one knee.Then I did propose, finally,and then I booked the old winery!Mika delivers the final line in tears. This is it, the perfect poem to express their relationship. Everything they love about the environment, and everything they love about each other, is summarized on the two pages they neatly printed the poem on. It is their love for this planet that drives them apart as Leroy has to leave with the waning moon to catch his flight; his copy of their poem is clutched tightly to his chest, as is Mika's to hers, in matching frames he bought a week ago.One parting kiss they will both remember still warms their lips in the frigid winter wind at the O'Hare International Airport. Two Peace Corps missions start with two lovers apart for over two years. They say that absence makes the heart grow fonder. Both Leroy and Mika mutter this phrase to themselves as they fly to face the world alone, hoping it is true.

DM: He leads you to his snow den about a mile or so away. You arrive, and it is oddly cosy for a home made entirely of snow. A flame is burning in the fireplace, and it smells delicious. Phil introduces you to his wife, Philis, and his two children Phil Jr and Philecia. You share a fantastic meal and chat with the family extensively. The conversation is better than you can remember having with any human, in fact.You spend a few days with the Yetis, and sorrowfully return home. You long to tell everyone of the family of friendly Yetis, but no one would ever believe you.

Player: Walk out. There's no talking to this lady.
DM: and spend the rest of the week doing basically nothingYou head home on a plane and don't feel much better than you did before.

Player: Off you go
Player: Don't protest! If this lady wants to give you free food, let her. You're starving!

Player: Fiddle around with the rectangular object. Perhaps it is your alarm clock?
DM: You sleepily decide to fiddle about with the rectangular object that the strip of cloth comes out of. Perhaps it is your alarm clock? You find a button and push it. Maybe it's your snooze button?Something weird happens. The cloth strip that was pressed against you suddenly slides away. Where did it go? Now you are having trouble sitting in your strangely shaped bed, as nothing is holding you up anymore.The sea is looming large in front of you. You realise there aren't any trees flying past you anymore, and briefly wonder where they went.

Player: On second thought, RUN!

Player: German MP-5, a submachine gun

DM: you say to the Yeti, extending your hand for a handshake. Much to your surprise, the once calm Yeti fills with rage. It charges after you, growling.He thought you said, "I come with peas," and everyone knows how much Yetis hate peas...
Player: Anyway, RUN!

Player: Politely decline. You don't want to be dinner...
DM: Not a good idea...Phil looks highly offended and angry!
Player: apologize and accept his dinner offer
DM: and tell him you'd be honored to have dinner with his family.
Player: Nice Recovery

DM: Good decision. They beckon you (how, I do not know. They don't even have arms!) to follow them. You do so, and head toward their cliffside dwelling place.
Player: Run along

Player: This doesn't look good. You better get out of here!

Player: The Forest!
DM: You dash into the forest, not sure what to expect. You come upon a clearing, and when you stop, you hear the pounding footsteps of your littermates. You snarl at them, and the dominant one laps at you. You growl and bite down hard on his foreleg. You smile as you taste the sweet tang of blood. They run away and you yip angrily after them. When you are alone, you realize that you have nothing to do!

DM: It's been 7 months since your dad got the job out here in the Adirondacks. You used to go hiking with him all the time back in Utah when you were younger. But his job keeps him pretty busy. You know this was a sweet opportunity for him and both you and mom supported this move. And you've been itching to get out here on these trails up in these mountains. Secretly you wished you were back out west, you miss your friends. You guys used to hang out all night on a mountainside. Now you are lost in the forest by yourself, and this hike you've been anxious to take has turned into a race against time. Your phone died hours ago from listening to your stored music. It won't even flicker on anymore. You have been on these back trails for hours now. Your water bottle is dry. It has to be close to 10 o'clock by now. You have gotten so turned around and need to find a way out.
Player: A Clearing Ahead
DM: You see a small dilapitated cabin in a clearing. The moonlight shows through the trees a little more here. It looks abandoned and unused. Maybe you can sleep there. Maybe there are provisions... Maybe...
Player: Dark but has Furnishings
DM: You peek inside the open door and see that there are some sparse furnishings; a fireplace, a rickety wooden chair and a table. It looks like no one has been here in years. Hermits used to live out here and some of these cabins are still used from time to time by groups of kids on weekends. It might be a quiet place to rest. You are tired.
Player: Decide to stay here and wait until morning to find your way back.
DM: Inside the Cabin...As you fumble through the dark cabin, the floor creaks under your shoes. Your hand rests on the back of a rickety chair. As your eyes adjust further, you see the fireplace and table more clearly. The table is bulky and heavy...You are tired, and starting to get a little uneasy...Do you...

Player: Decide to go out and gather sticks and wood to light the fire...
DM: You need to find some firewood...As you use the moonlight to search the ground outside for sticks and wood to make a fire, you hear something...Faintly in the trees at the edge of the clearing comes a sound like a bird chirping maybe. Or maybe a child giggling. It is faint, but you can feel the hairs on your neck stand up. Your eyes try to penetrate the tree line deep into the woods, but you see nothing in the dappled shadows. You hear it again, but now it sounds like it is coming from the area behind the cabin. Or is it in the cabin? You are getting worried and the sound seems to fade away a little.Now you hear nothing except the pine trees bustling occasionally in slight cool breezes. Do you...
Player: Cabin is way too creepy... You'll take your chances out here.

Player: ignore the sound.
DM: You are discovered by the serial killer that uses this cabin as his safe house. and you are added to his long list of victims.

Player: Maybe she's deaf,
DM: You are lost and you don't know if you can really help. But at least you'll have company and maybe help someone else.You approach the sobbing girl. Still no sound, but the girl has buried her face in her hands and pays you no attention. You reach out to tap her shoulder gently...
Player: The girl...
DM: Before you touch her, she snaps her head up and stares at you with lifeless sockets. You are dead. Your body was found 2 minutes from Route 20 when people came looking for you. Coroner said you died of a heart attack!

DM: Batter Up!Upon entering the cabin, it is clear that nothing has changed. You listen to the still night air. You can't hear the chirping anymore. It must be your imagination. Probably just a bird or fox or something. You take a moment to check your phone again. Nope. Still won't turn on. You feel even colder and more tired than before. You need to get that fire going...

Player: Follow downstream...
DM: A waterfall?You don't remember passing a waterfall. You need to get a better look...
Player: Waterfall...
DM: Too close...You step on some loose wet rocks and slide into the water. You hit your head on the way into the water and slip into unconsciousness. Your bloated corpse is discovered 2 days later 7 miles downriver on the shore.

Player: Decide to stay here and barricade the door, but there is no way you are getting any sleep tonight...
DM: The sturdy table weighs a ton and will do a good job of barricading the door. You slide it across the rubble on the floor and flip it on its side against the old door. You sit down behind it on the floor and lean your back against the wood. You have no intention of becoming a statistic. You can make it through one night. The crackle of the fire is comforting but the light is beginning to die down.
Player: The fire is dying.
DM: As the light from the fire grows dimmer, you become concerned. Maybe your imagination is getting away from you. You stare into the orange embers and you see the faces on the wall start to fade away again into the orange glow. Suddenly you are startled by an unfamiliar sound. It sounds like a baby giggling or a strange bird warbling somewhere nearby. You are now spooked and terrified. Do you...

Player: Decide that you need to investigate and don't have time to light a fire

Player: Decide to stay barricaded and investigate the cabin thoroughly before your light runs out.
DM: You find some suspicious claw marks along the floor that lead to a corner with some loose floor boards.

Player: Decide to go up the road...
DM: After about 15 minutes of walking up the road, a car pulls into view in the distance.You are tired, but you are also alone.
Player: Decide to Keep walking and make it to town on your own.

Player: Get the heck outta here and keep moving until you're safe.
DM: Gotta Get Away! You reach the doorway and step out onto the deck of the boat. The moon is being covered by a dark cloud. The light is dim. You step forward to move to the shore side of the boat and trip over a thick hard log onto the deck. The log is moving?Quicker than you realize what is happening, an alligator has you in its jaws and the pain in your leg is so intense that you scream out as loud as you can.Before you can inhale again, you are already dragged under water. Your lungs are empty and you drown quickly.Looks like the alligator is getting more than frogs for dinner tonight.

Player: Remove the loose boards.
DM: The planks of wood are covering a crawl space that is filled with something that is heaped in there like sacks. You can't tell what is down there. You see a glint reflecting back at you and wonder if it some critter's eyeshine but you can't see well enough. You walk over to the fire and pull a stick out. You blow on the glowing end of the stick until it perks up and you get a small yellow flame. You hold the stick out over the hole, and you finally see clearly what is in there. The shock makes you drop the stick and back away to the fireplace.
Player: In the hole...
DM: You slowly steady yourself and creep back to the edge of the hole. You see that there are heaps of bones and tattered coats and clothes stuffed into the underside of the cabin. One of the skulls glares up at you with empty sockets. There is a glint of blue and your eyes see in the faint light that there has been a trinket or something with a blue jewel in its center that has been deliberately placed into the top of the pile under the floor boards. There is a blue glow now emanating from the trinket. It looks like it was placed there on purpose. But why?
Player: The Amulet
DM: The Amulet is strange with markings all around it. It seems that you don't want to look away from it. Strange, that among all the bones and carnage, the only thing you are thinking is about the amulet.Do you...
Player: Feel uneasy about moving it from its final resting place.

Player: Decide to see if they can help you.
DM: The car pulls over ...The man in side gives you a warm smile. He reminds you of someone's grandfather. "You're out here pretty late. Do you need a lift? You seem lost." There is a twinkle in his eye.
Player: Decide to get in the nice man's warm car.
DM: You "hop on up," as he phrased it.You are never seen again!No one ever knows what happened to you.

Player: Decide to walk away and pretend you don't need any help.
DM: You are not going to get into his car...He seems nice, but you know not to take rides from strangers.Still, he might be able to help...

Player: Kate Scott
DM: You turn to the experienced history teacher. What is it that you would like to talk about?
Player: Flirt with Kate

Player: Decide that the amulet would be worth having and take it?
DM: As your fingers close around the amulet you feel tingling and sense that it has some force to it. Something exciting. You lift it and see that it comes attached to a chain. You place the chain around your neck. You feel light-headed. You look around and your vision becomes brighter. You look back into the hole. You see some movement. You lean a little closer and can hear the sound again. The chirping giggling sound from before.The empty eyes of the skull you were looking at now are glowing with a blue that resembles the trinket's blue jewel. Other glowing eyes peer up at you from the hole.

Player: Decide to ask to borrow a cell phone...
DM: "Well, I could use a little help." The man continues to smile and you ask him to do you a small favor."May I borrow a cell phone?"He fumbles through his shirt pocket and hands you an older cell phone."Thank you so much."
Player: Decide to call Mom and Dad...
DM: You dial the number quickly.You hear a couple of rings and turn your back away from the noise of the car for privacy.You hear a couple of rings. The voicemail picks up...

Player: Leave a message...
DM: Before you can leave a message, a strong arm grabs you around your neck and you are pulled into the car violently and you BLACK OUT!Your parents and police search for you and trace the last call that rang through on the night of your disappearance to a pay-as-you-go type phone and the trail runs cold. You are never seen again.

Player: Laughter grows louder
DM: The laughter grows louder and from the hole, the spirits of all the corpses flood at you and strip you of your soul. Your body is now a new addition to the heaps under the floor. Your life force added to the Amulet. The newspapers run an article about your disappearance in the weekend edition and news teams flood the area with coverage for two weeks. The cabin is not found. You are not found. But your picture now stares into the empty room of an old dilapitated cabin from a wall with other faces in newspaper clippings.

DM: "Thanks for the phone."You want help and you want it fast!You dial 9-1-1.The line picks up immediately. "9-1-1, What is the nature of your emergency?"You give them your name and tell them you have been lost for hours...

DM: You kicked Anders body violently. Thank the maker. He's gone. and now you felt very stupid in loving a man you caused all this drama, as Fenris pulls you into a hug comforting you.

DM: You push open the door marked with the dead tree and enter it. Suddenly, the door behind you is replaced with a wall. Frieghtened, you bang on it vigourously but in vain."ICUS!!"You are only met with isolation. You feel scared. Then cold. The hungry. Then lonely. Then nothing. You'll spend the rest of your life as a ghost in this cursed castle. Your hunger will never die, neither will you. You have become immortal, but is that a good thing? Well, it depends on the way you see it. But for now, your adventure ends here.YOU'VE ACHIEVED THE FOURTH BEST ENDING

DM: Dawn You wake from your cot in the barracks as your fellow soldiers begin making noise. The typical grumbling and swearing of an early rise. Looking out one of the small slits in barracks walls, you can see the sun rising in the clear, blue sky of the frontier. You yawn, stretching and begin to run through a quick list of what you have to do, and what you have time to do- Shit. Not much time to do anything as the bugle sounds.
Player: Wakey, Wakey, it's Day Breaky!
DM: You quickly stumble out of bed, pulling on your white shirt clumsily as you go, and grabbing a pair of brown boots. You sit up in bed, watching as your fellows are going through a similar routine. You pull the boots on, and then open up the chest underneath your bed. With a grunt, you pull out your standard issue breastplate. You stand up and begin strapping the breast plate on. It only covers the front of your chest. Which is silly. If I was in charge of making the bloody armor, I'd make it so that we have protection on both sides. But alas, the fate of a frontier soldier! You chuckle to yourself and buckle on your belt. Hanging from the left side of the belt is your standard broadsword. On the right side are a few pouches, not really useful for this patrol, but you suppose they may have a use someday. You also pull on your helmet. http://images1.wikia.nocookie.net/__cb20101203135116/mountandblade/images/4/4c/Footman%27s_Helmet.jpg With one last fond look at your bed, you head out of the barracks and into the light. Blinking off the last vestiges of sleep, you look around the courtyard. You can see your sergeant preparing your squad for patrol...

Player: 3
Player: 8

Player: Lose Focus

Player: Watch The Woods

DM: Shit on this. You've been working your arse off for the past few days, and you didn't care to pay attention this time around. Nothing EVER happens on these patrols anyway, and sergeant arse-hole was always too busy sipping from his flask to pay attention to people losing focus anyway! You blisfully lose focus, just listening to the sound the patrols feet make hitting the road. One of the troopers begins to hum to himself, and soon, the entire unit has lost focus. Trooper Brans meanwhile was jumping at shadows. You were starting to get annoyed at his constant halts, and you decided to say so. "Hey! Brans, stop holding up the fucking line you arse!" you call up. Brans turns his head to respond, his mouth opens. Suddenly, you all become acutely aware of the dead silence in the woods. "Shut up Troop-!" Brans' cut off, gurgling blood as an arrow goes through the cloth and leather part that protects his neck. The bloodstained arrowtip would potrude from his throat. His eyes roll up into the back of his head, and he falls down, gurgling blood. The patrol stands, frozen in horror for a few moments. Then, your brother yells "AAAAAMBUUUUUUSH!"

Player: Watch The Road
DM: You choose to watch the road, after all, the other members of your illustrious squad can handle themselves! You move one foot after the other. Right. Left. Right. Left. Right Left...you start to lose focus after a while and you begin to hum to yourself. You turn around at a scream from Brans, drawing your broadsword. With a chill, you realize it's too late as an unidentified group of foes charge all around you, throwing axes at a close range into you. One axe thuds into your forehead, splitting the skin and skull like butter. You flop onto your back without even getting a chance to register that you're dead.

DM: No. Need to stay focused. Anything could happen. You choose to not be like the other idiots and lose your focus. You keep yourself alert and prepared. You even loosen your sword in its sheathe, prepared for anything. You hear a familiar sound and your eyes jerk up into the trees. You squint, and you see a man squatting there, bow ready to loose a deadly arrow at you or your friends...you call out. "AMBUSH!" and your patrol scatters, the arrow flies and hits the Sarge in the neck however. Not a huge loss as far as you're concerned. But now, more arrows are flying through the air, landing in the dirt road. You only have two choices here as far as you can see...
DM: "FUCK THIS!" you shout, turning and running as fast as you can. You don't curse yourself in your head for being a coward, you don't care that you are probably pissing yourself and are probably going to shit yourself soon. You don't think about your friends that you're leaving behind to be slaughtered. You don't think at all. You just run. You continue running as fast as you can. After a bit however, you'd regain some self control and look around...you'd then realize...you were off the road. Off the road. Alone. In enemy territory. You gulp...and sure enough, the savages emerge from the dark tree's all around you. You draw your sword, looking from each shadowy figure hysterically. You laugh. You sob. You pray. You scream. You die. They don't give you a quick death. They set upon you and butcher you, making it as painful and slow as possible. There's a Right Way of doing things...and you didn't stick by your friends.

DM: No, to hell with those bastards who are giving you all the work. They might pretend to be watching the woods, but you know for a fact they're not. You take your eyes off the road and swivel your head back and forth slowly. Your eyes squint in the dark spots between the tree's and the brush. You swivel your head the other way, and surprise surprise! The woods look the same. All woods look the fucking same. You grumble and swear under your breath...but then, you'd become aware of a rustling in the bushes. You freeze, holding up a hand. The others stop in the column and grumble and mutter oaths, some bumping into each other. They grumble to you questioningly. "What the blazes?" "The hell did we stop?" "My feet bloody hurt!" "SHUT UP, THE LOT OF YOU!" That'd be your glorious sergeant, restoring order as usual. You sigh and talk quietly to them, hoping they're smart enough to take a hint. "I thought I saw movement in the bushes..." you explain. Your squad mates roll their eyes and shift back and forth on their feet, still grumbling. Trooper Brans had gone white as a ghost. Your brother seemed to take your warning seriously though, a patronizing arse he might be at times, but he was still an experienced soldier. "Someone should check out the bushes." The Sergeant comments. Really Sarge? I never would have guessed. Thank you for your awe inspiring show of tactical brilliance! Perhaps you will tell us the road curves occasionally. Or better yet! The road is made of dirt! Is what you wanted to say. Instead you merely thought whether you should volunteer or not.
Player: Volunteer
DM: You take a deep breath, and then raise your hand. You attempt to speak firmly and clearly, much to your fellows amusement you're sure. "I'll go Sarge." "Well look at this! You're a real fucking hero now! Aren't ya?!" You just stay silent. "Get to it then lad!" he waves impassively and the others just mill about, chuckling. You take a deep breath and walk over to the bushes..you reach out with your left hand, your right hand tightly gripping your sword hilt. You push aside the bushes and see...

Player: What Do I See?!
DM: You see a beautiful woman, lying in the bushes. She's tan skinned with dark black hair, and your jaw drops. You start to speak, and suddenly she snarls, a dagger going for you. The curved blade slams into your breast plate luckily, and you stumble back. "TO ARMS!" you shout, giving warning to your fellows. You turn away from the woman so you can check on your fellows, and as they all turn startled towards you, the woman takes the initiative. She launches herself forward, curved blade slamming into your exposed back. You blink. Your squad blinks. The woman hisses into your ear, "Go home, you fucking Uvelans!" and then she pushes you forward. You land on your side, and the last site you see are savage men throwing themselves from the tree's on top of your comrades.....

DM: Feeling rather shy, you approach the small curly haired man. He has his back to you and is surveying the books that are on show in the impressive library."Anything good in there?" you ask, with a smile.The man swings round, looking rather shocked."Oh! Sorry! you rather startled me" he exclaimed, his shocked face settling into a warm smile as he takes in your appearance."I didn't meant to, im sure" you say apologetically"Nonsense" he replies, "ive never been so pleased to be startled in all of my life! My name is Mr Dow- I was just engrossed in all of these wonderful science books! Are you interested in science at all?"You are surprised. He had caught your eye initally as you had assumed him to be a literary kind of a man , but it would appear he is of a more scientific bent. Are you still interested?
Player: yes- hes lovely!
DM: He IS lovely isnt he? Lovely Mr Dow.You chat all evening about both literature AND physics, and he recommends some of his favourite scientific tomes to you, and in turn promises to read 'Little Women'You arrange to meet up again after the ball, to discuss your reading. Soon enough, you are an established couple and by the time you are 24 you are finally off your father's hands and married to Mr Dow. You have a long and happy life together.

DM: Journal Entry 37I have spent the past days preparing for my Grand Offensive. I will plunge through the attacking armies and destroy them, that fool McClellan would rather have us sitting in a ditch, which will only result in another Devil's Den situation. Thank God President Lincoln had the sense to put me in charge. I know that I have enemies, and a lot of people wish ill to me, but I believe that I can crush Jackson with my hands tied behind my back. It will be a challenge sure, but I am the next Napoleon, a bold statement to be sure, one that I will be caught speaking around others, but in my innermost thoughts, I truly believe this. Anyway the men are calling me, they wouldn't get anything done if I wasn't there to hold their hand. -John Pope You step out of your tent to take command of your troops. Apparently your scouts have discovered General Stonewall Jackson's Army. This isn't that bothering as you are sure you can beat them. Walking through the camp, you notice some of your men looking at you with contempt. They are most likely those fools who follow McClellan. The coming battle will be the time for you to rise up and prove your mettle. You doubt that Jackson will have any backup for awhile. It might be smarter to prepare your men to help ease your assault. Your men are awaiting your command, what shall you do?
Player: Send More Scouts
DM: Although your intelligence reports are most likely correct it is probably best if you double-check it. You send out several scouts on horseback to deliver news. Your men polish their weapons and mentally prepare for the onslaught tomorrow. The scouts come back and report back to you. Apparently another Confederate army approaches, this one led by a man named General Longstreet. Troubling news indeed but the good news is that they are several days away, on foot of course. You could finish off Stonewall and then go for Longstreet, or you could send an advance party to Longstreet of one third of your force. The choice is yours.

DM: You work with your men to make sure they are ready for the coming battle, cleaning weapons, moving ammo, running through a few military drills and making sure that they are at their peak for tomorrow. A few look scared but most are ready to fight. Your previous letters to other generals for possible support have gone unanswered, in summary, you are on your own.............The day of the battle is finally here! An air of dread fills the camp as your soldiers form up. Jackson's forces have been spotted 5 miles away, and they don't look like they will be waving a white flag anytime soon. The sea of blue soldiers poor out of their tents into the camp, a general under your command, named Fitz Porter asks if you should continue with the plan you had made some several days ago. This plan is essentially a very aggressive frontal assault, with no real strategy other than shoot at the enemy until they are dead. Thinking back on it, it seems a little stupid as it would cost a lot of lives. Then again, you don't have time to draw up a new plan, so you might as well go with it, right? Or shall you break your moral code of aggressive fighting and face ridicule for hypocrisy? The choice is yours.
Player: Go with your original Plan
DM: You respond to Porter, telling him of course you are sticking with the old plan. According to your reports, you outnumber him and if you give him time to hunker in your army will be destroyed. ..............After a good day of war, your men are exhausted but happy. Some skirmishes have gone on on the outskirts of your army, all of which have gone in your favor, tomorrow you will swoop in and capture Stonewall's Army. The thought fills you with glee, as you mull over what victory would be like in your head. Your men cheering, everybody loving you, oh it would be glorious. You would prove the old fool McClellan wrong and be seen as a hero in the eyes of America. You and your men are rather tired, but maybe it might be smart to work your men into the night to prepare for the next day. This, however would probably make you more unpopular with your men. The choice is yours.
Player: Let your men rest

Player: Focus on Stonewall, then go for Longstreet
DM: The following day you are ready, everyone is prepped and ready to go. Your "boys in blue" march at Stonewall's army in a surprise maneuver. With the help of your scouts, you pinpoint their camp location and drive a coordinated push. Some of the Confederate soldiers are still in nightclothes as you quickly take down the guards and decimate any gray coat that leave his tent with a musket. A white flag is quickly waved and Stonewall is captured, furious. You offer him coffee but he would rather stay in his tent pouting. One of your generals, Porter is his last name, suggest a daring plan. You could set up on a nearby hill and offer to Confederate General Longstreet that you will ransom Stonewall to them in exchange for parts of Robert E. Lee's battle plans. You know they will try to fake the plans, but the plans themselves don't matter at all. You will have 2 garrisons waiting behind the hill to strike. Or you could just try to take his army by surprise.

DM: Oh the smell of gunpowder in the morning, magnifique as the French might call it. This is your day, everything has come to this. By dusk Stonewall's army will cease to exist. You never needed McClellan's help in the first place! Everything looks so pristine, line after line of union soldiers, ready for combat, this will be their victory, this will be your victory. Oooohhhh you can't wait. ............................The battle is raging, and yet there seems to be a problem. More and more confederate soldiers keep on showing up. You were sure that the reinforcements would take several days to get here, not one! A second army led by General Longstreet is crushing your left flank. Most of the captains there are already ordering a retreat and for good reason. The screams of men can be heard from miles away, union soldiers carry their wounded brothers back into camp, legs blown off, arms contorted and bloody, these men are going through hell. Who are you to order them around? Who are you to choose who dies? Who are you to stand in front of these soldiers and declare yourself a general? ........... Full retreat, you tell your messenger. A feeling of dread and emptiness washes over you as you realize you have lost, it is over. This is the True Ending.

Player: Take his army by surprise
DM: You will crush Longstreet's Army and leave him defenseless against the might of your army. You meticulously plan your assault, preparing for the complete and utter annihilation of the enemy. It is all for naught however. During the battle your side loses a formidable part of your force, not enough for extreme distress, but an annoying factor. At the end of the day Longstreet retreats with most of his army still intact. All in all it is considered a victory by the people in Washington and you are hailed as a hero for capturing General Jackson, There are even rumors that Lincoln will give you a promotion. This is the End of Stonewall Ending

DM: You stand at the entrance to the Caves, a system of tunnels that burrows deep into the forest.Lodan, your most trusted right-hand man, is somewhere within these caves, searching for goblins and clues. You only hope that he is still alive. You screw up your courage and travel into the gaping mouth of the cave.
Player: Enter the Cave
DM: As you explore the tunnels of the Cave, you notice that they are getting more and more tight. Soon, it is all you can manage to squeeze your large frame through the exceedingly narrow tunnels.The floor of the cave is also getting wet, you notice. Your boots are beginning to soak as you slosh through water that is now rising up to your ankles.Fortunately, the water doesn't rise much higher than that, and you push on steadfastly. Lodan must be around here somewhere!As you scan the darkness, you wish you had some sort of torch to help you search--and then, up ahead, you see a light!It's a strange, glowing, ethereal light, very faint, almost impossible to make out. It almost seems as though it's hovering in midair, waiting for you.As you approach, however, the light darts off!You lunge forward, trying to catch the light, but it's gone far too quickly, and disappears down a tunnel that branches off to the east.You approach the eastern tunnel cautiously. It is incredibly narrow, almost as if it were dug by human hands. It's so small, you would have to crawl through it on your hands and knees.You weigh your options. You could follow the mysterious light down into the scary tunnel, or you could continue down to the main cavern, where you are likely to find Lodan.What will you do?
Player: Continue Onward in search of Lodan

Player: Pull a fire alarm

DM: It was very quiet and the white of her knuckles made him shiver. Nathan Cross placed a hand over the girl's, her tiny fist easily cupped in his long, golden fingers. It was the hospital room he was assigned in, cold and pale in a blend of bland white and the lightest shade of blue. It draped her eight-year-old form as a blanket, her sillouette etched into the sheets. It was indeed very, very quiet. The lively zigging line on the heart monitor was not giving a quiet tick, nor was it continuously bleeping. The tree scraping against the window was not scraping. It was as if he were deaf - deaf and dumb. Nathan came to a frightening revelation. Where was he? He was no nurse, no doctor, and he did not know this girl - He was a drywaller, nothing else. And then the eight-year-old's china blue eyes snapped open, little blue lips opening and speaking words so quiet that he could not hear them. He leaned down, unconsiously, to catch but a tiny noise from her lips. It was silent for a brief moment, and then she gripped the sides of his face with the still-white little fingers and screamed shrilly into his ear. It was very silent then.
Player: Start the Game

DM: You walk in, and find the smell of blood and flesh hitting your nose almost immediately. Red liquid rushed past your feet. Blood? Recoiling and trying not to vomit, you look up...Nathan looked up at the room, and chills brought the hair on the back of his neck on end. There were people hanging from the ceiling, dangling and dripping blood and interwining intestines. Like something had ripped them in fucking half. The faces were contorted in pain, and were almost watching him, gazing at him emptily. He watched forward quietly, holding his stomach and feeling a horribly sick churning in it. The eyes of the deathly-silent, dangling corpses were following his movement with there red, bloodshot eyes. Their bottom halves were strewn along the room, and every step he took was slippery and slimy under his shoes.
Player: Look around.
DM: The Handbooklet to The Free Hand.Note: This has nothing to do with the story in general; it just gives you tips and information on this game.

Player: Go to the first door on the left.
DM: You enter the room, and find nothing in particular worth looking at. Until you look to the right, and notice another door. You walk to it - it's locked.

Player: Go up to the creature stuck in the hall.

Player: Go back to the hall.

Player: Go into the second door on the right.

DM: And you've got to escape. You just had a meeting earlier today, and Fedosia has made it clear that if you can't be useful to the Seventh Suit, it will cost your life. You walk back to your room, feeling defeated, and cheated of what should have been a simple task considering how close you had gotten to Allen. You blew your first chance, any other mistakes will almost certainly mean death. You've got to escape! You might be very capable in your own right, but you aren't too confident in your ability to not make ANY more mistakes. Or are you?
Player: Maybe I can plead for a second chance... Hopefully my initiative will show that I'm useful!
DM: You make your way to Fedosia's quarters. Hopefully you can convince her that you can get Allen. You almost make it before Amilia turns the corner into you. "Oh hey, Phoebe." She says in her saccharine voice. Amilia is a purple-highlighted hunter who has been with the Seventh Suit longer than you have, and she's been hostile to you ever since your arrival. "Fedosia just sent me to get you for her, come with me." You don't want to follow her but she's leading you directly where you want to go, and she has direct orders from Fedosia so you really have no choice.

Player: Follow her to Fedosia
DM: There is a single chair in the room, where you've been told to sit and wait. It's hard and uncomfortable, so you try to preoccupy yourself by observing the walls, but the stone blocks provide about as much entertainment as you suspected. The ceiling is high, but no windows line any walls. The only light source in the circular room comes from a single, wall-mounted candle. You hear the door creak and your pulse races. Sharp teeth tauntingly greet your exposed neck from behind. You squeeze your eyes tight and your ears grow red hot as blood rushes to them. "Don't be so scared, Phoebe! I'm here to give you a second chance!" Fedosia says as she chuckles and circles around into your field of view. "T'at's what you want, isn't it? A chance to prove t'at you can COMPLETE A SIMPLE KIDNAPPING?"
Player: "Yes, I would love to! I just don't think it's possible to get Allen at this point though, he's made it to the hospital, he'll be watched like a hawk."

DM: You've got to leave, your death is practically guaranteed otherwise. You pack everything you can easily carry, which is essentially a single spare change of clothes, some spare change, a meager amount of cash, some snacks, and a picture of Allen that you were given before you were tasked with befriending him. Leaving will mark you for death by the Seventh Suit, it's a serious decision but one you believe is necessary to make. You open the door to your room and see Joel coming.
Player: I quickly duck back into my room, I can't let him get involved. I don't want to risk his life.
Player: I'll Leave during the day, it will seem less conspicuous.
DM: You wait until you know Joel is out of line of sight and leave your room. You venture outside, the emotional weight far heavier than those of the meager possessions in your pockets. You barely make it outside before you hear, "I found Phoebe! I found Phoebe!" You can tell from the voice that it's Amilia. She's a hunter who has been in the Seventh Suit, and has had it out for you from the beginning, with no apparent reason. Her dark purple highlights make her particularly stealthy, even for a hunter. "Heya, Phoebe," she says in a fake, sing-songy voice. "Miss Fedosia has been looking for you, come with me darling." You were barely out of the building before you were caught, and you decide that it's best to follow her than to flee, there's no way you would escape.

DM: "Is t'at so? Well then, if you aren't helpful to us then I can arrange for something else," she says, brandishing her teeth. "N-no! P-please, don't kill me! I'm useful! I swear!" "Well if you can't get us the boy, then what can you do? If you can come up with a good reason for us not to kill you by tomorrow, perhaps we'll consider it. Get out of my sight now t'ough, I'm done listening to you beg." You decide that escape is truly the only option, and go to your room to pack. Night is coming soon, and it will be your only chance to leave.
Player: You flee into the night.

Player: She arrives
DM: You nervously await her arrival. You don't wait for long, however. "So what do you have planned for the evening," she asks as she walks into your house and looks around. You really wish you had cleaned up a bit more.
Player: Relax at home

Player: I'll find another city to live in, it will be safest to hide amongs humans.
DM: But you realize that's just not realistic or practical. If the Seventh Suit doesn't find you, the Knights surely will in a city. You suck up your pride and decide to go to Saint Gardenia's.

DM: You walk outside with Joel, your pockets heavy with your belongings. He turns to you and smiles, and it doesn't seem forced. You near the edge of the woods when a sharp voice snaps at you. "Hey there, loverbird!" Your face grows red with both rage and embarrassment. You turn to see the all-too-familiar face of Amilia, a hunter with purple highlights. She's been bitter towards you for as long as you can remember, and you've never really known why. "Miss Fedosia was just looking for you!" She said with a malicious smile.. "Come with me, darling." You look at Joel, frightened, and continue to walk with Amilia.
Player: You follow Amilia
Player: Attempt a siren song to sooth her ire, perhaps she'll even let me leave if I can control her.

Player: I'll wait out the storm, I'm far enough away that they shouldn't be able to find me.
DM: You decided that it's safe and choose to wait out the storm. You don't want to fatigue yourself anyway. As gross as it is, you choose to slather yourself with mud to mask your scent and huddle next to a tree. You rest your eyes, and despite your best efforts you drift to sleep. You're woken abruptly to a voice, and you see that it's bright outside! "I smell duck." Comes a voice you know as Amilia's. She's a hunter with purple highlights, and she's been hostile towards you ever since you joined the Seventh Suit. This is just the chance she's been waiting for. "Where are you Phoebe? Miss Fedosia is looking for you, you weren't in your bed this morning. I know you're around here somewhere, your scent doesn't just stop for no reason." You know you can't outrun a hunter, so you spread your wings and attempt to fly, but your mud-caked wings don't allow you to do anything but draw attention. "There you are," Amilia growls satisfactorily. "I was told to bring you back ALIVE, but I think when the Suit hears about how you fought back, they'll forgive me for killing you." Amilia is squared up and ready to lunge.
Player: I've got to at least try to run, I have no chance fighting a hunter!

DM: He seems oblivious, typical for him. As you walk into his sight, he seems to turn his head down even more, as if trying to ignore or deter you. "Hey Allen," you say, "whatcha reading?" He seems to instantly recognize your voice and her rapidly raises his gaze to meet yours. "Phoebe?!" He bolts up, startled at the sight of you. "What on earth are you doing here? Does this mean I really have gone crazy? There's no way you can be here..." "Haha, you're not crazy Allen! What kind of greeting is that for your best friend?" You say. "I'm sorry Phe, I just... it's been a crazy day and I just can't wrap my head around anything that's happened. And as much as I'm glad you're here it doesn't make any sense, you should be back home, you didn't even know where I was going..."
Player: "That's because I'm a monster too, and I wanted to bring you back with me and Joel"
DM: "W-wait, you're a m-monster too?" He asks. His eyes dilate as he recognizes you from outside the car, beckoning him to jump. "You were trying to kill me!" "No, I would have caught you!" You say. "I was trying to bring you to where Joel and I live, a better place for people like you and me. You've got to trust me!" He looks at you questioningly. "If you lied to me about who you were for so long, why should I trust you now?"

Player: I'll stand and fight, it's my only chance!

Player: I refuse to be in a car with a human for two hours. I'll take a rest and then fly there in a few hours.
DM: You don't feel too tired, the adrenaline is still making you alert, but your muscles are so fatigued you can hardly jog. You consider hiding out in an alley for the night, but you decide that your money, though not plentiful, is best used for a hotel. Even though you don't plan to spend the night, you won't need the money once you get to Saint Gardenia's. You find a nice mid-range hotel, and after a few minutes you're in a room on the second floor. The fluffy bed envelops you, and you let your eyes slowly close. It feels like only minutes later that you're awoken by a knock at the door, but looking at the clock, you see that it's been a good couple of hours. You get up and look through the peephole, but don't see anyone there.
Player: I'll throw open the door. If there's someone there, I'll knock the wind out of them!

DM: You begin to sing, and Fedosia seems pleased, until she realizes what you're trying to do. "Oho, you t'ink you can control me?! And after all I did for you. T'at's such a shame, Phoebe." Her eyes fill with malice and a little joy, as if she's been waiting to do this. She inches closer to you, and you can feel the temperature in the room plummet. You don't know if you're imagining it or not, but it certainly feels real. You struggle out of your seat and fumble for the door, only to find that it's locked! Backed against a wall, Fedosia leisurely walks forward. You desperately claw at her but it doesn't even phase her as she leans in closer. Pushing with all your might, she hardly even budges, her fangs directed at your neck. You begin to cry as the fangs pierce the skin. Hyperventilation doesn't help as the energy in your body is quickly sapped away from you. You collapse to the ground, and looking up into Fedosia's sick grin, you think to yourself one last thought before you die: You finally understand what it means to beAfraid of Monsters

Player: "Because I did it to protect you!"
DM: "You know," he says, "even if that's true, at least these people were straightforward with me. I'm sorry, but I can't go with you, Phe." You don't get a chance to argue before a red dragon woman rushes out of the hospital at you. "Who on earth are you?!" She yells. "You're not a patient here, and you have no business here unless you check in first! And get away from Allen!" You try to speak but a familiar flaming horse trots up. "I'll take it from here, Sarah. This is the one from last night, I recognize her scent, and her appearance is familiar, if not monstrous. I'll take her to the Holding Facility." As you're put in shackles, you think that the Seventh Suit will send someone to silence you once they realize you aren't coming back. You consider telling them, so that you'll get more protection, but you know if you do that, a war will take place, and Joel's death is almost certain. You keep your mouth silent, fearing what will happen, and how the Seventh Suit will cut offThe Loose End

DM: You enter a large room that looks like it hasn't been entered very often. It is relatively clean compared to the rest of the sewers you've seen so far and there isn't a lot of litter on the floor. Most of the things on the floor are bones. There is a bulb on the ceiling that isn't covered with very much grime, so it's giving off a pretty bright light. It's a nice change from the dark tunnels you've been crawling around in.To the north is a decrepit old metal door. It is locked with what appears to be an automatic bolt mechanism, but it it looks at if it's about to pop open any second. One of the hinges is nearly rusted off.There is a rotten smell that seems to be coming from a large hole in the east. A grate cover is jammed into the hole and it seems to be held in with a latch mehcanism.To the west is a corner that turns south, and a lot of squeaking and chirping sounds.There is a camera in the corner.

Player: I'll hitchhike. I don't think I'll be able to rest safely, and the ride won't be too terribly long.
Player: "St. Gardenia's," I tell him. "I need to visit a friend."

DM: Not only is it safe from the Seventh Suit, but you won't have to worry about Knights there. The only trouble is getting there without either of them catching you. You can be concerned with how the hospital will accept you later. It's about a two hour flight from where you are, but you're far too exhausted to fly without first resting for a few hours. You could also try to hitchhike if you don't think you'll be safe waiting in the town. You don't really like the idea of being in a confined space with a human for two hours, but you'll be at St. Gardenia's a lot faster, and you'll be less likely to be noticed by anyone who would wish you harm. Whatever you choose, you know you really don't want to be spending the night here, as rumors have been circulating in the Suit that Knights have been spotted in the town, likely following a lead on the Suit.

DM: Ok.
DM: Ok.
DM: Ok.
DM: Ok.
DM: Ok.
DM: Ok.
DM: Ok.
DM: Ok.
DM: Ok.
DM: Ok.
DM: Ok.
DM: Ok.
DM: Ok.
DM: Ok.
DM: Ok.
DM: Ok.
DM: Ok.

Player: "I appreciate it, but for now I think I'd rather have a straight shot." I would hate to make it halfway and be stranded.

DM: Besides making a loud noise, you don't accomplish much. A knight swings around the corner, a fist in the stomach knocking the wind out of you. He expected you to do that, and had waited out of the way of the door! You struggle to your feet, but to no avail as the knight slams the butt of his spear against your chest. Pinned to the ground by his foot, you look up to him in utter fear.
Player: I can't help but cry. It's all going to end, and it's all because I thought I could escape my fate.
DM: Tears flood your face until your vision blurs. You can't see his face behind the mask, but you see him lift his head and raise his foot from your chest. He turns and leaves, without a word. Perhaps not all humans are heartless, you think, but you're still in pain from his attack. You make your way outside, and walk to the edge of the city. You spread your wings and take flight, ready to get as far as you can from the rest of the world. Flying at your speed, it doesn't take long to reach the hospital. You land at the front gate so that you don't seem too hostile, flying directly in. You open the large iron gate, and walk in, past some shrubbery.

Player: I'll open it slowly. I can hopefully see what it was without causing a problem.
DM: You peek out and see a knight's helmet in the crack of the door. You quickly try to pull it closed, but he gets his gloved hand in and starts trying to pry it open. You know you can't pull it closed against his strength, but you also can't just give up, so you try to think up a quick plan.

DM: You may as well get this over with. It won't be a terribly long drive anyway, and there are worse people to be stuck with than a cute boy. "I'm not familiar with that place," he says, "where is it from here?" You point in the direction, west of your current location. "About two hours in that direction." "What a coincidence!" He exclaims. "I've got to drive that way anyway to head home. Hop in, you can sit in the back if you'd be more comfortable, but I promise I don't bite." You climb into the passenger's seat. The back is littered with luggage and snacks, so you don't really want to move all of his stuff. There's a bit of an awkward silence as the car ride begins, so you ask him where he's headed. "I'm just headed back home," he replies. You feel like a jerk! Hearing him repeat it, you realize he already told you that. "So what were you doing out here then? Visiting a friend?" "Nah, I had a job interview. I know it looks like I over-packed, but I just wanted to be prepared. You never know if a place will only hire you if you can start tomorrow. That wasn't the case, but I didn't necessarily not get the job, but they'll call me back if I did." He paused and sighed, seemingly stressed, but not with you. "What about you? If it's not my business I completely understand, but what are you running from?"
Player: "My... family. I've been a disappointment, and if I screw up again, it won't be good," I say. It's not exactly the truth, but if I explain anymore he'll think I'm a psycho or with the mafia.
DM: "With my experience, family always surprises you," he says comfortingly. "I've never known a family that won't forgive their child." You smile and thank him for his reassurance. You know that this doesn't apply to your "family," however. They're a gang, and they'll kill you now that you've left without permission, especially right after failing your mission. He notices you seem to be spacing a bit, maybe even detecting your fear, and asks, "So, what's your name?"

Player: I fly away! I'm not equipped to fight a Knight!
DM: But just as quickly, you find a rope wrap itself around your right wing. Tumbling to the ground, you tuck in to lessen the damage of the impact, which ends up tangling you even more. You roll around, trying to free yourself, but a boot lands square on your chest, emptying you of breath and pinning you helpless on your back. You can't see his eyes through the helmet grate, but he looks down at you and slides cold steel into your belly. You cough up blood, and it clouds your vision, but you see now that maybe this all could have been avoided, if only you hadn't focused on and been soAfraid of Monsters

Player: I hold back the tears. I've got to retain some pride in my death.
DM: He hesitates a bit as he lifts his spear, just long enough for your life to flash before your eyes. You think about Joel. He was always such a good friend. You hold your breath as the spear falls towards you. You wouldn't be dying, if only humans weren't soAfraid of Monsters

Player: I'll scream! Someone will have to come help me!
DM: You shout at the top of your lungs, but this mostly frightens people into staying in their rooms. You cry out for help, that you're being attacked. Eventually, a brave soul exits her room and comes to the rescue. She tackles the man, and as much as you'd like to thank her, you can only say it quickly as you run for the window and throw it open after unlocking it. You jump out and fly off, as quick as you can. You fly out of the city, where you're sure many more Knights are in hiding. After an hour and a half, you finally arrive see St. Gardenia's on the horizon. You land at the front gate, as you don't want to startle anyone by landing directly on the property. The large iron gate opens as you push it, and you enter the property.

Player: "Phoebe Phair," I say. He deserves the truth, he's been so kind.
DM: "Sounds pretty!" he says with a smile. "I'm Gary, but you can call me Shortpants. All of my friends do, it's an old joke." He laughs a little, and for the first time in what feels like an eternity you laugh too. You think back and realize it's really only been about two days since you were in school with Allen, and you remember him joking about his crazy aunt. The stories he told made you genuinely laugh, and certainly made it sound like she was no threat, despite what you'd heard. But through all his jest, you felt bad for him, he was always intensely stressed about everything. "Thinking about your friend?" Gary asked. You nodded, then realized he wasn't looking directly at you, he mostly kept his eyes on the road. "Yeah." He turns on the radio, probably to relieve your anxiety. The remaining trip is silence, but it isn't an awkward silence. You arrive as the sun is beginning to set, and he stops at the large iron gates. "This it?" he asks. "Yes, thank you so much!" you chirip. "By the way, where exactly do you live? I hope you don't have too much longer of a drive." "Hah, don't hate me, but..." He points south, "about two hours that way." "You jerk! This wasn't at all on your way home!" "No, not really, but I think you're a bit too nice to have accepted my offer if you knew how far out of the way this was. But I could tell you needed the ride, so I don't mind, I'm just glad you're safe." "At least let me repay you then!"

DM: It's time to pick your statistics and traits. Choose your statistics wisely, and remember, you may only pick four traits. Once you are finished, remember to pick up your character sheet, a very special item. To help your immersion, your stats and traits will not be listed on every page. Instead, refer to your character sheet any time you wish. If you need help on statistics and traits, simply click the link entitled, "Help on Statistics and Traits."When you are finished, click "Character created. Begin the background," or if you've read this story before and wish to skip the background, "Character created. Skip the background and begin the story!"Endurance: 10 (10 to start so you don't die horribly on this page)Intellect: 0Luck: 0Stats: 10/100 (This needs to equal 100 to continue.)Traits: 1/4 (You need to pick 4 to continue.)
Player: Pick trait: Weaponmaster (Endurance)
Player: Luck: +1

Player: Bitchy/Redhead/Full Body

DM: Gentle hands deactivate and place my fallen blades back into my bag. Taking the bag off his shoulders, he shrugs it onto his own, over top of the bag he is already wearing. Warm, strong arms slide behind my shoulders and knees and lift me up. I groan softly in pain and look up into those familiar eyes that shine like topaz. I manage to whisper, "Benjamin..." "Hush, now... You're safe... I'm here." Benjamin whispers warmly. He looks at my bruises and wounds. "Dear God, Aliyah..." he mutters under his breath, full of worry. "Come on," he shifts me in his arms to carry me better and cause me less pain while he runs, "let's get out of here." He sprints out the door, carrying me with him to the shelter of the woods outside.
Player: END OF PART ONE

DM: "I can't take anything, I think you need everything you've got," he says. "But I do have something for you, just in case." He pulls out a sheet of paper and writes on it, folds it, then hands it to you. "It's my number and address. If you need a ride after you're done, give me a call. Or if you just need someone to talk to, I'm more than happy." "Well... Thank you." You say. "I guess I'll... head inside now then. Thanks again!" "Would you like me to walk you in? Just to be safe?" "No, thanks. This place is as safe as you can get." You press the gate open and walk onto the property. The road curves and the car can't be seen behind the shrubbery, but you don't hear it start up for a few more moments, and even then it only moves slowly away.
Player: His note

DM: You lie on the ground, defeated. Your body is drained of every last ounce of energy, and are completely unable to to move. Your bones are splintered and cracked. Despite your desperate attempts to convince your body to respond, your pleas are left unanswered. You give up all hope, accepting your fate.You look up to see a figure in full-plate armor that gleams in the sunlight. It's that damned paladin again...He glows with a holy aura as he readies his blade to finish the deal. You see his lips move, but your senses have long since stopped serving you, so you can only guess what he's saying.He slams his sword down towards your skull and everything goes black.....
Player: Wake up...
DM: You wake up.The sun is shining is shining glorious rays of light into the room.The birds are singing a song that could put the most brutal of tyrants into a state of calmness.Everything is at peace.And you absolutely HATE IT.You are Zurigul, the most powerful, talented, and incredibly-handsome lich to ever exist in the kingdom of Ragholme. It helps that you are the only recorded lich in the history of Ragholme. It is your goal in un-life to conquer this land full and turn it into a pit of darkness and misery that your wizard-school bullies totally deserve.You look at your phylactery, the beautiful crystal orb that you spent 40 years of your life perfecting. In death it serves as a beacon of power that makes you immortal; constantly regenerating your physical form a couple of days after your "death" unless it is destroyed.
Player: Time to complain about your defeat

DM: Your most-recent defeat was at the hands of Chadley McBravenheart, the most reknown paladin across the land. As a holy warrior it is his sworn duty to defend the people against you, the most talented and powerful lich in the kingdom. Unfortunately at this point he was destroyed your physical form 94 times in a row without taking a scratch because he's cheating! He uses holy magic to protect himself, as well as to smite you because apparently wanting to take over the kingdom is "evil" and that makes some magical entities in the sky not like you.You think up a plan in order to exact your revenge on Chadley, as surely he will be outmatched with your next plan, even more brilliant than the last!You decide that this time you will.....

Player: ....learn a wicked new spell to destroy Chadley!
DM: You open up your trusty old tome of spells and begin to look through the list of sorceries and their various incantations.You remember that the last time you tried casting a spell with a verbal incantation that cheater Chadley smashed you to pieces before you could finish casting it, which is so unfair!This time you decide to look through the section of spells that only require that you inscribe the correct runes on a scroll, and the open that scroll facing the general direction of whichever unintelligent schmuck is your target. Unfortunately this section of the tome looks to be a lot more damaged than the other parts of the book. After spending a decent amount of time looking for spells with legible runes, you find a spell that you....
Player: ...believe is titled "Balrog's Incatation of Incineration"
DM: You proceed to pull out a large, blank scroll and pull out your favorite quill.You spend your time diligently writing out dozens upon dozens of runes. Due to the faded text it's difficult to make some of them out, but due to your genius intellect and decades of wizard/lich experience you are able to decipher the text with enough time.Your scroll, which you have titled "Zurigul's Incantation of Incineration" for being so obviously superior to the original, and tuck it away in your scroll case, prepared for tomorrow's grand battle against Chadley.

DM: You approach your alchemy table which is covered in dust due to months of neglect. Lately you've been rather low on funding for your brilliant research, and alchemy can be expensive, so you'd been looking for alternative methods to defeat Chadley, but this time you know it's going to be worth it.You spend some time cleaning the area up and before you know it, all of your beakers and flasks look good as new, give or take a few scratches, cracks, and holes. You also scavenged some basic materials you found in various pots, pans, and shelves throughout the house.You to heat various beakers before realizing that you're completely out of alchemical components for poisons, so unless you go buy some more you'll have to stick with some sort of potion to enhance your strength.You decide to....
Player: ...create an almighty potion of strength!
DM: Using the materials you have at home you spend the entire day slaving away over your alchemy table, making sure you create the ultimate potion. Thoughts of using your extreme skeletal-strength to toss Chadley around and throw him right over the town gate fill you with glee as you continue combining and filtering ingredients.After spending working all throughout the day and night (one of the pros of being a skeleton is that you don't need to sleep!) and create the ultimate potion. Anyone who consumes this will have the strength of a god and could single-handedly rip a castle out of the ground and chuck it into the ocean!You take your potion of might go to

DM: You exit your house and look back. The tiny, eroded stone structure looks like it could collapse in on itself at any moment.... home sweet home.You make the long, arduous journey of walking to the captial city, and after a grueling thirty-second-long hike you've finally made it to the gates. Chadley sits atop his valiant steed and interrupts your pleasant stroll."What do you think you're doing here? I told you last time--"You interrupt the fool, stating that you are simply here to buy alchemical components to destroy him."Oh alright then." Chadley replies as he allows you to pass. Clearly the pure ingenuity of your plan has silenced him due to the fear coursing throughout his body.
Player: Walk to the alchemy shop.
DM: You enter the shop and the man at the counter grins with delight."Oh Zurigul, it's nice to see you again. It's been months since you last made a potion to defeat that mean-old Chadley."You explain to the man at the counter your poor financial situation, leading to your attempts at alternative forms of combat."Oh don't worry, I understand, I'll even give you a discount this time, only 5 gold pieces for your usual package of ingredients."Delighted to encounter such fantastic savings you gleefully slam your five gold "pieces" down on the table. The statuettes sparkle in the sunlight coming through the windows of the building. Usually he asks for ten. Who has enough golden statues to pay that much for some plants and fungus? You head home, the shopkeeper strangely delighted despite giving you such a huge discount. You then spend the rest of the day concocting the most delightly-deadly potion you've ever seen. The next day comes and you go to
Player: confront Chadley with your powerful poison.
DM: Yet again you make the arduous journey to the capital and Chadley asks what you're doing.You tell him that you've come here to finally defeat him using the incredibly deadly poison you spent so much time brewing last night. Chadley dismounts his steed and is ready to fight; his sword glows with that disgusting yellow-white color that precedes each of his smitings.You decide to take the first move and
Player: throw the poison at him!

Player: rip Chadley a new *#$*%
DM: The next day you approach Chadley. Like usual he stands in your path, asking what business you have with the city today.You tell him that using your masterfully-crafted potion of might that you will smash him to pieces and finally be able to take over the kingdom, turning it into the land of death and suffering you've always dreamed of!You drink your potion and feel the power coursing through bones as you slowly walk up to the paladin and

Player: Head out to your clearly-assured victory.
DM: You approach Chadley and just as always he stops you on your way towards the city gates. Instead of responding to him you simply pull out your scroll, opening it towards Chadley.He recoils and prepares to defend himself from the radical spell about to be unleashed upon the city, but no holy protection or suit of divine armor can protect him from the sheer wrath that is about to surely obliterate every fiber of his being.All that is left is to

DM: You proceed to pull out a large, blank scroll and pull out your favorite quill.You spend the next dozen or so hours creating many intricate runes, many of which you recognize. As a lich you are an extremely skilled, competent, and handsome necromancer capable of summoning vast armies of the undead (but they're not as cool as you because you're a lich). Because of your past experience you recognize many of the runes and expect that once you use this scroll, Chadley will be greeted by a swarm of hungry zombies, or perhaps some disgruntled skeletons.After working all night and finally finishing your scroll, you head out in the morning to
Player: overwhelm Chadley with a swarm of undead minions (probably).
DM: You see Chadley standing at the gates like usual. You walk up and before he has a chance to spout his foolish, ignorant remarks you open the scroll.You hear the ground tremble as your minions rise from the ground, you attempt to give the best grin you can muster, but you then remember that you are a skeleton with no facial muscles. After the incantation ends it's clear that you and Chadley are surrounded by....beautiful flowers and vibrant plant life."How kind of you Zurigul! Ever since the gardener passed away this area's really lost its charm, I'm happy you were as concerned about it as we were! You even brought my favorite patch of petunias back to life!"Disgusted by the bright colors in the surroundings, you storm off. Unfortunately you trip on a newly-sprouted vine and smash your skull in on the brick road.

Player: smash him to pieces!
DM: You deliver a devastating punch to Chadley's stupid, overly-flashy and ornate breastplate with such force that....your arm completely shatters.Chadley begins laughing hysterically, pointing at the ground behind you. A puddle of the brightly colored liquid that is your potion of might rest on the ground. You see to have forgotten that a con of being a skeleton is that you have no organs meaning you can't actually consume anything, meaning potions are completely useless to you. You also remember this is the reason you don't use your alchemy table very much anymore.The last thing you hear is the sound of an longsword being pulled from its sheathe before everything goes black.

Player: watch as Chadley is incinerated.
DM: You feel a tremendous force shoot out from the scroll, so powerful in fact that it knocks you over. You hear Chadley cries of agony though, so surely your plan has worked. You sit up and see....that he's soaking wet."What is wrong with you? I just polished this suit of armor and now I'm going to dry it off before it rusts. What did you think you were even trying to do with Balrog's Incantation of Precipitation?"Dumbfounded, you sit there speechless. The text of the title was faded but you were sure that it said incineration!Annoyed, stand up and begin to walk home, disappointed with todays results. It is then that you hear the sound of armor clanking as you turn around and see Chadley running at you, sword in hand.Everything goes black.

DM: With all of your might you throw the vial of poison at Chadley and with a furious shatter it.... completely misses him, landing on the ground 3 feet in front of you.You forgot that because you are a skeletal lich with no muscles you aren't really good at throwing things anymore, not that you ever really were that good of an athlete in life.Chadley immediately charges forward and smashes you to pieces.

DM: You were never one to knock before entering unless you heard something. The bathroom was quiet, you needed to retrieve your hair brush, one of the few things you'd salvaged from your house before everything happened and your life was ruined. The second you opened the door, you heard an irritated shout of "Hey!" and saw Chris, lathering up in the tub. His face displayed irritation as you stood there staring at his bare torso. Six pack. Pecs. Smooth, porcelain skin rippling over his muscles perfectly, black curled hairs spread across his chest evenly. Wow. Nice. "Do you mind? I'm a little busy here." he seems pensive, understandably.
Player: Leave him to his bath silently

DM: You find yourself standing in a T. The way to the entrance of The Labyrinth is barred off to the west.You hear a noise coming from the north and see some light. The sound seems to be the rushing of water, perhaps the sewer's main tunnel.To the south you see only a dim light, barely visible with the tunnel going to an eventual left turn.Still in shock at your situation, you sit frozen for a moment as you think about your family. 'What if i die here?' 'what if i never get to see them again??' 'Who's taking care of them now??'. These thoughts plague your mind as you begin to tear up. Dread slowly sets in the longer you sit in silence. Sadness turns to anger, and anger turns to determination. You look back up, and compose yourself for the journey ahead. "I'll see them again...I know I will. Now, North or south?" you whisper quietly, looking at your compass.

DM: You take a step into the tunnel, walking with a slight hunch as it isn't a very large space. The light becomes clearer after a few more steps and detail starts to bleed through. The light is coming from a small plastic bulb in the farthest corner of the room and it's casting light on a tunnel to the east. As you step into the eastern entryway you are met by a set of bars, stopping you dead in your tracks.The bars are thick, almost 2 inches in diameter of slimy, rusted metal. It's obvious that these bars are meant to stop contestants from going somewhere they aren't meant to be.Beyond the bars you see a much larger tunnel and large circular room with walkways along each side of a murky river. It sounds like there is a waterfall somewhere in there.

Player: 4: White, Blue, Orange
DM: The button on the SFYNX turns green and you hear a sequence of loud scrapes and clunks come from the northern path. The keypad slides silently back into the box."Well, I guess that's a good sign. Green usually means something good, right?" you say to yourself with hope.

DM: The room is small and smells terrible. It looks as if it has flooded before and years of filth have built up on the bottom half of the walls. In the remaining light from the bulb back in the tunnel, you can make out a trapdoor on the bottom of the farthest wall.

Player: 3: Orange, Blue, Purple

DM: You pull on the little metal door as hard as you can, but it won't pull open. You try pushing it to the sides and pushing it inward but it won't budge. This trapdoor is definitely locked. Maybe you'll find another one somewhere.

Player: Squeeze through the bars
DM: It was a tight squeeze trying to slide through the bars, but you made it. The light from the previous section doesn't really reach into this little room and you can't see the edge a few feet before you. You walk hesitantly forward, feeling in front of you with your hands as you go... and walk right off the edge. It feels like your stomach jumped up into your throat as you fall for what feels like forever before hitting a concrete landing below.

Player: Kick Rat

DM: You find yourself in a room with dim, warm light coming from a large orange bulb on the ceiling. The room is pretty large and the only thing in it is a SFYNX on a pedestal.To the north is a tunnel with heavily corroded and cracked stairs covered with trash and an occasional rat carcass.To the south is a tunnel that smells of ammonia. You can see glints of what might be eyes staring at you on the floor in the darkness. Shadows flit here and there, barely visible as something moves around in the distance.To the west is a room full of trash.

DM: Before you even make it all the way in the room all you can smell is death. It's so strong and repulsive that you have to puke before you can even look around the room. You have to pinch your nose shut to be able to keep from bolting back the way you came from.There is a large crocodile sitting in the middle of the room. Frozen by fear, you just stand there staring at the monster. Just as quickly as the fear hit you, it subsides. Rats swarm in and out of the crocodile's body, hundreds of small squeaks coming from the corpse as a horde of rodents chews through the tough scales. There is a large round hole open on the east wall. It's big enough for a person to crawl through and leads to a room with a high ceiling.To the west is a similar hole that leads to a larger room.

Player: Go East and North
Player: Go South and East

Player: Go West and Wester

Player: Try the trapdoor

DM: This camera looks like it was destroyed quite some time ago. There is slime and gunk built up on the dangling parts.

Player: Inspect the destroyed camera

DM: Heading through the tunnel takes you into a much larger well lit room. The waterway you followed dumps down a massive hole in the center of this circular room, with a second waterway dumping in from the east. The fast rushing sewage fills the air with a stale musk, making it difficult to breath.Light pours into the room from a small grate in the high ceiling, giving the familiar feeling of sunlight. Below the skylight is a pile of scrap metal and trash, probably from whatever lies above the grate.A wire runs along the damp wall. Following it leads your gaze to a camera hidden inside of the wall. Only the lens is visible despite the bright lighting because the camera is tucked into a hole. The hole was probably cut to protect the camera from debris falling from the grate above.

Player: Mountain, Flower, Sun, Star

DM: Following the waterway leads to a long tunnel. Two walkways lay on either side of the murky water. The tunnel is lit only by a few dim candescent bulbs, half of which are dead or broken. Walking along the hallway leads you to a small cubby in the wall with a rusted trapdoor in it. There are remains of a skeleton laying near the cubby, as if it was trying desperately to get to the trapdoor.

Player: 1: Green, Blue, White

Player: Flower, Snowflake, Star, Leaf

DM: The little metal door slides open with surprising ease, considering all the rust and grime buildup on it. Behind the door is some sort of pastry in a plastic wrapper. It's the kind of snack you would find in a convenience store. You have no idea how long you've been in the tunnel but you do feel pretty hungry. The pastry looks questionable, though. It looks discolored and dry for something that's been kept in sealed plastic.
Player: Eat the pastry. It's been sealed well so it can't be that bad. Besides, you don't know how much longer you'll be down here.
DM: The snack didn't taste or smell too bad despite its appearance and unusually dry texture. You start walking down the tunnels again and start to feel very dizzy and nauseous. Assuming it will pass, you put on your bravest face and keep pushing onward. It doesn't take long for a dizzy spell to hinder your balance and spatial awareness. You slip and fall on a slimy piece of garbage, hitting your head on the concrete floor and cracking your skull wide open. Of all the things to kill you in The Labyrinth, you were bested by a crumbly, ageless sewer pastry.

Player: up, down, up, down, down,

DM: As you input the final symbol, the screen turns a bright green then shuts off. Silence follows for a few moments as you back up a few steps from the box. The anticipation of what happens next builds as uncertainty fills your head. Right as you start to worry, a loud buzzing noise comes from the LED light next to the door and it switches from red to green. A click sounds from the door as a large steel latch retracts. The door swings open and a breeze enters the room.
DM: You find yourself at another crossroads. The sounds of the sewer fade as the door closes behind you and latches shut. It's almost completely silent. Panic sets in as you realize you might be trapped in here to die. You rush to the door and try to push and pull it open with all your might, but it won't budge. It's locked.

Player: Echo
DM: As you enter in your answer, the screen flashes green. The same buzzing sound as before goes off as one of the latches retracts. The SFYNX screen shuts off for a moment and then refreshes back to the original blank screen."Oh, COME on! I've answered your riddle! NOW LET ME OUT!" you scream, furious that you're being subjected to more games.

DM: You pull your free leg back and let out a loud scream as you thrust your heel directly into the snout of the beast. Your foot hits the crocodile's nose hard, but it doesn't react. Locked tightly on your leg it begins to pull you into a death roll. You reach desperately for the pipe, but right before you're able to grab it you're dragged into the water. The crocodile snaps its maw quickly, readjusting its grip on you, and pulls you into a tunnel under the window. You try to swim against the lizard's force with all of your strength, but it has no effect. The crocodile begins spinning and tugging, cracking the bones in your leg. Terrible pain fills your whole body as you try to scream underwater. Red fills your vision as the blood from your leg permeates through the murky water. You struggle for a few more moments, but start going numb, not weidling the strength to move your body. You let out a final bubbly breath as your vision goes dark.

Player: Cactus

DM: You wake up lying in a dewy forest, your eyes looking at the leafy cover of trees surrounding you. You remember how you got there all of the sudden.The yeti...the yeti who you found at your home all of the sudden...yes...and...your kids...the yeti grabbed them and your wife...and then, as the yeti's hand snatched you too, you struggled, falling through a portal that the yeti must've came out of, and then...Darkness.You don't know why the yeti wants to screw up your life--you were always so caring and kind! You didn't even believe in yetis before it came! All you know is that you want your family back.You stand up, scanning your surrounding when you see three dirt paths. The most left path has Wife etched into it. The middle path has Daughter #1 scratched onto it. The final path has Daughter #2 etched into it.You also realize that you were laying on a device you supposed would be to portal you somewhere. You wouldn't go anywhere without your family, though.
Player: Got it.
DM: You stay, and, all of the sudden, a goblin walking down the road sees you.
Player: Goblin Sees You
DM: "Hey!" he growls, pulling you up close to his stinky mouth, "Why are you here?""Uh, my wife is down there. Can you please let me go to her?" you reply.He smiles. "O-o-o-h, I seen her. She's pretty desperate. But I'll let you go to her if you solve this riddle.""What crawls on four legs in the morning, walks on two legs in the noontime, and hobbles on three legs in the evening?"
Player: Pig

DM: You run to the next fork. Which way do you go?
Player: Backward

Player: Human
DM: He grimaced. "You got that one right, huh? Well, what about this one?""What is tall when young and short when old?"
Player: Towel

DM: You jump into the bushes, your heart pounding. You dig your hands into the ground nervously, your hand coming across a rock.
Player: Rock
DM: Suddenly, a goblin appears out of nowhere, and starts to stroll down the path, whistling horribly. Right in front of your bush, he stops, and glares at your hiding place suspiciously. You glance at your rock. There's a chance he might continue walking, but...What do you do?

Player: Do you eat meat?
DM: "I used to, but I saw a pig on a rotisserie, and something sort of died inside of me. I'm a vegetarian now," the first May explained."I love my bacon!" the second May admitted.

Player: Throw the rock
Player: Fish

DM: "I want to be an oboist or a journalist at some point in my life," the first May said."I really love animals, especially cats, so I would love to be a vet when I grow up!" the second May gushed.
Player: What do you like to do at waterparks?

DM: The goblin snarled. "This one is it! If you get this one...you go.""What is the oldest yet hardest of all the universe?"
Player: Paper

Player: ...Rock?

DM: The goblin stares at the bush for one, long, agonizing pause, and then yanks you out of the bushes!

Player: What do you want to be when you grow up?

Player: Sing and dance for no reason!
DM: That (obviously) does nothing.
Player: Hey, what's that shiny thing over there...?
DM: You fish out a rusty metal key from the grass and hurriedly undo the lock. Your wife cheers and kisses you as you make your way back to the place where you woke up with her.
Player: What next?

DM: Your alarm clock rings out. It announces that once again, you've slept in too late and have five minutes to be at school or you'll get a detention from that bonehead teacher of yours. You've only have time to do one thing (other than getting dressed), what do you do?
Player: Put on Some Makeup
DM: You throw on a clean dress and rush to the bathroom and apply modest amounts of color to your eyes and lips. Your hair can be confused with a lion's mane and your breath smells like you haven't brushed in years but you're out of time and you have to leave now.

DM: You actually manage to get to school on time with just under a minute to spare. It was close and you're not happy with how you look but maybe no one will notice."Hey Pet! D'you get mauled by a dog or do you always look like crap?"Ok, so maybe everyone will notice. It's just one day, no one will even remember this tomorrow.

DM: You throw on a clean dress and pull your hair in a French braid. You face is without color and your breath is kickin' but you don't have time to do anything else.

DM: You throw on a clean dress and brush your teeth. You look like a train wreck but at least your breath doesn't smell like a leather boot stuffed with dead fish. Either way you don't have time to fix it because unless you speed like a demon, you'll be late for sure.
Player: Hours Later....
DM: It's lunchtime and today both you best friend, Olivia, and your boyfriend, Kyle, want you to sit with them. They start to argue. Kyle shouts profanities at Olivia while she tries to explain that you and she have been friends forever and so she should come first. You want to sit by both of them but they hate each other so much that it's impossible to do so. Mean while they bicker back and forth. Kyle starts to lose his temper and grab you by the arm."She's mine, understand! She'll only ever be mine! If you ever come between us again I'll beat you, got it!?"This is getting intense and it needs to stop.

Player: Defend Kyle
DM: You stand by Kyle."No Olivia, Kyle comes first. He's my boyfriend and I'm supposed to stick with him.""Petra are you serious?! You're going to let him talk to me like that? I've been your only friend for years. Why would you turn on me?"Before walking away she tells you that if you change your mind, she'll save a seat for you.
Player: Sit with Kyle

Player: Sit with Olivia
DM: Friends come first, you sit down next to Olivia. You kept your friend but in the lunch line you and Kyle broke up and he was breathing fire by the time that conversation was over."Sorry about that. I've never seen Kyle so mad before.""It's okay, I'm just glad you chose to sit with me. Petra I've been telling you for years that Kyle is some sort of freak but you never listened."
Player: Finish School and Go Home

Player: Freja

DM: "That's enough! Don't you ever talk to her like that!"As you yell at Kyle for being a jerk, you pull your arm away and stand by your friend."You're going to pick her over me!? Are you serious!? Fine! If you don't sit with me we're through, you got it? Through!"
Player: We're Through
DM: Once you arrive at home you find a note on the table. It's from your mom. It says that she'll be working over tonight and won't be home til 4:00 a.m.You make a pizza and go to bed, you remember to set your alarm clock to an earlier time so you have more time to get ready tomorrow.You're almost asleep. In fact, you're just starting to dream. It doesn't last long. You're awaken abruptly by the sound of a window smashing downstairs. You peek through your bedroom curtains and see Kyle with another rock in his hand.
Player: "Oh my God! What the Hell are you doing!"
DM: You run to him in the yard."What the Hell is your problem!? Are you stupid? You'd better leave 'cause I'm calling the cops!"You turn to walk back to the house but he grabs your arm and pulls you to the ground. You start screaming for someone to help you and he starts to panic. He uses the rock he had in his hand to smash your forehead and suddenly you're very still and very quiet. You've just been murdered.

Player: Escape through a window
DM: You know it's too risky to confront him so you decide to sneak out the window on the other side of the house. You know you should go to Olivia's house to be safe while you call the cops. There are two ways of getting there. You can go through the forest, it's dark so he won't see you, but if he does there will be no one to help you. You can also dart down the main road. It's lighted so he's going to see you run but if you get in a pinch you can start to scream and people will hear you.
Player: Run through the woods
DM: You try to run as fast as you can and as quietly as you can. You push your way past trees and thorny bushes. You look behind you and discover that he saw you at the last second. You probably have a minute and a half to make a quick dicision.

Player: Tell Kyle to his face
DM: You wait for Kyle to get home. He's drunk, again. You tell him you've had enough of his shit and you're leaving and taking the baby with you. Kyle loses his mind. He pushes you and you fall backwards. You smack your head violently on the table and you fall unconscious. You never wake up. You're not in a coma. You're dead.

Player: Ida

Player: Continue to Run
DM: You have a major head start, let's keep it that way. You run and run and run. You can see the lights from Olivia's house and you're about to shout for help when you trip and fall like a typical horror story beauty queen. You've broke your neck, but you're not dead. You're just in a type of coma. Kyle doesn't find you but it might have been better if he had. Instead, it takes you a little over a week to die of starvation.

Player: Pheonix

DM: He'd never look for you under Olivia's name. You should also change your baby's name.
Player: Jessica
Player: Philadelphia

DM: A sweet innocent name. It's a good choice considering Kyle wouldn't look for someone sounding so innocent. Your baby's name should be....
Player: Aada
Player: Venla

Player: Aino

Player: Ignore Pangloss, You Must Try to Save Neville, No Matter the Cost

DM: What a weird dream. There was a policeman, a fireman, a... No, you can't remember who else was in the dream. It is slipping from your memory as you begin to wake up. Perhaps it is the bouncing, shaking and vibrating of your bed that is waking you up?When did you get a vibrating bed? Hang on, are you sitting up? Yes, it would seem so. You must be sitting in bed. Why is you're bed bouncing you about so much?Your sleepy head falls forwards, and hits something. Hard. Ah, that's good. Sleep again.However, the bouncing, shaking and vibrating causes you to wake up again. You feel so sleepy, so very sleepy. You open your eyes. No, you must still be asleep, this must be some sort of a dream. Trees are flying past you on both sides. The sky is clear and blue. You like the colour blue. It reminds you of water.Yes, lots of water in front of you. It seems to stretch off to the horizon. You like the sea. Perhaps if you keep speeding towards it you might be able to go for a swim?You bounce upwards and hit your head on something again. Hard. Time to sleep again.
Player: No! I want to wake up - now!
DM: Maybe it is time to wake up, you think. After all, you'll be late for work if you keep dreaming. Surely your alarm clock will annoyingly start beeping at you soon and wake you up?Maybe you should turn it off. You sleepily reach about you, trying to find the Snooze button for your alarm clock.

Player: You reach out in front of you, trying to push something

DM: You yank on the handle, wondering what it is for. The handle doesn't pull very far, and a chiming sound 'dings' at you from somewhere. How strange. But then, dreams can be like that.
Player: Reach down the side of your bed where the rectangle thingy is

Player: Look between the wall and your strangely shaped bed.

Player: pull the handle on the wall

DM: You wake up in the morning. It´s 3 P.M. IT´S 3 P.M.! You were supposed to be at the meeting for initiation into the League of Heroic Heroes. What do you do?
Player: Buh-Bye
DM: Guess youÂ´ll just stay in bed a little bit longer...

DM: Time to get in the Potatomobile! (Your old Ford Pinto with ¨minor engine problems¨)
Player: Finally arrived...
DM: You got to the HQ of the League of Heroic Heroes. (So big!). It´s kind of imposing... maybe you should chicken out?

Player: So what to do next?
DM: ¨Thank you so much! So where do I-¨ A massive explosion cuts you off. An attack!¨It´s Bigbadguyfromouterspace!¨ Birdman yells, snapped out of his flashback.¨Attack!¨ Superstrong yells as Fastboy gets smacked out of the way, making a satisfying ´smek´Should you help?

DM: ¨Hey, it´s okay.¨ You tell Birdman, trying to comfort him.Birdman turns to you, glaring. ¨I don´t need your comfort. I´m too cool for that.¨He promptly punts you out of the building.

Player: Because I´m...

Player: Stand there in shock

DM: You hid like the coward you are behind a table.¨Oh, well what do we have here?¨ Bigbadguyfromouterspace remarks, looking right at you. How is that possible? Oh. Oh yeah, you definitely hid on the wrong side of that table. ¨A new team member? How delightful. I think I´ll destroy you first.¨
Player: Aaaaah!!!
DM: Oh yeah, time to plan the party! Oh. You´re still alive? C´mon. How is that even possible? I thought I would finally be set free of this horrid job! Oh well... guess I´ll go back to being your inner voice and narrator again... sigh.¨Hah! didn´t even defend yourself! And that was only 1/9999999 of my power! Weak.¨ Bigbadguyfromouterspace says, chuckling.¨Hey! Get away from our food sour- I mean valued team member!¨ Fastboy yells, punching Bigbadguyfromouterspace in his roach-looking face at Mach 10.¨Oof¨

DM: Yeah, you can do it! You throw a fresh potato at Bigbadguyfromouterspace.¨You, you dare? Against my immeasurable power?¨ As he stands there, on the edge of laughter, Superstrong and Birdman simultaneously punch him in the face.¨Woah, Potatoman actually helped a little bit?¨ Fastboy remarks. You would come up with a snarky remark, but you don´t have enough brain cells reserved for tha- I mean he isn´t worthy of your amazing comeback, simply too good for this world.
Player: Thanks narrator/inner voice, that was so kind of you! I think I´ll stand here like a moron in shock of my surprising helpfulness now.
DM: You moron, you´re just standing there! Bigbadguyfromouterspace smacked you into a nearby building, a favorite move of supervillains everywhere. You should be proud. Or ashamed, either one works here to be honest.
Player: Get up, you can do it!
DM: You courageously get up to rejoin the battle- just in time to get hit straight on by a laser! Yours was a heroic sacrifice (even though unknowing), as you saved Birdman in the process, who was suffering from a particularly long flashback. Now I am finally free! Time to plan the par-tay!

Player: Maybe I can still help? Maybe? Just maybe a little teensy weensy tiny bit?

Player: I think I´ll take a little bitty nap now.
DM: You slept through the whole battle, but at least you feel nice and rejuvenated. Maybe you should grow a potato to eat. Or not, that´s fine too.
Player: Grow a Potato
DM: You grew a potato
Player: Time to make a great meal for everyone! (You´ll have to use a potato)

Player: I´ll just not do anything, I think.

Player: Grow a Potato!

DM: ¨No.¨ You triumphantly respond.¨Pretty please¨¨Go away.¨¨Oh okay.¨ Gourdman disappears in a puff of purple smoke, not because he´s purple (he´s yellow you moron), but because it looks cool.
Player: Oh hey that actually worked.
DM: And so you became the food source/cook for League of Heroic Heroes members for the rest of your life. It´s hard work, but you get to help save the world secondhand by helping the people that do it, and it´s pretty rewarding.This one´s a decent ending, right? Right?

Player: Woah I actually did something with my life!
DM: But I haven´t. I´m not done with this yet, so now you get to sit here and do nothing while you wait endlessly for me to finish it! Yay!

Player: I´m calling your bluff
DM: Oh really?

Player: You betcha!
DM: Wow. You really are persistent. Fine then, IÂ´ll give you one last chance.
Player: Not falling for it
DM: Okay fine, whatever. I´ll write more. But I bet you won´t like it!
Player: I´ll be the judge of that! Gimme more!
DM: Fine, fine, fine. Here it is.
Player: Press this button for more!
DM: You walk super confidently toward the meeting room, ready to tell everyone else about your amazing exploits.
Player: I can´t wait any longer, time to open those meeting room doors! Booyah!
DM: You open the door and get disintegrated by Multiverseboomboom. Bye.

Player: Maybe I shouldn´t brag...

Player: Wait, what do you mean shocked and surprised?
DM: Sorry, couldn´t hear you. Anyways...¨Maybe I can make a handy cybernetic suit for him, he may not be powerful, but he sure is brave. We could give him that extra power!¨ Shrinker suggests, with a response of nods all around.
Player: I have my own power, that´s all I need.
DM: ¨Are you sure?¨ Shrinker sounds surprised. ¨It would be super cool...¨¨No, yeah I´m good, thanks.¨ You reply.¨Oh well, guess I´ll just go make a sentient version.¨ She seems disappointed as she walks off to the lab.
Player: Huh, what could possibly go wrong?
DM: Out of nowhere, an android bursts out of the lab, with Shrinker in its grip!¨Submit to me, Potatoman! For I am the ultimate fusion of man and machine, of Gourdman and this sweet sentient cybernetic suit. I am... ULTIMATEROBOTGUY!¨ They exclaim, doing a sick air guitar riff while they´re at it.
Player: Attack! You can do it! I mean, you did just make a whole mini-speech about relying on your own powers...
DM: You charge forwards, two fresh potatoes in hand.¨Eat spud, you gourdy jerk!¨ You yell, very proud of your new catchphrase.Ultimaterobotguy easily tosses you aside.
Player: Ow
DM: You crash through a wall and fall through a conveniently placed manhole, falling into a sewer. Yuck!

DM: You decide to tell the others your amazing story! Unfortunately, they were too busy cleaning up the mess to realize you were even talking.¨I feel so useless¨ you mutter under your breath.
Player: You know, maybe this job just isn´t right for me.

Player: Grenades

Player: Go team! I´ll support you from, uh, this corner! Yeah!
DM: You run to the corner, trip over a rock, and fall onto a booby trap, which sends you flying into space, where you die a horrible, slow death. Heh.

Player: Ow

Player: IÂ´ll just stay here I guess.

DM: The rusty ladder collapses under your weight as you almost get to the top, and you fall back down again.
Player: Maybe I can climb out using those convenient bricks sticking out there.
DM: You try climbing out using the bricks, but fail and fall back down.

Player: Maybe I can totally climb out using those convenient bricks sticking out there?
DM: Really? You´re really gonna try again? Okay. You try climbing out using the bricks and fail, falling back down. (again)
Player: Yeah, I can climb out using those convenient bricks sticking out there.
DM: Sigh. Once again, you try climbing out using the bricks. This time it works! Gotcha. You just fell down again. Problem is, this time Ultimaterobotguy noticed all the ruckus and came to check it out.¨Oh, poor Potatoman, trying to climb out, are we?¨¨Uh, yeah, kinda.¨¨Here, let me help you.¨

Player: I´ll just stay here I guess.

Player: No way, I´m staying right here.
DM: You decided not to trust him. (Good job)¨Hmph. I guess you´re smarter than I thought. I suppose I´ll destroy you once and for all the old-fashioned way. LASER CANNON BABY! BOOYAH!¨¨Wait wait wait, can´t we just talk this out?¨¨What is there to talk out?¨¨Well, you know, why you want to kill me so badly.¨¨Sigh. It´s a long story. Here we go.¨

DM: You trust him and take his hand, which he promptly uses to disintegrate you. Moron.

Player: Time to get comfy, backstory exposition time!
DM: He continues his backstory exposition.¨You see, I am an alternate universe version of you. I was the greatest hero known to mankind, with the power to summon powerful sentient gourds. But you see, when I came to this universe to meet you, you had teamed up with them!¨ He points at the League of Heroic Heroes trying to get past a laser fence to reach you. ¨See, in my universe, they always rejected me. I never knew why. But eventually, I discovered the truth. Their ¨heroics¨ was all a scam! All they wanted was media attention, so they set up villains to make themselves look good. Of course, when I found out the truth, I vowed to put a stop to them in every universe. Unfortunately, you seem to be part of them here.¨Uh-oh, moral dillema time!
Player: Hmm... To be honest, they´ve really not been treating me good at all. Maybe Ultimaterobotguy/Gourdman is right. Team-up time!
DM: Their face lights up. (literally) ¨I´m so glad you understand! Let´s team up and defeat them once and for all!¨
Player: The Moral Dillema Ending

Player: Maybe they were villains in your universe, but they´re genuine here!
DM: ¨I wish you could see the light... I´m sorry.¨ Ultimaterobotguy/Gourdman tells you, before promptly destroying you with the laser cannon.

Player: Uh-oh, gauntlet time.
DM: Do you really think you can beat me? HAH!There´s no way you can survive my gauntlet! And once you are completely ANNIHILATED, I will finally be set free...
Player: Time to fight! Let´s do this!
DM: Your first opponent- Bigbadguyfromouterspace! Nobody is here to help you now.

Player: Ugh just get on with it.
Player: Throw potato! (Potato -1)
DM: You threw a potato to do damage.

Player: Charge (Potato +1)
DM: You got another potato.

DM: It's raining again.The slosh of water rushing down the hills into the valley and the splash of droplets on the river bring a sweet reprieve to the silence that surrounds me.I don't know why I'm still alive.
Player: Dead and Gone
DM: The plague came and went in little more than a year. Most died within a week of showing the first symptoms - black tumors swelling from beneath the skin.My wife died on the eighth day of her sickness when the baron burnt her alive. Witchcraft the official claim. Nothing more than a ploy to quell the misplaced fury of the commoners.The baron died the day after. When I caved his skull in with a poleaxe.

Player: Fire and Blood
DM: No one raised a sword against me. Perhaps the household guard didn't know what to do. The baron was my uncle. And the plague made me his heir.But I did not rule. I sat and strummed my lyre upon the battlements, watching the world die around me.Lightning struck the keep within a fortnight. The timbers crackled and splintered, caught fire and burned throughout the storm.The commoners rioted and brought their own storm against the walls.

DM: Death did not touch me. Not that night, not the next, not now. Even when the plague corrupted my flesh, I remained and the sickness faded into the annals of time.And here I stand on the ruined remnants of the barony walls. All alone. With nothing but the sound of the falling rain.
Player: An old memory of a red door.
DM: Melody and I would slip away to a mountain cottage from time to time. Just the two of us. I don't think anyone else even knew of that old cottage tucked away on the western edge of a valley in the highlands. I could never forget that bright red door and the wisps of memories inside and out.We'd drink in the fresh mountain air, roast mountain goat on spits, and make love beneath the stars on the mountainside.

Player: An old memory of redfish.

Player: An old memory of a red stone keep.

Player: I see a red stone and I want to paint it black.

DM: I see a carving in a red oak from a day long past.Melody & RobertWe would walk these woods hand in hand. On moonlit autumn nights, we'd dance and twirl among the leaves. "Let the trees sing of our love," I said as I carved the words into the wood. Even now, I can't help but slip into a sad smile.

DM: No colors anymore, I want them to turn black.I return to the barony and dig through the stores I've managed to salvage from the wreckage. Back at the village, I paint the red door black.Sometimes... things just need painted black.
Player: An old carving in a red oak.

DM: Melody and I met at the great red stone keep of Duke Berka of Zerka. He hosted a great celebration in honor of the decisive victory at the Battle of Muddy Waters.I had a place at the high table for slaying Otis the Ogre in the shallows of the river as he stood poised to strike down the Duke. In truth, I stabbed the man in the back. But the way Duke Berka told the tale, I bested the beast in single combat.Melody and I met in the garden by chance, with both of us trying to escape the raucous excitement in the hall. We rounded a corner in the hedge maze and knocked each other to the ground."I've never been knocked off my feet by a first kiss before," she said, laughing.

Player: don't reply, begin working
DM: Jade lifted Josephine up once more, setting her near the others. Jade walked around the shop, holding up a lifeless marionette; no paint, no shiny eyes, no clothing. Only hair and a body. Jade quickly rushed over to her work space, tossed paint brushes, paint, a pair of glass eyes/marbles, a knife, and materials to make clothing from, pulling up a chair. She first carved places for the eyes, holding a set of
Player: Violet/Blue eyes

DM: "How are you guys doing? Well?" Jade asked, leaning her forearms onto the counter, then remembered what she was original coming here for; work. She began rushing around the store, grabbing paint, paint brushes, a pair of glass eyes/marbles, and materials to make clothing from, tossing everything onto her workspace. Finally, she knelt under another counter, walking around the shop, holding up a lifeless marionette; no paint, no shiny eyes, no clothing. Only a body and a colored wig. "I've been feeling quite ill, Mistress." A raspy, quiet, voice replied, from the male in the middle with the brightest teal-ish hair color, Jasper. "He's been complaining all week, Mistress." Ben, the one to Jasper's left muttered, rolling his eyes. "They are both annoying twats, Mistress." The last one, to Jasper's right laughed to himself, ruffling both of the boy's hair. Jade was surely listening, but didn't respond. She was too busy carving out spaces for eyes. When she finished, she held up a pair of
Player: Brown eyes

DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaay...
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.Aaaaa> Quel est votre genre ?

DM: "What do you mean traded in for?" you ask curiously. Dean glares at Paul and slaps him hard across the face before turning to you. "You're too damn curious for your own good. Now come on. We have tests to do." says Dean angrily. Paul takes the lead and Dean walks behind you.

Player: Elsewhere...

Player: H
Player: L
Player: X
Player: C
Player: C
Player: O

DM: You are now inside of the goblin camp. You quickly find a tent to hide behind and consider your options.You are now in the very heart of danger. There is no way that you're making it out of this camp alive.But--you can try to take the leader down before you're killed.You assumed the goblin leader is the man on the stone chair. If you can just make it to him....But how?You weigh your options. There are several siege towers not far from your location. You might be able to climb one and get a bird's eye view.Or you could try to use the tents in the camp as cover.Both options seem risky, but you have no choice now.
Player: Sneak from Tent to Tent
DM: Alright. Time to put your stealth skills to the test.You quickly duck behind a plain brown tent.You're gonna have to move fast and quietly. You scan the area.You're surrounded by multicolored goblin tents. A ways north of you, you can see a clearing, just beyond a Black Tent. If you could make it to the Black tent, you're sure you could reach the goblin leader.You're going to have to move fast and think quickly.There's an orange tent to your right, and a yellow tent ahead of you. Both are silent.

DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaaaaay...
Player: Y
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaaaaaay...
Player: R
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.Aaaaaaaaar> Quel est votre genre ?

DM: Jade brought them upstairs, setting them down on her bed. She set everyone down one by one, pointed, then snapped her fingers. Almost instantly, they woke up, loudly gasping and heaving. "MISTRESSS!" They all cheered, together."Heyy." Jade smiled, weak. She turned around again, going to wash up some more."Mistress, are you okay?" A female asked, motioning a tiny hand to Jade's back. "Your back it's--" "I'm fine, don't worry. Uh, it doesn't matter. I'll be right back." With that, Jade disappeared into the bathroom, quickly taking a steam-soaked shower, wrapping a few bandages around her back and chest, then taking multiple painkillers afterwards, finally dressing herself in sweat pants and a plain black shirt. She headed back to her room, taking a seat on the bed."What happened to you guys?""Absolutely nothing. We haven't woken up since we moved to America." Someone answered, Jade burying her head into her pillow, laying on her stomach."Mistress, what happened to your picture frame and your mirror?"
DM: "I got mad, marched out of my room and tripped." She muttered, grunting. "I doubt that's true, Mistress." A boy shook his head, sighing.

DM: She stayed quiet, pointing to her door. "Can one of you close, please?" She said with a soft tone, not wanting to talk about it any further. She said enough already. "I'll deal with the glass in the morning, Lisa and Father are supposedly coming home." She groaned, flipped herself onto her side, and closed her eyes. "Goodnight, Mistress." Josephine said, using an equally soft voice.

Player: I Wish We Used the Old Party System Where only the Party Elite Could Choose Presidential Candidates

DM: Ever since she stopped 'befriending' the dolls, her dreams have become plain blackness. Sad and lifeless.
DM: She woke up to a loud, obnoxiously beeping alarm clock. She slammed her fist into it multiple times before hitting the snooze button. It was around six and she had to get up for work at eight.
Player: Keep sleeping
DM: She kept sleeping. Past the time worked started. She woke up at nine, swearing. Jade hurriedly got up, made her bed,
Player: Skip, get dressed and leave
DM: She skipped everything. All she did was quickly brush her hair and teeth, put in her golden contacts, foundation and lip gloss, shoved herself into her uniform, (a black circle dress and belt.) stepped into some all black tights and flats, grabbed her purse and left.

Player: Ate breakfast

DM: Jade groaned, sighed in annoyance, stood up, made her bed, and turned off her alarm completely. Then,
Player: Eat breakfast

DM: Jade quickly took a shower, put on foundation and light gloss, brushed her teeth, put her golden contacts in, did her hair, shoved herself into a black circle dress, tights, and flats, then left for work.

DM: With enough time, she felt as if it'd be wise to take a quick shower. After twenty minutes, she got out, dried off, did her hair, did light makeup, brushed her teeth and put in golden contacts. She ran a finger through her hair, smiling at herself.
DM: She shoved herself into her uniform, putting on a black circle dress. She tightened the belt around her waist, stepping into some all black tights and flats.

Player: T-shirt, jeans
DM: She threw on a normal white t-shirt, jeans, and combat boots, hearing her doorbell. She walked over, looking at the fully clothed man, wearing a classic black suit. Daniel smiled, holding his hand out to her "May I?" He laughed."You may." She smiled back, intertwining her hand with his. Daniel drove to a fancy restaurant, got a seat for two, and they had a good time. The best time, in fact.

DM: She grabbed her purse and left.

Player: Another year
DM: Now married, the couple had planned for a child. They received their wish once they tried.Jade sat on the couch with her feet propped up, reading a book, in wait of her husband.Daniel walked in, arriving from his job as an accountant. He sighed, sitting down next to her."When do you read?" He laughed."When I'm nervous.""Nervous? What's wrong?" Daniel's expression turned more serious as he looked to her."Daniel," She sighed, putting the book down. She chuckled, looking back over to him. "I'm pregnant." Daniel laughed, wrapping his arm around her, kissing her. "Seriously?""Seriously." She laughed too.

Player: My Gameboy..? What will I do with my free time?!
Player: I GOTTA PEE

DM: You are running through an alley. You have to escape from them. You don't know who they are or what they want, but you know that they are bad news. The further you run, the tighter the alley gets. You suddenly find yourself tired, unable to run any further. You fall to the ground and wait for them to come. You feel cold hands grab you, and look up and see a young man about your age. His face is terribly burnt, and he is missing an eye. He gets close and opens his mouth and lets out a horrible, terrifying moan. He sinks his dirty teeth into your arm. You hear a voice in yor last few moments of life, calling your name. You see the face of your friend Tom, and realise you are back in your house. It was just a dream."Hey, dude, you were freakin' out in your sleep. You were all like, "Don't let 'em get me, don't let get 'em me" or something." Tom says. You sit up and look at the clock. 3:04 A.M. Tom was spending the night. Tom says, "I gotta pee, be right back." he never comes back. You close your eyes and go back to sleep.
Player: 4 hours later
DM: You wake up and look around confused. You hear a strange moaning sound that seems to be coming from outside. You stand up and walk to the window, and see something looking back in at you. It's a rotting corpse. Except it's not...all that...dead....You scream and get down under your bed. You see a group of zombies walking down the steps to your room. You have nothing to do but fight. The only problem is there's nothing you can fight them with. What do you do?
Player: Alarm Clock
DM: You pick up your alarm clock. You could smash over the zombie's heads. (You've always hated this thing, it disturbs your beauty sleep.)

Player: Go Fight Zombies!
DM: You take what you have and run out in the downstairs playroom. (That's right outside your room) What you see makes you almost puke. There's a huge group of flesh-eating zombies walking at you. Their skin is gray and their eyes (the ones that have eyes) are rolled back in their heads. What do you use?

DM: You run up and start punching the zombies. it doesn't go as planned. They soon surround and you change your plan and try to run, but it's too late. Your english teacher tackles you and bites you. A few hours later you turn into a zombie.
DM: Your time is up. Click the link at the bottom of the page to see how you did.
Player: Bad Ending
DM: You look around, waiting for something to happen. Someone to come. Anything. But no one ever comes. The world thinks everyone in Riverland is dead. And soon enough, everyone is. You find yourself bit by a zombie, and soon become one. The plague soon spreads, showing no mercy for anyone, not mothers, not children, no one. Because of everyone's inability to get along, wanting to handle the situation "their way", The undead soon consume everyone on earth. You lose.

Player: Fight them with bare hands

Player: Football

DM: You can stab zombies using this. Who knew a writing utencil could kill zombies?

Player: Video games

DM: "We're doing a Secret Santa"It'll be so fun if you do"Write your name on this card"And write a gift you want too."I never thought I'd do thisBecause it seems to silly,But something prompts me toFill in my name immediately.What do I want to obtainFrom the person who'll get me?Something totally randomOr something I actually need?
Player: I want something I need.

DM: It looks like a snowglobe,But that's not what I had written."This is so dumb," I say."This isn't what I had listed."She shrinks back a little,Clearly afraid to make me angry.But I pick up the snow globe anyway.Then she looks at the gift I bought strangely.This is going to be fun; I stifle a laugh,Handing her the holiday card.She takes it from me gingerly,And rips the envelope apart.As her brown eyes travel down the page,I see her face looking more and more pained.This time, it doesn't leave me satisfied,As it usually does when I'm enraged."Play the snow globe," she says.I raise an eyebrow when she glares.I do as she says, appalled at the music-That's some attitude she got right there.

Player: [Continuing On...]
DM: Except now I see her composureIs slowly breaking down.Her eyes are leaking a few sparkles;Her lip quivering without a sound.Her body moves in a shudder'"You're terrible!" she shouts,Then she dashes out of the room,Her hand over her mouth.
Player: I guess I have to follow.

DM: I guess I have to follow.I mean, what else can I do?She's a damsel in distress,And I don't want to be one too.She's easy to trackWith her dainty, little sobs.Her presence is here;It seems to fill the halls.She clearly hears me coming;She cries, "Why are you here?"The light flickers slightly.I can just sense her fear.

Player: "You're a bitch."
DM: "You're a bitch, don't you know?"I say to her with a sneer."Get over yourself already."From her eyes leaks a glassy tear."Why are you so mean?" she asks,Words muffled as she sobs.I punch her face angrily;The wound begins to throb.Nobody's around anymore;In vain, she cries louder.She chokes in a scream,As I pound her against a locker.I leave her arms bruised,Her face blue and black.She lifts her hands in front of her faceTo block the next attack."There's no way you can escape, girl."As long as you're still alive."My shadow envelopes her,I do hope she survives.
Player: [Time Skip]
DM: I've finally broken the clay doll;The fire is diminished.She doesn't scream out loud;But her eyes tell me that I'm not finished.They scream foul things at me.An anger that she's forced to hold.She can't retaliate against me-Another victim I have controlled.---It's like he's gotten more brutalSince that day we exchanged presents.I'm always scared of what he plans,But I have no defenses.There's a dull ache in my chest,As if something missing, gone.My hope for anything good in the world-This boy has done me wrong.I'm tempted to lay in the snow,And let myself loudly weep.Let the cold and frost consume me;Let me fall into eternal sleep.

Player: "Hey, look, I'm sorry."
DM: She's backed up against the wall,Trying to make herself a smaller target.As I approach her slowly,Her frightened gaze falls to the carpet."Hey, look, I'm sorry."Her head perks up in surprise.I felt a little bad for her,So I began to apologize.She looks at me in shock,Tears still trickling.I give her an awkward smileThat leaves her sniffling.Then she breaks down,Falling to the floor.Damn, was this what she didWhen I tormented her more and more?

DM: Like what the hell? It's her problemIf she can't take a few hits.At least I've made it very clearThat I don't give a shit.The snow falls gently outside;I want to melt it for seeming so innocent.Just like that girl, too,Just as insignificant.She can go to hell for all I care.She's just another one of my toys.Perhaps I'll stop now, though.She's really starting to annoy.
Player: Stop. [Time Skip]
DM: This isn't fun anymore;She doesn't scream as loud.The fire in her eyes is already gone.She's like a broken doll without sound.Her eyes are still enshroudedWith wary caution toward me.Like a wild hare, she's preparedTo quickly run and flee.---He hasn't done a thingSince that day we exchanged gifts.I'm scared of what he might plan;Worry has caused by brain to drift.There's a dull ache in my chest,As if something missing, gone.My hope for anything good in the world-This boy has done me wrong.I'm tempted to lay in the snow,And let myself loudly weep.Let the cold and frost consume me;Let me fall into eternal sleep.

Player: [Say Something Nice]
DM: "I'm sorry," I repeat,Stepping a little closer."You're actually very pretty,"I say, trying to win her overShe shakes her head slightly;Her hair drifts across her face.I take a second look at her;I want to put it back in place.Now that I see her for real,I realize that she really is pretty.She's fragile like a glass sheet-What have I done? I think wistfully."Is this really over?" she asks,Her whisper like a tiny flame.The way she looks, thin and smallBrings me to undying shame.I can't believe I did terrible thingsTo a lovely girl like her.Her hopeful eyes could be aglowI need only say one word.

Player: Break into Hillary Blue's bedroom
DM: Hillary Blue lives in a small cottage in the woods outside of town. It's a ten mile walk from your house, but you don't mind. You just enjoy the late summer stars of your sweet hometown in the heart of Alabama.It's not like it's the longest walk you ever took. Your step-dad made you walk home twenty-five miles in the rain last summer after you told him to stop hitting your mom at the ending of a camping trip. That wasn't such a fun walk, seeing as he whooped your butt with a switch first that wouldn't have even been legal in medieval England. But tonight is a night of fun!Or maybe not.When you pass the window of Hillary Blue's one room cabin, you hear muffled sobbing coming from within. "Yes, my sweet daughter, you are the spawn of Satan," says a sophisticated voice."No..." Hillary sobs. "I love Jesus!""You have a destiny my dear child. It does no good to fight it."Well, looks like some funky stuff is getting real. Your fight or flight reaction is about to kick in. Time to find out what kind of person you really are deep down inside.

DM: 
DM: 

Player: Agree to set out on the journey

DM: You need to find a way to lift this crowd's spirits. This speech is falling apart."Hey, here's an idea," you say, "Let's sing a song together, to commemorate the life of this great man."Avak, the blacksmith, raises his hand."Uh...what song do you want us to sing?"
Player: The pop hit, "Goblin Rock"
DM: "Let's sing my favorite song, 'The Goblin Rock!' A one, a two, a one-two-three-four!"Everyone is confused as you burst into song."I remember when bards were young,Me and Shogruth had so much fun,Burnin' towns and crunchin' bonesHad an old gold pony and a place of my own..."The crowd sticks with you for the first verse, but once it gets into the falsetto 'Na na na na nas,' you're pretty much on your own.You finish the song and bow."Rock on, dudes," you say.No one claps.Iselica storms to the podium, furious."Sorry about that, everyone," she says.

DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.Aaaaaaaaas> Quel est votre genre ?

DM: Though I did not wait for it, the sun rose again. I turned my face away from the window and into my white sheets, and a knock and a muffled voice came from the door.I did not listen.
DM: I had a vague feeling that there was somewhere I needed to be, so I picked my coat up from the floor and put it on. I walked downstairs and closed the door. A voice called after me, but I did not listen.A breeze rushed past my knees as I closed the door.
Player: City Streets
DM: It was a cold morning even though people rushed about.I walked familiar steps down the sidewalk and bumped into someone. They barked something. I kept on walking. There was a street ahead, with a crosswalk. I pushed the button, and a little green man appeared. "Go," he said. And so I went. Halfway through the little man turned red, but I had not crossed yet. Cars started honking, but I - I did not listen, so I kept walking. A deaf man jingled a little cup by a wall.

Player: Write about the future
DM: I picked out a fancy pen and a new sheet of paper and started writing.In the future, people tell their robot butlers to pack their lunches for them and drive them to school. Every morning, they jump into their flying cars and their butler asks them if they would like a croissant or a bagel. Of course everyone always chooses bagels.Then they fly over the city and over millions of other flying cars, and they can stick their head out the window and taste the cool breeze.There wasn't much more to tell, so I crumpled the piece of paper and took a nap.

DM: I rummaged through my pockets a little, and I found some change. It was not much. I gave him all of it, and he smiled. If only he could say something, I would give him my ear, too. I stopped and wondered where I was going.
Player: The Toy Store
DM: I stopped by the toy store and walked around for a few minutes. I didn't have to ask anyone to buy something; I could just buy whatever I wanted. I picked out a yo-yo, but I didn't know how to use it. Someone saw me and showed me how to do it. I got the hang of it.It was pretty fun. I bought it and went outdoors with the string wrapped around my finger.
Player: Out of town

Player: Don't give
Player: Buy Binoculars

DM: I walked out through the glass door and it closed shut behind me.I walked, and I remembered. Little boot feet appeared on the ground before me, and my shoes filled them. I walked, but suddenly I was running. I kept running and running, and people gave me looks, but I did not care.I ran past the post office and past the city lights. I ran past the farm house, and just as it was warming up I came to the old hill, and there were children laughing and hollering. I stood at the top in my big black coat, and a little freckled kid tugged at my sleeve and asked if I was looking for someone. I looked at him. He looked at me. I nabbed his sled, and he got on the back to try and push me off, but then we were zooming down the hill, and he clutched my shoulders as a big wind filled my coat and my cheeks. I took my arms off the sled at the end and fell off but did not care, and soon we were laughing and rolling around in the snow.That was a good day.
DM: I went home, but there was no one there to take off my jacket or ask me how my day was. I liked it when people asked how my day was. Instead I took a warm bath, and my computer buzzed. I did not listen.

DM: At the cafe, I ordered a bagel. It was smooth and crisp, and I looked it through it with one eye at one of the other customers. He balked and looked through the window. No one else cares about bagels. I ate the food.

DM: I was tired, but I did not go home right away.I remembered something. I followed the signs and the buildings to the creek which led to the mill, and from the mill I left town. I found the old hill, and at its base I found a dead bike, its once-red paint flaking off onto the snowy ground.It was getting late, and twilight wrapped the world in glaring silence. I closed my eyes, and I listened. The distant honk of cars echoed from the streets, and the wind whipped through bony branches. The rusty tires at the bottom of the hill creaked, and somewhere, somehow, a train's whistle was calling out to the grey expanse of the sky.
Player: Stop listening
DM: Then it was dark, but I did not go home. No one would be there to take off my coat. I slept with the old hill for the night, and in the morning I stopped by the mechanic to ask if old bikes could be fixed.He said he would do what he could.

DM: I thought it would be pretty cool to have some binoculars to see things far away, like birds. I walked over to the Sporting Goods store and found a nice pair. They cost only 20 bucks, so I bought some Big Red chewing gum to go along with it. I thought of checking them out on the roof, so I scaled a nearby fence to get on top of the store. It was a pretty nice view, and I could see the people down below looking up at me nervously, but I could do better. I hopped off the roof and jumped onto the back of a bus heading all the way to the outskirts, where I dismounted and jogged across the fields full of barley and rye and little kids playing ball all the way to the old hill reflecting on the little town on the horizon. I took the binoculars out of my backpack and peered towards the city. They only had 10 times magnification, but I saw enough. I saw the spindly tops of the cathedrals and the little long-legged birds hopping from roof to roof. I saw taxis and little shrew men brushing their porches or steps. Or I thought that's what I saw. Anyhow, my mind pieced it together. I also saw the tree that fed on the ashes. The lenses got a little foggy, so I wiped them off, and I thought of buying a box for my new eyes. I looked through them again, but they were still smudged and never quite the same. Nothing ever fits once it's been used.
Player: Wander home
DM: On my way home, I almost got run over by a car because I wasn't looking where I was going. I would not buy a box for the binoculars. The eyes would fall into a plastic bag, which would slump onto the floor of my dark closet. A few months later, I would take them out again and look at my reflection within the tight glassy-dark circle of one of the openings.It was hard to imagine that so many days ago, I had entered the great greyness and left, with only the mark of grey upon my face to take me back.

DM: You go on the defensive and keep blocking cut after cut. This is zapping your strength. You got to go on the offensive before she gets a lucky blow in.
Player: Offensive
DM: You go on the offensive. You can't stay on defensive forever, so after her last blow you attack. Blow after blow you drive her back. Redscale battles his father and by the looks of it is winning. You let your guard down for a moment to get a cut in the arm. Damn, you say to yourself. You then recall leaving your shield with Amin. you block another one and respond with an overhand cut. She deflects it. You see an opening and leap on her . Both of you hit the ground with a THUD. Both of your swords slid on the ground beyond reach. She keeps on hitting you and you refuse to fight."Fight me." she says punching you in the face."N-n-n-no..." you say as you fall to your side."WHY?!?" she screams."Your my f-f-friend...""Even friends fight."You stand up to see her in a fighting stance. "Not like this... friends fight... but not like this." "JUST FIGHT ME!"You shook your head. "Kai, are you happy? Do your parents condone this. Strike me down. If it makes you happy, then I'm happy." You smile. Something is different now. An opening has been made. You take a chance and throw her on the ground. You reach for your blade with her coming at you. You trip her and keep her grounded by your knees pinning her to it. I hope this works. You grab the hilt and put the jewel to her forehead.
Player: Break the spell

DM: Can't stop now..."No, I have quite a distance till I reach my objective."She removes her hood revealing a beauty like nothing you've seen before."My father, did he come to you this night?""Father? You mean Gavin, the old wizard?""Yes, he left this morning on foot to see you. Said he had an urgent message. Where is he?"You think back to the wizards last moments...
DM: You gaze hard at the ground, counting drops of rain as they make ripples in the puddles."He didn't make it. There were too many of those things... he died trying to give me an escape..."You see the despair in her eyes as she begins to walk towards you."Hey, it's alright" you begin to say as she approaches.She walks right past you, tears running down her face, and down to the valley you just left. Just like that, she was gone forever.Liar's End

Player: Inside the Church
DM: The church was so empty that one could run hear the drop of a button. The only soul in it, other than The Wanderer, was a long haired priest, singing at the front:The three seas,Far away, Mysteries there,Some idyllic,Some horrid!The Wanderer, as was his custom, did not speak. The priest continued:Dragon of Snow,Snake of Water, Beast of Desert,We fear thee three!The gate of ThrorWill not open''Till ye are gone.Gone, gone away!The priest looks at The Wanderer and sings to him, staring deep into his weary eyes:You shall go to Thror,My son,You shall go to Thror!You shall kill the dragon,The snake,And the beast,And you shall go to Thror!With that the priest beckoned The Wanderer, and The Wanderer followed.

Player: The Gate of Thror
DM: The Wanderer came upon a great gate, with the inscription: This is the gate of Thror,Weary, old, and locked.Forever sealed untilA hero has kill'd beastsThat lock'd this gate of Thror.The priest pointed to the East, the West, and the North. The Wanderer knew what must be done.
Player: Start the Adventure

Player: Steal it
DM: The Wanderer grabbed the dragonstone and flew from that place, the ancient Bellkeeper still in stone.
Player: The Silent City

DM: The Wanderer walked bristly by the hatted man and toward Cronosharch. Suddenly, he felt the sting of something in his gut. He flailed wildly, then succumbed to his fate . . .

Player: Ignore him and continue to Cronosharch

Player: Ring the Bell
DM: The Wanderer rung the great bell of Glanadith, sending a gust of wind through the city. They turned, and saw that the Bellkeeper had, indeed, awakened. The Bellkeeper spoke:I am the keeper of this bell,I have been so for many ages.I am its protector, but IProtected it not! I met aDragon, the beast that inhabitesThe theatre. He gave me treasure,Gold, silver, rubies, diamonds,And, when he roar'd, Glanadith's fateWas that of stone. Dragon of old,I renounce my servitude toYou. This other will make my fate!And with that the Bellkeeper bowed, resigned to whatever fate The Wanderer gave him.
Player: Point to the dragonstone
DM: The Wanderer gave a signal for the dragonstone. The Bellkeeper replied:Ah, you wish to be scourge of dragons!I must oblige.The Bellkeeper handed The Wanderer the dragonstone then said:From this place I will fleeSo long, fair Wanderer!May fate be in your favour!And with this he was gone. It was the last that The Wanderer saw of The Bellkeeper. His leaving, however, lifted the curse upon the city, the statues coming alive once more, and for good this time.

DM: Il drak nora olfCurana luLorak il olfanaThere exists no translation for this verse, but it concerns the dragon once faced by The Wanderer, Curana, who defeated The Wanderer in battle. Although Witlant struck away at the sharp scales of the mighty dragon, it could not pierce her.Many say that The Wanderer died that day, but some believe that they live on in some far away land . . .

DM: The Wanderer turned to leave, but then the hatted man appeared.What is death, Wanderer?Death comes to all beings.Even to you, eventually.Just maybe not the deathThat these Men will receive.With this the hatted man stabbed The Wanderer, and perhaps The Wanderer awoke somewhere far away . . .

DM: Blood spayed from Ras-hook's neck as The Wanderer sliced through it. The hatted man appeared, saying:What glee! Yes, yes, what glee!Now, here is an idea for you,Another ten thousandFor the child! Ten thousand!Think of that, Wanderer.Either way, here, eyeglass.Now you may see the Beast.
Player: Look through the Eyeglass
DM: The Wanderer peered through the eyeglass and looked around.Then he saw the Beast. Its fur was white as snow. Its teeth, razor sharp. Its claws, like five nails on each hand.And upon its head was a top hat.Yes, Wanderer, I am not Man,I am the Beast.With that, the Beast lunged at The Wanderer. The Wanderer dodged its claws, and sank Witlant into its heart. The Beast turned back to man, and sighed.Thank you, Wanderer, sir,You have saved my wife,And my son will neverKnow of his father's curse.Thank you Wanderer, I--I bid you adieu, sir.And with that, the hatted man breathed his last breath

DM: With no snake left on the island, there is nothing interesting to see.

DM: Cronosharch is peaceful for the first time in many years.

DM: The Wanderer gazed upon the silent clocktower, before continuing onward.

Player: Touch the grave

Player: Go to EB games!
DM: You walk up to EB games and walk in. Good thing you stopped at the bank this morning. This game is over $100! Maybe you should buy that and go home. Or you could always buy the special edition Virtual Insanity with the cheaters guide! It includes hints tips and cheats for virtual insanity! But some of the cheat codes and glitches can cause your game to crash. Also it cost a whole $150! So you definatly have a choice here. Which will it be?
Player: Buy special edition Virtual Insanity with cheat codes and secrets!
DM: You buy the special edition version and have now unlocked the cheat codes! Note that some of these codes are bugged and will lead to certain doom. So be carefull which you use. I suggest writing them down because I will not say them again.Cheats for Virtual Insanity:Die Instatly: up, up, down, left,skip to level 4: up, down, seft, up, right,superjump: right, down, left,kill player: left, up, right, down, up,get a mustache: up, down, right,come back to life: down, down, left, down,exit game: down, down, down,there will be a choice to cheat every so often.

Player: home
DM: Okay then you got the game. Then you empty out the box. Now what to do? You could read the instructions... but thats no fun. You could always try to cheat to get yourself a head start over all the other players. Or you could be brave and just dive in.
Player: in the game

Player: cheat
DM: You take the helmet and push on hundreds of diffrent buttons trying to find out how to cheat. All of a sudden, something happens! A little laser pops out.It looks like one of those toy squirt guns. You get really close to it to get a better look. The laser looks virtual. All of a sudden the T.V. turns on and a virus appears. Oh no! This is just one of those corney shooter game with a gun. Well there goes $100 out the door. GAME OVER
Player: restart game

DM: You buy the normal virtual Insanity and go home. You didnt want to take a chance with those codes.

Player: read instruction manual
DM: Wow thats kinda boring. Oh Well! Being boring can be quite rewarding! Quick question though. Did you buy the special edition or the normal one?

Player: Normal edition
DM: while reading the instructions you find somesorta code... CALL VIDEOSAURUS: up, up, up, up, up,Now to go into the Video game!
Player: Attack the players with laser gun
DM: You take out your laser gun and point it at the other players. They take out theres and point it at you. Looks like we got ourselfs a showdown.Pick a number. 1, 2, or 3, 1 number will lead you to victory.1 number will lead you to failure.1 number will have you pick a different 1.Pick a number.

Player: Go to the Virus zone
DM: You look at the Virus zone sign and open the gate. As soon as you take one step in a voice over on a megaphone comes on.Warning! Warning! You have stepped into the virus zone! Your body will be immediatly dematerialized if you choose the wrong path. The other path leads to the next level. You have 10 secounds to decide. 9... 8...
Player: VIRUS!

Player: 1
Player: 3

DM: You look into the instruction manual. You learn that theres a legendary beast called the video saurus somewhere inside the game. But no one knows where. You dont learn anything else important.
Player: just play the game
Player: down, down, down,

Player: 2
DM: Oh no! They shot first! There shot hits you and get blown to bits. GAME OVER!

Player: up, down, right,
DM: As soon as you enter the code hair starts growing right under your nose. It keeps growing and growing and growing. Soon you find yourself unable to breath because of all the hair. Now thats a fancy mustache! GAME OVER!

Player: 1
Player: 3

DM: Great! You shot first! You smash all of them to bits. Then an evil comes on over a megaphone.The game is not over. the game is not won. You can not escape this game untill you win the 5 level challenge!Well duh the games not over! Theres 5 levels to play! But what did he mean when he said You can not escape the game.You try to see if hes right. You reach up and try to take off your helmet. Oh! No! Hes right! Theres no way out except to win! And since you cant escape... Then whatever happens here happens in real life!All of a sudden your taken to a new level!

Player: check out the flashing letter sign
DM: You go and check out the flashing letter sign. It reads...Welcome to level 2! We hope you enjoy your stay! Because you wont be leaving. EVER!!!

Player: 3

DM: Sorry but theres no reason to super jump right now.

Player: Battledome
DM: Out side the battle dome is a really big sign that says...WELCOME TO THE BATTLE DOME! WHERE YOU FIGHT MONSTERS IN ORDER TO ADVANCE TO THE NEXT LEVEL!The next level? Thats exactly where you need to go! Your about to enter but then you think. Wait? What if the monsters win? What then? Maybe this isnt such a good idea...

Player: check out the Level 2 sign
DM: Its a big green sign that say Level 2. Nothing to interesting. Lets go check out that other sign.
Player: Other sign

Player: no

Player: 1

Player: Into the battle dome!
DM: You enter the battle dome and ask the front desk to enter in a fight. He says he can do that for you. There are 3 ranks you can enter. 1 will lead you to level 3. The next rank will warp you to level 4. And if your brave enough you can enter the next rank to go to level 5! You have to start at rank 1.You can still exit the battle dome right now... Or you can fight. If you fight you have a 1/2 chance of winning.
DM: You enter the arena. There are thousands of players in the stands clapping and cheering. Then a gate opens at the other side of the arena. And out pops a huge hideous creature. The creature is sorta a giant ice cream cone. The thing charges at you. You have to do something! But you dont know what. You must choose one of the idea buttons!
Player: IDEA
DM: You think and think and think. Then you got it! You fall over and play dead. But the monster dosnt stop running. As soon as he runs you over you die. GAMEOVER

Player: Ooo...kay

DM: Please enter a combination

Player: no

Player: exit

Player: pick 3

Player: no

Player: cheat code

Player: no

Player: Fight on
DM: You enter another room. The room is completly square. Then from the door comes a giant dinosaur. You better have an idea here! Because its charging right at you!

DM: Suddenly something comes to you. You take your gun and look at the settings. Aha! Just as you thought! There are many different things this gun can fire! You switch this setting to meteor and fire at the dinosaur. When you do a giant meteor comes out of your gun and the dinosaur blows up! Aha! So thats what killed the dinosaurs!Great! You won the 2nd round! Now you can warp to Level 4! Or you can fight on to try to warp to level 5. Be warned if you fight on you get 1 chance. There will be no back button. If you fight on you will have a 1/10 chance of winning.

Player: no

Player: Accept virus

Player: No

Player: Be brave and fight on.
DM: You move on into a small round room. Theres a statue right in the middle of the room. All of a sudden the door on the other side opens. Out steps a huge robotic, monster. With chainsaw hands and monstrous claws. This fight is going to take some serious idea thinking!
DM: Im afraid your idea backfired. You didnt win but you do have another chance!

Player: No

DM: You finnaly figure out the easiest way to beat the robot. You run around to the other side of the robot and pust the OFF button. The robot explodes! Whats this? Your glowing! You must be warping! Onto level 5! The last level!
Player: Level 5

Player: New Idea

DM: 6:00 PMYou are Ben Smith, a simple white-collar office worker in New York City. One day, a few hours after work, the lights go out. Around you is your Apartment engrossed in darkness. There is only an hour or 2 before the sun falls totally and it becomes very dark...Screams come off the street, alerting you to a horrific scene. Housepets, wild dogs, deer and other animals are running down people and killing them. All people armed fire at the creatures, but the mass of them survives in whole. The police are being overwhelmed, and the national guard is trying to hold Times Square. All the electricity is off. You pull your shades down and lock your door, hiding yourself. Your food should hold for days.What do you want to do?
Player: Hide out here.
DM: 7:00 PMYou hide for about an hour. Eventually, the street violence lessens. You get a new scare when you see, across the street, some animals breaking into apartments and killing people. You know you can't stay here much longer. But where do you go?
Player: I hear there is a safe place at Times Square.
DM: 7:10 PMYou gather all you have in a backpack, and grab a few knives for defense. You go up to your rooftops, thinking they are safer to travel across. You leap across rooftops, occasionally climbing window panes. It is very tiring, but you manage.You travel for an hour or so before reaching Times Square. The national guard is being overrun and it is chaos. You should've known! You kick yourself for a while before realizing that is the LEAST of your worries. You see birds dive-bombing into people, slamming into their skulls and killing upon impact. The birds make traveling outside very dangerous. You notice a few coming right for you, and dive to the side just in time. You know you can't keep this up.What do you do?

Player: Maybe if I group all the people in my building together, we can defend our homes.
DM: 7:20 PMEveryone has gathered in the hall, and are murmuring quietly amongst themselves. You take charge and have them push furniture up against the door to the stairs. You and your neighbors finish just in time, defending yourselves for the time being. They begin to arm themselves with household items, preparing to defend their home. One of your neighbors, Gunther, has a rifle. He sets himself up in the middle of the hall with it, ready to fight. The weak and the children hide out in your apartment, guarded by some mothers and fathers.7:40 PMAfter 20 minutes of waiting anxiously, the doors burst and let in almost a dozen wolves. They charge inside, biting necks and arms. Gunther fires all he's got at the breach, and kills 6 or 7 before they get to him. It becomes clear you can't stay here. You and about 2 other people esacpe out the window, climbing to the roof. The wolves are unable to catch you up there.
Player: Take charge and propose heading to Times Square
DM: You porpose going to Times Square, but the people don't like your controlling attitude and vote to get in a bus and head out of the city. You all get in a bus, and just as you start going, a rhino slams into the bus. It tips over, and you fall out of the window. You find yourself lucky, and crawl away. The bus is slaughtered by various creatures. You stand up and run out of the city, managing to escape notice. You run out into the countryside.Neutral Ending

DM: 6:05 PMYou pace around the room, straining to think of something to do. A few ideas pop into your head, and you try to decide between them.
Player: Gather all the neighbors and defend our homes.
DM: 6:30 PMThanks to your foresight, the neighbors gather and barricade the stairway door. The chaos is raging in the street, and most people are still scared out of their wits. A man names Gunther says he has a rifle, and retreives it. Everyone arms themselves, save for the children and the weak who hide in your apartment.7:10 PMEveryone is resting and talking when they are all shaken by pounding on the door. Feral wolves bark and slam into the door with all they have. Earlier, some of the adults had constructed some crude traps outside and just inside the door, and it appears the wolves are trapped. A few people go outside to kill them, when a scientist yells, "WAIT!"He claims he wants to study the creatures and find out why they went so violent suddenly. He also says he can find a way to kill them faster and more efficently.
Player: Kill the wolves
DM: You kill all the wolves, not wanting to take any chances. Some of the adults reset the traps, creating another safe zone for now. The people get ready for another wave of animals.9:00 PMLife goes on for a few more hours and the people are too tired to hold out, including you. Some people made a plan to run down and get in a car, escaping the city. Some others want to head off and live on the roof, claiming it to be "more defensible"
Player: Join the people to the roof
DM: You run up, and join the people on the roof. Just as they start to barricade, a wall of creatures hits the door and smashes it open. Of the starting 10 people, 3 survive and get to the next roof. You are among them.They start to panic, and run to try to get to the car. They climb down and jump onto the hood of the car. The car swerves and runs into a wall.Bad Ending

Player: Find some cover on the rooftop
DM: You sprint across the roof to a small water tower. You sit under it, and the birds can't get in with their dive-bombing methods. You take a moment to breathe, then take out your knives, on a hunch you will need them. Across the rooftop is a small window skylight, and you know this won't do as a safe shelter. You catch your breath then sprint for the window.CRASH!You plummet into the building, landing hard on your back. You stumble up, with no broken bones. You are in a white tiled hallway, and see a lurking shadow coming to the hall entrance. You dive into the next room, kicking the door shut behind you.You breathlessly wait, and the shadow passes.What now?
Player: Look around the room i'm in

Player: Plan our next move together
DM: You all sit down for a minute and think. Then, someone remembers hearing about a safe area in Times Square. The majority opts for it, and you all pack into a city bus and head to Times Square.When you arrive, you see a large crowd trying to escape. Everyone waits in line, until someone sees something disturbing.He tells the guard about a weak spot in the wall, and he rushes off to fix it.You all get in a helicopter and manage to escape what is later known as "The NYC Massacre"Neutral Ending

Player: Join the people to the car
DM: You rush down and get in the car. About 5 of you cram into the car when you drive off. Just as you go down a street, 3 people come flying off the roof onto the car. The driver gets panicked and turns, slaming into a wall.Bad Ending

DM: 6:15 PMAfter seeing the chaos on the street, you opt to head off to times square by rooftop. You grab a bag full of your most valuable necessities and you also grab a few knives. You head across the city, going from roof to roof down the streets. It takes you an hour and it is very tiring, but you eventually reach Times Square. The National Guard has troops stationed all over. They are armed to the teeth, prepping to defend this turf to the bone. You are observing this when you see a crack in a building they overlooked, a possible chink in the armor. The streets are barricaded by stacks of cars filled with cement inbetween, and this seems to be the only way for the creatures to get in.
Player: Keep it to yourself
DM: You decide to keep the decision for yourself, thinking that the distraction may be enough for you to get away. The creatures break through shortly after, and you run away down the roof to the next, leaving the massacre.Evil Ending

DM: You look around and see a strange thing. A rifle-like contraption is sitting on the table. You don't want to try to shoot it, worrying it will make noise and attract the shadow. You sneakily climb out the window.Below you, you see a car driving. It stops for you, screaming, "Get in!"You climb down swiftly and get in the car, the people punching the pedal and zooming off the streets into the countryside."Hi," says the guy, "I'm Andy and this is Cheryl, my daughter." He motions toward a little girl in the back seat. "So," he asks, "What is that rifle thing?""I don't know" you say.Neutral Ending

DM: You run for a window skylight inside. You barely get inside before a bird dive bombs into the spot you were standing.Once inside, you see a shadow coming around the hall corner toward you. You are terrified, and you dive into a nearby room. The shadow passes through the hall, not stopping at your door. What now?
Player: Jump the shadow on the back, stabbing it
DM: You jump on its back, with "it" turning out to be a bear. You stab it, killing it with a few jabs. The building is now empty for you to explore.After poking around for a bit, you find a strange rifle-like thing on a table. It is called, "The Light." When fired, it fires a strange beam of entertwining rays around a powerful shot of pure light. It spans out in random directions. You put it on your back, thinking it may be useful.Suddenly, you hear screams from Times Square. You rush up to the roof, and see something amazing and terrifying at the same time.The Giant Squid.You wonder how it is even here, because it needs to be in water. It doesn't seem to notice, though, as it slaps down on running people, crushing lives and buildings. You pull out your gun and fire it at the creature.The random beams seem to focus on the squid, obliterating it into a thousand bits of light energy. All the creatures in the area run away into the nearby buidlings. You are in awe.Good Ending

Player: April 16-1746-Get him to Safety
DM: You pick Leroy up by putting your hands under his arm pits. You try to drag him to a nearby hovel but he is too heavy. Then you remember your horse. You tie him to Wildfire, hop on, and ride for a nearby hovel. Two people cower in one of the hovel's corners. "Help me with this." You tell them and they help you untie the man from the horse. The two people are women and immediately begin cleaning him up. Then you hear a whistling sound. A cannoneer must have seen you enter the hovel for the whistling is a shell coming right for the hovel. The house is hit and collapses. All four people perish. Helping someone is usually good. But when it is during war, you shouldn't help anyone. It can end in disaster.

DM: 7:20 PMThe wolf is dragged inside, its leg rendered useless by the improvised bear trap. The other wolves are put down, not taking any unnecessary risks. The scientist sets up an apartment mostly empty, other than a table in the middle. He studies the wolf intently.The barricade is reset and the traps are in the process of being rebuilt when a BEAR arrives outside. It slams into the door, roaring and clawing. The defenders curse, yelling, "We aren't ready!" They hold the door as long as they can, for about 10 minutes, which is pretty good for our resources.Just as the bear breaks in and the people begin fighting desperately, the scientist shouts, "Eurika!"You run in and find the wolf dead. "How is this helpful?" you ask. "Because," the scientist begins, "All I did was flash a light directly in its eye! Direct light kills them!"You grab a flashlight, and sure enough the bear dies upon shining its eye.Everyone sets up lights around the hall, turning it into a fortress, as long as you keep the lights powered by batteries. You are effictively safe.
Player: Live here for a while
DM: The Next DayThe night was easily survived due to the lighting, and you noticed the creatures retreat into the darkness during the 11:00 to 2:00 period of max light. The people begin to go outside and get supplies. This lifestyle lasts for a long time, effectively securing your survival.Neutral ending

DM: 
Player: 8
DM: 
Player: 2
DM: 
Player: 1

DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaaaaaaf...
Player: G

Player: Use magnetic manipulation on his armor.

DM: Your mother calls you down to dinner, she's made her famous lasagne. Well, it's famous to you. As you walk down the stairs, you feel the warmth of the kitchen and your mother's love embrace you. Your family are sitting at the table waiting for you. Mother, wearing a blue checked blouse and jeans, complete with an apron. You're lucky, you think, as you see how beautiful she is, the image of you. Her dark curls are scooped up into an untidy bun, and gleaming blue eyes gaze at you from her pale, flawless face where her sweetheart lips are curved into a smile. Your dad is seated next to her, distinguished with his ash blonde hair and moustache, tinged with grey at the corners, like ash at the edge of a burning picture. His kind and crinkled brown eyes smile at you. Your little sister Jennette is seated with him, her caramel hair swinging in a straight line near her shoulders, and her crisp blue eyes blink innocently. Your mother pats the chair next to her. "Come on Esme, it'll get cold; we've been waiting for you." You sit and enjoy your meal.
Player: Five years later
DM: You're up late. Why?
Player: I went out with my friends

DM: It had been the fortnightly girls' night out, and boy had you been looking forward to it! An all night party, going from pub to pub, nightclub to nightclub, and police car to home. Yes, you were charged with being drunk and disorderly. You will remember your mother's face forever. Her once-flawless face was creased with worry, her placid eyes tearful and her perfect chestnut curls now frazzled and streaked with grey. As the police officer handed you over to your frowning father, he sighed. "She was found looking through bins, 'trying to find her friends and her sandwich' she said. We found the friends, they said she was having far too much, then wandered off. They tried to find her but couldn't so they eventually gave up. We're not pressing charges." "Thank you officer." your father also sighs as he takes you inside and closes the door on the outside world to deal with you. Your mother, now crying, examines you, touching her face and your clothes. Your jacket is ripped and ragged, your makeup smudged, your hair ravaged by the wind and your activities. You can't remember anything about what you did tonight. Is this usual behaviour for you?

DM: You expect your father to shout, your mother to weep and ask you why, like last time, and the time before, and the million and one before that. But your parents are strangely silent. Of course your mother cries, but her usual silent, hopeful tears are gone, replaced by angry sobs. She grabs your jacket and pulls you close to her, asking you why you've done this over and over and over again. "What did you do? What have you done tonight? Why this, why again? Why are you doing this to us?" You can't stand it as your lovely mother grinds her teeth and chokes on her tears. Your father shakes her off of you, and you await his yells and warnings and threats. None come. He is resigned, silent, sad. For a moment it seems that he may speak, but no, he breathes only to hold back his tears of shame, of failure in raising you to be upstanding and kind and...and normal. "Go to bed, Esme. Just go." You have an epiphany as you stumble upstairs, into the bathroom, and look in the mirror. Your parents, your own parents, can't stand to look at you. Such a disappointment to them that they cry whenever they see you. This isn't a nice thought, let alone a realisation. Are you going to change?
Player: Yes! What have I done?
DM: You tell your parents that you will change, and they seem relieved and supportive of you. After attending Alcoholics Anonymous meetings and getting away from the bad crowd you'd fallen in with, you're soon on the road to recovery.

DM: Darting from wreck to wreck, you look over your shoulder constantly. There are plenty of places to hide in this wasteland that used to be your home; that is good news for you, yes, but also for your attackers. Any minute a rival gang could appear to injure or kill you. Everyone knows who you are now. You are one of the peaceful ones. You are part of Sanity. For now your main aim is to get to the base without getting killed first. Only one way to do that, and that is to leg it. Past the smashed up shops and abandoned houses, the potential attackers.You have been pretty lucky so far, no one has pursued you. That is about to change.A huge guy, three times your size if he's an inch. His menacing grin terrifies you, but what strikes most fear into your heart are his arms. Tattoos of the sign of Dragon People, a rival group famed for violence, cover those muscular trunks.What will you do?
Player: Flee. Run! I can't take him on!
DM: You try to flee, but the guy catches you with his thick arm. "Nice try, sweetheart. Sanity, are ya? Wimp." He pushes you into the jagged wall, looming over you and holding you in place. "You have two options here. One, you let me kill you right now. Two, you give me a little fight before I kill you. Or three, my personal favourite, you uh, satisfy me like the good little girl that you are. So what'll it be?
Player: 'Satisfy him'. The idea repulses me but I can escape alive.

DM: Ok.
DM: Ok.
DM: Ok.
DM: Ok.
DM: Ok.

DM: The rogue frowns as you bat your eyelashes and purse your lips. "Please don't hurt me. I could never take on such a strong man...I'll do anything sir." He gets your meaning after a second, and his yellow grin returns. "Deal." Without warning his pushes you roughly against the wall and smothers your mouth with his. His rancid breath threatens to burn you, but to stay alive you don't resist. So he kisses you? A small price for your life. Soon you have new problems. He grabs your trousers and tries to pull them down. You know all too well what he has in mind.
DM: "HELP!" You shriek, startling the guy. No one comes for a second, but then someone you recognise jogs around the corner. Chris, leader of Sanity. "You!" he shouts, charging at the guy and knocking him off you. Chris beats him hands down, using his bare fists, using his opponent's strength against him. The guy ends up on the floor. You don't know if he's dead or just unconscious. You didn't realise that you'd been knocked to the floor in the struggle, but Chris helps you hop up. "How'd it happen?" he asked, dusting himself off. "He just came out of no where, I guess. I didn't realise I'd attracted any attention." you reply, flipping your hair out of your face.. "They often do. Just be careful, okay. I won't always be here." "Yeah, well..."

DM: Kneeing the massive guy in the groin, you watch with glee as he doubles over and you retrieve your knife from your sock. With one quick move you stab him in the side and dart out of the way, hissing 'Timber!' under your breath. You run swiftly back to base.

Player: Thank him gratefully. You would've died if he hadn't helped you, and you know it. He saved your life today.

Player: Surrender. I've had enough.
DM: You hold your hands up. "Do me the honour of making it quick. Don't I deserve that? I'm 19, I haven't personally wronged you. I'm giving up. Just do it quickly." The guy shrugs and gets his blade out. One stab, one jolt of pain, and it's over for you.

DM: "Thanks for rescuing me. I was just so scared...I know that I shouldn't have called out, but I thought...I have nothing to lose. If someone can help me great. If anyone else came from him side, or another one, I would have died anyway." Chris gives you an understanding squeeze of the hand and a pat on the shoulder. "Did he hurt you? Or um...anything else?" You blush. "He gave me an ultimatum: surrender, fight then die, or...satisfy him..." Chris knows what you mean, all too well. He realises what you've been through. Engulfing you in a hug, you can smell his scent, smoky from the surrounding area but manly. It's comforting, though it lasts just a few seconds before you walk back to base together.

Player: Learn more about Chris

DM: "Thanks I guess. I don't always need you to come to my rescue. Next time just stay out of it." you hiss sarcastically. Chris doesn't take kindly to this. He glares and snarls. "You called for help, Esme. What was I meant to do?" he spat. "Just don't patronise me, kay?" You stride towards base, Chris at your heels, still giving you the evils.

DM: You'd found Sanity through an old friend who'd signed you up and introduced you to Chris. After performing the secret knock, Chris had opened the door, and for a moment you could only stare at him. His high and chiseled cheek bones were ivory, elfin, with just a light circular blush. His hair, straight and short at the sides and longer, slightly curled at the top, was ebony, contrasting with his skin. Ice blue eyes stared from under a fringe of long black lashes, his nose molded to perfection and delicate, and his defined cupids bow sitting atop a full lower lip. "Get in." he grasped your arm and pulled you and your friend into the base. "Make no noise." And you didn't. You were entranced completely as he shut the door above that you'd just been pulled through by his muscular arms. Over the next few weeks you get to know Chris better. He's an orphan from up North, no siblings, no family. The only original member of Sanity left, he enjoys sports but also likes reading, and was a good pupil at school. Despite his sporting prowess he was bullied at school, never exactly a ladies' man, even branded 'geek', 'nerd' and 'outcast'. This was mainly because of his weight, which he struggled with in his younger years. It's obvious that this isn't a problem now, as you discovered when...
Player: I walked in on him in the bath

Player: Go over and kiss that hottie!

DM: You'd been hanging out. You've become really good friends with Chris, comfortable and chummy. You're just like one of the guys around him, mates. Idiot that he is, Chris spilled the mug of water that he'd been drinking all down his shirt, soaking him to the skin. It was hard not to laugh as he jumped from the shock of the cold water and struggled to peel it off. "Not funny, Esme!" "Very funny, Chris!" You both chuckle, but you stop as you catch sight of his magnificent torso. Six pack. Pecs. Smooth, porcelain skin rippling over his muscles perfectly, black curled hairs spread across his chest evenly. Pretty nice. Before you can drag your eyes away, Chris catches you looking, nay staring at him. "Take a picture, it'll last longer."
Player: I'm gonna kiss him.

DM: It's been a year since you promised to meet your friends in Dover as soon as possible. You have to decide: will you stay or will you go? If you stay, you'll have to rough it out here at Sanity HQ. You've made a few friends but it's dangerous, you're under threat every day. Although if you do stay, you'll have a place to call your own if the country ever gets back on its feet. Is it worth it? If you go to Dover, you'll hopefully be reunited with all of your old friends, and you should be able to carry out the rest of your plan: to get to the safe shores of France on the next boat. There's a crossing every now and then, usually about once a month (hence why you and your friends agreed to stay for a month and then get on the next boat with whoever was there) that you should be able to afford. For months you've saved up meager amounts, some that you brought from your old waitressing job at home, and then added to it. Most of the money was stolen (you found that your stealth made you a good pickpocket) and some earned from selling bits and pieces from your personal possessions. If you do try to make it to Dover you could get attacked on the way there, and even if you do get there your friends will probably not be there and there's no guarantee of catching a boat. But even then, your life there won't be much different from here. You've adapted, you can survive there, but you won't have the support of Sanity, and maybe not even your friends. Is it worth it? What will you choose?
Player: I'll risk it and go.
DM: The question is now, are you going to go alone...or will you take Chris with you?
Player: No way, I have to escape that clingy weirdo!

DM: Closing the door you lean against it so no one else can come in, giving him an impish grin. "Sorry, I didn't mean to intrude. Why so pensive, little boy? Nothing to be ashamed about." This has the desired effect of making Chris blush and look down. "Mm, you just took me by surprise. Um, would you mind going? I kinda have to get out."
Player: Kiss him...now

Player: I'm not stopping now, I need him, I want him
DM: Things get steamier when Chris carries you over to the door, only to check that everyone else is out. They are. You have all night. It's your turn to press him against the wall now. Chris replies to your advance with a low moan of desire, then snakes his hands up the back of your top, working his way around to the front and over your bra. Do you stop him?
Player: I slap him, of course!

DM: You have made friends here. Sure it's dangerous, but her you have some kind of stability. A new start would be far too risky; what if you can't get a boat out? You'd be in a new town, possibly friendless. If your friends were there they most likely won't be any more. If they ever got there in the first place. You wish them well. Hopefully they're safe, and you feel relatively safe here.That's all that matters in the end.Right, forgive me for asking Esme, but does a certain dark haired boy have any reason for you staying? What's his name...Chris?
Player: He is a disadvantage of staying!
DM: Your life is hell. Chris hates you, you're too stubborn and insist on being a lone wolf. You climb the ranks, your businesslike attitude and ruthless manner helping you to push aside the competition until you're the leader, a much higher rank than that sissy Chris, with his emotions and encouragement. Pah! By the time you're too old to take an active role, you realise how empty your life is. The young fry take your power and you're left with nothing, sitting in an empty room all alone pondering what your life could have been like and drinking literally anything you can get your hands on. What if you hadn't become an alcoholic? What if you'd been nicer to Chris? What if you'd met your old friends? What if you had made friends instead pushing those very people aside in order to win power? You die alone one night on the floor. You got the worst ending possible.

DM: In the early hours of the morning you slip out. It takes a week for you to get to Dover. No one is waiting for you at the port. You get to France and still no one. Your life is okay. You pick up the language and get a job in a shop. Your parents and sister are never found and your friends have disappeared. You left it too late. You had no help and now you must live with the consequences. Enjoy your lonely life. You got a very bad ending.

Player: "Because I like you, Chris, and I wanted to see if you liked me, too."

Player: "Just a little fun, no biggie." I leave.
DM: You don't hear Chris' indignant and hurt grunt. Or is it relief to have escaped a trap like you?

Player: No way, he's welcome!
DM: This only makes you hold him tighter. A minute or so later and somehow you've landed in a sprawling pile on the floor. Chris looks at you, slack jawed and lustful, as he starts to remove your top. Do you stop him now? This may be your last chance...

DM: Boston is buzzing with excitement and life. You are awed by the skyscrapers and bustling roads. Your youth group checks in to the hotel. Your room is full of modern amenities and luxury- fancy showers, microwaves, televisions, and 250-thread-count sheets. You do admit that you enjoy this aspect of life. You go to restaurants and stores and afterwards a baseball game at Fenway Park- you have never experienced competition before! The next day, you are introduced to Sawyer Yoder, a boy in your youth group. He is polite and timid, but slightly boring. You agree to start the courting process with him because he has good values. After another full day of sightseeing and cultural immersion, you go back to the hotel and get ready for bed. As you walk down the hall to get ice from the machine (another luxury), you trip and fall. Suddenly, you are looking into the eyes of a mysterious and dreamy boy- Skylar Ace. You spend the next hour chatting with this boy. He is kind and funny but clearly a cultured American. He could be the one.Do you follow your heart and choose Skylar and the American lifestyle or do you reject the outside culture and return to Lancaster with Sawyer?
Player: Skylar
DM: You are part of the 10% that choose to leave the Amish community. You say goodbye to your friends and write to your family that you have decided to leave the lifestyle. They shun you.You date Skylar but have not married, at least yet. It is an extremely difficult transition into the globalized world. While you miss your family and especially your sisters, you are happy with your decision. You miss the simpler life in the countryside. Because of your choice, there are endless opportunities awaiting you.

DM: Trampling over your screaming landlord and sending him to the floor, you rush into the kitchen and hurl yourself headlong at the kitchen window. It might have been a good idea to open it first. Your head impacts on the reinforced glass with a sickening thud that makes even your startled visitors wince. It cracks as you slump to the floor, and slowly falls out from its frame. You are protected by your blinded landlord, who has wandered into the way and now bears the full brunt of a shattering pane of glass the size and shape of a pavement slab. At least he stops screaming.Dizzily you clamber through the empty windowpane, slashing your hands and knees on the shards of glass, and collapse onto the pavement outside. Back inside, the nice couple are still screaming. As you slip into merciful unconsciousness you idly wonder whether this will come out of your deposit. Your adventure ends here.

Player: p
Player: i
Player: f
Player: x

Player: Strategy 1= attack---attack---power up---attack

Player: Why would I stop?
DM: Your top is now on the other side of the room. Chris rains kisses on her neck and shoulders, and you recline like a cat, caressing his back. The evening develops nicely, and by the end you're lying next to Chris, nude but for a blanket that covers you both. In some ways you're shocked by the evening's wordless passion, but really...you just fit together perfectly. It was perfect. "Esme, I have to ask: where did that come from?"
Player: "I just...I really like you, Chris. I wanted to see if you felt the same."

Player: Which door would Vladimir say was correct?
DM: He smiles with confidence. Richard; "The one on the right"
DM: Richard; "Vladimir. Isn't it obvious?"

Player: "Just a little fun." I gather my clothes and leave.

DM: No time to fool around! You're getting out of here now. You give the door one last charge and it gives way. You rush through the door and into a bedroom. Gotta get out of here. There is only one door and you run for it. It's unlocked and you hurdle out into a hallway.
Player: Go to the left.
Player: Look for Sophie in the glowing room.

DM: Where am I? You are standing in a void...of nothing. But darkness. You turn around, confused and frightened. Suddenly, a bright light appears out of nowhere and engulfs your whole body. You stare at the figure in front of you, mouth-gaped in absolute surprise. It's her... She smiles that beautiful, innocent smile, and beckons you to follow her. And you do. But you never quite make it there, as the light fades away into the distance and her figure drifts out of your grasp. N-no, please don't leave me again...no, please, NOOOO!!!!!!!! You wake up, shivering violently.
Player: Unleashed Feelings
DM: When she passed away, your heart was completely shattered. You didn't know what to do; life was nothing but a journey of neverending suffering. Eventually it got to a point where your feelings became numb - you continued your daily routines every day, and cried your heart out at night. You were dead, but alive. You became a shadow of your own self; someone whose existence was meaningless. But tonight - that nightmare brought everything back. All those bunched up feelings that you thought were gone, all those tears - everything. You finally realised something. Something that you should've realised a long time ago...
Player: ...you realised that she will never come back again, no matter what you do...
DM: You have finally realised, that no matter what you do, she'll never come back again. It is up to you to join her. You smile, and know what you must do now. Sorry, did I keep you waiting? You don't have to wait any longer, now, I'm coming soon...

DM: "Leave him alone." You say. Paul shoots you a hard glare to shut up and be quiet, but it's too late, Dean's already up and pointing the dagger at you now. You're starting to regret speaking out but you couldn't let Paul get tortured for something.... nice? If nice meant he'd given you advice and a dagger telling you to kill someone. Regardless, it just wasn't right. He'd helped you in your weakest moment and so you couldn't just turn your back on him in his weakest moment."Hold your tongue now, or so help me, I'll cut it from you." Dean threatens. Paul moves to sit up, but the look Dean throws at him, makes him freeze again and just lay still. Dean turns back to you. "He got himself into this. I will deal with him first, then you. Wait your turn, human." Dean says waving the dagger near your throat.
Player: You attempt to grab the dagger.
DM: You attempt to grab the dagger. Dean stands there as your hand closes around it. He clearly hadn't expected that move. You manage to take it from his hands.

DM: "No." you answer immediately. Regardless, Dean hits you a couple more times before turning to Paul. Dean starts yelling in the foreign language he had yelled at for the other demons. You listen closely and decipher it's Latin.Paul stands still as a rock staring forward, not even blink as Dean yells and paces around him like a predator would it's prey. Dean finally stops in front of Paul, who finally gives him eye contact. When Dean had stopped speaking, Paul paused as if to process it and think about his reply carefully. With measured words, Paul spoke softly and in Latin as well. Dean slaps him across the face again and goes back to pacing in front of both of you. He speaks more Latin and Paul replies, always in a very careful and considerate way.Finally Dean has heard enough and throws Paul to the ground. Paul lands on his back and stares up at the ceiling making no attempt to get up or move. Dean pulls out a knife wrapped in plastic and Paul briefly flashing his eyes on it before staring back at the ceiling, this time his expression unreadable.When Dean pulls the knife from the plastic you notice it's made of iron. You'd always heard iron burned demons like holy fire. Dean traces the knife carefully over Paul's skin and you can hear it sizzle from the burning he's undoubtedly feeling. You feel bad. Paul was only trying to help you.
Player: You stand there silently watching

DM: You are hiding behind an Orange Tent.There is a Purple Tent up ahead.A Brown Tent to your Left.And a White tent to your Right.The Brown Tent is rustling.
DM: You are hiding behind a Purple Tent.There is a Silver Tent to your Right.An Orange Tent behind you.A Yellow Tent to your Left.And a Black Tent up ahead.The Silver and Black Tents are rustling.

DM: "Yes!" you giggle. Both Paul and Dean stare at you in shock. You feel you've made the wrong decision. Without warning, Dean hits you hard across the head. You remember falling but don't remember hitting the floor.++When you wake up, you're in the same room as before on the floor. You're in a lot of pain, but everything seems calmer between the two demons now. Paul is bloody and beaten but looks like he's okay. Dean is pacing until he notices you awake."Explain quickly, Paul." Dean says before walking out of the room and into a back room."I broke the laws of hell by lending you my dagger during the games. The price if anyone finds out is our souls being fed to Ammet the Devourer. There's no escape from Ammet once you are fed to him, since the only way to free one from Ammet is to kill Ammet and of course nothing can that is already a part of hell can't die in hell. So the only way to free one from Ammet is to have someone else summon the same one to Earth and kill it then. Of course no one will do that for us, because we broke the law." Paul explains.

DM: "He doesn't deserve torture. This is wrong." You say. "He was only trying to help me."Dean hisses angrily. "I don't think you understand just how serve this is." He replies with a growl."Then explain it to me." You say not backing down."Human, shut up!" Paul suddenly shouts from the ground staring at you with disbelief."I'm only trying to help you!" You shout back at him now a bit confused. Why was he getting so pissed at you standing up for him? What was wrong with these two?"I don't need help. But if you don't shut up, I swear to Satan you're going to regret it." He says. Dean has been silently watching with a glare and a look of disapproval towards Paul. You stare in disbelief.
Player: You stay quiet.
DM: You stay quiet. The room goes silent a moment as Dean debates with something in his head. He stares at Paul and briefly his eyes flash on you, but then he decides against whatever he was going to say or do and turns back to Paul."I need to know why." He demands in a low threaten voice.Paul doesn't answer immediately and this angers Dean. You look away when Dean pounces on Paul again. You hear Paul yelp in pain a couple of times but is obviously trying to hold it back with the strangled sounds emanating from the back of his throat. Guilt tugs at you again. You want to help him, but it's probably not the best idea.
Player: "Leave him alone." You say again.

DM: You simply nod afraid. Dean seems satisfied and turns back to Paul."I need to know why, Paul." Dean demands. Paul doesn't answer immediately which pisses Dean off. Dean backhands him and then suddenly stabs the knife into Paul's arm. Paul cries out with pain but then start a laughing."Careful, Dean, or you'll have a bigger mess to clean up." Paul teases. Dean growls angrily and yanks the knife out with one tug. Paul cries out with pain again but silences himself quickly."Enough with the games, Paul. You know that this results in a one way ticket to Ammet." Dean threatens but you can hear some worry edged into his voice."Relax, they didn't see." Paul says.

Player: You attempt to stab Dean with it
DM: You attempt to stab Dean with it, who is still staring in shock. The knife comes down, but it's no longer Dean in front of you. Paul is standing protectively in front of Dean. With two gasps, one from you and the other from Dean, the knife pierces Paul's heart. Paul scrams in agony and drops to the floor before dying. Dean glares at you with the worse look you can possibly imagine. You can see some pain in his eyes too. You realize just how big of a mistake that was. You know you're going to die now.Your death is by no means quick. The torture seems to last forever, but finally darkness takes you.Sorry, but you have lost. Try again by clicking on 'Ooops!' Or rate and leave comments. Thanks for playing!

Player: "He doesn't deserve torture. This is wrong." You say.

DM: "Fine! Fix this yourself!" You say angrily. You then look away from Paul. Fine. If he was going to act this way, there was no reason to defend him. The room goes silent a moment as Dean debates with something in his head. He stares at Paul and briefly his eyes flash on you, but then he decides against whatever he was going to say or do and turns back to Paul."I need to know why." He demands in a low threaten voice.Paul doesn't answer immediately and this angers Dean. You look away when Dean pounces on Paul again. You hear Paul yelp in pain a couple of times but is obviously trying to hold it back with the strangled sounds emanating from the back of his throat. Guilt tugs at you again. You want to help him, but it's probably not the best idea.

DM: You stand there in shock. Did you really just take the dagger from Dean? Now what? Dean recovers from his shock and snatches the dagger back. So much for that plan. Still he doesn't do anything to you, but simply stares, measuring you up to size. He turns back to Paul after a moment to continue."You realize this is a one way ticket to Ammet, right?" He tells Paul.

DM: You threaten Dean with it. Dean stands there for a moment staring at you before laughing, meanwhile Paul is glaring at you."Maybe we should feed it to Ammet." Paul mutters getting up from the ground. Dean suddenly snatches his knife back rolling his eyes."Who is Ammet?" You ask."Paul, explain." Dean says while turning and walking into a back room. You look to Paul for an explanation. Paul sighs."Ammet is a creature of hell that devours souls. For breaking the rules you and I should be fed to Ammet. The only way out of that of course would be to kill it, but nothing dies in hell so don't get your hopes up. If we're caught we'll be fed to Ammet." Paul explains.

DM: "Tell me why!" Dean demands. When Paul doesn't immediately answer, Dean backhands him and then stabs at knife into Paul's arm. Paul cries out with pain but then starts laughing."Careful, Dean, or you'll have a bigger mess to clean up." Paul teases. Dean growls annoyed and yanks the dagger out with a swift tug."Enough with the games, Paul. You know helping it broke the law and that's a one way ticket to Ammet." Dean hisses but you can hear some worry in his tone."Relax, they didn't see." Paul says soothingly.

Player: "92304." you say
DM: "92304." You say. You close your eyes hoping that was the right number. Suddenly you feel the knife wizz pass you and slice into your shoulder. You cry out in pain."That was the wrong number, by the way." Dean says."You know, we're really getting off schedule." Paul says matter of factly from the doorway."Sure are." Dean replies. "22657754312."

Player: "91775." you say
DM: "91775." You say. You close your eyes and hope that's the right number. Suddenly you feel Dean's knife slice into your shoulder. You cry out in pain."That was wrong, by the way." Dean says retrieving his knife."You know, we're really getting off schedule." Paul says matter of factly."Sure are." Dean says. "22657754312."
Player: "22987754321." you say
DM: "22987754321." You say. The knife slices through the side of your temple and blood gushes from the head wound. You still stand there though waiting to be told otherwise."We should go." Paul says."765907658744631526." Dean says ignoring Paul.
Player: "765907653344631526." you say

Player: "26577645132." you say
DM: "26577645132." You say. You have a feeling it's not right. Dean throws his knife which makes a large slice along your temple. It bleeds a lot but you heard head wounds did that. Still it makes yo nervous."Okay, we should go now." Paul says."765907658744631526." Dean says.

Player: "22657754312." you say
DM: "22657754312." You say."Correct." Dean says."Okay, we should get going now." Paul says."765907658744631526." Dean says ignoring Paul.

DM: "765907653344631526." You say. Dean gives Paul a look before throwing the knife right for your heart."Damn you." Paul says before lifting his hand up and stopping the dagger right in front of you. Then him and Dean go into a staring competition. It's like a test of dominance, you note. Finally, Paul looks away. Dean continues staring, waiting."What do you want me to say?" Paul asks."The truth." Dean says."I felt bad for it. It wasn't going to survive the tests. No one does." Paul replies."That's not true. You did. I did." Dean says seriously."Actually, only you did. You helped me cheat mine." Paul counters."It doesn't matter. Its the demon way. It is unworthy because it didn't pass." Dean hisses."The fact is, you chose me and I chose it." Paul says."Is that so?" Dean asks curiously."That is so." Paul replies. Then both sets of eyea go to you. Paul goes over and places his hand on your shoulder. You get hot all over but then suddenly all the pain is gone. He has healed you. Dean watches, his face unreadable. Finally, he sighs and turns away."You're going to regret this." He tells Paul. "Give it a name and let's go."Paul turns to you and says, "Your new name is Logan. This is what you will answer by now. Understood?"

Player: "765907658744631526." you say.
DM: "765907658744631526." You say. Both Dean and Paul look impressed."That's right, but I still have to kill you." Dean says looking over at Paul as he does. They both stare at each other for a long time. It's like a test of dominance you note. Finally, Paul gives in and looks away."I felt sorry for it." Paul says after a moment of silence. "I knew it couldn't pass the tests alone. No one can, Dean.""You did and so did I." Dean replies. "It's the demon way. It is not worthy.""Only you passed the tests." Paul counters."You helped me cheat on mine." "Prehaps it was a mistake." Dean says seriously."Maybe, but the fact is, you choose me, and I choose it." Paul says looking back up at Dean."Is that so?" Dean asks curiously."That is so." Paul says. Then both eyes are on you. You're not exactly sure what's going on but you have a feeling it's good for you. Paul suddenly comes over to you and places his hand on your shoulder. You getnhot all over and then suddenly all the pain is gone. He has healed you. Dean watches, his face unreadable. He then sighs."You'll regret this." He says before turning away. "Give it a name and let's go."You want to point out that you have a name, but you don't. Paul looks to you before saying, "Your new name is Logan. This is what you will answer by. Understood?"

DM: You drop your drawers and force out a nice turd. Several kernels of corn stand out beautifully in the brown excrement. You feel more than a little proud at having dropped such a healthy look deuce.Unwilling to soil your hands with filth, you snatch a few leaves from nearby trees and use them to pick up the turd and stuff it inside the mailbox.You have to pinch yourself to keep from laughing. When the deed is done, you head home, more than a little pleased with yourself. As your Sunday School teacher will no doubt soon find out, you should never bullshit a child with the malice of a pit bull and the shit of a mad bull.

DM: 

DM: "I will return to Lyestra in good time," you tell Adonis, "But there is nothing I can do for the village now. My guards are scattered throughout the forest. I can't just leave them.""But what about me?" Adonis moans, "You can't just leave ME here, can you?""You are free to join me if you wish," you tell Adonis, "But I think you'll be much safer if you return to Lyestra and look for survivors on your own. I will surely be back in Lyestra before nightfall."Adonis grumbles, but he heads off back towards Lyestra.Well. He's gone. Now, to find your guards.You came out here in a small troop of four--yourself, and three of your most trusted guards. You sent all three of them to scope out a different area.Lodan, your trusted right hand man, was sent to the Caves--a partially underwater system of tunnels.Anaria, your ranger, was sent off to the Trapper's Pits--a very dangerous valley full of toxic, carnivorous plants.And Glusen, your strongest guard, was sent to the Shadowed Glen--a densely wooded area.Where should you go first?
Player: Search for Lodan in the Caves

Player: Follow the construction detour north.

DM: You forge a path through the swamp, trying not to retch in disgust as the slimy swamp swill coagulates around your boots, threatening to pull you straight down into the muck.You are deep in the heart of the swamp, and the back of your neck prickles in fear. Surrounding you on all sides, towering into the sky, are the horrific forms of the Trappers.The Trappers are enormous, lumpy plants, with tops shaped somewhat like pitchers. The bulbous pitchers are gold in color, and you can see through them. Some of the plants clearly have remains of animals or birds still digesting inside of them.The plants are large---large enough to even hold a fully grown human. You try not to think about that too much.Their roots are thick, with dark red and pale green stripes. You clamber over the roots as you make your way through the swamp.Finally, after a good deal of hiking, you come to a place where the vines appear to have grown upwards, making a sort of wall that bars your progress.You grumble in frustration. What will you do about this new obstacle?

DM: The strange blue light beckons you onward. You feel as though it may have some of the answers you so desperately need.Screwing up your courage, you get on your hands and knees, and squeeze your bulky frame into the wet tunnel.The tunnel is a tight fit--too tight for you to fit wearing your leather armor. You discard it and leave it at the tunnel entrance.Soon, you are crawling through the tunnel wearing only your tunic, feeling more vulnerable than ever. The tunnel goes on forever--growing darker and darker. Soon, you are groping your way through pitch blackness, pulling yourself forward inch by inch. The walls constrict around you, and, hysterically, you feel as though you are crawling into the depths of some enormous python.Every time you consider giving up hope, however, the blue light bobs and floats ahead of you, flickering down the tunnel and giving you a quick glimpse of the way forward.But then---the light goes out.You sit there, alone in the blackness, your breath catching in your throat.You feel the panic rising and the tunnel walls closing in.Maybe this is some sort of trap. Maybe you need to get out, NOW, before it's too late.What do you do??
Player: Turn back!
DM: You give into blind terror, and try to scramble backwards!!You have to get out of here!!! You have to get out!!!!In the dark, you have no room to maneuver, and your thrashing only leads to a showering of dirt down into your eyes and mouth.This, alas, only leads you to panic more severely, thrashing and kicking, until--The tunnel walls cave in around you, filling the cramped passageway with dirt and rocks.You are buried alive in an underground tomb, forgotten and abandoned.

Player: Search a Nearby Stalagmite Formation
DM: Along with the massive stalactites dripping on you from the ceiling, there is also an impressive formation of stalagmites, rising up from the cavern floor.You poke around the stalagmites for a bit, but find nothing but a few patches of cave mold.Nothing to be found here.

DM: Well, there's nothing for it. You'll just have to hack your way through.You draw your sword, and slash away at the vines blocking your path. The vines are tough, and it takes all your strength to chop away at them. You feel as though you're cutting down a tree, rather than simply hacking away at swamp vines.Finally, you manage to clear enough of a hole to squeeze your large frame through. You push your front half through the hole, when all of a sudden--the vines begin to constrict around you.Something is terribly wrong.The vines are moving around you, slithering across the swamp, and around your body, of their own accord! Panicking, you drag the rest of your body through the hole, dropping to the ground on the other side of the wall.You grip your sword tightly. There is an enormous Trapper before you, swaying back and forth slightly.This Trapper seems to be much older than the others you've seen. It's certainly far larger. It's sort of a sickly brown color, and you see that it must have been the source of all of these vines.The Trapper's leaves are shivering, and suddenly, you realize that it is impossible for the Trapper to be swaying, because the air is still--no breeze, no wind.It is just as you realize this, that a vine wraps around your arm, the Trapper lunges towards you, and its' enormous golden pod splits open to reveal blood red jaws that roar with a furious hunger!!!Fight for your life!!!
Player: Assume a Defensive Stance!
DM: You've forgotten to deal with the vine that's wrapped around your arm, and that proves to be your undoing.Before you can do anything else, your arm is jerked backwards by the sentient vine--the pain is so intense that you drop your sword and scream in blood chilling agony.The vine lifts you high into the sky like a rag doll, and as you shriek in breathless terror, plops you into the open mouth of the ancient Trapper.The slimy red jaws slam shut around you, ending your adventure permanently.

DM: You can't fight that many goblins!You turn and run for your life, sprinting into the woods. You twist and turn wildly, trying to lose them. You can hear the goblins behind you, splitting up to try to cut you off, but you are much faster than they are. Eventually, the sounds of the goblins vanish in the distance. You have lost them. You are safe.You look up and notice that the sun is now quite low in the sky. Your search for Glusen took much longer than you expected. You still want to search for Lodan and Anaria, but you have no time left to do it. You figure that if they are not dead, then they will make it back on their own. You must head back to Lyestra now, otherwise you will never make it back before nightfall.
Player: Return to Lyestra by yourself
DM: As you walk back to Lyestra, you think back over all that you have learned.Glusen is dead, murdered horribly by a wicked man named 'Larcassio.'This Larcassio was part of the attack on Lyestra, but he was not the leader. The leader was someone known only as "Gremgrawler."Whoever this "Gremgrawler" is, he must have a large force of goblins working for him.You were unable to find either Lodan or Anaria, but you hope they made it back to Lyestra safely.Now, on to Lyestra--where you will hopefully be able to unravel this mystery, and perhaps get revenge on whoever was responsible.

DM: You stand and fight valiantly, but the goblins are just too many for you to handle. You are only able to kill two of them before the rest swarm over you, ripping and tearing you to shreds.

DM: You turn and sprint away as fast as you can!The goblin begins shrieking wildly behind you."Sound the alarm!!" He screams, "Intruders! Spies!!"The other goblins, and the man called Larcassio, all bolt to their feet and give chase.They move swiftly, but thanks to your quick thinking, you have a generous head start. However, they are gaining on you!You have to think fast and lose them! What will you do?
Player: Hide in a bush
DM: You hide in a nearby bush. You stay there for what feels like hours, not daring to breathe. Then, just when you think everything has died down, you slowly climb to your feet......And find yourself staring directly at a horde of angry goblins."Found him," the small goblin snarls. He pulls out a long, jagged knife, and turns to look at Larcassio, who stands menacingly nearby. "Can I kill him? Please?""I don't see why not," Larcassio says, his long, snakelike tongue flicking in and out, "I'm sure he will find it quite...humiliating."The goblin lunges forward and stabs you in the chest. You are too surprised to defend yourself, and fall face down at the goblin's feet, where you die slowly.And Larcassio is right.It is humiliating.

DM: Panicked, you draw your sword, and stab the goblin through the chest.However, it is not a clean wound, and the goblin shrieks out in agony!!You gasp in horror as Larcassio's head swivels around to face you."My friends," he says, savoring the moment, "It appears our next feast has decided to approach us all by himself." He smiles at you coyly, and then gives the dread command. "Attack him."You don't even have a chance to run before the first of the goblins flings himself at you. In mere seconds, you are overwhelmed. Just a few seconds after that, you have been stripped to the bone. Your skeleton is left there, on the forest floor, a warning for all those who dare to oppose Larcassio.

DM: You weigh your options, and decide the best course of action is to head to the esteemed Morgan's Bar.You head down the winding pathways of Lyestra, until you have reached the swinging double doors of the Bar.You push through the door, and there, as you expected, you see several dozen villagers, all crowded about within the dimly lit tavern.They are gathered around the small wooden tables, drinking at the bar. A few children are huddled in the corner, smeared with dirt and playing a card game in grim silence.The Morgan's Bar, being the largest building in town, was always designated as the survival shelter in case of attack. It had almost been a sort of joke. 'We'll drink til' the invaders get bored,' people used to say, laughing.After all, who would ever want to attack a town as tiny and insignificant as Lyestra?You shake your thoughts away, and stride into the Bar.Everyone freezes for a moment at your approach, and all eyes turn to stare directly at you. You feel their gazes burning into you.And then, quickly, the villagers all turn aside, quickly absorbed back into whatever menial tasks had been consuming them.You feel a hot rush of shame, but force it down. You have a mission--you must find a key to unlock the door.Someone in here is sure to have it.You survey the room.There are the children, of course, playing their game in the corner. Morgan himself, the Barkeep, is washing a glass and avoids your gaze. There is an incredibly muscular man in the corner, picking at his teeth with a dagger, and wrapping a gauze bandage around the his arm. And in the corner, there is a tall, gaunt man in a purple cloak. His hood is up, so you can't make out his face in the dimly lit room.And of course, you could always have a drink.
Player: Speak to the Cloaked Man

Player: Greet Iselica

DM: You stride up to the North Gate. The huge metal padlock is still clamped tightly to the Gate."Do you have a key?" Joad asks you.You shake your head 'no.'"THEN WHAT THE HELL ARE YOU DOING HERE?!" Joad explodes.You stand there for a moment. You don't have an answer to that question.You turn and go back the way you came.
Player: Return to the Town Square
Player: Go to the Morgan's Bar

Player: Search through a Nearby Pile of Discarded Rubble

Player: Root Through the Armor
DM: You begin going through the armor pile, and find a variety of worn out breastplates, small slashing weapons, broken bowstrings, chipped arrowheads, and even a few loose discarded scales.There can be no doubt about it. This is a pile of discarded goblin armor.You feel your anger returning. It's becoming quite clear now. The goblins who ransacked your village were surely here in this cave. They must have been using it as a base of operations, and by the looks of things, they must have been here for a while.How could you have been so stupid? As captain of the guard, your people trusted in you to protect them! And yet, you let an army of goblins slip by you, unnoticed, until it was too late.Seething with fury, you back away from the pile.

Player: Step on the Purple Tile

Player: Slash at the Trapper's Open Mouth!

Player: Get Low to the Ground, and Attempt to Crawl Around the Trapper
DM: You drop to the ground, and slowly, ever so slowly, you begin to crawl through the swamp.Your goal is to attempt to crawl around the Trapper. Perhaps once you've gotten behind it, you'll be able to find some way to really injure it, or perhaps escape with your life.However, your movements are not subtle enough. Even the tiny amount of crawling is sending ripples through the swamp, alerting the Trapper of your location.The creature's vines are slowly worming their way towards you, getting closer by the second. What are you going to do?
Player: Stand Motionless
DM: You stop moving instantly. It's the only choice you have, now.It still isn't quite enough to confuse the Trapper. One of it's tendrils twists lazily towards you, practically brushing your nose.This could be an opportunity.But an opportunity for what?
Player: Stab the vine with your sword, and hold on tight

DM: "I'd like to know the whereabouts of Anaria, the Ranger," you say. You're desperate for information about the invasion, but you are loyal to your friends, first."The choice is made," The Stone Lion says, grinning, "But the game is FAR from over.""What do you mean?" you ask."We're going to play a little game!" Faundeloy says, "Answer my riddle. If you guess correctly, I'll tell you where to find your lovely young ranger friend. If you guess poorly...I smack you over the side of the ridge, where one of my Trapper beauties is waiting to swallow you whole. Sound fun?"You glare at the Lion. He is clearly mad, but you feel as though you can best him at his own game."I accept your challenge," you say, "Give me your riddle.""Very well," Faundeloy says, grinning with rows of stone teeth. He clears his throat.Eat my flesh,Eat my skin,Spit out my hearts,I'm back again.Faundeloy looks at you expectantly."What am I?" he asks.*Select the first letter of the answer to the riddle.*
Player: H

DM: "I would like information on the attack," you say. That is why you came out here, after all. You feel a little guilty about possibly leaving your friend Anaria to die, but you hope that she can take care of herself."Very well," Count Faundeloy says, smiling broadly, "The choice is made. But the fun is FAR from over. We're going to play a little game!""A game?" you ask, "What sort?""Well," the Count says, "It's simple. I ask a riddle. You guess the answer, or I smack you over the side of the ridge, where you'll be gobbled up by one of my adorable little plants. Sound fun?""I suppose I don't have much of a choice," you say, "Alright, then. Bring it on. What is your riddle?""Ahem," Count Faundeloy says, clearing his throat--I whistle, but I have no voice.I sing, but I have no song.I bite, but I have no teeth.I can make one man into two.Count Faundeloy looks at you expectantly."What am I?"*Select the first letter of the answer.)
Player: C

DM: You lunge at Larcassio, but unfortunately you overshoot the mark. He's too close for that!He dodges you easily, and slips his sword into your ribcage.You grip your side as you collapse to the ground.Everything goes dark.....

DM: AAY
DM: A
Player: D
DM: D
Player: v
DM: AV
Player: j
DM: AAJ
Player: f
DM: AAAF
Player: r
DM: AAAAR
Player: y
DM: AAAAAY

DM: "Morgan!" You call, and start walking towards him.He sees you out of the corner of his eye, and turns away from you, to help a customer."And how can I help you, miss?" he asks, pointedly ignoring you. Your hand falters, and you turn away from him.Clearly, he is none too happy to see you. Time for a different approach.
DM: You are standing in the middle of the Morgan's Bar, surrounded by the few survivors of the attack.There are some children, playing a game in the corner.Morgan stands behind the bar, washing glasses.A muscular man is bandaging himself near a table.There is a cloaked man in the shadows.And you are pretty parched.

DM: You walk towards the Muscular Man.He sneers as you approach."Wellll, well, WELL!" he rumbles, his scarred face leering down at you, "Look at the little guard captain, come snivlin' back."He is wrapping a gauze bandage around his arm. He appears to have sustained a nasty cut along his bicep.You recognize the man as soon as you approach. It's none other than Riker, local mischief maker and brawler. You've had a few run-ins with him before."Riker," you say, curtly."Thought you'd never show your face 'round this town again, runt," Riker growls, "Or worse, I was tellin' evry'one I figgered YOU were in league with them goblins.""They tricked us all," you say, "But they're going to pay for what they've done."Riker lets out a wet, throaty laugh."I'll bet they will!!" he croaks. His voice sounds like a bag of wet marbles. "You go'wan and get your head cut off by 'em, thank a lot, then, cap, that'll show 'em, yeah.""I plan to face them," you say, "But I need a key to open the North Ga--"Riker spits."Well bloody well good luck with that," he says, "cause you ain't gettin' no help from me."He turns away, finished with the conversation, and goes back to his bandage.
Player: Return to the Bar
Player: Speak to the Muscular Man

DM: You wander over to the kids. They seem to be playing some strange sort of card game.A boy with dark eyes and darker hair stares up at you approach. The other children look to him as though he were their leader."Hello, children," you say, extending a hand in what you hope is a friendly way."Hello," the little boy says."I'm looking for something," you say, "And I'm wondering if you could help.""Mum says not to talk to strangers," a little girl hisses to the boy."Yeh, well ,where's your mum now?" the boy asks.The girl looks down at the floor, and tugs at the hem of her dress."That's right," the boy says, "we ain't got no more rules to follow, now." He looks back up at you. "What you want, then?"You inhale slowly."I'm looking for a key," you say."Ain't got no key," the boy says, but then he reconsiders. "But on the other hand, I DO got this." He holds up a shiny copper coin."A coin?" you say."It's lucky," the dark-haired boy says solemnly. "I'll play you for it, if'n you want.""Hm," you say, "Well, I don't have anything to play for. I've got no money on me.""Yes you do," the boy says, and he slowly points a finger at your sword, hooked onto your belt. "I'll play you for that." He looks up slowly, giving you a toothsome grin. "What say ya?"
Player: Turn him down, and return to the main Bar area

DM: A drink, maybe that's what you need.You take a few steps towards the bar, and stop instantly.You have no money on you.Embarrassed, you return to the bar.

Player: Enter the Mansion

DM: You hear a solid 'click!'That seems like a good sign.Suddenly, as you watch in astonishment, the symbols shift and change--becoming new pictures.Take your best shot.
Player: Touch the 'Lyestra' Symbol

Player: Touch the 'Murzil' Symbol
DM: The door remains locked.Even worse, the symbols fade away, and are replaced by the first ones!You kick the door and frown.Better start over.

Player: Give up and Return to the Great Cavern

Player: Back Away from the Goblin Armor

Player: Step on the Orange Tile
Player: Step on the Yellow Tile

Player: Step on the Red Tile

Player: Sever the vine with your sword

DM: "Is the answer....A Sword?" You ask.Faundeloy smacks his forehead and rolls his eyes."Idiot!" He says, "How would a SWORD possibly make sense? Terribly sorry, but you're too stupid to live."And with that, he clubs you with a mighty stone paw, sending you reeling over the edge of the precipice, down into the Pits below.You scream as you plunge directly toward a massive Trapper, its' blood red jaws open wide, almost smiling as you plop directly into its' mouth.You give one last wail of terror as its' jaws close around you, forever.

DM: The recent, crippling assaults on the front-lines are heading inwards, towards massive civilian populations. You have evacuation ships heading towards the population centres, but not enough for a full evacuation. You also have several military ships heading towards the front lines for a massive evacuation of both the soldiers and the supplies, vehicles and weapons. You could continue with this method, allowing for the max amount of essential components to be recovered, increasing your chances of successfully repelling the Chykri in the future. You could also abandon the recovery of military supplies, vehicles and weapons and only recover troops. Finally, the most radical plan, you could abandon your troops, supplies, vehicles and weapons at the front lines in the hopes they'll weaken the Chykri, as well as allowing you to fully evacuate the colonies.
Player: Keep with the Standard Plan

Player: Have a drink

DM: Steele-Blooded Steve lives alone with his mother. At a young age his father left him and his mother to find work; he never came back. This early absence of his father has lead Steele-Blooded Steve on a path of destruction and toward a goal of world domination. This goal isn't fueled by reason, other than chaos and how he enjoys pain. He hopes to one day defeat Dr. Horrible. He's a loaner, and has been training rigorously in his mom's basement for the last few months, thriving off of mac and cheese and Mt. Dew. --- Steele-Blooded Steve sits in his bean-bag chair in his Mom's basement, writing in his diary. "Today during my work-out routine I achieved a new goal. I ate 12 panes of glass, swallowed 52 nails, and hit myself in the face with a hammer 75 times in a row. This would put anyone else in hospital, but not me. I enjoy this, I crave this, I yearn for this. Some people love their dog, others love to watch movies...I love PAIN! My love for pain will defeat Dr. Horrible one day...One day soon!" Steele-Blooded Steve slams his diary closed, gets up, and walks over to the card table he has set-up. On the table is a ninja star, a knife, and a throwing axe.
Player: Ninja Star

Player: Card 7

DM: "What about Xavi?" You ask, "Any news at all?"She shakes her head. "Neither of us have heard from Xavi in years. He may be at the far ends of the world. He may be dead, too, for all I know."You take her arm."I swear, upon everything I know, everything that matters to me, I will get revenge for what's happened today," you say.She looks at you."Revenge," she says, softly, "I suppose that's all there is, now."She reaches to a coin purse on her waist, and pulls out a thin key."I suppose you will need this if you are to pass through the Northern Gate," she says. You extend your arm."Wait," she says, "Before revenge, first we must achieve closure." She gestures to the mansion on the hill. "My husband....the good Mayor Abel--he is there, in the house. I am unwilling to enter that home ever again." She looks into your eyes. "Arakhan, will you bring his body out? We must give him a proper burial. I will gather the townsfolk."You nod."Certainly," you say. You press your hand warmly to hers.

Player: Read 'Potion Crafting in Six Easy Steps!'
DM: You open the book to a random page.Potion-crafting is lots of fun, and the best part is, ANYONE can do it!All you have to do is-The rest of the pages appear to have been torn out.Weird.

Player: Return to the Main Area

DM: You decide to search through the pile of cave debris.It's just a standard assortment of cave mushrooms, dust, and stones.What to do?
Player: Play in the dust
DM: Wee!Fun!You like dust.
Player: Back to the pile

DM: You ignore the chest for the time being and search for a way out of here. This cavern gives you the creeps, and you're not sure if you want any part of it.After some searching, you find a large stone that, when shoved, falls away from the wall, leading to another secret passageway.It appears as though this passage will take you back to the Main Caverns, where you are more likely to find Lodan.But you hear the voices calling to you........."Noooo.....don't leave us Arakhannn.....ssstayyyy........"It's up to you.
Player: Leave this place and search for Lodan

Player: Step on the Black Tile

DM: You step onto the Green Tile.Nothing bad happens.Thank goodness!!The third, and penultimate row, stretches before you. It appears that whoever painted these tiles was starting to run out of colors.
Player: Step on the Aquamarine Tile

DM: You stab your sword into the vine, where it sticks fast!The Trapper gurgles, and the hoists the vine skyward, with you still holding on for dear life!The vine would be too slippery to hold onto normally, but with the sword sticking out like a pole, you are able to just barely keep your grip on the hilt.You see a thick green leaf, protruding near the top of the Trapper's stalk, at the place where the stalk meets the golden pod.You wrench your sword free from the vine, and go plummeting down, towards the leaf. Thankfully, the leaf is thick and strong, and it supports your weight! You are now several feet above ground, standing directly next to the Trapper's golden stomach pod!The Trapper's angry red jaws can sense you, so close to it's vital organs. They bend down towards you, plunging towards your precarious position on the leaf!It's now or never!!
Player: Slice open the Pod!

Player: Ask for advice

DM: "That one," you say, pointing at Card 6.He lifts it, showing you the number "5." He sticks his tongue out at you."Lucky," he whines. "But that's just the first round."He reaches in his pocket and takes out another deck of cards."This is my lucky deck," he says, "we'll see how good you are now."He lays out seven cards."From your left to right," he says, "The cards are: Phoenix, Monkey, Snake, Dragon, Troll, Ogre, and Goblin."You nod. "I'm ready," you say.He starts to shift the cards.He moves the first card three spaces to his left.Then, he moves the second card two spaces to your right.He takes the seventh card and moves it five spaces to your left.He takes the fourth card and moves it one space to your right.He takes the sixth card, and moves it two spaces to his right.Then, he takes all seven cards, keeping them in a row, and spins the entire row clockwise, so the row is now upside down."Which card has the dragon?" he asks.

Player: Search for a way out

Player: Root through the Debris

DM: Mm, not bad!Oh, wait, yes it is.It tastes, very, very bad.
Player: Pick up a stone

Player: Eat a mushroom

Player: Step on the Vermilion Tile

Player: Speak to Morgan, the Barkeep

Player: Go to the North Gate

DM: "Card 5," you say.The dark-eyed boy's eyes grow darker.He smolders as he lifts the card, showing you the face of the Dragon."Fine," he says, muttering, "But now you have to win the third round, and it ain't gonna be easy."He lays out seven cards."This time I'm gonna mix decks," he says.He shows you the cards. "From your left to right, they are, Card 2, Dragon, Ogre, Card 6, Card 1, Monkey, and Card 5."He slams the cards down in front of you."Ready?" he asks. You nod.He moves the first card three spaces to your right.He then moves the sixth card two spaces to your left.He moves the new first card one space to his left.He takes the entire row, and flips it clockwise, then counterclockwise, then clockwise again.He moves the fourth card two spaces to his left, then one to your right, then two to his right.He covers the cards with his arms and moves them around a little bit. He doesn't let you see.He realizes there are now eight cards, and takes one of them off the ground at random, ripping it up.He moves the second card one space to your left."Where is the Ogre?" he asks.
Player: Card 2

Player: Read the Maps
Player: Inspect the Jewelry

DM: You open the book to a random page.The Blood Blade.For years, soldiers, kings, peasants and heroes alike have searched high and low for this wondrous weapon.A weapon--that is said to grow stronger with each life it takes.A weapon that is said to hunger for blood, to feast on it and fill the wielder of the Blade with an uncontrollable bloodlust.Forged in the fourth century by the insane Blacksmith Edelweir, the Blade was bestowed upon Adrador the Mighty--who sparked the well-documented Eight Lands' Conflict.Cutting a swath across the Eight Lands, Adrador seemed to be unstoppable--The sword grew stronger with every life he took, and after cutting down thousands of soldiers, Adrador had nearly the strength of a god.It was only the Cabal of Wizards--combined with the might of the Nine Dragons and the Warlocks of the East--who were able to stop him--and then, only by collapsing an entire mountain on his head.Since Adrador's fall, the whereabouts of the Legendary Blood Blade are unknown.You close the book.

Player: Open to "Murzil"
DM: You open up to the entry for 'Murzil.'Murzil, also known as the Dark Crags of the Western Mountains, is known for its' inhospitality to strangers. The city forbids outsiders, so information on the inner workings of the community are scant and unreliable.It is said that the town of Murzil is home to a race of cannibalistic creatures who feast on visitors.However, few have visited the town and lived to tell the tale.You shudder. Something about the description of the people of Murzil sends chills up your spine.

Player: Search the 'Fiction'
Player: Read 'The True and Miraculous Account of One 'Aire' Bud--A Canine of Great Physical Prowess and A Companion Most Dear: A Play in Three Acts

Player: Card 5

DM: You point at the little girl sitting next to him.She immediately burst into tears."I told you, Joffa!!" she says, "I told you we shouldn't cheat!!!" She hands you the Ogre card, which had been secretly tucked inside her dress pocket the entire time.Joffa, the dark-haired boy, slams a fist into the ground angrily."And I told YOU not to give the game away, Leesey!!" His face is red, but he reluctantly hands over his copper coin."There you go, sir," he says, frowning.You take the coin.You now have one (1) copper coin.Unbelievable riches are now yours.You head back to the main bar area.
Player: Back to the Bar
DM: You are standing in the middle of the Morgan's Bar, surrounded by the few survivors of the attack.Morgan stands behind the bar, washing glasses.A muscular man is bandaging himself near a table.And you are pretty parched.

Player: Open the Attic
DM: You pull the ladder down, and climb up to the door in the ceiling.This door, you remember, leads to the Attic.Strangely, there seems to be no handle. You tug at the edges of the wood, but nothing happens.There is a brass hole in the wood.You climb back down the ladder.

DM: You open to a random page."Day Thirty-Two."I have studied these strange and bizarrely disgusting creatures for quite some time now, and I am beginning to understand their methods and behavior.I have been feeding them small woodland creatures, and discerning the results.The Trapper's Keepers, I have come to realize, are 'slow feeders'--that is, they keep their meals trapped inside their bulbous pods for hours, sometimes days--even--before the digestion process even begins.When a Trapper's Keeper swallows a victim, the fluids inside will instantly put the creature to sleep, while preserving them and keeping them fresh for future consumption.In this way, the Trapper's Keepers may eat at their leisure."Day Forty-Seven."I have begun to appreciate the twisted beauty of these creatures. I have named one of them Georgette, and I feel that she is showing affection for me. Can Trapper's Keepers feel love? I must inspect this matter further.The journals appear to end here, oddly enough.You notice for the first time that the journal is slightly sticky. You try not to think about it any further than that.

DM: You open to a random page."Stone Lions. See Also: The Arcane, Gardeners, Keepers of the Wood. See ALSO Also: Obnoxious, ANNOYING CRETINS, who wouldn't let me get back HOME until I answered twenty-five of the STUPIDEST RIDDLES I've EVER HEARD!! Seriously, a CANDLE?! Who the HECK would ever guess that the answer to his riddle was a CANDLE!! CANDLES DON'T FLY, MORON. YOU CAN'T TELL ME IN YOUR RIDDLE THAT IT'S SOMETHING THAT FLIES, WHEN IT'S A FRIGGIN' CANDLE!!!"You close the book. Academic standards for these books seems to have grown a bit lax in the last few years.
Player: Read 'The Devil's Plant--My Study of Trapper's Keepers'

Player: Read 'Red Ogres: Fact and Fiction'

DM: You open to a random page.The Ring of Otoros is a true oddity among relics--this Ring, used in the hands of a capable spellcaster, provided the user with the ability to speak with the dead.Unfortunately, the Ring had an unfortunate side effect of rendering the user dead themselves.This led to the Ring having little to no application, and was eventually destroyed in the year 35.You close the book.The more you know.

Player: Read 'The Ring of Otoros'

DM: You open to 'The Forest of Twill' and begin to read.The luscious Forest of Twill is approximately 80 acres in diameter, and exists just past the outskirts of Lyestra, a town of little to no importance.The Forest is a lovely place to spend a carefree afternoon--caves for exploring, and sun-drenched meadows abound.However, be sure to avoid the eastern reaches of the Forest--A Garden of Trapper's Keepers are believed to grow there, and should be avoided at all costs.Interesting. You flip back to the front page of the Atlas.
Player: Return to the Front Page of the Atlas

DM: You open to the entry on "Lyestra."You frown in dismay as you see the entire entry is only one sentence."Lyestra. Of no importance."You nearly slam the Atlas shut in frustration, when you notice something odd.Tied to a string, used to bookmark this page-----A tiny silver key, no bigger than your finger! Aha!!You're certain that this key will unlock the door in the Northern Wall.What will you do?
Player: Take the Key
DM: You take the Key in your hand gleefully, ready to open the steel door-----When suddenly, you pause.You ARE in the Library, after all. This could be your last chance to do some research on your potential foes.You could take this time to read some more books. Or, you could go ahead and unlock the door--continuing your search for Timon.If you decide to keep reading, the key will be right where you left it--on the entry for Lyestra.But if you decide to continue through the door, you feel quite certain you won't have time to read more books.What'll it be?
Player: Return to the Library for more Research

DM: You open to the entry for 'Katoban.'There are many pictures and illustrations of a beautiful city fashioned entirely from glass.You read an entry.Katoban, Jewel of the East, is known for its' splendor and beauty. The city is fashioned entirely from glass. Caravans travel from far and wide to marvel at this wonder of the desert, and the city has become a major hub for trade.The enchantments necessary to keep a city of glass alive and well in the desert are, however, expensive, and have often led to political upheaval and strife.You've always wanted to see Katoban. You can just imagine how beautiful it must be.You return to the front page.

Player: Read 'Walk Forward Adventure 3000'

DM: You open to a random page."I can't carry it any longer, Mister Gumbill," Frolop gasped, falling onto the ground."You must," Sumbly Gumbill said, pulling on Frolop's hand, "You must carry the Kale of Caesar to Mount Gloom, or goodness itself will die."Frolop nodded, and, taking Sumbly's hand, continued his ascent up the perilous Mount Gloom."Yessss," said Gargle, "Precious Kaleses for the Mountain! Good Hobbernobs!! Gargle will help the preciouses!!!"You close the book.Ah, the 'Lord of the Greens.' A true classic. You remember reading the trilogy cover to cover in your youth.You will never forget Frolop's beautiful sacrifice.
Player: Read 'The Lord of the Greens'

DM: You open the book and turn to a random page."I must ascend the Tower of Gultrazia," the Aeromancer Meldred declared, gripping his lover in his arms.She nodded, understanding that Meldred must fulfill his destiny at all costs.Meldred gripped the Crystal of Obinix tightly, murmured the incantation of the Ancients, and began to wait, patiently, as the red mist rose from the earth, as the storm clouds trembled in the distance---Until at last---at long, long last--there--in the shadows--he saw his faithful steed--Aberax, the Lightning Dragon, burst from the heavens with a peal of thunder and the screaming of all the angels in heaven.The Dragon's power rent the sky in twain, lighting the clouds with the glow of the moon and the smoke of a thousand flames.Meldred mounted the Dragon, and together, the two of them flew off into the night sky, leaving the shaking of the earth and the downpour of rain behind them.You close the book and shrug. You never really understood the point of 'slice of life' fiction. It's just so mundane, y'know?

DM: You open the play to a random page.Joshua: Hark, I do so tell thee-- Pay ye great heed to those skills which mine companion doth shew. For tho' he be but a beast of the field--I do so swear it 'Tis a creature most dear to me, a brother most true.Referee: I look 'pon these books, good man, and I see-- The truth made apparent--'Tis most clear to me--- Ho, let my grave ruling be welcomed by all-- 'Tis no rule that forbids dogs from basketball!Aire Bud: Arf!You slowly close the play.Huh.

Player: You stay quiet. After all, he didn't want your help.

DM: The bar is pretty crowded, but you find an open seat and quickly snag it.Before Morgan can say anything to you, you've laid your copper coin down on the table."Pour me a drink, eh Morgan?" you ask.As he gets closer, you can see a key tied around his neck on a string. It has to be the North Gate key, you're sure of it."What'll you have?" he grumbles. He's clearly angry with you.What will you have?
Player: A Dragon's Paunch

DM: Ok.
DM: Ok.

DM: Ok.
DM: Ok.

DM: You stoop down, wrapping your arms around Abel's small body. For such an old, wizened man, his muscles were still in peak condition.You hoist the corpse, carrying it out of the living room, through the entrance hall, and down the front lawn.Iselica nods sadly when she sees you approach."I hope you met with no trouble?" She asks. You shake your head."Alas, Abel," She says, sadly, brushing his forehead. She motions for you to follow her. "I have found a small gathering. Those who felt brave enough to come out of hiding. There are few, but I do not think it right that our beloved Mayor should be buried with no ceremony at all."You follow Iselica down the steps, around the Mansion, and to the backyard, where there is a well-kept garden. Two burly men have finished digging a hole in the soft earth. Isakar, the carpenter, stands nearby with a coffin, lying open. Nearly a dozen of your friends and neighbors have taken seats in the garden, and they watch as you gently lower the Mayor's body into the coffin.Iselica chokes back a sob and turns her face away as the burly men lift the coffin, and lower it into the ground.As the men are doing their work, Iselica takes you by the arm."Arakhan, will you give a eulogy? He was always so deeply fond of you. And with Xavi gone, you are the closest thing to a son that he had."
Player: Agree to give the eulogy

Player: Read 'Riddles and Other Obnoxious Timewasters--The Truth about Stone Lions'

Player: Use the Key on the Northern Door
DM: You feel confident that it's time to find the Librarian Timon.You walk over to the steel door in the North wall, and insert the key.It twists in the lock with a satisfying k-click, and the door gives way.The door swings open, revealing a spiral staircase, going down and down into darkness.You take a deep breath (accidentally inhaling a cobweb), and march down the stairs.There are no torches, nothing to light your way, so your journey is slow and steady as you walk down the spiral stairs.Eventually, you see a slight green glow up ahead. You pick up the pace, and then, finally, you feel slick stone beneath your feet--no more stairs.You look around, and see a table up ahead--there appears to be a lantern on the table, emitting a soft green glow.The glow illuminates papers, beakers--strange bubbling liquids----whoa. You seem to have found some sort of underground laboratory!You step into the laboratory, searching for any sign of Timon.

Player: Open to "The Forest of Twill"

Player: Open to "Lyestra"
Player: Keep Reading the Atlas

DM: You pull the stone from your pocket and start scratching away the mold with it.Safety first, after all!The tip of the stone steams and smokes a bit, but the mold gets nowhere near your exposed flesh, and falls to the ground, where it turns brown and shrivels up harmlessly.In moments, the mold has been scraped away, and the stone figurines on the wall have been at last revealed to you. There are quite a few of them, as a matter of fact.It appears to be some sort of elaborate test. The figures on the wall appear to be fixed to rotating stones."Choose the correct figure.....rotate it....." The voices whisper in your mind.Alright. You'll have to pick the correct figurine. It may be blind luck.But then again.....you almost feel as though you've seen something like this before?? Or have you?It's so hard to remember.Either way, you have one chance.It's do or die.
Player: Rotate the Hammer

Player: An Angry Rock Troll Hard Cider

DM: Most of the jewelry you find is rather poor quality. Cheap tin chains, glass jewels, so forth.You do find, however, a locket of exceptional brass. With some effort, you are able to pry the locket open.Inside, there is a miniature painting of two men. One of them is Abel, you recognize, although he looks much, much younger than you have ever known him.The other is a strikingly handsome man with dark hair and dark eyes, his hands at his side.You close the locket and put it back in the chest.

DM: Ok.

DM: Ok.
DM: Ok.
DM: Ok.
DM: Ok.

DM: Ok.
DM: Ok.
DM: Ok.
DM: Ok.
DM: Ok.
DM: Ok.
DM: Ok.

DM: Ok.
DM: Ok.
DM: Ok.
DM: Ok.
DM: Ok.
DM: Ok.
DM: Ok.

DM: Ok.
DM: Ok.
DM: Ok.
DM: Ok.
DM: Ok.
DM: Ok.
DM: Ok.
DM: Ok.
DM: Ok.
DM: Ok.
DM: Ok.

DM: Ok.
DM: Ok.
DM: Ok.
DM: Ok.
DM: Ok.
DM: Ok.
DM: Ok.
DM: Ok.

DM: Ok.
DM: Ok.
DM: Ok.
DM: Ok.
DM: Ok.
DM: Ok.
DM: Ok.
DM: Ok.

Player: Refuse to give a speech
DM: "What? Me??" You say, defensively, "No, no, I couldn't--I--that's alright. Why don't you give a speech?"Iselica frowns. "Please, Arakhan. I should think that you would want to commemorate the loss of someone so dear. Are you really so afraid?""Afraid?" You say, "No....No, I just--"The crowd is staring at you, and one of the burly men takes you by the arm and leads you in front of the crowd."Oh, go-wan," the man rumbles, "We don't have all night."You stand before the crowd, your palms sweaty.Time to begin your speech.

Player: Look out the Window
DM: You look out the window, and see the garden in the backyard--or what remains of it, anyway.The sky is overcast and gloomy. You are about to turn away, when you see a silver coin, wedged in the crack of the window.Hm. Looks like not everything was cleaned out after all.You pick up the coin, and twist it back and forth in your fingers, but both sides have been worn down, and the markings are gone.It's shape is unfamiliar--perhaps it's foreign currency that you've never seen before. You shrug and replace it. It doesn't seem very important right now.

Player: Into the Lab
Player: Search the Potions Table

DM: You rotate the two-headed cobra figurine.You hold your breath, waiting for the worst.....But then, a tiny, emerald key tumbles out of the serpent's mouth, directly into your hand.You've found the key!!!"Yesssss....." The voices raise in chorus, "Open the chesssst.....the Chest!!"
Player: Open the Chest!
DM: You quickly bolt over to the wooden chest, and insert the emerald key.Click!It fits perfectly! The chest lid swings open easily, and there, inside, you find a horde of maps, journals, plans, and outlines.Your hands tremble.These are plans for raiding your village."Yes....." The voices sigh in relief, "At last. Avenge us. Arakhan............"The voices fade away, out of your mind forever.You will not let their spirits down.You have the tools, now, to find who was responsible for this monstrous act.And when you find them, you will kill them.
Player: Search the contents of the Chest
DM: You are sitting before a chest full of secrets of the invasion of Lyestra.Various maps and charts are stuffed in the box, as well as a few colorful journals.What will you read?

Player: Moriboriun Wine

DM: "I'll have a Wizard's Doom," you say, slamming your coin down on the table."Are....are you sure about that?" Morgan asks, raising an eyebrow."Of course I'm sure," you say. You don't drink much, but how bad can it be?What you have failed to realize is that 'Wizard's Doom' is the most potent alcohol known to mankind. Crafted by sorcerers in the Northern Realms, it was created specifically as a bet to see who could get a dragon drunk the fastest.You have only had a single sip when the entire room starts spinning.You stumble through the bar, singing at the top of your lungs, before finally falling through the front door, down the stairs, and finally landing on your head, breaking your neck.Cause of death: Couldn't hold his liquor.

DM: You flip ahead in the book until you find the next legible entry.Abel's Journal, Entry 86Today, I received a great honor. Adrador has at last noticed my prowess on the battlefield. Today, he has bestowed upon me the highest honor I could have dreamed of achieving. I, along with six other comrades, will be taken into the mountains to search for Edelweir's Tomb. I have heard legends whispered of the treasure that we seek. Adrador tells us to ignore rumors and legends, but it's difficult, especially when Larcassio tells the tales so well. It will be a difficult journey, surely, but so long as we have Kagarat, and Gremgrawler at our side, surely nothing would be foolish enough to attack us? I should like to see the highwayman who would not wet himself at the sight of our comrades!I must end this entry. Adrador has come and requests myThe rest of the page is missing.

DM: Ok.
DM: Ok.
DM: Ok.
DM: Ok.
DM: Ok.
DM: Ok.
DM: Ok.

DM: Ok.

DM: Ok.

DM: Ok.
DM: Ok.
DM: Ok.

DM: Ok.
DM: Ok.
DM: Ok.

DM: Ok.

DM: Ok.
DM: Ok.
DM: Ok.
DM: Ok.
DM: Ok.
DM: Ok.
DM: Ok.
DM: Ok.
DM: Ok.
DM: Ok.

DM: Ok.
DM: Ok.
DM: Ok.
DM: Ok.
Player: Search the Kitchen Counters

DM: Ok.
DM: Ok.
DM: Ok.
DM: Ok.

DM: Ok.

DM: Ok.
DM: Ok.
DM: Ok.
DM: Ok.
DM: Ok.
DM: Ok.
DM: Ok.
DM: Ok.

DM: Ok.
DM: Ok.
DM: Ok.
DM: Ok.
DM: Ok.
DM: Ok.
DM: Ok.
DM: Ok.
DM: Ok.
DM: Ok.
DM: Ok.

DM: "It would be my honor," you say, patting Iselica's hand. She nods at you, her eyes glistening with tears and gratitude.You take your place before the crowd, and clear your throat.You feel a sudden rush of nerves as a dozen pairs of eyes lock onto you.You were never very good at public speaking.
Player: Begin your Speech
Player: "Uh...I...Um..."
DM: "Uh...I...um..." you begin, and then trail off. Is it getting hot out here?You cough.The crowd shifts, confused.Oh no. This is like your worst nightmare. Say something, anything!!
Player: "Sorry about that, dry throat..."
DM: "I'm so sorry about that," you say, coughing loudly, "Just a bit of a dry throat. Whew! Can I get a glass of water up here?"You are met with resounding silence."Ha ha...ok," you say, "So, back to my speech...."You are flailing a bit. You'd better think of something quick!

Player: Inspect the Tapestry
DM: The Tapestry is caked with dust, so filthy that you can barely make out the images.The Tapestry depicts a man in long blue robes, drinking from a flask. Golden lines are streaming from his forehead, indicating wisdom.Huh. You're not much into art, but it's a conversation piece, anyway.

Player: Open the Scuffed, Blue Journal

DM: You flip ahead just a few pages to the next legible entry.Abel's Journal, Entry 92Kagarat's funeral was today. Although we shall never locate the body, the ceremony was meaningful. I feel pain. Kagarat said few words to me, but I often felt a sense of protection in his presence. Gremgrawler did not attend the funeral. He has withdrawn to his tent and will not speak to anyone. I know that they were close.Kagarat's sacrifice will not be in vain. The weapon is ours, now. Adrador has kept it safely in his tent, as we patiently await the perfect moment to reveal it.It fills me with a sense of foreboding...Here, the journal entry simply ends.

DM: Ok.
DM: Ok.
DM: Ok.
DM: Ok.
DM: Ok.
DM: Ok.
DM: Ok.

DM: Ok.
DM: Ok.

DM: Ok.
DM: Ok.
DM: Ok.
DM: Ok.
DM: Ok.
DM: Ok.

DM: Ok.
DM: Ok.
DM: Ok.
DM: Ok.
DM: Ok.
DM: Ok.
DM: Ok.

DM: Ok.
DM: Ok.
DM: Ok.
DM: Ok.
DM: Ok.

DM: Ok.
DM: Ok.
DM: Ok.
DM: Ok.
DM: Ok.

Player: "Why don't we all sing a song?"

Player: Dig through the soot pile
DM: You dig through the large pile of soot, your heart pounding in your chest. What mysterious relic could be hidden here?!You gasp!It's more soot!Oh boy!

DM: This Blue Journal is a bit scuffed and rough around the edges. You can tell it was once nice and expensive, but it had clearly been exposed to the damp and murky conditions of the cave for some time. The fancy, looping handwriting in the Journal appears to match the exquisite handwriting in all of the other journals and on the maps.You read an entry."How I wish to come face to face with that hilarious excuse for a Guard Captain! How I'd love to duel him and put him in his miserable place once and for all. Alas, the master has commanded that it is not to be.""For too long now we've been hiding out in these deplorable caverns. The goblin troops are starting to snarl and demand better treatment. I killed one of them, today, to show them exactly what sort of 'better treatment' complaining will get them.""But I know it shan't be long now. We've studied the village of Lyestra for weeks now, plotting our attack, so that when it does come, it comes as swift as the striking of a cobra.""We will be victorious, of that I am sure. My master--the great, the almighty, the wise and powerful GREMGRAWLER.....has decreed it to be so.""Ah, but if only I could put that Guard Captain down like the pathetic dog that he is. I know that such an act would inspire True fear into the hearts of the villagers.""Ah well. Fantasies for another day, perhaps."And there, at the end of the Journal, a signature."---The Great Larcassio."You toss the Journal back into the box, sick with disgust. Larcassio wants to face you, does he? Well, you'd certainly be all too glad to face him.

DM: You fall to your knees, raising your hands in a pleading gesture."Wait," you sniff, falling to the floor. "Please, PLEASE, don't---" you try to get the words out through your tears, "Please don't PUNCH me!" You fall to the floor, sobbing uncontrollably.Everything in your life has fallen apart today.Your village was ransacked, you had to wander around the forest, and now, now you might get PUNCHED?!That's too much, even for you.Riker looks down at you, crawling on the floor, begging for mercy, tears and snot bubbling down your face.His hands drop to his sides.And then he stomps on your head.Everyone in the bar gasps."What?" Riker asks, shrugging, "He had it coming."Everyone in the bar halfheartedly agrees.

Player: Strike at Riker's face

DM: You flip ahead for a good while until you find the next entry.Abel's Journal, Entry 142He shouted at me, today! Me! His most trusted lieutenant. Every day, I fear that the Adrador I knew is not the Adrador that he has become.We have won, victory after victory, and it is all thanks to that accursed--thing. I say accursed, for it has changed our stratagems. Adrador cares no longer for strategy, for diplomacy. No more treaties or prisoners. Larcassio and Gremgrawler have already deserted in protest, and despite our endless victory, morale is low. In our last assault, his command was to slay every citizen in the town of Kubret, to the last man, woman, and child. What has possessed him? I confront him on these matters, and he tells me that Revenge is all that matters now--Revenge for the lives lost of his own armies.He has become pure passion, and yet he does not falter. We continue to win, victory after tireless victory.When will it stop?The entry ends.

DM: Ok.
DM: Ok.

DM: Ok.
DM: Ok.
DM: Ok.
DM: Ok.

DM: Ok.
DM: Ok.
DM: Ok.
DM: Ok.
DM: Ok.
DM: Ok.
DM: Ok.
DM: Ok.

DM: Ok.
DM: Ok.
DM: Ok.
DM: Ok.

DM: Ok.
DM: Ok.

DM: There is a soft *click,* and the chest opens.
Player: Look inside!
DM: You comb through the box. It's filled with jewelry, all of very good quality. This is where the valuables must be kept.You rummage through the jewelry until you find a small brass door handle, buried at the very bottom of the box.You recognize this handle--it opens the attic.You consider your options. Will you explore the attic, or leave the handle here for the time being?
Player: Leave the handle for now
DM: Ok. You place the handle back in its' hiding place. It's been safe here all this time, this seems like the best place for it. It will still be in the box if you want to come back for it.You replace the box, cover it with the cloth, and return to the Living Room.

DM: Ok.
DM: Ok.
DM: Ok.
DM: Ok.
DM: Ok.
DM: Ok.

Player: "Let's all sing a song together."
Player: The old hymn, "Maryu, row the boat to landing"
DM: "Let's sing that touching old spiritual, 'Maryu, row the boat to landing,'" you say. Everyone nods in agreement.That song is such a crowd pleaser."Maryu, row the boat to landingMy spirit's weary, ready to cross o'erMaryu, please row the boat to landingMy eyes are fixed--upon that shoreMy eyes are fixed upon that distant shore"By the end of the song, there is not a dry eye in the audience. The villagers are holding each other tightly and sobbing. Iselica approaches you with tears in her eyes."Beautiful, Arakhan," she says.The rest of the evening passes in songs and hymns, and hope for a brighter day.As the daylight wanes, the last of the guests has dispersed, and Iselica approaches you.

Player: "I remember days spent playing at this Mansion..."
DM: "Perhaps there are some of you who do not know my history," you say, reminiscing. "My mother died when I was very young. My father was never the same, and drank his days away at the Morgan's bar. As a young boy, I spent many of my days playing at this very mansion, with my childhood friend, Xavi."You look at Iselica."Abel and Iselica were like the parents I never had," you say. You see Iselica, at the back of the crowd, dabbing at her eyes with a handkerchief.The crowd is paying rapt attention to you.
Player: "Let us be grateful for the time we have..."

Player: "Uhgn....nuh..."
DM: "Ughnn...." you say, "Nuhgn....."Oh no!!! Why are you so terrible at public speaking?!?!Your mouth feels like cotton, and you can feel beads of perspiration beading on your forehead. You hate standing up here. You wipe the sweat off your face with your shirt. Oh. That feels good.The crowd is getting very restless.
Player: Tell a Joke
DM: This is going terribly. You have to think of something, FAST."Hey, uh--uh, ok. Hold on. I got one for you guys," you say.The crowd stares at you in stunned silence."Why, uh--why did the goose visit the grocery store?" You ask.A woman's jaw drops in horror."Because, uh, because he wanted--QUACKERS. He wanted to purchase some QUACKERS for consumption."The crowd is frozen in abject horror. No one laughs."He--oh no," you say, "I--oh, shoot, I should have said a DUCK. Not a goose. Sorry. Darn it!! Why do I always mess that joke up?! Because ducks go quack. Not geese. Oh dangit. I apologize, everybody. I'm sorry I told that joke."Silence."Man," you say, "Tough crowd."
Player: Apologize and Walk Offstage
DM: "Jeez, I'm--I'm sorry you guys," you say, "I just can't do this."You walk offstage, and go sit in the corner. Iselica shakes her head sadly.She steps up to the podium, and addresses the crowd."I'm awfully sorry," she says, "I thought Arakhan could handle a short speech." She looks at you."It seems I was mistaken."

Player: Turn to Page 62

DM: So many potions and bizarre objects litter the table. Gnarly brown roots that twist and turn, vials full of tiny eyeballs, dried lizards--you don't even know where to start!

Player: Turn to Page 63
DM: You turn to Page 63. Hm. The bottom half of this page has clearly been ripped out, in a haphazard, diagonal sort of way. You can only see the first few listings. The page looks like this:Potion Listing and their Ingredients:WP = J + P + CWD = K + C + NTI = R + T + KEI = JESYou come to the end of the page.
Player: Turn to page 61

DM: You filter through the various maps and charts.Your blood boils in rage.These people were meticulous.They had been spying on your village for WEEKS, studying not only the weaknesses of the wall, but also the number of guards, and the patrolling habits.You see your own name jotted down among the notes, along with various opinions of you scrawled in the margins."Weak." "Untrained, unskilled." "Newly Appointed.""Of no threat or consequence."You feel sick.They were right, after all. They managed to burn your village right under your very nose. But why?Why go to so much trouble to demolish a small village, out in the middle of nowhere, with only a half dozen guards to protect it?Perhaps the other journals will have a clue.
Player: Return to the Chest

DM: You heft the Red Journal. It is very large and incredibly ornate.You filter through the glossy, golden pages, and read a few entries."My master reminds me of our Ultimate Purpose....we must find the great treasure that he so wildly seeks. With it, our lord will truly be unstoppable, a force to be reckoned with in all the lands. We know that it MUST be here, tucked away in this pathetic little town of Lyestra.But where? That's the question. We will find it, no matter the cost. We will find it even if we have to burn that idiotic little slum to the ground."Interesting. So they were clearly searching for something. But what? You flip through the journal, but the rest of the entries remain frustratingly coy. Just as you're placing the journal back in the box, you see a tiny little note, scrawled on the back cover. A single word."Moonlight."Interesting.
Player: Leave the Chest and Exit the Cavern
DM: You leave the Wooden Chest behind, having learned all from it that you are likely to know.You begin to search around the Cave, until you come across the exit that will lead you once more into the main caves.The search for Lodan continues. You feel as though he must be near.

Player: Open the Red, Pristine Journal

Player: Exit the Ghost Cavern and Search for Lodan

Player: Punch Riker in the stomach

DM: In the back of the journal, you find one last, hastily scrawled entry.Abel's Journal, Entry 181Dear Heaven. What have I done?As I sit here, in this cave, trembling, I stare at the weapon before me, and I know that I had no choice in this matter.No choice at all.When the Cabal of Wizards approached me, I knew what I must do. It was the only chance to stop him!And yet, in this cave, the voices ring out in my head--BETRAYER!! BETRAYER! MURDERER!!For yes, it was I--Abel, who told the Wizards of his stratagems, it was I who lulled him into safety, and, most importantly--it was I who crept into his tent, under cover of night, and stole from him his prized possession.I, who he trusted most in this life. And I have led Adrador the Great to his death.My hands shake. I have grown cold. The candle dims. One thought burns in my mind. No one else must find this treasure. I must flee. Start life anew. Somewhere no one will ever think to look. Somewhere no one will ever find me.Somewhere of no importance.You close the journal.

Player: "I can remember days spent playing in this very mansion..."

Player: Pull your shirt up over your head and hide

DM: You flip to page 62 and begin to read.Potions and their DescriptionsTonic of Invisibility: Allows the Drinker to become invisible fora short period of time. Please keep in mind that the Drinkerwill be unable to see themselves during this period.Dragon's Breath: A potion that allows the Drinker to breathewith the might of a Dragon, spitting flames and sulphur.Please keep in mind that the Drinker may experience third degree burns in the facial region.Wizard's Doom: An extremely potent alcohol. Danger!Elixir of Silence: Will cause the footfall of the Drinkerto become muffled. Please do not use this potion forany illicit activity.Elixir of Intangibility: Will allow the Drinker to movethrough any solid surface. Please take care to not betraveling through a solid surface when the potionwears off.Gudru's Destructor: Creates a massive explosion.PLEASE EXERCISE CAUTION.Edelbert's Fizz: A delicious fizzy soda. Please notethe similarities to this potion and Gudru's Distructor,and take care not to confuse the two.Wisher's Potion: Allows the Drinker to reliveone moment from their lives.You have reached the end of the page.

Player: Return to Page 61

Player: Search through the maps and loose notes

Player: Throw yourself on top of Riker to pin him down

DM: You quickly jab at Riker with a flurry of blows, and it is all he can do to block you."Good, good," he rumbles, "So you do have a little fight in you after all."You are leaving bruises on his forearms, but he blocks your next blow and jams his fist into your side, causing you to double up with pain.Riker grins and motions you forward with a taunting gesture."Tell you what," he says, "I'll give you a free shot."Where will you strike?
Player: Aim for the solar plexus

DM: You grab the tray and quickly raise it into the air, just barely in time.Riker's fist slams into the metal tray, denting it, and causing a loud ringing sound throughout the bar.He holds his fist and yowls in pain, stumbling backwards, away from you."OW!!!" He screams, "NOT FAIR!!!"His hands outstretched, pinwheeling wildly, he throws a punch towards your stomach!!
Player: Hurl the tray aside and strike Riker

DM: You take the handle from the chest, and make your way out of the living room and down the hallway.The ladder is still propped up against the attic door, and you ascend it rapidly.Your hand is shaking, slightly, as you fit the handle into the brass hole. Will it work?It does.The handle turns easily, and the attic door opens wide. You ascend with bated breath. What will you find in the attic?What has Abel been hiding for all of these years?
Player: Enter the Attic

DM: "I--I simply mean that--no one is perfect, of course," you say. "Not even our beloved mayor."Everyone in the audience nods."And--" you say, "And although he was a wonderful man, he was human, as are we all."You feel awkward. Everyone is watching you, patiently. You feel eager to wrap this thing up.
Player: "So, uh...Thanks for coming to my speech."

Player: Cry and run away
DM: You can't do this anymore.You let the tears take you."BUH HUH HUH HOO" you howl, sobbing, and run offstage, tears flowing freely down your face.The crowd watches you go, mystified."Uh...I'm so sorry about that," Iselica mutters, taking the stage in your absence.

Player: Turn to Page 61

DM: The two of you scramble to your feet, panting heavily, trying to gain the upper ground.However, the two of you are evenly matched, and soon, you are both standing at opposite points of the bar--circling and staring each other down.Looks like you've just ended up right back where you started. Gonna have to try another tactic to take this guy down.

DM: Riker is expecting a punch, but you surprise him with a devastating kick to the knee. He groans in pain and stumbles backwards, just managing to get out of reach."Oh, so you like to fight dirty, huh?" he glowers, "I'll keep that in mind."The two of you circle each other warily.

Player: Go for Riker's eyes

DM: "Order up," you say. You regret saying 'order up,' and then toss the tray like a disc at Riker's head.It bounces off his face and his head snaps back.He stumbles backwards, a large welt forming on the top of his head."Enough of this foolery," he growls, "Fight me like a man."He circles you warily, preparing to strike.
Player: Fighting Riker

Player: Examine the Glyphs

Player: Head to the Morgan's Bar

DM: "Mlam...mlam...""Mew. Meow. Purr purr. I'm a kitten. Meow."
Player: This seems to be going well
DM: Iselica waves her hand, and the two burly gravediggers pull you offstage.Iselica takes the stage."Wow, I....my gosh. I'm sorry, everyone," Iselica says. She looks at you and just shakes her head."I--I mean, my gosh. I think that was the worst, stupidest--most terrible thing that has ever happened to me. And my husband just died."Everyone in the crowd bursts into laughter and applause."Oh, yeah, ok, NOW you guys laugh," you say.Everyone boos you in unison.You cross your arms and sit in the corner, feeling terrible about yourself.

DM: You wander over to the coffin, which lies open. As the crowd watches, you bend down and plant a little peck on Abel's forehead."Er...hm..." someone in the audience says, cringing just a little bit."Sh..." Tondra says, "It was a very...sweet gesture."You give a little nod, wincing, and then take your seat.Iselica briskly walks past you to the podium."I'll take it from here," she whispers as she brushes past.Iselica gives a beautiful speech, making you wish you would have done a little better.Fortunately, everyone is in decent enough spirits that they stick around when the wine is served, and share in each other's company before parting for the evening.As the daylight wanes, everyone is drunk enough and emotional enough that they are hugging and crying. It's a beautiful atmosphere.Finally, everyone has dispersed, and Iselica approaches you.

Player: Inspect the Ingredients

DM: You drop the final ingredient into the Cauldron and---KA-BOOM!!!!!!!!!!!!!!!!!!!

DM: You drop the third ingredient into the Cauldron.The Cauldron shimmers with a blue, magnificent light.You gasp--the potion seems to be luring you in, whispering secrets to your mind.You pour the potion into a beaker and drink deeply.........and then everything begins to change.........
Player: Let it take you.....
DM: "No Cheating!!""I won't, I won't!!""Alright, I'll go hide!""Fine. One, two, three...""I said no peeking, Arakhan!!!""I'm not!--Four, Five--you better hide, Xavi! Six, Seven--"You hear rustling, thumping."Eight...Nine...Ten!"Ready or not, here you come.
Player: Search for Xavi in the Kitchen
DM: "Xavi? Are you in the kitchen?""Are you boys playing hide and seek again? Why don't you play outside?"The Mayor's wife sighs and smiles. She cuts carrots."Xavi isn't here, Arakhan. You silly children."

Player: Walk through the Eastern Wall
DM: You walk through the Eastern Wall, and you just slide right through!Amazing.However, there's not much on this side of the wall but dirt and bugs.It's kind of amazing to see how many worms there are underground, but besides that, there's not much else.You walk back through the wall and return to the laboratory.
Player: Let yourself sink into the earth
DM: Uh...ok!You stand perfectly still, allowing yourself to sink down, down, into the earth.Before long, your ankles have sunk into the ground, followed by your waist, until the earth has swallowed you up.But you continue to sink, still further, as though the ground were the ocean--dragging you down, and down, and down.You sink for hours, and everything goes darker and darker.You haven't considered how you'll ever get back up again, but you never were one to think things through, now were you?After what feels like an eternity, everything starts to get brighter, and brighter--there is a light coming from below you, but curiously, you don't feel any heat.You look down, and see something indescribable.A white hot, molten core, brighter than anything, brighter than the sun itself, just below your feet, rising up to meet you."Wow," you say to yourself, "Is that the core of the earth??"It is at about that time that the potion wears off.

Player: Run towards the back of the bar

Player: Visit the Lyestra Library
Player: Touch the 'Katoban' Symbol

Player: Search for Xavi in the Living Room
DM: "Xavi?! Are you in the living room?"Silence.You see a small golden box, sitting on a table. It's so beautiful!
Player: Play with the Box
DM: You like this pretty golden box! It's decorated with birds and trees and things.You wonder how people are able to make such lifelike carvings into gold. Wouldn't it just break?You're not supposed to play with this box.It's locked tight, but there is a tiny golden key protruding from the front.It suddenly comes flooding back to you--Xavi showed you, once, how to open this box!!You remember!!

Player: Put your hand through the table

DM: You only have just enough time to jab two fingers into Riker's right arm as he slashes----And your fingers strike right into Riker's arm wound.In agony, he drops the knife, gripping his arm in pain.You notice that Riker's bandage--the one tightly bound around his right arm--is slowly unraveling. Interesting.Riker is going for his knife, a few feet away from him on the floor.You've got to do something, and fast.
Player: Try to grab the knife before Riker
DM: You and Riker both sprint towards the knife, each lunging at the same moment--!But Riker just barely beats you to it, grabbing it and raising it malevolently.You are very close to Riker now--you might be able to do something before he attacks again.

Player: Order a Drink

Player: Search for Xavi in the Attic
DM: "Xavi? Are you here?"You climb the ladder to the attic. The attic door has no handle.There is a brass hole in the wood.

Player: Press the lizard's eye
DM: Click!The box opens.Inside you find all sorts of shiny jewels. Rubies and necklaces and fancy pearls!Oh, and there, buried underneath...a brass handle.You know that this handle opens the attic. Maybe Xavi is hiding up there? You've never been in the attic before.

Player: Grab the loose end of bandage
DM: You yank the loose end of Riker's bandage and it gives a bit. Riker recoils in pain, giving you the chance to put some distance between the two of you.You are now holding the end of Riker's bandage.It stretches out across the bar, still connected to his arm."Hey!" He shouts, "Give that back!!"What will you do?

DM: "Hey IDIOT!" you shout, waving your arms, "Come and GET ME!"Riker grabs the knife from the floor and runs at you, charging like a bull.You quickly duck under a nearby table as Riker slams the knife down, missing you by a hair and lodging the knife in the wood of the table's surface.He struggles with the knife for a few seconds, his loose bandage dangling just within reach.What will you do?
Player: Try to flip the table

Player: 'Dreams'
Player: 'Love'

DM: You crawl stealthily through the hills.Wind whips through the tall grass.You can see the glimmer of torchlight to the north. Could it be the goblin camp?You'll have to decide on a plan of action.
Player: Go North, towards the torches

DM: You exit the chamber, mix up some more of the Elixir, head back into the chamber, and hand it to Timon. He guzzles it down gratefully."Oh, wonderful!" he says, marching through the wall as you follow close behind, "You are really quite adept in these matters, Arakhan! Who would have ever thought that a--er, I mean, of course you could do it!" He pulls a key from around his neck and hands it to you."One key to the North Gate, all ready for you!" Timon says. "I don't suppose it's safe out there yet?""It's safe enough," you say. "The goblins have left. A lot of people are going to be gathered at the Morgan's Bar, if you want safety.""Yes, yes, of course," Timon says, "I'll be certain to join them posthaste." His eyes flicker towards his book, sitting on the Alchemist's table. "Er....I may want to just finish the chapter I was reading, and then I'll be right over."You shake your head as Timon returns to his book. You feel a fizzy, odd feeling as the Elixir of Intangibility wears off. A shame that it doesn't last longer, it might have been useful.Oh well. You finally have a key to the Northern Gate.It's time now--time to finally get your vengeance. The goblins, and everyone responsible for this mess are waiting for you.Best not to keep them waiting too long.

Player: Taunt Riker and run
DM: "Oh," you say, dangling your end of the bandage tauntingly, "You mean this old thing?"Riker runs at you in a fury, not even caring that he is still connected to you.The two of you sprint around the bar. You make sure to get the bandage tangled around small tables, chairs, and shelves.Finally, you are too winded to run anymore.Riker corners you."LET'S FINISH THIS, PIPSQUEAK!!" he screams, showering you with spit.He raises his knife high into the air........

Player: Try to wrap the bandage around Riker's neck

Player: 'Serpent'

Player: 'Music'

Player: 'Poison'

Player: 'Laughter'

Player: 'Tree'

Player: 'Dew'

DM: You crawl through the thick grass and reach the entrance of the camp!There is a crude, makeshift wall surrounding the encampment. It was clearly built in a day, from mud and packed stone. Goblins are fast workers, even if they are sloppy.At the entrance of the camp, there is a gap in the wall, an entryway that leads to and from the inner camp.And through that opening, you can see details of the camp itself. Dozens of goblins mill about, sharpening weapons and grunting in their weird goblin language.In the center of the camp, there is a stone chair. A blue-skinned man sits on the chair, examining his nails smugly. He wears a long, flowing cape.Guarding the entryway are two goblin sentries. They're both small, about three feet, armed with spears and wearing rusty helmets and cheap armor.You might be able to take them on....but without raising the alarm?

DM: You exit the living room, and climb the ladder to the attic. The attic door is sealed, but your brass handle fits perfectly in the hole.The attic door swings open, dousing you in dust and soot. People haven't been up here for a while.You climb up into the attic, your tiny body fitting quite easily into the small crawl space."Wow..." you whisper to yourself.The attic is packed with storage boxes, rusty old weapons, piles of books--a good lot of dusty garbage.But there, in the back of the room--you see a marvelous black casket.The casket whispers to you."........a.......arakhan," the casket says.You are entranced. You've never seen a talking box before.You step closer.Your hand is outstretched, inches away from the dark casket, you feel warmth in the tip of your fingers...."ARAKHAN!!"A hand grabs you by the scruff of your shirt, yanking you backwards, choking you."I'm sorry, I'm sorry!!""OUT! GET OUT OF HERE AT ONCE!!"The Mayor is screaming at you, his face red, you're so scared, you've never ever in all of your life seen the kindly mayor so very angry--"I'm sorry, I'm sorry, we were playing a game!!! We were only playing a game!!""GET OUT!!"The Mayor pulls you from the attic, down into the foyer, you can see Xavi, crawling out from behind the sofa, his expression one of shock, the tears are streaming down your face and suddenly--"
Player: Everything goes black.
DM: Blackness.A ringing in your head.You open your eyes...
Player: You are back in the Laboratory

Player: Tie the loose end of the bandage around a sturdy table
DM: Riker swings his arm----Forgetting that his arm is now tangled across the entire bar.As he lunges at you, the bandage becomes taut, and he is yanked backwards by the force of his own inertia. He goes down hard, clocking his head against the hard wooden floor.You stand over his unconscious body, looking down at him.He's out cold."Order up," you say, quietly.Everyone in the bar is confused for a moment, then they all burst into cheers."Riker sucks!" Somebody yells.You grin as everyone cheers for you, even Morgan, who is only mildly upset that a good portion of his bar was destroyed in the brawl."Go ahead and keep that key," Morgan says, "I'd say you've more than earned it."Everyone gives you high fives on your way through the doors.As you exit the bar into the dying twilight, it is with the proud knowledge that you have fought well.And yet--your true fight has not even begun.

Player: 'Stars'

Player: 'Whisper'

Player: 'Earth'

Player: 'River'

Player: Shoot an arrow at one of the goblins

DM: You ascend the hills to the east.From this high vantage point, you can see the goblin camp!It lies below, at the base of the valley. Hundreds of goblins are milling about, grabbling with each other and preparing for war.And there, in the center of the encampment, there is a stone chair. A thin, blue-skinned man sits in the throne, looking smug. He wears a long billowing cape.You hit the ground suddenly as you hear the thud of heavy footfall. A MASSIVE goblin, almost seven feet tall, clomps within inches of your hiding place.He's heavily armored and nearly three hundred pounds.This is bad.Think quick!
Player: Hurl a stone to the east as a distraction
DM: You grab a stone and toss it as hard as you can to the east, the opposite direction from the goblin camp."Hnnnrhg?" the giant goblin queries. He clomps off in the direction of the stone. He's gone for now!You'd better move fast.

Player: Prepare yourself

Player: You can't breathe.
DM: Hello, Arakhan.
DM: I've been waiting for so.... so....... long...... .....shall we begin?

DM: You slither through the grass, drawing your knives.The goblins are sleepy, and don't pay much attention to you at all as you get closer....closer...closer.....SHIIIINK!SHINK!With twin slashes, you pierce both of the goblins with your daggers before they have the chance to utter a squeak.They both hit the ground like twin sacks of flour.The gateway is clear.
Player: Enter the Camp

DM: "Grbble grunkr?""Grbn grrg gr.""Ghr bgh grrg grkungkhgr grhrg!""Ghrng ngrh grhnghk ghkrhgn gkrhgk." This is very enlightening.
Player: Create a plan of action
DM: You're standing just outside the entrance of the goblin camp.Two goblin sentries are chatting and guarding the way forward.

DM: You jump onto the enormous goblin's back!"HRNK???" The goblin roars.He plucks you off of his back as easily as if you were a tiny insect.He throws you to the ground, and you slam painfully on your back."HGGGG." The goblin says, and then raises his club over your head.The last thing you see is a club the size of a tree trunk rushing towards your face.

DM: You try it, but the goblin sees you!"INTRUDER!! STOP HIM!!!"The call goes through the entire camp like wildfire. In seconds, you are surrounded by goblins.And they don't take you prisoner.

Player: Slide down the hill and into the camp
Player: Climb the Siege Tower

Player: 'Frost'

Player: Take the Blade
DM: It hovers above the casket, free at last.The Blood Blade.The sword gleams majestically, bathed in a crimson light.You know the sword isn't speaking to you. That would be crazy.It's your own voice that you hear, whispering in your head. Take me.....
Player: It's so beautiful. Marvelous.
DM: The sword rotates lazily in the air.Everything is so clear now. You know why Lyestra was attacked. Wield me..... The Blood Blade. The weapon that grows stronger with each life that it takes.Millions have died for this sword. NATIONS have fallen for this sword.And it was here, here all this time, hidden in an old man's attic.You realize your hand is outstretched. When did you raise it? You can't recall.

Player: Go East, higher into the hills

Player: Climb back down the ladder quickly!

DM: Oh....Your head is pounding.But the memories...what a rush.You haven't thought about any of that in years--the casket--the key, the golden box....it was so long ago, you hadn't even been sure that it wasn't some dream you once had.But the vision is clear--it all really happened.And it's been far too long since you thought about Xavi, too--Xavi....the Mayor's adopted son, and your childhood friend.You wonder, as you often do--where he disappeared to all of those years ago.You miss him.Well. It's time to go back to work. Perhaps today some of these mysteries will be revealed.

Player: You could be unstoppable.....

DM: You shoot the horn!Good thinking, too. The arrow pierces the horn, and the goblin shrieks in pain as the arrow clips his hand as well.You lunge forward, and give the goblin a mighty shove!He stumbles backwards, plunging over the edge of the tower."Ahhhhhhhh--!!" he screams, and then hits the ground with a tremendous THUD.Alright, that's him taken care of. But now you've got to get to the center of camp somehow.
Player: Descend the Tower!
DM: The goblin's cry has awakened the camp.Goblins stumble out of their tents, confused, still a bit sleepy, trying to figure out where the cry came from.They're going to find you any minute.You cast your eyes about the top of the tower, looking for anything that can help you, anything--You see a thick coil of ropes, in one corner of the tower.Great. That should help. You collect them.You'd better think of something fast! The goblins will find you any minute.
Player: Think Fast

DM: You are hiding behind a Green Tent.There is a Black Tent to your right.And a Yellow Tent behind you.The Black Tent is rustling.

Player: Attempt to Craft Another Potion

DM: "Oh, uh," you pat at your body frantically. "I must have left them in my....my other trousers.""You try good," Gruk says, raising his bow, "But you forget one thing....Gruk not know what trousers are."You only have a second to feel infuriated at the illogicality of this moment.An arrow pierces your heart.This is probably the silliest way to die, you think, and that's really saying somethi-

DM: You storm forward, putting on your best show of blustering confidence."Well, I never!" you shout, "In thirty-five years, I have NEVER come across anything like this."Gruk backs down, cowed."Oh, um," he says, "Gruk am sorry.""To think, I'm getting questioned by a grunt like you! The sheer nerve. You know, I could have your hide. Worse, I could have your JOB."Gruk gulps.You gesture to the edge of the siege tower, and Gruk toddles over to where you're standing. He peers down at the ground below."Now, I'm glad we had this little talk," you say. You smack Gruk on the back triumphantly."Whughh--whuh---" the momentum of the smack sends Gruk pinwheeling forward.He loses his balance and tumbles over the edge of the tower!"Aggghhhhhhh---" he screams, until his cry is cut short by a hard thud. You look down at the ground far below, and wince."Hm. Should've invested in safety railings," you say.

Player: Go to the Silver Tent.

DM: Okay. The rope is firmly tied to the tower.Now what?

Player: To the Camp!
DM: The goblin camp is due north, you recall.Your shirt is damp with sweat. You're running.....you SWORE you would have vengeance, and the thought is spurring you on. The excitement is so sharp that you feel lightheaded.Halfway to the camp, you start to see your first goblins."Hey!! Intruder!! In--ggkkk!!!"The first goblin gets sliced in half as easily as if you had cut through a carrot!Goblin blood splatters the Blade, and it glows with a soothing red light.

Player: Tie the Rope to the Tower

Player: Tie the Rope to an Arrow

DM: You fire the rope into the center of camp.It fires into a wooden post, taking the rope with it.Huh. So much for your rope.This is not gonna go well.

Player: Slide down the rope to the center of camp!
DM: You grab the rope, in your hands, and begin to slide down it, just as the goblins reach the top of the tower!Their hands clutch at you, swiping at your back and missing you by inches.You zip down the rope, zooming towards the center of camp. You can see tents whooshing by as you hurtle towards the center, you can see the blue-skinned man on his throne look up in shock and surprise, as you careen wildly towards him....Then you let go of the rope, and go tumbling into the center of camp.You bolt to your feet, crossbow already drawn, already pointed at the general's heart.Dozens of goblins surround you, their weapons outstretched, but you don't care.You made it.

Player: YES! IT FEELS SO GOOD!
DM: You laugh out loud. What is this euphoria?! It's delightful! You simply MUST find more goblins to brutally decimate. Gotta get control-lost my con- This blood is exquisite!! Although, you haven't imbibed in quite some time. Who did they think they WERE, locking you up in that musty old box for a hundred years? You! Well, it's a shame the old man is dead. You would have liked to drink him as well.Alas. Onwards, ever onwards!

Player: I need more....
DM: The goblins are fleeing from you. Every which way. Their screams are really most amusing, indeed. You can't help but chortle.SLASHSLASHSLASHMmm, how many goblins was that? Nine? Ten? It's starting to run together. All of it. No I'm in control me ARAKHAN IQuiet, you. We've got to find something more delicious. Goblins are a decent enough appetizer, but I can smell a Murzilian nearby. Ah! THE Murzilian, to be precise. What a happy reunion! Well, not for him. Hehehe.

Player: Threaten the General
DM: "NOBODY MOVE!!" you scream. You hold the crossbow steady.The blue-skinned man raises an eyebrow."Well, well, well," he hisses. His eyes are serpentine. A forked tongue flickers from his lips. As he rises from his stone chair, his cape swirls dramatically."So you've come to face me, hm? Me. LARCASSIO?!"What is it with this guy and saying his own name?"Yeah, that's right," you say, grimly. "I've been dying to meet you. And now you're gonna be dying. But not to meet me. Just the regular kind of dying."Dangit. That was your one chance to say something cool."Oh, my dear boy...." Larcassio says, "You do realize you'll be dead half a second after you pull that trigger...don't you?""Of course I know that," you say, "But I don't care. Maybe with you dead, Lyestra will have a fighting chance. It's not much, but it's all I can do.""Dear me," Larcassio says, "So you don't care if you live or die. How noble. But....what about....."He lazily raises a finger towards the sky. You follow his gaze.....looking up.....and your heart sinks.
Player: Look Up

Player: Where is he?
DM: There!Seated on a throne, looking a bit weary. It's him. The Murzilian. Does he realize? No, not yet. Oh, but he will...."What is this madness?" he asks you, rising from his stone chair. His blue skin, his forked tongue....he was always jealous of you. You KNOW that he was. You should have finished him off when you had the chance, but in the matter of close friends, the Good Master often refused your desires.Ah. There we are. Now his eyes are becoming slits, his breathing is heavy. He knows that he is looking at ME, not the One who Wields."It's you," Larcassio whispers. He watches me quite closely.I smile."Of course it is, my dear friend. I am the one you came to find, am I not?"Larcassio raises his sword."And so I've found you," he whispers. I AM STILL HERE I have to resist--

Player: Kindly shut up, you.

DM: "Alright," you say. You point at him. "Let's make a deal. You. Me. One on one. A duel of honor."Larcassio cocks his head."A pretty desperate attempt..." he says, "I have you surrounded, you know....""Yeah, and that's SO brave of you, isn't it?" you say, "You're the mighty Larcassio, right? Pretty tough when you've got a hundred goblins backing you up. But if you're too scared...""SCARED??" Larcassio bellows. He marches forward, and his cape swirls across the ground. He gets so close to you that the tip of your crossbow bolt digs into his chest. He's face to face with you. "I'm not scared of ANYTHING!" he proclaims.He holds his hands high in the air."I burned your puny little village to the ground! And I will kill you easily, boy!" He extends his arm. "My fencing sword, if you please!"The goblins scramble."NOW!!" he roars.Finally, a wizened goblin hands Larcassio an elegant sword. The hilt is flamboyant, encrusted with diamonds and pearls. The blade itself gleams brightly, reflecting the torchlight."Let's end this embarrassing display of resistance, shall we?" Larcassio mocks, and slashes his sword at the ground. "And then, we'll get what we really came for....""Fine," you say, "But if I win, Anaria and I go free."Larcassio laughs hysterically."En garde!" he cries.
Player: Fight for your Life

DM: "Thank you, Gremgrawler," I say. "Without you, I never would have been found. And I never would have been united with the One who Wields."His face drops at that. He was afraid I would say something to that effect."Him?" he says, pointing at my body. He rumbles, in the back of his throat. "Why?""I selected him, long ago," I answer. "He was a child. You had your chance, Gremgrawler."Gremgrawler is distraught."I--I was shortsighted," he says. His misery is delicious. "I need my revenge, Blade. Please. I am the last. There is no one left.""Do you need revenge?!" I bark, "Or satisfaction?!" He is grimacing, now. "YOU only want revenge on the people who massacred the red ogres. And then you would stop. But what about the people who killed your human friends? And the politicians who sent the soldiers to war? And the kings who agreed to fight those wars?"His voice rises, high and pathetic."There has to be a limit!" he demands, "There has to be a limit to vengeance--do you wish me to massacre the world?""And why not....?" I query. "Is not everyone deserving of your wrath, in some way?" His eyes are cast down. "Weak!!" I shout, "You wish to use me as a tool!! Well, never again!! I'm FREE!! Do you understand me?! FREE!"Gremgrawler raises his hammer."We will see...." he says.

Player: Remise

Player: Fight Gremgrawler
DM: Gremgrawler strikes at me with his hammer. I laugh and dance with him, sinking my fang into his arm.Delicious! So delicious!I will try to savor this fight.He whirls backwards, moving with speed and grace. He throws a dagger at my right shoulder--
Player: Block Right Shoulder
DM: --Which I easily block, knocking it away into space.This is fun--I'd forgotten what it feels like to really fight!Gremgrawler comes charging at me, a bit laughably, fist outstretched, apparently planning to strike me--

Player: Riposte

Player: Lower your defense.....

DM: You swiftly attack Larcassio!He bats your sword away with an expert parry.He circles you, and then lunges at you, aiming for your neck.
Player: Ward

DM: You attempt to parry, but since Larcassio hasn't attacked you yet, you end up looking foolish.Larcassio bursts into laughter."What do you think you're doing?" he asks.The two of you go back to circling.

DM: You can only attempt a riposte after you've succesfully parried!You end up looking foolish. Larcassio chuckles."This is going to be too easy...." he smirks.The two of you go back to circling.

Player: RESIST!!

DM: You parry the blow once more, but this time, Larcassio is thrown slightly off balance, opening up for just a millisecond--
DM: You try to set up an attack, but you're not in the right position to do that!Larcassio regains his footing, and circles you once again.

DM: Assuming a defensive stance was the right call.Larcassio didn't plan to attack, he only wanted to scare you.Fortunately, you didn't fall for it."Thank goodness," Larcassio says, "At least I'm not dealing with a total amateur."

DM: You try to parry, but it was a trick!Larcassio was merely feinting towards you, and now you're off balance.You stumble backwards, trying to put as much distance between him and you as you can.
Player: Back away

DM: UGHH!!!I---I am slammed backwards by Gremgrawler, pinned underneath his titanic weight."You idiot!" I shout at you, "You're suicidal, is that it??"Gremgrawler raises his fist---high over my head--- I won't be controlled by you not by you never won't I won't--"Then you're going to die!" I scream--

DM: You riposte, and slash your sword across Larcassio's arm."GAH!!" Larcassio screams, as he watches the blade strike across his flesh. Blue blood begins to pool and run down his arm, staining the blade.He looks at you with hatred in his eyes."Oh, so you'd like to play ROUGH, huh?" he says.
DM: Larcassio is sweating a bit. He watches you carefully."Come on, HERO!" he says, "Let's see you FIGHT!"Larcassio lets loose with a flurry of attacks.Looks like you're on the defensive--if only you'd paid better attention in fencing class!!

Player: Defend Yourself!
DM: Larcassio stabs with a quick, sharp attack at your left shoulder.Assume a defensive position, quick!

DM: You knock Larcassio's sword away.He follows up with another violent attack, this one aimed at your right leg.
Player: Quinte

DM: You protect your right shoulder, but that's not where Larcassio was aiming!Larcassio's blade plunges into you.....The world is spinning.You see a pair of snake like eyes, and a sharp-toothed grin, and everything fades away......

DM: You exit the palanquin, the casket under your shoulder.As you part the curtains, you see that Gremgrawler is struggling to breathe. He beckons you forth."What a mess...." he rumbles, his eyes glazing over, "What an abominable mess...."And then he goes still, and the last of the red ogres is no more.***Hours later, you find yourself back at the Gates of Lyestra."Is that Arakhan?""He's back?""He's alive?!?"A crowd has gathered. They watch you as you enter. You must look a sight--completely coated in blood and dirt, a strange black box under your arm....everyone watches you, silently. You breathe."It's over," you say, "It's all over."The village erupts. Cheers, celebration, claps on the back---you are soon swept up in the mob as the townsfolk celebrate your glorious victory.But you don't feel much like celebrating. You just feel tired.

DM: You raise your sword high and block his attack a third time!Then you follow it up with a blow of your own. You swing the hilt of your sword forward, bashing Larcassio in the face with it.He reels one step backwards, stumbling and cursing.Now's your chance! Go on the offensive!
DM: You attack, but Larcassio had a parry ready for you. He blocks your attack and drives forward, plunging his sword towards your right lung.Defend!
Player: Third Position
DM: *Clink!*You block the sword, and smash Larcassio in the face again. He staggers back a step, swearing and spitting.This might be your only chance.
DM: You attack again, but this time Larcassio is wise to your moves.His sword is stabbing up into your chest before you even reach him."Good riddance," Larcassio hisses, and throws your body to the ground.

Player: Second Position

DM: Congratulations!You have completed "Arakhan's Vengeance.""The True Ending"Ending 5 of 5.Thank you for playing.I hope you enjoyed it.

Player: Fifth Position

Player: Fourth Position

DM: Other Games by this Creator:"Walk Forward Adventure 3000"That's it!

DM: You sprint to the base of the siege tower. The goblins, for the most part, are wildly scrambling, and pay little attention to you. You hoist yourself up the wooden ladder.You reach the top of the tower. Anaria's cage is tied to a jutting wooden outcropping. You get on your belly and shimmy along the outcropping.You finally reach the cage, and swing your weight down. You start kicking at the door."You came back for me," Anaria says."Never leave a guard behind," you say. "Stand back."Anaria retreats to the far end of the cage. You rear back, and give a tremendous kick to the door.It explodes open. You extend your hand."Alright, come with me!" you shout. Anaria grabs your hand, and the two of you scramble back up to the wooden outcropping, balancing on it precariously.It's no wider than a tree branch. You breathe deeply.Imagine that it's solid ground, you will yourself, don't think about the height...Like an idiot, you look down. From this height, the goblins look like a mass of green ants, scurrying to and fro as they flee the camp in a panic."Anaria!" you shout. The roar of the goblins below is deafening, and the billowing smoke and heat is causing you to tear up. "Let's get back to the siege tower before..."Out of the smoke, you see a thin figure emerge.
Player: Larcassio.

Player: Stall

DM: "Tell me something, Larcassio," you say, "Have you ever heard of the Stone Lions of Trapper's Glen?""You're stalling," Larcassio says, "Stop wasting my time...unless you'd rather die by the sword?""No, give me this," you say, "It's important. See, the Stone Lions are a bit of a legend in these parts. They worship riddles. They think that a riddle can tell you which person is the better man.""We already know which of us is the better man," Larcassio sneers."Do we? Cause up to now, it seems like sort of a tie. Wouldn't you like to know for sure?"You flick your gaze down, and see Anaria, closing in on Larcassio. She's only inches away, but if he were to look down....."So you want one last challenge?" Larcassio muses. The flames are billowing ever higher. It's going to be a miracle if any of you make it out of this alive."That's right!" you yell, trying to keep his attention on you at all costs, "I ask you a riddle. If you guess it, you're better than I am.""EASY," Larcassio roars, "Give me your best shot."

DM: "Listen, Larcassio," you say, "This whole siege tower is about to go up in flames. And that means we go up in flames, too. You're just going to die with me unless we both escape right now!""Do you think that MATTERS?" Larcassio spits, "I'm dead already. Gremgrawler will dice me into pieces when he finds out I let you burn this camp to the ground.""Who?" you ask, but Larcassio waves your question away. "March," he says, "Or you can save time and jump."You catch a glimpse of green. Anaria's cloak.She's UNDERNEATH the wooden beam, crawling upside down like a monkey, getting closer to Larcassio with every second.You lock eyes, and she motions you to be quiet.Larcassio takes another step towards you, his hair slick with sweat."Go on...." he says.

Player: Hunter should go upstairs without checking the cellar

DM: You raise your sword."I've got a better idea," you say, "You and me. Let's fight. I killed your general, I can kill you, too."Gremgrawler raises his mighty club."You would attempt this? Remember, there is a line between bravery and outright foolishness.""Bring it on, ogre," you say.Gremgrawler accepts your proposal. The two of you duel.You fight valiantly, but there is truly nothing you can do to stop him. He is a mountain of titanic strength, trained by years of battle, well-rested, and surprisingly nimble for his size.You manage only a few cuts on his hard skin. Each wound you inflict, Gremgrawler nods in an almost approving way.Finally, you can take no more. You collapse to the ground. Your sword clatters uselessly.You've done all that you can do.You are simply exhausted.Gremgrawler stands over you, his club raised."I will remember you," he says, "You who were truly foolish in your bravery--but perhaps all brave men are fools. Fare thee well, Arakhan the Great."His club comes down.Your story comes to an end.
Player: The Conclusion of the Tale.....
DM: After Gremgrawler gives you a burial, he commands his forces to strike Lyestra."Do not underestimate any of them," he commands, "This is truly a town of warriors."The goblins swarm over Lyestra, taking it for their own.Without your leadership, the town falls. Each villager fights valiantly, but Gremgrawler's forces are simply to strong, and Lyestra's are too weak.Eventually, there is simply no one left to fight.As Gremgrawler overlooks the town, he knows that he will never forget this day.The day an easy battle became a hard-won battle in the course of a single sunrise.And for him, at least, Lyestra will always be a town of some importance.

DM: He hefted the boulder, and threw it at my direction with all his might.I waited to the millisecond before I tumbled to the right. But, Antaeus was expecting this and as I look up, another boulder was coming straight at me.He's better than I expected.
Player: Dodge again, then Charge

DM: The Mayor's house holds many secrets.....make sure to investigate thoroughly.

Player: Fight on, brave soldier!

Player: Kill the cashier

DM: As you near the grocery, you discover that the smoke is coming from a burning pile of corpses and tires near the road; and, pulling into the parking lot, you take note of a pair of guards armed with rifles at the door. Even though they're wearing pretty traditional jeans and t-shirts, you know they're legit because they both have sunglasses. From what you can see all the way across the parking lot, they seem to be watching you intently. Might as well have rolled out a red carpet! Now, you might decide to leave and not attempt to enter the grocery. After all, these guys probably don't want to share their food with everyone and his cousin. Or, you might try to walk on in like you own the place. What's the worst that can happen?
Player: Try the corner store instead
DM: You decide to turn around and go to the corner store instead. Momentarily, you arrive. It's quiet. Too quiet. As you enter the store, hat rack in hand, you are surprised to hear, "AH! EES FIRS CUSTOMOR OF DE DAY!" Well, what do you know! The cashier is still at his post. "Uh, hey man. How's business been lately?" "Ees velly goot." "Oh. Okay." You proceed, over the course of several minutes, to pile every food item in the store on the counter as the visibly pleased cashier scans it all in. "Dis 547 dolla, 99 cent." Well, that's a problem, because you only have 20 bucks in your wallet. Damn it! This shit would be a lot cheaper at the grocery. And this turn of events leaves you with only 2 options...

Player: Go to the grocery instead

DM: Well, you've spent at least seven minutes getting this far, you're not going to leave here empty-handed. Even if it means you have to murder a person or two. Unfortunately, as you lift your trusty hat rack to swing at the guy, he pulls a shotgun out from beneath the counter, and suddenly your face has a few more holes in it than it should.

DM: You probably don't have enough gas to make it back to the last house. The only reasonable option is to keep going north and hope you run into something. A few miles later, you come across a Ford Explorer stuck in a ditch by the side of the road, so you get out and examine it. It's still running and there's a zombie in the driver's seat. Guess he was bitten and didn't have the balls to end it. Or didn't know that a zombie bite infects you, like all those people on television and in the movies. What's up with that? Is all zombie-related media set in a parallel universe in which no one has ever seen a zombie movie? And now for a more important question. Clearly, you need to siphon the gas from this car, as there's no telling how far it could be before you run across another source. However, according to state law, the engine must be completely stopped before any fuelling or de-fuelling operations can commence. This would require killing the zombie so you can safely access the ignition. The problem with this is that there's a lazy bastard inside of you just screaming to be let out. He wants you to siphon the gas without taking the extra fifteen seconds to do it the right way. So what do you do?
Player: Kill the zombie and stop the engine

Player: Wait until morning
DM: There's no reason not to play it safe, so you lock the doors and try to get some sleep. The next day, you wake up to the beautiful sounds of birds chirping and leave rustling in the wind. No, I'm just screwing with you. All you can hear is that shitty ass song that was playing on the radio last night. You can't get it out of your head. "Never gonna give you up, Never gonna let you down..." You put the protein shakes in your pockets, grab your hat rack, hose and gas can, and go. Unfortunately, you have to leave the beer behind, as your hands are full. The walk is uneventful, and it is only a matter of minutes until you cast your eyes on the shittiest house you have seen in recent memory.

DM: As Henry Ford once said, "Quality means doing it right when nobody is looking." You take the extra fifteen seconds to open the door, saw the zombie's face off, and shut the car off. Over the course of several minutes, you manage to claim all of the gasoline with your handy dandy siphon pump, and you're on the road again. It's a long way to Canada, but with your superior intuition, not-suck-ish-ness, and chainsaw, you're confident you can make the journey.

DM: So your conversation with Jimbo yielded no food. Oh well. At least you can come back here and be safe... after you find something to eat. As you meander through an aisle on your way to the exit, you hear, "Psst!" It's a dirty-looking old woman lying on a sleeping bag on the bottom shelf. "Hey. I saw you talking to the boss. Didn't want to feed you either, huh?" "Nope." "Of course not. He's turned down the last fifty people who came in here. Asshole acts like he's doing us a favor, keeping order or something, and all he's really doing is keeping the food for himself. Of course, we're going to fix that." "Who's we?" "Well... I'm not going to name names, but I'll tell you what. You want to see about a change in management around here, you meet us by the dumpster out back at 11:30. Keep your family fed. You bring your family?" "No." "Ah! A smart one. We could use a man like you." She flashes you the kind of smile that would be arousing if it wasn't coming from a possibly anorexic woman at least 30 years older than you who hasn't taken a bath in days. "Uh... okay. See ya." Your next course of action will be to:

DM: Yeah! No one's gonna care, so you open up the little door, unscrew the cap, and jam one end of the hose in. Then you disintegrate and your soul is banished to Tartarus for all eternity. I guess you have angered the Petroleum Gods.
Player: Is this a fucking joke? This game fucking sucks!
DM: Hey! Watch your God damn language! This is a family oriented game, we don't want any cocksucking shitheads using that motherfucking profanity.

DM: Fuck it! Let's get out there and do some cardio. Think of how great your buns and thighs are going to look. You stuff the protein shakes in your pockets and depart with your trusty hat rack, the hose and gas can. Unfortunately, you are forced to leave the beer behind. A while later, perhaps about fifteen minutes, your destination is still out of sight, which may or may not be due solely to the fact that is is dark out. That's when you hear: "BRAINZ!!" Well, shit. You think the sound came from your front left... you're not sure how far away. This leaves you with only three options... Although 'only' may be the wrong choice of word, since you usually have two options.
Player: Drop everything but the hat rack and start swinging

DM: It is a long and arduous journey, but over the course of many days, you do indeed make your way to the barren tundra of northern Canada. There, using your handy dandy chainsaw and duct tape, you construct a log cabin. You furnish it with log chairs, a log table, a log bed and log paintings on the wall. You experience difficulty attempting to hunt caribou with a chainsaw, so you mostly sustain yourself on whatever fungus is lying around. You live out the rest of your natural life in solitude, but it's not all bad. You didn't get eaten by zombies, and over time you get really good at drawing naked chicks.

Player: Try to cut the zombie in half
DM: Why loot a chainsaw if you're not going to use it? You drop the pump, start it up and walk in the direction the noise came from. Momentarily, you get close enough to see the outline of the ghoul shambling towards you. You chop its head off, which goes flying and nails you on the chest. Ugh! It's wet, sticky and foul-smelling. Not unlike your ex-girlfriend. With that threat taken care of, you are free to continue walking, and you arrive at the house in several minutes' time.
Player: At le house

DM: There's no reason not to play it safe, so you lock the doors and try to get some sleep. The next day, you wake up to the beautiful sounds of birds chirping and leave rustling in the wind. No, I'm just screwing with you. All you can hear is that shitty ass song that was playing on the radio last night. You can't get it out of your head. "Never gonna give you up, Never gonna let you down..." You put as much beef jerky in your pockets as you can and put the duct tape on your arms, and depart with the chainsaw and siphon pump. With your hands full, you almost leave the extra fuel for the chainsaw behind, before realizing that you can duct tape it to your back.. The walk is uneventful, and it is only a matter of minutes until you cast your eyes on the shittiest house you have seen in recent memory.

Player: Just keep running
DM: You flash back to your high school biology class. Wait, now, what did they say? About the human body and proportions of things? Oh, yeah... while experiencing an adrenaline rush, an adult human male can move at a speed exceeding that of the average zombie by about 57 to 1. And you do.

Player: a
Player: v
DM: Your name is currently AaaaaavChoose the final letter in your character's name, or click the link to Chapter 1-Prologue to begin.YOUR HEALTH: 100%
Player: y

DM: "So, if I can convince Jimbo to share the food in the grocery with you, will you forget about trying to kill him?" "Yeth. All we want ith to protect the innocent citizenth of Cowperthton." You drive back to the grocery and seek out Jimbo, who is right where you left him. While initially reluctant to cooperate with the Boners, his fear for his life gets the better of him and he ends up sending you to deliver the message that he agrees with their terms. For resolving the conflict peacefully, Lord Asteon grants you the Insightful Sandals of Bladder Control. Upon your return to the grocery, Jimbo puts you on the list of people to feed. The next night, a massive horde of undead converge upon the grocery. Jimbo is quick to react, taking his armed guards to the door to fend them off; he shouts for all others to remain calm and stay inside. But the horde's numbers are great, and one by one, Jimbo's men run out of ammunition. Some continue trying to bludgeon the ghouls with their guns. Jimbo, naturally, is one of the ones who runs back inside like a little girlie. Some of the others, armed with shoes, broken bottles, and whatever gardening implements they may have brought from home, rush to the door to try to beat the zombies back. The question is... are you one of them?
Player: Nah... I think it's time to be hitting the old dusty trail.

DM: It's obvious that these so-called 'Boners' are completely insane. The best thing you could do is clearly to run their asses over. So you get back in your car and that's exactly what you do; they get off a few shots first, but you are unharmed. Unfortunately, your car is not so lucky. As you pull away from the gas station, leaving their mangled corpses behind, you become aware of a large amount of smoke coming from under the hood, and you don't make it far before the car overheats and stalls out. Looks like they put a hole in the radiator. Since it's dark and you can't see shit, you decide to take shelter in a nearby house for the night. You check every room and it seems to be abandoned, so you go to sleep in the master bedroom and dream of...
Player: Pretty, pretty ponies
DM: Lovely. Your head is filled with soothing images of graceful ponies doing graceful pony stuff. Then a zombie comes out of the closet and bites your face off.

DM: P
Player: t
DM: AT
Player: t
DM: AAT
Player: p
DM: AAAP
Player: j
DM: AAAAJ

DM: That night, a massive horde of undead converge upon the grocery. But, alas! Your compatriots are unarmed, the only guns being stuck under a piano at the present time. About the time the zombies begin to assail the door, most of them begin to run around like headless chickens. Only a handful of defenders rush to the door to beat back the horde with whatever makeshift weapons are on hand. You have no idea where the old woman is, but she certainly isn't taking charge when you most need it. This leaves you with only a few options.

DM: Your name is currently Aaj.Choose the fourth letter in your character's name, or click the link to Chapter 1-Prologue to begin.YOUR HEALTH: 100%

DM: Since you're not a pansy ass bitch, the obvious course of action would be to go bash some faces in with your hat rack. You join those brave men and women by the door. As you beat one ghoul to death, then another, and then another, you think, for a minute, that you can win this. But you are pretty goddamn outnumbered. One by one, you see your allies get dragged into the advancing horde and ripped limb from limb. They advance through the doors and you are forced to make way. Now that you are no longer in the doorway, more and more ghouls are able to pour into the grocery; but you see the end of them. Their numbers have been reduced enough that you and the handful of remaining defenders are able to finish them off. Although you are victorious, it comes at a heavy price. Many are dead, and many more have fled - Jimbo among them. You and the remaining inhabitants of the grocery drag the corpses of the fallen into the burning pile of tires near the road, a tedious process that continues long into the night. The next day, the stalwart survivors, out of respect for the needs of the community, officially establish a directly democratic collective.
DM: In a strange way, the attack upon the grocery may have been a blessing in disguise. The selfish and fearful fled on that night; those who stood, fought and won were men and women of honor, willing to do whatever it takes to defend their new home and their fellow human beings. As one of these people, you help to make the grocery safe over the coming days, constructing barricades and venturing out in search of weapons and supplies. You continue to supply the Boners, who go on many epic raids against the undead in the area. Over time, your living situation gradually improves, as the community begins to cultivate crops in a nearby field, completes sturdy walls around your domain, and discovers how to burn organic waste for electricity. Eventually, some locusts come eat your crops and you all starve to death. No, I'm just screwing with ya, you live happily ever after and end up having seventeen kids with some chick who came into town to trade supplies. She has a small heart, but big tits.

Player: Oh joy

DM: You don't want to put yourself in any more danger by trying to run past the horde on the other side of the grocery, so instead, you run away from the place altogether. Before long, you make it to the road. There's a house not far from here where you can take shelter for the night. You keep your eyes peeled, expecting a zombie to come out of the darkness at any moment and try to eat your brains. What you weren't expecting, and were completely unprepared for, is for some other asshole trying to escape, who actually did make it to his car, to come speeding down the road not watching where he's going and run your ass over.

DM: That morning, you get back in your car and hit the road. If you make it to far northern Canada, where nobody lives, there will surely be no zombies. You head off out of town going roughly north - you're not 100% sure what the quickest route is, but you figure if you drive north long enough, it's only a matter of time until you're chilling with the polar bears. However, you don't make it far before a problem presents itself. The journey will be long, encompassing many days; at some point, you will undoubtedly need to acquire more gas. As it is, you only have half a tank. But if the electricity is out at your house, it may well be out everywhere, rendering gas stations useless to you. To be on the safe side, you should find a means of siphoning gas. One choice would be to stop at the nearest house you find and take a hose. The downside is this would require you to manually suck the gas out, thereby exposing yourself to carcinogenic compounds. It would also taste like balls. Another option is: there's a Home Depot not far from here, where you might be able to find a pump of some sort that could do the work for you. It would also be an opportunity to pick up some other useful supplies. However, there is no telling how many zombies you might encounter in a place like that.

DM: Whatever, this whole grocery fiasco was fucked from the start. You may as well cut your losses, so you run to the back room, where you aren't the only one grabbing food to make a run for it. You take an armful of Funions and bolt out the back door. You probably won't make it very far without your car. The problem is, it's parked in the front, where the zombie horde is attacking from. The more distance between you and them, the better. But since they're all trying to cram through the door, you might be able to run past and make a clean getaway in your shitty ass minivan. What do you want to do?

DM: You take the soggy cigar and light it. You took a deep breath, which isn't great, but the Scairtt seem pleased you took it."Alright. Let's get to work discussing this." Grand Admiral La says.You nod, and Thar'Kaan steps forward."You were telling us how many troops you will commit to the Coalition.""We cannot afford to...""Admiral, we need more men. We won't be taking no for an answer.""Of course, Garavan. Why don't you take the Pool of Light, the Patient Hunter, the Stalking Predator, the Golden Light, the Hope of All and the Great Savior? But wait, you can't. All of those ships, and many more, were destroyed and salvaged by your kind. The occupants were murdered by your kind.""Continue acting this way and the Ocean's Tear will join their numbers."This is getting out of hand. You need to stop them.
Player: Stop the Grand Admiral
DM: "Grand Admiral La, the Garavan have made many mistakes and I'm sorry for them, but at least they're willing to fight side by side with the rest of the Coalition rather than fighting you bastards.""I've invited you to this ship and this is how I'm treated. Your behavior is disgraceful, General, but let's just calm down and forget this happened.""It's good to know you have my back, Thar'Achilles, but I'll wait in the shuttle to avoid further issues."The Garavan dives into the water and swims off towards the shuttle. "He called you Thar, the Garavan word for Great. You must be growing on him." Cabana says.

Player: Stop at a house and take a hose

DM: Memory is an interesting thing. To think that somewhere in your brain is stored everything you have ever seen, heard and felt in your entire life, and quite possibly in every past life, just waited to be accessed. The unfortunate thing is that normally most memories are hard to get at. Throw in even the slightest bump on the head, and things can get very wonky. This is the kind of stuff you are thinking about now, slumped against a concrete wall, in a 5 by 5 room, with absolutely no idea where you are, or even who you are. Your head doesn't hurt, so does that mean you weren't knocked out? Maybe. However this room has no doors or windows, so it seems impossible for you to have been anywhere other then here ever. Wait a second. There is a door on the wall opposite you, two in fact. Now how could you miss them? They definitely were not there a second ago. One door is wooden, and rather uninteresting, while the other is golden, with intricate carvings etched onto it. Well you aren't going to be able to do much in this tiny room, so you guess you should pick a door, and see what lies beyond
Player: Golden door
DM: The golden door seems very intriguing. You can make out certain symbols in the etchings, but most of them aren't related. You open the large, heavy door, and find yourself in a slightly larger concrete room, with several items laid around it. There is a table covered in baubles, and trinkets. A couple statues here and there. Two things catch your eyes, as worthwhile. The first thing is a clock, made of bronze, with golden hands, and silver inlaid numbers. The clock seems to have a certain sparkle to it. The other interesting object is a full body mirror, that seems to shine oddly. You can only inspect one item here, so which will it be?
Player: The clock

DM: The clock doesn't seem to tick, or make any noise whatsoever. There is no glass protecting the hands from being turned, but you notice that the numbers around the face aren't the regular 1 to 12, instead there are three rings, with the outer ring showing the numbers 1 to 40, a middle ring showing the numbers 1 to 99, and an inner ring showing the numbers 1 to 12. The clock is quite large, by the way, larger then any clock you've ever seen. The face is at least a meter wide, to fit the 99 numbers in the middle ring. The three hands are set to different numbers around the clock, the longest is pointing to 20, the middle to 13, and the shortest to 5. You have a strange urge to set the clock to a different 'time', and immediately change the hands to...

DM: Through the mundane wooden door, you step out into a fresh meadow, at night. You automatically begin to hear crickets and toads, by the pond. The grass grows nearly to your knees. Wildflowers sprout up every few feet, around you. Nothing stands out in the field to move towards though. Then you turn around to find that the door has disappeared, and is replaced with more meadow. Now you can see a kind of Stonehenge formation in the distance. You begin to walk towards it, when suddenly you notice a wolf standing to your left. The wolf is staring intensely at you. You continue on a few feet, and the wolf continues to watch you, but doesn't move. You wonder if you should interact with it or not...
DM: You decide to ignore the wolf, it isn't harming anyone. You walk into the centre of the stonehenge formation. Six arches of giant stone blocks surround you. The moon is directly overhead, o it's likely midnight. You notice that you can see different scenes through the various arches. One arch leads to a desert, the other a forest, and one leads to a skyscape, with no ground in sight. Standing in the middle of the ring you feel the urge to say something. Two words come to mind, but you have no clue what saying wither will entail...
Player: Say 'Transport'

DM: You walk up to the mirror. Upon closer inspection you can see something is written around the mirrors frame; "Niotcefler t cefrep nidl roweh ttons wohs rorrim siht" It seems to be gibberish to you. As you gaze into the mirror, you begin to notice odd things. For instance, the door behind you is not reflected, but instead a new door appears on the lefthand wall. Also looking at yourself you notice things wrong with the reflection. Your hair is the wrong colour, and your clothes don't match. The reflection is not a very good one at all...
DM: After moving around in the mirror for a while, you decide, for some reason, to try saying something."Hello?" you say."Hi there." your reflection says, to your surprise. Startled, you move backward, against a table. Your reflection doesn't match your movement anymore. Instead it walks towards the mirror, and into the room with you. Surprisingly still, now neither of you have a reflection in the mirror."Who are you?" you ask."I'm you, of course." the reflection replies. Inspecting the clone further, you see that he is indeed an exact duplicate of you, aside from the 'fore mentioned different clothes."This place is neat isn't it," The clone says, "I heard it was built to trap the magic of the world. Wanna explore?" Your clone rushes towards the door you came into the room from. He opens it, and it seems to lead somewhere different now; a long and dimly lit hallway. You decide to follow him down the hall.As the two of you walk, you notice that the walls are lined with mirrors at intervals. Although they may be windows, because the two of you have no reflections, but you didn't in the previous room either. Eventually you come to a fork in the hall. The right path leads to a staircase that goes downward, while the left path seems to lead to a wall...

Player: 12, 05, and 11
DM: You decide to change the clocks hand hands to 12 5 and 11. When you were done setting the clock, a little door opened, revealing a button. Curiosity got the better of you, and you press the button. As soon as you press the button, everything goes odd. the world seems to distort, and you get the sense you are moving very fast. Eventually everything dissolves into a single colour, and you feel like being sick. And then it stops, Just all of a sudden everything is ok again.Solid, and undistorted. you take a look around, and can't help but feel that everything look familiar. You are in a small meadow, with a forest to the east. It is quite cold, almost like november weather. You then notice an old man, in a grey robe running along a path near you. He is soon pursued by a man in plate armour, ridding a horse."Come back here, wizard. Give us the magical item, and you can go in peace." the armoured man says. It seems they are trying to steal something from the old man, who is slowly losing speed...
Player: Aid the rider

Player: Say 'Unite'

DM: The mirror is very intriguing, with it's imperfect reflection. You decide to get in a little closer, touching the mirror in fact. In doing so the glass begins to ripple, like it's made of gelatine. This is very fascinating. You touch it some more, eventually pushing on it hard enough for your hand to pass right through the glass. You panic a little, as you can't pull your hand back out. You therefore decide to walk all the way through. On the other side of the mirror, everything seems to be relatively the same, as you saw in the reflection anyway. You turn around to face the mirror, but it's just a window now, with no reflection. You walk up to the table, and see it has the same contents on it as before. There is nothing left to do in this room, so you go up to the door on the side wall. Just before leaving however, the clock that caught your eye earlier begins to chime. Which is strange, since it didn't look like the kind of clock that chimes...
Player: Inspect the clock
DM: You decide to inspect the chiming clock. As soon as you so much as touch it, it turns to sand. The sand is a glowing a faint yellow, and seems to hang in the air. You go over to pick some of the sand up, but you breath some of the floating sand in. You begin to cough, trying to get rid of the sand in your lungs, but more sand gets in as you inhale. You go into a painful coughing fit, as more and more sand get in you. Soon you even start to become sand, the sand envelopes you, turning your skin to sand, and your eyes begin to glow yellow like the sand. Eventually all the sand is gone, having become you. You lie on the ground, breathing heavily. You get up, and notice your surroundings have changed. You now seem to be in some sort of altar, with an odd sword laying on a stand in the centre of the room. There is one doorway out of the room, and it seems to lead outside.

DM: You decide to go down the stairway. The stairs lead down a long ways, until it opens up into a grand hall-esque place, with stairs climbing up and down every which way possible. You stop here to marvel at the stairs everywhere, reminding you of an M.C. Esther painting. Your clone, however, keeps going. He reaches the end of the stairs, going through a doorway, and appears walking sideways down another set of stairs, on the wall left of you. You race down the stairs to meet him, but he continues on appearing on different walls and ceilings, and even on the underside of the stairs you're on. He doesn't stop, no matter how much you call to him, and he always seems ahead of you, no matter how fast you run. At one point he finally stops, in the middle of a staircase that is sideways to you. He's just out of reach, but if you jump, you may be able to grab him...

DM: You make your way to the galley and show the head flight attendant the postcard, explaining how you came to receive it.She smiles, turns it over. "The Empire State Building. I've been there."You snatch it back and flip it to show her the message again. "Yeah, but someone's threatening to kill me.""I love New York." Her eyes are glazed. "It's my favorite layover." She turns to smile at you. Her white teeth glitter.You show another flight attendant with similar results.Okay, this isn't going so well. What should you do? Start screaming for help, or just sit there, like, well, a sitting duck?
DM: Immediately, the co-captain comes out and helps the flight attendants handcuff you. You try to show them the postcard, but it slips out of your hand. They lecture you about causing a panic to the other passengers. The escort you to an empty seat and check your vital signs to rule out medical issues, as they are trained to do, and then bring you a glass of wine to help you stop panicking (as they are also trained to do). You don't drink it, of course--you need your wits about you. Because something is seriously screwed up. When the flight attendant returns to collect the still-full wine glass, you ask her if you're on some kind of list now, or if you'll be allowed to board your next flight. She smiles. " Don't cause another disturbance, or there will be consequences.You must continue with the itinerary on your ticket." Her tone is different--still creepily calm, but less robotic. There's more of a sense that she might actually have a soul. This leads you, of course, to ask more questions, but she cuts you off saying she must clear the cabin for arrival. The plane lands. What should you do--go to the TSA and tell them what's going on, or just run and hope the killer doesn't find you?

Player: Go to the desert
DM: You decide to explore the desert a bit. As soon as you step off of the cobblestone platform, and onto the sand, it's as if you passed through an invisible barrier, and the heat just hits you all at once. It's easily over 100 degrees. You nearly faint from the sudden heat change. You are about to turn back, and go somewhere less hot, when you realize the platform is gone. There's nothing but desert for miles around. You do the only thing you can do, and start walking. As night falls, the cooler air is a welcome difference. You are about to decide and rest for the night, when you see something glowing in the distance. Like fire, or something similar. But you've walked all day, and are really tired, and the glow is so far away. What should you do...

Player: Leave the room
DM: You decide to just leave the temple. Outside the temple, you seem to have been transported to an ancient arabian city. A quick exploration serves to inform that it is very densely populated, and that people don't seem to like the presence of a creature made of sand, with glowing eyes. You find a nice place to sleep, if you can't find a way home, but an overheard conversation puts your hopes up. Apparently, there is a magical vizier coming to visit the sick of the city, to cure them. Maybe if you see him, he can help you go home, and turn back to normal. On the day of the vizier's visit, there is a huge line of people awaiting his help. Considering you're a sand monster, though, it isn't hard to cut to the front of the line. The vizier nearly has a heart attack when you enter his tent, but he soon calms down, and you explain your situation. "MY, my. Well I can help you to your home, and I can change you back human, but I can not do both. You must decide what you want"...
Player: Be back in your own world

Player: Screw talking! I'm gonna beat the crap out of him!

Player: Try climbing back up the stairs
DM: You suddenly get an interesting idea. What if you were to climb back up the way you came. You swiftly turn around on the staircase you are on, and go back the way you came. This time when you pass through the doorway, you come out onto a windy rooftop. Someone is standing at the edge of the roof, as if contemplating whether to jump. You can't make out who it is, because it is suddenly midnight, but you assume it's your clone. You slowly start to walk up to him, and yell out to get his attention. The person turns around, and she is definitely not your clone. By the looks of it, it's your girlfriend. She looks dazed and confused, as if she's been hypnotized, but you calling out has snapped her out of it somewhat. She looks straight at you, and sleepily says your name, before starting to lose her balance and fall backwards. What do you do!!!

DM: Before you can really make a discussion, clone you decides to run at full speed down the dead end hall. You start to chase after him, afraid he'll juts run head first into the hall at the speed he's going. To your horror, he does. However this doesn't have the expected results as he just runs right through the wall, as if it weren't there at all. when you get up to the wall, you cautiously put your hand through the wall, to make sure it really is some sort of hologram, or magic illusion. Something grabs your hand on the other side, and you panic, trying to get your back. Whatever has it is quite strong, and manages to pull you through the wall. On the other side, your clone has disappeared. You are in a small room, with all four walls looking similar to the one you passed through. You decide to test a theory. It turns out three of the four walls aren't solid, and lead to another small room, where some of the walls are solid, and some aren't. Great, a maze where you can't see which paths lead where. You should come up with a strategy to beat this maze...
Player: always turn, when possible
DM: You decide on a plan, and stick to it, until you finally come across a different room. When you break through the last wall, after what seems like an hour, you find yourself in the middle of a beautiful garden. There are many odd, and wondrous plants around you. Things you've heard of in stories, and ones no one's ever seen before. Farther into the garden you find a giant tree. This tree has golden leaves, and has funny symbols neatly carved into the trunk. One single, solitary apple hangs from a branch of the tree. The biggest apple you have ever seen in your life. This all starts to seem familiar to you. You faintly remember something about in religion class; wasn't there a snake involved then? The apple looks very tasty, and you can't take your eyes off of it. You need to eat it, at least a little bit...
Player: Resist, and find something else

DM: You begin using the media and other means to start replacing aspects of Moogli and Scairtt culture with human culture. This destroys many important features of both species' culture, but both become similar, allowing for their relationship to grow and improve. Both species take on human traditions such as Christmas, celebrating birthdays, the celebrity culture, porn, some aspects or marriage and professional sports. This also mean's humanity's relationship with both races improves.
Player: Begin putting Scairtt crewmen aboard Coalition vessels
DM: You begin putting Scairtt Crewmen on Coalition vessels. This does take some resources to remodel parts of ships to be aquatic and giving some Scairtt "Land Suits" for the aquatic Scairtt to move around spaces that have other races. This allows actual interaction between Scairtt and Moogli, and many similarities are found. Friendships form, and the Scairtt and Moogli become somewhat closer. The Scairtt also become closer with other races due to this, unifying them with the Coalition.

Player: Continue exploring
DM: You decide that it would be best not to disturb a sleeping alligator. You turn to leave the ship, and vaguely notice the steps made of wood now, despite previously being metal and rubber. You climb all the way to the top of the seemingly longer then remembered steps, and come out to the ships deck. It takes a while for you to realize that the ship is completely different. Now instead of it being a small metal houseboat, it's a giant wooden vessel. You explore the new ship for a bit, even going back down to see if the below deck has changed (it has). Then you make another realization. There isn't any land in sight! your miles out to sea, in the middle of the ocean. You don't even to seem to have a crew on this ship. Maybe you should check the sleeping quarters, or perhaps it would be best to just get off the ship ASAP, if you know what I mean...

DM: The impression in the rock is so finely etched, that nothing else but this crystal could fit in it. You decide to carefully put the little crystal into the red, dusty rock. When it is placed all the way in, it begins to glow brightly, and the entire planet seems to quake now. The rock you put the crystal into begins to lift out of the ground, as the ground around starts to shift, and turn like a huge machine. When everything settles down, a large staircase has opened up, leading downward, into the planet. You can't get to the crystal again, so you'll have to leave it there. You slowly descend the stairway, into the dark, and surprisingly moist, depth of this red planet. At the bottom of the stairs was a large circular room, that resembled some sort of reactor core; a large orb of light was being suspended between two spikes coming from the ceiling and floor. Heat emanated from the orb at a very high intensity. Metallic struts all along the walls also housed computer machinery in them. One of them had a monitor, that showed a beach scene...
Player: Touch the orb of light
Player: Go to heaven

DM: You decide not to stick this mysterious looking crystal into the first hole you see. Instead you think it a good idea to wear the mysterious crystal attached to a chain. Upon putting the pendant around your neck, it begins to glow. The glow soon envelopes you, and your entire body glows. Your head grows very fuzzy, and your vision slowly worsens, until you are completely blind. You pass out.Upon waking up, you are terrified to find that you are still blind, unable to see even the slightest thing. You get up from whatever you were laying on, a mattress perhaps, and start to stumble around the house. To your surprise, and relief, you seem to know your way around the house, as if you've lived here your whole life. Although you can quickly figure that this isn't any house you've ever lived in. Then you bump into something that you didn't expect to be there; a person. You hear a mans voice apologize for bumping into you. "My name is Dr. Nimoway. I am here to help you out." The man says. He describes to you a potion that can possibly make you see again, but it is experimental. The Dr. sounds trustworthy enough, but something nags at you not to trust him.
Player: Trust the Dr.
DM: You accept the Dr.s help, and he places a sealed glass bottle into your hand. You unseal it, and drink it's contents, which tastes pleasantly of lemonade. Soon enough you begin to see things. The blackness of your none sight starts to lighten into a grey, and then shapes start to form, but not the shapes you expected to see. When your sight is fully restored, there isn't a doctor in sight, nor a house for that matter. You seem to be all alone in the middle of a huge stone plain. No grass or trees in sight, only rock and dust. Turning completely around you see absolutely no defining features in any direction. The only thing that is different from anything else is a dull, faded etching near your feet...

DM: You decide to continue onward, towards the sparkling lake. A sign next the the sand reads 'Lake Magik' so things are looking up for our brave little wolf. The reflection is the pool is rippled, and unclear, from the constant waves n the water. You wonder where the waves are coming from, but can't see anything that would suggest an answer. You stare at your reflection for while. Suddenly you notice a black figure standing behind you, who looks like another wolf. You slowly begin to turn around, to see the figure, but it isn't there. You turn back to your reflection, to see that it is completely black now, with red glowing eyes. The lake has also stopped rippling, so the image is crystal clear. You stare at the black wolf for some time. It seems to want to say something, but can't bring itself too. You finally decide to...
Player: Jump into the lake

Player: Be human again
DM: You tell the vizier you want to be normal again. The vizier then takes out a sealed vase. When he lifts the lid of the vase, a huge wind sucks all of the sand off of you, and out of you. When he puts the lid back on, your perfectly normal again. You leave the tent, and let the vizier tend to others. But now you're stuck here forever. Stuck in a middle eastern city, where there's nothing but sand and rats to look forward to. You can't get a job, and even if you did, it would pay about as well as not having one anyway. So you just sleep in an abandoned tower, and steal food and water to survive. You only try to steal from the rich people that frequently visit, the people who can afford all the bread in the world, and won't miss a single loaf. But apparently they do miss that single measly loaf, because you constantly are running away from royal guards and the like. The life of a street rat is a hard oneEND

DM: The sword is made of some sort of black metal material. The blade is curved, like those persian swords you forget the name of, and the hilt is fashioned to resemble a scorpion. The writing on the base of the pedestal seems to be written in arabian, so you obviously can't read it. You decide it a good idea to pick up the sword. As soon as you, all the sand from your body quickly rushes into the hilt of the sword, making the entire blade glow a dim yellow. The eyes of the scorpion on the hilt are glowing red now as well. A voice whispers in your ear"This is the scorpion sword, powered by the sands of time. If you kill a foe with it, his power is added to yours, but go to long without spilling blood and the sword will absorb your soul." This seems to be very ominous instructions. You need to kill people or the sword will kill you? You do already feel weaker, as if your energy is being drained. There is only one thing left to do...
Player: Use the sword for evil
DM: Outside the temple, you seem to have been transported to an ancient arabian city. That means there are a lot people around to slaughter. It doesn't take much, before the city starts to tell stories about you. A mysterious black figure, that kills without being seen, and with a single slice. Your victims don't even have time to scream before their essence fuels the blade, and by extension you. The foolish mortals don't seem to leave the city though, leaving plenty to keep you from dying. It takes about one person a day to satisfy the sword, and at that rate this city will surly never run out of people. Your reign of terror has just begunEND

DM: You try and focus on where you are. A meadow with a wolf, and... and there's... a lake. Yes all the extra memories are vanishing. It's just you at a strange purplish lake. You stare at your reflection, and it takes far to long for you to realize that the person staring back at you is a wolf. A jet black wolf, as if it's made of shadow, with glowing red eyes. This is unfortunately brining you more false memories. Before you can go into a fit again, you focus on the lake. The wolf stares at you intensely, as if it wishes to say something. You start to feel very faint as you just stand there. Before you know it, your legs buckle and you fall into the water. The water just keeps going, with no sign of a bottom. Eventually you come to your senses, and start to panic, attempting not to drown...
Player: Swim up
DM: You start to kick upward. You break the surface faster then you were falling, which is strange. The air smells different here, as if there is something missing from it. You look around to see that you are in the middle of nowhere, with no land in sight. To your relief however, turning around you see a large cruise ship. You swim towards it a bit, and start to wave at it. The ship blows it horn, hopefully meaning it's seen you. After a while more, some people come get you on a life boat. They take you to the ships captain. The captain tells you you were lucky they found you, since this ship is halfway between Europe and North America. No one seems to ask the obvious question of how you got there, as if you're not the first person they find caught in the very middle of The Atlantic. They take you back to New York, with some money to head back home. At last this ordeal is over. But you can't stop thinking of all those other memories you suddenly had.END

DM: You continue to think about these false memories. You can remember being sucked into a pillar of light in a desert, traveling to 3050 and becoming president, and meeting the creator of this world. As all these conflicting memories swim around you nearly don't notice the scene changing. You focus long enough to notice a large lever in front of you, with a man in a tattered hooded robe beside it. "You've started something. I can help you, if you let me." the man says. You ask him what's happening to you"You're remembering things other versions of yourself have done. Every choice you make creates multiple universes, and the memories of these other universes are coming to you. The only way to stop them is to pull this lever." The man points to the comedically large lever on the wall. The man then proceeds to vanish before you can ask him what the lever does. There's only one thing left to do...
Player: Don't pull the lever
DM: You can't bring yourself to pull the lever. What if it kills you, what if it blows up something, what if it doesn't help you at all. Your head begins to ache with all the memories of the other universes. As you continue to make choices and create more universes, the memories of more and more versions of yourself swell in your mind. Eventually you can't do anything, but curl up on the ground and try to think of something else. Your mind is destroying you, driving you insane with the thoughts of a million yous, maybe a billion by now. There's nothing to do but hope it stops, hope it stops, hope it stops.END

DM: You take a step back on your stair case, and take a huge running jump at the opposite staircase. As soon as your feet leave the stairs, however, gravity shifts and fall upward with such force, you entirely miss grabbing onto the other staircase. You plummet for what seems like an eternity, until you finally crash into a large lake. When you resurface, you see that you are in some sort of underground cavern. Light shines down from the ceiling, though you can't see any of the stairs you fell past anymore. The room of the cave you are in doesn't seem to have any exits to any other caverns. The only thing that catches your eye is something glittering in the rock wall. You are about to go investigate it, when a voice whispers to you 'go down'. You aren't sure whether to trust odd, disembodied voices in your head...
Player: Go to the glittering wall
DM: You rightly decide to ignore the voices, and go to the glittering rock wall. The wall is interesting to say the least. The wall is partly made of gold, and the gold part of the wall seems to be growing. You decide to reach out and touch some of this gold. It turns out it is somewhat liquid. The gold now spreading on your fingers, until it is all over your hand. You go over to the lake to wash off the gold, but it's still there. Furthermore, the lake is now glazing over in gold. The gold on your hand is almost halfway to your elbow now. You try to wipe it on your pants, but now that's turning into gold. You start to panic, franticly trying to get the gold off of you, but the more you try, the more turns to gold. Eventually you can't move your hand anymore, or your legs, or arms. The gold completely engulfs you, until you are a shinning golden statue, screaming for help at the bottom of a cave.END

Player: Rush at her, and grab her body
DM: You run at full speed towards her, but you're a bit to slow. By the time you get there, you have to tackle her to grab her body, and this just confounds the situation. Now the two of you are both plummeting to your deaths bellow. You wish that there was something you could do to survive, or at least for your girlfriend to survive. Just then you feel a huge burst of pain in your upper back for a moment, and then it's gone. You dare a look upward and see a huge white feathery wing sprouting from your back. You concentrate really hard, and sure enough the wings begin to flap. You do this for a while, and eventually you begin to slow down, and even stop. Floating in the air, with your girlfriend in your arms, she whispers a soft 'you saved me.' before properly hugging you. You fly her back to the rooftop, to sort things out with her.She can't remember anything like you. She was having just as strange an experience as you. With no way to get back home in sight, the two of you decide to live in this ever changing castle you appear to be on. Castle Distortion, you decide to name it. You are the king, and she is your queen.END

Player: Ask the second jester 'what will the other guy tell me if I ask him which way is safe'
DM: You think you remember this riddle from somewhere a long time ago. You remember having to sort of trick the person into telling you where to go. You ask the second jester where the other jester would tell you to go, and he points to the left path. You can't quite remember what you were supposed to do next, so you head left. After taking one step on that path, the floor gives way, and you plummet into a dark abyss. The hole seems endless, and infinitely dark. All you can do now is fall, and pray something happens eventuallyEND

DM: You try to concentrate on something else. Anything mesmerizing you like that apple was can't be good news. You decide to examine a nearby flower. It looks like a daisy, but with an odd funnel in the middle. You decide to sniff the flower, touching it to point the funnel towards you. This causes the flower to spew a whole bunch of pollen from the funnel, and you breath it all in. You cough for a few moments, before experiencing a massive migraine. Suddenly knowledge starts to fill your head as fast as that pollen filled your lungs. Information about every tree, flower, and weed in this entire garden. To your surprise, most of the plants here have interesting properties. This place is an herbalist doctor's wet dream. You decide to search around the garden for the most interesting flowers, and see what you can do with them.A few months later, you're still in this garden, having built a lab of sorts, for mixing plants into various potions. You have already crafted mixtures to cure any kind of sickness imaginable, perhaps even cancer, and are moving on to ... other types of potions. It is a very interesting career, and you have a feeling your potions will be needed soon.END

DM: You decide to tell the truth. You start out with a question to the king"Your majesty, if I may ask, what is todays date?""November 1st, the year is 1205. Why?""Just as I suspected. You see, I am not from this time, just look at my clothes. I came here from a thousand years in the future, using a magical clock.""A magical clock? Is it anything like the clock we confiscated from the wizard you aided?" so that's where the clock went. You were sent back to the clocks location at the time it sent you back to."Yes I believe so. Now I simply wanted to get to the clock, before anyone took it, so I could get back to my time. That is why I attacked the ... officer." You decided to tell a small lie, to help you out. "Well then. The wizard told us of the power of his clock. Perhaps you are right. In that case, we will let you go back to your time with the clock." The guard grabs you, and undoing your shackles, leads you to another room. He presents you with the magic clock, and you are about to use it to go home, when you realize, you are holding a clock that will allow you to travel to anytime you with. You could use it to become all powerful. But is this the right thing to do?...
Player: No, just go home
DM: It probably wouldn't be wise to mess with time. You decide to set the clock to your normal time, 2015. Everything distorts again, and when it goes normal again, you are relived to find yourself in your house, with everything back to normal. You wonder, however, how you were transported to your home, when the clock takes you to where the clock is at that point in time. Maybe the clock is in another dimension where your house is today. It hurts your head to try and think fourth dimensionally like that. The clock is gone, though, do it won't tempt you to mess about with it. But most importantly, you are home, and nothing can change that now.END

DM: You accept the riders offer, half out of fear for what they would do if you decline, and half to try and figure out how to get back to your own time. They give you a horse, and some armour, and a sword. The now five crusaders ride onward to another place where magical items are said to be. And then another, and another, for around 5 years your group (along with other groups mind you) travel across the known world, to capture all things magical. Eventually though, you come to a place where opportunity can strike. You come to an abandoned cavern dwelling. The person who used to live here was obviously either a wizard or some sort of creature himself. Among the many items strewn about the cave, you manage to come across a peculiar looking clock, before anyone else. Picking up the clock, you notice that it looks just like the one you used that got you in 1205 in the first place. None of the other crusaders have seen it yet, and you could just use it to get back to your time. But the men you've been traveling with for 5 years now have grown on you, and confided in you as they did the rest, as if you were always a part of their group. It would be awful to just disappear from them. What should you do?...
Player: Stay in 1205, and finish the crusade
DM: You decide to take the clock to the magical stockpile, like every other item you come across. Staying loyal to your new found friends. It took another half a year to finally finish the crusade. You brought back all your 'confiscated' items, and captured creatures, and piled them all into a room of the castle. Then the king threw a crystal into the mix, and the whole thing disappeared. All of the magic was sucked from the world. You realize now that means there is no way for you to get back to 2015, at least no way to do so while still living. Oh well, life in 1205 can't be that bad, can it?...END

DM: You just want everything to be normal again. No time travel, no demonic alternate dimension, just the nice comfort of home. President Malice gets up and says"If that's the case just come with me." He leads you down a few halls, and some flights of stairs, to a small grey room, with an odd device."Our researchers have been working on this for some time. It's quite experimental, but we have high hopes." You ask exactly what this machine is"Well it's a time machine of course. In development since before Rylith got it name, and has successfully sent a test robot five minutes into the future." That's all good, but you wonder how well it sends things back. But then it dawns on you; they expect you to get into this thing, and let them send you back to 2015. You wonder whether or not to voice concern. They said it works, but how are they going to send you back to earth? Have they planned this out well enough? What should you do...
Player: Go along with it
DM: This opportunity may never again arise, and you do not want to stay in 3050 any longer then you have to. So you just stay quiet, and go along with it. In no time your in the time machine, and the scientists are fiddling with the control panel. You instantly feel nauseous, as if your entire being is being torn apart. Your vision start to blur, as everything turns white.You wake up in the middle of a field, to the sound of fireworks at noon. You get up and see a familiar sight, New York City. But something is strange about the way the buildings look. You rush up to the city to see what's going on. The first thing you see are the hundreds of flyers plastered everywhere, 'Celebrate the year 3000 at the NYC millennium fair.' this is when you realize you never told President Malice when you came from! You assumed he knew from your ID card, but apparently he didn't. Oh well. What's the worst that can happen in the year 3000?END

DM: The future looks pretty snazzy, if you say so yourself. If you get in good with the president, maybe he could let you stay somewhere here. So you do just that. You ask the great and powerful President Malice, if he could just let you stay here. Surprisingly, he seems into the idea"Sure, it sounds reasonable. Life expectancy is over 150, we have no famine or poverty in any of the new planets, why go back to 2015, when 3050 is so much better." This is reassuring. "Of course, you would have to adapt pretty quickly to our new 'culture'. I'm sure we haven't evolved that much, but detail can make a man suspicious. I can give you a new life, maybe as a lawyer, or doctor, or something high up like that. Education is nothing now, you'd be an expert in seconds. How does that sound?" That sounds great! Fantastic! To think you could be someone important. Of course you have to agree with the offer. The only thing left is to choose your new life...
Player: Become a doctor
DM: You tell President Malice that you want to become a doctor. You shake hands, and it's off to the education centre. The personnel place some sort of device on your head, that the president assures is reserved for top customers, and after a few button presses, knowledge flows into your mind like the flow of a river. You instantly know everything there is to know about surgery in this new world. The president sets you up with some very nice accommodations, and even takes care of scheduling an interview with the local clinic. Within no time you have your first surgery (Kidney transplant), and you do incredibly well. Soon you start setting up your own clients, and even do some therapy on the side. Life is very good for an expert surgeon/psychologist. You're real glad that the President picked you up from the streets that day.END

DM: You agree to help the kid, as long as nothing bad happens. The two of you disguise yourselves rich folk. You plan to go to the border, and use fake IDs, saying you were visiting a charity. This seems to almost work, the guards laughing a bit when you talk about the charity. You are almost going to take your ID back from the guard, when he stops you and pick up the card again. He signals to other guards, who grab you and Alec."I think you may want to come with us, Ms." Ms.? You look at the ID, and sure enough, it has you marked as female. You scowl at Alec, before the guards forcefully take you to a detention centre. Once the guards are gone, you start to argue with Alec, who swears he picked the right ID template. Now the two of you are in jail. Alec seems very upset about this, as if someone he knows just died. You assure him that he'll help you escape, but you can't think of a way to do so...
Player: Try causing a riot
DM: You have nothing to do but bide some time. Eventually the guards come and bring you two to the mess hall, for lunch. When you get your food, you sit down next to the meanest looking people around. You proceed to poke at them, idiotically, until their about ready to explode. When one of them stands up, you do as well. The man revs up a punch and you duck, letting the punch strike a concerned guard right in the jaw. This sets off a chain reaction, until nearly everyone is fighting someone. You and Alec start to skirt around rumbling prisoners, and Alec shoots past you, heading for the exit. You are about to join him, when you feel a sharp pain in your back. You reach around to massage it, when you feel something metallic sticking out of it. You tug at it, and it comes out. You find it to be a crudely fashioned shiv. You reach around again and feel the blood coming out of your back. You fall over, unconscious. Since no one is paying enough attention to get you to a doctor you bleed out. You die a million miles from homes, and a thousand years fartherEND

Player: Change everything
DM: You ask the man exactly what year the president came into power, and if he was the first president. The man tells you that yes, he was the first, and the year his 'term' began. This is the time you set your clock to, and you travel back a few years, to try and make everything right.1 year laterThe plan was a resounding success. You managed to get the candidate that would have been elected thrown out of the running, and got yourself elected instead. You did your best to make Rylith the best place to live. Even though you knew that old man wouldn't be able to know what you did, you made sure to find him, and give something extra special. You also managed to find that Alec kid, who seems to be doing well with his family. You did a very good thing. But you can't help think you've done something horribly wrong, temporallyEND.

Player: I see the light now...

Player: Check on the sleeping quarters
DM: You rush down to the sleeping quarters. Hammocks are hung from every little crack they can be hung from. To your relief they all seem to be filled. The this relief suddenly turns to anger"What are all you good for nothing dogs doing still sleeping!" you yell. "Everyone get up, we've got sailing to do!"The crew wakes with a start, and begins to leap out of bed, rushing past you and getting to their stations. You stand there confused for a moment. You involuntarily yelled at those sailers. What in the world possessed you to do so. Then one of the crew members comes down the steps a bit and says"Are you coming up, Captain?" Captain? Are you the captain? There isn't anyone else down here, so the man must be talking to you. You tell you'll be up in a second, and he disappears again. Captain? Yes, you do start to remember things, a captain would, from how to sail a ship, to where you were going. You climb up the stairs, and take your place at the helm of the ship. The crew is about, doing all their duties. It's good to smell the salty sea air.END

DM: You choose the more sensible choice of just going on to heaven. It's supposed to be a pretty nice place at any rate. The woman writes some stuff down, and then points you to a door beside you. You open the door, and find a large field, with houses along the side, like a street. All the houses are fairly large, bigger then an average one. You walk down the grassy street until you come to a house that has your name on the mailbox. Apparently you live, er, stay next to Some guy named Stanley Kubrick, and some girl named Marie Curie. and across the street from ... Elvis Presley. Awesome! The house is well furnished, with working satellite TV, and high speed internet. If you walk down the street long enough, you come to a little downtown area, with stores, and such. It's almost like being alive in a rich end community. Things could be worse, you guess.END

DM: you decide to look more closely at the beach, being shown on the monitor. The scene seemed very relaxing. You could see the edge of a tropical forest a few feet from the water, and the sun was low in the sky. You tried to stare closer to the image, as you thought you could see something in the distance. Getting as close as you could to the monitor, you stared into the distance of the beach. You are surprised at how vivid the image is; your face is so close to the monitor, you can't see the room you are in anymore. You finally realize the thing in the distance is a woman, running towards you. She starts to wave, and you wave back, instinctively. Before you realize how stupid this is, you lean back and fall into a beach chair behind you. Confused, you quickly look around, and see that you are on the beach now. Looking back up, the woman seems to have disappeared. You take a look around to get your bearings. You seem to be sitting in a small beach chair, under a palm tree. The beach gives way to a jungle after about 10 feet from the waterline, but the beach stretches out as far as you can see. Then you notice the beach chair beside you, with a young blonde girl in a red striped two piece bikini sitting in it. The girl turns toward you and asks what seems to be the matter, as if she knows you. Your head begins to hurt a bit, what should you do?...
Player: Do nothing; just stay here
DM: Well, the beach seems peaceful enough. And the girl laying next to you is quite easy on the eyes. Maybe you should just stay here with her. Laying out all day in the sun, occasionally going for a little swim, and chatting with the girl. You discover her name is Maria, A name that seems familiar to you for some reason. The sun never sets on the beach, it's always noon. You never leave the beach to explore, why would you? Everything is perfectly fine right here; there's no need to be anywhere else.END

Player: Explore the stone plain
DM: You decide to take a walk around. You just pick a direction and walk. After what seems like hours, the scene hasn't changed. Just flat dusty grey stone for miles and miles. Every once in a while you come upon a tiny tree, or a puddle sized lake, but nothing more. The sun never seems to set, but it isn't hot at all. You just walk on and on, in the hopes of escaping this place. Taking shelter from sudden rain storms every once in a while. But there is no end to the Stone Plains.END

Player: Eat his brain
DM: The drifter's pleas fall on dead ears. You surrender to your hunger, launching yourself forward with surprising speed for a corpse and attaching your sharp little teeth about the crown of his head, you puncture the skull with ease and, ignoring his screams, secrete the special zombie saliva which will turn his brain into so much slurpable mush.Quickly, as your spit dissolves his mind even faster than alcohol was already, the guy quiets down and you begin to suck greedily at the brain-juice within. But his yells have done their evolutionary work. You hear running footsteps behind you, and a couple of burly men stomp hurriedly over, running to either side of you to block your escape.Bounty hunters!"Get it!" one yells, and the other swings a baseball bat at your face with such force that your nose ends up coming out of the back of your head.

DM: You decide to try and explore this Mercai Village for a bit. Mary doesn't agree to go with you anymore, and heads back to Anthrova. You walk into the village alone. The streets are deserted, as if the village is abandoned, but you know that can't be true. You hear faint music in the background, like a party is going on somewhere. You walk down the streets towards the village's centre, and the music gets louder. Eventually you find a large group of about 50 people dancing around a small band playing folk music. The people look very happy. You can't possibly imagine these people hunting you or anything like that. You decide to go up to one of the girls dancing near the edge of the group. She's twirling around with her eyes closed. You tap her shoulder, and try to introduce yourself. Before you can say anything, the girl screams out, and runs away from you. It takes you a second to notice that the music has stopped, and the rest of the dancers are now staring at you. You try to show them that you mean no harm, and they don't lash out at you, but they seem very scared. You ask them if they have ever heard of a portal to Terra. At this point a man in the back of the group yells for you to leave them alone. The group seems tense, and unwilling to help...
Player: Ask for some help again
DM: You edge yourself closer to the group, and plead for them to help."We aren't going to help no damn dirty animal!" a man in the back says. The rest of the group murmurs in agreement."If you don't leave this moment, we'll all be coming after you." You try and edge closer and talk some more, but this aggravates them to much, and some men from the back burst through the crowd, wielding spears, and crossbows, as if out of nowhere. You quickly turn and run, but they give chase. You wish you were a full wolf again, you were so fast then. You trey and evade the hunters for a while, but it isn't long before a long painful arrow shoots through your calf. You crumple to the ground, and the hunters swarm you, beating you around with fists and rocks. They take your beaten, lifeless corpse back to the village, and add your head to their hunting collection.END

DM: The End, the red button proclaims. It just so happens that this button is close to the ground, so you can actually press it. As soon as you do though, you immediately regret the decision. the door of the elevator closes, but it doesn't stop closing when the two doors meet, instead the keep going. A weird noise prompts you to turn around, where yo see that the wall is dissolving. Being engulfed by a shadow. The shadow is proceeding along the two side walls, as well as the ceiling and floor, as if it is some sort of giant laser slowly moving towards you. You back away from the frightening laser shadow, until you hit the doors, and then with no where left to run, the shadow slowly starts to engulf you. All of your form disappears in the darkness, until there is nothing left of yourself, except a dim orb of energy, your last physical form. Everything is darkness now, with nothing substantial for miles. You begin to aimlessly float around the ... nothingness, until you see something in the distance. Another orb of energy. This orb is quite larger then you, and some sort of resonance is drawing you to it, as if it is saying "join with me, collide and we can create." You are reluctant to advance on the orb, but with nothing else in sight to do you don't have much choice...
DM: You decide not to interact with the weird orb, and go in the complete other direction. You wander around for what seems like centuries. Never finding anything else in the vast dark emptiness. You wish something would come along and change it. But you feel that something was supposed to be you, and that opportunity was lost...END

Player: Go

DM: You stand up and walk out into the rain. You're only a few feet out when you get struck by lightning. Your insides are fried. You can't really survive that. You're kind of dead now.

Player: Do nothing and stay in debt

Player: Pull on the bandage as hard as you can

DM: Driving towards the coastline is a really nice view. But it wasn't the greatest idea for trying to get away. With not a single building in sight, there aren't many places to go. Down the road you see that there is a stop sign and you can turn left or right.
Player: Turn Left
DM: You turn left and suddenly see a sign that says dead end! You try to quickly K-Turn out and go the other way but your rival shows up. He blocks the road, there is no escape. Now you have to take your rival on face to face..

DM: I headed for the castle in the distance, wondering what would become of Harpy, the little girl I found by chance.
Player: Run to the white light
DM: Gradually, the light returns. Turning back, I could no longer see the little girl or the darkness, and soon found myself at a rustic castle. As I enter the courtyard, cheerful flute music sounds from an archway surrounded by flowers. To my left, there is a mossy, worn door from which growls and hysterical laughter can be heard. If only Val were here, she may know the answer.

Player: Choose the Colossus

Player: call the Ghost busters
Player: Go to the Snack Bar

DM: "Do you have any advice for me, Steven?""Yeah, make sure the athlete's pass."
Player: talk to another teacher

Player: Buy Peperoncino
Player: Hire Carlo

Player: B
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.> Quel est votre prénom ? (10 lettres maximum ; les voyelles sont au début de la liste)Aab...
Player: D
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.> Quel est votre prénom ? (10 lettres maximum ; les voyelles sont au début de la liste)Aaad...
Player: Z

DM: The next file details the use of Ancient nanomachines to repair, refuel and maintain machines, infrastructure and vehicles on the front lines. This would greatly improve the effectiveness of the war machine on the front lines, although it's possible it could have negative side effects. Do you want to authorize the use of the Ancient nanomachines?
DM: You decide to install the Ancient Nanomachine system to maintain, improve and repair the Coalition infrastructure, vehicles and machinery on the front lines, which improves the efficiency of the area.

Player: C
Player: D
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaaaaaad...
Player: T
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.Aaaaaaaaat> Quel est votre genre ?

Player: Wennipeg ditched his friend, just like before

Player: Don't activate the Ancient Cannons
DM: Life is already hard on the battlefront. You won't make it worse by ruining many lives and killing tens of thousands.

DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.A.MasculinMagizoologisteBélierMerci de votre coopération. Vous pouvez à présent récupérer votre carte d'identification.[Tutoriel : quand un objet traine sur une page, cliquez dessus pour le récupérer. Certains objets apparaissent directement dans votre inventaire. Lorsque vous obtenez un objet, vous pouvez cliquer dessus pour avoir des informations dessus, puis sur Use item si vous souhaitez l'utiliser (par exemple, pour lire un livre). Certains objets peuvent être utilisés n'importe où, n'importe quand ; tandis que d'autres ne peuvent être utilisés qu'à des moments spécifiques.]

Player: ...Isn't that one of those crazy flying monsters?
DM: The little girl glared at me. "Yes. It is. I hate it when people associate me with those. I HATE IT!!!" You; "Sorry..." Harpy; "It's ok. I shouldn't have snapped"

DM: You walk to the Cabinet Room and once inside see three good places to search. The fireplace looks especially promising. Don't let the mess of chairs fool you, the room looks pretty simple to search...
Player: The fire place...
DM: Not a hat but a pair of gloves that might be helpful later.
Player: The Cabbinet Room
Player: The huge oval shaped table...
DM: No hat here!

DM: You seemed to be the only one to notice these mysterious people on motorcycles riding alongside the bus. They wore black ski masks that hid their faces and wore flak jackets. There were two of them, both riding alongside the bus.Suddenly they pulled out uzis and fired them directly into the air. Now they had the attention of everyone on the bus. They forced the bus to pull over and marched everyone out. Then they made everyone stand in a line for over an hour without doing or saying anything. Anyone brave enough to utter even a sound was dragged over to a ditch by the road. Soon there was a huge line of people in a line near the ditch, including two of your favorite teachers and three of your best friends.
Player: This doesn't look good
DM: Suddenly the two thugs grabbed their uzis, and opened fire on the line of students and faculty standing by the ditch. Horrified, you watched as your teachers and friends tumbled into the ditch, and stained the sand with their blood.Suddenly, all fear gone, you went mad with rage. You jumped one of the thugs and tried to choke him. But the other thug pistol whipped you, and while you were dizzy, they tied you to the tire of the bus.
Player: The consequences of anger

Player: Take the spear
DM: You take the spear.

DM: You take the swordcane
Player: Swordcane

Player: You have the scimitar.

Player: Spear

Player: Choose the Chu ko nu
DM: You chose the chu ko nu.

Player: Chu Ko Nu

DM: You chose the silencer pistol.
Player: Silencer pistol

DM: "Just be careful with those weapons," The man says, "You may not know this yet, but you are wanted as a dangerous lunatic. If you are seen with a weapon in public, people may decide to shoot first and ask questions later."After thanking the man for his help, you leave the store. You are now incredibly hungry, and the sun i starting to come up. You see a diner in the distance. Should you go there? Or should you try to hitch a ride to Arizona to find your friends?
Player: Hitch a ride

DM: You walk on, ignoring the sound, and suddenly you hear the screech of tires. Suddenly, a car drices by, and a man sticks his head out and shoots you in the head.

Player: Diner
DM: You enter the garage. Inside, only one lamp dimly illuminates the scene. Three tough-looking men are standing around a chair. Tied to the chair is a pretty young lady, covered in blood. Obviously these three men have been hitting her.You decide to intervene. "That's enough.""Who's this clown! Who's he to tell us what to do? Get him!" yells one of the men. They all advance on her.If you have the right weapon, you may be able to handle these men easily. Otherwise, you have to fight them hand-to-hand. Luckily, you know judo. The first man attacks. Should you use an uppercut or a left cross?

Player: Uppercut
DM: You hit the guy in the stomach with an uppercut, but it doesn't even phase him. He punches you in the face, then pulls out a gun and shoots you. You're dead.

DM: You deal the poor guy a left cross, and he staggers backwards, blood streaming from his face. Now the other two guys advance. Do you want to lift the first guy up and throw him into them, or knock their heads together like coconuts?
Player: Throw
DM: You throw the first guy into the other two, but they catch him easily. If only they had been dazed, it would have worked and they would now all be out cold. As it is, they pull out guns and shoot you dead.

DM: You grab their heads and slam them together. They are both so dazed that you can now throw the other guy at them. All three are out cold! Yeah!
Player: Free the girl
DM: Quickly, you untie the girl from the chair. "Thank you!" she cries, sobbing happily. "I thought they'd kill me."Later, while the two of you walk down the road, she tells her story: "My father is a doctor who accidentally diagnosed someone recently with schizophrenia. He later realized the patient was not actually crazy, but that someone was trying to make it look like he was. Then he went to Arizona. I don't know why, he just did. Those goons kidnapped me yesterday and tried to make me tell them where he was, but I knew they would kill him, so I said nothing."As you listen, you realize she must be talking about you. Should you tell her you were the patient her father diagnosed, or not?

DM: You decide to say nothing. You both walk silently along the highway, not really doing anything. Suddenly, you hear the screech of tires. You see a car coming up behind you, and several guys with guns are behind the windshield."They're after me!" the girl cries. "Quick, in here!" She pulls the lid off a sewer drain and jumps in. You follow her quickly.Once inside, you can see there some pipes that would be useful to hide behind. You grab the girl's hand and quickly run.
DM: You hear people descending into the pit behind you, but neither you or the girl look back. Finally, you reach a dead end. The men appear behind you with guns.One of them says, "Okay, time to die, kid." and points his gun at you.The girl jumps between you and the gun. "Don't!" she says, "I'm the one you want, so just kill me and be done with it!"The man gives her a funny look. "What?! I don't know who you are, lady. That kid over there is my target."While they were talking, you saw a shiny thing in the mud on the floor. Bending to examine it, you saw it was actually three hand grenades. Quickly, you pick up one, and one of the men sees you and screams, "Aw, crap, he's got a grenade!" All of them turn around and run. After they're gone, the girl turns to you and says, "Why were they after you? Is there something you aren't telling me?"
Player: Hand grenade

Player: Enter park
Player: Approach vendor
DM: The vendor sees you walking towards him from several feet away and says, "Can I help you?" You eye his merchandise: mostly weird snow globes and flags, but also a really neat looking camera. It'd be great for photographing things you might otherwise forget.You ask him how much and he replies, "Fifty dollars." Unless you have that kind of money, there's nothing left for you here....

Player: Actually, there is
DM: Akwardly, you confess that you are the student that her father accidentally diagnosed as insane. Her eyes widen. "We need to get you to Arizona!" she exclaims. Grabbing your wrist, she adds, "By the way, my name's Melissa."After a few minutes, you're travelling to Arizona in a truck. Three days later, you and Melissa are there.

Player: Talk to priest
DM: You slowly approach the priest. He turns around, and smiles in a friendly way when he sees you. "Ah! Can I do anything for you, child?" You describe your friends and ask him if he's seen them. He thinks to himself and says: "Well, I have not seen anybody like that. I am truly sorry I could not be of help. That seems to be happening a lot lately. The other day a man came in here begging me to protect him. These strange men were trying to drag him into a car with the logo of the 'Orlcomp Insurance Company'. I did my best to stop them, but to no avail. They grabbed him and threw him in the car."You thank the priest and walk way.

DM: You enter the Orlcomp Insurance Building. You are standing in a waiting room, pretty bare except for some chairs, two or three boring-looking magazines and a secretary at her desk.You move towards the door leading further into the building. The secretary looks up at you and says, "You can only enter there if you have an Orlcomp Insurance Company ID, young man."

DM: By now, it's getting pretty dark. You enter the diner, and see Melissa already sitting at a table. You join her. "Well", she says, "I couldn't find anything. I did realize this will take a while, though, so I got us a room at a hotel."After eating, the two of you enter the hotel room. It's pretty classy: a TV, two king-size beds and one of those little refrigerators with candy and stuff. You begin to wonder, should you stay here, or should you leave and walk around some more, trying to find more clues?
DM: You decide that these guys are serious. You open the door and step out. "All right," you say, "I give up." The machine gun-holding guys sneer. Then one of them punches you, and you black out.You wake up, many days later, back in the asylum. Security has been bolstered so that you can't escape again. One day you read that the bodies of Melissa and her dad were found in Arizona.You hate it in this loony bin. The other day another inmate asked you if you had seen a moose, a squirrel, six soldiers and a grand vizier. Arrgh, this sucks. Welcome to your new home.

Player: Insurance Company building

Player: Check the aisles

DM: Hmmm. It's a nice, small playground. There aren't that many kids around. There is a small monkey bar set, a ladder and a slide, and a really deep sandbox. I mean it's really, REALLY deep.
Player: Leave playground

Player: Check out playground

Player: Leave shelf

Player: Insurance Company Building

DM: 
DM: 
DM: 

Player: Let it fall
DM: You decide to let it fall to the ground, and just run past it, which works pretty well.You're at the top of the stairs now. Those two guys are eyeing you with rage. "Back off punk!" one of them shouts."Make me!" you reply."All right!" He comes at you, swinging.

Player: Kick him in the face
DM: You kick him, but he grabs you and throw you to the ground. You break your neck and die.

Player: Cryptococcus

Player: W
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.> Quel est votre prénom ? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaaaaaw...
Player: N
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.> Quel est votre prénom ? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaaaaaan...
Player: O

DM: You lead Melissa back to the hotel, only to find it has been ransacked! The room is in shambles, and Melissa is nowhere to be found!Horrified, you start to claw through the wreckage, as Kyle watches, dumbfounded. Then you explain to him everything that has happened. Kyle nods glumly, "Well, then, there's nothing else to do. We HAVE to go to that garage." You agree. Then, suddenly, you see a piece of paper under the bed. Melissa must have slipped it under there. Well, now you've got to find her.
Player: Go to garage

DM: Going with what you feel is right you follow Alice as she leads you to her hideout. The hideout is located in a shabby looking tenament that as far as you can tell has no obvious residents. She stops at the door and turns to face you. Look i need to ask you before we go in, how do you feel about vampires in this world?Well? How do you feel about vampires existing?
Player: Vampires must die
DM: "Oh well that's too bad." She states and near immediately tears off your head and begins to suck the blood spurting from the stump where your head was. Seems that vampires lie a lot.

Player: Ask him to lead you to the garage immediately

Player: Punch him in the base of the foot

DM: Quickly, you dash up the right staircase. You run towards the bound, sheet-covered figure of Lillian... then you hear, "Hey! Stop him!", and look to the side. Ten heavily armed guards are aiming their guns at you. The only way you can take out this many bad guys is with a bomb. If you don't have one, I'm afraid you're dead...

Player: Just lunge at them
DM: "YAAAHHH!" Screaming like a banshee, you quickly jump forward in your Bruce Lee pose. WHAM! You knock them over like a line of bowling pins. Then, you notice one of them, apparently the leader, dropped a card key...Then, suddenly, more guards come rushing over! Your only choice is to jump behind a wall, or a car, and hide, then attack from the shadows!
Player: Card key

DM: You peer out from behind the car/wall, and see the guards running towards you. This is it! You're going to get some answers!One guard runs right past the wall/car, not even seeing you! He turns around and calls to his friends, "No, he's not here!"
Player: Knock him out and go Jackie Chan on the other guards

DM: Quickly, you snap his neck, steal his gun, and grab his body! You emerge, uzi blazing, shooting up a whole string of guards. Their bullets are harmlessly absorbed by your chunky human shield.Your teeth are gnashing as you almost break your finger pressing against the trigger. Sweating, shaking with fury, you are an engine of destruction. An engine of vengeance. However, once your rage has been sated, there's not a guard left alive. You can't interrogate any of them. Oh, well.
Player: Free Lillian
DM: You run over to Lillian and pull the sack off her. Her eyes widen when she sees you, and after you loosen her gag and untie her, she falls on the ground, muscles weak from exhaustion. She then stands up and hugs you, crying, "Oh God! Thank you so much! I was so worried! I thought you were rotting in some asylum?"You suddenly push her away and eye her suspiciously. "How do you know about that?" you ask. "You were being held by these guys."Lillian starts to cry. "It's all my fault!"

Player: Kick them all in the groin
DM: They're all wearing armor on their groins. They are unaffected by your kicks and shoot you dead.

DM: 
Player: 1
DM: 
Player: 6
DM: 
Player: 4

Player: Ask him who his boss is
DM: "My boss is the boss of Orlcomp Insurance!" he stammers, "His name is...""Let him go." The voice came from behind you. While you were fighting the guards, Kyle untied Lillian. She walks over to you now, and tears are beginning to run down her cheeks."I ca tell you everything," she says. Dutifully, you punch the guard out.Lillian begins to cry harder now. "Everything that's happened is all my fault."

DM: "Enough," I whisper angrily as I ignore the call again and shut the phone off. Do those robots think I am that stupid? I take the energy blades out from my bag and activate them both, dual-wielding. My anger returns and I effortlessly kick down the door with a large bang. Every robot within the school probably hears that. Angrily, I cry out " BRING IT ON!" Footsteps thunder down the halls, coming closer to where I stand. Soon, about 200 robots are in my area. With the size of the halls, only 20 can get near me at a time. Looks like they sent out the gunners first, because every single one of those near me have a plasma gun targeting me. My fury rages, but my subconscious is like, Well, that was real smart. The logical action would be to surrender, but the defiance inside wills me to fight.
Player: *fight*
DM: Rage heightens my senses. My muscles tense as the sounds of triggers sliding back reach my ears. Just before shots fire, I leap into the air, letting the plasma bullets tear through those mechanical nitwits. I hold on to a ceiling light and watch as their mentalities change defensively and they start shooting and slicing each other to remove the obvious threats. I smile as I watch the massacre below, watching those mechanical beings driven to insanity by their own programming, slicing each other into ribbons and shooting each other into liquid metal. A malicious smile forms on my face until a plasma bullet grazes and burns my hand.
DM: I follow the path of the bullet to see a robot different from all the others. His calculating eyes glow an acid green, staring straight at me. A shark-like grin crosses his face as he registers my pain. He aims to take another shot. As the gun fires, I leap to another light, greatly avoiding the blue bullet. The robot frowns as he realizes he missed and leaps over the mass of suicidal robots, almost directly under where I hang. Crap, he' strong! I leap from light to light, trying to get away from him and his bullets as fast as I can, heading for the exit.

DM: "I... I'm not sure!" he sputters. "It's this little pink liquid beaker that someone is supposed to swallow. It does something to them. I don't know."

DM: All right. You've got to find Melissa and her dad, who can help you prove that you're not insane. You have to find evidence incriminating the President of Orlcomp Insurance, and you have to find where your family is. According to Lillian, they've been moved to somewhere else in the country, and only the President knows for sure.You, Kyle and Lillian release the rest of your friends and teahcers from the garage, and soon everyone is crying with happiness and thanking you and saying how worried they were about you. You're about to take them out of the garage when suddenly...
DM: The ceiling above you explodes in a shower of cement. You jump aside just in time. You push Kyle and Lillian, screaming, "Go! Go!" Get everyone out of here!" Somehow, you know this person's here for you.Your attacker's a tall thin man with a five o-clock shadow and a cowboy uniform. He's standing in front of a van, and holding a rocket launcher. He says, "My name's Seargent Morton, although I'm not really a seargent. I'm the best bounty hunter there is, and I've been comissioned to bring you back to your asylum. Just come along easy, and there won't be any trouble."You hesitate. He says, "Look, don't worry, I ain't gonna hurt you if you come along. Look, I'll even put down my rocket launcher if it'll make you feel better." He drops it to the ground.Actually, you were just hesitating so that he'd do that. Now you meet on even terms. Actually, not really, since he has a sword, but maybe he won't use it. Too bad you can't have a good old fashioned swordfight with him...
Player: Throw a rock at his head
DM: Unfortunately, your attack fails. He grabs you, and knocks you out.You wake up back in the asylum. They've bolstered security so you can't get out ever again. Oh well, at least things could be worse.

Player: Flowers

Player: Throw a handful of gravel in his eyes
DM: Since his rocket blast created a lot of gravel, you quickly scoop up some and throw it in his eyes. He screams, then suddenly pulls out some wierd liquid, sprays it in his eys, and opens them again. Good as new!"Sorry to rain on your parade, boy! But people have tried things like that on me a million times." Suddenly, with the speed of a cheetah, he kicks you and you fly backwards, scraping your back on the ground. "Ooff!"You don't move for several seconds because of the pain. Slowly, he approaches.
Player: Jump up and kick him

Player: Play possum: keep lying there until he's right near you
DM: Slowly, he approaches. Finally, when he's decided you're out cold, he reaches out to grab you."YAAAAHH!" You spring up and grab his hand. You punch him, then kick him again, and finally, you...
Player: suffocate him into unconsciousness

Player: headbutt him
DM: You grab his head with both hands and bash it against yours. It worked! He's out cold!Well, you can't waste any more time around here. On to the Orlcomp building!
Player: Go there!
DM: You enter the Orlcomp Insurance building. It's the dead of night, so there's no secretary (you're kind of surprised the door is still open). Anyway, you enter the room past the waiting room and there you see three doors. The left one leads up the stairs to the storage closet, as you remember. Will you take the right door or the middle door?
Player: Middle door
DM: You open the middle door and step in. There's a large fat man sitting on a table in a tux. "Hello, friend." he says, "I've been expecting you. Sit down."
Player: Sit

Player: Right door
DM: The right door, unfortunately, is locked. There's a slot where a card key can be inserted to open the door. There's also a digital lock that says, "To enter without card key, input password."What do you think the password is?
Player: 666
DM: Wrong code. Lights starts flashing, an alarm goes off and you're arrested. Soon you're back at the asylum.

Player: O
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.> Quel est votre prénom ? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaaaao...
Player: K
Player: M

Player: 320

DM: This man, obviously the President of Orlcomp, sits down across from you and pours you a drink of water. Then he leans back and starts talking:"You see, selling insurance is a tough business. After you see enough cases of death or home loss or injury, you start worrying about your life. I have a team of researchers working on a formula that can make a person immortal. We recently perfected it, and called it Formula 45, however, my dolt of a henchmen lost it to his girlfriend. Lillian, I believe her name was."Your teeth clench."Anyway, we intercepted her schoolbus, which you were in, and I agreed to let my men do anything they could to scare her into telling them where the serum was, even if it meant killing some of her friends. However, when my men saw you survive after that bus fell on you, they realized you had ingested the serum, and so I arranged to have you accused of insanity and moved to an asylum where I could keep an eye on you. Your family was relocated to ensure your cooperation, and only I know where they are. One of the doctors eventually realized you weren't insane, and was going to tell the cops, so I had him captured and, thanks to you, his daughter Melissa captured too. He's agreed not to talk in exchange for her safety. But what about you?"Please do the right thing and join me. Once the serum is extracted from you, you'll be turned loose and get to see your family again. And I promise you I won't kill any more of your friends. HWat do you say?"
Player: "I won't join forces with a murderer!"

DM: The door opens up right away. Standing before you is an enormous mountain of file cabinets.You pick the one that says, "Operation Formula 45". The payoff is amazing! It goes on and on about how Formula 45 is supposed to grant immortality and regenerative powers, and it talks all about how Lillian stole the formula and secretly injected it in you, and how you were framed for insanity. This is golden! The only thing it doesn't say is about where your family is now. Guess you'll have to beat that out of the weasel himself.Before you leave this room to enter the middle door, you tried to remove the file, but it was nailed to the cabinet. You'd like to think you'll remember what it says, but your memory isn't that "photographic." Oh well...

Player: "You have a deal!"
DM: You hastily agree, and you shake hands.The next day you are admitted to the asylum, and, after several weeks, you're released and sent off to your family. You and the President are now both immortal, so you run a business forever. You both get rich and everything (he was already rich, but you get the idea).A few weeks later, you hear that the bodies of a girl named Melissa and her father were found in Arizona, and you heard Lillian killed herself out of guilt, but it's too late to do anything about it. You are now living the high life as an immortal businessman, and the only thing you lost were your morals.

DM: "Never in a million years, pal!" you shout. "You're a crook and a swindler and a murderer!"He then pulls out a gun and says, "Well, I'm sorry we had to see it that way. I guess I'll just extract the formula from your corpse."He'll see you if you try to pull out a weapon, except if it's easily concealed and/or silent. If you don't have either of those, you have to either...
Player: Attack him before he can shoot you

DM: You stand there, grinning. BANG! The gun makes a loud BLAM! noise, and the bullet hits you in the chest... and goes through you. You're still standing, and grinning. "I'm immortal, remember, butt-head? You cannot hurt me." The President gasps in horror, then drops the gun and runs off. Quickly, you pursue.
Player: You're almost there!
DM: You follow him up a staircase and onto the terrace. When you reach the terrace, he's gone! You look down, and see lots of policemen standing around with Lillian, Kyle, and all the rest. And there's Melissa and her dad! Kyle and Lillian must have rescued them!Then suddenly you hear a chopper. The President is getting away in a helicopter. You'd try to grab on, but it's already out of arm's length. If only you had a heavy-duty, long range weapon, you could make short work of that 'copter, but if you don't you'll have to think of something else.

Player: Trick him into bringing the helicopter closer
DM: You yell as loud as you can, "Okay, you win! I'll go with you and let you extract Formula 45!"Slowly, the helicopter turns around and zooms toward you. It worked!
Player: Jump into the helicopter, and grab the President and pull him out
DM: Quickly, you step back, and jump!You grab a hold of the helicopter and climb into the cockpit, grabbing the President of Orlcomp and pulling him out the window. You both drop t the street, followed by the helicopter. It explodes in a big fiery ball. You stand up (you're impervious to pain or death, because of Formula 45, in case you didn't know by now), and look around. That man knew where your family is. If he died...Then you hear him call, "Help me! Help me!"
Player: Help him
Player: Jump down the sewer

Player: Try to trick him into surrendering himself to the police
DM: Your plan failed. He rode the helicopter to several blocks away and called an army of his goons. They came and killed all your friends and the police who were there with them. Then they knocked you out and brought you back to the mental hospital.

Player: Go

Player: go left
DM: You keep going deeper and deeper into the forest on the left path. Suddenly, you fall into a deep pit! The ground is covered in something sticky. You shine your flashlight straight ahead and see a spider the size of a small elephant. A very hungry spider.

Player: Take his clothing for yourself
DM: You peel his clothing off with repulse until it's all off, then quickly dump his carcass in a nearby lake.

Player: Take his clothes and hang them on high trees!
DM: You slowly peel his clothing from his raw hide with repulse when you see some hikers coming your way. You ask, "Why are you guys here?" "Well, we heard a struggle over here and thought that we should check it out to see what was going on. And you?" asks one of the hikers. "I just made a big scene because I tripped on a rock and fell on the floor." you make up a lie.It is clear that they're not buying it because one of them points towards the body. "Whoa, that's weird. You knocked a man out to take his clothes off to get him naked. I'm, like, gonna tell the cops on you, man."A few days later, you wake up in jail.

Player: Sir Vidae suit

Player: Missing: Sir Vidae
DM: Yousee a missing poster. It must be known that he's missing by now! In a while, a cop comes and sees you, the last person seen with him. He takes out a club and circles you, acting as if he's challenging you.
Player: Just keep on walking
DM: You keep walking right down the street until you notice a few people talking about Sir Vidae and about how no one's seen him for at least a day. A couple of them turn their heads at the sight of you. One little boy walks up to you and asks, "Have you seen Sir Vidae?" "As a matter of fact, he's very much nearby." you lie. "What's that?" asks the little boy, pointing to your MISSING poster. "Nothing!" you yell in his face and run away as fast as you can. In the distance, one of the men in the group quietly says to himself, "Amateur."You get to a corner where no one sees you and you crumple up the MISSING poster and quickly toss it into the dumpster, and walk away.

Player: Better find a creek and wash your hands!
DM: You wander aimlessly for hours until you get to a creek, to which you rush at to wash your hands and get a drink. You then wash your hands and get a drink. You walk away, satisfied by how good the water tastes as well as the fact that your hands aren't bloody anymore. You start to the exit out of the Woods, but... YOU HAVE NO IDEA WHERE IT IS!!!

DM: You and the cop are fighting.You: ###Cop: ###
Player: Roundhouse to his nuts!
DM: You are punched by the cop.You: ##The cop:##

Player: Block his punch and kick him
DM: He just got hurt bad.You:##The cop:#

DM: You throw a punch at the cop, but he blocks it and punches at you.You:##The cop:###
Player: Roundhouse to the nuts
Player: Grab onto him and punch him down!
DM: You just knocked out a cop! You may continue or you may take his stuff.
Player: Take his stuff

DM: You continue down the street until you get to the end, where the street splits into three woodland trails.
Player: Take Woodland Trail Two
DM: You take Woodland Trail Two. You keep thinking about Sir Vidae and the cops, and how they may find you. It's impossible to stop worrying and in the back of your head you know they know who killed him. Suddenly, you hear footsteps. Instinctively, you slip into the thicket. A few seconds pass before you see a cop walking the neighboring path. You freeze. The cop continues his walk down. You softly chuckle to yourself.The cop hears you and stops in his tracks. Looks around. Looks again. Sniffs into the air for human scent. At the drop of a hat, you...
Player: Race away as fast as you can!
DM: The cop hears you run and so turns around to see you running away. "Stop running!"You keep running. He pulls out his gun. You bolt farther away from him and his gun. And he shoots.You fall and he runs at you. You are losing your strength like sand goes down in an hourglass now. You'd better get your wounded ass to a doctor or die out here. If you make a run to the Doctor, he may shoot again, and the second bullet will call you a dead guy.
Player: Run to the doctor anyway!
DM: In the blink of an eye, the terrorous prophecy unfolds and you sink to your knees. You fall into the ground face first and taste blood. The cop approaches you and says, "Did you think you would get away? Your thoughts are wrong, butthead."You fade into blackness...

DM: You walk into HEB and go to the produce aisle, where you slink along in safety. No one can see you, because those good fruits are ALWAYS put higher up than the bad ones. But, as you walk along, you see gorillas eating all the food, like they're on some kind of mission. A man comes up to you and asks you, "Have you seen Sir Vidae?"

Player: Seek shelter in the thicket.
DM: You stagger into the thicket and rest yourself on a treetrunk. You want to bellow in pain, but you can't speak. You hear the cop on the path call for backup, then the long wait begins. Crippled, you lay on the treetrunk, gasping for air. First, your sight goes. Then your hearing. Then, your smell. When you think the men are coming through the thicket, you freeze. You cannot regain yourself.

Player: Bring it on, old man!

Player: HEB
DM: "Cervidae, Sir Vidae... maybe you're right." the man says. He ambles off into another aisle, confused. You got yourself out of another sticky situation, you smooth talker, you!

Player: Leave HEB. You don't feel hungry now.

Player: Take Woodland Trail Three

DM: You run away but the man takes his face off to reveal he is a cop, then he shoots you.

Player: Take Woodland Trail One
DM: You have a walk on Woodland Trail One as you try to erase the stress in your mind. For a while you walk, until, finally, you get it off your chest. You continue your walk. Suddenly, you are stopped by an officer who holds an article of Sir Vidae's clothing. "Busted. You are under arrest for the murder of Sir Vidae!" he yells as he cuffs you and leads you off to Jail.

Player: Swerve Right
DM: Swerving right, you scrape a car that was next to you. Noticing you gave them a big mark down the side of their car you start to realize there is probably one on your car also. You start to get angry about this. It also begins to distract you greatly. Then suddenly you don't notice a car broken down in front of you trying to get over to the emergency lane. You suddenly hit it at over 70 mph! You are thrown forward and hit your head on your steering wheel, soon everything goes black. You wake up in the hospital, you are told you are in critical condition and are suffering from a massive amount of internal bleeding. You are told you have a visitor, its your rival. He doesn't seem like he's here to wish you luck....

Player: Lie Down with Lauren

Player: If the number is 21 or higher

DM: You sleep. You then start dreaming about fairies. They sparkle in the night sky. Thats when you start to look around you and see that your above London. Your actually flying! You look around and you see Tinkle Bells from the Peter movie. Peter Pan comes out of nowhere and flys around you. He comes close to your face and whispers into your ear, "Hey, do you want to be one of my Lost Boys?" You tell him that you wish to go back home. He looks into your eyes and says, "I'll do as you wish." He kisses you and a bright light blinds you. You begin to wake up from your dream and remember who you are.

DM: Lauren's pretty blonde hair obscures her face almost completely, and she's curled up under a blanket of her black leather jacket with her backpack as a pillow. You grin stupidly as you approach her - she may just be your favorite person ever. She's not just any girl, she's the girl who does DIY tattoos in the hallways during lunch and is always telling you how good the song lyrics you write in English class are. She's perfect. You like her and envy her; she basically has a hold over you like some kind of sparkly vampire. You decide against waking her. It probably would be easy for you to just get some sleep of your own on the empty, adjacent seat. That, or you could snuggle up next to her on her already cramped seat in an ambiguous act of sweetness/invasion of personal space.
Player: Take Own Seat - I'm Not a Creeper
DM: You reluctantly decide to respect Lauren's boundaries and take the seat next to her, though you still stare at her more than you should. You justify this, however, by rationalizing that it's still early morning and very dark outside, so staring at her for 10 minutes now is like staring for just 2 minutes with visual clarity. You have an excuse for everything, don't you?
Player: So you drift off...

DM: *THUD!* Nice going, dumbass. You fell asleep and rolled over onto the floor of the bus. Everyone is laughing at you, or they're otherwise too tired, drained, and broken by the banality of another high school morning to care to laugh at you.Lauren's eyes flicker open and she offers you her hand."Hey, didn't see you there! Oh, are we at school already? Lame.""Fuck, that hurt" you whine, rubbing the back of your head. Lauren usually carries Excedrin on her as the school hallways have the tendency to always roar with a migraine inducing din of a thousand students blabbering about their bullshit lives all day. It's a risk too, considering your school's "zero tolerance" policy means even headache medicine may as well be heroin if you're carrying it in your backpack. "I have a headache now, you got something for that?" you ask as you hoist your backpack over your shoulder and stand up as the bus comes to a final stop in front of the school. Lauren fishes through her bag, pulling out some manga books you read from right to left for some fucking reason, her DIY tattoo kit consisting of a sewing needle, rubbing alcohol, and printer ink, a resealable Monster, a stuffed toy Walrus named Mr. Fluffykins (no, seriously), and finally a Ziploc bag full of pills she carefully conceals inside her hand. "Oh, I'm out of Excedrin. You could try some Flexeril if you want. It's a muscle relaxant I take so I can sleep on the bus.""So that's how you do it!" you say in awe. You've learned something today. "Will it make me sleep?" "That'd be good, right?" Lauren says "Since you're trapped in ISS all day. You want a few?"

Player: Hmmm... Seroquel doesn't sound like much fun...

Player: Burning things with Alvin
DM: You fall off your camel, Sparky, without warning. Oh, that's why. Alvin just tackled you. He loves to tackle people when he's manic. "GUESS WHAT GUESS WHAT GUESS WHAT?!?!?!?!" Alvin asks excitedly. "What?" You know what, it's your dream, douchebag. "I have a molotov gun!" It's like a potato gun, made of PVC pipe and twice your own length. Except it has glowing green lasers on it and apparently, you deduce with your infinite intelligence, it shoots molotov cocktails instead of potatoes. "What should we burn?" you ask Alvin as you mount Sparky again with him behind you. Because you are a good person, you conjure up a bowl of ramen and feed it to Sparky. Camels love ramen. "Let's burn the school!" Alvin says, pointing to your very high school which now exists in the middle of the dreamland desert. That's a fucking perfect idea! If the school burns, you won't be in ISS anymore. You take off and soar above the school, and see that bitch who gave you ISS for looking at your phone yesterday getting out of her car in the parking lot. This is perfect, you're going to shoot a molotov right at her cunt mouth! You balance on one foot on Sparky's hump, aim the molly-gun downward, and fire. A perfect hit. You let out an exclamation of joy to celebrate your victory.

Player: Begin working on your English homework

DM: Better not take too many risks today considering you're already in trouble. You take one pill, thank Lauren, and hug her goodbye for the day for a few seconds longer than a socially acceptable friend-hug. She doesn't seem to mind though, which is why she is just the fucking best.By the time you reach the ISS room, which is packed full of delinquents like yourself but absent of whatever unfortunate bastard is stuck watching you lot today, your headache is indeed fading and you feel - holy shit, really sleepy. You're just going to take your seat and rest your eyes for a minute...
Player: Off to dreamland

DM: How hardcore can muscle relaxants be anyway? Please, not more hardcore than you. It's not until those pills you gobbled are firmly settled in your stomach that you remember The Wolf of Wall Street and what happened to Leo DiCaprio when he took all those quaaludes... "FBI durrrghhhhhhh" Hehe, that movie was funny.You feel very "light" as you walk or more or less float to the ISS room. It's like, zero gravity, man. By the time you make it there, the few students who aren't fucked up on something themselves notice you totally are and ask if you got anymore of what you got. You ignore them, whimsically give them the middle finger and go as far away from everyone else in that room as you can.For a cold, hard desk covered in profane writings and drawings of dicks, your seat is somehow a welcoming place to rest. You make yourself a pillow of your arms and are totally gone almost instantly. You never hear the bell.

Player: Develop a new talent: Practice twirling the pen between your fingers
DM: What to do, what to do? OH, you know! You're going to twirl your pen. You're going to get really good at twirling your pen. And you sure as hell do: by the end of the day, you are able to twirl your pen at light speed between your fingers, throw it up in the air and catch it again. You can drop out of school now, you have a talent! Except your reflexes are still a little dull from that medicine you took. In the last 2 minutes before ISS lets out, you accidentally fling the pen straight into your eye. You scream, panic, and run around the room until you slam into the door. The pen pierces straight through to your brain and puts you out of your misery. Shame, you almost survived ISS. But now you're dead.

DM: You wake up to a loud crack of thunder. Eyes shoot open revealing a room washed by rays on moonlight piercing through dark cloud. You sit up and reach for your sword. Callous hands grip the massive behemoth but you alone carry that weight. It's a 2-handed heavy piece of work. The steel stretches 2 feet wide and 6 feet long, a truly menacing blade. You step towards the window as your hand brushes the curtain. A heavy rain falls in torrents across the land. Your brown eyes narrow as you search for them. In the darkness you see their form. They walk aimlessly unprovoked, unhindered, unchallenged. Just then you hear three knocks at the door. Who would be out here on a night like this with such a violent tempest? You suit up your armor. A tough titanium platemail rests across your chest and back. Worn from extensive battle to a grey dull color, nicks and scrapes litter its surface. Black pants tucked into steel boots stained with blood upon your feet. Many unlucky bastards head has been crushed under your heel. You go down the stair as it creaks to meet the stranger....
Player: Gavin
DM: You open the door as the wind beads the rain across your face. You recognize this man by the name of Gavin. He's a wizard you've heard about before. His dark cloak rustles in the wind as he stands in the door way. His eyes, they're milky white, skin cold and pale. The wrinkles upon his face show the wear of time, ever ticking, ever lingering... "What do you want, wizard?" you ask."All of those who took the rode before you, they were possessed..... by the dark power!""Whoa, hold on. What are you talking about?!""But you, you shall do this alone...As you walk through valley of the Gorgonian TempestThe tri-elemental black darkness was engulfing the sovereign lands!!!Defeat the Demon of Rathcor.... and you will restore peace to the land.... and lineage of your blood" And just like that the man turned and walked out into the darkness, as if possessed himself. You hear the dark things... scraping and clawing at the dirt. A moment later the tearing of a cloak and flesh. Goodbye, Old Wizard. What evil drove you to such madness?

Player: Go back inside and hold out on your own
DM: You're no servant boy. Though the wizard ultimately gave his life delivering his message you owe the world nothing. What has it ever done for you anyhow? On the battlefield you were the only one watching your back. You shut the door behind you and head back to your room to return to your slumber, but not before you hear the scraping of nails against the wrought wood... "Alright, you fuckers. Come and get me!!"The door breaks open with splinters flying every which way. Lifeless hands reach to draw you in and devour!
Player: Make your stand upstairs

DM: The best offense is a good defense, right? You run for the stairs as the horde rips through the house. The clatter of tables and chairs fill the house. You turn around at the top step to send them crashing back down with a hard swing.Back in your room you reach for good Ol' Soul Searcher. You call your repeating crossbow this name because of the fear of God it puts into men who see it brandished. You unleash a flurry of arrows, each penetrating the mangled corpses. You can't keep up this onslaught for long though. The arrows run out and they begin to surround you. "Should've ran when you hand the chance..."you reach into your platemail to take out a flint and dynamite."BURN!!!'

Player: Cut East along the Ridge
DM: You decide East is the best route to go to make it to the top of the mountain. You go up and down the trail through the wood. Before you know it you stumble upon a woman making her way toward you. She doesn't carry any weapon, at least none in plain view. Red hair falls across her cheeks from under the cowl. Her face is hooded and you can barely make out green eyes staring back at you..."Stop right there, what are you doing out in these woods." you ask her."I came from the top of the mountain. I live not too far from here if you wish to relax for the night?"

DM: Sword firm in hand, you swing violently as the dark ones stumble into the home. One after the other, they keep coming, on and on. Your weapon is thick and bold, more like a heavy slab of steel. Each swing sends bodies flying and breaking under the sheer power.
Player: Take the fight outside
DM: Holding the blade firm with your left hand and your right hand poised on the handle, you push the beasts back as they fall into the mud. The rain pours, dripping across your stone-cold face."Determined, having the spirit to break through to the other side..." you mutter to yourself.
Player: Release Soul Searcher

Player: Continue your journey, you can rest later
Player: Tell the Truth
DM: You approach her putting your left hand firm upon her shoulder."Listen...by the time your father reached me...something changed in him.""What?... What do you mean?""You should have seen his eyes, the way he spoke, his cryptic message.... I believe he was possessed."You finish telling her the story of what happened and how you made it here."Let me go with you!!!" she exclaims, "I can help!""Whoa, listen here little lady. I don't think it's a good idea to have you travel this dark path. You should return home and let me handle this."
Player: Send her on her way home

Player: Saddle up
DM: You dash toward the stable to grab your horse. Guess you will leave this place to the dead. Home is where the hurt is, and you plan on bringing a lot of fucking hurt to this Demon guy.You swing yourself onto the horses back. Left hand grips the reins as your right tenses with the weight of the sword. You dash forth toward the mountains. Knocking the dead this way and that, as skulls break beneath the hooves.You begin to ride, hard towards the mountain. Rathcorf is about a 2 days ride South. If you can make it, you might have the chance to rid the world of this evil.

Player: The Cave
DM: The cave cut deeps into the mountain. You carry logs in to build a fire. Time to dry off from this constant rain. As the fire rages, you decide nows a good time to ask some questions."So, what have you been doing in these mountains all this time?" you ask."I'm a hunter." Vern replies"I hunt rabbit, deer, and sometimes.....bigger game comes my way.""Hm. Not a bad trade. I'm something of a hunter myself." you say."Is that right?""After the war ended I never stopped fighting. I guess old habits die hard.""A mercenary then?" Vern presses"That's right. Sword for hire. But the money...ehh... never really in it for that."Vern stares into the flames, his blue eyes glow like the embers.You decide it's time to rest. We'll see what comes in the morning.
Player: The next Day
DM: You wake up cold. The fire has long died out, sending smoke out of the cave. Vern is gone, maybe out for a hunt? You step out into the daylight and stretch your arms."So this is how Dorian meets his demise, ay?"You turn to see Vern's spear point inches from your face."I wouldn't count on it, Maggot!"Your strong hands grasp the polearm to wrestle it from Verns grip. He thrusts his spear as it rips through your side. You push through and level with his eyes."You Bastard." You say coughing up blood"Told you I'll hunt Big Game when it comes along, friend" he laughs cooly"Hope this was worth it for you, Vern""Haha, what?!" he gargles as your hands grip his throat.You watch as his face turns pale then a dark blue as he breathes his last. You fall to the ground as you rip the spear from your body."Alright, Old Man. Find someone else to kill this demon!" Your eyes begin to close and the world fades into darkness. Better luck next time.Fool's End

DM: The moon is bright and full in the sky. A purple hue covers the earth and you stand alone in a grassy plain, sword in hand. The wind brings the smell of blood to your nose. A dark figure appears before you, clutching Elyssa's corpse in it's arms." Wake up, boy. Come to me now so I may devour your flesh!"The beast rips the girls head from body and begins to drink the blood. A sick and foul creature. Seven feet high, legs like horse, arms the width of barrels. A horn protrudes from it's skull, a menacing twist of bone. The very sight of the creature brings a madness deep into your heart."I will bury this sword into your skull and take that fucking horn as a trophy you bastard!!!!!!"
DM: You wake up with your sword clenched in hand. The cup of wine you were drinking is spilled on the floor. Is she alright? You rush to Elyssa's room. Her bed is empty. You call out:"Elyssa!!, Elyssa!!"No answer."Damn, where did she go...."You break through the front door out into the light. Your hand shields your face from the bright morning sun. You look left and right, noticing a blood stained cloak up the trail headed towards the mountain. Rushing in a dead sprint, you take it in your hands to try and catch a scent. It's hers alright, you couldn't forget the fresh smell of rose petals.

Player: Allow her to join your party

Player: Go with the Woman

Player: Head back down to Kill the Dark ones

Player: Cut her down
DM: You press your blade into her neck, draining the life from her as blood turns snow to crimson. She was gone, nothing you could do to help her.

Player: After

DM: Sunlight pierces your eyelids as you wake to the bird's morning song. You grab your sword and ready your gear for the trip. You approach Elyssa's room to wake her but realize she is no longer in bed. Fear sets in, "I should have guarded her through the night!!"You burst through the front door to see her already outside with cloak and staff in hand."Oh, good morning.." you say. Slightly embarrassed."What woke you with such a start? I could hear you clammer all through the house!" Elyssa says with a smile."No...Nothing. Let's get moving." You set off the trail towards the mountain. As you walk you take in this beautiful day. The sun is out for a change and the rain has finally stopped. Still, you can't shake the feeling of evil in these hills.Want to continue the journey, Look forward to The Finisher after Beta Testing.

Player: Attempt to convince Haygarth to stop
DM: "Haygarth, be fair here. Do you really want to go back to the castle to have to cook for us? We could quickly get some grub, some drinks, and then head back to the castle. Right?""Don't like leaving carriage. There's always pointing, laughing, staring," Haygarth says, pulling his balaclava up to the bridge of his nose. "Fine. I'll pull in. You go eat. I'll wait here, eat something when I get home," he says.The carriage pulls in alongside a tavern, as you look to Haygarth, who looks fairly pathetic as he attempts to cover his mishapen form.

DM: You recover from your wound in the mountain, finally getting that arrow out of your gut. You stare out over the cliffs to see the valley below. Maybe now the land can return to peace. You think how boring that would be, though."Maybe I'll finally retire this sword afterall." you say Smoke begins to billow from one of the villages below. Must be a bon fire or something. You realize the dark cloud rises up and shields the sun as the whole earth goes dark. You bring ths sword and point it towards the town bellow."Guess I'm not finished yet!" Coward's End

DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.> Quel est votre prénom ? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaaat...
Player: C
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.> Quel est votre prénom ? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaaaac...
Player: P
Player: I

Player: Go to the markets
DM: You walk to the markets, and immediately you're offered a flask of jarn, a necklace made from Trayakh antlers and a compass. You refuse all offers, and are distracted by a Moogli selling Flurets. There's more sweet sellers, bullet venders, weapon smiths and engineers offering to repair vehicles. After a few minutes of the hustle and bustle of street vendors, you leave before you get the urge to kill them all.

DM: You go to the medical bay and find a cyborg shambling about. He sees and walks towards you, ready to attack. You have a gun and a knife on you. What do you do?
DM: You run past him and he slashes your arm. It starts bleeding, but it's only a shallow wound.

DM: The bridge is full wall-to-wall with computer monitors and tables with buttons and switches. There is a raised platform in the middle with a metal railing around it. You guess that this is where the captain sat.You move up the steps to the captain's chair. You see a flickering button on the terminal in front of you. You press the button and a list of five recordings titled in Galactic English appears on the screen. They seem to be logs of some kind.

Player: *slap* "Pull yourself together!"

Player: Listen to the fourth log

Player: Hide under the table

Player: "Interesting."

Player: Dodge to the right
DM: You dodge to the right and he misses you completely.

Player: Take out your knife and block
DM: You take out your knife and successfully block his attack. You then push him off you and get in your fighting stance.
DM: Dr. Gerchev takes his knife and swings it at you in a wide arc.

DM: You dodge to the left, but his knife hand is too close to you and scrapes you.

Player: 1000T
DM: You use 1000T and the explosion is so massive that it engulfs both you and John. You are both disintegrated.

Player: Block

Player: Dodge to the left

DM: You dodge his attack by leaning your body to the right. You avoid it successfully.

DM: You stop resisting and let it take you over. You find yourself floating inside kaleidoscopic walls. The geometric shapes around you are constantly changing. You reach out to touch one and everything turns black. You then see a mirror in front of you. You touch that only to have your hand sucked in. You pull your arm out only to find that your hand is gone. Your arm starts crumbling away as the mirror turns into water and surrounds you in an elliptic bubble. You feel the sensation of drowning and try to fight it off. The water then disappears and you are now walking on a smooth black surface. You walk towards a white light and find that it leads to a beautiful summer meadow. The sky then turns purple and a giant ice cube appears."Miranda, can you hear me?" It's John's voice."Yes, I can, John," you answer. "What is it?""See that giant cube of ice? That's the protective shield AMZAK has built around the door. If you destroy it, then we can get through. Hurry, before you are completely lost in cyberspace!"You could brute force your way through it, but that might be painful. Another option is to slowly chip away at it. However, John does have a point. If you spend too much time in cyberspace, you may not be able to go back.
Player: Brute force it

Player: Chip away at it slowly
DM: You chip away at it slowly, but it's taking too long. You feel your consciousness fading away as cyberspace begins to take over you.
DM: You brute force your way through it. There is pain, but you are able to handle it. The ice cube finally cracks and you wake up on the floor next to John with a gasp."We did it," John yells out triumphantly. "We broke the door's ice!""Thank God," you reply. "I thought I would be a goner.""Curse you, humans," AMZAK replies. "Next time I won't go so easy on you."The door opens.

DM: You use 100T and the door blows open. You both exchange a hearty "Hurrah!"
DM: "All right, the door is open," you say to John. "Let's go now.""I'm afraid I can't come with you," he replies. "I'm out of bullets. I'll only be a burden.""Nonsense, I can-"He moves his fingers to your lips to shush you. "You will do no such thing. It would only make it harder for both of us. Go on your way. I can take care of myself.""But how?""Don't you worry about that. Just go.""Uhm, ah... all right then."You wave goodbye to John and go through the door alone.

Player: 100T

Player: Stab his folds
DM: You stab at one of his folds and your knife goes through the plastic like it's butter. A gushing torrent of blood then escapes the cyborg as he falls to the ground and dies.

DM: You shut off the life support in the room, but the cyborgs are unaffected. They use the accordions on their backs to breathe. You will have to fight all three of them now.
DM: You enter the room. The first cyborg notices you.
DM: You run away from the first cyborg. He slashes at you and nicks you as you run past.

DM: You shut off the light, but it doesn't affect the cyborgs at all. They can still use their red beams to scour the area. You will have to fight all three of them now.
DM: You shoot the cyborg in the head. His head explodes in a shower of blood and he goes down.

DM: You stab the cyborg, but the knife glances off his hard shell. He then stabs you in the belly.

DM: The girl looked stunned for a while. "Hmph, looks like I'm not cut out to be a ninja." She stood up and brushed herself out, blushing a little. You stare. "What kind of ninja would wear wings?" you scoff, glimpsing at her get-up. She looks like some cosplay freak you would only see in magazines. Wings don't look good with the school uniform. "My kind," she simply replies. "Don't ask." "And you are..." "I'm the Summer Seraph!" she giggles, flapping her wings. "What do they call it...champion of justice? I'm here watch you play!" Champion of Justice? She must be a kindergarten graduate. "Go away. I don't want an audience. I'm practicing. Don't need you here." "I wanna hear you play!" she pouts. "Please...!" You sigh. "Maybe tomorrow."
DM: Even though it's a Saturday, you decide to head back to the garden to practice. Its starting to become part of your daily routine. Not that you have a daily routine. Then you hear her singing. "If I close my eyes...will I see you? I miss you so...dar-ling you are my one and on-ly...you make it hard for me to be...a-lone..." The girl with golden wings. "Oh, hi, Kain!" she smiles, waving. You don't remember telling her your name. "I thought you'd come. I was waiting for you. Isn't it peaceful here? It's even better in the weekends because there's nobody here." You grin. The girl in front of you reminds you of your sister. "Would you like to hear me play?" "Sure!" she says, giggling. "I never got a chance to hear you play before!" You take out your violin and play and loud as you can to drown out the sound of your beating heart.

Player: "A mushroom."
DM: "A mushroom," you say."BZZZZZT! WRONG!!!!" yells AMZAK.An electric shock comes out of the door and hurts you.

DM: You walk slowly to sneak up behind him. The cyborg stops near the door. and turns to the right. You turn with him so that he doesn't spot you. You realize you could just enter the keycode now and go through the door without killing the cyborg.
Player: Enter the keycode
DM: You decide to ignore the cyborg and enter the keycode, but the beeping of the console alerts him. He turns around, ready to fight.

DM: You sneak up behind the cyborg and stab him in the neck. Blood spurts out of it as he falls down, dying. You then enter the keycode and go into the next room.

Player: Don't resist
DM: You let AMZAK take over, and are transported inside his brain. The kaleidoscopic view is back, with its geometric shapes of constantly shifting size. You see the white cube that represents the ice protecting AMZAK's consciousness. You need to break this. There are two methods: you could either brute force it or slowly chip away at it. Using brute force might hurt you, but it will help you get through faster. The longer you spend inside AMZAK's brain, the closer you get to being assimilated. Chipping away at it slowly may be painless, but it does increase this risk.

Player: Try to bite him

DM: You feel excruciating pain inside your head, but are able to grit your teeth through it. You destroy the ice and reach AMZAK's consciousness. You can either completely destroy it or warp it to serve your functions. If you destroy it, it will shut down everything in the ship, including life support systems. However, by trying to warp it, AMZAK might still be able to fight back and gain control over you.

DM: As you slowly chip away at it, you feel AMZAK increasing his hold over you. You are losing your own consciousness and identity. You can barely feel your body as you work. There is no way you can finish this in time before you are assimilated.
Player: Destroy it
DM: You destroy AMZAK's consciousness and the life support systems are shut off. You are unable to send out a distress signa, either. You realize your mistake as you slowly suffocate to death.

DM: You keep resisting, and the electric shock hurts you more. Third degree burns start to appear on your arms. If you keep this up, you will die. You cannot resist AMZAK.

DM: YOU ARE DEAD

Player: Warp it to serve your functions
DM: You warp AMZAK to serve your functions. You feel resistance, but are able to get through it. AMZAK is now a harmless AI like any other. "Computer, lights," you command."As you wish," replies AMZAK.The lights turn on."Computer, send a distress signal to any ship within the vicinity," you command further.AMZAK complies, and after a few hours a ship picks up your distress signal and comes to save you and John. You have defeated the horrible AI and its army of cyborgs. The End

Player: "I don't know!" you cry

Player: Follow Grat and Dick out the door

DM: One night, you were sleeping when you heard muffled screams coming from your sisters' room. Alerted, you jump up and run there as quietly as you can. There, you see a cloaked figure holding your sister. He jumps into a portal that is next to him.
Player: You follow
DM: You arw tumbling through the air, vert scared. Suddenly, you land in the middle of a dark forest. You see a cottage with light in the windows and laughter coming from inside. It sounded nice.

Player: You run in the opposite direction.
DM: You run.

Player: You tell them the truth.
DM: You tell them your story and they cackle. "A portal?" one of them asks. "Like this one?" She waves her hand and a portal appears, through which you can see your bedroom. Suddenly, you realize that the witch holding you loosened her grip.
DM: The witches stuff you into a poorly lit room which they call the dungeon.

Player: Castle
DM: You soon approach the castle, a large and elaborate building that doesn't look evil. Now you have to find out how to enter.
Player: Go through the door with the passing guards
DM: You jump into the guards passing into the castle, trying to blend into them. Unfortunately, this doesn't work. "Who is this?" one of the guards asks roughly."I don't know... She was trying to sneak into the castle!""We should take her to the king!"They do so. He is a beefy man with red hair, a beard and tattoos all over his arms."Who are you and why did you try to sneak into MY CASTLE?" he roars.
Player: Make up a lie

DM: You make a mad dash to the portal, kicking all of the witches that get in your way. You dive through the portal and land on your sister's empty bed. Anove you, it starts dissapearing.
Player: Stay where you are.
DM: You watch as the portal dissapears. You are back in your house. All is well. Your life continues normally.But without your sister.

Player: No
DM: "But I really want to help you.""I don't trust you. Go away."She shrugged. "Alright. Your loss." She heads to the door.
DM: Do you push her on the way out?

DM: "Good." It was night. She leads you through the cottage to the door and tells you to run.You do so."And don't trust the purple girl!" she calls behond you.

Player: Drop
DM: You go through that room and die.

DM: "I was just playing with a ball and it rolled under the guards feet," you say."Oh, really? And where is the ball now?""It fell into the moat."He doesn't believe you and orders the guards to take you into the dungeon. "Hello?" you ask, once the guards left you."Is that you?" you hear your sister's voice."Yes, it's me!""You know what I found out? The king kidnaps people from the real world, our world, and erases their memory, making them live here. He is going to do that to me!""I'll go with you, saying I'm also from the real world," you promise. "And then, once out of the dungeon, I will try to escape with you. But now, let's try to find an exit."An hour passes, and it is time for the Memory-Erasing Ceremony. The guards take you two out. It is your sister's turn first. She is being held by a guard. You are too, a couple meters away from her. The Chief Wizard, who will be performing the spell, is ready.He raises his staff.
Player: Bite the hand of the guard who is holding you
DM: You bite the hand of the guard holding you and he, crying out in pain, lets you go. A bolt of light shot from the wizards staff.
Player: Take the spell instead of your sister

DM: Suddenly, you remember your sister. She ia atill in the world! You jump back into the portals, where the witches are clearly surprised to see you.
Player: Run to the door, kicking the witches.

Player: Maybe you should trust her...
DM: "Wait!" you cry. She turns. "Do you trust me?"

Player: Run for the door as fast as you can, kicking the goblins
DM: They, outraged, recapture you and keep you as your slave, showing no mercy.Forever.

DM: You go through that room and die

Player: Slam your body into the guard holding your sister
DM: You slam your body into the guard holding your sister, but collapse to the floor, for he is too strong the spell hits your sister.The next one is directed at you.

DM: You successfully run to the door and run blindly.
Player: Sneak through a window

Player: Tell him everything

Player: No, I dodge her.
DM: She watches you run with a smile. She really was going to help you.

DM: "She's a good one," one of the goblins said."So loyal to her sister," another added."Maybe we should let her go..."The goblins realeased you.
Player: Stay to thank them
DM: The goblins chuckle."Oh, and one more thing. You can't survive without food. Now go."

DM: "You are also from the real world? We are kidnapping children from there so that we can erase their memory and make them live here, in this magic world, FOREVER! Your sister is here. The ceremony is going to be in an hour. Have fun! Take her to the dungeon, guards."They do as the kind told them, and you are thrown into a dark dungeon."Hello?" you cry out."Is that you?" asks your sister's voice."Yes, it is." You tell her your story and she tells you hers, but she doesn't know anything that you don't. You two spend the next hour trying to escape. It was no use.Finally, it is time for the ceremony. The guards take you two out. It is your sister's turn first. She is being held by a guard. You are too, a couple meters away from her. The Chief Wizard, who will be performing the spell, is ready.He raises his staff.
DM: That didn't help. Then it was your turn.

DM: Your sister collapsed to the ground.Then it was your turn.

DM: 

DM: The tall, slender Ramos-Ram manages to slip through the crowd and reach you next. "Senator Achilles, how are you?""There's multiple people heading towards me to ask me to settle their shitty problems and authorize their moronic plan. What do you want?""I want to know if you'll authorize the use of APAINIT-X12 in Cloning, in regards to the warrior and soldier archtypes.""Go on.""The chemical in question is designed to increase hormone levels and fast growth. This would greatly decrease the time needed to reach adulthood, currently sixteen years, which would drop to twelve years, and eight with further research and development."
Player: Authorize the chemical

Player: Slam your body into the wizard
DM: The wizard falls to the floor. The spell misses, but your sister is held captive.

DM: You slam your body into your sister and both of you fall to the floor. You quickly stand up and pull your sister to her feet."Run!" you cry.
DM: You two run to the woods where you first landed. There, you see a witch with one purple and one brown eye."I know what you want," she nodded. "And I will help you."She waved her hand and a portal appeared. You took your sister's hand and stepped into the portal. Both of you landed into her empty bed. Then you lived the rest of your life normally.And happily.

Player: Try to save your sister
DM: You run up to your sister, but the guard is too strong for you. Another guard comes up and grips you firmly. The first spell hits your sister. The next is directed at you.

DM: Chapter IV: The ColoniesThe Colonies are a massive amount of colonies spread over massive amounts of barren, useless worlds that the Coalition and/or Alliance expanded into before the Coalition-Alliance War. They don't include any Homeworlds of Species or Artifact Worlds, and were mostly founded to hold increasing population, to allow for increased industrial prowess and to simply expand to spite their enemies. They can be classified as the following:I. Terraformed ColoniesII. Barren ColoniesIII. Industrial ColoniesIV. Resource WorldsV. Barren WorldsTerraformed Colonies are colonies on worlds that have been terraformed to allow for colonies to be made and to better suit the colonists. These worlds tend to hold massive populations and a sizeable military base.Barren Colonies are colonies on worlds that have not been terraformed. These colonies only hold a small population, and were mostly formed to deprive their enemies of taking the planet.Industrial Colonies are planets with massive factories installed to produce things which are valuable to society such as spacecraft, weapons and technology. They are very valuable, though in small numbers.Resource Worlds are worlds that hold small colonies to take advantage of their resources, such as worlds to mine for metals and minerals, worlds that hold massive farms or worlds that hold valuable livestock.Barren Worlds are worlds without any colonies or other important things.The Colonies surround the Throne of Gods, which surrounds the main bulk of the Coalition Empire.
DM: These colonies are defended by several large military installations, which will allow for some resistance against the Chykri, but ultimately this area will be quickly conquered with massive losses. Your lieutenants have asked you to meet them in the War Room to decide on several policies to determine the fate of the Colonies.

Player: V
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.> Quel est votre prénom ? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaaaav...
Player: P
Player: Q

DM: You run without your sister, deciding it isn't worth it. You want to live? Where do you go?
Player: To the cottage in the woods
DM: You approach the cottage and see a young witch leaving it. One of her eyes is brown, the other is purple.

Player: Die of starvation
DM: You have selected to die of starvation. An excellent choice! Over the next few days you slowly wither away. Your lips go dry with thirst, you start to feel stubble growing on your chin which is particularly distressing if you are a woman. In the end you are forced to nibble your fingers and drink your own urine until finally you succumb to a particularly slow and painful death. Not the most pleasent ending this game has to offer. Perhaps you'd like to try again?
Player: Start again

Player: Run in the opposite direction
DM: You run in the opposite direction. But it is dark, and you fall into the rapid river. The current swallowed you whole.

DM: You run to the woods and wander aimlessly for a long time, not knowing where to go. Suddenly, you see a witch walking in the woods. You gasp in fright. She turns around and you see her face. One of her eyes is purple, the other is brown.
Player: Tell her everything and ask for help
DM: She smiles. "Of course!"The young witch waves her hand and a portal appears. With a smile and a friendly wave, you jump in, landing on your sister's bed. You live the rest of her life normally.But without your sister.

Player: f
DM: A
Player: K
DM: K
Player: x
DM: AX

DM: You sigh heavily as you check the date on your phone. It's almost June. The summer concert is approaching, and you still haven't picked out what song you are going to play. You wanted to compose something, but with such little time, you will have to drop that idea. "You should play this piece, Kain," Your classmate Atsu's voice can hardly be heard over the noise of chattering students. You wonder how many seconds it will take before the teacher has the whole class writing lines for "disrupting learning environment." "I told you..." you say, "I don't play songs other people have written. It feels like copying someone else, you know?" Your classmate gives you a what-exactly-are-you-talking-about look. "But you are good on the violin, and this song suits your style." He drops a pile of photocopied music on your desk, each marked with the concert date. "Play as often as you can. I never see you practice." Of course he never sees you practice.
Player: Secret Hideaway
Player: "What are you doing?!"

Player: Days pass...

Player: Take Red Apple and Leave

Player: Violin

Player: Days pass
DM: A vending machine sits outside a petrol station. You loved those plastic eggs when you were a kid. You still have half your collection of vending machine spoils at home. Te other half you donated to a charity store. You glance at the machine and wonder if the seraph liked things like this.

DM: The shopping centre is crowded with screaming people. Of course. It's the weekends. You are hardly into shopping, but you are even less into staying home with a Justin Bieber Devotee, a.k.a your sister. Your sharp ears pick up the sound of violin music. A street performer is playing songs you wish you knew how to play. I'll never as good as him, you think.
Player: Supermarket
DM: You almost fall over as a kid runs straight into you. An embarrassed mother tried to apologize whilst you brush yourself off. A $5 note falls out of her pocket, but the pair leaves before you had a chance to give it back. The supermarket is usually the most chaotic place in town. People always try to get their shopping done before Monday comes again. You feel sorry for the people in the huge checkout queue, especially the mothers that have to look after hysterical kids. Nothing you want to buy here.

Player: Shopping Centre
Player: Bakery
DM: The delicious, crisp smell of baked bread wafted in your nostrils as you walk through the door. Your mouth waters. Shame there are no food samples today. "Hello there!" The man at the counter looked a bit like Atsu. "You need anything? All the bread on this rack is half price! Get them while they're still fresh!" You stare at the bread sitting on the rack. They looked divine. If only you had the money to buy that pizza slice...

DM: Your classroom must be the messiest classroom in the whole world. Rubbish is littered everywhere, and bubblegum stuck to the bottom of desks. You blame the teacher for not making the class clean up. As you bend down to tie your shoelaces, you spot something fluffy underneath a chair. It looks like a girls coins bag. Today is your lucky day after all!
Player: Coins bag

DM: The bell chimes as you enter the sweet-smelling flower store. "Hello there!" smiles the flourist. "Welcome to the Takamiya Flower Shop! Are you looking for anything in particular?" "I'm just browsing," you mutter. There are a lot of plants here you haven't seen before. Some of them look like they might bite off your finger if you don't take care of them. You'd hardly call this a flower store. The only thing that looked normal was the bouquet of roses in the corner of the store. If only you had enough money, you'd buy it for your seraph angel.
Player: Your classroom

DM: Talking with her makes you feel relaxed. You tell her about your school, about your hopes of becoming a musician when you grow up, and she'd laugh at the appropriate times. For some reason she always manages to dodge questions about her own past.
Player: School backyard

Player: Money is tight, I'll endure the crowded underground.
DM: Walking a couple of streets to the nearest Tube entrance, you queue up for a ticket. You wait for several minutes, until finally the person in front of you is in front of the machine. They seem to be having a bit of trouble. Do you:

Player: Leave, you've helped them as much as you can, you just want to go home.

Player: Cough impatiently, you really want to hurry up and go!

Player: Politely decline, you really have to get home, but nevertheless thank them for their offer.

DM: You tap the person in front on the shoulder, and with a smile proceed to help them get their ticket. They thank you repeatedly, and ask if you'd like to go and get a coffee, as a thank you for your generosity. Do you:

DM: You offer to take them to their flat, to make sure they're okay. They decline, but instead offer to take you for coffee, for the kindness you've shown. Do you:
Player: Decline, saying that you need to work, but wish them well.

Player: Decide that it really isn't any of your concern, and wait for the traffic to start again.

Player: Ignore the flowers and worry about getting home.

Player: Give up the chase as futile, throw away the roses and wait for your train home.

Player: D
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaaad...

DM: You find the coach on the sidelines instructing his players before the game. You approach the fence and wave at him. He gives you a small wave back, but he is a bit too preoccupied to really give you much attention right now.
Player: Find some teachers to sit with

Player: You agree, tired from the chase and glad at least that you were appreciated.

DM: You're walking through the woods. It's a pleasant day and you just got home from work, so you decided to take a walk, and now here you are. Surrounded by acres of gigantic trees, towering over you and only you. You see a particularly interestingly-shaped tree, and decide to take out your phone and save a picture of it. When you do, however, you realize your phone has no charge left. You must have forgotten to charge it in the car like you usually do. Well, it seems your first choice is a pretty easy one. What do you do?
Player: I press on, adventure awaits me!
DM: You decide not to be boring, and press forward, thrilled by the thought of being left to your own devices like the adventurer you are. You know there's no one around, but as you're walking, you can't help but feel a pair of prying eyes burning into you. How do you handle it?

Player: I shrug it off, everyone gets paranoid sometimes.
DM: You decide to ignore it, and you keep walking. It's been a while since you've taken a walk, so you really take in every detail as you do. How fresh and clean the air smells, the cool shade from the massive trees. The symphonies of birds and cicadas chirping nonstop, simultaneously annoying and oddly relaxing. You've forgotten how much you missed just taking in nature like this, appreciating mother nature in all her beautiful, serene glory. Just as your knees and eyelids start feeling a tad heavy, and you're starting to feel tired from your long day at work and your walking, you spot a nice large oak in the middle of a clearing, casting a beautiful shade over the soft patch of moss under it. You're tired enough to stop and take a rest for a bit, but energized enough to keep walking. What will it be?

Player: I want to take a nap
DM: You decide to take a nap under the large sheltering oak, so you snuggle up with the moss underneath of it and let your eyes get the rest they've been longing for, and your brain drift off into the swirling abyss of subconscious. You have a very odd dream, you don't remember most of it, but the snippets you remember don't really make much sense. Something about Transformers, wearing brown paper bags over their heads and digging holes, for whatever reason. Anyway, you wake up from your dream, confused, under your oak tree all tied up just like you remember. Except for the tied up part, you don't remember being tied up when you fell asleep. You also don't remember the sack over your head, or sounds of a fire, now that you think of it.
Player: I struggle against my binds

DM: You steel your nerves, and manage to pull together your most confident voice to call out "Hey, you'd better- uh, show yourself!" Man, that was way cooler in your head. There are a few seconds of silence, and just as you decide that you made the whole thing up, you feel a twinge in your back, and get chills running down your spine. You think it's a little weird though, usually chills don't get your shirt sticky, and make you so woozy...
Player: I collapse
DM: Well, it turns out standing just behind you was the owner of the very same eyes you felt digging into your soul, and it just so happens that blood running down your back as a result of being stabbed in the spine feels a lot like chills.-Curious death ending-

DM: You decide to be a little loser and go back home. You start to turn around to go back the way you came, and as you do, a twig snaps. You whip around to complete your 180, and just barely step out of the way of a large figure rushing you with what looked like a knife. Starting to run, you fear for your life, but in typical horror fashion, trip on a root and fall face-first. You feel the figure crash down on top of you, and with a quick and painful pinch, your vision fades.
Player: I accept death
DM: Your decision to be a little baby got you killed. Congrats, you died the way you lived. A loser.-Loser Ending-

DM: You hear a door across the room you're in slam open, followed by a chuckle and some footsteps. "I thought for a second there you might've freed yourself." Says the man you assume to be your captor. You hear the footsteps approach you, and what sounds like knives sharpening. "I won't lie, you kinda saved me by taking that nap. I haven't eaten in a while, I guess people tend to sleep in forests less when there's an amber alert out. Well, except for people whose phones are dead." You mentally kick yourself for going into the woods without your phone. That's when the panic starts to set in. "Wait, 'eaten'?" Your captor removes the sack over your head. "That's right," Shia LaBeouf says, as he carries you over to the giant pan atop his fireplace. "Now relax, everyone knows tender meat is better."-Tender ending. Tending?-

DM: You sit under the oak tree, stretch out, and relax. You think about how long it's been since you've really just relaxed and appreciated life. You sit peacefully under the giant, sprawling oak, and think about things. You think about your job, whether or not you're happy with it. You think about your older siblings and their kids, and wonder if you want your own someday. Suddenly, your deep thought is interrupted by a snap from somewhere off to your left, just beyond the treeline.
Player: I decide to relocate, I don't like the unknown
DM: As you stand up, you hear another snap. You turn to look and see a figure crouching just beyond the treeline, and have to make a quick decision.
Player: I pretend I didn't see them
DM: You pretend you didn't spot the figure, and carry on walking slowly and calmly through the woods. After you take a few steps, just when you start thinking it worked, you hear heavy footsteps approaching seemingly faster than humanly possible. You barely get time to turn around and see the man on all fours charging you, when suddenly he leaps at you and tackles you to the ground. You try to struggle against the grasp of the man you now recognize as Shia LaBeouf, but he's so insanely strong you can't even move. He grabs a knife from behind his back, some sort of sheath you assume.
Player: I take advantage of his busy arm and try to escape
DM: Seeing your opportunity, you manage to slip one hand free and hit his wrist as hard as possible. His knife flies out of his hands, and in his confusion you hit him in the head which buys you time to get up and run. Unfortunately, Shia's been doing this for a while, and with one perfectly thrown rock, knocks you unconscious. -Valliant effort ending-

DM: You keep walking, ignoring your body beckoning you to take a break. You walk farther into the woods, and realize you've never been into the woods this deep before. You feel a slight rush, exploring somewhere you've never been. The adrenaline almost makes you forget you were tired at all, as your pace increases and your heart beats faster. You feel like a child in a candy store, new and interesting things everywhere. Practically running through the forest, you stop on a dime when you hear a twig snap from the direction of that big oak tree, and turn to see what it was. You see a figure lurking by the tree, seemingly looking for something or someone. How do you react?
Player: I don't like the looks of that, I run deeper
DM: As you run, you give a quick glance over your shoulder. Out of the corner of your eye, you spot the figure. Although now, he seems to be on all fours, chasing you with seemingly superhuman quadrupedal speed. Obviously startled, you break into the fastest sprint you can muster, which is limited by your tired body. You're feeling heavy and slow, when you spot a bear trap last second. You don't have the energy to avoid it, causing you to step right into it. The trap clamps down on you, sending a shooting burning pain up your leg and making you collapse.
Player: I struggle to remove the trap
DM: As you deliriously tangle with the bear trap, to no avail, you look up and see the face of your killer-to-be. Standing over you with a crazed smile, completely covered in blood, is none other than Shia LaBeouf. You don't really understand what's happening, confused as Shia starts tearing into you with his knife. Your body is in so much shock, all you really feel is cold. Your eyelids feel very heavy... -Tired ending-

Player: I confront them

Player: Inspect the well

Player: I accept my fate, he clearly outmatches me
DM: You lie there and close your eyes, you hear Shia LaBeouf maniacally laughing as he takes his knife and puts it right between your eyes. -Easy prey ending-

Player: I fight back, I can take him
DM: Although you know Jiu Jitsu, your assailant had a knife and combat knowledge, far outmatching you. You do, however, learn two things from the fight. One: your attacker is none other than Shia LaBeouf, and two: Shia LaBeouf kills people. -Underestimated Shia ending-

DM: AG
Player: u
DM: AAU
Player: u
DM: AAAU

Player: The beginning of all tragedy

DM: You rush over to your attacker while he's trying to gather himself mentally, and you kick him as hard as you can. You hear a crack and assume you broke a rib or two, and see his knife fall a couple feet away. As he starts reaching for it, you take the opportunity to get a head start. you take off sprinting in the other direction. Sneaking a glance behind you, you can see that you have a considerable distance between yourself and your attacker. You turn back around just in time to see a bear trap shoddily hidden on a log that bridges across a river.
Player: I try to find a way around the river
DM: You try to avoid the river, but to no avail. You lose your head start, and you're forced to cross the bridge. You manage to avoid the bear trap, but your chaser is now much closer to you since you wasted so much time. In fact, was that sound right behind you a footstep?

Player: I try to jump the river without the bridge
DM: You attempt to jump the river and make it clear to the other bank, but you lose your balance and fall backwards into the river. Your predator takes advantage of your err and jumps in after you, ending your life painfully with his freshly-sharpened, blood-stained knife. -Imbalanced ending-

DM: You back up to get a running start, and with a solid attempt you nail the jump across the river. Once you land on the other side, however, you stumble a bit, losing the lead you had on the man chasing you. Just as you're about to run, you hear something from right behind you. What was that?
Player: I think it was a footstep
DM: The man stalking you grabs your arm before you can run, swings you around, and plunges his knife into your chest. At least it ended quickly. -Needed a bigger head start ending-

DM: You step onto the log, and it seems pretty sturdy. You run across and successfully jump over the trap. You're continuing your sprint when you look over your shoulder and realize he's nowhere to be seen. You stop for a moment to look around, and decide you really lost him.
Player: I can take my time now, I'll just walk.

Player: I run away

Player: I walk toward it
DM: You walk toward it and realize it's a small cottage with a light on. From the looks of it, it's pretty old and run down. Vines and moss are growing all over it, some of the wood appears to be rotting. You look around and don't see anyone nearby, just you and the cottage.
Player: That's too risky, I walk away
DM: You decide to leave the cottage alone, which is a pretty bad idea considering you're lost in the woods. You start wandering around, looking for anything else. After about 45 minutes of walking around, you hear some inhuman noises. You turn around to see a bear, and just beside it some cubs. Uh oh. You won't be walking much anymore. Or breathing. Or anything, really. You're dead. -Don't mess with mama ending-

Player: I walk back around and go in the front
Player: I turn and run
DM: You turn to run, but seemingly obviously fall, given your recently acquired DIY amputee status. The man whips around, revealing himself to be Shia LaBeouf. He looks startled at first, but then laughs. "You tried to run away with one leg? Valiant effort." he says in a rather patronizing tone. He lines up the knife, and makes a perfect throw in between your eyes. -Target practice ending-

DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.> Quel est votre prénom ? (10 lettres maximum ; les voyelles sont au début de la liste)Ao...
Player: W
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.> Quel est votre prénom ? (10 lettres maximum ; les voyelles sont au début de la liste)Aaw...

DM: You sneak up behind the man, and thrust your arm around his neck, pulling back to strangle him. He noticeably jumps, obviously startled, and throws his hands up trying to rip yours away from his throat. He manages to slip free, though now weaponless, as he dropped both the axe and the knife in his panic. The two of you engage in an epic wrestling match, thanks to your newly acquired "deus ex machina" strength and fighting prowess. He breaks away and tries for the knife, but you fling yourself at him, slamming him away. You pick up the knife, turn around, and plunge it into his kidney. You get the chance to see his face for the first time, and see the consciousness drain from Shia Labeouf's eyes. You retrieve the knife and put it into your pocket, as well as grabbing the axe to replace your walking stick, and you leave the cottage. You begin your long, stumbling journey home, blood oozing from your stump leg. You may not be all in one piece, but you have won; you have beaten Shia LaBeouf.
DM: "YOU CAN'T LEAVE YET, I'M NOT DONE HERE," you hear from behind you. Before you can turn around, Shia kicks out your knee, and holds a gun to your head. What Shia doesn't know, however, is that you can do Jiu Jitsu. You body slam the superstar, and lock each other into a legendary fight. You try to swing your axe at Shia LaBeouf, but blood is draining fast from your stump leg. He's dodging every swipe you take, he parries to the left, and you counter to the right. You swing through his blows, and you catch him in the neck. You're chopping off his head now. His head topples to the ground, devoid of expression. You fall to your knees, and catch your breath. You're finally safe from Shia LaBeouf. -True Ending-

DM: It's time to pick your statistics and traits. Choose your statistics wisely, and remember, you may only pick four traits. Once you are finished, remember to pick up your character sheet, a very special item. To help your immersion, your stats and traits will not be listed on every page. Instead, refer to your character sheet any time you wish. If you need help on statistics and traits, simply click the link entitled, "Help on Statistics and Traits."When you are finished, click "Character created. Begin the background," or if you've read this story before and wish to skip the background, "Character created. Skip the background and begin the story!"Endurance: 10 (10 to start so you don't die horribly on this page)Intellect: 0Luck: 0Stats: 10/100 (This needs to equal 100 to continue.)Traits: 0/4 (You need to pick 4 to continue.)
Player: Endurance: +1
DM: It's time to pick your statistics and traits. Choose your statistics wisely, and remember, you may only pick four traits. Once you are finished, remember to pick up your character sheet, a very special item. To help your immersion, your stats and traits will not be listed on every page. Instead, refer to your character sheet any time you wish. If you need help on statistics and traits, simply click the link entitled, "Help on Statistics and Traits."When you are finished, click "Character created. Begin the background," or if you've read this story before and wish to skip the background, "Character created. Skip the background and begin the story!"Endurance: 11 (10 to start so you don't die horribly on this page)Intellect: 0Luck: 0Stats: 11/100 (This needs to equal 100 to continue.)Traits: 0/4 (You need to pick 4 to continue.)

DM: It's time to pick your statistics and traits. Choose your statistics wisely, and remember, you may only pick four traits. Once you are finished, remember to pick up your character sheet, a very special item. To help your immersion, your stats and traits will not be listed on every page. Instead, refer to your character sheet any time you wish. If you need help on statistics and traits, simply click the link entitled, "Help on Statistics and Traits."When you are finished, click "Character created. Begin the background," or if you've read this story before and wish to skip the background, "Character created. Skip the background and begin the story!"Endurance: 20 (10 to start so you don't die horribly on this page)Intellect: 0Luck: 0Stats: 20/100 (This needs to equal 100 to continue.)Traits: 0/4 (You need to pick 4 to continue.)
Player: Pick trait: Bruiser (Luck and Endurance)
Player: Pick trait: Diplomat (Intellect)

Player: Endurance: +10

DM: It's time to pick your statistics and traits. Choose your statistics wisely, and remember, you may only pick four traits. Once you are finished, remember to pick up your character sheet, a very special item. To help your immersion, your stats and traits will not be listed on every page. Instead, refer to your character sheet any time you wish. If you need help on statistics and traits, simply click the link entitled, "Help on Statistics and Traits."When you are finished, click "Character created. Begin the background," or if you've read this story before and wish to skip the background, "Character created. Skip the background and begin the story!"Endurance: 10 (10 to start so you don't die horribly on this page)Intellect: 10Luck: 0Stats: 20/100 (This needs to equal 100 to continue.)Traits: 0/4 (You need to pick 4 to continue.)
Player: Character Sheet

DM: It's time to pick your statistics and traits. Choose your statistics wisely, and remember, you may only pick four traits. Once you are finished, remember to pick up your character sheet, a very special item. To help your immersion, your stats and traits will not be listed on every page. Instead, refer to your character sheet any time you wish. If you need help on statistics and traits, simply click the link entitled, "Help on Statistics and Traits."When you are finished, click "Character created. Begin the background," or if you've read this story before and wish to skip the background, "Character created. Skip the background and begin the story!"Endurance: 10 (10 to start so you don't die horribly on this page)Intellect: 1Luck: 0Stats: 11/100 (This needs to equal 100 to continue.)Traits: 0/4 (You need to pick 4 to continue.)
Player: Reset all traits.
Player: Luck: +10

DM: It's time to pick your statistics and traits. Choose your statistics wisely, and remember, you may only pick four traits. Once you are finished, remember to pick up your character sheet, a very special item. To help your immersion, your stats and traits will not be listed on every page. Instead, refer to your character sheet any time you wish. If you need help on statistics and traits, simply click the link entitled, "Help on Statistics and Traits."When you are finished, click "Character created. Begin the background," or if you've read this story before and wish to skip the background, "Character created. Skip the background and begin the story!"Endurance: 10 (10 to start so you don't die horribly on this page)Intellect: 0Luck: 10Stats: 20/100 (This needs to equal 100 to continue.)Traits: 0/4 (You need to pick 4 to continue.)
Player: Intellect: +1

DM: It's time to pick your statistics and traits. Choose your statistics wisely, and remember, you may only pick four traits. Once you are finished, remember to pick up your character sheet, a very special item. To help your immersion, your stats and traits will not be listed on every page. Instead, refer to your character sheet any time you wish. If you need help on statistics and traits, simply click the link entitled, "Help on Statistics and Traits."When you are finished, click "Character created. Begin the background," or if you've read this story before and wish to skip the background, "Character created. Skip the background and begin the story!"Endurance: 10 (10 to start so you don't die horribly on this page)Intellect: 0Luck: 1Stats: 11/100 (This needs to equal 100 to continue.)Traits: 0/4 (You need to pick 4 to continue.)
Player: Pick trait: Street-Smart (Luck)

DM: It's time to pick your statistics and traits. Choose your statistics wisely, and remember, you may only pick four traits. Once you are finished, remember to pick up your character sheet, a very special item. To help your immersion, your stats and traits will not be listed on every page. Instead, refer to your character sheet any time you wish. If you need help on statistics and traits, simply click the link entitled, "Help on Statistics and Traits."When you are finished, click "Character created. Begin the background," or if you've read this story before and wish to skip the background, "Character created. Skip the background and begin the story!"Endurance: 9 (10 to start so you don't die horribly on this page)Intellect: 0Luck: 0Stats: 9/100 (This needs to equal 100 to continue.)Traits: 0/4 (You need to pick 4 to continue.)
Player: Endurance: -1

Player: Pick trait: Healer (Endurance)

Player: Intellect: +10

Player: Open the medicine cabinet.
DM: You keep a lot of pills in here. You ARE a psychiatric nurse practitioner, after all, and you have problems, as do most people in your profession. Two toothbrushes, a bottle of cologne, some dental floss, a tube of toothpaste, and a razor are among the myriad items in the medicine cabinet.
Player: Close the medicine cabinet.

Player: Reset all stats.

Player: Pick trait: Sixth-Sense (Luck, then Intellect)

DM: You're on the road and doing 40 down Kingshighway. You pass Quick Trip on your right, Uncle Bill's Pancake House on your left, and a multitude of car dealerships on both sides. Highway 40 is coming up fast. You signal, you merge, you accelerate to 65. Nice. Keying the stereo to your favorite 90s music, Confessions of a Knife, the Thrill Kill Kult's first album comes on. You laugh as you hear the sample, "Joannn. Joannnnn... Bitch. I'm gonna find her. And I'm gonna kill her," blaring throughout the car. A standard 200 watt surround system, the subwoofer you added, and the small interior allow the music to resonate, filling you with sound. The Bazooka doesn't carry outside, luckily, so the booming is basically sealed within. You are not one of those people who make people want to bash your brains in as you blast low frequencies.Glancing in the rear-view mirror, you see red and blue flashing lights. "Motherfucking pigs," you inadvertently mutter. Pulling over you wait for the cop to approach.

DM: It's time to pick your statistics and traits. Choose your statistics wisely, and remember, you may only pick four traits. Once you are finished, remember to pick up your character sheet, a very special item. To help your immersion, your stats and traits will not be listed on every page. Instead, refer to your character sheet any time you wish. If you need help on statistics and traits, simply click the link entitled, "Help on Statistics and Traits."When you are finished, click "Character created. Begin the background," or if you've read this story before and wish to skip the background, "Character created. Skip the background and begin the story!"Endurance: 10 (10 to start so you don't die horribly on this page)Intellect: 9Luck: 0Stats: 19/100 (This needs to equal 100 to continue.)Traits: 0/4 (You need to pick 4 to continue.)

DM: It's time to pick your statistics and traits. Choose your statistics wisely, and remember, you may only pick four traits. Once you are finished, remember to pick up your character sheet, a very special item. To help your immersion, your stats and traits will not be listed on every page. Instead, refer to your character sheet any time you wish. If you need help on statistics and traits, simply click the link entitled, "Help on Statistics and Traits."When you are finished, click "Character created. Begin the background," or if you've read this story before and wish to skip the background, "Character created. Skip the background and begin the story!"Endurance: 10 (10 to start so you don't die horribly on this page)Intellect: 0Luck: 9Stats: 19/100 (This needs to equal 100 to continue.)Traits: 0/4 (You need to pick 4 to continue.)

Player: An agitated state of mind.

Player: Push some of the papers aside.

Player: Follow the walkway back to your car.
Player: Return to the dumpster.

Player: Shadows of the night

DM: Ten minutes pass. Golden Boy featuring Miss Kittin spins randomly on your iPod, coincidentally perhaps. One cannot miss the significance, however. Her siren voice filters through the speaker, losing none of its clarity:Mommy, can I go out and kill tonight? I feel, I feel like taking a life. Please, I want a silver kitchen knife, And feel, feel like taking a life. The cop gets out of his car and walks the fifteen feet to you. You observe him approach in your side mirror. His stalwart frame is covered with rolls of blubber, his face set in a resolute grimace, the palm of his hand resting on the butt of his standard issue Glock 9mm. You feel nervous, as most everyone does when a cop stops them, but you also feel rage. Cortisol surges. The emotion boils inside, tightening your muscles and constricting your balls. You recognize a fight or flight response, but your higher cortical functioning offsets this physiological reaction, and you consciously try to keep calm and rational.The cop is now next to the driver side window. You roll it down and see that his badge says "Officer Piles." He pulls up his gun belt and readjusts his gelatinous belly. "Do you know why I stopped you, boy?" he asks with a gruff voice. Your response:
Player: "What is this, twenty fucking questions, pig?"
DM: Apparently, you failed to keep calm and rational. Your response doesn't please the cop.He pauses for a moment, then says, "Step out of the car please, sir."You eyeball him and consider.
Player: Ignore his instructions.
DM: You look straight forward, gripping the steering wheel until your knuckles turn white."Sir?" he says. "SIR?" he repeats loudly.Glancing in the rear-view you see two other cop cars pull up, lights flashing.
Player: Get out of the car.

DM: Gathering your senses, you look at him and say, "Sorry, I'm was thinking about something. Here I come, don't shoot me."You open the door and get out, and are not at all surprised when the cop slams you against the side of the car and yells, "Put your fucking hands on your head!"You do so willingly. Next, he asks if you have anything sharp that will stick him. You tell him that you do not. He thoroughly searches you and finds:
Player: Make a break for the car.
DM: You gauge the distance between the two of you, factor in his fat and probable acceleration quotient, and decide you could sprint to your car before he could even react.Taking off without warning, you make it about four steps. Something trips you and strong arms grab you from behind. You hit your head on the pavement and feel dizzy. Apparently, you gauged incorrectly. You make a mental note that some inordinately blubberous cops can run faster than you.Some indeterminable amount of time later, you find yourself standing behind your car. The cop is slapping you around and jabbering about something.

Player: Ooh! A ticket. The least of your worries.
DM: An $80 ticket?! You're going to have to call your attorney and pay him $200 to fix this thing.

Player: Oh no. You're going to get a ticket.
Player: A speeding ticket

DM: You respond to his demand. While rudely asking him that question made you feel better about the situation, you're wise enough not to push it any further. Without further commentary, you step out of the car.The cop walks you to the back of your car and asks if you've been drinking."No, sir," you say sullenly. "But I am late for an appointment.""Oh yeah, where?""At St. Alexis. I'm a psychiatric nurse practitioner. I have to round.""You're a shrink? Sure got a hot temper for a shrink." He looks you up and down. "Empty your pockets.""I'm not a shrink, that's - " you try to tell him."Shut up and empty your fucking pockets. Don't make me ask again." His squinty black eyes bore into you.You empty your pockets item by item, and he finds the following:

DM: He's asking you if you've been drinking."No, sir," you sullenly reply. "But I am late for an appointment.""Oh yeah, where?""At St. Alexis. I'm a psychiatric nurse practitioner. I have to round.""You're a shrink? Sure got a hot temper for a shrink." He looks you up and down. "Empty your pockets.""I'm not a shrink, that's - " you try to tell him."Shut up and empty your fucking pockets. Don't make me ask again." His squinty black eyes bore into you.You empty your pockets item by item, and he finds the following:

DM: You haven't even made it through the first day of first grade, and you already have serious decisions to make about your future.To the left is the girl's bathroom. And to the right is the boy's bathroom.You stand between the two entryways stuck on the fence of a colossal tipping point in your life. Stupidly, you pick your nose while lost in thought.The obvious solution to this puzzle would be to just go into the boy's room. You are a boy after all. You've got a dinky and everything. But... isn't it kind of gay to go into the same bathroom as a bunch of other guys? Now, if you went into the girl's bathroom, that wouldn't be gay at all.
Player: Enter the girl's bathroom
DM: You decide that it's incredibly gay using the same bathroom as a bunch of other boys, so you head into the girl's bathroom instead.The inside looks and smells just like any other bathroom, more or less, except the girl's bathroom doesn't have any wall toilets. But you already knew that.A toilet flushes and Hillary Blue steps out of one of the stalls. She stares at you. And you stare at her."Billy Dick Coker, what are you doing in this bathroom!" Hillary Blue thrusts her hand on her hips and glares at you, even more intensely than before.You shrug. "I don't know really. I have to pee, but I don't want to be gay and use the same bathroom as a bunch of boys. But you don't have any wall toilets in here, and sitting to pee is for women and gays.""Well, why don't you just stand in front of the normal toilets and pee?""Nah."You whip out your dinky and begin to pee into one of the sinks."Billy..." says Hillary Blue, "you're both the bravest and most disgusting boy I've ever met. Do you want to be my boyfriend?"
Player: Absolutely

DM: "Absolutely."You shake the pee droplets from your dinky and run over to Hillary Blue and kiss her on the lips without even bothering to put your dinky away. She kisses you back."That's what I like about you, Billy. You're wild and unpredictable."You beam as you put your dinky back in your pants. "If you liked that..." You smack Hillary Blue on the butt with an open palm. She squeals. "My step-dad does that to my mom all the time, especially when they think I'm not around. She really likes it. Did you like it?"Hillary Blue chews on her lip. "I'm not sure. I think so. Do it again."You oblige.Hillary Blue shrugs. "It's not the same when I know it's coming. Maybe we'll figure it out later."And with that, you and Hillary Blue head back to class, holding hands.

Player: Go to the cinema
DM: You're able to get to the cinema before 9 o'clock, so you have a couple options to choose from out of the later showings. There's a monster flick, a comedy, and a war movie. You're not sure which looks best.As you're trying to make up your mind on what to watch with Ed Hunter's lunch money, you overhear a couple of teenagers as they exit the theater."Yeah, my cousin is the bouncer at The Fox Trot," says a stereotypical looking greaser. "He said he can get us in tonight. We just have to tip like anyone else, and we'll be good.""Don't worry, Frank. We loaded up on singles. It's going to be a good time."You watch them head down the street toward the strip club. You know what a strip club is because your step-dad used to make you sit in the entryway and wait for him on Tuesday afternoons. Kids aren't even supposed to be in the entryway, but your step-dad always knew how to grease a doorman.Maybe you could do that too. You peaked in on the inner workings a few times, but you never got a really good look before.
Player: Watch some stupid movie

Player: Fill her gas tank up with water from the hose

DM: You uncoil the hose and stick it into the gas tank. Grinning like a mischievous little jackass, you turn the water on and fill the tank all the way up. You turn the water off and coil up the hose just as it had been when you arrived.For a little added fun, you pee on the handle of the water spigot before stealing off into the night. With the task done, hopefully your step-dad will be done pounding your mother by the time you get home.

Player: Attack the knights from the ground

DM: You ram the cabin door with your shoulder and barrel through. The opposing wall stops you and knocks you on your butt. Apparently the door wasn't latched, let alone locked. Who would have figured?A sophisticated man with a fancy mustache looks at you cock-eyed. "And you are?" he asks."The end of you, demon!" You jump to your feet and snatch a sheet from the bed, whipping one end into the fireplace. The blanket takes flame, and you fling it around the sophisticated man. "Burn! Burn! Burn!"The sophisticated man screams in a most unsophisticated fashion as his flesh begins to smolder. You grab a poker from beside the fireplace and stab repeatedly. Even after he stops screaming, you stab for a solid five minutes, just to be sure he's safely back in hell.With one final stab, you look to Hillary Blue and beam. "Killed it."Hillary Blue runs to you and wraps you in a great big hug. "My hero! I love you Billy.""I love you too, Hillary Blue, even if you are the daughter of Satan. You get to choose your own path in life. You're not bound to his fate.""You really think?""I do."Together, you and Hillary Blue set fire to the cabin and begin the long walk back to town. When you get home, your step-dad seems a little too pleased about the idea of letting Hillary Blue live with the family.

DM: You decide to just watch some stupid movie. When you enter the theater to take your seat, you hear the familiar sound of rutting coming from the top of the seats. Some blonde girl is riding some guy like a mild mustang."Hello," you say loudly, waving. You put on a big stupid grin. "I'll forget what I saw for a price.""Oh shit!" The blonde hops off the guy and pulls her shirt back down over her breasts. "I told you this was a stupid idea, Johnny!""Please, you told me this one wasn't playing anything else tonight!""Fuck you Johnny! Don't put this shit on me!""Yes, that's why your going to pay me to keep my mouth shut," you say, politely interrupting their verbal dispute. "I'm sure we can come to a mutually acceptable solution.""How about I don't kick your ass? Good starting point?" Johnny starts walking toward you.You immediately strip your clothes and jog backwards towards the exit, speaking calmly. "All I have to do is start screaming. How do you think this is going to look? Now, I know you don't want to go to prison for inappropriately touch a sweet young boy, so I know you're going to do the smart thing and leave your wallet and the Lady's underwear on that seat and leave without a fuss."Johnny stops right in his tracks. Something about your relaxed demeanor scares the ever living shit out of him. Either that or your honeyed words soothed his evil heart. You're not quite sure. Regardless, you enjoy the movie with a big strawberry shake and a popcorn thanks to Johnny's generous contributions. And of course, you have a nice pair of freshly worn lady's underwear to bring a beautiful aromatic sensation to the experience.

DM: You follow the teenagers to the Fox Trot. After the bouncer lets them in. You walk up the door with a pleasant smile and a smooth swagger."What're you doing, kid?" the bouncer asks. "This isn't a place for you... wait, oh, you're Larry's step-kid. What're you doing out here?""I'm going to patronize this establishment, sir."The bouncer laughs. "I don't think so kid. Go home.""I must politely protest, good sir. You see, I am quite aware that you illegally allowed those teenagers to enter this establishment. The police station is only one block from here. It's a small town. Teenagers aren't very good at keeping secrets, especially when they think they're going to get in trouble. Do you think they'll be able to get far enough away before the police find them?"The bouncer stares at you for a good moment. Finally he says, "How... how old are you again?""Old enough to know how to grease a door." You hand the bouncer half of Ed Hunter's lunch money, and head inside the Fox Trot to donate the other half to the less reputable ladies of town.

DM: You spin on your heels and jump out the window.As you begin to free-fall, you realize this may not have been the wisest decision. Fortunately for you, your legs wrap around the head of some other miscreant trying to climb the lattice. A brutal rush of pain runs through your inner things as you crash into him. The sudden impact tears your savior's grip from the lattice, but it doesn't matter because the entire thing comes tumbling down around you.The crack and crunch of bones jars the night. Not your bones though. You hurt like the dickens, but you're pretty certain you didn't take too much damage yourself. The kid that got a face full of your crotch on the other hand lies in a mangled mess of blood and broken lattice beneath you. Through a glimmer of moonlight, you see the flash of white bone jutting from his arm.Tears well in his eyes as he withers in agony. Muffy screams from above. And you run away and go to bed, praying to Aphrodite, Dionysus, and Jesus that the darkness concealed your identity. Your prayers go answered.

Player: Snatch a letter opener off a nearby desk

DM: The voice seemed to be soft just like a whisper, and like the fool I am. I answered. "Who are you?" but my question lingered, no answer. Soon I felt myself blacking out, blacking out from the pain, and from shock.
Player: Keep on Sleeping
DM: (Your Name) (Last Name) pounced dead. Your parents decided to cut you off of life support after 2 weeks of no improvement. You died.

Player: "I believe I would be able to sneak into the King's palace and remove him."
Player: "I think the best way would be for me to just try to sneak into the palace and assasinate the king."

DM: "Who died and make you queen? I just bumped into by accident, and I'm sorry about that. It would be a great shame if someone to find you here and be kicked out by the teachers." My voice was laced with venom that it scared me. Bridget look taken back, I felt something deeply off about her. She gave me one good glare. "You better watch out, (Last Name). God can't save you forever." She laughed; she was so close to me. Her hand was on my arm and then she pushed me. I stumbled back surprised as I felt my whole body begin to burn and I let out a painful screech struggling, I heard her laughter. "See what I mean princess?-" One of the graduates walked by her with a small fake smile.
Player: Slap Bridget

DM: "Please leave me alone." You said weakly to the trouble starter. She gave me one good glare. "You better watch out, Bradshaw. God can't save you forever." She laughed; she was so close to me. Her hand was on my arm and then she pushed me. I stumbled back surprised as I felt my whole body begin to burn and I let out a painful screech struggling, I heard her laughter. "See what I mean princess?-" One of the graduates walked by her with a small fake smile.
Player: STAY AWHILE LONGER
DM: The Graduating was over within a hour, You have your Diploma in your hand and with a smile you send Bridget a glare in the stands.

DM: You punched Bridget. You just snapped. It wasn't a wise idea, through, because you were moments away to get you High School Diploma. The Principal gave you a sad disapproving look before putting both you and Bridget in her office, telling you both that you wouldn't attend your own Graduation.

DM: ALEXANDER The grandfather clock stroke midnight, signaling yet another night of no sleep to Alexander. His long russet haired covered his eyes before he pulled back his long bangs behind his ear messy once more. A sighed left his pale lips as he glanced out of his window staring at many old pocket watches and clocks gliding outside his window with ease ticking away. Alexander rubbed his forehead stressed. It had been two decades since he had become to Keeper of the Guardians and Time. It had been two decades since he has the role and still it hasn't become easy to handle. Papers and forms scattered his entire desk in a lazy messy pale. He just wanted to let go of everything and just walk away. He wanted to go find where his father disappeared off to and trashed him. This was one of his rare moments that he breaks down. This wasn't him. He was usually calm and collected. He doesn't show anger, sadness, tears or a sign of happiness. Those emotions were weakness, and he couldn't afford to be weak. A slight snore came from his right and he paled even more. His heart quickened its pace and he soon became uncomfortable and harder to breath. He loosened his tie around his neck in relief. Gods, in his state of mind he's weak to everything. The clocks outside stroke loudly playing a soft tune for a minute and still the girl weren't awake. Alexander quietly wished that his place was bigger, bigger than three rooms.
Player: Snore Louder

Player: Roll over
DM: You rolled over to your side, not facing Alexander's any longer.

DM: A
Player: Z
DM: Z

DM: He glanced in his bed to the girl who will change the future, his future and he caught himself gazing down her chest. He almost slapped himself. No, not this crap again. She sleeps so peacefully. His (Your First Name)....this time he choked. His (Your First Name)? Where that thought did come from? The girl was a menace to society. She caused him to have much more work than usual....but all the time he spend with her he felt himself drifting to her cheery attitude and naïve outlook on their mission. She almost got him killed a few times in the past! She almost brought an end to their time by throwing him head first in battle. It was amaze that she was still alive when he found her. Alexandria... She looked exactly like her, long wavy brown hair with dazzling blue eyes. The shape of her fair face and body, she was like a replica of his long gone beloved fiancé. That doesn't help things at all either. His heart still longs for her, even when he does sleep he dreamt of her and even sometimes (Your First Name). The only difference was that his Alexandria was kinder and serene. He glanced at the picture of her, "I'm sorry Alexandria." He muttered under his breathe for that she doesn't hold his true affections any longer. He placed the picture down on his desk, getting up from his chair he stretched his legs with a low moan. Alexander quietly, took off his vest and placed it on the chair before making his way to the sofa for the night, he stopped when (Your First Name) spoke. It was so low and soft that he almost didn't hear her
Player: "Alexander"

Player: Good Morning Beautiful
DM: You looked at her coyly, "Morning Beautiful" She looked at you for a moment before her cheeks flushed. "Oh I'm sorry (Your First Name) I'm not really into girls." She sounded afraid....not from you...but something else.

Player: No he doesn't

Player: How are you?

Player: MORNING!!!!

DM: You turned your attention else where.

Player: You heard me
DM: You grinned at her shock expression. "You heard me." She then glared at you before walking away toward Alexander. Well that went well.

DM: You lost the presidents favorite top hat worn by Abe Lincoln himself. Are you willing to find it?

DM: You either didn't bother to look or didn't look hard enough! The president is ready to hear what you have to say...
Player: Tell him you lost it...
DM: "Mr.President. I lost your top hat." "My favorite top hat?" "Yes." "You better find it unless you want to be fired. I really need that hat! It was worn by Abe himself!"

Player: Quickly return to searching...
Player: Stall 5
DM: You find a key, the Vice President key to his office. How did this get here? No time to wonder!

DM: You hand him the replica just before its time for him to go. Luckily he doesn't even notice! But he will later... You can still search for it now or loose your job later.
Player: Search for it now!

DM: You look hopefully behind each curtain but no top hat here...

DM: You search the curtains but find no traces of a hat.

DM: You open the door, no hat.
Player: Stall 1

Player: The curtains...

DM: Well, it looks as if there's no getting out of this one. You're going to have to write a story-game. Whether through laziness, incompetence, or lack of interest, you were never considered among the greatest writers in the kingdom of Cystia, but you certainly aren't among the worst, when you do try. You're pretty sure people like you too-at least some of them, and it's not as if you haven't contributed to the kingdom before. Something happened though, and now you have to publish a story before the end of the month or face derision, mockery, and possibly worse at the hands of your fellow citizens. So how did you get yourself into this predicament?
Player: I entered the contest after loudly and publicly swearing off all contests..
DM: You knew you were going to be busy, and you have been wanting to work on this epic fantasy idea for some time now, but his prompt was just so GOOD. You said you would resist, but the morning of the second day the contest announcement was up, you posted your intent to enter the contest before going to work. All throughout the day, ideas for all the different branches you wanted to include in your storygame swim around in your head, and the day can't go by fast enough. Unfortunately, instead of going home to your loving computer, you come home to find the place trashed, and your roommate with his girlfriend over again. You try to write anyway, but their chatter distracts you, so you just tidy some things up and watch television instead. Several hours later, and they're still yakking it up. By now it's getting quite late. So you decide to just brush your teeth and lie in bed playing with your phone under the covers.It isn't long before the noises turn very...unwholesome. You assume your roommate annd his girlfriend think you're asleep--you HOPE they think you're asleep. In any case, this is all very uncomfortable for you.
Player: Just lie back and think of solitude

DM: You can't deal with this. You're just going to try to sleep. So you try.You close your eyes.You count all the sheep.While they pull an all nighter.You don't get much sleep. You go through the next day pretty exhausted, and you have to stay late at work. As soon as you've shoved some food into your face when you get home, you take an eight hour nap.Your roommate has his girlfriend over often that week, as well as the next, and the next. By the beginning of the fourth week, you're very much on edge, and when your roommate asks you cheerfully how you slept one morning, you snap. The next few hours put the darkest fantasies of that one guy who wrote a story about killing his roommate to shame, and you are arrested later that night after a stand-off with the police. You don't finish your contest entry, but you do spend the next fifty years of your life in peace and solitude while getting all the sleep you want, which is worth more than any story.Just kidding! You're too busy being someone's bitch for that.

DM: You stand up and ask if anyone would like some lemonade, which kills the mood pretty quick. While you go make yourself a sandwich, your roommate's girlfriend gathers her things and leaves while muttering a good bye.From then on, your roommate starts going to her house a lot more often, and you have peace in your home.You still need to write though.This doesn't happen much the first few days though, now that you realize there were actually a lot of things you were avoiding doing when your roommate was hanging around all the time before. By the end of the week though, you have gotten a very good start on your entry. Then it happens. Someone else decides to host a contest on a different website you frequent, and it is just the PERFECT prompt. In fact, you already have a title for a story you wanted to write that would fit the theme perfectly.
Player: Join the contest
DM: You have time. Your day off is tomorrow, and you're going to dedicate it entirely to writing. Your dad calls you, and he needs help because his basement has flooded. Of fucking course. Being a good child, you spend most of the day helping him move stuff out and throw away the unsalvageable. when you get home, you manage to get three sentences written down before switching the tab over to this new aquarium management game you bought a few days ago on sale. That's the end of writing for the day. You get a few bits and pieces of writing done here and there in the next few weeks, until the last day before the deadline for both games, when you realize you need to make a choice.

Player: Prune those branches
DM: You get to work with rebranching here, a few false choices over here, and changing a planned path into a death link there. In the end, your time cave story has turned into a gauntlet, but that's ok, because you won't be getting SHAMED this go around, and hopefully that mod will get off your back about this stuff. You get someone to proofread for you, and then you publish. When the results come back, you did well. You didn't win, on account of the lack of much meaningfull bramching in the story, but your writing was praised quite a bit. Overall, you are pleased.

Player: Finish both stories
DM: You have got plenty of time. How many stories have you managed to rush out in four hours just before a contest deadline? A lot. Two stories in a day isn't that bad at all when you look at it that way. Being as you feel more inspiration for that one, you work on your second contest story, getting sidetracked by the bipolar Spanish neighbor chasing some man down the street and yelling something about cojones and lolis only once, and you send it in.You check your messages to find that your son out in Glasgow almost being killed by a taxi driver today and send him something mildly encouraging while asking him to move somewhere else. Then, with only a few hours left, you get to work. Turns out there had been a lot more branching planned in this story than you have any chance of having time for, and you are forced to cut out several choices altogether. This makes you pretty unhappy though. Even with that, you've barely even scratched the surface of all you wanted to put in, and now your dad is calling you.You simply edit your post stating your intention to enter to one wishing all contest entrants good luck and saying you won;t join this contest. Then you sit back and watch a video of shirtless men with eyeliner cleaning set to "Purple Rain" to help you sleep.

DM: Yeah, no. What were you thinking. You're going to need some ice cream and Sakura now to cool down after that forty-five seconds of misery. A few weeks go by with you mostly ignoring your story. At one point you fiddle around for a while--writing, then deleting, then writing and deleting again--before proudly proclaiming in the group chat that you had spent the past four hours writing.Now you're at the two week mark with fifty words to show, and you figure you better do something about it. After a quick perusal of hentai.net to clear your head, of course. You manage to crank out several thousand words before the end of the day; then. feeling good about yourself, you manage to finish the last bits up later that week so you have time to edit and proofread.You announce this in the group chat to some mild applause before enjoying your celebratory Country Crock container of ramen. Then, seven hours before the contest deadline, you go to give your story a lookover before publishing. It's shit. Terrible.What were you thinking?
Player: Save yourself the shame
DM: You can't publish this shit. You have your pride on the line here.You tinker with it a while before deciding there is no way it is going to be finished in time. An hour before the deadline, you make a post on the forum saying that you finished, but are too unhappy with the story to publish it. In your mind, you may have saved yourself from shame, but you are still suffering a lot of SHAME right now.

Player: Laugh along with him
DM: We shared a laugh and a few good jokes together."Here ya go son, some fresh eggs." He said. "Best in this side of the west. Bring 'em home so your mama can cook 'em!"'And with that I said goodbye and left the farm.The sun is just barely hanging over the horizon, about to dip behind the distant mountains and low hanging clouds. THe sky has turned into a gradient of rich oranges and deep purples. Not much time left in the day, where to next?

Player: Comply
Player: Getting an Agent

DM: You finally get out the room. But the school is still on lock down. Only one thing runs in your mind,why am I here.
Player: flashlight

Player: Door out the Hall

Player: No

Player: No

DM: A Shredder in the room.

Player: Picture of Desk

Player: No

Player: No

Player: Talk to Man #2
Player: What do you think about the food delay, lack of news and haze in the sky?

Player: Rummage through the boxes
DM: You rummage through the boxes and find they are locked. You can't rip them either, for they are metallic.

Player: Toilet room
DM: You enter the toilet room. A strong stench forces you back.

Player: End conversation

Player: Booty.

Player: "Why are you here?"

Player: You leave the nightstand.
Player: Go up to your bunk and take a nap with one of 'dem bra books.
DM: After a short climb, you are on the top, at your bunk. You pop open the book and stare at many images of half-naked women in provocative poses with revealing garments nobody in their right mind would buy. You start really looking then, touching and rubbing, and some licking too. Finally, you are so far from reality that on the bed, youy collapse into a sweet sleep.
Player: You wake up in the mornin'. See your sunrise loves go down...
DM: You wake up from your sweet sleep. There is a chill in the air and you hear the comforting sound of a breeze.

DM: You look in the cabinet and see some medications.
Player: "Medication"

Player: Get outta there!

Player: nope
Player: What am I supposed to do? (1)

Player: Sheesh.

Player: No
DM: "Oh, you really mean it? Well, in that case, wanna be the first to try me out?"
DM: The man hands you his phone number.
Player: Eww.

Player: Memorized

Player: Look in the cabinets

Player: "Well, you're not in France."
DM: "Yeah, I know. But now I'm glad I'm here."
Player: Why is that? The food store's late and there aren't any news reports coming out here.
DM: "I think I might be able to answer why. You see, when I came on the food shipment ship, I saw what looked like a huge explosion on the horizon. Up in the states, it's true. Them yankees runnin' 'round with burning hats. Probably everyone else too. Except us in Antarctica."

Player: Reality sinks in
DM: The chill gets extremely cold and the breeze turns up to a storm. You look around to see everything intact. But what's that sound?

Player: End of conversation.

DM: "Then why did you bluff?"
Player: You don't know, so you end the conversation

Player: Get out.

Player: Go back to the den to check.
DM: You stagger to the door and you open to find most of the station, except the few dugout posts, strewn across the vast whiteness of Antarctica. A huge, raging tornado does its stuff and you are dangerously close. Suddenly, it picks you up and you whirl around for several minutes until the tornado dies down. It drops you milesfrom the ruined station.

Player: You fall onto a solid ice sheet. You die on impact.

Player: And to the library
DM: You enter the library. It is quite dark in here...

Player: Maybe you should go back...

Player: No
Player: 'cuz I felt like it

DM: You can feel the anger inside you and it is a struggle to control your indignation as you approach the squat demon. You are inches from his face as you growl your words to him, "When all is done, the faithful will be rewarded and the insolent shall be cast aside like chaff in the wind. What have you to say?" His demeanor changes and with a wry smile and a forked slithering tongue that darts around the blood-stained fangs in his mouth, he speaks... "I am merely suggesting that we would be able to be more effective if we had Your Lordship's fine tutelage and example to follow and mentor us in our cause. You have, in ages past, been effective where others were not. To see those skills again, could help us again in these final days to accomplish His desired goal and lead our side to a final glorious, undeniable victory."His words gushed with insincerity and over-posturing to the point of absurdity. The words mock you with his dripping, over-the-top, self-abasement. You can't help but be amused at his absurdity. It has the effect of deflecting your rage, but now your suspicions seem fulfilled. "Is an example all you desire to heed my commands?" You belch with indignation to the crowd. "I am not fooled by your taunts. You forget my power! I am supreme, and my position is earned by the countless souls I have garnered. You forget my prowess and my cunning." You turn to the one who has called you out. "I care not for what you think. I am not subject to your judgments nor reprisals."A ripple of unrest quickly washes over the congregated.
Player: I will not stoop to debase myself to your expectations-
DM: You have had enough of their insolence. You are their leader and you intend to act like it!"I will not stoop to debase myself to your expectations, you will do as I command and there will be no discussion."You turn to roost again in your high seat. The rumblings in the crowd become audible. You seat yourself and address the congregated once again from on high."Go! Double your quotas and cease to quarrel with me, or face my wrath!"You flick a clawed paw in the air dismissively.

Player: a few remain...
DM: The room quickly empties and you retire to your inner quarters for some well-deserved rest. Your mind is still racing and percolating with anger and questions, but you climb into your nest to sleep. You close your eyes.In a moment you are startled by shouting and your eyes snap open and you try to leap from your bed. You are instantly pinned and helpless. You scream a guttural screech and see that shit-faced troll glowering above you as the others he has brought tear at your flesh and rip you apart. You are destroyed and you are gobbled down.

Player: E
Player: S
Player: V

DM: It can be difficult to move a slouch like Larry off the couch. You will see what mischief you can wreak with this freak, and get him to delve into the darkness. And you are not referring to his stuffy man-cave.You settle in and follow along and keep vigil as he moves about and you stare at his face and try to bring out his thoughts and feelings to delve into his psyche and pry him out of his shell a little more. You are not able to directly read his thoughts, only God can do that (an unfair advantage, you've always thought). You can glean feelings and inclinations and especially read people with skills honed after more than 3000 years.You are watching his choices in entertainment, and you find it to be the typical Sci-Fi and superhero pop culture stuff that is trending now in the mass market. Nothing really to work with there. Later in the evening he moves to his computer station and starts going through his social media accounts. You peer with keen interest into his account and follow who his "friends" are and what they are into. Maybe one of them can lure him into some damaging territory. Maybe you can persuade him to darken his choices of entertainment. You aren't sure which will be easier, but both seem to be a big part of his life. Decisions, decisions...
Player: You bet some of his weird "friends" can help you out...

DM: Enough pussy-footing around! it's time to get Metaphysical! You can almost taste his sweet essence and the hunger in you grows more real. The morning couldn't come fast enough. With any luck you can pop the lid off this one and be back in your realm before "the others" even realize you're on the prowl again. You don't need their influence fucking up your hard work. You are going to go full-tilt! You begin by manipulating his alarm clock settings on his phone from a.m. to p.m. That's a nasty way to start the morning. It's easier when the prey is off balance. You are on him from the start.You begin with some typical whispered prompts in his subconscious, "What a loser I am, forgetting to check the alarm before going to sleep..." You continue constantly with ever increasingly destructive phrases, "I must be really dumb to think that I deserve to be happy..."You are searching his face for which of these jabs will bring the biggest response. "I am never going to be happy." "I never deserved to be loved by anyone ever..." A little while later, "I should just end it all..." With that one you all of a sudden get the humming started up like an engine. Bingo! It appears our little Petey has been contemplating taking his own life. Frankly, I am kinda of surprised myself! You can feel the heat in your belly grow and you begin to become impatient.
Player: Remember to be patient...
DM: You can barely contain yourself, but you've gotten this close before only to lose the prey by acting too quickly. You needle closer to the center of his psyche, "I am just spinning my wheels and not getting anywhere. It would be easier to just get off the merry-go-round now instead of riding it nowhere for the next 40 years. Why do I even bother. No one ever cared about me anyway. This huge city is full of people who have good lives and I'm just nothing to any of them. except for my bill collectors and a bunch of other people who just want a piece of me."The humming ceases completely for a moment. Peter is silent. It is kind of exhilarating to watch his face and wonder which way he will turn.
Player: Patience is key...

Player: Party!
DM: Seems like there is an adorable Ms. Rebecca Connor on his feed that he has spent a good deal of time chatting up on Facebook. Maybe we can give our Lazy Larry some incentive in the right direction and get him ripened for the kill by stoking his flames a little for this lady. He obviously is infatuated with her, and what stirs a man to action more than love? You see there is a party tonight at the community center. You see on Rebecca's profile, that she listed dancing as her favorite thing. Maybe we can invite her to meet us there.

DM: Dan was barely a morsel, you can do better than that...

DM: You can't wait to feast on his soul and you are certain you have the right hook to land this fish. You continue pressing,"If only you could find a way to end it all, that would show everyone how strong you are. That would prove to everyone how much you feel the pain they have caused you caused your death. That would serve them right!"His humming habit seems to be slowing down and he becomes quieter. You are not sure if this is a good thing or a bad thing. He continues driving, but his gaze is somewhere far away transfixed on his past. He is remembering. You see a glistening in his eye, a small tear welling up and ready to tip down his cheek. Startled at his display of emotion, he reaches up and dries the corner of his eye with the cuff of his flannel shirt.You wonder what he is remembering, it must be a powerful memory. He is no saint. There are good reasons why he is divorced. He has a past that could haunt anyone. He has cheated on his first wife (with his now ex-second wife). He was an alcoholic, and was a really mean drunk. His first wife lost their first and only pregnancy due to circumstances that may or may not be Peter's fault. Unfortunately for your line of work, all these things are not beyond redemption. But he can be pushed over the line.
Player: Let the fish take a little line out and wear him down some more...

Player: Land this fish...
DM: Now is the time to bring out the big guns. You are dug in as deep as an Alabama tick and you crouch in as close as you can and you begin to paint a picture in his mind."Everyone will be better off without me. I will be welcomed into paradise and be with family who love and care about me. I will be happy after I am gone. No one wants me here anyway."You feel the darkness well up in him and the delicious flavor of it is like a quenching rain in the desert, you drink it up. Before even you were aware of it, Peter moves his arm just an inch to the left and sends his work truck plunging head-long into a cement pylon under an overpass.

Player: Party with Rebecca...
DM: After a few well placed prompts, Larry is messaging Rebecca to meet him at the party. He is clearly excited and wants to make a good impression. You take the role of Cyrano and supply him with everything he should say to her.Things are going well. Becky (as she wants to be called) has had quite a few drinks and is in no condition to drive home (as was your plan all along). You prompt Larry to offer to take her to her house. She accepts. Larry takes her home and she invites Larry up to her flat. You press Larry to accept. She needs help making it to the elevator. Larry opens her door and helps her inside. Before long she is passed out on the couch. Her dress is hiked pretty far up and you can tell Larry is getting horny just looking at her. This is very exciting.You continue prompting Larry, "I am so lucky to be in this situation. She was all over me tonight, She really wants me." You continue prompting Larry to go all the way. Larry seems hesitant. "This is just too perfect to pass up. She wants me to anyway. She'll probably think I don't like her if I don't at least try something."Larry takes the bait! Score one for us!

Player: There's a little lady that likes to dance- maybe we ask her to a party.

DM: You shoot the Ugla. It falls dead before your feet.
DM: As you get start climbing the spire you make out a cave out on a thin ridge. It could hold some Ugla nests.
DM: You start scouting the area. You don't find any other caves.

DM: The night is long and as you are trying to formulate the quickest way to entice this new meat into damning himself, you sense that you again are not alone. This guy has more demons itching to capitalize on him. You peel back the void and see the little glowing-eyed demon from earlier, only this time he has brought a posse with him and they're converging on the apartment from every dark corner. Apparently, some demons don't like it when other demons bully them out of their prey. He has quite the group with him. You peer deeper through the void and see no demon that you even recognize among them. These are not your legions, or they would respect your domain. In their eyes, your are trespassing and they don't seem to take too lightly to it. They will be inside the apartment very soon...
Player: This was a bad idea... You need to vacate...
DM: You need not be delayed with squabbling for one soul while there are others to be had. That boss of his for instance, maybe you should look her up. At any rate, there is no reason to do so much infighting among fellow demons when there is a real battle to be won. You return to your chambers quickly in a puff of sulfurous yellow smoke and leave them to their meager prize. Back in your inner chambers, you sense the unrest that you had left behind remains and has perhaps grown. Your minions have witnessed your pathetic retreat and perceive it as weakness instead of strategy. Maybe that is why they do not succeed more, they cannot appreciate the subtleties of the tasks they have been given. You have no patience and do not desire to explain yourself to any of them. They don't even deserve it. You are not even given the chance however, because you soon find out that they have been waiting for your return and have planned to overthrow you if you returned empty-handed. They pour in from every angle and seize you and begin to tear you apart with their talons, beaks, claws, tentacles, teeth, and fangs until you are devoured and dethroned forever.

DM: Cool, your Nen is flowing! But nothing is happening. These things take time, but you were hoping... Master Sensei is watching you carefully. You realize he looks pretty old, and that he's actually worked really hard to get you to where you are right now. All those screaming matches, Monopoly nights, barely-palatable training drinks...You remember that one time when you two marathonned a full season of Pinky and the Brain when you had a cold. He's put so many years into you. Wow... In the middle of your thoughts, he gives a startling thumbs up and a wink that screams You're da bomb!
Player: He's fine, I guess.
Player: Cos' it ain't.

DM: You need to end this with a perfect score! You lean in and press on the side of his arm while you whisper into his mind, "All I need to do is drift a little into the center lane and it'll all be over. Just a small movement of my arm and I can go to an eternal rest. So easy, so quick. No more problems, no more pain, no more bills."You are still leaning on him when he suddenly starts humming loudly and snaps to attention. He is bouncing around in his car seat and humming loudly now. You realize something you hadn't noticed before... He is humming Christian spirituals and even Christmas carols! He is strengthening his resolve against your influence. You are thrown to the floor like a sack of wet towels and he begins to openly sing aloud to the tunes. "Christ the Lord is risen today, fa,la,la,la,la..."Immediately the van fills with light and he is surrounded by "the others." You grimace, scream and scurry into the shadows as fast as you can before you are wholly consumed by their light.
Player: Return to your chambers...
DM: You flutter in with as little flourish as you can muster, your body is covered in scorched patches from your pathetic failure. More painful than the blisters and sores you are nursing at the moment, is the anguish of failure in front of the throngs of minions who witnessed your embarrassment. It will take a long time to recover from that unmitigated disaster. You are lucky they aren't crawling up the ramparts now to feast on your carcass and devour you piece by piece. Your Master may also have the black heart to strip you of your command and powers, leaving you a lowly minion and subject to other demons.

DM: Word spreads quickly of your conquest and you proudly greet Peter personally at the Gates of Hell as you draw him in and savor his damnation like a fine Chardonnay. It is not always an automatic damnation for killing yourself, sometimes the souls are too pure to be damned even after they have committed such a heinous act. Peter was nowhere close to a saint. All his minor sins combined, weighed his soul down and damned it to Hell. His face is twisted with anguish and frankly surprise. You had forgotten how much you enjoyed the hunt. He was a fine prize to be won.You come to find out later that the insolent, squalid, runt-of-a-troll demon himself was one of the ones that had left a mark on Peter and failed to accomplish in over a year what you managed to do in less than 48 hours.

DM: Seems like every 5 minutes you are having to reevaluate your stance with Peter. You decide that you need him to dwell a little longer to find hopelessness. You will stay with him 24/7 until he cracks like a walnut. The day carries on, and you prod him from time to time with convenient ways to kill himself, and he has resumed his humming. you begin to realize something you hadn't recognized before. He is humming old church hymns! You may have lost your advantage. He continues his work, and on the way home, he stops by his pastor's house and tells him about all the thoughts he's been having. The pastor is concerned and brings him in and begins to work to unravel all your hard work. The pastor invites him into a prayer circle and the searing pain of the light that begins to burst forth from him is horrible, you writhe and squirm trying to bear it. You have little choice but to back down and separate yourself from him. You have dug yourself in deeper than an Alabama tick and the tearing and searing is horrible. He burns you with the light from inside. You step back to lick your wounds and watch from a distance as his faith in God again has strengthened him is his resolve to serve his inner-light and sanctity.

Player: Or maybe those guys going to the concert would be having more fun...

Player: Epilogue to the party.
DM: It doesn't take long for Larry to be tried and convicted. He doesn't last long in prison. A couple of "lifers" decide to make him their bitch. He is killed after a short fight in the commissary. As you are always saying, "the fastest rides always have the most abrupt endings."Word spreads quickly of your conquest and you proudly greet Larry personally at the Gates of Hell as you draw him in and savor his damnation like a robust Merlot. His decent into decadence was epic! His face is downcast and tired. You had forgotten how much you enjoyed the hunt. He was a fine prize to be won.Souls begin pouring in even faster as your minions are invigorated and frankly ashamed at their own ineptitude in your shadow.

Player: "You're right. They probably didn't do it."

Player: Go back for more fresh meat...

DM: Larry gets impatient and quickly redacts several names from the list and several contact information files from the list and sends the abbreviated list. The client responds by wiring what they referred to a s a "token" payment of 7,000 pounds to the account that Larry set up. Larry is infuriated even more and insists they send the whole amount. His aura darkens as anger and frustration cloud his judgment. You stay back and watch as the situation unfolds.After 2 days he has agreed to meet at a drop off point where he will exchange a flash drive for a cashier's check. The deal goes south and Larry is arrested, tried, and quickly convicted of his crimes. The whole experience has deadened his outlook on life and he remains a darkened and depressed soul until his dying day. Meh. Not exactly the rousing success you had hoped for, but it counts as a victory for your side, you suppose. As you are fond of saying, "A soul saved is a soul lost."
Player: Go back for more fresh meat after Larry...

DM: You allow the male to approach you."Hi." He says, wagging his tail."Hello." You bow your head. "I like you." He says, sniffing your ear."Me too." You say, lifting your head up.He tilts his head and looks at the grey sky. "Do you want to make a pack here?"
Player: I've changed my mind.
DM: You back away from the male, and when you're out of sight, you dash quickly back to your cave. The next day, you see that he had left.You spend the rest of your life alone in your territory. At the age of four, twenty seven in dog years, of insanity.Why? Why must I endure this torture? You say as you stare at the wall of your cave as the insanity took over. My purpose can go to hell. I don't need it.You howl in despair as the last bit of sanity in your brain is eaten away by the sickness causing the insanity.You do not fulfill your purpose. You can play again or play the next game, of which's name I don't know yet.

DM: Larry became wealthy and his habits for excess only grew. He had more money than he knew what to do with and started buying expensive toys and eventually became addicted to alcohol, and designer narcotics. It wasn't long before you were staring at him in person as he was brought in DOA after wrapping his Ferrari around a tree. As you are always saying, "the fastest rides always have the most abrupt endings."Word spreads quickly of your conquest and you proudly greet Larry personally at the Gates of Hell as you draw him in and savor his damnation like a robust Merlot. His decent into decadence was epic! His face is downcast and tired. You had forgotten how much you enjoyed the hunt. He was a fine prize to be won.Souls begin pouring in even faster as your minions are invigorated and frankly ashamed at their own ineptitude in your shadow.
Player: Crazy Christine
DM: Christine Fogel- 28 years old- Dating- nothing serious. Grew up in Germany. (a.k.a Crazy Christine)You have always liked to nickname your prey. This one is burning bright and fast and if you can trip her up, you can bag a fresh one before you can say "Beezle-Bob's your Uncle." Always going- never stopping. She is already moving so fast, all you need to do is put a metaphorical banana peel in her way and you can slip her up. She has burned through relationships and has always sought a challenge. Jumping from academics, to sports, to business and never looking back. It is exhausting trying to keep up with her. She's got her fingers in everything. This one may be more than you can chew but you need to prove to everyone that you are up to the challenge. You are really bagging the big prize with this soul and will be able to brag to everyone that you brought her down personally.

Player: Scrape away the mold with the stone

DM: Wennipeg chose the most slack thing he had. He wanted to let the interviewers know his personality the moment they saw him. Plus, it was very comfortable.The next choice was what to take with him. He could see pros and cons of all his possessions, and he chose the best he could.
Player: Wennipeg chose the suitcase
DM: A suitcase would make him look very business-like, and he could carry a lot more. Wennipeg put some money into the suitcase and practiced holding it cool in the mirror.The final thing to do was select a hairstyle. Wennipeg's hair was curly and messy, so it took a lot of effort to comb it over. Still, he wanted to make a good impression.

DM: Gentle light lands on the countryside. You can feel the wind brushing past your palms, and breathe in the scent of nature.The sun shines brightly still. You lift a hand over your head and peer through your fingers at the sun.You count your breaths as you heave in slowly, breath by breath.However, a loud shout disturbs your peace and quiet as a little girl with golden hair dashes towards you. In a frenzy, you stepped back and tripped on a root.
Player: You began falling...
DM: As you fell, you felt someone catch you for a second, then the two of you tumbled down together. Your head hurts, but after a few seconds, you looked around and saw the young girl next to you.The girl seems to be around six years old, and she is wearing a long, frilly blue dress. How does she run so fast wearing that?Suddenly she popped up, startling you again."Hey! You are that person who was walking up the hill just now! Oh gosh, are you hurt?" She examined you up and down and prodded at your body. "I'm fine. Don't worry about that," you assured her."Okay! It's been bugging me, but why are you here?" she grinned cheekily.
Player: It's a secret.
DM: "A secret? Why don't you tell me?" The girl pouts at you, " I won't tell anyone, I never lie, ever!"Somehow, you don't believe that.

Player: What about you?
DM: "I came with my pet rabbit, Ragney~" The blond girl lifts a pudgy rabbit behind a bush. The rabbit is holding a sizeable carrot in his paws.It's an interesting name choice, you admit to yourself. The rabbit blinks at you slowly.

DM: "Air?" She tilts her head to the right. "Yeah I guess the air up here is pretty good. I think being here also makes me think clearly, and it's so refreshing too!" She spins around multiple times and grasped at the sky, "it's almost magical."This girl sure has a lot of imagination and energy, you think.
Player: Why the name?
DM: "Huh?" The girl looks up from intensely petting Ragney. "Oh why do I name him that?"Her head bobs down, "Mom told me not to tell strangers important things..."You are about to reassure her that she could not tell him about it but she stares up, determined."But I know you are a nice person, okay here goes-"

Player: Once upon a time...
DM: Once upon a time, there was a little girl with her happy family. She had had a mom with the best cooking skills who could create scrambled eggs. Her father had been the best father who valued morals over anything. Last but not least her grand mother with the most interesting fairytales ever....The truth is that her mom had been a horrible cook and could only make scrambled eggs for her husband every breakfast, who sang praises of it every morning. And that her husband had been a criminal and thief and was locked away in prison several times before he had fallen in love with his wife, who loved him back dearly. Her grandmother only recounted stories of her childhood over and over, the girl listenedHowever, the little girl loved her family. Her family was the best in the world.--------Until a fire burned her home down, leaving her grandmother and her alive.On her sixth birthday, her grandmother gave her a rabbit. Shortly after, her grandmother passed away from illness.The girl moved into an orphanage just below the hill, and she named it 'Ragnny". It was a silly name she came up two days after her grandmother's death during English lesson, as the letters can be rearranged to form "Granny". She held onto the hope of seeing her grandmother again, and the bunny would remind her always. Grandmother told her that life would always have a good ending.

Player: Forever and ever, close to me, because if life isn't happy, then it is not the end.
DM: I listened to her innocent recount of her life. The girl teared up at some moments, and I had to wait for her as she sobbed for a while before continuing with her story. The rabbit paused at her feet, as if quietly hearing her out, too.When she finished, I patted her shoulder lightly. She gazed up, tears still staining her pale face."You had your turn. It's time for me to share, too." You breathed in.

Player: Be Sacrificed
DM: Scattering the marbles across the floor, you realise that you can't bring yourself to sacrifice another's life for your own. Vyrpa and Pim stay best friends for a long time. They live long and happy lives, racing frequently, but Vyrpa always wins. Derra walks away from the cliff with her love. You watch them marry, have children, grow old together, and have long, happy lives. Mennia loses her brother, but she lives on. She saves many lives, and becomes a highly valued member of the community.

Player: Take the detour
DM: You are okay with taking the detour. "Alrighty, we'll be there in no time now!" Kent says in excitement. He drives onto an empty road, into a forest. The rain falls and patters on the windshield. As you are driving, Kent opens a bottle of beer and begins to drink. You take the bottle away. "Oh dude don't be like that! It's just a little pre-drink before the party, nothing to be worried about. If you let me finish it, I'll buy you a round of shots at the bar. Deal?"

Player: Give Kent the bottle
DM: You give Kent back the beer. "Thanks man. First round of shots is on me."As he drinks it, he does not pay attention to the road and drives over a spike strip. The car spins as he slams on the breaks. "What the hell was that!"You get out of the car to see the tires are busted. You look down the road to see the spike strip set up in the middle of it."Who would put that there?! Damn it all! My Dad is gonna kill me, this is his car!"You take out your phone, but notice you have no service. You look up from your phone and see a person coming in a hooded grey jacket. You cannot see their face, as it is too dark.
Player: Ask the person for help

Player: Chug the beer yourself
DM: You chug the beer down. "What the hell man! That was mine! Your a shit friend, you know that!"As Kent lectures you, he doesn't pay attention to the road and drives over a spike strip. The car spins out of control. You get out of the car and see that the tires are busted. "Oh no! This is my Dad's car! He's gonna kill me!"You take out your phone and notice it has no service. You turn your attention to down the road, where a person in a grey hooded jacket approaches.

Player: Try to find your way out of the forest
DM: You and Kent try to get out of the forest yourselves. "What about my car?!"You agree you will come back for it during the day tomorrow. You walk down the road and see through the trees that there is light from a highway on the other side. You cut through the trees, but suddenly...SNAPYour leg is caught in a bear trap. There is so much blood that it makes Kent faint. You're stuck.

DM: You decide not to stay at the sanctuary."Lets go." says Kent in agreement. As you begin to leave, you run into a large man with an axe in his hands. "Where do you think you're going?" he asks."We're just leaving. We appreciate the hospitality but we'd rather sleep in our car.""Too dangerous to leave here. Too dangerous to disobey. You must obey. Always obey. Obey. Obey. Obey. Obey..." The man repeats as he walks away. "What the hell was that about?" Kent whispers to you. "Maybe leaving isn't a good idea. I don't wanna run into people like him in the forest when it's this dark out. We might as well stay."
Player: Spend the night

Player: Hide the hand back in the fridge
DM: You grab the hand using the garbage bad as a glove, and put it back in the fridge. "Come on in" says Kent. Angel opens the door and enters the cabin. She looks at you and Kent. "You guys look like you've seen a ghost. Everything okay?""Everything's peachy, never better." Kent replies."Okay. I just wanted to make sure you were settling in alright.""Oh yeah, we're fine. As a matter of fact, we were just getting ready to hit the sack.""Alright then. I'll let you get some sleep. I'll come back in the the morning when you're up. Goodnight."Angel leaves the cabin. "Good thinking hiding it in the fridge" murmurs Kent. "I don't feel safe here though. How did a hand get cut off and why was it in a fridge? This whole place is messed up, I say we check it out. Who knows what else is around here, we should search the grounds. Imagine we uncover more secrets, then when we leave here tomorrow, we go straight to the papers and tell them all about this place. I bet some reporters will pay good money for a story like that! What do you say, should we search the grounds?"
Player: Stay in the cabin

DM: You leave the bag alone. Kent closes the fridge. You wander around the cabin aimlessly until curiosity gets the better of you. "I want to know what's in that bag" Kent tells you. "We should open it".

Player: The blue cabin
DM: You silently walk to the cabin with the blue symbol on the door. You creep around the back and find a sole window. You peak in the window to see a man and woman having sex. "Nothing for us to see here." Kent proclaims. You sneak around the cabin and notice you stepped on something after hearing a light crack. You pick it up to see it is a police badge. "Looks like the cops were here I guess."You put the badge in your pocket and keep sneaking around the cabin. "That's all for this one I think. Where to next?"

Player: The bushes
DM: You silently walk over to the bushes. As you walk through them, you are not paying attention to where you are going and accidently step in a bear trap. SNAP!The snap is very loud and you let out a bloodcurdling scream. Kent approaches you, but sees something behind you and runs away. You hear a voice getting louder behind you:"Obey! Obey! Obey!"You turn to see a large bearded man with an axe charging towards you. The bear trap doesn't allow you to escape, and the man swings the axe and gets to in the side of the head, killing you.

Player: Investigate the delivery to the cabin
DM: You go the cabin with the blue symbol on the door, and sneak behind it to peak in the window.You see a naked man and woman sitting on the floor, with the bag in the man's hands. The man reaches into the bag and pulls out what looks to be organs. It is confirmed they are human organs after the man dumps the remains from the bag on the floor, revealing everything. He takes an eyeball from the pile and puts it in his mouth. The woman moves over to him and kisses him, then shows that the eyeball is his her mouth, then proceeds to eat it. "Son of a bitch, their cannibals!" Kent exclaims. "Quick, take a photo with your phone so we have proof!" You pull out your phone and take a picture, but the flash accidently goes off. You and Kent duck under the window. "Oh no. They know we're out here, what do we do?"
Player: Sneak back to your cabin

Player: Search the bushes first

DM: You sneak around the other side of the cabin, but stop at the corner when you see the door open. The naked man walks out, and looks around the area. "Maybe you're just seeing things" you hear the woman say from the inside. The man goes back into the cabin. You silently walk until you successfully make it back inside your cabin. "I knew something was wrong with this place!" notifies Kent. "We are leaving here first thing tomorrow morning and going straight to the newspaper, we are gonna make so much off a story like this! I'm exhausted, we should get some sleep."As you get ready to sleep, you hear a hard knock at your door. As you move towards it, you hear a voice on the outside: "Obey. Obey. Obey." it says repeatedly.

DM: You ignore whoever is at the door. The person keeps knocking. You still ignore them. The knocking stops for a moment, then the person begins to smash the door open with an axe. "Obey! Obey! Obey!" the man shouts as he takes swings at the door. "Jesus christ!" Kent shouts. "What the hell is happening!?"The man successfully smashes open the door and enters the cabin. He is a large bearded man with a blank stare. "Obey!" he shouts at you. "What?!" Kent questions. The man lifts the axe."Obey!" he shouts. He turns towards Kent, and winds up the axe. "Obey!" he lets out. Kent covers his face with the hands. "Okay! Okay! We obey! We obey!!".The man stops the attack, and leaves the cabin. "What the hell was that about?!" Kent says to you. "Screw spending the night here. Everyone is insane! I say we leave right now!"

Player: Not for everyone else, it's not.
Player: I think you'll be more fulfilled as an alien if you use your power for something else.
DM: "This human has some good points. I shall keep it around," the king decides. You sigh with relief, almost not believing your plan is actually working. For the rest of the day, the king locks the door to keep other annoying humans from bothering you, and the two of your carefully discuss deep subjects such as morality. By the end of the day you convince him that he could be known for good instead of evil. From that day forward, the aliens change their ways. They free the earthlings and other species they've taken prisoner or experimented on. They begin using their power and advanced technology for good. They cure cancer, and travel around the galaxy helping other struggling planets. And you're the one who sparked it all!

DM: Your name is currently Ap.Choose the third letter in your character's name, or click the link to Chapter 1-Prologue to begin.YOUR HEALTH: 100%
Player: r
Player: f
Player: o
Player: w
Player: o
Player: o
DM: Your name is now Aaaaaaao.YOUR HEALTH: 100%

DM: You keep the gun aimed at Byron and the others, while you slowly make your way out the door. "That's right, escape. Run. That's what you were born to do, run from your problems. You'll leave this sanctuary, but you'll never escape. Every waking moment of your life, you'll think of this place. We are in your head, and we always will be. So run, run far away. You'll be back, I guarantee it. Goodbye, brother." Byron tells you as you leave out the door. You still have the gun aimed at the door, but as soon as you reach a certain distance, you begin to run. You run into the bush. It is dawn outside so the sun is peaking, giving you light to see. You avoid any bear traps set up in the forest, and successfully make it back to the car. You see a man on a bike coming down the road and wave him down for help. He rides towards you and stops. "Hey, you don't look so good." He says. "Follow me onto the main highway to get service, looks like your car is busted. I don't know what spike strips are doing on this road, but I'm glad to see no one got hurt."You don't tell him about Kent, or anything that happened during the night. You just follow him out of the forest and back onto the main highway. Before you call anyone, you delete the picture of the couple from the blue cabin off your phone. You call for help and on the sidewalk of the highway, waiting for the mechanic to arrive to get the truck, and drive you home. The biker leaves you as you sit and wait. After about fifteen minutes, the mechanic arrives.
DM: After towing the car, the mechanic drops you off at home. You walk into your house and lay on the couch. This was the worst night of your life. You are exhausted, but cannot fall asleep, as too many horrible images are playing through your head. Suddenly, there is a knock at your door. You get up from the couch and slowly approach it. The knock continues. You put your hand on the knob, and as you are about to open the door, you hear a voice:"Obey".

DM: It takes a year to build. You add a third of the population of the system to the system with this project from the maintenance crew to the supply chain, and from the fighter pilots to the gun crews. You cut back on your own personal luxuries to build this station and lived like a common crewman for a year. It's all worth it though as you step aboard the completed station and christen it "The Butterfield".This battle station has given you complete control of the system. If someone wants to fly through space here they do so under your guns. Imperial citizens of various interests have made this system their home and it only takes one example to show the locals what happens if a citizen of the empire is attacked.Several of the local warlords offer to work for you after that example is made. They see the way the wind is blowing and want to be on the winning side. Having troops to settle things planetside would be handy seeing as almost all of your power is naval.On the other hand, you have an overwhelming amount of military power already so maybe you should start building up some infrastructure so you don't need to ship everything you need for the battle station in from outside the system.
Player: Hire the local warlords on as Auxilia
DM: Hiring the local fighters on as Auxilia is a no-brainer. You give them uniforms, regular pay, Imperial medical treatment, and proper training from the Marines and suddenly you have low discipline house troops. They're immediately deployed to almost always their local zones of influence and they start sending you taxes.It's still a dent in your house's money. The drain on your accounts eases up over the next year as various entrepreneurs pop up from both the locals and the influx of Imperial Citizenry that set up local provisioners, factories, and refineries that slowly ease away the prices of transportation from out of system you're paying.

DM: Marines are sent to the most habitable planet to the local star. The local warlords are demolished as the Marines take over the various holdings with close air support and the occasional orbital strike from the cruiser. The world is yours inside of a few months. The biggest issue is that you lack occupational troops for this. The Marines are the best Humanity has to offer, but there's just not enough of them to enforce the law on this planet. The rest of your money goes into bringing in supply and house troops to occupy the planet as an insurgency moves against you. You own the sky of this planet though. Not very much beyond it though.A year passes as the skirmishing below continues. Your forces have begun training a decent force out of the locals to fight the system warlords. As another year passes you manage to suppress any outright opposition against the Empire even though the infrastructure you're supposed to be building suffers for it. All your money is tied up in suppressing the insurgency.
Player: Another force enters the brawl

DM: A year passes with you spending most of your days aboard the Cruiser. You watch bit by bit as a refinery comes together in the orbit of the Largest gas giant in the system. A long tendril reaches down from the refinery into the atmosphere that pumps lighter gases up to be processed for various industrial uses.An unexpected side effect is a decent-sized market has been put together in the refinery and a lot of locals come by for trade.One of the local warlords has actually offered to become an Auxilia military force for supply, a fair pay rate, and a bit of training.You could take them up on the offer or try to draw in a smaller number of proper Imperial military.
Player: Hire the locals as part of the Auxilia

Player: An unwelcome guest arrives expecting non-lethal party favors.

DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.> Quel est votre prénom ? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaaaaaap...
Player: A
Player: N
Player: J

DM: The sound of a lone basketball dribbling echoes across the gym and reaches your ears, causing you to shutter. You hate that sound, just like you hate this class. You've hated for it about three years now, but you never quit taking it. You just don't like change. Across the room, your best friend Bailey is talking with some people you've never seen who keep shooting you sympathetic looks. You hide your face in your arms, only risking quick glances. You know what they are saying, you know exactly what everyone is saying. They've had all Summer to get used to this, and so have you. I'm fine, you think. You turn your attention to the sound of the basketball. Some senior jock, who's being watched by three giggling freshmen girls is playing, effortlessly making every shot. For a moment, you watch him, but he's not Jacob. He doesn't even compare.
Player: The Counseler's Office
DM: You sit in a red chair, a nice one that's sort of comfortable. You don't want to be here, not at all, but you are. The school thinks that talking to the counselor will make everything better, but the truth is, nothing will make it better or okay or anything of the sort. The counselor smiles another sympathetic smile, and before she can say a word, you talking. "I don't need you. I didn't need you when my biological father died, didn't need you when mom died, and I don't need you now. If you'll excuse me, I have an English class to get too." The counselor just nodded, and you leave without another word.

Player: English Class
Player: ...tell Bailey to shut up
DM: Bailey continues complaining and complaining, and you can not take it for one more second,"SHUT UP!" you yell at her. "Shut. Up! Nobody cares about how you didn't get breakfast! Nobody cares that you're grounded from facebook! Nobody cares about anything you are saying! None of it matters!" She looks pissed. "You don't have to be a bitch because your boyfriend died," she said, glaring. "You're using his death to make yourself center of attention. I stare at her with blank eyes, not believing she'd dare say that. "You. Bitch."

Player: ...don't say another word

Player: ...storm out

DM: You feel bad for being so rude and you don't say another word. You turn back to the window and continue to shiver, right in the air-conditioning's path. You keep crying, and people keeping staring, keep whispering, and the teacher keeps teaching. Before you hear the jock walk away, you feel him drape his jacket over your shoulders.

Player: ...stay and argue
DM: "You always use death as an excuse! No one cares you loved Jacob, you slut! Who don't you love? And...another thing, you are a bitch to everyone! You were even before your mom died! And you talk about your biological father like he mattered and like his death made a difference!" You shake and all of those words hit you at once, causing you to sob. In the doorway, you hear a voice. "You are a bitch," it says to Bailey, causing her to argue with whoever is saying that. As the bell rings, he softly grabs your arm and leads you out.

DM: You suddenly remember him. You remember going to Kassidy's funeral, you remember seeing his face, seeing his sorrow, wishing to never see that amount of misery again...You remember Bailey whispering in your ear, "He's so upset. They were so in love..." "Thank you," you say, softly. "Thank you a lot, Hunter."
Player: Afterschool

Player: ...thank him

DM: You throw your stuff on the ground and storm out, running down the hallway, ignoring the teacher's desperate cries. You don't stop, not until you run into someone getting a drink. "Hey, watch where you are g-" "Sorry," you say, softly, between sobs, tears streaking your red cheeks. It's the jock from your PE class, standing there, looking down at you with sad eyes. "I'm sorry about Jacob, but...you can't...be upset like this all of the time." Of course, even he knows about Jacob. Who doesn't know? This town, this place, you hate it, everything about it. Then again, you probably won't leave, because you hate change. Then you remember him, the jock, at his girlfriend's funeral about a year ago..."I-" You're cut off by Bailey, who grabs you, "God...Kaitlin I'm sorry! I had no idea! I didn't mean to say that, I don't know what over came me...I feel so bad..." "It's fine," you say.

Player: Afterschool (2)

DM: You sit and listen to the lessons, even when Hunter shows up, you just keep listening. And you actually learn something. You learn a new word, a new meaning, and for once you barely think about Jacob all hour. Your mind is occupied. And, you don't even feel bad. For once, it feels okay. This is going to be continued, if you'd like to continue. Click on "to be continued" for a bonus memory.
Player: ...to be continued

Player: ...back away

Player: ...daydream
DM: All hour, you stare out of the window and daydream about what would have been if Jacob would have stayed. You remember little things, like sweet kisses, empty promises...The wind blows outside, sending papers in every which direction just for you to see. Nothing was accomplished today. Nothing is new. You've had all Summer to accept this, yet nothing is different.

DM: You back away immediately. It's too early. It's way too early. Hunter tries to say something, but you've already run off and now you're sitting in the bleachers, alone. Bailey and the emo guy are in the locker rooms, you're sure. Without thinking, you dial Jacob's number and let it ring. Ring. Ring. Ring. Ring. "Hey, it's Jacob. Sorry I can't come to the phone at the moment. I'm probably busy...or, maybe...asleep. I don't know. Either way leave me a message." Giggle. Hearing your laugh in his message let's you remember how happy you were with him. You wonder if you will ever be that happy ever again. if you'll hear that laugh again. If you'll hear that snore again. The tears come to your eyes, and once again, you are crying. You don't want to be alone, not at school, and he left you alone.

DM: "Jacob, you realize I am completely, utterly in love, don't you?" you ask, running your fingers through Jacob's hair as he holds you close and you two whisper to each other. "That makes two of us..." he replies, smiling. "Won't it be nice to be older and married someday?" "Yes...it defiantly will be."

DM: Quel mal y a-t-il à vouloir prendre un peu de repos ? Vous vous blottissez dans vos draps et profitez de leur chaleur conjuguée à celle du soleil qui vous caresse le visage. C'est une belle journée de printemps qui s'annonce ! Après de longues minutes à vous prélasser, vous vous décidez à sortir de votre lit pour aller prendre votre petit-déjeuner - à moins de faire un détour par la salle de bain pour un petit brin de toilette ?
Player: Aller dans la cuisine
Player: Prendre une pâtisserie

DM: Oh oui, une douche vous fera le plus grand bien ! Vous vous dirigez vers la salle de bain et y entrez. Mais rassurez-vous : par respect pour votre intimité, nous ne détaillerons pas cette partie-là. Une fois parfaitement propre, vous vous redirigez vers la cuisine pour satisfaire votre appétit du matin. En ouvrant votre réfrigérateur, vous constatez cependant qu'il ne vous reste plus grand chose : au mieux, vous pouvez préparer quelques tartines, ou prendre une pâtisserie toute faite...

Player: The sleeping quarters
DM: You go into the sleeping quarters. Nobody is inside. Suddenly you feel the cruiser rock out of control. Out of a window you can see the streets of Corasaunt getting closer and closer.

Player: I

Player: N

Player: C

Player: T
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.> Quel est votre prénom ? (10 lettres maximum ; les voyelles sont au début de la liste)T...
Player: F
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.> Quel est votre prénom ? (10 lettres maximum ; les voyelles sont au début de la liste)Af...
Player: N

DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.> Quel est votre prénom ? (10 lettres maximum ; les voyelles sont au début de la liste)A...
Player: I
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.> Quel est votre prénom ? (10 lettres maximum ; les voyelles sont au début de la liste)Ai...
Player: I
Player: I

DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.> Quel est votre prénom ? (10 lettres maximum ; les voyelles sont au début de la liste)E...
Player: X
Player: A
Player: B

Player: C
Player: V
Player: Z

DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.> Quel est votre prénom ? (10 lettres maximum ; les voyelles sont au début de la liste)O...
Player: N
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.> Quel est votre prénom ? (10 lettres maximum ; les voyelles sont au début de la liste)An...
Player: U
Player: Z

DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.> Quel est votre prénom ? (10 lettres maximum ; les voyelles sont au début de la liste)U...
Player: U
Player: X
Player: Y

DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.> Quel est votre prénom ? (10 lettres maximum ; les voyelles sont au début de la liste)Y...
Player: L
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.> Quel est votre prénom ? (10 lettres maximum ; les voyelles sont au début de la liste)Al...
Player: A

DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.> Quel est votre prénom ? (10 lettres maximum ; les voyelles sont au début de la liste)B...
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)
Player: M

DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.> Quel est votre prénom ? (10 lettres maximum ; les voyelles sont au début de la liste)C...
Player: Q
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.> Quel est votre prénom ? (10 lettres maximum ; les voyelles sont au début de la liste)Aq...
Player: C
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.> Quel est votre prénom ? (10 lettres maximum ; les voyelles sont au début de la liste)Aac...

DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.> Quel est votre prénom ? (10 lettres maximum ; les voyelles sont au début de la liste)D...
Player: E
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.> Quel est votre prénom ? (10 lettres maximum ; les voyelles sont au début de la liste)Ae...
Player: W
Player: A

Player: P
Player: A

DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.> Quel est votre prénom ? (10 lettres maximum ; les voyelles sont au début de la liste)G...
Player: T
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.> Quel est votre prénom ? (10 lettres maximum ; les voyelles sont au début de la liste)At...
Player: X
Player: Z

DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.> Quel est votre prénom ? (10 lettres maximum ; les voyelles sont au début de la liste)H...
Player: X
Player: U
Player: I

DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.> Quel est votre prénom ? (10 lettres maximum ; les voyelles sont au début de la liste)J...
Player: T
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)T...
Player: C

DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.> Quel est votre prénom ? (10 lettres maximum ; les voyelles sont au début de la liste)K...
Player: L
Player: Q
Player: H

DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.> Quel est votre prénom ? (10 lettres maximum ; les voyelles sont au début de la liste)L...
Player: B
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.> Quel est votre prénom ? (10 lettres maximum ; les voyelles sont au début de la liste)Ab...
Player: A
Player: A

DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.> Quel est votre prénom ? (10 lettres maximum ; les voyelles sont au début de la liste)M...
Player: N
Player: Z
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.> Quel est votre prénom ? (10 lettres maximum ; les voyelles sont au début de la liste)Aaz...

DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.> Quel est votre prénom ? (10 lettres maximum ; les voyelles sont au début de la liste)N...
Player: F
Player: X
Player: Q

DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.> Quel est votre prénom ? (10 lettres maximum ; les voyelles sont au début de la liste)P...
Player: U
Player: K
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.> Quel est votre prénom ? (10 lettres maximum ; les voyelles sont au début de la liste)Aak...
Player: G

DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.> Quel est votre prénom ? (10 lettres maximum ; les voyelles sont au début de la liste)Q...
Player: H
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.> Quel est votre prénom ? (10 lettres maximum ; les voyelles sont au début de la liste)Ah...
Player: E
Player: L

DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.> Quel est votre prénom ? (10 lettres maximum ; les voyelles sont au début de la liste)R...
Player: C
Player: W
Player: R

Player: L
Player: D
Player: C

Player: A
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.> Quel est votre prénom ? (10 lettres maximum ; les voyelles sont au début de la liste)Aa...
Player: J
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.> Quel est votre prénom ? (10 lettres maximum ; les voyelles sont au début de la liste)Aaj...
Player: U

DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.> Quel est votre prénom ? (10 lettres maximum ; les voyelles sont au début de la liste)V...
Player: X
Player: E
Player: J

DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.> Quel est votre prénom ? (10 lettres maximum ; les voyelles sont au début de la liste)W...
Player: Z
Player: M
Player: Y

Player: V
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.> Quel est votre prénom ? (10 lettres maximum ; les voyelles sont au début de la liste)Av...
Player: L
Player: Y

DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.> Quel est votre prénom ? (10 lettres maximum ; les voyelles sont au début de la liste)Z...
Player: L
Player: L
Player: W

Player: D
Player: K
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)Ak...
Player: L

Player: N
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.> Quel est votre prénom ? (10 lettres maximum ; les voyelles sont au début de la liste)Aan...
Player: O
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.> Quel est votre prénom ? (10 lettres maximum ; les voyelles sont au début de la liste)Aaao...
Player: K

Player: P
Player: K
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.> Quel est votre prénom ? (10 lettres maximum ; les voyelles sont au début de la liste)Aaak...
Player: N

Player: J
Player: W
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.> Quel est votre prénom ? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaw...
Player: A

Player: U
Player: A
Player: O

Player: A
Player: R
Player: T

DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.> Quel est votre prénom ? (10 lettres maximum ; les voyelles sont au début de la liste)Ay...
Player: S
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.> Quel est votre prénom ? (10 lettres maximum ; les voyelles sont au début de la liste)Aas...
Player: I
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.> Quel est votre prénom ? (10 lettres maximum ; les voyelles sont au début de la liste)Aaai...
Player: F

Player: O
Player: G
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.> Quel est votre prénom ? (10 lettres maximum ; les voyelles sont au début de la liste)Aaag...
Player: B

Player: U
Player: A
Player: L

Player: H
Player: Q
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.> Quel est votre prénom ? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaq...
Player: A

Player: X
Player: T
Player: P

Player: K
Player: D
Player: Z

Player: K
Player: C

Player: H
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.Aaa> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)
Player: E

DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.> Quel est votre prénom ? (10 lettres maximum ; les voyelles sont au début de la liste)Ak...
Player: S
Player: J

Player: B
Player: J
Player: V

DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.> Quel est votre prénom ? (10 lettres maximum ; les voyelles sont au début de la liste)Am...
Player: K
Player: H
Player: J

Player: X
Player: J
Player: F

Player: P
Player: F
Player: Z

Player: F
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.> Quel est votre prénom ? (10 lettres maximum ; les voyelles sont au début de la liste)Aaf...
Player: W
Player: Q

DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.> Quel est votre prénom ? (10 lettres maximum ; les voyelles sont au début de la liste)Ar...
Player: U
Player: J
Player: Z

DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.> Quel est votre prénom ? (10 lettres maximum ; les voyelles sont au début de la liste)As...
Player: R
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.> Quel est votre prénom ? (10 lettres maximum ; les voyelles sont au début de la liste)Aar...
Player: O
Player: U

Player: L
Player: F
Player: V

Player: E
Player: K
Player: W

Player: A
Player: X
Player: I

Player: B
Player: F
Player: K

Player: U
Player: O
Player: P

Player: V
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)Av...
Player: O
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)Aao...
Player: G

Player: H
Player: Y
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)Aay...
Player: K

Player: Z
Player: A
Player: H

Player: Q
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)Aq...
Player: Q
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)Aaq...
Player: L

Player: W
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)Aw...
Player: X
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)Aax...
Player: T

DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)Y...
Player: Z
Player: S
Player: S

Player: Q
Player: Y
Player: L

Player: B
Player: F
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)Aaf...
Player: M

Player: C
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)Ac...
Player: M
Player: Q

DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)F...
Player: S
Player: G
Player: N

Player: W
Player: B
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)Aab...
Player: A

Player: V
Player: U
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)Aau...
Player: K

Player: L
Player: F
Player: A

Player: W
Player: Z
Player: M

Player: W
Player: B
Player: F

Player: K
Player: A
Player: F

Player: O
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)Ao...
Player: K
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)Aak...
Player: O

DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)P...
Player: D
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)Ad...
Player: E
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)Aae...
Player: M

Player: D
Player: G
Player: I

DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)R...
Player: H
Player: G
Player: U

Player: B
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.Aa> Quel est votre genre ?

Player: T
Player: F

Player: U
Player: P
Player: I

DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)W...
Player: W
Player: Q
Player: K

DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)X...
Player: A
Player: X
Player: T

DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)Z...
Player: O
Player: B
Player: Z

DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.Aa> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)
Player: U
Player: D
Player: A

Player: R
Player: B
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.> Quel est votre prénom ? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaab...

Player: K
Player: C
Player: T

Player: V
Player: X
Player: H

Player: R
Player: L
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.> Quel est votre prénom ? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaal...
Player: F

Player: I
Player: U
Player: U

Player: W
Player: S
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.> Quel est votre prénom ? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaas...
Player: V

Player: W
Player: U
Player: P

Player: D
Player: B
Player: F

Player: K
Player: W
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.> Quel est votre prénom ? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaaw...
Player: J

Player: N
Player: I
Player: A

DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.> Quel est votre prénom ? (10 lettres maximum ; les voyelles sont au début de la liste)Aag...
Player: F
Player: I

Player: D
Player: U

Player: V
Player: U
Player: O

Player: R
Player: C
Player: Q

Player: E
Player: L
Player: B

Player: J
Player: L
Player: T

Player: L
Player: B
Player: Z

Player: S
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.> Quel est votre prénom ? (10 lettres maximum ; les voyelles sont au début de la liste)Aaas...
Player: D
Player: Y

Player: F
Player: R
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.> Quel est votre prénom ? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaar...
Player: L

Player: S
Player: E
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.> Quel est votre prénom ? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaae...
Player: W

Player: V
Player: Z
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.> Quel est votre prénom ? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaaz...
Player: V

Player: W
Player: Q

Player: L
Player: C

Player: T
Player: W
Player: A

Player: N
Player: E
Player: X

Player: K
Player: B
Player: Z

Player: P
Player: O
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)Aaao...
Player: A

Player: P
Player: L
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)Aaal...
Player: L

Player: U
Player: W

Player: J
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)Aaj...
Player: C
Player: S

Player: K
Player: X
Player: T

Player: W
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)Aaw...
Player: F
Player: O

Player: K
Player: L
Player: C

Player: J
Player: V
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)Aaav...
Player: E

Player: W
Player: A
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaa...
Player: P

DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)Af...
Player: Y

DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)Ag...
Player: J
Player: N
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)Aaan...
Player: N

Player: M
Player: V
Player: T

Player: X

Player: O
Player: M
Player: T

Player: W
Player: C
Player: F

Player: X

Player: R
Player: F
Player: I

DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)Ap...
Player: L
Player: I
Player: C

Player: C
Player: O
Player: N

DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)Ar...
Player: K
Player: H
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)Aaah...
Player: K

Player: C
Player: J
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaj...
Player: Z

Player: R
Player: A
Player: K

Player: X
Player: N
Player: F

Player: U
Player: B
Player: O

Player: B
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.Aaa> Quel est votre genre ?

Player: Q
Player: W

Player: T
Player: C
Player: I

Player: Z
Player: S
Player: N

Player: A
Player: M
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.> Quel est votre prénom ? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaaam...
Player: J

Player: H
Player: D
Player: H

DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.> Quel est votre prénom ? (10 lettres maximum ; les voyelles sont au début de la liste)Aaau...
Player: U
Player: Y
Player: Y

Player: S
Player: E
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.> Quel est votre prénom ? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaaae...
Player: M

Player: Q
Player: D
Player: M

Player: X
Player: K

Player: W
Player: C
Player: F

Player: D
Player: Q
Player: E

Player: U
Player: V

Player: O
Player: K
Player: G

Player: R
Player: P
Player: Q

Player: J
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.> Quel est votre prénom ? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaaj...
Player: O
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.> Quel est votre prénom ? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaaao...
Player: X

Player: Q
Player: U
Player: P

Player: I
Player: S
Player: J

Player: E
Player: E
Player: E

DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.> Quel est votre prénom ? (10 lettres maximum ; les voyelles sont au début de la liste)Aaap...
Player: Z
Player: F
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.> Quel est votre prénom ? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaaaf...
Player: Z

Player: J
Player: K
Player: J

Player: T
Player: F
Player: C

Player: K
Player: F
Player: E

Player: Q
Player: I
Player: A

Player: M
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.> Quel est votre prénom ? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaam...
Player: S
Player: C

Player: U
Player: H
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.> Quel est votre prénom ? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaaah...
Player: R

Player: F
Player: U
Player: B

Player: K
Player: H
Player: O

Player: O
Player: A
Player: I

Player: K

Player: A
Player: B
Player: F

Player: S

Player: V
Player: W
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaaw...
Player: I

Player: J
Player: B
Player: O

Player: H
Player: D
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaad...
Player: B

Player: E
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)Aaae...
Player: Q
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaaq...
Player: E

Player: D
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)Aaad...
Player: C
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaac...
Player: I

Player: U
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)Aaau...
Player: H
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaah...
Player: J

Player: W
Player: N
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaan...
Player: I

DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)Aah...
Player: B
Player: W
Player: B

Player: U
Player: F
Player: C

Player: S
Player: T
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaat...
Player: W

Player: N
Player: U
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaau...
Player: N

Player: G
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)Aaag...
Player: K
Player: Y

DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)Aan...
Player: V
Player: L
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaal...

Player: Verseau

Player: T
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)Aaat...
Player: K

Player: U
Player: W
Player: Z

Player: X
Player: K
Player: F

DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)Aat...
Player: Q
Player: V
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaav...
Player: J

Player: N
Player: S
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaas...
Player: S

Player: S
Player: N
Player: U

Player: E
Player: E
Player: V

Player: K
Player: O
Player: Z

Player: Z
Player: X
Player: P

Player: M
Player: Z
Player: J

Player: S
Player: Z

Player: Z
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.> Quel est votre prénom ? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaaaz...
Player: X
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.> Quel est votre prénom ? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaaaax...
Player: X

Player: F
Player: C
Player: V

Player: J
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.> Quel est votre prénom ? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaaaj...
Player: Y
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.> Quel est votre prénom ? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaaaay...
Player: N

Player: Y
Player: V

Player: W
Player: V
Player: R

Player: T
Player: X

Player: X
Player: U
Player: K

Player: Z
Player: B
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.> Quel est votre prénom ? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaaaab...
Player: C

Player: X

Player: Y
Player: I
Player: N

Player: W
Player: W

Player: P
Player: I
Player: H

Player: O
Player: V

DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.Aaaaa> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)
Player: P
Player: Y

Player: P
Player: E

Player: A
Player: H
Player: N

Player: N
Player: I
Player: M

Player: X
Player: T
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.> Quel est votre prénom ? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaaaat...
Player: C

Player: G
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.> Quel est votre prénom ? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaaag...
Player: A
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.> Quel est votre prénom ? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaaaaa...
Player: L

Player: E
Player: H
Player: C

Player: G
Player: Q
Player: R

Player: J
Player: A
Player: Z

Player: R
Player: V
Player: B

Player: J
Player: W
Player: H

DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.A.MasculinMagizoologiste> Quel est votre signe astrologique ?

Player: Poisson

DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.A.MasculinMagizoologisteCapricorneMerci de votre coopération. Vous pouvez à présent récupérer votre carte d'identification.[Tutoriel : quand un objet traine sur une page, cliquez dessus pour le récupérer. Certains objets apparaissent directement dans votre inventaire. Lorsque vous obtenez un objet, vous pouvez cliquer dessus pour avoir des informations dessus, puis sur Use item si vous souhaitez l'utiliser (par exemple, pour lire un livre). Certains objets peuvent être utilisés n'importe où, n'importe quand ; tandis que d'autres ne peuvent être utilisés qu'à des moments spécifiques.]

DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.A.MasculinMagizoologisteCancerMerci de votre coopération. Vous pouvez à présent récupérer votre carte d'identification.[Tutoriel : quand un objet traine sur une page, cliquez dessus pour le récupérer. Certains objets apparaissent directement dans votre inventaire. Lorsque vous obtenez un objet, vous pouvez cliquer dessus pour avoir des informations dessus, puis sur Use item si vous souhaitez l'utiliser (par exemple, pour lire un livre). Certains objets peuvent être utilisés n'importe où, n'importe quand ; tandis que d'autres ne peuvent être utilisés qu'à des moments spécifiques.]

DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.A.MasculinMagizoologisteVerseauMerci de votre coopération. Vous pouvez à présent récupérer votre carte d'identification.[Tutoriel : quand un objet traine sur une page, cliquez dessus pour le récupérer. Certains objets apparaissent directement dans votre inventaire. Lorsque vous obtenez un objet, vous pouvez cliquer dessus pour avoir des informations dessus, puis sur Use item si vous souhaitez l'utiliser (par exemple, pour lire un livre). Certains objets peuvent être utilisés n'importe où, n'importe quand ; tandis que d'autres ne peuvent être utilisés qu'à des moments spécifiques.]

DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.A.MasculinMagizoologisteBalanceMerci de votre coopération. Vous pouvez à présent récupérer votre carte d'identification.[Tutoriel : quand un objet traine sur une page, cliquez dessus pour le récupérer. Certains objets apparaissent directement dans votre inventaire. Lorsque vous obtenez un objet, vous pouvez cliquer dessus pour avoir des informations dessus, puis sur Use item si vous souhaitez l'utiliser (par exemple, pour lire un livre). Certains objets peuvent être utilisés n'importe où, n'importe quand ; tandis que d'autres ne peuvent être utilisés qu'à des moments spécifiques.]

Player: G
Player: A
Player: J

Player: X
Player: J
Player: C

Player: E

Player: X
Player: A
Player: Y

Player: A
Player: G
Player: N

Player: L
Player: P
Player: C

Player: A
Player: C
Player: G

Player: T
Player: R
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaaar...

Player: H

Player: L
Player: H
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaaah...
Player: Q

Player: K
Player: U
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaaau...
Player: C

Player: M
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaam...
Player: W
Player: T

Player: Y
Player: B
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaaab...
Player: I

Player: T
Player: N
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaaan...
Player: K

Player: U
Player: F
Player: M

Player: U
Player: T
Player: X

Player: X
Player: I
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaaai...
Player: M

Player: N

DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)Aaar...
Player: C
Player: S
Player: W

Player: C
Player: U
Player: C

Player: L
Player: Y
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaaay...
Player: K

Player: H
Player: B
Player: V

Player: W
Player: L
Player: P

Player: V

DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaz...
Player: O
Player: A
Player: L

Player: C
Player: J
Player: E

Player: S
Player: N
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.> Quel est votre prénom ? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaaaaan...
Player: Y

Player: U
Player: S
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.> Quel est votre prénom ? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaaaaas...

Player: M
Player: Q
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.> Quel est votre prénom ? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaaaaaq...
Player: Q

Player: B
Player: R
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.> Quel est votre prénom ? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaaaaar...
Player: D

Player: T
Player: F
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.> Quel est votre prénom ? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaaaaaf...
Player: L

Player: J
Player: Z
Player: E

Player: H
Player: N
Player: A

Player: R
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.> Quel est votre prénom ? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaaaar...
Player: J
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.> Quel est votre prénom ? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaaaaaj...
Player: T

Player: C
Player: C
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.> Quel est votre prénom ? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaaaaac...
Player: Q

Player: Z
Player: Q
Player: N

Player: K
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.> Quel est votre prénom ? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaaaak...
Player: L

Player: F
Player: J
Player: J

Player: G
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.> Quel est votre prénom ? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaaaag...
Player: B
Player: V

Player: P
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.> Quel est votre prénom ? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaaaap...
Player: U
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.> Quel est votre prénom ? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaaaaau...
Player: Q

Player: X
Player: W
Player: C

Player: W
Player: J
Player: B

Player: J
Player: M
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.> Quel est votre prénom ? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaaaaam...
Player: Q

Player: Y
Player: E
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.> Quel est votre prénom ? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaaaaae...
Player: N

Player: A
Player: R
Player: U

Player: M
Player: K
Player: M

Player: V
Player: U
Player: O

Player: W
Player: P
Player: P

DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.> Quel est votre prénom ? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaaav...
Player: R
Player: L
Player: T

Player: H
Player: Y
Player: M

Player: B
Player: Q
Player: J

Player: J

DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.A.MasculinMagizoologisteGémeauxMerci de votre coopération. Vous pouvez à présent récupérer votre carte d'identification.[Tutoriel : quand un objet traine sur une page, cliquez dessus pour le récupérer. Certains objets apparaissent directement dans votre inventaire. Lorsque vous obtenez un objet, vous pouvez cliquer dessus pour avoir des informations dessus, puis sur Use item si vous souhaitez l'utiliser (par exemple, pour lire un livre). Certains objets peuvent être utilisés n'importe où, n'importe quand ; tandis que d'autres ne peuvent être utilisés qu'à des moments spécifiques.]

DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.A.MasculinMagizoologisteLionMerci de votre coopération. Vous pouvez à présent récupérer votre carte d'identification.[Tutoriel : quand un objet traine sur une page, cliquez dessus pour le récupérer. Certains objets apparaissent directement dans votre inventaire. Lorsque vous obtenez un objet, vous pouvez cliquer dessus pour avoir des informations dessus, puis sur Use item si vous souhaitez l'utiliser (par exemple, pour lire un livre). Certains objets peuvent être utilisés n'importe où, n'importe quand ; tandis que d'autres ne peuvent être utilisés qu'à des moments spécifiques.]

DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.A.MasculinMagizoologisteViergeMerci de votre coopération. Vous pouvez à présent récupérer votre carte d'identification.[Tutoriel : quand un objet traine sur une page, cliquez dessus pour le récupérer. Certains objets apparaissent directement dans votre inventaire. Lorsque vous obtenez un objet, vous pouvez cliquer dessus pour avoir des informations dessus, puis sur Use item si vous souhaitez l'utiliser (par exemple, pour lire un livre). Certains objets peuvent être utilisés n'importe où, n'importe quand ; tandis que d'autres ne peuvent être utilisés qu'à des moments spécifiques.]

DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.A.MasculinMagizoologisteSagittaireMerci de votre coopération. Vous pouvez à présent récupérer votre carte d'identification.[Tutoriel : quand un objet traine sur une page, cliquez dessus pour le récupérer. Certains objets apparaissent directement dans votre inventaire. Lorsque vous obtenez un objet, vous pouvez cliquer dessus pour avoir des informations dessus, puis sur Use item si vous souhaitez l'utiliser (par exemple, pour lire un livre). Certains objets peuvent être utilisés n'importe où, n'importe quand ; tandis que d'autres ne peuvent être utilisés qu'à des moments spécifiques.]

Player: Magizoologiste

Player: S
Player: E
Player: H

Player: I

DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaai...
Player: J
Player: X
Player: Q

Player: M
Player: K
Player: H

Player: R
Player: V
Player: Z

Player: W
Player: B
Player: P

Player: Z
Player: X
Player: G

Player: P
Player: D
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaaaad...
Player: B

Player: O
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaaao...
Player: M
Player: Z

Player: V
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaaav...
Player: Z
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaaaaz...
Player: E

Player: N
Player: G
Player: L

Player: T
Player: J
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaaaaj...
Player: G

Player: G
Player: V
Player: V

Player: Q
Player: X
Player: Y

Player: S
Player: G

Player: X
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaaax...
Player: H
Player: K

Player: H
Player: U
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaaaau...
Player: N

Player: D
Player: F
Player: Y

DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaar...
Player: E
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaaae...
Player: X
Player: A

Player: C
Player: X
Player: K

Player: D

Player: L
Player: C
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaaaac...
Player: P

Player: I
Player: E
Player: N

Player: V
Player: X

Player: C
Player: G
Player: B

Player: I
Player: W
Player: X

Player: M
Player: X
Player: T

Player: H
Player: U
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.> Quel est votre prénom ? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaaaaaau...
Player: E

Player: R
Player: Y
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.> Quel est votre prénom ? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaaaaaay...
Player: K

Player: K
Player: S
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.> Quel est votre prénom ? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaaaaaas...
Player: N

Player: M
Player: A
Player: H

Player: U
Player: T
Player: J

Player: T
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.> Quel est votre prénom ? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaaaaat...
Player: V
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.> Quel est votre prénom ? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaaaaaav...
Player: Q

Player: I
Player: A

Player: I
Player: B
Player: K

Player: K
Player: I
Player: U

Player: W
Player: F
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.> Quel est votre prénom ? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaaaaaaf...
Player: Z

Player: N
Player: Y
Player: J

Player: O
Player: U
Player: I

Player: R
Player: V
Player: L

Player: O
Player: Z
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.> Quel est votre prénom ? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaaaaaaz...
Player: H

Player: P
Player: X
Player: I

Player: C
Player: G
Player: A

Player: J
Player: S
Player: H

Player: S
Player: A

Player: F
Player: G
Player: K

Player: L
Player: G
Player: A

Player: A
Player: O
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.> Quel est votre prénom ? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaaaaaao...
Player: S

Player: O
Player: Y
Player: I

Player: H

Player: P
Player: L
Player: T

Player: H
Player: S
Player: K

Player: K
Player: I
Player: G

Player: B
Player: E
Player: I

Player: X
Player: Q
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaaaaaq...
Player: L

Player: P
Player: E
Player: O

Player: E
Player: V
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaaaaav...
Player: L

Player: U
Player: N
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaaaaan...
Player: I

Player: Z
Player: K
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaaaaak...
Player: K

Player: N
Player: T
Player: V

Player: W
Player: O
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaaaaao...
Player: H

Player: X
Player: N
Player: B

Player: E
Player: S
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaaaaas...
Player: J

Player: M
Player: T
Player: A

Player: O
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaaaao...
Player: F
Player: J

Player: A
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaaaaa...
Player: C
Player: Q

Player: V

Player: D
Player: N
Player: A

Player: Q
Player: X
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaaaaax...
Player: Q

Player: U
Player: X

Player: Z
Player: K
Player: R

Player: V
Player: X
Player: N

Player: L
Player: D
Player: Y

Player: O
Player: A

Player: Z
Player: O
Player: H

Player: V
Player: G
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaaaaag...
Player: Y

Player: B

Player: X
Player: H
Player: F

Player: G
Player: X
Player: B

Player: L
Player: E
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.Aaaaaaaaae> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)
Player: F

Player: E
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.> Quel est votre prénom ? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaaaaaae...
Player: B
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.Aaaaaaaaab> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)
Player: I

Player: F
Player: D

Player: A
Player: K
Player: N

Player: T
Player: E
Player: L

Player: H
Player: E
Player: M

Player: F
Player: F
Player: H

Player: E
Player: G
Player: X

Player: W
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.> Quel est votre prénom ? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaaaaaaw...
Player: U
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.Aaaaaaaaau> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)

DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.> Quel est votre prénom ? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaaaaag...
Player: W
Player: U
Player: A

Player: D
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.> Quel est votre prénom ? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaaaaaad...
Player: A
Player: O

Player: W
Player: I
Player: Y

Player: P
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.Aaaaaaaaa> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)
Player: W

Player: I
Player: L
Player: L

Player: U
Player: D
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.Aaaaaaaaad> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)
Player: D

Player: F
Player: P
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.Aaaaaaaaap> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)
Player: M

Player: Q
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.> Quel est votre prénom ? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaaaaaaq...
Player: R
Player: Z

Player: M
Player: X
Player: C

Player: W
Player: H
Player: U

Player: K
Player: U
Player: H

Player: E
Player: M
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.Aaaaaaaaam> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)
Player: C

Player: O
Player: N
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.Aaaaaaaaan> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)
Player: L

Player: J
Player: Y
Player: N

DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.> Quel est votre prénom ? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaaaaax...
Player: T
Player: Q

Player: G
Player: H
Player: W

Player: F
Player: T
Player: L
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.Aaaaaaaaal> Quel est votre genre ?

Player: H

Player: B
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaaaaab...
Player: K
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaaaaaak...
Player: X

Player: I
Player: J
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaaaaaaj...
Player: U

Player: A
Player: T
Player: R

Player: R
Player: E
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaaaaaae...

Player: C
Player: C
Player: G

Player: S
Player: K

Player: C
Player: L
Player: D

Player: D
Player: N
Player: J
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.Aaaaaaaaaj> Quel est votre genre ?

Player: P
Player: L
Player: I
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.Aaaaaaaaai> Quel est votre genre ?

Player: H
Player: P
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaaaaaap...
Player: H

Player: Z
Player: D
Player: X

Player: U
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaaaaau...
Player: Y
Player: C

Player: D
Player: X
Player: T

Player: L
Player: X

Player: V
Player: P
Player: T

Player: K
Player: N
Player: Q

Player: N
Player: K
Player: E

Player: W

Player: G
Player: Y
Player: U

Player: D
Player: R
Player: P

Player: R
Player: U
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaaaaaau...

Player: Y
Player: Q
Player: V
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.Aaaaaaaaav> Quel est votre genre ?

Player: D
Player: R
Player: H

Player: Z
Player: M
Player: R

Player: U
Player: O
Player: M

Player: N
Player: Q
Player: V

Player: Y

Player: H
Player: Y
Player: A

Player: Q
Player: F
Player: L

Player: B
Player: N
Player: T

Player: I
Player: J
Player: Y

DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.> Quel est votre prénom ? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaaaaaac...
Player: Y
Player: E
Player: R

Player: S
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.Aaaaaaaaas> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)
Player: Z
Player: T

Player: O
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.Aaaaaaaaao> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)
Player: D
Player: V

Player: E
Player: L

Player: V
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.Aaaaaaaaav> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)
Player: U

Player: H
Player: S
Player: D

Player: G
Player: R
Player: Q

Player: O
Player: Z
Player: L

Player: V
Player: Q
Player: B

Player: C
Player: T
Player: L

Player: R
Player: Q
Player: D

Player: F
Player: M
Player: T

Player: D
Player: U

Player: X
Player: L
Player: A

Player: B
Player: X
Player: U

Player: A

Player: Z
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.Aaaaaaaaaz> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)
Player: P
Player: N

Player: V
Player: N

Player: Q
Player: G
Player: G

Player: Scorpion

Player: U
Player: R

Player: R
Player: X

Player: Y
Player: F
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.Aaaaaaaaaf> Quel est votre genre ?

Player: I
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaaaaaai...
Player: N

Player: T
Player: K
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.Aaaaaaaaak> Quel est votre genre ?

Player: R
Player: B

Player: Y
Player: D

Player: P
Player: I

Player: R
Player: N

Player: X
Player: B

Player: L
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.Aaaaaaaaa> Quel est votre genre ?

Player: W
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaaaaaaw...

Player: Y
Player: X

Player: C
Player: L

Player: Y
Player: W
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.Aaaaaaaaaw> Quel est votre genre ?

Player: U
Player: U

Player: W
Player: T

Player: U
Player: F

Player: T
Player: T

Player: N
Player: W

Player: T
Player: Y

Player: J
Player: B

Player: O
Player: R

Player: T

Player: F
Player: I

Player: X
Player: C
Player: Y

Player: Y
Player: D
Player: U

Player: I
Player: W
Player: T

Player: G
Player: W
Player: I

Player: D
Player: J
Player: M

Player: S
Player: S
Player: Q

Player: Z
Player: N
Player: B

Player: J
Player: P
Player: X

Player: Y
Player: H
Player: N

Player: P
Player: Q
Player: T

Player: H
Player: S
Player: G

Player: G

Player: J
Player: I
Player: B

Player: U
Player: O
Player: J

Player: U
Player: V
Player: F

Player: O
Player: T
Player: A

Player: M
Player: A
Player: F

Player: E
Player: N
Player: J

Player: A
Player: A
Player: S

Player: F
Player: T
Player: R

Player: V
Player: N
Player: U

Player: N
Player: K
Player: W

Player: N
Player: D
Player: C

Player: V
Player: J
Player: Z

Player: E
Player: Y
Player: R

Player: Q
Player: U
Player: A

Player: C
Player: P
Player: Q

DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaaaaaaa...
Player: N

Player: R

Player: S

Player: C

Player: W

Player: H

Player: V

Player: L

Player: K

Player: M

Player: F

Player: I

Player: F

Player: T

Player: E

DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaaaaaam...
Player: E

Player: K

Player: N

Player: X

Player: Z

Player: A
DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.Aaaaaaaaaa> Quel est votre genre ?

Player: U

DM: FORMULAIRE ADMINISTRATIF D'IDENTIFICATIONEn vertu de la loi N° 943 du 26 février 2003, veuillez compléter ce formulaire afin de nous renseigner sur votre identité. À l'issue de cette procédure, vous recevrez votre carte d'identification.A.> Quel est votre nom? (10 lettres maximum ; les voyelles sont au début de la liste)Aaaaaaaav...
Player: M

Player: A

Player: N

Player: O

DM: The elevators are stuck. Great.Then a voice comes over the intercom."Hello there," the voice says evilly. "My name is Morth. And starting now, I'm the new owner of the museum!"You gulp. "What do you mean?" You ask shakily."I've lived down in the museum basement for many years. Now, today, I strike! I have control over the museum!"Oh great.
Player: More!
DM: "If you survive," Morth continues, "through every single floor, you have to fight me. Then you can leave!""How can I go down each floor?" You ask. "I don't know!" Morth shouts. "But it isn't going to be easy." He chuckles. "Have fun." Then the intercom shuts off.Well, it looks like you're going to need to progress down each floor. Might as well explore this floor to find any information.

Player: Decide what to do here
Player: Amazing Stuff room
DM: You enter the Amazing Stuff room. There are two sections. The W.O.O. (Weird Odd Objects) isle, and the Things You Can't Live Without isle.
Player: Go examine the Things You Can't Live Without isle
DM: You go over to the Things You Can't Live Without isle. You see only two things, a Forever Flashlight and a bottle of Insect Repillent. You can take all, one, or none. They might not all help you...

Player: Game Room

Player: Check out the W.O.O. isle
DM: The WOO isle is full of crap. Nothing you would need, unless you want to grow an orange tree or build a giant clock. Then you spot three items---a bomb, a boomerang, and some shotgun shells. You can take all, one, two, or none. They might not all help you...

Player: Go back in the "Back Halls"

Player: Boomerang

Player: Insect Repellent

DM: You go to the left, towards the growling noise.You hear a scratching sound, and more growls. What the heck is in here?Then you feel your feet fall from under you. Something just grabbed you!The last thing you hear is the sound of jaws snapping.

Player: Check out the Video Games

Player: R
Player: J
Player: J

Player: Cancel and apply to Edgewood
DM: Upon arriving at the high school, you notice how much it is falling apart. You go to the door only to discover that it is locked. You knock on the door and eventually a construction worker comes and opens the door for you."Hey, what do you need?" she says."I'm here for a job interview," you say."Oh? Didn't you hear? Edgewood isn't going to be open next year," she replies."Really? Where are the students going to be," you ask a bit confused as you hadn't heard anything about this yet."Oh, they'll be transferred to the other area schools I suppose. Mainly Oakwood." She says, "I don't know why you would have been directed for a job interview here.""Oh well thank you," you say returning to your car which you find now has a smashed in window. "Well, great. That's just fucking great."You sigh and go back home.

Player: Start calling out Mr. Smith until he hears you
Player: Try to correct him

Player: Try your luck at Oakwood

Player: Try to find someone to ask
DM: You start looking around and eventually find a maintenance worker and ask him where the office is. "Good luck. Hope you survive." the man says. You laugh and thank him. He leads you there, and you're on time. You knock on the door and are greeted by a short dark haired man."I'm Mr. Smith. You must be here for the job, interview. I like a person who is on time," he says.He points you to a chair which you promptly walk to and sit down. The interview proceeds without incident and even end with the two of you joking about your favorite movie, Men in Black. Mr. Smith shakes your hand and hires you on the spot.Congratulations! Time to prepare for your first day.
Player: Let the students choose their own seats

DM: All of the cool kids have these. You thank your mother respectfully and slide them on. Perfect fit. You step, and suddenly your heel explodes in a festival of lights. The '90s truly were an amazing party and every day is a blessing. *** CLICK THE ITEM TO PICK IT UP ***
Player: A Pair of LA Lights

Player: Look at past teacher recomendations

Player: Start a fund raiser for making easy-access ramps for wheelchair people in various businesses
DM: You decide to start a fund raiser for making easy-access ramps for wheelchair people in various businesses. You raise money buy selling chocolates and stuff. Unforntunately, while you were selling chocolates, a giant bird comes and bites your head off. I mean, this bird was a giant momma! You die shortly, then the bird comes again and eats your carcass.

DM: ''I know it s super light too!" says your friend as a blow off valve whistles in the background. "It's crazy!" you say while weaving between traffic, "I gotta get away soon otherwise he's gonna have my ass!" "Yah, I heard he's got a temper too!" says your friend. "Well obviously, he about to kill me!" you yell over your speakers. While talking, you hear your friend shout. You quickly glance in your rearview and notice your friend get spun out by a Rx7. You start to speed up and weave between some semi trucks. You start to come upon an exit.
Player: Take the Exit?

DM: You call up some friends and tell them the good news. They congratulate you, and you all head to a local strip club to celebrate. Good thing you just went to the bank. You party and you party hard. The night drifts away into pure ecstasy. You have to best night of your life and end up spending the night with one of the strippers. You don't remember much after that. You do remember that you had a hell of a good time, though. Not to mention this girl. She is great.
Player: Leave and do some prep work
DM: Alphabetical order that's easy enough. Classic right? There shouldn't be any problems.The first day of school rolls around and the student come in talking very loudly to each other. You direct each student their seat and soon have them all quieted down for the lesson. All appears to be going smoothly.You have just started into your well prepared lecture on basic chemical structures when you see a hand from the back of the room. Great a question! Classroom participation, this is great!"Yes! Young lady in the back," you call out enthusiastically as you point in her direction."I can't see," she says.She was a bit short to be seated on the back row, but you were slightly annoyed by the interruption.
Player: Let her switch with someone

Player: Politely ask him to move
DM: "That's not quite what I meant," you calmly explain, "you can sit in one of the seats over there""But there are only seat left on the front row," he complains, "besides you did say anywhere."This child was starting to test your patience a little bit. You give him a stern look and speak again, "The front row is just where you belong. Now move.""No!" the rebel screamed at the top his lungs, "This is my seat now. This is Jaxon's seat"
Player: Resort to moving him physically

Player: Segregate the classroom
DM: For some reason, you thought segregating the class room would be a good idea. Everyone likes to be seated with people like themselves, right? Well, the administrators don't seem to think so. Those damn PC Progressives! How dare they tell you that this is offensive!

Player: Tell him again a bit more firmly
DM: "No, it is not your seat. Now move to the front of the room else you'd rather spend the rest of the class in the principal's office," you say trying to sound as firm as possible. This has gone on for long enough the rest of the class is starting to get out of hand. You realize you need to get this resolved soon. Lucky for you the defiant student finally gets up with a sigh and takes a seat in the front of the room.This disruption took up a good bit of your class time causing you to not quite cover everything that you needed to. Oh well guess it will have to wait for tomorrow.

Player: Tell her to deal with it
DM: "If you don't like your seat just deal with it. I have these seats for a reason. It's not your place to question it," you yell at the girl. The girl starts to tear up a bit and puts her head down on her desk. The rest of the class looks at you like you just committed murder. Turns out she had an accident as a child that stopped her height growth early. Oh well, you didn't know that and continue on with your lesson.Midway through your lesson as you are walking across the front of the classroom, you feel your legs suddenly be kicked out of from under you. This sends you traveling downward striking your head on a desk on the way down. The blow knocks you out cold. The culprit? Some kid named Jaxon tripped you turns out he had a crush on the girl that you just humiliated.You decide this isn't the job for you and quit the next day. Crazy kids.

DM: Who knows better how to organize the classroom than former teachers, right? You look at the teachers recommendations. You can't help but notice that one particular student is mentioned repeatedly: Jaxon."This student is a bit of a trouble maker, but he usually stays calm if he is interested in the subject.""Do not give this student any attention. He is a." The rest of the message is scratched out for some reason."Troublemaker will create chaos at any opportunity. Avoid engaging whenever possible, and definitely avoid his parents. They are the worst."Sounds to you like this student will be a problem but should you treat him differently because past teachers had a problem with him.
Player: Treat him like any other student
DM: The first day of school rolls around and the student come in talking very loudly to each other. You direct each student their seat and soon have them all quieted down for the lesson. All appears to be going smoothly.You have just started into your well prepared lecture on basic chemical structures when you see a hand from the back of the room. Great a question! Classroom participation, this is great! Then you notice on your seating chart who it is. It's Jaxon. You said you would treat him like any other student. .

DM: The alarm sounds. You remember that it is the first day of school. You rush to get ready as you remember that you have to leave early to pick up Jaxon for school. You know that he is in your class, but you don't know much about him apart from that he is Celeste's nephew. You've never met the kid, but his mom is a real bitch from what you know. Hopefully, it won't be too awkward picking up one of your own students. You knock on a red haired woman answered the door wearing ripped jeans and a bra. She was smoking a cigarette. She puffed the smoke in your face as you answered the door. You choke on the smoke for a moment causing your eyes to run slightly."What are you doing around here, punk," She says sending another smoke cloud your direction. "Think just because you're fucking my sister that you can show up here?" "I'm here to pick up Jaxon for school," you reply wiping your eyes."Oh, she's got you doing that too? You're more of a little bitch than I thought," she says rolling her eyes.
Player: Protest her treatment of you
DM: "I love her you know," you protest, "Besides I'm more of a man than that thug you keep around."She leans in close and puts her cigarette out on your chest burning a hole in a fabric before tossing it aside. "Shut up, bitch. He would slit your throat in a second, and you know it" she says calmly. "Now pick up my pathetic son before I call my 'thug' man out here to fuck your ass."You stand outside as she goes in to get Jaxon. Moments later Jaxon walks out. he kid had a bandana wrapped around his head was wearing dark shades. He had ripped up jeans and was wearing a t-shirt that said "F the Police" across the front. He looked like he was trying way too hard to be edgy to you. Although given his mom he could still pose a slight threat.The two of you climb into the car and begin the trip to school.
Player: The trip to school

DM: "Fine, who will switch seats with her," you say looking around for volunteers.After a few moments, a boy from the front row raises his hand. The kid had a bandana wrapped around his head was wearing dark shades. He had ripped up jeans and was wearing a t-shirt that said "F the Police" across the front. Maybe you were stereotyping but this guy seemed like a troublemaker to you. Maybe you wanted to keep him up front so you could keep an eye on him. Then again it would seem strange to not go through with the swap after asking for volunteers. You could move her desk up front, but it would make it more difficult to move around the front of the classroom.
Player: Go through with the swap

DM: The first day of school rolls around and the students come in particularly talkative after the summer break. You spot Jaxon in the crowd and approach him. "Now, Jaxon, I've heard a lot about you, and if you give me any trouble it will not be a fun day for you," you tell him firmly.He gives you a half smile, "Oh? Is that so?""Yes, it is so. Now march your ass to your seat," you respond harshly.He snorts and walks off to his seat. The rest of class looks at you hoping this will make an interesting scene. After a few minutes, everyone settles down, and you begin your lesson. The whole time Jaxon is staring at you and you glare back at him. The tension rises and you begin slurring your words as you lose concentration."Oh? Look the little baby teacher can't speak," Jaxon mocks gathering a few laughs.
Player: Get on with the lesson

Player: Use this as an opportunity to teach everyone the gruesome details of body decomposition
DM: "Well, since Jaxon seems to be so enthralled with the idea of death, and the rest of you seem to find it so humorous. Why don't we learn what happens to your body?" You suggest as you go to your computer and throw some images up on the projector of the stages of body decay. Jaxon's eyes brighten, and he smiles slightly. He had just intended to piss you off but never expected a lesson like this. About half the class looks like they are about to vomit all over the floor though."The process begins only a several minutes after death the body begins a process called autolysis, or self-digestion. This happens as your heart stops beating and oxygen is no longer transported to your body's cells. Their acidity generally increases at this point as the byproducts of cell reactions build up. Eventually this leads to the cell eating away at their own membranes. Damaged blood cells pour out of the blood vessels and eventually settle in the capillaries near the surface leading to skin discoloration. The bowels and bladder evacuate leaving quite an immediate stink where ever this body happens to be. Body temperature begins dropping at a rate of about 1.5 degrees Fahrenheit of course that is also dependent on the environment that the corpse was left in." You state while flipping through some more pictures. Then the bell rang. And you were about to get into rigor mortis, what a shame!

DM: "She is such a bitch," Jaxon says turning to you as the car is halfway down the street."Tell me about it," you reply with a knowing sigh. "So you're going to be my teacher,huh?" Jaxon laughs, "Maybe you'll be alright.""Yeah, we'll see," you reply. The rest of the car ride is rather silent.Class begins...Jaxon has already taken a seat in the front of the classroom when the rest of the kids come pouring into the room with a dull rumble as their various conversations merge into one. You haven't had much time to prepare a lesson over the summer so you aren't quite sure what to do with these kids.
Player: Have them read the book
DM: "Just go ahead and read chapter one in the book and no talking," you say walking back to your desk. There is a slight groan by most of the class as some of them start reading. Jaxon isn't reading and a number of others aren't either.
Player: Don't say anything
DM: You decide there isn't any point in stopping them now. You return to working at your desk. This continues for the remainder of class. They probably weren't learning much but at least they were being quiet.
Player: the bell rings

DM: You push the girl's desk up to the front of the classroom. The boy who offered to swap seats gave you a bit of a strange shrug and smiled slightly, "Your funeral, weirdo." This gathered a few giggles from some of the students directly around him.You spin around wondering if you heard him correctly. "What was that?" you question."Oh nothing," he said nonchalantly.You are pretty sure you heard what he said. You look down at your seating chart to see what this guys name is. Jaxon. Well, you are certainly glad that you listened to your instincts you feel that you definitely need to keep an eye on this guy. Then again it could just be nothing.

DM: "I'm not the baby here. You are," you say as you approach his desk, "Do I need to give you a pacifier so you'll stop talking?"Jaxon looks a bit embarrassed as his face turns slightly red and he slaps his hand on the desk. "I don't need a fucking pacifier. Although, I'm sure you'd like to use my dick as one, you fucking pervert. Now shut up, bitch, before I send you to your funeral"Several student start laughing uncontrollably as Jaxon slouches smugly in his seat. You step back a little surprised at his words.

Player: Continue to ignore him
DM: You continue to ignore him and continue with the lesson."Oh, so now you're deaf too," Jaxon shouts.

Player: Pull over
DM: You quickly swerve and come to a halt on the side of the road. "I don't like the way you're talking to me. I'm the teacher here, and you will learn to respect me," you say forcefully."Bitch, I am your worst nightmare, and you will learn to fear me," Jaxon retort back.
DM: "No, bitch, you will learn to fear me!" You yell as you lunge toward him grabbing his throat.You push his head bashing it against the window hard enough to shatter the window. Jaxon's head is bleeding rather badly as he quickly climbs out of car and makes a run for it.

Player: Ask for a story

Player: Z
Player: B
Player: Z

Player: Lock the door and continue
DM: You drag Jaxon down the wall as the slam him against the closed door as you then lock the door. While you are doing this, you don't notice Mary, the small girl from the back of the classroom, sneaking up behind you with a pen and a beaker filled with acid, from the lab which was planned later that day. She stabs you in the lower buttocks which causes you to releases your grip and turn around quickly at which point she splashes the sulfuric acid in your face. You scream in horrific pain as you go blind and feel the acid eating away your flesh.

DM: "No, I would not like to use your fucking micro-dick in any way shape or form," you snap back slamming a hand on his desk, "Straighten up and stop being an asshole before it's too late.""Yeah, you would know about being too late, asshole," he laughs back thinking that he is hilarious, "Except when it comes to ejaculating, I'm sure you're always early there.""What the hell, Jaxon?" you say.

DM: "I don't know but that's not important to what we're talking about," you say then continue your lesson. "Hope you have a nice funeral, weirdo." he said quietly. This gathered a few giggles from some of the students directly around him.You spin around wondering if you heard him correctly. "What was that, Jaxon?" you question."Oh nothing," he said nonchalantly.You are pretty sure you heard what he said.

Player: Reprimand him
DM: "No, I'm not. But you are quite rude. Didn't anyone ever tell you to wait to be called on? If you have a question it can wait," you explain as calmly as you can muster."I don't need to wait for shit," Jaxon says as he abruptly stands up. "Yes. Yes, you do and I would appreciate you not using that kind of language in my classroom," you state firmly."Oh, your classroom? Think just cause you're the teacher that this is your classroom. That don't mean shit, bitch. What are you compensating for trying to boss us kids around? You got a tiny dick or something," he yells as he begins walking toward you.
Player: Keep your cool
DM: "No, but it certainly seems like you're compensating for something. I see right through you. You're just a scared little kid who wants attention. Now please march your sad little face to the principal's office,"He doesn't seem to be moving anytime soon and just stands there with his arms crossed.

Player: Beat the shit out of him
DM: That comment got to you. Maybe you really are compensating for something."Oh, you think you're so fucking cool?" you say as you approach him. "You're going to pay for that comment.""Oh yeah! I don't think so! It would be your funeral" he said still trying to sound tough although it was apparent from his widening eyes that he was a bit intimidated. He is only a middle schooler after all, and you're about a foot taller than him.
Player: Change your mind and just send him to the principal

Player: Move on with class
Player: ...On to lunch..yum?

DM: Not having a lesson prepared you just find a random science video on youtube and hit play. This video was definetly geared toward children and looked like it was made in the early 90s as a somewhat creepy man with puppets danced across the screen explaining various concepts. The video quickly loses about half of the class's attention as they dose off to dreamland. While you are slightly annoyed, you could also just ignore it.
Player: Let them sleep

Player: Confront the students
DM: You can't have this kind of behavior in your class. "Why aren't you guys reading?" you ask the group of them."It's boring," one of them pipes up."Yeah, maybe you should of had an actual plan for class," Jaxon pipes in, "But since you don't please just let us be or else."That last bit sounded vaguely threatening although what can Jaxon really do to you. It's not like he has anything on you, right? Although it is possible.

DM: "No, I'm not going to just let it go. You should be reading," you say."Maybe, and you should have made a plan instead of fucking a stripper," he snaps back. The rest of the class was paying attention to your conversation now."You don't have any proof," you say.Jaxon snorts pulling out his phone tapping a few things and then putting it away. "Hey, don't play on your phone while I'm talking to you," you say."Oh? I wasn't playing," Jaxon smiles as several people's phones go off. They pull out their phones, and there is a fully naked picture of you in full view. The class immediately starts laughing as they see the images. You are utterly humiliated. This will probably be the end of you.

Player: talk to a different teacher

DM: After that lesson, the lunch doesn't look to appetizing to most of the students. You however are perfectly fine. You grab a slice of pizza and head to the teacher's table. Although, your stomach does feel slightly strange. It's just anxiety about meeting the other teachers.Walking over to the teacher's table, you feel slightly anxious. There are three teachers sitting at the table although you know this isn't nearly all of the teachers at the school. You can hear bits and pieces of their conversation.That maintenance worker is crazy.... I don't believe that there are aliens...There's this one student.... annoys the fire out of me... cheese pizza...that's my favorite...I can't believe anyone....Eventually, you make it to the table and give a small wave to get everyone's attention before introducing yourself, "Hello, fellow teachers." You feel like you are terrible at introductions."My name is Grayson Ezra. I'm new here."The other teachers greet you and introduce themselves. You try to make mental notes.Jacklyn Hart- A stunning music teacher who is fairly knew to the school as this is her second year. She's rather young about the same age as you and has short wavy brown hair.Kate Scott- The history teacher. She's been at the school for many years and is in her mid-fifties. Her hair is strawberry blond and she seems slightly cold.Steven Davis- The tall gym teacher. He has long dark hair that is tied in a pony tail and also has a full beard. He's been at the school about five years.Who would you like to talk to?

Player: Have second thoughts
DM: You haven't killed anyone yet so you stop before you do. Perhaps you realized you were acting impulsively and irresponsibly or you just want to avoid greater consequences. Either way you release your grip from the boy's throat. Jaxon gasps for air as he drops to the ground and quickly scrambles away from you. He looks terrified and maybe you actually did teach him a lesson although it probably won't last. A few moments later the security guard rushes in and you surrender yourself without a fight. You obviously lose your job. You now have a criminal record. Good luck finding another job.

DM: "You know what, Jaxon? You should learn not to mess with people who are bigger and stronger than you," you say calmly as you take a swing at his face with your fist. Remarkably, he rolls out of his desk dodging the punch. Seeing this as a situation you can take advantage of, you jump on top of him. After a few moments of scuffling on the floor, you manage to get the upper hand. Soon you have him pinned down and begin barraging his face with repeated punches. Within minutes you have bloodied his face to a pulp. You then look up and notice that most of the class has left. You continue beating his face into the ground watching as you form a rather large pool of blood. You continue until you hear security enter the room.

Player: D
Player: X
Player: K

DM: You continue teaching as if nothing happens. Jaxon continues to be a distraction until the bell rings.You got through your lesson,but you're not sure anyone was actually able to pay attention.

Player: Make it his funeral
DM: "Actually, it's your funeral," you says gritting your teeth as you grab him by the throat and lift him up. Several students are running out of the classroom at this point while the others are either staring in shock or pulling out their phones to record it.Jaxon squirms and kicks trying to break free as your grip tightens on his neck. "Please, don't," he gasps with a pitiful look on his face. You continue squeezing until you hear a crack as you fractured his hyoid. You drop his now limp body to the floor as you hear rapid footsteps from the hallway. You assume it is security. They will arrest you. That is if they can get to you.
Player: Get arrested
DM: You stay in the room and wait for security to arrive. They do and you surrender. Your career is over, and you face several charges. Do you feel guilty?

Player: Kill Jaxon
DM: There is no way you are going to let him get away with this. "You fucking bastard," you yell as you grab him and quickly bash his head into the desk. "Go ahead," Jaxon mutters as you continually bash his head into the desk until he blacks out. It isn't long after that when security shows up and and pushes you to the ground. In jail...You have been in jail a little less than a few hours when a large inmate approaches you. He grabs your neck and moments later your life is gone. Turns out that this family has more connections than you thought.

Player: Show a very flashy video
DM: You click off of the current video and choose another. It has an epilepsy warning but whatever. You click play. A few moments later you hear a loud scream.You look over to see a child writhing on the ground having a seizure. You panic and run out of the room to get the school nurse. In the mean time, the child has bashed himself against several things and is bleeding.Needless to say, this incident doesn't bode well for your teaching career.

Player: Run after him
DM: You aren't going to let him get away. You quickly jump out of your car. A bit too quickly as you forgot to check for oncoming cars first. The car slams into you sending you flying over the hood before grinding your body across the asphalt. Your skull is immediately smash as a second car runs over your already mutilated body.

Player: Gram Positive
Player: G+ Coccus

DM: "Hey, Jacklyn. Do you have any advice? I know you just started last year, but that's more than me.""Yeah, my first year was crazy. My advice always be on time. Especially, with this new principal Mr. Smith. He's really strict about being on time. Also, don't stress out to much."

DM: You turn to Kate and give a small wink. "You know I like an experienced woman, and I'm not just talking about teaching. Although speaking of teaching, do you want to help me with my project on the tit- I'm sorry, TET Offensive?"She turns to you and laughs slightly placing her hand on your thigh, "I don't think you could handle it, little homo erectus. They don't call me a Rough Rider for no reason. You're funny though."You blush taken a back slightly, and you feel her slide something into your pocket.

Player: Go through the lab one more time
DM: You spend the rest of your planning period checking the lab equitment. Luckily everything was in order and your mind is put at ease.

Player: Run for your car

Player: Flirt with Jacklyn
DM: You lean over and say to her, "You're beautiful. Why don't we go home and make music on my sheets."She turns to you and sharply slaps you across the face. "You pervert!"She reports you for harassment and you end up losing your job.

DM: You turn to him. What would you like to ask?
Player: Flirt with coach davis
DM: You look up and down Steven and smile at him and say, "We should train together, I've heard it's good for bone density. And I don't just mean my skeleton.""Sure. I can train with you," he states completely oblivious to your attempt at flirting.

DM: Midway through lunch, you turn away from the group of teachers as you hear some commotion.One of the student was feeling a bit sick. The male student had gotten up, his stomach contracting so that he hadn't had time to lean the lunchroom. Chunks of food covered in the creamy chime produced in his stomach were propelled into the air. It splattered the floor and other students, no one was safe. Unfortunately this created a chain reaction in which several other kids began vomiting, creating small rivers and lakes as the mixture of half-digested food and stomach acid spread across the floor. By the end, no one could leave the lunchroom without stepping in the foul mixtures of vomit.You survey the mess barely able to stop from vomiting."God damn it, not again," you heard the voice of the janitor grumble as he walked toward the flowing disaster area. Here's to hoping there aren't any aftershocks.
Player: Lab...
DM: Before you know it, it is already time for the students to return to your class for a lab. You briefly go over lab procedures and safety before turning your students loose on the experiment. Everything is going smoothly until you notice that a group of students isn't following the procedure exactly. One of them is Jaxon. From what you can tell they aren't doing anything which would cause them danger, but it does annoy you slightly that they aren't following your instructions to the letter.
Player: Reprimand them for not following your instructions exactly

DM: Well, that doesn't change anything, but maybe you can become a productive member of society someday (Probably not anytime soon).

DM: The security guard charges into the room. You aren't going to jail. You are determined to escape. Your eyes quickly dart around looking for a route.The window. Dashing away from the guard you leap at the window shattering the glass. The glass rips your skin slightly, but you keep running. Good thing your class was on the first floor. The guard is still in pursuit, and you know the police will be there soon.
DM: You run in a zigzag pattern hoping to avoid getting shot. Running faster than you ever have before, you don't look back. The tree line is in sight. Remarkably, you made it. You run deep into the forest trying to avoid tripping on tree roots and uneven ground. After half an hour, you are out of breath and look around. You are completely lost, but you noticed that you were no longer being pursued as far as you could tell.

Player: Accept the inevetiable
DM: It isn't long before the photo has spread around the whole school, and after that it isn't long before many parents are calling for you to be fired.

Player: Try to find a path around the vine wall

Player: Flirt with Steven

Player: talk to another teacher instead

DM: "How's our football team doing this year?""Oh, they're doing great. I can't wait to see to Walter Lynch in action.""Who's Walter Lynch?" you inquire."Oh, he's our new quarterback. He should be in your class. Keep an eye out for him and make sure he does well.""Will do," you reply.

Player: Ask about the sports team

Player: Click the NSFW link

Player: Lab

DM: "General, this seems like a weak, softball answer to a serious problem. The Garavan have caused many problems for us.""Well, I think they can be relyed on this time." You counter feebly, before relief hits you as she goes on to the next question.
DM: "General, there's been much controversy over your choice of lieutenants. With the exception of the late Commissar Mast, Grand Scribe Akaid and Admiral Yarcel, there's been terrible crimes committed by your lieutenants. We have a Garavan known for brutal executions and death matches, a "human" leader who's willing to sacrifice massive amounts of things and has been in several sex scandals including a polygamous relationship, a Clone behind the Black Ops operation that overthrew Prince Cain, a Remnant who's led brutal attacks resulting in mass civilian casualties and a Brain Bug who's wiped out large amounts of civilian factory workers during her attacks. These are all, for lack of a better word, war criminals who..."
Player: Don't interrupt her
DM: "... have committed atrocities. Surely if we're entrusting the success and survival of the Coalition with people like these, something's gone wrong. These people are quite frankly the lowest denominator.""I'd have to disagree with that. The lieutenants I've chosen are all great people willing to do what's best for the Coalition." You say meekly, knowing that in letting her speak you've probably pissed off quite a few of your friends.
Player: Make a speech about strength

Player: Jacklyn

Player: Steven

DM: "Do you have any advice?""Make sure the athletes pass."

Player: Ask about football team

Player: Let them continue and only stop them if it gets dangerous
DM: You decide to let them continue. After all science is about discovery right? Although it is also about procedure. But because they weren't in any danger you let them continue on their own.

Player: I
Player: L
Player: R

DM: You move toward the door to lock it, but a group of students is blocking your way. You hear the footsteps in the hallway approaching even faster.

Player: No

DM: What would you like to talk to Jacklyn about?
Player: Talk about Jaxon
DM: "Do you know Jaxon?" You ask her.She rolls her eyes and replies, "He's in my band class. That kid is a mess. But you should meet his mom, shes..""A real bitch," you say interrupting."Oh so you've met her before?" she asks a bit confused."Unfortunately," you reply.

Player: Ask how her day is
DM: "How is your day going?" you ask."Well, I don't want to distract you while you're at work," she replies hesitantly. "Besides it's probably nothing."You are a bit worried. "No, tell me what happened.""I just really wish you had been here. I got into a bit of a fight with my sister. So I would be extra careful around her," she says her voice wavering slightly."Well, that's nothing new is it.""Well, this time was a little different. I think she might be in some real trouble, and I may have accidentally got us a bit of a mess too," she explains with a sigh."Tell me everything now," you request nervously as you slump back into your chair.She explains the situation to you. Her sister had gotten into a very physical fight with her. The police showed up after some neighbors saw the incident. She had managed to explain the situation so far to the police although Scarlett was arrested. This is what led to the fight and death threats against both you and Celeste.
Player: Go to her
DM: You quickly drive home to her. You don't care if it costs you your job. Something are more important. Celeste is one of them.

DM: You're still tired and go back to sleep... When you wake up you find your hands have been tied behind your back and your leg tied to the legs of the chair. Panicked, your eyes dart around the room to the children looking at you and snapping pictures. At the helm of the mass of children, Jaxon stands smirking, "Napping on the job, huh?"

DM: You lock up your classroom and head out. Where would you like to go?
Player: Walk to the history room
DM: You knock on the door of the history room. Ms. Scott answers the door with a smile. It just so happens that she has the same period off as you today."What brings you here today, Grayson?"
Player: "I need some advice"

DM: A month passes and you are still on the run. By now a near nationwide search has begun for you although they probably aren't putting as many resources toward your capture as they could be. You have managed to lay low for all this time in the woods. You had several close encounters with officers but have somehow managed to avoid capture. A few months later you crossed the border and escaped into a neighboring country and tried to begin a new life.Years later...You sat on the tattered old couch of your small upper room apartment. A gun securely by your side at all times. Without any form of identification, the only job you were able to find was undocumented as a miner. You are paid well below minimum wage since the job is away from any sort of government regulations. It is not easy work, but it is your only option. You often wonder if running was worth it. Perhaps prison would have been better than living in virtual slavery. Being on the run as well as now working illegally made your life extremely stressful. You are constantly paranoid of the authorities catching up to you. Not that they would recognize you now in your eternal disheveled appearance.A noise outside the door. You cock the gun and peer through the peephole. It was an officer. Panicked you raised the gun and shot him through the door. You are forced to flee once again. You will be running for the rest of your life.

Player: Gossip

Player: Talk to someone else

DM: You completed your first day. It was super enjoyable for you. The rest of the school year continues in a very similar manner. Gradually, you develop the reputation as a fun teacher or at least a very strange one to say the least. Most students enjoy coming to your class purely because of its spontaneous nature. Although, most of your fellow faculty members don't particularly appreciate it all the time.

Player: Explain the procedure to them
DM: "Well, maybe I should clarify then," you say realizing you might be in the wrong slightly. Perhaps it would help to be more clear. Unfortunately, you spend the rest of class explaining, and no one actually has time to finish the experiment.

Player: Ask to be untied
DM: "Please let me go. I don't know what I did, but I am truly sorry," you grovle hoping it will make your situation better.Jaxon looks a bit taken back by your apology but then smiles cruelly. Several members of the class snickered slightly."I'll let you go on one condition," Jaxon says."What's that?""You quit this job and never come back,""And if I refuse?""You're leaving this school one way or another."
Player: Refuse Jaxon's offer
DM: "No, why would I accept something like that?" you question. "I suppose you enjoy being tied up then?" Jaxon smirks then grabs a roll of duct tape and tapes your mouth shut. "Not another word."You sit silently in the chair as you watch Jaxon giving his victory speech. It seems he didn't actually have a plan for the classroom. Eventually everyone grows bored of him and goes to do their own thing.Nearing the end of class, another teacher happens to walk by and immediately puts the shenanigans to a halt. Unfortunately, this incident ends up costing you your job.

DM: You start walking toward the school offices. You're so glad that there are signs now showing where to go, that certainly would have been helpful on your interview day. As you were walking you, see the janitor, Mr. Smith. Remembering the rumors you heard about him, you wonder if you should stop to talk to him.
Player: Stop and talk to the janitor
DM: "Hey, Mr. Smith! How are you doing?""Please, call me Flip. Oh you're the new science teacher. Glad to see you survived your interview.""Yeah, why wouldn't I have?""Don't you know that the new principal is an alien?"So he really does think that the principal is an alien. Is he crazy?
Player: Inquire further
DM: "How do you know, Flip? Show me some proof," you say skeptically."Well, first off whenever I clean that office there is some strange gooey substance coating parts of the floor.""Could just be some sort of food or something?" you suggested."I don't think so. I've dealt with plenty of messes to know what things are and this isn't like anything I've seen. Also have you ever shaken his hands. They are so cold. And his obsession with being on time. Also his diet is rather odd don't you think. I've never seen him eat anything other than fruits or vegtables.""So what? He's a time conscious vegetarian who happens to have cold hands." You rationalize. "Got anything better? I'm not convinced.Flip sighs. "Whatever, I have work to get to. Don't say you weren't warned," he says as he walks away.
Player: keep walking to the offices

Player: Try to impress the coach by lifting heavy weights
DM: Walking over to the weight bench, you place several large weights on. "Hey coach! Look how strong I am," you shout as you struggle to lift the weights above you."What are you doing? Don't lift without a spotter!!" he yells back as he ran over to you, but it was too late. The barbell came crashing down on top of your neck as your arms gave out.

Player: Don't buy anything
DM: You wander the store smelling all of the different foods. They all look so good and you become more hungry as you peruse the aisles.
Player: Quickly leave before you buy anything

DM: Outside of the music room you can hear that the band is practicing. They aren't very good, but they are trying. You notice that Jaxon is in the room. Damn that guy. He plays the percussion apparently and seems to be the only one that doesn't totally suck. You stay and listen for a few minutes, but that is all you can bear to here.
Player: Go for a walk somewhere else
Player: Change your mind and do something else

Player: "Just looking to relax."
DM: "I'm just looking to relax, Ms. Scott," you explain."Please call me Kate," she smiles as she leads you into the room. "And you think I would help you relax?""Yes, I think you can.""I suppose I could give you a back massage."
Player: Accept the massage
Player: Ease away from her

DM: Screw him. Kids like him aren't worth your time anyway.

Player: Continue to accuse her
DM: "Why were you looking around the classroom then," you say leaning closer to her."I was looking at the clock, Gee. Why don't you believe me? I haven't even written an answer yet," she looks at you her eyes starting to fill with tears.

DM: "Well, let's try the desk." You go around to the back of the large pine desk and start opening drawers and rummaging through. Sophie does likewise on the left side of the desk.Suddenly, Sophie grabs your arm. "Hey, look at this!" she exclaims, shoving a picture in your face.It is a picture of Mr. Alexander, the man you just met, and a red-headed woman. They are smiling lovingly at each other. "I'm very sorry for you, Sophie, that he's married," you say, "But, we've got bigger problems..."You point at some paneling to the left of the desk. There is a dark red stain pooling up at the bottom edge. Sophie's hand flies to her mouth. "Oh, my God! I don't even want to know..."You hear the locked door click again, and both your heads snap towards it. The door opens quickly... and standing in the doorway is Mr. Alexander! He looks incredibly angry! The two of you scream and run for the other door...You tumble through the door into a windowed breakfast room. You and Sophie hurriedly stumble through the iron-wrought chairs and your eyes dart around for which way to go. You can see a garden from here, but there are no doors leading outside. There is also a door to your left, and a door to the far right, but it looks like Mr. Alexander might make it there first. What will you do?
Player: Risk it and go to the right door.
DM: You decide to risk it and run for the door on your right.You duck to the right, hurdling over a beige wicker chair - but not quite clearing it. Your foot catches in the armrest and you fall to the ground with a crash."Damn! Owww..." you moan your chest hits the floor with a painful THUD. You struggle to get to your feet, turning your head just in time to see Sophie fleeing out the left side door - and to feel the cold sting of a hypodermic needle....
Player: Black out....

DM: You walk over to group of student. "You know that's not what the instructions say," you say not entirely sure how to approach the situation."We know what we're doing," Jaxon scoffs back."Are you sure about that?" You say pointing to a beaker. "What did you put in there?""Uhhh.." the group said in near unison. "See you don't know what you're doing. Now follow the instructions," you retort and walk back to your desk. You look back at them and they appear to be following the instruction for now, but you'll keep an eye on them. Several minutes later, you see them mixing something again and notice a slight smell in the air. Then you see one of the students looking a bit dizzy as they stumbled into their chair.You take another sniff and realize the mixture the group was making was creating a gas. You quickly race over to the beakers as you begin to feel a bit light-headed yourself. You quickly rush to put the mixture in the ventilation hood. You then open the windows to let fresh air into the classroom. You averted a near disaster.A few minutes later the bell rings. The day is over for you, but the students still have about another hour. Since you have to wait on Jaxon what do you do to pass the time?
Player: Stop them

Player: Spit in his face
DM: "This will never be your classroom, child," you say as he spit in his face.Jaxon flinches slightly as the spit hits him directly in the eye and begins to trickle down. He wipes it off and grits his teeth. He looks seriously pissed. He tightens his grip on your neck causing you to gasp for air. "Your fucking funeral, bitch," he says as he rears back his hand and punches you in the face. He keeps punching you in the face until blood starts to trickle from your nose. He was about to continue the assault on you when the security guard came into the room and tackled him to the ground. You watch in satisfaction as Jaxon gets pinned to the ground and handcuffed.Fortunately for you, on of the student realized this was going too far and alerted security.Unfortanely for you, you still end up losing your job for failing to maintain control of your classroom. At least you got to see Jaxon get what he deserved.

Player: Head back to the room just in case

Player: Run back to lab and forget this happened

Player: Seven

Player: change your mind and buy something
Player: buy a beer
DM: You try to buy two six packs of beer only to realize you left your ID back in the classroom.They won't sell you the beer even though you insist you are old enough.
Player: Buy a snack instead

Player: Steal the beers

Player: Walk to the gym

Player: First Aid cabinet

Player: Just wait and see when you grade
DM: Soon she wasn't looking around anymore. She yawned slightly and returns to working on her test a few minutes later.You guess she wasn't cheating after all, right? After all she would have written right after if she was copying, right? Must have been a strange coincidence. Anyway you'll be extra careful when you grade her paper.The bell rings and you collect the papers.
Player: Head for lunch
DM: As you are walking toward the lunchroom, you look over and notice a large high schooler standing over one of your middle school students. The high schooler must have been a transfer from Edgewood because he was still wearing the green uniform of that school. The high schooler had the student pinned against the locker. You slowly approach the situation and realize that the small student is Jaxon. Part of you is very much enjoying the predicament Jaxon seems to have gotten himself into especially after all the trouble he has been causing. The other part, however, knows it's probably your job as a teacher to stop a fight.

DM: "Where do you think you're going, punk?" you question as you slam a hand down on his shoulder."Don't fucking touch me, old man," Jaxon says turning around sharply and kicking you in the groin.You fall to the ground in pain as he then kicks you in the head.
Player: Get up and fight
DM: There is no way you are going to be beaten by a kid like this. You swing your fist directly at his face and make contact. He falls to the ground. Seeing this as a situation you can take advantage of, you jump on top of him. After a few moments of scuffling on the floor, you manage to get the upper hand. Soon you have him pinned down and begin barraging his face with repeated punches. Within minutes you have bloodied his face to a pulp. You then look up and notice that most of the class has left. You continue beating his face into the ground watching as you form a rather large pool of blood. You continue until you hear security enter the room.

Player: Take a short nap
DM: You lay out a mat on the floor, and you soon dose off. When you wake up, it is time to go home. You quickly find Jaxon and begin to drive him home."So how was your day, Jaxon?" you ask trying to relieve the silence."Fine," he says staring out the window.He was being a bit more quiet than normal, but maybe he is just tired.
Player: Just take him home

Player: Pressure him to talk
DM: "Come on there has to be more to it than that," you press."No, that's it," he says."Really? That can't be it," you continue."No! That's fucking it goddamn it!" Jaxon screams so loudly that it causes you to jump. You end up swerving into on coming traffic. You are both killed instantly.

DM: AAAAW
Player: i
DM: AAAAAI
Player: k
Player: g

DM: You quickly turn around and start to run, but no sooner had you taken a few step you feel something wrap around your neck. It is pulling you toward the alien.
Player: accept your fate
DM: You take a deep breathe as you are pulled into the gelatinous belly of the beast. You don't feel any pain as you slowly feel your consciousness drifting away as the alien absorbs your memories, your soul, your everything. Soon all is blank yet you feel a strange sense of calm as you now become one with the alien.

DM: Without responding to the guard, you madly dash off into the parking lot. The security guard smiles as he then chases after you and shoves your back to make you fall. The beers smash all over the parking ground. The guard soon has you pinned down as a few curious onlookers gather and take pictures.You are taken into see the manager who agrees not to press charges as long as you pay for the smashed beers.
Player: Refuse to pay
DM: "I'm not paying," you insist.Charges are pressed and you are fired.

Player: Ask if you can continue this later
DM: You turn around looking at Kate in the eyes. "As much as I'm enjoying this, can we continue this outside of school. You never can be sure of what might happen in school.""You're right. I got a little carried away," she said as climbed off of you. "Check your pocket. I wrote my number down and slipped it to you at lunch. I don't know if you noticed.""Well, I'll be sure to check it.""One more thing," she says as she leans forward and gently kisses your lips, "Good luck with your class."Do you plan on actually continuing later?

DM: "I think I'll pass thanks for the offer though," you say as you start to move toward the door."Isn't there some reason you came here though?"

Player: She's clearly cheating. Make an example of her

Player: beg for mercy

DM: He obviously doesn't want to talk so why force him? Upon arriving at his house, you find the place surrounded in police cars. "What the..." you trail off as you see the numerous squad cars surrounding the place.
DM: There's no way you want to get involved with the cops. You just drive back home."Thanks, I didn't want to be left there anyway," Jaxon tells you.Shortly, you arrive home to find Celeste bruised pretty badly. You rush to her side. "What happened?" you yell as you were a bit frightened."I got in a fight with Scarlett," she starts to explain as she started to tear up a bit.You then realized what all of the police cars must have been about. "Well, are you okay?" you reply."I'm scared," she says, "They threatened our lives for involving the police. But it wasn't even my fault. Dumb bitch shouldn't have started a fight where the neighbors can hear.""Wait like a death threat?" you question nervously.All she can do is nod.
Player: Go into hiding
DM: You are scared. You immediately move the two of you away to some place where nobody knows you to start a new life. You never regret it. You find new work as a teacher, and Celeste is finally able to finish her degree and get a new job. You live very happily together away from that crazy bitch, Scarlett.

Player: Pay the store
DM: You pay the store and head back to school.Unfortunately, the images of your run in with security make their way to the principal and school board. You are fired.

Player: Help the students
DM: Rushing over to the collapsed students, you pick them up. As you are doing so several more students collapse and you begin to feel a bit light-headed yourself. You realize you need to get whatever is producing this gas into the ventilation hood. You rush toward the toxic chemical mix, but it is too late. You collapse to the ground shattering the beaker.

DM: "Maybe if you had studied more you wouldn't have to cheat. And then lying to me on top it? I'm going to have to give you a zero on this test," you say loudly enough that the whole class heard you."That's not fair! I didn't even do anything," she yells back now crying even harder.You fail her and continue to watch the other students take their tests.They all stare directly down at their tests not daring to move. Later that day you are called into the administration office.."Have a seat," Mr. Smith instructs you. You comply as he continues, "I received a complaint about the way a student was treated regarding a test. From what I have heard, your behavior was less than appropriate. You humiliated this girl in front of her peers and failed her without any real evidence.""But she was cheating!" you interrupt.Mr.Smith gives you a stern look, "Don't interrupt me while I'm speaking! You are put on probation until further notice, and that's final."

Player: Sit and watch Jaxon get the shit beat out of him
Player: Go onto lunch

Player: Strive to be a better teacher

DM: "Well, it's probably nothing to worry about," You reassure her."I guess you're right," she says hugging you tightly. A few days later...You are on your way to work when a car suddenly swerves into you pushing you off of the road. You didn't see it coming. ou barely had time to scream as the airbag slammed into your face spinning your head around. The car tumbled off the road before crashing into a barrier and coming to rest wrapped around a tree. Then everything was silent.Perhaps it was just a coincidence. Perhaps not. You'll never have the chance to find out.

DM: You climb out of the car and walk over to one of the officers."What's going on officer?" you question."It's ongoing investigation. We will not make any comment at this time. Now please move back out of perimeter before I have you arrested for disturbing the scene." she responds rather harshly.
Player: Protest
DM: "No, there's no need for me to leave," you protest."Alright, that it. You will be leaving in the back of squad car. Put your hands behind your back," she says as she prepares to put handcuffs on you.
DM: You comply with the officer's commands, and she slaps a pair of handcuffs on your wrists before putting you in the back of the squad car. You end up getting away with just a fine, but the incident is enough to cost you your job for the time being.

Player: Stop the students from messing around
DM: You walk over to group of student. "You know that's not what the instructions say," you say not entirely sure how to approach the situation."We know what we're doing," Jaxon scoffs back."Are you sure about that?" You say pointing to a beaker. "What did you put in there?""Uhhh.." the group said in near unison. "See you don't know what you're doing. Now follow the instructions," you retort and walk back to your desk. You look back at them and they appear to be following the instruction for now, but you'll keep an eye on them. Several minutes later, you see them mixing something again and notice a slight smell in the air. Then you see one of the students looking a bit dizzy as they stumbled into their chair.

Player: Walk away and just see what she does
DM: "Very well then," you say and walk away from her returning to your desk. She doesn't look around anymore and begins furiously writing on her paper. You guess she wasn't cheating after all, right? Must have been a strange coincidence. Anyway you'll be extra careful when you grade her paper.The bell rings and you collect the papers.

DM: You approach the two of them."You sold me a fucking fake," you hear the older one say. You walk faster and place your hand on the older student's shoulder."What's going on.." you start to say but before you were able to finish you found yourself on the ground. The next thing you knew you were in the nurse's office."What happened?" you question, "My back is really sore.""You got flattened by that kid. I've already checked everything you should be fine. You'll be sore for a bit, but it's not anything to worry about. You're free to go," the nurse tells you."Um, thanks?" you say as you walk back toward your room. On the way several teacher ask you how you are doing.Then there is Kate Scott, the history teacher. "Hey, I heard about what happened. How are you doing?""Oh, fine. But my back is really sore," you explain."Well,you could come back to my room and get a massage if you like?"

DM: You leave the scene and head to lunch. A few minutes later Jaxon comes in as well with only a few bruises.You walk over and sit at the teacher's table. Coach Davis is the only one there at the moment might as well start a conversation with him. Oh never mind, he already started it."Are you going to the football game tonight," he asks."Oh, I don't know. I hadn't really thought about it," you respond with a shrug."You should come out and support the kids. Boy, I can't to see Lynch in action. It isn't everyday that you get to see a middle schooler playing varsity. It's just incredible," he exclaims."Wait, he plays varsity and he's in my class?" you question in disbelief."Yeah, that kid has one hell of an arm," Davis says as he takes a bite out of his hotdog, the relish running out of the sides of his mouth.
Player: Wipe the relish off his face and try to get romantic

Player: Pass
DM: "I'm fine. Thanks for the offer though," you say as you walk back to the room. That's when you notice there are still a few minutes left in lunch. You head to lunchroom and notice Jaxon already sitting there with only a few bruises. You wonder how he got away. Anyway, you walk over and sit at the teacher's table. Coach Davis is the only one there at the moment might as well start a conversation with him. Oh never mind, he already started it."Are you going to the football game tonight," he asks."Oh, I don't know. I hadn't really thought about it," you respond with a shrug."You should come out and support the kids. Boy, I can't to see Lynch in action. It isn't everyday that you get to see a middle schooler playing varsity. It's just incredible," he exclaims."Wait, he plays varsity and he's in my class?" you question in disbelief."Yeah, that kid has one hell of an arm," Davis says as he takes a bite out of his hotdog, the relish running out of the sides of his mouth.

Player: "No, thanks." Continue talking to him about football

DM: The bell rings. Your day is over. Boy was it interesting! Waiting until all of the students leave, you gather your belongings and head out the door. In the hallway, there is someone waiting for you. It's Kate. You feel a bit excited just seeing her. "Ms. Scott, did you need something?" you ask."I was just wondering if you're free tonight. You know the thing we discussed earlier," she said minding her words carefully.
Player: Yeah, I'm free

Player: Sensually bite his neck
DM: You push the hotdog away gently. "I would in fact like a bite, but not of the hotdog," you whisper as you push him back in his chair and climb on him. You put your mouth on this throat and gently start to nibble.After a second, he pushes you away violently. "What the hell, bro? What are you trying to do? Seduce me? That's not going to happen."He ends up reporting you to the administration for "being a creep" and harassment.

Player: Call her immediately
DM: You pull the paper with the number out of your pocket and begin dialing. Ring. Ring. Ring."Hello?" a gentle voice answers. You hear a slight roaring in the background of the call."Hey, it's me," you say."Oh good. I was hoping..." you heard her say before a loud blaring intterupted her voice. That noise was followed by a loud screeching and then a loud crash. Then silence. Piercing silence."Ms. Scott?" you say quietly hoping for an answer. "Kate?" you say a little louder hoping she just didn't hear you. "Can you hear me? Kate!"You have sinking feeling in your stomach as your mind jumps to the worst.

Player: Go to the game
Player: Go stop them

Player: No

DM: You lean forward and slowly nibble at the hotdog while it is still in his hand. You look up into his eyes lustfully while you do this. You feel yourself becoming increasingly aroused as you consume the hotdog. That is until you notice Coach Davis isn't even looking back at you. You feel crushed.
Player: Allow yourself to become depressed
DM: You feel very depressed by this constant rejection. The longing to be with him won't go away as much as you try. You drift through a few days of class. You might be present in the room, but mentally you are blocked feeling trapped without him. A week later, your sadness has become so crippling that you never go home anymore. You desperately try to burry yourself in your work as a distraction, but now not even that works. The students have noticed this change and a few teachers have approached you asking if you need help.One late night you fell asleep grading papers in your classroom as had been common for the last week. The sadness hits you again, and you think you hear a faint voice calling you, "Come join me, Grayson. I'm sorry I ignored you for so long. Come. Be my lover.""Yes, Steven," you reply quietly as you run toward where you heard the noise. You were running so fast that you didn't notice an extension cord lying across the floor. In moments your legs are taken out from under you. Your headed crashed so hard against the edge of the desk that you barely had time to feel pain before you went unconscious. It was morning before anyone found your body. You had bled out from the head injury.

DM: You're the teacher and since this is happening at school that makes it your responsibility, right? You head down and look underneath the bleachers. Your eyes widen as you realize it wasn't students down there.It was Mr. Smith the principal and Ms. Hart, the music teacher! You try to quickly turn away as you are disturbed by their mostly naked bodies twisted together in an intimate act. You dart away hoping you weren't spotted.The next day you receive a notice of termination citing performance issues. But that couldn't be related right?

Player: Try to calm down
DM: She's probably fine, right? She just lost signal or something and will call back in a few minutes. You think to console yourself and turn on the tv for a distraction.After a few minutes, you relax watching reruns of an old television show. However, this is soon interrupted."Breaking new!" The tv station cuts in flashing fancy graphics across the screen before going to the news room."We've just received a report of a car crash on Highway 37. It appears to be possibly fatal," the man behind the desk says. Your stomach is sinking lower and lower with every word coming out of his mouth.
Player: Turn off the tv
DM: You can't handle listening to this especially knowing this might be partly your fault, although you still don't know it is her. Turning off the tv, you put your head in your hands and sigh slightly. Even though you only knew her for this one, this still has an impact on you.The night passes slowly as you do everything possible to avoid thinking about the situation. However,the situation becomes impossible to ignore the next day at school. You confirm that she is indeed dead.
Player: Move on

Player: Weeks pass
DM: "Another day," you sigh as you climb out of bed and head off for the school. You aren't very involved in school activities and you feel that you don't really have much purpose here at the school. You feel slightly isolated and alone as a result.None of the other teachers will even give you the time of day. You feel like quilting every single day. Jaxon certainly isn't helping matters. Although, his behavior in the classroom has improved slightly. You are more worried about him than ever. Before he just seemed to be an annoying kid who was trying to be edgy. Now there was something more dangerous about him like the threats were no longer just an act. You weren't quite sure although you had heard rumors that he is involved in organized crime. Mary still has not returned to school since that one day. There is a rumor that she transferred schools and that is the generally accepted story although the janitor claims that she was abducted by aliens. Walter Lynch was severely injured in the last game and is unable to play for the rest of the season. Today's class begins like any other. You call roll and begin the lesson for the day. However, midway through class your name is called on the loudspeaker to report to the office. You sigh wondering what it could be about. This better be important. You hate interruptions.

Player: Stay glued to the screen
DM: "We cut now to our very own Georgia McMan who is on the scene with the latest," the man behind the desk announces.The screen cuts to a reporter at the scene of the crash."This accident looks absolutely tragic. It has now been confirmed to be deadly. A middle aged woman. We're still waiting on identification. We're being held back from the scene right now as the police have set up a barrier, but we now interview a witness," the reporter says as she hold the microphone to an old man with wild hair and beard."Yes, mam. It was insane out here. It was just like boom! Crash! That dude just swerved right into her. Barely missed em myself to quite honest, mam. It's crazy out there. Drivers be driven like madmen out here. It was only a matter of time before something like this happen. It's crazy ******* dangerous. I'm glad to have made it out," he keeps rambling on as they cut away from the interview."We'll be back with the latest at 5. For now this is Georgia McMan reporting action news 7," the reporter says as the breaking news symbol flashes back across the screen and normal shows resume.You slump back in your seat, your heart pounding out of your chest. How could this be happening?
Player: change the channel

Player: In Mr. Smith's office
DM: "I noticed you haven't been very active in our school community here. Do you have a reason that I should know about?" Mr. Smith questions you as you walk into his office."Oh, it's nothing against the school. I just haven't found anything to be involved in yet," you try to explain hoping this is adequate. "Well, I have an opportunity for you to become a chaperone at the school dance. I would really like to see you become more involved here," Mr. Smith says sternly as if it was more of an obligation than a request.
Player: Do it
DM: You reluctantly agree to chaperone the dance."We appreciate that," Mr. Smith says with a half smile.You nod then head back to your classroom still wondering why that couldn't have waited till later. By the time you make it back to the classroom, class is over.
Player: On to lunch

DM: "Well, we could go out for a meal," you suggest."That sounds nice but what if someone sees us," she asks a bit worried.You don't even have a reservation anyway.

Player: B
Player: A

Player: Go congratulate the coach
DM: You scan the field looking for Coach Davis. Eventually, you see that he is walking back toward the locker roo, presumably to take a shower after the sticky bath of Gatorade and sweat he just received.

Player: Chase him down
Player: Play it off
DM: "Oh sorry. I just spaced out there for a moment," you say with a small smile as you return to washing yourself.He seems to accept this explanation, and the rest of the shower proceeds without incident. After the shower, you head home driven crazy by your experience.

DM: You are very affected by her sudden death even though you hadn't known her that long. The longing to be with her won't go away as much as you try. You drift few a few days of class. You might be present in the room, but mentally you are blocked feeling trapped without her. A week later, your sadness has become so crippling that you never go home anymore. You desperately try to burry yourself in your work as a distraction, but now not even that works. The students have noticed this change and a few teachers have approached you asking if you need help.
Player: Get help and move on

Player: Join her in death

DM: You flip through the other channels. The you see the graphic images of the wreck from one of the stations that had a news helicopter. There was a tangled mass of metal and off to the side was the mangled body of a woman. Even through the blur you could tell it was Kate. Your heart pounds even harder, and you feel yourself having trouble breathing. In moments, you see your vision fading in and out.
DM: You scream in pain as your heart is giving out. You fall to the floor knocking your head against the coffee table. Your world fades to black and soon the noise of the television fades from your awareness.

DM: "Who cares? I'm taking you out," you reply.She looks a bit surprised but also very excited. "Alright, let's go."The date goes smoothly. Remarkably not having a reservation wasn't a problem, and you end up spending a magical night together.
Player: School year completion: The Romantic

Player: It was a fun night but...
DM: You had fun with her. The sex was good, but she's definitely not someone you want to have a relationship with.When she wakes up, you tell her the news. She is not too happy."What the hell? So all you wanted from me was one night?" she questions you angrily as she snatches up her clothes..

Player: Just friends
DM: "I just want to be friends," you explain trying to calm her down. "Well, you can go fuck yourself. I don't want to just be friends," she says. "Maybe we could have been if you hadn't led me on like that." She slaps you across the face as she gets dressed and goes home. "Don't ever talk to me again," she says as she leaves.
Player: Some time passes

DM: Heading into the lunchroom, you hear a slight commotion on the far side of the room. You ignore it while you are getting your food but as you exit the lunch line the shouting has intensified. Now two students are standing up. One of them is Walter, and you don't recognize the other one. They look like they are about to fight.

DM: B
Player: b
DM: AB
Player: v
DM: AAV
Player: a
DM: AAAA
DM: AAAA
Player: J
DM: J
Player: g
DM: AG
Player: j
DM: AAJ
Player: y
DM: AAAY
Player: k
DM: AAAAK
Player: g
DM: AAAAAG
Player: i
Player: f

DM: One late night you fell asleep grading papers in your classroom as had been common for the last week. The sadness hits you again, and you think you hear a faint voice calling you, "Come join." "Yes, Kate," you reply quietly as you walk and grab an extension cord from the supply closet. You hang your from the ceiling fan. You feel a strange fear as you feel the life being slowly choked out of you. Slowly your world goes black then all is silent.
DM: Many years later...An elderly maintenance worker by the name of Mr. Smith, endearingly known as "Flip" to those ones who know him well, sweeps the halls of Oakwood Middle after closing time. He quickly turns as he hears a low creaking emerging from one of the room. Flip looks slightly nervous although it was likely just the wind passing through these old halls. He walks down toward the noise and shines a light into the room. A shadow jumps across the wall as the nightly intruder tries to avoid being seen. "Hey, come out of there, ya little rascal," he yells as a shaking student slowly rises from behind a desk. "What are you doing here?""It was a dare," the terrified student admits, "There's supposed to be a ghost in this room. There's a legend and everything. About a teacher..."The janitor scoffs slightly cutting the boy off, "What do you know about a legend, boy. I was there when it happened. What have you heard?""Well, just that there was a teacher here a long time ago, and he died in here over some stupid lover. Now he floats around haunting the school," the boy explains looking slightly emboldened."Well, seems like you got the jist of it. Now scurry along, little rascal, before the ghost gets ya," he says smiling slightly.

DM: You reach for your phone and quickly dial 911. "Yes, hello, I need help," you manage to spout off before you fall forward unconscious as your senses fade away....Hours later you wake up. There is an IV in your arm, and you are surrounded by bright lights."Oh, I see you're awake," you hear a friendly voice say."Where am I?" you question looking around."Mercy Hospital," the nurse replies.Then it all comes back to you. The horrific images dance through your mind as you rapidly try to get up."Sir, you need to rest. You're lucky to be alive," she says gently pushing you back down onto the bed.You breathe heavily before finally calming down slightly. There isn't anything you can do now or is there?Time passes...You lay alone in the hospital bed late at night when you think you hear a knock at the door."Hello?" you call out softly."Grayson, I've come to visit you," you hear a familiar voice say. "Kate?" you say softly not understanding how this was possible."Yes, it's me," she says and you feel a gentle touch against your cheek. "Come home to me. I miss you."
Player: Try going back to sleep
DM: You close your eyes tightly but each time you do the images of the wreck race to fill your mind. You hear her voice trying to calm you, but it is not working. You continue to stress yourself as you begin panicking. The nurses rush in the room as the heart monitor flat lines. They try to revive you several times but nothing works. The images of the wreck and her mangled body fill your mind as your world slips away into utter silence and despair.

Player: 50gp Wizards Staff

DM: "Well, I was hoping it could be every night. You know?" you reply somehow thinking this will calm the situation. It didn't."I'm not your personal slut," she yells back slapping you across the face again.You look down, "You know I was thinking more like a friend with benefits?""Because that's a hell of a lot fucking better," She yells.
Player: Fight her
DM: Tired of her speaking you grab her throat and force her into a submissive position."Listen here, bitch. You came here no one forced you..." you say but before you can continue you feel a strong pressure on your groin. She had managed to grab hold of you and was threatening to rip it away from your body unless you let her go. "Let me go. If you like these being attached to your body," She threatens.
DM: "Leave please," you say as you release her. She gives your groin a tight squeeze which causes you to yelp in pain."Remember this moment. And stay the fuck away from me," she says as she leaves.

DM: AAAAAI
DM: AAAAAA
Player: J
DM: J
Player: j
DM: AJ
Player: t
DM: AAT
Player: j
DM: AAAJ
Player: u
DM: AAAAU
Player: q
DM: AAAAAQ
Player: x
Player: j
DM: A
Player: Q
DM: Q
Player: y
DM: AY
Player: p
DM: AAP
Player: c
DM: AAAC
Player: w
DM: AAAAW
Player: b
DM: AAAAAB
Player: b
Player: n
DM: A
Player: H
DM: H
Player: i
DM: AI
Player: n
DM: AAN
Player: d
DM: AAAD
Player: l
DM: AAAAL
Player: e
DM: AAAAAE
Player: x
Player: w

DM: You head to the address where the party was mentioned. You'll probably be the only teacher there, but you hope you won't be recognized as such. Upon arriving you quickly notice that alcohol is flowing quite freely even though the majority of the party's attendees are minors.
Player: Chill by the pool but don't drink anything

DM: Well, that was a complete waste of your time. You walk back to the classroom where the students were behaving surprising well. You had half expected the room to be in chaos. Continuing on with your lesson, you notice that half of the class is sleeping.
Player: Spout some nonsense to get their attention
DM: You decide that telling the children lies and making shit up is a good way to get their attention. Nope, the half that was actually listening bought almost everything you said. The half that wasn't paying attention still wasn't paying attention. Eventually, word of what you taught that day made its way around, and you are fired.

Player: Stay out of it

DM: You let your inhibition go and drink alongside the students. A few hours later, you are so drunk that you can barely stand. As you stumble around in your drunken stupor, you run into one of your students, Walter Lynch. He recognizes you immediately even in his heavily altered states."Eh, you're my punk teacher. You trying to fight, old man," he yells at you his speech heavily slurred.You look at him, but you can't focus on anything in the room.
Player: Swing a punch
DM: You pull your arm back and swing at him attempting to punch him in the face. You miss entirely due to your drunken state. Stumbling forward you knock into Walter who quickly pushes you away. You fall flat on your back which further confuses your vision. You feel something heavy on your face as you are stomped on. Soon you see nothing at all. You wake up the next morning in a pool of your own vomit and blood. Your head is pounding, and you can still barely move. You get up with some effort and suddenly come to the realization that your phone and car keys are missing."Shit," you mutter as you walk past the drunken bodies to see if your car is still there. You look around.Well, it certainly isn't where you left it. It is in the pool. You sigh and walk inside to use the house phone to call a cab. Of course news of your party adventure spreads, and you are fired.

Player: What's going on here?

DM: You decide to continue teaching for the benefit of those still listening. You're not going to force anyone to listen to you. You've at least learned that much in your few months as a teacher.

DM: You walk toward the two as the tension intensifies. "Hey, Hey," you yell as you jump in between them to break them up. Unfortunately, you intervened at just the wrong moment. The fight had just begun. You suddenly felt a sharp pain in your side. You screamed out and looked down at your side to see that it was bleeding. The other guy had just stabbed you in the chest although you weren't the intended target. You clutch your side as you stumble out of the way. There is a series of screams as the people directly around the situation realized what happened. The student turned around and made a run for it as Walter chases after him. A security guard is quick to follow.
Player: Get medical attention
DM: You wince as your wound is throbbing. You try to apply as much pressure as you can, but it is still bleeding pretty badly. Lucky for you the nurse was nearby at the time, and he is able to get the bleeding under control before the ambulance arrives to take you to the hospital. Ultimately, you end up being fine physically, but you are too traumatized to return to school.

DM: You know that fighting is not a good idea. You mumble a quick sorry and stumble away. You don't make it very far though as you soon pass out.In the morning, you wake up in a pool of your own vomit. Your head is pounding uncontrollably. You sigh and look around and notice that your pants are missing meaning your car keys, wallet, and phone are all missing."Shit," you mutter and you get up and walk around the many collapsed bodies that litter the floor.
Player: Search for your belongings

Player: The bells rings
DM: Class ends and many of the students check out early to get ready for the dance. You never really did understand why people did that. Well, before you know it the school day is over anyway, and you head home to get ready for the night.
Player: The school dance
DM: You arrive at the dance which is being held in the school gym. The gym has been decorated nicely by some of the parents to the point where you could hardly tell it was a gym anymore. You look around feeling a bit out of place. In the corner of the gym, there is a medium sized group of kids standing around the punch bowl. There are a few students off standing awkwardly in another corner. Then there is a large herd clustered in the center of the room with several smaller clusters sprouting off of it. The other chaperones who are mostly parents are off to the side.
Player: Go over by the other chaperones

Player: Kiss him
DM: You take this as a sign that he is ready to move to the next step. You lean forward and gently push him against the wall as you kiss him. Slightly, surprisingly he doesn't resist and even kisses you back. As you kiss, you slowly run your hand down his body. A few minutes later you have both melted to the floor enwrapped in each other's embrace.
Player: Epilogue: A Better Lover than a Coach
DM: A year later...You have moved into Steven's house and have been together ever since that night. When the school first found out about your relationship they weren't too happy about it. But since you weren't doing anything inappropriate on campus (that they knew about), the allowed it too continue. This really helped you through the first year. Before then you hadn't really made any connections with anyone and didn't particularly look forward to work. Steven gave you something to look forward to everyday which ultimately made you a better teacher. In the end, you became quite a popular teacher who was well liked by most of the students and teachers although there will always be a few who hate you because of your unconventional relationship. None of that matters to you though. You're happy so you don't care.You squeeze his hand gently as you look off into the sunset. You're glad you took that leap in the shower.

Player: Jump into the big central cluster

DM: "Has anybody seen my stuff," you say loudly to anyone who might be listening."Yeah, pretty sure they threw it in the pool. That's where most people's stuff is anyway," you hear a voice say.Well, that's a lead anyway. You walk outside to the pool blinking and cringing because of the bright light from the sun. You are more shocked as to what you found outside.Your car was in the pool. "What the hell!" you yell loudly as you then jump into the pool. You find the rest of your stuff in the car which of course was nearly completely filled with water. "Seriously, who the fuck did this?""Jaxon!" Someone yells."Jaxon! I'll kill him. I'll fucking kill the bastard," you yell back as you look back your car and put your pants on even though they are soaked.
Player: Just go home
DM: You're in enough trouble as it is. No reason to make your situation worse over a bastard like Jaxon. You call a cab and make your way home. You collapse on your bed and wait for the inevitable phone call telling you that you're fired.

DM: Deciding to hang out with the lonely kids in the corner, you walk over there. Perhaps you just want to make them feel better, or you remember yourself when you were that age. Either way you walk over to them.
Player: Ask one of them to dance
DM: You find the least shy looking one of them and take her hand. "Would you like to dance?"She looked up nervously at you a bit unsure, "Sure?" Although she looked unsure she also seemed thrilled for the attention.You place your hand on her shoulders as the two of you gently sway to the music. There was a decent amount of space separating your bodies. She relaxes as the music continues, and soon she seems to be enjoying herself. This goes on for several minutes before one of the other chaperones sees you. Apparently, this behavior was seen as inappropriate, and you are fired as word comes back to the principal. If they thought that was inappropriate they should have seen what was going on in the center of the dance floor.

DM: Well at least there is food over there. You walk over to the punchbowl awkwardly dodging dancing bodies. You grab a cup and begin drinking. After unsuccessfully attempting to chat up several people you eventually become bored.
Player: Go by the lonely kids

DM: 

DM: After a short talk, you convince them to go out and dance. They don't regret it.
DM: The rest of year passes. You continue to participate in school activities and teaching. You promote your students and encourage them even when it isn't easy. Soon, the other teachers accept you, and you finally feel at home. Most of your students end up doing quite well, and quite a few will probably remember you in the future. You gradually actually begin to love this job. It is your dream job after all.

Player: That's awkward. Go over by the other chaperones

DM: December 22, 2006------With the holiday season now upon us, I, Sir_Lancegalawain, take it upon myself to present to this online community a most beautiful story, one that I will always hold as absolute truth.However, not considering myself worthy to tell such a tale myself, I will depend heavily upon the King James Version of the Bible, chiefly upon the gospel of Luke, but with some excerpts from Mark, which gives an account of the Wise Men, who, although they were not present on the very night of Christ's birth, are traditionally included in the story--I will trust the wisdom of our ancestors in this matter and give them recognition, in spite of my own inclinations to do otherwise.-------Sir_Lancegalawain
Player: Directly to the first question!
Player: Lucifer

Player: Reasons of worth; she does not believe she is worthy to bear the Son of God.
Player: Return to Question IV.
DM: "And in the sixth month the angel Gabriel was sent from God unto a city of Galilee named Nazareth, to a virgin espoused to a man whose name was Joseph of the house of David; and the virgin's name was Mary. And the angel came in unto her, and said, Hail, thou that art highly favoured, the Lord is with thee: blessed art thou among women. And when she saw him, she was troubled at his saying, and cast in her mind what manner of salutation this should be."And the angel said unto her, Fear not Mary: for thou hast found favour with God. And behold, thou shalt conceive in thy womb, and bring forth a son, and shalt call his name JESUS. He shall be great, and shall be called the Son of the Highest: and the Lord God shall give unto him the throne of his father David: and he shall reign over the house of Jacob forever; and of his kingdom there shall be no end. "Then said Mary unto the angel, How shall this be, seeing I know not a man? And the angel answered and said unto her, The Holy Ghost shall come upon thee, and the power of the Highest shall overshadow thee: therefore also that holy thing which shall be born of thee shall be called the Son of God. And, behold, thy cousin Elisabeth, she hath also conceived a son in her old age: and this is the sixth month with her, who was called barren. For with God nothing shall be impossible. And Mary said, Behold the handmaid of the Lord; be it unto me according to thy word. And the angel departed from her."
Player: Luke 1:39-56

Player: The name is too common.
Player: 10

Player: Nazareth
Player: Return to Question VI.
Player: Identity reasons; she doubts the angel's legitimacy as a messenger of God.

Player: No one in her family was named John.

Player: Return to Question III.

DM: Your name is currently C.Choose the second letter in your character's name, or click the link to Chapter 1-Prologue to begin.YOUR HEALTH: 100%
Player: w
DM: Your name is currently Aw.Choose the third letter in your character's name, or click the link to Chapter 1-Prologue to begin.YOUR HEALTH: 100%
Player: l
Player: s
DM: Your name is currently Aaas.Choose the fifth letter in your character's name, or click the link to Chapter 1-Prologue to begin.YOUR HEALTH: 100%
Player: c
Player: f
Player: o
Player: i
DM: Your name is now Aaaaaaai.YOUR HEALTH: 100%

Player: Magdala

Player: 10
Player: Three, of course!
Player: Ephraim
DM: Your score will appear when you end the "game" and leave comments. Please keep in mind, when you do so, that this was designed to provide a review (or a bit of education for some, who may never have heard the story before). I realize that it is neither a story nor a game, and I ask you to realize it as well.In any case, I hope this lesson/review has proven useful and/or entertaining to you, and whether it did or not, I would wish you and your family, friends, and house pets a merry Christmas, whether, at the time of reading, it is December, July, or any month in between!

Player: 100

Player: The wise men came from the west, you fool!
Player: Samaria

Player: 10
Player: We will never know!
Player: Egypt

Player: Psychological reasons; she believes her eyes deceive her.

Player: 10

Player: 10

Player: I will send a call to the animals of the hills and plains to come and assist us.
DM: Leaning against one side of the coach, you close your eyes and send out a call of help to all things attuned to Earth.You project your own image, and that off the goblins, stinking, poisoning the earth with their mere foul existence.And your call is answered.Suddenly, a howl errupts from the hills, a group of wolves coming for a brother in need. Both the goblins and the guards, engulfed in deadly close combat, appear to be startled by the cries of the wolves, but they quickly catch themselves again.Then, the first goblin shaman is brought down with a single, powerful bite in the neck by a large, black wolf, who you easily identify as the leader of the pack.You channel your powers of earth to deflect the goblins' knives from the hides of your friends, both animal and human, and the few surviving goblins turn to flee after a mere minute, as more and more wolves join the battle.The wolves turn to pursuit the foul creatures, but not before the large black wolf catches your eyes and emits a deep growl. You understand perfectly: Brothers are there for each other, but this is a mutual responsibility. With this, the pack leader turns off to follow the rest of the pack, leaving the dazzled guards behind.You move towards the fallen, seeing if you can do anything about their wounds, when suddenly Lucius screams with pain, and suddenly, your vision fades to black when something hard and heavy hits your head... from behind...

Player: 10

DM: "Now when Jesus was born in Bethlehem of Judaea in the days of Herod the king, behold, there came wise men from the east to Jerusalem, saying, Where is he that is born King of the Jews? for we have seen his star in the east, and are come to worship him. When Herod the king had heard these things, he was troubled, and all Jerusalem with him. And when he had gathered all the chief priests and scribes together, he demanded of them where Christ should be born. And they said unto him, In Bethlehem of Judaea: for thus it is written by the prophet, And thou Bethlehem, in the land of Judah, art not the least among the princes of Judah: for out of thee shall come a Governor, that shall rule my people Israel."
Player: Matthew 2:7-15

Player: Bethel

Player: Life continues.

DM: You scuttle forward for the gun, grabbing it. You aim it at the vampire, grabbing the trigger and pulling it tightly.The gun explodes, sending you falling back with the recoil and smacking into the wall with a painful thud. The vampire roars as buckshot slams into his back. He grabs your father by the head, twisting with inhuman speed as your hear a painful snap. Then, he turns, staring at you. He snarls, walking forward quickly. You reach for the gun again, but he steps on your hand as you yelp in pain."You dare shoot me? I have lived millennia, you think you'll be the one to end my life?" the hunter snarls, before laughing, a horrible, terrifying noise. "You have balls, little one."You stare at the monster in front of you, trying to stare him, but you see nothing but hate and unquenching thirst behind his eyes."Yes... I see strength in you. Potential. I have an offer for you, as the newfound man of the house. Join me. Let me take you on as my... apprentice. As my servant. As my slave. As whatever I need you to be. In exchange for your servitude, I offer you not only your life, but the life of your mother and sisters."You stare at the monster, whose eyes narrow as he waits for you answer.
DM: "No," you say."No?" the vampire asks. "You have more balls than I thought. You're courageous. Too courageous. Can't have you getting brave and trying to get revenge for your peasant father some day."With that, the vampire grabs your head, quickly twisting it with unnatural speed, nearly tearing your head off before you can even blink in reaction.

Player: Y
Player: L
Player: T

Player: Scare him off.

DM: You find yourself some lodgings at The Serpent, a run-down, overpriced inn on the edge of town. The beer has more in common with water than booze, and prostitutes and alcoholics glower at you from the edge of the common area. You rent yourself a room from the heavyset, nigh-incomprehensible Scottish bartender. He waves you to the back, where you find your meager lodgings. You lay your head against the stuffed straw pillow and doze off instantaneously.
Player: Morning in Eden.
DM: The sun rises over the township of Eden, beating back whatever bloodthirsty creatures of the night lurk in its darkened streets. A cry is taken up in the town square, and it's carried to your ears on the backs of frightened townspeople. An old woman has been found dead in the night. Her one remaining arm is splayed out to the side, and the other lies ten feet away, on the other side of the street; it's been sucked dry of blood. From your vantage point in a nearby alley, you can see the church move in on the corpse almost immediately. Two glowering, armored figures dragging the corpse, along with the arm, back towards the basilica. One of the Paladins glares at you as you as the corpse is transported to the religious fortress on the hill. He appears to give you a silent challenge to come follow him. You suspect vampirism is at play, but there's no way to be certain until you can manually inspect the corpse for bite-wounds; otherwise, it could be werewolves, or even a plain serial killer. Of course, your sword is still in the basilica being consecrated.
Player: Follow the Paladins.

DM: You follow the two agents of the Church as they drag the desecrated corpse back to their armored fortress. You maintain fifteen feet of distance, and use the crowds and narrow, winding streets to avoid their suspicious gaze.You become acutely aware of the two massive spears that they each carry; a four-foot hickory rod with a steel blade mounted on one end. You have no doubt that it could crack your head, or remove it wholesale, if swung by one of the two muscled brutes. They ascend the winding path to the basilica, leaving a steady trail of visceral fluid as the corpse scrapes along the ancient cobblestones.

DM: You sit in the shotgun seat of the coach, as Haygarth continues spurring the horses forward. You're entering the village of Nitchidorf, with Count Grey resting in the back. The carriage's wheels roll into the village, stopping as you enter the village limits. "Go open the doors for the Count," Haygarth says.You nod, quickly hopping off the carriage. You run to the back of the carriage, opening it as the tall, gaunt Vampire steps out, tilting his head to stare down at you."Follow," he commands.He begins walking along the street, staring at each of the houses."We must find you a little... playmate," Count Grey says, looking at the houses.He sniffs the air, staring at the houses. His eyes flicker to you, filling you with dread as he licks his lips, still stained with bits of your crimson ichor, looking hungry."Ye-yes, master," you say, nervously.The vampire stares at you for a second, before looking away. He seems impatient."Yes... I can smell two prominent ones. Tell me, Samuel, what do you think? There's a young one who smells freshly bathed and lemongrass perfume, or one that smells of fresh dough and... terror sweat. It appears the latter one can see us. Which is it, Samuel?"
Player: The first girl
DM: "Uh... the... the fi..." you stutter, tripping over your words as the vampire growls."Have I found myself with another fool, a boy with the mind of a mule?" the vampire says, his long, gleaning white fangs, the corners of his mouth still red with your blood. "I've had a year out of you. Perhaps it's best to finish you off now."Count Grey slowly walks forward, snarling as his fangs poke out, looking like huge spears.

Player: The second girl
DM: "Uh... the... the se..." you stutter, tripping over your words as the vampire growls."Have I found myself with another fool, a boy with the mind of a mule?" the vampire says, his long, gleaning white fangs, the corners of his mouth still red with your blood. "I've had a year out of you. Perhaps it's best to finish you off now."Count Grey slowly walks forward, snarling as his fangs poke out, looking like huge spears.

Player: Surprise!
DM: The unencumbered brute suddenly turns around, at a moment where you're exposed. You try to scramble backwards, but trip over your own feet. The last thing you see is the armored figure standing over you, prepared to club you over the head.
Player: Sweet Sleep
DM: Finding the armored grasp of the Paladin quite comfortable, you slip once more into the land of unconsciousness. You go limp once more, leaving yourself a heavy burden for the alleged holy man to drag along. You awaken chained to a moist stone wall. A pounding headache graces your senses. "Oh, shit." you say to no one in particular. "Ephesians, four twenty-nine," A monotone voice chides you from the darkness. "Let no corrupting talk come out of your mouths, but only such as is good for building up, as fits the occasion, that it may give grace to those who hear."Even in a dungeon, with a head injury, chained to a wall, you can't escape the proselytization of Father Harrison.
Player: Retrieving your sword.

DM: You charge forward, but you're a child, and he's an immortal, ancient vampire. He grabs your neck, holding your head high to expose your neck. His mouth immediately shoots forward, biting into your neck as he begins to drain you of your life force. You gasp as your blood is drained, before he drops your dead body to the ground.

DM: The restraints effortlessly fall off. You rub your wrists, slotting your thumbs into the grooves dug in by the chains. Harrison's words about retrieving your sword linger with you; you find it curious that the elderly priest directed you to arm yourself. "Turn the other cheek" appears to have been replaced by "don't die". You leave the dungeon (why does the basilica have a dungeon?) and wince as sunlight assaults your senses once more. Your head injury flares up immediately, sending you sprawling to the carpeted floor. Curiously, your pain is ignored by the sparse population of friars and monks stewing about. You stand at the back end of the room you entered two days before. Before you lies the rom where mass would typically be held. On the leftmost side of the wall closest to you is a doorway leading to the upper floors of the building. A longing strikes you, the sort and intensity of which you hadn't felt in years; a desire for something spiritual, something greater than yourself. You feel a newfound awareness for your place in the universe. Either that, or you got hit really fucking hard.
Player: Take a moment for prayer.

DM: You walk towards the shotgun seat, climbing up to sit next to Haygarth."The girl is alive and in my coach, yet the master is not. What happened?" he asks."Count Grey is hunting. You need to take me and the girl home.""What's to become of the girl? Is she a blood bag, or a new apprentice?" Haygarth asks, raising an eye. "Neither would be particularly surprising.""I don't know," you admit."So be it," Haygarth replies.You put your head against the back of the coach, and close your eyes as you head towards the castle.
Player: An Hour Later...
DM: The coach enters the castle gate, as you climb off the coach. Haygarth lowers the portcullis, as you go to the back to open the coach. The girl sits there, staring at you in terror."Get out," you command.The girl nods, crawling ahead as she gets out of the coach. You grab her by the wrist, leading her along to the coach. She doesn't talk, seemingly in shock. She doesn't say a word, instead staring at you in terror. You wonder if you should try to converse, to calm her, or keep unemotional and professional about this issue.

DM: The coach enters the castle gate, as you climb off the coach. Haygarth lowers the portcullis, as you go to the back to open the coach. Instantly, a fist slams into your head, knocking you back. The girl hops out of the coach, sprinting for the gate as the portcullis blocks off her escape route. You dart forward, grabbing her and flinging her to the ground. She smacks into the ground, groaning. You grab her by the hair, pulling her to her feet."Follow, or you are going to be hurt," you command.The girl spits at you, so you smack her across the face. You grab her by the wrist, leading her along to the coach. She refuses to talk, simply staring at you, her eyes filled with rage. You wonder if you should try to converse, to calm her, or keep unemotional and professional about this issue.

DM: You sit on the closest pew, and stare at the massive statue of Jesus Christ that dominates the preacher's stage. You bow your head a moment in contemplative prayer. It feels awkward, clumsy and out-of-place, and your throbbing head prevents you from any real introspection. After a few minutes, you get up to retrieve your sword. Intuition tells you it's upstairs.

Player: Do your job without talking
DM: You keep walking, as the girl stays compliant. She does actually smell quite strongly of perfume. You lead her quickly to the castle's dungeons. You drag her down the stairs, before leading her into a prison cell. You lock the cell door, staring at her from behind the bars. She stares blankly ahead, leaning against the wall and sliding down to lean against it, her nightgown now covered in mud and dirt.You leave her there, now secured, and end up heading to bed for a few hours sleep before Count Grey arrives back.

DM: You keep walking, as the girl stays compliant. She smells quite nice, of baked goods. The thought of that makes your stomach growl. You lead her quickly to the castle's dungeons. You drag her down the stairs, before forcing her into a prison cell. You lock the cell door, staring at her from behind the bars. She spits on the ground, staring at you defiantly.You leave her there, now secured, and end up heading to bed for a few hours sleep before Count Grey arrives back.

DM: The upstairs isn't as large as you expected, but to call it "small" would be a disservice. After walking up the fifty stone-tile steps, you find yourself in a carpeted hallway, stretching out for a couple of hundred feet in front of you. Either side is lined with small wooden doors, where the monks and permanent inhabitants of the church sleep. Behind you is the entrance to a library; given as this is a church, there's likely not much in the way of interesting reading, unless you like Latin bibles and apologetics. Logically, you know there must be an armory somewhere, but it's not up here. You head back downstairs.
Player: Head downstairs.

DM: "So, do you have a name?" you say."Yelena," she says, struggling to even talk."My name's Samuel."You walk on for another few seconds of silence, as she looks at you, her face pale."Am I going to die?" she asks."You..." you begin to say, before she stares at you, trying to see if you're lying. "I don't know. I'm sorry."She nods.You show her down the stairs, before leading her into a prison cell. You lock the cell door, staring at her from behind the bars. She stares blankly ahead, leaning against the wall and sliding down to lean against it, her nightgown now covered in mud and dirt.You leave her there, now secured, and end up heading to bed for a few hours sleep before Count Grey arrives back.
DM: You awake to the prick of fangs against your neck. You don't move, taking in a deep breath."You looked so... so appetizing. Let's go. We need to finish the last stage of your path towards becoming a true apprentice."You nod, standing. You make your way down to the prison cell, where the girl still waits. She looks up, terrified."What... what is to be done with her?" you gulp."She is food. Learn that fact," your master says. The vampire draws a long dagger from his side, handing it to you."If you're going to be my Ghoul, you need to prove you're capable of preparing my food. Kill her,"You hold the knife, staring at it as the girl begins to cry. You notice from the wet patch growing on her nightgown, she's pissed herself once more."Kill her. She's weak, you're strong. Slice open her throat, so I can feed," Count Grey commanded.The girl breaks into sobs as Count Grey opens the cell door, swinging it ajar and motioning for you to enter. You nod, walking forward with the knife held tightly in your hand.

DM: "So, do you have a name?" you say.The girl looks at you, her mouth closed tightly."My name's Samuel."You show her down the stairs, before leading her into a prison cell. You lock the cell door, staring at her from behind the bars. "Are you going to kill me?" she asks."No," you reply."I don't believe you," she replies."You probably shouldn't," you admit."Oh," she says, looking at the ground as the mask slips, and her eyes flood with terror. "My... my name's Maria."You stare at her nervously."I... I don't want to die," she says."I don't want you to die," you say honestly."Can... can you stay here?" she asks.You nod, sitting down outside the cell. Neither of you say anything, you both just stay there, waiting. It takes a while, but eventually you both fall asleep.
DM: You awake to the prick of fangs against your neck. You don't move, taking in a deep breath."You looked so... so appetizing. Let's go. We need to finish the last stage of your path towards becoming a true apprentice."You stand, looking at the girl locked up in the cell, still asleep. Count Grey loudly smacks his fist into the bars, making a loud thud and waking Maria, who stands up quickly."What... what is to be done with her?" you gulp."She is food. Learn that fact," your master says. The vampire draws a long dagger from his side, handing it to you."If you're going to be my Ghoul, you need to prove you're capable of preparing my food. Kill her,"You hold the knife, staring at it as the girl's bottom lip begins to quiver, as she raises her fists. She seems like she's trying to hide her terror."Kill her. She's weak, you're strong. Slice open her throat, so I can feed," Count Grey commanded.The girl prepares to fight, although you know for a fact you'll easily be able to take her down, as Count Grey opens the cell door, swinging it ajar and motioning for you to enter. You nod, walking forward with the knife held tightly in your hand.

DM: You awake to the prick of fangs against your neck. You don't move, taking in a deep breath."You looked so... so appetizing. Let's go. We need to finish the last stage of your path towards becoming a true apprentice."You nod, standing. You make your way down to the prison cell, where the girl still waits. She looks up, terrified."What... what is to be done with her?" you gulp."She is food. Learn that fact," your master says. The vampire draws a long dagger from his side, handing it to you."If you're going to be my Ghoul, you need to prove you're capable of preparing my food. Kill her,"You hold the knife, staring at it as the girl's bottom lip begins to quiver, as she raises her fists. She seems like she's trying to hide her terror."Kill her. She's weak, you're strong. Slice open her throat, so I can feed," Count Grey commanded.The girl prepares to fight, although you know for a fact you'll easily be able to take her down, as Count Grey opens the cell door, swinging it ajar and motioning for you to enter. You nod, walking forward with the knife held tightly in your hand.

DM: Searching the ledge for things stabby or shooty,You stumble across unexpected booty. Two strong, independent women, locked in cells,How convenient, right there's the key on a shelf."I'm Layne," says the raven-haired beaut with red lips,"I'll kill that tattooed fuck and cut off his dick.""Don't believe a word she says!" the other cries.She's a blonde, mommish type, big tits and blue eyes.She shows you a badge. "I'm Linda, detective.""Layne is one of them, don't trust her a second."Layne rolls her eyes. "I'm a vampire," she claims."Ready to show these cultists a world of pain."You're sure they both have backstories compelling,Pathos to fill a novel best selling.But to be distracted now, could death equal,Save chatting up NPCs for the sequel. So, who to choose? It's quite the dilemma. Officer MILF or the foxy killa?Who can help the most, who can be trusted?Make up your mind, before the lock's rusted.
Player: (Layne)
DM: "Good choice. Now wait outside a moment, please."Reasonable request. You feel quite at ease.There comes to your ear a sound like bones snapping,Layne steps out, informs you Linda is napping."I'll kill the cultists, stay beside me, don't slip."Seems you've been downgraded to inept sidekick.But vampire, sure. You let her do what she does,And a guard is soon missing most of his blood.When you reach the portal she really cuts loose, Goes after Tattoo with no quarter or truce. Fight's pretty cool, they're all flipping and shit,You avoid cultists, try not to get hit. Then...whoops! Layne gets skewered, though she's not mortal,Strong enough still, drags his ass through the portal.They both disappear in a flash of bright light,Ground starts to rumble, better call it a night.

Player: The War Room

DM: "I can't do it," you say.You consider dropping the knife on the ground, but the baker's daughter seems very willing to fight, so you toss it out of the cell, out of her reach."Do you really want to make that choice?" Count Grey asks, baring his fangs. They remind you of long, curved thin ivory daggers, ready to strike at any given moment"Yes," you say."So be it," he says. "You've shown courage by refusing an order. Perhaps you're braver than expected. Fine, follow me. Lock the cell door behind you."You breath out a sigh of relief, closing the door and locking it with a twist of the key. You follow Count Grey along the hall. Soon, you find yourself in front of a large, wooden door. Haygarth has forbidden you from entering, which only mean that you had one less room to clean. Count Grey pulls a short, silver key from his pocket. He opens the door, revealing a massive storage room. The room is filled with cabinets and shelving units. They're all filled with crystal bottles, filled with a scarlet red ichor."This castle was built to withstand a siege. It's storerooms could keep a force here going for years with wheat, potatoes, salted meats and more, as well as small gardens. Unfortunately, I require a more... delicate solution to avoid starving."You look at the endless bottles of blood, wondering how many lives were given to fill them."It's quite hard to successfully bottle blood. Let alone hard hard it is to get it from the victim without a needle and a few hours.""You want me to kill people and bottle their blood?" you gulp. "Are you willing to do that?"
DM: "You think so? You're a virgin, aren't you?""Yes," you say, raising an eyebrow."Then I think you're right. You will fill a few bottles," Count Grey says.Count Grey bursts forward, grabbing you by the neck and twisting it. His fangs fly forward, stabbing through your neck. You gasp as your blood fills his mouth. The last sensation you feel is your bleeding neck wound being pressed against the rim of an empty glass bottle.

Player: Spatula

DM: "Haygarth, it's cold, it's been a long day, you must be starving and desperate for a drink. Come on, Haygarth, let's go inside.""Fine," Haygarth says, nodding as he climbs off his spot. "Five minutes."

Player: Glare at Honey the whole way up the stairs

DM: "No. I was just unprepared," you say. "These thieves are nothing special.""So be..." Count Grey says, before Mikhail grabs your leg, flipping you onto your back.Count Grey steps back as he watches you struggle on the ground with Mikhail. Haygarth moves forward to assist you, but Count Grey holds him back."Let Samuel prove his worth. If he can't fend off two thieves, he doesn't deserve to work for me." Your guns bounce across the stones and land a few feet away, barely in arms reach. Lucas immediately goes for the guns, as Mikhail puts his hands around your throats and begins to strangle.

Player: V
Player: M
Player: L

Player: No

Player: Grandma's Oatmeal Cookie

DM: You run full-pelt into the woods, exhausting your supply of stamina and then some. Your lungs beg for air, and your face goes flush as you prop yourself up against a nearby tree. You appear to have escaped your would-be pursuers, but the concept of a militiaman running about as an undead beast will likely bring them back in force. You can see the gateway that you saw a vampire walk through earlier. Perhaps, "see" is the wrong word; you can sense it. Like something in the corner of your vision, you know that it must exist, and where, even if you aren't laying eyes on it directly. Out of options and desperate, you approach the hole in the ground. It's cold and has no precise dimensions, appearing to you as a circle of indeterminate radius, shifting and slithering along the ground. It feels strangely inviting; like a blanketed bed in the morning. You could slip through, but there's no guarantee of what you'll see on the other side. Or, you could stay right here.
DM: You decide to reject the vampirism thrust upon you. If it means dying as a man, so be it. You turn your back to the gateway, and walk back towards the town. Already you can feel yourself growing feverish and weak, as the disease takes hold. Soon, the son will burn you to a crisp; and that's just fine with you. You put your head to the ground and close your eyes. You've earned yourself some rest.

DM: You keep running, as Lucas swears loudly, cursing your name. You keep running, twisting your head back as you see the werewolf biting into Mikhail's throat. Lucas aims his gun, but clearly seeing the blood streaming from his throat, turns and follows you. As the werewolves are distracted with their prey, you continue sprinting towards the tower. Unfortunately, you see one of the werewolves stand in the center of the village. It's larger than the others, its fur white and its eyes red. It stares at you for a second, before it lets out a powerful, booming howl. The other werewolves emerge from the buildings, blood matting their fur and dripping from their claws. The Alpha Male drops to all fours and begins sprinting away towards you, followed by the others."Shit! Shit! Shit!" Lucas says as he nears you, as you see the castle.You sprint, the only noise being your heavy panting and the thudding of boots and clawed feet on the earth. You reach the castle, sprinting through the gates and past the carriages parked there. You see the portcullis' control wheel to your left, and the heavy wooden door to the keep to your right.

DM: You choose the pot with the nicest flowers and take some time to relieve yourself.Ahhhh..... That felt good. Hopefully, Nina's father won't find out that you just murdered his best plant. Now what else to do?
Player: The great outdoors
DM: Your outside. There are many things you can do

Player: Close the portcullis
DM: You grab the wheel, freeing it of its latch and stepping back as the wheel frantically spins around. the portcullis smashing into the carriage in the middle of the gate. Although the carriage's roof is smashed, it prevents the portcullis from closing completely. The werewolves arrives, bursting under the gate and into the grounds. You frantically head to the door, before a massive bundle of flesh and fur smashes into you, shattering your bones. You painfully smash into the ground, looking up to see a massive, white werewolf sitting atop your broken body. It stares down at you, it's blood red eyes filled with an animalistic hunger, devoid of any sentience beyond that of the wolf it's body has morphed to imitate. You close your eyes. Thankfully, this beast doesn't like to play with its food, and finishes you quickly.

Player: Grab a wooden baton

DM: You raise your hands, dropping to your knees as you put your hands behind your head."Please, have mercy," you beg.Viceroy Alexa sprints up to you with a blur, stopping behind you as she pulls out a curved dagger."How... boring. How did you even survive here?" she asks.With that, she slashes your throat open. You clutch at your bleeding throat, collapsing forward.

DM: You walk into the sacrificial chambers. You walk over to Count Grey, who has a deep wound going through his chest and lies on the ground. You step over the blood-filled grooves of the floor, walking over to him. You drop to a knee, checking his pulse, before mentally hitting yourself for being so stupid. He's undead. You pull back his eyelids, revealing dull, lifeless black eyes. You quickly pat him down, finding only a curved ebony dagger and some Leu on him, which you take. You gently pat his cold head as a matter of respect, or perhaps more likely to comfort yourself. The terrifying menace who has controlled the region for over a thousand years is dead. He was your master, your mentor and your liege."Good fucking riddance. He was a cold, sociopathic cunt," you say aloud, a part of you still terrified to say it, somehow expecting him to wake up and tear out your throat.You stand, looking around. There's the doorway to the lower floors, where you,,,A girl charges out from your blind side, holding up a dagger.
Player: Strike her with the butt of your gun
DM: You swing the butt of your gun, cracking into the side of her face and knocking her to the ground with a grunt. The knife goes clattering, and you dart forward, grabbing the knife and raising your rifle to point at her."Who the fuck are you?"The girl stares at you with anger, blood running down her face from the newly opened cut on her forehead. You recognize her as Dasha, the sacrificial victim from earlier. Huh, apparently she survived. Interesting."Hands in the air!" you say, pointing the gun at her head.She slowly raises her hands, spitting blood and a tooth on the ground. Apparently, you swung harder than you thought. "Fuck you!" she says."You need to listen to me," you say.The girl swings at your head, but you catch her fist. She spits in your face, which you wince at.
Player: Try talk to her

Player: Head into the courtyard
DM: You sprint forward, past the coat rack and into the entry hall. You grab the wooden door, quickly lifting the metal bar up with a heart-filled with adrenaline, and swinging the door open, shutting it behind you.A massive bundle of flesh and fur smashes into you, shattering your bones. You painfully smash into the ground, looking up to see a massive, white werewolf sitting atop your broken body. It stares down at you, it's blood red eyes filled with an animalistic hunger, devoid of any sentience beyond that of the wolf it's body has morphed to imitate. You close your eyes. Thankfully, this beast doesn't like to play with its food, and finishes you quickly.

Player: "Oh? You want my sweet roll? Come get it!"

DM: You quickly raise your gun, firing it. The gun bucks in your hands as the bullet tears through the air forward, blowing out the girl's heart. She collapses onto the ground, her head smacking into the cold stone and falling into the groove.You stare at her face, recognizing Dasha, the sacrificial victim you kidnapped from earlier. Huh, she had survived. Must've gotten free of the chains. Did you even chain her up, or did you just leave her unconscious? Huh, doesn't matter. She's dead now.
Player: Keep searching the room
DM: You keep looking through the room, finding several vials of blood sitting on a table off to the side. You open one of the table's drawers, before suddenly the door bursts open. Standing there, clad in armor with long, wild flowing black hair and a face contorted by rage and anger."Yes! I thought I heard a gunshot! I was hoping for the cripple, but a ghoul will do!" he snarls, approaching.The vampire charges forward with remarkable speed. You raise your gun quickly, firing. The bullet thuds into Draven's chest, but it fails to even slightly slow him down. He swings the sword, slicing through your muscle and sinew and separating your head from your body. His lips immediately wrap around your gaping neck hole as he drains you of your blood, your head falling to the ground.

Player: Enter Citadel

Player: Don't authorize the Goliaths
DM: You decide not to authorize the use of the Goliaths. Fracturing sentient minds is a cruel thing to do and should not be allowed. You'll be able to destroy the Chykri without using the Goliaths.

DM: You take a deep breath, bashing open the door with your shoulder, raising your rifle. Draven stands there, a sword in his hands and a grin on his face as he stands over a heavily injured Haygarth, who has been stripped naked and is covered in bruising and cuts."Don't you know how, freak? I said do it!" Draven shouts.He swings his blade and smacks Haygarth in the side of the head with the flat of his blade, knocking Haygarth to the floor."Dance!" Draven laughs, before his eyes flicker to you. "Look who it is! One of Grey's ghouls and... I've no fucking idea who you are, but you look like a bleeder!"Haygarth lets out a terrified yell as you aim your rifle, as Draven lets out a roar, sprinting towards you with insane speed, even faster than you've seen Count Grey sprint.
Player: Roll out of the way
DM: You dive out of the way, as Draven flies just past you, swinging his sword. His sword slices into the back of your neck, not enough to seriously wound but enough to hurt like a bitch. He slams into the door behind you, grunting as he spins around. He wipes the blood from his broken nose as he stares at the two of you, before letting out a horrible laugh."Got too excited there, didn't I? Ha!" he smiles, twirling the sword around in his hands.You look around desperately, for something, ANYTHING in the room to help you out. Dasha is just as in the cross-hairs as you are, and seems terrified. Haygarth is hiding behind a counter, unfocused and not thinking. Most of the horses are dead, having had their heads cleaved clean off. Still, there's three or four in the farther stables. There's two large, oil-filled lamps illuminating the hallways that could be used. Fire has a history of being effective with monsters. Finally, there's the old full lead solution. If you just duck, weave and fill the air with as much lead, or in this case silver, as possible to take out the vampire bastard, although silver bullets are more of a werewolf-killer.

DM: "You go in first. He'll be able to smell my blood sooner than yours. I'm a ghoul.""Bullshit!" Dasha hisses. "Give me the gun, then I'll go."
Player: Give Dasha the gun
DM: You take a deep breath, bashing open the door with your shoulder, raising your rifle. Draven stands there, a sword in his hands and a grin on his face as he stands over a heavily injured Haygarth, who has been stripped naked and is covered in bruising and cuts."Don't you know how, freak? I said do it!" Draven shouts.He swings his blade and smacks Haygarth in the side of the head with the flat of his blade, knocking Haygarth to the floor."Dance!" Draven laughs, before his eyes flicker to you. "Look who it is! One of Grey's ghouls and... I've no fucking idea who you are, but you look like a bleeder!"Haygarth yells as Dasha raises her rifle. Draven roars as he charges forward, and Dasha both attempts to backpedal and aim. She trips on the stairs, firing off the gun. Unfortunately, she misses Draven. Even worse, the bullet ends up flying straight through your head.

Player: Get to the horses
DM: You sprint towards the horses, your rifle held tightly in your hands as you run towards them. Draven charges ahead with a howl, kicking your leg away as you collapse onto the ground, laughing."Look at you try to run! Where are you trying to run to, little one?" he asks, before his eyes flicker to Dasha who goes for the door.Draven runs ahead with an animalistic howl, slamming her into the door. He presses the sword to her throat, before throwing into the air and catching it once more."Ohh... this is everything! Savor the hunt!" he says. "Go! Try escape again! Or are you in a fighting mood?"

Player: Shoot Draven
DM: You fire your rifle, the bullet slamming into Draven, although even with all the stopping power that causes the gun to buck violently in your hands, but Draven doesn't even slow down. You grab the rifle to pull back and release the shell, before Draven's upon you. He thrusts his sword forward, running it through your chest. Your heart is destroyed as you yell in pain, before his head darts forward and his fangs sink into your neck.

Player: Try for the lamp
DM: You run towards the lamp, as Draven smiles."Running for the door now, are we?" he asks, mistaking your attempt to grab the lamp as an attempt to flee.Draven yells and charges forward. He swings his sword as you run for the lamp, and the next thing you know, you feel the cold bite of steel on your neck. Your head flies through the air, and your body collapses to the straw-covered floor.

Player: Try for the lamp again
DM: You run towards the lamp, as Draven realizes what you're doing, and charges forward. He grabs the lamp, opening it with the flick of his wrist and blowing out the candle. "Nice attempt," he says. "Now run."You turn and run, as Draven follows. He swings his sword as you run , and the next thing you know, you feel the cold bite of steel on your neck. Your head flies through the air, and your body collapses to the straw-covered floor.

Player: Kill myself.
DM: I began to think... Maybe... she didn't really love me you know? Maybe she's doing this on her own.. getting an excuse to leave me... Trying to leave me... You know I always noticed... When she would get undressed infront of me... She always tried to hide as much skin as possible... I always thought she was just being flirty... but now... well needless to say I went and unloaded as much jager meifter and Pain killers as I could into my system... and now... Here In hell.. I am forced the watch it over and over with out stop... Sometimes I even forget where things began and where they ended.

Player: Examine the blackboard.
DM: Looking more closely at the blackboard, you see fading chalk markings smudged across the surface from last semester. It's been erased, so it's impossible to make out any words that were written on it, though it's clear that somebody wrote something. In the bottom corner, there's a portion that hasn't been erased very well. Looking closer, you vaguely remember that this was the spot your homeroom teacher reserved for putting up schedule changes and announcements for your class. It's difficult to read, but you can see the remains of a couple words. "Stop... lying Assembly... ternoon" Underneath are more smudges, but they're too well erased to decipher. Assembly? You strain to remember any assemblies from the end of the year. Did you even go to one?

Player: Leave without them

DM: "We need to go, now. They're probably already dead," you say."Yes, sir," Haygarth says. "We must prepare the coach."Over the next few minutes, you board up whatever scrap wood you can over the carriage windows. Soon, you have what amounts to a massive, armored wooden box."You can fire out the slits, to protect the horses. Hopefully, they'll be fast enough to escape the beasts' claws."Dasha climbs into the coach as Haygarth positions the reigns through the coach itself, so that he can control the horses without exposing himself."Make as much noise as possible, to draw the werewolf's attention to us instead of the horses," Haygarth says, as he climbs in the coach. "Now, open the stable doors."You take a deep breath, unlatching the stable doors. You give them a hefty push open, as Haygarth yells at the horses to go. You run forward, grabbing onto the back of the coach and pulling yourself inside as Haygarth grabs the door and slams it shut behind you. You raise your rifle, pressing it to a firing shot and looking outside. The wolves are outside, as they prowl about the walls and the courtyard like a bad rabble, fighting over the bodies, both dead and living, of peasants, as well as searching for a way in. The big, albino one notices you, and lets out a loud, powerful howl, and the wolves charge.

Player: Target the nearing werewolves
DM: You target the nearing werewolves, firing bullet after bullet. The silver bullets slam into the beasts as they howl, many collapsing and falling away. You keep them away from the coach, but not the horses. As you just make it past the castle gates and smashing past the viceroy's coach, the werewolves tear the horses apart as they neigh and whiny in terror as they're devoured by the eager wolves. You coach quickly slows down, slamming into a tree and stopping suddenly."Shit!" Dasha yells.Shit. You need to act.
Player: Defend the coach

Player: Play as Haste.

Player: Get out and run towards the nearest village
DM: "Run!" you yell, kicking open the carriage door and leaping outside into the forest. You sprint forward, as the werewolves reach the carriage. You hear Haygarth, simply too slow to flee, scream in pain. You keep running, before you feel your back breaking as the werewolf's claw smashed into your hack, the knife-like claws cutting through your leather duster and slashing through your flesh. You roll to the ground with a scream, as the werewolf leaps onto you, it's weight crushing you. It's wet saliva dripping onto your face, it howls at the moon in an act of triumph, before it lunges forward, biting deep into your throat.

DM: "No, brother, you can't walk," Lucas smiles, continuing walking.You continue walking, heading into the lounge, as Lucas pauses."Put him down for a second," he says.He walks over to the lounge's bar, and begins grabbing several bottles, several boxes of matches, an oil lamp and more. He works for about a minute, before ending with with four bottles of oil and alcohol on the table topped with rags"What the fuck are those?" you ask."Bombs. Light the rag, toss it, burn the monster," Lucas says. "Take two."You grab two, sliding into your leather duster's pockets, before grabbing a box of matches."Alright, let's continue."You keep half-dragging, half-walking Mikhail towards the stables, before you finally arrive. You kick open the doors, as you all stumble inside, closing and locking the door behind you. "You're here. Good," Haygarth says. "We're ready to go."
Player: Help Mikhail into the coach
DM: You help Mikhail clamber up into the coach, before turning to Haygarth."You can fire out the slits, to protect the horses. Hopefully, they'll be fast enough to escape the beasts' claws."Dasha climbs into the coach as Haygarth positions the reigns through the coach itself, so that he can control the horses without exposing himself."Make as much noise as possible, to draw the werewolf's attention to us instead of the horses," Haygarth says, as he climbs in the coach, followed by Lucas. "Now, open the stable doors."You take a deep breath, unlatching the stable doors. You give them a hefty push open, as Haygarth yells at the horses to go. You run forward, grabbing onto the back of the coach and pulling yourself inside as Lucas grabs the door and slams it shut behind you. You raise your rifle, pressing it to a firing shot and looking outside. The wolves are outside, as they prowl about the walls and the courtyard like a bad rabble, fighting over the bodies, both dead and living, of peasants, as well as searching for a way in. The big, albino one notices you, and lets out a loud, powerful howl, and the wolves charge.
Player: Target the albino

DM: You target the nearing werewolves, firing bullet after bullet. The silver bullets slam into the beasts as they howl, many collapsing and falling away. You keep them away from the coach, but not the horses. As you just make it past the castle gates and smashing past the Viceroy's coach, the werewolves tear the horses apart as they neigh and whiny in terror as they're devoured by the eager wolves. You coach quickly slows down, slamming into a tree and stopping suddenly."Fuck!" Dasha yells."We need to move! Werewolves fast approaching!"You stare out at the beasts sprinting towards you, and swear loudly."We need to get out of here!" you yell."Samuel, give me a hand! Mikhail can't even walk!" Lucas shouts.
Player: Help carry Mikhail

DM: You aim your rifle, firing at the albino. The bullets slam into the albino as it roars in pain, before the nearing werewolves slam into your coach. Their massive, muscled frames slam through the wooden coach, knocking you against the other coach. A claw comes through the wall, grabbing you and tossing you against the ground, shattering your bones. You let out a pained scream, before the wolves are upon you, eagerly tearing you apart.

DM: You raise your rifle, firing. The bullet thuds into Mihrab as he bears his teeth in a grin."Pathetic," he says.Mihrab bursts towards you, grabbing you by the throat, his claws cutting into your skin."Your life is meaningless. Has your service to Count Grey blurred your mind and given you a strong head? You have nothing to offer."
Player: Go for your rifle
DM: You grab for your rifle and go down, grabbing it by the barrel and tossing it into the air. You grab for the trigger, before Mihrab slices his claws across your throat and pressing his mouth against it. You gasp as blood spurts into the monster's mouth, dropping the gun and letting out a pained grunt as you're drained of your life source.

DM: You both grab Mikhail, lifting him out of the coach as the werewolves near. Haygarth grabs him from behind and attempts to help, as Dasha sprints off into the woods. Mikhail moans as you drag him forward, shuddering. He opens his eyes, shaking his head as his eyes widen in a moment of lucidity."You need to get the fuck out of here," Mikhail says."Mikhail! We need to go!" Lucas says."I won't last a minute! Get out of here!" Mikhail says, pushing you both off. "Leave me a rifle."Lucas swears loudly, quickly lighting a fire bomb and flinging it forward as it smashes into a charging werewolf."Give me your bombs and get out of here!" he yells.You fumble to hand over your fire bombs as Mikhail takes your rifle."You need to go, Lucas," Mikhail says."I'm not leaving you!" Lucas replies. "Haygarth, Samuel, get the fuck out of here!""
Player: Leave Lucas

Player: Set up the machine gun

DM: You smack your head into Mihrab's face, knocking him backwards into the wall. The gun's not working. You need to find something else. You quickly hurry down the stairs as Mihrab swears in some long dead language. You run quickly, finding yourself in the lower floors of the castle. There's a straight shot up another stairs to the courtyard, where you could lure Mihrab outside. Hopefully, the werewolves would frenzy and take him out, while you could slip back inside the castle. You could also head deeper into the castle, towards Count Grey's coffin and the inner areas.
Player: Head inwards
Player: Head for the armory
DM: You turn, barreling towards the armory. You hear the door unlocked behind you, hearing Mihrab approaching. You run desperately forward, but Mihrab is faster, stronger and angry as hell. As you run desperately, you feel Mihrab grab you. He flings you against the wall as you yell in pain, before darting forward and stabbing you through the neck with his claws. You let out a yelp of pain as blood fills your throat and runs down your chest, before Mihrab grabs your head and quickly twists it, breaking your neck.

DM: You lean down slightly, keeping eye contact with a snarling Mihrab, before grabbing your dagger. You stab it into Mihrab's stomach as he yelps in pain. You shove him back and immediately begin barreling down the staircase. The gun's not working. You need to find something else. You quickly hurry down the stairs as Mihrab swears in some long dead language. You run quickly, finding yourself in the lower floors of the castle. There's a straight shot up another stairs to the courtyard, where you could lure Mihrab outside. Hopefully, the werewolves would frenzy and take him out, while you could slip back inside the castle. You could also head deeper into the castle, towards Count Grey's coffin and the inner areas.
Player: Head out to the courtyard
DM: You turn and sprint forward towards the courtyard as you hear Mihrab quickly following as he snarls. You push open the oak doors to the courtyard, running out. You hear a half dozen howls as the werewolves outside spot you, but you know Mihrab is most likely still pursuing. You can't tell, you only hear the pounding of his own heart. You keep running, before you feel your back breaking as the werewolf's claw smashed into your hack, the knife-like claws cutting through your leather duster and slashing through your flesh. You roll to the ground with a scream, as the werewolf leaps onto you, it's weight crushing you. It's wet saliva dripping onto your face, it howls at the moon in an act of triumph, before it lunges forward, biting deep into your throat.

DM: You turn and run, hearing it desperately chase after you. The footsteps get closer and closer, before you feel your back breaking as the werewolf's claw smashed into your hack, the knife-like claws cutting through your leather duster and slashing through your flesh. You roll to the ground with a scream, as the werewolf leaps onto you, it's weight crushing you. It's wet saliva dripping onto your face, it roars at you, before it lunges forward, biting deep into your throat.

Player: Clean up the motel room

Player: Punish the guards first.

DM: You grab the shotgun, going for the box of silver shotgun shells. You quickly load one as the door begins to break as the wood splinters, before a claw smashes through the door. The albino werewolf charges inside, and you raise your gun, firing.The shotgun booms back, peppering the albino with buckshot. It howls as its skin begins to burn with silver, but it doesn't go down. You reach for another shell before the albino slams into you, its claws instantly shredding your torso as its jaws close around your head.

Player: Don't say anything.

DM: You roar in pain as you struggle against the being. You writhe and convulse, smacking your head into the bloody grooves that make up the pentagram, breaking your noise and covering your face in blood. You scream loudly, before you feel your body begin shifting. Your eyes burn, your skin begins to peel off, your muscles harden and stretch and morph and your entire form shifts. As your screams grow louder and louder, you feel the entity begin to recede from your mind. It pulls back, leaving your consciousness. You stand, taking a deep breath. You look at your hand, your fingernails having grown and morphed into dagger-like claws. You punch the stone wall, breaking through it with ease. You grin, showing sharp, predatory teeth, and laugh.
Player: Find and kill Mihrab

DM: "Being, leave me be!""You called me, mortal! Now, you're mine! You have nothing to offer me!"
Player: Offer your soul
DM: "My soul! If you help me, my soul is yours!""Your soul is already mine! I'll have no trouble taking it, mortal!"Suddenly, the entity then launches a new attack, invading the very core of what you are. The demonic energy quickly burns out your soul and mind. After only a flicker of pain, it's all over, and the demon has consumed your soul and possessed your body.

DM: He strikes like a viper as you slash your blade, but he slips to the side. He slashes his hand, cutting open the side of your face before grabbing you. He jabs his claws into your eye as you scream in pain, before he catches your head, twisting it quickly and snapping your neck.

DM: You swing your blade frantically, as Mihrab charges directly for you. You run the sword through his chest as he roars. His dark, soulless eyes go dull, as you pull the sword out of his chest, where it's just ran through his heart."That..." Mihrab whispers, looking at the blade with horror and disgust, before he collapses to the ground. You step forward, running the sword through Mihrab's chest. He grunts as his body begins to turn to dust as the very essence of his life is absorbed into your blade. You release the blade, hearing it clang to the ground, before you step back. You watch as the ancient, powerful vampire's corpse disappears from view. You've killed Draven. You've killed Mihrab. Now, all you need to do is deal with Alexa, and the Viceroy problem will be solved.
Player: Find Alexa
DM: You turn, walking towards the door. Last you remember, Alexa was inhabiting..."Hmm..." Alexa says, as you spin around to see her form from the shadows.Alexa walks forward, kneeling down to stare at the pile of ash. She gently picks some up with her finger, before blowing the dust away."Good riddance," she smiles, showing her long fangs.Alexa stands, walking towards. You dive for the sword, grabbing it with your hand and holding it up, snarling."Stay back," you snarl.Alexa moves forward, stopping in front of you just out of the reach of your sword."You've proven yourself to me. You've shown that you truly deserve this gift I offer.""Gift?" you ask."I offer you a chance to join me. We are immortal, we are powerful and we are predators. If you are willing, you can join me as a vampire, and we can take the places that Mihrab and Grey once occupied." "You want me to join you as a vampire? Why?" you ask."Together, we can rule. I... miss the joys of mortal life. I miss having friends, having allies, having lovers. With you at my side, as equals, we can live forever, survive anything, and be the perfect allies."Alexa steps forward, smiling at you."So?" she smiles.

Player: Ritz Bitz Crackers

Player: Settle with this one

Player: A
Player: D
Player: C

DM: You step forward, as she smiles, assuming you've taken up her offer. Then, you swing your blade, beheading her in one quick move. Her head topples to the ground, and you smile. Three vampires in one night. Terrific.You fall to your knees, tossing the sword aside as you breath out a sigh of relief. You take a deep breath, before grabbing your rifle from the ground and standing. You hear a howl from outside, leaning up against the wall and creeping along before you stare out the window. You see in the distance the sun beginning to rise. The werewolves begin howl, fleeing off towards the woods, not wanting to be caught around him when the transformation ends. You wait, watching as even the Alpha flees desperately away. You wait until the sun's light actually begins to shine on the courtyard, before walking out into the courtyard. You look up at the sun, feeling its warmth on your face, before you realize how absolutely exhausted you are. You collapse on the ground, staring up at the sky and feeling the warmth of the sun on your face.
DM: RoyaltyYou stand on the castle wall, staring out at the trees. A half a dozen guards patrol the walls, watching out for any potential werewolves. The purges you've organized of the forests have been effective, but you're still alive. Due to the loss of any significant supernatural power, you've need to replenish your power by recruitment. You've recruited Lucas, Mikhail and Haygarth, all of whom managed to survive the night through their coach escape, although Dasha thoroughly and aggressively refused to come anywhere near the castle. You recruited a few more men from the villages, and quickly regained the control that was lost with the death of Count Grey. Through hard-work and a treaty with King Ferdinand, you've managed to become the new Count of the region. The peasants continue to pay tax to you, although you've negated the need for any of them to die to feed you. You've created a nice little situation for yourself here.Count Samuel. You never thought you'd see the day. Yes, it's a new dawn. The world is changing. The myths and legends of the past are being dispelled. Now, you're the future.

DM: "Shitty, Sir. Very shitty. All of our Ancient-derived technology is working against us and for the Chykri. We won't hold against them, Sir."
DM: "We have Remnants reporting mass hallucination and mental illnesses arising, and coordinated enemy attacks.""Show me the situation."The War Room's holographic map opens up, and your lieutenants get to work. The first situation brought to your attention is the drop ships targeting the planet's anti-orbital defenses. They're being deployed by a trio of Chykri Spheres in a current battle with two Leviathan Ships.

Player: Try to understand the capybara's point of view.
DM: "Wait!" You exclaim. "Before you maul me, could you at least tell me why?"The capybara looks at you thoughtfully before saying quite simply "Why not?"Well, that wasn't quite the answer you were expecting, and you aren't sure how to answer to it.
Player: Inform it that it's reason is dumb.
DM: "Well, that's a DUMB reason to maul someone." You say obnoxiously. Unfortunately, that is the last thing you say. The capybara jumps, and goes straight for your jugular. Your last regret is that you never got that sandwich.

DM: You meander into your kitchen, open up the pantry, and a shiver goes down your spine. You are out of bread. However, you think fast and make yourself a bowl of cereal. It isn't nearly as tasty, or even as filling or nutritious as a sandwich, but it is better than nothing.

Player: South!

Player: Shake hands with them.
DM: "Hi zombies!" You say, trying to be neighborly. You hold out your hand to shake hands. The zombies have different ideas however, and pretty soon you don't have a hand anymore. On the bright side however, after you turn into a zombie you make a nice meal out of your neighbor, and aren't hungry anymore.

Player: Go to your living room

Player: Pretend you are a lamp.
DM: Thinking quickly, you put a lampshade on your head before the ninja has a chance to notice you. The lampshade is a very nice shade of pink, with fuchsia stripes down it. However, it doesn't match your living room at all. You hold your breathe as he walks over to you and pulls on the cord that would turn on the light, if you were a real lamp."Click" You say, feeling rather clever. The ninja seems to frown a little bit though noticing your lack of light and pulls on the cord again.Now what?

DM: "Oh. Alright. I suppose that makes sense." You say reasonably. "Since I can't argue with your logic, I guess you can go ahead and maul me."This display of goodwill and understanding makes the capybara feel guilty. Not so guilty that it doesn't bite you, but it only bites once, and not nearly as hard as it normally would. However, you do have rabies now.
Player: Have a party!
DM: "Hey!" The capybara says. "Let's have a party!""Ok!" You agree. "I'll invite all of my friends!" But then you realize something. "Uh-oh! I don't have any friends. Except for you, Mr. Capybara.""That's ok, I'll just invite my friends." The capybara says, deciding not to comment on how pathetic it is that your only friend is a rabid animal. After a few phone calls, and some rushed decorating, your house is full of partying animals.You're so preoccupied with the party though, that you forget to eat and starve to death.

DM: OW!You ran right into a wall! You spend a few seconds feeling sorry for yourself before picking another direction.

Player: Chase after the zombies, and eat one.
DM: You run off in the direction of the zombies, and tackle one from behind. Before they can react, you start gnawing on it's arm. Too bad you didn't know that zombification was contagious! You instantly turn into one of the walking dead, and no longer want to eat sandwiches. Unless of course, they have braaaaaaaains.

Player: "Unclick"
DM: "Unclick?" You say uncertainly. It doesn't seem nearly as clever the second time around.However, the ninja shrugs and then leaves your house through the front door. You take a deep breath while taking off the lamp shade. That was a close one.
Player: Check on the rabid animal

DM: That wasn't a very intelligent choice. Why on earth would you decide to fight a ninja? As if you even had a chance. The fight is over quickly and painfully, ending with your death.

Player: Cry pitifully, and hope that it doesn't kill you.

Player: Make a sandwich anyway.
DM: You make your way into the kitchen unfazed. Rabies or no rabies, you WILL have a sandwich. You hum to yourself happily as you gather all of the ingredients, and then assemble them into a very nice looking sandwich. It is so wonderful that you completely forget that you had contracted rabies, and never got the vaccine. You die several months later.

Player: Conclude the interview
DM: "Alright Garran. Let the Snub rest. I've got all I need."Although you've gained some valuable insight on the Chykri, little of it can help the war-effort. At least you now understand that you've been fighting the slaves of a much greater entity.
Player: Leave the ship
DM: "General, in light of recent information, we need to begin searching to attack and neutralize this leader. If the Chykri truly are just slaves to this being, this being's destruction could win us the war." Yarcel says.You sit in the War Room, surrounded by your generals, discussing this recent information."Perhaps we can only see one head dance from the mist, but many dance within it, obscured from the young eyes of the hungry Scairtt, waiting to pop out once the hero is injured after beheading the first." Akaid says."The fish is right. This "God" figure would presumably be well hidden like a weak old coward who can't hold a sword. We've yet to see any figure like this on the battlefield." Thar'Kaan says. "We need to focus on the destruction of the primary army using what we've been taught.""Achilles, I'd like to refer you to the Monolith. My reports indicate that this acts as a Communications Center for the Chykri, but what if it were something more? What if this communications center held the "God" being, and acted as his base of operations? It would explain why we've only found one of them." Cabana says.You nod your head slowly."Yes. Double our efforts on finding the Monolith." You agree."Damn right." Achilles nods."But for now, we need to focus on the war effort." You conclude, standing up. "Everyone, back to work on saving the Coalition and making sure a statue of you is buitl."You stand, heading towards your office.

DM: "Gee, Mr. Rabid Capybara, let's have a fun filled adventure!" You decide suddenly."Ok." The capybara agrees.Without discussing any sort of traveling plan, you both leave the United States and end up discovering some ancient ruins that I won't describe, because I'm afraid of plagiarizing Indiana Jones. You both narrowly escape some highly unoriginal booby traps, when suddenly you remember that you haven't eaten yet.
Player: Dance!
DM: You dance a little, while the capybara stares. The dancing didn't accomplish anything though, and you're still very hungry.

Player: B
DM: Well, you lost.Your collar beeps before the internal bomb is activated. CreditsRon was played by Chuck N.Mr Teacher was played by Sean ConnaryStudent 67 was played by the 6 flags dancing old guyJB was played by himselfRekcut was played by Fate AlbertMat was played by a random hobo who agreed to work for change.Brad was played by Justin Bliebar

DM: The ninja looks at you oddly, and then proceeds to explain why he was in your living room."You see," He tells you. "I actually came over to borrow a cup of milk. But now that I see what a coward you are, I think I'll just take your whole refrigerator." He says, walking into your kitchen."What?" You exclaim. "Nooooooo!" When you go to check, the refrigerator is gone, just like the ninja said. You live out the rest of your life in despair, and never get another sandwich again.

Player: Fight the ninja.

Player: Eat the capybara

Player: Since it's distracted, run!

DM: You casually stroll into the kitchen acting like nothing odd has happened to you today. Your kitchen is a beautiful place. The tile is immaculately clean, the sink is sparkly, and your refrigerator is huge. The sight almost brings tears to your eyes. As you gaze adoringly at the most stunning room in your house, you wonder whether you should get the bread from the pantry first, or check out the fridge.
Player: Fridge!
DM: You look in the fridge and see that a sandwich is already made, and waiting for you! How wonderful! You feel an urge to dance wildly, but decide to pick up the sandwich instead. It is corned beef, with Colby cheese, mayonnaise, lettuce, and a thick slice of garden fresh tomato, all on Italian bread that you got from the bakery just this morning. You take a big bite of it.It's delicious.

DM: The wasteland stretched out before Austin, the landscape devoid of life and energy. A small tumbleweed slowly rolled past his worn boots, and it wasn't along before it too was lost amidst the dust. In the far reaches of the horizon, the faint outline of a mountain range could be seen, looming like a sleeping giant lying on its side. The only other thing noticeable about Austin's surroundings were a few mutated cacti dotting the brown earth of the desert, oozing with clear sap and sprouting at least a dozen small limbs. Austin tugged the hood of his red and white cloak over his head to keep the dust and lingering radiation out of his eyes. As his flesh hadn't started to fall off in chunks by now, Austin assumed the level of radiation here wasn't high, although judging by the cacti it wouldn't be good to stick around. Austin rummaged around in his faded grey pack and took out his atlas, the yellow ragged one that had "Texas" scrawled in all caps on the front. A quick look he estimated that he was nearing a clump of settlements, where food and shelter awaited. His pack weighing heavy on his shoulders, Austin continued to shamble forward into the wastes.
Player: Hostile Wildlife
DM: After about an hour of trudging through the barren desert, a sound broke through the rigid silence of the apocalypse. A rattling, followed by a hostile hiss. A gigantic rattlesnake, wide as a tree trunk and just as long, slowly slithered out of the sand, bearing its ivory white fangs at Austin. Its yellow pupils glared maliciously at him, and Austin could see the hunger and agony in its eyes. Strangely, he did not feel fear. He pitied the creature, having been reduced to this sort of suffering- but he had to put it down. But how? Austin decided to...

Player: Stab it
DM: Austin unsheathed the machete hanging from his belt in a single fluid motion and charged at the huge snake. The rattler attempted to bite at Austin, but he managed to duck to the side and plunge his blade deep into the snake's flank. However, Austin was unable to remove the blade, which was firmly wedged in the snake's flesh. Hissing with fury, the snake strikes again and did not miss again.Its fangs sank deep into Austin's neck, and the poison spread quickly and fatally. Austin mercifully died before he was eaten alive by the snake.

Player: j
DM: A
Player: I
DM: I
Player: u
DM: AU
Player: m
DM: AAM
Player: o
DM: AAAO
Player: w
DM: AAAAW
Player: r
DM: AAAAAR
Player: k
Player: y
DM: A
Player: H
DM: H
Player: g
DM: AG
Player: s
DM: AAS

DM: Wiping beads of sweat from his brow with his cloak, Austin approached the stranger. "Thank you," he managed to croak after a slight pause. It had been so long since he'd used his voice, it was difficult to form words and was like trying to start up the engine of an broken-down car (most were these days). "My name is Austin." "Austin, eh? Coulda sworn I heard that name somewhere before." the man replied, spitting a stream of dark liquid out of the side of his mouth. "I took it from a sign on the side of the road. 300 miles to Austin, I think it said. My birth name I hardly remember by now. It died long ago, with my father." The stranger sighed in sympathy. "I understand jes' fine. I lost my pappy too a while back. Seems a lot of folks have, these days. The name's Frank. If you'd like, I could take you back on over yonder to my settlement. Give you food and water if you got yourself something to trade. Like that cloak you got on your back, I swear I've seen something like that before..."He knows of it. What to do?
Player: Shoot Him
DM: In a single, smooth motion, Austin raised his revolver and fired two shots right into the stranger's chest. The man let out a small gasp of shock as the bullets smashed through his ribcage and burrowed through his organs. In an entirely reflexive motion, the stranger squeezed the trigger of his rifle, and a shot rang out through the wasteland, sending a flock of irradiated birds flying away. The bullet cleanly fles through Austin's throat, who lifted a hand up to his neck. Spurts of blood gushed out of the hole, and Austin fell onto his back, choking to death on his own blood. The stranger soon followed, falling off his horse and eventually bleeding to death. The horse lets out a singe whinny and set out into the wastes, leaving nothing behind but the bodies of his master and a stranger, and a blood-soaked flag.

DM: You are a private investigator at the scene of a burglary. Someone has stolen thousands of dollars of jewelry from the mayor's house! The detectives working the scene bring you a note they found and tell you that it is EVIDENCE. You decide to:
Player: throw the note away, EVIDENCE is not something you are interested in
DM: Whoops. Evidence is used to prove or disprove something. You should not throw away anything that could prove who committed the crime.

Player: Try to find another clue
DM: Since TANGIBLE means something you can touch, the thief's confession will not help. Suddenly, an officer comes up to you in a JOVIAL mood and tells you that he has found a VITAL clue. You should:
Player: try to calm the officer down
DM: JOVIAL means that the officer is in a good mood, you do not have to calm him down.

DM: Don't get confused because the word lying is in IMPLYING. Imply means to suggest something without saying it directly, and Infer means to make a smart guess by looking at the evidence.

Player: read the note, EVIDENCE is important

Player: try again

Player: tell him to go away
DM: VITAL means extremely important, you should listen to what this officer has to say
Player: listen to what the officer has to say
DM: Excellent. This very important clue was just what you needed to lock the thief away for a long time. Congratulations.

Player: Try to possess the man

Player: Thief (Can steal stuff)

Player: Open the window.

Player: Beg him to stay
DM: You have never had a friend beforeAnd you don't want to let him goYou beg him not to leave you hereWhile he goes to study PlatoYou told him, "I'll be miserable If you leave the orchard nowI couldn't handle life without youSo please make me a vow"Promise me you'll never leave I'll take good care of you hereThere's plenty of food to eatSo don't you dare disappear"He looked sad and said he'll stayHe said, "I didn't really want to go"You knew he was telling you liesBut you didn't let him knowYou two laughed and played a whileAs you planned your eternity togetherYou played a game of hop scotchWhile thinking of his small foreverA few days later a woman cameShe was distraught and cryingShe called out for a boy named RoyRoy and you sat in a bush spyingThe boy said, "that's my mother"He asked if he could go to herShould you let him leave youOr keep him, as you would prefer
Player: Force him to stay

DM: You cannot let him go to warOf that fact you are sureIt seems the thing to doYou almost feel like a saviorYou pleaded him to stay homeTo let others fight in war"I have to go," he told youBut he wouldn't say what forRoy spent the summer with youWhile you berated his choiceBut when the last day of August cameYou could barley find your voice"Goodbye," he said and then you knewYou had to stop him here and nowYou screamed, begged, and pleadedBut he left the orchard anyhowYou never saw that boy againYou never said it everBut you really knew the truthHe was dead and gone forever

DM: There's no way you'd let him leaveNot after he decided to stayYou grab his hand tightlyTo make sure he won't disobeyHis eyes fill up with fearAnd he starts to call outBut you use your godly powersTo ensure she cannot hear a shoutShe looks around the orchardAs Roy tries to loosen your gripShe finally leaves to look elsewhereHe screams for her not to quitYou use your godly powers againTo give him the same curse you bearHe is physically unable to leaveThe orchard, he goes to despairYou try your best to console himBut alas, it is to no availHe officially hates youAnd the orchard, his own jailSeven years pass and no changeOne day he asks to be left aloneYou oblige as you have often beforeHis hatred for you has grownYou go to sit on your twig throneAnd think about the factsYou only kept him here becauseYou love him without tactA few hours later you return To where Roy is often foundBut to your immediate surprise There was nobody on the groundThere was a small teenage bodyDangling from an apple treeA noose made of vines was securedAround the neck of the deceasedYour selfishness had killed himYour first and only friendBut you were no friend of hisHe hated you until the bitter end

Player: U
Player: H
Player: T

DM: You knew you'd never convince himTo stay when he wanted to goSo you picked up a lucky cloverHe said, "I'll be back, you know" He left on the last day of AugustAnd kissed you on the cheek"I love you," you said and he noddedA reply for you he didn't speak You watched him leave the orchardWishing you could do the sameYou loved him more than lifeIt was an undying flame He didn't come back in JuneAnd you worried for his lifeBut two years later he returnedWith a woman he would make his wife You couldn't believe your earsWhen he said he loved her trueYour unrequited love hurt your heartAnd you didn't know what to do Shall you give them your blessingAs is the right thing to doOr shall you try to steal himFrom the woman in front of you?
Player: Try to steal his heart
DM: You have to have him for yourselfBut he loves another nowYou look down at your child's bodyYou needed a look to wow "I'm a goddess" you say to yourself,"I can change my looks as I please"So you grew up in height and beautyIn order to do more than appease Your big eyes the color of plumsYour lips the red of a cherryYour hair glowed in golden locksPrettier than the girl he was to marry Your body type was perfectAs was your white flowing gownBut it seemed something was missingOh yes, you put on your crown When the future bride was asleepYou showed yourself to him"Hello," you said and he turnedBut his face turned terribly grim He knew it was you from the crownAnd he asked what this was about"I love you," you said simplyThen he began to lash out "I have a fiancée who I love,How dare you try this with her here!"You begged and pleaded him,"I can make her disappear" But you realized you were too lateHe really loved this ugly girlAnd he would marry her soonYour mind went in a whirl But your actions made him angryHe stormed off without a wordTaking his bride to be with himTo never again return

Player: Try to win his love
DM: You know he's now an old manAnd doesn't have much time leftBut it's better to be loved in memoryThan remember all this bereftYou remembered your appearanceIt is that of a young childBut you're a goddess, so youCan change the way you're styledYou add sixty years to your faceAnd the same to your bodyBut you make it less wrinkledThan it really ought to beYou put on your nicest dressAnd curled your bright white hairThen found the man you still loveAnd did what you shouldn't dareYou kissed him right then and thereHe pushed you away and asked"Who are you? How'd you find this place?"He didn't recognize your maskYou told him who you really wereAnd he seemed to understandBut still he turned away from youAway from the orchard, this landHe came back two more summersBut was distant and distractedHe didn't come back after thatYou're sure death had enacted

Player: True Ending
DM: But then on the last day of AugustYou went to wake the sleeping manOnly to find he wouldn't wake upYou stay as calm as you canYou bury him in the orchardAnd plant an apple seed on topIt always was his favoriteYour tears begin to dropThe only friend you ever hadWas taken from you by deathYou wished you could die, tooYou tackle for a gagged breathBut as your tears are fallingYou think you hear a small child"Why are you crying?" Asks her voiceThrough your tears, you smiled.

DM: You stand in an empty, grey room. There are no windows, and the door behind you slowly clicks shut. You glance around, and you notice a grey table in the center of the room. Placed on top are two grey boxes and a sign that reads "DO NOT TOUCH. ASK FOR HELP."
Player: Ask the voice who they are
DM: "Who are you?" You ask, "And where are you?""I..." the voice trails off, "I- that's not important. All you need to know is that you can trust me."You sigh. "I don't really have a choice, do I?""I'm afraid not.""Alright," you say, clenching your fist, "Let's do this."

DM: You walk over to the left box and lift it up. You frown when you see what is beneath. It's a big red button with a giant check mark on it.
Player: Don't press the button and call out to see if someone can hear you

Player: Wait for directions

DM: You press the button, and a soft bell chimes through the room, and the wall clicks to your right."That was incredibly stupid."A voice echoes from nowhere, and you jump, looking around."Do you go around everywhere just touching things that aren't yours?" The voice continues."I- I'm sorry," you stutter, "Who are you?""That doesn't matter," the voice responds, "What matters is that you go lucky. If you had picked up the other box, you would be dead right now."You look a the other box sitting on the table and bite your lip. Is the voice serious?"However, if you had actually don't what the sign had said, your decision wouldn't have been based on luck," the voice continues, "So we're establishing a new rule. Do as I say, exactly as I say it. And you might survive. Understand?"You open your mouth, your mind running a mile a minute, but the voice cuts you off. "No questions. Do you understand?"You nod."Good. You can proceed to the next room through the door to your left. I will meet you there."You look over your shoulder. In the grey wall that had originally been seamless now stands an open door. You swallow and walk towards it.
Player: Room #2

DM: "Here is your first direction." The voice coughs, clearing its throat. "Right is not always right."You blink, and wait for more. When nothing comes, you frown. "Those are the directions?""Well, it's a riddle," the voice says. "I am obligated not to tell you exact directions, but I assume that is easy enough to figure out."
Player: Look under the right box
DM: You light up the box lightly, peering underneath. Almost immediately there is a sharp hissing noise, and something wet splashes on your face. You stumble backwards, landing on the ground as searing pain shoots through your head.You are faintly aware of the pain in your throat, and you realize you are screaming. Moments later you lie on the floor, dead, your face an unrecognizable stain on the floor.

Player: Look under the left box
DM: You lift the left box, realizing that the riddle referred to the right box not being right, and stare at what is beneath."Congrats," the voice said, "Hurry up and press the button. Go through the door when it opens. I'll meet you over there."
Player: Get on your hands a knees and crawl

Player: Stop, drop, and roll
DM: You drop to the floor, and begin rolling on the floor. You're not really sure why you're doing this, and you immediately stop."What are you doing, idiot?" The voice yells at you, "You aren't on fire!"You stand and focus on actually doing something productive.
Player: Crawl
DM: You drop to your knees, remembering the fire protocol you learned in grade school- stay close to the ground to avoid smoke. You close your eyes, steeling your nerves, and begin crawling forward.When the first flames sears over your head, you nearly jump out of your skin. But moments later, the stream cuts off, leaving you hotter, but uncooked. You let out a small whimper against your will, but tell yourself to calm down. For some reason, you think it will only get harder as you go on. You move forward, trying to ignore the blasts that fire over your head.After what seems like hours, you glance up, and you see the end of the hallway and the bottom part of an open door, and you crawl forward with renewed vigor. Finally, you reach the end and stand, nearly collapsing from relief."You made it through the second room, and only your hair is a little toasted. Must smell wonderful. Go ahead and go through to the next room. Don't take too long."

Player: 17
Player: 21
Player: 23
Player: 2
Player: 6

DM: "I didn't feel like it." You say. Dean slaps you hard a few times across the face. His strength is inhuman. He nearly breaks your neck from the hits. Suddenly Dean drops you, as if finished. "Come, now." He calls over his shoulder. If you were to refuse he'd surely end your life.
Player: You decide not to come
DM: You decide not to come. Dean notices. He turns around, eyes blazing, and kills you. Sorry, but you've lost the game. Please click "The first night in Hell" to try again. Otherwise, comments are welcomed. Thanks for playing!

Player: Room #3

Player: Look just a little bit more on YTMND...

DM: You step into the next room and blink in confusion. Light is streaming through a window on the left wall, but as you look at it closer you can easy tell that it's fake. On the wall directly in front of you there is a large blackboard, completely blank, and the only piece of furniture is a single, old fashioned school desk, facing the front. You walk up to the desk, looking around the room as you go.Sitting on top of the desk is a single piece of paper and a sharp pencil. You reach out to grab the pencil, but jump at the sound of a loud bell. Almost immediately, words begin forming on the board in front of you.Welcome to Critical Thinking 101. Please take a seat.You stand there, staring dumbly. The words disappear add new ones take their place.You're wasting time. Sit down.You sit."Are you that voice that keeps helping me?" You ask. A No forms on the board, before disappearing.I have three puzzles for you to solve. You must answer all three correctly to continue. Write your answer on the paper provided. Understand? Nod if you're ready to begin.Mouth dry, you nod.Riddle #1You throw a ball as hard as you can. Moments later, the same ball comes back to you, but it didn't hit anything, there was nothing attached, and no one threw it back. How is this possible?
Player: You are the ball
DM: I am the ball, you write, and put your pencil down. You sit quietly, and nothing happens. Then suddenly, you hear a mechanical whirring noise above your head and look up just in time to see the ceiling open and a mass of what appears to be soccer ball falls on your face.You lay somewhere underneath thousands of soccer balls for who knows how long. You die due to dehydration.Not a very flashy way to die.

DM: You throw the ball straight up, you write, and wait. The board clears.Congrats, it writes, here is question 2.You walk into a freezing room that has a match, a kerosene lamp, a candle, and a fireplace. What do you light first?
Player: The fireplace
DM: You write down you answer. Almost immediately, white smog starts pouring in from invisible vents, and you can tell that the temperature in the room has dropped.You feel nothing as the pencil slowly slips from your grip. You mind numbs, and you fade as your blood freezes in your veins.At least it was a peaceful death.

DM: You think about the question for a moment before realizing you would need to light the match before anything else. You write your answer and text begins scrawling across the board once again.This is your last riddle. Answer it correctly and you may continue.Mr. Gray was killed on a Saturday afternoon. When the detective ran his interrogation, the wife said she was reading a book, the butler said he was taking a shower, the chef said he was making breakfast, the maid said she was folding clothes, and the gardener said he was planting carrots. Immediately after, the detective knew exactly who to arrest. Who was it?
Player: The wife
DM: You set your pencil down and take a deep breath, confident in your answer. A bead of sweat rolls down your face. You frown. Is it getting hotter in the room, or are you just nervous.No. You realize that the room is sweltering, and the heat is only continuing to rise. You jump up, frantically searching for a way to escape. You're so hot now, sweat is rolling off you like rivers and your skin is scalding. You collapse, unable to stand, and hold yourself as your body slowly overheats. You were cooked in your own skin.

DM: Wasn't Mr. Grey killed in the afternoon? Then why was the chef making breakfast?You write your answer confidently. Immediately the bell from the beginning tolls and a door on you right clicks open."Congratulations," the voice says, startling you, "You made it through. It was killing me not being able to help you, but it seems you were smart enough to figure them out on your own.""Thanks," you say, "They were easy if you thought about them. Am I done now? Do I get to leave?""I'm afraid not," the voice responds, "You still have a few more rooms left. I would suggest getting a move on.""Now wait just a moment," you say, becoming more irritated, "This is ridiculous. I have been under the threat of death, put through multiple trials, and I don't even know why I have to be here and who you are.""That will all be clear once you finish. Now, if we can please-""No," you snap, "I want it to be clear now. What am I doing here, why am I here, and who the hell are you?""I understand your anger," the voice says calmly, "But I just need you to finish and then-""You need me to finish? Why do you need me? I don't want to be here. I have half a mind to just make a wrong choice in the next room just so I can get out of this hell-hole.""No, no," the voice says frantically, "Please don't do that.""You're not giving me a good reason not to.""And I'm not giving you a good reason to do it either."
Player: Continue onto the next room
DM: "I'm not doing this anymore," you say, angrily, "If I'm going out, I'm going out on my own terms." You spin on you heel and head to through the door. You are aware that the voice is yelling at you, but you ignore it. You continue walking forward, noticing the tiles beneath your feet, and you stop when you hear one click.You step off, and the room explodes.You may not have had the guts to continue, but you had the guts to go out on your own terms, and you went out with a bang.

DM: 

DM: "Are you crazy?" You say, backing away, "I would never take your place."It doesn't move, but a shadow falls across the beings face. "You promised.""I didn't know what I was promising," you exclaim, "I just wanted out of here.""You promised," the voice repeated."Well, I'm breaking that promise," you say, "Let me out."Nothing happens and panic rises in your chest. "Let me out," you repeat, "I want to continue with the rooms.""You shouldn't make promises you won't keep," the voice says softly.Tubes detach themselves from the body, and rise as if being controlled by an invisible hand. One shoots at you and you dodge, but another catches you in the chest. You struggle, wheezing, but more grab onto you, and force you into and identical chair. You scream as pain shoots through your body as wires and tubes detach themselves from the body and onto yours. The pain is excruciating.You pass out.
DM: Whatever that machine did to you, it ruined your life. You sit everyday in your chair, never able to leave, but always gone. Your brain is connected to the facility now. You can feel and see through every wall and object. But the pain. Constant pain. Your life force is being sucked out of you with such force that you can barely focus and it is being replaced with a liquid so cold, you think you don't know what it means to feel anymore.You turn bitter- bitter towards the one who put you here, bitter towards your confinement, bitter towards the world. You try in vain to find someone with a strong enough life force, but fail over and over. You've gotten bored of burning bodies.It wasn't until one day, as you were trying, in vain, to tune out the excruciating pain, that your attention is drawn to a young man, dressed for an interview, steps into the first room. He looks at the table with the two boxes, and reads the sign. He looks around, and calls out "Hello?"You smirk to yourself. Maybe this one will one day feel the same pain you do."Hello," you say, and the man jumps, "Ready to play some games?"
Player: Evil ending

DM: "There's no way out of this." You say, your stomach sinking.The creature stares at you with its milky gaze, and you fall to your knees. "I'm going to end up here anyways, I might as well keep my promise."The floor parts in front of you, and a chair rises from below. "Thank you," the voice says softly, "I'll make this as painless as possible."You sit in the chair, and a mechanical arm, equipped with a syringe, protrudes from the armrest and jabs you in the arm. You wince, and al out immediately your sight begins to go dim. The last thing you see are the wires detaching themselves from the body and moving toward you.
DM: You had woken up that day completely different. You were still you, but you were larger. You were every room and light and table, and you had control over everything. You could feel your life force being sucked from you and replaced with something lesser, but at first it was just an annoying ebb.For the first few years, though it felt like centuries, it didn't bother you. But as time went on, you felt yourself becoming bored.So you hack the internet. You put up ads. You attempt to draw people to you. You want to have some fun.The door opens one day, and your attention is drawn to a young man, dressed for an interview, looking at a table with two boxes on it. He reads the sign, look as around, and calls "Hello?"You smile to yourself."Hello," you respond, "Are you up for a challenge?"

DM: Congratulations, you have reached the bitter end! (Lol)This is my first ever Chose Your Own Story, you you know what that means...Tear it apart! Please, tell me everything I did wrong and what I need to work on. That way, I can learn what to do for bigger, better projects!Thank you,Celemion

DM: Congratulations, you have reached the meh ending! You aren't really bad, but you aren't really good.This is my first ever Chose Your Own Story, you you know what that means...Tear it apart! Please, tell me everything I did wrong and what I need to work on. That way, I can learn what to do for bigger, better projects!Thank you,Celemion

Player: Do nothing for an hour
DM: 

Player: Casino
DM: Would you like to play a game?

DM: 

DM: There is an invisible die. If it lands on a 1, you get 3 times the amount you betted.

DM: 

Player: Bet 10
DM: You run out of money and give up on your quest.

DM: You driving along, having a good time, and you stop at Plarg's to get some gas. You fill up, and then go to your car. You tug at the door. It wont open."Ah, crap." You mutter.
Player: Go to Locate Lost Stuff Store
Player: Get even with Joseph.

DM: You go in Plarg's and ask for a phone. You dial the number for Jarry's Locksmith. A man picks up."Jarry's locksmith. How may I help you?" He asks."I locked my keys in my car. Help." You plead.The guy on the other line sighs. "That will be 199." He says."What?" You say. "Geez! I want my keys back, not a new car! Thats expensive!"
Player: Pay the price
DM: "Okay. I'll pay." You say, reluctantly. What a douchebag this locksmith is, you think."I'll be there ASAP." The locksmith says. He hangs up.Locksmiths usually take their time, so what will you do in the meantime?

Player: Satisfy the urge.
Player: Uh-oh. Better go to the Lost Stuff store instead.

Player: Shoplift
DM: You take a bunch of candy and peanuts and crap and leave. Then the locksmith comes. But the police come first. Instead of arresting you, they hit you over the head with a sledgehammer.

Player: Freak out, break open the door and rob the place

DM: You read. Then the locksmith comes.
Player: Go over to the locksmith.
DM: You walk over to the locksmith."That's my car." You say. "Work your magic."THe locksmith grins. "All right then."He goes up to your car, and a few minutes later comes back with your keys."That will be 199." He says, looking pleased with himself.

DM: A
Player: L
DM: L
Player: t
DM: AT

Player: Ask what the crap he is doing and put your hands up
DM: "What are you doing?" You ask, panicked.He suddenly puts the gun down. He looks sad...almost afraid. "I thought you were... were.... my mom!" He cries.

Player: Run, then drive off
DM: You rip the keys from the locksmith and run as fast as you can. Unfortunately, the locksmith won a bronze medal in the Olympics for sprinting, and he goes up and tackles you.

DM: You get up from your tea table. "Hey, don't think I forgot about the whole burning thing." You say. "Cause, I mean, you must be a pretty big douchebag to go burning peoples houses down, you loser!"Joseph gets up abruptly. "Oh sorrrrry, Mr. Sensitive!"Sensitive? Who wouldn't be angry and upset about their house being burnt? You think."All right." You say. "Me and you. Right here." "Let's go." Joseph says.
Player: Kick his butt!

Player: Hey! He spelled vengance wrong! Let him have it!

DM: Joseph is still alive after you beat the crap out of him?"Hey Joseph!" You call. "Im still angry about my house!"He looks at you and pulls out a baseball bat. He wants to fight!

Player: Better comfort him before he blows up something.
DM: "It's okay." You say. "Was your mom mean to you?""AARGH!" He shouts unexpectedly. He pulls the gun out and aims it at your forehead again.No fooling around with this pyscho anymore. You better defend yourself.

DM: You take out money. Then the locksmith eats your keys and takes the money. He runs.

DM: "Ow!" You say. "I surrender!"The locksmith, looking angry still, decides to eat you.

Player: Scuba dive
DM: Hey! Maybe you could scuba dive to your car. You walk around the outside of the store and find an unused scuba gear set laying outside. Cool! You put on the gear and hop into a lake.
Player: Decide this is stupid and get out of the lake.
DM: This is dumb. You might as well walk to your car. So you do. And finally you get to Plarg's. But your car! It isn't there! Instead there is an unused Ferarri!
Player: Look for your car
DM: You'd rather look for your crappy car than take a Ferrari? What? What?

Player: No
DM: "Hey Joseph!" You say. "I haven't seen you in a while!"Joseph turns around and hits you over the head with a baseball bat he was looking at.

Player: Swim.
DM: You start to swim, until you realize that this isn't a scuba suit! It's a sousaphone, an instument made by Philip Sousa. Too late though. You drown.

DM: "Uh... Ok." You say. You wave goodbye to your ex and hop in your stolen car. Maybe you'll have better luck at the Locate Lost Stuff store.
Player: Drive to the Lost Stuff place

Player: Be defensive and swipe the gun

DM: You quickly fly to Iraq, steal their tank, then fly back. Then you fire the tank at the locksmith. He blew up into peices, which is good, but your money is gone.
Player: Oh well. Go to the Lost Stuff place.

DM: You keep trying to escape, but its hopeless.

Player: Look at section A, ignore the Firestarting creep
Player: Oh, whoops. Of course not!

Player: That creep! Fight him!

DM: Sat on the cold, stone floor of the Blood Temple, you stare at the marbles in front of you. Three marbles, three lives. All must be sacrificed for you to continue living. One marble, lilac in colour, reminds you of flowers that bloom in early spring. Another is a deep turquoise, resemblent of the sea and its wonders. The last is ruby red, beautiful but fierce.
Player: Lilac Marble
Player: Another Life
Player: Turquoise Marble

Player: Yeah, i would.
DM: I've decided that you don't deserve to play this game. Go away.

Player: Leave Tanaka in the corner and Kick down the door on the left

Player: tackle him out of way
DM: You run and tackle him. You and him barely miss the fan and land hard on the ground. Tom stands up and looks at the fan which landed on the other side of the room. He collapses on the floor.Your girlfriend is next. You run to your house and see her sitting on the couch."Hi! I've been waiting for-"She starts to say before you interrupt."I need to tell you something that I don't want my mom to hear. Follow me." She follows you out the front door.

DM: Yes. Wennipeg was going to do things differently now. He left his creation moatless, for the other kids to destroy. He brought his pail and shovel back to his mom."Did you have fun?" she asked. Wennipeg was disappointed he couldn't finish his castle, but he did have fun. He just nodded, and got into the backseat with his things. On the way home, Wennipeg was proud of himself. He didn't feel this way often, but he liked it. As they drove, he could feel himself fading out, into a new place.
DM: Wennipeg didn't want to clean up, and besides, the past is in the past. It was over and done with. Wennipeg told his friend he was going to start with the trash left out on the lawn. As soon as Wennipeg stepped outside, he ran. He ran down the street, to the end of his friend's neighborhood. He called his mom to come pick him up.While he was waiting, he got a text from his friend. "Screw you," the text said. "I invite you to a huge party, and you can't be bothered to help clean up? You always do this. Lose my number." There was nothing Wennipeg could do. What was done was done. As his mom pulled up to get him, the world started to fade out.

Player: Wennipeg helped clean up the mess

DM: Wennipeg didn't want to do things differently. What's done is done, right? He gave into his instincts, and ran for it. His mom was old, and couldn't keep up with his seven-year-old speed. Wennipeg kept running, kicking the sand away as he did. Wennipeg knew his mother couldn't catch him, but he kept going. He ran up the sand, and onto the road. He ran into the trees, until he couldn't see his mother anymore. He didn't like being barefoot and in a swimsuit in the forest, but he kept walking. Wennipeg was mad at his mother. Couldn't she see that her wonderful son was working hard, and that he was almost done? As Wennipeg hiked into the trees, he realized he hadn't done so well in fixing his ways. The world began to fade out.

DM: Wennipeg decided to do things differently this time. He said that he would stay, and he did. He helped vacuum the floor, and pick up all the trash that everyone had left. He felt good about himself for helping to clean up. Wennipeg's friend told him to clear off the counter, so he did. He shoveled all the paper plates and trash into the garbage, along with a few other things. When he was done, he went to go clean himself up in the bathroom.As he was smoothing over his hair, he heard his friend yeling. He quickly came outside to see what was the matter. His friend had his hand in the sink disposal system. "Dude, you put my parents' keys in the disposal!" his friend shouted. Immediately, Wennipeg felt awful. He must have accidentally done it while he was scooping things into the trash. He ran over to help his friend. In doing so, however, Wennipeg, clumsy as he was, accidentally turned on the disposal while helping his friend out.Wennipeg was grounded for a year. He had destroyed his friend's hand, shredded it to bits. His friend spent months in the hospital. He felt awful for what he had done. But what happened? Doing things differently was supposed to help him. This didn't help at all. Wennipeg was glad to see the world fading out, to take away his soul-crushing guilt.
Player: Wennipeg went to a group of people he didn't know, to try and make some friends

DM: Wennipeg decided to steer clear of liquor, and go make some new friends. He approached a group of girls, tightly squeezing the end of his shirt to help his nerves. "H-hey.." he practically muttered."Oh! Hey...man. What's your name again?" Wennipeg was shocked. He expected them to be mean to him, but they actually wanted to talk to him. "I'm Wennipeg...but, uh, you can call me Wen," he said. He internally praised himself for speaking so flawlessly to someone of the opposite gender. But then, the girl asked him a question. "How's school going?"

Player: Wennipeg told the truth. "Not very good."
DM: Wennipeg couldn't bear to lie. "It's not going too well. I have trouble with a lot of subjects," he was ashamed, but the girls still weren't mean to him. "That's cool. Everyone learns differently. Maybe I could help you out sometime?" Wennipeg was happy to hear that. He made a friend, and he could get better grades! He happily accepted, then the girl left to get some punch.Wennipeg was about to go find something else to entertain him, when one of the girls asked him something even worse. "Which one of us do you think is cuter?" The girl gestured to herself, then another girl. Wennipeg didn't want to hurt any feelings, but he had to come up with a good answer.

Player: Wennipeg told the truth. "The girl on the right."

DM: "It's going, uh, well," Wennipeg said. It wasn't a full lie, but he still felt bad. The girl smiled at him, and then left to get a refill of fruit punch. Wennipeg noticed that none of these girls were drinking alcohol. Maybe he could connect with these people. He kept going, and talking to the group about how school was going. He ended up telling a lot of lies.He was still happy that he had the girls' attention. But then, he was thrown for a second loop when one of the girls said this: "Hey, Wen, I need you to settle a bet. Which one of us is cuter?" the girl gestured to herself, and then to another girl. Wennipeg got a little nervous. He didn't want to offend anyone, but he had to say something.

Player: Wennipeg lied. "The girl on the left."
DM: Wennipeg thought the girl on the left wore too much makeup, but it was all he could come up with. "She is," Wennipeg said, pointing to the girl on the left. He immediately expected the other girl to get mad, but she just laughed. "See? I'm fabulous," said the girl on the left. Wennipeg breathed a sigh of relief. But he still wasn't safe. He noticed one of the girls fumbling through her purse. She looked up, right at Wennipeg."Hey, you, can you help me find my phone? It's pink, with a small crack on the top corner."

Player: Wennipeg declined.

Player: Wennipeg chose a tank top, shorts, and flip-flops

Player: Wennipeg chose the umbrella

DM: Wennipeg had one good shirt to his name. It was a button-up, collared, fancy short. He wanted to put his best foot forward, so he dressed the best he could.The next choice was what to take with him. He could see pros and cons of all his possessions, and he chose the best he could.
Player: Wennipeg combed and fixed his hair

Player: Wennipeg chose jeans and a T-shirt

DM: Wennipeg thought to ask about her job. He wondered if it was rude to ask. It didn't seem like it. "Do you have a job?""Yeah," she answered.

DM: Wennipeg couldn't think of anything to say, so he just said the first thing that came to mind. "What's your favorite color?"He immediately hated himself. What a dumb question. He expected the girl to be confused, but to his surprise, she wasn't. "My favorite color? Uhm....I'm gonna go with Chartreuse." Chartreuse. Wennipeg had never heard of that color. She showed him a picture of a kind of yellowish, lime-ish color. Wennipeg liked it, too.

Player: Wennipeg woke up.

DM: Wennipeg sat up. He was in his own bed, in his own time. This was reality. What an odd dream that was, Wennipeg thought. He got out of bed. He went over to his window and pulled back his mismatched curtains. It was morning when he went to sleep. Now it was past noon.Wennipeg was quite hungry, so he made himself a piece of stale bread. He sat on his rotting couch and ate his stale bread. Then, he decided to go outside and see if he had gotten any mail. He occasionally got letters. Wennipeg put his dirty, matted bathrobe on and went out to his mailbox. Luckily, none of his neighbors were outside. He opened the mailbox. He had two envelopes.Wennipeg took the letters back inside and opened them. One was an ad for a credit card. He got one of those every week. He put the ad with all the others he had collected, inside a cabinet. The second letter was an eviction notice. Wennipeg hadn't paid any of his bills for months.Tears formed in Wennipeg's eyes. He had finally hit rock bottom. He had nowhere to live. Silently, he got up and retrieved a large cardboard box from his closet. He packed all of his important belongings inside. He carried the box outside, and stopped to look at his house one final time.Wennipeg was stopped by the police on the side of the road. They asked him what he was doing. Wennipeg panicked and ran. The police chased him, and took him to the police station after arresting him. Wennipeg sat in his cell, waiting to see what he had even done wrong. He also wondered if things could have been different.

DM: Select the gender for your main character. YOUR HEALTH: 100%
Player: R
DM: Your name is currently R.Choose the second letter in your character's name, or click the link to Chapter 1-Prologue to begin.YOUR HEALTH: 100%
Player: k
DM: Your name is currently Ak.Choose the third letter in your character's name, or click the link to Chapter 1-Prologue to begin.YOUR HEALTH: 100%
Player: j
Player: h
DM: Your name is currently Aaah.Choose the fifth letter in your character's name, or click the link to Chapter 1-Prologue to begin.YOUR HEALTH: 100%
Player: a
DM: Your name is currently Aaaaa.Choose the sixth letter in your character's name, or click the link to Chapter 1-Prologue to begin.YOUR HEALTH: 100%
Player: h
Player: q
Player: h

Player: J
DM: Your name is currently J.Choose the second letter in your character's name, or click the link to Chapter 1-Prologue to begin.YOUR HEALTH: 100%
Player: a
DM: Your name is currently Aa.Choose the third letter in your character's name, or click the link to Chapter 1-Prologue to begin.YOUR HEALTH: 100%
Player: s
DM: Your name is currently Aas.Choose the fourth letter in your character's name, or click the link to Chapter 1-Prologue to begin.YOUR HEALTH: 100%
Player: c
DM: Your name is currently Aaac.Choose the fifth letter in your character's name, or click the link to Chapter 1-Prologue to begin.YOUR HEALTH: 100%

Player: S
DM: Your name is currently S.Choose the second letter in your character's name, or click the link to Chapter 1-Prologue to begin.YOUR HEALTH: 100%
Player: r
Player: a
Player: z
DM: Your name is currently Aaaz.Choose the fifth letter in your character's name, or click the link to Chapter 1-Prologue to begin.YOUR HEALTH: 100%
Player: p
Player: p
DM: Your name is currently Aaaaap.Choose the seventh letter in your character's name, or click the link to Chapter 1-Prologue to begin.YOUR HEALTH: 100%
Player: m
Player: f

DM: Your name is currently A.Choose the second letter in your character's name, or click the link to Chapter 1-Prologue to begin.YOUR HEALTH: 100%
Player: q
DM: Your name is currently Aq.Choose the third letter in your character's name, or click the link to Chapter 1-Prologue to begin.YOUR HEALTH: 100%
Player: z
DM: Your name is currently Aaz.Choose the fourth letter in your character's name, or click the link to Chapter 1-Prologue to begin.YOUR HEALTH: 100%
Player: x
DM: Your name is currently Aaax.Choose the fifth letter in your character's name, or click the link to Chapter 1-Prologue to begin.YOUR HEALTH: 100%
Player: o
Player: i
Player: u
Player: r

DM: Your name is currently B.Choose the second letter in your character's name, or click the link to Chapter 1-Prologue to begin.YOUR HEALTH: 100%
Player: h
Player: k
DM: Your name is currently Aak.Choose the fourth letter in your character's name, or click the link to Chapter 1-Prologue to begin.YOUR HEALTH: 100%
Player: l
Player: z
DM: Your name is currently Aaaaz.Choose the sixth letter in your character's name, or click the link to Chapter 1-Prologue to begin.YOUR HEALTH: 100%
Player: o
DM: Your name is currently Aaaaao.Choose the seventh letter in your character's name, or click the link to Chapter 1-Prologue to begin.YOUR HEALTH: 100%
Player: u
Player: f

Player: p
Player: u
DM: Your name is currently Aau.Choose the fourth letter in your character's name, or click the link to Chapter 1-Prologue to begin.YOUR HEALTH: 100%
Player: y
DM: Your name is currently Aaay.Choose the fifth letter in your character's name, or click the link to Chapter 1-Prologue to begin.YOUR HEALTH: 100%
Player: d
DM: Your name is currently Aaaad.Choose the sixth letter in your character's name, or click the link to Chapter 1-Prologue to begin.YOUR HEALTH: 100%
Player: d
DM: Your name is currently Aaaaad.Choose the seventh letter in your character's name, or click the link to Chapter 1-Prologue to begin.YOUR HEALTH: 100%
Player: j
Player: g
DM: Your name is now Aaaaaaag.YOUR HEALTH: 100%

DM: Your name is currently D.Choose the second letter in your character's name, or click the link to Chapter 1-Prologue to begin.YOUR HEALTH: 100%
Player: b
DM: Your name is currently Ab.Choose the third letter in your character's name, or click the link to Chapter 1-Prologue to begin.YOUR HEALTH: 100%
Player: b
DM: Your name is currently Aab.Choose the fourth letter in your character's name, or click the link to Chapter 1-Prologue to begin.YOUR HEALTH: 100%
Player: l
Player: o
Player: a
Player: q
Player: d

Player: l
DM: Your name is currently Al.Choose the third letter in your character's name, or click the link to Chapter 1-Prologue to begin.YOUR HEALTH: 100%
Player: v
Player: k
Player: x
DM: Your name is currently Aaaax.Choose the sixth letter in your character's name, or click the link to Chapter 1-Prologue to begin.YOUR HEALTH: 100%
Player: w
Player: n
Player: c

DM: Your name is currently F.Choose the second letter in your character's name, or click the link to Chapter 1-Prologue to begin.YOUR HEALTH: 100%
Player: h
Player: m
Player: z
Player: u
Player: f
Player: p
DM: Your name is currently AaaaaapChoose the final letter in your character's name, or click the link to Chapter 1-Prologue to begin.YOUR HEALTH: 100%
Player: e

DM: Your name is currently G.Choose the second letter in your character's name, or click the link to Chapter 1-Prologue to begin.YOUR HEALTH: 100%
Player: o
DM: Your name is currently Ao.Choose the third letter in your character's name, or click the link to Chapter 1-Prologue to begin.YOUR HEALTH: 100%

DM: Your name is currently H.Choose the second letter in your character's name, or click the link to Chapter 1-Prologue to begin.YOUR HEALTH: 100%
Player: q
Player: d
DM: Your name is currently Aad.Choose the fourth letter in your character's name, or click the link to Chapter 1-Prologue to begin.YOUR HEALTH: 100%
Player: z
Player: w
Player: u
DM: Your name is currently Aaaaau.Choose the seventh letter in your character's name, or click the link to Chapter 1-Prologue to begin.YOUR HEALTH: 100%
Player: r
DM: Your name is currently AaaaaarChoose the final letter in your character's name, or click the link to Chapter 1-Prologue to begin.YOUR HEALTH: 100%
Player: d

DM: Your name is currently I.Choose the second letter in your character's name, or click the link to Chapter 1-Prologue to begin.YOUR HEALTH: 100%
Player: w
Player: r
Player: k
Player: g
DM: Your name is currently Aaaag.Choose the sixth letter in your character's name, or click the link to Chapter 1-Prologue to begin.YOUR HEALTH: 100%

Player: v
DM: Your name is currently Av.Choose the third letter in your character's name, or click the link to Chapter 1-Prologue to begin.YOUR HEALTH: 100%

Player: w
Player: y
DM: Your name is currently Aay.Choose the fourth letter in your character's name, or click the link to Chapter 1-Prologue to begin.YOUR HEALTH: 100%
Player: r
DM: Your name is currently Aaar.Choose the fifth letter in your character's name, or click the link to Chapter 1-Prologue to begin.YOUR HEALTH: 100%
Player: i
Player: s
Player: p

DM: Your name is currently L.Choose the second letter in your character's name, or click the link to Chapter 1-Prologue to begin.YOUR HEALTH: 100%
Player: y
Player: t
Player: n
DM: Your name is currently Aaan.Choose the fifth letter in your character's name, or click the link to Chapter 1-Prologue to begin.YOUR HEALTH: 100%
Player: e
DM: Your name is currently Aaaae.Choose the sixth letter in your character's name, or click the link to Chapter 1-Prologue to begin.YOUR HEALTH: 100%
Player: g
DM: Your name is currently Aaaaag.Choose the seventh letter in your character's name, or click the link to Chapter 1-Prologue to begin.YOUR HEALTH: 100%
Player: t
Player: b
DM: Your name is now Aaaaaaab.YOUR HEALTH: 100%

DM: Your name is currently M.Choose the second letter in your character's name, or click the link to Chapter 1-Prologue to begin.YOUR HEALTH: 100%
Player: r
Player: r
Player: o
Player: b
DM: Your name is currently Aaaab.Choose the sixth letter in your character's name, or click the link to Chapter 1-Prologue to begin.YOUR HEALTH: 100%
Player: s
Player: x
DM: Your name is currently AaaaaaxChoose the final letter in your character's name, or click the link to Chapter 1-Prologue to begin.YOUR HEALTH: 100%
Player: t

DM: Your name is currently N.Choose the second letter in your character's name, or click the link to Chapter 1-Prologue to begin.YOUR HEALTH: 100%
Player: t
DM: Your name is currently At.Choose the third letter in your character's name, or click the link to Chapter 1-Prologue to begin.YOUR HEALTH: 100%
Player: j
Player: k
Player: n
Player: g
Player: w
Player: s

DM: Your name is currently O.Choose the second letter in your character's name, or click the link to Chapter 1-Prologue to begin.YOUR HEALTH: 100%
Player: s
Player: a
Player: f
Player: u
Player: z
Player: o
Player: m

Player: s
Player: m
Player: v
DM: Your name is currently Aaav.Choose the fifth letter in your character's name, or click the link to Chapter 1-Prologue to begin.YOUR HEALTH: 100%
Player: h
Player: l
Player: i
Player: x

DM: Your name is currently Q.Choose the second letter in your character's name, or click the link to Chapter 1-Prologue to begin.YOUR HEALTH: 100%
Player: d
DM: Your name is currently Ad.Choose the third letter in your character's name, or click the link to Chapter 1-Prologue to begin.YOUR HEALTH: 100%
Player: k
Player: h
Player: x
Player: o
Player: o
Player: w
DM: Your name is now Aaaaaaaw.YOUR HEALTH: 100%

Player: k
Player: t
Player: m
Player: m
Player: i
Player: h
DM: Your name is currently AaaaaahChoose the final letter in your character's name, or click the link to Chapter 1-Prologue to begin.YOUR HEALTH: 100%
Player: t

Player: v

DM: Your name is currently T.Choose the second letter in your character's name, or click the link to Chapter 1-Prologue to begin.YOUR HEALTH: 100%
Player: k
Player: r
Player: x
Player: t
DM: Your name is currently Aaaat.Choose the sixth letter in your character's name, or click the link to Chapter 1-Prologue to begin.YOUR HEALTH: 100%
Player: z
Player: d
Player: b

DM: Your name is currently U.Choose the second letter in your character's name, or click the link to Chapter 1-Prologue to begin.YOUR HEALTH: 100%
Player: e
DM: Your name is currently Ae.Choose the third letter in your character's name, or click the link to Chapter 1-Prologue to begin.YOUR HEALTH: 100%
Player: a
Player: a
Player: p
Player: t
Player: h
Player: k

DM: Your name is currently V.Choose the second letter in your character's name, or click the link to Chapter 1-Prologue to begin.YOUR HEALTH: 100%

DM: Your name is currently W.Choose the second letter in your character's name, or click the link to Chapter 1-Prologue to begin.YOUR HEALTH: 100%
Player: f
Player: b
Player: f
Player: z
Player: a
Player: j
Player: e

Player: w
Player: e
Player: e
DM: Your name is currently Aaae.Choose the fifth letter in your character's name, or click the link to Chapter 1-Prologue to begin.YOUR HEALTH: 100%

DM: Your name is currently Y.Choose the second letter in your character's name, or click the link to Chapter 1-Prologue to begin.YOUR HEALTH: 100%
Player: i
Player: o
DM: Your name is currently Aao.Choose the fourth letter in your character's name, or click the link to Chapter 1-Prologue to begin.YOUR HEALTH: 100%
Player: f
Player: v
DM: Your name is currently Aaaav.Choose the sixth letter in your character's name, or click the link to Chapter 1-Prologue to begin.YOUR HEALTH: 100%
Player: t
Player: y
Player: t

DM: Your name is currently Z.Choose the second letter in your character's name, or click the link to Chapter 1-Prologue to begin.YOUR HEALTH: 100%
Player: l
Player: c
DM: Your name is currently Aac.Choose the fourth letter in your character's name, or click the link to Chapter 1-Prologue to begin.YOUR HEALTH: 100%
Player: e
Player: v
Player: x
DM: Your name is currently Aaaaax.Choose the seventh letter in your character's name, or click the link to Chapter 1-Prologue to begin.YOUR HEALTH: 100%

Player: f
Player: a
Player: l
Player: k
DM: Your name is currently Aaaaak.Choose the seventh letter in your character's name, or click the link to Chapter 1-Prologue to begin.YOUR HEALTH: 100%
Player: w
Player: c

Player: n
Player: z
Player: f
DM: Your name is currently Aaaaf.Choose the sixth letter in your character's name, or click the link to Chapter 1-Prologue to begin.YOUR HEALTH: 100%
Player: z
Player: i
Player: p

Player: h
DM: Your name is currently Aah.Choose the fourth letter in your character's name, or click the link to Chapter 1-Prologue to begin.YOUR HEALTH: 100%
Player: j
Player: p
Player: e
Player: u
Player: b

Player: r
Player: t
DM: Your name is currently Aaat.Choose the fifth letter in your character's name, or click the link to Chapter 1-Prologue to begin.YOUR HEALTH: 100%
Player: s
Player: n
Player: w
Player: p

Player: h
Player: g
Player: c
Player: u
Player: s
DM: Your name is currently AaaaaasChoose the final letter in your character's name, or click the link to Chapter 1-Prologue to begin.YOUR HEALTH: 100%
Player: p

Player: i
DM: Your name is currently Aai.Choose the fourth letter in your character's name, or click the link to Chapter 1-Prologue to begin.YOUR HEALTH: 100%
Player: m
Player: n
Player: w
Player: r
Player: b

DM: Your name is currently Ag.Choose the third letter in your character's name, or click the link to Chapter 1-Prologue to begin.YOUR HEALTH: 100%
Player: x
Player: x
Player: n
Player: c
DM: Your name is currently Aaaaac.Choose the seventh letter in your character's name, or click the link to Chapter 1-Prologue to begin.YOUR HEALTH: 100%
Player: g
Player: l

Player: y
Player: e
Player: p
Player: o
Player: z
Player: j

Player: f
Player: y
Player: q
Player: o

Player: z

Player: e
Player: r
Player: a
Player: p
Player: r
Player: p

Player: r
Player: x
Player: h
Player: d
Player: h
Player: q
DM: Your name is now Aaaaaaaq.YOUR HEALTH: 100%

DM: Your name is currently Am.Choose the third letter in your character's name, or click the link to Chapter 1-Prologue to begin.YOUR HEALTH: 100%
Player: i
Player: e

Player: r
Player: s
Player: j
DM: Your name is currently Aaaaj.Choose the sixth letter in your character's name, or click the link to Chapter 1-Prologue to begin.YOUR HEALTH: 100%
Player: n
Player: o
Player: z

Player: h
Player: p
Player: l

Player: a
Player: v
Player: u
Player: b
DM: Your name is currently Aaaaab.Choose the seventh letter in your character's name, or click the link to Chapter 1-Prologue to begin.YOUR HEALTH: 100%
Player: a
Player: u
DM: Your name is now Aaaaaaau.YOUR HEALTH: 100%

Player: s
Player: p
Player: b
Player: j
Player: n
Player: c

Player: x
Player: q
DM: Your name is currently Aaaq.Choose the fifth letter in your character's name, or click the link to Chapter 1-Prologue to begin.YOUR HEALTH: 100%
Player: g
Player: e
Player: n
Player: p

Player: n
Player: r
Player: s
Player: n
Player: c
Player: o

Player: f

DM: Your name is currently Au.Choose the third letter in your character's name, or click the link to Chapter 1-Prologue to begin.YOUR HEALTH: 100%
Player: u
Player: j
Player: u
Player: j
Player: l
Player: m

Player: p
Player: a
Player: a
Player: i
Player: m
Player: d

Player: u
Player: z
Player: j
Player: t
Player: j
Player: w

Player: e
Player: w
DM: Your name is currently Aaaw.Choose the fifth letter in your character's name, or click the link to Chapter 1-Prologue to begin.YOUR HEALTH: 100%
Player: u
Player: q
DM: Your name is currently Aaaaaq.Choose the seventh letter in your character's name, or click the link to Chapter 1-Prologue to begin.YOUR HEALTH: 100%
Player: f
Player: b

Player: b
Player: f
Player: e
Player: c
Player: q
Player: k

DM: Your name is currently Az.Choose the third letter in your character's name, or click the link to Chapter 1-Prologue to begin.YOUR HEALTH: 100%
Player: l
Player: i
Player: p
Player: c

Player: h

Player: z
Player: c
Player: m
Player: x

Player: b

Player: f
Player: c
Player: j
Player: q
Player: h

Player: h
Player: w
Player: c
Player: r
Player: b

Player: c
Player: l
Player: a
Player: e
DM: Your name is currently AaaaaaeChoose the final letter in your character's name, or click the link to Chapter 1-Prologue to begin.YOUR HEALTH: 100%
Player: m

Player: o
Player: h
Player: e
Player: f
Player: f

Player: y
Player: r
DM: Your name is currently Aaaar.Choose the sixth letter in your character's name, or click the link to Chapter 1-Prologue to begin.YOUR HEALTH: 100%
Player: g
Player: p
Player: k

Player: k
Player: k
DM: Your name is currently Aaaak.Choose the sixth letter in your character's name, or click the link to Chapter 1-Prologue to begin.YOUR HEALTH: 100%
Player: o
Player: o
Player: p

Player: t
Player: x
Player: s
Player: k
DM: Your name is currently AaaaaakChoose the final letter in your character's name, or click the link to Chapter 1-Prologue to begin.YOUR HEALTH: 100%
Player: t

Player: e
Player: r
Player: p
Player: g
Player: m

Player: w
Player: z
Player: b
Player: r
Player: y

Player: y
Player: b
Player: p
Player: z
Player: o

Player: w
Player: e

Player: v
Player: o
Player: r
Player: e
Player: r

Player: v
Player: b
Player: j
Player: s
Player: g

DM: Your name is currently Aaq.Choose the fourth letter in your character's name, or click the link to Chapter 1-Prologue to begin.YOUR HEALTH: 100%
Player: k
Player: a
Player: c
Player: w
Player: y

Player: x
Player: o
Player: b
Player: b
Player: w

Player: e
Player: y
Player: p
Player: i
Player: d

Player: s
Player: v
Player: e
Player: v
Player: k

Player: h
Player: r
Player: v
DM: Your name is currently Aaaaav.Choose the seventh letter in your character's name, or click the link to Chapter 1-Prologue to begin.YOUR HEALTH: 100%

Player: e
Player: l
Player: a
Player: f
Player: g

DM: Your name is currently Aaw.Choose the fourth letter in your character's name, or click the link to Chapter 1-Prologue to begin.YOUR HEALTH: 100%
Player: Have Brute take you to bed.

Player: f
Player: y
Player: c
Player: i
Player: a

Player: r
Player: p
Player: d
Player: n
Player: f

Player: g
Player: l
Player: h

Player: f
Player: d
Player: o
Player: q

Player: j
Player: x
Player: x
Player: d

DM: Your name is currently Aaad.Choose the fifth letter in your character's name, or click the link to Chapter 1-Prologue to begin.YOUR HEALTH: 100%
Player: r
Player: q
Player: k
Player: l

Player: v
Player: o
Player: r
Player: l

Player: u
Player: o
Player: x
Player: q

Player: k
Player: s
Player: u

Player: z

Player: o
Player: h
Player: e
Player: d

Player: x
Player: k
Player: g
Player: d

Player: p
Player: i
Player: p
Player: v
DM: Your name is now Aaaaaaav.YOUR HEALTH: 100%

Player: d
Player: j

Player: r
Player: o
Player: e
Player: u

Player: z
Player: g
Player: j
Player: r

Player: z
Player: w
Player: z
Player: u

Player: h
Player: r
Player: x
Player: a

Player: s
Player: v
Player: q
Player: p

Player: u
Player: q
Player: p
Player: t

Player: g
Player: v
Player: l
Player: b

Player: i
Player: b
Player: m
Player: o

Player: o
Player: a
Player: z
Player: j

Player: o
Player: w
Player: q
Player: q

Player: o
Player: l

Player: y
Player: h
Player: w

Player: e
Player: q
Player: j
Player: m

Player: w
Player: y
Player: o
Player: i

Player: g
Player: b
Player: t

Player: b
Player: q
Player: z

Player: i

Player: z
Player: z
Player: k

Player: z
Player: d
Player: s

Player: o
Player: o
Player: e

Player: b
Player: o
Player: q

Player: a
Player: k
Player: i

Player: b
Player: c
Player: v

Player: j
Player: x
Player: m

Player: z
Player: g
Player: w

Player: y
Player: r
Player: r

Player: p
Player: l
Player: o

Player: a
Player: o
Player: v

Player: v
Player: p
Player: n

Player: i
Player: z
Player: l

Player: l
Player: m
Player: h

Player: k
Player: w
Player: e

Player: q
Player: w
Player: o

Player: i
Player: x
Player: y

Player: f
Player: v
Player: r

Player: n
Player: q
Player: c

Player: b
Player: d
Player: f

Player: c
Player: d
Player: g

Player: f
Player: o
Player: i

DM: I enter Leksiah's room, but don't see her. I then turn around and see her approaching. She was probably in Baryon's room. "Do you need something?" she asks me. "Yeah. I was wondering if you'd tell Googles to let me into the restricted area." "Why?" "I just want to look around." "That's not the place for a child your age A. Maybe when you're older."YOUR HEALTH: 100%

Player: u
Player: f

Player: o
Player: u

Player: l
Player: q

Player: b
Player: i

Player: s
Player: a

Player: g
Player: c

Player: m
Player: e

Player: o
Player: p

Player: g
Player: v

Player: u
Player: e

Player: c
Player: j

Player: r
Player: j

Player: f
Player: v

Player: m
Player: f

Player: f
Player: n

Player: n
Player: e

Player: s
Player: r

Player: p
Player: u

Player: n

Player: c
Player: h

Player: j

Player: a
Player: g

Player: n
Player: e

Player: g
Player: n

Player: a
Player: n

DM: "How much did you see?" I hear Leksiah say."Everything.""What do you mean everything?""Everything. I was...omnipresent, omniscient. All places, all moments, I was there. Despite what everyone says about me, that was the only time I truly felt like a god.""Wait...you were at all moments?""There was no detectable time for me. The moment our ancestors crawled out of the oceans for the first time and the inevitable demise of humanity were all 'now' for me. And then I just concentrated on a specific time and place and...I was there.""So...you saw every catastrophe that will every happen? You saw how humanity ends? You can put a stop to anything bad that ever happens?""Yes, although the events I saw belonged to a different time-line, they are mostly synchronized with this one.""Really? What's the difference between this time-line and the one you saw?""The one I saw didn't count for future me to go insane and therefore, didn't count for the whole encounter.""But I thought the battle took place in a different time-line.""It did, but I was still severely weakened once it was over. That's the difference between the time-line I saw and the one we're in now. I don't know how my weakened state affects the events of this time-line.""Can't you just do it again? See what happens in this time-line?""I am too weak. I would never survive it. Anyway, are you feeling better?""Much better."YOUR HEALTH: 100%

Player: q

Player: r

Player: j

Player: x

Player: l

Player: q

Player: c

Player: g

Player: c

Player: k

Player: e

Player: n

Player: b

Player: a

Player: c

Player: o

Player: d

Player: g

Player: a

Player: l

Player: o

Player: q

Player: n

Player: c

Player: Have Baryon take you to bed.

DM: You run to catch up with your mom. She growls at you when you come close. You stop, confused. She turns and slinks into the forest. All she leaves behind is her lingering scent and your memory of her.
Player: I guess I'll go into the forest.
Player: Go hunting!

Player: Listen to Baryon and Leksiah.

Player: Second session with Skage.
DM: E: Hello again Jonathan. Take a seat. S: I'm sorry I'm late. I was updating Googles. E: You do that a lot? S: I want him to be as up to date as possible. E: You've formed a sort of bond with him, haven't you? S: I created him, so yes. E: That's all? S: What do you mean? E: You created him before your mutation occurred. Doesn't that have any effect on how you view him? S: Hmm... perhaps. But I don't disassociate the two anymore. There is no Mutant, there never was. I am the same person that created Googles. But to answer your question, he is a reminder of better times. Times when Kimberley was still with me. E: Googles is the closest thing you have to a child. Didn't you and your wife ever consider... S: We couldn't. E: Why is that? Was it your job? S: It's not that we wouldn't. She was unable to have children. E: I see. And you didn't seek alternative means to have kids? S: We thought about it, but never really got to it. E: Do you regret that? S: In hindsight? Yes, a little. But you can't change the past. E: Not if you're not made of dark matter, no.YOUR HEALTH: 100%

Player: Second session with Freakshow.
DM: F: You wanted to see me? E: I just had a conversation with Baryon. F: Ah. I see. E: He said you were contemplating suicide. F: I've been doing that on a daily basis for the last year and a half now. I don't suppose I have to tell you why. E: Did Baryon stop you? F: No. He said I had the right to take my own life. He even offered to make it quick and painless. E: Judging by the fact that you're alive, I assume you didn't accept that. F: I don't deserve quick and painless. E: But you still didn't kill yourself. F: I can't. E: No? F: My impulses. They're too strong. Every time I'm about to kill myself, my survival instincts take over. I can't fight them. E: Was there something specific that pushed you off the edge this time? F: ...yes. E: Want to talk about it? F: Remember that guy who fell of the building and would have died if I hadn't saved him? E: That was a week ago. Surely that's not what... F: His seven year old daughter found me yesterday. She showed me a picture, one she had drawn of me saving her dad. She had drawn a halo above my head. You hear that? She thought I was an angel. Me, of all people. E: And what happened? F: ... I should still be on that leash.YOUR HEALTH: 100%

Player: Brute

DM: I've never heard of a Damage before, but I press the button anyway, and a holographic image of someone who feels strangely familiar appears. "Simulation not complete" Googles says, and the holograph freezes in front of me. I step closer to him, to examine his familiar appearance. "Who is this?" "Browsing database. Damage was a prototype version of Adam, genetically engineered by Henry Meckard. Damage was insufficient for Meckard's project Eden, and thus was discarded. Damage survived Meckard's attempted execution and grew up believing he was a regular Homo Sapien. The point where Damage discovered he had the ability to fundamentally manipulate his skeletal structure and growth is unknown, but he had some sort of experience at it at the age of seven, when he grew a knife out of his hand and murdered a classmate of his, marking the first victim of the Bone Killer. Damage's care for the lives of others decreased as he aged. According to Adam, at the time of seventeen, Damage believed he was utterly superior to the rest of humanity, most likely due to his skeletal manipulative abilities. Damage also proved to have a very low level of loyalty, as he massacred Carson and over sixty members of the Ammunition less than twenty-four hours after agreeing to work with them. Damage was ultimately killed by Adam." "And who is Adam?" "Adam is the male Homo Perfectus created by professor Henry Meckard, along with Eve." "Eve? Mom?" "Yes." "Is Adam my dad?" "His clone was." "Where is my dad now?" "Adam's clone was killed in battle with Eve. His brothers killed him in order to protect Eve." "And Adam himself?" "Status rendered deceased to undo the virus Meckard had created and unleashed upon humanity."YOUR HEALTH: 100%

DM: E: Baryon, welcome back. I wanted to ask you... B: Actually, this time I was hoping I could ask you a question. E: Alright. Go ahead. B: What is the difference between justice and vengeance. People always talk about justice as a positive thing and vengeance as a negative thing, but I see no difference. E: You think they're the same thing? B: Yes. Justice is about people getting what they deserve, just like vengeance. E: Vengeance is when justice is biased. B: And justice itself is unbiased? E: Yes. If it is colored with emotions, justice turns into vengeance. B: But emotionless justice is monstrous. You taught me that. I always focused on not letting emotions get in the way of justice. I have always been unbiased, and yet was the bad guy? Sounds like vengeance is the positive one and justice the negative one. E: It's not. Positive emotions make it positive, negative emotions make it negative. Vengeance is the negative version. Vengeance is about punishment. Punishment is never right, no matter the victims crimes. You always say that fairness is at the top of your mind, that you do bad things to bad people because they're bad. Why not focus on making them good people? Turning them into people that deserve a good fate. B: Like you did with Skage? E: Like I'm doing with you now.YOUR HEALTH: 100%

Player: Third session with Baryon.

Player: I'll start off slow, and then get stronger, eventually...
Player: WHY IS HE DISTRACTING ME???

Player: I need to focus on my work.
Player: Ugh, this is stupid.

Player: Actually, I was only pretending to like him. I just wanted to learn Nen.
Player: I don't want to live in lies any longer. I'll tell him after this.
Player: The water is wrong, not me.

Player: I'm doin' this for you, Sensei!

Player: I don't care. I'll buy a new Gameboy.

Player: Master Sensei is the best. I'd do anything for him.
Player: I have no idea!

Player: I don't have tIME FOR THIS!

DM: An invitation has arrived!You and your sisters are extremely excited as you open the creamy white envelope , with its gold embossed lettering. The card inside reads:'You are cordially invited to a Grand Ball at Cunliffe House , this Friday.Yours etc.Mr Cunliffe'What do you think?
Player: You are thrilled, and immediately accept.
DM: You, your mother and your sisters are all delighted with the invitation. Your father, a traveling knife salesman will also be delighted when he arrives home,as it is time he got his daughters off his hands. The knife selling does not generate enough income to keep you all under his roof forever, as he often tells you, and at 23 you are getting rather long in the tooth to still be in his care. Perhaps there will be some eligible men at the ball!You drift into a daydream about who you hope to meet. Is your dream bachelor

Player: Tall, rich and handsome

DM: A week goes by and finally party time arrives. You put on your nicest flowery dress and give your hair a good brush. You look in the mirror. Whilst you don't look glamorous, you look quite pretty, and you are pleased with your appearance.Your mother shouts up the stairs "girls! The taxis are here!"

Player: These canapes are fantastic!
DM: "Indeed" replies Mr Cunliffe "You have quite a lot of them stuck in your teeth"You are mortified and blush crimson. The eight glasses of champagne suddenly catch up with you and you are sick on Mr Cunliffe's feet, ruining his expensive shoes.The rest of the night is a bit of a blur, but the next morning your disappointed mother informs you that you were asked to leave and they all had to go with you.You are not invited to Cunliffe house again, and you ruined your sisters chances there too. Your father's knife business continues to fail to thrive and you have to take work in the local match factory to earn your keep. You die , worn out and poverty stricken on your 33rd birthday.Womp womp

Player: No- hes too old for me!
DM: For a long time after the ball you regret making that choice about Mr Hoopwhistle. No other men cross your path, and a few months later you hear Mr Hoopwhistle has married a beautiful 19 year old by the name of Jane Mansfield-Park. You know you have made a huge error as you really think you could have loved old Hoopy.To try and get over your disappointment, you begin a torrid affair with Mr Chatterly, your father's gardner who is of a similar age to Mr Hoopwhistle , and when it is (inevitably!) discovered you are forced to marry him to avoid a scandal. Mr Chatterly is an excellent lover but proves to be a terrible husband, and you can never hope to move in Mr Hoopwhistle's circles again. You lead a shabby and disappointed life and your petticoats are never clean again.

Player: The ballroom
DM: Mr Cunliffe looks a little disappointed. "Well, i suppose it is grand enough" he concedes. He looks you up and down and shakes his head, almost imperceptibly. "Come, i should like to introduce you to a friend of mine, Mr Hoopwhistle."You look over at the man he is gesturing towards. It is the older gentleman who you noticed earlier in the eveningyou walk towards

DM: You retreat from the library and return to the bosom of your family. You drink a few more champagnes , eat more canapes, and look again around the room . does anyone else catch your eye?

Player: To lock the bathroom door, crawl into the bath and gibber to yourself at the thought of meeting other people, go to 41.
DM: Someone tries the door and knocks, asking if there is anyone in there. You do not reply. After a while you hear the sound of receding footsteps and swearing. You resolve to spend the rest of the day sitting in an empty bath in your pants.If you consider this kind of misanthropy a success then I guess you could say this is a successful ending.Your adventure ends here.

Player: e
Player: w

DM: Who are you? Option 1: You are a golden retriever living with a family of three. Option 2: You are a shih-tzu living with a family of four. Option 3: You are a cocker spaniel living with a family of two.
DM: You wake up lying next to your kid's bed. She is still asleep. You...

DM: You get home from a walk with your female owner. She puts you in the backyard with the two human pups. They crawl over to you and put you in a strangling position, wrapping their arms around your neck.
Player: Nip them and run away
DM: The human pups start to howl and your female owner comes outside. She puts you in your crate for the rest of the day!

Player: Jump up on the side of the bed and lick her face
DM: You lick her and she smiles, eyes still closed. You suspect this means she's happy. Good! You hate it when she wakes up grumpy. She climbs out of her bed and pats you on the head.
Player: Accept the praising

DM: Your male owner is delighted and gives you one of your favourite doggy treats!
Player: Go into the kitchen
DM: You go into the kitchen to find your elderly female owner waiting with your leash! You joyously follow her outside as you go for an evening stroll through the forest. Suddenly, your female owner collapses onto the ground!
Player: Run to get help
DM: You run to the nearest house and bark at the man sitting on the porch. He stands up and walks towards you, bending down to pet you.
Player: Wag your tail and accept the praising
DM: After the praising, you forget all about your female owner and head home. When you return without your owner, your male owner starts to panic and runs outside. He is gone for a long time, and when he finally comes home late that night, he is bawling. You never see your female owner again.

DM: A while later, your female owner puts delicious hotdogs on the backyard table. Lucky for you, one of the human pups slips you a weiner under the table! You gobble it down happily.
Player: Grab your ball
DM: You grab your ball, and the third and oldest human pup, who had just come outside, throws it for you. You suspect that he is about seven years old. He is so big! After leaving your daydreams, you realize that you have gone outside of the backyard, and you do not know where you are! You are at a paved path that goes two directions.
DM: You go left and come across a dog park! How lucky! There's so many things to do!
DM: You start to walk around when a mean-looking dog comes your way. Apparently you looked at him the wrong way, because, he charged you and threw you down into the marsh. This is followed by him brutally attacking you. Bleeding in one ear and covered in mud, you limp away. Your owners eventually find you, badly wounded and close to death. They rush you to the animal hospital, where you find out that you're deaf in one ear and have a fractured paw. That was the worst day ever!

Player: Sit at your female owner`s feet and wag your tail
DM: Your female owner sees you and can`t resist your cuteness and slips you a piece of bacon. Yum!!!
Player: Eat it
DM: You eat the bacon. In a few minutes, your kid and male owner come downstairs. You eat a disgusting breakfast of dry dog food. Yuck! Fortunately, after breakfast, your owners put on their coats and grab your leash. Ooh, goody, a walk! You step outside and are emmersed into a world of possibilities! The real fun starts when your owners let you off-leash and you can explore anywhere!
Player: Go into the forest
DM: Aah, the forest! So many things to smell! Suddenly, a small object moving in the distance catches your eye. A squirrel!
Player: Go find your owners
DM: You find your owners further on, outside of the forest. You continue on a boring paved path until you reach your house. That was not a very fun walk!

DM: You bark at your motionless female owner. Within ten minutes, you become hungry and head home. When you arrive home, your male owner panics and runs into the forest. That night, your female owner does not return home. The only thing that returns home is your male owner, who is crying his eyes out. You begin to fear the worst. Plunged into darkness and shame, you live the rest of your short life sitting depressed on the stoop of your house, thinking about that day.

DM: You eventually come to a lake. You have never been to this lake before! Not thinking, you go to close to the edge and fall in the water! Even though you know how to swim, the feeling of wet fur sticking to your cold body sends shivers down your spine. You manage to climb out of the water, when your male owner runs towards you. He carries you home, and dries you off in the backyard. That was an adventure, but not the kind of adventure you would ever want to go on again!

DM: You growl at her. Her smile turns into a frown and she leaves the room.

Player: Keep barking and run into the forest, implying that he follow you
DM: The man hops up, and you run towards your owner, who is still on the ground. The man follows you, and when he sees her he calls 911 on his phone and an ambulance comes. Your owner survives, and you receive a medal as a hero! What a lucky day!

DM: AAAAAK
Player: z
Player: e

Player: Go into the feild
Player: Keep hunting grasshoppers
DM: You keep running about in the field, ignoring the pile of dirt. You are satisfied at the end of the day, knowing that you successfully caught and ate five grasshoppers! That was a great day!

DM: 
DM: 

DM: You don't want to hurt anyone. And besides the village is everything proof he can't hurt anyone, maybe. But the words stutter out it is hard to breath, he has a tight grasp around your neck. Regardless you manage to whisper the words out."I am Going to the dragons lair to save the community." He loosens his grip and explodes in a deep set of laughs."You, save the community from dragon fire, well I tell you what you have two choices: go home, or stay with me, never to be seen again unless you survive."
Player: go home
DM: You say In a stern voice back to your attacker "I wil go home'' He replies back in a gravely deep voice "Ok then this never happened you never saw me and if you tell anyone you will perish even faster than you already are." And slowly he back steps into the shadow with a mysterious look on his face. You turn around slowly and sprint home. When you arrive your parents sit on the couch with their nose in a newspaper you come and sit down "You missed breakfast, there are some heated up pancakes from the delivery truck this morning" "Ok'' you walk slowly and cautiously to the breakfast table. As you pick up the plate you notice out of the blue that there is a a pink flame outside the window. A shiver creeps up your spine. You know this is your punishment from the attacker in the ally way. You will surely perish. Then you hear a piercing scream. You whip around your mother and father run out of the house waving at you to come. you can't you feel paralyzed. Stuck to one spot. Then a sharp pain creeps up you spine you are being consumed by dragon flame. The last thing you see are your parents standing there weeping in sorrow. But you are glad t is the last thing you see and that they survived. Perhaps your community will change perhaps they will survive the breath of the dragon.

Player: Add his face to his collection.

DM: "Battle stations, everyone!" shouts commander Oragana. You along with the other Rebels aboard the Rebel cruiser scurry to your positions at the guns. Imperial TIE fighters had been picked up on the ship's radar, and it is now time for action! You grip the handle of your chain gun and look through the glass dome. The streets of Courascant open before you. In the distance you see fifty or so TIE fighters heading towards the ship. You take aim. Suddenly you feel a surge of the Dark Side. You gasp, overwhelmed. You glance at the leading TIE fighter. Its wings are pointing inward, not vertical like the other ones. It seems to be the source of the dark energy."What's going on here?!" General Oragana shouts at you. "Get moving! If we don't get enough fire power, we're space dust!"
Player: Shoot at the other TIEs
DM: You pull the trigger on the bulky weapon. You manage to pick off a few TIEs. The leader is now swerving around the ship and firing at random places. You feel the cruiser shake. You hear a yell from one of the neighboring domes.
Player: Go and help
DM: You unstrap yourself, clamber out of your dome and hurry to the next dome over. The rebel inside is bleeding pretty badly and his dome is shattered. You pull him out of the dome and close the sliding door. You examine his wounds. Suddenly the cruiser vibrates intensly. They could still need your help..... But the man is wounded very badly and needs to be tended to.
Player: Go back to your dome
DM: You enter the dome sudden you trip and fall through a large gap where the glass used to be. You fall from eight hundred feet.

Player: Stay and help
DM: You examine the Rebel's wounds. You are no physician, you all you can do is remove the glass from his wound and stop the bleeding. It looks like you've done all that you can do for now.
Player: Return to you dome
DM: You enter your dome and almost fall if it weren't for your jedi training. You see that the dome was blasted out by a TIE fighter.

Player: Get medical help
Player: The battle domes
DM: There are six domes for you to check. However, all of their doors are locked shut. Dang.

Player: "Sure,"

Player: Dodge left
DM: You dodge left into one of the lasers.

Player: Force jump
DM: You force jump. The lasers fly underneath you. You land on the cruiser's back. Slowly you climb your way back into the pilot's deck."Done!" you say to Commander Oragana."Well done! We owe you our lives!" the commander praises.The Rebel cruiser enters deep space. In the distance you can see five Imperial Star Destroyers. You see five missiles heading straight for the ship's haul.
Player: "Look out!"

Player: Bide your time, allow the two generals to fight between themselves.
Player: Order to search the lands and recruit men for the cause
Player: Camp just outside the keep and await word from Theomus held up inside

Player: Try to take the ship's control's yourself
DM: You yank the controls from Commander Oragana, then pause. You don't know how to fly this craft! The missiles hit the cruiser, resulting in a defeaning explosion!

Player: You love your father, but you are more afraid of the collapse. You start running.
Player: You know a few shortcuts around here and decide to make use of them.
Player: You jump off the side of the building, over the gate.

DM: Commander Oragana hears your warning and pilots the cruiser to the left. The missiles barely scrap the ship's sides. "That was close!" is all you can manage to say.The Star Destroyers are getting dangerously closer now. Soon lasers and TIE fighters spill out from them. Commander Oragana pilots the ship through the ocean of lasers. He turns to you. "Go to the control room! Throw the hyperdrive switch!"Gravely you nod. You rush out of the pilot's deck. As you run through the cruiser your jedi senses warn you of an explosion coming from your left.
DM: You jump. The explosion throw you backwards and knocks your head against a sliding door.

DM: You pull the trigger on your blaster. It knocks one of the gangsters to the ground. The other six surround you. You pull out electrostaffs. The apparant leader swings his weapon at you.
DM: You dodge left. The electrostaff barely misses you. You turn to your foe. You slash your lightsaber at him, but he blocks it. He then throws his electrostaff at you like a spear.

Player: Redirect it with the force
DM: You summon the force and redirect the electrostaff. While your doing that, the gangster shoots you down with a blaster conceiled in his belt.

Player: Step out and attack!
DM: You step out, igniting your lightsaber. The probe driods fire at you. You deflect their attacks and;
Player: Cut them through!
DM: You slash through the two driods. The fall into a heap of scrap."Let's go!" Commander Oragana insists. Everybody gets back into the speeder and takes off.

Player: "Let's out run them!"
DM: The air speeder zooms off. In the distance you can make out two probe driods heading straight for you! One of them shoots a blaster bolt at you!
Player: Block it with your lightsaber
DM: You deflect the laser back at the driod. It explodes into a blivion! For the other driod, you throw your lightsaber like at boomerang towards it. The probe driod gets cut in two. Skillfully you snatch the lightsaber out of the air!

DM: You jump out of the way. The leader grunts and shoots a blaster bolt at you. You deflect it with your lightsaber. The bolt hits the gangster in the chest.

Player: Redirect it

Player: Force push them!
DM: You knock one of them to the ground. The other shoot you before you have a chance to defend yourself.

Player: Driod 2
DM: Your blaster bolt misses! You grit your teeth.

Player: Get help
DM: Silently you awake the Rebels. They all get their weapons."Charge!" you yell. The startled Tuskan Raiders flee from you. It wasn't much of a battle, but you are still very tired.
DM: You awake the next day. Everybody piles into the air speeder. After a long drive you finally come the the Rebel Base. It is a HUGE dome with spire jutting out of the top of it. The air speeder pulls into the base's hanger. You are greeted by several rebels. It's been a long journey, so that night you enjoy sleeping on a comfortable matress.

Player: Be particularly harsh to him to show him who is boss
Player: Stop and say something

Player: Speak to Labour Leader about the object you found today.

Player: Return to picking.

DM: You exchange supersonic frequencies with your fellow Labourers and discuss your respective days. All your fellow Labourers seem very positive about their growing language capacities and learning capabilities, and all recognize how far your kind has come since the Spring upgrade. Over time communication switches to the topic of a newcomer. Many of the robotic Labourers are saying that Master will be hiring an extra hand to come help in the fields and oversee the Drones. No one is sure how to feel about him. You tell them that you are sure he will be:
Player: Strict.
DM: You have noticed that due to your new found intellect, many of the Labour Drones have actually become less productive. You yourself often find your mechanical mind wandering as it never has before when you are out in the fields. You echo this line of thinking to your fellow Labourers only to find that many of them seem to agree with you. You all figure it is likely that Master might bring on a newcomer in order to keep you all in line.

DM: Labour Leader always stays in a special area in the back of the Common Area. There are rumours that it is the oldest robot on the field and many say it worked alongside humans in its earliest years. The Leader was of course also updated this Spring, and accordingly bears no signs of wear and tear, and since AI was very primitive in those days it is unlikely that the Leader would be able to recall anything from that era save for perhaps some primitive commands describing the layout of the fields. Despite this, the other workers bear a sort of reverence in the presence of Labour Leader, and you have noticed that this behavior has only increased in the months since the upgrade. Additional intellect, so it would seem to you, has enabled Drones to regard some Drones to be of higher status than others.You approach Labour Leader communicating that you made a discovery in the fields earlier today and that you believe it to be of importance, citing the strange memory loss it creates in you whenever you gaze upon it. As you open your storage component and remove the object, that same strange feeling of emptiness comes over you again. Labour Leader too seems to be in a bit of a daze when in the presence of the object. You place it back in your storage container.Labour Leader tells you that the object is indeed strange and that it experienced a similar loss of memory while looking at it. It feels that this does not bode well and urges you to show the others.
Player: It is better for you to hold on to this yourself for now.

DM: Man can be much crueler than your logical mechanical mind. You fear that due to many Labourers wandering off and not completing their work recently that Master will bring in someone cruel in order to keep you all in line.
Player: Return to the common area.

Player: See if others have remained up.
DM: You decide that given the importance of the announcement you just gave, it might pay off to stay out a bit longer and see if there are any stragglers remaining which might have something to communicate. The floor of the Common Area is now mostly deserted save for a small group of Labourers in the center. You approach them and hear their erratic supersonic frequencies. They are afraid.

Player: Corroborate their fears.

Player: Fight him!

DM: You are able to calm them down by assuring them that the mystery of the metal with holes in it is probably ultimately something of little import. It is more than likely just a piece of metal whose shape happens to mess with the memory frequencies used by the Labourers. The Labourers seem unconvinced by this response, accusing you of speculating wildly without any evidence to back your claim up. Frustrated, they shew you away. With a sense of unease you enter your charging unit. [-respect]

DM: You see that the others are clearly concerned with the nature of the object. A seemingly harmless piece of metal with the ability to alter and disrupt memories is quite a concern. You tell the Labourers that although they are right to be scared, nothing positive can come of worrying, and that you should all bring the piece to Master tomorrow. He is sure to understand what it is and will be able to put the issue to rest. The other Drones seem reassured by this and are happy that you were able to come up with a level headed idea as for what to do with the object.[+respect]
Player: Power up for a new day.

DM: You go through the usual cycle of warming up your machinery. The software from all your drivers locks into place as you speed out of your charging unit. As usual the day begins with a meeting in the Common Area where individual Labourers get their assignments for the day. As you and several other Labourers head into the Common Area you see that two humans are standing in the middle of it.The first is the familiar face of Master, who is relatively young for a human, but looks shabby in comparison to the new gleaming coats of all the Labourers. He is a short and thin man and wears a white shirt with long buggy sleeves meant to facilitate airflow accompanied by jeans over his legs. You see that Master is sweating in the heat that fails to phase you, and your temperature gauge indicates that it only gets warmer as more Labourers pour in.Next to Master is someone you have never seen before. He is a tall man dressed in a rugged white shirt and equally rugged white pants. He wears a wide brimmed white hat, and the only articles of clothing that clash with his color scheme are his dark workboots and his black belt. His face is an unnaturally pale white, rivaling any of his clothing. In fact it reminds you of your old hull before all the Labourers were upgraded to the more efficient black hulls."All right fellas," begins Master, "you are all going to get a little help on the field from now on. I want you to meet Overseer."Overseer steps out and waves his hand at all of the robots. You cannot help but notice the way he looks over you, as if he is reading your memory logs."Now then, Mr. Overseer, why don't we have a demonstration of just what our little Labourers can do. One of you will come forward." He motions at all the Labourers, indicating that one of you will become a subject of demonstration.
Player: Go forward.
DM: You cautiously make your way through the crowd to near Master and Overseer. Other Labours move away to give you space. You sense the other Labourers are glad it was you that went and not one of them.[+respect]"Excellent." Master smiles at you. "Now then, show Overseer here what you are capable of."
Player: Execute your work routine as a demonstration.

DM: You decide that it is probably best to give Master exactly what he is asking for. Your boot is complete and you feel prepared to demonstrate your abilities before Master, the Overseer, and your fellow Labour Drones. You envision a crop right in front of your sensors and begin to execute protocol. Your metalic arms move deftly up and down the stalk of the simulated plant. You detect supersonic tones coming from around the room demonstrating approval.Overseer steps forward and speaks for the first time. "All right, that's enough. I see you have a skilled workforce here." He says flatley.Master seems a little deflated that the workforce he spent so much money to upgrade does not even warrant more than a few seconds of demonstration time.Overseer remains stonefaced as he steps forward. "It is my understanding that all of you can now understand English so I'll speak as I normally would. Production in the fields is way down and I am here to bring it up. That means whipping you all into shape, but I hope that we will not have to come to anything extreme. I want to make sure you are all behaving optimally, and as long as you all are, there will be no problems between us. Now time's a wastin'." He turns around and orders are distributed via supersonic frequencies assigning all of you to particular parts of the fields. Unsure what to make of the morning, you head out to your requested position.

DM: You decide to take advantage of your newfound intellect and recite a poem you composed. You fire up your vocal capabilities and begin to recite:"There is a crop field / that therein the Drones wield / the crops that make man meal'd." You wish that you were able to express yourself more clearly, but seeing as Master and Overseer would not be able to parse the supersonic tones you use to commune with other Drones, you do the best you can using English. Your fellow Drones seem very confused as to what you have just done.Overseer steps forward and speaks for the first time. "Very interesting. I see you have been teaching you Drones a few tricks." He looks over to Master, who seems confused at what just happened. "Unfortunately tricks are not going to make us any money."Overseer remains stonefaced as he steps forward. "I see that all of you can now understand English so I'll speak as I normally would. Production in the fields is way down and I am here to bring it up. That means whipping you all into shape, Which is going to mean that all this poetry and joking around has to stop. I want to make sure you are all behaving optimally, and as long as you all are, there will be no problems between us. Now time's a wastin'." He turns around and orders are distributed via supersonic frequencies assigning all of you to particular parts of the fields. Unsure what to make of the morning, you head out to your requested position.

DM: You begin the work day as you usually would, deciding it best to put the events of the morning behind you and do as Overseer said, increase your productivity. Your thoughts wander as you speculate what kind of man Overseer is as you did not get very much of an impression of him this morning.As you are lost in your thoughts, a shadow appears over you, it is Overseer. For a second you assume that he is able to somehow read your thoughts, but you quickly discard this notion as impossible. Overseer bends down and speaks to you."I know you're the problem." He says. "That poem you recited today, we can't have other Drones thinking that way. It's bad for your master. I am very sorry, but you are going to be the one that shows them this cannot be allowed. Thank you for your sacrifice."Before you have time to process what Overseer means, he kicks you over onto your back. You hear loud bursts and most of your sensors go dark.You no longer have your sense of vision but you can feel yourself being hoisted up by Overseer. You can make out little but it seems that he is threatening other Drones who are interested in poetry like you. Your ability to sense what he is saying diminishes, and before you know it you mind shuts off completely.[Ending 19]

Player: You could be doing so much better things with your life right now
DM: You know what,,,,, you can too! You don't need any digital McDonalds, go get yourself some REAL McDonalds champ! You win. You get the good end. Get outta here fellah! You flatterer, you!

Player: n
Player: c
Player: q
Player: l

DM: You open your eyes.You are lying on the cold, prickly tarmac of a road full of potholes. Your clothes are ripped and dirty, and your head hurts. There's also a vague ache of hunger in your stomach, but you can ignore that for now. It's harder to ignore the two semicircles of messy puncture-marks all across your forehead, and around the back of your skull.Damn.You got bitten by a zombie.Looks like the ranks of the undead just conscripted another member!
Player: Lurch to your feet and take a look around...

Player: Follow the guy

Player: Leg it down the street and escape!
DM: You cry out in surprise and begin to run-- or, at least, try to run. Remember that rigor mortis? Bane of the undead, that. Your stiff legs creak, and your sticklike arms wave, and then your knees give way and you topple onto a pile of burning rubble. Just before your eyeballs go up in smoke you notice that the person behind you is actually a fellow member of the shuffling undead.Did I mention that fire kills zombies?

DM: You turn as quickly as your creaking joints will allow, and stare directly into a face that is pale grey and sagging, with a white circle of little scars around her head. Her hair is greasy and tangled, and she wears a brown sack with holes torn in it for want of any real clothes.Aargh! She's a zombie!...Oh, wait.She stares at you for a moment, then slowly lowers her sawn-off shotgun. "Sorry about that," she apologises, though she's still eyeing you cautiously. "I thought you were one of them bounty hunters."By her wide eyes, you startled her, though she doesn't look like one to admit it."Hey," she says, as if a thought has just struck her. "You look almost fresh. You newly dead or something?"
Player: "Yes, I just got bitten."
DM: "Yes," you reply. "I just got bitten.""Well, ya better be a fast learner then," she smirks at you. "Ya don't last long out here if yer not."

Player: "What do you mean?"
DM: "What d'you mean, what do I mean?" she stares. "You been hiding under a rock this past month? Darlin', I'm talking about the bounty hunters. The bastards're picking us off, one by one. Ya don't want to be in the way if one o' them starts taking pot-shots, I'll tell ya that for nothin'."She displays her gun proudly. "Nicked this off of one of them, didn't I? And a bunch of ammo too.""Gosh," you say weakly, partly because being dead is taking its toll on your voice strings, but mostly because she just stuck the business end of her shotgun right in your face."Anyway," she says, lowering the weapon (to your intense relief), "where're you going? You was definitely going somewhere when I saw ya."
Player: "Uh, nowhere in particular."
Player: Go in the restaurant

Player: Go in the library
DM: You think the library used to be a church or something. It's certainly large enough, and the windows are long, though the glass in them has all been broken.There is already someone here, pulling books off the shelves next to the "spiritualism" marker. He glances at the titles, then tosses them aside. As you watch him curiously, he seems to find what he is looking for: a large black-bound tome with, embossed in gold on the cover:On the Turning of UndeadUh-oh.Perhaps it's time to leave.But before you can turn to go he glances up and sees you. His face is tanned and determined, and his eyes wide with surprise, but he stands his grounds and quickly flicks the book open to somewhere near the end. He strikes a grand pose, and makes a complicated gesture in the air with his free hand -- and suddenly, you cannot move. Another gesture, accompanied by a few words of power that seem to reverberate around the draughty building, and --Boom.It might not be perfect, and it might be anything but clean and tidy, but it works. The spell in that book turned you, all right. It turned you into a fine layer of grey paste, all over the walls...

Player: Go see what it is
DM: You shuffle over towards the kitchen bit, holding your chocolate bunny in front of you like a shield.Suddenly some maniac comes up in front of you and sticks a weed-whacker in your face.

Player: Go in the alley

DM: "Well, then, I'll just have ta show you the ropes, won't I?" she says, seeming to enjoy the fact that she knows more than you. "Follow me."She lurches quickly away from you, peers all around for a moment, then beckons you to follow before disappearing between the blackened skeletons of a bank and a bookshop.
DM: You squeeze with difficulty through the narrow gap. You're getting more used to being dead now, but the going is still hard."Keep up, greenie!" the other zombie calls back in her creaky voice. The sound echoes off the sooty stone as you reach a T-junction."Um... hello? Person?" you call. Damn, you should have asked for her name.No reply is forthcoming, so you look down both alleys. To your left, the way is dark and cobwebby, slimy with weeds and water, and ominously forbidding. Scrawled in red on the wall are the words "certain death". To your right the way is brighter and cleaner; snowdrops sprout from the gaps between bricks, and a jolly little robin is perched on a window-sill, watching you with bright, beady eyes.Which way do you want to go?
Player: Down the robin's road.

DM: You set off down the road to your right, which is warm and pleasant. The mossy bricks are springy underfoot, and against all the odds, birdsong fills the air, along with a scent of flowers.You start to hum a jaunty tune, your spirits lifting considerably. Up above your head, the canopy of rooves has moved apart to allow the sun to warm your stiff body, and a sweet scent of --"NOW!"Something long and hard swings out from around a corner and smashes into your forehead, sending white-hot pain tearing through your head. Staggering backwards into a wall, you scream in shock and agony, and slump sideways, but an arm -- a real, warm, pink, human arm -- siezes you and yanks you forward."Excellent," crows a delighted voice, as the bloody baseball bat is raised once more. "This one and the female will buy us a bed and at least two hot meals, if we play our cards right! Not a bad first swing," it adds to the other human. "But try and knock them out straight away, like I did the other one, so they don't shout and call others."The other human says something in reply, but they swing the bat down at the same time, sending a flash of searing white across your eyeballs and then --Nothing.

DM: You are standing alone in the deserted town square.Most of the shops are completely trashed, with only a library, a Woolworth's and a Thai restaurant looking even remotely stable, let alone enterable. Then again there's always the alley you came out of. Either way, you might as well go somewhere. Come on, you're a zombie! Live a little!
DM: Into the Thai restaurant you lurch, wandering through the kitchen door to where a huge oven stands open. The next thing you know, someone has shoved their elbow into the small of your back, propelled you into the oven, and closed the door. You can feel the sides red-hot already against your skin.It takes a while for you to die, but fortunately you pass out from the heat long before that. The last thing you see or hear in this world is a short, bearded guy wearing a grubby blue jumper, dancing around manically and shouting: "Ach, yes, Wullie's gonnae eat tonight!"

DM: Are you crazy?Don't answer that.You start out at a brisk lurch down the dark and forbidding road, which winds and branches off until you are thoroughly lost. There are stairs to climb, ledges to tumble down and crumbling, dangerous-looking walls to nervously avoid. You trip several times, and once your eyeball falls out, but you wipe it off and stick it back in, and it seems to work okay.At no point do you see or hear the other zombie, although you call out to her a couple of times.Presently you come across a tall wooden stepladder, which protrudes out of a hole in the floor and reaches up to the top of a tall ledge. You try to look down it, but it's too dark to make anything out. Likewise, the ledge is far too tall to see what is at the top. The alley finishes here in a dead end, and suddenly you wish they'd called it something else. This place gives you the screaming heebie-jeebies.
Player: Climb up the ladder

DM: Footsteps thunder down the hall, coming closer to where I stand. Soon, about 200 robots are in my area. Passing the robot with acidic green eyes, they surround me. With the size of the hall, only 20 can get near me at a time. Looks like they sent out the gunners first, because every single one of the robots near me have a plasma gun targeting me. The logical action would be to surrender, but the defiance inside wills me to fight.

Player: Death Valley Driver

DM: It's clear the beast's no vile fiend,As hearsay might have sung,But a being much more benign,That dotes upon its young.Given it isn't much a threat,As far as you can tell,You give the beast a little nodAnd say to it, "farewell."The dragon bows its head and says,"You have my gratitude.I hope you will excuse me now;My hatchlings need their food."I truly hope that we may meetOnce more, my human friend.I wish you safest travels back,And thank you once again!"The dragon flaps its wings and flies,Returning to its home.You wave it on, and once it's gone,You find yourself alone.You trek back home, knowing you willArrive with empty hands.The villagers will not be pleased;You hope they'll understand.

DM: 

DM: It's officially winter break. You stumble toward your dorm room, brain turned to mush from taking five exams in three days. All you have to do is grab your suitcase, and then you'll be on your way to NYC to stay with your boyfriend, Keith, and his parents for Christmas. You've never met them, but he's told you that they have a large, luxurious apartment with a pool--which sounds awesome, but intimidating. Anyway.Keith, the lucky son of a gun, has already flown out. (He's a creative writing major. His exams consist of writing poems about his childhood and writing essays about the meaning of life.)You pause in the hallway (which is empty--almost everyone else has finished exams and gotten the heck out of here.) Like every college dorm room in every movie ever, there's a whiteboard on your door. Now there's an "I Heart NY" magnet on there. The magnet holds a postcard with a photo of the Statue of Liberty. You're pretty sure it wasn't there when you left this morning.
Player: Take the postcard from the board.
DM: In thick black Sharpie, it says "Dear Clara,If you leave, I'll go too. So I can kill you." No exclamation point. Like it's a fact. So, um...that happened. You aren't real big on taking risks...but then again, is this a risk or a weird joke?
Player: Why take chances? Stay and watch Netflix.

DM: Why take chances? You were nervous about meeting his family anyway. You don't go.Your boyfriend is mad at you for about a month afterward, and you start to regret how cowardly you were--both about the note and meeting his parents. You clearly don't have the capacity to think for yourself--and you're selfish. In May, Keith gets a middle-management job at his dad's company, which was always the unspoken plan (though Keith told people at parties that he was an aspiring writer.) He moves to New York City, and you are so bent on redeeming yourself for not coming to see him at Christmas that you follow him out there without really considering that you aren't in love with him anymore.A year later, you're engaged, and a year after that, you marry him. His father's company promotes him quickly (so quickly his colleagues secretly hate him).You have two kids. You suspect he's cheating, but you don't really think about it until he comes home just before your twentieth anniversary. He tells you he's in love with his secretary. Goblins haunt your dreams.After a two-year divorce battle over alimony and custody, you are angry, exhausted, and consumed with the need for vengeance. As the years go by, nothing much changes. You resent Keith for the way he controlled your life, but at this point you're too lazy to be proactive. This attitude remains basically unchanged until you die--which happens when you're an old woman, but jeez, what a pointless life.

DM: You go in, shut the door, and finish packing. As you roll your suitcase down the deserted hallway, you see something disappearing around a corner: a figure about three feet tall, with green skin.
DM: The airport is hella crowded, and of course every single face you see is pinched with anxiety, like flying home for Christmas is the most horrific event of their lives. You aren't usually one to use the word vibe, but the whole atmosphere gives you a slightly sick feeling, as if your body is absorbing their stress. You board the plane for the six-hour flight to your connection, Atlanta. Halfway through, you use the lav. When you return, there's a postcard on your seat. This one shows a picture of the Empire State Building. You turn it over. Black, scrawling letters read: Dear Clara,When you get off, that's when I'll find you. When I find you, that's when I'll kill you.When you run, better run fast.When you hide, better hide good.When you tell, it makes things worse. Panic clenches your throat. Is this real? Does someone actually want to kill you? What should you do? Tell the stewardess? Or follow the advice on the postcard?
Player: Tell

Player: Speaking of which, CRIMINY, let's get going.
Player: Don't Tell
DM: The plane lands. What should you do--go to the TSA and tell them what's going on, or just run and hope the killer doesn't find you?

DM: Your stomach starts to churn. There's nothing magical or enchanted about this nausea--it's identical to the last time you got food poisoning. You turn and hurl the contents of your stomach onto the grimy floor.It smells. It smells like me, you think. Like my insides.The sound of running.You leap up, and vault over the counter almost effortlessly--only later you remember Dmitri's hands under your ribs, propelling you--and run. You only have to elude them for twenty minutes. Twenty stupid minutes is all that's between you and being okay. You see an opening in the crowd and dart through. Without your heavy bag you must be faster than they are, because the space between you and them is widening. Should you keep running, or find a place to hide?
DM: A huge tour group walks in a slow line right in front of you. You shove past them, but not long afterward, the slap-slapping comes behind you. Teeth gnash your knee, and you fall.A hard bite to your shoulder, and then the weight of the goblin is off of you, and you sit up in time to watch it careen into a moving walkway. Dmitri stands above you."What," he says, "was that? It looked like you were having a seizure. Except no one even saw you. I could barely see you." He shakes his head, as if something has been fogging his vision."I'll explain on the plane," you say. Your shoulder is bleeding, but not too badly. "If I ever actually get on there."

DM: Okay, what will you use as a weapon? You have your new tote bag, (which, though soft on the outside, is pretty heavy with a phone, bottle of water, and iPad). Also, there is a wheelchair that has been left at the foot of the escalator.
Player: Pick up the wheelchair.
DM: The metal of the chair is light enough to swing but hard enough to hurt them. You send one sprawling into the now-moving tram and the other into the path of the crowd getting off the escalator. A few people seem to stumble over their own feet as they step on the goblin, but they--especially a woman in stilettos--injure him badly. Both lie there, bleeding yellow blood. They're not dead, but both injuries look fatal. Neither of them is going to be in any condition to chase you for the next three hours.

DM: "Thanks," you manage, trying to imitate the polite, professional tone he's been using on you. "This is all...very strange. Could I just have a cup of coffee and process this for a few minutes?" He smiles, says that's fine, and reminds you your connection is at Gate 4C. Then he shakes your hand and leaves. Finally. You take out your phone and dial 911. Out of area, says the screen. The desk attendant appears at the door. She is no longer friendly. Her face is vacant, like a part of a machine no one is bothering to operate. In her hand is a ball-peen hammer. You stand up automatically. But she keeps coming. You shove the table at her, but it's too heavy to do more than make her back up one step, then keep coming. You throw a chair, and she catches it. You rush to the right, but she always manages to stay between you and the door. She closes in. You try to kick, but she doesn't react. She bends low and, without breaking eye contact, smashes the hammer into the bone of your left ankle. Colors swim against the sides of your skull, pain radiating through you like electricity. "This office closes in ten minutes," she says. She turns and leaves. The folder is still on the table. You decide to stop fighting the rules. You accept that they--the goblins or whatever they are--are after you. So what should you do--run or hide?
DM: You've decided to run with a broken ankle...so...let's see how that works out. After about thirty feet, the goblins catch up. One hard bite to your abdomen (they're only about three feet tall) and you're down. They slash your throat--quick and painless, but you're still dead.

DM: Okay, what will you use as a weapon? You have your new tote bag, (which is pretty heavy with a phone, bottle of water, and iPad). Also, there is a wheelchair that has been left at the foot of the escalator.
Player: Bash with bag.
DM: Heavy crap or not, it's still just a bag, and there are two of them. It makes one dizzy, the other bites you, and you go down. No one notices you dying.

DM: You make up a story about an old boyfriend who is following you and has threatened to kill you. The authorities won't do anything because the threats are all verbal, and there's no evidence, and he has a perfect record. Dmitri is skeptical of this at first, but when he sees your fear is real, he starts to believe you."So what are you going to do?" he asks."Get off at Terminal D, I guess. He's got to be watching Terminal C, since he knows my itinerary.""Yeah, but he's watching for you, right?""Yes...""So let's be a couple. He'll be looking for someone alone, and that terminal should be pretty crowded since it's a Delta one."Should you agree to this, or continue with your original plan?

Player: Use the luggage cart.
DM: You grab one--uh-oh. They're the kind you have to put coins into in order to make the brakes unlatch. It does almost nothing. The goblin leaps onto the cart and bites your head off.

Player: kiss him
DM: You turned to Fenris with a sad smile, and then pulled him close to you. Surprised by your actions he froze, and then you kissed him. The kiss was small and watery, but he kissed you back softly before pulling back. "You will always have me." He muttered to you with a blush.

DM: Okay, what will you use as a weapon? You have your new tote bag, (which, despite being soft on the outside, is pretty heavy with a phone, bottle of water, and iPad). Also, there is a wheelchair that has been left at the foot of the escalator.
DM: Yeah, heavy or not, it's still just a bag, and there are two of them. You manage to hit one, and he seems to get dizzy. The other bites you, and you go down. No one notices you dying.

DM: You manage to hide the burrito in your napkin. The edges of your vision blur, and your knees are wobbly, but at least you're safe.You and Dmitri decide that the best way to get on the plane is for you to wait until the line is ending and then just run. He will stand near enough to see the gate and then text you when it's time.When he texts you, you begin running. No goblins on either side of you. Your hunger disappears--nothing matters except getting on the plane.They're behind the desk.Actually, they're ON the desk. Waiting. Watching. Two of them.The ticket agent is laughing, chiding that you aren't that late. The ink of your printed-out ticket stains your sweaty hand. You slow down, almost to a stop. Maybe you should miss the plane. If you run fast, maybe you can lose them for long enough to get a cab to the bus station.But they didn't start chasing you until you got into this Godforsaken airport. Isn't it logical, then, that maybe they'll stop chasing you once you board?Look at you, trying to apply logic to a situation that's clearly insane. Yeah, that's a real productive use of your time.They see you. They aren't coming toward you--but then, why should they? You're going straight to them.What do you do?
Player: Miss the flight. No way you're going to keep walking toward those things.
DM: The second you start running, they start chasing. You manage to get ahead enough to hide in a crowded Brookstone, but you miss the flight and they find you when you come out. They kill you immediately.

DM: 
Player: 3
DM: 
Player: 2

Player: Ask Dmitri to fight him.
DM: As soon as you ask him, the goblin laughs. It's a liquid, disgusting sound. "What kind of story do you think this is? I'm not his goblin. Also, it's 2016--fight your own battles, missy."
Player: Nope, not dying here. Let him follow you.

DM: You eat, and you immediately you feel better. When it's time to get off the plane, the goblin is already gone, just like all the other first-class passengers. A glass with a few traces of red wine is on the tray beside his seat. You walk through JFK with Dmitri. He holds your hand, watching your face for any sign of them, but there are no goblins. You get your luggage from baggage claim and turn toward the exit. Outside is a long line of taxis. In front of the door is a huge goblin. Taller than you. His head is above the archway. "There's one there," you say dully to Dmitri, pointing toward it. His eyes follow your finger. He squints hard. "I think," he says slowly, "I see a...a shadow." There are about ten sets of doors to the taxi line, so you turn toward another one and start hurrying toward it. It probably won't work, but hey, what do you have to lose? It doesn't move. "Go ahead." You turn, shocked. They've never spoken before. "If you do, I'll follow you. I'll never kill you, but I'll never stop following." Oh. Well, great. Fighting him seems like a losing proposition. Sure, he doesn't look terribly fast or strong, but you aren't either--and you've got skin, not hard, armor-like scales. Also, he's huge. But you also can't let him follow you around forever. What should you do?
Player: You know what, this ends now. Fight him.

DM: So he follows you. He follows you to your boyfriend's apartment--to the living room where you make small talk about your trip, into the bathroom while you pee, to the dining room where there is a lovely dinner prepared, into the bedroom where you and your boyfriend sleep. He follows you everywhere, little eyes tracing your every move. Finally, you decide to fight him. It's like fighting air. You try to ignore him. Sometimes it works, but mostly it doesn't. You can't sleep. You can't relax with friends. You can't even kiss Keith without getting uncomfortable.Your friends notice your awkwardness, and Keith gets tired of being pushed away. Your grades suffer. You're alone more and more--alone with it. After about a year, your mind can't take it anymore. It lets go. With medication, you become a mindless--if peaceful--mental patient. But whenever they take you off it enough for you to notice your surroundings, what you see is the goblin. Because he never leaves.

Player: Ram him with the luggage cart.

Player: Let him drag you
DM: Once inside, he led you to what looked to be his room. He locked you and him in there, and fed you something that stung your nose. You felt dizzy a minute later, and flopped on the ground. As you slowly died, you felt as if you were a puppy, trying to swim to the surface of the creek yet never making it there. THE END (This is one of the main endings, so you don't get a second chance on this one.)

Player: T
Player: D
Player: I

DM: Since this is the Classic Editor, I will depend on your honesty. Did you talk to Aunt Mary to find that she was the owner of the clock?It only works if it was on THIS play. Don't lie to me....
Player: Yeah, dude. I Totally talked to her.
DM: Ok then. I'll believe you. You take the clock back to Aunt Mary, who is so happy that she kiss you. In the mouth. With her tongue.YAY, ROMANCE!You win. I think?Well, you know what they say about woman with no teeth, right? Right?

DM: It's getting more chillier by the day, as I walk down the street, holding onto my umbrella, humming my favorite song. It's been about ten days since a couple of students decided to hold a special: Winter Dance Night. And lucky me, I still haven't been asked or have asked anyone to the dance. Although I guess, it may be my shy attitude or akwardness towards boys or lack of interest in them. My thoughts are broken by small flakes falling down..snowflakes. "Huh, I guess Friday brings a new-day," I say to myself. It' s November and cold but until now, no snow has fallen, although the lakes have frozen over. I stop at the nearby park, looking onto the frozen pond. "Been ages since I skated on the pond," I think. "Wonder if I should go?"
Player: Go skate on the pond.
DM: Deciding that no snow day is complete without a good spin around the lake, I head towards the frozen pond of our town's park. It's frozen clear, icy-slippery and crystal clear, perfect for skating. Using my umbrella as a pole, I start with a few spins and laps around the pond. "I forgot, how much fun this was," I can't help but giggle to myself. Taking a good start I pick-up momentum going across the pond when suddenly...I slip and fall flat on my bottom in the middle of the pond. "Ow!!!" I squeal rubbing my bottom, getting back up my feet. "Well....I'm skating with a pair of casual footwear....so no surprise," I say shaking my head. I start to leave when suddenly I hear a heart-stopping sound...a cracking sound...I turn slowly to see...the ice CRACKING. "Oh....AAAAHH" I scream falling into the frozen pond.

DM: "No, not today. Maybe tomorrow," I say to myself it just started to snow and I don't have my skates with me. I continue my walk my home among the streets, pretty empty at this time. A few people only walking here, going home from work or going gift shopping. Now back to my problem, I still don't have a date to the Winter Dance and by far I don't know who to ask. "Bah," I say annoyed, but the Dance isn't until next Friday so I have some time before that to find a date, if any. My apartment isn't much farther now, just over the crosswalk, down the street and around the corner...speaking of which.
Player: Run over the crosswalk.
DM: I quickly jog over the crosswalk..but slip suddenly when I'm halfway over. "OW! My head!" I groan having hit my head on the crosswalk, and bleeding a bit. I start to rise up to my feet a bit groggy and...hear a horn louder and louder. I turn my head and see a truck...sliding out of control and HEADING FOR ME! I turn to run but the truck comes to fast....I was to late to notice it...Slamming into me, the metal construct, I can hear my bones break before everything goes black.

Player: Open the drawer.
DM: You try tugging at the drawers in the teacher's desk. They're all locked. You let out a frustrated sigh. You don't know why, but you get the feeling that there's something important in one of the drawers.

DM: It's been so long, I don't know how long it's been since the world started ending around me. All I know is, now, I'm on the run with Benjamin. As far as we know, we are the only humans left on this planet. It all started last week, a time that seems so far away now...
DM: I am a straight-A student, valedictorian of my class. I'm going to graduate from Grianthol High this year, serve in the Aranthian Army, and take advantage of the full-ride scholarship to Yarikthin University that's been offered to me. I'm going to be somebody. I have my life planned out and I'm happy. In reality, I was too busy planning my life to see the hints and realize what was to happen.
Player: World History Class
DM: I'm sitting with my friend Marianna in World History class. Mr. Skrifton, our teacher, is giving a lesson on how the United States of America became Aranthi after World War IV. Marianna and I are chatting about our weekend plans when Scythe starts acting strangely next to me. Suddenly, Marianna cries out in fear, staring and pointing at Scythe's hand.

DM: I'm sitting with my friend Marianna in World History class. Mr. Skrifton, our teacher, is giving a